Deadlands Reloaded The Flood Pdf Converter
This is a list of the publications released for the roleplaying game Deadlands: The Weird West, published by Pinnacle Entertainment Group. The game was originally released using its own custom rules, and has since been published using the d20 system, GURPS and Savage Worlds rules.
- Deadlands Reloaded The Flood Pdf Converter Torrent
- Savage Worlds Deadlands Reloaded Pdf
- Deadlands Pdf Free
The Deadlands world was expanded with a post-apocalyptic setting entitled Deadlands: Hell on Earth; a list of the publications for this setting can be found here.
- 1Deadlands: The Weird West
- 3Deadlands Reloaded
Deadlands: The Weird West[edit]
After running through Comin' Round the Mountain with a new posse, I'm considering switching gears to Reloaded. I'm in my 40's and I'm looking to streamline the game as it seems were spending too much time going through the book to figure out rules and the index from the Classic book leaves a little to be desired (to put it mildly). When you pledge at this reward level, you receive everything for Deadlands Reloaded in PDF or MP3 (except for Savage Worlds Deluxe, you'll find them here). Good Intentions; Savage Worlds Deluxe core rules; Deadlands Reloaded Player's Guide; Deadlands Reloaded Marshal's Handbook; The Flood.
The original Deadlands system used a custom set of rules and was published by Pinnacle Entertainment Group.

Core Rulebooks[edit]
Title | Description | Publication Year |
---|---|---|
Deadlands: The Weird West Roleplaying Game | Core rulebook | 1996 |
The Quick & the Dead | Expanded general rules | 1997 |
Tales o' Terror: 1877 | Expanded setting detail, advances in-game chronology one year | 1998 |
Weird West Player's Guide | Core rulebook | 1999 |
Marshal's Handbook | Core rulebook | 1999 |
Deadlands Classic: 20th Anniversary Edition Core Rulebook | Core rulebook | 2017 |
Character Classes[edit]
Title | Description | Publication Year |
---|---|---|
Book o' the Dead | New rules for playing undead characters | 1997 |
Ghost Dancers | Expanded rules for playing shaman characters | 1998 |
Hucksters & Hexes | Expanded rules for playing magical characters | 1998 |
Fire & Brimstone | Expanded rules for played blessed and holy characters | 1998 |
Law Dogs | Expanded rules for playing law enforcement characters | 1998 |
Lone Stars: the Texas Rangers | New rules for playing Texas Ranger characters | 2001 |
The Agency: Men in Black Dusters | New rules for playing Agency characters | 2003 |
Locations[edit]
Title | Description | Year |
---|---|---|
The Great Maze | Boxed set including maps and a rulebook detailing the labyrinth of chasms that was once California, an adventure, and rules for martial arts characters | 1997 |
City o' Gloom | Boxed set of maps and information for setting adventures in Salt Lake City, as well as advanced rules for mechanical augmentations and a game called skullchucker | 1997 |
Lost Angels | Maps and information for setting adventures in Los Angeles | 1998 |
River o' Blood | Boxed set including maps and rulebooks for setting adventures in New Orleans or on a Mississippi riverboat, as well as an adventure and rules for voodoo | 1998 |
Back East: The North | Maps and information for setting adventures in the Northern states of America | 1999 |
Back East: The South | Maps and information for setting adventures in the Southern states of America | 1999 |
Doomtown or Bust! | Maps and information for setting adventures in the town of Gomorrah, California, a tie-in with the Deadlands: Doomtowncollectible card game) | 1999 |
South o' the Border | Maps and information for setting adventures in Mexico | 1999 |
Boomtowns | Boxed set including descriptions of several towns, an adventure, and tiles for designing new towns for use in Deadlands or Great Rail Wars. | 2000 |
The Collegium | Information for setting adventures in the Distinguished Collegium of Interspatial Physics, as well as new inventions and expanded rules for Mad Scientist characters | 2000 |
The Great Weird North | Maps and information for setting adventures in Canada | 2002 |
Adventures[edit]
Title | Description | Publication Year |
---|---|---|
The Forbidden God | An adventure in the Utah Salt Flats which pits the players against the crew of a haunted Spanish Galleon. | 1998 |
Devils Tower 1: The Road to Hell | The first part of a high-level adventure set in Salt Lake City. | 1998 |
Devils Tower 2: Heart o' Darkness | The second part of the Devil's Tower adventure | 1998 |
Devils Tower 3: Fortress o' Fear | The epic Devil's Tower adventure comes to its conclusion | 1998 |
Canyon o' Doom | An adventure which sends the players in search of the City of Ghouls in the depths of the Grand Canyon. | 1999 |
Bloody Ol' Muddy | An ancient evil awakes beneath the waters of the Mississippi | 1999 |
Ghost Busters | A top Agency operative, known only as the Ghost, is kidnapped from Gomorrah, and the posse track him down. | 2000 |
Rain o' Terror | A Mad Scientist's airship is stolen, along with a weapon of terrible power, and the posse must race against time to get it back. | 2000 |
Dead Presidents | The posse start by looking into suspicious activity in Gomorra and end up being involved in an enormous, nationwide conspiracy. | 2000 |
Dime Novels[edit]
Deadlands Dime Novels were works of short fiction, primarily starring undead gunslinger Ronan Lynch, which also included maps and statistics which gamemasters could use to incorporate elements from the story into their game.
