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HexCrawl EncountersBook.v1.0

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0% found this document useful (0 votes)
990 views84 pages

HexCrawl EncountersBook.v1.0

Uploaded by

i2th
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Welcome back again to this update and expansion to the HexCrawl Shadows

of Brimstone™ homebrew variant. I want to thank all the members of the


BoardGameGeek Brimstone community that have contacted me since the first set
of HexCrawl material went out with words of support and encouragement. This
took quite a bit longer than I intended, but was spurred on by the release of the
fantastic Frontier Town expansion. It was impossible to not see the potential for
HexCrawl there along with some other ideas for an expansion and update.
Much Thanks to Flying Frog Productions for their work in producing
Shadows of Brimstone and all the great expansions that have been following.
Here’s looking forward to what Adventures await.
-Graeme Henson

Shadows of Brimstone™ is the intellectual property of Flying Frog Depictions of Native Americans are intended to fit within the Old
Productions®. The HexCrawl map is based off of the excellent work West genre, sometimes from the perspective of Euro-Americans.
of the awesome illustrators at FFP. HexCrawl is a non-commercial, Often times these two groups came into conflict and the Euro-
fan-made expansion. American settlers that came and took tribal lands looked down upon
the Indian tribes they were stealing from, whom they viewed as
Text, design, and layout of HexCrawl by Graeme Henson. Special “savages”. No offense is meant towards Native Americans in any of
Thanks goes out to all who commented on the Shadows of the depictions herein, I’m simply trying to present a gritty, Old West
Brimstone BoardGameGeek forums for helping to brainstorm ideas, feel to the game by avoiding whitewashing history, though nothing
provide feedback/critiques, and generally provide an audience for in this is based off of any particular historical events.
such a crazy idea in the first place. Commenters included: Angelus
Seniores, Dennis Schwarz, Vadim Golembo, Gavin Downing, Many of the ideas for the Wilderness Encounters were based off of
Bernie Roessler, Johnny W, Julien Le Jeune, Elliott Harding, Richard forum threads and fan-made resources from Pinnacle Entertainment’s
Wagoner, kell zilla, Darrin, C B, Herb Leist, Chris Seidler, Annie Deadlands: The Weird West, a Savage Worlds campaign setting:
Heim, Greg Romans, and Klutz among others. Some awesome
individuals contributed to proofreading: Targanth Phelandir, Dwayne 1,000 Random Encounters - http://www.peginc.com/forum/
Hendrickson, Ricardo Alaimo, and others. Many of the ideas for viewtopic.php?t=21272
the HexCrawl campaign were also generated by Kevin O’Mara,
Deadlands Random Encounter Generator - http://savagepedia.
while Mike Daneman suggested the simplification for the movement
wikispaces.com/file/view/DL%20Random%20Encounters.
system. Additional support from Louis K. Barrera for Town Build
xlsx/502757074/DL%20Random%20Encounters.xlsx
mechanics. There were many, many others that have directly or
indirectly contributed to HexCrawl and if they are not mentioned 1,001 Plots / Places / NPCs / etc. for western
here it is because of my own faulty memory and is purely adventures... - http://www.peginc.com/forum/viewtopic.
unintentional. Suffice to say, I did not and could not have done this php?t=10216&postdays=0&postorder=asc&highlight=
without the BGG community helping out. plots&start=0
The Devil, John Moulton is an excellent Weird West story game written Questions? Concerns? Critiques? Ideas? Hate mail? Fan mail?
by John Wedig of Teapot Dome Games. Cease and Desists? Court Orders? Job Opportunities? Marriage
It can be found at: http://nickwedig.libraryofhighmoon.com/2014/04/ Proposals? Money Laundering Schemes?
the-devil-john-moulton/
[email protected]
Most images pulled from Wikipedia Commons, some sketches
illustrated by Tony Oliver. Most other images are pulled from Flying
Frog Productions own Shadows of Brimstone artwork, most notably
from Brandom Gilliam & Ralph Horsley.
CONTENTS
4................ Overview
6................ Jobs Board
34................ Terrain Encounters
61 ................ Wilderness Encounters
72................ Wilderness Encounter Results

3
OVERVIEW
HexCrawl is an expansion to Shadows of Brimstone™
that takes your Adventures out from the Mines and Other
Worlds that the Heroes are used to exploring and out into the
wild, untamed region around the ruins of Brimstone. Heroes
will be able to travel around these lands and visit new Towns
in search of lucrative Jobs and dangerous Missions.

HexCrawl
Encounters Book
By Graeme Henson

GAME CONTENTS
• HexCrawl Overland Map
• HexCrawl Adventure Book


HexCrawl Encounters Book
Tracking Sheets (Town, Mine, Campaign)
How To Use This Book
The Encounters Book is used in conjunction with the
• Expanded Injury & Madness Charts rules presented in the HexCrawl Adventure Book, although
• Terrain Map Tiles you can still use these encounters alongside your vanilla
• Reference Sheets games of Shadows of Brimstone, but many of the encounters
• Item Sheets / Tokens listed within won’t make as much sense without being able to
• Occultist Class Info travel on some kind of Overland map.
required: one twenty-sided (D20) die and two ten-sided
(2D10) dice. If you don’t have these dice. Put down this Random Hex Diagram
manual, go over to a corner, and promise yourself you A number of Encounters or Jobs will reference the
won’t cry. Then cry. Random Hex Diagram. Use this or simply pick an adjacent
spot to the originating hex, roll a D6 and count out clockwise
around that hex to determine a random direction.
Set Up
Due to the nature of HexCrawl, this game is geared
towards players wanting a more long-term campaign
experience, possibly with some RPG character building added
in. Depending on the campaign style the group decides to
go with, the Posse may want to begin in a Town, rather than 1 2 D6
starting right off on a Mine Adventure. You can either roll up Random
randomly on the Town Chart or just pick a Town to start in. 6 3 Hex
Diagram
When the starting Town is decided upon, the group will
also want to go through the Town Setup process (see the 5 4
‘Frontier Towns’ section later on for more info). However,
you may want to give the group some starting gold if
beginning a campaign in a Town, otherwise just begin a
Mission as normal.

4
JOBS BOARD (D100)
The Jobs Board is used while in Town when looking for extra work. Not everyone is always going out on Epic Missions
down in nightmarish Mines looking for Dark Stone all the time, are they? Life still goes on above ground and people need to
make ends meet. These can range from mundane, yet strangely dangerous, manual labor Jobs all the way up to deliveries, hit
contracts, bounties, negotiations, and can sometimes lead into Missions themselves. Be careful though, as sometimes Mandatory!
Jobs will appear that you will be forced into and must complete or suffer the consequences of Failure. Jobs are halfway between
short encounters and full-fledged Missions and provide the Heroes with opportunities to travel around the map and get stuff done.

TERRAIN ENCOUNTERS (12:D20)


Terrain Encounters are rolled for when Heroes perform the Search action while on an Overland Map Hex. After the Posse
Searches, they’ll draw an Exploration Token and if it’s an Encounter, Encounter 2x, or Growing Dread Encounter, they’ll have
a Terrain Encounter. Terrain Encounters will be a bit more thematic and match up with the Posse’s position on the map, you’ll
look up the type of Terrain the Posse is situated on and roll on the relevant Terrain Encounter Chart. These could also be used in
place of Wilderness Encounters if you wanted to, though it’s not recommended.

WILDERNESS ENCOUNTERS (D100:[100])


Wilderness Encounters were included with previous versions of HexCrawl and they’re still here (with slight tweaks here and
there). These are similar to Travel Hazards you might roll in the vanilla game of Shadows of Brimstone, but these add slightly
more depth and can sometimes have simple branching paths depending on how the Posse decides to proceed. The Wilderness
Encounter Charts are broken up between the Wilderness Encounters themselves and the Wilderness Encounter Results.

5
JOBS BOARD
Heroes may now visit the Jobs Board to look for what are mostly short-duration mini-missions that take place on the
Overland map, though some may be more time-intensive than others. The Short Story campaign style requires that the Posse
complete Jobs in order to move the story along, though in the Mine Blast campaign, they’re not required. Some Jobs may even
lead into Missions on their own, while others will take place as optional conditions that can be completed alongside other Jobs
and/or Missions.

Choosing Jobs Job Listings


Each Town will have three Jobs posted at a time, the Each Job listing provides information relevant to the Job
Posse may select one of those Jobs if they want or pass on at hand. When selecting Jobs, it will be important to review
all of them without repercussions unless the Job is listed as what the requirements are for each Job, such as the Location
‘Mandatory!’ in which case the Posse MUST take on that Job. you need to travel to and what, if any, Time Limit there is
The Posse as a whole may only take on one Job at a time, but on the Job. You should try to only select Jobs that you have a
may quit a Job and pick up a new one at any time. Any Jobs chance of successfully completing, otherwise if you later have
that are quit are failed and their ‘Failure’ result occurs. to drop a Job or fail to complete it, you will have to follow
the ‘Failure’ results listed in the Job’s listing.
Heroes may view the Jobs Board at any time during a
Town Stay. Jobs are chosen at random by rolling a D100 # The number rolled using D100
(2D10), consulting the Jobs Board and selecting from the
number rolled plus or minus one. So if you rolled ‘20’, you Title Vaguely descriptive title that may or
would be able to pick from Jobs 19, 20, & 21. Once a Job is may not clue you in as to what to
accepted, the Heroes are bound by all the conditions of that expect from the Job.
Job and if the Job is dropped, it is failed. Mandatory! Jobs
must be taken regardless of what else is available. Keywords Keywords related to the Job. Jobs
with the ‘Mandatory!’ keyword
Care should be taken when selecting Jobs. If you have indicate that you have automatically
a choice, be sure to note each Job’s Location and Time
Limit, as some Job’s may be nearly impossible to successfully
picked up the Job and must
complete depending on where you’re located on the map. complete it successfully or you must
There’s no sense picking up a Job you know you’ll fail and deal with the Failure result.
then having to deal with the Failure consequences. Also note
the Town where you pick Jobs up from. In some cases the
Background Flavor text that briefly summarizes
Jobs will refer to an “Originating Town”, this is the Town what the issue is
where you originally got the Job and sometimes Reward/ Location This indicates where the Posse will
Failure results will have an impact on that Town.
need to travel to in order to attempt
the Job. Some Jobs occur at Towns,
Completing Jobs others at Mines, and still others will
Jobs with a Time Limit will require the Posse to make
use of the Depth Track to keep track of how much time they simply give directions to a general
have left. If a Job has no Time Limit, you can ignore this. Terrain type or hex:
Place a marker on the number indicated by the Job’s Time
Local Town: The current Town the
Limit, then move the marker one space forward for each day
that passes. When the marker reaches the Darkness Start space, Posse is located in.
the Time Limit is up at the end of that day and in most cases Random Town/Mine: Roll D20
the Job is failed.
on the Town or Mine Chart to
determine which Town or Mine the
Heroes need to travel to for the Job.
This should be done after the Job is
chosen, not before.

6
Location Random Clue Site: You will need Job Rewards
(cont.) to travel to a space a certain distance In most cases, the Heroes will need to travel back to the
away to Search for Clues. Originating Town (the Town where the Heroes got the Job in the
first place) in order to pick up their rewards, though if it makes
< > Hex: This will usually list a sense to you that you would get the reward at your current
specific type of Terrain that the location, then by all means collect your reward there.
Heroes will have to travel to and
Search or perform some other action Dropping Jobs
on to progress with the Job. Unless The Posse may opt to quit a Job before it is done with it,
otherwise specified, you can only but if the Posse quits the Job, it must follow the Failure results
given in the Job’s listing. In some cases, nothing will happen,
Search or do whatever you need to in others there will be consequences for the Heroes’ failure.
on those types of hexes to complete
the Job. Jobs & Missions
<Location>+<Location>: To find While some Jobs may lead directly into Missions, these
this Location, start from the first Missions are specifically attached to your current Job and
don’t count against any limits on the number of Missions you
<Location> listed, then follow the can pick up. Each Town only has one Mission available at a
<Location> directions after that. This time, regardless of any Jobs you’ve taken on. You may pick
will usually indicate a number of up a Mission and still have a Job active at the same time and
spaces to go after that, which will you may complete these in any order. Each Job or Mission is
sometimes require you to use the considered a separate Adventure, so completing either will end
an ‘Adventure’ for the purposes of timing, even if you are still
Random Hex Diagram to determine actively involved in the other Adventure.
where that hex is.
Time Limit The number of days that the Posse Exploration Tokens
has to complete the Job. Some Exploration Tokens are used with Jobs similarly to how
Jobs will have an ‘Immediate’ Time they are used down in the Mines when exploring new rooms.
However, there are some differences in when you would
Limit, in which case they start
shuffle the Overland Exploration Tokens:
right away in the current Town the
Heroes are in. 1) You start a new game session,
2) You start a new Job,
Description The specific directions the Heroes 3) Whenever you transition between using
will need to follow in order to the Overland map & any Map Tiles,
attempt the Job. 4) Whenever you run out of unrevealed
Exploration Tokens.
Reward The reward result the Heroes
will find if they complete the Job
successfully. Each Job’s ‘Description’
should detail what is required of the
Heroes to get a Job’s reward.
Failure The Failure result if the Posse does
not complete the Job within the
specified Time Limit or the Heroes
trigger some other Failure condition
found within the Job’s ‘Description’.
Dropping a Job before it is done
will also trigger a Job’s Failure result.

7
# Keywords/ Location/
Description Reward Failure
Title Background Time Limit

00 Job ◆ Law ◆ Bounty Mountain The Posse must locate 2 Clue Icons on Mountain hexes. Alive: In the event that the

Wanted:
A real scum of a
bandido has taken
Hex After finding the last Clue Icon, the Heroes enter a cave If the Bandido is brought Heroes are unable to kill
and find the Bandido along with some henchmen. The back alive, each Hero or apprehend the Bandido,
-
An Ugly, to terrorizing the
No Time
Bandido is an Epic Human Threat (Brutal Bandido + 1 gains 35 XP, $100 and he goes on a rampage and
citizenry, holding-up Threat roll [at level]). draws a Loot card. 1 Random Location from
No Good decent folk and Limit the Originating Town
You may bring in the Bandido dead or alive. You may Dead:
Bandido robbing from
use the Capture action on the Bandido instead of killing If the Bandido is killed off
has closed down and is
merchants. Someone considered Destroyed.
him. See ‘Expanded Combat’ for rules on Capturing. If in the battle, each Hero
needs to take him out
the Bandido is immobilized in this manner, the Job is instead gains 25 XP and
or bring him in to
complete when all other Enemies are defeated. the Posse gains D3x$50,
face justice.
to be split amongst the
Heroes.

01 Job ◆ Frontier ◆ Find Random This is an optional side Job that may be completed at Each Hero in the Posse If the Posse gives up on
A prospector has Mine any point in the future, but you automatically begin gains 25 XP. Upon the Job, doesn't find the
Jobs Board

X Marks come across an old this Job in the next Mine you enter. You may roll for locating the Clue Icon, the chest on this Mission or
-
the Spot map, but doesn’t
No Time
another Job, in addition to this Job. Heroes come across an loses the map for whatever
have the resources ancient chest. reason, then someone or
or the courage to Limit The next time the Heroes have a Mission in a Mine,
something else finds the
they may go on an optional side mission to look Roll a D8 to discover what
follow it to the end treasure before them. The
for whatever this map is pointing towards. To go off lies inside:
and instead offers Job is over.
in search of the reward: the Heroes need to make a
to sell you the map, 1 You’ve sprung a trap!
Strength 4+ test at a closed doorway in the first available
though the Posse has Each Hero takes D6
room in their current Mission. The Heroes then need
no guarantee that the Wounds from the
to find 1 extra Clue Icon past that point to find the
map actually leads to exploding chest!
reward and this Clue Icon cannot be applied towards
anything useful.
whatever their main mission is in that Mine. 2-7 You’ve found a chest
filled with gold! Each
Hero gets D3x$50.
8 Draw 1 Mine
Artifact

02 Job ◆ Law ◆ Murder ◆ Random The Heroes must enter the Town and conduct an If the Heroes successfully The killer has gotten away
Inexplicable
Investigate
A grisly murder in
Town investigation. The Posse needs to successfully perform a complete this Job, each scot free. The townsfolk
Cunning 5+ test in at least half of the Locations in that Hero gains 40 XP and get a bit more paranoid
Murder a Town has left a
- Town (rounded up) to find the killer. Each Location D3x$50. In addition, and uninviting knowing
community in shock. 14 days may only be investigated once and only needs one the local Sheriff buys the that there's a killer still loose
The ferocity of the Hero to perform the test. If successfully completed, the Posse a round of drinks to among them, while others
murder suggests Heroes have a Fight with 1 Brutal Human Enemy in congratulate them (each get out of town for fear
it was a crime of the streets of the Town. If unsuccessful, then all leads Hero gains an alcoholic of being the next victim.
passion, pointing to have dried up and the Job is failed. Side Bag Token). A Random Location in
another Town local. Town closes up shop for
good (Destroyed).

03 Job ◆ Frontier ◆ Rescue Random The Heroes must enter a Random Mine and complete For each Settler that is For each Settler that is not

Last Stand
A group of settlers
was holed up in
Mine a Search Party Mission [Basic:4], however there are 4 successfully rescued, each rescued, each Hero takes
settlers that need to be found in this Mine. Instead of Hero gains 30 XP and D3 Corruption Points,
an old abandoned
- the normal rules, each Clue Icon found represents a D3x$50. ignoring Willpower, as
Mine, fending off No Time settler that is rescued. The Posse may exit the Adventure the loss weighs heavily on
attacks from some Limit at any time, but any settlers not found are considered their souls.
Blackfangers. lost and presumably dead.
When this Job is completed, both the Reward and Failure
results are applied to all of the Heroes in the Posse.

04 Job ◆ Supernatural Random The Posse will need to Search each Rail hex between When the train is finally Unable to banish the
◆ Train Town on this Town and another until they come across a total banished, each Hero gains haunted locomotive, travel
The Charon A ghastly locomotive of 3 Clue Icons. After the 1st Clue Icon is found, the 30 XP and D3x$50. to this Town begins to
Rail Line
Express has been spotted
-
Heroes have gotten deep into the mystery, but the dry up and them folks
moving up and spectral train starts targeting the Heroes. Until the that was here close up
down the tracks and No Time mystery is solved, each Hero suffer D6 Horror Hits shop and head out. Half
the Posse needs to do Limit every time they enter any Rail hex. After the 2nd Clue the Locations (rounded
some investigating to Icon is found, this ramps up to D8 Horror Hits every down) in the Originating
find out why it’s there. time they enter a Rail hex. Upon finding the 3rd Clue Town are Destroyed.
Icon, the spectral train is exorcised and the Heroes can
travel as normal.

8
# Keywords/ Location/
Description Reward Failure
Title Background Time Limit

05 Job ◆ Supernatural ◆ Arzhakov’s Place a Strangler figure on Arzhakov’s Gate. At the If the Posse defeats the If the Heroes fail to
Fight ◆ Mandatory! Gate beginning of each day, add another Strangler figure Strangler outbreak, each contain the Strangler
Arzhakov's Horrible things have to a random hex adjacent to the previous hex where Hero gains 35 XP and outbreak, they overrun
-
Gate been streaming
No Time
a Strangler was placed the previous day. If a Strangler D6x$50. the nearest Town and it is
forth from the once figure is ever placed on a Town, remove all Stranglers Destroyed.
dormant Arzhakov’s Limit and the Job is failed.
Gate. If these new
If the Heroes move onto a hex with any of these
monstrosities are not
Strangler figures, remove all these Strangler figures
contained, they could
from the map and Attack! The Heroes will fight as
very well overwhelm
many Strangler as were removed from the map on an
the region!
overland terrain battlemap. If you run out of Strangler
figures before they reach a Town or are fought, remove
all Strangler figures and the Job is failed.

06 Job ◆ Rumor ◆ Fallen

Jobs Board
To go investigate these rumors, the Posse will need to Upon defeating the slavers, Each Hero in the Posse

Slave
Investigate
There’s word that
Fort (any) Search the Fallen Forts. If a Gate icon is pulled from the Heroes free some takes D6 Corruption
these searches, then the rumor is true and the Posse townsfolk that were being Hits, knowing that those
-
Labor something has started
No Time
comes across an illegal slave labor operation! The group held against their will to people are probably out
stirring at one of must immediately fight an Epic level Human Threat mine. While they’ll never there still suffering at the
the old Fallen Forts. Limit to free those people that are being held there (use a truly recover, they can at hands of those damned
Some say it’s been Terrain or Town battlemap). If none of the Fallen Forts least live out their lives slavers. Or maybe not, it
turned into a prison have a Gate icon from the Search, then the rumors in freedom. For selflessly was probably just a crazy
camp and that folks turned out to be just that... rumors. coming to the aid of these rumor anyways...
are being dragged people, each Hero in
there to be worked the Posse receives 35 XP
to death. and gains 1 extra Revive
Token that can be used at
any time.

07 Job ◆ Train ◆ Delivery Rail Hex Roll a Random Town on the rail line to determine the If the cargo is The precious, perishable

Derailed
A train has derailed,
spilling its precious
+ Random intended final destination of the freight train. The Posse successfully delivered goods that were to be
must Search Rail hexes until they have come across on time, the Heroes delivered have gone bad
Town on
Train cargo all over the
Rail Line
a combined total of at least 5 Door icons (Gate icons are rewarded by the and are of no use to
place. The Posse needs count as 3 Door icons, any Door icons found from Searching recipients who had anybody. Otherwise, there
to find the derailed - other terrain do not count). Upon finding the last required assumed their cargo lost. is no Failure result for
train and pick up the 10 days Door icon, the Heroes have found the fallen freight Each Hero gains 30 XP this Job.
cargo, then take it to train and can collect the cargo. From there they must and is rewarded with
its destination. transport the cargo to its final destination. x$50 for a finder’s fee.

08 Job ◆ Undead Local Town Begin a battle on a Terrain or Town battlemap against For each Hungry Dead For each Hungry Dead that

The Dead
The local graveyard
has a slight problem
- Hungry Dead. that is successfully is re-killed, the Posse as a
convinced to get back into whole may gain $25 from
3 days If the group wants to avoid re-killing the townsfolk’s
Don't Stay with keeping its
decaying loved ones, they may (foolishly) attempt to
their grave, the Heroes the looting the Dead if they
bodies where they each gain 5 XP. want to, but the townsfolk
Dead belong and needs
convince each Hungry Dead to get back into their graves.
won't appreciate their loved
While adjacent to 1 or more Hungry Dead, any Hero
some assistance. ones getting slaughtered
may attempt to talk them back into the grave by making
The Posse can go in or family heirlooms being
a Cunning 5+ or Spirit 5+ roll. If successful, that Hungry
guns blazing to put looted. The Heroes will be
Dead will stop attacking and move to Escape from the
the dead back in the banned from entering that
battlemap. Heroes may only attempt to convince each
ground or try to find Town again if more than
Hungry Dead twice, after that you have no choice but to
another way. $250 is looted from the dead
kill the Dead that won’t listen to reason.
or if they re-kill more than
half the Hungry Dead.

09 Job ◆ Tribal ◆ Fight ◆ Random Place a token down on the Random Mine, this For successfully putting If the Blackfang token

Indian War
Mandatory!
A Blackfang Indian
Mine represents the Blackfang war party. Each day, before down the Blackfang reaches a Town, that Town
the Heroes move, this token will move two spaces in a Indian War party, the is Destroyed and remove
-
Party War party is on the
No Time
random direction (roll a D6 and use the Random Hex Heroes each receive 30 the Blackfang token
rampage across the Diagram). If it ever reaches a Town, the Blackfangers XP and worth of from the board. Each
region, pillaging, Limit have launched a raid and will decimate this Town and Dark Stone, in addition to Hero in the Posse takes
raping, and destroyin’ its inhabitants. whatever Loot they find Corruption Points
everywhere they go. off the Indians. (ignores Willpower) from
To stop the token the Posse needs to engage this
knowing the horrors that
raiding party by intercepting the token. Upon reaching
befell those townsfolk
the token, the Heroes immediately begin a Fight on a
while they did nothing
Terrain battlemap against either a worth of Indian
to stop it. You careless
Human Enemies or an Epic Level Threat’s worth of
bastards should be
Blackfang Indians (whichever Enemies are available).
ashamed of yourselves.

9
# Keywords/ Location/
Description Reward Failure
Title Background Time Limit

10 Job ◆ Frontier ◆ Tribal Forest Hex The Posse will first need to find the Indians that are If the Posse finds a way The argument between the
◆ Negotiate - causing the trouble for the loggers. To find them the to peacefully resolve the loggers and Indians has
At Some loggers in a Posse should Search through Forest hexes until they situation, each Hero gains taken a turn for the worst
Loggerheads forest are coming up
14 days come across a Gate icon (ignore any Encounters on that 50 XP and may Heal and tensions around the
against some trouble Exploration Token). 1 Injury, Mutation, or area are running high now
and have requested Madness from a grateful that blood has been shed.
Upon finding the Indians, the Heroes may either
help from anyone Indian Medicine Man.
attempt to negotiate with the Indians or may attack Permanent Effect: if the
brave enough to Any Heroes that do not
them to remove the Indians. If any of the Heroes have Posse has any Heroes with
deal with the injuns have the keywords ‘Tribal’
the keyword ‘Tribal’ or ‘Kemosabe’, they may attempt the keyword ‘Tribal’ or
infesting their woods. or ‘Kemosabe’, gain the
to negotiate with the Indians by passing a Cunning ‘Kemosabe’ in the group
keyword ‘Kemosabe’
6+ test. If the Heroes want to or fail to negotiate, they with other Heroes with
for helping to avoid any
may attack the Indians to evict them. Immediately start a the keywords ‘Frontier’
unpleasantries.
battle on a Terrain battlemap against Indian Scout or ‘Paleface’ (who do not
Human Enemies. If the Posse ends up also have either the ‘Tribal’
Jobs Board

fighting the Indians or ‘Kemosabe’ keywords),


If anyone in the Posse already has the keyword and beating them, any the Posse is -1 to all Hold
‘Paleface’, automatically begin an Ambush battle against Heroes with the keyword Back the Darkness rolls
the Indians, they have gotten the jump on you. The ‘Kemosabe’ lose that while those two groups
Indians will not Ambush the group if there are any keyword and any Heroes of Heroes are in the
Heroes with the keywords ‘Tribal’ or ‘Kemosabe’ in that do not have the Posse together. Their
the Posse. keyword ‘Tribal’, gain the mutual distrust and fear
keyword ‘Paleface’. Each of each other is affecting
This Job’s Failure result will occur if the Heroes drop
Hero in the Posse also the group’s performance.
the Job, don’t not complete it in time, or attack the
gains 25 XP and x$100 Does not stack with
Indians. However, if the Indians are defeated, the
as a reward for dispatching multiple Heroes or
Heroes still read from the Reward section as well.
with those savages. Also, keywords.
follow the Failure result for
this Job.

11 Job ◆ Showman ◆ Random After arriving in Town, each member of the Posse may If one of the Heroes is the Whoever has the lowest
Gunfighting
Contest
A local gunslinger-
Town bet on how many Shooting rolls they can succeed at winner of the competition, number of successes in the
consecutively without failing. Then each Hero makes they gain 50 XP and competition is struck by
Competition turned-Mayor has
- a series of Shooting rolls until they fail, keeping track take home D3x$100 a stray bullet and suffers
called together 7 days of the number of successes. Afterwards, roll a to in winnings. The other the Permanent loss of D3
the meanest determine how many the best Challenger from the Heroes that participated Health. Be careful where
sunsuvbitches from competition was able to finish with. Whoever has the each gain 35 XP. you're standing next time,
all around the most successes wins the competition. Roll additional you frickin' jackass.
Heroes that matched
region to compete Shooting tests in the case of ties (The Challenger has a
exactly the number of
in a Gunfighting 3+ To Hit Ranged skill) until there is a clear winner.
successes they bet also
competition.
gain an additional $25
per success, regardless
of whether or not
they actually won the
competition.

12 Job ◆ Law ◆ Bounty Random Generate a Clue Site to Search that is D10 Hexes Alive: The Bandit has escaped

Bounty
There’s a bandit
on the loose with
Clue Site away. Search for a Clue Icon at the Clue Site and/or Each Hero gains 50 XP the long arm of the Law
any surrounding hexes. When a Clue icon is found, and $150 and also draws a and is free to roam,
-
Huntin' a price on his head
14 days
generate another Clue Site that is D6 Hexes away and Loot card. engaging in all sorts
running around the Search for another Clue Icon at that Clue Site and/ of banditry. Ironically
Dead:
area, trying not to or any surrounding hexes. When that is found, then enough, the Bandit follows
Each Hero gains 35 XP
be found. The job generate another Clue Site that is D3 Hexes away and the Posse back and steals
and the Posse as a whole
posting says he can Search for one final Clue Icon. At this final Clue Site, a Random Hero's Horse
gains D3x$50, to be split
be brought back the Bandit is found. If a Clue icon is not found at any when they're not looking.
amongst themselves.
Dead or Alive. of the Clue Sites or any of their surrounding areas, then Their Horse is lost.
the Bounty has escaped and the Job ends in failure.
If the Bandit is found, immediately begin an Overland
battle on a Terrain or Town battlemap against a Brutal
Outlaw Human Enemy.
You may bring in the Bandit dead or alive. You may
use the Capture action on the Bandit instead of killing
him. See ‘Expanded Combat’ for rules on Capturing.
If the Bandit is immobilized in this manner, the Job is
complete when all other Enemies are defeated.

10
# Keywords/ Location/
Description Reward Failure
Title Background Time Limit

13 Job ◆ Settler ◆ Rescue River Hex The Posse must Search River hexes to find survivors or There is no set Reward If you find no bodies,

Raging
A group of settlers
was crossing over a
- casualties. For each Clue Icon result, you have found for successfully then each Hero takes
either a body or a survivor. completing this Job D6 Corruption Hits.
4 days
River river when a flash
For each Clue Icon/survivor located, roll a D6.
flooding occurred
Rescue that washed the entire 1-2 Gain 15 XP. You’ve only managed to locate a
group all over the corpse, though the settlers are still grateful for the
place. Some survivors closure, but they’re in mourning and you don’t
of the flooding are gain any money from the discovery.
looking for help
3-5 Gain $50 and 20 XP.
in locating fellow
survivors and family. 6 Gain $100 and 25 XP. You locate a settler of some
great importance and you are rewarded quite
handsomely.

Jobs Board
14 Job ◆ Strange ◆ Any Medium The Heroes need to Search any clear (Medium terrain) Each Hero gains 25 XP. The Heroes never are able

Cowboys
Investigate
Ranchers are
Terrain hexes to find any Clues regarding the local strangeness. Turns out it was just some to figure out what's going
old, local hermit that just on with them cattle. It
- Whenever a Clue Icon is found:
and Aliens complainin’ about
14 days Lore 5+
wanted to be left alone. could be some ancient evil
their cattle being Them cattle was eatin’ that walks the Earth again
stolen off in the night If the Posse makes the test, they found some kind of some of his choice herbs or strange visitors from
or being mutilated Clue about what’s going on here. To complete the and he wasn’t having none some far off Other World,
in strange ways and Job, the Heroes must successfully investigate three Clue of it. If the Heroes give but you'll never know for
there’s been a rash of Icons. the Hermit Herb Side sure...
strange sightings in Bag Tokens he’ll forget
the night sky. You’ll all about the whole thing
need to roam around even sit and talk with the
the area to figure out Posse for a spell. If the
what’s going on. Heroes give the Herb Side
Bag Tokens, each Hero
gains an additional 50 XP
as well.

15 Job ◆ Labor Local Town While this Job is active with the Posse, any Hero may Each Hero that is digging There is no cost to failing

Grave
It’s back-breaking
work, but somebody
- spend their day in this Town digging graves. Those that performs a series of eight at being a grave digger.
spend their day digging graves may not visit any other D8 rolls. On a result of One way or another, you'll
No Time
Diggin' has to get it done.
Limit
Town Locations for that day. Heroes may dig graves 1, that Hero has suffered wind up at the bottom a
Help out the multiple times during their Town Stay. As soon as the from an accident and rolls grave eventually...
local cemetery by Posse leaves the Town, this Job is over. once on the Injury Chart.
digging graves in For each 4+ roll you earn
town and maybe 15 XP & $25 and for
unburden the dead each 7+ rolled you may
of their unneeded... earn an additional 20 XP
belongings. & $100, but take a point
of Corruption (ignores
Willpower) for looting a
body of some valuable
piece of jewelry.

16 Job ◆ Politics Random To help garner support for the candidate, the Heroes The candidate sails to Unfortunately the election

Election
A Town is holding
its election for a new
Town need to travel around the area surrounding the Town an easy victory and didn't go as planned and
and try to generate support for the candidate. To becomes the new Mayor your candidate lost in a
-
Season Mayor and one of
14 days
convince voters you’ll need to make appeals to their of this Town. The Mayor big way. It didn't help
the candidates is intellect (Cunning 6+ test), their patriotism (Lore 5+ remembers his friends what with all the scandal
vying for support. test), intimidate them into voting correctly (Strength 5+ and rewards them well. and controversy over
If the Posse helps test), or just bribe them with money and/or alcohol. Upon completing the Job, questionable campaign
him out they may In each hex where you’re trying to build support, you each Hero gains 35 XP & tactics. The new Mayor is
be able to gain some may spend 1 MP to try to influence the locals there. $150 and the Posse may trying to clean house and
influence with the You’ll need to sway 6 hexes to vote for the candidate to immediately swap one of rid the Town of corruption
higher ups in Town. complete this Job. You only have one chance to sway the Town Locations in and sees the Posse as part
each hex, otherwise it goes for the opposition and you this Town for any other of the problem.
may not try to sway that hex for the rest of the Job. Location you would like.
For the rest of the
Place a marker on hexes to keep track of those for or
campaign: the Posse may
against the candidate.
not stop in this Town
If you decide to bribe the locals instead, you may spend again for a Town Stay and
D6x$25 or 1 alcoholic Side Bag Token to automatically if it enters this Town's hex,
convince locals in that hex. you must immediately
fight a Medium level
Human Threat.

11
# Keywords/ Location/
Description Reward Failure
Title Background Time Limit

17 Job ◆ Occult ◆ Random The Posse must either stop the Cultists before they Each Hero receives 25 If the Heroes fail this

Slumbering
Mandatory!
A cult seeks to
Town + make off with the ancient artifact from a Town or, XP as well as D6x$50 for Mission, an Ancient One
failing that, pursue them deep into the bowels of a mine their efforts in safeguarding emerges from the gate
Random
Gods awaken something
Mine
to close the gate they have opened before they summon humanity from yet another and lays waste to the
that is better left an Ancient One. threat. surrounding region before
sleeping. They’re only - it eventually grows bored
If the Heroes arrive at the Town before the Cultists do
missing a single item 4 days (before the first deadline), they immediately fight against
and leaves back through
located deep in a + 7 days a High Human Threat on a terrain or Frontier Town
the gate from which it
long forgotten Mine came. All Towns within
battlemap. If they successfully dispatch these Enemies,
tunnel. 2 hexes of the Mine are
they have stopped the Cultists.
Destroyed.
If the Heroes are unable to stop them from stealing
the artifact, the Posse must engage them in their lair
deep in one of the Mines. Treat this as a Seal the Void
Gate Mission [Basic:3], with the sole exception that the
Jobs Board

final fight is against an Epic Human Threat (though the


Enemies placed via Creature Summoning are still Monsters).

18 Job ◆ Performer ◆ Random When the Heroes make it to the Town holding the If a Hero wins the Poker In the case of failure, the
Brimstone
Contest
There’s a poker
Town Poker tournament, they’ll each need to pay an entrance Tournament, they gain Heroes either didn't make
fee of $100 to join the Tournament. Each Hero that back triple the sum of the it to the Tournament in
Poker tournament going
- enters the tournament rolls 5D6 and add the numbers entrance fees paid by all time or didn't win the
on in another Town 5 days together to represent their score. To represent their the Heroes to enter the Tournament. The only
Tournament
that’s looking for competition’s score in the Tournament, roll 6D6 and Tournament. result of failing this Job is
entrants. The stakes add the numbers together. Whoever rolls the highest that the Heroes lose any
are high and the amount wins the purse, if the competition gets it then money they paid for the
competition is fierce. the Job is failed. Reroll in the case of ties. entrance fee.

19 Job ◆ Law ◆ Hunt Local Town To find the Fugitive, the Heroes will need to Search Alive: If the Heroes fail to

Fugitive on
A fugitive broke out
of a local jail cell and
- hexes within 2 hexes of this Town in hopes of If the Fugitive is captured stop the Fugitive from
capturing the escapee before he flees the area and alive, each Hero gains 50 escaping, he gets away
7 days
the Run is on the run. Can escapes for good. When the Heroes come across their XP and D3$50 and also and immediately starts a
you track him down first Gate Icon, they have found the Fugitive and will draws a Loot card. wave of bank robberies
before you lose his need to apprehend him. before leaving the area
Dead:
trail for good? If he for good. One Random
To apprehend the Fugitive the Heroes will need to If the Fugitive is killed,
makes it too far he’s Town is especially hard hit
engage him in a fight on an overland battlemap, he is each Hero gains 30 XP
a free man. and two Town Locations
a single Brutal Human Outlaw Villain at the Posse’s and the Posse as a whole
become Closed as a result
Threat level. You may use the Capture action on the gains D3x$50, to be split
(Destroyed).
Fugitive instead of killing him. See ‘Expanded Combat’ amongst themselves.
for rules on Capturing.

20 Job ◆ Law Random The Posse will need to get to the other Town in time Each Hero receives 50 XP The innocent man hangs

An
A man is set to hang
real soon in another
Town to present the evidence to the local sheriff and make a and D3x$50 as a reward for a crime he didn't
Cunning 4+ test, otherwise the Sheriff won’t believe the for freeing the man. commit, just another
-
Innocent Town. Evidence has
4 days
evidence is real and hangs the man anyways. casualty of life. Each Hero
come to light that takes D3 Corruption Hits.
Man could free this man,
but if you don’t get
there in time, he’ll
hang for sure.

21 Job ◆ Youth ◆ Outlaw Road Hex You’ll need to first find where these child criminals For taking care of the You were unable to take
◆ Fight - have gotten off to by Searching road hexes. Upon underage thugs, each out the pint-sized predators
Orphan A gang of child finding your 3rd Clue Icon, you have found the outlaw Hero receives 50 XP and and so they continue their
No Time
Outlaws outlaws are holding
Limit
children. The child outlaws immediately attack you, you $100. reign of terror unopposed
up travelers, how have been Ambushed. Use the same stats as Lackeys and eventually form a
can the Posse handle for these kids (see new Human Enemy Record Sheets). massive network of orphan
these nefarious You may use the Capture action on the child bandits thieves and pickpockets
underage criminals? instead of killing them. See ‘Expanded Combat’ for across the region. Each
Is a spanking a tough rules on Capturing. Hero loses D6x$50
enough sentence, or from orphan pickpockets
If any of the children are killed while in the Fight,
do they need to go that slip the cash from
the “Hero” that killed them immediately takes D6
further? your wallet without you
Corruption Points (ignore Willpower).
knowing.

12
# Keywords/ Location/
Description Reward Failure
Title Background Time Limit

22 Job ◆ Occult ◆ Find Random This is an optional side Job that may be completed at There is no set Reward There is no Failure result
Acquisitions A treasure hunting
agency is offering top
Other any point in the future. You may roll for another Job, in result for this Job. for this Job.
addition to this Job.
Incorporated dollar for any artifacts
World
that adventurers can - While in this Town you may sell Artifacts from a
recover from Other No Time random Other World at twice their listed value. Each
time you sell an Other World Artifact, roll a D6. On a 5
Worlds. Limit or 6, Acquisitions Incorporated has found what they’re
looking for an close up shop without a word. Whatever
these strange fellows wanted, they now have it thanks
to you...

23 Job ◆ Occult ◆ Mine Hexes The group must travel to various Mines looking for If the Posse is successful in If the Heroes are

Cult
Mandatory!
A doomsday cult
- the one that holds the ancient tome. The old books finding the Tome before unsuccessful in stopping
mention a very specific landmark that you should be the Cultists, they each the Cult, their Void Gate
9 days/
Following has sprung up since

Jobs Board
able to spot by Searching at the Mine Entrance. As draw a Mine Artifact card that they opened up
the destruction of 12 days soon as the Heroes find their first Clue Icon, they have and gain 35 XP. becomes rapidly unstable
Brimstone and found the Mine they’re looking for. and begins shifting around
If the Posse doesn’t get
aims to bring about the entire region before it
If the Heroes reach the Mine before the first Time to the Tome before the
what it sees as the eventually burns itself out.
Limit runs out, they have found the Mine before Cultists and have to go
inevitable end of 3 Random Towns across
the Cult has and can go on an Exploration Mission on a Seal the Void Gate
the world. They’re the Map are Destroyed
[Basic:2] to find the Tome. Ignore the normal Reward Mission, the Heroes
tracking down an (across the entire region,
& Failure results for this Mission. instead gain 25 XP and
ancient text in hopes not just the nearest).
gain D6x$50.
of finding a way If the Heroes find the Mine after the first Time Limit
to summoning the runs out, then the Cult has made it there first and the
Darkness across the Heroes must instead go on a Seal the Void Gate Mission
entire planet. [Basic:3] to stop the Cultists. Replace all Threats in the
Mine with Human Enemies up until the Final Battle
for this Mission (Draw an Epic Threat for the Final
Battle). Ignore the normal Reward & Failure results for
this Mission.

24 Job ◆ Investigate Local Town You’ll need to watch the spouse’s movements over the For each day that you The spouse catches wind

An Illicit
A husband or wife
suspects that their
- course of the Job’s time limit. One Hero per day will successfully follow the of your investigation
need to dedicate their time to following after the spouse spouse, each Hero gains and hires some thugs
4 days
Affair spouse has been and won’t be able to visit any Town Locations or take 20 XP and $20. to ambush your group.
cheating on them any other actions for that day. Heroes may alternate Though you're able to
and wants you to who follows the spouse each day. To follow the spouse, fend them off, each Hero
track their movements you’ll need to make an Agility 4+ test to see if you takes D8 Hits in the
through Town. evade detection. If you fail this Agility test 2 days in a process.
row, the Job is failed.

25 Job ◆ Tribal ◆ Shull Party As soon as you enter the Shull Party Massacre hex, a If the Heroes successfully If the Heroes fail the

Shull Party
Supernatural
An old Indian Burial
Massacre Gate opens up: Ambush - Draw a High Threat. finish the Mission, they Mission, vengeful spirits
come across a cache of escape the tunnels and
- After the Fight, you may explore around the area
Massacre Ground is said
No Time to try to find the Artifacts. You find some tunnels
valuable Artifacts. Each lay waste to Towns in
to hold powerful Hero gains 25 XP and the area. The nearest
artifacts, but is Limit leading beneath the Burial Grounds and may begin an
any non-Tribal Hero may four Towns each have
Exploration Mission [Basic:2] to recover the Artifacts.
also protected by draw a Mine Artifact 1 Random Building
All Rules are the same, except add on an additional
menacing spirits card. Destroyed by the vengeful
Hungry Dead to each Fight during this Mission. When
meant to ward off spirits. In addition, until
the Posse finds the final Dead End in the Mine, they Any Heroes that take
treasure seekers. The the Posse gets back into
automatically face an Epic Threat. Artifacts from the site
Shull Party got a Town, each Hero in the
will lose the ‘Kemosabe’
bit too close to that Posse will need to roll for
keyword (if they already
burial ground and Wilderness Encounters at
have it) and will gain the
paid the price. Maybe the beginning of the day,
‘Paleface’ keyword.
your Posse will fare a rather than rolling for the
bit better? Posse as a whole.

13
# Keywords/ Location/
Description Reward Failure
Title Background Time Limit

26 Job ◆ Undead ◆ Random Place a Hungry Dead figure on the Originating Mine. If the Posse defeats the If the Heroes fail to

The Slow
Mandatory!
An outbreak of
Mine At the beginning of every day, add another Hungry Hungry Dead menace, contain the Hungry Dead
Dead figure to a random hex adjacent to the previous each Hero gains 30 XP menace, they overrun the
-
and the Hungry Dead is
No Time
hex where a Hungry Dead was placed the previous and D6x$50. nearest Town and it is
beginning to spread day. If a Hungry Dead figure is ever placed on a Town, Destroyed.
Undead through an area. If Limit remove all Hungry Dead and that Town is Destroyed.
it’s not contained, it
If the Heroes move onto a hex with any of these
could overrun the
Hungry Dead figures, remove all these Hungry Dead
whole region!
figures from the map and Attack! The Heroes will
fight as many Hungry Dead as were removed from the
map on an overland terrain battlemap. If you run out of
Hungry Dead figures before they reach a Town or are
fought, remove all Hungry Dead figures and Destroy
the nearest Town.
Jobs Board

27 Job ◆ Holy ◆ Settler Any Hex on The group will need to meet up with the Settlers on The Settlers thank you for The Settlers are dispersed,

Going
[Requires Holy the East/ one edge of the HexCrawl overland map (player’s your service in helping their pilgrimage for a
Hero] choice). And will then need to escort the Settlers to the them across this dangerous better way of life is now
West edge
to the A caravan of religious
of the map
other end of the map. While traveling with the Settlers, region. They don’t have just a broken dream. Any
settlers is traversing draw an Exploration Token at the end of each day. If much, but what they do Heroes with the keyword
Promised through the area - all the Heroes run from a Fight or are KO’d, then the have they offer to you Holy are at -2 Faith until
Land and are requesting No Time Settlers caravan is attacked and the Job is failed. without hesitation. The the end of their next
protection from any Limit Posse gains a number of successful Mission.
decent, God-fearing Loot cards equal to the
folk that can lend a amount of Heroes in
hand. the Posse that must be
distributed amongst the
group. Heroes with the
keyword Holy get first
choice of the Loot cards,
other Heroes may choose
after them. Each Hero also
gains 25 XP.

