For Whom The Whistle Blows

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$24.

99 S2P90011 10204


Strap on your six-gun and saddle up, partner, because
theres Hell to pay and the currency is hot lead!
The Tombstone Epitaph has always been filled with lurid tales of daring desperadoes and deadly drifters,
but lately the Wests most-read tabloid claims theres something more sinister stalking the frontiers lonely
plains: Monsters. Fortunately, where there are monsters, there are heroes. Squint-eyed gunfighters, card-
chucking hexslingers, savage braves, and righteous padres have all answered the call. And if they fight
hard enough, they might just discover the identity of the mysterious Reckoners some say are behind it all.

The Players Guide is the core rules book for players of Deadlands Reloaded. It includes new rules for
For whom the Whistle Blows
shootouts at high noon, new Edges, Hindrances, and powers, and everything a cowpoke needs to begin
his journey into the Weird West.

The Deadlands Reloaded Players Guide is not a complete game. Youll also need the Savage Worlds
core rulebook to play, available where you found this book or online at www.peginc.com.
ForWhomtheWhistleBlows:
NightTrain2
by John Goff
Savage Worlds by Shane Lacy Hensley

Credits & Acknowledgements


Editing: Matthew Cutter, Joel Kinstle, Piotr Korys

Deadlands Brand Manager: Matthew Cutter

Original Design: Simon Lucas

Cover Art: MKultra Studios

Cartography: Jared Blando

Interior Art: beet, Richard Clark, Dave Deitrick, Mike Kimble, William OConnor,
Jim Pavelec, Ron Spencer, Pete Venters, and the Doomtown Artists

Layout and Typesetting: Joel Kinstle

Deadlands, Savage Worlds, Smiling Jack, Pinnacle Entertainment Group, and all associated
marks and logos are Copyright 2010, 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. 2010. All rights reserved.
Contents

Introduction 1 Chapter Two: Chapter Four: Into


A Little History1 TheHeelToe the Bowels of the
Express11 Earth27
The Night Trains 1
Taking Stock11 Back for Seconds 27
Second Times
the Charm2 Marching Orders12 Bloodsuckers27
An Unwelcome Collins Springs12 The Tunnels of the
Passenger 2 The Station 12 Underground 28
Money Train3 Rancho Red Herring 13 On the Banks of
the River Styx30
The Setup 4 Poking Around14
Aftermath32
Eight-Legged Freaks!16
Chapter One:
RidingShotgun 5 Friends & Foes33
Chapter Three:
Job Offer 5 WhistleStop17 Professor
Desmond Wilton 33
All Aboard!5 Last Stop: Pickman 17
Wiltons Steam Wagon 34
The Train5 Bayou Vermilion
Picket17 Jean-Charles St. Martin34
Running Loose8
Pickman 18 Nosferatu34
Ambush! 9
First Impressions18 Nosferatu Ancient One 35
The Attack9
Ghost Town in the Quinton Morris36
Fighting Back10
Making19 Sheriff Roscoe Barger37
Meanwhile 10
The Train24 Tom Bartlett 37
Aftermath10
Introduction

Welcome back, Marshal, to the return since before that sort of behavior became
trip of one of the Weird Wests most feared fashionable, or at least heard of at any rate.
creationsthe Night Train. We probably Initially, the Baron saw the nosferatu as just
dont need to warn you, but the adventure another troop for use in his rail gangs. The
contained in these pages might wear a little creatures were virtually invulnerable to harm
rough on your posse, so we dont recommend and their predilection for gratuitous throat-
it for characters of less than Seasoned rank. ripping was actually a plus on the battlefield.
Unfortunately, while the nasty blood-suckers
A Little History dont have many weaknesses, he quickly
learned that the things went up like pine
needles tossed on a campfire when exposed to
Most folks whove spent much time sunlight.
wandering the Weird West have heard stories
about vampires, specifically nosferatuor That little drawback might put a lesser
nose ferrets, as they call em south of the practitioner of the black arts out of sorts, but
Rio Bravo. Now, nosferatu arent your fancy- Baron LaCroix has always had a knack for
schmancy cloak-wearing vampires like they finding a use for murderous undead.
have over in the Old Country. Theyre more
like a cross between a hairless weasel and an
The Night Trains
undead wolverine that walks on two legs and LaCroix loaded the monsters up on a few
sucks blood. Not really the sort for formal trains and let them loose onto his rivals
dress balls and the like. railroads. The sleeper cars protected the
Fortunately, theyre not all that common an nosferatu from the sun during the day while
occurrence in the West. A few years ago, the the train carried them from town to town
owner of the Bayou Vermilion Railroad, Baron across the Disputed Territories and beyond,
Simone LaCroix, got his hands on a nosferatu like a gang of gluttons at a Sunday buffet. The
Ancient One. If you were making a list of folks populace of more than one town disappeared
you wouldnt want to get a hold of one of literally over night following a visit by one of
these monsters, LaCroixs name would cover LaCroixs Night Trains.
most of the first ten spots. You see, he had It didnt take long for trainloads of abomi
been playing with deador undeadthings nations riding back and forth across the West
to draw the attention of the Texas Rangers

1
D eadlands : F or W hom the W histle B lows

havoc on several communities along the


Black River and Union Blue lines. Better yet,
Turnabouts Fair Play at least as far as he was concerned, most of
the folks slain by the vicious critters had
If it works better for your campaign to set an unpleasant tendency to crawl out of the
the adventure on Bayou Vermilions rail line, ground as nosferatu themselves. Cleaning
youve got to tweak the backstory a little. up the leftovers, so to speak, kept the two
After all, its not likely that LaCroix would government groups too busy to take too much
want to sabotage his own railroad. interest in some ofokay, most ofhis other
In this case, St. Martin isnt a loyal henchman, activities.
but a disgruntled former enforcer. Hes gotten
his hands on one of his former boss most The first wave of his Night Trains depleted
powerful minion and has slipped on board more of his resources than hed planned.
a Bayou Vermilion train to muck up the Filling more trains with nosferatu wasnt a
works as much as possible. None of his own problem. Not too long ago, LaCroixs agents
henchmen are Bayou Vermilion hired guns; had located another Ancient One.
hes using freelance talent there as well.
The monster was being carted around the
Best of all, since all of this occurs behind the West by a traveling carnival, billed as an Aztec
scenes, the players may never even realize the
changes youve made. mummy. The nosferatu, unfed for centuries,
had gone into a perpetual hibernation and its
flesh had dried and drawn up tight around its
bones, so you really cant hold that mistake
against them. The henchmen purchased the
creature for a tidy sum and shipped it back to
New Orleans.
LaCroixs problem was more mundane.
Contrary to what you might expect, custom
trains outfitted to transport a small horde
of undead dont exactly grow on trees. The
Rail Wars hadnt been particularly kind to
Bayou Vermilion and LaCroix didnt have
the resources to put together another batch of
trains on short notice.
and their Northern counterpart, the Agency. This time, he decided hed let his rivals do
Over the next few years, both groups invested the heavy lifting.
no small amount of effortand bulletsin
tracking down and eliminating the Night An Unwelcome Passenger
Trains. A few pockets of nosferatu infestation
LaCroix placed the Ancient One in an
remain in the Disputed Territories now, but
innocuous crate and, through a succession of
most of the trains themselves are believed to
middle men, slipped it aboard a Union Blue
have been hunted down and destroyed. Thats
train headed west. He sent one of his most
what they tell themselves, at least.
experienced men, Jean-Charles St. Martin, and
Second Times the Charm a handful of less-obvious Bayou Vermilion
enforcers along to keep an eye on it.
To say the Baron was pleased by the effect
the Night Trains had on his rivals would be You see, St. Martin has an edge in dealing
an understatement. The nosferatu wreaked with nosferatu. Hes not only a powerful
houngan, hes also Harrowed. The sludge that

2
I n t roduction

oozes through his veins now holds little temp Night Train would be rolling the rails, and
tation for the neck-biters the Ancient One will this time with very little effort on the part of
spawn. Bayou Vermilion.
Once the train was deep into the enemy
territory, St. Martin was to awaken the Money Train
Ancient One by feeding it blood, then step St. Martin discovered that the train on
back and let the abomination ravage the which the Ancient One was traveling was also
trains passengers. Within hours, another carrying a payroll for Union Blue enforcers

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on the front lines of the Rail Wars. Although


not heavily protected, the presence of armed
The Setup
guards did pose a complication for his mission.
Fortunately, St. Martin has always been good The adventure is set on the Union Blue
at thinking on his feet. railroad, but with very little tweaking you
can switch that to just about any of the other
He raised a fairly formidable force of
major rail lines except Bayou Vermilion, just
bandits, outlaws, and outright killers from the
by changing a name or two. Its just as likely
surrounding area, teasing them with tales of a
that LaCroix would set this horror loose on
virtually unprotected load of cash. St. Martin
Iron Dragon as it is that hed pick on Mina
omitted the minor addendum about an undead
Devlins operation.
bloodsucker also being aboard the train, of
course. He quickly sold his impromptu gang Weve deliberately not used compass
on a scheme that would leave them filthy rich, directions in the descriptions or on any of the
while he and his Bayou Vermilion cronies maps. This leaves you free to orient the trains
made off with the real treasureat least in direction of travel in whatever way best suits
their minds. your own campaign, Marshal.

