I've been working on the next leg of the campaign for our Victorious & Belle Epoque campaign. I had a ton of campaign notes from our Gunslinger rpg campaign. So I've been busy converting these over. Here what I've got so far.
In Gunsligner by Night Owl Workshop, the atmosphere is gritty and the loot is often practical. While gold is great, finding a unique bit of frontier history or a useful survival tool adds more flavor to your campaign. These tables could also work for Troll Lord's Victorious rpg.
Here is a 1d100 Random Treasure Table tailored for the Wild West setting of Gunfighter.
The Gunfighter’s Loot Table (1d100)
| Roll | Treasure Item | Description/Value |
| 01-05 | Loose Change | A handful of dented copper and silver coins ($2–$5). |
| 06-10 | Tobacco Pouch | High-quality leaf and a pack of rolling papers. |
| 11-15 | Bottle of "Red-Eye" | Cheap, harsh whiskey. Tastes like kerosene. |
| 16-20 | Heavy Brass Knuckles | Adds +1 damage to brawling attacks. |
| 21-25 | Silver Pocket Watch | Keeps decent time; slightly tarnished ($15). |
| 26-30 | Engraved Harmonica | Plays a haunting, lonely tune. |
| 31-35 | Box of 20 Cartridges | Standard caliber for the finder's primary sidearm. |
| 36-40 | Snake-Oil Liniment | Claims to cure "ailments of the blood." Actually just peppermint and alcohol. |
| 41-45 | Decks of "Marked" Cards | Gives a bonus to Cheating checks if undetected. |
| 46-50 | Small Gold Nugget | Raw ore found in a creek bed ($25). |
| 51-55 | Wanted Poster | Features a local bandit with a $100 dead-or-alive bounty. |
| 56-60 | Tin Star (Battered) | A former lawman's badge. Might get you respect—or a bullet. |
| 61-65 | Quality Leather Holster | Hand-tooled; reduces "Draw" penalties. |
| 66-70 | Bottle of Fine Bourbon | Top-shelf stuff from Kentucky ($20). |
| 71-75 | Box of "Lucifers" | 50 high-quality friction matches in a dry tin. |
| 76-80 | Cavalry Saber | Rusted but still sharp. A relic of the Civil War. |
| 81-85 | Beaded Medicine Bag | Native American craftsmanship; contains dried herbs. |
| 86-90 | Stolen Bank Ledger | Contains evidence of a local land-grab scheme. |
| 91-95 | Pair of Silver Spurs | They jingle with a distinctive, intimidating tone ($40). |
| 96-98 | Bowie Knife | A massive, well-balanced blade (+1 to melee hits). |
| 99 | Engraved Peacemaker | Pearl grips and scrollwork. A true showpiece ($150). |
| 00 | Hidden Strongbox | Contains $200 in gold certificates and a deed to a mine. |
How to use this table:
Low Stakes: For a common bandit or a dusty campsite, roll once.
The Big Score: For a train heist or a gang leader’s hideout, roll 3 times and take the highest values.
Flavor Text: If you roll the Tobacco Pouch (06-10), consider describing the brand (e.g., "Bull Durham") to ground the players in the era.
Note on Value: Prices in Gunfighter are meant to reflect the late 19th century. A few dollars was a lot of money back then!
In Gunslinger (the "weird west" system by Night Owl Workshop), the "weird" comes from Strange Science and Ancient Ruins. Occult items in this setting usually feel like a mix of frontier folklore, cursed relics, and terrifying "Elder Thing" artifacts.
Here is a 1d100 Occult Curiosity Table with mechanical stats compatible with the system’s OSR-style engine.
