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$19.

99 S2P10211

During the Battle of Lost Angels, a catastrophic earthquake


tore Clover Mesa into four parts and revealed a motherlode
of ghost rock at its center.

Return to Msnitou Bluff


Now everyone from Kangs triad to the Union to the Wasatch Rail Co. are
after its riches, and theyll do whatever it takes to seize them. But Clover
Return to
Mesa wasnt always an object of desire. It used to be a dumping ground
for the dregs of Maze society, and it was known by a different name back
Manitou Bluff
thenManitou Bluff.

Return to Manitou Bluff is an adventure for Legendary heroes, including


all the people, places, and plots you need to run this epic tale. But take
care, amigo, because things arent always what they seem...and sometimes
death is hiding just around the bend.

Return To Manitou Bluff is not a complete game. Its a


supplement for the Deadlands setting for the Savage Worlds game system,
available wherever you found this book or online at www.peginc.com.
S2P10211
Return to Manitou Bluff
by Matthew Cutter

Credits & Acknowledgements

Additional Material: Shane Lacy Hensley, John Hopler, Robin Laws,


Patrick Cutter
Editing: Matthew Cutter, John Goff, Piotr Korys, Teller
Deadlands Brand Manager: Matthew Cutter
Art Director: Aaron Acevedo
Layout and Graphic Design: Matthew Cutter, Aaron Acevedo, Joel Kinstle
Cover Art: Chris Bivins
Interior Art: Carly Sorge, Andy Park, and The Doomtown Artists
Cartography: Aaron Acevedo, Alida Saxon

Savage Worlds by Shane Lacy Hensley


Pinnacle Entertainment Group grants permission to print this document, in whole
or in part, for personal use. Any electronic distribution is strictly forbidden.

2012 Pinnacle Entertainment Group. Savage Worlds, Deadlands: the Weird West,
and all related marks and logos are trademarks of Pinnacle
Entertainment Group. All rights reserved.

Produced under license by Studio 2 Publishing, Inc. The Studio 2 logo is a


trademark of Studio 2 Publishing, Inc. 2012. All rights reserved.
Contents

The Tombstone Epitaph 1 Back to the Bluff 77


Crossin Over77
Into the Nexus 17 Spirit Hazards 80
How to Use this Book 17 Bear Doctors Land 82
Nexus o Spirits19 Boneyard 86
Boss Callahan21 Deaths Quarry 88
After the Flood21 Famines Mire 90
Setting Rules23 Vortex o Shadows93
The Setup29 Manitou Bluff95

Clover Mesa 29 Savage Tales 119


Arrival32 Fated for Conflict119
Strange Locales36 Big Boss Man121
Beachhead36 Grimme Bones123
Fort Michele 39 Famines Choice126
Little Gibraltar43 When Worlds Collide!131
Ruins of Grantsville50 Savage Seeds135
Six Hills Railhead54
Encounters137
Heart o Darkness 63 Creepy Critters137
Mesa Hazards63 Infamous Folks 146
Clints Rock65
Union Enclave 67 Index157
The Tombstone Epitaph
Special Perdition Supplement Vol. 5, No. 16 Tuesday, August 31, 1880

Authors Note almost directly in the tidal waves


path. Some call it a bona fide miracle.
Others mutter its probably some kind
Less than one year ago, Clover Mesa
of curse.
had the reputation of a God-forsaken
backwater, a dumping ground for the Until our full accounting of the
dregs of Maze society. Its said the only disaster reaches print, we humbly
gainfully employed inhabitants of offer this retrospective of recent news
the place were bartenders and soiled items regarding Clover Mesa and the
doves, and just about any vice could factions struggling for control of it, in
be indulged without fear of reprisal. the hope that you, Dear Reader, have a
Some even whispered that the dead mind thats fully informed before you
clawed out of their graves to gather in make it up one way or the other.
town, like flies on a buffalos carcass. Your Loyal Chronicler,
Clover Mesa was known by a Lacy OMalley
different name back thenManitou
Bluff.
Though it stood on a mesa only 15
miles or so from Lost Angels, Manitou
Down on the
Bluff largely eluded the baleful
attention of Reverend Grimme and his Bluff
Church of Lost Angels. Rail Barons and For most of 187679, Manitou Bluff
greedy warlords likewise ignored it; it enjoyed a universally foul reputation.
seemed to offer nothing worthwhile in The Bluff, as some folks called it, got
a Maze full of conspicuous riches. And its proper name from Indian legends
yet, in the 11 months since the Battle claiming the area was haunted. The
of Lost Angels, this humble mesa majority of residents were just common
has gone from repulsive backwater thieves, outlaws, murderers, and the
to whats arguably the single most sorts of people referred to as low-
contested nugget of real estate in the down varmints in polite company.
Great Maze. But persistent rumors insinuated there
As the Perdition branch of the was a reason Manitou Bluffs populace
Tombstone Epitaph struggles to organize was so notably ornerysome of them
various reports of the unprecedented were dead.
Deluge which has just struck Lost No one could say how many
Angels and environs, the odd tale of residents were actually deador
Manitou Bluff and its transformation rather, undeadbut judging by pure
into Clover Mesa has grabbed the meanness witnesses swore at least
publics attention. Thats not a huge half of them were. This reporter
surprise, since the mesa somehow visited Manitou Bluff only once, in late
avoided total destruction despite lying 1878, and I can report that the rumors
The Tombstone Epitaph
Special Perdition Supplement Vol. 5, No. 16 Tuesday, August 31, 1880

are at least partly true. Yes, Reader, But tensionsalong with sporadic,
I saw with my own eyes dead men bloody violencebetween the new
who walked, talked, and ate copious arrivals and the ruffians remained
amounts of meatmostly beef. While constant. The office of marshal was
not the most terrifying experience rarely filled, and even when it was,
Ive endured, it ranked among the the law was relatively powerless to
worst in recent memory, and thus was bring reform. This was pretty much
not repeated since. Either the living the state of things until late 1879, when
inhabitants of Manitou Bluff were just Hellstrommes bombs went off at Lost
as bloodthirsty and depraved as their Angels and everything changed.
unholy drinking companions, or they
got that way over time. Bluff No More
The towns population, unlike its By all accounts, the town of Manitou
notoriety, only grew in fits and starts. Bluff was ravaged by earth tremors
Several reputable businesses opened during the Battle of Lost Angels
their doors, including a livery, gun in September, 1879. As all the Rail
shop, variety theater, and so forth, and Barons forces battled for the privilege
they even built a church as well as a of marching into the city to make a
clock tower with public funds. There deal with Reverend Grimmeand
was a lot of high-minded talk about secure at least one national ghost rock
bringing the light of knowledge to exporting contractblack airships
darkness. appeared against the eastern sky,
buzzing like hornets. Their deadly
THE TALE OF CLOVER MESA
Special Perdition Supplement Vol. 5, No. 16 Tuesday, August 31, 1880

payload consisted of three ghostfire exclaimed, Well, Ill be! Its like a
bombs, which struck the battlefield cloven mesacloven into four parts!
with unholy Hell-fire. To which a salty West Coast miner
Only moments after the billowing, replied, The hell it is, mister! Its
skull-shaped clouds rose up on the a clover mesaa four-leafed, lucky
eastern horizon, a sudden quake hit the clover!
mesa on which Manitou Bluff perched. A spirited yet brief fistfight ensued,
The ocean churned, a great spasm leaving the miner victorious. Thus the
shook the earth, and the mesa tore into name of Clover Mesa was ensconced
four parts, swallowing up people and in popular lore, while that of Cloven
buildings alike with a mighty roar. Mesa was sent Back East on the
Walls of seawater rushed in to fill the Plutonian Express along with its
new channels, and the shattered ruins disgraced, bruised originator.
of Manitou Bluff were consigned to a Soon it was widely known that the
watery grave. middle of Clover Mesa consisted of an
Most folks considered it good enormous lode of ghost rock, lying at
riddance to evil trash. the bottom of the flooded crater left by
Manitou Bluffs destruction. Though
the precious ore lay under 30 feet
A Cloven, of shark-infested Maze waters, few
factions were deterred from what they

Clover Mesa viewed as enough raw wealth to rule


the Great Maze.
Life didnt flag in its hectic pace after As it happened, the Union got there
the earthquake. More to the point, first, but they didnt win the ultimate
neither did commerce. It wasnt long prize. Not by a long shot!
before Manitou Bluff began to garner
interest from a variety of powerful Operation: Lucky Clover
factions. Unsurprisingly, that interest According to an anonymous source,
was due to the usual reason why a the Union Big Bugs at Fort Lincoln put
particular mesa gets recognized in the their best man, Colonel Isaiah Curtis,
Mazeghost rock. Heaps and heaps of in charge of the operation dubbed
ghost rock. Lucky Clover. Curtis set out for
Clover Mesa in mid-December, 1879,
Mere weeks after the quake split
in command of two paddle-wheeled
it open, curious prospectors landed
gunboats. His mission was not only to
on the newly shattered mesa to find
secure the mesa, but also to fortify it
whatever they could salvage for a
beyond any possibility of invasion.
profit. As the popular tale goes, a
tinhorn from Back East took one look To this end, he commanded a
at the four regions of the mesa and company of nearly 120 battle-tested
Union soldiers, and a team of self-
The Tombstone Epitaph
Special Perdition Supplement Vol. 5, No. 16 Tuesday, August 31, 1880

professed steam engineers from the Witnesses state that nearly all the
coastal town of Progress. In his wake miners agreed to vacate the area, but
followed a small freighter, its hold few complied for long.
empty, along with a pair of tugboats With their prodigious military
pulling six armored barges laden with support, the engineers from Progress
munitions and construction supplies. erected two steam lifts and established
They would use these to attempt the outpost of Grantsvillecomplete
a feat of engineering once thought with a working telegraph line to the
impossible. coastin no time flat. Then they set
Curtis did one heck of a job. On the right to work on their great project:
approach he sighted a small convoy a giant, steam-powered sea gate
of Wasatch vessels about to lay claim intended to seal off Clover Mesas
to the mesas riches. Believing time deepest, most easily navigable channel.
to be of the essenceand displaying Curtis ordered his men to dynamite
the workings of a singularly ruthless the other three sea channels, a
mindCurtis engaged and sank them maneuver that would soon make the
all with an expertly targeted spread of sea gate the sole way in or outsoon
Smith & Robards clockwork torpedoes. being the operative word. Working
One Union gunboat was lost when it with almost inhuman vigor, the corps
ran aground on the shoals and suffered of Union soldiers detailed to aid the
a subsequent boiler explosion, but the scientists assembled and erected
crew was saved and the setback did a working gate in just about four
little to slow Curtis advance. months time. By all reports Curtis
Within hours hed sailed his brutal discipline was at least partly
remaining ships up one of the mesas responsible for their speed.
narrow, rocky channels to the deep A marvel of New Science, the sea
waters at the center. Thats where he gate stands 100 feet tall, with nearly
circled the wagonsin this case, the half of that span submerged in the
bargesand dropped anchor for the green Maze waters. A control tower
long haul. stands at one end of the gate like a
silent sentry, and the gates themselves
Digging In bristle with Gatling weapons nestled
Curtis next dispatched a few squads behind ghost steel armor. Powerful
of Marines to storm the fledgling steam engines open and close the
settlement of Little Gibraltar on gatesbut they are almost always
the mesas northwest shore. After sealed, and guarded by Union troops.
the soldiers raised an intimidating Though the gate prevents the passage
ruckus, they told the prospectors of most vessels when its closed, all but
of Little Gibraltar to pull up stakes the largest of sharks can swim under
immediately or risk the pain of arrest it, unhindered. The biggest ones try to
and imprisonment at Fort Lincoln. get through from time to time, too!
THE TALE OF CLOVER MESA
Special Perdition Supplement Vol. 5, No. 16 Tuesday, August 31, 1880

In April of 1880, his sea gate of 1880, still smarting from the loss of
completed, Col. Curtis sent a telegraph their patrol vessels to Curtis surprise
from Grantsville officially declaring torpedo attack. Dr. Hellstromme
Clover Mesa a territory of the United ordered the construction of a stone
States. His men had already been fortress on the mesas southern shore,
dredging ghost rock from the bottom by automaton labor.
of the basin for months using diving Called simply Beachhead,
suits, all the while deflecting enemy the outpost was at first manned
incursions and dodging shark by several of Wasatchs infamous
attacksfor the most part. Things X-Squads and a full complement of
seemed just grand for Col. Curtis the latest automaton combat models
and his gang. Little did he know his and clockwork tarantulas. According
treasure chest was about to become a to battlefield reports, the clanking
prison sentence. monstrosities immediately began to
harry Union forces at Grantsville.
Sources tell the Epitaph it was
Maze Wars! February before Warlord Kang first got
wind of the riches to be had. According
Maybe the other factions of the to an anonymous advisor, Kang
Great Maze didnt get the memo about decided only a rail line could extract
Clover Mesa being Union soil now. the ghost rock efficiently enough to
If they did, they didnt much care. make the scheme worthwhile, given
By the time Curtis dug in and began the dangers of sea travel in the Maze.
building his sea gate, word of the
sunken mother lode of Clover Mesa
had already spread far and wide. Folks
talked about how it glows a faint and
eerie green under the frothy, shark-
haunted waters, daring any salvager
with a diving suit to take his or her
share. Assayers hypothesized the
whole vein could be worth millions.
Soon the most powerful factions
of the Great Maze were on the scene,
along with a swarm of bit players, and
they werent about to take Go pound
sand! for an answer.

Beachheads
Wasatch arrived first with a quartet
of fully armed gunboats in January
The Tombstone Epitaph
Special Perdition Supplement Vol. 5, No. 16 Tuesday, August 31, 1880

Although the approach was tricky, shore of Clover Mesa. Sources inform
Kangs expert engineers were up to the Epitaph they believed access to the
the task. After all, they had paved a sea caves along the shoreline would
way for the Iron Dragon line across the provide an alternate source of ghost
Continental Divide. Building enough rock, eventually making the settlement
trestles to reach a mesa 15 miles out in self-sufficient and putting it in a better
the Maze proved equally manageable. position to dictate terms to Col. Curtis
By June of 1880, Kangs Maze Rats despite his formidable sea gate.
established a settlement called Six With very little fuss, the CSA sent
Hills Railhead on the mesas northeast in a submersible ironclad and built
shore, featuring a functional rail a steam lift of their own, founding
depot. With the aid of ornithopters Fort Michele a few days later. Our
and whirligigs, they began a campaign anonymous source reports the sea
of terror from the skies. According caves were teeming with ghost rock
to witnesses, Kangs forces attacked and other, weirder things as well. Half
targets indiscriminately, whether a dozen guards are reported to have
military or civilian. Clearly, Kang vanished while exploring the caves
meant to have the mesa for his own. under Clover Mesa, but we were
Not intending to be left out, in July not able to confirm independently
the Confederate brass at Shannonsburg as of press time the sketchy tales of
hatched a plan to seize the southwest intelligent, subterranean denizens.
THE TALE OF CLOVER MESA
Special Perdition Supplement Vol. 5, No. 16 Tuesday, August 31, 1880

Despite promises to comply with Curtis fleet indisputably ruled the


Col. Curtis orders, in 1880 the miners channels of Clover Mesa, though
of Little Gibraltar clung to the plot of Wasatch vessels still dominated the
land beside the rock formation that waters all around.
lent the tiny burg its name. Led by a Though the disposition of Col.
tenacious fellow with the unlikely Curtis troops in this period is not
name of Don Pedro Javier Surez de known, its suspected all was not well
Ramrez Antnez-Nez, they dug in among his ranks. Theyd had their
and continued to erect new buildings share of victories to be sure, and ghost
in headstrong defiance of the Unions rock was plentiful. But starvation ran
wishes. Before long Curtis had his as rampant on the mesa as elsewhere
own problems to deal with, and Little in California, so food was running
Gibraltars been a fixture ever since. low with all the fighting going on.
Mining the formations steep slopes And in the midst of turmoil, the leader
provided enough ghost rock to pass showed signs of faltering.
the time and enough money to live on, In mid-August, according to a Union
but every miner in town was licking soldier who escaped the mesa and shall
his chops for a good long while, remain nameless by request, Curtis
waiting for a dust-up titanic enough troops began to doubt their leaders
to cripple one or more contenders so mental state. After an Iron Dragon
they could pick over the remains. They bombing raid left Curtis comatose
didnt have to wait long. and near death, doctors feared he
wouldnt survive. To their surprise,
Naked Aggression he recovered with unnatural speed,
In July, 1880, a small group of but suffered from violent personality
Wasatch automatons laid siege to shifts in the weeks following. In a fit
Grantsville and methodically reduced of pique, Curtis ordered Grantsville
the outpost to ruins. Kangs auto-gyros abandoned, and his forces withdrew
ran weekly bombing raids over the to rally at the flotilla. Curtis sent a
Union flotilla, causing a good amount telegraph declaring,
of death and destruction. According WE ARE OUR OWN NATION
to various reports, at this point Curtis FREE AND PROUD STOP
sent a squad of his best men on a secret CLOVER MESA IS OFF LIMITS TO
mission. YOU STOP ANY AGGRESSION
In a stunning coup, Curtis WILL BE MET IN KIND STOP
men infiltrated Fort Michele and COLONEL CURTIS
commandeered the submersible Minutes later, as incredulous
ironclad CSS Indomitable. In a mocking operators in Progress decoded the
show of superiority, they sailed it right Morse, another, final missive came
through the open sea gate into Union
custody. With the vessels addition,
The Tombstone Epitaph
Special Perdition Supplement Vol. 5, No. 16 Tuesday, August 31, 1880

over the wire from Grantsville. This


one was more succinct: Current
Events
SEND HELP STOP CURTIS IS
DERANGED STOP ORDERING
US INTO A CORNER
For all the time thats passed since
After that, the line went dead.
Manitou Bluffs heyday, the more
things change the more they get worse.

Deluge
Reports from Clover Mesa describe
a strange phenomenon, all the
more distressing for its familiarity.
Things werent looking so good for
Everywhere else in California the
the brave Union soldiers of Operation
gnawing effects of starvation seem
Lucky Clover. Starvation was running
somehow diminished in the floods
rampant in their ranks just as it was
wake, but on Clover Mesa theyve
in the mesas other settlements. But on
suddenly gotten worse. On its shores,
August 23, 1880, everything got a whole
people say, provisions begin to spoil
lot worse in a nearly unprecedented
in a matter of days, mens ribs begin
way. Violent tremors shook the whole
to show a week after they arrive, and
mesa for the second time in a year, and
folks consider themselves lucky to
panicked lookouts reported a colossal
escape the places bony grip.
wall of water rising from the Pacific
and bearing down on them like an Fevered whispers of hauntings and
out-of-control steam engine. They had poltergeists run rampant among the
less than a minutes warning. mesas remaining settlements, and
what the living inhabitants refer to as
Waves crashed, surf boiled, the
hellmouths are said to open up at
coastal settlements were swamped,
random times and places all over the
and a flood surge struck Col. Curtis
mesa. One witness described a great
flotilla and nearly submerged the sea
shadowy hole in mid-airlike the
gate. According to various experts
gaping mouth of a devil!
consulted by this reporter, the tidal
wave should have erased all life from These are said to swallow men whole
Clover Mesa just as surely and swiftly should they get too close. On the other
as it scoured everything else in its side, the story goes, the poor sods
path. But when the Great Flood passed, are tormented by horrible demons
Clover Mesa was safe and sound, if a and devils with fiery pitchforks.
little worse for wear. According to a few witnesses, these
strange phenomena are nothing new
The most troubling thing is...not a
theyve been plaguing the place since
soul knows why!
the Battle of Lost Angels!
THE TALE OF CLOVER MESA
Special Perdition Supplement Vol. 5, No. 16 Tuesday, August 31, 1880

Clover Mesas foundation, staining the surrounding


Maze waters an unhealthy yellow.
Thick, black smoke assumes odd and
Locales unwholesome shapes as it oozes from
a trio of stacks atop the tower.
Despite the constant warfare raging Two gunboats are usually tied at
in the waters around Clover Mesa, its Beachheads pier, and an ironclad in
settlements have endured and, in a Wasatch servicethe WSS Revelation
few cases, prospered. But visitors need is known to prey upon rival vessels in
to be aware of the facts before they set Clover Mesas waters. The Revelations
foot on the mesas shorestheir very captain is a particularly bellicose
lives may depend on it! scientist by the name of Newton
Hexam, and hes not known for his
Beachhead
compassion or predilection for treating
This outpost of the Wasatch Rail
prisoners well. In fact, he doesnt take
Co. isnt a welcoming place. With the
prisoners at all. Sailors beware!
aid of automaton labor the companys
built its humble stake into a monolith Little is known of Beachheads
of dark stone that clings to the mesas personnel, except for the presence
cliff. Odds lights flash intermittently in of at least two of Dr. Hellstrommes
the square towers few windows, and clanking automatons, awful in their
at night an eerie radiance envelops the scientific majesty. Rumors persist
The Tombstone Epitaph
Special Perdition Supplement Vol. 5, No. 16 Tuesday, August 31, 1880

that one of Hellstrommes top-secret little doubt as to the CSAs purpose in


X-Squads is in residence, but these establishing the fort, given how close
tales could not be proven. A steam lift the Union may be to claiming Clover
is believed to be in use, fully encased Mesas riches.
by the tower. Sadly, no visit to Fort Michele
Stories are also told of the scientist was possible during this reporters
who toils night and day in the bowels of investigative journey. As our humble
Beachhead. Sources report a workshop steam launch approached the docks
beyond all imagining, carved from where two gunboats were moored
the mesas heart. There the demented near a steam liftwe heard the distant
inventor does his work, they say, and chattering of a Gatling. They were
when hes finished every soul on firing upon us! Hot lead whizzing
Clover Mesa will tremble. The Epitaph mere inches over our heads, we turned
welcomes independent confirmation tail and chugged away, our vessels
of these claims. hull miraculously unpierced.
We must advise travelers either to fly
Fort Michele Confederate colors when approaching
Fort Micheles stockade stands tall the fort, or simply follow Wasatchs
on Clover Mesas southwest coast, with lead and avoid it altogether.
Gatling guns conspicuously displayed
by the patrolling Confederates. Little Gibraltar
Certainly, the WSS Revelation gives As hostile as Fort Michele can be
the place a wide berth. And there is to unannounced house guests, the
settlement of Little Gibraltar is entirely
the opposite. When we arrived there
to interview the locals, it seemed like
half the town turned out to greet us.
But salty sea dogs should beware
the riptide along the approachits a
rough ride!
The small mining settlement of Little
Gibraltar (pop. 72) sits in a narrow,
bowl-shaped canyon that rises from the
waters edge. The towns buildings are
constructed all along the steep slope,
a few them seemingly about to topple.
A narrow road weaves between the
buildings and up the canyon floor in
a number of switchbacks. And unlike
most places on Clover Mesa, that
THE TALE OF CLOVER MESA
Special Perdition Supplement Vol. 5, No. 16 Tuesday, August 31, 1880

means one can step over the gunwale already it shows signs of teetering
and into town, instead of having to into disrepair. The owner, Horatio
use a steam lift to reach the top of a Beaufrait, and his saloon girls do their
soaring cliff. best to keep the miners happy and
The landscape is dominated by the their own coffers full. The hotel itself
rock that gave the settlement its name: is, in this reporters judgment, shabby
Lil Gib. Miners in bosuns chairs, and a bit overpriced.
tiny in the distance, dangle from the Mining Supply: This impressive,
heights. Viewed with ones own eyes, bunker-like structure is made of stone
it strongly resembles the Rock of and timbers, and built right into the
Gibraltar in Spain, so its no surprise side of the canyon, about halfway up.
Don Pedro Javier Surez de Ramrez Its used as a shelter for all the towns
Antnez-Nez named the town inhabitants on those occasions the
how he did. The founder, dressed in WSS Revelation lobs cannonballs into
his Iberian fineries, was among the the canyon for sport.
friendly folks who greeted us and Salty Gull Saloon: Beer, whiskey,
welcomed us in. and beans for $1 a bowl can be had at
Numerous services are available the Salty Gull.
in Little Gibraltar, many of which we Tent Town: Most of the townsfolk
elucidate belowexpect to pay up miners, by and largedont have
to three times the usual price Back permanent residences yet. Given the
East. But if the miners tales are to be constant fighting around the mesa,
believed there are also grave dangers, thats not surprising. For now, plenty
so we reveal those as well. At the of miners dwell in a tent town along
Epitaph, your safety is our paramount the canyons rim.
concern! Thibedeau Outfitters: For work
Coles Boats: At this establishment, clothes, visit the mining supply or
the intense but competent Cole Sonnee general store. If a customer desires
repairs boats for a nominal charge. He any other sort of attire, Hattie and
has a full drydock, so theres no part of Archibald Thibedeau can help out.
a hull he cant reach. Little Gibraltar also features an
General Store: For hungry travelers exchange office, land office for
who dont mind beanslots and lots of recording and filing mining claims,
beansHarland Bernhagens general fishing supply store, and a pair of
store is a godsend. Most people cant exportersTomblin & Pittwho dont
afford to buy legumes in bulk, though, manage to do much business in the
so they eat them a bowl at a time at the current climate.
saloon. Take care if youre out and about
Gibraltar Hotel: By all accounts after dark in Little Gibraltar, Curious
this place was built quite recently, but Reader. The locals spin tales of all the
The Tombstone Epitaph
Special Perdition Supplement Vol. 5, No. 16 Tuesday, August 31, 1880

vessels that have succumbed to the mesas factions are known to visit the
riptide and sunk to bottom of the cove. placeit must also be viewed as a den
On moonlit nights, its whispered, of extreme danger. Go there at your
the drowned sailors of those ships own risk!
crawl forth, transformed into beasts
festooned with oily green seawrack. Six Hills Railhead
These malevolent dead, called cove Like Beachhead and Fort Michele,
creepers by terrified tellers, crawl up visitors arent generally welcome
the sheer face of Lil Gib looking for in Kangs town. But unlike those
miners to ambush. Grabbing hold of other places, this reporter was able
a body, they drag the poor sod down to gain an exclusive glimpse of Six
to a watery death. Its said nothing can Hills Railheads population and daily
break the grip of a cove creeper once it routines.
gets its claws in a person... Which is not to say we were
welcomed with open armsunless
Grantsville by arms you mean rifles. Arriving
Founded by Colonel Isaiah Curtis at the Six Hills wharfs in our launch,
as part of Operation Lucky Clover, the guards swarmed in to surround us
whats left of the Union outpost once and we feared all was lost. Luckily, a
called Grantsville is a grim, haunted quick speech was delivered by Yours
place. The stockade walls on the cliff Trulyand helpfully translated by
are unmanned and pierced by cannon our skipperinforming Kangs men of
fire, the steam lift is in disrepair, and our intent to make them famous in the
its docks stand empty. But Grantsville Tombstone Epitaphs pages. Thereafter
is a ghost town in more ways than one. we found them far more collegial.
We did not visit Grantsville due to Six Hills has much in common with
its bad reputation, coupled with how Kangs other Maze towns of Dragons
difficult it would have been to reach Breath, Lions Roar, and Bears Claw.
it. We had no engineer among our Its walled along the coast, populated
ranks who could repair the lift, and mainly by sailors and soldiers loyal
journeying there overland seemed to Kangcollectively called Maze
unwise. Ratsand its waters are studded with
According to local reports, the colorful sampans and junks. But thats
soldiers who once manned Grantsville where the similarities end.
and died enduring the withering fire Warlord Kang has established more
of Wasatch ships now walk its lonely than just a beachhead in the war for
streets as ghosts. Needless to say, they Clover Mesa, hes built the prototype
have no love for those who live and for a new sort of commercial hub in
breathe. the Great Maze. Rather than mining
Although the ghost town might offer ghost rock in isolated claims and
a fair amount of secrecynone of the transporting it on dangerous barges,
THE TALE OF CLOVER MESA
Special Perdition Supplement Vol. 5, No. 16 Tuesday, August 31, 1880

Kangs new model means ghost at the bottom is a deadmans curve


rock can be conveyed directly to the thats claimed its share of innocent
mainland, and beyond, via rail. But lives. Locals tell of one locomotive that
before he can put his system to work, took the curve too fast and derailed,
Kang needs to take control of the mesa. crashing into the shallow waters
Six Hills Railhead is designed to help below. No one survived. Since then,
him do just that. Kangs drivers have been luckier, more
The towns most conspicuous skilled, or both, because theres been
featurea long, sloping testle that no wreck of the Six Hills Express since.
spans the glittering channel below Within the walls of Six Hills Railhead
is the foremost tool in Kangs kit. stand a good 10 buildings or so, their
Barreling down a steep grade made inhabitants clearly girding themselves
necessary by the higher elevation for war. Several warehouses, a pair of
of the opposite mesa, the Six Hills hangars for Kangs airfleet, and a large
Express brings more men and materiel barracks dominate the scene. Those
for the cause daily. Maze Rats who cant fit in barracks live
But the train engineers call the in an orderly grid of tents.
trestle Big Slippery, due to the way They all spend their spare time in
trains tend to slide down the extreme a seedy and run-down establishment
grade. And if that wasnt bad enough, called the Palace of Unearthly Delights,
The Tombstone Epitaph
Special Perdition Supplement Vol. 5, No. 16 Tuesday, August 31, 1880

where anything from a game of Fan steam launch tooling along beneath
Tan, to opium, to the company of the the gunwales of junks bristling with
opposite sex can be had for a price. weapons, until the sharp breath of
Apparently, Kang doesnt mind how freedom hit our lungs. We did not look
his men blow off steam when theyre back.
not raiding nearby claims or bombing
Clover Mesas central basin from the The Union Enclave
air. At the time of this writing, the
The Maze Rats dont eat much precise disposition of Col. Curtis
besides fish, so it was unsurprising forces in the mesas central basin was
that some men spoke of scurvy among not known. No other faction brags of
the ranks. The trains bring in just appreciable gains against them. Union
enough fresh fruit to keep everyone spokesmen at Fort Lincoln remain
on their feet, more or less. Fishermen tight-lipped on the subject.
living down by the docks provide most The following is certain: Curtis
of the bounty, and in return they enjoy wields at least a submersible CSA
Kangs protection, for what its worth. ironclad, a gunboat, two tugs, a
Seemingly out of place in this armed freighter, and six war barges in his
camp is a Shaolin temple built in the quest to thoroughly denude the basin
traditional style, set off a ways from the of ghost rock. Although Curtis has
main compound. That, sources said, is undoubtedly lost some of his men, his
where Kang trains the martial artists forces remain potent and devoted to
who will accompany them when its their cause.
time to storm the Union line and seize The sea gate remains sealed
the sea gate. Beside the temple sits a and forbidding, and no word is
lone hut, not much more than a hovel. forthcoming from Curtis camp. We
We soon learned that the tiny huts at the Epitaph are eager for news from
owner was not one to be crossed. The any firsthand witnesses willing to
Chinese martial arts master called Du relate their experiences, and promise
Fu confronted us as soon as he learned to report any and all such information
of our presence in Six Hills Railhead as soon as it coalesces.
because, he explained, Warlord Kang Clover Mesas reputation may
had appointed him administrator of have improved somewhat over the
the place. We must leave immediately, past 11 months, but its danger hasnt
he said, or risk imprisonment and decreased one iota. If you go there,
prosecution for trespassing. walk lightly and keep your revolvers
We represent the Tombstone Epitaph oiled, amigos!
and the Free Press!, I cried. But Du Fus
chilly demeanor and piercing gaze
were enough to silence this reporters
protests. We left with all due haste, our
R etu rn to M anitou B luff

Dear Allan,
Is it appropriate for an Agent to include a dream, vision, or premonition
whatever you choose to call itin official documentation? Maybe, maybe
not. Ive debated all week whether to write this letter. Because my tenure with
the Agency is finally at its end, Ill admit I dont give a damn what the
regulations say. Consider this an official addendum to my final report.
In my dream, two people played poker. To call them people is a stretchmore
like living shadows, old and cunning and unutterably evil. I dont know
who they were, or how they came to be there. You know how dreams go.
One was a man, drenched in the stench of a thousand muddy graves.
Across from him sat a woman with her back to me, redolent of sweet perfume,
but with a rotting odor roiling beneath the cloying surface. A battered,
flickering lantern lit their game. The woman had several stacks of chips
before her, the man nearly none.
Once Wars errand boy cracks it into pieces, youre going to want my
help, he said, trying to sound persuasive.
She chuckled. The sound rattled like a dead willow branch in her lungs. I
believe I can handle a little thing like California all by my lonesome.
Give me one nexus. Just one whirlpool o death. What do you say to that,
Martha? He laid down his cardsaces and eights.
Nice hand, she purred, answering with a straight flush. But its all
mine now. Pale, thin hands, nearly skeletal, raked in the whole pot of chips
and gleaming cash. She counted her money in silent satisfaction.
After a time he spoke, his voice flat. Well? In his mouth, the word creaked
like an old barn door.
That was quite a play, she said in a gently mocking tone. Really
impressive for somebody like you. I think maybe we can find a place for you
to work your magic, old friend. How about Manitou Bluff?
And then I could see across the table, and the other players face was just
a grinning white skull. Thats when I woke up, sweating, too afraid to go
back to sleep.
Sweet dreams, Allan. Stay out of Manitou Bluff if you know whats good
for you.
Warmest regards,
Samuel Q. Hellman (formerly Badge #314)

16
Into the
Nexus
Way out West in California, just beyond the boundaries of what folks
can see and touch and smell, theres a place where the sun never
rises. Twilight reigns eternal, and the dead walk and talk, going about
their business just as if they were still among the living.

Once upon a time that town was called Manitou Bluff.

In its place, Clover Mesa beckons


warring factionsKangs Triad, Wasatch How to Use this
Rail Co., the Union, the Confederacy, Book
independent prospectorsall of them
hankering for the fantastically rich Return to Manitou Bluff is a complex
deposits of ghost rock lying under a scenario thats presented more like a
mere 30 feet of Great Maze waters. As setting than an adventure. At the same
the situation hurtles toward a violent time, the chapters are laid out in the order
conflagration, a rogue Union officer we expect your posse to tackle them, and
holds the mesa hostage. for every location on Clover Mesa we
And guess whos headed right into give you some pointers on what happens
the eye of the hurricane, Marshal? You when a posse full o troublemakers
guessed it: your posse. arrives. Often those pointers are in the
form of the ever-helpful narrative text,
But were getting ahead of ourselves,
but sometimes a few quick notes are all
Marshal. Better we go back a piece, and
you need to set the scene.
recount the yarn of what happened to
Manitou Bluff after it was plucked off Heres a rundown of the chapters
the face of the earth. Thats righteven contained herein:
though the world thinks Manitou Bluff The Tombstone Epitaph Supplement
was destroyed a year ago, as always the that opens this publication is something
truth is far more weird. all your players should read before play
It should go without saying by now, begins, Marshal. Like we said, this story
but if youre of a mind to play the yarn is epic and your players have likely got
were about to spin, you ought to quit a little catching up to do. For a more
reading now and hand this book back to organic lead-in, you could hand out bits
your Marshal. and pieces of the Epitaph report as a posse
makes their way through Deadlands: The
Thanks for playin, amigo!
Flood.

17
R etu rn to M anitou B luff
Chapter one, Into the Nexus, provides
all the backstory about Clover Mesa and
Whats Really whats really going on behind the scenes.

Goin On? New Setting Rules for the mesa and


Manitou Bluff, and some handy rules
There are plenty of places in the pertaining to the mysterious Hunting
Weird West where the physical Grounds, are also found here.
world lies especially close to the Chapter two deals with Clover
Hunting Grounds. But Clover Mesa Mesa, providing a passel of ideas for
and Manitou Bluff share a unique customized set-ups to begin the tale,
relationship, on account of the fact
what happens when a posse arrives by
that each one actually spills over
boat, and details about the settlements
into its counterpart a little bitthey
truly overlap. and military outposts that dot the mesas
The spot Manitou Bluff rests on forbidding coastline. Theres also an
isnt very stable. In fact, only the option for the posse that prefers riding
ghost rock deposit anchors Manitou the rails to skimming the Mazes waves.
Bluff to the real world, however Chapter three delves into the Heart o
tenuouslyand theres only one DarknessColonel Curtis underwater
deposit, shared by both worlds. mining operation, his flotilla and
Were the deposit to be mined out fanatical followers, the vaunted sea gate,
completely, or exploded by some and the Union defenses. The perils of
means, the bubble holding Manitou
overland travel on Clover Mesa are also
Bluff would drift off into the
Hunting Grounds like a ship with detailed.
its moorings cut. In Chapter four, Back to the Bluff, we
Tthe ghost rock deposit and get to the meat of the mesaManitou
vicinity is where the physical world Bluff. Never has a Maze town had a
mingles with the Hunting Grounds. worse reputation, and this expos of
So Curtis diving-suited miners never-before-seen facts about the town
encounter Manitou Bluffs undead and its inhabitants holds enough thrills,
miners in the depths, describing chills, and even kills to keep any group
them as shadowy creatures. On the of heroes busyif they live long enough!
other side, the miners encounter
them ghostly warriors what wear Chapter five is called Savage Tales for
brass helmets deep in the dripping, a reason, amigo, and its exactly what
flooded depths of Manitou Bluffs you think. Heres where we get into
ghost rock mine. Not to mention all the permutations this twisted tale
the occasional, ghostly blood shark might embrace, and provide the Marshal
seeming to swim past in thin air... with a passel of ways to run it. We also
This is why its important to ensure present a few cataclysmic endings, and
your heroes make the crossing into all that could follow from them, for your
the Hunting Grounds, in one way or edification.
another. As they explore both sides
A chapter full of Encounters rounds
of the coin, so to speak, on each side
players learn clues to the other sides out the book, providing all the profiles
true nature. you need and none that you dont.
Without further ado, lets start by
explaining what happened to Manitou
Bluff when Hellstrommes bombs went

18
I n to the N exus
off, and what its folks have been up to in boundaries between this world and the
the meantime. next are thin, the old shamans would
say.
Within the boundaries of the unseen
NEXUS O SPIRITS nexus, which covers the whole mesa
The Indians knew Manitou Bluff was and extends beyond its shores, manitous
haunted ever since the Reckoning began, swell with power they use to gain say-so
and after the Great Quake they gave the over their hosts. Naturally, the town
place a wide berth. As is so often the case became a magnet for the Harrowed
in the Weird West, the stories that spread of the Lost Angels area. The manitous
based on the Indians tales had some would dutifully drag their carcasses
truth to them, and they in turn caused there, then hang around for a while in
fear to spread and abominations to the hope theyd gain total dominion.
spawn. In this particular case, the folks Most of the time it worked, which is
telling the stories had no idea how true what gave the place its lousy reputation
they were. for unusual meanness and cruelty.
The town of Manitou Bluff and the
area surrounding it were located smack The Soulwave
dab in the middle of a spirit nexus, an For all their fiery destruction in the
area where a little bit of the Hunting real world, those Ghostfire Bombs had
Grounds spills out into the real world. an even more dramatic effect in the
Its not a full-fledged gateway, but spirits Hunting Grounds. Each blast set loose
with enough gumption can actually a shockwave of screaming, flaming
force their way through. Here, the soulsmillions of themexpanding in

19
R etu rn to M anitou B luff

all directions as fast as a speedin bullet: people and deaders of The Bluff dusted
the Soulwave. Every spirit caught in themselves off and looked upon a
its path, be it manitou, nature-servant, mesaand a worldthat was radically
or ancestor, was torn to ribbons in an changed.
instant and ceased to be. Viewed from atop the clock tower, the
When the expanding Soulwave hit mesa had taken the rough shape of an
Manitou Bluff, it had a curious effectit enormous skull and crossed bones, with
reversed the polarity, so to speak. Where dark pits full of shattered debris for eyes
before a little bit of the Hunting Grounds and a jagged black pit for a nose. A dark
spilled out into the real world, now the labyrinth of broken rocks and rushing
spiritual nexus retracted violently. water, forever in shadow, had replaced
While an earthquake tore the mesa the Great Maze.
into four chunks, the town of Manitou No one could figure out a way to get
Bluff, a goodly piece of the mesa and back to the world they knew. A few
all the inhabitants were swallowed up fearfully speculated theyd all died and
by shadow and trapped in the Hunting gone to Hell, and others agreed but didnt
Grounds. much care. A few deaders instinctively
understood what had happened, but
The Bluff Transformed couldnt explain it even if they tried.
Most folks just swallowed hard and got
In the Hunting Grounds (or rather,
on with the unpleasant task of survival.
in a spiritual bubble halfway between
our world and the realm of spirits), the

20
I n to the N exus
Folks were too grateful to even question,
BOSS CALLAHAN at least not publicly, whether the
shipments could be a means of escape
Thats when R. J. Callahan, owner of
and the Boss didnt volunteer the option.
the Deaths Head Saloon and just about
Sure, things were weirder than ever for
the meanest sonuvabitch ever born
the people of Manitou Bluff, but after a
west of the Mississippi, stepped up and
while they barely noticed the change.
started getting folks organized. The key
to his success was not caring whether Then the Great Flood of 1880 hit,
a body was living, dead, or somewhere turning California upside down yet
in between. Everyone had equal value, again and shaking things up in Manitou
and everyone could pitch in if they were Bluff besides, as described below. Back
properly motivated. Callahan was a in the real world, its a big mystery why
demon where motivation was concerned, Clover Mesa was miraculously spared
and he just loved to crack the whip. destruction. The reason was simple:
Famine wanted it that way. She might
Under his supervision they got a
not have been able to stop the flood from
few key buildings repaired, but more
happening, but she surely had enough
importantly they gained some small
power to nudge the raging waters past
sense of community. Then they started
one of her favorite vacation spots. And
right back in to abusing each other
after losing Grimme, she was plenty
without pity or remorse. In the process,
angry enough to use that power.
R. J. became known as Boss Callahan
to the townsfolk, and he remains the Turns out Famine has other, bigger
undisputed head honcho of Manitou plans for Manitou Bluff... plans that may
Bluff. just involve a newly minted Servitor.
But were getting ahead of ourselves,
pardner.
A Proud & Booming
Industry
In the summer of 1880, nearly a year AFTER THE FLOOD
after the Soulwave struck, things were
pretty peachy for Manitou Bluffs While the Great Flood swept the
citizens. Despite being trapped in southern Maze clean as efficiently as the
a shadowy spiritual prison with a hand of God, Manitou Bluffs citizens
spookshows worth of ghosts and free- were none the wiser. In the Hunting
floating apparitions, and life under Boss Grounds nobody had any clue about the
Callahans iron fist no bed of daisies, at titanic wave. Only one thing changed:
least they were alive. (Well, some of them Callahans weekly beef shipments
at least.) came to a screeching halt, due to the
destruction of the Big M Ranch. Before
Many of the Great Mazes usual
long, folks were feelin the pain and
hazardsunpredictably deadly weather,
hunger came to town in a big way.
warring factions, quakessimply didnt
exist here in the Hunting Grounds. The living inhabitants of Manitou Bluff
Callahan somehow arranged for a needed sustenance, and the Harrowed
weekly shipment of beef cattle by boat, segment of the populace couldnt run
forever endearing him to the towns without meat, fresh or otherwise. It
Harrowed, and everyone else besides. didnt take long for whatever stores were
left to run out. By then the two sides

21
R etu rn to M anitou B luff
were ravenous, nearly at each others
throats, with bloodshed imminent. The
Antediluvian, ongoing problem of being trapped in a
weird, shadowy nightmare worldnot
Anyone? to mention more frequent spectral
For this adventure, we assume assaults by ghostly presencesdidnt
the Great Flood of 1880 has just help things at all.
transpired (see Deadlands: The At midnight on August 31, the
Flood for all the soggy details), but simmering tension boiled over into
in your game that neednt be the violence. Drooling over the prospect of
case. Moving these events to an horseflesh, a gang of deaders led by one
earlier time frame is simple. A few
Bob Drake got themselves all riled up at
of the salient details need adjusting,
the Deaths Head Saloon, gathered some
however.
shootin irons, and stormed the livery.
All the strange locales right
around Lost Angels are swept away They ended up killing not only the
by the deluge, specifically the Big livestock, but also the owner when he
M Ranch. Its loss sets in motion tried to defend his property. Then his
the troubles that enfold Manitou family too. Considering how deaders
Bluff, so its pretty important in the get around fresh meat when theyre
overall scheme. If theres been no famished, wed best close the door on
flood, assume concerted attacks on that sorry scene.
the Big M mesa by Guardian Angels
and Wasatch forces drive it out of Suffice to say, things are headed
business. Any calamity will do: the downhill fast for the huddled masses of
important part is that the Big M goes Manitou Bluff.
belly-up.
Then theres Faminein her Martha, My Dearest
guise of Marthato consider, When we said hunger came to town in
since her search for a new Servitor
a big way, we meant it. Boss Callahans
plays a central role in this tale. If
the Great Flood hasnt happened, new girl, known only as Martha to the
it could be that Famine is acting on townsfolk, showed up in town mere
inside information about events hours after the Great Flood transpired.
yet to come, and hedges her bets on Of course, it was she who arranged
Grimme by starting the search for a for those shipments of beeves from the
replacement a little early. Another Big M a year ago, so Callahan owes her
option is to put Famine in the a great deal. She doesnt garner much
market for a lesser Servitor to do her attention despite associating with the
bidding across the Weird West. Boss, and she likes it that way.
Thing is, Marthas not the canny
saloon girl she impersonatesshes
Famine herself, getting comfortable in
the spiritual nexus and looking to find a
new Servitor sooner rather than later. So
far, the Reckoner has got her baleful eye
on Boss Callahan and Colonel Curtis,
considering them the front-runners. Any
gritty heroes who come upon the scene
might become candidates too.

