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BY MATTHEW CUTTER

DEADLANDS CREATED BY SHANE LACY HENSLEY

WWW.PEGINC.COM

Deadlands, Savage Worlds, all unique characters, creatures, and locations, artwork, logos,
and the Pinnacle logo are © 2020 Pinnacle Entertainment Group. Printed in China.
CREDITS

Writing & Design: Matthew Cutter


Additional Material: Shane Hensley, Clint Black,
John Goff, Erica Balsley, Simon Lucas
Editing: Shane Hensley, Matthew Cutter, Jay Kyle,
Ron Blessing, Simon Lucas, Jessica Rogers
Proofreading: David Harriss, Andrew LaCara,
Adam Loyd, Laurie Marks, René Martin
Art Direction: Aaron Acevedo, Alida Saxon
Interior Graphic Design: Karl Keesler
Layout: Shane Hensley, Matthew Cutter, Simon Lucas, Thomas Shook
Cover Art: Aaron J. Riley
Interior Art: Aaron Acevedo, Bruno Balixa, Chris Bivins, Arthur Bowling,
Von Caberte, Matheus Calza, Donald Crank, Dennis Darmody, Sam Denmark,
Loic Denoual, James Denton, Martin de Diego Sádaba, Sebastien Ecosse,
Alex Elykov, Bartlomiej Fedyczak, Bien Flores, Quintin Gleim, Ross Grams,
Konrad Korgull, Irina Kovalova, Dio Mahesa, Wayne Miller, Fedrico Musetti,
Christian C. Otazu, Sabrina Pugnale, Aaron J. Riley, Alida Saxon,
Martin Sickree, Tiago Silverio, Unique Soparie, Jon Taylor, Joseph Weston
Playtesting: Michael “Mortimer” Conn,
Jessica “Abigail” Moore, Tracy “Ranger Daniel” Sizemore,
Darrell “Suyin” Hayhurst, Michelle “Cora Lee” Hensley, Simon
“Agent Cranston” Lucas
Operations & Logistics: Jodi Black
Customer Support: Jodi Black & Christine Lapp
Production Liaison: Alexander Hau
Executive Producer: Simon Lucas

This is a work of fiction. All of the characters, organizations, and events


portrayed in this book are either products of the author’s imagination
or are used fictitiously.
CONTENTS

GONE TO WYOMING 5 Act 3: Days of Blood......................................78


Act 3 Episode A Shebang Sorcerer..............78
The Story So Far..............................................5 Act 3 Episode B Quiverin' Aspens..............82
Quakin' Aspens...............................................6 Part One: To the Woods.............................82
The Cult o' the Critter.....................................6 Part Two: Twisted Trails............................83
Without A Trace..............................................7 Part Three: The Screaming Tree...............84

UINTA COUNTY 9 SAVAGE TALES 89


Uinta Towns................................................... 11 Run for the Nations......................................89
Findin' the Gangs..........................................90
HEASTON HILL 19 Huntin' the Gangs......................................... 91
Run for the Nations......................................94
Heaston Hill...................................................19
Lost in the Bog...............................................95
History o' the Hill..........................................19
Range Murder................................................98
Around Town................................................. 21
Burnin' Down..............................................102
Fitting In.........................................................22
Crooked Streets...........................................102
Establishments...............................................22
Dem Dry Bones...........................................103
Heaston Hill Environs..................................46
Devil in Sheep's Clothes.............................103
Embers..........................................................104
ENCOUNTERS49
Etched in Blood...........................................104
Encounter Tables...........................................49 Hangin' Tree................................................104
Encounter Results.........................................49 Hungry Waters............................................105
Twilight Events..............................................52 Infernal Bartender.......................................105
Invasive Species..........................................106
HORROR AT HEADSTONE HILL 55 Jump Off Joe's Bloody Revenge................106
Luck o' the Loper.........................................107
Running the Campaign................................55
Nest o' Thieves............................................107
Plot Point Overview.....................................56
Old Vaskiss..................................................107
Act 1: The Missing Agent............................57
Train Wreckers............................................108
Act 1 Episode A The Searchers....................58
Where Wolf?................................................109
Part One: The Investigation Begins..........58
Night Hoss...................................................109
Part Two: Followin' Up.............................. 61
Wizard Oil....................................................110
Part Three: House o' Madness...................62
You're Kiln Me............................................. 111
Act 1 Episode B The Summons...................67
Act 1 Episode C Legend o'
BESTIARY113
Spooky Hollow..............................................68
Act 1 Episode D Last to See Him Alive......72 Rascals..........................................................113
Act 2: The Headstone Hill Massacre...........75 Varmints.......................................................116
Act 2 Episode A Local Politics.....................75 Creatures......................................................116
Act 2 Episode B Now It's Personal..............76
Act 2 Episode C Blood in the Streets..........77 HANDOUTS123
GONE TO
WYOMING

Look alive, amigo! We hate to be a stick in the mud has since been through several ill-fated
but this book’s for Marshals. Read the player’s hands, including the town’s top dog and a
booklet if you’re as curious as the proverbial cat. luckless US Agent.
Welcome to Wyoming Territory, Marshal! Rock Rush
It’s a place of wonder and beauty, but these
Word got out quick about the “Headstone
days it ain’t for the faint of heart. Not since
Nugget.” By March the sleepy mountain
the twilight of fear and terror fell over it.
burg of Tarrytown exploded into a
Uinta County is the territory’s westernmost bustling boomtown.
region, bordering Deseret and the Sioux
Heaston Mining Co. rolled in soon after
Nations to the northeast. It’s home to miners,
and bought up a good chunk of the claims
trappers, loggers, ranchers, and farmers,
out on the bench as well as the town’s
whose numbers have been growing steadily
real estate. Owner Jerem Heaston tried to
since the Denver-Pacific rail line came
cajole the locals first, handing out loans to
through in 1872.
local businesses and even installing electric
lighting up and down Main Street.
THE STORY SO FAR But the “ingrates” didn’t vote for his
puppet mayor and they weren’t impressed
by his big-spending, high-falutin’ ways. So
Tarrytown, Wyoming, remained a flyspeck Heaston populated the town council with
of a burg up through 1883, consisting of lackeys, bought himself a town marshal, and
the Frontier Store, a small livery, and a few started stacking the deck. His town council
other establishments. Everything changed even changed Tarrytown’s name to Heaston
in February, when a down-on-his-luck Hill—just to rub the locals’ faces in it.
prospector named Warfield Phoenix dug up
Now Heaston has two goals. The first is
a 66.6-pound ghost rock nugget. He found it
to secure all the independent claims in the
on Tarrytown Bench, the grim, rocky ridge
area, especially on Tarrytown Bench—also
that looms like a gravestone over town.
called “Headstone Hill.” He’s set his goons
Unfortunately, that nugget attracted to bully and terrorize the local miners to join
trouble like flies to carrion. Warfield his outfit, and even secretly caused a deadly
Phoenix’s final fate is revealed in the explosion to demonstrate how dangerous all
Savage Tale Lost in the Bog, and his nugget these small, “fly-by-night” operations are.

5
HORROR AT HEADSTONE HILL

Jerem’s second goal is to gobble up as massive organism that seems to be able to


much of the nearby land as he can. The local communicate across their vast network.
rail line is currently served by Denver-Pacific, Don’t believe us? Look it up. It’s all real, and
but Heaston knows the DP is failing. He’s they’re downright alien.
secretly funding several gangs to make sure
Now imagine such a giant organism
Denver-Pacific continues to lose money in
sinking its roots into a massive layer of
Uinta County. Jerem respects power more
corrupted ghost rock. That’s what happened
than anything, and believes once DP fails,
here. The forest sucked in all that pure evil
Dr. Hellstromme’s mighty Wasatch Railroad
and became something truly terrifying. It
will gobble up the scraps like hungry
gained consciousness, focused its central
wolves among bleating sheep. And that will
being into a “Mother Tree” at its heart, and
send the value of the land in Uinta County
set about doing what aspens always do—
skyrocketing.
taking over the rest of the land around them—
Heaston is smart and tricky. He knows how with a vengeance.
to antagonize his enemies and manipulate his
The hoodoo of the malignant ghost rock
friends, and maintains just enough distance
deposits and a little touch of evil by the
to stay out of trouble with the law.
Reckoners gave the aspens some additional
But as bad as he is, Heaston isn’t the real powers as well. They can move and confuse
threat in Headstone Hill. mortal senses, making the trails through
the forest difficult to navigate and steering
Quakin' Aspens interlopers away from the Mother Tree.
More important, the trees can spawn pods
Northeast of Heaston Hill is a massive aspen
that give rise to slimy humanoids—pod
forest. You might not know this, Marshal,
people! The green, featureless things slide
but aspens are connected underground
out of their pods when ripe and look for
via their roots. They essentially form one
unconscious, sleeping, or helpless humans.
When they find such a victim, they envelop
and consume them and take on their shape,
mind, and even powers if they happened
to have ’em!
Once a shape is assumed, the pod-person
is a “replicant.” He or she looks just like the
unfortunate soul they consumed. The forest
uses these replicants as spies, bodyguards,
and agents in the human world.
And Marshal, Heaston Hill is full of them!

The Cult o' the Critter


Over the last year or so, the patient forest
gathered a number of followers. Some of
them are replicants of its own making. A
few, like Frank Debeney, joined of their own
damn accord.
In February 1884, Frank discovered one
of the replicants and forced it to talk. It took
some doing, but eventually the tight-lipped
replicant told him of the forest and the
Mother Tree. The thing planned to spread
throughout Uinta by destroying everything
in its path—including Heaston Hill.

6
Gone to Wyoming

Frank was astounded that such a thing


existed...a tree that was actually a “critter.”
But rather than reveal the replicant, the wily Running
Debeney made a deal. Frank is head of the Headstone Hill
Miners Union—not because he believes in
Horror at Headstone Hill gives your
the freedom and independence of honest
players almost total leeway in how they
labor, but because he’s a greedy son of a bitch
tackle its mysteries and antagonists.
who knows there’s a lot of money in being
The story of the cult and the monstrous
the president of a union.
tree they serve is the main plotline, but
Frank pledged to use his small army how your wranglers pursue it and what
against Jerem Heaston’s outfit, virtually tangents they go off on is completely
ensuring the town would burn to the ground. up to them.
He’ll make a fortune while he puts the pieces
This increases flexibility, Marshal,
into play, and once Heaston Hill is a charred
but it also adds complexity. Don’t feel
ruin he’ll set off for greener pastures with a
overwhelmed by this sandbox aspect.
fortune under his belt.
Everyone in Heaston Hill has a story, but
Debeney gathered a few of his closest you only need to worry about the ones
cronies into the “Cult o’ the Critter” and your players choose to interact with and
quickly murdered anyone who proved care about.
suspicious of the sometimes-awkward
replicants.

Without A Trace slipped in, stole it, hid it in his rented house,
and quickly regretted it (see page 62).
The disappearances quickly caught the
Then Reeg discovered the cult. He wrote
attention of the Agency, who dispatched
up what he could about it and put the
Agent George J.A. Reeg—badge #682—to
evidence in a strongbox at the claim he shares
Heaston Hill on March 15 to look into the
with Prospector Bob Malone. He secured the
situation. Before dawn on May 1, he vanished
key and the combination (it requires both)
without a trace.
but wasn’t able to share those with anyone
Reeg’s mission was cloaked in secrecy. before the cult caught him and killed him.
Governor William Hale, a longtime family
friend, requested him. Hale hoped to secure The Setup
a cut of the mineral rights while Reeg settled That’s where the posse comes in, Marshal.
the town’s stranger troubles. Reeg was a good They’ve been sent to Wyoming by the
man but saw no conflict of interest between Twilight Legion in mid-May 1884 to
his official duties and making a little cash on investigate Agent Reeg’s fate and the town’s
the side, so he went along with Hale’s plan. ills. If you decide to run the Plot Point
Campaign, Horror at Headstone Hill, the
At first everything was routine. Reeg
gory details start on page 55.
rented a house and bought a stake in a ghost
rock mine. His alias of Len Buckles, aspiring It’s assumed the posse are Seasoned at the
miner, let him look into disappearances, start of this campaign. It’s certainly possible
blend in with locals, and secure Governor for a posse of Novice-ranked characters to
Hale’s mineral rights. play Horror at Headstone Hill, but some of the
bigger threats assume that the heroes have a
Reeg was a clever fellow. Yup—“was.” As
few Advances under their belts. Don’t worry
you might surmise, this mission didn’t go
though Marshal, there’s more than enough
well for him.
mayhem to go around while your posse
At first he thought the source of the town’s gains experience, and plenty of opportunities
troubles was the Headstone Nugget, which for Advancement in Uinta County.
once sat on the hearth at Heaston Manor. He

7
UINTA COUNTY
UINTA
COUNTY

This chapter covers the places and people Early 1800s trappers were the first
of Uinta County, Wyoming. During the Plot whites to reach the area. Old pelt hunters
Point Campaign (page 55) buckaroos need like John “Uncle Jack” Robertson and Jim
to travel all over it to run down clues, evil Bridger became legends, lending their
critters, and threats to the locals. names to locales that still stand in 1884. The
county’s population is growing, with more
With the entire county only about 50 miles
homesteaders and ranchers arriving all the
across, a traveler can cross it on horseback in
time. Small communities pop up like Indian
two hard days. Or even faster by rail.
paintbrush flowers all along Smith’s Fork
and Cottonwood Creek.

UINTA COUNTY Horror at Headstone Hill focuses on the


county’s most populous southern end, where
the Oregon and Mormon Trails pass through
Fort Bridger, and where the Denver-Pacific
FEAR LEVEL: 3
railroad line passes through the county on its
Uinta (“you-IN-teh”) County was formed way west to Deseret and to points Back East.
in 1869, one of five in Wyoming Territory.
Uinta comes from the Ute word Yoov-we-teuh, Geography & Climate
meaning “pine forest.” These days Uinta’s Uinta is wild Wyoming mountain country,
a hotbed of take-no-prisoners electioneering much of it at least a mile above sea level. The
and rampant fear. As is so often the case county’s geography is defined by two river
when industrial giants tussle, it’s the region’s valleys—Bear River in the west and Black’s
everyday folks who are caught in the middle. Fork of the Green River in the east—and the
mountain range that splits them roughly
The county stretches north all the way to
down the center, known locally as the Divide.
Montana and encompasses all of Yellowstone,
the world’s first national park established by Bear River is the world’s longest waterway
the US Congress in 1872. Its southern and that doesn’t end up in the ocean; it runs to
western borders run up against the nation the Great Salt Lake instead. The typical
of Deseret. About 80 miles northeast of Fort climate is generally more arid in the eastern
Bridger, the Sioux Nations jut into Uinta parts of the county, tending toward alpine to
County and carve out a sizable chunk. the west. Winters are brutally cold, and last
roughly from November through early May.

9
HORROR AT HEADSTONE HILL

The Third District Court of Wyoming has


jurisdiction over Uinta County. Attorney and
future congressman Clarence D. Clark serves
as county prosecutor in Evanston. Circuit
judges visit the towns under their jurisdiction
to mete out justice. That’s currently handled
by Territorial Auditor Jesse Knight, making
the rounds from his offices in Evanston.

Denver-Pacific Railroad
The Denver-Pacific line enters Uinta County
following the Overland Trail. The tracks pass
within about 10 miles of Fort Bridger. From
there the line cuts sharply south, through
Piedmont and up the grade to cross the
Divide at Aspen. Then it angles north along
the Bear River to Evanston, and from there
west into Deseret. It’s about 100 miles from
the border to the City o’ Gloom.
The Denver-Pacific’s status in Uinta
is precarious, however. Wasatch Rail is
already planning a hostile takeover. They’re
in cahoots with several local gangs who
terrorize their rival’s interests, and they’ve
quietly begun moving rail warriors and
materiel into the area. They’re spoiling for
a fight and will almost certainly win, given
Temperatures may plunge to 5° Fahrenheit, or their much greater resources.
as low as –5° in mountain valleys. Summers
are often hot and sunny, with cooler nights, Ranchers
but the temperature almost never tops 95°. The region’s first ranchers arrived in Bear
River Valley around 1858. With completion
Wyoming Law of the Denver-Pacific line in 1872, ranching
Wyoming is a US Territory, so the Territorial got big. Cattle and sheep graze in the high
Rangers have legal jurisdiction. Ramon Uinta meadows in the summertime and
“Tex” Fimbres has an office in Evanston munch hay inside barns during the winter.
but he’s rarely in. He spends most of his
Most round-ups and cattle drives end up
time chasing criminals (or strange critters)
at Carter, a wild and woolly cowtown that
in the rugged northern reaches of the
ships the most stock from hereabouts. That
county or Yellowstone. When Field Rangers
said, almost all the county’s railroad towns
receive orders, they usually get them from
have corrals. Conflicts between ranchers and
Tex Fimbres.
farmers have grown in frequency; ranchers
County Sheriff J.J. LeCain is based in refer to hostile homesteaders as “grangers.”
Evanston, the county seat. Although his main
duties involve tax collection and prosecuting Farmers
instances of election fraud and ballot stuffing, About 30 farms and homesteads are scattered
LeCain’s been known to round up a posse through Uinta, typically close to the rail line
now and then to hunt down criminals or or a major stream. As the county’s population
help out when Ranger Fimbres is on a hunt. continues to grow, farmers and ranchers
Despite attempts to grease his wheels, LeCain find themselves more often at odds. Most
maintains a noble and ethical distance from work out some kind of amicable agreement,
Territorial Governor William Hale’s lackeys. but where the bull-headed meet the goat-
stubborn, bloodshed is likely.

10
Uinta County

Indians
Eastern Shoshone, Bannock, and Ute bands  UINTA TOWNS
migrate through the region seasonally, but
those who follow the Old Ways almost
always winter within the Sioux Nations’ Now let’s swoop in for a closer look at the
borders. Shoshone and Bannock Indians are communities large and small scattered across
more likely to be friendly with whites. The Uinta County. Savage Tales are marked with
Shoshone host an annual trade rendezvous the Twilight Legion’s setting sun: k
on Smith’s Fork northeast of Robertson,
which typically includes Bannock and Utes,
and sometimes visiting members of Nez
Almy
Percé and Flathead tribes as well. Due to FEAR LEVEL:
4
their societal connections with the Comanche,
Shoshone usually have horses for trade. Almy is a high mountain town known for
rich ghost rock mines. The elevation of
The Utes are known as fierce warriors
6,588 feet above sea level turns away most
and master horsemen. In the course of the
sane folks, and frigid ice-clad winters turn
Ute Wars, culminating in the White River
away the rest. But beyond the awful weather,
War of Colorado, many were driven off
the Almy mines are also known for hellish
their traditional lands and resettled on
working conditions. The town’s even earned
reservations. Negative sentiments toward the
itself a grisly nickname—the Grinder.
tribe resulted in the Ute Removal Act of 1880.
Nearly 40 workers were killed here in
In Uinta County, a warband led by Black
an 1881 mine explosion. Accidents have
Horse (see page 113) has abandoned the
maimed and injured more than a dozen since
Old Ways and burned two homesteads
the disaster, and close to two dozen have
since the year began. But the Utes’ attacks
succumbed to ghost rock fever. Company
are just as often reprisals for their brutal
scientists theorize that workers breathe
treatment at the hands of US cavalry troops.
ghost rock atomized by the blast, increasing
It’s exactly the sort of vicious, violent circle
the disease’s incidence. Burnin’ dead
the Reckoners take great glee in perpetuating.
(see Deadlands) spawned by these deaths
The Outlaw Trail plague the miners and contribute to their
bloodcurdling cookfire tales.
This trail is a rugged, out-of-the-way route
known to Uinta County’s gangs, with But the draw of ghost rock is strong, and
hideouts, safehouses, and supply caches Almy boasts some of the richest deposits in
all along its length. Fresh horses, weapons, the county aside from those at Heaston Hill.
ghost rock, provisions, cash, or an infernal These are tapped via a miles-long series of
device like a rocket pack or a few healing mines along a ridge above the Bear River
elixirs aren’t uncommon. rapids near town.
The Outlaw Trail stretches as far north as Almy’s population consists primarily of
Montana and south to Vernal, Deseret, using Chinese miners, who are able to get work
rugged canyons, mountain plateaus, and here despite the Chinese Exclusion Act
river crossings to keep ahead of the law. The and rampant bigotry elsewhere. In fact, the
trail isn’t well-marked or often trod—it looks Denver-Pacific Rail brought in most of the
more like an animal track—but cowpokes Chinese residents after the Shan Fan line was
might discover it near certain towns, as noted completed in 1880. Few others are willing to
in those places’ descriptions. live and work in such harsh conditions, but
as always, where there are riches in the soil
Note that the Outlaw Trail is shown on the
all colors and creeds are found.
county map in this book, but omitted from
the full-size player’s map. Your cowpokes k Burnin’ Down (page 102): The heroes
have to find it on their own! cross paths with the burnin’ dead.

11
HORROR AT HEADSTONE HILL

Between the D-P line and the new Army


fort, the logging business has picked up
Disease: Mountain Ail considerably. Munson Logging is the biggest
Dozens of maladies plague settlers
company. Although her father passed on
in Wyoming Territory, including
before he could see his endeavor succeed,
cholera, typhoid, diptheria, pleurisy,
Lida Munson built his outfit into the only
and smallpox. The most common and
game in town—nearly all the local loggers
troublesome in the Uinta foothills
work for her. Cut trees are dragged from
is “mountain ail”—better known
the woods with steam donkeys and wagons,
as malaria.
and a newly established lumber mill in town
Malaria: A parasitic infection carried preps the logs for rail transport.
by mosquitoes and some Texas skeeters
A small, dismal Army fort and stockade,
(see Deadlands). An explorer bit by a
eponymously named, sits on the ridge over
skeeter carrying mountain ail must
Bear River. Its troops are demoralized and
make a Vigor roll or gain the Ailin’
listless, beaten down by their service to
(Minor) Hindrance.
Captain Colton J. Barron. After presiding
over a massacre of enemy prisoners during
the waning days of the Civil War, Barron
escaped court-martial with a demotion from
Aspen major to captain. Bitter melancholia and
brutal discipline are all he has left.
FEAR LEVEL: 4
At 6,580 feet, Bear River’s nearly as lofty
This mountaintop refueling station sits at the as Almy. It’s fairly mild in summer, but
high point of the Divide. Trains laboring up outrageously cold winters make it a tough
the long grade in either direction stop here place to cut lumber or be stationed as a
to refuel, replenish wood and coal, and learn soldier. And in the chill of deep winter, some
of any obstructions lying in either direction, claim to hear an unsettling howl keening in
courtesy of the D-P telegraph office. In the the hills. Others awaken in the dead of night,
past few months the tool house has been gripped by an unspeakable hunger...
burglarized twice. More recently, a near-
k Etched in Blood (page 104): A
derailment prompted panicked telegraph
cannibal Army captain turns wendigo.
operators to call in a company rail agent.
They swear they saw shadowy figures
skulking in the trees at Aspen’s verges... Bridger
k Train Wreckers (page 108): Cowpokes FEAR LEVEL: 3
hunting saboteurs meet a night haunt!
This rail stop and supply depot lies at the
Bear River intersection of the Oregon Trail and the
Denver-Pacific line. It’s commonly called
“Bridger Depot” to distinguish it from the
FEAR LEVEL: 3
more famous Fort Bridger. The town’s
Along the recent rail spur to Almy lies the transient population is diverse, consisting
logging town of Bear River. No place else in of travelers east and west, while ranchers,
Uinta County lives up to its sheer wildness cowboys, and D-P rail workers make up the
and lawlessness—despite a US Army local populace. Sitting up on a rail fence to
stockade overlooking its single main street. watch all the strange new people coming and
The town was founded in 1871 in hopes going is a favorite pastime of local kids.
the approaching Denver-Pacific line would
Prosperous cattle exporter and merchant
put it on the map. When the line bypassed
Bushrod Lovingood and his family run
them entirely, the local logging industry
several establishments in town, including a
languished for 10 long years until the new
general store, hotel, and fancy saloon. Until
spur from Evanston arrived in 1881.
three months ago Lovingood also held the

12
Uinta County

sutler’s contract to supply the US soldiers Evanston has grown beyond the rail line
at Fort Bridger, but he lost it to the Frontier
to become a city in its own right, featuring
Store in Heaston Hill. Ostensibly this was toall the services and attractions of a major
shorten the distance, but Bushrod suspects settlement. Sporting a population of nearly
collusion. The Army maintains a garrison in 1,400 souls, it’s the largest community in Bear
Bridger to keep watch over this vital depot River Valley and in the county at large. Brisk
and point of trade. exports of lumber, livestock, and fundaments
are the norm, as ably reported in Evanston’s
Deacon Eleanor’s Watering Hole caters to
newspaper, the Uinta Chieftain. So a diverse
those who prefer their drinking establish­
array of humanity has taken root, all eager
ments darker and grimier than Lovingood’s.
for their piece of the Uinta County Boom.
A custom-built, steam-powered infernal
bartender serves the drinks. Eleanor keeps Evanston was platted in 1868 by the D-P’s
watch over the proceedings from a rocking chief engineer Granville Dodge. Such was
chair on the balcony, a well-oiled and rune- his admiration for his employers and their
marked Gatling shotgun on her knees. transatlantic mission, Dodge aligned the
streets to the rail line rather than observe
k Infernal Bartender (page 105): Deacon cardinal directions. Some say Dodge had
Eleanor’s bartender goes haywire!
other, more malevolent masters, for whom
he platted a few “crooked streets” on the sly.
Carter Denver-Pacific maintains extensive
holdings—including the Evanston rail
FEAR LEVEL: 3
depot, D-P executive offices, warehouses
Named for Fort Bridger’s original store and storage facilities, hundreds of acres of
keeper, Judge William Carter, this railroad trainyards, and a massive stone roundhouse
town lies along the banks of Muddy Creek. for engine repairs. And it employs a small
It’s grown into the primary rail-shipping army of men and women to staff them.
point for livestock from Bridger Valley.
Every summer, Shoshone encampments
For that reason the biggest stockyards in
dot the hills west of town during the tribe’s
the county are found here, packed with
annual migration. Evanston’s Chinatown,
thousands of milling cows and sheep.
just north of the railroad tracks on company
Ranchers and their families, the wranglers land, shelters a population of more than 250
in their employ, and railroad folk make up in rough shanties. Envoys from California’s
the bulk of the town’s population. People progressive New Tomorrow Triad have
come here to enjoy the freshest cuts of meat in secretly made contact with local community
the county, while cowboys fresh off the trail leaders, hoping to help them improve
blow in to spend wages in the dance halls, working conditions in Uinta County’s mines.
gambling dens, and more than 40 saloons.
The Uinta County courthouse was the
k Devil in Sheep’s Clothes (page 103): county’s first permanent structure of its kind.
A stockman fears the hodag’s revenge. It started as the county jail and was expanded
into a courthouse a few years later. Sheriff
Evanston J.J. LeCain operates out of this building.
Territorial Ranger Ramon “Tex” Fimbres
also has an office but he’s rarely in it, instead
FEAR LEVEL: 3
riding all over Wyoming looking for trouble.
Originally a railroad town, Evanston took
Evanston’s post office is a major outlet,
its name from Denver-Pacific surveyor
offering “brass lock service” for those who
James A. Evans. Now it’s Uinta’s biggest city
can afford it. For $10/ounce, a cowpoke can
and county seat. Its orderly grid of streets
mail a canvas pouch secured with a brass
presents a veneer of refined civility, but look
lock for which only postmasters along the
too deep beneath the surface and prying eyes
rail line have a key.
find a society both ruthless and violent.

13
HORROR AT HEADSTONE HILL

Evanston also has a dangerous underbelly. headed west. Pioneers could trade exhausted
Deseret’s spies infiltrate Denver-Pacific animals for rested ones, buy supplies and
operations, while Wasatch Rail has begun provisions, stock up on water, and enjoy a
importing its own loyalists for the coming few rare luxuries and exotic goods. Bridger’s
conflict with D-P. Just south of downtown, partner was Louis Vasquez, affectionately
the Wyoming Insane Asylum broods in the known around the post as “Old Vaskiss.”
middle of a 100-acre plot of forested dells
In 1855, Bridger sold his post to the
and overgrown gardens. On quiet nights the
Mormons at Fort Supply. Two years later,
inmates’ moans and shrieks are haunting.
during the Utah War, Nauvoo Legionnaires
k Crooked Streets (page 102): A burned Fort Bridger to the ground to prevent
cult plots to use Evanston’s unique its capture by US Army forces. By 1858 the
streetplan to summon a demon. US Army had again taken possession and
built a stockade, and in the 1860s used it as a
Fort Bridger stop on the Pony Express route.
In the 1870s it became an active military
FEAR LEVEL: 4 post after Deseret declared independence
from the United States. In 1884, Major
Named for its founder—the legendary
Newton X. Chelmsford of the Third United
trapper and mountain man Jim Bridger—
States Cavalry runs the post with an iron fist,
Fort Bridger is “The Place Where All Trails
sending his riders on ever-more brutal forays
Meet.” The California, Oregon, Mormon,
against Black Horse’s Utes.
Cherokee, and Overland Stage Trails pass
through Uinta County, and all of them either He hopes to force them onto a reservation,
reach or have a trail leading to Fort Bridger. which he believes will get him a more
desirable post. But the raiders tend to vanish
Established in 1843, it was originally Jim
into the Sioux Nations when pursued.
Bridger’s trading post to serve travelers
Chelmsford’s single-minded focus on the

14
Uinta County

Indian threat has blinded him to Wasatch’s culminated in a pitched battle between US
designs on the county—and a possible return troops and Nauvoo Legionnaires. Deseret’s
of the Nauvoo Legion! forces retreated to Utah and haven’t set foot
in Uinta since. Critters and birds are just
The fort’s sutler is Frank Debeney, owner
about the only inhabitants now, except for
of the Frontier Store in Heaston Hill about
the angry ghosts of Nauvoo Legionnaires
four miles away. (Bushrod Lovingood of
who died in the raging flames.
Bridger Depot formerly held the post.) As
sutler, Debeney has the rank of warrant k Embers (page 104): Travelers who
officer—he can lord it over the troops but not light a fire in the ruins anger the ghosts.
the officers. He pays for the privilege, but it
gives him a monopoly to sell anything the US
Army doesn’t provide to the troops.
Gunsight
That doesn’t include liquor, but thanks to FEAR LEVEL: 3
Debeney’s “special relationship” with Major
Located among the Uinta Foothills south of
Chelmsford (who belongs to Debeney’s Cult
Hilliard, this gold and silver mining town is
o’ the Critter; see page 79) he sells it on
entirely crammed into a long, narrow, high-
the sly. Debeney splits his time between Fort
walled canyon. Most new construction is
Bridger and Heaston Hill. When he’s in the
forced to go up rather than expand outward—
latter, a tough gal named Ruby Zane minds
clinging to the canyon walls and linked by
the sutler’s store.
precarious catwalks and rope bridges. At
Fort Bridger’s most loyal and alert sentry night the canyon is filled with twinkling
is Thornburg, a stray dog who showed up lights and soft fluttering of tents and wagon
at the stockade one day. Since he’s been covers. The upper catwalks are haunted by
around, Thornburg has alerted the troops to the ghost of “Jump Off Joe,” a miner who
more than one Ute raid and sniffed out a fire hurled himself into Gunsight Canyon in
before it became a blaze. He’s a beloved ally despair when his gold mine played out.
and unofficial mascot.
The Little Rock Irregulars, a gang of former
A posse that becomes familiar around Fort rail warriors led by the notorious outlaw
Bridger and helps out its troops might gain Arkansas Ted Harwell, maintain a hideout
Thornburg the dog (page 116) as an allied in a box canyon about five miles northwest
Extra, via the Ally Twilight Event (page of Gunsight on the Bear River. When they’re
52) or at the Marshal’s whim. Cowpokes not robbing Denver-Pacific express cars they
can also get a vial of the Prospector’s Elixir mosey over to Gunsight to blow some cash
(page 108) if they make friends with Old on whiskey and other diversions.
Vaskiss first.
k Jump Off Joe’s Bloody Revenge (page
k Old Vaskiss (page 107): The posse’s 106): Joe’s ghost hunts its killers.
asked to check up on Fort Bridger’s k Little Rock Irregulars (page 116): The
oldest resident. posse brings the gang to justice.

Fort Supply Heaston Hill


FEAR LEVEL: 4 FEAR LEVEL: 3

A high lonely wind rattles dry sagebrush. Founded in 1879, until a month ago this place
Colorful yellow Indian paintbrush pokes was called Tarrytown for its founder’s New
up here and there. The charred, blackened York birthplace. Heaston Hill—popularly
remains of a stockade and a few buildings known as “Headstone Hill” for the miners
are all that remain of former Mormon outpost who’ve died here—is the epicenter of the
Fort Supply. Reckoners’ activities in the area. Looming
over it is the dark, striated mass of Tarrytown
Fort Supply was sacked and burned by
Bench and the Uinta Mountains beyond.
US forces in 1883, after a series of skirmishes

15
HORROR AT HEADSTONE HILL

It was originally little more than a trading k Nest o’ Thieves (page 107): The Blind
post and gathering spot for the occasional Gunslinger and his gang rob $10,000
miner or rancher to share whiskey and from a Wyoming Express stagecoach.
gossip. Since Heaston Mining Co. moved
in and bought up a good portion of the
lots, it’s a major boomtown on a high slope
Lonetree
overlooking Bridger Valley. See page 19 FEAR LEVEL: 3
for the details.
This high mountain burg sits at 7,556 feet
Hilliard above sea level. It’s named for a mammoth,
dead pine at the center of town that also
serves as a hangin’ tree when necessary.
FEAR LEVEL: 3
Lonetree is accessible by trail from Heaston
Hilliard’s your typical jerkwater town—just a Hill, and it’s a thriving hub of commerce for
water tower, a name on the depot, and some nearby cattle ranchers, featuring a general
Denver-Pacific storage facilities. For the time store, three saloons, and even a post office.
being it’s a rail stop without a town, a spot Only lawbreakers know it’s a major stop on
for locomotives headed over the Divide to the so-called “Outlaw Trail.”
refuel. This is the closest rail access for folks
Jesse Applegate holds the title of town
coming and going from Gunsight.
marshal, but he gained it not through election
Recently D-P workers have had trouble but simply by virtue of being the toughest
with an infestation of big bugs—and we so-and-so around. Thing is, he’s got a town
don’t mean influential folks, Marshal. It’s full of wanted folks who back him on nearly
actually a huge Texas skeeter nest. And those any play. And the lone pine’s often crowded
recent derailments on the long grade down limbs are silent proof of Marshal Applegate’s
to Evanston? The superstitious among the limited tolerance for troublemakers.
rail warriors attribute their awful luck to a
Members of the Sage Dragons Gang come
jackalope seen skulking on the slopes.
here to lie low when the law heats up. And
k Luck o’ the Loper (page 107): Heroes if the law tracks them this far they run off to
need to drive off a jackalope before it Hog Thief Falls. Beyond that, they make a run
causes another rail disaster! for the Sioux Nations; the closest border lies
roughly 80 miles northeast of Fort Bridger.
Hog Thief Falls Outlaw Trail: See page 11 for the
details on this backwoods road. Explorers
FEAR LEVEL: 3 passing through Lonetree can pick up on the
trail’s existence with success on a Survival
This town doesn’t appear on any official
(tracking) roll at –2.
maps, but it’s well-known to local ne’er-
do-wells as a safe spot to hide out along the k Hangin’ Tree (page 104): He who
Outlaw Trail. The outlaw encampment is takes pity on the evil dead must
nestled on the east bank of Sage Creek where contend with Old Man Salcido’s curse.
the Cottonwood flows into it, sheltered from k Sage Dragons Gang (page 116):
view by thick stands of willow, aspen, and Cowpokes looking for the Sage
pine. There’s a rustic trading post and saloon, Dragons find them in Lonetree.
livery stable, flophouse, smithy, and other
necessities for those running from the law. Piedmont
Outlaw Trail: See page 11 for the details
on this little-known route. Cowpokes who FEAR LEVEL: 2
find Hog Thief Falls can pick up on the
Piedmont sports a large general store,
trail’s existence with success on a Survival
two-story hotel, school, post office, and
(tracking) roll.
newspaper, the Piedmont Proclaimer. It’s
largely populated by rail workers (and

16
Uinta County

warriors!). US Army soldiers from nearby day lecturing ranch hands about the wisdom
Fort Bridger frequent the town’s numerous of its contents. The book exhorts readers to
saloons. Piedmont’s also a timber town invest in “cattle-growing, sheep-farming,
whose loggers cut railroad ties for Denver- horse-raising, and dairying” in the West—
Pacific. This creates a salty and volatile mix. and tells how to do so—but many find its
strident, salesman-like tone repellent.
The town was settled about 1867 by Moses
Byrne and others. The railroad arrived in Lobdell Ranch is also situated near
1868. Piedmont was established as a refueling Robertson. Prime grazing land has at times
station designed to provide helper engines been an issue between owner Sylvester
on the long grade from Carter to Aspen. Lobdell and the bellicose Largo concern.
Helper engines are needed on the grade, as Largo’s boys once dammed a stream flowing
well as coal and water refueling stations onto Lobdell’s property. For now they’ve
to keep them running. As logging became worked out their differences, but Sigmund
established, Moses Byrne built a series of Largo isn’t one to be silent when he feels he’s
charcoal kilns to burn aspen and pine logs been wronged. Lobdell’s wife Amanda (see
hauled here by ox teams. page 36) is mayor of Heaston Hill.
In May 1872, Piedmont was the site of a k Range Murder (page 98): It’s the
labor strike. D-P workers demanding back Largos versus the Rosses, and there’s a
wages sidetracked a passenger car holding wedding at stake!
Smith & Robards co-owner Jacob Smith and
several board members. A telegraph from Sir
Clifton Robards mollified the strikers, and
Urie
two days later an armored express train from FEAR LEVEL:
2
the City o’ Gloom arrived carrying $200,000.
The workers rejoiced and Smith’s train was A small farming community in Bridger
allowed to continue. Valley, Urie sits about halfway between
Fort Bridger and Heaston Hill. It isn’t much
k You’re Kiln Me (page 111): Wolves more than a trading post and livery stable,
and the dead plague Piedmont.
since most of its residents live on the land all
around it. Locals tend to be closed-mouthed
Robertson and won’t look a stranger in the eye. That’s
because most of them know the Ghost Steel
FEAR LEVEL: 2 Gang has local connections and often uses
Urie as a hideout and staging area for raids
Named for famed trapper John “Uncle
on ranches all around Carter.
Jack” Robertson, this small community on
the banks of Willow Creek services nearby The farmer’s market was recently thrilled
ranches. Miners from Tarrytown Bench by the remarkable offerings of Moon’s
frequent its saloons and Shoshone travelers Experimental Farm. Dr. Theodorick Moon’s
often stop in to trade goods and information spread is located about three miles east
with the locals. People tend to be friendly of Urie. There the botanist and explorer
and at ease here, but that’s mostly due to pioneers the use of hydroponics and grafting
being secure about who’s in charge. to create hardy new plant species, using
unique samples he collects in the Aspen
That would be rancher Sigmund Largo,
Forest. Unfortunately, Dr. Moon was also
whose Bar-6 Ranch’s operations dominate
responsible for the hunger lily, an invasive
Robertson and are some of the most extensive
abomination that escaped the farm to spread
in the county. After all, the last person who
throughout Uinta County.
got in Largo’s way ended up floating face-
down in the creek! k Ghost Steel Gang (page 115): Law
dogs seeking outlaws go to Urie.
Mr. Largo swears by his copy of The Beef
k   Hungry Waters (page 105): Heroes
Bonanza: Or, How to Get Rich on the Plains, by
who go looking for the missing Dr.
James Sanks Brisbin, and spends most of his
Moon battle his ravenous creations.

17
HEASTON
HILL

On a bitterly cold day in February 1883, prospector powering machines, shopkeeps competing
Warfield Phoenix carved a huge ghost rock nugget to hawk their wares, and hundreds of miners
out of the titanic, black rock shelf looming over spending cash and ore. Tarrytown Bench—
Tarrytown, Wyoming Territory. the “Headstone”—looms on the ridge above,
a constant omen of the town’s fortunes,
Inside a week, an area previously known
good and bad.
for good fishing and trapping was swarming
with prospectors and land-lookers. By March, Seen from a distance at night, partly
Tarrytown’s population tripled as new illuminated by the New Science, Heaston
homes and businesses sprang up. Along Hill appears both miraculous and terrible.
with that explosion came a rash of robberies, Electric lights run up and down Main Street,
murders, and disappearances. imparting an unnatural gleam where they
shine. Where they don’t shine, the shadows
Later that same year, Heaston Mining
seem deeper and darker. And sometimes
Company out of Evanston set up shop.
they move in unnatural ways...
Heaston’s bent on nothing less than total
domination. If he has to drive off or murder
independent miners or ruthlessly crush History o' the Hill
a labor strike...well, that’s just the cost of
Back in 1878, Standish and Angel Epp left
doing business.
their home Back East in New York after their
business failed. The journey took the intrepid
pair across the Midwest to the Oregon Trail.
 HEASTON HILL They followed its rugged stretches west
along the verges of Sioux country with the
other settlers of their wagon train, finally
FEAR LEVEL: 3 arriving at Fort Bridger, Wyoming, in 1879.
Heaston Hill has swelled from a quiet one- They gazed on the high Uinta Mountains
horse town to a nonstop hive of activity and knew they were finally home. Their
(pop. 500+) in a short year. During the Frontier Store and trading post thrived for
daylight hours it’s a whirlwind of weather- several years and a town grew up around it.
board buildings going up, carts and wagons By 1881, Epp and his friends became aware
full of supplies rumbling hither and yon, of a malevolent influence that held sway over
windmills pumping creek water and the nearby Aspen Forest.

19
HORROR AT HEADSTONE HILL

Standish and a few of his fellow settlers Years later in September 1883, physician
resolved to burn the forest down, but it and Twilight Legion member E.B. Kirk read
wasn’t without its own defenses. They about miners going missing in the Uinta hills
vanished somewhere beneath the aspens’ of Wyoming—now nicknamed Headstone
quivering boughs. Hill by the locals. Ghost rock, missing miners,
a name like that, and Born in a Bowl’s vision
Bad Medicine acted on Doc Kirk’s curiosity and wanderlust
Put those images of cowardly, craven and off he went.
townsfolk out of your head, Marshal. Settlers
In January 1884, Doc Kirk telegraphed
of the West are a sturdy, sinewy breed and
the Legion. There was definitely something
they don’t shirk from trouble or strife. They
going on in Heaston Hill and he needed
certainly don’t blanch when somebody calls
help. Telegraphs flew, wheels turned, and US
their town “Headstone Hill.” No—they take
Agent George J. A. Reeg, badge #682, arrived
it as a challenge. But the way the fear’s been
on March 15.
rising lately, everyone’s definitely on edge.
Heaston Hill has been on the Agency’s Rail Barons & Industry
ledger for quite a long time. In 1878, the The long Civil War slowed the progress of
Explorer’s Society lodge in Shan Fan railroads and settlements alike, but since
hosted a genuine Luiseño shaman named the cessation of hostilities it’s all sped up
Born in a Bowl. The explorers wanted a again. Heaston Mining’s influence has been
“demonstration” of her deep connection with transformative. The company has installed
the nature spirits. Born in a Bowl experienced electric lights on Main Street, donated a
a vision she described as, “A creeping doom water pump for the Fire Department, and
spreading from the Uinta Mountains. From started a bank and newspaper. They even
it Death will emerge.” put in a baseball diamond for the local nine.

