TEXT: Canyon de Chelly 
                                                              
  By ERIC AVEDISSIAN 
    
  Comprised of weathered yellow sandstone gorges, Canyon de Chelly (pronounced duh-shay) rivals the Grand 
  Canyon as one of nature’s most spectacular works. Located in northeastern Arizona, Canyon de Chelly is a series 
  of small canyons filled with dazzling rock formations, caves housing ancient ruins and a wealth of horrors beyond 
  imagining. 
   See, despite the canyon’s overwhelming natural beauty, it’s as haunted as a cemetery on Halloween.  
  Nobody knows for sure what’s down in the canyons, but the Navajo who’ve inhabited the region for centuries 
  aren’t talking. 
    
    
  THE 
  LAND
  The 
  land 
  around 
  Four 
  Corners 
  is 
  large 
  and 
  diverse, 
  stretching 
  from 
  the 
  Mogollon 
  Rim 
  in 
  Arizona 
  to the 
  Rocky 
  Mountains 
  in 
  Colorado. 
  It is 
  both 
  hilly 
  and 
  flat, 
  with 
  barren 
  deserts, thick pine forests, towering mountains, and deep canyons. The vegetation is mostly scrub, cactus, pinon 
  and juniper bushes, and the wildlife includes coyotes, eagles, badgers, lizards, ravens and rattlesnakes.  
  Temperatures range from hot and humid in summer months to bitter cold in the winter, especially in higher 
  elevations. 
  Before we get to the locales themselves, an introduction to the area’s current inhabitants, the Navajo, is in 
  order.  
    
  THE DINEH 
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  The Navajos refer to themselves as Dineh, “The People,” and their native lands are called Dinehtah, “The Land 
  of the People.”  
  Dinehtah encompasses lands throughout the Four Corners region, from San Francisco Peaks in Arizona, to Mt. 
  Taylor in New Mexico, and Mt. Hesperus in Colorado.  
  The Navajo eke out their living as herdsmen raising sheep, goats and cattle and as farmers growing corn, 
  squash and pumpkins. They are also skilled artisans, working in silver and turquoise jewelry and woven rugs. A 
  really detailed Navajo rug can fetch upwards of $50 to $100 Back East.  
  The Navajo are a deeply spiritual people. Their religion and daily lives are indistinguishable. They view their 
  world and themselves as part of a greater whole, a communion with nature.  
  The centerpiece to Navajo life is the hogan, a traditional shelter resembling a six-sided hut constructed of poles 
  lined with logs and mud and a dome-shaped roof with a smoke hole. The north side of the hogan belongs to the 
  man and the south side to the woman. The hogan’s door always faces east to greet the rising sun.  
  Some Navajo families, particularly ones raising sheep and goats, have several hogans and even a sweat hogan 
  for rituals.  
  Navajo society is comprised of several different clans. When a Navajo baby is born, it belongs to the clan of its 
  mother, as clan names are passed through matriarchal lines. It is considered “incest” to marry into one ’s own clan. 
  Some Navajo clans include the Salt Clan, Paiute People, Folded Arms People, Mud Clan, Red House People, 
  Sand Hogan People, Deer People, Waters Edge Clan, Turning Mountain People and the Bitter Water Clan.   
  The Navajo are peaceful people and have at one time acted as protectors of all southwestern tribes, but their 
  contact with Spaniards and, more recently, Americans, has put them on the defensive. 
    
    
  DAMN YANKEES! 
  In 1849, U.S. forces under Lt. Colonel John Washington, accompanied by Territorial Governor James S. 
  Calhoun, met with Navajo chiefs at the mouth of Canyon de Chelly to hammer out a peace treaty. Everything was 
  running smoothly between the Yankees and Navajo chiefs Narbona, Archuleta and Jose Largo, when a terrible 
  incident occurred on August 31, 1849. 
  A New Mexican aligned with the Yanks spotted a horse ridden by a Navajo he recognized as stolen property. 
  The Navajos refused to surrender the horse and attempted to flee but Washington ordered his troops to fire.  
  Narbona, the Navajo peace chief, died on the spot, shot in the head. Six other Navajos suffered the same fate, 
  their bodies discarded in a nearby crevice. For the Navajos, it became a day of mourning. Despite losing their 
  respected Narbona, the remaining chiefs signed the peace treaty, but anger prevailed and the Navajo began a 
  campaign of raiding settlements in New Mexico.  
    
