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FRONTIER SCUM

A game about wanted outlaws making their mark on a lost frontier

Every Night & every Morn


Some to Misery are Born
Every Morn & every Night
Some are Born to sweet delight
Some are Born to sweet delight
Some are Born to Endless Night
— William Blake
A game by Karl Druid.

With art from @skullfungus, Chalkdown, Michal Gotkowski, and the public domain.

Setting words by Brian Yaksha.

Adventure layout by Chalkdown.

Proofreading and editing by Walton Wood.

System inspired from MÖRK BORG by Pelle Nilsson and Johan Nohr.

Playtested by @skullfungus, Andreas Alme Eriksson, Chalkdown, Charles Sundström,


Daniel Bäcklund, Felix Dester Hultgren, Jean Verne, Johnny Hamnesjö Olausson,
Keijo, Ludvig Sörfolk, Michal Gotkowski, Owen McGauley, Sebastian Angin,
Skander Fanni, Tomaz Petlozki, and Walton Wood.

With thanks to @skullfungus, Brian Yaksha, Chalkdown, Kid Pomade, 冷静, Michal
Gotkowski, Mud-Pipes, Skander Fanni, Strega, Tomaz Petlozki, and Walton Wood.

Inspired by movies such as Dead Man (1995), Ravenous (1999), Bone Tomahawk (2015),
The Hateful Eight (2015), El Diablo (1990), Gallowwalkers (2012), The Quick and the
Dead (1995), The Lighthouse (2019), The Witch (2015), and I Sell the Dead (2008).

ISBN: 978-989-53344-3-8
PRINTED IN PORTUGAL

Printer: Papelmunde

Dep. Legal: 500477/22


[First Printing: 500 copies]

FRONTIER SCUM is copyright Den of Druids

Licensed exclusively to Games Omnivorous

© All rights reserved, 2022


TABLE OF CONTENTS
The Lost Frontier............................... 4

Playing FRONTIER SCUM........................... 13


Wanted Table........................................... 15
Backgrounds............................................ 16
Bonus Skills/Bonus Items............................... 18
Saddle Up!............................................. 20
Get Your Gun........................................... 22
Ability Checks......................................... 24
Combat................................................. 25
Conditions............................................. 26
Death/Drop Checks...................................... 27
Scum on the Trail...................................... 28
Scum in the Streets.................................... 30
Going on a Bender...................................... 33

Escape the Organ Rail........................... 38

Random Tables................................... 56
Odd Jobs/Opportunities................................. 56
Bounties............................................... 58
House Loot/Pocket Loot................................. 60
Tomb Loot/Strange Relics............................... 62

Rules Reference Sheet........................... 64

Visit https://frontierscum.com for:


■ character and horse sheets
■ rules reference sheets
■ third-party license
■ ... and more!
4

COVETT CITY, GC can be ordered bespoke from an indentured


artisan and delivered by debt-shackled courier.
Covett City rises from the tarry swampland: a To ensure the endless material hunger
slag-slathered behemoth, a hive of factories and metastasizes throughout the Lost Frontier,
steel skyscrapers that pierce the heavens and roiling trains shriek through Cathedral Station
blight the earth. From plush boardrooms atop like knives in a swine. These marvels’ origins,
the tallest tower ever built reigns the Trust and and those of the Eternal Rail they run upon,
their miserly master, Melancthon P. Murrsom. were lost in the Great Covett City Fire. None
The city swells, bloated by the teeming and know for sure this railway’s true span or how
exploited masses living and dying by the whims many souls died building it, though
of the Incorporation. freighthoppers will say with certainty that these
This foul profiteer collective leers over the Lost black-iron rails run all the way to Hell itself.
Frontier, avaricious as a buzzard above a field of
ripe corpses. Not a single soot-blackened coin is
spent in Covett City that they do not profit
from. They rule the Incorporation, and the
Incorporation rules the modern world. Every
building in the city, all industries, all ideas any
dare to dream are theirs to lease and to plunder.
Any enterprise—be it coal mine, haberdashery,
or crocskinnery—is coerced, indebted,
subsidized, and bled dry by their Incorporation.
All manner of earthly, artificial delights are
crafted in their haven of hedonism and endless
consumption. This city, Covett City, this
factory capital of the world is subjected to
countless, untold atrocities and
experimentations, both industrial and
technological, that ensure the Incorporation’s
monopoly and supremacy. Everything can be
made here, no tradition is safe from facsimile or
counterfeit, and anything not found in stores
5

HORSES CARCASS COUNTRY


GLUTTONOUS RELICS OF THE PAST The ancient bloodgum trees throttle the earth
Spurson & SITDOWN’s BRAND NEW with a brute strangler’s tact: digging deep and
rising tall, ever watchful upon the border

Bicycles scrublands. These primal woods bleed, itch,


howl, hunger. Old roots have tasted human
blood, and they crave the delicacy. Creeper
vines and razor briars strangle roads and
railway tracks, prodding like a trapper
pondering how best to snare their quarry.
The Incorporation has taken to burning excess
lumber to preserve their precious market’s
delicate balance, a cold comfort to the laborers
breaking their backs at the forest’s edge. Toil
plants dark ideas in minds who will not suffer
another crack of the taskmaster’s lash. The
CARE-FREE STEEDS OF THE FUTURE forest crawls with killers, victims of industry
SAVE YOUR FOOD FOR YOURSELF whose rancorous appetites rival the trees that
shroud their step.

SUNKEN HILL, GC Stick to the trails in Carcass Country. The


underbrush is ripe with rot, baiting the
At Sunken Hill’s acrid swamp, folk chain coffins desperate and the broken. Cadavers and carrion
shut, for something beneath this bone orchard appear faster than buzzards and coyotes can
causes corpse parts to bubble up from the ground tend to them, flesh ample enough to make one
like a bilious sludge. The first settlers buried plump for the butcher’s block. Worms and
their dead en masse, and at that original seeds bearing strange and horrid fruit garnish
interment, the air grew foul and the earth loose these offerings, but civilization’s malcontents
and boggy. Sweltering heat dominates Sunken can scarcely deny such succor.
Hill, oppressive enough to blur vision and send
trespassers stumbling into nearby wilds or this
ravaged, upturned mire’s hungering mud.
Folktales claim the wind carries the ringing grave
bells and clanking chains of those buried half-
drowned, luring looters to damnation yet also
guiding those lost in the bogs. They say you hear
them at your most desperate, and to follow them
is to choose one doom over another. Covett City
doctors dismiss the sounds as delirium caused by
the vicious heat and wretched corpse-sludge stink.

• TOMB BANDITS • MIASMIC DELIRIUM


• MOURNING SICKNESS • GHOULS
• INVOLUNTARY BURIAL • TRUE GHOULS
6

Slackgaff-by-the-sea, SC Slackgaff-by-the-Sea’s residents balk at losing


their livelihoods but support these proposals in
On the Soundless Deep’s western banks slouches hope of ending the growing kinstrife and
Slackgaff-by-the-Sea, the ignoble seat of unrest. Mayor Meweer, however, remains
Stubbshead County, a now-tarnished beacon of belligerent, refusing to meet with Incorporation
enlightenment and a fetid bastion of the working representatives and traveling under armed guard.
class. Though in decline for several generations, A war of newsies, adfolk, rabble-rousers, and
the Slackgaffers have only recently allowed propagandists has painted Slackgaff-by-the-Sea
malice into their hearts, their morale broken by with posters and slogans accusing both sides of
a libelous war of posturing between the old- sins real and imagined, keeping reasonable
money administration of Mayor Osric Meweer compromise forever out of reach.
and the coiling ambitions of the Incorporation’s
Melancthon P. Murrsom. In last week’s press statement, a Trust
representative stated: “We would like to see
The bad blood between Stubbshead and Gougen Slackgaff-by-the-Sea join our family peacefully.
counties arose when Meweer borrowed a We’ve given these fine folk what they desire and
considerable sum in the aftermath of last what they require. Thus, we plead: do not let the
winter’s fish famine, and the contract’s finest honorable Mayor Meweer give them what he
print stipulated quick repayment. Legalists’ and thinks they deserve.”
lobbyists’ petty bickering stoked
intergenerational feuds and land grabs for When asked for a follow-up, Meweer responded,
outlying tracts and coastal fishing rights. The “I’d sooner see every man, woman,
Incorporation—which already owns several
subsidiary canneries, fisheries, and prison-chum
and child throw themselves to the
manufacturers—claims relinquishing these Deep than give those bottom feeders
territories is a “reasonable settlement.” a single damn silver.”
7

DALLIANCE, DD
The gelid expanse of Dreckgullard's Desolation
was emancipated from the Incorporation and
deemed terra nullius, for it is a bitter land of
cold sunrises and wealth not worth the cost of
extraction. Of all the company towns that once
sought to plunder the cold’s perceived riches,
only the alabaster city of Dalliance remains, a
joyless enclave in the frost-choked wilderness.
Grumbling prospectors, desperate fur trappers,
and destitute carpetbaggers silently shuffle
through the snow, burdened by heavy garb and
careful not to speak lest their lungs freeze.
In the district once known as Silver Horn City,
the Allied Governess rules from her manse, and
the generations who’ve endured the inhospitable
cold love as much as fear her. She courts an air
of mystique. None know if she inherited or stole
her rule. Some say she is a singer, others claim
she’s a mute. The only certainty is that her
ambitions alone have reopened the once-shuttered
silver mines—much to the rage of the
Incorporation who believed them run dry. Her
smug, sullen profile is stamped on the locally
minted coinage along with Dalliance’s motto:

“Man Proposes, Fate Disposes.”


Beyond Dalliance’s heavy walls lies a seemingly
endless frozen hellscape. The snow piles higher
than the trees, and ankle-snapping black ice
covers the universally rocky terrain. Frontier
cabins and homesteads offer little shelter from
the night chill or the sabre cats’ insatiable
hunger.
The Desolation’s elements act on their own
sadistic accord, never providing, only taking:
sleeting slush, blizzards out of the blue, and the
wretched Flaywind that strips bark from trees
and flesh from fools. Survivors emerge
shambling and half-dead, little more than bone-
pale wraiths never again able to endure even the
tepid warmth of a dying campfire.
8

FORT GULLET, DB After a bloody fortnight of wanton


murder, tourism is at an all-time
Fort Gullet’s fortunes have ensured its doom. low, and the locals dread what
The Oil City lures all with the smug, predatory intent of a tomorrow may bring.
confidence artist. Its streets are a bazaar for games of chance Brokers in Covett City claim Knapp
and hazard: card halls, dice dens, wrestling pits, and has cut a deal to sell the town’s land
distractions far more murderous than even the darkest rights to the Incorporation. If true,
fantasies a Covett City bureaucrat would dare admit on their the marshal clearly intends to extort
deathbed. A fine place to visit if you’re not lashed to your every last bit of wealth before
money, but a horrible place to live. signing his contract. Taxes have
Marshal Betjemen Knapp and his ever-growing posse of reached a vicious apex, and
ne’er-do-well enforcers rule the city at gunpoint. Knapp has mandatory insurance rackets drive
long employed snitches and finks in every gang that could common folk to sell off land and
dare challenge his authority, and he strings up any who livelihood to avoid the shackles of
refuse him his cut. Recently, the marshal began asserting his debt. But to deny the marshal is to
ambitions in the Dust Barrens via the ruthless Ingo “No become a criminal; by noose,
Mercy” Makarty and his roaming gang of bounty killers. knife, or long march through the
These “deputies” have free run of the city and authority to Dust Barrens, such a brand will see
cull any would-be usurpers. one dead.

PALACE, DB
A loathsome pinnacle of civilization within the western
Dust Barrens’ arid hills, but no kinder for its station.
Once a proud city-state, now little more than a crumbling
labyrinth of collapsed mines, battered buildings, and
broken dreams. Homesteaders, exiles, bushwhackers, and
deserters abide by the code of the borderlands, where laws
are lacking, only honor among thieves ensures
cooperation, and rights are settled by gunfights.
Incorporation carpetbaggers have often attempted to
enforce land claims, but acquisitionists rarely survive
their encounter with the Redrum Boys, an outlaw gang
who see themselves as masters of the fledgling breakaway
state. They leave a few alive, stripped of all but their
clothes and a pound of flesh poorer for their efforts, to
tell the tale to other would-be capitalists.
9

SICKWATER OASIS
Scum too destitute or too craven for Fort
Gullet’s burlesque parlors take refuge on the
sprawling oasis-bayou that stains the edge of
the Big Nothing: a rogue state called
Sickwater. Folk here observe a klepto-
meritocracy governed by the Outlaw Union,
a criminal outfit most notable for gaming
the bounty system of other territories.
Their rulings are as baroque as they are
simple: kill lawfolk and bounty hunters on
sight. Only a Union license can forestall
such imminent judgment, and it grants
impunity to kidnap or kill anyone who
might otherwise go unimpeded by the
Union. Might makes right in Sickwater,
and the Union lets scum kill scum so long
as they get half the bounty.
Think twice before brandishing your papers
in a Sickwater saloon. The legalist who dares
decipher the whims of the Outlaw Union
and Incorporated cronies find themselves
mugged, gutshot, and left for the crocodiles.

Allhallows Canyon, THE WESTERN EXPANSE


The gateway to the Western Expanse is a hellmouth: flaying salt spray that strips away moisture’s
cloying comfort; a twisted maze of scraping rocks and brutal crags replete with treacherous treks
across ankle-snapping rocks and around bubbling tar pits; an ever-present, echoing death rattle
carried on the blustering winds. Too hot and too cold, always what you’d least desire. Look to the
sky for navigation and you’ll find only the bitter sun that boils eyes like eggs or the ghost lights of
phantom stars leading you astray. Death comes slowly here, slowly enough to tempt a parched throat
with delusions of survival. A crucible from which you emerge changed or within which you remain
as so many bleached bones paving the way through crimson canyons.