4
Chapter One:
RidingShotgun

While visiting a rail town, the posse is Morris tells the posse the train leaves at
approached by a middle-aged man named noon on the next day and hell meet them at
Quinton Morris. Morris tells the posse hes the station then. He doesnt share any details
a representative of a railroad and looking to regarding the cargo, saying only its a standard
bring on a few hands for a short job. (As noted mail and passenger train.
in the introduction, our default railroad in
this adventure is Union Blue, but with very
minimal alterations, you can easily change All Aboard!
that to one better suited to your campaign,
Marshal.) When the posse arrives at the station the
next day, they get their first look at the train.
Job Offer Its a pretty standard affair with an engine
Any band of heroes up to this adventure and tender, followed by a sleeper car, then
have probably made themselves something two passenger cars, a freight car, a livestock
of a name in the Weird West and Morris car, the express car, and finally the caboose.
has recognized them from a tale or two Morris is overseeing bags of mail being loaded
circulating about their deeds. Alternately, if onto the second freight car when they arrive.
the heroes have already done work for Union Morris spots them quickly and waves them
Blue, a known contact points Morris in their over to his location. He tells them theyll be
direction. Regardless, as long as none of the underway soon and to load their gear onto
posse is a known wanted criminal or overtly the second freight car where theyll be riding.
aligned with another Rail Baron, Morris offers If some of the heroes are mounted, hes made
any interestedand apparently capable arrangements for the horses to be carried on
cowpokes in the posse a job helping him the trains livestock car.
guard a westbound mail train.
He offers $10 a day for an expected eight-
The Train
day round trip, but a hero making a Persuasion The train appears to be nothing more than
roll can raise that by $5 for a success and by a a simple passenger hauler with a few freight
total of $10 per day with a raise. Food and a cars attached. It does have a sleeping car
place to spread a bedroll are included. situated just behind the locomotives tender,

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D eadlands : F or W hom the W histle B lows

There are also two wash


rooms in the car, one each for
male and female passengers.
The sleeping car is slightly
taller than the other cars on
the train. This allows for more
room in the upper berths.
Passenger Cars: The pas
senger cars are designed
more for capacity than for
creature comforts. Six pairs of
hardwood benches facing each
other on either side of the aisle
allow over 40 passengers to
ride in each of the trains two
passenger cars, though neither
is filled to capacity on this trip.
Livestock Car: Fortunately
for any posse members, there
are few other animals onboard
for this trip, which leaves
marking it as possibly a little more upscale plenty of room for any horses they may need
than the usual passenger train. Other than transported. Nonetheless, a strong smell of
that addition, nothing marks it as unusual to cow manure and damp straw sits heavily in
the casual observer. this car. There is a large wooden ramp stored
If any of the heroes are interested and arrive in the car as well, to allow for easy offloading
before the appointed meeting time, they can of the animals in the absence of an actual
explore the cars on their own. loading dock.
Engine and Tender: There is absolutely Freight Car: The first freight car contains
nothing remarkable about the trains engine. A passenger baggage and larger mundane items
conventional steam locomotive, it is powered (furniture, a piano, etc.) all headed farther
by a wood-fueled boiler. The tender, directly down the line. Most of the larger items are
behind the engine, is filled with split wood crated and everything is secured against
to burn. While operating, the engineer and being dislodged by the trains movement by
fireman are always present in the cab. ropes or netting. None of the baggage contains
anything of value beyond minor personal
Sleeping Car: The sleeping car is far more effects.
nicely appointed than the other passenger
cars. It can accommodate up to 16 passengers Caboose: This reddish-brown car at the end
in individual sleeping berths. Each sleeping of the train serves as both makeshift crews
compartment is fitted with a curtain to shield quarters and an observation point from which
it from the aisle. During the day, the lower to watch the rest of the train. Any off-duty
berths separate into pairs of benches facing crew are likely to be found here, either in one
each other while the upper berths fold up to of the two berths or in the seating area. One
provide headroom for the passengers. crew member is always seated in the cupola
section above the sleeping berths, and from
there he watches the rest of the train.

6
C hapter O ne : R iding S ho t gun

The Express Car Jim Mullins, Bill Thames: Use Gunman


stats in the Deadlands Marshals Handbook,
The second freight car is where the mail but change their Shooting to d6. They are
is carried, along with other valuables. It has armed with Colt Army single-action pistols
a two large freight doors, allowing access (12/24/48, 2d6+1, RoF 1, Shots 6, AP 1),
from either side of the train. Morris leads and double-barrel shotguns (24/48/96,
them in through the door closest to the station 2d8, RoF 1, Shots 15, AP 2), with 25
platform, which he only opens wide enough to cartridges for each.
admit the characters. The other door is closed
and securely locked from the inside. Tom Barlett: See page 37.
Once inside, the posse immediately gets the Quinton Morris: See page 36.
impression everything is not as Morris has
The Real Deal
represented it. The car itself is armored well
enough to withstand most small-arms fire, Once the train is underway, Morris rounds
although this is hidden from the outside by a up the heroes along with the other three hired
faade of standard wooden walls. In addition guns and briefs them on the trains actual
to the main freight doors, there are smaller cargo.
access doors at the front and rear of the car Yall have likely guessed theres a little
and a single hatch allowing roof access near more to this delivery than just a couple o
the front of the car. postcards from the folks Back East. And you
There are a few canvas bags along the walls, guessed right if you did.
but two items dominate the interior of the car. Were hauling a payroll for the railroad
The first is a large wooden crate in the farthest on board. With things being what they are,
rear corner of the car. It is unmarked but has the companys a little short on enforcers to
hinges on one side, and the front of the crate is give the train a proper guard, so the big wigs
made to open like a door. The door is secured decided to try and sneak the money past any
by a pair of padlocks. prying eyes in this here express car.
The second is a full-size Gatling gun My boys are veterans and been in more
mounted on a rail running down the middle than a couple of scraps. Normally, them, me,
of the car. The mount swivels in a full circle, and Ol Bessie here are enough firepower
allowing the gun to be fired easily through to handle any run o the mill banditos that
either door. The gun is currently partially might try their hand.
covered by a piece of canvas, somewhat Still, Ive been at this business a while and
concealing it from the view of anyone passing I learned not to ignore my gut. The hairs on
outside the train. the back o my neck got a bit prickly there in
Also in the car are three other men, all town. Probably just gettin old and skittish,
wearing holsters and carrying shotguns. but better safe than sorry.
Morris quickly introduces them as Bill Plus, its the railroad footin the bill for
Thames, Jim Mullins, and Tom Bartlettthe your checks, not me.
rest of his crew.
Morris doesnt discuss how much is in
Morris tells the posse they can layout their the payroll or how many men are waiting at
bedrolls wherever they can find space in the Pickman. (He does take note of any character
express car. He shrugs off questions about the that shows too much interest in either, as
crate, Gatling, or why an express car needs these are exactly the sorts of questions a
such a heavy guard. potential thief would ask!) He tells them that
for security reasons, access to the rest of the

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D eadlands : F or W hom the W histle B lows

trainwith the exception of the cabooseis


Monkeys in the Wrench restricted (which is why they put the car near
the rear of the train instead of behind the
Players being what they will, it is always tender). The less the other passengers know
possible that one or more of the posse is riding about the express car, the better.
in the forward cars when the bandits attack. In general, he keeps the majority of the
Perhaps they sneaked out of the express car
or maybe they just opted not to sign on with group on guard or resting in the express car.
Morris and purchased a ticket on their own. He stations two or three guards, depending on
If thats the case, theyre going to be right in the size of the heroes posse, to keep watch on
the thick of things as St. Martins plan comes the caboose, rotating every eight hours. Morris
to fruition. is careful to mix up the group; one of the hired
See Meanwhile on page 10 for a general guns and one or more posse members in every
summary of how St. Martins plan progresses group.
once the attack begins.
Should they intervene during the initial Running Loose
robbery, St. Martin and his enforcers take Heroes being who they are, its possible
swift action to eliminate the threat. Their
one or more may decide to buck Morris
preference is to simply force anyone posing
serious resistance to their seizure off the instructions and visit the rest of the train. If
trainwhile it is still moving, of course. They Morris catches any cowpoke doing this, he
have no desire to fight an ongoing battle while stops themat gunpoint if necessaryand
St. Martin is trying to awaken the Ancient keeps them in the express car under his own
One. As the express carand the rest of the eye from then on. Hes not immediately
possebecomes more distant from the rest
convinced the rebellious character is up to
of the train, orphaned heroes may even be
motivated to jump on their own! anything besides tomfoolery, but he does
consider the possibility that one or more of
If that fails, St. Martin and his enforcers
the posse may be in cahoots with potential
pull no punches. St. Martins arcane ability
is quite substantial and should prove more bandits.
than adequate in disabling or Incapacitating The interior door of the express car leading
a troublesome cowpoke if need be. Once the to the rest of the train is locked with a padlock
hijackers have taken any resisting hero out of
from the inside. It can be picked with a simple
action, they pitch the poor sod off the train,
where hes likely be found by the posse in the Lockpicking roll, but unless hes distracted
next chapter. somehow, Morris automatically detects any
such attempt.
On the off chance the player characters
decide to lie low and blend in with the rest
of the passengers, they quickly learn how
Up on the Rooftops
bloodthirsty St. Martin and his cronies are. Particularly stubborn posse members may
The Bayou Vermilion gang first eliminates decide to cross to the forward areas of the
any remaining crew members, then begins train by going across the roofs of the cars.
dragging passengers to feed the Ancient One.
Hopefully, at some point, the heroes get the Although theyre not designed for foot traffic,
hint and either disembark the train on their moving along the top of the train cars is not
own or put up a fightwith either choice difficult provided the character does so at
resulting as noted above. half Pace. Attempting to walk faster than that
Bayou Vermilion Enforcers (2, plus 2 requires the hero to make an Agility roll or
per hero): Use Rail Warrior stats in the lose his balance. Further complications (such
Deadlands Marshals Handbook. as running or being shot at) apply a 2 penalty
Jean-Charles St. Martin: See page 34. to the roll.

8
C hapter O ne : R iding S ho t gun

Anyone failing the Agility roll loses his the caboose at the time the attack is to occur.
actions on the next round as he struggles to Moments before the attack begins allow any
regain his balance atop the jostling train car. hero in the caboose a Notice roll to catch the
Rolling a 1 on the Agility die (regardless of the man acting suspiciously. He squints at the
Wild Die) means the hapless soul tumbles off passing landscape expectantly and checks
the roof onto the side of the track! This inflicts his pocket watch. If confronted about his
4d6 damage due to the height of the car and behavior, the man fumbles for an answer
speed of the train, and causes the cowpoke to before making a move for his gun.
drop anything hes holding in his hands. One round after the turncoat tips his hand,
There is approximately 1 (two yards) the main body of the outlaws approaches
distance between the roofs of the individual from the rear of the train. This is by design,
cars. Jumping this distance is not particularly as St. Martin hopes to draw as much attention
difficult, but requires another Agility roll in that direction as possible. The gang is
upon landing. Failure on this roll has the same mounted and begins 25 behind the train,
results as above. emerging from their hiding places after the
train passes. The bandits focus their attack on
any visible crew or guards on the caboose and
Ambush! express car.