Perdition's Daughter | Details Ronan's background and his battle against an evil cult. | 1996 |
Independence Day | Ronan is hired by Wyatt Earp and Batt Masterton to keep the peace in Dodge City on the Fourth of July. | 1996 |
Night Train | Ronan finds himself aboard the legendarily haunted Night Train. Includes a scenario for Deadlands: The Great Rail Wars. | 1997 |
Under a Harrowed Moon pt. 1: Strange Bedfellows | Ronan must ally with a pack of werewolves against a common foe in an official crossover with White Wolf'sWerewolf: The Wild West setting | 1997 |
Under a Harrowed Moon pt. 2: Savage Passage | Ronan and his companions cross worlds from the Weird West to the Savage West along with their werewolf companions | 1998 |
Under a Harrowed Moon pt. 3: Ground Zero | The conclusion to the trilogy; both worlds hang in the balance as the heroes battle the evil Dr. Hellstromme. Includes a tie-in scenario for Deadlands: The Great Rail Wars. | 1998 |
Worms! | Ronan finds himself in the town of Hilton Springs, Nevada, which is on brink of destruction by Mojave Rattlers, enormous underground sand worms. | 1998 |
Adios, A-Mi-Go! | Ronan find himself face to face with the terrors of the Cthulhu mythos in an official crossover with Chaosium'sCall of Cthulhu | 1998 |
Skinners | Ronan must battle a horror that wants to skin him alive on a haunted Mississippi riverboat. | 1999 |
Miscellaneous[edit]
Title | Description | Year |
---|---|---|
Marshal Law | Package containing a GM screen, revised character sheets and two new adventures | 1996 |
Smith & Robards | Additional equipment and inventions | 1997 |
Rascals, Varmints & Critters | Catalogue of monsters and antagonists | 1998 |
Twisted Tales | Notebook for players to keep notes on their adventures, as well as a set of expanded character sheets | 1998 |
Hexarcana | Additional rules for huckster characters as well as new spells | 1999 |
Marshal's Log | Notebook for Marshal (GM) to keep adventure notes and NPC details | 1999 |
Rascals, Varmints & Critters II: The Book of Curses | Catalogue of monsters and antagonists | 2000 |
The Black Circle: Unholy Alliance | Information on a conspiracy amongst a number of Deadlands villains, including Black River, the Bayou Vermillion, and the Whateley family | 2000 |
Cardstock Cowboys[edit]
Cardstock Cowboys were a line of 3D stand-up figures that could be used for miniature-based combat in Deadlands games, available in a series of themed packs.
Title | Description | Publication Year |
---|---|---|
Starter Pack | A basic set of standups matching the starting archetypes and common enemies of the main game | |
Horrors of the Weird West | Standups of all monsters from both volumes of Rascals, Varmints & Critters | |
Infernal Devices | Standups for a wide variety of mechanical constructions |
Fiction[edit]
Title | Description | Publication Year |
---|---|---|
A Fistful O' Dead Guys | A collection of short stories set in the Deadlands setting | 1999 |
For A Few Dead Guys More | A second collection of short stories set in the Deadlands setting | 1999 |
The Good, The Bad, and The Dead | The final collection of short stories set in the Deadlands setting | 1999 |
Deadlands: The Weird West d20[edit]
In 2001, Wizards of the Coast, produced a set of Deadlands rulebooks using their d20 system.
