Jul 212016

Welcome back, gentle reader. The long hiatus is over, and I’ve been back behind the screen for some more Deadlands action. But before I start dropping a few sessions worth of recaps, I’d like to take some time to talk about the campaign and some changes in our merry group of players.

First up, a bit about this campaign. My players will be the first to attest that prior to this game, it had been a long time since I’d run anything resembling a long-term campaign. Instead, I kept running one or two shots, or even just having people making characters before moving on to the next shiny new thing. And so this game has become something a bit special to me. For whatever reason, Savage Worlds is a system I can just keep running without burning out easily. And Deadlands lets me draw on my deep love and knowledge of the Western genre. It’s a great match for me.

Now that I have a few more sessions of Season 2 (more on that later) under my belt, I’ve come to realize that this game might never actually use the three Plot Point Campaigns (The Flood, Last Sons, Stone and a Hard Place) I originally intended to run. Originally I had this great image of the posse eventually going up against all four of the Harbringers. I can now see that it might not ever actually get there. And the reason is that I keep coming up with fun adventures on my own.

You see, I tend to run my games like a television show (I think I got the idea from some old Dragon Magazine Article). Some games, like D&D, are like your serials with 22 episodes a season. The heroes adventure for a long time, mostly doing the same thing multiple times, with an overarching season plot in the form of some big villain.
But with games like Deadlands, I take a more HBO style approach. I go for more substantive and heavily story-based seasons, most of which are shorter. In my head, the Coffin Rock saga was supposed to just be the pilot, a way to introduce everyone to the setting and characters. But it quickly grew legs, thanks to some fantastic player input, and so it then comprised the entirety of Season One.

And then, as often happens with groups of middle aged folks, life happened in a big way. RC made a big jump into a new career that I think she’ll do fantastically at (and it’s really close to what I do, so I double applaud her). But as she was striking out on her own, she had to leave us all for an indefinite amount of time. So, for the time being, Tens is busy researching several new inventions and won’t be ranging with the posse.

Secondly, my dear wife JAZ, finally got her dream job. She’s working at a wonderful vet clinic full of cool people. But now she’s working medical staff hours, which means that it’s really hit or miss on whether she can play. And so she’s been shifted to the occasional Guest Star. Which is okay, as a Blessed is reasonably easy to write out or in, as I can lean on the old divine providence or edict trope.

But, it wasn’t all news about people leaving. Our good friend JC, after a long absence due to baby, is back. After breaking him back into the group with a Shadow of the Century playtest, it was high time that he got in on the Deadlands fun.

But down both of our female players, and with JC still having to miss the odd (or more) session, I felt that we needed some fresh blood. Which ended up arriving in the most serendipitous of manners. I live in a lovely little condo and one day I spotted two of my neighbors, one of them with Snow Crash under her arm. I remarked on the book, learned that they were leaving for D&D Encounters, and casually mentioned that I might need some new players for a group I had. A few months later and we had two new players: SY and her boyfriend J2 (same first name as JE, so I shall be calling him J2 from henceforth).

Both players have been a wonderful new addition to the group. It’s breathed a bit of new life into the game, and coupled with a few other life changes I feel like things are going better than ever. And so I drove into this new season with vigor, while at the same time knowing that I’d need a break from GMing in the future.

Apr 302016

Previous Episodes:

I’m going to start this recap by stating that I’m ditching my usual in character with digression format. This entire post is more or less one big digression, as I felt that very little actually happened in the game. And frankly, I just need to work out what went wrong in my head. My apologies if that makes this less interesting, but it’s my hope that my rambling might be helpful to someone else.

To begin, it should be stated that due to time constraints, we had a shorter than normal play session yesterday. Which is usually fine, cutting out an hour can be done if I have a little time to think about it. But that’s in a normal session. But what happened in this session was far from normal. I’ve mentioned in past posts that my players were really getting into the show behind the game, providing meta commentary on what was happening in the game. Which was really interesting and I was willing to see where it went. Turns out, it went in places that really killed any sort of investment I had in the story I was trying to craft.