20
Heaston Hill

Behind the scenes, Heaston puts the screws


to independent miners and uses every trick
in the book to drive wedges between them. Folks Who Roam
His boys rile up lone camps in the middle of Some Heaston Hill residents aren’t
the night, set fires, fire random shots into the attached to a particular place. All are
tents, and even spread ghost stories. Basically Wild Cards.
anything they can do to keep miners on
Antonio Jouvenceau: A Frenchman
edge and eventually give him ownership or
with a talent for sales and promotion,
control of the town and every valuable thing
Jouvenceau’s in charge of town pro­
around it.
motion for Mr. Heaston. He produces
Heaston’s main goal is to get rich off the pamphlets and writes fawning articles
extensive ghost rock veins found in the for the Heaston Hill Examiner to attract
surrounding hills, then cash in again when new investors. Use the Townsfolk
Wasatch inevitably forces the Denver-Pacific stats in Deadlands, add Smarts d8,
out of business and starts buying up the land. Performance d8, Persuasion d8, and the
Overconfident Hindrance.
Around Town Caledonia Summers: Caledonia’s a
spry old woman who makes her living
Heaston Hill’s population consists mostly
doing laundry. She’s very observant and
of unattached miners, cowboys and loggers
could be a good source of supernatural
from the surrounding area, and employees
information. Use the Townsfolk stats in
of the businesses set up to serve them. There
Deadlands, add Notice d10, Occult d10,
aren’t a lot of families living here yet. This
and the Elderly Hindrance.
makes for a wild-and-woolly, wide-open
boomtown where people come and go as “Kid” Lewis: A troublemaker with
they like. a bad reputation. If Kid decides he
doesn’t like the look of a hero, or feels
Once an observer gets past the town’s sheer
he has something to prove, he calls the
unstoppable industry, the odor becomes
pistolero out for a Duel (see Deadlands).
apparent—a miasma one newspaperman
Use the Gunman stats in Deadlands, but
of the time termed, “The quintessence of
add the Small Hindrance.
putrefaction.” Sanitation is generally poor.
Between the ever-present horses and the ox “Long Neck” Charley Holloway:
teams hauling logs, most of Heaston Hill’s Charley’s reputed to have survived a
streets are a foul mix of mud and dung. Stray hanging, which gives him his nickname
dogs and pigs roam free, earning Marshal and his distinctive appearance. He finds
Wister a bounty every time he shoots one. work on ranches where he can. Children
are scared of him, but Charley’s a fast
Largely due to Heaston’s pull with the
friend to anyone who shows him
Land Office, but also on account of folks’
kindness. Use the Cowboy stats in
tendency to stick together with friends and
Deadlands, add the Quirk (Crooked neck
family, a few distinct ethnic neighborhoods
makes him look at everyone sideways)
have formed in Heaston Hill—Chinatown
and Ugly (Minor) Hindrances.
and the Creek Street Collective. The town’s
not completely segregated by any stretch, Vernon Maddox: Uinta County’s
but if Jerem Heaston has his way it will duly appointed hangman, Maddox is
be someday. the fella who goes from town to town
to pull the lever at convicted felons’
Chinatown is roughly bordered by First
necktie jigs. Besides having a little too
and Third Avenues to the east and west,
much enthusiasm for his job, Maddox
and by Bridger and Smith Streets to the
is an honorable man. Use the Townsfolk
north and south. Across town, Creek Street’s
stats in Deadlands, add Academics d10.
predominantly black residents have opted
for collective action and mutual aid in the
face of any prejudice that arises.

21
HORROR AT HEADSTONE HILL

The Red Light District along Third Avenue


holds typically illegal joints like the gambling ESTABLISHMENTS
hall, a “ladies’ boarding house,” and a
half-dozen back-alley opium dens. Laws
surrounding “immoral” activities may be lax, In this section we cover a wide range of local
but common decency demands a measure of establishments and the individuals who own
restraint and delicacy. Marshal Wister (page and run them. Let your group wander about
36) doesn’t pester these places, mostly and discover what interests them. Focus on
because Mr. Heaston told him not to but the folks your posse warms up to, and gloss
also because the miners would riot. Saloons over the others until they become important.
are found nearly everywhere in town, and
For characters without a defined person­
they’re open 24 hours a day, seven days a
ality, you can easily make something up
week—including Christmas.
on the spot by adding a few Hindrances
and Edges to the Townsfolk stats, or by
rolling on the Allied Personalities Table in
FITTING IN Savage Worlds.
Wild Cards are marked with a marshal’s
badge, like this: c
Horror at Headstone Hill is a deep dive into a
town and its residents. Roleplaying and social 1. Alvord Detective Agency
interaction are critical not only for solving
Burt Alvord and his daughter Clementine
the mystery of the Plot Point Campaign, but
run this private detective service. It’s located
also for simply getting along with the people
in a squat, fortified building more secure
who live there. Most of these individuals
than the town jail. They keep a staff of eight
aren’t critical to the core mysteries, but as
gunmen and toughs on the payroll, one
friends, informants, and allies they can have
of them a burly mountain of a man called
crucial roles in the heroes’ efforts.
Sledge. Alvord’s outfit is for hire by anyone
Remember this as the players go about with enough cash. Although the former
their business. If they perform a kind act for soldier and railroad inspector has taken a
a deputy, he should remember it when they few jobs with Heaston—security and union-
need him later on. If they hassle the baker’s busting, mostly—he and his outfit remain
kids, the baker and his friends might come steadfastly independent.
looking for the heroes later.
Alvord charges $25 per day plus expenses
This applies to Heaston’s crew as well. for the services of one of his “detectives,” or
Most of them are greedy or generally mean— $40 plus expenses for an investigation he
that’s why Heaston hired them—but they himself conducts. He has his own home in
aren’t monsters. Gunning them down won’t town. His employees bunk at the office. The
just increase Heaston’s resistance, it also building’s equipped with a jail cell that can
turns the townsfolk against the bloodthirsty hold two prisoners; it has an iron-barred gate
killers as well, even if they claim to be heroes. (Hardness 14; Thievery –2) and reinforced
walls (Hardness 10). The armory is extensive
Keep notes on the various characters as
and well-stocked.
the heroes interact with them. If they make
friends, those characters might provide c Burt Alvord: Use Soldier (Veteran) stats
free meals, discounts, lines of credit, or in Deadlands, but add Research d8.
vital information. The more physical types „ Clementine Alvord: Use Gunman
might even accompany the heroes on a (Veteran) in Deadlands, but add Research
dangerous mission if asked or compensated d8 and Trade (Law) d6.
in some way. „ Sledge: Use Gunman in Deadlands,
add Strength d8, Vigor d8, Brute and
Brawler Edges.
„ Toughs (7): Use Gunman in Deadlands.

22
Heaston Hill

2. Angel's Corner
This cozy restaurant run by Angel Epp is City Ordinances
known for the chicken fricasee. Angel’s Refer to the Deadlands rules for crimes
Corner is open 24 hours a day, seven days like murder and cattle rustling. Below
a week, feeding homestyle breakfast, lunch, are a few additional laws on Heaston
and dinner to the town’s miners whenever Hill’s books.
they want it. Although she has a small staff,
Heaston Mining employees generally
Angel’s able to stay open because she’s never
ignore these laws—especially the
been much of a sleeper. Since her husband
prohibition on firearms—and Marshal
was killed, she hardly sleeps at all.
Wister turns a blind eye. Fines of “no
Angel is a matronly and protective sort, less than $5 and no more than $10 are
with an air of sadness. She and her husband otherwise up to the law dog’s discretion.
Standish Epp were the first settlers to arrive
Firearms: It’s illegal to carry any
in the area. They came all the way from
firearm, concealed or otherwise, within
Tarrytown, New York, to found its sister
city limits. Guns must be checked at a
city here. They built the Frontier Store and
hotel, boarding house, saloon, or the
Restaurant, made friends with the miners
marshal’s office on arrival and are
and Shoshone, and enjoyed a good life until
returned upon departure ($10 fine/
weird events in the Aspen Forest got their
weapon, plus confiscation).
attention. Standish and a few of his friends
went to burn it down but never returned. Liquor: No establishment shall serve
liquor on Sundays or election day
Lacking the money to keep the store
($150 fine).
running, Angel sold the Frontier Store (see
29) to opportunistic newcomer Frank Conveyances: It’s illegal to ride a
Debeney. Then she picked up stakes and horse, mule, or any other conveyance
opened her restaurant, favored by members faster than 6 MPH within city limits
of Debeney’s independent miners union. ($5–$10 fine), or to drive any ghost-rock–
fueled conveyance or Infernal Machine
The restaurant takes up the ground floor
within city limits between sunset and
of a two-story dwelling. Angel shares the
sunrise ($5–$10 fine).
upstairs with her employee and confidante,
a Shoshone named Biagwi’yaa who goes by Nuisances: It’s illegal to toss the
Billie Gentle Eagle. contents of a chamber pot or similar
“filthy substances” into a street or alley
„ Angel Epp: Use Townsfolk stats in
($5–$10 fine).
Deadlands, add Spirit d8, Healing
d8, Performance (Singing) d6, Trade
(Restaurant) d10, Night Terrors
Hindrance, Charismatic Edge.
The Gatling pistol actually belonged to
„ Billie Gentle Eagle: Use Indian Shaman
George J.A. Reeg. Blaine purchased it from
stats in Deadlands, add Outsider (Minor)
Agnes “Scarlet” Kenney prior to her arrest
Hindrance.
(see Jail on page 34). Blaine’s a former
3. Aspen Lounge outlaw himself, a no-nonsense sort who
doesn’t appreciate sass from the customers.
This watering hole is frequented by outlaws,
drifters, strangers, and shady characters. His house specialties are Taos Lightning,
It’s a rough place with frequent brawls and Skull Bender, and a concoction brewed
shootings. Owner and bartender Elmer on the premises called Redeye: “Makes a
Blaine keeps gunny sacks full of dirt piled hummingbird spit in a rattler’s eye!”
under the bar for protection from stray shots
The Aspen Lounge’s main attraction
(Hardness 8), with a double-barrel shotgun
is Thomas Cashel, the bar’s talented Irish
and newly-acquired Gatling pistol in case of
fiddler. He sits on a pneumatic pulley
threats to his person or the cash box.
platform that hoists him into the ceiling and

23
HORROR AT HEADSTONE HILL

out of harm’s way if shooting breaks out. All run a side business with his cowboy brother
he has to do is throw the lever! “Rider Gallagher,” who supplies Paddy with
choice beef cuts from time to time, which he
„ Elmer Blaine: Use Townsfolk stats
sells to local restaurants.
in Deadlands, add Shooting d8, Trade
(Saloon) d6, Wanted (Minor) Hindrance. Gallagher’s a bit of an oddball, what with
„ Thomas Cashel: Use Townsfolk stats, his egregious height and saturnine demeanor,
add Spirit d8, Performance (Fiddle) d8, and he’s very serious about his work. Most
Elan Edge. folks chalk it up to eccentricity, shrug,
and enjoy the clean shave. In fact, Paddy
4. Bakery di Bianchi Gallagher’s a remorseless killer who’s in
“The Italian bakery,” as most locals call it, is a charge of abducting troublemakers for the
beloved institution. Although Massimo Bianchi Cult o’ the Critter (page 79).
and his family weren’t among the town’s
Once a victim’s dosed with laudanum,
founders, they arrived from Italy before the
Paddy pulls a lever to dump the poor sap
boom. They offer a selection of fresh breads and
down a chute to the cellar, where he’s soon
pastries (cannolis are a specialty), and sell scores
hogtied, gagged, and taken to the cult’s barn
of “sweet rings” every morning (doughnuts
for assimilation by a pod-person.
in all but name). The bakery does most of its
business in beef-filled turnovers called meat Gallagher isn’t a replicant himself (see page
pies. Miners snatch them up by the handful for 122). He’s just greedy and evil and some of
easy meals out at the mines on Tarrytown Bench. those he bushwhacks aren’t turned over to
the cult. See, his brother Rider doesn’t really
Massimo runs the counter while his wife
exist...and those choice cuts he sells aren’t beef.
Zarina and oldest daughter Gianna handle
the baking. Another three children attend c Paddy Gallagher: Use Gunman
school and help out around the shop when (Veteran) stats in Deadlands, add Trade
they’re able, and the baby rocks in her crib (Barber) d8 and Hard to Kill Edge,
just outside the kitchen. But Massimo has armed with a straight razor (Str+d4+1).
a secret: After he disowned his eldest son
Antonio for committing armed robbery, the 6. Blacksmith
boy ran off and joined the Ghost Steel Gang Towering, burly Nils King has been the
(see page 115). Now Antonio Bianchi rides town’s blacksmith since its earliest days.
under the alias of John Jacob White. His hair is so blonde it’s almost white, and
most people just call him “Swede.” Long,
„ Massimo Bianchi: Use Townsfolk stats
ferociously hot days spent in back-breaking
in Deadlands, add Trade (Baker) d8,
labor are no stranger to Swede. In fact he
Secret (Major) Hindrance.
enjoys it. Swede specializes in shoeing horses
„ Zarina: Use Townsfolk stats, add Trade
and repairing busted wagons, preferring to
(Baker) d8, Stubborn Hindrance.
leave the firearms work to Mr. Groseclose,
„ Gianna: Use Townsfolk stats, add Trade
the gunsmith (page 31). His pet cattle dog
(Baker) d6, Attractive Edge.
Huldra is exceptionally cunning and true.
„ Pietro, Luca, & Angela: Use Townsfolk,
add Small and Young Hindrances. He doesn’t know spit about the super­
natural, but Swede is opposed to Heaston’s
5. Barber & Dentist campaign of intimidation and is a valuable
Paddy Gallagher, peerless barber and dentist, ally to a posse that befriends him.
arrived recently in town and quickly built up
„ Nils “Swede” King: Use Townsfolk
a loyal clientele for his services as a “tonsorial
stats in Deadlands, add Strength
artist.” One wall of his establishment is
d8, Vigor d8, Fighting d8, Trade
covered with wooden pegs, each holding
(Blacksmith) d10, Brawny and Iron Jaw
a customer’s personalized ceramic shaving
Edges, armed with a hammer (Str+d6).
mug. Gallagher buys laudanum from Dr.
„ Huldra: Use Dog stats in Savage Worlds,
E.B. Kirk (page 27) and keeps it on hand to
add Smarts d8 (A), the Brave Edge, and
soothe painful extractions. He also claims to
the Loyal Hindrance.

24
Heaston Hill

7. Boot Hill „ Father T.D. Branch: Use Townsfolk stats


in Deadlands, add Spirit d8, Intimidation
According to the tin sign, this barren rise west
d8, the Command, Strong Willed, and
of town is officially Heaston Hill Cemetery.
Work the Room Edges, and the Pacifist
Everyone calls it Boot Hill though. One of
(Major) Hindrance.
the first things a visitor notices are heavy
rocks piled on top of all the graves. Most 9. Cowboy Saloon
assume this is to keep the critters out. But
Decorated with tattered lariats, shot-up hats,
those who’ve been around since the town’s
blasted-apart saddles, cow and horse skulls,
founding know better—it’s also to make
and other evidence of dire trail mishaps—
sure the stiffs stay planted. The earth here
every one with a story, all true—the Cowboy
has a distressing habit of spitting up corpses
Saloon is where local ranch hands and
a little more lively than when they went in.
drovers blow in to spend hard-earned cash.
When there’s a burial, the undertaker’s It’s a rowdy place for those who aren’t
man Gravedigger Malachi (page 44) does cowboys, but the crowd is usually more
the work. More than 60 souls are interred at interested in imbibing than in bloodshed.
Boot Hill, pretty substantial for a town that’s Then again, no sense slapping leather when
only been booming for a year or so. Twenty- a bloody nose or two will do.
two miners were buried here in April after
The Cowboy Saloon’s owned by Heath
the accident at Tarrytown Bench, giving the
Crittenden (of Crittenden Ranch, see page
cemetery’s population a grisly boost.
47) and run as a company outfit. Crittenden
See Twilight Events (page 53) for infor­ employees are entitled to a line of credit
mation on when the dead rise. based on future wages. Notorious skinflint
G.H. Shrobel runs the bar, scowling and
8. Church coughing into a handkerchief as he keeps
Father T.D. Branch—Heaston’s fire-and- an exact total of what every buckaroo owes
brimstone Methodist preacher—keeps his boss.
guard over his flock’s eternal souls. It’s not
„ G.H. Shrobel: Use Townsfolk stats in
easy shepherding a bunch of rough miners
Deadlands, add Trade (Saloon) d8, Ailin’
and cowboys but Branch is up to the task.
(Minor—Tuberculosis) and Greedy
He’s stern and unyielding, but also kind and
(Major) Hindrances, armed with a
generous to those in need. And he has the
Derringer (Range 3/6/12, Damage 2d4,
town’s best interests at heart.
RoF 1).
Heroes may suspect Branch of being
connected to the region’s woes if they 10. Dance Hall
hear rumors of his late-evening visits Located at the edge of the red light district,
with Heaston, but he has no supernatural the dance hall has always flirted with
connection. Father Branch is focused on respectability while turning a blind eye to
mediation between Mr. Heaston and the debauchery. Plain old dances are 50 cents, as
local miners, hoping to hit upon an amicable is a drink, but a “quick two-step” in one of
agreement. Little does he know the mining the 16 cribs upstairs runs $2 (overnight stays
magnate has no intention of settling for less aren’t allowed; see Whispering Pines on page
than total ownership of town. 44 for that sort of thing).
The church holds a camp meeting every few Kitty Labeau owns the place with her
months during the spring and summer. A camp husband, Clovis, but after a “haircut” by
meeting is a large gathering held just outside Paddy Gallagher (see Barber & Dentist,
town in the willow grove where the South 24), he ain’t been quite right. That leaves
Creek splits from Smith’s Fork. Townsfolk Kitty to handle the dance hall’s public and
and farmers from the region attend with their private business concerns and look after
entire families, along with mobs of miners the 20 women who work here. She’s doing
and cowboys, so these joyful occasions are as a great job and has acquired a good deal
much for socializing as they are soul-saving. of wealth.

25
HORROR AT HEADSTONE HILL

The Earl, a mysterious figure and “family not yet marred by the filthy patina that
acquaintance” who keeps the peace at the settles over every structure before too long.
Dance Hall is reputed to be a disgraced A long veranda wraps around the single-
English lord. It’s true—his family dispatched story building’s left side, where gents can
him to the American West after repeated enjoy cigars in rocking chairs after supper.
dalliances with young women caused his A haggard old raven caws on the roof.
family no end of embarrassment. Locals Entertainment’s provided by a tinkling
refer to him as a “remittance man,” meaning clockwork music box straight from the Smith
his rich style depends on a stipend from & Robards factory in Salt Lake City, while
his family. the grinning Frank Debeney—owner and
proprietor—drifts among tables greeting his
The Earl is engaged in a romantic affair
customers personally.
with Kitty Labeau—but it’s actually a plot to
steal the dance hall’s deed while old Clovis Frank’s a canny businessman and
is off his rocker. But the Earl’s actual lover is politician. In the short time he’s lived in town,
Tillie Nagel, a dance-hall girl to whom he’s he purchased the Frontier Store (page 29),
promised the moon. Tillie’s in on it but acts opened his café, bought three ghost rock
sweet as can be when Kitty’s around. claims on Tarrytown Bench, secured the Fort
Bridger sutler’s contract, and rose to promin­
Her brother is Eli Nagel, who works for
ence as leader of the TMU—the Tarrytown
Wasatch as a rail warrior. He and his gang
Miners Union. He leads
spend a lot of time hanging out here, posing
meetings at the union hall
as contract linemen and waiting for orders to
(page 37), organizing
sabotage various Denver-Pacific operations.
the independent workers
„ Clovis Labeau: Clovis isn’t home before Heaston can buy
anymore. Use the Townsfolk them out, drive them off,
profile from Deadlands with the or plant them in the
Replicant Special Ability (page bone orchard. He
121) and the Habit (Major — prefers loud
Alcohol) Hindrance. exclamations
„ Kitty Labeau: Use Townsfolk like, “Miners
stats in Deadlands, add Trade got to stick
(Dance Hall) d8, and the together!”
Charismatic and Rich Edges.
Secretly,
„ Stanton “The Earl” Bothwell: Use
Frank Debeney
Gunman (Veteran) stats in Deadlands.
is one of the town’s
„ Tillie Nagel: Use Townsfolk in
most insidious threats.
Deadlands, add the Attractive and
He’s the Aspen Forest’s
Connections (Wasatch Rail) Edges.
spy, head of its cult,
„ Eli “Brick” Nagel: Use X-Squad
and is even learning
stats in Deadlands, add Agility d8,
a little black magic
Riding d8, Repair d8, Shooting d10,
to help him in his
armed with Gatling shotgun (Range
various schemes.
12/24/48, Damage 1–3d6, RoF 2),
Bowie knife (Str+d4+1, AP 1), tool kit. c  Frank Debeney:
„ X-Squad (5): See Deadlands, add See page 114.
Riding d6, Repair d8, Shooting d10.
Armed with flamethrower (1), Gatling 12. De Leon
pistols (2), Gatling shotguns (2), tool Haberdashery &
kit.
Boutique
11. Debeney Cafe & Cigar Store This rambling, ware­
Located on Main Street, this newly built house-like space is
establishment practically sparkles, filled wall-to-wall with

26
Heaston Hill

clothing racks offering everything from Avenue. He sees patients downstairs and
common work dungarees to coveralls to lives above, typically charging $1 a visit and
unmentionables, all the way up to fancy, $15–$35 for surgery or other treatment ($15,
high-end suits and women’s attire. Most of plus $10 per additional Wound). That said, a
the haberdashery’s clothing is made to be small-town sawbones takes what he can get.
bought and worn straight off the rack. They Patients pay with cash, ore, labor, livestock—
also do a brisk trade in vapor masks. one time Kirk took a chicken as payment.
And if somebody’s got nothing to pay with,
The owners, Marisol and Isabella de León,
Doc Kirk provides care gratis.
provide tailoring services for an additional
fee. Custom, unique designs cost the most— Kirk has hellish nightmares, though, and
as much as 200–300% of standard prices sometimes dips into the laudanum to soothe
(see Deadlands). Marisol is the designer his troubled mind. When he’s “indisposed,”
and Isabella is an expert seamstress. Their schoolmarm Celeste Munson (page 40)
fashions have quickly become de rigueur
among Heaston Hill’s more affluent citizens.
The De León sisters fled Mexico City in
1880 following their parents’ murder by
Fear Effects
As the Fear Level rises, the Reckoning’s
General Diaz’s rebel Porfiriatistas. Marisol
eerie energies have palpably unsettling
and Isabella crossed the border north
effects all over town. Use these effects
of Chihuahua and traveled to Tucson in
liberally as the Fear Level changes.
Arizona Territory. They had modest success
doing tailoring and alterations there, but Fear Level 3: Things are a little weird.
when Mormon missionaries told them stories Big, nasty, hairy horseflies swarm
of Fort Bridger and the Uinta Mountains, outdoors. Biting, crawling in folks’ ears,
they took the plunge and rolled to Wyoming. and up their nostrils—and they stink.
„ Isabella de León: Use Townsfolk stats Folks notice eerie movement in the
in Deadlands, add Smarts d8, Healing corners of their eyes, and everyone feels
d6, Trade (Seamstress) d8, and the Loyal like they’re being watched.
Hindrance.
Fear Level 4: The land begins to
„ Marisol de León: Use Townsfolk stats,
change. Tarrytown Bench resembles
add Agility d8, Shooting d8, Trade
a massive black headstone. And the
(Clothing Design) d8, the Quick Draw
mountain wind carries secrets. A
Edge, and a Colt Peacemaker (Range
cowpoke might hear a voice whispering
12/24/48, Damage 2d6+1, AP 1).
names of people she’s killed or family
13. Doctor E.B. Kirk members lost. It reveals dark omens,
awful regrets, and hidden crimes.
Edwin Barrett Kirk, native of Boston, was a
gifted surgeon in the Union Army, where he Fear Level 5: Dogs and pigs shot by
saw suffering and bloodshed beyond belief. the marshal start coming back undead.
At Gettysburg in July 1863 he witnessed That weird movement in your eye
things so awful, so shocking, everything he’d isn’t imagination—it’s your very own
seen before paled in comparison. He’d seen shadow tearing off the wall (see Creepin’
brother do battle with brother, but now their Shadow on page 117).
corpses rose to viciously attack the living.
Heroes start catching glimpses of
After the war Dr. Kirk swore he’d do their Worst Nightmares in waking life,
anything to turn back the darkness creeping a profoundly discomfiting experience.
across the West. After living for a time in Shan And when that scary voice on the wind
Fan and learning of the Explorer’s Society, he whispers dark secrets, not only the
was inducted into the Twilight Legion. person who did the crimes can hear it.
Everyone in the area can!
Doc Kirk, as he’s known hereabouts, lives
in a small two-story dwelling on Second

27
HORROR AT HEADSTONE HILL

helps out around the office and sees patients, of tool used in mining or logging can be
referring to the doc’s tattered copy of Ewall’s found here, from picks, shovels, and axes all
Medical Companion if needed. the way up to mine carts and even Smith &
Robards steam carts, shaped ghost rock cores,
Once the heroes make contact with Kirk
and vapor masks (see Deadlands). They also
and establish their Twilight Legion bonafides,
stock dynamite and nitro, which is stored in
the doc provides information, medical care,
a fortified, dugout building out back.
and other aid free of charge.
The Emporium’s owned by a tall drink of
c Dr. E.B. Kirk: Use Townsfolk stats in water named B.F. Moore, whom everyone
Deadlands, add Smarts d8, Spirit d8,
calls Stretch. He’s been a resident since the
Healing d10, Habit (Minor—Laudanum)
town’s earliest days. Between the buildings
and Night Terrors Hindrances, and the
going up all over and the sudden rash
Healer Edge.
of Tarrytown Bench mining claims, the
14. Drug Store Emporium is doing business at a furious rate.
The Heaston company drug store sells medical Moore has made an enemy of Jerem
supplies, surgical tools, and amputation kits. Heaston, who sees the Emporium as a lifeline
The shop’s cold and clinical druggist, Emma for those pesky independent miners. Despite
Mortimer, compounds medicines using a various legal complaints from Heaston’s
stone mortar and pestle, based on a doctor’s bothersome attorney and more acute
prescription. Prices are normal for Heaston reminders—like stones thrown through
employees; everyone else pays double. the shop windows now and again—Moore
refuses to back down. So far.
The shop’s wares include pressed soap bars,
apothecary containers, herbal nostrums, and c B.F. “Stretch” Moore: Use Townsfolk
diet enrichers like Imperial Granum Wheat stats in Deadlands, add Smarts d8, Taunt
Germ and cod liver oil. Patent medicines on d8, Trade (Shopkeep) d8, Loyal and
hand include Dr. John Bull’s Vitality Draught, Stubborn Hindrances, Retort Edge.
Ayer’s Cathartic Pills, Dr. B.P. Sherman’s
Prickly Ash Bitters, Dr. Kilmer’s Female 16. Feigel's Fine Footwear
Remedy, Balm of Childhood, and Extract Feigel’s specializes in men’s and women’s
of Sarsaparilla. Most are made of alcohol, boots and shoes. They perform shoe repairs,
opium, coca, or a blend of all three. mostly on miners’ boot soles. Feigel’s stocks
some infernal device footwear as well, such
This is also a licensed Hellstromme
as noiseless shoes and spring boots (see
Industries Tonics & Elixirs outlet. Most types
Deadlands), at a $5 mark-up. Feigel’s charges
listed in Deadlands are on sale (roll d6; on a
$.50 to replace a single sole, $1 for a pair, or
result of 4–6, the desired elixir is in stock) at
more depending on the extent of repairs.
$10 above their listed price. The drug store
also carries vapor masks. Elmer Feigel owns the shop and takes
care of cobbling responsibilities in his
Anti-Pain Plaster: The best-selling item is
workshop. His 14-year-old son Jeremiah
a unique, medicated dressing the druggist
stocks the shelves and handles the cash
designed: Mortimer’s Anti-Pain Plaster ($5/
register, although he’d rather be in training
dose; each dose removes 1 point of Wound
as a deputy marshal. Since Elmer’s wife Dina
penalties for four hours).
perished from a case of mountain ail (malaria),
c Emma Mortimer: Use Cultist stats in he, Jeremiah, and his elderly mother Tova are
Deadlands, add Smarts d8, Healing Heaston Hill’s only Jewish citizens.
d8, Trade (Druggist) d10, and Secret
Cowpokes who make friends with the
(Major—Heaston’s mistress) Hindrance.
Feigels find they can get their shoes fixed
15. The Emporium without the typical week-long wait, and
Elmer waives the mark-up on infernal
This mining and lumber supply establishment
footwear. Most important, old Tova Feigel
doubles as a hardware store, and it lives up
is a fount of scholarly facts, local gossip, and
to its grandiose name. Just about any sort
homespun occult wisdom.
28
Heaston Hill

„ Elmer Feigel: Use Townsfolk stats in „ Hap Bowdre: Use Townsfolk in


Deadlands, add Spirit d8, Trade (Cobbler) Deadlands, add Smarts d10, Trade
d10, and the Strong Willed Edge. (Banking) d10.
„ Jeremiah: Use Townsfolk stats, „ Clerks (2): Use Townsfolk in Deadlands,
add Agility d8, Shooting d8, Trade add Trade (Banking) d6.
(Shopkeep) d6, Young (Minor)
Hindrance, armed with a Colt Navy 18. Frontier Store
(Range 12/24/48, Damage 2d6, RoF 1, Standish Epp’s Frontier Store and Restaurant
AP 1). was the first building to go up, back when
„ Tova: Use Townsfolk stats, add Smarts Heaston Hill was still Tarrytown. It’s a
d10, Spirit d10, Academics d8, Common rambling log structure not far off Main Street,
Knowledge d10, Occult d8, Elderly looking more rustic every day as a small
Hindrance, Bolster Edge. metropolis grows up around it.

17. First National Bank In the divide between the town’s old-
timers and Heaston’s Johnny-come-latelies,
The bank is a shiny, new affair built with
the Frontier Store is a very sore spot. The old-
Heaston Mining’s capital. The First National
timers haven’t forgotten that Frank Debeney
bills itself as “the safest vault west of
low-balled Angel for the store once her
Laramie.” It provides miners with loans to
husband Standish went missing in the woods.
get their claims up and running, and a place
to store their filthy lucre once they earn it. But for many, the Frontier Store is the
“shebang,” the general store of Heaston Hill.
Miners who work with the company
It’s a meeting place for miners, who gather
receive decent enough rates. For the
by the stove and gossip while digging into
independents, interest rates are nothing short
the cracker barrel—use the Grapevine
of predatory.
Telegraph Table on page 41 to see what
The vault is extremely secure (Hardness rumors are spreading. (Friends and regulars
18; Thievery –4) and hasn’t yet been pierced might get a glass of whiskey, gratis.)
by robbers or safecrackers. Heaston Mining
Folks pay with cash, credit, ore (or dust),
owns and administers the bank’s operations,
barter, or even labor. Like most cash registers
while three clerks work on site.
in town, Debeney’s has a built-in scale for
The head teller, Hap Bowdre, prides weighing fundaments.
himself on being “Heaston’s man” when it
Nearly any item is for sale, from flour,
comes to company finances.
sugar, and salt to clothing, hardware, and

29
HORROR AT HEADSTONE HILL

candy—and that’s just for starters. It’s a Big Dan Mimms runs the hall with the help
thrilling window-shopping experience of his paramour Martha June Hoodoo (she’s
for folks too poor to buy. Debeney has the also the faro dealer). They’re not in Heaston’s
sutler’s contract to provision Fort Bridger, inner circle, but they hold a private table in
and has also become an officially licensed the back for whenever he and his boys drop
Smith & Robards Outlet, so interesting in. Cheating is punished severely—if Big
gewgaws abound. Infernal devices in Dan doesn’t take the offender out back and
Deadlands may be in stock (Marshal’s call), orshoot him dead, Martha June lays a hex on
require a special order. Debeney keeps 1d6 the errant tinhorn. Retired soldier Vol Ivers
refined ghost rock cores on hand, too. handles security, but he’s really a Nauvoo
Legionnaire and Deseret spy sent to keep
A new item on the Frontier Store’s shelves—
an eye on things, but no one—not even Eli
to be more accurate, flying off the shelves—
Nagel’s crew (page 26)—knows that.
are “bumbershoots,” or rain umbrellas.
They cost $3 each and do an admirable job Clockwork Dealer: A shiny metal man in
of keeping the rain off a body, much like a a fancy suit, with a stylish mustache painted
parasol except for bad weather. on its “face.” The dealer rolls Gambling d8.
On a Catastrophic Malfunction, its arms
Frank’s employees, Hod and Buckshot,
windmill wildly and its head spins, spraying
run the store when he’s seeing to affairs at
springs, cogs, and cards. This is Suppressive
the restaurant or Fort Bridger. They’re not
Fire (see Savage Worlds) with Shooting d10.
too smart, but they follow orders and don’t
have any qualms about violence. Henrik Pretorius custom-built the dealer
for Big Dan about a month back. Dr. Pretorius
c Frank Debeney: See page 114. was a shifty-eyed, former Hellstromme
„ Hod: Use Gunman stats in Deadlands,
Industries scientist driven mad by his devices’
add Smarts d4, Strength d8, Brute Edge.
failures. His “clockwork” man, who he calls
„ Buckshot: Use Gunman in Deadlands,
Stanley, is actually an automaton with the
add Marksman Edge, shotgun (Range
brain of a poker dealer Pretorius murdered
12/24/48, Damage 1–3d6, RoF 1).
in Evanston. Whether the evil scientist still
19. Gambler's Paradise lurks nearby is up to the Marshal.
Miners, cowboys, and trailhands strike up c Big Dan Mimms: Use Gunman
informal poker games all over town in nearly (Veteran) in Deadlands, add Ruthless
every saloon. When high rollers and miners (Major) Hindrance and Brawny Edge.
flush with new riches want a high-toned c Clockwork Dealer (Stanley): Use the
game to make them feel important, they go to automaton in Deadlands, Gambling d8.
Gambler’s Paradise. Decked out with crystal c Martha June Hoodoo: Use Voodooist
chandeliers, rosewood wainscoting, polished stats in the Weird West Companion, add
brass rails, smooth hardwood floors, and Gambling d10 and the curse power.
patterned wallpaper from Paris, it’s easily c Vol Ivers: Use Soldier (Veteran) stats
the town’s most opulent joint. Anybody in Deadlands, add Smarts d8, Repair
who’s anyone gambles here, including Jerem d8, Thievery d8, Weird Science d10,
Heaston and his sons when they’re in the Secret (Major) and Vow (Major—
mood for a game. Nauvoo Legion) Hindrances, Arcane
Background (Mad Scientist) and
Gambler’s Paradise offers nearly every
Streetwise Edge. He has a ghosting belt
game of chance they’ve thought up, with four
(intangibility, 10 Power Points) and tool
poker tables, two faro spreads, a craps table,
kit.
roulette (“The Wheel of Chance”), and keno.
„ Poker Dealers (3): Use Townsfolk stats
In one side room are a pair of billiard tables,
in Deadlands, add Gambling d6, d8, and
and in the other a polished ten-pins alley. A
d10 (respectively), Alertness Edge.
player piano provides music, and gamblers
can try their hands against a newfangled
clockwork dealer! A veranda wraps around
the back of the building on the second floor.

30
Heaston Hill

20. Gunsmith really big scoop and publish his first article,
but he’s completely naive.
The way miners are killing each other up
on Tarrytown Bench, the gunsmith gets A former railroad man called Gormley
a lot of business. Just about any firearm or provides security. Can’t be too careful
ammunition listed in Deadlands is on sale these days, considering what happened
here (Marshal’s call on exotic and uncommon to the town’s first paper, the Tarrytown
items), but add a +10% mark-up. Demand is Omen (page 43).
high, and firearms hard to come by with all
„ Apprentice Typesetters (2): Use
the commotion lately on the D-P line.
Townsfolk in Deadlands for Marsha (14)
Owner Herbert Groseclose is a gray- and Luke (10), add Common Knowledge
haired man in his early 40’s with spectacles d8 and the Young Hindrance.
and haunted eyes. You wouldn’t know it to „ Caleb Reese: Use Townsfolk stats in
look at him, but the gunsmith is a former Deadlands, add Smarts d8, Academics
soldier and expert marksman. He fought— d8, Common Knowledge d8, Occult d6,
without any particular enthusiasm—for the Research d8, Trade (Typesetting) d6,
Confederacy, serving in the 13th Alabama the Curious Hindrance, and the Scholar
Infantry under Captain Jasper Stone. He saw (Occult) Edge. If he gets any inkling the
the cruel captain shot down by his own men heroes are up to something interesting
at Gettysburg, and witnessed the slaughter he stalks them and pesters them with
when Stone came back for revenge in the ceaseless questions.
winter camps of Virginia, 1864. Groseclose „ Lew Gormley: Use X-Squad stats in
deserted and traveled west to settle down Deadlands, add Gatling shotgun (Range
in Tarrytown. He keeps his former activities 12/24/48, Damage 1–3d6, RoF 2).
secret, or at least doesn’t advertise them. „ Scope Trowbridge: Use Townsfolk in
Deadlands, add Common Knowledge d8,
c Herbert Groseclose: Use Gunman Connections (Heaston Mining) Edge.
(Veteran) stats in Deadlands, add
Repair d8, Bad Eyes (Major) and Secret 22. Heaston Hill Hotel
(Minor) Hindrances, Soldier Edge, and
Established in partnership with the Heaston
a Winchester ’73 (Range 24/48/96,
Mining Co., the town’s biggest and fanciest
Damage 2d8–1, RoF 1, AP 2).
hotel is a two-story affair with 14 rooms
21. Heaston Hill Examiner and two “presidential suites” (that means a
double-bed and separate washroom, amigo).
Heaston started this paper soon after he
Downstairs there’s a saloon and lounge,
arrived in town, installing former hog farmer
restaurant, and plush back room for private
Scope Trowbridge as publisher and editor-in-
parties ($250/night), where Jerem Heaston
chief. The Examiner engages in steadfast if not
occasionally entertains guests and business
entirely accurate town promotion, designed
partners when he doesn’t necessarily want
to draw miners, laborers, and service
them up at the manor.
workers to a burgeoning economy in rugged,
beautiful surroundings. Their tools are the Rooms cost $12 per night or $70 by the
press, shelves full of movable type, and big, week (or $15/$100 for a suite). Iron bars
flat stones upon which the broadsheets are (Hardness 14) on the ground-floor windows
laid for printing. back up the hotel’s claims to security, and the
door to each room is fitted with a good lock
Scope’s not truly qualified to work a
(Thievery –2).
fountain pen, much less run a newspaper,
but he’s good at taking orders. Heaston’s Signage on the hotel veranda proclaims
clerks over at the mining company write the the rooms SAFE!, SECURE!, and BULLET-
articles, and Scope’s crew of three youthful PROOFED! For an additional fee, tenants can
apprentices led by 18-year-old Caleb Reese rent a room with a heavy plate under the bed
are responsible for setting the type. Caleb is to shield against accidental shootings from
chomping at the bit for his chance to land a the sometimes-rowdy festivities below—

31
HORROR AT HEADSTONE HILL

either cast-iron (Hardness 14, add $5/night) Heaston put electric lights up and down
or ghost steel (Hardness 18, add $10/night). Main Street!
That’s about where the security ends. The T.C. Scordins is the ostensible owner,
hotel’s proprietors, T.C. and Edna Scordins, but these days he wanders about drooling
are staunch allies of Jerem Heaston. Every with rheumy eyes and a slack jaw, doing
room is equipped with a telephonic receiver, the housekeeping and menial chores. It’s
all of them connected to a switchboard-like about all he’s good for since Frank Debeney
device in a secret room behind the front desk. kidnapped him and replaced him with a
Edna can listen in on conversations, and she replicant spy that didn’t take quite right.
reports anything important to Jerem Heaston. Edna Scordins was always the brains in their
Other facts she keeps to herself, for use in marriage anyway, but now she runs the show.
blackmail or other schemes. The electrical When nobody’s around she tortures T.C.
network needed to power it is the real reason mercilessly; sometimes his muffled screams
are heard echoing in the dead of night. She
knows he bleeds green, but is keeping that to
herself so far as she tries to figure out exactly
what’s going on—and use it to her advantage.
Citizen Groups
Heaston Hill’s townsfolk organize Singer Lilah Denslow, currently performing
into numerous groups, clubs, and at the Music Hall Saloon (page 38), stays
associations. For some of these we list in one of the hotel’s suites (on the saloon’s
the members involved. Others we leave dime). Born in Shan Fan to Chinese parents,
open for the Marshal to define, and for she was orphaned as an infant and adopted
the cowpokes to join! by a Western family of wealth. She travels
the West for exclusive engagements with her
Town Founders: Standish and
manager, Quilla June Thompson. Quilla June
Angel Epp (page 23), Nils King
makes sure Lilah gets paid and provided for
(page 24), B.F. Moore (page 28),
per the contract’s stipulations, and doesn’t
“Prospector Bob” Malone (page 68),
take guff from anybody.
Mose Drachman (page 35), Isidor
Neustatter (page 43). „ Edna Scordins: Use Townsfolk in
Deadlands, add Smarts d8, Spirit d8,
Town Council: Mayor Amanda
and the Strong Willed Edge. She has a
Lobdell (page 36), Angel Epp, Jerem
Derringer (Range 3/6/12, Damage 2d4,
Heaston (page 114), Mose Drachman,
RoF 1).
Ah Lin (page 40), Frank Debeney
„ Lilah Denslow: Use Townsfolk, add
(page 114), J.C. Philpot (page 43).
Spirit d8, Performance (Singing) d12,
The Lyceum: A literary society for Outsider (Minor) Hindrance, and the
debates, lectures, and song fests. Attractive and Investigator Edges.
„ Quilla June Thompson: Use Gunman
Baseball: Every town has a team,
(Veteran) stats, add Two-Gun Kid Edge,
known informally as the “local nine.”
Trade (Law) d6, and 2× Colt Frontiers
The Heaston Hill Gophers are unbeaten.
(Range 12/24/48, Damage 2d6+1, RoF
Brass Band: Nearly every town has a 1, AP 1).
brass band or musical group. Members „ Restaurant & Kitchen Staff (4): Use
include Angel Epp, Myron Bee (page Townsfolk stats in Deadlands.
34), Thomas Cashel (page 23), and „ T.C. Scordins: Use Townsfolk stats
Amanda Lobdell. with the Replicant Special Ability (see
121). He didn’t come out quite right,
Volunteer Fire Fighting Corps: This
so reduce Smarts to d4 and add the
service is key for voter and financial
Clueless and Clumsy Hindrances. He’s
support, which is why Mayor Lobdell
lost touch with the aspens, so if treated
and Mr. Heaston both support it!
kindly he might reveal he was “born to
spy here,” but doesn’t remember how.

32
Heaston Hill

23. Heaston Manor When Heaston is out and about in town,


he goes in a fancy black rail runner (see
Jerem Heaston didn’t just build himself
Deadlands)—a gift from his Wasatch investors
a mansion when he came to town. To
in the City o’ Gloom.
accommodate his vision, he had surveyors
plot out a new road at the north end of c Jerem Heaston: See page 114.
Tarrytown Street called Heaston Circle. A c Maxim: See page 114.
big arched sign over the entrance gate says „ Wang Ya: Use Townsfolk stats, add
HEASTON MANOR. (Have you figured out Smarts d10, Spirit d10, Notice d8, Trade
Mr. Heaston has an enormous ego yet?) The (Cook) d10, Code of Honor Hindrance,
circle encompasses a rambling, two-story Alertness and Brave Edges. She’s seen
home, a barn and stables full of riding horses, disturbing things. Ya has contemplated
outbuildings and sheds, and separated running off or finding someone she can
kitchen and servants’ quarters. tell about Heaston’s crimes.
„ Colt: See page 115.
Heaston has three sons—Maxim, Gatling,
„ Gatling: See page 115.
and Colt. Adult sons Max and Gat spend
„ Housemaids (6): Use Townsfolk stats.
their days managing company affairs at
„ Michael Hidden Bear: Use Indian
the mine (page 48) and sleep here unless
Warrior in Deadlands, add Spirit d10,
they’re gallivanting in town. The youngest
Riding d10, Loyal Hindrance, and Born
son, Colt, and his father spend their days
in the Saddle Edge.
at the mining office (page 33) and sleep
here. Colt’s 16 but not quite out of his 24. Heaston Mining Company
father’s shadow yet.
Jerem Heaston runs his empire from
Emma Mortimer, the town this modest office downtown. His
druggist (page 28), stays here youngest son Colt is typically on
some nights. Mrs. Esther Jean hand, as well as his accountant Lee
Heaston, on the other hand, Ogle and two clerks.
lives back home in Salt Lake
Heaston’s attorney, Angus
City and is oblivious to
Diehl, Esq. (see page 35)
her husband’s adultery.
comes by frequently for
While it wouldn’t ruin
meetings, plotting to
him for the affair to go
break the miners’ union
public, Heaston’s wife
and drive off the staunch
finding out about Ms.
independents—using
Mortimer would cause
the law as much as violence
him severe consternation
and terror. Angus is aware of
(–1 to all Trait rolls for
Heaston’s activities, both illegal and
two weeks).
otherwise.
Heaston employs a
half-dozen housemaids, c  Jerem Heaston: See page
114.
an Ute horse wrangler
„  Colt: See page 115.
called Michael Hidden Bear,
„  Accountant & Clerks
and a personal chef named
(3): Use Townsfolk in
Wang Ya. Despite the fact
Deadlands, add Smarts d8
he’s a ruthless, literally
and Trade (Accounting)
murderous businessman,
d8. Lee Ogle has a sawed-off
Heaston treats his staff
double-barrel shotgun hidden
very well. He pays
in a larger drawer in his desk
them good wages
(Range 5/10/20, Damage 1–3d6,
and provides secure
RoF 2).
quarters, without
exception based on
race or gender.