Weird West Occult Curiosities (1d100)
| Roll | Item Name | Mechanical Effect / Stats |
| 01-05 | Dried Hangman’s Rope | A 3-inch scrap of hemp. Once per day, reroll a failed Save vs. Death. |
| 06-10 | The Gambler’s Third Eye | A preserved glass eye. Grants +2 to Initiative while kept in a pocket. |
| 11-15 | Hex-Eater Salve | Smells of sulfur. Removes one minor curse or "hex" effect if applied to skin. |
| 16-20 | Whittled Bone Dice | Carved from a killer’s ribs. You may "Cheat" at gambling without a skill check, but a roll of 1 on the game die causes 1d4 damage to the user. |
| 21-25 | Spirit-Salt Cartridges | Box of 6. Does normal damage to living targets, but double damage to ghosts/incorporeal critters. |
| 26-30 | Battered Copper Compass | The needle doesn't point North; it points toward the nearest Strange Science energy source. |
| 31-35 | Soiled Voodoo Doll | Pin included. Target must make a Save vs. Spells or suffer -2 to all rolls for 1 turn. The doll then disintegrates. |
| 36-40 | Dowsing Rod of Cold Iron | Grants +3 to find water or hidden metal/ore in the desert. |
| 41-45 | Jar of Pickled "Fairies" | Small, leathery winged humanoids. Eating one grants Infravision for 1 hour but causes permanent loss of 1 HP. |
| 46-50 | Smoking Mirror (Obsidian) | Look into it to cast Locate Object, but the user is blinded for 1d4 turns afterward. |
| 51-55 | Bravado Brand Bourbon | One swig grants Immunity to Fear for 10 minutes. The bottle has 1d6 swigs. |
| 56-60 | Petrified Cactus heart | If buried in soil, it summons a Sandstorm (as per the weather effect) for 1 hour. |
| 61-65 | Silver-Tongue Bit | For a horse. The mount gains +2 Move and can never be spooked by gunfire or monsters. |
| 66-70 | The Ledger of Sins | A small notebook. Reading a name inside gives the user a +1 bonus to hit that specific person. |
| 71-75 | Rattlesnake Oil (True) | Applying to a gun barrel prevents it from ever jamming or misfiring for 24 hours. |
| 76-80 | Tattered Outlaw’s Duster | Grants AC 6 [13] (if not already better). Bullets seem to "pass through" the holes that were already there. |
| 81-85 | Talking Board (Planchette) | Allows the user to ask one question of a nearby corpse. Save vs. Madness (Wisdom check) or lose 1 point of Charisma. |
| 86-90 | Coyote Spirit Mask | Wearer can move silently as a Thief of equal level for 1 turn. |
| 91-95 | Elder Sign Bullet | A single lead slug etched with a star. Automatically hits and deals 3d6 damage to any "Comprehension-Defying Horror." |
| 96-98 | The Dead Man’s Hand | Five mummified fingers. Each can be snapped to cast Hold Person once. |
| 99 | Chronos Pocket Watch | Once per day, the user may "rewind" their last combat round and redo their actions. |
| 00 | The Black Book of Azathoth | Contains 1d4 Strange Science schematics, but reading it reduces Intelligence by 1 permanently. |
Implementation Tips
The Cost of the Occult: In Night Owl Workshop games, magic is rarely "free." If a player uses an item like the Smoking Mirror, emphasize the creeping dread or the physical toll it takes.
Strange Science vs. Occult: While Strange Science (gadgets) usually requires an Engineer or high Intelligence to use, these Occult items can typically be used by any class (Brave, Gunslinger, etc.) but often carry a "jinx" or risk.
In the Gunfighter RPG, firearms are the lifeblood of the frontier. A unique firearm isn't just a tool; it's a storied relic with a personality, often featuring experimental "Strange Science" or a bloody history that grants it mechanical advantages (and occasionally, heavy drawbacks).
Here is a 1d100 Unique Firearms Table with stats and special properties.
