TEXT:    
                                     
   
   
                                         ENGINES & DRAGONS 
  A Savage Worlds Adventure 
  By John R Davis 
  for use with Deadlands™ or as a 
  Western diversion 
  SUMMARY
  SUMMARY
  SUMMARY
  SUMMARY    
  An 
  introductory 
  module 
  for 
  Deadlands reloaded.  
  The posses stage coach is attacked 
  by a gang who have literally lost 
  there way. The stage coach is 
  damaged and help is sort from a 
  nearby rail-building camp. They 
  agree to help if the posse will 
  investigate a dragon in a mine that 
  the camp is surveying. The dragon 
  is fake but a combination of 
  elements has caused some smucks 
  killed by it to rise as unlife. A rival 
  group in the Rail-Wars is behind 
  the plot. 
  STAGECOACH
  STAGECOACH
  STAGECOACH
  STAGECOACH    
  The posse are on yet another 
  stage coach journey, passing 
  through nameless small towns 
  and water stops. For the most 
  part the journey has been running 
  near parallel to either laid tracks, 
  or land being cleared, for the 
  Union Railway, but even the 
  excitement 
  of 
  watching 
  this 
  activity passes, and for the last 
  few days you have barely seen 
  any signs of life. Well that’s all 
  about to change. 
  THE DOOLAN
  THE DOOLAN
  THE DOOLAN
  THE DOOLAN----GIBBS GANG
  GIBBS GANG
  GIBBS GANG
  GIBBS GANG    
  A group of minor thugs are, or 
  rather where, to be employed by 
  a 
  rival 
  railroad 
  to 
  cause 
  disruption. Unfortunately 2 of the 
  gang have recently been killed (1 
  of whom was the guide) so the 
  ‘boys’ have been wondering 
  aimlessly in seek of ‘gainful 
  employment’ 
  It 
  appears 
  the 
  parties stage-coach are it. The 
  gang has 5 members. None of 
  them look remarkable, or a 
  leader. Somewhere in the battle 
  the stage-coach hits a large rock 
  and everyone must make an 
  Agility roll, or need to make a 
  vigor, roll to avoid being shaken 
  as the flung out as the cart 
  tumbles. 
   Investigating their bodies reveals 
  some shoddy weapons and the 
  posse could scrape together about 
  $30 of them. A notice roll (at +1 
  cos its easy). Three of gang are 
  brothers, and the other two are 
  as well. They look very rough 
  and unkempt as though they have 
  been sleeping under the stars for 
  too long.  
  ON FOOT
  ON FOOT
  ON FOOT
  ON FOOT    
  The stage-coach is all messed up 
  and in need of spares. One horse 
  also looks pretty shaken as well. 
  In the distance are some big 
  rocky outcrops near some ravines 
  the driver says. Near there is a 
  large work encampment of the 
  Union Railway. The driver and 
  the shot-gun will agree to guard 
  the place where the stage is, and 
  its cargo and any heavy gear of 
  the party, if the party will make 
  the two mile journey to the camp. 
    If they agree, or not and decide 
  to await rescue, eventually the 
  posse end up in the Rail Camp 
      
      
  SLEEPERS RIDGE
  SLEEPERS RIDGE
  SLEEPERS RIDGE
  SLEEPERS RIDGE. 
   
  Ahead is a very large looking 
  tented camp. Numerous mules, 
  carts, railway sleepers and rail 
  are lying around. It looks like a 
  fair sized junction is gonna be 
  built here. The track is being laid 
  and lined up back from where 
  you have come. (Anyone with 
  any engineering / knowledge skill 
  can see circumventing these 
  ridges may take a bit of work). 
  Add in any camp detail you deem 
  necessary. Feel free play out any 
  socialising the party may wish to 
  do with the 150 folks here. 
  The workers scurrying around 
  are nearly all Chinese, with some 
  fierce looking gang masters. The 
  camp leader is called Jefferson 
  Dain. 
  
