TEXT: D E A D S H O T
  L E G 1 3 5 1
  A  D I M E  N O V E L  A D V E N T U R E  F O R  D E A D L A N D S
  
  LEG1351
  DEADSHOT
  Published by
  CREDITS & ACKNOWLEDGMENTS
  Written by: Rob Clayton Jones
  Editing: Dave Blewer, Robin Elliott, Simon Lucas, Piotr Korys, Paul ‘Wiggy’ Wade-Williams
  Illustrations: Dan Harding, Andy Park
  Graphic Design & Cartography: Robin Elliott
  www.legionpublishing.co.uk 
  First Published 2006
  Legion Publishing, the Legion Publishing logo, Legionnaire, 
  and all related characters and elements are trademarks of Legion Publishing.
  Deadlands created by Shane Lacy Hensley
  This game uses the Savage Worlds game system, available from Great White Games 
  (www.greatwhitegames.com). Savage Worlds, Smiling Jack, and all associated logos 
  and trademarks are Copyright 2004, Great White Games. Used with permission.
  
  DIME NOVEL - DEADSHOT
  2
  PROLOGUE
  In the hot and dusty expanse of the Arizona 
  Desert lies Hoba Hills. Filled with the enigma of 
  the supernatural, evil spirits have been drawn to 
  the surrounding hills for centuries without expla-
  nation. Acting as an enormous spiritual magnet, 
  the site is a vile crossing between worlds. It is here 
  the manitous, monsters and demons gather, trying 
  to enter the world. When an ancient tribal burial 
  ground akin to Micmac in New England was torn 
  asunder by the opening of a gate, it spilled vile spir-
  its and energies into the desert looking for souls 
  to feast upon. Then as Gold Fever swept through 
  the land so did settlers and their settlements. One 
  such habitation was unknowingly built at the cen-
  ter of this supernatural area and quickly grew into 
  a busy town as the settlers prospered. People were 
  strangely drawn to pass through Hoba Hills even if 
  it was not on their way, and soon it became a thriv-
  ing frontier town. 
  Tragically the town was deserted in a single 
  horriﬁ c night of blood chilling death. The ru-
  mors surrounding that night center upon there 
  being a mass rising from the graveyards and the 
  Walkin’Dead fought with the living until the light 
  of dawn gazed upon the empty town. There were 
  no bodies found, living or dead. Legend tells of the 
  townsfolk still wandering the desert hills today… 
  MARSHAL’S INTRODUCTION
  Hoba Hills Arizona is a frontier town built dur-
  ing the Gold Rush, now sitting in decay and ruin. 
  Some say it is cursed with the ghosts of wretched 
  gamblers and whores who met their timely end 
  here. Others believe it simply out lived its purpose 
  as a staging post and crossroads for the droves 
  of prospectors that once passed through it. The 
  truth is the town was once the scene of an upris-
  ing against the evil energies that have long poured 
  from the open gate of the Hunting Grounds. The 
  entire population was wiped out in a single night 
  by abominations and were turned into vengeful 
  undead. Forever wandering the hills aimlessly in 
  search of the long–departed evil the Walkin’ Dead 
  townsfolk have begun to vent their wrath on any 
  living thing that walks or crawls.
  The action in this Dime Novel takes place ten 
  years later with the town having seen a reversal in 
  its fortunes. Now bustling with travelers, railroad 
  workers and gunslingers the town is alive with talk 
  of a quick–draw tournament. The money of a shad-
  owy character known as O’Driscoll a scientist by 
  all accounts is behind the tournament and has in-
  vested heavily in the town. In recent months a new 
  church, saloon and smithy has been built. This new 
  wealth has attracted further settlers to the town. 
  Word of Hoba Hills’ recent revival has spread far 
  and wide and the once–abandoned road is now 
  busy with the curious and foolhardy. The saloon is 
  the focal point of the adventure ﬁ lled with various 
  villains and rivals for the Heroes to interact with. 
  As the adventure progresses the Heroes discover 
  the complex plans of a madman and must release 
  the doomed populous from his grip before it is too 
  late!
  THE COMPLEX PLAN OF A MADMAN
  A Mad Scientist named Fargus O’Driscoll now 
  lives and works in the town spending the wealth 
  he gained from inventing G–Bombs (a savage ghost 
  rock hand grenade) to fuel his latest invention the 
  G–Gun a handgun with exceptional power and ac-
  curacy. The inventor has pumped life back into the 
  once abandoned town in order to fuel his insane 
  dream to create this, the world’s greatest handgun. 
  To complete is plans the scheming Fargus needs an 
  expendable workforce and willing ‘test subjects’. 
  He has recruited the wanted villain Buck Black and 
  his posse, the Black Riders to terrorize the town 
  attempting to provoke the townsfolk to ﬁ ght the 
  outlaws. He intends to give Black and his cronies 
  his latest prototype and persuade the townsfolk to 
  stand and ﬁ ght the outlaws when they eventually 
  ride into town. O’Driscoll is a complex man and 
  his insanity knows no bounds. In addition to trying 
  his arms out on the people, he intends to see how 
  his prototype performs in the controlled environ-
  ment of the gunﬁ ght. Several gunﬁ ghters attend-
  ing the tournament have been promised additional 
  reward should they win with one of O’Driscoll’s 
  patented prototypes.
  The madman has but one ﬁ nal test up his sleeve. 
  Unknown to everyone O’Driscoll has accidentally 
  made contact with the Walkin Dead that were once 
  the citizens of Hoba Hills. After barely escaping 
  with his life whilst visiting a nearby ranch he re-
  turned to Hoba and blamed his assault on a ﬁ c-
  titious gang of bandits hiding in the hills. After a 
  drunken night of depraved creativity he hatched 
  an evil plan. By regularly abducting and sacriﬁ c-
  ing drunken workers from the nearby railroad, he 
  has formed a bond with the abominations and has 
  
  DIME NOVEL - DEADSHOT
  3
  managed to entice them towards Hoba Hills. It is 
  his aim to see how his victorious bandits cope with 
  the undead as targets. If they survive this night of 
  evil and put them down then he truly has created a 
  powerful handgun!
  PART ONE: HOBA HILLS
  Hoba Hills can be located anywhere in Arizona 
  ﬁ tting in with your current Deadlands campaign 
  adventures. The Heroes may be passing through or 
  they may have heard of the huge reward of $4,000 
  on Buck Black’s head. Any US Marshall’s or Texas 
  Rangers do not rest until Black is brought to jus-
  tice. Hucksters and Muckrakers are drawn to the 
  spectacle through the gambling and other activi-
  ties the forthcoming tournament is attracting. The 
  primary reason for our Heroes to visit Hoba Hills 
  however should be to attend the Totin’ Tourna-
  ment organized by Merle Hansberger, the ‘Owner’ 
  of the Grey Stage Saloon. A prize purse sponsored 
  by O’Driscoll of $5,000 is to be awarded to the win-
  ner. 
  Once the Posse arrive in Hoba Hills they have 
  two days before the tournament begins. Any 
  Heroes wishing to enter must at ﬁ rst visit Merle 
  Hansberger in the Grey Stage Saloon and put their 
  names forward. Any Hero making a Streetwise roll 
  discover the latest entry into the tournament is by 
  midnight that evening unless another entrant dies 
  or pulls out after this time. The price of entry into 
  the tournament is $75.
  B. Fallon, Household Wares & Supplies
  Bryce Fallon is honest and does not believe in 
  ﬂ eecing his customers. His wife is timid and indus-
  trious, preferring to spend her time in prayer at 
  the church. Fallon has most mundane items avail-
  able to townsfolk however as he is a paciﬁ st he is 
  greatly disapproving of the tournament. If the He-
  roes engage Fallon in conversation about the town 
  he freely voices his concerns about the tournament 
  and about the threat of bandits looming ever closer 
  in the surrounding hills. If the Heroes ask further 
  questions about the bandit threat Fallon suggests 
  they go to the Grey Stage Saloon “because this is 
  1 - Hotel
  2 - Stores
  3 - Jailhouse
  4 - O’Driscolls
  5 - Barn & Corral
  6 - Smithy
  7 - Clock Tower
  8 - Water Tower
  9 - Church
   Sheriff’s Men
  
  DIME NOVEL - DEADSHOT
  4
  where most folks from outta town tend to congre-
  gate – damned sinners!”
  Jailhouse
  Always manned by Deputy Hank Fuhr, Deputy 
  Silas Clegg or Sheriff Ringer, the jailhouse is a 
  dirty and dark one–story building. In the rear of 
  the building the two cells are rarely unoccupied 
  as Ringer has a cowardly perversion for incarcerat-
  ing people, mainly those who cannot ﬁ ght back. 
  Turning a blind eye to any unlawful activities con-
  ducted by of O’Driscoll’s men, the Sheriff is a man 
  despised by everyone.
  After the ﬁ rst round of the tournament has been 
  completed, the Sheriff places two children in the 
  ﬁ rst cell. These are the daughters of Marvin Sheely, 
  a local Rancher. Captured by the cunning Buck 
  Black, the children are bound, gagged and rest un-
  derneath a grey blanket in the corner of the cell. 
  Any Heroes who are arrested by the law are thrown 
  into the adjacent cell and a Notice roll alerts the 
  Hero to their soft whimpering. 
  Deputies Hank Fuhr, Silas Clegg & Sheriff 
  Colt Ringer: see page 17 for stats.
  The Grey Stage Saloon
  The Grey Stage Saloon is lorded over by the 
  snake Merle Hansberger. Hansberger is an evil and 
  vengeful man who is Fargus’s pawn. He takes plea-
  sure in seeing the ruin of others at the saloon’s 
  gambling tables and their fall into depravity as they 
  are led into the temptations of the ﬂ esh and liquor. 
  The comely Lizzy ‘Honey’ is Merle’s best employee. 
  Lizzy runs her thinly veiled brothel in the second 
  ﬂ oor parlors of the saloon and always has at least 
  four whores under her wing. These include Shelly 
  Sweetheart and Gloria Diamond. Those Heroes 
  looking for a little female company may do so at a 
  price of $15. Heroes may take this opportunity to 
  gather some information and rumors from the two 
  loose–tongued girls. Heroes making a Persuasion 
  roll consult the following table for results:
  SUCCESSFUL CHECK CLUE
  “The Sheriff is crooked – don’t trust him!”
  1 RAISE CLUE
  “This Saloon is haunted!”
  2 RAISE CLUE
  “The Irishman owns half the town including the 
  big house”
  3 RAISE CLUE
  “I knows who the leader of them dirty bandits is 
  – nasty fella named Buck Black, cut a man from 
  ear to ear they say!”
  Heroes approaching Merle about the tourna-
  ment are invited to part with $75 and add their 
  names to the list on a blackboard that towers over 
  the bar.
  See Appendix A for the full list of entrant 
  names and tournament rules.
  Merle Hansberger & Elizabeth ‘Honey’: see 
  page 17 for stats.
  Shelly Sweetheart and Gloria Diamond: see 
  page 21 for stats.
  Since the announcement of the tournament 
  Merle has made a killing with the sudden inﬂ ux of 
  gunslingers and lowlifes. Two such gunslingers are 
  currently boarding at The Grey Stage, Deke Clay-
  more AKA ‘The Texan’ and Molly McGuire, AKA 
  ‘Kinky Girl’.
  The Texan is known in Arizona as a square–jawed 
  tobacco–chewin’ cheat. (Common Knowledge roll) 
  However his gunplay ensures few rarely say this to 
  his face and live to brag about it. ‘Kinky Girl’ is as 
  pretty as an up–market whore and twice as deadly. 
  She gets a kick from using the image of a showgirl 
  to lure men to their barrel–smoking doom. If the 
  Heroes sit down with either of these gunslingers 
  then they can engage in a macho game of cards and 
  attempt to ﬁ nd out more about the tournament 
  and the bandit threat. If the Heroes do not lose the 
  ﬁ rst hand then they may make a Persuasion roll. 
  Consult the following table for the results:
  SUCCESSFUL CHECK CLUE
  “Course you know that this fancy pistoleers con-
  test is funded by a Fargus O’Driscoll?”
   “You’ll stay away from them hills stranger – 
  there’s talk of bandits hiding out in the caves!” 
  1 RAISE CLUES
  “I’ve seen Buck Black the Black Riders leader in 
  town, over by the corral.”
  
