Deadlands - Adv - DN3 - Night Train PDF
Deadlands - Adv - DN3 - Night Train PDF
TM
Fiction, Adventure
and Scenario by:
John Goff
«*&>-
iX—rt.
^T^/]£fc
cells is occupied, the one Occupant: Dick Hotchner is
holding the killer Abner the proprietor. He's a NOTA-BLE Loc^u^
Knaggs. widower in his late 40s Here are some folks you Parrish's sole prisoner is the
Occupants: Deputy Parrish who's latched onto the hide might want to know about. murderer named Abner Knaggs.
and Abner Knaggs. trade to make a living. The outlaw has long,
unwashed hair, a scraggly
beard containing the remnants
Deputy Nathan Parrish is a of (hopefully) last night's stew,
-H-OTEL Description: This small, two- small bookish man, ill-suited
room frame building serves and five teeth.
Description:. The Palace is a to the profession of Western Personality-wise, he is a
tall, three-story frame as both Varney Flat's lawman. He immerses himself
telegraph and post office. despicable, back-stabbing killer
building, and it was the first daily in dime novels and whose only claim to humanity
saloon to be built in Varney The operator sleeps in the fantasizes about the exploits of is his parentage—and even
Flats. Its former elegance is back room. Buffalo Bill and the like.
Occupant: Clarence Johnson is that's in doubt. He's slithered
still evident, but fading fast. Unfortunately, he lacks either across southern Kansas leaving
Upstairs, 12 rooms are a bachelor in his late the skill or courage to live up
twenties. He keeps abreast a trail of dead sodbusters,
available at $2 per night. to his heroes. Until yesterday, pioneers, women, children,
Meals area available at lunch of happenings in the world Deputy Parrish could hide
and may have a recent copy dogs, and just anything else he
and dinner for an extra $1. behind Marshal McBride. Now could run down, shoot, stab, or
Occupants: Eloise Brahms is a of the Tombstone Epitaph on that McBride has disappeared,
hand. club to death. The reward on
Southern belle whose family Parrish has found himself the Knaggs head at the time of his
lost its fortune early in the only law in Varney Flats. With capture was $100-alive.
war. She seldom makes an Knaggs in his custody, he Two days ago, Marshal
appearance in her saloon, Description: A one-room knows trouble is just around McBride tracked Knaggs from
preferring to let Jake Harding office building, water tower, the corner. the site of a bushwacking.
run the place. Harding serves and a covered bench make Knaggs, knowing a fair fight
as the gruff bartender. No up the town's station. when he saw one, quickly
one but Eloise knows it, but Occupant: The station master surrendered, hoping for a
Jake was once a gunslinger, Corporeal: D:2d6, N:2d6, S:ld6,
is George Drew, an older Q:3d6, V:2d4 chance to escape later. Now
and he's still handy with a gentleman with Southern that Mcbride has disappeared,
gun. There are also 2d4 Dodge 4d6, ridin': horse 3d6,
leanings. He often sleeps at shootin': shotgun 3d6 Knaggs plans to overpower
customers after dinner, and his desk— day or night. Parrish the first chance he gets
Id6 overnight guests. Mental: C:2d8, K:2dlO, M:2d4,
Sm:3d8, Sp:ld6 and make a run for it.
Academia: history IdlO, Area If the posse gives Abner half
Description: This two-story Knowledge: county 2dlO, a chance to escape, he takes it.
Description: Stacks of buffalo wood building is the best- Science: general IdlO While they guard him, he
hides sit on this one-story kept in town. Inside is a Edges: Lawman (now suddenly taunts them constantly and
frame building's porch. Few good selection of goods, at Level 3) generally makes them wish
articles are still for sale here although the prices are Hindrances: Scrawny, yeller they could join the lynch mob.
anymore— it's become a inflated. (but he tries real hard!) Use Abner to try your posse's
trading post for the buffalo Occupant: The owner is Gear: Double barrel shotgun, patience and show them how
hunters. Mayor Sam Varney. box of 25 shells, dime novel hard it is to be a law dog
sometimes.
|r
U
Varney does not approve of Read the following when
the illegal raids of the buffalo you're ready to let Parrish spill
Corporeal: D:2d8, N:3d8, S:ld8, hunters, but he can't ignore the After the the heroes have the beans.