    
  CARLETON’S ORDERS 
  During the opening years of the Civil War, legions comprised of New Mexicans and Utes, enemies of the 
  Navajo, raided Dinehtah.  
  General James H. Carleton of the Union Army arrived on the scene with the idea that the Navajo should be 
  rounded up and turned into humble, Christian farmers, or be killed if they resisted.   
  Carleton handpicked Colonel Kit Carson to lead the attack on the Mescaleros, a local tribe. Over 400 
  Mescaleros were imprisoned while the rest fled west or into Mexico.  
  What happened to the Mescaleros was what Carelton hoped would befall the Navajos.  
  Carson marched 1,000 men from Los Pinos, New Mexico into Navajo country on July 1, 1863. Carleton 
  ordered Carson to consider any Navajo hostile if they resisted. Carson, not wanting any more innocent blood on 
  his hands, tenured his resignation to Carleton, who refused it.  
  Carleton planned to round up every Navajo in the Canyon de Chelly area and forcibly march them to Ft. 
  Sumner, New Mexico, 300 miles from their ancestral home. 
  Unbeknownst to the military, the Reckoners had their own plans. 
  After July 3, 1863, thanks to a little nudge from the Reckoning, Navajo medicine men found the spirits 
  receptive and stronger. Elderly Navajo had visions of ancient gods seeking to protect the Navajo from these 
  atrocious enemies.  
  Nature spirits and warriors whose strength increased tenfold viciously attacked Carson’s men as they rode into 
  Navajo territory. Using their powers on the invaders, the Navajo expelled the Union raiders, setting their forts 
  ablaze and pushing the white men further east.  
  In January 1864, Carleton, viewed as a failure and blamed for the death of 700 soldiers, resigned in disgrace. 
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  The Union’s defeat left the southwest open to the Confederates, who easily took New Mexico and Arizona.  
    
  MEET THE NEW BOSS… 
  The Confederates didn’t want to make the same mistake the Yankees made. Confederate dealings with the 
  Navajo are courteous and civil. The Rebels are pretty fair neighbors and give the Navajo well-deserved breathing 
  room.  
  The Confederate presence in the Four Corners region is next to nil; while they occupy forts in Arizona and 
  New Mexico, the Confederates leave the Four Corners to the Navajo. 
  Captain Jeb Tucker commands the Confederate post at Fort Defiance, Arizona. He makes it his business to 
  know what the Navajo are up to, and to recruit local natives for guerilla attacks against the marauding Apaches 
  whenever the need arises.  
    
  CHILDREN OF THE FIFTH WORLD 
  Navajo have no word for “religion,” but their lives are religious in nature. They honor the Earth and the spirits 
  around them and safeguard themselves from unlucky taboos.  
  Navajo myths tell of two types of beings; the Earth Surface People, representing the living and the dead, and 
  the Holy People, representing powerful, arcane spirits. Other spirits, called Yeis, represent natural forces, and act 
  as intermediaries between the Earth Surface People and Holy People. 
   According to the Navajo creation story, the Holy People dwelt in four netherworlds and were ejected from 
  each one for adultery and quarreling. A great flood forced them to flee to this world, the fifth world, through a 
  giant reed.  
  Changing Woman, principal figure among Navajo, was created and impregnated by a waterfall and the rays of 
  the sun. She bore two sons, the Hero Twins, called Monster Slayer and Child of Water. The Hero Twins went on 
  many adventures and killed monsters, known as Dreadful Ones. The twins are referred to especially in rituals for 
  manhood and war.  
    
  ENCOUNTERING THE NAVAJO 
  The Navajo are peaceful people, keeping to themselves and avoiding confrontation whenever possible. This 
  doesn’t mean if you pick a fight with a Navajo, they’ll roll on over. More than one sorry cowpoke learned not to 
  abuse the Navajo – the hard way.  
  Navajo view the land as sacred. Suffice to say, if cowpokes abuse Navajo territory, The People will take 
  offense. 
  Since Navajo are nomadic, they tend to move with their sheep, goats or horses from place to place. Many still 
  live in Canyon de Chelly in Arizona and northwestern New Mexico.  
  Navajo speak their native tongue, a similar language to the Apaches, and communication with them can be 
  difficult, if not impossible. Those with a concentration in Indian sign language can understand the Navajo, 
  although some of the messages are likely to be garbled.  
  Navajo who speak English or Spanish are an asset, provided the posse understands those languages.  
  They follow the Old Ways (see the Ghost Dancers sourcebook for more info) and don’t rely on guns for 
  fighting. 
   Use the following stats for Navajo found in the Canyon de Chelly region. 
    
    
  PROFILE: TYPICAL NAVAJO  
    
  Corporeal: D:3d8, N:3d8, Q:3d6, S:2d6, V:2d8 
  Shootin’: bow 3d8, fightin’: brawlin' 2d8, horse ridin’ 3d8, sneak 4d8 
  Mental: C:3d8, K3d8, M:2d6, Sm:2d6, Sp:2d12 
  Trackin’: 3d8, area knowledge: Canyon de Chelly 4d8, language: native tongue 3d8, language: Indian sign 
  2d8, tribal customs 3d8, survival: canyon 3d6, faith 2d12, guts 1d12 
  Edges: Keen, Veteran o’ the Weird West, Guardian spirit: Coyote 
  Hindrances: Old Ways vow, superstitious  
  Gear: Bow and arrows (STR+1d6), silver jewelry, hunting knife, buckskin moccasins.  
    