28 Job ◆ Occult ◆ Research Random An Occultist joins the Posse as an ally (choose 1 player If the Occultist survives If the Occultist is killed

Occult
An Occultist is
searching for artifacts
Mine to control the Occultist model during their Activation). until the end of the Job, without having studied the
each Hero gains 50 XP Void Gate or if the Posse
- The Occultist has the following stats:
Collector of power and has
No Time
and D3x$100. fails the Job in any other
requested the aid of No Combat actions available way, then the Void Gate
the Posse to hunt Limit Move 4
If the Posse ends
becomes unstable and a
up having to kill the
down one of these Health 8 (Def 5+) series of Void Twisters
transformed Occultist,
artifacts. He joins Sanity 10 (Will 3+) spill forth from the Gate
each Hero gains 30 XP,
along with the party and wreak havoc on
Any Wounds or Sanity damage that affects but only find $100 in his
for fear that some the countryside. D3 of
the Heroes during Encounters, also affects the remains, apparently he
ancient rune magic the nearest Towns are
Occultist. If the Occultist is KO’d at any point, the hid the rest of the money
may be disturbed and Destroyed in the ensuing
Job is failed. somewhere else in case
release a foul curse chaos.
Go on a Seal the Void Gate Mission [Basic:3]. When you were planning on
on the countryside.
the Posse gets to the Objective Room for this Mission, double-crossing him.
the Occultist will need to spend 3 turns adjacent to the
Void Gate in order to complete his research. However,
upon completing his research, the Heroes should make
a separate Hold Back the Darkness roll. On a fail, the
Occultist is driven insane by what he has learned from
the Void Gate and is transformed into an XL or bigger
Monster (same stats as normal at Posse’s level) and
begins attacking the party. In this case, the Job is not
complete until all enemies, including the transformed
Occultist is killed (you do not fail the Job for having
to kill him in this case). The Void Gate will need to be
sealed as well, but only requires 2 Sanity tokens instead
of 5.
If the Hold Back the Darkness roll is successful however,
the Occultist keeps the Darkness under control. The
Occultist may attempt to seal the Gate in place of the
Heroes. In either case, only 2 Sanity tokens are required
on the Void Gate to seal it.

14
# Keywords/ Location/
Description Reward Failure
Title Background Time Limit

29 Job ◆ Investigate Random The Posse will need to go into the Town and If the Posse brings back If the Posse fails to locate

Runaway
A woman was
supposed to get
Town investigate each Town Location until they find news of the Bride and her the Bride in time and
the runaway bride. Once per day, each Hero may whereabouts in time, each notify the family, then the
-
Bride married, but
14 days
attempt a Cunning 6+ test to look for Clues as to Hero gains 25 XP and groom moves on with his
uncharacteristically the Bride’s intentions/whereabouts. Each attempt D6x$10. life and finds the newest
left at the last discovers a single Clue. love of his life in a local
If the Posse is also
minute. The Saloon Girl, impulsively
The Posse must find 5 Clues in this way before the successful in convincing
groom and the getting married right
mystery of the Runaway Bride is solved. The Posse the Bride to come back
Bride’s family away. After 3 months, the
should head back to the Originating Town to with them, each Hero
fear something Saloon Girl leaves the
receive their reward. gains an additional 15
sinister, though groom for more exciting
XP and $100. Instead
you suspect it may Optionally, when all 3 Clues are found, the Posse pastures. Heart-broken,
of bankrupting the
be as mundane as may also attempt to convince the Bride to come the groom rides out into
newlyweds, each Hero
cold feet. back with them by making a Spirit 6+ test. the wilderness, digs a hole
may forgo gaining ANY

Jobs Board
in the ground, and slowly
gold and instead gain
raises the gun to his head...
an additional 15 XP
and remove 1 point of
Corruption.

30 Job ◆ Fight ◆ Local Town Ambush - Epic Human Threat. The Heroes need If all the Enemies are If the Heroes fail to defeat

Betrayal!
Mandatory!
Someone has led
- to either kill all the Enemies or all need to Escape to killed, each Hero gains 25 all the Enemies or Escape,
complete the Job. XP and D3x$25. then whoever didn’t
a band of outlaws
Immediate escape, rolls on the Injury
If all the Heroes
right to the Posse Chart and that Hero loses
successfully Escape, each
and now you’ve been 1 permanent Health.
Hero gains 15 XP.
Ambushed!

31 Job ◆ Frontier ◆ Any Medium The Heroes need to Search any clear (Medium terrain) If the Heroes successfully If the Cattle Rustlers

Cattle
Strange
A herd of cattle has
Terrain hexes to find any clues as to the location of the Ranger’s fight off the Cattle Rustlers manage to get away with
herd. As soon as the first Clue Icon is found, the and recover the cattle, the cattle, the Heroes
-
Rustlers! gone missing and
6 days
Heroes have found the herd and must engage the Cattle they each gain 30 XP and reputation is damaged
a local Rancher Rustlers if they want to recover the cattle. x$100. However, for and they lose any choice
suspects cattle rustlers each cattle that is killed of Jobs they can get
Attack - Human Threat level. During this Fight,
have stolen his from stray shots, they get whenever they consult
whenever anyone rolls a ‘1’ while attacking with a
cattle and are taking $25 less from their total the Jobs Board. Whatever
Range weapon, their Shot hits and kills one of the
his cattle to parts reward. If this goes into number is rolled is the Job
roaming cattle instead. Keep track of how many cattle
unknown. the negative, then yes, they must take (instead of
are killed using some form of counters, as this will be
the Heroes must pay being able to choose + or
necessary for calculating your Reward.
the money back to the - the number rolled). This
Rancher. restriction is in effect until
the Heroes successfully
complete an Adventure.

32 Job ◆ Outlaw ◆ Fight Random The Posse will need to first find where the Fellah is at If the “Heroes” are If the Posse is unsuccessful

Cleaning
[Not available if Law
Heroes in Posse]
Town in Town. When visiting a Town Location for the day, successful in eliminating in eliminating the Fellah,
the Heroes can draw an Exploration Token, ignore all the Fellah they each gain your employers hire a
-
Contract A fellah has gone 10 days
icons except for Clue Icons. When Clue Icon is drawn, 25 XP and D3x$50. mercenary to come after
any Heroes present at that Town Location can attempt you now.
and pissed off the
to eliminate the Fellah by making an attack (either with
wrong people, now The next time the Heroes
your normal Combat rating or Ranged shots on an equipped
it’s up to the Posse to face off against an Epic
gun). If at least 5 damage is done to the Fellah, he is
go make this fella see Threat, a sniper takes a few
killed. Whether successful or not, the Posse will need to
the error in his ways... shots at the Posse and you
end their Town Stay after the attempt.
permanently. all take D6 Wounds (no
defense) from his bullets.

15
# Keywords/ Location/
Description Reward Failure
Title Background Time Limit

33 Job ◆ Science ◆ Random The Heroes will need to go to the Mine and perform a If the Posse enters the If the Heroes fail the
Archaeological Investigate
An expedition has
Mine Search action on the Mine entrance hex. If the Heroes Mine and completes the Job, each Hero takes
find a Clue Icon, then the Heroes have found a trace of Search Party Mission, the D6 Corruption Points,
Expedition
not been heard from
- the expedition at the Mine entrance and may continue Heroes each gain 50 XP ignoring Willpower, as
for some weeks and 7 days on into the Mine to attempt to rescue the expedition. and may draw an Artifact the loss of all those brave
the sponsors are card. For each missing men weighs heavily on
To find the archaeologists, the Heroes will need to
getting nervous that archaeologist that is their souls.
enter the Mine and complete a Search Party Mission
either something recovered alive, the Heroes
[Basic:4]. All the same default rules apply except that
happened to them also gain $50.
the Heroes are rescuing multiple people. When the
or that they’ve been
archaeologists are found at the end of the Adventure, If the archaeologists
cheated out of their
roll . That is how many archaeologists that were simply disappeared, each
money. They’d like
there in the Mine. Then roll D6 for each to determine Hero in the Posse gains
the Posse to look into
how many were still alive by the time you reached 25 XP and $50, but it
the matter and figure
them. Ignore the default Reward/Failure results for that still bothers you never did
out what’s going on.
Jobs Board

Mission. find nothing about those


people. It’s darned creepy
If no Clue Icons are found, then the Heroes find the
what happened.
expedition’s camp completely empty. All their personal
effects are still there and there’s no signs of a struggle.
It’s as if the group simply got up and left on their
own, but there’s no tracks leading away. They just
disappeared.

34 Job ◆ Labor ◆ Local Town The Posse may either try to peacefully evict the strikers Each Hero in the Posse If the Heroes fail to find
Negotiation ◆ - or they may violently eject them. The Posse will need gains 30 XP and $5 for some resolution to this
Labor Mandatory! to visit each Town Location to deal with all the strikers each Town Location that mass strike before the
7 days
Strike Workers throughout and complete the Job. Heroes may not purchase Goods is peacefully resolved. The end of the week, local
the Town have or Services while in this Town while the strike is going businessmen pay out less business leaders call in the
gone on strike to on. money due to the higher Pinkertons to break up
protest local working wages they pay out as a the strikes. The Pinkertons
If the Heroes want to peacefully evict, a Hero must
conditions. The result of your negotiating. brutally put down the
make a successful Cunning 5+ or Spirit 5+ Test while
Towns’ businessmen strikers, injuring many
in each Town Location. Each time one of these Skill For each Town Location
think they’ve been and killing a few. The
Tests is failed at a Location, it increases the difficulty where strikers are
quite equitable and townsfolk are torn apart
the next time any Heroes attempt a Skill Test again at forcefully evicted, each
want you to put a by the savagery and many
that Location. Failed Skill Tests add on an additional Hero gains 5 XP and $50,
stop to these rabble decide to move away,
success needed to complete the Skill Test, so a failed but gains 1 Corruption
rousers. leaving the Town a barren
Cunning 6+ roll then becomes a Cunning 5+^2 (two (no Willpower save). The
husk of what it used to be.
‘5’ or better results are needed from a single skill roll to Heroes have beaten back
All but 1 Town Location
complete). peaceful protesters who
here is Destroyed.
simply wanted honest pay
If the Posse decides to forcefully evict the strikers, they
for honest work, and you
will need to fight the leaders of the strike in Town on a
went in there and cracked
battlemap (either the Town or a terrain battlemap can
their skulls for it.
be used). Attack - Roll for an Epic Human Threat.

35 Job ◆ Science ◆ Random The Creature begins D3 hexes in a random direction When the Job is complete, If the Job is failed before
Experiments
Investigate
A scientist playing
Town + away from a random Town and will slowly move 1 hex each Hero receives 30 XP. the Creature enters the
towards the Town each day. If and when the Creature Town, then the Creature
in Disaster with the forces of
Random Hex reaches the Town, roll a D6 to determine how the
If the Heroes kill the
goes on a frenzied
God tinkered with Diagram D3 Creature reacts.
Creature, they each gain
killstreak, Destroying 2
hexes away an additional $50 from
the building blocks Random Town Locations
If anything other than a ‘6’ is rolled, the townsfolk the grateful townsfolk that
of life and has now - react in fear and the Creature attacks. In a rampage, didn’t have to take their
in the nearest Town.
created a creature 4 days the Creature Destroys two Random Town Locations chances with the Creature.
with the potential
before disappearing into the wilderness. If a ‘6’ is rolled,
to destroy an entire
then the Creature is frightened off and runs off into the
Town. Or it’s just
wilderness, never to be seen again.
a misunderstood
peace-loving creature, If the Heroes reach the Creature before it reaches the
it’s hard to tell. Town: Attack - one XL or larger-sized Monster (same
stats as normal at the Posse’s level).

16
# Keywords/ Location/
Description Reward Failure
Title Background Time Limit

36 Job ◆ Science ◆ Random When the Posse reaches the Site, they’ll need to travel If the Posse reaches the If the Posse fails to get to
Dangerous Investigate
The corpse of some
Mine + with the Archaeologists into the nearest Town so they Town without the alien the Archaeologists and
can transport the things they found back to wherever. entities coming to life, get them back to Town
Excavations kind of alien entities
Random Hex The Posse may only travel one hex maximum per each Hero gains 30 XP in time, then whatever
have been discovered Diagram D3 day with the Archaeologists, their equipment, and the and D3x$50. those things were that
by an archaeological spaces away corpses. they recovered come
If the Posse reaches the
expedition and they’re - At the beginning of each day that the Posse travels Town, but had to fight
back to life during the
requesting help 14 days with them, a Random Hero makes a Luck 3+ test. If the alien entities that came
night and slaughter the
hauling it back into Archaeologists in their
this test is ever failed while transporting everyone, then back to life, each Hero
Town. sleep. The creatures
the alien entities come alive: Attack - Draw a Threat instead gains 40 XP and
then slink off into the
card at the Posse’s level. If a 1 is ever rolled during this D3x$25, on account of
night, never to be heard
test, then the alien entities come alive while everyone the extra mutilating they
from or seen again
is unprepared: Ambush! Draw a Threat card one level did to them bodies.
(you hope). Each Hero
higher than the Posse’s current level.

Jobs Board
takes D3 Corruption
If the Posse reaches the nearest Town, the Job is Points knowing that they
completed. should've been protecting
them Archaeologists.

37 Job ◆ Rescue Random From the Originating Town, the Posse must head to If the Heroes successfully If the Heroes fail to

The
An important official
in this town is being
Mine the Mine and begin a Search Party Mission [Basic:4] in bring back the Official recover the Official
order to rescue the official. Instead of drawing Threat alive, they are rewarded alive, then his widow
-
Heads of held hostage by
4 days
Cards though, the Heroes should roll on the Human with 35 XP and each personally holds your
a group of crazy Threat Tables. All other rules for this Mission are the Hero gains their choice Posse responsible for
Statesman cultists. The Posse same, except the Reward/Failure results. of D3X$100 or they may the Official's death. She
needs to act quickly draw a Mine Artifact card. uses her influence in
or he’s a goner for Originating Town to get
If the Official is recovered
sure. everyone in the Posse
dead, then the Job is failed.
banned from entering the
Town. From now on the
Posse may not enter any
Locations in this Town,
though they may stay at
the Campsite.

38 Job ◆ Escort Random When the Posse reaches the Mine, they must then If the Posse successfully If the Posse fails to get the

Exotic
A group of travelers
from a far off
Mine move with this group of Travelers to the nearest edge escorts the Travelers then Travelers to the nearest
of the map to escort them away from the area to safer each Hero gains 30 XP edge of the map in time,
-
Travelers land have gotten
16 days
parts. The Posse moves at a slow pace of 4 MP per day and each Hero may either then the Travelers lose
themselves a bit lost while traveling with this group (no abilities or effects get $300 or may draw hope and disperse on their
in this area and need may be used to increase this speed). a Gear card as payment own. There is no other
someone to escort from the grateful folks. Failure result for this Job.
If the Posse is ever in a Fight while traveling with the
them out and away
group, the Travelers are killed if the Heroes all Escape
from Brimstone so
from the Fight or are all KO’d. Anytime the Posse as a
they can continue on
group would suffer damage from an Encounter, roll a
their way. You’ll need
D8. On a 1, the Travelers are also hit by the same thing
to find them first,
and are dispersed. In either case, the Job is failed.
then bring them back
to safety.

39 Job ◆ Occult ◆ Random Place a Monster token on the Mine. At the beginning If the Heroes successfully You have failed to defeat

A
Mandatory!
An amateur diabolist
Mine of each day, that token moves 3 hexes in a random put down these Monsters, the Monster, it has
direction (use the Random Hex Diagram). If it passes they gain 30 XP and made its way across the
-
Summoning summoned up some
No Time
over a Town, Destroy a Random Location there. If it D3x$100 each from the countryside and settled on
things from another passes over the Heroes, the Heroes all take D8 Hits. If local Marshal who was a Town to feast upon the
Most Foul dimension. Luckily, Limit it ends its movement on a Town, remove the Monster afraid these fiends would locals. It toys with them
he got himself killed, token from the map and the Job is failed. do some real damage at first, doing things to
but now them things before being put down. people that would drive
As soon as the Heroes enter a hex with the Monster
is roaming the you insane if you'd seen
token: Attack - Draw an Epic Threat card (High
countryside preying it done. The lucky ones
Threat if only two Heroes).
on innocent folk. are the ones that were just
If the Monster token ends its move on the Posse’s hex: killed outright. No one will
Ambush! - Draw an Epic Threat card (High Threat if ever forget what happened
only two Heroes) to them people, though no
one ever mentions it aloud.
Destroy the Town.

17
# Keywords/ Location/
Description Reward Failure
Title Background Time Limit

40 Job ◆ Settler ◆ Find Any Medium The Posse will need to Search for a suitable site for If the Posse successfully If the Heroes are

Settlers of
Some folks is wanting
to settle down in
Terrain or the Settlers to inhabit. Any Medium Terrain hex or finds a suitable location unsuccessful in finding
Destroyed Town hex where a Clue Icon is found for the Settlers, they may a site for the Settlers in
Destroyed
Brimstone this area, though
Towns
without an Attack or Growing Dread result is suitable build a new Town in time, they start to realize
why they’d want to for the Settlers. that hex or rebuild an old what a bad area they're
live anywhere near - Town that was previously in and move on to find
Brimstone is beyond 7 days Destroyed. Perform a new safer, greener pastures.
you. You just gotta Town Setup for this new Otherwise, there are no
find them a proper location. In addition, each other Failure results.
place to get started. Hero gains 20 XP.

41 Job ◆ Labor ◆ Frontier Random The Posse will need to head out to the Town and join The Heroes gain 5 XP There is no Failure result

Cow
Some Ranchers are
bringing in a herd of
Town up with the Ranchers and help bring them to another and $10 for each hex that for this Job.
Town on the Map, one hex at a time. The Heroes may the group travels from
-
Herders cattle back into Town
No Time
decide which Town they will bring the cattle to. The the Originating Town
Jobs Board

to sell and need some cattle drive moves at a top speed of 3MP per day. At to the destination Town.
assistance. It ain’t as Limit the end of each day when traveling with the cattle drive, However, for each cattle
exciting as the normal each Hero makes either a Strength 5+, Cunning 5+, that is lost during the trip,
stuff you’re used to, Agility 5+, or Luck 5+ Skill Test. If less than half of the lower this amount by $1
but at least you can Posse (rounded down) or up to three Heroes fail their per hex. So, for example,
make yourselves rolls for the day, then one of the cattle has gone missing. if 1 cattle is lost each Hero
some money out of only gains $9 per hex,
the whole thing. with 2 cattle lost each
Hero gains $8 per hex,
and so on.

42 Job ◆ Science ◆ Random The Heroes must travel to the other Town and pick up If the Posse is able to get If the Heroes fail to get

Life-Saving
Delivery
A small child has fell
Town the Medical Supplies that are needed to heal the Child. the Medical Supplies and back to the Originating
If the Heroes do not get back into the Originating get back to the Originating Town to deliver the
-
Medicine deathly ill and if the
5 days
Town before the Time Limit is up, the Job is failed. Town in time to save the medicine in time, the
Posse can’t return in Child, each Hero gains 40 Child has died and
time with a life-saving XP and D3x$100 from each Hero takes D6
medicine, the child the Child’s grateful parents. Corruption Points (no
will surely perish. It’s Willpower save).
a race against the
clock.

43 Job ◆ Performer Any Towns The Heroes will need to travel to any Towns on the The Heroes have If the Heroes fail to stop
◆ Gambling ◆ with Map with either a Gambling Hall or Saloon Town successfully dealt with the Cheats, their reign of
Dirty Investigation Location. While at that location, at least one Hero those damn dirty cheats. gambling terror continues
Gambling
Cheats A group of card
Halls or
will need to make a Gambling action and then make Each Hero in the Posse unabated. A Random
sharks has been a Cunning 5+ roll. If successful, the Heroes have gains 30 XP and as Town Location closes
traveling from town Saloons gathered a Clue on the Cheaters and are closer to you search their things down in the Originating
to town, swindling - homing in on them. Each Town only has 1 Clue. The you find their ill-gotten Town due to heavy losses
honest gamblers out No Time Posse will need to gather a total of 3 Clues before they fortunes. The Posse finds sustained from gambling
of their hard-earned Limit have finally found those damn cheats. a total of x$100, to be debts (Destroyed).
money. It’s time the split amongst themselves.
Upon finding the Cheats, the Heroes call them out for
Posse pulled a fast
bein’ a bunch of no-good bastards and they take it out
one over on them.
into the street. Attack! - Roll a Human Threat at the
Posse’s level.

44 Job ◆ Labor Random The Group will need to travel to this Mine and get to For each Clue Icon the There is no Failure result

Sixteen
There’s nothing
exciting about this
Mine workin’ to get paid. They’ll need to make a Search roll Posse comes across on for this Job.
on the Mine hex for each day that they plan to work. this Job they come across
-
Tons job, just tough,
No Time
They’ll only be able to Search the Mine hex a total of a successful haul from the
back-breaking labor 10 times for this Job before they’ll need to head back Mine and gain $50 and 10
hauling stuff out of a Limit for their reward. Each Clue Icon they find counts as a XP per Hero.
Mine. It’s not Dark successful haul.
Stone mining at least,
but not as lucrative
either.

18
# Keywords/ Location/
Description Reward Failure
Title Background Time Limit

45 Job ◆ Traveler ◆ Random Between this Originating Town and the Travelers’ If the Heroes determine If the Heroes fail to find
Disappearing Investigate
Some travelers have
Town starting point (the Random Town), the Heroes will that the Travelers met a any information as to
need to Search Road and Town hexes and anything grisly end based on the the whereabouts of the
Travelers gone missing on their
- else between these two Towns to see if they can find Clue Icons they find, each Travelers, the Heroes take
way into Town and No Time out what happened to those Travelers. After the Heroes Hero gains 30 XP. D3 Corruption Hits
their family would Limit have found their 2nd Clue Icon, they have found from the pain of knowing
If the Heroes also track
like you all to look the bloody, tattered remains of the Travelers, which failure.
down those “unsavory
into it and find out confirms your suspicions that they ran into some kind
sorts” and recover the
what happened to of trouble on their way. The Job may be completed at
Travelers’ belongings,
them. You’ll probably this point.
the Heroes also gain an
want to take a look
Additionally, the Heroes may stop in any Towns additional $100 and may
at where they was
along the way and if they’re able to pass two Cunning gain +1 Health or Sanity.
travelin’ from and
5+ tests, they find out that the Travelers were being
check every place
followed by some unsavory sorts who had an unhealthy

Jobs Board
from here to there to
interest in the Travelers’ belongings.
see if maybe there’s
some kind of clues If the Posse fulfills both requirements above, they may
you might be able also attempt to track down those “unsavory sorts” and
to find. recover their belongings for their families. The Posse
will need to find an additional Clue Icon in one of the
Towns between the Originating Town and the starting
point to find them. When the Clue Icon is found,
ignore any additional results and go straight into a Fight
with a High Human Threat on a terrain or Town
battlemap.

46 Job ◆ Explore Mountain The Group will need to Search Mountain hexes until Archaeology (Lore 5+) There is no Failure result

Lost City
An earthquake is
rumored to have
Hex they find a Gate Icon, at which point the Heroes come For each 5 or 6 rolled, for this Job, but if the
across the entrance to the ancient city. The city is old gain 50 XP Heroes are in the hex with
-
of Gold unearthed an ancient
10 days
and crumbling and doesn’t look particularly stable,
Treasure-hunting (Luck
the Lost City when the
buried city made of with one more good rumble enough to cause the time limit ends, each Hero
5+)
gold. A few groups whole thing to come tumbling down. Each Hero may must make an Agility 6+
For each 5 or 6 rolled,
of prospectors have investigate one aspect of the city and can perform one test or take D6 Wounds
gain D3x$50
gone to stake a Skill Test before the time limit for the Job is up: (no defense) and rolls
claim, but none have Monster-killing (Agility or once on the Injury Chart.
Archaeology - Lore 5+
returned. Maybe they Strength 4+)
Treasure-hunting - Luck 5+
just got lost? For each 4, 5, or 6 rolled,
Monster-killing - Agility or Strength 4+
gain 25 XP and $25
At the end of the time limit, another quake will send
the city crumbling into oblivion, blocking any further
activities here.

47 Job ◆ Law ◆ Outlaw Random The Posse will need to try to build a case against the If the Heroes peacefully If the Posse fails to

Lawful
A Town’s Sheriff
has reportedly been
Town Sheriff by collecting evidence against him in the Town. evict the Sheriff from stop the Sheriff then he
They’ll need to travel to the Town and during a Town his position without strengthens his grip on
-
Corruption taking advantage
No Time
Visit each day Heroes may attempt to Search for bloodshed, then the the Town and turns the
of his position and evidence instead of visiting a Town Location. Heroes each gain 40 XP citizens against you. You're
is behaving like a Limit and $100. If the Heroes no longer welcome in
If the Posse finds two Clue Icons without getting
crime lord. Some have to end up fighting the Town and will not
either an Attack or Ambush result, they have found
folks would like this the Sheriff and his gang, be able to stop in the
the evidence they needed without bloodshed and the
Sheriff out of his the Posse instead gains 25 Town for Town Visits any
Sheriff is kicked out of his position. If however any
position, but they’d XP and $50. more (may still stay at the
Attack or Ambush results are turned over, the Sheriff
prefer to avoid any Campsite, may not visit
has caught wind of your snooping around and has
unpleasantries... Locations).
gotten together some of this own gang to put a stop to
your investigating. Fight a High level Human threat, the
Corrupt Sheriff is a Lawman.

19
# Keywords/ Location/
Description Reward Failure
Title Background Time Limit

48 Job ◆ Performer ◆ Random To find the Gambler, the Posse will need to look in If the Gambler is found, Well, you didn't exactly

Debt
Outlaw
[Not available if Law
Town Towns with a Saloon or Gambling Hall. At one of the Heroes will need to catch the Gambler, dashing
those Locations, a Hero may make a Cunning 5+ test mete out a punishment, some important folks
-
Collection Heroes in Posse]
14 days
to see if they find anything about the Gambler there. which will directly expectations of what you
If successful, draw an Exploration Token (ignore all influence their reward. was gonna do for them.
A local gambler has
results except for Clue Icons). When the first Clue Icon His creditors would prefer Trouble is, now you've
come up a bit short
is found in this way, the Gambler is found. How the something particularly made a bad situation
on his winnings
Heroes want to deal with the Gambler is up to them... nasty to deter future worse and what're they
and has skipped
debtors from trying the supposed to do now?
town to avoid
same thing. You've made them look
his unscrupulous
like fools and that damn
creditors. He should The Heroes may all take X
two-bit gambler got away
be found and made points of Corruption (no
scot-free. Somebody's
an example of. Willpower save, maximum
gonna have to pay... and
of 4 points of Corruption
that ""somebody"" is you.
Jobs Board

possible). For each point


of Corruption that the The Heroes each lose
Posse takes, they each earn $100, somebody went
$100. Alternatively, the through and picked your
Posse may let the Gambler bags and left a Queen of
go and earn 25 XP, but Hearts playing card for
the Job is failed. you to grumble over.”

49 Job ◆ Traveler ◆ Road hexes The Heroes will need to Search Road hexes to find If the Heroes successfully If the Heroes fail the

Missing
Investigate
A stagecoach making
+ Tough the missing stagecoach. Upon finding 1 Clue Icon, the complete the Mission, Mission, each Hero takes
Posse will have found the location of the stage coach. each Hero gains 50 XP. D8 Corruption Points,
Terrain
Stage a routine run from
- Cunning 5+
Also, for each missing ignoring Willpower, at the
one town to another passenger that is recovered thought of all those people
Coach has gone missing. 7 days If passed, each Hero gains 20 XP and finds evidence alive, they each gain dead.
Friends and family that the stage coach was attacked and its passengers $100 and may remove 1
of the passengers are were taken off by some Bandits. To find the passengers, Corruption.
understandably upset the Heroes will need to Search nearby Tough Terrain
and want answers. to find the Bandits’ hideout. Upon finding a Clue Icon,
the Posse has tracked down the Bandits and may enter
their hideout (Mines) to try to recover the passengers.
The Heroes must go on a Search Party Mission
[Basic:4] to recover the passengers. All Threats in this
hideout should be rolled for on the Human Threat
Charts. All other rules for this Mission will be the same
except that there are 4 passengers in total and at the
end of the Mission the Heroes should roll for each
passenger to see if they are still alive. Ignore the normal
Reward/Failure results.

50 Job ◆ Supernatural Random The Posse must travel to the Mine in question and first If the Posse goes on the If the Posse is unsuccessful,
◆ Investigate ◆ Mine go on an Exploration Mission [Basic:2] to determine Exploration Mission and this menacing race from
Memories Mandatory! if there’s any merit to the Artist’s visions. If the Posse no Growing Dread result the past rises up from
-
of Aeons A local artist has
No Time
comes across a Growing Dread Exploration Token is pulled, then there was beneath the Earth and
gone seemingly result at any point during this Mission, then the Heroes nothing to the Artist’s engages in a brutal raid on
Past insane and rants Limit will need to go on a follow-up Mission in that same visions, he’s clearly crazy nearby Towns, Destroying
of seeing creatures Mine and perform a Blow the Mine Mission [Basic:6] or been taking too many the 3 Nearest Towns
from another era. to seal the tunnel into the lost world below. If both these drugs. For their trouble before that cruel race of
He speaks of a Missions occur, they are performed back-to-back with though, the Heroes each ancient beings once again
long-forgotten race only a single Catch Your Breath roll between them. gain 30 XP and x$50. mysteriously returns to
of beings beneath the their subterranean abode.
If the Heroes end up
Earth that have been
having to go on a Blow
plotting their return
the Mine Mission, they
to the surface to end
each gain 50 XP and
mankind’s reign.
$450 for their trouble.

20
# Keywords/ Location/
Description Reward Failure
Title Background Time Limit

51 Job ◆ Traveler ◆ Local Town The Heroes simply need to travel from the Originating If the Heroes successfully If the Posse is unsuccessful

Special
Delivery
Someone in Town
+ Random Town to another Random Town. As soon as they deliver the package on in delivering the package
arrive there, they have dropped off the package with time, each Hero gains on time, their contact gets
Town
Delivery is needing a rather
-
their contact and get their reward. 30 XP and the Posse pissed off at them and
important package collectively gains x$100. demands payment for the
delivered quickly and 4 days At the end of each day of travel while delivering the
bungled shipment. The
package, the Posse rolls a single D8. If a ‘1’ is rolled,
they’re willing to pay Posse collectively loses
the package has been stolen by somebody and the Job
you money for this D3x$100
is failed.
service, does this need
any more explaining?

52 Job ◆ Strange ◆ Mountain The Heroes will need to perform a Search action on There is not set Reward There is no set Failure

Crashed
Investigate
Most folks thought it
Hex Mountain hexes to see if they can find any indication for this Job. result for this Job, apart
of whatever it was people think fell to earth. If a Gate from being in the same or
-
Sky Ship was a meteorite, but
5 days
Icon is found during any of these Searches, the Posse adjacent hex to the crash

Jobs Board
off in the mountains has found the fiery remains of the sky ship, however site if the Heroes find the
some locals are whatever strange device powers this ship is in danger of location of the sky ship.
saying they’ve seen reaching critical mass and will explode at the end of the If the Heroes do not find
the smoldering Time Limit. If the Heroes find the crash site and are in the sky ship in time, it
remains of a giant the same or adjacent hex to the crash site at the end of explodes somewhere else
sky ship that fell to the Time Limit, they are caught in the explosion and and the Heroes take no
earth. take D8 Wounds (no defense). damage.
To Search the wreckage of the sky ship the Heroes may
each perform a Scavenge roll twice per day [3 MP for
the whole group or individual Heroes to Scavenge].
Draw from the Scavenge deck, but any results to draw
Gear or Artifact cards should always be drawn as
Artifact cards when drawing for this Scavenge attempt.

53 Job ◆ Supernatural ◆ Random The Heroes will need to enter the Mine and go on If the Heroes successfully If the Heroes fail the
Rescue a Search Party Mission [Basic:4] to try to recover the rescue the young Rancher, Mission, each Hero takes
Prairie Moaning spirits have Mine young Rancher. All the rules are the same except that all they each gain 50 XP and D3 Corruption Points,
Banshees grabbed a young - Hold Back the Darkness rolls are at -1 during this Mission. each Hero may draw a ignoring Willpower, as the
rancher who strayed Gear card. loss of the young Rancher
a bit too far from the 4 days weighs heavily on their
group. conscience.

54 Job ◆ Frontier ◆ Explore Mountain The Heroes may travel through Mountain hexes If the Posse finds a suitable There is no set Failure

Prospecting
A group of foolish
investors is looking
Hex looking for a suitable site for a Mine to be built. First Mine, they each gain 50 result for this Job.
the Heroes will need to perform a Search action on a XP and $300. In addition,
to dig out a new
- Mountain hex. If a Clue Icon is discovered, they have a new Mine is added to
Mine for some Dark No Time found a cave entrance, but they will still need to go on the hex that the Heroes
Stone. You’ll need to Limit an Exploration Mission [Basic:2] (same Rules, ignore found the cave at. From
do some prospecting normal Reward/Failure results) inside the cave to see if now on when rolling for
for them to find a it’s suitable for Mining. a random Mine, this new
suitable site to build Mine will be assigned #3
If the Heroes find a Gate and a Clue Icon together
the Mine. when rolling with a D20
during this Mission, they have seen enough to know
for a Random Mine.
that this cave will be perfect to start up a Mine here.
The Posse does not need to finish out the rest of the
Mission at this point. At the start of any turn in which
all the Heroes are in the Mines and there are no
Enemies on the board, the Heroes may leave the Mine,
ending the Mission and the Job.

55 Job ◆ Merchant Local Town If the Heroes take on this Job, they lend the Merchant There is not set Reward There is no set Failure

Miracle
A businessman is
engaged in a most
- $X (can be any amount). After the Merchant takes their for this Job. result for this Job.
money, he thanks them and promptly disappears.
16 days
Drink profitable venture
After that the Heroes may take on other Jobs in
selling the extract of
addition to this one. At the end of the Time Limit for
venomous serpents.
this Job, the Posse makes a Group Luck 6+ roll. If all
but needs some initial
the Heroes are successful, the next time they enter the
start-up contributions
Originating Town, they are met by the Merchant. He
to get his business off
gives each Hero 5 x the original Gold they lent to him.
the ground. Investors
Otherwise, you never hear anything from the Merchant
who get in quickly
ever again and he’s likely skipped Town and moved on
can expect enormous
from the area.
returns!

21
# Keywords/ Location/
Description Reward Failure
Title Background Time Limit

56 Job ◆ Environment ◆ Random Place a Void Twister token on the Random Mine. At For each Town that the There is no set Failure
Void ◆ Mandatory! Mine the start of each day the Void Twister will travel 5 hexes Posse is able to warn result for this Job.
Void A Void Twister in a random direction (use the Random Hex Diagram). about the Void Twister,
-
Twister is making its way
5 days
If the Void Twister hits the edge of the Map, it finishes each Hero gains
through the region, out its movement going back the way it came. If it 5 XP and $25 from the
destroying anything passes over a Town, it will Destroy 2 Random Town grateful townsfolk.
in its path. There’s Locations. If the Void Twister ends its turn directly on
not much to be done a Town hex, that Town is Destroyed.
to stop it, but if folks
If the Heroes are able to get to a Town hex first and
can be warned that
warn the townsfolk there (free action), then they
its coming it’d go a
can mitigate the disaster and those Towns that are
long way towards
warned gain Armor 3+ to protect themselves from any
minimizing the
destruction while the Void Twister is active. Roll a D6
damage.
whenever a Town or Location would be Destroyed, on
Jobs Board

a 3+, that Town or Location is not Destroyed (Armor


ends after this Job is over).

57 Job ◆ Tribal ◆ Fight Random When the Heroes get to Town they immediately get If the Heroes are If the Heroes are

Savage
A vicious group
of Indian raiders
Town Ambushed by a High Human Threat’s worth of successful in driving off unsuccessful in driving out
Enemies. These Enemies all have the keyword ‘Tribal’. the Indian raiders, they the Indian Raiding party
-
Raiding has been ruthlessly
7 days
You may use the Capture action on the Indians instead each gain 30 XP and before the week is up, then
coming into Town, of killing them. See ‘Expanded Combat’ for rules on D3x$50 from the grateful the Indians go on one last
Party stealing, raping, and Capturing. townsfolk. massive raid, pillaging and
pillaging to their burning as much as they
Any Hero with the keyword ‘Kemosabe’ that kills If none of the Indians are
heart’s content. The can find. This Town has
any of the Indians, loses that keyword. Any Hero that killed during the Fight
townsfolk are fed up 3 Random Locations
does not have the keyword ‘Tribal’ that kills any of the then the Heroes have
and demand an end Destroyed before the
Indians, gains the keyword Paleface. earned the respect of the
to these incursions. Indians leave Town and
local Indian populace for
the area for better pickings.
not shedding the blood
of these rogue Indians.
Each non-Tribal Hero that
has the keyword ‘Paleface’
loses that keyword and
also gains the keyword
‘Kemosabe’.

58 Job ◆ Undead ◆ Local Town The Heroes may try to coax the walking dead back For each Town For each Town Location

Día de los
Investigate
The dead have started
- into the ground, but they aren’t being particularly Location that the Heroes that the Heroes fail to clear
threatening to anybody. Heroes will need to visit each successfully clear, each out of the walking dead,
No Time
Muertos to rise in Town, but
Limit
Town Location and attempt a Cunning 5+ test to try to Hero gains 10 XP and that Town Location Closes
aren’t exactly causing talk them back into their graves. Each Hero may make $25. If all the Town Down (Destroyed) due
any trouble with the the attempt, but if two Heroes fail this test in a row, Locations are successfully to the lack of customers
locals, apart from the dead at that Town Location refuse all attempts at cleared, each Hero may willing to buy stuff with
body parts falling logic and won’t go back to their graves. You need two buy one Purchase Item corpses hanging around
off and scaring successes in order to clear a Town Location. or Service from anywhere there.
the children and in that Town at a 25%
In addition to the above, Holy Heroes may attempt
womenfolk with their discount (to the nearest
an exorcism on the Town to banish the spirits of the
rotting flesh. whole $, rounded down).
dead back to the afterlife. A Holy Hero may attempt
a series of three Spirit 6+ tests or the Posse as a whole
can try to make a series of three All Hero Spirit 4+
tests (choose one, cannot attempt both). If two out of
the three tests are passed, then the walking dead are
successfully exorcised from the Town, though now
everyone has to re-bury all these corpses.

22
# Keywords/ Location/
Description Reward Failure
Title Background Time Limit

59 Job ◆ Labor ◆ Random The Heroes may not travel by Rail lines while this Job If the Heroes successfully If the Heroes fail to end
Negotiation ◆ Town on is active. negotiate with the Rail this strike peacefully,
Rail Mandatory! workers and come to a strikebreakers enter the
Rail Line The Heroes will need to travel to the Town and attempt
Workers Rail workers in the
- to negotiate with the Rail workers. To do so the Heroes
peaceful resolution, the region and forcefully deal
region have gone on Heroes each gain 50 XP with the leaders and end
Strike strike, shutting down 7 days will need to make a Cunning 5+ test over the course
and $25. In addition, the the strike. One of the
of a few days in Town. Only one Hero may make this
all the railway lines. Rail Line company gives strike leaders gets away
test per day (though you may switch off who takes the
It’s starting to affect you one free Train ticket and blows up all the
test each day). Beginning at $90, for each success the
business and the Rail to travel anywhere in the railroads into the Town
price of Train Tickets will reduce by $10 from the Rail
Line company isn’t Brimstone region. Isn’t that in retaliation. All Railroad
workers request in wage increases. For each success
liking it. swell of them? hexes into this Town are
made with a ‘6’ or better, that price is instead reduced
considered permanently
by $25. The minimum you will be able to go to is $30. The price that the Heroes
Destroyed and the rail line
negotiate down the
will not travel to or from
Rail workers is now the

Jobs Board
any destinations that would
permanent price of all
require them to pass
Train Tickets in every
through those Railroad
Town.
hexes.

60 Job ◆ Ancient ◆ Explore Random The Heroes will need to travel to this Ancient Library If the Heroes successfully There is no Failure result

The
An old decrepit
structure was recently
Mine to recover what scrolls they can from the Library. Go bring back any Scrolls to for this Job.
on an Exploration Mission [Basic:2] and in addition the Professor they gain
-
Ancient uncovered and inside
No Time
to the normal rules, each time the Heroes find a Clue 25 XP. For each Scroll
it appears to be a Icon they also find a Scroll Side Bag Token. When the that the Heroes recover
Library vast library filled with Limit Heroes have finished the Mission, they need to return from the Ancient Library,
old, rotting scrolls. to the Originating Town to deliver the Scrolls to the the Posse gains $200 per
A professor from Professor. Ignore the normal Reward/Failure results for Scroll. Note that Scroll
out east is asking the Exploration Mission. Side Bag Tokens bought
to get his hands on from the Campsite can
anything valuable. not be used to complete
this Job.

61 Job ◆ Traveler ◆ Labor Towns The Posse needs to travel to Towns around the Map For each Town that the There is no Failure result

The Census
Some Government
folks are wanting
- and do a Search at each Town to count the number Heroes Search, each Hero for this Job.
of folks there. Each Town on the Map may only be gains 5 XP and $5.
an accounting of
No Time Searched once as part of this Job.
the people still left in Limit
the region around
Brimstone. Pretty
boring, but they pay
in cash.

62 Job ◆ Escort No Location The Heroes may take along a Writer with them For each Job or Mission If the Writer dies while

Journalistic
A Writer from a big
fancy newspaper out
- on their Missions. He will pay the Heroes for each that the Heroes go on traveling with the Heroes,
Adventure he’s able to follow along with, but if he dies with the Writer that he they each take D6
No Time
Excellence east is reporting on
Limit
the Heroes won’t get anything. survives, they will each Corruption Hits from the
the events around receive an extra 30 XP guilt of letting one of their
The Writer joins the Posse as an ally (choose 1 player
Brimstone and wants and $75 at the end of the traveling companions die.
to control the Journalist model on their turn) with the
to tag along with the Adventure. If the Writer is
following stats:
party for his story. killed at any point during
No Combat actions available a Job or Mission, then
Move 4 the Heroes will receive
Health 6 (Def 6+) nothing.
Sanity 4 (Will 5+)
Any Wounds or Sanity damage that affects the Heroes
during Encounters, also affects the Writer.
If the Writer is KO’d at any point, he dies and the Job
is failed. Other Jobs may be taken while taking on this
Job. When the Heroes are ready for a payout they can
end their contract with the Writer while in any Town.

23
# Keywords/ Location/
Description Reward Failure
Title Background Time Limit

63 Job ◆ Supernatural ◆ Random The Posse will need to travel to the Landowner’s If the Heroes are If the Heroes are

The
Investigate Town + secluded estate and attempt an exorcism. This exorcism successful in expelling unsuccessful in exorcising
can be attempted once per day per Hero by using a the spirits from the the spirits from the
A rich landowner Random Hex
Exorcism has been having Diagram D3
single D8 to attempt an Exorcism 8+ test, however Landowner’s estate, then Landowner's estate in
some factors can add a bonus to the Hero’s roll, but each Hero gains 20 XP time, then he takes it upon
some ghastly visits spaces away only one Side Bag Token may be used in the attempt and D6x$50 from the himself and is killed by
at his estate and has
requested the help
- at a time. grateful Landowner. malevolent spirits.
of anybody that 7 days Hero has Holy keyword = +2 to Exorcism roll Each Hero in the Posse
can exorcise these takes D3 Corruption Hits
Scroll Side Bag Token = +1 to Exorcism roll
troublesome spirits. when they catch word
(used up in the attempt)
of what happened to the
Rosary Side Bag Token = +2 to Exorcism roll Landowner.
(used up in the attempt)

64 Job ◆ Science ◆ Random The Mutants have gathered together at this Town (either If the Heroes successfully If the Heroes fail to
Jobs Board

Mutant
Mandatory!
A vagrant colony
Town at the Campsite or Mutant Quarter, depending on bring the Plague under control the outbreak, the
which is present in this Town). Whenever Heroes enter control in this Town Plague spreads beyond just
-
Plague of mutants
10 days
this Location to deal with the Mutants, they should roll before it gets a chance the Mutants and start to
has contracted a D8. On a 1, they need to make a Luck 4+ test or they to spread they are hailed infect the regular Human
a particularly have contracted the Plague (roll once on the Madness as miracle workers. Each populace and proves to
devastating Plague Chart and -2 Health permanently). Hero gains 50 XP. In be even more virulent
that is rendering addition, the Posse as a within Humans. Although
In order to help save the Mutants, the Heroes will need
them hairless and in whole is compensated eventually this Plague is
to get in enough medical supplies to relieve the Mutants
some cases is eating with twice the amount it brought under control, it's
before this outbreak spreads and gets out of control. To
away at their skin cost them to buy supplies. not without a heavy cost.
control the outbreak, the Heroes will need to transport
or causing insanity. Half the Town Locations
in a number of healing Side Bag Tokens equivalent to For example, if the Heroes
In desperation, these (rounded up) in this Town
2 x the Town Size. For example, if a Town is a size 8 bought 16 bandages
mutants are waiting are Destroyed. In addition,
Town, they will need to bring in 16 (2x8) healing Side ($50 each) to heal a size
on the outskirts of the nearest 4 Towns from
Bag Tokens. Healing Side Bag Tokens may be any Side 8 Town, they would’ve
one Town looking this Town also lose half
Bag Tokens that can heal health (items that just heal originally paid $800. If
for help. They’ve of their Town Locations
Sanity do not count). The Heroes must enter into the successful in healing the
collected together at (rounded up).
Town Location itself to drop off the healing items. Town, the Posse would
one town looking for
gain a total of $1600 as a If playing with the Frontier
help, but if this goes Holy Heroes or any other Heroes with healing abilities
reward. Town expansion, the
untreated, there’s no may also spend time with the Mutants attempting to
Originating Town also
telling how far it will heal or comfort the sick, but must roll a D6 and will
changes its Town Type to
spread. contract the Plague on a roll of 1 or 2 (roll once on the
Plague Town, if it wasn’t a
Madness Chart and -2 Health permanently). Each day
Plague Town already.
that they spend with the Mutants counts as 2 healing
Side Bag Tokens.

