TEXT:  
   
   
   
   
   
   
   
  It’s easy to feel alone as the shadows gather and 
  the pale moon rises over the High Plains. The 
  Apache say that on nights like this, the cold wind 
  from the prairie has a mind of its own – a 
  malignant chill, born of the darkness, which eats at 
  your warmth, and steals all compassion.  
  It was a night like that when Barton Duvall rode 
  into Tombstone. A night like that when they found 
  what was left of little Alina Hundle –the few sad 
  remains, barely recognizable, that Barton had left 
  for her family to bury. And, it was a night like that 
  when you realized that justice was more than a 
  word bandied around by fearful shopkeepers – it 
  was a necessity.  
  The year is 1880, and the posse is forming… 
   
  
   
  Sundown is a short Call of Cthulhu adventure set in 
  the Old West and intended to be run in a single night 
  of play, or in a three-hour convention round.  The 
  scenario features eight pre-generated characters so 
  you have a few options for your players. 
  Credits 
  My thanks to Andrew Smith for his help editing this 
  scenario.  
  Playtesters –The Sullivan Agency 
  Glenn Bellam, Igor Divjak, Brady Hammond, Liam 
  Jones and Douglas Royson. 
  Playtesters – Fright Night V 
  Stephanie Cybart, Anthony Doornebosch, Bryn Jones, 
  Scott Kelly, Hannah McKie and Mike Sands. 
  Introduction 
  Sundown is a tribute adventure, written to celebrate 
  the 30th Anniversary of Call of Cthulhu.  It features two 
  to terrible monsters, fearsome creatures whose mere 
  presence ought to make any sane Investigator quake 
  in their boots.  However, these are not benign 
  monsters lurking in a dusty basement.  They are 
  travelling the High Plains of Arizona, drawn together, 
  to enact the latest chapter in a cosmic struggle that 
  has raged across time and space. 
  The investigators rapidly go from being hunters, to 
  being hunted – but this scenario is not intended to 
  simply be an exercise in observation or helplessness.  
  The investigators must choose whether to dispense 
  justice richly deserved, or whether to escape with 
  their lives.  Ultimately they are about to witness a 
  titanic clash far beyond the scope of normal mortals, 
  yet their actions may decide the outcome. 
  The pre-generated characters also form a major 
  element of the story.  They have been written to allow 
  for a high level of characterisation, and even a degree 
  of inter-party conflict.  Ultimately, like the characters 
  in a movie, their humanity and relationships with one 
  another may prove their undoing – or their salvation.   
  Keepers Information 
  Barton Duvall is a prospector, just one of the 
  thousands who passed through Tombstone, Arizona 
  seeing their fortunes after the discovery of Silver in 
  1877.  Barton is not a man of means, a veteran of the 
  Civil War he had failed to find a place in post-war 
  America, resorting to taking odd jobs where he could 
  and the comfort of a bottle at night.  Reunited with 
  two old comrades from the War, Lewis and Hubert, 
  the trio decided to travel to Tombstone to try and 
  strike it lucky on the High Plains of Arizona. 
  After stocking up with supplies at Tombstone, the 
  prospectors ventured out into the wilderness.  Like 
  many of those lured into the West by the promise of 
  quick wealth, they found it a much harder life than 
  they’d imagined.  But all of that changed one 
  Wednesday in 1880.  The friends stumbled upon a 
  massive network of caverns, rich with dazzling quartz 
  – a natural wonder that had lain beneath the High 
  Plains, undisturbed for centuries... 
  In one vast chamber, amidst the forest of blue tinged 
  stalagmites they found a scattering of bones.  In their 
  centre was a single crystal – a worked piece, carefully 
  inscribed with symbols that none of the men could 
  decipher. 
  Little did the prospectors realise they had found the 
  final resting place of a degenerate sect of Native 
  Americans  who venerated the Lords of Tindalos, 
  believing them to be a dark aspect of Coyote, the 
  mythological character of Native American folklore.  In 
  their final devotion, the sect had created a magical 
  crystal that allowed them to commune with their 
  gods.  The fate of the cultists was sealed when, during 
  the ceremony of empowerment, they were seen by a 
  Hound of Tindalos.  The cult was killed to a man as the 
  Hound stalked between the dark angles of the cavern. 
  On the fateful day when Lewis and Hubert 
  accidentally activated the magic crystal, and gazed 
  upon the Hound of Tindalos, Barton Duvall was in 
  Tombstone trying to sell some of the quartz they had 
  found.  When he returned he found his friends torn to 
  pieces in the cavern.  Horrified by the grisly scene, he 
  inadvertently came into contact with the blue ichor 
  which lingered on the corpses – the unwholesome, 
  
  3 
   
  SUNDOWN Overview 
  Scene 
  Summary 
  Timing 
  The Posse Forms 
  (p.3) 
  Setup and 
  Investigator 
  Descriptions 
  Mid-Morning 
  Unole Dayai - The 
  Coming Storm 
  (p.4) 
  Meeting the 
  Pinkerton’s 
  Noon 
  The Trading Post 
  (p.6) 
  Supplies and 
  Information 
  (optional) 
  Early Afternoon 
  High Plains 
  Massacre (p.7) 
  Information 
  about the nature 
  of the enemy. 
  Late Afternoon 
  Making Camp 
  (p.8) 
  Investigator 
  Downtime 
  Sundown 
  Wolves in the 
  Night (p.9) 
  Action 
  Midnight 
  Daybreak (p.10) 
  A tense offer 
  First Light 
  Kunh – Camp 
  (p.10) 
  Information and 
  Aid (optional) 
  Early Morning 
  The Caverns 
  (p.11) 
  Confronting 
  Barton Duvall 
  Late Morning 
  The Final; 
  Showdown (p.14) 
  A battle between 
  two monsters 
  Noon 
   
  infectious, saliva of the Hound of Tindalos.  This began 
  his transformation into a Hybrid of Tindalos. 
  Meanwhile, elsewhere in Cochise country, the 
  temporal wake caused by the Hound of Tindalos was 
  sensed by others... 
  Two sly brothers - sorcerers, and worshippers of Yog-
  Sothoth, working for the Pinkerton Detective Agency 
  were drawn toward the time disturbance like moths 
  to a flame.  In their black coach they carry a terrible 
  cargo, for the third half-brother - a monstrous Son of 
  Yog Sothoth - had received the full measure of the 
  blessings of his father, stalking the plain, hunting and 
  feeding when his brothers allow him.   
  Now the brothers pick up the scent of Barton Duvall, 
  the prospector who is slowly transforming into a 
  Hybrid of Tindalos, and set out to wage the next 
  chapter in the great, eternal, struggle between 
  Tindalos and Yog-Sothoth. 
  Meanwhile, Barton flees the cavern in a blind panic 
  and rides into Tombstone.  As the transformation 
  begins to take hold, strange angles begin to protrude 
  beneath his skin.  Barton seeks out a doctor, but finds 
  little help.  Unwilling to risk revealing either the 
  caverns, or the deaths of his comrades, for fear of 
  being accused of murder, Barton lurks in Tombstone, 
  until one terrible morning he encounters Alina 
  Hundle, a local girl.  Possessed with an unearthly 
  hunger he feeds on the girl, attacking with shocking 
  ferocity -killing her, and partially dismembering her 
  body. 
  But Barton is seen, and horrified by what he has done 
  he flees the town with a posse of outraged townsfolk 
  hard on his heels.  Enter the Investigators; townsfolk 
  who seek justice for a little girl, butchered in 
  despicable fashion, and who are about to ride into a 
  confrontation between fearsome monsters... 
  The Posse Forms 
  The purpose of this scene is to set the tone for the 
  adventure and to explore a little local colour.  
  Investigators should be asked to describe their 
  characters, and how they are responding to the angry 
  mob. 
  It has been fifteen years since the Civil War which tore 
  the nation apart.  Brother fought brother in a bitter 
  conflict that divided households and saw atrocities 
  committed against civilians.  
  After the war, there were a lot of men who had seen 
  and done terrible things, and not a lot of work.  So 
  when gold was found out west, then silver, people 
  flooded out to the frontier and the wide open sky. 
  Today, Tombstone is in uproar.  A little girl – Alina 
  Hundle – the eight year old daughter of the town 
  blacksmith has been found torn into pieces.  The 
  murderer, 
  Barton 
  Duvall, 
  a 
  prospector 
  who 
  occasionally visits the town, has fled. 
  The town has been whipped into a frenzy.  People 
  throng the main street.  Shopkeepers peer from their 
  grimy store windows, ladies of the evening lean from 
  verandas shaded by flimsy parasols while children 
  rush around excitedly.   
  The throng has converged on the jailhouse, where 
  what little remained of Alina Hundle’s body was 
  brought earlier.  The Doctor has just finished his 
  examination and Preacher is grim faced, clutching his 
  bible, knuckles white.  Everywhere there are angry, 
  upset, faces. 
  
  4 
   
  The Sheriff, a powerfully built man motions for silence 
  and the crowd – which has now swelled to nearly one 
  hundred – grudgingly quiets. 
  “Now we got us a situation here.  Someone has done 
  gone and killed little Alina Hundle, that sweet little 
  girl.  We need to get ourselves some justice – ‘cos 
  what was done to her, the way she was torn up… it 
  just ’aint right! 
  Wade said he saw the Barton Duvall, a prospector 
  with a claim not too far from here, bending over the 
  girl at first light this morning.  Now, I don’t know this 
  Barton too well myself, but when I went to speak with 
  him, he up and fled - rode out of here like his tail was 
  on fire. 
  Well, it seems clear as day that he’s guilty, but we 
  need to round him up and bring him back just the 
  same. I’m hereby deputising all the folks who want to 
  ride out today, to bring Barton Duvall to justice, dead 
  or alive. 
  We’ll split into three groups.  I’ll ride on to Bisbee and 
  make sure he ‘aint jumped a train.  Deputy Fox, you 
  lead some folks on to where Barton’s claim is – that’s 
  about two days ride away.  There should be some 
  other prospectors up that way can confirm if they’ve 
  seen him.  Deputy Hardy will ride on to Huachuka and 
  make sure he ‘aint doubled back.” 
  The Investigators now have a chance to act.  If you’re 
  using the pre-generated characters the Doctor or 
  Preacher might want to make a speech.  This should 
  also be an opportunity to add a little characterisation 
  for all the characters – how are they dressed?  Do 
  they speak with others in the crowd or remain 
  solitary?  Are they visibly armed?  
  As if it were a movie, we’d want the camera to linger 
  on the Investigators for a moment, so an audience can 
  sense their importance.  Ultimately, however, the 
  characters need to mount up and join the posse.   
  Equipment has been provided for the pre-generated 
  characters at the conclusion of the scenario, and there 
  will be a subsequent opportunity for the Investigators 
  to buy supplies – but you may wish to allow the 
  players to add some items they believe are essential 
  to the list – although perhaps emphasise the frantic 
  haste with which the posse forms. 
  Unole Dayai - The Coming Storm 
  The purpose of this scene is to foreshadow the threat 
  of the Pinkerton’s and their monstrous cargo. 
  The Investigators have been riding for hours.  The 
  High Plains are a rocky mottled grey, interspersed 
  with low ridges, and littered with occasional hardy 
  tussock.  The day has been fine, but now, beyond the 
  comforting streets of Tombstone and the anger of the 
  crowd, the prospect of hunting a man down and 
  bringing 
  him 
  to 
  justice 
  seems 
  a 
  lot 
  less 
  straightforward and simple than it did a few hours 
  earlier. 
  All of the Investigators have joined the group led by 
  Deputy Fox – indeed they comprise the entirety of this 
  third of the posse.  The Sheriff has tasked them with 
  heading out to where Barton’s claim is thought to be, 
  a ride of two days, and there to either confront him – 
  or question the other prospectors as to his 
  whereabouts.  Although he hasn’t said as much, 
  Deputy Fox believes that it’s unlikely that Barton has 
  returned to his claim, so he’s less tense than might 
  otherwise be the case. 
  Deputy Fox was a muscular man, but at some point in 
  his middle years, muscle turned to fat, and now his 
  shirt can barely contain his girth.  He wears his hat 
  pulled low, fixing troublemakers with a stern watery 
  glare.  His moustache is threaded with silver, and 
  often the repository of scraps of dried food. 
  They’ve been travelling since this morning, and 
  around noon they see something strange -a distant 
  brown haze, a faint shimmer that fills the sky.  
  Characters making a successful Idea roll deduce this is 
  a dust storm – a sudden and ferocious phenomenon 
  common to this part of Arizona. 
  Within moments the sun is gone, replaced by an 
  ominous near-darkness. 
  Then the wind hits.  Hats fly off.  Horses whinny in 
  fright.  Call for Ride rolls.  Those who succeed can 
  calm their horses.  Failure requires a successful Luck in 
  order to dismount rapidly.  Failures on both Ride and 
  
