TEXT: Don’t Drink 
  the Water
  
  S2P90005
  Don’t Drink the Water
  by
  John Goff
  Edited by Matthew Cutter and Piotr Korys
  Layout by Matthew Cutter
  Graphic Design by Aaron Acevedo and Simon Lucas
  Cartography by Jordan Peacock
  Interior Artwork by 
  Paul Carrick, William O’Connor, Paolo Parente,
  Jim Pavelec, Ellym Sirac, Ron Spencer
  Deadlands & Savage Worlds Created by Shane Lacy Hensley
  Deadlands, Savage Worlds, Smiling Jack, Pinnacle Entertainment Group, and all associated marks and logos  
  are Copyright © 2009, Pinnacle Entertainment Group. All rights reserved.
  
  Contents
  INTRODUCTION.............................................................................3
  SPECIAL DELIVERY...................................................................5
  I’VE GOT THE PISTOLS............................................................9
  VIVA LIBERTAD!........................................................................14
  FRIENDS & FOES........................................................................18
  
  3
  INTRODUCTION
  Howdy Marshal! It’s time for a little fun south o’ the 
  Border. We’re going to take your posse on a quick jaunt into 
  ol’ Mexico where they get to dodge the Foreign Legion, aid 
  some revolutionaries, and put a few wayward dead folks 
  back into Boot Hill where they belong! So saddle up and 
  throw on your poncho, but don’t drink the water!
  Officially speaking, this adventure is set during the 
  early part of 1880, after the fateful Battle of Lost Angels 
  but several months before the end of The Flood Plot Point 
  campaign. That said, with a few changes it’ll fit nicely into 
  just about any timeframe that suits you, Marshal.
  The Story So Far
  Santa Anna, in his bid to expand the Mexican Empire, 
  has gotten a little frisky with his army. He generally limits 
  his incursions to the Great Maze, but every so often “ren-
  egade” units cross into western Confederate states.
  These bands usually restrict themselves to simple snatch-
  and-grab raids, but every now and then they damage 
  railroads or other constructions. Unfortunately, the Con-
  federate government won’t risk its fragile relations with 
  Mexico over these relatively inconsequential attacks. The 
  South doesn’t need a new war on its hands!
  The Juaristas
  The raiders have finally riled up the wrong folks. A 
  couple of influential businessmen in Arizona have decided 
  to take matters into their own hands.
   They’ve contacted a few bands of Juaristas, one of the 
  groups opposing the French-backed Mexican government, 
  and offered some financial and material support. They hope 
  that by stirring the pot in Santa Anna’s own country, they’ll 
  force the general to keep his own troops home instead of 
  gallivanting about parts farther north.
  The businessmen have secured a wagonload of weapons 
  and ammunition to send to the Juaristas. They’ve set a 
  meeting with a band near the village of Bacoachi, about 75 
  miles south of the Confederate border.
  All they need now is a few fool…uh, brave souls to sneak 
  the weapons past the border patrols.
  LaCroix’s Special Sauce
  Tired of losing workers to Apache attacks, Baron 
  LaCroix—owner of Bayou Vermilion—was stockpiling his 
  reanimation fluid in preparation for a massive push into the 
  Indians’ mountain strongholds. With enough zombies, he 
  figured he could simply overwhelm the Apache warriors.
  A band of wayward Legionnaires discovered a barrel 
  during a raid on one of the railroad’s southernmost out-
  posts. At first, they figured the liquid was some sort of 
  alcohol and lugged the barrel back to their outpost. This 
  idea lasted until one of them took a swig and dropped dead 
  on the spot. 
  The next assumption was the green fluid was a potent 
  poison meant for the vital Apache water sources. This 
  theory was also quickly disproven when the dead soldier 
  rose up and attacked his former comrades. 
  Captain Juan Carlos Burgos de Diaz, commander of 
  the tiny garrison of Mexican soldiers in Bacoachi, just 
  happened to be visiting the outpost when the incident 
  occurred. Poorly supported and surrounded by rebel guer-
  rillas, Captain Diaz’s small force was little more than an 
  armed gang, incapable of taking any real action against the 
  Juaristas. But if he could gain possession of that very special 
  barrel…
  Realizing what the Legionnaires had captured, Diaz 
  bartered for the barrel and headed back to his own garrison. 
  At first he intended to immediately forward the barrel and 
  its contents to his superiors. Then he realized he had found 
  the answer to all his troubles.
  INTRODUCTION
  
  DON’T DRINK THE WATER
  4
  Bad Water
  Natural springs and wells are very rare in the northern 
  Sonoran desert of Mexico. Diaz figured if he poured the 
  liquid into all the water sources outside his garrison, he’d 
  sharply curtail any guerrilla activities in the region. The 
  zombies of those who drank the tainted water would make 
  short work of those who didn’t succumb to the poison.
  Diaz would be rewarded for his success by the current 
  government, and probably even get a better posting. All 
  things considered, it looked like the perfect plan. Of course, 
  there would be quite a few innocent victims of the poisoned 
  water. But then again, there are always innocent victims…
  Diaz’s Descent
  Over the past month or so, Diaz’s continuous contact 
  with the reanimation fluid has completely destroyed his 
  mind and humanity. A week or so ago, his tolerance reached 
  the point he actually began drinking it straight.
  The liquid has given him an inhuman vitality as well as 
  warping his personality. He no longer wishes to pass the 
  secret on to his masters. Instead, his twisted brain believes 
  he can use it to rule Mexico himself.
  The Setup
  The heroes begin the adventure in Tombstone. A messen-
  ger has approached each one with an offer of employment, 
  to be explained that evening in a private dining room at the 
  Crystal Palace Saloon (not the one Doc Holliday frequents, 
  by the way).
  Allow the players a little time to introduce their char-
  acters and interact. Once everyone’s gotten to know each 
  other, you’re ready to start the adventure.
  Marshal’s Notes
  There is a lot going on in this adventure, so 
  it’s very important to keep things moving. 
  The goal of this adventure is to capture 
  the feel of a Mexican-revolution western 
  film—with zombies, of course—so keep it 
  fast-paced and fun. 
  A couple of scenes in the adventure can be 
  trimmed without any real consequences. 
  If you’re running short on time, you can 
  shortcut through these encounters. These 
  scenes, along with the “shortcut” method 
  are noted at the end of the appropriate 
  section. 
  The final battle may look overwhelming—
  don’t worry, it’s not. Miniatures would 
  prove very helpful in the scene, just to 
  help the players visualize where their char-
  acters are and so forth. Most of the NPCs 
  in the fight have little interaction with 
  the posse; they’re there solely to provide a 
  spaghetti-western-battle feel to the fight. 
  We’ve included a note on how to handle 
  these characters as quickly as possible 
  while still giving the impression there is a 
  fight going on around the heroes.
  Finally, the author doesn’t speak Spanish—
  he doesn’t even pretend to. If you do, by 
  all means spice up the dialogue with the 
  Juaristas with appropriate phrases.
  