33
HORROR AT HEADSTONE HILL

25. Hool's Hats 27. Ladies & Lords Saloon


C.K. Hool sells just about every lid under Ladies & Lords is not your typical boomtown
the sun—cowboy hats in a hundred varieties, saloon. A sign out front suggests it’s “For
flop hats, top hats, ladies’ hats, and bowlers. those of an educated thirst.” To match its
And although he specializes in just one item fantastically expensive decor, the L-and-L
of clothing, hats are sought by just about (as local miners term it) stocks only the
every living man and woman in Heaston finest liquors, liqueurs, wines, and brandies
Hill. So Hool’s shop is crammed with miners, imported from all over the world. No two-bit
cowboys, and other folk all the live-long day. tonsil wash for sale here, amigo! They also
Although it isn’t a licensed Smith & Robards sell fine cigars and employ a full-time string
outlet, Hool stocks armored hats, hat quartet to fill the hazy air with music.
periscopes, and vapor masks (see Deadlands).
No gambling of any kind is allowed at
C.K. is a quiet man who lives above his the L-and-L, which is ironic if you know the
shop and mostly keeps to himself. His few owner is a genuine hex-dealing huckster.
acquaintances know him as a gifted linguist. His given name is Laird Eddleman, and
to all appearances he’s a filthy rich dandy
„ C.K. Hool: Use Townsfolk stats, add
from Back East trying his hand at Western
Smarts d8, Academics d8, Quirk
enterprise. But in the trade he’s known
(Bashful) Hindrance, Scholar (Latin)
as Lord Diamond, a devious yet amoral
Edge.
magician who sells his talents to the
26. Jail highest bidder.
This stout stone structure stands next to the Laird is in fact the illegitimate son of a
Marshal’s office (page 36). The walls are member of the Empire Rail board of directors
roughly two feet thick and made of stone in New York City. To cover his indiscretions,
and mortar (Hardness 16), with iron-barred Laird’s father sent him West and pays him a
windows (Hardness 10) and four cells inside. generous stipend each month. Laird uses it
The front door is fortified with a locked iron to run the business and support his mother,
portcullis (Hardness 12; Thievery –2). Mariposa. She still hopes they’ll return to her
childhood home in Matamoros, Mexico, but
The jail was originally a wooden building,
for now Laird is happy to run the table (so to
but after some outlaws escaped through
speak) in Heaston Hill.
the flimsy walls Mayor Lobdell lobbied the
council to throw some money at a better lock- Jerem Heaston often brings business
up. This bunker was the result. associates and investors here for luxurious
entertainment. He has a special arrangement
Maximum occupancy is eight but the
with Eddleman to keep his safety in mind.
marshal goes over the limit when he needs
Between his hexslinging talents and the small
to. Any prisoner expected to run gets an
cadre of trigger men who patrol the premises
Oregon boot—16 lbs padlocked to his foot.
in fancy suits, Lord Diamond gets the job
Prisoners not expected to run are called
done. That said, Laird truly has no allegiance
“trusties.” When heroes arrive in town, the
to anyone but his mother. For the right price
only occupants are trusty Myron “Double-
he would betray Heaston and spill whatever
Eye” Bee (the closest thing Heaston Hill has
secrets he knows.
to a town drunk) and a member of the Ghost
Steel Gang named Agnes “Scarlet” Kenney. c Laird “Lord Diamond” Eddleman: Use
Hexslinger in Deadlands, add Language
„ Myron Bee: Use Townsfolk stats in
(Spanish) d8, the Filthy Rich Edge, and
Deadlands, add Spirit d4, Performance
the mind rider and trinkets powers.
(Brass) d8, and the Habit (Major—
„ Mariposa del Rios: Use Townsfolk in
Alcohol) Hindrance.
Deadlands, add Language (Spanish) d8.
c Scarlet Kenney: Use Gunman (Veteran) „ Gunmen (5): See Deadlands.
stats in Deadlands, add the Double Tap
„ Musicians (4): Use Townsfolk, add
Edge. See the Ghost Steel Gang on page
Performance (Musical Instrument) d8.
115.

34
Heaston Hill

28. Land Claims/Assay Office in his satchel (Range 3/6/12, Damage


2d4, RoF 1).
This office is busy all day long, and it stays
open late with all the claims being filed for 30. Len Buckles' House
mines on Tarrytown Bench (page 48).
Agent George J.A. Reeg rented this small,
Beyond filing claims, prospectors can trade
two-story dwelling from restaurateur J.D.
raw fundaments for cash (minus a 5% fee).
Nolly (page 38). Now it sits vacant and
Four county clerks work the desk, efficiently
eerie at the edge of town, its windows dark.
handling each person’s unique circumstances.
Kids used to dare one another to go inside
Clerk Ned Little is a spy for Heaston, and find some trinket to bring back and
reporting to him when independent miners prove their bravery. After little Emil Blachey
file new claims, or when some digger comes fell down the stairs and broke his wrist—
in with sacks full of raw riches. When a mine swearing he was pushed by something
hits paydirt, Heaston sends his goons to make unseen—the kids have left it alone. An
the miner an offer on his claim. Negotiations unsettling aura permeates this place.
start friendly, but if the miner declines
If the posse investigates the house or rents
he finds himself visited by less-friendly
it for themselves, go to Plot Point episode
“bandits” later on to scare him off his find.
House o’ Madness on page 62.
„ Clerks (3): Use Townsfolk stats, add
Academics d8 and Trade (Clerk) d8. 31. Livery Stable
„ Ned Little: Use Townsfolk stats, add Livery proprietor Mose Drachman was
Fighting d8, Trade (Clerk) d8, the among Tarrytown’s founders. A former
Secret (Major) Hindrance, Bowie knife soldier who fought for the Union, Mose is
(Str+d4+1, AP 1) in his boot. an influential figure on the town council as
well as the black community’s de facto leader.
29. Law Office Mose is shrewd, tough, and no-nonsense, but
This modest building in the heart of town is at heart he’s a kind and caring soul. As such,
the office of Angus Diehl, Attorney-at-Law. he has little regard for Jerem Heaston and his
Intense and ambitious, Diehl is far more opportunistic gang.
interested in money than maintaining any
Mose has rebuffed several attempts by
illusion of scruples. True to form, he’s on
Heaston to buy out his business, and even
retainer ($500/month) as Jerem Heaston’s
foiled one attempt to set his barn on fire.
lawyer and only represents others if they’re
Mose suspects Heaston’s sons were to blame,
well-heeled.
and he’s right, but he has no proof and little
Angus spends part of each day at the recourse with the local law. That said, he
Heaston Mining Co. offices (page 33), and draws enough water among the townsfolk
visits the dance hall (page 25) to see Tillie that he’s been able to hold fast against
Nagel three nights a week on average. Angus Heaston’s growing power.
is sweet on her but she’s just stringing the
The livery offers stabling, feed, a corral
rich lawyer along, thinking he might be of
for exercising animals, and buggy rentals.
use in the Earl’s scheme. But Tillie’s brother
It costs 25¢ a day to board a horse, but free
Eli Nagel (page 26) doesn’t like the
parking in the fenced wagon yard is included
lawyer seeing his sister. If things come to a
(otherwise it costs 25¢ a day per wagon).
head there, it might create tension between
Drachman has two buggies available to rent
Heaston and Wasatch.
($1/day), and also a steam wagon ($25/day,
„ Angus Diehl, Esq.: Use Townsfolk customer provides her own ghost rock cores).
stats, add Smarts d10, Academics d10,
Language (Latin) d8, Research d10, the c Mose Drachman: Use Soldier (Veteran)
stats in Deadlands, add Vigor d10,
Enemy (Minor—Eli Nagel) and Greedy
Shooting d10, Loyal Hindrance, and
(Minor) Hindrances, and the Scholar
Brave, Command, and Fervor Edges. He
(Academics) Edge. He packs a Derringer
keeps his Army Winchester mounted on
the wall in his office.

35
HORROR AT HEADSTONE HILL

they visit one another frequently. Syl Lobdell


came out West hoping his wife would run his
Wanted By The Law ranch home, but once the children were old
Three major outlaw gangs are active enough to chase cattle she longed for more.
in Uinta County. The members of each
Wyoming Territory granted women
and the bounties offered for them are
suffrage in 1869, and the first woman voted
listed below. We also include a few lone
in 1870. In 1881, in the new, nearby mining
miscreants for your law dogs to track.
settlement of Tarrytown Amanda saw an
opportunity. She ran against Prospector
Ghost Steel Gang Bob Malone (see page 68) on a platform of
Wanted alive for cattle rustling leveraging the area’s riches for the benefit of
Bud “Ghost Steel” Balach $2,000 all, and creating a city to rival Evanston for
John Jacob White $500 county seat. She won in a landslide.
Agnes “Scarlet” Kenney $500 Along with most of the town council and
Dr. Seamus McLoon $500 the Miner’s Association, Mayor Lobdell
Octavio Contreras $500 opposes Heaston’s attempts to take total
control of their town. But they’re rapidly
Little Rock Irregulars
Wanted dead or alive for train robbery, running out of options as the situation
murder, and arson between Heaston and the Tarrytown Miners
Arkansas Ted Harwell $3,000 Union comes to a head.
Broncho Rip Potter $1,000 „ Amanda Lobdell: Use Townsfolk stats,
Jenny Dotterman $1,000 add Smarts d8, Spirit d10, Academics
d8, Performance (French Horn) d10,
“Two-Belt” Johnny Dotterman $1,000
Persuasion d10, Shooting d8, Taunt
Kid Vance $500 d8, the Obligation (Major —Mayor)
Rip “Apocalypse” Drago $1,500 Hindrance, Charismatic, Common Bond,
Sage Dragons Gang Retort, and Work the Crowd Edges.
Wanted dead or alive for grand larceny of a She carries a Colt Lightning (Range
bank and murder 12/24/48, Damage 2d6, RoF 1, AP 1).
Hong Xue, “The Dragon” $2,500
Rufus Shen $1,500
33. Marshal's Office
Marshal Pilsbury “Chips” Wister’s office—a
Sing Wan $1,000
simple shack with a tin roof—is situated next
Tong Lee $1,500 door to the town jail (page 34). Marshal
Big Wade Sunday $1,000 Wister and his deputies patrol the town or
Lone Outlaws play cards here, but at least one of them is
Indio Red (murder, horse $3,000 always on duty at the office unless there’s
theft, arson) trouble elsewhere.
Demetrio Dominguez $1,500 Marshal Wister pulls a salary of $100/
month, with bonuses for arrests and a
commission on fines levied. His contract
includes breakfast and lunch every day at
32. Lobdell House Debeney Café. These are strong incentives
for Wister to enforce the law, and he does.
Mayor Amanda Lobdell lives in this cozy
Unfortunately, Wister is loyal to Jerem
two-story house with an old tabby cat named
Heaston—whose campaign of terror and
General Bisbee and six caged songbirds. Mrs.
ballot-stuffing got him elected—and chiefly
Lobdell wasn’t one of Tarrytown’s founders,
serves the mining company’s interests.
but she arrived soon enough after that
folks consider her one. Amanda’s husband A board outside the office is plastered with
Sylvester and their family live on the cattle wanted posters, new ones nailed or pasted
ranch near Robertson (see page 17), and right over the old. The most current posters

36
Heaston Hill

offer rewards for the county’s most notorious 36. Miners' Association Hall
outlaws at large (see sidebar).
This large building holds one large room
c Marshal Pilsbury “Chips” Wister: Use that’s used as an auditorium, with an office
Gunman, add Mean and Obligation and locked supply closet up front near the
(Minor—Town marshal) Hindrances. double doors. The TMU—Tarrytown Miners’
„ Deputies (2): Use Townsfolk, add Union—holds its bi-weekly meetings here.
Shooting d6, shotgun (Range 12/24/48, The miners cling proudly to their town’s
Damage 1–3d6, RoF 1). original name to symbolize their resistance
to Heaston.
34. Meat Market
Frank Debeney recently defeated Pros­
A large, painted picture of a grand heifer over
pector Bob Malone to become union
the front door announces the meat market’s
president. Though mild-mannered himself,
wares. Cattle and sheep ranchers in the area,
he knows how to rile up his base, including
especially the Crittendens (page 47), drive
the rowdier opinion-makers he knows will
a portion of their wares to market here. The
carry on the grumbling outside the union
rest go to Carter (page 13) for the long trip
meetings. When the time is right, he plans
Back East by locomotive.
to mobilize this “army” against Heaston
Ernest Thacker, broad and bloody-aproned, and make sure the town burns for his
runs the place with his brother John and two forest master.
sons. The air inside is heavy and oppressive
with animal blood and musk. Huge sides of 37. Mountain View Restaurant
beef and lamb adorn the walls. Wild game Located on Creek Street, this restaurant
like rabbit, grouse, and pheasant are also for owned and run by Millie LaChance special­
sale—customers can tell by the stuffed elk izes in Southern home cooking. It’s got some
next to the cash register. of the best eats in town. Millie’s secret is her
vegetable and herb garden. Between that and
„ Ernest & John Thacker: Use Townsfolk
fresh meat from the Thackers’ market, all her
stats, add Trade (Butcher) d8, and Ernest
plates are wholesome and satisfying.
has the Brawny Edge.
„ Thacker Boys (2): Use Townsfolk stats, Millie lives in the house next door with her
add Trade (Butcher) d4 and the Young parents, Tom and Ginny, former slaves from
Hindrance. Back East who fled to Wyoming Territory
when Millie was only six.
35. Mill
Millie was romantically involved with
This stamp mill on the Smith’s Fork Creek is
Len Buckles, and found out about his secret
primarily used to extract gold from quartz.
identity of Agent George J.A. Reeg. She
Because ghost rock—aka “spirit”—is rapidly
knows he found dirt on Jerem Heaston,
outpacing gold as the fundament of choice
talked about spirits in his house, and
around these parts, the mill doesn’t see as
mentioned the existence of a cult—all of
much use as it once did. A few holdouts still
which terrified the poor girl out of her mind.
seek the “color,” though, hoping a mother
Just before he went missing he told her they
lode of gold awaits in the Uinta foothills.
were in danger and he was getting them both
A large waterwheel powers the mill. out of town until he could get help. He went
Mercury is used to extract gold from to gather his things from his house and she
surrounding materials. For anyone who never saw him again.
spends more than an hour or two here,
„ Millie LaChance: Use Townsfolk stats
it’s considered a Mild Poison (–2, see
in Deadlands, add Spirit d8, Occult d4,
Savage Worlds).
Trade (Restaurant) d8. She also has
„ Mill Workers (5): Use Townsfolk Agent Reeg’s mnemomizer.
stats, add Trade (Mill) d6. Each has a „ Tom & Ginny: Use Townsfolk stats in
near-permanent level of Fatigue from Deadlands, add Occult d6 and the Elderly
mercury poisoning. Hindrance.

37
HORROR AT HEADSTONE HILL

38. Music Hall Saloon (see page 95). Since then she’s become
fascinated by the tale, and even sent word
The Music Hall Saloon is famed for its
to the US Marshals’ office to look for Sara
performances—variety shows with
Houck (see Lost in the Bog on page 95,
musicians, singers, dramatic readings,
and the unfortunate marshal’s fate under
tumblers, and dancers. It’s owned and run by
Desperate Searchers on page 82).
Pete “Coal Oil” Stoudenmire, who ironically
has a tin ear for tunes but knows how to Fear Effects: At higher Fear Levels (4 or
serve a drink. Coal Oil keeps himself well- 5), Lilah’s song induces strong emotions in
groomed and likes his bar polished to a high patrons—melancholy, nausea, or Fear checks.
shine. His partner Ethan Nelson is more the
„ Lilah Denslow: Use Townsfolk, add
physical type—he keeps an eye on the door
Spirit d8, Performance (Singing) d12,
and ensures the customers don’t get rowdy.
Outsider (Minor) Hindrance, and the
Singer Lilah Denslow (page 32) performs Attractive and Investigator Edges.
her original composition, “The Ballad of „ Ethan Nelson: Use Townsfolk in
Bogwater Bill,” one night a week to a lonely Deadlands, add Agility d8, Fighting d8,
fiddle’s accompaniment. She’s by far the the Overconfident Hindrance, Two-
bar’s biggest draw. Fisted Edge, brass knuckles (Str+d4) and
a wooden baton (Str+d4).
Lilah heard the story of Bogwater Bill from
„ Pete “Coal Oil” Stoudenmire: Use
town drunk Buster “Nails” Trenchworth
Townsfolk, add Shooting d6, the
Quirk (Fastidious) Hindrance, and the
Attractive Edge. Keeps a double-barrel
shotgun (Range 12/24/48, Damage
The Ballad of 1–3d6, RoF 1) behind the bar.
Bogwater Bill
39. Nolly's Grub Counter
In the lonely high Uintas
Every morning a line of cowboys and miners
Where the cold winter wails
forms on Third Street, often wrapping around
Up long trackless canyons
onto Main. They’re all in line to take away
Down old, forgotten trails
breakfast and lunch from Nolly’s, considered
There roamed my sweet Bill
among working folks the finest grub in
With death on his tail
Heaston Hill. The storefront is literally a long
Though he never came back
wooden plank countertop covered by a tent
My love for him won’t fail
awning. Behind it is the open kitchen, where
sweat-drenched Nolly works feverishly to
He built up a shack
prepare every order himself.
Way out in the bogs
Where the moss hangs down low The menu only has one item. For 50¢
It’s a bed for the frogs a hungry patron gets two bread pockets
And the crickets all sigh filled with either beef or lamb and a stewed,
As they sing him to sleep pressed vegetable concoction. Each customer
I promised sweet Bill drops his money into a sealed hogshead
For him I shan’t weep barrel with a slot in the top, calls out her
order, and J.D. serves it up in waxed paper
He’ll stay there forever with a gap-toothed smile.
Alone in his shame
Nolly recently attempted to expand his
So disgraced and disheveled
business interests in town. On a whim, he
Folks lost his true name
bought a small house on the north side to
But I walk the wild hills
rent out (see page 35). Since Len Buckles’
With these words on my breath—
disappearance, however, the house has sat
Goodbye, my sweet Bill
vacant and Nolly has been unable to find a
Who was tracked down by death
tenant for $30/month. Now his loans are
coming due with the First National Bank of

38
Heaston Hill

Heaston Hill (page 29), and he fears the


loss of his house and his lunch counter.
„ J.D. Nolly: Use Townsfolk stats in
Deadlands, add Smarts d8, Trade (Cook)
d8, Impulsive Hindrance, Alertness and
Level Headed Edges.

40. Photography by Chong


This small studio’s owned by Chong Hoy,
the sole proprietor. He has a wide variety of
backdrops on hand, from simple decorated
folding screens to wilderness imagery to
famous locales like Tombstone and the
City o’ Gloom. He also has some fancy hats,
suits, and dresses for folks who don’t bring
their own. Portraits cost $4 each. Hoy is
also skilled at fabricating fireworks; he sells
skyrockets for $1.50 each.
„ Chong Hoy: Use Townsfolk stats, add
Smarts d8, Repair d8, Science d10, tool kit.

41. Post Office


This small stone building at the east end of
town was recently installed, the US Postal
Service expecting a greater volume of mail
the town’s electric lights up and down
in and out of this region with ghost rock’s
Main Street. Inside, large ghost-rock-fueled
discovery. In lieu of a rail line or depot, the
steam engines, fed with water piped in from
post office also serves as the telegraph office—
the creek, power eight crackling dynamos.
normal rates apply (see Deadlands).
Between the cacophonous wailing of ghost
The clerk assigned to this post is Vail Balch, rock and the unsettling shapes and skulls
a former US Army soldier who went West to glimpsed tumbling up from the stacks, some
find adventure after his discharge. Instead folks claim it’s haunted.
he found boredom in Heaston Hill. He’s a
Two engineers trade shifts keeping the
decent enough fella but a terrible know-it-all..
ghost rock boilers fired and the dynamos
„ Vail Balch: Use Soldier stats in in good repair. Besides having been trained
Deadlands, add the Loyal and Quirk at Hellstromme Industries in the City o’
(Know-it-all) Hindrances. Gloom and currently employed by Heaston
Mining Co., it’s up to you who these folks
42. Power Station are and whether they’re up to any odd
No edifice in town is more ominous than the activities, Marshal.
power station, a squat ugly building with
Fear Effects: The engineers refer to the
four smokestacks that belch weird coils of
station’s dynamos as “banshee pistons”
ebon-black soot. Wailing and clangs echo
because they sound like a woman’s high-
from inside, day and night. High, square
pitched shriek. Combined with the howl of
windows flicker with eerie light. And its
burning ghost rock in the boilers, it’s one
stone walls thrum with the force of eight
hellacious racket. At Fear Level 4 or higher,
dynamos spinning within. Folks shun this
the station looks like it’s seething, heaving,
place. Those who can’t avoid passing by tend
and about to blow sky-high.
to cross to the sunny side of the street.
„ Engineers (2): Use Townsfolk stats in
The power station was financed by
Deadlands, add Smarts d8, Academics
Heaston Mining, and its machinery runs
d8, Repair d6, and Science d8.

39
HORROR AT HEADSTONE HILL

43. Red Door Saloon information’s always delivered with an


entertaining amount of sass.
A ramshackle affair in the middle of town, the
Red Door’s built up against a rocky outcrop. Miss Munson teaches school on weekday
Its patchwork construction of logs, weather- mornings. In the afternoons she works on
board, and tin doesn’t appear too promising, fixing the schoolhouse and volunteering at
but the steady stream of customers says Doc Kirk’s office. Evenings, she goes around
otherwise. Inside is an open room three to the town’s few elderly residents (including
stories tall, with balconies accessing various Tova Feigel, Tom and Ginny LaChance, and
taprooms and lounges. Beam Gleason) and reads them Robinson
Crusoe, Shakespeare, or Don Quixote. Every
The Red Door was the town’s first saloon,
Sunday morning she’s in her usual pew
opened in 1879. Back then it was just an
at church.
oilcloth tent rigged up against the rock
outcropping to keep the rain out of the shot „ Celeste Munson: Use Townsfolk stats
glasses. “That ol’ rock took care of one wall in Deadlands, add Smarts d8, Spirit d8,
for me,” quipped the proprietor, George Academics d10, Healing d8, Repair d8,
“Beam” Gleason. Beam started out mining Shooting d8, Code of Honor Hindrance,
gold from the tunnels under that rock. When Marksman and Strong Willed Edges.
the seam played out, he shifted to full-time Owns a Winchester ’76 (Range
barkeep and Tarrytown—later Heaston Hill— 24/48/96, Damage 2d8, RoF 1, AP 2)
grew up around him. and carpentry tools, left to her by dear
departed father.
Inside the bar a big, wooden door—
painted bright red—leads directly into the 45. Silver Fountain Restaurant
rocky outcrop and the original mineshaft.
At the heart of Chinatown sits the opulent
For $1, a cowpoke can climb down there
Silver Fountain Restaurant. There’s scarcely a
with a small pick-ax and a bucket and try his
better spot in town to get grub of the Chinese
luck. That’s what passes for entertainment;
or Western persuasion. Head chef and owner
Bud doesn’t like music. The Red Door also
Ah Lin does it all. He first honed his culinary
doubles as courthouse when the Hon. Jesse
arts in Shan Fan, California. Following
Knight (page 10) comes through each
the Chinese Exclusion Act and its 10-year
month to mete out justice.
immigration ban, Ah Lin and his partner
„ George “Beam” Gleason: Use Sam Tang headed east alongside miners
Townsfolk stats, add Smarts d8, Spirit who were recruited to work the rugged and
d8, Occult d8, Trade (Miner) d4, Trade dangerous Wyoming Territory.
(Barkeep) d8, and the Elderly Hindrance.
Finding Evanston and the mines of Almy
44. Schoolhouse (page 11) not to their liking, Ah and Sam
pressed on and landed in Heaston Hill, where
This small, simple structure at the west
gold and ghost rock strikes were drawing
end of town has separate entrances and
more Chinese residents every day. When Ah
cloakrooms for boys and girls. Inside is a
Lin started the Silver Fountain Restaurant it
single room where schoolmarm Celeste
was immediately Chinatown’s beating heart.
Munson dispenses learning to the town’s
Ah Lin became spokesman and guardian of
young ’uns from McGuffey’s Reader, Pike’s
the local Chinese, who look up to him like a
Arithmetic, and Bylerly’s Speller. She has 14
wise grandfather.
regular students, and a half-dozen others
who show up when they aren’t working their Ah Lin’s flush with cash and generous
family’s fields or rounding up a herd. with it. But it isn’t just good grub that keeps
the money rolling in. Through Sam Tang’s
Children can be a great source of
connections in Shan Fan, Ah Lin is now the
information about adult activities when
town’s sole supplier of opium. As the sheer
the heroes are Networking (see Savage
amount of miners in town increases and the
Worlds). They usually know a lot more about
Red Light District swells with ready cash, Ah
what’s going on than adults think. Plus the
Lin’s network of suppliers rakes in most of it.

40
Heaston Hill

Sam handles security at the restaurant, 46. Speaker's Stump


but spends most of his time collecting “vigs”
Ever since Standish Epp first climbed onto
(illicit cash) in the opium dens and Fan-Tan
it back in 1879 to deliver a rousing speech to
parlors. While they’re certainly involved in
his fellow settlers, folks have used this old
what most folks consider criminal enterprises,
stump to say their peace. Only once was a
Ah and Sam aren’t particularly bad fellas
speaker challenged, and that was Christmas
(although Sam has a violent temper). Ah Lin
Day 1883 when Prospector Bob went on a
figures vice is going to happen no matter
drunken tear inveighing against Heaston
what. At least this way he can look out for
Mining generally and Jerem Heaston
his people. And if someone has to make a
personally. Young Gat Heaston donned a
pile of cash in the process—might as well be
leather glove and walloped Bob in the nose,
him and Sam.
knocking him out in one blow.
c Ah Lin: Use Townsfolk in Deadlands, Any sort of speech is tolerated on the
add Smarts d10, Taunt d10, Trade
stump, as long as it isn’t cussin’ or outright
(Cook) d12, Loyal and Ruthless (Minor)
blasphemy. Lately the stump is occupied
Hindrances, Humiliate and Rich Edges.
almost every day by a hellfire preacher, a
„ Sam Tang: Use Chi Master stats in
traveling missionary from out West who
Deadlands, add Spirit d8, Thievery d10,
wears a blood-red cloak and calls himself
Driven (Minor) Hindrance, Berserk,
Powder Jack. While this near-toothless
Connections (Shan Fan Triad), and
graybeard admits that the local Methodist
Streetwise Edges, Colt Peacemaker
church is “doing its level best for God,” he
(Range 12/24/48, Damage 2d6+1, AP 1),
insists only he and his true faith can save
tailored black suit.
Heaston Hill’s souls. A few more interested
listeners gather every day.

Grapevine Telegraph
This phrase traditionally describes the uncanny way news travels in the Weird West. Sometimes rumors
spring up with no apparent origin...but they’re still true! Here we use it as a rubric for the various tales,
rumors, and gossip bouncing around Heaston Hill. Roll on this table whenever investigators chat with
locals about no specific topic, or whenever the urge strikes you, Marshal. Each rumor is marked true
(T) or false (F), but sometimes even a true story can lead a posse to the wrong conclusion. These rumors
almost always start with, “You know what I hear? I hear...”
d12 Rumor
1 Father Branch is often seen going to Mr. Heaston’s office in the late evening. (T)
2 A gang of Chinese miners burned down the Tarrytown Omen office. (F)
3 Railroad toughs at the Dance Hall quietly put their drinks on Heaston’s tab. (T)
4 Bloodthirsty Utes lurking in the Aspen Forest are bushwhacking travelers. (F)
5 Sometimes the newfangled clockwork dealer at Gambler’s Paradise goes haywire. (T)
6 The power station is haunted by the ghost of an engineer who died there. (F)
7 Sometimes shady characters sell stolen horses over at the wagon lot. (T)
8 There’s something mighty odd about that undertaker. Looks like Death himself. (F)
9 Ever since Clovis Labeau got that bad haircut, something about him ain’t right. (T)
10 The Cowboy Saloon is a haven for several known killers and badmen. (F)
11 Headless riders up on Tarrytown Bench trampled a miner to death. (T)
12 Mister Heaston is seeing the druggist, Emma Mortimer, on the sly. (T)

41
HORROR AT HEADSTONE HILL

Powder Jack is in fact a former disciple of 48. Storm Acquisitions, Ltd.


Reverend Grimme who serves the Cult of
This nondescript, false-front building just
Lost Angels (see Deadlands). In his robes he
off Main Street looks like a business office
carries bone fragments that transform into
from the street, but it’s hard to be sure. If
bloody ones when hurled to the ground, a
anyone asks the two clerks working inside,
grisly fact that fuels his fervent faith. At night,
one of them says they’re in the business of
Jack and his flock make camp about halfway
land speculation—and won’t say much else.
between the town and Blood Pond.
They’re actually employees of Wasatch Rail
c Powder Jack: Use Cult Leader stats in in Salt Lake City, here to acquire lots for a
Deadlands. Armed with hunks of bone new depot and trainyard. Wasatch wants
that become bloody ones (see page 116) to be ready to swoop in as soon as Denver-
and a crate of dynamite at camp. Pacific Rail gives up the ghost. They’re in
„ Bloody Ones (Up to 10): See Deadlands. contact with Jerem Heaston on a regular basis.
„ Lost Angels Cultists (6): Use Guardian
„ Wasatch Clerks (2): Use Gunmen in
Angel stats in Deadlands. Armed with
Deadlands.
a variety of guns —pistols, rifles, and
shotguns. 49. Tailor
47. Stagecoach Office A town full of miners and cowboys results in
no end of torn britches and worn-out elbows,
A low, sturdy building made of pine logs and
so this humble shop sees no end of business.
sod, with a barn and stables out back, this
The tailor, Francisco Sotelo, used to ply his
is a “home office” of the Wyoming Express
trade Back East in Chicago, but he lit out for
Company. Stagecoach travelers bunk and
the West to leave the smoggy skies and soot-
take meals here during stopovers. It’s grimy
covered streets behind. That’s what Francisco
and the beds are likely as not to be filled
tells people, at least.
with lice, but manager Anna Abernathy
does her best. She’s a former ranch hand who Sotelo’s actually a spy on assignment from
discovered a fondness for town life, despite the Agency office in Chicago—but he’s not
out-riding most of the other cowboys. She an Agent. He’s just a humble tailor collecting
keeps a few hands on the payroll to cook and information for his bosses. If he discovers
look after the horses. an Agent in the posse, Sotelo doesn’t
make contact until he’s sure she’s more
„ Anna Abernathy: Use Cowboy stats in
ethical than George Reeg was; he’s aware
Deadlands, add Riding d10 and Trade
of Reeg’s side-dealing with the governor.
(Stage Business) d8.
He doesn’t reveal his true nature except
„ Hands (3): Use Townsfolk in Deadlands.
under duress. Ironically, if a Ranger comes

42
Heaston Hill

to town Francisco seeks out the cowpoke’s Tarantula Hole’s got one rule: no spittin’.
acquaintance right away. “Dog” Stiles can’t abide spittin’ in his joint.
„ Francisco Sotelo: Use Townsfolk c Bronco Tillie: Use Cowboy (Veteran)
stats in Deadlands, add Secret (Minor) stats in Deadlands, add Persuasion d8,
Hindrance, Connections (Agency) Edge. Wanted (Minor) Hindrance, Attractive
Edge.
50. Tanner c Walter “Dog” Stiles: Use Gunman
This tannery’s run by “Sidewinder” Chico (Veteran) in Deadlands, add Mean
Lugo, a former rattler hunter who made Hindrance and Rich Edge.
a name for himself killing those great „ Ed Sharky: Use Gunman in Deadlands,
burrowing beasts on the salt flats east of add Loyal Hindrance.
Ogden, Utah. Now he manufactures and sells „ Gunmen (6): See Deadlands.
leather gear and goods, clothing, saddles, and
tack and harness. True to his former trade, he 52. Tarrytown Omen
also offers a limited selection of rattler-hide The so-called “news-in-exile” operates
garb: boots ($100), chaps ($200), and dusters under an old elm on Smith’s Fork Creek, just
($250). A posse in need of a scout could do far outside of town. The press, filing cabinets,
worse than Sidewinder. two desks, and numerous other supplies sit
under several ragged-looking tents.
c “Sidewinder” Chico Lugo: Use
Gunman (Veteran) stats in Deadlands, How did the Tarrytown Omen come to this
add Strength d8, Survival d10, Giant sorry state of affairs? Well, once it was the
Killer and Woodsman Edges. town’s original newspaper and an institution
beloved by all. Then its offices burned down.
51. Tarantula Hole Twice. Each time right after running articles
This disreputable-looking joint sells “world- supporting the Tarrytown Miners Union and
famous” Tarantula Juice, according to the criticizing Heaston’s outfit.
signage out front. In fact it’s the headquarters
The first arson was in fact perpetrated by
and base of operations for three outlaw
Eli “Brick” Nagel and his gang (page 26) on
gangs—the Owlhoot Syndicate (see page
Heaston’s orders. The second was Debeney’s
91). Given how stingy their leader and
doing—to keep tensions high since everyone
mastermind is when doling out information,
would blame Heaston anyway!
only a few gang members know who really
leads them. All of them are forbidden from The Omen’s dogged editor-in-chief,
ever coming to the Tarantula Hole. Isidor Neustatter, writes and typesets the
newspaper on his own. He has information
Their leader is Walter “Dog” Stiles, who
linking Heaston Mining to Wasatch Rail,
runs the saloon with the help of his lady
but has been hesitant to report it given the
Bronco Tillie and a cadre of loyal gunmen.
escalating violence. Generally, townsfolk
Ravenous hogs in a pen out back consume
who support the Tarrytown Miners Union
the bodies of any folks who wrong Dog Stiles.
also support the Omen.
Stiles is the criminal mastermind behind
„ Isidor Neustatter: Use Townsfolk stats,
all three outlaw gangs currently running
add Smarts d10, Academics d10, and the
roughshod over the county’s banks,
Stubborn Hindrance.
stagecoaches, and express cars. He uses Ed
Sharky as a front-man for all his activities, 53. Two-Penny Theater
putting yet one more layer between himself
Despite the variety theater’s name, tickets
and his villainous employees.
cost anywhere from $1 to $1.50, depending on
Stiles doesn’t work for Heaston, but when the act. Owner and shamelessly flamboyant
Jerem quietly sends a fat envelope of money promoter J.C. Philpot tries just about any
over with a target on it (usually a Denver- scheme he can think of to get audience
Pacific asset of some sort), one of Stiles’ gangs members through the door. Once he bought
is sure to hit it within the week. a barrel full of skyrockets from Chong Hoy

43
HORROR AT HEADSTONE HILL

(page 39) and set them off in fusillades of the town’s Volunteer Fire-Fighting
on Main Street while his dancing girls did Corps (see page 32) have a key. Inside is
the can-can on the theater’s front veranda! a fancy new steam-powered water pump
Philpot’s stunt nearly burned down a few from Hellstromme Industries, donated by
buildings, but he happily paid the fine and Jerem Heaston in a show of false generosity
made it back a hundred-fold in ticket sales. following the Tarrytown Omen blaze.
There’s no such thing as bad publicity! Although Heaston and the mayor butt heads
on just about every subject, they see eye-to-
The Two-Penny Theater hosts any old show
eye on the Volunteer Corps.
that passes through—whether it’s acrobats,
orators, theater troupes, demonstrations of 56. Wagon Lot
infernal devices and the New Science, freak
For $1, buckaroos can park a wagon or
shows, traveling circuses, medicine shows, or
buggy here all day long and owner Sidney
Oscar Wilde himself. When the material is
Moss keeps watch over it. Moss isn’t entirely
particularly highbrow, the town’s Lyceum
aboveboard, however. His lot doubles as
(page 32) is likely to attend. When there
“horse thief corner,” where shady crumb-
are no traveling acts to book, Philpot’s
bums sell horses of questionable legality
dancers fill the bill. He occasionally hires
with oddly altered brands. These count as El
“Sidewinder” Chico Lugo (page 43) to trap
Cheapo horses (see Deadlands) and may have
a few grizzlies for Bear-Baiting Night.
rightful owners on the lookout for them.
„ Dancing Girls (8): Use Townsfolk
„ Sidney Moss: Use Townsfolk stats in
stats in Deadlands, add Agility d8,
Deadlands, add the Mild Mannered
Performance (Dance) d8.
Hindrance. Armed with a double-barrel
„ J.C. Philpot: Use Townsfolk stats in
shotgun (Range 12/24/48, Damage
Deadlands, add Smarts d10, Common
1–3d6, RoF 1).
Knowledge d8, Arrogant Hindrance,
Jack-of-all-Trades Edge. 57. Whispering Pines Fancy House
54. Undertaker This ladies’ “boarding house” is next door to
the dance hall. Whereas some of the dancers
Shubael Hume’s shop on Main Street
over yonder engage in brief assignations in
displays its wares out front: a full selection
private rooms, here at the Whispering Pines
of coffins from plain pine box ($5) on up to
a visitor can buy an hour’s companionship
fancy aspen corpse-lockers ($60). Hume is
for $10 or a whole night’s for $50. Twelve
tall, rail-thin, and wears a black suit with
calico queens are employed by a pint-sized
stovepipe hat. His skin is so white and
madam, Maura McGillicuddy—a former
drawn, his yellowed teeth so prominent,
outlaw herself. The Whispering Pines’ owner,
they lend his face a disturbingly skeletal cast.
on the other hand, is an uptight, milquetoast
In fact Hume’s a kind man with nothing
teetotaler and former cowboy named John
supernatural about him. That don’t stop
Loughlin, who inherited the place from his
folks from talking. Shubael Hume employs a
dissolute brother Pete.
former miner and reformed drinker named
Gravedigger Malachi to heft the shovel. Born in Dublin, Maura hasn’t shed her
Irish accent or her fiery temper. She and her
„ Gravedigger Malachi: Use Townsfolk
girls stick together and look out for each
stats in Deadlands, add Quirk (Talks
other, while rolling their eyes and giggling
to himself) Hindrance. Armed with a
at Mr. Loughlin’s pleas for modesty in the
shovel (Str+d4).
common rooms. Maura keeps a detailed
„ Shubael Hume: Use Townsfolk stats in
ledger of who visits her girls, especially the
Deadlands, add Trade (Undertaker) d8
town’s married men and elected officials.
and the Ugly Hindrance.
Such information helps keep the law dogs
55. Volunteer Fire Department out of Whispering Pines.
For now the “fire department” is a sturdy „ Courtesans (12): Use Townsfolk stats in
shack secured with a padlock. Members Deadlands.

44
Heaston Hill

„ John Loughlin: Use Cowboy stats in costs $2.50 a plate but is worth every cent.
Deadlands, add the Code of Honor and The joint’s owner and host is Adolph “Big
Quirk (Bashful) Hindrances. Dolph” Newton, a German immigrant
„ Maura McGillicuddy: Use Gunman with a booming laugh and an artistic bent.
stats in Deadlands, add Spirit d8, He decorates the dining room with his oil
Cautious and Small Hindrances, Strong paintings, mostly local landscapes. Heading
Willed Edge. up the kitchen crew is Bart Wallace, a former
trail cook for the Crittendens who helped set
58. Wildcat's Den up Big Dolph’s exclusive arrangement.
Welcome to the Wildcat’s Den, exclusive
The restaurant’s situated at the west end
seller of Wildcat Whiskey! This rickety dive
of Creek Street, affording a lovely view
is popular with miners, since owner Crawley
of Tarrytown Bench and the high Uinta
G. Dake offers a “drunkard’s heaven”
Mountains beyond. Diners can gaze at the
upstairs—50¢ for a single cot for an hour, $1
hundred-foot-tall cliffs, charcoal black and
for the night.
lined with gray strata, covered in scaffolds
“Wildcat Whiskey” is actually the lowest and conveyor belts and steam-powered
quality tonsil varnish Crawley can get diggin’ machines. After supper, cowboys
his hands on, but a quick application of and miners enjoy cigars and brandies on the
mucilage and one of his handmade wildcat- porch, where a fleet of rockin’ chairs awaits
emblazoned labels transmutes lead into gold. those tuckered tuchuses.
With the fancy label on it, Crawley’s able to
„ Adolph “Big Dolph” Newton: Use
sell five-cent rotgut for 25¢ a shot. The miners
Townsfolk stats, add Spirit d8, Notice
wouldn’t be too happy if they found out
d8, Obese Hindrance, Reliable Edge.
about his scheme.
„ Bart Wallace: Use Cowboy stats in
„ Crawley G. Dake: Use Townsfolk stats Deadlands.
in Deadlands, add Trade (Saloon) d6 and „ Staff & Cooks (3): Use Townsfolk stats
the Secret (Minor) Hindrance. in Deadlands.

59. Wyoming Restaurant 60. Zang's Brewery


This steakhouse serves the finest cuts of Zang’s is located on Creek Street, giving
beef and lamb in Heaston Hill, exclusively proprietor and brewer B.G. Zang access to a
supplied by the Crittenden Ranch (page ready supply of reasonably clear mountain
47). They’re only open for dinner, which water. The chairs and tables are arranged

45
HORROR AT HEADSTONE HILL

around his brewing vats, so B.G. can make


beer and serve it at the same time. Mining
activities upstream put a little grit in the mix
HEASTON HILL ENVIRONS
sometimes, but not enough to spoil the brew.
Zang’s partial to morose statements like,
Now that we’ve met Heaston Hill’s citizens,
“Mister—if you’d been tending bar as long
let’s take a quick tour of its surroundings.
as me, you wouldn’t expect so much human
Savage Tales are marked with the Twilight
kindness in a place like this.”
Legion’s setting sun: k
Tainted Beer: Little does Zang know his
water is spiked with trace amounts of ghost
rock, which is what really gives the beer its
Aspen Forest
kick. Two or three mugs have the same effect
The area’s quaking aspens are renowned—
as normal beer. A pistolero who downs more
dreaded by some—for the unique clicking
than that in one sitting has to make a Vigor
and clattering sound their leaves make when
roll (–2). Success means the drinker is fine.
stirred by an alpine wind. Plenty of folks find
With a failure, he gets loopy and is Distracted
it downright unsettling.
and Vulnerable for an hour. On a Critical
Failure, the poor sod contracts ghost rock Some old-timers say the trees themselves
fever (see Deadlands). move, helping folks get lost. And as the Fear
Level gets higher people think they can pick
„ B.G. Zang: Use Townsfolk in Deadlands,
out sounds in the quaking and clattering—
add Suspicious (Minor) Hindrance.
voices, great big bugs, clicking fingernails,
whatever scares ’em. Sometimes those
sounds draw them in. When they come back
they’re different.