  5 
   
   
  the Luck roll are thrown from the saddle (1D6 
  damage, negated by a successful Jump roll). 
  As the wind tugs at the investigators clothing, the air 
  suddenly is filled with grit, stinging eyes, forcing its 
  way into mouths and noses, rasping against skin like 
  sandpaper. 
  Visibility is reduced to a few feet, and unless they are 
  close together, the investigators can barely see each 
  other amidst the dust storm. 
  Suddenly a huge dark shape looms out of the dust.  A 
  massive black ellipse shrouded by the flying dust.  As 
  it draws nearer the Investigators can see that it is 
  huge iron sphere, on a wagon pulled by a team of 
  weary horses.  Two men ride at the front of the 
  wagon, their faces obscured by bandana neckerchiefs.  
  As the wagon materialises from the gloom the horses 
  suddenly panic (a second Ride roll may be required for 
  those still in the saddle).   
  As they get closer the investigators see that the men 
  driving the wagon are dressed in dark three-piece 
  suits, they have wide brimmed hats pulled low, but 
  even through the flying dust they can tell that one 
  man is rakishly skinny, while the other appears to be 
  broad and sallow. 
  These are Llewellyn and Elroy Jackson, brothers, 
  sorcerers, and worshippers of Yog-Sothoth.  Their 
  cargo - the huge iron sphere, is a shape sacred to Yog-
  Sothoth - contains their half-brother, a twisted 
  monstrous Son of Yog Sothoth – mercifully invisible to 
  mortal eyes.  The brothers also work as agents for the 
  Pinkerton Detective Agency hunting (and disposing of) 
  fugitives– giving new meaning to the catch-phrase 
  ‘Pinkerton’s never sleep’ and ‘a Pinkerton always 
  catches his man’. 
  The brothers are ill-tempered and discourteous.  They 
  believe their quarry is near and have little patience for 
  investigator questions.  The dust storm is a magical 
  manifestation, intended to hide their passage and 
  disguise their tracks. 
  Curious investigators might make a Spot Hidden to 
  note the large hinged doors in the back of the iron 
  sphere.  Closer examination (and a second Spot 
  Hidden) also reveals strange symbols engraved in the 
  iron of the sphere – if your investigators have Occult 
  (the pre-generated character don’t) it may be 
  deduced that the regular repetition of the glyphs is 
  reminiscent of a prayer, while a successful Cthulhu 
  Mythos roll identifies this as a magical invocation to 
  Yog-Sothoth. 
  Llewellyn Jackson has a skinny moustache and 
  piercing stare, while his brother Elroy is overweight, 
  pale and has sunken eyes.  They wear tailored three-
  piece-suits of the latest fashion, with wide brimmed 
  hats, and have both rifles and pistols within easy 
  reach.  If questioned they reveal that they are 
  employed by the Pinkerton Agency hunting fugitives.  
  They are currently looking for one individual – 
  although they can’t reveal any further details (in truth 
  they don’t know anything more than he is aligned 
  with Tindalos in some way).  Learning of the purpose 
  of the posse, Llewellyn is dismissive: 
  “Could be our fugitive and your man are one-in-the-
  same.  You folks had best leave this to us.  Pinkerton’s 
  are experts at catching fugitives.  We always get our 
  man.  You should ride on home now.” 
  If asked, the brothers might explain that the sphere is 
  a prototype prison wagon – although neither brother 
  particularly feels the need to explain themselves. 
  Regardless of the investigators response, the brothers 
  drive off.  A few minutes later, the dust storm abates.  
  Statistics for the Jackson Brothers can be found at the 
  conclusion of this scenario. 
   
   
  
  6 
   
  What’s in a Name? 
  Steve Clanton and the Clanton gang are loosely based 
  on the Clanton brothers who were reputed to be 
  among a group of outlaw Cowboys who crossed the 
  border into Mexico where they stole cattle and re-sold 
  them to the hungry miners in Cochise County.  Ike and 
  Billy Clanton participated in the infamous 1881 
  shootout at the O.K. Corral in Tombstone. 
  The Trading Post (optional) 
  This is an optional encounter – the investigators have 
  the option to buy supplies, and learn some 
  information about their quarry – but they might also 
  choose to ride past. 
  The trading post stands in a flat grassy plain next to 
  the Fairbank River.  There is a simple wooden bridge 
  crossing the river and a muddy trail runs past the 
  trading post, the packed earth ground up by countless 
  passing horses and wagons.  A large board outside the 
  trading post is covered in dozens of yellowed posters 
  which flutter gently in the breeze. 
  Trader Rick (Ricardo Sanchez) moved here from across 
  the border more than a decade ago.  Rick sells 
  everything that a prospector might want, and a whole 
  lot more besides. 
  The trading post is made from long lengths of felled 
  timber, and is partially covered in moss. Inside it is 
  dark and dusty, filled from floor to ceiling with a 
  bewildering array of objects. 
  Outside the Trading Post 
  Outside there are horse troughs, so the investigators 
  can water their horses (or they could always use the 
  river).  Anyone investigating the board of yellowed 
  posters, soon realises they are wanted posters - with 
  the likeness and names of fugitives, bandits and 
  thieves.   
  If you’re using the pre-generated characters, a Spot 
  Hidden roll will reveal wanted posters for Steve 
  Clanton – head of the infamous Clanton gang who 
  committed hold-ups and murders all along the 
  Mexico/Arizona border.  Those passing a Know roll 
  will remember that the gang were hunted by the law, 
  many of them slain, and the rest scattered.  They 
  haven’t been heard of for more than a decade. 
  The picture on the poster of Steve Clanton is the 
  spitting image of Preacher Allan Dewey!  He is wanted 
  dead or alive for murder, rustling and thievery.  A 
  second Spot Hidden reveals a more recent poster 
  bearing the pictures of Hal and Charlotte Dalcher, who 
  are wanted for larceny, trickery and general 
  dishonesty.  A small reward is listed for their capture. 
  Anyone examining the mud, and passing a Track roll 
  can determines that both the heavy wagon of the 
  Pinkerton’s, and a single horse, riding at speed, have 
  passed this way recently.  Anyone succeeding by the 
  Track roll by rolling less than a fifth of their chance can 
  tell that the horse (ridden by Duvall) has been ridden 
  hard, and is tiring - and by following the tracks for a 
  short distance, they can also determine that Duvall 
  appears to be heading in the same direction as where 
  his claim is thought to be. 
  Inside the Trading Post 
  Inside the dingy interior of the trading post Rick 
  eagerly welcomes his new customers.  The place is 
  filled with all manner of commodities and miscellany.  
  Cart wheels and horseshoes compete with a large 
  stuffed bear for space.  Lamps and axes are mixed 
  with bonnets and shoes from East Coast stores.  Rick 
  barters as a preference, so has collected all manner of 
  things from people who have passed through. 
  The investigators may want to barter for supplies.  A 
  successful Bargain roll, combined with a reasonable 
  offer, or promise of goods and services, will allow the 
  investigators 
  to 
  secure 
  what 
  they 
  desire.  
  Ammunition, firearms and even dynamite are readily 
  available.  The Keeper should use his or her own 
  judgement when dealing with player requests – but 
  keep in mind the terrible nature of the enemies the 
  investigators will soon face. 
  If nobody looked at the board outside, and you’re 
  using the pre-generated characters, Rick recognises 
  the Preacher – but can’t remember where from.  He’s 
  not a church-going man, but he’s sure that he’s seen 
  the preacher before – Rick never forgets a face.   
   
   
  
  7 
   
  In addition Rick will happily tell the investigators the 
  following: 
  1. Barton Duvall passed through several hours 
  ago.  He tried to trade for a new horse, but 
  Rick wasn’t interested, so Barton rode on.  He 
  looked 
  dishevelled 
  and 
  was 
  stooping 
  strangely.  Rick didn’t get a good look at his 
  face, but recognised Duvall’s voice. 
  2. Barton and two other prospectors Lewis and 
  Hubert - friends from the war they said -often 
  stopped here for supplies in recent months.  
  They were not having much luck and Rick 
  believed they were close to throwing it in. 
  3. Then, last week, Barton came in with an array 
  of strange quartz rocks which had an unusual 
  colouring.  Barton wouldn’t say where he had 
  found the quartz, but he seemed excited.  Rick 
  traded them for more prospecting supplies. 
  4. The entire collection of stones was taken by 
  the Pinkerton’s just a few hours ago.  They 
  questioned Rick thoroughly and told him he 
  had to hand them over (a Psychology check 
  reveals that Rick is still shaken by the 
  encounter).   
  5. There have been sightings of an Apache war 
  party in the last week.  So far as Rick knows 
  there have been no attacks, but people are a 
  little nervous. 
  If the Investigators have been circumspect in their 
  play to this point, the Keeper may elect to have Rick 
  ‘trade’ the above information for news of the town, or 
  stories from the trail.  Rick is curious about the posse, 
  and when he learns of its purpose, he will be surprised 
  as Barton had always seemed like a reasonable man. 
  High Plains Massacre 
  The purpose of this scene is to demonstrate unnatural 
  power of the Son of Yog-Sothoth and emphasise the 
  evil nature of the Pinkerton’s, who seek to frame the 
  local Apache for the murderous feeding habits of their 
  brother. 
  After several hours more travel, the investigators 
  catch sight a small, white shape, moving rapidly across 
  the ground.  Then another.  Then another.  The breeze 
  seems to be filling the air with small, oblong white 
  shapes. 
  As the investigators get closer they see that the 
  shapes are letters, carefully addressed in the flowing 
  script of many different hands.  Some lie in the dirt, 
  the careful print smeared.  Others are impaled on 
  cacti or trapped under rocks. 
  The source soon becomes apparent.  Ahead is a scene 
  of destruction.  A small coach lies upside down, its 
  wheels pointing skyward.  The entire side seems to 
  have been demolished, timbers are broken and 
  snapped, and from within, letters and documents 
  have spilled out onto the tussock of the plains.  
  Several arrows jut from the coach.  The Pony Express 
  has been ambushed! 
  Even from a distance the investigators can make out 
  the bodies of two men, a glisten of bloody flesh where 
  their hair should be, revealing the telltale evidence of 
  scalping. The corpses of the horses are still tethered 
  to the wagon, twisted and broken in death. 
  A successful Idea roll immediately reveals something 
  strange about the scene.  Although the bodies are less 
  than a day old, there are no flies (indeed nothing 
  living has entered the vicinity).  
  This is because the ambush was carried out by the 
  monstrous Dwayne Jackson, a son of Yog-Sothoth 
  while his brothers watched on, and then staged the 
  carnage as an Apache attack.  His foul taint lingers – 
  imperceptible to humans, but enough to deter the 
  flies, and alarm the investigators horses, who whinny 
  nervously if forced to approach. 
  Closer examination reveals more facts that seem to 
  contradict the idea that Apache carried out the attack. 
  The Bodies 
  A successful First Aid roll reveals that the bodies, both 
  human and horse, have been drained of blood.  In 
  addition a Spot Hidden reveals that there are 
  hundreds of small wounds on the bodies.  Each is no 
  more than a couple of inches in diameter – as though 
  a small mouth had torn the flesh away.  An Idea roll 
  will reveal that the scalping of the men was done 
  crudely , in a way that tore away much of the flesh 
  around the forehead and neck (indeed the Pinkerton’s 
  used a small hatchet) and the practise of scalping is 
  not known among the Apache of this area. 
  