THE SCREE KNIVES Comfort or kindness are rarities in the Knives,


but at the most derelict part of this High
Further west, amidst the salt flats, only the most Alone, one may find clarity and view these
resilient flora and fauna make their home. mountains for what they truly are: an ultimate
Would-be pioneers find little sustenance or frontier of untold treasures ripe for the plunder.
potable drink here, and even the smallest creatures
are liable to deliver death sentences to travelers.
But humanity’s infinite hubris still seeks to
claim dominion wherever it treads. Many
religious sects come here seeking Providence and
freedom to practice their heresies while gazing
contemptuously down upon creation.
THE LOST FRONTIER
The Big Nothing
Sickwater +
The
Scree d12+12

KNIVES
n

+Fort Gullet
yo
n
Ca

d20+40
ws
lo
al

d10+10
lh
Al

The Dust
+ Palace d10+10
Barrens
d6+10

Groutbight
docks d10+10

d20+20

d10+10
Cove
Kessle

d10+10
lard
's
k g u l
Drec olation
Des +
Dalliance
d20+40

TRAVEL TIMES (DAYS) ARE DOUBLED ON FOOT BUT QUARTERED BY TRAIN


The
soundless
Covett city
+ deep

Co
n
e

u
g
d10+6

n
u Sunken
o
d20+10

ty
Hill
G

Bo
g
Deadman's la
ke
Station d20+20

Carcass d20+10
Country
Slackgaff-By-The-Sea +
Stubbshead
County

d10+10

d20+20
d10+10

Doldrum isle
d20+10
12

3d66 FIRST NAMES NICKNAMES LAST NAMES


11 Belliam “Snake Toes” Bad
12 Petjemen “Dunderhead” Dungary
13 Artham “Gadabout” Gambit
14 Picholas “Cat Wrangler” Sprains
15 Elidor “Scrancher” Jamsom
16 Emory “Tallow” Odyang
21 Gundis “Smokes” Bytheway
22 Stunice “Soap Lock” Goodmonsen
23 Bean “Big” Slugtop
24 Charl “Jugful” Meskaro
25 Meatrice “Scab Herder” Cussi
26 Porcine “Harum-Scarum” Boomsled
31 Lemslie “Rotgut” Breaks
32 Bluth “Balderdash” Moska
33 Kedebra “Dusty Roads” Scotum
34 Habel “Old Rat” Leeks
35 Hurley “Firebug” Smokes
36 Quillward “Bar Dog” Hoot
41 Ellram “Curdles” Pang
42 Helma “Grubworm” Holler
43 Hamsor “Afterclaps” Pitts
44 Medvin “Webfoot” Fumes
45 Stacob “Slobbers” Gummy
46 Takota “Flea Trap” Elseworth
51 Belzebeth “Roach” Craggs
52 Torchibald “Buzzard Bait” Bilgeburn
53 Leodora “Sourmash” Fenapple
54 Weslee “Slim” Goode
55 Leopack “Cadaver Kid” Haggard
56 Deadward “Waterweight” Casket
61 Moriss “Bigmouth” Pains
62 Windor “Crusty” Botherby
63 Rodie “Wisecrack” Beard
64 Theodrone “Sweet” Femurs
65 Parcheval “Killer” Song
66 Kildred “Skunk Eggs” Cuts
13

PLAYING
FRONTIER SCUM
Choose one among you to act as GAME MARSHAL (GM).
The rest create PLAYER CHARACTERS (PCs):
1. Roll d4-d4 for each of your four abilities:

Grit Strength, toughness, intimidation, melee combat

Slick Dexterity, aim, deception, ranged combat

Wits Knowledge, perception, persuasion, medicine

Luck Gambling, sheer serendipity, not getting shot

2. Your maximum HP is d6 + Grit, minimum 1.

3. Roll on the Traits table (p. 14) to see what kind of outlaw scum you are.

4. Roll on the WANTED table (p. 15) to see what crime they accuse you of.

5. Roll or choose a background (pp. 16–17):

▶ Roll d6 twice to get your starting skills.

▶ Roll d6 twice to get your starting items.

6. Roll d66 for a bonus skill and d66 for a bonus item (pp. 18–19).

7. You also get:

▶ A canteen with a day’s worth of water.

▶ d10 silver for each ability below +0.

8. Roll for a stolen horse (p. 20).

9. Roll for a gun (p. 22) and get a slot’s worth of ammunition for it.

10. Describe your hat and keep it close. It may save your life.

11. Roll, choose, or invent a name for yourself (to the left).

The GM says what happens next.


d66 d66
11 A liar’s schooling Sharpened teeth 11
12 A coward’s machinations Piercing eyes 12
13 Concealed purpose A forked tongue 13
14 A penchant for grudges A breath to remember 14
15 A mysterious past A bone-white smile 15
16 A loud mouth Piercings aplenty 16
21 Misgivings of honor A grating cough 21
22 A lack of judgment A mess of bad innards 22
23 An expensive education 3d6 crude tattoos 23
24 A flashing temper 3d6 bullet scars 24
25 Friends in high places A telltale scar 25
26 A cold conscience Wooden dentures 26
31 A politician’s outlook Bleeding gums 31
32 An extensive vocabulary Tobacco-stained teeth 32
33 A know-it-all’s pride Lumbago 33
34 An artist’s soul Watery eyes 34
35 An apathetic disposition 3d6 teeth 35
36 A stubborn personality Beset by fleas 36
41 A rebellious attitude d8+1 toes 41
42 Hypocritical tendencies Clammy hands 42
43 Unbridled joie de vivre Wind-flayed skin 43
44 An unquenchable thirst A glass eye 44
45 Illusions of grandeur A broken nose 45
46 An optimistic streak A singer’s voice 46
51 A cynical facade Cauliflower ears 51
52 An appetite for danger Missing a nose 52
53 Delicate sensibilities Plague-pox scars 53
54 A habit for rumors A hook hand 54
55 A cavalier attitude A groomed appearance 55
56 Morals for sale Silver-blued skin 56
61 Expensive tastes A wheezing cough 61
62 Night terrors d4 missing fingers 62
63 Silver fever Cropped ears 63
64 An inquiring mind A signature laugh 64
65 An unearthly hunger 3d6 silver teeth (worth 1s each) 65
66 A need to preach A shotgun leg (d4/2d4) with a slot’s worth of shells 66
D4: 1-2 DEAD OR ALIVE 3 DEAD 4 ALIVE

d12 d12
1 Accidental Loitering 1
2 Attempted Fraud 2
3 Good-humored Extortion 3
4 Casual Picketing 4
5 Unoriginal Smuggling 5
6 Horse Theft 6
7 Wanton Burglary 7
8 Hired Robbery 8
9 Gruesome Rustling 9
10 Spectacular Grave robbing 10
11 Repeated Arson 11
12 Unionized TOTAL RESULT MULTIPLIED BY 10 Murder 12
16

BACKGROUNDS
Roll d12 for your background. Roll d6 twice and use the prompts to come up with your starting
skills, and then another d6 twice for your starting items. For example skills, see page 18.

1. carcass trapper 2. Frostbit Prospector


d6 A skill you learned when… d6 A skill learned while… d6 Loot from the silver mines
1 A friend tried to eat you. 1 The fire died in a blizzard. 1 Pickaxe
2 Coyotes stole your carrion. 2 They stole your nuggets. 2 Snow goggles
3 You found a ripe deer in a tree. 3 Stuck in a glacial ravine. 3 Fuse (d100 ft.)
4 Hunted by sabre cats. 4 d4 sticks of dynamite (d4*+4)
4 The river filled with dead fish.
5 Making your own dynamite. 5 Winter coat (-1 damage)
5 Nightbears tracked you for days. 6 The mine flooded with water. 6 Lantern with oil for d6 hours
6 Your gutting knife broke.
d6 Tools of the carrion trade 3. DISCHARGED DEPUTY
1 d100 animal teeth d6 A skill earned by… d6 Lawfolk’s knick-knacks
2 d6 pieces of skunk jerky 1 Killing the wrong scum. 1 List of d100 wanted outlaws
3 Shaker of black salt 2 Losing the cell keys. 2 Heavy wool coat (-1 damage)
3 Not sharing your bribes. 3 Deputy badge
4 Jar of coyote urine
4 Bringing a sword to a gunfight. 4 Sheriff’s sabre
5 Gutting knife
5 Arresting the sheriff. 5 Handcuffs and key
6 Mangy fur (-1 incoming damage) 6 Drinking on the job. 6 Spyglass

4. Suffering Clerk
d6 A skill from that time You… d6 OFFICE SUPPLIES AND SUCH
1 Got locked in the vault after closing. 1 Heavy fur coat (-1 damage)
2 Became hostage in a robbery gone wrong. 2 Briefcase containing d100 useless documents
3 Acted the director’s scapegoat. 3 Bottle of ink and a fountain pen
4 Had to fight an angry depositor. 4 Poetry book
5 Skimmed a little silver off the top. 5 Abacus
5. Butcher-cook
6 Won the “employee of the month” award. 6 Notepad
d6 A SKILL LEARNED When…
1 Rats claimed the pantry.
2 All the meat rotted.
3 The kitchen caught on fire.
4 Someone poisoned your stew.
5 There was only dirt to eat.

6 The hog wasn’t wholly dead.


d6 Ingredients and utensils
1 Beef shank (5 meals)
2 Meat hook
3 Sack of flour
4 Rolling pin
5 Meat cleaver

6 d100 pinches of mixed spices


17

6. Doctor Sans Diploma


d6 A skill you picked up While… d6 Medicines or thereabouts
1 Sneaking into medical school. 1 d100 sugar pills
2 Practicing surgery on stolen corpses. 2 Injury kit (heal back to 0 + doctor’s Wits HP, d4 uses)
3 Selling organs to the highest bidder. 3 Needle and thread
4 Forging prescriptions in the night. 4 Laudanum (heal d4 HP and Drunk if not fully healed, d4 uses)
5 Stealing an actual doctor’s identity. 5 Doctor’s bag (heal d6 + doctor’s Wits HP, d6 uses)
6 Making medicine from sewer slop. 6 Opium tincture (heal d10, DR18 Grit or deep sleep, d4 uses)

7. GHOULISH UNDERTAKER 9. Factory cog


d6 A skill gained by… d6 Burial accessories d6 A skill learned from…
1 Digging graves in a mire. 1 Shovel 1 Getting stuck between gears.
2 Hiding from ghouls. 2 Crowbar 2 Working for a week straight.
3 Making things from bone. 3 Makeup kit (d100 uses)
3 Fighting the foreman’s thugs.
4 Gathering coffin wood. 4 Carved femur
4 Climbing the smogpipe.
5 Reburying the headstrong. 5 d10 wax candles
6 Working in the dark. 6 Pet rat (HP 1 bite 1, loves you) 5 Lifting beams with your back.

6 Napping in the boiler room.

8. Calloused ranch hand d6 Things from the shop floor


1 Sledgehammer
d6 A skill born from… d6 Nice-to-haves
1 Slacking off in the manure pit. 1 d4 horseshoes 2 Bag of lead shavings
2 Hosting fights in the bullpen. 2 Barbed wire (15 ft.) 3 d100 company scrip
3 Shoeing an angry horse. 3 Branding iron 4 Wrench
4 Racing wagons on the range. 4 Rope (d100 ft.)
5 Sack of charcoal
5 Branding the wrong cow. 5 Small wagon (1+ horse)
6 Iron chain (15 ft.)
6 Herding cattle through a cave. 6 Whip

10. Gambler AND A CHEAT


d6 A skill from that time you… d6 Betting essentials
1 Were thrown into a busy street. 1 Deck of marked cards
2 Bet your life and lost. 2 Silver pocketwatch
3 Were thrown from a balcony. 3 Pomade
4 Got hustled by another scum. 4 Tinted glasses
5 Were thrown from a riverboat. 5 d4 fine cigars
6 Bet your life and won. 6 d100 ceramic chips

11. CHARLATAN AND A FRAUD


d6 A skill from when you… d6 Invaluable Products
1 Were surrounded by rabble. 1 Self-help bible
2 Fleeced the wrong scum. 2 Clothes iron
3 Made your first silver. 3 Fool’s silver candlestick
4 Were chased out of town. 4 d100 business cards
5 Lost your entire stock. 5 Expensive perfume
6 Sold some actual treasure. 6 Embroidered handkerchief

12. drifter
Roll twice on the Bonus Skills and twice on the Bonus Items tables.
18

BONUS SKILLS
In addition to the skills from your background, you also begin with a skill from the table below.
Roll d66 and use the prompt to invent a skill or choose one of the examples.
d66 A skill You picked up when… EXAMPLE SKILLS
11 You had the best day of your life. Skip rocks, mimic birdsong, befriend dogs
12 You learned a craft. Sew clothes, whittle wood, repair guns
13 You killed your first scum. Throw bottles, knife fights, revolver ricochets
14 You got a friend in trouble. Shift blame, backstab friends, throw voice
15 You were hanged for your crimes. Strong neck, cutting ropes, beg for mercy
16 You committed your first crime. Open tombs, herd cattle, suckerpunches
21 A loan shark came to collect. Jump out of windows, negotiate bribes, bamboozle scum
22 Other scum took all you had. Conceal trinket, wrestlin’ when outnumbered, evoke pity
23 You were lost in the wilderness. Find water, forage for roots, climb trees
24 The train derailed. Iron grip, fall with grace, train-car surfing
25 You drank overmuch. Dance on tables, drunken wrestlin’, precision vomiting
26 You went to a funeral. Feign tears, console mourners, compose eulogy
31 Your horse ran off with another scum. Charm donkey, long-distance running, track horse
32 You had to leave town unseen. Hide in crowds, climb drainpipes, disguise self
33 The stagecoach went over a cliff. Whip slingin’, mountain climbing, shoot while falling
34 You fell into the river. Swim upstream, endure cold, crocodile wrestlin’
35 You got shot at for the first time. Cheat at cards, insult scum, climb fences
36 The beans went bad. Resist poison, sprinting, go without sleep
41 The theatre came to town. Pickpocketing, throw fruit, balancing acts
42 You staged a jailbreak. Invoke riot, lockpicking, impersonate lawfolk
43 You were dragged behind your horse. Calm horses, plank surfing, dodge cacti
44 You spent a year locked up. Catch rats, chisel through stone, play dead
45 You got lost in the streets. Ask for directions, retrace steps, sleep in the gutter
46 You caught the plague pox. Resist disease, disguise disease, climb plague pit
51 You were accepted into a gang. Guess passwords, speak in code, hand signals
52 The saloon caught on fire. Jump through fire, endure heat, start fire
53 You dug your own grave. Barter for time, dig hard ground, hold breath
54 You went to a dinner party. Move with manners, talk fancy, firm handshakes
55 You missed the train. Horse racing, trainhopping, track trains
56 You got a nasty wound. Navigate barbed wire, stitch flesh, endure pain
61 The general store was robbed. Intimidate cowards, crack safes, climb chimneys
62 The outhouse door jammed behind you. Squeeze through holes, kick door, swim through sludge
63 Your horse died. Mountain riding, horse wrestlin’, jousting
64 You were caught in a storm. Burrow through sand, dodge lightning, build shelter
65 You were mistaken for another scum. Forge signature, impersonate scum, guess names
66 You had the worst day of your life. Bear wrestlin’, corpse rafting, write poetry
19