46
Heaston Hill

The vast, deep Aspen Forest was always at by most adults—this is where Bogwater
spooky but the Reckoners’ advent of ghost Bill dwells (see Lost in the Bog on page 95).
rock nearby provided strange fertilizer. As
the unholy mineral percolated through the
hills, it infected the trees and bestowed on
Crittenden Ranch
them a sinister intelligence and weird powers.
This cattle ranch south of Poverty Flats is
Now, deep in the Uinta foothills east of owned by Heath Crittenden, who runs it with
town an unnatural garden thrives in a dark the help of his oldest son Brock. The cattle
hollow. A swollen, misshapen, quiverin’ range freely in the Uinta foothills during the
aspen excretes pale green pods that pulse summers, fattening up on mountain grass for
and quiver. From these seeds emerge pod the eventual round-up and drive to Heaston
people. If they consume a human, they can Hill and Carter depot (page 13).
duplicate him, becoming a “replicant” to
The Crittendens’ herds have recently been
protect the ancient woods and infiltrate any
attacked by a weird nocturnal predator
nearby human “colonies” that threaten it.
whose tracks are like nothing Heath
(See Replicants on page 121.)
or Brock has ever seen. That’s because
In fact, the entire forest is one huge they’re horrifying reanimated dinosaurs—
organism connected by its root system. And walkin’ fossils!
the quiverin’ aspen is aware of everything that
k Dem Dry Bones (page 103): Walkin’
happens under its boughs. (Look up real-
fossils stalk the foothills seeking prey.
world aspens, Marshal—they’re fascinatin’!)
The forest can also rearrange itself when
folks aren’t looking, subtly moving its trees
Poverty Flats
to confound and confuse trails and traces
Poverty Flats is the name given to a wild,
through its vast acreage.
rolling expanse of land southeast of town.
There’s not much to be seen there besides a
Blood Pond lot of sage-grass, Indian paintbrush blooms,
and wild critters. In Tarrytown’s early years
This idyllic pond was a favorite swimming it was the site of a tent camp for miners too
hole of local youths until a boy drowned in poor to live in town. “Guess I’ll go bed down
it. Now it’s shunned by superstitious folks, on Poverty Flats” became a common refrain.
even though no one’s sure whether a child
These days the only camp on Poverty
really drowned in the pond or it’s just a story
Flats belongs to eggheads from Back East.
that took root.
Paleontologist Dr. Erastus Weeks and his
What has taken root are two hunger lilies graduate assistants are hard at work, digging
(page 119)—a mated pair. While nesting in the dirt for dinosaur bones. Weeks has
these weird plant-like abominations are even been a member of the Explorer’s Society for
more territorial and ornery than usual. several years, but he hasn’t been invited into
the Twilight Legion and doesn’t know a whit
k Invasive Species (page 106): Heroes about the supernatural. He’s more interested
poking around Blood Pond encounter
in rehabilitating his professional reputation
hunger lilies and angry nimerigars.
after a disastrous publication error.

Bogwater Lake c Dr. Erastus Weeks: Use Townsfolk


stats in Deadlands, add Smarts d10,
Academics d10, Science d12, and
This swampy area lies along the Lonetree
Shamed (Minor) Hindrance.
Trail, out beyond Poverty Flats. It’s dotted
„ Graduate Assistants (4): Use Townsfolk
with dead trees and has a shallow, muddy
stats, add Smarts d8, Academics d8.
lake at the center. According to local legends—
whispered fearfully by children and scoffed

47
HORROR AT HEADSTONE HILL

Wasatch scientist “Chloride Beck” Benitez


Tarrytown Bench oversees operations. He outfitted Eli “Brick”
Nagel’s X-squad (page 26) and keeps
This hundred-foot-tall shelf of black stone
the rest of the troops’ gizmos in working
streaked with gray looms over Heaston Hill.
order. Benitez is also responsible for keeping
It juts from the foothills a mere 400 yards
Heaston’s mining machinery and flumes
from town. If the town is to be “Headstone
functioning. Problem is, they’re currently
Hill,” some wags say, then Tarrytown Bench
infested with gremlins and going haywire
is surely the memorial slab. Given how
near every day. Benitez’s suspicion that all
many miners have been killed on the Bench
the ghost rock under Tarrytown Bench is
since the boom started, it’s a more accurate
“tainted” doesn’t help much.
statement than most wranglers like to admit.
And all jesting aside, the great mass of stone c “Chloride Beck” Benitez: Use Mad
just plain radiates bad mojo. Scientist stats in Deadlands, add the
Delusional (Minor—Tainted rock)
Generally speaking, the Bench’s
Hindrance and Connections (Wasatch
western, more gradual slopes are mined
Rail) Edge.
by independent prospectors. The walls are
„ Workers (35): Use Townsfolk stats in
festooned with wood scaffolding, steam-
Deadlands.
powered cranes and exhaust fans, windmills,
„ X-Squad Troops (12): Use X-Squad stats
rope bridges, and makeshift staircases, all to
in Deadlands.
access a honeycomb of ghost rock mines in
the cliff face.
Heaston Mining dominates the steeper,
Tolbit Farm
eastern side with noisy flume-extraction rigs.
The Tolbit farmstead covers 120 acres, its
High-pressure hoses wash away earth and
southernmost boundary running north of
the ghost rock goes with it. An extensive
Heaston Hill along the Fort Bridger Trail.
system of chutes and steam-driven conveyor
The Tolbits rely on the Frontier Store and
belts carries raw ore to a series of storehouses
Emporium in town for their household
along Bogwater Trail.
goods and on the bank for credit. In turn
Wasatch Rail the farmers grow alfalfa that helps feed the
Crittenden’s stock, as well as crops of barley
Tarrytown Bench’s biggest secret is the
and sugar beets. The largest chicken coop
airstrip being built on top of it. Guess who’s
in Bridger Valley helps the Tolbits produce
responsible for that? That’s right, amigo—
record numbers of eggs every year.
Wasatch Rail. For now it’s for ornithopters
and auto-gyros. When Wasatch goes public, k Where Wolf? (page 109): The Tolbits
the plan is to erect a mooring mast for suspect a wolf’s been at their livestock.
airships so the Bench can act as an aerial In fact it’s a ringdocus!
extraction point. They’re laying foundations
for a refinery, armory and magazine, and
research lab. No one ever accused Wasatch
of using half-measures.
“You see that fancy whirly-
bird up the top of the bench
A camouflaged, steam-powered draw­
bridge controls access to the top of the Bench.
yesterday?”
All other land routes require climbing, and “Fred said he saw it. Told
most of it’s dangerous. Barracks are provided everyone, too. Now Fred's dead.
for the workers in an attempt to preserve
the operation’s secrecy, but many men and So I didn't see nothin'."
women find ways to sneak out to town for
--Miner's on the Tarrytown Bench
drinks, dancing, or other entertainment.

48
ENCOUNTERS

Rascals, varmints, and creatures lurk in matches the card suit. For variety, use the
every square mile of Wyoming’s wilderness. Great Plains Encounter Table in Deadlands.
This chapter gives you encounter tables
Here we’ve compiled new results into a
customized for Uinta County, and a system
concise list. Results not listed here are found
for adding random elements to the Plot Point
in the Bestiary (page 113) or in Deadlands.
Campaign—Twilight Events.
Baseball Game: The Heaston Hill Gophers
go head-to-head with another town’s “local
ENCOUNTER TABLES nine.” Gamblers place bets on the match.
Brawl: Whether it’s rowdy cowboys,
railroad men, loggers, or some other folks
These tables work with the system in talking tough, a fistfight breaks out.
Deadlands: The Weird West. Refer to that book
Bonanza: An unforeseen bounty of a local
for information on checking for encounters
product floods Heaston Hill’s market—beef,
and where the meeting takes place.
farm produce, eggs, beer, etc. Cowpokes
In Deadlands we advise the Marshal not to need not pay for their food or drinks today.
roll for encounters in a settlement or town,
Concert: The Heaston Hill brass band
and that’s mostly true in Horror at Headstone
(page 32) puts on a show.
Hill. But sometimes you may need a random
encounter or two in Heaston Hill since the Cultists: Most likely members of the Cult o’
group spends so much time there. One the Critter (page 79), but possibly Powder
difference: In town, the Diamonds column is Jack and the Cult of Lost Angels (page 42).
for Events rather than Treasure.
Epidemic: Heaston Hill or a nearby town
is stricken by malaria. See the Disease:
Mountain Ail sidebar on page 12.
ENCOUNTER RESULTS Fire: A building in town is set alight by
accident or malice. Heroes can join the Fire
Corps and help. See Fire in Savage Worlds.
When an encounter’s indicated, roll on the
appropriate Encounter Table (found on Footpads: Muggers or thieves. Use the
the following page), using the column that Gunman stats in Deadlands, add Thievery d6.

49
HORROR AT HEADSTONE HILL

ENCOUNTER TABLES
Uinta County Encounters
d20 Spades|Enemies Hearts|Strangers Diamonds|Treasure Clubs|Obstacle
1–4 2d6 Walkin’ Dead 2d12 US Cavalry Currency Knifegrass
5–8 1d4+1 Piranha Dog Badman Shelter Epidemic
Swarms
9–10 Hodag 2d6 Ute Warriors Food Abandoned Mine
11 Hunger Lily Cattle Drive Infernal Devices Ghost Town
12 1d4 Nimerigar Posse Ghost Rock Detour
13 Ringdocus Stranger Lost Treasure Tainted Water
14–15 1d4 Tumblebleeds Territorial Ranger Dynamite Dynamite
16–20 2d6 Prairie Ticks 2d6 Rail Warriors Vehicle Blizzard

Heaston Hill: Day Encounters


d20 Spades|Enemies Hearts|Strangers Diamonds|Event Clubs|Obstacle
1–6 2d4 Outlaws 1d6 Prospectors Bonanza Wild Mustang
(use Gunman)
7–8 1d4 Cultists 2d4 Cowboys Baseball Game Runaway Wagon
9–12 1d6 Wild Dogs 2d4 US Cavalry Funeral Brawl
13–18 Rat Swarm 1d4 Gunmen Traveling Show Storm
19 Animate Hand 1d4+1 Shoshone Trial Epidemic
20 Replicant Townsfolk Territorial Ranger Hanging Fire

Heaston Hill: Night encounters


d20 Spades|Enemies Hearts|Strangers Diamonds|Event Clubs|Obstacle
1–4 1d4 Walkin’ Dead 1d6 Gunmen Traveling Show Storm
5–6 1d4 Rat Swarms 2d6 Rail Warriors Town Meeting Power Failure
8 1d6 Footpads 1d4 Prospectors Funeral Fire
9 1d6 Cultists 2d4 US Cavalry Prize Fight Epidemic
10–16 1d4 Replicant 1d8 Townsfolk Bonanza Brawl
Townsfolk
17–20 1d6 Creepin’ Shadows 2d4 Cowboys Concert Wild Mustang

50
Encounters

Funeral: A large funeral procession makes Traveling Show: A medicine show, theater
its way through the streets to Boot Hill, troupe, band of acrobats, freak show, circus,
carrying one or more coffins on a wagon. menagerie, or other traveling entertainment
act comes to Heaston Hill. The outfit may
Hanging: Whether a legal execution
be mundane or they might hide some
performed by the hangman Vernon Maddox
supernatural evil in their ranks. See also the
(page 21) or frontier justice, someone
Wizard Oil Savage Tale on page 110.
catches a lethal case of hemp fever.
Trial: Circuit Judge Jesse Knight (page
Power Failure: A colossal BANG! in the
10) comes through Heaston Hill to pass
night signals a breakdown at the power
judgment on criminals awaiting trial.
station (page 39)—the lights on Main
Proceedings are held at the Red Door Saloon.
Street go dark. Dozens of creepin’ shadows
If the heroes are somehow involved in the
(page 117) run riot in the darkened streets,
case, run it as a Social Conflict (see Savage
committing acts of mayhem and murder.
Worlds) with local attorney Angus Diehl Esq.
Prize Fight: Two bruisers enter the ring representing the accused.
and pummel each other to the town’s delight.
Town Meeting: The Heaston Hill Town
The winner takes a purse of $100–$500, and
Council (see page 32) assembles to discuss
spectators gamble on the outcome.
policy or current events at Heaston Hill
Rat Swarm: Use Swarm in Savage Worlds. Hotel. The meeting is open to townsfolk.
Runaway Wagon: A wagon, stagecoach, Ute Warriors: Members of Black Horse’s
buggy, or other vehicle listed in Deadlands is band (see page 113).
running out of control. Buckaroos may have
Wild Dogs: Use Dog in Savage Worlds.
to help Townsfolk in its path or run it down.
Use the Chase rules in Savage Worlds. Wild Mustang: An ornery horse runs into
a saloon, store, restaurant, or someplace else
Shoshone: Use the Townsfolk, Indian
it shouldn’t be. Use Horse in Savage Worlds
Warrior, or Indian Shaman stats in Deadlands
but add the Mean Hindrance.
for these traders and travelers.

51
HORROR AT HEADSTONE HILL

TWILIGHT EVENTS
Fighting evil and lowering the Fear Level is the posse’s main job. But as long as the main
threat in an area persists, the Reckoners strike back. In and around Heaston Hill, the “big
bad” is the corrupted Aspen Forest. We’ll tell you all about it in the tale to come, but for now,
know that every time the posse successfully lowers the Fear Level in Heaston Hill, they also
get a Twilight Event. Roll on the table or create your own unfair retaliation, Marshal.
Fighting fear elsewhere in Uinta County is a wonderful thing for the folks who live there,
but since they aren’t in the aspen forests’ clutches (yet), lowering their Fear Level doesn’t
cause a Twilight Event.
So how often should your wranglers sit the townsfolk down and spin a rousing tale of their
victories over evil? That’s up to them, but they should definitely get the feeling the Reckoners
are fighting back until their fear-mongering champion is defeated once and for all. It’s up to
the group to find a balance between driving back the horror and biding their time.

Twilight Events
d12 Event
Blind Terror: Frightful events at a nearby locale cause its Fear Level to rise by 2.
Roll on the table below to see which town is affected. Each week the problem isn’t
dealt with, there’s news of another murder or disappearance and the Fear Level
rises again by 1 (max 5). Also, whatever threat is described in the town’s Savage
Tale grows in number, power, or both.

1 d8 Town d8 Town
1 Almy 5 Evanston
2 Aspen 6 Gunsight
3 Bear River 7 Hilliard
4 Carter 8 Piedmont

Risin’ Dread: Spooky happenings at a nearby locale cause its Fear Level to rise by
2
1. This is otherwise treated exactly like Blind Terror, above.
Pestilence: An outbreak of the “mountain ail” cripples a nearby locale, and all sorts
of wild stories go around trying to explain it. Roll on the table under Blind Terror,
above, to see where the outbreak occurs. A posse might be called upon to ease
3
the locals’ suffering, escort vital medical supplies, or seek out and eradicate the
disease’s source—usually infected mosquitoes or Texas skeeters (see Deadlands)
spawning in stagnant water
Famine: Food simply isn’t available to purchase unless one’s willing to pay triple
or even quadruple the price. See Hunger in Savage Worlds if a posse can’t get
enough vittles. The famine lasts until the posse gets involved somehow. The
4
Marshal should devise an appropriate Savage Tale centered around bringing food
to the county, such as protecting a DP train full of produce from some of Heaston’s
bandits or restoring power to Dr. Moon’s Experimental Farm.

52
Encounters

Twilight Events - Continued


Yellow Journalism: Heaston Hill muckrakers seek out the pistoleros for interviews.
The Tarrytown Omen likely depicts them as valiant heroes while the Heaston Hill
Examiner brands them reckless interlopers and focuses on any way they’ve made
5
the situation worse. Further draws of this event might represent opportunistic
lawyers, hack politicians, or journalists trying to curry favor with the heroes. They
all have ulterior motives!
Ally: An allied Extra (see Savage Worlds) joins the posse. Typically this is a local
6–7 from Heaston Hill or elsewhere with whom the posse has had prior, positive
dealings.
Angry Skies: Dark clouds gather on the horizon, compadre. Just as the Fear
Level affects local geography, the weather can take on ominous traits when the
8 Reckoners get their bristles up. Refer to the Storm Encounter Descriptions in
Deadlands. Conditions persist for a d4 days or until the session’s end, whichever
comes first.
War: Rivalry between two or more local groups simmers or explodes into violence.
Nearly any groups may be in conflict, but the friction affects all interactions while
it persists. This generally means a –2 modifier to rolls on the Reaction Table (in
Savage Worlds), but has specific situational effects at the Marshal’s discretion.
9
Roll on the table under Blind Terror, above, to see where the outbreak occurs.
Examples of conflicts include the miners’ union versus the company, clashes
between different ethnic or religious groups, or townsfolk versus the county’s
rural inhabitants.
Death: They say folks are shamblin’ around the cemetery after midnight. In truth,
a pack of walkin’ dead raised by Bogwater Bill have wandered far from the bog.
10 Roll on the table under Blind Terror, above, to see where 1d4 walkin’ dead (see
Deadlands) show up to terrorize the countryside.

Attractin’ Attention: Some faction picks up the posse’s scent and decides to make
life miserable for them. Roll on the table below to see which one. Factions’ tactics
11
vary. We encourage you to customize the foes’ plots to best thwart your heroes’
efforts.
Roll a d6: 1 = Cult o’ the Critter, 2 = Heaston Mining, 3 = Aspen Forest
Replicants, 4 = Owlhoot Syndicate, 5 = Wasatch Rail, 6 = Bogwater Bill.
Savage Tale: The posse hears about a situation or someone comes to them directly,
especially if they’ve made a name for themselves. Roll on the table below to see
which Savage Tale the buckaroos set off, or pick one.

d8 Savage Tale
1 Dem Dry Bones (page 103)
2 Embers (page 104)
12
3 Invasive Species (page 106)
4 Old Vaskiss (page 107)
5 Range Murder (page 98)
6 Train Wreckers (page 108)
7 Wizard Oil (page 110)
8 You’re Kiln Me! (page 111)

53
HORROR AT
HEADSTONE
HILL

In Horror at Headstone Hill, your posse is


charged with solving two mysteries. What Running the Campaign
happened to Agent George J.A. Reeg in After you’ve had a chance to read the Player’s
Wyoming, and what’s behind all those Booklet included in this box, Marshal, give
weird events he was sent to untangle in it to your players. It lays out the situation
the first place? Peeling away the onion’s for the posse, including background and
layers, wranglers uncover much more than notes about Lacy O’Malley and the Twilight
they counted on—a murderous tycoon, a Legion, and newspaper clippings report
bloodthirsty cult, and a living forest bent on recent events in Heaston Hill. More generally,
ruthless domination. it gives players an idea what they need to do
to succeed at their mission.
Horror at Headstone Hill has specific
opening and ending episodes. The posse, Cowpokes should settle down and make
Marshal, and Twilight Events take turns Heaston Hill their home for a while, forming
driving the action between them. The team’s relationships with townsfolk to gain allies,
true antagonist—the forest—lurks behind information, and other perks. Meanwhile,
key scenes throughout. they ride all over Uinta County, tracking
down evil critters and following up on the
Events from various episodes and Savage
clues they uncover during play.
Tales may overlap, so it’s a good idea to read
the entire book before play. Also, jot down The plot’s wide-open enough for your
notes about various Extras and the posse’s posse to drive the action—especially in the
interactions with them. Any of these minor early going—but gives you ample defined
characters can develop into major storylines events to create a thrilling tale. Lay out
if that’s where the players’ interests lie. the included map of Uinta County and the
players decide where to go and what to do.
The most important advice is to be flexible,
Marshal. Don’t worry about whether your After each episode, give some thought as
storyline is “correct.” Use this book as a to what effect the heroes’ actions might have
source of ideas and toolbox rather than a on the townsfolk. Did the buckaroos piss off
script to follow. Feel free to alter, omit, or the town marshal? Break the law? Have the
add details as needed to best customize the locals been spurred to action? Has the posse
campaign to your posse! given anyone a reason to retaliate or conspire
against them?

55
HORROR AT HEADSTONE HILL

Timeline PLOT POINT OVERVIEW


Here’s a handy timeline to help you
keep track of recent events, Marshal.
The Plot Point has three acts, with certain
Spring, 1879: Standish and Angel Epp
conditions the wranglers have to meet or
found the Frontier Store Trading Post.
information they have to find out before
the next act is “unlocked.” Within an act,
1883 cowpokes can tackle the adventures in any
February: Warfield H. Phoenix discovers
order they prefer, or take breaks from the
the Headstone Nugget. He’s murdered
primary storyline to explore nagging rumors,
soon after and returns Harrowed as
weird happenings, and assorted cries for help.
Bogwater Bill (page 97).
Savage Tales may be inserted in between
March: Warfield’s find sets off a ghost
by the Marshal or triggered by Twilight
rock rush. Tarrytown becomes a
Events (see page 52). Sometimes these are
boomtown.
beneficial for your wranglers, but most are
July: Jerem Heaston arrives and setbacks or diversions.
establishes the Heaston Mining
Company. Act One: The Missing Agent
August: Town renamed Heaston Hill.
In this act the posse gets to know the people
September: Doc Kirk arrives in town of Heaston Hill, look for Agent Reeg, and
after hearing rumors of Uinta’s strange gather clues to his disappearance.
disappearances.
Ep. A—The Searchers: The cowpokes
arrive in Heaston Hill, settle in, act neighborly
1884 with the locals (or maybe they don’t), and
January: Doc Kirk telegraphs the
gather information on missing Agent George
Twilight Legion for help.
J.A. Reeg—known hereabouts as miner Len
February: Frank Debeney discovers the Buckles. The posse finds out “Len” rented a
secret of the Aspen Forest and founds house in town, purchased stakes in a ghost
the Cult o’ the Critter. rock mine, and might have been killed by
some rustlers known as the Ghost Steel Gang.
March: United States Agent Reeg arrives.
He adapts the identity of Len Buckles In Len’s house, after a number of unsettling
and goes in on a claim with local miner and downright terrifyin’ occurrences, the
Bob Malone. heroes discover a hidden cache holding
Reeg’s Agency badge and an odd key. They
April 19: Explosion on Tarrytown Bench
might also discover the Headstone Nugget
kills 22 independent miners.
hidden beneath the house.
April 21: Agent Reeg steals the
Ep. B—The Summons: Jerem Heaston
Headstone Nugget, buries it in the cellar
invites the heroes to his offices and lays
of his rented house.
down the law.
April 30/May 1: Agent Reeg abducted by
Ep. C—Legend of Spooky Hollow: On
the cult and “replicated.”
Tarrytown Bench, the explorers look into
Mid-May: The posse arrives. Agent Reeg’s ghost rock mine and meet his
former partner, town founder Prospector
Bob. After run-ins with claim jumpers
and vigilantes, the posse encounters the
dreaded Headless Riders. In the mine they
find a strangely advanced safe that uses the
key from Buckles’ house—but still need a
combination to crack it open.

56
Horror at Headstone Hill

Ep. D—Last to See Him Alive: The posse villain of the tale. They ride out to the forest
tracks down the Ghost Steel Gang, no easy and fight the climactic battle in burning
task. There’s a standoff, during which it’s ravine surrounded by replicants.
revealed the Ghost Steel Gang claim to have
befriended (and even rescued!) Len Buckles.
Worried for his safety, the miner revealed
himself and asked the gang to deliver his
Gatling pistol and notes to an Agent or
ACT ONE:
Ranger. The notes reveal the combination for THE MISSING AGENT
his safe and the clues therein.
As we mentioned, Marshal—by now your
Act Two: The Headstone players should have perused the Player’s
Guide included in this set. Go ahead and give
Hill Massacre them the first five handouts:
Act Two begins when the searchers gather
• Handout A: Letter from Lacy O’Malley
everything they need to open Agent
• Handout B: Photograph of Agent Reeg
Reeg’s safe. Inside they discover troubling
• Handouts C, D, E: Three news­
information about a secret cult and the Agent
paper clippings
himself. While the posse becomes ever more
entangled in local events the following The players’ goal in this act is to figure out
episodes occur. where to look. By the end of it they should
have three solid leads: Reeg’s house, his mine,
Ep. A—Local Politics: Prospector Bob
and the spot he most likely died.
Malone is kidnapped and forced to write a
letter telling the independent miners to join Keep the supernatural largely in the
Heaston’s outfit. background during this episode, Marshal,
aside from the odd feelings of malice Heaston
Ep. B—Now It’s Personal: Heaston’s men
Hill inspires. This establishes the “West”
step up their campaign of terror against the
before the weird busts loose. The sidebar on
Tarrytown Miners Union. They likely even
page 27 suggests some unnerving Fear
harass or murder some of the allies the
effects to drop in while the posse gets settled.
heroes have made in town.
Ep. C—Blood in the Streets: Fed up—and
spurred on by cult leader Frank Debeney—
the miners march through the streets, leading
to a terrible bloodbath between them and
Heaston’s army.

Act Three: Days of Blood a town


“We're riding intoamed
In the third and final act, the posse goes up literally nickn
don't
against the fearsome Cult o’ the Critter and Headstone Hill. I yself
its terrible mama aspen. know how I get m .."
Ep. A—Shebang Sorcerer: The Cult o’ the into these things.
Critter takes survivors of the Heaston Hill --Red
massacre to be replicated. The posse finds
out just in the nick of time and battle the
cult and their mutated, ambulatory aspen!
With a little luck and a lot of bullets, they
(hopefully!) put an end to the cult’s dark
deeds.
Ep. B—Quiverin’ Aspens: The heroes now
know the corrupted aspen forest is the real

57
HORROR AT HEADSTONE HILL

Act 1, Episode A Part One: The


The Searchers Investigation Begins
SETUP: This episode kicks off our tale of The heroes can start their investigation
mystery, mayhem, and murder. however they wish. Here are the three main
avenues most posses use to get started.
Let your players set the scene, describing
their means of travel, in whose company Networking: General Info
they arrive, and so forth. They may be open
Asking around town about the general
or secretive as fits their wranglers’ needs. If
situation here in Heaston Hill takes about
someone wants to tell a good story of their
an hour and a successful Persuasion roll.
trip to Wyoming Territory, consider it an
Intimidation isn’t recommended for the
Interlude (see Savage Worlds) to establish that
town’s basics, but see below.
cowpoke’s character and help set the scene.
Reveal one of the following pieces of
Everyone sees the same ominous vista
information with a success (or two with a
upon arrival (and there’s an illustration of it
raise). An extra hour allows another roll and
on page 20). Read this to your group:
can reveal more information:
There it is now, amigos...that dark mass
• Heaston Hill was originally Tarrytown.
of buildings huddled on the mountain’s
It was founded in 1879 by Standish and
shoulder. A place they call Headstone Hill.
Angel Epp, the Frontier Store’s original
The sharp black slab of Tarrytown Bench
owners. Jerem Heaston’s people renamed it in
looming over it. And beyond, the high Uinta
August of 1883.
Mountains ragged against a cobalt sky.
• The big news around town is the disappearance
See the town’s Main Street ablaze with
of the Headstone Nugget—the original nugget
electric light. Electric light! It verges on
that kicked off the local ghost rock rush. It sat
miraculous. But notice how strangely the
on Jerem Heaston’s mantle for the last year,
light flickers, how every shadow grows
but someone had the gall—and skill—to break
deeper and more suspicious in its presence.
into his manor and steal it without anyone
Just looking at the place puts a chill on
seeing a thing!
your spine.
• Amanda Lobdell is the mayor. Most people
But that’s where Agent George Reeg
like her, and are glad she stands up to Jerem
vanished. So that’s where you’ve got to go.
Heaston now and then.
If the posse arrives around sunset or • Heaston owns the biggest mines and tries to
anytime during the night, call for Notice run the town where he can. His outfit has been
rolls (at –2) as the stage approaches town. pushing the independent miners to join him,
Those who succeed hear a faint, high-pitched especially after the big explosion up on the
humming sound—reminiscent of swarming “headstone,” Tarrytown Bench, last month.
insects or a keening scream—issuing from • The independent miners have formed a union
somewhere in town. No one can tell what’s under Frontier Store owner Frank Debeney.
causing it just yet. (It’s the sound of the power Fights between them and Heaston’s boys
station’s “banshee pistons;” see page 39). are common. Most believe it’ll all end in a
shootin’ war eventually.
Using the town map, ask your players to
decide where to go. The Heaston Hill chapter Further information or more open-ended
(page 19) has detailed descriptions of folks, questions result in rumors and hearsay
establishments, Fear Effects, and ominous instead—use the Grapevine Telegraph Table
rumors. The Heaston Hill Encounter Tables (page 41) to see what sort of medicine is
(page 50) have random events and folks for in the air.
when heroes mosey around.
Networking: Askin' 'bout Len Buckles
Once the posse starts asking about Len
Buckles specifically—hopefully after getting

58
Horror at Headstone Hill

the basic information listed above—use the Blaine at the Aspen Lounge a pistol they
following depending on whether they use took off someone named Buckles. A Gatling
Persuasion or Intimidation. pistol. Y’know, like the kind those rats at the
Agency carry?
Subtract 2 from either type of Networking
• Name’s Nails. Don’t hit me. I don’t know
roll if the heroes don’t show Buckles’ photo.
nothin’ about Len Buckles. I stay drunk most
Note that using Intimidation on respectable
of the time. Ever since I saw Bogwater Bill.
citizens can backfire. And if the informant
Don’t believe me? I don’t blame you, but that
works for or is friendly with Heaston or
monster’s out there in the swamps south o’
Debeney, they’re likely to run and tell them
town. That’s why I stay here surrounded by
that newcomers are poking around in the
the living.
town’s business.
Go to Followin’ Up on page 61 when the Research
searchers look further into each lead. Only one place in Heaston Hill keeps public
records—the Land Claims office. The group
Persuasion: Give the investigator one of
might also search the Examiner’s back issues,
the leads below for a success and another
but that’s a long shot.
with a raise. This takes about four hours of
carousing. The same hero can repeat this Land Claims/Assay Office (page 35):
action if she wants more information, or If inquirers succeed on a Persuasion roll,
other posse members can spread out to work clerk Ned Little provides the basics about
different parts of town and get different leads. Len Buckles’ mining claim—primarily its
location, and that Buckles bought in on it
• If that fella was a miner, you should go ask at
with partner Bob Malone, an “old-timer.”
the Emporium. They outfit just about all the
With a raise on the Persuasion roll, Little lets
independents around these parts.
them peruse the documents themselves. If
• Oh, I recall Len Buckles. He rented a house
they further examine the documents with a
from J.D. over at Nolly’s Grub Counter.
Research roll (or Common Knowledge at –2),
• If’n you cain’t find him, you ought to ask
they note a few irregularities. One, Reeg’s
after him at Marshal Wister’s office. Maybe
financing came from a bank in Evanston, but
the law can help.
which one isn’t identified. Instead, it says
• I recollect Mr. Buckles took all his meals at
“CONFIDENTIAL.”
Mountain View Restaurant. Between you’n
me, I think he was sweet on Millie LaChance Heaston Hill Examiner (page 31): Since
who runs the joint. the Tarrytown Omen burned down (twice!),
• Len Buckles? Legend in the trade. Only miner the Examiner holds the only newspaper
who ever convinced “Prospector Bob” Malone records in town. They aren’t of much use.
to go in on a claim with him. Prospector Bob The paper only began publishing earlier this
goes it alone! year and the majority of their content consists
of shamelessly inaccurate town promotion.
Intimidation: Asking two-fisted questions
is also effective, but might make enemies in Hog farmer Scope Trowbridge isn’t too
such a small town. Share one of the following helpful. Apply a –2 penalty to Persuasion
leads with success (or two with a raise) for rolls to access the files; if Scope has reason
each investigator who Networks in an to suspect or dislike the heroes, they’ve got
unsavory manner. Each attempt takes about no chance of reading the back issues. If they
four hours of carousing, followed up with get in, success on an Research or Common
Intimidation and possibly even fisticuffs! Knowledge roll and an hour’s time turns
up a story about the recent mine explosion
• Take it easy, friend. I heard o’ Buckles. Don’t
(Handout F).
know who he is, but heard a fella by that name
was prospectin’ up on Tarrytown Bench with The Good Doctor
Prospector Bob Malone.
Either through Networking or because they
• I ain’t afraid o’ you, but this don’t have to
seek out a physician to heal their Wounds,
get no uglier. I heard that bandit they got in
the posse eventually crosses paths with a
the jail—I don’t know her name—sold Elmer

59
HORROR AT HEADSTONE HILL

“Now he’s got this whole town in one fist,


just squeezing the life out of it. He’s got the
law and the news in his back pocket. And no
one says a word. They’re all too scared.”
Kirk has this to say about the miners’ union:
“The rank and file have my utmost
support. Folks ought to be able to make a
living however they want. Risk and reward
and all that. But that new union president,
Frank Debeney? He’s ambitious, at least.
Some don’t like him because he bought
out the original Frontier Store from Angel
Epp when her husband died. Some say for
pennies on the dollar.
“Besides the store, which I have to admit is
quite impressive since he bought it, Debeney
also opened a restaurant and got himself
elected union head. He even edged out all his
other competitors and snatched up the Fort
Bridger sutler’s contract. That’s more luck
than seems natural for anyone. But then—
Agent George J.A. Reeg he’s always seemed a decent fellow to me.
He’s certainly a toothy son of a gun. Always
smilin’ and shakin’ hands.”
gray-bearded man in a shabby suit. This is The doc also has some news on Agent Reeg:
town doctor E.B. Kirk. Speaking with the
“Reeg was fairly tight-lipped with me.
good doctor and succeeding on a Healing
When I asked too many questions he would
roll (–2) tells an observer the man frequently
say it was Agency business. That was my
uses laudanum.
cue to be quiet. I know he bought in on a
Kirk is a member of the Twilight Legion. If ghost rock mine, out on the Bench. Not sure
he’s given the hand signal or the code phrase, where. Said it was part of his cover story.
he visibly relaxes, murmurs “Lux in tenebris,” And he had some powerful financial backing
and invites the wranglers to visit his office in Evanston. Seemed a little on the greedy
at their soonest convenience. See page side, but still one of us, you know? He was
27 for the details on Kirk’s shack. (The always asking people about the Headstone
posse might also meet schoolmarm Celeste Nugget and any other major find—like
Munson there.) maybe someday he’d give up the secret agent
business and go hunt the spirit himself.
Back at his office, E.B. seems scared—and
“Soon after the nugget went missing Reeg
maybe a little bit off his rocker—but fills in
started looking like a dead man. Wasn’t
the wranglers on several subjects. He begins,
getting much sleep at his house. I prescribed
“I’m grateful to’ve made contact with you. him a tincture that seemed to help.
Since Agent Reeg went missing things have “He was all over the place for a while—
gotten worse. Feels like something’s always... meeting with Millie, working the mine with
creeping up on you...’round here. You can Prospector Bob, or sneaking around town
just about feel the tension rising. at night in various disguises to figure out
“This place was all right for a while, it what’s really going on around here. He was
seems. But then Jerem Heaston came to town. suspicious of Heaston, of course, but also
Everything changed. Put the newspaper out talked about Debeney, all the local gangs,
of business, bought out the old-timers, sent and even Bogwater Bill.
his toughs to beat up on independent miners. “I think he was going out of his mind, to
tell you the truth. I’ve seen it before.

60
Horror at Headstone Hill

“Anyway, just before he went missing No bigger than a breadbox, but I swear that
he said something about a secret society in thing was 500 pounds if it was 50. He was
town. I never heard anything more about it... coy about the contents. Must have been some
then he was gone.” kind o’ diggin’ machine like Heaston uses.
Len did not strike me as much of a miner.”
Kirk pledges to help the posse out with any
information or medical care they need, free
GHOST STEEL GANG (PAGE 72)
of charge. He also tells them to be careful:
Run Last to See Him Alive when the
“Headstone Hill’s a dangerous place.”
wranglers go looking for Bud “Ghost Steel”
„ Dr. E.B. Kirk: Use Townsfolk stats, add Balach and his gang.
Smarts d8, Spirit d8, Healing d10, Habit
(Minor—Laudanum) and Night Terrors MARSHAL'S OFFICE (PAGE 36)
Hindrances, Healer Edge. Marshal Wister’s leaning way back in his
chair with his boots on the desk, dusty black
Part Two: Followin' Up hat over his eyes, blowing at a fly that keeps
pestering his whiskers. The marshal’s not
Here’s what happens when the cowpokes much of a talker. Success on a Persuasion roll
run down the leads they found out via gets him to open up:
Networking. Follow the page number where
“To be honest I ain’t too concerned over Len
provided to look up a location’s general
Buckles’ disappearance. This town’s wide
features and inhabitants.
open. People comin’ and goin’ every day.
Now, I heard a rumor that some varmints
ASPEN LOUNGE (PAGE 23)
runnin’ these hills—call ’emselves the Ghost
Elmer Blaine’s none too pleased with folks
Steel Gang—might’ve seen Buckles the night
barging into his place asking all sorts of
he vanished. Or the night he left town. Who
questions. He denies having any Gatling
can say? These miners fit to drive me crazy
pistol, much less an Agency-issue piece. Of
with their carryin’ on.”
course he’s lying; the gun hangs on a nail
beneath the bar. Wister’s loyal to Heaston but he isn’t lying
here. He knows Len was an Agent but has
Cowpokes likely don’t have much recourse
no idea the Cult o’ the Critter exists or was
here besides trickery or force. But law dogs
responsible for his death.
who telegraph for information or succeed on
a Common Knowledge roll (–4) realize Blaine
MOUNTAIN VIEW
is wanted in Shan Fan for a string of small-
RESTAURANT (PAGE 37)
time grifts. He fled to Wyoming in 1882 to
Buckaroos can talk to Millie LaChance
escape the tongs’ reach. If he’s forced to or
between meal rushes when she’s not so
Intimidated, Blaine spills the beans:
busy in the kitchen. Wiping her hands on
“All right, you caught me. I bought that a checkered cloth, she’s hesitant to speak of
Gatling from the gal they got locked up in Len Buckles. Success on a Persuasion roll (at
the hoosegow. It was just a good price. How –2, or no penalty if the hero identifies himself
should I know where she got the dang thing? as a law dog) prompts her to tell she and Mr.
Marshal plans to ship her off to Evanston for Buckles were “courting” before he vanished.
trial in a few days anyhow.” But it’s clear she’s not saying everything.
If the heroes score a raise, tell Millie point-
THE EMPORIUM (PAGE 28)
blank they know Len’s real identity, or bring
“Stretch” Moore has a good memory.
any degree of Intimidation to bear, she sobs
Given a decent description or a look at the
and tells the story between gasps:
photograph, he remembers Len Buckles and
is happy to talk about him when he’s not “Yes, I knew his real name—George J.A.
busy (no Persuasion needed). Stretch recalls, Reeg. He was kind and generous and gentle.
He said he had to fulfill his duties here but he
“Sure, I remember Len. He had a crate
was going to make sure we were taken care of
delivered here once. From Smith & Robards.
then we’d...well...we’d have a future together.

