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1024 - Bloody Ol' Muddy

The document is a narrative set in the Deadlands universe, focusing on the Cahokian tribe and their transformation into Outsiders after a disastrous ritual. The Outsiders, now changed and driven by madness, plan to eliminate humanity to defeat the manitous, leading to a potential apocalypse. The story introduces various characters and elements, including Gytiucheppa, the chieftain, and their eerie abilities, as they navigate their new existence and intentions in a forgotten world.

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0% found this document useful (0 votes)
16 views50 pages

1024 - Bloody Ol' Muddy

The document is a narrative set in the Deadlands universe, focusing on the Cahokian tribe and their transformation into Outsiders after a disastrous ritual. The Outsiders, now changed and driven by madness, plan to eliminate humanity to defeat the manitous, leading to a potential apocalypse. The story introduces various characters and elements, including Gytiucheppa, the chieftain, and their eerie abilities, as they navigate their new existence and intentions in a forgotten world.

Uploaded by

Obsidaeus
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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BY L FF ~,A-f0JIN

Bloody 01' Muddy


Written & Designed by: Lee Garvin
Editing & Layout: Matthew Tice, Hal Mangold & Charles Ryan
Cover Art: Kevin Sharpe
Cover Color: Matthew Tice
Interior Art: Paul Daly
Maps: Ashe Marler
Cover Design: Matthew Tice
Logos: Charles Ryan & Ron Spencer
special Thanks to: Rachel Butterworth, Barry Doyle, Martin & Matt Forbeck, John
& Joyce Goff, Caden, Michelle & Shane Hensley, Christy & John Hopler, Ann
Kolinsky, Dave Seay, Kevin Sharpe, Zeke Sparkes, Maureen Yates & John Zinser.

Dedicated to: Marion Nichols of the Cahokia Mounds Interpretive Center.

Pinnacle Entertainment Group, Inc. Deadlands, Weird West, Dime Nove], the Great Rail Wars,
P.O. Box 10908 the Deadlands logo, and the Pinnacle logo are
Blacksburg, VA 24062-0908 Trademarks of Pinnacle Entertainment Group, Inc.
www.peginc.comordeadlands@aol.com
© 1999 Pinnacle Entertainment Group, Inc.
(800) 214-5645 (orders only)
All Rights Reserved.
Visit our web site for free updates! Printed in the USA.

TM
T-H-E
\404--t(> /1 A-L' >
+t-A-NDEOOK
When folks get killed, they get put
six feet under. So where do you put 'em
if that's where they were to start with?

The Great Spirit War was a time of


unprecedented unity amon the nations
and tribes of th~A00 a ontinent.
Everyone knew th apito were bad
news, and t Ri he to help.
Several hundred years ago- before The Cahokians doer ideas. The
even the time of the Great Spirit War-a tribesmen hated an eared the
certain stretch of land on a certain river manitous just like everyone else, but felt
was the home of a peaceful, wise, and that taking the fight to the Hunting
e piritual civilization. This place, Grounds was doomed to failure, and
would one day be called Cahokia, that the nature spirits would not make
riv d the splendor and sophistication very reliable allies. According to
of the Aztec cities to the south. Cahokian myth, there was another race
The Cahokians grew their crops in the of beings who lived beyond the Hunting
fertile soil of the Mississippi Valley. They Grounds and outside of time itself.
fished the waters of the mighty river, These "Outsiders" were ancient enemies
never taking more than they needed. of the manitous, and possibly even
The people hunted game in its more powerful. Gytiucheppa, the
forests and tamed the surrounding Cahokian chieftain and a powerful
wilderness with a gentle hand. shaman, decided that they would try
Theirs was an idyllic, loving SOciety, to contact the Outsiders and plead
at war with no one. with them to join the
Of course, it couldn't last. fight.
The anokians are back1"'b u
start eLebrating just yet. The.J2
tbei · ~ual ope ed p all thos<;
c nhl11'ies ~g()\didn/t jus t an 'port them
throug the HuntIng G unds, but
through tilll~ as well. hi], hundreds of
years have asse'a for us, only a few , __ /
years have passed for the . til:!
The rtal took tile uns sp Hng ,-
Ca 0kians thro gh some of h worst ./
sCDul-bligMtI g PElrts of the H t:lting
Grounds, an not all of the made it
through. The very old and th very
young simply didn't survive the journey.
The stronger ones survived, all right, but
Some of those pesky manitous they were changed by the experience.
decided to have some fun at the chief's
expense. In much the same way as they
It is no longer fair to even call the
Cahokians human. The Hunting Grounds /~ /
{J }J
would one day "inspire" mad scientists, twisted their bodies, their minds, and ~
the demons planted the design for a their souls.
different ritual in his head. When all the When they arrived, they realized that
Cahokians donned their ritual finery, the they had come all the way through the
fires were lit, the sacrifices made, the Hunting Grounds and out the other side.
drums played, and the dances begun. That meant that the Outsider ust be
The ritual went horribly right- that is, it there! And where did the Cahokians find
did exactly what the manitous wanted. themselves? Why, in their old home
A portal opened up and quickly town, of course, which meant that they
e:ng fed the entire city. It closed on were the Outsiders. Oh, did we mention
caRolfa like an ethereal mouth and that they are all hopelessly insane?
vams e along with every man, The Outsiders/ Cahokians took a look
woma ,and child in the doomed city. at the wor d' around them. Their
A hort period of upheaval followed beautiful C1ty was buried, and the
I this, as the natural world revolted manitous were stronger than ever.
agamst this affront. A flood carried a
th:ick layer of silt and mud over the
pyl\amid-shaped buildings. Within a year,
ne and young trees were
gtQw the ruins. In less than a
tbe city was forgotten.
white men came to this land,
took the ruins for burial
ignored them. Just six miles
ruins and across the river,
ising so(\f1 b , ·It a new City
-- - --...::
cal Louis. j.

Now it's 1877: We 15. t- y6t.l're wonderin'


what became of those well-meaning
Cahokfcins.
l!IZJi.:J.i,o--=~ wi another.
tsiders spent the

~ •
ty
digging tunnels fr0o/
the new city to ga her
inf0rmation on its new inhabitants.
m
ritual did not
ief. He soon Qlscm,erl~n-t-tUllUl&1'feem~
Gytiucheppa- with his newfound test subjects to find the best way to
powers-created a ritual that would wipe out the entire species. His fellow
allow all of his people to understand Outsiders fell all over themselves to
the languages of these strange people. volunteer (did we mention they're
When they performed the ritual and it crazy?), but, alas, they were not human

' worked, Gytiucheppa realized that his


power a a shaman was greater than
ever before, and he began getting all
enough to be of any use.
The Outsiders' warriors have been
systematically abducting people from

?I
I'

--;;{
s0ft of- ambitious ideas. Of course, we
Kp w~ hat his power has increased
t)ecause he is serving the Reckoners
now- but he doesn't know that.
the upper world and delivering them to
Gytiucheppa nd his aides so that they
might perfor their horrible
experiments

r
//)

)
Using his newfound power and that of
his followers, the Outsiders' chieftain
expanded their tunnel system, tamed the
T~el manitous have been watching
¥·u eppa with great interest. If no
~ inJerferes with the plan (like, say, a
subterranean world they now inhabited ss~>( f heroes), the Reckoners plan to
(and were beginning to really like), and a low the Outsiders to torture and kill a
began spying on the world above. whole bunch of people in the name of
"research." Then, when the ritual is
performed, Cahokia and the surrounding
countryside will be scoured clean of all
human life, and that stretch of the
Mighty Mississippi will become a
The Outsiders knew they still had to Deadland. 50 long, 5t. Louis.
destroy the manitous. Otherwise, what
had the trip been for? Their time in the
Hunting Grounds had taught them a few Tf+-E On R?
things about their enemies as well. They
now understood how important fear was
~
The Cahok· R¥ hav
to the evil spirits. They also figured that enormously by t r o r 1. Below are a
the fear the monsters needed came from few "typical" Outside: , as well as a few
human beings. important Outsiders the posse might
Gytiucheppa took this train of encounter during the adventure. Feel
thro ~gki to its logical (for him) free to add your own.
on tusion. He reasoned: Remove the
sour e of their nourishment, and the
manitous and their masters would
an-.S1t::/ER ~,A--I'vYrN's
shrivel up and blow away. Naturally, all .A-ND BLA-C-K ~IC
of humanity would have to die to defeat
the evil spirits. Because the Outsiders are still faithful
Of course, simply going out and (in their way) to the spirits, they still
kll!ing people would cause the ones left have access to shamanic favors. But
behind to be afraid, which would because of the fact they are now
I i')1crease the manitous' power more and inadvertently serving the Reckoners as
more as time went on, until every well, they always receive 1 less
uman was dead. 50 Gytiucheppa Appeasement point from their rituals.
sed a plan: Get rid of everybody all to
once. He .began )V6""~ing on a ritual
J..Zl~~~,,~ . mstan'J~ iiI ever; man,
and Chil~r· e Qfll
-
O LE a n 11:;~E~ W~ ,~

rrh warriors of t ahokian tribe eorporea: :2d8, N.2dlO, :Jd6 5:4d6, ~


stf I wea their tra itiona arb: V:3d6 - ... ~
loi c otn with jaggeti lines a ed across Dodge 3dlO, fightin~ war-club 5tl1O,
i buckskin leggings, a ide vest wit snea dlO, throwi~': spear 4d - ---......-..:.
several ymbols dyed Int it, boiled
eather pracers on both the rig tad
eft upp r arms, and a personal chat
Mentat: C2d6, IcUd6 M:1M8, Sm: dl0,
5IPd8
Area owledge: Cahokia 5d6,/ aith Id8,
(;?
----=::::.:::::
aTOU d he neck. Also, their heacts a e
sha ed except for a patch on the lop of
e sea p on which the hair is grown
extremely long and braided with col reCi
guts 4d8, anguage..all 2d6, verawe
3d8
Edges: Arcane 1;>ackgrou~d: s aman 3 ...
Hindrances: Loco -3: psychop h
V
beads in different patterns. They carry Pace: 10 j;;7
spears, small, heavy war-clubs (same Size: 6
stats as a tomahawk) and knives. Wind: 14
When first encountered, the warriors Special Abilities:
seem very much like any of the other Shaman: Rituals: Maim 2, war cry 3.
Indians along the river, provided they are Favors: Horned owl's fury, strength
standing perfectly still. The moment they of the bear. Guardian Spirit: Owl 2.
move, however, there is no doubt that Reversed Joints: While this feature ~p
something is very wrong. Every single certainly makes the Outsider
joint on the warriors' bodies bends the warriors creepy, it also gives them
wrong way. This makes them hard to an advantage in combat. Anyone
watch and even harder to fight, since tusslin' with one of these warriors
you can't really tell where the attack is suffers a penalty of -2 to his
coming from. fightin ', no matter what the
concentration. This penalty also
applies to defense.
Terror: 7 (when moving)
Gear: A spear, a warclub (use stats for
tomahawk), a knife, and a necklace.
Description: See above.