Unique Frontier Firearms (1d100)
| Roll | Weapon Name | Base Model | Special Stats / Properties |
| 01-05 | The "Widow-Maker" | Heavy Pistol | +1 Damage. Deals double damage to targets who are already wounded. |
| 06-10 | Iron Horse Carbine | Lever-Action | +2 to Hit when firing from a moving vehicle or galloping horse. |
| 11-15 | Dead Man’s Derringer | Derringer | Concealable. Can be fired while "Surrendering" without losing Initiative. |
| 16-20 | The Lead-Storm | Revolving Shotgun | ROF 3. Can "Fan the Hammer" despite being a shotgun. Massive recoil: -2 to hit on 3rd shot. |
| 21-25 | Blue-Steel Sniper | Long-Range Rifle | Extreme Range. Ignore "Long Range" penalties for the first shot of an encounter. |
| 26-30 | The "Hush-Puppy" | Pocket Pistol | Silent. Misfires on a roll of 1-3. When it works, it makes no more noise than a finger snap. |
| 31-35 | Cavalryman’s Pride | Single-Action | Quick-Draw. Grants +2 to Initiative rolls when this is your primary weapon. |
| 36-40 | The Grave-Digger | Sawed-Off | Spread. Hits all targets in a 10ft cone for 1d10 damage, but has 0 range beyond that. |
| 41-45 | Experimental "Tesla" | Carbine | Strange Science. Deals 1d12 electric damage. Ignores metal armor, but explodes on a Misfire. |
| 46-50 | The Gambler’s Spite | 4-Barrel Pistol | ROF 4. Can fire all four barrels at once as a single attack (+4 damage, must reload immediately). |
| 51-55 | Bounty Hunter’s Grip | Heavy Pistol | Stunning. On a Critical Hit, the target must Save vs. Paralysis or be stunned for 1 round. |
| 56-60 | The Buffalo-Slayer | .50 Breechloader | D16 Damage. Can punch through thin cover (wood/adobe) without losing damage. |
| 61-65 | Vengeance | Heavy Pistol | Cursed. Every time you kill a man, the gun gains +1 to hit (max +3). Resets if you miss. |
| 66-70 | The "Tombstone" Special | Double-Barrel | Intimidating. Successfully drawing this weapon forces enemies to check Morale immediately. |
| 71-75 | LeMat "Grapeshot" | Revolver | Dual-Action. Features a secondary shotgun barrel. Switching barrels is a Free Action once per round. |
| 76-80 | The "Ghost-Gun" | Single-Action | Silver-Plated. Can harm spirits and ethereal monsters. Deals -1 damage to the living. |
| 81-85 | The Preacher’s Word | Rifle-Musket | Reliable. This weapon never misfires, even in rain or mud. |
| 86-90 | The Drifter’s Luck | Lever-Action | Fate-Locked. On a natural 20, the bullet "curves" to hit a second target for half damage. |
| 91-95 | Brass Dragon | Blunderbuss | Incendiary. Deals 1d8 fire damage in addition to lead. Targets may catch fire. |
| 96-98 | Volcanic Prototype | Lever-Pistol | High Capacity. Holds 12 rounds. If it misfires, it is jammed for the rest of the combat. |
| 99 | The "Golden Spike" | Engraved Carbine | Legendary. +2 to hit/damage. Once per day, a "perfect shot" automatically deals maximum damage. |
| 00 | The Harbinger | Gatling-Pistol | Strange Science. ROF 5. Uses a clockwork crank. Requires a Strength of 15+ to fire without a tripod. |
Understanding the Stats
ROF (Rate of Fire): Number of shots you can take per action.
Misfire: In Gunfighter, unique/prototype weapons often have higher misfire risks. If a roll is a natural 1, the weapon is jammed or (if specified) damaged.
Strange Science: These items represent the "Weird" in the West—steam-powered, electrical, or occult-hybrid tech.
GM Tip: If a player finds one of the "90+" rolls, consider giving the gun a name and a "Sin" (e.g., this gun was used to kill a famous Lawman, and now Lawmen react poorly to the user).
In the gritty world of Night Owl Workshop's Gunslinger, a unique firearm is only as good as the legend behind the trigger. These NPCs are designed to fit the game's "Weird West" vibe—mixing historical grit with Strange Science and frontier occultism.
Here are five Legendary NPCs and the unique firearms they carry.
1. "Silent" Silas Vane
Background: A former Pinkerton who "died" in a shootout but returned with a pale complexion and a vow of silence. He tracks those who have escaped justice, moving with a supernatural quietness.
Weapon: The Hush-Puppy (Pocket Pistol)
The Legend: It is said the gun only makes noise when it takes the soul of a man who truly deserves to die.
Combat Style: Silas never initiates a fair fight. He uses the Coyote Spirit Mask to get close and fires the silent pistol point-blank into the target's ear.
2. Sister Martha the Penitent
Background: A traveling preacher who carries a heavy iron-bound Bible and an even heavier rifle. She believes "Strange Science" is a tool of the devil and seeks to destroy it.
Weapon: The Preacher’s Word (Rifle-Musket)
The Legend: The rifle was supposedly blessed by a saint; it has never jammed, even after being submerged in the Rio Grande for three days.