65 Job ◆ Tribal ◆ Random Mine The Posse will need to attempt to negotiate with either If the Heroes peacefully If the Heroes fail to come
Negotiation + Random Hex the wealthy Investors or the Indian tribe to try to find negotiate with the Indians, to some kind of settlement
Indian Some Indian folk Diagram D3 some kind of peaceful resolution to this, otherwise the then they each gain 25 XP to this dispute, the wealthy
Relocation are living on some
spaces away
Indian tribe on that land will surely get wiped out by and $100. investors hire a group
property that’s just wealthy Investors looking to exploit that property. of armed thugs to go
(Indians) If the Posse successfully
going to waste through and forcibly evict
and/or To Negotiate with the Indians, the Heroes will need beats the Indian warriors
beneath their feet. them from the land. Each
Random Town to travel to the Indians’ sacred land and attempt to and intimidates them into
It’s a damn shame Hero with the keyword
convince them to leave peacefully. They will need leaving, then they each gain
and some wealthy (Investors) to either make two out of three Solo Spirit 5+ tests 50 XP and $300.
‘Tribal’ or ‘Kemosabe’
investors are - (‘Tribal’/’Kemosabe’ Heroes get +1 on these rolls) or
takes Corruption
looking to develop 10 days may try to Intimidate them by fighting their bravest
In either case, non-Tribal Points with no Willpower
that property into Heroes lose the ‘Kemosabe’ save. Heroes with the
warriors: Attack - Roll a Human Threat (all Enemies
something real nice keyword and gain the keyword ‘Frontier’ or
have the ‘Tribal’ keyword).
n’ perty. ‘Paleface’. ‘Paleface’ lose nothing.
To Negotiate with the wealthy Investors and to try to
If the Heroes successfully
convince them to look elsewhere, the Posse will need
negotiate with the Investors,
to make a trip to their offices in their Town. They will
they each gain 25 XP and
need to either make two out of three Solo Cunning
lose 1 point of Corruption.
5+ tests (‘Frontier’ Heroes get +1 on these rolls) or the
Posse may try to Intimidate them by roughing up their If the Posse successfully
bodyguards: Attack - Roll for an Epic Human Threat. intimidates the Investors,
they each gain 50 XP and
lose D3+1 Corruption.
In either case, non-Tribal
Heroes lose the keyword
‘Paleface’ and gain
‘Kemosabe’.

24
# Keywords/ Location/
Description Reward Failure
Title Background Time Limit

66 Job ◆ Supernatural Random If the Heroes make it to the Town in time, they find Each Hero gains 333 XP. If the Heroes don't make it
Stranger ◆ John Moulton Town that bastard John Moulton and immediately begin a to the Town in time, then
The Devil, That evil sumuvabitch Fight. Use a Brutal Preacher with D3 Elite abilities to
Then John Moulton
there is no Failure result.
- appears again in a puff of
John John Moulton needs
2 days
represent John Moulton. He is alone. If the Human
smoke. You didn’t think it
John Moulton has simply
to get himself killed form of John Moulton is defeated, replace his model faded away as he seems to
Moulton and you been itchin’ with a random Brutal Monster with the keyword
was going to be that easy,
do so often. In search of
did you? He offers you a
to be the one to do ‘Demon’ that is at least XL in size. This form of John another hapless victim for
deal. Each Hero that wants
it. He’s been spotted Moulton has D6 Elite abilities. one of his “deals”...
to may look through any
in another Town and
Gear or Artifact decks If the Heroes fight John
if you get there quick
available and choose a card Moulton and are defeated,
you might be able
to keep. Add the keyword he is unimpressed
to catch him. What
‘Cursed’ to any items with your attempt. As
happens after that
that are taken in this way. punishment for your
though is anyone’s
Those items may never be misguided attempt to

Jobs Board
guess... Maybe he
destroyed, sold, or given stop him from delivering
gets a bullet right
away. his gifts, he erases your
between his damn
memories. Each Hero
devil, lyin’ eyes, who’s If John Moulton is ever
loses all accumulated XP
to say? encountered again in any
and is knocked back a
way, then any Heroes
single level to whatever
that took the items that
their previous level was.
John Moulton offered are
Killed. John Moulton has In addition, choose a
come back to collect on Random Hero. That Hero
his deal. is Dead.

67 Job ◆ Strange Local Town The Posse will need to take on a gang of bandits in Each Hero gains 50 XP Each Hero is beaten up

Cleaning
[Not available if
Outlaw Heroes in
- this Town for the Marshal. If you have the Frontier and $100. pretty badly by the gang of
Town expansion, start a Shootout in the Streets Mission outlaws and the Marshal
No Time
Up Posse or if in an
Limit
[Frontier:1] (same rules apply). is killed in the gunfight.
Outlaw Town or if Each Hero loses D6x$50,
Otherwise, begin a Fight on a Large Terrain battlemap
the Town has the rolls on the Injury Chart,
against a Low Human Threat. Each turn, add
keyword ‘Outlaw’] and this Town’s type
another Low Human Threat to the edge of the map
or keyword changes to
The Marshal in this (1-2=North, 3-4=East, 5-6=South). Use the Depth
‘Outlaw’ (reroll any Traits
town has his hands track and make Hold Back the Darkness tests each turn.
that become incompatible
full dealing with For each Enemy killed, move the Posse tracker one
because of this).
a gang of some space forward on the Depth track (2 steps if playing
outlaws and needs with 1 or 2 heroes). Whenever the Posse tracker move
some help. from one stage to the next (steps 10 & 5), all Enemies
immediately get a free attack. When the Heroes make
the Hold Back the Darkness test each turn, if they roll
higher than the current step that the Posse tracker is on,
reinforcements stop coming and the Job is complete
when all remaining Enemies are defeated.

68 Job ◆ Strange ◆ Road Hex The Posse must perform a Search action on Road Each Hero receives 50 XP If the Heroes fail the Job

Road to
Investigate
A commonly traveled
- hexes until they come across a Gate Icon. When they and may draw an Artifact before even entering the
find the Gate Icon, they have stumbled across a portal card from whatever Other portal, Destroy a Random
5 days
Nowhere road between two and are immediately transported to a Random Other World they were in. Town.
settlements has World. The Heroes must now begin an Escape Mission
If the Heroes fail the
somehow become [Basic:5], starting off at the Other World Entrance Map
Escape Mission while
“unhinged” from Tile. All the same rules apply, however the Heroes do
on the Job, each Hero
reality. Travelers say not roll to Find the Mine Entrance until the Heroes
must discard one Gear or
something is off, as if have found a Gate. All Gates lead to the Mines.
Artifact card with a value
they went to another
of at least $300. Any Hero
place. Local officials
that cannot discard a Gear
are hoping that
or Artifact like this must
someone can help
instead roll once on the
figure it out.
Injury Chart. This is in
addition to any Injury for
being KO’d.

25
# Keywords/ Location/
Description Reward Failure
Title Background Time Limit

69 Job ◆ Personal ◆ Duel Local Town Any one Hero may complete this Job. If you have the Congratulations, your The Hero that failed this

Some Old
There’s an old
so-and-so from way
- Frontier Town expansion, you can start a High Noon momma’s name won’t be Job rolls for an Injury if
Duel (Solo) Mission [Frontier:6] (same rules apply). besmirched again anytime KO’d and starts their next
Immediate
So-and-So back when that’s
Otherwise, start the Hero on a Medium Terrain
soon. She’d be so proud Job or Mission with no
been sayin’ some of you if she wasn’t holed Grit.
battlemap 5 spaces away from a Random Human
pretty nasty things up in that fancy house
Villain at the Posse’s Threat level, you’re having a Fight.
about your mother all getting intimate with any
There is no Escape from this duel, no Hold Back
over town. Everyone Jim, Joe, or Bob with a
the Darkness rolls, and no Loot cards drawn from
knew your mother in nickel to his name. But
this encounter, this is about honor. There is variable
lots of ways, it’s true, let’s not dwell on that, the
initiative, the Hero and Enemy both roll D6 and add
but that’s not right important thing is that
that to their initiative at the start of each turn. The fight
what that sumbitch you taught that bastard a
lasts until one of the combatants is KO’d.
been sayin’ in public. lesson.
You need to call that
The Hero that completed
dog out and make
Jobs Board

this Job gains 25 XP x


him pay for them
their Hero level.
words.

70 Job ◆ Mine ◆ Rescue Random The Heroes must enter into the Mine and go on a If the Heroes successfully For each Adventurer that

Party
A group of
adventurers went
Mine Search Party Mission [Basic:4]. However, each Clue complete the Job, they is not rescued, each Hero
Icon that the Heroes find on this Mission is one of the gain 60 XP. For each suffers D3 Corruption
-
Afoul down into a Mine
5 days
Adventurers they’ve gone in to find. After any Fights or Adventurer that the Hits, as the guilt of their
to find some Dark Encounters have been dealt with when finding a Clue Heroes rescue alive out failure to rescue their
Stone, but haven’t Icon, the Heroes should roll to see if each Adventurer of the Mine, each Hero comrades stings their pride.
been seen in quite is still alive (see ‘The Third Clue’ Objective for more gains $50.
some time. You information). Any Adventurers that are still alive will
For every two Adventurers
should probably go travel with the Posse in the Mines as Allies until the
that are rescued alive, each
in after them and see end of the Mission (add a model to represent each
Hero may gain either +1
what you can find Adventurer), but can still be killed.
Health, +1 Sanity, remove
of their crew. You’d
Use the following stats for the Adventurers: D3 Corruption, or draw
want someone to do
No Combat actions available a Gear card.
the same if it was you
Move 4
down there, wouldn’t If any Adventurers don’t
Health 4 (Def 4+)
you? make it out alive, read
Sanity 5 (Will 5+)
from the Failure result
Any Wounds or Sanity damage that affects as well.
the Heroes during Encounters, also affects the
Adventurers.
The Heroes will need to find a total of 4 Adventurers
on this Job. Any Adventurers not found before the
Heroes leave the Mine are assumed to be Dead.

71 Job ◆ Supernatural Road Hex The Posse will first need to Search Road hexes until If the Heroes are able to The next time the Heroes
◆ Ghost - they find a Clue Icon, at which point they’ve found the banish the spirit they each enter a Mine on a Job or
Ghost A horrific apparition ghastly apparition. To exorcise the ghost from the road, gain 20 XP and D3x$50 Mission, add a Growing
7 days
Rider has been seen with a the Heroes will need to perform a All Heroes Spirit for their efforts. Dread card to the stack at
flaming skull aloft a 4+ test (1 MP per attempt). For each 1 that is rolled by the start of the Adventure.
pitch black mare. He anybody taking the test, all Heroes in the group take 1
runs any folks off the Horror Hit.
road he finds.

72 Job ◆ Strange ◆ Explore Local When the Heroes arrive at the site where the portal is, While scrounging around If the Job is failed, then

Spatial
A dimensional portal
has appeared out of
Town + they enter and immediately begin an Escape Mission in that Other World, each the portal becomes wildly
[Basic:5], but starting in a Random Other World at Hero draws an Artifact unstable and spews out a
Random Hex
Anomaly nowhere, but nothing
Diagram D3
the Entrance Map Tile. The portal has closed behind card from that Other Void Twister. The twister
seems to be coming them as soon as they arrive and they will not be able World, in addition to the goes on to wreak havoc
out. Maybe the Posse spaces away to leave until they first find a Gate (this Gate will always normal rewards for an in the Nearest Town,
should poke around - lead back to the Mines), and then finish out an Escape Escape Mission. Destroying one Random
and see what’s on the 5 days Mission as they normally would. Location before petering
other side. out.

26
# Keywords/ Location/
Description Reward Failure
Title Background Time Limit

73 Job ◆ Outlaw ◆ Train Railroad The Heroes will need to travel to a Railroad hex and If the Heroes successfully If the Heroes fail to finish

Sabotage!
[Not available if Law
Heroes in Posse]
Hex at use up three Dynamite Side Bag Tokens to blow the blow the track and derail the Job they have made
tracks. After placing, the Heroes need to make a the train, the Heroes somebody very angry. The
least 3
Cunning 3+ roll. If any 1’s are rolled, the explosives still each gain 50 XP and next time the Heroes go
Somebody doesn’t hexes away go off and destroy the tracks, but the “Heroes” are also D3+1x$100. out on a Mission, add a
want a train to from any caught in the explosion and each takes D6 Wounds Growing Dread card to the
make it to it’s final In addition, the Posse will
destination, it’s up to
Towns (no defense). These wounds are severe and last until the
not be able to ride on
stack at the beginning of
you and your Posse - end of the next Adventure.
the rail line at all for the
the Mission.
to see to it the train 3 days next 7 days until the rail
comes across an companies are able to get
accident. things sorted back out.

74 Job ◆ Law ◆ Rescue Random The old outlaw set up a number of hit contracts and For each person that the For each person that

Settling
An old outlaw is not
long for this world
Towns every few days an old enemy will be murdered unless Heroes successfully save the gets killed as a result

Jobs Board
the Posse can get to them in time. The Heroes need from their hit contract, of their hit contract,
-
Old Scores and on the verge of
5 days*
simply enter the next Town where a hit is about to they gain 15 XP and $25 the Heroes suffer D3
death, but he’s settling occur before the Time Limit is up to save the person from the grateful would-be Corruption Points,
some old vendettas from getting killed. victim. ignoring Willpower. If the
before he goes. It’s a Heroes quit the Job early,
At the beginning of the Job, the Posse has 5 days to If the Heroes fail to save
race against time to then it is assumed that the
get to the first Town. If they get to the person in time any people or quit the Job
get some folks out of rest of the people on the
or if the Time Limit is up, roll for another Town. The early, read from the Failure
harm’s way before he hit list are killed off (max 6
Heroes have another 5 days to get to that person. Each result.
gets revenge. people on the list).
time a person is saved or killed, the Heroes should roll
a D6. If they roll under the number that have already
been saved or killed so far, then that was the last person
with a hit contract on them and the Job is complete.

75 Job ◆ Law ◆ Bounty Nearest The Heroes will need to travel to the Mine hex For each Villain that is If the Heroes fail the Job,

Bandit
A gang of outlaws
has been causing
Mine hex and begin looking for the gang at that hex and all brought back in alive, each then some other group of
surrounding hexes using the Search action. When the Hero gains 15 XP and real Heroes is able to kill
-
Bounty all sorts of ruckus
7 days
Heroes come across their first Clue Icon, they have $25, while each Lackey, and capture the gang of
around the area and found the gang of outlaws. Thug or Bandit that is outlaws before you. You're
people are getting brought in nets each Hero out the reward money.
Attack - Roll for a High Human Threat at the Posse’s
fed up with it. The 5 XP and $15.
level. You may use the Capture action on the outlaws
local Marshal has put
instead of killing them. See ‘Expanded Combat’ for For each Villain that is
up a bounty for this
rules on Capturing. killed off, each Hero gains
particular group of
5 XP and $10, while each
bastards.
Lackey, Thug or Bandit
that is killed off nets each
Hero 5 XP and $5.

76 Job ◆ Frontier ◆ Labor Random Hex The Posse will need to travel to the location of the farm There is no set Reward There is no set Failure

Farmhands
There’s a local farmer
looking for some
Diagram + and put in at least a days work out in the field. Each result for this Job. result for this Job.
day any Heroes may give up their movement for the
strong backs to do
D3 spaces day to work the fields and make a Strength 3+ test.
an honest day’s work. away For every 3+ rolled, the Hero who passed makes $15.
It’s hard work, but - For every 1 rolled on the first day, the Hero takes D3
it’s a free roof over 7 days Wounds from a farming accident. Each day after that
your head and some the number needed to suffer a farming accident goes
decent meals to eat. up by 1 (day 1=1, day 2=1,2, day 3=1,2,3, etc). After
the Posse leaves the farm or the Time Limit is up, the
Job is over.

77 Job ◆ Merchant No Location The Posse gains 10 Scavenge tokens, these represent There is no set Reward Any Scavenge tokens that

Traveling
Attempt to sell some
wares across the
- the wares they need to sell. Each Scavenge token is result for this Job. are not sold by the end
worth $50. The Heroes may attempt to sell one of of the Time Limit are
14 days
Salesmen region. Work on these Scavenge tokens at a Town Location by making removed from the Posse's
commission for all a Cunning 4+ Test. For each success rolled on this inventory. Each Scavenge
of the stuff that you test, the Heroes sell the Scavenge token for $25 (two token is worth $50 and
sell. Whatever you successes = $50, three successes = $75, etc). If a Hero that is deducted from
don’t manage to sell, sells the Scavenge token for less than it’s worth, that the Posse's gold for each
you lose that much Hero loses the difference. If a Hero sells the Scavenge Scavenge token removed
money in unsold token for more than it’s worth, they pocket the in this way (to be split
inventory. difference. amongst the Heroes however
they want).

27
# Keywords/ Location/
Description Reward Failure
Title Background Time Limit

78 Job ◆ Science ◆ Escort No Location The Scientist joins the Posse as an ally and will travel At the end of each If the Scientist is killed

Scientific
A damn-fool scientist
is wanting to travel
- with the group as an extra model. He has the following Adventure, Mission, or while on a Mission with
stats: Job that the Scientist has the Heroes, then each
No Time
Inquiries with the group and
Limit No Combat actions available
traveled with you on, the Hero takes
take samples of some Posse gains x$100 for Corruption Points,
Move 4
of the things the each success the Scientist ignoring Willpower, for
Health 4 (Def 5+)
Posse comes across. had while collecting letting the squirrelly-little
Sanity 5 (Will 5+)
As long as he makes samples in the Other guy get killed while under
Cunning 5
it back out alive, you World. their protection.
should get a reward Any Wounds or Sanity damage that affects the
At the end of every Otherwise if the contract
out of it. Heroes during Encounters, also affects the Scientist.
Adventure/Mission/Job in is ended with the Scientist
While in any Other World, the Scientist may give up which the Scientist traveled while in Town or the
his move to collect a sample or gain some new scientific with the Posse, roll a D6. Overland map, then there
insight. The Scientist should make a Cunning 5+ test to If the result is equal to is no Failure result.
Jobs Board

determine whether he successful or not. The Scientist or less than the number
can do this up to 3 times per Adventure/Mission/Job, of times the Scientist has
once per Other World Map Tile. gone out with the Posse,
You may take on other Jobs while the Scientist travels then the Scientist decides
with you. Whenever you finish a Mission with the he has had enough and
Scientist, you gain the Reward. You may end your the Job is complete.
contract with the Scientist at any time, but if you’re in
the middle of a Mission at the time then the Scientist is
assumed to die in the Mines and the Job is failed.
At the end of every Adventure/Mission/Job in which
the Scientist traveled with the Posse, roll a D6. If the
result is equal to or less than the number of times the
Scientist has gone out with the Posse, then the Scientist
himself decides he has had enough and the Job is
complete.

79 Job ◆ Outlaw ◆ Train Railroad Before setting out the Posse will need at least 1 If the Posse is successful in If the Heroes fail to get

Train
[Not available if Law
Heroes in Posse]
Hex Dynamite Side Bag Token. pulling off the Train Heist, to the designated meeting
Two if you want to blow the safe open. their share of the loot place in time or if some
-
Heist! A train robber is 7 days The Posse will need to perform the Search action on
comes to x$100 for the part of the plan goes
Posse, split however they awry, causing it to fail, the
wanting a group to Railroad hexes until they find the designated meeting
want. In addition, each Posse has failed to follow
back him up for a spot with the first Clue Icon (ignore any other results
Hero gets 30 XP. through on the bank heist,
lucrative heist. He has when this is found). At that point the Posse will need to
losing out on their share
all the angles worked follow the precise instructions as laid out by the Train
of the loot.
out, he just needs Robber.
some tough hombres In addition, each Hero
1) Blow the Dynamite Side Bag Token on the tracks.
to get him in and now gains the status
One Hero needs to make a Cunning 3+ test. If a 1 is
out. No casualties ‘Wanted!’ until the end of
rolled, that Hero takes D3 Wounds, ignoring Defense.
and you’ll be long their next Adventure. Each
Each Hero may attempt this as long as you have
gone before anybody Hero gains the keyword
Dynamite. As long as at least one Hero succeeds, the
figures out what’s ‘Outlaw’. At the end of
rest of the plan will continue on.
going on. each day in Town, roll a
2) Enter the train and take out the guards before they number of dice equal to
can raise the alarm. The Posse will need to make an your Hero level. For each
All Heroes Agility 3+ test followed by an All Heroes 6 rolled, gain 10 XP and
Strength 4+ test. As long as at least half the Posse you may choose to either
succeeds in these tests (rounded down), the rest of the pay a $50 bribe to stay or
plan continues on. you must immediately end
your Town Stay.
3) Get the safe open using precision or just blow it
open. To use precision, any 1 Hero will need to make
a Cunning 5+ test. To blow open the safe, any 1 Hero
can use a Dynamite Side Bag Token and make a
Cunning 3+ test, but for each 1 that is rolled, the Posse
gets $100 less for their reward. The Posse only has time
to perform two attempts for either option. As long as
the Posse gets at least one success, they have gotten the
loot and the Job is complete.

28
# Keywords/ Location/
Description Reward Failure
Title Background Time Limit

80 Job ◆ Supernatural ◆ Random Place the King in Yellow token at the Mine hex. At the If the King in Yellow and If the King in Yellow

The King
Mandatory!
A caravan of insane
Mine beginning of each day, the King token will move one his insane followers are makes his way through
hex towards the nearest Town (choose 1 if multiple defeated, then the Heroes more than half the un-
-
Walks religious fanatics
No Time
Towns are the same distance). If the King token enters each gain 50 XP and may Destroyed Towns on the
is making their the Town hex, then the townsfolk are driven raving each draw an Artifact card Map, then the campaign
Among Us way through the Limit mad by the King and his degenerate retinue. The Town from a random Other is failed as the region
region, lead by their Type is changed to Town Ruins (if applicable) and World (only one Other descends into madness and
mysterious King in remove all other Town Traits and add the Town Trait World for all Heroes). All an unstoppable wave of
Yellow. All those they ‘Religious Cult (Strange)’ to the Town. This modified Towns that were turned religious maniacs sweeps
come into contact Town Trait reads the same as ‘Religious Cult’, except into Town Ruins remain through the area and on to
with are driven mad, swap out the keyword ‘Holy’ with ‘Strange’ in the that Town Type, but reroll the rest of the world.
can you stop them description. The King token is never removed until any Town Traits that were
before they destabilize defeated in a Fight and will continue traveling from changed to ‘Religious Cult
the region? one Town to the next (even if the Heroes are all KO’d (Strange)’. Everybody

Jobs Board
during their Fight). affected has lost their
memories and have come
To stop the King in Yellow, the Posse will need to enter
out from the experience
into the same hex as the King token and engage in
completely changed.
a Fight on a Terrain battlemap. Roll an Epic Human
Threat. All the Enemies in this Fight have the ability
“Fear (2) - A Hero starting their Activation adjacent
automatically takes 2 Horror Hits.” Randomly choose
one of the Villains to be the King in Yellow. When the
King in Yellow is killed, transform that model into an
XL Monster Enemy at full health instead. The Job is
complete when all Enemies have been defeated.

81 Job ◆ Merchant ◆ Local Town The Merchant joins the Posse as an ally and will travel For each Town that the If the Merchant is killed

Guard Duty
Escort
A merchant traveling
- with the group as an extra model. He has the following Posse visits with the off, the Heroes lose out
stats: Merchant, each Hero on any Reward they
from Town to Town
No Time gains 15 XP and $50. may have gained and in
is in need of some Limit No Combat actions available
addition, each Hero takes
Move 4 (during Combat)
protection with some D3 Corruption Points for
Health 5 (Def 4+)
of the higher end allowing him to die on
Sanity 5 (Will 5+)
wares he’s carrying. their watch.
Any Wounds or Sanity damage that affects
the Heroes during Encounters, also affects the
Merchant.
The Posse will need to travel from Town to Town with
the Merchant (simply entering the Town hex is enough,
do not need to go for a full Town Stay). At the end of
each day of travel the Posse should draw an Exploration
Token and follow through with any Encounters or
Attacks, however ignore any other Clue/Gate/Door
Icons. If the Merchant is ever KO’d, he is killed and the
Job is failed. The Posse may end the contract with the
Merchant at any time and complete the Job, but if the
Posse is in the middle of a Fight when they do this, the
Merchant is killed and the Job is failed.
After each Town is visited with the Merchant, roll a D6.
If the number is below the number of Towns already
visited with the Merchant, then the Merchant has sold
out of wares and doesn’t require the Posse’s services
anymore and the Job is complete.

82 Job ◆ Supernatural Random The Heroes need to come into Town and bust some If the Heroes manage to Things in Town spiral
◆ Fight Town sense into some of these locals, but ain’t nobody wants knock some sense into out of control and some
The Demon A strong concoction people to get killed. You just need to apply a little these folks without shots folks that was just looking
-
Drink known as “the
7 days
persuasive pressure to get these drunkards to sober up. being fired or folks gettin’ to have a good time end
Demon Drink” killed, each Hero earns up with their blood and
Ambush - Medium Human Threat!. These locals are
is making its way 50 XP and $75 from entrails spilling out into the
drunk and won’t use any Ranged attacks. If any Guns
around the region some happy locals that can streets. Each Hero takes
are used or any of the Human Enemies are killed, this
and getting the locals finally get a quiet night’s D6 Corruption Hits.
Job is failed and it turns into a bloodbath. You may use
piss drunk. People sleep.
the Capture action on the Drunkards instead of killing
want some peace and
them. See ‘Expanded Combat’ for rules on Capturing.
quiet to return to the
town.

29
# Keywords/ Location/
Description Reward Failure
Title Background Time Limit

83 Job ◆ Merchant ◆ Local Town Starting from the Originating Town, you’ll need to The reward is determined If the Heroes fail to deliver
Deliverance
Delivery
A shop owner from
+ Random travel to a Random Town and drop off an item and by the number of days it the package the folks in
then travel back to the Originating Town to get your takes to reach the other the Originating Town
another town has
Town reward. Town and the number of won't care much for the
placed a special order - hexes from one Town to Heroes anymore and will
and needs you to take No Time the other (shortest distance permanently increase
the stuff from here Limit possible, not the number their prices on all Purchase
to there and bring of hexes traveled). Items and Services by $25
a receipt back here, for all Heroes during their
1 day: $20 per hex
easy enough? Oh Town Stays.
2 days: $15 per hex
yea, and they need it
3 days: $10 per hex Nice job assholes.
quick, so get going.
4 days: $5 per hex
5+ days: $1 per hex

84 Job ◆ Outlaw ◆ Local Town The Posse should immediately begin a Fight using the If the Heroes manage If the Heroes fail to kill
Jobs Board

Stick em
Mandatory!
While the Posse
- Town or a Terrain battlemap. The Posse will go against to kill of more than half more than half of the
a High Human Threat at one level higher than the of the bandits (rounded bandits before the Fight is
Immediate
Up! is looking around Heroes. This Fight will last until the bandits decide to up), they keep any of the over then the bandits make
for jobs, a gang clear off. Starting the Depth track from the Darkness bandits from making off off with their earnings,
of bandits shows Start space, move the Darkness marker forward once with their ill-gotten gains crippling the economy
up in Town and each turn. Also, push it forward whenever one of the and each Hero in the of this Town. Half the
is holding up local bandits is killed. When the Darkness marker reaches Posse gains 25 XP and Town Locations here are
businesses. The the end of the track, the Fight is over and the rest of the $50. Closed because of this
Posse has moments bandits flee. (Destroyed).
If all of the bandits are
to react before the
Alternatively, if you own the Frontier Town expansion, defeated, the Heroes each If playing with the Frontier
bandits make off with
you may start a Shootout in the Streets Town Mission gain 50 XP and $100. Town expansion, this
whatever valuables
[Frontier:1] instead to resolve this Job. Town’s Type is converted
they can.
to Town Ruins.

85 Job ◆ Bounty Random The Heroes will need to travel enter the Mine and hunt If the Posse is successful in If the Posse fails to take

Wanted:
An infamous outlaw
who was hanged is
Mine down the Undead Outlaw. The Heroes will start on killing the Undead Outlaw out the Undead Outlaw,
the Mine Entrance Map Tile and all basic rules apply (again), each Hero gains he goes on a crime spree
-
Dead or... apparently not quite
No Time
for this Mission, however, roll on the Human Threat 30 XP and $100. in the Town nearest
so dead as people Charts instead of drawing cards. When the Heroes have the Mine and shots up
Undead? thought. The local Limit found the 2nd Clue Icon, they have found the Undead the place pretty good. 1
sheriff is wanting him Outlaw. Ignore all other results on the Exploration Random Town Location
brought back for Token and roll on the Epic Human Threat chart and in that Town is Destroyed
another hanging. add an additional Brutal Outlaw to the Fight (same from a fire that gets started.
stats, but change keyword Human to Undead). When
all Enemies have been defeated, the Job is complete.
If you own the Undead Gunslinger, you can use him
in place of the Brutal Outlaw for this Job.

86 Job ◆ Occult ◆ Rescue Random The Posse will need to travel to the Cult’s underground If the Heroes successfully If the Heroes fail the

Demonic
A demonic cult has
kidnapped a farmer’s
Mine lair (the Mine) in an attempt to rescue the Girl from complete the Mission, Mission, each Hero takes
certain death. The Mission will begin as a Search Party each Hero gains 75 XP. If D3 Corruption Points,
-
Offering daughter and plan to
14 days
Mission [Basic:4]and will obey all the same rules as the Farmer’s Daughter was ignoring Willpower,
use her as a sacrifice if the Posse were rescuing the Farmer’s Daughter. brought back alive, they and whatever it was that
to call forth an evil However, do not draw Threat cards and instead roll on also may either remove up these Cultists summoned
entity. The farmer is the Human Threat charts whenever Threats are called to 3 Corruption or gain escapes from the Mine
wanting the Posse to for. Each of the Humans here is aided by dark magiks +1 Sanity. and Destroys 2 Town
find her and bring and each point of Damage that they do does and Locations from the nearest
her back home safe additional 1 Horror Hit to the Heroes. Each Enemy in Town before it is brought
and sound. this Mission also has the keyword ‘Demon’ in addition down.
to any others.
When the Heroes find the 3rd Clue on this Mission,
instead of rolling to see if the Farmer’s Daughter is
alive at the end of the Mission, they roll to see if she is
still alive as soon as the Objective Room is discovered
(same rules still apply as in the Mission rules).
However, if the Girl is dead when the Heroes get
there, then the Cultists have finished their fiendish ritual
and have opened up a Void Gate to summon forth
a terrible entity. One XL Monster with the keyword
‘Demon’ is added to the Fight, in addition to the Epic
Human Threat the Posse must face. The Mission is not
complete until all Enemies are defeated.

30
# Keywords/ Location/
Description Reward Failure
Title Background Time Limit

87 Job ◆ Law ◆ Investigate Road Hex The Heroes will need to travel to a Road hex and Each Hero gains 50 XP Each Hero is beaten up

The Bait
[Not available if
Outlaw Heroes in
- perform a Search action. When the Heroes find their and $150. pretty badly by the gang of
first Clue Icon, they have found the perfect spot to set outlaws and they lift some
Posse]
No Time an ambush against whoever it’s been that’s been holding gold off you while you're
Limit up these stage coaches. knocked out. Each Hero
A gang of hooligans
loses x$50 and rolls on
has been harassing Begin a Fight on a Large Terrain battlemap against
the Injury Chart.
travelers on the a Medium Human Threat. The Heroes begin in the
road and it’s time middle of the map, the Enemies start at a random
somebody put a stop edge. Each turn, add another Low Human Threat
to their hijinks. A to the edge of the map (roll D6: 1=North, 2-3=East,
local lawman wants 4=South, 5–6=West). Use the Depth track and make
to catch whatever it is Hold Back the Darkness tests each turn. For each Enemy
by sending a carriage killed, move the Posse tracker one space forward on
through the area as the Depth track (2 steps if playing with 1 or 2 heroes).

Jobs Board
a trap. Whenever the Posse tracker move from one stage to
the next (steps 10 & 5), all Enemies immediately get a
free attack.
When the Heroes make the Hold Back the Darkness test
each turn, if they roll higher than the current step that
the Posse tracker is on, reinforcements stop coming and
the Job is complete when all remaining Enemies are
defeated.

88 Job ◆ Law ◆ Rescue Random The Posse will need to travel to the Mine and begin If the Posse is successful in If the Heroes fail the

Hostages!
A group of bandits is
holed up with some
Mine a Search Party Mission [Basic:4]. All rules will be the completing the Mission, Mission, each Hero takes
same except that you should only roll on the Human each Hero gains 50 XP. D6 Corruption Points,
hostages. They’ve
- Threat Chart instead of drawing Threat cards. ignoring Willpower, as the
been cornered by 7 days If all the Hostages are alive
loss of so many innocents
If anybody in the Posse uses Guns at any point in the at the end of the Mission,
some Marshals, but weighs heavily on their
Mission before the Objective Room is reached, the then each Hero also gains
the Marshals are souls.
bandits will be alerted and will automatically kill the D3x$100 and gains +1
afraid to escalate
Hostages (thought the Mission is not automatically Max Grit.
things by going in
failed at that point). The Posse may ignore Attack results
through the front If the Hostages are
on Exploration Tokens if they make a successful All
door if it might get killed, each Hero takes
Heroes Agility 4+ test each time those are drawn as
the hostages killed. D6 Corruption Points,
they stealthily avoid a Enemy patrol. At the end of the
ignoring Willpower, as the
Mission, do not roll to see if the Hostages are alive
loss of so many innocents
or dead, it will only be dependent on how the Posse
weighs heavily on their
performs during the Mission.
souls.
If the Darkness Marker reaches the end of the Track,
the Hostages are all killed and the Mission is failed.

89 Job ◆ Merchant ◆ Forest Hex The Posse can go to any Forest hexes and perform For each different and There is no set Failure

The Hunt
Escort
A rich businessman
- Search actions to generate Fights. The Posse may draw unique type of Enemy result for this Job.
a Threat card on Clue Icon results in addition to the that the Heroes fight, they
is wanting to go
7 days normal Attack or Ambush results. The Posse should each gain an additional
hunting for some keep track of how many different types of Enemies they 10 XP and $25, on top
exotic beasts and fight. The Posse may engage in as many different fights of whatever else they gain
needs an escort. for this Job as they’d like. from the fights themselves.

90 Job ◆ Rescue ◆ Random Choose a Random Hero, that Hero has had a relative If successful, each Hero If the Job is failed, then

The Ones
Mandatory!
Somebody has
Mine kidnapped. To pay the ransom and immediately gains 30 XP and the Hero the family member is
complete the Job, the Posse may pay D3x$1000 (the Job whose family member killed and the Hero who
-
We Love taken a member of
10 days
will be completed with no Reward or Failure results). was kidnapped gains an lost the family member
a random Hero’s additional 20 XP on top takes D6 Corruption (no
If instead the Posse wants to try to rescue the hostage,
family hostage and of that. Willpower save) and also
they may travel to the Mine and go on a Search Party
is threatening to rolls once on the Madness
Mission [Basic:4]. All Set Up and Rules are the same,
kill them in 10 days Chart.
however any Enemies encountered in that Mission
unless a ransom is
should be rolled for on the Human Threat charts
paid.
instead of drawing Threat cards for Monster Enemies.
Ignore the normal Reward/Failure results from that
Mission description as well.

31
# Keywords/ Location/
Description Reward Failure
Title Background Time Limit

91 Job ◆ Death ◆ Local Town Each day that the Heroes spend in Town they need If the Heroes are The Heroes fail to stop the

Killer on
Investigate
A killer stalks the
- to investigate what Clues they can find. At the end of successful in stopping the killer as the bodies pile up.
each day draw an Exploration Token. If a Clue Icon Killer, each of the Heroes Some folks get scared and
7 days
the Loose Town and each night is revealed, any number of Heroes may devote their is rewarded with 50 XP close up shop, heading
leaves the mutilated next day in Town to investigating that Clue. Instead of and D3x$50. The Hero out to safer pastures. 2
corpse of another visiting a Town Location, each Hero that is investigating that struck the killing blow Random Locations in
Lady of the Night must make a Cunning 5+ test and if at least half the also gets an additional this Town are now Closed
in the middle of the Heroes investigating succeed on this test (rounded up), $100 and gains a bonus (Destroyed)
town square. Despite the Heroes have tracked down a lead. The Heroes must Revive token usable only
constant patrols, no successfully track down 3 leads in this way in order to by them.
one has caught sight successfully find the Killer.
of this foul fiend.
Upon finding the Killer, the Heroes must then engage
in a fight with a single Brutal Human Villain two levels
above the Posse’s Threat level.
Jobs Board

92 Job ◆ Supernatural ◆ Random The group must travel to the Mine and begin a Hive If successful, each Hero If the artifact is not

The Weird,
Outlaw
Some kind of artifact
Mine of Scum & Villainy Mission [HexCrawl:1] to find the gains 50 XP and the Posse recovered from the gang,
artifact. However, the artifact is warping the criminal finds one Random Mine then they go out on a
-
Weird West has been stolen by a
14 days
gang and each Human Enemy there also has the ability Artifact. The Posse may rampage. The nearest
group of bandits and Terror (1) in addition to all their other normal abilities. sell it back to the science Town is Destroyed.
there’s no telling what folks for twice its listed
Terror (1): A Hero starting their Activation on the
it’s done to them. value.
same Map Tile automatically takes 1 Horror Hit.

93 Job ◆ Supernatural ◆ Random Immediately Destroy one Random Town Location in If the Heroes are If the Heroes are

The Gate
Mandatory!
A Gate to an Other
Town the affected Town. The Heroes must travel to the Town successful in defeating unsuccessful in closing the
and engage in a fight against an Epic Level threat. Begin the Enemies and closing Gate, the entire Town itself
World has opened
- the Fight on a Town or terrain battlemap and place a the Gate, the Town is is Destroyed.
up in the middle of 5 days Gate tile on the opposite, middle side of the board. This saved and the people sing
a Town. It could Gate is considered adjacent to the edge of the battlemap. your praises for saving
destroy the Town if To close the Gate the Heroes need to defeat all Enemies them. Prices in Town are
the group doesn’t on the board. permanently $25 less for
close the gate in time. the Heroes (minimum
While in this fight, make a Hold Back the Darkness roll
$25). In addition, each
each turn. Each time this roll is failed, draw a Low
Hero gains 30 XP.
Threat card and add those Enemies around the Gate.

94 Job ◆ Outlaw ◆ Politics Local Town On a large Overland battlemap or the Town battlemap, If the Heroes are If the Heroes fail to finish

Gang
Two gangs are
vying for control of
- place two sets of High Level Human Threats at either successful in finishing off off the gangs, they proceed
end of the battlemap and place the Heroes in the center. the two rival gangs, choose to go on a rampage. They
No Time
Rivalry this Town, you can
Limit
The Posse must make an All Heroes Cunning 5+ test a new Type or Keyword Destroy two Random
decide between them to see how well they can play the two gangs against for the Town if it was Locations in the ensuing
or try to pit the two each other. For each success, remove one Enemy from ‘Outlaw’ before. conflict. In addition, the
gangs against each both of the gangs. After the test is finished, if there are Town keyword is changed
The citizens here are
other. It’s a delicate any Enemies left, the Heroes fight whoever is left. All to Outlaw and the Town
grateful for your help and
balancing act. Enemies will attack the Heroes, having realized their type is changed to Outlaw
reward the Heroes with
deception they band together just long enough to take Town (reroll any affected
$300. Each Hero also
you bastards out. Town traits if necessary).
gains 50 XP.

95 Job ◆ Supernatural Railroad You’ll need to ride a train on the rail line to encounter For clearing the tracks of Permanent Effect:
◆ Train Hex the Hell Train and exorcise it from the tracks. Each time the Hell Train the Posse The Posse has failed to
Hell Train Word is that a you ride on the rail line, draw an Exploration Token, gains 35 XP and a wealthy stop the Hell Train and
fiendish engine has
- but ignore all results from the Tokens apart from Clue railroad baron rewards the it continues its hauntings
been terrorizing the 16 days icons. When you come across a Clue icon, you have Posse generously with a across the region. Train
rail line, waylaying found the Hell Train and have a chance at trying to lifetime of free travel on lines pull out of the area
trains and causing exorcise the foul engine. the rail line. For the rest of and won't run any trains
a general ruckus. the campaign, the Heroes on these lines, it's just not
To defeat the Hell Train, the Posse may attempt to
Track the train down may travel for free along worth it to them.
either perform an exorcism by making three consecutive
and end its reign on the rail line any time they
All Heroes Spirit 5+ tests or by tossing dynamite into The Heroes may not
the rails. The train travel from the town that
the Hell Train. One Hero needs to make a normal travel on the Rail Line
doesn’t seem appear originated this Job.
Range attack to toss the Dynamite in and each Hero by train for the rest of the
to anyone else except
only has one chance per encounter to toss Dynamite. campaign. Railroad hexes
for those on the trains
You’ll need to do a total of 10 damage to the Hell Train still count as Easy terrain
themselves.
to destroy it. If a 1 is rolled on a Range attack roll, you when traveling across the
have blown up your own train and derailed it. overland map, but there
are no passenger trains
If your train is derailed, each Hero takes D8 Hits and
running on the tracks
place the Posse midway between towns on a Railroad
anymore.
hex. That section of Railroad that the Posse is also out
of service until the end of your next Adventure.

32
# Keywords/ Location/
Description Reward Failure
Title Background Time Limit

96 Job ◆ Performer ◆ Road Hex The Posse will need to travel along the roads around You’ve brought the girl You have failed to bring

Harem
Rescue
A saloon girl has
- Brimstone to first track down the magician’s caravan back to her friends and back the Saloon Girl, each
itself. The group will need to Search road hexes until family, whether she wanted Hero in the Posse takes
No Time
Caravan run off to join a
Limit
they have found 2 Gate icons. Upon finding the 2nd to or not. Each Hero gains D6 Corruption Hits for
harem for a traveling Gate icon, disregard any encounters or attacks that 30 XP and $100. the guilt they feel.
magician. Her occur. Instead you have tracked down the Caravan and
friends and family must now try to convince the Saloon Girl to leave.
think she may have
To convince the Saloon Girl you’ll need to make an
been brainwashed
All Heroes Cunning 5+ test. If this attempt fails, you
or worse. You’ll need
can either Fail the Job or try to kidnap the Saloon Girl
to find the Caravan
by force. The group will need to make an All Heroes
first and then talk the
Agility 5+ test & a single Solo Strength 4+ test to
girl into coming back
try to sneak into the Caravan at night and abduct the
home.
Saloon Girl. If either of these attempts fail, the group

Jobs Board
must fight against a High Human Threat (add +1
Saloon Girl to the Enemy group).
If the Saloon Girl is killed, you fail the Job. The group
may attempt to Capture the Saloon Girl and must bring
her back to the Originating Town to complete the Job.
See ‘Expanded Combat’ for rules on Capturing.

97 Job ◆ Law ◆ Fight Random The Posse will need to hunt down the Bandits around If the Bandits are found Since you weren't able to

New
A newly badged non-Outlaw the Town and take them out. To hunt the Bandits, and defeated, each Hero get rid of them bandits,
sheriff is going to the Heroes need to Search for 2 Clue Icons in the receives 30 XP and $100 they've decided upon
Town
Sheriff in need some help
-
surrounding hexes around the Town. Upon finding the for helping the sheriff themselves to hold early
keeping order in second Clue Icon, ignore whatever other results you to bring law and order elections and have voted
Town Town and asks for 10 days find on the Exploration Token and immediately begin back to the Town and the the new Sheriff out of
the Posse to assist a fight against a High Human threat using a Terrain surrounding area. office and into an early
in taking down the battlemap. retirement...
bandits that created
That Town descends into
his job opening in the
anarchy and has now
first place.
become an Outlaw Town.

98 Job ◆ Supernatural Random The Heroes must go into the Mine and successfully Each Hero receives 25 XP If the Heroes don't make

The
A legendary fountain
is said to exist with
Mine complete an Exploration Mission [Basic:2]to finish this and $300 for saving the it back in time to save the
Job. All rules are the same as a normal Mission (ignore dying man’s life. dying man, each Hero
-
Fountain mystical healing
7 days
the regular Failure results), except that the Heroes must suffers D8 Corruption
properties that can make it through to at least the 10 space on the Depth Hits from the knowledge
heal an incurable Track when they encounter the Dead End Showdown that they failed to save
disease from a dying for the Fountain to be encountered. Upon finding the his life.
man. Fountain and eliminating the last Enemy, the Heroes
must still make it back to the Originating Town in time
to give the dying man the miraculous healing water.