Title | Description | Year |
---|---|---|
Deadlands: d20 | Core rulebook | 2001 |
Horrors o' the Weird West | Catalogue of monsters and antagonists | 2001 |
The Way of the Brave | Expanded rules for playing Native American characters | 2001 |
The Way of the Dead | Expanded rules for playing undead characters | 2001 |
The Way of the Gun | Expanded rules for playing gunslinger characters | 2001 |
The Way of the Huckster | Expanded rules for playing magical characters | 2001 |
The Way of the New Science | Expanded rules for playing Mad Scientist | 2001 |
The Way of the Righteous | Expanded rules for played blessed and holy characters | 2001 |
Deadlands Reloaded[edit]
In 2006, Pinnacle Entertainment Group again began publishing Deadlands using their Savage Worlds rules, under the name Deadlands: Reloaded. It requires the original Savage Worlds rulebook to use. In 2012 they began publishing Savage Worlds rulebooks for the Hell on Earth setting as well.
Core Rulebooks[edit]
Title | Description | Publication Year |
---|---|---|
Player's Guide | Core rulebook for players. Contains Savage Worlds rules for the Deadlands setting and updates the in-game year to 1879. Available in both standard size and smaller 'Explorer's Edition' | 2006 |
Marshal's Handbook | Core rulebook for gamemasters. Contains Savage Worlds rules for the Deadlands setting and updates the in-game year to 1879. Available in both standard size and smaller 'Explorer's Edition' | 2006 |
Adventures[edit]
Savage Worlds adventures come in two formats - Savage Tales, which are designed as standalone adventures, and Plot Point campaigns, which are looser in design and made up of a series of self-contained adventures which link together and build to a climax over time, with the intention that smaller events be woven throughout at the GM's discretion.
Title | Description | Publication Year |
---|---|---|
Coffin Rock | A Savage Tale which finds the posse in the tiny town of Coffin Rock as all hell breaks loose | 2008 |
Don't Drink the Water | A Savage Tale in which the posse travel to Mexico, avoid the foreign legion and get mixed up in a revolution | 2009 |
Doomtown: A Fight They'll Never Forget | Set in the fallout of a conspiracy that lead to the very public murders of Roderick Byre and Wilbur Crowley—Gomorra’s latest mayoral candidates. This takes place prior to the Plot Point Campaign The Flood. | |
The Flood | A Plot Point campaign which involves the posse in the Great Rail Wars and the battle to secure California's ghost rock supplies, pitting them against the evil Reverend Grimme. Includes new rules for martial arts and steam vessels as well as extensive details on California's Great Maze. | 2009 |
Murder on the Hellstromme Express | The posse find themselves on a train packed with Mad Scientists, travelling to Kansas Scientific Exposition, all competing for a contract with Hellstromme Industries | 2009 |
Night Train 2: For Whom the Whistle Blows | A sequel to the classic Deadlands adventure Night Train. Baron LaCroix returns with a revitalised terror weapon and a new plan to win the Great Rail Wars | 2010 |
Saddle Sore | A set of encounters and short adventures designed for use while the posse travels from one point in the Weird West to another | 2010 |
Devil's Night | A Savage Tale set in Wichita, Kansas, in which several people have fallen into comas, and the locals claim that the Devil is coming to claim their souls. The adventure was released as a free PDF and requires the Savage Worlds Horror Companion. | 2011 |
Blood Drive 1: Bad Times on the Goodnight | The first part of the Blood Drive campaign, which sees the posse join a cattle drive that spans the length of the Weird West. The three modules may be played as separate adventures or one after the other. | 2012 |
Blood Drive 2: High Plains Drovers | The second part of the Blood Drive campaign | 2012 |
Guess Whose Coming To Donner | The posse travel to Truckee Pass in the Sierra Nevadas to locate a missing party, and find themselves falling foul of cannibalistic locals | 2012 |
The Last Sons | A Plot Point campaign which involves the posse in the ongoing war between Native American and government factions in the disputed territories. Includes expanded rules for shaman characters as well as extensive new detail on The Agency and the Texas Rangers, as well as several self contained Savage Tales, one of which is a Reloaded conversion of the classic Deadlands adventure Night Train. | 2012 |
Return to Manitou Bluff | Clover Mesa, better known as Manitou Bluff, was once the dumping grounds for the dregs of the Great Maze, and now that a motherlode of Ghost Rock has been uncovered, the Wasatch Rail Corporations, Kang's Triad and more are going to war for it. | 2012 |
Blood Drive 3: Range War! | The conclusion of the Blood Drive campaign. | 2012 |
A Tale of Two Killers | ||
Dead Men Walkin’ | This is Shane Hensley's personal convention adventure he usually runs by invitation only for players up for a little more abuse and mayhem than usual. | |
