Jan 012016
 

+Digression: Originally, I had planned to end the first “season” after the 6th session, but poor RC wasn’t feeling up to running her Dragon Age game, and so I was called in to pinch hit. As I had nothing planned and hadn’t even been thinking much about the game, this session turned into an extended downtime chat. Which ended up being really fun and informative. I encourage other GMs to think about doing something similar between large story arcs. It was low-key and thoughtful.

Fresh off their victory against Revernad Cheval, the posse took stock of Coffin Rock. While they wanted to press on to Denver, they couldn’t leave the town in the shambles it was. And so the posse decided to take a week or two to help set things right. But near the end of their little vacation, the first snows of the season started to fall and the heroes decided to winter in their newfound home.

+Digression: I was up front with my players about the time gaps. I told them that they’d likely have a good 6 months between story arcs, and so an early winter seemed like a good way to keep them in town. Originally I was just going to have them email about what happened, but we instead just used the session to talk it out. Much to the better, I think.

Of most immediate concern were the derelict buildings and the lack of a Sheriff and Reverend. The buildings were easy enough to repair, but new manpower was going to take a bit more work. Fortunately enough, Juan Tomas was able to call upon his family holdings to back some of the new construction. When combined with the new wealth just beginning to flow into the town from the newly discovered veins of copper, it was more than sufficient to starting raising more buildings and repairing the ones that were left.

The posse naturally started with the Crystal River, which was now once more under the watchful eye of Carl and his new Fiancé, Cora. The place was given a new coat of paint, a new addition, and a new sign. Now that the mines were operating again, it was once more busy. Though the posse all had permanent rooms set aside by a grateful Carl, even if they did insist on paying.

And as the rest of the town was cleaned up and repaired, the posse went about hiring some new personnel. Sister Mary reached out to her colleagues among the Orders of Solomon, and before long got word that they were sending a young preacher by the name of Brother Constantine. As Brother Constantine wasn’t due to arrive for a few weeks, Sister Mary took up the spiritual needs during the down time.

+Digression: I was to get a chance to flesh out the order of Blessed that Sister Mary belonged to with my wife. I had originally thought of them as just a small orde of nuns, but as the night went on I felt that it was more of a inter-faith organization. And thus was born the Orders of Solomon (Shamelessly stolen from Witchhunter: the Invisible World. One hazard of sitting across from my gaming book shelf is that when I’m winging it I’m prone to pulling ideas for other RPGs I own or have up on my portfolio shelf. As it happens I’ve worked on most of the Witchhunter line, and so this was an easy pull.).

+ In my head, the Orders of Solomon are a loose order of Blessed and mundane holy men and women dedicated to fighting evil. An though they might disagree on fine points of dogma, they are all wholly dedicated to goodness and humanity. I think they’ll be a good source of NPCs for the posse.

T. Saint John had only two concerns: getting the story of Coffin Rock out into the world and getting the Coffinn Rock newspaper up and running. The prior proved to be a difficult, but rewarding, task. He worked long into the night for nearly a month, making sure all of the accounts were accurate and that he had every interview he could think to conduct. The photographs from Pearl were a well-added bonus.

T. Saint John’s patience and diligence was rewarded. When he finally sent his story back to the head office, it was run on the first page. Which wasn’t that unusual. What was unusual is that many of the other Eastern papers picked up the story and started broadcasting it wide. Within another month T. Saint John had offers to write a novelization of the story and dozens of questions from fans. His name was starting to gather an audience.

Tens spent most of the time pouring over her father’s notebook, though she, too, put some work into the town. Thanks to her genius, the new community meeting hall had electric lights! That and there were a few maimed folk who were now sporting very precise and delicate clockwork prosthetic limbs. Zeke was the first to receive such a thing, and his finely jeweled clockwork hand with hidden tools was a wonder to behold. Tens was really starting to make a name for herself as one of the few folks who had figured out the secrets of melding steel and flesh.

+Digression: RC doesn’t now it yet, but these augmentations are going to attact a lot of attention from a certain someone. Her life is going to get really interesting very soon.

But it was Juan Tomas who had the most to say about the town of Cofffin Rock. Calling upon the reserves of the family silver mines, he quickly started buying up property around the town and toward the rail line a few miles outside of town. He then called in some markers and convinced Wasach to build their line into and out of Coffin Rock. The town was really on the map, now!

One of the properties that Juan Tomas snatched up was the remains of the Jewel Theater, which no one really wanted to go near. With the help of the posse and some local workers, he gutted the place and refit it as a fancy new watering hole. Such a joint quickly attracted attention, and so he quietly started propping up the Six Feet Under quietly, suggesting some changes to Taylor and giving him enough money to keep going. It was Juan Tomas who suggested that Ray cover the mirror behind the bar with a velvet curtain and charge curious folks a nickel to take a peak at the window that had once spat out T. Saint John.

Juan Tomas hired Lizzie Pierce, the showgirl who had left the Jewel long before it went bad, to start finding him some new dancing girls. Lizzie, it turned out, was a fine hand at dancing and before long the new Jewel Theater (name to be determined) was a fine upscale saloon and dancing hall the envy of the big cities. Not too mention a great place for Juan Tomas to pick up rumors of trouble.

But the biggest task was finding a replacement Sheriff and deputies for when Juan Tomas was gone. And so the Ranger kept an eye out for local talent. His first applicant was a young farm boy by the name of Owen. The youth was gangly, with jug ears and a lack of education. But he was possessed of an iron will that Juan Tomas had rarely seen. He was judged suitable and soon the townsfolk got used to seeing Juan Tomas, with Owen in tow.

+Digression: In sessions where I’m required to generate a lot of NPCs on the fly, I have two tactics I use. The first is that I liberally borrow from media for basic hooks. Owen was your basic amalgam of your central casting farm boy. The second thing I do is that I’ll roll 5d8 to determine attributes. Halve each die and treat the result as number of die steps (1-2: d4, 3-4: d6, 5-6: d6, 7-8: D10). You can use the same trick with the first few skills that get tested. This quickly gives you a decent number of high/low stats, at least enough to give some spark of personality. In the case of Owen, he ended up with a d4 Smarts (he’s slow), but a d10 Spirit and a d12(!) Guts! That’s when I decided that Owen had grown up on a remote farm and that he’d seen the badness. He hadn’t really been educated, but the kid could stare down the Devil.

The town was beginning to take shape. Juan Tomas had his deputy, the ground of the former church had been burned, salted, and blessed. Many of the derelict buildings were being repaired and signs of new construction were a sure sign that the mine was really beginning to boom again.

Just as the new church was beginning to go up, Brother Constantine arrived on the train. He was a tall Brit with blond hair, a lot of stubble, and a cockney burr to his voice. He greeted Sister Mary politely and then asked where he could get a cold pint. The entire posse greeted the new reverend and took him over to the Six Feet Under to get to know him better.

Brother Constantine was nominally a Protestant preacher who had seen a lot of the world. Like Sister Mary, he was also blessed, though that wasn’t his only talent. Over the years he’d delve deeply into the occult and he could, with a great deal of effort and ritual, duplicate the effects of other magical styles. It was a talent he used sparingly, and only then to banish the truly dark creatures. Sister Mary gave grudging approval, and T. Saint John took a shine to him.

+Digression: Yes, I ripped off Hellblazer. I ripped it off so hard. But you know what? He works. all I did was take John, smooth out some of the rougher edges, and removed the more tragic backstory elements. Which was just enough to make him a really strange Blessed. He’ll be a good source of occult lore for the posse in the future.

As the months passed, the posse really got to know the townsfolk, and the townsfolk took a shine to their new heroes. T. Saint John got the old Mayor, Wilfred Hambly, to act as the new editor of the Coffin Rock Gazettte. The mayor wasn’t much for writing (rolled him a d4 Knowledge: Journalism), but he was a pretty solid editor. At least it was good enough to get the paper up and running again.

Juan Tomas then called in a couple more favors. First he managed to hire the services of an excellent Spanish Doctor, Javier, for the town. Javier was experienced, willing to work for the town, and best of all, not obsessed with skin grafts.

Secondly, Longknife made some inquiries with the Rangers. Eventually he managed to convince a retired Ranger, Walt, to serve Coffin Rock as its sheriff. Walt had once been a legend among the Rangers, but an attack by a vicious Rattler had taken his left arm off at the elbow. He arrived a few weeks later, and Tens wasted no time in trying to fit him for a new mechanical arm. At first Walt was very hesitant, but Tens were very persuasive and by the end of the next month Walt was sporting a brand new original clockwork arm.

Now that Juan Tomas had his replacement sherrif, a few more locals flocked to try out for another deputy spot. But none of them proved to be all that suitable, save for one: Clementine, Pearl’s oldest friend. She was ready to settle down with her friend, and serving as deputy seemed the way to do it. Now Juan Tomas had a real sheriff’s department. Even Owen had made great strides in making quicker decisions, thanks to patient work by Juan Tomas.

+Digression: So, it was at this point that we all realized that we had accidentally more or less recreated the Longmire sheriff’s office. Which wasn’t hard, given that MJ flat out said “I want a sort of Walt Longmire” when he recruited Walt. And so we just ran with it. Why break what works?

Thus was new order brought to the town of Coffin Rock. Once a town on the brink of damnation, it now stands as a shining beacon of peace and prosperity in the Wilderness. And word had spread that disturbing this peace is a good way to earn a quick trip on a short rope. Seems that their sheriff is a might protective. And so we fade out on our posse, judging the annual Christmas brewing contest, surrounded by the townsfolk they have befriended and sworn to protect.

Final Thoughts
This was a really fun session! It was nice to delve more deeply into the characters and I feel like we came out of it with a really good idea of the town and what’s important to the PCs. From this point forward, Coffin Rock is going to be the hub from which the posse exits. I’ve decided that it’s not going to be threatened while they’re gone (or if it is, they’ll know about it fast enough to make a difference). The PCs have put a lot of effort into making this town their home, and that effort is going to pay off in spades.

To Be Continued in 2016.

Jan 012016
 

When last we left our posse, they had just ridden into Shelly Pearl’s camp to inform them that the Mayhem Gang had been taken out. The camp was grateful, especially Shelly Pearl. But though the posse was given a heroes welcome, they knew that their work wasn’t finished. They paused only long enough to take a short rest, gather up some supplies, and ask about some reinforcements. Shelly and Clementine were tapped to help with the assault on the Cooked Earth Mine, while the rest of the camp kept back and out of trouble.

The ride to the cooked earth mine was blessedly uneventful. The posse tethered their horses and had Shelly wait outside, while Clementine was told to ride back to Coffin Rock and keep an eye on the good reverend. If she saw him leaving, she was to ride back and inform the posse. With one final glance at the sky, the posse entered the Cooked Earth Mine.

+Digression: At this point, the posse had been pretty heroic, so I figured handing them a couple of wild cards to help out was the least I could do. Plus MJ rolled well on his Persuasion, which I like to reward. But in the end the additional wild cards were mostly used as guards and insurance, which gave them leeway.

The cooked earth mine was as eerie as the rest of the town. Ghostly voices on the air pleaded for help while a warm, wet wind pulsed upward and out of the mine. Deep veins of blood-red rock lined the mine walls, each pulsing with dark power in time to some hidden heartbeat. The air was warm and stifling, and smelled of copper and fire.

The posse was a bit unnerved, but they all soldiered on without much balking. After a short walk past the entrance, they came to a large wood and steel lift that looked to take them down deeper into the mine. They were about to start the cranks when T. Saint John noticed some strange wires leading up from the corners of the shaft. Following them upward, he spotted rocks piled above the lift, placed to fall the moment it moved. A deadly trap, had it not been noticed. But Tens was more than a match for such a thing, and before long the posse was being lowered by the mighty muscles off the Irishman.

+Digression: I might be letting T. Saint John’s Investigator edge apply a little too often, but darned if it isn’t useful having a character with a high notice in the Posse. It tends to avoid a lot of trouble, like with this dead fall trap on the mine lift.