BONUS ITEMS
On top of your background items, you also start with an item from the table below, a canteen with
a day’s worth of water, as well as d10 silver for each ability under +0.
d66 ITEM
11 d10 silver
12 Bottle (D8) 1 Sharpshooter Spirits (Drunk 2, d8 drinks, includes pistol slugs)
13 Fly net 2 Gougenburg whiskey (Drunk 2, d8 drinks)
14 Straight razor 3 Slackgaff pale ale (Drunk 1, 1 drink)
15 Washcloth 4 666-proof gin (Drunk d6, d6 drinks, wakes unconscious creatures)
16 Reading glasses 5 Sickwater grog (Drunk 3, d6 drinks, corrodes metal)
21 Grappling hook 6 Unheimlich Blend (Drunk d6, d6 drinks, causes hallucinations)
22 Umbrella 7 Watery Wilsom’s Whiskey (Drunk 1, d8 drinks, tastes of sweat)
23 Small tent (2 people) 8 Chateaux Gullet Red (Drunk 2, d4 drinks)
24 Horse brush
25 Health item (D4) 1 Injury kit (heal back to 0 + doctor’s Wits HP, d4 uses)
26 Sheepskin gloves 2 d8 gin pills (heal d4 HP but only when drunk)
31 d20 matches 3 Healthful Bitters (heal d4 HP, cures Miserable on 3+, 1 use)
32 Rope (30 ft.) 4 Antivenom (cures Snakebit, 1 use)
33 d20 pieces of chewing gum
34 CAN OF BEANS (D10) 1 Baked beans in tomato sauce
35 Bedroll 2 Lead beans in gas gravy (d4 damage as pistol slugs)
36 d20 cigarettes 3 Meaty beans in offal
41 d6 strips of beef jerky 4 Stubbshead beans in brine
42 Bar of soap 5 Big bean in bean juice
43 Change of formalwear 6 Bursting beans in jelly (can explodes when heated, d4* damage)
44 Tub of vaseline 7 Sourstink beans in lard
45 Fishing rod 8 Skinny beans (tapeworm eggs) in pond sauce
46 Tin of tea leaves (d20 uses) 9 Beanmash with bits of bog meat
51 Bear trap (d8 damage) 10 Rat’s beans in brandy sauce (Drunk 1)
52 Flip lighter
53 Blanket 1 Ripped photograph 11 Locket with bleached portrait
54 Hunting knife 2 Engraved silver ring 12 Well-worn guitar
55 Skillet 3 Wrinkled newspaper clipping 13 Broken handcuffs
56 Large tent (4 people) 4 Defaced wanted poster 14 Embossed harmonica
61 Chewing tobacco (d20 uses) 5 Well-read letter 15 Torn theater ticket
62 Spare boots 6 Old key 16 Scratched pocketwatch
63 Tin of d20 biscuits 7 Bloodied contract 17 Embroidered handkerchief
64 Hatchet 8 Page torn from a book 18 Waterlogged journal
65 Chocolate bar 9 Cracked horseshoe 19 Stained invitation
66 PERSONAL Memento (D20) 10 Tarnished medal 20 Marked bullet
20

SADDLE UP!
You begin with a stolen horse, saddle, and saddlebags. Roll on the tables for details.
D20 Type Notes Cost
1 Nag HP d4 Morale d10+1, very slow, bad at everything 5s
2–6 Donkey HP d6 Morale d4+7, slow, bad at maneuvering 15s
7–11 Mule HP d4+2 Morale d6+5, slow 40s
12–17 Riding horse HP d6+2 Morale d6+5 80s
18–19 Draft horse HP d8+4 Morale d4+7, slow, good at pulling, bad at maneuvering 80s
20 Race horse HP d6+4 Morale d6+5, very fast, good at maneuvering 160s

d66 Likes D6 Coat


11 Pre-chewed hay 1–2 Brown 4 Grey
6 Painted
12 Being tucked in 3 White 5 Black
13 Imported liquor Chicken 1s
14
15
Scaring lawfolk
Human food
RIDING CHECKS Cow
Horse (wild)
12s
10s

16 Staying dry Mutt 3s


Action Check
Pig 6s
21 Being saddle free
Steering a wagon Grit Sheep 8s
22 A braided mane
Bicycle 30s
23 The rain
Maneuvering Slick Wheelbarrow 10s
24 Sad music
Buggy (1 horse) 30s
25 A silver a day
Staying in the saddle Slick Cart (1+ horse) 45s
26 PC-on-PC violence
Wagon (2+ horses) 90s
31 Eating raw flesh
Calming/commanding a horse Wits Carriage (4+ horses) 180s
32 Sniffing gunpowder
Foldable canvas canoe 12s
33 Neighing at night
2d10 A horse Name with words related to For example
34 Showing off
1 [Materials] [Animals] “The Iron Hart”
35 Chewing boots
2 [Weather] [Weather] “Hurricane Lightning”
36 A daily bath
3 [Monsters] [Monsters] “Goblin Phantom”
41 Running in circles
4 [Landmarks] [Tools] “Geyser Trombone”
42 Adrenaline rushes
5 [Astrology] [Anatomy] “Star-Skins”
43 Staying indoors
6 [Drinks] [Plants] “Whiskey Pines”
44 Peace and quiet
7 [Titles] [Gambling] “General Craps”
45 Sugar cubes
8 [Violence] [Violence] “Bloody Carnage”
46 Rushing headfirst
9 [Treasure] [Food] “Silvery Turnips”
51 Laughter
10 [Anything] [Anything] “Gravedigger”
52 Watching duels
53 Being read to
54 Carrying carrion
55 Positive feedback
56 Taunting predators
61 Smoking cigarettes
62 Putting out fires
63 Crushing bones
64 Naps at high noon
65 Kicking doors
66 Changing owners
21

CARRY THAT WEIGHT


You can carry items in four places: in your pockets (or sleeves, or somewhere else), on your belt
(items in holsters, sheaths, or such), on your back (with shoulder straps or the like), and on your
horse (in saddlebags, hung from the saddle, or thereabouts). The GM decides where and if an item
fits; very large or cumbersome items could take up multiple slots. Carrying too much incurs
Disadvantage on relevant rolls.

Items carried Item slots For example


In your pockets 10 50 silver coins, bullets, a can of beans, 5 silver nuggets
On your belt 3 A revolver, a sawed-off shotgun, a knife, a canteen, a rope
On your back 3 A heavy fur coat, a repeater rifle, a tent, a doctor’s bag
On your horse 10/20 without rider Same as on your back
22

GET YOUR GUN


Roll on the table to see which gun you start with. You also get a slot’s worth of ammunition for it.

d66 Guns Notes Cost


11–14 Pocket pistol d6, fits in a pocket 10s
15–36 Revolver d6* 15s
41–43 Rat rifle d4* 10s
44–52 Repeater rifle d6* 30s
53–55 Hunting rifle d8 20s
56 Long rifle d10 60s
61–63 Sawed-off shotgun d4/2d4 both barrels 10s
64–66 Double-barreled shotgun d6/2d6 both barrels 20s

Ammunition
Should you roll a 1 on any of
your damage dice, you lose an
item slot’s worth of ammunition Other ranged weapons
of that type. You can carry Bow d6 8s
multiple slots’ worth. Throwing knives d4*, a slot’s worth 5s

Check Luck after a shootout to Fire bottle d4*, hurts adjacent creatures 6s
find a slot’s worth of Stick of dynamite d4*+4, hurts adjacent creatures 12s
ammunition. Arrows and Melee weapons
throwing knives can usually be Unarmed 1 + half Grit (round up, min. 1) -
recovered without checking. Light melee weapon d4*/d6* 2-handed ~5s
NPCs run out of ammunition at Heavy melee weapon d6*/d8* 2-handed ~10s
the GM’s discretion. Light improvised weapon d4/d6 2h, breaks on max damage ~2s
Heavy improvised weapon d6/d8 2h, breaks on max damage ~5s
TYPE Cost
Pistol slugs 5s Protection
Rifle rounds 5s Hat Lose to ignore damage 10s
Shotgun shells 5s Furs/armor/thick coat -1 damage 10s
Arrows 5s Shield -1 damage 5s

* exploding - whenever you roll maximum damage, add another damage dice of the same size.
23

DON’T FORGET YOUR HAT!


Before rolling damage, you may lose your hat to block all damage from a single attack.
When picking it back up, check Luck to see if it survived.

“On the Lost Frontier, taking off your hat is a gesture of equal parts well-meaning and folly.”
24

Ability Checks
When an outcome is uncertain and interesting, roll d20 +
Difficulty
Ratings
6 Foolproof
modifiers against the Difficulty Rating (DR). If the result meets
or exceeds the DR, you succeed just like that.
8 Straightforward
Otherwise, something goes wrong:
You trip, get hit by a trap, lose/break something, or worse. 10 Could be harder
Successful or not, an ability check should always move the action
forward in some fashion. It’s no good getting stuck rolling for the
12 Standard
same thing over and over again.
14 Difficult
Skilled checks: If one or more of your skills apply to an ability
check and the GM agrees, you can make that check with 16 Very difficult
Advantage. You can have up to 6 skills; to learn any more, you’ll
have to replace an existing one. 18 Almost impossible
Learning new skills: When you roll a natural 20 while making an
ability check, you may learn a new skill related to that check Unless otherwise noted, the
instead of gaining an Ace. default DR is 12.

ACE IN A SLEEVE
Spend an Ace to reroll any dice that’s not a natural 1 or 20.
Gain an Ace at the start of every session.
If you roll a natural 20 on an ability check, choose between
learning a skill or gaining an Ace.
Everyone immediately loses all their Aces when any PC rolls a
Tip: Use playing cards to track Aces. natural 1 on an ability check, so don’t forget to use them!

REACTIONS MORALE
2d6 when a reaction is uncertain… 2d6 when the enemy…
▶ leader is defeated
2-3 Kill or capture
▶ numbers are halved
4-6 Irritated ▶ is alone with 1/3rd HP
7-8 Apathetic
9-10 Somewhat amicable If the result exceeds their
11-12 Seemingly friendly Morale, they flee or surrender.

NPCS DON’T ROLL


--- MOST OF THE TIME ---
IF A CHECK IS NECESSARY, ROLL D20. GIVE ADVANTAGE/DISADVANTAGE BASED ON WHAT THEY’RE GOOD/BAD AT.
The Quick
25

At the start of every round, roll initiative (d6):

1-3 Enemy goes first

And The DEAD


On a turn, move + Take an action... When you do it...
4-6 You go first
Roll and compare d6 + Slick when individual
initiative is needed, such as in a duel.

When the enemy does it...


Melee attack Check Grit to hit You check Grit to avoid being hit

Ranged attack (not a gun) Check Slick to hit You check Slick to avoid being hit

Shoot a gun (in melee) Check Grit to hit You check Grit to avoid being hit

Shoot a gun You hit You’re hit

Shoot a gun (tough shot) Check Slick to hit You check Luck to avoid being hit

Something else entirely GM decides

If you’re rolling multiple damage dice, you can assign each to a different nearby target.

TOUGH
The GM determines if a shot is tough or not, but here are some
things you could consider:
▶ The range — how’s the visibility, how’s the weather?
▶ The target — is it tiny, moving fast, or behind cover?
▶ The shooter — are they distracted, moving fast, or blindfiring?
▶ The gun — a rifle is good at range, but a shotgun is better at
hitting moving targets. Dual-wielding guns is always a tough shot.
The more unlikely the shot, the greater the DR of the Slick check to
hit and the lower the DR of the Luck check to avoid being hit.

The Wrestlin’ clause


When combatants trade blows back and forth, PCs in the fray
should check Grit once per round instead of rolling separately to
attack and defend: on a success, they hit an enemy; on a failure,
an enemy hits them.
Outnumbered: DR +1/-1 for every additional foe/ally!
Dr. Panache’s Column
26

REST c
After a scuffle, heal d4 HP, +1 for each: smoke, drink, nap.
Until morning, heal 1 HP for each: sleep, food, entertainment.
Heal twice as much in comfort with good beds/food/drink/company.
RESTING WON’T HELP IF LACKING FOOD, WATER, OR SLEEP — GO A DAY WITHOUT AND BECOME MISERABLE.

CONDITIONS
Such as… – frostbit
– Skunked – POisoned
– Soggy boots – exhausted
If a condition doesn’t have a noted effect, treat it as being Miserable or make something up. Getting
rid of the condition depends on what it is; being Miserable from cold might require you to find a
source of warmth, while being poisoned could require a specific antidote.
Some conditions deal damage (Drunk 2, Cold 1, Poisoned d8). GMs may call for an ability check to
avoid both the damage and the condition itself. Some items may decrease or increase damage taken
from gaining conditions — a fur coat could give -1 from Cold but +1 from Hot.

ARE
YOU MISERABLE?
CONDITION: Miserable. Do not heal HP from resting. Cures Unwe
The remedy depends on your individual condition. In some - - - 50% ll humors
cases, a hearty meal, a stiff drink, or a good night’s sleep is guaranteed!
all it takes. In other cases, Dr. Panache’s Certified
- --
Healthful Bitters may be just the thing to cure what ails
you. Available in most general stores!
only 6.00s!

XINTOXICATIONX
The symptoms of a drink too many differ from person to person; some become talkative, others
violent, sluggish, or simply pass out (with a Drop Check).
CONDITION: Drunk. The first time you become Drunk, swap two random abilities. This lasts
until you sleep it off or sober up. Mark these Abilities; in the future, swap the same two.