Things almost immediately got off to a rocky start. Due to missing last week, we sort of skipped the recap part of the game this session. Which was a mistake, as I had intended for this game to pick up right where it had left off. Instead I had one character in L.A., shooting a music video. Another character had magically jumped to a base and was working on his car. Suddenly I was dealing with a time skip, which I managed to do by having the mother and Molly stay over with Ace. Which worked, but it had killed my first idea, which was the mother was going to tell them that she’d barely gotten away from the commune as it was being attacked. It was my intention to start the session out with some higher stakes and a bang, just to build some excitement.

But players do things you don’t expect and I can hardly fault the players for wanting to explore their characters. Any GM who’s run long enough learns to roll with the punches, and a more low key start was fine. My players rolled with my really fumbled way to bring them together again (bless them for that – it was NOT my best work by far). And so the characters made their way to the surf commune to see what was happening. There was a token amount of investigation, but then the players went on what must have been a 20 minute side digression about the actors playing the characters, and how they went on to do other things in other shows. It was very creative and entertaining, but it once more killed any momentum I had at all.

I was able to sort of pull things back on track by having some Street Thunder thugs attack on motorcycles and RVs, machine guns and chains in hand. I hope that maybe threatening the folks of the commune and the characters would pull folks back in character, but instead the fight ended up being nothing but full on slapstick. There were attacks with weights that were just painted frisbees. When David’s car was attacked, it wasn’t actually his car, it was some beater they had to burn up. And so what I had hoped would ratchet up the tension instead turned into Monty Python and the Bumbling Gangers of Ineptitude.

Now, during this fight I did make an interesting discover. I started tossing out “DvD Commentary Aspects”, and the players really ran with it. Throwing a free weight at a guy was easy because it was actually a painted frisbee. The car wasn’t damaged because it wasn’t actually the real car – it was a stunt car. That part? That part is just a great example of the Fate Fractal in action. The show that was the game was suddenly taking on traits like an actual character. I actually think that you could very easily use the Fate Accelerated rules to stat the actual show up as a character. Just use approaches (or Roles) like Budget, Effects, Actors, Makeup, Crew, and so on. Then you could let the players as a whole use the show character to create advantages for the player characters. It’d be very meta, but it’d work seamlessly.

But, for this game, the commentary only served to kill any sort of tension I’d hope to build. This is the point where the game had jumped so far off the rails that I had kind of just given up. I tried to keep going, but my heart wasn’t really in it. The heroes were harassed by Drake Falconsteele and Detective Dan O. Lord, but then we got on another tangent about how those actors went on to other shows as well. I tried again to bring the game back by having an earthquake start, but even I was starting to describe things in terms of the show (the camera was shaken).

The earthquake opened up a crevasse that had some underground caves. During my prep and thought earlier in the week, this was supposed to be the magic moment (hah!) when the group first encountered something truly supernatural. But the mood for such a reveal just wasn’t any sort of right and instead I just got derailed. Instead of these terrible zombies rising out of the surf, remnants of a long sunken Spanish Galleon, the first thing that popped into my head was a big dragon. Which of course looked cool, as the prop guys were established as being great. But then I figured that was silly, so it ended up being an illusion. Which made no freaking sense. But I had looked at the clock and realized that time was running out due to all of the tangents, and so I had to cut that fight.

The heroes made it through the caverns and to a big chamber with lava. I hadn’t planned for lava at all. It was supposed to be a room quickly filling with sea water. But a player had established that they had some cool lava effects and declared a detail, so I rolled with it. And my big scary cultist who was supposed to be this big mystery about why he knew ace? It wasn’t him, it was some totally old stuntman who had also played three parts in the episode already. I tried insisting that he was in a robe and you couldn’t see him, but was kind of shouted down. And so I pretty much just threw the fight and let the heroes roll over it, as at that point I was just tired of playing along and knew there would be no tension at all.

I think that’s the moment that really broke me for this game. When things get this silly, there’s no coming back from it. You can’t have things get this weird and then try to pretend that this game is anything remotely resembling serious. And to be clear, I was complicit in some of the meta commentary. It was funny and it made me laugh. But it really wasn’t anything like what I had wanted to run when I started this game. I had envisioned a grounded, more low key game. I wanted something close to Simon & Simon or Magnum P.I. But what we ended up with was the Adventures of Bad Acting and Terrible Scripts. Which can be great fun once in a while, but it’s not remotely what holds me attention as a GM.