61
HORROR AT HEADSTONE HILL

“He was havin’ all kinds of trouble at “I don’t know nothin’ about Agency-issue
his house. Said the shadows weren’t quite guns. I’m innocent. So whoever told you
right. I figured it was just the stress of his I sold a weapon like that’s a liar. But you
job, but things are definitely a little strange know what? Best write up yore last will and
around here. testament if you go lookin’ for the Ghost
“He came around after our dinner service Steel Gang.”
one night saying things had gone bad and
we had to get out of town. He would tie up a PROSPECTOR BOB'S CLAIM (PAGE 68)
few loose ends and we would leave that night. When the posse tracks down old-timer Bob
That was April 30. I haven’t seen him since.” Malone on Tarrytown Bench, run Legend o’
Spooky Hollow on page 68.
NOLLY'S GRUB COUNTER (PAGE 38)
J.D.’s running at his usual speed—
maximum—when the wranglers stop by. If
Part Three: House o' Madness
there’s a breakfast or lunch rush on, your Run this encounter when the posse
compadres have to wait. When he’s asked investigates Agent Reeg’s now-vacant house.
about Len Buckles, J.D.’s reply is forthright:
There’s a ramshackle house on the edge
“I leased him a house over on Bridger of town. All the children say it’s haunted
Street for...let’s see...a month and a half. Last and dare each other to go inside. Someone
month he up and vanished and didn’t pay knocked out a window with a rock, but
no rent at all. Man owes me $45. Tell him otherwise the house shows no serious signs
I said so if you see him! You know anybody of disrepair. Despite that, it oozes evil. It
looking to rent a place? I’ve got one—only almost shimmers and twitches on its own
$30 a month.” when seen from the corner of the eye.
Nolly gives the house’s address—8 Bridger Agent Reeg had several goals when he
Street. Success on a Persuasion roll drops came to town and rented the house for a base
the rental price to $25. With a raise, or if he’s of operations. He hid his Agency badge and
asked directly, he lowers it to $20 and adds: suit there, and stored weird items collected
during his investigations. For a month the
“Look, Buckles left the place a mess. It needs
house served its purpose admirably.
some cleaning. He also swore someone was
messin’ with him. He’d hear noises at night At first, Reeg suspected the Headstone
or see figures movin’ in the darkness. He was Nugget was responsible for some of the
a high-strung fella though, so I wouldn’t get town’s woes. He disguised himself as one of
too worked up about it. And I’ve been over Heaston’s servants, slipped it off the mantle,
there twice and didn’t see a thing.” and walked out with it pretty as you please.
When the posse heads to Reeg’s house, run Reeg couldn’t determine anything special
House o’ Madness, below. about the nugget, but he didn’t want to give
up so easy. And he might have had a notion
JAIL/SCARLET KENNEY (PAGE 34) to keep it for himself when his work here
Heroes trying to talk to the inmate at the was done.
jail find it’s a difficult proposition. Asking
He knew he was being watched and didn’t
Marshal Wister (see above) results in his flat
want anyone finding it while he was away,
refusal. No one talks to his prisoner except
so he buried it in the dirt beneath the house.
her attorney, and the jail is right next door to
A few nights later the spirits within erupted
the marshal’s office where it’s easy for him or
and haunted the place, but Reeg never
his deputies to see or hear any shenanigans.
connected them with the ghost rock nugget.
At best, cowpokes might be able to
It’s still there now, lying in the darkness
distract Wister and quickly speak to Scarlet
waiting for someone else to find it...
through the high cell window. She laughs at
questioners:

62
Horror at Headstone Hill

Last House on the Left


The last house on the left on Bridger Street
is number 8. Wranglers likely arrive here as
Creepin' Shadows
As the posse explores Nolly’s house and
new or interested renters (in which case J.D.
uncovers all the scares and critters it
Nolly lets them in), or as trespassers.
holds, the manitous swarming around
If the searchers get to the house during the Headstone Nugget start their
daylight hours, they find three children twisted hijinks.
dawdling out front. These are Pietro, Luca,
Their tricks escalate from sounds
and Angela di Bianchi, skipping out on
like light scratching inside the walls
chores at their parents’ bakery (page 24)
and footsteps above or below wherever
and daring each other to go in. Luca holds a
the party’s currently investigating, to
piece of chalk.
illusions of dead people or whatever
Success on a Persuasion roll (+2 if else you think will creep your players
enhanced with candy) gets the eldest, Pietro, out, Marshal.
to tell what they’re doing and what he knows
The closer the newcomers get to the
of the place. At the first sign of Intimidation,
nugget (see page 66), the more active
violence, or plain weirdness, the kids scatter
the creepin’ shadows become. Once
and run home to tell their parents. He says,
it’s moved, it takes a while for them to
“I was telling my brother Luca to go in reconnect to our world, so they like it
and make a mark, or else he’s a fraidy-cat. right where it’s at.
Yes you are, Luca! He thinks it’s haunted.
All the kids do. My father says it’s la
sciocchezza—foolishness. Some miner
went mad and ran off into the hills, and now windows, or lies brown and fallow during
all the babies make up ghost stories. You are fall and winter months. Creeping vines and
a baby, Luca! You are!” ivy run up a wooden trellis. Eagle-eyed
botanists who succeed on Notice (–2) note
After some horseplay, the Di Bianchi kids
one plant deep within the tangled garden
run off to play on the baseball diamond
that thrives year-round.
down the street.
Inspecting the plant with success
Ground Floor on Academics or Science (or Common
The house is small, 22 by 45 feet, prefabricated Knowledge at –2) taps a unique find. It’s
in Salt Lake City and shipped to Heaston Hill similar to an aspen seedling, with distinctive
for assembly. It’s a sturdy little structure pale bark and oval leaves, but it has long,
with a good roof on it. bulbous seedpods covered with fine,
filament-like hairs. Most unnervingly, the
Flower Garden: A colorful wildflower
plant twitches when disturbed.
garden flourishes under the parlor’s bay

63
HORROR AT HEADSTONE HILL

This thing is actually a replicant seed, sturdy; it takes success on a Thievery roll (–2)
planted by quaking aspen pod people to spring the lock. Numerous empty whiskey
under a full moon. (See page 121 to learn bottles lay scattered like dead soldiers under
all about replicants.) When the pod ripens in the kitchen counter. Investigators might
1d6 weeks, the pod-person inside slides out guess Agent Reeg sank low enough to drown
and tries to absorb whoever’s sleeping in the his troubles near the end.
master bedroom upstairs.
A hinged trapdoor in the kitchen floor
Entry/Porch: A creaky rocking chair coated accesses an earthen root cellar. Eight wooden
with dust sits here, with an old cob pipe and steps lead down into the dark. It smells like
some ashes lying on the windowsill beside rotten fish, animal musk, and pine sap. With
it. The window looks in on the parlor. A success on a Notice roll, a searcher finds a
chirruping family of sparrows nests under small mound of dirt. Digging it up unearths
one corner of the porch roof. Success on a the Headstone Nugget! See the sidebar on
simple Repair or Thievery roll jimmies the page 66 for details.
front door or a window latch.
Digging for the nugget incenses the
Dining Room: This otherwise plain room manitous swirling around it. They first use
has a round wooden table, four chairs, and their illusion powers to terrify the interlopers.
a sideboard for plates and utensils. There’s If that doesn’t work, they fade in for a quick
a painted portrait of Jim Bridger hanging claw attack before fading out again.
on the north wall, with eyes that seem to
„ Creepin’ Shadows (5): See page 117.
follow the viewer wherever she goes. Despite
its unnerving qualities the picture isn’t Pantry: The shelves hold nothing but
supernatural. cobwebs, dust, a sealed can of molasses, and
a sack of flour that’s been feeding the mice.
Study: A small study nestles behind the
dining room and under the stairs. It holds a Parlor: This spacious room has utilitarian
threadbare green-and-blue upholstered chair, furniture, a card table, a player piano, and a
a table, and an oil lamp. A small bookcase small fireplace. Bay windows look out over
stands against the wall, mostly classic a colorful wildflower garden. A grandfather
literature and drama. A literary type who clock in the corner ticks solemnly, but its
spends 1d6 hours going through the books hourly chimes have a sick warble to them.
and succeeds on a Notice roll (–2) finds an
When it’s cranked up, the player piano—
old treasure map tucked into the endpapers
or pianola—rattles out a selection of popular
of one. The map dates from the people who
cowboy songs and classical pieces before the
lived here before Agent Reeg; it’s up to the
paper roll runs out and it needs to be cranked
Marshal where and what the map leads to.
again. It’s also possible to play it like a
On top of the bookcase is a thick glass normal reed organ. Best not tickle the ivories
jar with a rubber cork sealed by generous alone, though, amigo...that pianola’s alive!
amounts of wax. It’s filled with cloudy
yellow liquid—embalming fluid—and has a c Flayer Piano (1): See below.
gray, fleshy mass coiled within. Success on
a Notice roll (–4) while inspecting the mass c Flayer Piano
picks out details such as tiny fingers and toes
Until recently this pianola was perfectly
that suggest it was a child in life. Success on
normal, built in the City o’ Gloom and
a Healing or Science roll at –2 reveals it’s not,
shipped east with the rest of the layout.
though. The thing’s proportions suggest an
18-inch-tall human adult. It’s actually a dead The Headstone Nugget, however, has
nimerigar (see page 119). Agent Reeg shot drawn in a nasty demon to possess the
it on Tarrytown Bench and intended to ship thing, turning it into a “flayer piano”! It
it back to Denver for further study. looks just like a normal player piano until
it attacks. It prefers to strike when prey is
Kitchen: Typical kitchen setup with
alone, chomping down on a cowpoke’s
exterior door and back steps. The back door is

64
Horror at Headstone Hill

fingers and working in from there until all Upper Story


the skin’s gone!
Chamber 1: The room at the stairhead is
Attributes: Agility d4, Smarts d8, Spirit d8, full of mounted animal heads and stuffed
Strength d12, Vigor d12 birds. Deer, elk, wild hog, and badger hang
Skills: Athletics d10, Common Knowledge fanged and glassy-eyed beside multi-hued
d4, Fighting d4, Notice d8, Stealth d10 songbirds displayed as if in flight. At the
Pace: 1; Parry: 4; Toughness: 13 (3) room’s center is a stuffed bald eagle on
Edges: No Mercy a table. It smells dank and musty in here.
Special Abilities: Anyone alone for more than a few minutes
„ Armor (+3): The piano is made of solid sees nothing strange, but starts to hear stuffed
ash wood. heads twitching and snapping, bird feathers
„ Bite: Str+d6. The piano Grapples with shivering, and talons scratching on wood—
the keyboard cover and bites with its which provokes a Fear check.
ivory “teeth.”
„ Construct: +2 to recover from being Chamber 2: The corner bedroom has
Shaken; ignores 1 point of Wound pen- windows overlooking Bridger Street and the
alties; does not breathe or suffer from trail leaving town. It’s equipped with two
disease or poison. single beds, a nightstand, and a closet with a
„ Environmental Weakness (Fire): +4 few old nightshirts in it. There’s a bible and
damage from fire-based attacks. a single .45-caliber cartridge rattling around
„ Fear (–2): It’s a living piano! The thing the nightstand drawer.
prompts a Fear check (–2). Hall Closet: Empty except for dust and a
„ Hardy: The piano doesn’t suffer a little extra firewood. A panel in the closet’s
Wound from being Shaken twice. ceiling leads to the crawlspace under the roof,
„ Size +2: The piano weighs 1,000 lbs. cramped and fetid and filled with dead mice

65
HORROR AT HEADSTONE HILL

and a few roosting bats. It’d be possible but


unpleasant for someone to hide out up there.
Relic: The Headstone Nugget Chamber 3: The main bedroom has a four-
Sixty Six-and-a-half pounds of trouble!
poster bed, outside veranda, and a fireplace
The find “big enough to crown a grave,”
with wood and tools stacked beside it.
the Headstone Nugget’s discovery set
Hanging in the closet are what appear to be
off a mining frenzy that’s yet to slow
a few sets of mining garb, most of it clean
down. But it didn’t take long after the
and new from the Emporium.
66.6-lb nugget arrived at the Assay
Office for folks to grow apprehensive. There’s a loose floorboard in the corner.
Wranglers who search the room find it with a
This particular piece of ghost rock
Notice roll (–4). If no one discovers it, the next
worries at the walls between our world
time a hero goes in that room her boot tilts
and the Hunting Grounds. Sinister
the loose board by chance. Under the board
manitous slip through on occasion,
is a child’s shoe, shriveled and worn out, on
causing mischief and mayhem.
a piece of canvas. Success on a Common
Power: The nugget’s invisible, evil Knowledge roll tells the curious that this is
mojo sits astride the physical and an old custom people thought would bring a
spiritual world, prying open a portal house good luck.
after it sits a while in the same location
Under the canvas is Reeg’s stash. A tailored
(d6 hours or so). When it does, the air
black suit lies folded in the space, and on it
cools a few degrees in a 25-foot radius
rests a shiny silver Agency badge—#682—
(or fills a structure of roughly similar
and an odd-looking, barrel-shaped key. The
size). Spellcasters with the Arcane
key opens Agent Reeg’s safe at the mine, but
Background (Black Magic) Edge gain
investigators may not suspect this yet.
+2 on arcane skill rolls while within its
influence. Renting the House
Smashing the nugget to pieces and Once the nugget is removed, and assuming
scattering the fragments, burning it, etc. the party figures out to keep it moving
causes its power to be lost forever. around so it doesn’t “settle” (see sidebar),
the house is as safe and secure as any in
Taint: Lesser manitous worm their
town. They can rent it from J.D. Nolly (as
way into the physical world through
described page 38) and use it as their base
the nugget’s influence. There’s always
of operations.
a handful swarming around it, ready to
mess with folks. You’ll find the stats for If they do, the party gets a few visitors in
the type most attracted to it—creepin’ the coming days.
shadows—on page 117. They play
The Caretaker: J.D. Nolly hired a
tricks on anyone who comes into the
handyman named Strawhorn, who stops
nugget’s area of effect, pushing folks
by occasionally to look after the place’s
down stairs, creating creepy illusions,
upkeep. He has bulging eyes, a long neck,
making strange sounds to scare and
prominent adam’s apple, a shaved head,
separate the party, and so on.
and wears stained overalls. Strawhorn’s
Anyone who sleeps within the not too swift but he can fix anything. He’s
nugget’s sphere of influence also has actually a hireling of Debeney’s who reports
soul-wrenching nightmares. Treat this on anything out-of-the-ordinary he sees or
as the Night Terrors Hindrance. hears. He doesn’t know about the cult or the
aspens, however; he’s a victim of Debeney’s
On the plus side, players can
smooth-talking ways.
share their characters’ nightmares as
Interludes if they wish! c Strawhorn: Use Townsfolk from
Deadlands but add Strength d10, Smarts
d4, Repair d10, and the Clueless and
Illiterate Hindrances.

66
Horror at Headstone Hill

Proselytizers: Folks go door-to-door for Once names are exchanged, Heaston says,
all kinds of causes, mostly the local church
“Offer you a whiskey? I’m not looking to be
group savin’ souls, the Women’s Temperance
friends, and I reckon you ain’t either. But we
Movement looking for whiskey to pour on
each have our own business here in my town.
the ground, and folks seeking donations for
Misunderstandings happen. But there’s no
the “New Colossus” they’re building Back
need for it to escalate. That’s why I figured
East in New York City—the Statue of Liberty.
I’d invite you over, say hello, and make sure
One evening a group of four townsfolk there’s a line of communication should our
shows up at the door, asking, “Have you agendas ever run at cross purposes.”
heard the sound, friends?” They seem
Heaston then lets the cowpokes talk,
friendly if a little too fervent, and they don’t
steering them into their backgrounds and
explain exactly what “sound” they mean.
business in Heaston Hill. It’s all framed
The encounter goes on long enough to be
as friendly chit-chat, but Heaston’s using
confusing and awkward. The folks never
his shrewd mind to weigh every word
really say anything else of substance, and
the newcomers utter. Those who spin lies
when they leave depart with: “We sure hope
roll Performance or Persuasion opposed
you hear the sound!”
by Heaston’s Notice. That goes both ways,
A hero who succeeds on a Notice roll (–2) though—those asking questions can take
as they walk off could swear she hears them stock of Heaston’s answers too.
gurgling or squeaking softly at each other.
Once he’s learned everything he feels he
„ Townsfolk (4): These are actually can, Heaston drops the other shoe.
replicants (use Townsfolk from
“I need to you all to understand—this is
Deadlands with the Replicant Special
my town, lock, stock, and barrel. I know why
Ability, page 121). They’re not
you’re here. More or less. Ain’t a thing that
interested in fighting; the aspen is just
walks, crawls, or flies over this town I don’t
doing a little independent fact-finding.
know about. You’re looking for Buckles.
Though I’m sure that’s not his real name.
Act 1, Episode B It’s a rare individual who carries a Gatling
pistol, and Elmer Blaine down at the Aspen
The Summons Lounge just added one to his collection. If I
SETUP: Run this episode when the heroes catch were looking for the man who used to own it,
Jerem Heaston’s attention. I reckon I’d start there.
“So there you go. That’s some friendly help.
Jerem Heaston hears of the posse’s actions
Perhaps you can repay the favor some day.”
and asks for them to meet him at his office
in town. One morning when the wranglers Jerem won’t say how he came by that
are gathered for breakfast, Maxim Heaston information—he just reminds them once
approaches and sizes up the posse before again it’s his town. Then he bids them
extending an invitation: farewell and says he looks forward to their
next meeting.
“Mornin’, strangers. My father Jerem
Heaston would like to say howdy over at his c Jerem Heaston: See page 114.
office on Main Street.” c Maxim Heaston: See page 114.
„ Angus Diehl, Esq.: Use Townsfolk
At the mining office, Heaston is still going
stats, add Smarts d10, Academics d10,
over financial records with his attorney
Language (Latin) d8, Research d10, the
Angus Diehl. Heaston greets each cowpoke
Enemy (Minor—Eli Nagel) and Greedy
warmly, introduces them to Mr. Diehl, and
(Minor) Hindrances, and the Scholar
welcomes them to town with the skill of a
(Academics) Edge. He packs a Derringer
career politician. Max hangs around the
in his satchel (Range 3/6/12, Damage
offices on the front porch, now with a few
2d4, RoF 1).
extra “boys,” conspicuous but not exactly
„ Heaston’s Boys (4, plus 1 per hero): Use
threatening.
Gunman stats in Deadlands.

67
HORROR AT HEADSTONE HILL

tent rigged up with oilcloth and branches


Aftermath and a smoldering campfire.
This episode’s over when the posse recovers
Success on a Notice roll (–2) picks out
Reeg’s badge and his strange key, but
shotgun barrels poking from behind the mule,
its events may resonate in adventures
where Bob’s hiding. Cowpokes approaching
to come. Strawhorn could mention the
the claim hear his hoarse voice shout,
posse’s activities to Debeney, or the local
pod people may decide to come after the “If I said it once, I done said it a hundred
new tenants. Hell, Nolly’s house might not times. I ain’t sellin’! Go tell Mr. Heaston or
even be standing when the wranglers get I’ll pepper your backsides!”
finished with it.
Success on Persuasion or Intimidation
Recovering the Headstone Nugget and calms Bob enough to hear the posse’s
returning it to Jerem Heaston gains the business. He emerges from hiding and
group a strong dose of fame and maybe even apologizes, offering some coffee from the
a favor from Heaston himself. This doesn’t cookfire. When he’s reasonably convinced
make them friends, he’s quick to point out, the cowpokes are who they say, he listens
but grants them a favor they can call in. Once. patiently to their spiel. He says,
Destroying the nugget is more likely for “Well, that’s fair enough I suppose. I
Twilight Legionnaires, and best of all it’s still thought you was Heaston’s sons again,
valuable ghost rock (but not as valuable— looking to raise some Hell. Trying to force
the Headstone Nugget is famous, after all). me out. Can’t abide them blaggards. So I
More crucially, it no longer breaks the barrier understand you got business regarding Len
between this world and the Hunting Grounds. and need to look around inside. Take a full
accounting, as it were.
Act 1, Episode C “Fact is I own this claim now, free and
clear. And no offense intended, but I need
Legend o' Spooky Hollow to know you got nothin’ to do with Heaston.
I need to trust it. So here’s what I propose.
SETUP: Run this episode when the posse visits
You look like capable folks, and I could
Reeg’s mine on Tarrytown Bench. Check the
sure use some help with the ruffians been
Heaston Hill Environs Map on page 47 for
plaguing us. Some of ’em are out there right
the location of Bob’s mine.
now causin’ trouble. What do you say?”
South of Heaston Hill the sage-grass hills
Bob’s earnest even if he has a bit of a crazy
rise to the base of Tarrytown Bench about
glint in his eye. Bob fervently believes the
400 yards away. The narrow, dark slab of the
waters of eternal life flow out of Tarrytown
Bench soars 100 feet straight up, its cliffs and
Bench, which is why he’s so keen to protect
crags worked by a seething hive of miners
it. If the heroes agree to help him he claps his
and newfangled diggin’ machines.
hands and shouts, “Well, hot dog! Let’s go
What About Prospector Bob? meet the Logans.”
It’s a short trip on the Ghost Rock Trail—an „ “Prospector Bob” Malone: Use
hour on foot, half that on horses—to reach Townsfolk stats, add Trade (Mining)
the site of Len Buckles’ and Prospector Bob d10, Delusion (Minor—Aqua vitae)
Malone’s claim. A narrow footpath leads 300 Hindrance, double-barrel shotgun
feet from the trail, winding halfway up the (Range 12/24/48, Damage 1–3d6, RoF
Bench’s slope into a dense stand of pines. 1).
The claim isn’t much to look at—a big Citizens of the Bench
hole in the hillside with piles of dirt and
Bob leads the explorers along another trail
rock around it, a beat-up mechanical mule
south through the trees, running parallel to
with picks and shovels leaned on it, trash
Ghost Rock Trail. Bob’s willing to answer
scattered about. Over in the trees is a little
questions about his partnership with Buckles.
Way he tells it...

68
Horror at Headstone Hill

“Len Buckles came to town with a sizable c Maxim Heaston: See page 114. He
grubstake and no experience. My finances rides his favorite horse, a blood bay
weren’t lettin’ me live the dream right then mare named Cimarron.
and he seemed all right, so I let him buy in „ Heaston’s Boys (1, plus 1 per hero): Use
on my claim. Tight-lipped regarding his own Gunman stats in Deadlands. They all ride
business, but that’s any man’s right. Len horses.
was a good egg. But—life out here can be full „ Miners (6): Use Townsfolk stats in
of trials. And I think Len just cracked. Holed Deadlands and add Trade (Mining) d6.
up in his house for a week or so, wouldn’t
answer the door. Then one night he just lit Tale o' the Holler
out. Godspeed, Mr. Buckles. Godspeed.” When the confrontation’s over, Bob
introduces the posse to some grateful miners.
Bob has no knowledge of Len’s Agency
The leader is Tyree Logan, accompanied
affiliation or supernatural investigations.
by his sister Myra and their employee Red
But he’s happy to speak at length about the
Bannister. In the shack is Tyree’s wife Jenny
virtues the Tarrytown Miners’ Union, his
and their kids, Candy and Noon. Bob asks
utter contempt for Jerem Heaston and his
Logan to relate his tale.
sons (Max, Gat, and Colt), and the early
history of the town—in which Bob played Logan figures they better have some coffee
an integral role. Heck, Bob was personally and get comfortable. Then he says,
acquainted with Warfield Phoenix, the fella
“I suppose Bob’s already told you his
who dug up the Headstone Nugget.
opinion. Now, I got no love for Jerem
After a half-mile or so, the troubleshooters Heaston or his beastly sons, but I’m tellin’
hear raised voices through the trees. Bob you they’re no part of it. This isn’t some
holds a finger to his lips for quiet and creeps hoax or trick to make us pull up stakes and
forward. Peeking out into a clearing they run. This is a nightmare come to life.
see a small mining operation and a gang
of armed men on horseback in dark brown
dusters. Three miners brandish their tools
defiantly. Some other folks hide in a small
shack and peek out the door. The lead
miner yells:
“You got no cause to harass us, Max
Heaston! ’Cause that’s what this is—
harassment, plain and simple. Our claim’s
in order at the Assay Office. If you got a
problem I say you take it to them.”
The armed riders’ leader—Max Heaston—
yanks his Colt and aims it at the face of the
miner who spoke. Children in the shack wail
in fright. Your cowpokes can leap in at any
time they like, but this needn’t be a fight
to the death. Max isn’t really going to kill
anyone, not in broad daylight anyway. That
doesn’t gain his pa any claims or people to
work them.
Whether he’s beaten or simply driven off,
Max rides hard back to town to tell Heaston
about the do-gooders helping out miners up
on the Bench...

69
HORROR AT HEADSTONE HILL

“Way the story goes, back when this place Spooky Hollow sure lives up to its name.
was founded they called it Tarrytown. Ol’ A thin, black canyon between two peaks, no
Standish Epp who used to own the Frontier sun or moonlight seems to penetrate its
Store was from there, you see. Naming it that depths. The wind rushes down its length
reminded him of home. Now Tarrytown is with an agonized groan, thrashing pine
also famous for its legend of a headless rider branches and kicking up dust. You see no
who plagued the roads at night, murdering signs of life.
the innocent. That evil spirit must’ve
Horses can’t make it into the narrow
followed them here, or maybe its friends.
defile, but cowpokes can if they go single-
“’Bout a year ago, a band of miners decided
file. Anyone walking this trail has to succeed
they didn’t like the Utes around. They killed
on an Athletics roll or stumble and suffer
two women and the Utes responded as you
Fatigue from Bumps & Bruises. About a half-
might expect. The Indians harried them
mile up the rocky, tumbled slope is the site of
into a place called Spooky Hollow. The
the slaughter Tyree spoke about.
prospectors cooked up a last stand with guns
and dynamite but the Utes snuck in after Tangled in the vines and weeds at the
dark and captured the miners, then lopped back of the canyon are six headless skeletons,
their heads off one by one and chucked ’em several rusted and corroded guns, and a
down a deep hole. spoiled crate of TNT. There’s also a gap in
“But them miners came back. On the the rock with a deep catacomb beneath it.
bleakest, blackest nights they ride out o’ About 60 feet down, forgotten in the dark, are
Spooky Hollow, bringin’ fire and woe— six human skulls.
unstoppable. I put two slugs in one o’ them
Soon after searching the camp, the
bastards and it didn’t even slow ‘im down.
searchers hear a high, warbling scream
“Get rid o’ them horrors and maybe
echoing through Spooky Hollow. It’s
we can focus on a coherent strategy for
impossible to tell what’s causing it, but
Heaston’s goons.”
it sure makes folks uncomfortable. If the
Prospector Bob makes it clear he thinks cowpokes figure it’s time to depart, they
it really is a hoax perpetrated by Heaston’s emerge onto the high prairie below to find
boys, but he asks the wranglers to put a stop six riders awaiting them. Read this:
to it regardless. (Logan’s kids Candy and
Spread out in a line about a quarter-mile
Noon start arguing over whether it’s more of
off are six riders. The wind pulls and tears
a “holler” or a “gulch.”) The heroes do that,
at their ragged black forms. It’s impossible
Bob promises they can have all Len Buckles’
to tell where their bodies end and the horses
possessions back at his claim.
begin. But one detail stands out more than
any other—they’ve got no heads! One of the
Headless Horsemen horses lets out a warbling shriek, and they
all break into a gallop toward you. What
Success on a Survival roll allows the heroes
do you do?
to follow the miners’ directions. They ride
another two miles south along the western Time for the Action Cards, Marshal. Still
slopes of the Bench. Passing by another small driven by the irrational hatred that fueled
mining camp they find it devoid of life, the them in life, the headless horsemen focus
tents and tools all burned up in a fire. attacks on native characters before other
ethnicities. Once any Indians are dead,
The trail rises up narrow canyons and
though, they attempt to kill everyone else.
treacherous switchbacks into the Uintas, until
Being eldritch apparitions, these riders fight
the riders emerge onto a high, windswept
to the “death.”
prairie. About a half-mile distant lies Spooky
Hollow, looking like a tremendous axe „ Headless Horsemen (6): See below.
cleaved the mountains in twain. Read this
passage to the players: Headless Horseman
These abominations aren’t actual horses
and riders, only shadowy apparitions that

70
Horror at Headstone Hill

look that way. They all but vanish in deep


shadows and darkness, only revealing
themselves when they fling blasts of unholy Inside the Safe
brimstone from their twisted claws. Here’s what’s inside Agent Reeg’s safe
Attributes: Agility d8, Smarts d6, Spirit d8, when the buckaroos open it.
Strength d6, Vigor d10 „ Handout G: Wasatch Rail stock
Skills: Athletics d10, Common Knowledge certificates worth $4,500.
d4, Fighting d8, Notice d8, Riding d10, „ Handout H: Telegraph from
Stealth d8 Governor William Hale.
Pace: 8; Parry: 7; Toughness: 7 „ Handouts I, J, K: Agent’s black
Edges: Block, Fleet-Footed, Steady Hands book (with three handwritten
Special Abilities: clues).
„ Anchor: Headless horsemen are tied to „ Cash: $2,000 in US scrip.
the Spooky Hollow environs. They can „ Ghost rock ore: 5-lb sack worth
travel anywhere on the Bench but no $500 minus 5%.
farther.
„ Brimstone: Range 6/12/24, Damage
2d6+1, SBT, target ignites on a 6 on d6.
Headless riders can throw howling True to his word, Prospector Bob lets
blasts of brimstone that smell like ghost them in his mine shaft and shows them
rock. A victim who is immolated by this Len Buckles’ belongings. They find some
attack and dies rises in 1d6 rounds as a garden-variety mining gear as well as a few
burnin’ dead (see Deadlands). specialized diggin’ devices from Smith &
„ Claws: Str+d6. Robards. Bob says mildly,
„ Ethereal: Headless horsemen can be- “I expect you’re interested in Len’s safe.”
come invisible and immaterial as a free
action once per turn and can only be This Agency-issue lockbox was the 500-lb
harmed by magical attacks. item Reeg had delivered to The Emporium.
„ Invulnerability: A headless horse- It’s a Smith & Robards Self-Anchoring
man can be Wounded and even killed Vault, 18 inches square, made of ghost steel
by magical attacks, but reforms soon (Hardness 18; Thievery –6), and equipped
after (generally one round later, but the with expanding ghost steel anchors. After a
Marshal can vary this as needed so as hole is carved for the safe to sit inside and
to avoid a total posse kill). Use this to the anchors deployed (which can be done
scare the heroes—not wipe ‘em out. only once), the safe permanently embeds
„ Weakness (Banishment): Headless itself in solid rock. This provides an Agent
horsemen are susceptible to the banish with a secure cache in nearly any locale. It’s
power, but they return to the anchor in impossible to extract and take away without
2d6 hours as long as it remains intact. excavation or nitro. Bob strictly forbids either.
To permanently lay the horsemen to The safe opens with a barrel-shaped
rest, the heroes must find their skulls key (hidden in Reeg’s house, page 66).
down in the catacomb and destroy them But having the key isn’t enough; there are
(Hardness 5). numbers around the keyhole as well. If it
isn’t turned with the correct combination
Aftermath (noted on the page of Reeg’s book now held
by the Ghost Steel Gang—see page 115) the
When the posse returns, Prospector Bob
safe doesn’t open.
and the Logans shower them with thanks.
They’re happy to throw in a meal and a bottle If the posse has the key and combination,
of whiskey, too, for anyone who’s interested. the safe opens. Inside is a trove of Reeg’s
After the cowpokes have a chance to recover notes, evidence, and suppositions, all of
and catch their breath, Bob takes them back which can be used to build a case against Mr.
to his claim. Heaston and root out the Cult o’ the Critter.
See the sidebar above for a list of clues.

71
HORROR AT HEADSTONE HILL

Crittenden Ranch: A Persuasion success


Act 1, Episode D at the Crittenden Ranch (see page 47;
Last to See Him Alive Intimidation automatically results in hurt
feelings and threats) confirms that Balach
SETUP: Run this episode when the posse seeks used to work there. Crittenden and his boys
out the Ghost Steel Gang. seem surprised Bud took up that line of work;
he always seemed like a stand-up fella. One
Bud “Ghost Steel” Balach isn’t a bad guy as far
of the hands recalls Bud Balach mentioning
as outlaws go. He’s never killed anybody, he
his brother in the town of Urie. With a raise,
just has a fondness for easily acquired cattle
another ranch hand warns that the Ghost
and an aversion to hard work. Unfortunately
Steel Gang rides around fully encased in
for any wranglers who go gunning for the
jackets made of their namesake.
Ghost Steel Gang, they’re having what you
might call an internal dispute. That’s because Urie: Riding to the town of Urie (see page
one of them has the werewolf’s curse! 17) brings a posse very close to Balach
indeed. Although the folks around here
The Hunt Is On are notoriously tight-lipped, success on a
Networking roll (nice or not) reveals that
If pistoleros want to find out more about the most people around here know Bud. Like the
Ghost Steel Gang, the board outside Marshal Crittendens, everyone speaks highly of him—
Wister’s office (page 36) has the basic infor- except for his unfortunate choice of a line
mation. Unlike most of the other criminals, the of work. On a raise, cowpokes are directed
gang isn’t wanted for murder and thus sought to the Gold Coin Saloon at the west end of
alive. Asked about the gang’s activities, Wister’s town: “Bud’s brother Lee owns the place.”
exactly as helpful as usual. He guffaws and says,
At the Gold Coin
“Oh, so you’re law dogs now? I ain’t about
The Gold Coin hardly lives up to its gilded
to discuss my open cases with the likes o’
name, being a rundown ranch-style affair on
you. I suggest you stay away from them
the edge of town. Sluggish smoke comes out
renegades. Huntin’ outlaws ’round these
of the stovepipe, and several horses are tied
parts is hazardous to your health.”
out front.
Networking in Heaston Hill alone isn’t
Going in through the batwing doors,
enough to track down the gang, which
visitors find a silent, dank, musky space
operates all over eastern Uinta County.
festooned with more furs, pelts, and
Searchers have to ride to a few locations close
cowhides than liquor bottles. One might be
by before the situation becomes clear. Of
excused for thinking it was a tannery. Several
course they might run across a Savage Tale
surly looking folks sit around, and they all
or a few encounters as the Marshal prefers.
turn to stare down newcomers.
Here’s what they can find out, by location:
Lee Balach—sweaty, black-haired, blue-
Heaston Hill: Success on a Networking
eyed, in his late 20s—stands behind the bar.
roll drums up information about the gang’s
He wears a bearskin robe. Lee spits tobacco
leader, Bud “Ghost Steel” Balach. Apparently
on the floor behind the bar and asks what’ll
he was a former hand at the Crittenden
it be. Everything proceeds as usual until
Ranch, but flew the coop to take up cattle
wranglers ask questions about Lee’s brother
rustling last year. He hasn’t been seen in
Bud. Lee says,
town in quite some time.
“Sure, Bud Balach is my brother.
With a raise a buckaroo also hears that the
Everybody knows that. But I don’t talk about
Ghost Steel Gang is suspected of Len Buckles’
my brother with any ol’ scab herder moseys
murder (which they may already know). No
through the door. And that includes you,
one’s quite sure how this rumor got started—
applejack. So either buy a drink and shut up,
probably a gang member flapping his gums—
or get the Hell out of my place.”
but such things often happen in small towns
where nearly everyone knows each other.

72
Horror at Headstone Hill

Lee doesn’t give in without a fight. If Bud and his gang are shrewd but they’re not
trouble breaks out, Lee’s customers all jump criminal geniuses.
in on his side. Unlike Bud Balach, Lee has no
There’s little doubt of the gang’s intentions
compunction against justified killing. If he’s
once they’ve been apprehended. Bud carries
beaten up, Lee’s all too willing to trade Bud’s
a “running brand”—a straight iron poker—
hide for his own:
used to alter the “stamping brands” owners
“Just hold on! I can be reasonable. You use to mark their stock. Their plan was to cut
want to find Bud. Fine. I just didn’t out part of the herd and drive it northeast to
understand how badly you wanted him. the Sioux Nations to throw off any pursuit.
“Bud’s gang is pulling a job right now.
The herd from Elkhorn Ranch is owned
There’s a spot in the hills north of Carter
by a relative newcomer to Uinta County—
called Bluegrass Meadow. Ranchers fatten
26-year-old Theodore Roosevelt Jr., lately
up their herds on the rich bluegrass and
enamored of the cowboy life. It’s up to the
wild alfalfa before they sell ’em at the
Marshal whether “Teddy” plays a greater
stockyard. Word is a big herd’s coming
role in the story; use Cowboy stats in
down from Elkhorn Ranch in the north
Deadlands for him and his trail hands.
of the county, and they’re sure to camp at
Bluegrass Meadow. c Bud “Ghost Steel” Balach: See page
“That’s where Bud and his gang’ll strike. 115. He has a Colt Peacemaker (Range
I’d stake my saloon on it. First they’ll come 12/24/48, Damage 2d6+1, RoF 1, AP 1)
up with a ruse to distract the hands, then cut and six silver bullets.
out part of the herd and vamoose. There’s „ Ghost Steel Gang: See page 115.
a rustler’s roost overlooking Bluegrass
Meadow. That’s Bud’s favorite spot to plan.” Bo Peep's Sheep
Lee tells the group how to reach Bluegrass
By the time the gang’s subdued and
Meadow and gives them a general rundown
contained, night has fallen, the wind moans,
of the gang’s capabilities (see page 115). He
and a full moon blazes white overhead.
doesn’t mention they wear armored vests.
Although some might prefer to travel at night
„ Lee Balach: Use Gunman (Veteran) stats and risk a horse breaking its leg in a gopher
in Deadlands. hole, most travelers bed down until morning.
„ Lee’s Bunch (1 per hero): Use Gunman Not long after supper Bud Balach starts in on
stats in Deadlands. his spiel:
“We’re on opposite sides o’ the law on this
Hogtied at the Corral issue but that don’t make us bad people. We
ain’t killers. I think you know that. And as
It’s about 26 miles to Carter by trail, a full
someone who avoids killin’, it’s only sportin’
day’s ride on horseback. On the way the posse
o’ me to warn you folks what you done
passes through Fort Bridger and Bridger depot.
stepped in. No fault o’ yours, not pointin’
Lee Balach was thorough in his betrayal, any fingers, but—you stumbled on somethin’
so the posse can sneak up on Bud and his bigger than you. I’m givin’ you a chance to
gang with simple Stealth rolls. They find the cut us loose and walk away.”
gang’s horses first, grazing in a makeshift
It’s big talk for a handcuffed villain, and
rope corral. Flanking Bud, they see him
unlikely to change any minds. Bud hopes
hiding on a grassy bluff, looking down on
to get one or more wranglers asking him
herds of cattle grazing Bluegrass Meadow.
questions, but either way he plunges on,
He and his crew appear to be making a plan.
“Me and my friends, we’re in the midst of
Since the Ghost Steel Gang is wanted
what you might call an internal dispute. Our
alive, it’s up to the heroes how they go
old pal John Jacob White’s got a beef with us.
about capturing them. They might try to
And Johnny’s not exactly in what you’d call
intimidate them, or choose subterfuge or
a rational mood these days. You don’t want
some other plan. Reward creativity, Marshal;
to get stuck in the middle o’ that, do you?”

73
HORROR AT HEADSTONE HILL

Bud keeps at it until someone finally tells Before you can move, a huge dark shape
him to shut up. He shrugs and goes silent. hurtles from the fog, bounding in two great
leaps to the campsite with an ear-splitting
Big Bad John howl. All you see are fur and teeth, you
A thick, chilly fog rolls in and surrounds the hear bones crunch as it clamps down on
group, limiting vision to 20 yards (10” on a shrieking outlaw, hot blood showers
the tabletop). An hour passes; call for Notice everyone. The thing leaps again into the
rolls. Success picks out the snap of a branch fog, gone—taking the outlaw’s flopping
somewhere out there in the fog, maybe 35 or body with it.
40 yards away. A raise detects soft footfalls
It’s better if someone exclaims, “What was
crunching back and forth in the sage-grass.
that?!” But no matter what Bud says mildly:
Let the players sweat this one out while
“Well, now. That would be our old pal John
you ratchet up the tension, Marshal. There’s
Jacob White.”
no other sound, so the cowpokes can’t know
whether whatever it was went away or still Time to deal the Action Cards, Marshal!
lurks in the fog. Give them a chance to come John Jacob White (whose real name is
up with ideas. Still the silence persists. Antonio di Bianchi, see page 24) was bitten
by a werewolf out near the town of Lonetree
Just as conversation resumes, call for
a few months ago. The gang assumed he
another Notice roll. This time success detects
was dead, but then Antonio returned last
a deep, rattling growl, so guttural and
full moon to stalk and kill. Worse, he has
unnatural no one can figure out what animal
summoned a gabriel hound, with Bud as
it belongs to. The best guess is a bear...but it’s
its target, and the pair now relentlessly
not like any bear they’ve heard. The sound
pursue the gang.
dies away again.
Since then Bud prepared himself with
When it comes back, the weird growling
silver cartridges, but now he’s hoping
is faintly audible by everyone. It’s
not to perish before he can fire them.
circling the campsite and
If the heroes set Bud, his gang,
travelers now. The
or all of them loose, they
prisoners grow more
fight alongside them as
fearful by the second.
promised. The werewolf
Bud whispers,
and its companion fight
“Listen—we can to the death trying to kill
help you. We’ve got Bud Balach.
a better chance
all fighting c  Big Bad John (1):
Use the standard
together. Just
Werecritter stats
let me out o’
in Deadlands.
here and I’ll
„ Gabriel
tell you what
hound: see
you want to
page 117
know. None o’
my people killed that
miner, but we sure as Aftermath
Hell know where he went
When the beast is
that night. I swear on my
slain and reverts to Antonio di
mother’s name I’m tellin’
Bianchi or it’s driven off, Bud
the truth!”
makes good on his promise.
Bud’s being com- He takes a small, folded
pletely honest. Hopeful- sheet of paper from his
ly the heroes see fit to accept his help. At that breast pocket and says,
exact moment, though, read this passage:

74
Horror at Headstone Hill

“This proves what I said. We helped Len


when he was in a tight spot one night up on
the Bench. We were hidin’ out from Wister’s ACT 2: THE HEADSTONE
men when we came across Buckles fightin’
off a couple of miners acting...well...weird. HILL MASSACRE
We tried to reason with ‘em but they wasn’t
havin’ it, so we had to put ‘em down. When Act Two begins after the wranglers secure
we did they just sorta...dissolved. the contents of Agent Reeg’s safe. The tale
“Buckles didn’t seem surprised. But unfolds a bit more slowly now, building on
he was in a hurry to get back to town for connections the party’s made and the leads
some reason. He was afraid he might not they’ve uncovered.
make it, and promised there’d be a reward if
The tension also rises as the Tarrytown
we’d deliver this piece of paper to an Agent
Miners Union (manipulated by Frank
or Ranger. We ain’t exactly been eager to
Debeney and the Cult o’ the Critter) come to
find such an individual given our choice of
blows with Jerem Heaston’s boys.
careers—not sure he knew that—but I still
have it, so here you go.”
Act 2, Episode A
Give your players Handout L, containing
Reeg’s note. The opposite side holds the Local Politics
correct combination to Reeg’s Agency SETUP: Sensing growing support for Debeney’s
safe (page 71).
Miners Union, Jerem Heaston tries to break
If Bud is asked about the Gatling their back before they get any stronger. He
pistol, he adds, starts by having his sons kidnap that pillar
of the mining community, Prospector Bob
“Scarlet took a fancy to it. He gave it to
Malone. They force Bob to sign a letter to
her as a way of saying thanks for saving his
the Examiner then take him far away into the
bacon. Then she went and got herself caught
Uinta Mountains. He’s held hostage there in
by Wister’s morons. Don’t know what
case they need anything else out of him, but
happened to the pistol after that.”
don’t plan on letting him leave there alive
Having held up his end, Bud tries to talk when this is all over.
the cowpokes into letting him and the gang
go—for now. Union Man's Outrage
“Let me go this time, and maybe next time SETUP: Our twisted tale moves into a phase of
I can help you again. What do you say?” blood and politics. But mostly blood.
Setting Bud Balach free brings benefits if One day a letter to the editor appears in the
the heroes go to track down the gangs later Heaston Hill Examiner that causes rising anger
on. (See Run for the Nations on page 94 throughout town (Handout M). The note—
for the full scoop.) But if your posse’s full of from Bob Malone, of all people—floats the
law dogs who want to drag Bud to prison, idea of passing a law prohibiting any mining
taking delight in his pleas, that’s their duty operations not affiliated with Heaston, “to
and their right. After all, he’s worth a great provide for all miners’ safety.” This idea does
deal of cash. not go over well among certain folks.
In the days that follow, angry mobs of
Aftermath prospectors march through the streets
and congregate around Heaston’s place.
The heroes should now have Len’s key and
Heaston—who comes across looking like the
combination and can open his safe. Once
victim—hires the Alvord Detective Agency
they’ve done that and had a chance to
(page 22) to provide security for his home
examine its contents (page 71), move on
and holdings in town. Marshal Wister (page
to Act Two.
36) takes the opportunity to deputize a
dozen more men.

75
HORROR AT HEADSTONE HILL

Bob’s Claim: Having a prior acquaintance Anyone patrolling the streets at night
with Bob, the posse may want to look into thenear Chinatown or Creek Street can track
finer details. Successful Networking in town the villains down. If Heaston’s men see
reveals no one has seen Bob Malone in about the party coming, they call off the raid and
a week, though he’s usually in town every depart without violence. Heroes can use
few days to resupply. A trip out to Bob’s Stealth to lie in wait and follow them though.
claim finds it deserted; a successful Survival
If successful, the posse follows the raiders to
roll (–2) says no one’s been there for days. the house they plan to attack and might even
get the drop on them. Heaston’s thugs scatter
Bob’s being held up in the Uinta Mountains
in all directions as fast as they can, though—
by some of Heaston’s men for insurance. Bob
they were warned not to get caught and give
and five goons are in a simple camp, well-
away the game.
supplied. Bob is freed during the day but
watched. He’s tied up at night. Any given raiding party is led by one of
Heaston’s sons—either Maxim or Gat.
The heroes might come up with a scheme
to find and save him, but Debeney uses the c Max Heaston (1): See page 114.
event to add fuel to the fire. c Gat Heaston (1): See page 115.
„ Hired Guns (5): Use Gunman stats in
„ Hired Guns (5): Use Gunman stats in
Deadlands.
Deadlands.
„ “Prospector Bob” Malone: Use
Townsfolk stats, add Trade (Mining) Act 2, Episode B
d10, Delusion (Minor—Aqua vitae)
Hindrance, double-barrel shotgun
Now It's Personal
(Range 12/24/48, Damage 1–3d6, RoF 1). SETUP: Run this episode when the miners’
conflict with Heaston comes to a head.
Disharmony
Heaston steps up his campaign of terror
While the Tarrytown Miners Union falls to
against the locals, sending his sons on
infighting over Prospector Bob’s betrayal
constant raids. But these only serve to
and Mayor Lobdell begs the town for calm,
strengthen the union’s resolve, much to the
Heaston puts the screws to his enemies.
tycoon’s chagrin. Most everyone in town
His men stoke various divides among the
takes sides. Fights break out several times
miners to stop the union mounting a unified
a day. The Twilight Legionnaires can feel
response. This causes the Fear Level to
the Fear Level rising (it doesn’t just yet, but
rise by +1.
it’s coming!).
Heaston’s methods are simple and
Let the pot simmer, Marshal. Ask the
brutally effective. His men wear either
heroes what they’d like to do—stay in town
dark cloth masks or Chinese sedge hats and
and get involved in every fracas, head out to
changshan shirts. In these crude disguises
Uinta County to deal with some of the other
they launch nightly raids in Chinatown or
rumors (Savage Tales) they’ve heard about,
the Creek Street Collective’s neighborhood.
or wait and see what happens.
The lowdown varmints start fires, shoot out
windows, shout vile epithets, and generally Here are some of the incidents likely to
hurrah the residents. happen during the Heaston-union conflict:
Before too long the town’s various groups The Mayor: Amanda Lobdell (page 36)
are distrustful of one another. Not long after speaks to the cowpokes, expressing her
that they’re at each other’s throats. Sentiment concerns about the violence between Heaston
to join Heaston’s outfit and the security and the Miners Union. She doesn’t know
begins to win reluctant favor. anything about the cult or Jerem’s criminal
activities, but asks the heroes to help end the
Frank Debeney needs blood and fire
bloodshed and save the town.
though, so he approaches the heroes and asks
for help on behalf of the independent miners.