+ d6 Item Notes Cost


H 1 Laudanum Heal d4 HP and become Drunk if not fully healed, 4 uses 10s
E 2 Injury kit Heal back to 0 + doctor’s Wits HP, 4 uses 10s
A 3 Doctor’s bag Heal d6 + doctor’s Wits HP, 6 uses 20s
L 4 Gin pills Heal d4 HP but only while Drunk, 8 uses 10s
T
5 Healthful bitters Heal d4 HP and on a 3+ also cure Miserable, 1 use 6s
H
+ 6 Opium tincture Heal d10 HP and check DR18 Grit or fall into deep sleep, 4 uses 10s
27
Damage that doesn’t bring you to 0 HP or below is represented by
dizziness, bruises, near misses, flesh wounds, and the like.
Each time your HP reaches 0 or below, roll d20 + Grit and
subtract any negative HP from the roll.
For non-lethal damage, it’s a DROP CHECK:
10 or less Drop unconscious until you have at least 1 HP.
11 or more Remain at your current HP.

X If the damage is from a potentially lethal source, instead


make a DEATH CHECK:

NATURAL 1 BUST! You’re DEAD, but it’s somehow even worse than that.

1 or less
D E AD
2–5 yoU’RE A
d6 At best, You’ve got
1-2 d10 minutes to make your mark.

goner
You’re dying, and 3-4 d8 hours of pain and panic.
there’s nothing you 5 d6 drawn-out days of misery.
can do about it. 6 d4 weeks of tedious expiration.

6–10 ZZZZZZzzzZ You’re unconscious until you have at least 1 HP.

11–15 A LESSON FOR If the result is...

Pick a random
ability, roll d6, and
BETTER OR HIGHER: increase that ability by 1.
LOWER: decrease that ability by 1.
compare the result to
your ability. WORSE A result of 1 always decreases the ability but
never below -6.

16 or more HANGING IN THERE Remain at your current HP.

A SECOND WIND!
NATURAL
20 Heal d4 & Increase max hp by 1
While at negative HP, you move at a crawl or a stumble.
SCUM ON THE
28

TRAIL “The road always stretches too long


or gets cut too short. The path is
always too cold or too hot. Too wide
or too narrow, don’t you know?
“From skunk-stinking game trails to
mudslop wagon roads, no one trek is
ever alike to the last even when the
route’s one and the same. Journey’s
end and death are never as much the
same thing as in the wilderness.
“That’s why I choose to travel by
train, and there is no finer service
than that of the Covett City
Railway Company.
“They get you where you need to be,
every time. And cheap-like, too.”

HUNTING
Check Wits and roll d8 + Luck for game type. You can usually
harvest a silver value and rations equal to the beast’s HP.
d8 Type Examples
2 or less Small game Rats, crows, snakes, skunks
3–6 Medium game Deer, boars, wolves, cassowaries
7 or more Big game Bears, moose, sabre cats

FORAGING
Check Wits and find d4 rations or a source of water.

FISHING
Check Luck and catch d4 rations’ worth.

Fail and you still find food/water but also a complication:

Something breaks/is lost, someone’s hurt, hunter’s hunted,


meat’s infected, water’s poison, a lawfolk ambush...

Rolls to hunt/forage/fish have Disadvantage in harsh terrain or


when lacking proper equipment.

When consuming raw food/unboiled water, check Grit or become MISERABLE (Food poisoning).
29
Small Game Medium game
HP 3 Morale 11 bite d4 HP 7 Morale 5 tusks d6 hide -1
Boars
Badger Dying rage. After reaching 0 HP or Dying rage. After reaching 0 HP or less, acts
(d4)
less, acts for one more turn. for one more turn.

HP 3 Morale 5 bite d4 fur -1 HP 6 Morale 8 bite d6 fur -1


Coyotes Pack distraction. As long as Ambush. Before combat begins, PC with highest
Cougar
(d6) there’s more than one coyote, PCs Wits checks DR14 Wits or PC with lowest Luck
roll damage with Disadvantage. takes 2d6 damage.

HP 2 Morale 4 bite 1 shell -2 HP 5 Morale 7 kick d4 hide -1


Tortoise Shelled. Can destroy shell to Deer (d4)
Craven. Flees combat on its turn.
ignore damage from one attack.

HP 1 Morale 1 peck 1 HP 4 Morale 6 claws 2d4


Ducks Cassowary
(d8) Flying. Tough Shot to hit (unless Quick. Always wins initiative.
using a shotgun).
HP 5 Morale 8 bite/throw d6/d4
Hares HP 2 Morale 2 kick 1 Monkeys
(d4) Good climber. Will try to climb high out of
Craven. Flees combat on its turn. (d8) reach and throw things.
HP 1 Morale 2 bite 1
Rats HP 6 Morale 7 bite d6 fur -1
(d10) Dirty bite. DR10 Grit or become Wolves
Miserable (Sick). (d6) Pack tactics. As long as there’s more than one
wolf, PCs roll initiative with Disadvantage.
HP 2 Morale 4 bite 1
Spray. Inflicts condition: BIG game
Skunk ■ Skunked. Disadvantage on
ability checks until properly HP 12 Morale 8 bite/claws d8 fur -2
bathed. Bear
Strong. Deals damage with Advantage.

HP 1 Morale 4 bite 1 HP 9 Morale 8 bite d8 scales -3


Venomous. Inflicts condition: Crocodile Death roll. DR16 Slick or victim is grappled
Snake ■ Snakebit. Check Grit every and takes d8 damage every turn.
hour or take d6 damage until
you succeed on the check. Giant HP 7 Morale 9 claws 2d6
Eagle Quick. Always wins initiative.

HP 16 Morale 7 tusks/stomp d10 fur -2


Mammoths
(d6) Stampede. Flees combat on their turn; anyone
in the way checks Slick or takes d10 damage.

HP 9 Morale 8 antlers d6 hide -1


Moose Hard to kill. Only dies if dealt damage
exactly equal to its remaining HP.

HP 10 Morale 9 bite/claws d8 fur -1


Sabre Cat Ambush. Before combat begins, PC with highest
Wits checks DR16 Wits or PC with lowest Luck
takes 2d8 damage.
30

STREETS
“The city is the foulest of swamps: where bullets

SHADY
DEALS
Fence stolen goods 25% of value
fly like leaded gnats, where the stink and sink of Horse (stolen) 20s
guttermuck fill your lungs and your boots. Lock picks 5s
Forged documents 25s
Indeed, the only safe choice is to leave.
Bribe rabble 1–5s
“Why not do so in comfort and security? The Bribe undertaker 5–10s
Covett City Railway Company will take you to Bribe deputy 10–20s
those wilder, wider spaces. And cheap-like, too.”

SERVICES
Train ticket 12s/day traveled
Carriage ride 6s/day traveled
Courier 3s/day traveled
Funeral 6s
Take a photo 2s
Send a telegram 1s/10 words

GENERAL STORE SALOON/HOTEL


Bar of soap 1s Tea, milk optional 1s/pot Cures Miserable (Poor Sleep)
Bedroll 3s Beer (Drunk 1) 1s/glass 1s/bottle (1 drink)
Blanket 2s Whiskey (Drunk 2) 2s/shot 8s/bottle (8 drinks)
Candles (x4) 1s Gin (Drunk 2) 2s/glass 6s/bottle (6 drinks)
Canteen (holds 1 day’s water/4 drinks) 2s Wine (Drunk 2) 6s/glass 20s/bottle (4 drinks)
Chewing tobacco (20 uses) 1s Meal, slop 1s Check Grit or become Miserable
Cigarettes (x20) 1s Meal, basic 2s (Food Poisoning)
Lantern 5s Meal, good 4s
Lantern oil (6 hours) 3s Meal, extravagant 12s
Matches (x20) 1s Room, decrepit 1s/night Check Wits or become Miserable
Rations, basic 1s Room, basic 2s/night (Poor Sleep)
Rations, good 2s Room, good 4s/night
Rope (30 ft.) 3s Room, extravagant 12s/night
Tent, big (4 people) 16s Stable 1s/day
Tent, small (2 people) 8s Bath 1s Cures Skunked and such
31
People

HP 6 Morale 7 revolver/repeater rifle/sawed-off shotgun d6*/d6*/2d4


Bandits (d8)
Cheater. Always wins initiative the first round.

HP 5 Morale 6 bottle/knife/revolver d4/d4*/d6*


Bar Scum (d6)
Thievin’. On a successful melee attack, steals an item from the victim’s pockets.

HP 7 Morale 8 revolver/repeater rifle d6*


Bounty Hunters (d6)
Live catch. Victim makes Drop Checks instead of Death Checks, even when shot.

HP 12 Morale 9 revolver/long rifle d6*/d10


Bounty Killer
Trained killer. Victim rolls Death Checks with Disadvantage.

HP 5 Morale 5 pocket pistol d6


Charlatans (d4)
Play possum. The first time HP reaches 0 or below, they’re only playing dead.

HP 5 Morale 5 fists/pocket pistol d4/d6


Cityfolk (d4)
Loaded. They’ve got money, 5d10s each.

Incorporation Goons HP 7 Morale 9 automatic pistol 2d4*


(d4+1) Barrage. Victim cannot lose their hat to block damage from the automatic pistol.

HP 6 Morale 5 throwing knives/pocket pistol d4*/d6


Gamblers (d4)
Many knives. Always has a throwing knife somewhere on their person.

HP 4 Morale 4 bite/femur d4
Ghouls (d4+2)
Infected gums. Victim checks Grit or becomes Miserable (Infected).

HP 12 Morale 10 revolver/long rifle d6*/d10 plate armor + shield -2


Leadsworn Knight
Upheld vows. Dies only if dealt damage exactly equal to their remaining HP.

HP 8 Morale 7 revolver/revolvers d6*/2d6*


Gunslingers (d4)
Good aim. Rolls damage with Advantage.

HP 8 Morale 8 bite/double-barreled shotgun d4/2d6 furs -1


Hermit
Killin’ frenzy. After reaching 0 HP or less, acts for another turn.

HP 3 Morale 6 pocket pistol/revolver d6/d6*


Hucksters (d4)
Evasive. DR14 to hit.

HP 6 Morale 7 rat rifle/hunting rifle d4*/d8


Hunters (d4)
Dog owner. Each hunter has a loyal hound (HP 3 Morale 5 bite d4).

HP 7 Morale 9 revolver/repeater rifle/double-barreled shotgun d6*/d6*/2d6


Lawfolk (d6)
Witnesses. For each one that doesn’t return, 50s is added to every PC’s bounty.

Legendary HP 12 Morale 11 pearl-handled revolver d6*+1


Gunslinger Quickest draw on the Frontier. Always wins initiative, rolls damage with Advantage.

HP 6 Morale 7 revolver/dynamite d6*/d4*+4


Prospectors (d4)
Rubberskinned. Takes half damage (rounded up) from explosives.

HP 6 Morale 8 revolver/repeater rifle d6*


Ranchers (d4)
Hat trick. May lose hat to ignore all damage from one attack.

HP 5 Morale 9 repeater rifle d6*


Soldiers (d6+1)
Reinforcements. If a soldier flees, another 2d6 arrive within d66 minutes.

HP 6 Morale 9 double-barreled shotgun/hunting rifle 2d6/d8 furs -1


Trappers (d4) Prepared. Moving PCs check DR14 Wits or step in a bear trap or similar, taking d8
damage and becoming stuck.

HP 7 Morale 8 shovel d8
Undertaker
Strong arms. Can break improvised weapons to deal maximum damage.
d20
1 Gaggle of snitches that spot you and leave to get the law.
2 Drunk itching for a duel.
3 Group of other scum looking for work.
4 Pianist who only knows one song.
5 Pickpocket moving between tables.
6 Group of ranchers seeking hired help.
7 Snake-oil entrepreneur shilling their wares.
8 Bounty hunter with a captured outlaw.
9 Photographer offering their services.
10 Carcass trapper with a half-rotten cadaver.
11 Sailor talking of sunken treasures.
12 Bankrupt business owner looking for revenge.
13 Journalist looking to interview gunslingers.
14 Horse eating meat from a table.
15 Preacher drinking and talking overmuch.
16 Pack of mongrel dogs fighting over table scraps.
17 Leadsworn Knight in bloodied armor, brooding in the corner.
18 Worn-out academic sleeping on a book full of notes.
19 Suited-up Incorporation Goon looking to buy the place.
20 Couple of cultists from the Scree Knives, recruiting new members.
GOING
ON A
BENDER “ what some call ‘carousing’”

PCs with +0 Luck or more roll d100. Sum them up.


PCs with -1 Luck or less roll d100. Subtract them from this.
The total is how much silver the party has remaining after
going on the bender. If this is…

A More than the previous total, roll on Table A. ▶


B Less than they had before, roll on Table B. ▶
C A negative number, roll on Table C. ▶▶
34

TABLE A
d20 WHAT WAS WON
You lost it all and more. Then you You got to know some bar scum while
were offered a loan. A loan you winning all their silver. For some
1 11
have yet to pay back. Roll on Table reason, they’re convinced you
C to see who you owe money. cheated. Now they want a duel.

In a moment of inebriated You found a new friend who made a


brilliance, you all managed to sell real impression on all of you. When
2 12
your most treasured possessions. To you woke, there was only a map and
whom, you can’t recall. this pile of silver.

With tongues steeped in whiskey and Why get robbed by others when you
lies, you managed to get a job paid can be the robbers? It seemed a
3 13
upfront. It was something about a good idea until you found
murder … you think. yourselves locked up in jail.

Waking up mid-drunken stupor, you The bartender paid you to rid the
came across a valuable treasure cellar of plague rats. Everyone
just sitting there. You sold it gets a new condition:
4 14
quickly and spent most of the ■ Poxed. Check Grit every morning
profit quicker still. Surely it or take d6 damage until you
wasn’t cursed? succeed on the check.

You honestly can’t remember where Stealing deputy uniforms and


the money came from … or much at extorting passersby for road tolls.
5 15
all, come to think on it. Each PC A good idea 'til it wasn’t. Up
forgets a random skill. every PC’s bounty by 100s.

You bet favorably in a fight You signed up for and won a talent
between a patron and a random PC. show, earning you prize money and
6 16
That PC checks Grit or takes d4 nicknames that grate on your ears…
damage. Worth it?

Another party of scum took your


A banker with more silver than gear instead of their own. Replace
sense stopped by the saloon. You
7 17 every PC’s items with 3 things from
made a profit and a powerful enemy. the Bonus Item table, a new gun,
Increase every PC’s bounty by 100s. and a slot’s worth of ammunition.