Q:3d8, V:2dlO much-needed money they are been in town for an hour or
Fightin': brawlin' 4d8, shootin': bringing to town. Knaggs' so, Deputy Parrish approaches H-Howdy, friends. You
rifle 4d8, sneak 5d& capture is Varney's chance to them. He's been watching the look like the, um,
Mental: O2dlO, K:ld6, M:ld6, show that, even though the group since shortly after their adventurous sort, and I
Sm:ld8, Sp:ld6 buffalo hunters are camped arrival, but he's been waiting was wondering if I could
Bluff 2d8, language: Comanche outside town, the citizens won't for an appropriate moment to interest you in a little
2d6, ridicule 2d8, survival: tolerate any sort of rough corner them. work.
plains 4d8, trackin' 3dlO behavior. Hanging Knaggs, The deputy approaches I got a little bit of a
Edges: Keen especially before the circuit cautiously, hoping to get the problem. There's this
Hindrances: Mean as a judge comes, should set the heroes to speak with him murderer in jail, a buffalo
Rattler, Outlaw (4), Ugly as rest of the "scum" straight. privately. If they hear him out, hunter named Abner
Sin A tall man in his early Parrish talks in hushed tones Knaggs. Killed some
Gear: Sharps .50, .44 Army forties, Varney's black hair is and frequently looks over his settlers. He's going to
revolver, Bowie knife, deck of beginning to gray at the shoulder to see if anyone is swing when the circuit
marked cards. (All of these temples. His confident manner, listening. judge gets here in a few
are impounded at the jail.) combined with a quick temper, days, but I'm afraid the
make him an imposing figure.
Varney still struggles to
maintain the facade of a rich
A wealthy entrepreneur, Sam and affluent businessman,
Varney had come out West despite his current situation.
hoping to found the next
Dodge City, linking the cattle
trade to the expanding rail
systems. He planned to use the Corporeal: D:2d6, N:2d6, S:2d6,
town's success as a stepping Q:3d6, V:2d8
stone to a profitable career in Fightin': brawlin' 2d6, shootin':
politics. pistol 3d6
Unfortunately, he placed his Mental: C:2d4, K:ld8, M:4d8,
town between Dodge City and Sm:2d6, Sp:ldlO
Abilene. On top of that, Varney Bluff 3d6, overawe 4d8,
Flats is almost due north of persuasion 3d8, professional:
the Coyote Confederation— not politics 3d8, ridicule 3d6
the most favorable route for Edges: Voice (Soothing and
cattle drives. His venture made Threatening)
it almost four months before Hindrances: High Falutin',
becoming a virtual ghost town. Yearnin' (to be a powerful
His fortune dwindled with the politician)
town's until the arrival of the Gear: Colt Peacemaker, fancy
buffalo hunters. cane.
townsfolk might not want
to wait for the judge, if
you know what I mean. The Shotgun: A double- As persuasive as the mayor
You see, Mayor Varney barrel shotgun, broken open is, a number of the attendees
hates the buffalo hunters. for loading, lies under the won't be up to killing a man in
He thinks they'll keep us table. Two expended shotgun cold blood.
from gaining, well, Should the posse decide to shells sit under the bed. Cannily, Varney suggested
"respectability." Knaggs ride out to look for Marshal (Foolproof (3)SearcM the "concerned citizens" meet
was a buffalo hunter, and McBride, Parrish asks them not More Tracks: Outside of at the Palace. There he intends
a murderer at that. So he to go. Parrish fears Varney may the sod house there are tracks to get the less certain
wants to see him hanged. try something while they are like those at Barlowe station members of the group some
Marshal McBride gone. If they insist, he tells and tracks from a single horse. "liquid courage."
would've kept Varney in them to ride east for a mile (Fair (5) Tracking Any posse member in the
line, but he went out to and then follow the railroad McBride's Gun: On the Palace between the hours of 8
check on some other tracks for another 10 miles or ground outside the house is a PM and 10 PM will note the
families where Knaggs so to the next farm. Colt Peacemaker. Engraved on arrival of the group. There are
did his business and has The house, built like many the handle is "To Marshal Seth 12 people in the mob, and all
been missing since on the Great Plains, is made McBride from the Grateful are armed in some fashion. In
yesterday. primarily of stacked squares of People of Varney Flats. 1874." addition, Varney is carrying a
dirt. There are two windows in Three rounds have been fired sack.