  PLAYING A NAVAJO 
  Navajo characters are generated from the rules found in Ghost Dancers, with a few additions. Most Navajo 
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  characters have the Old Ways oath and superstitious Hindrances, and are graced (or cursed) with the Veteran 
  o’ the Weird West Edge. 
  Navajo characters must also have tribal customs and area knowledge: Canyon de Chelly aptitudes. 
  Navajo shaman characters get an added bonus. Besides traditional favors listed in Ghost Dancers, they have 
  access to some new favors and one ritual, as described below. A Navajo shaman may have the following rituals: 
  dance, music, paint, pledge, sand painting and sweat lodge. They can utilize any ritual listed in Ghost Dancers, 
  but those listed here are especially favored by the Navajo. 
    
  NAVAJO  RITUALS  AND FAVORS   
  The Dineh move to the spirits a little differently than most. Thus, they have access to some new favors, 
  particularly around the spiritually-charged rocks in Canyon de Chelly.  
  Navajo Singers, or Shamen, can have access to the Night Chant ritual and the Kokopelli’s Flute, Monster 
  Slayer and Water Monster’s Fury favors. 
  Each is described below: 
    
  NIGHT CHANT  
  Speed: Varies 
  TN: Varies 
  Appeasement: Varies 
  Trait: Knowledge  
  Ritual Items:  mask, sacred corn pollen, colored sand 
  The Night Chant is a major ceremony which must be executed perfectly. Any errors nullify the ceremony’s 
  intent and cause damage to the participants. The Night Chant commonly takes a few days to complete, but 
  positive effects from the spirits usually manifest after only one day. The ceremony involves complex 
  chants, ritual dancing and creating intricate sand paintings. A Singer generates Appeasement through the 
  Night Chant based on the ceremony’s length. The longer the Singer participates, the more appeasement 
  points generated. Use the chart below to make a Knowledge roll and compare that roll with the TN. If the 
  Singer goes bust on this roll, he actually loses 1 appeasement point. If the Singer doesn’t have an 
  appeasement point, he loses 1d6 in wind. 
    
                                                       NIGHT CHANT  
                             Chant Time                  TN                Appeasement 
                                  1 hour                           11                      1 
                                  5 hours                           9                       2 
                                 12 hours                          7                       5 
                                 24 hours                          5                       7  
    
    
    
  KOKOPELLI’S FLUTE 
  Blessing Medicine Way 
  Appeasement: Varies  
  Duration: Varies 
  Range: 10 yard radius 
          Seen in Hopi and Anasazi petroglyphs, Kokopelli, the hunched-backed flutist, is a fertility spirit who 
  taught the Navajos how to plant corn. A wandering minstrel, Kokopelli has a penchant for mischief as a 
  seducer of women. A shaman calling upon this spirit summons Kokopelli’s sweet flute music. Any 
  Navajo, Hopi or Zuni within a 10 yard radius of the caster hears it; characters from other backgrounds do 
  not. For as long as the targets hear Kokopelli’s music, they are +3 to any mental Aptitude check. The 
  duration of the music depends upon the number of appeasement points used by the caster.  
    
  KOKOPELLI’S FLUTE 
                                      Appeasement                               Music Duration 
  1                   1 minute 
  2                   3 minutes 
  3                   5 minutes 
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  4                                              7 minutes                
    
    
  MONSTER SLAYER 
  War Medicine Way 
  Appeasement: 2 or more 
  Duration: 2 rounds 
  Range: Self 
          Navajo warriors admire the mythical Hero Twins for their bravery in facing down the world’s monsters, 
  or “Alien Gods.” Monster Slayer enables the shaman to summon the essence of one of the Twins: 
  Monster Slayer. Imbibed with Monster Slayer ’s force, the shaman receives a +3 to his fightin’ rolls and 
  becomes immune to supernatural attacks for two rounds. For each additional appeasement point, the 
  shaman may add +1 to their fightin’ rolls. Note that these rolls include fightin’ with or without weapons.   
    
    
    
  WATER MONSTER’S FURY 
  Earth Medicine Way 
  Appeasement: Varies  
  Duration: Instant 
  Range: 50 yards  
           In Navajo legend, Water Monster caused a flood, driving the Dineh from the fourth world into this one. 
  This favor enables the shaman to summon Water Monster ’s essence in any small body of water like lakes, 
  streams or ponds. Swimmers or boats have the potential of winding up under water.  
           The rougher the water gets depends upon the amount of appeasement points used. 
    
  WATER MONSTER’S FURY 
                      Appeasement                       Effect 
  1    Turbulent, choppy waves. Swimmers in water lose 1d6 wind. 
  3                 Medium waves. Swimmers must make an Onerous (7)   
  Swimmin’ roll to stay afloat.  
                                 6                 Rough waves. Swimmers are sucked under water unless they   
                                                    make a hard (9) swimmin’ roll. Small boats tossed around. 
  10                       Small boats and canoes capsize, spilling everyone in the drink. 
  11                       Whirlpool forms, sucking all swimmers into it. 
  Swimmers                                                                
  must make two Incredible (11) swimmin’ rolls in a row to keep 
  from being engulfed into the whirlpool. 
    