I am blessed with really damn good players. They’re attentive, they’re always willing to pitch in, and they have creative characters and ideas. You couldn’t ask for a better group of folks to play with. But all of those good qualities can also combine to create a runaway juggernaut of gaming that I can only try to guide. And I know had I actually talked about how this was bothering me earlier, the group would have immediately started to bring things back. But I was curious as to what these changes meant and I wanted to explore a new style game. Only to realize way too late that it’s a style of game that I only enjoy once in a while in a convention style setting. They’re great palette cleansers, but they don’t have enough on them to interest me for more than a session or two.

A big part of me wishes I would have stuck to my guns at the very beginning and insisted that we play the game at the Bad Dudes & Ladies level. I should have stated that I wanted grounded characters and that the Gonzometer was going to be very low. But the players tossed their enthusiasm behind the higher gonzo settings and it’s a foolish GM who ignores what makes his or her players enthusiastic. And so I ran with it, ultimately to the point of making myself uncomfortable and uninterested in the game. But that happens. The only way to figure out if you like something is to give it a good try. And for me, the more gonzo and meta style games just don’t have enough in them to interest me for very long.

I’m very grateful that my group agreed to take part in this playtest and did their best to throw their full attention and enthusiasm into this thing. I knew at least a few of my players were really struggling with Fate and I hope that this helped them understanding. And I really do like the original characters that came out of this game. I think, in another style of game, I’d really enjoy running for them again. It was a great game to visit, but I sure wouldn’t want to live there.

As a final word, the actual system itself is incredible. Shadow of the Century is now definitely in my top 3 variations of Fate and I’ll be grabbing extra copies of this one. Throughout this entire playtest we have very, very few mechanical problems. And those we did have were mostly related to legacy language that just hadn’t been changed in the playtest document. And even if you don’t dig the 80’s, this version of Fate has so much you can steal. Montages, Roles, the idea of “Gonzo Roles” adding extra trappings and effects to skills. I’m particularly interested in taking the final version of Shadow of the Century and tweaking it to run Shadowrun.

I’m grateful that Evil Hat allowed us to play in their under construction sandbox. It was just an awesome experience, even if I didn’t end up digging where the game ended up. And to be clear, any problems I have with this game were the result of situations, not the rules or the group itself. It just turns out that I don’t really like my games to get too meta or silly. But I can’t remember the last time I had so much fun finding out I didn’t enjoy something. So, thanks to the folks at Evil Hat for providing us with so much fun. This has been my favorite and best playtest experience to date.

Apr 172016

Previous Episodes:

Digression: My poor wife has a very strange schedule (she’s a Vet Tech), and so she was out this game. She was supposed to get out of work at 3am, but they had a couple of emergencies and so had to miss the entire session. So Becca was off doing something else.

Now that David King had told W.A.V.E. about the wonder that was K.A.T.T., they were impressed. And also very worried that such a marvel was being kept in what was essentially a poorly guarded basement. And so David found himself overseeing a small army of technicians that were preparing to move K.A.T.T.’s servers and code to a much more advanced and secure location. Which meant that David was mostly listening to K.A.T.T. complain and making sure none of the techs spilled anything on his carpet. But it was necessary work.

Over at the Phoenix Rescue offices, Scott was storming out of the office, furious that they weren’t going to give him any help with finding the Russian. He was consoled slightly by Dolly, the perky southern(ish) secretary who promised to see what she could do to help him in return for some Vic Valiant tickets. So things were looking a little up when Scott got called in to help oversee the movement of a new asset. And so he was forced to leave before really checking out anything too much.

+Digression: I’m not sure where my voice and accent for Dolly the secretary came from. I think I might have been reaching deep back into my memory and channeling the receptionist from Empty Nest. But I’m not entirely sure.

Meanwhile, out on the beach, Ace was doing his best to sell some “excess” ice cream. He was having a little luck, but had yet to sell off a bunch of spumoni ice cream sandwiches. He was about to give up when he spotted a young teen girl crying near the beach parking lot. Offering her some ice cream (and she happened to love Spumoni!), he managed to get her to open up a bit. Her mom hadn’t come to pick her up, which meant she was probably stuck at her job at the Tiki Tiki room. And so Ace, being the nice guy that he was, offered to give her a ride on his moped. This being the 80s, this was seen a kind gesture and she readily accepted.

