TEXT: Crow’s Kingdom
  Fear Level: 4
  One year ago a giant crow began carrying off 
  victims from the town of Alder Creek and leaving 
  broken, picked-over bodies in the town square. 
  After two months, Gareth Grackle strode into the 
  local saloon and proclaimed that the evil creature 
  was the King of Crows, and that the attacks 
  would continue until the townsfolk provided two 
  live sacrifices for the birds. Then he disappeared.
  Most folk opposed the idea, but that very night 
  the Scare Crow carried off the town sheriff and 
  the local priest. As the corpses piled up, a few 
  townsfolk took matters into their own hands, 
  hoisting two sacrifices on poles just outside town.
  Now Gareth Grackle appears each new moon 
  to proclaim the coming of the Crow. At first the 
  locals always managed to capture some unlucky 
  travelers, but traffic on the road ends in winter, 
  so a group of ruthless young men, led by Leonard 
  Bolton, proclaimed themselves the new law in 
  Alder Creek. Sacrifice is the penalty for all crimes.
  Unwelcome
  This adventure begins in late afternoon as 
  the posse travels along a little-used mining road 
  through the mountains. A town lies ahead. The 
  posse notices huge flocks of chattering black birds 
  roosting in the trees to either side of the road. 
  Soon the posse comes across a grisly sight: a body 
  lashed up on a pole beside the road. The picked-
  over corpse provokes a Guts check; failure leaves 
  the victim nauseated (–1 penalty to all Trait rolls) 
  for the duration of the upcoming encounter. 
  Anyone with an appropriate Knowledge skill or 
  background experience (allowing a Common 
  Knowledge check) remembers the Sioux practice 
  of lashing up trespassers’ bodies.
  The Birds
  As they enter town, the posse members should 
  make a Notice check. With a success, they spot 
  more makeshift wooden Ts, each with a body, 
  erected in the town square. On a raise, a cowpoke 
  notices two empty wooden poles amidst the 
  bodies. Posse members don’t have long to 
  contemplate the scene.
  Suddenly a child’s wail splits the silence. In 
  the fading light, a man emerges onto the porch 
  of a building in the town square, dragging a 
  little girl behind him. With a shove, he sends 
  her reeling into the street before going back 
  inside. Wicked cackles and shrieks fill the air 
  as a cloud of black birds rises from the trees and 
  flocks to attack the child.
  Deal action cards. The posse enters town from 
  the south. A few individual birds peck at the 
  helplessly flailing child, but the real threat comes 
  from three murders (flocks) of crows approaching 
  the little girl. One takes shape halfway between 
  the posse and the little girl at the beginning of 
  the fight, as the birds lift off from nearby roofs. 
  Two more form in the subsequent rounds. The 
  second flock approaches from the north. The 
  third murder appears at the east side of town, 
  moving between the buildings and attempting 
  to overwhelm the little girl. If questioned, she 
  answers only with plaintive demands for her 
  parents.
  Murder of Crows (3): See stats below.
  Sarah Leifson: Use Townsfolk stats in 
  Deadlands: Reloaded.
  Coward’s Hospitality
  The posse can see lights in buildings, but every 
  door is shut. Once the heroes defeat two swarms, 
  however, a white-haired man appears on the 
  porch of the general store, calling out and waving 
  them over. Ezekiel Gates whisks the posse inside, 
  slamming and bolting the door.
  Gates relates the story of Alder Creek. He has 
  grown increasingly sick of the sacrifices and the 
  terror and begs the posse to leave town with him 
  and the girl, Sarah Leifson. In the past the Scare 
  Crow hunted down those who tried to leave town 
  and left their bodies in the square. Gates hopes, 
  however, that the posse can provide protection. 
  Tonight marks the new moon, so Gates urgently 
  implores the posse to leave. A Notice check reveals 
  that Gates is hiding something. If pressed (using 
  Intimidation or Persuasion), Gates admits that 
  the little girl was in the sheriff ’s office because her 
  parents will go on the poles tonight. 
  Clever posses who plan to confront the 
  townsfolk can learn their names from Gates with 
  a Streetwise check (see Townsfolk Mob).
  Ezekiel Gates: Use Townsfolk stats in 
  Deadlands: Reloaded.
  Surviving the Night
  A small mob of masked townspeople eventually 
  gathers in the town square. The new “sheriff ” and 
  his henchmen bring out Jo Ann and Gary Leifson. 
  If undisturbed, the mob uses ropes to hoist the 
  two struggling victims up onto the crossbars. 
