TEXT:   
  The Witching Hour 
  An adventure by Matthew DeForrest.  
  Background 
  Samhain: The festival marking the end of the 
  Old Celtic year, celebrated on the evening of 31 
  October and into the following day. During this 
  time, the Otherworld of the Sidhe (the fairy folk 
  of Ireland) and the dead and evil spirits are 
  reported to be able to cross into this world at 
  will…. 
  In 1798, smallpox came to an Indian village on 
  a minor tributary of the Missouri River in what 
  eventually became known as Nebraska. 
  Quickly, most of the village became infected. Soon, the dead outnumbered the living. 
  Eventually, the handful of survivors, scared both physically and mentally from their ordeal, 
  were forced to turn their village into a graveyard. They then left and were taken in by the 
  Dakota. Their tribe’s name disappeared from history. The graveyard, ravaged by the forces of 
  nature, disappeared and was forgotten, although local tribes carry a residual memory of the 
  event, considering this bend of the stream a haunted place. 
  In mid-May, the Brosnan family moved near the site of the old village and built a homestead. 
  Tomás had first seen the land as a member of a Union Blue scouting party. After his stint with 
  Union Blue was up, he purchased the land and moved his family west from Chicago. When 
  they raised their house, Declan O’Neil, Brosnan’s father-in-law, wanted to leave a sacrifice of 
  fresh milk to appease the local spirits, as would have been done in his native Donegal, Ireland. 
  Brosnan refused, desiring nothing more than to leave behind the memories of what he called 
  "the dark superstitions of the Old World for the reality of the New." O’Neil, who has exchanged 
  stories with shamen traveling between the Souix Nation and the Coyote Confederation, 
  learned of the Little People of the American Indian traditions and has become afraid that, on 
  Samhain (Halloween night), they will exact some kind of revenge for not having been 
  appeased. He has been vocal in his protests of late, asking that some milk and fresh bread be 
  left for the Little People before some evil befalls the family and has made his daughter, Brigit, 
  and his two grandchildren, Mary and Abraham fearful as well. In order for his children to learn 
  that there is no such thing as fairies, Brosnan has forbidden any gifts to be left for anyone—
  little or big. In doing so, he has unwittingly sown the seeds for his family’s destruction by 
  allowing the creation of an abomination.. 
  The transformation of the village into a graveyard created the need for a Massau’u Kachina 
  spirit to oversee this one-way portal into the Hunting Grounds. Some spirits of the dead Indians 
  lingered near this portal prior to their moving on towards their final destination. The fear felt by 
  O’Neil, however, has attracted the attention of several Manatou. Several Manatou have bound 
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  themselves to the Indian spirits in order to cross into the mortal realm on one of the one day of 
  the year these spirits may cross over into the mortal realm. They intend to use any mortal they 
  can capture to being the Massau’u into the mortal realm long enough to kill anyone in the area 
  and, thus, raising the fear level. They intend to do this for as many years as it takes to create a 
  Deadland. 
  Currently, the Fear level, caused by the haunted reputation this area has among the local 
  tribes and the fear felt by O’Neil, and his daughter and grandchildren, is 2. 
  The Major Players 
   
  Tomás Brosnan 
  Tomás (pronounced TO-mahs) Brosnan served with the Irish Brigade and had earned a 
  reputation for bravery in the face of extreme danger. All the bravery in the world could not have 
  helped him when, at the battle of Fredricksburg, his Brigade was ordered to participate in the 
  doomed attack on the stone wall at the foot of Marye’s Heights. He lost his left leg below the 
  knee that day. While the horror of that day has in no way broken his spirit, it has led to an 
  idiosyncrasy—he quietly whistles "When Johnny Comes Marching Home" whenever he works. 
  On some nights, Brigit has heard him faintly singing one verse of the song: 
   
  Where are the legs that used to run? Haroo, haroo. 
  Where are the legs that used to run? Haroo, haroo. 
  Where are the legs that used to run 
  When you went of to carry a gun, 
  Indeed, your dancin’ days are done, 
  Johnny, I hardly knew ye…. 
   
  Once discharged, he returned to his family in Chicago, working in the rail yards until the 
  beginning of the Great Rail Wars. As a veteran, he was exactly the type of man Chamberlain 
  wanted for his rail company. Brosnan was hired as a guard and saw occasional service as a 
  cavalry scout. It was on one of these rare scouting rides that he saw the land he later bought. 
  He has heard tales of the strange occurrences that have happened since the Reckoning from 
  other men in Union Blue and believes strange things are occurring. His refusal to allow his 
  father-in-law to sacrifice to the Sidhe is due to his belief that such an act may attract the 
  attention of some of the strange beings lurking in the Weird West. 