You awaken in a horseless carriage, A passing charlatan paid you to


d12 days’ journey from where you play won-over cynics in their
8 18
started. The money was on the dead dubious sales pitch. Now the rabble
driver — enough to get new horses? wants revenge.

You accidentally outed a disguised You broke into the mayor’s home and
outlaw to a group of bounty fenced what you could, but someone
9 19
hunters. They paid you a piece of saw you. Up each PC’s bounty by
the pie. 100s.

Finding a mutilated and half-eaten The saloon’s owner forgot to lock


10 body in the outhouse? Unlikely. 20 their safe. A mistake they won’t
Taking their silver? Unavoidable. make twice.
35

TABLE B
d20 WHAT WAS LOST
In your escapades, you each married Someone offered to teach you their
a local. You spent the silver on a craft … for a price. The party
1 11
mass ceremony and some semblance of comes up with a skill that each PC
formalwear. then learns.

You had the bender of a lifetime, You decided to invest in a local


2 and the booze lingers. Check Grit 12 gunsmith’s workshop. Turns out, the
or become Drunk d10. townsfolk have never heard of them.

Whoever thought getting matching You signed up for and lost a talent
tattoos was a good idea should have show, forfeiting the registration
3 found a sober artist. The scars 13 fee but gaining nicknames that will
will never fade, but hopefully haunt you forever. Definitely not
they’ll stop itching. worth it.

One of you headed out into the


night only to return with a (d4)… You all decided to get new
identities only to immediately
4 1: nervous twitch 2: small but 14 become wanted again. Get a new name
vicious dog (HP d4 bite d4, follows for each PC and roll on the Wanted
attack commands) 3: limb missing table once (for the whole party).
4: +1 revolver (d6*+1).

A fire in the livery! Roll Morale You bought a house only to watch it
for each horse. The ones that fail burn down come morning. Should have
5 15
are gone along with anything stored paid the fire brigade like they
on them. said you should.

You bet poorly when a PC fought a You purchased a supposedly magical


6 belligerent drunk. That PC checks 16 artifact from a hooded stranger.
Grit or loses d4* HP. Roll for a Strange Relic (p. 63).

A massive bar fight left several Other scum took your gear instead
dead and even more wounded. of their own, and they didn’t even
7 Everyone had to chip in for the 17 have any guns. Replace every PC’s
funeral fees. Each PC checks Slick items with 3 things from the Bonus
or takes d4* damage. Item table (p. 19).

You pooled your money to buy a You lost most of your money playing
horse together. Rusty Pickings dice but ended up winning a rat
8 18
(HP 1 Morale d10+1, slow, bad at egg. In d6 days, it hatches. It’s
everything) is the worst horse. not a rat egg.

You were robbed while passed out on What silver you think you have left
9 the tavern floor. Vengeance has 19 is actually owed to someone else.
been sworn. Roll on Table C to see who.

A wandering huckster sold you a You wake up in the wilderness,


shipment of a hundred broken Miserable (Hungover) and surrounded
10 20
repeater rifles. You’re gonna need by approaching animals. You’ve had
a wagon. better mornings. (Not really.)
36

TABLE C
d12 WHO YOU OWE
The Bank of Dalliance. Pay off your The Teary-Eye Gang. Pay back your
debt within d10 weeks or spend that debt in d6 weeks, or they’ll use
1 11
many years in the Governess’s their scoped rifles to pick you off
silver mines. You don’t want that. from the horizon’s edge.

“Skinner” Troika Rivets. Get her The Incorporated Bank. By the


her silver’s worth — paid in animal signing of this contract, you and
2 your co-debtors hereby agree to pay
furs — before d8 weeks are up, or
she’ll set the nightbears on you. a tenth of the total sum of the
loaned amount, provided in the
currency of standardized silver
You’re not quite sure. But it’s bad coins from any of the certified
news unless you bury what’s owed in minting institutions outlined in
3 appendix N, paragraphs 120.12
the graveyard outside of town in d4
weeks. You’re quite sure. through 125.20, on a monthly basis
for d10 years following the date of
the loaned amount having been
The Sewer Cats. You don’t have to transacted to the debtors.
pay if you deliver this package to Once the total debt, including the
4 their contact within d4 weeks. agreed-upon interest fees outlined
Don’t open it. in appendix F, paragraphs 30.0
through 31.24, has been repaid in
Thenice Wolsom II. She doesn’t full, future payments will be
really care about seeing her money placed in the care of the
5 Incorporated Bank. These funds will
back; you owe her a favor, and
she’s collecting in d6 weeks. be returned to the debtors upon the
Incorporated Bank’s receipt of the
documents as outlined in Appendix
The Outlaw Union, happy to invest T, paragraphs 298.0 through 324.30,
in scum like you. Within a week, as well as that of the 125s
6 12 administration fee. Failure to
increase your bounties by the
amount owed or become blacklisted. complete a scheduled repayment of
the agreed-upon amount will incur
further fees including, but not
Marshal Betjemen Knapp. For each limited to, a 200s lateness
week you don’t pay his collectors penalty, d10 50s fees covering room
7 their dues, one of you will hang, and board for the courier
so you wanna be quick. delivering notice of aforementioned
lateness penalty fees, and a 125s
Mangrove Stubbs. Using the term administration fee.
“loan shark” literally, Mangrove For overdue repayments, the
8 penalties mentioned will be
and his gang’ll find and eat you if
you don’t get his coin in d6 weeks. incurred weekly until such a time
that the repayments return to the
agreed-upon repayment schedule.
The Whaler’s Guild. Pay it back in Fees unable to be paid directly to
d6 weeks, or they’ll harpoon you, the courier will be added to the
9 sum of the total debt and are
drag you into the Soundless Deep,
and use you as live bait. therefore subject to additional
administration fees. Upon the
unfortunate yet inevitable demise
Cazdor Wick’s Traveling Fair. Find of the debtors, the unpaid amount
him a new star attraction within d4 will be inherited by their
10 weeks, and he’ll consider the descendants and their estates.
matter settled. No singers, please. This is subject to further fees
including a debt relocation fee to
the minimum amount of 250s. As per
37
ESCAPE THE

organ
rail
You are prisoners aboard the Organ Rail, a penal train clad in black iron, spewing blood-
red smoke as it rattles across the tracks of the Big Nothing. Rumors say its belly-vault
contains the confiscated swag of a thousand robberies gone wrong.

The next stop is Fort Gullet, where you’ll be hanged for your crimes, so you better get a
wiggle on! To get out alive, you’ll need enough supplies to get you across the sweltering
sands to the swamp-oasis of Sickwater; no straight-shootin’ lawfolk would ever set foot
in that veritable rat’s nest of thieves and outlaws. Yup, that’s your only chance.

Of course, it couldn’t hurt to have a look in that vault while you’re here … could it?
Why do you think it’s called the Organ Rail? (d6)
1. The train runs on blood and viscera—the reason for its billow of red smoke.
2. It was called the Morgan Rail, but the M got scratched off by the hungry Blood
Vultures that follow the train (much as gulls do fishing boats).
3. Rebellious prisoners are ground into slop and fed to the guard dogs.
4. The warden plays a harmonica on the roof to keep prisoners up all night. What else
could that awful screeching be?
5. Unruly prisoners’ bones are milled into flour. That’s why the bread’s all white and
chalky.
6. The healthiest prisoners’ organs are sold off to the highest bidder. No wonder the
guards keep taking people away.

THE OUTSIDE
PCs can climb onto the train’s roof at every car coupling. For each car length traversed,
roll for a random event (d4):

1
Hot Air
2
Sudden Movement
3
d4+1 Blood Vultures
The desert air The PC with the lowest Their hunger spurred by the Scarlet Billow, they descend on
and scorching Luck must check Slick the PCs, murder in their many eyes.
sun force PCs or fall off the side and
to check Grit be eviscerated by the A many-eyed, blood-hungry wretch of a bird.
or become cutting desert sands.
HP 3 Morale 8 ▶ Claws/beak 2d4
Miserable 1 (This kills the PC.)
(Hot). ▶ Hungry: Stops attacking if a PC dies, happy to feast.

4
Billowbeak Billowbeak’s belly contains the digesting corpse of
After ingesting a huge amount of the Scarlet Pastille, Vulchester’s assistant, with a +1 revolver and
Billow, this Blood Vulture grew to a man-eating Gnomon’s Harmonica in his putrid possession.
size. • “Whistle”, +1 revolver
• Silvered with a pearl handle.
Queen of the Blood Vultures, big enough to • The number 16 is engraved.
swallow a human. • One of a pair. Its twin, “Spit”, is kept in Vulchester’s suite car.
• Worth 150s, or 500s for the pair.
HP 16 Morale 8
• Gnomon’s Harmonica
▶ Claws/beak 2d6 + spoils of car
• A mouth organ made of black iron and silver.
▶ Spoils of car: On a 6, victim is grabbed or • When Gnomon hears it (or any other music) played, he falls
swallowed, and Billowbeak attempts to fly asleep, and the train stops for as long as the tune lasts.
away. • Worth 50s.
THE SITCH
• Besides being locked in a cell, the PCs are handcuffed and chained together by their
feet. They cannot stray from each other’s sides. Roll to decide who’s shackled to
whom.
• Everyone is wearing filthy black-and-white striped prison uniforms, and the guards
confiscated almost all their possessions. Each PC has smuggled in one inventory item
that fits in their pocket; they may also check DR14 Slick to bring along one more of
their carried items regardless of size.
• The thick black-iron walls and the rattle of the rails keep most sounds (and bullets)
from traveling between cars.
• The cars’ couplings are tightly welded black iron and cannot be destroyed.

1. THE PRISON CAR


Sauna hot, smelling of sweat and worse.

• Burning bright light slashes through inch-wide slits.


• Barred cells along both sides.
• 10 other prisoners—too weak, craven, or injured to escape (unless used to replace
dead PCs).
• 3 guards passing through.

locked in: The keys depart with the Guard


patrolling guards. They will inspect the 9 A power-tripping bastard.
identical prison cars behind this one and
HP 6 Morale 7 ▶ Revolver/repeater d6*
return in an hour.
▶ Lowdown, hatful scum. May lose their hat to
ignore damage from one attack.

◀ 9 Identical Prison Cars

1 2 3 4 5 6 7 8 9 10
Optional: Whisper in
2. THE BARRACKS CAR this room and see
which PCs catch on.
Slightly cooler with a mixture of liquor and unwashed linens in the air.

• Walls lined with 12 bunk beds, a coffer beside each.


• Ragged curtains give shelter from the desert sun.
• 6 guards sleeping.
• A tub in the corner, sloshing with dirty bathwater.
• An overencumbered keyring hangs on a hook. It can unlock any cage or door on the
train (and it has a bottle opener!), but PCs must check Luck or they spend an
inconvenient amount of time finding the right key.

talk without whispering (even in real


life): Check Luck or wake the guards.
They attack on sight PCs in prisoner
uniforms.

loot the coffers: Each coffer contains


some plain clothes and a random item
from the Pocket Loot table (p. 61).

[3] Mess Car ▶

1 2 3 4 5 6 7 8 9 10
3. THE MESS CAR
Oven warm, the smell of stew and smoke lingering.

• A clutter of tables and chairs, empty bowls and cutlery strewn haphazardly.
• 4 guards eating, drinking, and talking.
• A grease-stained cook boiling stew in the kitchen’s right corner.
• A half-opened pantry next to the kitchen.
• An old and mangy mutt sleeping on a ragged mat (HP 2 Morale 5 bite d4).

search the pantry: Pots and pans, 2 the cook: Larbara will stay out of trouble
bottles of watered-down booze (Drunk 1, if possible; she’s more concerned with
6 drinks each), 2 large barrels of water her stew’s safety than anything else. If
(24 drinks each), and a crate of 12 threatened or if the stew is spilled, she’ll
unlabeled cans. bring out the shotgun.

When opening a can, roll d10 + Luck: If the PCs convince Larbara to share her
0 or less. Live (d4)……… 1. spiders. stew, they find it filling but rusty with a
1. Moldy dog food. 2. wasps. menthol aftertaste that soothes and
2. Lard in grease. 3. snake. cools. The overdue burst of nutrition
3. Offal. 4. rat. restores d6 HP.
4. Condensed milk.
Larbara
5. Baking powder.
6. Pig’s trotters in jelly. A smoking, sweating, and passionate cook with a
7. Tomato soup. shotgun under the counter.
8. Luncheon meat. HP 8 Morale 7
9. Sweet fruit in syrup. ▶ Double-barreled shotgun 2d6
10. Freshly baked beans. ▶ Pan shot! Bullets that would only deal 1
11+. Result in silver coins. damage instead ricochet off of a pan or pot,
dealing d6 damage to a random target.

◀ [2] Barracks Car

1 2 3 4 5 6 7 8 9 10
4. THE CAGE CAR
Stuffy heat, the scent and sounds of animals.

• Both walls lined with 30 or so cages of varying sizes. Each cage is padlocked.
• A bunch of supplies in the corner: a ladle, a barrel of foul-smelling slop (24 meals), 2
barrels of water (24 drinks/each), 3 buckets, and a broom.

release the people: Can replace lost


Prisoner
PCs; otherwise, too weak to be any help.
However, they tell the PCs about how A miserable wretch with a heart of silver.
Doctor Vulchester and his guards take HP 2 Morale 5 ▶ Bite/kick d4
animals and prisoners away, never to ▶ Weak. DR10 to hit.
return.
Rat
a way out: There is a sliding cargo door
in the bear cage, but the train is moving HP 1 Morale 2 ▶ Bite 1
too fast to survive jumping out. Also, ▶ Dirty bite. DR10 Grit or become Miserable
there’s a bear. (Sick).

cages contain a total of: Eagle


• d4 people. HP 3 Morale 7 ▶ Claws d4
• 6 rats. ▶ Fast. Always wins initiative.
• 3 of the PCs’ horses.
• 2 eagles. Monkey
• 2 monkeys. HP 5 Morale 8 ▶ Bite/throw d6/d4
• a bear. ▶ Good climber. Will try to climb high out of
reach and throw things.