The lift touched down a few hundred feet below the entrance, none the worse for wear. The posse disembarked and waited a moment so that T. Saint John could stretch his muscles and take a quick breather. As they waited, six ghostly miners stepped out of the walls. The posse tensed as they gathered behind the largest ghost, the specter of what would have been a large man in his prime. He opened his mouth and introduced himself as the shade of William Wood, the old mine foreman.

The ghost of William told the posse about how they’d been tricked by Cheval and led down into the mine, where they were then thrust into a burning pool of bubbling blood-red mud. They described the pain of being seared alive and then the anguish of having their souls trapped while their bodies rose as twisted blood men in service to Cheval. The men could not pass on to their final reward while their bodies still served Cheval. And so they had a proposition.

The ghosts pleaded with the PCs to let them posses the posse. The ghosts couldn’t pass the blood rock as shades, but riding within the bodies of the posse they could reach the pit and reuinte their souls with their former bodies. The posse looked to Sister Mary, and after a bit of thought she said that it should work. And so the posse all agreed, one by one, to let the miners posses them. Sister Mary hesitated at first, but as she agreed to let the last miner in, she felt a sense of divine approval at her actions. And as the ghosts entered, each of the posse had to relive their final moments of drowning and burning in the mud pit. It was harrowing, but all off them managed to maintain their composure.

+Digression: I was honestly curious what the posse would chose here. In the end they all did the heroic thing, which earned them all a Bennie. The wife was a bit hesitant, and so I had her roll Sister Mary’s Faith as a sort of “divine guidance” roll. I actually really like rolls like this, as it’s a way to provide gentle hints in an in-character manner.

+ The adventure itself states that anyone who agrees to the possession gets a +2 bonus to spirit rolls while in the cooked earth mine. And while I did use that, I also gave each PC the benefit “Ghost Ridden.” This is like a minor edge which gives all the PCs a +1 bonus on Guts checks. I felt this heroic action deserved a long term reward.

Now possessed, the posse made their way further into the mine, all while the miners used their own voices to tell the posse what had happened. The trip was warm, tense, and more than a little eerie. After what seemed like ages, the posse finally entered the heart of the mine where the blood pit resided.

It was a gruesome scene. The spirit Tacheene was floating in a glowing blue bubble, his rocky arms outstretched and pouring blood-red magma into the pit of bubbling mud below. The walls of the central mine were sheer and striated with more of the blood rock veins. To the right of the entrance the posse spotted many of the townsfolk chained together and guarded by one of the blood men. And there, at the edge of the pit, two blood men were trying to push Carl into the pit!

+Digression: The adventure just states that the posse arrive in time to see two blood men pushing a third into the pit. I decided to amp up the tension by adding in more chained townsfolk, and then had one of the players roll a d20 to see how bad the pit victim was going to be. A natural 1 came up, and so I chose the worst possible choice – Carl the innkeeper. Bad for the PCs, but great for drama!

The posse wasted no time jumping into action! But before they could even react, each of the ghostly miners erupted from their host and screamed toward their bodies! They joined with their former earthly shells and soon the posse could see that the blood men were being hampered from within. Their good intentions had just come back to aid them, in spades!

The long rifle of Sister Mary barked and took down one of the blood men holding Carl, while Juan Tomas sent burning hellfire from his crackling six-gun. Combined with the arrows of Fast Cloud, the shotgun of Pearl, and the kinetic blasts of Tens, half of the blood men fell almost immediately. But more importantly, Carl was given just enough breathing room to scramble back from the edge as his two captors were momentarily shaken.

And then T. Saint John spotted the real problem on a narrow edge above the pit. Reverend Cheval! He was cackling madly but soon stopped as he spotted the posse. He then gloated that the posse would never sto his plans, never! He was somewhat taken aback when the posse laughed at his voice, and so in a fit of anger he summoned two massive blood men from the pit! And then, as if totally insane, he jumped right into the blood pit! Unlike the blood men, he vanished in a flash of light, leaving behind the blood men, the frightened townsfolk, and two very large and giant sized problems!

+Digression: It’s time for me to take a few lumps. I had meant for Cheval to be this mad and insane menace, quite scary and unhinged. But the voice that came out of my mouth can only be described as “lab nerd Skeletor.” Instead of being scary, it was just funny and I cannot fault the players for breaking out in laughter. And so my frightening villain was instantly transformed into this teenaged reject villain from the old Super Friends cartoon. Probably with bad acne and a Canadian “Girlfriend.” Ah, well. You win some, you lose some.

But the posse had a giant-sized answer of their own: T. Saint John. The burly Irishman stepped forward to do battle with the two behemoth blood men, Pearl right behind him. Tens came to his aid by stripping away the kinetic energy of the large behemoths, with Fast Cloud right behind her. And as those four dealt with the big problems, Juan Tomas and Sister Mary went about dismantling the rest of the blood men and freeing Carl. And before long, it was clear that the posse was going to prevail. Even more so when the chained townsfolk were rallied by a rescued Carl. The mass of them used their chains to it the remaining blood man in half by sheer weight of numbers and brawn!

+Digression: In some instances, you can just tell when a fight is just going to go the way of the PCs. This was one of those cases. I had tossed two large (+1 Size, +2d STR/VIG, -1d AGI) Blood Men to beef up the challenge, as the remaining blood men had lost their Henchman (gain a wild die) abilities and they were getting mown down quickly. But then Tens had an amazing roll on her Entangling, which left the brutes unable to attack or move, with little chance off recovery. And with only one normal blood man left, I just ruled that the posse and the townsfolk took them down. The townsfolk using their own chain to kill the blood men was a player suggestion, by the same. But when a fight is just all over except the dice rolling, it’s far better to just narrate the end (or let the players do it!) and move along.

The wicked blood men dispatched, the heroes had time to catch a breather and to see the spectral miners lift upward to their final reward, thanks upon their lips. The townsfolk, though panicked, were reassured by the presence of their new heroes. The posse took a moment to send them up to the mine entrance and into the helpful presence of Shelly Pearl. They told Shelly and the folks to head for her camp, that they’d send word once the place was cleansed.

Now that the blood men had been dispatched, the hold over Tacheene wasn’t as strong. The spirit thanked the heroes for their aid and told them that it could use its power to send them back to the town. The posse watched in wonder as the blood pool started to flicker and show strange images. They saw the Ten Feet Under from behind the bar. The doctor’s office from up above. The church from near the altar. And then they saw the Jewel Theater from behind the stage. And that sight was gristly, as the ladies of the Jewel had two men tied to the table and they were feasting upon their guts as they still writhed as they were consumed alive!

Without hesitation the posse jumped into the pit, one by one. They all felt a strange sensation as they were teleported from the cooked mine back to Coffin Rock. It wasn’t all that pleasant, but it was the only way back in time! One by one the posse tumbled out of one of the mirrors and reflective surfaces in town! T. Saint John and Fast Cloud tumbled out of the mirror behind the bar. Tens and Pearl landed catlike from one of the mirrors in the Crystal River. Sister Mary emerged from the mirror at the Jewel Theater, rifle in hand and vengeance dancing in her eyes, her journey guided by the Almighty Himsef. And Juan Tomas and Fast Cloud tumbled out of the polished copper altar of the church, right into a ritual being enacted by Cheval and his cultists!

+Digression: At this point, the PCs being clever about covering up all of the mirrors in town came back to help them. Since I love rewarding clever play, I ruled that any reflective surface that was covered couldn’t be teleported to, which left only four possible exits: the church, the saloon, the jewel theater, and the crystal river (the PCs declared that they had to have missed at least one mirror). And so I had each PC roll a d4 to determine where they ended up. But that’s far better than all of them being scattered to the winds.

+Digression: At this point in the night, my wife really wasn’t feeling well and went into the bedroom to lie down, leaving use to decide what happened to Sister Mary. As luck would have it, she was the only one who randomly rolled a 3, which was the Jewel Theater. As one the table decided that it was divine providence and that Sister Mary arrived in the Theater as an Agent of the Almighty, ready to sling bullets and chew bubble gum. And she was all out of bubble gum. My wife is pretty stingy with her Benny use, and so she had a bunch of bennies, including a Legend chip. And so we spent all of them for her and just fiat declared that she took out the entire nest of ghouls by herself. It was actually kind of awesome and I’m sorry my wife wasn’t there to actually play it out.

T. Saint John was the farthest away from the church, but he was also the second fastest posse member, right, behind Tens. And so he both took off like a shot for the church, running as fast as he could. Tens only paused long enough to give herself and Pearl a kinetic boost (Speed power) before jumping out the window and toward the church! But before all the others could arrive, Juan Tomas and Fast Cloud were there to lay down some vengeance.

Time slowed as Juan Tomas unholstered his pistol and made his slow approach to Reverand Cheval, who was chanting from a huge book bound in human skin. Hellfire belched from the barrel of his cracklin’ six-gun unleashed enchanted ammunition. The Ranger’s hand worked the hammer in rapid succession, and within a span of heartbeats he’d emptied his cylinder into Cheval’s now very dead chest. All Fast Cloud could do was look on in awe.

+Digression: I love it when dice cooperate with the Big Damn Hero moments. MJ tossed down a few bennies to make sure this happened (which is one reason why I love them!), but at least three of his shots aced, with one acing at least four times. The combined damage was more than enough to take down a spell-empowered Cheval in one round. This was only made worse when JE played the No Quarter adventure card, which meant that no one could soak wounds until a joker popped up! It was epic and the entire table cheered. Good riddance to that villain!

With their dark master slain, the cultists did all they could to finish the ritual. They just finished as the rest of the posse arrived! Their final words, combined with the blood sacrifice of Cheval, was enough to call up a Demon from the pits! But the posse had seen too much to find even such a creature more than scary. And they had come loaded for bear.

What followed was a brutal fight where the entire posse was forced to choose between killing the demon and taking down the cultists. But in the end they were just too iron-willed and ornery to die. The cultists fell like wheat before the scythe and the demon didn’t last much longer once the entire posse focused on it. The battle was over only a few short minutes after the gunfire had started.

Digression: So the adventure says the that the demon only emerges if Cheval has time to enact the ritual. Which he didn’t. But I wanted to give the rest of the posse something big to fight, and so I had it come in. I had looked over the stats of the critter, and at the bennies available to my players, and decided they could handle it. And they could. They took it down hard, especially once JE played the No Quarter adventure card. Turns out cultists and demons kind of suck when they can’t even attempt to soak wounds.

With Cheval dead and the demon vanquished, Tacheene was finally freed from his prison. The entire town could tell that a spiritual noose had just been lifted from around their necks. The next few days saw things quickly put out rights. Shelly Pearl’s camp returned to town and she was declared mayor with backing from Juan Tomas. The posse returnee the deeds to her and the Daly legacy was restored.

The posse was fed incredibly well over the next few weeks, and they took the opportunity to spread the tale of their exploits far and wide. Almost immediately the shadows didn’t seem as long, and within the next week the nights started to feel a bit safer once more. It was clear that the posse had made a huge difference in this little corner of Colorado. And they were just beginning.

+Digression: Sister Mary used Inspiration on Juan Tomas and MJ just rolled /amazing/ for his persuasion roll. His result was somewhere in the mid-20s, and so I ruled that the town’s fear level was going to drop to [B]0[/B]. The PCs really put their heart and soul into the town and I wanted to reflected in a place of real safety that they could return to time and again. Within the town they all have a +2 Charisma bonus, not that they’ll ever really need to make social rolls again. By the adventure, the fear level in town drops by 1 immediately, and then 1 more within the following month. I just went a bit further.

Final Thoughts on Coffin Rock
This is probably the second or third time I’ve run Coffin Rock as a Deadlands introduction, and I have to say that this one was definitely my favorite. I got to see the characters go from numbers on a page to real, breathing characters. And I have a few players who are already clamoring for more, so I must have done at least a reasonable job.

As a starter module, I think Coffin Rock has a lot of promise. There’s a good mix of investigation, combat, and exploration. It includes just enough detail to help busy GMs, but not so much that you get lost in minutia. It has all the stat blocks you need to run the adventure, though some of them definitely show the signs that this was an early product.