  Tomás is what is commonly referred to as Black Irish: black hair, blue eyes, and rosy cheeks 
  While only a year older than his wife (27 and 26, respectively), he looks ten years her senior. 
  Profile 
  Corporeal: D2d12; N4d10; S2d10; Q3d8; V2d8 
  Shootin’: Automatics 2, Rifle 4, Speed-Load: Rifle 2, Climbin’ 1; Dodge 2,  
  Fightin’: Brawlin’ 2, Horse Ridin’ 1, Sneak 1 
  Mental: C4d6; K1d6; M3d6; Sm2d6; Sp3d8 
  Artillery 1, Search 2, Trackin’ 2, Area Knowledge: Chicago 3, Union Blue  
  Lines 1, Languages: English 2, Irish 1, Leadership 2, Survival 2, Streetwise 2,  
  Guts 4 
  Edges: Brave, Luck of the Irish, Nerves of Steel, Sand (2), Tough as Nails (3) 
  Hindrances: Lame (3), Loco (1), Obligation: Family (5) 
  Gear: .44 Army Pistol, Winchester 73, wooden leg 
   
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  Brigit Brosnan 
  Brigit (pronounced as is Bridget) is currently torn between her love for and devotion to her 
  husband and the love respect she feels for her father. She is a fair shot and her husband has 
  taught her how to use both his pistol and rifle. 
  Brigit has dark red hair and fair skin. 
  Profile 
  Corporeal: D3d6; N4d6; S2d8; Q3d8; V2d8 
  Shootin’: Rifle 2, Dodge 2, Fightin’: Brawlin’ 1, Sneak 3 
  Mental: C3d10; K2d8; M3d12; Sm4d10; Sp3d8 
  Scrutinize 3, Search 2, Area Knowledge: Chicago 3, Languages: English 2,  
  Irish 2, Persuasion 3, Ridicule 3, Streetwise 2, Tale Tellin’ 2, Guts 2 
  Edges: Brave, Luck of the Irish, Purty 
  Hindrances: Obligation: Family (5) 
  Gear: Winchester 73 
  Declan O’Neil 
  Declan is a seanchaí (pronounced SHAWN-a-see), a traditional Irish storyteller from a lesser 
  line of the O’Neil clan. He is intimately familiar with Irish folklore and is a believer in the power 
  of the sidhe (pronounced shee) and familiar with various folk remedies. 
  Profile 
  Corporeal: D2d6; N3d6; S1d8; Q1d8; V3d6 
  Shootin’: Rifle 1, Dodge 2, Fightin’: Brawlin’ 3, Club 3, Sneak 3 
  Mental: C2d10; K3d8; M2d10; Sm3d8; Sp3d10 
  Scrutinize 3, Search 2, Academia: Irish Folklore 5, Occult 3, Area Knowledge: Chicago 2, 
  Donegal 4, Languages: English 1, Irish 5, Medicine: Folk 1, Persuasion 4, Ridicule 5, Tale 
  Tellin’ 4, Bluff 4, Streetwise 2, Dowsing 3 (see below), Guts 2 
  Edges: Brave, Luck of the Irish, "The Voice" (all types) 5 
  Hindrances: Intolerance, English, Oath: seanchaí (5) Superstitious 
  Knack: Bastich 
  Gear: Shillelagh (pronounced Shil-LEY-lee) 
  New Aptitude 
  Dowsing (Spirit): This aptitude allows an individual to search for an object or type of thing 
  (most commonly water) by focusing on the item sought and attempting to locate it using a 
  dowsing wand (a forked stick is most common). It is possible to dowse "off site" by using a 
  map and to dowse for answers to yes/no questions. If a dowser is doing so, the Marshal must 
  determine how reliable the map is and then uses that number as a modifier in the attempt to 
  locate the thing being dowsed for. A Marshal must be very careful in the use of this aptitude as 
  it could potentially unbalance a game. Keep in mind that the dowser must remain focused and, 
  if distracted, may produce inaccurate results. 
  Suggestions on how to Involve the Posse 
  If the posse is traveling from one location to another, have them see the house and remind 
  them that sleeping indoors is more comfortable than sleeping outside. If one of the posse is a 
  Union veteran or former employee of Union Blue, have them visit their old war buddy. (Note: 
  Tomás, while a loyal Union supporter, has great respect for the Confederacy and, so long as 
  his family is not threatened, will accept a Southerner into his home, explaining "If you had been 
  there, to share the nameless feeling of the war, you would know why we two can share a 
  table.") 