Bear
HP 12 Morale 8 ▶ Bite/claws 2d6 Fur -1
▶ Strong. Deals damage with Advantage.

cargo door leads out to the desert (locked) ▼ [5] Lab Car (locked) ▶

1 2 3 4 5 6 7 8 9 10
5. THE LAB CAR
Smells of taxidermy and sweat.

• Left half is a maze of metal shelves laden with taxidermied composites of different
animals.
• By the right wall, a surgeon’s table with a body half-covered in bloody feathers.
• A craning man in a lab coat is operating on the body, seemingly suturing the flesh.

Doctor Vulchester is finalizing his latest He thanks the PCs profusely, offering
mutant creation, a wicked blend of eagle them the remaining three syringes.
and woman. When the doctor notices When he notices his keyring is missing,
the PCs, the Harpy wakes from her however, he panics.
anesthetic, slashes him across the gut,
steals his keys, and dashes out the right He explains that the mutants seek to halt
door. the train, and he urges the PCs to stop
them from reaching the engine. He
Guts spilling onto the floor, Vulchester offers freedom, 500 silver per person,
motions the PCs to hand him one of the and even the chance of permanent
four scarlet syringes beside the employment if they succeed.
operating table. If the PCs don’t hurry, he
dies.
Note: The harpy’s escape, and the resulting
If Vulchester receives a syringe, he jailbreak in particular, are key events of the
plunges it deep into his flesh. His coiling adventure. Should the players stop or
intestines pull themselves back into his somehow circumvent the events in this car,
body, and the wound quickly seals itself. have the jailbreak trigger in some other
The doctor rapidly returns to his overly manner lest the adventure be … derailed.
friendly and cheerful self.

◀ [4] Cage Car

1 2 3 4 5 6 7 8 9 10
use a syringe: The PC immediately
heals to full HP, regrowing lost limbs and
even teeth. Indeed, the healing power is
strong enough to bring someone back
from the brink of death. They also feel a
strange new sensation in their mind as if
another floor has been added to their
brainhouse.

Unbeknownst to them, they are now


Bloodbound to the Heart Engine and
gain a new Condition:

Bloodbound. Can communicate


telepathically with other Bloodbound
characters across any distance.
(Telepathic messages are broadcast for
any Bloodbound characters to hear.)

6. ANOTHER PRISON CAR?


The smell of blood thick in the air, an injection of iron straight to the brain.

• Same layout as the Prison Car, cells along both walls.


• All cell doors hang open. Blood covers the floor.
• Six guard corpses ferociously broken and looted.

“KILL THE
While traversing the car, PCs who used a

ENGINE.”
syringe begin hearing words in their
heads. An echoing voice asks them to
hurry onward, to finish the job, to

[7] Suite Car ▶

1 2 3 4 5 6 7 8 9 10
7. THE SUITE CAR
Expensive cigar scents meet varnished wood notes.

• Extravagant paintings and heavy bookcases cover the walls.


• Filled with finery: a fancy bed, a red padded sofa, a massive wooden desk, a
taxidermied half-bear-half-pig.
• 3 mutants rummaging, ripping upholsteries, smashing bottles, and tearing down silk
curtains.

the mutants: They won’t attack on sight Captain Croc


unless the PCs are dressed as guards. If An irate ex-whaler from Slackgaff-by-the-Sea
the PCs convince them that they are here with the jaws of a crocodile.
to help, the mutants will let them pass or
HP 8 Morale 8 ▶ Bite d8
even help loot the room.
▶ Lockjaw. Damaged victims are also grabbed.
They know that they will die when they
kill Gnomon, yet they are willing to do so
to stop his suffering and to prevent any
Rat Trap
future experiments.
A trapper from Dalliance, a mountain of muscle
Cub-Kid Waterson with the ears of a rat.
A high-strung Covett City factory worker with a HP 12 Morale 10 ▶ Punch d6
cougar’s legs and arms. ▶ Teamwork. Automatically hits targets
HP 6 Morale 6 ▶ Claws 2d4 grabbed by Captain Croc’s jaws.
▶ Quick. Acts first each round regardless of
initiative.

◀ [6] Another Prison Car

1 2 3 4 5 6 7 8 9 10
search the room: Vulchester’s journals pcs also find:
contain the following information: • 6 bottles of high-end liquor (Drunk 2,
1. He’s had a lifelong passion for 6 drinks each).
taxidermy, stuffing his first pet by the • A Strange Relic (p. 63).
age of six. • A slot’s worth of pistol slugs.
2. He was a well-to-do snake-oil doctor • d4 scarlet syringes.
before encountering a patient • “Spit”, +1 revolver
(nicknamed “Gnomon”) with a peculiar • Pearl-handled and silver-plated.
affliction.
• The number 16 is engraved.
3. He acquired the Morgan Rail cheap
• One of a pair; the other, “Whistle”,
and turned it into a prison train as a
lies safely within Billowbeak's belly.
front for his experiment. His
assistant, Pastille, helps dispose of • Worth 150s, or 500s for the pair.
failed attempts; he has recently gone
missing, presumably eaten by the linger in the room: Doctor Vulchester
Blood Vultures that hound the train’s will telepathically contact Bloodbound
roof (despite borrowing one of PCs, imploring them to make haste; the
Vulchester’s twin revolvers). mutants in the suite car also hear this
4. The life-giving properties of and demand the PCs either join them or
Gnomon’s blood-serum keep the test die. As the PCs will find out, the mutants
subjects from perishing during the in the Gun Car are much too busy to
procedures. listen in.
5. Injecting the serum heals even fatal
wounds, but subjects are left with a
strange mental bond to Gnomon and
others bound by his blood.
6. Research suggests that Gnomon’s
death will also kill anyone bound, and
painfully so. However, should only a
single Bloodbound person remain at
“the final strike”, they will survive and
inherit Gnomon's powers.

[8] Gun Car ▶

1 2 3 4 5 6 7 8 9 10
8. THE GUN CAR
Smoky hot with the telltale smell of blood and gunpowder.

• At the left end, a makeshift barricade with six mutants taking cover.
• At the right end, an ironclad half-wall with a swivel-mounted machine gun.
• 5 guards firing rifles at the mutants while a sixth mans the mounted gun.

mounted gun: Any surviving mutants rush the locked


• Deals 2d4* damage. door at the right end. Anyone who
• All PCs within firing range must touches it can feel a heavy thumping on
check Luck to avoid getting hit. On a the other side.
success, a mutant is hit and
immediately killed instead. Guard
• When half the mutants are dead, the A power-tripping bastard.
mutants from the Suite Car arrive to
HP 6 Morale 7 ▶ Revolver/repeater d6*
reinforce.
• Runs out of ammo after 5 rounds. ▶ Lowdown, hatful scum. May lose their hat to
ignore damage from one attack.
When the dust settles, the strange voice
again calls inside the Bloodbound PCs’
heads. It feels closer now and beckons
them forward. “Destroy the Engine.” If
Doctor Vulchester is still alive, his voice
interrupts, urging the PCs to ignore the
other voice and offering them riches and
well-compensated employment.

◀ [7] Suite Car

1 2 3 4 5 6 7 8 9 10
Vicar Bear Dog Coyote
A cowardly Covett City preacher with a bear body A cruel Covett City librarian, their head replaced
and an octogenarian head. with a mutt’s.
HP 12 Morale 4 ▶ Claws d6 Fur -1 HP 6 Morale 7 ▶ Rat rifle d4*
▶ Scaredy bear. Roll Morale each round. ▶ Bad stitchwork. Roll incoming damage with
Advantage.

Rattlesnake Eyes
A sarcastic gambler from Fort Gullet with the tail Professor Kentaur
and eyes of a snake. A kindly teacher from Slackgaff-by-the-Sea with
HP 5 Morale 8 ▶ Revolvers 2d6* a horse's lower body.

▶ Snake eyes. When Rattlesnake Eyes rolls HP 10 Morale 7 ▶ Hooves d6


doubles for his guns’ damage, allied PCs each ▶ Tall horse, low ceiling. DR8 to hit.
get an Ace.

The Blob
Harpy A ??? from ???; a flesh sack with the eyes, arms,
A salty fishmonger from Slackgaff-by-the-Sea and mouths of innumerable animals speaking,
with eagle claws and wings. barking, screaming all at once.
HP 6 Morale 9 ▶ Claws d6 HP 12 Morale 11 ▶ Bite d4*
▶ Evasive. DR14 to hit. ▶ Splitter. When a Blob reaches half HP, unless
the damage is enough to kill it outright, it
splits into two Blobs with that much HP each.

[9] Engine (locked) ▶

1 2 3 4 5 6 7 8 9 10
9. THE ENGINE
Clammy and wet, loud thumping.

• Flesh-covered walls.
• A massive heart suspended by pipeline arteries. The engine—“Gnomon”.

The heart beats faster as the group the heart engine:


approaches, and PCs can feel the train • Destroyed after taking 24 or more
speed up. damage.
• Falls asleep if played music, which
Everyone, Bloodbound or otherwise, stops the train.
hears Gnomon’s echoing voice: “Do it. • Upon destruction, all mutants,
End our misery. DESTROY THE ENGINE.” Vulchester, and Bloodbound PCs
immediately die, boiled in their own
If Doctor Vulchester is still alive and the blood. The train slows and eventually
PCs are set on killing Gnomon, the PC stops.
with the highest Wits checks. On a • If only one Bloodbound character
success, they notice Vulchester remains when the heart is destroyed,
attempting to sneak up behind them. On they do not die. Instead, they gain a
a failure, the PC with lowest Luck takes new condition:
2d6 damage as Vulchester fires his
shotgun into their back. Heartcursed. Those who ingest your
blood become Bloodbound; they heal to
Doctor Vulchester full HP, but you take damage equal to the
Taxidermist with a chip on his shoulder. amount healed.
(The Heartcursed PC’s heart grows with
HP 9 Morale 9
each healing, increasing their maximum
▶ Double-barreled shotgun 2d6 HP by 1. At 18 HP, their body splits and
▶ Syringe kit. Uses a syringe when his HP falls away, revealing a massive heart.
reaches 0, bringing him back to full health. While painfully sentient, they are
He can do this four times. otherwise inanimate.)

◀ [8] Gun Car (locked) ▶

1 2 3 4 5 6 7 8 9 10
10. THE FALSE ENGINE
Hot and filled with the smell of silver.

• Appears as a black-iron locomotive, though the instruments have been ripped out.
• A huge safe in plain sight, secured with an integrated combination lock and bolted to
the wall.

unlock the safe: Requires a four-digit


combination (1616) or a DR18 Luck check
to guess the correct numbers. It contains
10,000 silver—an outlaw’s dream and a
logistician’s nightmare.

the scarlet billow: Behind the safe,


the train’s firebox burns discarded
experiments and billows red smoke into
the desert sky.

THE END: If the PCs got away with the


silver, feel free to roll on the Epilogue
table (p. 55) either for closure or as a
starting point for their next adventure.

If the PCs helped Vulchester stop the


mutants, he holds up his end of the
bargain, employing them to help him
find rare and powerful creatures to
perform his experiments on.

1 2 3 4 5 6 7 8 9 10
EPILOGUE
d20 OR HOW TO SPEND 10,000 SILVER
Retiring to a modest villa in Covett City, right Launching a factory in Covett City. It makes
off Main Street. There’s a leak in the wine money at first, but you quickly find yourselves
1 cellar where the guttermuck seeps in, and the 11 neck-deep in taxes, licensing fees, and court
screech of the trams keeps you awake at settlements. “Someone” torches it in the night,
night. It could be worse. and you feel a sense of relief.
Starting a ranch out in the Dust Barrens with Commissioning a solid silver statue in your
a hundred heads of cattle that seem to hate honor, erected in a town square somewhere. It
2 you. Disregarding the weekly rustling 12 doesn’t take very long before the crows have
attempts and frequent dust storms, it goes pecked the silver veneer away, revealing a
just about as well as you’d hope. rusting iron interior. Poetic?
Investing in a cargo ship that ferries goods Scurrying off to a cottage hideout deep in
between Slackgaff-by-the-Sea and the frozen Carcass Country lest anybody get their hands
3 docks of the Desolation. It’s a steady stream 13 on your hard-earned silver. Infighting and
of income, but you suspect the captain’s paranoia escalate, leaving all of you at the
smuggling something on the side. brink of a deadly showdown.
Withdrawing to a row of townhouses in Procuring a riverboat and organizing leisure
Slackgaff-by-the-Sea, with an ocean view and tours around the Gougen County swamps. One
4 a fishery down the street. Excepting the 14 day, it’s boarded and sunk by scum looking to
putrid smell, watching the sunrise with a cup make a quick buck. You float away on a broken
of tea and a biscuit is a fine way to go along. card table as the crocodiles approach.
Running a potato farm in Stubbshead Spending all of it on carriages, banquets, and
County, nestled in a craggy valley that fogs up expensive clothes, you soon become the
5 most every morning. The ground is cold and 15 targets of other scum. Between the robberies
hard and full of rocks, but it’s honest work. For and murder attempts, you miss the days when
whatever that’s worth. the shoe was on the other foot.
Setting up a lumber business in Carcass Burying the coins in a casket below the sands
Country, but the trees seem to always fall of Allhallows Canyon, ripping the map into
6 where they shouldn’t, and corpses of workers 16 pieces divided between you. Years later, the
are found hanging from branches or gutted map is reconstructed and the silver spent,
on the ground. You are not welcome here. setting off a series of unfortunate events.
Buying an oil company outside Fort Gullet Betting it all on a single hand in a Sickwater
and building derricks in the barren fields. The saloon. You lose, accuse the winner of
7 embers of a dropped cigarette make it all go 17 cheating, and challenge them to a duel. They
up in flame, and a fiery dust devil burns down draw a gun from under the table and leave you
whatever remains. Shit. gutshot in the swamps.
Operating a silver mine in Dreckgullard’s Obtaining the deed to an old castle outside a
Desolation. You’re unsure if the worst part is Stubbshead County fishing village. It’s drafty,
8 the chronic frostbite, the sabre cats that keep 18 derelict, and full of hidden passages. But what
attacking, or the Flaywind that tears flesh you really want to know is … who’s rattling
from bone. Probably the latter. those chains all night?
Opening a gambling den in Fort Gullet, but Ordering your own train with elaborate suites
after refusing to give in to the marshal’s and a fancy dining car. On one of your trips
9 extortion and protection rackets, you find 19 through the Big Nothing, the train switches
yourselves outmaneuvered, ousted, and left onto a track that brings you deeper and deeper
without a silver to your names. into the west, never to return.
Financing an expedition to uncharted places Constructing a mausoleum at a fine spot in
beyond the Scree Knives. Most of the caravan Sunken Hill Cemetery and filling it with
10 goes over a cliff when the rocks give way, but 20 elaborate traps. There’s little left over for other
you press on to find a slower, starving death in things, but knowing you’ll be gaudy when you
a dark and desolate cave. go leaves you with a sense of pride.
56

ODD JOBS
d66 when you need to make a few coins
11 Manufacturing (d8) 1 Bolts for prison wagon wheels.
12 Chopping firewood for an ungrateful old-timer. 2 Nails to go in cradles and coffins.
13 Carrying rocks from one pile to another. 3 Gears for expensive music boxes.
14 Guarding crates full of sawdust and old bones. 4 Padlocks that don’t lock properly.
15 Gutting fish only to throw it all in the same stew. 5 Cans to be filled with beans.
16 Washing sharp cutlery without gloves. 6 Bullets that other scum get to shoot.
21 Painting fences and then watching the paint dry. 7 Hinges for doors that squeak.
22 Washing clothes in water that only makes them dirtier. 8 Blades in the dark.
23 Tending fires all day and night to make charcoal.

