TEXT: © 2017 Pinnacle Entertainment Group. Savage Worlds, Deadlands, and 
  all related original characters, marks and logos are trademarks of Pinnacle 
  Entertainment Group. All rights reserved.
  THE DEVIL’S ONLY FRIENDS
  When Gus Shaw and Trish Graham met fighting on 
  opposite sides of The Battle of Lost Angels, it was love 
  at first sight—or at least, they decided they’d rather live 
  together than die in that meat grinder for some distant 
  fat cat’s stock portfolio. Gus grabbed his brother Tex 
  and the trio skipped out on the battle to jump headfirst 
  into a new career robbing banks.
  For a few years the law wasn’t too interested in them. 
  While robbing the First Bank of Prescott, though, the 
  Shaws fired into the crowd and killed several people—
  including the wife of Prescott’s mayor. Now there’s a 
  $1,000 bounty—dead or alive—on each of the killers. 
  They hightailed it to Canyon Diablo, where 
  Gus has old railroad buddies who can hide 
  them until the heat dies down.
  The posse is on their tail. Maybe 
  they heard about the bounty, one of 
  their friends or relatives was killed, or 
  they’re repaying a favor from the Texas 
  Rangers or the Agency—how they 
  get involved is up to you, Marshal. 
  Draw encounter cards as normal (see 
  the Deadlands Marshal’s Handbook) 
  during the trip to Canyon Diablo.
  CANYON DIABLO
  Fear Level: 4
  Canyon Diablo, Arizona, is a town 
  without law. Tom Sloan, the first man 
  foolish enough to try to tame the place, 
  put on a badge at 3:00 p.m.; they laid 
  him out for burial by 8:00. Several 
  others have tried to bring law here 
  since. None lived longer than a 
  month.
  The 
  Hell-on-wheels 
  burg 
  sprang up in 1880 when Dixie 
  Rails started a trestle across 
  the canyon—and then went 
  bankrupt. 
  Once 
  a 
  bustling 
  boomtown, Canyon Diablo has 
  been left to rot as the railroad’s 
  successor Lone Star decides whether 
  to proceed with the construction.
  SHOWDOWN  AT  CANYON  DIABLO
  A Savage Worlds One Sheet™ by Anson Brehmer
  for use with Deadlands: The Weird West
  After chasing the Shaw Gang to Canyon Diablo, cowpokes find themselves in a Rail War!
  The remaining residents are mostly drifters, 
  gamblers, and outlaws. Bandits tend to hole up in town 
  and spend their spoils. The main street is called “Hell 
  Street” and has nearly three dozen empty saloons, 
  gambling halls, brothels, and dance halls. Only a few 
  buildings still have signs of life. There’s also a stage 
  line to Flagstaff, which is often robbed.
  If you run this tale with Deadlands: Stone and a Hard 
  Place, the town is 12 miles northwest of Canyon Diablo 
  Crater, Arizona. Areas of interest include:
  • Ayers Mine: E. E. Ayers is one of the few 
  “respectable” residents of town. He built a lumber 
  mill here in anticipation of the railroad coming. 
  He was also the one who put up salary money for 
  various ill-fated lawmen before giving up. Now he 
  operates a ghost rock mine, employing the railroad 
  workers Dixie Rails left high and dry.
  • Boot Hill: There are 35 graves here. Every one 
  of those buried died with his or her boots 
  on. The ghost of Tom Sloan, the doomed 
  first Marshal, is said to haunt the 
  graveyard on nights of the new 
  moon.
  • 
  The Cootchy-Klatch: As one 
  might guess from the name, this 
  dance hall is also a brothel.
  • Dixie 
  Rails 
  Depot 
  and 
  Bunkhouse: When Dixie Rails 
  went belly-up, it stranded the 
  workers. Now they wait while 
  Lone Star navigates legal 
  tangles, 
  wondering 
  if 
  they’ll 
  complete 
  the 
  bridge or abandon 
  the project. While 
  the workers wait, 
  they 
  dig 
  in 
  the 
  Ayers mine and fight 
  drunken brawls on the 
  weekends.
  • 
  Clabberfoot 
  Annie’s 
  and B. S. Mary’s: These brothels face 
  each other across the street and the 
  madames loathe one another. They often 
  stand outside, drunkenly hurling insults 
  
  from their doors until one of them gets riled up 
  enough to start a fistfight.
  • Keno Harry’s Gamblin’: Keno Harry got the deed 
  to this poker flat by killing the previous owner. It’s 
  likely how he’ll lose it, too, but for now he makes a 
  tidy profit on the tables he runs.
  • The Last Drink: This saloon specializes in watered-
  down whiskey and tequila that might make you 
  blind. The walls are peppered with bullet holes from 
  previous shootouts.
  • The Road to Ruin: This saloon is popular with 
  railroad workers, who like to vent their frustration 
  in brawls involving the whole bar.
