Dracula's America: Shadows of the West: Hunting Grounds
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About this ebook
- Two New Factions: The Forsaken, ragged survivors of the 7th Cavalry tormented by a bestial curse, and the Shadow Dragon Tong, crimelords with an agenda as mysterious as the powers wielded by their enforcers.
- The Hunting Grounds: Scenarios and encounters that focus on this mythical realm and the power and threats found within it.
- Territory: Build and develop your headquarters, and exploit the benefits it offers, but beware your enemies taking the fight to your home turf.
- Outlaws, Mercenaries and Bounty Hunters: New campaign options, allowing you to turn to a life of crime, bring in wanted fugitives, or sell your gun to the highest bidder.
- New Monsters: The denizens of the Hunting Grounds, in all their terrifying glory.
- New Hired Guns: There's all kinds of folk willing to sell their skills, and these new Hired Guns offer a range of tactical options... if you can afford them.
- New Gear: Bring a Gatling Gun to a knife fight, or find out why you were always warned about misusing brimstone chalk and vials of ectoplasm.
- New Skills: Riding and Leadership skills give you new combat options and help your posse stay in the fight.
Jonathan Haythornthwaite
Jonathan Haythornthwaite has been an enthusiastic gamer for 26 years, inflicting countless 'home-brewed' games and scenarios on his long-suffering gaming friends in that time. He currently lives, works, and occasionally sings Classic Rock in the North Yorkshire Dales.
Read more from Jonathan Haythornthwaite
Dracula's America: Shadows of the West: Forbidden Power Rating: 4 out of 5 stars4/5Dracula's America: Shadows of the West: A Wargame Rating: 3 out of 5 stars3/5
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Dracula's America - Jonathan Haythornthwaite
CONTENTS
INTRODUCTION
THE SETTING
WELCOME TO INDIAN TERRITORY
The Black Hills
Convergence
Deadwood City
The Hunting Grounds
Animus
NEW GAME RULES
THE HUNTING GROUNDS
Entering the Hunting Grounds
Spirit Tokens
Lost in the Hunting Grounds!
Summoning in the Hunting Grounds
THE PERILS OF POWER
Spirit Creatures – A Bestiary
NEW WEAPONS
Close Combat Weapons
NEW ARCANE POWERS
Spiritualism Arcane Powers
Shamanism Arcane Powers
Diabolism Arcane Powers
NEW FACTIONS
The Forsaken
The Shadow Dragon Tong
Skinwalker Tribe Themes
NEW CAMPAIGN RULES
New Skill Lists
New Gear
New Hired Guns
Vision Quests & Spirit Totems
Indian Territory Encounters
TERRITORY
The Territory Chart
Staking Territory
Your Hideout
Territory Events
FINDING ANIMUS
Striking it Lucky
OUTLAWS
Trouble with the Law
Outlaw Posses
Bounty Hunting
Taking Bounty Hunting Jobs Between Games
MERCENARIES
Hiring Mercenaries
Mercenary Drifters
NARRATIVE CAMPAIGN
PLAYING THE NARRATIVE CAMPAIGN
Destiny Points
HUNTING GROUND SCENARIOS
Scenario 1: The Ghost Town
Scenario 2: The Key
Scenario 3: Lost In The Hunting Grounds!
Scenario 4: The Hunt for Custer
Scenario 5: Maximum Convergence
Scenario 6: The 3:10 to Purgatory
Scenario 7: The Spirit-Syphon
CAMPAIGN AFTERMATH
CAMPAIGN ROSTERS
CAMPAIGN AFTERMATH: ALLIANCE OF ORDER
CAMPAIGN AFTERMATH: ALLIANCE OF CHAOS
INTRODUCTION
Welcome to Hunting Grounds, the first supplement for the Dracula’s America Gothic Western skirmish game!
These books will contain a whole heap of new material for you to include in your existing games and campaigns – Hunting Grounds contains two new Factions and optional Skinwalker Tribal Themes, new Hired Guns, Weapons (including Close Combat weapons!), Gear, Arcane Powers, and a brand new Bestiary of NPCs from the spirit world.