Stone and a Hard Place | The third Servitor Plot Point Campaign. Stone and a Hard Place details the strange locales, characters of the American Southwest, provides new Edges and abilities for Harrowed and hexslingers, new Setting Rules to emulate Death’s grip on the land, Savage Tales, abominations, and a Plot Point Campaign that pits a posse against Stone! | |
Good Intentions | The fourth and final Servitor Plot Point Campaign. It involves the plans of Dr. Hellstromme in the Nation of Deseret. It includes rules for new-and-improved Blessed, Metal Mages, new gear, infernal devices and steam-augmentations. It also has details on strange locales in and around the City o’ Gloom, an Adventure Generator customized for the region, a herd of new Savage Tales. | |
Perilous Parcels: All the Purty Little Horses | This adventure introduces a series of One Sheet adventures. | |
Twilight Protocol | Texas Rangers and U.S. Agents are working together to unravel one of Hellstromme’s plots, and your posse gets caught in the crossfire! | |
Paradise Lost | An unscheduled train is rolling into the station, it’s bringing Hell with it–just maybe not the one you’d expect given the author of this nightmare, John “Night Train” Goff. | |
Knights with no Armor | A veteran level adventure set along the Mexican boarder. |
One Sheet adventures[edit]
Title | Description |
---|---|
Eyes Like Embers | Four specimens of a new type of nosferatu are on the loose in a S&R train yard. |
...Is That You? | A suspenseful little tale when your pistoleros pass through the Spotswood Trading Post in Roswell. |
Mound of Doom | An adventure against giant ants. |
Perilous Parcels: Ruckus at Worm Creek | Delivering packages for the Smith & Robards’ Express Delivery Service |
Perilous Parcels: Salt o’ the Earth | Delivering packages for the Smith & Robards’ Express Delivery Service |
Shotgun Wedding | After chasing the Shaw Gang to Canyon Diablo, cowpokes find themselves in a Rail War! |
Showdown at Canyon Diablo | After chasing the Shaw Gang to Canyon Diablo, cowpokes find themselves in a Rail War! |
Strikebreakers | A strike leader needs help. |
Soul-Stealer Box, The | This tale is a tough one, Marshal! To succeed, your heroes need to use wits as well as brawn. |
Locations[edit]
Title | Description | Publication Year |
---|---|---|
Territory Guide #1 - Newfoundland: Rock of Ages | Information, maps and adventure ideas for locations in Newfoundland | |
Trail Guide: The Great Northwest | Information, maps, several Savage Tales and a mini Plot Point campaign set in Montana, Oregon, Washington, and Idaho. | 2010 |
Trail Guide: South o' the Border | Information, maps and adventure ideas for locations in Mexico, including several Savage Tales and a mini Plot Point campaign | 2010 |
Trail Guide: Weird White North | Information, maps and adventures detailing the North, including Alaska and British Columbia | 2011 |
Trail Guides: Volume I | An omnibus containing The Great Northwest, South o' the Border and Weird White North | 2012 |
Ghost Towns | Maps and information on seven minor towns around the Weird West, as well as rules and tools for quickly creating new towns on the fly. | 2012 |
Fiction[edit]
Title | Description | Publication Year |
---|---|---|
Beast of Fire | A Dime Novel in which the posse find themselves trapped between the Menominee Indians of Norther Wisconsin and the manitou who preys on them. Contains stats for play the original Deadlands, d20 and Savage Worlds rules. | 2005 |
Deadshot | A Dime Novel featuring the town of Hoba Hills, which is hosting a quickdraw competition in which the posse becomes involved. Only Savage Worlds rules are provided. | 2006 |
Frostbite | A Dime Novel - In a small town on Mount Frostbite, the posse must solve a series of murders which may lead back to an old evil in the town's history. Only Savage Worlds rules are provided. | 2006 |
Deluge: A Novel of the Flood | A novelization of the Deadlands: The Flood plot-point campaign by John Goff | 2008 |
Miscellaneous[edit]
Title | Description | Publication Year |
---|---|---|
Marshal's Screen | A gamemaster's screen with quick reference tables on the back. Comes bundled with the Murder on the Hellstromme Express Savage Tale. | 2009 |
1880 Smith & Robards Catalog | Expanded equipment list and new rules for Mad Science and steam augmentations, as well as backstory on the Smith & Robards corporation | 2011 |
Map Pack 1: Temple of the Sun | A detailed map of an Aztec temple for use in miniature combat | 2012 |
Conversion Guide | Convert between Reloaded and Classic Deadlands | |
Skullchucker Arena Combat Map | A 24 by 30 inch Skullchucker map with a 1″ grid. | |
Blood, Sweat, and Gears: The Chase | Atmospheric original music for Deadlands: Good Intentions. | |
Cackler Graphic Novel | The Cackler is looking for a blood relative that may change the face of Deadlands forever. | |
Art of the Weird West | The amazing art that has shown us this savage world of six-guns, sorcery, monsters, and magic! |
Archetypes[edit]
Each publication features several pregenerated character with art, background, and statistics.