99 Job ◆ Find Any The Posse will need to travel to the ruins of the former If the Heroes are able If the Heroes fail to

Brimstone
A refugee of
Brimstone comes to
Brimstone Town of Brimstone and begin Searching the hexes to successfully complete recover the heirloom, then
there until they come across an Exploration Token the Job and return the the townsfolk who hired
hexes
you looking for help. with a Gate and a Clue Icon. At that point the Heroes heirloom to the townsfolk, them get tired of waiting
They had an old - have found the family heirloom in the wreckage that then each Hero gains 50 around and go out in
family heirloom that No Time is Brimstone. All Fights that occur while searching XP and may gain their search of the heirloom
they weren’t able to Limit Brimstone will be Monsters (no Humans travel around choice of either +1 Sanity themselves. In no time at
take with them when Brimstone) and draw Threat cards one level higher or +1 Health. all they're savagely ripped
they fled town. They than the Posse’s level. When the Posse finds the family apart by the things that
don’t have much, but heirloom and returns it back to the Originating Town, infest those town ruins and
it’d mean the world then the Job is complete. die horrible deaths. If only
to them if you could you had followed through
get it. on your word, instead of
backing out like a coward.
Each Hero in the Posse
takes D3+1 Corruption
Points, ignoring
Willpower, for backing out
on the deal.

33
TERRAIN ENCOUNTERS
Terrain Encounters are rolled up depending on the the type of terrain the Posse is located above. So if the group is on a
Forest hex, they would roll up a Terrain Encounter from the ‘Forest Terrain’ table, or on a Mountain on the ‘Mountain Terrain’
table, and so on and so forth. While these are meant to be used in the game differently than Wilderness Encounters, your group
might opt to use these in place of the normal Wilderness Encounters, though there’s likely to be more flipping back and forth
in the book to find the right tables.

Wilderness vs Terrain Encounters Encounters


Wilderness Encounters are checked for at the beginning If an Exploration Token with the
of each day before the party begins its movement for the day. ‘Encounter’ result is revealed, roll one
Terrain Encounters, on the other hand, come up when the Encounter from the matching Terrain
Posse is Searching on the Overland map and come across Encounter Chart. If the ‘Encounter
one of the Encounter results (Encounter, Encounter x2, and x2’ result is revealed, roll up two
Growing Dread Encounter) on the Exploration Tokens. While Encounters from the matching
Wilderness Encounters pretty much happen to your group Terrain Encounter Chart instead.
whether you want them to or not, Terrain Encounters are
slightly more intentional in that the Posse has some degree of
control, though not much, over what types of encounters they
run into. You may find some terrain more hospitable than
others, though Growing Dread Encounters are always bad.
Attacks and Ambush Attacks
If an Exploration Token with the
‘Attack’ result is revealed, the Posse
gets into a Fight! If an Exploration
SEARCHING Token with the ‘Ambush Attack’ result is
revealed, the Heroes have been ambushed!
All Enemies gain +2 Initiative during
Revealing Exploration Tokens the first turn of the Fight. Consult the
When moving on the Overland map, section on ‘Overland Combat’ for more
make sure the pile of Exploration Tokens information on how to set up these Fights.
is kept shuffled. When a Search action is
performed (1 MP), take note of the terrain
that the Heroes are currently on and take Growing Dread Encounter
the top Exploration Token off the pile to If the Growing Dread
determine the results of that Search. The Exploration Token is revealed, roll on
Heroes can only Search each individual hex once per day, the ‘Growing Dread’ section of the
but may Search multiple hexes while moving throughout a Terrain Encounter Chart, regardless
single day. The Exploration Token results are similar to what of what type of terrain the Posse
happens while out on a Mission with some key differences. is actually currently on. In some
Note that there are a few situations in which you would campaign styles, additional results
shuffle the Exploration Tokens: 1) you start a new game may occur as a consequence of a
session, 2) you start a new Job, 3) whenever you transition ‘Growing Dread Encounter’ result
between using the Overland map & any Map Tiles, and being revealed.
4) whenever you run out of unrevealed Exploration Tokens.
Clue Icons
Door/Gate Icons Clue icons are used when the Heroes are on
Door and Gate Icons are used for some Jobs a Job. Frequently these will require the Heroes to
and may be used to determine whether an Attack find X Clue icons in order to progress or finish
is against Monster or Human Enemies, the Job. Consult the Job description for more
but are otherwise ignored while information about how Clue icons are used.
Searching on the Overland map.

34
TERRAIN ENCOUNTERS
36................ Desert Terrain

38................ Forest Terrain

40................ Mine Terrain


42................ Mountain Terrain

44................ Plains Terrain

46................ Railroad Terrain

48................ River Terrain

50................ Road Terrain

52................ Swamp Terrain

54................ Town Terrain

56................ Town Ruins Terrain

58................ Growing Dread Encounter

35
DESERT TERRAIN
Desert terrain refers to any terrain that occurs in The
Badlands or any other obviously Desert regions.
D20
01 B one Yard 06 B urrowing Feeder
Encounter ◆ Environment ◆ Scavenge Encounter ◆ Active ◆ Creature
Bones litter the area, bleached white bones of all descriptions. Some are human, Ahead of you, something is traveling through the sand at an incredible speed.
but most are from species you couldn’t even begin to imagine. You only have moments to act before it reaches the Posse’s position!
Each Hero rolls their Agility and adds up the dice rolled. The Hero with
Lore 6+ the lowest resulting number takes D6 Hits and rolls another D6. On a
If successful, you have identified a rare and valuable set of intact skeletal roll of 1, they have lost their horse as well. If more than one Hero is tied
remains that fetch top dollar in certain archaeological circles. The Posse for lowest, they each make these rolls separately.
gains D3x$100 at the next Town when a passing Archaeologist buys the
bones off of you.
07 The Sun Dance
Terrain Encounters

02 A D rop of Water ... Encounter ◆ Active ◆ Tribal


Encounter ◆ Active ◆ Water Long before you see them, you hear the steady throb of the drums. On a low
rock outcropping, an Apache shaman and a dozen acolytes are swaying in trance
Some black magic has tainted the Posse’s water. The horses are stumbling and as they dance around a post. Talon’s are skewered into their chests, as they lean
the group struggles forward, to a shimmering line of blue in the distance. backwards, held above the ground by their tearing skin and taunt leather cords.
Every day each Hero loses D6 from their Max Health until the Posse The Shaman is performing a ritual to drive back the Darkness, and
travels to a hex containing water or an undestroyed Town. As soon as the it affects all who have been touched by it, including the Heroes! Any
Heroes have traveled to a safe hex, their Max Health is restored, though Heroes carrying Dark Stone may either drop the Dark Stone they are
their current Health remains at the lowered level until they are Healed. carrying (it shatters and is lost) or they must roll for Corruption for each
Dark Stone, item with a Dark Stone symbol, or Dark Stone Upgrade that
03 The Blackness of the Stars Above they carry.
Encounter ◆ Active ◆ Darkness
You suddenly have a vision of a great field of stars. A patch of the stars appears 08 Foreboding Desert
to be moving in a great chaotic dance when suddenly one of them shoots out of Encounter ◆ Environment ◆ Explore
the pack towards you and blinds you. The Posse rides down yet another decline, and up another rim. This is all they
Until the end of the next Adventure, a Random Hero is blinded by some bizarre have been doing for hours, or has it been days? The sands themselves seem to be
astronomical vision. That Hero is -2 to all Range To Hit rolls and will Hit shifting all around you, as if something is rearranging the landscape around you
another Hero in Line of Sight for each 1 or less rolled on Range To Hit rolls. to confound your efforts.
Stop all movement for the day. days have passed before the Posse is
04 Desert Caravan able to get its bearings again.
Encounter ◆ Active ◆ Merchant
A caravan of riders on camel-back wearing exotic robes are traveling across this 09 Snowstorm
barren landscape, casting fearful glances at the heavily armed and dangerous Encounter ◆ Environment ◆ Weather
looking Posse. These strange travelers don’t seem to speak any language you’ve This desert steppe is bitter cold. Pure white snow blows across sandy dunes in an
ever heard of. odd contrast and the Posse is caught up in a terrible snowstorm. As quickly as
it comes, the snowstorm dies down, but all around you see an ancient city that
Lore 5+ or Cunning 5+ definitely wasn’t there before...
You manage to start up a basic dialogue with these travelers using hand
gestures. They are traders from a distant land that have somehow ended The Posse immediately begins an Overload Mission [Targa:5]. Re-roll if
up here in this desert. They offer to sell you some strange trinkets in you do not own City of the Ancients. Upon completing the Mission, the
exchange for some gold and information about this area. Draw 3 Mine Posse returns to this same Overland map hex.
Artifact cards, you may Purchase each Artifact for double the Sell value
listed on the card. 10 The Sand Snake
If unsuccessful, neither group can make out the other and the caravan Encounter ◆ Active ◆ Creature
rides on without incident. A large pale snake with spines running all down its back slithers through the
sand. Suddenly it rears up, a cloud of dust forms around it as it twists and flails
05 B urial Warnings creating a whirlwind. The whirling Sand Snake moves towards the Posse…
Encounter ◆ Environment ◆ Tribal Every Hero gains 15 XP and takes D6 Wounds with no Defense as
The markings are obvious enough - heat shrunken heads on stakes. Before you they try to fend off the vicious Sand Snake. Until the end of their next
lies sacred Indian lands, and the way around is without water. Adventure, each Hero that carries a Gun is unable to use that Gun as it
has become clogged with sand.
If the Posse moves again this day, each non-Tribal Hero in the Posse
becomes Cursed and is -1 Max Grit until they can have an Exorcism
of Madness Ritual performed at a Church. The Exorcism is performed
as usual but removes this Curse instead of removing any Madness. Any
Hero with the keyword ‘Kemosabe’ loses that keyword, while any Heroes
without the keyword ‘Tribal’ or ‘Kemosabe’ gains the keyword ‘Paleface’.

36
11 Dust Blowing 17 Dead Man ’s Hand W ritten Note
Encounter ◆ Environment Encounter ◆ Active ◆ Horror
A few dust devils blow around here and there, but otherwise, it’s pretty boring The circling vultures that have been mocking the Posse for days seem to have
out here in the middle of the desert. found something more interesting in the distance. Kicking aside the damnable
vermin, a man half stripped of his flesh is sprawled. A letter is clutched in
Nothing eventful happens
his bony fist. Cracking the fingers, the party reads the dead-man’s letter and
immediately regret it as his tale of madness and depravity unnerves even the
12 Sandy Crates strongest among you.
Encounter ◆ Active ◆ Explore
Each Hero immediately takes Horror Hits, with each doing 2 Sanity
Scattered about in the middle of this desert area are some crates, with no tracks Damage. Each Hero that takes 4 or more Sanity Damage as a result rolls
or any other indication of how they got there. It seems downright weird that once on the Madness Chart.
they’d be out here.
Choose: 18 Something Shiny
Encounter ◆ Environment ◆ Hazard
Start opening the crates:
You make your way over the top of a particularly large dune and see below you
Strength 6+ an almost perfectly formed, smooth cone-shaped hole in the sand, almost 100 feet
For each 6+ rolled, gain 10 XP and draw a Loot card. For each 1 rolled, across. At the bottom of this feature, something shiny catches your eye.
Ambush! - D3 Tentacles are placed Ambushing the Posse!
A Random Hero may repeatedly roll 5D6 to see if they’re able to retrieve
Ignore them and move on: something from the bottom. Once started, they may not stop until all dice
Each Hero takes 3 Horror Hits doing 2 Sanity Damage each as the

Terrain Encounters
are either 1’s or 6’s. Whenever a 1 or 6 is rolled, set that die aside. If you
desert around you seems to take on a sinister character to it and the sun get three 1’s, then take Wounds from a giant sand lion that erupts
beats down especially hard on you, causing some hallucinations. from the bottom of the pit. If you get three 6’s, then you may draw a
Mine Artifact card.
13 A T ear in Reality
Encounter ◆ Active ◆ Void 19 The Last Saloon
There is a crack in the fabric of reality here that threatens any who would look Encounter ◆ Active ◆ Merchant
upon it! A small leaning building no bigger than an outhouse with an inferiority complex
stands out on the desert like a palm tree on the moon. The building is a saloon
Spirit 5+ that promises the best quality whiskey in these parts.
If successful, gain 15 XP and you may recover 1 Grit. If failed, you lose
D6 Sanity ignoring Willpower. You may buy Purchase Items or Entertainment Services from here as
if you were at a Saloon Town Location (do not roll for Location Events).
If the Posse ends their movement for the day on this hex, they must However, this Saloon is too small and out of the way and has no Saloon
perform this encounter again. Girl Troupe.

14 Indian Tracker 20 Local Visions


Encounter ◆ Active ◆ Tribal Encounter ◆ Active ◆ Explore
The lines of experience mimic the cracks in the arid earth, as you stare into the An Indian returning from a vision quest is recovering from taking peyote. He
Indians face. He has the drop on the Posse as he stares down the iron of his rifle. tells you of some things that he saw while he walked, though even he’s not sure if
what he saw was real or not.
Cunning 6+
If at least one Hero is successful, the Indian Tracker tells you what lies Select an adjacent hex and flip over an Exploration Token. If you Search
for you further on. You may reveal an Exploration Token for an adjacent that specific hex on this day, draw the face-up Exploration Token.
hex without triggering its result until you Move onto that hex (it triggers Otherwise draw from the next face-down Exploration Token for any other
automatically without a Search action). Otherwise the Posse Moves to a hexes that you Search this day. Reshuffle all the Exploration Tokens at the
random hex and each Hero takes D6 Hits as the Indian chases you away. end of the day.

15 Sandstorm!
Encounter Environment Explore
In the distance the Posse hears a low droning sound. Off to the north they can
see a cloud of dust fast approaching. With a scream, the horses begin to panic as
the droning becomes a loud roar...
In the ensuing chaos, the Posse becomes separated. Each Hero in the Posse
rolls on the Random Hex Diagram and moves their Hero to that hex.

16 Horse Heads
Encounter ◆ Active ◆ Mission
Strong winds here have blasted some sand dunes away, revealing what appears to
be an entrance to a sprawling structure underneath. A pair of horse heads carved
into a relief here is the only clue you have as to who once dwelt here.
The Posse may immediately begin an Exploration Mission [Basic:2],
otherwise, nothing eventful happens.

37
FOREST TERRAIN
Forest terrain refers to any terrain that has trees
or any other wooded areas
D20
1 Massacre of the I nnocents 6 Children of the Forest
Encounter ◆ Environment ◆ Horror Encounter ◆ Active ◆ Spirits
You catch sight of a trail of blood. It starts as a trickle at first, but gradually As you pass through this wooded area, you can hear the sounds of small,
begins to fill out until eventually you find a pool of it, along with a pile of laughing children all about you. Some are singing what sounds to be a nursery
bodies. Some savage beasts tore these people limb from limb and feasted upon rhyme in a language that you’ve never heard before. While it starts off low, it
their entrails. You don’t know what kind of creature could do such a thing, but gradually begins to overpower your senses.
that howl you just heard off in the distance sounded more man than wolf. The
Each Hero in the group takes 1 Sanity Damage, ignoring Willpower. For
howls are getting closer.
the rest of the day, each Hero suffers an additional 1 Sanity Damage each
Each Hero makes a series of D6 rolls, as many as it takes until at least time you enter a Forest hex.
one Hero rolls a 1. If a Hero rolls a ‘6’ during this time, that Hero gains
15 XP, recovers 1 Grit, and may stop rolling. The first Hero to roll a ‘1’ 7 W here Giants Tread
Terrain Encounters

takes D8 Horror Hits and everyone stops rolling at that point. If no one
Encounter ◆ Active
rolls a ‘1’, then the encounter is over.
You walk through the forest, marveling at the age and size of some of the trees
2 The Sleeper Awakes in this part of the forest, when underfoot you hear faint cries of horror from
men, women, and children. You look below upon the devastated ruins of a
Encounter ◆ Active ◆ Monster
miniature town. As you raise your boot, you see to your horror stains of red and
With a muffled crash, a tree falls in the distance causing a cloud of squawking tiny humanoids clinging for dear life onto the soles of your boot, some falling
birds to fill the air. Something massive is making it’s way towards the Posse! many inches to their death. Some brave souls mount a counterattack against your
monstrous incursion into their small town, but to no avail, your destruction of
If the Posse does not move at least 2 hexes away within the same day,
their once peaceful way of life is utter and complete.
they are ambushed by a single XL Enemy in a fight on an Overland
battlemap. This XL Enemy has +D8 Health, does +2 extra damage, and To right this most terrible wrong, you may stop movement for the day
has 2 Epic abilities no matter the level of the Posse. Each Hero draws and spend the next D3+1 days in this area helping to rebuild this tiny
two Loot cards if the Monster is defeated. Town that you so mercilessly trampled over. If you spend the time, lose
D6x$25 helping to rebuild, but recover 1 Grit. If you decide not to
3 Galloping Calvary help, take D3 points of Corruption (no Willpower save) and along with
another D3 Corruption Hits.
Encounter ◆ Active ◆ Explore
A small company of US cavalrymen have ridden into this area in search of
Outlaws. Knowing the danger around these parts, they offer to let you ride along
8 Dire W olves
Encounter ◆ Active ◆ Creature
with them for the remainder of their mission here.
A blinding flash and the ancient forest is transformed for a moment into a land
For the remainder of this day, you may ignore any ‘Attack’ or ‘Ambush’
of black and white lines. High on a hillock howl a pack of dire wolves, each
results you get when performing an Overland ‘Search’ action. However,
rivaling a horse in size. They appear to be hungry.
any Clue Icons or Encounters that trigger a Fight are unaffected.
Each Hero makes three rounds of Attacks (Melee or Ranged). If a Hero
4 Move with Caution ! does not do at least 5 Damage between all of their Attacks (Wolves have
Defense 0), their Mount is Killed.
Encounter Environment Hazard
The forest around you is filled with interesting karst caves and clay tunnels. In
some places, the ground is very ready to collapse and dump the heroes into the
9 The Ancient Flame -Leaf
Encounter ◆ Active ◆ Ancient
wet clay pits below.
A burning tree stands apart from the other trees, the flame never wavering or
For the rest of the day, the Posse rolls a D6 whenever they enter a hex.
dying. As you approach the tree, a voice older and angrier than anything you’ve
On a roll of 1, the Posse falls into one of the pits and must go directly
ever heard before booms out from all around you. The ancient tree accuses you
into an Escape Mission [Basic:5] to exit the caves. If any Heroes in the
of trespassing and demands a sacrifice from you.
Posse have the keyword ‘Scout’, they may avoid this Mission if they want.
Each Hero must sacrifice 1 Dark Stone or an item with a Dark Stone
5 Mama Grizzly icon. Any Hero that fails to make an offering to the Flame-Leaf gains a
Curse ‘Fire-blood’. Whenever a Hero with ‘Fire-blood’ takes a Wound
Encounter ◆ Active ◆ Creature
from any source, they also take 1 Sanity damage with no Willpower save
While wading through undergrowth the Posse stumbles across a family of bears and are -1 Initiative per Wound.
at play. It all happens so fast. The cubs look at you - eyes wide. The horses smell
This Curse can be removed at a Church Town Location using the
the bears and revolt running for their lives. The mother bear rears up on two
Exorcism of Madness ritual. The Exorcism is performed as usual but
legs, roars, and gives chase.
removes this Curse instead of removing any Madness from the Hero.
The Posse must immediately move in a random direction using the
Random Hex Diagram (does not count against Overland movement for the
day) or else a Random Hero loses their Horse. If the Random Hero does
not have a Horse to lose, they roll on the Injury Chart instead.

38
10 Trading Post 16 Out of the W ay!
Encounter ◆ Active ◆ Merchant Encounter ◆ Active ◆ Stranger
Beneath a thick canopy of trees in the middle of the forest, you find a ramshackle Some Outlaws have just robbed a Frontier Outpost bank and are carrying money
log cabin run by a pair of brothers. One is crippled from the waist down, the in assorted bills and coins as they make their way back to their hideout.
other is blind. Despite their handicaps, they have a wide range of useful things
If you choose to rob the Outlaws, begin an Overland battle against a
for sale.
group of Outlaws with 1 Elite ability. If you successfully defeat the
You may buy Purchase Items from here as if you were at a Frontier Outlaws, gain x$100 from the Outlaws’ ill gotten gains. Otherwise, the
Outpost Town Location (do not roll for Location Events). Outlaws continue on their way and make off with the loot.

11 Stone Trees 17 The Ancient Gates


Encounter ◆ Environment Encounter ◆ Environment ◆ Mission
This part of the forest is filled with petrified trees, though some craftsman appears As you start to search the area, the Posse finds a set of massive gates, overgrown
to have gone through and carved hideously deformed faces on each and every with moss, vines, and bushes. This appears to be the site of an ancient complex
one of these trees. The workmanship is amazing as it appears as though those that once stood here. While any other structures that once stood above ground
horrible stone faces are following you no matter where you walk. You might have been worn away, you find an entrance that leads you down below into the
never live to know how that was accomplished. bowels of the earth.
Nothing eventful happens. If you decide to explore underground, stop all movement for the day
and immediately begin a Exploration Mission [Basic:2]. Standard Rules,
12 Hanging Dolls Rewards, & Failure conditions apply.

Terrain Encounters
Encounter ◆ Active ◆ Darkness
Hanging children is beneath contempt, but words escape you when it comes to 18 No Sign of Life
hanging babies. Upon closer inspection though, it appears to be a tree covered Encounter ◆ Environment ◆ Explore
in children’s’ dolls hanging from every branch. Bones of some small animals and A little ways off the path, an abandoned campsite can be seen. The tents are
even some bigger ones litter the base of the tree. There doesn’t seem to be a wind in tatters, flapping in the wind, the packs and crates ransacked. No sign of the
in the air, but those hanging dolls are moving as if there was... occupants, dead or alive…
The Hero with the most Dark Stone and/or items with Dark Stone Each Hero may make a Scavenge roll to determine if anything is found.
symbols is attacked! That Hero must roll against D6 Escape tests If any of the Heroes roll a 1 or if no Heroes succeed on the Scavenge
(Escape 3+). For each Escape test that they fail, that Hero takes roll, then none of the Heroes find anything of value.
1 Sanity Damage with no Willpower save.

13 Void W ebs of Doom 19 Monkeying A round


Encounter ◆ Active ◆ Creature
Encounter ◆ Active ◆ Monsters
You think you may have read about them in school books when you were a
Before you can react, you all find yourselves caught in a series of spiderwebs. child, but overhead you catch sight of some monkeys, swinging from branch to
The more you struggle, the more it seems to attract the Void Spiders that have branch. For a time you’re struck by how adorable they look, until you realize that
made their home here! the entire Posse is surrounded by them. Their eyes glow red and one monkey,
twice the size of the others, stands up on it’s hind legs and bares his teeth at you.
Agility 4+ If the Posse decides to stand their ground, each Hero takes D8 Hits from
Any Heroes that successfully pass this test may go back to help another the swarms of monkeys attacking them. If the Posse decides to flee, each
Hero that failed their Agility test (that Hero may reroll their test, each Hero makes an Agility 5+ test. If failed, that Hero loses a Random Gear
Hero may only be helped once), but the Hero that is going back must Item in the confusion of their escape.
immediately roll another Agility 4+ test. Those that fail this test must roll
once on the Injury Chart.
20 Local Knowledge
Encounter ◆ Active ◆ Explore
14 Lumber Camp
Encounter ◆ Active ◆ Explore A friendly Indian Shaman is out collecting herbs and hails your Posse. He
advises you of what he’s seen just a few miles away on his way here.
A group of brawny men are busy cutting down trees in this part of the forest.
They don’t pay you much mind as the work they’re doing looks strenuous Select an adjacent hex and flip over an Exploration Token. If you Search
enough. As you’re about to leave this area, horrible cries erupt from deep in that specific hex on this day, draw the face-up Exploration Token.
the woods where a group of lumberjacks had been walking to. The Heroes find Otherwise draw from the next face-down Exploration Token for any other
a grisly scene of carnage as body parts and blood are splashed about in equal hexes that you Search this day. Reshuffle all the Exploration Tokens at the
measure. Something butchered these men with little remorse. end of the day.

The next time an Exploration Token is flipped while in this hex or any
adjacent Forest hexes, draw an additional Threat card with 2 Epic abilities
and begin an Overland battle in addition to whatever else is on the
Exploration Token.

15 Trap Poachers
Encounter ◆ Active ◆ Stranger
You fall victim to some sort of trap and a group of Hunters pop out. They were
trying to catch some vicious wolves that have been raiding the area. There is a
bounty on every wolf tongue - which can also be used to pay taxes.
The Posse loses half their Move Points (rounded down) for the day as
they get themselves sorted out and the Hunters insist on paying you back
with drinks for your trouble.

39
MINE TERRAIN
Mine terrain refers to any hex that contains a
Mine entrance.
D20
01 Leaking Mine 05 People Trap
Encounter ◆ Active ◆ Mission Encounter ◆ Environment ◆ Hazard
This Mine appears to leaking some sort of dark black, oily substance. The stuff As you search around the Mine entrance, one of the Hero’s legs becomes trapped
seems to be toxic to plants and animals, so it might be best if you shut it off at in some sort of mechanical contraption. The Trap must be a way for some foul
its source. monster to catch themselves some food!
The Heroes may immediately go on an Exploration Mission [Basic:2] to A Random Hero becomes trapped and takes D3 Hits.
find the source of the leak in the Mine and fix the problem. When the
Heroes find their first Dead End Room and have defeated any Enemies Cunning 6+
there, they have found the source of the leak here and can fix it. If the If successful, gain 30 XP and the trapped Hero is freed. If failed, that
Mission is failed or not taken, the dark black substance continues to leak out Hero takes another D3 Hits. Each Hero may attempt the test. If all
and poisons the local water supply. A shop owner is killed and his business Heroes are unsuccessful, Ambush! - Draw a Threat. The trapped Hero
Terrain Encounters

falls into ruin. Destroy 1 Random Building from the nearest Town. will be unable to move during this Fight. After the Fight, if the Posse is
If successful, each Hero gains 30 XP and finds D3 Dark Stone nearby. victorious, the trap releases and the Hero may move freely again.

02 Cave In! 06 “S omethin’s Comin ’ Out !”


Encounter ◆ Environment ◆ Explore Encounter ◆ Active ◆ Attack

As you poke around the area, the ground beneath you suddenly gives way! You Terrible things burst forth from the Mine entrance and have you surrounded!
all fall down into a cavern beneath the ground, with no clear way to crawl back Ambush! - Draw a Threat card
out. You appear to be in the middle of a network of caves, maybe one of them
leads back up to the surface?
07 Illuminated Lady
Encounter ◆ Supernatural
Agility 5+
Any Heroes that fail take D6 Wounds (no Defense save). You must A pale, nude woman looks teasingly out from the Mine entrance, a lantern in
immediately begin an Escape Mission [Basic:5] in this Mine to get out. one hand and nothing but her other hand to cover the rest of her body. She
All normal conditions apply. beckons you closer to come feel her warmth.

03 Grasping Hands All Male Heroes: Spirit 5+


Encounter ◆ Active ◆ Death Those that fail run headlong after the Woman, unmindful of the dangers
and disappear into the Mines after the Woman. They appear minutes later,
You cautiously poke around near the entrance of the Mine, your gaze at frenzied and half-mad, each rolls once on the Madness Chart.
full attention on the Mine entrance lest something pour forth and catch you
unawares. As you walk along, suddenly your foot gets stuck. You quickly look
down to see a skeletal hand wrapped firmly around your ankle!
08 Lady in Distress
Encounter ◆ Exploration ◆ Rescue
Agility 4+ A beautiful woman in a tattered dress with tears streaming down her face cries out
If successful, gain 20 XP. Each Hero that fails this roll takes D6 Horror to you from the Mine entrance. Something unseen behind her pulls her back in.
Hits as they try to fight to get their feet free of these skeletal hands.
The Heroes may immediately go on a Search Party Mission [Basic:4]
to attempt to rescue the woman. If the Posse chooses not to, they suffer
04 Noxious Odor D6 Corruption Points (ignoring Willpower), as their cowardice weighs
Encounter ◆ Environment heavily on their souls. Each Hero’s reward for rescuing the woman is
$100 and +1 Sanity.
There’s a terrible stench emanating from this Mine, worse than the smell of the
dead. It’s as if a demon were using this Mine as his own personal pit latrine.
09 Ghostly Prospects
Strength 5+ Encounter ◆ Supernatural
Those that fail are -1 Defense until the end of your next Adventure. You’ve just about searched the area and are headed out when you turn back
around and where there was just nothing a second ago you now spy a group of
spectral figures all staring out at you. They look to have once been miners, their
spirits now stare coldly out at the living through empty sockets, Their sense of
hatred towards the not-dead is palpable and you feel their cold icy gaze stabbing
you in your brain.
Each Hero must immediately spend 1 Grit or take D8 Horror Hits.

40
10 Nightmarish Echoes 16 Gold Droppings
Encounter ◆ Environment ◆ Supernatural Encounter ◆ Environment ◆ Loot
You call out into the Mine and hear your own echoes somehow distorted. Your Amongst some clumps of grass just outside the Mine entrance, you spy
own voice reverberates back to you and echoes within your skull. It’s become something shiny!
changed and alien, despite being your own. Try as you might to distract yourself
You discover some nuggets of gold that somebody dropped here,
from the sound, you can’t shake it and it begins overwhelming you.
most likely pulled up from the Mine long ago before Dark Stone was
Each Hero in the Posse takes D6 Horror Hits. If more than half the discovered. The Posse finds gold scattered about the area totaling
Posse takes Sanity Damage from this, the Posse is routed and you flee in x$50, to be split equally among the Posse.
terror. Move the Posse 1 hex using the Random Hex Diagram (does not
count against your movement for the day). 17 “B y the Skin of Our Teeth ”
Encounter ◆ Active ◆ Stranger
11 Echoes Another group of Adventurers bursts out of the Mine, kissing the ground in front
Encounter
of you and looking at the Sun like a long lost family member. They try to go
You call out into the Mine and hear only echoes. Your mind wants to fill in the through their tale, but adrenaline is still coursing through their veins and they can
gulf with the roars of terrible monsters or the moans of the hungry dead, but barely construct any sentences that make any sense to you. Maybe if you could
there is nothing but silence. It’s unsettling, but peaceful. In another time you calm them down somehow you might get something worthwhile out of them.
wouldn’t have thought anything of it. You relax your grip on your pistol just a
If the Posse makes Camp at least one hex away from this Mine today, you
little bit, it seems all clear for now.
camp down with the Adventurers for the night. Each Hero gains 30 XP. If
Nothing eventful happens. at least one Hero gives up an alcoholic or herbal Side Bag Token, the Posse

Terrain Encounters
gains an additional Revive token as well for use on their next Mission.
12 Terrifying W arning
Encounter ◆ Active ◆ Darkness 18 Souvenirs
Encounter ◆ Stranger ◆ Loot
A crude, handwritten sign has been nailed to one of the beams along the
entrance to the Mine. In a dark, brownish script it reads, “here men die.” The Some enterprising miners have set up shop outside this Mine. Despite the dangers
rough letters look to have been written by an animal, but what animal knows in these Mines, they occasionally make trips down into the Mines to pull up
their letters? whatever treasures they can find and are ready to make a deal.
The next time you start a Mission, add a Growing Dread card to the Roll a D6 to determine what the miners have for sale:
stack immediately.
1-4 Dark Stone - price is x$25 each

13 Scarab Swarm 5 Draw a Gear card - price is the listed value on the card.
Encounter ◆ Active ◆ Creature ◆ Swarm 6 Draw a Mine Artifact card - price is twice the listed value on
the card.
A swarm of large, iridescent beetles pours out of the mouth of the Mine. Their
mandibles produce a slight spark, which appears as a crackling light coming
from this swarm. They fly right through the Posse, getting into every nook and 19 Abandoned Mine Cart
cranny and crevice. Some of the little buggers seem to have even developed a Encounter ◆ Environment ◆ Loot
taste for some of the supplies you’re carrying with you.
Someone seems to have left a mine cart out here on a track. On top are a bunch
of piled up rocks. There’s a big boulder on top that’s pretty heavy, but just
Luck 4+ underneath you think you might see some Dark Stone!
Those that fail the test must discard a Random Side Bag Token. If the
Token discarded is Dynamite, roll a D8. If a 1 is rolled, the Dynamite is
ignited by the beetles sparking mandibles. All Heroes take D6 Wounds
Strength 5+
If any Heroes fail this test, the boulder comes crashing down and a
(no Defense).
Random Hero rolls once on the Injury Chart. Regardless, each Hero gains
25 XP and 1 Dark Stone after the boulder is moved.
14 W histling Melody
Encounter ◆ Strange ◆ Hope 20 Local Map
From the opening that leads down into the Mine you hear somebody whistling a Encounter ◆ Active ◆ Loot
queer melody, yet it somehow seems to fill your hearts full of courage.
As you poke around the entrance to the Mine, you see a scrap of paper fluttering
Each Hero recovers 1 Grit. behind a hidden alcove. You move the rock out of the way and uncover what
looks to be an old map. Some old prospector must’ve drawn this map years ago
15 Drunk Old Coot and hid it here.
Encounter ◆ Active ◆ Stranger The next time you enter this Mine on any Mission, you gain the Old Map
Gear item.
An elderly prospector wanders out of the Mine with a thirsty look in his eye and
the strong smell of urine, booze, and vomit emanating from his unwashed body.
He asks if you might spare him a drink.
If the Posse gives up an alcoholic Side Bag Token, the old coot warms up
to you and tells the Posse a riveting story about his younger days of glory
when he was adventurer, before he took that damn arrow in his knee.
Each Hero gains 20 XP and recovers 1 Grit.

41
MOUNTAIN TERRAIN
Mountain terrain includes any hexes with obvious hills,
cliffs, plateaus, or any other mountain-esque things.
D20
1 The Mountain Pass 7 Spider Hole
Encounter ◆ Active ◆ Enemy Encounter ◆ Environment ◆ Explore
A lonely mountain pass is guarded by a horde of Enemies, denying all passage. As you search along a particularly steep side of a rocky area, you see what
appears to be a small freshly dug hole, hastily covered with a flat rock. As you
Unless the Posse fights a High level threat, you must stop all movement
uncover the hole, something emerges!
for the day as you search for another way around this group.
Each Hero gains 25 XP. Roll a D6:
2 Rock slide 1 A giant spider jumps out from the hole as you rip off the
Encounter ◆ Environment ◆ Hazard covering and attacks. Each Hero takes D3 Wounds (no
A few pebbles bounce by at first, without anyone paying attention, but when the Defense) before you’re able to kill the thing.
mountain’s face begins to slide, all bets are off. 
2-5
Terrain Encounters

An odor of death & decay hits you full force as you lift the
Roll 2D6. Collectively, the Heroes must take that many Hits, but may covering. You find mutilated bodies, fresh kills for some
decide how those Hits are distributed amongst the Heroes. You have one creature that thankfully isn’t around. Each Hero takes
minute to decide or all Heroes each take that many Hits. D3 Horror Hits as they realize that the cuts are actually
intricate carvings of some demonic symbols.
3 Hot Feet! 6 A frightened Prospector arises from the hole. He had been
Encounter ◆ Environment ◆ Fire hiding from a swarm of monsters and gives the Heroes what
The ground about you begins to rumble as you realize that you appear to be he thinks attracted the monsters in the first place. Each Hero
on a dormant volcano that has once again become active and is about to start receives 1 Dark Stone and recovers 1 Grit.
spewing lava!
8 Viper ’s Nest
Agility 5+ Encounter ◆ Active ◆ Creature
Any Hero that fails has lost any Boots they were wearing, unless the
One of the Posse members needs a private moment with nature. An unfortunate
Boots provided some kind of resistance or immunity to Fire effects.
back-step and they are reaching for their drawers as they slide down a flue.
None of this is as surprising as the rattle-snake nest they’ve fallen on.
4 The Price of Corruption
Encounter ◆ Active ◆ Stranger Agility 5+
If it weren’t for the time of season the little log cabin would never be seen by the If successful, gain 20 XP and you are unharmed. If failed, you have
Posse. This would probably have been for the best, for there now stands before become Poisoned! Gain D6 Poison markers. For each of these Poison
you a man with a sawed-off shotgun, accompanied by wolves and a great bear. markers that you have, roll a D6 once per day. On a 1 or 2, take 1
Wound, ignoring Defense. On a 6, you may discard a Poison marker.
If the Posse collectively has more Corruption points than the # of Heroes
x 2, then the Mountain man and his animal allies attack you! Each Hero
takes D6 Hits and rolls a D6. On a roll of 1, that Hero has lost 1 Dark 9 Good Eatin ’
Stone, an item with a Dark Stone icon, or an item with a Dark Stone Encounter ◆ Active
Upgrade attached (your choice). A tribe of crazed mountain giants have taken up cannibalism and are hunting the
Posse! They’re planning on getting fat off the meat of your carcasses tonight.
5 Fossil Record Each Hero in the Posse takes D8 Wounds. This damage can be
Encounter ◆ Environment ◆ Loot completely avoided if any one Hero gives up their Horse to be killed to
A recent landslide has exposed a fossil. The fossil does not appear to be like any throw the mountain giants off of the Posse’s trail.
creature you’ve ever seen before, living or dead. Surely a learned fellow would be
interested in having a look at this thing. 10 Nest of the Thunderbird
Each Hero that can may take one Fossil item ( Encounter ◆ Active ◆ Creature
). Each Fossil may be
sold at a Doc’s Office for D6x$50. Looking up through thickening clouds, someone glimpses a huge nest. An
enormous winged shape leaps from the edge of the nest.
6 Gabriel’s Horns The Thunderbird attacks the Posse! A Random Hero takes D6 Hits. For
Encounter ◆ Environment ◆ Hope the rest of the day, every time the Posse moves into a hex with mountain
The Posse travels through a wet mist of low cloud formations feeling terrain, a Random Hero in the Posse takes an additional D6 Hits.
miserable. They are drawn out of their black thoughts when the mountain peaks
begin to sing a sort of song. It’s almost as if the mountain tops are resonating 11 Fire in the Hills
with some sort of cosmic harmony. Encounter ◆ Active ◆ Fire
Each Hero is Healed to Full Health & Sanity. The smell of smoke hangs in the air and all around you the hillsides are aflame
with an unnatural glow! Lavamen are walking the landscape destroying all they
find. The unnatural flames of the Lavamen burn those tainted by corruption.
Each Hero takes 1 Wound (no Defense) for each point of Corruption
they have. Any Hero that takes damage from this also gains 15 XP.

42
12 Mountain Yetis 16 Stairway to the Sky
Encounter ◆ Active ◆ Creature Encounter ◆ Active ◆ Ancient ◆ Tech
A warning grunt turns the Posse’s head towards the lip of a cliff-top. A hairy A mountain with a massive staircase cut into the side leads up towards the
head appears. Another head follows and another. Giant, hairy, beast-like men tallest peak in this area. There you find what appears to be some sort of weird
stare down in silence. One points with intent at you. Then suddenly, rolling logs mechanical device in the center of a raised platform.
and boulders come crashing down the mountainside towards the Posse!

Agility 5+ or Strength 4+ Lore 6+


A single Hero may attempt to figure out the inner workings of the device
The Heroes may individually make separate Agility 5+ tests or may
and get it working again. If they are unsuccessful, the mountain shudders
collectively make a group Strength 4+ test (choose one, either everyone
around them and the rock staircase the party took up is destroyed in a
does Agility tests or the Posse does a Strength test as a whole) to either
massive upheaval. The Posse will need to spend 5 MP to climb back
dodge out of the way or create a quick barrier against the falling debris.
down the mountain from the peak.
Any Hero that is successful in the Agility test or if the Posse passes the
If the Hero is successful, the rock around the peak shudders and suddenly
Strength test, they each gain 20 XP and recover 1 Grit.
great mechanical parts spring from all around the Posse. The platform
If any Heroes fail the individual Agility test, they take D6 Hits. If any lurches and rises from the peak, held aloft by some alien technology. The
one Hero in the group fails the Strength 4+ test, then all Heroes in the Heroes are flying! This platform may transport the Heroes to any hex on
Posse takes D3 Wounds (no Defense). the map in a single day (do not roll for Wilderness Encounters and does not
count against movement), but falls to pieces after the Heroes land.
13 B urial Chamber of the Dust Pharaohs
Encounter ◆ Environment ◆ Ancient 17 Corrupting Influences

Terrain Encounters
Encounter ◆ Active ◆ Void
What appeared to the Posse as a semblance of man-made structures can no
longer be reasoned to be anything but. An opening along a cliff side seems to Lightning bolts burst against mountain peaks. One bolt strikes directly in front
be covered in gold. Inside an enormous cavern of gold, rank-upon-rank of man- of the Posse, blinding you for a moment, but it leaves something behind. A
sized urns vanish into the dusty distance. crackling orb of pure white hovers in front of you, bolts of energy shooting out.
If you decide to look inside the urns, gain 25 XP and roll D6: Any Heroes that are carrying Dark Stone, items with a Dark Stone icon,
or items with a Dark Stone Upgrade attached take D3 Horror Hits.
1 Seepage - While looking through the urns, one of the urns
If any Sanity Damage is taken, that Hero gains the ‘Fused With Item’
seems to have been seeping its contents for who knows how
Mutation, but must fuse with an item with a Dark Stone Icon or that has
long. A random Hero accidentally touches the substance
a Dark Stone Upgrade. Continue to roll for Corruption on that item.
and gets an odd, tingly feeling. That Hero gains a Random
Mutation regardless of how much Corruption they currently
have and Corruption is not removed because of this. 18 Hunting Lodge
Encounter Active Merchant
2-5 Trinkets and Bobbles - Most of what you find crumples to
dust in your hands, but you come across a few small things You come across a well-built cabin up in a remote part of the mountains, a
that might fetch a good price. Each Hero gains D3x$25. hunting lodge way up here! The owner has a variety of wares for sale here.
6 Something Interesting - a Random Hero draws a Loot card! You may buy Purchase Items from here as if you were at a General Store
Town Location (do not roll for Location Events).
14 Gruesome Sculptures
Encounter ◆ Active ◆ Cult 19 Remnants of the Great W orm
Encounter ◆ Environment ◆ Explore
Some old blood cult lurked in the cave that can be seen above this mountain
path. When they departed (or where driven out), their gruesome rack of skulls The Posse stumbles across a tunnel out in the middle of nowhere. As you travel
and the pylons they built from stacked human thigh bones were left untouched, down into this cave, you find something you weren’t quite expecting...
grim sentinels along either side of the traverse. Roll a D6:
Each Hero gains 25 XP and takes D6 Horror Hits. The macabre display 1-2 Ambush! - Ambush by a High level threat in the middle of a
has the Posse on edge throughout the entire trip. For the rest of this suitably large Mine Map Tile Room with one exit connected
day and the next, any Attack results from Exploration Tokens become to the Mine Entrance Map Tile.
Ambush Attacks instead.
3-5 Junk Pile - Each Hero may attempt a Scavenge roll to see if
15 Cavern of the W inds they find anything of value.
Encounter ◆ Environment ◆ Hazard 6 Thriving Tunnel City - You come across a hidden mining
community. Treat this as a Town Visit. Don’t roll for Town
Making your way around a particularly difficult ridge, the Posse is forced to go
Set Up, but each Hero may visit any one Town Location they
single file, inching along at a slow pace. The way before you opens up to reveal
want to. After that, the Heroes are led out of the tunnel city
a small cavern where the wind blows with monstrous strength. The opening is
and may never visit again..
too small to enter, so you’ll have to go around, but it’s going to be treacherous.
Decide on the order of Heroes in the line and, one at a time, each Hero
makes an Agility 4+ test. If a Hero fails this initial test, the Heroes before
20 Local Sightings
Encounter ◆ Active ◆ Explore
or after them may attempt an Agility 4+ test to rescue them, otherwise
they fall. If any 1’s are rolled on this rescue roll, that Hero also falls and A mountain hermit who knows the area passes by and strikes up a conversation
again, the Heroes before and after them may attempt an Agility 4+ test with you. He knows the area pretty well and tells you what he can about it.
to rescue them. All Heroes that fall down the ridge take D6 Wounds (no Select an adjacent hex and flip over an Exploration Token. If you Search
Defense). Any Heroes that do not fall gain 20 XP and recovers 1 Grit. that specific hex on this day, draw the face-up Exploration Token.
Otherwise draw from the next face-down Exploration Token for any other
hexes that you Search this day. Reshuffle all the Exploration Tokens at the
end of the day.