  DIME NOVEL - DEADSHOT
  5
  2 RAISE CLUES
  “That Fargus O’Driscoll is up to something, he’s 
  been sellin’ a strange prototype gun….” 
  “They say he has a safe full of cash in his swanky 
  town house”
  At any one time there are at least three gunsling-
  ers and ﬁ ve glory hunting townsfolk in the saloon. 
  The townsfolk play until broke and have various 
  items valued between $50–150 in their possession. 
  There are three gambling tables where Heroes may 
  try their luck at cards. There is usually at least one 
  gunslinger at each table. Players caught cheating 
  (Hucksters beware!) are dealt with harshly and 
  with swift retribution by the offended parties. In 
  addition if Merle suspects cheating that may threat-
  en his proﬁ ts he sends a girl to get the Sheriff or 
  one of his scumbag deputies.
  TOWN RUMORS
  Heroes hungry for more information about what 
  is happening in the town ﬁ nd the people scared 
  of traveling due to the disappearance of several 
  townspeople seen leaving Hoba Hills and not re-
  turning within the past month. Rumors abound of 
  sightings of clothes and trinkets belonging to the 
  missing being washed up in the creek or simply 
  found out in the hills by wayward ranch hands. 
  However, no one can truly testify to their fate as 
  none have ever been found.
  GUNSMOKERS
  When the Heroes next enter the main street they 
  witness a scufﬂ e break out in front of Fallons Store. 
  Two men roll and struggle. Read the following pas-
  sage to the Players:
  Amid a cloud of dust two gunslingers struggle 
  for the hold of what appears to be a strange 
  weapon of some kind. As they grapple for 
  clean handholds on the weapon it slips from 
  their grasp and spins in the air towards you. 
  The gun bounces in the dirt and slides to your 
  feet. Its strange chambers smoke and whir as 
  if containing several small pistons. Its ornate 
  handle has several small levers attached to 
  it and they click and pop as the gun vibrates 
  and shudders.
  The two gunslingers suddenly stop their brawl 
  and, eyes ﬁ rmly ﬁ xed upon the weapon, slow-
  ly rise and walk towards you. “Hey pardner, 
  jus’ you hand that back here, the gun belongs 
  t’ me.” The ﬁ rst gunman has his hand waver-
  ing menacingly over his holstered pistol. The 
  second man ﬂ ashes a glare at the ﬁ rst and 
  then follows his lead…
  The two men are serious and draw on the He-
  roes if they do not comply. The gun was originally 
  stolen by one of the gunmen who posed as a work-
  er in O’Driscoll’s smithy. 
  If the shootout is going badly for the gunsling-
  ers then they vamoose attempting to ﬂ ee to the 
  camp on their horses that are saddled up outside 
  Fallon’s. If incapacitated, the men are insulting and 
  bait the Heroes claiming they were ambushed to 
  anyone who might be listening.
  If the Posse claim the strange mechanical weap-
  on they should be inquisitive about the weapon. A 
  successful Weird Science roll reveals the machine 
  to be powered by ghost rock and the work of a 
  mad scientist. If they ask around then they dis-
  cover that the Blacksmith Travers made the strange 
  weapon for the gunslingers for the tournament. If 
  the Heroes took the gun and killed the gunslingers 
  then Sheriff Ringer and his Deputies search them 
  out and try to arrest them.
  See Appendix D on page 23 for the proto-
  type’s characteristics.
  The Gunsmithy
  The Smithy is actually owned by O’Driscoll who 
  has his workshop attached to it O’Driscoll’s lead 
  gunsmith is called Travers. Travers converts all of 
  O’Driscoll’s crazy designs into reality by working 
  his men relentlessly. Aside from the Saloon, the 
  Smithy is the only building constantly at work. Any 
  Hero caught snooping around O’Driscoll’s work-
  shop or the gun cabinets in the Smithy are dealt 
  with by Travers and his men.
  The workshop of the Mad Scientist holds sev-
  eral dark secrets that a stealthy hero may obtain. 
  If the heroes are observant and wait for O’Driscoll 
  to leave the Smithy in the evening, then they may 
  make a Stealth roll to sneak up to his workshop 
  door and attempt to break in (Lockpicking roll). 
  The workshop is cluttered with designs and sche-
  matics for various gun prototypes and page upon 
  page is riddled with chemical formulae. An ap-
  propriate Knowledge roll enables a Desperado to 
  learn that the guns are powered by ghost rock and 
  are highly unstable and prone to unexpected ex-
  plosions. Picking the lock to O’Driscoll’s safe room 
  allows the Hero to ﬁ nd a ﬂ amethrower contraption 
  
  DIME NOVEL - DEADSHOT
  6
  along with a substantial quantity of ghost rock in 
  a safe container. The safe itself is almost impen-
  etrable as it is a sophisticated combination safe 
  and requires the use of dynamite and a controlled 
  demolition or the correct combination. Within the 
  safe is the latest secret design for an untested gun 
  prototype and may be used as a bargaining tool 
  or sold to a rival scientist for between $100 and 
  $1000. The safe also contains 2lbs of ghost rock.
  If the Heroes simply go to Travers’ Smithy and 
  ask about the weapon then they are invited to test 
  the new prototype pistol outside the corral behind 
  the Smithy. Lining up various objects at increasing 
  distances away, Travers lets the Heroes enjoy them-
  selves. Travers then approaches them and says that 
  anyone of them that is entered in the tournament 
  may use one of his guns free for the duration of 
  the event. Otherwise they are $500 apiece. Any 
  Desperado attempting to hold up Travers and take 
  the guns has to deal with the law and the ‘bandits’ 
  when they return from their mission (see below). 
  Travers & the Gunsmiths: see page 18 for 
  stats.
  THE ‘BANDITS’
  O’Driscoll has bought the services of Buck Black 
  and his gang the Black Riders to create the illusory 
  threat of bandits in the hills surrounding the town. 
  Any Heroes attempting to ﬁ nd them in the wilder-
  ness have no luck. The rumors are rife and inac-
  curate about their exact location and the townsfolk 
  swear there are anywhere between 10 and 100 
  men. The truth is the ‘Bandits’ are under their very 
  noses. Hiding out in the rafters of the corral barn 
  behind the smithy, Black and his men hide quietly 
  and wait for their orders from O’Driscoll before 
  making their next move.
  Any Hero searching the corral ﬁ nds three teth-
  ered horses and a lot of disturbed hay. A success-
  ful Notice roll gives the Heroes a clue that there 
  may be someone staying in the barn. A tiny trail 
  of liquor stain running down a wooden ladder be-
  lies the current occupation of the loft. Up here the 
  Heroes ﬁ nd a broken spur, some half–spat chewin’ 
  tobacco and a pack of cards.
  Buck Black & Black Riders: see page 16 for 
  stats.
  Preaching To the Unconverted 
  Rev. Cain Fellows conducts a midday sermon 
  daily at the church. It is graced with the presence 
  of only three townspeople: Fallon’s wife, the un-
  dertaker named Doyle, and a pretty young lady 
  named Livvy Sawyer. Any Hero attending the ser-
  mon is welcomed by the nervous priest, who then 
  continues to drone on. A Notice roll at –2 garners 
  the fact that the Reverend does not truly believe his 
  hollow words of prayer.
  For the entire sermon and some clues to the 
  town’s secret see Appendix B (page 23).
  The beautiful Miss Sawyer has a deadly secret. 
  She is in fact one of three harrowed drawn to the 
  town by the schemes of O’Driscoll. Once a saloon 
  girl killed by Buck Black in a drunken stupor, Livvy 
  has tracked him down at last and plots his bloody 
  death. Her powers mask her true nature well but 
  her eagerness to gain vengeance is making her 
  more and more careless about her appearance. 
  Doyle is a thin, narrow–minded crook and takes 
  perverse pleasure in listening to the vain preach-
  ing of a man he knows to be a sinner. Doyle knows 
  Fellows hails from a family with a dark past of Sa-
  tanism and devil–worship. He knows only vagaries 
  such as dark tales passed down through his own 
  family but it is enough to make Fellows squirm 
  with a well placed comment or sly remark.
  Reverend Fellows & Livvy Sawyer: see page 
  22 for stats
  SONNY AND GREYCLOUD
  As the sermon concludes, read the following 
  passage to the Heroes:
  The nervous preacher stumbles through his 
  last few mumbled words of hollow prayer and 
  looks up to the rafters of the church. A bird 
  ﬂ aps and ﬂ ies down, swooping just above his 
  head and the preacher instinctively ducks. 
  The small black bird ﬂ ies down the aisle of 
  pews and rests gently upon the shoulder of a 
  tall Indian who has appeared at the doors. 
  His face is sullen and shaded by the shadowy 
  half–light of the church. As you turn, craning 
  your neck to catch a look at this grim stranger 
  he walks – almost glides – up the aisle toward 
  the simple altar. When about ten feet away, 
  the Indian stops and looks around him in 
  all directions. Suddenly the Indian raises a 
  
  DIME NOVEL - DEADSHOT
  7
  painted tomahawk above his head and cries 
  out
  “Show yourself, soldier. I have come to avenge 
  my death!” 
  After a moment of creaky silence an eerie 
  wind whistles through the church and the 
  doors behind you swing open. For a brief mo-
  ment you could have sworn you saw a ghostly 
  face of a man in uniform…
  The Heroes can each make a Notice roll to iden-
  tify more details about the apparition:
  The ghost being hunted by the Indian was that 
  of a civil war soldier. His face was gaunt and 
  young and he carries the saber of a lieutenant 
  in the Rebs army. His expression was one of 
  distress and sorrow as his spirit ﬂ ed the sanc-
  tuary of the church.
  The Indian is named Greycloud and is a Har-
  rowed character. In life he was head of a evil 
  Ravenite cult. In death he has been possessed by 
  a manitous wishing to use Greycloud instigate fur-
  ther evil deeds. He lost his life to the Reb Soldier 
  Sonny when Sonny’s troop destroyed Greyclouds 
  cult in a devastating raid. Greycloud is relentless in 
  his pursuit of his slayer. If a Hero attempts to speak 
  to him, Greycloud ignores the Hero and leaves for 
  the saloon. The Indian does not attempt to hide 
  from anyone and can easily be followed to the 
  Grey Stage Saloon. However he does not speak to 
  a soul, even if they mention the ghostly apparition 
  of the soldier they saw. 
  The ghostly Sonny was once a rancher of Hoba 
  Hills before he left to ﬁ ght in the army. Missing 
  for years and presumed dead, Sonny has returned 
  home through a gate in the desert trying to escape 
  the pursuit of Greycloud. He also has no interest 
  in the heroes.
  Sonny and Greycloud have no involvement in 
  O’Driscoll’s pact with the abominations. Their 
  business is with each other and they ignore the 
  living unless any cowpoke should directly impede 
  them. Sonny was once the uncle of the rancher 
  Sheely and carries his brother’s pocket watch as 
  a keepsake. The watch matches one found in the 
  burning remains of Sheely’s Ranch (see page 10). 
  Should Sheely discover the connection or recog-
  nize the ghost then he may make a Persuasion roll 
  to befriend his uncle’s Harrowed corpse. Sonny is 
  a useful ally and can aid the Heroes in their infor-
  mation gathering, but in return they must help him 
  escape his nemesis Greycloud…
  After this scene is played out the Fear Level in 
  Hoba Hills rises to 2.
  Returning to the Grey Stage Saloon
  The Heroes are likely to return to the Grey Stage 
  saloon to seek out more information about Grey-
  cloud, Sonny and the bandits. On their return to 
  the saloon the Heroes ﬁ nd the place ﬁ lled with 
  people from saloon gals to gamblers and gun-
  slingers. Also present is a muckraker named Lacy 
  O’Malley, staff writer of the Tombstone Epitaph. 
  O’Malley immediately pounces upon anyone at 
  the bar enquiring about their entry into the tour-
  nament and the sightings of a ghost in the town. 
  O’Malley also pesters the Heroes for information 
  on the recent bandit raids on nearby farmsteads 
  and voices the townsfolk’s concerns that they are 
  next. The Heroes clearly know little of this and 
  probably want to steer conversation back to the 
  subject of the ghost. O’Malley carries with him a 
  bag full of newspapers from towns as far a ﬁ eld as 
  California and Texas. The journalist freely allows 
  any Heroes displaying an interest to look at them 
  and is only eager to discuss sightings of Buck Black 
  and the supernatural. 
  See Appendix E on page 24 for O’Malley’s 
  newspaper clippings.
  Once he reaches the saloon, the Indian Grey-
  cloud searches for Sonny relentlessly disturbing 
  gambling tables and upsetting chairs; Greycloud 
  quickly becomes enraged and erupts into a terrible 
  fury.
  As more patrons get involved run this scene as 
  you would any bar–room brawl; with crashing ta-
  bles, ﬂ ying chips, smashing glasses and cowpokes 
  being thrown through windows out into the street! 
  Should the Desperadoes get into too much difﬁ -
  culty a sympathetic gunslinger comes to their aid to 
  even things up a little. Greycloud is unreasonable 
  and relentless and should be played as such. He 
  stops only when destroyed or driven away. If the 
  Heroes accomplish this then they are rewarded by 
  Merle with complimentary lodgings in the Saloon 
  and the grateful services of Shelly and Gloria.
  Greycloud, Ravenite: see page 22 for stats.
  