Meanwhile, back at David’s place, Scott had arrived to assist with the transport of K.A.T.T. Which was good, as he helped with a few snafus but before too long K.A.T.T.’s systems were loaded on the truck and ready to go. Though David noticed that she was having trouble responding: for the duration of the trip and install, she’d have diminished resources. Which meant that it was extra important for David and Scott to ride point ahead of the truck, in case of trouble. So they piled into David’s muscle car and started on the trip to the secluded W.A.V.E. hideout. Meanwhile, Ace gave the young teen, Molly, his helmet and started heading toward the Tiki Tiki Room.

It didn’t take long for the heroes to find trouble. Scott spotted six leather clad figures on racing bikes, with katanas and other weapons strapped to their backs. He pointed this out to David, and he told the truck about trouble and decided to get proactive. He gunned the motor, whipped the car into a sideways bootlegs spin, and abruptly hitting the breaks. It was a brilliant bit of driving that one of the mooks just couldn’t avoid. He hit the hood of the car and was sent sprawling, out of the fight. The rest of the Yakuza got off their bikes, unsheathing two katanas, an extendable staff, and a pair of nunchucks. The huge man leading them got off his bike and unfurled a huge chain and a massive spiked ball. Banter was exchanged, and the fight was on!

+Digression: At about this point in the game, something strange started happening. The players started commenting not about the game, but about the actors and stuntmen behind the game. This entire meta commentary started happening, where some of the strangeness was described as simple production gaffes and the like. At first I just thought it was a joke, but by the end of the session we had what amounted to the “DVD Commentary Track” for the show. In the future I think I may well actually give the players a “Commentary Track” aspect they can free invoke once or twice a session.

About this time, Ace and Molly drove past on one of the cross streets. Ace saw some of his companions in trouble, and so he dropped Molly at the corner and drove up on his moped to help his companions. As Scott got ready to shoot from behind the door and David went out front to tussle with the men, Ace suddenly took off down a side street. The ninjas then attacked! David managed to avoid anything more serious than a torn jacket, but Scott’s cover was removed when one of the Yakuza chopped the car door off with his katana! Meanwhile, the massive leader started shouting for his men to fight harder.

But David had been training since the last encounter. He managed to rip the nunchucks from one of the Yakuza and then proceeded to beat them both down with them! He then tossed them aside, ready to aid Scott. But Scott had managed to take a bit of aim and he was successful in laying down a bit of covering fire, causing the other attackers to fall back a bit. And as the leader began to whirl his spiked ball around his head, Ace suddenly reappeared from down a side street, skulking toward the leader. He then grabbed the opposite end of the chain weapon, fed it into the chain of the motorcycle, and then revved the engine on the bike! It had the predictable result of ripping the chain from the leader’s hands. It also knocked the big guy out, as the huge metal ball came straight at his head very quickly. Seeing that most of their companions and their boss was down, the remaining two Yakuza vanished! This fight was over, but the radio crackled as the truck was attacked!

+Digression: I, and the players, did several things right here. First of all, I lowered the quality of my mooks down to Fair (+2). I also broke them into two groups of 2, which gave them a single stress box but no gang up bonus. I broke the boss out as a Good (+3) mook with a few extra stress boxes. This made the opposition easy to deal with. In addition, I was using this fight to show the players the power of aspects. MJ was especially successful, as he was able to double invoke Focused and Ambush! to great effect. This effectively took the leader out in one go. Overall, I felt that this fight was just challenging enough without being too tough.

Anxious for K.A.T.T., David and Scott raced off to help the truck, while Ace liberated one of the Yakuza bikes. He stopped to give Molly the keys to the moped and told her to bring it back to Pier 13 when she was done. He then took off after David. And to a bit of surprise, Ace was mostly able to keep up with the superbly skilled David as they zoomed through the city and out into the open road winding around the canyon. They passed a few disabled W.A.V.E. convoy cars and then spotted the truck containing K.A.T.T. And as they moved around her, they spotted the real problem: a massive big rig with a huge ramming plow on the front! And it was taking up most of the road and barreling right for the truck with K.A.T.T.!