The one thing I really liked was the option of a variable fear level to raise or lower the difficulty. This was a great idea that I’m really sad they didn’t keep using in other similar products (at least to my knowledge). The adventure itself says that the fear level is the same in all areas, but I find that you can make the levels variable if some parts seem more interesting than others.

I’d recommend this adventure to almost any GM, with a few caveats. This probably isn’t great for a group that likes a whole lot of combat, as it really rewards exploration. It’s also not great if you’re not competent at improvising and adding details yourself. And groups who have trouble with investigating on their own might well struggle. But otherwise this little adventure remains a great place to jump in.

Coffin Rock: 4/5 for newbies, 4.5/5 for veteran savages
If it were me, I’d have liked to see a bit more information on scaling and a few helpful hints for new GMs. If they did that, this would be an amazing teaching tool and introduction. As it is now, it’s good to great depending on your experience.

I have one more session write up to do for the final parts of these character’s Novice rank. After that we might take a break before I start running again, likely with a modified take on the The Flood.

Nov 062015
 

The morning started out well for the posse. They had already started clearing up the problems in Coffin Rock, and now it was time to press their advantage. But to do that they needed a hearty breakfast. And so the posse supped on fine biscuits and burned bacon. And as they were eating, they were joined not only by Tens, but by Fast Cloud as well! It seems that she had stolen off in the night, informing only Kicking Bird of her plans to “see the White Man’s world.” She had arrived the previous morning and had been keeping Tens company the entire day. Which explained her absence and her new friend.

+Digression: Funnily enough, RC had gotten the Love Interest adventure card, and promptly played it the moment she spotted Fast Cloud. This should prove to be a really interesting relationship. For now she’s a simple extra and follower, but has the potential to become a wild card. My only regret in bringing her back is the sheer number of bad jokes that have popped up.

As the posse ate, Tens took a look at Zeke’s hand and did what she could for the gunsmith. A small amount of work and tinkering fixed him up with a simple grasping device, and she promised him that if she had more time she could come up with something much better. Which prompted Tens to check her father’s notes. He had a fair bit to say about Augmentations and the works of Dr. Gash. He wasn’t all that complementary of the Doctor and of Formula X-19. The man didn’t trust any scientist who didn’t publish his formula. But he hadn’t stopped at criticism: Ten’s father had nearly finished a formula that would function much like X-19. If Tens had the time, she could give Zeke a clockwork hand, better than the original!

+Digression: I’ll admit that I utterly love the steam augmentations in the back of the 1880 Smith & Robards Catalog. It’s a cool concept and if RC invests in it, she’ll be able to install them herself.

Zeke aided and breakfast finished, the posse rolled out of the Crystal River and started poking around the town again. Their first stop was the general store, which was covered in a strange fungus and filled with the sound of buzzing. The posse opened the door to investigate and were immediately assaulted by a massive swarm of insects! The vermin proved to be quite a challenge, nearly dropping T. Saint John and Pearl before being dispatched. The vermin dead, the posse saw to their wounds and started examining the general store. It wasn’t long before T. Saint John found an inverted bronze cross covered in mildew. The moment the cross was uncovered, the bell of the church tolled, just like when someone died. Figuring that was a bad sign, the posse borrowed a pair of tongs from the blacksmith, Jonah Thurgood. The cross was carefully taken down with the tongs, and then melted to slag in a pot full of burning coals.

+Digression: I’d never noticed just how useful the Investigator stunt was, but T. Saint John rarely has difficulty spotting hidden clues. He’s like a giant-sized Fox Mulder.

+Digression: One important note here: for this day Juan Tomas Longknife is dressed to the nines. He’s got on his good suit, and his Ranger badge on full display.

This naturally caught the attention of Jonah, who chatted with the posse just a bit. He had figured out that something was wrong with the mirrors, and so had blackened all of the reflective surfaces around his place. After a bit of questioning, the posse confirmed their suspicions about the Reverend. As they left, Jonah told them that they should go and speak with Ray over at the Six Feet Under, as he’d probably want to know that his store was vermin free. The posse agreed and headed over to the Six Feet Under.

The Six Feet Under was a run-down and dusty saloon. And while it had definitely seen better days, it seemed to be a bit better off than some of the places in town. Still, it had it’s share of problems. Most of the posse spotted what appeared to be demons in the shots of whiskey, though it might have been a trick of the light. Even stranger, all of the water stains in the bar looked a bit too much like the coffin rock. T. Saint John quickly informed the posse that they shouldn’t drink, but not before Fast Cloud downed her first two shots! The drink got her all ‘riled up, but Tens was able to at least calm her a bit.

Since they weren’t drinking, the posse quickly took stock of the room. The bartender was terse and not much for conversation. But a haggard man in a once-fine suit drinking absinthe looked like he had a tale or two. As did the piano player with the bandaged arm, and the former showgirl sweeping the floors. And of course there was Ray, sitting at a table with four miners playing cards and getting far too drunk. Tens and Juan Tomas decided to talk to the suited gentleman staring at the fine watch. Sister Mary went to tend to the piano player’s arm, and T. Saint John and Pearl kept an eye on things.

The absinthe drinker quickly revealed himself as Mayor Wilfred Hambly. He slurred on about how the town had gotten worse, and after Tens gave him the full Orphan Stare, he let slip that he had seen a spirit trapped in the mine. He claimed that it was being tortured by the Reverend. But that was about all he knew, beside the fact that the watch Tens had been eyeing was a gift from Daly. Meanwhile, Sister Mary had convinced Mike Hall, the pianist, that he should have his arm looked at. The sister uncovered it and quickly realized that the the “good” Doctor had done far more than “remove a canker.” The arm was badly infected and long past the aid of miracles. But Sister Mary was a skilled healer, and with the help of the showgirl, Lizzie Pierce, the arm was patched up good as new.

+Digression: JAZ rolled amazing on her healing roll. Which was awesome, as she had just taken the Healer edge with her latest advance. It was nice to see the dice assist the edge for once.

As the sister was cleaning up, Lizzie pulled her aside and asked her for help. She had once been one of the girls at the Jewel Theater, but had left when they’d started growing dark. She had been so scared, in fact, that she’d left her hope chest at the Jewel Theater. She hoped that the sister would help her retrieve it. Sister Mary agreed without a second thought, which lightened Lizzie’s spirits a fair bit.

Meanwhile, Juan Tomas and T. Saint John went over to tell Ray that his store was clear. At first he seemed a bit blase, but some encouraging words and the promise of money quickly roused him. Then Juan Tomas went on to convince the miners to help Ray, tell them that he’d pay for a few meals and give them some money. The miners, at first hesitant, quickly agreed. Getting them to agree to stay of the drink, however, was more difficult. But in the end the two men were able to persuade Ray and the Miners to sober up, at least until the problems in Coffin Rock subsided. The promise of free room and board at the Crystal River was just the carrot they needed.

+Digression: MJ didn’t exactly roll amazing all night, but I don’t think he ever had a bad persuasion roll. The character is quickly becoming something of a Face. Noble adds +2 Charisma, and the Ranger’s badge adds another +2 when used. So he can kick out some serious results, and the player has been pretty good about trying to talk first when it’s an option.

Clues aplenty, the posse left the Six Feet Under, with Juan Tomas nearly dragging the Mayor along with him. Juan Tomas marched the mayor to the sheriff’s office and showed him the bodies of the dead outlaws and Sheriff Bryce. The mayor blinked drunkenly, grabbed Bryce’s badge, and then pinned it, with some pain and difficulty, on Juan Tomas. It seemed that Juan Tomas was now the Sheriff of Coffin Rock. At which point the newly appointed sheriff locked the Mayor in a jail cell with some water and a bucket. For his own safety.

+Digression: This was just a really clever move on the part of the posse. Had they not locked him up, he would have walked off that night and committed suicide.

Once more outside, the posse paused as they saw a trail of smoke atop Coffin Rock. Juan Tomas and Fast Cloud could tell that they were smoke signals. They read, roughly, “Up here, dumbass!” The posse decided it was time to check them out, but as they passed by the Assay office, Sister Mary felt a shiver run by her spine. It was enough to slow the posse, giving them the chance to spot what appeared to be a mob inside the Assay Office. The posse quickly opened the door and found nearly a dozen townsfolk who had more than succumbed to greed! And behind the counter was Ike Turnbull, the Assayer. He was sitting on the counting table, clutching his pickaxe and bags of coffee. They were his precious.

It was only then that the townsfolk realized that the posse all had a lot of shiny stuff. But before the riot could really break out, Juan Tomas and T. Saint John started speaking with the crowd. While at first there were commands, the conversation took a turn for the confusing as Juan Tomas started to bamboozle them with strange questions, like “what’s for the dinner?” Now more confused than bloodthirsty, a quick prayer from Sister Mary put them to sleep. That situation defused, the party was about to relax when the basement door burst opening, revealing four shambling miners! Ike, now overcome by greed, didn’t seem all that bothered that his former victims were now up and walking around!

But the posse had an answer, and that answer was Tens. With a flick of her strange glove, she drained the kinetic energy from the crawlin’ dead Ike, rendering them motionless! This gave T. Saint John enough time to bust the lock on the cage door, then rush inside to grab Ike, who took a single swing at him. But the zombies remained stuck in amber, which allowed Juan Tomas and Sister Mary to dispatch them with ease. One good thump later, and T. Saint John knocked out Ike and the posse was free to check the place out. It didn’t have much to interest great heroes, and so they locked it up and tossed Ike in another cell. And now that there were two guests in the jailhouse, the posse took a few minutes to clean the place up.

+Digression: This wasn’t much of an interesting fight, but it really wasn’t supposed to be. I love that my posse using words when they can, which is great. And the thing with the zombies was more to see if they could save Ike, not kill a bunch of lame zombies. I figured they would go well, but what did surprise me is just how GOOD the Entangle power is. On a normal raise it lowers pace and parry, but on a raise they can’t move or use Strength or Agility linked skills at all! Note that Shooting and Fighting are linked to Agility! The power can completely shut down a warrior.

The jail at least moderately cleaned, the posse now knew what they had to do. It was time to check out coffin rock. The posse stopped by the Crystal River to check on Carl, then grabbed their horses and rode out to the eponymous natural feature. The trek up the side of the rock wasn’t all that difficult, and as the sun was beginning to set they came upon a shaman sitting on a log, roasting a lizard of a fire. He told the posse “it’s about time” and then invited them to sit. He introduced himself as Laughs with Darkness, and soon was explaining the situation to the party. There was a great darkness in the town, one he couldn’t clear up himself. But if the posse was willing to face his test, they could perhaps help.

He asked each posse member if they would join him in his kiva, and all of them agreed. He lead them down into the smokey interior and tossed some herbs on the fire. It flared with mauve flame and Laughs at Darkness fixed them all with a very serious stare. He told them that they would have to pass a very dangerous test to earn his aid. He asked each posse member if they were up to the task, and all agreed. He then broke into laughter and said that they’d passed the test! And then things started getting hazy as the posse started breathing in the strange smoke. None were driven away, and before long each posse member had fallen into a deep sleep.

And then they all found themselves on a spirit quest. Their astral forms floated up above coffin rock and then zoomed down the valley toward the cooked earth mine. Their forms sunk into the earth, and there they were met by the earth spirit Tacheene. None saw him exactly the same way, but all could see that it was cruelly bound with bands of black energy that held it in the air, away from the source of its power. The spirit looked at them all and begged them for help. He had been trapped by Reverend Cheval, who had used sky magic to bind the spirit. Now the Reverend was feeding off Tacheene’s power! The posse tried to free him, but in the end all they could do was tossed some spiritual stones on the spirit to give it a bit more time. And then things faded to black and the posse awoke in the kiva, feeling rested and ready to face the troubles ahead. Laughs at Darkness was nowhere around, but the posse had the feeling they’d see him again.