  A LITTLE HISTORY LESSON… 
  Before delving into the mysteries and terrors of Canyon de Chelly, it’s good to know a little bit about the 
  place.  
  The Anasazi have called the canyon home from 900 to 1300 AD, when they up and vanished without a trace. 
  From the bits of pottery, baskets and adobe pueblos found high in the canyon’s sandstone cliffs, the Anasazi were 
  an ingenious people.  
  The name Anasazi is taken from the Navajo word meaning “ancient enemy,” indicating the Navajo didn’t get 
  along with them when the Anasazi hung their hats here. Archeologists are stumped at the reason for the tribe’s 
  departure, and no evidence has been found to indicate a struggle or fight in the canyons to oust the Anasazi. 
  After the Anasazi pulled up stakes and shuffled off into wherever they went, the Navajo moved in.  
  Many Navajo have hogans in Canyon de Chelly’s green, fertile floor and raise sheep and plant corn and 
  squash. They resist confrontation with strangers and are so superstitious, they don’t venture near the Anasazi 
  ruins.  
  Their caution in approaching strangers is well-founded. A bloody skirmish between Spanish soldiers in 1805 
  laid the seeds for misery and malevolence. More on that later, pardner… 
    
  NOW A GEOGRAPHY LESSON … 
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  Canyon de Chelly consists of two large east to west canyons, the 26-mile Canyon de Chelly and the 35-mile 
  Canyon Del Muerto, and two smaller north to south canyons, Bat Canyon and Monument Canyon.  
  Streams zigzag on the canyon floor, and vegetation grows wild throughout the valley. PiÔon, sagebrush, 
  cottonwoods, yucca and juniper thrive at the base of the sheer canyon cliffs. Like the Grand Canyon, the creeks 
  running through Canyon de Chelly often flood, sending anyone wandering in the canyon floor for a harrowing 
  ride.  
  Sheer canyon walls rise hundreds of feet above the floor, making climbing impossible. Travelers in the floor of 
  the canyon must backtrack west, to the canyon’s mouth to exit. 
    
  CLASS DISMISSED! 
  That’s really all tenderfeet need to know about Canyon de Chelly. Marshal-types should read on for the 
  canyon’s deeper mysteries. If you’re one of those player-types, vamoose! You’ll find out about the canyon’s 
  secrets the hard way, amigos! 
    
  SIGHTSEEIN’ 
  Entrance into Canyon de Chelly is to the west, at Chinle Wash, a small stream running through the canyon. It’s 
  here, at the canyon’s entrance, where Navajo have their hogans and crops. Many Navajo learned to be wary of 
  strangers, especially after Kit Carson’s raid, and the locals go out of their way to avoid trouble.  
  The lush vegetation at the canyon floor contrasts sharply with the barren rocks of the canyon itself. Don’t let 
  the entrance fool you; other places the canyon are dark and foreboding, with rocks contorted into horrific shapes, 
  and mysterious shadows hiding who knows what. 
    
  WHITE HOUSE RUIN 
  Fear Level 1 
  Nope, this doesn’t resemble President Grant’s house. White House Ruin, an ancient Pueblo cliff dwelling, is 
  aptly named due to the white plaster covering a wall in one of the homes. The ruin, located beneath a cave 
  overhang, contains some pottery shards and stone weapons. The walls are covered with petroglyphs, a kind of 
  picture-writing, mostly reflecting  hunting scenes.  
  This is one of the few ruins totally horror-free. It’s a great place to hole up for the night, if the heroes can scale 
  the 30 foot cliff walls, and an Onerous (7) climbin’ check will do just that.  
    
  SLIDING HOUSE RUIN 
  Fear Level 1 
  Marked at the convergence where Canyon de Chelly and Canyon del Muerto split, Sliding House Ruin is the 
  remnants of an ancient cliff dwelling. Built on a slope into the rock, the ruin houses more than pottery shards and 
  brittle woven baskets. It is the refuge for a beleaguered scientist, Dr. Nelson Kitterwell and his assistant Kung Li. 
    
  IS THERE A DOCTOR IN THE CAVE?  
  Doc Kitterwell was the academic rage in Denver a few years ago when he pioneered a revolutionary way of 
  breaking down the chemical elements of ghost rock. In doing so, the manitous showed him a really hellish time, 
  and literally drove him insane. Kitterwell ingested some of the evil essence of the Hunting Grounds, ran 
  screaming from his laboratory, and woke up the next morning covered in blood. In his trance-like state, he 
  savagely murdered two people and became a wanted criminal. Panic stricken, he fled the state, taking his Chinese 
  manservant with him.  
  Kitterwell arrived in Canyon de Chelly, hoping the remote location might deter bounty hunters from capturing 
  him. He was right. So far, he’s safe from the law, but the horrid noises and frightening things he’s seen in the 
  canyon drove him even madder. Kitterwell is currently working on a “mental transference device,” a thing 
  resembling a helmet with several copper tubes protruding from it. According to Kitterwell, this device will bring 
  the wearer into direct contact with the Hunting Grounds.  
  If a hero puts the helmet on, a blinding light flashes in his eyes and he must make an Onerous (7) vigor check 
  to remain conscious. If the hero doesn’t make the roll, he’s knocked unconscious for 1d20 minutes, loses 2 levels 
  of spirit permanently, and gains the night terrors  Hindrance. If   the hero makes the roll, he only loses 1 level of 
  spirit permanently and gains the night terrors hindrance.  
  Kitterwell tries to convince the posse he’s on an expedition for scientific purposes, fearing they may be bounty 
  hunters. He doesn’t reveal anything about his past, waiting for the right opportunity to attack when the posse is at 
  its weakest moment.  
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  PROFILE: DR. NELSON KITTERWELL 
  Corporeal: D:3d8, N:3d6, Q:2d8, S:1d8, V:1d10 
  Climbin’ 2d6, dodge 3d6, fightin’:brawlin’ 2d6, shootin’:automatics 3d8 
  Mental: C:3d8, K:3d10, M:3d8, Sm:2d10, Sp:3d6 
  Bluff 2d10, guts 2d6, overawe 3d8, persuasion 3d8, science:engineering 3d10, scroungin’ 1d10, 
  survival:canyons 1d10 
  Pace: 8 
  Size: 6 
  Wind: 16 
  Edges: Fleet-footed 2, mechanically inclined 1, sidekick 5, the voice (soothing) 1 
  Hindrances: curious 3, loco 3, wanted 3 
  Gear: Gatling pistol, notebooks, pouch of ghost rock, $50 in Union currency 
  Description: Kitterwell is in his mid-fifties with graying hair, spectacles and a wild look in his eyes.  
    