Combat Style: She keeps her distance, reciting scripture. She is Reliable, never suffering from Misfires, making her a terrifyingly consistent threat at long range.
3. "Mad" Malachi Pendergast
Background: A disgraced professor from Miskatonic University who fled West with a crate of stolen blueprints. He is more machine than man now, with copper wires stitched into his jaw.
Weapon: The Harbinger (Gatling-Pistol)
The Legend: A clockwork nightmare that hums with a low electrical buzz. Malachi claims it "calculates the trajectory of destiny."
Combat Style: Malachi uses his high Strength (augmented by steam-pistons) to fire the Harbinger one-handed. He relies on ROF 5 to suppress entire posses at once.
4. Black-Eyed Bart
Background: A gambler who once lost his soul in a game of poker to a skin-walker. He won his life back, but his eyes remained solid black, and his luck became "unnatural."
Weapon: The Gambler’s Spite (4-Barrel Pistol)
The Legend: Bart never carries more than four bullets. He says if he can't finish a job in one volley, the universe didn't want the man dead.
Combat Style: He baits enemies into close range, then fires all four barrels at once for a massive +4 damage burst. He often pairs this with his Whittled Bone Dice to ensure he gets the first move.
5. Colonel "Iron" Jackson
Background: A Confederate holdout who refuses to admit the war is over. He commands a "Ghost Cavalry" of men who wear tattered grey uniforms and ride horses that never seem to tire.
Weapon: Cavalryman’s Pride (Single-Action)
The Legend: The gun's grip is wrapped in the leather of his old saddle. It is so fast that witnesses often claim the Colonel shot twice before his hand even touched the holster.
Combat Style: Jackson always wins Initiative (+2 bonus). He focuses on "Fanning the Hammer" to overwhelm opponents before they can even draw their iron.
How to use these NPCs:
The Rival: Have one of these NPCs be pursuing the same Strange Science artifact as the players.
The Patron: Sister Martha might hire the party to clear out a nest of "Clockwork Horrors," offering a Box of Spirit-Salt Cartridges as payment.
The Loot: If the players manage to defeat one of these legends, they claim the weapon—but they also claim the Reputation (and the enemies) that come with it.
In the world of Gunfighter, rumors are more than just idle gossip—they are the breadcrumbs that lead to certain death or legendary wealth. These rumors are designed to be overheard in dusty saloons, read in crumpled newspapers, or whispered by terrified survivors.
1d20 Frontier Rumors & Hooks
Roll The Rumor Possible Truth 1 "A pale man was seen at the crossroads, and now the town's dogs won't stop howling." Silas Vane is in town, and someone on the "Wanted" list is about to die. 2 "There’s a stagecoach stuck in the mud out near Deadman's Wash, but no one is inside." It’s a trap set by bandits, or a Strange Science experiment gone wrong. 3 "Sister Martha is looking for 'god-fearing' guns to help her burn a nest of metal spiders." A mission to destroy a Harbinger prototype or clockwork workshop. 4 "A gambler in El Paso won a deed to a gold mine with a pair of dice made of human bone." Black-Eyed Bart is cleaning out the local high-rollers. 5 "The ghost of a Confederate regiment was seen riding through the thunderstorm last night." Colonel Jackson and his "Ghost Cavalry" are mobilizing for a raid. 6 "A local doctor is selling a liniment that actually works... but the patients start acting 'strange'." The oil contains Strange Science chemicals that cause a "Save vs. Madness." 7 "Someone found a crate of 'Spirit-Salt' ammo in the ruins of the Old Mission." A valuable loot cache guarded by incorporeal spirits. 8 "A 'Clockwork Man' was seen wandering the desert, leaking blue sparks and screaming." One of Malachi Pendergast’s failed experiments is loose. 9 "The 'Widow-Maker' pistol has resurfaced; the last three owners all died of 'accidents'." A chance to find a Unique Firearm with a heavy curse attached. 10 "There’s a poker game in the back of the Gilded Lily where the buy-in is a year of your life." An occult ritual disguised as a high-stakes game. 11 "A massive 'Brass Dragon' was seen in the mountains, breathing fire into the sky." Someone is testing a Strange Science Blunderbuss or a primitive flamethrower. 12 "The hanging tree outside of town has started growing leaves... and they're the color of blood." An Occult Curiosity (Hangman's Rope) can be harvested here. 13 "The Pinkertons are offering $500 for the head of a man with wires in his jaw." A direct bounty hunt for Malachi Pendergast. 