     
                                     
   
   
                                         ENGINES & DRAGONS 
   
   He will gladly send whatever 
  assistance is needed for the stage 
  coach, in fact in return perhaps 
  the posse could do a favour for 
  him!?!? 
  THE DRAGONS TALE
  THE DRAGONS TALE
  THE DRAGONS TALE
  THE DRAGONS TALE    
  We are here ‘spelunking’ to find 
  the best way to cross over this 
  tricky terrain. In one of the old 
  mines that litter this area 2 of my 
  engineers 
  and 
  their 
  lackeys 
  apparently saw a great dragon!! 
  Oh really I thought. I sent two of 
  my guards in to investigate and 
  they haven’t returned!! Now 
  none of the workers will go 
  anywhere near the place, and 
  indeed a few of their number fled 
  away into the night. They say it 
  is fúcánglóng; (pr: fu-tsang-
  lung;) literally "hidden treasure 
  dragon"), underworld guardian 
  of precious metals and jewels. 
  “The dragon is guarding the 
  disturbed mine and none should 
  go near it or all their wealth will 
  be lost. In fact they have painted 
  the following script in print near 
  the mine entry…….. 
   
  Mandarin Chinese script for dragon 
   
  Rewards? He would like to pay 
  $20 a man, but can be persuaded 
  up to $50, but will then try to 
  charge the posse for repairs 
  INTO THE DRAGONS LAIR
  INTO THE DRAGONS LAIR
  INTO THE DRAGONS LAIR
  INTO THE DRAGONS LAIR    
  . 
  The Posse can get fairly good 
  direction where to go from 
  Jefferson has been told. Enter a 
  series of smallish passages and 
  larger mine faces. 
  The mine itself is unremarkable; 
  except for quiet a few sulphur 
  deposits. Most of the once rich 
  iron veins are empty. 
   
   
   
  THE DRAGONS TEETH
  THE DRAGONS TEETH
  THE DRAGONS TEETH
  THE DRAGONS TEETH    
  About 60 feet ahead you can see 
  what can only be described as a 
  dragons head, with glowing teeth 
  and smoke billowing out!! Make 
  a guts roll partner. For those 
  whose grit holds all they see is 
  framework head of a dragon and 
  a series if ropes and pulleys… 
  Unfortunately the two slightly 
  charred walking dead ambling 
  down either side are quite real!! 
  MYSTERY DEEPENS
  MYSTERY DEEPENS
  MYSTERY DEEPENS
  MYSTERY DEEPENS    
  You guessed it the ‘deads’ are in 
  fact the two guards sent in to 
  investigate. A notice roll shows 
  each to have a stone tooth stuck 
  in their bodies as well as being 
  fairly charred. With a skill roll a 
  pard’ner can see part of the rock 
  is made of ghost-rock, though not 
  a strong amount of purity, but 
  enuff’ to accidentally bring unlife 
  to those slain by a mix of it, 
  flame and sulphury fumes.  
  The rest of the dragons teeth are 
  also made of this for the glowing 
  effect it gives when warmed. An 
  empty flame-thrower of sorts is 
  placed inside the dragons head. 
  Deeper in the cave are the bodies 
  of 3 villains, slain while they 
  slept by the walkin’ dead. They 
  look more like folk from back 
  east, than western locals.  
  OUTBACK 
  Further investigation of the caves 
  leads to an exit near the back. It 
  is here the villains, agents for the 
  rival Wasatch Railroad gained 
  entry. It is a fairly easy climb out 
  (after-all  they brought in quite a 
  bit of kit) and a notice, as the 
  posse great to breath clean air 
  once more, reveals a 2 storey 
  wooden cabin nearby with a few 
  
     
                                     
   
   
                                         ENGINES & DRAGONS 
  wagons and horses, hidden by 
  tarpaulins and sheets. 
   