Those Outsiders best suited for


stealth and investigation have taken on
the role of scouts. In appearance, the
scouts also look mostly nor al. The
clothing preferred by scouts is the
slightest of loincloths ((or modesty's
sake), and a large, furred cloak.
The scouts suffer from a bizarre
affliction: Their bones have been turned
to liquid. As long as they concentrate,
they are able to keep their bones rigid,
and move about like normal folks. But
when they sleep or choose to "let go,"
they go all floppy. This enables the ,
scouts to crawl along on the ground
like slugs, as well as squeezetthrough
tight places. They use this ability, as
well as their other, more n0t:.,mal talents
to gather information on the world
outside, to aid the warriors when
searching for new "subjects," ana to get
into places they shouldn't.

.~ f
rI~' \
orpor~b rBcl6-
V:4dlO
Fig tin': knife 3d8, shootin': bo
sneak 6d8, throwin': knife Jd
Mental: C:2d12, K:ld6, M:2d6, Sm:2 10,
p:ld8
Area knowledge: Cahokia 2d6, area
knowledge: st. Louis Id6, faith ld8,
guts 3d8, language: all Id6
Edges: Arcane background: shaman 3
Hindrances: Loco: delusional -3
Pace: 8
Size: 6
Wind: 8
Special Abilities:
Shaman: Rituals: Scar 3. Favors:
Guiding wind, invisibility, spirit
hands. Guardian Spirit: Raven 2.
Liquid Bones: The scout's entire
skeleton and organs can be
squashed flat without harming him.
This allows him to slide under
doors, or even squeeze through
keyholes. Anyone who witnesses
this must make a Guts check
against a TN of 11. instead of 9.
In addition, the liquid skeleton
makes the scout somewhat
resistant to damage. Any blunt
weapons (fists, clubs, etc.) do only
Wind damage to the scout, since
VA-:A-CEPTE
his bones can just ooze back into Vaacepte was Gytiucheppa's father's
place. On the other hand, advisor. Vaacepte always thought of
puncturing and slicing weapons do himself as an influential member of the
an additional die of damage, no tribe. After Gytiucheppa's father died, he
matter where the scout is hit. never had designs -on Gytiucheppa's
Terror: 7 (when liquid) rank and position; because he enjoyed
Gear: A bow, a quiver with 12 arrows, a the feeling of clandestine power he got
knife, a fur cloak, drugged needle, and from manipulating events behind the
a necklace. scenes. During the old days, his
manipulations were always for the good
of the tribe. Now that something more
sinister drives him, he is finding new
Each of Gytiucheppa's aides was an ways of manipulating people, both in
accomplished shaman in his own right. and out of the tribe.
Now they are powerful servants of evil. To reflect his manipulative spirit,
Twisted in spirit and altered in body, Vaacepte's fingers have grown longer,
they use their powers to help see their and extra joints have developed in them.
chief's insane plans come to fruition. He is tall and gaunt, with sunken eyes
There are about a dozen Outsider and a head with only a few tufts of hair
shamans in the warrens under Cahokia, left, making him look almost
and each one has been changed in a cadaverous. At any time he is
different way. Feel free to make up your encountered, he has some foreign objec
own. Here are three "typical" shamans (a coil.1) belt buckle, badge, etc. in his
tbe posse is likely to encounter under handsr toying with it with his freakishly
the mounds. long fingers.
~O ILE~ SHaman: ituals: Dance 4, maim 3,
spirit song 2. Favors: Ghost (favored
Corporeal: D:4d12+6, N:2d6, Q:2d6, by Spider: call evil spirit, human
S:4d4, V:3d6 possession; fals~ face;, jllusion.
Fightin': knife 3d6, filchin' 5dl2+6, Terror: 5
throwin': knife 4d12+6 Gear: A knife, a necklace, bracelet,
Mental: C:2dlO, K:3d8, M:4dlO, Sm:2dlO, and any small items not nailed down.
Sp:3dl0 Description: See above.

