TEXT: - 1 -
  The Hateful Place
  
  - 2 -
  Riders of the Black Sage
  PDF EDITION
  with OSR STATS
  
  - 3 -
  The Hateful Place
  Riders of the 
  Black Sage
  A Dark Western Adventure
  for
  The Hateful Place
  Including Stats for OSR Fantasy Games
  
  - 4 -
  Riders of the Black Sage
  Writing & Design:
  Seann McAnally
  Playtesting:
  Ryan Ashmore, Teresa Biswell, 
  Colin Campbell, Jason Cotterell, 
  Lynette Dhone, Nathan Ellebracht
   & Joe Scharf  as Sherif  Jesse Loveless.
  On the Cover:
  Killing a Klansman by Dave Mitchell
  The Hateful Place
  Created by Dave Mitchell
  Also Available:
  The Hateful Place Core Rules
  The Hateful Place Book B
  3 (Being the Third Book of The Hateful Place)
  No Rabbits in Rabbit Wood
  Hop, Hop, My Dead Frog
  Victimshire
  Sirenswail (OSR)
  Find The Hateful Place books at
  http://www.lulu.com/spotlight/DaveMitchell
  Amazon; Orc’s Nest gamestore, London
  Exalted Funeral gamestore, Fruitland, Idaho
  The Hateful Place is the property and copyright of 
  Dave Mitchell ©2018
  Interior art is modiﬁ ed from sources in the public domain: 
  William Dwight Whitney The Century Dictionary and Cyclopedia: An 
  encyclopedic Lexicon of the English Language (New York, NY: The 
  Century Co., 1889); J. M. Rusk Report of the Secretary of Agriculture for 
  the year 1891 (Washington, DC: Government Printing Of  ce, 1892); John 
  Clark Ridpath, Cyclopedia of Universal History (Cincinnati: The Jones 
  Brothers Publishing Co., 1885)
  Also by Seann McAnally: 
  Times That Fry Men’s Souls (OSR)
  Mad Am I? (OSR)
  Song of the Sixgun Spaghetti Western RPG
  Gentlemen Vs. Demons Cincematic Pulp Horror RPG
  No Place Reich Home (tHp, + OSR pdf edition)
  In print at Lulu, PDF at DriveThru RPG
  
  - 5 -
  The Hateful Place
  Contents
  OSR stats for this module...........................6
  For Players & Referees..............................8
  For Referees Only.......................................10
  Hell is for Horses.........................................10
  God is a Gun.................................................11
  More Monsters.......................................12-13
  Rumors............................................14
  Missions Table............................................14
  Mercenary Work.........................................15
  Mapping Commissions.............................15
  Adventure Map...........................................16
  Map Key, A-Z........................................17-31
  Name Generator.........................................32
  Location Generator..................................33
  Townsfolk Generator...............................33
  Magic Items Generator............................34
  Cursed Item Generator............................34
  OSR stats for this module...........................6
  or Players & Referees..............................8
  For Referees Only.......................................10
  ll is for Horses.........................................10
  God is a Gun.................................................11
  More Monsters.......................................12-13
  Rumors............................................14
  Missions Table............................................14
  
  - 6 -
  Riders of the Black Sage
  This adventure was originally written for The Hateful Place. It was a print-only 
  release. This PDF version is dif erent in that it includes the addition of this page and 
  the next one. They contain generic OSR fantasy game stats that may prove helpful 
  if you choose to use your favorite old-school fantasy system to play this adventure. 
  Adapt them to whatever version or edition you play - you should be pretty good at 
  that kinda thing by now. Just ignore the stats in the body of the text. 
  I realize there’s some page-ﬂ ipping required here, but it wasn’t feasible to sub-
  stantially re-adjust the original layout to accomate in-text OSR stats. The table of 
  contents and internal page references have been updated. 
  MORE MONSTERS (PP 12-13)
  Giant Armadillo. HD12, AC22, Move 18, attacks twice with claws (2d8). If it hits with 
  both claw attacks, it holds and bites for 3d6. 
  Jackalope. HD3, AC18, Move 24, attacks with overlarge incisors for 2d4 damage. 
  Zombie Mavericks. HD5, AC12, Move 24, attack twice with stomps (d8+5) or one bite 
  (2d6). They obey your game’s rules for undead.  
  Worse. HD6, AC16, Move 18, attacks twice with razor-sharp claws (d6+2), or with 
  ranged quills (2d4+1). Has illusory powers (p. 13). 
  FLESH TRAIN (PP 17-18)
  Black Mask. HD6, AC14, Move 12, attacks and saves as a 6th level ﬁ ghter with 
  Revolver of Adding Insult to Injury (2d6, does damage again the next round) or 
  bullwhip (d6+2, entangles or snares weapon on a natural attack roll of 16+. 
  Train Guards. HD3, AC12, Move 12, attack and save as 3rd level ﬁ ghters with riﬂ es 
  (2d8) or knives (d4+1). 
  I’LL MAKE YOU FAMOUS (PP 18-19)
  Apache Warriors. HD4, AC13, Move 12, attack and save as 4th level ﬁ ghters (some 
  may be thieves) with riﬂ es (2d8) and war clubs (d6+2). 
  THE TOWN OF BELLIGERENCE (PP 20-21)
  Black Sherif . HD6, AC12, Move 12, attacks and saves as a 6th level ﬁ ghter with re-
  volvers (2d6) or knife (d4+2). 
  Flesh Collector. HD5, AC14, Move 12, attacks and saves as a 5th level thief with ma-
  chete (d6+1) or revolver (2d6). 
  Land Agent. HD4, AC12, Move 12, attacks and saves as a 4th level cleric (knows no 
  spells) with small revolver (2d4). 
  OSR stats for this module
  
  - 7 -
  The Hateful Place
  NOOSES WILD (P 21)
  Exalted Grand Dragon Demon. HD18, AC20, Move 18, attacks and saves as 18th level 
  thief with knife (d4+4) or revolver (2d6). Casts spells as a 12th level magic-user. It 
  obeys your game’s rules for demons. 
  Klansmen. HD2, AC12, Move 12, attack and save as 2nd level ﬁ ghters with knives or 
  clubs (d4+1) or riﬂ es (2d8). 
  SOMEBODY’S COMIN’, PA! (P 24)
  Cool Stranger. HD7, AC14, Move 12, attacks and saves as a 7th level ﬁ ghter with dag-
  ger (d4+2) or revolvers (2d6). 
  FAILURE TO COMMUNICATE (P 20)
  Badass Apache. HD8, AC14, Move 12, attacks and saves with revolver (2d6) and war 
  club (d6+4). 
  TRIBULATIONS IN THE WILDERNESS (P 25)
  Polygamous Believer. HD5, AC12, Move 12, attacks, saves and casts spells as a 5th level 
  cleric with stout club (d6+2) or shotgun (2d8+2). 
  BUGLES IN THE DARK (P 26)
  Bright Eyes. HD5, AC14, Move 12, attacks and saves as a 5th level ﬁ ghter with revolv-
  ers (2d6) or dagger (d4+2). 
  Wicked Men. HD2, AC12, Move 12, attack and save as 2nd level ﬁ ghters with riﬂ es 
  (2d8). Many also have revolvers (2d6) and knives (1d4). 
  DEMON CHIEF (P 28)
  Demon Chief. HD16, AC21, Move 24, attacks twice with powerful blows for 3d4. Casts 
  spells as a 14th level magic-user. It obeys your game’s rules for demons. 
  Corrupted Apache. HD3, AC13, Move 12, attack and save as 3rd level ﬁ ghters (some 
  may be thieves) with riﬂ es (2d8) or war clubs (d6+1). 
  WOLF WOMAN (P 30)
  Wolf Woman. HD10, AC12, Move 12, attacks, saves and casts spells as a 10th level 
  cleric (or druid) with dagger (d4+1). 
  GRIM FORTRESS (P 30-31)
  Grim Trooper. HD8, AC13, Move 12, attacks and saves as an 8th level ﬁ ghter with 
  revolver (2d6) and cavalry saber (d6+3). 
  Uniformed Goons. HD4, AC12, Move 12, attack and save as 4th level ﬁ ghters with 
  