Parrish wants the heroes to the house, but they are without from it. (Onerous (7) Search) Varney buys drinks for the
help him guard Knaggs tonight. glass panes, only shutters. A group and continues his
He's willing to temporarily small corral, currently empty, argument for a lynching. As
deputize all of them if need be, stands to the side. The door to the evening progresses, a few
and he's ready to pay too, the building stands open, more join the crowd. If the
Parrish even offers to split swaying slowly back and forth posse is in attendance and
Knaggs' $100 reward amongst when the wind blows. Around 7 PM a whole pot of speaks out against him, he
the heroes for one night's work. The sodhouse is entirely trouble starts brewing in tries his best to associate them
(Since Marshal McBride uninhabited. Along one wall Varney Flats. Sam Varney calls with the buffalo hunters to
captured Knaggs in pursuit of sits a straw-tick bed and a a meeting of the more turn the crowd against them.
his normal duties, he and dresser. Inside the dresser is influential townsfolk in the Heroes in the Palace at this
Parrish are ineligible for the clothing for a man and a Palace. He intends to stir up time should make a Fair (5)
money anyway.) woman. In the center of the the mob, then lead them to the Cognition roll. Apply any
Assuming the posse agrees, room is a table with four jail to lynch Knaggs. hearing modifiers such as
Parrish takes them to the jail chairs. Two of the chairs are Unless stopped, Varney keen, big ears, or bad ears.
and swears them in. overturned. Two cups rest on convinces a majority of those Those who are successful
the table, both half-full with present that his way is the overhear snatches of
BOJKTY PbNT5» cold coffee. best solution. He knows Parrish conversation such as "make a
Action Points If any hero decides to will hide from any fight, and stand," "such lawlessness is a
Learn about McBride's examine the windows, she sees he convinces the group that problem best solved by the
disappearance 1 the windows' shutters were the new group of deputies will community," or "without
Accept the deputy's offer 3 battered open from the outside fold if faced with superior McBride, there's little evidence-
in. numbers. he could go free."
J*4j
\» ^_..
A,
first two in line are two and carry them back to After the train rolls out, the lose Id4 Wind from the rough
windowless "sleeper" cars and the freight car which serves as remaining townspeople gather ride. Should a hero botch the
the last is a freight car. their larder of the living. in the street. Deputy Parrish roll, he is thrown and takes
The train sits for a moment, During the attack, some of the and Sam Varney are among ld6+5 falling damage.
the locomotive softly huffing. creatures pull out the bars on them, both quite shaken. About 15 minutes after
Then a whistle splits the night Knaggs' cell and drag him to Parrish tells the heroes that departing Varney Flats, the
air. The train carries its own the train. Knaggs has been captured (if party crosses a rise and sees
Fear Level with it. When the Any particularly brave they didn't know). He offers the Black River line below
whistle blows, the Fear Level cowpoke can board the train them the full reward for him- them. Less than a quarter mile
of Varney Flats rockets up to 4. unmolested and explore (see $100 in gold eagles-if they away is the Night Train.
Immediately after the the next chapter for a full bring him back alive. Varney
shadows grow a bit darker and description). During the raid, also offers a bounty of $20 a
the night air chills, doors at the train is essentially head for every one of his
both ends of the sleeper cars unguarded, save for the citizens they bring back alive. Boarding a moving train is
burst open. Thirty frenzied, locomotive. Should the hero Parrish reminds the posse no easy task, even for heroes.
starving vampires pour out of approach the locomotive, the that if the train gets too much The train is moving at close to
the train and into town, engineer sounds the whistle of a lead they'll never catch it. 30 miles an hour, so it is
looking for blood. and then attacks. The whistle Then he swallows deeply, and impossible to board by running
brings the vampires running says, "I'm goin' with you." He alongside.
back to the train. cannot be dissuaded Jumping from horseback is
The entire attack on the likely the only way the heroes
Any hero in the open when town lasts less than 10 can get aboard. If they want to
the vampires emerge is minutes, at which time the jump into the freight car,
immediately attacked by one of Action Points opening the door from a
engineer sounds the whistle. Surviving the raid 2
the monsters. The others All creatures still hunting at running horse requires an
disperse among the town Each vampire killed 1 Onerous (7) Strength roll.
that time stop and quickly Posse accepts the offer 3
buildings and into the buffalo scuttle back to the train with Once the hero's ready to
camp. As a rule of thumb, two one townsfolk for every two jump, she must make an
vampires enter any given nosferatu. Any hero that's . To Onerous (7) horse ridin' (or
building. unfortunate enough to still be perhaps driving, if on a steam
The monsters have rarely on the train at that time is in wagon or similar device) roll to
been defeated, and so they are big trouble! get close enough to the train.