  THE SERVANT  
  Kung Li, Dr. Kitterwell’s Chinese manservant, suffers greatly since his employer’s rampage. The elderly Kung 
  Li is frightened and tormented, but fears retaliation due to Kitterwell’s unpredictable and violent nature. Kung Li 
  remains silent around Kitterwell, but will open up to strangers when alone. He wants to be free from Kitterwell 
  and will aid any efforts in destroying the mad doctor. Living in Canyon de Chelly as outlaws makes Kung Li 
  more distrustful and afraid of Kitterwell. Though a poor man, Kung Li will offer his services and loyalty to 
  anyone willing to end Kitterwell’s insanity for good.  
  If Kitterwell discovers his servant is conspiring against him, the doctor will outright murder Kung Li.  
    
  PROFILE: KUNG LI 
  Corporeal: D:2d6, N:2d10, Q:3d8, S:2d6, V:2d10 
  Climbin’ 2d10, dodge 2d10, fightin’:martial arts 2d10, sneak 2d10 
  Mental: C:2d10, K:2d6, M:2d8, Sm:1d10, Sp:2d12  
  Ch’i 2d12,  language: English 2d6, medicine: Chinese traditional 3d6, search 2d10 
  Pace: 10 
  Size: 5 
  Wind: 22 
  Edges: Arcane background:enlightened 3, Martial arts training 3 
  Hindrances: Ferner 3, geezer 3, squeamish 3 
  Special Abilities: 
      Kung Fu: Palm of prevention 2, step back to ward off monkey 1  
  Gear: Bowler, Chinese herbs, traditional Chinese garb, knife (STR+1d6) 
  Description: Kung Li is an elderly Chinese gentleman with a thin mustache and wisdom in his tired eyes.  
     
    
  ANTELOPE HOUSE RUIN 
  Fear Level 2 
  This pueblo ruin is named after the many cave paintings of antelope by Navajo artist Little Sheep, who painted 
  in the early 1800s. Besides paintings of antelope, there are a series of illustrations of armed men on horseback. A 
  Far (5) knowledge roll reveals the men as Spanish soldiers.  
  By day, Antelope House Ruin is uninhabited. By night, it is a secret meeting place for witches. 
    
  WITCHES 
  Navajo believe certain evil people are witches, practitioners of dark magic who curse others with incantations. 
  These witches operate at night and often cloak themselves in wolf of coyote hides, prompting the Navajo term 
  “human wolves.”  
  Witches can be male or female and harm their victims with a variety of methods. A witch might use “corpse 
  poison,” a concoction made from powdered human flesh; or chant spells over a victim’s personal items like a 
  piece of clothing or hair sample, then put them in a grave. 
  Witchcraft is seriously feared by the Navajo. They’re afraid of it and won’t discuss it for fear of death or 
  misfortune. Many Navajo don’t leave their hogans after nightfall, afraid stalking witches might curse them with 
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  illness or death. 
  The Navajo are so superstitious against witchcraft, they take desperate measures to safeguard themselves from 
  it. Witch killings not unlike those in Salem, Massachusetts occur, with accused “witches” being killed . Being 
  branded a witch is very serious and often results in a speedy execution at the hands of frightened Navajo. 
  Hucksters and other supernatural practitioners especially should watch themselves around Navajo.   
  Witches plunder graves, hide their identity by wearing wolf skin capes, and perform rituals at midnight naked 
  around a fire. Antelope House Ruin is the secret hangout for ten of these witches, each a Navajo in the Canyon de 
  Chelly area. The witches plan a series of mishaps and discord for residents in the canyon. They’re currently 
  working on a plague for the many sheep herds and plan a blight on crops. If the witches can render the canyon 
  unlivable, the Navajo will move elsewhere, if the witches don’t kill everyone first.  
    