P~-H-T
Area knowledge: Cahokia 4d8, bluff 2dl0,
faith 4dl0, language: all Id6, ),
persuasion 5dlO, ridicule 3dlO
Edges: Arcane background 3: shaman, Poquaht has becoQle uite ambitious
guardian s pirit 4: Spider. in the last eight centuries. He agrees
Hindrances: Loco: paranoid -3 witp the chief in his twisted e 'efs that
Pace: 6 humanit'Y needs to die to beat fhe
Size: 6 manitous. He disagrees OR tne method,
Wind: 16 and he intends 0 0 things his way.
special Abilities: While traveling through -the Hunting
Black Magic Spell: Puppet 3: To use Grounds, Poquaht became separated
this spell, Vaacepte must first from the rest of the tribe for a time. As
obtain some small trinket he wandered, lost and quite mad, he
belonging to the target. Then he stumbled through a portal into a dead
may attempt to control the person world. He wandered that world for a
by manipulating the object with his hundred years but only found one thing
unnatural digits. If the trinket is of interest: a sun-shaped obsidian idol.
taken away from Vaacepte, the Eventually, Poquaht found his way
spell is broken. back into the Hunting Grounds. Only
two days had passed for the tribe.
When the Cahokians finally emerged
and realized that they were the
Outsiders of legend, Poquaht showed
Gytiucheppa the idol and suggested that
they use it as the means to rob the
manitous of (heir sustenance. But
Gytiuchepea was stubborn, and refused
to give up his idea of a grand ritual.
Poquaht is determined to prove that
the blacl), sun will work. Since
Gytiucheppa has forbidden hi,n to use
the human subjects the Cah6 ians have
been collecting, he has determined that
he will test it on some Outsiders.
5, ROF 1.
......'!'.. Gl~.'"' ...
Rituals: Dance 4,
song 2. Favors: <t,p.ost
Raven): curse, hu afl pv."~",,...~~~~
:;rP1-rnr·. 4
Gear: A knife, a leather headband, and The rotten apple at the center of this
the idol of the black sun. bushel 0' madness is Gytiucheppa.
Description: Poquaht is short and Plotting no less than the total extinction
stocky. He wears layers of rags and of the human race in order to defeat the
furs which totally obscure his body manitous, he has no idea that he is
except for his face and arms. doing the Reckoners' work for them.
The change the Chief underwent in
~-;,..IF the Hunting Grounds is the most subtle
" of all. His organs have been shrunken
&a-~if is the one member of the tribe and duplicate throughout his body.
ho might be turned against his own
people. His madness causes him to see ~OF.ILE IVCf·j-EP:P>;'-
patterns in the strangest things, and he
interprets those patterns as direct orders ~I~real: D:3d8, N:4d8, Q:2d6, S:4d6,
to himself. This makes him quite :2d
unpredictable and curiously malleable. Cdg , 3d8, fightin': brawlin' 4d8
He's been changed by his journey Mental: C:3dlO, K:4dI2, M:4dI2, Sm:3d8,
through the Hunting Grounds as well. Sp:6d12
His tongue has become thin and Area knowledge: Cahokia lOdl2, faith
elongated, with an eye on the end. He 6d12, language: all Id12
can stun folks with it (and a little black Edges: Arcane background: shaman 3,
magic). His appearance is wild and guardian spirit: Raven 5.
unkept, with dirt and gore encrusted in Hindrances: Loco: megalomaniac -5
his hair and clothing. Pace: 8
Size: 6
~OFILE~IF Wind: 18
Special Abilities:
Corporeal: D:2d6, N:3d6, Q:2d6, S:3d4, Black Magic Spe Is: 8'0 s 0' doom 5
V:2d6 (gouts 0 d'i-vet n ~ s oting from
Dodge 5d6, fightin ': brawlin' 3d6 his hands), Qa,K 0/evil 5, summon
Mental: C:3dI2, K:3d8, M:2dI2, Sm:2d8, mud men 3 (ver.&i6i1 of zombie).
Sp:3d12 Redundant Organs: Gytiucheppa
Area knowledge: Cahokia 3d8, faith 4d12, takes half damage from all attacks
la ~age: all Id8 and takes no extra damage from
:e!}t Arcane background: shaman 3 hits to his gizzards or noggin.
l1Clrdian sprit: Crow 4. Shaman: Rituals: Dance 4, maim 3,
Hindrances: Loco: psychotic -3 paint 5, scar 3, spirit song 5. Favors:
Pace: 6 Trickster (not favored) Confusion,
Size: 6 illusion, invisibility, Ghost (favored
Wind: 18 by Raven): curse, human possession,
Special Abilities: shape shifting, Earth (not favored):
p"C.... A Magic Spell: Stun 3 (victim lightning strike, Vision-seeking (not
must meet eye's gaze). favored): open portal
Shaman: Rituals: Dance 4, maim 3, Gear: Ritual gear and headdress.
spirit song 2. Favors: Trickster Description: Gytiucheppa is a lean and
(favored by Crow): confusion, false muscular man. He wears his
face, illusion. I headdress ~~.,;;;;;,,::
Terror: 5 times. He
.J':Y1~~ar: A knife.
C f+-,A-?TER Two :
arc~ ~RYJ
¥J=.F.P > 0 ~BvR-N tN'
In this chapter, the posse is asked to One of the victims' bunkmates woke
investigate a bloody crime and stumbles up at this point. The poor man never
onto something much more sinister. had a chance. A warrior caved in his
The only real requirement to get the skull while he still lay on his bunk. The
heroes into the adventure is that they exchange roused another man, who put
get to St. Louis. up a bit more of a fight but suffered the
same fate.
The Proud Mar
Wanamaker, .
crime solved, but
the Confederate aut ities (or Union,
for that matter) due to certain
St. Louis: Fear Level 2 "irregularities" in his cargo manifest.
ight, an Outsider scout and an What makes Wanamaker especially
" r warrior crept aboard the jittery is that this is the second time
riv oat Proud Mary while it was someone has been kidnapped off his
steaming its way north from Memphis. boat in two months.
They gained entrance into a rear cabin If the posse has been especially active
where some of the crew were sleeping along the Mississippi, Wanamaker will
by use of the scouts' abilities. contacts them by telegraph. See the
While the six men in the cabin telegraph on the following page.
slept, the intruders examined them. If the heroes have been active
Selecting two, a black man named elsewhere in the Weird West,
DuPree, and an Irishman named Dell, especially if they've gotten their
the Outsiders drugged them and names in the Tombstone Epitaph
began to haul the two sleeping men Wanamaker also
out through the window.
01 t ()UlS ' sunde
by' the ConfeClerate army.
ront as been all bu
by massive U i
e
from across the river. The
(hat onee rna e tQis ope
cit' . Q{ th W tare
on a ew diellan1s ti i
ut, wajt' g for th war to end. his
doesn t mean that there is ' 0 Ijver
traffic through liere. It Just eans a lot
of it ain't legal. Any boat t t wants to
ship goods from the north pretty much
has to come to st. Louis, if only to avoid
t~e Union guns on the east bank of the
rIver.
<trJ.
The Confederacy, of course, knows
that smugglers are passing through st.
Louis, but it also knows that the South
needs many of the goods being
smuggled. To say the Texas Rangers turn
a blind eye to it, however, wou1d be
untrue. They also know that spies and
saboteurs can just as easily be in the
holds of those boats. Because of this,
~s£!t:~s, them out. the few riverboa en who still come
heroes are actually in st. Louis, through are/ u der the constant threat of
maker doesn't have to work surprise inspec ions, boarding, and
all tha~ A young boy finds them impoundm~t. A captain who keeps his
wherever they happen to be in town and nose clean, doesn't attract attention, and
delivers a note that says pretty much pays the right bribes has less to worry
the same thing as the telegram. about.
Now, if the posse doesn't fit into one Thro6ghout this chapter, we mention
of hese molds, you should be able to places that are spoke f in, ~reater
fit hem i to the story anyhow. They're detail in River 0 ' Blood. One again, we'll
,
your players, and you know them best. summarize what that ( qOK covers in
detail.
IT-H-E ~111JA-TIO~ t~
J?T. LOJI.S
Wanamaker is one of those
aforementioned entrepreneurs who are .... ___
making use of the city's few remaininfY .r..-a--
port facilities. He regularly makes ..-
pickups from a buddy of his vyho meets
him on the Missouri River j4st north of
st. Charles %i sissippi. ether stows,
the stuff q ng a to~ep sl;lip en from
the Lemp Brewery in t. La .s an
contintres on to Memphis. He's made
tt)is run for two years ~n , and ~s

~~~\\-\itjll~_~
....
) !'
·'t,
i\~ \~
'j'i~
'/
Jl
#iI'..
?
~ ~
managed to keep himself and his crew
fairly c0m{ortahle and out of Jail.
Basically a decent man, Wanamaker
turned -to smuggling when he couldn't
raise the funds to keep his pride and
joy- the Proud Mary-afloat. ,After a
couple of false starts, he hit upon the Before I go any furtherr I need to
system he uses now. know if I have your agreement."
His crewmen tend to be pretty loyal Allow the heroes to negotiate if they
to him because he treats them all well wish. Wanamaker listens to any
and doesn't put up with anyone abusing reasonable requests, but he doesn't
them. Some of that is because he's just agree to more than $400 each. Once
a nice guy, but it's also because he the fee has been agreed on, he
knows that a happy crewman is less continues:
likely to turn him in.
"Last night, while we were
steaming upriver, two of my crew
were murdered, and another two
Once they've decided to respond to have gone missing. I am
the message, the heroes should pass convinced that the two missing
through the ruins of st. Louis' once men are innocent Of the murders,
thriving waterfront on the way to the and I want them returned safely.
boat. Feel free to toss a little tension In addition, I want the guilty
their way in the form of drunken river parties dealt with so that this
rats, belligerent soldiers, or a sudden never happens again."
burst of artillery fire from the other side
of the river.
The Proud Mary is an old side-
wheeler riverboat that makes up in
character what she lacks in power. Not
meant to carry passengers, she has only
the barest of cabin space, with the rest
of the boat reserved for cargo.
Regis Wanamaker is waiting for the
heroes when they arrive. After greeting
everyone with hurried handshakes and
nervous thank-yous, he quickly shows
them up to the bridge before discussing
any business.
After everyone is on the bridge,
Wanamaker closes the door, latches it
from the inside, and says:

"l'm sorry for the precaution,


but I can't afford for our
conversation to be overheard. The
reason I've called you here is I've
heard that you are quite capable
people and that you have handled
quite a few unusual situations.
The crime I wish you to
investigate must not come to the
attention of any outside agency I
realize this is an extraordinary
request, and that is why I am
prepared to pay ydli $200 each in
r~
gold, plus more depending on the
~,. outcome of your iTrlvestig(Jtion.

J~.~Jl:f/ W~~~~
The Proud Mary has
.''*t:;,~~:'''''_+I.~~ Johnson's

The two missing men are a J


black man named August Du ee
and an Irishman named Barnaby
Dell. The two dead men are
another black man named
Herschel Milford and an Indian
named Clyde Falling Horse.
Wanamaker doesn't reveal the true
p ' - As far as anyone knows, nature of his business to posse ~
neither the dead men nor the members unless they make a good case ~ .
missing men seemed to have any for why it's necessary that they know
enemies. There was also no and they get a raise over him with a
apparent bad blood between contested persuasion roll.
them. In fact, DuPree and Falling
Horse were like brothers.

' - This is not the first time At some point, unless they have their
someone has been kidnapped heads directly up their butts, the heroes
from onboard the Proud Mary. A should ask to see the crime scene.
;:--.....-r,r.n ago, another crewman Wanamaker shows them to the aft
bed while he was on cabin and ad Q ' ishes them to not
y. His body was found spend too tic time searching around
rubble of the warehouses the outsid St ce that could attract
days later. word around the unwanted attention.
ront has it that "Red" The scene is not exactly as the crew
ohnson's gang had grabbed the found it. Falling Horse's body was
man, who was a former member hangin ut of the open window, and
of their gang, to punish him for blood was trailing down th eck from
is deed against them. his head. The corpse i 0 ying on the
..... "......,.er was aware that the deck inside the windo t e window has
lie Parsons) had been closed, and the br ken shutters are
a river pirate, but was drawn and boarded up. The deck has
e was reformed now. been mopped up as well as possible.
There is still a stain under the window.
A beaded necklace sits on the table. If
asked the crew members can't tell the ~..:.::.
posse any more about the incident. ~
",.,r
Milford's body is still lying on the z,e>t I (
where it was discovered. He was a b ac
man in his late 30s. His hea c; as been /
caved in b ' , eavy, bl n 'rist) ument. {
On a SUCC i s u Oner (7-) edi in

rolL a p~~sse :a~~bb~ t~e ~arr~~a ~h~ of


lpg, as if his head Ihad 0 en
cir~ , .
h a sh,el . Oetti g-; rais
.) ":;'
"
'"
I

~N\ \..'\.\.t •• ~
~~ ~\\ ,..~~\Il...
on the 011 allows the examiner to spot
. its of ob iOiap in the woun . The war
dubs 0 the Outsider warriors are
~--. . studded ith the rock- but the heroes
dmilt know about that... yet.

:2 ,
The heroes can learn the following
ith some poking around.

The two beds appear as if the


follow, but feel free to encourage them
to follow the wrong track for a little
while if they have jumped to some
occupants were simply dragged different conclusions.
out; there's no sign of a struggle. Wanamaker tells any heroes wishing
to investigate "Red" Johnson to check
' - Falling Horse is an Indian of out the Snake's Den saloon. Someone
about 26 years of age. Anyone following up on unknown Indian
who knows Indians should be artifacts or the mounds can hear from
abl' to guess that he was most residents of st. Louis about
probably Blackfoot. He is dressed Robertson's Sundries.
J in modern clothes, appearing to
have shucked the tribal lifestyle
entirely. Any crew members
asked can confirm this. The only This scene is most effective if played
nod to his heritage is a bracelet just before dusk.
on his right wrist. Once merely a rough-and-tumble
riverfront saloon, the Snake's Den has
, The beaded necklace Sitting on become a genuinely dangerous place to
the table does not appear to be visit. It seems that every smuggler, thief.
in the same style of Falling pirate, and thug in the city hangs out
Horse's bracelet (if anyone looks). here. Of course there's a fair number of
In addition, the beads are much deserters, spies, and other upstanding
larger, and less skillfully crafted. citizens here too.
When the heroes enter the Den, they
, If asked, the crewman who see the typical crowd of scum drinking,
discovered the body explains that laughing, talking, arguing, plotting,
when he moved Falling Horse, throwing darts, and playing billiards.
the beaded necklace fell off; it Each hero should make a n ~mmediate
must have come loose during the overawe roll. The t:,e sult determines how
fight. He figured it was Falling the heroes are received by the crowd
Horse's, and set it aside. Come to and how any subsequent interactions
think of it now though, he had may go. For each character, take note of
never really seen Falling Horse the result and apply the modifications
wearing it before. from the chart on page 18.
Play out the heroes' investigation.
, While the necklace is obviously Walking up to the barkeep and asking if
Indian craftsmanship, it is from a he knows "Red" Johnson is a simple way
tribe no one recognizes. Heroes for them to start, but it is also a pretty
with the professional: archeology easy way to alert Johnson's gunner,
aptitude can make a Hard (9) "Wheelbarrow" McGillicuty, and give him
check. If they are successfuL it a chance to escape.
occurs to them that it looks If the heroes are smart. and they ask
similar to some of the artifacts the right sorts of questions, they can
~ that have been excavated from a gather quite a bit of information from
few of the mounds in the area. most of the patrons.
If at any point one of the heroes goes
bust on a reaction rolL he has made a
serious slip, and whoever he's talking to
M By this time, the heroes should have a st s up and yells ou,t. "Lawf' M s ~
:M handle on a couple of different leads. t e at ons begin spil lng out trrough
j ~ Tbese are the genuine lepds they can the doors a d ind s, wh-i\e the rest-

~Jv~ruA . ,:. ~!:~


-

Re cti Il
Gone Bust The ch racter is singled out as a tar:get by
a p 'r of low-lives drinking at the bar.
They will attempt to lure the char~cter
outside, alone, where they try to wb a d
kill her.
No one in the bar takes the character
seriously. Any attempts to negotiate,
overawe, persuade, bluff, ridicule, or
otherwise influence people are met with a
-4 penalty.
5 The patrons of the bar are unfriendly, but
not overtly belligerent. The character
suffers a -2 penalty to any interactions,
7 The character is met on equal footing by If all goes well, the heroes can learn
anyone he speaks to. No modifiers, the following bits of information from
These folks are impressed by the hero's most of the patrons of the bar:
presence. The character has a +2 bonus to
any information-gathering attempts. ' - "Red" Johnson is called that
11 The saloon quiets down a bit when the because of his long red hair and
character enters. He has a +4 bonus to any beard. He is a big man and is
interactions. rumored to have once squeeze a
13 People are genuinely afraid of the man's head till he died. ~
character. If asked about "Red" Johnson,
several people immediately point out ~ The Confederates have placed a
"Wheelbarrow" McGillicuty, hoping any $1,000 bounty on Johnson's head,
troU;b that starts will be limited to him. dead or alive

' - Johns@ I ,S ideout is supposed


the ba; ender "Skinny" Markowski and to be a ave somewhere to the
nine others- pull out weapons and east 0 the city.
converge on the posse.
" " Joh son's chief gunner,
"wil! lbarrow" McGillicu "',
drin)Es here on Occa~lO . n fact.
he's over there right-r0 ~
cor;por,eal D,2d6, N:3d8, S:2d6, Q:3d8, 4\W~OJ/"
V:2d8
ightin.': brawlin', club Sd8, shoot in': MC~ILLIC1JIY
s otgun 3d6
en al C~2d6, K:2d8, M2d6, Sm:2d6,
:ld6 (
Area k owledge: St. l.ouis 3d8, overawe
2d6, professional: bpr1ender 2d8,
scrutinize 3d6
where e has a rowboat moored. He
en tries 0 reacb the pirate(s hldeout
fo war hem.
If the }l\eroes are discreet and manage
to f nd out about him first, they can
eorner Wheelbarrow and grill him.
Wheelbarrow puts on a brave face Hindrances: Big 'un -2, hankerin':
when confronted, but if any posse alcohol - 1, outlaw -3, yeller -3
member gets a success and two raises Pace: 4
on him in a test of wills, he folds like a Size: 8
taco and tells everything he knows. Wind: 14
Otherwise, dole out the information Gear: A .36 Navy pistol and 24 bullets.
accordingly. Description: See above.
If the heroes have Wheelbarrow
, The gang includes Red, show them the location of the hideout,
Wheelbarrow, and five others. or if they follow him to it, run the
Cbarlie Parsons used to be in the scene under The Hideout below. If
J gang, but left over a year ago they question him and let him go, he
when he "got religion." runs straight back to Red, who sees
the heroes as a threat and might take
Red was enraged that Parsons the fight to them sometime when the
had the nerve to leave the gang. aqventure has slowed down, and they
He wanted to teach him a lesson least expect it.
about loyalty but did not know
where he was.

, A few weeks ago, Red


discovered that Parsons was now
on the crew of the Proud Mary.
The gang snuck on board the
boat while it was in port one
night and grabbed Parsons and
dragged him into the warehouse
district. Parsons resisted and got
killed in the fight.

' - None of Johnson's gang had


anything to do with what
happened last night.

' - Naturally, Wheelbarrow knows


exactly where Red's hideout is,
and will take the posse there.
-

--'
o or-ra1: D-2dl, :3d6, Ef,adB ~
:3dlQ /'
Clim'bin Id6, od e 2d6, ·vi'·
steamboa ~Cl6, fig tin': b awlin' 6d6,
sabre 6d6, shoot in': automatics, pistol,
shotgun 3dlO, sneak Id6
Mental: C:2d8, K:4d4, M:3d12, Sm:2d6,
Sp:3d8
Area knowledge: Mississippi River 6d4,
bluff 2d6, guts 5d8, language: English
2d4, leadership 3d12, overawe 7d12,
ridicule 3d12, search 2d8, scrutinize
2d8, tale-tellin' Id12
Edges: Belongings: river runner 3,
brawny 3, tough as nails 3 ..y
Hindrances: Bloodthirsty -2, outlaw -3,
stubborn -2
Pace: 6
Size: 7
Wind: 24
Gear: Joh s arries two .45
Peacema eflS, a double-barreled
shotgun on a bandolier sling, and a
US cavalry sabre.
" ed" Johnson is a great, big, burly Descrip\ion: Red's a large, heavily-
bear of a psychopath. He likes to tell musch!d man with tatooe rms and
I

himself that he chooses only expensive long, red hair with a bus
al'~~o~~q;s.. his targets because they're "mountainman" bea !
~~~hAd worth the time. The truth
those boats are more
a fight. He loves a good
en he can't get one, he
slaughter.
ns really ticked Red off
but JohIfsol1j had nearly
rorQOtt€Fl about him ~fieO' he
ly discove ed HIm standing
guard onboard the Pr<~wd Mary. The
was that the rest of the gang