14 "A traveling merchant is selling a compass that doesn't point North, but 'Somewhere Else'." A lead on a Copper Compass and an Elder Thing ruin. 15 "A local rancher’s cattle were all slaughtered, but not a drop of blood was found on the ground." Predators from the Occult Curiosities table (like a Chupacabra) are hunting. 16 "The 'Golden Spike' wasn't just a railroad item; it was melted down into a carbine." Rumors of the Legendary Weapon hidden in a high-security bank vault. 17 "A blind man in the jailhouse claims he saw the future in an obsidian mirror." The man used the Smoking Mirror and paid the price. 18 "Every night at midnight, the telegraph in the abandoned station starts clicking by itself." A spirit is trying to communicate coordinates to a Hidden Strongbox. 19 "They say if you drink 'Bravado Bourbon,' you can walk through a hail of bullets." A lead on where to find the Occult liquor supply. 20 "A storm is coming from the west, and the clouds look like the faces of the dead." A Petrified Cactus Heart has been activated nearby. How to use these Rumors:
The "Save vs. Truth": Not every rumor is 100% accurate. Roll a secret Wisdom check for the players—if they fail, give them the rumor but leave out the "Possible Truth" or add a dangerous lie.
The Price of Info: Some rumors (like #13 or #16) might cost a few drinks at the bar or a successful Charisma (Persuasion) check to extract from a tight-lipped NPC.
To keep the momentum of your Gunfighter campaign going, here is a 1d100 Adventure Hooks Table. These range from classic Western tropes to the "Weird" and "Strange Science" themes characteristic of Night Owl Workshop’s setting.
The Gunfighter’s Adventure Table (1d100)
| Roll | Hook Category | The Adventure Hook |
| 01-05 | The Heist | A disgraced banker hires the party to "rob" his own bank to hide a massive embezzlement scandal. |
| 06-10 | The Siege | A town of pacifists is being extorted by a gang with a Strange Science Gatling gun; they need protectors. |
| 11-15 | The Relic | A dying prospector hands the party a map to a "Canyon of Gold" that actually leads to an Aztec Elder Thing tomb. |
| 16-20 | The Duel | A famous gunslinger challenges a party member to a duel at high noon, but his gun is The Widow-Maker, and it’s hungry. |
| 21-25 | The Escort | Protect a "Clockwork Man" being transported via stagecoach to a research facility in San Francisco. |
| 26-30 | The Bounty | A $500 bounty is placed on a bandit who is supposedly already buried in the local cemetery. |
| 31-35 | The Ghost Town | The party wakes up in a town that wasn't on the map. Every resident is friendly, but no one has a heartbeat. |
| 36-40 | The Manhunt | Silas Vane is hunting the party's employer. Do they protect him or help the "Pale Man"? |
| 41-45 | The Strange Rain | It starts raining oil instead of water. Local livestock are mutating into metallic monstrosities. |
| 46-50 | The Jailbreak | Break a "Mad Scientist" out of a high-security federal prison to fix a device that’s tearing a hole in reality. |
| 51-55 | The Cattle Drive | Drive a herd of "Night-Cattle" (bioluminescent cows) across a desert plagued by invisible predators. |
| 56-60 | The Lost Mine | A mine "bleeds" mercury instead of water. The miners have turned into silver-skinned ghouls. |
| 61-65 | The Election | A local election is being rigged by a candidate using The Ledger of Sins to blackmail the entire town. |
| 66-70 | The Train Job | A prototype Union Pacific locomotive has been hijacked by Colonel Jackson’s Ghost Cavalry. |
| 71-75 | The Medicine Show | A traveling show sells "Miracle Tonic" that turns people into mindless, super-strong thralls for 24 hours. |
| 76-80 | The Blood Moon | For one night, bullets don't kill. The party must survive a gang of outlaws who can't be stopped by lead. |
| 81-85 | The Orphanage | An orphanage is secretly a front for harvesting "Mental Energy" to power a Strange Science computer. |
| 86-90 | The Duel of Wits | Black-Eyed Bart challenges the party to a game of cards where the stakes are their literal shadows. |
| 91-95 | The Sky-Fall | A metal "egg" falls from the sky. It’s hot to the touch and hums with a sound that causes nosebleeds. |
| 96-98 | The Great Fire | A city is burning, and the fire won't go out with water—it only responds to the sound of a specific Engraved Harmonica. |
| 99 | The Apocalypse | The sun doesn't rise one morning. The party must find the Petrified Cactus Heart that was stolen to restart time. |
| 00 | The Final Frontier | A portal opens in the middle of a saloon. It leads to a version of the West where the dinosaurs never went extinct. |
Integrating the Hooks
To make these hooks feel authentic to the Gunfighter system, remember the Three Pillars of the West:
Scarcity: Water, ammo, and trust are always in short supply.