+Digression: Some great rolls from everyone, but the thing I really want to comment on is the adventure itself. The wrote “Laughs at Darkness has disappeared, never to be seen again.” Which is not what you want to write if you want any decent GM to not use him again! They even give you a stat block for him (I have no idea why, as you’re not expected to fight him and he’s more than powerful enough to take down the posse by fiat). Plus I loved the interplay between him and Juan Tomas, so he’ll be back at some point.

The party emerged from the Kiva near dawn, filled with vim and vigor. They quickly made it down coffin rock and found their horses waiting for them. They mounted up and started heading toward the cooked earth mine. They made quick progress, but were stopped when they heard a woman shouting for help. T. Saint John took off immediately, with the rest of the posse not far behind. They quickly came upon a beautiful woman trying to fend off a horrid creature! The creature was shaped like a man, but it was covered in blood red mud. The posse didn’t even slow down as they rode toward danger. Juan Tomas snatched the woman up into his saddle with practiced ease, whisking her away from danger. And then Pearl rode past and beheaded the blood man with a single expertly placed shotgun blast!

The danger now over, the posse slowed up near the woman’s badly injured horse. The sight of the wounded animal caused Pearl great distress, and she immediately jumped from the saddle and started calming it. She then quickly rubbed some herbs on the wounds, and miraculously, the horse got up, now healed! Meanwhile, the party found out that the woman was one Shelly Pearl Daly, the daughter of John Daly! She had come to Coffin Rock to be with her father, but had arrived to late. Upon learning who she was, Sheriff Bryce tried to kill her. She barely escaped with her life.

+Digression: With her promotion to Wild Card, Pearl’s hidden edge comes into play: she’s a Breech Birth. Once per session, for a fate point, she can use Greater Healing without the need to roll or spend power points. I have a great fondness for this knack, and find that it’s awesome to slap on a follower as an emergency heal. Though in this case her great love of horses caused her to burn it on the poor injured horse!

The group informed Shelly that Bryce had been killed, which immediately earned them a lot of affection and respect. Shelly then told the posse that she and some of the other women and children had holed up not too far away. Mounted on her freshly healed horse, Shelly led the group through some scrub and into what appeared to be a large makeshift work camp. Most of the residents were women, their children, and men either too old or infirm to fight back. The posse was quick to tell the camp that they’d be able to go home soon, but for now they needed to hunker down. Which was when Shelly and her friend, Clementine, informed the posse that they had a problem.

It seems that self-styled outlaw, one Hank “Mayhem” Archer, and his Mayhem Gang, had set up shop in a cave not too far from their camp. They’d been trying to capture the women in the camp for almost a week, but to not avail. Shelly and Clementine were handy in a scrap, but most of the rest of the camp couldn’t do more than defend themselves. And so Shelly asked the posse to intervene, to which they agreed readily. Though the promise of a large bounty was certainly a good incentive. The posse huddled together with Shelly and Clementine, asking them questions about terrain. After a short palaver, the posse and Clementine rode off toward the bandit camp.

The poor bandits never really saw the posse coming. The posse had the advantage of terrain knowledge, superior skill, and the blessings of the Almighty himself. One by one they crept up to the bandits, while T. Saint John followed slightly behind, pushing a small wagon filled with barrels and oil-soaked rags. And then the posse struck in unison, taking down all of the exterior guards before they had a chance to give a cry. Which was when T. Saint John pushed the cart into the mouth of the cave. He bellowed a laugh as he set the thing alight, trapping “Mayhem” and his gang inside a smoke filled cave. It wasn’t the most glorious of battles, but it sure was effective!

+Digression: Sometimes the PCs just roll over an encounter. They had the advantage of terrain, skill, and tactics. Plus Sister Mary boosted everyone’s Stealth, so sneaking up was easy. A free round of attacks with the drop is nothing to sneeze at! Plus we were really pressing up against time, so we skimmed over a lot of this fight. But I don’t think would have been all that tough, to be honest.

The gang dispatched, the posse and Clementine rode back to the camp to inform everyone that they were safe: from the bandits, at least. But there was still the underlying problem. A problem the posse was now ready to face.

To Be Continued Next Week…

Oct 302015
 

+Digression: For those who are interested, here are the boons the players earned from the Navajo last session. This is something I like doing in my games, granting small bonuses to characters for good roleplay and diplomacy. These bonuses are also one way I can sort of tweak the power levels of individual characters. In this game, the obvious target for a bit of favoritism is T. Saint John. As the only character without an arcane background, he’s going to have the chance to learn a series of special moves. Since these are martial techniques, they’re not really something an arcane character can learn very easily. I find that giving the non-arcane folks a small list of cool moves really helps to level the playing field, fun-options-wise.
Navajo Boons

 Tens
Cloud Stepper: Your run die is increased to 2d6.

Sister Mary
Native Lore: Gain a +2 to Knowledge: Occult rolls related to native legends and critters.

T. Saint John
Falcon Spirit Strike: Gain +2 to unarmed damage rolls when attacking supernaturally evil creatures. Your fists also count as magical weapons.

Juan Tomas Longknife
The Seventh Rune: Select one Seasoned Shootist bullet. You can carve that bullet as a Novice bullet. Once you reach the rank of Seasoned, you can carve that bullet for 1 less power point (minimum 1) than normal.

 
Upon arriving in Coffin Rock, the posse didn’t like the look of things at all. They could all feel an oppressive air of despair and fear. But they weren’t about to turn back. And so they hitched their horses at the Cry__a_ River Hotel. The inside of the place was just as depressing as the outside. The place was covered in a thin sheen of dust and filled with the scent of depression and booze. The proprietor, Carl Testeverde, was slumped behind the counter, looking utterly morose. He barely stirred when the posse entered, but quickly perked up when T. Saint John plopped down a bottle of nice Whiskey. A few shots later and T. Saint John was able to wheedle Carl’s story out of him.

It seemed that Carl and his bride, Dorothy, had moved to Coffin Rock to start a motel. They named it the Crystal River, after the place they first met. And for the first few weeks, things were going all right. But before long, Dorothy became obsessed with her appearance and growing own. Before long the worry had taken it’s toll, and she grew old well before her time. Then she died, leaving Carl a heartbroken and lonely man. Even worse, she hadn’t left after her death: she still haunted the place. And Carl was pretty sure that he wasn’t going to be long in waiting.

+Digression: So, one thing I really like about Coffin Rock is that they have a very nice difficulty slider: the fear level. Simply by adjusting the fear level upward, I can make things more difficult. Since my posse is pretty tough, I decided to run most of Coffin Rock at Fear level 5. That way things are a bit tougher.

The posse was worried about this, and promised they’d look into the problem that evening. But as it was still rather early in the day, the posse wanted to check out the rest of the town. Well, all of them except Tens. She was a bit saddle sore and wanted to do a bit of work in her room. Figuring that someone should keep an eye on Carl anyway, the posse agreed and four of them headed out into the town.

+Digression: RC was absent for this session, and so it was decided that Tens was doing research or something in her room. I’m going to run something short for her at the beginning of next session.

And so the posse rolled out into the town to see what they could see. They headed West on 3rd avenue, pausing to glance at the library and a bawdy house called the Jewel Theater. The women outside sent cat calls at the men, completely ignoring the fact that a nun was traveling when them. And then the posse saw it: streaks of blood and grasping shadowy hands in the grimy windows. But one blink and it was gone, leaving only the hungry looking soiled doves. Deciding that they didn’t have the need for some negotiable companionship, the heroes turned right down Main Street.

The heroes took little notice of the abandoned barber’s shop, where they all appeared wild and shaggy in the windows. Nor did they much care to investigate the Mayor’s Office, the Assay Office, or the abandoned Derelict. They continued down Main Street, past the Six Feet Under Saloon. They paused in front of the General Store, which had windows covered in some strange fungus. They continued to stroll past the Doctor’s office, toward their destination: the Sheriff’s Office.

The heroes stopped in front of the Sheriff’s office, where the door was closed and the shutters closed. There was a faint sound coming from inside, but the posse was immediately drawn to the wanted posters. Many of them had their faces scratched out, and it was no wonder: when they glanced closer, they could see their own faces above the “Wanted: Dead or Alive.” Even worse, the “Alive” was crossed out in red ink! But then they blinked and it was over. And while they were waiting outside, Juan Tomas spotted a nervous looking man with a shotgun. He was muttering to himself and glancing at the posters. But clever Juan Tomas convinced the poor guy that he should just go up and scratch the name out. And so the nervous man promptly rushed up and shot the poster with his shotgun! Another gentle word from Juan Tomas and he convinced the guy to use his knife.

+Digression: Thus begins the first amazing Persuasion roll of the night.

The man yelped when the office door open and one of the deputies stepped out. He let out an eek and rushed off, leaving the deputy to glance over the group. His eyes played around and then he spotted Juan Tomas. “Hey, boys, look what we got here. A Red N____r!” At which point Juan Tomas promptly drew his gun and started shooting.

+Digression: GM Tip: you want to make it clear that your bad guys are bad? Make them racist.

What followed was a furious gun battle between the posse and the six deputies. Juan Tomas dropped the first couple of deputies in the blink of an eye, but soon the group was rushed by the rest. Two of the deputies, seized by a sort of madness, tried to pull Sister Mary down and take off her clothes. Which caused T. Saint John to see *red*. The big man stepped up and snapped one of the men’s necks with one giant hand, dropping him to the ground like the refuse he was. His girlfriend, Pearl, followed suit, leveling her shotgun at the back of the man’s head and blowing him away. After that it was all over for the deputies, as the posse finished them off without much trouble.

+Digression: This fight should have been tougher, especially since none of the posse really tried to find cover. But I just rolled abysmally. Except when it came to damage. I think I had a single hit and managed to deal a couple of wounds with that one shot. But due to the dice rolling, this fight was a pushover.

Now that the gunfire had died down, the posse had the chance to assess the situation. And the situation was bad. Inside the office they saw that one of the cells had been turned into a torture chamber! Even worse, there was a poor man strapped in a chair! He was barely alive and he’d been cut on something fierce. But Sister Mary’s skill and faith was mighty. A quick prayer sent the man into a merciful sleep and Sister Mary skillfully removed him from the vicious torture devices. And then she called upon her faith. Her hands glowed and soon she knew that the man would eventually recover. Except for the fingers that had been slowly cut from his right hand.

Meanwhile, Juan Tomas let the others tend to the victim while he searched the office. And it didn’t take him long to find what he needed. He found wanted posters for each of the deputies. It seems that they’d been part of the Rotten Catfish Gang, and each man had a bounty on his head, and all together the men were worth $600. But that wasn’t he most interesting thing. The most interesting thing were all of the deeds to most of Coffin Rock. Deeds in the name of John Daly, not the sheriff!

+Digression: What a time for a player to play the “Windfall” Adventure Card! The adventure card says that the players find EVERYTHING that can be found in the location. And to use it on the sheriff’s office was just a great stroke of thinking. I also let it spill over into the sheriff, below.

Just as Sister Mary was finishing her last prayer, Juan Tomas caught a glimpse of Sheriff Bryce through the window. And without hesitation he rushed out the door and sent six shots right at the varmint! But the Sheriff was a sturdy man, and took the hit with a grunt and a roar of rage. He then returned fire, and this time Juan Tomas wasn’t nearly as lucky. He took several shots right to the chest and slumped down in the doorway. The rest of the posse then jumped into the fray. T. Saint John rushed at the Sheriff, but he couldn’t land a blow. Pearl also missed and then ducked behind the window. Sister Mary tried to call down a miracle to heal Longknife, but her faith was rattled and the Almighty wasn’t listening at the moment.

The fracas continued, with the Sheriff managing to seriously wound T. Saint John with a gutshot. But eventually the sheriff was undone by sheer numbers. It was four against one. He took a vicious punch from T. Saint John, then a deadeye shot from Sister Mary, but it was the bullet of Juan Tomas who spelled his doom. Terribly wounded, he still managed to shoot the sheriff dead in the head, killing him. The trouble over, Juan Tomas searched the body of the fallen Sheriff, finding a bit more money and a strange necklace. It was a jet black shell casing on a leather thong. It felt heavier than it should, about the weight of six bullets. Throwing caution to the wind, he put it on and felt a momentary wave of anger that then washed away.