Title | Description |
---|---|
Heroes o’ Gloom Archetypes | Six archetypes fit for the City o' Gloom. |
Lone Killers of the Southwest | Five deadly real-life gunmen. |
Stone and a Hard Place: The Tombstone Seven | Seven characters ready to play Stone and a Hard Place |
Deadlands Noir[edit]
- Tenement Men (Kickstarter Exclusive Dime Novel) (2012; PDF)
GURPS Deadlands[edit]
Also in 2001, a number of Deadlands rulebooks using the GURPS system were released under license by Steve Jackson Games
Title | Description | Publication Year |
---|---|---|
GURPS Deadlands: Weird West | Core rulebook | 2001 |
Dime Novel 1 - Aces and Eights | 2001 | |
Dime Novel 2 - Wanted: Undead or Alive | 2001 | |
Hexes | Expanded rules for magical characters | 2002 |
Varmints | Catalogue of monsters and antagonists | 2003 |
Deadlands: The Great Rail Wars[edit]

Deadlands: The Great Rail Wars was a skirmish oriented miniatures game produced by Pinnace Entertainment Group for the Deadlands setting. The following are the rulebooks and expansions published for the game.
Title | Description | Publication Year |
---|---|---|
Deadlands: The Great Rail Wars | Boxed set including the core rulebook, miniatures and cards needed to start playing. | 1997 |
Reinforcements | Extra copies of the unit cards in the original boxed set, as well as blank troop cards for creating new units. | 1997 |
Derailed | Adds rules for oversized land, air and sea rigs, as well as trains, including the required troop cards, upgrade cards and counters. | 1998 |
A Fist Full of Ghost Rock | Includes expanded rules for duels, experience and veteran troops, as well as a number of new scenarios. | 1998 |
Dogs o' War | Adds a number of new troops for every faction, as well as a new scenario which follows on from one of those included in A Fist Full of Ghost Rock | 1998 |
Cry Havoc | Adds two new hero classes, as well as new spells, Harrowed powers, gizmos, Edges and Hindrances. Adds new rules for battlefields, duelling and weather effects. | 1998 |
High Noon | 2000 | |
Raid on Roswell | A scenario focussed on mysterious flying disc seen over Fort 51, and the race between the various Rail Barons to secure its mysteries for themselves. | 2001 |
Novels[edit]
- Deluge: A Novel of the Flood, a novelization of the Deadlands: The Flood plot-point campaign (by John Goff, 2008)
Comics[edit]
- Deadlands One Shot (Pinnacle and Image Comics, 1999)
- Deadlands: Black Water (Pinnacle, Image Comics and Visionary Comics, 2012)
- Deadlands: Death was Silent (Pinnacle, Image Comics and Visionary Comics, 2012)
- Deadlands: Massacre at Red Wing (Pinnacle, Image Comics and Visionary Comics, 2012)
- Deadlands: The Devil's Six Gun (Pinnacle, Image Comics and Visionary Comics, 2012)
- Deadlands: The Kid (Pinnacle, Visionary Comics, 2012)
Other[edit]
- Fist Full Of Zombies - an All Flesh Must Be Eaten sourcebook with conversion notes from Deadlands to Unisystem (Eden Studios, 2004)
External links[edit]
- Pinnacle Entertainment Group, present Deadlands publisher.
References[edit]
- Pen-paper.net: [1], [2], [3], [4]
For those of you less familiar with Deadlands, it is essentially a Western game, mixed with equal parts horror and monster-hunting. In the alternate history of this setting the Battle of Gettysburg ended with half of the dead soldiers rising up to attack the living. The North and South are still divided by an uneasy truce. There are strange things waiting for you out in the wilderness. The people clamor West in a second gold rush, eager to harvest the mysterious ghost rock. Ghost rock burns ten times hotter than coal with a sound like the wailing of damned souls. This remarkable substance and allows for the creation of miraculous new inventions and improvements to existing ones.