  - 8 -
  Riders of the Black Sage
  FOR PLAYERS AND REFEREES
  Arizona, 1889. The town of Belligerence was a growing dream. 
  Sprawled along a great rail spur, rich from nearby mountain mines, it 
  was a thriving market hub for surrounding miners. This jewel of the 
  desert represented the best of what was possible in the vast spaces of 
  the American west.
  Then came the Darkness. Demons infested the land. Monsters 
  emerged from their lairs. The purple sage turned black. The scrub 
  turned to desert and the desert turned to ash. Twenty-three hours a 
  day, literal darkness reigns beneath blasted ash-clouds that semi-ob-
  scure twisted and obscene starscapes. For one precious hour each day, 
  the brass-colored sun rises long enough to bake the wastes and evapo-
  rate whatever water has gathered during the long night. 
  Those who remain in this hell eke out some sad semblance of a life. 
  Most inhabit what remains of Belligerence. Some barricade themselves 
  in isolated, fortiﬁ ed enclaves. Apache survive in the deep hidden scars 
  of a vast canyon. The region’s resources scarcely support the popu-
  lation, and cannibalism has become commonplace if not openly dis-
  cussed. 
  Government is ragged, inef ective, and distant. The Confederacy, hav-
  ing won the Civil War, further splintered into a half-dozen in-ﬁ ghting 
  petty kingdoms. The United States, centered in the grim industrial 
  northeast, has abandoned the Arizona territory to its own devices. 
  The Good, The Bad, 
             and The Darkness
  
  - 9 -
  The Hateful Place
  Wicked men in Phoenix have claimed power, but they are far away, and 
  subject to constant coups and inﬁ ghting. Their local military force is 
  little more than a collection of thugs. 
  Today the lone rail carries only one train - that of the Flesh Peddlers, 
  whose markets in distant Phoenix pay well for red, black and white 
  ﬂ esh, the fresher the better. Currency is a mishmash of coins from vari-
  ous sources, mostly the Confederacy and Mexico. There’s no short-
  age of money but there’s little to buy. Folk seek it and hoard it out of 
  habit. 
  The real wealth of the land is in horses. It takes the strongest sort of 
  man to do more than merely survive here, and the strongest of those 
  are mounted. Many horses were eaten in the years following the Dark-
  ness, and only the stringy, tough mavericks of the black sage survive. 
  Those who can ride them are a breed apart, less likely than their fel-
  lows to be sold to the ﬂ esh merchants, fall victim to the depredations 
  of the Apache, or the dark machinations of their neighbors. There 
  are good and bad (and ugly) sorts among them, and these riders of the 
  black sage have the power that only might brings. Most abuse it, but a 
  slim few are still heroes. 
  Indeed, there is no hope in this western hellscape, or almost no hope. 
  Rumors persist of an underground promised land, a place an elect 
  group of Mormons ﬂ ed to when the Darkness fell. Could they have 
  found some habitable enclave, perhaps the fabled Quivira or El Do-
  rado? Probably not. But one never knows. People need some hope to 
  cling to. Even false hope. 
  Note: In playtesting this adventure, there were seven PCs and they still 
  had a rough go of it. Smaller groups could survive with caution, but it’s 
  recommended your group add NPCs for a posse-sized party of six. 
  
  - 10 -
  Riders of the Black Sage
  FOR REFEREES ONLY
  This module does not follow a linear format, and leaves the PCs free 
  to wander and pursue their own ends. They can discover the missions 
  as they interact with the populace. The Western Plot Generator/Mer-
  cenary Work table on p28-29 of tHp Book B is directly suitable for use 
  with this module, as are any of the generators in the three rulebooks. 
  This adventure is framed as a dark spaghetti western, but only the 
  presence of the train and guns make it much dif erent from most grim 
  fantasy settings. The train could be a caravan, the guns crossbows or 
  ﬂ intlocks. Most Referees are adept at making such changes. Proper 
  names are left out of the main text to keep a semi-generic tone, but 
  the name generator on page x has plenty of suitable NPC names.
  The bulk of this module consists of 26 encounters keyed to the 
  wilderness map (see page 16). They may be experienced in any order. 
  There is no overarching plot as such, although several encounters 
  are tied together in ways that only become evident through explora-
  tion. The rest of the module contains a few rules ideas (see below) and 
  generators suitable for this or any other tHp adventure (though with a 
  horror-western ﬂ avor). 
  To introduce needless complexity to a purposely simple game such as 
  The Hateful Place would be to miss the point of playing it. Neverthe-
  less, most Referees have a handful of house rules. Here are some that 
  our group used while playing this game. They’re not so much house 
  rules as codiﬁ ed versions of the stuf  we came up with on the ﬂ y using 
  standard tHp as the base. Feel free to ignore them. 
  HELL IS FOR HORSES
  The horses of this grim land are used to gunshots and violence, but 
  they are not warhorses. They’ll carry you into battle, but don’t ﬁ ght 
  on command. 
  Unless the Referee decides otherwise, horses have 40 hp. When 
  horses need to make rolls, they have +1 AR/DR. The Referee may rule 
  that some breeds have one more AR than DR or vice versa, just to give 
  them a little variety. Horses are always expensive - even more so in this 
  setting than in a traditional western. 
  
  - 11 -
  The Hateful Place
  In a chase situation, the Referee may allow the PC to add the horse’s 
  AR to his or her own. Both parties roll, and whoever exceeds a stan-
  dard success (15) by the most opens or closes range as desired. 
  The scale of the map is not very large - PCs on horses can storm 
  across it in a day or so. However, the near-constant darkness, lack of 
  abundant standing water, and similar considerations all complicate 
  travel. Assume for simplicity’s sake that characters on foot can move a 
  hex an hour, characters on horses 3 hexes an hour (or 6 at a gallop).
  Horses at a full gallop have a 1 in 6 chance per hex of a leg injury that 
  does 4-40 damage. Damage in excess of 30 indicates the horse must be 
  put down. Otherwise, they heal at the same rate as characters (see p13, 
  tHp). 
  GOD IS A GUN
  As in the core rules, guns cost 400CUR. In this module, that’s a 
  standard sixgun revolver. 
  Riﬂ es have better range. The Referee must adjudicate range as he or 
  she sees ﬁ t, but in the wide open spaces of this land it could be a dis-
  tinct advantage, particularly during the one hour of sunlight. At the 
  very least, a riﬂ eman will get of  a shot or two against a pistoleer if they 
  ﬁ rst encounter one another at long range. Riﬂ es of this period also 
  hold more ammunition (15). They cost 800CUR. 
  Shotguns have +1 AR at short range only (generally, several paces - 
  the Referee must decide when this bonus is appropriate). 
  A gatling gun (which, like dynamite, is inevitable at some point) can 
  hit multiple targets - essentially, everyone not in cover - automatically 
  (anyone who fails DR is hit). 
  Dynamite does 8d20 damage to anything it hits directly. Those 
  nearby take 5-50 damage from ﬂ ying debris. The cost of a gatling gun 
  is really a moot point - there aren’t any for sale - but there are several 
  in the module the PCs could steal. The best place to get dynamite is at 
  the mine (area K). 
  It takes a full round of combat to reload any gun likely to be en-
  countered in this setting. 
  