24 Digging (d6) 1 Latrines that’ve gotten overfull.


25 Catching rats that bite back. 2 Graves for those who can afford them.
26 Driving a wagon between a rock and a hard place. 3 Ditches in the slipping mud.
31 Mopping floors that keep getting spat on. 4 A cellar under a rickety house.
32 Milling flour and trying to pick the beetles out. 5 Holes for some inexplicable reason.
33 Plowing fields, but the plow gets stuck on rocks. 6 A well that’s already run dry.
34 Herding cows that seem to hate you.

35 Building a (d6) 1 House in the rain.


36 Moving barrels that leak oil everywhere. 2 Barn for cows that seem to hate you.
41 Transporting excess lumber to be burnt. 3 Mansion for someone who’s already got d4.
42 Waiting tables for scum who want to fight you. 4 Gallows with a queue already forming.
43 Dealing cards to scum who really want to fight you. 5 Saloon using rotten wood.
44 Cutting tangled hair and shaving grimy beards. 6 Factory with a hundred-foot smogpipe.
45 Carrying corpses that wear better clothes than you.

46 Selling (d8) 1 Newspapers bringing bad news.


51 Nursing the sick and feeling a fever coming on. 2 Train tickets that you can’t afford.
52 Tanning leather with a stench that gets everywhere. 3 Fruit full of worms.
53 Shoeing horses that try to kick you. 4 Booze that you don’t get to drink.
54 Baling hay with a pitchfork that keeps breaking. 5 Books about getting rich quick.
55 Extinguishing streetlamps at the crack of dawn. 6 Meat that’s gone off.
56 Chopping meat with a dull knife. 7 Horse insurance.
61 Dyeing wool with dye that forever stains your hands. 8 Cows that seem to hate you.
62 Shoveling coal in a sweltering room.
63 Fixing roofs without a rope or ladder. 1 Stone that you’ll have to carry.
64 Filling holes where someone found buried treasure. 2 Salt that gets in your eyes.
65 Feeding pigs bits of inconspicuous meat. 3 Coal and coughing up soot.
66 Mining (d4) 4 Silver under heavy supervision.

Jobs pay d4 silver/day. Check grit or become miserable (BORED).


57

OPPORTUNITIES
when you need to make a few more coins d66
Expired train tickets. 1 Selling (d8) 11
Dynamite filled with cigarette ash. 2 Defacing fences. 12
Rustled cows that seem to hate you. 3 Stealing wheels off of wagons. 13
Cutlery made of fool’s silver. 4 Extorting local shop owners for protection money. 14
Soap with a prize inside (dirt). 5 Stealing firewood from a grumpy old-timer. 15
Stolen silverware. 6 Working as a courier but throwing the letters away. 16
Plots to non-existent silver claims. 7 Drilling holes in oil barrels. 21
Milk mixed with chalk and water. 8 Shoplifting from the general store. 22
Planting rats in the saloon’s basement. 23
Coins out of fool’s silver. 1 Forging (d6) 24
Company bonds. 2 Sowing discord between neighbors. 25
Counterfeit cigarette cards. 3 Sneaking beetle eggs into the miller’s storeroom. 26
Deeds to stolen horses. 4 Hustling folks at cards. 31
Wanted posters of rival lawfolk. 5 Demanding road tolls from travelers. 32
Treasure maps that don’t make any sense. 6 Taking candy from children. 33
Working as a clerk but skimming a little off the top. 34
Moonshine that’ll turn you blind. 1 Smuggling (d6) 35
Books banned by the Incorporation. 2 Pickpocketing people in the street. 36
Medicine made from sewer sludge. 3 Stealing from freshly dug graves. 41
Other scum out of town. 4 Rebranding rustled cows that seem to hate you. 42
Secondhand coffins. 5 Stealing crates full of sawdust and old bones. 43
Explicit gramophone records. 6 Torching stores that wouldn’t pay for fire insurance. 44
Altering photos to implicate rival politicians. 45
House with d6 vicious guard dogs. 1 Burglarizing a (d6) 46
Mansion of someone who’s got d4 others. 2 Sabotaging the gallows. 51
Saloon with creaking floorboards. 3 Breaking other scum out of jail. 52
Factory that never closes. 4 Poaching cattle and selling the meat. 53
Warehouse full of nondescript crates. 5 Planting rocks in a rival farmer’s fields. 54
Bank that’s almost run dry. 6 Poisoning the well. 55
Feeding pigs bits of suspicious meat. 56
Lawfolk and extorting people. 1 Siphoning oil from the streetlamps. 61
Undertakers and looting bodies. 2 Stealing shoes from horses. 62
Other scum and framing them. 3 Ambushing wagons coming into town. 63
Incorporation goons and taking bribes. 4 Hosting unlicensed prizefights. 64
Doctors selling swill. 5 Stealing clothes from clotheslines. 65
Ghouls and scaring people. 6 Disguising yourselves as (d6) 66

Jobs pay 3d4 silver/day. Check Slick or increase your bounty by twice your pay.
58

BOUNTIES
d12 When you need to make a lot of coin

Lommis “Deputy Serif” Sogdom Poe “Speaker of Suns” Embers


Editor of the Inked Hand pamphlets Leader of the Cult of Suns
Wanted for producing libelous materials Wanted for burning multiple farms and
claiming corruption by the homesteads and their inhabitants as well
Incorporation and its many upstanding as fifteen or more counts of arson in
franchises. This is both entirely Fort Gullet alone. Known to burn
1 preposterous and wholly fictitious. 5 “heathens” on wooden Xs.
Feature: Defamatory tattoos Feature: Charred left arm
Hideout: Fishing hut, Slackgaff-by-the- Hideout: A fort of bleached wood
Sea’s outskirts somewhere in the Scree Knives
Reward: 250s dead/500s alive Reward: 500s dead/1000s alive
Bonus: 50s for their list of associates Bonus: 50s per cultist captured alive

Hughene “Three Tweed” Wallop III Fentoni “Dread Fen” Gegham


Leader of the Tweed and Hatts gang Leader of the Railscum crew
Wanted for robbing several passenger Wanted for stealing several trains,
trains and swamp-touring riverboats. diverted and dismantled in the gang’s
The gang appears affable and mannerful. railyard. Reports mention a towering
Looks are deceiving; watch their hands structure being constructed in the area
2 at all times. 6 and a billow of black smoke.
Feature: Three layers of tweed Feature: Railspike horns
Hideout: The Verha-Dan, riverboat, deep Hideout: Rustbucket, ghost factory town,
in the Gougen County swamps southeastern Dust Barrens
Reward: 250s dead/500s alive Reward: 500s dead/1000s alive
Bonus: 25s per gang member taken alive Bonus: 250s for destroying the structure

Bosmun “Dusty Red” Teemonsen Yuma “the Fanged Marquis” Tibbers


Leader of the Murderkill gang Leader of the Sewer Cats
Wanted for murdering many deputies and Wanted for fencing and smuggling stolen
homesteaders besides. Infamous for art and other valuables. Sources claim
their skill with swords; do not engage the gang also deals in forged paperwork
the gang in close quarters. Known to and counterfeit paintings. Rumors of an
3 dig oil-filled pit traps. 7 underwater craft being spotted.
Feature: A black-iron greatsword Feature: Sharpened teeth
Hideout: Redspit Pit, abandoned oil Hideout: A secret den somewhere in the
derrick, northern Dust Barrens Covett City sewers
Reward: 250s dead/500s alive Reward: 500s dead/1000s alive
Bonus: 10s per oil barrel recovered Bonus: 50s for each artwork recovered

Brankie “Slick” Kleist Ewes “Sheepskins” Claymorrow


Owner of the Halfway Sick Saloon Leader of the Cattlesnake gang
Wanted for hosting prizefights and Wanted for rustling countless heads of
duels without the proper paperwork. cattle, untold sheep, and innumerable
Lawfolk are captured and pitted against horses. Some animals are rebranded and
their ruling champion, the Sickwater sold, but most seem to simply vanish
4 Slug Juggler. 8 without a trace.
Feature: A full set of silver teeth Feature: A horse with two heads
Hideout: Halfway Sick Saloon, between Hideout: Unknown, sometimes seen near
Fort Gullet and Sickwater Allhallows Canyon
Reward: 250s dead/500s alive Reward: 500s dead/1000s alive
Bonus: 25s per deputy rescued Bonus: 250s for their two-headed horse
59

The Marshlip Twins Grampus “Captain Siltspray” Feeds


Leaders of the Wringneck Ghouls Captain of the Crickholmer
Wanted for the murders of untold Wanted for plundering and sinking no
mourners and tombkeepers, Krut and fewer than forty fishing boats, whaling
Pulver’s people are known to decorate ships, and merchant vessels. Known to
their hunting grounds with goresacks of employ sailors, whalers, and rogues from
9 gnawed bones. 11 coastal villages.
Feature: Sallow, waxy skin Feature: Whalebone right leg
Hideout: A maze of drowning tunnels Hideout: The Crickholmer, whaling
under Sunken Hill Cemetery frigate, roaming the Soundless Deep
Reward: 1000s dead/2000s alive Reward: 2000s dead/4000s alive
Bonus: 25s for each ghoul head Bonus: 1000s for recovering the ship

Karva “Silver Skull” Steeled Stygnild “the Gorecrow” Petrell


Leader of the Deadwraith gang Commander of the Knights of Gore
Wanted for kidnapping and windflaying Wanted for breaking their vows, the
dozens of travelers. Said to offer rogue Knights of Gore have made several
victims the choice between joining the trespasses against the Leadsworn Order,
gang and a slow, numbing death in the oftentimes ending in a deluge of blood
10 snow and ice. 12 and lead.
Feature: A silvered skull Feature: Pet raven on shoulder
Hideout: Coldfeller Hole, abandoned Hideout: Gorecrow Hold, keep in the
silver mine, 2 weeks from Dalliance craggy Stubbshead County
Reward: 1000s dead/2000s alive Reward: 2000s dead/4000s alive
Bonus: 500s for collapsing the mine Bonus: 100s for each knight’s banner
60

HOUSE LOOT
d66 When you’re SCAVENGING the Homes of the living
11 Toolbox (d4) 1 Hammer, d20 nails, hand drill, d10 screws
12 Freshly cleaned linens 2 Wrench, d4 angled and d6 straight pipe pieces
13 Fishing rod 3 Small hammer, d20 tiny nails, d10 small hinges
14 Personal memento (p. 19) 4 d4 bobbers, d6 fishing lures, fishing line (30 ft.)
15 d20 cigarettes

16 Display Cabinet (d8) 1 d20 dog-eared novels


21 Ceramic chamber pot 2 Hunting rifle (d8) + a slot’s worth of rifle rounds
22 Lamp and d6 hours of oil 3 Silver vase (25s) with wilting flowers
23 d4 horseshoes 4 d6 encyclopedias and a thesaurus
24 Piano 5 Double-barreled shotgun (d6/2d6) + a slot’s worth of shells
25 Cast-iron cooking pot 6 d4 bottles (p. 19)
26 Health item (p. 26) 7 Taxidermied fish with silvery scales
31 Wooden candlestick 8 Crank gramophone and d6 well-played records
32 Cowbell

33 Locked case (d6) 1 d66 silver coins


34 Shovel 2 Silver locket (25s)
35 d6 cans of lard 3 Silver needle and d4 spools of thread
36 Rope (30 ft.) 4 Revolver (d6*) + a slot’s worth of pistol slugs
41 Pitchfork 5 d6 fine cigars
42 Hunting knife 6 d20 collectible cigarette cards
43 Taxidermied squirrel

44 Locked Safe (d4) 1 2d100 silver coins and d4 silver candlesticks (50s each)
45 Porcelain teapot and d6 cups 2 Deeds to a house and a horse
46 Brass spittoon 3 d20 company bonds (25s each)
51 Empty saddlebags 4 Strange Relic (p. 63)
52 Silver candelabra (50s)

53 Bearskin rug 1 Stovepipe hat and an elaborate waistcoat


54 d4 wax candles 2 Oilskin duster (-1 damage)
55 d6 wooden plates 3 Brand-new snakeskin boots
56 Oil painting (25s) 4 Checkered suit jacket with matching pants
61 d20 matches 5 Long summer dress with a floral pattern and a bonnet
62 Deer antlers 6 Human skull
63 d6 cans of beans (p. 19) 7 Colorful collection of patterned puff ties
64 Sack of flour 8 Winter coat with fur lining (-1 damage)
65 Spare wagon wheel 9 Rainslick and a pigskin southwester hat
66 Closet (d10) 10 Skunk-tail hat and a box of teeth
61