+Digression: This fight was a lot tougher. I beefed up the Sheriff just a bit, but only a little. I had him Fan the Hammer for 6 shots a round, with a free reload from his trinket. It was a vicious battle, and my dice aced multiple times on damage. The PCs were tossing a lot of bennies at soak rolls, which is always a sign of a good fight. Here’s the trinket that Juan Tomas got.

Shootist’s Charm
A strange black shell casing of an unknown caliber is strung on a leather thong. It feels heavier than it should, as if six rounds were strung instead of an empty casing. When activated, the shell casing burns hot, as if just ejected from a gun.
If you are a Hexslinger, you can cast the trinkets power as a free action, but only for the purposes of conjuring bullets into your firearm. In addition, you can cast the trinkets power for 1 power point less than normal.

The fight over, Sister Mary called upon her faith once more, and this time the Almighty had a willing ear. She managed to patch up the posse good as new. The posse then decided that the torture victim needed real medical treatment, and so the posse left the sheriff’s office and headed toward the doctor’s office. Once there, they heard terrible screaming coming from inside. Figuring maybe it was an amputation, the posse headed inside and asked for the doctor. The Doctor, looking crazed, poked his head out the door and told them to go away, he was far too busy. But a few of the posse spotted a woman on the table, being flayed alive!

The posse charged into the operating room without hesitation. What followed was a vicious fight between the posse and the mad Dr. William Osgood. No longer a man of healing, he had gone inside and he was skinning a poor woman live to make a skin suit! Instead he was a hulking brute who nearly cut off T. Saint John’s arm and wounded the rest of the posse. But after a furious but brief scuffle, Pearl finished the crazed doctor off with a well-placed shotgun blast. The mad doctor dispatched, Sister Mary rushed to the side of the poor woman. Instructing the rest of the posse with a difficult task, she had them place the flayed skin back on the woman and start applying more salves. And then the sister began to pray and pray. She prayed for most of an hour, while the rest of the posse did what they could with mundane skill. But as the sister’s prayer came to a close, the room was bathed in brilliant golden light and the sister called down a great miracle. Light played over the poor woman and, lo, she was healed.

+Digression: This fight was BRUTAL. T. Saint John actually went to down to Incap and rolled an arm injury, but not permanent. I was rolling like gangbusters, and the heroes barely made it out of this one without someone dying. But the real hero here was the Extra, Pearl. JE rolled like gangbusters for her, and it was unanimous that she be elevated to a Wild Card and gain an advance.

Now burdened with two invalids, the posse thought about holing up in the doctor’s office. But they soon realized that they’d left Tens alone at the Crystal River, and so they decided to head back to the Crystal River. The way back was somber, as dusk had fallen and the town was feeling quite terrifying. But the posse paused when they spotted the Newspaper Office. T. Saint John needed plates for his camera, and perhaps it would hold some secrets. And so the posse checked out the newspaper office quickly, deftly avoiding the rotten floor boards. Led by T. Saint John, the party soon found the true story behind Coffin Rock. A man, John Daly, bought the Cooked Earth Mine and soon started setting up a town. But his luck went bad, he started chasing money, and soon was paying people to stay in town. Then he hired Sheriff Bryce. Then he died, at which point the town started getting worse. Then Reverend Cheval arrived and things got really bad. And best of all, T. Saint John found some camera plates!

+Digression: This was a time for T. Saint John to shine. He has Knowledge: Journalism, and this was his chance to use it! Not only did he get some camera plates, the posse also learned the true story behind coffin rock. Which was nice.

Now armed with more knowledge, the party returned to the Crystal River and holed up in the largest room upstairs. Sister Mary did her best to tend to the wounded, while the rest of the posse managed to scratch together some sort of dinner. Juan Tomas went through the place and covered up all of the reflective surfaces. After a palatable but uninspired meal, the posse holed up and tried to sleep. But they were quickly awakened in the night by the screaming of Dorothy’s Ghost haranguing poor Carl. And so the posse rushed downstairs, ready to do battle. And in this battle, Sister Mary’s faith was the only weapon they needed. Juan Tomas and T. Saint John, both raised catholic, started chanting while Sister Mary brought her impressive faith to bear. Dorothy’s ghost did all she could to harm the posse, but in the end she wasn’t a match for Sister Mary. Dorothy’s ghost was put to rest, for good, all by the power of faith.

+Digression: So this fight was a little bit different. When Sister Mary said she was going to exorcise the ghost, I thought it was cool. And so I run it as a modified test of Wills. I had Sister Mary and the ghost roll oppose Spirit rolls, with the loser taking wounds equal to raises. Since Juan Tomas and T. Saint John were chanting, I had them roll Spirit, with each hit and raise adding +2 to Sister Mary’s roll. It actually worked really well, and it turned what could have been a tedious fight into something fun and memorable.

Dorothy’s ghost dispatched, Juan Tomas grabbed a fine bottle of Tequila and proceeded to sit down and talk with Carl. The two men talked long into the night, but by the end Carl had found all the closure he needed. The posse then slept in, only to awakened to a feeling of deep contentment and peace. And the smell of biscuits. And actual talk and LAUGHTER. It seems that Juan Tomas’s talk had done a great deal of good. The posse went downstairs and found that both the woman and man were eating and in relative good health, scars and missing fingers aside. The woman was Cora, the new school marm, and it was plain that she and Carl had found a lot in common. Cora had lost her husband a few years ago, and it was clear to all that she and Carl were hitting it off. The man was Ezekiel, and his story was a bit more bitter. Carl was a gunsmith, and the torture had taken away his skilled fingers. But the posse had plans to help him. And the rest of the town.

+Digression: MJ rolled amazing on his Persuasion roll to help Carl. Like 20+ on a d4. With a roll that good, coming on the great rolls of Sister Mary, it had amazing results. Carl and Cora will eventually be married. Zeke and Cora will heal much faster and better than normal. And the fear level at the Crystal River dropped to ZERO. The posse has earned a friend for life.

Oct 162015
 

The morning after the zombie attack dawned clear, cool, and smelly. While the storm and rain had managed to wash away the worst of the zombies, there were still mounds of corpses around. And so the posse awoke to the sight of the ranch hands slowly dragging them away to a huge funerary pyre. But after a short look, the heroes saw that they weren’t actually normal corpses. No, they were mostly composed of this strange red mud or clay. T. Saint John took a sample, but none of the posse were quite sure what this meant, only that these weren’t ordinary zombies.

The posse had breakfast at the ranch, at which time John Forbush informed them that they’d done a great service for him and his ranch. This feeling was redoubled when the hands from the high fields returned with tales of the walking dead, which they had only survived thanks to numbers. That was what sealed it. Forbush offered each member of the posse their pick of a horse, free of charge. It was the least they could do. And so the heroes went out to pick their horses. Tens and Sister Mary got fine mares, even tempered and good runners. Juan Tomas, skillful in the arts of horseflesh, picked himself out a stallion with more than a little Arabian in it (the Horse has +2 Pace and a 2d6 running die). And T. Saint John picked himself out the worst nag in the paddock. Which Pearl couldn’t abide, as she brought him a sturdy breed with more than a little Frisian (horse is Hardy).

+Digression: I had the entire party roll common knowledge, modified for background. Sister Mary and Tens just got successes, giving them normal horses. T. Stain JOhn failed, which would have giving him an El Cheapo horse, but Pearl got a hit and a raise, and so he got a horse with Hardy instead. And Juan Tomas rolled something like 2 raises, and so he got a really nice horse with the horsey equivalent of Fleet Footed.

Horse and tack acquired, the party was about to say their goodbyes when Tens went to say goodbye to the puppies. And she was so cute that the Forbush family gave her one of them. She promised to take good care of it and quickly squirreled it away into her coat. And the party was then off, fully mounted and ready to ride.

The first few days of travel were uneventful, mostly thanks to Pearl and her knowledge of the landscape. But after a few more days, the posse ran into a roving band of Navajo braves, lead by a medicine man. It was a hunting party of Indians!

+Digression So I just randomly decided that this party was gonna be Navajo, wandering a little far afield. And I had completely forgotten that Juan Tomas was half Navajo. And so what might have been a challenging social encounter suddenly got a whole lot easier.

Juan Tomas quickly recognized the party as Navajo, his mother’s people. And so he rode forward and greeted them. What followed was a short introduction and discussion, but before long the two parties had intermingled and they started talking about bedding down for the night together. While tensions were high at first, the party soon started relaxing and soon meats were roasting over fires, bottles had been uncorked, and a very early end to the day was called.

Tens was surprised to find that one of the braves was actually a young woman about the same age of her. Fast Cloud was one of the best runners in the tribe, and she soon spotted a kindred spirit in Tens. Or was it something more? No matter, the two young women quickly got acquainted and had great fun running races with each other, collapsing in giggles and hugs. Fast Cloud’s uncle, Shooting Star, could only look on with a small smile and a stern gaze. By the time darkness had truly fallen, Tens had learned some tricks about maneuvering in the wilderness and Fast Cloud was begging her to join her in her tipi.

+Digression: So, one players really start interacting with some NPCs, I secretly roll 1d8-2 to determine where they fall on the Kinsey scale. And it just so happened that I rolled an 8 (-2 = 6) for Fast Cloud, which put her firmly on the almost exclusively homosexual end of the spectrum. So, yeah, Fast Cloud was crushing HARD.

Meanwhile, Juan Tomas took the chance to actually relax. He opened a bottle and spent the entire evening in peace, perking up only when the shaman, Kicking Bird, explained that the party had been hunting Skinwalkers who had attacked a neighboring tribe. But for the most part, Juan Tomas was content to just sit back and let things happen.

Sister Mary, knowing a fellow worker of miracles, spent most of the evening talking with Kicking Bird. The old shaman found her a delightful conversationalist, and soon the two were talking about all manner of supernatural things. By the time the fires were burning low and they were ready for bed, both of them came out much wiser.

+Digression: JAZ really played this up and rolled really, really well on her Persuasion roll. And so she earned a +2 on Knowledge: Occult on rolls related to Native American Lore. Juan Tomas earned himself a bonus bennie for relaxing.

T. Saint John spent the first part of the evening learning all he could, performing interviews and taking a lot of notes. But as the liquor began to flow and the night began to fall, he soon started wrestling with all of the braves. What soon followed was a cultural exchange, as T. Saint John taught them some boxing techniques and the braves taught him some special strikes against the evil critters. Even better, the wrestling only served to bind the two groups together even more!

+Digression: T. Saint John now has a small damage bonus against supernaturally evil critters when attacking unarmed.

Soon the embers began to burn low and the posse started bedding down for the evening. Sister Mary was given a tent with the other girls, though strangely Fast Cloud and Tens weren’t among them. Instead, Fast Cloud managed to drag Tens to her own little tipi and the two soon started canoodling. It was a first for Tens, but she enjoyed the experience.

+Digression: RC rolled a die for Tens, and oddly enough, Tens ended up being attracted to Fast Cloud. I think there’s more here and I might call back this relationship soon.

Juan Tomas bedded down outside, and T. Saint John slept with the warriors. Soon the entire party was asleep, but not for long. Somewhere in the middle of the night, a small band of skinwalkers attacked! Each one was wearing the skin of a confederate solider, but that didn’t do much to deter the posse. When they added their might to that of the hunting party, the skinwalkers weren’t really much of a threat. Bullets flew, fists crushed, and prayers were called. The attack was over almost as soon as it begun, and Kicking Bird was pleased. They had taken out the entire band, without so much as a single loss of life. A good sign that the posse will be welcome among the Navajo again.

Eventually the sun rose, and the posse had to bid the Navajo farewell. Last goodbyes were exchanged, though Fast Cloud pulled Tens aside. There she tied a feather into Tens’ hair and gave her own last kiss. Fast Cloud was the last to turn around as the posse rode on.