  - 12 -
  Riders of the Black Sage
  MORE MONSTERS
  With the Darkness came the monsters, though many say they were 
  always here. Striking seemingly at random and without warning, they 
  are what keep prudent folk behind closed doors 23 hours a day. Mon-
  sters are encountered in a 1 in 6 chance per hex during travel. At rest 
  - that is, any day not spent moving - they are encountered on a 1 in 6 
  chance every 12 hours. They appear anywhere, even in populated areas. 
  In general, they don’t bother people who are securely indoors...in gen-
  eral. 
  When a monster is encountered, roll on the Random Monster En-
  counter Table on pages 54-56 of the tHp core rules book. Monsters 
  that are particularly ﬁ tted for this setting are the Serpent of Eyes, 
  Moonwolf, Hell Birds, Plague Wolves and Sand Gorgons (and the 
  Squid is appropriate everywhere). In addition, some others are pre-
  sented here. If the Referee wishes, the following sub-table can be used 
  for random monster encounters for this module (throw in a few from 
  the core rules every now and then as a nasty surprise). 
  D6 
  Monster Encountered
  1 
  Serpent of Eyes (p54, tHp)
  2 
  Moonwolf (p54, tHp)
  3 
  Hell Birds (p55, tHp)
  4 
  Plague Wolves (p56, tHp)
  5  
  Sand Gorgons (p56, tHp)
  6 
  Squid (p56, tHp)
  7 
  Giant Armadillo (see below)
  8 
  Jackalope (see below)
  9 
  Zombie Mavericks (see below)
  10 
  Worse (see below)
  Giant Armadillo: This rhino-sized beast has bulletproof armor and a 
  terrible disposition. It seeks to hold prey down (DR to avoid) and then 
  eat it (+4 AR vs. held victims). 
  
  - 13 -
  The Hateful Place
  Jackalope: A dog-sized, lean black hare with miniature antelope horns.  
  In combat, it always leaps straight for the throat and tears at it with 
  overlarge incisors, ignoring any armor. 
  Zombie Mavericks: Unlike their living counterparts, these undead 
  horses of the black sage eat people and each other. If encountered 
  there is a 5 in 6 chance they stampede (DR or take 8d20 damage). 
  Worse: The allegorical name for this monster developed because what-
  ever you can think of, it’s worse. A worse manifests itself dif erently 
  for each person each time they see it. Multiple viewers will see the 
  worse dif erently. The Referee is encouraged to be creative, or use the 
  following table for inspiration. Whatever the worse appears to be, it is 
  actually a 4’ tall humanoid, caked with mud, with an over-large head 
  bristling with quills. Its hands end in two ﬁ ngers with razor sharp claws. 
  It can shoot the quill at about the range of a shotgun.
  Worse Generator
  1. A bloated but swift razorback warthog with mangy green fur, 
  emitting a cloud of noxious fumes from all oriﬁ ces. 
  2. A cluster of severed infant heads and torsos, clotted together with 
  viscera, levitating 4-6’ of  the ground, singing nursery rhymes in 
  unison. It appears to vomit stinging acid. 
  3. The PC’s father or mother, saying terrible things and miming vile 
  acts, possibly heaping recriminations and emotional abuse upon 
  the PC’s head, causing actual damage in anguish. 
  4. A great lizard, something like a giant gila monster, but bipedal, 
  with a huge feathered fringe similar in appearance to a war bonnet. 
  5. A knot of a dozen screaming human bodies, bent, twisted and 
  fashioned in a tumbleweed-like ball that rolls about, trailing blood 
  and curses. If it touches you, roll DR or go insane for d6 hours. 
  6. A great black buf alo, 8’ high at the shoulder, with coal-red glow-
  ing eyes and a third central horn. 
  
  - 14 -
  Riders of the Black Sage
  THE FOLLOWING TABLES may be used in conjunction with 
  those in the three tHp volumes, and are not intended to replace them. 
  The ones here are directly related to encounters in this volume, al-
  though characters must explore the map to make sense of most of 
  these entries (skimming the module will reveal much to the Referee). 
  - RUMORS - 
  1. A stagecoach will be travelling the canyon road over the next few 
  days, full of cash and a rich man’s daughter. 
  2. A prostitute was taken from Belligerence a few hours ago by some 
  Klansmen. She didn’t look happy about it. 
  3. A wise woman who talks to wolves lives in the southeast, dispensing 
  good advice and healing magic. 
  4. Stay away from the religious fanatic in the northeast, unless you 
  can quote scripture from the Book of Mormon. 
  5. Folk were expecting a family coming up from the south several 
  months ago but they never came. Pity, they were rich!
  6. No one has seen the rancher who lives north of Belligerence in a 
  few weeks. Maybe someone ought to check on him.
  - MISSIONS - 
  1. The notorious Red Mexican has absconded into the Sea of Ash. 
  Track him down and bring him back for 10,000CUR. 
  2. A Badass Apache shot up Belligerence. Track him down and return 
  him (dead) for 5,000CUR. 
  3. A neo-Puritan Boston newspaper seeks a lost (or tardy) photogra-
  pher, and will pay 5,000CUR for his return. 
  4. Mexicans from south of the map of er 10,000CUR to anyone who 
  kills the commander of the cavalry fort. 
  5. The KKK stole a gatling gun from the cavalry fort. The em-
  barassed commander will pay 20,000CUR for its return. 
  6. A merchant’s sister is in the “soon-to-be-dead” car on the Flesh 
  Train, and he will pay 25,000CUR for her safe return. 
  
  - 15 -
  The Hateful Place
  - MERCENARY WORK - 
  1. The Land Agent has been pressuring a family to move of  the land 
  they’ve claimed, but a Cool Stranger who stays with them has embold-
  ened and protected them. 50,000CUR to kill the Cool Stranger. 
  2. A bright-eyed bandit leader has amased a fortune in cash and hors-
  es in a cave in the southern canyons. Locate the lair and eliminate the 
  bandits; split the loot 50/50 with the commander of the Grim Fortress.
  3 The KKK has been a blight on this land for too long. Now that the 
  Darkness has come, we all have to work together. Locate the Klan’s 
  clubhouse and kill as many as you can for 2,000CUR per hooded head. 
  4. A vast pit under the railroad tracks where they enter the mountain 
  is full of zombies and possibly other nastiness, but there could be min-
  eral wealth or even food down there. Clean out the pit of whatever’s 
  down there for 100,000CUR.
  5. The Apache have always been a pain and now that they serve a 
  Demon Chief they can no longer be tolerated. For 150,000CUR, kill 
  the Demon Chief and wipe out the Apache unless they agree to settle 
  peacably on a reservation.
  6. The powers-that-be in Phoenix have decided Belligerence has got 
  to go. All of it. Burn it down, kill everyone, and collect the ﬂ esh for the 
  next appearance of the Flesh Train. 
  - MAPPING COMMISSIONS - 
  1. Record the number of individual structures in the pueblo near the 
  Sea of Ash, and make note of their overall condition. 
  2. The mines at Big Lode have deﬁ ed mappers in the past. Trace the 
  extent of the mines and locate the fabled Quivira Stone. 
  3. Determine the exact troop count, number of arms, and security 
  procedures at the cavalry fort in the southeast.  
  4. Locate and record the routes to and from the Apache village in the 
  southern reaches of the canyon. 
  5. Locate the source of the river near the Believer’s ranch. 
  6. Locate any usable wells in the Sea of Ash. 
  