  5
  CHAPTER ONE: SPECIAL DELIVERY
  A well-dressed man with salt-and-pepper hair and a 
  handlebar moustache enters the Crystal Palace Saloon and 
  thanks the posse for answering his request. When he gets 
  around to explaining his offer of employment, read the 
  following passage.
  Good evening, gentlemen (and ladies). My name is 
  James Rogers. I represent a group of concerned individu-
  als who wish to aid our impoverished and downtrodden 
  neighbors to the south against their oppressive European 
  dictators.
  If this confuses any of the cowpokes, he clears his throat 
  and says,
  The Mexicans. We want to help them fight the French, 
  son (or ma’am).
  He then straightens his collar and continues,
  We’ve put together a wagonload of much-needed sup-
  plies for these valiant souls. However, the French Foreign 
  Legion—who would delight in confiscating our relief 
  shipment—patrols the border.
  We are searching for a group of individuals brave 
  enough to strike a blow for freedom. Brave enough to risk 
  capture by the Legion to aid their fellow man. We have 
  reason to believe you folks meet those requirements.
  There is one further stipulation—you must be pre-
  pared to leave tonight. The political situation, and the 
  nature of our “supplies,” requires we move as quickly as 
  possible.
  Negotiations
  Rogers figures the heroes aren’t going to do this out of 
  the goodness of their hearts, but he might as well give it a 
  shot. In fact, some characters might agree to it for exactly 
  that reason, but these are definitely going to be in the 
  minority!
  When they insist on some sort of payment, he quickly 
  changes to all business.
  We’re prepared to offer each of you $500 to deliver 
  the wagon and supplies. We’ll pay you $250 now as a 
  measure of good faith. However, the goods we’re sending 
  are quite valuable, so we require some evidence of your 
  own good faith in return.
  SPECIAL DELIVERY
  
  DON’T DRINK THE WATER
  6
  You are to turn the shipment over to an individual 
  named Miguel Cruz near the village of Bacoachi. He’ll 
  meet you at the ruins of an old mission. We have a map 
  to guide you there. He’ll pay you an agreed-upon sum in 
  gold and provide you with a document as proof of this 
  delivery. Return with this document and we’ll pay you 
  the rest of the money.
  Rogers leaves it at that—unless a posse member ques-
  tions further the method of delivery and payment.
  I’ll be frank. We are supporting the rebels in an effort 
  to stem Mexican raids into our own country. These are 
  beginning to become an annoyance to us.
  You’ll be delivering a fair amount of weapons; no 
  doubt you could sell these for no small sum. Let me 
  advise against this.
  Play fair by us and you’ll be $500 richer. Double-
  cross us and you will live to regret it.
  We know what the document you are to return with 
  says—we agreed on it prior to arranging the shipment. 
  Don’t try to bring us a forgery.
  If you’ve got ideas about running off with the weapons 
  or gold, we’ll find out soon enough. My associates and I 
  are not ones to trifle with. We’re willing to take on a 
  government; don’t think for an instant we’d be concerned 
  about a few hired guns.
  I believe you all to be trustworthy and true to your 
  word. We wouldn’t have selected you otherwise. If I’ve 
  insulted you, I apologize.
  Now, are we going to do business?
  If the posse tries to negotiate, allow one (and only 
  one!) Persuasion roll (–2). Every success nets the heroes an 
  additional $100—half now, half later. Even if the nego-
  tiator fails, Rogers increases the final payment by $50, just 
  because the group has some spirit. A roll of snake eyes gets 
  them nothing but on the man’s bad side!
  Final Details
  If they have no further questions, Rogers tells the 
  heroes some of his associates will have the wagon behind 
  the Crystal Palace within the hour—plenty of time for the 
  cowpokes to gather their personal gear. At this time, he also 
  gives them the map (see page 7).
  He explains he’s also taken the liberty of having rations 
  and water enough to get the group to and from their des-
  tination loaded onto the wagon. Finally, he pays each of 
  them $250—or more if the posse successfully bartered a 
  higher amount.
  The Wagon
  One hour later, true to Rogers’ word, the wagon is deliv-
  ered behind the Crystal Palace. It’s pulled by two horses and 
  the back is fully loaded, but covered by a heavy tarp.
  Two burly cowpokes wait with the wagon until the posse 
  arrives to take it off their hands. One says,
  If I were you folks, I’d get movin’ and get as close to 
  the border as I could before daylight. Then hole up and 
  sneak across tomorrow night. You probably don’t want 
  no entanglements with either side of the border.
  After his word of advice, he and his partner slip off into 
  the night.
  It’s possible none of the characters in the posse have the 
  Driving skill to handle a wagon. That’s fine—the driver 
  won’t need to roll for control unless he tries something 
  more risky than moving the wagon at a normal pace. 
  The Contents
  If the heroes check the contents (and of course they 
  will!), they find the following:
  100 Winchester ’73 rifles
  100 .44 Army revolvers
  1 Gatling gun
  5000 rounds of rifle ammunition (.44–40)
  5000 rounds of pistol ammunition (.44)
  5000 rounds of Gatling ammunition (.45)
  5 cases of dynamite (20 sticks per case)
  There are also 50 wool blankets, and the food and water 
  promised by Rogers.
  Crossin’ the Border
  The trip is nearly 100 miles each way. Since the heroes 
  are probably avoiding well-traveled roads, at least on the 
  way into Mexico, it takes them four days to reach Bacoachi. 
  The return trip only takes three days without the ponderous 
  wagon to slow them down.
  
