DLR - Adv - The Land Beyond The Busted Doorframe
DLR - Adv - The Land Beyond The Busted Doorframe
DLR - Adv - The Land Beyond The Busted Doorframe
o The
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Land Beyond The v
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4 Busted Doorframe 6
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Credits & Acknowledgements
Additional Material: Shane Lacy Hensley, Timothy Brian Brown, Matt Forbeck
Editing: Jodi Black, Matthew Cutter, Piotr Koryś, Teller
Deadlands Brand Manager: Matthew Cutter
Art Director: Aaron Acevedo
Layout and Graphic Design: Matthew Cutter, Aaron Acevedo, Joel Kinstle
Cover Art: Wayne Miller
Interior Art: Johan Lindroos, Wayne Miller, Tamires Pedroso, Bryan Syme, Jon Taylor
Cartography: Alida Saxon
Author’s Dedication: To the memory of E. Gary Gygax, who showed us new worlds
Savage Worlds, Deadlands: The Weird West, artwork, logos, and the Pinnacle
logo are © 2016 Great White Games, LLC; DBA Pinnacle Entertainment Group.
Savage Worlds, all associated characters, logos, and artwork are
copyrights of Pinnacle Entertainment Group. All rights reserved.
Contents
1
D eadlands : T he L and B eyond the B usted D oorframe
2
H untington ' s W orld
Spirits and Stranger Things superior posse or simply dealt a few good licks,
they run off with their tails firmly tucked.
Aliens weren’t the only visitors to Huntington’s
world. Before his untimely demise, the scientist • Jack Diamond: See page 24. He has a level of
created playing-card–like entities out of the odd Fatigue from Bumps and Bruises.
spirits he found. Little did he know, some of • Roustabouts (2 per hero): Use the Townsfolk
those spirits were actually manitous. profile in the Deadlands Marshal’s Handbook,
Now the red and black cards are locked in but add Strength d8 and the Brawler Edge.
a battle to the death, with the black suits (the
manitous) determined to escape the Hunting Jack’s Story
Grounds into the City o’ Gloom. Only the Red Questioned by rescuers, Jack quavers,
King and Queen and their subjects stand in “Amigo—you wouldn’t believe me if I told
their way, but due to the aliens’ and X-Squads’ you.” But with a little gentle coaxing, he spins a
meddling they’re losing the battle to the stupefying tale:
malevolent manitous. In a desperate bid to “They call me Jack. Jack Diamond. I’m not
secure aid, the Red Queen sends an agent to visit from around here. The only reason I can even
the Weird West. talk to you is because a man—a great man—
made me this way.
THE SETUP “Do you know the old ruins east of Salt
Lake City? Years ago, Tom Huntington built
a doorway to another world. He made a whole
This adventure isn’t for a posse totally lacking
realm there. And he let us live in it too.
in grit, Marshal. Some cowpokes should be at
least Veteran Rank. ”Things were good. Then
the evil ones showed up,
If you run this adventure as part of Deadlands:
killing us off and hunting
Good Intentions, Jack Diamond might show up at
people to infest. Tom helped
Smith & Robards looking for help, or the posse
us fight them and drive
could meet him during a delivery. Otherwise,
them out.
Jack appears anywhere you like, Marshal:
the City o’ Gloom’s streets, “Then the
an alley in Junkyard, or snakes arrived.
in a nearby town. Ogden, Tom vanished,
Corrine, or Provo would leaving only a few
work nicely. of us. But now it’s
not just about us,
The first the heroes see
you see. Because
of Jack Diamond is a thin,
they want to escape
nervous-looking fellow in a
into this world.
fancy red suit—almost like a
gambler, if he escaped from a “So, amigos, what
traveling carnival. He wears a do you say? Will you
white, frilly shirt and a red tie. help me stop them?”
He gets punched in the face and If the buckaroos agree,
spits out a bloody tooth. At the Marshal, now’s the time to
moment, the roustabouts whose go on to chapter two.
money Jack swindled at the poker
table are beating him mercilessly.
The roustabouts are angry but
cowardly. Faced with a display
of strength by an obviously
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o v
4 Camp Ace-High 6
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This chapter explores the environs of Huntington Ruins and the folks
dwelling there. Although there are a few secluded spots for a posse
to make camp and check the lay of the land, there are also some
bad-tempered dudes to throw a wrench in all the best-laid plans.
4
C amp A ce -H igh
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D eadlands : T he L and B eyond the B usted D oorframe
Chivington’s Obsession
Dr. Sandy Chivington never leaves the quonset
hut. He sleeps on a cot in the corner for about
four hours a day; the rest of his time is spent
in intense study at a table covered with papers
and diagrams. Among these scraps of cramped,
nearly illegible notes is a partial map of the forest
beyond the busted doorframe (see the player
handout on page 7).