Digression: This was my chance to use the contest rules, which David managed to DESTROY. It was also determined that the ramming truck was from one of the prop guys who had worked on Mad Max and received the truck in lei of full payment. And at this point, I knew that what was supposed to be just a short introduction for flavor was going to turn into the entire focus of the session. But hey, you gotta improvise. Which is why I will GM forever, shiny and chrome.

The heroes only had one shot to disable the truck. David floored it and managed to pass around the truck, giving Scott enough time to jump onto the hood of the semi. And as David zoomed past, he saw the trailer behind the enemy truck open, revealing men with machine guns! Ace gunned his own motorcycle and rushed toward the truck, only slowing enough to use his new shark tooth club to disarm the passenger with the uzi! And as he did so, the strap of the uzi somehow looped around his arm, giving Ace a temporary new weapon! As the truck continued to move, Scott slid down on top of the prow and managed to get the hood open, temporarily blinding the driver. And with a bit of tinkering (and a burned hand!), he managed to pull off the drive belt, slowing the truck! And as David dealt with the machine gun men, Ace turned around and managed to shoot out the gas tank. Between the leaking gas and the engine trouble, the truck was brought to a halt!

But the cowboy driver and his passenger were not to be deterred. The cowboy exited the truck and went to tangle with Scott, who managed to disable him with the heated spray from a coolant hose. But the passenger was the real problem. He pulled out a ROCKET LAUNCHER and took aim at the truck. Ace, seeing the trouble, did what he had to do. He gunned his new bike, then put it into a spin, sending it into the passenger just as the rocket went off. But fortunately for everyone, the shiny yakuza motorcycle collided with the rocket, saving everyone!

+Digression: A few things here. One, JE was the one who suggested that the trailer had mooks in the back. Which marked the second time he suggested something to make his life harder. Each time he did so I treated it like a self compel and gave him a fate point. But it was awesome. Secondly, MJ decided that one of the quirks of Ace is that whenever he acquired something new, he’d lose it by the end of the episode. Which I thought was funny.

Well, after such a showdown, the rest of the trip was easy. The truck arrived at the W.A.V.E. base without further incident, and the long process of transporting K.A.T.T. to the basement began. And it was going quite well up until sparks started flying. The technicians yelled that one of the generators in the subbasement must have blown! The heroes asked about who was going to fix it, and the techs acted squirrely. They suggested the heroes do it, and that there was nothing wrong at all in the basement. An experiment certainly hadn’t gone wrong or anything. Obvious lies were obvious. Eventually the techs broke down and said that some giant bugs might be down there. But surely the heroes could handle them, especially with the cool bug sprayers they’d made!

+Digression: My apologies to Mr. Clevinger and Mr. Wegener. I totally ripped off one of your most recent Atomic Robo storylines. (Not familiar? Go read it NOW! http://www.atomic-robo.com/ ). But I needed another 45 minutes and the thing was fresh in my mind. Hope I did you guys justice.

Knowing it was going to be dangerous, the heroes decided to lock and load. Scott checked out the cool portable tool kit (Gadgetry), David checked over all of the sprayers (Shoot), and Ace took a nap (Will). Before long they were ready to head down into the basement. At first things were fine, but then they came to the elevator. Evidently the laser grid in the elevator shaft was still going, mostly to keep the bugs out. But Scott was able to bypass it, and soon the heroes were climbing down the elevator shaft. And then they were greeted by a huge swarm of preying mantises. Normal sized one, so only a little creepy. But then they saw three HUGE mantises climbing upward, intent on eating the heroes!

+Digression: So I pulled the bugs from Atomic Robo, and the laser grid from the pilot of MacGyver. In retrospect, the laser grid was stupid and I should have left it. Live and learn.

A tense fight in the elevator shaft followed. Ace managed to drop his bug sprayer down the shaft, while Scott worked on making a wider bug sprayer. David was the farthest down the elevator ladder, and so he was best first. But he weathered the attack quite well and managed to return a few blows. Then Ace managed to take down one of them with his shark tooth club, which started glowing a strange blue color. The remaining two were handled by David, who managed to smash the two of them against each other.