  7
  CHAPTER ONE: SPECIAL DELIVERY
  Regardless of whether or not the posse heeds the guard’s 
  words, the 25 miles or so to the border pass uneventfully. 
  Even crossing the border proves to be nothing more than 
  driving straight through the desert—assuming the posse 
  does so in an unoccupied area, which should be quite 
  simple since they have an accurate map.
  If they insist on going through Agua Prieta or even 
  Nogales, they have all kinds of trouble with Mexican border 
  guards. Use the Mexican Soldier profile (page 20) and throw 
  in as many as you want to show the heroes the error of their 
  ways. Fast talking and even faster bribes are all that can get 
  them through one of these towns without a serious battle. 
  Even then, they have soldiers and Legionnaires hounding 
  them every step of the way!
  The Sonoran Desert
   Fear Level: 1
  The northern Mexican desert is a bleak and barren coun-
  try. Trees of any size tend to grow only along extremely rare, 
  and usually seasonal, streams. Low-lying bushes and hardy, 
  sun-browned, wild grass are the most common vegetation 
  in this dry, rocky land.
  The desert is far from a flat plain, however. The entire 
  region is part of the Sierra Madre range and nearly a mile 
  above sea level. Mountains reaching even higher altitudes 
  rise on all sides, although valleys of several miles wide 
  separate each ridgeline. The valley floor is crisscrossed by 
  arroyos and gullies carved by sudden flashfloods raging 
  down from the highlands. 
  The ragged nature of the region makes it attractive to 
  bandits, Apaches, and deserters, along with the Juarista 
  guerrillas. A sizeable band of riders led by a canny scout 
  could vanish into the Sonoran desert within a matter of 
  minutes. 
  Dodgin’ the Legion
  The first obstacle the smugglers must overcome is the 
  French Foreign Legion. A small outpost of Legionnaires 
  guards—and often raids across—the Confederate border. 
  The Legionnaires patrol about 10 miles or so back from the 
  border, just far enough to let any would-be invaders think 
  they’ve managed to avoid being spotted!
  
  DON’T DRINK THE WATER
  8
  As long as they’ve taken some precautions (outriders, 
  scouting ahead, etc.), have the hero farthest to the front 
  of the group make a Stealth roll (–4) opposed by a group 
  Notice roll for the Legionnaires (see page 19 for the Legion-
  naire profile). If the heroes are traveling at night, give the 
  cowpoke a +2 on this roll. 
  With success on the roll, the heroes may avoid the small 
  patrol without any difficulty—no more rolls are necessary. 
  If they choose to get closer to the Legionnaires for some 
  reason, each hero doing so needs to make his own Stealth 
  roll, as usual.
  If the Legionnaire patrol wins, they spot the posse before 
  it has time to hide. If they get a raise or better on their roll, 
  they have time to lay an ambush.
  If neither side gets a success, deal cards for Initiative—
  the two groups literally run into each other.
  Okay, You Caught Us…
  Should the Legionnaires catch sight of the posse, they 
  don’t attack immediately. They take the chance to question 
  the heroes and ask to inspect the wagon.
  The gun-runners can fast-talk their way out of this by 
  succeeding on a Persuasion roll (–4). Only one attempt 
  is allowed. If some silver-tongued devil succeeds, he’s 
  convinced the patrol there’s nothing to see, and the posse 
  isn’t the smugglers they’re looking for. Even on a failure the 
  soldiers are still open for negotiations, so in that case leav-
  ing safely requires a good, old bribe.
  If the heroes can’t talk their way out of it, the Legion-
  naires pull the tarp back and find the guns. The heroes have 
  two options: surrender or fight it out.
  Surrender gets them thrown in a Mexican jail. Fortu-
  nately, their stay is blissfully short. Unfortunately, it ends 
  with a firing squad. If they start leaning toward giving up, 
  point out the rather draconian legal system for which old 
  Mexico is famous.
  If they decide to fight, it’s a rough one, but it 
  beats being tied to a post and given a cigarette and 
  blindfold!
  Gunfight!
  The Legion has a reputation as one of the 
  toughest fighting units in the world. The heroes 
  are about to find out first-hand that it’s not just 
  bragging either.
  There are two Legionnaires, plus one more for 
  each posse member. Once the lead starts flying, 
  they’re not interested in taking or becoming 
  prisoners—it’s a fight to the death!
  However, there is one last option. The Legion-
  naires are on foot; a mounted posse can leave them 
  in the dust. The soldiers get two shots at running 
  heroes before distance, terrain, and small magazines 
  allow the posse to fully expose its yellow streak. 
  Leaving the fight means the Legion knows the 
  posse is in the area. Word gets back to Captain 
  Diaz as well, and his men are better prepared (see 
  Chapter 3). If the Legion patrol escapes after real-
  izing the posse is smuggling guns, they attack on 
  sight in the next encounter.
  Legionnaires (2, plus 1 per hero): See page 
  19.
  
  9
  CHAPTER TWO: I’VE GOT THE PISTOLS...
  Other than the encounter with the Legionnaires, the trip 
  is uneventful. Not only is northern Mexico a mountainous 
  desert, it’s fairly unpopulated. As long as the posse makes 
  even a token effort at avoiding contact with people, they 
  have no further encounters.
  About midway through the fourth day of travel they 
  arrive at the ruins marked on the rough map Rogers pro-
  vided.
  The Old Mission
  Time has reduced this old Spanish mission to little 
  more than a collection of adobe and brick walls surround-
  ing a large courtyard. Several gaps breach the walls, and 
  piles of wood mark the final resting place of less resilient 
  buildings. None of the remaining structures has an intact 
  roof, although a couple of them create enough shadow to 
  escape the hot Mexican sun (assuming the posse arrives in 
  the daytime, of course!).
  An old well sits in the middle of the courtyard, but its 
  crossbeam has long ago collapsed into its depths.
  Skittish or paranoid cowpokes might be expecting some 
  nasty surprise at the ruins. They’re both right and wrong. 
  At this point, have the heroes make a Notice roll (characters 
  don`t have to roll if they posted guards outside the mis-
  sion). 
  A rumbling sound announces the approach of numer-
  ous mounted men.
  The Juaristas
  The guerillas, nearly 30 in number, ride quickly into the 
  enclosure, separating as they do so to surround the wagon 
  and heroes. Each one has a carbine in his hands and looks 
  more than ready to use it. 
  After a tense moment one of the rebels, wearing a som-
  brero and crossed bandoleers, rides forward and addresses 
  the cowpoke closest to the wagon.
  My friends, this mission has been abandoned for 
  years. If you are seeking spiritual guidance, I fear you 
  may be out of luck. 
  Or maybe, you’ve come to tithe your wealth to the 
  Almighty, eh? It is a shame the priests have all gone away, 
  no?
  I tell you what—because I like you, you give your 
  wealth to me and I’ll see it’s well taken care of. 
  Of course, if you’re seeking the afterlife, my men and 
  I can help you there as well…
  At the last remark, the man leans back in his saddle and 
  laughs at his own cleverness. Several others in the group, 
  although they don’t speak English, catch on and laugh as 
  well. He looks around and motions the rest of the band to 
  join in.
  After a moment, he looks back to the heroes and says,
  I am Miguel Alejandro Ramirez de Cruz. You gringos 
  should feel honored you have been robbed by one of the 
  great heroes of the Revolution!
   Assuming the heroes explain who they are at this point, 
  Cruz quickly dismounts and moves to embrace them. His 
  jovial but threatening manner is quickly replaced by a jovial 
  and obsequious one.
  I hope you can forgive my little jest, my friends. How 
  was I to know you were allies? Come, come, we have 
  business to conduct! Then, you must have dinner with 
  my men and I, and rest from your long journey.
  At his signal, his men lower their weapons and tensions 
  ease.
  I’VE GOT THE PISTOLS...
  