Chivington was the only soul to see Jack
Diamond emerge from the portal and escape into
the night; he’s extremely concerned about what
this might portend, but hasn’t yet broken the
news to Dr. Hellstromme.
6
C amp A ce -H igh
Crossin’ Over
It’s up to your cowpunchers to determine
how they get into Camp Ace-High and
through the busted doorframe. Options
include trickery or disguise, creating a
diversion to draw the X-Squads away,
sneaking in with Jack Diamond’s help,
trying to discuss the situation logically with
Dr. Chivington, or just kickin’ in the front
door and fightin’ their way through.
Talking with Chivington isn’t likely to
lead anywhere good. His intial reaction
to a posse is automatically Hostile (see
Persuasion in Savage Worlds) and his loyalty
to Hellstromme is total. That said, if the
group uses Persuasion to raise his attitude
to Friendly or better, which is possible in
this situation because the doctor is grasping
at straws, he agrees to let the pistoleers
venture through on an exploratory journey.
In this case he shows them his partial map
of the forest (at right), suggests they watch
out for the malevolent living playing cards,
and insists they take Bad Nell O’Halloran
with them as a guide.
If the group fights their way in or is seen
sneaking through, Dr. Chivington sends a
team of five X-Squadders after them with
orders to shoot to kill and return as soon as
possible. If this is how it turns out, Bad Nell
stays in Camp Ace-High...hoping for more
of her kind to return.
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o v
4 The Enchanted Forest 6
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Your intrepid investigators have made it, Marshal! They’ve crossed
over into the mysterious world beyond the busted doorframe. Here’s
where we describe the general environment, all the places and
beings a posse can encounter, and finish up with a few words about
what the buckaroos stand to win...or lose.
8
T he E nchanted F orest
It’s dang near impossible to cut, blast, chop, or Wanderin’ Critters Table
otherwise pass through the forest: The branches
and undergrowth are objects with Toughness 12, d6 Item
and they regenerate almost instantly, growing 1 1d4 red cards (see page 26)
before one’s eyes to fill a damaged area in 1d4 2 1d6 s’suth soldiers (see page 27)
rounds. An hombre who somehow succeeds at 3 2d6 little people (see page 24)
making his way into a forested area soon finds
4 2d4 black cards (see page 21)
himself in a bad spot. The surrounding growth
5 Giant crow (see page 23)
closes in as the entangle power: Roll a d12 with a
Wild Die in place of an arcane skill roll. 6 1d4 dead X-Squad troopers
9
D eadlands : T he L and B eyond the B usted D oorframe
10
T he E nchanted F orest
11
D eadlands : T he L and B eyond the B usted D oorframe
Ability, Huntington’s soul enters the body and beg for mercy. If Bad Nell O’Halloran is with the
animates it. Breaking or opening the jar without group, she opens fire on sight.
a suitable host within 8” causes Huntington’s A Persuasion roll or the presence of Jack
shadow form to dissipate and be lost forever. Diamond causes them to calm down and explain
Prof. Thomas Huntington: If Huntington what’s going on:
is placed within a suitable host, he has Smarts, “It’s the Clubs and Spades. They’ve gone
Spirit, Investigation, Notice, Repair, Taunt, and mad. They’re all mad here! You better watch
Weird Science at d12, the Arcane Background out for them, or they’ll bend your mind to their
(Weird Science) Edge, and several scientific will. Heaven knows what they’ve done with our
Knowledges at d10. He assumes the physical Kings and Queens.”
attributes and skills of a body he inhabits.
The cards refuse to leave the safety of their
2. Hall o’ Doors secluded clearing under any circumstances.
In this clearing stands a single-story structure • Red Cards (2 per hero): See page 26.
approximately 20 yards long and 10 feet wide.
There is an unlocked door at one end. 4. Round Hill
Inside is a dark hallway that takes up the A tall, steep-sided hill that rises above the
building’s full width. It is lined with doors on tree line fills this clearing. Simple success on a
either wall—10 on each side, evenly spaced— Climbing roll (+2) gets one to the summit. From
but oddly, none of the doors are visible on the there, the whole forest and its layout are visible;
building’s exterior. That’s because they access show that player the map on page 11.
other worlds and time periods!
5. The Ravine
The Hall of Doors was Huntington’s true
This area is dominated by a long, steep-walled
reason for creating this realm, and his crowning
slash in the earth that slopes downward from
achievement. He discovered that a strange effect
either end toward the center. At its deepest point
of proximity to the Hunting Grounds allowed
the walls on either side are close to 50 feet tall. A
him to construct myriad portals and use them to
narrow path runs along both sides of the ravine,
explore a bizarre variety of universes.
if the heroes don’t wish to descend into it. From
Use these doors to take your posse anywhere somewhere below comes the sound of periodic
you’d like them to go, Marshal. There’s no time gunshots, followed by loud cheers. Read the
travel involved, per se, but the portals can go to following if the heroes descend into the canyon,
any setting published by Pinnacle or that you or walk along either path to its center.
can imagine: Hell on Earth, Deadlands Noir, Lost
At the ravine’s bottom is a pair of black
Colony, the Deadlands of the Dark Ages, the world
playing cards, one the ten of Spades and the
of Rippers, Weird War One, East Texas University,
other the Jack of Clubs. They take turns firing
Weird Wars Rome, The Last Parsec, or even a
six-guns at the Queen of Diamonds, who’s tied
licensed setting like Lankhmar, The Sixth Gun,
up and slumped against the ravine’s north wall.