  OPTIONS: 
  If the Marshall is feeling cruel he 
  could have a couple of nervy 
  agents on guard with rifles.  
  If you’re really mean the wolf-
  lings that killed two of the 
  Doolan-Gibbs gang could come 
  on the prowl if the posse drinks 
  the liquor in the cabin and crash 
  for the night. It is dark and using 
  a wagon to get back could be 
  hazardous. Have the wolflings 
  just terrorise the party rather than 
  an assault. Scratching on the 
  walls, running on the roof etc. 
  Think the movie dog-soldiers 
   
  The cabin could comfortably 
  sleep eight plainsmen.  
  The inevitable search reveals a 
  lot of liquor and stack of papers. 
  A quick read shows the agents 
  plan to scare of the workers with 
  tales of the dragon and then the 
  Doolan-Gibbs gang would kill or 
  drive of anyone still around. In 
  the spirit of many villainous 
  plans, it has failed horribly. 
  AFTERMATH
  AFTERMATH
  AFTERMATH
  AFTERMATH    
  A standard persuasion roll can 
  clam the Chinese workers that 
  they are not all going to die in 
  abject poverty (they came to US 
  to seek there fortune after all). 
   
  BOOT HILL 
   
  Doolan-Gibbs Gang 
  You can make them as simple as d6-
  ability mooks or as competent as the 
  party can handle. 
  Simple d6 skills, 2d6 dam 
   
  Riflemen 
  D8 shootin’, 2d8 dam 
  D6 skilled mooks otherwise 
   
  Walkin’ Dead 
  Attributes: Agility d6, Smarts d4 Spirit 
  d4, Strength d6, Vigor d6 
  Skills: Fighting d6, Intimidation d6, 
  Pace: 4 Parry: 5 Toughness: 7 
  Special Abilities: 
  Claws: d4+d6 
  Fear: These walking dead are even 
  more disgusting than usual. 
  Undead: +2 Toughness. +2 to recover 
  from being Shaken; 
  Fearless; Called shots do no extra 
  damage; Arrows, Bolts, 
  firearms and Piercing attacks do half 
  damage. 
  Weakness (Head): Shots to a zombie’s 
  head are +2 damage and piercing 
  attacks do normal damage 
   
  Lesser Wolflings (p.229) 
  Attributes: Agility d8, Smarts d6, 
  Spirit d8, Strength d8, Vigor d10 
  Skills: Climbing d8, Fighting d8, Notice 
  d10, Survival d8 Tracking d10, Stealth 
  d10, Guts d10, Swim d8. 
  Pace: 8; Parry: 7; Toughness: 6 
  Edges: go for the throat, improved 
  frenzy, pack tactics  
  Gear: None 
  Special Abilities: 
  Teeth (d10+d6). 
  Leathery Hide: Tough, leathery skin 
  gives  +1 Armor. 
  Low Light Vision:  
  Vulnerable Silver does +d6 damage to 
  them 
  
     
                                     
   
   
                                         ENGINES & DRAGONS 
   
   
   
   
  
     
                                     
   
   
                                         ENGINES & DRAGONS 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
     
                                     
   
   
                                         ENGINES & DRAGONS 
   
   
   
   
  
     
                                     
   
   
                                         ENGINES & DRAGONS 
  NOTES ON PLAY 
   
  1.  CHARACTERS 
   
  Basically, not a great fan of huge long written ‘back stories’.  Much rather a character be played and then as things 
  crop up, ideas are discussed and background ideas can be ‘backfilled’ as it were. Have not filled it in the 
  background or worst nightmare ideas on the character sheet as the player should be given 10 minutes or so to add 
  such things. Obviously the character edges and hindrances and skill can through up such ideas to start with. 
  In play-testing the module and characters a few things where thrown up: 
   
  Tso-Me 
   Obviously is a young immigrant girl in what is basically a mans world. She has escaped the laundrette or other 
  menial background and is out to prove herself. Perhaps in the first round of a combat she ensures she is going to 
  look good in both appearance and style, afterwards after grabbing and claiming what she can she ensure her vanity 
  reigns once more. In the camp is she flattered or offended by any attention she gets from the workers?  
   