Deadlands was originally released by Pinnacle Entertainment (a.k.a. Great White Games) with it's own game system. This then inspired the Great Rail Wars miniatures game, which in turn served to inspire the creation of Savage Worlds. Savage Worlds has enjoyed a notable rise in popularity over the past 5 years or so, which also in turn led to a re-launch of Deadlands as Deadlands: Reloaded. The initial book included tons of setting information, but lacked a Plot-point Campaign. The Flood supplement serves as the first in a series of Plot-point campaigns that take players through the story arc of the Deadlands universe. The next in the series, Last Sons, will be released in print soon, and there is already more than enough material in the Flood to run years of gaming.
The Flood focuses on the Maze, where the richest deposits of ghost rock are found. The Maze is the remains of California after a gigantic earthquake sloughed most of the land into the ocean, leaving a maze of islands and waterways in its wake. In the Maze, prospectors try to eke out a living, contending with Pirates and Rail Barons, as well as the mysterious food shortages that plague the region. It's up to your Posse of PCs to sort out what is going on, before its too late for the good people left in the Maze.
The Flood begins with an engaging introduction to the universe and the campaign itself through a faux newspaper, published by an in-game paper known as the Tombstone Epitaph. This is a great resource for players new to the game and for GMs to see if this is a game they want to run. This is followed by a few new edges and hindrances, basically an analogue to new feats in a d20 game. What's nice is that is not overwhelming, and does not feel like rules creep. Instead it fleshes out the Martial Arts for our characters versed in the arts of the east, which fits well into the setting. There are also a few new pieces of gear, and setting rules for travel, starvation and other goodies for the GM. The meat of the book is location information for all the major areas of the West, an adventure generator, an eight-part main plot line that could take at least 10 sessions, over thirty adventures which can be sandwiched between, and a copious bestiary of nasty things. There are 180-something pages in this book, and its packed to the brim. When we ran our campaign, it was around thirty sessions start to finish, and we more-or-less followed the main plot line closely.
Deadlands Reloaded The Flood Pdf Converter Torrent
The plot-point campaign concept is strongest of many excellent things to come out of Shane Hensley and Pinnacle Entertainment. It serves to give a main plot which players can sink their teeth into, but a huge amount of flexibility in terms of the order of events and how the group approaches each event. Further, they also allow the GM and players to explore the setting and make their own campaign, even if it goes on a tangent. Matthew Cutter and Shane Hensley did an excellent job creating the Flood Plot Point, enough to rival the 50 Fathoms plot-point, another excellent product. The first three adventures in the plot are the only that follow directly one after another, and it begins with a bang, quite literally. This serves to thrust the PCs right into the action and as major players in the events about to unfold. Our group enjoyed the a-ha moments and the revelations that got fed to them bit by bit as the campaign progressed. What I really like as a GM in this campaign was that there were plenty of holes and gaps when I could fill in parts relevant to each character's personal development, as well as write character-specific NPCs into important plot positions.
In closing, the Flood plot-point campaign helped create stories that our gaming group still talks about and that I'll remember as high points in my GM-ing. I can offer no higher praise than that.
Ghost Rock Motherlodes:
- A campaign that will take all your posse can muster to complete.
- A wealth of setting material that could last an eager group years.
- The flexibility and customizability that only a well-written plot-point can offer.
Savage Worlds Deadlands Reloaded Pdf

- The 'Why Not Travel Overland a Mile In?' question came up with great frequency in our game.
- All the great material is double-edged, you may need to railroad a bit to come to the conclusion of the campaign.
- The revelation needed to complete the campaign was a little nebulous, and required a little more information than the previous sessions provided for our group.
Deadlands Pdf Free
Overall I strongly recommend this product, when we ran this campaign we had a wonderful cast that helped make this game come alive. This included an Indian Shaman who grew progressively more spooky-looking as time went on, a two-gun-toting heroine with a scar, a mad scientist who had interesting theories about rocks being alive, a cowpoke who tended to use his gun as a club more than shoot it, a southern belle with a penchant for being at the heart of every trouble, a rabbi with unshakable faith and a need to avoid trafe, and a snake-oil salesman with a horse which single-handedly put more sodbusters six feet under than anyone else. Here's hoping your posse is just as colorful.