As always, the bulk of these additions are entirely modular and compatible with the Dracula’s America: Shadows of the West rulebook – so feel free to use the new material you like and leave out the rest – they’ll slot right in alongside the core rules!
As you will hopefully have realised by now, playing Dracula’s America is first and foremost about having fun telling great stories on the table-top – these expansions will take this to the next level by including new linked scenarios that you can play in one-off games, or follow from start to finish as a narrative campaign.
But that’s not all – those of you with even more ambition can take part in an ongoing story arc that will run throughout the series – an over-arching storyline that will expand with each book, and see your Posse travel to some of the darkest corners of Dracula’s America...
The West is about to get a whole lot weirder, my friends, and I sincerely hope you enjoy the ride!
Jonathan Haythornthwaite
THE SETTING
Welcome to Indian Territory
The area known as ‘Indian Territory’ encompasses a wide region – much of which has traditionally been sacred land to the Native American tribes who call it home.
The Treaty of Laramie had been in effect since before the Civil War and the rise of Dracula – the tribes kept to their territory, and the US Government laid claim to the surrounding areas. As long as the tribes were left in peace, they would keep to their land and never trouble the Government.
At least, that was the theory...
THE BLACK HILLS
A sacred land to the Sioux who dwell within the Indian Territory, the Black Hills are technically ‘off-limits’ to non-Native American peoples.
Unfortunately, the Black Hills also hide abundant natural resources – George Custer’s Black Hills Expedition discovered gold in the region. Though technically in violation of the Treaty of Laramie, and therefore illegal, this fact was conveniently ignored by Dracula’s resource-starved government struggling to rebuild in the wake of the Civil War, and by the hordes of desperate prospectors that flooded the area hoping to make their fortune.
The Native American retribution for these transgressions was often swift and brutal, but rather than driving the greedy hordes away it merely invited equally brutal reprisals as newspapers printed increasingly lurid tales of these ‘unprovoked’ attacks.
With the discovery of the valuable Arcane fundament known as ‘Animus’, this tense situation became a powder-keg, ready to explode into violence with the smallest of sparks...
The Shadow Dragon Tong: Animus Dealer
CONVERGENCE
Their sacred lands invaded and their treaty with the US Government up in flames, the Sioux could only watch in horror as their territory was violated by greedy prospectors.
White Raven, spiritual leader of the Skinwalker Tribes and a Lakota Sioux himself, desperately sought a refuge for his people. He found it, in the other realm known to the Native American peoples as the Hunting Grounds.
This realm of spirits could be reached via temporary ‘doors’ known as Convergence, found where the Hunting Grounds overlapped with the physical world. From here, the Skinwalker Tribes could start a new life away from the teeming hordes, regroup, and perhaps even strike out at the hated railroads from unexpected directions. It was perfect...
However, something went awry with White Raven’s ritual and he found he could not reliably control the number, location, or duration of Convergences – in some places, the Hunting Grounds were irrevocably meshed with our own plane, allowing creatures to freely pass from one to the other (often unknowingly).
It was into one of these ‘doorways’ that a desperate gold prospector known as Zeke Matheson stumbled, one fateful day in late 1875 and made a discovery that would change his life – and the fate of the entire Indian Territory – forever...
DEADWOOD CITY
Squatting precariously within the bounds of Indian Territory, Deadwood started life as a small mining town during the original gold rush in the Black Hills.
With the discovery of Convergences and Animus, a new wave of settlers heading West to seek a better life saw Deadwood’s population explode out of all proportion as the town swiftly became the thriving hub of the lucrative Animus trade.
The brand new rail artery, known as the Deadwood Line, now carries Animus to wealthy buyers back East, and the independent mining settlement has quickly become a sprawling boomtown whose inhabitants are proud to call Deadwood City.
Yet for all its excitement and allure, Deadwood City is controlled by shadowy forces who vie for power within its dark underbelly of illegal Animus dens, bawdy-houses, and killers-for-hire...
THE HUNTING GROUNDS
‘The Hunting Grounds’ is in fact the name given by the Native American peoples to the spirit realm – that ethereal plane of existence which runs parallel to our own physical realm.
Other cultures and traditions have their own names for this gloomy place – Purgatory, Hades, Valhalla – to some, it is a ‘stopping-off’ point on a soul’s journey