43
PLAINS TERRAIN
Plains include any wide, open hexes without any
other visible terrain features.
D20
1 The Organism Trail 7 Cattle Drive
Encounter ◆ Environment ◆ Disease Encounter ◆ Active ◆ Stranger
Something you ate awhile ago isn’t agreeing so well with your stomach and you A trail boss rides lead in front of a hundred head of cattle. He slows at the sight
ain’t defecated correctly in a number of days. Maybe you should get a doctor to of the Posse closing in and grabs for his gun, thinking your heavily armed Posse
fix you up or somethin? to be cattle rustlers.
A Random Hero has contracted an intestinal disease and isn’t doing so
well. You have one week (7 days) to consume 1 Tonic and 1 Herb Side Cunning 5+
Bag Token. If you do not, then your Hero is Dead. If successful, then you’re able to defuse the situation and continue on
your way. However, if any Heroes roll a 1, then things get out of hand
You have died of Dysentery.
over a misunderstanding and shots start flying! The cattle get spooked and
there’s a stampede, throwing everything into disarray. Each Hero takes
2 B ad Beans
Terrain Encounters

D6 Hits and for each Wound they suffer roll a D6. On a 1 or 2, that
Encounter ◆ Environment ◆ Disease Hero loses a Random Side Bag Token.
A member of the Posse crumples over in pain, the remains of last night’s dinner
spilling forth from their mouth. Curiously, nobody else in the group seems to 8 The Embryo
have been affected by the food. Encounter ◆ Active ◆ Alien
You’re stomach is pretty tore up from whatever the hell you was eatin’. The plains are scorched bare. No plant life grows in the area, as if a great fire
Until the end of the next Mission, you can’t consume any edible Side had burned all life to a cinder. As you search around a little more, you find what
Bag Tokens, as you’re like to just puke it back up anyways. It’ll be hard appears to be an immense blackened crater, at the center of which lies a pulsating
enough just holding your food down as it is. mass of flesh, horrible to behold, and very much alive!
The thing launches a brutal psychic attack against the party. Each Hero
3 Ancient Battleground takes D6 Horror Hits, with each undefended Horror Hit inflicting
Encounter Environment Scavenge D3 Sanity Damage.
Scattered across the terrain are various weapons and ancient bones from some Any Hero that does not take any Sanity Damage may attempt an attack
battle fought along these plains long ago. against the Embryo to stop it’s powerful mental assault, rolling for either a
Each Hero may attempt a Scavenge roll. standard Ranged or Melee attack (no free attacks; Defense 2). The Heroes
may repeatedly attack the Embryo as many times as they like, however each
attempt brings another attack of D6 Horror Hits (D3 Sanity Damage)
4 The Dark Hole each time. When the creature has taken 10 Wounds, it is destroyed and each
Encounter ◆ Environment ◆ Pit member of the Posse gains 20 XP and recovers 1 Grit.
In the midst of your search, you come across a great chasm in the earth, Otherwise, if the Posse decides not to attack the thing, they may leave,
approximately 100 ft in diameter. It doesn’t sound as if there’s any bottom to but are moved 1 random hex away (does not count against your overland
this pit, as rocks thrown in never seem to land. As you approach the edge the movement for the day).
massive hole and stare into the abyss, you feel as if something is stirring within.
A swarm of HellBats comes flying up from the depths of the pit, blotting 9 Cattle Rustlers
out the sun with their massive numbers. They don’t attack, instead simply Encounter ◆ Active ◆ Stranger
hovering over the group, creating a feeling of dread and despair. Until the
start of your next Mission, the group is unable to Heal any Wounds or Singing cowpunchers are busy keeping their herd from stampeding. A bull breaks
Sanity due to the constant terror imposed by the dreaded swarm. and runs past the Posse. Someone recognizes the brand, or what the brand ought
to be if it hadn’t been altered. Looks like these are some damn Cattle Rustlers!

5 Prairie Fire If the group raises a ruckus about it, begin an overland battle against a
Human Enemy Threat at the Posse’s current level. Otherwise if the group
Encounter ◆ Environment ◆ Fire
chooses to avoid combat, each Hero that does not have the keyword
A massive wildfire races across the prairie - a tsunami wave of burning grass ‘Outlaw’ takes D3 Corruption Hits knowing that they’re letting some
turning everything in its path to cinder. no-good cattle rustlers off the hook.
The Posse is pushed 1 hex in a random direction on the overland hex
map (use the Random Hex Diagram) and all Move points are used up
for the rest of the day as the Posse takes cover from the wildfire.

6 Prairie Ticks
Encounter ◆ Active ◆ Disease
As you travel along, one of your horses suddenly cries out in pain just as
something begins to burst out from the horses side. Fist-sized insects begin to
swarm out as if they’ve been eating their way out of the horse’s belly.
A Random Hero must use 2 Bandage or 1 Herb Side Bag Token or else
their mount will die from the parasitic insects that have chewed open the

44
Mount from the inside-out.
10 El Mexicano 15 W ild Horses
Encounter ◆ Active ◆ Stranger Encounter ◆ Active ◆ Transport
A platoon of Mexican cavalry are riding towards your Posse. You don’t know A herd of horses has escaped from some ranch and now run wild & free.
what these hombres would be doing this far north of the border. You reckon that
Each Hero may attempt to capture a Horse from this herd.
nothing good can possibly come from this encounter.
If any members of the Posse have the keyword ‘Outlaw’, the Mexican
cavalry are here to question them for some prior trouble those “Heroes”
Agility 6+
If successful, roll a D8:
were involved in awhile back south of the border.
1-4 Gain a Basic Horse
Outlaw Heroes: Cunning 5+ 5-6 Gain either a Cavalry, Fast, or Indian Horse
Any Outlaw Heroes must make this Skill Test to convince the Mexicans to 7 Gain a Spitfire Horse
look elsewhere or be forced to pay 25% of all their Gold in bribes to get 8 Gain a Mustang
the Mexican army off their back.
Otherwise, if no Heroes have the keyword ‘Outlaw’, the platoon passes
by without incident.
16 The Name of the W ind
Encounter ◆ Environment ◆ Hazard

11 The Hunter The wind blows briskly in this area and seems to carry a sad song. You search all
about you but cannot find the source of those melancholy words. As you stop to
Encounter ◆ Environment listen again, you begin to make out the mournful ballad of the wind.
A meadow of flowers that, a few minutes after being disturbed, sends off a puff
Each Hero in the group takes 3 Horror Hits. For each Sanity Damage

Terrain Encounters
of black pollen into the air. Looking at it from a distance it looks like a shadow
that a Hero takes, they are also -1 to all their Willpower rolls until the end
that stood up and then slowly bent back down into the brush. Though you have
of their next Mission.
an uneasy feeling as if you’re being watched, nothing seems to come of it.
Nothing eventful happens. 17 Skipping Buffalo
Encounter ◆ Active ◆ Tribal
12 The Vaudeville Troupe Young Indian braves dare each other to jump from buffalo to buffalo. They see
Encounter ◆ Active ◆ Merchant you approach and challenge the Posse to a game.
A group a traveling performers hail your Posse and strike up a conversation.
They’re on their way to the next Town and stop for some gossip and directions,
though a small crowd of country folk begin to form up for a performance.
Agility 1–6+
A single Hero may attempt the challenge against the young Indian
You may perform any actions or buy any Purchase Items from the troupe Braves by making a series of Agility skill tests. The Hero begins with an
as if you were at a Saloon (including Saloon Girl Only options). Do not roll Agility 1+ test, then an Agility 2+, 3+, 4+, 5+, and 6+ tests until they have
for Location Events. Limits are still in effect, this counts as a Visit. completed all of the tests.
If the Hero is able to complete all the tests then they gain 15 XP. A non-
13 Hell’s Black Tears Tribal Hero that successfully completes this gains the keyword ‘Kemosabe’.
Encounter ◆ Environment
Some disgusting, blackish, oily substance is spilling out from the earth and 18 B etween a Stampede and a Hard Place
forming a pool. It’s likely evil trying to escape out from somewhere deep in the Encounter ◆ Active ◆ Creature
pits of hell. It’s best to blow this thing to kingdom come
Some Ranchers are bringing their cattle across the plains towards their
Each Hero may use a Dynamite Side Bag Token to attempt to seal the homestead. As they begin to pass by, an unearthly howl erupts from nearby, the
seepage. Each Hero that is using Dynamite in this way makes a Range cattle begin to stampede. The monstrous howling draws nearer!
attack and then rolls for damage. If more than 10 points of damage are
Each Hero may choose to take either D6 Hits or D6 Horror Hits. If a
done, then the tainted substance is sealed up and each Hero gains
Hero suffers any Wounds as a result, roll on the Injury Chart. If a Hero
15 XP and recovers 1 Grit. If any 1’s are rolled for the Range attack, then
suffers any Sanity Damage, roll on the Madness Chart.
the Dynamite accidentally creates a fissure that extends into the nearest
Town’s water supply. A Random Building in that Town is Destroyed
from townsfolk driven insane by the fouled water. 19 The W hite Buffalo
Encounter ◆ Active ◆ Hope
14 The Girlish Grin A White Buffalo can be seen approaching the party from a distance. As it nears,
Encounter ◆ Active ◆ Stranger you feel a sense of warmth and friendliness from the great beast that you can’t
quite place. It seems to be leading the Posse towards something.
The Posse stops to stretch their legs. A little sod house stands a ways off.
Standing before the home’s entrance, a haggard woman holds the hand of a little If the Posse follows after the White Buffalo, you move D3 hexes in a
girl. The girl’s grin chills the toughest of souls. In a voice much older than the single random direction (use the Random Hex diagram). The Heroes
small girl that stands before you, the girl demands that you take her on a journey. must spend Move points in order to get to that location within a day or
An uncontrollable urge compels you to oblige... two. If you make it in time, then each Hero gains any 2 Side Bag Tokens
of their choice that they could normally buy from any Town Location.
The girl demands to be taken to a Town out of your way. Each Hero
must make a Willpower save at a -1. If all Heroes fail their Willpower
save, roll D20 on the Town Chart and the Posse must then begin 20 Local Survey
traveling towards that Town using the most direct route possible (do not Encounter ◆ Active ◆ Explore
roll for Wilderness Encounters as usual). Upon reaching the Town, the A Land Surveyor lets you in on some things he’s seen while he’s been out here.
girl vanishes and a Random Building in Town is Destroyed.
Select an adjacent hex and flip over an Exploration Token. If you Search
Otherwise, if any Heroes succeed against the girl’s psychic onslaught, she that specific hex on this day, draw the face-up Exploration Token.
lets out a horrific scream that burns your mind. Each Hero gains 15 XP Otherwise draw from the next face-down Exploration Token for any other
and takes D6 Sanity Damage (no Willpower save). hexes that you Search this day. Reshuffle all the Exploration Tokens at the
end of the day.

45
RAILROAD TERRAIN
Railroads may occur over any other terrain and must
include a railroad track traveling over them.
D20
1 Great White Buffalo 6 Dastardly W hiplash
Encounter ◆ Active ◆ Creature Encounter ◆ Active ◆ Rescue
A great white leviathan of a buffalo snorts and lowers its head towards a passing Some foul fiend has left a fair maiden tied up to a railway line. What
train it mistakes for another great buffalo. deviousness! You have only seconds to act before a speeding locomotive bears
down upon this buxom damsel in distress.
With a tumultuous crash the Great White Buffalo rams into the train,
sending its cars scattering off to the side of the railway. Until the End Each Hero may attempt to free the tied-up maiden, however, only
of your next Adventure, all train travel along this section of railway is one Hero may be successful. Each Hero that is attempting makes an
impossible until the mess can be cleaned up. Agility 3+ test and counts the number of their successes. All Heroes that
are tied for number of successes are disqualified. The player with the
2 Racing the I ron Horse most successes that isn’t disqualified (not tied and must have 1 or more
successes), has rescued the fair maiden. If no one is successful, the fair
Terrain Encounters

Encounter ◆ Active ◆ Gambling


maiden is cut in twain and all Heroes take D3 Corruption Hits (no
Someone must’ve made a bet at a train station, as you can see a locomotive Willpower save). Whoever saves the maiden recovers 1 Grit and may
speeding down the track, going neck and neck against an Indian Brave on Heal D6 Wounds/Sanity (any mix) at the end of the day.
horseback. The Train Engineer is giving the train all she has and only God
knows if man or machine will win out in this race.
7 Kraken of the Rails
Each Hero may place bets on the outcome of this race. Everyone that wants Encounter ◆ Active ◆ Void
to, secretly bets with a hidden die, even = the Train, odd = the Indian
A horde of Tentacles have sprang forth from the ground and are literally holding
Brave. Then a D6 is rolled and the outcome determined. Each losing
up a small train off the tracks!
bidder pays $25 to every other winning bidder. If the Train won, those
winning Heroes also gain a Bandage or Whiskey Side Bag Token (choose Each Hero makes an Attack (Melee or Ranged). If collectively the Heroes
one), while if the Indian Brave wins, those winning Heroes Recover 1 Grit. are able to do at least 2 x # of Heroes worth of Damage (ex. three
Heroes need to do at least 6 Wounds), then they have freed the train from
3 Indian Attack! the tentacles before serious damage is done. If successful, the Heroes
each gain a reward of D6x$25. If failed, then the train along with a huge
Encounter ◆ Active ◆ Tribal
section of the railway is Destroyed. Until the end of your next Adventure,
Smoke billows can be seen up ahead and Indian Braves on horseback throwing you may not travel by train down this railway to any towns that would be
torches are riding around. They’re destroying the railway where it has gone over reached via this section of the railway.
sacred Indian territory!
If you decide to stop the Indians from attacking, each Hero takes D6 8 Chained to the Rails
Hits and every non-Tribal Hero loses the keyword ‘Kemosabe’ if they Encounter ◆ Active ◆ Rescue
have it, while every non-Tribal Hero that does not have the keyword
Some hooligans have chained a farmer’s cow to the tracks. The farmer is busy
‘Kemosabe’ gains the keyword ‘Paleface’.
trying to free the animal from the tracks, but a speeding locomotive is on a
If you do not stop the Indians, this section of the railway is permanently collision course with both man and cow unless you can act fast!
Destroyed. You may not travel by train down this railway to any towns
Without discussing their choice, each Hero secretly chooses a direction to
that would be reached via this section of the railway.
pull the cow off the tracks using a hidden die, (even = right, odd = left).
Everyone reveals their choice at the same time. Whichever group wins,
4 Train Robbery! the cow is pulled in their direction off the tracks and each Hero on that
Encounter ◆ Active ◆ Outlaw side gains 20 XP. Whichever Heroes were on the other side barely escape
the oncoming train and take Wounds for their effort.
Ahead of you, the Posse spies a passenger train stopped on the tracks, a group
If tied, then the cow is torn apart by the train and the Heroes collectively
on horseback with guns drawn can be seen in front of the train and the engineer
lose x$50 paying back the farmer for his lost cow (each Hero loses
is standing beside the engine with hands in the air. It’s a Train Robbery!
$50 if a decision cannot be reached).
Each Hero that can makes a Range attack against the train robbers to chase
them away. If less than half of the Heroes Hit with their attacks, the train
robbers put up a fight and each Hero in the Posse takes Wounds with no
9 Derailment
Encounter ◆ Environment ◆ Dark Stone
Defense. In addition, for each 1 that a Hero rolls, that Hero has accidentally
shot an innocent bystander and takes 1 Corruption Point with no save. A freight train has derailed off the tracks, spilling its contents all over the area. A
load of Dark Stone that was being transported also spilled out, drawing out some
5 Phantom Train things that were best kept in the shadows...
Encounter ◆ Active ◆ Horror Each Hero may make a Scavenge roll to grab some Dark Stone for
themselves. For each roll of 5 or 6, gain 1 Dark Stone without ill
The whistle of an oncoming train can be heard rushing down the tracks. Yet
effect. On a roll of 2, 3, 4 a Hero gains 1 Dark Stone, but also gains 1
the train you can see appears to be some faint apparition, a spectral train of
Corruption Point with no save.
the dead. The train comes to a stop in front of the Posse, an ethereal conductor
beckons you to board the train. If any Heroes roll a 1, Ambush - Draw a High Threat card.
The Posse may travel on this Phantom Train if they’d like to any hex on
the map, but each Hero takes D8 Horror Hits and if they suffer 3 or
more Sanity Damage as a result, roll once on the Madness Chart.

46
10 Casey Jones 16 Prisoner Escape
Encounter ◆ Active ◆ Rescue Encounter ◆ Active ◆ Outlaw
The train engineer has passed out over the side of the railing. The Posse can see A passenger train is passing by the Posse when suddenly, gunfire is heard from
from where they’re at that the train is out of control. There’s not much time to act! one of the train cars. Glass explodes and a man jumps from out of the train car
with shackles hanging from his hands. A Lawman leaking blood stumbles out of
Luck 6+ or Agility 5+ train attempting a pursuit after him, but he’s in no shape to continue.
If successful, then each Hero gains 20 XP and the train is brought to a The Posse may either Heal the Lawman, while the Prisoner escapes, catch
stop without incident. If no Heroes are successful, then the train is only the Prisoner while the Lawman bleeds to death, or attempt both.
brought to a stop when it crashes into the nearest Town. 1 Random
Building in that Town is Destroyed. To Heal the Lawman:
Lore 4+
11 B one Train If successful, all Heroes gain 20 XP for helping out the Lawman. If
Encounter ◆ Environment failed, then all Heroes take D3 Corruption points with no Willpower
save.
A Bone train is currently stopped in the middle of the tracks for repairs. Workers
are busy collecting buffalo bones and packing them back into the train. To Catch the Prisoner:
Nothing eventful happens. Agility 4+
If successful, all Heroes gain $100 from the Prisoner’s bounty. If failed,
12 Craps then all Heroes take D3 Corruption Points with no Willpower save.
Encounter ◆ Active ◆ Gambling To Attempt Both:

Terrain Encounters
Beside the tracks are some vagrants, pulled up around some barrels playing Craps. Lore 6+ & Agility 6+
They offer to let you roll some dice if you don’t mind losing the shirt off your backs. [only two different Heroes may attempt this option]:
Each Hero may gamble if they want and places a bet of $50 or $100, roll If successful, all Heroes gain 30 XP and $150. If failed, then all Heroes
2D6. A 7 or 11 automatically wins the game for the Hero, while 2, 3, take Corruption Points with no Willpower save.
or double-sixes automatically fails. Any other result becomes the target
number and the Hero will roll 2D6 again. The Hero must hit the 17 Hot Rails to Hell
target number, but if they roll a 7 this time, they fail. Any Hero that is Encounter ◆ Active ◆ Hell
successful gains twice whatever amount they originally bet. Any Hero that
fails instead loses twice their initial bet. A fiery train comes screaming down the track, fire and brimstone spewing forth
from its chimney. The souls of the damned seem to be powering this “Hell Train”
13 Train Hopping in place of coal, their anguished cries can be heard for miles and miles around.

Encounter ◆ Active ◆ Transport Each Hero takes Horror Hits at the sight and sound of the Hell
Train passing by! Pray that you never find yourselves aboard that cursed
The Posse comes across a train that has stopped along the tracks for some minor locomotive, on its way to deliver it’s load of sinners to Heck.
repairs. The engineer and the conductor appear to be busy and aren’t paying attention
to their cars, if you were quick about it you could hop a ride to the next town!
18 Energy Surge
Agility 4+ Encounter ◆ Environment ◆ Void
If the group is successful, then the Posse is immediately transported to any This rail line has become imbued with some strange energies that crackle and
one Town on the Rail Line. Any Hero that is unsuccessful takes D6 Wounds spark. Any living thing that goes near it is struck by a powerful energy streak!
with no Defense getting injured in the process of boarding the train.
Until the end of the next Adventure, every time the Posse enters a hex on
this section of railway (all railway hexes connecting two towns together)
14 Foreign Aid then all Heroes in the Posse immediately take D6 Wounds with no Defense
Encounter ◆ Environment ◆ Ancient from being struck by the powerful energies permeating the railroad tracks.
Before you is a group of foreign railway workers repairing a section of the track.
None seem to speak any English, but they’re motioning to you to come see 19 Explosion!
something they’ve discovered just down the track. The workers have uncovered an Encounter ◆ Environment ◆ Transport
ancient tablet with series of alien glyphs carved into it.
You walk along the train tracks, keeping an eye out for anything out of the
Lore 6+ ordinary. All of a sudden, just behind where the Posse was just walking, the
railway explodes! Maybe somebody has it in for you guys...
If successful, gain 25 XP and all Heroes may draw a Loot card as the
inscription gives instructions to open a hidden cache over the next hill. This section of the railway has been Destroyed. Until the end of yoyr
If failed, you mis something and the Heroes fail to disarm the booby trap that next Adventure, you may not travel by train down this railway to any
blows up the Loot and does Wounds to all Heroes, ignoring Defense. Towns that would be reached via this section of the railway.

15 Hear that Train a Comin ’ 20 Local Report


Encounter ◆ Active ◆ Outlaw Encounter ◆ Active ◆ Explore
A fancy passenger train is lazily making its way down the track towards you. You A Rail Inspector is walking up the line and stops to chat with your group. He’s
bet there’s rich folk eatin’ in a fancy dining car, drinking coffee and smoking big spent some time in the area and saw something no more than a day ago that he
cigars. It’s a wonder people like that still live and play in a place like Brimstone. thinks you need to watch out for.
If there are no Heroes with the keyword ‘Law’ in the Posse and at least Select an adjacent hex and flip over an Exploration Token. If you Search
one ‘Outlaw’ Hero, you may attempt a Train Hold Up. that specific hex on this day, draw the face-up Exploration Token.
Otherwise draw from the next face-down Exploration Token for any other
Each Hero may attempt an Agility 4+ test. For each 4+ rolled, that Hero
hexes that you Search this day. Reshuffle all the Exploration Tokens at the
gains D3x$50. If any 1’s are rolled, there is a confrontation and that hero
end of the day.
takes D6 Hits. If more than half the Posse fails this roll, then something
gets mucked up, some people die, and each takes D6 Corruption Hits at
the needless slaughter of those innocents.

47
RIVER TERRAIN
Rivers are any hexes that include flowing water or
any lakes, streams, or any other bodies of water
D20
1 Raging River Rescue 6 Gold Panning
Encounter ◆ Hazard ◆ Water Encounter ◆ Active ◆ Stranger
As you ride beside the river, you see someone clinging for dear life onto a branch As you search along the banks of this river, you come across a grizzled, old
as they go speeding past the Posse downstream. You only have seconds to act! Prospector, panning for gold. Just as you pass by he jumps up in exclamation,
he’s struck it rich! He dances about wildly, but then slows when he notices your
Agility 4+ & Strength 5+ Posse draw near. The Prospector has suddenly grown suspicious of your Posse.
If successful, then the poor stranger is pulled up from the river and
thanks you profusely. Whomever successfully pulls the stranger up gains Cunning 5+
D6x$25 and recovers 1 Grit. If no one rescues the stranger, then each If you pass this test, the Prospector gives the Posse D6x$50 to buy your
Hero takes D3 Corruption Hits. silence about the location of the gold deposit. If failed, the Prospector
whips out his pickaxe and chases you varmints away for trespassin’ on his
If a Hero fails and rolls any 1s in the process, then they get caught up in
Terrain Encounters

property! Each Hero takes D3 Hits and the Posse is pushed out of this
the river themselves and will need to be rescued by another Hero who
hex into a random adjacent hex (use the random hex diagram), this does
will need to make the same roll (the same condition applies to all Heroes
not count against Movement for the day.
who attempt this). Heroes may either attempt to rescue the stranger or
another Hero, but not both.
Those that aren’t rescued will be carried away by the current for a few
7 Ruins of the Old W orld
Encounter ◆ Environment ◆ Ancient
miles before you’re able to clamber to safety. Any who are not rescued
take D6 Hits, lose D3 Random Side Bag Tokens, and roll a D6. The bridge crossing this part of the river is an elaborate stone affair, with some
On a 1, a Random Gear or Artifact must also be discarded. complex artistic reliefs carved into the arched sides and supports.

2 River Passage Lore 5+


Encounter ◆ Environment ◆ Transport For each 5+ that a Hero rolls, they gain 20 XP. If the Posse collectively
rolls more successes than there are Heroes in the group, they discover a
A small ferry travels the river up and downstream. If you want to, you can call to puzzle worked into the artistic reliefs on the bridge.
the owner of the boat to book passage.
For $15 a passenger (Hero or their mounts), you may travel to any hex Cunning 4+, then Agility 4+
along this river. Travel takes 1 day no matter the distance and you do not The first Hero to complete both tests draws a Loot card. To determine
roll for Wilderness Encounters. who may take the tests first, roll a D6 and add it to their Initiative,
highest number goes first. Each Hero may only attempt these tests once.

3 The River Serpent Lurks 8 Lost in the Fog


Encounter ◆ Active ◆ Creature
Encounter ◆ Environment ◆ Lost
Something is moving beneath the water, every so often you catch sight of a scaled
form just breaking the surface. There’s a palpable sense of dread in the Posse A thick fog has enveloped the area, obscuring your vision. You can barely see
when you think about what might happen if you were to try to cross that river. five feet in front of you and you end up getting lost.

If the Posse crosses this river at any point during this day or the next, Roll D3. The Posse moves that many hexes in random directions. For
you will be attacked by a savage river monster, it’s hunger for flesh and each hex moved, roll a D6 and consult the Random Hex Diagram for
Dark Stone brought alive by your passing! Each Hero will take Hits which direction to move. Ignore Terrain movement costs when moving
and rolls a D6. On a 1, that Hero has lost their Horse or Cart Transport. the Posse in this way.
Otherwise, if the Posse does not cross the river, nothing happens.
9 Nightmare Ram
4 Down to the River to Pray Encounter ◆ Active ◆ Creature
Encounter ◆ Active ◆ Holy Before you stands a weird half-goat, half-man beast, a Nightmare Ram! The
A group of singing church-goers is on their way to the river for some baptisms. beast carries a lantern and stares intently at you with cruel eyes as it guards what
They invite your Posse to walk with them to the river and join in their fellowship. looks to be a riverside garden of some sort.

Each Hero may have a ‘Conversion’ performed on them for free. This is The weird beast charges at the party, out of fear or malice you cannot say.
the exact same as the Service of the same name that can be purchased at a Each Hero in the party takes Hits and the thing wades out into the
Church Town Location. river and escapes.
If nobody in the party takes any Wounds from the assault, the Nightmare
5 Row Row Row your Boat Ram also drops his intricate Lantern, carved of bone! This Lantern can be
Encounter ◆ Water ◆ Transport used to make separate Hold Back the Darkness rolls (make two sets of rolls,
only move the Darkness marker if both rolls fail). This Lantern will last
The Posse comes across an old boat run aground. The boat still seems to be in until the end of your next Mission, at which point it crumbles apart.
good shape, you could take it for a quick jaunt down the river if you wanted to.
The Posse may travel in this boat to any hex along the river for a cost of
1 Move point. After that, the boat springs a leak and is no longer able to
be used.

48
10 Deputies & Desperados 15 High W aters
Encounter ◆ Active ◆ Stranger Encounter ◆ Environment ◆ Hazard ◆ Water
A group of lawmen and some outlaws have gotten themselves into a shootout, Heavy rains have raised the waters higher than normal and the entire area has
the outlaws seem to have the upper-hand as the lawmen are pinned down and become flooded. Crossing the river will be impossible.
can’t retreat with the river at their backs.
The Posse immediately moves 1 hex away from any River terrain (does
You may choose to help either the Outlaws or the Lawmen. If you assist not cost movement). For the rest of the day, you are unable to move onto
the Lawmen, the Outlaws are killed and each Hero in the Posse gains 50 any hexes with River terrain.
XP. If you assist the Outlaws, the Lawmen are killed and each Hero in
the Posse gains D3x$50. If there are any Heroes with the keyword ‘Law’
in the Posse, you must help the Lawmen.
16 Floating Body
Encounter ◆ Environment ◆ Death

11 The Ferryman A corpse, bloated and rotting floats along the river. The body appears to be quite
old and from where you are there’s no way to tell the cause of death.
Encounter ◆ Active ◆ Strange ◆ Stranger
If the Posse decides to pull the body ashore, roll a D6:
You see a figure clad in a dark cloak atop a ferry, their face obscured from view.
The figure stretches out a bony hand, as if waiting for payment. In a gravelly 1–2 Hungry Dead - As you pull the body up, it comes alive
voice the figure makes the Heroes an offer to forestall their own demise. and begins to attack the Posse. A Random Hero takes D6
Wounds before you’re able to kill the foul thing.
Any Heroes may pay the Ferryman with Dark Stone to gain 1
personal Revive Token. This Revive Token may only be used by the Hero 3–5 A few coins - You rifle through the corpse’s pockets and a
that paid the toll and may not be transferred to any other Heroes. Each random Hero finds D3x$10. Take D3 Corruption Hits for

Terrain Encounters
Hero may only buy one Revive Token. looting the dead.
6 Something - Whether the fellah died for it or not, you can’t
12 Men of Stone and Sorrow tell, but a Random Hero finds something. Draw a Loot card.
Encounter ◆ Active ◆ Disease They also take D3 Corruption Hits for looting a corpse.
You stop by the river to get yourself a drink, as you bend down and cup your
hands for some water, you see something strange. At first it appears to be a 17 Crossing Troops
statue beneath the water, but it begins to swim towards you at a rapid pace. A Encounter ◆ Environment ◆ Movement
stone figure reaches through the water at you and is trying to pull you under!
An army of soldiers have erected a series of temporary bridges in this area to
bring horses and equipment across the river.
Agility 4+
If the Hero successfully dodges the attack, they gain 25 XP. For the next day, the Posse may cross this river as if it were Easy terrain.
After today, the temporary bridges will be taken down and travel across
If failed, this Hero is dragged into the water and becomes infected with the river will be treated as Tough terrain as normal.
‘Greyscale’, an illness that slowly turns a Hero to living stone! Each week
(7 days) after becoming infected, you get -1 to Initiative, +1 to your
Defense rolls, and roll once on the Madness Chart. After 4 full weeks, the 18 Ragged Story Teller
Hero will die and their body permanently changes into a statue. The only Encounter ◆ Active ◆ Stranger
cure for Greyscale is to be bitten by a Void Enemy. After receiving Sitting beside the river, an elderly woman dressed in patched gypsy clothing
1 Wound from a Void Enemy, the effects of the disease are removed at the is washing some clothing, singing a song in a language you can only guess is
end of the Mission (or next Mission if not currently on one). European. Nearby you see an immaculately painted vardo and a horse grazing.
The woman beckons you over and without introducing herself begins a story.
13 Flash Flood ! The woman weaves a tale of death & destruction, of tragic heroes & loves
Encounter ◆ Active ◆ Water lost, of monsters slain and wrongs righted. When she has finished her
Dangerous flash flooding upriver has surprised your group. The rush for high story, she turns to a Random Hero and says that the tale she has just told,
ground is on and it’s everyone for themselves! was their own future. That Hero gains a personal Revive Token. That
Token may only be used by them and not transfered to any other Heroes.
Agility 4+
Any Heroes that fail lose a Random Gear item from their inventory. Each 19 Strange Ice
Hero may make a Combat roll (deals no damage) to swap one of their Encounter ◆ Environment
die results with another Hero’s (each Hero may swap once).
Inexplicably, the surface of the river here has frozen over, though the temperature
14 Deep Hatreds certainly doesn’t warrant that behavior.

Encounter ◆ Active ◆ Jargono ◆ Creature For the next day, the Posse may cross over any river hexes as if they were
Easy terrain, however, roll a D6 anytime you cross over the river. On a 1,
A tribe of Serpent men have taken up residence on this part of the river. Though the ice breaks and each Hero suffers D6 Hits from falling into the river.
their features appear misshapen and horrible to behold, they’re not immediately Roll an additional D6, on a 1, that Heroes’ Horse is lost.
attacking you. They seem to have the same level of disgust and trepidation
towards you as you do of them.
20 Local Gossip
Each Hero takes D3 Horror Hits. If anybody takes any Sanity damage Encounter ◆ Active ◆ Explore
from their initial scare, a fight breaks out and each Hero takes D6 Hits.
A local farmer is collecting some water from the river. She stops to talk to you for
If nobody in the Posse takes any Sanity damage from this, they see past a bit and reveals some interesting details about the area.
the serpent mens’ frightening exterior and begin a dialogue with them.
Heroes may buy Purchase Items from these Serpent men as if they were Select an adjacent hex and flip over an Exploration Token. If you Search
at a Jargono Swamp Village (see Klutz’s Jargono Swamp Village on that specific hex on this day, draw the face-up Exploration Token.
BoardGameGeek.com for more info). Otherwise draw from the next face-down Exploration Token for any other
hexes that you Search this day. Reshuffle all the Exploration Tokens at the
end of the day.

49
ROAD TERRAIN
Road terrain must include a Road going over any
other kind of terrain.
D20
01 Medical Attention 06 Pony Express Plea
Encounter ◆ Active ◆ Merchant Encounter ◆ Active ◆ Deliver
A Doctor on his way to cover his rounds for folks out in the wilderness, slowly The Posse come upon a Pony Express rider whose swollen leg is corrupt with
rides towards the Posse, his journey taking him in the opposite direction. He gangrene. The tip of a broken arrow can be seen. He asks that the Posse deliver
notices the state of the group and asks if there’s anything he can do to help. the mail that he carries in his place.
You may pay for Medical Attention actions from this Doctor as if you Roll on the Town Chart. If the Posse travels to that Town and delivers the
were at a Doc’s Office (do not roll for Location Events). mail within 3 days, each Hero in the Posse gains 20 XP and $50 each.

02 Torrential Rains 07 Stage Coach Mystery


Encounter ◆ Active ◆ Movement Encounter ◆ Active ◆ Blood
Terrain Encounters

The blowing sheets of rain wet your bones through and through. This freak Bloodied bodies hang from the windows and drape the stage coach reigns.
storm came out of nowhere, but it’s been unrelenting and there doesn’t seem to The horses are exhausted with fright and come to a halt in front of the Posse.
be any cover that the Posse can see. The road is becoming flooded and you don’t Something doesn’t seem right about the situation.
think you’ll be able to travel very easily while this downpour continues.
For the rest of the day, treat all Roads and Railroad tracks as Tough
Cunning 5+
terrain instead of Easy Terrain. Each Hero that passes this test uncovers the mystery and immediately
takes D8 Horror Hits at the sudden realization of what happened on that
stage coach. Any Hero that rolls a 1, also rolls on the Madness Chart and
03 The Settlers gains a Madness. The details of the stage coach mystery are so horrific as
Encounter ◆ Active ◆ Settlement to be beyond human understanding, let alone the written word.
The Posse comes across a small wagon train looking to make a settlement.
Having heard rumors about free land for anyone that will settle it, they have 08 B leeding Justice
packed up all their belongings and starting a new life on the frontier. Encounter ◆ Stranger
The Settlers ask you for an escort. If the Posse travels with them, at a pace A US Marshal, tired and dusty, is approaching from the opposite direction. He has a
of 4 MP per day to one of the edges of the map, each Hero gains 20 XP gunshot wound and is demanding help from you in the name of the US Government.
and $50.
Stop all movement for the day. If there are any ‘Law’ Heroes in the group,
the Posse must collectively give up 3 Bandages or other Wound-Healing Side
04 Circle the W agons Bag Tokens to Heal the US Marshal. Otherwise, it is optional.
Encounter Active Tribal
If they don’t have enough or don’t give, then Heroes with the keyword ‘Law’
The Posse barely manages to take up defensive positions within a circle of each take D6 Corruption Points, ignoring Willpower, as they watch him
homesteading wagons after coming across a pack of Stranglers. The homesteaders die. All other Heroes without the keyword ‘Law’ or ‘Outlaw’ instead take D3
here have been massacred, but you don’t seem to be alone. A group of Indian Corruption Points with no Willpower save. ‘Outlaw’ Heroes are unaffected
Braves have also ended up here and are helping to hold back the fiends. (but must still give up Side Bag Tokens if ‘Law’ Heroes are present).

Strength 5+ or Agility 5+ If the US Marshal is Healed, then each Hero that participated gains 20 XP
and recovers 1 Grit for helping to nurse him back to health.
For each 6 rolled, an Indian Brave is spared. If successful, then the Posse
and the Indians have managed to hold back the Stranglers until help
arrives and drive the Stranglers off, each Hero gains 30 XP. 09 Highwaymen
Encounter ◆ Fight
If at least 3+ Indian Braves are spared, then these Indians recount your
bravery in the face of overwhelming numbers and each Hero that doesn’t The man bows with an exaggerated sweep. His ragged dirty gang members only
have the keyword ‘Tribal’ or ‘Paleface’ gains the keyword ‘Kemosabe’. If a scowl. He kindly asks that you relieve yourself of material burdens, for others
Hero has the keyword ‘Paleface’, then they lose that keyword instead. have greater need of it, and they won’t be much use to you if you were to die.
If the Posse fails, then each Hero takes D8 Wounds before they’re able to Ambush - Roll for a Human Threat at the Posse’s level.
escape, leaving the Indian Braves to their deaths. Each Hero that does not
have the keyword ‘Tribal’ or ‘Kemosabe’ gains the keyword ‘Paleface’. If a
Hero has the keyword ‘Kemosabe’, then they lose that keyword instead.
10 Nerves on Edge
Encounter ◆ Active ◆ Stranger

05 W ell Worn W heel A stage coach flanked by well-armed men all around it proceeds cautiously down
the road. The men seem to be expecting trouble and one wrong move could
Encounter ◆ Active ◆ Stranger
provoke an altercation, especially with how heavily armed your group is.
A stage coach has thrown a wheel and one of the passengers has suffered a severe
All the players gather in a circle looking at each other. In unison, all
wound to the head, if the Posse can lend aid they will be most appreciative.
players count from 1 to 30. The first player to blink during this time
Any Heroes that wants to may give up a Bandage or any other Wound- has caused some sort of misunderstanding. Their Hero gets shot and
Healing Side Bag Tokens, then chooses from the following rewards: immediately takes Wounds, all other Heroes take Hits in the
$50, a Whiskey Side Bag Token, or recover 1 Grit. Each Hero may only resulting shootout. All Heroes gain 10 XP. If the players all manage to
donate a single Side Bag Token for a reward. If nobody donates anything, make it without blinking, then the stage coach passes by without incident
each Hero in the Posse takes D3 Corruption Hits. and all Heroes instead gain 20 XP.

50
11 Rambling Whispers 15 Godforsaken Efficiency
Encounter ◆ Stranger Encounter ◆ Active ◆ Blood
A man dressed in a bloody coat meanders past you on the road, mumbling The road here is lined with rows of burned out houses, with corpses stacked
under his breath. You watch as he stumbles past and seems to disappear into the high. Their spines have been broken and they’ve been stacked neatly.
air. What did you just see?
Each Hero takes Horror Hits as you recoil at the terrible efficiency of
Nothing eventful happens. the scene around you. Something went through alot of trouble to horribly
mutilate these corpses, yet neatly stack them along the roadside.
12 Circuit Preacher
Encounter ◆ Stranger ◆ Holy 16 Dust on the Horizon
Encounter ◆ Environment ◆ Strange
A one horse buggy pulls along side the Posse, and a black clad preacher asks if
he might accompany you until the next town. He has heard rumors that a town Something off in the distance is approaching the Posse at a tremendous speed, so
is without a Preacher and he seeks to bring them the Word. much so that it’s kicking up a storm of dust all around it.
Until you enter the next Town, the Preacher counts as a member of the
Posse with the keyword ‘Holy’. The Preacher will also grant 1 Random
Agility 6+
Hero a temporary Aura of Endurance during any overland Fights that Any Hero that fails gains 10 XP and is thrown from their horse and
occur while travels with you. This Aura only lasts the duration of the suffers Wounds with no defense and rolls a D6. On a result of 1 or 2,
Fight and the Preacher himself does no participate in Fights. their Transport item is Killed or Destroyed by the speeding thing. Those
that succeed at their Agility test gain 20 XP, but otherwise suffer no ill
effects apart from a newfound healthy paranoia of high-speed objects.
13 B lack Blessings

Terrain Encounters
Encounter ◆ Environment ◆ Void
17 Charming Figure
At this crossroads, a statue of eerie and unsettling aspect has been erected. It Encounter ◆ Stranger ◆ Charm
resembles a robed death, a bent crone, and some kind of snaky tentacle creature,
all rolled into one hunched form. Someone has left for this strange waygod an A masked figure is riding hell-bent for leather towards you. As they come to a
offering of a raw haunch of deer, dry and odorous and pecked by birds but new stop in front of you, they take off their bandanna to reveal an attractive face.
enough to be untouched by wolves or other creatures. One of the Heroes catches their eye and they ride up next to them, their lusty
intentions made blatantly obvious with their flirtations.
Any Heroes may give up Side Bag Tokens as an offering to the statue,
then roll 2D6 once on the table. For each additional Token offered The Hero with the highest Initiative is approached by this ravishing Rider
beyond the first, add +1 to the roll. Otherwise, nothing happens if no (choose one at random if tied for highest). For each Corruption Point on the
offering is made. Hero, they must make a Willpower save. If more than half of their saves are
successful, or they have no Corruption, they resist the Rider’s charms and the
2D6 Effect Rider simply leaves with a kiss. Otherwise, if not, the Rider leaves with a kiss...
1-4 The hunched form was apparently angered by your meager and D3x$50 that they picked from your pocket while you were distracted!
gift as leeches begin to rain from the sky all around you.
Each Hero suffers Wounds, ignoring Defense, and each 18 One Last Drink
Hero rolls a D6, on a 1 or 2, that Hero’s horse has been bled Encounter ◆ Active ◆ Stranger
to death by the leeches.
A bruised and bleeding man is reaching for a bottle of some greenish, glowing
5-10 The curious figure takes no notice of your meager offering. liquid, but he can’t quite reach it and doesn’t have the strength to get to it. He
Consider his apathy to be a blessing. whispers some desperate, unintelligible words to you, asking for a drink.
11-12+ The strange waygod appears to have been most pleased A Random Hero may decide to assist the dying man to take a drink of
by your offering. Each Hero that contributed something the greenish liquid before he dies. If the Hero decides not to help him
may choose to have any one Mutation, Madness or Injury drink the liquid, the man collapses and dies with his last dying wish
permanently Healed. unfulfilled. That Hero takes D3 Corruption Hits for denying a man his
last wish. If the Hero helps him, the man drinks and then mutates into
14 W here the Deer and the Antelope Play some bizarre gooey substance and slinks away, leaving $100, but each
Hero takes D6 Horror Hits at the sight of all this.
Encounter ◆ Active ◆ Camp
A cadre of cowboys are gathered around a makeshift camp, resting, talking,
playing songs, and they invite you to sit awhile with them and pass the time.
19 Opium Dreams
Encounter ◆ Stranger
The sight of so many friendly faces almost makes you forget about the trials and
tribulations you’ve seen out on the road. A group of caravan traders has stopped by the side of the road. They nod
politely as you approach, sitting in a circle and smoking a hookah.
Stop all movement for the day as you settle in with the cowboys. Each
Hero may choose one activity to perform and rolls a Skill Test: Those Heroes that want to may stop and smoke with the caravaners.
Each Hero that smokes up rolls a D6, If the number rolled is less than
• Sing a song: Spirit
the total number of Madnesses that a Hero has, they may remove one of
• Tell a Story: Lore those Madnesses. Otherwise if it is equal to or greater than the number of
Madnesses they currently have, roll on the Madness Chart instead.
• Play a Game of Cards: Luck
• Drink some Whiskey: Strength 20 Local Update
• Tell some off-color Jokes: Cunning Encounter ◆ Active ◆ Explore
• Play the Knife game: Agility A cavalry officer and some troops are returning from a sortie with a pack of Void
things. They saw something else and tell you what you can expect to find.
For each 6 rolled, gain 20 XP. For each 1 rolled, take 1 Hit (D3
Damage) as either your chosen activity takes a turn for the worst or Select an adjacent hex and flip over an Exploration Token. If you Search
somebody takes offense and gives you a punch in the face. that specific hex on this day, draw the face-up Exploration Token.
Otherwise draw from the next face-down Exploration Token for any other
hexes that you Search this day. Reshuffle all the Exploration Tokens at the

51
end of the day.
SWAMP TERRAIN
Swamp terrain includes any obvious swamp hexes or
hexes found on Jargono.
D20
01 Ghost Lights 06 Poison Arrows
Encounter ◆ Active ◆ Ghost Encounter ◆ Active ◆ Poison
Off in the distance you spy a group of floating lights. Many a man has lost his In the middle of your search through these humid, disgusting swamps,
life to the deceptive guidance of these dancing lights. arrows are unleashed by invisible assailants! The tiny arrows seem to be tipped
with some foul dark brown substance: poison!
Until you leave this swamp, all of your Overland Movement is random
(roll on the Random Hex Diagram each time you move while on any
Swamp hexes) until you leave this swamp area.
Agility 5+
If successful, gain 20 XP and you are unharmed. If failed, you have become
Poisoned! Gain D6 Poison markers. For each of these Poison markers that
02 B lack Wings you have, roll a D6 at the start of each day. On a 1, 2, or 3, take 2 Wounds,
Encounter ◆ Active ◆ Creature ignoring Defense. On a 6, you may discard a Poison marker.
Terrain Encounters

A swarm of BogBats native to Jargono suddenly catches sight of the Posse and
swoops down on your position! 07 The W itch ’s Hovel
Each Hero must roll a D6 for every Dark Stone they are carrying Encounter ◆ Stranger
(including Items with a Dark Stone Icon and Items with Dark Stone An old hag of a woman, white haired, wrinkled face, and a mean look in her
Upgrades on them). On a roll of 1 or 2, that Item is snatched away from eye, stands hunched over in the middle of the swamp. She stares intently at the
them by a BogBat (discarded). group as they travel through the swamp, her look seeming to curse the very
ground you walk upon.
03 B iting Flies Cunning 5+
Encounter ◆ Active ◆ Swarm
If successful, gain 5 XP for each 5+ rolled as you’re able to engage the
Raised welts cover every inch of your exposed skin. The bites from these dang flies old hag in a battle of wits and confound her with riddles. Any Hero that
burn and make your skin feel aflame. You can barely concentrate from the itching. fails the test takes D6 Horror Hits. Then...
In the next Overland battle that the Heroes have in the swamps, they are
-1 to one of their highest Defense rolls each turn. Spirit 5+
If failed, the Witch has cursed you. Roll once on the Madness Chart.
04 Deluge of the Necrotoads
Encounter ◆ Active ◆ Creature 08 Sinking Temple
Encounter ◆ Environment ◆ Mission
A mysterious rain of flesh-eating amphibians that live for a few minutes as they
try to devour any living thing they come in contact with. The brambles open upon a stone pathway of half-sunken stones. A most
welcome relief for the Posse from the constant sucking of the swamp. Whatever
Any Heroes that do NOT have any Hat or Coat Gear take D6 Wounds, stone structure the party walks upon is enormous. The mossy staircase takes them
ignoring Defense, as the rain of slimy Necrotoads falls all about them and above the canopy exposing a vista that covers many miles.
then dies. Movement out of this hex will cost 1 extra Move point as the
squishy things will make the going a bit rougher for a few miles until the The Posse may immediately begin a Temple of Dread Mission [Jargono:6].
Posse can get clear of the darn things. The difficulty of this Mission is one level higher than the Posse level,
but the reward for this Mission is x$100 instead in addition to rolling
05 Sorrow D6 on the Reward Chart. Failure to complete this Mission also results
in the Posse drawing D3 Growing Dread cards that will be applied at the
Encounter ◆ Active ◆ Stranger beginning of the next Mission!
You come across a small community of Mutants living in this swampland.
Otherwise, if the Posse doesn’t enter, nothing eventful happens.
They’ve retreated from the communities of “normal” men out of fear of
persecution and look at you with guarded eyes.
09 The Smithie
Spirit 6+ or Cunning 6+ Encounter ◆ Active ◆ Merchant
If any Heroes are successful the group may stop and rest for a day with On a small island in the middle of the swamp sits a hut. You see sparks flying
the Mutant enclave (otherwise, no effect). Each Hero may roll a D6 around on the far side of the hut. As you walk around the outside of the
to see if a single Injury is healed by a Mutant Healer with miraculous dwelling, you catch sight of a giant of man wearing a leather apron. He pounds
powers. On a 1 or 2, the Injury is becomes permanent instead. On a 3 or tirelessly away at an anvil, each blow exploding in a blast of red hot sparks.
4, the Injury is not healed and the Hero gains a random Mutation. On a
5 or 6, the Injury is Healed. You may buy Purchase Items from here as if you were at a Blacksmith
(do not roll for Location Events).