Mid-afternoon on the second day out, Train Cars and Horses


the makeshift band of train robbers springs The bandits begin the attack riding their
its attack. The train is about 25 miles from horses at a running Pace (10 plus 1d8). Once
Pickman at the time the gang attacks. At the they are parallel with the express car, they
same time, St. Martin makes his own move. reduce their speed to match that of the express
Unbeknownst to the posse or train crew, the car.
gang has cut the telegraph wires several miles The train begins the combat at a Pace of
behind the train and leading into Pickman. 15. St. Martin uncouples the cars at the very
They have also blown the tracks behind the
train to further slow any possible
rescue from reaching the besieged
payroll guards.
At a prearranged signal, St.
Martin and one of his enforcers
move back through the train to the
livestock car. There, he uncouples
the express car and caboose from
the rest of the train, leaving it to
slow to a stop, presumably easy
prey for the bandits. Aided by
some reinforcements who arrive
via steam wagon, he and his men
then seize control of the train.

The Attack
Bartlett has maneuvered to
get himself placed on guard in

9
D eadlands : F or W hom the W histle B lows

beginning of the battle (treat him as if he were passenger cars stand up and pull their guns
on hold). Each following round, the express to keep the rest of the riders subdued. Unless
car and caboose decelerate. It loses 1 Pace per there are any player characters present to
round until it comes to a complete stop 15 resist, this goes off without a hitch.
rounds after it is uncoupled. Four rounds after the attack begins, a steam
For mapping purposes, its probably easiest wagon comes rolling out of an arroyo ahead
if you dont worry about moving the express of the train. Its armed with a Gatling gun and
car and caboose. Just adjust the positions of carries Dr. Desmond Wilton and two more
the bandits and the departing train relative to Bayou Vermilion enforcers. The steam wagon
the abandoned cars. pulls alongside the engine and rakes it with a
couple of bursts of Gatling fire.
Fighting Back Once the engineer and fireman are killed
Heroes on guard in the caboose when the by the Gatling gun, Wilton and one of the
attack begins can fire out the windows and enforcers board the engine. The two men crew
doors. The walls of the caboose are of simple the locomotive and keep it heading up the
wood and provide up to medium cover to tracks at full steam. The steam wagon follows
any cowpoke smart enough to use them for behind, intending to remove the enforcers
protection while shooting at the bandits. once the Ancient One is fully awakened.
There are no firing ports in the express car. Outlaws (6, plus 2 per hero): Use stats in
However, once Morris is aware of the attack, the Deadlands Marshals Handbook. They
he instructs the posse to open the doors on are armed with Colt Army single-action
the express car so they can bring the Gatling pistols (12/24/48; 2d6+1; RoF 1; Shots 6;
gun into play. Posse members can fire out the AP 1) and Winchester 73 rifles (24/48/96;
main doors, through the doors at either end, 2d8; RoF 1; Shots 15; AP 2), with 25 spare
or by climbing onto the roof via the hatch. cartridges each.
Morris isnt picky about who fires the Professor Desmond Wilton: See page 33.
Gatling gun, as long as someone is cranking
the handle. If none of the posse mans the Aftermath
weapon, he fires it himself. The weapons Once more than three-quarters of their
mount allows it to fire out either doorway, number are Incapacitated or captured, the
but it can only fire on one side of the car on rest of the gang retreats, riding off into the
any given round. The mount also reduces the surrounding plains. The bandits run off in
recoil penalties for firing full-auto to 1. whichever direction gets them the farthest
from the train and posse as quickly as possible.
Meanwhile The survivors are too shaken up to attempt
As noted, St. Martin uncouples the express to regroup or arrange a meeting placethey
car and caboose at the start of the robbery. simply flee haphazardly into the wilderness.
Once the cars are uncoupled, his enforcers Any stray outlaw horses are either rounded
move into action to seize control of the rest up by the gang members as they flee or run
of the train. Two enforcers in each of the off on their own, frightened by the gunfire.

10
Chapter Two:
TheHeelToe Express

Although the posse has defeated the train Talk, Bandit!


robbers, their troubles are far from over.
Its very possible the heroes manage to take
Theyre now sitting about halfway to nowhere
one or more of the outlaws alive, whether
on the rear half of a train with no engine in
by capturing Bartlett or simply reviving a
sight. They have little food or water and no
wounded robber. In either case, the bandit
horses.
initially refuses to talk to the posse. His resolve
Taking Stock isnt all that strong, though, and success on
an opposed Intimidation (versus Spirit) or
The robbery occurred about 30 miles past Persuasion roll (he is Uncooperative, but will
the trains last water stop. Morris tells them talk if raised to at least Neutral by a good
there is another water station about 10 miles argument) is all it takes to get him to open up.
along, but other than an isolated ranch or two,
theres no other permanent settlement until I didnt know half the fellers I was riding
Pickman, which lies about twenty-five miles with on this job. We was all gathered up by
further along the track. this tall, bald black feller. Called himself St.
Martin and had this heavy accentmaybe
If the posse searches the two orphaned train French?
cars, they find very little of use. Most of the
express car is occupied by either the payroll Anyway, he told us this train had a big
safe or a few bags actual mail. Other than their payroll on it. He had some men on board that
own belongings and the Gatling gun, there is was going to detach the money cars from the
nothing else of value in the car. rest of the train and wed ride in and rob it.
Seemed like a good enough plan, but we didnt
The caboose contains a few personal effects know about no extra guards or Gatling gun!
of the crew along with enough food for
perhaps one or two meals consisting primarily If the heroes think to ask about St. Martin or
of beans and hardtack. There also is a single his cut, the bandit says,
double-barrel shotgun for use by the crew, That was the hitch. For all his clever
as well as a few boxes of shells for the gun. plannin, he didnt seem all that worried
Finally, the posse finds a pair of red warning about his cut. He told us hed meet up with
lanterns and a single clear oil lantern. us later, but he never set a meetin place nor
nothin. Seemed odd, but heck, me and the
rest of the boys figured to just split the take
and part ways. More money for us that way.

11
D eadlands : F or W hom the W histle B lows

The characters can also learn that there


was no plan for the gang beyond get the
Collins Springs
money, split it, then leave the area as quickly
as possible. The outlaws had no set camp nor The hike to the watering station at Collins
plans to continue to stick together after the Springs takes about three hours. The terrain
robbery. While a few knew each other or even is relatively flat along the way and generally
rode together, by and large the gang was just a makes for an easy journey. However, the
piecemeal assembly of whatever gunmen and heroes do not encounter any watering holes
criminals St. Martin could assemble on short or signs of civilization along the way, other
notice. than the telegraph line running parallel to the
tracks a short distance away.
Marching Orders About an hour from the stalled express car,
Once the posse has had time to get a feel for they discover the corpses of the engineer and
their situation, Morris calls them together and fireman where the Bayou Vermilion gunmen
gives an impromtu speech. pitched them from the train. As the heroes
approach, vultures rise into the air, reluctantly
I want you folks to set out for the watering
abandoning their discovery to the newcomers.
station up the tracks a ways. Me and the rest
Both men have been shot repeatedly by a large
o the crew will hunker down here and wait
caliber weapon (the Gatling gun) and are even
for you to get us some help. Those bandits
worse for wear after being thrown from the
aint got much fight left in them, and even
speeding locomotive.
if they do Ol Bessie still has a few words for
them. When they reach the watering station in
the late afternoon, the heroes find a small
Theres a telegraph there. You can send a
wooden building beside the tracks. A hand-
message to Pickman. Theres a contingent of
painted sign hanging over a wide front porch
Union Blue enforcers scheduled to meet us
identifies it as Collins Springs. A watering
there and retrieve their portion of the payroll.
tower stands near the tracks a short distance
I doubt youll be able to get a message to
from the station building, and an uncovered
Pickman ahead of the train, but maybe you
well sits roughly halfway between the two.
can get them on the trail quick enough to
A ramshackle outhouse is the only other
matter.
structure. Telegraph wires run into the station
Its possible, though, that the gang had the building from both directions.
sense to cut the wires twixt here and there. If
When the heroes arrive, there are no signs
they did, you keep hoofin it to Pickman and
of lifeor trainat the station. The station
tell those boys in person. You should get there
is quiet save for the occasional creaking of
by midnight or so if you leave now.
the sign in the wind. A quick search of the
If the party balks, Morris explains that the property does not turn up any sign of the
watering station and Pickman are the closest station master.
sources of aid. Theres not enough water for
the entire group of guards to wait at the train The Station
until help eventually arrives. Backtracking the
Inside the building, there is a small desk
trains route not only takes longer, but also
and three handmade wooden chairs, along
puts them further from the hijacked trains
with a single sleeping cot and a wood stove.
likely location. And in the worst case, the posse
The station masters log sits open on the desk
simply reports directly to the Union Blue rail
and a map hangs on the wall behind. Against
gang instead of sending them a message.
the back wall stands a small table on which
rests a telegraph device.

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C hapter T wo : T he H eel -T oe E xpress

Searching the station reveals a few bits of


information to prepare the posse for what lies
ahead.
Map: The large map on the wall details the
rail lines in the area. There are no junctions or
stops between Collins Springs and Pickman.
Pickman is approximately fifteen miles farther
down the tracks.
Station Masters Log: The last entry in the
log indicates the last trainthe one upon
which the characters were ridingarrived
about two-and-a-half hours ago. There is no
departure time listed for the train.
Telegraph: The telegraph device seems was gunned down by St. Martins enforcers as
to be out of commission. Anyone making a a result.
Repair roll quickly discovers there is no power
The other three, however, have had their
running through the device. None of the
throats slashed deeply. Their faces are
heroes recall seeing any cut wires on the trip
covered in a mask of dried blood, but there
from the train cars. This is because St. Martins
is surprisingly little on their clothing. The
gang cut the wires some distance before the
grisly nature of their deaths requires a Guts
ambush site and again a few miles from
roll against Fear/Nausea for any cowpoke
Pickman to complicate any repair attempts.
viewing them. A Knowledge (Medicine) or
Exploring the Grounds Healing roll tells a character that the cut was
made with a large knife. With a raise on the
A cowpoke who takes the time to examine roll, the hero discovers that the three corpses
the area near the water tower finds evidence are almost completely drained of blood as
that a fair amount of water spilled on the well.
ground. A successful Notice roll tells the
character that the water didnt spill from the The last three were the first victims that St.
tower, but rather appears to have leaked from Martin used to revive the Ancient One. The
the train, most likely the locomotive. monster was too weak to feed itself, so the
houngan hung the poor souls by their ankles
Although the posse probably doesnt know over the sarcophagus. He then cut their throats
this, the Gatling gun on the steam wagon and let their blood drain into the abomina
damaged the boiler during the assault on the tions mouth until it was strong enough to
engine. As a result the train is in need of a feed the old fashioned way.
repairand fairly soon.
A hero who makes a Tracking roll outside
the main station building spots drag marks Rancho Red Herring
leading under the front porch. Underneath
the porch are the bodies of four victims from Fear Level: 3
the train. Three are passengers while the Just after sunset, when the heroes are about
fourth is the conductor who was on duty in halfway to Pickman from the Collins Springs
the passenger cars at the time of the robbery. station, allow them to make Notice rolls.
One of the passengers is wearing an empty Whichever cowpoke rolls highest spots the
gunbelt and has been shot. This poor sod tried silhouette of some low buildings to the north
to put up a fight during the initial robbery and of the railroad tracks. Should they choose to