  8 
   
  Revealing the disturbing and unnatural nature of the 
  killing causes a 0/1D3 San loss. 
  The Coach 
  The Coach has suffered a massive impact to the side, 
  which caused it to flip over, crippling the horses, and 
  throwing the men to the ground.  It seems that the 
  coach was travelling at speed, when it was impacted 
  by something heavy from the side (the son of Yog-
  Sothoth).  Examining the surrounding terrain reveals 
  no natural features likely to have caused such 
  damage. 
  Nothing appears to have been taken from the coach.  
  The bulk of the cargo was mail, but there may also be 
  a small quantity of money (silver dollars in a sack) 
  which is untouched.  An Idea roll suggests that, 
  judging by the upward angle of the arrows that now 
  jut from the side of the overturned coach, they look to 
  have been fired from horseback after the coach had 
  flipped, rather than during a pursuit (the Pinkerton’s 
  have a small supply of arrows they use to incriminate 
  native Americans for the work of their monstrous 
  brother). 
  Anyone making a Track roll also notices some strange, 
  wave-like, imprints around the coach, horses and 
  dead men, as though a number of snakes had passed 
  by (these are the tracks of the hideous son of Yog-
  Sothoth). 
  The Surrounding Area 
  Anyone examining the surrounding area, and passing 
  a Track Roll, notices the deep indentations of a heavy 
  coach or wagon that passed nearby (The Pinkerton 
  wagon with the iron sphere).   
  A half-chance Spot Hidden reveals a distant rider.  The 
  investigators are being watched by an Apache warrior 
  who promptly gallops away if spotted.  This 
  foreshadows the later encounter with the Apache 
  who are disturbed by the presence of the monsters on 
  the Plains, although it may also seem to reinforce the 
  idea that the Apache were responsible. 
  While the scene is disturbing, and possibly unsettling, 
  the purpose of the group – bringing Barton Duvall to 
  justice – should remain undiminished.  If necessary 
  Deputy Fox will say as much, and remind the group 
  that they will likely be passing back this way the next 
  day, and news of the ambush can wait until then.  
  Deputy Fox may also suggest that the bodies be 
  buried, and if you are using the pre-generated 
  Preacher character, he will be invited to say a few 
  words as they are laid to rest.  Deputy Fox is entirely 
  convinced by the Pinkerton subterfuge and will blame 
  the attack on the local Apache, reminding the group 
  that a Trader Rick told them a war-party had been 
  seen in this area.  
   
  Making Camp 
  The purpose of this scene is to allow the investigators 
  a little downtime, and to give them an opportunity to 
  reveal their back-stories and interact.  In both 
  playtests, it was during this scene that Jerry the Kid 
  confronted 
  Preacher 
  Allan 
  Dewey 
  about 
  his 
  resemblance to Steve Clanton.  In both cases, this 
  encounter led to the Preacher being shackled until the 
  final scene, where he was offered a chance for 
  redemption. 
  The investigators travel on until sundown.  The sky is a 
  brilliant, blazing, orange - the spectacular by-product 
  of the large quantity of dust still in the air.  The Posse 
  are now closing in on their quarry.  A successful Track 
  roll reveals that Barton is not far ahead, and his horse 
  is tiring.  Deputy Fox (who will make this observation 
  if the investigators do not think to check) is now 
  confident that the posse will catch up to Barton the 
  next day and suggests that the group make camp, in 
  order to be well rested for the encounter. 
  Each character now has the opportunity to narrate 
  what they do as the posse makes camp.  As it gets 
  dark, Deputy Fox starts a campfire, and begins to cook 
  some beans.  
  Anyone wishing to test their skill with a firearm in the 
  dying light may wish to target the whitetail jackrabbits 
  which can be located with successful Spot hidden 
  rolls.  Skinned and cooked by a proficient trail-hand 
  these are good eating. 
  Deputy Fox will suggest that the group mount a watch 
  for the night, but leave the details to the 
  
  9 
   
  Player vs Player 
  The pre-generated characters have a major imbedded conflict – 
  Allan Dewey, the Preacher, was formerly known as Steve 
  Clanton, the criminal, who is responsible for the death of Jerry’s 
  father and the unravelling of Wade’s life as a lawman. 
  If you don’t enjoy this kind of conflict in your games then it is 
  suggested that you omit the board of wanted posters at the 
  trading post, and Trader Rick’s recollection of Dewey’s features.  
  This should be sufficient to ensure these background elements 
  do not emerge unless the players choose to reveal them. 
  If you are okay with investigator conflict, it is important to play 
  out this conflict fairly.  An ideal outcome is that Allan Dewey 
  surrenders and is kept as a prisoner until the final scene (this is 
  consistent with both Allan and Wade’s written motivations) 
  with the view that he will eventually face justice in Tombstone. 
  However, as all of the characters are armed, things may not 
  turn out that well.  One suggestion, if violence seems imminent, 
  is to bring forward the wolf attack, and (at least temporarily) 
  unite the characters against a common enemy. 
  If Allan Dewey manages to flee into the night, he may be 
  captured by the Apache and reunited with the others during 
  the encounter the next day. 
  Using the hit locations, it is unlikely that an investigator will die 
  outright in a shootout- however if Allan, or another character is 
  killed, you may want to allow the unlucky player to play Deputy 
  Fox for the rest of the scenario. 
  investigators.  Soon enough he is asleep, his loud 
  snores punctuating the otherwise quiet night air. 
  Wolves in the Night 
  The purpose of this scene is to add a little action to 
  proceedings, and continue to underline the disturbing 
  and powerful nature of their foes.  The wolves are 
  intended to be manageable foes, which the 
  investigators can dispatch with relative ease – 
  however the wolves may also cause serious injury, and 
  using the hit-locations, this may make for an 
  interesting narrative element.  This encounter also 
  should serve to unify the group to an extent, and 
  compel them to seek the help of the Apache. 
  Elroy and Llewellyn Jackson now realise that the 
  investigators are travelling in the same direction as 
  their quarry.  Rather than confront a band of armed 
  townsfolk, they remain in their campsite several miles 
  distant and cast the spell Command Animal that night, 
  and possess a pack of wolves – instructing them to 
  attack and kill the investigators. 
  Those who are on watch must pass a CON x5 in order 
  to not fall asleep, after a hard day in the saddle.  The 
  Keeper should select an appropriate moment to have 
  the wolves attack. 
  The first warning comes from the horses.  They 
  whinny nervously, smelling the wolves in the night air.  
  Their panic grows as the pack approaches, which 
  allows sleeping characters to be afforded a Listen roll 
  in order to wake up.  A successful Ride roll from 
  anyone awake may keep them calm enough not to 
  bolt, but as soon as the wolves attack the horses will 
  blindly flee into the night, most likely tearing free of 
  any tether in their panic. 
  Seconds after the horses begin to panic, the sleek grey 
  shapes of wolves can be made out in the dim glow of 
  the camp fire.  In this strange light it seems their eyes 
  are almost an unnatural black in colour.  They move 
  swiftly moving to attack the posse. 
  Anyone who is awake, may make a Spot Hidden in 
  order to see the wolves in time to snap off a quick 
  shot before they attack. 
  There should be at least one wolf for every 
  investigator, and several others who attack Deputy 
  Fox, or lurk at the edge of the campsite.  The statistics 
  for the wolves can be found at the conclusion of this 
  scenario.  Once more than half of the wolves have 
  been killed, they will shake off the magical compulsion 
  and flee across the plains. 
  Deputy Fox should be mortally wounded in the attack, 
  having his throat torn out by a wolf, he can only 
  manage a plaintive bloody gurgle before collapsing 
  and dying.  However, if you wish to allocate Deputy 
  Fox to player whose character has been killed, he 
  should be spared. 
  If the investigators are in danger of being 
  overwhelmed by the wolves, the Keeper may choose 
  to have the Apache war party intervene to save them.   
  The statistics for the wolves can be found at the 
  conclusion of the adventure. 
   
  
  10 
   
  Daybreak 
  As the first grey light of dawn breaks over the High 
  Plains things should be looking grim for the 
  investigators.  They have likely lost their horses, may 
  be carrying serious injuries, and Deputy Fox is dead.  
  At this juncture they may be seriously contemplating a 
  return to Tombstone. 
  During the early hours of morning an Apache War 
  Party have crept up on the investigators.  Now they 
  wait a short distance away, rifles trained on the posse.   
  The Apache do not want to fight the investigators – 
  instead they hope to use them to fight the Hybrid, 
  who they believe is being consumed by the spirit of 
  Coyote. To that end they are willing to provide what 
  assistance they can to see this threat eradicated. 
  They have been shadowing the posse since it left 
  Tombstone, to determine the investigators intent.  
  The magic which forced the wolves to attack during 
  the night has angered the Apache and motivated 
  them to take action. 
  While the Apache warriors watch the investigators 
  impassively, their weapons not wavering, an old white 
  man with the heavy tan of someone who lives 
  outdoors, wearing the remains of a Confederate 
  uniform gets up and makes his way over to the 
  investigators slowly, shooting them a toothless grin. 
  “’Mornin to ya.  My friends here want you to know 
  they don’t mean you no harm.  But they also want you 
  to know, they really ‘aint too fussed if they have to 
  spill some blood before sunup - so take my advice and 
  jest take it easy.   
  Name’s Clem, I joined up with this Apache band after 
  the war.  So I been living with them for a number of 
  years – and I can tell you that they’re pretty het up by 
  them wolves that attacked you last night. 
  They tell me that it’s a part of some bad things that 
  have been happening out here on the plains.  Your 
  enemies are their enemies, they say - so they’d be 
  obliged, if you’d be willing to come back to their camp 
  and speak with the Medicine Man?  Up to you o’ 
  course.” 
  Clem’s presence and his uniform might be a catalyst 
  to have those investigators with military backgrounds 
  to discuss this aspect of their past.  If you’re using the 
  pre-generated characters this is likely to lead to a 
  conflict between Doctor Stafford, Marion Swenson 
  and Bruce Coulon. 
  As Clem has explained he has been travelling with an 
  Apache band since the war ended.  He often acts as 
  interpreter and negotiator for the band when they 
  barter with white men – although most of the Apache 
  also speak English, they find it convenient to have 
  Clem negotiate on their behalf.  Clem hasn’t spent a 
  lot of time in white society for a long time, so will 
  dredge up what he can remember of the manners and 
  customs of his youth – which will likely be quaintly 
  formal, particularly toward any female investigators. 
  Decisions 
  If the Investigators agree to accompany Clem, the 
  Apache melt away and return on horseback, then 
  escort the group for a hike of about an hour to reach 
  the band’s camp.  There they are reunited with their 
  horses, and offered medical attention and food. 
  If the Investigators reject the offer, Clem will nod 
  amicably and offer to return their horses.  While the 
  Apache depart to bring the horses back, he will tell 
  them that the man they are seeking is not far away, 
  indeed no more than two hours ride, and now on 
  foot. 
  If the investigators elect to return to Tombstone 
  instead of pursuing Duvall, they see a dust storm 
  rapidly bearing down on them.  The Pinkerton’s are 
  closing in on their quarry, and they will not hesitate to 
  attack the investigators to remove all witnesses to 
  their passage.  If the investigators manage to hide, 
  and evade the brothers, they may return to 
  Tombstone and tell their story. 
  Kunh – Camp (optional) 
  This encounter is intended to bolster the investigators 
  resolve, furnish them with information about the 
  nature of their enemy, and provide them with a 
  weapon which might tip the struggle in their favour. 
  Following the Apache the investigators arrive at the 
  camp site.  There are two dozen temporary huts and 
  