+Digression: I have plans for Fast Cloud. Oh, do I have plans.

A few short days later, the posse found themselves riding toward the town of Coffin Rock. It wasn’t much to look at, and by the feeling in the air it had seen better days. And the sign above the Crystal River Hotel certainly wasn’t inviting. Now it read ‘Cry a River Hotel.” An ominous beginning to a new adventure.

+Digression: Well, it took me three sessions, but I finally got the posse to Coffin Rock! Given that they’re a bit more experienced, I don’t see them taking too long with this adventure. We actually played a bit more into this session, but I think I’m going to save that for next time.

Oct 092015
 

+Digression: Happily, RC was able to join us for this session. And so I rewound just a bit to retroactively add her to the train (as written above) and to catch her up. But we hadn’t done a lot, so it was easy.

When last we left our posse, they were busy dealing with the aftermath of a strange train derailment. The Corpsejack Strangler had been dispatched, most of the wounded dragged away and tended to, and the first put out. But there was still a whole lot of wreckage to deal with and the question of how to get to Denver while the rail line was gone. While the rest of the posse went about making sure folks weren’t gonna die, T. Saint John got on the telegraph and let Wasach know what had happened. They replied that they were sending a rescue crew, but that the line itself wouldn’t be up and running for at least a week. Which left the posse in a strange position, as all of them wanted to keep going.

Fortunately enough, Juan Tomas knew of a large horse and cattle ranch not too far from the rail line. The rancher would likely have horses for sale, and so he started walking in that direction. To which Sister Mary and T. Saint John questioned him of his intentions. And after a short palaver about the situation, the trio decided that traveling together for a time wouldn’t be the worst idea. T. Saint John was in search of a story. And the nun figured that she’d run into some sort of monster while following the lawman. And Tens? Well, Tens was just interested in following this strange group. They looked like suckers, at least the Nun did.

And so the posse gathered together for the first time and started heading West toward the Forbush Ranch. The first few miles were uneventful and boring, which was good. The posse were able to speak a bit about themselves, letting the others know a little bit about who they were and what they could do. Even Tens was spotted and asked to join them. It was an educational, if pastoral, introduction.

+Digression: I was a bit surprised that MJ didn’t really give any of the other players any sort of hooks to follow him. He just set out on his own, trusting that the other players would soon follow. Which was totally true to the character, but kind of irked me as a GM. But the other players were good enough to play along and figure out their own reasons, and so I gave them all a bennie. After that, I let the players sort of do their introductions again, just so folks had names and such. It was your standard “you meet the party” kind of deal.

After a few hours of walking, the party found a small river that Juan Tomas knew lead past the ranch. The posse started following it, and after a short while they began to hear a strange buzzing sound. They slowed their approach and crept up over the rise as quietly as they could. And for once, they all were quiet. And they spied, down below in the river clearing, a mass of HUGE wasp nests. And wasps as big as cats. As dogs! Juan Tomas knew them as Cazadors, but Sister Mary called them Pit Wasps. But both of them knew they were trouble. But fortunately for them, they had the drop on the nest.

What followed was a one sided battle as all four posse members unleashed their weapons upon the nests. Sister Mary took out the larger soldier wasps with her rifle. T. Saint John rushed forward to deal with the stragglers. Tens donned her Kinetic Amplifier and was soon blasting the smaller swarms with ease and aplomb. And Juan Tomas burned up the hives with one fearsome salvo of his six shooter. The battle was over almost as soon as it was begun, with the posse victorious. The heroes then clambered down to start looking at the nests.

+Digression: It’s amazing what giving one side a free turn and the Drop will do. The posse just cut through my pit wasps like tissue paper. But after the tough fight at the train station, I felt they were due a good victory. And RC got to see just why mad scientists and the bolt power are so cool!

The posse soon made a few discovers. Sister Mary and T. Saint John found a poor, certainly mortally wounded dog surrounded by the corpses of several pit wasps. But Sister Mary wasn’t about to let such a noble animal die on her watch! She called down the power of the Lord and managed to stabilize the pooch and keep it from dying. Meanwhile, Juan Tomas found the remains of a mostly eaten cow and Tens jury rigged her gauntlet to move earth. With such a fantastic device, the posse soon started clearing out the wasp nests. They found two things of interest: a bag of silver dollars and the body of a barley living young boy! Sister Mary jumped into the pit and called down her power to heal the boy, which kept him from dying and stabilized his condition.

+Digression: This whole bit? It was just me thinking on my feet as fast as I could in response to some really high Notice rolls. I originally threw in the wasps as some random encounter, but halfway through I figured that maybe one of the cows had gone missing and the poor Rancher’s boy had gone looking for the cow. The boy and his super badass dog (I rolled a random d6 to see how tough it was and got a 15 after exploding twice) ran into the pit wasps. But the players really rolled well and focused on them, and so they both ended up living. Still, I think this was one of my better ad-libs.

But things were starting to look bad. The posse now had a seriously injured boy and his loyal hound. And one of the most serious and arcane of storms was blowing into the area. And so the group redoubled their efforts to reach the ranch, pushing themselves as best they could. But the pace was a bit much for Sister Mary, as she became a bit fatigued. But fortunately for both the boy, his dog, and the posse, they found one of the ranch hands out looking for the missing kid and his dog. Juan Tomas recognized him as Alejandro, one of the head ranch hands and a good friend. The posse handed off the boy and told Alejandro that they wouldn’t be far behind. And Alejandro rode like the wind.

The heroes arrived at the ranch just as the rain really started pouring. And they arrived as fated heroes. The hearth in the main ranch house was burning brightly and Sarah Forbush and her daughters had put on one hell of a feast. It took the posse a good five minutes to even get inside, as every ranch hand and John Forbush himself wanted to thank them at the door. Inside they found mountains of food, warmth, a lot of ranch hands, and a heroes welcome. Most of the posse just sat right down, but Tens did her very best to put on the air of a poor, starving orphan. And boy did it work. The Forbush family made sure she had extra helpings of the entire meal!

+Digression: As part of the urchin thing, RC is asking me about putting forth certain “personas.” And so I’ve been having her roll persuasion to set up how she’s received. And in this instance, she rolled a 9, which is a hit and a raise. And so her poor, starving, soaked orphan bit was taken in with vigor.

As the storm continued to grow, Juan Tomas suggested to John Forbush that he should send some extra ranchers up to the high fields to check on the cattle. Knowing that Juan Tomas was usually right (MASSIVE Persuasion roll), he readily agreed and sent his three senior hands to go check it out. But that done, the heroes had a chance to eat, bath, and relax just a little. Sister Mary decided to do a bible reading in the living room. Tens, after playing with some of Duke’s (the hero dag) puppies, went up to her room to “sleep.” Juan Tomas went out to the bunkhouse to play some poker, and T. Saint John retired with one Pearl, a lovely young ranch hand who’d taken quite a shine to him!

+Digression: So, I enjoy playing with the adventure deck. And about this time JE handed me a card: Love Interest. And my mind immediately went to Zoe from firefly, and so I gave him a companion sort of like that. Her name is Pearl, and she’s a skill scout and Ranch hand. She was born in the saddle and longs to see more of the world. And so T. Saint John got himself an extra to care for and deal with.

 

Pearl Rogers
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Climbing d4, Fighting d6, Guts d6, Knowledge: Photography d4, Notice d6, Riding d6, Shooting d6, Survival d4, Tracking d6
Pace: 6, Parry: 5, Toughness: 6, Charisma: 2, Grit: 1
Gear: Unarmed Strike d6 (Str), Winchester Lever-Action d6+2 (1-3d6, 12/24/48), Knife, Bowie d6 (Str+d4+1), Backpack, Bedroll, Blanket, Boots, Camera, Canteen, Harmonica, Horse, Iron Skillet, Mess Kit, Rifle Boot, Rope (per 50′), Saddle, Saddlebags, Shirt/Blouse, work, Stetson, Trousers/Skirt
Special Abilities:
•Heroic: Never says no to a person in need
•Loyal: Will never leave a man behind
•Overconfident: Believes he can do anything; Accepts all challenges
•Quirk (Sucker for something pretty): Minor humorous foible
•Attractive: +2 Charisma
•Born in the Saddle: +2 to Riding rolls; may spend Bennies to Soak rolls for ridden horse
•Scout: You are expert at avoiding or detecting hazards.

The night continued apace. T. Saint John had a great time. Sister Mary got to speak religion with some Mormons. Juan Tomas lost a bit of money at cards (his gambling roll SUCKED!). And Tens read more of her father’s notes, as the crashing lightning was giving her ideas. Her father talked about harnessing lightning, and so Tens did sneak downstairs and gather the materials she needed for the experiment, no one the wiser. She then made her way up onto the roof, where she managed to CATCH LIGHTING IN A BOTTLE!

But the flash of the lightning also revealed a serious problem: a horde of shambling zombies! Including a horrible collective of zombies that had somehow merged together. What followed was a desperate battle to defend the ranch from the undead. Juan Tomas informed the ranch hands to shoot at the shamblers, then dived out the door and made his way to the porch, in order to protect the main house. Tens tried blasting zombies from the roof, but only had limited success. T. Saint John and Pearl rolled out of one of the bunk houses, shotgun and fists at the ready. And Sister Mary eventually joined the fray on the front porch, her rifling flashing in the night.

The main zombie horde went down in a hail of gunfire without much trouble, but the the massive glom proved to be more of a problem. The posse poured shot after shot into the massive body, but nothing seemed to hurt it very badly. Desperate, Juan Tomas fired a salvo of hellfire bullets into it, but that only succeeded in wounding it, and he and Sister Mary had already been badly hurt. But then Tens came to a horrid realization: she could either keep her lightning in a jar, or use it as a weapon. Since she didn’t want to see new friends die, she tossed the jar of lighting on the glom. The resulting explosion of electricity was more than enough to kill it, and the horde finally went down.

+Digression: And this is where I was reminded that high toughness monsters are just terrible to fight. I think the stupid glom was up to 17 toughness by the time all was said and done. Because I kept spending bennies to also suck up any shaken zombie. I think that was probably a mistake. That’s not something I’m going to again anytime soon.

Exhausted, the posse declared that they were too tired to continue. And so they racked out, leaving the mess for the ranch hands or the rain.

Oct 022015
 

+Digression: This session was a bit short, as everyone had to make characters first. Fortunately, both MJ and JAZ were famliar enough that they could help JE finish his character relatively quickly. RC wasn’t here for this session, but she does get mentioned in passing as I wanted to work her in a bit. Since this was a short night and I had some folks not so familiar with the game, I ran it as a bit of a tutorial.

The game begins with, how else, our posse on a train. They don’t know each other yet, but future events are soon going to change this. In one of the cabins, we find our heroes. T. Saint John is busy talking with his cameraman, Johan Olegson, about the last big scoop. The two men are heading out west in search of mysteries and the rail barons undead son. T. Saint John, being the large man that he is, takes up most of the seat. Not too far away sits Sister Mary Katherine. She is calmly reading her bible, her blessed rifle sitting beside her. She has been joined by a rather quiet school teacher. Further back sits Juan Tomas Longknife, the Texas Ranger with the fancy shooting iron, searching for an escaped horse thief. And in the shadowiest, least seen corner sits Tens, trying her best to look utterly uninteresting.

The first few days of the rail journey from out East toward Denver are uneventful. Juan Tomas had to break up a fight between a Yank and a Reb. Sister Mary blessed the books of the young school teacher heading west to start a new life. T. Saint John interviewed a few of the passengers. And Tens mostly tinkered with her device.

+Digression: I tried to give each player one small little event where they could toss some dice. This was mostly all just funereal.

Things were going great until the train neared the station. There was the horrible sound of rending metal as the train derailed abruptly and with great force. Many of the passengers were thrown around, but Longknife, Sister Mary, and T. Saint John all managed to keep their footing enough to avoid serious injury. Poor Tens, however, was knocked out and unable to participate (as she was gone, but her retroactive roll was a natural 1, which I thought funny). They held on for dear life and when the train stopped moving they were able to take stock of the situation.

