Paid to Disappear
A worried rail agent hires the party to investigate disappearances and sabotage around Gravewater Spur before the next supply train arrives.
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On the edge of civilization, the town of Gravewater Spur clings to a dry rail stop, a flooded cemetery, and a reputation for bad luck. Strange lights haunt the mesas after sunset. People vanish from locked rooms. The dead do not always stay buried.
This campaign blends weird west, pulp adventure, and gothic horror: stagecoach chases, cursed relics, midnight showdowns, and something ancient stirring beneath the frontier.
The first act introduces the town, the curse, and the villain’s influence. The party investigates disappearances, survives a night assault, and traces the corruption to the old graveyard and rail tunnel beneath it.
Gravewater Spur is a hard place at the end of the rail. The saloon stays open late, the church keeps its doors barred, and the cemetery has started to flood with black water even though the sky has not seen rain in weeks.
You have come for a job, a person, a rumor, or a new start. Instead, you find a town on edge: livestock found bloodless, miners refusing the north tunnel, and mourners hearing knocking from sealed graves.
Someone in Gravewater Spur knows the truth about the graveyard flood and the missing townsfolk. The answer is buried somewhere the town would rather forget.
Act I should establish Gravewater Spur as a vulnerable frontier town and make the players feel that every local problem points to one source: the old cemetery and the sealed tunnel beneath the rail line. Use western set pieces, but keep the horror intimate. The villain should remain mostly unseen at first, communicating through signs, servants, and impossible appearances. The act ends when the party exposes the curse’s anchor and earns a direct route into the deeper mystery.
A worried rail agent hires the party to investigate disappearances and sabotage around Gravewater Spur before the next supply train arrives.
Each character receives a letter mailed from Gravewater Spur after the sender died years ago, inviting them to come before the ‘water rises.’
The opening act introduces Gravewater Spur, a frontier town under supernatural pressure. The party investigates disappearances, protects frightened townsfolk, and traces the curse to the flooded cemetery and sealed rail tunnel. The act mixes street-level western danger with gothic dread and ends with a direct confrontation against the villain’s servants and evidence of his underground lair.
Dust skates across the boardwalks, and every shutter in town seems half-closed. A bell rings once from the church, then stops. No one says it aloud, but everyone is looking toward the cemetery.
Open with rumors, tension, and a few decisive clues. The party should meet the marshal, the undertaker, and frightened locals, but keep the focus on the signs of the haunting rather than long roleplay loops.
The graves are ankle-deep in black water, and the names on the stones have been scratched over with fresh iron. Somewhere below the surface, something is moving against the current.
Run this as exploration that can spill into combat. Let the party recover clues, rescue mourners, and discover the crypt entrance. Make the water and grave markers feel threatening even before the undead appear.
The boards over the tunnel are nailed from the inside. Lantern light leaks through one crack, and beneath it you can hear paper shuffling, metal scraping, and the slow drag of a boot on stone.
This is the act’s decisive scene and should feel like a showdown. Use the encounter packet, then reveal the villain’s seal, notes, or ritual materials. The party should leave with a clear lead into the next phase of the campaign.
Milestone: At the end of the act, the party reaches level 3 after exposing the tunnel and defeating or driving off the villain’s agents.
Dr. Malrec Vale
Completed
Dr. Malrec Vale is the kind of villain who makes a town feel smaller just by speaking. He is soft-spoken, fastidious, and unsettlingly poli…
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Subscribe NowDr. Malrec Vale is an occult rail surgeon who believes the frontier can only be civilized by binding death itself into the machinery of expansion. He is using the flooded cemetery and tunnel as a conduit to harvest grief, corpses, and fear for a private rite that will make him untouchable.
Soft-spoken, immaculate, and unnervingly polite; he treats murder as engineering and speaks like a doctor delivering bad news.
Vale avoids direct confrontation until exposed. He sends undead and hired toughs first, then uses the terrain, darkness, and flooded passages to split the party. If cornered, he fights with calculated cruelty and tries to escape deeper underground rather than die in the open.
If defeated openly, Vale’s rite collapses and the flood recedes. If captured, he may bargain with terrifying knowledge about the greater horror below the town, or attempt redemption only if the party offers a chance to undo his work.
Recommended party: 3-5 characters
Confirm the table’s comfort with horror, grave imagery, body horror, and gun violence. Ask for lines and veils around torture, child endangerment, and desecration. Decide how explicit firearms are in the setting: revolvers, shotguns, or a broader pulp-western arsenal. Encourage characters with practical reasons to help the town, not only outlaw motives. Make sure everyone is comfortable with undead, corruption, and nocturnal attacks.
For level 1 parties, use fewer enemies and emphasize rescue, darkness, and environmental threat over raw damage. For level 2 parties, run encounters as written. For level 3 parties or a large group, add one skeleton or zombie to each combat and make the villain’s agents use better positioning and cover. Keep the horror atmospheric, but do not overuse save-or-suck effects early.
Start with a strong town problem, then let clues naturally point to the cemetery and tunnel. Keep scenes moving like a western: short dialogue, immediate danger, and clear stakes. Reveal horror through details—cold water, bad smells, scratches in wood, ringing bells. The villain should feel intelligent and present even when off-screen. End Act I with momentum, not resolution.
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Suggested Level: 1-2
- Narrow mortuary corridors
- Coffins that provide half cover
- Lanterns that can be knocked over to create bright or dim light
- A locked rear door and a window barred from the outside
A silver key stamped with the cemetery seal, 15 gp, and a torn map fragment showing the rail tunnel entrance.
Use this as the first shock scene. If the party is struggling, replace one skeleton with a swarm of rats as a distraction instead of another attacker.
Suggested Level: 2-3
- Waist-deep mud in low areas
- Leaning headstones that count as difficult terrain
- Black water that obscures holes and uneven ground
- Broken mausoleum stairs leading below
A funeral bracelet worth 25 gp, a potion bottle filled with holy water, and clues etched into a tomb wall.
This encounter is strongest as a rescue under pressure. Reduce to 1 zombie if the party is small; add one skeleton if they need more enemy bodies.
Suggested Level: 2-3
- Rail tracks on a narrow embankment
- Rusted ore carts that can be pushed for cover
- A sealed tunnel mouth radiating cold air
- Loose gravel along the ledge, dangerous for chasing and retreating
A cache of stolen town valuables, a black iron ring, and the key to the sealed tunnel door.
Treat this as the act’s capstone fight. If the group is cautious, have the enemies fight defensively near the tunnel; if they are strong, let the ghoul use hit-and-run tactics.
Marshal’s Tin Star
Completed
Act I, recovered from Marshal Elira Voss’s office after the mortuary incident
False
Blackwater Vial
Completed
Act I, found in the flooded cemetery crypt
False
Rail-Spark Revolver Charm
Completed
Act I, stolen from the sealed rail tunnel cache
True; attune by spending a short rest loading the charm into a favored weapon or keeping it on your person
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