, \ .
re parts for 1
and a Colt Lightn'
bullets.
• IJ~=-.~·I a I'" a ..... . . This little F enchm ns fter the heroes resolvea the
umb as a sack of hammers, but if situation with Red (wliether b gunfire,
you put any sort of machine in front guile, or just dumb luck), they may want
of him, his eyes light up, and he dives to explore the pirates' hideout a bit.
right in with great skill. That's just fine, as it provides a back
way into the next chapter. Perhaps, if
~OF/LE $j\-M ~BY, J. T. you like, Lamont was heard to scream
during the fight, and no one has seen
~$ ~N, ~NE POJNDER, him since. Investigating (and an Onerous
F~LEY ~/T-H- (7) trackin ' roll) reveals that he dove (or
/.
~
was pulled) into a tiny passage leading
QQrporeal: D:2d8, N:2d6, Q:2d6, S:3d6, farther away from the river.
~ V:ldlO If the heroes decide to follow him in,
Dodge 2d6, drivin': steamboat Id6, start throwin ' the tunnel encounters
fightin': brawlin' 4d6, shoo tin': from the next chapter at them. If this
automatics, pistol, rifle 3d8, sneak 2d6 doe ,1 not discourage them from finding
Mental: C:ld8, K:2d6, M:3d6, Sm:2d6, ou more about what's going on, go
Sp:2dlO ahead and run them through that
Area knowledge: Mississippi River 2d6, chapter. They just found a shortcut in
bluff 4d6, guts IdlO, language: English the adventure.
2d6, search 3ds' street wise 4d6
Hindrances: Outlaw 3
Pace: 6
Size: 6
Wind: 20
Gear: A .44 army pistol with 50 bullets Anyone who's been in St. Louis for a
(Farley and j.TJ and a .45 Winchester while can tell the posse about
73 with 30 bullets (Leanne and Sam). Robertson's Sundries. Wade Robertson, a
Description: A band of rough, brutal, self-proclaimed historjan 0 the native
nasty pirates with a taste for blood, cultures in North America, r ns a small
l TWhO dO~bathe ve~Often. general store/ archeol0gy museum on
the western side of tow , out of the

f
/'
" '-
as?~
++--E I \ IVER I \ UN NER
This boat is a standard river runner,
in River 0 ' Blood. It is based on
i

t1te~efiign of t~e Maze .runner, but


basement of his home. There, he has

modffied to SUit operation on the


Mississippi. Red stole a damaged river
runner from the Confederates a while
back and has been having a good 01' Durability Pass Pace Turn Travel
time with it ever since. 45/ 9 10 35 3 20 m.p.h.
Although originally a six-pound
cannon and two Gatling guns were Fuel ReI Mod
mounted on the deck, the weapons on 2 18 +4
Red's boat had been taken off while it
was being repaired. He was able to Armor
Place one Gatling gun, but he longs

~
3
6 r the day when he can outgun one of 4
t e Ten Boats. Red)1<:l: the torpedo
.yA~ . nchers removed 0 allow for easier

b a drng action,S~... ;;.1 'I: h, 1


:'lrll/r.~J'~ I
\j~~~)~t~~r~~ ~~;
t I
rna y I diah artif cts available ~
display or only 1.0¢ per person. Tn .
impo,rtan · part to ttl posse is that the
a ifacts are from triO which none
ha s en before, so Rer may be a Ii k
ti hevnecklace founo with" Fallmg
Horse's body.
If the posse has been to Rot5ertsa 's
undries before, simply adjust the
information to fit any Changes tQa may
have 0 curred as a result of that last
e ting. )
The st<:>re it~elf is sr:nall and
unassuming, sItuated In the basement
ot: Robertson's home, which is locat~d
in one of the only "good" parts of town
left. The place is far enough from the ",./
docks not to be drawn into their
squalor, and far enough from the
barracks not to be harassed constantly.
The front door opens onto the sales
floor, where shelves, crates, and barrels
stand in neat, orderly rows.
Unfortunately, the lean times brought
on by the war are evident in Robertson's
stock. There is not very much of
anything, and what there is usually isn't
that good. Behind the counter are two
doors. One leads to the storeroom and
upstairs to where Robertson lives, while
the other usually stands open with a
sign next to it that reads: "See the
amazing relics of the ancient mound
buHderSt Only 1O<\: Each!"
'l'rovi ed the heroes pay the fee,
Robelftson shows them into the display
roo . Here are several pieces of pottery
in various stages of disrepair, obsidian
ana flint knives, warclubs, and jewelry.
He even has part of a relief he found in
one of local digs. Every piece is at
least 800 years old and looks it. If a
hef,9 w1th the profeSSional: archeology
aptitude is able to compare the necklace
to he' jew lry on display, a fair (5) roll
tells them that the two are very similar
in stYle, but separated in age by at least
60 ears.
him. There is blood everywhere- the
walls and floor are covered with i .
As the characters get a closer look at
the rubbery pile, have them make a Hard
(9) guts check as they realize that the
pile is another dead body, but one with
apparently no bones. If any hero picked
up the boneless corpse before he
realized what it was, he needs an
Incredible (11) guts roll.
~4-$TON'$ +t-oJ$E After things have calmed down for a
second, allow the heroes to investigate
I
,. No matter what time the posse the grisly scene. The bodies have been

r
,
arrives at Langston's house, there is no
answer at the door except for a
panicked dog's barking. Peering in the
window reveals Langston's springer
spaniel Lucy barking and whining. The
dead at least two days. The boneless
corp~e is wearing a loincloth and a
necklace similar to the one they found
a the Jirst crime scene.
Now the heroes should have a good
dog alternates between looking at the idea of where to go to find
front door and scratching at another Wanamaker's missing crewmen. The
door on the inside of the house. tunnel goes down and to the east at a
This should be enough to get the
posse barging in all heroic-like. The
front door is unlocked, which should
alert streetwise characters to the fact
that something is wrong. If the heroes
enter, the dog does not challenge them,
but instead stands barking at that other
door. The other door, is also unlocked,
and it opens onto stairs going down to
the basement.
There is no light in the basement
except what the heroes bring
themselves. The scene in Sam
Langston's basement can only be
descriped as bizarre. Have the heroes
each make an Onerous (7) guts check.
The east wall of the basement is
partially caved in, and a tunnel leads
down and away. The orientation of the
dirt makes it clear that the tunnel was
dug into the basement from the outside.
Lying on the rubble is a dead man: Sam
Langston.
His face and tongue are swollen in
tihe manner of someone who has been
strangled. ·In his right hand is a Colt
Walker. The pistol is jammed into a pile
of something rubbery lying next to him.