76
Horror at Headstone Hill

Hitting ‘em Where It Hurts: If the party


hasn’t played nice with Heaston, he makes Act 2, Episode C
things personal. Every couple of days,
Marshal Wister and his deputies (page 36)
Blood in the Streets
go after a business or contact the group has SETUP: Run this encounter when you’re ready
befriended. They start with harassment— to move into Act Two’s big finale.
there’s no business certificate on file, a rat is
No matter how bad things get, Debeney
found in a restaurant’s stew, and so on. If the
sweet-talks the independent miners and their
victim puts up much of a fight, their building
supporters to hold the line. Eventually (when
might just spontaneously catch fire late one
you’re ready to get to the big finale), Debeney
night when no one’s around. Pistoleros need
gathers his supporters together for a massive
to keep a close eye on their friends to stave
rally at High Noon.
off disaster.
The angry miners are armed to the teeth
War on the Bench: It’s bloody war up
and ready for payback against Heaston’s
on Tarrytown Bench. Heaston’s sons and
campaign of terror. After a rousing speech
an army of hired killers act against the
by Debeney, they march from Chinatown
scattered mining community. But the miners
straight down Second Avenue toward the
aren’t without backbone and fight back
Heaston Mining Office.
tenaciously. Brave riders might join up with
a beleaguered bunch of miners to fend off Above the office, arrayed on rooftops
Heaston’s sons (page 114) and their gunmen and behind whatever cover affords itself,
(2 per hero, use Gunman stats in Deadlands). is Heaston’s personal army—the Alvord
All are willing to get a bit more bloodthirsty Detective Agency, Eli “Brick” Nagel and
up here away from the witnesses they have his band, Marshal Wister and deputies, any
to contend with in town. of his sons who survives, and a pack of
hired gunmen.
Range Riders: Heaston shells out money
for the Owlhoot Syndicate to harass Jerem Heaston stands in the middle of
independent miners traveling to and Main Street, flanked by his sons. He bellows
from town so that they can’t sell their ore. at the oncoming miners:
Sometimes his sons and some of their riders
“NOT ONE MORE STEP! Not one more!
patrol the roads in and out of Heaston Hill to
You think you call the shots? You think these
“protect” the miners from the outlaws their
ragtag bums are gonna stand up to MY
father hired. Such displays always end with
MEN? MY WRATH? No, sir. Not today.
each side making a show for the travelers
Not any day. This is MY town, this is MY
without a single hit on either side.
land, and every ounce of ghost rock in this
Train Wreck: Heaston asks Eli “Brick” Godforsaken county belongs to ME. Any of
Nagel and his secret Wasatch crew to step you men want to throw down your arms
up their attacks on Denver-Pacific trains. and grab a pick-ax for the Heaston Mining
Supplies start drying up, food gets scarce, Company you can do so right now. Or you
and travel and communication are limited can go straight to Hell. Your choice.”
to horseback—especially dangerous with the
bandit gangs lurking around the outskirts of The First Shot
town.
Debeney quietly casts deflection and protection
on himself while Heaston rages. Then, as
instructed, one of the miners—a replicant—
draws his pistol and fires right at Jerem
Heaston’s heart.
What follows is Hell on earth. Every adult
inhabitant of Heaston Hill opens fire or
charges in with axes and shovels. Either way,
Death is sure to get his due today.

77
HORROR AT HEADSTONE HILL

It’s up to the posse whether they protect


miners, take the fight to Heaston and his Aftermath
crew, or somehow try to forestall the violence. No matter who wins the fight, the bloodshed
and death are incredible. Weeping spouses
Most of the miners scatter when the
and children pick through the bloody, torn
shooting starts, but a good bunch of armed
remains. The miners may have defended their
troublemakers remain. Any other allies or
right to claims on the Bench, Heaston’s grip
friends of the posse might be on hand as
on town may be broken forever, but there’s
well. If any of the following characters have
no way tale-tellers can frame this victory
been arrested, defeated, or killed in previous
in a positive light. The town’s Fear Level
episodes, they’re not present for what comes
automatically goes up by +1 (maximum 5).
to be known as the Headstone Hill Massacre.
This is exactly what Debeney promised
Here’s a list of likely participants, but you
the aspens. Move on to Act Three for the big
should add in anyone else who makes sense
reveal and not one but two big showdowns!
given events in your particular campaign.
You can game this out in a big fight or
use a dangerous Quick Encounter, likely
with multiple stages, to describe the action.
When it’s over, make sure you know who’s
ACT 3:
left standing and who’s ready for a trip to DAYS OF BLOOD
Boot Hill.
c Burt Alvord: Use Soldier (Veteran) stats Heaston’s bid to take over the town has
in Deadlands. ended in horrific bloodshed. Now it’s time
c Frank Debeney: See page 114. If for the heroes to go toe-to-toe with the burg’s
possible, Debeney slips away as soon malignant cult—and the malignant entity
as the fight begins and watches from a they serve!
distance. But if he gets a chance to take a
cheap shot at someone, he does! Act 3, Episode A
c Jerem Heaston: See page 114.
c Max Heaston: See page 114. Shebang Sorcerer
„ Clementine Alvord: Use Gunman
SETUP: Run this chapter when you’re ready
(Veteran) stats in Deadlands.
for your wranglers to battle the Cult o’ the
„ Gat and Colt Heaston (2): Page 115.
Critter. This can follow immediately after the
„ Eli “Brick” Nagel: Use X-Squad stats
massacre, or you can give it a few days if you
in Deadlands, add Agility d8, Riding
want to let the heroes tie up other loose ends.
d8, Repair d8, Shooting d10, armed
with Gatling shotgun (Range 12/24/48, Either way, Frank prepares to leave town
Damage 1–3d6, RoF 2), Bowie knife but has one last terrible task before he can
(Str+d4+1, AP 1). Eli has a tool kit vamoose. The posse can get involved in
nearby as well in case of emergencies. several ways. They might have noticed Frank
„ Sledge: Use Gunman stats with Strength casting spells at the massacre and decide to
d8, Vigor d8, and the Brute and Brawler keep an eye on him, or maybe they turned
Edges. up clues through their own powers and
„ Union Miners (30): Use Townsfolk stats abilities that make him a prime suspect for
in Deadlands. the mysterious cult Reeg mentioned.
„ X-Squad (5): See Deadlands, add Riding
If neither of those are true, or the party
d6, Repair d8, Shooting d10. They’re
isn’t watching him, begin the act with a visit
armed with a flamethrower (1), Gatling
from the beleaguered Doc Kirk.
pistols (2), Gatling shotguns (2).
“I’ve only got a minute. Still treating the
survivors of that bloodbath. But something’s
going on. Frank Debeney and a few others
gathered up some of the injured miners in a

78
Horror at Headstone Hill

big wagon and were supposed to bring them


to me, but Millie just stopped by with food
for the injured and said she saw him heading
Cult Members
Here’s a quick summary of all the
out of town.
cult members’ names and where their
“I don’t like it one bit, and would sure
profiles can be found.
appreciate it if you’d see what he’s up to.
Millie said he was headed south. If you hurry, c Frank Debeney (page 114): Cult
I’d guess you can catch up to him and see leader, Miners Union president,
what he’s doing with those miners.” Frontier Store and café owner,
licensed sutler to Fort Bridger, and
US Army warrant officer.
The Harvest „ Major Newton X. Chelmsford
Frank Debeney and his cult head to an (page 14): Commanding officer
old horse barn in a small grove of aspens at Fort Bridger.
at the western edge of Poverty Flats. The „ Paddy Gallagher (page 24):
Crittendens built it years ago, but left it to the Barber, dentist, and cold-blooded
elements as it grew decrepit. (Old barns are killer.
dangerous to take down, so they just sit and „ Hod & Buckshot (page 29):
rot instead.) Its windows are painted over Debeney’s employees at the
and boarded shut. Inside, the cult gathers to Frontier Store.
worship their dark god one last time. „ Ruby Zane (page 14): Debeney’s
clerk at Fort Bridger.
Refer to the map on the following page
„ Strawhorn (page 66): Caretaker
when the posse approaches. There are no
who looks after Len Buckles’
guards outside, but doesn’t mean the cult’s
house.
defenseless.
„ Cultists (12): Twelve others. Use
Piranha Dogs: Frank used his beast friend Cultist stats in Deadlands.
power to summon ravenous piranha dogs.
They created a good-sized burrow next to
and underneath the barn. Debeney taught
them not to attack folks wearing the cult’s become alert and start looking for intruders.
white garb, but everyone else is fair game to On a raise the hero reaches the loft without
these demonic rodents. alerting anyone.
Aspen saplings grow all around the barn. If the group makes a lot of noise outside—
Anyone observing it can roll Notice (–2) to enough to alert the cultists—they peek out
pick out mounds and holes in the grass near several holes in the wall and prepare for
the barn. Success on Common Knowledge or the fight. Debeney starts by sending out his
Survival notes it’s a prairie dog den; with a secret weapon—“prairie bombs.” He cut the
raise a hero notes several white, picked-clean three biggest piranha dogs from his “herd,”
bones strewn among the burrows. gave them a little TLC and special training,
and tied a bottle of nitro to each one’s back.
„ Piranha Dog Swarms (2): Page 120.

Sneaking In Surprise!
After either approach fails or succeeds, the
Assuming soft-footed cowpokes can sneak
fighting becomes general. At some point the
past the piranha dogs, infiltrators find
heroes see what’s really going on in that barn,
the windows boarded shut and the doors
and what Frank and the cultists are doing
locked and barred from inside. But the loft
with Heaston Hill’s injured miners!
doors stand open, allowing lantern light
and soft voices chanting in unison to escape. Each horse stall has an aspen pod, all ready
Daredevils can use Athletics to climb through to birth a pod-person. Lying at the foot of
the loft doors, but silence is the trick. With each pod is one of the injured miners, put to
success a hero reaches the loft but makes sleep with a little laudanum. As the rescuers
a noise; unaware that the cultists inside enter, the pod people are just crawling out of

79
HORROR AT HEADSTONE HILL

their sacs to consume the unconscious miners. c Frank Debeney: See page 114.
It’s time for a big ol’ Fear check, Marshal! „ Cultists (18): Use Cultist stats in
Deadlands. Subtract any named cultists
The cultists gathered in the center lane take
who are already defeated, jailed, or
cover behind haybales and barrels, attacking
dead.
with a variety of firearms. But Frank opens
„ Prairie Bombs (3): Piranha dogs with
the door to a box stall and reveals a surprise
nitro tied to them. Use Cat, Small in
even the other cultists haven’t seen yet—a
Savage Worlds for the profile. They rush
horrible “aspen skulltrap”!
to attack anyone not wearing a white
Frank can’t resist a little gloating: robe in melee. They can’t really hurt
anyone that way, but if they take more
“HA HA HA! You’re too late! Our forest
than 4 points of damage or roll a Critical
mother has already won! There’s nothing
Failure on a Fighting attack, the nitro
you can do! Nothing!”
blows up for 3d6 damage in a Medium
The monster springs forth and bites off Blast Template!
one of the unnamed cultist’s heads with its
huge toothy maw! Blood sprays all over the
cult’s white garb and the now-headless body c Aspen Skulltrap
topples into the garden as fertilizer. The skulltrap is a massive, mutated tree with
tentacles and a toothy maw that spits caustic
Frank cackles with glee. He knows he is
glop. It bites off people’s heads and sustains
to be the lone survivor of the skulltrap. He
itself on their fear as they slowly rot away in
directs it to kill the interlopers for now, but
transparent sacs. It’s a prototype of horrors
after, he plans to watch it eat the rest of
to come and must be stopped.
the cult. He isn’t interested in sharing the
gains they’ve built up while they served the Attributes: Agility d10, Smarts d10 (A),
tainted forest. Spirit d12, Strength d12+2, Vigor d12
Skills: Athletics d8, Common Knowledge
c Aspen Skulltrap: See below. d6, Fighting d10, Notice d10, Stealth d8

80
Horror at Headstone Hill

Pace: 6; Parry: 7; Toughness: 14 (2) Frank's Last Words


Edges: Frenzy (Imp)
Once the skulltrap and the cultists are
Special Abilities:
defeated, the heroes can learn about the
„ Armor +2: The aspen has thick bark.
Aspen Forest and the great tree at its center.
„ Bite/Claws: Str+d10. Two fleshy ap-
pendages end in jagged wood spikes, They likely deduce the “forest mother”
which it also uses for locomotion. Frank mentioned comes from the Aspen
„ Combust: The skulltrap is infused with Forest on the map, but if not, one of the
ghost rock sap. If killed with fire it surviving cultists spills the beans. If they’re
explodes in a Large Blast Template for all dead, one of the rescued miners tells her
2d10+2 damage. rescuer she overhead them talking about
„ Environmental Weakness (Fire): +4 a “mother tree” at the center of the Aspen
damage from fire-based attacks. Forest east of town.
„ Fear (–2): The skulltrap is terrifying and
prompts a Fear check (–2).
„ Hardy: The skulltrap does not suffer a
Aftermath
Wound from being Shaken twice. The heroes have one last mission to wrap
„ Plant: Called Shots do no extra damage. up the Horror at Headstone Hill Plot Point
Bullets, arrows, and piercing weapons Campaign. Assuming they stopped the cult,
inflict half damage. they have a little time now. The tree is reeling
„ Size 4 (Large): The aspen is 15 feet tall, from its defeat, so it takes a little time for its
weighs two tons, and has one extra new plan to take root.
Wound.
„ Tentacles: The aspen skulltrap has
four tentacle actions and Reach 4.
Bound or Entangled prey may be bit-
ten as usual.
„ Vomit: As an action, the
skulltrap spits caustic green
glop from its maw in a
Cone Template for 2d6+2
damage.

81
HORROR AT HEADSTONE HILL

by the Lonetree Trail. An old wheelbarrow


Act 3, Episode B lies on its side. A child’s rag doll with one
Quiverin' Aspens button eye missing is abandoned in the
tall grass. There’s no sign of life, just the
SETUP: This episode gets rolling when the lonesome mountain wind hissing through
posse investigates Aspen Forest. They might the sagebrush.
do this immediately after the showdown at
The travelers pass this several times as
the barn, or might wait a bit to patch up their
they search the forest despite few branching
wounds.
paths or crossroads, a sign that they’re
A few miles east of town, the Aspen Forest’s lost and running around in some sort of
bone-white trees cloak the foothills. Mile magical circuit.
on mile of pale, quaking aspens stretch
up the mountainsides into the high Uinta Desperate Searchers
Mountains. Folks in Heaston Hill are wary The scene alters subtly as riders enter the
of the place. It’s easy to get lost and folks just forest’s sparsely wooded verges. A hush
seem to go missing there sometimes. falls over the land and sounds seem muffled,
even as the aspen leaves quiver and clatter
The Aspen Forest’s most terrifying secret is
in the wind. A successful Survival roll alerts
that all the trees are connected underground
a scout to the lack of bird calls and wildlife...
by a vast root system. Every tree and every
yet every part of the forest seems alive.
pod person in the woods is like an antenna
transmitting information to “mama”—the After traveling a few more miles, riders
bloated, fleshy quiverin’ aspen at the forest’s hear a voice calling out. “Sarah!” A flat,
heart (see page 86). The ghost rock deposits booming voice, tolling like a bell deep in the
under Tarrytown Bench granted it fiendish forest, sounding at intervals. “Sarah Houck!”
and corrupt intelligence, and now it wants to It’s getting closer, but the posse has plenty of
spread until it reaches the ocean itself. time to vacate the trail and hide if they wish.
Soon a small posse of grim horsemen
Part 1: To the Woods approaches. They all wear dark dusters and
hats. It’s the lead rider who’s calling out—an
It doesn’t take long to reach the Aspen
ancient Wyomingite, deep wrinkles creasing
Forest’s verges—just a half-hour’s ride out
his face, with long, wispy white hair and a
past Lonetree Trail—but the forest is vast
matching mustache. He holds up a hand in
and its ways are tangled. A few eerie events
greeting and says in his oak-barrel voice,
transpire along the way.
“Hello, strangers. Name’s Jeb Stroh. US
Silent Watcher Marshal. Me and my posse here are looking
Approaching the forest, riders spy a solitary for a woman lost in these hills. She’s called
figure standing in plain view on a ridge Sarah Houck. A man named Frank Debeney
about a half-mile distant. Success on a told me we might find her up here in the
Notice roll (–4) or use of a spyglass allows aspens. She has blue eyes and hair the color
one to pick out details. The figure wears a of ripe grain. You see anyone matching that
barley-sack mask with eye-holes cut into it, description?”
gun and knife on his belt, clothes soiled with
Stroh waits to hear what the pistoleros
what looks like mud. He watches, motionless,
have to say. Stroh’s boys don’t cause any
unless anyone tries to get closer. Then the
trouble but they don’t seem too friendly,
watcher retreats behind the ridge, and by
either. A few of them stare down the heroes,
the time heroes arrive he’s gone. (This is
white showing all around their fiery pupils.
Indio Red, the quiverin’ aspen’s most fierce
Jeb’s crestfallen if the heroes have no news,
replicant. We’ll see him again.)
and his posse rides on. As they depart,
Uncovered Wagon wranglers who succeed on a Notice roll catch
a faint, piney odor like fresh pitch...but it’s
A Conestoga wagon, weathered and torn and
unclear where it’s issuing from.
tilted onto a busted wheel, sits abandoned

82
Horror at Headstone Hill

Sarah is the girl Bogwater Bill killed (see Part 2: Twisted Trails
Lost in the Bog on page 95). Marshal Stroh
Riding deeper into the forest, the posse’s
responded to Lilah Denslow’s request to find
almost certain to get lost. That’s because the
her and has been wandering the aspens for
quiverin’ aspen isn’t just aware of everything
weeks, unable to escape the forest’s diabolical
that transpires under the forest’s boughs—
trails. While they camped, his men were
she can also move the trees. This is subtle,
consumed and replaced by replicants in their
Marshal, so there’s no moss-bearded trees
sleep. Now they ride with Stroh, keeping him
spoutin’ sass or vamoosin’ to Fort Bridger.
lost until he collapses from exhaustion and
But the trees can shift enough to obliterate
pod people can absorb him as well!
established trails.
„ Jeb Stroh: Use Cowboy (Veteran) stats
Trails shift and landmarks move,
in Deadlands, add Trade (Law) d6,
streambeds seem to alter their paths, and
Obligation (Minor —Uphold federal
trees revolve in place so mossy growths face
law), and US Marshal (Deputy) Edge.
a different direction. It’s bewildering for any
„ Deputies (3): Use Gunman from
scout. In game terms, once the posse enters
Deadlands with the Replicant Special
Aspen Forest it takes a successful Survival
Ability (page 121). The deputies aren’t
roll (–4) to get out again. Each attempt takes
looking to shed their ruse just yet, but
about a day’s travel. With a raise, a scout not
they note the posse’s arrival and pass it
only finds the way out but also can’t get lost
on to their “mother” in the trees —the
in Aspen Forest ever again.
quiverin’ aspen (page 86).
Each night after the first the posse camps in
the eerie, near-silent forest, a single replicant
pod hatches nearby. A featureless, smooth-
skinned humanoid emerges from the slime,

83
HORROR AT HEADSTONE HILL

creeps into camp, and attempts to mimic a Dark Hollow


hero or allied Extra. These critters aren’t
The quiverin’ aspen’s goals are twofold—
much of a threat, Marshal, so play them for
keep invaders from leaving the woods before
creepiness and suspense.
pod people can mimic them, but also stop
„ Replicants (1 per night): See page 121. them from finding Aspen Forest’s dark heart.
The narrow, shadowed ravine where the
The Miner bulbous, twitching tree grows is also where
A little farther into the woods, the posse she’s most vulnerable.
comes upon a mining claim dug into
Trackers trying to find the heart of evil
the embankment above the trail. A lone
need success on two Survival rolls (–2), but
prospector works the rock face with a pick-ax,
these don’t need to be on consecutive days.
not having much success. He keeps doggedly
Failure means another night of camping
at it until anyone greets him.
in the trees—with the attendant replicant
This is Orville Miller, a prospector who attack—and a Critical Failure means any
hiked into the woods several weeks back and further Survival rolls to track down the
hasn’t been seen since. He’s amiable enough, forest’s heart suffer a –4 penalty.
knocking off work to gab with travelers and
offering whiskey, but his eyes have a slightly
wild look to them—whites visible all around
Part 3: The
the pupils. He says, Screaming Tree
“Orville Miller’s my name, huntin’ the Deep in Aspen Forest is a thickly wooded,
color is my game. There’s gold under this narrow ravine crossed by numerous
earth. You mark my words, youngsters! “bridges” of fallen trees. The shadowy
When I find it, I ain’t sharin’ it with nobody. valley’s choked with underbrush and
Ha! Thing is—sometimes I hear sounds. festooned with creeping vines and brambles.
Late at night. You ever heard them sounds?” Totally, ominously silent. But the quiverin’
aspen lives in its deepest recesses.
Miller rambles on in his half-mad diatribe
as long as the wranglers stick around. And she’s not alone. Aware of the posse’s
Success on a Common Knowledge roll tells movements, the aspen’s able to draw a mob of
an observer Miller doesn’t seem to have replicants stationed in the woods for defense.
any provisions or fresh water on hand, and If the party pays attention, they might hear
a raise alerts the cowpoke to the fact Miller the whispered summons of the aspens in its
offers whiskey—but drinks none. Success quivering limbs, spreading outward from the
on an Academics (–2), Common Knowledge mother like ripples on a pond.
(–4), or Trade (Mining) roll tells a hero there’s
Keep things suspenseful, and read this
almost zero chance of Miller striking gold at
when cowpokes make their way up the
this location—the geography ain’t right.
ravine to its high end:
The miner’s a replicant, subconsciously
You break through the underbrush into a
reporting all he sees to the quiverin’ aspen.
shadowed clearing and your breath catches
If threatened, he only says:
in your throat. Beyond the moss and vines
“The mother sees you. The mother sees all.” and fallen trees tilted overhead, a bulbous,
fleshy tree clings to a sickly mound of earth.
Personal threats don’t work against
It could almost be an aspen, if not for its
replicants, but if Orville is somehow forced
translucent bark and the hairy, quivering
to help the heroes by magic or other means
seedpods pendulous on its limbs.
he reduces the Survival penalty to find the
mother tree by 2. Wanted killer Indio Red—last seen
watching from afar—lurks close by but
„ Orville Miller: Use Townsfolk from
doesn’t show himself until the fight starts,
Deadlands with the Replicant Special
using the confusion to creep through the
Ability (page 121). He’s armed with a
brush, get close, and knife pistoleros to death.
pick-ax (Str+d6).

84
Horror at Headstone Hill

85
HORROR AT HEADSTONE HILL

If the replicants win, they truss up surviving RoF 1, AP 2), half Colt Frontiers (Range
heroes like cattle and leave them lying about 12/24/48, Damage 2d6+1, RoF 1, AP 1).
for newly hatched pod people to absorb.
These conditions are in effect during c Indio Red
the tussle:
Indio Red was a vile killer while he lived. His
• Fallen Trees: Mossy trunks form replicant is just as lethal with even less of a
“bridges” raised eight to 15 feet above conscience.
the ravine floor. These are slippery, Attributes: Agility d8, Smarts d8, Spirit d10,
requiring an Athletics roll (–2) to cross Strength d6, Vigor d8
without falling. Skills: Athletics d8, Common Knowledge
• Fire: Someone’s likely to use a fire attack d6, Fighting d6, Intimidation d8, Notice d8,
on the tree—a flamethrower, an ammo Performance d8, Persuasion d6, Shooting
whammy, a blast with a fire Trapping, d10, Stealth d8
or even a thrown whiskey bottle and Pace: 6; Parry: 5; Toughness: 8
a match. Once that happens, the entire Hindrances: Bloodthirsty, Wanted (Major)
ravine fills with smoke and flame. The Edges: Fan the Hammer, Guts, Menacing,
heroes have five rounds before they have Quick Draw
to vamoose. Gear: Bowie knife (Str+d4+1, AP 1), Colt
• Illumination: Dimness and the Peacemaker (Range 12/24/48, Damage
fog combine to impose a –2 Illumination 2d6+1, RoF 1, AP 1).
penalty, increasing to Dark (–4, targets Special Abilities:
not visible beyond 10”) if the fight „ Replicant: +2 Toughness; Called Shots
happens at night. do no extra damage; Environmen-
• Vines: Crawling vines cover the trees still tal Weakness (Fire); Fearless; Hardy;
standing. A hero can use one of these to Mimic.
swing across the ravine with a successful
Athletics roll. (Note that this trick is only
for the heroes to think of; pod people c Quiverin' Aspen
aren’t nearly that creative.) This pulsing, fleshy, tree-like abomination
spawns the seedpods from which replicants
Deal out Action Cards, Marshal, because
hatch (about a dozen a month) anywhere in
now the gathered replicants go all-out to
Aspen Forest. It’s also connected to all the
protect their big mama tree, screeching
trees, giving it preternatural awareness of its
and squawking to each other in their weird
domain. But it has only pod people to defend
language. Those with guns fire from the
it. The scariest thing about the quiverin’
rocks above, while the rest swarm out of the
aspen is how it shrieks like an animal when
underbrush to cut heroes down. If he still
it’s wounded. If sorely pressed, the creature
lives, Orville Miller is here too.
uses its mind link ability to beg for mercy.
And the lost miner isn’t the only missing Attributes: Agility N/A, Smarts d8, Spirit
person who shows up—Agent Reeg is d10, Strength N/A, Vigor d12
here too! The replicant Agent now fights in Skills: Common Knowledge d10, Notice
defense of its mother aspen, revealing at long d12, Persuasion d10
last George Reeg’s sad fate. Pace: 2 (can’t run); Parry: 2; Toughness: 13
c Indio Red: Indio’s been absorbed by a Special Abilities:
pod person. See below. „ Awareness: The quiverin’ aspen is

„ Quiverin’ Aspen: See below. aware of everything that happens under


„ Replicants (2 per hero): Use Townsfolk her forest’s boughs, and can alter trails
in Deadlands (or Agent for Reeg) with to impose a –4 penalty on Survival rolls
the Replicant Special Ability, page to find a way out.
121. Half of them have Winchester „ Fear: Anyone who hears the bulbous

’76s (Range 24/48/96, Damage 2d8, tree scream in pain makes a Fear check.
„ Fearless: The quiverin’ aspen is im-

86
Horror at Headstone Hill

mune to fear and Intimidation.


„ Hardy: A second Shaken result does not Aftermath
cause the aspen a Wound. It’s time for the heroes to return to Heaston
„ Mind Link: The aspen has the mind link Hill and tell their tale. If they’re successful,
power, activated with Spirit, costing no they lower the Fear Level as usual and do not
Power Points, with no modifiers. set off a Twilight Event.
„ Plant: Called Shots do no extra damage.
There are still a number of loose ends to
Bullets, arrows, and piercing weapons
tie up for those who want to put a bow on
inflict half damage.
their escapades, but for now heroes can sit
„ Size 5 (Large): The quiverin’ aspen is 18
back, pour a whiskey, and tell the long tale
feet tall and has an extra Wound.
of their victory. After all, the twilight seems
„ Weakness (Fire): The creature is in-
just a little brighter tonight.
fused with ghost rock. It takes double
damage from fire-based attacks. Build-
ing a bonfire at its base kills the tree
after about 2d12 minutes of ear-splitting
screams.
„ Coup: A deader who absorbs the tree’s
essence can spend a Benny to talk to
plants. This works just like the object
reading power, but costs no Power
Points and uses Spirit as the arcane
skill.

One Last Gasp


When the aspen takes more than one
Wound, it rips free of its roots and starts
crawling out of the ravine! Yes, we told you
it couldn’t do this earlier. It normally can’t.
But its incredible fear and the power of the
Reckoners have given it new mobility.
The terrifying thing screams as it climbs
upward, scrambling with its limbs and
dragging its torn (and likely burning) roots
behind it.
If the posse can’t kill it, the thing tops the
ravine and shambles off into the forest. It
eventually collapses but its seedlings scatter
in a thousand directions, carried on the wind
to live another day.
If the heroes manage to finish the monster
off before it can escape, it collapses into the
ravine where it either burns fiercely or begins
to crumble away to papery, ash-like remains.
Either way, the corrupted tree is gone.
The aspens are still a living organism like
all members of their species, but they’re no
longer sentient creatures bent on covering
the world.

87
HORROR AT HEADSTONE HILL

88
SAVAGE
TALES

Soul-shattering horror hides in every corner What few folks realize is all three gangs are
of Uinta. Use the Savage Tales in this chapter linked in a criminal organization called the
to round out your campaign. Some are fully Owlhoot Syndicate. Hell, most of the outlaws
fleshed out while others are synopses you don’t even know it. But behind all the gangs
can use as springboards for your own ideas, lurks the syndicate’s secret boss—Walter
customizing them for your party and the “Dog” Stiles and his proxy Ed Sharky. They
adventures they’ve already experienced in coordinate the gangs’ actions county-wide,
Uinta County. using their connections with Heaston (and,
by extension, Wasatch Rail) to keep everyone
The Adventure Generator in Deadlands
clear of the hoosegow.
provides further objectives, obstacles, and
complications if you need ‘em. Don’t forget Rather than scripted scenes, this Savage
to work in your cowpokes’ Hindrances and Tale gives you tips as to where the outlaws
backstories wherever it’s apt to do so as well! hide out, what crimes they’re up to, and how
they react to the law on their tail. This lets the
heroes use their strengths to best advantage,
RUN FOR THE NATIONS choosing when and where to confront the
villains. They might even complete this tale
in sections, one gang at a time.
SETUP: Run this tale if the heroes move to break
Uinta’s criminal network.
"I didn't say you
had
For months, outlaw gangs across Uinta it . I just said you to like
County have grown bolder with every
successful raid. Former rail warriors the
do it . Now get ou had to
Little Rock Irregulars are the terror of the and blow that trest there
Denver-Pacific line, having robbed six Maximum casual tle up.
express cars. The Sage Dragons Gang prefers gettin' paid to chties. We're
as
bank robberies, hitting unsuspecting towns off, not host a tea e people
in carefully planned strikes. And the Ghost par ty."
Steel Gang is out there stealing cattle, if the --"Dog" Stiles
posse didn’t arrest them already.

89
HORROR AT HEADSTONE HILL

Findin' the Gangs


As usual, the group’s best bet is to first ask
Wanted! around. They can use Networking (see Savage
The wranglers may have had prior
Worlds) in any town or rail stop in Uinta
run-ins with the county’s outlaws via
County, presumably talking to the local law
Twilight Events or random encounters.
and the criminal element. What they discover
Rangers, Marshals, Agents, and other
depends who they ask about. See below.
law dogs should be keen to arrest them.
If not, here are a few ideas you can use Ghost Steel Gang
to prod the heroes along:
If the posse put Bud Balach and his gang in
• Jailbreak!: A prison stage is slated jail in Act One, it’s pretty easy to find them.
to take Scarlet Kenney of the Ghost Most are still in prison in Evanston awaiting
Steel Gang to Evanston to stand trial. trial, except for the few who were extradited
Word is she had a falling out with Back East by US Marshals. That said, Bud’s
her old gang and now rides with the sour and tight-lipped. It takes success on
Irregulars. It’s a sure bet her new Intimidation (–4) to force him to talk.
friends try to bust her out. Marshal
Wranglers who bent the rules for Bud last
Wister hires the posse to escort the
time can track him down at the Gold Coin
armored stage. See Prisoner Transfer
Saloon (page 72) in the town of Urie, like
on page 92.
last time. Successful Networking can also
• Reward: After the latest robbery, the
lead them there. Bud isn’t up to any crime,
Sage Dragons Gang’s bounties go
just drinking whiskey with a few of his
up by $250 each for gang members
pals. He buys drinks for the heroes. After a
and $500 for leader Hong Xue,
while Bud says,
“the Dragon.”
• Call for Help: By now the wranglers “I did promise to help you next time, didn’t
have made friends all over Uinta I? I s’pose one good turn deserves another.
County. When one of them is Here’s some inside information for you.
robbed, he or she telegraphs the There aren’t a bunch of little gangs in Uinta.
posse for help. They’re all one big gang and they don’t
• Sheriff’s Telegraph: If the posse even know it—the Owlhoot Syndicate. Me
has scored a few wins and had and the other leaders take our orders from a
newspaper accounts written about higher pay grade.
their exploits, they might receive “They leave messages in a wooden box
a telegraph from Sheriff J.J. LeCain near Aspen Forest, written on sheets torn
or Territorial Ranger Ramon “Tex” out of a ledger. Sometimes it’s a cattle job,
Fimbres in Evanston. The law asks sometimes they warn us about the law. We
for their help bringing in the outlaws, leave 20 percent of our take for them. Try
any way they know how. Use the to get out, they kill you. No idea who they
form-fillable handouts at www. are. But you know who does know? Hong
peginc.com to customize a message. Xue—nicknamed the Dragon—leader of the
Sage Dragons Gang. Hong knows for sure.
“One more thing. They’ve got a system.
Nobody in the gangs knows each other, so
the Sage Dragons use a token—a .45-caliber
bullet with a cross carved into the lead.
That’s how they know you’re in the syndicate.
Maybe you’ll find that knowledge useful.”
Bud plays along, chatting amiably until
pistoleros ride off in search of other gangs. In
fact he’s about to pull the biggest cattle heist
of his life and is waiting for the posse to make

90
Savage Tales

itself scarce. The posse may indeed be called


upon to hunt down Balach’s gang again. Huntin' the Gangs
This section presents some considerations for
c Bud “Ghost Steel” Balach: See page hunting down each of the gangs, from how
115.
to get the posse started to what happens
„ Bud’s pals (4): Use Gunman stats in
when the ne’er-do-wells are found. Use the
Deadlands.
Encounter Tables in Deadlands and on page
Little Rock Irregulars 50 to add spooky interludes and monstrous
run-ins as the posse crosses Uinta County.
Using Networking to ask about the Little
Rock Irregulars turns up one of the following Bounty Hunters
pieces of information for each success
Buckaroos might take up the hunt based on
and raise. Add a +2 bonus to Networking
their own law enforcement proclivities, or
attempts in the town of Aspen and points
because they receive a telegraph from the
west of it, since the Irregulars are most active
sheriff or Territorial Ranger in Evanston.
in the western part of Uinta.
Maybe wranglers see the juicy bounties
• The Irregulars are rail fighters led by ruthless
offered up at Marshal Wister’s office (page
killer Arkansas Ted Harwell.
36) and take the job. Wister’s all in favor
• Other gang members include scout Broncho
of this (secretly hoping the posse comes to
Rip Potter, gunslinger siblings Two-
ruination), but offers no helpful advice or
Belt Johnny and Jenny Dotterman, TNT
intelligence. Instead he spits and says,
specialist Kid Vance, and the mysterious Rip
“Apocalypse” Drago. “Now, remember—dead or alive means
• The Irregulars are partial to railroad jobs. In shoot ’em and save yourself a heap o’ trouble.”
the most recent, they dynamited a railroad
trestle over the Bear River to stop the
locomotive and made off with nearly $60,000
in Denver-Pacific payroll. Owlhoot Syndicate
• Agnes “Scarlet” Kenney recently left the Very few people know of the Owlhoot
Ghost Steel Gang and joined up with the Syndicate’s existence. This loose
Irregulars. affiliation of Uinta outlaw gangs pays
• The Irregulars like to blow off steam at the a percentage of their respective takes to
saloons in Gunsight. a secretive boss in return for “mutual
• The Irregulars’ hideout is close to Gunsight. protection and assistance.” One thing’s
for sure—it’s a protection racket.
Sage Dragons Gang
The Sage Dragons and Little Rock
Networking also reveals reports of the Sage
Irregulars work for the syndicate
Dragons Gang. Give out one of the leads
willingly. The Ghost Steel Gang does its
below with success or two with a raise (per
bidding under threat of bodily harm.
attempt or hero). Add a +2 bonus in the town
of Piedmont and points east of it; the Dragons The gangs use secret watchwords and
are most active in Uinta’s eastern portion. tokens to identify one another, and take
their orders from Ed Sharky (page 43).
• The Sage Dragons were originally active in
Ed in turn takes orders from his boss
California, and are led by master gunslinger
Walter “Dog” Stiles (page 43). And
Hong Xue, “the Dragon.”
who tells Dog Stiles what to do?
• Other gang members—all gunfighters—
include Rufus Shen, Sing Wan, Tong Lee, and That’s Marshal Wister (page 37),
Big Wade Sunday. on behalf of his boss Jerem Heaston.
• The Sage Dragons pull bank jobs. No vault Hidden behind several layers of
has stymied them yet. Recently they killed two vigorous criminal activity hides yet
people robbing the Robertson bank, causing another way for the mining tycoon to
their bounties to go up. sabotage Denver-Pacific’s business.
• Folks have seen the Sage Dragons at Lonetree
when the law gets too fervent.
91
HORROR AT HEADSTONE HILL

Irregulars in Gunsight and-answer watchword: “Did you make the


crossing?” to which the answer is, “Powder
In the gold-and-silver boomtown of Gunsight,
River! Let ’er buck!”
success on a Networking attempt directs
explorers to a saloon called Cattle Corner. Box Canyon Hideout: See the map below
That’s where Arkansas Ted Harwell and for a diagram of the Irregulars’ hideout, a box
his cronies wet their whistles, it’s said. Most canyon located about five miles northwest
folks give them a wide berth; they’re wild of town, along the Bear River and not far
and woolly. from the Mormon Trail. Wranglers may
choose to follow the gang home or otherwise
Cattle Corner Saloon: The steam wagon
track them to their lair. In that case let them
and velocipedes parked outside this place
formulate their own plan of attack.
might clue searchers in to the outlaws’
presence. Sure enough the gang’s inside „ Little Rock Irregulars: See page 116.
playing poker, drinking liquor, and generally
causing a ruckus. They are one mean bunch Jailbreak!
of wolves. Confronted in the middle of this The Little Rock Irregulars might unexpectedly
canyon town, Arkansas Ted and his crew blast their confederate Agnes “Scarlet”
have no compunction against slapping Kenney out of the Heaston Hill jail with
leather. They fight their way out of Gunsight dynamite, beginning a pursuit that spans
and flee by any means necessary. the county. If they don’t think they’re being
pursued, the Irregulars head for their hideout
If the heroes try to use the carved-bullet
(see Irregulars in Gunsight, above). Noting
“system” Bud Balach told them about, they’re
trackers on their tail, they head for Sioux
in for a rude surprise—the Irregulars don’t
country (see Run for the Nations, page 94).
use that system. Never heard of it. The
It’s up to your group to devise a plan, pronto.
Irregulars’ system for identifying fellow
Owlhoot Syndicate members is the question-

92
Savage Tales

Prisoner Transfer „ Dutch Gristy: Use Gunman stats


in Deadlands, add Riding d8, the
Word gets out that outlaw Agnes “Scarlet”
Overconfident Hindrance, and the
Kenney is being transferred to Evanston for
Brave Edge. Armed with a Colt Frontier
trial. Marshal Wister hires the posse to escort
(Range 12/24/48, Damage 2d6+1, RoF
an armored stage to the county seat, The
1, AP 1).
job pays $500 total, or $650 with successful
„ Little Rock Irregulars: See page 116.
Persuasion. (The marshal hopes for the
posse’s demise.) Sage Dragons in Lonetree
Use the stagecoach stats in Deadlands Meanwhile, following their bloody bank
for the vehicle, but reinforced ghost-steel heist in Robertson the Sage Dragons are up
plates give it Toughness 16 (8). The driver at Lonetree staying out of the law’s path.
is Dutch Gristy, a salty old sheriff’s deputy. Success at Networking overhears word the
His shotgun man is Choctaw Lee, a shrewd gang likes to smoke opium, drink whiskey,
half-Indian. Dutch isn’t afraid of ambushes and play Fan Tan at the Ocean Wave Saloon.
at all. He says,
“Four-Ace” Dora Letts owns the place, and
“Mister, I drive a six-horse team. Outlaws her head of security’s an old salt with a white
don’t scare me none. Or any other son of a streak in his hair, “Blaze” Ballantine. No one
bitch in Wyoming for that matter!” here is exactly friendly with the law, but
faced with an armed posse they opt to keep
Sure enough, though, Agnes’ new friends
the saloon in business over protecting the
the Little Rock Irregulars lie in wait. They
Sage Dragons. That said, “Blaze” Ballantine
pull the attack on an upward grade in the
and his crew are fearsome.
trail—anywhere between Heaston Hill and
Evanston—ensuring Dutch Gristy is too busy If pursuers spoke to Bud Balach and
manipulating the reins to do much else. A learned the gang’s “system” of carving a
masked robber pops up with a shotgun at the cross into a bullet’s lead, they might use
roadside and shouts, “Hold!” Dutch whips it to deceive them or infiltrate their ranks.
the horses and bellows, Posing as a fellow member of the Owlhoot
Syndicate may coax the gang into giving
“I DON’T HOLD FOR NOBODY!”
up other information, such as Ed Sharky’s
Deal out the Action Cards as shots are name. Otherwise they need to devise a plan
traded. The stage tops the slope and buckets for surveillance and capture.
downhill. The Irregulars tear out in pursuit
If the Sage Dragons have to flee, they
on a steam wagon and two velocipedes. A
head west on the Outlaw Trail (see page
cross-country Chase (see Savage Worlds)
11), following it along Sage Creek to Hog
ensues. The heroes may be in the stagecoach’s
Thief Falls (page 16). If the law’s still in
group, make up a group of their own, or
pursuit, the Sage Dragons keep going north,
both, depending whether any ride their own
crossing the Oregon Trail or making a Run
horses. For a vehicular Chase, use 5” Range
for the Nations (see below) if necessary. If the
Increments.
gang suffered losses in Lonetree, they might
The pursuit might end with the heroes’ double back for a revenge-fueled ambush.
escape, the gang’s capture, or the Little Rock
Irregulars riding off with Scarlet and leaving c “Blaze” Ballantine: Use Gunman
(Veteran) stats in Deadlands.
ruin in their wake. If wranglers ride after
them, the Irregulars might make a Run for c Four-Ace Dora Letts: Use Townsfolk
stats in Deadlands, add Persuasion d10,
the Nations (page 94).
Trade (Saloon) d8, and the Charismatic
„ Choctaw Lee: Use Indian Warrior stats Edge.
in Deadlands, replace Old Ways with „ Ballantine Security (4): Use Gunman
the Cautious Hindrance, add Survival stats in Deadlands.
d8 and the Scout Edge. Armed with a „ Sage Dragons Gang: See page 116.
sawed-off shotgun (Range 5/10/20,
Damage 1–3d6, RoF 1).

93
HORROR AT HEADSTONE HILL

Run for the Nations Tarantula Hole


Tailing or surveilling Ed Sharky, or
Under sufficient duress, any of Uinta
successfully using Networking to find
County’s three gangs makes a run for the
out about him, reveals he’s in charge of
Nations. The idea is to take advantage of
keeping the peace at Tarantula Hole Saloon
technology’s inherent uncertainty to frustrate
(page 43) in Heaston Hill. A raise on
and throw off pursuers. See Deadlands for
Networking gains his boss’s name too—
details on the Sioux Nations.
Walter “Dog” Stiles.
This involves a quick change-up. All
Convincing Ed Sharky to roll over and
manufactured gear and technology is thrown
name his boss as the kingpin behind the
into a gunny sack and cached somewhere
Owlhoot Syndicate would be quite a feat
along the wayside. Then outlaws high-tail it
given Sharky’s loyalty. It takes stronger
into the Sioux’s prairies.
measures, or even trickery or arcane powers,
This comes with a measure of risk from to unmask the underworld’s true leader.
Sioux patrols, but almost always dissuades Should the buckaroos do so, they stand to
outside pursuit. A gang might camp just learn explosive details about Jerem Heaston.
within the verges of Sioux territory for a few
The Heaston Connection: If “Dog” Stiles
weeks before venturing back to Uinta County,
is outed and threatened with a swift hanging,
or trek farther north before they cross back
he’s desperate to provide information to
into wild Yellowstone country.
mitigate his sentence. Dog would rather rot
in prison than face the hangman’s rope.
Cut Off the Head Intimidating a cornered and defeated Stiles
After any gang’s been captured, cowpokes makes him tell his deepest secret. Mostly the
who’ve heard about the Owlhoot Syndicate gangs do what they want, but Jerem Heaston
might try to find out more information. often pays them to hit specific targets.
Heroes can make friends with their captives Marshal Wister is in on it as well. Dog says
or, more likely, use Intimidation to pry out Heaston uses the county’s three gangs to
further details. wreak havoc on Denver-Pacific trains—
he figures he’s in cahoots with Wasatch
Hong Xue, leader of the Sage Dragons, gets
somehow but doesn’t know the details.
his orders personally from Ed Sharky.
Sometimes he’s also instructed the gangs to
Bud Balach only knows what he reads on rob certain banks where miners deposit their
written orders left in a drop-box located just funds to ruin prospectors and their union, or
inside Aspen Forest. If the heroes learn its rustle some cattle.
location, they might stake out the location
A few days after “Dog” Stiles gives
until someone comes along to deposit a note
up this information to the posse or the
or pick up their cut—Ed Sharky.
authorities, he’s found murdered. Despite
Arkansas Ted Harwell gets all his orders being in custody he’s been hanged in his
via telegraph at the office in Gunsight. At cell. If elsewhere he’s shot down by masked
the office, successful Persuasion extracts the assailants in the dead of night
telegraphs’ origin of Bridger Depot. Again,
a posse who stakes out or otherwise gets c Walter “Dog” Stiles: Use Gunman
(Veteran) stats in Deadlands, add Mean
in with the clerks at Bridger Depot may be
Hindrance and Rich Edge.
able to learn who’s sending those missives.
„ Ed Sharky: Use Gunman in Deadlands,
To almost no one’s surprise the name is
add Loyal Hindrance.
Ed Sharky.
„ Gunmen (6): Use stats in Deadlands.