10 B lack Spears
Encounter ◆ Environment
Off on the horizon is a dark, almost purple, storm cloud. Lightning strikes the
ground a few miles away, but otherwise, it’s just another day in the swamp.
Nothing eventful happens.

52
11 Hunting Jaguar 17 Serpent Swarm
Encounter ◆ Active ◆ Creature Encounter ◆ Active ◆ Swarm
Every now and then you catch sight of a pair of glowing jade eyes on the prowl. A great writhing mass of entangled serpents erupts beneath the Heroes as they
They remain off in the shadows and disappear anytime you try to investigate, but walk through the swamp.
always they appear again... waiting... following... hunting.
Each Hero takes D6 Hits. For each Wound suffered as a result, a Hero gains
1 Poison marker. For each of these Poison markers that you have, roll a D6
Cunning 4+ at the start of each day. On a 1, 2, or 3, take 1 Wound, ignoring Defense.
Each Hero that is successful gains 15 XP, you have outsmarted the Jaguar. On a 6, you may discard a Poison marker.
Each Hero that is unsuccessful takes either D8 Wounds with no Defense,
or rolls once on the Injury Chart (must choose before rolling for Damage).
18 Dreamer of Fates
12 A K not of Toads Encounter ◆ Stranger ◆ Fortune
Encounter ◆ Active ◆ Swarm ◆ Poison On a particularly large island in the middle of this swampland, you spy a straw-
thatched hut. About the hut lie many skulls and cracked bones, the sound of
A knot of giant toads sits before you, just as ugly when they’re big as they would strange, rhythmic music permeates the air. A lone figure in front of the dwelling
be small and normal. The heads on these toads though, appear to be misshapen, sits cross-legged, seemingly in a trance. His face is painted bone-white, as if to
almost human-like in their appearance. Before you can react, they begin to resemble a smiling skull.
swarm around you!
The Dreamer of Fates asks if you would know your future.
Agility 6+ or Luck 5+ If so, each Hero that would know rolls a D8 on the following table:
If successful, gain 15 XP and you are unharmed. If failed, you have become 1 Death - The next Wound or Sanity damage you suffer will

Terrain Encounters
Poisoned! Gain D8 Poison markers. For each of these Poison markers that cause you to be KO’d, no matter how much Health or Sanity
you have, roll a D6 at the start of each day. On a 1, 2, or 3, take 1 Wound, you have.
ignoring Defense. On a 6, you may discard a Poison marker.
2 The Devil - The next point of Corruption you take will cause
13 A S upposed V oodoo Meeting you to gain a Mutation, no matter how much Corruption you
actually have.
Encounter ◆ Active ◆ Cult
3 The Tower - Until the end of your next Adventure, you
As you make your way slowly through the muck and the mire, you see ahead of cannot get Critical Hits, no matter what you roll.
you a fountain of flame rising from a small island in the swamp. About it dances
a group of what appear to be children at first, but upon closer inspection seem to 4 The Fool - Until the end of your next Adventure, gain -5 XP
be small, dwarven humanoids. anytime you would gain XP.
5 The World - After today, the next day of overland movement
Spirit 5+ occurs without incident, do not roll for any Wilderness
Each Hero that is successful gains 25 XP. For each Hero that fails this Encounters (still roll for Terrain Encounters when necessary).
test, they instead add a Growing Dread card to the stack. This stack will
apply to the next Mission the Posse begins. 6 Justice - Until the end of the next Adventure, for every
Wound that you take, the source of that Wound takes a Hit
14 Hallucinogenic Spores (roll a D6 for Damage).

Encounter ◆ Environment ◆ Poison 7 The Sun - Until the end of your next Adventure, gain +5 XP
anytime you would gain XP.
Puffs of little clouds are released from the tops of iridescent mushrooms. Their
pungence clogs the lungs, and clots the mind with hallucinations. 8 Strength - Until the end of your next Adventure, do +1
Damage for all attacks.
For the rest of the time the Posse is in this Swamp, any Fights that the
Posse gets into are automatically treated as Ambushes.
19 Gurglin ’
Encounter ◆ Environment
15 B lasphemy!
Encounter ◆ Cult ◆ Madness The floating marshlands deceive hoof and foot alike. The rot and muck of the
quagmire hungers for sustenance. One wrong step and whatever you’re on is sure
You seem to have caught a group of cultists in the middle of a blasphemous to sink into a dank pit without any hope of getting out.
ritual, the carcases of small animals littered about and cult members in various
states of undress. However, the sight upon the crude altar they have erected in the Agility 3+
center of their gathering is downright sickening.
If failed, any Heroes traveling on a Horse or Cart loses their Horse or
Each Hero takes 2 Horror Hits. Instead of taking Sanity Damage Cart Transport item and are now walking on Foot.
however, gain a Madness for each Horror Hit that you fail your
Willpower roll against. 20 Local Story
Encounter ◆ Active ◆ Explore
16 Lord of the Toads A disheveled and dirty looking fellow walks through the swamp towards you,
Encounter ◆ Active ◆ Creature unmindful of the mud he’s walking through. He wipes his hand on the one corner
An enormous toad the size of an ox leaps in front of the Posse. It blinks an eye. of clean fabric he still has on and shakes your hand. He takes a swig of some liquid
It blinks another eye. The Great Toad lulls the mind to sleep, as its great gullet and tells you a crazy story about something he saw just a while back.
opens wide.
Select an adjacent hex and flip over an Exploration Token. If you Search
The Heroes with the weakest Willpower rating (highest #+) all take D6 that specific hex on this day, draw the face-up Exploration Token.
Horror Hits. Those Heroes that lose at least 3 Sanity as a result become Otherwise draw from the next face-down Exploration Token for any other
thralls of the Great Toad and suffer an additional D3 Corruption Points hexes that you Search this day. Reshuffle all the Exploration Tokens at the
with no Willpower save before they’re eventually able to recover their senses end of the day.
and get away.

53
TOWN TERRAIN
Towns includes any hexes that contain Towns or any other
Settlements that aren’t Destroyed or are the Town Ruins Type.
D20
01 The Sky is Falling 06 High Noon Shootout
Encounter ◆ Environment ◆ Fire Encounter ◆ Active ◆ Stranger
Some kind of fireball comes streaking down from the sky and into town. A loud While walking down the main alleyway in down, the noon bell tolls ominously.
explosion can be heard followed by the screams of townsfolk. A familiar man, tall dark fellow strides out through some batwing doors. You’ve
heard tales of this bastard and know that you’ve got to kill this sumbitch now, or
A Random Town Location is Destroyed in this Town.
else plenty other innocents are gonna get hurt.

02 Sinister Secrets A Random Hero rolls 3D6 for the Bastard and 3D6 for themselves.
Whoever rolls the most 6s between them, guns the other one down. If
Encounter ◆ Active ◆ Stranger
tied, neither is hit and the Bastard makes a getaway. If the Hero is gunned
The people around here seem to regard you with suspicion, though there’s down, they gain 25 XP, take D6 Wounds (no Defense) and roll once on
something not quite right about the people of this town. You swear you saw the Injury Chart. If the Bastard is gunned down, the Hero gains D3x50
Terrain Encounters

some forked tongues among the townsfolk, but you’re just not sure. XP and draws a Loot card.
Any Heroes with Corruption gain a discount on any Services or Purchase Alternatively, you may resolve this Encounter using the High Noon (Solo)
Items they buy while in Town. To determine the discount, multiply the Mission [Frontier:6].
number of Corruption Points on a Hero by $10 (minimum price is $25
for any Services or Purchase Items). This discount is only available for
this Town visit as the sinister-looking townsfolk are driven out not too
07 An Obvious Incentive
Encounter ◆ Active ◆ Stranger
long after this.
You catch sight of a shady man talking to a town official. You see an exchange
03 W ell Wishers on money as both look around to see if anybody is watching. The town official
meets you eye-to-eye, then quickly collects his things and vacates the area.
Encounter ◆ Active ◆ Mission
Someone is trying their darndest to give you a hard time while in this
The well in town seems to have become home to some nasty other worldly
Town. The next time you visit this Town, everyone in the Posse has a -1
creatures that are attackin’ any locals that try for water. Seems somebody
modifier to their Camp Site Hazard, Town Event, and Location Event rolls.
disturbed somethin’ below the town that was better left to sleep.
The Heroes may immediately begin a Seal the Void Gate Mission
[Basic:3] to save the Town (Mission occurs beneath the Town itself). If
08 Military Matters
Encounter ◆ Active ◆ Law
the Heroes fail to complete that Mission on this Town hex within 10 days,
the Town will be Destroyed as no residents care to stick around a Town A company of US Cavalry is here in town, passing through on their way out on
without a water source. a mission. They’ve stopped here to restock on some supplies and question some
of the locals.
04 The Getaway If there are any Heroes with the keyword ‘Outlaw’ in the group, each
Encounter ◆ Active ◆ Outlaw ‘Outlaw’ Hero must roll a D6. On a 6, that Hero is recognized by
someone from the Cavalry. Unless the Posse moves at least 2 hexes away
Walking down a street, gunfire erupts from a local establishment and a couple of
by the end of day, those Heroes that are affected must pay $100 or take
outlaws come streaming out of the place. They fire a few shots into the air and
D8 Wounds in the ensuing escape from the Cavalry. If you are in a Town
run for some horses waiting nearby. It’s a holdup!
Visit when this happens, immediately end your Town Visit.
If you attempt to stop the Outlaws, each Hero makes a series of three
Attacks (Melee or Ranged). If at least half of each Heroes’ Attacks hit
(against Defense 1), then the Posse manages to recover the money from
09 Pleasure Before Business
Encounter ◆ Active ◆ Stranger
the Outlaws and return it to the shopkeeper and each Hero gains 20 XP.
If the Heroes fail to stop the Outlaws, then the Location they held up is A group of scandalously under-dressed saloon girls go walking by, beckoning
devastated by the robbery and has to close shop. One Random Location in you to partake in their “comforting presence”.
this Town is Destroyed.
Each Hero that wants to may pay D6x$50 and then rolls a D6. On any
roll above a 1, that Hero may remove an Injury. If a Hero rolls a 1, they
05 Dark Skies roll on the Injury Chart as they are beaten and robbed instead.
Encounter ◆ Environment ◆ Darkness
The sky begins to darken and up in the sky you see a total eclipse, however, 10 Tempting Situation
there’s an odd, evil purple glow that you’ve never seen in an eclipse before. Encounter ◆ Active ◆ Stranger
There is an evil presence in this Town. On your next Town visit here you A clearly drunk and obese businessman stumbles past the Posse. He tips his hat,
have a -1 to any Town Event Chart rolls. excuses himself and then begins to vomit uncontrollably into a horse trough. He
ends by passing out in a disgusting heap. An almost overflowing coin purse can
be seen hanging from his belt, the glint of its contents seems to beckon you.
The Posse may take the coin purse and gains D3x$100 (altogether, not
each Hero), but each Hero takes D3 Corruption Hits if they do take the
coin purse.

54
11 Out for a Stroll 16 On the Run
Encounter ◆ Environment Encounter ◆ Active ◆ Stranger
Oddly enough, everything seems quite peaceful and serene in town today. Despite A desperate-looking man comes running and takes cover behind a nearby barrel.
all the danger out in the area nowadays, everything feels right in the world for With a pleading look, he motions for you to be quiet as a Lawman can be seen
this one brief moment in time. rushing past your Posse.
Nothing eventful happens. The Posse’s reaction depends on the makeup of the group. If there are
more Heroes with the keyword ‘Outlaw’ than ‘Law’ then they keep the
12 Greatest Show on Earth man’s position a secret and get a nice bribe out of the deal, each Outlaw
Hero gains $50. If there are more with the keyword ‘Law’ than ‘Outlaw’,
Encounter ◆ Active ◆ Merchant
then they give up the desperate man to the Lawman and each Law Hero
A vaudeville troupe is putting on a show for the townsfolk, who are hootin’ and gains 20 XP. If there are an equal number of either Hero, then the Posse
hollering like never before. It’s a welcome distraction from the troubles on the road. may choose which reward they get (all Heroes get the same reward).
While the Heroes are in Town, Heroes staying at the Camp each day
may purchase/access any of the Services or Items they could from the 17 W ord Gets Around
Saloon, in addition to whatever Services or Items are found at any actual Encounter ◆ Active ◆ Stranger
Location they are visiting.
A local official walks up to you smiling enthusiastically at the sight of your Posse.
He shakes your hand and offers whatever he can do to help your group out after
13 J ust W alk Away all the stories he’s heard about you.
Encounter ◆ Environment ◆ Fire
Once during the next Town visit in this Town, each Hero may add +1 to
While rooting around behind a building, you accidentally knock over an oil

Terrain Encounters
any one die result.
lantern. It ignites a nearby pile of hay, sending a nearby building up in flame!
A Random Town Location is Destroyed in this Town. 18 Street Urchins
Encounter ◆ Active ◆ Outlaw
14 Piss Drunk & Pissed A horde of orphan kids begin to swarm around your Posse. You shew them away
Encounter ◆ Stranger to get some space, but a quick check of your pockets reveals that they’ve already
gotten what they came for.
A drunk looking fellah stumbles out of the bar, looks right at you and doesn’t
seem to like what he sees. He challenges you to some fisticuffs!
Cunning 5+
A Random Hero gets into a fight with a rowdy Drunk. Two D6 are Each Hero that fails this test loses D3x$50 from their pockets. Any
rolled for the Drunk, while the Hero rolls their Combat die. Both fighters Heroes that pass this test gain 20 XP.
dice are rolled in parallel until a 6 is rolled. The first fighter to roll a 6
knocks the other fighter out. Each 6 rolled cancels out one of the other
fighter’s 6 results if rolled at the same time. If the Hero is knocked out,
19 Festival
they lose D3x$100. If they knock out the Drunk, they recover 1 Grit and Encounter ◆ Active
gain 1 Whiskey Side Bag Token. The Town is packed full of people from far and wide. They’re here for some
kind of local festival and it looks like you’re gonna have a tough time getting any
15 The Orphan service while all this celebratin’ is going on.
Encounter ◆ Active ◆ Ally When visiting locations in this Town, each Location may only be visited
In your search, you find that something is stalking you through the alleyways in by one Hero per day until the end of the Heroes’ next Adventure.
town. Just as you turn round the corner, you catch sight of your stalker. A small
Orphan boy has been following you. He asks for your protection because he’s on 20 Local Opportunity
the run from a group of Outlaws who want him dead for something he’s seen Encounter ◆ Active ◆ Merchant
or done.
You come across a businessman who is traveling into Town. He’s come here
If you refuse, each Hero takes Corruption Hits for refusing to help hoping to setup shop in Town.
an Orphan. If you take him on, he becomes an Ally controlled by one
Hero during their Activation. He can use whatever Weapons the Posse If this Town is missing any Town Locations, you may add any one Town
gives him that he is able to wield. Location back into this Town.

The Orphan has the following stats:


Keyword: Youth
May not Dual Wield Guns
Health 6 (4+ Defense)
Sanity 6 (4+ Willpower)
Combat 1
Range/Melee To Hit: 4+
If he dies while traveling with the Posse, each Hero permanently loses 1
Sanity. Only one Orphan may travel with the Posse at a time. The Posse may
dismiss the Orphan at any time, but each Hero takes D6 Corruption Points
with no Willpower Save unless each Hero gives up $100 to the Orphan.

55
TOWN RUINS TERRAIN
Town Ruins are any Fallen Forts, Towns that have become
Destroyed or Towns with the Town Ruins Type
D20
01 Shepherd of Fire 06 The Thirsty Dead
Encounter ◆ Active ◆ Holy ◆ Fire Encounter ◆ Active ◆ Undead
His eyes spit the flames of damnation. The Preacher’s long robes are sewn from A ghoul before you doesn’t seem to know that he is dead. He also doesn’t seem
the burnt flesh of sinners who have fallen beneath his black book. Behind him to know he doesn’t have a head. Regardless, he seems to be trying to hand you
flock his congregation of black flames that beseech the Posse to join them. a whiskey.
Each Hero takes 1 Wound for each point of Corruption they have, while Each Hero takes D6 Horror Hits. Any Heroes that don’t take any Sanity
those without any Corruption gain 1 free Blessed Aura (player choice, damage from this gain a Whiskey Side Bag Token.
automatically applied) that lasts until the end of the next Adventure.
07 Droning of Flies
02 The Murder Ballad Encounter ◆ Environment ◆ Horror
Terrain Encounters

Encounter ◆ Stranger ◆ Ghost


The scenes about you are almost too much to handle, while you can never seem
Amongst the wreckage and the carnage, a lone figure clothed in white to find any bodies, spatters of blood punctuate the burned remains of a once
approaches the Posse, her feet never seeming to touch the ground. A woman thriving town. The stench of death and the constant buzzing of flies is perhaps
with pale features and sad vengeance in her eyes beckons you to approach her. the worst of it, threatening to drive you mad and send you running as fast as
She tells you a sad tale of lust, murder, and conspiracy. The spirit tells you where your legs will take you.
you can find the final resting place of her damnable husband’s dark secret, buried
Each Hero takes 3 Horror Hits. Any Hero that does not pass at least 2
deep in a mine. She implores you to return it here so that she may finally be free
out of those 3 Horror Hits must then roll on the Madness Chart (Sanity
of this mortal plane.
damage is also applied as normal).
The next time the Posse finds a Clue Icon while down in the Mines, the
Heroes may uncover a Cursed Artifact item instead of applying that Clue
Icon towards the Mission. This Cursed Artifact has 1 Weight Icon and
08 Restore the Crosses
Encounter ◆ Environment ◆ Holy
has 1 Dark Stone Icon. The Hero who carries this Cursed Artifact is -1
to any Willpower rolls while carrying this item. If the Cursed Artifact is Outside of town the Posse contemplates what manner of beast dug up the
brought back to these same Town Ruins the Heroes may give the item to cemetery’s graves and removed the crosses.
the spirit to destroy it. Upon successful completing this task, each of the
If there are any Heroes in the Posse with the keyword ‘Holy’, they must
Heroes recovers 1 Grit and gains 30 XP.
work to restore those graves that were desecrated. This will require 3 days
of work at this cemetery to fully restore all the desecrated graves, however,
03 Orphan Killers for each 1 Grit that is spent by a Hero, that time can be reduced by 1 day
Encounter ◆ Environment ◆ Horror (minimum 1 day).
The streets silently fill with the mangled corpses of children subjected to every If the Posse leaves early or does not restore any of the graves, any Heroes
terror. Their faces carry a dim remembrance of innocence, but their eyes can not with the keyword ‘Holy’ are -1 Faith token for their next Adventure per
conceal the horror of their ends. day not spent restoring the cemetery (max -3 Faith). If the Posse fully
restores the cemetery, any Heroes with the keyword ‘Holy’ are +1 Faith
The Heroes are so affected by this horrible sight that they are -1 to all
and any other Heroes gain a free Blessed Aura of their choice (both
Willpower rolls until the end of their next Adventure.
benefits last until the end of their next Adventure).

04 Falling Ash 09 Specters in the Night


Encounter ◆ Environment ◆ Fire
Encounter ◆ Active ◆ Void
A heavy soot drifts in lazy puffs, like fat snowflakes, this would almost be an
A dark shape moves amongst the shadows, watching you from the empty shells
idyllic holiday scene, were it not for scenes of carnage and destruction all about
of buildings.
you. You arrive at the town square and discover a massive pit of magma,
belching out ash, slowly devouring the town from below. A Random Hero has been targeted by a Dream Hound! The thing will
stalk the Hero while they sleep and always linger at the edge of their
The ground beneath the group is unstable and begins to give way as
vision no matter where they go! While the Dream Hound stalks them,
magma swallows up the town! Each Hero must make 2 out of 3 Agility
the Hero will be at -2 Initiative and they are -1 to all of their Willpower
and/or Luck 4+ tests or else their current Transport is Destroyed. Also,
rolls until they are able to shake the influence of the Dream Hound.
move the Posse 1 hex away using the Random Hex Diagram. The hex
where the town once stood is now permanently uninhabitable and The Dream Hound can only be banished by traveling to an Other World
untraversable for the remainder of the campaign. and using up an Occult Scroll Side Bag Token and making a Spirit 5+
test as their sole action during their Activation to seal the infernal beast
05 The Good Samaritan on that plane of existence. This Sealing action does not count towards
Sealing a Mine and may only be attempted once per Adventure or day.
Encounter ◆ Active ◆ Stranger
The Heroes may travel to an Other World and use an Occult Scroll
As you make your way down a wide alleyway, you hear a faint sound coming during the course of a regular Mission or when traveling via an Other
from somewhere nearby... It sounds like a survivor! World Overland map.
Each Hero makes a Scavenge roll. If collectively the Heroes roll as many
6s as there are Heroes in the Posse, a Survivor is found! If the Survivor is
found, each Hero recovers 1 Grit.

56
10 B aptism By Fire 16 A M urder of Crows
Encounter ◆ Active ◆ Fire Encounter ◆ Active ◆ Creature
Behind the Town and down a little hill runs an oily stream of water. A gathering of This desolate town is filled with not only the carcases of its former inhabitants,
hunger and soul worn individuals have collected around a Preacher. Holding his Bible but also a horde of crows that are feasting upon those same corpses. As you walk
high he thunders the sin of mans, and with a flick of his wrist ignites an inferno. There’s through the empty streets, the crows stop to watch you. They show no fear at
no time to save any of the townsfolk, you’ll have a hard enough time saving yourself! your passing and exude an air of malevolence at your passing. They have tasted
the flesh of man and found that it was good.
Each Hero rolls their Agility dice and adds together the results, then
subtracts from this the number of current weight icons the Hero is currently Some of the crows follow after your party. The next time your Posse is
carrying. The Hero with the lowest resulting number takes D8 Hits from involved in a Fight on the Overland map, each Hero takes an additional
the Fire (if tied, all affected Heroes take these Hits). Wound each time they take any Wounds during that Fight. The crows
fly away after that and the effect is ended.
11 The Hanged Man
Encounter ◆ Environment 17 Last Refuge
Encounter ◆ Active ◆ Undead
You walk along desolated streets, the only sound the deathly howl of the wind.
The tallest structure in the area is a church bell tower. When this town was still
Nothing eventful happens.
active, it rang to summon the townsfolk to service. Presently it has become a
refuge for survivors looking to escape the hoard of Hungry Dead that have
12 The Feast surrounded the old husk of a Church.
Encounter ◆ Environment
Attack! - Overland Fight against 12 Hungry Dead and 1 Corpse Pile
A banquet that would make a king blush is laid out in the center of Town. The

Terrain Encounters
(draw a High Level Threat if you do not own Swamps of Death).
food’s aroma causes the Posse to swallow hard, and smack lips. Something is
seriously wrong here, for the flies are thicker than a bucket of spit, but they won’t
come within ten feet of the feast.
18 Hell’s Cowboys
Encounter ◆ Active ◆ Undead
Any members of the Posse that want to may feed on the food that has
The saloon glows with such an intensity and strobed lights stream from the
been laid out and those that do Heal all Wounds and Sanity Damage.
building. Within the blinding light, six silhouetted figures move out of the saloon.
In addition, one Random Hero rolls a D6: Six low brimmed cowboys stand absolutely motionless facing the Posse. Together
as one, they lift their heads and the guns in their hands.
1 Roll once on the Injury AND Madness Charts, you have
gained one from each! Distribute 6 Hits amongst the Posse (minimum 1 Hit per Hero) within one
minute or every Hero in the Posse takes 6 Hits instead. Each Hit a Hero
2-4 Take D6 Corruption Hits fails to defend against does an amount of damage to a Hero equal to the
5-6 Heal a random Injury or Madness amount of Corruption Points that Hero has (minimum 1).

13 Ghosts of the Past 19 Children of the Stone


Encounter ◆ Active ◆ Ghost Encounter ◆ Active ◆ Rescue
A spirit from the former Town approaches the Posse and has a message they As you search through the wreckage of this decimated settlement, you begin to
need delivered to a loved one in another Town. find survivors. Curiously though, only the children seemed to have been spared
death in this place, and of these, they all have milky white eyes, no pupil or iris is
Roll a D20 on the Town Chart. The next time the Heroes enter that
visible. A following of these orphans begins to congregate around the Posse.
Town, they gain 30 XP each. No effect if that Town is Destroyed.
If the Posse chooses to escort these children back to another town, they slow
14 The Taken the party down with their odd, halting steps. No matter what terrain they
travel over, Posse movement is treated as going over Tough terrain until they
Encounter ◆ Environment ◆ Mystery
reach the next Town where they can get these children with caregivers.
Though you had heard about the terrible fate that met this Town, you expected
If the Posse goes into a Mine, these children will be killed if that
more savagery and desolation. Instead, you find the Town fully intact, it’s just
adventure is failed in any way. If this happens or if the party decides to
that there are no people anywhere. Everything remains untouched, almost as if
abandon the children, every member of the Posse gains D8 Corruption
the people simply vanished without a trace.
Points (do not roll for Willpower).
Within a week, word reaches the rest of the region that the Town is safe
to return to and it fills back up with opportunists and freeloaders, however
the Town seems off for some reason, as if something dark has taken hold.
20 Local Spirit
Encounter ◆ Active ◆ Ghost ◆ Explore
These Town Ruins are converted back into a regular Town (standard Town
Set Up), but add the Town Trait ‘Unstable Gate’ to this Town. The spirit of a dead farmer appears before you and tells you his story before he
died. You sit and listen to his tale and learn about his life, his family, and his
15 Talons of the Occultist home. As a reward for your time and letting him tell one last soul about who he
was, he tells you of something he has seen just outside of town.
Encounter ◆ Active ◆ Undead
Select an adjacent hex and flip over an Exploration Token. If you Search
Someone or something has animated the bodies of the dead townsfolk here.
that specific hex on this day, draw the face-up Exploration Token.
There seems to be an Occultist come to town who is orchestrating these bodies
Otherwise draw from the next face-down Exploration Token for any other
for some evil purpose.
hexes that you Search this day. Reshuffle all the Exploration Tokens at the
Immediately begin a Seal the Void Gate Mission [Basic:3] in some end of the day.
caverns beneath this Town. The final Fight will be an Epic Level Threat
comprised of an Occultist Villain, 4 Corpse Piles, & Hungry Dead.
If the Heroes are successful, the Town is cleared of this menace and
eventually after a week life returns to the Town. Transform these Town
Ruins back into a regular Town (standard Town Set Up). If the Mission
is failed, then streams of the Hungry Dead march forth and manage to
Destroy a Random Building in EACH Town within 6 hexes.

57
GROWING DREAD ENCOUNTER
Growing Dread Encounters can happen on any Terrain and occur whenever the ‘Growing Dread
Encounter’ result is drawn from the Exploration Tokens.
D20
01 The Dandy Man 05 The Undertaker
Encounter ◆ Active ◆ Stranger Encounter ◆ Active ◆ Stranger
A Dandy dressed to the nines, with a smokestack hat leaning in a devil-may-care- Though it’s the middle of the day, the sky begins to darken all around as if it
attitude approaches the party. A glint of red is hinted in the eyes of the stranger, were suddenly the dead of night. A man dressed in an Undertaker’s garb with
as he puffs on a fat cigar. The rising smoke wreaths his tall hat in the uncanny round glasses and a top hat wanders into view. He smiles at your Posse, but the
shape of a halo. sight of his yellow-stained teeth sends chills down your spine.
If the Posse carried with them any Heroes who were killed that they
Cunning 5+ wanted to resurrect, those Heroes are now permanently Dead and cannot
The Dandy is a whirling dervish of lies, deceit, and trickery. Each Hero be resurrected.
that fails the Cunning test loses D6X$50 to the Dandy (or as much money
as they have), who talks them into investing in a wild scheme that, upon
06 W alks Like an Angel
Terrain Encounters

second thought, makes you realize you’re never going to see your money
ever again. Encounter ◆ Active ◆ Charm
The Posse hears the sobbing of a woman, issuing from an unnatural blur in the
02 Echoing Laughter shape of a large egg. The egg burns up in an inferno, revealing what at first
Encounter ◆ Environment ◆ Madness appears to be a nude woman with red-ashen skin and two great horns sprouting
from her head, but as you get closer you see that it is in fact the most beautiful
The unrestrained laughter of pure madness reverberates in great pounding waves woman you’ve ever seen.
that echoes, echoes, echoes, echoes, echoes... The mind is drawn into the laughter
and laughs and laughs and laughs. A Random Hero has been seduced and becomes the Woman’s Lover, she
will travel with the Posse until she is removed. Their nightly bouts of lust
Each Hero rolls once on the Madness Chart. sap that Heroes’ endurance and they are at -D6 to their Max Health
while the Woman travels with the Posse. The rest of the Posse is at
03 Swarm of Eyes -1 Initiative while the Woman travels with the group from the lack of
Encounter ◆ Active ◆ Hell sleep they get while the Lovers are engaged.
A wall of black flaps, like a cathedral’s tapestry. It stretches around the Posse - The only way the Woman can be removed from the group is if the
a black veil without substance. A thousand eyes simultaneously snap open and Posse fails a Mission, in which case the Woman can be seen joining
fixate on you! with the escaping Darkness. She will Destroy an additional Random
Town Location on top of any other damage that occurs from failing the
Spirit 6+ Mission (ignore this if the Town is outright Destroyed).
If failed, that Hero has gained the ‘Demon Host’ Curse! Any time that
Hero becomes KO’d in a Fight, a Demon appears on or as close to the
KO’d Heroes space as possible and attacks! The Demon disappears if
07 B ucking Horrors
Encounter ◆ Environment ◆ Hazard
the KO’d Hero is revived during that Fight. The Demon will reappear
anytime the Hero is KO’d, even if the Demon is ever killed. Suddenly without warning, horrible grasping tentacles spring up from the
ground, your horses jump and buck, sending the Posse flying in all directions.
Roll a 2D6 once to determine which Demon you have become a Host to: You’re in for a hard landing.
2 Harbinger Each Hero rolls once on the Injury Chart, if any Hero rolls doubles, their
3 Goliath Horse has also died as well.

4-10 Night Terror


08 The Crawling Lord of Flies
11 Strangler Encounter ◆ Active ◆ Darkness
12 HellBat The earth upon which the Posse strides flickers between what is and a world
This Curse can be removed at a Church Town Location using the made from crawling flies. The strobing effect quickens and slows to an unknown
Exorcism of Madness ritual. The Exorcism is performed as usual but rhythm. When the Lord of Flies is revealed, a great crawling mass can be seen
removes this Curse instead of removing any Madness. approaching the party. Each shimmer between here and there brings the crawling
horror closer and closer.
04 B lind Sided A Random Hero has become the Avatar of the Lord of Flies. While they
Encounter ◆ Active ◆ Attack are the Avatar, they are –D6 to their Max Health. Whenever another
Hero becomes KO’d (may not target the last Hero to have the role of
While you are focused on your search, you fail to notice the horde of monsters Avatar unless in a two-person Posse), this Hero may, as an action in place
that are now bearing down on your position! of their Attack, feast upon the KO’d Heroes’ soul. This does not kill the
Ambush! - Draw a High Level Threat Hero, but instead transfers the status of Avatar of the Lord of Flies to
that Hero. The original Hero gains back their lost Max Health and also
steals an additional D6 Max Health from the new Avatar (they lose an
equal amount to their Max Health). This bonus is lost when a new Hero
becomes the Avatar.
This Avatar status is removed from all Heroes if this Encounter is ever
rolled up again (and all Max Health goes back to normal).

58
09 The Black Obelisk 13 J ohn Moulton , The Devil Bastard
Encounter ◆ Environment ◆ Darkness Encounter ◆ Active ◆ Stranger ◆ John Moulton
A black obelisk shifts in space. The weight of remembrance oscillates within its A stranger in a dark coat and a red right hand approaches. His charming gaze and
anguish. A black needle appears on the horizon puncturing the gathering clouds. smooth way with words belie a frightening presence. He makes you an offer you’re not
It waivers and dances a slow slapping undulation that licks the earth bare. sure if you should turn down or not...
A Black Obelisk has appeared over the nearest Mine. That Mine has If John Moulton was previously encountered and a Hero made a Deal, that Hero
now become ‘Blighted’. When in that Mine, the Heroes take a number is Dead. Otherwise, a Random Hero may make a Deal with the Bastard, John
of Horror Hits equal to the number of spaces down the Depth Track Moulton. They gain the ‘Devil’s Mark’ Curse. This Hero automatically gains 1
the Darkness marker has moved from the Darkness Start each time the level and gains an Unholy power. If this result or John Moulton is ever rolled
Darkness marker ends up on or passes a blood splatter space. again, John Moulton comes to collect on the bargain and this Hero is Dead.
Roll D6:
10 Corridor of I nfinity
1 Unholy Fear - Whenever an Enemy would target you, roll D6. On
Encounter ◆ Active ◆ Stranger
a 1 or 2, that Enemy targets another available Hero, unless no other
First the sky and earth ceases to be. Then the blackness of nothing is devoured. Heroes are in range or are targetable (ignore how many Enemies
Then that which is you fades.... are targeting other Heroes when this happens). Whenever other
Heroes start their Activation adjacent to you, they take 1 Horror Hit.
Spirit 5+ 2 Vampirism - Whenever you kill an adjacent Enemy, you must either
If failed, until the end of the next Adventure you must use a new Level
Heal 1 Wound, Heal 1 Sanity, or Recover 1 Grit, but you always take
1 Hero in place of this Hero. At the end of the Adventure, that Hero
1 Corruption Hit when you Heal or Recover Grit in this way.
regains their memories and you go back to being the previous Hero. You

Terrain Encounters
keep any XP, gold, or items the other Hero had accumulated. 3 Souls of the Damned - You recover 1 Grit whenever another
Hero becomes KO’d and that KO’d Hero makes one extra roll on
11 The Unblinking Eye the Injury/Madness Chart when recovering (only when they would
normally roll on the Injury/Madness Chart).
Encounter ◆ Environment ◆ Darkness
The earth heaves upward as the heavens tear into two. A black pupil blackens the
4 Cruel Fist - You roll D8s for Melee Combat and Melee Damage
if you have nothing equipped in either of your Hands. Critical on
blue of the skies and stares down upon Brimstone and the surrounding region. A
rolls of 6, 7 or 8. For each Wound you do to an Enemy in this way,
wave of evil washes over the land in all directions.
every other Hero within Line of Sight to you takes 1 Horror Hit.
Roll three times on the D20 Town Chart. Each Town rolled loses a Random
Town Location (a Town loses multiple Locations if rolled multiple times).
5 Serenade of Pain - Once per Fight, you may use the Serenade
of Pain. Roll a D6 for every model on the same Map Tile as
you. On a 1, that model loses its next turn and all Hits against it
12 Shattered Bonds of Reality ignore Defense (‘Tough’ Enemies are immune) until the end of
Encounter ◆ Environment ◆ Mission the next turn.
The area about you shimmers with a crackling energy that makes your hair stand 6 Evil Thrall - Once per Adventure, on a Melee attack that would
on end! As you turn to run, your movements suddenly slow to a trickle, as if time have killed an Enemy with less Max Health than your Hero, you
itself had stopped moving. This seems to last for an eternity, but gradually things may claim that Enemy as a Thrall instead of killing it. That Enemy
begin to pick up speed up again. As your eyes again focus on the world around model stays at their current health, but now activates during your
you, you find yourself on an alien world! turn (ignore the Enemy’s Initiative). You may only have one Thrall at
A Gate has opened around the Posse and transported you to a Random a time and if that Thrall leaves your Heroes’ line of sight, you lose
Other World! Begin a Mission on the Other World Entrance Map Tile, control of it and it is gone. Take D3 Corruption Hits whenever
any Gates found automatically lead back to Earth and the Overland map. you use this ability.
No other special rules apply.
14 Psychic Rupturing
Encounter ◆ Environment ◆ Madness
You come across a tortuously deformed primitive idol. It appears to have been
carved from obsidian, yet there’s a faint unnatural purple glow to it. When you
are all within arm’s length of the despicable carving, it suddenly glows bright
and begins to speak words in a long-dead language. As you clutch at your eyes,
you can feel the alien words burning themselves into your psyche, a supernatural
sickness on your mind.

Spirit 5+
Each Hero that is successful gains 20 XP and nothing else happens. If
a Hero fails, they gain the ‘Phobia’ Madness. In a Fight, Heroes with
Phobia may not target Enemies that match their specific Phobia and may
not be adjacent to those Enemies if able to Move or Escape. This Phobia
may be removed like any other Madness.
Roll D6:
1-2 ‘Undead’ Enemies
3-4 ‘Beast’ Enemies
5 ‘Void’ Enemies
6 ‘Demon’ Enemies

59
GROWING DREAD ENCOUNTER
15 Hymns of Sin 19 B elly of the Beast
Encounter ◆ Active ◆ Void Encounter ◆ Environment ◆ Mission
The air about you fills with arrow-headed wasps that open in two. The wasps are A great leviathan flies above the Posse, like a giant monstrous whale. It seems to
bobbing beaks that pierce the veil between dimensions. Flickering tongues sway swallow clouds whole and suddenly begins to plummet towards the Heroes! The
in synchronicity, humming tones beyond the range of human hearing. Still, you leviathan opens wide its maw and crashes into the land all around the Heroes,
feel their song reverberate within your skull, as an evil feeling roils in your heart. swallowing both whole!
For each point of Corruption that a Hero has roll a D6. On a roll of 1 If the Heroes were searching in the same hex as a Town when getting this
that Corruption point is removed, but the Hero gains a random Mutation result, that Town is Destroyed! Regardless, the Heroes must immediately
from the Mutation Chart. Heroes will not die from rolling multiple times on begin an Escape Mission [Basic:5] while inside the belly of the beast (use
the same Mutation when Mutations are gained in this way (ignore the roll, standard Mine map tiles, same Setup/Objective/Reward/Failure rules apply).
though they will die in the future if they roll on these same Mutations again).
When the Heroes have completed the mission, whether successful or not,
they emerge D6 hexes away (use the Random Hex Diagram for which
16 The Golden Child direction to move, stop if the edge of the map is reached). If the Heroes
Encounter ◆ Active ◆ Stranger fail the mission, they also take D8 Wounds and the nearest Town loses
a Random Building, in addition to the conditions listed in the Escape
A murmuring fly has gained the attention of the Posse. It flies as if it is writing
Terrain Encounters

Mission description.
words of great importance. A swirling pool of blank ink rises into a great
thundering column, and flickers with black lightning. The pool lifts, and a young
boy with honey eyes and radiant skin extends his hands towards the Posse. 20 Local Disaster
Encounter ◆ Environment ◆ Hazard
The Posse carries with them an Antichrist child, he will not leave the
Posse. This child will Destroy the next Town or Settlement the Heroes You see a plume of dark, black smoke rising off in the distance. You know in
enter into (the child is consumed in the destruction of that Town). If the your heart that that can’t possibly be a good sign.
Heroes decide to kill the child instead, they each take Corruption
Roll a D6. If there is a Town within that many hexes from your current
Points (ignores Willpower).
position, D3 Random Buildings are Destroyed within that Town.
Choose one if there is more than one Town in that area.
17 Crystal Prison
Encounter ◆ Environment ◆ Hazard
As you travel along, a bolt of pale bluish energy suddenly erupts from the
heavens, right into the middle of the Posse! When you look up, you find that one
your group has become fully encased in a crystalline growth, they appear frozen
in place.
A Random Hero has become trapped in a crystal solid. While encased
they may not move or activate and must be carried by another Hero
everywhere. Each Overland movement costs 1 extra Move point and each
movement in the mines also costs 1 extra Move for that Hero. Trapped
Heroes are immune to any Wounds, Sanity Loss, Injuries, Madness or
loss of Items/Gear/Side Bag Tokens, but also do not gain anything (XP,
Loot, etc) from Fights or Encounters.
The only way to remove this condition from a Hero is to make a visit to
a Doc’s Office or Blacksmith. If removed at a Blacksmith, you also gain
D6x$100 from the Blacksmith as he is able to make use of the crystal for
other projects.

18 Fire and Brimstone


Encounter ◆ Environment ◆ Fire
Burning pellets of fiery hail scorch the skin and burn holes through clothing. You
look around for any kind of cover from the fire that rains down all around you.
Each Hero rolls a D6 for each Clothing item they have. On a roll of
1, that Clothing item is Destroyed unless it is resistant to Fire or grants
immunity to Fire.

60
WILDERNESS ENCOUNTERS
Wilderness Encounters were introduced in earlier versions of HexCrawl and they remain largely unchanged this time
around as well. Previously they occured after a number of Move points were spent, but this has been changed so that you roll
for these at the beginning of the day before the Posse begins moving. This is to streamline gameplay a bit more so you’re not
counting Move Points, then stopping to roll, dealing with Encounters, and then picking back up with your movement again.

Wilderness Encounters
At the beginning of each day, a single player in the Posse
rolls a D8 to determine if they have a Wilderness Encounter.
On a result of 1 (or if anyone in the Posse is on foot, on a
1 or 2), the Heroes have a Wilderness Encounter and roll on
the Wilderness Encounter Chart to see what they find. Players
may want to assign a single person to this duty or can pass it
around for longer journeys. If using Wilderness Encounters, any
mention in the regular rules of the Travel Hazard Chart also
refers to the Wilderness Encounters Chart. The group may use
the Wilderness Encounters Chart, the Travel Hazards Chart, and
the Expanded Travel Hazards Chart interchangeably as they
wish throughout their travels, but should probably stick to
one of those Charts for consistency. The Wilderness Encounters
Chart specifically references movement on the Overland map.

While Wilderness Encounters trigger on a roll of 1 in the


basic rules, keep in mind that in some HexCrawl campaign
styles, this number is affected by the position of the Darkness
marker on the Overland Darkness Tracker.

Also, if Wilderness Encounters don’t happen often enough,


feel free to adjust the dice type to a D6 or even raise the
trigger number. Keep in mind though that the more Wilderness
Encounters that you have, the more time you’ll spend on the
Overland map vs having Adventures in Mines or Towns.

Wilderness Encounter Results


Many Wilderness Encounters will guide you to reference
a Result Number, something like “Go to 26a” or “Go to 73a”
or whatever. This is usually done when the Heroes have a
decision to make and helps to keep the results of that decision
hidden from the players to add suspense and make the players
think about their decisions a bit more. To reference the Result
Number, flip to the next section ‘Wilderness Encounter
Results’ and find the Result Number specified from the
Wilderness Encounter.

61
D100 Title Description Encounter
00 Abandoned Encounter ◆ Environment ◆ Mystery
An abandoned farming village, complete with overgrown
Choose:
Investigate the village. Go to 43a
Village cornfields that are turning into a swamp, sits a ways off the or
path. The silence about the place is eerie and unsettling. Ride around the village. Go to 09a

01 Bad Luck Encounter ◆ Environment ◆ Cult


While traveling, one of the Heroes accidentally knocks Spirit 5+
Bandido over a small stone idol left in the middle of their path. The
stone idol breaks apart and a black gas escapes into the A random Hero gains the keyword ‘Cursed’. While ‘Cursed’ is in effect the
air. Nothing else seems to happen and the Heroes continue Hero will roll for Movement/Grit twice each time and take the lower of the
on their way. two rolls. In addition, they cannot recover anymore Grit, even if they roll a
1 on their movement die. To remove the ‘Cursed’ status, the Hero will need
to pay D6x$50 at a Frontier Town Church location.

02 Five Feet Encounter ◆ Environment ◆ Water


The Heroes are in the path of a flooding river and need Agility 5+ or Luck 4+
High and to escape!
Rising Each Hero that fails this test takes D6 Wounds and, if at least one Hero fails
this roll, the Posse stops all overland movement for the day as they recover their
comrades and supplies.