  11 
   
  “White Men dug in a sacred place.  A place sacred 
  to Coyote.  A place where Coyote battled the 
  Darkness in the First Time.  A place that the Apache 
  will not go.   
  Because the white men were greedy, Coyote ate 
  them.  But one was not hunted by Coyote at first.  
  Coyote is tricky – rather than kill the man it found a 
  way to climb into his body. But Coyote’s spirit is 
  too big for a white man- so now the spirit is tearing 
  the man apart.  He must be killed because in this 
  form Coyote is too dangerous to walk the plains.  
  He kills without thought and steps between the 
  angles of the world. 
  Coyote’s old enemy the Darkness is hunting for 
  him too.  They sent the wolves against you, 
  pouring their darkness into the minds of the 
  animals, and forcing them to attack.  They also 
  have a dark and terrible thing with them.  A 
  creature of the oldest sort.  It cannot be seen in 
  the daylight, but it leaves tracks like a snake and all 
  living things fear it. 
  Dah-Keya would like you to take this knife, which 
  has powerful magic in it.  Use it to cut Coyote from 
  the white man so both can be at peace again.” 
  tents clustered low against the plain, near a small 
  natural spring.  Women and children are in evidence, 
  but the warriors make it clear that the investigators 
  are to maintain their distance from the rest of the 
  camp. 
  Tethered outside the camp are the investigators 
  horses which bolted the night before.  Clem tells the 
  investigators that their horses have been cared for, 
  and will be returned when they leave.  He also offers 
  any who are hungry, some food.  During the entire 
  time they are in the camp the warriors shadow them 
  silently, weapons at the ready.  They will only attack if 
  the investigators make a hostile action.  The Apache 
  warrior statistics can be found at the conclusion of the 
  scenario. 
  Clem then suggests that the investigators see the 
  Medicine Man, who resides in a large tent in the 
  centre of the camp.  Inside the tent,  Dah-Keya, an 
  ancient, stooping Apache man looks them over.  As he 
  runs his hands lightly over their features they soon 
  realise that Dah-Keya has been rendered blind by 
  severe cataracts. 
  Clem will translate, but before they begin Dah-Keya 
  insists on cleaning and dressing any injuries the 
  investigators have (First Aid 70%). 
  Then Dah-Keya will settle down in the corner of the 
  tent and speak with the slow care of great age.  Clem 
  will translate as best he can – see the nearby text. 
  Dah-Keya then gives the investigators a plain looking 
  knife with a bone handle.  This is an enchanted blade 
  which deals 1D6 magical damage if the wielder 
  successfully hits the target.  The Hybrid cannot 
  regenerate this damage. 
  Dah-Keya cannot offer much more information.  The 
  Apache have not approached Barton, and will not do 
  so.  They will also not travel near the ‘sacred place’ 
  where Barton and the other prospectors made camp.  
  The Apache will, however, guide the investigators to 
  the edge of this area if they wish it, or give them 
  directions to reach the area. 
  Dah-Keya knows little about ‘The Darkness’ besides 
  what he has said.  His scouts have told him that it 
  travels in a black hut, on a wagon driven by two white 
  men.  The Apache will not approach it, as it is futile to 
  fight against the darkness. 
  The Caverns 
  This is the penultimate encounter of the scenario.  At 
  last the investigators come face to face with Barton 
  Duvall, but can they really bring themselves to execute 
  a 
  man 
  mired 
  in 
  the 
  misery 
  of 
  a 
  horrific 
  transformation? 
  Three hours ride from the Apache camp, the 
  investigators find what remains of Barton’s horse.  It 
  has been dismembered messily, and there are large 
  chunks missing, as though a mountain lion, or similar, 
  had been feeding on it. 
  If the Apache have been guiding the investigators, 
  they now depart, as they have now reached the edge 
  of the sacred place.  Barton must now be only a short 
  distance away.  Clem will wish the investigators well, 
  and then ride after the warriors. 
  
  12 
   
  The Kartchner Caverns 
  The caverns in Sundown are loosely based on the 
  Kartchner Caverns, which are roughly 38 miles from 
  Tombstone.  The Kartchner Caverns were first 
  discovered in 1974, although only revealed to the public 
  in 1988.  Now an Arizona State Park the caverns are 
  “host to a wide variety of unique minerals and 
  formations. Water percolates from the surface and 
  calcite 
  formations 
  continue 
  to 
  grow, 
  including 
  stalactites dripping down like icicles and giant 
  stalagmites reaching up from the ground.” 
  http://azstateparks.com/parks/kaca/ 
  Alone again, the investigators find themselves in an 
  unremarkable part of the High Plains.  The actual 
  entrance to the cavern network found by Duvall and 
  the other prospectors is well hidden.  A successful 
  Track will lead the investigators in the right direction, 
  and a subsequent Spot Hidden will reveal a narrow 
  crevasse nearly covered by low scrub.  If not 
  specifically looking for it, you’d never find it. 
  The second option is that the investigators might find 
  their way into the cavern quite by accident.  The 
  ground suddenly gives way swallowing horse and 
  rider.  Have the investigators make a Luck roll.  The 
  character who fails by the greatest amount finds 
  themselves plummeting into the darkness.   
  A successful Ride roll allows the falling investigator to 
  free themselves from the saddle before they hit the 
  ground, and entitles them to a Jump roll to reduce the 
  damage from the fall (1D6 damage to either left or 
  right leg).  Failure to escape the saddle results in the 
  investigator taking 2D6 damage with no Jump roll 
  permitted to reduce the damage.  This may be done 
  to a random body location (roll on the melee table), as 
  it represents the horse rolling over the rider as it hits 
  the ground. 
  Whichever way they arrive, the investigators soon 
  discover the huge main cavern.  This is a colossal 
  underground space, easily larger than a football field.  
  The interior is a kaleidoscope of colour with multi 
  hued stalactites creating disturbing shadows, while 
  the uneven rocky ground is littered with matching 
  stalagmites. Giant white columns form where the two 
  meet. 
  The cavern feels like an other-worldly place.  The 
  natural formations jut out at bizarre, unsettling, 
  angles and the rich crystal and quartz reflects any light 
  the investigators have, creating shimmering, dazzling 
  patterns. 
  What strikes the investigators first, however, is the 
  overwhelming stench.  The entire cavern is rife with a 
  Charnel Odour, a smell so overpowering that the 
  Investigators must make a CON x5 roll or be sick 
  immediately.  Even passing the test causes the 
  investigators to gag and instinctively cover their 
  noses.  This stench is a by-product of both the Hound 
  and Hybrid of Tindalos (more details can be found on 
  p.93 of the Malleus Monstorum). 
  Spread around the centre of the main cavern are the 
  remains of two bodies (the prospectors Lewis and 
  Hubert) although at first the exact number of victims 
  will be difficult to deduce as no single piece of the 
  remains is larger than 8 inches in diameter.  The 
  remains cover a wide area, and arterial spatter, and 
  congealed blood are visible on the surrounding 
  stalagmites.  Amidst the remains are the twisted 
  remains of several firearms, and spent shells.   
  The thoroughness and brutality of the killings requires 
  a check for 0/1D2 SAN. 
  Investigators whose companion fell through the void 
  in the roof, may wish to lower ropes to descend into 
  the cavern.  Use of a rope doubles the Climb check 
  necessary to arrive safely into the depths.  Failure 
  leads to a sudden fall – as described previously. 
  Investigating the Cavern 
  After overcoming their initial awe at the natural 
  grandeur of the cavern, the investigators may wish to 
  explore further.  It is immediately apparent that there 
  is a tunnel which leads deeper into the cavern 
  complex.  In addition the Investigators may discover 
  the following: 
   
   
  
  13 
   
  1. A successful First Aid roll reveals that the 
  human remains were killed 1-2 weeks ago, 
  and while they are definitely not fragrant, 
  they 
  are 
  not 
  responsible 
  for 
  the 
  overwhelming charnel odour. 
  2. An Idea roll suggests that before they died the 
  men were firing directly into solid rock of the 
  cavern walls. 
  3. A Spot Hidden reveals traces of a blue pus-like 
  substance on some of the remains.  This is 
  ichor from the Hound of Tindalos.  Contact 
  with this living substance is treated like a 
  poison with POT 2D6, and may trigger a 
  gradual transformation into a Hybrid of 
  Tindalos (which the Keeper may wish to 
  explore in a subsequent scenario).  More 
  information on this substance can be found 
  on p.94 of the Malleus Monstorum. 
  4. A Track roll reveals that a man has passed 
  through the cavern recently, heading deeper 
  into the earth. 
  5. A Spot Hidden roll reveals a case of dynamite 
  amongst a collection of supplies (picks, 
  shovels, canned food, lamps and oil etc.) in 
  the far reaches of the cavern. 
  If the investigators have not already found it, they can 
  also discover the narrow crevasse which marks the 
  hidden entrance of the cavern, which Barton and the 
  other prospectors first discovered. 
  Having explored the cavern the investigators should 
  now delve deeper into the depths of the cavern 
  complex.  A successful Listen roll will reveal faint sobs 
  coming from ahead, the sound echoing strangely 
  around the rock walls 
  Confronting Barton 
  The passage onward is narrow, and descends into the 
  earth at a sharp angle.  The walls glisten with moisture 
  and the investigators are aware of the weight of rock 
  pressing in all around them.  Without a light 
  navigating the passage is dangerous, and a failed luck 
  roll may see an investigator taking 1D3 points of 
  damage from the razor sharp outcroppings. 
  The tunnel bends in an L-shape and eventually 
  emerges into a second large cavern.  This cavern is 
  festooned with thin stalactites, called soda straw, 
  which descend some 20 feet from the high, rocky 
  ceiling.  The floor and walls a lined with rare quartz 
  needles.  A lantern stands in the centre of the cavern, 
  casting strange shadows around the gleaming interior, 
  which seem to move of their own volition, twisting to 
  form disturbing angles.   As they approach the charnel 
  odour grows even stronger – prompting a second CON 
  x5 test. 
  Barton Duvall stands near one of the cavern walls, 
  only just visible through the soda-straw stalactites.  
  He sobs and snuffles piteously, his back to the 
  investigators, face not visible.  Strange, jagged shapes 
  press against the fabric of his heavy coat from 
  underneath.  Barton is not armed. 
  As Duvall is entirely consumed by his own misery, an 
  investigator who passes a Sneak roll might be able to 
  silently approach him, and even attack before Duvall 
  responds.   
  Duvall’s face is not a pretty sight.  Odd, angular 
  protrusions cause his skin to distend, forcing their way 
  though his cheeks, neck and brow.  These sometimes 
  seem to move, flowing and rippling like a living mass.  
  Here and there a dark shape has actually punctured 
  the skin from beneath and a thin blue ooze leaches 
  from the rent.  Duvall’s eyes gleam like crystal, and 
  even when he sees the investigators, he looks past 
  them, gazing in wonder all around him as though he 
  can see things the investigators cannot.   
  Strange dark growths have erupted from Duvall’s 
  hands, resembling angular, jagged, claws that seem to 
  pulse with a faint greenish glow. 
  The SAN loss for seeing Duvall in this partially 
  transformed state is 1D2/1D8. 
  Once he is aware of the investigators, and even if first 
  attacked, Duvall first tries to plead for his life. 
  “I didn’t mean to do it – you gotta believe me.  I was 
  just so hungry.  Then, there she was and all I could 
  smell was the blood in her - the life.  I jes get so hungry 
  these days.  I know I done wrong, but I ‘aint a bad 
  man.  I’m just sick is all.  Please help me – I don’t feel 
  right...” 
  Duvall doesn’t know what’s happening to him.  A 
  Psychology roll will reveal that he is genuinely 
  
  14 
   
  confused and remorseful, although the hideous 
  transformation that he’s undergoing has long since 
  snapped his grasp on sanity, and Duvall is clearly both 
  inhuman and psychotic, so his assurances and 
  promises are likely meaningless. 
  If the investigators attack Duvall after he has plead for 
  his life, or if he is stabbed with the enchanted blade, 
  he will attack them without mercy – stepping 
  between the angles of the cave to emerge beside any 
  would be attacker and dismembering them with his 
  wicked claws.  If he kills or cripples an investigator, he 
  will pause to consume them, licking his lips with 
  hunger and using his tongue attack.  The stats for 
  Duvall can be found at the end of this scenario. 
  If the investigators promise Duvall fair treatment, or 
  agree to get him medical help, he will reluctantly 
  agree to accompany them back to Tombstone.  He will 
  even consent to being shackled, although this is 
  unlikely to actually prove a great restraint. 
  Meanwhile... 
  As the investigators within the caverns encounter the 
  creature that was Barton Duvall, outside the 
  Pinkerton’s arrive.  Having finally determined the 
  location of their quarry, they are eager to end the 
  taint of Tindalos and unleash the Son of Yogsothoth 
  into the caverns. 
  Investigators remaining outside see the telltale signs 
  of an approaching dust storm.  They must rapidly 
  choose whether they will flee, hide, or confront the 
  Pinkerton’s.  If they choose the latter option, they will 
  have to act quickly as the Pinkerton’s first action is to 
  free the Son of Yog-Sothoth from its iron prison.  
  Although the Son is invisible, enough of its hideous 
  rope-like tentacles can be made out as the dust storm 
  swirls around it to cause a 1/1D8 SAN loss. 
  The Son will feed on anything that gets in its way, 
  while the Pinkerton’s laugh and hoot.   The stats for 
  the Son of Yog-Sothoth can be found at the end of this 
  scenario. 
  The Final Showdown 
  This is the final act of the scenario.  Two monsters 
  battle and the investigators must decide just how deep 
  their commitment to justice runs. 
  If the investigators have taken Barton Duvall into 
  custody then, as they are making their way out, and 
  are crossing the large cavern, they see the Pinkerton’s 
  walking toward them determinedly.  Llewellyn will 
  sneer at them, his eyes never leaving Duvall: 
  “We’re obliged to you for flushing this varmint out, we 
  couldn’t find him hiding here in this place.  Now you’d 
  better just leave ‘cos we’ve a mind to settle the 
  business between us.  If you stay, then our brother 
  might just take a liking to you too.” 
  The Son of Yog-Sothoth doesn’t wait for a response, it 
  rushes forward, invisible, and attacks Barton Duvall.  
  Barton lets out an anguished scream and begs the 
  investigators for help.  Then the two monsters are 
  locked together, in brutal combat. 
  Llewellyn and Elroy watch on, shouting support and 
  cussing the Hybrid of Tindalos.  If the investigators 
  look like they might interfere the brothers do not 
  hesitate to turn their guns on them. 
  The investigators must decide whether they will 
  intervene, and if so, whose side they will take.  It is 
  entirely possible that they will simply take this 
  opportunity to leave, and abandon Duvall to his fate.   
  They may also elect to help Duvall and attack the 
  brothers.  In this case, they are up against stiff 
  opposition.  The enchanted dagger will deal 1D6 
  damage to the Son of Yog-Sothoth for each successful 
  strike, but the Son will defend itself with all its might. 
  If the investigators decided to fight Duvall when they 
  first encountered him, then the brothers interrupt 
  their conflict, sending the Son of Yog-Sothoth into the 
  melee.  Barton howls his defiance and fights to the 
  bitter end, turning his attention to the Son of Yog-
  Sothoth.  Of course, when Barton is dead, the 
  brothers don’t plan on leaving any witnesses behind... 
  Conclusion 
  The scenario could conclude in any number of ways.  
  The most satisfactory way, and the way that was used 
  in both playtests, was for the investigators to retrieve 
  the dynamite, detonate it, and seal both the monsters 
  and the Pinkerton’s inside the cavern - entombing 
  them together.  This provides a nice cinematic 
  conclusion to the scenario - although obviously if 
  