  - 16 -
  Riders of the Black Sage
  A
  B
  C
  D
  E
  F
  G
  H
  I
  J
  K
  L
  M
  N
  O
  P
  Q
  R
  T
  U
  S
  V
  W
  X
  Y
  Z
  
  - 17 -
  The Hateful Place
  Map Key & Encounter Descriptions
  A. BURNING RANCH
  A ranch house and low barn are smoldering ruins, their resinous 
  embers glowing balefully in the darkness. Six bodies are impaled on 10’ 
  pikes across the property. Close inspection reveals they are the charred 
  remnants of the rancher, his wife, and several cowboys. The third cow-
  boy, who happens to be missing a head, still wears a working revolver. 
  It contains d6 silver bullets that will slay moonwolves. Tracks show the 
  attackers were mounted on unshod horses, suggesting Apache. They 
  rode of  to the southeast (see area V). The ruins may contain useable 
  remnants of things like kettles, handaxes, rope, lengths of chain, or 
  similar items. There is a 3 in 6 chance that a monster, drawn to the 
  impaled bodies, is there, hiding behind a charred half-wall of the ranch 
  house. At the Referee’s option, a dying woman is hidden in the ruins 
  of the salt house. She is half-crazed and minutes from death, but with 
  her dying words blames the attack on godless Apache who follow a 
  Demon Chief. 
  B. FLESH TRAIN
  The Flesh Train appears at any point on the rails on a 1 in 6 chance 
  per day or when the Referee wishes. It travels either east to west or 
  west to east, obviously, switching directions each time it is encoun-
  tered. Its normal run is from the ﬂ esh markets in Phoenix to a cluster 
  of concentration camps in Albuquerque (far outside the scope of this 
  module). It stops regularly at Belligerence, and will stop at any point if 
  someone with obvious ﬂ esh to sell ﬂ ags it down. 
  The heavy locomotive engine pulls six cattle cars stocked with corps-
  es or soon-to-be-corpses, the soon-to-be-dead ones always crammed 
  into the last car. There is no caboose. Such pleasantries are behind us.
  The Flesh Train carries d6x10,000CUR to conduct its grisly trade, 
  and it is well-guarded. There are usually two highly paid ﬁ ghters with 
  daggers and shotguns per car. The locomotive and ﬁ nal car have gat-
  ling guns mounted in turrets. The captain of this rolling ﬂ esh market 
  
  - 18 -
  Riders of the Black Sage
  wears a duster and a metal facemask under a huge black hat. He carries 
  a Revolver of Adding Insult to Injury, which does damage a second 
  time the round after it hits (a new damage roll, but no further attack 
  roll is necessary). He also carries a bullwhip, with which he seeks to 
  disarm foes. 
  The point of all this armament is to discourage train robbers. But the 
  ﬂ esh train is such a fat, obvious, cash-laden target that temptation may 
  get the better of the PCs. The Referee should encourage any steps in 
  this direction, because it’s likely to end up as a glorious mess. Trick-
  ery is probably the best option here. Dynamite will certainly destroy 
  a section of track. Bold robbers could drop down on the train as it 
  enters the mouth of the tunnel (see D). The possibilities are endless. 
  Of course, anyone who successfully robs the train will invoke the wrath 
  of both the ﬂ esh dealers in Phoenix and the local populace, whose slim 
  economy is dependent on the ﬂ esh trade. 
  • Black Mask: +3AR / +2DR. 35hp. 4-40 damage/attack (Revolver of 
  Adding Insult to Injury (does damage again the round after a suc-
  cessful hit), bullwhip (DR or whip entangles weapon). 
  • T
  rain Guards: +2AR / +1DR. 1-20hp. 4-40 damage/attack (riﬂ es).
  C.  I’LL MAKE YOU FAMOUS
  A photographer waits here in this picturesque spot for a brief hour 
  of daylight. Thinking ahead and cognizant of danger, he has fortiﬁ ed 
  himself in a cave mouth he imagines is easily defended. The photogra-
  pher is from faraway Boston, which has been the capital of the United 
  States since the Civil War. He has come to capture the essence of the 
  American West before it disintegrates into Darkness. 
  Unfortunately, he’s not alone. Hidden outside the cave, waiting to 
  strike from ambush, are 2d6 Apache ﬁ ghters. Anyone passing the spot 
  could notice this, but it’s not possible for the photographer to realize 
  his danger from his current vantage point. Obviously, if anyone tries to 
  warn him, the Apache will attack, except in the unlikely event that they 
  are outnumbered by the PCs. In that case, they slink of  into the dark 
  as soon as they can. 
  
  - 19 -
  The Hateful Place
  If he is extracted from this situation, the grateful photographer may 
  of er to take the PCs’ portrait, possibly for publication in newspapers 
  back East, possibly making them minor celebrities. 
  At the Referee’s discretion, the Apache belief that the camera steals 
  souls is true. Anyone whose picture is taken must roll DR or lose their 
  soul immediately, continuing on until death as a soulless person. The 
  soul can only be retrieved by breaking the glass negative of the photo-
  graph, but it takes an occult-ish NPC (such as the old woman in area Y, 
  or possibly the fanatic in area N) to tell the PCs this. 
  • Apache Warriors: +1AR / +2DR. 1-20hp. 4-40 damage/attack (riﬂ es, 
  war clubs). Will not attack PCs unless they outnumber the party. 
  D. MURDER IN THE HOLE
  The railroad enters a tunnel in an inconvenient ridge of hills, their 
  tops scoured into twisted and obscene shapes. The tunnel is extremely 
  tight - anyone inside it when the ﬂ esh train is running through must 
  roll DR or be sucked under the wheels to die horriﬁ cally. Kind-heart-
  ed Referees may arrange some bonus here, given clever avoidance 
  techniques by the PCs. Since the ﬂ esh train travels more or less ran-
  domly (see B), exploring the tunnel is a risky af air. Even worse, the 
  chance of encountering a random monster here is increased by 1 to a 2 
  in 6 chance. 
  About two-thirds of the way through tunnel (from the west) is a pit 
  under the tracks, with enough room to drop things into it on either 
  side. Anyone walking along the edge has a chance of falling in if they 
  don’t already know about the pit, or if they do not have a light source. 
  Anyone who falls into the cavity lands in shallow cold water far below, 
  taking 4-40 hp in damage. The round after landing they are attacked 
  by 3-18 zombies (see tHp core rules, p55). 
  Occasionally, noxious gasses build up in the cavity, releasing into the 
  tunnel and causing hellish hallucinations to anyone inside who fails a 
  DR (-5 Mind for 1d6 days). 
  Obviously, this tunnel is a ready-made entrance to a “dungeon” or 
  cave system of the Referee’s own design, if such is desired. 
  
  - 20 -
  Riders of the Black Sage
  E. THE TOWN OF BELLIGERENCE
  Belligerence is a living ghost town, a shell of what is was before the 
  Darkness. It is the closest equivalent to civilization within hundreds of 
  miles. A few dozen buildings line the streets, but many are empty, and 
  PCs can probably get away with squatting in various half-ruined empty 
  buildings. No map is provided for the town, as it’s essentially a bunch 
  of squares and rectangles stretched along a line (the railroad track). 
  Life in Belligerence, as everywhere, is precarious. The inhabit-
  ed dwellings have all been fortiﬁ ed with barred windows and doors 
  against the Darkness, but the townsfolk are often obliged to move 
  between buildings and conduct business outside of the scant hour of 
  daylight. A strong hand is needed to keep the peace. The current law 
  of the town is a Black Sherif  who has managed to stand against both 
  men and monsters. After initial mistrust due to his race, he is generally 
  well thought of by the citizens. PCs who get up to any skullduggery or 
  cock-strutting in town will have to deal with the sherif  sooner or later.  
  He operates out of a stout jail with two cells.  
  Flesh Market: The ﬂ esh market by the railroad tracks is meagre in 
  comparison to the one in Phoenix, but it is the chief source of income 
  for the town. Murderous hunters and scavengers come here from 
  across the badlands to sell to the Flesh Collector, who in turn sells to 
  the merchants of the Flesh Train from Phoenix (see B). 
  Saloon: A rickety two-story building houses a saloon and “hotel” 
  with drafty, vermin-ridden rooms. The Blind Proprietor makes con-
  stant wisecracks at the expense of the PCs. A player piano runs con-
  stantly, but it’s a little of  so the music is disjointed and lurching. There 
  are as many or as few opportunities here as the Referee wants - card 
  games (rigged), prostitutes (diseased), barﬁ ghts (started at the slight-
  est provocation). Room rates are 100CUR per night, with low-quality 
  “don’t ask” food breakfast and dinner included. 
  Land Of  ce: The Land Of  ce is a well-fortiﬁ ed, squat building 
  along the rails. A Land Agent, representing the government in distant 
  Phoenix, can of er the PCs mercenary work or mapping missions, as 
  she hopes to clear the land of monsters and make it proﬁ table. She 
  may of er the PCs, singly or collectively, title granting ownership to 
  