Consequence: A single bullet can kill. Make the stakes of these hooks feel lethal.
The Unknown: Whether it's a steam-powered spider or a skin-walker, the "weird" should be rare enough to be terrifying.
Pro-Tip: Use the Frontier Rumors table from the previous step to "leak" these hooks to your players a session or two before you actually want them to start the adventure.
This one-page dungeon is designed for the Gunfighter RPG. It blends a classic Western "lost mine" setup with "Strange Science" and "Occult" elements.
The Mercury Mine of Malachi Pendergast
The Hook: Locals report the creek has turned silver and the fish are dying. A "Mad" scientist, Malachi Pendergast, was seen hauling crates of copper coils into the old Silver Star mine. The party is hired to stop the pollution—or steal Malachi’s blueprints.
Dungeon Features
Atmosphere: Bitter smell of ozone and sulfur. The walls are coated in a thin, slippery film of mercury.
Lighting: Dim, flickering blue light from "Tesla Bulbs" wired to the ceiling.
Hazard: Mercury Vapor. Every 3 turns, PCs must make a Save vs. Poison or suffer -1 to all rolls due to dizziness.
The Map (Schematic)
The Adit (Entrance): A heavy iron door has been bolted over the cave mouth.
The Cooling Vats: Large stone basins filled with liquid mercury.
The Coil Chamber: The heart of the "Strange Science."
The Living Quarters: A cramped, paper-strewn mess.
The Deep Shaft: A vertical drop into the "Weird."
Room Descriptions
1. The Guarded Adit
The door is electrified. Touching it deals 1d4 electrical damage.
The Guard: A Clockwork Sentry (AC 4 [15], HD 2, Dam 1d8, slams with brass fists).
Loot: A heavy brass key hangs from the sentry's neck.
2. The Cooling Vats
Four 10ft wide vats. The mercury here is agitated.
The Threat: 2 Mercury Oozes (AC 7 [12], HD 3, Dam 1d6 + corrodes metal). They look like puddles until they rise.
Loot: At the bottom of Vat #3 sits a Small Gold Nugget ($25) dropped by a former miner.
3. The Coil Chamber
A massive copper coil hums in the center, sparks jumping to the damp walls.
The Boss: Malachi Pendergast (Stats: AC 5 [14], HD 4, HP 22). He carries The Harbinger (Gatling-Pistol).
The Scene: He is trying to "recharge" his mechanical jaw using the coil. He will negotiate, offering $100 to be left alone, but will open fire if the party touches his machinery.
4. The Living Quarters
A desk covered in blueprints for a "Steam-Powered Horse."
Loot: The Black Book of Azathoth (from the Occult table) is hidden under a false floorboard.
Note: A letter from Colonel Jackson thanking Malachi for the "delivery."
5. The Deep Shaft
A 50ft drop. At the bottom, the mercury is flowing upward into a rift in reality.
The Weird: Anyone peering into the rift must Save vs. Madness or gain a permanent "Jinx" (reroll your next Natural 20).
Loot: An Elder Sign Bullet is lodged in the rock wall near the rift.
Random Encounters (1d6 every 2 turns)
Spark-Rat: A rodent glowing with blue light. Harmless but loud.
Leaking Pipe: A hiss of steam! Save vs. Breath or take 1d6 fire damage.
Distant Echoes: The sound of a Harmonica playing from the Deep Shaft.
1d3 Shambling Miners: Former workers turned into ghouls by the mercury (AC 8 [11], HD 1, Dam 1d4).
Unstable Floor: A PC must make a Dexterity check or slip into a mercury puddle.