  15 
   
  Barton still lives, the physical properties of rockfall are 
  hardly likely to vex him for long… 
  The scenario also has the possibility of a high 
  investigator bodycount – although as written most 
  character deaths should come as a result of player 
  choices.  The use of hit locations should keep much of 
  the damage cinematic, but there is a clear potential 
  for massive damage when fighting against either 
  monster.  This is part of the horror/western genre in 
  which few characters should expect to ride away into 
  the sunset.  Another interesting question is what story 
  the investigators tell when they return to Tombstone 
  to explain the deaths of the other members of the 
  posse, and what evidence they can offer to support 
  that story. 
  In the unlikely event that Barton survives and remains 
  in the investigators custody, he may well reconsider 
  whether he really wants to return to Tombstone to 
  face the noose, especially when he starts to get 
  awfully hungry… 
  Rewards 
  If you decide to run this scenario as part of a 
  campaign, you may wish to give some rewards to the 
  investigators.  It is suggested the following SAN 
  awards be given: 
  Destroying the Hybrid Barton Duvall – 1D12 
  Returning the Hybrid Barton Duvall to Tombstone to 
  face justice– 1D20 
  Destroying the Son of Yog-Sothoth – 1D20 
  Killing Llewelyn Jackson – 1D6 
  Killing Elroy Jackson – 1D6 
  Scenario Seeds 
  If you’re interested in exploring this setting a little 
  further, here are some brief suggestions for adventure 
  you could link with this scenario: 
  1. If Barton Duvall, or the brothers of Yog-
  Sothoth survive, then they will want to seek 
  refuge somewhere.  A trail of cattle 
  mutilations put the investigators on their trail, 
  but the monster(s) are offered refuge by a 
  wealthy degenerate rancher Mark Williamson, 
  who seeks their power to fuel his own dark 
  ambitions.  Can the investigators defeat his 
  plans for a great summoning before he has 
  extracted the necessary material from the 
  monster? 
  2. Hanson Lovelock III, a powerful sorcerer and 
  worshipper 
  of 
  Nyarlathotep, 
  enters 
  Tombstone and with the help of his Chinese 
  retainer Yang-Hu he plans to turn the town to 
  the worship of the Bloated Woman aspect of 
  Nyarlathotep.  He begins to purchase 
  brothels, and conduct unwholesome rites at 
  night – the confrontation with Lovelock might 
  culminate in him summoning a Fire Vampire – 
  which begins the great Tombstone fire of 
  1882, which is believed to have started in a 
  Chinese laundry. 
  3. The residents of Tombstone have been having 
  dark dreams.  The children of the town have 
  been succumbing, one by one to a deep coma 
  which leave their parents mad with grief.  To 
  make matters worse, there have been 
  unwholesome excavations at the Boot hill 
  cemetery.  The investigators must brave a 
  Ghoul 
  warren 
  and 
  enter 
  dreamlands 
  Tombstone to confront the Devourer of Bright 
  Memories, but must trade memories of their 
  happiest moments to secure its banishment. 
   
   
  
  16 
   
  Statistics 
  Clarence Fox, 52, Deputy Sherriff 
  STR 12 
  CON 8 
  SIZ 14 
  INT 9 
  POW 11 
  DEX 7 
  APP 8 
  EDU 8 
  SAN 55 
  HP 12 
  Damage Bonus: +1D4 
  Weapons: 
  Brawl 70%, 1D3+1D4; Revolver 65%, 
  1D10; Rifle 55%, 2D6+4, Shotgun 60%, 
  4D6/2D6/1D6 
  Skills: 
  Belch 45%, Fast Talk: 45%, First Aid: 40%, 
  Gamble 35%, Navigate: 60%, Persuade: 
  40%, Ride 50%, Spot Hidden 40%, Track 
  60% 
   
  Llewellyn Jackson, 30, Sorcerer, Pinkerton and 
  Cultist of Yog-Sothoth 
  STR 14 
  CON 15 
  SIZ 16 
  INT 11 
  POW 17 
  DEX 14 
  APP 13 
  EDU 12 
  SAN 0 
  HP 15 
  Damage Bonus: +1D4 
  Weapons: 
  Brawl 60%, 1D3+1D4; Revolver 70%, 
  1D10; Rifle 35%, 2D6+4, Shotgun 40%, 
  4D6/2D6/1D6 
  Skills: 
  Dodge 40%, Drive Cart 60%, Fast Talk: 
  65%, Jump 40%, Navigate: 30%, 
  Persuade: 50%, Psychology 35%, Ride 
  60%, Spot Hidden 50%, Torture 70%, 
  Track 40% 
  Spells: 
  Call Yog-Sothoth, Cause/Cure Blindness, 
  Command Animal (Wolf), Cloud Memory, 
  Dread Curse of Azathoth, Fists of Yog-
  Sothoth, Implant Fear, Stop Heart. 
   
  Elroy Jackson, 28, Sorcerer, Pinkerton and Cultist 
  of Yog-Sothoth 
  STR 16 
  CON 12 
  SIZ 14 
  INT 11 
  POW 15 
  DEX 10 
  APP 7 
  EDU 9 
  SAN 0 
  HP 13 
  Damage Bonus: +1D4 
  Weapons: 
  Brawl 80%, 1D3+1D4; Revolver 40%, 
  1D10; Rifle 45%, 2D6+4, Shotgun 50%, 
  4D6/2D6/1D6 
  Skills: 
  Dodge 30%, Drive Cart 65%, Fast Talk 
  45%, Hoot and Holla 55%, Jump 50%, 
  Listen 50%, Navigate: 40%, %, Ride 55%, 
  Spot Hidden 35%, Track 40% 
  Spells: 
  Call Yog-Sothoth, Command Animal 
  (Wolf), Fists of Yog-Sothoth, Implant 
  Fear. 
  Dwayne Jackson, 18, Monstrous Son of Yog-
  Sothoth 
  STR 22 
  CON 34 
  SIZ 14 
  INT 17 
  POW 20 
  DEX 10 
  APP 5 
  EDU 10 
  SAN 0 
  HP 24 
  Damage Bonus: +4D6 
  Weapons: 
  Grasp and Suck 100%, damage 1D6 
  crushing every round + 1D10 blood drain 
  (HP) every round after the first. 
  Armour: 
  None, but immune to physical damage.  
  Enchanted weapons do minimum 
  damage,  they remain invisible except 
  when feeding. 
  Spells: 
  Call Yog-Sothoth 
  San Loss: 
  1/1D8, When visible 1D8/3D10 
  For more detail about Sons of Yog-Sothoth see Malleus 
  Monstorum, p.117. 
   
  Barton Duvall, 43, Hybrid of Tindalos in flux 
  STR 22 
  CON 22 
  SIZ 13 
  INT 12 
  POW 14 
  DEX 14 
  APP 10 
  EDU 9 
  SAN 0 
  HP 17 
  Damage Bonus: +1D6 
  Weapons: 
  Claw 45%, 1D3+1D6,  Bite 38% 2D6 + 
  Special*, Tongue 70%, 1D2 POW and 1D6 
  CON drain. 
  Armour:  
  2-Point Skin, Regenerates at 3pts per 
  round.  Mundane weapons do minimum 
  damage.  
  Skills: 
  Dodge: 35%, Hide 60%, Jump 70%, % 
  Navigate 30%, Ride 70%, Sneak 70%, Spot 
  Hidden 55, Sob 72% 
  Spells: 
  None, but can move between any two 
  angles within 280 feet for 4 magic points 
  per round.  
  San Loss: 
  1D2/1D8 
  *If the tongue attacks impales, and the investigator 
  fails to Dodge the character is swallowed whole as 
  their body is shrunk, and the Hybrids mouth expands. 
   
  For more detail about Hybrids of Tindalos see Malleus 
  Monstorum, p.95 
   
  Eight Possessed Wolves 
   
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  STR 
  12 
  14 
  15 
  10 
  9 
  13 
  12 
  11 
  CON 
  10 
  8 
  11 
  9 
  14 
  11 
  9 
  8 
  SIZ 
  8 
  7 
  9 
  12 
  8 
  7 
  6 
  7 
  DEX 
  14 
  15 
  12 
  11 
  10 
  11 
  13 
  9 
  HP 
  9 
  7 
  10 
  10 
  11 
  9 
  6 
  7 
  DB 
  - 
  - 
  - 
  - 
  - 
  - 
  +1D4 
  - 
  Weapons: 
  Bite 30%, 1D8 damage 
  Armour: 
  1-point fur 
  Skills: 
  Spot Hidden 60%, Slather 70%, Track by 
  Smell 80% 
   
  
  17 
   
  Six Apache Warriors 
   
  1 
  2 
  3 
  4 
  5 
  6 
  STR 
  14 
  16 
  12 
  11 
  14 
  13 
  CON 
  12 
  9 
  11 
  14 
  13 
  9 
  SIZ 
  11 
  12 
  14 
  9 
  15 
  12 
  DEX 
  16 
  13 
  15 
  12 
  10 
  11 
  HP 
  11 
  10 
  12 
  11 
  14 
  10 
  DB 
  - 
  +1D4 
  +1D4 
  - 
  +1D4 
  +1D4 
  Weapons: 
  Rifle 65%, 2D6+4, Knife 70%, 1D6, 
  Hatchet 65% 1D8 
  Armour: 
  None 
  Skills: 
  Climb 50%, Dodge 45%, Hide 70%, Listen 
  55%, Ride 72%, Sneak 80%, Spot Hidden 
  70%, Scorn 55%, Track 60% 
   
  Notes on the Pre-Generated Characters 
  Sundown features 8 pre-generated characters to 
  allow the Keeper a degree of flexibility in the 
  characters he or she would like to use.   
  The characters have been created using the 
  optional hit location mechanic found in Basic 
  Roleplaying (2nd Edition p.29) to allow for 
  cinematic action which enables characters to 
  suffer serious injuries to limbs without killing the 
  character outright (the mechanic of a total hit 
  point total has been removed).  
  Therefore, once the location in question has 
  suffered damage equal to the listed amount, it is 
  useless.  If it has suffered damage equal to or 
  more than twice the listed total the location has 
  been severed or crushed. 
  Because this adventure is intended to be highly 
  cinematic (like a movie) it is suggested that even 
  with a severed limb the character may be 
  permitted to take limited actions (perhaps facing 
  a CON x5 which decreases to CON x4 next round 
  etc.) before they pass out. 
  I’ve also added an Agility Roll (DEX x5) which I use 
  to determine whether a character can make 
  slightly more athletic use of their action during 
  combat (i.e. light dynamite and hurl themselves 
  away from the brunt of the blast, get within knife 
  strike distance in a single round etc.) 
  The Gamble roll is based on an average of POW 
  and INT and is intended to be used as an opposed 
  test should the investigators choose to gamble 
  during their downtime.   
   
