TEXT: © 2016 Pinnacle Entertainment Group. Savage Worlds, Deadlands, and 
  all related original characters, marks and logos are trademarks of Pinnacle 
  Entertainment Group. All rights reserved.
  THE STORY SO FAR
  The Strauss farmstead was a completely mundane, if 
  isolated, plot of land. Brandon Strauss raised his family 
  there after he settled once the war was over. The land 
  was good to the former Confederate and provided a 
  stable, comfortable life for his family. 
  Lady Luck followed ol’ Brandon to the nearby 
  town of Manti each time he went gambling. He’d 
  come home with his pockets stuffed to the seams with 
  cash or pricey booze. His continued forays into town 
  eventually drew some unwanted attention. Kerry 
  Travers, a man known for being a mean cuss, didn’t 
  take kindly to losing all of his money to 
  Brandon. 
  Travers was feeling whiskey-brave one 
  night and followed Brandon home to his 
  fields where his family had gathered to 
  greet him. Something tugged at Travers as 
  he skulked. Something wicked whispered 
  to him. Why should Strauss have all the luck? 
  With smoking revolver, Kerry put them 
  all down in the very cornfield on which 
  Brandon had worked so hard. Kerry’s 
  paranoia overwhelmed him, and once the 
  deed was done he decided to cover his 
  tracks by setting fire to the entire farmstead. 
  He was certain no one had witnessed the 
  act; however, some thing had. The family’s 
  scarecrow watched as Kerry killed the 
  Strausses and the field it guarded was 
  engulfed in flames.
  The dark presence that urged Kerry 
  onward staked its claim on the Strauss 
  Farmstead. It mingled with the blessed luck 
  that had graced the family until their tragic 
  demise, and became something altogether 
  new as it imbued the scarecrow with its 
  essence. The newly empowered scarecrow 
  survived the roaring inferno and made the 
  charring heat its own.
  To Kerry’s surprise, no one in town 
  reacted to the seeming destruction of the 
  Strauss farmstead. His paranoia grew until 
  he eventually returned to the farm, only to 
  find the land unscathed. The gentle silence 
  SALT O" THE EARTH
  A Savage Worlds One Sheet™ by Kyle Carty
  for use with Deadlands: The Weird West
  Perilous parcels! The farmstead where an atrocity occurred is not what it seems.
  of the farm filled him with dread and he could not 
  shake the feeling of something watching him. He fled, 
  and now finds comfort only in the bottom of a bottle.
  THE SETUP
  The Strauss farmstead rests in the heart of Deseret. 
  The posse has been hired—by Smith & Robards or an 
  independent inventor—to deliver a clockwork demoler 
  to Manti. Moving such a behemoth has proven tedious 
  at best. The posse passes through the farm just before 
  nightfall. Though candlelight fills the home on the 
  property, no one can be found within. The scorncrow 
  emerges if the posse settles in for the night. 
  
  In Manti, the townspeople are concerned that they 
  haven’t received any goods from the Strauss farm 
  recently, but no one has been able to find Brandon 
  or his family. Additionally, there have been several 
  disappearances and some regular merchants have yet 
  to arrive in town. Characters who ask questions about 
  the family might learn about Strauss’s streak of good 
  luck while gambling and about those who resented 
  him for it. Anyone investigating the disappearances 
  learns that most of the missing were last seen heading 
  in the direction of the Strauss farmstead. 
  Kerry Travers is little more than a drunk now. While 
  sober Kerry is incredibly tight-lipped, drunken Kerry 
  rambles about fire and the demon that he “brought 
  to the ranch.” He doesn’t give any more information 
  unless suitably intimidated or presented with the 
  burnt shell casings from the farm.
  • Kerry Travers: Use the Townsfolk profile in the 
  Deadlands Marshal’s Handbook, but add the Habit 
  (Major—Alcohol) Hindrance.
  • Townsfolk (8): See the Deadlands Marshal’s 
  Handbook.