22
I n to the N exus

SETTING RULES Clover Mesa


These setting rules apply to the
Earlier, we noted Manitou Bluff is physical world of Clover Mesa and its
trapped inside a spirit nexus. This environs. A few of them are likely to give
invisible, spinning vortex of bad an experienced posse crucial hints about
mojo affects the town in the Hunting whats really going on. Thats a good
Groundsand all of Clover Mesa in the thing, Marshal, since theres a pretty big
physical worldin several important mystery to puzzle out.
ways. We provide reminders throughout
First, theres a tremendous amount
the adventure of when to use these rules,
of spiritual activity here: all kinds of
but here we compile all the Setting Rules
hauntings, poltergeist activity, and the
into one handy reference. Just lookin out
like. Thats reflected in the adventure to
for your convenience, amigo.
follow. The following rules need to be
We should also mention that this imposed as they arise.
adventure is intended for heroes whove
Death Aint the End!: Because of the
been in a few rodeos before, ideally those
unique relationship between the living
who completed The Flood to achieve
and spirit worlds on Clover Mesa, death
Legendary Rank, or at least Heroic. Its
is truly just an obstaclethe first time, at
possible for a posse of lesser Rank to
least. A Wild Card who dies on Clover
succeed, but they need a boatload of
Mesa is instead physically drawn into
allies, exceptional strategy throughout,
the Hunting Grounds and Manitou
and a fair amount of luck.
Bluff. When this occurs, the player gets
an immediate draw from the Fate Pot.

23
R etu rn to M anitou B luff
Whatever wounds or Fatigue conspired
to kill the hero are completely healed,
The Hunting although evidence of the fatal assault
remainsblood stains, torn fabric, bullet
Grounds holes, and the like.
The rules for traveling the world For Extras killed on Clover Mesa,
of spirits are covered in Deadlands: make a Spirit roll at 2. With success the
The Last Sons in greater detail, but Extra crosses over to Manitou Bluff
here we provide everything you physically. On a failure the Extras body
need to make this adventure go off crumbles away into ash, and the unlucky
without a hitch. saddletramp emerges in the Hunting
Grounds as an angry ghost (use stats in
Fear the Deadlands Marshals Handbook). On a 1
Wed love to be able to give your or less, the doomed Extras soul instead
group a little good news on the Fear
becomes a manitou (see page 141).
front. Typically we wouldfor the
most part, theres no such thing as a Hexslingers Delight: The mesas
Fear Level in the Hunting Grounds. close proximity to the Hunting Grounds
Heroes have to roll Guts when they has a tremendous effect on a hucksters
encounter a spirit or creature with hex-slinging. If a huckster chooses to
the Fear special ability, but generally Deal with the Devil and gets at least the
theres no overall Fear Level to fret minimum hand required to cast a hex,
about in the spirits world. treat the hand as if it were one level
Sadly, thats not the case in higher (e.g., a flush becomes a full house).
Manitou Bluff on account of Famine
The downside is if the huckster draws
herself. The Fear Level to 6which
is to say, a full-fledged Deadlandis a Joker, it indicates a roll on the Backfire
what allows the Princess o Hunger Table, and the manitou gets to adjust the
Pangs to dwell here. In the Hunting roll by up to 2 in either direction. Note
Grounds, this Fear Level covers that the huckster doesnt have to use the
the entirety of the mesa, unless Joker in his final handjust drawing it
otherwise noted. causes a roll on the Backfire Table while
on Clover Mesa.
Gear Hungry Again: The effects of Hunger
Since the characters are physically described in Deadlands: The Flood are still
present in the Hunting Grounds, in full effect, even after the Great Flood.
they have whatever gear they carried
The effect is simple: food rots quickly,
in with them. Moreover, since this
visitors are always hungry, and Vigor
gear actually exists it can blow
holes in things that are normally rolls to resist Fatigue from the effects are
immune to bullets in the real world. made on a fairly regular basis unless a
This includes Ethereal critters that posse is especially well-prepared.
can only be damaged by magic, like If a cowpoke Exhausted by starvation
ghosts. fails another Vigor roll, hes in serious
peril. The hero immediately rolls Spirit
(including the penalties for his Fatigue).
A critical failure means he becomes a
faminite (see page 139). Thats bad news
andbarring a miracleis the end
of the character. A failure means hes

24
I n to the N exus
Incapacitatedhe lapses into a coma and
dies in 1d4 days if he isnt nursed back
to health. Any hero who expires in this Hunting Grounds Continued...
fashion becomes a faminite too.
Mouths o Hell: The whirlpools of
Arcane Casters
For the most part, casters can
shadow known as hellmouths appear
work magic as usual in the Hunting
randomly on Clover Mesa, but most Grounds. And since characters are
commonly open up just before dawn much closer to the spirits and the
and just after dusk. At any time of day, a source of magic, powers can be
body getting too close to a portal stands used more often in the Hunting
a chance of being sucked through into Grounds. While in the Hunting
Manitou Bluff. Sometimes they open Grounds spiritually or physically,
vertically in mid-air, other times theyre all characters that use Power Points
like a crack opening in the earth, or even (including Mad Scientists) recover
directly overheardwell within range to them at twice the normal rate.
draw in victims. Arcane casters whose Trappings
include manufactured weapons or
A single hellmouths pull covers
other industrial creations (like most
a Large Burst Template, centered on Mad Scientists) always enact those
the portal itself. Anyone who enters powers at a 2 penalty. Additionally,
that area must make a Spirit roll at 4 these heroes cant gain the New
each round to resist the hellmouths Power Edge or make use of the
inexorable gravity. On a failure the poor Gadgeteer Edge in the Hunting
sod is sucked screaming into the next Groundstheres just nothing solid
world. She can still peer back through to build with, and the inspiration
the portal, and be seen by allies, but its soon fades.
a one-way trip. Theres no going back Hucksters have it a little easier.
through a hellmouth. Because theyre surrounded by the
energies of the Hunting Grounds
Hellmouths sometimes spit out theres no need to deal with a
manitous (see stats on page 141) when manitou. They can either use their
they open. These diabolical varmints own Power Points or deal a hand to
try to grapple anyone in the vicinity draw them from the surroundings.
and drag them bodily into the Hunting Theres no chance of backfire, and
Grounds, adding their attacks to the pull Jokers are merely wild cards. Done
of the hellmouth itself. On the other side, too often (say, more than once per
they try to defeat their prey and deliver visit to the Hunting Grounds), this
them to Famines door. attracts the attention of wandering
manitous who think the hexslinger
Price Modifiers: Everything costs is cheating.
more in Famines realm. Food is still
Shamans, chi masters, blessed,
scarce, even after the Great Flood, and the and users of Black Magic enact their
isolation of the West Coast means gear powers as usual in the Hunting
and supplies cost more to ship there. The Grounds (but specific Trappings
description of each settlement on Clover may be subject to the technological
Mesa includes a Price Modifier. Multiply limitation noted above).
the cost of everythingfood, gear,
vehicles, etc.by the Price Modifier to
figure out how much it costs an hombre
to acquire it on Clover Mesa.

25
R etu rn to M anitou B luff

Manitou Bluff
Hunting Grounds Continued... The rules in Manitou Bluff are quite
a bit different from the real world,
Death combining the effects of the spirit nexus
In the Hunting Grounds, a dead with the Hunting Grounds. Heres what
characters soul generally becomes you need to know, Marshal.
the property of whatever spirit Hunting Grounds: The world of spirits
killed him. This usually results is an entirely different animal from the
in it being consumedand utterly sunlit world your posse believes to be
destroyedby the winner of a fight,
the whole of reality. See the Hunting
or bound into service for seven
years time if the winner feels its
Grounds sidebar starting on page 24 for
worthwhile. all the details.
When we say bound into For ways to travel back to Clover Mesa,
service, Marshal, we dont mean see Gettin Back on page 123.
the good kind. The poor sods spirit Mark o Famine: In the Hunting
becomes completely subservient Grounds, Manitou Bluff is fully
to the entity that defeated her, and wrapped in Famines foulness. Describe
shes absolutely powerless to resist its hunger-enhancing influence the
the masters commands. On the one
moment the posse crosses over to the
hand, the buckaroo probably has all
manner of weird and magnificent darkside. Upon arrival, a Vigor roll is
experiences while serving a spirit required for each hero (at 4) to avoid
master. On the other, shes probably suffering an immediate level of hunger-
forced to commit all manner of induced Fatigue.
heinous acts. But after seven years Any food and drink carried into the
time, the dudes set free. area is instantly spoiled, turning to black,
Because Manitou Bluff is Famines rotten goop. Any creature remaining
turf for the time being, heroes on the bluff for longer than 24 hours
who die automatically become her automatically becomes so emaciated she
property if they dont come back
gains a Size 1 rating. Hunger rolls are
Harrowed. Its up to Famine whether
she consumes or enslaves them. She
always made at 2, cumulative with any
might also give them a choice... other Fatigue and wound penalties.
Harsh? Yep. But were talking about
Famine herself, Marshal. No one said
this little trek would be a cakewalk. In
fact, no one mentioned cake at all.
Price Modifiers: The above statements
about Clover Mesas high prices apply
equally to Manitou Bluff, with most
gear and goods costing five times the
listed price. Food is a special casewhat
little remains wont be sold willingly by
anyone, living or dead.
Unholy Harrowings: Manitou Bluff
has always had a strong influence on
the Harrowed. Any rolls made to enact

26
I n to the N exus
Harrowed Edges receive a +2 bonus. should feel very different to players.
The most insidious effects are that Heres how.
manitous receive +4 on all Spirit rolls Clover Mesa is torn by warfare, with
for Dominion, and the duration of any the various factions barely holding on
takeover by a manitou is doubled. to what little land or water theyve got.
When a hero dies in Manitou Bluff, What youre going for here is the chaos
draw two extra cards to see if she and violence of the Great Rail Wars,
returns as a Harrowed. Unfortunately, Marshal. Even when the heroes arent
if this happens, the manitou has total attacked, they witness others getting
Dominion when the body risesfor blown apart. On the other hand, friends
twice the usual duration! Heroes who might be found in entirely surprising
die in the Hunting Grounds and dont places. Make sure your heroes are always
come back Harrowed are just plain dead aware that one wrong move could lead
(see sidebar on page 26). to a bloodbath of biblical proportions.
Manitou Mesa turns this convention on
One Tale, Two Moods its head. The factions are small, scared,
This ones not so much a Setting Rule and in hiding, and the blasted landscape
as a guideline to help you set the mood is ruled by unholy, supernatural beings.
or rather, the two moods necessary to dig The mood is one of creeping dread
the marrow from this twisted tale. In and crushing hopelessness, with eerie,
play, the physical world of Clover Mesa dangerous occurrences lurking around
and the twilit zone of Manitou Bluff every corner. Gnawing hunger is the
only constant.

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R etu rn to M anitou B luff

28
Clover
Mesa
In the weeks after the Great Flood of 1880, nearly everyone up
and down the coast from Seattle to Mexicali is jawing about the
disaster. And when they arent talking about the near-destruction of
Lost Angels or Reverend Grimmes disappearance, theyre talking about
the miraculous survival of Clover Mesa and most of its residents.

Thats right about where your posse comes in, Marshal.

adventures opening scene. No matter


THE SETUP your groups particular situation, we
recommend a maximum of $1,000 per
About a week after the deluge
hero as a bounty, fee, donation, or other
September 1, 1880, or thereaboutsthe
reward for the job.
posse is sent to Clover Mesa to sort out
the mess. How they get there, who sends
them, whether theyre hired to go to Military Intervention
the mesa or simply stumble upon it in A prominent and respected Union
their travels...all these details are open officer has gone rogue, with a fortune
to customization, depending on whom in ghost rock at stake. Certainly the
your groups most friendly with. militaries of several nations would like
Any employer can describe the general to intervene. No matter their allegiance,
history of Clover Mesa, or simply provide allied Extras provided by the military
the Tombstone Epitaph supplement that use the Soldier profile in the Deadlands
begins this book by way of background. Marshals Handbook.
The Epitaph also contains a map of the Union Troubleshooters: If the posse is
mesa, showing its general layout and acting on the Unions dime, theyre likely
locales of interest. briefed on the task at Fort Lincoln. Their
Most employers also supply a steam orders are to take stock of the situation,
launch or better vessel for use on the job, and either arrest or kill Colonel Isaiah
if needed. You can download the stats Curtis. When thats done, the Union
for all the Great Mazes most common plans to move in and take the mesa by
seagoing vessels, including those used force. This is the appropriate set-up for
in this adventure, in the Deadlands: The an Agent in the posse.
Flood Players Guide, available free on our Confederate Opportunists: Friends of
website at www.peginc.com. the CSA are most likely working out of
Below we provide a passel of suggested Shannonsburg. A Confederate-leaning
methods to draw your cowpokes to the posse is dispatched to Fort Michele

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R etu rn to M anitou B luff
with supplies to relieve the garrison, might be interested in retaining their
after which they are to rally the troops services. Flush with cash, the RMA can
and try to render the mesa vulnerable lavish a Maze runner and numerous
to a Confederate assault, perhaps by allies on the heroes in return for their
sabotaging the sea gate. A Texas Ranger services.
would be seen as the perfect leader for The drawback is without the backing
this little operation. of a major power (e.g., a national
Foreign Adventurers: The posse government or Rail Baron), sailing in
could be hired or tasked by some other and taking the mesa by force might
governmentCanada, Mexico, or even be perceived as a criminal act. The
Englandto gain a crucial foothold near RMA isnt about to step in and defend
Lost Angels by taking Clover Mesa. What hombres who claim this fiasco was, All
better location for a military outpost their fault!
than a mesa with a built-in fortune in Allied Extras provided by the
ghost rock? RMA consist of hired guns who use
the Gunman profile in the Deadlands
Maze Barons Marshals Handbook.
Various militaries exercise their might Self-Aggrandizement: A salty group
in California, or claim to. But most of the of cowpokes with a chip on their
actual fighting is done by the Rail Barons collective shoulder might just decide to
whove established their own coastal establish their own ghost rock empire,
outposts in the year since Hellstromme with Clover Mesa the fiery, howling jewel
won the transcontinental race, and the in their crown. Its no more dangerous
lucrative contracts attached to it. A few than any other set-up, but it requires
of those factions are keenly interested in the heroes to have their own vessel (or
the prime opportunity offered by Clover charter one for the journey), and hire
Mesa. their own gang to accompany them.
Rail Barons: Wasatch and Iron Dragon Heck, your posse might arrive at
both have outposts on Clover Mesaas Clover Mesa on an altogether unrelated
well as a strong overall presence in missionhunting down an outlaw
the Great Mazeso they are naturally suspected to be hiding out in one of the
eager to bolster their forces and figure coastal settlements, for exampleand
out a way to control the terrain. Either then get embroiled in the mesas drama.
of these employers would send a posse Maybe the object of their chase has since
to their respective beachhead. Bayou been captured by Col. Curtis, and is
Vermilion and Black River are less active being held hostage on one of his mining
in the region, but taking control of the barges!
mesa might represent an important first
step in establishing local power. Allied Esoteric Concerns
Extras provided by a Rail Baron use the Although warfare and commerce
Rail Warrior profile (no Special Ability) motivate a whole gang of folks in
in the Deadlands Marshals Handbook. California, there are also those who
Greater Maze Rock Miners cleave to more esoteric concerns, such
Association: Assuming the buckaroos as the stability of the spirit world,
have some traction with the magnates, stemming the rising tide of Fear, and
the cigar-chompin captains of industry

30
C lover M esa

31
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finding out why Clover Mesa survived
the recent deluge. Arrival
Spiritual Imbalance: Manitou Bluff Unless the travelers go to Clover Mesa
has been known as a haunted place as on an Iron Dragon train, they likely
long as there have been people living in arrive on its shores via boat. If they do
the Great Maze. In light of recent events, take a trainalways a thrillsee Six
wise men and shamans look upon the Hills Express on page 55. Make sure the
mesa with suspicion, knowing there is players have a copy of the Players Map
far more going on than meets the eye. on page 15.
An allied Indian tribe, the Spiritual
When your posses vessel steams into
Society, or the New Tomorrow Triad are
sight of Clover Mesa, read the following
all possibilities for putting the cowpokes
passages:
on the case. Allied Extras are appropriate
to the sourceuse the Indian Brave or Nothing you heard about Clover Mesa
Martial Artist profile in the Deadlands prepared you for the sight of it. Its as
Marshals Handbook. though a thunderbolt from the heavens
shattered it into four fragments, each
Fightin the Fear: If your heroes have
about two miles across, whose sheer cliffs
been associated with the Explorers
tower 60 feet above the waves.
Society and the Twilight Legion
throughout their adventures in the Great Scattered evergreens, stunted and
Maze, this is a natural fit. Rutherford twisted into weird shapes, grow on the
Ellington Dillenger contacts the posse heights. A gray pall hangs over the place,
with news of Clover Mesa, and the making its flooded sea channels seem
possibility that its survival could be gloomy and full of menace despite the
somehow related to Reverend Grimmes daylight.
disappearance. Allied Extras provided And what channels they are! Narrow,
by the Twilight Legion use the Gunman shark-infested, treacherous with rocky
profile in the Deadlands Marshals shoals. Four of them arrow into the
Handbook. heart of the mesa. From your vantage
Whats News, Pard?: The posse might off the coast, its plain that three of these
be hired by the Tombstone Epitaph or channels are blocked by huge piles of
some other popular rag to investigate rubble.
current events on Clover Mesa and file a The fourth channel is sealed by a
detailed story. colossal wall of ghost steel and guns,
This involves traveling to various with black smoke chugging from its great
settlements for eyewitness reports, and steam enginesthe sea gate.
might involve a confrontation with Where do you go ashore?
Col. Curtis forces once he finds out As the players discuss their options,
muckrakers are loose on his soil. call for Notice rolls (at 2) from anyone
This option provides heroes with not actively involved in the debate. On a
a good reason to look into any weird success, the eagle-eyed hombre picks out
occurrences, hauntings, hellmouths, a vessel rounding the far side of Clover
and the like. News outlets dont provide Mesa, nearly four miles away. With a
allied Extrasyour sodbusters must hire raise, the sentry can tell its an ironclad
their own. warship, but not its allegiance.
With such early warning, the posses
skipper needs only to succeed on an

32
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opposed Boating roll to elude the
ironclad (whose captain is a Wild Card
with Boating d8). With success the
heroes gain themselves 1d4 hours time
to decide how to make landfall. On a
raise, the skipper eludes the ironclad
for 2d6 hours. On a failure, the ironclad
is in hot pursuituse the rules for an
Extended Chase in Savage Worlds.
Snake eyes means the heroes ship
takes on water, the boiler goes out, its
slowed by a riptide, or otherwise delayed
long enough for the Wasatch ironclad to
catch up and launch an attack. In that
case deal Action Cards and go directly
to Vehicular Combat, Marshal.

Circle the Welcome


Wagons!
The Wasatch Railroad Co. is the
undisputed master of the waters
surrounding Clover Mesa, ranging
out from their base of operations at
Beachhead (see page 36). And as the
posse is about to learn, they dont take continues to fund and maintain the
too kindly to visitors. shipyards there, so when Hellstrommes
Because Wasatch built its wharves people caught wind of Hexams talents
far enough from Lost Angels to avoid they snapped him up and bought his
much of the Floods devastation, the fleet patent. Now he commands a vessel of his
remains active in the area. And for all own, and is near fanatically loyal to his
the other settlements on the mesas coast, employer. Hes fond of his crew, but he
none of themexcept maybe Kangs Six loves his ship. He does almost anything
Hills Railheadcan muster much of a to prevent it coming to harm.
flotilla. Hexam first attempts to disable any ship
As a result, Wasatch patrols the coast not allied with Wasatch, then board the
constantly for any sign of movement vessel with his troops and automatons.
from Col. Curtis Union enclave. The His ultimate goal is the capture of enemy
powerhouse in their arsenal is Hexams ships and imprisonment of their crews
Pridethe ironclad WSS Revelation. at Beachhead (see page 36). He only
unleashes the clockwork spiders as a last
resort, because they are programmed to
Hexams Pride attack an enemy vessels hull with their
Newton Hexam used to build boats in acid sprayersand sink it.
the settlement of Progress. But in his spare Captain Newton Hexam: Wild Card.
time, inspired by a cunning manitous Use Mad Scientist stats in the Deadlands
whispers, he invented a few novel ways Marshals Handbook. Capt. Hexam has
to armor an ironclads hull. Wasatch

33
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Boating d8, Knowledge (Battle) d10,
and the Command and Hold the Line!
New Science Edges.
The WSS Revelation is equipped Crew (12): Use Maze Pirate stats in the
with newfangled weapons shipped Deadlands Marshals Handbook.
from Hellstromme Industries in Salt X-Squad (6): Use Rail Warrior
Lake City. Heres everything you (Wasatch) stats in the Deadlands
need to know, Marshal.
Marshals Handbook. Five of them have
Steam Gatling experimental Hellscream rocket packs
(fly, 20 Power Points), Gatling shotguns
The steam Gatling uses high
(Range: 12/24/48, Damage: 13d6, RoF
pressure steam to turn a small fan
blade attached to the guns rotating 2, Shots 15, min. Str d8, must fire full
mechanism. This allows the guns RoF) and Bowie knives (Str+d4, AP
barrels to rotate much faster than 1). The sixth is a sharpshooter with
with the traditional cranking by a Sharps Big 50 (Range: 24/48/96,
hand. The steam Gatling must be Damage: 2d10, RoF 1, Shots 1, Min. Str
attached to a source of pressurized d8, AP 2), equipped with a Spectral
steam to operate (in this case, the Targeting Reticule (aim, 20 Power
Revelations boiler). Points).
Range: 24/48/96; Damage: 2d8; Automaton (1): See the Deadlands
RoF: 4; Cost: $5,000; Weight: 50;
Marshals Handbook.
Shots: 120; Notes: AP 2. Cannot
move. Gatling weapons cannot fire Clockwork Tarantulas (6): See the
single shots and must use their full Deadlands Marshals Handbook.
Rate of Fire. The operator of a steam
Gatling in a confined space must WSS Revelation
make a Vigor roll (2) each round Wasatch steamships are designed
or suffer a level of heat-induced for use in the Maze, and then modified
Fatigue (see Savage Worlds). by Dr. Darius Hellstromme himself to
Malfunction: If the Shooting roll better master the Mazes fickle currents.
results in a 1 (regardless of the Wild The WSS Revelation is heavily armed
Die), the crew suffers 2d6 damage and armored, highly maneuverable, fuel
from heat stroke. The cannon is efficient, and carries an X-squad and an
disabled and unusable until its automaton for use in boarding actions.
fixed, which requires a successful
Repair roll and 2d6 rounds. See the New Science sidebars for
If a Shooting roll results in snake details of the Revelations weaponry.
eyes, the steam Gatlings ghost rock Acc/Top Speed: 7/20; Toughness: 21
boiler ruptures, filling a Large Burst (10); Crew: 12+20; Cost: Military; Notes:
Template with a blast of searing Travels 15 miles per pound of ghost
steam. This causes 2d10 damage, rock. Two 10-pound vapor cannons
along with the usual Suppressive are mounted port and starboard, and
Fire attack! another 10-pounder is mounted fore
and aft (for a total of six guns). One
steam-powered Gatling gun is mounted
port and starboard, complemented by
a pair of conventional Gatling guns
(Range: 24/48/96, Damage: 2d8, RoF 3,

34
C lover M esa
Shots 100, AP 2, may not move) on each
side as well.
If the posse sinks the WSS Revelation,
New Science Continued...
local patrols are limited to Beachheads
sole gunboat for 48 hours, after which
Ten-Pound Vapor Cannon
time reinforcements arrive from the Unlike conventional artillery
pieces, which use gunpowder to
shipyards at Progressanother ironclad
propel their shells, vapor cannons
stocked with four automatons, a pair of use volatile ghost rock vapor as a
gunboats, and a Maze runner carrying propellant. The incredible power
an X-squad. of ghost rock vapor can extend the
range and heighten the penetration
Goin Ashore of a cannons shot. All vapor cannons
are modern, rifled breech-loaders.
When your group of brave privateers
Vapor cannons make an eerie
decides to go ashore, where they tie up
wailing noise when fired. Those
the boat is pretty importantassuming unprepared for the terrible sound
they still have the luxury of deciding, must make a Guts check the first
rather than swimming ashore after a fight time its heard.
with the Revelation goes bad. Anchoring These large guns are typically the
in deep water along the mesas shore and province of battlefield emplacements
scaling the cliff, concealing the ship, or and large sea-going vessels.
hiding in one of the mesas channels are Range: 75/150/300; Damage: 3d6+2;
all obvious choices. Your group is likely RoF: 1; Cost: $6,000; Shots: 4; Notes:
to think of others, too, Marshal. AP 5, Heavy Weapon. Vapor cannons
Along with any extra time the posse require one action to reload with a
might have gained in eluding the WSS crew of three, or two actions with
less crewmen. These stats assume
Revelation, roll 2d12 to see how many
the cannon is firing shot; see notes
additional hours pass before the next in Savage Worlds.
Wasatch patrol boat passes a given
Malfunction: If the Shooting
location. Roll a d6: on 14 its the ironclad, roll results in a 1 (regardless of the
on 56 a Wasatch gunboat. When the Wild Die), the crew suffers 2d6
ship passes, make a group Notice roll (d6 damage from superheated vapors
plus a Wild Die) for the vessels crew (at and steam. The cannon is disabled
2 if your crafty heroes went out of their and unusable until its fixed, which
way to camouflage the boat somehow), requires a successful Repair roll and
opposed by a Smarts roll for one member 2d6 rounds.
of the posse (which can be Cooperative). If the crew leaders Shooting roll
When an unattended or hidden vessel results in snake eyes, the guns
chamber bursts, inflicting 4d10
is found, its typically blasted with
damage in a Large Burst Template.
cannons from afar and sent straight If the cannon was loaded with
to Davy Jones locker. In some cases a shrapnel or canister shot, there is a
boarding action might be undertaken, 50% chance that this also goes off.
but its strictly at the captains discretion.
If your compadres tie up at one of
the mesas coastal settlements, consult
the places description under Strange
Locales, starting on page 36.

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STRANGE LOCALES Beachhead


Theres no set order of events to follow Fear Level: 4
once your posse lands on the shores of Price Modifier: x8
Clover Mesa. In this section we provide Beachhead is a rough monolith of
the details of Clover Mesas various dark stone, commanding a clear view of
regions and coastal settlements, as well Clover Mesas rugged southern coastline.
as some guidance for how the factions Plumes of black smoke rise from stacks
react to trespasser, visitors, that ison atop the fortress, and the echoing wails
their land. of a ghost rock furnace emanate from
The general Fear Level hanging over inside at all hours of the day. At night a
most of Clover Mesa is 3, but varies by weird yellow glow pulses from within
specific locale and is usually higher the forts foundation.
wherever frightened people congregate. Although the tower rises only one
floor above the mesas clifftop, when
viewed from the water it seems much
taller. Thats because the outer wall was
constructed to extend 60 feet down the
cliff face, encasing the entire length
of the steam lift in a column of stone
blocks. Amazing what one can achieve
with a little automated labor!
Dr. Josiah Phanderghast, mad
scientist and employee of Hellstromme
Industries, oversees operations at the
Wasatch outpost (see page 149 for his
stats). Personnel include a six-member
X-squad (usually on patrol with the
ironclad), Captain Newton Hexam,
and close to 30 sailors, gunners, and
various crewmen. Doc Ghast, as hes
called behind his back, also can field
six automatons and a dozen clockwork
tarantulas if hard pressed.
An ironclad steamship (the WSS
Revelation, see page 34) and two gunboats
are stationed here, but only one gunboat
is sailing at any given time; the other
remains moored at the floating docks.
The ironclad is nearly always patrolling
the mesas shark-filled waters.

Arriving There
Beachhead is more military outpost
than settlement, so visitors are treated
accordingly. An automaton stands

36
C lover M esa
guard on the pier at the base of the instead of a wooden stockade. Food
cliff, with specific orders regarding isnt much of an issue either. They do,
approaching vessels. If the ship doesnt however, have to ship it constantly rather
have a Wasatch icon painted on it, or than in bulk, due to rapid spoilage. And
it isnt running up a white flag, the daily supply runs in the Great Maze tend
automaton opens fire with its Gatling toward a high percentage of maritime
gun. All the crewmen in the tower show accidents, attacks, disappearances, and
up 1d6 rounds later. Folks who approach the like. Its a rough mesa for everyone,
nice and polite-like, with a white flag hombre.
and no weapons showing, are allowed
to tie up and talk to Dr. Phanderghast. Armory
Allow heroes a Common Knowledge roll Located in the upper area, the armory
to realize how much a white flag might is kept locked at all times, and only
improve their chances. Dr. Phanderghast and Captain Hexam
Same goes for folks who approach have keys. The walls are stone, two feet
by land and try to knock on the gate thick, and the doors forged from ghost
theres an automaton stationed topside steel (Toughness 16) with a complex,
at all times, right outside the front doors. newfangled lock (Lockpicking 4). But
But that one opens fire on all trespassers inside is a kings ransom of weaponry,
at Long Range without exception, per its from mundane pistols, rifles, and
orders. Only enemies come by land on shotguns to Gatling weapons of all types,
Clover Mesa. with bushels and bushels of ammo. A
few crates of dynamite and nitro are
Automatons (2): One is stationed at the
kept here as well, alongside the food and
docks, the other at the front gate atop
water stores. The armory also holds any
the mesa. See the Deadlands Marshals
sort of Relic, Infernal Device, or unique
Handbook for stats.
item you want it to, Marshal.

Points of Interest Barracks


Being only a single large towera A long, low-ceilinged room with no
dark, forbidding tower if ever there was windows, this place is cavernous and
oneBeachheads interesting features depressing, dominated by two rows
are necessarily limited. But what features of bunks and a mess of footlockers
there are are very interesting indeed. and trunks. At any given time, several
The fortress is roughly split into two sailors are here, sleeping, playing cards,
areas, upper and lower Beachhead. The drinking whiskey, or some combination
lower portions lie roughly at sea level, of the three, on their off shift.
and were cut right out of the mesas rock. Sailors (1d6+8): Use Maze Pirate stats
Upper Beachhead is the outpost proper, in the Deadlands Marshals Handbook.
where the crewmen sleep and eat, and A posse that searches for reloads or
automatons and clockwork spiders are other gear finds what theyre after if you
dispatched to terrorize the mesas other deem it appropriate, Marshal. Certainly
inhabitants. there are X-squad jumpsuits, union suits,
Unlike most of Clover Mesas locales, boots, decks of cards, liquor, cash (each
because Wasatch controls the waves their success and raise on a Notice roll turns
supply lines remain unbroken, so they up 1d6 dollars), and ammunition (for
were able to construct a true fortification unique or specialized ammo, roll 1d6: on
a 6, the ammo is found).

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Furnace
In a large room cut out of the mesas
Steam Lifts stone stands a giant ghost rock boiler,
Beachhead, Fort Michele, and the which provides power to the steam lift,
ruins of Grantsville are all equipped Phanderghasts workshop, and the main
with steam lifts to help move gates up above. The howling furnace
men and materiel from the mesa also provides Beachhead with its eerie
top to the docks below, and vice and intimidating nocturnal glow.
versathough not all are currently
in working order. These infernal Gates
devices all follow the same general Made of ghost steel plates and
idea, but platform size, structural gleaming bolts, the forts front gates are
design, and materials vary between sturdy enough to turn away nearly any
Smith & Robards and Hellstromme attack (Toughness 18). When these open,
Industries models. one or two automatons amble out to trek
The steam lift consists of a steel- across the mesa. When they reach the
reinforced, square, wooden platform northern cliff, they either fire down upon
with what looks like a shiny metal
Col. Curtis flotilla at Long Range or
podium at one of its front corners.
This control stand has a few dials attack the sea gates (see Chapter Three),
and levers to control whether the lift depending on Dr. Phanderghasts mood
goes up, down, or stops. At the top of that day.
the steam lift is the ghost rock boiler
that powers it, along with another Phanderghasts Workshop
control stand so the operator need Phanderghast maintains his cadre
not accompany the cargo. of automatons here and creates more
An operator can use her Weird whenever he has access to the proper
Science or Repair skill to operate raw materialsthose materials being
a lift, whichever is better. Lacking human brains, naturally. Although
those skills, roll Smarts with a 2 Phanderghast knows the automatons
penalty to figure out the workings secret, and has a supply of chemicals
of this odd device. With success, the and the proper apparatus to make more,
lift works as the operator intends he doesnt have any knowledge of the
and no more rolls are needed for
formulas behind the processonly
normal use (although the roll must
be made again for a different steam Hellstromme knows that much. Nearly
liftlike we said, models vary). You any tool imaginable is found in the
still might want to call for a roll workshop. An automaton stands guard
under special circumstances, and here at all times, following whatever
thats your right, Marshal. commands Doc Ghast issues.
In the center of the workshop floor
is a square, seawater poolroughly
20 yards square and at least 40 feet
deeprefreshed by pipes far below.
In its murky depths circles what
appears to be a huge, brown shark.
Actually it is Phanderghasts crowning
glory, his greatest breakthrough, his
Megamaton, after the giant shark of

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antiquity. But this terror is exactly what
it sounds like: Its a ferocious automaton Steam Lifts Continued...
with a waterproofed boiler and ghost
Whether its going up or down, a
steel jaws, able to swim into the mesas steam lift travels about four yards
center undetected and attack at will. (2 on a battlemat) per round. That
Phanderghast hopes to build more in the means it takes about five rounds to
near future, just as soon as he gets his traverse the 60-foot cliffs of Clover
hands on some fresh shark brains... Mesa.
Dr. Josiah Phanderghast: See page Malfunction: If the Trait die is
149. a 1 (regardless of the Wild Die),
the lift shakes violently and the
Automaton (1): See the Deadlands
control tower overheats, causing
Marshals Handbook.
the operator (and any passengers)
Megamaton (1): See page 143. 2d6 damage. In addition, the lift
is disabled and unusable until its
Steam Lift fixed (which requires a Repair roll
Beachheads steam lift is located inside and 2d6 hours to complete).
the structure, its entire length protected On snake eyes, a lever jams and
by the towers thick stone walls. See the the steam lift suddenly accelerates to
Steam Lifts sidebar nearby for the tooth- life-threatening speed in whatever
rattling details of its operation. direction it was aimed. If that was
down, the lift slams into the docks
at full speed, destroying itself
Fort Michele and inflicting 6d6 damage to any
unfortunate passengersit doesnt
Fear Level: 4 function again.
Price Modifier: x6 If the lift was headed up, it strikes
the top of the mesa with a crunch,
To casual observation, Fort Michele breaks off, and catapults itself and
named in honor of the Confederate everything on it high into the air.
President Eric Michele, naturallyputs Roll a d6 for each character and
up a strong front. Its walls and towers object on the lift: on a 13, the hero
stand tall atop the usual 60-foot cliff, lands on the mesa for 2d6 damage;
Gatlings are conspicuously displayed on a 46, the poor sod flies 20 feet
along the battlements, and cannon in the air and then plummets 80 feet
barrels jut from the towers. At the bottom into the water (see Falling in Savage
of the steam lift are a pair of formidable Worlds).
gunboats moored at the floating docks.
If nothing else, the show of might forces
the WSS Revelation to give the place a
wider berth as it passes on its rounds.
In truth, the forts informal name of
Micheles Bluffa play on Manitou
Bluffis more appropriate. Because
thats pretty much all the fort is at
this point: a show of force with very
little to back it up. Not long after the
submersible ironclad was stolen, the
forts food supply was largely spoiled by

39
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an infestation of vermin. When several ironclad. A manitou whispers in his
soldiers succumbed to hunger and mind when he sleeps, elaborating on
turned into faminites, things got a darn ways he could fail and inflaming his
sight worse in an all-fired hurry. paranoia. In the stupor of starvation
Captain Joshua Plainfield arrived on Plainfield cant settle on a plan.
Clover Mesa with information provided
by Confederate spies, so he and his Arriving There
superiors were well aware of the sea From far off, the pair of gunboats and
caves near the forts location. He had a fort above might dissuade an approach.
grand plan to establish a strong foothold If the party is allied with the CSA and
with a company of good men, secure flying their flag, they can approach and
a quadrant of the mesa, and use a few tie up at the docks without any trouble.
squads to launch jabs and feints against The gaunt sentry, who was manning a
the sea gate. Meanwhile, the primary Gatling, says,
force would secure the sea caves, and
Boy, am I glad to see you! Were in
discover an underground route to the
desperate need of supplies. Do you have
mesas center. From there, Plainfield
any grub? Id pay you a gold eagle for a
would be in prime position to destroy
morsel or two, to tide me over...Lets go
the Union mining operation.
up the lift and talk to Captain Plainfield.
Things didnt go nearly as well as Hes goin to want to meet you folks, no
planned. After Plainfield and his question about that.
men fell victim to all the previously
Not bearing any outward sign of
described misfortunes, they discovered
Confederate leanings, however, is
that the sea cavesunbeknownst to
definitely a problem. As the heroes
those CSA spieswere occupied. And by
ship sails in for a closer look, read the
discovered, we mean the poor sods
following:
stumbled upon a pack of terrifying,
hunched creatures with flat, saucer-like When you get within 200 yards of the
eyes. Lets just say those occupants didnt docks, your lookout clearly sees a gray-
much appreciate trespassers on their coated soldier in the prow of a gunboat.
turf, and they let it be known by tearing He mans a Gatling gun, and as you pull
into the soldiers and shredding a few of within 150 yards that ornery fella starts
them limb from bloody limb. Plainfield firing!
and his men narrowly escaped a cave-in. After your initial surprise wears off,
Needless to say, the survivors havent you realize theyre just warning shots.
gone back. At the same time, its clear hes not too
By the time the posse arrives on friendly. What do you do?
the scene, Fort Michele is staffed by a The cowpokes dont need to do much
skeleton crew. Plainfield remains the to win this little standoff. If they open
commanding officer, though his force fire or attack by other means, the soldier
numbers only half-a-dozen soldiers. runs for the steam lift in the first round of
Theres only a single skipper left for combat. Even if the group does nothing
two gunboats. Captain Plainfield has but hold their course toward the docks,
seriously considered abandoning the the sentry vamooses up the lift like a
fort and departing with his men in one jackrabbit late for a date.
of the gunboats, but hes afraid theyll Sentry (1): Use Soldier stats in the
be overtaken and sunk by the Wasatch Deadlands Marshals Handbook.

40
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the food they havent got and waiting


Points of Interest for their next turn on dock watch. The
A determined posse doesnt find much rest of the time they fish, forage, and
in the way of resistance if they choose to live in mortal fear of concerted assault.
take Fort Michele. Starvation has already Somehow they barely manage to scrape
done most of the work. The few human by.
inhabitants who remain all have a level Confederate Soldiers (6): Use Soldier
of Fatigue from Hunger, imposing the stats in the the Deadlands Marshals
usual 1 on all their Trait rolls. The fort Handbook. Each is suffering a level of
itself is in fine repair. Whats lacking is Fatigue from Hunger (1 on all Trait
manpower. rolls).
Fear has placed its brand upon Fort Skipper: Use Soldier stats in the
Michele as well. At night the wooden Deadlands Marshals Handbook, but add
posts of the stockade walls appear as Boating d8. Fatigue 1 from Hunger.
rows of gleaming white bones, their ends
If the posse searches for bullets or
sharpened to points. The watchtowers
other gear, its found if you deem it
seem to crouch atop them, like spiny,
appropriate, Marshal. Confederate
sharp-toothed critters fixing to pounce.
uniforms are in good supply, plus long
Barracks johns, boots, decks of cards, liquor,
Of the original garrison, only six cash (each success and raise on a Notice
Confederate soldiers and a skipper roll turns up 1d6 CSA dollars), and
remain. Most of the time they lay around ammunition (for unique or specialized
the barracks in a daze, dreaming of all

41
R etu rn to M anitou B luff
ammo, roll 1d6: on a 6, the ammo is windows broken, lonely wind moaning
found). Theres no food here. through its sun-bleached frame.
In darkness, viewed from the corner
Commissary
of the eye, the derelict shack takes on
This long, low construction served as the aspect of a grinning skull, buried to
storage and mess hall for the camp, but its nose in the dirt. A hellmouth opens
now the doors and windows are boarded inside the guard house on some nights
shut. With a successful Notice roll, an (see the Mouths o Hell Setting Rule on
observer notes many small, ragged holes page 25). Roll a d6: on a 14, no hellmouth
around the buildings perimeter. Every is present; on a 56, a moaning vortex of
so often a large, black rat pops out from shadow tears open that night at twilight
one hole, scurries along the foundation, and again just before sunrise.
and wriggles back into another.
The inside is a shambles of chewed-up Gunpowder Shed
debris, rat droppings, and of course, The fort has stockpiled 100
ratsa whole horde of filthy, flea- cannonballs, 100 rounds of cannister
infested, starving rats living amongst shot, and 2,000 rounds of .45-caliber
the scattered remains of the food stores Gatling ammunition. Unfortunately, the
they destroyed. Worst of all, theyre ammunition and 500 lbs. of gunpowder
carriers of the faminite disease! barrels are boarded up in this sturdy
Breaking open this building without building with the other living members
a flamethrower handy is probably a of Plainfields original force no one could
bad idea. The rats inside are aggressive, bear to killnow faminites, locked
attacking any fresh meat that enters inside. The piteous, near-constant moans
the building in a swarm, and pursuing of hunger from inside the shed only add
outside until theyre destroyed or they to the forts aura of dread.
get some other fresh rat grub. Faminites (8): See page 139.
Rats: Use the Swarm stats in Savage
Officers Quarters
Worlds, but add the Faminites Infection
Special Ability (see page 139). This two-story building once housed
all the forts officers. Now only Captain
Docks Plainfield dwells here, plagued in his
See Arriving There, above. Fort loneliness by the whispers of manitous
Micheles two gunboats are moored here, and other, more terrifying spirits.
though they seldomif everleave. A Captain Joshua Plainfield: Use
steam lift provides access to the fort, Soldier (Officer) stats in the Deadlands
about 60 feet above (see the Steam Lifts Marshals Handbook, but add the Bad
sidebar on page 38). Dreams Hindrance.