  The hit location table can be found on p.190 of 
  Basic Roleplaying (2nd Ed.) and is summarised 
  nearby for your convenience: 
   
  Melee Hit Location 
  D20 Roll 
  Result 
  1-4 
  Right leg 
  5-8 
  Left Leg 
  9-11 
  Abdomen 
  12 
  Chest 
  13-15 
  Right Arm 
  16-18 
  Left Arm 
  19-20 
  Head 
   
  Missile Hit Location 
  D20 Roll 
  Result 
  1-3 
  Right leg 
  4-6 
  Left Leg 
  7-10 
  Abdomen 
  11-15 
  Chest 
  16-17 
  Right Arm 
  18-19 
  Left Arm 
  20 
  Head 
   
  Staging SUNDOWN 
  If you’re planning on running Sundown at a 
  convention, you might want to go all out to promote 
  the game.  The blurb on the cover page is intended to 
  be the scenario teaser – but you might also want to 
  put up wanted posters for Barton Duvall (there are a 
  range of free poster generators on the web), use a 
  western soundtrack, or even dress the part.  Having a 
  wind sound effect for the Pinkerton’s might also be a 
  neat touch to foreshadow their arrival. 
   
  Feel free to drop me a line and tell me how the game 
  went.  My gaming blog is: 
  http://total-party-kill.blogspot.com/ 
   
  
  18 
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Townsfolk of Note 
  Wade Hutchison – Drifter 
  Does odd jobs around town.  He always sets you on edge, 
  although you don’t know why 
   
  Jerry Willis – A Kid 
  Works at the general store and attends your Sunday School 
  classes.  His father died years back. 
   
  Bruce Coulon – Old Timer 
  Keeps to himself.  Has the bearing of a military man. 
   
  Hal and Charlotte Dalcher – Married Couple 
  A married couple recently arrived.  Hal sells tonics and his wife 
  is the school mistress.  Hal is a little too smooth. 
   
  Marion Swenson – Madame 
  Owns and runs the famous Bird Cage theatre. 
   
  Dr. Stafford – Medical Doctor 
  By all accounts a skilled doctor. 
   
   
  Idea 
   
  55% 
  Luck 
   
  70% 
  Know 
   
  50% 
  Fightin’ 
  Brawl  
  70% 
  1D3 + 1D4 
   
  Knife 
   
  55% 
  1D6 +1D4 
   
  Revolver 
  60% 
  1D10 
   
  Shotgun 
  50% 
  4D6/3D6/2D6 
   
  Rifle 
   
  55% 
  2D6+4 
   
  Other Useful Skills 
  Accounting 
  10%  
   
  Locksmith 
  40% 
  Bargain 
  05%  
   
  Navigate 
  20% 
  Climb 
  40%  
   
  Persuade 
  40% 
  Conceal 
  35%  
   
  Psychology 
  35% 
  Dodge 
  40%  
   
  Ride 
  55% 
  Drive Coach 
  30%  
   
  Sneak 
  40% 
  Fast Talk 
  35%  
   
  Spot Hidden 
  36% 
  First Aid 
  30%  
   
  Swim 
  25% 
  Gamble 
  60%  
   
  Throw 
  25% 
  Hide 
  30%  
   
  Track 
  45% 
  Jump 
  25%  
   
  Preach 
  62% 
  Listen 
  25%  
   
   
   
   
   
   
   
   
  HIT POINTS 
   
  Agility 
   
  70% 
  Arm 
  4 
  Arm 
  4 
  Chest 
  6 
  Abdomen 
  5 
  Leg 
  5 
  Leg 
  5 
  Head 
  5 
  You are Allan Dewey a preacher who has lived in Tombstone these 5 years 
  past.  You conduct regular services in the chapel, and are trusted member of 
  the community, performing marriages, last rites and giving regular sermons.   
   
  Ten years ago you were an outlaw known as Steve Clanton.  You were head 
  of the infamous Clanton Gang, and led raids along the Mexican border, 
  murdering teamsters and holding up stage coaches.  You lost track of your 
  victims, but as the years wore on, your gang dwindled as the outlaws were 
  killed and captured.  In Globe, Arizona a sheriff gunned down four of the 
  gang in cold blood.  Few of those you rode with ever got to spend the money 
  they stole.  After the botched robbery of the stagecoach between Florence 
  and Globe, the gang broke up; you were wounded and fled across the 
  border, seeking refuge at a Mexican monastery. 
   
  The monks took you in, tended your wounds and you spent several years in 
  peaceful tranquillity before you got word that the Mexican Federales were 
  on your trail, so you travelled back across the border to Tombstone and 
  reinvented yourself as Allan Dewy.  To your surprise the town accepted you 
  without question, buying your story about being a travelling preacher from 
  out east, in search of a flock. 
   
  For the last decade you have lived a quiet life, dipping into your stash of 
  stolen money from time to time to fund repairs to the church, or help 
  individual parishioners.  You have come to think that the good deeds you 
  have done might, in some way, balance out the evil of your youth. 
   
  The Hundle family have been a part of your flock for years.  You watched 
  little Alina grow, and even taught her in Sunday School.  You were shocked 
  to hear that she had been killed and sickened when you were asked to 
  perform last rites.  Her body had been torn into pieces, pulverised and 
  eviscerated in places.  An act of unspeakable evil.  You swore to her 
  distraught parents that her killer would face justice.  Barton Duvall has never 
  set foot in your church – you heard he was a prospector, just one of 
  thousands who pass through Tombstone all the time. 
   
  SAN 
   
  66 
  STR 
   
  16 
  DEX 
   
  14 
  INT 
   
  11 
  CON 
   
  12 
  APP 
   
  13 
  POW 
   
  14 
  SIZ 
   
  14 
  EDU 
   
  10 
  
  19 
   
  Townsfolk of Note 
   
  Allan Dewey – Preacher 
  He always sets you on edge, although you don’t know why 
   
  Jerry Willis – A Kid 
  Works at the general store and often shoots off his mouth. 
   
  Bruce Coulon – Old Timer 
  Keeps to himself.  Has the bearing of a military man. 
   
  Hal and Charlotte Dalcher – Married Couple 
  A married couple recently arrived.  Hal sells tonics and his 
  wife is the school mistress.   
   
  Marion Swenson – Madame 
  Owns and runs the famous Bird Cage theatre. 
   
  Dr. Stafford – Medical Doctor 
  By all accounts a skilled doctor. 
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  STR 
   
  16 
  DEX 
   
  14 
  Idea 
   
  50% 
  Luck 
   
  65% 
  Know 
   
  50% 
  Fightin’ 
  Brawl  
  70% 
  1D3 + 1D4 
   
  Knife 
   
  25% 
  1D6 + 1D4 
   
  Revolver 
  70% 
  1D10 
   
  Shotgun 
  60% 
  4D6/3D6/2D6 
   
  Rifle 
   
  55% 
  2D6+4 
   
  Other Useful Skills 
  Accounting 
  10%  
   
  Locksmith 
  45% 
  Bargain 
  05%  
   
  Navigate 
  50% 
  Climb 
  50%  
   
  Persuade 
  60% 
  Conceal 
  40%  
   
  Psychology 
  55% 
  Dodge 
  50%  
   
  Ride 
  45% 
  Drive Coach 
  30%  
   
  Sneak 
  10% 
  Fast Talk 
  45%  
   
  Spot Hidden 
  45% 
  First Aid 
  40%  
   
  Swim 
  25% 
  Gamble 
  55%  
   
  Throw 
  25% 
  Hide 
  10%  
   
  Track 
  60% 
  Jump 
  42%  
   
  Sweep Porch 
  36% 
  Listen 
  55%  
   
   
   
   
   
   
   
   
  HIT POINTS 
   
  Agility 
   
  60% 
  Arm 
  4 
  Arm 
  4 
  Chest 
  6 
  Abdomen 
  5 
  Leg 
  5 
  Leg 
  5 
  Head 
  5 
  You are Wade Hutchison a drifter who travels from town to town in 
  search of work.  Over the last decade you’ve worked as a cattle hand, 
  store-man and done all manner of odd jobs to get by.  But you never 
  stay long.  You work hard, but prefer to move on before folks get 
  used to the sight of your face. 
  Ten years ago you were a lawman – a sheriff in Globe, Arizona.  You 
  worked hard to prevent violence, and make sure that potential 
  trouble makers were moved on.  It was your life.  A band of outlaws, 
  known as the Clanton Gang had been murdering teamsters and 
  holding up stage coaches along the Mexican border.  After they 
  murdered a local man, you tracked some of them and found several 
  camped not far from town.  You killed one who drew on you, and 
  took the rest back to town, locked them up and went home.  
  However, your deputy got drunk and killed them all in cold blood.   
  In the public outcry that followed the Deputy was hanged for murder 
  and you lost your job and the respect of the people of Globe.  Your 
  wife left you, and you decided it was time to move on.  Since then 
  you’ve not been able to hold down a job.  The story of the murder 
  spread and people associated you with the murders.  So, you try and 
  avoid staying anyplace for too long taking odd jobs where you can, 
  and keeping to yourself. 
  You saw Alina Hundle around the town from time to time with her 
  parents – she seemed like a happy, carefree, girl.  Her murder has left 
  you burning to extract vengeance on her killer.  You feel like you 
  haven’t done for years, like you have a purpose that’s right and just.  
  You never spoke with Barton Duvall but you vaguely remember him, 
  and a couple of other men, buying mining supplies from the store a 
  month ago and talking about a claim they had staked. 
  SAN 
   
  62 
  STR 
   
  17 
  DEX 
   
  12 
  INT 
   
  10 
  CON 
   
  14 
  APP 
   
  14 
  POW 
   
  13 
  SIZ 
   
  14 
  EDU 
   
  10 
  
  20 
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Townsfolk of Note 
   
  Allan Dewey – Preacher 
  You attend his Sunday School services from time to time.  He’s 
  always going on about peace and forgiveness like some kind of 
  coward! 
   
  Wade Hutchison – Drifter 
  Does odd jobs around town. 
   
  Bruce Coulon – Old Timer 
  He used to visit your mother quite often but she doesn’t want 
  him around any more. 
   
  Hal and Charlotte Dalcher – Married Couple 
  A married couple recently arrived.  Hal sells tonics and his wife 
  is the school mistress.  Charlotte is very pretty.  
   
  Marion Swenson – Madame 
  Owns and runs the famous Bird Cage theatre. 
   
  Dr. Stafford – Medical Doctor 
  You’ve heard he’s in love with Marion Swenson. 
   
  STR 
   
  17 
  DEX 
   
  12 
  Idea 
   
  45% 
  Luck 
   
  60% 
  Know 
   
  40% 
  Fightin’ 
  Brawl  
  50% 
  1D3 
   
  Knife 
   
  25% 
  1D6 
   
  Revolver 
  20% 
  1D10 
   
  Shotgun 
  30% 
  4D6/3D6/2D6 
   
  Rifle 
   
  25% 
  2D6+4 
   
  Other Useful Skills 
  Accounting 
  10%  
   
  Locksmith 
  01% 
  Bargain 
  05%  
   
  Navigate 
  10% 
  Climb 
  40%  
   
  Persuade 
  15% 
  Conceal 
  15%  
   
  Psychology 
  05% 
  Dodge 
   
   
   
  Ride 
  05% 
  Drive Coach 
  20%  
   
  Sneak 
  10% 
  Fast Talk 
  05%  
   
  Spot Hidden 
  25% 
  First Aid 
  30%  
   
  Swim 
  25% 
  Gamble 
   
   
   
  Throw 
  25% 
  Hide 
  10%  
   
  Track 
  10% 
  Jump 
  25%  
   
  Quick Draw 
  55% 
  Listen 
  25%  
   
   
   
   
   
   
   
   
  HIT POINTS 
   
  Agility 
   
  75% 
  Arm 
  3 
  Arm 
  3 
  Chest 
  5 
  Abdomen 
  4 
  Leg 
  4 
  Leg 
  4 
  Head 
  4 
  You are Jerry Willis, a kid – well hardly a kid anymore you’re 
  almost seventeen!  You’ve lived all your life in Tombstone, helping 
  your Ma raise your brothers and sisters.  You work in the General 
  Store and do other odd jobs around town to help put food on the 
  table, but what you really crave is adventure. 
  Ever since you were little you’ve wanted to be a gunslinger.  You 
  spent hours practising your quick-draw and imagining life in the 
  saddle – confronting outlaws and saving the innocent.  You just 
  can’t wait until you leave home – but you ma has been hard on 
  you, and forbade you from pursuing your dreams to help her raise 
  your brothers and sisters.   
  Your father rode shotgun on the stage coach between Florence 
  and Globe, and you idolised him.  He was killed by the Clanton 
  Gang ten years ago during a hold-up.  His death was hard on your 
  Ma, and since then you’ve had to be the man of the house, taking 
  odd jobs around Tombstone and working in the general store. 
  You knew Alina Hundle well and are shocked that she’s dead.  
  People were talking about how badly her body had been torn up, 
  it made you sick.  She plays all the time with your sisters, and you 
  are shocked to think how easily they could have wound up like she 
  did.  Even though your Ma forbade you to go, you took your 
  daddy’s gun and joined the posse. 
  SAN 
   
  60 
  STR 
   
  10 
  DEX 
   
  15 
  INT 
   
  9 
  CON 
   
  11 
  APP 
   
  11 
  POW 
   
  12 
  SIZ 
   
  12 
  EDU 
   
  8 
  
  21 
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Townsfolk of Note 
   
  Allan Dewey – Preacher 
  Seems to be well liked by the people of Tombstone. 
   
