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  Deadlands Reloadied adventure  
  Ticked Off 
   
   
  Compiled By Dane & Melody Oliveira 
   
  Author : by Earl S. 
   
  Savaged by : Didier Wybouw – didier.wybouw@telenet.be 
   
  Marshal’s Note 
    
  This simple yarn is built to play just about anywhere.  The only requirement is that the posse is out in the 
  middle of nowhere (no cities or towns for many miles) and it would also be a good idea if they aren’t on a 
  deadline when you run this. 
   
  The Story So Far 
   
  So, the posse is traveling somewhere in the great expanse of the weird west.  The adventure begins around 
  6:00 in the evening—as they are beginning to consider looking for a suitable camp for the night.  As they begin 
  to search, have anyone in the party make a Survival roll.  If the roll is made, inform them that a dust storm is on 
  the horizon, rolling in fast.  If this first roll is missed, another can be made at -2, though this will give 
  considerably less warning.  If no one in the party has survival, notice will suffice (though you shouldn’t inform 
  them what they are seeing exactly—call it a “disturbance” instead of a “very large dust storm.”). 
   
  Chances are they will begin to make Survival and/or Notice rolls like mad to look for shelter.  A raise will reveal 
  a short path leading off over a hill.  If the posse follows the path they will find a solid structure at the end of the 
  path.  It consists of two buildings (one significantly larger than the other) connected by a short hallway.  A 
  fence squares off the front of the property and two large sets of doors allow entrance to the larger building.  
  One of these doors is swinging back in forth in the building wind, and a horse is running free within the fenced 
  perimeter.   
   
  The storm will be screaming at them by now, and they’ll most likely run in and worry about asking permission 
  from the owner later.  Anyone looking closely will notice a sign proclaiming “Sullivan Mining Inc.” above the 
  main doors—barely visible through the blowing dust. 
   
  The Real Story 
   
  A few days before the posse arrives, the miners at the site dug into a huge nest of prarie ticks.  The critters 
  quickly overran the place and killed everyone.  The ticks are extremely aggressive because there is a Queen 
  among them.  This also increases their intelligence slightly and allows them to act more as a group.  The 
  Queen has a nest down in the mine shafts—where most of the host bodies were drug after infestation.  She 
  will defend her lair aggressively.  The storm has agitated the ticks and they will be quite foul tempered by the 
  time the posse arrives.  There are approx.  30-40 ticks, in addition to the queen.  The only survivor of the 
  massacre is a small infant that the queen has taken an interest in.  Any god-fearing hero couldn’t help but try to 
  rescue the little tike.   
  
  Ticked Off. 
  - 2 / 3 - 
   
  Meat 
   
  Ground Floor: The Sullivan Mining 
  Camp 
   
  1: Entryway - fairly empty, a few 
  chairs. 
  2: Sleepin’ Quarters - trickles of blood 
  and gore on the sheets, bits of bone. 
  3: Dinin’ Room - Group Mess, one 
  long table, rotting food, more blood, 
  Successful Notice roll to find tracks in 
  food of small critter).  There is also a 
  makeshift baby cradle here—and some 
  soiled wrags.  Look recently used. 
  4: Stable - 2 dead horses.  One with 
  big hole, one with moderate hole.  One 
  sick horse (infested).   
  5: Storage - Lots of boxes, etc.  Raise on Notice roll reveals holes in wall from ticks.  3 bottles of castor oil in 
  old crate.  Dynamite packed in small crate (5 sticks) 
  6: Sleepin’ Quarters - trickles of blood and gore on the sheets, bits of bone. 
  7: Hall - Mining equipment, etc.  Tracks from critters. 
  8: Mine - Entrance to mine.  Skittering can be heard down the hole.  Crude lift carries up to three at a time 
  down shaft.   
   
  Second Floor: The Mine 
   
  1: Bottom of Lift - Lift drops you off here.  Loud 
  clicking in distance. 
  2: Small Cavern - Between 2-8 ticks will be 
  here itchin’ for a fight. 
  3: Host Storage - This is where the queen has 
  the hive bring the hosts who’ve been infected.  
  All dead—bodies mostly in side caves (Guts 
  check). 
  4: Small Cavern - Another cavern serving as a 
  lair.  1-10 ticks here.   
  5: Queen’s Chamber - The queen and her 
  warriors are here—there will be the queen and 
  an additional 8-15 ticks here (gauge party 
  strength and apply ticks as needed ).  A little 
  baby wrapped in dirty rags lies close by the 
  queen—it is very upset 
  
  Ticked Off. 
  - 3 / 3 - 
   
  Prairie Ticks 
   
  See Deadlands Savage Worlds conversion for statw 
   
  Prairie Tick Queen 
   
  The queen is slightly different than her brood in two fashions.  First, she is larger (large dog) and therefore her 
  mandibles do more damage—1d10.  Second, she also has toughness of 15 due to the thicker shell which will 
  make her impervious to normal pistols.  However, if all else fails- the posse will still have dynamite.  The good 
  news is that she can not crawl down your throat—which makes you one lucky cowpoke. 
   
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Deadlands Reloaded/Misc/DLR - Adv - Ticked Off.pdf