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ALLY

An allied Extra (see Savage Worlds)


joins the posse. Typically this
is a local from Heaston Hill or
elsewhere with whom the posse
has had prior, positive dealings.
ANGRY SKIES
Dark clouds gather on the horizon,
compadre. Just as the Fear Level affects
local geography, the weather can take
on ominous traits when the Reckoners
get their bristles up. Refer to the Storm
Encounter Descriptions in Deadlands.
Conditions persist for a d4 days or until
the session’s end, whichever comes first.
BLIND TERROR
Frightful events at a nearby locale cause
its Fear Level to rise by 2. Roll to see
which town is affected. Each week the
problem isn’t dealt with, there’s news
of another murder or disappearance
and the Fear Level rises again by
1 (max 5). Also, whatever threat is
described in the town’s Savage Tale
grows in number, power, or both.

d8 Town d8 Town
1 Almy 5 Evenaston
2 Aspen 6 Gunsight
3 Bear River 7 Hilliard
4 Carter 8 Piedmont
DEATH
They say folks are shamblin’ around
the cemetery after midnight. In truth,
a pack of walkin’ dead raised by
Bogwater Bill have wandered far
from the bog. Roll to see where d4
walkin’ dead (see Deadlands) show
up to terrorize the countryside.

d8 Town d8 Town
1 Almy 5 Evanston
2 Aspen 6 Gunsight
3 Bear River 7 Hilliard
4 Carter 8 Piedmont
FAMINE
Food simply isn’t available to purchase
unless one’s willing to pay triple or
even quadruple the price. See Hunger
in Savage Worlds if a posse can’t get
enough vittles. The famine lasts until
the posse gets involved somehow.

The Marshal should devise an


appropriate Savage Tale centered
around bringing food to the county,
such as protecting a DP train full
of produce from some of Heaston’s
bandits or restoring power to Dr.
Moon’s Experimental Farm.
ATTRACTIN’’ ATTENTION
ATTRACTIN
Some local faction picks up the
posse’s scent and decides to make life
miserable for them—roll to see which
one. Different factions have varying
tactics. Customize the foes’ plots to
best thwart your heroes’ efforts.

d6 Faction
1 Cult o’ the Critter
2 Heaston Mining
3 Aspen Forest Replicants
4 Owlhoot Syndicate
5 Wasatch Rail
6 Bogwater Bill
PESTILENCE
An outbreak of “mountain ail” cripples
a nearby locale. All sorts of wild stories
go around trying to explain it. Roll
to see where the outbreak occurs. A
posse might need to ease suffering,
escort medical supplies, or eradicate
the disease’s source—usually infected
mosquitoes or Texas skeeters (see
Deadlands) spawning in stagnant water.

d8 Town d8 Town
1 Almy 5 Evanston
2 Aspen 6 Gunsight
3 Bear River 7 Hilliard
4 Carter 8 Piedmont
RISIN’’ DREAD
RISIN
Spooky happenings at a nearby locale
cause its Fear Level to rise by 1. Roll
to see which town is affected. Each
week the problem isn’t dealt with,
there’s news of another murder or
disappearance and the Fear Level rises
again by 1 (max 5). Also, whatever
threat is described in the town’s Savage
Tale grows in number, power, or both.

d8 Town d8 Town
1 Almy 5 Evanston
2 Aspen 6 Gunsight
3 Bear River 7 Hilliard
4 Carter 8 Piedmont
WAR
Rivalry between two or more local groups
explodes into violence. Nearly any
groups may be in conflict, but the friction
affects all interactions while it persists.
This generally means a –2 modifier to
rolls on the Reaction Table (in Savage
Worlds), but has specific situational
effects at the Marshal’s discretion. Roll
to see where the conflict breaks out.

d8 Town d8 Town
1 Almy 5 Evanston
2 Aspen 6 Gunsight
3 Bear River 7 Hilliard
4 Carter 8 Piedmont
YELLOW JOURNALISM
Heaston Hill muckrakers seek out the
pistoleros for interviews. The Tarrytown
Omen likely depicts them as valiant
heroes while the Heaston Hill Examiner
brands them reckless interlopers and
focuses on any way they’ve made the
situation worse. Further draws of this
event might represent opportunistic
lawyers, hack politicians, or yellow
journalists trying to curry favor with the
heroes. They all have ulterior motives!
ALLY
An allied Extra (see Savage Worlds)
joins the posse. Typically this
is a local from Heaston Hill or
elsewhere with whom the posse
has had prior, positive dealings.
SAVAGE TALE
The posse learns of a situation or
someone comes to them for help. Roll
to see which Savage Tale they set off.

d8 Savage Tale
1 Dem Dry Bones
2 Embers
3 Invasive Species
4 Old Vaskiss
5 Range Murder
6 Train Wreckers
7 Wizard oil
8 You’re Kiln Me!

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