  Wade Hutchison – Drifter 
  Does odd jobs around town. 
   
  Jerry Willis – A Kid 
  The son of your old friend.  Works at the general store. 
   
  Hal and Charlotte Dalcher – Married Couple 
  A married couple recently arrived.  Hal sells tonics and his wife 
  is the school mistress. 
   
  Marion Swenson – Madame 
  Owns and runs the famous Bird Cage theatre. 
   
  Dr. Stafford – Medical Doctor 
  A doctor who caries the scars of war in his soul. 
   
   
   
  STR 
   
  10 
  DEX 
   
  15 
  Idea 
   
  75% 
  Luck 
   
  80% 
  Know 
   
  75% 
  Fightin’ 
  Brawl  
  50% 
  1D3 + 1D4 
   
  Knife 
   
  57% 
  1D6 +1D4 
   
  Revolver 
  70% 
  1D10 
   
  Shotgun 
  45% 
  4D6/3D6/2D6 
   
  Rifle 
   
  75% 
  2D6+4 
   
  Other Useful Skills 
  Accounting 
  10%  
   
  Locksmith 
  01% 
  Bargain 
  35%  
   
  Navigate 
  50% 
  Climb 
  52%  
   
  Persuade 
  55% 
  Conceal 
  15%  
   
  Psychology 
  53% 
  Dodge 
  35%  
   
  Ride 
  60% 
  Drive Coach 
  20%  
   
  Sneak 
  58% 
  Fast Talk 
  05%  
   
  Spot Hidden 
  45% 
  First Aid 
  60%  
   
  Swim 
  35% 
  Gamble 
  75%  
   
  Throw 
  25% 
  Hide 
  20%  
   
  Track 
  40% 
  Jump 
  35%  
   
  Battlefield 
  Strategy 
  65% 
  Listen 
  65%  
   
   
   
   
   
   
   
   
  HIT POINTS 
   
  Agility 
   
  70% 
  Arm 
  3 
  Arm 
  3 
  Chest 
  5 
  Abdomen 
  4 
  Leg 
  4 
  Leg 
  4 
  Head 
  4 
  You are Bruce Coulon, an old man – well perhaps not quite as old as you 
  make out – but old enough that the passing years wear heavily on you.  
  You are retired, and live a frugal life on a small piece of land, tending a 
  few cattle and attending the endless chores and repairs necessary to 
  keep things around your house orderly. 
  Most of your life you were a soldier.  You first served in the Indian Wars 
  as a young officer, then, sixteen years ago you were made a colonel in 
  the Confederate Army during the Civil War.  You won a series of victories 
  against the Union, but paid a high price for victory.  Every death under 
  your command was a burden, and when the war ended in defeat for the 
  South, you resolved to leave the army and live a simple life, away from 
  blood and death. 
  You’ve lived in Tombstone these last fifteen years, minding your own 
  business and tending your land.  One of the men who served under your 
  command, Marc Willis, also settled in Tombstone with his wife and 
  started a family.  You would often sit with him, and talk of the old days.  
  He was killed ten years ago by the Clanton Gang while riding shotgun on 
  the stage coach between Florence and Globe. 
  You’ve looked out for his family over the years, particularly his eldest son 
  Jerry who reminds you so much of his father.  Marc’s widow didn’t want 
  you around after her husband was buried, as she knew of your military 
  background and wanted her children to know a better life.  So you kept 
  your distance and just helped out with a little money from time to time 
  when times were tough.  
  You never really knew Alina Hundle, but are sad to hear that a young girl 
  was murdered – although not really surprised.  You’ve seen plenty of evil 
  in your time.  You would have stayed out of it – you don’t really like 
  posse justice, but you saw that Jerry had joined the posse, and decided 
  you’d best ride along and make sure the boy doesn’t get himself into 
  trouble. 
  SAN 
   
  80 
  STR 
   
  13 
  DEX 
   
  14 
  INT 
   
  15 
  CON 
   
  11 
  APP 
   
  14 
  POW 
   
  16 
  SIZ 
   
  12 
  EDU 
   
  15 
  
  22 
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Townsfolk of Note 
   
  Allan Dewey – Preacher 
  You suspect this man of God has lived a full life before joining 
  the clergy. 
   
  Wade Hutchison – Drifter 
  Does odd jobs around town. 
   
  Jerry Willis – A Kid 
  Works at the general store. 
   
  Bruce Coulon – Old Timer 
  Keeps to himself.   
   
  Marion Swenson – Madame 
  A wealthy business owner, who owns many Tombstone 
  establishments. 
   
  Dr. Stafford – Medical Doctor 
  By all accounts a skilled doctor. 
   
  STR 
   
  13 
  DEX 
   
  14 
  Idea 
   
  70% 
  Luck 
   
  55% 
  Know 
   
  60% 
  Fightin’ 
  Brawl  
  50% 
  1D3 
   
  Knife 
   
  25% 
  1D6 
   
  Derringer 
  50% 
  1D6 
   
  Shotgun 
  30% 
  4D6/3D6/2D6 
   
  Rifle 
   
  25% 
  2D6+4 
   
  Other Useful Skills 
  Accounting 
  40%  
   
  Locksmith 
  35% 
  Bargain 
  65%  
   
  Navigate 
  10% 
  Climb 
  40%  
   
  Persuade 
  55% 
  Conceal 
  75%  
   
  Psychology 
  50% 
  Dodge 
  24%  
   
  Ride 
  25% 
  Drive Coach 
  20%  
   
  Sneak 
  40% 
  Fast Talk 
  75%  
   
  Spot Hidden 
  42% 
  First Aid 
  30%  
   
  Swim 
  25% 
  Gamble 
  80%  
   
  Throw 
  25% 
  Hide 
  40%  
   
  Track 
  10% 
  Jump 
  55%  
   
  Sell Tonic 
  62% 
  Listen 
  35%  
   
   
   
   
   
   
   
   
  HIT POINTS 
   
  Agility 
   
  60% 
  Arm 
  3 
  Arm 
  3 
  Chest 
  5 
  Abdomen 
  4 
  Leg 
  4 
  Leg 
  4 
  Head 
  4 
  You are Hal Dalcher, a gambler and travelling salesman.  You travel 
  from town to town with your wife Charlotte, spending a few months 
  in each place before moving on.  You sell a variety of tonics and 
  potions which are guaranteed to ease pains and cure ailments. 
  In reality you are a confidence man and thief.  Charlotte is actually 
  your sister, and you pose as man and wife to infiltrate small towns 
  and farming communities, as a respectable married couple – you 
  selling your tonics and she acting as schoolmistress for the children.  
  At night you gamble at the saloon or hotel, being careful not to win 
  too much, and she visits the homes of prominent citizens.  In this 
  manner you construct a picture of the wealthiest people in the town, 
  then, once you know their routines and secrets, you rob them blind. 
  Sometimes you blackmail leading merchants or businessmen, M6 
  seducing them, then threatening to reveal the affair in order to extort 
  as much as possible.  Sometimes you take them for all their worth in 
  a high stakes poker game with Charlotte helping you to profile likely 
  victims.  In either event, you don’t stay in one place for very long.  It’s 
  a life of high risk, and you’ve almost been strung up several times, 
  but somehow you always manage to talk your way out of it, using 
  your natural charm and Charlottes’ s tears to melt even the hardest 
  heats, while taking them for as much as you can. 
  You don’t know Alina Hundle, nor do you particularly care that she’s 
  dead.  However, taking part in the posse is likely to endear you to the 
  townsfolk, and you never know what you might learn that you can 
  later turn to your advantage.  You never heard of Barton Duvall 
  before today, but apparently he’s one of the thousands of 
  prospectors that pass through Tombstone all the time. 
  SAN 
   
  55 
  STR 
   
  9 
  DEX 
   
  12 
  INT 
   
  14 
  CON 
   
  14 
  APP 
   
  17 
  POW 
   
  11 
  SIZ 
   
  10 
  EDU 
   
  12 
  
  23 
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Townsfolk of Note 
   
  Allan Dewey – Preacher 
  You suspect this man of God has lived a full life before joining 
  the clergy. 
   
  Wade Hutchison – Drifter 
  Does odd jobs around town. 
   
  Jerry Willis – A Kid 
  Works at the general store.  His father died a few years back 
  and he sometimes attends your class. 
   
  Bruce Coulon – Old Timer 
  Keeps to himself.   
   
  Marion Swenson – Madame 
  A wealthy business owner, who owns many Tombstone 
  establishments. 
   
  Dr. Stafford – Medical Doctor 
  By all accounts a skilled doctor. 
   
  STR 
   
  9 
  DEX 
   
  12 
  Idea 
   
  75% 
  Luck 
   
  70% 
  Know 
   
  60% 
  Fightin’ 
  Brawl  
  60% 
  1D3 
   
  Knife 
   
  35% 
  1D6 
   
  Derringer 
  60% 
  1D6 
   
  Shotgun 
  30% 
  4D6/3D6/2D6 
   
  Rifle 
   
  25% 
  2D6+4 
   
  Other Useful Skills 
  Accounting 
  10%  
   
  Locksmith 
  43% 
  Bargain 
  65%  
   
  Navigate 
  10% 
  Climb 
  70%  
   
  Persuade 
  55% 
  Conceal 
  75%  
   
  Psychology 
  68% 
  Dodge 
  40%  
   
  Ride 
  35% 
  Drive Coach 
  20%  
   
  Sneak 
  60% 
  Fast Talk 
  65%  
   
  Spot Hidden 
  40% 
  First Aid 
  38%  
   
  Swim 
  45% 
  Gamble 
  75%  
   
  Throw 
  35% 
  Hide 
  36%  
   
  Track 
  10% 
  Jump 
  25%  
   
  Seduce 
  67% 
  Listen 
  35%  
   
   
   
   
   
   
   
   
  HIT POINTS 
   
  Agility 
   
  65% 
  Arm 
  3 
  Arm 
  3 
  Chest 
  4 
  Abdomen 
  3 
  Leg 
  3 
  Leg 
  3 
  Head 
  3 
  You are Charlotte Dalcher, a schoolteacher.  You travel from town to 
  town with your husband Hal, spending a few months in each place 
  before moving on - teaching the children of cattle hands and farmers.  
  Most places are eager to have a school mistress, so you often find your 
  services in high demand.  
  In reality you are a confidence woman and thief.  Hal is actually your 
  brother, and you pose as man and wife to infiltrate small towns and 
  farming communities, as a respectable married couple – you getting a 
  job as schoolmistress and he selling tonics and gambling.  At night you 
  visit the homes of prominent citizens, while he gambles at the saloon or 
  hotel, being careful not to win too much.  In this manner you construct a 
  picture of the wealthiest people in the town, then, once you know their 
  routines and secrets, you rob them blind. 
  Sometimes you blackmail leading merchants or businessmen, you seduce 
  the lonely or foolish, then threaten to reveal the affair in order to extort 
  as much as possible.  Sometimes Hal takes them for all they’re worth in a 
  high stakes poker game after you’ve helped him profile likely victims.  In 
  either event, you don’t stay in one place for very long.  It’s a life of high 
  risk, and you’ve almost been strung up several times, but somehow you 
  always manage to talk your way out of it, using your natural charm and 
  torrents of tears to melt even the hardest hearts - while taking them for 
  as much as you can. 
  Alina Hundle was in your schoolroom, a bright happy girl who always had 
  a smile and a question.  You are shocked that she is dead, and from what 
  you’ve heard she met a grisly end, which seems too terrible to 
  contemplate.  You haven’t let on to Hal how deeply the girl’s death has 
  affected you, but inside, beneath your carefully composed exterior you 
  are seething with rage.  You never heard of Barton Duvall before today, 
  but apparently he’s one of the thousands of prospectors that pass 
  through Tombstone all the time. 
  SAN 
   
  70 
  STR 
   
  13 
  DEX 
   
  13 
  INT 
   
  15 
  CON 
   
  11 
  APP 
   
  16 
  POW 
   
  14 
  SIZ 
   
  8 
  EDU 
   
  12 
  
  24 
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  HIT POINTS 
   
  Townsfolk of Note 
   
  Allan Dewey – Preacher 
  You suspect this man of God has lived a full life before joining 
  the clergy. 
   