  Joseph Cornwall 
  He is a gunfighter at the beginning of his career. He is pretty good with a gun, but not a great duellist (by the rules 
  ideas). There is little chance for a duel in the mod anyway so he shouldn’t get into trouble that way. His lack of a 
  notice skill may or may not get him into trouble! His arrogance may as well. 
   
  Joseph "Diamond Joe" Johnson 
  Wanna be reporter from back east. Maybe some crime he committed in the past but only as an option. He is very 
  good at spell-casting but really isn’t very good at dealing with devil. He has no edges and a grit penalty which 
  doesn’t help. He may therefore lead to a few good interactions if he looses such ‘deals’. 
   
  William Mckenzie  
  He has been played a coming from Canada and being a sergeant in the Northwest Territory police. He has the 
  broadest skill range and being both good at persuasion and a doubting Thomas may well be good for calming 
  situations. Obviously great scope for interaction if confronted with the walking dead and wolflings. Does he become 
  affected by the horror he may see or can he explain it all away. 
   
   
  Dr Undershaft 
  He has the both the curious and cautious edge. In play this worked out kinda’ interesting. Things have to be 
  investigated but some else must do it! Like many starting characters his abilities are a little one shot pony. The 
  entangling ability is pretty good and he has a few skills of note.  
   
  Everyone survived in playtest and they managed to persuade the camp is was simply a plot by other rail-builders 
  using puppets and fireworks and other things Chinese workers may be aware of. 
  
     
                                     
   
   
                                         ENGINES & DRAGONS 
  2. HUMOUR 
  We are all in the game for fun. Unfortunately I think its often hard to write humour into a game, and the hope is that 
  fun just flows rather than being set. You can run a mod five times and each time the ‘fun n frolics’ will come from 
  different aspects. Deadlands should be one of the more obviously fun games especially when coupled with the 
  Savage Worlds Ruleset. In playtest a few things came up. 
  The Posse decided to name the Stagecoach driver Stagecoach Will (think Mickey Mouse Steamboat Willy). It also 
  came to pass they he has become renowned for breaking wagons and indeed the camp manager has a ‘hot wagon’ 
  ready top go at a moments notice to repair the wagon. He at least seems to have the unlucky edge. These aren’t 
  scenes that you can write. In testing as well the Posse had some  good interaction with the camp guards (whose job 
  the party really are doing). 
  Am I leaving the GM to think a bit on the fly and inject he own thoughts and humour. You bet. 
   
  I ran the final scene with the wolflings attacking purely to generate a final bit of fear. I had contemplated a dog-
  soldiers siege scene. In the end the first thing a wolfling did was to roll a 1 on a climb roll so I described the sound 
  of claws scarping on the outside wall as it slowly slid down while frantically trying to get a grip. After this I didn’t 
  have the heart to have a battle. I had them smash a few windows, stick a claw through to try and open a door and 
  little things like that. 
   
  3. HORROR 
  The other thing that DLR should have. Few points for tension building. The pacing and tension is important 
  between the Posse spotting the framework dragon and then walking dead suddenly appear.  
  The wolflings again. If the party are pretty intact maybe you could go with a more horror and combat approach.  
   
  Its your game, play as you wish!! 
   
  JRRTalking@aol.com 
  Aka The Nova Lord 
   
   
  
  TSO ME (DRAGONFRY)
  LOCKPICKIN (AG)
  6
  7
  5
  1
  0
  NOVICE
  FIGHTIN' (AG)
  STEALTH (AG)
  GUTS (AG)
  INTIMIDATE (SP)
  STONES FLY FROM WAND (SP)
  HEALING MASSAGE (SP)
  MIRROR. SILVERED.
  SILK KIMINO
  FELT SHOES
  LOCK-PICK
  $125!!
  $30
  $10
  HAIR-PINS ($15)
  ARCANE: CHI-MASTER
  GREEDY (MINOR)
  QUIRK (VAIN) (MINOR)
  MARTIAL-ARTIST (BASIC)
  POWER POINTS: 20
  $10
  UNARMED
  D4+D4
  STONES FLY FROM WAND
  HEALING MASSAGE
  12/24/48
  TOUCH
  1-6
  3
  INSTANT
  INSTANT
  2D6 OR MORE. SEE P89
  1-2 WOUNDS SEE P.95
  