Guard House Sea Caves


This small, two-room building was If a body knows the right route to
once the nerve center of Fort Michele, takeor can find itthese sea caves do
where Captain Plainfield and his staff indeed lead right into Clover Mesas
monitored the comings and goings of central basin, providing a dandy view
soldiers on their watch shifts and mesa of Colonel Curtis operation. The trick
patrols. Now it stands abandoned, is surviving the trip. These ghost-rock-
studded caves are home to a good

42
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number of tommyknockers, and they it its name. Proudly declared free and
dont appreciate intruders. Since the wide open by its 72 residents, most
debacle with Plainfields men, just their of whom are ghost rock miners, its a
tapping deep within the earth is helping town just trying to make its own way...
to drive up the Fear. to enormous profits. But the miners
Finding a way through the sea caves are biding their time, waiting for the
in one piece is a Dramatic Task (see bloody battle for Clover Mesa to end.
Savage Worlds) using the Tracking skill Fistfights, drunkenness, and other
at 2. Along the way the tap-tapping public disturbances spurred by growing
of tommyknockers in pursuit closes in frustration and gnawing hunger have
from all sides. Complications include become commonplace.
dead ends, tunnels flooded with Little Gibraltar is huddled in a narrow,
seawater, cave-ins, and other hazards of bowl-shaped canyon that rises steeply
spelunking. Collecting the requisite five from the waters edge. The towns shops
successes means the heroes emerge in and houses are nestled into the hillside
the mesas central basin. all along Main Streets switchbacks,
Failure means a face-to-face so some of them are near water level
confrontation with the caves inhabitants. raised up on postswhile others look
Explorers meet the tommyknockers in down from heights of 30 and 40 feet. Its
small groups, but many more live in the a bit disorienting at first, amigo, but one
labyrinthine tunnels and they respond grows accustomed to it.
to disturbances. If a fight breaks out, The Fear hanging heavy over Little
another group of 2d8 tommyknockers Gibraltar shouldnt come as any surprise.
arrives every other round until theyre Between random inspections and
all slain or the posse vamooses. outright cannon attacks by the Wasatch
Tommyknockers (2d8): See the ironclad, high-flying auto-gyros from
Deadlands Marshals Handbook. Six Hills dropping bombs and such, and
clanking automatons firing Gatling guns
Watch Towers at the miners up on Lil Gibs steep slopes,
The fort has four towers, one guarding theres plenty to be afraid of. What takes
each corner of the stockade. There is a the cake are the cove creepers, which
cannon in each tower, and six Gatling some say come out on moonlit nights to
guns along the walls: two facing inland, seek their prey...but well tell you about
two facing toward the waters of the them in just a bit, Marshal.
Maze, and one on each of the remaining The Gibraltar Miners Unionthe
sides. GMUis ostensibly the towns institution
of law and order, but theyre mostly
interested in making sure every miner
Little Gibraltar gets his fair share and no more. Beyond
appointing a marshal, they havent done
Fear Level: 5
much for the towns welfare besides
Price Modifier: x3 declaring it wide open and colluding to
Tucked into a secluded cove on the keep prices relatively low. And theyve
northwest shore of Clover Mesa, the only done this as an enticement to other
mining town of Little Gibraltar is service providers who might consider
shielded from elements and prying eyes settling in Little Gibraltar.
by the looming rock formation that gave

43
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In practice, the towns founder It requires a successful Boating roll to


Don Pedro Javier Surez de Ramrez approach the docks, due to the powerful
Antnez-Nezis also its leader, riptide flowing southwest toward the
although he holds no title. Everybody rocky coast. Success means the ship
just calls him Spanish Pete, and they reaches shore and the crew can tie up.
look to him for all kinds of wisdom and Failure means the boat is drifting off
advice. Currently his back is up against course, and on snake eyes the ship
the wall, with little food and almost no crashes into the cliffs that line the shore.
new arrivals. Pete might be amenable The vessel automatically suffers 3d6
to making a deal with the posse and damage per round, as waves smash the
offering up some aid. hull against stone, until it gets free or
sinks.
Arriving There A vessel drifting or grinding against
The rock formation the locals call Lil the jagged coastline requires a Boating
Gib is visible for miles, rising near 200 feet roll at 2 to get back on course and tie up
above sea level. But due to its secluded at the dock. If the roll is failed, a drifting
location and sheltering valley, the town ship hits the rocks (as above), and a ship
cant be seen from much of a distance already being buffeted into the rocks
at all. From just the right angle, though, continues to suffer the effects.
its obvious to a passing observer. No Once the vessel is tied up, a seafaring
guards, sentries, gates, or other obstacles posse finds itself the center of attention.
bar the way of new arrivals, and no ships Read the following:
are moored at the floating docks. Before you even set foot on the
barnacle-crusted docks, a crowd starts

44
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to gather. Most of them are slim, some darkness. In the crash and hiss of waves
skinny, and a few so gaunt they dont battering the shore, sometimes sailors
have enough belt notches left to keep hear faint voices calling their name...
their trousers up. But all of them are
smiling, throwing hats in the air, offering Coles Boats
to buy you drinks, and shouting words This large building is mostly
of greetingtheyre really rolling out the open-walleda peaked roof on stout
Welcome Wagon! postswith a full-size drydock ready
As you look up at the odd town arrayed for any ships in need of repair. It can
on the slope, more townsfolk amble out, handle anything up to the size of a Maze
making their way down the switchbacks ironclad. One corner of the building is
of Main Street to greet you. walled and inhabited by Cole Sonnee,
whos hungry for any business at all.
A cynical group might find their
Hes surely among the welcoming
behavior suspicious, but the people of
throng, offering to scrape the barnacles
Little Gibraltar are genuinely happy
off the hull or perform any other repairs.
to see new faces. Mostly they want
For vessels the size of a Maze runner and
to know if the heroes brought along
smaller, Cole charges $50 for preventive
any grub theyre willing to part with!
maintenance, and another $100 per
Besides Harbormaster Zeke asking their
wound of damage he has to fix.
business, no one hinders or hampers the
cowpokes here. Cole Sonnee: Use Townsfolk stats in
the Deadlands Marshals Handbook, but
If the newcomers ask to see Don Pedro
add Boating d8 and Repair d10.
Javier Surez, the universal reply is
initial confusion, soon followed by: Exchange Office
Oh, you mean Spanish Pete? Here the miners exchange the
Interested parties are directed to his fundaments they chip out of Lil Gib for
cabin (see page 47), which is visible from cold, hard cash. Unfortunately, the town
the docks. hasnt seen much in the way of specie
Townsfolk (20): See the Deadlands lately. As a result, the miners either
Marshals Handbook. trade their wares for IOU slipswhich
are almost universally accepted around
townor pay their bills in gold dust or
Points of Interest
ghost rock. The office is run by Oliver
Even though it looks like a happy Stanbaugh, a dour and sickly man who
place, maybe a bit on the hungry side, always seems to be snuffling into a
Little Gibraltars few inhabitants live handkerchief.
in constant fear of starvation, warfare,
Oliver Stanbaugh: Use Townsfolk
hellmouths, and the hungry critters
stats in the Deadlands Marshals
of the deep. Miners have been known
Handbook, but add the Ailin (Minor)
to vanish right off the sheer cliff face
Hindrance.
they were working, leaving a scaffold,
buckets, and tools behind. Fishing Supply Co.
In the evening, one would expect Since its so close to the waters edge,
the sheltered valley to fall into shadow this store (like the buildings nearby) is
with the setting sun. Instead, a murky raised up on posts to keep it high and
gloom collects at dusk like foul oil, dry. Inside Perry Allstott and his wife
rapidly filling the valley with unnatural Edith sell just about anything a body

45
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could need to pull fish out of the ocean, cling to them until they drown. Its not
short of boats. Perry tells customers the just a yarn, Marshalanybody who goes
fish havent been biting around here out in the moonlight is sure to meet some
lately. of these critters near the water.
Perry & Edith Allstott: Use Townsfolk Cove Creepers (1d6): See page 138.
stats in the Deadlands Marshals
Handbook. Gibraltar Hotel
The hotel is a fairly new establishment,
General Store but already it teeters on the edge of
Owned by the miserly Harland disrepair. The original owner abandoned
Bernhagen, the store sells near the building and left town after a week,
everything except food. All they have so Horatio Beaufait moved in with his
right now is beanssacks upon sacks of bevy of saloon gals and started doing
dried beans. These are so expensive that business. Soon the GMU voted to grant
most folk cant afford to buy them by the Mr. Beaufait ownership of the building.
sack, so they have to settle for a bowl Now Horatio has stockpiled barrels of
at the Salty Gull Saloon. Thats fine by ghost rock in his root cellar, all paid by
Harlandhe doesnt accept ghost rock miners eager for the services he and his
or IOUs as payment, only cash. ladies provide. Hes a genial sort, if a
Harland Bernhagen: Use Townsfolk little shifty-eyed.
stats in the Deadlands Marshals Horatio Beaufrait: Use Townsfolk stats
Handbook, and add the Greedy (Minor) in the Deadlands Marshals Handbook.
Hindrance.
Harbormasters Office
Gibraltar Cove The self-appointed harbormaster
The cove is a remarkably sheltered, of Little Gibraltarknown to most as
deep water inlet. Unlike most other Zekelives in this humble shanty by
spots on Clover Mesa, theres no cliff in the water. He may not be able to read or
the way of an hombre hopping off his write, but Zeke cares a darn sight more
boat onto dry land. The cliff descends about his home than most, and he knows
underwater instead. That means theres all sorts of things from observing and
no beach, and no gradual about itat listening all the time. Zeke is a fount
the waters edge, the depth plunges of whatever information you need to
straight down to 80 feet or so. Watch convey about Clover Mesa, Marshal. He
your step, muchachos! doesnt know much about Manitou Bluff
On the seabed the wrecks of several or what became of it, only that it was
ships lie scattered among buildings Swallered up by a great big shadow!
ruined by the Great Quake of 68. The Not an earthquake like everbody says. A
locals whisper that on moonlit nights, shadow, says I.
fish mutated by eating drowned sailors Zeke: Use Townsfolk stats in the
squirm from the coral and seaweed, Deadlands Marshals Handbook, but add
making their way laboriously up the Boating d10, Knowledge (Clover Mesa)
submerged cliff, through the pounding d8, and the Illiterate Hindrance.
surf, and then up the side of Lil Gib.
These cove creepers clamp down on Land Office
miners and yank them free, falling with Records of claim ownership are stored
them into the churning foam below, and here in a stout, secure safe. Whenever a

46
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new prospector wants to stake a claim underground quite a ways, creating
on Lil Gib, she comes here to do it. Most storage space galore, and a hiding place
days the buildings locked up tight, since for the townsfolk whenever the Wasatch
there arent any newcomers. ironclad lobs cannonballs into town.
Like others around Little Gibraltar, the
Lil Gib ownersLevi and Zylphia Werber
This distinctive, wedge-shaped rock have stockpiled ghost rock acquired in
formation, so named for its superficial transactions with miners. The Werbers
resemblance to the Rock of Gibraltar have more than mostnear 65 pounds,
in Spain, soars 60 feet above the top of all toldbecause their wares are still in
Clover Mesa. high demand.
The summit overlooks a dizzying Levi & Zylphia Werber: Use
vertical drop of over 120 feet to pounding Townsfolk stats in the Deadlands
Pacific waves. Yet ghost rock miners Marshals Handbook.
swarm all over the cliff face, suspended
on scaffolds and bosuns chairs, chipping Salty Gull Saloon
ghost rock into baskets hung from their Perched on the hillside like its
shoulders. namesake, the Salty Gull is deserted
Lil Gib is the only source of ghost during daylight hours. At night the
rock on Clover Mesa besides Col. Curtis miners come down from Lil Gib and
operation (see Chapter Three) and the drink away their cares, sometimes
sea caves near Fort Michele (see page 39), venturing over to the hotel for company
but no one has made any big strikes yet. of a tender sort. A bowl of beans costs a
Miners: Use Townsfolk stats in the dollar. Only the melancholic bartender,
Deadlands Marshals Handbook. Ora Ridener, is always herehes also
the owner. Its easy to find a poker game
Marshals Shack or a fight, as the mood strikes, and tales
Marshal Pleasant Stubler whiles away and rumors of all sorts can be heard with
his days here, or at the Salty Gull. His a successful Streetwise roll. See Rumors
name fits him wellhes quite a genial, & Hearsay on page 49 for the sorts of
gregarious fellow, tin star and all. Hes things curious heroes might learn.
also lazy as sin. He may or may not be Ora Ridener: Use Townsfolk stats in
versed in the use of his Colt Peacemaker; the Deadlands Marshals Handbook.
its difficult to tell. Lucky for Marshal
Stubler there hasnt been much trouble Spanish Petes Cabin
of late, so he takes it easy as much as he Pedro Javier Surez de Ramrez
can. In the face of a threat, he either hides Antnez-Nez was born in Spain and
or tries to laugh down his opponent. grew up in the shadow of Gibraltar.
Pleasant Stubler: Use Townsfolk stats When he was 16, he fought at the Battle
in the Deadlands Marshals Handbook, of Trafalgar on a Spanish warship. He
but add Taunt d6 and the Slowpoke came to California during the gold
Hindrance. rush of 1848, made and lost a fortune,
and witnessed firsthand the events of
Mining Supply the Great Quake in 68. At 91 years old,
A large, bunker-like building made of nothing surprises old Spanish Pete
stone and timbers, this store stands about anymore.
halfway up the valley. It also extends

47
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Spanish Pete: Use Townsfolk stats in With a successful Persuasion roll and
the Deadlands Marshals Handbook, but a promise of some favorable outcome for
add Knowledge (Occult) d12 and the the town and its people, Spanish Pete
Improved Arcane Resistance Edge. agrees to help the heroes with some
If Petes asked about Manitou Bluff, manpower. In a few hours his people are
the preponderance of phantoms on able to round up one pistolero per player
Clover Mesa, or similar arcane topics, he in your gamethat way everybody gets
confides in the questioners, an Extra to control in combat, Marshal.
S, Seores, this place is very, very Gunmen (1 per hero): See the
close to the other side...to the land of los Deadlands Marshals Handbook.
muertos, the spirits. The veil is so thin...
Tent Town
sometimes I hear them whispering. The
spirits voices, ever so faint. They are The vast majority of miners in Little
conspiring against the living. They have Gibraltar havent built any permanent
plans for us, mis amigos, and were not homes just yet. Instead, they and their
going to enjoy them. families live in the tent town on the
valleys brim. Tent towns location
Why do you think the starvation,
provides easy access to Lil Gib and
which everywhere else is relieved, goes
the town proper, and allows the poor,
on here? Why do men fight over this
hungry folk to keep on mining and
place like hungry dogs in a pit? Its them,
hoping for a stroke of good fortune.
the whispering spirits, making their
unholy plans... Miners: Use Townsfolk stats in the
Deadlands Marshals Handbook.

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Thibedeau Outfitters More ghosts than a body can count on


This shop sells most kinds of attire. this mesa, I reckon. Watch your step by
For work clothes, visit the general store. the water when the moon is shinin on it.
Hattie Thibedeau sells only the finest Thats when the cove creepers scuttle up
garb here. True, she hasnt sold much out of the reef like big green crabs, way
lately with things the way they are, down on the seabed, seawrack hangin all
but she keeps a sunny disposition and over em, and they make their way to the
stays optimistic that things are going surface.
to turn around. Hatties 13-year-old Some say theyre fish what et up all
nephew Archibald, an imaginative and the drowned sailors, and those poor
impressionable lad, lives upstairs and souls that perished in the Great Flood,
helps out around the shop, sweeping up now bent on drownin the rest of us. Ive
and such. heard o grown men overpowered and
Hattie & Archibald Thibedeau: dragged screamin into the surf, never to
Use Townsfolk stats in the Deadlands be seen again.
Marshals Handbook. They mostly come out on moonlit
nights. Mostly.
Tomblin & Pitt Exporters Any other weird varmints and such?
Dave Tomblin and Earle Pitt run this Well, not so much a varmint, but you
export firm, but they are prisoners of best take care out in the hills east o here.
Clover Mesa and its hostilities. Without What with the food shortages, sometimes
any shipping to speak of, their exports a body just goes mad with hunger. Starts
go nowhere, and they make no money. eatin cloth napkins, sand, leather, any
Reduced to trading their amassed ghost ol thing he can sink his teeth into. One
rock in bits and pieces for bowls of beans o them sumbitches mistook Merles leg
at the saloon, Dave and Earle are usually for a roasted turkey drumstick! You see
despondent. They would be willing em comin your way, amigo, beat your
to help a posse in any way they could, feet in the other direction. Pronto!
should the need arise or their services be
What about about these hellmouths
requested. Dave Tomblin is a writer by
the Epitaph is reporting?
trade and more enthusiastic than skilled
in a fight, but Earle Pitt is a gritty veteran We know more than wed like to about
of the Great Rail Wars. them! Theyre hellmouths, all right
swirlin, shadowy holes in mid-air. Like
Dave Tomblin: Use Townsfolk stats in
a tattered rip in a dark linen sheet. Its
the Deadlands Marshals Handbook.
hard to describe, amigo, but believe me
Earle Pitt: Use Rail Warrior stats in the one o those thingsll slurp up a grown
Deadlands Marshals Handbook. man the way a dog snaps up a ribbon o
fat. One minute hes there, the next hes
Rumors & Hearsay gone cept for a fadin scream...
Based on what they know and what On the other side, in the beasts belly,
theyve heard, inquisitive cowpokes thats where the devils do their terrible
might have some questions for Little work. They torment the dead with fire
Gibraltars citizens. Here are some likely and rend the flesh with barbed whips. No
inquiries, and what a typical answer for lie, friend, thats what the stories say.
each might look like. Straight to blazes if a hellmouth eats you
Weve heard tell of hauntings round up.
these parts. Seen any ghosts?
49
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Whats going on with Colonel Curtis Theyve been pretty secretive since they
now? went and got their ironclad stolen by
Reckon I dont know much about Curtis men. Why cant anyone from
the Unions business, but they say the Little Gibraltar steal an ironclad for
Colonels gone all loopy in the mind. once? Thats what Id like to know!
Executed a few of his men for gross Six Hills Railhead: That town
insubordination. Shot em in their heads belongs to Kang. Dont know much
and fed em to the sharks. Cant get about it, cept theyve got a train trestle
near the inner basin on foot these days running to it. Can you believe it?
without bein shot at. Survived the big flood and everythin.
Last I heard the Colonels men were Say what you want about Warlord Kang,
pullin ghost rock off the ocean floor by hes a crafty customer or a wise manager
the pound. Quite an operation, if I do say to have built such a thing as that trestle.
so...teams o miners in newfangled divin Do you know anything about
suits, stationed on a ring o barges. Yep, Manitou Bluff?
quite a sight. Its the mother lode down That place was a cesspool. A haven
there, the prize every one of us is after. for lowlifes, no-accounts, and cruel
Thats what all the fuss is about. criminals all waitin for the law to look
What about Clover Mesas other the other way so they could continue
settlements? their wicked ways. Far as I know, the
Beachhead: Them Wasatch bastards earthquake what split Clover Mesa four
aint nothin but a pain in the tuchus. ways wiped Manitou Bluff off the map.
We dont worry much about the metal The earth fell in, the waters rushed
monstrosities theyve got wanderin to cover it, and The Bluff got caught
around, but their ironclad, the in the middle. Whoosh! The end, and
Revelation...shes sent more boats than good riddance. If you havent talked to
I can count to the bottom o the Cove. Harbormaster Zeke, you might try askin
And shes always out there, prowlin like him about The Bluff. He says he saw it
a great big metal shark. Sometimes they fall into the earth with his own two eyes!
come to town in a gunboat, decked out
with their scientific shootin irons, to
confiscate barrels o ghost rock. Got no Ruins of
love for them Wasatch bastards. Grantsville
Grantsville: Ruins o Grantsville?
Been a long time since anyones traveled Fear Level: 5
that far. Im not at all surprised at its Price Modifier: None
ruination, though, because the Union Grantsvilles earthworks, cannon
tucked tail and abandoned it to its emplacements, and partial stockade once
enemies. Them Wasatch privateers sure gave it the appearance of a mighty castle,
do like firin cannons, and I imagine facing the sea from high atop a soaring
Grantsville makes for a nice, big target. cliff. More than a military outpost, the
They say only ghosts walk those streets fledgling settlement of Grantsville was
now. Not a place Id relish visiting. intended to flourish into a thriving
Fort Michele: They keep to center of commerce.
themselves over at Fort Michele, pretty Part of the Unions plan called for a
much. We never hear from em, at least. civilian site of export, with a military

50
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garrison controlling the crucial ghost pier, and the mesa behind it, is riddled
rock strike inland. The future sure with .45-caliber bullet holes. A raise on
seemed bright when Col. Curtis got the roll turns up faded splashes of blood
Grantsville up and running. on the steam lifts platform and the piers,
That was then, amigo. Now mostly bleached away by the sun, wind,
Grantsvilles ruined, and its walls are and surf.
pocked with ragged holes punched by The steam lift rests at the bottom of the
Wasatch cannonballs, its earthworks are cliff where anyone can hop right on, but
untended, and its empty buildings are the control stand is all shot up. It has to be
occupied only by ghosts. Its a sad and fixed with a successful Repair or Weird
frightful place, still imbued with the Science roll, a process that requires tools
festering fears of those who perished and takes 2d6 hours per roll, before it
in the Wasatch assault and subsequent can be used. Also, the boiler itself must
Union retreat. The continuing anxiety be lit, which requires only a simple
in Little Gibraltar and Six Hills Railhead Repair check. Unfortunately, the boiler
over Grantsville and its unquiet ghosts is atop the 60-foot-tall cliffand visitors
keeps the Fear Level swollen to its must find their own way up, either by
current level. Climbing or some other method. See the
Steam Lifts sidebar on page 38 for more
Arriving There information on their care and use.
The posse with a mind toward Wasatch Patrols
maintaining a low profile might be Roll 2d12 to see how many hours
tempted by Grantsvilles isolation. No pass before the next Wasatch patrol
guards watch over the piers, which boat passes Grantsville. Also roll a d6:
are constructed on posts sunk into the on a 14 its the ironclad, on a 56 its a
seabed (in contrast to the floating docks Wasatch gunboat. If the ship passes in
at Beachhead and Fort Michele). A crafty daylight, the crew spots ships tied up
group might pinpoint the ghost town as at the Grantsville dock automatically.
the best place to make landfall without After dark, make a group Notice roll
raising ire or drawing attention. Read d6 plus a Wild Diefor the Wasatch
the following when they steam toward vessels crew, adding +2 since they tend
shore: to scrutinize Grantsville pretty closely.
You dont see any sentries on Apply a 2 penalty to the roll, however,
Grantsvilles pier, and the clifftop if your heroes camouflaged their boat.
defenses look busted up and deserted. No Unattended vessels found at
one stops you from bringing your ship in Grantsville are blasted from afar by
and tying up. No other boats are in sight, cannons until sunk. If theres one thing
and the steam lift is unattended. Wasatch doesnt want, its the Union
The only sounds you hear are the far- digging in at Grantsville again. If the
off cries of gulls and the steady splashing ironclad Revelation is doing the blasting,
of waves against the shore. Theres an the X-squad sharpshooter keeps his eye
odd smell on the wind, a mixture of metal on the clifftop for anyone observing the
and gunpowder with no source you can destruction belowlong-range potshots
lay eyes upon. are his specialty. See Hexams Pride on
At the docks, a Notice roll allows a page 33 for the details.
keen-eyed investigator to see that the

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covered by a thick layer of dust. A careful
Points of Interest search of the building with a successful
Grantsville hasnt been occupied since Notice roll (2) turns up a full case of nitro
Col. Curtis ordered a general retreat (see the Deadlands Players Guide) stashed
about a month ago, pulling his forces behind the staircase. A cryptic message
into the central basin (see Chapter Three, is smeared on an interior barracks wall
where we spill the beans on the current in what appears to be dark brown paint
Union operation). Several buildings (but is actually blood):
have burned, leaving only charred THE BEAR DOCTOR KNOWS
foundations and a few skeletal frames.
For folks well-versed with Indian
Those that remain offer little shelter
cultures, a Common Knowledge roll (at
from the elements, and even more
2 for those not native toor schooled
danger from furious specters.
in Maze tribes) identifies a bear doctor
In daylight, Grantsville is a ghost town. as a warrior belonging to the Pomo
Wind whistles through broken window tradition. With a raise, the clued-up
frames and odd shadows flit past the so-and-so knows these warriors
corners of explorers eyes. Unsettling typically live alone, wear bearskins as a
creaks and rattles run through the mark of their station, and enter a berserk
frames of derelict buildings, sending frenzy in combat. What the bear doctor
prickles of cold trepidation down an might know, none can sayfor now.
hombres spine, though he cant rightly
At night the barracks only resident
say why. At night the anxietys cause is
fades into being, and hes none too
clear. Grantsville looks like a sprawling
pleased to find some civilian cusses
cemetery under the baleful white eye of
poking around on his turf. The ghost
the moon, rows and rows of crumbling
of a Union officer who was killed here
headstones, and tombs whose doors
during the last days of Union occupation
hang open and untended. Not a single
stalks and attacks anyone trespassing in
living thing grows or dwells here.
the barracks after dark. The ghosts blue
Try to build Grantsvilles ominous vibe uniform is soaked black with blood, and
before tossing out a bunch of phantoms. his paper-white, bearded face is gaunt,
The emptiness of the place, combined with intense, blazing eyes. The ghost
with its Fear-twisted appearance, should makes no sound, and doesnt pursue
be enough to get your players nervous. beyond the barracks walls.
Objects seem to move on their own,
Grantsville Ghost (1): See page 140.
disappear without warning, and appear
where they shouldnt bemanipulated Earthworks and Palisade
by invisible ghosts, of course. The effects The earthworks are overgrown with
can range from funny to deadly. The weeds and scrub, and the palisade has
important thing, Marshal, is to let your holes punched through it and posts
players wonder exactly what emptied broken off like missing teeth. The
out Grantsville for as long as you can blockhouse-style towers that bookended
manage. Ignorance equals fear. the wall are burnt out and charred black.
Barracks The once-proud wooden gates are fallen
and trampled into the dust. On certain
Some kind of row took place here if the
nights, when the waters of the Maze are
smashed furniture and general disarray
choppy and the far-off blaze of ships
are any indication. The devastation is
cannons is visible, ghostly crews of

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Union soldiers man the defenses, firing Hotel


cannons and Gatlings toward the battle, This rambling, two-story affair once
howling with glee. Sometimes they even served as the advertised hotel, and also
sink a vessel or two! provided lodging for Union officers.
Seeing the spectral soldiers do battle Now its only a haven for ghosts, spooks,
from beyond the grave provokes a Guts specters, and haunts. None of them have
check, but the ghosts pay no mind to any tolerance for warm-blooded fools
any humans around them. As far as in their domain. Throw as many of em
these revenants are concerned, the posse as you like at your posse, Marshal. But
doesnt even exist. only after youve described some of the
heroes creepy nightmares...
General Store
Grantsville Ghosts: See page 140.
The old general stores shelves are
completely empty, picked clean of all Telegraph Office
useful gearespecially food. Dust lies This small, false-front shop is neither
heavy on every surface, and cobwebs disturbed nor damaged...just deserted
fill the rafters. When explorers enter and dusty, as though the personnel left
this place, they inexplicably feel a in a hurry, in the middle of their work
sharp twinge of hunger, no matter how except one. An operator slumps in a
recently theyve had a good meal. A few chair, face down in a dry pool of blood
bellies are sure to rumble. Some chow on the telegraph table, shot through the
sure would be nice right about now. back of head as he worked. Curtis killed
him as he sent the final message recorded

53
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at Potential (which was reported by the A steady stream of clicks reading
Tombstone Epitaph). Please help us issues from the
Still lying on the table is the telegraph for several minutes, and it falls
penultimate message sent out before the silent again. Considering the telegraph
evacuation, scribbled on a scrap of paper lines have been cut, the source of the
in Col. Curtis hand: transmission is an eerie mystery. See the
WE ARE OUR OWN NATION description of Manitou Bluffs dispatch
FREE AND PROUD STOP CLOVER office on page 104 for the solution to this
MESA IS OFF LIMITS TO YOU grim riddle.
STOP ANY AGGRESSION WILL
BE MET IN KIND STOP COLONEL
CURTIS Six Hills Railhead
There are telegraph records in a roll-
Fear Level: 4
top desk that any cowpoke can sort
through. A raise on the Investigation roll Price Modifier: x6
turns up one other telegraph record, not If Warlord Kang gets his way, Clover
reported in any paper, misfiled at the Mesa will become the greatest of his
back of a drawer. It was sent on August walled fortresses in the Maze. But for
18, 1880: now he has to be content with one little
TOP SECRET CODE BLACK corner of Clover Mesa. Of course he isnt
EAGLE STOP TO FORT LINCOLN contenthes angry as all get-out. So he
STOP BRIGADIER GENERAL orders continual auto-gyro bombing
MALCOLM GILL STOP COLONEL raids against whomever happens to get
CURTIS DID NOT SURVIVE THE in the way, but mostly aimed at Col.
BOMBING STOP COMPROMISED Curtis mining flotilla. With Six Hills
STOP AWAITING ORDERS Railheads defensible location and train
trestle, alongside the tendency of his foes
No record of a response can be found,
to blast each other to flinders, Kangs
although the Agency spy who sent it
dream might not be so far-fetched.
remains alive and more-or-less well
among Curtis mensee Chapter Three. Six Hills Railhead is much like Kangs
When Agency spooks describe someone other townsits walled off along the
as dead, but compromised, it indicates coast, and open only to those who serve
the strong possibility of a Harrowing. If Warlord Kang directly or indirectly.
the posse is working for the Union, they Everyone else is shot, stabbed, spinning
may already know this information and back-kicked, broken, folded, spindled,
welcome the confirmation. mutilated, and possibly set free once all
thats done. Or the ever-playful Maze
If a dude thinks to try sending out
Rats might just toss em in a cell to rot.
a message, no matter how the note
Whatever strikes their fancy, Marshal.
reads the line is silent for several long
Those who keep a (very) low profile
momentsand then a tentative clicking
might be able to get in, but a contact of
begins in response. A character versed
some kind is helpful.
in Morse code translates the reply with a
successful Common Knowledge roll: Kang has his prospectors combing
the Six Hills for any sign of ghost rock
TRAPPED STOP HELP US
deposits, but so far theyve found
STOP PLEASE HELP US STOP SO
nothing. Thats the downside to a
HUNGRY
defensible locationits also cut off from

54
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all the action. Bending with circumstance
like a reed in the wind, Kang turned his Arriving There: Six Hills
disadvantage into an ace in the hole. Express
Besides setting up Six Hills for its Unlike whats provided for Clover
future role as the hub of Clover Mesas Mesas other towns, this section is almost
ghost rock exports, Kangs also using a Savage Tale on its own. The reason
it as a secret training center for a cadre is twofold, Marshal. For one thing, it
of black-magic-using kung fu disciples. provides a handy method for a posse
What appears to be a temple reflecting without access to watercraft to get to
the Shaolin tradition is actually a den of Clover Mesa by train. It also provides a
evil overseen by sifu Du Fu (see page 150 neat way to send intrepid heroes directly
for his stats), who also acts as de facto into the Hunting Grounds and Manitou
leader of the Maze Rats and martial Bluffby killing them in a blaze o glory.
artists dwelling at Six Hillsover 80 See the sidebar on page 78, When Push
men and women in total. If Red Petals Comes to Death, for a more detailed
Su is still alive in your campaignor explanation of why this is desirable.
at least Harrowedshe makes frequent
visits. See the Deadlands Marshals Guide Boarding at Lions Roar
for her stats. Fear Level: 3
Six Hills Railheads naval force Lions Roar, the nearest of Kangs
consists of four sampans to move men walled mesa towns, is the only way
inconspicuously along the coastline, to access the Six Hills Express short of
and a junk anchored offshore (with its hijacking it or jumping onboard along its
own captain and crew) to handle more perilous route. As usual, most cowpokes
serious disturbances. So far the WSS need a disguise, or some other means
Revelation hasnt messed with Kangs of keeping a low profilealong with
settlement, preferring to finish off other, Streetwise or Persuasion rolls as you see
weaker rivals firsta choice that might fit, Marshalto secure a seat on the Iron
later come back to bite them on the rear. Dragon train.
A typical run consists of the
Ting-yuen (Junk)
locomotive, coal tender, an express car
Acc/TS: 2/6; Toughness: 20 (4); Crew: known as The Six and 10because it
20+80; Cost: $80,000; Notes: 20 cannon, carries the Six Hills payroll and 10 kung
Heavy Armor. fu fighters to guard itone passenger car
Sampans (4) carrying newly recruited Maze Rats, one
Acc/TS: 1/3; Toughness: 8 (2); Crew: flatbed freight car bearing replacements
1+8; Cost: $2,500; Notes: . for any downed aircraft, and a caboose
where The Conductor, a practitioner
Air Power of kung fu, meditates and awaits any
Kangs real superiority flies the skies sign of a disturbance. (Use the free Train
over Clover Mesahe maintains a Maps found on our website at www.
squadron of four auto-gyros and two peginc.com.)
ornithopters. Check out the Deadlands Express Car Guards (10): Use Martial
Players Guide for the auto-gyros stats, Artist stats in the Deadlands Marshals
and see the handy sidebar on page 56 for Handbook.
the ornithopters. Maze Rats (18): Use Maze Pirate stats
in the Deadlands Marshals Handbook.

55
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The Conductor: Use Martial Artist


(Superior) stats in the Deadlands
Ornithopter Marshals Handbook.
The ornithopter achieves flight Engineer, Boilerman, & Brakeman (3):
by flapping its flexible wings. Once Use Townsfolk stats in the Deadlands
aloft, a skilled pilot can remain Marshals Handbook. The Engineer has
flying for hours by catching upward- Agility d8 and the Ace Edge.
moving air currents. The basic model
includes the body, wings, clockwork The Amazin Journey
mechanism, and winding crank. From Lions Roar the train wends its
Operating the ornithopter way south through the Great Maze,
requires a Piloting roll for takeoff, crossing the tops of barren mesas,
landing, and at the midpoint of the cutting through ridgelines and hillsides,
flight under normal conditions.
and spanning sea channels on soaring
Failure on any of these rolls means
trestles that provide awe-inspiring
the ornithopter goes Out of Control
(see Savage Worlds). views of the craggy California coastline.
The roll made at the midpoint of In fact, the lattermost portion of the
the trip determines the ornithopters journey follows a path that will one day
range. This represents the pilots be known as the Canyon Causeway!
attempts to find and ride updrafts Sneaky cowpokes riding the train
and thermals. Apply a +2 to this roll need to avoid detection, while daredevils
when flying over Clover Mesa, since aiming to board the train en route have
updrafts are plentiful. The vehicle a whole different set of problems to
may stay airborne one hour for every grapple with. Heres how to handle those
success and raise on this roll.
situations.
At the end of this period, the pilot
must land and wind the clockwork Once the train gets chugging along at
mechanism. If the pilot is only a speed of approximately 25 miles per
making a short hop (15 miles or less) hour, and the novelty of the elevated
dont worry about the range. This railway wears off a bit, the newly
rule is intended only for long trips. recruited Maze Rats begin telling tales
and boasting of their exploits. Claim
jumping, murder, naval battles, lost
treasures, and run-ins with Maze
critters are common subjectsuse the
rules for Interludes in Savage Worlds. Of
course, your sodbusters are cajoled into
telling stories too, and refusal means
theyre almost certain to be found out.
A Persuasion roll is required for each
buckaroo who tells a tale, with success
indicating acceptance by the pirates.
Failure means they smell somethin
rottensee Found Out! on page 58.
There are ledges along the way close
enough for an agile cowpoke to leap
onto the moving train, but such an act
comes at the price of 2d6 damage from

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colliding with the speeding engine. A
poor devil who survives the initial jolt
needs a successful Agility roll to grab Ornithopter Continued...
hold of something. Failure on the Agility The ornithopter needs only a few
roll means the clod tumbles right off yards to take off or land. It can hover
the train for an additional 4d6 damage by quickly shifting its weight fore
and aft, but it takes an extremely
(ouch!), snake eyes means he rolls onto
skilled pilot to pull this trick off.
the rails and gets run over for 8d6 Each round the vehicle hovers, the
damage. Consider that a Heavy Weapon pilot must roll Piloting at 4 (the
if it matters, Marshal. Marshal may adjust this for high
It might be possible to board the train winds, nearby obstacles, etc.). If
by means of auto-gyro or other flying failed, the ornithopter drifts two
machine, at the Marshals discretion, but yards (1) in a random direction for
a Top Speed of 30 is required. At the very every point by which the roll was
least, an Agility roll (2) is required to missed. Roll 1d12 and read the result
as a clock facing to determine the
jump from one vehicle to another, with
direction of drift. On a successful
failure exactly as described above. roll the ornithopter may rotate up to
Pulling off the same trick with a land 45 degrees.
vehicle or horse isnt too likely. Even if Acc/Top Speed: 5/20, Toughness:
your group figures out a plausible way 6 (1), Crew: 2, Cost: $5,000, Notes:
to transport horses or a vehicle to a mesa Requires no ghost rock.
along the trains route, the vehicle needs Malfunction: If a Piloting roll
to be fast enough to keep pace with results in snake eyes, the clockwork
Kangs locomotiveat 25 miles per hour mechanism shatters, causing
(roughly 25/turn on a battlemat) thats pieces of spring and gears to fly
a tall order. The window of opportunity everywhere. This is an explosion
is likely to open for about five rounds dealing 3d6 damage to everyone in
a Medium Burst Template, including
anyone who hasnt jumped onboard by
the ornithopter. Falling damage may
then is left behind as the train speeds also apply.
across a trestle between mesas.
Make a group Notice check for any
pirates or kung fu tongs inside a train car
that the heroes are jumping or climbing
onto, and go to Found Out! (page 58) if
theyre discovered.

Screamin Specter Canyon


Fear Level: 4
The last stretch of track before the Six
Hills Express crosses the wide channel
to Clover Mesa is the most dangerous
of all. Folks call it Screamin Specter
Canyon, and with good reason. A dark
shadow falls over the locomotive as it
enters the steep-walled chasm.
Last year Kangs rail crews worked
their way through this region by blasting

57
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a path out of solid rock alternating with inside the train means fighting pirates,
deep crevasses. As the area was cleared running outside means facing down
for a blast, a single crew was discovered some terrifying ghosts. Pick your poison,
to have fallen behindbut it was too late. amigos!
The fuses had been lit, and there was no
easy path out, so all the tracklayers could Big Slippery
do was wail and shriek in terror until Abruptly the train hurtles from the
their voices were swallowed up by the far end of the canyon, high above the
roar of the explosion. glittering waters of the Maze on the
Now the spirits of those doomed trestle known to engineers as Big
workers haunt this canyon, still Slippery. You see, when a railroads
screamingnow its in rage, though grade is too steep, theres a danger of
and attacking any train that passes the wheels adhesion being insufficient
through. People inside the passenger car to counter the effects of gravity. In other
have little to worry about besides a Guts words, the train slides down the track. In
checkas Screamin Specter Canyon the case of the Six Hills Express, the rail
approaches, the brakeman comes inside exits Screamin Specter Canyon at such
as the engineer pulls a lever to lower an extreme height an equally extreme
ghost steel shutters over the trains slope was needed to get that trestle
windows. Only folks riding between or down to Clover Mesas level.
on top of a train caror those who get What all this means is the train hurtles
chased out thereneed to worry about down Big Slippery into Six Hills Railhead
attacks by the howling specters that at extreme speed, hitting one dangerous
swarm all around the speeding train bend at the last moment. It requires
seeking warm, juicy prey. a Driving roll at 4 to successfully
Screamin Specters (1 per hero): See negotiate the grade and curve. If the
page 144. roll fails, the locomotive is unmanned,
or the brakeman is out of commission,
Found Out! the train derails and goes airborne for
Unless the posse goes to great pains a few moments before crashing into the
to disguise or hide themselves, has a cliff, exploding, and showering charred
whole lot of luck on their side, and plays fragments into the ocean below.
their cards just right, chances are Kangs Anyone onboard the train when such
people become aware of their charade at a terrible event transpires takes 8d6
some point. A simple system of strings damage from the crash, 4d6 damage
and bells running between the train cars from the locomotives explosion and
allows the pirates to warn the express flames, plus the damage from a 60-foot
car guards and The Conductorand fall into water. Adios, muchachos!
vice versaof intruders. It takes two
rounds for aid to arrive from other parts Blaze o Glory
of the train. In most situations, the whole posse
Discovery means you ought to deal out dying in a train derailment before they
some Action Cards, Marshal, because even reach the adventures locale might
Kangs soldiers dont take kindly to being be considered a bad thing. But Clover
hoodwinked. They attack immediately, Mesa isnt most situations, Marshal. Its
ideally just as the train begins its descent fairly unique insofar as death aint the
into Screamin Specter Canyon. Staying end (see the Setting Rule on page 23),

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and Wild Cards that die cross over to the done! Depending on your groups style,
Hunting Grounds where Manitou Bluff railroading them into the Hunting
awaits. They even get a free Fate Chip to Grounds might be just the ticket. See the
help the medicine go down. sidebar When Push Comes to Death on
There are a few ways to play it, page 78 for a thorough discussion of why
Marshal. One option is to ensure the its beneficial to annihilate those pesky
train reaches Six Hills Railhead safely saddletramps o yourn.
(whether the infiltrators maintained
their cover or not) by glossing over the Points of Interest
required Driving rollthe engineer has Fear runs high in Six Hills Railhead,
the Ace Edge, after all. In this scenario with the usual twisting of the land and
the posse arrives safely at Six Hills; sky into subtly disturbing forms. Most
consult the various Points of Interest folks chalk it up to delusions caused
below as they explore. by the everpresent, gnawing hunger.
Letting the dice fall where they may is Visitors also feel an acute foreboding of
another option. If the train crashes, so be terrible things to come, of being rendered
it, and if the heroes manage to bring the helpless by greater forces outside ones
iron horse safely into the railhead, bully control, and most of all a fear of death.
for them. No matter how things go, this Bad omens abound.
whole twisted tale can progress without Paranoia is a common response of
a hitch. inhabitants, and those who might
You might prefer to set your sodbusters already suffer from the mindsetmad
loose in Manitou Bluff before they scientists, to name oneare driven to
explore Clover Mesa, Marshal, and that a fever pitch. Pirates rumors say the
route works well too. All thats needed diabolical Du Fus eyes and ears are
is for some or all of them to die. With everywhere, and they could be right...
some posses, thats easier said than

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Barracks making sure the walls and watchtower


Two full crews for the junk Ting-yuen are manned at all times. Theyre
(see page 55) are based here, rotating authorized to dispense punishment,
from shore to ship on a weekly basis which usually involves a poor sap being
thats when the sampans come in handy, beaten on the back of his legs with
amigo. At any given time, 30 Maze Rats bamboo staves until he passes out from
are in town and another 30 are aboard the pain.
the junk anchored offshore. Up to a Maze Rats (5): Use Maze Pirate stats in
score of Maze Rats are typically in the the Deadlands Marshals Handbook.
barracks, sleeping, gambling, having a
Hangars
word with one another, and so forth. The
rest are gallivanting around town or on One of these airship sheds holds
duty at the watchtower. four auto-gyros, and the other two
ornithopters (see sidebar on page 56).
Maze Rats (2d10): Use Maze Pirate
Two engineers are on hand to provide
stats in the Deadlands Marshals
repairs and modifications as needed.
Handbook.
Aerial Engineers (2): Use the
Du Fus House Townsfolk stats in the Deadlands
Du Fu dwells in this simple hut Marshals Handbook, but both have
constructed of reeds. The enigmatic sifu Piloting d6 and Repair d8.
lives a life of extreme asceticism. He
Palace of Unearthly Delights
owns only a single bowl to eat from, a
cup to drink from, and a mat of straw to Even dudes as evil as Kang and Du
sleep on. To most observers, he appears Fu realize the troops need to blow off
to practice Buddhism and kung fu with steam, so they provide a place where that
equal intensity. In fact, he is a disciple of can happen. In this case, its a rambling,
the dark arts taught by Kang himself, and opulent, three-story affair, where
as such the closest thing to a Fearmonger winding corridors and secret chambers
in this part of the mesa. abound. Silk hangings, Chinese artwork,
and statuary adorn the walls, and the
Du Fu: See page 150.
smell of incense drifts in the air. All sorts
Fishermens Dwelling of vicesliquor, the popular Chinese
Folks speculate its due to favorable game Fan Tan, opium, the company of
currents, or just the favors of Fate, but women or mencan be indulged here
for whatever reason the fishermen here for a steep price. Typically thats most of
are able to pull a fair amount of food what a Maze Rat earns in a week.
out of the channel. Enough to sustain Maze Rats (2d6): Use Maze Pirate stats
barelythe pirates dwelling here, at in the Deadlands Marshals Handbook.
least! Twelve humble fishermen are
Railroad Depot
found here, or working along the shore
at their preferred spots. This small building houses the
stationmasters office, a locked storage
Fishermen (12): Use Townsfolk stats in
closet, and a waiting room for passengers.
the Deadlands Marshals Handbook.
The waiting room is almost never used,
Guard House since the overwhelming majority of
Five HPICshead-pirates-in-charge, Kangs recruits who come here do so to
as appointed by Du Fuwork shifts here, stayand die.