  Wade Hutchison – Drifter 
  Does odd jobs around town.  Looks like he lost his reason to live 
  years back. 
   
  Bruce Coulon – Old Timer 
  Keeps to himself, but always has an eye on Jerry. 
   
  Jerry Willis – A Kid 
  Works at the general store. 
   
  Hal and Charlotte Dalcher – Married Couple 
  A married couple recently arrived.  Hal sells tonics and his wife 
  is the school mistress.  She’s been seeing many of your regular 
  customers on the quiet. 
   
  Dr. Stafford – Medical Doctor 
  A good man, who spends his time helping others. 
   
  STR 
   
  13 
  DEX 
   
  13 
  Idea 
   
  80% 
  Luck 
   
  80% 
  Know 
   
  70% 
  Fightin’ 
  Brawl  
  70% 
  1D3 + 1D4 +2 
   
  Knife 
   
  35% 
  1D6 + 1D4 
   
  Revolver 
  50% 
  1D10 
   
  Shotgun 
  50% 
  4D6/3D6/2D6 
   
  Rifle 
   
  25% 
  2D6+4 
   
  Other Useful Skills 
  Accounting 
  60%  
   
  Locksmith 
  01% 
  Bargain 
  65%  
   
  Navigate 
  10% 
  Climb 
  40%  
   
  Persuade 
  45% 
  Conceal 
  55%  
   
  Psychology 
  55% 
  Dodge 
  30%  
   
  Ride 
  35% 
  Drive Coach 
  20%  
   
  Sneak 
  20% 
  Fast Talk 
  55%  
   
  Spot Hidden 
  65% 
  First Aid 
  40%  
   
  Swim 
  25% 
  Gamble 
  80%  
   
  Throw 
  25% 
  Hide 
  10%  
   
  Track 
  10% 
  Jump 
  25%  
   
  Intimidate 
  55% 
  Listen 
  45%  
   
   
   
   
   
   
   
   
  Agility 
   
  55% 
  Arm 
  3 
  Arm 
  3 
  Chest 
  5 
  Abdomen 
  4 
  Leg 
  4 
  Leg 
  4 
  Head 
  4 
  You are Marion Swenson, a Madame.  You own and operate the Bird Cage 
  theatre, a saloon, gambling den and brothel in Tombstone and have been in 
  business these ten years past, although you recently sold your old hotel and 
  opened the bigger Bird Cage theatre.  You maintain a clean establishment, 
  and look after your girls, making sure that they are in good health, are well 
  paid, and not forced to do anything against their will.  This business has 
  made you wealthy and wise to the secrets of the town.  You are one of the 
  most powerful and influential business owners in Tombstone. 
  You were married young, and to your great sorrow, your husband William 
  was killed eighteen years ago while fighting for the Union in the Civil War.  
  So you took what money he left you, and moved out West.  Gambling, 
  drinking and prostitution were the clear growth industries as Tombstone 
  grew rich from the silver boom.  You worked hard, and have been rewarded 
  with a considerable personal fortune. 
  As part of your business arrangements you have recently brought interests in 
  several other saloons in Tombstone and have grand plans for rejuvenating 
  the town to attract even more business.  You have also recently found 
  yourself working closely with Dr. Stafford, who is a respected doctor in the 
  town, and whose services you frequently need to employ in your 
  establishments.  You’re not sure how you feel about him exactly... you’ve 
  been on your own for so long. 
  You saw Alina Hundle around the town from time to time with her parents – 
  she seemed like a happy, carefree, girl.  Her death has shocked you, and you 
  immediately knew that the man responsible must be found and put down, 
  like the rabid animal he is.  Barton Duvall visited your premises several times, 
  usually in the company of several other prospectors.  They came down from 
  their mine for supplies and some female company, talking about how they’ll 
  strike it rich one of these days.  Barton was, by all accounts, an unremarkable 
  client.  He wasn’t violent and the girls can’t recall him acting strangely or 
  doing anything creepy.  He paid in full and was fairly polite, for a prospector.  
  Nevertheless, justice must be done or the damage to Tombstone’s 
  reputation might be irreparable. 
  SAN 
   
  80 
  STR 
   
  14 
  DEX 
   
  11 
  INT 
   
  16 
  CON 
   
  13 
  APP 
   
  14 
  POW 
   
  16 
  SIZ 
   
  12 
  EDU 
   
  14 
  
  25 
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Townsfolk of Note 
   
  Allan Dewey – Preacher 
  Seems to be well liked by the people of Tombstone. 
   
  Bruce Coulon – Old Timer 
  Keeps to himself.   
   
  Wade Hutchison – Drifter 
  Does odd jobs around town.   
   
  Jerry Willis – A Kid 
  Works at the general store. 
   
  Hal and Charlotte Dalcher – Married Couple 
  A married couple recently arrived.  Hal sells tonics and his wife 
  is the school mistress.   
   
  Marion Swenson – Madame 
  Owns and runs the famous Bird Cage theatre.  A good woman 
  just trying to get by in a man’s world. 
   
  STR 
   
  14 
  DEX 
   
  11 
  STR 
   
  12 
  DEX 
   
  12 
  INT 
   
  17 
  CON 
   
  11 
  APP 
   
  13 
  POW 
   
  12 
  SIZ 
   
  10 
  EDU 
   
  19 
  Idea 
   
  85% 
  Luck 
   
  60% 
  Know 
   
  95% 
  Fightin’ 
  Brawl  
  50% 
  1D3 
   
  Knife 
   
  65% 
  1D6 
   
  Revolver 
  30% 
  1D10 
   
  Shotgun 
  30% 
  4D6/3D6/2D6 
   
  Rifle 
   
  25% 
  2D6+4 
   
  Other Useful Skills 
  Accounting 
  40%  
   
  Locksmith 
  01% 
  Bargain 
  45%  
   
  Navigate 
  10% 
  Climb 
  40%  
   
  Persuade 
  60% 
  Conceal 
  15%  
   
  Psychology 
  55% 
  Dodge 
  30%  
   
  Ride 
  25% 
  Drive Coach 
  20%  
   
  Sneak 
  10% 
  Fast Talk 
  55%  
   
  Spot Hidden 
  75% 
  First Aid 
  80%  
   
  Swim 
  25% 
  Gamble 
  60%  
   
  Throw 
  25% 
  Hide 
  10%  
   
  Track 
  10% 
  Jump 
  25%  
   
  Sew 
  56% 
  Listen 
  25%  
   
   
   
   
   
   
   
   
  HIT POINTS 
   
  Agility 
   
  60% 
  Arm 
  3 
  Arm 
  3 
  Chest 
  4 
  Abdomen 
  4 
  Leg 
  4 
  Leg 
  4 
  Head 
  4 
  You are Sandy Stafford, a Doctor.  You operate a small practice in Tombstone 
  and tend everything from infections to gunshot wounds.  You are a well 
  respected member of the community and have personally delivered dozens of 
  children, and are frequently called out to emergencies in and around the town. 
  You graduated from medical college in New York, and volunteered to fight for 
  the Union almost immediately.  The horrors of the Civil War left a deep 
  impression on you as you amputated limbs night and day to save the men from 
  the ravages of gangrene.  It left you with an abiding hatred of the Confederacy 
  and their belligerence which led to so much suffering and misery. 
  After the war you struggled to return to polite society in the East, and instead 
  decided to head out West where there was a need for trained doctors.  You 
  settled in Tombstone and found a community that was grateful for your skills.  In 
  particular Marion Swenson, a Madame who owns the Bird Cage theatre, a 
  saloon, gambling den, and brothel.  She genuinely cares for the health of her 
  employees and as the years have gone by you realise you’ve come to care about 
  her a great deal – perhaps even enough to propose marriage, although she is 
  fiercely independent so you don’t know how she’ll react. 
  You delivered Alina Hundle into the world.  You knew her parents well, and 
  visited them from time to time when Alina was sick with the usual range of 
  childhood ailments.  Her death has left you numb with shock.  Her body had 
  been torn into pieces, pulverised and eviscerated in places.  An act of brutality 
  that was far worse than the terrible wounds of the battlefield for its malice and 
  deliberateness.  You initially joined the posse to try and keep people calm, but 
  increasingly you feel that mob justice might be a reasonable response to such 
  inhumanity.   
  Barton Duvall came to see you the day before the murder, complaining of pain in 
  his hand.  You wish you’d paid more attention, but he was one of a dozen 
  patients you saw that day.  His hand seemed fine at first, but there were some 
  strange bone protrusions beneath the skin of his hand which were unusual, 
  although not debilitating.  When you asked Barton about why he had only now 
  sought out a doctor, as the bone protrusions must have developed over years, he 
  went quiet and you couldn’t get anything more out of him. 
  SAN 
   
  55 
  
  26 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Equipment – Allan Dewey 
  1. Holy Bible (large) 
  2. Colt pistol (inside Bible) 
  3. Black Robes  
  4. Wide Brimmed Hat 
  5. Wad of Dollar Bills 
  6. Canteen 
  7. Matches, Tobacco and 
  Papers 
  Horse – Claude 
  HP: 19 
   (borrowed from parishioners) 
  Equipment – Wade Hutchison 
  1. Colt Pistol and holster (in 
  saddle bags) 
  2. Winchester Rifle 
  3. Bowie Knife 
  4. Harmonica 
  5. Shackles and key 
  6. Canteen 
  7. Matches, Tobacco and 
  Papers 
   
  Horse – Lewis HP: 19 
  Equipment – Jerry Willis 
  1. Old Colt Pistol and 
  holster (fathers) 
  2. Bowie Knife 
  3. Hat (a little too big) 
  4. Dad’s old chewing tobacco 
  5. Grandpa’s lucky glass 
  eye 
  Horse – Emerald 
  HP: 19 
   (borrowed from neighbours) 
  Equipment – Bruce Coulon 
  1. Colt Pistol and holster 
  2. Winchester Rifle 
  3. Shotgun 
  4. Bowie Knife 
  5. Large Grey Duster (coat) 
  6. Eye Patch 
  7. Matches, Tobacco and Pipe 
  8. Hip flask of Whisky 
   
  Horse – Ironside 
  HP: 19 
  Equipment – Hal Dalcher 
  1. Derringer Pistol (concealed 
  in pocket) 
  2. Suitcase full of Tonic 
  bottles 
  3. Small amount of Opium 
  4. Deck of Cards and Dice 
  5. Fine Pocket Watch 
  6. Hip flask of Whisky 
  7. Matches, Tobacco and Pipe 
  8. Canteen 
   
   
  Horse: Princess of India HP: 19 
   (borrowed from parishioners) 
  Equipment – Charlotte Dalcher 
  1. Derringer Pistol (concealed 
  in bodice) 
  2. Fighting Knife (concealed 
  in thigh sheath) 
  3. Small amount of Opium 
  4. Text Book and Chalk 
  5. Chalk 
  6. Make-up and mirror and 
  other effects 
  7. Canteen 
   
  Horse – Maharajah 
        HP: 19 
  Equipment – Marion Swenson 
  1. Derringer Pistol (concealed 
  in bodice) 
  2. Fighting Knife (concealed 
  in thigh sheath) 
  3. Shotgun 
  4. Matches, Tobacco and 
  Papers 
  5. Wad of Dollar Bills 
  6. Syphilis Needle 
   
   Horse – Templeton   HP: 19 
  Equipment – Sandy Stafford 
  1. Doctors Bag containing 
  medical equipment 
  2. Colt Pistol and holster (in 
  saddle bags) 
  3. Bowie Knife 
  4. Small amount of Opium 
  5. Hip flask of Whisky 
  6. Canteen 
  7. Matches, Tobacco and Pipe 
   
  Horse – Graves 
  HP: 19 
  
SOURCE: textdata/thevault/Call of Cthulhu (CoC) (BRP) [multi]/Adventures/CoC 7e - Old West - Adv - Edge of Sundown 1880 - A Call of Cthulhu Adventure of the Old West.pdf