Ozone Flare: Total darkness for 1 round as a fuse blows.
In the Gunfighter RPG (and similar OSR systems), these creatures represent the fusion of industrial horror and frontier danger. Here are the detailed stat blocks and behavior guides for the denizens of Malachi’s mine.
1. The Clockwork Sentry
These are heavy, brass-plated automatons powered by a pressurized steam core and winding gears. They don't think; they simply eliminate trespassers.
| Stat | Value |
| Armor Class | 4 [15] (Reinforced Brass) |
| Hit Dice | 2 (9 HP) |
| Attacks | 1 × Brass Fist (1d8) or Steam Vent |
| Movement | 60' (Slow but steady) |
| Saving Throw | 16 |
| Morale | 12 (Never retreats) |
Steam Vent (Recharge 5-6): Instead of punching, the sentry releases a cloud of scalding steam in a 5ft radius. Anyone caught in the cloud takes 1d6 fire damage (Save vs. Breath for half).
Vulnerability: If hit with a "Called Shot" to the winding key on its back (at -4 to hit), the sentry is stunned for 1d4 rounds.
Appearance: A faceless, barrel-chested torso on three spider-like legs, humming with the sound of a ticking clock.
2. The Mercury Ooze
These are not biological creatures, but rather "living" chemical accidents—mercury given a malevolent, hive-mind consciousness by the rift in the deep shaft.
| Stat | Value |
| Armor Class | 7 [12] (Fluid Body) |
| Hit Dice | 3 (13 HP) |
| Attacks | 1 × Pseudopod (1d6 + Corrode) |
| Movement | 30' (Can flow through cracks) |
| Saving Throw | 15 |
| Morale | 9 |
Corrosive Touch: Any metal weapon that hits the ooze must Save vs. Acid (or roll a Luck check). On a failure, the weapon takes a permanent -1 penalty to damage as the mercury eats into the iron.
Amorphous: The ooze takes half damage from piercing weapons (bullets) but full damage from blunt force (brawling/clubs) or fire.
Toxic Aura: Standing within 5ft of the ooze requires a Save vs. Poison every round to avoid being "Sickened" (-2 to all rolls) by the concentrated vapors.
Appearance: A mirror-bright, shimmering puddle that moves with unsettling speed, reflecting the terrified faces of the PCs on its surface.
3. Combat Tactics for the GM
The Sentry acts as a "Tank." It will position itself in the doorway of the Coil Chamber, using its Steam Vent to keep the party grouped up while Malachi fires from behind it.
The Oozes are "Ambushers." They hide in the Cooling Vats. Wait until a PC is halfway across the room before they rise. Have them target characters with the most metal (like the armored Brave or a Gunslinger with many pistols) to eat away at their gear.
Quick Loot: The Sentry's Core
If a PC with the Strange Science or Engineer skill spends 10 minutes dismantling a destroyed Sentry, they can recover:
The Brass Heart: Can be sold for $30 or used as a component to craft a "Tesla" weapon.
Pressure Gauge: A high-quality tool that grants +1 to repair steam-based machinery.
Malachi Pendergast is a man of science, madness, and secrets. His desk is a cluttered mess of grease-stained blueprints, half-empty vials of chemicals, and frantic journals.
When the players search his desk in Room 4, have them roll 1d20 (or roll multiple times for a more thorough search).