  - 21 -
  The Hateful Place
  a “hextare” of land if they clear it of monsters, bandits, and Apache, 
  and improve and maintain it. PCs with a suf  cient Mind score (15+) will 
  realize the Land Agent retains mineral and grazing rights to the land, 
  and negotiate accordingly. 
  Stables: The Livery Stable is on the south edge of town, protected 
  by a stout wall. Its spacious interior is somewhat underserved. A Sour 
  Groom will let space in a stall to a person for 20CUR or a horse for 
  50CUR, the latter including meager feed for the animal. The Sour 
  Groom is always grumbling about the sad state of the world, but he’s 
  not a bad sort and he’s a good ally. If the PCs are wounded, for exam-
  ple, a spot in his loft is probably a more restful place to heal up than 
  the tavern. Unbeknownst to anyone, a Serpent of Eyes (see core book, 
  p54) lies hidden in a pile of scrap in the yard. Eventually it will work its 
  way into the stables, searching for horse or man-ﬂ esh. 
  To ﬂ esh out the rest of the town, the Referee may use the Location 
  and Townsfolk Generators on page 33. 
  • Black Sherif : +3AR /  +2DR. 35hp. 4-40 damage/attack (revolver).
  • Flesh Collector: +2 AR/DR. 30hp. 4-40 damage/attack (machete).
  • Land Agent: +1AR / +2DR. 25hp. 4-40 damange/attack (revolver).
  F. NOOSES WILD
  The Ku Klux Klan is in the process of lynching a prostitute from 
  Belligerence due to her dalliance with the black sherif , who they are 
  too cowardly to confront. If she is rescued, she can put in a word with 
  the sherif  on behalf of the PCs. The Klansmen wear blood-red robes 
  and carry daggers and revolvers. Only the leader is mounted. He is 
  actually a demon, who, if combat starts, will use his demonic abilities to 
  cause discord and confusion, ultimately trying to escape undetected to 
  the Klan’s nearby clubhouse (see area J). 
  • Exalted Grand Dragon Demon. 100hp. 5-50 damage/attack.       
     Demonic Abilities: Possession, Command, Switch Bodies (p25, tHp). 
  • Klansmen (6). 1d20hp. 4-40 damage/attack (revolvers and knives).  
  
  - 22 -
  Riders of the Black Sage
  G. RATTLE ME THIS
  A shocking pink rattlesnake, some 18’ long, encircles a lone boulder 
  that rises above the black sage. The snake’s sinister rattle can be heard 
  from great distances, and the thing has become a legend. Few are 
  actually killed by it, because it usually sounds its rattle if it is feeling 
  threatened - usually. There is a 2 in 6 chance it won’t, striking anyone 
  who comes near by complete surprise. In addition to normal monster 
  damage, its venom causes partial paralysis from the waist down, forcing 
  victims to drag themselves along with their arms. The ef ect lasts 2d6 
  days. A successful DR avoids this. 
  H. SKELETON FAMILY
  The remains of a wagon are rotting away, half-hidden in the black 
  sage. Bones that used to be the skeletons of a large family are strewn 
  about nearby. The wagon has a false ﬂ oor, under which is a cash box 
  containing 250,000CUR and a random Cursed Item (see tHp p45-46 or 
  Book B p30-35). 
  I. DIE LAUGHING
  A dying soldier lies next to his dead horse on a desolate spot in the 
  mountain crags. He is riddled with bullet holes and has been scalped. 
  Begging for a small taste of water, he tells of a buried treasure, hidden 
  somewhere deep in the canyons to the south (see P). Unfortunate-
  ly, unless the Heal spell is used, nothing can stop the soldier’s death. 
  Before he goes, he reveals the location of his treasure, which he says he 
  and fellow soldiers extorted from locals over the years. As the PCs may 
  discover, the soldier has a rather wicked sense of humor. 
  At the Referee’s discretion, it wasn’t Apache but a random mon-
  ster that killed the soldier, and it is still lurking nearby. Adjust details 
  accordingly. 
  J. RACIST ROADHOUSE
  The Ku Klux Klan maintains a remote clubhouse of sorts, where they 
  sharpen their knives and get themselves all worked up. The blockhouse 
  style building is a fortress in miniature, well-defended with a rooftop 
  
  - 23 -
  The Hateful Place
  gatling gun emplacement. Four slaves maintain mushroom gardens in 
  a nearby stockade. There are only six Klansmen here at present, won-
  dering where their fellows are (see F). In a monster-infested wasteland, 
  this place is prime real estate. Any plans to assassinate these bubbas 
  and take over their property should be encouraged. It is as good a base 
  as any for whatever the PC’s may accomplish in their (probably brief ) 
  careers. The main problem in assaulting this place is the gatling gun, 
  which is a horriﬁ c weapon. It will run out of bullets in 5 rounds. 
  At the Referee’s discretion, the Klansmen live with a demented 
  witch, but this deﬁ nitely increases the dif  culty of the scenario. 
  In case of combat (is there any real doubt?) see the stats for Klans-
  men on the bottom of page 17. 
  K. BIG LODE
  The remains of the mining town of Big Lode huddle on the moun-
  tainside. A tiny remnant of bold miners linger here, continuing to pull 
  silver out of the earth. It’s mostly out of habit at this point. Three 
  buildings here are inhabited, all with multiple occupants and securely 
  boarded against the Darkness. The Mine Boss, such as he is, is enthu-
  siastic in of ering mercenary work and other mine-related missions, as 
  well as sell dynamite for as much as he thinks he can get away with. 
  The Referee can provide a map of the mines if desired. 
  Big Lode Mine Encounters
  1. Soul Stealer (tHp p54)
  2. Cave-In. Make DR or take 4-40 damage. 
  3. Mouths of Charm (tHp p54-55)
  4. Sinkhole. DR or fall into undermined area for 5-50 damage. 
  5. Parasite (tHp p55)
  6. A rich vein of silver, as yet untapped (the Mine Boss knows of it).
  7. A Chinese man gives directions to the lair of a random monster. 
  8. Brainbugs (tHp p55)
  9. Argent Demon. A demon with random abilities sleeps in silver. 
  10. Claimhoppers. Three very quiet Mexicans who are secretly min-
  ing an undiscovered vein of a gold. One is a wizard. 
  
  - 24 -
  Riders of the Black Sage
  L. SOMEBODY’S COMIN’, PA! 
  Against all odds, a family makes its homestead in this spot, living on 
  fungus and scavenged carcasses. They are also raising a half-dozen 
  horses but are hard-pressed to defend them. Apache (see V) and Wick-
  ed Men (see R) are plotting raids, but are holding of  only because a 
  Cool Stranger lives with the family and defends them. However, there 
  is little chance that the family can withstand a serious attack. Never-
  theless, they are the model of hospitality, feeding gruel and providing 
  room in the stables for travellers who need shelter. 
  At the Referee’s discretion, the Cool Stranger may actually be a de-
  mon, just waiting for the perfect time to strike. Another option is that 
  the PCs are the bad guys, hired by the Land Agent to kill the Cool 
  Stranger and pressure the family to leave their land and horses. 
  • Cool Stranger: +2 AR/DR. 40hp. 4-40 damage/attack (revolver). 
  M. FAILURE TO COMMUNICATE
  A posse of men from Belligerence are hot on the trail of a Badass 
  Apache. The warrior came to Belligerence with his wife to escape the 
  Demon Chief who has corrupted his tribe (see V), but before he could 
  communicate with anyone the townsfolk panicked and a ﬁ reﬁ ght 
  erupted. The Apache’s wife was killed and he killed two townsfolk be-
  fore ﬂ eeing. The posse is unenthusiastic about continuing the pursuit, 
  however, and will gladly let the PCs know of a reward (see Missions).  
  The Badass Apache is a ﬁ ne fellow, which is obvious if anyone actu-
  ally talks to him. He could help the PCs, perhaps during a ﬁ ght with 
  a monster, or warning them of loose rock or some other hazard. The 
  PCs could turn him in for the reward, or help him escape the posse. At 
  the Referee’s discretion, he may have a random single-session reward 
  item to thank the PCs with (see tHp, p47). 
  • Badass Apache: +2 AR / +3DR. 40hp. 4-40 damage/attack (with 
  revolver - when using war club it’s 5-50. He’s that badass). 
  