03 Give My Encounter ◆ Active ◆ Stranger


The Heroes come across a dying man with a small fortune
Choose:
Accept the dying man’s task. Go to 56a
Love to who has asked them to deliver his money to his wife and or
Rose kids. Pocket the gold. Go to 48a

04 The Ancient Encounter ◆ Environment ◆ Mystery


The Posse happens upon a bare piece of plains, with a
Choose:
Stay the night. Go to 60a
Battlefield large stone set in the middle. The still legible inscription or
tells of a great battle here long ago. Ghosts are said to Keep riding. Go to 07a
Wilderness Encounters

haunt this place at night.

05 Stuck in a Encounter ◆ Active ◆ Stranger ◆ Merchant


A merchant is stopped with his cart of wares and has a
Choose:
Help the Merchant. Go to 64a
Rut broken wheel in the rut. He pleads with the Heroes to help or
him to the next town. Refuse the offer. Go to 13a

06 Grave Encounter ◆ Environment ◆ Death


Before you sits a field of nodding sunflowers.
Choose:
Give the body a proper burial. Go to 01a
Flowers The blossoms conceal the body of a dead traveler. or
Leave the body be. Go to 41a

07 The Encounter ◆ Environment ◆ Explore


In the middle of an open field, a pair of giant stones stand
Choose:
Investigate the stones. Go to 72a
Gateway a few feet apart, creating what looks to be a gateway. or
Ride around the stones. Go to 31a

08 Criminal Encounter ◆ Active ◆ Creature


You see a hollow which has become a small lake because Luck 4+
Critters of a creek and a small mudslide. Trees trunks are partially
submerged and have lake algae upon them. The squirrels If failed, your Hero looks down to notice that you’ve lost D6x$50 of your
in the area are quite bold, as they are immune to most of gold because of a hole that was chewed into your saddlebag by some forest
their predators. critter. You were apparently paying too much attention to the scenery to
notice.

09 Down into Encounter ◆ Environment ◆ Explore


Beyond the next hill, you catch sight of a stone gate that
Choose:
Enter the underground cavern. Go to 90a
the Depths marks the entrance to an underground cavern. or
Move past the entrance. Go to 00a

10 For Whom Encounter ◆ Environment ◆ Void


Before you sits a huge column of rock, with an equally Spirit 6+
the Bell huge arch at the top, supporting an enormous bell, which
Tolls is operated by machinery inside the column. As the Posse If failed, this Hero must roll once on the Madness Chart. This Madness will
gets near the column, the bell tolls with the sound audible last until after the Heroes complete their next Adventure.
for miles around. One of the Heroes hears the tolling
reverberating in their head for hours afterwards.

11 Giant Encounter ◆ Environment ◆ Ancient


A giant carved head lays on its' side not far from the path.
Choose:
Investigate the carved head further. Go to 11a
Carved Its' features are almost human, but hint of a race more or
Head alien than man. The plain mouth ends in a fang on either Ignore the head and keep on moving. Go to 98a
side and the cold eyes show nothing but contempt for the
world.

62
D100 Title Description Encounter
12 The Encounter ◆ Environment ◆ Loot
The corpse of a horse and its' rider lies off to the side
Choose:
Loot the saddlebag. Go to 28a
Saddlebag of the road, dressed in strange, exotic garbs. The body or
appears to have been laying out for some weeks now and Leave the corpse be and continue on. Go to 08a
the bones have been picked clean. Around the shoulder of
the rider sits a saddlebag, filled with a stash of items.

13 A Tough Encounter ◆ Environment


While traveling this path, you spy potholes in the roadway
The rest of today and tomorrow’s travel will cost 3 Move points per hex,
as if the Posse were traveling over Tough terrain, no matter what terrain
Road Ahead and lots of them. The path before you goes through appears on the map.
more difficult terrain than normal. Something has been
disturbing the earth and made the way harder to pass.

14 Insects Encounter ◆ Active ◆ Void


As the group turns a corner, a hive of tall vertical tube-like Luck 5+ or Agility 4+
from
insects appears just off the road. The reddish wasp-like
Shaggai insects have never been seen in these parts. Before you can Any Heroes carrying Dark Stone must make this roll, all others are
move away, the insects begin to swarm! immune. The insects are attracted to magical energy and will swarm
about those that fail their roll. The insects will sting the Hero and do D6
Wounds to the unfortunates who get caught. Make an additional Luck 3+
roll to see if the Hero loses D3 Dark Stone.

15 Wandering Encounter ◆ Active ◆ Stranger ◆ Undead


A lone figure walks along the path ahead of you at a slow,
Choose:
Attack the zombie! Go to 12a
Undead awkward pace, as if they were disabled. As you approach or
from behind, the figure does not respond to your greetings. Follow the zombie. Go to 49a
You ride up beside the figure and to your horror you
discover that the figure appears to be dead. An eyeless socket
is pouring out maggots, while the other stares aimlessly

Wilderness Encounters
forward as it moves towards some unknown destination.

16 The Encounter ◆ Active ◆ Stranger


The Posse is traveling along when you spy a gallows-tree,
Choose:
Cut the dead man down. Go to 29a
Hanged Man with a dead man, stripped of his clothing, hanging from or
its branches. Continue on your way. Go to 54a

17 The Encounter ◆ Active ◆ Creature


A horde of rats is following the Posse. They keep their
Choose:
Attack the rats. Go to 37a
Rat Pack distance from the Heroes, but they are definitely acting or
with intelligence and following exactly behind the Posse's Keep your distance from the rats and continue on. Go to 24a
trail.

18 Unexpected Encounter ◆ Active ◆ Creature


The telltale sound of a rattle and a hiss lets a Hero know Agility 5+
Companion that a rattlesnake has somehow gotten mixed in with their
belongings! A random Hero gets a rude surprise as they look into their Side Bag. If
successful, the snake is removed without incident. If failed, the character
receives D6 Hits.
To get rid of the snake without rolling, the Hero can simply dump the
snake out at the cost of 1 Side Bag Token that falls into a deep hole.

19 Desert Encounter ◆ Environment ◆ Hazard


The sky begins to darken and off in the distance, what
Each Hero may choose an action:
Buckle down. Go to 85a
Twister! at first appeared to be a dust storm, is instead a twister, or
heading directly towards the Heroes! Attempt to outrun the twister. Go to 27a

After this encounter is resolved, roll a D6 to determine the twister’s path,


starting from the eastern edge of the hex for ‘1’ and moving clockwise, this
twister moves D6 hexes in that direction. If the twister moves through a
Town, D6 buildings are Destroyed in that Town.

20 My Pappy Encounter ◆ Environment ◆ Diversion


While riding through, the Posse comes across a patch of Lore 3+
Used to land with an unusual landmark that has quite a storied
Tell Me... history, though the Heroes have to think on it to even Each Hero that is successful gains 25 XP if they can make up a short story
remember the story. about this location (a few sentences at least). The first player creates the
landmark and gives a description, while other players must add on to the
story. Players have a minute to come up with a story or they forfeit the XP.

After all players have told their story, players vote on the best story, with
the storyteller receiving an additional 50 XP for each other player in the
group. If unable to vote on a single tale, no one receives the bonus XP.
Solo players simply gain 25 XP for this encounter.

63
D100 Title Description Encounter
21 The Encounter ◆ Environment ◆ Cult
While riding along, you spy an old tome lying in the
A random Hero chooses:
Read through the tome. Go to 86a
Yellow Sign middle of an open field. The dusty book seems well worn or
and bears a strange yellow symbol on its cover. Toss the book away. Go to 17a

22 The Encounter ◆ Environment ◆ Explore


A little ways off the path sits an abandoned shack, derelict
Choose:
Investigate the shack. Go to 87a
Abandoned in the sun. or
Shack Keep on riding. Go to 18a

23 Drought Encounter ◆ Active ◆ Stranger


A child approaches you to say he was sent to get word out
The Town nearest to the party (choose one if more than one applies)
is suffering from a drought. The only way to fix it is to venture into the
that there's a drought in his home town and if someone nearest Active Mine, find 3 Clue icons representing the source of the water
don't do something about it soon, they reckon the whole problems, and face an Epic level threat at the end. Failure to complete the
town is gonna up and leave. scenario will result in the Town disappearing off the map for good. The
Posse has 5 days to complete this scenario before the townsfolk leave.

24 Wagon Train Encounter ◆ Environment ◆ Blood


The smoking ruins of a wagon train lie scattered about,
Each Hero chooses:
Pass on by. Go to 93a
of Tears
amongst body parts and bones that have been picked or
clean. This is clearly the work of some supernatural Search through the massacre. Go to 83a
creatures and not of some mere wild animals.

25 Gravestones Encounter ◆ Environment ◆ Mystery


Riding along, off the path not far from a small
Choose:
Investigate the area. Go to 15a
outcropping of rocks, you see six makeshift graves with or
unmarked and weathered crosses. Keep moving. Go to 06a

26 Aimless Encounter ◆ Active ◆ Stranger Choose:


Wilderness Encounters

A Drifter, his clothes threadbare, a battered hat pulled Pursue the Drifter. Go to 44a
Drifting down over his eyes, passes by. Upon noticing the Posse, he or
quickly changes direction away from you… Leave the Drifter be and keep moving. Go to 75a

27 The Trading Encounter ◆ Active ◆ Merchant


A small store trading post sits on the side of the road here
The Heroes may buy items & gear here as if at a Frontier Town General Store (no
Location event), but the owner is shrewd and the price to buy items are twice what
Post in the middle of nowhere. It is an odd but welcome relief they are normally if the Heroes pay with gold. The Heroes may get items at half
to a traveler. price if they give up Gear for the amount listed on the Gear card (no change given
for overages).

28 Dead Town Encounter ◆ Environment ◆ Death ◆ Mystery


The Posse comes across a small settlement where everyone Cunning 5+
is dead. Dozens of bodies lie all around in various states
of decay. Each Hero that succeeds gains 50 XP. The bodies here look to be
completely drained of blood. The weird thing is that none of them have
bite marks on them, just hundreds of tiny little holes. Those that fail take
D3 Horror Hits.

29 Bridge Encounter ◆ Environment ◆ Explore


Before you sits a finely carved wooden bridge that goes over
Choose:
Cross over the bridge. Go to 04a
Over Calm a small creek. One could cross the creek without it, so it's or
Waters probably just for show. Cross over without the bridge. Go to 88a

30 Thick Fog Encounter ◆ Environment ◆ Explore


A mysterious fog swells over the region and persists,
Roll XD6 (‘X’ being the number of Move points the Posse has left for the
day). For each D6 rolled, move the party in the direction indicated by the
obfuscating your way. There’s no telling which direction die (starting from the eastern side of the hex, go clockwise 1-6 around the
you might head if you keep moving. hex). Each move only costs 1 Move point when moved in this way. The
next day, move as normal.

31 Flooding! Encounter ◆ Environment ◆ Hazard


The Posse makes its way through some canyons, only to Luck 4+
be inundated by a freak storm that causes a flash flood to
sweep down upon you! If failed, roll D6 for each item in your Side Bag. Lose an item for each 1,
2, or 3 that is rolled.

32 Cattle Encounter ◆ Environment ◆ Hazard


A few hundred head of cattle are heading straight for the Agility 5+ or Luck 6+
Stampede! Posse!
If failed, a Hero loses either: half their gold (rounded down), 1 Gear, or D6
tokens in their Side Bag (player choice).

64
D100 Title Description Encounter
33 Let There Encounter ◆ Environment ◆ Hazard
Up ahead a large explosion suddenly fills the skies with
Choose:
Start moving in the other direction. Go to 23a
Be Light a light that makes the horses buck and throw, causing or
the Posse to lose their bearings and go temporarily blind. Go investigate the crater. Go to 81a
The resulting cloud from the explosion rises miles into the
heavens.

34 Love's Encounter ◆ Active ◆ Stranger


Professor Xavier Love and his wagon full of elixirs are traveling Cunning 5+
Traveling to the next town, but he'll gladly sell his wares to the Posse if
Goods they are willing. If passed, the Hero sees that Prof. Xavier is a con man and will have none
of his business. If failed, the Hero buys up Prof. Xavier’s mystery elixir.
Lose D6x$25 and roll another D6. On a roll of 6, the elixir is actually
legit. Gain a Tonic Side Bag Token.

35 Snowstorm! Encounter ◆ Active ◆ Void


The Posse gets caught up in a freak snow storm! The Posse Spirit 5+
can hear the wailing of a woman and in the midst of the
blizzard stands a naked woman, beckoning the party forth If failed, the Hero will continue on their mad pursuit of the frosty woman,
with the promise of her warm body. roll D6 and the Hero loses that many Grit before giving up.

36 Gambling Encounter ◆ Environment ◆ Diversion


The Posse comes across a frog and a snake, both locked in
Each Hero may bid $60 on a number 1-6, then the Posse rolls a single
D6. If a Hero’s number is rolled, they get all the other Heroes’ money that
Band a vicious duel to the death against each other. So naturally, was bid. If two or more Heroes bid on the same number, they must split
the group begins placing bets on the fight. the earnings equally. If no Heroes’ number comes up or if no one bids,
everyone keeps their money.

37 Bridge Out Encounter ◆ Environment


A bridge that linked both sides of this canyon has been
The group stops moving for the day and for the next day travels as if
traveling over Tough terrain, no matter what terrain they are actually on.

Wilderness Encounters
destroyed by some explosives, the charred bones of
some creatures lay scattered at the bottom of the canyon.
Whether they are human or monster is hard to tell from
this distance. It will take some time to find a way around.

38 Signs and Encounter ◆ Environment ◆ Explore


The Posse spies a relatively recent sign, pointing the way
Choose:
Continue on your way. Go to 66a
Portents to a town. Curiously, it's not on any maps or established or
trade routes. Follow the sign. Go to 95a

39 One Little Encounter ◆ Active ◆ Stranger ◆ Tribal


Three Indians lay dead along the path, they appear
Choose:
Leave the child be and continue on your way. Go to 46a
Two Little
to have been attacked and killed, though whether the or
Three Little... attacker(s) was human or otherwise is impossible to tell. Chase after the child. Go to 68a
As the group draws nearer, an Indian child comes over a
nearby hill and sees the Posse and dead Indian bodies. The
child assumes the Posse to be the killers and runs away.

40 Mining the Encounter ◆ Active ◆ Stranger


Two Miners leading three donkeys laden with a myriad
If the Heroes decide to help, they immediately enter a For A Few Dark Stone
More Adventure (Basic Mission 1). The Heroes pick up double the reward
Depths of tools and packs come running up, gasping for breath. they would normally get. Otherwise, the Heroes continue on their way.
They’ve been run off their claim and need help with some
creatures in a nearby mine.

41 Red Mossy Encounter ◆ Environment ◆ Vegetation


A carpet of spongy red moss covers the path for 30 yards.
Choose:
Ride over the moss. Go to 73a
Road Unfortunately there's no good way around it and the Posse or
will need to ride back a ways to find another way across if Find another way around. Go to 39a
they don’t want to ride over it.

42 A Foregone Encounter ◆ Environment ◆ Death


A dead horse lies on the side of the road. The flies are
Choose:
Flog the deceased equine. Go to 58a
Conclusion heavy over the decomposing body. or
Leave it be. Go to 45a

43 A Message Encounter ◆ Environment ◆ Void


A tall, strange mirror looks to have been built into the side
As a random Hero stares into the mirror, their reflection suddenly comes
alive and begins warning them of a future danger. This Hero receives an
from the
of a patch of enormous rocks. The mirror has a perfectly extra Revive token that only they may use the next time they are knocked
Future unmarred surface. out in battle.

65
D100 Title Description Encounter
44 An Eerie Encounter ◆ Environment ◆ Mystery
Reeds in a nearby pool clatter together in a mystic
Each Hero rolls D6. The Hero with the lowest roll takes D6 Horror
Hits, ignoring Willpower. The Hero with the highest roll removes D6
Song harmony and when the wind blows across them, an eerie Corruption. In cases of ties for highest or lowest, all relevant players are
chorus seems to sing. Each Hero hears something different affected by the result. If all Heroes get the same result (or if only one
emanating from the pool, some a horrible, alien melody, Hero), no one is affected.
others a cheerful, inspiring piece of natural music.

45 The Bounty Encounter ◆ Active ◆ Stranger


A bounty hunter is looking for one of the Heroes. He Cunning 4+ or pay D3x$100
Hunter suspects the group may know something, but doesn't seem
to know he's talking to the person he's looking for. If the Hero fails the roll or doesn’t pay the bribe, then the bounty hunter
will appear the next time that Hero is KO’d to apprehend them. The
next time that Hero is KO’d, they are removed from the map and can be
recovered if the rest of the group travels to the nearest Town and pays
D3x$200 in fines/bribes or passes a Cunning 5+ roll.

46 Meteor Encounter ◆ Environment ◆ Hazard


A blinding flash is seen above as a streak of light blazes
The meteor seems to brought with it some strange otherworldly energy.
Each Hero has gained one random Mutation (no matter how much
Strike! down from the constellations to earth; a tremor rumbles Corruption they currently have) and each gains the keyword ‘Mutant’.
below the Posse’s feet and then an almighty bang that they
feel in their stomachs as much as they hear in their ears.
After a few moments a reddish glow permeates the entire
area, then slowly fades.

47 Will-o'- Encounter ◆ Environment ◆ Mystery


Off in the distance a bog can be seen. There are strange
Choose:
Move along. Go to 36a
the-Wisps
lights dancing around it… or
Investigate the bog and the lights. Go to 65a
Wilderness Encounters

48 Beleaguered Encounter ◆ Active ◆ Frontier ◆ Tribal


The group comes across a raiding party of Indians, in the
If anyone in the Posse has the keyword ‘Paleface’, Go to 32a
If anyone in the Posse has the keyword ‘Kemosabe’ or ‘Tribal’, Go to 91a
Settlers midst of attacking a wagon train full of settlers. There isn’t If no one in the group has either of the above keywords associated with
much time to act, but it doesn’t seem as though either the them, Go to 76a
Indians or the Settlers have noticed the Posse yet. In cases of conflict, choose between either of the first two decisions.

49 Road Toll Encounter ◆ Active ◆ Outlaw


An “unofficial” toll station and roadblock lies ahead. Cunning 4+
Members of the Scafford Gang have gone into business for
themselves. They'll try to con the party out of a few gold If passed, the Posse gets into a shootout with the Scafford Gang, who
each, plus a toll for the animals of course... realizes they’ve been outsmarted. Each Hero takes D6 Hits in the blaze of
bullets. If failed, the group collectively loses D6x$100 between themselves.

50 Natural Encounter ◆ Environment ◆ Water


A natural spring bubbles quietly, bringing water and the
Strangely enough and against all rational thought, the natural spring is in
fact a natural fountain of tonic water! Each member of the group may add
Spring stink of some strange chemical to the surface. The soil a Tonic Token to their Side Bag.
around is colored from brown to red to yellow and even
white.

51 Earthen Encounter ◆ Environment ◆ Ancient


A series of small, grass-covered "hills" surrounds the road.
There is an entryway into a church of some sort beneath one of the taller
mounds. While the abandoned church itself has nothing of use, there
Mounds Hundreds of years ago, this was a primitive village with appears to be a passageway that leads to some crypts beneath the area.
earthen structures, but they've long since eroded away. Does the party enter? If the party enters, Go to 74a
If not, the party continues on without incident.

52 Seeds of Encounter ◆ Environment ◆ Hazard


A series of trees drop very spiny seeds to the ground. Only
The path ahead is littered with the spiny seeds, each one threatening to
do certain bodily harm. Each Hero takes an Agility 4+ skill test. For each
Doom the most durable shoes can keep the spines from stabbing failed die, that Hero takes 1 Wound. In addition, if a Hero rolls a 1, they
through. lose any Boots they may be wearing.

53 Down and Encounter ◆ Active ◆ Outlaw


The Scafford Gang has robbed some innocent travelers of
Each Hero that gives $100 to these victims gains 50 XP, these are kindly
folk and won’t accept any more than that. If the Posse escorts these people
Out in all their belongings, including their horses! These people to the nearest town or settlement, they gain 50 XP each. Otherwise,
Brimstone might not make it back to civilization alive unless the Posse anyone who refuses to help takes D3 Corruption Hits.
does something about it!

54 An Old Encounter ◆ Environment ◆ Hazard


An old rope bridge spans a ravine. It looks like it may
After half the Posse has crossed the old rope bridge (randomly choose,
rounded down), the bridge will collapse, sending the other half of the
Rope Bridge hold, then again it may not… group tumbling down into the bottom of a ravine (those that fall take D8
Hits). The only way out of the ravine appears to be a series of caves that
twist through the area. Go to 21a

66
D100 Title Description Encounter
55 Lost Gear Encounter ◆ Environment ◆ Loot
It looks like some miscellaneous items dropped off the
Each Hero finds a random item (roll D6):
1-2 Bandage or Whiskey Side Bag Token (choose one)
back of a wagon traveling the road. 3 Herbs or Tonic Side Bag Token (choose one)
4 Dynamite
5 Flash
6 1 Gear Card

56 Totem Encounter ◆ Environment ◆ Cult


A hideous looking totem shrine carved out of wood
Choose:
Knock over the totem shrine. Go to 70a
Shrine stands solemnly off the path. Oddly enough, it appears to or
represent an octopus and is decorated with some shells & Make an offering to the shrine. Go to 97a
dried seaweed. The nearest ocean must be many hundreds or
of miles away from here. Keep on moving. Go to 78a

57 Traveling Encounter ◆ Active ◆ Stranger ◆ Tribal


An Indian Brave rides atop a dark mare and a white
If anyone in the Posse has the keyword ‘Paleface’, Go to 50a
If anyone in the Posse has the keyword ‘Kemosabe’ or ‘Tribal’, Go to 05a
Companions woman sits the saddle behind him. The man affixes the If no one in the group has either of the above keywords associated with
Posse with a deathly stare, while the woman seems to have them, Go to 71a
an expressionless gaze as the horse trots on past the group. In cases of conflict, choose between either of the first two decisions.

58 The Glint Encounter ◆ Environment ◆ Loot


What appears to be gold sparkles in a nearby stream. As
The Posse comes across a breadcrumb trail of gold that leads to a rotting
corpse and a bag of gold hidden in some bushes. The body has been here
of Gold the group approaches, they spy a gold coin! The Hero in for some time and whatever done him in is hopefully long gone... The
the lead bends down to pick it up and spies another down group finds D6x$50 in gold!
the way...

59 The Encounter ◆ Environment ◆ Explosives


You come across what looks like an old, abandoned
Each Hero declares whether they are searching for dynamite or not. Those
that are searching make a Scavenge roll to attempt to salvage some usable
Abandoned mining camp. Not much of value was left behind at the dynamite. For every 5 or 6 rolled, that Hero gains a Dynamite Token. If

Wilderness Encounters
Claim camp itself, however at a nearby outcropping of rock any Hero rolls a 1, a piece of Dynamite ignites, creating a giant explosion.
you discover a number of sticks of dynamite stuffed into Every Hero that opted to search takes D6 Wound.
various crevices.

60 Strong Encounter ◆ Environment ◆ Explore


An ancient set of foundations. A fort or some other
Choose:
Investigate the well. Go to 14a
Foundations structure once stood here, but the walls have fallen into or
ruin. There is an open well that still works at the back of Search the rest of the ruins. Go to 26a
the ruins. The water of the well tastes strangely metallic. or
Move away from the ruins. Go to 47a

61 Fire and Encounter ◆ Active ◆ Holy


The Posse comes across a group of religious fanatics with
If anyone in the Posse has the keyword ‘Science’ or ‘Mutant’, Go to 22a
If anyone in the Posse has the keyword ‘Holy’ and there is no one in the
Fury a fire & brimstone preacher giving an impassioned sermon group with the keywords ‘Science’ or ‘Mutant’, Go to 02a
to his flock. He warns them against the evils of science and If no one in the group has any of the above keywords associated with
the mutant abominations roaming the land that signal the them, Go to 51a
end of times.

62 Frontier Encounter ◆ Active ◆ Stranger ◆ Merchant


A desperate merchant looking to sell off the last of his
Each Hero may purchase 1 Gear item for half the normal cost (rounded
up) as if they were at a Frontier Outpost (do not roll on Location Event
Deals merchandise rides up to the group in his run-down wagon. chart).
He’s had it with this area and is moving on.

63 Drink With Encounter ◆ Active ◆ Stranger ◆ Undead


A stranger approaches the Posse with a strange halting gait.
Choose a random Hero, that Hero is drinking against the Undead
Gunslinger. Make a series of Strength 5+ rolls. If the Hero passes 3 checks
The Living It is an Undead Gunslinger, who challenges one of the party in a row, he wins the contest and gains 50 XP, the Undead Gunslinger
Dead to a drinking duel, else he’ll shoot you dead on the spot! In has been drunk under the table. If the Hero fails 3 checks in a row, he
life his name was Stanton Creed and he hung for killing a has been out-drunk. The Hero loses D6 Max Health for the next 3 days
man to steal his drink. Now he’s cursed to roam the Earth, and loses all Grit. Make as many rolls as need be until the Hero gets three
only able to finally die when he loses in a duel. successes or three fails in a row.

64 Home in Encounter ◆ Environment ◆ Fire


As the group rides along, they see thick black plumes of
Each Hero Chooses:
Turn Away. Go to 92a
Flames! smoke rising in the distance. As they approach, they see or
that it is a farmer’s house badly damaged and on fire. Brave the Fire. Go to 62a
Frantic screams from inside the inferno can be heard
pleading for help!

65 Horse Shoe Encounter ◆ Environment ◆ Transport


One of the group's horse throws a shoe. The Hero must
A random Heroes’ horse loses a horse shoe or any horse shoe upgrade item they
may have had. The group travels as if traveling by foot. It will only cost $50 at
walk the horse back to town or risk having a lame horse. the nearest Town with a Blacksmith to get a new horse shoe fitted to the horse.

67
D100 Title Description Encounter
66 The Devil, Encounter ◆ Active ◆ Stranger ◆ John Moulton
While traveling along this path, you come across a dark
This result may NOT be re-rolled or canceled in any way.
A random Hero must choose:
John Moulton stranger who introduces himself as John Moulton. His Take the deal, gain D8x100 XP, a random Mine Artifact, or D8x$100. Go
silver tongue pulls you in and grips your attention, but to 53a
before you know it, he offers you an outlandish deal... or
Refuse the deal. Go to 99a

67 Brand Encounter ◆ Active ◆ Stranger


A man on horseback is leading four horses with assorted
Choose:
Investigate. Go to 52a
Positioning brands on their flanks. He’s careful not to make eye contact or
with the group as he passes by. Continue on your way. Go to 82a

68 The Ruined Encounter ◆ Environment ◆ Explore


Before you sits the foundations of a burned-out manor-
Choose:
Mosey on along. Go to 42a
Manor sized home. It has been decades since anyone lived here or
and the wilderness is quietly but surely reclaiming this Search the area. Go to 61a
space. A sound you desperately want to believe is the wind
howling emanates from the charred husk of this once
proud home.

69 The Encounter ◆ Active ◆ Creature ◆ Void


A pack of savage otherworldly hounds has been on the Agility 5+ or Strength 5+
Hounds of Posse’s scent for days, but has just now caught up with you
Brimstone at a critical moment! If passed, gain 25 XP.
If failed, the Hero is pulled from their saddle and mauled. Roll a D6 for
every Clothing Item that Hero carries (not including your Personal Item).
On a roll of 1 or 2, that item is torn apart and Destroyed.

70 Ambushed! Encounter ◆ Active ◆ Tribal


Agility 5+ Lore 5+
Wilderness Encounters

The Posse travels through a particularly dusty ravine that or


throws off all sorts of bad feelings in your head. Before
the group can react, Indian arrows strike all around! A If passed, gain 25 XP and you are able to get away from the attackers and regroup
group of them Black Fang Indians jump down around with the rest of your party.
your group, lookin’ to steal whatever Dark Stone you have If failed, you are knocked unconscious and them Black Fangers root around in
on you! your belongings, taking D3 Dark Stone, or one item with a Dark Stone icon. You
also lose all Grit.

71 Indian Encounter ◆ Active ◆ Stranger ◆ Tribal


A lone Indian Brave is being corralled by a group of
If anyone in the Posse has the keyword ‘Paleface’, Go to 30a
If anyone in the Posse has the keyword ‘Kemosabe’ or ‘Tribal’, Go to 67a
Under young Ranchers. His face, beaten and bloody, looks If no one in the group has either of the above keywords associated with
Attack to you for help, but his body looks to have lost alot of them, Go to 55a
blood through various wounds, he doesn’t seem to be in In cases of conflict, choose between either of the first two decisions.
too good a shape. The Ranchers pay you no mind and
continue their abuse.

72 Bandidos! Encounter ◆ Active ◆ Outlaw


A mangy group of bandidos has come across the Posse
If there are any Heroes with the ‘Outlaw’ keyword and none with ‘Law’,
Go to 80a
and doesn’t look too hospitable. They swarm around the If there are any Heroes with the ‘Law’ keyword or none with ‘Outlaw’, Go
group, their intentions all too clear. to 96a

73 A Cryin’ Encounter ◆ Active ◆ Stranger ◆ Tribal


As the Posse rides along, you come across a wandering
If anyone in the Posse has the keyword ‘Paleface’, Go to 59a
If anyone in the Posse has the keyword ‘Kemosabe’ or ‘Tribal’, Go to 20a
Shaman Indian in a full headdress, painted face, and a bone staff, If no one in the group has either of the above keywords associated with
probably a shaman or medicine man. The Shaman is them, Go to 33a
hollering and dancing about as if in some kind of trance In cases of conflict, choose between either of the first two decisions.
and doesn’t appear to be aware of anything around him.
Nearby a knapsack containing the Shaman’s supplies lies
behind a tree, apparently unwatched by the Shaman.

74 Tainted Encounter ◆ Environment ◆ Hazard


The Posse has been passing through a particularly dry
Desperate for water, the group drinks from the watering hole, only to find
something horribly wrong with the water! Each Hero loses 1 Grit. If you
Watering patch of barren wasteland. The group comes across the are unable to lose Grit, take D3 Wounds instead, ignoring Defense.
Hole first water source it has seen for miles, but the area is
home to the bones of many a dead creature and man that
came before you. Not the best of signs.

68
D100 Title Description Encounter
75 The Curious Encounter ◆ Environment ◆ Puzzle
A curious box lies on the road, it has intricate carvings Cunning 6+
Box and details all about the sides of it and appears to have
interlocking pieces. It may be a puzzle box of some sort. If a Hero chooses to investigate the puzzle box, they have one chance to
figure it out, otherwise the box is locked to them for good, though other
Heroes may try. If the roll is failed, nothing happens. If successful, gain
50 XP and roll a D6 to determine what is revealed in the box (Go to
89a). The puzzle box can also be sold for D6x$50 if you choose not to
investigate it.

76 Demonic Encounter ◆ Active ◆ Demon


A Posse member gets a dull, throbbing headache and
A random Hero suffers the permanent loss of D3 Sanity points. They
must now roll once on the Madness Chart due to the terrifying visions they
Assault suddenly begins lashing out and speaking in tongues! have endured.
Some foul demon or ancient terror is trying to break
through into this world and will shatter the mind of the
poor victim.

77 Déjà Vu Encounter ◆ Environment ◆ Lost


As the Posse rides past an outcrop of rocks, the Heroes
The group has gotten itself lost. Roll D6 and counting 1 as east and going
clockwise 1-6 around the hex, move the group D3 hexes in that direction
realize that there is something familiar about this path (ignore terrain move point costs) and then end movement for the day.
they're traveling down. The Posse has passed by it perhaps
three or four times now, are the Heroes traveling in circles?

78 Ominous Encounter ◆ Environment ◆ Void


The night prior, the Heroes dreams were filled with dark, Spirit 6+
Visions horrific scenes of death and destruction. Perhaps they were
a warning of some future calamity or of impending doom. Each Hero that passed gains 25 XP and +3 to any one combat-related roll or skill
Whatever the case, the Heroes are nearly driven mad by test during their next Adventure.
the experience. If failed, that Hero takes D6 Sanity damage, ignoring Willpower, as the grisly

Wilderness Encounters
visions take a toll on their very psyche.

79 Burning Encounter ◆ Environment ◆ Cult


A huge bonfire is ablaze, in the shape of a large man. Agility 5+
Man Around the base of the bonfire is a group of figures
clothed in dark cloaks emblazoned with a red left hand, As the chanting reaches a maddening crescendo, the bonfire man comes
chanting some unknown hymn. to life! The flaming giant hurls balls of fire at the group, causing a raging
inferno to ignite all around you! Each member of the Posse that fails the
Agility test takes D8 Hits of fire damage.

80 The Godly Encounter ◆ Active ◆ Stranger ◆ Holy


The Posse comes upon a religious hermit who will offer to
Each Hero is healed any combination of D6 Corruption/Wounds/Sanity (your
choice) by the kindly man. After he is finished with his work, he thanks the
Man heal any wounded in the Posse. He will also break bread Posse for their time and bids farewell.
with them and spend the day telling them stories.

81 Indian War Encounter ◆ Active ◆ Tribal


A group of Indian Braves are rapidly approaching the
If anyone in the Posse has the keyword ‘Paleface’, Go to 77a
If anyone in the Posse has the keyword ‘Kemosabe’ or ‘Tribal’, Go to 63a
Party group, weapons drawn, but they aren’t immediately If no one in the group has either of the above keywords associated with
attacking you. Still, you can never be too careful and you them, Go to 34a
begin to unholster your weapons. In cases of conflict, choose between either of the first two decisions.

82 Shadowy Encounter ◆ Active ◆ Void


The Posse moves slowly through this region as it appears
Each Hero rolls a D6 for each Dark Stone they carry (including items
with the Dark Stone icon and Items with Dark Stone Upgrades attached).
Creatures some storm clouds are approaching. However, as the On a roll of 1, that Dark Stone shard/item is stolen away by the nightmare
clouds grow near, the group looks up in horror to see creatures and carried away into the swarm.
that the cloud is actually a massive swarm of otherworldly
creatures! Large groups of the creatures swoop down on
the party, attracted by some unknown force.

83 Field of Encounter ◆ Environment ◆ Hazard


The rocky desert area you're in is mostly dry and barren, Strength 6+
Dreams but seemingly out of place in this environment is a vibrant
patch of bright red flowers. As the Posse stops to investigate, If successful, gain 50 XP. Any Hero that fails the test must immediately
they notice a strong, sickly sweet aroma and start to get pass a Spirit 4+ test or take D6 Sanity damage with no Willpower saves
sleepy. The flowers release a toxic gas that incapacitates and from the horrible dreams produced by the flowers’ powerful narcotic
will cause unnatural and horrible nightmares for any who effects.
fall asleep!

84 The Hills Encounter ◆ Environment ◆ Void


The hills surrounding the valley you are passing through Agility 5+
Have Mouths appear to undulate and move, as if alive! As you travel
a little further, you find the earth opens up before you, If passed, gain 25 XP and the Hero has escaped. If failed, any Cart or
exposing an unholy maw that threatens to devour the Horse you were riding falls into the maw and is lost, you are now traveling
entire Posse! on foot. You lose 1 Sanity permanently from the terrifying ordeal.

69
D100 Title Description Encounter
85 Highway Encounter ◆ Active ◆ Outlaw
The Heroes happen upon some Scafford Gang bandits,
If there are any Heroes with the ‘Outlaw’ keyword and none with ‘Law’,
Go to 69a
Robbery armed with rifles, in the middle of robbing four travelers If there are any Heroes with the ‘Law’ keyword or none with ‘Outlaw’, Go
in a stagecoach. From your position you can ambush the to 25a
whole group relatively easily.

86 Holey Encounter ◆ Environment ◆ Void


The Heroes come across a deep arroyo, its sandstone cliffs Agility 5+ or Luck 5+
Grounds layered in sunset pastels and honeycombed with small holes.
As the Heroes make their way through this area, the holes If passed, gain 20 XP and the Hero has escaped the scorpions without being
around them suddenly start bursting forth with hundreds and harmed. Any Hero that fails this test is stung by the scorpions and afflicted
hundreds of dark stone scorpions! with a horrible poison. If not treated at a Doc’s Office within 5 days ($100
treatment), the Hero will permanently lose D6 Health.

87 A Plague Encounter ◆ Active ◆ Tribal


Draped in rags, a group of Indians walk along the path,
Each Hero Chooses:
Attempt to help. Go to 79a
of Indians
barely able to hold themselves up. They look to have been or
stricken with a disease of some sorts, leaving a trail of Keep your distance. Go to 03a
snot, mucus, and vomit.

88 The Encounter ◆ Active ◆ Stranger ◆ Holy


Pilgrims dressed in tattered rags with sores on their feet are
If there are any Heroes with the ‘Holy’ keyword in the group, Go to 10a
Otherwise, Go to 38a
Pilgrimage on their way to a holy site and ask the Posse for food and
alms. They are the sorriest, saddest lot you’ve ever come
across and the stink from their unwashed bodies is almost
overpowering.

89 The Bad Encounter ◆ Environment ◆ Void


You see a horrible portent of things to come and the future
Add a Growing Dread card to the stack at the start of the next Adventure.
Omen
Wilderness Encounters

does not look good for your group. Perhaps a death or a


horrible evil, this a definitely a most terrible vision of your
future.

90 Free Range Encounter ◆ Environment ◆ Dark Stone


An odd crystalline growth protrudes from the ground off
The group has discovered a patch of Dark Stone, sitting out amongst the
wilderness. While the discovery is potentially bad news for the world, the
Dark Stone in the distance. group is happy to help themselves to the precious substance. Each Hero
receives 1 Dark Stone.

91 Ugly Encounter ◆ Active ◆ Stranger


The group rounds the corner to find a fella swinging
All Heroes who can, make a Ranged attack at a -1 To Hit, if any Heroes hit
with their Ranged weapon, the Hanged man is free and the group gains 50
Prospects violently from a crude gallows. A crowd of ne’er-do-wells XP, otherwise he dies swinging on the rope. The man thanks you for saving
gathered beneath him scatter at the sight of the Posse. his life, but seems more angry than anything. It seems he was expecting
Clearly this isn’t an official hanging. The group only has someone named “Blondie” to shoot him down, but he’s apparently nowhere
seconds to act! to be found.

92 This One Encounter ◆ Environment ◆ Loot


An old ring is sticking out of the dirt, glinting from the
A Random Hero can claim the ring if they like. The Ring is an artifact
that may be used Once per Adventure to ignore an Exploration Token
Ring sunshine in a shallow river bed. uncovered by that Hero after it is revealed and draw a new one. This
effect causes D8 Corruption Hits each time it is used. The Ring is worth
D6x$100 if sold.

93 The Lovers Encounter ◆ Active ◆ Stranger ◆ Mission


A woman is heading to a town to be reunited with her
If the Posse agrees to escort the woman, they must travel to the town that
her lover lives in. Roll D20 and consult the Town chart. If the group goes
long lost lover and needs an escort. She asks the group if to a Mine while the woman travels with them, she will be also be killed
they can assist her. if the Darkness escapes and/or the mission is failed. Upon arrival at the
Town, Go to 94a
Otherwise, if the group refuses to help, you continue on and each Hero takes 1
Corruption Hit for the guilt they feel.

94 The Encounter ◆ Active ◆ Stranger


A big blue box sits in the middle of nowhere. It reads
Gain 25 XP. The Posse finds the door to this mysterious blue box to be
locked and no amount of force can get the darn thing open. Then without
Physician "Police Box" along the side, but there doesn't appear to be the warning, the door swings open and a curly-haired stranger with a long,
anyone around. colored scarf peaks his head out and yells back into the box, “Romana, this
isn’t Gallifrey! I say, where the bloody blazes are we?” He takes one look at
the group with its assorted weaponry and says, “Well, not here for long I
should hope. Let me go get you a jelly baby. Be right back!” and closes the
door behind him. The blue box makes a strange sound and simply fades
from existence.

70
D100 Title Description Encounter
95 Circle of Encounter ◆ Environment ◆ Puzzle
A small copse of trees that grows in a perfect circle lies Cunning 6+
Trees before you. In the center of the circle lies a plaque with an
inscription that simply lists what appears to be a random If any Hero makes this skill test, the group deciphers the numbers and
collection of numbers. reveals the location of something on their map. Roll D20 and consult the
Town chart. The location they’ve deciphered lies one hex to the northeast
of the Town rolled. When that location is reached, Go to 57a

96 Silence Encounter ◆ Mystery


It is eerily quiet… Too quiet.
Stop all movement for the day. The group has a grand battle with some
tall, slender inhuman monsters. The Posse manages to find cover, but
Will Fall unfortunately as soon as you turn away, you forget the entire experience.

Wait... why are your weapons drawn? Some Heroes in the group have
random marks on their faces as if they’ve been counting something.
Hmmm. Odd. Also, two days have inexplicably passed by.

97 The Bronze Encounter ◆ Environment ◆ Puzzle


Just off the beaten path sits a bronze statue of some
For every $100 that a Hero places in the chest, roll D6:
1 Take D8 Wounds, the Hero is wracked with a horrible pain.
Statue unidentified man. There is no plaque or explanation of 2-3 Gain D6 Dark Stone, the money appears to have been
who the figure is or why a statue has been made of him, magically transmuted.
but there are some bleached bones at the feet of the statue. 4-5 The $100 that the Hero placed in the box has transformed into
The figure itself shows a smiling, bearded man beckoning D6+1x$100!
to a small openable chest at his feet. The chest is empty. 6 Gain a random Mine Artifact card.

98 Burial Encounter ◆ Environment ◆ Ancient


The Posse stumbles upon an ancient burial mound, this
Choose:
Enter the burial mound. Go to 40a
Mound mound doesn't seem to match any known Indian tribes' or
practices and looks older than dirt. There is a stone tablet Continue on your way. Go to 16a
written in an unknown language that seems to give some

Wilderness Encounters
kind of warning, but the death's head skull that is carved
into it has three eye sockets instead of two.

99 Indian Encounter ◆ Active ◆ Stranger ◆ Tribal


A group of friendly Indians have set up a temporary
If anyone in the Posse has the keyword ‘Paleface’, Go to 35a
If anyone in the Posse has the keyword ‘Kemosabe’ or ‘Tribal’, Go to 84a
Trading trading post nearby with various items and bits of gear If no one in the group has either of the above keywords associated with
Post for sale arranged inside a circle of tipis. A sentry eyes your them, Go to 19a
group as you make your approach. In cases of conflict, choose between either of the first two decisions.

71
WILDERNESS ENCOUNTER RESULTS
Wilderness Encounter Results are meant to be read blindly after the Posse has decided on a course of action during a
Wilderness Encounter. This hopefully adds a bit of suspense to their choice and can even ensure that the same encounter plays
out differently depending on what the players choose.

# Choice Description
00a Move past the Gain 10 XP. As the group rides off away from the underground entrance, the ground beneath them begins to shake and the
Heroes are thrown to the ground. The Heroes fall through fissures in the ground to land in an underground cave, but they’re not
entrance
alone. Stop all Overland movement for the day. The Heroes must immediately go on an Escape Mission [Basic:5] to get back out.

01a Give the body Gain 50 XP. As you dig a grave for the poor gent, you start getting nauseous. The flowers seem to be emitting some foul, toxic
a proper burial fumes! Each Hero must pass a Strength 5+ test or take D6 Wounds as they run from the area.
02a Holy The fanatical crowd is whipped up into a frenzy and brings out a captive with a bag over their head. It appears to be some poor
soul that developed a hideous mutation, they’re so far gone it’s hard to even call them ‘human’ anymore. The Preacher calls upon
those that are untainted to cast the first stone and hands you a hefty rock to throw. If you throw the stone, everyone else will follow
suit and the Mutant will be killed. Gain 25 XP, +1 Max Faith, and take D6 Corruption Hits as you have done what a fellow man
of God has required of you, but you still have your doubts if it was the right choice to make.

If you refuse to throw the stone, gain 50 XP. The Preacher turns to you and calls you out as consorting with Demons and
Wilderness Encounter Results

Fornicators. The rest of the crowd turns on you and in the ensuing chaos the mutant captive is able to escape. The crowd chases
the Posse off with rocks, each Hero in the group takes
D6 Hits. The nearest Church town location is now permanently closed off to your group as word
of your heresy has reached their ears and no godly folk will have anything to do with you.

03a Keep your Despite their pleas for assistance, the Posse turns its back on these obviously sick & diseased Indians. Better to let them die in peace
rather than spread the plague you tell yourselves as the blood-choked curses of the Indians fade off in the distance. If you do not
distance
have the keyword ‘Tribal’, you gain the keyword ‘Paleface’ and lose the ‘Kemosabe’ keyword if you already had that.

04a Cross over the Gain 25 XP. As you start to cross over the bridge, giant tentacles reach out from underneath the bridge to ensnare a random Hero.
That Hero must roll to defend against D3 Hits. Each Hit that gets past their Defense deals 3 Wounds.
bridge
05a Kemosabe/ Gain 25 XP. You hail the Indian brave and ask his intentions of the woman. He explains that the woman’s husband is a dark priest
in an evil cult and has cast a horrible curse on the woman. He is bringing the woman to a nearby Shaman to have the curse lifted,
Tribal
but warns that the woman will die within a week if she is not cured soon. He asks that the Heroes gather Herbs and return to
this same hex to give him the herbs to save the woman’s life. If the Heroes return in time, they must give up the necessary amount
of Herbs, but will each recover 1 Grit and an additional 50 XP. If not, then they can assume the worst about the woman’s fate.

06a Keep moving Gain 10 XP. The horses seemed to be spooked by something in the area and it’s best not to dilly-dally around the graves of the
dead. There might be something worth finding around here, but hell if you’re going to stick around and find out.

07a Keep riding Gain 10 XP. You have no time to be foolin’ around with no stupid kid stories. Everybody knows ghosts ain’t real. Now hurry up...
it’s gettin’ dark out.