  DON’T DRINK THE WATER
  10
  Draw!
  If the posse responds to Cruz’s initial remarks by going 
  for its weapons, remind the hot-heads they are outnum-
  bered four- or five-to-one, and surrounded. Fighting is a 
  bad—we repeat bad—idea here. 
  If they insist on throwing down here, before the fight 
  gets underway one of the banditos gets a look under the 
  tarp and calls out to Cruz. Realizing his error, Cruz imme-
  diately becomes very conciliatory and even apologetic.
  Miguel Cruz: Wild Card. See page 20.
  Juaristas (28): See page 19.
  Bad Water
  Cruz inventories the supplies on the wagon and is 
  pleased with the contents. He seems particularly surprised 
  to see the water. He asks,
  How is it that you knew we were in need of water, 
  amigos?
  If the posse explains it is their supply, or asks Cruz for 
  further information, he asks them to take a short ride with 
  him and his men to their camp in a nearby valley. Along the 
  way he explains,
  We Juaristas seldom stay in one place long—that 
  makes it harder for the French and their allies to catch 
  us. This is but one of many areas we use as a hideout in 
  the desert, and we chose it because it had a year-round 
  fresh water spring nearby.
  Unfortunately, the last time we returned we found the 
  water had gone bad—or been poisoned by our enemies. 
  Several of my men died shortly after drinking the spring 
  water. Since then, we’ve had only what little water we 
  could scrounge from mountain trickles and mud holes.
  Even the water in the local village well has gone bad. 
  Except for the garrison, the town was nearly deserted 
  when we last checked.
  But that is not our worst problem…
  The Valley Camp
  Fear Level: 2
  After less than a half-hour’s ride, the posse reaches the 
  small campsite, nestled in a rare copse of trees at the back of 
  a steep-walled valley. Cruz positions a couple of his men in 
  hiding places near the mouth of the valley as guards. 
  
  11
  CHAPTER TWO: I’VE GOT THE PISTOLS...
  El Diablo de Sierras
  After making sure none of his men are in earshot, he 
  leans toward the posse and says,
  Some wild animal has claimed these hills as its 
  hunting grounds. It began by digging up our dead and 
  dragging their bodies away to eat. Now it is killing my 
  men and eating…parts of them. Some of my men are 
  blaming a diablo de sierras—a mountain devil—for the 
  deaths.
  After seeing what the creature left of the bodies, I am 
  inclined to agree with them.
  If asked to describe the corpses, Cruz tells the heroes they 
  look as though a wild animal had ravaged them. Most of 
  the soft parts—eyes, abdomen, and fleshy parts of the arms 
  and legs—were gnawed away. The creature also cracked the 
  skulls and dug out the brains of its victims.
  Any hero with a scientific or wilderness background can 
  make a Common Knowledge roll (–2) to realize the last bit 
  isn’t a common feeding trait for most animals. 
  Cruz’s Offer
  After reaching the small, well-hidden camp, the Juaristas 
  corral their horses and begin to unload the wagon. By this 
  time, the heroes should be wondering about the payment 
  and letter Cruz owes them. If asked, he assures them he 
  hasn’t forgotten them. But before he answers, Cruz says, 
  Amigos, I have a serious problem. This “mountain 
  devil” has my men as nervous as old women, afraid to 
  go out in the night. We are simple farmers. If we try to 
  face the Emperor’s soldiers in broad daylight, we will be 
  slaughtered.
  You have shown yourselves to possess great valor by 
  bringing us these supplies. Yet, as long as this creature 
  plagues us, these weapons are of little use. My men, chil-
  dren that they have become, are too frightened to hunt 
  the beast themselves.
  Will you do us yet another service before we conclude 
  our business?
  If the posse asks what they can expect in return, Cruz 
  answers,
  Why, the gold for these weapons and the document 
  you require, of course! Perhaps my men are afraid of 
  the creature stalking these hills, but they can still fight. 
  Besides, without the document—which only I can 
  provide—you will risk the wrath of the rich men you 
  work for, no?
  No doubt Cruz’s blackmail angers the heroes, but he 
  does hold all the cards. Even if they outfight the Juaristas 
  and escape, they’ve still got their employers back home to 
  worry about. Cruz is the only person south of the border 
  who knows what must be written on the document, and 
  the posse can’t force it out of him.
  Hunting the Devil
  The Juaristas have few clues on the creature or creatures. 
  None of the men have seen the monster and survived to tell 
  the tale. All that remains is circumstantial evidence.
  The “devil” is actually the zombies of the four men who 
  died from the poisoned water. Because the water diluted the 
  reanimation fluid, they’ve become a less-intelligent form of 
  walkin’ dead known as feral dead. However, they’re just as 
  evil and voracious as their brighter cousins.
  