  - 25 -
  The Hateful Place
  N. TRIBULATIONS IN THE WILDERNESS
  A well-armed Believer shelters here with 13 wives. They are all inbred 
  and have some minor deformity, as noted below. The Believer has ﬁ ve 
  random spells but prefers to rely on four riﬂ es and two pistols, all of 
  which are strapped to him (he doesn’t need to run fast, because he’s 
  not running from anything or anyone). The fanatic just wants to be left 
  alone, and the majority of wives are perfectly happy here. At the Ref-
  eree’s discretion one or more of the wives may beg to accompany the 
  PCs. Anyone professing the Mormon faith who can demonstrate it by 
  quoting scripture more-or-less accurately will meet with the Believer’s 
  probationary approval. He will grudgingly of er hospitality to such 
  people, and absolutely no one else. 
  The family lives in a cluster of houses within a well-fortiﬁ ed stock-
  ade. A slim but sturdy observation tower, some 30’ tall, gives the 
  fanatic a commanding view of all approaches to the homestead, and he 
  tends to ﬁ re at anyone movement in the darkness. Under no circum-
  stances will he open the gate at night, or at all for gentiles. 
  • Polygamous Believer. +1AR/+2DR. 35hp. 4-40 damage/attack (four 
  riﬂ es, two revolvers). Five random spells (see tHp, p21).  
  O. IS THAT A CRYING BABY?
  The ultra-rare (perhaps unique) Desert Octopus lurks here in the black 
  sage. Bloated and covered with malignant growths, it prefers not to 
  move much, drawing its prey via telepathic suggestion (anyone within a 
  miles the impression they hear a baby crying). The octopus is a diaboli-
  cal genius who attacks by implanting suggestions (DR to avoid). 
  Suggestions From the Desert Octopus
  1. Your closest ally is actually the octopus in disguise! Kill it! 
  2. The octopus is a human baby cursed to look like an octopus. 
  3. Your hands have caused you to sin. You must cut them of . 
  4. You are worthless. Open your throat to the octopus. 
  5. You can ﬂ y. Climb the tall crag nearby and jump - you’ll see! 
  6. Your allies long to be set aﬂ ame so their souls can be free.  
  
  - 26 -
  Riders of the Black Sage
  P. POP! GOES THE POISON
  Rumors speak of a treasure buried in these hills by a ruthless cabal 
  of soldiers. The PCs may know the location if they’ve encountered 
  the dying soldier (see I). Buried under loose sand in a shallow cave it is 
  relatively easy to ﬁ nd if one knows where to look. Unfortunately, the 
  treasure is actually a jack-in-the-box, that when wound up and re-
  leased sprays a debilitating poison that hits anyone in about 6’. Victims 
  must make a DR or be paralyzed for 24 hours. So funny. 
  Q.  BUGLES IN THE DARK
  A dozen cavalry troopers from the debased army fort (see Z) sweep 
  this area looking for a hideout of Wicked Men. The troopers will 
  assume the PCs are those men, unless they can prove otherwise. No 
  paragons of virtue, the troopers are likely to harass or rob the PCs no 
  matter what they say or do, or what they can or can’t prove. 
  • Cavalry Troopers: +1AR/DR. 20hp. 4-40 damage/attack (carbines, 
  sabers). Their morale breaks and they ﬂ ee if reduced to half strength. 
  R. TURN AROUND BRIGHT EYES
  A vicious gang of Wicked Men lairs here in a large, well-watered and 
  airy cave hidden in the crags of the canyon. The leader, a tall bright-
  eyed youth, is a ruthless killer despite his tender years. Bright Eyes has 
  bent more than a dozen vile gangsters to his will. The gang has piled 
  up about 1,000,000CUR here, and has about 16 tough horses. The 
  bandits are stealthy and cautious, and hard ground shows little sign of 
  their passing, but they’re not impossible to track. Anyone who plans to 
  assault the Wicked Men in their lair will ﬁ nd it tough going, but there 
  is a secret exit/entrance known only to Bright Eyes and one other per-
  son who is dying nearby (see S).
  • Bright Eyes: +3AR/+2DR. 35hp. 4-40 damage/attack (twin revolv-
  ers, throwing daggers, and a stick of dynamite if all else fails).
  • W
  icked Men: +1AR/DR. 1-20hp. 4-40 damage/attack (riﬂ es).  
  
  - 27 -
  The Hateful Place
  S. LAST CALL FOR VENGEANCE
  A wicked man is slowly dying from a gunshot wound to the stomach. 
  His pitiful cries may attract the attention of anyone within a consid-
  erable distance, as the eerie acoustics of the cavern system carry the 
  sound a long way. They also bounce it around, making the man hard 
  to ﬁ nd. Persistence in doing so is rewarded. With his last breaths, the 
  wicked man calls for vengeance against his erstwhile fellows, whose 
  bright-eyed bandit chief shot him down and left him to die. He says 
  the gang has a secret hideout nearby where they have accumulated a 
  staggering amount of loot. PCs may be skeptical of such tales, espe-
  cially if they’ve already encountered the jackass at location I. However, 
  everything this dying bandit says is true. So hopeful is he that the PCs 
  murder every last one of his former friends, he gives them an ace in 
  the hole: the location of a hidden secret exit, known only to the leader 
  who runs the gang (or so he thinks). 
  At the Referee’s discretion, the cavalry troopers from area Q may ar-
  rive during this encounter, having also been drawn to the wicked man’s 
  death-cries. 
  T. ROAD KILL
  A stagecoach is passing through, coming from Phoenix and ul-
  timately heading to Albuquerque. Rumors tell of a strongbox with 
  500,000CUR hidden on board, as well as the daughter and wife of 
  a prominent New Mexico ﬂ esh merchant. The stage is extremely 
  well-guarded, more against monsters than robbers, with four burly 
  shotgun-men who each carry four unstable Brazilian grenades. But the 
  prize may be well worth the risk. The money is one thing, but the ﬂ esh 
  merchant’s daughter and wife could be ransomed for 10 or 20 times 
  that amount. 
  The PCs could be involved in this situation in any number of ways. 
  Hearing rumors of it, they are likely to concoct their own plans. A 
  good complication is that they are not the only ones - another rival 
  group of would-be stage robbers is also out to get their hands on the 
  money and the girls. One way or the other, this stagecoach is essential-
  ly a big fat piece of Western adventure bait. 
  