Assuming the party accepts Then, she must make a Hard
fairly chaotic during the attack. the town's offer, Parrish tells
They do not aid each other if (9) Nimbleness check to catch a
them the tracks curve to the handhold. Those who fall take
any resistance is met. Only if north about four miles out of
an attempt is made to prevent By the time the nosferatu 2d6+5 damage. On a botch, the
town. If they leave immediately hero is trampled by his horse
them from returning to the retreat to the train, the angry and cut across the prairie, they
train is a coordinated effort and frightened surviving may be able to catch it. for the above damage, plus a
made. townsfolk have begun to put Strength roll made by the
Riding a galloping horse horse (add all the damage
Because of the size of the up a fight. Gunshots can be through the dark can be
town, only a few of the heard around the town, and the together). A character with bad
dangerous. Have each posse luck falls under the train
creatures actually stop to feed. big Sharps rifles boom out in member make an Onerous (7)
Most seek to grab a victim or the buffalo hunters' camp. wheels and is killed.
horse ridin' roll. Those who fail
. -
^^"^
-..^jaiiiP"'-'-'
%p4i
"**^H
fift fl,fc
--•^•P^
\_
If the party boards a
sleeping car during the chase,
The sleeper cars resemble only 13 vampires are in each If the posse did not stop the
great, black coffins. The image car— the others are in the train, it continues on Black
is not far from the truth. freight car feasting on a River's main line. Eventually, it
Doors at each end of the townsperson per turn. crosses onto the Union Blue Looking rather like the
cars let into a smaller room and heads back east. unholy offspring of a near-
with other interior doors. The If the party tackles the train, sighted, bald ferret and a
smell of death and decay Deputy Parrish, assuming he wingless, albino bat, nosferatu
The nosferatu store their are unpleasant to behold, to
inside is overwhelming. Often, victims inside the freight car. survives, presents the posse
the vampires bring "food" to with the reward whether or say the least. Their eyes are
Those too seriously wounded solid black, with a small spark
the sleepers to eat, and over to escape are simply dropped not they win. Varney also pays
time the car has become quite as promised. of red glowing at the center.
on the floor in a heap. Others Coarse, brown claws tip their
foul. are hung from hooks imbedded The characters are welcome
Along the walls are sleeping to remain in Varney Flats for fingers and toes. Protruding
deep through their backs and from the mouth are two
berths covered by heavy up under their collar bones. as long as they please, free of
canvas tarps. There are 24 charge. Varney doesn't want overgrown, chisel-like incisors,
Like the sleeping cars, this resembling those of a six-foot-
berths in each car,. They're one stinks of death. Knaggs word of the incident getting
stacked two high, with 12 on out, however, as it would ruin long rat.
and most likely 14 other Nosferatu can speak, though
each wall. Not all the berths townspeople are the only the town's chances forever. If
are currently occupied. word does get out, a team of after a time, most become so
humans currently in the car. feral they don't have much to
If guns are fired at any Pinkertons shows up within a
vampires feeding inside the few days to make everyone say.
shut up. If they fail, Baron Any person slain by a
freight car, don't forget the nosferatu's bite rises as a new
rules about accidentally hitting LaCroix sends his own agents
to keep his failed maneuvers vampire in Id6 hours. Just being
innocent bystanders. killed by a vampire is not
After defeating the vampires, secret.
The train is a dangerous enough-it must be the bite
the heroes have earned only a which does it. Nosferatu
brief respite. Knaggs, somehow encounter. If the heroes aren't
careful, as well as skilled, they generally kill their victims
chosen to join their ranks, has prior to feasting to prevent
been bitten and rises as a will wind up a late-night
snack. Therefore, if the posse them from rising.
brand-new nosferatu. Since it is A single vampire kills a
dark, the party may not have stopped or at least thwarted
the Night Train, each hero person a week on average for
noticed Knaggs' transformation food. Mining towns are prime
yet. Use this to let him get in receives a point of Grit.
territories for them, as they
close and cause some real can hide in the shafts during
trouble with your heroes! BOUKTY ^Cm^* the day while preying on the
The other townsfolk are all Action Points large transient population at
alive, ranging from seriously Identify Dawson 1 night. Otherwise, only the
wounded to merely battered Destroy the train 2 larger cities are likely to hold
around. Those that have been Every two any sizable population of these
fed upon should heal soon. townsfolk rescued 1 bloodsuckers.
called (or very lucky) shot to kill a zombie. Instead, each
the gizzards. A vampire can piece keeps on functioning
Corporeal: D:2d6, N:3dlO, be momentarily stunned by to the best of its ability
S:3dl2+2, Q:4dl2, V:2dlO physical attacks. A until it is completely
Dodge 2dlO, climbin' 4dlO, protection miracle protects destroyed (usually by fire).
fightin': brawlin' 4dlO, sneak against a vampire normally. Zombies do not heal on
5dlO their own, but certain
Mental: C:2d8, K:ld4, M:ld8, necromancers know how to
Sm:2d6, Sp:ld4 rejoin their rotting parts.