H7ka:tiar;:(;~~
L1:. Part of the pile is wraI?ped around his
f

By this time, the heroes should have back-tracked to where the tunnels
figured that the kidnappers have start to get wet (see page 26) on a
something to do with Cahokia. Of trackin ' roll of 11. These tunnels are all
course, that means they're going to over the place beneath st. Louis. They
want to go tramping all over it. lead into the basements of shops and
homes, and they even con ct up with
a series of natural "Ie ns. Finding
INTO Tf+-E -ruNNEl S one's way in this;na e Wo , ld seem
impossible, b . art 0 /Jhe nnels that
Beneath St. Louis: Fear Level 3 head vaguely eas ardde entually join
There are a few different ways the one of several tunnJts that cross under
posse can get into Cahokia. One is by the river. The artificial tunnels were all
following the tunnel that leads from made by the Outsiders.
a ngston's house. Another is by Characters exploring these tunnels
ow g the tunnel in Red Johnson's find them pitch black, of course, and
hi ut. A third way is to simply go they need to provide some sort of light
across the river and check the mounds for themselves, but every once in a
out from the outside. while there is an air vent to the surface
that lights up the passageway. The
tunnels themselves are about six feet
high and four feet wide. They are dug
The tunnel from Langston's right out of the dirt and seem to be
house is joined by a network of held up by willpower alone. This is
other tunnels shortly after leaving more literally true than the heroes
the dead man's home. The dead might expect. Any hero with the
scout in Langston's basement can be trade: minin' aptitude
should
lJe able to recog ize this. which should
m~k'e h l' nervous. 4+-E ~tVER
;rhe tunnels get p ogressively lower
as- they reach the eastern edge of the If the heroes discover tile unnel
city and then they -turn slig tly outh leading from the pirate hideout, fhey
and level off. If the heroes have been have a slightly less nerve-wracking
keepi g careful track of their location 'ou ney. Once gaO the tunnels are
(by map,ping or with the appropriate 'Pitch mack, dug right (j t df the dirt, ~
trackin ' or survival: subterranean rolls), and have no visible e s of support.
they should now realize that they are This tun el, and the ones ike it in the
right under the river, heading riverbank, lead east as well. I
southwest. Along this route, he posse finds more
As the tunnel goes on, the heroes obviou evidence that someon has
receive more reminders. The walls a d been he~e. The roots of tr~e5 h V'e beerr
ceIling become more soggy. water drips ohopped up in orne places w er they
constantly, and some parts of the break through the walls.
tunnel have standing water in them. These tunnels aft conver e at one
The Mississippi is flowing not 20 feet point where they connec 0 the main
above the heroes' heads, and the place Cahokia complex.
feels like it's about to collapse. It
doesn't, but the posse has other
problems. TUNNEL
The tunnels dry up shortly after
completing the mile-plus trip across the ENCOJNTE~~
river.
So once the heroes find the tunnels
that lead to Cahokia, they can safely
walk right into the Outsiders' csomplex,
right? Heh. Will they never learn?
No matter which tunnels the heroes
take, they are going to run into a few
subterranean su~prises . Try to space the
encounters out ~ bit. Play the first
encounter sotin after they discover the
tunnels. Then, after they've had a
chance to relax a bit and think they
might be safe, throw another one at
them.
After 'V at, wind down a bi~, let
everyone get up and get a soda, and
start describing the tu,nnelS) again. Once
everybody's relaxed, hl't t em again.
After this, your posse will probably be
pretty tense. Now, while they're all still
jumping at shadows and saying silent
prayers to themselves, hit them again,
just for laughs.
Try to scale the encounters to the
strength of the posse. If the heroes
waded through the Snake's Den and ed
Johnson's gang with little prob)em, se
all four encounters. You ll}ay(& ant to
toss a cave cr wIer fro the qaverns
beneath th ,$re ery a rsee An Ive 0
Blood) if the characters are particularl
bad-assed. If they've had some tr uble
tone one of the encounters do so
OIl remove it. entirely.

~·~~':i~~\ ...
~ ~
. l'Ltl \'
~\,.
'~~~VI..
\,
/ . --.....
h ~(JSS IS ovmg
tunner. ey round a corn l' nd run
rig into a team of four OutSI er, .;>\..vu,,,,,,-
(;see Cnapter One for description
surg fse for both sides. The scout ad en not active,
_1lfIrJ'P" just arrived in this part of the tunnels meld with river mud
and were not expecting to see anyone they are impossible to detect. When any
else here. They are here to gather non-Outsider walks over or nearby the
information on test subjects. mud men's resting place, they squelch
One of the scouts attempts to flee into action ("spring" is just the wrong
back to Cahokia, while the others try to word here) by grabbing the ankles of
hold the posse off. If one of the scouts is the intruders and yanking them to the
put dow , winded out, or captured, he ground with a success and a raise on a
goes L"p (see page 9). This is a good jightin ': brawlin' roll. After their
time to make a guts check. presence is thus announced, they rise
(' up fully from ~ the muck and attack.
MuD t\\EN
~OF ILE ~~
,
This encounter is best if played 1
while the heroes are still in the wet oW real: D:ld4, N:3d8, Q:ld6, S:6d12,
part of the tunnels, or at the very / V:4d12
beginning if they are coming in from od~ .)2d8, fightin': brawlin' 4d8
the river. The posse is automatically Mental: C:ld4, K:ld4, M:ld4, Sm:ld4, Sp:ld8
surprised by four Mississippi mud men. Pace: 8
Gytiucheppa has summoned up a few Size: 6
dangerous and disgusting critters to Wind: 20
guard the Outsiders' home. The Terror: 5
Mississippi mud men are created with Special Abilities:
Gytiucheppa's own version of the Damage: Hammer fists (STR+ld4)
zombie spell. He immerses a small bone Immunity: Since they are made of
or bone shard that he has pilfered from river mud, mud men take no
one of his own people's burial mounds damage from edged w~apons.
into the rich mud of the Mississippi and When an edged w ap8 strikes
calls the mud man forth. A stocky, slimy, one of them,'t imply asses
humanoid mockery of life arises, made through:he u,O, whi ' h then
out of that same mud. reforms benfn it. J~l nt weapons
The mud men are vaguely humanoid and bullets do half damage from
in shape, with two arms, two legs, and a the shock. Magical attacks do full
head, but there is no definition of any damage, while fire-based or cold-
feat4r~. The legs usually just blend in based attacks do double damage.
with the muck around them, so it is not Weakness: The "heart" of a mud
even--tertain if they have feet. Their arms man is the bone shard with which
end in thick, clumsy hands with five he was created. It swims around
fingers, but sometimes those hands inside the creature's body so that it
change shape and become large can't be the target of an attack. As
sledgehammers of mud, ending with long as the shard is still intact, a
large river rocks. Their heads appear to mud man that has been destroyed
have to holes in approximately the right can reform itself 10 minutes later.
location for eyes, but it looks more like At the beginning of each round,
, ~omeone just jammed his thumbs into roll Id20 to see where in the mud
the mud. They don't ordinarily have man's body the shard is. If an
mouths, but when the mood strikes attack hits that location, roll Id6.
tpem, they can open a maw as wide as On a 6, the shard hit
tllieir whole head in a'l l)llockery of a

rr
~
I~~A
ViJZAA
sCream or to gUI~lSo~ething down.
}.- 'r ~
> ~
~
Corporeal: D:ld4, N:3dlO, Q:3d12, S:5dlO,
V:3dS
Dodge 4dlO, fightin ': brawlin' 6dlO, .~
sneak 4dlO ~
Mental: C:4dS, K:ld6, M:3dS, Sm:2d12,
Sp:2dS
Overawe 5dS, scrutinize 3dS
Pace: 10
Size: 6 -V'
Wind: 16
Terror: 7
Special Abilities:
Armor: 2
Damage: Bit · (STR+ldS), Claw
(STR+ (!l~.
Smell M g c: The dogs can smell
magi on a person or an object.
Coup: A Harrowed who kills one of
thes beasts gains the ability to
gr glassy protrusions n his
bo y. The Harrowe ch cter must
spend 1 Wind per b , " . art he
wishes them to ut on. The
growths last for one hour and give
the character one point of Armor
and add +ld4 to his jightin'; brawlin
damage. This is not a subtle gift
and can't be hidden while active.
.,,'"'u'"", .... across
twitchy, paranoid,
ly spooked. In addition
duty in a highly h stile lv\:>.......vl
I

a that whole language thing (see ~--


Deal With Languages), the mounds
have been giving them the creeps fairly
constantly since they got here, and a By the time the heroes have
couple of troopers have gone missing. encountered a few of the Outsiders, they
The soldiers demand that the heroes may wonder why or how they speak
identify themselves and what they are English. They don't. After he saw a little
doing i the area (if the heroes arrive in bit of the world they had arrived in,
daylig.tit). If the heroes arrive at night, Gytiucheppa decided, since he had such
tl're /s0tdiers just start shooting. If the luck with the last ritual he designed, to
.I?!r'nes are taken prisoner or go with the create another one that would allow
troopers willingly, they're taken back to him and his followers to understand the
the Union camp and brought in front of speech of th~ people around them. This,
Agent Parkhurst (see below). also, was a frightening success.
In the event of a chase, the heroes -E;v'e ryone within two miles of Cahokia
may have a bit of an advantage if they in'st'~ ntly understood every language he
run onto the mound complex. The or she might come in contact with. This
Union troopers reign their horses in at suited the Outsiders just fine.
the edge of the complex and hesitate for Unfortunately, it has caused some
a full round before continuing the confusion in the countryside above.
pursuit. When they do follow, they do so Imagine suddenly being able to
slowly and very cautiously. The horses understand what your neighbor is
refuse to enter the tunnels. saying, despite never having learned
The reasons for this becomes evident how to speak his tongue. Luckily, the
when the characters first set foot on only people affected by it on a long-
the mounds. Anyone with one of the term basis have been the soldiers in the
arcane background Edges can feel the Union camp.
air crackling with spiritual energy The effect wears off in a few days if a
(although they may not know what person leaves the area, but anyone who
they're feeling). The whole place is crosses into it, whether she's been there
vibrating with it, and the affected before or not, gain~ this unusual ability.
characters might wonder why no one Naturally, many folks don't notice
else can feel it. Horses and other this, being surrounded most of the time
animals can definitely feel it, however, by speakers of their own language.
and t By begin to get skittish among What it means to the posse is that no
t e ~unds. Animal wranglin ' or ridin ' one can carryon secret conversations
roll are suddenly necessary for the in a foreign tongue.
simplest of tasks at a Foolproof (3) TN,
and tasks that require a roll now have
+2 added to their difficulties.
As a result of this "v ibe," there are Daniel Richmond Parkhurst is an
no normal animals in the mounds area: officious little snot who climbed the
ng birds, no rabbits, no mice, no ranks within the Agency through a
s,rfakes, no beavers- nothing but insects. careful program of efficient snoopery
\ To find their way in, the heroes need and expert brown-nosing. And that's
search the ground. There is a small what his friends say about him. He does
ole in the roof of the shamans' house have some investigative skill, however,
J (4 on the map on page 48). A Hard (9) and has been assigned as to
~ s · arch roll locates i-t1They may be able tfl ca: p in order to
I d an air ven .if tney fail this roll o t s nge di UF'I!II1\'t'~~

IT
/
(yo Ghoice, MpIshal).
~~ I y~~~ l
~ea.