  DON’T DRINK THE WATER
  12
  The Last Attack
  Cruz has one of his men lead the heroes up the valley to 
  the site of the last attack, which occurred two nights ago.
  The sand there is stained with dried blood and a few 
  shell casings are lying on the ground as well. Any hero 
  looking for tracks finds that the area of the attack was too 
  badly disturbed by the other Juaristas when they found the 
  bodies. 
  However, should a cowpoke wander off the trail a few 
  yards and look for clues, he can make a Tracking roll. If 
  he succeeds, he finds a number of booted human tracks 
  and realizes that there were as many as four in the group. 
  A raise tells him that one of the men was wearing only one 
  boot—the other foot was in a sock.
  The prints disappear into a rocky, hilly region above the 
  site of the attack.
  The Grisly Remains
  Should the heroes ask to look at the bodies of the last 
  victims, Cruz tells them they’ve already been buried. He’s 
  not thrilled with digging up the bodies of his men, but 
  if a cowpoke gives a good explanation and succeeds on a 
  Persuasion roll, he agrees.
  The bodies them-
  selves reveal little. They 
  are exactly as Cruz 
  described them, just a 
  little more decomposed. 
  Viewing the desiccated 
  bodies 
  requires 
  the 
  heroes to make a Guts 
  check 
  versus 
  Fear/
  Nausea.
  An 
  interested 
  cowpoke who makes a 
  Healing roll (–2) notes 
  that the bite marks don’t 
  look like the teeth of a 
  mountain lion or bear. 
  In fact, they look more 
  like human teeth prints!
  The heroes may note 
  that these graves were 
  not disturbed, unlike 
  the first ones Cruz men-
  tioned.
  The “Stolen” Dead
  The heroes may wish to look at the graves the creature(s) 
  dug up first. There were four such graves and, if asked, Cruz 
  tells the heroes all the bodies belonged to men who’d been 
  poisoned by the spring water. Before the attacks, they were 
  the only ones the Juaristas had buried here.
  Any hero examining these graves should roll her Notice. 
  If she succeeds, she notices there are no signs of an animal’s 
  digging—no piles of dirt, no claw marks, etc. The graves 
  appear to have almost collapsed inward, as if something dug 
  its way out.
  If she gets a raise she finds a single boot—which, by the 
  way, matches the odd footprint at the scene of the attack.
  Finally, any hero wandering in the scrub around the 
  burial site can make a Tracking check. If she makes it, she 
  finds four sets of human tracks leading from the area into 
  the wilderness. On a raise, she notices one of the sets has 
  only one boot; the other foot looks to have been covered in 
  only a sock.
  Like before, the tracks are soon lost among the dry and 
  rocky hills.
  
  13
  CHAPTER TWO: I’VE GOT THE PISTOLS...
  The Spring
  At some point, the posse is likely to want to have a look 
  at the poisoned spring. The water pours into a small pool 
  about 10 feet across, and two feet deep at its deepest point. 
  There is nothing visibly wrong with the spring, at least at 
  first glance.
  Any hero making a Notice roll (–2) finds a two- or three-
  week-old set of wagon tracks leading to and away from the 
  spring. The wagon was pulled by two horses and the wheels 
  were in excellent condition. The tracks lead out of the valley 
  and turn to the south. Cruz tells the heroes that’s the direc-
  tion of Bacoachi—and the garrison, with the only people in 
  the area likely to have a wagon of that sort.
  Also, a cowpoke who succeeds on a Notice roll at the 
  spring finds some odd, dark green stains on the rocks near 
  where the wagon tracks end. The stains lead to the water, 
  and a few globs of green fluid are visible clinging to rocks 
  on the bottom of the spring.
  This is LaCroix’s reanimation fluid, dumped into the 
  spring weeks ago by Diaz’s men, prior to Cruz’s arrival in 
  the area. Any hombre silly enough to sample the water has 
  to succeed on a Vigor roll (–4) or suffer a level of Fatigue, 
  severe stomach cramps, and vomiting, followed by an ago-
  nizing death in 1d6 hours. Moments after dying, the poor 
  sod comes back as one of the feral dead.
  The Dead Attack
  The investigation takes the posse until nightfall. 
  Although they’re probably none too pleased with Cruz’s 
  tactics, he invites them to stay in camp with the Juaristas. 
  He reminds them that it would be much safer to stay in a 
  big group.
  In spite of their rocky beginning, Cruz honestly tries to 
  make amends. The guerrillas have a small stock of tequila, 
  which Cruz offers to share with the heroes, along with a 
  meal of beans and cornbread.
  Just about the time the heroes are scraping their plates, 
  a warning shout goes up. Into the flickering firelight lurch 
  the four victims of the poisoned water. Lacking the restraint 
  of other walkin’ dead, the smell of brains has drawn the 
  feral dead to the campsite.
  Unless the heroes stated they were being inordinately 
  cautious, everyone must succeed on a Notice roll to avoid 
  Surprise. After the Surprise roll, the posse members must 
  then make Guts checks. Don’t forget the Fear Level of 2!
  Feral Dead (4): See page 18.
  The Juaristas, including Cruz, are badly shaken by the 
  zombies’ appearance. A few run screaming into the dark, 
  but even those who stand their ground are out of the fight 
  for the first two rounds. The posse members—or at least 
  those able to act—are on their own at first. Feel free to have 
  the dead attack stunned Juaristas instead of the heroes. After 
  all, there are a good deal more of them. 
  After two rounds, the Juaristas snap out of their shock 
  and fill the zombies full of lead, cutting the battle short. 
  However, any heroes who made a good showing have gained 
  a tremendous amount of respect in the guerrillas’ eyes.
  Marshal, if you’re running short on time, you can cut 
  this encounter. Simply have the Juaristas show up with the 
  bodies of the zombies. They’ve already killed them, but 
  Cruz wants the heroes to see what is really going on in the 
  area. 
  