The Goon, or Savage Rifts®. Any door the group
A group of black cards behind the shooters cheers
goes through is apparent on the other side and
every time they take a shot. They’re competing to
remains where they left it...but getting back to it
see who can get closest without hitting her, but
may end up being the biggest challenge!
they’re pretty careless about that.
3. Cards on the Lam Jack Diamond insists the heroes do something
Several living playing cards—all Diamonds to rescue his queen. If Bad Nell is present, she
and Hearts—hide in the tall grass of this clearing. argues that it’s too dangerous and adds, “Besides,
Roll their Stealth opposed by the heroes’ Notice. who cares about a lousy playing card?”
If they’re discovered, they fall to their knees (or • Black Cards (2, plus 2 per hero): See page 21.
what passes for “knees” on a playing card) and • Red Queen: See page 26.
12
T he E nchanted F orest
5a. The Cave: The small, dark cave opens in startled s’suth put up a cursory fight with their
the bottom of the ravine. Anyone who enters it laser weapons, but flee to area #11 immediately
and walks for about a mile finds that it opens if one of them takes a wound.
into the Hunting Grounds. A buckaroo who goes • S’suth Soldiers (2): See page 27.
past that point is well beyond the adventure’s
scope; consult Deadlands: The Last Sons for more 9. Restorative Well
information or make it up on the fly, Marshal.
A well stands at the center of this small clearing,
6. Little People surrounded by a low stone wall and covered by
a wooden roof. A handy rope and pulley allow
This clearing is populated by nature spirits
the bucket to be lowered. The well water is cool
called little people. They’re generally helpful to
and refreshing. Moreover, anyone who drinks
anyone who asks nicely, and know just about
from it loses any Fatigue levels instantly, and has
everything about the forest and its inhabitants.
one wound healed per mouthful swallowed. The
Because Huntington’s perspective created
s’suth know of the well and its powers, and make
this entire place, they appear like traditional
use of it whenever needed.
Scandinavian gnomes: about as big as a bird,
with tiny boots, blue coats, red breeches, and
long white beards.
10. S’suth Command Post
Since they’ve been trapped here for going
These particular little people serve as
on seven years, the s’suth commandeered this
companions to moles, allowing them to burrow
clearing for use as their headquarters and staging
through the earth (their ability isn’t hindered by
area for expeditions into the woods. Their captain,
the prohibition that forbids the use of the arcane
Xyyzz’cor, spends most of his time here giving
power).
orders and thinking up a plan to escape. Since a
• Little People (1 per hero): See page 24. few of their early exploration teams were waylaid
by black cards, manitous, and worse, they’ve
7. The Manitou Court curtailed most journeys into the woods. Contact
In this expansive clearing, the royal courts with a posse of curious buckaroos, however, tells
of Clubs and Spades are gathered with their Xyyzz’cor the situation must have changed. Soon
entourages. They’re manitous in card form, so he’ll send a search party to look for Huntington’s
they spend most of their time arguing about portal back to earth.
how to find and kill the red cards, how best to If you’ve chosen to develop the crashed
escape into the living world, or simply think spacecraft’s interior for your group to explore,
up arguments to counter whatever the other Marshal, Captain Xyyzz’cor has an access card
court says. When a group of shootists enters the with a blue and a red stripe on it (see The Flyin’
clearing, they quickly put aside their differences Saucer on page 16 for details). If you prefer to
and try to possess all the human minds they can. restrict the saddletramps’ access to the saucer’s
Black Queens (2): See page 22. interior, then Xyyzz’cor’s access card only has a
• Black Kings (2): See page 22. blue stripe on it.
• Black Cards (3 per hero): See page 21. Captain Xyyzz’cor: See page 28.
• S’suth Soldiers (2 per hero): See page 27.
