TEXT: Converted Rolls & Modifiers
  Here are the Savage Worlds equivalents for the 
  various rules and rolls found in the adventure.
  Chapter one
  p. 189 Steal from baggage car: Lockpicking. 
   
   
  Inspect the crate: Notice (–2).
  p. 191 Check Alan’s hands: Notice (–1).
   
   
  Distract Harold from his kitchen:  
   
   
   
  Persuasion (Start at uncooperative) or   
   
   
  Test of Wills.
   
   
  Climb over the carriage (between  
   
   
   
  cars): Climbing.
   
   
  Climb over the carriage (out of  
   
   
   
  window): Climbing (–1).
   
   
  Snake eyes on above climbing checks:   
   
   
  Damage 5d6.
  Chapter two
  p. 192 Damage inside carriage: 2d6.
   
   
  Damage on locomotive: 2d6+10.
   
   
  Damage on coal tender: 3d6.
  p. 193 Try to jump out of train: Agility.
   
   
  Success on above Agility: Damage  
   
   
   
  1d6.
   
   
  Fail above Agility: Damage 2d6.
   
   
  Snake eyes on above Agility check:  
   
   
   
  Damage 2d6 and one level Fatigue.
   
   
  Train wreck cover: Heavy.
   
   
  Clarkson’s dynamite throw: Throwing   
   
   
  (–2), use Savage Worlds Deviation  
   
   
   
  rules.
  p. 194 Find tracks around baggage car:  
   
   
   
  Tracking (+2).
   
   
  Find blood in baggage car: Notice.
   
   
  Notice quantity of blood:  
   
   
   
   
  Knowledge (Medicine) (–1).
  p. 195 Baggage search revealing gun: Notice   
   
   
  (–1).
   
   
  Looking at the crate: Notice (–1).
   
   
  Searching the caboose: Notice.
   
   
  Notice change in Laura’s behavior:  
   
   
   
  Notice (–1).
  Chapter Three
  p. 196 Hear the husker fetching bodies:  
   
   
   
  Notice.
   
   
  Find tracks in the morning: Tracking   
   
   
  (–2).
  p. 197 Picking up trail near trestle: Tracking   
   
   
  (–1).
   
   
  Following drag marks near boxcar:  
   
   
   
  Tracking.
   
   
  Notice disturbed ground: Notice (–1).
   
   
  Surprise attack: Rules from Savage  
   
   
   
  Worlds.
   
   
  Guts check for risen corpses: (–2).
  p. 198 Husker initial attack: Use The Drop
   
  for first victim, Surprise for others:  
   
   
  rules from Savage Worlds.
   
    
  Follow husker into forest: Tracking (–4,  
   
  –2 if light source available).
  EXTRAS
  For all Extras not mentioned here, use the 
  Townsfolk stats in Deadlands Reloaded, and ad-
  just as you feel appropriate. 
  For gear, refer to the original adventure un-
  less noted below.
  p. 190 Denise Meritt: Use the Townsfolk
   
    
  stats in Deadlands Reloaded. Add the  
   
   
  Vow Hindrance (Report the truth).
   
    
  Gregory Dawson: Use the Townsfolk  
   
  stats in Deadlands Reloaded. Add  
   
   
  Gambling d8, Persuasion d10, and the   
   
  Snakeoil Salesman Edge.
   
    
  Richard Chasen: Use the Soldier stats  
   
  in Deadlands Reloaded.
  Wild Cards
  p. 190 Laura Giles: Use the Agent stats in   
   
  Deadlands Reloaded. Replace Intimidation  
   
  with Persuasion, add the Attractive  
   
   
  Edge and Charisma +2.
   
    
  Alan Seyberth: Use the Agent stats in  
   
  Deadlands Reloaded. Replace Intimidation  
   
  with Persuasion.
  Rascals & Critters
  p. 193 Philip Clarkson: Use the Outlaw stats  
   
  in Deadlands Reloaded. Add Throwing   
   
  d8.
   