Malachi’s Desk Loot Table
| Roll | Item | Description / Mechanical Effect |
| 1-2 | Crumpled Schematics | Blueprints for a "Steam-Powered Leg." Worth $25 to a university or an Engineer. |
| 3-4 | Vial of Concentrated Ozone | If thrown, acts as a flashbang. Save vs. Paralysis or be blinded for 1 round. |
| 5-6 | The "Black Ledger" | A list of names. It reveals several local Lawmen are on Malachi's payroll. |
| 7-8 | Galvanic Battery | A heavy copper cell. Can be used to "overcharge" a Strange Science weapon for +1d6 damage once. |
| 9-10 | Magnetized Pocket Watch | The hands spin wildly. Grants +2 to find hidden doors or metal objects in this mine. |
| 11-12 | Jar of Preserved Eyeballs | They seem to follow you. Might be used for a Talking Board ritual later. |
| 13-14 | Bottle of "Pendergast's Tonic" | Restores 1d6 HP, but the user's skin turns slightly metallic for 24 hours (-1 CHA). |
| 15-16 | Brass Cipher Disk | Used to decode Malachi’s encrypted notes. Increases the value of his schematics to $100. |
| 17-18 | Experimental "Shock" Rounds | Box of 5. On a hit, target must Save vs. Stun or drop whatever they are holding. |
| 19 | A Key to "The Vault" | A heavy, jagged iron key labeled "Property of the Union Pacific." |
| 20 | The Black Book of Azathoth | (Hidden in a false bottom). Contains 1d4 Strange Science schematics. (See Occult Table). |
Key Discovery: The Encrypted Journal
If the players find the Brass Cipher Disk (15-16) and the Black Ledger (5-6), they can piece together Malachi's true goal:
"The mercury isn't just for the coils. It's a conductor. The rift at the bottom of the shaft isn't a hole; it's a doorway. Jackson wants what's on the other side. He wants an army that doesn't need to breathe. I just want the lightning."
Hidden Hazard: The Inkwell
If a player rolls a Natural 1 on a search check, they knock over Malachi's special "Acidic Ink."
Effect: The PC takes 1 damage and any paper maps or documents they are currently carrying are ruined.
Opening the Rift at the bottom of the Deep Shaft is a world-altering event. This isn't just a hole in the ground; it is a puncture in the thin veil between the dusty frontier and the Great Void—a realm of mathematical horror and eternal cold.
If a player uses the controls in the Coil Chamber to "Maximize Output" or physically pries at the rift with an occult tool, the following occurs:
Phase 1: The Shimmering Silence
The hum of the Tesla coils suddenly cuts out. All sound in the mine vanishes for five seconds. A PC's vision shifts into a "Negative" color palette (blacks become white, reds become cyan).
Mechanical Effect: Everyone must make a Save vs. Spells. Those who fail are Paralyzed by sheer existential dread for 1 round.
Phase 2: The Mercury Inversion
The liquid mercury in the mine begins to flow upward, defying gravity. It pours into the rift, coating the edges in a mirror-bright liquid that begins to form a geometric frame.
The Hazard: The air becomes incredibly cold. Anyone not wearing winter gear takes 1d4 cold damage per turn.
Phase 3: The Manifestation
The rift fully opens. It looks like a window into deep space, but the stars are moving too fast, and they are blinking like eyes. Something attempts to come through.
Roll 1d6 for the Rift’s "Visitor":
The Color Out of Space: A sentient hue of light pours out. It doesn't attack; it just "infects." Every PC must Save vs. Poison or have their skin permanently turn a faint, glowing violet.
Void-Vultures: 1d4 skeletal, oily-feathered birds fly out. They attack the PCs' memories (successful hits deal 1 Int damage instead of HP).
The Whispering Wind: No creature appears, but everyone hears the voices of their dead loved ones coming from the hole. The party gains +1 to all rolls for the next hour but suffers a -2 penalty to Save vs. Madness for the rest of the campaign.
A Duplicate: An exact mirror-image of one of the PCs climbs out of the hole. It has the same gear but its eyes are solid mercury. It tries to leave the mine and "replace" the original.
The Chronal Leak: Time begins to loop. The party must replay the last 3 rounds of combat, but they keep their current damage and ammo counts.
The Great Eye: An immense, lidless eye fills the rift. It stares for one second. Everyone who sees it must Save vs. Death or instantly age 1d10 years.
Closing the Rift
The rift will stay open indefinitely unless the party intervenes:
Strange Science Method: A character must succeed on an Engineer check at -4 to reverse the polarity of the Copper Coil in Room 3. This causes the coil to explode (3d6 damage to anyone in the room) but snaps the rift shut.
Occult Method: Placing the Elder Sign Bullet (found in Room 5) directly into the center of the rift. The bullet will "anchor" reality, causing the rift to shrink and vanish with a sound like a closing book.
Brute Force: Destroying the Tesla Bulbs and the control panel. This is messy; the rift "pops," dealing 2d6 force damage to everyone in the Deep Shaft.
The Aftermath
If the rift was open for more than 1 turn, the "Weird" level of the surrounding county increases permanently. Nightmares become more common, and the local wildlife begins to display Strange Science mutations.
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