\UJb1f.~~~ '
tr
people \Al;'r~orili~~i ___~'"'-_
side of the river as
examining the Ses
those that fall ou e t (2
ile, urst has discovered 0 e bit
o inf0rmation that no one else has.
Un rtunately, he's not in a positi (i)
hare i with anyone who can put 1
knowledge together with anything els
to come to a conclusion about w 0 .
doing the kidnappings, and why.
What Parkhurst has discovered is that
no two victims share the same ethnic
background. He is not sure what that
means, but he has suggested certain
roster changes to the camp commander,
assuring that no trooper who is still "at
risk" because of his background has
night duty outside the camp or alone.
He knows that something very Fear Level: 5
strange is going on in Cahokia, but he The posse has entered the central
believes it's just a routine haunting, and area of Cahokia, where the Outsiders'
he does not see a connection to the plans are under way. Below is a key to
, disappearances. the map on page 48. The descciptions of
When meeting the posse, Parkhurst is people and things present assumes the
rude, condescending, and threatening. If Outsiders have no notice of the posse's
~~~~~ there is another Agency operative or arrival. If a scout was able to get away,
~~J1:~f. Northern law-enforcement official or some other ci cumstance has given
Parkhurst simply harasses warning, the14 t . e houses are empty, and
an)~t€tr~tYp them for a bit, then allows there are fp warriors in each "building."
n'<>''''''o., ·r,,,.~'nA about their business. If /"
no such folk in the group, he
them for questioning for several
Ti+-E .s~EET.$
letting them go if they do not The mJljor pathways in the city are all
trouble. If there are any dug alqrtg the routes of the 0 19inal
te types or, worse, Texas Cahokian streets. The floor these
the posse, he has them all tunnels is made up 0 nCl nt paving
in the stockade to
U t a ,... L U stones, contrasting sha pl y with the
to a different facility. rough earthen walls an ceiling.
need to escape before
can continue.

This mound originally marked the


perimeter of "downtown" Cahokia. Now ....... __
it marks the entrance to the compound ..,r.,........o-
from the tunnels that come from st. I /'
Louis. All of the tunnels converge jyst
before the stockade, allow' he gu'ar s
within to f.feG ively barI emry. The f
interior of iockaj1- 's , rta , w 't
a few benches for the-=:, . arriqTs to res
not watching the entr _ ~ .
l<:; "'L1U~>L is manned by four f-ri

"dO~~~i'~n
~~~~' \.\\~. \~\ht,~ ,
\, t#V'.. ~~~~ ~
'\ y~ • \ • •\
few of the war iots and
interior typically cons' sts
room with a lof~ about se e
the floor in the r~r half. tle In the roof of this
beneath the loft is used for small hole that leads u the gro nd
sleeping on the bundled skins and furs above. Poquaht chose the spot
on the floor. The loft itself seems to be underneath the hole as his bed so that
a meeting area or perhaps even a he could watch the moon at night. He
"dining room." The front part of the did this for several weeks while he was
room is reserved for work of any sort: trying to figure out what to do with the
building and repairing tools and black sun idol.
weapon I preparing food, sewing If the heroes are wandering above and
clothi g, etc. Since there are very few find the hole and dig it out a bit, they
wgmen among the Outsiders, many men can drop into the inside of the house
· erfor-m these traditionally female tasks. where they w'll discover that there is an
r When the posse arrives, there are 2d4 underground qomplex beneath Cahokia.
Outsiders present in each house, divided No one i .present here when the
1 between warriors and scouts. They are heroes arrive.
....
most likely not expecting visitors, so the { ,
encounters can go several ways. The
obvious way is with a big fight. It's also "\. ~p
~
possible for the heroes to sneak past, For weeks now, the Outsiders have
allowing the posse to reach other parts been kidnapping people and dragging
of the city unmolested. them down through the tunnels for their
The final way is to bluff. It may not experiments. Naturally, the test subjects
seem that bluffing is a good idea, but need to be disrobed, so their clothing
remember that the Outsiders are all and personal effects have been gathered
insane. Clever characters who play on up. Many of the objects the Outsiders
the delusions of individual Outsiders found themselves in possession of were
may be able to skirt by them. Outsiders completely alien to them, and they did
cannot be tricked into betraying the not know what to make of them.
tribe or Gytiucheppa, however. As crazy Everything they didn't k ow what to do
as they may be, they're still loyal. Don't with has been tos~e(]) into t , is room.
let the players get complacent with this The floor here is ~nee- deep in ripped
tactic. If it works at one house, it might clothing, belts, guns, and other items. A
fail at the next. Fair (5) search roll h@lps to separate the
good stuff from the junk. Here is a list
of the useful "trash" littering the floor.

2 Colt Dragoons
1 LeMat Grapeshot pistol & shotgun
3 Smith & Wesson No. 2s
6 Springfield 1873 rifles
4 sabres
7 sticks of dynamite
1 copy of The Tombstone Epitaph 's
Guide to the Weird West
$638 in Union bills
$402 in Confederate scrip
lbicycle
8 right-handed gunbelts
2 left-handed gunbelts::.,....,~_
~ bible (King !UJ\l)~:-\
8 . lete
unif<il
This circular mound is wher the
Outsiders store their (oodstuffs.
_.... -/

Mushrooms, roots, dried meats, stolen


grain, and some fruit are in here. None
particularly tas y, but all perfectly edible.

7. F, I. J
These areas were open. to the air
hundreds of years ago. Once decorative
flower gardens, they now serve as
mushroom gardens for the Outsiders'
food. The stink here is something to
write home about, and it can be
detected about 20 yards dowJ1 any
tunnel that connects to it.

8 . T -f+E T E.ST IN4- F.A-CILlIY

These posts are easily defended


positions where, theoretically, a few men
can hold off dozens. There are three
warriors at each post, along with a pile
of spears and a movable rampart made
of wood and rock that can be placed
across any entrance to the chamber. The
warriors can then duck behind this
shield (Armor 4) and throw spears over
it down the passageway. If things begin
to go badly, they have been instructed to
send one of them running to the temple
to alert Gytiucheppa. The problem with
having an army of lunatics, however, is
reliability. Consider the guards to have a
Reliability Number of 15. Roll Id20 at
the start of each round in which they
should follow that instruction. A failure
means just that.
interior ,n(n" ',,,_
act that had to be o"'i:!r'fcu med.-"- ..JiWIi. . .
'-I L"V\_ "'':> before it was

e stepping into t , i~ a bsidian carving


make an immediate Onerous not react to any calls Ot"<actio:Qs-m)'m'--'"
guts check. Hanging from the ceiling by the heroes- unless they actua ly attack
vines are at least a dozen bodies. The him- until they are all in the room. Once
bodies are suspended horizontally, with they are all in, or one of them attacks
vines supporting their waists, legs, arms, him, he lets his quills fly. They tear
chests, and heads. through his robe at the posse. While the
A quick inspection of the victims heroes are dealing with the quills, he
reveals at three of them are still alive: stands up and turns around, and the
one black man, one white man, and one black sun suddenly starts glowing.
Getman oman. Have everyone roll an Incredible (1)
h',Cutt4ng them down without hurting Strength chec . Anyone who makes it
tf\em is tricky, since they are weak and can move at o.ne half his normal Pace.
only barely conscious, plus they are Anyone wh does not make the roll is
suspended seven feet off the floor. Let insta tly flung to the ground by the
the heroes figure out how to do this, fo ctf Of the black sun's horrible light.
and then let them do it. Roll a die 1, ss character makes the Strength
behind your screen every few minutes <6'11, any physical actions he tries have a
so they think they might be discovered, +10 modifier to the difficulty. If a
but let them off easy this time. character has made her Strength roll,
Once the heroes have the people in she can act, but all physical actions
hand, they should start looking for a have a modifier of +5 to the difficulty.
way out. If they don't, remind them that At the end of each round after the
the abductees are very weak and cannot first that a hero lies under the black
last much longer. sun's light, his Strength goes down by - 1
die type. When it is down to d4, he
10. T f+.E C fl--t,-PEL O F begins losing Coordination levels. When
the hero is reduced to Od4, ~e dies. If a
Tf+.E ~~1{ hero can get out of the. llgh before that
happens, all dice and levels eturn at a
This mound was originally a sub- rate of +1 per-roun'd.
temple of the main Cahokian temple. If the black sun idol tB tlestroyed, the
Since the Outsiders have returned, light goes away, as welf as its effects.
however, it has been used as a training Ten points of damage from any weapon
ground for the warriors and scouts to can do it, but the idol is too high to hit
wrest, ~ spar, and shoot in. The pyramid- with a fighting weapon other than a
sha ed temple is completely hollow, spear. As a target, it counts as a called
filled with racks of weapons and shot. +6. So a character who has made
training equipment. Skylights carved her Strength roll needs to roll a 16 to hit
into the ceiling would have once lit the it. Hope she hasn't used all her chips!
building, but large braziers located in Poquaht, who is unaffected by the
the four corners of the building now black sun, laughs at the heroes while
serve that purpose. Poquaht has just they are on the floor. "Hmm," he says, "I
tct!>.en it over, hoping to catch the next was going to test my black sun on
group of warriors or scouts that enters some of my fellow Outsiders. Lucky for
ere chamber so he can test his idol. me you came. What is it like?" If anyone
As the heroes enter this mound, they answers, he crouches down on the
ee an Indian in robes, kneeling on the floor, delightedly discussing the
f oor with his back to them and his of pain with h
a ms outstretched. hi ~ is Poquaht. He l~~~.~t1g, he -----..-" ..-i.-~J"'ct:)\:I,
g
e rs to be prayj , f.o an j ei.,ol hangi
fr 'f\1 .e ceilin Vo ~ him hJ ' dol
A' ( ~1)
~~~
This is where Gytiucheppa lives. It is
a large room with 0 furniture save a
huge pile of furs in the center of the
floor. Propped up in the corner of this
room is a strange spear;
The dirt in here has been entirely dug
away from the walls, un1ike most places
in the complex. Gytiucheppa has been
busy with those walls too. He has been
drawing and paintihg on them, so that
they are almost covered with insane ,
doodlings. Have an character who is
looking at it to roll an Onerous (7)
Cognition check. A success tells him
about what he sees.
The main subject of the painting
seems to be a great figure with a
headdress of feathers drawn into a fan
behind his head. It shows him walking
over the entire world, stepping on the
dead bodies of men, women, and
children, smiling with pride. In the
background, evil-looking creatures
(possibly spirits) are wailing and
gnashing their teeth in defeat.

they didn't want it." He chuckles and


clucks his tongue as the heroes try to Gytiuchegpa brought this weapon
des roy the sun or attack him. back with .him from the Hunting
"Gytiucheppa didn't want me to use Grounds. rt .s seven feet tall and made
this in the tests. He said the specimens from a single, jagged tooth of some
were too important to waste. Chiefs are horror from the deep Hunting Grounds.
sometimes like that. They all hate to be Powers: The spear works much like a
shown up. WelL now that I know it normal spear, until blood is drawn. The
works, I can bring it to him and we can weilder of the spear can smell when
use it to defeat the manitous, and he blood has been spilled, which instantly
can say he did it if he wants." drives her into a berserk frenzy that
He walks ~round the idoL gazing at it doesn't end until either the wielder or
fondlY. "We qm raise this high into the all of her enemies are dead. When
sky where everyone will see. Then they berserk, the wielder can make two
will all be dead, and the manitous will hand-to-hand attacks on each action.
starve without any fear. Without any Taint: A character who possesses the
more of Gytiucheppa's rituals, as well." spear automatically gains the
If the posse destroys the idoL Poquaht bloodthirsty Hindrance, which she keeps
quickly retreats into one of the until the relic has been out of her
passages, mumbling to himself. before possession for at least a weekI When
the group is back to full strength. berserk, the wielder's Jightin''1evels are
not added 10 an opponent's TN to hit
her. She must also rush into hand-to-
hand combat no matter what the
situation. When berserk, she may- not
jump over a cliff to get at someone, but
sne's happy to charge an army alone.
\')
~~~~~~
.... -
12. T +I-E ~ -H-oJ
This is whC the Out: iders eep .:---r.:
their "dogs" (see page 28). There are
currentl two of the beasts here.

n the way out,


an encounter they missea on
The largest mound in Cahokia, the way in. For instance, if "Red"
Monk's Mound, was named for an order Johnson & gang are still around- and
of Trappist monks who once settled have yet to be encountered- then the
nearby. It is just a coincidence that this heroes might walk out right into the
mound was, in fact, a temple. Now the pirates' hideout.
interior is almost as clean as when it If the heroes run toward the river and
was first built. The only inhabitant of don't run into Johnson, they emerge in a
the temple currently is Gytiucheppa, water-filled cave with a couple of
who spends most of his time here, canoes tied up. The canoes are perfectly
mumbling to himself and scribbling sound, and each can take four people.
with charcoal on the floor. Once bac~ in friendly territory, the
When the posse enters, he looks up heroes have 0 trouble getting the
with a start, and vanishes. He has used abdu tees to medical help. Before they
his powers to escape. Don't worry, the fi~ufe it's time to ride off into the
posse gets another crack at him later. tS 'P.?se~J however, one of the patients
alls trlem back.