    
  Bandits: Use the Outlaw stats in  
   
   
  Deadlands Reloaded.
  Comin’ ’Round the Mountain
  A conversion of the Classic Marshal’s Handbook 
  adventure for use with Deadlands: Reloaded™
  Just alter the original adventure as shown below and you’re ready to ride, Marshal! 
  Conversion notes by John Billings.
  Savage Worlds, Deadlands, One Sheets, Pinnacle Entertainment Group, Great White Games,  and all 
  related marks and logos are Copyright Great White Games. ©2010. All rights reserved.
  WWW.PEGINC.COM
  
  Hatchling HUSKER
  Attributes: Agility d8, Smarts d6, Spirit d4, Strength d8, Vigor d8
  Skills: Climbing d8, Fighting d8, Notice d8, Shooting d8, Stealth 
  d8, Tracking d8
  Pace: 8; Parry: 6; Toughness: 5 (1)
  Special Abilities:
  •	
  Armor +1: The corpse shell affords enough protection to 
  grant Armor 1.
  •	
  Bite: Str+d6. This attack is only possible when the husker is 
  outside its corpse shell.
  •	
  Corpse Shell: The hatchling husker is usually still encased 
  in a cadaver when encountered. The body absorbs 1 wound 
  before falling away like a ghoulish cloak.
  •	
  Fear: Huskers are alien and repulsive things that provoke an 
  immediate Guts check.
  •	
  Poison Spit: 2/4/8; Special; ROF 1. Huskers spit poison at 
  an opponent by making a Shooting roll (at +4 if they do not 
  move). They always make a Called Shot to the head (–4). If 
  the gob of poison hits, the target must make a Vigor roll or 
  be blinded for 2d20 minutes.
  •	
  Small: Attackers subtract (–2) from attack rolls against a 
  husker. This only applies when the thing is outside its corpse 
  shell.
  •	
  Size (–2): An immature husker is only about as big as a 
  house cat.
  Mature Husker
  Attributes: Agility d8, Smarts d6, Spirit d4, Strength d10, Vigor d10
  Skills: Climbing d8, Fighting d10, Notice d8, Shooting d10, Stealth 
  d8, Tracking d8
  Pace: 6; Parry: 7; Toughness: 9 (2)
  Special Abilities:
  •	
  Armor +2: The mature husker’s carapace affords enough 
  protection to grant Armor 2.
  •	
  Bite: Str+d6.
  •	
  Fear (–1): Huskers are alien and repulsive things 
  that provoke an immediate Guts check (–1).
  •	
  Inject Egg: When a husker successfully 
  Grapples a victim, it injects an egg sac into the 
  foe’s guts (Str+d6 damage). In 1d6 hours the egg 
  hatches, releasing a hatchling husker that does 
  automatic damage with its bite each round until 
  the host is dead. The egg can be cut out before it 
  hatches with a successful application of the Healing 
  skill.
  •	
  Poison Spit: 2/4/8; Special; ROF 1. Huskers spit 
  poison at an opponent by making a Shooting roll (at 
  +4 if they do not move). They always make a Called 
  Shot to the Head (–4). If the gob of poison hits, the 
  target must make a Vigor roll or be blinded for 2d20 
  minutes.
  Back with a vengeance!
  SUMMER 2010!
  Want to get started right 
  away? Well you can, pardner. 
  All you have to do is get 
  online and download some of 
  the sample characters we’ve 
  provided for you at:
  www.deadlands.com
  Want to check out the game 
  before you drop your dinero 
  on the book? No problem, 
  amigo. Check out the Test 
  Drive rules. With a One Sheet, 
  the Test Drive rules, and a 
  fist full o’ characters, you 
  can sample the flavor of the 
  Weird West. We think you’ll 
  gain a hankerin’ for it! 
  And keep checking back 
  for more One Sheets for our 
  Savage Worlds settings.
  
SOURCE: textdata/thevault/Deadlands [multi]/Deadlands Reloaded/Misc/DLR - Conversion 1 - Comin' 'Round the Mountain.pdf