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Savage Tales

Brambles & Knifegrass: The entire bog


LOST IN THE BOG is surrounded by a hedgerow of briars and
knifegrass (see Deadlands), in some places
60 feet thick. Anyone trying to push or chop
through the barrier has to make three Vigor
LOCATION: Bogwater Lake
rolls versus the knifegrass’ effect.
Warfield Phoenix died in the high Uintas,
As the posse enters the bogs, read this:
shortly after finding a 66.6 pound nugget
of ghost rock in February 1883. He rose A trail that’s more of an animal track
Harrowed the next night. He wandered the winds into the bog through a gap in the
hills, lost and afraid for days, before finally thorny bushes. It crosses over muddy hillocks,
making his way back to the little shack on a past sickly, moss-draped pines, through
lake he shared with the woman he’d hoped mires of stagnant brown water. Fog clings to
to marry, Sarah Houck. the ground. Mosquitoes whine around your
ears in thick clouds. The sucking mud pulls
But Sarah was terrified of the undead
at your mounts’ hooves and your boots, like
thing that darkened her doorway. She fled
it’s fixing to pull you under. The whole place
into the bogs with Warfield chasing after.
seems dead...and yet seethes with life.
What happened there isn’t fit for print, but
when it was all over, Sarah’s corpse lay in the The farther in the searchers venture, the
stinking mud and Warfield’s manitou gained more horrifying the swamp becomes. Use
total Dominion. the following scenes and locations as needed.
Warfield Phoenix truly died then, and • On a hillock, three rotting corpses lie on
Bogwater Bill was born. their backs under a cloud of buzzing flies.
Two of them had their brains beaten out.
Neighbor Buster “Nails” Trenchworth
Success on a Notice roll catches the third
came around to the couple’s shack later that
corpse’s eyes flicking back and forth,
day and saw signs of a struggle. He searched
looking all around, as though in panic. It
the bogs for his friends, figuring they’d
doesn’t attack.
been struck by bandits, but unfortunately
• An old horse, nearly skin and bones,
caught a glimpse of a monstrous horror—
wanders the trails. A rider’s shot dead
unrecognizable as Warfield by this point—
and lashed to the saddle. The corpse
and went mad. Now Nails spends his days
mutters in a clotted voice, “Beware the
seeking the bottom of a bottle, hiding among
bog.” It doesn’t attack or respond to
crowds of people in Heaston Hill. Buy him
questions.
a round and he’ll tell you what he saw.
• Texas Skeeters: Big, bloodsucking insects
That’s how Lilah Denslow found out about
spawn in the stagnant water here. Passers-
the creature in the swamp—now called
by stir up 1d4 Texas Skeeter Swarms; see
“Bogwater Bill.”
Deadlands for stats. Also see the Mountain
Ail sidebar on page 12; these skeeters
The Boglands are infected!
• Piranha Dog Town: These ravenous
The heroes might seek out Bill when they
critters attack anyone coming within 20
hear “The Ballad of Bogwater Bill,” or
yards of their burrows. At first it’s just
read Agent Reeg’s note about looking into
one swarm, but if intruders don’t go away
the mystery.
1d4 Piranha Dog Swarms follow up the
The bogs are obvious on the map of the attack; see page 120.
Heaston Hill Environs (page 46). Networking • Prairie Tick Nest: These bugs don’t
around town also finds out the local children roam too far from their nest, but they
believe “boogeyman” Bogwater Bill lives in a swarm after anything warm-blooded
creepy old shack at the center of the boglands. that wanders within 50 yards of it—1d4
Grown-ups scoff at the old legend...but won’t Hatchling Swarms, and three adult Prairie
go there for anything. Ticks per hero (see Deadlands). A Prairie
Tick Queen used to live deep inside the

95
HORROR AT HEADSTONE HILL

large earthen mound, but Bill squished it deep here—about chest-high on most with
recently and counted Coup. several inches of muck and mud underfoot.
• Mudsuckers (1, plus 1 per hero): See When a hero wades out to check on Sarah, a
Deadlands. These horrifying leech-like grisly horde of mud-covered undead—Bill’s
beasts might attack anyone who leaves castoffs—rise up and surround the would-
the trail or gets lost in the swamps, or if be rescuer!
the Marshal thinks things are going a little
Don’t forget Fear tests—including for the
too smoothly for the wranglers.
party’s horses!
Deathtrap The undead try to gang up, grapple
Bill’s old shack sits on a small, grassy hill their victims, and drag them into the bog.
at the center of a swamp. Ravaged animal Characters in the bog must make a Vigor roll
corpses, raw but half-eaten, lie about the each round they’re Bound or Entangled or
porch and forsaken rooms. Skulls, human take a level of Fatigue from drowning.
and otherwise, rest on tables and bedposts.
Those on the shore are swarmed and
This is the lair of a Harrowed gone full demon.
grappled as well. The deaders pit their
Bill’s not in the shack—he heard the Strength (as many as three may Support one
posse coming and ghosted out the back other) against a Bound or Entangled foe, and
where he watches from the shadows. At an after one round, pull them into deep enough
appropriately creepy time, the demon plays water that they must make a Vigor roll or
his favorite trick. begin to drown as well.
Sarah Houck’s body appears on a small c Bogwater Bill: He’s here, but stays
island in the middle of the bog. From this hidden. See 97 for his abilities.
distance, and given the mist, the party „ Walkin’ Dead (4 per hero): See
can’t tell if she’s unconscious or dead (she’s Deadlands.
very much the latter). The water is fairly

96
Savage Tales

The Tragedy of Sarah Houck killed her. Warfield was lost that day and
“Bogwater Bill” was born.
After the fight, the heroes can investigate
Sarah’s corpse. She’s been dead for quite Bill rarely shows himself since his death
some time. Her wounds are horrific—like wound was from a scalping gone bad, leaving
something a bear might inflict (Bill’s claws). half his face torn off. His sole remaining eye
gleams pale yellow in darkness.
There’s nothing else to find here, but Bill
Attributes: Agility d8, Smarts d8, Spirit d10,
takes the posse’s interference personally.
Strength d10, Vigor d12
From this point on he stalks them, always
just at the edge of detection. Skills: Athletics d8, Common Knowledge
d8, Fighting d10, Intimidation d8, Notice
Maybe they occasionally see his single d8, Persuasion d6, Shooting d10, Stealth
yellow eye shining in the dark, vanishing d10, Taunt d6, Thievery d8
(via his Ghost Harrowed Edge) before they Pace: 6; Parry: 9; Toughness: 10
can get close enough to pick out any details. Hindrances: One Eye, Vengeful (Major)
Bill’s also happy to burn down the house of Edges: Block (Imp), First Strike (Imp), Har-
anyone the posse seems friendly with, or rowed, Rabble-Rouser, Thief
even murder them once the game of cat and Harrowed Edges: Cat Eyes (Imp), Ghost,
mouse goes on long enough. Infest, Nightmares, Stitchin’ (Imp), Soul
How the party brings a clever killer with Eater, Spook, Supernatural Attributes
the Ghost Edge to heel is up to them, but (Strength, Vigor), Trackin’ Teeth (Imp)
Bill’s clever, runs when he needs to, spies on
them whenever he’s able, and won’t walk
blindly into obvious traps.
It’s also possible the posse tries something
different—like appealing to Warfield’s
soul. That’s a hard fight, but if they have
the Prospector’s elixir (available from Old
Vaskiss, see page 107), they might tempt
Warfield out for a round or two. He can
roll Spirit at –4, Supported by the party’s
efforts. With success, he takes the formula
and Warfield is once more in charge. What
happens then is up to you, Marshal.

c Bogwater Bill
Warfield H. Phoenix came to Uinta from
Cleveland, Ohio, in 1880. He was dirt-poor
until he found the Headstone Nugget in
February 1883. Killed and half-scalped soon
after, Warfield came back Harrowed.
He eventually returned to the shack
he shared with the love of his life,
Sarah Houck, whom he hoped to
marry once he had enough scratch to “do
it proper.” But Sarah screamed and fled,
horrified at the undead thing that was once
her “Sweet Warfield.”
Warfield’s manitou used its host’s pain to
take control, chased Sarah into the bogs, and

97
HORROR AT HEADSTONE HILL

Gear: Convincin’ Stick (Relic, Damage


Str+2d6+2), Colt Frontier (Range 12/24/48,
Damage 2d6+1, RoF 1, AP 1), Bowie knife
RANGE MURDER
(Str+d4+1, AP 1), needle and thread.
Special Abilities: LOCATION: Robertson
„ The Bogwater Bunch: Bill haunts the
bog and has become its master. The Ranchers and homesteaders get along best
Reckoners have granted him the ability in Uinta County when they occupy different
to raise the dead anywhere in the bog regions. But in Robertson, conflicts over
as an action. He’s gathered up every grazing lands have put Sigmund Largo’s
corpse he could find (and added a few Bar-6 Ranch up against farmer Aaron Ross’
of his own) and thrown them in the spread. Now a wedding hangs in the balance!
pond in front of the shack. This gives
But here’s the real story, Marshal: Secretly,
him enough bodies to field a small army
a vile critter called a skinwalker crept onto
(as seen in the encounter). Elsewhere in
Largo’s ranch, killed one of his hands—Rio—
the bog, he can typically only raise d4
and stole the man’s skin. The monster now
walkin’ dead per encounter.
hides in plain sight in Largo’s posse, telling
„ Pet Tick: Bill has a prairie tick (see
lies and sowing fright.
Deadlands) for an allied Extra. He men-
tally controls the tick within 100 yards
as a free action. The ugly little sucker’s Part 1: The Largo-Ross Feud
name is Thirsty.
Buckaroos may hear of the famous feud
„ Undead: +2 Toughness; +2 to recover
between the Largos and the Rosses when
from Shaken; ignore 1 point of Wound
they ride into Robertson, or from Mayor
modifiers; Called Shots do no extra
Amanda Lobdell in Heaston Hill. (Her
damage; doesn’t breathe; immune to
husband Sylvester runs a cattle ranch not far
disease and poison.
from Robertson.)
Everyone keeps saying what a shame it
is there’s going to be no marriage. If asked
what all the hubbub’s about, the speaker says,
Relic: Bill's Convincin' Stick
Bill’s convincin’ stick started as a “Why, the feud between the Largos and the
mordant joke—his chosen weapon Rosses, of course! You must be new around
to “convince” folks to leave him alone. here. Sigmund Largo—he’s the owner out at
After he rose from the dead Harrowed the Bar-6 Ranch—wasn’t too happy about
and slowly went sour, the stick became bobwire popping up on his range after the
an emblem of Bogwater Bill’s brutality. Rosses settled down, so he cut it all down.
You know how it goes.
The stick is a thick club made from an
“Wasn’t nothin’ but bad feelings from then
aspen branch, with a sharpened railroad
on. But it sure seemed like they were gonna
spike driven through its business end.
mend that rift. Heir to the ranch Link Largo
Power: The stick inflicts Str+2d6+2 and farmer’s daughter Maureen Ross got
damage. It’s virtually unbreakable engaged to be married. They didn’t give a
(Hardness 20) and can withstand open fig ’bout no dang feud.
flames without even being singed. “Yesterday everything went sour. Aaron
Ross rode into town with his sons, angry as
Taint: Anyone who possesses Bill’s
hornets, said the Largos been out rim-rockin’
stick for more than 24 hours gains
their sheep. Stampeded a whole herd over a
the Bloodthirsty and Ruthless (Major)
cliff to slaughter it.
Hindrances. If the stick is discarded the
“Today things got even worse when
Hindrances fade away in six days.
Sigmund Largo rode in with his crew. Largo
says the Rosses kidnapped his son Link.
Aaron Ross says that’s hogwash.

98
Savage Tales

“So now we got the Largos occupyin’ the back inside. Observers can feel the slow fuse
Scruggs Saloon, and across Willow Creek of conflict burning to a showdown.
the Rosses are dug in at the Weeks-Stevens
Hotel. It’s a standoff! And we got no marshal
right now, so if you ask me it’s only a matter
Part 2: Power o' Diplomacy
of time before somebody gets killed.” If no one in the posse decides to try her
hand at settling the issue, the townsfolk ask
Refer to the description of Robertson on
for help. If pistoleros demand a bounty the
page 17, and use the map above to chart
townsfolk offer a pair of rusty spurs.
the posse’s movements in town. With armed
posses in town and violence imminent, the They insist these spurs belonged to old
Fear Level is currently 4. Grampa Weeks, who rode with the town’s
namesake “Uncle Jack” Robertson. The
„ Townspeople: Most named individuals
use the Townsfolk or Cowboy stats in
Deadlands, but you can sprinkle other
character types as you prefer, Marshal.
Relic: Grampa Weeks' Spurs
Grampa Weeks was a trapper and rider
Occupied Territory beyond compare who learned his trade
from John “Uncle Jack” Robertson. His
If the wranglers mosey around to take a look,
old spurs picked up a little bit of his
they find the townsfolk weren’t telling tall
spirit and skill.
tales. Sigmund Largo and his cowboys have
taken over the Scruggs Saloon and Aaron Power: The wearer of Grampa Weeks’
Ross’ boys are arrayed on the hotel porch. spurs gains the Steady Hands Edge.
There’s no clear view between the two
Taint: None, but the owner gains a
buildings, but every so often a member of
taste for sarsaparilla, like Grampa had.
one camp or the other ventures out, throws
an icy glare toward his nemeses, and goes

99
HORROR AT HEADSTONE HILL

spurs may not look like much but they’re c Sheila “Two-Step” Marto: Use Duelist
good luck. A hero who accepts the spurs and stats in Deadlands.
wears them finds they really do have some c “Brink” Templeton: Use Cowboy stats
mojo (see below). in Deadlands.
Any attempt to sort things out probably Largo's Rage
starts with a trip to each camp to find out
Inside, the towering Sigmund Largo holds
what it’s going to take to secure the peace.
court at a large, round table in the center of
Scruggs Saloon the room. He’s a huge bull of a man. After
he’s given wranglers a chance to say their
Two wild and woolly looking cowboys in
peace, he looks at them through narrowed
chaps and 10-gallon hats lounge on the front
eyes and growls,
porch at Scruggs Saloon. One of them spins
her Colt Peacemaker in ornate loops on its “You’re feeding off your range, strangers.
trigger guard. The other one spits tobacco Nobody asked you to poke your big bazoo in
juice in the posse’s path and drawls, my business. Nobody in here, at least. Fact
is, my son Link’s been kidnapped by them
“Sorry, tinhorns—saloon ain’t open for
no-good grangers over at the hotel. And if I
business. Mr. Sigmund Largo’s usin’ it to
don’t find out where he is by sundown, I’ll
conduct his war council. So I suggest you
burn that place to ground if I have to.”
mosey across the street for a shot o’ whiskey.
Circle Brand Saloon just down the street a If heroes suggest they may be able to find
ways is rather nice too. Or so they tell me.”Link, Largo is skeptical but invites them to
do their best. He assures them he’s a man of
The speaker is “Brink” Templeton and his
his word, and he already said what’s going
silent gun-toting partner is Sheila “Two-Step”
to happen when the sun sets.
Marto. Mr. Largo put them out front to make
sure no one comes in. It takes a successful Asking Largo for details on the kidnapping
Persuasion or Intimidation roll at –4 to get coaxes the rancher into adding,
them to shirk their duty.
“My boy Link is gone! That’s all I need
If words don’t do the trick, and it seems to know. Rio over here told us this morning
as though a brawl or other violence is about just after sunrise. So we rode into town to
to ensue, Two-Step Marto says in a quiet find that liar Aaron Ross spinning all sorts
voice to any gunslinger in the posse who of tales about us rim-rockin’ his sheep. It
catches her eye, never happened. He won’t get away with it!”
“You know how to use that smokewagon or The “Rio” Largo mentions is one of his
is it just for show? Listen—only way you’re ranch hands, up from Arizona Territory and
getting in this saloon is through me. So how recently hired on. Rio’s tight-lipped and
fast are you? Care to find out?” fairly surly, but he says he saw two riders
make off with Link and head toward the Ross
Two-Step tries to pull a hero into a Duel
Farm. A buckaroo who talks to Rio for a few
(see Deadlands) if she can. She and Brink
minutes can make a Notice roll at −4 to detect
aren’t necessarily out for blood, though—
anything amiss—since “Rio” is actually an
they’re just bored. Eventually, another
evil skinwalker wearing the man’s face!
dude pokes his head out to see what the
commotion is. When that happens a voice is Even if Rio seems a little off, the skinwalker
heard bellowing from inside Scruggs’ place: is unlikely to be unmasked so soon. It says
as little as possible and waits to see how it
“What on God’s green earth is transpiring
might manipulate the posse.
out there?! I ask you to preserve the silence
for me and now all I hear is commotion! Who c “Rio”: Use Skinwalker in Deadlands.
in Hell is that? SEND THEM IN HERE.” c Sigmund Largo: Use Cowboy (Veteran)
stats in Deadlands, add the Brawny Edge.
Brink and Two-Step smirk at the heroes as
„ Largo’s Posse (12): Use Cowboy stats in
if to say, Well, you got what you wanted.
Deadlands.

100
Savage Tales

Paul Scruggs: Saloon owner and


„
barman. Use Townsfolk in Deadlands. PART 3: Countdown to Death
The posse has about eight hours to solve the
Weeks-Stevens Hotel trouble before Sigmund Largo’s boys launch
Over at the hotel, armed gunmen have taken an all-out assault on the hotel. That said,
up defensive positions and watch Willow those eight hours are not without drama.
Creek for incursions. A bearded man in
overalls and work boots points a double- Probing maneuvers
barrel shotgun at the posse as they approach. A few hours after noon, Largo sends a half-
dozen of his men to prowl the streets and see
“Turn around. No vacancy.”
what Ross’ crew is up to. Ross’ lookouts see
As before, success on Persuasion or them leaving Scruggs Saloon, so the farmer
Intimidation is needed to gain entry. This sends his own party to confront them.
time there’s no penalty, since farmer Aaron
Pretty soon the two groups are dug in
Ross made no demands on his people for
on either bank of Willow Creek near the
silence or total solitude. Ross sits at a table
pump house taking potshots at each other.
inside with a few of his sons looking angry
Buckaroos in town may try to stop the gun
and red-faced, drinking whiskey.
battle. If they’re elsewhere trying to find Link,
Ross seems far less full of himself than the shooting lasts until one target is winged
Sigmund Largo but no less outraged. Once on each side. Then the groups retreat to lick
the shootists introduce themselves and ask their wounds.
about the trouble, Ross replies,
„ Largo’s Boys (6): Use Cowboy stats in
“That Largo’s got some nerve. He’s been Deadlands.
a thorn in my heel ever since we put down „ Ross’ Posse (8): Use Townsfolk stats in
stakes. Now he’s got the audacity to kill a Deadlands.
whole herd of my sheep.
“But that’s not enough for the great ...But Now Am Found
Sigmund Largo, oh no! His own son goes Heroes have a few options for tracking down
and gets himself lost in the hills, and I’m Link. They may think of others on their own
somehow responsible. Yes, Largo accuses me or attempt to use arcane powers to divine
of abducting his boy. the truth.
“It’s absurdity! We Rosses are God-fearing
Riding out to Largo’s Bar-6 Ranch to check
people. I’d never harm another man’s child,
up on Rio’s story is a possibility. In this
and he’s a blaggard for saying I did.”
case searchers are able to find evidence of a
Former soldier Aaron Ross isn’t interested scuffle in the stables, just as Rio testified. But
in hearing about Largo’s claim that he didn’t a scout who succeeds at Survival (–2) to track
send a herd of sheep plunging over a cliff to the abductor finds only one set of hoofprints
its death. But if the heroes suggest they’re departing the area.
going to find Link and settle the issue, the
While poking around the Bar-6, a cowpoke
farmer invites them to try.
catches the foul, intense odor of rotten meat.
Aaron’s daughter Maureen is distraught The smell’s wafting out of an old, dried-up
and beyond consoling, but she swears she well not too far from the house. Investigators
loves Link dearly. No one in her family can use Athletics (climbing) or some other
would ever harm him. means to check out the bottom of the well.
c Aaron Ross: Use Soldier stats in Although they may fear it’s Link Largo’s
Deadlands. corpse, they actually find a pile of bloody,
„ Maureen Ross: Use Townsfolk stats in shredded organs and bones. Heroes must
Deadlands. roll Spirit to resist Fear/Nausea. A successful
„ Ross’ Posse (16): Use Townsfolk stats in Healing roll tells a cowpoke it’s probably the
Deadlands. entire contents of a human body—except
for the skin.

101
HORROR AT HEADSTONE HILL

Under the Skin Unmasked!


If a cowpoke noticed Rio acting strange Back in Robertson, if it’s not yet sunset the
earlier, he may be a suspect already. Or posse has time to avert the slaughter. If Rio’s
trackers might follow the trail from the Bar- confronted with the truth of what happened,
6 Ranch, which leads to a muddy hollow the skinwalker attacks!
on Black’s Fork riverbank about two miles
distant. That’s where the skinwalker in Rio’s
birthday suit stashed Link Largo, planning to
Aftermath
come back and kill him later. A posse needs some luck, sharp eyes, and
diplomacy to sort this one out without
The skinwalker also rim-rocked the Ross
bloodshed. If they do, Link and Maureen get
family’s sheep not long after it impersonated
married, the heroes are guests of honor, and
Rio. Then it snatched Link, left him bound
the feud is over and done! The reception’s
and gagged, and rejoined Largo’s group
a great time to tell a tale and lower the
to feed him lies. Once Link’s gag is off, he
Fear Level.
curses bitterly and says,
“That bastard Rio did this to me.
Where is he?!”
BURNIN' DOWN
Link’s hot to get back to Robertson as soon
as possible. He wants to see Maureen and tell
his father the truth of what happened. Most LOCATION: Almy
of all, he wants to gun down Rio!
Cases of ghost rock fever have been on the
„ Link Largo: Use Cowboy stats in rise ever since the Almy mine disaster. Some
Deadlands. miners who die of it become burnin’ dead,
skulking in mineshafts in search of prey.
Miners speak darkly of an area deep in
shaft #16 called the Oven, where intense
heat radiates from the back wall. In fact
it was ignited by the mine explosion. The
Reckoning’s dark magic has turned tales of
miners trapped by the blast into a horrifying
reality—a sealed catacomb of flaming ghost
rock and shrieking, burnin’ dead.
To put out the fire, the mine owners order
their workers to bust open the seam. They
end up setting loose a dozen fiery fiends.
„ Burnin’ Dead (12): See Deadlands.

CROOKED STREETS
LOCATION: Evanston

Through contacts at the county seat,


buckaroos hear a story about Lucian Pardee,
a surveyor who helped Granville Dodge
plat the town in 1868. Now Pardee’s an
inmate at the Evanston insane asylum, and
they say he’s been hollering himself hoarse

102
Savage Tales

saying the same phrase for nearly a week: Always a little peculiar, when Jessica
“November garden!” heard rumors of Bayou Vermilion’s green
reanimation fluid she became obsessed with
Networking turns up nothing on the
applying it to a complete fossil. The scientists’
phrase, but investigators hear rumors of
recent discovery of two Utahraptor skeletons
unholy symbols Dodge and Pardee encoded
gave her the chance. Now a pair of nocturnal
into the street-grid. Asking around also
fossils seek prey all around the area. They
brings unwelcome attention from a local
still know to kill, but can’t seem to hold any
Railroad Cult, which works to decode the
meat in their bony insides!
streets’ symbolism and put it to unholy use
in controlling Denver-Pacific. Shadowing „ Walkin’ Fossils (2): See Deadlands.
the cult, heroes catch wind of a plot to send
a loathsome flesh jacket after wealthy D-P
executive Tate Wheelwright.
DEVIL IN SHEEP'S CLOTHES
It turns out November Garden is the name
of Wheelwright’s personal passenger car at
the D-P railyards. Unknown to him, a hidden LOCATION: Carter
safe in the car contains Granville Dodge’s
While the posse’s in Carter they hear an
journal. Inside it are instructions for using
interesting story about a stockyard foreman
black magic, a human sacrifice, and the
named James Kelley. Seems he’s locked
street-symbols to summon a demon.
himself in his shack with a bottle of whiskey
„ Cultists (10): See Deadlands. and refuses to come out. Once a hard man
„ Flesh Jacket: See Deadlands. who was cruel to animals, now he sobs
and whimpers into the bottle about, “Them
horrible empty eyes!” The informant adds,
DEM DRY BONES “You know...ever since Kelley went into
hiding, something powerful strange has been
coming around each night at the witching
LOCATION: Crittenden Ranch hour. It attacked a few stockyard hands and
guards and damn near killed one of ’em.”
Word gets around that rancher Heath
Crittenden and his son Brock are fighting At his shack, Kelley doesn’t open up,
mad. Somebody killed a bunch of their cattle shouting, “It comes at night! At midnight!”
up in the foothills and stamped outlandish With success on Persuasion or Intimidation,
tracks in the mud as some kind of sick prank. Kelley crawls to the door and whispers,
Survival rolls (–2) to inspect the tracks “I didn’t believe it at first. It was too
reveal there aren’t any bootprints at all—just terrible. But it’s that mangy beeve. That poor
a bunch of big, three-clawed tracks that look ol’ beast come back on account o’ what I did.”
almost like birds made them. But they’re
Pistoleros who hang around Kelley’s shack
too big and spaced too far apart to be a bird.
until midnight find out what the trouble is.
That’s why the Crittendens figure it’s a joke.
An old, diseased Longhorn that Kelley used
But the grisly way those cattle were torn limb
to whip mercilessly—until it perished—
from limb isn’t funny at all. Brock adds,
returns for retribution as a terrifying hodag.
“And not an ounce of meat missing. It tries to bash its way into the shack. If the
What a waste.” hodag takes a Wound, it retreats into the
darkness at a run, lowing wildly.
Following the trail successfully leads
out onto Poverty Flats (page 47) and the c Hodag (1): See page 118.
paleontologists’ camp. Erastus Weeks is at a
loss to explain what’s happened. Little does Beeves' Boneyard
he know one of his graduate students, Jessica The hodag leads pursuers (or those who
Stenbaugh, is responsible. succeed on a Survival roll to track it) to a
steep-walled, rocky pit outside town. When

103
HORROR AT HEADSTONE HILL

stockyard workers and ranchers kill tainted, off with two lumberjacks in the night, and
diseased, or otherwise “weird” livestock, woodsmen are quitting the job in droves. Ms.
they toss the carcasses in here to rot. Munson looks for help solving the problem.
If the posse kills the hodag stalking James There’s a critter in the woods all right. At
Kelley, other monsters continue the midnight the saloons, men whose huge beards are near
attacks in Carter on subsequent nights until indistinguishable from their great fur hats tell
they ride out here and put them down. the tales. Successful investigation at the US
Army fort reveals Captain Colton J. Barron
The pit is a seething cauldron of the
vanished a few weeks ago—just before the
Reckoning’s evil. Filled with bones, rotting
attacks started. The soldiers don’t want to
livestock, and vermin, it’s a breeding ground
reveal it, but persistent cowpokes also find
for more hodags—and worse.
out Barron committed a vile act of insanity
Dynamite, nitro, or fire are highly advised, before he ran off—cannibalism.
since the beeves’ boneyard spits out quite the
Barron, now a wendigo, haunts the peaks
menagerie of monsters once it’s stirred up.
around the logging camps and hunts flesh.
c Bone Fiend (1): See Deadlands. c Wendigo (1): See Deadlands.
c Hodags (2): See page 118.
„ Rat Swarms (3): Use Swarm stats in
Savage Worlds.
HANGIN' TREE
EMBERS LOCATION: Lonetree

Passing through Lonetree, travelers find an


LOCATION: Fort Supply example left to rot by Marshal Applegate. A
rotted corpse hangs by the neck in the big
Most people in Uinta County know how Fort
tree at the center of town. He was a killer.
Supply was put to the torch by US cavalry
forces last year. Many have heard about the As wranglers pass, the cadaver’s eyes snap
strange disappearances since then. But only open, prompting a Fear check. It begs,
a few know the ghosts of the dead still linger.
“Please. Please cut me down.”
If anyone ignites a flame or campfire
It doesn’t do anything but beg in a
within Fort Supply’s ruins—or even carries
strangled, hissing voice. Though anyone can
in a lit lantern—the fiery, enraged ghosts
hear it, the corpse begs only the posse, no one
of burned Nauvoo Legionnaires rise to slay
else. But everybody in town from Marshal
intruders. Banishment drives them off, but
Applegate to passers-by to the trash at the
only burial of their remains in consecrated
saloon warns,
earth puts the spirits to rest.
“You better not cut down that corpse.
„ Ghosts (1 per hero): See Deadlands.
That’s Old Man Salcido.”
Replace their Poltergeist ability with the
Harrowed Hellfire Edge. Their Chill of If anyone takes pity on the corpse and cuts
the Grave ability produces Heat instead. it down anyway, he’s saddled with a weird
curse. Every day when he wakes, Old Man
Salcido’s corpse is lying nearby, stinking and
ETCHED IN BLOOD collecting flies. Even burned or buried, the
next day it’s back—stinkin’ and grinnin’. You
can imagine the ruckus this might cause.
LOCATION: Bear River The wrangler who cut him down has to
pay some penance, undertake a quest, or seek
Loggers in Lida Munson’s employ begin
the blessing of a holy person to be free of Old
telling tales of a weird creature stalking their
Man Salcido’s curse. On the plus side, as the
camps, probably the bigfoot. It’s already run

104
Savage Tales

troublesome cadaver’s finally laid to rest, it


whispers the location of a great treasure or
relic (your choice what it is, Marshal).
INFERNAL BARTENDER
„ Old Man Salcido (1): Use Walkin’
Dead in Deadlands. Salcido doesn’t do LOCATION: Bridger Depot
anything but laugh sometimes.
The only thing on people’s minds in Bridger
Depot is that steam-powered bartender over
at Deacon Eleanor’s Watering Hole. Thing’s
HUNGRY WATERS gone plumb loco!
Sure enough, the Watering Hole has a few
windows knocked out and the inside is a
LOCATION: Urie
shambles. The remaining customers cower
Shoppers at Urie’s famous weekend farmer’s under tables while others fled hours ago. The
market—biggest in the county—have been infernal bartender—having been infested by
disappointed lately. Dr. Theodorick Moon a whole mess of gremlins—flings whiskey
quit bringing his huge vegetables and hardy bottles with wild abandon. It assaults anyone
fruit trees. What’s become of him? entering the saloon.
Dr. Moon’s Experimental Farm lies about From her balcony, Deacon Eleanor takes
three miles east of Urie. It appears disused potshots at anyone who tries to damage or
and neglected, overgrown with strangely disable her “merchandise.”
misshapen trees and ivy vines. Since Moon
Anyone with the Weird Science skill can
unwittingly created the hunger lily (page
roll to see it’s chock full o’ gremlins! The best
119) using grafted clippings from Aspen
way to get rid of them without the banish
Forest, his mind has gone steadily downhill.
power or similar abilities is to destroy the
Now he lives in madness among his ravenous
machine and kill ‘em. Eleanor needs some
creations, believing the plants speak and all
serious convincing to agree to that: success
strangers are replicants!
on a Persuasion roll at –4 and pointing out
Moon seems merely addled and afraid at her business is just as ruined with a mad
first, but it’s just an act. He’s not fooled by steam-powered bartender as a broken one.
the cowpokes’ appearance. He knows they’re
all pod people here to absorb him. Just like c Deacon Eleanor: Use Hexslinger stats in
Deadlands, add the Rock and Roll! Edge
those danged assistants he had to kill! He
and a Gatling shotgun.
leads heroes into a big room full of water-
filled vats...where the lilies dwell. c Infernal Bartender (1): Use Automaton
stats in Deadlands, remove Gatling
If he’s pacified and questioned, Moon’s a gun and Gyrostabilizer, add Athletics
font of information about the forest and its d8. Armed with bottles (Range 3/6/9,
weird trees. He knows the real-world basics Damage Str+d4).
of aspens, and hypothesizes that ghost rock „ Gremlins (8): See Deadlands.
has somehow gotten into the local forest and „ Townsfolk (4): See Deadlands.
corrupted it somehow.
c Dr. Theodorick Moon: Use Mad "You take ano
Scientist stats in Deadlands, with
Delusion (Major—Pod people).
mechanical bather shot at my
„ Hunger Lilies (1 per hero): See page gonna put a h r tender and I'm
o
119. They don’t attack Dr. Moon. big enough to le in your head
p ou r
whiskey throu straight
gh ."

--Deacon Elean
or

105
HORROR AT HEADSTONE HILL

The angry little spirit people take vengeance


INVASIVE SPECIES on anyone who tries to hurt the plants.
c Hunger Lilies (2): See page 119.
„ Nimerigar (3): See page 119.
LOCATION: Blood Pond

Everyone’s heard the story of the boy who


drowned in Blood Pond. But half those
people say it’s just a legend to scare kids. JUMP OFF JOE'S
Why do those people seem so scared too? BLOODY REVENGE
To all appearances, Blood Pond is an
idyllic spot. Some aspens and pines grow LOCATION: Gunsight
around it, and the water’s cold and deep. A
Survival roll at –2 tells a scout this place is far Jump Off Joe’s legend is well known in
too quiet—hardly any birds. With a raise it’s Gunsight. After the miner lost the map to a
clear there are no fish in Blood Pond either. precious motherlode in Gunsight Canyon, he
flung himself off the city’s high scaffolds in
Near the pond grows a thick circle of
despair and died in the fall. But the truth is
mushrooms, known as a “fairy circle” to
Joe didn’t kill himself. He was murdered.
anyone who succeeds on an Occult roll.
Inside the circle are lily flowers, signs of the The bloody, mashed ghost of Jump Off Joe
spirits paying reverence to growing things. visits a hero in the dead of night, telling his
story and asking for help putting his soul to
Poking around long enough garners the
rest. If only the wrangler can regain the map,
attention of two hunger lilies, a mated pair.
Joe can sleep.
They zealously guard their territory, and
these two are Wild Cards. Worse for anyone To do so, they must find the varmints who
threatening the critters, a small band of killed him and took it: Deliverance Holliday
nimerigar has adopted the lilies as their own. and her gang.

106
Savage Tales

Networking or other means tracks down


Deliverance and her thugs in a saloon high
up on the canyon wall called The Aerie.
NEST O' THIEVES
When the posse arrives they’re talking over
what to do with their map. A Chase (see LOCATION:
Hog Thief Falls
Savage Worlds) ensues through the scaffolds,
rope bridges, platforms, precarious trails, The theft of a Wyoming Express stagecoach
and diggin’ flumes of Gunsight. has folks talking all across Uinta, mostly
because no one’s sure who did it. Made of
But Jump Off Joe didn’t really want the
pine, strapped with ghost steel, painted blue,
map—what good does treasure do a ghost?
and padlocked, law dogs all over Uinta are
What he really wants is sweet revenge!
looking for the $10,000 payroll inside it.
During the chase or any fight scene, the ghost
sweeps in to gleefully murder Deliverance A posse that engages in not-so-nice
and her thugs. It’s actually their deaths Networking with the criminal element, or
that lets him rest. If the heroes regain Joe’s any kind of Networking in Hog Thief Falls
map they can keep it; it’s up to the Marshal (page 16) or Lonetree (page 16), can
whether the motherlode’s real. learn the identities of the thieves—the Blind
Gunslinger and his crew. Additional digging
c Deliverance Holliday: Use Gunman leads wranglers to believe the sightless
(Veteran) stats in Deadlands.
shootist is hiding out in Hog Thief Falls with
„ Holliday Gang (1 per hero): Use
his treasure box.
Gunman stats in Deadlands.
„ Jump Off Joe: Use Ghost stats in Deadlands. The Blind Gunslinger (he has no other
name) is holed up in the saloon, which has
no sign. True to his name, he can’t see worth
LUCK O' THE LOPER a hoot. He uses arcane talents to make up
for that! The outlaw tries to outlast a siege,
barricading the doors and windows with
haybales. If he’s pressed he makes a run for
LOCATION: Hilliard
the Outlaw Trail and the Sioux Nations.
Tracks have been torn up all over Uinta lately.
Two trains have derailed near Hilliard in c The Blind Gunslinger: Use Hexslinger
stats in Deadlands, add the Bad Eyes
recent months, one severely enough to kill
(Major) Hindrance and Marksman Edge,
two passengers and injure several others.
and replace deflection with farsight.
Superstitious Denver-Pacific workers swear
„ Blind Man’s Gang (1 per hero): Use
they saw a critter near each derailment: a
Gunman stats in Deadlands.
jackrabbit-like beast with vicious horns.
A jackalope’s been causing the train
derailments. Woodsmen can attempt to track
the beast with Survival (–2). Following the
OLD VASKISS
trail, they stumble on a large nest of Texas
skeeters infected with Mountain Ail (see LOCATION: Fort Bridger
page 12). It stands to ruin a posse’s day.
When Jim Bridger sold his trading post to the
The jackalope’s trail leads to the vicinity
Mormons in 1855, his partner Louis Vasquez
of a train trestle over Bear River. The beast
couldn’t bear to leave the place behind. It
soon causes a catastrophic bridge failure that
was his home. “Old Vaskiss,” as he was
plunges a locomotive and all its screaming
known, stuck around—and he’s still there!
passengers into the gorge...unless the heroes
stop it! But now it stalks the posse. Old Vaskiss ain’t alive but he ain’t evil
either. Several years ago the trapper died
„ Jackalope (1): See Deadlands.
and came back Harrowed. Unfortunately
„ Texas Skeeter Swarms (1 per hero): See
for the manitou in his head, Vaskiss has an
Deadlands.
iron will and no trouble resisting the urge to

107
HORROR AT HEADSTONE HILL

let the Devil out. Instead he lives on as Fort they help him out. Vaskiss can be a valuable
Bridger’s secret protector. ally and information source.
If the group becomes a familiar presence c Old Vaskiss (1): Use Harrowed stats
around Fort Bridger and aids the community, in Deadlands, replace Hindrances with
during one of their visits they’re asked to ride Code of Honor and Loyal.
out to Vaskiss’ camp and check up on him— „ Bear, Grizzly (1): See Savage Worlds.
he hasn’t been heard from in several days.
Heroes find Vaskiss trapped in a shallow
cave where he was resting. Unfortunately for TRAIN WRECKERS
him, a grizzly wants the cave and has been
nosing around waiting for the “dead thing”
to quit fighting it. The grizzly is a mama LOCATION: Aspen
bear—old and cunning—and a successful
Burglarized tool sheds. A near-derailment.
Survival roll reveals tracks of her cubs nearby,
Shadowy figures lurking near the refueling
so the posse might not want to kill her.
station. Something’s amiss in Aspen but
Years ago, the Prospector passed through there’s not much supernatural about it.
Fort Bridger and gifted Old Vaskiss a few
vials of his elixir (see sidebar). Vaskiss has Saboteurs
only one left, but he offers it to the posse if The culprits are a gang of miscreants hired
by Jerem Heaston to sabotage Denver-
Pacific trains and facilities. Led by Shoot-
’em-up Dick Polsen and his right-hand
Relic: The woman, Sabada—a Wichita Witch—the
Prospector's Elixir crew is composed of badmen and killers.
No one’s sure where the Prospector got They’re planning a major derailment on the
his recipe for making the glowing green downgrade from Aspen to Hilliard.
elixir he uses on the Harrowed. What
To make that happen they’re busy
is certain, however, is he never has
stockpiling dynamite and nitro in a makeshift
much of it at a time. He can make one
lean-to about halfway between Aspen and
application’s worth per week.
the Mormon Trail. Wranglers might find
To use the elixir, Jenkins has to pour their shack by staking out the D-P facility in
it down the throat of a Harrowed. Aspen, tracking the gang with Survival, or by
This usually requires the undead to some other means. If they don’t track down
be unconscious. In the case of more the shelter heroes might catch the bandits in
degenerated Harrowed, whose flesh the act of sabotage.
has decayed too much to swallow it, the
elixir need merely be poured over the
c Shoot-’em-Up Dick Polsen: Use
Gunman (Veteran) stats in Deadlands,
corpse’s appropriate part.
add Strength d8, Repair d10. Armed
Power: When the elixir is applied, the with a custom-built Gatling shotgun
Harrowed rolls Spirit. A success gains 1 (Range 12/24/48, Damage 1–3d6, RoF 2,
Dominion, or 2 with a raise. Shots 15, Min Str d8, Wt 15, Cost $1,000).
Harrowed heroes can spend their
c Sabada: Use Wichita Witch stats in
Deadlands.
own Bennies on the roll as well. There
„ Shoot-’em-Up Gang (1 per hero): Use
may never be a better time to regain
Gunman in Deadlands.
control, so they’d better take advantage
of it. Control can be regained even if the Voices in the Night
manitou has total Dominion.
The train wreckers aren’t the only ones
Taint: None. lurking around the woods near Aspen. A
vile creature called a night haunt, hungry for

108
Savage Tales

the souls on which it feeds, was drawn to the


area by the lives lost on the railroad.
While the cowpokes track down Dick
Polsen and his gang, the creature in turn
stalks them. It mimics the voices of posse
members or of their enemies to confuse them
and separate them...before it attacks.
„ Night Haunt (1): See Deadlands.

Aftermath
Shoot-’em-up Dick and Sabada
don’t hesitate to gun down anyone
foolish enough to get in their way.
That said, if they’re captured they
sing a different tune and name
their employer with success on
Intimidation or Persuasion. Jerem
Heaston pays them each $2,000 a
month for their services. Depending
on when the searchers learn this
information, it may aid their ongoing inquiry
in Heaston Hill.

WHERE WOLF?
LOCATION: Tolbit Farm

Young Maynard Tolbit, in charge of tending


his father’s sheep, swears there’s a wolf
preying on the flock after several go missing.
No one believes him, though, because they
NIGHT HOSS
can’t find any tracks. They figure Maynard
just fell asleep and let the sheep wander off. LOCATION: Heaston Hill
Maynard swears up and down he saw
The Aspen Forest pointed Frank Debeney
a wolf, or at least what looked like a wolf.
to a moldering book of black magic a few
Maybe even a werewolf! Locals scoff, “More
months back. You see, a sorcerer once tried
like nowhere-wolf.” When more animals
to harness and control the forest entity for his
go missing, Artemus Tolbit issues posters
own uses. The trees responded in kind.
with a $200 reward for the beast or culprits’
capture—dead or alive. That wayward wizard is now one of many
replicants protecting the forest, bereft of his
Survival attempts to track Maynard’s
once powerful knowledge and belongings.
critter are useless; it leaves no spoor. Staking
When Frank proved his loyalty sufficiently,
out a herd for a few nights is successful if the
the tree pointed out the blasphemous
cowpokes stay nice and quiet. In that case
tome and enabled her pet human to serve
they meet the terrifying ringdocus that’s
her further.
responsible when it comes to feed!
One of the spells in the sorcerer’s book
c Ringdocus: See page 122. summons a terrible equine spirit of ven­
geance called a “night hoss.”