  DON’T DRINK THE WATER
  14
  After the battle, Cruz approaches the posse. He has a 
  small bag and a folded piece of paper. 
  My friends, you’ve earned my respect in addition to 
  these. I hope you will accept my apologies for being, how 
  shall we say, less than cooperative earlier?
  It is obvious to me that the garrison in Bacoachi is 
  responsible for these unholy deeds. From what I’ve seen, 
  those men poisoned the water with some strange liquid, 
  knowing it would cause the dead to rise again and hunt 
  their former companions. With the weapons you’ve 
  brought us, we will wipe those scum from the face of 
  the Earth. 
  I would ask for your help as well. The garrison is 
  poorly manned—probably less than 20 soldiers—but, as 
  I said before, we are only farmers. The men who did this 
  are enemies of everyone, not just the Juaristas.
  Will you join us?
  If the posse seems reluctant, Cruz adds,
  I see you are clever as well as brave, no? You know 
  about the rumors that the garrison guards a fortune in 
  gold, don’t you? Of course you do! I tell you what—if you 
  help us I’ll split the gold with you, 50-50. How is that?
  If the posse asks him how much gold, Cruz only says, as 
  he lets loose a deep belly laugh,
  Enough to make us all rich many times over, my 
  friends!
  Between a desire to help the revolutionaries overthrow 
  a foreign dictator, the chance to defeat evil schemers, and a 
  shot at solid gold goodies, there should be ample cause for 
  the heroes to agree to Cruz’s second offer.
  Scouting Bacoachi
  Cruz tells the posse the Juaristas will attack the garrison 
  the following night. The water shortage prevents them from 
  delaying the attack any longer. Even the barrel brought by 
  the posse doesn’t last long when divided among the entire 
  band of guerrillas.
  Cruz, a few of his best scouts, and any posse members 
  that wish to go along head out early the next morning to get 
  a look at the village. Cruz takes the group to a high point 
  a little over a mile away. Using an old telescope, the scouts 
  spy on the garrison and surrounding village.
  This is another scene that can be trimmed for time if 
  necessary. Cruz and his men scout the area alone and return 
  with all the information found below.
  Ghost Town
  The village itself is deserted. Less than a dozen adobe 
  buildings make up the settlement. A well sits at the north-
  ern end of the single street and a walled compound occupies 
  the southern end of town. 
   Other than one or two loose chickens, no sign of life is 
  visible. Doors and shutters swing back and forth in the light 
  breeze. A piece of cloth, maybe a poncho or small blanket, 
  tumbles along the single street in the town. Overhead, car-
  rion birds circle slowly in the rising heat.
  Any hero observing the village through the telescope 
  notices bodies along the street and half in buildings, with 
  bloodstains on and around the bodies. None of them are 
  moving.
  A small cemetery sits outside the western edge of 
  Bacoachi. Any cowpoke examining it with the telescope 
  sees several graves have been exhumed. The graves appear 
  to have been burst open, though, rather than dug up.
  VIVA LIBERTAD!
  
  15
  CHAPTER THREE: VIVA LIBERTAD!
  After poisoning the well in town, Diaz and his men 
  bottled up in the garrison and let the feral dead have run 
  of the village. Once things quieted down, they captured 
  or shot the remaining zombies. Those they captured, Diaz 
  imprisoned in cells under in the garrison’s main building.
  The Garrison
  From their vantage point, the scouts can tell the com-
  pound appears to have a main building and a smaller 
  wooden building within its walls. The main building is 
  made of adobe and occupies the back third of the com-
  pound. The wooden building rests against the east wall and 
  appears to be a stable.
  The walls are adobe, over a foot thick, and about 15 
  feet high. There appear to be guard catwalks running inside 
  them near the top. The only obvious entrance is a large set 
  of reinforced wooden gates that is always closed.
  No more than three soldiers are ever vis-
  ible on the walls of the garrison. Two remain 
  on catwalks near the gate, one on each side 
  watching both the front and sides of the 
  compound. One stands atop the main build-
  ing, guarding the rear.
  Duck, You Suckers!
  Cruz’s plan is the essence of simplicity. 
  That night, he and his men blow the main 
  gates with some of the dynamite from 
  Rogers’ shipment. Then, relying on surprise 
  and confusion, they and the posse rush into 
  the compound and shoot the place up. Some 
  of Cruz’s men remain nearby, guarding the 
  group’s mounts for a quick getaway, if neces-
  sary.
  The garrison looks sadly undermanned 
  and Cruz estimates his men—not counting 
  the heroes—outnumber the soldiers. The 
  real trick is getting the dynamite to the gates 
  without being spotted.
  The posse may have some suggestions 
  here. Magic or just a stealthy cowpoke goes a 
  long way toward making Cruz’s plan viable. 
  If the heroes can’t help, the Juaristas chance 
  it on their own.
  Once the rebels breach the gate, Cruz plans to bring the 
  wagon—with the Gatling gun mounted on a tripod in the 
  back—into the compound to bolster the Juaristas’ firepower 
  further. If one of the heroes is a particularly skilled shooter, 
  Cruz offers her the honor of manning the weapon; other-
  wise Cruz does it himself.
  Bacoachi
  Fear Level: 3
  The town is just as dead as it looked from a distance. 
  The night is moonless and shadows fill every window, every 
  doorway. A deathly quiet blankets the town, save for the 
  occasional groan of a shutter creaking in the night breeze. 
  As they enter the village, however, the heroes get a good 
  look at the unholy slaughter that occurred here. Streaks 
  of blood mar the adobe walls and half-eaten corpses lay 
  
  DON’T DRINK THE WATER
  16
  in doorways or draped over windowsills. After getting an 
  eyeful, the heroes must make a Guts roll, or suffer from 
  Fear/Nausea.
  Ka-boom!
  If the posse has a plan for getting the dynamite to the 
  gates, now is the time for them to enact it. You’ll have to play 
  this one by ear, Marshal, but possible scenarios include a 
  diversion, hexes or other magic, or simple Stealth. Whether 
  or not the guards detect them is entirely dependent on the 
  heroes’ actions—and rolls.
  There are only two guards near the gate and normally 
  they aren’t expecting any trouble; they are Inactive. If, on 
  the other hand, the Legion spotted them earlier and they 
  got away, the sentries are more alert; in this case they are 
  Active guards. Darkness also aids the heroes’ advance, 
  granting them a +2 on Stealth rolls.
  If the Juaristas attempt to place the explosives themselves, 
  two guerrillas try to creep up to the gate. At the last second, 
  the guards spot them and gun them down. In a last act of 
  defiance, the Juarista carrying the dynamite rolls it to the 
  gate just in time to blow it open.
  If either the heroes or the Juaristas are spotted trying to 
  blow the gate, things are a little tougher once they get inside. 
  Make a note of it—it will come back to haunt them. 
  Into the Breach…
  Once the gate is blown, Cruz tells everyone to move fast. 
  He has 20 men with him at this point. It takes the wagon 
  and Gatling gun five rounds to reach the compound after 
  the gate is blown.
  There are two guards on the wall near the gate (the wall 
  shielded them from the dynamite blast) and one atop the 
  main building in the back. These guards begin firing on the 
  attackers immediately.
  There are only 12 other soldiers in the garrison besides 
  the guards, and all are bedded down in the barracks (see 
  map). How quickly they react depends on whether or not 
  the guards spotted the attempt to plant the dynamite or 
  not.
  If the guards detected the attack, the men pour out of 
  the building as the Juaristas storm the compound. Other-
  wise, it takes them two rounds to ready their weapons and 
  get moving.
  Garrison Soldiers
  The soldiers’ uniforms 
  consist of a red shortcoat, 
  white shirt, and red pants 
  with a black stripe along 
  the outside of each leg. 
  Gold buttons adorn the 
  coat and the entire affair is 
  usually topped with a tall, 
  black-plumed, red hat.
  To a degree, Diaz’s 
  plan backfired. The town 
  well draws from the same 
  source as the garrison well; 
  by poisoning it, he’s inad-
  vertently doomed himself 
  and his men. However, 
  the concentration is much 
  weaker in the garrison, 
  so the fluid’s poison is 
  progressing at a greatly 
  retarded rate.
  Mexican Soldiers (14): 
  See page 20.
  