Overawe 4d8 Zombies are often mistaken Another way to destroy a
Size: 6 for walkin' dead or even the zombie is to fill its mouth
Terror: 9 Harrowed, and understandably with salt and sew it back
Special Abilities: so. All are (mostly) human in shut. Some legends tell that
Claws: SIR + Id4 appearance and wear the turning a zombie toward the
Bite: SIR. Once a vampire has stench of the grave. sea-if there happens to be
successfully bitten a victim However, although they are a an actual sea in sight-also
it holds on and does SIR form of undead, zombies differ destroys these decaying
damage each round. The greatly from the more familiar automatons.
only way to break free is to walkin' dead in several ways.
win an opposed test of Zombies are slower and
Strength. The good news is stronger than walkin' dead or
that once the nosferatu's the Harrowed, and they are not
bitten someone, it has to free-willed like Harrowed or
use its hands to hold the walkin' dead. That's why their
hapless victim and can't mouths are sewn shut as they Attack:
attack with its claws any are brought to unlife. Shotgun 3d6(+4d6)/2d6(+4d6) Attack:
longer. Zombies are not inhabited Defense: Fist 2d6/2d6
Immunity: Nosferatu are by manitous. Instead, zombies Dodge 3 Gun 2d6/3d6
tough critters. They are are created by houngans Hits: 30 Defense:
immune to most forms of (voodoo priests) and are totally Brawlin' 1
attack. It is possible to under their creator's control. Hits: 30
immobilize one by severing Attack:
its spinal column. Complete Claw 4dlO/3dl2+2 + Id4
decapitation is the only Corporeal: D:ld4, N:ld6, Bite 4dlO/3dl2+2 Attack:
wound which can kill a S:4dl2+2, Q:ld6, V:4dl2+2 Defense: Fist 4d6/4dl2+2
vampire. Exposure to Fightin': brawlin' 4d6 Brawlin' 4 Defense:
sunlight is also fatal to Mental: C:ld4, K:ld4, M:ld4, Dodge 2 Brawlin' 4
these undead. A stake Sm:ld4, Sp:ld4 Size: 6 Size: 6
through the heart can Size: 6 Terror: 9 Terror: 9
paralyze one for as long as Terror: 9 Special Abilities: See the Special Abilities: See the
the stake remains in place. Special Abilities: description on the previous description on the previous
Attempting to stake a Immunity: Unlike Harrowed, pages for all the (really) gory page and this page for the
vampire in melee requires a wounds to the head do not details. dirt on zombies.
-
T-H-H <^EA-
Just like in the story and the Setup: Use the map of
adventure you just had the Varney Flats found earlier in
pleasure of thumbing through, this book. Treat the graveyard
the Night Train has arrived in as a Strange Locale. The Night
Varney Flats, a town on the Train's locomotive is at the
Black River main line. Only a station, pointing north. The
small band of Heroes can stop train comprises the locomotive
them from overrunning the (6" long), coal tender (3"), two
town. sleeping cars (6"), and a freight
One player (if possible) car (6").
should take on the role of the Deployment: There are at
Nosferatu. The rest of the least four Heroes, but no more
players take on a single Hero than six. Each player gets a
each, then take control of any single Hero, or you can divide
Posses they manage to rouse them evenly. You can roll the
(see below). Heroes randomly, use the
This tale can also be played Archetypes in The Great Rail
with all the players working Wars, or convert them from the
together against the Nosferatu. roleplaying game as desired.
If so, treat the vampires as The Heroes begin in front of
rogues. They go after the the jail where they've been
closest troop, and don't gang guarding Knaggs. On each turn,
up if they have a choice. Check posses of ravenous Nosferatu
the rules for rogues in The may pour out of the Night
Great Rail Wars™ Rulebook. Train (see the next page).
Posses of
Turn Nosferatu
1 3
2 2
3 2
4+ 0
Location TN Unit
Palace Saloon 4 One posse of Gunmen
Land Office 8 One posse of Gunmen (in the
converted saloon)
Kirby's Hotel 8 One Mad Scientist (use the Archetype
in The Great Rail Wars Rulebook)
Buffalo Camp 4 Up to two posses of Buffalo Hunters
(1 per Smarts roll)
TM
tIJJ
000
Deadlands is a
Includes a full- Trademark of
length novella, a 50495 Pinnacle
'SpatRail Wars™ Entertainment
scenario, and a Group, Inc.
Deadlands™ © 1997 Pinnacle
adventure. Entertainment
Group, Inc.
$4.95 USA All Rights
9 " 781889 546070
9002 ISBN 1-889546-07-0 Reserved.