08a Leave the Gain 50 XP. You ride off, knowing that nothing good can possibly come from searchin’ around in the belongings of dead
folks, especially strangely dressed dead folks. Besides, it’s just not right to be lootin’ the dead.
corpse be and
continue on
09a Ride around Gain 10 XP. As you ride off, you could swear that you heard the crying of a child coming from the village, but you’ll never know
what it was you left behind in that abandoned village...
the village
10a Holy All Heroes with the keyword ‘Holy’ gain 25 XP. You can’t help but give everything you can to help these poor souls. Any Heroes
with the ‘Holy’ keyword must give half (rounded up) of their Gold to help these pilgrims on their journey. In addition they must
also give away 1 Side Bag Token and 1 Gear if able. In return for giving up all that, they recover 1 Grit and gain +1 Max Faith.
Otherwise, you give what you can, but only recover 1 Grit if unable to give everything listed.

11a Investigate the


Luck 4+
carved head
further Gain 50 XP and stop all movement for the day. As you walk about the giant head, you see that it is incredibly old, but find some
sort of switch mechanism on its’ backside. You cautiously activate the switch and the head opens up like a puzzle box. To your
horror a swarm of large centipede creatures scurries forth from the innards of the great head. The horses become panicked and ride
off in a flurry. Each Hero that fails the initial Luck test lose a random Token from their Side Bag. The creatures dig holes in the
ground and slink away without incident and you eventually gather the horses up. Inside the head, you find an ancient cache. Each
Hero draws 1 Loot card.

72
# Choice Description
12a Attack the Gain 20 XP. You unleash a hail of bullets on the foul abomination, dropping it to the ground. It twitches for a time, but then stays
dead for good this time. That’s one less undead menace in the world. You can’t help but wonder though, where was it going to?
zombie!
13a Refuse the The Heroes leave the merchant to his trouble and they continue on their way. Word gets around the business community. Prices
for all items & services are doubled at every Town the Heroes travel to until they complete their next Adventure (success or fail).
offer
Funny how fast rumors can spread.

14a Investigate the Gain 50 XP and stop all movement for the day. That hint of something shiny at the bottom of the well peaks your interest. A
random Hero shimmies down the well with a rope strapped around their waste to get a better look at what’s in there. As the Hero
well
gets closer and closer to the edge of the water they begin to make out what lies beneath the water. In a moment of horrible clarity,
the Hero sees the glint of a fancy necklace attached to a long dead corpse rising up from the depths of the well! More bodies begin
to stir and start clawing at the Hero, trying to pull them down into the depths. That Hero takes D3 Horror Hits, with each doing
3 Sanity damage to the Hero instead. The Hero is able to clutch onto something on their way up and pulls up the fancy necklace.
It is worth D3x$100 if sold at a Town.

15a Investigate the


Cunning 6+
area
Gain 25 XP and stop all movement for the day. If everyone fails the test, nothing is found. If successful, you notice that the earth
around the graves doesn’t seem to be disturbed in any way, as if there was never anything buried there. In fact they seem to form
an arrow pointing at the outcropping of rocks. Further investigation of the area reveals an ‘X’ carved into one of the rocks and a
circle of stones beneath that ‘X’. You spend some time digging and discover a buried chest. Inside the chest is D6x$100.

16a Continue on Gain 10 XP. It’s best not to disturb old burial mounds, ‘specially ones with strange tablets and terrible warnins’ all over them. What
kinda darned fools you think we is?
your way
17a Toss the book Gain 25 XP. Ain’t nothin’ good to be learned from dusty old books layin’ about. If it was worth learnin’ about they woulda put it
in the good Book for Godly folk to read about.
away
18a Keep on riding Gain 10 XP. It doesn’t look like there’s anything to be gained by that old shack, you ride on without so much as giving it a second

Wilderness Encounter Results


thought, now if only you could find some treasure or some Loot!

19a Neutral The sentry stops the group and advises that a small donation of D6x$50 from the group is required to purchase from the
Indian Trading Post. If the group refuses, they leave and nothing else happens. If the group pays the donation, the group
may buy items as if they were at a Frontier Outpost (do not roll for a Location Event). Any Hero may make a Cunning 5+ roll
to attempt to get an item for $50 cheaper instead, but if they fail, that Hero gains the keyword ‘Paleface’ and is immediately
booted from the Trading Post.

20a Kemosabe/ Gain 25 XP. As the Shaman dances about the group, he suddenly turns towards the group and freezes in his tracks. He blows a
fine white powder from his hand towards the group and begins to speak in tongues. Gradually his words start to gain clarity and
Tribal
you can hear him calling out to you, “I have seen your pain and the heavy burdens that you bear. Let me ease the pain, so that you
may continue in your journey upon the plains and bring peace to the land once more.” Each Hero may choose a service: Cure 1
Injury, Cure 1 Madness, Remove D6 Corruption, Heal any combination of D6 Wounds/Sanity, or recover 1 Grit.

21a Escaping the Begin an Escape Mission [Basic:5], except split the party in half and place one group at the Mine Entrance tile and the other group
at the Cross Path tile as normal. Do not roll for Hold Back the Darkness tests and ignore the Dangerous Escape and Immediate
ravine
Dread special rules. Only when the Cross Path group uncovers map tiles or when Clue icons are uncovered does the Hero Posse
marker move up the Depth track. Whenever the Cross Path group uncovers a map tile, roll 2D6 and if the result is equal to or
greater than the current position of the Hero Posse marker, then the two separate maps are now joined together.

22a Science/Mutant The Preacher spots a heathen amongst your group and calls them out in front of his flock, beseeching his followers to destroy the
abomination in the name of all that is Holy. If you choose to stand and fight, each Hero makes a series of 5 Attack rolls (Melee or
Range). If 50% or more of the groups’ rolls hit, then you have scared off the rest of the congregation and recover 1 Grit and gain 75
XP. If less than 50% of the groups’ rolls hit, then the religious fanatics have gotten an advantage over you and have beaten you into a
chaotic retreat. Lose D6x$50 and 1 Gear or Artifact with a value of at least $200 in the ensuing craziness.

If the group decides to run away, gain 10 XP and stop all movement for the day as the group has to double back and loses time.

23a Start moving Gain 10 XP. That’s all the sight-seeing you have for the day. You don’t have to be told twice not to travel towards big explosions
like that, let them other fools get themselves killed trying to fill their hands with ash and cinder.
in the other
direction
24a Keep your Gain 25 XP. The rats continue to follow behind the Posse. Until the end of your next Adventure, everyone in the group is -1 to
Initiative and the Posse will have Wilderness Encounters on a roll of 1, 2, or 3, whether or not the Posse is on horseback. After
distance from
the rats and the group enters its next Town following their next Adventure, the rats seem to disperse, though strangely enough the Town will
suffer from a rash of bizarre cat killings after that. That Town permanently gains the ‘Unstable Gate’ Trait if it didn’t already have it.
continue on
25a Lawful You call out to them Scafford Gang boys to put ‘em up, but they don’t seem too determined to go down without a fight and start
shootin’ away. Before you manage to put the last of ‘em down, they get off some shots on the Posse. Each Hero takes D6 Hits.
You return the stagecoach passengers belongings to them and regain 1 Grit. On them Scafford boys you rummage around in their
pockets and manage to turn up D6x$50 in valuables, no doubt gained from criminal activities.

73
# Choice Description
26a Search the rest Gain 25 XP and stop all movement for the day. You mount a search of the ruins, suspecting that there must be something else
to this ancient place. Indeed, behind an intricately carved wall you discover a tunnel that leads downward! You may begin an
of the ruins
Exploration Mission [Basic:2] here, with double the reward as normal.

27a Attempt to
Luck 5+
outrun the
twister Gain 50 XP. If successful, a Hero evades the twister and suffers no ill effects. If failed, a Hero suffers D8 Wounds and rolls on the
following table:
1 Lose a random piece of Gear
2-3 Lose D6x$50 of their Gold
4-6 Lose D6 Side Bag Tokens

28a Loot the The saddlebag is filled with potions and concoctions in various colors. Each Hero may take a potion, but the effects for each potion
will be different and the effects will not be known until the potion is drunk by the Hero. Each Hero that gets a potion takes D6
saddlebag
Corruption Hits as well for looting the dead. Reference this Wilderness encounter number:
Roll a D8:
1 Attribute Inhibitor - You are at -1 to your highest Attribute. Roll a D8 each day,
the effect is removed whenever an 8 is rolled.
2 Temporary Insanity - Roll on the Madness Chart and gain a temporary insanity.
Roll a D8 each day, the effect is removed whenever an 8 is rolled.
3 Poison - The noxious substance hits you for D8 Wounds!
4 Gender Swap - Your body transforms into the opposite gender! Roll a D8 each day,
the effect is removed whenever an 8 is rolled.
5-6 Health Potion - You are healed D8 Wounds!
7 Attribute Boost - Gain +1 to your lowest Attribute. Roll a D8 each day,
the effect is removed whenever an 8 is rolled.
8 Cured! - Remove one Injury, Madness, or Mutation from your Hero.

29a
Wilderness Encounter Results

Cut the dead Gain 25 XP. You cut the rope that the corpse hangs from, only to discover that the man is actually quite alive! Without so much as a
man down word, the man rushes to the base of the tree, collects his clothes and runs off back down the road you came. You can only guess what the
fellah might’ve been doing up there in the first place.

30a Paleface Gain 25 XP. The injun doesn’t seem to have much left in him and his ending is pretty well set in stone at this point. You take aim
and fire, putting the native out of his misery. It sucks the fun out of the Rancher’s game, but they treat the killing as if you’d put
down a wild animal, nothing more. After some minor insults are hurled at you, they scatter and leave the Indian corpse out in the
sun. You put your gun back in the holster and ride on. Take D3 Corruption Hits for killing an unarmed man.

31a Ride around Gain 10 XP. Meh. Let me know when somethin’ excitin’ happens, this group is boring as all hell.
the stones
32a Paleface Gain 25 XP and each Hero that has the keyword ‘Kemosabe’ loses that keyword and each Hero that doesn’t have the keyword
‘Tribal’, gains the keyword ‘Paleface’.

You’re able to ambush the Indian raiding party while they’re distracted with the settlers. Each Hero makes 5 Attack rolls (Range or
Melee). If the party as a whole successfully hits with 50% or more with their attacks, then most of the settlers are able to survive
the attack and the Indians are driven off. They thank you for your help in dealing with those savages and as a token of their esteem
offer what supplies they can spare: each Hero gains a Side Bag Token of their choice and an additional 50 XP.

If less than 50% of the groups’ hits connect on the Indian raiders, the settlers are not only decimated, but the Indians are also able
to get the advantage on the group and runs the Posse off before disappearing back into the wilderness. Each Hero takes D6 Hits
and loses 1 Gear or Artifact worth at least $150 in their mad dash to escape the Indian raiders.

33a Neutral Gain 25 XP, then Choose:


Guard the Shaman
No matter if the Shaman is crazy or not, he’s vulnerable in his current state to thieves or even wild animals. You have to keep watch
over the Shaman until he comes down from his trance. As if your fears were prophetic, a pack of Void Hounds appears over the
horizon, a look of terrible hunger across their eyes. The Void Hounds make an attempt at the old Shaman and everyone else in the
area, but you’re able to fend off the Void Hounds and eventually send them running. Each Hero takes D8 Wounds from the Void
Hounds. In time the Shaman wakes from his trance and thanks you for dealing with the evil spirits. He begins to sing a song of your
heroism and bravery. Each Hero in the group gains the keyword, ‘Kemosabe’.

Snag some of the Shaman’s supplies


As the Shaman prances about, he starts slithering around like a snake or lizard and goes over a nearby hill, out of sight of his
medicines and herbs. Seeing your chance, you start rifling through his bag and pick up some choice items. Surely in his state, this
Shaman wouldn’t know if he had consumed his own herbs or if he ever had them to begin with. Each Hero in the group that wants
to may make a Cunning 5+ roll to gain D6 Herbs, but any Hero that rolls a 1 or 2 is discovered by the Shaman and he curses all
Heroes that gained Herbs from his bag, regardless of what they rolled. Those Heroes gain the keyword ‘Paleface’.

Leave the Shaman be


This Shaman is obviously out of his mind and it’s best to leave him to his insane dancing. No good can come from messing
around with this drugged up fiend, he’d be better off in a sanitarium than this wilderness, but it’s not your job to care.

74
# Choice Description
34a Neutral Without discussion or reading below, each Hero secretly chooses an action with a D6:
(Even # = Start shooting; Odd # = Put your weapon away):

Even side - Start shooting. If 50% or more of the Posse chooses this option then you make short work of the Indian Braves. Each
Hero that chose this gains 50 XP and draws 1 Loot card from what they’re able to recover off the Indians’ bodies.

If less than 50% of the Posse, but at least one Hero chose this option, then there is a brief battle. The Indian Braves manage to beat you back
and escape. As a result, every other Hero that chose the Odd side takes D6 Hits. Anyone that chose Even gains an additional 25 XP but
everyone in the group gains the keyword ‘Paleface’.

Odd side - Put your weapon away. You cautiously holster your weapon as a sign of goodwill. If everyone in the group chose this option
then the situation is defused and you’re able to talk things over and discover that the Indian Braves are searching for a kidnapped child in
the nearest Mine. You may begin a Search Party Mission [Basic:4] in the nearest Active Mine to recover the child, but have a time limit
of 3 days to finish the Mission. If successful, each Hero receives 1 Side Bag Token (choose between bandages, whiskey, or dynamite),
+1 Max Grit., and gains the keyword ‘Kemosabe’. However, the cost of failing the mission is double, D6 Corruption Hits, ignoring
Willpower. If you choose to ignore the mission then nothing happens.

35a Paleface The sentry recognizes an enemy of his people and moves to intercept the group. If you choose to fight the sentry, the group takes D8
Hits (spread out in whatever fashion amongst the group) and the other assembled Indians scatter far and wide. Anyone in the group
that doesn’t have the keyword ‘Tribal’, gains the keyword ‘Paleface’, if they didn’t already have it. Anyone with the keyword ‘Kemosabe’
loses that keyword.

If the group tries to make amends with the Indians, they must pay D6X$100 or give up 2 Gear or 1 Artifact PER Hero with the
keyword ‘Paleface’ in the group. If the price is paid, those with the keyword ‘Paleface’ lose that keyword. The Posse may now buy
items from here as if this were a Frontier Outpost (no Location event).

36a Move along Gain 10 XP. Likely just some damn swamp gas caught afire. Ain’t no cowboys gonna go rustlin’ around in that muddy
environment. Let them other folks go find their death in them Jargawno swamps, not these fellahs. We’s smartfolk.

Wilderness Encounter Results


37a Attack the rats Gain 50 XP. The Heroes attempt to kill the rats, but this only causes them to flee, frightening them off for the moment. During the
next few nights, the sounds of scurrying rats seem to be coming from all around you. Everyone is on edge.

Spirit 4+
Each Hero that fails the roll needs to make an additional roll on the Madness Chart. This temporary madness will last until the end
of the Heroes’ next Adventure. You’re never able to shake the feeling that the rats are still following you though...

38a Neutral Each Hero Chooses:


Help the Pilgrims
Somewhere deep in your stone cold heart, a spark of something resembling empathy stirs. You decide to give what you can to help
out these good, kindly folk on their journey. You may donate either Gold, Gear, or Artifacts to the Pilgrims. For every $5 of Gold
(or sell value of an item), you gain 1 XP (example: $50 would give your Hero 10 XP).

Leave them be
These people seem to be a little off in the head, you tip your hat and wish them luck in their journey and promptly keep on riding.

39a Find another Red moss you say? Ain’t never heard of no damn thing like that and don’t want no part of that. Wouldn’t even spit on the
stuff, get me the hell outta here. Gain 25 XP, stop all movement for the day, and treat all movement the next day as if you
way around
were traveling over Tough terrain.

40a Enter the End all movement for the day and begin an Exploration Mission [Basic:2], with the exception that failure results in the current Hex
the players inhabit to become uninhabitable and untraversable. Mark the current Hex, that Hex may no longer be traveled through
burial mound
again, it has been turned into a nightmarish wasteland by what the Heroes have unleashed.

41a Leave the Gain 10 XP. The group walks off, leaving the poor fellow to his flowery grave. Each Hero takes 1 Corruption Hit, knowing that
they done wrong by that poor fellah, leaving his body there to rot. Though at least he’s surrounded by them perty flowers.
body be
42a Mosey on Gain 10 XP. If the place is burned out and abandoned, then surely that means there’s nothing of value here anymore. Who in the
hell would’ve left anything behind? Besides, there’s dark stone, riches, and adventure to be had out there in the world, you ain’t got
along
no time for exploring every scorched piece of property in the area.

43a Investigate the


Strength 5+
village
Gain 50 XP. The village seems to have contracted a plague and the Heroes may have become infected! Each Hero that fails their
Strength roll loses D6 to their Max Health and gains the ‘Infected’ keyword. The keyword (and the temporary health loss) can be
removed at a Doc’s Office. Use the Treat Corruption action, but no Corruption is removed and instead the ‘Infected’ keyword is
removed and the Hero regains the lost Max Health. Any Hero that rolls a 6 draws 1 Loot card, once per Hero.

75
# Choice Description
44a Pursue the
Agility 4+
Drifter
If half the group (rounded down) fails this test, the Drifter is able to give the group the slip and gets away. If more than half are
successful, then the Drifter turns and starts firing on the group, he deals D6 Hits each “turn” to a Random Hero (Drifter has the
Initiative). The group may fire back with Ranged attacks or run away (ends encounter if they run away). If they fire back they must
deal 6 Damage to kill the Drifter (Defense 3). If the Drifter is killed, each member of the group gains 50 XP and draws 1 Loot card.

45a Leave it be Gain 10 XP. You pass by the carcass, wondering what happened to the poor soul that rode that animal. It looked to be a mighty fine
horse in its day, now it’s just sitting here, getting filled up on maggots. It makes you stop and wonder about your own place in the
universe, about no matter how hard you try or what noble deeds you perform, you’ll likely end up just the same: a rotting corpse
getting passed over by strangers.

In the distance a coyote howls. Some crickets nearby chirp. A snake and a frog are locked in deadly combat. Tumbleweeds blow on
by. Life goes on.

46a Leave the Gain 10 XP. Each Hero that does not have the keyword ‘Tribal’, gains the keyword ‘Paleface’. If any Hero had the keyword
‘Kemosabe’, they lose that keyword as well.
child be and
continue on
your way
47a Move away Gain 10 XP. You have a bad feeling about these ruins and decide it best to leave them be. Whatever brought destruction to these
ancient structures may still hold sway over this area and it’s best to get a move on, you’ve got better things to be doin’ with your
from the ruins
time than rootin’ around here.

48a Pocket the gold


Spirit 5+
If failed, the Hero takes D6 Corruption Hits (ignores Willpower). Gain D6x$50.

49a
Wilderness Encounter Results

Follow the Gain 30 XP but stop all movement for the day as you follow after the slowly moving shambling undead. You ride behind the
zombie zombie for the better part of a day as it seems to walk towards an open patch in the middle of nowhere. The zombie eventually
comes to a stone and begins to dig into the ground. The zombie digs up what appears to be another corpse, curls up and lies
down beside the newly-revealed corpse. It stops moving after that. Alongside the pair of corpses, the group finds some personal
effects. Each Hero in the Posse may gain 1 Gear card, but takes D3 Corruption Hits for looting the dead.

50a Paleface Gain 25 XP. The Indian savage has obviously kidnapped this poor woman and is bringing her back to his barbaric tribe for a
life of slavery. If you don’t act quickly the honor of that woman will be despoiled! Each Hero in the group that is able to makes
a Range attack against the fleeing Indian. If the Posse is able to land at least 6 Wounds on the Indian brave, he is killed and the
woman is saved, otherwise he gets away. The woman does not speak and seems catatonic, but the group receives 50 XP and
D6x$50 as a reward from her grateful husband if the group returns the woman to the nearest Town within a week (7 days).
Otherwise, the woman will mysteriously die despite your best efforts to care for her.

If any 1’s are rolled during the attack, the woman is caught in the crossfire and killed and the Heroes take D6 Corruption Hits
from the guilt.

51a Neutral Gain 25 XP. You keep your distance as you watch the events unfold with the congregation. You see a Mutant is brought out before
the gathered crowd, cursed and spat upon. A Random Hero has enough time to make a single ranged shot to save the mutant’s
life, otherwise the mutant is killed in front of the congregation. Each Hero takes D6 Horror Hits at the inhumanity. If the ranged
attack is successful, the mutant escapes! That Hero gains an additional 25 XP and recovers 1 Grit.

52a Investigate You call out to the man and without so much as turning to meet your gaze he hightails it out of there! That’s a damn horse thief if
you ever saw one and you take off in pursuit, ain’t nothin’ worse than a horse thief. Each Hero makes Agility 5+, Strength 5+, and
Luck 5+ rolls. As long as each test is passed by one or more Heroes, the challenge is a success and you manage to bring down the
horse thief. For every 1 rolled during those tests, one of the four stolen horses is accidentally injured and will have to be put down.
Each horse that is saved is worth $100 and 25 XP if returned to the nearest Town. The horse thief is worth $150 and 50 XP if
captured. If the challenge is failed, then the horse thief and the horses elude your grasp and he manages to get away, each Hero still
gains 10 XP.

53a Take the deal If Wilderness encounter #66 is ever rolled again, then John Moulton has returned to collect his end of the bargain, your Hero is
killed instantly.

54a Continue on Gain 10 XP. You ride on past the gallows-tree for a time. You look back into the distance and see that the hanged man is no longer
there, only the rope remains, swinging empty in the wind...
your way

76
# Choice Description
55a Neutral Choose:
Put the Indian out of his misery
Gain 25 XP. The Indian ain’t got no fight left in him and there’s really no point in letting this thing go on, you take aim and put
a bullet in the Indian, taking him down and giving him something resembling peace. After that the Ranchers scatter, but just as
you’re about to ride away, you notice the glint of something in the Indian’s belongings that the Ranchers seemed to have missed. A
Random Hero gains an Artifact! Each Hero in the Posse also gains the keyword ‘Paleface’.

Chase off the Ranchers


You ride in and get into a brawl with the Ranchers, chasing them away and keeping the Indian Brave from further harm. Despite
your efforts though, his wounds are too severe and the Indian falls to the ground, barely enough life in him to give his thanks and
a blessing. Everyone in the group that can loses 1 Herb Side Bag Token giving relief to the native. Gain 25 XP and everyone in
the Posse gains the keyword ‘Kemosabe’.

56a Accept the A Random Hero gains a bag of gold worth D6x$100, but must give this item up at the nearest Town. As a reward for your
honesty, you gain 50 XP and you may stay for free at this Town as if at a Hotel Location anytime you visit this Town in the future.
dying man’s
task If you instead decide you want to keep the gold, you must roll a Spirit 6+ test. If failed, you take D6 Corruption Hits (but still
keep the gold).

57a The secret You find a shallow grave at the secret location. You dig down into the grave and come across a cheap casket, barely holding
together. Inside is an old skeleton in tattered rags and a medallion about its neck. The medallion points to an old underground cave
location
(roll D20 on the Mine Chart). If the Heroes engage in an Exploration Mission [Basic:2] at the Mine, they may each draw 1 Mine
Artifact card at the final Dead End room and receive twice the amount of Gold as normal for a Reward.

58a Flog the Gain 50 XP. As you take a whack at the rotting remains of the once proud horse, it’s nostrils suddenly flare up, literally. Fire pours
forth from every orifice of the horse and its eyes burn with the power and rage of a volcano! The nightmare horse charges at the
deceased
equine group, biting and kicking its way through. Each member of the group takes D6 Hits and D6 Horror Hits from the hell beast.
After it charges past the group, it suddenly takes flight on it’s fiery hoofs and flies off into the distance.

59a Paleface Gain 25 XP and stop all movement for the day. As you ride by the hooting and hollering Indian Shaman, he suddenly turns
towards you and freezes in his tracks. He hisses and growls at you like a wild caged animal and scratches the ground with his bone

Wilderness Encounter Results


stave. After a few moments of this he throws a glittering powder into the air and begins to scooch sideways around the group,
never breaking his gaze from you. At first he seems to be speaking in tongues, but at some point the words gain clarity and you
hear him cursing you as “cowardly, paleface dogs of the Black Goat, death walkers, false talkers, etc...”. As he does this, the world
begins to turn around you and you have horrible visions of people & things long dead and those soon to die by your hand. Each
Hero in the group takes D8 Horror Hits and rolls once on the Madness Chart.

60a Stay the night If the Group decides to stay the night near the large stone, they stop moving for the day. At midnight, a horrible cacophony of
moans and whispers pierces the night air. All about the Heroes, spirits and ghosts swirl about, demanding to know the Heroes’
intentions.

Spirit 5+
If successful, gain 50 XP and roll a D6:
1 Angry Dead - Each Hero in the group must make a successful Spirit 6+ check or
suffer D6 Horror Hits.
2-5 Just the wind - It wasn’t ghosts after all...
6 Gift of the Ancients - Each Hero gains +1 Max Grit.

61a Search the Gain 50 XP. As you cross through what used to be the doorway into the charred remains of this estate, you hear what seems to be
a music box playing softly, mixed with a melancholic moaning. You begin seeing ghostly apparitions running through what used
area
to be hallways, spectral children at play in what must’ve been an orphanage at some point in the past. As you come to a central
courtyard area you find a ghostly woman weeping, she clutches a letter in her off-hand. Beside her lies a music box, an empty
canister of oil, and a box of matches. As the music box nears the end of its tune, the apparitions fade to nothing. Each Hero takes
D3 Horror Hits as they slowly realize what befell this estate and its children.

Each Hero rolls 3D6 and draws 1 Loot card for every 6 that is rolled.

62a Brave the fire


Strength 5+
If failed, take D6 Wounds and flee from the burning building.
If passed, gain 25 XP and roll D6 to see what you find in the fire:
1 Trick - Some foul demon has laid a trap for you. When you are in too deep, the demon cackles in delight and disappears
in a flash of light as a section of the roof falls down on you. Take D3 Wounds and roll once on the Injury chart.
2-5 Survivor - You manage to rescue a person from the fire and pull them to safety. Gain an additional D6x10 XP.
6 1st Class Hero - You scoop up a small squalling baby and bring them from the raging inferno out to safety. Gain an
additional D6x25 XP and recover 1 Grit.

77
# Choice Description
63a Kemosabe/ You hail the Indian Braves and they tell you that they are in search of a kidnapped Indian child. Terrible monsters from the nearest
Active Mine snatched the child in the night and may have already killed or eaten the child. If you agree to help the Indians, then you
Tribal
have 3 days to engage in a Search Party Mission [Basic:4] to recover the missing child. The reward is 2 Side Bag Tokens per Hero
and +1 Max Grit. However, the cost of failing the mission is double, D6 Corruption Hits, ignoring Willpower.

If the Posse refuses to help the Indian Braves, then any Hero with the keyword ‘Kemosabe’ loses that keyword.

64a Help the Party movement slows to 4 Move points/day until they get to the next Town. The Merchant gives each Hero D3x$50 for their
trouble (roll once for the whole group). If the Heroes begin a Mine Adventure and fail, the Merchant is killed when the Darkness
Merchant
escapes. The Heroes take D6 Corruption Hits for letting him get killed.

65a Investigate the Stop all movement for the day. As you move closer towards the swamp the sky begins to dim well before it should and still the
glowing balls of light continue on with their dancing. You must’ve gotten their attention because all of a sudden they swarm around the
bog and the
lights group. The interplay of lights is... quite mesmerizing.

Spirit 5+
Gain 50 XP. Those that fail the Spirit test will become entranced by the swirling bog lights and suddenly begin to attack their
comrades! Each Hero affected will make D3 Attacks (Range or Melee) against a Random Hero in the group (yes, may even attack
themselves) before they are subdued. Eventually the glowing orbs seem to have had enough and fly off. Somehow though, the
strange lights have drawn off some of the Darkness from the Heroes. Each Hero loses D3 Corruption points.

66a Continue on Gain 10 XP. Obviously someone is foolin’ with you or some stupid bandidos will try to ambush you. You kick over the sign,
knowing better than to fall for damn, stupid Outlaw traps.
your way
67a Kemosabe/ You ride your horses right into the midst of the Ranchers, distracting their attention away from the Indian Brave, demanding
they leave him be. They draw their weapons and you draw yours. Every Hero rolls a D6, if anyone rolls a 1, then someone’s
Tribal
weapon has accidentally gone off and started up a pitched battle. Each Hero takes D8 Hits before eventually chasing off the
Ranchers. Otherwise if no one rolls a 1, then the Ranchers eventually back down and leave without incident, not wanting to
get into a brawl over an Indian.
Wilderness Encounter Results

Despite your actions, the Indian doesn’t have much time left, but at least he can die amongst kindly faces. Each Hero that has it
must give up 1 Herb Token to ease the Indian’s pain. He dies quietly, a blessing on his lips. You give him a proper burial. Each
Hero gains 50 XP and recovers 1 Grit.

68a Chase after the Gain 25 XP. You give chase after the child, not knowing exactly what you’ll do with him when you catch him, but then... The child
runs headlong off the side of a cliff. A Random Hero may make an Agility 6+ roll to save the child’s life. If you save the child’s life,
child
he still thinks you’re trying to hurt him and he escapes. Each non-Tribal Hero gains the keyword ‘Paleface’ if they didn’t already
have it and loses the keyword ‘Kemosabe’ if they have that. If you fail the skill check or decide to let the child fall, he plummets to
his death. It was a terrible end for the child, but at least now no one will think ill of you. Each Hero gains D6 Corruption points.

69a Outlaw Gain 25 XP. While the whole group is distracted with the initial robbery, you come in and hold up the Scafford Gang and are
able to make off with not only the Scafford Gang’s wallets, but the wallets and purses of the stagecoach passengers. The Posse gains
D6x$100 in gold and each Hero rolls a D6. On a roll of 5 or 6, that Hero has gained 1 Gear. However, each Hero that doesn’t
have the keyword ‘Outlaw’ also takes D3 Corruption Hits from, of course, not doing the right thing.

70a Knock over the Gain 50 XP. As you kick over the hideous totem, as any sensible god-fearing folk would’ve done in your place, the sky suddenly
darkens and thunder clouds begin to form. Without warning a torrent of frogs comes raining down on you. And just as quickly as
totem shrine
it formed up, the storm moves on, but the sky stays dark and cloudy for the rest of the day. Not a good sign at all. The next time
you begin an Adventure, immediately add a Growing Dread card to the stack.

71a Neutral Choose:


Stop the Indian
Gain 25 XP. The Indian savage has bad intentions for this woman and must be stopped from harming this woman further! Any
Hero or combination of Heroes must make 3 Range attacks. If at least 2 of the attacks hit, the Indian is killed, but if any 1’s are
rolled, the woman is also killed. Regardless, if the Indian is stopped then each Hero gains an additional 25 XP and 1 Gear. If the
woman is brought to the nearest Town within a week (7 days) the Heroes also receive D6x$50 from her grateful husband.

If the Indian is not killed, then he escapes and each Hero in the Posse gains the keyword ‘Paleface’.

Offer to help the woman


Gain 25 XP. The woman obviously needs help and if the Heroes collectively give up D6 Herb Tokens (or D6x$100 if Herbs are
unavailable), the Indian thanks you for your assistance and tells the group he is bringing the woman to a local Shaman to be cared
for. Each Hero gains an additional 25 XP and gains the keyword ‘Kemosabe’.

Leave them be
Gain 10 XP. Obviously this is something completely out of your league and it’s best if you didn’t get involved in whatever the hell it
is that’s happening here. You turn your head and forget that you ever saw whatever it was that you thought you saw.

72a Investigate the Gain 25 XP and stop all movement for the day. The Heroes pass between the two stones, and they are immediately transported to
a random Other World! The Heroes begin on the Other World entrance tile. They must find 1 Clue icon and return to the Other
stones
World entrance tile in order to get back to Earth. Exploration Tokens with Gates count as Doors instead. Failure will result in the
players immediately going on to an Escape Mission [Basic:5] at a Random Mine.

78
# Choice Description
73a Ride over the Gain 50 XP. As the group rides over the spongy moss you don’t notice anything at first and you seem to clear the moss without
incident. However, as you travel along, you see red streaks all over your horses’ legs. At first you think it’s just some staining from the
moss
moss, but then all of sudden your horses legs begin to snap like twigs. Any horses you had with you go down hard and bleed to death
as their legs have become brittle and break from the ride. All of your horses have died. Any Heroes that were on foot lose any Foot
Gear that they may have had.

74a Enter the Immediately begin an Exploration Mission [Basic:2].


crypts
75a Leave the Gain 10 XP. In this day and age, it’s best to leave some folks be, especially them that wants to be left alone.
Drifter be and
keep moving
76a Neutral Choose:
Help the Settlers
Gain 25 XP and each Hero gains the keyword ‘Paleface’.

You’re able to ambush the Indian raiding party while they’re distracted with the settlers. Each Hero make 5 Attacks (Range or
Melee). If the party as a whole successfully hits with 50% or more with their attacks, then most of the settlers are able to survive
the attack and the Indians are driven off. They thank you for your help in dealing with those savages and as a token of their esteem
offer what supplies they can spare: each Hero gains a Side Bag Token of their choice and an additional 50 XP.

If less than 50% of the groups’ hits connect on the Indian raiders, the settlers are not only decimated, but the Indians are also able
to get the advantage on the group and runs the Posse off before disappearing back into the wilderness. Each Hero takes D6 Hits
and loses 1 Gear or Artifact worth at least $150 in their mad dash to escape the Indian raiders.

Keep your distance


Gain 25 XP. You watch as the Indians kill off many of the settlers and drive the rest back the way they came. After the Indian raiders
have left, you look and find some supplies that the Indians seemed to have missed that were left by the fleeing settlers. Each Hero

Wilderness Encounter Results


draws 1 Loot card and takes D6 Corruption Hits at the realization that they stood by and did nothing as innocents were harmed.

77a Paleface Gain 25 XP. These Injuns are up to no-good and can’t be trusted to get any closer. You draw your weapons and point them at the
Braves. You tell them to keep their distance, but they either don’t understand English or the weapons you drew have them on edge
because they immediately start aiming their own weapons at you.

Without discussion or reading ahead, each Hero secretly chooses an action with a D6
(Odd = Start shooting, Even = Put your weapons away):

Odd - Start shooting. If 50% or more of the Posse chooses this option then you make short work of the Indian Braves. Each Hero
that chose this gains 50 XP and draws 1 Loot card from what they’re able to recover off the Indians’ bodies.

If less than 50% of the Posse, but at least one Hero chose this option, then there is a brief battle. The Indian Braves manage to beat
you back and escape. As a result, every other Hero that chose Odd takes D6 Hits. Anyone that chose Even gains an additional
25 XP but anyone in the group with the keyword ‘Kemosabe’ loses that keyword and everyone in the group that doesn’t have the
keyword ‘Tribal’ gains the keyword ‘Paleface’.

Even - Put your weapons away. You cautiously holster your weapon as a token of goodwill. If everyone in the group chose this
option then the situation is defused and you’re able to talk things over with the Indians before they head off. Each Hero that has the
keyword ‘Paleface’ loses that keyword and everyone in the group gains 25 XP.

78a Keep on Gain 10 XP. Fearing that any interaction you might have with this foul shrine will have some
harmful effect, you decide it best to move on and let braver souls than you take their chances
moving
with that accursed thing.

79a Attempt to Each Hero that can, gives an Herb Side Bag Token and rolls D6. On a roll of 1, that player becomes infected and gains the
‘Diseased’ keyword until able to get healed at a Doc’s Office (use Heal Corruption action, but no Corruption is removed) or use
help
an Herb Token on themselves (ignore it’s normal effect, but remove the ‘Diseased’ keyword). While afflicted with the ‘Diseased’
keyword, players are at -D6 to Max Health and Max Sanity. Regardless, the Indians thank you for your help in curing them of their
sickness. Each Hero that gave the Indians an Herb Token gain 50 XP and non-Tribal Heroes lose the keyword ‘Paleface’ if they
have it and gain the keyword ‘Kemosabe’.

80a Outlaw As the Bandidos surround your group, the leader among them recognizes one of the Outlaws in your Posse and calls off the attack
at the last minute. Instead they share some whiskey with the group and reminisce about adventures and scams from days long
gone. Each Hero gains 25 XP and gets 1 Whiskey Side Bag Token.

81a Go investigate Gain 25 XP. All around the area of the explosion is utter devastation, something with alot of force came crashing down into the
earth. At the epicenter of all that destruction the Posse finds a pitch black sphere of a rough, glowing rock billowing steam. After
the crater
some time the glowing begins to fade and the rock cools down enough that you can touch it. As you touch the rock, it cracks in
two, revealing a glittering diamond at its center! The diamond glows bright as the sun, temporarily blinding the group and then is
gone from existence. The party has gained 1 extra Revive token on their next Adventure.

79
# Choice Description
82a Continue on Gain 10 XP.
You can’t be stopping every random stranger you happen to come across in your travels. There’s probably a perfectly rational explanation for why this
your way
man would have other peoples’ horses, you tell yourself as the man makes a hurried exit around the bend. In a world filled with supernatural horrors
intent on our destruction, how can you fault a man for doing what he has to do to survive? Perhaps law & order will slide a little around Brimstone,
you’re too focused on absolute evil to worry about day-to-day petty crime.

83a Search through


Strength 5+ or Spirit 5+
the massacre
If failed, lose 1 Max Sanity permanently.
If passed, roll a D6 to see what is found:
1-4 Gear - You find something useful. Draw a Gear card, these folks won’t have much use for these things now.
5 Artifact - The creatures were probably looking for this artifact! Draw a Mine Artifact card.
6 Survivor! - You find a survivor amongst the carnage. If you visit a Doc’s Office within the next 3 days, gain +1 Max
Grit for your efforts.

84a Kemosabe/ The sentry nods as the Heroes pass by into the Trading Post. The group may buy items as if they were at a Frontier Outpost (do
not roll for Location event). Prices are $50 cheaper than normal for anyone with the keywords ‘Kemosabe’ or ‘Tribal’. A non-Tribal
Tribal
Hero may make a Cunning 5+ roll to attempt to get an item for $100 cheaper instead, but if they fail they either lose the keyword
‘Kemosabe’ if they have it or they gain the keyword ‘Paleface’ if they do have ‘Kemosabe’ as a keyword.

85a Buckle down


Strength 5+
Gain 25 XP. If successful, a Hero takes D6 Hits. If failed, a Hero suffers D6 Wounds and loses a random Side Bag Token. If a
character rolls any 1’s on their test, they lose a random Gear item for each 1 that is rolled.

86a Read through Gain 50 XP and roll once on the Madness Chart for a random insanity. From now on as long as you have that Madness, you will not
die if you pick the same Mutation twice on the Mutation Chart. You lose this benefit if the Madness is ever cured. You begin to see the
the tome
sign everywhere about you, in all things. The Yellow Sign permeates the universe and beckons to all. The King approaches, the stage is
Wilderness Encounter Results

set, the curtain rises, the play is commencing and you are but an actor on the stage. The Sign... The Sign is Yellow and it shall guide us
to He Who Shall Not Be Named and his herald on this Earth, The King in Yellow.

87a Investigate the


Luck 5+
shack
Gain 25 XP. The group cautiously prods around the abandoned shack and find the insides in a state of disarray. Whoever lived
here has been gone a long while, but they may have left something behind. Each Hero that fails the Luck test finds D6x$10,
however if a Hero rolls any 1’s on the Luck test they find nothing instead. Each Hero that is successful draws 1 Gear card.

88a Cross over Gain 10 XP. You feel a might silly crossing over a creek and not using a perfectly good bridge like that over there, but then again,
you can never be too careful.
without the
bridge
89a The Puzzle Roll once on the following table :
1 Attack - Draw a High level Threat.
Box
2-3 A portal to another dimension opens up and the Heroes are pulled into a Random Other World! To escape, begin a
Mission on the Other World Entrance Map Tile (no special rules), the Posse must locate two Clue icons.
4-6 When solved the puzzle box plays a quick tune as if it were a self-playing piano.

90a Enter the Gain 25 XP. The Heroes enter the underground cavern and find something else has already made its home here... The group must
fight a Medium level threat! Use a Mine Entrance Map Tile and another single room tile with no exits for the encounter. Success
underground
cavern results in 1 extra Loot card per Hero (in addition to the normal Loot gained from the threat card). Failure results in each Hero
losing 1 Grit.

91a Kemosabe/ Gain 25 XP and choose:


Assist the Indians
Tribal
Seeing that these settlers have entered into known Indian territory, you have no choice but to come to the Indian’s aid. Your
combined forces make short work of the lightly defended settlers and you have your pick of the settler’s belongings, each Hero
draws 3 Loot cards. However, word of your treachery reaches the nearest Town (or Towns if multiple exist at the same distance)
and they will not accept you in their midst anymore. Each Hero gains the ‘Traitor’ keyword and each time your Posse is in that
Town’s hex or any of their surrounding hexes, you take D6 Hits from townsfolk attempting to chase you off. You may not enter
that Town or any of its Locations again (though the Town is not Destroyed yet).

Stop the attack


These settlers accidentally entered into Indian territory and meant no harm, you have to help these people out! You put yourself
between the Indian defenders and the settlers to stop the bloodshed. Unfortunately, you take some friendly fire and each Hero suffers
D6 Wounds. Each Hero must make a Cunning 5+ test to persuade the Indians that this was a misunderstanding. If 50% or more of
the Heroes are successful in their test, the Indians see the truth in your words and agree to let the settlers go on their way. If less than
50% of the group are successful, then the Indians reluctantly agree to let the settlers go, but also see you as traitors to the tribe. Any
Hero with the keyword ‘Kemosabe’ loses that keyword. Each Hero recovers 1 Grit and gains an 25 XP for stopping the attack.

80
# Choice Description
92a Turn away Gain 10 XP. As you turn your back on the raging inferno, you feel a heavy weight settle on your shoulders that haunts you til the
day you die. Your thoughts frequently return to this day when you turned away and did nothing, thinking what might have been
had you not been such a coward.
Take D6 Corruption Hits.

93a Pass on by Gain 10 XP. The sights and smell of the horrific scene are too much for you to endure, you would just as soon let braver men
search through that carnage.

94a The Lovers Upon arrival at the town, roll D6. The group finds out that:
1-3 Unfortunately the woman’s love died some time ago and there is nothing for her here except heartache.
Each Hero gains D6x50 XP.
4-6 Unfortunately the woman’s love died some time ago, but willed a sizable portion of his estate to her,
though no amount of money will ever replace the emptiness in her soul.
Each Hero gains 50 XP and D6x$50.

95a Follow the sign Gain 25 XP and stop all movement for the day. You follow the sign and enter into a hidden valley you never knew existed. The
people there are warm and welcoming and literally glow with auras. Each Hero may visit any one Town Location they want to
at this secret town without rolling on the Location event chart. After that, you are compelled to leave this magical place, only to
discover that the entrance to the town has completely disappeared, along with any trace of the sign that lead you here.

96a Lawful Each Hero is surrounded by 6 bandidos and must fight them off. Each Hero rolls a D6 to see how many are defeated. For every
bandido defeated, gain 10 XP. For each 3 bandidos that aren’t defeat, lose $50, D3 Dark Stone, or 1 Gear or Artifact (your choice).

97a Make an Gain 25 XP.


You don’t know what compels you, but you make a slashing cut on your hand and let the blood flow from your hand into the open mouth
offering to the
shrine of one of the figures on the totem shrine. As your life blood flows out from your palm a terrible coldness grips you from the inside and makes
you feel so completely small and insignificant in a vast and terrifying universe. You get the feeling that if you actually understood the true nature
behind this totem shrine it would drive you mad, but at the same time you feel as if some horrible thing has granted you a terrible boon.
Each Hero takes D6 Wounds, but the next time you are on an Adventure, you may draw two Darkness cards each time you are
required to and select which one you wish to have an effect, discard the other. This effect ends after the next Adventure.

Wilderness Encounter Results


98a Ignore the Gain 10 XP. As you mosey on past the great head, you think you hear the whirring of gears and the chittering of insects, but
you’re obviously just hearing things... aren’t you?
head and keep
on moving
99a Refuse the deal
Spirit 5+ or Cunning 6+
If failed, gain D6+1 Corruption Points, ignoring Willpower. John Moulton vanishes in a puff of fire and brimstone, cursing your
name in demonic tongues.

81
D20 Mine Chart D20 Town Chart
01 <Choose any Mine> 01 <Choose nearest Town>
02 <Choose nearest Mine> 02 Masthead
03 <Choose last Mine visited> 03 Fort Burk
04 The Badlands 04 West Witold
05 Gregor’s Gulch 05 Hill Town
06 Mt. La Terra 06 Serafin
07 Hell Mouth 07 Fringe
08 Glory’s Anthem 08 Wood’s End
09 Cake’s Cave 09 Larberg’s Landing
10 Clayton Ravine 10 Stone’s Crossing
11 Mt. La Pointe 11 Lestina
12 Ranae Pointe 12 Last Chance
13 The Tombs 13 Fort Lopez
14 Arzhakov’s Gate 14 Adlerville
15 Phillip’s Hill 15 Flamme’s Folly
16 Scrogg’s Bog 16 Fort Landy
17 Old Ed’s Mine 17 Conradt’s Claim
18 Conradt’s Claim 18 Wilshin’s Lodge
19 Sierra Magallanes 19 Seto’s Mill
20 Ruins of Brimstone 20 San Miguel Mission

1 2 D6
Random
6 3 Hex
Diagram
5 4

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