  DIME NOVEL - DEADSHOT
  8
  What Fellows Knows
  After the melee in the Grey Stage, further efforts 
  to gather information about the soldier or Grey-
  cloud lead the Heroes up a series of dead ends 
  unless they speak to the Reverend Fellows. The 
  preacher is kind but reluctant to speak with strang-
  ers. Fellows does not trust anyone in Hoba Hills 
  and must be persuaded in order to tell his story. If 
  the Heroes befriend Lacy O’Malley on their return 
  to the Grey Stage Saloon (see below) O’Malley au-
  tomatically succeeds the Persuade roll on Reverend 
  Fellows.
  Speaking to Fellows on the subject of Greycloud 
  and the soldier Sonny, Cain tells the Heroes that 
  Sonny was part of a group of soldiers that once 
  killed members of an Indian Evil cult. Greycloud 
  was part of this cult, known as The Order of the 
  Raven. Fellows knows little more of this Order 
  other than their activities were not conﬁ ned to this 
  world he is certain that they found portals into the 
  spirit world through which they continued their 
  various enterprises.
  If the Heroes press Fellows for more informa-
  tion on Sonny he tells them that he does not speak 
  but the spirit that tries to control Sonny is in some 
  way associated with the Reverend and his church. 
  He is not sure how but Fellows is convinced the 
  spirit is linked to him in some way. Fellows shud-
  ders and does not wish to speculate further. He 
  suggests to the Heroes that Sonny might talk to the 
  right person when the evil spirit that haunts him is 
  not in control. The preacher remarks that Sonny’s 
  family once had a ranch in the area and perhaps 
  one of them may be of more help.
  PART TWO: THE TOURNAMENT BEGINS!
  Round 1
  Note: Merles odds are given in brackets after 
  each name:
  Billy Schilling (E) VS Torg Gustaffsen (3–1)
  Beth Reaper (2–1) VS Earl Shamlock (5–1)
  Curt Finn (3–1) VS Deke Claymore (2–1)
  Ike Clearwater (2–1) VS ? (Use Dirk Freel) (4–1)
  Molly McGuire (4–1) VS Hal Fanning (2–1)
  Clint Sweet (2–1) VS ? (Use Edward Smud) (10–1)
  Ricardo Gomez (3–1) VS Tanner Stevens (3–1)
  The Heroes should not be able to resist pit-
  ting their skills against another gunslinger in the 
  tournament. If they do not take the opportunity to 
  enter the challenge, use the bracketed ‘stand–in’ 
  names above to continue the action. Use the stats 
  of Hal Fanning on page 19 for any run–of–the–mill 
  gunslinger such as these.
  Each round requires each contestant to take 
  their positions thirty yards apart and begin shoot-
  ing on the striking of the bell outside the large 
  house opposite the Saloon. If both men are still 
  standing after the ﬁ rst draw then they must contin-
  ue until only one is left standing. The Sheriff and 
  his men watch the event from the elevated points 
  marked on the map (see page 3.) Each man has a 
  riﬂ e trained on either gunﬁ ghter to deter foul play 
  from third parties.
  At the stroke of ten the ﬁ rst duel is set to begin. 
  Heroes may feel free to gamble on each ﬁ ght ac-
  cording to the odds given by Merle. Read the fol-
  lowing to any onlookers:
  As the time approaches ten the ﬁ rst two com-
  batants step out from under the shade of the 
  Saloon’s porch and onto the street. The ﬁ rst is 
  a young man, no more than a kid, the second 
  a stocky blond man with a limp. The two walk 
  apart and face each other at opposite ends of 
  the street. A crowd gathers and you notice a 
  man appear from the door of the large house. 
  Dressed in a smart shirt and necktie the gin-
  ger–haired man smiles a gold–toothed grin 
  and speaks in a soft Irish accent:
  “Welcome ladies and gentlemen to my tour-
  nament. This shall be the greatest spectacle of 
  gunplay in the history of the west! Gentlemen, 
  prepare to duel!”
  Taking his seat on the porch the mysterious 
  man reaches across to the bell and gives it a 
  clear, solitary ring.
  The two men draw and you immediately 
  notice the Kid has a strange pistol a kind of 
  Gatling pistol, but not like those sold by Smith 
  and Robards. Its multiple barrels spin in a 
  ﬂ ash and amid the dust and gun smoke that 
  follow the cry of a wounded man echoes out 
  in the dusty street. The smoke suddenly clears 
  and the large man lies motionless in a pool of 
  his own blood. The Kid turns and bows to his 
  
  DIME NOVEL - DEADSHOT
  9
  audience letting out an impish chuckle as he 
  strides over the prone body of his opponent. 
  The tournament has begun…
  The man who is ringing the bell is Fargus 
  O’Driscoll and he is currently occupying the house 
  across from the saloon.
  Fargus O’Driscoll: for stats see page 16.
  After the ﬁ rst combat simply describe each con-
  test in turn using the list of winners given below 
  as a guide. Embellish the description of each match 
  up and describe the nervous clapping of hands and 
  long silent stares from the gathered audience be-
  fore the gunshots. Emphasize the curious nature of 
  each gun used by the winner of each contest. Each 
  weapon is similar to the ‘Prototype’ in appearance 
  and always appears to beat any opponent with only 
  a standard ﬁ rearm.
  As soon as it is a Hero’s turn run the contest like 
  a straight shootout using the Duelling rules from 
  the Deadlands Reloaded rulebook. Hand out the 
  contest rules as stated in Appendix A.
  List of Winners:
  Billy Schilling
  Beth Reaper
  Deke Claymore
  Ike Clearwater
  Molly McGuire
  Clint Sweet
  Ricardo Gomez
  Add and remove names to and from this list ac-
  cording to how many Heroes enter and proceed 
  through the contest. At the conclusion of round 1 
  O’Driscoll announces that round 2 shall begin at 
  7pm that evening. He then retires into the house 
  and the crowd disperses.
  O’Driscoll’s House
  The posse may wish to speak to O’Driscoll at some 
  point and he cordially invites them in to talk provid-
  ed he is not busy with the tournament. The despot 
  seems sincere and only a Notice roll at –4 tells the 
  Posse that their host has an insane glint in his eyes 
  and is a superb liar. O’Driscoll answers any questions 
  about the town to the best of his abilities but is guard-
  ed about the topic of manipulating the townsfolk and 
  positively naive when the conversation turns to the 
  bandits and their whereabouts and motives.
  The O’Driscoll house is the location of the prize 
  money; held within a robust safe in the ground 
  ﬂ oor study. O’Driscoll alone knows the combina-
  tion and it is practically impenetrable without the 
  successful use of dynamite 
  Within the safe is the prize money for the tour-
  nament, a ledger, and O’Driscoll’s diary. The ledger 
  details all the people on the Mad Scientist’s payroll 
  (see the list of Major Players on page 16 for the full 
  list of O’Driscoll’s cronies). This safe holds the an-
  swer to the riddle of the adventure and the Heroes 
  should not be allowed to break into it too early in 
  the adventure. If they are hell–bent on stealing the 
  ample prize money then the Heroes should be ham-
  pered in their early efforts at burglary by the Sheriff 
  or an impromptu visit by Travers and his men.
  Should the Heroes pull it off the discoveries are 
  a revelation to the Heroes but they have a hard time 
  convincing the townsfolk. O’Driscoll and Ringer 
  dismiss the accusations out of hand and claim the 
  Heroes forged the documents to hide their own 
  devious scheme to hold the town to ransom. Fur-
  thermore they do not rest until the Heroes are 
  driven out of town or behind bars (even employ-
  ing Black to aid them).
  See Appendix C on page 23 for an excerpt 
  from O’Driscoll’s diary.
  The Drunk Farmhand
  Sitting at the bar of the Grey Stage after the 
  tournament a streetwise Hero can gather that the 
  hopeless brawny drunk to his left is a farmhand. 
  Plying this sorry soul with liquor further loosens 
  his tongue. Read of paraphrase the following pas-
  sages aloud to the players:
  “Yup I gotta say It’s a damn slice safr’ in here 
  than’ out at Sheely’s!’ (Burps loudly) ‘He’s a 
  mad un’ alri’. Shootin’ up tha’ place likin’ it’s 
  a freakin’sideshow! Shot me inna leg pard-
  ner’ (shows the stale blood–soaked bandage 
  on his left leg.)” 
  The drunken farmhand then lays a hand on the 
  Heroes shoulder and slumps to the ﬂ oor, uncon-
  scious. Attempts to revive him should have varying 
  levels of success depending upon the method used. 
  Any successful Healing roll works as does throwing 
  him head ﬁ rst into an icy cold horse trough out-
  side. Once the Heroes again have his attention he 
  blurts out the following:
  
  DIME NOVEL - DEADSHOT
  10
  “Whhaa, grraaarggh, man you’re mean– lev’ 
  me sleep pardner I aint done nada to ya! Jus’ 
  don’t tak’ me back ta Sheely’s man. He’’ll 
  shoot me up good now his last man’s left ‘im. 
  Oh God! He might come after me! Ya won’t tell 
  ‘im I’m here willya? That murderin’ slime’ll 
  ﬁ nish the job when he gets me ya see!”
  The farmhand is suddenly struck with fear. A 
  successful Notice roll reveals his eyes are lyin’. 
  Pressing the farmhand for the truth does nothing 
  but quiet him completely. The only way to get him 
  to spill the truth is by threatening him to within 
  an inch of his life, or offering him over $100. Any 
  hero attempting to force the truth from him must 
  make and Intimidation roll. The game master must 
  decide on any modiﬁ ers depending on how brutal 
  the threat is e.g. if dangling him from a window 
  gain a +2 modiﬁ er. Threatening the farmhand is 
  effective but draws the attention of the ‘law’ within 
  1d6 minutes. Any bribe is snatched and the farm-
  hand ﬂ ees the town immediately after tellin’ his 
  story:
  “Okay, Okay, mabee I wusn’t tellin’ all p 
  –pardner. You’ll jus think I’m mad or sommit 
  anyhow. See Sheely aint the reel problem man. 
  It’s the f– freaks out there on the ranch! They 
  got dead eyes an’ don’t die when ya shoot 
  ‘em! Their ﬂ esh drips man, it’s disgustin’. One 
  grabbed me when I wus a–workin’onna wag-
  on an’ damn near bit muh head of’! They got 
  Bug an’ Stretch though– poor bastards– ripped 
  ‘em both frum limb ta limb! Sheely’s gals wus’ 
  tekken an’ he’s spittin’ bullets. He’s plannin’ 
  on goin’ inta the hills to get ‘em back. He 
  begged me ta go with ‘im but when it comes 
  to walkin’ dead– I’m yeller man!”
  The farmhand is now very jumpy and if pres-
  sured for more information clams up. Any further 
  pressure on him brings attention to the Heroes as 
  the weasel writhes and whimpers. 
  Sheely’s Farm
  Sheely’s ranch is two hours ride east of the town. 
  Situated in the harsh rocky desert of Arizona, the 
  ranch is a small oasis of brown grass and muddy 
  water fed by an almost dry creek. Upon reaching 
  the ranch the Heroes can smell burning and see 
  plumes of smoke rising from the dilapidated build-
  ing. Bodies of ranch hands lie strewn about the 
  farmstead and litter the track up to the house. The 
  ruins are still hot and require 8 hours of searching 
  to ﬁ nd all of the clues that lie here. They can be 
  searched by any number of people to reduce this 
  time. The base number of searchers is three, for 
  every additional set of eyes the number of hours is 
  reduced by one. At the end of this time have each 
  Hero make a Notice roll. See the table below to 
  determine the yields of this roll.
  SUCCESSFUL CHECK CLUES
  The ﬁ re was started from the outside with ghost 
  rock and dried wood lit underneath the stilted 
  ranch house.
  The doors and windows were barred shut from 
  the inside as if the captives wanted to remain 
  inside.
  1 RAISE CLUES
  There does not appear to be any human remains 
  in the ﬁ re.
  A trail of dried blood leads through a hole in the 
  ﬂ oorboards and out along a trail of footprints 
  that may be Tracked to Sheely’s craggy outcrop 
  (see below).
  The remains of a child’s wooden doll lie beneath 
  a charred chair.
  2 RAISE CLUES
  A removed wall panel in what appears to be a 
  child’s bedroom implying that they have been 
  abducted. A torn piece of a child’s dress is 
  snagged on the splintered wood. 
  If the Heroes examine the area outside the 
  child’s bedroom then they can make out hoof 
  prints distinctly leading away to the north. A Track-
  ing roll allows the Heroes to follow the prints to a 
  cave a mile to the north.
  At the end of the search the Heroes are ﬁ lthy 
  and hot from the still smoldering ranch house. 
  Regardless of their success in obtaining clues as 
  to the whereabouts of Sheely and his children, as 
  they leave the ruins they are shot at by a sniper 
  who is located 50 yards away. The sniper is Sheely 
  and hides behind a 20 foot high hilly outcrop to 
  the north. He is holed up in this dusty crag after 
  narrowly escaping the ﬁ re with his life. Unable to 
  prevent the slaughter of his men and the kidnap 
  of his two daughters, Sheely is drunk with despair 
  and crazed from the heat of the sun. If the Heroes 
  found the clues to Sheely’s escape and location, 
  