This is where many of the Outsiders' ONCE M~E UNTO


"recruitment" missions start. There is a
pile of extra spears and clubs here, as T -H-E "B~EA-C-H-
well as several cloth bags big enough
to carry a person in. August DuPree, the formerly missing
crewman from the Proud Mary, clutches
1.5. EN~A-Y onto one of the hero's shirt. With his
eyes wide with terror, he s s,
This chamber is filled halfway with
water. Anyone entering it is waist deep "You gotta stall' 'emf I heard
after the second step. They don't get any them talkin : They wanted people
deeper, though, and continue like that to of all differen Nypes./They were
the river. One of these tunnels is the testing something... to kill
one that leads to Red Johnson's hideout. everybody in the whole world.
The others go to hidden canoes for the They said they doin ' it tonight!"
Outsiders to use to cross the river.
He slowly slides back to sleep as the
). ~E!TIN~ an- doctor's morphine takes effect. If the
heroes ignore DuPree's warning, then
run One More Ought a Do It in the
There are a few ways out of the next chapter.
complex, but one thing is sure.
Whichever way the heroes came in is
closed to them now. Shortly after the
heroes enter, the Outsiders collapse the
tunnels or cave in the room through Making the trip through the
which the posse entered. Plus, there are tunnels: 1 white chip.
several dozen alert warriors combing Evading the US troops: 1 white chip.
the passageways the heroes have been Mazif 1 whi~f"W~AO;.~
down, so whicheve~ route they didn't the
take in, that's the way they sQould feel
encouraged to take OW. ~
In this chapter, the posse has to take There is no place in st. Louis or
the fight back to the Outsiders in order nearby that is completely secure from a
to stop them from attempting to destroy determined Outsider scout. Once he has
all of humanity. gotten into where the hero sleeps, he
pricks the character with a drugged
needle, keeping him aslee . 011 some
dice for this and pr~1'l: t onsult the
book, but no matt~ t;a , t e hero
should be ca · rea. 'e e player
aside and explain w.oat sees as he.
If you find yourself faced with a wakes up, surrounde( y Gytiucheppa
bunch a recalcitrant "heroes" who and the other shamans.
refuse to go back into danger or who By morning, the rest of the heroes
. s en't been picking up the clues, should have noticed their comrade
t ow his little doozy at 'em. missing, and it shouldn't be too hard to
er the heroes have returned figure out where he's gone.
triumphant, and turned in for the night. Gytiucheppa (upon discovering the
an Outsider abduction team comes for hero was one of the previous invaders)
one of them! Ideally, this would be a has decided to make the captive hero a
hero from some far-off land so the sacrifice during the ritual. Run the final
Outsiders can choose her to gather battle scene as below, but add the
just one more bit of data for the complication of a posse member
ritual. Most posses have at least one bound to an altar at the far end of
ferner in them these days, but if not, the temple, about to be slaughtered.
just pick one who might have an (This should only happen if the
unusual trait the Outsiders may ritual is allowed to
wish to investigate. finish.)
(
The posse could hurriedly explor~ the
cav rns beneath st. Louis for an t
eI\trance to the Outsider's tunnel
system. (They should be able to
r~cognize them by now.) Getting acces , /' .
to the caverns could mean having to .....D;A.-MN NOI.SY
convince the owners of the Lemp
Brewery to let the heroes run amok in There is no problem so complex that
the brewery's basement. It could also it can't be blown up. An expert
involve facing a couple cave crawlers. application of dynamite to the proper
They could also use the tunnel inside parts of the base of Monk's Mound can
the pirate hideout. since that one is still open up a nice little door, as well as a
open. Of course, if they haven't dealt whole mess 0 ' trouble. The "dogs"
with Red and his crew yet, this could be waiting outside the temple spill out of
a pretty inopportune time. the opening to attack everyone nearby.
Either of these methods allows the
, posse to creep right through the W++-A-T IF T ++-E P0.S.SE
complex and into the temple, since
every single Outsider is in that building ~E.S FOf( ++-ELP?
t2~~~-..lfor the human race's send-off. Granted,
'11 leaves the mud men. Some enterprising heroes might
ber the tunnel they originally decide to ge ,, \?)it of assistance on this
is now sealed, so last battle... T
. il ~l e's no reason why they
tunnel they go through now can't. excel>, eVeryone will think they're
mud men lurking in it. Also, a a couple bullets shy of a cylinder. Good
the Outsiders' dogs are sitting candidates for this assistance would be
at the temple entrance. And finally, the eithe the Confederate or Union
how we said the tunnels were Army. I ~akes a success and hree raises
f

up by willpower? Well they really on a persuasion roll t on i ce the


"'.- .3 \,,1.0''1:,_ with the entire population of commanders that they, a e eded to
----::::::;~lt191~t(ldri temple or focusing on save the world. The hh f s can contact
tunnels are rapidly falling the commanders of both sides, but it's
the posse is in the nearly impossible to get the two sides to
1d20. On a 20 the tunnel work together- requiring an additional
collapses, slowing Impossible (13) persuasion roll for each
to a crawl. If they are of the commanders. -.
collapsed tunnel and you If the heroes do manage to bring in /' ___
roll the en11fe,',t'hing caves in, reinforcements, beef up the Outsider ~Ao--
blocking the passag vancf" crushing forces to match them. But whatever ! I
anyone dead who does not make an happens, the final battle with
(7) Nimbleness check. Gytiucheppa should be uP", t I the pdss . /
The Confed,eracy ca :af[g d 0 spanl
I
ten men ~' r:.,..r 1 misj ion, aq,d Ag nt f
the weasel""trol'l) the A en
ten Union troopers (b t~
unteer himselC) if th ass
t{hin;; to f~tact him." ',I 1r ~

~~~
If'owever the heroes reach t e
temple, they should arrive in time to
see the Outsiders all gathered in the enough of them to do that.) While the
temple, performing the ritual. The battle rages on, Gytiuc eppa begins the
spiritual energies are so thick here that ritual again, channelling the energy he
they can be seen with the naked eye. had already gathered and pulling in
Ghostly shapes rush through the more from those Outsiders in the
temple entrance, past the heroes and outlying tunnels.
into the shamans, scouts, and warriors The final battle should be confused
on the floor. It passes through them and messy. There is one scout for each
and then converges on Gytiucheppa, hero, plus one and a half warriors
who stands on the dais at the far end. (round up) for each hero, plus three
His hands are stretched upward in a shamans (MaziC Vaacepte, and Poquaht,
fan, and he is laughing maniacally. if they survive, plus one or two others,
If the posse just stands and watches, depending on the posse's strength), and
the ritual runs its course in 10 minutes, finally, Gytiucheppa and his little friend

f and the place starts going to Hell in a


handbasket. But when did you see a
posse just watch?
The best way to disrupt the ritual is
to fire a shot into Gytiucheppa. Any
Kiodash (more about him on page 40).
If. the heroes were successful in
subverting MaziC then he and Kiodash
join the fight on the side of the heroes,
with attacking Gytiucheppa.
loud noise at all works, but that is the Vaacepte tries to stay at the back of
most satisfying. Once the ritual has the fight and manipulate the heroes
been halted, the entire tribe of Outsiders using anything they may have left
goes ballistic. behind during their previous foray.
Gytiucheppa quickly calls to the tribe, Otherwise he stays out of the fight
"Stop them! The Outsiders shall defeat unless he is personally threatened.
the Evil Ones' pawns forever! No one Once the battle starts, the clock is
can stop us! The world will be ticking again. If Gytiucheppa is allowed
cleansed!" With that, he turns back to to perform his ritual uninterrupted for
the ritual while the rest of the tribe seven rounds, the worst happens: The st.
occupies the heroes. (There should be Louis area becomes a Deadland.
~OF'LE K,o~~
~~~.
: D:2d4, N:4d12, Q:3dlO, S:6d12,

~'U~~~~~~"" fightin ': brawlin' 6d12, sneak

(STR+ld6 then
rns)
hatever the heroes decided to do, if
t ey egil) telling their tale in every
sa oon ~h'ey s op at in their journeys,
both organizations are gotng to want to
have a I ng discussion with them.

Whether or not the heroes get out is


really determined by how mercU:ul
you're feeling, Marshal. If they really
tried, give them a chance.
Soon after the ritual is complete, the
If the heroes blow it, the entire area is surviving Union and Confederate troops
transformed into a Deadland. This come under siege from all manner of
encompasses a 20-mile radius around monstrosities, from walking trees to the
st. Louis. This is really bad. undead. They eventually succumb, and
The Outsiders (every last one of the area becomes a barren wasteland.
tn~m- even the dogs) fall over dead. The Hopefully this isn't the case...
creation of the Deadland consumes not
only their life-forces, but the power of
the city itself, which includes the forces BoJNlY
holding the tunnels up. The ground
begins to give way, and the Mississippi Disrupting the ritual in a suitably
begins pouring through the tunnels. dtamatic way: 1 blue chip.
If any heroes are still around- and not Defeating the Outsiders: 1 red chip.
dead- their best bet is to hightail it away Defeating Gytiucheppa: 1 red chip.
as fast as possible. As they run through Saving every living soul in a 10 mile
the collapsing tunnels, chunks of mud radius: 1 point of Grit.
drop from the ceiling, and snake-like
roots grab at their faces and legs, trying
to prevent them from leaving. Have the
players make periodic Nimbleness rolls;
a botched roll means they are ensnared
and dragged to the ground or ceiling. An
Incredible on Strength roll to escape is
required and the tendril does 3d4 points
of crushing damage each round (roll
randomly to see which part of the body
is grabbed on the first round).
As the walls begin to close in around
them, and the sound of rushing water
from the Mississippi draws nearer, the
heroes are filled with an overwhelming
sen e of claustrophobia which hits
them in waves. Have the players make
periodic Spirit rolls. A botched roll
means they are overcome with fear and
cannot continue until they make an
Incredible on Spirit roll.
If a hero is stuck for more than four
rounds, she is dragged, kicking and
screaming, into the moist earth and
suffocates slowly as tendrils plug up her
nose and mouth. Heroes that die in the
area draw an additional three cards for
their chances of coming back as
Harrowed. Unfortunately, for those who
~ a& come back, the manitou has full
T? Dominion while ih.. tQe Deadland. ~