13
D eadlands : F or W hom the W histle B lows

investigate, the characters discover a single- There are four horse stalls along the eastern
story farmhouse with a couple of outbuildings wall, but only one is occupied. The corpse of
and small corral. an older draft horse lies in the stall nearest
A quick inspection of the property reveals the double doors. It appears somewhat
that it was recently built. All the construction desiccated, but a Knowledge (Medicine) roll
looks new and a fresh coat of whitewash tells any character examining it that it has
adorns the walls of the farmhouse. Aside from only been dead for a little over a day and that
the small corral adjacent to the barn, there is its appearance is actually due to the fact that it
no other fencing. A small sign, so newly- has lost an unusual amount of blood.
painted that it seems almost wet to the touch, The tick that drained it has long since
proclaims the farm as the Yates Ranch. waddled off to the main nest. However, the
The property, like the station at Collins hole through which it erupted from the poor
Springs, is dead silent. No sounds of farm animal is on the side of the horses body that
animals or human inhabitants are heard. If is currently on the stall floor. Only if the posse
any of the adventurers calls out, her shout hoists the corpse off the ground (most likely
goes completely unanswered. using ropes and a block-and-tackle) can they
find the exit wound.
Infestation
Corral
Unknown to the posseat least at firstthe
Yates ranch has been overrun by prairie ticks. The corral is empty. A broken section
The owners, Cletus Yates and his wife Elma, along the northern portion of the plank
had recently moved into the new farm. While fencing provides an obvious answer as to
digging a new well not far from the house a how the livestock most likely escaped. Any
couple of days ago, Cletus broke into a nest of cowpoke looking over the fence in this area
the nasty crawlers. finds the fence was broken from the inside. A
successful Tracking roll (with a +1 modifier)
A swarm of tick hatchlings made quick tells the heroes that there were more than a
work of the poor sodbuster. More mature dozen cows held in the corral. A raise on the
ticks boiled up out of the hole and attacked roll reveals that the animals were panicked by
every living creature on the farm. Elma holed something entering the southern side.
up inside the farmhouse and was the last to be
taken by the monsters. Tracking the cows out of the enclosure
eventually leads persistent hombres to the first
Poking Around of several dead cattle about three hours walk
from the ranch. Like the horse in the barn, the
If the posse gets a hankerin to look around
cows appear emaciated and dried out, but this
the ranch before moving on, theres all kinds
time at least two of the corpses fell so the ticks
of trouble for them to get themselves into!
exit wound is obvious.
Barn
House
The barn is sparsely furnished, more
Both doors to the house are barred from
evidence that the ranch is very new. There
the inside. All the windows are closed and
are all the usual tools in the building, from a
locked as well. Breaking one of the doors open
pitchfork to a plow and everything in between.
requires a Strength roll (2), but one of the
However, there are few duplicates of any
windows is shattered (from the inside, should
particular tool, and all appear very new. The
any hero think to check). Viewed through
plow, in fact, is unused and lacks even a single
one of the windows, the interior is shrouded
dent on its blade.
in darkness. However, a cowpoke making a

14
C hapter T wo : T he H eel -T oe E xpress

Notice roll (2) hears a faint moaning from the bed and the far wall, lies a woman
inside. Emmawho seems to drift in and out of
If the investigators gain entrance, they consciousness. Her skin is pale and clammy
find the houses single story is divided into to the touch. Her abdomen is swollen and
three rooms. There is a combination living/ distended, likely giving posse members the
dining room, a kitchen, and a single bedroom. impression that she is in the fairly advanced
The furnishings are simple but adequate for stages of pregnancy. On the floor next to her
modest needs. There is nothing of particular is a double-barrel shotgun (with two empty
monetary value present. Digging around chambers).
the personal effects identifies the house as After holding off the disgusting parasites
belonging to Cletus and Emma Yates, and that for the better part of a day on her own, one
they moved here from Back East less than a of the disgusting parasites managed to get
month ago. the drop on the poor woman when she dozed
Upon entering, signs of a fight, such as off in exhaustion. It forced its way down her
overturned furniture, broken glass, and throat and proceeded to drain her blood,
buckshot holes in the walls and floor, are swelling as it fed in her abdomen.
immediately obvious to the posse. No bodies, If the heroes attempt to revive her, she
blood, or evidence of actual foul play can be regains consciousness just long enough to
found in the living room or kitchen, in spite of groan, grasp her belly, and exclaim in pain and
the obvious carnage that has taken place. horror, Oh Lord, its coming. Its coming!
Following the sound of faint moaning leads She immediately goes into convulsions and the
the characters to the bedroom. There, between tick bursts out of her abdomen in a shower of

15
D eadlands : F or W hom the W histle B lows

blood and gore. Anyone unfortunate enough The Nest


to witness the terrible event must make a Guts
The ticks tunnels lead off from the dry
check (2) against terror.
well bottom, but are less than two feet in
The engorged abomination scuttles almost diameter. Should a determined gunslinger
drunkenly toward the door unless stopped decide to force his way down the tiny holes,
somehow. The tick is too bloated and slow he eventually worms his way into the central
to fight back effectively even if attacked. chamber of the nesta 20-foot diameter room
Any blow that does sufficient damage to kill with numerous other tiny tunnels leading out.
the creature results in it bursting open and
Inside the central chamber, the explorer
splattering the roomand any occupants
finds not only the queen, but another hatchling
with blood! This, of course, necessitates
swarm, and several mature ticks as well. They
another Guts check, this time against Fear/
immediately attack anyone foolish enough to
Nausea.
crawl in here.
Prairie Tick: Use stats in the Deadlands
Prairie Tick (2, plus 1 per hero): Use stats
Marshals Handbook.
in the Deadlands Marshals Handbook.
The Dry Well Prairie Tick Hatchling Swarm: Use stats
Behind the house is the well that Cletus was in the Deadlands Marshals Handbook.
digging when he broke into the tick nest. Any Prairie Tick Queen: Use stats in the
sodbuster foolish enough to climb into the Deadlands Marshals Handbook.
well finds the poor farmers husk of a body,
now drained of every last drop of blood. Eight-Legged Freaks!
The character also stirs up another swarm of As soon as the posse discovers Emma, enters
prairie tick hatchlings! the dry well, or discharges a firearm near the
Prairie Tick Swarm: Use stats in the ranch, the area erupts with prairie ticks! The
Deadlands Marshals Handbook. creatures emerge from underneath the ranch,
from hidden tunnels in the ground, and other
nooks and crannies all around the property. If
it has not already been aroused, the hatchling
swarm also roils up from the well to attack.
The queen does not become involved in the
attack unless some foolhardy soul has already
crawled down into the nests central chamber.
The ticks mindlessly attack heroes,
attempting to force their way down their
victims throats and begin feeding. Should one
(or more) of the characters end up swallowing
one of the repulsive arachnids, there are a
couple of quarts of castor oil to be found in
the kitchen once the party overcomes the
nauseating parasites.
Prairie Tick (2, plus 2 per hero): Use stats
in the Deadlands Marshals Handbook.
Prairie Tick Hatchling Swarm: Use stats
in the Deadlands Marshals Handbook.

16
Chapter Three:
WhistleStop

After the Yates ranch, its a long walk Wilton is capable of making the repairs with
through the dark to Pickman. No other hidden the tools available at the town blacksmiths
corpses or lurking abominations threaten the shop, but with nightfall already upon the
characters, but an overwhelming sense of town, St. Martin could only hold the newly
dread begins to descend on them as inexorably awakened Ancient One and its progeny at
as a mudslide in a summer downpour. bay long enough for the enforcers to quickly
The sounds of their boots crunching along round up any nearby horses and retreat into
the railroad bed seem to hide the noise of the surrounding plains. Before the inhabitants
something shadowing their steps through of the town even had a clue as to the danger
the night. Shadows dart along the edges of they were in, the vampires poured out of the
the characters peripheral vision, only to rail cars and attacked.
disappear with the turn of a head. Further The townsfolk were ill-equipped to
investigation turns up nothing. stand against the undead horrors and were
The heroes may well write this off to nothing quickly overcome. When it became clear that
more than adrenaline in the aftermath of the something was badly amiss, a small contingent
shootout and all the carnage theyve seen of Union Blue troops stationed nearby came to
since. What they dont realize is that theyre the towns defense. Unfortunately, they were
beginning to feel the effects of the rapidly expecting to subdue a rowdy band of cowboys
rising Fear Level as they near Pickman. or, at worst, an Indian raid. What they found
was a nightmareone of which they quickly
Last Stop: Pickman became a part!
Water has been steadily leaking from the
stolen locomotives boiler through a half- Bayou Vermilion Picket
dozen holes caused by the Gatling gun. (A Professor Wilton and the rest of the Bayou
sharp-witted cowpoke may have already Vermilion enforcers are currently encamped
deduced that the locomotive was limping safely outside Pickman. By and large, the
from the clues at Collins Springs.) By the time enforcers are a very experienced band of
the train pulled into Pickman shortly after gunmen and have set up position on high
dark, it was clear to Professor Wilton that the ground. Theyre far enough out to avoid the
engine was in serious need of repairs. attention of the nosferatu, but close enough to
monitor both the railroad and town.