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Shaolin Monastery again. Desperate heroes might opt to


Here Du Fu puts his kung fu disciples jump (see Falling in Savage Worlds)at
through their brutal paces, ensuring least the damage is halved for falling into
Kang has a neverending supply of cruel, water (mind the sharks)! Your posse may
callous killers at his disposal. Though come up with other ways to avoid the
Du Fu doesnt teach anyone the black speeding train, Marshal. Anyone struck
artsnot yet, anywayhe does cultivate by the locomotive takes 8d6 damage, is
an atmosphere of ruthlessness. knocked off the trestle, and falls into the
channel below.
Martial Artists (3 per hero): See the
Deadlands Marshals Handbook. For departing trains, Big Slippery is
equipped with whats known as a steam
Train Trestle racka chain with hooks along its length
Known as Big Slippery to Kangs moving along the center of the tracksto
railroad engineers, the trestle leading grab hold of a trains underside and
to Six Hills is quite possibly the most drag it up the slope. The steam rack is
dangerous the Weird West. As described powered by a ghost rock boiler, and
earlier, a Driving roll (4) is required to requires a Smarts roll to operate. Handle
bring a locomotive safely into the depot, Malfunctions like those for steam lifts
with extreme consequences for failure. (see page 38).
Needless to say, Kang hires only the very
Warehouses
best train crews.
A pair of warehouses stand here,
A crafty group of acrobatic cowpokes
guarded by Maze Rats around the
might get the notion to walk the trestle
clock. One is used as an armory, holding
into Six Hills Railhead. This is certainly
a stockpile of weaponry that rivals
possible, but inadvisable for a number
anything on Clover Mesa. That includes
of reasons. For one thing, the trestle
mundane pistols, rifles, shotguns,
isnt called Big Slippery for nothing
Gatling weapons of all types, and bushels
the footing is downright precarious.
of ammo. A few crates of dynamite and
Crossing the trestle on foot is a Dramatic
nitro are kept here as well. The armory
Task (see Savage Worlds) using Agility at
also holds any sort of Relic, Infernal
2. Complications include getting a boot
Device, or unique item you want it to,
wedged between railroad ties and stuck
Marshal.
fast, a sudden fall that results in one
traveler hanging on for dear life over a Watchtower
100-foot drop, or just landing hard on The watchtower commands a
ones rump (roll Vigor to avoid a level of prime view of the pier below, and the
Fatigue from bumps and bruises). Even if switchback trail that leads up from it.
they succeed, every Maze Rat manning Four Maze Rats man it at all times.
the walls sees them coming.
Maze Rats (4): Use Maze Pirate stats in
Failure means the Six Hills Express the Deadlands Marshals Handbook. They
appears on the rise and comes barreling have a Gatling gun (Range: 24/48/96,
down the tracks at full speed. Now the Damage: 2d8, RoF 3, Shots 100, AP
heroes are in one hell of a bind. Options 2, may not move) and 300 rounds of
include Climbing (2) under the trestle ammunition at their disposal, and six
and dangling there until the train passes, sticks of dynamite (see the Deadlands
which requires a Strength roll (4), and Players Guide).
then another Climbing roll (2) to ascend

61
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62
Heart o
Darkness
Eventually, any hardy explorer worth her salt gets tired of pussyfootin
around the shores of Clover Mesa.

After all, there are only so many strange locales to visit, clues to
unearth, and allies or enemies to make before the central basinthe
veritable heart o darknessbeckons with the lure of its mysteries.

This chapter tells you everything you evergreen woods of Clover Mesa, draw
need to know about the dangers of going a card from your Action Deck. When
inland, and what your posse finds in the posse camps for the evening, draw
Colonel Curtis stronghold when it gets one card to cover the entire night. If you
there. Hold onto your hat, cause this draw a face card, roll on the Clover Mesa
might be a bumpy ride! Encounters table to see what the posse
stumbles into. If you draw a Joker, the
posses got double the troubleroll twice
Mesa Hazards and combine the results.
The perils are numerous when an Clover Mesa Encounters
hombre takes the heel-toe express around d20 Encounter
Clover Mesa. But with the channels 12 Hellmouth
leading inland all blocked by rockslides
34 2d6 Rattler Young Uns
or sealed by a sea gate, sometimes riding
shanks marewalking, that isis the 5 Automaton
only option. 6 Iron Dragon Aircraft
An auto-gyro or other flying machine, 78 2d6 Soldiers
whether stolen from Six Hills, purchased 914 2d6 Prospectors
by the heroes, or built by a mad scientist, 15 1d6 Dusters
makes reaching the central basin a snap, 1619 Tableau Mort
but after that point becomes a serious
20 Hellmouth
liability (see the Union Enclave section
beginning on page 67).
What follows are some specific
Encounters on the Mesa descriptions and guidelines to steer
Each hour the posse spends traveling you through Clover Mesas assorted
the rocky trails, barren ridgelines, or encounters, Marshal.

63
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Automaton: See the Deadlands for 1d6 rounds before closing up as
Marshals Handbook for stats. These though it never existed.
clanking behemoths are encountered Hellmouths encountered while the
all over Clover Mesa. On the southern, posse is camping (or stationary) appear
Wasatch-held quadrant, automatons sent 1d6 x 10 yards away, right before dawn
right out the gates of Beachhead have or just after dark. With a successful
orders to fire upon any human being Notice roll the mournful moaning of
they encounter. Sometimes the WSS air through the rift is heard, off in the
Revelation puts ashore to drop one off on darkness. These hellmouths last 1d6
another quadrant, and a few have even hours before closing.
figured out how to cross the treacherous Iron Dragon Aircraft: Roll a d6 when
tops of the rubble walls that block off this encounter comes up: on a 14, its
three channels. an auto-gyro up there; on a 56 its an
Sometimes wanderers stumble onto ornithopter flapping about. Either way,
an automaton at Medium Range or less. the craft is circling the mesa on a routine
But given Clover Mesas geography, its patrol, looking for random enemiesor
far more common to sight the automaton innocentsto bomb with nitro. With a
at Long Range or greater. Doing so successful Notice roll (2), sharp-eared
requires a Notice roll (2). Automatons travelers hear the craft coming and are
have no problem pinpointing movement allowed a Stealth attempt to hide before
from afar, so they choose wide-open it flies overhead.
spots with long sightlines and flat The pilots know from painful
terrain. An automaton encountered on experience not to get too close to the
the mesa opens fire with its Gatling as central basin and Union Enclave, lest
soon as human (or humanoid) targets they rile Curtis sharpshooters. Everyone
come within Long Range, splitting its else, to them, is fair game. Each craft is
attacks evenly between targets. manned by two of Kangs Maze Rats,
Dusters: See the Deadlands Marshals who have been specially trained for the
Handbook for stats. Many of these purpose.
disarmingly adorable critters appear Use the Maze Pirate stats in the
like black-tailed jackrabbits, but even Deadlands Marshals Handbook, but the
more look like other critterskit foxes, pilot has Piloting d8, and the co-pilot has
long-tailed weasels, ringtails, or black Throwing d8 for his four bottles of nitro
squirrels. A pack of these vicious (Range: 4/8/16, Damage: 3d6, Shots 1,
moisture-suckers, combined with the RoF 1, Notes: LBT).
mesas Hunger effects, can mean the
Rattler Young Uns: See the Deadlands
doom of even a Legendary posse.
Marshals Handbook for stats. Way back
Hellmouth: See the Mouths o Hell in late 1863 or early 1864, a mama rattler
Setting Rule on page 25 for details of what laid some eggs under the California
a hellmouth does and how a sodbuster earth and went on her burrowin way
may avoid its effects. If a hellmouth is to the Mojave Desert. Somehow the
encountered while traveling across the Great Quake failed to rouse the young
mesa, with a whistling of wind it rips uns. When the mesa split in four parts,
open in midair abruptly near a random however, these little ones cracked their
posse member, its Large Burst Template shells and started in to roaming about
centered 1d6 away. The hellmouth lasts the mesa, looking for mama. When she

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H ea rt o ' D a r kness
didnt turn up, they started searching for their lives over and over again, and
meat. they go through all the motions. When
Prospectors: Use the Townsfolk stats the posse encounters a tableau mort,
in the Deadlands Marshals Handbook. Roll the ghosts can be of any sort of people
a d6 when these folks are encountered. carrying out whatever actions suit your
On a 14, theyre independent miners fancy, Marshalminers mining, soldiers
from Little Gibraltar, roaming the mesa fighting a bloody battle with bayonets,
in search of likely areas to stake new martial artists in mortal combat with
claims. On a 5 or 6, theyre from Six Hills an automaton, some poor devils getting
Railhead and prospecting in Kangs all the moisture drained out of them by
employthat is, spending more time dusters, anything thats gruesome or
looking for claims to jump than ghost terrifying or just plain tragic.
rock to mine! In the midst of repeating the scene,
When they are encountered each the ghosts stop, and one by one turn to
prospector is suffering from one level stare at a random onlooker with their
of Fatigue (1 on all Trait checks) from hollow, dark eyesockets. They all stare
gnawing hunger. at the same cowpuncher, who suffers
Soldiers: See the Deadlands Marshals the effects of slowly building dread and
Handbook for stats. Roll d6 when soldiers must make a Guts check at 5which
are encountered: on a 15 theyre Union already takes into account the local Fear
soldiers under Col. Curtis command, Level of 3so as to avoid soiling himself,
and on a 6 the troops are Confederates or worse.
from Fort Michele. When eight or more
soldiers are encountered, they are led
by a single Officer. Soldiers typically are
Clints Rock
either on patrol or AWOL, trying to find Fear Level: 4
a way off the mesa.
Clints Rock, as its called by local
Like prospectors, when encountered prospectors, looks like a huge, skeletal
each soldier and officer is suffering finger pointed at the sky in accusation.
from one level of Fatigue (1 on all Trait Along the trail between ruined
checks) from hunger. Grantsville and the Union enclave stands
Tableau Mort: Tableau vivants the tall, lonely pillar of rock, alone in a
literally, living picturesare a popular plain of gravel and sand. Every so often
pastime among the idle rich Back East. a buzzard or sea bird alights upon the
Folks get all dressed up like their favorite column...and as far as any onlooker can
characters from books, or like the tell, its instantly struck dead with no
subjects of a famous painting, and then visible cause. It drops like a stone to rot
strike the exact pose or scene from the among the bones littering the base.
novel for others to look at. The costumes As the story goes, some unlucky
and lighting are often quite elaborate, hombres were sent to Clover Mesa to get
and the participants dont move a muscle the lay of the land and report back to the
from start to finish. Greater Maze Rock Miners Association.
Thats sounds nice, doesnt it? Too Walking the trail inland, they were beset
bad tableau morts are just the opposite: from all sides by rattler spawn, and
dead pictures. On Clover Mesa, the those little ones were hungry. It was all
ghosts of the dead repeat actions from they could do to get to high ground, and

65
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they lost a few good men in the process. raked in the chips, then reached across
A gunman named Stephen clambered the table to afflict the hucksters mind in
up the side of the tall rock. Little did an awful way.
he know that by a simple act of self- While rattler spawn burrowed all
preservation he created an implacable around him, licking his feet and legs
enemy for himselfa huckster named bloody raw with their horrible serrated
Clint. tongues, Clint spied Stephen safe and
Clint Bloch, you see, liked to live life sound on top of that stone columnthe
on the razors edge. He never met a very one he would have scaled if hed
risk he wasnt willing to take, since he had the chance.
figured life was short and there was no He took my rock, the huckster thought,
sake in gambling if a fellow didnt plan and hes goin to pay dearly for that.
to go big. In practice, this meant Clint Some say Double-Dealin Bloch died
sat down to deal with the devil for every in the bloody melee with the rattlers.
hex he ever cast, no matter how minor or Others claim he perished in a subsequent
major its importance. Clint got to know shootout at the sea gate controls, after
his manitous tells and habits, and pretty Stephen the gunman plummeted to his
soon he had the uncanny ability to win death in the channel far below. Either
damn near every hand. way, Clints ghost took up residence in
When the rattler young uns swarmed the rock rather than move on to the other
in, Clint figured hed paint the rocks side, and it exerts its malign influence on
with their guts. All it would take was one anyone who so much as walks past.
good soul blast. But Clints luck finally
ran out with that hand, and the manitou

66
H ea rt o ' D a r kness
character about to cause harm to an ally
King o the Rock receives another Spirit roll (4) to shrug
Unlike most of the ghosts on Clover off the effects.
Mesathe kind that appear and try to Heres the catch: Blochs ghost is bound
kill with their touchthe ghost of Clint into the stone pillar, and tries to strike
Bloch is more of an influence than an dead any hero bold enough to declare
entity. The first thing passers-by notice herself king o the rock. Once per round
is the rock itself, its skeletal appearance, the evil spirit can make an opposed
and (with a successful Notice roll) white Spirit (d10) roll against anyone on top of
bones and debris scattered around his rock. For each success and raise the
the base. Something about the rock spirit scores, the target suffers a wound.
formation inspires revulsion, as if the
Victims slain in this way fall to the base
stone is inimical to life itself.
of the pillar. When they hit the bottom
For each hero who passes close nothing but clean white bones remains.
enough to see Clints Rockwalking on The Death Aint the End! Setting Rule
the trail between Grantsville and the on page 23 applies if anyone meets their
central basin countscall for a Spirit maker here.
roll with a 4 modifier (for the local Fear
Level). Success means the hero suffers
none of the Rocks ill effects, and never Union Enclave
will. A failed roll indicates a character
temporarily acquires the Delusional Fear Level: 5
(Major) Hindrance. On snake eyes the Price Modifier: None
poor sod also gains the Overconfident At the center of Clover Mesa, Colonel
Hindrance and acts with reckless Isaiah Curtis enclave occupies the wide,
abandon. flooded basin created by Manitou Bluffs
Delusional characters see some object sudden departure over a year ago. His
of desire inexplicably perched high atop small fleet of ships is anchored behind
Clints Rock, and are certain of its reality. a fearsome sea gate, lifting a hundred
For example, a Greedy character might pounds of ghost rock off the ocean floor
note a sack of coins, a Texas Ranger each week. Between managing his half-
might see a wanted outlaw bound and starved troops, fending off aggressive
gagged atop the pillar, an Agent might rivals, and making due with a less-than-
see an arcane relic desperately in need of defensible position, it might seem like
secreting away, and the cowpoke with a Colonel Curtis has his hands full. He
Habit Hindrance might spy an infernal does, Marshal, but hes also doing quite a
device capable of churning out infinite bit better than his rivals think. Moreover,
amounts of her preferred habitual his soldiers respect him as they would a
substance. god.
No matter whats seen, affected heroes
need to have it, the sooner the better, Recent History
come Hell or high water. Nothing else As detailed in the Tombstone Epitaph
matters. If more than one sodbuster is supplement that opens this book,
deluded, they fight each other to reach Operation Lucky Clover was sent to
the top. The Rock is about 24 feet (4) claim the mesas ghost rock reserves for
tall. The delusion is powerful enough the Union. In short order the colonel sank
to make someone kill a friend, but any Wasatchs ships, secured the ghost rock,

67
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dynamited the channels, and issued a of insubordination, the water frothed
warning to the miners of Little Gibraltar. red from the feeding frenzy.
In the next phase Grantsville and the Curtis spat out the words, Sic semper
sea gate were erected, while underwater proditores, and kicked McLees into the
mining crews hauled their first nuggets water without even shooting him first.
out of the drink. Meanwhile, Curtis Since they survived the Great Flood
rivals were just making landfall. At Fort at his sidea monumental, stunning
Lincoln, Brigadier General Malcolm eventCurtis remaining soldiers have
Gill allowed himself a scrap of guarded adopted a fanatical devotion to their
optimism. leader. They expect hell make good on
Thats just about when the wheels fell his pledge to extract every last ounce
off. Wasatch came back with a bang, of ghost rock before leading them all to
shelling Grantsville mercilessly from the promised landa new life on a new
offshore. Other factions established mesa. After all, Curtis taught them how
beachheads in open disregard of Curtis to catch a shark, hoist it up on a pulley,
proclamations. Before long Grantsville and butcher it for dinner. Starvation and
was a ghost town, all of Curtis forces scurvy remain threats, but the occasional
were penned up the central basin, and roasted shark steak sure hits the spot.
rampant hunger pushed the men toward Couple that with various rivals seeming
insubordination and mutiny. But still the inability to do any real damage to the
mining crews brought up ghost rock operation, and morales pretty good, all
tons of it. things considered.
When morale was at its lowest ebb,
Union Forces
an Iron Dragon bombing run killed
several soldiers and left Colonel Curtis See page 148 for Colonel Curtis
in a coma. He lay that way for two days game statistics. His soldiers currently
in his doctors care, while a slimy worm number 72, along with four scientists
of a manitou slithered into his head and from Progress, and crews for the ships
wrapped itself tightly around his mind. of his flotilla. Those vessels include
Colonel Curtis woke up, but it wasnt the a submersible ironclad stolen from
miracle his doctors thought it was. It was Confederate forces at Fort Michele, a
just a curse for everyone else. gunboat, two tugboats, a large freighter,
six war barges, and four steam
Curtis announced that he would
launches. For all watercraft statistics, see
rectify the situation. Without any
the Deadlands: The Flood Players Guide,
explanation, he rounded up the
available as a free download at www.
suspected mutineers and ringleaders
peginc.com.
on a mining barge, shackled them, and
put them on their knees. One by one, Curtis men are preternaturally alert,
they were shotnot in their heads, but crafty, and most of them are utterly
in the fleshy part of their arms. As they devoted to their leader. None of them
bled, Curtis himself kicked each one suffer the level of Fatigue common
into the water. He gave a rousing speech to folks who live on the mesa for an
about honor, obedience, and discipline, extended time, and no one can explain
never pausing as sharks circled in to tear it. In fact, its only by the will of Famine
apart the screaming victims. By the time their suffering isnt greater, so theyre
Curtis reached Major McLees, architect better able to inflict more torment on
others.

68
H ea rt o ' D a r kness
momentary ally should they need one. It
Arriving There might be possible for a clever crew flying
There are several ways an enterprising a Union Navy flag to bluff their way in,
posse might try to approach the mesas at the Marshals discretion. The sea gate
central basin. Each one deserves its due, opens once per week (see the Gunboat
so we provide a few notes on each of the and Ironclad listings below).
most likely methods here.
Sea Caves
Airborne Should an intrepid group of spelunkers
As mentioned earlier, a flying machine attempt to reach the inner basin via the
big enough to carry the posse is helpful in sea caves, consult the description of that
avoiding most or all of the mesas threats. Dramatic Task on page 43. Those who
If it crosses the inner basin, however, succeed arrive on the inner basins beach,
eight Union sharpshooters assigned well-hidden in a cave mouth with a clear
to the task attempt to shoot it down as view of Curtis operation, granting +4
fast as they can. The sharpshooters are to Stealth rolls against observers on the
spread out among the war barges (see barges and Cover 2 in the event theyre
page 74). seen and fired upon.
Sharpshooters (8): Use Soldier
(Veteran) stats in the Deadlands Through the Portal
Marshals Handbook. Each is armed Only a few folks know of its existence,
with a Sharps Big 50 (Range: 24/48/96, but the underwater lode of ghost rock
Damage: 2d10, RoF 1, Shots 1, Min. Str hides a portal between Clover Mesa and
d8, AP 2), and has 12 extra rounds. Manitou Bluffthe two worlds overlap
in that spot, allowing miners in diving
Overland suits to be pulled into the Hunting
See Mesa Hazards on page 63 to Grounds, and Harrowed miners from
handle the posse that walks. Traveling beyond to encounter hungry sharks
by night instead of day presents the swimming in midair. Its conceivable
same challenges, but also provides a posse could make this trip, either
better chances for sneaky muchachos to swimming down and not coming back,
hide in the dark and avoid encounters. or breaking the surface apparently out
The foot trail from Grantsville leads to of nowhereto the Union miners great
the steam lift (see listing under Points of surprise. See Drakes Claim on page 104
Interest, below), while travelers on other for more information about the portal
mesa quadrants arrive at the appropriate and the mining activities on the other
cliff overlooking the basin. side of it.
Sea Gate
See the Sea Gate entry below for
Points of Interest
details of its defenses. The channel No doubt about it, Curtis soldiers
leading up to the gate is wide, deep, and are fanatics. The funny thing about
relatively easy to navigate, but the task fanaticism and a near-constant state of
becomes more onerous when, say, the alert is that it starts to look a lot like stress
WSS Revelation is hot on a vessels wake. and anxiety after a while. Anxiety turns
On the plus side, the sea gates guards to dread when food and water shortages
attack all approaching vessels without are daily occurrences. And what drives
much hesitationgiving the party a the Fear Level higher and higher is when

69
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folks dont know whether theyre getting
a next meal or tossed into the brine to
Personal fatten up some sharks. Between the

Harpoon Gun terror of the troops and proximity to the


Hunting Grounds, the enclave is on the
This waterproofed weapon, verge of becoming an honest-to-badness
designed for hunting and killing sea Deadland.
animals, was secretly developed by Fear has twisted the central basin so
Mr. Eddington at Fort 51 for use the jagged, wedge-shaped rocks ringing
during Operation Lucky Clover. The its shores resemble sharks teeth from
weapon can launch a harpoon and
a distance, lending the entire basin the
cable almost 100 feet underwateror
appearance of a gaping mouth. The water
above, if it comes down to it!
is dark as oil from the mining beneath
Using the harpoon gun requires a
Shooting roll, and a successful roll its surface, with rotten fish floating
hooks or sticks the harpoon in the belly-up in its tainted foam. Beneath
target. Its only a little larger than a the surface sheen, the faint yellow glow
double-barrel shotgun. of underwater lamps is visible, pulsing
Range: 4/8/16; Damage: 2d8, unnaturally in the depths. Hungry
Special; RoF: 1; Cost: $250; Weight: sharks circle the barges, silhouetted
10; Shots: 1; Notes: If the harpoon by the glow, some of them huge and
inflicts at least one wound, the afflicted with gnarled growths. Hollow
target is harpooned and considered groans of suffering echo underwater,
entangled (see Grappling in Savage dully audible.
Worlds). Although it only takes
a single action to load another Freighter Albany
harpoon, the pressure chamber The freighter Albany lies at anchor,
takes three rounds to build up crewed by 11 sturdy men who are on the
enough steam to launch a shot. A
lookout for any trouble that might ease
single ounce of ghost rock provides
enough fuel for 10 shots before their boredom. Captain Rupert Rusty
being expended. Dirk Fitzpatrick has the freighters hold
Malfunction: If the Shooting roll packed nearly full of barrels containing
is 1 (regardless of the Wild Die), the ghost rock ore, ready for Col. Curtis to
device suffers a 2 to further use order an exodus. But so far the mother
until a successful Repair roll is made lode shows no sign of playing out. Off-
as an action. If the Shooting roll duty soldiers spend their hours in the
results in snake eyes, the miniature ships hammocks.
boiler blows a gasket, venting hot Captain Fitzpatrick: Use Maze
steam onto the firer for 3d6 damage.
Pirate stats in the Deadlands Marshals
The gun is useless until a successful
Handbook, but add Smarts d6, Boating
Repair roll (2) is made, along with
2d6 hours work being done. d8, and the Command Edge.
Crewmen (11): Use Maze Pirate stats
in the Deadlands Marshals Handbook.

Gunboat Steadfast
The USS Steadfast spends most of its
time in the central basin, cruising the
mining area, ready to assist in case of a

70
H ea rt o ' D a r kness
shark attack or other disturbance. Once Crewmen (12): Use Maze Pirate stats
a week or so, Curtis orders the sea gate in the Deadlands Marshals Handbook).
opened so the gunboat can tool out into Colonel Curtis also spends a good
the open channels. The Steadfast never deal of his time aboard the Indomitable,
goes too far for fear of close encounters of especially when its submerged. His
the Wasatch kind. Curtisin his kinder manitou is getting paranoid since things
momentsbelieves seeing the gate open have been going so wellthat means
is a symbolic gesture that helps the men somethings about to go horribly wrong!
feel less trapped. In truth it makes things Colonel Isaiah Curtis: See page 148.
a little bit worse for his men every time
the gate opens...and slams shut again. Poseidons Lode
The captain of the USS Steadfast is Titus The troops gave the lode its nickname,
Bironas, a salty sea dog and veteran of probably because its more light and
the War Between the States. fanciful than an accurate epithetlike,
Captain Bironas: Use Maze Pirate stats say, Drowned Motherlode o Doom.
in the Deadlands Marshals Handbook, In water gone black with silt and ghost
but his Boating is d8. rock, mining crews in diving suits toil
Crewmen (8): Use Maze Pirate stats in around the clock collecting the precious
the Deadlands Marshals Handbook. rock. A typical shift lasts two hours, with
men taking two shifts a day, alternating
Ironclad Indomitable to guard duty and rest periods.
The real reason Col. Curtis orders A shift consists of 12 men in diving
the gunboat in and out is so his suits, eight of them mining while the
stolen submersible ironclad, the CSS other four stand watch on the ocean
Indomitable, can come and go in secret. floor. All the details on diving suits
The vessel alternates between floating are found in the Deadlands: The Flood
at anchor in the basin, and resting on Players Guide. Despite the waterproofed
the sea floor with a prime view of the floodlights casting an eerie yellow
mother lode. What few know is Curtis gleam, the mining site is considered
takes the ironclad away from the mesa Dark lighting (attacks suffer a 2 penalty,
on a regular basis, to arrange deals and no targets can be seen beyond 10).
for the eventual transfer of ghost rock Miners (8): Use Soldier stats in the
and procure just enough rations to Deadlands Marshals Handbook.
keep his men goingand in awe of his Guards (4): Use Soldier (Veteran) stats
resourcefulness. in the Deadlands Marshals Handbook.
The Indomitables new captain is Mavis Theyre armed with harpoon guns (see
Grund, a former Union privateer who sidebar, opposite).
jumped at the chance to join Operation The water is 30 feet deep at the Lode.
Lucky Clover. Since hers was the gunboat Sharks circle the mining area constantly,
lost to the shoals, she lucked out and got but they attack only occasionally. Partly
command of the ironclad. Mavis insisted thats due to the fact that sharks know
on bringing her own crew along on this how to bide their time, and also theres
mission, and the 12 of them havent let usually no blood in the water.
Col. Curtis down yet.
Unexplained encounters with weird
Captain Grund: Use Soldier (Officer) miners on the seabed are on the rise.
stats in the Deadlands Marshals Some soldiers say theyre walkin dead,
Handbook, but she has Boating d10.

71
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others claim theyre ghosts, but all Curtis steel armor (Toughness 16) that provide
men agree theyre real. Armed with Medium Cover for the sentries (2 to
pick-axes, some wearing flop hats and attack rolls).
overalls, they appear from time to time Guards (8): Use Soldier stats in the
in the crags of the lode. On one occasion Deadlands Marshals Handbook.
a Union miner was dragged down into Sergeant: Use Soldier (Officer) stats in
a crevice by grasping hands. When they the Deadlands Marshals Handbook.
pulled up the air hose they found it torn
Gatling guns are mounted in six
in half, and no trace whatsoever of the
armored firing ports spaced evenly
soldier. He hasnt been seen since.
along the front of the gates, about 20 feet
In truth these encounters are with below the walkway and 35 feet above the
the trapped miners of Manitou Bluff, water. The firing ports are accessed by
because the lode is where the physical steel ladders extending down the inside
and spirit worlds overlapsee Chapter of the gate from the walkway on top.
Four for the details.
Each turret is encased in ghost steel
Sea Gate armor (Toughness 16), which provides
The sea gate is a marvel of New Heavy Cover for the gunner (4 to attack
Science, with ghost-steel-armored doors rolls). Each turret holds 500 additional
stretching nearly 100 feet from bottom to Gatling rounds, as well as a crate of
top. The lower 45 feet or so are submerged dynamite (see the Deadlands Players
in the channel, making the top of the Guide)its contents prepared in three
gate roughly as tall as the rim of the bundles of eight sticks eachfor sinking
mesa. Thats where the control room is stubborn adversaries.
located, alongside one of two enormous Gunners & Support (10): Use Soldier
ghost rock boilers used to open and close stats in the Deadlands Marshals
the gatewith the tugboats aid. Handbook for the 10 guards who man
When the gates closed only a small the six Gatling guns (Range: 24/48/96,
submersible craft can navigate under it, Damage: 2d8, RoF 3, Shots 100, AP 2,
and even then at 4 on the Boating roll, may not move).
with failure indicating the vessel grazes A team of four engineers from Progress
the gates bottom for 4d6 damage. On oversees operations at the control room,
snake eyes the vessel takes 4d6 damage monitoring the two large boilers, one of
and suffers an additional Critical Hit which is located at each end of the gate.
(see Savage Worlds) no matter how much Engineers (4): Use Mad Scientist stats
damage is caused. Anything larger in the Deadlands Marshals Handbook
than a small submersible (an ironclad, for these three gents and a lady, but
for instance) is unable to make it under consider them Extras.
the gate and instead slams into it (see Operating the sea gate is no task for a
Collisions in Savage Worlds). layman. It requires a Weird Science roll
The sea gate is always guarded, and the (or lacking that, 1d6 minutes study and
control room manned around the clock. a Repair roll at 4) to operate. Without
A full complement of guards consists of tugboats to help nudge the doors open or
18 Union soldiers led by a sergeant. Eight closed, the roll suffers a 4 penalty; one
of these troops and the sergeant patrol tugboats aid lessens the penalty to 2. A
a railed walkway extending across the 1 or less on the Trait roll (regardless of
top of the gates, behind plates of ghost the Wild Die) results in the sea gate being

72
H ea rt o ' D a r kness
damaged and unusable until repaired Sam Finn & Foggy Pete: Use Soldier
by knowledgable experts, a process stats in the Deadlands Marshals
requiring 1d6 days. Snake eyes indicates Handbook. Theyre armed with a Gatling
a cataclysmic Malfunction of the control gun (Range: 24/48/96, Damage: 2d8,
mechanisms. The boilers explode for RoF 3, Shots 100, AP 2, may not move)
5d20 damage to anyone inside a Large in addition to their own gear.
Burst Template, and the sea gate up and The bomba wired-up crate of nitro
quits working entirelyfrom that time goes off at the end of 1d6 rounds. A
onward, it stays open or closed. tinkering sort of hero with the Repair
The gates guardians are vigilant and or Weird Science skill might defuse it,
expect to be attacked at any moment, but such rolls are made at 2. If a hero
given Col. Curtis repeated warnings. makes the attempt, treat it as a Dramatic
Theyre trigger-happy, and tend to shoot Task using whatever time remains, but
first and only ask questions of folks they still requiring five successes (see Savage
fail to sink to the channel bed. Worlds for more information). At the end
of the last round the bomb goes boom!
Steam Launches
The explosion inflicts 8d6 damage
Four of these small craft are constantly (AP 4) in a Large Burst Template, is
tooling around the inner basin, ferrying considered a Heavy Weapon, and
troops from vessel to vessel and obliterates both the shack and the steam
generally keeping an eye on things. lift. In fact, the entire cliff face shears off
The soldiers manning them trade shifts one round later, taking both building
every six hours. Each patrolling launch and lift to the bottom of the basin in a
holds a pilot and three alert troops. clanking, clashing cloud of dustalong
Pilot: Use Soldier stats in the Deadlands with anyone who was standing on it!
Marshals Handbook, and add Boating
d6. Tugboats
Troops (3): Use Soldier stats in the These two vessels are the real
Deadlands Marshals Handbook. workhorses of Curtis operation. Theyre
constantly hauling barges to and fro;
Steam Lift ferrying men and materiel between
These days the inner steam lift is ships, or back and forth from guard
rarely used, because theres no reason duty on shore or at the sea gate; moving
for any sane person to go to the ruins barrels of mined ghost rock from barges
of Grantsville. Curtis wasnt willing to to the freighters hold; and helping to pull
abandon it, though, so he maintains a the sea gates open or push them closed
picket with two guards...and one heck when neededsuch a task is too great
of a big bang for intruders who arent even for the sea gates extraordinary
careful. See the sidebar on page 38 for steam boilers to attempt alone. The tugs
details of a steam lifts operation. are easily the most active ships in the
A tiny, run-down shack stands among basin, always on the move.
the stunted evergreens at the top of the Pilot: Use Soldier stats in the Deadlands
lift. Two guards, Sam Finn and Foggy Marshals Handbook, and add Boating
Pete, man the place at all times. If their d8.
position is in danger of being overrun, Crewmen (3): Use Soldier stats in the
the guards light the fuse on a bomb (see Deadlands Marshals Handbook.
below) and make a run for the steam lift.

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War Barges Sharpshooters (8): Use Soldier


These six barges are anchored in a (Veteran) stats in the Deadlands
rough circle at the center of the basin, Marshals Handbook. Each is armed
directly above the sunken ghost rock with a Sharps Big 50 (Range: 24/48/96,
lode. The outer sides of the barges are Damage: 2d10, RoF 1, Shots 1, Min. Str
fitted with ghost steel armor (Heavy d8, AP 2), and has 12 extra rounds.
Cover, Toughness 16) and geared toward The Spy
defense, while the inner gunwales
Theres a fox lurking in the hen house.
are devoted to the work at hand, thus
Hiding in plain sight amongst Col. Curtis
festooned with cranes, winches, and
zealous followers is an undercover US
chugging air compressors for divers
Agent. Due to his skill with a wrench
working in the murky depths.
and affinity for ghost rock boilers, Pvt.
On the inner edge of each barge, a Chuck Duncan holds a post on one of
shifts worth of men numbers about the war barges. He spends his off-duty
six, responsible for maintaining air hours in a tent on the barge, or sleeping
compressors and ensuring the (relative) in a hammock on the Albany, keeping
safety of the men below. On the outer his eyes open for undercover aid and
edge, more of Curtis men stand sentinel, blending into the crowd.
armed with their personal weapons and
Chucks real name is Duncan Bly. Hes
manning a pair of Gatling guns. Most of
an Agent, and hes well aware of Col.
the war barges top decks are devoted to
Curtis Harrowed state and the danger
numerous barrels for ghost rock storage,
it poses. Hes also a willing ally to any
supply crates, tents serving as bivouacs
posse looking to bust up the Colonels
for the troops, coils of rope, ammunition,
doings, especially if theyre friends of
and other sundry materiel. It provides a
the Union.
fine place for sneaky cowpokes to hide,
if need be. Chuck Duncan, aka Agent Bly: Use
Agent stats in the Deadlands Marshals
Workers (6): Use Soldier stats in the
Handbook, adding Repair d8.
Deadlands Marshals Handbook, but add
Repair d6.
Guards (2d6): Use Soldier stats in the
Captured or Killed?
Deadlands Marshals Handbook. Each Curtis forces dont put up with much
barge is equipped with two Gatling in the way of trespassers. As weve
guns (Range: 24/48/96, Damage: 2d8, mentioned a few times, Marshal, the
RoF 3, Shots 100, AP 2, may not move). state of affairs on Clover Mesa typically
makes naked aggression the first order
Also spread among the six war barges
of business. Survivors are taken prisoner
are eight Union sharpshooters (see the
and incarcerated in the Indomitables brig,
Airborne entry under Arriving There,
per Col. Curtis standing orders.
on page 69), who enthusiastically join
in any fight within their range. If they The same fate awaits any heroes who
catch sight of some ornery saddletramps approach peacefully, whether they claim
causing a ruckus on another barge, to be friends of the Union or just wave
or on the deck of a ship, they have no the white flag. Unless a prisoners friends
compunction against firing into a melee. are in the midst of planning a jailbreak
They just call it confidence. for their amigo, that brigs one bad place
to be.

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H ea rt o ' D a r kness
Colonel Curtis has gone half-mad with Neither Colonel Curtis nor his manitou
an inability to remember the terrible have any interest in solving Manitou
atrocities hes committed. His manitou, Bluffs problems, whether by mounting
on the other hand, is drunk on power a rescue of its citizens or attempting
and revels in each new days potential to merge the fractured worlds. The
for spreading misery. When confronted heroes fevered tales of a spiritual nexus,
with prisoners in his brig, the foul spirit hellmouths, Manitou Bluffs prolonged
attempts to seize control of Curtis mind existence, some woman named Martha
and body in a test of Spirit. all are met with hostile skepticism, at
If successful, the manitous usual order best. In the manitous case, it knows the
of business is a brutal interrogation truth of the matter but doesnt give a
followed by an impromptu shark- damn.
feeding. Truly ornery prisoners are The bottom line, Marshal, is Curtis
shot deadand then fed to the sharks. and his men arent going anywhere
If multiple prisoners are on hand, without a fight, and any heroes who
Curtis manitou kills only one at a time, fall into their clutches have some dark
to prolong the ordeal for all involved. days in store. The posse that tangles
(Incidentally, the delay also provides with Curtis troops and lives to tell the
your poor sodbusters a chance to escape!) tale, or escapes his brig and the teeth
If he keeps control, Curtis is a bit more of the blood sharks, earns the Colonels
merciful, but hes likely to keep the undying enmityand a bit of his respect.
heroes locked up until hes absolutely And if they truly kill Curtis, he crosses
certain they pose no threat. over to Manitou Bluff like any other Wild
Card. See you on the other side...

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R etu rn to M anitou B luff

76
Back to
the Bluff
Manitou Bluff isnt quite Hell, but it might as well beits a Deadland.
Whats left of the place sits in the middle of a barren mesa, shores
banked on all sides by dark fog, its hope withered away as surely
as its gardens and fruit trees. Anguished faces writhe in the bark
of dead trees. The moon is a gleaming white skull. Only the croak of
a lone night bird breaks the silence.

This is where the dead come to live.

To solve the mystery of whats ailing For some groups, ending up in the
Clover Mesa and unravel Manitou Bluffs Hunting Grounds takes place as a
fate, eventually the posse must brave matter of coursewhether through fatal
the dim, seldom-traveled paths leading blunders or sheer curiosity. For others,
to the Hunting Grounds. Whether they the Marshal might need to ramp up the
make the trip voluntarily, involuntarily, number of hostile enemies or resort to
or by dying in a fiery explosion, other means to move the story along.
enterprising buckaroos might find in the Consult the sidebar on page 78When
next world the means to solve problems Push Comes to Deathfor ideas if your
in their own. posse is too pig-headed to explore the
Problem is, they have to go through Hunting Grounds...or too stubborn to
Famine herself to do it. die.