  Gareth Grackle appears at the edge of town just 
  as the mob finishes up. 
  If the posse chooses to face down the townsfolk 
  before their ritual, Grackle shows up just as the 
  initial conflict winds down, before the mob can 
  disperse. Grackle begins any battle by ordering 
  remaining members of the mob to attack, and 
  reanimating the corpses of the previous victims 
  to slow down the posse. Next, Grackle summons 
  two murders of his feathered minions. Then he 
  uses his black magic, picking off posse members 
  with bolts and using obscure to create confusion. 
  Destroying Grackle’s body reveals his true form—
  the Scare Crow.
  Leonard Bolton: Wild Card. See stats below.
  Mob (2 per hero): See Townsfolk Mob below..
  Gareth Grackle: Wild Card. See stats below.
  Aftermath
  Without the Scare Crow’s influence, the birds 
  in the area cease their vicious attacks, and the Fear 
  Level begins to drop. Many of the local residents, 
  ashamed and fearful of their own and 
  their neighbors’ behavior, leave 
  town in the ensuing weeks, 
  but a few stay on to rebuild the 
  community. Alder Creek 
  needs a new lawman, if 
  the posse wants to 
  stick around.
  Scare crow
  A Savage Worlds One Sheet™ By Jeffrey Womack  
  for use with Deadlands: Reloaded™ or as a Western diversion
  The posse faces a murder of crows and murders of townsfolk. Do they have the mettle to carrion? 
  Use the Deadlands characters on our Savage website at www.peginc.com or make your own.
  Savage Worlds, Deadlands, Deadlands: Reloaded, One Sheets, Pinnacle Entertainment Group, Great White 
  Games,  and all related marks and logos are Copyright Great White Games. ©2009. All rights reserved.
  WWW.PEGINC.COM
  
  Murder of Crows
  These flocks of vicious crows have cruel, curved 
  beaks—perfect for plucking out eyeballs. Each 
  murder fills a Medium Burst Template.
  Attributes: Agility d10, Smarts d4 (A), Spirit 
  d12, Strength d8, Vigor d10
  Skills: Notice d6, Guts d4
  Pace: 0; Parry: 4; Toughness: 7
  Special Abilities:
  • Eyeball Pluckers: A character rolling on the 
  Injury Table as a result of wounds inflicted by 
  a murder of crows automatically suffers damage 
  to his or her face. Use the “Head” entry, re-
  rolling “Brain Damage” results.
  • Flight: Pace 10.
  • Peck and Scratch: Numerous crows scratch 
  and peck at their victims, automatically causing 
  2d4 damage—to the least armored location—
  to everyone in the template each round. 
  • Swarm: Parry +2; Because the murder is 
  composed of scores of small birds, cutting 
  and piercing weapons do little real damage 
  to the group as a whole. Area-effect weapons 
  work normally, as do blunt weapons, which a 
  character can use to sweep through the cloud 
  of birds, knocking down many animals at 
  once. Characters can also use hands and feet 
  to inflict Strength damage each round.
  Leonard Bolton
  The self-styled sheriff of Alder Creek does 
  not work for Grackle—he simply saw an 
  opportunity and took it—but his reign of terror 
  certainly serves the Reckoners’ needs. Bolton 
  fancies himself a gunman and accepts if someone 
  calls him out.
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d8, Vigor d6
  Skills: Fighting d8, Guts d8, Notice d8, Shooting 
  d8, Intimidation d6
  Charisma: –4; Grit: 1; Pace: 6; Parry: 6; 
  Toughness: 5
  Hindrances: Bloodthirsty
  Edges: Reputation (local–see below), Quick 
  Draw
  Gear: Knife (Str+d4), single-action Colt Army 
  .44 (12/24/48, 2d6+1, RoF 1, 6 shots, AP 1)
  Special Abilities:
  • Bloodthirsty Reputation: Everyone in town 
  knows Leonard enjoys killing folks; he makes 
  Intimidation checks against townspeople with 
  a +4 bonus.
  • Henchmen: Leonard Bolton has christened 
  two “deputies.” Jethro and Gus both use 
  Townsfolk stats, but Jethro carries a double-
  barrel shotgun (12/24/48, 1–3d6, RoF 
  1–2, Shots 2, +2 Shooting), and Gus has 
  a Winchester ’73 (24/48/96, 2d8, RoF 1, 
  Shots 15; AP 2). If Leonard Bolton 
  is killed or Incapacitated, his 
  henchmen immediately surrender 
  or run away.