  • Volz Trading Post: This general store is fortified 
  and the owner holds a shotgun on all customers 
  while they browse. Prices here are 25 percent higher 
  than normal, but Volz is willing to purchase “used 
  goods from Uncle.”
  • Wrong Horse Takes-His-Own-Scalp: This wayward 
  Sioux runs an eating counter sandwiched between a 
  bar and a brothel. He’s friendly and a gossip; talking 
  to him adds +2 to any Streetwise rolls made about 
  the town. His food is tasty but it might make a 
  saddletramp sick (succeed on a Vigor roll or suffer a 
  level of Fatigue that lasts a couple hours).
  Welcoming committee
  When the posse arrives, it receives the standard 
  Canyon Diablo howdy—a robbery attempt. Several 
  thugs brandish guns and demand the cowpokes’ 
  valuables. They aren’t particularly brave, and can be 
  shooed off with an Intimidation check. If shooting 
  starts, they retreat when one of them is Incapacitated.
  • Outlaws (1 per hero): See the Deadlands Marshal’s 
  Handbook.
  gone to ground
  Success on a Streetwise check reveals the Shaw 
  Gang has split up in town to spend its ill-gotten gains. 
  It’s difficult to learn specific locations, though—the 
  rail workers are resentful of being abandoned, and 
  the Shaws are their old allies from the Great Rail 
  Wars. So success also means the Shaws hear word that 
  someone’s poking around and become active sentries 
  (see Stealth in Savage Worlds); on a raise, the gang 
  remains unaware of the posse’s presence for now.
  Finding the Shaws requires some exploration, 
  legwork, a few bribes and Persuasion checks, and so 
  on. Currently, Gus is drinking at The Road To Ruin, 
  Tex is watching a fight at Clabberfoot Annie’s, and 
  Trish is grabbing grub at Wrong Horse’s counter. 
  When cornered, the killers try to turn the townsfolk 
  against the heroes with a Persuasion roll, then retreat 
  in the chaos. Gus heads to Boot Hill and uses his zombie 
  power to send some dead outlaws after the posse.
  • Townsfolk (2 per hero): See the Deadlands Marshal’s 
  Handbook.
  • Walkin’ Dead (1 per hero): See the Deadlands 
  Marshal’s Handbook.
  KingsnaKe in the grass
  Also in town is Jericho “Kingsnake” Cantrell, an 
  ex-Texas Ranger turned bounty hunter. Cantrell 
  doesn’t intend to share, and tries to intimidate the 
  posse into handing the Shaws over to him by waving 
  his badge around. A Common Knowledge check 
  reveals he’s not on the level; a raise reveals there are 
  gaping holes in Cantrell’s claims to jurisdiction. The 
  buckaroos can fight him, send him packing, or try to 
  recruit him.
   Jericho Cantrell: Use the Texas Ranger profile in 
  the Deadlands Marshal’s Handbook, adding the 
  Arrogant Hindrance.
  SHOWDOWN!
  When it’s clear the heroes ain’t leaving, the Shaws 
  gather some rail warriors and face them head-on. But 
  the posse has a surprise reinforcement of its own: The 
  ghost of Tom Sloan, angered at Gus disturbing the 
  dead, appears in the street and takes on the outlaws! 
  Once the shootin’s done, all that’s left is for the posse 
  to take the Shaws—or their remains—back to Prescott 
  and claim the bounties. Marshal’s call on how easy that 
  is, especially if Cantrell’s still lurking around.
   Gus Shaw: Gus is the brains of the operation, and 
  his lady taught him a few tricks. Use the Rail 
  Warrior profile in the Deadlands Marshal’s Handbook. 
  Gus has Persuasion d8, Spellcasting d6, the 
  Command, Fervor, and Arcane Background (Black 
  Magic) Edges, and knows the deflection, quickness, 
  and zombie powers (10 Power Points). He’s armed 
  with a Bowie knife and a double-action Colt 
  Peacemaker (Range 12/24/48, Damage 2d6+1, RoF 
  1, AP 1).
   Trish Graham: Trish used to be a Wichita Witch. 
  Use the Rail Warrior (Black River) profile. She has 
  Spellcasting d10 and is armed with a double-action 
  Colt Peacemaker and a whip (Str+d4).
   Tex Shaw: Tex is the muscle of the gang. Use the 
  Rail Warrior profile. Tex has Strength d10, Fighting 
  d10, the Brawny and Bruiser Edges, and the 
  Clueless Hindrance. He’s armed with a single-
  barrel shotgun (Range 12/24/48, Damage 1–3d6, 
  RoF 1) and brass knuckles (Str+d4).
  • Tom Sloan’s Ghost: See the Deadlands Marshal’s 
  Handbook. Let the heroes run Tom’s ghost as an 
  allied Extra, but they’re no more immune to his 
  Fear Special Ability than the Shaw Gang.
  • Rail Warriors (3, plus 1 per hero): See the 
  Deadlands Marshal’s Handbook.
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Deadlands Reloaded/Deadlands Reloaded - One Sheet - Showdown at Canyon Diablo.pdf