8. Alien Sentries
A pair of saurian s’suth are stationed here, alert 11. S’suth Camp
for incursions by the malevolent playing cards Most of the s’suth non-combatants and
that infest the enchanted wood. The manitous youngsters dwell in the tall grass of this clearing,
can’t possess these creatures due to their alien hunting up food as needed and basking in the
brain makeup, but they’ve tried to attack them sun. The weather doesn’t ever change in this
and their spacecraft more than once out of sheer weird realm, so they have no need of permanent
meanness. Confronted with a human posse, the
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D eadlands : T he L and B eyond the B usted D oorframe
shelters. Confronted with human intruders, they powers touches the stone, concentrates, and
flee in panic toward their flyin’ saucer. succeeds on an arcane skill roll at –4, she can
• S’suth Folk (4 per hero): See page 27. see any location she’s familiar with outside the
enchanted forest. She could look in on the posse’s
12. Crashed Spacecraft campsite on Potter’s Hill, the busted doorframe’s
surroundings in Camp Ace-High, or even her
The leading edge of the spacecraft, banged up dear old grandmaw back in Boise, Idaho. If a
and half-covered with rocks and rubble, juts into buckaroo visits some weird world via the Hall of
this clearing. A pentagonal opening allows entry, Doors (area #2), she can look there too.
but a single s’suth sentry is on guard at all times
(he has a blue-striped access card). If the shootists There’s no instruction manual or handy brass
venture inside, see The Flyin’ Saucer on page 16. plaque telling a body how to work the dang
thing. Arcane casters need to fiddle with it until
• S’suth Soldier (1): See page 27. they figure it out.
14
unlucky hero sinks completely in three rounds
15. Dunce Cap Twins
unless extracted. With a successful Agility roll
For years, Dr. Manfred Stark—the City o’ (–2) he stops sinking any further and floats on
Gloom’s resident “Dr. Frankenstein”—has tried the soupy liquid. With a raise he reaches the edge
to create viable, intelligent life stitched together and crawls out. On snake eyes, the character is
from disinterred body parts. The problem is, Stark sucked under immediately and starts Drowning
is so far gone even he can’t remember how many (see Savage Worlds).
times he’s failed miserably in the endeavor. (See
Heroes who aid their sinking comrade need
Deadlands: Good Intentions for more on the mad
a successful Strength roll to drag him from the
scientist and his history.) The Dunce Cap Twins,
quickmud. On snake eyes they’re pulled in and
as Stark dubbed them before exiling them forever
begin to sink too, as above. Once a character is
from his presence, are by far his least intelligent
under the surface she cannot extricate herself
failures.
and must be dragged out by allies on the surface.
Leaving the master’s lab behind in 1878, they Finding the character requires success on a Notice
wandered east until they came upon Huntington roll (–2). Extricating a submerged character takes
Ruins and stumbled through the busted a Strength roll (–2).
doorframe. Finding themselves in a wondrous
All this would be life-threatening enough
realm of eternal sunshine, they decided to stay.
without outside interference. Unfortunately for
By now they’re familiar with the forest paths,
those who end up stuck in the mire, the giant
know the way to the well (area #9), and hunt
crow living in the nest above uses the quickmud
s’suth to eat.
like flypaper. Once prey becomes stuck, it’s a
The twins wear identical straw hats and simple matter to swoop down and pluck a tasty
overalls, and are stout with pot bellies. Confronted meal from the slime. Then the beastly bird flies
with a posse, they’re at first taken aback, but back to its nest to feed.
soon launch into a tirade of insults, finishing
• Giant Crow (1): See page 23.
each others’ sentences and trying to goad the
cowpokes into a fight. If a battle lasts more than 16a. Crow’s Nest: The giant crow’s nest is
five rounds, the giant crow that roosts in the trees difficult to reach, requiring a Climbing roll (–2).
above area #16 swoops in and attempts to carry It’s full of bones, human and s’suth skulls, and
off a random character. At the sight of the huge various items dropped by the many hapless
bird, the Dunce Cap Twins holler in terror and explorers who’ve stumbled into this weird realm
try to hide in the tall grass. over the years. If a muchacho digs through the
detritus and shed feathers and succeeds on
• Dunce Cap Twins (2): Use the Patchwork
a Notice roll, he finds a useful piece of gear or
Man profile in the Deadlands Marshal’s
loot. Roll 1d8 on the Random Items Table to
Handbook. They are Extras with the Clueless
determine what’s found.
and Illiterate Hindrances, and Taunt d10.
Random Items
16. Quickmud Mire
d8 Item
The trail leading to this area slopes downward
gradually, ending at the edge of a swampy mire 1 Laser pistol (see S’suth Weapons on page 18)
that fills the clearing. Another path is visible on 2 Bottle containing 3× greased lightning pills
the other side, and a character who scans the trees (see the Deadlands Player’s Guide)
above and succeeds on a Notice roll can see a 3 Ammo belt with 20× .45 bullets
massive nest of branches in the top of a towering 4 Loaded double-barrel shotgun
oak, nearly 50 feet off the ground. 5 Bowie knife in a scabbard
It’s not a just a swamp; it’s full of deep, sucking 6 Fully loaded Gatling pistol
mud. Make a Notice roll (–2) for the lead character 7 Leather sack containing $100 in gold specie
to detect the “quickmud.” Failure means he 8 Bottle containing 2× doses of restoration elixir
plunges in to his waist and begins to sink. The (see the Deadlands Player’s Guide)
15
16b. Narrow Path: This path winds down a
steep slope through the swampy forest until it
THE FLYIN’ SAUCER
opens on the Hunting Grounds. Pistoleers taking
this path could be in a heap of trouble, though— The s’suth smashed into Huntington’s pocket
the trail is slick with mud. Anyone who fails an realm at this spot, and the sorely damaged ship
Agility roll at –2 slides down the slope and is spit hasn’t moved since. We provide a portion of the
out into the wilds of the spirit world. Rescuing ship’s interior here, but most of it is beyond this
that poor hombre is up to his companions; what adventure’s scope. That said, we also provide a
happens next is up to the Marshal. Flyin’ Saucer Template (page 29) if you’d like to
flesh out the rest of the ship for exploration.
