For Whom The Whistle Blows
For Whom The Whistle Blows
For Whom The Whistle Blows
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
Interior Art: beet, Richard Clark, Dave Deitrick, Mike Kimble, William OConnor,
Jim Pavelec, Ron Spencer, Pete Venters, and the Doomtown Artists
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
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
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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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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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C hapter O ne : R iding S ho t gun
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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.
The Attack
Bartlett has maneuvered to
get himself placed on guard in
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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
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C hapter T wo : T he H eel -T oe E xpress
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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
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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
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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.
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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
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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.
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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
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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.
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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!
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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
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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
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,
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D eadlands : F or W hom the W histle B lows
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
35
D eadlands : F or W hom the W histle B lows
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