  DIME NOVEL - DEADSHOT
  11
  then they are not surprised by the Farmer’s shots 
  and are able to spy his gun glinting in the sun with 
  a Notice roll 
  Marv Sheely: See page 21 for stats.
  Sheely is in fact the cousin of the ghost Sonny 
  who haunts Hoba Hills. 
  If the Heroes try to coax Sheely out they must 
  make either a Persuasion roll at –2. Otherwise 
  Sheely just blazes away…
  If the combat is going badly for either party then 
  an abomination intervenes and attacks the weaker 
  combatant. If this is Sheely, then he hollers and 
  cries as he is chased back towards the farmstead by 
  several Tumblebleeds.
  4 TUMBLEBLEEDS
  Attributes: Agility d6, Smarts d4(A), Spirit d4, 
  Strength d6, Vigor d4
  Skills: Fighting d10, Notice d10, Stealth d10
  Pace: 10; Parry: 7; Toughness: 3
  Special Abilities:
  ❁ Size –1: Tumblebleeds are about 3’ in radius 
  when dry.
  ❁ Thorns: Tumblebleeds drain blood, causing 
  2d4 damage every time they hit with a Fighting 
  attack.
  ❁ Weakness: Dry tumblebleeds are extremely 
  ﬂ ammable. Add +2 to rolls to see if they catch 
  ﬁ re.
  The tumblebleed tries to avoid the still burning 
  ranch and Heroes should use the hot embers to 
  their advantage. If set alight, the tumblebleed tries 
  to douse the ﬂ ames in the small muddy creek only 
  twenty yards away.
  If the Heroes manage to reason with Sheely 
  either by persuading him they are not bandits or 
  simply save him from the tumblebleeds then he 
  implores them to rescue his two children. They 
  were abducted from the burning ranch as he was 
  trying to protect them from the marauding ban-
  dits. Describing the horror with which he saw 
  his ranch hands murdered by Black and his men, 
  Sheely looks to the north and ponders the fate of 
  his children. “They took ‘em north y’see, lef’ me 
  fur ded…” he muses sorrowfully.
  THE CAVE
  If the Heroes follow the bandit trail north then 
  they ﬁ nd the cave in which the trail ends with little 
  effort. Within are tell tale signs of occupation in-
  cluding a doused ﬁ re and half eaten meat. A Notice 
  roll identiﬁ es a shard of greenish glass. This is in 
  fact a part of a broken Scope-o-matic gun sight de-
  signed by O’Driscoll. If the Heroes have seen the 
  prototype up close then they are able to make the 
  correlation. As the Heroes leave the cave they are 
  attacked by 3 Walkin’ Dead.
  WALKIN DEAD
  Attributes: Agility d6, Smarts d4, Spirit d4, Strength 
  d6, Vigor d6
  Skills: Fighting d6, Intimidation d6, Notice d4, 
  Shooting d6
  Pace: 4; Parry: 5; Toughness: 7
  Special Abilities:
  ❁ Claws: d6+d4.
  ❁ Fearless: Walkin’ dead are immune to Fear and 
  Intimidation.
  ❁ Undead: +2 Toughness. +2 to recover from be-
  ing Shaken. Called shots do no extra damage. 
  Arrows, bullets, and other piercing attacks do 
  half–damage.
  ❁ Weakness (Head): Shots to a walkin’ dead’s 
  head are +2 damage, and piercing attacks do 
  normal damage. 
  Callin’a Meetin’.
  The Reverend Cain Fellows calls for a town 
  meeting at the Church after Round 1 has taken 
  place. In the event of the return of Marv Sheely 
  and the discovery that children are being abducted 
  the Reverend is even more resolute. His concerns 
  about the bandits are met with scorn by many in 
  the Grey Stage Saloon and Merle quickly has him 
  thrown out. The priest however has convinced 
  many of the threat. If the Heroes attend then read 
  the following passage to them:
  As many as twenty people attend the church 
  meeting. Mainly ranch hands and women, 
  the congregation is in a rising state of fever as 
  the various speakers voice their opinions on 
  how best to deal with the bandits. The people 
  are scared and the general murmur of agree-
  ment is to ﬂ ee the town. As the meeting falls 
  into a general hubbub of raised voices and 
  arguments on when to leave and where to go, 
  a single voice speaks out above the echoing 
  church din.
  
  DIME NOVEL - DEADSHOT
  12
  “Do not be so eager to leave your town my 
  friends Stand and ﬁ ght these foul wretches I 
  say. We have worked hard to make Hoba Hills 
  a thriving town once more. Don’t let them 
  win! Fight for you’re children, ﬁ ght for your 
  town, and god shall see that we prevail!”
  O’Driscoll’s rousing speech has the desired 
  effect upon the congregated townsfolk. People 
  stand up and cry deﬁ ance at the bandits and re-
  solve to defend the town against any attacks from 
  the scourge of the bandits. If the Heroes succeed 
  a Notice roll then they discern that the Mad Sci-
  entist is not tellin’ the whole story. If the Heroes 
  have anything to add to the meeting allow them to 
  stand up and make their point. Each orating Hero 
  must make a Persuasion roll to receive a favorable 
  response to their speech. If the Heroes are against 
  the townsfolk bearing arms against the bandits and 
  try to suggest an alternative then they must gain at 
  least 1 Raise to their roll in order to win them over. 
  In this event the Mad Scientist O’Driscoll storms 
  out of the Church hollerin’ such things as “You’re 
  makin’ a grave mistake! If you leave town you’ll be 
  killed for sure. Act with honor, act like men. Stand 
  and ﬁ ght!”
  O’Driscoll now heads for the Smithy where he 
  has set up a meeting with the villainous Buck Black 
  later in the day. Any Hero wanting to speak with 
  him at this point is rejected and O’Driscoll turns 
  away in fury as he stomps down Main Street.
  The Fear level in Hoba Hills is now level 3. 
  LEAVING LAS HOBA
  In the unlikely event that the people blindly fol-
  low the Heroes without question and leave town 
  then they should be met with ﬁ erce resistance 
  from the Black Riders once they are tipped off by 
  O’Driscoll. Their aim is to scare the townsfolk into 
  returning to the town. Buck Black only uses lethal 
  force on the Heroes if they seriously impede this. 
  The bandits are successful in forcing at least 30 
  people to return even if they suffer large losses at 
  the hands of the Heroes.
  FOLLOWING BLACK
  At this point the Heroes are probably eager to 
  obtain the price that rests on Black’s head and 
  bring him to justice. This is going to be tricky. The 
  Heroes are most likely to observe and follow the 
  Black Riders coming and going from their barn 
  hole up. If they are patient the Heroes are rewarded 
  with a sighting provided they keep discreet surveil-
  lance from any building or corner that looks onto 
  the rear of the barn. After about 1 hour Black and 
  two men leave the rear of the barn and head for 
  the rear of Travers Smithy.
  If the Heroes employ suitable stealth or guile 
  such as acting as a customer then they are able to 
  inﬁ ltrate the smithy and get close enough to Black 
  and his men without their purpose being discov-
  ered. A successful Notice roll allows the Heroes to 
  overhear the following conversation:
  Travers leaves the hot air of the smithy and 
  makes a signal. After quickly looking about 
  him, Travers is satisﬁ ed he was not seen act-
  ing suspiciously and returns to the hot forge. 
  The skinny blacksmith shouts a few words at 
  his employees and they hammer harder at the 
  white hot metal rods they have just removed 
  from the furncace. Again, Travers makes a 
  discreet signal and sidles to the back of the 
  building behind a rack of coach wheels and 
  out of sight. Quietly you position yourself to 
  see Travers through the moiré created by the 
  dozen wagon wheels. Suddenly a panel from 
  the wall is removed and a tall man clad in 
  
  DIME NOVEL - DEADSHOT
  13
  a dirty black waistcoat appears. The black-
  smith greets Buck Black conspiratorially:
  “Sir the guns are working better now we have 
  adjusted the rock’s output. Master Fargus is 
  pleased with their performance in the tourna-
  ment.”
  Black growls “I don’t care about th’ stinkin’ 
  guns Travers! I want my money for getting 
  th’ ‘brats’ for that weasel. They cost me good 
  men.”
  “He’s in his workshop Mr Black ” Stammers 
  the rattled Travers, and points up to the crude 
  wooden balcony overlooking the furnace of 
  the smithy. Black storms up the rickety stairs 
  and pounds on the door at the top. After a brief 
  pause he is admitted into the room.
  The villain Black is seething at having lost his 
  hoodlums to perform such a simple task as a kidnap-
  ping. He knows O’Driscoll plans to use their abduc-
  tion as a means to scare the townsfolk into ﬁ ghting 
  the imaginary bandits that terrorize the area.
  Heroes still wanting to ﬁ nd out more must make a 
  Stealth roll in order to successfully ascend the stairs 
  and listen, unseen, at the door. A further Notice roll 
  reveals the pairs’ devious plan to the snooper:
  “Mr. (pause) Black, you have done well. I am 
  sure we’ll have the town scared enough by 
  this latest abduction so you and your men 
  may loot it freely. I may have convinced them 
  that there is a chance to stand and ﬁ ght you. 
  Obviously I’ll ensure they’ll receive dud guns 
  if they pursue this course and they’ll all be at 
  your mercy! Failing this they’ll run like scared 
  rabbits!”
  Black pauses and then gives a satisﬁ ed grunt. 
  “What about those new Cowpokes that drifted 
  into town? They’re causin’ trouble already. I 
  heard about the ghost and th’ Injun. Seems 
  they’re takin’ a little too much interest in the 
  guns as well.”
  “Don’t worry about them; I’ll have Ringer 
  deal with them after the tournament – assum-
  ing they’re still alive, ahaha!”
  “Jus’ you do that or I’ll deal with ‘em when we 
  ride into town…”
  The sound of money rustling and chairs mov-
  ing alerts you to Black’s movement as he 
  heads to leave and you have to think fast…
  Despite promising Black that the townsfolk’s 
  weapons will be duds, O’Driscoll lied and intends 
  to let the townsfolk defend themselves – what kind 
  of experiment would it be otherwise?
  The Heroes have two choices here; they can at-
  tempt to catch the pair as they scheme by bursting 
  into the workshop or they can apply stealth and 
  vamoose preferring to decide on a course of action 
  later. Bursting in on Black and O’Driscoll is fraught 
  with danger as the Heroes alert Travers and 8 of his 
  men already working in the smithy to the break–in. 
  The shootout is messy and the Heroes are trapped 
  on the balcony being shot at (with prototypes) from 
  both sides. The Mad Scientist O’Driscoll attempts 
  to vamoose immediately by jumping through his 
  workshop window. If the Black Riders and Travers 
  buy him a couple of rounds O’Driscoll attempts to 
  clear his safe full of ghost rock and $500 before ske-
  daddlin’. If O’Driscoll is truly cornered he retreats 
  to his safe room and ﬁ res up his ﬂ amethrower 
  contraption, insanely setting light to the doorway 
  and everything in it before attempting to make a 
  second window exit.
  Heroes trying to reason with the pair are doomed 
  to fail. At the earliest opportunity they try to have 
  the Heroes either incarcerated or killed.
  PART THREE: DEAD SHOT
  Round 2
  Billy Schilling vs .........................
  Beth Reaper vs .........................
  Deke Claymore vs .........................
  Ike Clearwater vs .........................
  Molly McGuire vs .........................
  Clint Sweet vs .........................
  Ricardo Gomez vs .........................
  Use the list of gunslingers above to randomly 
  choose who ﬁ ghts whom including any Heroes 
  still left in the tournament. You, the Marshal shall 
  decide the fate of any non–player gunslingers in 
  this round but now all prototype weapons are sub-
  ject to malfunction. Describe any malfunctioning 
  guns with gusto as the onlookers see them become 
  spectacular failures.
  