17. The Red Court General Information: The ship’s interior
The tattered remains of the Hearts’ and floors, walls, and doors are made of a strange
Diamonds’ entourages huddle here, trying to metal the heroes have never before encountered
hide from the manitous. They react to characters (Toughness 20). Other items and areas may
with suspicion and fear unless Jack Diamond incorporate plastic—the s’suths’ access cards, for
accompanies them, or the heroes have rescued example—another invention beyond the group’s
the Queen of Diamonds (see area #5). If the party ken. Hallway ceilings are about two yards high.
can raise their attitude to Friendly or Helpful Ceilings in the ship’s rooms are slightly higher, at
with a Persuasion roll, one red card per posse about three yards.
member joins the group as an allied Extra; give The air inside the ship has an acrid, smoky
these characters to the players to run. odor to it but is breathable by humans without
• Red King (1): See page 26. much trouble. It is slightly noxious, however. For
each hour the posse spends in the interior, they
• Red Cards (2 per hero): See page 26.
must succeed on a Vigor roll at +2 or sustain a
18. Alien Graveyard level of Fatigue (which can Incapacitate, but not
kill). Fatigue gained in this way fades at a rate of
The s’suth used this small clearing to inter one level per hour of exposure to fresh air.
their fallen compatriots in graves. But no longer:
If you choose to fill in the rest of the ship’s
After the dark energies of the Hunting Grounds
interior, Marshal, remember that the saucer is
seeped into the bodies, they rose from the earth
basically lodged in the pocket dimension’s solid
as walkin’ alien deaders. They stay here unless
barrier, with the back half jutting out into the
provoked, in which case they pursue living prey
Hunting Grounds. Investigators who reach the
as far as their rotting legs can carry them.
saucer’s rear viewports look out upon a truly
• Walkin’ Dead S’suth (2 per hero): Use the extraordinary vista: the shadowy vastness of
S’suth Soldier profile on page 27, but add the the spirit world, with brightly lit phantoms and
Undead Monstrous Ability: +2 Toughness, horrifying creatures flitting through its dark fog.
+2 to recover from Shaken, called shots do no
Access Cards: Every door inside the ship is
extra damage.
a pentagonal gate that irises open and closed.
Beside each is a reader where an access card can
19. Hunting Grounds
be swiped. A blue-striped card opens only the
This path winds on for nearly a mile before it doors colored blue on the map, and a card with
reaches the Hunting Grounds. This, however, is blue and red stripes opens doors of both colors.
the path used by manitous to enter Huntington’s Other, more highly restricted areas (with their
forest. Travelers who enter the Hunting Grounds own colors) may exist if the Marshal likes.
by this route find themselves in terrible danger,
Technology: The s’suth make use of highly
surrounded by a veritable swarm of evil spirits.
advanced tech that could be disruptive or
• Lesser Manitou Swarms (2): See page 24. downright damaging to a Weird West campaign.
• Manitous (1 per hero): See page 25. The Marshal should decide whether the s’suth
technology functions only in Huntington’s
16
T he E nchanted F orest
pocket realm (in which case it stops working as books can be extremely helpful in fleshing out
soon as it passes beyond the busted doorframe), the saucer’s unmapped areas.
or continues to work back in the City o’ Gloom.
In either case, a posse that brings back weird 1. Environmental Purifier
technology and brags about it soon finds itself The ship’s pentagonal entrance opens into
pursued by agents of Hellstromme, Smith & this room. Set into the center of the floor is a flat,
Robards, and Brigham Young. They all wish to circular yellow panel surrounded by a bluish-
secure such items for their own study. gray metal ring. The panel’s surface is made of a
S’suth Patrols: Alien patrols move through smooth substance that resembles glass.
the ship, keeping an eye out for living playing The circular panel is an environmental purifier.
cards and other critters from Huntington’s wood. When a s’suth stands at its center, it hums loudly
Whenever the group moves into a new hallway and emits a visible energy field that purges all
or encounter area inside the ship, draw an Action surface and internal toxins, bacteria, parasites,
Card. On a face card or higher, the buckaroos run particles, and so forth from the creature’s body.
into a patrol of two s’suth soldiers (page 27); if In game terms, it removes any poison, disease,
the Marshal draws a Joker, it’s a security robot foreign organisms, or other impurities from a
(page 27). s’suth’s system. It continues to function as long
as a living creature stands on it.
