TEXT: The posse begins their adventure 
  riding in a stage coach from St. 
  Louis, Missouri to Hot Springs, 
  Arkansas. They are all coming for 
  the same reason...the famous 
  Coleman Crystal. The Tombstone 
  Epitaph has been covering the 
  breaking story of an enormous 
  crystal discovered by Ron Coleman 
  near Hot Springs.
  According to the Epitaph, this 
  crystal has the potential to ex-
  ponentially enhance Shamanistic 
  powers that are directed through 
  it. The Epitaph warned that the 
  crystal could not simply be de-
  stroyed, it had to be carefully split 
  in order to make it’s power less 
  devastating.
  If that weren’t bad enough, Chief 
  Red Foot is on the war path and 
  his medicine man, Grey Fox, has 
  the ability to actually use the crys-
  tal for great ill. Unfortunately, not 
  many people outside this posse 
  believe a word that’s printed in 
  the Epitaph...their mistake.
  The ride to Hot Springs is fairly 
  monotonous, though quite 
  bumpy once they get past Little 
  Rock. Suddenly, as the posse 
  passes through a narrow pass 
  between rocky hills, they are 
  ambushed by bandits! There are 
  5 bandits, four hold up men (two 
  with shotguns, two with pistols) 
  and one rifleman in the hills. They 
  have placed a tree in the trail so 
  the coach will have to stop. They’ll 
  be hiding in the rocks surrounding 
  the coach and will pull everybody 
  out in order to search them for 
  valuables.
  Once the party gets to Hot 
  Springs they can do as they like. 
  There are several buildings in 
  town, a sheriff’s office, two hotels, 
  three bathhouses, and a saloon. 
  The Buckstaff Bathhouse is where 
  the Coleman Crystal is on display 
  and it’s in the center of town. The 
  posse should have time to investi-
  gate the town and the crystal. The 
  crystal is quite large and so is not 
  well guarded (it would take several 
  men to carry it out). Anybody with 
  an AB background will sense the 
  thousands of Manitous that are 
  trapped inside... this is indeed an 
  item of great power. Particularly 
  good investigators will find an 
  article in the Hot Springs Picayune 
  about how to find fissures in 
  crystals so that they can be split 
  without shattering.
  That night as the posse is sleep-
  ing (or on watch if they were 
  thinking ahead), Red Foot’s 
  war band sneaks into town 
  out of the hills surrounding Hot 
  Springs. Their goal is to get into 
  the Buckstaff Bathhouse and 
  secure it while Grey Fox begins 
  an incantation that will open 
  an enormous gateway into the 
  hunting grounds... turning Hot 
  Springs into a Deadland! If Red 
  Foot’s tribe gets into the Buck-
  staff, start a 12 round countdown. 
  When the 12 rounds are up, Grey 
  Fox’s spell is complete.
  The only way to stop the count-
  down once it begins is to wound 
  Grey Fox or destroy the crystal. If 
  they shatter the crystal incorrectly 
  it will release the Manitous turning 
  Hot Springs into a Fear Level of 4. 
  The Manitous will then attempt to 
  cause as much mischief as pos-
  sible.
  To shatter the crystal correctly, 
  they need to make a Knowledge: 
  Gemcutting roll to spot the cor-
  rect location. Then they need to 
  make a fighting/shooting roll of 4 
  to hit it. The crystal has a tough-
  ness of 10. If they read the Pica-
  yune article on gemcutting, they 
  can get a +2 to their Knowledge: 
  Gemcutting roll.
  Hot Time in Hot Springs
  Coleman Crystal
  Ambush!
  Hot Springs
  Red Foot
  by Evil Mike McNeal
  
  Bandits (5)
  Attributes: Agility d8, Smarts d6, 
  Spirit d6, Strength d8, Vigor d6
  Skills: Fighting d6, Gambling d6, 
  Notice d6, Shooting d6, Stealth 
  d6, Survival d6
  Charisma: –2; Pace: 6; Parry: 5; 
  Toughness: 5
  Hindrances: Bloodthirsty, Want-
  ed (Minor or Major)
  Edges: Quick Draw
  Gear: Pistol, Rifle, Shotgun
  Red-Foot
  Attributes: Agility d8, Smarts d6, 
  Spirit d8, Strength d10, Vigor d8
  Skills: Fighting d10, Guts d8, In-
  timidation d8, Riding d10, Shoot-
  ing d8, Stealth d8, Survival d6, 
  Tracking d8
  Charisma: 0; Pace: 8; Parry: 8; 
  Toughness: 8
  Hindrances: Old Ways Oath, 
  Stubborn
  Edges: Block, Fleet Footed, Im-
  proved Frenzy
  Gear: Bow (12/24/48, 2d6), war 
  club d10+d6, horse.
  Fetish: Red-Foot wears a fetish 
  made by Grey Fox that gives him 
  Armor +2.
  Red-Foot’s Warriors (2 
  per player)
  Attributes: Agility d8, Smarts d6, 
  Spirit d8, Strength d10, Vigor d8
  Skills: Fighting d10, Guts d8, In-
  timidation d8, Riding d10, Shoot-
  ing d8, Stealth d8, Survival d6, 
  Tracking d8
  Charisma: 0; Pace: 8; Parry: 8; 
  Toughness: 6
  Hindrances: Old Ways Oath, 
  Stubborn
  Edges: Block, Fleet Footed, Im-
  proved Frenzy
  Gear: Bow (12/24/48, 2d6), war 
  club d10+d6, horse.
  Grey Fox
  Attributes: Agility d6, Smarts d8, 
  Spirit d8, Strength d6, Vigor d6
  Skills: Fighting d6, Guts d8, 
  Persuasion d8, Riding d8, Shooting 
  d6, Stealth d6, Survival d8, Track-
  ing d8, Tribal Medicine d10
  Charisma: 0; Pace: 6; Parry: 6; 
  Toughness: 5
  Hindrances: Old Ways Oath
  Edges: Arcane Background (Sha-
  manism), Power Points
  Powers: Armor, boost/lower trait, 
  healing; Power Points: 15
  Gear: Bow (12/24/48, 2d6), spear 
  (2d6, Parry +1, Reach +1, requires 
  2 hands).
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SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Deadlands Reloaded/Deadlands Reloaded - One Sheet - Hot Times in Hot Springs.pdf