  DIME NOVEL - DEADSHOT
  14
  O’DRISCOLL’S PACT
  The scheming Scientist is indeed mad. Unknown 
  to all, even those he employs, Fargus has made a 
  spirit pact with the manitous and abominations 
  that stalk the hills outside the town. On the eve 
  of the last day of the tournament, he has arranged 
  for them to once again enter the town and kill 
  everyone in it. His plan is to convince the town 
  that there is a threat after the tournament and they 
  must use his weapons to survive. His thirst for 
  testing his prototypes has driven him beyond the 
  edge of sanity. Regardless of the outcome the Mad 
  Scientist has agreed to feed the abominations with 
  more unwitting souls as he tests his weapons; mov-
  ing from town to town revitalizing and ultimately 
  destroying them.
  PREPARIN’ TO FIGHT!
  O’Driscoll’s plan is almost complete as the ﬁ nal 
  gunﬁ ght takes place in the main street. A man recent-
  ly in his employ at the smithy has dressed up to ap-
  pear as if he has been ﬂ ogged to within an inch of his 
  life. His clothes are in tatters and he wears a noose 
  around his neck. Camped a mile out of town until 
  now, he rides in and has been instructed to cause 
  a scene as soon as the gunﬁ ght ends. A successful 
  Smarts roll allows a posse member to recognise this 
  former employee. Read the following passage to the 
  Desperadoes as the ﬁ nal competitor bites the dust:
  Amid the echoing gunshot that heralds the vic-
  tor of the tournament, the sound of rumbling 
  horse’s hooves can be heard. The dusty gray 
  thunders down Main Street, throwing her prone 
  rider into the dirt before you. The thrown rider 
  writhes and coughs blood from his dust–caked 
  mouth. Dressed in tattered cowpoke rags, the 
  man rolls his eyes as he wrenches at the frayed 
  noose around his neck.
  “M…mister they’re a comin’! Th’ bandits ar’ 
  a comin’! Git muh brother out at Hardwick’s 
  ranch an’ they’re a headed this way! The boss 
  man says he wants all the other children too. 
  Says the Mexicuns’ll pay uh high price for ‘em!” 
  The man coughs and appears to pass out.
  The Heroes should be highly suspicious at this 
  point and probably manhandle the rider to garner 
  more pertinent information from him. The man 
  soon awakens but clams up and tries to wriggle 
  free. Only intimidation can secure the Heroes the 
  necessary information. When the Heroes terrify 
  him sufﬁ ciently he mentions that “It sure wus hot 
  camped out waitin’ fur the signal tha’s fur sure.” 
  The Heroes no doubt pounce on this and glean 
  that he was alone and sent by Travers to wait for 
  the signal to come ridin’ in. After spillin’ the beans, 
  the wretch ﬂ ashes a look towards the O’Driscoll 
  house and attempts to ﬂ ee town. Unfortunately 
  the pact of O’Driscoll is kicking in and six Tumble-
  bleeds breeze into town killing him and attempt-
  ing to maim all who are out in the street.
  6 Tumblebleeds: See page 11 for stats.
  THE PERFECT VIEW
  Wishing to get a ‘perfect view’ of his prototypes 
  in action, O’Driscoll leaves the street and ﬂ ees into 
  his house for his valuables. Racing into his study 
  O’Driscoll quickly unlocks his safe and removes 
  the contents. Within the safe is the prize money 
  for the tournament, a ledger, and O’Driscoll’s di-
  ary. The ledger details all the people on the Mad 
  Scientist’s payroll (see the list of Major Players on 
  page 16 for the full list of O’Driscoll’s cronies). The 
  diary meticulously records his macabre designs to 
  destroy the town in order to test his prototype 
  guns. His rant is quite mad and he gloats at his 
  plan to double cross Buck Black and instead force 
  everyone captured within the town to ﬁ ght against 
  the horde of vengeful ‘dead folk.’
  See Appendix C on page 23 for an excerpt 
  from O’Driscoll’s diary.
  Hurriedly the madman unbolts the window in 
  his study and drops the baggage into his wagon 
  that waits below. If allowed to leave the town un-
  impeded, the madman speeds his wagon through 
  town – not sparing the horses until he sits upon 
  the nearest hill outside of town ready to watch 
  the poor settlement be razed to the ground. As he 
  speeds past the jailhouse in a cloud of dust Sheriff 
  Ringer runs out and hollers at him to take him too. 
  When he realizes O’Driscoll is not stopping, he 
  shouts after him “What about the children? What 
  shall I do with the children?”
  Night of the Walkin’ Dead
  As O’Driscoll attempts to ﬂ ee the Walkin’Dead 
  appear. Shufﬂ ing quickly through the small alleys 
  between each building the ﬁ rst wave attempts to 
  surround the Grey Stage Saloon. If the Heroes are 
  here when the undead attack then they must fend 
  off 15 of the abominations as they attempt to climb 
  through every open window and doorway. How-
  
  DIME NOVEL - DEADSHOT
  15
  ever if the Heroes have made a contingency plan 
  such as barricading themselves in then it has the 
  desired effect of keeping the pesky zombies out, 
  temporarily. Their tactics turn to lighting the build-
  ing ablaze and smoking out the occupants of the 
  saloon, whilst attacking anyone who emerges.
  A second party of 15 Walkin’ Dead also ad-
  vances from the other end of town to lay assault 
  to the church. If the Heroes have not persuaded 
  the townsfolk to follow a different plan, then the 
  majority are hiding here, armed with a handful of 
  O’Driscoll’s weapons. If the Townsfolk were ex-
  pecting the bandits to arrive in a noisy posse on 
  horseback and have not been made aware of the 
  presence of the Walkin’ Dead then they are taken 
  by surprise. It is then only minutes before the zom-
  bies enter the church and begin feasting on the 
  townspeople. Battling bravely, the people are lost if 
  the Heroes are not present or do not come to their 
  aid, with the destruction of only 5 Walkin’ Dead. 
  If the Heroes have barricaded the church then it 
  takes the Walkin’ Dead 1d6 rounds for every hour 
  spent barricading for them to break in.
  When the church is deeply under siege, the ban-
  dits appear in their noisy posse. Thinking the shuf-
  ﬂ ing people in the street will scare easily they ride 
  up and are caught off guard by the cunning abomi-
  nations. Soon the battle is in full ﬂ ow as Black’s men 
  are quickly knocked from their horses and killed.
  Any surviving gunslingers still in Hoba Hills rally 
  to the Heroes and help them with their survival 
  plans. Buck Black is seething as his attempt at loot-
  ing has failed and he attempts to hole up in the 
  Smithy pleading with anyone who is already here 
  to help him. If the Heroes are otherwise engaged 
  then he and Travers’ men begin to barricade the 
  building and break out the last of the prototypes. 
  It is at this point that Livvy Sawyer appears within 
  the conﬁ nes of the secured Smithy. Advancing 
  upon the spooked Buck Black she comes to take 
  his wretched life.
  If the Heroes do not rescue Sheelys daughters 
  before the dead arrive then a successful Notice roll 
  alerts them to the children’s screams coming from 
  the jailhouse. Assuming they are still alive, then 
  the Sheriff and his cowardly deputies are found 
  escaping the burning jailhouse as the Heroes ar-
  rive on the scene. The only way to safely rescue the 
  poor children from the ﬂ ames is by going in after 
  them. Any attempt to blow the walls or knock them 
  down has a disastrous effect and the children per-
  ish within the burning rubble. Sheely and Sonny 
  do not take kindly to this turn of events and imme-
  diately resolve to see the Heroes brought to swift 
  and bloody justice.
  Climbing through the ﬂ aming doorway or win-
  dows of the jailhouse is extremely perilous. Heroes 
  entering the burning jailhouse must also avoid 
  ﬂ aming timbers falling on them. Make an Agility 
  roll –1 to successfully enter the building. Once in 
  the building make a Vigor roll each round or gain a 
  Fatigue level. Heroes who take precautions such as 
  wrapping in wet linen or wearing masks gain a +2 
  to their Vigor roll.
  In order to secure the release of the children, 
  the Heroes have to pick the lock on the iron bars 
  (unless of course they caught up with the lawmen 
  and took their keys.) The children are released to 
  Sheely’s delight and he tries to take them to safety.
  WALKIN DEAD
  Attributes: Agility d6, Smarts d4, Spirit d4, Strength 
  d6, Vigor d6
  Skills: Fighting d6, Intimidation d6, Notice d4, 
  Shooting d6
  Pace: 4; Parry: 5; Toughness: 7
  Special Abilities:
  ❁ Claws: d6+d4.
  ❁ Fearless: Walkin’ dead are immune to Fear and 
  Intimidation.
  ❁ Undead: +2 Toughness. +2 to recover from be-
  ing Shaken. Called shots do no extra damage. 
  Arrows, bullets, and other piercing attacks do 
  half–damage.
  ❁ Weakness (Head): Shots to a walkin’ dead’s 
  head are +2 damage, and piercing attacks do 
  normal damage. 
  Aftermath
  By vanquishing the zombie threat and being 
  instrumental in the slaying or capture of Black 
  and O’Driscoll; the Heroes earn the respect of 
  the relieved townspeople and workers. Any of 
  O’Driscoll’s men still around are rounded up by 
  a posse of US Marshals wired for by Fallon. Any 
  Heroic lawmen are then invited to stay and keep 
  the town respectable.
  As the Heroes depart Hoba Hills they notice the 
  arrival of three local Shamans. Later they learn the 
  Shamans banished the last of the evil spirits haunt-
  
  DIME NOVEL - DEADSHOT
  16
  ing the hills and closed a gate to the netherworlds 
  located just a few miles from Sheeley’s place. 
  MAJOR PLAYERS
  FARGUS O’DRISCOLL
  Driven by an insane desire to test his next 
  weapon design, O’Driscoll is responsible for the 
  revival of the town and its subsequent destruc-
  tion. His idea to hold a tournament is yet an-
  other means to attract willing gunslingers to try 
  his creations.
  Age 51
  Attributes: Agility d8, Smarts d10, Spirit d8, 
  Strength d12, Vigor d6
  Charisma: –1 Pace: 6, Parry: 6, Toughness: 5
  Power Points: 12
  Skills: Climbin’ d12, Fighting: d8, Guts d8, Heal-
  ing d10, Investigation d10, Knowledge (Area) d10, 
  Knowledge (Languages) d10, Knowledge (Chemis-
  try) d10, Notice d10, Riding d8, Repair d10, Shoot-
  ing d8, Stealth d8, Survival d10, Weird Science 210
  Edges: Arcane Bkgd: Mad Science, Mr.Fix It, Rich,
  Hindrances: Bad Eyes (Minor), Curious, Overcon-
  ﬁ dent, Stubborn
  Cash: 5,284.60
  Equipment: 22 Rupertus Pepperbox (5/10/20, 
  2d6, Shots 8), .41 Wesson Dagger–Pistol (5/10/20, 
  2d6, Shots 2, AP1, d12+d4 dagger damage), Cigar 
  (3), 2x Colt .44 Army Revolver (12/24/48, 2d6+1, 
  Shots 6, AP 1), Colt .45 Peacemaker SA (12/24/48, 
  2d6+1, Shots 6, AP1), Flamethrower (see burst 
  power Shots 30 ), Gun belt (1)
  O’Driscoll’s Men
  BUCK BLACK
  Clad in black the man sports greased black hair 
  and a jet black goatee beard. Black is tough as nails 
  and intends to help O’Driscoll in order to loot the 
  town. Little does he know of the mad scientist’s 
  ﬁ nal scheme.
  Age: 35
  Attributes: Agility d10, Smarts d12, Spirit d10, 
  Strength d12, Vigor d6
  Charisma:–7 Pace: 6, Parry: 7, Toughness: 5
  Skills: Climbing d12, Fighting d10, Gambling d12, 
  Guts d12, Investigation d6, Knowledge (Area) d12, 
  Knowledge (Languages) d12, Lockpicking d10, 
  Notice d10, Riding d10, Shooting d10, Stealth d10, 
  Streetwise d12, Taunt d12
  Edges: Dead Shot, Nerves of Steel, Quick Draw, 
  Reputation
  Hindrances: Bloodthirsty, Mean, Habit (Minor), 
  Overconﬁ dent, Wanted
  Cash: $200
  Equipment: Prototype (See page 23), 12–Gauge 
  Double–Barrel Shotgun (12/24/48, 1-3d6, Shots 2, 
  +2 Shooting rolls at close range), Bottle whiskey 
  (good stuff) (1), Cigar (3), Colt .45 Peacemaker 
  SA (12/24/48, 2d6+1, Shots 6, AP1), Gun belt (1), 
  Holster (Quick–draw) (1), Holster (Shoulder) (1),  
  Horse (1), Knife (d12+d4), Set Trigger (1)
  BLACK RIDERS
  A mixed group of 10 desperadoes and outlaws, 
  these men follow his leader blindly. A handful of 
  these men were with Black when he murdered 
  Livvy Sawyer’s family and recognize her on sight. 
  At the beginning of the game the Black Riders are 
  holed up in the old corral barn behind the smithy.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength 
  d6, Vigor d6
  Charisma: — Pace: 8, Parry: 5, Toughness: 5
  Skills: Climbing d6, Fighting: d6, Healing d6, In-
  vestigation d6, Knowledge (Area) d6, Knowledge 
  (Languages) d6, Notice d6, Riding d6, Shooting d6, 
  Stealth d6, Streetwise d6 
  Edges: Fleet Footed, Luck 
  Hindrances: Loyal (Buck Black), Mean, Big Mouth, 
  Wanted
  Cash: Varies
  Equipment: Prototype (See page 23), 45 Win-
  chester ‘76 Riﬂ e (24/48/96, 2d8, Shots 15, AP 2), 2 
  x Colt .44 Army Revolver (12/24/48, 2d6+1, Shots 
  6, AP 1), Gun belt (1), Holster (1), Holster (Shoul-
  der) (1)
  MERLE HANSBERGER
  The proprietor of the Grey Stage Saloon. Hans-
  berger is a scheming weasel in charge of ensuring 
  O’Driscoll has enough willing participants in the 
  tournament. Merle is tall and skinny with greasy 
  black hair.
  Age: 38
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength 
  d4, Vigor d8
  Charisma: 0 Pace: 6, Parry: 6, Toughness: 6
  Skills: Climbing d4, Fighting: d8, Investigation d6, 
  Knowledge (Area) d6, Knowledge (Languages) d6, 
  Notice d6, Riding d8, Shooting d8, Stealth d8
  