+Digression: Two things happened to really enhance David this session. First of all, he swapped his Will and Fight to bring Fight up to 2. Then he added a third dot of fight, to bring it to +3. But most of all, the dice were really good for him this session. In fact, they were good for everyone. I was seeing a lot of +3 rolls.

The mantises dispatched, the heroes climbed down and recovered the dropped bug sprayer. Which wasn’t working for the sprayer, but would function nicely as a bomb once Scott did a bit of tinkering. And the bomb was fortunate, as the heroes could see evidence of wasp nests in the halls. Ace didn’t want anything to do with wasps, but they pressed on anyway. And after a bit of sneaking, they managed to make it to the main generator room. Where they saw several dog sized wasps, and a queen the size of a VW Bug! The group quickly decided it was bomb time. And so they set it up and Scott hurled it into the room. The thing landed right underneath the queen and the resulting chemical explosion took down all of the wasps in record time. The heroes had triumphed!

Digression: I think the dice decided that this was time to be done with things. I rolled a [-][-][-][-] and JC rolled a [+][+][+][+]. I used a fate point to reroll, and came up [ ][-][-][-]. I figured that was it for the wasps. It felt good, too.

Now that the bugs had been dealt with, the heroes were able to get the generators running again. They had some technicans come down to do some cleanup, but the bomb had managed to make the place pretty dangerous, No one would be down there in quite a while. But at least K.A.T.T. would run faster and have more resources now. And she was safe.

+Digression: The players seized on the good die rolls and in the show of the game it turned out that the chemicals they used to make the fake bomb reacted badly with the fake fur on the wasps. The resulting chemical mixture was hugely toxic and the entire set had to be abandoned. A fun little tidbit, I thought.

Crises averted, the heroes all piled in the car to take Ace back to his boat. But when they arrived, they saw not only Molly, but her mother. And her mother was wearing singed clothing, dark sunglasses, and had obviously been roughed up. She was in tears, but with a little coaxing and an invitation into Ace’s boat, they got the story. A bunch of thugs had been harassing the commune of tents and trailers out on the beach for weeks. But that day they had rode in on motorcycles, torching tents and attacking people. The poor woman had barely gotten out without getting more hurt, and their trailer had been trashed. Something had to be done…next episode.

To be Continued.

Final Thoughts: This session went really well. The rules were smooth, and the tweaks I made in the opposition made all the difference. The heroes felt more heroic. Though it was a bit weird that what was intended to just be a quick car chase for David ended up being the focus of the episode. But that’s kind of the beauty of games like Fate – once you know the rules, it’s easy to adapt on the fly. And the NPC rules in Shadow of the Century make statting up the bad guys REALLY EASY. Almost all of the NPCs I made on the fly, and it wasn’t hard. Super nice.

Apr 172016

Previous Episodes:

  • The Pitch Session

The episode opens with a crowded concert venue in Honolulu, Hawaii. Vic Valiant is putting on a special concert this evening, and so the exterior is already packed with adoring fans. Inside the venue, we take a peek back stage. Behind closed doors, Scott Montgomery, AKA Vic Valiant, is talking chemistry with pop star Barbara Brooks, who is nowhere near as airheaded as her stage persona. Outside, we see an amazonian woman guarding the door, her arms crossed and her attitude stern. This is Dr. Rebecca Jones, noted wild animal veterinarian and a secret agent working with Phoenix Rescue. And like Vic Valiant, she holds a secret: Becca’s severe injuries were repaired using cutting edge bionics. She’s currently here as a favor to Barbara, her old college roommate.

Out in the coliseum floor, a sun bleached blond man wearing a Baja sweatshirt and huarache sandals is speaking with a confused concession manager. This is Ace, surfer, beach bum, and sometimes insightful detective. It seems that one of his friends said that he could get a gig working concessions, but this seems to be false. Just as Ace feels like he’s never going to earn enough money for beer this week, his intuition leads him over to the security manager, who is frustrated because two of his guys hadn’t shown up for work. Desperate, he turns to Ace and hires him to work backstage security. Which is how the bumbling bloodhound ended up guarding Vic Valiant’s door, right beside Becca.