  - 28 -
  Riders of the Black Sage
  U. RIDE FOR HELL
  A nightmare runs wild on the black sage. She kicks for 4-40 dam-
  age and breathes ﬁ re, hitting anyone in front of her for 5-50 damage. 
  Obviously, such a steed is the dream of every bad man who has ever 
  stormed across the black sage, and many have tried to tame her. Their 
  bones are littered across the landscape. It is up to the Referee if it’s 
  even possible to tame the nightmare. If the Referee wants to make the 
  Demon Chief of the Apaches (see V) an even more fearsome opponent, 
  assume he has already tamed the nightmare and calls it to his service 
  whenever he needs it. 
  V. DEMON CHIEF
  An Apache warband has been corrupted by a Demon Chief, a tall 
  man with jet-black skin whose war bonnet is made of the feathers of 
  Hell Birds. The tribe is currently living in this area, but they move 
  from time to time. At the demon’s instigation, the band has destroyed 
  a ranch and murdered the inhabitants (see A). If the demon who leads 
  them is slain, the remaining Apache could possibly befriend the PCs, 
  but until that happens, they exemplify the worst savage behavior ever 
  depicted in a politically incorrect Hollywood Western. Their main em-
  phasis is on stealing horses and ﬁ nding captives for sacriﬁ ce and food. 
  The Apache have plenty of riﬂ es, but they jam on a roll of natural 
  1 on AR (no one among them is skilled in gunsmithing, so these just 
  become totemistic clubs). The apache are also short of ammunition, 
  and will prefer to enter melee with war clubs if they outnumber their 
  opponents. Because it amuses him, the Demon Chief has inﬂ uenced 
  the tribe into worshipping a fat black rooster that will return the light 
  and drive away the white man at long last (this is all hocum of  the top 
  of the demon’s head). Captives are sacriﬁ ced and eaten by the tribe. 
  • Demon Chief: +5 AR/DR. 100hp. 5-50 damage/attack. Abilities: 
  Death by Fire, The Screaming, Consume in One Mouthful. 
  • Corrupted Apache: +2 AR/+1 DR. 1-20hp. 4-40 damage/attack (ri-
  ﬂ es, war clubs). 
  
  - 29 -
  The Hateful Place
  W. CASTLE IN THE CLIFFS
  An ancient pueblo is in the clif  face looking out over the Sea of Ash 
  (see X). The pueblo was constructed by some long-forgotten tribe, 
  and is now thought to be uninhabited. The ruin is the abode of one or 
  more soul stealers, or an incongruous band of crazed apes (see tHp, 
  p54), or any other monster the Referee sees ﬁ t to introduce.
   Rumor has it there is gold from the lost city of Quivira hidden away 
  in the pueblo. The default condition is that there isn’t any gold, only 
  death. However, the Referee who relishes the thought of a western 
  dungeon is encouraged to map out and populate the pueblo. 
  If the rumored underground promised land spoken of in the player’s 
  introduction is real, the access point is probably here somewhere. 
  X. SEA OF ASH
  The Sea of Ash is a desolate waste in which nothing can live for long. 
  Towering geysers of acid randomly (1 in 6 chance per 10 minute turn) 
  erupt, causing anyone nearby to roll DR or take 5-50 damage. There 
  is little to no reason for venturing here, except that the notorious Red 
  Mexican, wanted by the ﬂ esh pedlars (see Missions, p 14) is hiding 
  somewhere within. How can he survive here? 
  1. He is hiding in the pueblo (see W). 
  2. There is a hidden hot spring in a tiny stand of petriﬁ ed woods. 
  3. The Red Mexican is a demon who has lured people here on purpose 
  to watch them die. 
  4. The Red Mexican gets water from the outside from a helper at the 
  fort (see Z). 
  5. The Red Mexican was killed and eaten by hell birds (tHp p55), who 
  are still here. 
  6. There is no Red Mexican. 
  The soldiers of the fort (Z) occasionally enjoy riding out into the mid-
  dle of the Sea of Ash and leaving someone to die (usually with a broken 
  leg or legs), so soldiers or their victims could be encountered here. 
  
  - 30 -
  Riders of the Black Sage
  Y. WOLF WOMAN
  An isolated adobe hut is the home of an ancient voodoo woman who 
  lives here alone. Some say she is the friend of a pack of plague wolves 
  who will come to her aid if she is in danger. 
  The so-called Wolf Woman is here to serve as a good witch or a bad 
  witch, as the Referee desires. The default condition is that she is a 
  potential healer and dispenser of useful clues and information, prefer-
  ably couched in cryptic and ambiguous phrases. She hates the soldiers 
  (Z) and the corrupt Apache (V) and will not aid anyone who is openly 
  allied with them. 
  At the Referee’s discretion, the old woman can see through the eyes 
  of hell birds, speak to the PCs telepathically, or any other such thing. 
  • W
  olf W
  oman: +1 AR / +3DR. 30hp. 4-40 damage/attack (dagger); 
  Spells:  Storm, Give, Bleed, Heal, Protect.
  Z. GRIM FORTRESS
  The remains of a fortiﬁ ed trading post are the base of a cavalry 
  force, theoretically loyal to the distant Phoenix government. They 
  operate on a might-makes-right principal and do not feel particularly 
  answerable to the government that put them here. Their uniforms, re-
  sembling those of the U.S. Cavalry, are cut from black cotton, and the 
  so-called Blackcoats are generally hated and feared. They’re a qua-
  si-legal gang of debased mercenaries and thieves, held together under 
  the brutal rule of their leader, a Grim Trooper, who is allied with the 
  Land Agent (see E). There are some four dozen men at the fort, but 
  some are out on missions at the moment (see Q ). There are two doz-
  en good horses maintained here, and a dozen mules. 
  The Grim Trooper is willing to of er temporary shelter and may be 
  a source of mercenary work. The fort is defended with two ﬁ eld ar-
  tillery pieces that do 8d20 hp damage in a 30’ burst, but it is dif  cult 
  to target individuals with them (-4 AR vs. a lone PC). The only real 
  defense against the guns is to spread out while approaching the fort, or 
  to avoid them in the ﬁ rst place by sneaking in. The fort is also defend-
  
  - 31 -
  The Hateful Place
  ed by two gatling gun emplacements, but one is missing, having been 
  stolen by the KKK for their clubhouse (not surprisingly, there is some 
  overlap in membership between the Klan and the soldiers). 
  It may become clear to visiting PCs that there are numerous prison-
  ers kept here for the soldier’s pleasure and, when they’re bored with 
  that, food. The victims are mostly from Mexican families south of the 
  map. The troopers frequently raid this region for horses, people, and 
  whatever other resources they can scratch together. People from there 
  would like to see the Grim Trooper dead (see Missions, p10). 
  At the Referee’s discretion, the Grim Trooper is actually a demon 
  with random abilities. So far, even the troopers don’t realize it, but few 
  would care if they knew. 
  • Grim T
  rooper: +3AR / +2DR. 35hp. 4-40 damage/attack (revolver, 
  cavalry saber). 
  • Uniformed Goons: +1 AR/DR. 1-20hp. 4-40 damage/attack (car-
  bines, cavalry sabers). 
  ‡. BONUS HIDDEN ENCOUNTER
  A recently dead body is semi-obscured by the purple sage. Closer 
  examination reveals the garb of a gunﬁ ghter, though the corpse is 
  missing all weapons, armor, boots, and hat. 
  However, one interesting item is still here, overlooked by the pos-
  sibly illiterate murderer. A commission from the Provisional Govern-
  ment in Phoenix authorizes the bearer to take up duties as Sherif  in 
  Belligerence for the salary of 300CUR/month. Obviously, this fellow 
  is not going to show up for work. Almost as obviously, Belligerence 
  already has a sherif , if not an of  cially sanctioned one, and he’s well 
  thought-of. But no one lives forever. Even if the PC’s don’t put the 
  current of  ce holder underground, he could die from a million causes. 
  One of the PCs may them ﬁ nd themselves in the job, as long as they’re 
  willing to impersonate the dead man found here. 
  What could go wrong? 
  