  PROFILE: NAVAJO  WITCH 
  Corporeal: D:2d8, N:2d10, Q:3d6, S:1d8, V:3d8 
  Climbin’ 1d10, dodge 3d10, fightin’: brawlin’ 2d10, sneak: 3d10 
  Mental: C:3d10, K:1d10, M:3d8, Sm:3d6, Sp:2d10  
  Area knowledge: Canyon de Chelly 1d10, trackin’ 2d10, overawe: 3d8, guts 2d10 
  Pace: 10 
  Size: 6 
  Wind: 18 
  Edges: Eagle eyes, fleet-footed, , keen 
  Hindrances: Loyal (to other witches), Old Ways vow, self-righteous 
  Special Abilities: 
   Black Magic: Animal Mastery 1, Bolts o’ Doom 2, Contagion 3, Curse 3, Zombie 1 
  Gear: Bone knife (STR+1d4), bow and arrows (STR+1d6), wolf or coyote skin cloak, pouches of corpse 
  poison, bones or dry spell ingredients 
  Description: Navajo witches are typical Navajos wearing animal skin cloaks. Their eyes have a supernatural 
  tinge. 
    
  CORPSE POISON 
  This stuff is really, really nasty. 
  Navajo witches make corpse poison from the remains of the dead. This accursed substance, essentially dried 
  skin and bones mingled with other wretched ingredients, is used to kill unsuspecting Navajo. The witches have no 
  reservations about using this traditional magic on intruders wandering around the canyons at night.  
  Corpse poison resembles a gray powder and smells like a cross between a musty, decaying body and burning 
  juniper.  
  If inhaled or touched, the corpse poison goes into action immediately. The afflicted must make an Incredible 
  (11) vigor roll to remain standing. If successful, the hero loses 2d6 wind and one level of vigor permanently. If the 
  hero can’t reduce his vigor by one level, he decreases die types by one.  
  If ingested, things are even worse. The afflicted must make two Incredible (11) vigor checks, then loses 3d6 
  wind and two levels of vigor permanently. 
  If the hero fails these rolls, he takes 3d6 wind and 4d12 damage to the lower guts and loses two levels of vigor 
  permanently.  
  Going bust on any of these checks results in a hero convulsing wildly before dying.  
  Good news for you evil buffs: If a hero dies from corpse poison, he draws an extra card to come back 
  Harrowed, but if successful, the manitou automatically gains dominion, controlling the hero for one whole day.  
    
    
  CANYON OF THE DEAD 
  Fear Level 4 
  Canyon del Muerto, Spanish for “Canyon of the Dead,” is the most haunted place in the Canyon de Chelly 
  area. Old ghosts cling to this world with a vengeance, squeezing every ounce of hate from their bitter souls and 
  tormenting the living.  
  Needless to say, the Navajo give this place a wide berth, and with good reason. 
  This canyon was the scene of an unspeakable horror many Navajo won’t discuss. In the winter of 1805, 
  Spanish horsemen confronted a group of Navajos. Fearing for their lives, the Navajos sought shelter on a high 
  cliff ledge. The Navajos believed this place impenetrable to attack because Utes, using bows and arrows, failed to 
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  hurt the Navajo’s defenses in the past. 
  Unfortunately for the Navajo, the Spaniards carried rifles. The Navajo were like clay pigeons in a shooting 
  gallery; the Spaniards picked them off one by one. Many Navajo plummeted to their deaths in the gorge below. In 
  all, 115 Navajos died and 33 were taken as prisoners.  
  The restless spirits of the dead now make the Canyon of the Dead worthy of its name. Below the cliff where 
  the Spaniards murdered the innocent, called “Massacre Cave” by locals, the bones of the dead seek revenge on the 
  living. 
  Anyone foolish enough to pass through this dark canyon is set upon by a number of the skeletons strewn on the 
  canyon floor here. The skeletons, still wearing their native garb, carry knives and bows and use them proficiently.  
  It’s a good idea for posses to hurry through this part of the canyon, after all, over a hundred skeletons lie at the 
  bottom of the gorge and are hungry for justice. 
    
  PROFILE: NAVAJO SKELETONS 
  Corporeal: D:3d6, N:2d8, Q:3d10, S:2d8, V:3d8 
  Climbin’ 3d8, fightin’: brawlin’, hand weapon 3d8, sneak 2d8 
  Mental: C:3d8, K:1d6, M:1d6, Sm:1d6, Sp:1d6  
  Overawe 4d6 
  Pace: 8 
  Size: 5 
  Wind: 14 
  Terror: 9 
  Special Abilities: 
  Damage: Claw (STR+1d6) 
  Fearless 
  Immunity: Navajo skeletons are immune to bullets in the gizzards and guts, but shots to the head do damage. 
  Gear: Navajo skeletons are cloaked in colorful dyed clothing and silver jewelry. They use knives and bows 
  (STR+1d6).  
  Description: see above 
    
  YUCCA CAVE  
  Fear Level 1 
  Overlooking Canyon de Muerto, Yucca Cave served as a cache by the Anasazi. Its location at the cliff’s top 
  makes it inaccessible to canyon dwellers, so it’s unlikely posse members will stumble upon it unless told about it 
  by neighboring Navajo.  
  The cave is relatively small, with a three-foot high mouth, prompting heroes to crawl on the ground to enter. 
  Once inside, the small cave contains an archeological find: several woven baskets, a crumbling wool blanket, 
  three stone daggers, and a curious bowl.  
  The bowl is an Anasazi relic. Drinking the waters of Canyon de Chelly from the bowl increases a person’s 
  Strength and Vigor die types by one die for 1d4 hours. Note only drinking water from any stream or washes in the 
  Canyon de Chelly area will make this power work, otherwise it has no effect.  
  The Anasazi daggers have sharpened stone blades and inflict STR+1d8 damage. Anyone killed by the daggers 
  immediately rises from the grave as a Harrowed.   
    