17
D eadlands : F or W hom the W histle B lows

The enforcers have three active guards is fairly good-sized, indicating that someone
keeping watch, not only for further Union believes Pickman has a future ahead of it.
Blue involvement, but also to make sure
none of the nosferatu from town catch them First Impressions
unaware. Their secondary mission is to keep As the posse nears Pickman, the first thing
as many victims as possible from escaping they notice is the hijacked train standing at
into the wilderness. the station. There is no one in sight anywhere
Once alerted by the guards, the gang around it. In fact, there is no activity visible
swoops down on any stragglers and tries to anywhere in town, although given the late
either chase them back into town, capture hourat least 2 a.m.thats not particularly
them, or just gun them down. Wilton drives surprising. Read the following:
his steam wagon and one enforcer mans the The town remains ominously quiet after
Gatling. The rest of the gang is mounted on you enter. Buildings line the street, leading
horses taken from the train and town. to the station and train at one end, and the
Any captives are bound and carried on the church and graveyard at the other. A lone
steam wagon to the side of the train opposite light or two flickers in a few of the structures,
that of the station. The enforcers quickly dump while others stand with front doors ajar.
the poor sods and race off into the night before As the heroes move into town, they might
the vampires have a chance to attack them. begin to spot signs that all is not well in
They expect sporadic gunfire from the town Pickman. A character making a Notice roll
as the few remaining residents try to defend sees several small objects on the ground in
themselves, but take notice of any unusually the towns mainand onlystreet. A closer
concentrated fire, explosions, or overt signs inspection reveals the objects to be rifles,
of magic or mad science. The gunmen dont apparently abandoned in the middle of the
move to investigate until morning if they street. One is half-cocked, with its lever down
detect anything suspiciousafter all, theyre and action open.
not anxious to run into any of the vampires There are seven rifles total and all are
themselvesbut they do focus much more Winchester 73s. Even a brief examination
attention on the town at that point. determines that all have been recently fired.
Wilton remains in camp until the next Any cowpoke taking the time to closely
day, when he travels to Pickman to complete inspect any of the firearms can make a Notice
repairs on the locomotive. roll. With a success, she spots a bayonet lug
Bayou Vermilion Enforcer (4, plus 1 per on the front of the gun, clearly marking the
hero): Use Bayou Vermilion Rail Warrior weapon as military issue, possibly surplus. A
stats in the Deadlands Marshals Handbook. successful Tracking roll notes several sets of
drag marks leading off in all directions.
Professor Desmond Wilton: See page 33.
The rifles are evidence of the battle the Union
Blue troops put up against the nosferatu.
Pickman Many of the veteran rail warriors fell here in
the open in the first onslaught by the undead.
Fear Level: 4 The vampires dragged their victims off to
feed, paying little heed to the weapons.
Pickman is a fairly small town, with less
than a dozen buildings. Only a few of them Raising a Ruckus
rise above one story, and most appear to be
When the party first enters Pickman, the
businesses rather than residences. The station
nosferatu are either occupied feeding on the

18
C hapter T h ree : W histle S top

townsfolk theyve already captured, or are Saloon. Regardless of their location, each
hot on the trail of their next meal. As such, character can also make a hearing-based
they dont notice the characters arrival in Notice roll. Success on that roll detects the
town right away. Even the sounds of combat faint sound of a cry for help coming from the
dont immediately draw the attention of the jail.
bloodsuckers, which may give a canny posse
time to prepare a plan of action. Ghost Town in the Making
The first time the adventurers shout, fire The heroes are free to explore Pickman as
their guns, or otherwise draw attention to they choose. What they discover depends
themselves is largely ignored by the other largely on where they visit, but their actions
undead in town. The second time the heroes may also influence their encounters as noted
start slinging lead or similarly make loud in the individual location descriptions, as well
noises, the creatures respond as noted in their as above in Raising a Ruckus.
respective location descriptions. The initial
outburst, however, does alert the remaining First Bank of Pickman
living inhabitants that help has arrived. The first, and only, bank in town is a two-
The round after the heroes first cause a story building, with the financial institution
commotion, allow them to each make a sight- on the first floor and the bank managers
based Notice roll (2) if theyre within sight residence on the second. Both front and back
of the Oasis Saloon. Those who succeed spot doors to the building are locked, but the door
a figure waving to them from a darkened to the upstairs apartment, reachable by an
window on the second floor of the Oasis exterior staircase, stands ajar.

19
D eadlands : F or W hom the W histle B lows

A well-furnished, five-room apartment sits more hours). The pint-sized bloodsucker


atop the bank. There are two bedrooms, one immediately attacks with all the ferocity of his
obviously that of a child. A Tracking roll finds full-sized kin.
a small amount of blood in the hallway near Funds at the bank are currently lowpart
the childs room. A cowpoke who makes a of the payroll was due to be deposited here
Notice roll while searching the other bedroom and only about $1,000 is on hand in the vault.
discovers a journal with the combination to
the banks vault on the last page of the book. Nosferatu (1): See page 34, but the child-
sized abomination has only Strength d8,
Downstairs, there is a vestibule area Toughness 8, and Size 1.
separated from the rest of the bank by the
tellers counter. Behind the counter are a single Boot Hill
desk and the door to the vault. There is a log A small graveyard sits on a low hill near the
book in the desk. There is no entry indicating church. At the back of the property is a tiny
any deposit was made at the bank within the tool shed holding a few simple tools: a pair
last day. of spades, a pick, and a roughly built wooden
The vault is closed and locked. Opening it wheelbarrow. A half-full oil lamp hangs from
requires either a Lockpicking roll (4) or the a peg near the door. Although the nosferatu
combination from the upstairs apartment. have taken no interest in the graveyard since
If they succeed in opening the vault, the theres no prey to be found there, the high
characters are in for a nasty surprise. The Fear Level in the area should make any visit
banks two employees, the manager, James there unnerving at the very least!
Keeton, and his family sought refuge in the
vault when the vampires flooded from the Blacksmith
train. Unfortunately, Keetons son had already The blacksmiths shop holds all the usual
been fatally bitten by a nosferatu. About an equipment one would expect, from a hammer
hour before the posse arrived, the boy rose and anvil to tongs, an overly large supply of
as a vampire and killed the two adults (who horseshoes, and an undersized forge. A small
will also rise as vampires themselves in two corral and four-stall stable sit adjacent to the
building to provide short-
term accommodation to any
horses or mules in need of
the smiths services.
The blacksmith himself
resided in a small single room
off the rear of the shop. It is
roughly appointed, with little
more than a bed, pot-bellied
stove, a small table, and a
few chairs as furnishings.
The smith is nowhere to be
found, as he was one of the
first victims of the attack.

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C hapter T h ree : W histle S top

Church Draper stocked a wide variety of goods.


Searching its shelves, heroes can find most
Pickmans only house of worship is a any common item, a few pistols and rifles,
stereotypical small country church, complete and about 100 rounds of any given type of
with steeple and bell. A few surviving ammunition. There is also $50 in a strongbox
townsfolk have taken refuge here, hiding at the counter.
among the darkened pews. The nosferatu
somehow have overlooked this particular Daggerts Law Office
buildingleading the townsfolk inside to
This small building was both home and
believe that it is hallowed ground and safe.
office to William Daggert, the sole full-time
However, the preacher, Preacher Martin, isnt
legal professional in the county. The front
one of the blessed, nor is the church on actual
half, which is undisturbed, served as his place
holy ground, so if the monsters discover the
of business and holds a fine oak desk, several
survivors a massacre is likely to follow.
chairs, and a pair of wooden cabinets for
The townsfolk dont go out of their way files. A quick survey of the records here tells
to draw attention to themselves. However, any hero making a Common Knowledge or
should the party approach the building, they Knowledge (Law) roll that Daggert did most
open the doors and motion for them to quickly of his work in real estate matters.
come inside. While Preacher Martin is more
The rear half of the building is devoted to
than a little tipsy from sipping from a flask
a single room that served as Daggerts living
of whiskey he carries, he and the rest of the
quarters. The back door has been ripped from
townsfolk can give the heroes a brief synopsis
its hinges and the bedsheets are torn apart and
of the vampires assault on Pickman.
covered in blood. A Rupertus Pepperbox lies
Preacher Martin: Use Townsfolk stats in on the floor near the bed, recently fired, with
the Deadlands Marshals Handbook. six rounds remaining in it.
Townsfolk (3): Use stats in the Deadlands
Marshals Handbook. Jail
The jail consists of the local sheriffs office
Drapers Mercantile and a single cell. Locked in the jails lone cell is
The general store in Pickman is owned and Smitty Smith, the town drunk. Hes backed
run by Arthur Draper. The store is a single into the corner as a nosferatu tries to reach him
story, with the rear third or so of the building through the bars. If he hears anyone outside,
being dedicated to living quarters for Draper he yells for help. If the party draws attention
and his family. Although Draper put up a to themselves elsewhere as noted in Raising a
fight against the creatures, he was quickly Ruckus (page 18), one of the vampires goes to
overcome and his entire family fell victim to investigate, but the other does not leave the
the vampires. apparent bird in the hand. Both immediately
The door stands open and a light flickers attack anyone who enters the jail.
from back in the store somewhere. The Smitty isnt much use in a fight; he still
interior shows signs of a struggle, both in the reeks of the whiskey that got him locked up in
store itself as well as the living area where a the first place. He explains in slurred language
single oil lamp is lit. Shelves are overturned, about the monsters from the train, but has few
glass items broken, and a Tracking roll finds useful details to offer. The key to the cell is
blood in several places. Two of the windows on a peg next to the lone desk in the office. A
to the living quarters are also shattered where rack near the door holds four Winchester 73
the nosferatu broke into the back of the store. rifles, two scatterguns, and two Colt double-

21
D eadlands : F or W hom the W histle B lows

action Peacemakers, along with 100 rounds of The Oasis is also one of the few places
ammunition for each. holding any survivors who remained in town.
Smitty Smith: Use Townsfolk stats in Camilla Davis and one of her saloon girls are
the Deadlands Marshals Handbook. barricaded in a room on the second floor. If
the posse rescues them, they can provide
Nosferatu (2): See page 34. an account of the vampires attack. Camille
Oasis Saloon even caught a brief glimpse of St. Martin and
believes he is back on the train somewhere.
The Oasis was Pickmans prime social
gathering spot. A single large room, devoted Currently the undead are occupied with an
to drinking and gambling, dominates the impromptu larder in the stockroom filled with
lower floor of the building and is lit by a few oil the former patrons of the saloon, but they are
lamps. A bar dominates the wall opposite the well aware of the womens presence. There
entrance, and a small stockroom is accessed are five corpses and one badly injured, but
through a door behind the bar. still living, Union Blue trooper in the room.