Encounter Areas
However, the purifier is specifically calibrated
The following entries refer to the Flyin’ Saucer for s’suth and dangerous to humans, whose
map below. If the Marshal has access to the Science physiology is quite different. A human who
Fiction Companion and The Last Parsec: Core, those stands on the panel suffers wracking pain and
2d12 damage per round of exposure. Anyone who
17
D eadlands : T he L and B eyond the B usted D oorframe
S’suth Weapons
Weapon Range Damage RoF AP Shots Weight
Fragmentation Grenade 5/10/20 3d6 1 — 1 .25
Notes: Heavy Weapon, Large Burst Template.
Gyrojet Pistol 12/24/48 2d6 1 10 10 3
Notes: Heavy Weapon, ammunition weighs .5 lbs per 10 shots.
Gyrojet Rifle 24/48/96 2d6 1 10 30 10
Notes: Heavy Weapon, ammunition weighs 1 lb per 10 shots.
Laser Pistol 30/60/120 2d6 1 2 50 2
Notes: Semi-Auto, Energy pack .25 lbs, +2 Vigor vs Bleeding Out, may overcharge for +1d6
damage but if Shooting die is a 1 then one-round recharge time is required.
Laser Rifle 24/48/96 3d6 3 2 100 8
Notes: Min. Str d6, Three-Round Burst, Semi-Auto (no recoil), energy pack .5 lbs, +2 Vigor vs
Bleeding Out, may overcharge for +1d6 damage but if any Shooting die is a 1 then one-round
recharge time is required.
Laser Submachine Gun 15/30/60 2d6 4 2 100 4
Notes: Semi-Auto (no recoil), energy pack .5 lbs, +2 Vigor vs Bleeding Out, may overcharge for
+1d6 damage but if any Shooting die is a 1 then one-round recharge time is required.
18
T he E nchanted F orest
19
D eadlands : T he L and B eyond the B usted D oorframe
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4 Allies & Enemies 6
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To wrap up this oddity of a tale, we present the various critters and
folks a posse meets along the way. They’re organized alphabetically,
by last name in the case of mundane folks.
21
D eadlands : T he L and B eyond the B usted D oorframe
22
A llies & E nemies
• Immunity (Piercing): Piercing weapons such Cha: 0; Grit: 2; Pace: 6; Parry: 2; Toughness: 5
as arrows and bullets punch holes in a card Hindrances: Curious, Dementia (Paranoia)
but don’t inflict appreciable damage.
Edges: Arcane Background (Weird Science),
• Paper Cut: Str+d6+1, AP 2. Although her Gadgeteer, New Power, Power Points, Scholar
sword is made of paper, the Black Queen slices (Enginering, Physics)
deeply into flesh and armor alike.
Powers: Burst (Ice Gun), contact spirit world
• Possession: As an action, the Black Queen can (Spirit Lens), detect/conceal arcana (Etheric Sensor
take control of a human’s mind. This works like Array). Power Points: 25
the puppet power but costs no Power Points.
If she succeeds, she vanishes into the victim’s Gear: Spare parts, toolkit, fancy suit, top hat.
head. As with the puppet power, forcing the
subject to commit acts that run counter to his Crow, Giant
or her nature allows another roll to resist; with The great crow that roosts in Huntington’s
success the Queen is expelled and reappears forest is as big as an elephant. It’s almost always
1d12” away in a random direction. If the Black hungry, so it frequently flies above the treetops
Queen takes over a human she attempts to seeking prey below. It can snap at targets with its
enter the physical world through Huntington’s beak, or flap its wings to hover in place and fight
portal at her soonest opportunity. A card with its claws.
expelled from a character’s mind in the real Attributes: Agility d10, Smarts d4(A), Spirit d6,
world manifests as a manitou (see page 25). Strength d12+2, Vigor d12
• Size +2: The Black Queen is taller and wider Skills: Fighting d8, Notice d12+4, Stealth d8
than a human.
Pace: 2; Parry: 6; Toughness: 14
• Strong Willed: The Black Queen adds +2
to Intimidation and Taunt rolls, as well as Special Abilities:
attempts to use her Possession ability. She has • Beak: Str+d10, AP 2.
a +2 bonus to resist Tests of Will. • Claws: Str+d8. If the crow hits with a raise, the
• Two-Dimensional: Cards are almost perfectly target is Grappled (see Savage Worlds). When
flat. When they turn sideways to a viewer and the crow grabs a victim, it flies back to its nest
do not move, they gain +2 to Stealth rolls. to feed (see page 15).
• Weakness (Fire): Being made of paper • Flight: Pace 10”.
can be a liability. The Black Queen • Large: Attackers gain a +2 bonus
suffers double damage from fire and to hit the giant crow.
flame-based attacks and powers.