  DIME NOVEL - DEADSHOT
  17
  Edges: Alertness, Dodge, Gift of the Gab
  Hindrances: Bad Luck, Cautious
  Cash: 1,401
  Equipment: .45 Winchester ‘76 Riﬂ e (24/48/96, 
  2d8, Shots 15, AP 2), Bottle whiskey (Cheap stuff) 
  (5), Bottle whiskey (good stuff) (5), Buggy/Cab (1), 
  Horse (2), Mule (1), Saddle (1), Saddle bags (1)
  SHERIFF COLT RINGER
  The Sheriff of Hoba Hills. Ringer was run out of 
  a small Nevada town called Whalinsville. Forced to 
  keep some kind of half–law in Hoba Hills by out-
  laws; Ringer is bitter and cruel. Colt is an unshaven 
  pot–bellied man who was beaten heavily by the 
  ‘ugly stick’
  Age: 32
  Attributes: Agility d8, Smarts d4, Spirit d8, Strength 
  d8, Vigor d8
  Charisma: 0 Pace: 6, Parry: 5, Toughness: 6
  Skills: Climbing d8, Fighting d6, Guts d8, Healing 
  d4, Investigation d4, Knowledge (Area) d4, Knowl-
  edge (Language) d4, Lockpicking d8, Notice d4, 
  Riding d8, Stealth d8, Shooting d8
  Edges: Alertness, Steady Hands, Trademark Weap-
  on: Colt .45 Peacemaker, Quick Draw, Dodge
  Hindrances: Minor Enemy, Vengeful (Major), Ob-
  ligation: (Minor)
  Cash: 150.40
  Equipment: Prototype (See page 23), 45 Win-
  chester ‘76 Riﬂ e (24/48/96, 2d8, Shots 15, AP 2), 
  Barbed wire (yard) (1), Bottle whiskey (good stuff) 
  (2), Colt .44 Army Revolver (12/24/48, 2d6+1, Shots 
  6, AP 1), Colt .45 Peacemaker SA (12/24/48, 2d6+1, 
  Shots 6, AP1), Handcuffs (1), Horse (1), Pipe (1), 
  Rope (50’) (1), Tobacco, smoking (pouch) (1)
  DEPUTY SILAS CLEGG 
  Clegg is one of two Deputies to Sheriff Ringer. 
  Normally assigned to jailhouse watch duties he is 
  lazy and unobservant. The majority of the time it is 
  Clegg who holds the keys to the cells and he plea-
  sures in taunting the occupants with them. Silas 
  Clegg is a fat man with an enormous round, red 
  face.
  Age: 35
  Attributes: Agility d4, Smarts d6, Spirit d8, Strength 
  d6, Vigor d6
  Charisma: 0 Pace: 6, Parry: 4, Toughness: 5
  Skills: Climbin’ d6, Fighting d4, Guts d8, Knowl-
  edge (Area) d6, Knowledge (Language) d6, Notice 
  d6, Taunt d6, Stealth d4, Shooting d4, Throwing d4
  Edges: Alertness, Quick Draw, Dodge
  Hindrances: All Thumbs, Delusional (Minor), 
  Greedy
  Cash: 49.50
  Equipment: Prototype (See page 23),.45 Win-
  chester ‘76 Riﬂ e (24/48/96, 2d8, Shots 15, AP 2), 
  Bottle whiskey (Cheap stuff) (3), Colt .44 Army Re-
  volver (12/24/48, 2d6+1, Shots 6, AP 1), Gun belt 
  (1), Holster (Quick–draw) (1), Trail Rations (per 
  Day) (2)
  DEPUTY HANK FUHR
  The other of Sheriff Ringer’s two Deputies, 
  Hank Fuhr is the man responsible for enticing 
  those deemed ‘undesirable’ by the Sheriff into 
  petty crime. He is the Sheriffs’ set–up man. Fuhr 
  has a knack for goading people into hitting him in 
  front of witnesses. Deputy Fuhr is thin and rakish 
  with a hooked nose and blond hair.
  Age: 21
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength 
  d6, Vigor d6
  Charisma: –2 Pace: 8, Parry: 5, Toughness: 5
  Skills: Climbing d6, Fighting: d6, Healing d6, In-
  vestigation d6, Knowledge (Area) d6, Knowledge 
  (Languages) d6, Notice d6, Riding d6, Shooting d6, 
  Stealth d6, Streetwise d6 
  Edges: Fleet Footed, Luck (Hank gets 1 benny for 
  himself because of his Luck)
  Hindrances: Loyal, Mean, Big Mouth
  Cash: 56.70
  Equipment: Prototype (See page 23), 45 Win-
  chester ‘76 Riﬂ e (24/48/96, 2d8, Shots 15, AP 2), 
  2x Colt .44 Army Revolver (12/24/48, 2d6+1, Shots 
  6, AP 1),  Gun belt (1), Holster (1), Holster (Shoul-
  der) (1)
  ELIZABETH HONEY
  The ‘eyes and ears’ of Hansberger’s brothel 
  operation. Lizzy Honey is skilled at extracting 
  sensitive information from drunken clients. Lizzy 
  has the ear of Sheriff Ringer who garners her with 
  ‘tokens of appreciation’ taken from unconscious 
  jailbirds. Elizabeth Honey is young and very pretty 
  with blond curls and a cute button nose.
  Age: 21
  Attributes: Agility d8, Smarts d8, Spirit d6, Strength 
  d6, Vigor d8
  Charisma: +2 Pace: 6, Parry: 5, Toughness: 6
  Skills: Climbing d6, Fighting d6, Healing d6, In-
  vestigation d6, Knowledge (Area) d8, Lockpicking 
  d8, Notice d8, Riding d6, Shooting d8, Stealth d6, 
  Streetwise d8
  Edges: Attractive, Thief
  
  DIME NOVEL - DEADSHOT
  18
  Hindrances: Greedy, Overconﬁ dent, Stubborn
  Cash: 218.10
  Equipment: .32 Knuckle–Duster (1), .41 Wesson 
  Dagger–Pistol (5/10/20, 2d6, Shots 2, AP1, d6+d4 
  dagger damage), Blouse (Dress) (1), Boots (1), 
  Bottle whiskey (Cheap stuff) (2), Silk Stockings 
  (1), Skirt (1)
  TRAVERS
  Travers is a Blacksmith employed by O’Driscoll 
  to make his crazy weapons. Promised the sole 
  ownership of the smithy when the madman has ﬁ n-
  ished his ‘experiments’, Travers is highly motivated 
  and reports any hindrances to their work directly 
  to O’Driscoll. Travers is a tinkerer and avoids heavy 
  lifting, leaving his employees to do the menial 
  tasks. Travers has a long thin face and a scrawny 
  pale body, blotched by the heat of the smithy.
  Age: 35
  Attributes: Agility d8, Smarts d10, Spirit d4, 
  Strength d12, Vigor d6
  Charisma: 0 Pace: 6, Parry: 6, Toughness: 5
  Skills: Climbing d12, Fighting d8, Knowledge 
  (Area) d10, Knowledge (Languages) d10, Knowl-
  edge (Science) d10, Lockpicking d8, Notice d10, 
  Repair d10, Stealth d8
  Edges: Alertness, McGyver
  Hindrances: Curious, Stubborn, Cautious
  Cash: 150.35
  Equipment: Prototype (see page 23), Buggy/Cab 
  (1), Horse (2), Mule (1), Saddle (1), Saddle bags (1)
  TRAVERS MEN
  Eight or so laborers who spend their days toiling 
  at the smithy and their nights squandering their 
  meager pay in a haze of drunkenness and gam-
  bling. Each man has a tale to tell about the various 
  ‘errands’ Travers sends him on (such as pretending 
  to be someone else), but they are wary of his wrath 
  and reluctant to impart this information without 
  signiﬁ cant reward.
  Age: 20–30
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength 
  d6, Vigor d6
  Charisma: 0 Pace: 6, Parry: 5, Toughness: 4
  Skills: Climbing d6, Fighting: d6, Guts d12, Heal-
  ing d6, Investigation d6, Knowledge (Area) d6, 
  Knowledge (Languages) d6, Notice d6, Riding d6, 
  Shooting d6, Stealth d6
  Edges: Luck, Quick
  Hindrances: Vengeful (Minor), Yellow 
  Cash: 50–70
  Equipment: Bottle whiskey (Cheap stuff) (1), Colt 
  .44 Army Revolver (12/24/48, 2d6+1, Shots 6, AP 
  1), Gun belt (1), Holster (Quick–draw) (1), Horse 
  (1), Longjohns (1), Saddle (1), Trousers (1), Win-
  ter Coat (1)
  Gunslingers 
  CLINT SWEET AKA ‘SUGAR DADDY’
  Sweet is a gunslinger entered in the tournament. 
  Drawn to public displays of heroism, Sweet has 
  earned his nickname from taking swooning young 
  ladies under his ample wing. Using a new weapon 
  is yet another way to impress the ladies. Sweet is 
  tall with close cropped mousey hair. Clean shaven 
  he has a prominent chiseled chin.
  Age: 32
  Attributes: Agility d6, Smarts d8, Spirit d10, 
  Strength d8, Vigor d4
  Charisma: 0 Pace: 6, Parry: 5, Toughness: 4
  Skills: Climbing d8, Fighting: d6, Guts d10, In-
  vestigation d8, Knowledge (Area) d8, Knowledge 
  (Languages) d8, Notice d8, Riding d6, Shooting d6, 
  Stealth d6, Survival d6, Throwing d6, Track d8 
  Edges: Alertness, Steady Hands, Trademark Weap-
  on: Colt .45Peacemaker, Quick Draw, Dodge
  Hindrances: Minor Enemy, Vengeful (Major), He-
  roic
  Equipment: Prototype (See page 23), .44–40 Win-
  chester ‘73 Riﬂ e (24/48/96, 2d8, Shots 15, AP 2), 
  Colt .45 Peacemaker SA (12/24/48, 2d6+1, Shots 
  6, AP 1), Gun belt (1), Holster (Quick–draw) (1), 
  Horse (1)
  DEKE CLAYMORE AKA ‘THE TEXAN’
  The Texan is known in Arizona as a square–jawed 
  tobacco–chewin’ cheat. The reporter O’Malley has 
  had a run–in with Claymore once before when the 
  cheatin’ Texan left him at the mercy of the Hangin’ 
  Judges. He regards the prototype gun as a toy and 
  intends to prove that he can win with any weapon, 
  even this. Dressed in a dapper waistcoat and necktie, 
  the Texan has brown hair and a thick moustache.
  Age: 35
  Attributes: Agility d10, Smarts d12, Spirit d10, 
  Strength d12, Vigor d6
  Charisma:–1 Pace: 6, Parry: 7, Toughness: 5
  Skills: Climbing d12, Fighting d10, Gambling d12, 
  Guts d12, Investigation d6, Knowledge (Area) d12, 
  Knowledge (Languages) d12, Lockpicking d10, 
  