A balcony on the second floor rings most The women begin screaming loudly for
of the large saloon downstairs. A set of stairs help should they hear the heroes anywhere in
leads up to the balcony from inside the the town. All three of the vampires go toward
saloon itself. Several rooms that the owner, the sounds of the party once they become
Camilla Davis, rents to customers are directly aroused as noted in Raising a Ruckus, on
accessible from the balcony. page 18. After all, theres always room for more
in the larder

22
C hapter T h ree : W histle S top

Camilla and Saloon Gal: Use Townsfolk


stats in the Deadlands Marshals Handbook.
Union Blue Trooper: Use Union Blue Rail
Vamoose!
Warrior stats in the Deadlands Marshals
Handbook. The trooper is currently It is possible the posse may tuck their tails
and light out for parts unknown once they
considered Walking Wounded.
discover how bad the situation is in Pickman.
Nosferatu (3): See page 34. If so, any nosferatu already engaged with
them pursueand the vampires are likely
Train Station faster than the yellow-bellied cowpokes,
so that may complicate any escape plans.
The train station is a pretty standard affair Furthermore, any other vampires drawn by
and not much different from a dozen others the sound of combat chase the characters for
along the line, if perhaps a little neater than 10 rounds. If the undead havent caught up to
most. There is a wide platform to make them by the end of that time, they turn and
boarding and exiting a train easier for the head back into town for easier pickings.
passengers. A large waiting area occupies the Allow the Bayou Vermilion spotters a Notice
majority of the interior, with a small ticket check (opposed by the partys Stealth if
office to one side. When the nosferatu broke theyre being sneaky) to spot the characters
free, there was no one other than the station as they make their way out of town. If the
gang catches sight of them, they swoop down
master in the building, so theyve long since shortly thereafter on the steam wagon and
moved on. horseback to attempt to capture or kill the
However, St. Martin is inside the stations heroes and take them back to the train.
waiting area when the heroes first arrive in
town. He has been watching the vampires
ravage the town with a detached curiosity.
After all, he reasons, the better he understands
his new charges, the better he will be able
to use their abilitiesand hungerto his
advantage. Once he becomes aware of the
posses presence in town either by actually
seeing them or hearing sounds of combat,
he retreats to the sleeping car. Unlike the
vampires, he reacts to the first instance of
gunfire or battle. Telegraph Office
Given time to prepare, St. Martin uses This small building contains only two
zombie to raise an extra minion or two. Then, rooms. The front room serves as the telegraph
if possible, just before combat begins, he uses office for Pickman. A small room at the back
quickness on himself. Once the fight begins, serves as living quarters for the telegraph
depending on the number of heroes facing operator. He was one of the first to fall victim
him, he either casts stun (for large groups) or to the vampires attack, dying before he had a
puppet (when facing one or two characters). chance to even tap out a quick message. His
Hes not above simply blasting away with his corpse lies in the back room but he rises as a
scattergun either, if that seems his best option. newly created nosferatu five rounds after the
Jean-Charles St. Martin: See page 34. party enters the building.
Walkin Dead (1 or 2): Use stats in the The gang only cut the wires from Collins
Deadlands Marshals Handbook. Springs, so it is possible to send a message
in the other direction if the characters check.

23
D eadlands : F or W hom the W histle B lows

Searching the office also finds $32 is kept in From the darkened windows of the pas
a lockbox in the office desk, which can be senger cars emanates a sense of maliceas if
opened with a Lockpicking roll or the key something malevolent is watching you from
thats still on the telegraph operators body. the shadows within.
Nosferatu (1): See page 34. Engine and Tender: Several bullet holes dot
the side of the border and a significant amount
of water has puddle around the locomotive.
A Repair roll quickly tells the heroes that
without a days worth of work patching the
damage, the train is unlikely to travel more
than a dozen miles or so before stalling.
Sleeping Car: The curtains on all the
windows are pulled. The characters find it
impossible to shake the impression that the car
resembles nothing so much as an enormous
rolling coffin. Anyone near the outside of the
sleeping car who makes a Notice roll hears the
unmistakable sound of rustling from within it,
like that of enormous rats scurrying inside the
walls of an abandoned house.
Inside the car is a slaughterhouse. Blood
and gore coat the floors, much of the walls,
and in some places, even drip from the ceiling.
Here, the Ancient One devoured most of the
passengers on the train. Then, as nosferatu
themselves, they dragged a dozen of the
townsfolk and soldiers back here to feast.
Once the heroes defeat them, if they check the
Unnamed Residences bodies in the car, they find that three of the
Each of these houses is empty of life, the townsfolk are still alive, although unconscious
inhabitants either fled into the surrounding from their wounds. Among the living is the
countryside or fallen prey to the vampires. sheriff, Roscoe Barger.
There are several of the abominations in
this car when the posse first arrives in town,
The Train feeding on victims, languishing in a sated
torpor, or even lapping spilled blood from the
The train sits idle at the station. Read the floors. Once theyre aroused, all but one of the
following as the heroes arrive. creatures rushes to the sounds of activity.
The stolen trains engine is quiet, yet it Once he becomes aware of the posses arrival
feels somehow menacing and predatory. In in town, St. Martin retreats to the sleeping car
the dark, it appears eerily serpentine from and remains there. He is content to either let
a distance. A palpable air of brooding evil them come to him or wait for morning when
rolls off the train, like fog in a graveyard at the rest of his gang returns. St. Martin is no
midnight. fool. Once its obvious hes overmatched, he

24
Visit Pinnacles weird website at www.peginc.com
to download a free PDF of the train
scaled for miniature use!
D eadlands : F or W hom the W histle B lows

seeks to escape, possibly using obscure or Livestock Car: The livestock car stands
another power as appropriate. If he does, he open and empty. If the heroes had any mounts
seeks out his enforcers and returns to meet the on board, their horses are also missing. The
posse with more firepower come morning. ramp is still in place from when St. Martins
Nosferatu (1 per hero): See page 34. enforcers offloaded any riding animals as they
fled the town.
Jean-Charles St. Martin: See page 34 (if
present). Freight Car: The crate measures seven
by three by two feeta little larger than a
Sheriff Roscoe Barger: See page 37. coffin, if anyone thinks to ask. Blood cakes
Townsfolk (3): Use stats in the Deadlands the crate and floor all around it. Inside, it is
Marshals Handbook. empty beyond some blood-soaked straw in
Passenger Cars: The passenger cars stand the bottom and a few scraps of ancient dry-
empty. St. Martin had his enforcers initially rotted cloth. A shipping label indicates only
pull the shades to allow the Ancient One to that it was being shipped to Nightlingers
move forward of the sleeping car protected Traveling Exhibition of the Extraordinary in
from the sun. After the monster was safely Las Vegas, Nevada.
there, they raised them again to provide a A cowpoke making a Notice roll spots a
sunlight buffer against the abomination and hook crudely pounded into the ceiling above
its spawn. the crate. St. Martin used the hook to hang
A successful Notice or Tracking roll quickly the first victims above the Ancient One before
finds several spots where considerable blood slitting their throats so that the blood would
was spilled. The majority of the feeding pour down into the monsters gullet.
was performed in the sleeping car, and the
passenger cars served as little more than
waiting rooms for death. However, the Bayou
Vermilion gunmen were quick to deal with
anyone who put up any resistance.

26
Chapter Four: Into the
Bowels of the Earth

Once the posse manages to defeat the subject to surprise the first round regardless
nosferatu and St. Martinor just manages of whether St. Martin is still around or not.
to live through the nightany surviving In the event St. Martin has survived, he
townsfolk emerge from hiding. In addition fights to the death in this battle (which, of
to any who made it to morning, another four course, isnt really death unless hes shot in
residents of Pickman return to town from their the head). The Bayou Vermilion enforcers
hiding places in the surrounding grassland. fight until either more than half their number
Unfortunately, the rising of the sun does not is Incapacitated (or captured) or St. Martin is
mean the end of Pickmans troubles. slain. Wilton surrenders as soon as the two
gunmen with him are taken out of the fight, at
Back for Seconds which point he tries to strike a deal, offering
Shortly after sunup, Wilton and the gang virtually anything to save his own hide.
of Bayou Vermilion enforcers return to town Adjust the numbers below based on any
to begin repairs (assuming the posse didnt casualties the Bayou Vermilion gang suffered
deal with them during the night). Wilton, during the previous night.
driving the steam wagon, rolls into town near
the blacksmith shop. With him on the wagon Bayou Vermilion Enforcer (4, plus 1
are two enforcers. The rest of the gunmen ride per hero): Use Rail Warrior stats in the
in from the opposite direction near the train Deadlands Marshals Handbook.
itself. St. Martin, if he is still alive, meets up Professor Desmond Wilton: See page 33.
with the enforcers at the train. Jean-Charles St. Martin: See page 34 (if still
Any townsfolk around when Wilton and alive).
the rest appear immediately take cover in
the nearest building. Should St. Martin have Bloodsuckers
survived, he warns the gunmen about the St. Martin and his lackeys arent the only
posses presence and leads them against trouble still facing the posse. Nosferatu that
the heroes. Otherwise, the characters escaped the partys attention thus far take
automatically gain surprise in the first round refuge in interior rooms of the buildings of
against the Bayou Vermilion troops. Wilton Pickman or the train itself. Likely hiding spots
and his assistants, intending to grab some are in the sleeping car, the freight car (with the
tools from the blacksmith, arent privy to any door closed, of course!), the bank vault, and
information St. Martin may pass along and are the stockroom of the Oasis.