The Hard Way Crossin Over


Heres the reason so many threats in
this twisted tale are unabashedly lethal: Manitou Mesa, as we refer to the
Dying is the simplest, most striking portion of Clover Mesa consigned
method for delivering your group to the to a dark existence halfway to the
Hunting Grounds and making sure they Hunting Grounds, is a frightening and
arrive off-kilter. Getting sucked into disorienting place. When a hero arrives
a hellmouth provides another means here after her own violent death, shed
of drawing in a bodyso to speak have to be excused for calling it Hell. Its
without the messy killing part. See the a pretty close approximation.
Death Aint the End! and Mouths o From above, the mesa looks like a
Hell Setting Rules on pages 23 and 25, ragged skull with crossed bones behind
respectively, for more information on it. For the most part, Manitou Mesas
these phenomena. landmass corresponds to the missing

77
R etu rn to M anitou B luff
portions of Clover Mesathey form
negative images of one another. And
When Push Comes just as Clover Mesa enjoys a place in

to Death the light, Manitou Mesa is trapped


under ominous clouds in labyrinthine
Lets face it, Marshal: no player shadows, in a place from which no one
wants a beloved character to perish, has escaped...yet.
but that might be exactly whats
needed to reach the next part of this First Impressions
adventureManitou Bluff. Weve
already provided any number of Exactly where a cowpoke dies or gets
scenarios that might result in the sucked into a portal in the real world
oft-dreaded TPKtotal posse kill. corresponds roughly to the point of
But here are some tips for killing arrival on Manitou Mesaor in the dark
a posse that wont go through any waters surrounding it. In effect, those
hellmouths, and whose members are who meet their maker on one of Clover
too obstinate to depart this life even Mesas land quadrants ends up in the
when urged strongly. water, and folks who perish in Clover
Start with a tantalizing mystery. Mesas waters end up on the Bluffs
Maybe with a raise on the Notice rugged mesa. Each of these arrival points
roll, the hombre on guard duty hears
gives the newcomer a subtly different
a hellmouth, and also voices from
impression of where theyve ended up.
beyond. Only theyre not screaming
for souls but rather pleading for As the ultimate arbiter of whats what,
help. Characters attuned to spiritual Marshal, you can opt to have the new
imbalances might sense that things arrivals appear wherever you want them
are out of whack on Clover Mesa and to. Its your story; choose the option that
need fixing. works best for your group. You can allow
In the case where some heroes get the heroes to explore, stretching out
killed or sucked through hellmouths the mystery for a while, or send them
but others dont, this mystery is even straight to Main Street in Manitou Bluff.
easier to play up. Take the players
whose characters are in the Hunting But remember to apply the effects of
Grounds aside for a minute or two. the Mark o Famine Setting Rule (page
Tell them they can see their friends 26) upon the poor devils arrival. On
faintly on the other side of the the plus side, the wounds that killed the
veil, and ask them to describe their heroes are mysteriously healed, although
attempts to communicate. clothing is still bloody, pierced by bullet
holes, etc.
Spat on Dusty Ground: If pistoleros
are drawn into a hellmouth, killed in the
sea channels of Clover Mesa, or perish
in the central basin, they arrive in the
Hunting Grounds on Manitou Mesas
landmass. When youre done grinning
like the proverbial catamount that ate
the canary, read the following passage:
Youre weightless, falling through
complete darkness. Your chest aches as

78
B ack to the B luff
you struggle to draw breath, but theres
nothing to inhale. Its clear to you now
this is what dying feels like. When Push Comes to
Hard-packed earth arrests your fall. Death Continued...
Air floods your lungs in a long wheeze. Next, go back to the other players
As you blink and try to get your and describe how these attempts
bearings, the worlds been transformed. appear to the living. Surely the
Its hard to tell whether its night or appearance of their compadres
daya menacing twilight envelops the ghostsperhaps insisting theyre
not deadputs a bee in their
landscape. Tumbleweeds scud across
collective bonnet!
dry, lifeless soil. Clouds ripple the sky
Or you might try having a
like gray flesh stretched tightly over a
hellmouth appear right in the middle
dying mans ribs. The plump, yellow of the heroes camp, attracted by
moon is like a festering blister. their warm and inviting lifeforces.
Lanterns gleam faintly in the distance, Its a bit heavy-handed, but also a
at the mesas center, where a towns dark convenient option if youre not ready
mass is huddled. Farther up the shore, to remove the kid gloves, Marshal.
along the high, jagged cliffs that mark the If all else fails, and youre
mesas edge, you see rugged peninsulas of unwilling to let Manitou Bluff go
rock that jut out into the shadowy ocean. unexplored, use overwhelming
force. Endless waves of ravenous
Where do you go? rattler young uns, persistent attacks
Plunged in the Drink: If posse by thirsty dusters, a fateful encounter
members bite the bullet on one of Clover with Warlord Kangs bomb-tossing
Mesas four landmasses, however, they air forceall of these can result in
appear in the black sea of shadows that your groups timely demise. Just
clings to the shore. Because arriving far remember to keep a devious smile
out in the dark waters would effectively on your face while they perish,
end the storyswimmers are as likely Marshal, and give players a draw
from the Fate Pot when their heroes
to be swept away as swallowed up by
reach the other side.
some hungry spirit critterassume the
shoreline is close. In this case, read the
following:
Its dark and youre fallingthat
much youre sure of, but not much else.
Suddenly you plunge into water, colder
than youve ever felt, stealing your
breath, and for a dizzy second you think
your feet might not touch the bottom.
Then your boots find traction in rocky
sand, and before long youre hauling
your sorry carcass out of the drink and
onto a pebbled shoreline. The water
seeps away like shadow ribbons in
moments, leaving you dry as the dust in
a mummys pocket. But cold wind and

79
R etu rn to M anitou B luff
spray continue to blast at you for as long Being stuck halfway between the
as you sit here. living and the spirit world tends to
When new arrivals find their bearings distort distances and directions on
and reach higher ground, Marshal, you Manitou Mesa. This means a journey
can read some of the prior text and even across the central butte on foot can take
show them the mesa illustration on a few hours or a few days, depending on
page 83. Drive home the point that the how difficult the Marshal wants to make
cowpokes aint in California no more. things.
Sodbusters may question whether
theyre alive, dead, dreaming, or in
SPIRIT HAZARDS some other stateand rightfully so. But
try to draw out the mystery for a while,
The wind-whipped landscape of Marshal, until the heroes reach Manitou
Manitou Mesa isnt the safest place in Bluff and find out the whole truth...or at
this world or the next to be traipsing least most of it!
about. In fact, being a Deadland has
made it about as dangerous as being
up a tree with a grizzly. For cowpokes
Encounters on the Bluff
finding themselves unceremoniously For each hour the posse spends
deposited on its shores, moseying over traveling the twisted trails and haunted
to Manitou Bluff as soon as possible is crags of Manitou Mesa, draw a card from
probably a good plan. your Action Deck. If the posse camps out
in the opena stupendously bad idea
A Twilit Zone keep drawing a card for every hour
they persist in that fools errand. If you
The eternal twilight of Manitou Mesa draw a face card, roll on the Clover Mesa
is considered Dim lighting, which inflicts Encounters table to see what stumbles
the usual penalty of 1 on all attack rolls upon the posse. If a Joker comes up, the
(see Savage Worlds). If that werent spooky posses got double the troubleroll twice
enough, regions of black fog and sudden, and combine the results.
complete darkness arent unheard of.
See the encounter descriptions below for Manitou Mesa Encounters
more about these dangers. d20 Encounter
The Fear Level of 6 (unless otherwise 1 Bone Fiend
noted) adds an extra layer of challenge 23 Night Horror
to encounters with unnatural critters
45 2d6 Night Haunts
and there are plenty of them. It also
twists the landscape into disturbing 68 1d6 Ghosts
shapes, reminiscent of starvation and 912 Blackout
death. When the posse encounters 1315 1d6 Manitous
ghosts, manitous, and other shadowy 1617 2d6 Faminites
varmints, they take the form of deceased 1819 Tableau Mort
family, old friends, ex-partners,
20 Hellmouth
whatevers most likely to unnerve a
body. At all times, extreme hunger
and chilling dread are your primary Here are some specific descriptions
motivators, Marshal. and guidelines for Manitou Mesas
assorted encounters. A few are variations

80
B ack to the B luff
on themes that might now be familiar to but they lack the Anchor Special Ability.
your players, depending on their heroes Since the heroes are physically present in
exploits in the physical world. the Hunting Grounds, all their mundane
Blackout: Mysterious fogbanks creep weaponsand the magical ones
across the mesa, enfolding the landscape toowork just dandy against specters,
in near-total darkness. Muchachos poltergeists, and spirits of all kinds.
caught in a bout of this so-called spirit Hellmouth: This is identical in all
weather might be in for a rough time. In respects to the Hellmouth on page 64,
the Dark, attack rolls suffer a 2 penalty except viewed from the other side.
and targets beyond 10 arent visible Heroes cant use these vortexes to cross
(see Savage Worlds). Roll again on the back to Clover Mesa. Most of the time,
encounter table to see whats waiting in however, someone new arrives on
the mist to pounce on tasty victims. If Manitou Mesa. Roll a d6: On a 12, 2d6
the result is another Blackout, dark fog Union or Confederate soldiers appear
blankets the entirety of Manitou Mesa (use Veteran Soldier stats), on a 34
for the next 2d6 hours. the new arrivals are 1d6 miners (use
Bone Fiend: Every so often, one of Townsfolk stats), on a 5 they are Kangs
these unholy terrors drags itself out of minions (use Martial Artist stats), and
Deaths Quarry (see page 88) and sets on a 6 no one appearsonly a gaping
about to terrorizing any unlucky souls hellmouth looking out on the living,
newly arrived from the land of the living. sunlit mesa. So close, yet so far...
Use the stats in the Deadlands Marshals Manitous: These cruel and cunning
Handbook. These suckers are persistent servants of the Reckoners found their
once they get loose, unless an hombre way from the Hunting Grounds to
figures out the things Weakness. At the Manitou Bluff, and now see it as a
Marshals discretion, a few select locals forward outpost in their mission to
might know the secret. infiltrate the world of the living. Until
Faminites: Famines unholy influence then, theyre content to menaceand
is powerful and all-encompassing. sometimes outright murderthe people
For the people who have succumbed whove become trapped here over
to her faminite infection, the mesa is the past year. Manitous can look like
a purgatory. They wander endlessly, anything, especially elements of the
ingesting anything even remotely heroes Worst Nightmares. See page 141
edible they come across in their for manitou stats.
perambulationseven people. See page Night Haunts: These piteous creatures
139 for their stats. comb the mesa in packs, looking for
Ghosts: These are souls who died prey. Use the stats in the Deadlands
on Clover Mesa and didnt survive Marshals Handbook. In the Hunting
crossing over to the other side. Theyre Grounds their Ethereal Special Ability
miners, kung-fu fighters, Union and is nullifiedtheyre plenty solid. And as
Confederate soldiers, Wasatch sailors such, theyre affected by mundane and
in short, anyone whod be found on magic weapons of all kinds.
Clover Mesa. An overwhelming majority Night Horror: Like the night haunts
of them are extremely unhappy about it spawns, the night horror prowls the
their circumstances, and tend to take it mesa in search of prey. Also like the
out on the still-breathing. Use the Ghost night haunts, in the Hunting Grounds its
stats in the Deadlands Marshals Handbook, Ethereal Special Ability is nullifiedits

81
R etu rn to M anitou B luff
solid, and thus affected by mundane
and magic weapons. Use the stats in the
Dont Look Down!
Deadlands Marshals Handbook. The Bear Doctors mesa is connected
Tableau Mort: This is almost the same to the main landmass by a long, sagging
effect as described on page 65, with two rope bridge. With its frayed ropes and
notable differences. When all the spirits salt-corroded boards, crossing it isnt a
stare at the same cowpuncher, the Guts pleasant proposition for anyone lacking
check is made with a 8 penalty, due the the power of flight. But for hombres
Fear Level of 6. And some of the ghosts whose boots remain tethered to the
are actually manitous (1 per hero; see firmament, its the only route short of
page 141 for stats). After the attempt to stealing Boss Callahans boat (see page
spook one onlooker, they attack everyone 98).
without mercy. Have players draw a card from the
Action Deck whenever their characters
cross the Bear Doctors bridge. If the
Bear Doctors card reads 2 through 10, everythings
fine. On a face card, a board snaps in
Land half underfoot, requiring success on
Fear Level: 3 an Agility roll to prevent a fall of about
60 feet. A fall inflicts 3d6 damage and
The Pomo Indian tribes were scattered
plunges a dude into the frigid, shadowy
in the Great Quake, most of them killed
water (see the rules for Drowning and
in the aftershocks and resulting floods.
Cold in Savage Worlds).
Those who survived traveled the length
and breadth of the Maze, seeking ways to If anyone pulls a Joker, the whole
reverse the evil medicine that had taken bridge snaps. Make an Agility roll for
hold of the land. One of those survivors each hero on the span to grab hold or
was a shaman named Gauk-buraka, the fall. Depending who was where, the
Bear Doctor. posse might now be split up.
To call Gauk-buraka a mere shaman In the Bitter Waters
might give the wrong impression of Among Gauk-burakas tribe, called
himhes first and foremost a warrior, the Gallinomero, when peoples spirits
considered by most a berserker, clad in departed their bodies they were
the cured skin of the bear he killed to ceremonially cremated and the ashes
claim his title and status. Few would scattered upon the wind. In this way
fight him willingly, and of those only a good souls departed the world with
handful might emerge victorious. honor, and began their journey into the
To the people of Manitou Bluff, Hunting Grounds to join the Great Spirit
Gauk-buraka is simply The Injun, in the sky.
the bearskin-wearing medicine man But wicked spirits suffered another
who dwells on his own little mesa and fate: They were sentenced to live upon
hates trespassers. Some people figure a desolate island in the Bitter Waters.
the heat mustve addled his think box, There they suffered forever, buffeted
while others simply proclaim him off by cold winds and salty spray, with
his mental reservation. But if the Bear no sustenance but broken stones and
Doctor is crazy, he suffers from the seawater. As far as Gauk-buraka knows,
vulpine variety. thats exactly what happened to him

82
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when he was captured and killed by shaman doesnt know some fact, he
Union soldiers on Clover Mesas shores. might be willing to undertake a vision
quest to find out the answer, according
What the Bear Doctor Knows to the Marshals prudence. The Bear
To secure advice or asylum from the Doctor isnt necessarily correct in all his
Bear Doctor, heroes first need to get on assumptionsfor instance, the heroes
his good side. Use the Reaction Table arent really dead (yet). But hes chock
(in Savage Worlds) to determine Gauk- full of conviction and powerful persuasive
burakas first impression of the posse. when he gets a head of steam.
Having one or more native characters If cowpokes actively debate Gauk-
among the group grants a +2 bonus buraka on his contention that they and
to Persuasion attempts to improve the everyone else on Manitou Mesa is a
medicine mans attitude. If the shaman spiritand actually deadplay it as
doesnt cotton to visitors, theyd better a Social Conflict (see Savage Worlds).
vamoose in a hurry lest he get angry The Knowledge (Occult) skill trumps
folks dont like the Bear Doctor when Persuasion in this dispute. In his three
hes angry. rounds of discussion, Gauk-buraka
Gauk-buraka, The Bear Doctor: See points out that he died before he came
page 155. to this place, that he and the heroes seem
If the heroes gain the shamans no more real than the other ghosts
trustthat is, a reaction of Neutral or wandering the mesa, and finally backs
betterhe can share crucial information it all up by citing his reliable sources
on a variety of topics, depending on nature spirits.
what questions the heroes ask. If the

83
R etu rn to M anitou B luff
Can we do anything to send Manitou
Questions & Answers Bluff back to our world?
Here are some specific answers Gauk- (Gauk-buraka ruminates on this one
buraka might give curious buckaroos: for a good long while before he answers.)
Where are we? For a long time I have pleaded with
You are halfway between the living wise ancestor spirits to answer this
world and the Hunting Grounds, question. Here is my answer to you:
the land of the spirits. The town, the Water always flows to the lowest
mesa, everything here is trapped in the point, unless it is blocked. In this way,
shadows between the worlds. and many others, balance is maintained.
Are we dead? It is the same in the spirit world as in the
Yes. Look at your tattered, bloody living worldthings strive to be equal.
clothingyou can see the evidence of But this mesa is like a dammed stream.
your death, and still you do not accept The water is prevented from running its
it. We are all spirits here. Lost ghosts of course. Break the dam, and you restore
a material world, sentenced to this island balance.
in the Bitter Waters. There is a secret garden on the big
Why are we so dang hungry? mesa, where the spirits grow plentiful
A powerful spirit lives over there, on foodstrawberries, nuts, huckleberries,
the big mesa. The spirit is very old, and crab apples, blackberries, and more.
very evil. Its influence makes you suffer There are rabbits and deer to hunt. But
those pangs of hunger. You will suffer the spirits garden grows at the heart
until it is gone. of a treacherous swamp. Snake spirits
Who lives in that town over there? and quicksand are only the least of its
guardians. Obviously, the spirits want
That town is called Manitou Bluff.
to keep people out!
It has always been a haven for the dead
who walk, and the manitou-ridden. A I believe this unnatural place is the
few spirits still dwell there, but their dam that keeps the worlds unbalanced.
lot is a wretched one. Soon they will all Someone must go there and break the
journey into the Hunting Grounds, to dam. Eat up all the spirits food, and
their fates. make sure nothing grows there again.
Doing this could break the medicine that
Is there any way back to the real
holds us here, and free Manitou Bluff
world?
from the Bitter Waters. It could send the
For a long time, I thought there was mesa back to the living world.
no way back from the Bitter Waters. But
now, I am not sure. The white man who
runs Manitou BluffBoss Callahan Sanctuary
somehow provided his people with just In spite of his imprisonment, the Bear
enough food to keep them alive, until Doctor has made the best of things. First
recently at least. Callahan, or one of his he asked the spirits to summon powerful
men, may know of a way back to the medicine over the territory he claimed,
living world. But what good is this for warding it against abominations. Then
a ghost? he set about constructing the rope bridge
to provide easier access to the mesa, and
found a small, secluded cave for a hiding
place. For the most part Gauk-buraka

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stays on his own land, since hes well Allegiance
aware that a very powerful spirit has As long as Gauk-burakas attitude
come to live in Manitou Bluff. He just toward the posse is Neutral or better,
isnt sure which one. or they score at least a single success
A large, ornate sand drawing sits at by the end of a Social Conflict, the Bear
the center of Gauk-burakas mesa. This Doctor answers their questions and lets
is his bear-dancing place, and the them recuperate on his land. Securing
focus of the sanctification the shaman the shamans active participation in the
performed when he arrived. Due to its fight against Famine, should the heroes
wholesome and purifying influence, try, takes a little more doingeither
any supernaturally evil creature that an attitude of Helpful, or five or more
attempts to set foot on the Bear Doctors successes in a Social Conflict.
land must make a Spirit roll at the start The Bear Doctor is a potent Wild Card,
of each round or suffer a wound (see so think twice before you add him to
sanctify in the Deadlands Players Guide). the posses firepower, Marshal. If you
Stepping on the rope bridge doesnt do, consider making him an Extra and
count, only the shamans mesa. The ward letting the players control his actions
incidentally lowered the local Fear Level in combat. Or you could have a player
as well, making this area a pretty nice whose hero bites the dust play the
place to hide out, recover from wounds, medicine man instead.
and so forth.

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Boneyard The Four Grinning Lads


When curious explorers head in the
Fear Level: 6 direction of the Boneyard, they hear
At the end of the trail leading faint voices off in the darkness, raised in
southwest out of Manitou Bluff is the jubilant song. Reador sing if youve a
towns cemetery, universally referred to mind to, Marshalthe following:
as the Boneyard. The name has taken on a Thigh bone connected to the hip bone,
far more sinister meaning since Manitou
Hip bone connected to the back bone,
Bluff was plunged into the Hunting
Grounds. Seems the inhabitants arent Back bone connected to the rib bone...
willing to lie peacefully in the ground Before long the tiny, unfenced cemetery
anymore. In fact, theyre dying to get out! comes into view. There are no more
There are a few reasons heroes than 20 graves, packed closely together
might visit this forlorn place. Several as though space were at a premium.
of Manitou Bluffs townsfolk speak With success on a Notice roll (2) a few
vaguely to newcomers about clues to silhouetted people can be seen moving
be found here, insinuating that when all rhythmically among the headstones and
the Bluffs troubles began, they began crude wooden crosses.
in the cemetery. And The Singin You know the drill, Marshal:
Outlaws buried treasure is rumored When you get close enough to see
to lie somewhere on The Bluff. They say the weird singers in the boneyard, your
John Wesley BivinsThe Singin Outlaw breath hitches up in your throats for a
himselfis buried in the Boneyard. second. Theyre not men or women

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theyre bleached white skeletons with Boneyard Skeletons (3 per hero):
grinning skulls, swaying and singing a See page 137. These creaking, dusty
strangely catchy ditty: varmints are armed with old Bowie
Dem bones, dem bones, dem dry bones, knives (Damage: Str+d4+1, AP 1).
Now hear the word of the Lord!
The skeletons only goal is to draw Treasure Trove
listeners fairly closeright into the The cruel twist of fate for John Wesley
cemetery if they have their druthers Bivins was that hed hidden his last
and lull them into a false sense of big haul in the very graveyard where,
security. They keep right on with their years later, he was finally interred. As
caterwauling, ignoring any attempts rumors of outlaw treasure circulated in
to communicate with them. A singing Manitou Bluff, Bivins fame continued to
deader never hurt anyone, right? Wrong. grow thereabouts. When the beleagured
Boneyard Skeletons (4): See page 137. outlawon the run from dogged US
Agents and Texas Rangerscame back
John Wesleys Revenge to attempt to claim his booty, everyone
and their Aunt Adeleine knew exactly
The Boneyard has always served as who he was. The law dropped on the
Manitou Bluffs graveyard, but it began Bivins Gang like a hammer. After the
to gain notoriety after John Wesley hangings, they buried John Wesley less
Bivinsaka The Singin Outlaw, for than 10 paces from his outlaw gold, and
his tendency to croon during hold- none were the wiser. But rumors abound.
upswas buried there alongside several
The gold remains to this day, if anyone
of his partners-in-crime. People told
looks for it and is lucky enough to find
bloodcurdling tales, as they always do,
it. Each attempt takes four hours, and
and the Reckoners twisted those tales
requires a Notice roll at 6, or 4 if the
into missions for manitous. After evil
searcher is smart enough to use a shovel.
spirits infested the place, fear got the
(You might not want to tell your players
better of everyone and the outlaws
about the penalty, Marshal, lest they
skeletal remains clawed their way out of
correctly assume how high the stakes
the graves.
are!) On a failure nothing is found,
Due to the sheer volume of the singers and with snake eyes that particular
grating song, apply a 2 penalty to Notice search expends eight hours due to some
rolls for any spectator focused on their complication.
act, opposed by the skeletons Stealth.
With success, diggers discover Bivins
What seems at first like a musical-
lost treasuresix buried canvas sacks
comedy routine turns deadly serious as
filled with Confederate gold, payroll
dusty, skeletal deaders quietly encircle
stolen from a Bayou Vermilion express
the posse and close in, brandishing rusty
car in 1879, in the weeks before the Battle
weapons. At John Wesleys direction they
of Lost Angels. The sacks are clearly
always lead off with a song, and end the
stenciled as BV property. The cash totals
show in shrieks and fountains of blood.
$6,240 in CSA gold eagles, a stupendous
John Wesley Bivins: Wild Card. Use haul for greenhorns but closer to just
Boneyard Skeleton stats on page 137. right for a Legendary group of heroes
John Wesley ignores wound penalties looking to cement its reputation.
and fights with a rusty cavalry saber
(Damage: Str+d6).

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across the mesa pools in the quarry
Deaths Quarry like dirty water in a bucket. This makes
it cold, damp, and dark at all times. In
Fear Level: 6
the Dark, attack rolls suffer a 2 penalty
Being torn from its roots and thrust and targets beyond 10 arent visible (see
into the Hunting Grounds wasnt an easy Savage Worlds).
transition for the mesa or its inhabitants.
Read the following passages as the
Although some folks say Manitou
cowpokes approach the area:
Bluff was swallered up by a great
big shadow, the landscape also sank The quarry comes into sight in the
sharply and flash-flooded during the twilight haze, about 200 yards across at
shift into the Hunting Grounds. A four- its widest point. From your vantage, you
foot-deep flood surge swept through see a few folks with guns patrolling the
Manitou Bluff and washed away a good rim, and even at this distance you can
many townsfolk. hear a grim chorus of plaintive moans
and guttural snarls drifting up from the
When the mesa splashed into the
dark, fog-filled depths of the quarry.
Hunting Grounds ragged ocean of
shadows, bobbing like a cork, the A tiny shack stands at one edge of the
floodwaters rushed away and carried the pit, with an equally small covered porch.
bodies of the dead with them. Those that On the porch a mana living man, by
werent sucked down into the shadowy the look of himleans against a post,
whirlpool off the coast ended up here, in lazily smoking a corncob pipe, cradling a
whats been dubbed Deaths Quarry. A shotgun in the crook of his arm.
place where men once took stoneand As you approach he says, Evenin,
even a bit of gold now and thenhas strangers. How kin I be of help to you?
become a haven for the dead. If hes asked what all the moanings
The rocky, uneven floor of the quarry about down in the pit, the man spits,
is strewn with mounds of corpses jerks his thumb toward the quarry, and
and bleached white bones, too many replies matter-of-factly,
to count. Sodbusters familiar with Full o cadavers, I reckon.
Jehosaphat Valley east of Lost Angels This is Justus Mosby, self-appointed
might be reminded of that place. In guardian of Deaths Quarry, and his
some ways, Deaths Quarry is even small but stubborn posse of men and
worse for trespasserswalkin dead, women. The way Justus figures it,
animate hands, gloms, bone fiends, and Manitou Bluffs got enough evil to worry
manitous roam freely and prey on any about without this unholy pit spittin
living creatures they find. up more walkin deadand worseto
But some former residents of Manitou plague them. He and his compadres
Bluff, led by Justus Mosby, have taken keep vigilant, although an abomination
it upon themselves to keep the peace, slips through from time to time.
and make sure all that evil stays in the Justus Mosby: Use Gunman (Veteran)
quarrywhere it belongs. stats in the Deadlands Marshals
Handbook, but add the Command Edge.
Arriving There Hes armed with a shotgun (Range:
Deaths Quarry is one of two deep scars 12/24/48, Damage: 13d6, RoF 1, Shots
in the mesas surface north of town. The 1, Shooting +2), and has 12 extra shells
thick, black fog that sometimes creeps in his pockets. Inside the shack are two

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full cases of dynamite (24 sticks each) One Heck of a Climb: The slopes of
for truly extraordinary occasions. Deaths Quarry are slick and steep with
Mosbys Posse (4): Use Townsfolk stats few handholds, inflicting a 4 penalty on
in the Deadlands Marshals Handbook. Climbing attempts. Its approximately
Theyre armed with double-barrel 50 feet to the bottom (about 8 on
shotguns (Range: 12/24/48, Damage: the tabletop). Rudimentary climbing
13d6, RoF 12, Shots 1, Shooting +2), equipment adds a +2 bonus, while
and each has six extra shells in his or some kind of New Science climbing
her pockets. gear might add as much as +4. Simply
tying a rope around a bodys waist and
Into the Pit lowering them downwith a successful,
cooperative Strength rollavoids the
As insinuated by ex-Agent Sam issue entirely.
Hellmans dream (see page 16), Famine
The Dead: Make a Guts roll for any
loaned Death a little plot of land called
cowpoke who views the scene of horror.
Manitou Bluff before the Great Quake.
Truth be told, all the Reckoners were Huge mounds of bodies and bones
pleased as punch with the way Deaths choke the bottom of the quarry. Moans
mojo took hold and spawned a lovely and howls echo in the dark mist, some far
little spirit nexus in the Maze. Later on, off and some uncomfortably close. The
the nexus provided much of the power smell is dreadful, but many of the bodies
Famine needed to cram Manitou Bluff seem to be decomposing very slowly. Of
halfway into the Hunting Grounds many, nothing but bones remains. Its
and anchor it there. The quarry is what
remains of Deaths swirling energies.
A determined posse might descend
into Deaths Quarry following rumors of
lost gold nuggets or the spirits garden.
Curious folks might climb down there
just to see what all the fuss is about. No
matter why they go, visitors never fail to
stir up a whole mess of trouble.

Deaths Quarry Encounters


d20 Encounter
1 Bone Fiend
2 1d12 Animate Hands
3 1d6 Manitous
4 1d4 Lesser Manitou Swarms
5 2d6 Walkin Dead
6 1d6 Manitous, plus 1d4 Lesser
Manitou Swarms
The following obstacles and prizes
await any souls hardy enough to plumb
the Quarrys depths. Use them at your
discretion, Marshal.

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almost impossible to walk here without
stepping on cold, pale corpses, whose Famines Mire
eyes follow you as you pass...watching.
Fear Level: 6
Pit Patrol: For every hour the posse
Just as Deaths Quarry was once the
remains in Deaths Quarry, roll a d6
focal point of the Reckoners influence
on the encounter table on page 89.
on the Bluff, Famines Mire now sits at
Particularly loud encounterswith lots
the heart of her diminished power in the
of gunshots, explosions, screaming, and
Maze. Between the devastation wrought
carrying onmay draw other interested
by the Flood and the loss of her Servitor,
parties at the Marshals discretion. If
shes just about hit rock bottom. Only the
this takes place, just roll up another
gardens spiritual anchor keeps Manitou
encounter and set em loose.
Bluff from drifting back into the real
Lost Gold: For every hour in Deaths world, although hardly anyone knows
Quarry, the heroes also stand a chance it. And Famine is in no hurry to spread
of stumbling over an old gold claim. the news before her plan plays out. (For
Roll a d6 for each hours time: on more information about Famine and her
a 56, a prospectors small cave or goals, see Famines Choice on page 126.)
sledgehammered boulder is found. Roll
Inside a ring of razor-sharp foliage,
another d6 to see how much of the spoils
hungry quicksand, and venomous
remains: 13 = a rotten pouch containing
snakes, an abundance of food grows in
a single ounce of gold dust, 45 = a pouch
secreta lush garden of pear and apple
containing 1d20 oz. of gold dust, 6 = 1d4
trees, wild vegetables, berry bushes, and
lbs. of gold nuggets in a decaying bucket.
various nuts, along with docile rabbits
Drowned Glom: At the middle of the and deer ripe for the hunting. Between
quarry stands a dark, still lake. Anyone maintaining the spirit bubble holding
peering into its depths sees that its just the town in place and nourishing the
as choked with dead bodies as the rest of mesas evil spirits, its the focal point of
the pit. If the waters are disturbed, the Famines activities on the Bluff.
heroes find out that those arent bodies,
Quite a few people know of the gardens
per setheyre all fused into a glom so
existence, from hearing stories about it or
big it mustve been born full-grown.
seeing visions of it in their dreamssaid
Best not to poke in the water with that visions sent by Famine, via manitous. It
stick, amigo. The drowned glom (see doesnt do the Queen o Bloated Bellies
stats in the Deadlands Marshals Handbook) any good to keep the garden completely
is a carcass leviathan, with 15 bodies secret, because starvation is only half of
fused into its massbigger than any of the equation. The other half is made of
its ilk in the living world. This gives it irresistible cravings and desires, and the
Strength d12+11, Vigor d12+11, Size +14, terrible things people do to other people
Toughness 29, and up to 15 actions per to sate them. When folks want whats in
round without incurring a multi-action the garden more than they can possibly
penalty. Luckily its Pace remains 6, so expressyet live in mortal fear of the
swift-footed searchers still have a chance creatures that guard itthe garden
to vamoose! grows in power. And so does Famine.

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the bottom (about 8 on the tabletop),


Down in the Mire after which a climber needs a successful
This dark, gaping pit looks very Vigor roll (2) to avoid a level of Fatigue
similar to Deaths Quarry when viewed from bumps, bruises, scrapes, and cuts.
from the mesas surface. Its also about Rudimentary climbing equipment adds
200 yards across at the widest point, with a +2 bonus, while some kind of New
slopes that descend about 50 feet (about Science climbing gear might add as
8) to the bottom, and screened by banks much as +4. Using a rope to lower a body
of dark fog. Dense bushes of clinging downwith a successful, cooperative
nettles, thorns, and prickly vines grow Strength rollavoids the issue entirely.
all along the slopes, which doesnt bode Ring o Mire: At the bottom of the
well for explorers. Down in the Dark of pit, a patch of quicksand 18 feet wide
the mire, attack rolls suffer a 2 penalty (3) rings the entire crater. But this is no
and targets beyond 10 arent visible (see mundane quicksand pit, Marshal. Its
Savage Worlds). hungry.
The following obstacles await any Make a Notice roll (2) for the lead
souls hardy enough to invade the Mires character to detect the pool of quicksand.
depths, presented more or less in order Failure means she plunges in to her waist
of their appearance: and begins to sink. The unlucky hero
A Very Prickly Slope: The slopes of sinks completely in three rounds unless
Famines Mire are steep and obstructed extracted. With a successful Agility roll
by all sorts of stinging nettles and thorns, (4) she stops sinking any further and
inflicting a 2 penalty on Climbing floats on the soupy liquid. With a raise
attempts. Its approximately 50 feet to she reaches the edge and crawls out.

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On snake eyes, the character is sucked through the barrier with a machete, but
under immediately and begins to drown this technique avoids any risk of Fatigue
(see Savage Worlds). (as would similar tactics, like burning
Heroes who aid their sinking comrade the plants or blasting a way through
need a successful Strength roll to with dynamite).
drag the unfortunate dude from the Snakes A-Plenty: One problem
quicksand. On snake eyes theyre pulled with going through the quicksand
in and begin to sink too, as above. Once a and the thorn bushestheyre infested
character is under the surface she cannot with venomous rattlesnake spirits.
extricate herself and must be dragged And these arent your garden variety
out by allies on the surface. Finding rattlers, Marshalwere talking about
the character requires success on a diamondbacks with stupendously
Notice roll (2). Extricating a submerged potent venom. A posse headed into the
character requires a Strength roll (2). garden is sure to meet up with 1d8 of
Wall o Thorns: Just inside the these terrors. Use the Snake (Venomous)
quicksand moat is a dense tangle stats in Savage Worlds, but their poison
of bushesstinging nettles, thorny type is Lethal.
branches, and prickly vines. Pushing
How Does Your Garden Grow?
through the scratching, piercing snarl
can be done with a Strength roll, but For those who manage to survive the
requires a Vigor roll (4) to avoid a level approach, a cornucopia awaits.
of Fatigue from hundreds of small, Apricot, pear, peach, plum, cherry, and
bleeding cuts. It takes an hour to hack crab apple trees grow stout and strong,

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their boughs heavy with fruit. Wild
strawberries, blackberries, huckleberries, Vortex o Shadows
and blueberries grow in great profusion,
Fear Level: 6
along with pine and hickory nuts. Wild
corn, onions, potatoes, and carrots The spiritual bubble holding Manitou
thrive. Even small grouse, rabbits, and a Bluff in place isnt without its flaws, what
few deer live here, fattened on the ready one might think of as cracks in its walls.
fare. It seems theres enough food to Hellmouths randomly join the worlds,
feed every livingand deadperson in and a vast, subterranean ghost rock
Manitou Bluff, and keep them satisfied deposit permanently links them. Plenty
indefinitely. of folks fall through the veil between the
worlds, some of them still livingafter
But that would be a catastrophic failure
a fashionand others newly minted
from Famines point of view. She uses the
ghosts. And just as Manitou Bluff draws
garden to tantalize locals with its legend,
in bodies and souls, it has a drainpipe to
and thus inspire negative emotions like
let out all the spiritual waste. This is what
anger, envy, and fear.
the locals call the Vortex o Shadows.
If even a single gooseberry or pear is
The large whirlpool turns slowly,
plucked from a branch and bit into, the
almost deliberately, just off the
dark magic of the place is gone. After
northwestern coast of Manitou Bluff,
only a few moments, the lush garden
at roughly the same location as Little
crumbles to ash. Moreover, when the
Gibraltar in the physical world. An
spell is broken, the bubble holding
echoing howl emanates from it all the
Manitou Bluff collapses and allows the
time. Anyone and anything sucked
mesa to bleed back into the physical
into the shadow vortex ends up in the
world over the course of a few hours (see
Deadlands...and theres no coming back
When Worlds Collide! on page 131).
from that, hombre.
Famine is instantly aware of any
intruders climbing down the walls of her
Mire, and takes pains to get to the garden
The Deadpool
ahead of them if she doesnt wish them Like other whirlpools, the vortex is
to be there. Hungry trespassers emerge divided into three areasthe outer edge,
from the barbed-wire tangle of thorny the turbulent waters, and the maelstrom
vines only to find an angry Reckoner at the center. Make a Notice roll (2) for
waiting at the gardens edge, her deadly whoevers acting as ships lookout. On
set of scales gripped in one outstretched, a failure, the ship enters the outer edge
bony hand. She sits on the back of her of the whirlpool. Now make a Boating
horse Blight, the beast exhaling blasts of roll (2) for the captain. On a success, he
hot, stinking breath. steers the ship clear.
Famine: See page 150. With a failure, the ship is pulled into
the turbulent waters and takes 4d6
Blight: See page 154.
damage. Make a second Boating roll for
See the next chapterSavage Tales the captain, this time at 4. On a success,
for all the details on Famines true goals, the ship is back in the outer edge (use the
and how a determined posse might put mechanics above to escape).
things right, or meet their ultimate fate
With another failure, the ship is
in the attempt. Just remember, Marshal,
sucked into the maelstrom at the center
deservins got nothing to do with it.
and takes 6d6 damage. The captain has

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one last chance to save his ship. He must Because the vortex is a drainpipe to
make a Boating roll at 6. With success, the Deadlands, the opening is swarming
the ship is back in the turbulent waters. with thousands of lesser manitous.
On a failure, the ship is sucked down and These nasty varmints flow up over the
destroyed. The crew take 4d6 damage gunwales as soon as a vessel enters the
and must make Swimming rolls at 6 or whirlpools outer edge (see above). From
spin down the maelstrom to their fate in that point on, as long as the vessel battles
the Deadlands. the whirpool the crew must also fight
A successful Swimming roll at 6 a horde of flying, soul-hungry, spirit
allows crew to escape to the turbulent weasels. This makes it a fair sight more
water. Escaping to the outer edge difficult to escape, Marshal!
requires another roll, this time at 4. As with other spirits and abominations
Reaching still water means yet another on Manitou Mesa, these critters are more
roll, but only at 2. intimidating if they take the form of the
characters loved ones, enemies, and
A Swarm o Teeth Worst Nightmaresinitially, at least.
When the Guts checks are made and the
Although avoiding or escaping the
surprise wears off, they reveal their true
whirlpools tow seems straightforward,
form and attack.
theres one complicating factor that
hasnt yet been mentionedmanitous. Lesser Manitou Swarms (Unlimited):
A whole mess o the little bastards, and See page 141. Place enough swarms to
they bite. completely cover whatever vessel the
heroes are in. As swarms are destroyed
or driven off, they are replaced on

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the manitous next action as long as
the vessel remains within any of the
vortexs three areas. Whos Who in
Manitou Bluff
MANITOU BLUFF Heres a handy summary to help
you keep track of all the movers and
Fear Level: 6 shakers in Manitou Bluff, Marshal.
Price Modifier: x5 Boss Callahan: The grandiloquent
Once a cesspool of the Great Mazes R. J. Callahan runs Manitou Bluff,
worst and dimmest, today Manitou but only at the whim of Famine (in the
Bluff is a picture of things to comeif guise of Martha, see below). Truth
the Reckoners have their say, that is. be told, shes growing tired of him.
Its a haunted town in the midst of a Unless she finds a better prospect
for a new Servitor, the winning
Deadland, ruled in secret by a disgraced
candidate is almost certain to be
Reckoner, where the living and the dead Col. Curtisgiven Boss Callahans
lock horns over a dwindling food supply. moments of squeamishness.
Soon, Famine hopes, its going to provide The Injun: Most folks refer to
her a newly minted Servitor, pickled in this mysterious man as The Injun.
pungent evil, to unleash on the Maze. His name is Gauk-burakaliterally,
With a few eligible candidates in the mix human bearto friends and
already, one might excuse Famine for family. He has none of those out on
thinking shes got the problem hogtied. his little corner of the mesa, where
By September, 1880, three factions he lives in solitude.
exert the most open influence in Manitou Martha: Known to most as Boss
Bluff, those being Randall Jonas Boss Callahans woman, she keeps quiet
and tries to look inconspicuous. In
Callahan and his hard-bitten crew,
fact shes Famineyes, that Famine.
Pastor Willard Burroughs and his Martha runs the show with the aid
flock, and Bob Drake and the Miners of her puppet, Callahan.
Unionmost of whom are Harrowed or The Murtagh Brothers: Brand,
just plain dead men walkin. An uneasy Rex, and Whip Murtagh are rough
stalemate has settled over town, but each customers, among the first living
group has its own plans for domination, souls who planted roots in Manitou
revenge, and maybe even redemption. Bluff. Their saloon has been a local
The arrival of a posse of strangers is sure fixture for years, popular with
to set things in motion. miners.
Manitou Bluff lies near the center of Pastor Burroughs: Willard
the mesa, on the gentle slope of a rocky Burroughs and his flock spend most
of their time holed up in the church,
bluff that rises just north of town. A
where Gods grace protects them for
clock tower looms over the peaked roofs the time being.
like a jaundiced eye, its timepiece backlit.
Bob Drake: A mean, rotten
Stretching south from the intersection Harrowed and head of the Miners
of its two streetsMain Street and Union. He and Callahan are the
Cemetery Roadthe towns low, dark main obstacles to returning Manitou
buildings flank a yawning hole in the Bluff to the workaday world.
earthBob Drakes ghost rock claim.
At the end of Cemetery Road lies the

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Boneyard (see page 86), and Main ends various Points of Interest listed below as
at the rail depot. When the mesa is clear curious saddletramps visit each one of
of shadows and fog, Manitou Bluff is them, stirring up trouble along the way.
visible from nearly anywhere on it. And dont forget to keep reminding your
players of the goldang loud rumbling in
Arriving There their heroes bellies
Because the town is always in twilight,
and the area so dangerous, most folks Points of Interest
be they living or deadkeep indoors Manitou Bluff is near the end of the
most of the time. Any of the Manitou line, on the verge of slipping into the
Mesa encounters (see page 80) might world of spirits and fading from memory.
take place in town if curious hombres But there are still quite a few folks who
poke around alone in the dark, or if you havent given up the ghost, and would be
deem the situation demands it, Marshal. more than willing to help the posse turn
Most times a posse moseying into things around. On the other hand, theres
Manitou Bluff enters what seems like a also a whole passel of varmints ready
ghost town. to stand in the way. What most have in
Read the following: common is a tendency to manipulate
There are no townsfolk about that newly arrived strangers for their own
you can see. Every building is dark and purposes, whether noble or corrupt.
weathered, with most of the windows Bakery
boarded up, and a stale odor rides the
This tiny establishment, now derelict,
breeze. A tall clock tower looms over
was run by a meek woman by the
town, the yellowish clockface staring
name of Darcy Dolores Slater. The
down like a diseased eye, its hands frozen
crescent rolls were particularly tasty,
at precisely one minute past midnight.
but folks kept coming back for her apple
Numerous establishments line the turnovers. Now shes dead, shot down
towns two dusty roadsa hotel, general by a bad-tempered Harrowed, but her
store, Miners Union hall, cigar shop, spirit stubbornly keeps at the task of
undertaker, two gun shops, dispatch stocking the shelves with fresh goods.
office, railroad depot, and more. Scofflaws who break into the old bakery
At the crossroads stands the town soon meet the ghost of its former owner.
hall, with the clock on top of it. Across Darcy says with a motherly smile and
the street is a burned-out livery, near a genuine concern,
local watering holethe Deaths Head Youre strangers. You want to be
Saloon. A lonesome piano plays inside. careful around here, because sometimes
Behind town hall is the marshals office strangers just up and vanish.
and jail, next door to an old bakery
Although this may give your players
now sporting an OUT OF BUSINESS
the heebie-jeebies if spoken in just the
signand the Murtagh Bros. saloon.
right eerie tone of voice, Darcy isnt
Out at the northwestern edge of town,
corporeal and cant actually hurt anyone.
the steeple of a Baptist church looms
Mostly she talks about her recipes if
above a humble schoolhouse.
engaged, arguing that theres really
When the heroes are ready to venture only one correct way to make an apple
forth and take stock of their surroundings, turnover.
let them explore as they like. Consult the

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Beef Warehouses Needless to say, Callahan doesnt want


A pair of long, low buildings, these word of his stash getting out.
barns on the southwestern fringes of Blacksmith
town almost resemble huge caskets when
Its clear to any onlooker that the
the moon is just right. The barn doors are
blacksmith is open for businesssmoke
always kept locked, and the buildings
puffs steadily from the furnaces
are guarded by six of Boss Callahans
chimney, and rhythmic metal clangs
loyalists. They are well-armed with a
issue from inside. Fred Sykes is an
variety of pistols, shotguns, and knives,
irascible old-timer, his scraggly gray
and turn away all snoopers with extreme
beard stained with tobacco juice, whos
prejudice.
served as Manitou Bluffs smithy since
Callahans Guards (6): Use Gunman the towns founding. He takes guff from
stats in the Deadlands Marshals no man, and isnt afraid to cut anyone
Handbook. down a few notches with his incisive
About 20 sides of salted beef hang in observations.
each warehouse, reserves Boss Callahan Sykes is allied with Bob Drake and
secured from the Big M Ranch just prior the Miners Union, and so spends his
to the Great Flood. He uses the meat time repairing picks and shovels, and
to make the thin stew that keeps his manufacturing more for the workers of
loyal followers from keeling over, and Drakes Claim. Hes also been dead for
to provide some motivation for the quite a few years, but a manitou hauled
holdouts of Manitou Bluff to join him.