  DIME NOVEL - DEADSHOT
  19
  Notice d10, Riding d10, Shooting d10, Stealth d10, 
  Streetwise d12, Taunt d12
  Edges: Quick Draw, Trademark Weapon: Colt .44 
  Army Revolver,
  Hindrances: Bad Eyes (Minor), Habit (Horribly 
  superior), Overconﬁ dent
  Equipment: Prototype (See page 23), .44–40 Win-
  chester ‘73 Riﬂ e (24/48/96, 2d8, Shots 15, AP 2), Ci-
  gar (5), Colt .45 Peacemaker SA (12/24/48, 2d6+1, 
  Shots 6, AP 1), Gunbelt (1), Holster (Quick–draw) 
  (1), Horse (1), Longer Barrel (1), Playing Cards 
  (1), Tobacco, chewing (tin) (1)
  HAL FANNING AKA ‘DUSTY HEEL’
  A gunslinger of ‘principals’ Fanning rejects sci-
  ence and believes in the purity of the gunﬁ ght. 
  Content to brag in a quiet corner of the saloon, 
  Fanning is a smooth talker and hates the idea of 
  using the prototype. Fanning is dark–skinned with 
  deep set eyes and a thin facial scar.
  Age: 28
  Attributes: Agility d10, Smarts d4, Spirit d8, 
  Strength d8, Vigor d8
  Charisma: 0 Pace: 6, Parry: 7, Toughness: 6
  Skills: Climbing d8, Fighting d10, Guts d8, Heal-
  ing d4, Investigation d4, Knowledge (Area) d4, 
  Knowledge (Language) d4, Lockpicking d8, Notice 
  d4, Riding d6, Stealth d8, Shooting d10
  Edges: Alertness, Steady Hands, Trademark Weap-
  on: Colt .44 Army Revolver, Quick Draw, Dodge
  Hindrances: Minor Enemy, Vengeful (Major), He-
  roic
  Equipment: .44–40 Winchester ‘73 Riﬂ e (24/48/96, 
  2d8, Shots 15, AP 2), Colt .44 Army Revolver 
  (12/24/48, 2d6+1, Shots 6, AP 1), Gun belt (1), Hol-
  ster, (Quick–draw) (1), Horse (1), Playing Cards (1), 
  Rope (50’) (1), Tobacco, chewing (tin) (1)
  IKE CLEARWATER AKA ‘THE STETSON’
  Clearwater is as superstitious as they come. 
  Rabbit’s feet adorn his gun belt and his trademark 
  Stetson bears the initials of all his enemies upside 
  the brim. A cross–draw specialist, Clearwater goes 
  through the same hand movements just prior to 
  every shoot out. Ike is tal1 has a dark beard and 
  walks with a slight limp.
  Age: 48
  Attributes: Agility d12, Smarts d12, Spirit d10, 
  Strength d12, Vigor d6
  Charisma: 0 Pace: 6, Parry: 7, Toughness: 5
  Skills: Climbing d12, Fighting d10, Gambling d12, 
  Guts d12, Investigation d6, Knowledge (Area) d12, 
  Knowledge (Languages) d12, Lockpicking d12, 
  Notice d10, Riding d10, Shooting d12, Stealth d8, 
  Streetwise d8, Taunt d12
  Edges: Quick Draw, Dead Shot
  Hindrances: Cautious, Overconﬁ dent
  Equipment: Prototype (See page 23), .44–40 
  Winchester ‘73 Riﬂ e (24/48/96, 2d8, Shots 15, AP 
  2), 2 x Colt .44 Army Revolver (12/24/48, 2d6+1, 
  Shots 6, AP 1), Gun belt (1), Holster (Cross–draw) 
  (1), Horse (1), Knife (d12+d4), Bowie Knife, 
  (d12+d4+1, AP 1 ), Playing Cards (1), Rope (50’) 
  (1), Tobacco, chewing (tin) (1)
  MOLLY MCGUIRE AKA ‘KINKY GIRL’
  Pretty as an up–market whore and twice as 
  deadly Kinky Girl gets her name from her liberal 
  sense of dress. Having a twisted mind, McGuire 
  gets a kick from using the image of a showgirl to 
  lure lecherous men to their barrel–smoking doom. 
  Molly uses any means she can to get one up over 
  a man this includes using the prototype to gain an 
  advantage.
  Age: 25
  Attributes: Agility d10, Smarts d12, Spirit d4, 
  Strength d8, Vigor d6
  Charisma: 0 Pace: 6, Parry: 7, Toughness: 5
  Skills: Climbin’ d6, Fighting: d10, Guts d4, Knowl-
  edge (Area) d10, Knowledge (Languages) d10, 
  
  DIME NOVEL - DEADSHOT
  20
  Notice d12, Shooting d10, Stealth d8, Survival d12, 
  Throwing d8, Tracking d12 
  Edges: Quick Draw, Marksman, Very Attractive
  Hindrances: Bloodthirsty 
  Equipment: Prototype (See page 23),.22 Ruper-
  tus Pepperbox (5/10/20, 2d6, Shots 8), .41 Wes-
  son Dagger–Pistol (5/10/20, 2d6, Shots 2, AP1, 
  d8+d4 dagger damage), 2x Colt .44 Army Revolver 
  (12/24/48, 2d6+1, Shots 6, AP 1), Gun belt (1), 
  Holster (Quick–draw) (1), Holster (Shoulder) (1), 
  Horse (1), Knife (d8+d4)
  CURT FINN AKA ‘ONE–EYE’
  Finn entered the tournament to kill the man 
  who took his left eye. Seeing his nemesis Deke 
  Claymore bite the dust is the only thought driving 
  ‘One–Eye’ as the tournament begins. The Texan 
  carved out Finn’s eye as a lesson to those that op-
  posed him when he deﬁ led a quiet New Mexico 
  homestead. Finn’s family were also murdered.
  Age: 25
  Attributes: Agility d8, Smarts d8, Spirit d12, 
  Strength d6, Vigor d6
  Charisma: –1 Pace: 6, Parry: 6, Toughness: 5
  Skills: Climbing d6, Driving d6, Fighting d8, Guts 
  d12, Healing d8, Investigation d8, Knowledge 
  (Area) d8, Knowledge (Languages) d8, Knowledge 
  (Arts) d8, Lockpicking d6, Notice d8, Repair d8, 
  Riding d8, Shooting d8, Stealth d6, Survival d6, 
  Tracking d8 
  Edges: Quick Draw, Steady Hands
  Hindrances: One Eye, Cautious, Habit (Taps his 
  eye patch)
  Equipment: .44–40 Winchester ‘73 Riﬂ e (24/48/96, 
  2d8, Shots 15, AP 2), 2x Colt .44 Army Revolver 
  (12/24/48, 2d6+1, Shots 6, AP 1), Gun belt (1), 
  Horse (1), Knife (d6+d4)
  BETH REAPER AKA ‘GRIMLOCKS’
  Described affectionately as Calamity Janes ruder 
  sister, Beth Reaper’s family were killed by Indians 
  and she has since led a life of rough trade and 
  brutal gunﬁ ghts. ‘Grimlocks’ wears a feathered hat 
  taken from a dead Indian and takes her name from 
  the smelly matt of dreadlocked hair she sports be-
  neath it.
  Age: 27
  Handedness: Both
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength 
  d6, Vigor d6
  Charisma: –2 Pace: 6, Parry: 6 Toughness: 5
  Skills: Climbing d8 Fighting: d8 Healing d6, In-
  vestigation d6, Knowledge (Area) d6, Knowledge 
  (Languages) d6, Notice d6, Riding d8 Shooting d8, 
  Stealth d8 Streetwise d6 
  Edges: Fleet Footed, Quick Draw
  Hindrances: Mean, Big Mouth, Death Wish
  Equipment: Prototype (See page 23), 22 Rupertus 
  Pepperbox (5/10/20, 2d6, Shots 8), .44–40 Win-
  chester ‘73 Riﬂ e (24/48/96, 2d8, Shots 15, AP 2), 2x 
  Colt .44 Army Revolver (12/24/48, 2d6+1, Shots 6, 
  AP 1), Gun belt (1), Horse (1), Knife (d6+d4)
  BILLY SCHILLING AKA ‘THE KID’
  A youthful and skilled shootist, Billy is arrogant 
  and naïve. Billy knows he is the only gunslinger 
  that can do the prototype justice and intends to 
  do this by winning the tournament. The ‘Kid’ has a 
  baby face, brown hair, blue eyes and freckles.
  Age: 17
  Attributes: Agility d8, Smarts d10, Spirits d12, 
  Strength d4, Vigor d6
  Charisma: 0 Pace: 6, Parry: 6, Toughness: 5
  Skills: Climbing d4, Driving d8, Fighting d8, Guts 
  d12, Investigation d10, Knowledge (Area) d10, 
  Knowledge (Languages) d10, Lockpicking d8, No-
  tice d10, Repair d10, Shooting d8, Stealth d8
  Edges: Gift of the Gab, Quick Draw, Strong Willed 
  Hindrances: Overconﬁ dent, Greedy (Minor)
  Equipment: Prototype (See page 23), Bottle whis-
  key (Cheap stuff) (1), 2x Colt .44 Army Revolver 
  (12/24/48, 2d6+1, Shots 6, AP 1), Gun belt (1), 
  Holster (Quick–draw) (1), Holster (Shoulder) (1), 
  Horse (1), Knife (2d4)
  Neutrals
  BRYCE FALLON
  Fallon lives above his general stores with his 
  wife. Fallon is a moral man and is willing to help 
  anyone who can stop the tyranny of Sheriff Ringer 
  and his men. Although a paciﬁ st, Fallon is not 
  averse to just violence in extreme circumstances. 
  Bryce is a small dark haired man with buck teeth 
  and spectacles.
  Age: 36
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength 
  d6, Vigor d8
  Charisma: 0 Pace: 6, Parry: 5, Toughness: 6
  Skills: Climbing d6, Fighting d6, Healing d6, In-
  vestigation d6, Knowledge (Area) d4, Knowledge 
  (Languages) d4, Notice d4, Riding d6, Shooting d6, 
  Stealth d6, Streetwise d4
  Edges: Rich
  
  DIME NOVEL - DEADSHOT
  21
  Hindrances: Ailin’ (Minor), Heroic, Paciﬁ st
  Cash: 890.80
  Equipment: Ax (2d6), Backpack (1), Bedroll (1), 
  Camera (1), File (1), Guitar (1), Harmonica (1), 
  Horse (1), Lantern oil (gallon) (1), Photographic 
  Plate (1), Pick (1), Playing Cards (1), Rope (50’) 
  (1), Shovel (1), Spectacles (1), Watch (1)
  MARVIN SHEELY
  A rancher since he was a child, Marv Sheely runs 
  the family ranch a few miles from town. Living with 
  his two daughters Sheely was the nephew of the 
  Harrowed soldier Sonny. Sheely is an honorable 
  man and endeavors to help those that help him, 
  and punish those who wrong him. Strong and tall, 
  Sheely has dark, rugged features and sun–bronzed 
  skin.
  Age: 40
  Attributes: Agility d12, Smarts d6, Spirit d8, 
  Strength d6, Vigor d6
  Charisma: 0 Pace: 6, Parry: 8, Toughness: 5
  Skills: Climbing d6, Fighting d12, Knowledge 
  (Area) d4, Knowledge (Languages) d4, Lock pick-
  ing d12, Notice d6, Stealth d12, Shooting d12, Sur-
  vival d6, Throwing d12 
  Edges: Two–Fisted, Hard to Kill, Dodge
  Hindrances: Loyal, Lyin’ Eyes, Big Mouth
  Equipment: .45 Winchester ‘76 Riﬂ e (24/48/96, 
  2d8, Shots 15, AP 2), Scattergun (6/12/24, 1-3d6 
  RoF 1-2, Shots 2, +2 on Shooting Rolls at Close 
  range, Small Burst Template), Bedroll (1), Buggy/
  Cab (1), Canteen (1), Hammer (1), Hatchet (1), 
  Horse (3), Iron Skillet (1), Pick (1), Saddle (3), 
  Saddle bags (3), Shovel (1)
  REV.CAIN FELLOWS
  The priest of Hoba Hills Reverend Fellows has a 
  secret. His descendants made an ancient pact with 
  the manitous of this cursed area, and he has in-
  herited mysterious healing power, once thought to 
  be gods work, he has discovered its true nature by 
  speaking with the ghost Sonny. The priest is now 
  devoid of faith and has resigned himself to an af-
  terlife of torment.
  Age: 39
  Attributes: Agility d6, Smarts d6, Spirit d12, 
  Strength d6, Vigor d8
  Charisma: 0 Pace: 6, Parry: 5, Toughness: 6
  Power Points: 12
  Skills: Climbing d6, Fighting: d8, Guts d12, Heal-
  ing d6, Investigation d6, Knowledge (Area) d6, 
  Knowledge (Languages) d6, Notice d6, Riding d6, 
  Shooting d6, Stealth d6, Survival d6 
  Edges: Arcane Bkgd: Miracles
  Hindrances: Anemic, Bad Eyes (Minor), Vow (Ma-
  jor)
  Miracles: Obscure, Dispel, Conceal Arcana, Armor, 
  Smite
  Mysterious Past: Ancient Pact (Healing and 
  Greater Healing powers, 30PP, Use his Spirit dice 
  as Spellcasting dice) 
  Power: Stitchin’
  Cash: 36.20
  Equipment: Brass Knuckles (d4+d6), Mule (1), 
  Saddle bags (1), Watch (1)
  SHELLY SWEETHEART
  A loose–lipped whore working for Hansberger, 
  Shelly is a perfect conductor for information be-
  tween Heroes and town gossip. Shelly’s long blond 
  hair frames her pretty blue eyes and red lips.
  Age: 19
  Attributes: Agility d8, Smarts d4, Spirit d6, Strength 
  d6, Vigor d8
  Charisma: +2 Pace: 6, Parry: 5, Toughness: 6
  Skills: Climbing d6, Fighting d6, Healing d4, 
  Knowledge (Area) d4, Lockpicking d8, Notice d4, 
  Persuasion d6 , Shooting d6, Stealth d6, Streetwise 
  d4
  Edges: Attractive, Thief
  Hindrances: Greedy, Overconﬁ dent, Young
  Equipment: .22 Rupertus Pepperbox (5/10/20, 
  2d6, Shots 8), Blouse (Dress) (1), Bottle whiskey 
  (Cheap stuff) (3), Holster (Springsleeve) (1), Lan-
  tern oil (gallon) (1), Shoes (1), Silk Stockings (1), 
  Skirt (1)
  GLORIA DIAMOND
  A feisty brunette working at the Grey Stage Sa-
  loon, Gloria is always to be seen on the arm of the 
  luckiest gambler in the saloon. Money turns her on 
  and she can be persuaded to run errands for the 
  Hero that gives her attention and money.
  Age: 23
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength 
  d6, Vigor d8
  Charisma: +2 Pace: 6, Parry: 5, Toughness: 6
  Skills: Climbing d6, Fighting d6, Healing d4, 
  Knowledge (Area) d4, Lockpicking d6, Notice d4, 
  Persuasion d6, Riding d6, Shooting d6, Stealth d6, 
  Streetwise d4
  Edges: Attractive, Alertness
  Hindrances: Greedy, Poverty, Stubborn
  Cash: 63.40
  
