TEXT: Ghost Town?
  Near dusk, the posse rides into the small 
  town of Eastman’s Creek. The streets are 
  deserted, although the town is still inhab-
  ited, judging by the twitching curtains.
  The town’s only saloon has no custom-
  ers, and it takes a few hollers to get served. 
  The saloon keeper is distracted, glancing 
  out at the encroaching nightfall. If the posse 
  asks him what the problem is, he hesitantly 
  answers with the town’s grisly story.
  Eastman’s Creek is a quiet town that 
  serves as a hub for nearly twenty ranches 
  in the surrounding area. Recently some-
  body has been breaking into ranchers’ 
  houses, dragging the occupants to an old 
  tree and hanging them. At ﬁ rst the towns-
  folk thought outlaws were responsible, but 
  as time went on they became less sure that 
  human hands were behind the murders.
  The ﬁ rst murders took place nearly 
  two weeks ago. Somebody, or something, 
  smashed its way into a homestead during 
  the night and dragged the childless couple 
  who lived there, to the tree. Three nights 
  later an old rancher was also dragged to his 
  death. It happened again two nights ago.
  The town has no lawman of its own, but 
  relies on a marshal who tours the area. A 
  telegram has been sent to his ofﬁ ce, but it 
  will be days before he arrives. A posse of 
  townsfolk have scoured the countryside, 
  but no sign of the varmints who are doing 
  this has been discovered.
  To make matters worse, the very land 
  seems to be conspiring against the town. 
  Shadows are deeper and more disturbing, 
  and the plains around the town are menac-
  ing in their emptiness. The townsfolk have 
  been seized with such fear that most don’t 
  even leave their homes during the daytime, 
  let alone after sunset. They cower in their 
  beds wondering if they will be next.
  The Tree Beast
  When the Old Ones sacriﬁ ced them-
  selves to bind the manitous to the Hunting 
  Grounds, many “mundane” monsters fell 
  into torpor. Amongst these was a terrible 
  beast which used to prey on the tribes 
  during the night whilst it hid in plain sight 
  during the day. This Hanging Tree, as it was 
  known, would drag its prey from their 
  homes using rope like snares, hang them 
  from its boughs until they died and then 
  feed on their ﬂ uids.
  The Reckoning has  awakened the beast, 
  though  the torpor was deep and the proc-
  ess took years. It awoke in a world it no 
  longer recognized, ravenously hungry it 
  was able to batter its way 
  into a ranch house and 
  drag its two victims back 
  to its “rooting ground.”
  The next morning it 
  watched as the bodies 
  were cut down from its 
  branches by the towns-
  folk. The beast was con-
  tent to watch and learn 
  as the townsfolk scurried 
  back and forth trying to 
  ﬁ nd the murderers. Over 
  the next few days the air 
  became saturated with 
  the delicious scent of 
  fear. Even the beast was 
  surprised when the townsfolk’s fear be-
  gan to work its own wonders. The beast’s 
  victims clawed their way out of the grave 
  and dragged a neighbor to the tree, which 
  gladly received the free meal.
  Three nights after that all three victims 
  exhumed themselves and fetched it yet an-
  other victim. The beast had found minions!
  Timber!
  The town of Eastman’s Creek has a Fear 
  Level of 3—the square mile around the tree 
  has a Fear Level of 4.
  The posse will likely investigate the 
  homesteads of the murdered settlers. The 
  ﬁ rst house has been heavily damaged—a 
  Notice roll indicates that it must have taken 
  several men to smash in the door and its 
  frame. The other attacked homesteads do 
  not have as much damage as the ﬁ rst. 
  If someone investigates the graves of the 
  victims, they have been disturbed, but the 
  bodies still lie in them. These walking dead 
  return to their graves after they kill.
  If the posse investigates the tree, which 
  is about a mile outside of town, they ﬁ nd 
  an old, seemingly dead, oak. A Tracking roll 
  discovers the earth around its roots has 
  recently been turned over, digging in the 
  earth ﬁ nds nothing of interest, however.
  That night the zombies strike again, this 
  time four of them claw free of their graves, 
  break into the saloon and drag the saloon 
  keeper to his grisly fate. If the posse stops 
  them before they reach the tree, the tree 
  comes to them, either attracted by the 
  sounds of combat or out on the hunt itself. 
  Aftermath
  If the tree is destroyed it disintegrates 
  and blows away on the wind, whether it 
  has truly gone or reforms elsewhere is left 
  up to the Marshal’s needs and whims. 