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his carcass back out of the grave to stoke
the furnace again. As a result, his skin is
Rumors on the baked to a leathery sheath.

Bluff Fred Sykes: Use the Townsfolk stats


in the Deadlands Marshals Handbook,
Talking to the locals about their but hes Harrowedadd the Hell Fire
predicament brings a wealth of and Supernatural Attribute (Spirit
information, some accurate and some d10) Edges. If he has no choice but to
misleading. Its up to your clever fight, he swings a hammer (Damage:
compadres to sort the wheat from Str+d6) or grabs his scattergun (Range:
the chaff. Here are a few rumors the
6/12/24, Damage: 13d6, RoF 12, Shots
posse might learn through certain
2, +2 Shooting rolls).
lines of inquiry, or with a successful
Streetwise rollone rumor per Boss Callahans Boat
success and raise.
Boss Callahan maintains a secret dock
Isnt there any food around these
in a tiny inlet on the mesas western
parts?
shore. His steam launch, Marthas Joy, is
Not much, friend. Boss Callahan
provides a little bit to those in need, tied up there and guarded by four of his
but everyone heres hungry. men. As far as Callahan knows, before
I heard tell o some fruit trees the Great Flood only he could navigate
growin in one o them sinkholes back to the living world and the Big M
north o town, but it probably aint Ranch. Actually, Famine just used her
true. And even if it was, gettin out considerable influence to tear open a
theres more dangerous than its permanent, two-way hellmouth for
worth. Not for a crab apple or two, Callahans boatthe only one of its kind.
anyway. Since the deluge, hes only ventured back
Where do we find this Injun we once. When he found the Big M Ranch
heard about? swept away and the southern Maze
That hermit? Lives all alone on his in ruins, he fled in terror to Marthas
own little mesa, southeast o here. waiting arms.
You got to cross a little bridge to
Boat Watchmen (4): Use Gunman stats
reach it. I dunno if I would make the
trip, compadrethey say that Injuns in the Deadlands Marshals Handbook.
a bloodthirsty killer. He lives on his
Butcher
own cause he couldnt ever adapt to
the white mans civilization. Slaughtering a steer is Caleb Cases
favorite thing to do, but he hasnt had
the chance since he finished salting
the last shipment Boss Callahan
brought in. Since then, hes spent his
time sharpening his many knives and
cleavers, and perfecting the craft of
carving the choicest cuts for the Boss and
his lady Martha to dine upon. Read the
following to the players if their hungry,
hungry heroes visit this place:
As you push the door open a little bell
tinkles at the top. Inside, the only sound

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is the tapping of a few sluggish flies
against the windowpanes. A stale odor
hangs heavy. A gaunt fellow shuffles up Rumors on the Bluff
to the counter wearing an apron smeared Continued...
with blood. His skin is drawn and sallow, Howd Manitou Bluff end up like
and it stretches away from his teeth in this?
a gruesome rictus of welcome. Well, As I recall, amigo, it was the
hello there! What kin I do for you this autumn o 1879 when we heard tell
evenin? o the Rail Barons armies massin
The shelves and display cases are all round Lost Angels. That bein barely
empty, and Caleb claims to have no meat a stones throw from here, you can
bet we was plenty concerned. To be
to sell. Thats only true because Boss
honest, things turned out worse than
Callahan told him not to sell it under any we couldve expected.
circumstances. In fact a kings ransom We saw three explosions on the
of chops, steaks, ribs, rumps, flanks, horizonskull-faced clouds risin
briskets, short loins, and sirloins are upand then the sun was blotted out
chilling in a ghost-rock powered cooling by darkness. The earth shook, houses
box in the back room. With a successful fell down, people was screamin
Notice roll (2), a customer hears the and prayin. A flash flood warshed
machine chugging back there faintly but through town, swept a whole lot o
steadily. folks to their deaths. And when it
was all over and the mesa stopped
Caleb wont let anyone into his back
quiverin... here we were.
room, making use of his butcherin
How do we get out of here?
implements if he has to. If he feels
Thats a damned good question. If
truly threatened, the butcher raises the
we knew the answer we wouldnt be
alarmfetching four of Boss Callahans here!
guards from the beef warehouses across
For a long time after the Battle o
the road (see above)and runs off to the Lost Angels, Boss Callahan provided
Deaths Head Saloon to warn Callahan. us with a few cattle. But that stopped
Caleb Case: Despite his cadaverous about a week ago. Some folks say
appearance, use the Townsfolk stats the Boss must have a boat hidden
in the Deadlands Marshals Handbook for around the mesa somewhere, because
Caleb, adding Strength d8, Fighting how else could he import beeves? But
d10, Parry 7, and a meat cleaver I dont know nothin more about it.
(Damage: Str+d6).

Callahan Manor
Manor is a bit ostentatious for this
plain, two-story clapboard home, but if
thats what the Boss calls it others follow
suit. These days R. J. Callahan more or
less resides at his establishment, the
Deaths Head Saloon (see below), and
rarely returns to his house. The doors
are lockedCallahan has the keysand
a thick layer of dust coats the interior,
proving its floors havent been trod in

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some time. For observers inside, the as outsidebroken glass and a rainbow
upper-story windows afford a clear of candies are scattered all over the floor,
view of Drakes claim and whats going under a thick layer of dust. On shelves
on inside the crater. behind the counter the jars still brim
with licorice whips, sourballs, jellies,
Candy Store fudge, and chocolates. Its not exactly
The idea of a candy shopa delightful what youd call a nourishing meal, but
attraction for rosy-cheeked young it sure seems like food to your growling
unsalways seemed a long shot in a belly.
place like Manitou Bluff. But that never Sure enough, anyone who crams his
deterred Abe Snyder from trying. He mouth full of sweets finds it delicious
was convinced hed be part of Manitou and satisfyinghis hunger is sated for a
Bluffs resurgence as a respectable while, and removes a level of Fatigue if
community. Then the hapless candy- the hombre was aching from any. But all
seller accidentally spilled whiskey on Bob the candy is imbued with Abe Snyders
Drake at the No. 8 Saloon. The following lingering spirit, which tries to grab the
day, a hail of retaliatory bullets proved reins of anyone who eats it.
deterrent enough to put Abe Snyder out
If one of your cowpokes gets
of the candy business for good, and into
possessed, Marshal, take the player aside
the ground. But his spirit lingers, thirsty
and explain the situation so she can role-
for revenge. Read the following:
play appropriately. Abe Snyder initially
The candy shops false front is riddled is amazed and a little disoriented to be
with bullet holes, the display window back inside a corporeal body instead
shattered. Inside, the place is as shot-up of a heap of candy, but his attention

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soon turns to the primary task: getting they dont do a lick of good in convincing
bloody revenge on Bob Drake at the first them to open the door.
opportunity. Burroughs sanctified the church long
Snyders Shade: Abe Snyders ghostly before Famines arrival, making it
presence can affect anyone who eats hallowed groundany supernaturally
his candy. It tries to possess anyone evil creature that attempts to set foot
who ingests even a single piece with inside the church must make a Spirit
an opposed test of SpiritSnyders roll at the start of each round or suffer
Spirit is d10. If Abe succeeds, he a wound (see sanctify in the Deadlands
remains in control of a victims body Players Guide).
and its Physical Attributes and linked Pastor Burroughs: See page 156.
skillsfor 1d12 hours. While Abe is in Jonas Gillespie, Lucy Brandt: Use
control, the targets soul is aware of its Gunman stats in the Deadlands
surroundings but unable to act. If the Marshals Handbook.
target wins the Spirit test he retains
Ethel Nash, Isabel Rojas, Dwight
control of his body, and Abe moves on
Webster: Use Townsfolk stats in the
to try to possess another candy-eater.
Deadlands Marshals Handbook, but add
Church Shooting d8.
This small Baptist church is planted Men, Women, & Children (6): Use
at the northeast limit of town, its doors Townsfolk stats in the Deadlands
closed and windows shuttered. But a Marshals Handbook.
lanterns faint glow is seen within if
anyone takes a few moments to inspect Clock Tower & Town Hall
the place carefully. Knocking on the This dark, dilapidated structure
locked front doors brings a terse, shouted is a testament to the abject failure of
reply from inside: concerned citizens to make a difference
in Manitou Bluff. When a bunch of civic-
No services today, strangers. Now
minded folk decided to make their town
vamoose, if you know whats good for ya!
a place in which a bodyd be proud to
Pastor Willard Burroughs and his raise up a family, they built the town
flock have been hidden here since Drake hall and clock tower to be emblematic
and his boys burned the livery several of their lofty goals. But a duly elected
days ago. They havent ventured out in town council met their violent end at the
the meantime, and Pastor Burroughs has hands of Harrowed angry about new
provided just enough to sustain them statutes that would have made them
by virtue of his special bond with the illegal residents. After murdering the
Almightyhes one of the blessed. His upstanding citizens, the gang ransacked
congregation is scared but they arent all the offices and set off a few sticks of
meek by any reckoning. dynamite inside the clocks gears,
With a successful Persuasion roll pulverizing them.
not counting the benefits of Edges Now poltergeists infest this place,
that depend on appearance, since the playing malicious tricks on intruders.
persuading is done from behind a Objects move on their own, doors slam,
locked doora well-intentioned posse and footsteps creak slowly across upper
can gain entrance, at least temporarily. floors, all timed perfectly to create
Intimidation and Taunt attempts might maximum trepidation in your players,
get the congregations dander up, but Marshal. Even though the clocks gears

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are blown apart, and the hands frozen discretion, they might find any common
at 12:01, a maddeningly steady ticking item of clothing, including Stetson hats
emanates from the clock tower all the or a good pair of boots (although miners
time. boots are far more likely discovered than
Poltergeists: Assume the spooks use cowboys).
the Poltergeist Special Ability at will
Cockpit
see Ghost in the Deadlands Marshals
Handbookbut cant otherwise affect For some reason, Manitou Bluffs
corporeal targets. Harrowed have always loved watching
captive animals tear each other to
Clothier bloody ribbons, while wagering on the
This small, false-fronted shop used to outcomes. You can do the arithmetic,
sell dresses, bonnets, and other finery, as Marshal. Point being, the Cockpits still
well as some garb for the menfolk. Now the best attended show in town. At most
its all shot up and scorched, as though hours, with a successful Notice roll a
it barely survived being set aflame. Its person standing just outside the stout
former owner, Isabel Rojas, spends her stone building hears lusty cheers and
time in the church (see above). Nothing execrations echoing from within its
prevents heroes in need of attire from foundation.
poking around here. At the Marshals The Cockpit is a small, single-story
cornerstone of the little empire Bob
Drake has carved out for himself. He
relies on it as a safety valve for his dead
and Harrowed cronies to blow off steam.
Its also an implied threat from Drake to
his nemesis, CallahanIf I take this away
from the boys, theyll be after you next. As
such, admittance is limited to walkin
remains by a guard who stands watch at
all hours. If he encounters more trouble
than he can handle, he pulls on a thin
string hanging by the front doorthis
rings an alarm bell down in the cellar.
The Cockpits interior used to be a
bar, but the liquors gone and broken
glass glitters all over the floor. Inside,
the frenzied cheering below is audible
to everyone with normal hearing. At
any given time, a few cages hold pitiful,
half-starved animals awaiting their turn
in the pit.
The dirt cellar is dominated by a round
pit at its centerabout six feet deep and
12 feet acrossinside which roosters,
dogs, cats, and other animals fight to the
death. Packed in around it is a stinking,
half-rotten, jostling crowd of deaders

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cheering, cussing, betting, spitting, and men. In fact, everyone eating stew and
generally raising an unholy ruckus. drinking liquor in the establishment is
Winning gamblers get to feast on the one of Boss Callahans lackeysor they
losing animals remains. They all come wouldnt be here in the first place. Rex
to the guards aid if the alarm bell rings, is tight-lipped, preferring to avoid direct
on account of thats what Bob Drake told answers to questions posed to him,
em to do. instead asking strangers how they came
Harrowed (1d6): See page 141. to arrive here, what theyre after in town,
Walkin Dead (3d6): See the Deadlands and so forth.
Marshals Handbook. If any alert shootists wish to scan the
room for the source of their painful
Deaths Head Saloon hunger pangs, or just to see whats lurking
The is Boss Callahans headquarters, in the shadowy corners of the place, roll
home base, and as of late his residence Notice (2). With success a cowpoke sees
too. Its a rambling, two-story building some folks seated up on the balcony,
that dominates the eastern corner cloaked in shadows and a cloud of cigar
of the towns crossroads, sporting a smoke. On a raise the observer can tell
wraparound front porch and balcony, its a portly, well-dressed gentleman
and prominent signage. The saloons and his female companion, both of them
distinctive skull and crossbones emblem returning the observers gaze. If the
was once a tongue-in-cheek nod to the roll is failed, the poor dude cant sense
rumors swirling around Manitou Bluff. anything but his famished, shrunken
Now its just a bad joke. belly... and the wonderful scent of that
When cowpokes thirsty from the trail stew!
go inside, Marshal, apply the effects of Rex Cantrell serves up whatever the
Famines Hunger Pangs Special Ability heroes orderonce. Eating a bowl of
(see page 152) as soon as they set foot stew removes a level of Fatigue. But when
inside the saloons batwing doorsthats theyve finished one stew or whiskey,
because Famines in the room, incognito. theyre asked to join Mr. Callahan on the
Before the players start nagging you with balcony for a spell. This is not the sort
questions, read the following to them: of invitation one refuses. See Big Boss
In the Deaths Head Saloon, a player Man on page 121 when the posse goes
piano tinkles in one corner, providing upstairs to meet with Callahan.
sprightly music for about 20 miserable The Deaths Head doubles as a hotel, so
people in a dimly lit room. Most of the Callahan uses the dozen upstairs rooms
patrons are hunched over bowls, slurping to house his loyalists. As long as they
greedily at bowls of thin stew. A sharp toe the line and follow Callahans every
stab of hunger pierces your insides. order, Famine keeps their hunger sharp
Plenty of tables are arranged on the but not intense enough to cause Fatigue.
ground floor and also above, along a Behind the bar is a kitchen, where
large, railed balcony. The bartender beef stew is made with barely edible
nods at you. He has the largest and most scraps brought from the butcher shop
impressive handlebar moustache youve (see above), and thick beefsteaks are
ever seen. Evenin, he says quietly. seared for Boss Callahan and Marthas
What kin I get you strangers? consumption. A storeroom holds over 30
The bartender is Rex Cantrell, one cases of whiskeyalways a popular item
of Boss Callahans trusted right-hand

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among Harrowed looking to mask their smelled living flesh, they chase it until
stench. theyre destroyed or their bellies are full.
Around the back, a small stable sits Boss Callahan is aware of the operators
empty except for one stall holding a bony, fateone of his lackeys reported it to
swayback mare as black as ghost-rock himbut hes horrified at the prospect of
smokeBlight. The gate isnt latched, but dealing with the situation, so he allows
the unnatural beast just stares at folks it to linger.
with its red eyes like glowing embers. Faminites (2): See page 139.
Mostly Blights here to creep out your
players, but she gets prickly if provoked, Drakes Claim
and doesnt hesitate to attack those who This wide, jagged-edged crater
get too close. provides entrance to whats commonly
Rex Cantrell: Use Veteran Gunman called Drakes claim hereabouts, the
stats in the Deadlands Marshals ghost rock mine that was discovered
Handbook, but add Persuasion d8 not long after Manitou Bluff slipped into
and the Attractive Edge. He keeps a the Hunting Grounds last year. At the
shotgun behind the bar. lip of the crater, beside a footpath from
the Miners Union hall, stands a crude
Callahans Lackeys (20): Use Gunman
shack with a single door and two filthy
stats for 10 of these rough customers,
windows (Notice rolls to peer through
and Outlaw stats for the remaining 10,
them are made at 2). Smoke billows
all found in the Deadlands Marshals
from a stovepipe at one corner of the
Handbook. Theyre armed with a
roof.
variety of firearms and blades.
Inside the shack are two of Bob Drakes
Blight: See page 154.
loyal deaders, charged with keeping
Dispatch Office an eye or two on the mine entrance.
Until a few days ago, Scrape Harkey A small, pot-bellied ghost rock stove
kept at the task hed been assigned by sits in one corner, with a pot of boiling
Boss Callahan in the hours after the watersoftening an old leather boot for
Great Flood strucktrying to contact supperset upon it. On a table sits the
someone, anyone, by telegraph. Working checkerboard Julius and Black Lee use to
in shifts, Scrape and his assistant kept pass the time, when they arent bickering.
sending out pleas for aid around the Despite their seeming animosity toward
clock, to no avail. Two days ago, they each other, they dont stand for any
both succumbed to hunger and became strangers trying to enter the mine,
faminites. Now they mindlessly tap cooperating with their shotgunsand
out an endless distress signal, aware if necessary, pure nitroto drive off
of nothing but their clawing, burning trespassers.
hunger: Julius Ward & Black Lee Owens: Use
TRAPPED STOP HELP US Walkin Dead stats in the Deadlands
STOP PLEASE HELP US STOP SO Marshals Handbook. Theyre armed with
HUNGRY shotguns (Range: 12/24/48, Damage:
13d6, RoF 12, Shots 1, Shooting +2),
Scrape and his youthful assistant are
have eight extra shells each, and a
faminites now. They stay fixated on the
crate of nitro (see the Deadlands Players
telegraph as their best and only hope
Guide) at their disposal.
of getting some vittles, but only until
someone enters the office. Once theyve

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A gradual slope allows anyone to walk again, forming a honeycomb in the dull,
down into the mineor clamber up black ghost rock that fills the earth. Short
out of itwith a successful Agility roll. of using some method to mark the path,
Failure on the roll means to the poor such as spooling out string or dropping
sod tumbles to the bottom and suffers a breadcrumbs, heroes must rely on a
level of Fatigue from bumps and bruises. successful Tracking or Smarts roll (2) to
Buckets full of ghost rock are hauled up find their way out once theyve entered
efficiently with a crude rope-pulley. the labyrinth.
Vapor Fans: A wooden platform Lanterns hung every so often light the
sits on the rocky slope above the mine lonely passageways. Although the close
entrance, which has been widened quarters might make some investigators
considerably. On the platform a ghost nervous, volatile ghost rock vapors dont
rock boiler clanks and howls, powering collect here in enough quantity to be set
two large fans that draw out ghost rock aflame by lanterns, gunshots, or other
vapors. If the mechanism is shut down or incidental combustion. Even powers
destroyed, it takes 24 hours for enough with fiery or explosive Trappings fail
fumes to build up in the shaft that a to ignite the lode. Only concentrated
simple spark ignites them and blows up application of dynamite or nitro, or a
the entire mine (the results of which are deliberate attempt to set it afire, causes
described on page 133). the lode to blow. Or, as noted above,
The Mine: At the bottom of the slope, heroes with destruction on their minds
eight cave entrances open into the mesas could simply shut down the fans and
underworld. Narrow, twisting tunnels wait for the fumes to gather. (See page
burrow into the rock, forking again and 133 for a discussion of what occurs
should a reckless posse take this route.)

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The tunnels are chock-full of miners suit can be restored with proper tools,
both the Harrowed and undead kindall a successful Weird Science roll, and
of them bent toward Bob Drakes goal of 2d6 hours work. It still requires an air
extracting every last ghost rock nugget. supply, though.
They work at it without cease, most of An hombre who travels far enough
them never needing any rest whatsoever. into the mines crosses over into the
None of them realize Drakes quest is waters of the central basin, right on top
spurred by such insane greed it will of Poseidons Lode (see page 71)about
eventually doom them to an eternity in 30 feet beneath the waters surface!
the Hunting Grounds. Consult the Drowning rules in Savage
The miners work in three groups of Worlds to see if they reach the surface.
eight, each with a foreman to direct their Alternatively, a cowpoke stuck in this
labors and provide the proper motivation. predicament might swim back down
When the Harrowed foremans awayor toward the ghost rock, in which case
asleep!the walkin dead play. But all of shed plop right back into the deepest
them fight ferociously in defense of the reaches of Drakes claim. You see,
claim, and they rally to the site of any Marshal, theres only one lode of ghost
confrontations as soon as theyre aware rock shared by both worlds, and its
of them. the keystone linking Manitou Bluff to
Foremen (3): Use Harrowed stats on Clover Mesa. Without it, the bluff would
page 141. drift off into the shadows of the Hunting
Miners (24): Use Walkin Dead stats in Grounds like a ship with its moorings
the Deadlands Marshals Handbook. cut, never to be seen again.
An undead head drifts through the Drake House
mine shafts and tunnels in defiance of
Bob Drakes house was one of the first
gravityshriveled and decayedgiving
erected in Manitou Bluff. Even then he
miners advice on where to dig. It glows
was a contrary cuss, breaking ground
an eerie orange from within, like Deaths
for his adobe ranch-style house a good
own lantern. In fact, the Tell-Tale Head,
ways off from his neighbors. Drake
as the miners call it, expounds on a host
wanted the Miners Union close by, and
of topics if its engaged in conversation,
the rest could go hang for all he cared.
much to the consternation of Drakes
Drakes house is usually uninhabited,
workers.
because the owner spends almost all his
Tell-Tale Head: See page 145. time mining the claim. The most notable
The humidity builds the deeper one things here are a pair of horse carcasses
travels into the mines, until finally the gnawed down to gristle and boneson
air is sopping as a wet sponge. Dripping the dining room table, and a stale stench
water pools ankle-deep in the tunnels, of rot permeating the premises.
and it isnt uncommon to catch glimpses
of intimidatingly large sharks swimming Freight Warehouses
ghostlike in mid-air, or ghostly figures These arent your ordinary freight
wearing weird brass helmets. Shredded, shacks, Marshalthey serve the unique
empty diving suits clotted with blood purposes of the Manitou Bluff rail depot
are a common find. In one tunnel a dead (see below). If Famine doesnt lay claim
Union miner lies rotting in a few feet of to them first, physical folks who die
waterfar beyond aidbut his diving for a second time on the Bluff, as well as

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spirits that are destroyed or dispersed, enter they all look up slowlythey have
end up stacked as spiritual freight blackened, ragged holes where eyes and
on the shelves of these warehouses. mouths should beand silently return to
There are literally hundreds of them, all their game.
wrapped up in sackcloth. Even casual To your right, a faro dealer sits alone
investigation reveals row upon row in a lanterns warm, orange glow. He
of wooden shelves, every one stacked appears a little gaunt, slowly shuffling
10-high with the souls of the dearly a deck of cards. Game of faro, mister?
departed. For living sodbusters who get he asks in a soft voice. High stakes...big
a good look at the inside of this place, payouts.
feel its deathly chill, and understand the The aura of malice is thick, enough to
magnitude of what they see, roll Guts provoke Guts checks. When gamblers
surely this cant be our fate! master their fear, they find the Dealer
more than happy to discuss the rules
Gambling Hall
in a plain and straightforward fashion.
The gambling halls located next door
The minimum bet is ones soul, with loss
to the Deaths Head Saloon, and across
indicating forfeit of the betters soul to
the street from the Murtagh Brothers
the dark powers upon his or her death,
No. 8 Saloon. Read the following if any
whenever that may occur. The Dealer is
aspiring card sharps go inside:
careful to point out beforehand all the
For a gambling hall, this place is dark implications of soul-wagerin. The house
and poorly attended. At a poker table in allows bets on credit for those who
the back, a half-dozen spectral cowboys lose their souls, and souls can even be
hunch over their cards. When you won back in successive hands, fair and

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Dealer can do is run the faro table
(Gambling d12+2), dispense winnings,
Curtis on and collect lost souls.
the Bluff General Store
If the Harrowed Colonel Curtis The general store lies on a lonely stretch
is killed with a head-shot in the of Cemetery Road, between the shooting
physical world, he crosses over to range and produce market. Like those
the Bluff like any other Wild Card. derelict establishments, the general store
What then? First off, his manitou is is out of business, all its windows shot
most likely running the show. Upon out at some point in the past.
arrival in the Hunting Grounds, the There is no food here, and what gear
slimy worm tries to seize Dominion
remains is inexplicably decayed and
from the hapless Colonel, gaining +2
covered in dust. If a cowpoke searches
to its Spirit roll.
here for a common piece of Gear from
When Curtis tracks down his
former troops in Manitou Bluff, he the Deadlands Players Guide, roll a d6: on
finds them allied with Bob Drake a 36, the desired equipment is present,
and the Miners Union. Curtis and but in El Cheapo condition. The store
Drake compare notes on the nature holds no weapons, ammunition, or
of the ghost rock lode, and at last explosives.
they both come to understand
how the sites are linked. They join Greggs Guns
forces to get back to the inner basin This gun shop on Main Street is open
together and extract all the ghost for business, manned by the steadfast
rock they can! and blunt Ernest Gregg. Gregg is on
Boss Callahans payroll, but he sells
his wares to any customer who comes
a-calling, be they Murtaghs, Drakes
square. See the Gambling skill in Savage
deaders, Callahans boys, or strange
Worlds. A soul is valuated at $100 here.
newcomers. Martha instructed Callahan
For each hand a faro player wins, to put these policies into play to, as she
however, in addition to cash that lucky put it, maintain some illusion of freedom
cowpoke permanently gains a single, while retaining control. In reality, it just
random power from the Deadlands serves Famines plans if ornery hombres
Players Guide. The power is activated at can blow each other to kingdom come
will with Spirit, uses no Power Points, whenever they please.
and cannot be maintained beyond its
Ernest Gregg: Use Townsfolk stats in
base Duration. The Trapping for this
the Deadlands Marshals Handbook, but
power is always something spooky and
add Shooting d10, plus the Loyal and
weird.
Big Mouth Hindrances.
Cowboy Ghosts (6): These gamblin
shades have no power to harm Gunsmith
cowpokes beyond provoking a Guts Harold Dibrell the gunsmith lived on
check upon seeing their horrible Cemetery Road, and thats where he died.
affliction. To prepare for their night of atrocitysee
The Dealer: If hes physically page 22 for the full storyDrakes gang
challenged, use the Normal Manitou decided first to load up on six-shooters,
stats on page 142. Otherwise, all the scatterguns, and ammunition at Dibrells

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place. When Harold, fearing evil results, he can access black magic powers in a
declined to sell them what they wanted pinch.
they shot him dead and ransacked the Oral Skinner Mabry: Use Cult
store. Now Harrys angry ghost defends Leader stats in the Deadlands Marshals
his decrepit property from beyond the Handbook.
grave, launching volleys from ghostly
Colts. Livery
Harry Dibrell: Use Ghost stats in the Site of the Drake Gangs murderous
Deadlands Marshals Handbook. Dibrell rampagewhich occurred mere days
has Shooting d12, the Two-Fisted before this adventure takes placethe
Edge, and his Chill of the Grave livery is little more than a pile of cold
Special Ability is a pair of ghostly ashes. No human corpses, or carcasses
Colts (Range: 12/24/48, Damage: 2d6 of horses or other livestock, remain. See
nonlethal) with unlimited shots. page 22 for the full story of that terrible
night.
Hatter
Like most of Cemetery Streets shops, Manitou Bluff Hotel
the hatter went out of business in those Crouched like a great, decaying beast
dark days after the shadows swallowed between the Miners Union hall and the
Manitou Bluff. The false-fronted shop pharmacists shop, the formerly majestic
contains a good deal of old, dusty stock Manitou Bluff Hotel has fallen into
much of it riddled with bullet holesfree ruin. Its broken windows are dark, its
for the taking. Stetsons outnumber other gables crumbling, and its roof and front
brands by a long shot. balcony sag under the weight of age
and disrepair. But despite a forbidding
Leather Goods aspect, to all eyes an agile cowpoke
The leather goods shop sits next to might be able to leap (with a successful
Moodys Billiards at the north end of Agility roll) from the hotels upper story
Cemetery Street. A sign marks it open to the second floor of the Miners Union
for business, and inside the many fine hallshould anyone be so inclined. First
saddles, reins, saddlebags, overcoats, an aspiring jumper has to brave the
and other gear are kept polished to a hotels interior.
high shine. Oral Mabry keeps himself This place has a typical layout, with
busy manufacturing new items to order lobby, offices, and storage downstairs,
from his remaining stock of cowhide, and guest rooms on the upper floor.
and the old, slightly senile fellow is But in every room visitors find scenes
courteous to a fault. of horror more terrifying than the last.
Success on a Notice roll means a The hotels structure is inhabitated by a
cowpoke notices a sweet, rotten odor in greater manitou, an old and evil spirit
the shop. Thats because Oral Mabry is that exists only to sow misery. It can
also a remorseless killer who fashions sense the Worst Nightmares and negative
leather goods from his victims skins. emotions of anyone in the building, and
Mabry went stark raving mad when the uses its Warp Perceptions Special Ability
Bluff entered the spirit world. Now hes to personalize horrorscapes for visitors.
so far gone he cant acknowledge the When it has inspired enough fear, it tries
terrible things hes done, even though to snack on a few tasty cowpokes.
Manitou, Greater (1): See page 142.

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Marshals Office & Jail or dead, without Bob Drakes express


When the posse arrives in Manitou approval. Sneaky buckaroos trying
Bluff for the first time, the office is locked to bluff their way inside add +2 to
up. A sign in the window reads Persuasion rolls if they specifically
mention Drakes wishes.
ON BREAKBACK IN 15 MIN.
Guard (1): Use Harrowed stats on page
On subsequent visits, the characters
141.
find a standard jailhouse, equipped with
two cells and a small office area. Marshal The hall holds the usual features of
Jim Cross is solidly in Boss Callahans such an establishmentlarge meeting
corner, but lately his conscience has room, offices, storerooms, files, and
been eating at him something fierce. As so forthall in total disarray. Inside,
a consequence hes been using Orville four more deaders while away the time
Harts laudanum to dull his pain and until their next shift. Theyre actually
worry. dreaming of ways they can cause more
mayhem in town, unsatisfied with
Marshal Jim Cross: Use Gunman
Drakes plan to mine out the bluff. An
(Veteran) stats in the Deadlands
infestation of animated hands scurries
Marshals Handbook, adding the Habit
all around the place too. They stalk living
(Major, laudanum) Hindrance.
prey before swarming and throttling it.
Miners Union Hall Miners (4): Use Walkin Dead stats in
Heres where Drake and his growing the Deadlands Marshals Handbook.
gang of deaders hold their meetings Animate Hands (4 per hero): See the
and conduct business. Though Drake Deadlands Marshals Handbook.
and most of his cronies are at work for The only orderly area is the large, dirt-
as many hours a day as their manitous walled cellar, which Drake expanded
allow, the hall is never left unguarded. before he began to pack it full of ghost
After all, it currently serves as a secure rock barrels. Now the cellar holds close
vault for the fruits of all Drakes labors! to two tons of ghost rockover 3,800
Read the following to players when a pounds of the evil stuffmined from
cowpoke moseys past: under the Bluff.
A lone sentry leans on the Union Needless to say, if it goes up in flames it
Halls front porch, nearly invisible in explodes and takes the hotel and mining
the shadows, his eyes glittering under a supply store with itnot to mention
wide-brimmed hat. Hes still as a stone, flattening the candy store, tobacconist,
so its tough to tell whether hes staring and undertaker across the street
at you or not. leaving an enormous, smoking crater of
If anyone approaches, read on: flaming debris where they stood.
The barest hints of the sentrys patchy
Mining Supply
beard and gray, leathery chin are visible
when he asks, What the hell do you The gaunt but agreeable Epp Reno
want? You hear the dry, sandpapery and his wife Mildred run the mining
sound of his hands tightening on a supply store. Mostly they give Drake
shotgun barrel. and his deaders whatever they ask for.
The shelves are fully stocked with picks,
The guard has keys to the locked front
shovels, buckets, specialized garb, and
door, but isnt interested in allowing
other tools of the trade. An authorized
admittance to anyone, whether living

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seller of Smith & Robards infernal busy in the mines, but all the same Bob
devices, Epp carries most items listed Drake keeps a few of his trusted minions
in the Deadlands Players Guide (and here to keep an eye on things. After all,
more, if the Marshal has access to The owner Beatrice Moody is Bob Drakes
1880 Smith & Robards Catalog). Vehicles main squeeze.
are prefabricated but require assembly, Read the following when a posse
which requires a successful Repair roll enters the place:
(at 2), tool kit, and 2d6 hours work. A trio of stick-thin hombres, clothes
Mad scientists eager to refurbish the hanging on their wasted frames, play
diving suit found in the mines (see a game of eight-ball in the back. The
Drakes Claim, above) can purchase an click of the cue ball against billiards is
air compressor here for the steep sum the only sound until one of the spindly
of $4,500. But with so few customers to fellas starts in to coughinga deep,
shop his wares, Epp is willing to haggle. rattling hack that gurgles with phlegm.
Epp & Mildred Reno: Use Townsfolk Every time he seems about to let up, the
stats in the Deadlands Marshals revolting cough starts again.
Handbook. If visitors decide to stay, a woman
Moodys Billiards appears on the balcony and comes
downstairs. She wears a high-necked
Though its not far from the rival
blouse, slightly shabby petticoat, and
Deaths Head Saloon, at the end of
blue skirts, along with a bit too much
Cemetery Road, Moodys is the chosen
powder makeup in an attempt to mask
haunt of Drakes crew when theyre not
her fading beauty. She exclaims,
busy in the mines. Theyre almost always

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Customers! Always happy to see new with a raise), as they are racked with
customers. Im Beatrice Moody, owner spasms and convulsions. Given two
of this fine establishment. It may not look more hours of rest, the Fatigue passes.
like much right now, but the stampede Walkin Dead (3): See the Deadlands
begins later on when the mine shift Marshals Handbook. These deaders
ends. Can I buy you folks a drink, on the are utterly loyal to Drake, and armed
house? with a shotgun, Colt Peacemaker, and
Beatrice seems delighted to serve up Bowie knife, respectively.
refreshments, making small talk and Beatrice Moody: See page 146.
pleasant conversation. Actually shes
prying to discover how the newcomers Murtagh Bros. No. 8 Saloon
feel about her lover, Bob Drake. Beatrice The Murtagh Brothers saloon is a
Moody has picked up a unique skill or small, single-story building with false
two since her Harrowing years ago: If front and porch. Inside, a few miners
she catches wind of any plans to oppose both the living and dead varietiessip at
or harm Drake, Beatrice poisons the their drinks and look melancholy. Ever
plotters drinks the first chance she gets. since Manitou Bluff stopped receiving
If a character drinks liquor thats food and everyone took up sides with
spiked with Beatrices secret spice, either Callahan or Drake, the Brothers
theyre in for a rough night. About six Murtagh have been unable to drum up
hours later, roll Vigor for anyone who much business. Only a few regulars
drank it. Failure means the poor devil remain. It probably doesnt help that
dies vomiting blood. Even with success the brothers live up to their names,
a drinker gains two Fatigue levels (one

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lacerating new customers with a steady Good day, gentlemen, he says
stream of verbal abuse. with a thin smile. May I interest you
Miners (3): Use Townsfolk stats in the in a therapeutic elixir? His eyes are
Deadlands Marshals Handbook. strangely distorted behind the lenses he
Deaders (2): Use Walkin Dead stats in wears.
the Deadlands Marshals Handbook. A small, notarized sign on the counter
Brand, Rex, & Whip Murtagh: See designates Orville Hart as an officially
page 155. authorized dealer of Smith & Robards
therapeutic products. Characters may
Newspaper Office purchase Greased Lightning Pills,
The dark, silent newspaper office Restoration Elixirs, and Vocal Unction
stands on Cemetery Road between Elixirs (see the Deadlands Players Guide)
the deserted gunsmith and hatters at five times the standard cost.
shops. Once the Manitou Bluff Beacon Opiate elixirs are available for $25 per
was published here daily to some dose. Drinking one makes a character
small acclaim and a lot of grumbling. tranquil and dulls pain, allowing him to
Seems freedom of the pressand ignore 1 level of wound penalties for a
prying reports about Boss Callahans single hour, after which he gains a level
mysterious beef shipmentsled to the of Fatigue for six hours. Additionally,
untimely disappearance of editor and every time a character drinks one of
publisher Harland Ellis. Now the place these elixirs, he must make a Vigor roll.
stands as mute testament to the results The first time one of these rolls is failed,
of questioning Manitou Bluffs status the character gains a minor Habit. The
quo. The printing press and equipment second time, the Habit becomes a major
are smashed beyond repair. Hindrance.
Orville Hart: Use Townsfolk stats
Pharmacist
in the Deadlands Marshals Handbook,
Orville Hart is the local chemist, adding Healing d6, Knowledge
and is cherished by virtue of what he (Chemistry) d8, and Knowledge
provides. In addition to the medicines (Medicine) d8.
vital for survival in a small town, Hart
specializes in various opium-based Produce Market
compounds used by locals to blot out Like most establishments on Cemetery
their predicament, or dull their guilt Road, the former produce market is
about various misdeeds. Even the town deserted and falling to pieces. No food
marshal has fallen into addiction. remains; even the spoiled fruits and
When the posse visits the chemist they vegetables were consumed by desperate
find a subtly unnerving scene: residents and ravening faminites.
The chemists shop is dry and quiet, Anyone who goes to sleep in this ruin
with motes of dust drifting in the stale has intense nightmares about Famines
air. An oval, hairless headalmost like a Mire and its abundant garden. Dreamers
pink eggrises from behind the counter wake up with a level of Fatigue from
to a height of about five feet. Barely. The exhausting dreams about gorging
man attached to the egg-head wears a themselves half to death on natures
perfectly white apron, with hands that delicious bounty.
are soft and pink, and uncommonly thick
spectacles.

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ghostly railway agent named Peter, who
is kind and patiently answers questions
unless aroused to anger.
A secret known to nonenot even
Famineis that living folks (including
Harrowed) who ride the ghost train out
of Manitou Bluff fall into a deep slumber.
They awaken some time later in the
physical world, at the Six Hills Railhead
depot (see page 60). Theyve probably got
some serious explaining to do!
Peter, Railway Agent: Use Ghost stats
in the Deadlands Marshals Handbook.

Schoolhouse
The schoolmarm, Virginia Hancock, is
a stern iron lady, and a bit of a tinhorn by
anyones estimation. She proudly retains
her upper-crust, Back East accent. But
these days shes feeling a little more
humble, and a great deal more afraid.
She spends her time holed up in the
church with the rest of Pastor Burroughs
faithful.
Rail Depot
At the peak of the schoolhouses
The rail depot didnt exist when
popularity back in 1878, when an influx
Manitou Bluff sat in the Great Maze,
of so-called respectable citizens
by most folks recollection. A few days
threatened to drive away most of the
after the Battle of Lost Angels (1879)
existing Harrowed population, the
and the Bluffs shift into the Hunting
schools roster only listed three students.
Grounds, the depot appeared as though
Two of them attended only a single
emerging from a mirage. Its walls seem
day of class. Not long after, a spasm of
insubstantial, and the spectral tracks
violence led to the deaders reasserting
stretch off into the near distance to
their authority...and the last student
simply vanish from sight. Each week the
moved away with her family.
ghost train rolls into the station to collect
its freight. The school hasnt been used since
then, except by a solitary visitor from
This is what you might call the
the Hunting Groundsa demon called
Afterlife Express, Marshal. Here souls
Eligos. Duke Eligos appears as a four-
that fail their second chance at life
foot-tall imp with dark, reddish-orange
begin their final journey into the great
skin and batlike wings, but his small
hereafter, provided Famine doesnt
stature belies his true power. The
claim them first. For most, that means
creature hopes to enter Famines service,
an all-expenses-paid trip to the hottest
and by doing so gain some small measure
depths of the fiery Deadlands, but a
of additional influence for himself.
lucky few get their golden ticket to
paradise. The depot is maintained by a

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Duke Eligos: Use Demon stats in the a Colt Peacemaker (Range: 12/24/48,
Deadlands Marshals Handbook, but Damage: 2d6+1, RoF 1, Shots 6, AP 1).
Eligos has Size 1 and Toughness 7 (1).
Tobacconist
Shooting Range Wilbur Charles owns this shop,
Sporadic shooting can be heard from selling cigars of varying quality from
outside this desolate place. Pretty much 25 to $5 each. Wilbur is pretty low on
the only establishment on Cemetery Road the totem pole as far as Boss Callahans
thats still in use, the shooting gallery operation goes, yet he tends to feeland
once played host to the most fearsome actsuperior to nearly everyone who
gunmen the Maze could vomit onto the enters his shop. He also sells tobacco by
Bluffs shores. Lets face itwhen your the pouch for rollin, and by the tin for
adversary isnt particularly susceptible chewin.
to lead poisoning, a duel loses much Wilbur Charles: Use Townsfolk stats
of its thrill. Manitou Bluffs Harrowed in the Deadlands Marshals Handbook,
switched over to target shooting a while adding the Arrogant and Habit (Minor,
back to prove their mettle. These days a tobacco) Hindrances.
few deaders can be found here, polishing
up their accuracy, and keen to give any Tonsillary Parlor
newcomers a hard time. Barber and dentist Freeman Strickland
Target Shooters (1 per hero): Use runs this establishment. Two grizzled old
Walkin Dead stats in the Deadlands regulars sit around making small talk
Marshals Handbook. Each is armed with but rarely pay for a shaveBurl Hewitt
and Rory Parks. None of these men are

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especially influential, nor are they a cooper, and amateur scholar of history.
source of much useful information. But Lucky for him, Boss Callahan pretty
they tell eerie tales of shadow creatures much forgot all about him in the chaos
creeping down Manitou Bluffs streets, of the past week. He does good business
a lost stash of Confederate gold in the making barrels for the Miners Union.
cemetery south of town (see Boneyard Thaddeus knows more about the local
on page 86), and the ongoing scuffles factions than anyone else, willingly
between Drakes Boys in the Miners sharing whatever information you want
Union and Boss Callahans gang. Mostly your group to know, Marshal. Thaddeus
they complain of intense hunger offers to help the posse in any way he
little do they know theyre soon to be can, perhaps even approaching them on
faminites. his own initiative. With half the town out
Freeman Strickland, Burl Hewitt, & to get him, he has little to lose in aiding
Rory Parks: Use Townsfolk stats in the other troublemakers.
Deadlands Marshals Handbook. Use the When the posse visits Middletons
Faminite stats on page 139 the second establishment, he is engaged in the
time heroes visit. task of building barrels. A garrulous
fellow, Middleton speaks of his exile
Undertaker
on the mesa in wistful terms and offers
Just before the recent deluge, Boss his aid to the group. He is certain that
Callahan decided that one resident of Boss Callahan is up to no good, because
Manitou Bluff was a little too inquisitive despite all his promises of more grub on
to be allowed to stay. That man is the way, nothings yet materialized from
Thaddeus Middleton, undertaker, his claims.

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Thaddeus has a small, hidden library a row of dark, abandoned shops. It
of occult books and folios stashed away was consumed by a fire set during a
in a closet under the front hall stairs, left performance back in 1878several
over from his days as an educator Back audience members and most of the
East. performers perished. The tragedy
Middletons collection includes many sounded the death knell (so to speak) for
classic volumes, as well as a few rare the noble attempt to civilize Manitou
copies of Hoyles Book of Games, a damaged Bluff. After the Willow Theater Fire of
partial copy of the Necronomicon, a 78, most folks with such high-minded
Whateley Family Bible, and several ambitions set off for friendlier places in
installments of a series called Cults of which to achieve them.
North America published by an obscure The performers ghosts, anchored to
press in New York City. If a scholar uses the theaters ruins, perform their final
the library, add +2 to Investigation and show over and over againthe bloody,
Knowledge (Occult) rolls. closing scene of Hamlet. No sounds
Thaddeus Middleton: Use Townsfolk emerge from the ghosts moving lips,
stats in the Deadlands Marshals but a performance can be quite beautiful
Handbook, adding the Curious to witnessas long as the ghosts dont
Hindrance, and the Scholar Edge tied hear. If they notice any interlopers,
to his Knowledge (History) d10, and they swarm to the attack in a howling
Knowledge (Occult) d10 skills. whirlwind of angry spooks. Apparently
they dont appreciate critics.
Willows Variety Theater Ghostly Thespians (1 per hero): Use
This buildings charred hulk stands at Ghost stats in the Deadlands Marshals
the end of Cemetery Road, bookending Handbook.