109
HORROR AT HEADSTONE HILL

c The Night Hoss


The Night Hoss manifests only in the
dark of night.
Attributes: Agility d8, Smarts d6, Spirit d8,
Strength d12+2, Vigor d10
Skills: Athletics d10, Fighting d10, Notice
d10, Stealth d8
Pace: 8; Parry: 7; Toughness: 10
Edges: Fleet-Footed
Special Abilities:
„ Death’s Breath: As an action, the night
hoss exhales a shadowy, frigid cloud
in a Cone Template. Opponents in
the cloud must roll Vigor –2 or suffer
numbing Fatigue (this cannot cause
death). The intense cold also slows the
victim, reducing her Pace by 1 (further
attacks don’t affect Pace).
„ Ethereal: The night hoss can become
invisible and immaterial at will and can
only be harmed by magical attacks.
„ Hell’s Escort: The soul of anyone slain
by the night hoss plunges into Hell.
Frank is wary of tipping his hand, so he They can’t be Harrowed or resurrected.
only conjures the demonic steed if the party „ Kick: Str+d6, front or rear as desired.
becomes particularly effective or seems to „ Size 3: The night hoss is a large, power-
be aware of the Aspen Forest’s secret. If he’s ful creature with six legs.
suspicious at all, he uses his night raven to „ Weakness (Banishment): The night
listen in, confirms the party’s insight, then hoss can be banished, forcing it to return
sets the night hoss loose and lets the chips to the Hunting Grounds immediately.
fall where they may.
Once summoned, the terrifying
abomination stalks the sorcerer’s prey
relentlessly. It lurks in the distance at night,
WIZARD OIL
building tension as its victims hear a distant
whinny or the heavy clop of iron hoofbeats LOCATION: Heaston Hill
like distant thunder. When the victims are
A medicine show comes to town, with sword
suitably unnerved, it charges out of the night,
swallowers, fire-eaters, tumblers, fortune
a coal-black maverick with eyes that burn
tellers, and speakers of rhetoric. They’re
and dance like St. Elmo’s Fire.
heralded by a dapper singing quartet that
The night hoss doesn’t go inside buildings also plays church services and charity
but might kick out a board or window and bazaars for free.
use its Death’s Breath on those hiding inside.
“The Great McCaslin Traveling Wizard Oil
After the sixth night, the summoning Exposition,” out of Chicago, promotes and
expires and the monster returns to the abyss sells McCaslin’s Wizard Oil, naturally. They
it was summoned from. also peddle Blood Pills and Cough Balsam.
The infernal elixir versions, which actually
work, go for premium prices!
The troupe rolls into town in a train of
Conestoga wagons pulled by oxen. Soon the

110
Savage Tales

dashing Rod McCaslin, inventor of Wizard


Oil, gives a rousing speech.
See the table below for a summary of
what the infernal versions do. They’re quite
effective. The problem is troupe leader
McCaslin is an evil magician and grifter.
When anyone partakes of his infernal wares,
he threatens to reveal their use of “witchcraft”
publicly—unless they pay him!
c Rod McCaslin: Use Cult Leader stats in
Deadlands.
„ McCaslin’s Boys (6): Use Gunman in
Deadlands.
„ Performers (15): Use Townsfolk, add
Performance d8.

McCaslin's Elixirs (per dose)


Imbibers must make a Vigor roll when ingesting
any substances listed below. Critical Failure on
the roll indicates a Malfunction (see Deadlands).
Drinking a potion or taking a pill is an action.
Item Cost Weight
Blood Pill $25 —
Notes: Each pill increases Vigor by a die type
for 10 minutes. These scorched walkin’ dead emerge
Cough Balsam $50 — covered with ash and cinders once every
Notes: Soothes coughs and sore throats, and week or so. They stealthily seek prey in
grants +4 to Vigor rolls to recover from Ghost Piedmont, dragging victims back to the kilns
Rock Fever (see Deadlands). to smother them in ash. The following week
Wizard Oil $250 — these poor souls join the undead marauders.
Notes: Grants a user with an Arcane Back- Also, a wolf pack took up territory near
ground Edge 5 Power Points/dose. town after they ate one of the ashen dead
and changed. Now these dread wolves
attack anyone coming or going from
Piedmont at night.
YOU'RE KILN ME A posse might unravel the mystery by
staking out the town at night or by using
Networking to find anyone who has an
LOCATION: Piedmont
inkling as to what’s going on. Success leads
Weird, ululating wolf howls in the woods. to George “Little Steve” Stevens, a D-P
Folks going missing in the dark of night. foreman who still remembers the atrocities
There’s big trouble at the rail town of of the wars, and the dead fed to the kilns.
Piedmont and it’s getting worse.
„ Dread Wolves (10): See Deadlands.
It all started about a month ago. A few „ George “Little Steve” Stevens: Use
old friends started telling quiet stories about Soldier stats in Deadlands.
the Rail Wars and before you know it they „ Kiln Dead (2 per hero): Use Walkin’
recalled the bodies of the dead burned in the Dead in Deadlands, add Stealth d10 and
town’s charcoal kilns. Soon their festering the Resilient ability.
guilt and dread turned into something more
tangible—the rail warriors’ corpses returned
from the kilns for revenge!

111
BESTIARY

d6, Fighting d10, Intimidation d8, Notice


Deadlands: The Weird West has many dan­
d6, Persuasion d6, Riding d10, Shooting d8,
gerous rascals, varmints, and creatures for
Stealth d8, Survival d8
a posse to face down. Here’s a selection of
Pace: 8; Parry: 8; Toughness: 6
Uinta County’s unique terrors.
Hindrances: Impulsive, Vengeful (Major)
Edges: Block, Fleet-Footed, Frenzy (Imp),
Marksman, Scout, Steady Hands, Woods-
RASCALS man
Gear: Winchester ’76 (Range 24/48/96,
Damage 2d8, RoF 1, AP 2), Colt Frontier
Uinta County features human and nearly (Range 12/24/48, Damage 2d6+1, RoF 1,
human rascals. Here are the most prominent. AP 1), tomahawk (Str+d6), horse.

Black Horse's Band c Ouray


Since the 1880 Ute Removal Act, the US Army Named for a great chief, medicine woman
ruthlessly hunts tribe members who don’t Ouray is Black Horse’s loyal friend. She
live on a reservation or in the Sioux Nations. reveres the Old Ways to respect the spirits.
Black Horse pledged vengeance, giving up Attributes: Agility d6, Smarts d8, Spirit d8,
the Old Ways to make his task easier. Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge
d6, Faith d8, Fighting d6, Notice d8, Occult
c Black Horse d8, Persuasion d8, Riding d8, Shooting d6,
The warband’s leader is hot-headed in Stealth d8, Survival d8, Taunt d6
matters of war, but in calmer times has a Pace: 6; Parry: 5 (6 with spear); Toughness: 5
reputation for fairness and humor. He rides Hindrances: Old Ways Oath
with a band of 25 loyal Indian Warriors (see Edges: Arcane Background (Shaman),
Deadlands) at his side. Black Horse is well Channeling
aware of the evil presence in Aspen Forest. Powers: Banish, burrow, entangle, healing,
Attributes: Agility d8, Smarts d6, Spirit d8, holy symbol. Power Points: 20
Strength d10, Vigor d8 Gear: Bow (Range 12/24/48, Damage 2d6,
Skills: Athletics d8, Common Knowledge RoF 1), spear (Str+d6, Parry +1, Reach +1).

113
HORROR AT HEADSTONE HILL

Powers: Beast friend, boost/lower Trait, deflec-


c Frank Debeney tion, dispel, fear, invisibility, protection, zom-
Frank Debeney’s a shrewd businessman, bie. Power Points: 25
ambitious politician—and a vicious killer. Gear: Ritual dagger (Str+2d4, for Frank
Few vipers are more venomous than Frank. only).
Special Abilities:
He’s always been ruthless, running a
„ Night Raven: Frank has a night raven
cutthroat livestock business in Cheyenne,
familiar and uses beast friend to com-
Wyoming. But on a train journey west to Salt
municate with and command it. See
Lake City, Frank heard the clattering of the
Deadlands.
quaking aspens’ leaves. In their song he saw
promises of power and riches and forbidden
knowledge. From that point all he thought c Jerem Heaston
about was the Aspen Forest, wondering what
When Heaston arrived in town his only goal
grew in its dim depths.
was to control it from top to bottom. He tried
With his most trusted lackeys Hod and it the nice way—with fistfuls of cash and
Buckshot, Frank mounted an expedition electric lights—but the townsfolk wouldn’t
into the woods. The trio found the quiverin’ play along. So Heaston threw in with the big
aspen, a mutated and unnaturally smart bugs at Wasatch Rail, doing their bidding
abomination. Rather than replicate Frank, now for a chance at true power once Denver-
the tree offered earthly rewards if he would Pacific operations stall and sputter out.
serve its needs.
Heaston wants to cause so many problems
That sounded good to Frank, the greedy for Denver-Pacific—from sabotage to
bastard. Over time, the evil tree told Frank robbery to outright murder—that Smith &
where to find valuable ghost rock deposits, Robards has no choice but to sell out their
treasures lost by those who fell beneath operations to Wasatch. He hires the county’s
its boughs, and even a forbidden tome of three main outlaw gangs to achieve his
blackest magic—something Frank took bloody goals while maintaining his mining
quickly to his dark heart. operations in town.
Back in town, Frank bribed or recruited Jerem’s become ruthless in his desire
a few susceptible folks to join his “Cult o’ to rule Uinta County. The April 19 mine
the Critter.” Replicants and pod people had explosion that claimed 22 lives—mostly
their uses, but the quiverin’ aspen needed independent prospectors—was tripped on
intelligent allies too. Heaston’s order.
Frank’s goal, per the aspen’s instructions, Attributes: Agility d4, Smarts d10, Spirit d8,
is to burn down Heaston Hill and create an Strength d6, Vigor d6
army of replicants it can use to spread farther Skills: Athletics d4, Common Knowledge
and farther abroad. Frank knows the forest’s d6, Fighting d6, Gambling d10, Intimida-
plans will ultimately fail, but he’s going to tion d10, Notice d8, Occult d6, Persuasion
make a fortune in the meantime. d8, Riding d6, Shooting d6, Stealth d4,
Trade (Business) d10
Attributes: Agility d8, Smarts d10, Spirit d8,
Pace: 6; Parry: 5; Toughness: 5
Strength d10, Vigor d8
Hindrances: Arrogant, Driven (Major),
Skills: Athletics d8, Common Knowledge
Ruthless (Major)
d6, Fighting d8, Notice d8, Occult d10,
Edges: Filthy Rich, Guts, Reputation (Bad),
Persuasion d8, Shooting d6, Spellcasting
Knack (Seventh Son).
d10, Stealth d8, Thievery d8, Trade (Busi-
ness) d8
Pace: 6; Parry: 6; Toughness: 6 c Maxim Heaston
Hindrances: Greedy (Major), Ruthless
(Major) Ruthless and headstrong, Max Heaston is
Edges: Arcane Background (Black Magic), his father’s son through and through. As the
Brave, Charismatic, Rich eldest, Max tells his younger brothers what

114
Bestiary

to do, and expects to inherit his father’s


wealth and business someday. The Ghost Steel Gang
Attributes: Agility d8, Smarts d6, Spirit d8, The Ghost Steel Gang is most active in the
Strength d6, Vigor d8 eastern reaches of Uinta County, rustling
Skills: Athletics d8, Common Knowledge cattle and running it to the Sioux Nations for
d6, Fighting d6, Intimidation d8, Notice sale. They all have riding horses.
d8, Persuasion d6, Riding d8, Shooting d10, Hideout: Urie (page 17)
Stealth d8
Pace: 6; Parry: 5; Toughness: 6 c Bud “Ghost Steel” Balach: Use Gunman
Hindrances: Arrogant, Driven (Major), (Veteran) in Deadlands, add Strength d10
Ruthless (Major) and replace Hindrances with Wanted
Edges: Fan the Hammer, Marksman, Men- (Major). Bud wears a heavy armored
acing, Quick Draw vest (Armor +4, see Deadlands).
Gear: Colt Peacemaker (Range 12/24/48, c Dr. Seamus McLoon: Use Mad Scientist
Damage 2d6+1, RoF 1, Shots 6, AP 1), stats in Deadlands. The weird gunsmith’s
Cimarron (horse). burst power uses a Gatling gun
Trapping. Doc wears a light armored
vest (Armor +2).
c Gatling Heaston c Hector Gadelia: Use Gunman stats in
Deadlands, add Survival d8 and the
Gat Heaston isn’t just ruthless, he’s a rabid
Scout and Woodsman Edges. He wears
wolf. Delighting in wanton cruelty, Gat’s his
a heavy armored vest (Armor +4).
father’s favorite means of attack.
Attributes: Agility d8, Smarts d6, Spirit d8,
c John Jacob White: Actually Antonio,
disowned son of the di Bianchis of
Strength d6, Vigor d6
Heaston Hill. Use Gunman stats in
Skills: Athletics d6, Common Knowledge
Deadlands, and he’s also a werewolf!
d6, Fighting d6, Intimidation d6, Notice
d6, Persuasion d6, Riding d6, Shooting d8,
c Octavio Contreras: Use Gunman stats
in Deadlands, add Performance d6 and
Stealth d6, Taunt d6
a harmonica. Octavio wears a light
Pace: 6; Parry: 5; Toughness: 5
armored vest (Armor +2).
Hindrances: Bloodthirsty, Mean
Edges: Duelist, Quick Draw, Two-Gun Kid
Gear: Colt Frontiers ×2 (Range 12/24/48,
Damage 2d6+1, RoF 1, AP 1), Bowie knife
(Str+d4+1, AP 1), horse.

Colton Heaston
Heaston’s youngest son Colt is a master
horseman at 16. He follows his father’s lead
out of loyalty but there’s still good in him. If “You think you're fast? I've
anyone were to see the light and be redeemed,
it’s Colt Heaston.
seen fast. I'm fast. You ain't.
But I'll spell it out in blood
Attributes: Agility d8, Smarts d6, Spirit d8,
Strength d6, Vigor d6 for you if you like."
Skills: Athletics d6, Common Knowledge
--Gatling Heaston
d6, Fighting d6, Intimidation d6, Notice
d6, Persuasion d6, Riding d8, Shooting d8,
Stealth d6, Taunt d6
Pace: 6; Parry: 5; Toughness: 5
Hindrances: Heavy Sleeper, Loyal
Edges: Born in the Saddle, Quick Draw
Gear: Colt Frontier (Range 12/24/48, Dam-
age 2d6+1, RoF 1, AP 1), horse.

115
HORROR AT HEADSTONE HILL

c Tong Lee: Use Gunman stats in


Little Rock Irregulars Deadlands, add the Pacifist (Minor)
Formerly employed by Kansas City & Little Hindrance and 15 sticks of dynamite.
Rock Rail, the Irregulars lit out for Wyoming c Big Wade Sunday: Use Gunman stats
after the Great Rail Wars’ end. Now they raid in Deadlands, add Strength d8, Vigor d8,
rolling stock, tearing all over the county in and the Brawny and Bruiser Edges.
two steam wagons (each with a mounted
Gatling gun). The Dotterman Twins drive a
velocipede with sidecar.
VARMINTS
Hideout: Gunsight (page 15)
c Arkansas Ted Harwell: Use Soldier
(Veteran) stats in Deadlands, add Driving Thornburg
d8, the Ace Edge, and a steam wagon.
Thornburg the cattle dawg is Fort Bridger’s
c Broncho Rip Potter: Use Gunman stats most loyal sentry and servant. More ally
in Deadlands, add the Rock and Roll! and
and mascot than pet, Thornburg alerts the
Steady Hands Edges.
troops to dangers such as raids or fire. He’s
c Jenny Dotterman: Use Gunman in far smarter than the average hound, but still
Deadlands, add Driving d8 and a
a mundane critter.
velocipede.
c Two-Belt Johnny Dotterman: Use Attributes: Agility d8, Smarts d10 (A), Spirit
Gunman stats in Deadlands, add the d6, Strength d6, Vigor d8
Steady Hands Edge. Skills: Athletics d8, Fighting d6, Notice d10,
c Kid Vance: Use Gunman in Deadlands., Stealth d8
add Repair d10 and a tool kit. Pace: 8; Parry: 5; Toughness: 5
c Rip “Apocalypse” Drago: Use Gunman Hindrances: Loyal
(Veteran) stats in Deadlands, add Driving Edges: Alertness
d8 and a steam wagon. Special Abilities:
„ Bite: Str+d4.
c Agnes “Scarlet” Kenney: Use Gunman
(Veteran) in Deadlands, add Double Tap „ Size −1: Thornburg’s head comes to a

Edge. Scarlet leaves the Ghost Steel cowpoke’s waist; weighs about 60 lbs.
Gang and joins up with the Irregulars. „ Resilient: Thornburg can take one
Wound before being Incapacitated.
„ Speed: d10 running die.
Sage Dragons Gang
The Sage Dragons frequent Uinta’s towns,
primarily targeting banks. Sing Wan’s a
champion safe-cracker, and if she fails there’s CREATURES
always Tong Lee’s dynamite.
Hideout: Lonetree (page 16)
Bloody One
c Hong Xue, “The Dragon”: Use Chi Reverend Grimme used to gift his priests
Master stats in Deadlands, add Shooting
enchanted bones that could call forth a blood-
d10, the Double Tap, Duelist, and Quick
covered zombie with putrefying organs they
Draw Edges. Armed with two Colt
called “bloody ones.” Since Grimme’s death,
Frontiers.
a few of his remaining followers have learned
c Rufus Shen: Use Hexslinger stats in how to create the bones as well.
Deadlands, add the burst power.
c Sing Wan: Use Martial Artist stats in A cultist need only toss the bone on the
Deadlands, add Thievery d6 and the ground to summon the horrid servant. The
Thief Edge. She uses a stethoscope to thing follows its summoner’s orders to the
hear the tumblers or a set of lockpicks. letter afterwards, as long as he’s a member
of Grimme’s cannibal cult. Anyone else is
attacked on sight.

116
Bestiary

Bloody ones don’t speak, but sometimes „ Illusion: A manitou can activate one
emit a slurpy laugh, usually at the prospect illusion (per the power) as a free action
of devouring human flesh. As long as they once per turn. No roll is required, and it
consume at least a pound of it, they continue acts as if cast with a raise and the Strong
their unearthly life another 24 hours. Without and Sound Modifiers. The manitou may
it, they fall apart into a disgusting pile of maintain the power as long as it cares to
guts and gore. focus on it (–1 to all other Trait rolls).A
Attributes: Agility d10, Smarts d8,Spirit d6, single manitou may not have more than
Strength d6, Vigor d6 one illusion active at once, but the hate-
Skills: Athletics d6, Fighting d6, Intimida- ful things usually travel in groups!
tion d8, Notice d6, Stealth d6, Taunt d8
Pace: 6; Parry: 5; Toughness: 7
Special Abilities:
Gabriel Hound
„ Claws/Bite: Str+d6. Gabriel hounds (also called gabbe brecht
„ Fear (–2): Bloody ones are grotesque or barghests) are associated with witches,
zombies covered in blood and gore. werewolves, or other shape-changing
„ Fearless: Immune to Fear and Intimida- humans. The large, black dogs resemble
tion. mastiffs with red sparks in their pupils and
„ Improved Frenzy: Bloody ones roll low growls rolling from their throats.
a second Fighting die with up to two Gabriel hounds are almost always
melee attacks each turn. encountered as the forerunner of some
„ Undead: +2 Toughness; +2 to recover more powerful evil. Although others may
from being Shaken; no additional dam- see it, only the creature’s target is cursed
age from Called Shots; doesn’t breathe; by its power. The hounds seldom attack
immune to disease and poison. outright. If they do, they begin with a blood-
chilling howl and follow up with their
Creepin' Shadow formidable fangs.

Creepin’ shadows are lesser manitous drawn


into the physical world by the Headstone
Nugget (see page 19). They’re driven to
cruelty, competing among their fellows to
see which can create the most anguish, pain,
or mayhem among the mortals they despise
so greatly.
Attributes: Agility d8, Smarts d6, Spirit d10,
Strength d8, Vigor d8
Skills: Athletics d8, Common Knowledge
d8, Fighting d8, Intimidation d8, Notice d8,
Persuasion d8, Stealth d10, Taunt d10
Hindrances: Mean, Ruthless (Major)
Edges: Frenzy (Imp), Menacing
Pace: 6; Parry: 6; Toughness: 6
Special Abilities:
„ Bite/Claws: Str+d6.
„ Ethereal: Manitous can become invis-
ible and immaterial at will. On the
physical plane, they can only be harmed
by magical attacks.
„ Fear (–2): The sight of a manitou pro-
vokes a Fear check at –2.
„ Flight: Pace 12”.

117
HORROR AT HEADSTONE HILL

Attributes: Agility d6, Smarts d8, Spirit d12,


Strength d8, Vigor d10 c Hodag
Skills: Athletics d8, Fighting d8, Intimida- A hodag is formed by the spirit of a
tion d10, Notice d10, Stealth d8, Survival mistreated ox or other beast. Best known
d12 among the lumberjacks of the northern
Pace: 8; Parry: 6; Toughness: 7 Midwest forests, hodags are found wherever
Edges: Frenzy (Imp) oxen, Longhorns, or even buffalo roam.
Special Abilities:
A hodag usually has horns, clawed feet,
„ Bite: Str+d8.
and the disposition of a wet wolverine. Rigor
„ Curse: Gabriel hounds are summoned
mortis pulls the flesh from the critter’s teeth,
and sent after a specific target. When
so they look larger and almost fanglike. The
the victim sees the hound, he auto-
animal’s spine protrudes through its skin,
matically suffers from the Bad Luck
giving it a spiked appearance.
Hindrance until the hound’s master is
destroyed. Destroying the hound has no Hodags are quadrupedal and attack by
effect on the curse. charging, but can also rise onto their hind
„ Fear: Any who see the hound make a legs at will. This helps them chase after their
Fear check. favorite meal: human flesh.
„ Howl: As an action Gabriel hounds
Attributes: Agility d6, Smarts d4, Spirit d4,
may make an Intimidation test against Strength d10, Vigor d10
all within 12”. Skills: Athletics d6, Fighting d8, Intimida-
„ Immunity: Gabriel hounds take half
tion d8, Notice d8, Stealth d6, Survival d10
damage from normal weapons. Pace: 8; Parry: 6; Toughness: 12 (2)
„ Weakness (Holy Water): A pint of holy
Edges: Sweep (Imp)
water does 2d6 damage to a Gabriel Special Abilities:
hound. „ Armor (+2): The monster’s hide is tough
„ Weakness (Silver): Gabriel hounds
and leathery.
take normal damage „ Bite/Hooves/Tail: Str+d6.
from silver „ Fear (−1): Anyone encountering a
weapons. hodag makes a Fear check (–1).
„ Horns: Str+d8. Add +4 damage at the
end of one Fighting action in which it
Runs, moves at least 5” (10 yards), and
successfully hits with its horns.
„ Miasma: Anyone within 25 feet (4”) of
a hodag must make a Vigor roll (−2)
or receive a –2 penalty to all Trait rolls
due to its overpowering stench of
decay.
„ Size 1: Hodags are large creatures,
weighing nearly half a ton. When
standing on their hind legs, these crea-
tures are over eight feet tall.
„ Undead: +2 Toughness; +2 to recover
from Shaken; ignore 1 point of Wound
modifiers; Called Shots do no extra
damage; doesn’t breathe; immune to
disease and poison.
„ Coup (Bull Strength): The deader’s
Strength die type increases one level, as
does his stench. Notice rolls to detect
the deader’s decay get a +4 bonus, or +2
if alcohol masks it.

118
Bestiary

Hunger Lily
They say the Amazonian floating water
hyacinth—an invasive species—was
introduced in the United States at the
1884 World’s Fair in New Orleans. Few
know the flowering plant actually came to
Wyoming a year earlier. It arrived packed
amidst the samples and collections of Dr.
Theodorick Moon.
After the Wilton-Moon Amazonian
Expedition of 1882, the doctor hoped to make
a fortune in exotic, ornamental flowering
plants. Nourished by a solution of fertilizer
and ghost rock, the water lilies grew quickly
at his farm. But then Moon—who hadn’t
been quite right in the head since the
expedition—hit upon a new idea. Why not
combine the lilies via grafting with certain
unique samples he’d picked up in Aspen
Forest? Mixed with the weird forest’s essence,
the hunger lily became a ravenous predator.
Several escaped the farm and disappeared
into Uinta County’s waterways.
A hunger lily looks like a large patch of
water hyacinths, emerald green with white surface, but a lily’s pod-like body is the
or purple flowers, floating on a pond or size of a bison.
lake’s surface. The thing’s mass and tentacles „ Tentacles: A hunger lily has two
hang underwater, poised to seize unwary tentacle actions and Reach 4. Bound or
prey. Hunger lilies spend most of their time Entangled prey may be bitten as usual,
in the water, but in a pinch they can haul or even held underwater (see Drowning
themselves over land for great distances in in Savage Worlds).
search of prey or a bigger swimmin’ hole.
Attributes: Agility d8, Smarts d6 (A), Spirit
d8, Strength d12+1, Vigor d8
Nimerigar
Skills: Athletics d8, Fighting d10, Notice d8, Indians tell tales of “little people,” the most
Stealth d10 common nature spirits, which look like small,
Pace: 2; Parry: 7; Toughness: 11 (2) delicate humans and are generally helpful.
Edges: — But Shoshone shamans also tell stories of
Special Abilities: the nimerigar, a violent tribe of little people
„ Aquatic: Pace 8. who escaped the Hunting Grounds in the
„ Armor +2: A hunger lily’s leaves and days before the Old Ones sealed them shut.
body are tough and fibrous. During the Reckoning their jealousy of the
„ Bite: Str+d8. “big people” has grown to pure hatred.
„ Combust: Hunger lilies are infused Nimerigar look like diminutive Indian
with the Aspen Forest’s ghost rock sap. warriors with unnaturally contorted, evil
When killed they explode in a Medium faces and pale glowing eyes. Their tiny
Blast Template for 2d6 damage. bows fire poison-tipped arrows, and they’ve
„ Plant: Called Shots do no extra damage. learned to target humans’ weak spots.
Bullets, arrows, and piercing weapons Nimerigar always mummify their dead if
inflict half damage. possible; a rare few of these mummies rise
„ Size 3: Its leaves spread on the water’s as abominations in their own right.

119
HORROR AT HEADSTONE HILL

Attributes: Agility d10, Smarts d8, Spirit they can vanish as a free action. This
d10, Strength d4 –2, Vigor d8 works like the teleport power, but uses
Skills: Athletics d10, Fighting d6, Notice d8, Spirit as the arcane skill, costs no Power
Persuasion d4, Shooting d8, Stealth d10 Points, and can’t be modified.
Pace: 8; Parry: 5; Toughness: 3
Edges: Danger Sense, Fleet-Footed, Giant
Killer Piranha Dog Swarm
Gear: Bow (Range 12/24/48, Damage 2d4, These little varmints look exactly like prairie
RoF 1, poison), 12 arrows, knife (Str+2). dogs from a distance, living in extensive
Special Abilities: subterranean “towns” dug into the open
„ Low Light Vision: Nimerigar ignore range. But these vicious bastards aren’t much
Dim and Dark Illumination Penalties. more than fur, teeth, and appetite. One of
„ Poison (–2): Nimerigar arrows are laced them is just a painful nuisance—but there’s
with Lethal Poison (–2). Failure on a never just one. Where piranha dogs have dug
Vigor roll means the victim is Stunned, in, they number in the hundreds.
takes a Wound (two on a Critical Fail-
Piranha dogs originated in the area around
ure), and perishes in 2d6 rounds.
Devils Tower, but have spread all over
„ Second Life: Nimerigar “cheated” to
Wyoming looking for more grub. In remote
escape the Hunting Grounds by bind-
areas, piranha dog towns grow to enormous
ing their spirit forms into unliving flesh.
size, holding 300 or more hungry terrors.
When a nimerigar is killed, it rises from
Any living thing that wanders in is stripped
its shell in 2d6 rounds in ghostly form,
of flesh in minutes.
with the Ethereal Special Ability. If the
ghostly form is destroyed, the nimerigar Attributes: Agility d10, Smarts d6 (A), Spirit
is forever dead. d12, Strength d8, Vigor d10
„ Size –3 (Very Small): Nimerigar stand Skills: Notice d8
about 18 inches tall and weigh 12 lbs. Pace: 10; Parry: 4; Toughness: 7
„ Vanish: When nimerigar are startled, Edges: —

120
Bestiary

Special Abilities:
„ Bite: Piranha dogs inflict dozens of bites
every round, hitting automatically and Monstrous Ability: Replicant
causing 2d6 damage to everyone in the The replicants created by the Aspen
template. Forest have the abilities below in
„ Fear: The sight of frenzied piranha dogs common. Note that replicants don’t
provokes a Fear check. have the Fear Special Ability, but the
„ Plague: Anyone Shaken or Wounded first time a person sees one bleeding
by piranha dogs must roll Vigor. Failure green sap calls for a Fear check!
means the poor sod contracts the plague
When a replicant is killed it dissolves
(a Chronic Disease, see Savage Worlds).
into an indistinguishable puddle of sap
„ Split: Piranha dog swarms split into
and fiber.
two smaller swarms (Small Blast Tem-
„ Environmental Weakness (Fire):
plates) when they take a Wound. Small
swarms are destroyed when Wounded. Replicants take +4 damage from
„ Swarm: Parry +2, Medium Blast Tem- fire-based attacks.
„ Fearless: Replicants are immune to
plate. Piercing weapons do no damage.
An hombre can inflict his Strength in Fear and Intimidation.
„ Fibrous Body: +2 Toughness and
damage each round by stomping on the
toothy varmints. Called Shots do no extra damage;
Environmental Weakness (Fire);
Fearless; Hardy; Mimic.
Replicant „ Hardy: A second Shaken result

Replicants are horrible, intelligent plant does not cause a Wound.


„ Mimic: When a replicant first
-people that protect and venerate the tree-like
abomination that created them. The replicant emerges from its pod, it uses its ru-
is “born” a slimy, featureless humanoid, dimentary skills to locate and touch
driven to make contact with a victim to a sleeping or unconscious victim.
absorb his memories and personality. It After five minutes of uninterrupted
attempts this while the victim sleeps or is contact, the victim dies (crumbling
unconscious, and if successful, mimics its into fine ash) and the replicant
victim and assumes his or her identity—a gains all the target’s skills, Edges,
perfect physical copy. and Hindrances. Traits and second-
ary statistics are replaced by the
That doesn’t mean it becomes that victim’s. If the replicant can’t drain
person. Replicants have their own agenda, the memory of a source character
meeting with others of their spawning in within 24 hours, it melts into a pud-
the dead of night, crying out in degenerate, dle of green goo. After the transfer
devolved gibberish that only other replicants a replicant has Performance d8 and
understand. is capable of mimicking its victim
Replicants don’t bleed, but their wounds almost perfectly. Close friends or
seep thick, white sap with a heavy, cloying relatives may see inconsistencies in
odor like fresh pine pitch. It’s also infused the host’s behavior on an opposed
with ghost rock from Tarrytown Bench! Notice roll at −4. If the target was a
Wild Card the copy is also a Wild
The quiverin’ aspen (page 86) produces Card.
a dozen or so seedpods per month, and the Once a replicant has assumed an
resulting replicants become guardians of identity it’s permanent —it can’t
the Aspen Forest (see page 46), protecting mimic a new victim.
it from anyone who would harm it or the
quiverin’ aspen. Sometimes they range out
across Uinta County, “priming the earth” for
new growth by sparking random brushfires.
The forest’s only goal is to grow without limit

121
HORROR AT HEADSTONE HILL

until it rejoins other aspen forests in a vast claws. Their cries sound almost human, all
subterranean root system. Then it will cover the better to lure unwitting victims.
everything on earth...and rule it all! Attributes: Agility d8, Smarts d6, Spirit d8,
Strength d6, Vigor d8
Replicant Skills: Athletics d10, Fighting d8, Intimi-
This is the profile for a replicant before dation d8, Notice d6, Performance d10,
it mimics a target. Once it duplicates an Stealth d8
unfortunate human, use that individual’s Pace: 6; Parry: 6; Toughness: 7
profile with the Replicant Special Ability Edges: Frenzy (Imp)
listed below (minus Mimic). Special Abilities:
Attributes: Agility d4, Smarts d4, Spirit d8, „ Bite/Claws: Str+d8.
Strength d4, Vigor d6 „ Camouflage: When hanging in a tree,
Skills: Athletics d4, Fighting d4, Notice d4, a ringdocus gains +2 to Stealth rolls. If
Stealth d6 the critter succeeds on a roll opposed by
Pace: 4; Parry: 4; Toughness: 7 a target’s Notice, it gets The Drop.
Special Abilities: „ Fear (–2): A ringdocus prompts a Fear
„ Replicant: +2 Toughness; Called Shots check with a –2 penalty.
do no extra damage; Environmen- „ Low Light Vision: Ringdocuses ignore
tal Weakness (Fire); Fearless; Hardy; Dim and Dark Illumination penalties.
Mimic. „ Mimicry: A ringdocus can alter its cry
to sound like a human scream. It takes a
Notice roll (–2) to figure out the ruse.
c Ringdocus „ Size 1: A full-grown ringdocus is as big

The ringdocus, known in Indian legends as a lion.


as the shunka warak’in (literally, “carries off „ Spines: The ringdocus can attack with

dogs”), is a terrifying nocturnal predator. its spiked tail, and often does so as part
It eats most anything, including Scraps the of a Multi-Action when surrounded.
family dog, but tales say the beast considers This causes Str+d4 damage and anyone
people’s fingers, toes, and other, er—soft Shaken or Wounded by it must make
parts to be delicious. And it prefers its food a Vigor roll at -2 or be paralyzed (see
alive and screaming. Poison in Savage Worlds)
„ Trackless: Although they leave grisly
This creature looks much like a hyena, but evidence of their attacks, these critters
with an elongated snout and thick, ringed don’t leave a trail. Survival rolls made
tail. It runs on all fours, and on the attack to track them automatically fail.
its snout opens unnaturally wide to reveal „ Coup: Anyone attempting to track the
burning red eyes inside it. Ringdocuses Harrowed subtracts 2 from their Sur-
sleep in tall evergreens, hanging upside- vival rolls.
down from branches by their razor-sharp

122
HANDOUTS

OFF ICE OF

T O M B ST O N E E P I TA P H
e, AZ
Phil ip Clum • Tomb ston
EDIT OR IN CHIE F John

Dearest friends and colleagues,


healthy, and well-prepared for your
I trust this missive finds you hale, used the Denver-Pacific’s rail service
journey to Wyoming Terri tory. I’ve d it
on several occasions, and always foun
between the home city and Salt Lake is lovely country when the sun shines on
quite scenic and pleasant. Wyoming
it.
t. There’s been no word on the wire
Time is short so I shall come to the poin than a week. His Agency superiors are
from Agent George J.A. Reeg in more
king our aid was the correct call, but answer it
nervous and unsure if invo ing Reeg’ s mission and his subsequent
we shall. Given the mystery surround the utmost caut ion.
disappearance, I advise you to use
two
items. Please find three news clippings, of
This package contains a few useful the Epitaph. Reeg went by the alias
from Heaston Hill papers and one from er strict orders not to reveal his iden
tity.
miner “Len Buckles,” and was undto help you locate him.
We’ve included a recent photograph
ct already living in Heaston Hill.
Lastly, there’s the matter of our conta to the vagaries of classified files and
I’m informed by the Agency that due lost to official channels with Reeg’s
total secrecy, the contact’s name was the contact holds membership in our
disappearance. But I happen to know , use the signs and watchwords, and
humble association. Keep your eyes open
most important—watch your back.
Lux in tenebris!

Lacy O’Malley

A C
123
HORROR AT HEADSTONE HILL

B f

j
(Front
and
back)

j
124
Handouts

D E I

L (Front and back)


125
HORROR AT HEADSTONE HILL

of Iowa
Incorporated Under the Laws of the State

9389 500

The Wasatch Railroa d Company


SHARES
CAPITAL STOCK 500

George J. A. Reeg
500-Five hundred
The Wasatch Railroad Company

RAILRO 15th April 884

CH
A
T

D
WASA

9678
Compa
he

n
T

500
y

M G h

126
INDEX

Adolph “Big Dolph” Newton    45 City Ordinance    23 George “Beam” Gleason    40
Agnes “Scarlet” Kenney    34 C.K. Hool    34 Agent George J.A. Reeg     20, 23,
Ah Lin    40 Clementine Alvord    22 35, 37, 55
Almy    11 Clovis Labeau    25 The Ghost Steel Gang    115
Amanda Lobdell     17, 36 Colton Heaston     33, 115 G.H. Shrobel    25
Angel Epp     19, 23 Captain Colton J. Barron    12 Ginny LeChance    37
Angus Diehl     33, 35 Crawley G. Dake    45 Gormley    31
Anna Abernathy    42 Creek Street Collective    21 Granville Dodge    13
Anti-Pain Plaster    28 Creepin’ Shadow    117 Grapevine Telegraph     29, 41
Antonio Jouvenceau    21 Crittenden Ranch     45, 47 Gravedigger Malachi     25, 44
Arkansas Ted Harwell    15 Cult o’ the Critter    15 Grinder. See Almy
Aspen    12 Deacon Eleanor’s Gunsight    15
Aspen Forest    46 Watering Hole    13 Hap Bowdre    29
Aspen Skulltrap    80 De Leon Haberdashery Headless Horseman    70
The Ballad of Bogwater Bill    38 & Boutique    26 Heaston
Bart Wallace    45 Denver-Pacific Railroad    10 Alvord Detective Agency    22
Bear River    12 Dr. Theodorick Moon    17 Angel’s Corner    23
B.F. “Strech” Moore    28 The Earl    26 Aspen Lounge    23
B.G. Zang    45 Dr. E.B. Kirk    24 Bakery di Bianchi    24
Big Dan Mimms    30 Edna Scordins    32 Barber & Dentist    24
Billie Gentle Eagle    23 Edwin Barrett Kirk     20, 27 Blacksmith    24
Black Horse    113 Eleanor    13 Boot Hill    25
Blood Pond    47 Eli “Brick” Nagel    26, 30, 35, 43, 48 Church    25
Bloody One    116 Elmer Blaine    23 Cowboy Saloon    25
Bob Malone    37 Elmer Feigel    28 Dance Hall    25
Bogwater Bill     47, 97 Emil Blachey    35 Debeney Cafe
Bogwater Lake    47 Emma Mortimer     28, 33 & Cigar Store    26
Bridger    12 Dr. Erastus Weeks    47 Doctor E.B. Kirk    27
Bronco Tillie    43 Ernest Thacker    37 Drug Store    28
Burt Alvord    22 Ethan Nelson    38 The Emporium    28
Bushrod Lovingood    12 Evanston    13 Feigel’s Fine Footwear    28
Buster “Nails” Trenchworth    38 Flayer Piano    64 First National Bank    29
Caleb Reese    31 Fort Bridger     9, 14 Frontier Store     23, 29
Caledonia Summers    21 Fort Supply    15 Gambler’s Paradise    30
Carter     13, 37 Francisco Sotelo    42 Gunsmith    31
Celeste Munson     27, 40 Frank Debeney     15, 23, 26, Heaston Hill Examiner     21, 31
“Chloride Beck” Benitez    48 29, 37, 114 Heaston Hill Hotel    31
Chong Hoy     39, 43 Gabriel Hound    117 Heaston Manor    33
Citizen Groups    32 Gatling Heaston     33, 115 Heaston Mining Company    33

127
INDEX
Hool’s Hats    34 Jerem Heaston     28, 33, 34, 35, 36, Piranha Dog Swarm    120
Jail    34 37, 41, 44, 114 Poverty Flats    47
Ladies & Lords Saloon    34 Jeremiah Feigel    28 Powder Jack    42
Land Claims/Assay Office    35 Jesse Applegate    16 Quilla June Thompson    32
Law Office    35 Jim Bridger     9, 14 Quiverin’ Aspen    86
Len Buckles’ House    35 Sheriff J.J. LeCain     10, 13 Relic
Livery Stable    35 John Loughlin    44 Bill’s Convincin’ Stick    98
Lobdell House    36 John “Uncle Jack” Robertson    9, 17 Grampa Weeks’ Spurs    99
Marshal’s Office    36 Jump Off Joe    15 The Headstone Nugget    66
Meat Market    37 “Kid” Lewis    21 The Prospector’s Elixir    108
Mill    37 Kitty Labeau    25 Replicant     121, 122
Miners’ Association Hall    37 Lacy O’Malley    55
Ringdocus    122
Mountain View Restaurant    37 Laird Eddleman    34
Robertson    17
Music Hall Saloon     32, 38 Len Buckles    37. See also George
Ruby Zane    15
Nolly’s Grub Counter    38 J.A. Reeg
Sage Dragons Gang     16, 116
Photography by Chong    39 Lida Munson    12
Sam Tang    40
Post Office    39 Lilah Denslow     32, 38
Little Rock Irregulars    116 Sara Houck    38
Power Station    39 Scope Trowbridge    31
Red Door Saloon    40 Lobdell Ranch    17
Lonetree    16 Shubael Hume    44
Schoolhouse    40 “Sidewinder” Chico Lugo    43
Silver Fountain Restaurant    40 “Long Neck”
Charley Holloway    21 Sidney Moss    44
Speaker’s Stump    41
Lord Diamond. See Laird Eddleman Sigmund Largo    17
Stagecoach Office    42
Malaria    12 Sioux Nations    9
Storm Acquisitions, Ltd.    42
Mariposa del Rios    34 Sledge    22
Tailor    42
Marisol de León    27 Standish Epp     19, 41
Tanner    43
Martha June Hoodoo    30 Sylvester Lobdell     17, 36
Tarantula Hole    43
Massimo Bianchi    24 Tainted Beer    46
Tarrytown Omen    43
Maura McGillicuddy    44 Tarrytown. See Heaston Hill
Two-Penny Theater    43
Maxim Heaston    33 Tarrytown Bench    48
Undertaker    44
Mayor Lobdell    34 Tarrytown Miner’s Union     26, 36,
Volunteer Fire Department    44
Michael Hidden Bear    33 43, 57, 76
Wagon Lot    44
Millie LaChance    37 T.C. Scordins    32
Whispering Pines
Mose Drachman    35 Father T.D. Branch    25
Fancy House    44 Moses Byrne    17
Wildcat’s Den    45 Thomas Cashel    23
Mountain Ail    12 Thornburg     15, 116
Wyoming Restaurant    45 Myron “Double-Eye” Bee    34
Zang’s Brewery    45 Tillie Nagel     26, 35
Nauvoo Legionnaires    15 Timeline    56
Heaston Hill     15, 19 Ned Little    35
Heaston Mining Co    5 Tolbit Farm    48
New Tomorrow Triad    13
Heath Crittenden    25 Tom LeChance    37
Major Newton X. Chelmsford    14
Henrik Pretorius    30 Tova Figel    28
The Night Hoss    110
Herbert Groseclose     24, 31 Twilight Legion     7, 11, 20,
Nils King    24
Hilliard    16 27, 28, 46, 47, 55, 56
Nimerigar    119
Hodag    118 Old Vaskiss    15 Uinta County    9
Hog Thief Falls    16 Ouray    113 Geography & Climate    9
Huldra    24 The Outlaw Trail     11, 16 Urie    17
Hunger Lily    119 Owlhoot Syndicate    43 Utah War    14
Indio Red    86 Paddy Gallagher     24, 25 Vail Balch    39
Isabella de León    27 Pete “Coal Oil” Stoudenmire    38 Vernon Maddox    21
Isidor Neustatter    43 Pete Loughlin    44 Vol Ivers    30
James A. Evans    13 Piedmont    16 Walter “Dog” Stiles    43
James Sanks Brisbin    17 Piedmont Proclaimer    16 Wang Ya    33
J.C. Philpot    43 Marshal Pilsbury Wasatch Rail    48
J.D. Nolly     35, 38 “Chips” Wister    36 Wyoming Law    10

"Well, I ain't eatin' vegetables


again for a while."
--Red.

128

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