  The townsfolk are grateful to the posse, 
  but whether Eastman’s Creek can recover 
  is doubtful, most choose to move where 
  the memories are not so bitter.
  Lynched!
  A Savage Worlds One Sheet™ By Dave Blewer
  for use with Deadlands™ or as a Western diversion
  The posse arrives in a town plagued by a series of mysterious murders. Can the heroes save the day? 
  Use the Deadlands characters found on our Savage Website www.peginc.com or make your own.
  Savage Worlds, Deadlands, One Sheets, Pinnacle Entertainment Group, Great White Games,  
  and all related marks and logos are Copyright Great White Games. ©2006. All rights reserved.
  WWW.PEGINC.COM
  relies on a marshal who tours the area. A 
  longer recognized, ravenously hungry it 
  was able to batter its way 
  watched as the bodies 
  were cut down from its 
  
  The Hanging Tree
  A much feared creature from before the Reckon-
  ing. The Hanging Tree creates rope like appendages 
  that it can throw around its prey’s throat and hoist them high 
  into the air. Once the victim asphyxiates, their spinal ﬂ uid is 
  drained by the tree. 
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d10, Vigor 
  d10
  Skills: Fighting d8, Stealth d8, Throwing d8
  Pace: 5; Parry: 6 Toughness: 13(2)
  Special Abilities: 
  • Armor +2: Hard bark.
  • Fear -1:  The hanging tree is a large walking tree, which is 
  intent on hanging the posse.
  • Lashing Branches: d10+d6, Reach 4”
  • Improved Sweep: May attack all adjacent foes with lashing 
  branches.
  • Large: Attackers add +2 to their attack rolls when attacking 
  a hanging tree.
  • Noose: The hanging tree can manifest three nooses on 12” 
  long ropes, which it “throws” at its victims trying to snare 
  the noose around their throats. This is a Called Shot at -4. If 
  this hits the poor sap is whisked off his feet and into the air. 
  Every round he must make a Vigor (-4) roll or suffer a level 
  of Fatigue. The rope must be severed (A Called Shot with a -6 
  penalty from someone on the ground and -2 for the person 
  being hung), it has a Toughness of 4. The tree can reform 
  these nooses as a free action on its next Action Card
  • Plant: No additional damage from called shots; Arrows, 
  bullets, and other piercing attacks do half-damage; not 
  subject to tests of will; never suffer from Damage Penalties.
  • Size +4: A walking tree 
  • Stealth +4: When the hanging tree isn’t moving or attacking 
  appears to be a normal tree. 
  • Weakness (Fire): Fire based attacks do +4 damage and the 
  chance of catching alight is 5-6 on a d6.
  The Hanged Dead
  These walking dead have had their necks stretched so far 
  that their heads actually hang down the middle of their backs.
  Attributes: Agility d6, Smarts d4 Spirit d4, Strength d6, Vigor 
  d6
  Skills: Fighting d6, Intimidation d6, 
  Pace: 4” Parry: 5 Toughness: 7
  Special Abilities:
  • Claws: Str+1
  • Fear: These walking dead are even more disgusting than 
  usual.
  • Hung: The creatures head hangs on its stretched neck 
  halfway down its back. Hitting this is a Called Shot with a -6 
  penalty, unless the attacker is directly behind the zombie.
  • Undead: +2 Toughness. +2 to recover from being Shaken; 
  Fearless; Called shots do no extra damage; Arrows, Bolts, 
  ﬁ rearms and Piercing attacks do half damage.
  • Weakness (Head): Shots to a zombie’s head are +2 damage 
  and piercing attacks do normal damage
  Back with a vengeance!
  OUT NOW!
  Want to get started right 
  away? Well you can, pardner. 
  All you have to do is get 
  online and download some of 
  the sample characters we’ve 
  provided for you at:
  www.deadlands.com
  Want to check out the game 
  before you drop your dinero 
  on the book? No problem, 
  amigo. Check out the Test 
  Drive rules. With a One Sheet, 
  the Test Drive rules, and a 
  fist full o’ characters, you 
  can get a flavor of the Weird 
  West. We think you’ll get a 
  taste for it! 
  And keep checking back 
  for more One Sheets for our 
  Savage Worlds settings.
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Deadlands Reloaded/Deadlands Reloaded - One Sheet - Lynched!.pdf