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118
Savage Tales
Here we are, Marshalhaving circumnavigated Clover Mesa, visited all
its coastal settlements, and pierced the dark heart of Colonel Curtis
operation, we passed through the eye of the proverbial needle into
Manitou Bluff. There we explored a hellscape Famine created to
assessand eventually selecta new Servitor, and got acquainted with
the rogues gallery of heroes and villains trapped in it.

Thats all well and good, but maybe youre left wondering how to turn
it all into a satisfying adventure.

Weve got you covered, Marshal.


This chapter provides guidance as to Fated for
how the whole thing might play out, Conflict
whether your group is on a mission to
stop Colonel Curtis, trying to insinuate Generally speaking, this adventure
themselves into one of Clover Mesas involves arrival on Clover Mesa,
towns, or hell-bent on defeating Famine exploration of its mysteries and possible
herself. Weve even got a scenario for conflict with Colonel Curtis forces,
Marshals who want to tempt their poor transition into Manitou Bluff and its
heroes into taking on the heavy crown of mysteries, and finally a return to the
Servitor for themselves. physical world and a resolution to the
To figure out how to motivate your whole epic tale. Return to Manitou Bluff
group to go to Clover Mesa in the is designed to handle the concerns of
first place, see The Setup on page 29. a wide range of character types, so the
Following are several Savage Tales and path they take is largely theirs to choose.
story seeds to cover likely avenues an To make this easier on you, Marshal, we
enterprising posse may take once it present all the information as a setting,
becomes embroiled in local politics and rather than scripting a single path
enters the Hunting Grounds. through it.
Note that these tales arent completely But no matter what motivates your
self-contained; a proactive posse might group, theyre certain to find themselves
find itself simultaneously enmeshed in in a powder burnin contest before the
more than one, or going about things in whole storys been told. The question is
an entirely original way. Thats just how who they choose to fight against.
the gory story of Manitou Bluff unfolds,
Marshal. Against Curtis
Deposing or arresting the corrupted
Colonel is likely the posses aim, and
events probably make Curtis their

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mortal enemy before alls said and done. Union Enclave on page 67or just takes
Curtis is a brutal, pragmatic leader on pains to bust up Famines program in
his own, but when his manitou antes up Manitou Bluff, there are consequences
all other bets are off. The spirits only for the Unions aquatic mine. See the
goal is to spread misery and fear among Savage Tale When Worlds Collide! on
the Union soldiers, and to all corners of page 131 for more details.
Clover Mesa if possible. Put simply, it
just wants to keep the bad times rollin. Against Famine
A creative posse should be able to Although theyre not aware of it
devise dozens of ways to attack Curtis before they set out for Clover Mesaand
operation. They might ally with one or probably dont relish the thought even
more of the Unions rivals on Clover Mesa when they cross over to Manitou Bluff
and lead them in a direct assault on the the heroes real fight here is against
central basin, infiltrate a Union mining Famine. If your intrepid pistoleers had
crew and foment a mutiny, hijack one a hand in causing the Great Flood that
of Curtis vessels and see what mayhem obliterated Lost Angels and expelled
results, or attempt to commandeer Reverend Grimme from the Weird West,
the steam gate and render Curtis Famines well aware of who the heroes
vulnerable to a naval assault from Fort are. Worse yet, shes interested in getting
Lincoln. They might also arrive via the to know them a lot better.
portal from Drakes claimappearing As long as Famine hides behind her
underwater among diving-suited miners guise of Martha, newcomers in Manitou
and sharksand be forced to explain Bluff deal with her lackey, Boss Callahan.
themselves to nonplused Union captors. He engages a gang of strangers as soon
When the posse interacts with Curtis, as hes able, contracting their services in
remember the manitou is watching and an attempt to learn their capabilities and
listening. If the heroes blather about weaknesses (see Big Boss Man, below).
their visit to a spooky spirit world called Keep Famine behind the scenes and
Manitou Bluff, try to warn Curtis about let her threat build gradually, Marshal.
the consequences of Poseidons Lode Sooner or later, inquisitive hombres
playing out, or some similar nonsense, figure out theres more to Callahans
the evil worm in Curtis head attempts operation than meets the eye, and the
to take control before he can show any real foe is a whole lot scarier.
compassion or understanding. Lucky for your sodbusters there are
Pity the poor cowpokes who fall into several ways to fight Famine, and they
Col. Curtis clutcheshes the head dont necessarily involve going mano-a-
honcho around these parts, and he mano with a Reckoner. Despoiling the
acts like it. He has the heroes tossed garden in Famines Mire or eliminating
into his ironclads brig to cool off. Then all the possible candidates for Servitor
theyre questioned at length about their are good ways to ruin her plans,
activities, their employers, and anything although shes likely to clean a few
else Curtis or his manitou wants to cowpokes plows for retribution (see
know. When the captives seem to have Famines Choice on page 126). If the
no further value, the Colonel flings them heroes cause Manitou Bluff to fuse back
into the drink as shark food. into Clover Mesa and emerge in the
Whether the posse takes a concerted real world, Famine is exiled back to the
fight to Curtis doorstepdetailed under

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Deadlandsthis solves other problems
to boot (see When Worlds Collide!).
Desperate Business
After Callahan and your buckaroos
take a few moments to size each other
Big Boss Man up, Callahan says in a gruff voice,
Glad weve got this time to jaw,
Location: Manitou Bluff (Fear Level 6) pardners. Please, take a seat. Have a
Run this tale when a posse moseys into cigar. Whiskey? Help yourselves.
Manitou Bluff looking for food, work, or Dont mind Martha here, shes just
answers to their newfound predicament. suspicious o strangers mostly. Looks
Allow them to wander as is their wont, after my old hide, if the truth be told.
or subtly guide them to the Deaths And aint we here to tell the truth? I says
Head Saloon. Mosey on over to page 103 we are, and so we shall.
for a detailed account of what happens
The truth is sad and shortwere
when strangers arrive, then come back
trapped, were starvin, and all them
here when the cowpokes accept Boss
dead folks in the mine would sooner
Callahans request to speak to them.
eat the livin than live next door to em.
Well wait, Marshal.
Their leaders a rattlesnake by the name
o Bob Drake. Hes about as sociable as
Meet the New Boss an ulcerated back tooth. Maybe you seen
Up on the balcony, Callahan sits at a the livery what burned down? A whole
private table, with his special lady friend family and six horses butchered, thanks
Martha beside him. Read the following: to Bob and his crew. Gonna be a war here
Cigar smoke hangs in a thick cloud soon.
around Boss Callahans table, where the I aint too proud to say we need help,
portly gent sits smoking and sipping a amigos. And I dont see anybody else
glass of whiskey. Your bellies rumble at around sides you. If youve a hankerin
the sight of a thick, half-eaten beefsteak, for some grub, weve got a little to share
boiled potatoes, butter, and a few bright in payment for your troubles.
orange carrots discarded on a plate in With success on a Notice roll opposed
front of him. Beside the Boss sits his lady, by Callahans Persuasion, a watchful
who stares at the lot of you with barely caballero notes that Boss Callahan
concealed malice. doesnt seem to be telling everything
When characters enter Famines he knows. With a raise on the Notice
presence, her Corruption Special roll, its clear Callahans attempting to
Ability (see page 152) takes effect on any manipulate the group, but for what end
rations or other foodstuffs they might they cant say. Martha doesnt say
be carrying. Famine keeps the food anything at all.
(somewhat) fresh for Callahan and his Despite the obfuscation, Callahan is
men, not just to keep them loyal but also forthright about the towns inhabitants
to make Callahans offer to newcomers and its plight of being trapped in a
that much more enticing. weird shadow-world. He answers the
Boss Callahan: See page 156. cowpokes questions on such topics to
Martha: See Famine on page 150. the best of his knowledge. He also tries to
draw out as many details of the heroes
situation as he can.

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Assuming the posse agrees to help out, restore the clock tower to working
the Boss assigns them one or more tasks. order, thereby raising the townsfolks
Callahans looking to test the heroes morale.
mettle and usefulness, while Famines Put a stop to Drakes gang: Face off
deciding whether theyd make suitable against the murderin deaders that
candidates for her new Servitor, but its burned down the livery. Bring em to
all leading up to the main event: taking justice, or bring justice to them. The
on Bob Drake and his cronies. Miners Union hall and Drakes claim
Here are some jobs Callahan likely are good places to start.
gives the group to see what theyre
capable of. Others are possible too, Escalatin Evils
Marshal.
If the heroes are willing and able to
Clear out the dispatch office: Boss do Boss Callahans bidding, they are
Callahan knows something unnatural rewarded richly for their efforts with
has befallen Scrape Harkey, but not cash and gear, and most importantly
what. Remedy that, and resolve the served enough food to ward off Fatigue.
situation. But once the cowpokes have proven their
Lay Abe Snyders spirit to rest: Face worth, Famine raises the stakes a bit.
down the spooky presence that haunts She knows what theyre capable of,
the candy store. so she looks to find out how far theyre
Banish the poltergeists from willing to go. At this stage the ethics
town hall: Drive off or destroy the become a bit more questionable.
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Bring the Brothers Murtagh into the own about how to solve Manitou Bluffs
fold: Brand, Rex, and Whip arent the problemssee When Worlds Collide!
most sociable fellows around, and they for some possibilities.
certainly arent interested in bending
a knee to R. J. Callahans authority.
Forcing them to toe the line almost Grimme Bones
certainly leads to bloodshed.
Location: Lost Angels (Fear Level 5)
Stop Pastor Burroughs hunger
strike: According to Boss Callahan, the Run this tale if the posse figures out
pastors flock is starving themselves to Famines Death Blow Weaknessnot an
death out at the church, and cant be easy task in its own rightand decides
persuaded to stay at the Deaths Head to make the trip to retrieve a few of
Saloon, where its safe. This is untrue, Grimmes bones from the ruins of Lost
but might lead heroes to inadvertent Angels. The problem is theyre lying
conflict with the congregationwhich under a hundred feet of water, and
would be just fine with Boss Callahan theyre not unguarded...
and Martha.
Run off the Injun: Gauk-buraka keeps Gettin Back
to himself mostly, but is well-known Assuming theyre already in Manitou
as a troublemaker who might be in Bluff when they decide to retrieve
league with Bob Drake. Make that Grimmes earthly remains, the heroes
Injun regret it! need to find a way back to the physical
world. So how do they manage that?
Whats Next? Here are a few of the most likely routes:
By this point, any heroes who Poseidons Lode/Drakes Claim
willingly remain on Callahans payroll portal: Descending far enough into
are probably black-hearted enough to the bowels of Drakes claim puts an
enter the running to become Famines explorer in Union Enclave waters.
new Servitorsee Famines Choice on Securing a vessel might be difficult
page 126 for the lowdown. Although unless the group hid one earlier, and
its not usually what we strive for in the sea gate presents its own barrier to
Deadlandsheroes should wear white taking one of Curtis ships.
hats!the question of whether a Famines offshore portal: Famine
character embraces evil can make for created one permanent doorway
great drama. This is especially true of connecting the Hunting Grounds to
Legendary cowpokes. the physical world, so Callahan could
Whats a little more likely is for the import beef from the Big M Ranch now
posse to grow disillusioned with Boss and again. But the portal lies in the
Callahan and suspicious of his true gloomy waters due west of Manitou
motives, and move on to other, more Mesa, past the Vortex o Shadows
noble allies. Pastor Burroughs and (see page 93). A party following up
Gauk-buraka are good places to start on rumors in Manitou Bluff might
if relations with them havent already discover Callahans steam launch (see
soured. And in the course of their duties entry on page 98), and use it to reach
for the Boss, inquisitive saddletramps the portal.
might just dig up a few ideas of their Spirit travel: A shaman, voodooist,
or mad scientist might use the contact

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spirit world power (see the Deadlands: the reformed Church of Lost Angels
The Last Sons Players Guide, available as may already be present in the city aiding
a free download at www.peginc.com) survivors, at the Marshals discretion.
to cross between the worlds. Spirit The ruins are largely outside the scope
Travel and Group Spirit Travel only of this account, so if your group goes
allow travelers to project their souls there youre on your own, Marshal.
into the real world as ghosts. Open Deadlands: The Flood provides some
Portal is required to physically escape bang-up resources for such an endeavor.
Manitou Bluff. All such attempts are
made at 6 to the arcane casting roll, Down in the Depths
due to Famines powerful influence.
The trail leads to where the cathedral
Afterlife Express: Although its
used to stand in the Golden Circle,
difficult, if not darn near impossible,
approximately a quarter-mile from the
to learn about this method except
new shoreline. If your group played
by giving it a try, living folks and
through the Plot Point in Deadlands: The
Harrowed who ride the ghost train
Flood, the last time they were here they
from Manitou Bluff end up at Six Hills
fought Grimme and his cronies at the
Railhead (see page 60 for more about
cathedrals gate, and brought down the
the depot).
wrath of God on their heads. Now theyre
at the same spot, in a ship bobbing on
Ruins o Lost Angels serene Pacific swells.
Back in the physical world, the group The seafloor here is quite a ways
may need to secure transportation farther down than in surrounding
by some means. Use the Great Maze waters. One of the many secrets that died
Sea Encounters table in the Deadlands with Grimme and the 13 Ghouls was
Marshals Handbook to generate the existence of a vast freshwater lake
encounters along the 15-mile journey to beneath the cathedrals lowest levels. The
Lost Angels ruins. There seem to be a pure, ice-cold reservoir flowed upward
whole lot of Maze dragons around... from undergound, providing water for
A week to 10 days after the Great Flood, the cathedrals baptismal font before
the city of Lost Angels is still in total seeping away in a river to Prosperity Bay.
disarray. The tidal waves impact blasted The crushing weight of the Great Flood
away half of the shelf upon which the on the cathedrals roof obliterated it,
city sat. Only the eastern fringes of the scoured away the very earth underneath
city are dry; most streets stand under it, and caused the entire structure to
two or three feet of Pacific ocean water. cave into the lake and plunge to stygian
In some placesmostly invisible from depthssucking Grimmes and his
abovethe water is far deeper. Evil ghouls remains to a watery crypt. There
things lurk in the shadows. they remain, awaiting anybody foolish
Almost everyone in the city perished enough to visit...
when the floodwaters struck. Those
few residents who remain travel the Grimme Salvage
streets in rowboats and makehift rafts,
Though a great deal of debris from the
scavenging the ruins for anything to
cathedralincluding Grimmes bony
help them survive the next few days.
right arm and the cults black altar, now
John Prosperifuture spiritual leader of
shatteredlies on a wide ledge about 140

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feet beneath the surface, the underwater lies near the extreme limit of a typical
lake is much, much deeper. It remains subs capabilitiesbelow 150 feet, such
freshwater below a depth of about 100 a vessels hull begins to buckle for 2d6
feet, due to the steady upward current damage each round, ignoring Armor.
from the unplumbed abyss below. Read the following when salvagers
descend into the depths:
Practical Concerns
You sink through 50 or 60 feet of
For a team planning a salvage operation
Pacific waters. A large school of silver
using diving suits and air pumps, the
fish scatters from your path. Gradually
logistics of executing a 150-foot dive
the sunken ruinscalled Fallen Angels
cant be ignored. Its not deep enough for
by the survivorscome into view:
oxygen to become toxicthat happens at
paving stones are scattered among the
about 335 feetbut its a long way to go
sea plants; wood, barrels, wagons, and
with only an air hose to sustain a body.
myriad debris drifts in the tide; sharks
Bad weather, pirates, or malfunctioning
prowl the waters at a comfortable
air pumps could play havoc with the
distance.
divers plans. Divers need to bring
waterproof lights of some kind, a way to A massive hole gapes like leviathans
carry their salvage, and a weapon thats maw in the ocean floor where Grimmes
effective underwater would probably be grand cathedral once stood. Its utterly
helpful too. (Well tell you why in just a dark inside, and nearly 300 feet across.
bit, Marshal.) A chill runs down your spine as you
continue to descenddown, down into
Some kind of submersible boat is
the belly of the beast. The water abruptly
another viable option, but note the ledge

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turns from briny and murky to crystal depthsa hideous, tentacled leviathan.
clear, even as all light is extinguished. About 20 seconds (three rounds) after
What youre seeking comes into view divers arrive on the scene, the creature
about 140 feet beneath the waves, on a undulates up from the murky gulf to
wide debris-strewn ledge. The remains attack trespassers.
of Grimmes black altarbroken in If a fight or other calamity results in
two with obsidian shards scattered all blood in the watereither from humans
around itare embedded in the stone. or the guardian creaturedivers have to
White bones lie in the sea grass. In the deal with hungry blood sharks on their
water near the altar drift 13 bloated, pale way back to the surface. Nobody said
bodies: Grimmes elders. this would be easy, hoss, and all it gains
The bones of Grimmes right arm are the posse is a weaponthey still have
lying half-buried near the black altar, just to go toe-to-toe with the Reckoner, and
waiting for some enterprising hombre win.
to collect them and fashion them into a The Guardian: Use River Leviathan
weaponthe Right Arm of God. The stats in the Deadlands Marshals
drifting corpses of the elders are sure Handbook. This enormous specimen
to give players pause, but they lack the has Size +10, and Toughness 25 (5).
power to hurt anyone. Blood Sharks (1d4): See page 137.
Still, its disconcerting to look at them
up close: all their bloated faces are The Blight Option
contorted in terror, and their eyes dart If dogged scholars can figure out
about as though horribly aware of their Famines true weakness, they probably
predicament. But thats impossible, right, also know Blights bones do the trick
amigo? The unmoving cadavers float just as neatly. Avenging heroes might
near the altar, and wont leave that spot try to blow up or otherwise bushwhack
unless theyre physically dragged away. Blight in Manitou Bluff rather than go
The altar fragments hold what little all the way to Lost Angels. Its a brave
remains of the corrupted spirit that plan, but Blight doesnt stand around in
called itself Grimme. Theyre better left the Deaths Head Saloons stable waiting
where they lie, and best hurled into the for someone to hang up her hide. The
abyss to sink out of sight and memory. swayback mare runs off shriekinga
If theyre disturbed Famine knows sound Famine can hear from anywhere
about it instantly, and if even a single on Manitou Mesato retrieve her owner.
shard of the altar is salvaged, Grimmes Blight: See page 154.
remaining followersand they do exist,
even after the Great Flooddo their best
to hunt down and kill the offender. The Famines Choice
altar and the tiny, bullet-sized chunks
broken from it continue to provide the Location: Manitou Bluff (Fear Level 6)
same coveted benefit: They make the Losing her Servitor didnt do Famine
black magic of Grimmes followers look any favors, but it didnt put her out of the
like the Lords work. Reckoning either. Shes howlin mad and
Remember we said divers might hell-bent on finding another candidate
want to have a weapon handy? Thats for right-hand manor womanas soon
because the pulsing evil of Grimmes as spiritually possible.
remains has drawn a guardian from the

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We realize this adventure isnt for
everyone, Marshal, so we include it here
as just one way the posses journey to A Hellish Future?
Manitou Bluff might play out. Not every
If the Marshals familiar with the
group has a player whos interested in official story of the Weird West
having her character turn to evil, or even and how it leads to Hell on Earth,
be tempted to do it. But for those groups the prospect of Famines destruction
that find a heros fallor last-second on Manitou Mesa might appear
redemptioninspiring, this tale is for peculiar. Sure enough, weve given
you. a resourceful group everything they
need to cause Famine to have a real
change of heartby impaling it on
The Story So Far a shard of unholy bone. But if that
As recounted in Deadlands: The Flood, happens, how does Famine fulfill
Famine lost her Servitor on August 23, her destiny by appearing at Lost
1880 in the cataclysmic event known as Angels on Judgment Day, riding
the Great Floodor the Divine Deluge, Blight and backed by a starving
in some quarters. In the week or two faminite horde? Sometimes history
since then, Famine solidified her already fulfills itself in mysterious ways.
strong hold on Manitou Bluff. Using Famine has an escape clauseher
what little influence she still enjoys over Coup (see page 153). With so many
Harrowed collected in one place,
the Maze, Famine hatched a plot to get
its no trouble for her to find a
herself a new Servitor, or at least a whole
willing (or unwilling) vessel even
lot of fresh souls to take back to the if the posse destroys her physical
Deadlands with her. She hopes to win form. Or maybe a member of Pastor
big, but from her point of view she wins Burroughs flock has secretly been
either way. hoarding food while holed up in the
The Queen o Bloated Bellies sets her church, and that person becomes
plan in motion with a big gamble: In a Famines new body.
waking vision, she reveals the existence No matter what happens, if
and location of her special garden to Famines whipped she crawls back
Pastor Burroughs. For his part, Pastor to the Deadlands with her power
at its lowest ebb in eons. History is
Burroughs was praying non-stop for
preserved, but your heroes still get
days, culminating in his wondrous to win.
revelationhe believes it to be a message
As for Blight, if the heroes fail
straight from the Lord. Soon he rallies and Blight gets away, history is
the living to his side, arms his flock, and overtly preserved. But if they
sets out for Famines Mire. Burroughs actually destroy Blight, whether
means to bring his people to the food, to harvest Famine-slaying bones
and nothing nor nobodys going to stop or simply during a fight with the
him. Reckoner herself, history is covertly
Most of the time Famine doesnt take preserved. Ysee...on Judgment Day,
the only reason Blight was destroyed
an active hand in events on the mesa.
was because she wasnt the original,
Instead she uses her disguise to get
genuine article after all...just a pale
things done by calling Boss Callahan imitation.
to her quarters and sweet-talking him.
By this point the sweet-talk is a lot
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Callahans a brutal enough leader to be take to stop em. That Pastor Burroughs
Servitor, but something about how easy is so obstinate he wouldnt move camp
it was to dominate him gives Famine for a prairie fire. He aims to feed his
pause. She would love nothing more people, like some kind o modern-day
than to corrupt one of the Legendary Moses. I aint got the heart to kill a man
champions who brought down Grimme o the Lord.
into his replacement. If the sodbusters try to bargain with
Callahan, he reluctantly offers his boat
The Setup (page 98) to a group willing to turn
By the time you run this tale, Marshal, back the pastor and his flock. With
the posse should already have met the a successful opposed Intimidation,
folks holed up in Manitou Bluffs church Persuasion, or Taunt roll, a hero goads
(see page 101), or at least heard about Callahan into revealing the source of
them, and heard rumors of the garden his inside information: the saloon gal
too. called Martha.
If the cowpokes arent around to see Boss Callahan: See page 156.
Burroughs and his people set out on Callahans Boys (4): Use Gunman stats
their quest for vittles, theyre sought out in the Deadlands Marshals Handbook.
by Boss Callahan and a couple of his
boys. Callahan is visibly upset, cheeks Lets Ask Martha
flushed, and he blurts out, If the cowpokes want to look into
We got a real problem here, amigos. Callahans story, they may decide to
Pastor Burroughs and his flock are off talk to the source, Martha. In this case,
on some damn fool crusade, with the Famine makes the best of the situation by
shootin irons to prove it. They say they reinforcing Callahans misinformation.
got the Lord on their side. Theyre off Famines usually in her crib upstairs
to find that garden what some say lies in the Deaths Head Saloon (see page
north o town. 103). Her suite of three rooms provides
And thats the problem right there. I a private spot from which she can look
got inside information says if they taste in on activities all over Manitou Mesa,
even one piece o fruit in that garden... using her All-Knowin Special Ability.
were lost. Trapped here forever. Or at Unless a particular spot has been
least until we die, if wes lucky enough to sanctified, all the Mistess o Misery has
see that day come round. to do is concentrate on it to know whats
The backaroos may have had dealings happening there. So she spends a good
with Boss Callahan before, and bad deal of time spying on various spots, and
feelings may remain. But a successful even more time wondering whats going
Notice roll means an hombre can plainly on in the church, and on Gauk-burakas
see the Boss has swallered his pride. little corner of the island.
Hes afraid, and clearly telling what When the posse enters Famines
he knows of the truth. Under repeated presence, have the players roll Vigor
demands, Boss Callahan reluctantly against her Hunger Pangs Special
and ashamedlyreveals his reason for Ability. She uses all her persuasive
seeking out the heroes, in a small voice: powers to convince the compadres how
Im just not willin to point a gun at a important it is Pastor Burroughs be
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stoppedby any means necessary. She Deal Action Cards now, Marshal.
says in her lilting Southern accent, Burroughs waits to see what the heroes
Well, darlin, its quite simple really. do, while his people secure ropes for
Everyone knows that garden aint their climb down into the crater. He
natural. But think about it. Its the one wasnt just whistlin Dixie, Marshal
livin thing remainin in this place o anyone trying to stop him or his people
death. Our last tie to the world we knew. gets the business end of a shotgun
And if they plunder it? Why, I imagine pointed at them.
itd be like when Eve ate the apple, and Pastor Burroughs: See page 156.
she and Adam were cast out into the Jonas Gillespie, Lucy Brandt: Use
wasteland. Gunman stats in the Deadlands
Except our wasteland would be this Marshals Handbook.
horrible place. All I want is for that Ethel Nash, Isabel Rojas, Dwight
garden to remain pristine so weve got a Webster: Use Townsfolk stats in the
chance in Hell of gettin out of here. Deadlands Marshals Handbook, but add
If asked how she knows all this, Shooting d8.
Martha replies coyly, Men, Women, & Children (6): Use
My family has had truck with the Townsfolk stats in the Deadlands
loa for a few generations. In dealings Marshals Handbook.
like these, we have a certain amount of
wisdom in occult and obscure matters. Back to the Garden
Martha: See Famine on page 150. The garden in Famines Mire is
emblematic of her hold on Manitou
Bluff. If despoiled, the mesa drifts back
The Garden of Eatin into the physical world. If the garden
Finding Pastor Burroughs and his is sanctified, Famine can never set foot
flock isnt too hard. By the time curious in it again. Clearly shes taking a big
caballeros have heard Boss Callahans risk in revealing the gardens bounty to
plea, and possibly looked into the story a preacher whos gone half-mad with
themselves by visiting Martha or even hunger, but she needs to see what the
the church, Burroughs is about halfway heroes are made of, and this is the best
to Famines Mire. When they finally way she can think of.
catch up with the fanatical preacher, This is the moment of truth, Marshal.
he and his flock stand at the precipice, Either your players decide to be heroes,
making preparations to descend into the and stand aside to let the preacher have
mire (see page 90 for what that entails). his way or take an active hand help him,
When Pastor Burroughs sees the or theyre going to have to shoot them
posse, he raises a cross in one hand and all down. The flock fights back viciously
a shotgun in the other, shouting, if theyre forced to, even though theyre
If you come to stand with the chosen, unlikely to win. Even if theyre subdued
to march into this latter-day Eden at our and captured, the faithful make every
sides and be fed at the Lords table, then attempt to escape and refuse to eat
we welcome you, brothers and sisters! anything while in captivity. One way or
But if you stand in our way, we shall another, Pastor Burroughs and his flock
strike back with vengeance, for we walk have to be killed to stop them trying to
at the Lords side. His will be done. reach the garden.
Amen!

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Martha might just ramp things up now.
Use your best judgment, Marshal, and
Players Choice keep the ace up your sleeve until the
time seems right to reveal just what a
Always remember the cardinal
rule of Deadlands, Marshal: to lose Servitor stands to gain.
his soul a bodys got to choose to give When that time comes around, Martha
it up or commit evil acts, and hes got seeks out a private audience at her crib,
to choose it willingly. Thats part and makes the following pitch:
and parcel of the Faustian nature of Youve got real sand, amigo. You
the Reckoners.
took care of those Bible thumpers, and
A person cant be tricked out of anybody else whos stood in our way.
her spirit, and if shes duped into
And in the process, youve kept these
doing bad things it doesnt count.
Only the cowpoke who willingly people safe. You deserve all the rewards
commits evil actsoften in return that come with good deeds.
for dark powers from evil masters What if I were to say you could have
is destined to do the backstroke in everything youve ever wanted: wealth,
the lake o fire. all the food you can eat, companionship,
servants at your elbow, and a whole mesa
at your command? What if I said the
greatest powers of the Maze would bend
a knee to you? How about knowledge
beyond mans ken? I can see to it you get
all these things, and everything else you
deserve.
You only have to do one thing for me.
Just one tiny little thing. You have to
keep them all hungry. Do that for me,
If the shootists choose to join up with and the Great Maze is yours. So what do
Burroughs at the last moment, mystical you say?
garden be damned, see How Does Your
All your player has to do, Marshal, is
Garden Grow? on page 92 for Famines
answer.
reaction. If any former hero chooses
to do the unspeakable and gun down
Burroughs people, that hombres just Aftermath
started knocking on the doorway to Famines enraged beyond words if her
damnation. offers refused. Most likely she drops
her guise and sets about engineering
Chance of a Lifetime the destruction of anyone who had a
hand in Grimmes demise, starting with
If some saddletramp in your
whatever hombre just decided evils
group begins his journey down the
not sitting quite right with him. Either
slippery slope to the depths o Hell by
Boss Callahan, Bob Drake, or Colonel
assassinating Pastor Burroughs and
Curtis becomes Famines new Servitor if
his crew, Famines delighted. Next she
Manitou Bluff stays in place long enough
might give that black-hearted rattler
for her to make it happen.
some tasks to complete around town,
as detailed under Big Boss Man (page Its entirely possible, however unlikely,
121). If those tasks are already complete, for a hero to willingly take on the mantle

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of evil. In that case, Famine herself drains On the other side, Famines unnatural
the magic from her garden. Manitou garden anchors the bubble to the world
Mesa bleeds back into the physical world of spirits. The garden is a mystical place,
much as described on page 134, except the tangible symbol of Famines iron grip
Famines newly minted Servitor is clearly on the mesa and its inhabitants. Without
in control of the situation. In short order the gardens dark magic to hold it fast,
all the surviving antagonists gravitate to Manitou Bluff would bleed back into the
the Servitors side, offering their services real world.
to the damned hombre. Heres the problemfixing the
Thinking a little more clearly now, situation might cause as many problems
the new Servitors former friends might as it solves, depending on ones
mount up to put him or her down. Thats perspective. Only a few souls possess
a tough proposition, given the Servitors accurate information on the subject, and
now Invulnerable to damage from any for the most part theyre not inclined to
source except the weapon that was used be forthcoming or truthful on the subject.
to kill Pastor Burroughs. Famine bestows So where can an inquisitive posse get the
Black Magic powers on her Servitor too, facts?
for good measure and enhanced terror.
Who Knows What...
When Worlds and Are They Right?
Only a handful of peopleor entities,
Collide! as the case may behave intimate
Location: Clover Mesa (Fear Level knowledge of the spirit trap holding
varies)/Manitou Bluff (Fear Level 6) Manitou Bluff, and how to snap it open.
Some are blithely ignorant of the facts.
At first, Clover Mesa and Manitou
Most dont care, preferring to spend their
Bluff are pretty bewildering places. But
energy on the daily business of survival.
after heroes get acquainted with both
worlds and begin to consider the big See each characters location under
picture, they might get the bright idea to Manitou Bluff (page 95) to find out how
fix whats gone wrong. a posse can get in touch with each of the
members of this rogues gallery.
Whether they get the idea from
someone like Gauk-buraka, a vision Bob Drake: Drakes manitou is firmly
quest, or come up with it on their own, in control of the former bounty hunter
the damage done by the Soulwave can be and present-day miner. The spirit
repaired. It just takes some doing, is all. knows full well what would happen
if the mine were destroyed, so it keeps
the fans running to draw out noxious,
What a Dudes Got to Do inflammable vapors. For one thing, it
The bubble containing Manitou Bluff would cut off any chance of reaching the
is trapped between two worlds, and its real world again, which Drake would
connected to each of them by a thread. very much like to do once his riches
On one side, a gigantic ghost rock deposit are in order. Drakes manitou has heard
ties the bubble to the living world. Were rumors of Famines garden, but doesnt
the ghost rock ever mined outor blown care much since he dont eat vegetables
up!Manitou Bluff would drift away and he hasnt an inkling of the gardens
into the shadowy spirit world. true significance.

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Boss Callahan: Although he wont kill a cowpoke with her terrible scales
reveal it except under extreme duress, than deal with his incessant prattling
Callahan knows the precise route and questions.
required to reach Famines permanent Gauk-buraka, the Bear Doctor: Even
portal in the sea of shadows. He might though hes not certain of his knowledge,
offer a ride to the world of the living in the Bear Doctor knows exactly how to
his boat, if he thinks it would save his repair the break between the worlds.
life. Martha told him about the garden, See page 84 for a discussion of how that
but said that eating any of its bounty dialogue might go. The shaman doesnt
would trap all the townsfolk in Manitou know what might happen if the ghost
Bluff forever. Callahan believes her. rock mine is blown up.
He doesnt have a clue about how Gauk-buraka is aware of the lush
Manitou Bluff is really held in the garden hidden in Famines Mire, and has
Hunting Grounds, or what actions correctly guessed that despoiling it is the
might affect its state. For all his power key to freeing Manitou Bluff.
and fearsome reputation, Boss Callahan Pastor Burroughs: If Famine makes
is just a puppetan ignorant and gutless a play to tempt a new Servitor (see
one, to boot. Famines Choice), she sends Burroughs
Colonel Curtis: Curtis is plagued a waking vision of the garden and
by dreams of Famines garden, but he its location. From that time onward,
fancies it his minds creation. Since the hes bent on gaining entrance to the
Colonel went mad with greed and lust for miraculous vegetable patch so his flock
power, he bends every ounce of his effort can eat its fill. He doesnt know what
toward mining out Poseidons Lode. The effect his actions will have beyond
ghost rock, he believes, has the potential saving lives, and he doesnt care.
to keep the Union Enclave running Thaddeus Middleton: Middleton
indefinitely. And what mineral isnt used doesnt know anything for sure, but
to fuel a naval assault can be traded for has some fairly solid theories on how
food at some nearby community. and why Manitou Bluff ended up in its
Curtis manitou understands the predicament, trapped in some weird
garden is somehow connected to dimension very close to the waking
Famine, but doesnt give the matter world, yet held apart from it. He has
much thought. Curtis megalomania no specific knowledge of the Reckoners
keeps him firmly on track in the quest or other spirits names, motives, or
to spread chaos and fear, and besmirch activities.
a Union officers formerly good name. But Thaddeus is a sterling resource for
The manitou does all it can to keep the a group thats not sure what direction
Colonel on task, and swiftly steps in to to go next. Although the undertaker
eliminate any threats to the status quo. isnt much for giving out the right
Famine (Martha): Famine, as one answers, hes well-informed on the local
might imagine, knows all there is to population, the conflicts that drive it
know about Manitou Mesa and its apart, and those few folks who might
metaphysical predicament. Shes not very well know more than they let
telling anyone the first thing about it, onlike that odd bird, Martha. As far as
though, unless its part of some greater the Injun goes, Thaddeus allows that the
ploy (see Famines Choice on page 126). Bear Doctor is wise, but also warns of his
Otherwise, Famines more likely to just berserkers ways.

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blast. Careful application of a substantial


No Going Back amount of explosivesat least a case of
When one of the tenuous connections dynamite or nitroor lighting a whole
holding Manitou Bluff in place breaks, barrel of flammable oil also does the
the results are as sudden as they are trick.
irrevocable, Marshal. But thats just a If the ghost rock lode explodes, the
fancy, Back East way of saying theres no effects are felt immediately in the
going back once a threads been cut. central basin of Clover Mesa. In the
Blowing the Mine initial blast of steam, flames, and boiling
Going at Poseidons Lode from the water, the war barges are flung upward
Clover Mesa side isnt too feasible unless and capsized, killing almost all their
the heroes have access to a large supply crewmen instantly. Twelve-foot swells
of waterproofed dynamite. Likewise in rebound across the basin, swamping the
Manitou Bluff, Drakes side of the claim larger ships and capsizing the smaller
isnt liable to go up through accidental ones. The sea gate is wedged open and
discharge of firearms or careless damaged by the blast, allowing blood
handling of lanternsthere just arent sharks into the basin by the dozens. They
enough fumes trapped in the tunnels to make short work of any survivors still in
cause a hazard. the water. Any way you cut it, the Union
enclave is finished and Clover Mesas
But the lode can be detonated if the
strategic significance is erased.
fans are disabled and ghost rock vapors
allowed to build up for 24 hours. After In Manitou Bluff, the blast utterly
that, one tiny spark unleashes an epic annihilates Drakes claim and anyone in
the mines when the explosion transpires.

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This includes the humble shack beside From that moment on, the cowpokes
the crater. Otherwise, the bang damages only need to survive the Reckoners
several buildings and sets one afire, but rage for another 20 seconds or sothree
doesnt cause too much consternation. combat rounds.
If Bob Drake is killed, it might even At the start of the fourth round, read
provoke some jubilation amongst the the following:
townsfolk. A column of black smoke The garden is suddenly transformed.
rises from the pit where the mine was, The lush green bounty turns brown, then
and raging flames like demons tongues gray, fruits shriveling on vines before
lick at the rubble for years and years to your astonished eyes. Famine looks all
come. around, enraged, before a strange calm
Most importantly, when the minethe comes over her. She looks steadily at all
keystone locking Manitou Mesa to the of you, and she smiles. Shes silent, but
living worldis removed, Manitou Bluff you can almost see the words in her eyes:
floats away into the Hunting Grounds. You won this hand... but Im playing
There it remains much as it is now, the long game.
trapped for all eternity as a distinct spirit Then a shrieking tears across the sky,
realm of its own. In time, the living folks and white light spills over your pale skin.
pass on and become ghostsancestor Youre blinded, the light is so bright. The
spirits, to be accurateand others are ground starts a-heaving and a-shaking.
taken away to the Deadlands to become And not just shakingits rising,
new manitous. Its still possible for steadily. What seems like an eternity
travelers to get back to the living world, later, when alls silent again, you blink
whether through use of the contact spirit your eyes to adjust to the bright sun.
world power, securing a spirit guide, or
To the south you see a sight about as
convincing a wise shaman to illuminate
unexpected as a gunfight in a Bible class.
the path, but it isnt easy. As far as anyone
In fact, it takes your brain a second or
in the Great Maze is concerned, Manitou
two to process whats happened to the
Bluff is never seen again.
landscape. Manitou Bluff has risen from
Wrecking the Garden the deadliterally. The skull-shaped
Going at the garden means fighting mesa seems to have ascended from
Famine, plain and simple. Shes perfectly nowhere to fill the space it vacated over
willing to drop her disguise to stop a year ago.
interlopers if she has to. And all bets But heres what most stupefying. All
are off, Marshalthis is when your around and among the towns buildings,
Legendary posse gets to go toe-to-toe in a few cases on top of them, Colonel
with a Reckoner. Curtis barges and Union warships lay
Famine does her level best to keep impossibly beached, strewn at odd angles
intruders away from her vittles, charging on the rocky, uneven land.
back and forth on Blights bony back. Manitou Bluff s back where it belongs,
Lucky for the heroes, all they need to do for better or for worse.
is get into the garden (see Famines Mire Famines gonealong with the hunger
on page 90) and take even a single bite pangs she typically inspiresbut the
of fruit, and the dark magic of the place heroes are left in a unique situation,
begins to drain away. Marshal. The direction it takes is largely
up to you and your group.

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Although Curtis armada is control of the sea gate long enough to
beached all around Manitou Bluff, the open it. As it creaks open, the X-squad
overwhelming majority of his troops inexplicably retreats. Little do the Union
survive the land rising up underneath forces know, the frightful megamaton
them. If the ghost rock lode remains, swims in and begins to stalk the central
its now accessed only via Drakes claim basins miners. A posse might agree to
(since the mesa no longer has a central hunt the metal shark in return for Curtis
basin). It doesnt take the Colonel long help, or just for a stay of execution.
to get his bearings, and when he does Megamaton: See page 143.
he sets about taking control of Manitou
Bluff. Most likely, that involves teaming Battle of Clover Mesa
up with Bob Drake to eliminate Boss
Callahan and any others who wont toe If events escalate on Clover Mesaand
the line and join Curtis new township. with a Legendary posse in the mix, its
a good bet they doopen warfare is
With Curtis in charge and Bob Drake
a distinct possibility. When the Union
his willing second-in-command and
Enclave seems vulnerable, or the riches
foreman, Manitou Bluff is on the path
of ghost rock are threatened, it might
to prosperity. Its also back on the path
touch off a naval battle between Union
to becoming the southern Mazes most
and Confederate armadas, with Wasatch
wretched den of death and evil!
and Kangs Maze Rats fighting for their
Of course, a valiant bunch of pistoleers own slice of the pie. The battles victor
might rally Callahan and the towns enjoys Manitou Bluffs spoils for a good
living folks to stop that from happening. long time, possibly shifting the balance
Either way, this book provides you of power in the southern Maze.
all the information you need to make
Manitou Bluff an adventurous place for
the foreseeable future, Marshal.
Gibraltar Under Siege
If events fall out this way, from this Little Gibraltar is the only spot
point on the only Setting Rules in effect in on Clover Mesa where ghost rocks
Manitou Bluff are Hexslingers Delight turned up besides smack dab in the
(see page 24) and Unholy Harrowings middle of it. Some faction or other
(page 26). might think it wise to have Gibraltar in
their back pocket, just in case. But the
local miners dont typically cotton to
Savage Seeds being told what to do, so they run any
representatives of foreign powers out
Clover Mesas a dynamic locale. Here of town on a rail. (They keep an old rail
we plant a few other plot seeds you behind Spanish Petes house for just
can cultivate as part of your own tales, this purpose.) Unfortunately for them,
Marshal. most foreign powers dont take kindly
to such treatment. The town might just
Attack o the Megamaton! find itself besieged by Union forces, or
taken under the none-too-delicate wing
The megamaton is Dr. Phanderghasts
of Kangs Maze Rats. Without a group of
crowning achievement. When hes
heroic do-gooders to turn the tide, any
ready for a field test, the Union Enclave
military force seizes control of Little
provides the best target. An X-squad is
Gibraltar with very little fuss.
dispatched with an automaton to take

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136
Encounters
Two things a wild and wooly band of buckaroos are sure to find plenty
of in this adventure are steadfast allies and irascible enemies.

Here we provide all the game profiles for the movers, shakers, and
monstrosities mentioned in the preceding pages.