  The STrauSS FarmSTead
  Fear Level: 3
  The farm is plain upon first inspection. Consisting of 
  a farmhouse, barn, stable, outhouse, and a large plot of 
  luscious, green cornstalks, it’s easy to let one’s guard 
  down. 
  A cursory investigation of the buildings reveals 
  nothing sinister beyond the fact that the entire farm 
  smells faintly of smoke—though none can be seen. 
  Anyone who touches the walls of any of the buildings 
  realizes that though they look perfectly normal they 
  feel like charred husks.
  Deeper investigation reveals the casings of several 
  cartridges out in the field. Most odd is that they appear 
  to have been partially melted and burned, though the 
  ground around shows no sign of fire.
  Additionally, a discolored mound of earth is located 
  within the cornfield. A small, crudely made cross 
  pierces the soil. Shamans, blessed, and even Harrowed 
  know that this is unhallowed ground. The charred 
  remains of the Strausses can be found in the grave. 
  The danger of the farm is mostly self-contained. If 
  the heroes wish to bring an end to the madness they 
  must either find and dig up the bodies of the Strauss 
  family and give them a proper funeral, or they must 
  bring Kerry Travers to the farm and either kill him or 
  allow the scorncrow to end his life.
  There is a third option for posses that refuse to let 
  Travers die. The scorncrow can be destroyed while it 
  attempts to kill Travers. Its smoldering remains must 
  then be sanctified with holy water before it reforms.
   Scorncrow
  The scorncrow is a burning nightmare clad in 
  flannel and a straw hat. Unlike the “common” animate 
  scarecrow, a scorncrow is not truly a servant of the 
  Reckoners nor is it cruel for cruelty’s sake. It is an agent 
  of vengeance, cursed to be unable to hunt down those 
  who have done wrong. The creature takes its burning 
  frustration out on anything within reach, and takes 
  special relish in slaying those with deep bloodlust.
  Attributes: Agility d8, Smarts d4, Spirit d12, Strength 
  d8, Vigor d12
  Skills: Fighting d10, Intimidation d12+1, Notice d8
  Pace: 10; Parry: 7; Toughness: 8
  Special Abilities:
  • Blessed & Damned: The scorncrow gains a +2 bonus 
  to Fighting and damage rolls against characters who 
  have the Bloodthirsty Hindrance. It gains a +1 bonus 
  against any character who has killed a person. The 
  scorncrow will not attack any characters with the 
  Code of Honor, Pacifist, or Young Hindrance unless 
  it is attacked first.
  • Burning Claws: Str+d4.
  • Burning Hay: As an action, the scorncrow can create 
  a smokescreen in a Large Burst Template centered 
  on itself. The smokescreen completely conceals the 
  scorncrow as if it was in pitch darkness, though it 
  can see normally while within the smokescreen.
  • Construct: +2 to recover from being Shaken. No 
  additional damage from called shots (except to the 
  head). Never suffers wound modifiers. Does not 
  suffer from disease or poison.
  • Coup (Burning Hay): A Harrowed who counts coup 
  on the scorncrow can use its Burning Hay ability 
  once per session.
  • Daybreak: The scorncrow cannot move while the 
  sun is up. Effects that imitate sunlight do not affect 
  the scorncrow in this way.
  • Invulnerability: If the scorecrow is destroyed 
  through any means other than its Weakness, it 
  returns to life the following eve.
  • Landlocked: The scorncrow cannot leave the Strauss 
  farmstead of its own volition.
  • Weakness (Appease or Condemn): The scorncrow 
  can be destroyed in any of three ways. To appease 
  it, a posse must give the family a proper burial.  The 
  alternative is to condemn Kerry Travers to death, 
  or to slay the scorncrow while it attempts to kill 
  Travers and sanctify its remains with holy water. 
  When any of these conditions are met the scorncrow 
  is permanently destroyed.
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Deadlands Reloaded/Deadlands Reloaded - One Sheet - Salt o the Earth.pdf