27
D eadlands : F or W hom the W histle B lows

In addition to any of the original nosferatu concerned theyre gonna clamber back up
remaining in Pickman, the party may also come sundown and finish off what of the
have to deal with any new vampire spawn town thats still left.
created during the nights previous attack. Worse, some of our loved ones might still be
Any victims of the abominations rise again alive down there, waiting for them monsters
as new bloodsuckers by morning unless the to tear their throats out. I know I speak for
posse took precautions to make sure they the rest of the town when I say youd have
didntstake or bullet through the heart, or our eternal gratitude ifn you could see fit to
just dragging them out into sunlight. At the finish them things off and rescue whoever you
very least that includes all the dead in the could.
Oasis stockroom (five total), the victims in the
sleeping car (nine), and the two in the bank The town has little in the way of wealth
vault are at risk to turn, plus any additional to offer, but if pressed, the sheriff can
bystanders or posse member who fell prey to scrounge together an offer of $300 if the
the monsters during the night. party is of a mercenary bent. If you feel the
posse is seriously short-handed, Marshal,
The nosferatu are much easier to deal with the sheriff himself may agree to go along to
in the daylight, of course. All the heroes have help. Otherwise, he remains on the surface in
to do is find some way to expose the creatures case any more Bayou Vermilion gunmen or
to sunlight and their problems are solved. outlaws happen to show up in the decimated
At the very least, the posse at least has safe town.
groundany patch of sunlightto retreat to
if things get too hairy.
The Tunnels of the
They Went Thatta Way!
Underground
One (or more) of the townsfolk is quick
to bring to the posses attention that he saw
Obviously, the simplest solution might seem
some of the abominations enter the outhouse
to be to remove the outhouse and expose the
behind the Oasis. Another volunteers that
pit to sunlight. More extravagant characters
she observed at least one scuttle down the
may even suggest dynamiting the pit. In either
town well just before sunrise. A Tracking roll
case when the outhouse is destroyedand
at either site confirms the witness accounts
after the rather copious amounts of shrapnel
as well, as most of the nosferatu lost their
from any ill-advised explosives has settled
footwear at some point during the night and
the cowpokes discover that the nosferatu are
now leave distinctive clawed footprints.
no longer in the pit itself.
A check of the outhouse quickly discovers
A small, three-foot diameter tunnel leads
that the creatures are definitely not still there.
out from one wall. The pit is only 10 feet deep,
Its a two-holer, but even so there are only so
so anyone inclined to investigate the tunnel
many places to hide! There is only one way
can easily drop to the bottom without risk of
out, and that is down into the pit. Likewise,
injury. Even should he land badly, the floor of
a glance into the well shows no sign of any
the pit is quite soft and squishy, which leads
undead lurking below the rim.
to the actual challenge here. Any sodbuster
Sheriff Barger approaches the posse at this dropping into the outhouse pit must make a
point and says, Vigor roll or suffer severe nausea. This inflicts
Were right obliged to you folks already, a 1 penalty to all trait rolls for the remainder
so I hate to even ask this. If them things of the scene. He is standing knee- to hip-deep
are hiding down in the ground, Im right in all manner of human waste!

28
C hapter F ou r : I n to the B owels of the E a rth

The tunnel appears freshly dug. A Tracking through. Anyone swimming in it moves at
roll determines that it was dug by hand and her swimming Pace, plus 10 for the current.
claw into clay. It heads away from the railroad Every two rounds in the river, a swimmer can
and slightly downward, descending into make a Notice roll (no modifiers for sight) to
damp and fetid darkness. discover a small headspace above the water in
which to catch her breath. If she fails the roll,
The Well she cannot attempt another one for two more
One look at the outhouse option may lead rounds. (Characters can hold their breath for
more hygenically minded heroes to opt for the 5 times their Vigor assuming they were pre
well. Unfortunately, exploration of the well is pared, and half that if caught by surprise.)
rather limited. The well is only a little over
three-and-a-half feet wide and approximately Out of the Walls
40 feet deep, and filled with water. Ten feet The tunnel from the outhouse twists and
below the waters surface, the well opens turns wickedly through the hard-packed
into a relatively fast-flowing, underground clay and proves to be only about 200 yards in
river. Any character foolish enough to enter length. Of course, thats 200 yards of walking
a subterranean river blind is in for a very hunched over or crawling through runoff from
dangerous, and likely fatal, trip. the sewage pit deeper into the earth in pursuit
The river flows for almost 400 yards before of nearly unstoppable undead predators, but
opening into the large chamber detailed it could be worse. It could be 300 yards long.
in On the Banks of the River Styx, on Once the explorers are about 100 yards into
page 30, so heroes diving in had better have the tunnel, allow them to make a hearing-
breathing apparatuses or magic to see them based Notice roll. Anyone who succeeds

29
D eadlands : F or W hom the W histle B lows

hears an odd scratching sound somewhere in Half of the monsters creep toward the party
the tunnel, but cant determine if it is coming along the ground. Any Notice rolls to spot
from in front or behind the posse. One round the abominations are further modified by the
later, the sharp-eared cowpoke realizes lightingmost likely 2, as the creatures stay
thats because its coming from behind the outside of the illumination of whatever light
wallsmoments before three clay-encrusted sources the party is using.
nosferatu burst out of the walls to attack. The other half clambers up the walls of the
One of the monsters emerges in front of cavern to strike from above. The creatures
the party, one behind, and one right in the great strength allows them to force their claws
middle. Heroes who failed the Notice roll are into the clay in the walls and ceiling, moving
surprised for the first round of combat. Those along them like four-legged spiders creeping
who succeeded may act normally. up on their prey. The uneven surfaces and
The cramped quarters make gunfire a risky stalactites, along with the shadows they create,
proposition. Trying to shoot at a vampire past provide excellent cover for their approach,
another person in the narrow tunnel not only granting the monsters a +2 to any Stealth rolls
gives the nosferatu a 2 cover modifier, but in addition to the lighting modifiers.
any miss on the Shooting die that comes up a Initially, the clay mounds and stalagmites
1 or a 2 hits a bystander! hide the vampires victims from the heroes
As always, the vampires fight to the death. view. However, once the posse has moved
to within 30 feet of the location of the pile of
Nosferatu (3): See page 34. corpses marked on the map, allow Notice rolls
to spot it. A handful of survivors are huddled
On the Banks of the River Styx
near the creatures victims, too terrified to
After about 200 yards of crawling through move.
the newly-burrowed tunnel, it opens into
As soon as the characters move to inves
a limestone-walled passage that quickly
tigate the corpses or rescue the captives, the
expands into a fair-sized underground
nosferatu attack. Unless the heroes already
chamber. Read the following:
spotted their undead stalkers, check for sur
The roar of running water reaches your prise for the party as detailed in the Savage
ears when you enter the cavern. Almost Worlds rules.
immediately afterward, soft sounds of
Should any of the heroes reach the pile of
whimpers and moaning drift through the
corpses, she discovers an even greater horror.
darkness as well. Echoes in the enclosed space
On the far side of the bodies crouches the
make it nearly impossible to determine where
Ancient One, covered in dried blood and bits of
the sounds originate from, beyond a vague
flesh, tearing the throat from a hapless victim.
sense of farther into the dark cave.
The creatures belly is bloated and swollen,
The walls of the cave expand outward and engorged with blood from countless feedings
upward quickly. Mounds of clay make the over the past day, resembling nothing so much
floor of the room both uneven and slippery, as a two-legged cross between a pallid toad
as water covers most of the ground in a thin and a tick. The monster hisses and attacks.
sheen. A few short and thick stalagmites rise
Unless roused by a character earlier, the
up from the floor as well, further complicating
Ancient One emerges from behind the remains
both movement and vision in the dank room.
of the vampires victims two rounds after the
The nosferatu are well aware of the heroes nosferatu ambush the posse. It rushes at the
arrival and begin moving to ambush them nearest unoccupied hero and attacks.
from the moment the party enters the cavern.

30
C hapter F ou r : I n to the B owels of the E a rth

31
D eadlands : F or W hom the W histle B lows

The old abomination is ferocious, but it is Aftermath


not mindless. While the other nosferatu fight
to the end, the Ancient One retreats if more If the heroes succeed in defeating the Bayou
than two-thirds of the other vampires are Vermilion enforcers and killing or driving off
slain, or it suffers two wounds. The creature the Ancient One and the remaining vampires,
tries to reach the river where it plunges into theyve earned the undying gratitude of the
the rushing water to be swept away into the citizens of Pickmanno pun intended! From
depths of the earth. If it succeeds in escaping, this point on, Pickman is always a safe haven
it does not return to Pickman but may find its for the posse. The townsfolk provide them
way back to the surface to plague the Weird shelter to the best of their ability against any
West at some point in the future. foe, from either side of the border and either
side of the law.
And vampires have long memories
indeed All the characters can treat Sheriff Barger
as a Connection, per the Edge from the
Nosferatu (1 per hero): See page 34. For
Savage Worlds rules, albeit one with a more
this scene, treat the nosferatu as though
limited bit of influence and information.
they also have the Wall Walker Monstrous
He is only the sheriff of a relatively isolated
Ability.
county, after all. However, he can provide
Ancient One: See page 35. general information on matters related to law
enforcementbounties, background on well-
Survivors known outlaws, etc.as detailed in the Edge
Once theyve managed to defeat or drive off description.
the Ancient One and its spawn, the characters Likewise, Union Blue is grateful to the
can gather up the remaining survivors of posse for helping not only protect its payroll,
the attack. There are five townsfolk and one but also for avenging their fallen troops
Union Blue trooper still alive, although all are and preventing St. Martin from releasing a
wounded and in shock from their experiences. disastrous horror onto its tracks. One week
A total of eight others were slain by the after the events in Pickman are resolved, the
monsters before the heroes arrived. characters are contacted by a representative of
A wise posse also takes precautions to make the railroad who pays them a bonus of $500
certain the dead stay that way. Otherwise, each. Furthermore, the posse is considered
all of the unfortunate casualties rise again as in good standing with the railroad, possibly
nosferatu before sundown. leading to further employment.