  17
  CHAPTER FOUR: THE DEADLY GAUNTLET
  The Wagon
  Near the gate is the wagon Diaz used to carry the 
  reanimation fluid. If you’re feeling really vicious (or just 
  need a laugh), you can always have a stray round or stick 
  of dynamite land in the wagon, spraying the courtyard 
  with the liquid. Within a few rounds, casualties start to rise 
  as walkin’ dead (the real deal, not feral dead) and attack 
  anyone nearby.
  If the heroes have a chance to examine the wagon 
  later, they find an odd emblem on the side. A Common 
  Knowledge roll tells the heroes it’s the emblem of the Bayou 
  Vermilion railroad.
  The Zombie Stomp
  Three rounds into the combat, the door to the main hall 
  bursts open and a pack of eight feral dead rush into the 
  courtyard. Diaz released them from the cells and doesn’t 
  really care who they attack at this point—a good thing 
  since they jump on the nearest living creatures!
  A good way to divide up the dead is to send two after 
  soldiers, three after Juaristas and three after the posse. Yes, 
  that does give the heroes more than their share, but they are 
  the heroes after all!
  Feral Dead (2 per hero): See page 18.
  Diaz Attacks
  Diaz himself follows the feral dead into the compound. 
  Unless the heroes stop him, he begins killing Juaristas each 
  round. Once engaged, Diaz draws his saber and switches his 
  pistol to his off-hand. Remember the two-weapon penalties 
  of –2 (for the saber) and –4 (for the pistol) if he uses both 
  in the same action.
  Juan Carlos Burgos de Diaz: Wild Card. See page 18.
  If things turn too badly against him (and you’ve got 
  time remaining in the game), Diaz shoots the barrel of 
  reanimation fluid himself. This has two effects: it generates 
  zombies (see The Wagon, above), and upon dousing Diaz it 
  instantly heals any wounds he has suffered so far.
  Solid Gold Goodies!
  A search of the garrison turns up a few minor personal 
  belongings, ammunition, food, typical weapons, and 16 
  dead (mostly eaten) horses in the stable—but no treasure.
  The closest thing to an artifact is in Diaz’s quarters. Any 
  cowpoke looking through here who makes a successful 
  Notice roll finds an old, but ornate, obsidian knife—maybe 
  a letter opener. Actually, it’s an emblem of Diaz’s secret 
  masters, the Order of the Obsidian Blade (see sidebar), but 
  the posse isn’t likely to realize that. An archaeologist might 
  pay as much as $50 for it. Don’t spend it all in one place, 
  Indiana!
  When asked about the treasure, Cruz shrugs his shoul-
  ders and laughs, 
  Oh, amigo, that’s right! I forgot to tell you—I was 
  lying about the treasure. There isn’t any!
  Headin’ Home
  All that’s left is for the posse to get back to Tombstone 
  with the gold and document from Cruz. If anyone reads it, 
  the paper simply says,
  I got it. Cruz
  Unless you’ve got spare time left on your hands, the 
  posse makes it back to Arizona without any further trou-
  bles. If Cruz has any guerrillas left, he even offers to provide 
  a couple of guides to help the heroes avoid patrols.
  The Secret Empire
  Unknown to all but a tiny handful north—or 
  south—of the border, there is a secret society 
  dedicated to returning the ancient Aztec 
  Empire to its bloody glory. Officially known 
  as the Order of the Obsidian Blade, it is led by 
  Xitlan, Santa Anna’s “pet” sorcerer (or so the 
  General thinks!).
  The Secret Empire works tirelessly to under-
  mine the French government in Mexico. 
  Xitlan, actually an undead Aztec sorcerer, is 
  only supporting Santa Anna because it cur-
  rently serves his own purposes. Xitlan’s people 
  are just as opposed to yanquis, but the French 
  are a more immediate target!
  Expect the Secret Empire to rear its ugly head 
  in an upcoming Deadlands adventure, Mar-
  shal.
  