Special Abilities:
Creepy Critters Aquatic: Pace 10.
Clover Mesa and Manitou Bluff are Armor +4: Gnarled blood-red
home to some nasty abominations that growths cover a blood sharks body,
arent found anywhere else, and others giving it a tough extra layer of Armor.
that are a little more common. If theyre Bite: Str+d10.
not common enough to be included Fear: The sight of a blood shark in
in the Deadlands Marshals Handbook, the water is enough to give anyone
we include the profiles here for your fitsand provoke a Guts check.
convenience, Marshal. Fearless: Blood sharks are impervious
As always, Wild Cards are marked to Fear and Intimidation.
with a marshals badge, thusly: Feeding Frenzy: Once theres blood
in the water, whether from the
sharks attack or any other source, the
Blood Shark
mutated fish enters a feeding frenzy.
The drainage from the sewage It gains the Improved Frenzy and
system of Rock Island Prison is chock full Berserk Edges for the next 10 minutes.
of goodies that sharks just love: human
Hardy: Blood sharks are as tough as
organs, blood, and chunks of flesh. A
they are stupid. When Shaken, further
few of the sharks that live around the
Shaken results do not cause a wound.
island have ingested so much of the
tainted runoff that theyve been twisted Large: Attack rolls against a blood
by it. These sharks, called blood sharks shark gain a +2 bonus.
by the guards on the island, grow big Size +5: Blood sharks grow to be
and mean enough to bite a grown man about 40 long.
in half. In the wake of the Great Flood,
these monstrosities have broadened their Boneyard Skeleton
range to include much of the southern The skin has already rotted from these
Maze. risen dead, leaving them slightly quicker
than their flesh-laden, walkin dead
Attributes: Agility d8, Smarts d4 (A),
counterparts.
Spirit d8, Strength d12+6, Vigor d12+2
Theyre quick with a joke, go clickety-
Skills: Fighting d10, Notice d6
clack when they walk, and their most
Pace: 0; Parry: 7; Toughness: 18 (4)

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favorite thing of all is killin some warm Undead: +2 Toughness; +2 to recover


bodies. from being Shaken; called shots do no
Attributes: Agility d8, Smarts d6, Spirit extra damage.
d6, Strength d8, Vigor d8
Cove Creeper
Skills: Fighting d8, Notice d6, Shooting
Like boneyard skeletons, these terrible
d8, Stealth d8, Taunt d6
abominations have little flesh on their
Pace: 7; Parry: 6; Toughness: 8 bones, most of it having been nibbled
Gear: Colt Lightning (Range: 12/24/48, away by other fish. Theyre festooned
Damage: 2d6, RoF 1, Shots 6, AP 1), with seaweed and encrusted with
Double barrel shotgun (Range: 12/24/48, barnacles, and they make no sound
Damage: 13d6, RoF 12, Shots 2, +2 before they latch on as tightly as a steel
Shooting), or Winchester 76 (Range: vise.
24/48/96, Shots: 2d8, RoF 1, Shots 15, Attributes: Agility d8, Smarts d6, Spirit
AP 2), and enough ammunition for one d6, Strength d8, Vigor d8
reload.
Skills: Climbing d8, Fighting d8,
Special Abilities: Intimidation d6, Notice d6, Stealth d8
Bony Claws: Str+d4. Pace: 7; Parry: 6; Toughness: 9 (1)
Fear: The sight of these dessicated, Special Abilities:
walkin bones provokes a Guts check.
Armor +1: The layers of seaweed
Fearless: Skeletons are immune to growing on a cove creeper provide
Fear and Intimidation. some protection.

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Barnacle Claws: Str+d4+1. The by a faminite joins their ranks in 24
creepers claws are crusted with hours. Wild Cards can avoid this
barnacles, adding an extra sting to fate with a successful Vigor roll (2),
their strikes. but Extras are doomed to become
Fear: The sight of these dripping, faminites. During this time, the
monstrous fish provokes a Guts check. victim becomes increasingly hungry
Fearless: Cove creepers are immune and thin. Her fingernails lengthen
to Fear and Intimidation. and turn into sharp, infectious
claws. Only death, or application of
Grappler: A cove creepers specialty is
greater healing, can stop the diseases
grabbing hold of miners and dragging
progress. If the caster doing the
them into the ocean. By entangling
healing fails the roll, she has to make
a victim with seaweed and digging
her own Vigor roll (2) or become
in with sharp claws, the cove creeper
infected as well.
receives a +2 bonus on Fighting rolls
made to Grapple. Size 1: Faminites are much thinner
than your average Joe.
Undead: +2 Toughness; +2 to recover
from being Shaken; called shots do no Weakness (Evil Taint): Faminites
extra damage. cannot enter an area thats been
properly sanctified.
Faminite
Victims of Famines evil plague become
faminites. These piteous creations eat
anything. They will eat human flesh, but
most prefer regular food if given a choice.
Unfortunately, no matter how much
they wolf down, their hunger is satiated
for only a very short while. Under no
circumstances will faminites eat another
of their kind, though theyll chow down
on someone theyve infected (before that
person becomes a full faminite).
Attributes: Agility d6, Smarts d4, Spirit
d6, Strength d6, Vigor d10
Skills: Fighting d6, Notice d4, Shooting
d6, Stealth d6
Pace: 6; Parry: 5; Toughness: 6
Gear: Most have clubs (Str+d4), but a
few carry firearms.
Special Abilities:
Bite: Str+d4.
Claws: Str+d6.
Fear: The very unsettling sight of a
faminite causes a Guts check.
Infection: Anyone so much as nicked
(Shaken or wounded by bite or claw)

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Grantsville Ghost Special Abilities:


The soldiers who died during Anchor: Grantsvilles ghosts have an
Wasatchs shelling of Grantsville were, anchor that ties them to the world of
in some cases, literally torn to pieces. the livingGrantsville itself, and the
Caught unawares by the WSS Revelation promise it represented. The ghosts
and her full complement of vapor may not travel more than a mile from
cannons, the Union troops could do little town.
but die or run away. An overwhelming Chill o the Grave: A ghost may
majority of them died. make a Touch attack that deals 2d6
Although Colonel Curtis ordered the nonlethal damage. Only magic armor
town evacuated in favor of the central protects against this damage.
basins relative security, some spirits of Ethereal: The creature is immaterial
the Union dead cant move on. Trapped and cannot be harmed by normal
in a ghost town, they replay scenes from weapons. Magic and magical items
their past... or hunt the living with cold, affect them normally.
vengeful efficiency. Fear: Anyone who sees a Grantsville
Attributes: Agility d6, Smarts d6, Spirit ghost must make a Guts roll.
d10, Strength d6, Vigor d6 Invisible: Ghosts are invisible, but
Skills: Fighting d6, Guts d10, can become visible at will (usually
Intimidation d10, Notice d10, Stealth to cause Fear). Attacks against an
d12, Throwing d12 invisible targetassuming someone
Pace: 8; Parry: 5; Toughness: 5

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even knows the spirit is presentare in the Deadlands, they are given a shot
made at 6. at freedom in return for serving the
Nightmares: Ghosts can affect the Reckoners desires. Some ride a soul
dreams of all those within their back into its dead corpse and become
domain. This has the same effect as Harrowed, while others remain in the
the Night Terrors Hindrance. Hunting Grounds to drive wandering
Terror: The ghost can reveal its most ancestor spirits into the Deadlands.
heinous form, forcing those who Manitous are invisible in the physical
witness it to make a second Guts roll world. In the Hunting Grounds they
with a 2 modifier. look like whatever they want, and subtle
Weakness (Exorcism): Exorcism fear is out, hombre. Theyre off duty and
releases a phantom from its torment. ready to rip a traveler limb from limb
All the ghosts of Grantsville are in the spirit world. They tend to target
permanently laid to rest if a hero the weakest of a group first, forming
manages to remove Colonel Curtis out of shadow-stuff, dust, even the
from power. surrounding landscape. They can look
like whatever they want, and its always
Harrowed horrifying.
Use these stats for your everyday bad- As soon as a manitou defeats a person
tempered Harrowed gunman biding her or spirit in combat in the Hunting
time among the dregs in Manitou Bluff. Grounds, it attempts to flee back to the
Truly tough customers are Wild Cards. Deadlands with the soul in tow. On the
Attributes: Agility d8, Smarts d6, Spirit other hand, while a defeated manitou
d6, Strength d6, Vigor d8 might be compelled to service, they cant
Skills: Fighting d6, Gambling d8, be consumed. For one thing, a manitou
Knowledge (Occult) d6, Riding d8, would rot a persons soul from the inside
Shooting d10, Stealth d8, Survival d8 outor take possession of the bodyand
for another, they already belong to the
Grit: 2; Pace: 6; Parry: 5; Toughness: 6
Reckoners.
Hindrances: Mean
Manitous come in three sizes, each
Edges: Danger Sense, Marksman, described separately below.
Stitchin
Gear: Gatling shotgun (Range: Lesser Manitou (Swarm)
12/24/48, Damage: 13d6, RoF 2, Shots These are the lowliest of the manitous
12, AP 2) small predators and bullies with vicious
Special Abilities: tempers. They travel in packs.
Harrowed: Grit +1. Needs 1d6 Attributes: Agility d6, Smarts d4, Spirit
hours of sleep per night. Only a d6, Strength d6, Vigor d8
head-shot can kill. Death only puts Skills: Fighting d6, Guts d6,
the Harrowed down for 1d6 days. Intimidation d6, Stealth d6, Taunt d4
Immune to poison and disease. Pace: 8; Parry: 7; Toughness: 6
Special Abilities:
Manitou Bite/Claws: Manitou swarms are
The manitous are the elite troopers like hordes of angry spirit weasels.
of the Reckoners. Culled from the Each round they hit automatically
millions of damned souls imprisoned

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and cause 2d4 damage to everyone single foe, they can act in concert to
in a Medium Burst Template. Apply tear him apart. The manitous make
damage to the least-armored location. a single cooperative Strength roll,
Camouflage: Manitous are able to opposed by the victims Strength.
blend into their surroundings If theyre successful the manitous
literally. Anyone encountering a do Str+2d6, or Str+3d6 with a raise.
manitou must succeed on a Notice roll An Incapacitating wound delivered
opposed by the manitous Stealth or in this fashion tears a limb from its
be surprised (see Savage Worlds). socket.
Fear: A manitou swarm is cause for a Size +2: Manitous stand about eight
Guts check. feet tall when in humanoid shape.
Split: Lesser manitous have enough Greater Manitou
sense to split into two smaller swarms
These elder beasts usually travel
(Small Burst Templates, Toughness 2)
alone, unless they are leading a force in
when their foes split up.
battle, when three of them command the
Swarm: Parry +2. Cutting and hordes. Greater manitous exist only to
piercing weapons do no appreciable sow dread and hatred wherever they go.
damage. Area-effect weapons work
Attributes: Agility d10, Smarts d8,
normally, and a character can stomp
Spirit d12, Strength d12, Vigor d10
to inflict his Strength in damage each
round. Skills: Fighting d12+1, Guts d12+1,
Intimidation d12+1, Persuasion d12,
Normal Manitou Stealth d12, Taunt d10
These are the shock troops used by the Pace: 6; Parry: 8; Toughness: 14 (1)
Reckoners when they go to war in the Special Abilities:
Hunting Grounds. They are extremely Armor +1: Greater manitous are old,
creative in their cruelty. tough, and gnarled.
Attributes: Agility d8, Smarts d6, Spirit Camouflage: Manitou have the ability
d10, Strength d8, Vigor d8 to blend into their surroundings
Skills: Fighting d8, Guts d10, literally. Anyone encountering a
Intimidation d10, Persuasion d10, manitou must succeed on a Smarts
Stealth d8, Taunt d6 roll opposed by the manitous Stealth
Pace: 8; Parry: 6; Toughness: 8 or be surprised (see Savage Worlds).
Special Abilities: Fear (2): The sight of a greater
Bite: Str+d6. manitou melting out of the landscape
Camouflage: Manitou have the ability provokes a Guts check (2).
to blend into their surroundings Large: Attack rolls against a greater
literally. Anyone encountering a manitou gain a +2 bonus.
manitou must succeed on a Smarts Razor Claws: Str+2d6. The claws of
roll opposed by the manitous Stealth a greater manitou ignore all armor,
or be surprised (see Savage Worlds). including the armor power.
Fear (1): The sight of a manitou Size +6: A greater manitou is the size
provokes a Guts check (1). of a bull elephant.
Rend: A manitous favorite tactic is Warp Perceptions: Greater manitous
to literally rip its foes in half. If two can warp the very landscape of the
manitous successfully Grapple a

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Hunting Grounds to deceive their the prehistoric species megalodonis
victims. For example, a manitou controlled by a reanimated shark brain
might create an area that looks like housed deep inside the mechanism. Its
the ancestral village the heroes are essentially a heavily armored swimmin
seeking, and then populate it with dead made to do the bidding of its
disguised and camouflaged normal Wasatch masters. For now theres only
and lesser manitous. Success on an one prototypea Wild Cardbut if they
opposed Spirit roll means a character were produced in great enough quantity,
sees through the ruse. Hucksters megamatons could help Wasatch
familiar with the deceptions of dominate the waters near the ruins of
manitousgain a +4 bonus on the Lost Angels.
Spirit roll. The manitou cannot Attributes: Agility d6, Smarts d4, Spirit
change anything about the characters d4, Strength d12+2, Vigor d12
themselves. Skills: Fighting d8, Intimidation d6,
Megamaton Notice d6
The megamaton is Dr. Josiah Pace: 0; Parry: 6; Toughness: 16 (4)
Phanderghasts greatest creation. In Special Abilities:
essence, its an automaton shaped like Armor +4: The megamaton has thick
a giant shark, with a waterproofed iron plating.
ghost rock furnace to propel it through Aquatic: Pace 10.
the water. And like other automatons, Bite: Str+d10.
the megamatonits name is a play on

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Construct: +2 to recover from Shaken. Screamin Specter


No additional damage from called The day human lives were deemed
shots. Immune to disease and poison. less valuable than the length of fuse
Does not suffer wound penalties. running to a dynamite charge, the
Fearless: The megamaton is immune screamin specters were created. They
to Fear and Intimidation. haunt the canyon that bears their name,
Hardy: A second Shaken result does and their howls of terror forever echo
not cause a Wound. from its walls. Their rage is particularly
Mechanical Gills: The megamaton inflamed by the passing of the Six Hills
filters oxygen from the surrounding Express train, which theyd dearly love
water to aerate its ghost rock furnace. to derail. Until then they have to satisfy
Self-Destruct: If the megamaton is themselves with scaring the bejeezus out
Incapacitated, it explodes in an area of everyone riding on it.
equal to a Large Burst Template, Attributes: Agility d6, Smarts d6, Spirit
inflicting 3d6 damage on anyone d10, Strength d6, Vigor d6
and any ships hullswithin it. Skills: Fighting d6, Guts d10,
Size +4: The megamaton is Intimidation d10, Notice d10, Stealth
considerably bulkier than the average d12, Throwing d12
automaton. Pace: 8; Parry: 5; Toughness: 5
Weakness (Head): Attacks that target Special Abilities:
an automatons head do normal Anchor: Screamin specters are tied to
damage. the world of the living by the canyon

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named for them. The ghosts may probably the first to discover the great
not travel more than a mile from the lode of ghost rock beneath Manitou Bluff
canyon. proper. One day he was underground
Chill o the Grave: A specter may in secret, digging at a few measly black
make a Touch attack that deals 2d6 grains in a narrow seam. Noting a fist-
nonlethal damage. Only magic armor sized nugget deep in a narrow crevice,
protects against this damage. he greedily stuck his head and arm
Ethereal: The creature is immaterial down the crack to grab it. Just then the
and cannot be harmed by normal middle of the mesa shifted into the spirit
weapons. Magic and magical items world, and the earth sheared away at
affect them normally. that exact spot. Only the miners head
went to Manitou Mesa.
Fear (2): Anyone who sees a
screamin specter must make a Guts Tucks headless body was left drifting
roll at 2. in the newly formed central basins
waters, soon to be devoured by sharks.
Flight: Pace 30. Screamin specters
His tell-tale head and severed arm
streak through the sky like shootin
remained in the cave, which would
stars.
eventually become Drakes claim in the
Psychic Push: A screamin specter spirit world. Although it remembers
can exert itself like a poltergeist to nothing of its life, the tell-tale head
fling an hombre off the outside of the can supply any other information the
express train. This is treated as an Marshal wants to convey.
Agility trick, with success indicating
Attributes: Agility d6, Smarts d10,
the target is knocked from the car (see
Spirit d10, Strength d8, Vigor d8
page 57 for what happens next).
Skills: Fighting d10, Intimidation d6,
Weakness (Exorcism): Exorcism
Knowledge (Manitou Bluff) d12, Notice
releases a specter from its torment.
d10, Stealth d12+2, Taunt d12
The screamin specters can also be
permanently laid to rest if a hero Pace: 0; Parry: 7; Toughness: 8 (2)
manages to find the buried bones of Hindrances: Big Mouth
the slain rail crew and give them a Special Abilities:
decent burial. Armor +2: The tell-tale heads skull
was tempered by the strange energies
Tell-Tale Head
it absorbed in tis creation, making it
The tell-tale head is just what it sounds harder, more elastic, and resistant to
like: an undead head that almost never damage.
stops chattering away about whatever
Bite: Str+d4.
subject matters currently rattling
around its cranium. It floats through Fear: The sight of the tell-tale head
the twisting tunnels of Drakes claim, glowin like a ghost rock lamp is
glowing green from within like a spectral unsettling at best, provoking a Guts
lantern, giving sage advice on ghost rock check.
mining techniques and clueing folks in Fearless: The tell-tale head is immune
to Manitou Bluffs history. to Fear and Intimidation.
The tell-tale head was once a miner Size 2: The tell-tale head is only as
named Timothy Tuck, back before the big as a melon.
Battle of Lost Angels. In fact, he was

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R etu rn to M anitou B luff
Small: Due to its small size, attacks Charisma: +2; Grit: 3; Pace: 6; Parry: 5;
targeting the head suffer a 2 penalty. Toughness: 7
Undead: +2 Toughness; +2 to recover Hindrances: Greedy, Stubborn
from being Shaken; called shots do no Edges: Arcane Background (Magic),
extra damage. Card Sharp, Charismatic, Power Points,
Supernatural Attributes (Agility, Vigor)
Powers: Armor, blast, bolt, dispel,
Infamous Folks invisibility, windstorm; Power Points: 20
Here are profiles for all the movers Gear: Colt Lightning (Range: 12/24/48,
and shakers in this epic tale. Whether Damage: 2d6, RoF 1, Shots 6, AP 1), 20
they end up as friends or foes is up to bullets, bowie knife (Damage: Str+d4,
your smooth-talking compadres. AP 1), playing cards, matches, cigarillos,
20 gold dollars, high-necked blouse.
Beatrice Moody Special Abilities:
Once a respected gambler in Shan Fan, Harrowed: Grit +1. Needs 1d6
Beatrice Moodys luck ran out when she hours of sleep per night. Only a
won an especially big pot from a man head-shot can kill. Death only puts
well-connected with the Shan Fan Triad. the Harrowed down for 1d6 days.
No sooner had she finished counting the Immune to poison and disease.
winnings in her hotel roomenough to
Poison: Since she counted coup on
retire comfortably Back Eastthan the
a poison woman (see the Deadlands
door was kicked open by thugs. They
Marshals Handbook), Beatrice can pull
dragged her to the gallows.
parts of her own brain out through
She promised with her last breath, If her nose and use them to poison a
you go through with this, you aint heard drink or meal. Unless a Vigor roll
the last of Beatrice Moody, but the tongs succeeds, anyone who consumes
set about their grisly work. The next the meal dies. Even with success
night Bob Drakealias Fresno Bob in the victim gains two Fatigue levels
those yearseffected a daring rescue of (one with a raise) as spasms and
Beatrices risen corpse, and they werent convulsions wrack his body.
seen in Shan Fan again.
But over the next six nights every Bob Drake (aka Fresno Bob)
triad member whod participated in In 1874, Drake disappeared along
the hangin was killed in unique, the Chisholm Trail while hunting
increasingly horrible ways. Then fugitives from Wichita. Word of his
Beatrice and Bob lit out into the Maze death spread quickly...spread by the
seeking their fortunes, and eventually outlaws whod shot him full of holes. But
found a home at Manitou Bluff. Theyre the rumors were only partly trueBob
in love, as much as two deaders can be. Drake died in that ambush, sure enough,
Attributes: Agility d10, Smarts d10, but he wasnt dead anymore. So great
Spirit d12, Strength d8, Vigor d10 was Drakes longing for a cause to serve
Skills: Fighting d6, Gambling d12, that a manitou took hold of his corpse,
Guts d6, Lockpicking d8, Notice d10, and the next night he rose up Harrowed.
Persuasion d8, Riding d4, Shooting d8, Bob still bears the shotgun wound in his
Spellcasting d10, Stealth d8, Streetwise gut that killed him all those years ago.
d6, Taunt d8

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For a long time he wandered, defeating Edges: Ambidextrous, Arcane


abominations and sucking up their Resistance, Danger Sense, Dead Shot,
dark energies. Armed with a hangin Dodge, Duelist, Improved Tough As
judges pistols, Drake hunted down his Nails, Level Headed, Marksman, Nerves
murderers one by one, until hed sent em of Steel, Quick Draw, Reputation,
all hopping over coals in Hell. Then he Strong-Willed, Supernatural Attribute
rounded up Beatrice and lit out for the (Vigor), True Grit, Two-Fisted
Great Maze and its riches, hoping for Gear: Shovel (Str+d6), brass knuckles
a gentler sort of life. Instead he found (Str+d4), dynamite (4 sticks), fuse (20
Manitou Bluff. feet), matches, handcuffs, tobacco
Attributes: Agility d10, Smarts d8, (chewin), quick-draw holsters.
Spirit d8, Strength d10, Vigor d12+2 Special Abilities:
Skills: Climbing d4, Fighting d8, Colt Revolvers: Range: 12/24/48,
Gambling d4, Guts d8, Intimidation d8, Damage: 2d6+1, RoF 1, Shots
Knowledge (Mining) d8, Lockpicking unlimited, AP 1. In his days on the
d4, Notice d10, Riding d8, Shooting Chisholm Trail, Drake managed
d10, Stealth d8, Taunt d6, Throwing d8, to string up and count coup on the
Tracking d8 hangin judge who tried to make
Charisma: 6; Grit: 7; Pace: 6; Parry: 6; him pay for his innumerable sins.
Toughness: 11 Drake carries two single-action Army
Hindrances: Bloodthirsty, Ugly revolvers that never need reloading.

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Harrowed: Grit +1. Needs 1d6 In 1878, Curtis requested a transfer
hours of sleep per night. Only a Out West and ended up stationed at
head-shot can kill. Death only puts Fort Lincoln in the Great Maze. Curtis
the Harrowed down for 1d6 days. brutal pragmatism served him well in
Immune to poison and disease. Californias chaotic sea channels, taking
him to Lt. Colonel and then Colonel
Colonel Isaiah Curtis in under a year. Brigadier General
Isaiah Curtis was born in Malcolm Gill was only too happy to
Plattsburgh, New York in 1852. In 1876, place Operation Lucky Clover in Curtis
Major Curtis commanded a company capable hands. The rest, as the Epitaph
at the Sixth Battle of Manassas. He would say, is history.
was awarded a Medal of Honor for his When most of Clover Mesa was
actions in that opening salvo of the somehow spared the Great Floods
November Offensives, although the destruction, Curtis saw it as nothing less
experience still haunts his nightmares. than a sign from God. Like Moses, hed
In those bloodthirsty moments, bombs parted a raging sea to save his people.
exploding all around, his men overran Before, Curtis planned to have his men
the Confederate picket lines and killed excavate as much ghost rock as they
scores of Rebsto most simply avoid could manage and flee Clover Mesa in
taking prisoners. His superiors saw it as the hope the Union would never track
pragmatism, but it was the first step in them down. After the Flood, he achieved
the eventual unraveling of Curtis mind. what he thought was utter clarity. Instead
of running away he would make Clover

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Mesa his stronghold, and eventually he
would rule the entire Great Maze.
Curtis was killed last year in an Iron
Dragon bombing raid, and what his
staff took to be a miraculous recovery
was actually a manitous work. Colonel
Curtis mind was a little skewed before
his Harrowing, but now hes crazier
than popcorn on a hot skillet. Plus his
manitous on the verge of taking complete
controlthe Colonels Dominion is 4.
Attributes: Agility d10, Smarts d8,
Spirit d8, Strength d12+1, Vigor d10
Skills: Boating d8, Climbing d4,
Driving d6, Fighting d10, Guts d8,
Intimidation d8, Knowledge (Battle) d8,
Notice d8, Shooting d8, Survival d6,
Swimming d6, Throwing d6
Charisma: 0; Grit: 6; Pace: 6; Parry: 8;
Toughness: 7
Hindrances: Bad Dreams, Wanted
(Major)
Edges: Block, Command, Followers
(Union soldiers), Hard to Kill, Hold
the Line!, Improved Dodge, Soldier,
Supernatural Attribute (Strength),
Spook, Stitchin, Tactician Mesa a promotion. But Josiah only
Gear: Colt Army (Range: 12/24/48, wants to get back to his former job at the
Damage: 2d6+1, RoF 1, Shots 6, AP 1), factory. As a result, the doctor takes out
saber (Str+d6). his frustrations upon his enemiesand
Special Abilities: underlingsdaily.
Harrowed: Grit +1. Needs 1d6 Attributes: Agility d8, Smarts d10,
hours of sleep per night. Only a Spirit d8, Strength d4, Vigor d6
head-shot can kill. Death only puts Skills: Boating d8, Driving d6, Guts
the Harrowed down for 1d6 days. d4, Knowledge (Science) d10, Notice d6,
Immune to poison and disease. Piloting d8, Repair d12, Shooting d6,
Taunt d6, Weird Science d12
Dr. Josiah Phanderghast
Charisma: 0; Grit: 3; Pace: 6; Parry: 2;
Dr. Phanderghast is a talented
Toughness: 5
engineer, fully capable of keeping his
automations and clockwork tarantulas Hindrances: Cautious, Dementia
in good working order, and hes also (Paranoia), Vengeful (Minor)
one of the most ruthless supervisors Edges: Arcane Background (Weird
ever to climb through the ranks at Science), Connections (Hellstromme
Hellstromme Industries assembly lines. Industries, Ltd.), Gadgeteer, New
They called his appointment to Clover Powers, Power Points

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Powers: Hypodermal injector (boost/ Famine
lower trait), Interdimensional porthole Yep, you read that right, Marshal
(contact spirit world), Personal whirligig we mean Famine, the Reckoner her own
(fly); Power Points: 30 self. Never forget shes one of the grittiest
Gear: Gadgets, tool kit. entities to be found anywhere, and shes
got nothing to prove to anyone. Certainly
Du Fu
not some puny, so-called heroes dumb
Du Fus one evil mofo. To any enough to get sucked into Manitou Bluff.
casual observer hes the archetypal
In her true form, Faminethe Queen
kung-fu masterflowing robes, bald
o Bloated Bellies, the Princess o Hunger
head, moustaches dangling to his chest,
Pangs, and so forthis one wholly
eyes perpetually narrowed in scornful
repulsive creature. Her frame is withered
appraisal of a students efforts. In reality,
and scrawny. Her white hair is scraggly
hes part of Kangs secret cabal of black
and thin. And her mouth is full of jagged
magicians, and far more evil than most
black teeth that match her long, ragged
people on Clover MesaColonel Curtis
nails. Coal black eyes bulge wetly from
included!
the otherwise dry skin stretched tight
Du Fus personal goal is to take over across her long face.
the mesa for Kang, putting Du in a
In her current guise of Martha, Boss
position to rival Red Petals Su for the
Callahans special lady friend, she goes
warlords favor.
about dressed like a typical saloon girl,
Attributes: Agility d10, Smarts d8, sallow-cheeked and wan. Sometimes she
Spirit d10, Strength d12, Vigor d12 fixes a particular hero with a piercing
Skills: Fighting d12, Guts d6, stare, seemingly for no other reason than
Intimidation d8, Notice d8, Spellcasting to overawe.
d12, Stealth d6 Famines goal isnt to utterly destroy
Charisma: 0; Grit: 5; Pace: 8; Parry: 8; the heroesalthough she gladly does so
Toughness: 8 if shes goaded long enough or outright
Hindrances: Vow (Serve Kang) attackedno, shes in the market for a
Edges: Ambidextrous, Arcane new Servitor.
Background (Chi Mastery), Celestial We mentioned in the Hunting
Kung Fu (Eagle Claw: Str+d6, AP 2), Grounds sidebar (page 24) that the
Elan, First Strike, Fleet-Footed, Martial soul of any hombre who up and dies on
Arts, No Mercy, Reputation, Two-Fisted The Bluff becomes Famines property.
Powers: Armor d8, fly d6, smite d8; Thats true, but if a cowpoke showed
Power Points: 35 exceptional cunning or ruthlessness in
Gear: life, Famine offers him a choice whether
to take on the mantle of Servitor.
Special Abilities:
Attributes: Agility d12, Smarts d12+1,
Black Magic: In addition to chi
Spirit d12+1, Strength d12, Vigor d12
powers, Du Fu has the Arcane
Background (Black Magic) Edge as a Skills: Climbing d8, Fighting d12,
result of being trained by Kang. Du Gambling d8, Intimidation d12+1,
Fu knows the bolt, boost/lower trait, Knowledge (Occult) d12+2, Notice
invisibility, and puppet powers. d12+1, Persuasion d12+1, Riding d12,
Stealth d12, Taunt d12+1, Throwing d10

150
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151
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Grit: 6; Pace: 8; Parry: 8; Toughness: 11 Fearless: Famine is unaffected by Fear
(3) or Intimidation. Fright is like sweet
Special Abilities candy to her.
All-Knowin: Famine is aware Hunger Pangs: All living creatures
of everything that transpires on that come within 10 of Famine are
Manitou Mesa, when she wants to overcome with an overwhelming
be. All she has to do is concentrate hunger, and must make a Vigor roll
on a specific location, and she sees (at 2) each round or suffer a level of
and hears events there in her minds Fatigue from hunger. A critical failure
eyeunless the locale is sanctified or on this roll means the poor sod takes
similarly protected. During combat two levels of Fatigue.
this is a free action requiring success Invulnerability: Famine cant truly
on a Spirit roll, but otherwise no roll be harmed by anything but her
is required. Weaknesses, only Shaken.
Armor +3: Famine may be withered Scales o Doom: Fighting +2, Damage:
and scrawny, but her skins as coarse Str+d8. Famine carries a set of
and tough as a length of rope. old-fashioned balance scales as her
Belly o Bile: Range: 2/4/8, Damage: trademark weapon. If she spends an
Special. In the worst bulimic fashion, action twirling them up to speed,
Famine can dredge up the corrupted she can make a special whirlwind
contents of her bloated belly and Fighting attack on her next action. If
projectile vomit this vile mass at an she hits a target and causes a wound
opponent with an Agility roll. Anyone or better, she can immediately attack a
hit by the mess is entangled and different, adjacent target on the same
immobilized. Freeing oneself from the action. This continues until Famine
vomit requires a Strength or Agility fails to cause a wound or runs out of
roll (4). Each round a target remains adjacent targets. With Blights help,
trapped, she suffers 3d8 damage from she has used this attack to ride down
Famines potent stomach acid. Anyone entire armies.
adjacent to a target when its struck Withering Touch: If Famine strikes
suffers 2d8 damage from splattering a target with her bare hand (a touch
bile. Famine can only use this power attack), the victim must make an
once every other round. Vigor roll at 4. On a failure, the
Corruption: All foodstuffs brought struck body part immediately withers
within 10 of Famine are immediately and becomes useless, and the target
corrupted and become inedible. gains the One Leg or One Arm
Create Faminite: Anyone slain by Hindrance. A withered torso drops
Famine rises from the dead in 1d4 the targets Strength and Vigor by two
rounds as a faminite under her die types (dropping below d4 means
control. immediate death). A withered head
lowers the targets Agility and Smarts
Fear (4): The sight of Famine in her
by a die type (hard to be graceful
true form holds enough pure dread
when your head is flopping around on
to strike a person dead in their tracks.
a chicken neck). The victim must also
(This power doesnt apply when she
make a second Vigor roll (2) to avoid
appears as Martha.)
keeling over dead (until she rises as
a faminite). The good news is that

152
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each body part can only be withered Weakness (Magic): Magic powers
once. The bad news is that this effect and weapons affect Famine normally,
is irreversible, even if Famine is and can even Incapacitate her. But
defeated. only the Death Blow (see above) wipes
Weakness (Death Blow): Making her out permanently. If she is mortally
sure that Famine stays down takes wounded by magic but not struck a
some work. The only thing that kills Death Blow, the Reckoner completely
her permanently is to drive a stake recovers from her wounds 24 hours
through her heart. The only catch later, even if her physical body is
is that the stake must be made from destroyed.
the bones of Reverend Grimme or Coup: Bad idea, amigo. No deader
Famines horse. Grimmes bones can is powerful enough to absorb a
be found beneath the submerged Reckoners essence, but shed be
chapel of the Lost Angels cathedral pleased as punch if somebody tried.
(see Deadlands: The Flood to find out Anyone trying to draw in all Famines
how they got there). The horses bones power is plain overwhelmed by it,
can only be gotten by killing Blight, has their soul consumed along with
and Famine likely interferes before the manitou, and then up and turns
alls said and done. into Famine herselfready for a little
payback. Shes baaaaaack!

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the area must succeed on a Spirit roll
Blight
(2) or their Vigor drops by one die
Famine rides a swayback black
type. Targets whose Vigor is reduced
mare by the delightful name of Blight.
below d4 die. Die types return at the
This black ponys as withered and mean
rate of one per full days rest. Also,
as Famine herself. Blight has red glaring
all foodstuffs within the template are
eyes, bony ribs sticking through her
immediately corrupted and become
dirty hide, and unshod, ragged hooves.
inedible.
Attributes: Agility d12, Smarts d8,
Fear: Blight is terrifying in its own
Spirit d12, Strength d12, Vigor d12
right, provoking a Guts roll.
Skills: Fighting d12, Intimidation d10,
Fearless: Blight is unaffected by Fear
Notice d8, Stealth d12
or Intimidation.
Pace: 12; Parry: 8; Toughness: 13 (2)
Hooves o Hunger: Str+d8. Blights
Special Abilities ragged hooves carry the faminite
Armor +2: Blights desiccated hide is infection. Wild Cards wounded by a
as tough as a well-worn saddle. hoof must make an immediate Vigor
Breath o Corruption: Blight can roll (2) or turn into a faminite in 1d6
project its filthy, charcoal-hot breath rounds. Extras are doomed to this
in a Cone Template. Victims caught in fate.

154
E ncoun ters
Invulnerability: Blight cant be Hindrances: Bloodthirsty, Old Ways
harmed by anything but magical Oath (Minor), Vengeful (Minor)
attacks, only Shaken. Edges: Arcane Background
Kick: Str+d8. (Shamanism), Improved Block, Knack
Size +3: Although withered like (Spirit Touched: Bear, shape change),
a husk, Blights still a big animal New Powers, Power Points, Totem Spirit
compared to most folks. (Bear, speed)
Swift Footed: Blight has Pace 12 and Powers: Armor, boost/lower trait, contact
rolls a d12 running die. spirit world (Heroic Rank), sanctify, shape
Weakness (Magic): It takes honest-to- change (Heroic Rank), speed, vision quest;
goodness arcane powers or weapons Power Points: 25
to obliterate Blight. Everything else Gear: Bearskin suit, bow (Range:
rolls off the beast like water down a 12/24/48, Damage: 2d6, RoF 1), bladed
black swans back. war club (Damage: Str+d8, AP 2, Parry
1, requires two hands), elkhorn knife
Gauk-buraka, Bear Doctor x2 (Str+d4), medicine bag.
The Pomo were scattered and
nearly destroyed by the Great Quake. The Murtagh Brothers
Those few who remain are master scouts Brand, Rex, and Whip are an ornery
and fighters in the water. Gauk-buraka trio if ever there was one. To call them
is a bear doctor, or shaman, of the contrary is to underestimate the sheer
lost Pomo tribe. But he doesnt shepherd force of their meanness. Once upon a
souls or heal wounds, he just kills the time, the Murtaghs put proof to the
tribes enemies with ruthless efficiency. idea that even if everyone in Manitou
Gauk-buraka (literally, human bear) Bluff wasnt dead, they were all hostile
is a warrior-shaman who traveled to enough to be. But even so, a cowpoke
Clover Mesa to attempt to balance the who manages to get on the Murtaghs
physical and spirit worlds there. But he good side finds herself in the company
was captured and killed by Curtis men, of some of the most loyal allies around.
and hes been trapped on Manitou Mesa The Murtagh brothers used to be rail
ever since. warriors in Dixie Rails employ, but
Gauk-burakas totem spirit is a after all three miraculously survived
different aspect of bear than whats listed the chaos of the Battle of the Cauldron
in The Last Sons Players Guide; his totem they decided to get out of the game
grants the shape and speed of the bear, before their luck turned. After failed
rather than its more familiar nurturing, stints running saloons in Virginia City,
healing touch. Nevada and Shannonsburg, California,
they settled in Manitou Bluff early in
Attributes: Agility d8, Smarts d8, Spirit
1878 and never looked back.
d8, Strength d10, Vigor d12
Attributes: Agility d6, Smarts d6, Spirit
Skills: Climbing d6, Fighting d10, Guts
d8, Strength d6, Vigor d8
d8, Knowledge (Occult) d8, Persuasion
d8, Riding d8, Shooting d6, Stealth d6, Skills: Fighting d8, Guts d8, Notice d6,
Survival d8, Swimming d6, Tracking d8, Shooting d8, Stealth d6
Tribal Medicine d10 Charisma: 2; Pace: 6; Parry: 6;
Charisma: 4; Grit: 4; Pace: 6; Parry: 9; Toughness: 6
Toughness: 8 Hindrances: Loyal, Mean

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R etu rn to M anitou B luff
Edges: Rebel Yell, Speed Load that way! But hes only Famines puppet
Gear: Brand favors a double barrel and lapdog, although he likes to delude
shotgun (Range: 12/24/48, Damage: himself otherwise. As such, Callahan
13d6, RoF 12, Shots 1, Shooting +2), is like a cornered ratnot all that
Rex his trusty Colt Peacemaker (Range: impressive at first glance, but dangerous
12/24/48, Damage: 2d6+1, RoF 1, Shots enough to command respect.
6, AP 1), and Whip wields a big stick If Callahan feels his status threatened
(Damage: Str+d4) he keeps behind the by newcomers who get close to Martha or
bar. try to ally with Bob Drake, he unleashes
his gang of roughnecks to wipe out the
Pastor Willard Burroughs rivals. They dont bother with relatively
Pastor Burroughs came to Manitou noble pursuits like challenging the
Bluff during the population boom of heroes to a fair fight. Callahan instructs
late 1878. Although most respectable his boys to find where the offending
citizens up and left after a few months, parties are sleeping, barricade them
Burroughs remained to watch over those inside, and burn down the building.
of his flock who stayed. At heart, hes a Attributes: Agility d6, Smarts d10,
caring and noble soul who only wants Spirit d8, Strength d6, Vigor d6
the best for his people.
Skills: Fighting d6, Gambling d8,
Burroughs keeps his flock locked Guts d6, Intimidation d8, Knowledge
safely in the church most of the time, but (Saloons) d8, Lockpicking d6, Notice
would welcome any reasonable call to d10, Persuasion d10, Riding d4, Shooting
action. He doesnt know the whole truth d6, Stealth d4
of Manitou Bluffs plight, but hes sure
Charisma: +2; Grit: 5; Pace: 6; Parry: 5;
something very old and very evil has
Toughness: 5
taken root in town.
Hindrances: Arrogant, Vengeful (Major)
Attributes: Agility d6, Smarts d8, Spirit
d10, Strength d6, Vigor d6 Edges: Charismatic, Combat Reflexes,
Command, Command Presence,
Skills: Faith d10, Fighting d4, Guts d8,
Connections (Greater Maze Rock
Healing d8, Intimidation d6, Notice d6,
Miners Association), Danger Sense,
Persuasion d6, Swimming d4, Taunt d6
Followers, Level Headed, Reputation,
Charisma: +2; Grit: 2; Pace: 6; Parry: 4; Snakeoil Salesman
Toughness: 5
Gear: Derringer (Range: 5/10/20,
Hindrances: Heroic, Loyal, Stubborn Damage: 2d6, RoF 1, Shots 2, AP 1),
Edges: Arcane Background (Miracles), Stetson hat, fancy suit, cigars, wooden
Charismatic, Conviction, Flock, Strong matches.
Willed
Gear: Hickory club (Str+d4), Bible, cross.

R. J. Boss Callahan
Despite his fearsome reputation
and a commanding aura, and after all
hes achieved in keeping the remaining
souls of Manitou bluff alive, in the end
Boss Callahans nothing but a petty
despot. Not that his loyalists see him

156
Index

Battle of Lost Angels 1, 2, 87, 114 Boss Callahans boat 98


Beachhead 5, 9, 3639 Brand Murtagh 155
Bear Doctor. SeeGauk-buraka
Bear Doctors Land 8285 Captain Joshua Plainfield. SeeJoshua
Beatrice Moody 111, 146 Plainfield
Big Slippery 58, 61 Clints Rock 65
blackout 81 Clover Mesa 3, 32
Blight 93, 104, 154155 Clover Mesa encounters 6365
blood shark 137 Colonel Isaiah Curtis. SeeIsaiah Curtis
Bob Drake 22, 95, 106, 146 cove creeper 12, 46, 138
Boneyard 86 crossin over (to Manitou Mesa) 69,
boneyard skeleton 87, 137 7780, 106
Boss Callahan 21, 95, 104, 121123, 156

157
R etu rn to M anitou B luff
deadpool 93 Newton Hexam 33
death aint the end! 23, 7879
Deaths Quarry 88 Operation Lucky Clover 3, 67
Drakes Claim 104106 ornithopter 56
Dr. Josiah Phanderghast 38, 149
Du Fu 60, 150 Pastor Burroughs. SeeWillard Bur-
roughs
Famine 22, 93, 95, 104, 120, 128, 150153 Poseidons Lode 71, 106
Famines Garden. SeeFamines Mire
Famines Mire 9093, 129 quicksand 91
faminite 139
Fort Michele 6, 10, 3943 Rex Murtagh 155
R. J. Callahan. SeeBoss Callahan
Gauk-buraka 52, 83, 95, 155 Ruins o Lost Angels 124
gettin back (to the real world) 69, 106, Rupert Rusty Dirk Fitzpatrick 70
123124
Grantsville ghost 52, 140 Samuel Q. Hellman 16, 89
Grantsville, Ruins of 4, 12, 5054 screamin specter 58, 144
Great Flood 8, 21, 22, 127 Screamin Specter Canyon 57
Grimmes bones 124126 sea caves 42, 69
sea gate 4, 69, 72
harpoon gun 70 Setting Rules 23
Harrowed 141 Clover Mesa 2325
hellmouths 8, 25, 64, 81 Manitou Mesa 2627
Hell on Earth 127 Six Hills Express 55
Hunting Grounds 20, 2426 Six Hills Railhead 6, 1214, 5461
Soulwave 19
Isaiah Curtis 3, 68, 71, 119, 148 Spanish Pete 11, 47
steam Gatling 34
John Wesley Bivins 87 steam lifts 38
Joshua Plainfield 40
tableau mort 65, 82
Lions Roar 55 Tell-Tale Head 106, 145
Little Gibraltar 4, 1012, 4350 Ten-pound vapor cannon 35
Thaddeus Middleton 116
manitou 141 The Injun. SeeGauk-buraka
lesser (swarm) 94, 141 Titus Bironas 71
normal 142
greater 142 Union Enclave 14, 6775
Manitou Bluff 1, 19, 95117 Union spy 54, 74
Manitou Mesa encounters 8082
Martha. SeeFamine Vortex o Shadows 9395
Mavis Grund 71
Megamaton 38, 135, 143 Whip Murtagh 155
Miners Union Hall 110 Willard Burroughs 95, 101, 156
Murtagh Brothers 95, 112, 155
Zeke the Harbormaster 46

158

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