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  As the posse approaches the homestead, they will have to ford the stream 100 feet below the 
  house. As they cross, have them make an Incredible (11) Search. If they succeed, they notice 
  that there are very old bones on the side of the ford nearest the homestead. 
  Events  
   
  Chapter 1 
  The Brosnans serve dinner an hour before sunset. The children are excited at the prospect of 
  hearing some of the old, heroic stories of Ireland (As a seanchaí, Declan has been forbidden 
  from telling these stories except between Samhain (Halloween) and May 1st.). Declan keeps 
  telling them that they will have to wait until sunset. Use dinner as a time for the party to get to 
  know the family and to develop some sort of attachment to them. The Brosnans are friendly, 
  hospitable people who go out of their way to make guests feel welcome. 
  Just before sunset, the children become irrepressible and start agitating for a story. Tomás 
  teases his father-in-law by asking if there are now lawyers among the gentry (the name by 
  which the sidhe are referred to in English—they do not like the term fairy) who would punish 
  them for starting early to satisfy a child’s request. Declan ignores him but moves to the 
  fireplace and begins to light his pipe. He asks the characters if they have ever heard the 
  stories of ancient Ireland and begins to draw his audience in. If they have not, he says, "Well, 
  then, I should begin with the Book of Invasions—the story of how Ireland came to be populated 
  and by whom it was settled and when." 
  Before he can begin his tale, however, an eerie wail is heard outside. Upon hearing it, Declan 
  whispers softly but audibly "Banshee…" Have everyone make a Guts check against a TN of 9. 
  If they fail, however, have the maximum effect on the Scart chart be the Heebie-Jeebies (This 
  is supposed to frighten the posse not paralyze them for the rest of the adventure.). Tomás 
  mutters "Impossible" and strides towards the door, throwing it open. 
  A fog has settled in over the stream. In it, a figure may be seen, glowing faintly. She is doing 
  something in the water. On an Onerous (7) Search roll, posse members can make out that she 
  is washing a bloody Union jacket in the water. A wisp of fog obscures her from the party as she 
  begins to wail again. As the fog passes, and drifts downstream, the posse can see that she 
  has vanished — even as her faint cry echoes in the air. 
  Tomás then turns to Declan and says, "I guess you were right after all, O’Neil." Declan replies 
  "I wish I weren’t." 
  Chapter 2 
  The posse can now ask any questions they may have of the family. While the posse asks 
  questions, Tomás begins to arm himself and make the house more defensible. Should the 
  party ask about the Banshee (from ban sidhe—fairy woman), Declan will explain that, as an 
  O’Neil, he is of noble blood and that each noble family of Ireland has a spirit which will wail, 
  predicting the death of one of his household. Brigit will pipe in, reminding him to explain the 
  significance of the Washer at the Ford, if he is finished polishing off his noble name. He will 
  then go on to tell that the washer always washes out the armor of a hero before him when he 
  goes into a conflict which will bring about his death. Tomás, refusing to be fatalistic, says if 
  Fredricksburg taught him anything, it was that life always has a fighting chance (and then 
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  mutters that it was hardly a lesson worth loosing a leg for). If they take time to examine the 
  area of the stream where the banshee appeared, they will see the bones on an Easy (5) 
  Search roll. 
  Brigit also suggests making Jack O’Lanterns—which are supposed to frighten away evil 
  spirits—out of turnips. These children and she can make enough to cover half of the windows 
  and the back door. If the posse helps, they can make enough to cover all the entrances and 
  exits. If a posse member thinks to put one in front of the fireplace, award him an extra chip 
  (excluding Black chips) drawn randomly from the pot. 
  Chapter 3 
  The posse has until midnight to prepare. At midnight, the Manatou and their spirit friends come 
  out to play. Their goal is to take Tomás into the Hunting Grounds, where the Massau’u will 
  posses him. The reason for the possession is that the building of the house has meant the 
  ford—at which the village had been located—has come into constant use, desecrating the 
  burial ground. In vengeance, the Massau’u will attempt to kill all in the vicinity who used the 
  ford. While it would prefer Tomás, it will willingly use anyone brought in by the Shades. If 
  successful, the fear level will be raised one point (not to mention that the posse will be dead). 
  The number of shades is equal to the number of posse members plus 4. 
  The first indication the party will have, assuming they are watching to ford, is a return of the 
  mist accompanied by a clammy breeze. Soon, wails of pain and terror mingle with the fog. 
  Next, the dim outlines of a circle of teepees surrounding a cold, whitish fire. Shadowy figures 
  are seen moving in and out of the teepees. Then they gather and chant a war song which died 
  with their tribe and they move on the house. 