  DIME NOVEL - DEADSHOT
  22
  Equipment: .22 Rupertus Pepperbox (5/10/20, 
  2d6, Shots 8), Blouse (Dress) (1), Boots (1), Silk 
  Stockings (1), Skirt (1)
  The Harrowed
  GREYCLOUD
  The Indian named Greycloud is a Harrowed 
  Ravenite, losing his life to a soldier. Greycloud is 
  relentless in his pursuit of his slayer Sonny Sheely.
  Age: 41
  Attributes: Agility d12+1, Smarts d8, Spirit d10, 
  Strength d8, Vigor d10
  Charisma: 0 Pace: 6, Parry: 5, Toughness: 7
  Skills: Climbing d8, Fighting: d6, Guts d10, In-
  timidation d8, Knowledge (Area) d8, Knowledge 
  (Languages) d8, Notice d8, Riding d6, Shooting d6, 
  Stealth d6, Survival d6, Throwing d6, Track d8 
  Edges: Alertness, Implacable, Spook, Two–Fisted 
  Hindrances: Death Wish, Implacable, Spook
  Equipment: Bow & Arrow (1), Knife (1), Toma-
  hawk (2)
  Powers: Bow & Arrow (12/24/48, 2d6), Knife 
  (d8+d4), Tomahawk (d8+d6) Powers: Jinx (2), 
  Silent as a Corpse (1), Supernatural Agility (1)
  LIVVY SAWYER
  Once a saloon girl killed by Black in a drunken 
  stupor Livvy has tracked him down at last and plots 
  his bloody death.
  Age: 22
  Handedness: Right
  Attributes: Agility d8, Smarts d8, Spirit d6, Strength 
  d8, Vigor d8
  Charisma: +2/-2 Pace: 6, Parry: 6, Toughness: 6
  Skills: Climbing d8, Fighting d8, Healing d8, Knowl-
  edge (Area) d8, Lockpicking d8, Notice d8, Persua-
  sion d8, Shooting d8, Stealth d8, Streetwise d8
  Edges: Attractive, Thief, Ghost
  Hindrances: Bloodthirsty, Enemy, Vengeful
  Mysterious Past: Sworn Enemy
  Cash: 122.00
  Equipment: .32 Knuckle–Duster (1), .41 Wesson 
  Dagger–Pistol (5/10/20, 2d6, Shots 2, AP1, d8+d4 
  dagger damage), Blouse (Dress) (1), Boots (1), 
  Bottle whiskey (Cheap stuff) (2), Silk Stockings 
  (1), Skirt (1)
  SONNY SHEELY (GHOST)
  The ghostly Sonny was once a rancher of Hoba 
  Hills before he left to ﬁ ght in the army. Missing 
  for years and presumed dead, Sonny has returned 
  home through a gate in the desert trying to escape 
  the pursuit of the Last Sons. Once the uncle of 
  Sheely, Sonny now haunts the buildings of Hoba 
  Hills in Ghost form.
  Attributes: Agility d6, Smarts d6, Spirit d10, 
  Strength d6, Vigor d6
  Charisma: – Pace: 6, Parry: 5, Toughness: 5
  Skills: Fighting d6, Intimidation d12+2, Notice 
  d12, Taunt d10, Stealth d12+4, Throwing d12
  Gear: Thrown Objects (Str +1)
  Special Abilities
   
  Ethereal: Ghosts are immaterial and can only 
  be harmed by magical attacks.
   
  Fear –2: Ghosts cause Guts checks at –2 when 
  they let themselves be seen.
  APPENDIX A: ENTRANTS AND RULES
  Round 1
  Note: Merles odds are given in brackets after each 
  name:
  Billy Schilling (E) VS Torg Gustaffsen (3–1)
  Beth Reaper (2–1) VS Earl Shamlock (5–1)
  Curt Finn (3–1) VS Deke Claymore (2–1)
  Ike Clearwater (2–1) VS ?
  Molly McGuire (4–1) VS Hal Fanning (2–1)
  Clint Sweet (2–1) VS ?
  Ricardo Gomez (3–1) VS Tanner Stevens (3–1)
  RULES
  Each round requires each contestant to take 
  their positions thirty yards apart and begin shoot-
  ing upon the striking of the bell outside the large 
  house opposite the Saloon. If both men are still 
  standing after the ﬁ rst draw then they must con-
  tinue until only one is left standing. 
  At the stroke of ten in the morning the ﬁ rst duel 
  begins. Feel free to gamble on each ﬁ ght according 
  to the odds given by Merle.
  
  DIME NOVEL - DEADSHOT
  23
  APPENDIX B: CAIN’S SERMON
  “Oh, father art thou glorious, even in the face 
  of such evil and masked faiths. Wrongdoers lit-
  ter our town and yet you embrace them as your 
  single ﬂ ock. Be they Black, white, Indian or even 
  (pause)…Irish.
  Never shall you turn your back on those in need 
  of spiritual help or the Devil’s servitude. I beseech 
  thee o lord to help us all through these hard times 
  and let us be as one against the bleak desert of 
  despair. The foul inner demons may haunt us and 
  tell us to do the Devil’s work but we shall prevail 
  though our souls may be doomed we shall hold 
  up your torch and smite the Devils from our town 
  whatever their creation and designs.
  Oh blessed father lead us not into the tempta-
  tions of liquor and ﬂ esh that cloud our judgment 
  and divert us from the path of the truth.
  Let not our differences be settled by the gun for 
  the proﬁ t of others. Instead let us embrace life and 
  honest toil for the greater good.
  Finally let us pray for the souls of those recently 
  departed and know that they are safely with the 
  lord, as death is only the beginning…
  AMEN.”
  APPENDIX C: O’DRISCOLL’S DIARY EXCERPT
  ‘The day I decided to do something about the 
  town I could hear them in my head, talking to me. 
  Seemed silly to burden the buffoon Black with the 
  details–so I rode out and saw them myself. The 
  spirits were darker than even I could imagine but I 
  showed then the power of my gun and the beasts 
  died at my hands. I could feel their baying for my 
  blood and the blood of the others, so I gave them 
  my blood on an oath stone and they sucked on it. 
  Each night I sent a man out into the desert with the 
  stone and each night the offering was received with 
  vigor. Now I have stopped the offerings they shall 
  be hungry for blood and bone. They are coming, 
  they are coming to feast! And my guns will show 
  them true power! Ha! What a night it shall be, I 
  shall wallow in the fury of smoke and ﬁ res and we 
  shall see who is strongest!’
  APPENDIX D: THE PROTOTYPE
  THE PROTOTYPE
  The pistol is designed by O’Driscoll and is simi-
  lar in appearance to a Pinkerton’s Gatling pistol. 
  Each prototype has several barrels and sight attach-
  ments. Driven by ghost rock fragments sitting in 
  tiny piston chambers, the gun can ﬁ re at an alarm-
  ing rate and ﬁ re explosive bullets! Its levers allow 
  the gunslinger to alternate between three differing 
  rates of ﬁ re: 3, 4, and 5 shots. The prototype also 
  has a new ‘scope–o–matic’ feature that allows the 
  gunslinger to press a button to extend the tele-
  scopic barrel and folding sight. Using this feature 
  the weapon’s range extends to 30/60/120, and the 
  ﬁ rer can aim a called shot in the normal way at half 
  the normal penalty (for example a called shot to 
  the heart of an opponent has a –2 penalty instead 
  of –4.) The butt may also be removed in a single 
  action with a successful Repair roll and used as a 
  standard .41 Derringer. This weapon is even usable 
  if the prototype explodes.
  However there are two major problems that 
  any hero using pistol must contend with. First, the 
  higher the rate of ﬁ re selected, the lower the reli-
  ability and range of the shot. With an ROF of 3, the 
  weapon explodes on a roll of a 1 (regardless of the 
  result of any Wild Die). For each additional +1 to 
  RoF, the gun’s range is halved and the malfunction 
  roll increases by one, so when the pistol is ﬁ red at 
  RoF 4, the range is 12/24/48 and the gun malfunc-
  tions on a 1 or 2. At RoF 5, the range is 6/12/24 
  and the gun malfunctions on a roll of 1, 2, or 3 
  (regardless of any Wild Die). If the gun explodes, 
  anyone under a small burst template (centered on 
  the ﬁ rer) suffers 2d8 damage. Secondly the gun’s 
  ‘scope-o-matic’ sight is devilishly suspect. Any time 
  the ﬁ rer roll a 1 on his Shooting die, the device mal-
  function and cannot be used as described above. 
  All subsequent Shooting rolls are made at -2.
  O’Driscoll’s Prototype: (Range: 24/48/96; Dam-
  age: 2d8+1; RoF: variable; Cost: Prototype; Weight: 
  45; Shots: 15; Notes: unreliable (see notes)
  
  DIME NOVEL - DEADSHOT
  24
  Saloon Gal Dies Suspiciously
  Mourners attended the funeral of 
  one Olivia Sawyer on Thursday who 
  was found dead in Mulch Mountain 
  Saloon. with suspicious marks on her 
  neck. Coroner Kelly Fuhr suggested al-
  cohol poisoning and accidental death 
  as the cause. Co–Worker Lucy Pearl 
  had this comment “She was a honey. 
  Everyone like Livvy, she had the face 
  of an angel and the customers loved 
  her. I can’t understand it, but those 
  marks on her neck weren’t caused by 
  no liquor.”
  A Black Day
  Following the infamous shootout 
  between ‘Smilin’ Jake’ and Buck Black 
  in Cricket County, the crooked lawman 
  has gone to ground. An eye witness to 
  the shooting had these words, “Me an’ 
  Carl sawed thu hol’ thang. That Black 
  lawman tol’ ol’ Jake tu throw down his 
  guns on account of him bein’ in the 
  middle of robbin a bank an all. Well 
  Jakey weren’t no pansy ass Deputy 
  an’ said ‘Bart drop the gun an’come 
  quiet’. Well Black he did drop the gun. 
  An’ drew two more frum under his 
  coat! Cut the man down like an ear 
  o’corn right bufor’ us. I remember 
  Black laﬁ n’ as he took my money that 
  sonafabitch!” Buck Black’s where-
  abouts are currently unknown but 
  numerous sightings of a man match-
  ing his description have been made 
  as recently as four days ago heading 
  south into Arizona.
  APPENDIX E: O’MALLEY’S NEWSPAPER CLIPS
  (Note: Errors in the clipping are intentional.)
  A New Mexico Tragedy
  Eight people were killed in cold 
  blood yesterday on a New Mexico 
  farmstead sixty miles west of Santa Fe. 
  The three Finn brothers, Seth, Tyler 
  and Clark were all killed along with 
  their parents and spouses. The fourth 
  brother, Curtis is missing presumed 
  dead. The dark assailant was spotted 
  leaving the scene by an elixir sales-
  man, and described him as tall, dark 
  and square–jawed. The salesman said 
  the mustachioed man wore dapper 
  attire and a ﬁ ne necktie. The local 
  Sheriff 
  Roscoe.V.Herman 
  describes 
  the witness as “an unreliable cheatin’ 
  Jackass who’d better not darken my 
  town’s gates again.”
  Grave Humor
  Sadly the body of dead Saloon 
  Gal Olivia Sawyer has been taken as 
  her grave has been robbed and des-
  ecrated. Miss Sawyer died two weeks 
  ago in a Californian Saloon where she 
  worked, and yesterday her grave was 
  found empty. Local lawmen found 
  the body missing from the grave with 
  the tombstone deﬁ led with the words 
  ‘Black will die’ daubed in blood. The 
  sick joker is still at large in the com-
  munity and Sheriff Cox has alerted the 
  neighboring churches to be vigilant of 
  grave robbers. Local families are afraid 
  that the recently departed loved ones 
  may suffer the same fate.
  
  HELL IN HOBA HILLS!
  Once a bustling gold rush town,
  Hoba Hills is a shadow of it’s former
  glory. However it has began a slow
  return to health with the investment
  of businessman Fargus O’Driscoll.
  His gun smithy is creating fantastic
  new weapons and he is keen to test
  the quality of his creations by holding
  a contest.
  Many gunslingers, cowboy’s and
  desperadoes have gathered for the
  winning price of $5,000!
  O’Driscoll is playing a different
  game, a deadly game at the expense
  of the contestants and townsfolk of
  Hoba Hills.
  Welcome to a new age of Deadlands. 
  We present Deadshot for the Reloaded generation!  
  $5.50 USD
  LEG1351
  In the dusty settlement of Hoba Hills, a vicious
  competition is being played out in which the
  contestants compete with their lives!
  Is it first place or a pine box for your Hero?
  Requires the use of the Savage Worlds rulebook & Deadlands Reloaded, published by Pinnacle Entertainment Group
  Legion Publishing, the Legion Publishing logo, Legionnaire, and all related characters and elements are
  trademarks of Legion Publishing.
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Deadlands Reloaded/Deadlands Reloaded - DN2 - Deadshot.pdf