The situation was grim. Many of the passengers were trapped, wounded, or near death. But even worse was the thing that had derailed the train. Some strange plant had grown up right in the middle of the tracks! It was at least 12 feet tall and looked like a shaggy mound of thorny vines, topped by a snapping fly trap mouth. But that wasn’t the worst part. The worst part were the pulsing blood-red fruits dangling from the vines. They seemed to beat like hearts, pulsing with an evil glow. Oh, and half-rotted bodies could be seen in the main mound of the body. Even a few severed heads.

The heroes took in the horror and managed to keep their lunch (time to introduce fear checks!). But poor Johan Olegson couldn’t hack it. The poor boy, fresh from Boston, saw the monstrosity and abruptly died of a heart attack!

+Digression: The heroes rolled well, but poor Olegson. JE rolled snake eyes, and then hit the fear table. Which was a natural 1. As he was an extra, I rolled he died on the spot.

The situation was dire, but our posse was up to the challenge. Sister Mary clambered atop one of the overturned cars and took careful aim at the strange creature. Juan Tomas, seeing that the station attendant was trapped in some horrifically painful looking vines, jumped out of the cabin in order to start rescuing him. And T. Saint John, that mountain of a man, popped out and started rushing right at the creature!

Things intensified quickly. The great strange plant shook itself and sent a few of the blood seeds flying. And when they hit the ground, they exploded and grew into small little vine creatures! Juan Tomas found himself beset, as did T. Saint John. And a few more were looking to snack on the wounded passengers! But Sister Mary was unaffected! She took careful aim and shot the strange plant, wounding it a bit!

Juan Tomas did his best to shoot down the plant monsters mobbing him, but with limited success. Still, he was able to eventually take care of them before working his way around the back of the station house in an effort to free the station attendant. Juan Tomas found him, badly injured from the strange burrowing vines. But a bit of knife work later, the poor attendant was unstrung and some intensive first aid kept him from dying.

+Digression: I have to hand it to MJ: he really played up the heroic. He spent what must have been two or three rounds working his way around the back of the station to free this poor schlub. Then he burned at least one bennie healing the guy up. It was awesome.

Meanwhile, T. Saint John started going after the other blood seedlings who were threatening the passengers. One great leap into an overgrown cabin and he started mowing down the things with his mighty fists. It was too bad that his cameraman had died, as it would have made a great shot. But he did win the affections of many a lady passenger. And when that task was done, he scrambled to find some alcohol and a rag. The ginger giant had an idea!

Outside, Sister Mary continued to lay down fire with his blessed rifle. Few who saw it could believe it, as her aim was true and her bullets blessed by the Almighty. And thought she was able to clear the way for Juan Tomas, she was unable to fully take down the great plant. Not without help that is. The poor station attendant rescued, Juan Tomas made his way toward the creature, his sixgun crackling like the fires of doom. The barrel belched hellfire as he poured magically enhanced bullets into the creature. It was reeling when T. Saint John popped out of the train, moltov cocktail in hand. He rushed at the wounded thing and shoved the thing into the center mass with his own fists. Only his fast reflexes saved him as the corpsejack strangler went up in flames!

+Digression: This was just some great teamwork. Sister Mary was up on the high ground, using her amazing range and Marksman ability to full effect. When she figured that damaging the big plant was tough, she instead started blasting away some of the seedlings, freeing up Longknife to work around. Longknife finally got to use his Shootist bullets, and he took the thing down to like 2 or 3 wounds. But it was T. Saint John who killed it. The player didn’t have any throwing, and so asked me about making it a melee attack. I told him he could use Fighting, but he’d also take the damage from the moltov. He took the option and proceeded to roll like a madman on his soak, taking zero wounds. And I rolled like ass.

With that, the strange plant creature crumbled and died and the heroes were left with the wreckage of the train. But they were quick to spring into action. T. Saint John used his incredible strength to clear the debris, letting Juan Tomas perform triage for Sister Mary. The heroes acted with such precision and speed that the death toll was only 2! But they could plainly see that the tracks were well and truly screwed up. They’d have to find an alternate route to Denver. But at least Juan Tomas found his bounty inside the vegetation of the strange plant.

+Digression: Instead of doing a bunch of rolls, I just asked the plays what they were doing and had them roll once. They all tossed bennies at the problem, but also rolled well, so the death toll was really low. Turns out having a nun who can heal people really does keep the fatalities down. All in all, this was a great capper to the intro session.

Corpsejack Menace

So, this monster was something I came up with on the fly. He’s sort of a combination of the Shambling Mound and the fungus critters from Magic: the Gathering. They grown in areas with fresh corpses, sucking their blood to make seedlings. They can move around a bit (Pace: 2), but are mostly burrowing critters. They like to pop up and send out their seedlings before using their tentacles to drag more bodies into their main mass.

The seedlings are nothing at sneeze at. D6 physicals, d4 mentals, Fighting d6, Notice d4. Or whatever you use for mooks in your game.

Name: Corpsejack Strangler
Creature: -none-
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d8, Guts d6, Intimidation d6, Notice d6, Stealth d4
Parry: 6, Toughness: 12(2), Grit: 5
Gear: Natural Weapon d8 (Vine Tentacle), Natural Armor +2 (+2)
Special Abilities:
•Burrowing 4″: Surprise on Stealth vs. Notice (+2 attack; +4 raise)
•Camouflage: +2 Stealth in woods/brush
•Fear -1: Enemies roll Guts check with Fear rating as modifier
•Huge: Attackers gain +4 on attack rolls
•Natural Armor +2: Natural defenses
•Natural Weapon (Vine Tentacle): Str+d8; Reach 3″
•Poison +2: Roll Vigor when Shaken/Wounded or suffer effects
•Size +4: Adjustment to Toughness based on creature’s mass
•Spawn Seedling: For every corpse the Corpsejack Menace has devoured, they can spawn a Seedling. The Corpsejack menace can spawn 1d6 seedlings a round.
•Weakness: Fire: Special susceptibility for the creature

Oct 022015
 

All right, gather round. It’s time to meet this posse.

Grace Elizabeth “Tens” McCall – Urchin Inventor
Played by RC.
The 16 year old daughter of Professor Elijah McCall. When her father wasn’t teaching, he was tinkering in his lab. Grace would listen as she worked and sometimes even assist him. She learned about science and inventions from an early age. When she was 11 or 12, she was sent on a summer vacation at an aunt’s house. While at Aunt Polly’s, she got word that her father had been imprisoned and she rushed back home. She was in time to see a bunch of men in suits clearing out her father’s lab. She was only able to get away with his secret stash of notes. From then on she was an urchin and picked up the trade from a young boy named Zack. He taught her the trade and she started tinkering on her own. Now 16, she’s joined up with the Posse because there’s strength in numbers. That and maybe they can help her with getting her father freed. Grace is now a Mad Sane Scientist of her own. She wears a kinetic gauntlet that can shoot blasts of kinetic energy, speed her up, or slow others down. And unlike other mad science inventions, this device isn’t powered by ghost rock.

+Digression: RC was having trouble with a character, but then she found this portrait and it just clicked. Tens is sort of a mash up of a thief and a mad scientist. Only she has Born on All Hallows Eve, which has let her avoid any dementia’s. RC and I are working on the idea that her father was way big into alternative fuels. He might know something about ghost rock. Anyway, this gal is fun!

Name: Grace Elizabeth “Tens” McCall
Attributes: Agility d8, Smarts d10, Spirit d6, Strength d6, Vigor d8
Skills: Climbing d6, Fighting d4, Guts d4, Knowledge: Chemistry d6, Knowledge: Physics d6, Lockpicking d6, Notice d6, Persuasion d4, Repair d8, Shooting d6, Stealth d6, Streetwise d4, Taunt d4, Weird Science (Arcane) d8
Pace: 8, Parry: 5, Toughness: 6, Charisma: 0, Grit: 1
Languages: English, Latin, Mandarin, Spanish
Gear: Kinetic Amplifier d4 (Str+d6), Unarmed Strike d4 (Str), Colt Lightning d6 (2d6, 12/24/48), Backpack, Bedroll, Blanket, Boots, Canteen, Derby, Ghost Rock Detector, Gun Belt, Hammer, Horse, Lantern, Lockpicks, Mess Kit, Quick-Draw Holster, Rope (per 50′), Saddle, Saddlebags, Shirt/Blouse, work, Trousers/Skirt
Special Abilities:
• Curious: Must check out everything and solve all mysteries
• Heroic: Never says no to a person in need
• Loyal: Will never leave a man behind
• Trouble Magnet: Nothing goes right for the hero
• Arcane Weird Science: Gain the Weird Science arcane background
• Fleet-Footed: +2 Pace; Roll d10 when running
• Gadgeteer: Create one-shot gizmo with half Power Points (1/sess)
• Knack: Born on All Hallow’s Eve: See text.
Arcane Powers:
• Bolt: Single bolt 2d6 damage; Up to 3 bolts at 1pt per bolt; 2pts does one 3d6 bolt
• Entangle: Restrained target suffers -2 Pace and skills linked to Agi and Str; Break free with Str or Agi; Single target costs 2 points, Medium Burst Template costs 4
• Speed: Doubles target’s Pace; Running is free with raise

Juan Tomas Longknife – Hexslinging Ranger
Played by MJ
Juan Tomas is the son of a Spanish Aristocrat and his Navajo wife. His father fell in love with his mother in his travels and decided to stay with the tribe. Juan Tomas spent his early life among a small tribe of Navajo, but then they were attacked and killed by some strange force. Juan Tomas was one of the few survivors and was taken to a Christian orphanage. But it wasn’t long before his uncle heard word of the tragedy, and he came to claim his Nephew. Juan Tomas then spent the remainder of his youth under the tutelage of his uncles in their villa down in Texas. From one he learned about the law. And from another he learned the power of the Hexslinger. Eventually Juan Tomas joined up with the Texas Rangers, who have put him on extended assignment to deal with “Native problems.” He’s a steady hand and a good shot.

+Digression: I love this character. A lot. He’s sort of a cross between the Man with No Name and Rick Standing Bear from Longmire. And he’s a single gun hip shooter, which I love far more than the two gun Joe bullshit.

Name: Juan Tomas Longknife
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d6, Gambling d6, Guts d6, Hexslinging d8, Intimidation d4, Notice d6, Persuasion d4, Riding d6, Shooting d8, Stealth d4, Streetwise d6, Survival d6, Tracking d6
Pace: 6, Parry: 5, Toughness: 6, Charisma: 2, Grit: 1
Languages: English, Navajo, Spanish
Gear: Colt Peacemaker (SA) d10 (2d6+1, 12/24/48), Unarmed Strike d6 (Str), Colt Revolving Rifle d10 (2d8, 24/48/96), Backpack, Bedroll, Blanket, Boots, (50x) Bullets, .45 Pistol, (50x) Bullets, .56 Rifle, Canteen, Chaps, Coup Stick, Duster, Fugitives from Justice in the Confederacy, Handcuffs, Horse, Lockpicks, Playing Cards, Quick-Draw Holster, Rifle Boot, Rope (per 50′), Saddle, Saddlebags, Shirt/Blouse, work, Stetson, Tobacco, smoking (pouch), Trousers/Skirt
Special Abilities:
• Coup Counter: Always tries to count coup on an enemy before entering combat
• Heroic: Never says no to a person in need
• Loyal: Will never leave a man behind
• Trouble Magnet: Nothing goes right for the hero
• Arcane Magic: Gain the Hexslinger arcane background
• Hip-Shooting: Only suffers a -2 penalty when Fannin’ the Hammer.
• Marksman: If no movement, gain Aim maneuver; Max ROF is 1
• Noble: +2 Charisma; Rich; Obligations to uphold
• Rich: Three times starting funds; High annual salary
• Texas Ranger: You work full time for the Texas Rangers.
Arcane Powers:
• Aim: Called shot penalties are reduced by 1 for a success, and by 2 for a raise.
• Shootist: Carve secret runes on bullets, creating a variety of effects. See text for details.
• Smite: Target weapon gains +2 damage (+4 with raise)

Sister Mary Katherine – Blessed Nun Sharpshooter
Played by JAZ
What can you say about Sister Mary Katherine? She was once engaged to a brave young Yankee soldier. But that all ended when he she was informed that he was killed in the war. Obsessed with the death, Sister Mary soon learned that he wasn’t killed in the war. No, he was killed by some creature of darkness. And so she decided to give herself to God. But she didn’t fit in at the first monastery, as they were much more about fighting things like drinking rather than monsters. But luckily for her, she was found by a member of the Nox Custos, an order of nuns dedicated to fighting evil in a more tangible way. And so she worked with them for a time. Then the monastery was attacked by a VAMPIRE! It hurt many of the sisters, but eventually they were able to kill it. But the sire is still out there. And so the sisters outfitted their most skilled sister, Sister Mary Katherine. She was given Auroraculat, the blessed rifle, and sent on her way.