• Size +6: The great crow is as large
Dr. Sandy Chivington as a fully grown elephant, with a
30-foot wingspan.
Dr. Chivington was hand-selected to
• Swoop: If the crow
study the busted doorframe due to
swoops to attack from at least
his expertise with other dimensions.
50 feet), it gains +4 damage.
He’s loyal to Hellstromme but not a
willing combatant unless he’s defending • Weakness (Trinkets):
his life; he developed the Chivington Ice Crows love shiny things. If a
Gun to flash-freeze water and foodstuffs. handful of coins, glass baubles,
or a similar item is tossed
Attributes: Agility d6, Smarts d10, Spirit
through the bird’s line of
d8, Strength d4, Vigor d6
sight, the giant crow must
Skills: Driving d4, Guts d6, Knowledge succeed on a Smarts roll
(Engineering) d8, Knowledge (Physics) or chase after it for one
d10, Notice d4, Repair d8, Shooting d6, Weird round.
Science d10
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24
A llies & E nemies
• Rend: A manitou’s favorite tactic is to literally Charisma: –2; Pace: 6; Parry: 7; Toughness: 7
rip its foes in half. If two manitous successfully Hindrances: Enemy (Rail Warriors), Mean
Grapple a single foe, they can act in concert to Edges: Brave, Combat Reflexes, Rock and Roll!,
tear him apart. The manitous make a single Speed Load
cooperative Strength roll, opposed by the
victim’s Strength. If they’re successful the
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D eadlands : T he L and B eyond the B usted D oorframe
Gear: Gatling shotgun (Range 12/24/48, • Paper Cut: Str+d4+1, AP 2. Although their
Damage 1–3d6, RoF 2), 20× shotgun shells, swords are made of paper, red cards can slice
Bowie knife (Str+d4+1, AP 1), chewing tobacco, deeply into flesh and armor alike.
10× dynamite sticks, 100× matches, $45. • Size +2: Red Kings stand taller and wider than
a human.
Red Card
• Two-Dimensional: Cards are almost perfectly
Red cards are nature spirits transformed flat. When they turn sideways to a viewer and
by the particular properties of Huntington’s do not move, they gain +2 to Stealth rolls.
domain. They’re typically good-natured but their
• Weakness (Fire): Being made of paper can be a
motivations are largely inscrutable to humans.
liability. Red cards suffer double damage from
Attributes: Agility d6, Smarts d6, Spirit d6, fire and flame-based attacks and powers.
Strength d6, Vigor d6
Skills: Fighting d8, Guts d6, Intimidation d6, Red Queen
Knowledge (Hunting Grounds) d6, Stealth d6 The Red Queens can be imperious and
Pace: 6; Parry: 6; Toughness: 5 demanding at times, but compared to her Clubs
Special Abilities: and Spades counterparts she’s downright sweet.
• Paper Cut: Str+d4+1, AP 2. Although their Attributes: Agility d6, Smarts d10, Spirit d10,
swords are made of paper, red cards can slice Strength d6, Vigor d6
deeply into flesh and armor alike. Skills: Fighting d8, Guts d6, Intimidation d6,
• Immunity (Piercing): Piercing weapons such Knowledge (Hunting Grounds) d6, Stealth d6
as arrows and bullets punch holes in a card but Pace: 6; Parry: 6; Toughness: 5
don’t inflict appreciable damage. Special Abilities:
• Two-Dimensional: Cards are almost perfectly • Immunity (Piercing): Piercing weapons such
flat. When they turn sideways to a viewer and as arrows and bullets punch holes in a card but
do not move, they gain +2 to Stealth rolls. don’t inflict appreciable damage.
• Weakness (Fire): Being made of paper can be a • Paper Cut: Str+d4+1, AP 2. Although their
liability. Red cards suffer double damage from swords are made of paper, red cards can slice
fire and flame-based attacks and powers. deeply into flesh and armor alike.
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A llies & E nemies
are programmed to attack anyone whose life • Weakness (Cold): S’suth receive a –4 penalty
signs don’t register as s’suth, and move by means to resist cold environmental effects, and suffer
of tracked wheels. +4 damage from cold or ice-based attacks.
Attributes: Agility d8, Smarts d6, Spirit d4,
Strength d4, Vigor d4
S’suth Soldier
S’suth soldiers are drilled in military tactics
Skills: Notice d8, Shooting d8, Stealth d6
and endurance, fighting to defend their people.
Pace: 6; Parry: 2; Toughness: 8 (4)
Attributes: Agility d8, Smarts d6, Spirit d6,
Gear: The robot has two laser SMGs rather than Strength d8, Vigor d8
arms. Range 15/30/60, Damage 2d6, RoF 4.