  At the end of this process, the Fear Level will have gone up to 3. 
  Shades 
  Corporeal: D2d6; N2d8; S2d8; Q2d10; V2d10 
  Dodge 2, Fightin’: Brawlin’ 4, Tomahawk 3, Sneak 3 
  Mental: C2d10; K2d8; M1d8; Sm1d8; Sp2d8 
  Overawe 5d6, Diseased Touch 4d8 
  Size: 6 
  Terror: 9 
  Special Abilities 
  Semi-Corporeal: Shades take half-damage from all physical 
  attacks, unless the weapon has been Blessed or is in some 
  other way spiritually enhanced. Likewise, their own attacks 
  with weapons—they are armed with tomahawks and/or stone 
  clubs (50% chance of either) do half damage (but see below). 
  Another eerie ability this allows is for them to become 
  unidimentional—allowing them to slip though cracks (such as 
  those between a door and its frame. (To pass the Jack-
  O’Lanterns, it is an onerous test against their Spirit. They will 
  try to come down the chimney. The posse’s first alert to this 
  possibility will be Mary Brosnan’s scream is she sees one 
  forming on the hearth.) Seeing this occur is, of course, cause 
  for a Guts check. 
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  Diseased Touch: While their touch does not cause its victim to 
  contract smallpox, it does, while physical contact is maintained, cause their victim to feel the 
  effects of smallpox. The Shade must first make a called shot using their Brawling to touch an 
  uncovered area of skin. Next, the Shade makes an opposed roll using Disease Touch against 
  its victim’s Vigor or Spirit (the victim may choose which). If the Shade succeeds, its victim 
  loses 1d8 Wind. All skills are halved for the duration of the effect. Each round, there is another 
  contested roll to see if the penalty is maintained. Attempts to break physical contact is requires 
  either a Dodge or appropriate Fightin’ roll (e.g., a Martial Arts block or tripping of the Shade). 
  Coup: The Harrowed has become a conscious carrier of smallpox and may alternately cause 
  or cure smallpox by touch by spending a white chip, up to 5 may be infected or cured by 
  spending a red chip and up to 10 by spending a blue chip. Entire communities may be infected 
  or cured by spending a Legend chip. Giving someone smallpox earns a black chip and raises 
  the local fear level by one per level of chip used (1, 2, 3, or 4). The reverse is also true 
  (assuming the fear level has been raised by the presence of smallpox). 
  Appearance: These shades appear as translucent Indians, dark gray in color. Their eyes glow 
  in a leprous shade of white. While their legs don’t movie as they drift across the landscape, 
  their arms and upper bodies do move regularly. Their feet, although there, are indistinct in 
  form. 
  The Masau’u is, of course, the Fearmonger. It cannot enter the mundane world on its own and 
  needs to have a host brought to just before the ford—where the fabric between worlds is the 
  weakest. This spot is identifiable by the pale white, ghostly fire which burns there from 
  midnight to dawn. 
  Profile 
  Corporeal: The corporeal traits are taken from the individual possessed. 
  Mental: c:3d10, K:4d8, M4d8, Sm:3d8, Sp3d10 
  Guts 6d10, overawe 4d8, scrutinize 4d10, search 2d10 
  Size: 4 
  Terror: (Post-possession) 11 
  Coup: +2 to resist possession by a Masau’u in the future. 
  The Massau’u’s Appeasement pool is equal to a Spirit roll conducted immediately before 
  possession. If this pool is used up, the possession ends immediately. It knows all war and 
  ghost medicine favors. Remember that this spirit is cunning and dangerous. 
  Solutions  
   
  While there are a number of ways the posse can survive the night, there is only one final 
  solution—to deal with the graveyard. Only then will the Fear Level permanently drop. Even if 
  they survive the night and defeat the Shades, the Massau’u will repair the Shades over the 
  next 12 months and return next Halloween. If so, make sure that the party is back again for the 
  next year—Declan or Brigit will receive a warning of the coming danger on May Day and 
  search for the posse, asking them to return and help. 
  The solution may be done by closing the ford to all traffic (which the Massau’u will see and 
  approve from the other side) or by the intervention of a Blessed or Shamanic figure directing 
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  the spirits to their final rest. The latter may be found in the relatively close Souix Nation. The 
  search may be an adventure in itself. 
  Bounty 
  Give the posse one random chip for every two shades defeated, a white chip for finding the 
  bones near the ford, a red chip for saving the family, and a blue chip for defeating the 
  Massau’u.  
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SOURCE: textdata/thevault/Deadlands [multi]/Misc/DL - Adv - The Witching Hour.pdf