32
Friends & Foes

Here are all the stats for the major players in Knowledge (Engineering) d6, Notice d8,
this adventure, along with a little biographical Repair d10, Shooting d6, Weird Science d10
information on each to help you improvise Charisma: 2; Pace: 6; Parry: 2; Toughness: 7
if necessary. Wild Cards are marked with a (2)
marshals badge, like so:
Hindrances: Bad Eyes (Minor), Curious,
Professor Desmond Wilton Delusional (Major, perceives people as test
subjects), Dementias (Delusion, Eccentricity,
Desmond Wilton appears a bit on the young
Evil Deeds)
side for a mad scientist, but as the youngest
of the wealthy Wilton family of Chicago, he Edges: Arcane Background (Weird Science),
had access to some of the finest schooling Mr. Fix-It, New Powers, Power Points
available. Focusing his attentions on chemistry
and biology rather than more traditional
mad science, his experiments often lead him
to involve human test subjectssometimes
disastrously. His somewhat loose ethical
practices resulted in him being expelled from
one school after another until finally even his
own family distanced themselves, at least
publicly.
Wilton learned of St. Martins acquisition of
the Ancient One through his shadier contacts
and was immediately intrigued. He offered
his assistance in return for the ability to
observe the creature firsthand and St. Martin
was quick to accept, if for no other reason than
free access to Wiltons steam wagon.
Attributes: Agility d6, Smarts d10, Spirit d10,
Strength d4, Vigor d6
Skills: Driving d6, Guts d8, Knowledge
(Biology) d8, Knowledge (Chemistry) d8,

33
D eadlands : F or W hom the W histle B lows

Powers: Deflection (Kinetic Reversal Field Nosferatu


Generator), entangle (Muscle Spasm Induction
Nosferatu are bald and emaciated
Pistol), quickness (Hyper-Adrenalin Injector),
humanoids. Their eyes are solid black, with a
teleport (Targeted Biological Diffusion Belt).
tiny spark of red visible in the center. Coarse,
Power Points: 25
brown claws tip their fingers and toes, while
Gear: Bullet Proof Vest (torso only), steam chisel-like incisors protrude from between
wagon, tool kit. their withered lips. When they bother to speak
at all, it is only with sibilant, hissing growls.
Wiltons Steam Wagon
Attributes: Agility d10, Smarts d6, Spirit d4,
Acc/Top Speed: 5/15; Toughness: 11 (4);
Strength d12, Vigor d10
Crew: 4; Notes: Driving 2 in rough terrain,
travels approximately 60 miles on one pound Skills: Climbing d10, Fighting d10,
of ghost rock, pintle-mounted Gatling gun Intimidation d8, Notice d8, Stealth d12
(24/48/96, 2d8, RoF 3, Shots 100, AP 2). Pace: 8; Parry: 7; Toughness: 9

Jean-Charles St. Martin Special Abilities:

Jean-Charles St. Martin is a tall, dark- Bite/Claws: Str+d4.


skinned man dressed in a dusty black overcoat Fear (1): Nosferatu are frightening crea
and top hat. He carries various Voodoo tures, and those who meet them must make
gris-gris in his pockets, although none are Guts rolls (1).
immediately visible. St. Martin has one great Fearless: Nosferatu are immune to Fear and
advantage in dealing with the vampireshes Intimidation.
Harrowed. The sludge in his veins holds no
Grapple: A nosferatu may attempt to
temptation for the nosferatu, allowing him to
grapple as normal. While a grapple is main
move freely among them and bargain with the
tained, it automatically inflicts bite damage
Ancient One.
each round.
Attributes: Agility d8, Smarts d8, Spirit d12,
Improved Frenzy: Nose ferrets, as the
Strength d6, Vigor d6
Rangers like to call em, may make two
Skills: Driving d6, Fighting d8, Guts d10, Fighting attacks per action at no penalty.
Notice d8, Shooting d8, Stealth d6
Infection: Anyone slain by a nosferatus
Charisma: 0; Grit: 4; Pace: 6; Parry: 6; bite rises as a nosferatu under the Marshals
Toughness: 5 control in 1d6 hours.
Hindrances: Bloodthirsty, Mean Invulnerability: Nosferatu can be Shaken
Edges: Arcane Background (Miracles), by normal weapons, but they cant be
Conviction, Implacable, Nerves of Steel, wounded (or truly destroyed) by anything
Stitchin, Voodooist but their Weaknesses.
Gear: Scattergun (6/12/24, 13d6, ROF 12, Undead: +2 Toughness. +2 to recover from
Shots 2), Bowie knife. being Shaken. Called shots do no extra
Special Abilities: damage.

Harrowed: Grit +1; needs 1d6 hours of sleep Weakness (Heart): A called shot to the heart
per night; only a head shot can kill; death (6) ignores the usual rule about no extra
only puts him down for 1d6 days. damage, adding +4. Best of all, no wooden
stake is required. Bullets work just fine
though a stake will do the job admirably as
well!

34
F riends & F oes

of a traveling carnival for $50. Before it


reached its new owners, however, St. Martin
intercepted the monster which was still lying
dormant in a shipping crate.
The Ancient One is more than cunning
enough to understand St. Martins overtures,
even though they share no language. However,
it also understands the houngan intends to use
it for his own purposes and plans to escape his
influence at the earliest possible opportunity.
Attributes: Agility d10, Smarts d10, Spirit d8,
Strength d12+2, Vigor d12
Skills: Climbing d12, Fighting d12,
Intimidation d10, Notice d8, Spellcasting d12,
Stealth d12+1
Pace: 8; Parry: 8; Toughness: 12 (2)
Special Abilities:
Armor +2: Ancient ones have skin that has
Weakness (Sunlight): Nosferatu suffer a hardened to a tough, barklike consistency
Fatigue level every round they are exposed and provides protection.
to sunlight. Once Incapacitated, further
Bite/Claws: Str+d4.
exposure (about 10 seconds) kills them.
These Fatigue levels recover only if the Black Magic: An ancient one has 20 Power
creature is able to feast on fresh blood. Even Points, and knows the boost/lower trait,
one pint is enough for a nosferatu to be fully puppet, speed, and telekinesis powers.
restored. Charnel Stench: Ancient ones give off such
a horrible odor that all adjacent foes must
Nosferatu Ancient One make a Vigor roll each round or be Shaken.
Like others of its kind, this Ancient One Fear (2): Ancient ones are terrifying crea
was powerful enough to survive the defeat of tures, and those who meet them must make
the manitous during the Great Spirit War. Not Guts rolls (2).
surprisingly, only a few ancient ones lasted
through that long dry spell, hiding deep in Fearless: Ancient ones are immune to Fear
caves or forgotten ruins for centuries. and Intimidation.
The creature looks like others of their kind, Grapple: An ancient one may attempt to
except that its particularly fat and bloated grapple as normal. While a grapple is main
specimens. It wears only a simple, dry-rotted tained, it automatically inflicts bite damage
loincloth, moves with frightening speed, and each round.
gives off a repulsive stench. Improved Frenzy: Ancient ones make two
This particular specimen was discovered Fighting attacks per action at no penalty.
in a sealed burial chamber by an enterprising Infection: Anyone slain by an ancient ones
miner who thought hed found some sort of bite rises as a nosferatu (see the Deadlands
Indian mummy. Heartbroken by the lack of Marshals Handbook) under the Marshals
any gold or silver jewelry hed expected to control in 1d4 hours.
adorn such a find, he sold it to a representative

35
D eadlands : F or W hom the W histle B lows

Invulnerability: Ancient ones can be Quinton Morris


Shaken by normal weapons, but they cant
Morris is an old hand at the Rail Wars. Before
be wounded (or truly destroyed) by any
that, he spent half a dozen years fighting for
thing but their Weaknesses.
the Union from the Chesapeake Bay to Bloody
Undead: +2 Toughness. +2 to recover from Kansas and most places in between. He
being Shaken. Called shots do no extra doesnt rattle easy and he takes his job very
damage. Does not suffer wound penalties. seriously. Morris is a fair man, but he knows
Weakness (Heart): A called shot to the heart there are more than a few scoundrels whod
(6) ignores the usual rule about no extra line up to murder their own mothers for the
damage, adding +4. Best of all, no wooden money hes guarding in the express car, so he
stake is required. Bullets work just fine never drops his guard.
though a stake will do the job admirably as Attributes: Agility d6, Smarts d6, Spirit d6,
well! Strength d8, Vigor d8
Weakness (Sunlight): Ancient ones suffer a Skills: Fighting d8, Guts d8, Notice d8,
Fatigue level every round they are exposed Shooting d8
to sunlight. Once Incapacitated, further
Charisma: +0; Grit: 1; Pace: 6; Parry: 6;
exposure (about 10 seconds) kills them.
Toughness: 6
These Fatigue levels recover only if the
creature is able to feast on fresh blood. Even Hindrances:
one pint is enough for an ancient one to be Edges: Block, Marksman
fully restored.
Gear: Colt Army (12/24/48, 2d6+1, RoF 1,
Shots 6, AP 1), Winchester 73 (24/48/96,
2d8, RoF 1, Shots 15, AP 2), 25 bullets for
each.

36
F riends & F oes

Tom Bartlett
Bartlett is St. Martins inside man on the
train. Hes kept the houngan up-to-date
on everything going on and all of Morris
precautions. Morris doesnt suspect him being
a traitor; the two men have known each other
for years, if only in a professional capacity on
the railroad. However, the amount of money
Bartlett believes is being transported is just
too much temptation. St. Martin promised
him a sizeable cut of any take, but Bartlett has
no idea about the Bayou Vermilion mans real
goals.
Attributes: Agility d8, Smarts d6, Spirit d6,
Strength d8, Vigor d6
Skills: Fighting d6, Gambling d6, Notice d6,
Sheriff Roscoe Barger Shooting d6, Stealth d6, Survival d6
In his day, the sheriff was quite the Charisma: 2; Pace: 6; Parry: 5; Toughness: 5
gunslinger, but Roscoe is rounding the far
side of middle age and beginning to slow Hindrances: Bloodthirsty, Wanted
down. Hes losing his hair and sporting the Edges: Quick Draw
beginnings of a paunch above his gunbelt, Gear: Colt Army (12/24/48, 2d6+1, RoF
but Roscoe still has the same steel in his spine 1, Shots 6, AP 1), double-barrel shotgun
that has carried him through more than one (12/24/48, 13d6, RoF 12, Shots 2, +2
scrape. Hes never encountered anything Shooting rolls), 25 rounds for each.
like the monsters that poured into Pickman
tonight and hes a little rattled by it, although
he tries hard to keep a brave face.
Attributes: Agility d8, Smarts d6, Spirit d8,
Strength d6, Vigor d8
Skills: Fighting d6, Guts d8, Notice d6,
Riding d6, Shooting d10, Survival d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
Hindrances: Enemy (Outlaws), Vow (Serve
Pickman as lawman)
Edges: Hip-Shooting, Marksman, Quick
Draw
Gear: Colt Army (12/24/48, 2d6+1, RoF
1, Shots 6, AP 1), double-barrel shotgun
(12/24/48, 13d6, RoF 12, Shots 2, +2
Shooting rolls), 25 rounds for each.

37

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