  Joseph Cornwall
  GAMBLING (SM)
  6
  5
  4
  1
  0
  NOVICE
  5
  SHOOTING (AG)
  GUTS (SP)
  STREETWISE (SM)
  TAUNT (SM)
  FIGHTING(AG)
  NICE DUDS
  TWO-FISTED
  QUICK-DRAW
  AMDIDEXTROUS
   THE PEACEMAKER CAN BE 'DOUBLE TAPPED'. +1 TO HIT N
  DAMAGE AT SAME TARGET AT COST OF TWO BULLETS
  COLT PEACEMAKER
  WINCHESTER 76
  12/24/48
  24/48/96
      1
       1 
  AP 1
  AP 2
  2D6+1
  2D8
  
  Joseph "Diamond Joe" Johnson
  Investigation
  6
  2
  4
  1
  0
  4
  2
  4
  1
  -2
  Novice
  Gambling
  Notice
  Shooting
  Spellcasting
  NICE DUDS
  CHEAP CAMERA
  FINE PEN AND PAPER
  FANCY CARDS
  CUBAN CIGARS
  GOLD WATCH
  DERRINGER
  Arcane Background (Magic)
  Anemic
  Lame
  Mean
  Card Sharp (DR p35)
  Quick
  POWER POINTS: 10
  $350
  DERRINGER
  5/10/20 1
  (AP:1)
  2D6
  Fear
  Bolt (Soul Blast)
  Burst (54 Card Pickup)
  Smartsx2
  12/24/48
  Flame
  2
  1-6
  2
  Instant
  Instant
  Instant
  Large template (p91)
  2d6-9d6
  2d10 + fire
  
  WILLIAM MCKENZIE
  GUTS (SP)
  6
  5
  5
  2
  0
  NOVICE
  FIGHTIN' (AG)
  INVESTIGATE (SM)
  KNOW:THE LAW (SM)
  RIDIN' (AG)
  PERSUASION (SPIRIT)
  SHOOTIN' (AG)
  SURVIVIN' (SM)
  TRACKIN' (SM)
  WINCHESTER '73
  --15 SHOT MAGAZINE
  COLT FRONTIER
  --6 SHOT MAGAZINE
  BOWIE KNIFE
  DUDS
  OUTDOOR GEAR
  7
  ATTRIBUTE RAISE, TRUE GRIT
  CODE OF HONOUR, ENEMY
  LOYAL, PACIFIST (MINOR), HEROIC
  DOUBTING THOMAS, BIG MOUTH
  $22
  *CAN DOUBLE TAP. USES 2 BULLETS. +1 TO HIT AND DAMAGE
  WINCHESTER '73
  COLT FRONTIER*
  BOWIE KNIFE
  24/48/96
  12/24/48
  1
  1
  AP:2
  AP:1
  AP:1
  2D8 
  2D6 (AP:1)
  D4+D6+1 
  
  DR UNDERSHAFT
  REPAIR (SM)
  6
  3
  5
  1
  0
  NOVICE
  WEIRD SCIENCE (SM)
  GUTS (SP)
  COMM KNOWLEDGE (SM)
  NOTICE (SM)
  UNDERSHAFTS 
  MOBILITY INHIBITOR
  TOOL-KIT
  INVENTIONS
  PP:20
  5
  ARCANE: WEIRD SCIENCE
  CURIOUS (MAJ)
  CAUTIOUS (MINOR)
  BIG MOUTH (MINOR)
  LUCK (+1 CHIP)
  DIMENTIAS: 
  $5
  INHIBITOR
  8
  1
  SEE P.93
  ENTANGLE
  8
  2-4
  SEE P.93
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Deadlands Reloaded/Misc/DLR - Adv - Engines & Dragons.pdf