    
  MUMMY CAVE  
  Fear Level 3 
  A cave in Canyon Del Muerto houses the remnants of the Pueblo culture nearly a thousand years old. Like 
  many of the ruins in the canyon, this one boasts petroglyphs, pottery fragments and woven baskets. Unlike the 
  other ruins, this one left an original inhabitant behind.  
  In one ceremonial room lies the mummified remains of a prominent figure. The withered mummy, lying on his 
  back, wears a beautiful silver and turquoise pendant around his neck. Nothing else of tangible value exist in the 
  chamber, save the dazzling pendant.  
  Treasure hunters and grave robbers, beware! The pendant is cursed by a long-deceased shaman. Anyone 
  foolish enough to remove the pendant from the mummy reanimates the corpse, which starts attacking anyone in 
  the room.  
    
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  PROFILE: MUMMY 
  Corporeal: D:2d6, N:1d10, Q:1d10, S:3d12, V:2d12 
  Fightin’: brawlin’ 2d10, sneak 3d6 
  Mental: C:4d6, K:3d6, M:2d10, Sm:2d6, Sp:2d10 
  Academia: occult 3d6, faith 3d10, overawe 2d10 
  Pace: 10 
  Size: 6 
  Wind: 22 
  Terror: 11 
  Special Abilities: 
  Damage: Claws (STR+1d4), bite (STR) 
  Undead: Focus – head.  
  Gear: Prior to attacking, the mummy wears a special amulet. When removed, the mummy springs into action. 
  The pendant is cursed. Anyone who holds onto it loses 3 wind per day, which cannot be regained. When the hero 
  falls unconscious, he cannot be revived by natural or supernatural means, and remains in a coma-like state until 
  the amulet is destroyed. Only this reverses the amulet’s ill effects and wind can then be regained.  
  Description: Clad in a rotting loincloth, the mummy is a desiccated corpse with withered, leathery skin. 
    
    
    
  SPIDER ROCK 
  Fear Level 3 
  An 800 foot-high sandstone spire, Spider Rock lies in southeastern Canyon de Chelly. Gazing down at it from 
  one of the neighboring cliffs is awe-inspiring, but looking up at it from the canyon floor could be deadly.  
  According to Navajo legend, Spider Rock is the home of Spider Woman, a deity who taught Navajo women 
  weaving. Naughty children are scooped up by Spider Woman and devoured in the nest at Spider Rock’s summit, 
  legend says. 
  After the Reckoning, the old Navajo legend took on a sinister, dark personification. Small children, goats and 
  sheep went missing around Spider Rock, and the top of the spire is drenched in blood, and the rock’s base littered 
  with bones. Local Navajo claim Spider Woman is feasting again. 
  They’re right. 
    
  SPIDER WOMAN 
  For centuries, Navajo story-tellers told of Spider Woman teaching weaving to The People. Lately, Spider 
  Woman doesn’t feel like imparting weaving lessons; she’s ravenous for human flesh, courtesy of the Reckoners.  
  Spider Woman is a gigantic spider with the head of an old woman and front, spindly limbs ending in clawed 
  human hands. She secretes a special gooey substance from her mouth, then fashions it into a strong, sticky thread 
  capable of supporting her weight.  
  Spider Woman attacks by swooping down Spider Rock and grabbing her unsuspecting prey. Venom fangs 
  momentarily stun the victim before Spider Woman devours her meal.  
  Climbing Spider Rock is impossible; the rock yields no overhangs or wending upward trail ; it’s a sheer 
  vertical rock tower. Heroes captured can kiss their patooties goodbye unless a fellow posse member attacks Spider 
  Woman during the abduction. It takes one round for Spider Woman to swoop down, another round to wrap her 
  talons around her meal and another round for her deadly kiss. After those three rounds, if nothing is done to stop 
  her, Spider Woman ascends Spider Rock with her latest catch.  
  Heroes on the side canyon overlooks can get a perfect vantage point of the nest, but moving into that position 
  could take hours.  
    
  PROFILE: SPIDER WOMAN 
  Corporeal: D:3d12, N:3d12, S:2d12, Q:1d10, V:2d12 
  Climbin’ 5d12, fightin’: brawlin’ 2d12, sneak 3d12  
  Mental: C:3d12, K:3d6, M:2d10, Sm:1d6, Sp:2d10  
  Overawe 4d10 
  Pace: 12 
  Size: 11 (8’ tall) 
  Wind: - 
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  Terror: 9 
  Special Abilities: 
  Armor: 1 
  Damage: Claws (STR +2d6), bite (STR) 
  Venom: Spider Woman secretes a special venom capable of rendering the afflicted unconscious after one 
  round.  
  Description: See above.  
    