Skills: Fighting d8, Guts d6, Notice d6, Shooting
Each gun has 100 shots.
d8, Stealth d8
Special Abilities:
Cha: 0; Pace: 6; Parry: 6; Toughness: 6
• Armor +4: Additional plating.
Hindrances: —
• Construct: +2 to recover from Shaken, no
additional damage from called shots,
immune to disease and poison.
• Sensor Suite: +4 Notice vs sound, motion,
chemicals, radiation, and electrical fields
up to 500 yards distant.
S’suth
The s’suth are a cold-blooded, reptilian
race that originated in a faraway star system
(but not the Faraway of Deadlands: Lost Colony).
They originally visited Terra to colonize it with
a superior, human-s’suth crossbreed species, but
more recently returned to rally their forces in the
face of interstellar war.
S’suth Folk
Most s’suth are untrained in the ways of war,
simply seeking better lives for their families
despite being trapped in a strange dimension.
Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d6
Skills: Fighting d4, Guts d4, Notice d6, Stealth
d6
Cha: 0; Pace: 6; Parry: 4; Toughness: 5
Hindrances: —
Edges: —
Special Abilities:
• Bite: Str+d6.
• Keen Senses: S’suths’ lizard tongues can
“taste” the air, giving them +2 to relevant
Notice rolls.
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D eadlands : T he L and B eyond the B usted D oorframe
Edges: Combat Reflexes active exploration. After all, if the heroes made
Gear: S’suth soldiers wield laser pistols (Range it into the forest there must be some way to get
30/60/120, Damage 2d6, RoF 1, AP 2), rifles out again. The prospects of repairing the flying
(Range 24/48/96, Damage 3d6, RoF 3, AP 2), saucer and rendering it spaceworthy are slim, so
or laser submachine guns (Range 15/30/60, he’s ready to entertain the notion that he and his
Damage 2d6, RoF 4, AP 2). people must settle for their own territory in the
Weird West.
Special Abilities:
If the heroes are able to communicate with
• Bite: Str+d6. Xyyzz’cor by some means, they find him proud
• Keen Senses: S’suths’ lizard tongues can yet reasonable. If the cowpokes were to ingratiate
“taste” the air, giving them +2 to relevant themselves to the saurian captain and explain the
Notice rolls. situation in terms he can understand, he might
• Weakness (Cold): S’suth receive a –4 penalty prove a valuable and powerful ally against the
to resist cold environmental effects, and suffer manitous.
+4 damage from cold or ice-based attacks. Attributes: Agility d10, Smarts d8, Spirit d8,
Strength d10, Vigor d10
X-Squad Trooper, Veteran Skills: Fighting d10, Guts d8, Intimidation d8,
Some X-Squadders survive their first brush Knowledge (Battle) d8, Notice d8, Shooting d10,
with New Science technology and become even Stealth d8, Throwing d8
tougher. These hardened men and women serve Cha: 0; Grit: 3; Pace: 6; Parry: 6; Toughness: 9
at Hellstromme’s most sensitive installations. (2)
Attributes: Agility d8, Smarts d6, Spirit d8, Hindrances: —
Strength d8, Vigor d10
Edges: Alertness, Ambidextrous, Brave, Combat
Skills: Fighting d10, Guts d8, Intimidation d8, Reflexes, Command, Elan, Marksman, No
Notice d6, Repair d6, Shooting d10, Stealth d6 Mercy, Quick Draw, Tactician, Two-Fisted
Charisma: –2; Pace: 6; Parry: 7; Toughness: 7 Gear: 2× laser pistols (Range 30/60/120,
Hindrances: Enemy (Rail warriors), Mean Damage 2d6, RoF 1, AP 2), gyrojet rifle (Range
Edges: Brave, Combat Reflexes, Rock and Roll!, 24/48/96, Damage 2d6, RoF 1, AP 10), 4×
Speed Load fragmentation grenades (Range 5/10/20,
Damage 3d6, RoF 1, LBT), knife (Str+d4), body
Gear: Mixed Gatling weapons, flamethrowers. armor (Armor +2, torso).
Special Abilities: Special Abilities:
• Weird Science: Half of all veteran are equipped • Bite: Str+d6.
with an Infernal Device weapon; they gain
one power with a Trapping of the Marshal’s • Keen Senses: S’suths’ lizard tongues can
choice, and d10 in the requisite skill. “taste” the air, giving them +2 to relevant
Notice rolls.
Captain Xyyzz’cor • Weakness (Cold): S’suth receive a –4 penalty
Captain Xyyzz’cor once believed he and his to resist cold environmental effects, and suffer
crew would escape from the strange dimension +4 damage from cold or ice-based attacks.
they found themselves trapped in. Now he’s not
so sure. Xyyzz’cor isn’t evil by any means, but
he feels responsible for his people’s predicament
and will do whatever it takes to extricate them.
Confronted with newcomers to Huntington’s
forest—the posse, most likely—the captain
alters his “wait and see” attitude to one of
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A llies & E nemies
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