  Townsfolk Mob 
  If necessary, use the Townsfolk stats 
  in Deadlands: Reloaded. Most folks 
  hate the sacrifices, so the mob only 
  fights if ordered to do so by Bolton or 
  Grackle. A successful Intimidation or 
  Persuasion roll, opposed by Bolton’s 
  or Grackle’s Intimidation, disperses 
  the mob. With a raise on Persuasion, 
  a few townsfolk actually switch sides. 
  In a fight, members of the mob 
  beaten in a Test of Wills flee the scene. 
  Calling someone out by name (see Coward’s 
  Hospitality) grants a +2 bonus to Intimidation 
  and Taunt rolls. All of the townsfolk wear 
  sackcloth masks; removing the mask (Called Shot 
  to the head or Agility trick) causes that person to 
  immediately flee the scene.
  Gareth Grackle
  Gareth Grackle is the human guise 
  adopted by the Scare Crow. Without the 
  body, the diabolical creature could only scare the 
  people in town, but taking on a human form has 
  allowed the Scare Crow to go further and corrupt 
  the entire community.
  Attributes: Agility d6, Smarts d8, Spirit d10, 
  Strength d4, Vigor d6
  Skills: Guts d6, Intimidation d10, Knowledge 
  (Arcana) d6, Notice d6, Spellcasting d10, Taunt 
  d6
  Charisma: +2; Grit: 2; Pace: 6; Parry: 2; 
  Toughness: 5
  Hindrances: Minor Phobia (Cats), Vengeful 
  (Major)
  Edges: Arcane Background (Black Magic), 
  Charismatic (Snappy dresser)
  Special Abilities:
  • Black Magic: Gareth Grackle has bolt (blasts 
  of black energy in the shapes of crows), obscure 
  (swirling flock of crows fills the area, obscuring 
  all vision), and beast friend (once per encounter, 
  summons two murders of crows, which act 
  independently), and as many Power Points as 
  he needs.
  • Pole Dance: Grackle animates the corpses 
  hanging on poles around town as a special 
  version of entangle. Instead of using a template 
  or target, the power affects one person adjacent 
  to each of the corpses in the town square; each 
  corpse attempts to grab one victim.
  • Skin Molt: When Gareth Grackle takes his 
  second wound, the skin along his back bursts 
  open and the Scare Crow emerges.
  Scare Crow
  The Scare Crow is the monstrous form 
  of a particularly powerful manitou. The fiend’s 
  vengeful nature is its weakness; it will risk 
  permanent destruction and fight to the death 
  rather than fleeing enemies. 
  Attributes: Agility d10, Smarts d8, Spirit d10, 
  Strength d12+2, Vigor d10
  Skills: Fighting d12, Guts d8, Intimidation d10, 
  Notice d6, Stealth d12, Taunt d6
  Pace: 4; Parry: 8; Toughness: 7
  Special Abilities:
  • Beak/Claws: Str+d6.
  • Carry Off: If the Scare Crow makes a successful 
  Grapple attack, on the next round it can lift the 
  poor sod into the air, moving vertically at half 
  the Crow’s normal Climb rate. The bird lifts 
  the struggling victim to a deadly height before 
  dropping him. If a sod breaks the grapple while 
  in the air, he falls back to the ground, taking 
  normal falling damage. A cowpoke can try to 
  break free of the grapple without letting go of 
  the bird’s legs by taking a –2 penalty on the 
  check.
  • Fear –2: Anyone who sees the Scare Crow 
  bursting out of the corpse of Gareth Grackle 
  must make a Guts check at –2.
  • Flight: Pace 12.
  • Hard to See: The Scare Crow’s black feathers 
  blend into the darkness. When the Crow 
  begins the round in the air, victims must make 
  a Notice roll, opposed by the Scare Crow’s 
  Stealth, or it gets the Drop on them. Ranged 
  attacks on the Scare Crow suffer a –2 penalty.
  • Supernaturally Tough: The Scare Crow 
  ignores two points’ worth of wound penalties.
  • Coup: A Harrowed who eats the Scare Crow’s 
  essence can summon a murder of crows once 
  per day, as an action.
  What Are You Waiting For?
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  and a few heroes, you can get a flavor 
  for Deadlands. We think you’ll get a taste 
  for it! And keep checking back for more 
  One Sheets for our Savage Worlds settings.
  Find More Deadlands Adventure at www.peginc.com
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Deadlands Reloaded/Deadlands Reloaded - One Sheet - Scare Crow.pdf