  MONUMENT CANYON 
  Fear Level 3 
  If you thought Spider Rock was a creepy place, wait till’ you see Monument Canyon. Located southeast from 
  Spider Rock, Monument Canyon is a bit darker in recent days thanks to a new abomination spotted by local 
  Navajo. In fact, it’s gotten so bad, the Navajo have skedaddled from Monument Canyon altogether, leaving the 
  place a barren, haunted wasteland. 
    
  CLIFF KILLERS 
  These abominations, close cousins to wall crawlers, have taken up residence in Monument Canyon. They’re 
  scaly, multi-legged beasts with ravenous appetites and deadly camouflage. Cliff killers build nests in the rocky 
  outcroppings and natural sandstone caves and venture out to find food. Their talons grasp the rockface and they 
  strategically poise themselves to pounce on an unsuspecting traveler. Cliff killers are known to mutilate the entire 
  bodies of their prey, taking limbs back to their nests for feeding their young.  
  The situation in Monument Canyon is worse than the Navajo think: there’s an active colony of 24 cliff killers 
  working the length and breath of the canyon.  
    
  PROFILE: CLIFF KILLERS  
  Corporeal: D:2d6, N:3d10, Q:2d12, S:4d10, V:1d10 
  Climbin’ 6d10, fightin:brawlin’ 4d10, sneak 4d10 
  Mental: C:5d8, K:1d4, M:4d8, Sm:1d4, Sp:1d8  
  Overawe 5d8 
  Pace: 10 (20 when climbing down canyon walls) 
  Size: 14 
  Wind: 18 
  Terror: 11 
  Special Abilities:  
     Armor: 3 
     Damage: Bite (STR+3d6), claws (STR+3d8) 
     Wall Walk: Cliff killers have the ability of walking vertically on walls and cliffs thanks to their clawed feet. 
  Normal pace for walking is 10, but can be increased to 20 if the critter is chasing prey.  
  Description: Cliff killers resemble wall crawlers, but with less spikes and shorter tails.  
    
  LOST TROOPS 
  As if travelers didn’t have other things to worry about in Canyon de Chelly what with Navajo witches, 
  vengeful skeletons and cliff killers jumpin’ them, now the Army presents a threat. 
  Although Arizona is a Confederate territory, the Union Army still has a presence in the canyon, albeit one the 
  United States doesn’t know about. Seems the boys in blue seem a mite greener these days.  
  That’s right, the soldiers are walkin’ dead.  
  Remember how the Navajo whupped the Union in 1863, leaving Kit Carson’s men in pathetic shambles? A 
  few of those soldiers didn’t appreciate being put down and are roaming the canyons for justice. Navajo living in 
  the canyon report seeing wide-eyed troops in decaying uniforms shambling through the canyon, thirsting for 
  blood.  
  The best advice is to put ‘em down when you find ‘em. The Navajo and the Confederacy will thank you for it.  
    
  PROFILE: UNDEAD UNION TROOPS 
  Corporeal: D:3d8, N:3d6, Q:4d8, S:1d10, V:4d8 
  Dodge 3d6, fightin:brawlin’ 4d6, shootin’:rifle 3d8 
  Mental: C:3d8, K:3d6, M:1d10, Sm:2d6, Sp:3d8 
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  Overawe 2d10, ridicule 2d6, search 3d8 
  Pace: 6 
  Size: 6 
  Wind: 16 
  Terror: 9 
  Special Abilities: 
     Damage: Bite (STR) 
     Fearless 
  Gear: Bowie knife, leather satchel, Springfield rifle, Union currency 
  Undead: An undead’s focus is its head. 
  Description: A corpse in a tattered Union cavalry uniform. 
    
    
  DEUS EX MACHINA 
  Sometimes you have to give ‘em the unexpected. The following table is for randomized encounters down in 
  the canyons. When the posse needs some scarin’ just roll a d20 and hit them with the encounter. You’re also free 
  to make up your own random encounters, Marshal. 
    
                CANYON DE CHELLY RANDOM ENCOUNTERS TABLE 
                                        Roll                               Encounter 
                                         1-6                                Friendly Navajos 
  7-8                               Navajo witches    
  9-11  Unfriendly Navajos 
  12-14                       Animated skeletons 
  15-17                       Cliff killers 
  18-20                           Undead Union troops  
    
    
  THANKS AND DEDICATIONS 
  Deadlands is a Trademark of Pinnacle Entertainment Group, Inc.  
  Special Thanks to Shane Lacy Hensley and John Goff 
  Dedicated to my wife Susan, who tolerates my late night role playing sessions, the crew at Jester’s Playhouse, 
  and the spirit of the Dineh.  
    
    
    
    
    
    
      
    
    
    
    
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SOURCE: textdata/thevault/Deadlands [multi]/Misc/DL - Loc - Canyon de Chelly.pdf