POCKET LOOT
When you’re robbing the Pockets of the living or recently deceased d66
d20 company scrip and a lump of coal 1 Coin Purse (d4) 11
d10 silver coins and quite a few grains of sand 2 Piece of chalk 12
d20 silver coins and d10 silver teeth (1s/each) 3 d10 pieces of chewing gum 13
d66 silver coins and some pocket lint 4 Collectible cigarette card 14
Reading glasses 15
Recipe for home-made cookies 1 Ripped Journal page (d8) 16
Lifelike sketch of a horse 2 Business card 21
Paraphrase of a famous poem 3 Pack of d20 cigarettes 22
List of names with some crossed out 4 Flip knife 23
Description of a recurring dream 5 Deed to their horse 24
Middle of an unfinished story 6 Silver ring (10s) 25
Work-in-progress list of their potential epitaphs 7 Box of d20 matches 26
“BONES BONES BONES BONES BONES BONES BONES BONES BONES BONES” 8 Iron pocketwatch (5s) 31
Lead pencil 32
Broadsword Brand Brandy (Drunk 2, d4 drinks) 1 Pocket flask (d6) 33
Horsehead Gin (Drunk 3, d4 drinks) 2 Dirt-speckled apple 34
Gougenburg whiskey (Drunk 2, d4 drinks) 3 Nondescript key 35
Stubbshead schnapps (Drunk 2, d4 drinks) 4 Empty envelope 36
Dr. Panache’s Patented Bean Milk (d4 drinks) 5 Stained handkerchief 41
Carcass Country rotgut (Drunk 3, d4 drinks) 6 Deck of well-played cards 42
Lighter with oil for d6 hours 43
Featuring them and their family in front of a house 1 Photograph (d4) 44
Portraying them and a loved one dressed their finest 2 Stick of lip balm 45
Showing a landmark and a scrawled treasure map on the back 3 Embroidered handkerchief 46
With them and a beloved pet looking perfectly content 4 Fountain pen 51
Locket with a silhouette (10s) 52
Harsh words from a former lover 1 Harmonica 53
Communique promising employment in a faraway town 2 Shaker of salt 54
Loving wishes from a family member 3 Checkered bandana 55
Letter of inheritance from a distant relative 4 Ticket stub 56
Unsent promise to a loved one 5 Silver pocketwatch (25s) 61
Angry words vowing revenge 6 Self-help bible 62
Extortion letter threatening exposure of a scandalous secret 7 Chewing tobacco (d10 uses) 63
Unfinished account of their recent travels 8 Brass button 64
Eviction notice 9 Safety pin 65
Invitation to dinner and a ball 10 Letter or telegram (10) 66
62

TOMB LOOT
d66 When you’re plundering places from a bygone era
11 Live Animal (d4) 1 Pernicious tomb snake (HP 1 Morale 4 bite 1 + Snakebit)
12 d20 silver teeth (1s each) 2 Torrent of fleeing cockroaches Check Grit every hour
or take d8 damage
13 Animal-tooth necklace 3 Slithering mass of worms and grubs until you succeed.
14 Painted ceramic eye 4 The deadly leaping spider (DR10 Slick or make a Death Check)
15 Vial of foul-smelling liquid

16 Cloth Wrapping (d8) 1 Ceremonial dagger covered in dried blood


21 Twist of cured tobacco 2 Embalming hook and a still-sharp scalpel
22 Horse skull 3 Mummified heart filled with black salt
23 d100 folded paper roses 4 Rat skeleton with enamel eyes
24 Silver tiara (fool’s silver) 5 Slot’s worth of silver-tipped arrows (10s)
25 Brick of aged tea 6 Runed longsword in a silver sheath
26 Petrified human arm 7 Cracked stone tablet etched with old runes
31 Roll of silk (25s) 8 Masterwork bow (d6+1) and a slot’s worth of arrows
32 Bronze bowl with d100 bronze coins

33 Locked case (d6) 1 d10 silver beans (5s each)


34 Cracked porcelain plate 2 Full of red sand
35 d4 fragrant candles 3 d6 lustrous gemstones (25s each)
36 Deed to a long-dead horse 4 Slot’s worth of silvered pistol slugs (20s)
41 Twisted drinking horn 5 d10 uncanny pewter figurines
42 Stringless guitar 6 Silver revolver of an ancient mastermake (d6*+1)
43 Gnarled walking stick

44 JAR OR urn (d4) 1 Lantern oil that burns blue (enough for d10 hours)
45 Tombful of shed snakeskins 2 Ashes and bits of charred bone
46 d6 six-sided bone dice 3 Meat honey from vulture bees (d10 vile meals)
51 Ceramic bracelet 4 Ancient wine (Drunk 3, d10 drinks)
52 Wooden wolf statuette

53 Fossil of a barbed clam 1 Black-iron breastplate (-1 damage)


54 Jar of pickled beans 2 Horned bullskin hat
55 Rusty sword in a corroded sheath 3 Ancient fur coat (-1 damage)
56 Silver necklace (fool’s silver) 4 Thick woolly mammoth chaps
61 Carved bone flute 5 Fur-lined hooded cloak
62 d4 silver horseshoes (20s each) 6 Threadbare britches
63 Bouquet of withered flowers 7 Knee-length chainmail corslet (-1 damage)
64 Strange Relic (p. 63) 8 Crocodile-leather boots
65 Painted ceramic mask 9 Gloves made of silvery silk
66 clothing (d10) 10 Embroidered denim vest
63

STRANGE RELICS
When you've FOUND SOMETHING YOU OUGHT NOT to HAVE FOUND d66
Full of sand that welds metal it touches 1 JAR OR urn (d4) 11
Turns anything put inside it to ash 2 Silver coin that gnaws leather and rips cloth 12
Emits opaque smoke that kills insects 3 Music box that sounds like people screaming 13
Filled with paste that regrows skin and flesh 4 Silver rope that slowly unties itself (30 ft.) 14
Raven skull that shakes when it’s raining 15
Star-metal ring that blisters and burns skin 1 Jewelry (d8) 16
Amulet that makes you Miserable (Headache) 2 Marble that always rolls north 21
Rune-covered ring that cannot be destroyed 3 Cloak that makes you feel freezing cold 22
Animal-tooth necklace that tries to bite you 4 Glass eye that grants sight but seeps red tears 23
Iron ring that makes you Drunk while wearing it 5 Horse statuette with a shadow that points west 24
Moonstone tiara that makes you fall asleep 6 Six-sided dice that always rolls a 6 on stone 25
Brooch with a face that matches your mood 7 Pearl that sweats lantern oil when shaken 26
Ring that fits any finger perfectly 8 Key that locks any lock but opens none 31
Round stone humming with static electricity 32
Knife that makes wood catch on fire 1 Weapon (d6) 33
Sword with a blade that glows in the dark 2 Stewpot that makes water boil 34
Whip that burns like nettles 3 Oil painting that depicts the current weather 35
Greatsword with an edge that never dulls 4 Tooth that drips a deadly poison 36
Dagger that’s always sticky with blood 5 Comb that dyes hair a silvery blue 41
Sword with an invisible blade 6 Orb that glows like a torch when underwater 42
Soundless whistle that makes animals attack you 43
Check Wits. The POWERFUL RELIC’s effect happens Crow egg that always feels warm to the touch 44
regardless of the result, but if you fail you
become Miserable d4 (Headache). If this brings
Fishing lure that swims like a fish in water 45
you to 0 HP or below, make a Drop Check. Pewter figurine that moves when nobody sees 46
d4 creatures fly for an hour 1 Hand mirror that reflects people’s skeletons 51
Restore d6* HP to a creature 2 Skull that cackles loudly at dawn 52
Summon d4 skeletons (HP 3 Morale 5 claws d4) 3 Carved-bone fountain pen that drinks blood 53
Fling lightning bolts (2d6* damage) 4 Glass jar with an ever-burning flame inside 54
An object glows like a torch for d8 hours 5 Bell that echoes the last words it heard 55
d6 creatures grow gills for an hour 6 Fingerbone that dissolves hair it touches 56
Hurl a fireball (d6*+6 damage to those nearby) 7 WAND Carved From Ancient bone (d10) 61
Turn invisible for d10 minutes 8 Scroll written In a dead language (d10) 62
d6 creatures gain an Ace 9 Staff made from Elden wood (d10) 63
Turn into a hound (HP 6 bite d6) for d6 hours 10 Orb Imbued with Antediluvian magick (d10) 64

Should you roll a 1 on any of the relic’s Stone Tablet Etched with old runes (d10) 65
effect dice, it breaks, never to be used again.
Tome bound in a Bygone Era (d10) 66
GUNS
Pocket pistol d6, fits in a pocket 10s
Revolver d6* 15s
Rat rifle d4* 10s
Repeater rifle d6* 30s
Hunting rifle d8 20s
Long rifle d10 60s
Sawed-off shotgun d4/2d4 both barrels 10s
RULES Double-barreled shotgun d6/2d6 both barrels 20s
REFERENCE SHEET OTHER RANGED WEAPONS
AMMUNITION Bow d6 8s

Should you roll a 1 on any of your Throwing knives d4*, a slot’s worth 5s
damage dice, you lose an item Fire bottle d4*, hurts adjacent creatures 6s
slot’s worth of ammunition of that
type. You can carry multiple Stick of dynamite d4*+4, hurts adjacent creatures 12s
slots’ worth. MELEE WEAPONS
Check Luck after a shootout to Unarmed 1 + half Grit (round up, min 1) -
find a slot’s worth of ammunition.
Arrows and throwing knives can Light melee weapon d4*/d6* 2-handed ~5s
usually be recovered without
checking. Heavy melee weapon d6*/d8* 2-handed ~10s

NPCs run out of ammunition at the Light improvised weapon d4/d6 2h, breaks on max damage ~2s
GM’s discretion. Heavy improvised weapon d6/d8 2h, breaks on max damage ~5s
Pistol slugs 5s PROTECTION
Rifle rounds 5s Hat Lose to ignore damage 10s
Shotgun shells 5s Furs/armor/thick coat Take -1 damage 10s
Arrows 5s Shield Take -1 damage 5s

* Damage explodes — when you roll maximum damage, add another damage dice.
HEALTH ITEMS
Laudanum Heal d4 HP and become Drunk if not fully healed, 4 uses 10s
Injury kit Heal back to 0 + doctor’s Wits HP, 4 uses 10s
Doctor’s bag Heal d6 + doctor’s Wits HP, 6 uses 20s
Gin pills Heal d4 HP but only while Drunk, 8 uses 10s
Healthful bitters Heal d4 HP and on a 3+ also cure Miserable, 1 use 6s
Opium tincture Heal d10 HP, check DR18 Grit or fall into deep sleep, 4 uses 10s

HORSES
Nag HP d4 Morale d8+3, very slow, bad at everything 5s
Donkey HP d6 Morale d4+7, slow, bad at maneuvering 15s
Mule HP d4+2 Morale d6+5, slow 40s
Riding horse HP d6+2 Morale d6+5 80s
Draft horse HP d8+4 Morale d4+7, slow, good at pulling, bad at maneuvering 80s
Race horse HP d6+4 Morale d6+5, very fast, good at maneuvering 160s

ITEMS CARRIED ITEM SLOTS FOR EXAMPLE


In your pockets 10 50 silver coins, bullets, a can of beans, 5 silver nuggets
On your belt 3 A revolver, a sawed-off shotgun, a knife, a canteen, a rope
On your back 3 A heavy fur coat, a repeater rifle, a tent, a doctor’s bag
On your horse 10/20 without rider Same as on your back
ABILITIES ACES
GRIT Strength, toughness, intimidation, melee Spend to reroll any dice once. Get an Ace at
the start of every session.
SLICK Dexterity, aim, deception, shooting
On a nat 20, get another Ace or learn an
WITS Knowledge, perception, persuasion, medicine appropriate skill.
LUCK Gambling, serendipity, not getting shot On a nat 1, everyone loses all their Aces.
ABILITY CHECKS DIFFICULTY RATINGS
Roll d20 + your 6 Foolproof RESTING
ability. A result equal 8 Straightforward After a scuffle: heal d4 HP, +1 for each:
to or greater than the 10 Could be harder smoke, drink, nap.
Difficulty Rating (DR)
succeeds. Get Advantage 12 Standard A full night: heal 2 HP for each: sleep,
with a relevant skill. 14 Difficult food, entertainment.
Unless otherwise noted, 16 Very difficult Heal twice as much in comfort with good
the DR is 12. 18 Almost impossible food/drink/beds/company.

COMBAT CONDITIONS
d6 INITIATIVE (AT START OF EVERY ROUND) Miserable: don’t recover HP from resting.
1-3 Enemies go first Drunk: swap two abilities until sober.

4-6 PCs go first A number after the condition — take that


much damage when you gain the condition.
Individual initiative: compare d6 + Slick Other conditions — use Miserable or invent
an appropriate effect.
COMBAT ATTACK DEFENSE
Melee Grit Grit NPC
Ranged (not a gun) Slick Slick 2d6 REACTION
Ranged (gun) Auto-hit Auto-hit 2–3 Kill or capture the PCs
4–6 Irritated
Ranged (gun, tough shot) Slick Luck
7–8 Apathetic
THE WRESTLIN’ CLAUSE 9–10 Somewhat amicable
When combatants trade blows back and forth, PCs 11–12 Seemingly friendly
in the fray should check Grit once per round
instead of making separate checks for attacking 2d6 MORALE
and defending.
On a success: The PC hits an enemy. ▶ When their leader is defeated
▶ When their numbers are halved
On a failure: An enemy hits the PC.
▶ When they’re alone with 1/3rd HP
Either side outnumbered: Increase/decrease the
DR by +1/-1 for every additional foe/ally If roll exceeds Morale, they flee/surrender.

DEATH/DROP CHECKS
When your HP reaches 0 or below, roll d20 + 10 or less Unconscious until back at 1+ HP.
Grit. Subtract negative HP from the roll. 11 or more Remain at current HP.
If the damage could kill you ▼ ▲ If the damage is non-lethal
Nat 1 Bust. Dead, but it’s somehow even worse than that.
1 or less Dead. End of the line.
2–5 Goner. Dead in (d6) … 1-2: d10 minutes | 3-4: d8 hours | 5: d6 days | 6: d4 weeks.
6–10 Out cold. Unconscious until back at 1 HP or more.
11–15 A lesson for better or worse. Roll to increase/lower a random ability.
16 or more Hanging in there. Remain at your current HP.
Nat 20 Second wind. Increase maximum HP by 1 and recover d4 HP.
!!!!!!!!!!!!!! WHILE AT NEGATIVE HP, YOU MOVE AT A CRAWL OR A STUMBLE !!!!!!!!!!!!!!

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