JI~!#f. . ~/ ~ WJj ~ ~
1\ I
A-PPENDIX:

~ ++-E LE4-f CJ
OF ~ fA-
The adventure is over, but an awful The Outsiders are without leadership
lot of stuff has been unearthed (literally) now. One or two of their shamans might
around Cahokia, and someone is going probably attempt to fill this void, each
to have to deal with it someday. one with his own mad plan to defeat
their ancient enemy, the manitous. But
others may hear of these s ange beings
with no leader, and ;t: lst 0 fill the
role themselves, eJPl iting I e Outsiders
The central complex under Cahokia for their ow 1:tr os ' <'A e head of
didn't encompass all of the tunnels that list stands R 'le(l.
used by the Outsiders. Dozens of Raven would certru ly recognize the
warriors, scouts, shamans, and others potential of scouts who can slip under
had moved into a few of the many doors, and warriors who cause their
nearby because the central foes to flee in terror. Expect him to
r)"h~l1<'x was too crowded- or they were contact the Outsiders on a recruitment
to - unstable" to live in the City. Many mission. In fact, the heroes might find
of these Outsiders were not in the themselves in the awkward position of
temple during the ritual. trying to save the Outsiders. Given a
What's going to happen to these chance, Raven uses the Outsiders'
displaced people? Well, some of them insanity against them, and lies like a
pop up on the surface from time to rug, convincing them that he is the
time and terrorize normal folks, worst enemy the manitous ever had.
which probably just gets them Unless someone stops him, Raven
killed by some heroic soul. Others could have some powerful new allies
attempt to remain hidden soon.
underground from a world to which
they no longer belong.
Resul
Murde
- of the
an dventure
who unit. The
hired to in a
murder, or someone close
to the heroes is killed and
they must catch the killer.
2 Missing property: There's
nothing like a good
McGuffin hunt. Something
is missing, and the heroes
are on the trail. Perhaps it's
a crown belonging to
visiting royalty, f'd for
When an entire vanished civilization ransom by rebels from that
suddenly returns from the Hunting country. Or maybe it's a
§~~~_ Grounds, the boundaries between the very valuable prototype
becomes damaged. Over the next froIJ1 the workshop of a
denizens of the Hunting m¥l scientist. The identity
nature spirits and ... otjthe object isn't
ld break through and < Amportant. What's important
world through Cahokia. More is that everyone wants it.
ingly, folks exploring the 3 MisSing person: This was
or the caverns may accidentally the setup for this
through. Where they end up is ,1'( adventu.re, but J};(ere's no
'rely up to an enterprising Marshal. V reason It an't bused
again. Is th missing
person a 0 her kidnap
Cl\A-WLtN' victim or just a nervous
groom with cold feet?
4 Scientific curiosity: A hero
or perhaps a friend of a
hero wants to know
something about the / __-
caverns. It could be ~
biological, archeological, or , I
even geological s ienc I
that is mea~ e / /
f":--furthered. I," (
5 ~e etta: ~ing er h~5
its drawba& s ,or orne, YP

.f'J
f'z..) . ~
piss a lot of peopl ~
of them wants re eR .
==>.".-
( 6 ft! yo r Lo etu
'J \ _ "7 . ~
JnJo""'I'IY>A ~t,~~. \-\.\.( .• ~ , ,,~i\(
~lIA.\\ "~~V'... \"~~'I>!-,*,\,,,,.
Result
Subterranean terror: ...... _ __ Flooding: n
Something bad is to the river, the
happening underground, started to rise. Now the
and it's about to jump out at posse must deal with
the posse. Roll on the drowning as well as getting
Subterranean Terror lost. This sure would be a
Table. bad time for a bad guy to
2 Goin' underground: These show up. Roll again on the
adventure ideas deal with Threats Table.
6..f') how outlaws might use the S Cave-in: The walls fall in,
tunnels. Roll on the Goin' and the posse is trapped

1 3
Underground Table.
Bluebellies: These adventure
ideas all involve those
deep underground. What's
on their trail to make it
W'orse? Roll again on the
fellers from across the river. Threats Table.
Roll on the Bluebellies Choose your own.
Table.
4 Outsiders: These adventures
all have to do with the
remainder of Gytiucheppa's
people. Roll on the
Outsiders Table.
S Hole in the wall: This is the Id6 Result
strangest type of adventure. 1 Smuggler's paradise: The
The walls of reality are caverns and tunnels are
dangerously thin. Roll on being used by smugglers
the Hole in the Wall to store and move
Table. contraband through the
6 Choose your own threat. city. Tbe-heroe can try to
uncove the head of the
ing or ! r1' t cash in
themse ves~
2 PiratesbMuch like Red
Johnson's gang, a band of
ruthless river pirates is
Id6 Result using the caves as a
1 Cave crawlers: The nasties in refuge.
the caverns beneath the 3 Manhunt: The chase is on
Lemp Brewery are somehow for an accused criminal.
involved in this adventure. Perhaps the heroes are
2 Baby mound builder: The helping track down the
mound builder from Little quarry or perhaps they are
Egypt (in River 0 ' Blood)had the quarry.
itself a baby, and baby is 4 Refugees: The war has
tryin' to do mama proud. forced a lot of people out
3 Dead 'n Buried: Something of their homes. A small
has disturbed a nearby band of refugees has
burial ground or graveyard. stumbled upon the caverns
The wallsin' dead are and is
burrowing into the tunnels
seardi1Flg or brain:;.
r-', 1.1
.{ to'" ~ \1)
~;:.;;II'!~'
Result esult
Spy hunter: A spy has bee Straggle~: A few of he
discovered in the ,: ut~iders-the most '1,nsane
Confederate garrison. Before {' /Y" of th~ bunch~got ~ft
he could be captured, he ./" behind by their cohorts, to
escaped into the caverns. cover their retreat from the
The posse is hired to find ruins of Cahokia. These
him, since they have a bit of unfortunates are now lost in
experience beneath the city. the tunnels. Out of panic,
Or maybe they are the spies they attack anyone they find.
and are trying desperately to 2 Shaman wars: Two or more
avoid detection. of the remaining Outsider
2 Sabotage: A master saboteur shamans are vying for
is plying his trade in town, control of the remnants of
using the tunnels to move the tribe. Their "election"
about. Like ferrets down a process tends to get
snake hole, the posse is percussive, and fighting has
sent after him. spread to the city of st.
Leading the blind: A posse Louis.
with Union sympathies 3 It was only a matter of
could use the tunnels to ti~: The feeble food
lead troopers right into ources of the Outsiders
town for a sneak attack. lla e dried up for some
But something else has reason. Guided by "the
other ideas. Roll again on spirits/" their leaders have
the Threats Table. of decided to turn to the next
Salvage: An experimental V, best thing: huma " flesh.
Union submersible has 4 Spawn of evJI.: ~~
been lost with all hands on remaining e tsiders still
The posse is hired to hate the maFli ous. For some
find it before the Rebs do. It reason, they think several of
looks as if some freak the local folks are in league
currents may have dragged with the evil spirits, so they
it into a water-filled cave. begin attacking them. They
Where is it now? could be right, they're
" Y'.''''.UV'II 0flm~~cy: A unit of definately crazy, or they
Yankee s.o(di ts has gotten could just be dupes.
separatefj)fr6m its regiment. 5 Hidden society: The
Taking snelter in the caves, ref!laining OutsidJfs have
they became lost. They are bUilt themselve.s !' neW!
Hndergrouncl. ..-c~ty/ awa
I
tr 0 Cah > ria. Q, they jG.~t
want toi ln , eace- and
lick their wounds un: ' 't I

time once {again to ~


rna ttous! 0
7.
'N' I \.\.\,[.
\,,~ • '..~NoI'..
'~~tt; \\ ,
their next generation,
theive been kidnapping
children from their homes
to com e live with them.
6 Choose your own.

Grounds into any other


game universe of your
choosing. Now they have to
find their way back.
Id6 Result 6 Choose your own.
Evil seeps into the world:
Something really bad is ~o IL E 0 VE C~LERS
leaking in from the Hunting
/ Grounds. People are having
more and more evil
Corporeal: D:ld4, N:2dlO, Q:2d12+2, S:3d8,
V:2d8
thoughts and finding it Climbin' 8dlO, fightin': brawlin' 5dlO,
harder and harder to resist sneak 5dl0
them. Murder and chaos is Mental: C:2dl0, K:ld4, M:ld8, Sm:ld6, Sp:ld6
spreading through the city Pace: 12
of st. Louis like wildfire. Size: 9
Can the heroes stop Wind: 14
whatever is happening Terror: 7
before they kill each other? Special Abilities:
2 No refuge for saints: The Armor: 2
spirit of a man dead for 50 Damage: Bite (STR+2d6), Tail strike
years finds its way out of (STR+3d8).
the Hunting Grounds and Wa ll Crawling: Cave crawlers can
possesses a hero. His climb walls and ceilings at normal
intentions are to pay a visit Pace. They may also run and pick
to his family to make sure up the Pace w hile doing so.
they are doing well. A nice Description: A cave-dwelling version
enough intention, but his of the wall crawler. For more details,
family are th e Clan tons of see River 0 ' Blood.
Tombstone.
3 Little girl lost: A young girl ~OF I LE B jl-BY MoJ~ D BU IL~
has fallen down a well. Now
the citizens can hear her Corporeal: D:ld4, N:3d6, Q:2d12, S:3dlO,
crying all throughout the V:2dl0
city. The heroes are going to Fightin' brawlin' 3d6, sneak 5d6
have to go in and find her- Mental: C:2dl0, K:ld4, M:ld8, Sm:ld6,
hopefully before one of the Sp:ld4
tunnel's denizens do. Pace: 6
4 Out of time: During a failed Size: 6
attempt to hijack a ghost- Wind: 14
rock bomb, a group of your Terror: 9
favorite bad guys from Special Abilities:
Deadlands: Hell On Earth Armor: The crea ture's still-developing
were blown through the carapace gives it Armor l.
Hunting Grounds and landed Damage: Claws (STR+2d8).
in Cahokia. They don't know Paralytic Poison: Any character
how they got here, but they bitten by the mound builder must
figure they'll be running the make an Onerous (7) Vigor roll or
place in a week. be paralyzed for 2d6 rounds.
5 The road to nowhere: The Description: A smaller version of the
heroes stumble across a mOll builder, this ~ooks like a six-
portal through the Hunting foot-long ant-liorT.
13. The Temple

10. Temple of the


Black Sun

9. Hanging Room
9 781889 546520
ISBN 1-889546-52-6

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