+Digression: We all call her Sister Mary Machine Gun. The rifle she carries is modeled on Quiqley’s Sharps Rifle. It’s a total beast. She might only get one shot a round, but damn if that shot doesn’t take things down. Within the posse, Sister Mary works mostly as a buffer and healer. That and she has a gun that can “shoot through schools”, as MJ puts it.

Name: Sister Mary Katherine
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d8
Skills: Climbing d4, Faith (Arcane) d8, Fighting d6, Guts d8, Healing d6, Intimidation d4, Knowledge: Occult d6, Notice d6, Persuasion d4, Riding d4, Shooting d8, Stealth d4, Survival d6, Tracking d4
Pace: 6, Parry: 5, Toughness: 6, Charisma: 2, Grit: 1
Languages: English, French, Spanish
Gear: Unarmed Strike d6 (Str), Auroraculat d8+1 (2d8+2, 60/120/240), Backpack, Bedroll, Bible, Blanket, (100x) Bullets, .45 Rifle, Canteen, Horse, Iron Skillet, Lantern, Mess Kit, Nun’s Habit, Rifle Boot, Rope (per 50′), Rosary Beads, Saddle
Special Abilities:
• Enemy (Vampire’s Sire): Someone is out to kill you
• Heroic: Never says no to a person in need
• Lyin’ Eyes: -2 to Intimidation and Persuasion when he lies; -2 to Gamblin’ when Bluffin’
• Vow (Holy Orders): Vow causes problems
• Arcane Miracles: Gain the Miracles arcane background
• Conviction: Reduce power cost by 1 PP (Min 0).
• Marksman: If no movement, gain Aim maneuver; Max ROF is 1
• Speed Load: Reload and shoot without the -2 penalty, or reduce reload time.
Arcane Powers:
• Boost/Lower Trait: Raise/lower a trait by one die-type (or two with raise)
• Deflection: Attacks are at -2 (or -4 with raise); Serves as Armor against area effect weapons
• Healing: Heal wounds within one hour (2 with raise); Cure poison and disease within 10 minutes
• Inspiration: Gain +2 (+4 with raise) to Persuasion roll to reduce the local Fear Level.
• Stun: All within Medium Burst Template roll Vigor or Shaken (-2 with raise)

T. Saint John – The Ginger Giant
Played by JE
T. Saint John is a Northern muckraker and investigator. A native of Boston, he grew up rough and tumble. He also grew up big. Really, really big. His career as a journalist was going rather well, until he reported on the death of the son of one of the local rail barons. The ghastly man had been killing prostitutes by slitting their throats and cutting up their bellies. And T. Saint John helped track him down. And he was there when the man was hanged and buried. But a few days later, T. Saint John spotted him…up and walking around! But no one would believe him. And so now he’s looking for clues about the supernatural and trying to find this member of the “walking dead.”

+Digression: T. Saint John is just a straight up bruiser. Only he’s smarter than he looks. He runs right into the fray, swinging fists and punching for justice. According to JE, the T stands for Tiberius. Yeah, he’s pretty much playing Kirk, if Kirk were a brick.

Name: T. Saint John
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d10, Vigor d8
Skills: Climbing d4, Fighting d8, Guts d6, Healing d4, Investigation d8+2, Knowledge: Journalism d6, Notice d8, Persuasion d6, Riding d4, Shooting d4, Stealth d4, Streetwise d8+2, Throwing d6
Pace: 9, Parry: 6, Toughness: 7, Charisma: 0, Grit: 1
Languages: English, Latin, Spanish
Gear: Unarmed Strike d8 (Str+d6+2), Double-Barrel d4+2 (1-3d6, 12/24/48), (20x) 12g Shotgun, Backpack, Bedroll, Blanket, Camera, Derby, Horse, Lantern, Lockpicks, Matches (box of 100), Mess Kit, Pipe, Saddle, Shoes, Shotgun Thong, Suit/Fancy Dress, Tobacco, smoking (pouch)
Special Abilities:
• Curious: Must check out everything and solve all mysteries
• Heroic: Never says no to a person in need
• Loyal: Will never leave a man behind
• Vow (Get story at all costs): Vow causes problems
• Boxer: Considered armed, +d6 unarmed dmg
• Brawler: +2 to unarmed damage rolls
• Brawny: +1 Tough; Load limit is 8 times Str
• Investigator: +2 Investigation & Streetwise; +2 Notice with evidence

And there you have it. That’s the posse, as of character creation. I may do updated stat blocks every rank or so.

Oct 022015
 

Welcome, gentle reader, to what will hopefully be my ongoing actual play of my home Deadlands: Reloaded game. Because for the last year or so I’ve really been in a DMing funk. Nothing has really gelled, piqued my interest, or otherwise caught fire. But we’re now three sessions into this game and it appears to be going swimmingly. Even better, I’m excited about it. I’m actually taking a few notes and posting things on our G+ group. And since I’m going to have to write recaps for that anyway, I figured why not do an actual play. But first I’m gonna ramble at y’all just a bit.

I’ve been a big fan of Deadlands for a long while now. It was one of the first non Shadowrun or D&D games I got my hands on as a youth. And I was drawn in by the promise of undead cowboys and six shooters. I don’t think this was an accident, as one of the fondest memories of my grandfather was watching Westerns with him. Or reading Louie L’amour novels. Or even just walking out on his 100+ acre farm with a pistol, shooting at stumps and sometimes a small critter or two. And then from mom’s side I got to hang out with my Uncle Arnold, who taught me how to make salmon hooks, or build a birch bark canoe, or other tribal stuff. In short, I was born to this genre. And I still love it to this day. So I guess I shouldn’t be surprised that this game is going well.

I’m also blessed with an extraordinary good group. This group of folks is more than willing to try new things, to stay in character, to generally put as much in themselves as the GM does. Which is just great. We’ve been gaming together for years now, and so the trust is pretty darn high. I’m really lucky and I know it. And so sometimes you might see things flying that wouldn’t work in other groups. But I’ve never worried about overpowering folks or the like. A quick rundown of the group. I’m just gonna use initials, even though I know most of them don’t care.

  • Me: Your humble Marshal for this game. Y’all should know me, at least a little bit.
  • JAZ: My wife of 13 years, and a veteran roleplayer. JAZ is less concerned with mechanics and tends to lean on me for mechanical advice. She does, however, know and quite like the Savage Worlds system. She’s a newbie to the Western Genre, though wants to see more. Favorite Western: Tombstone.
  • JE: A veteran roleplayer and purveyor of terrible, terrible, puns. I’m serious. They’re awful and we continually threaten to put him on the porch, but still he persists. Within the group, JE is the one most likely to try oddball or out there concepts. He’s a relative newbie to Savage Worlds and utterly new to Deadlands. Favorite Western: Open Range
  • MJ: Longtime veteran player and my drinking buddy. A great guy to have at the table, enthusiastic and willing to go with the flow. MJ is decently familiar with Savage Worlds and a bit familiar with Deadlands. He’s good at herding cats and getting the group to focus when needs be. Favorite Western: Unforgiven; Favorite Beer (for now): Pelican Brewery Flock Wave (at least right now).
  • RC: RC is veteran player, though I think she’s the one who’s played the “least” (where least is measured in years, instead of decades). RC is a lovely gal who is utterly unfamiliar with Savage Worlds and only passingly familiar with Deadlands. RC tends to be a bit quieter at times. She also runs a mean game of Dragon Age. She also paints miniatures really, really, really well. If I start posting pictures of them, know that she more than likely did them. She has a fun tumblr here!
  • JC: Another veteran roleplayer and new(ish) father. A great storyteller and a good artist, too. He’s currently not playing with us, as he and his wife welcomed their second boy into the world a while back. We hope to see him again.

That’s the group, such as we are. As for this game, I have a rough idea of what I want to do. This game is going to be a mix of random stuff and plot points. My vague idea is that I’m going to run them through Coffin Rock on the way to doing the Flood. Then it’ll probably be The Lost Sons, into Stone and a Hard Place, and then finishing up with whatever they do for Hellestromme. In short, I’m gonna give my PCs a chance to off all four of the harbringers. Along with other stuff.

And for those playing along at home, I am running this game with some house rules and modified character creation rules.
My House Rules
Character Creation Rules: I’m running what I like to call “Big Damn Hero” mode. The characters are starting out potent. But because my group is awesome, no one has really min-maxed or anything.

Mar 012014
 

Well, it’s been a few days since Dragonfall dropped and as a backer of the kickstarter I got a free copy. While I haven’t had a lot of time to play through the entire game yet, I thought I’d jot down some of my first impressions of the new campaign.

First and foremost, I’ve been enjoying the hell out of this adventure. It’s easily superior to the original campaign, Dead Man’s Switch. In many respects I wish that this campaign was the default, not DMS. I think that it serves as a much better introduction to Shadowrun and the more open ended hub-based style is more comfortable for modern gamers. With more choices, better writing, and far more interesting teammates I find it a full on upgrade for the game.

Dragonfall is set in the Flux, an area of Berlin that should be familiar to many old school Shadowrun fans. For those not entirely familiar, the basic rundown is that Berlin is mostly free of Corp influence and the government is in a state of semi-stable anarchy. It was never a setting I really ran in, but I find that they’ve done a good job of translating it quite well. There’s a great deal of flavor packed into a small area.

I’m not that far into the game, but so far I’ve really liked what I’ve seen. I’ve already noticed a lot of small improvements, such as being able to use your rigger teammates much more often (though not as often as I’d like). Biotech has gotten a lot of love as well, with several conversation triggers based on it. Plus spellcasters get the chance to flex their muscles as well. All in all it feels like you have more options and that your character archetype matters a bit more.

One very nice feature is that they’ve added in a “save anywhere” function – a feature sorely lacking in the original campaign (and that feature has been added to DMS as well). I’ve also noticed some new cyberware and weapons as well. Conurer’s even get a weapon spell similar to the mage’s powerbolt. Some new totems for Shaman’s as well, including one that reduces spirit escape chance to 0% for a short time (very nice for Shamans!). All in all the new stuff are nice extra features that don’t detract from the original setup.

Other than that the game is still much like the original. Isometic and turn based combat. All of the old stuff is there and still functions just fine. Really the improvements here all in the story and campaign. I’m not going to spoil the storyline or really talk about it, since it’s a lot more fun to discover that for yourself (and I haven’t finished it anyway).

The greatest new thing I like is that you now have a core team of runners that you can hire for free. They’re nicely written and have a lot of extra dialog options. It also appears that each companion has their own little story that you can unravel. So far my favorite new companion is Deitrich, a Shaman with a fun past. Glory is great as well and I cannot wait to find out what’s going on with her (though I will say that if you’re playing a shaman/mage you have some interesting options when you first start talking with her).

So far the game looks great and I’ve been having a ton of fun. I highly encourage everyone to check it out. It’s well worth the price of admission (and if you were a backer you get it for free!).