  - 32 -
  Riders of the Black Sage
  NAME GENERATOR
  Jesse Loveless
  Jethro Mulligan
  Dynamite Larsen
  Quick Gun Cobb
  Phoebe Tollison
  Bushwacker Boyer
  Spider White
  Bullseye Clyne
  Charlie Pain
  Slate McCoy
  Grim Jim Updike
  Dorothy Helms
  Hard Case Blackwell
  Noose Roberts
  Bright Eyes Ramirez
  Zeke Saxton
  Bad Eye Patterson
  Black Jax Adams
  Wiley Myers
  Zee Newcombe
  Wolf Powers
  Butch Price
  Johnny Fairweather
  Moritmer Simms
  Nick Flannigan
  Tyrone McCain
  Ciril Bishop
  Mary Dryer
  Ezekiel Crebbs
  Ennis Scaverner
  Hiram Bigsby
  Leana Connelly
  Duf  Schuman
  Guy Ingram
  Sid McIntyre
  Eugene Matheson
  Hoss Darnell
  Olaf Svenson
  Winifred Jef ries
  Phineas Kemper
  Grover Sinclair
  Wilber Defoe
  Leonard Wheatley
  Henry Tapp
  Ebony Martinez
  Preston Kidder
  Bill Claridge
  Buster Briggs
  Roy Koester
  Fate Mattern
  Melton Bannester
  Feanto Ostenberg
  Jeptha Ladhof 
  Emily Janney
  Norton Monfort
  Perley Hostetter
  Sereno Mathox
  Ebony Martinez
  Lilburn Stevens
  Jones Hammons
  Nathaniel Gakley
  Loma Sterns
  Alphonsus Gennug
  Carlton Tripp
  Eathan Wince
  Shotgun Hannah
  Cabal Steiber
  Angus Stoelting
  Eddie Sturgis
  Danica Pyke
  Leonidas Meridith
  Ophelia Vanteburg
  Bertie Paddock
  Jack Leet
  Osborne Hoopper
  Terrence Toole
  Ward Cuming
  Bea Sullans
  Glory Malone
  Napoleon Studley
  Morris Persons
  Plummer Wilde
  Rallef e McManus
  Merrick Hober
  Zylphia Larue
  Faith Harvey
  Sampson Tilson
  Wilfred Lichte
  Alpha Scheeberger
  Earl Etery
  Glover Rosencranz
  Emit Mathewson
  Karen McKnight
  Woodson Rockel
  Rex Polen
  Bryant Crary
  Liberty Lopez
  Domingo Espiga
  Angel de la Cruz
  Javier Alvarado
  Benito Moruga
  Jose del Pozo
  Tomas Magrina
  Dante Andino
  Santiago Galan
  Ana Romero
  Nora Fraga
  Rubi Torres
  Maya Barrios
  Black Hoof
  Falling Eagle
  Hard Bear
  Honey Moon
  Son of Lightning
  Star Dancer
  Red Cloud
  Little Smoke
  Coyote Brother
  Rainbow Kiss
  Laughing Water
  
  - 33 -
  The Hateful Place
  LOCATION GENERATOR
  Schoolhouse
  Train Station
  Doctor’s Of  ce
  General Store
  Barber
  Cafe
  Telegraph Of  ce
  Boarding House
  Church
  Cemetary
  Gunsmith
  Animal Corrals
  Courthouse
  Chinese Laundry
  Lawyer’s Of  ce
  Blacksmith
  Sherif ’s Of  ce
  Jailhouse
  Feed Store
  Saddle/tack Shop
  Undertaker’s Of  ce
  Railroad Stockyard
  Smokehouse
  Freight Of  ce
  Wood Shed
  Water Tower
  Leatherworks
  Hangman’s Scaf old
  Telegraph Tower
  Well or Cistern
  Chicken Shed
  Hog Pen
  Barn
  Windmill
  Bunk House
  Open Range Land
  Field of Crops
  Pueblo Ruins
  Isolated Cantina
  Pathetic Adobe Hovels
  Iconic Rock Formations
  Mining Camp
  Upland Pine Forest
  Traveler’s Camp
  Roadside Tavern
  Stagecoach Stop
  Telegraph Line
  Old Spanish Mission
  Rolling Scrublands
  White Sandy Desert
  Ash Desert
  Black Sage
  Towering Mountain
  Lost Mine
  TOWNSFOLK GENERATOR
  1. Leopold Ambercrombie runs a feed store, but hasn’t had a sale in months. 
  2. Marsha Blaine is a prostitute with a heart (and a tooth) of gold. 
  3. Dipsy McGee is the village idiot, but occasionally dispenses the odd bit of wisdom. 
  4. Michael Fount styles himself the mayor of the town, even though he isn’t. 
  5. Sylvia Grimm writes (and sings) obvious, on-the-nose, sad cowboy ballads. 
  6. Paddy Mulrooney is a leader of a small gang called the Black Shamrocks. 
  7. Brandon Sully is out to prove he’s the fastest gun alive - by ﬁ ghting your PC. 
  8. Maximilian Bell is trying to get the local newspaper started back up. 
  9. Sidewinder Jerry wants to sell a map to a monster-free paradise of a silver mine. 
  10. Livula Pride looks down her nose at the PCs and refuses to associate with them. 
  11. Henry Donahue is raising money to feed the widows and orphans of the town. 
  12. Pastor Jones wants to convert the Apache, then kill them all before they backslide.
  13. Bill Davis is trying to invent an internal combustion engine that runs on fungus. 
  14. Sarah Proudbody is the most eligible bachelorette in town, and she’s rich. 
  15. Sour Mash Colby can outdrink any man alive and is willing to prove it. 
  16. Victoria Simmons is both repulsed by and attracted to gunﬁ ghters. 
  17. Tommy One-Gun Tullins is banned from the saloon because of his attitude. 
  18. Gimcrack Iddings has a variety of roughly used but useful items for sale. 
  19. Bella Mars is the prettiest lady, the hardest drinker, and the fastest gun in town. 
  20. Nicolas Corso claims to be a lost traveler from another dimension.  
  
  - 34 -
  Riders of the Black Sage
  MAGIC ITEM GENERATOR
  1. A compass that points to the nearest silver. 
  2. An Apache war club that provides +1 AR vs. white people. 
  3. A noose that instantly kills anyone lassoed with it (-2 AR to hit). 
  4. A whistle that calls (but does not tame) mavericks of the black sage. 
  5. A buf alo robe that provides +1 DR vs. bullets (and only bullets). 
  6. A pair of moccasins that double the wearer’s jumping distance. 
  7. A pair of spurs that give +1 AR during a horse chase. 
  8. A magical spyglass that gives +2 AR on attempts to notice/track, etc.
  9. A ring that gives one the ability to speak ﬂ uent Apache. 
  10. A black feather that makes the wearer invisible to moonwolves. 
  1. A gold bar that looks like gold to the ﬁ nder, but to everyone else it is 
  clearly the turd of a giant armadillo. 
  2. Six silver bullets, purportedly for use against moonwolves and other 
  monsters, that turn around in mid-air and strike their shooter. 
  3. Apache war paint that is supposed to render the wearer invisible; it is 
  actually Day-Glo orange and shows up in the Darkness as if under a 
  blacklight. 
  4. A chainmail vest that is magnetized to draw metal towards it. Anyone 
  who attacks the wearer gets +2 AR if using a metal weapon (or bul-
  let). The wearer nevertheless believes it is helpful (DR to remove). 
  5. A saddle that throws the rider of  the horse on a 1 in 6 chance every 
  10-minute turn (or at random, if the Referee isn’t keeping track). 
  6. A wallet that eats currency. 
  7. A divining rod that is supposed to lead to fresh water, but instead 
  leads to the closest monster’s lair. 
  8. A pair of boots that, when put on, begin to rise into the air, taking 
  the wearer with them. There is no way to control them. Someone will 
  have to act fast with a lasso, or the wearer ﬂ oats up into space. 
  9. A stick of dynamite that goes of  if anyone says the word “if.” This is 
  in no way apparent until it’s too late. Referee, keep an ear out! 
  10. A lasso that, when cast, entangles the caster and pulls him to the 
  ground. Caster is helpless until he/she makes DR. 
  CURSED ITEM GENERATOR
  
  - 35 -
  The Hateful Place
  
  - 36 -
  Riders of the Black Sage
  nerd glows on
  
SOURCE: textdata/thevault/Hateful Place (osr)/Hateful Place Riders of the Black Sage/Hateful Place Riders of the Black Sage.pdf