  DON’T DRINK THE WATER
  18
  Here are the relevant details and statistics for all the 
  major players in this tale, and the minor ones too. Wild 
  Cards are marked with a marshal’s badge, like this: 
  Feral Dead
  Feral walkin’ dead are created by a weak or watered-down 
  version of Baron LaCroix’s reanimation fluid. These are 
  similar to the abominations spawned in Nagodoches, Texas, 
  after one of LaCroix’s trains derailed nearby. Feral dead are 
  faster than the more commonly encountered walkin’ dead. 
  Their hunger for human brains is nearly all-consuming and, 
  once aroused, becomes the zombies’ sole concern.
  Although not as intelligent as other forms of walkin’ 
  dead, feral dead are frightfully cunning in laying ambushes. 
  However, unlike regular walkin’ dead, feral dead are unable 
  to use firearms or other weapons.
  Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, 
  Vigor d6
  Skills: Fighting d8, Intimidation d6, Notice d4, Stealth 
  d6
  Pace: 6; Parry: 6; Toughness: 7
  Special Abilities:
  Claws:
  •	
   Str+d4.
  Fear:
  •	
   Feral dead are terrifying creatures.
  Fearless:
  •	
   The feral dead are immune to Fear and 
  Intimidation.
  Hunger:
  •	
   Once one of these zombies downs a victim, 
  it must make a Smarts roll to keep from stopping 
  whatever else it was doing and chowing down on the 
  unfortunate sap.
  Improved Frenzy:
  •	
   Due to their mad, all-consuming 
  hunger, feral dead can make two Fighting attacks per 
  action without a penalty.
  Undead:
  •	
   +2 Toughness. +2 to recover from being 
  Shaken. Called shots do no extra damage (except for 
  the head). 
  Weakness (Head):
  •	
   Shots to a feral dead’s head (–4 
  Called Shot) are +2 damage, for a total of +6.
  Juan Carlos Burgos de Diaz
  Once a handsome and dashing young officer, Diaz’s 
  contact with the reanimation fluid has turned him into 
  a foul parody of a man. His eyes have acquired a green-
  ish cast—whites and all. His veins are distended and a 
  putrescent green in color. His nails and hair have grown 
  at an accelerated rate and become wild and unkempt. His 
  uniform, once his pride and joy, is now stained and tat-
  tered. He mumbles and gibbers beneath his breath almost 
  constantly.
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d8, 
  Vigor d10
  Skills: Fighting d8, Guts d8, Intimidation d8, Knowledge 
  (English) d4, Knowledge (Battle) d8, Notice d8, Shooting 
  d8, Taunt d6
  Charisma: –2; Pace: 6; Parry: 5; Toughness: 7
  Hindrances: Mean, Vow (Order of the Obsidian Blade) 
  Edges: Command, Hold the Line!, Soldier (Officer), 
  Strong Willed
  Gear: Colt Peacemaker double-action (12/24/48; 2d6+1; 
  RoF 1; Shots 6; AP 1), 20 rounds of ammunition, saber 
  (Str+d6), ruined uniform.
  Special Abilities:
  Regeneration (Fast):
  •	
   Diaz makes a Vigor roll every 
  round to heal any damage he has sustained—even 
  after he has been “killed.”
  Resistant to Pain:
  •	
   Diaz ignores wound modifiers.
  Thick Blood:
  •	
   His blood has become thick and viscous, 
  giving him +2 to recovering from Shaken. 
  Weakness (Head):
  •	
   Diaz cannot regenerate wounds 
  inflicted to his noggin, and he can be put down by a 
  killing shot to a head. 
  FRIENDS & FOES
  
  19
  CHAPTER FOUR: FRIENDS & FOES
  Juaristas
  The Juaristas are a motley band of ex-farmers, ban-
  dits and a rare soldier or two who’ve joined the fight for 
  Mexican freedom. They have no “uniform,” instead wearing 
  their old work clothes or bits and pieces of uniforms they’ve 
  scrounged during raids.
  For the most part they’re a rowdy lot, fond of drink-
  ing and partying. Since none speak English, unless a hero 
  understands Spanish they have little interaction with the 
  posse except through Cruz.
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Guts d6, Notice d6, Riding d6, 
  Shooting d6, Tracking d6
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Wanted (Minor)
  Edges: –
  Gear: Spencer carbine .56 (20/40/80; 2d8; RoF 1; Shots 
  7; AP 2), 25 rounds of ammunition, clothing, rations, 
  canteen.
  Legionnaires
  The standard uniform of the French Foreign Legion is 
  a blue greatcoat, with the skirts usually buttoned back for 
  marching, and a red and blue kepi (brimmed cap) with a 
  white puggaree (headcloth) dangling from behind to keep 
  the sun off the head. In Mexico, many Legionnaires have 
  adopted local garb, abandoning the greatcoat and exchang-
  ing the kepi for a broad-brimmed sombrero.
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Gambling d6, Guts d8, Intimidation 
  d6, Knowledge (Spanish) d4, Notice d8, Shooting d8, 
  Sneak d6
  Charisma: –2; Pace: 6; Parry: 7; Toughness: 6
  Hindrances: Outsider (Foreign Legion), Vow (Serve the 
  Legion, protect France)
  Edges: Block, Combat Reflexes, Marksman, Soldier
  Gear: Minie rifle (24/48/96; 2d8; RoF 1; Shots 2; AP 2), 
  50 rounds of ammunition, uniform, canteen.
  
  DON’T DRINK THE WATER
  20
  man. He’s not foolhardy; he knows his men are no match 
  for a large unit of government soldiers. Whenever possible, 
  his band performs quick hit-and-run raids designed more 
  to harass than to harm.
  He jokes a lot, but underneath he’s deadly serious about 
  his goal of freeing Mexico. However, he’s not above a little 
  larceny now and then.
  Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Guts d8, Intimidation d8, Knowledge 
  (Battle, English, French) d6, Notice d8, Riding d8, 
  Shooting d8, Stealth d8, Streetwise d6
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Death Wish (Free Mexico), Enemy (French 
  invaders), Wanted (Major)
  Edges: Combat Reflexes, Command, Two-Fisted 
  Gear: Two Colt Navy revolvers (12/24/48; 2d6+1; RoF 
  1; Shots 6; AP 1), Spencer carbine .56 (20/40/80; 2d8; 
  RoF 1; Shots 7; AP 2), 50 rounds of ammunition for both 
  calibers, crossed bandoleers, sombrero, canteen.
  Mexican Soldiers (14)
  These soldiers are half-dead from drinking water tainted 
  with the reanimation fluid, but they are still capable of 
  putting up one hell of a fight.
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Guts d6, Notice d6, Shooting d6
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 6
  Hindrances: Vow
  Edges: Soldier
  Gear: Winchester ’73 (24/48/96, 2d8, RoF 1, Shots 15, 
  AP 2), lance (treat as spear; only carried when mounted), 
  50 rounds of ammunition, uniform, rations, canteen, 
  horse.
  Special Abilities:
  Near Dead:
  •	
   The poison has corrupted the guards’ 
  bodies. They have their Toughness increased by 1, 
  and gain +1 to Spirit rolls to recover from Shaken.
  Miguel Cruz
  Miguel Cruz is a tall, relatively fair-skinned Mexican. 
  He has dark black hair and beard and looks to be in his 
  early to mid-thirties. Cruz is a boisterous, but very brave, 
  
  Page 19 • www.studio2publishing.com
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Deadlands Reloaded/Deadlands Reloaded - Adv - Dont Drink The Water.pdf