Out in the ticket line, we see a handsome man having an argument with his fancy wrist watch. But unlike most people, David King’s watch can talk back. The feminine voice is pleading with David. For the A.I. K.A.T.T. would really like to see Vic Valiant in concert. And of course David bought tickets, right? When the chromed crusader answers in the negative, K.A.T.T. leads him to a brand new digital ticket terminal and has David plug in the watch. Suddenly two tickets pop out, and with a bit of sweet talking David manages to make his way inside for the concert.

+Digression: I’m what I think you’d call a lazy or “low preparation” GM. Most of the adventure this session was actually drummed up on my run earlier the same day. All I really had going into this adventure were the following notes:

  • The Russian strikes at Vic’s rock concert.
  • The attack is cover to kidnap the port authorities daughter.
  • Smugglers want to use dock 42 for something bad.
  • I need Ninjas and bombs.

Fortunately for me, I know 80’s action shows pretty well and I have a group of great players who are willing to go along with my ideas. But even so, I did compel each and every character to get them to the concert. As a Fate GM, I find that starting off the game with an easy compel creates a nice little fate point buffer for later down the line.

The lights in the stadium dimmed, the fog machines started up, and before long Vic Valiant and Barbara Brooks had hit the stage. They started right in on their first number, and for the first few songs it looked like this was going to be another smash performance. But then Vic heard a crackle in his earpiece, and the voice of his old nemesis whispered into his ear. “A shame this is going to be your last concert, Vic. For your sake, I hope you can dance lively! Proshchay navsegda.” Vic was able to spot the strangely glowing spotlight a little too late. One of the stage lights suddenly glowed a bright red and just as the light show started a deadly laser flashed toward Barbara! Vic only had time to hip check her out of the way, but he didn’t get away cleanly. The laser bored right through his keytar, shorting out all of the C keys!

+Digression: The keytar getting damaged is probably the best explanation for a stress hit I’ve ever seen in the game. I loved it.

Meanwhile, backstage, Becca suddenly became aware of a strange and rhythmic beeping sound. Her bionic ears started focusing and before long she was certain that it was coming from under the stage! The scent of explosive residue that Ace picked up only confirmed the thought. And so the two erstwhile security guards started tracking down the strangeness, which eventually led them to a trap door to underneath the stage. After a bit more searching, the two spotted the source of the disturbance – a massive bomb with a countdown timer right underneath the stage! Even worse, it was a good 15 feet above them! And the clock was quickly counting down!

Out in the crowd, the slightly bored David spotted a couple of big toughs in suits harassing a blue collar guy with a navy tattoo. Being driven to justice, David stepped over to try and defuse the situation. But this time his words fell on deaf ears, and before long he found himself tussling with a trio of thugs! His first swing didn’t do anything but annoy the mountain of criminal muscle. David knew that he was in for a rough fight!

+Digression: I’m going to admit right up front that I screwed up with the mooks in this session. I hadn’t really looked at what combat skills my characters had, and so I was tossing Good (+3) quality mooks and mobs at a group who had only Average (+1) or Fair (+2) fight. And to compound the problem, David King’s player couldn’t roll anything remotely good on his dice most of the night. His luck improved a bit when I loaned him my hot pink fate dice, but even then he was getting a lot of -2 and -3 results. But the big problem was that I hadn’t paid enough attention to the characters and wasn’t giving them an appropriate challenge. Fortunately my players were creative and found other ways around things, and I quickly dialed back the mook qualities or gave them really obvious troubles on the fly.

This is also the point where I did something I really liked. Once I had introduced each of the characters, I turned to each one of them and asked “what’s the opening credits of your show look like?” I found that this was a fantastic way to introduce the characters to the group and to get some flavor of each of the characters. The players really got into it and in the end I gave them each one free invoke on an Opening Credits aspect. This is something I really hope gets a mention in the final book.

Up on the stage, Vic had managed to keep playing and rocking even while noticing that several more of the lights were starting to glow with that evil laser light! Thinking quickly, Vic managed to combine his mic stand, a bit of duck tape, and the mirror from an outfit into a laser bouncing device. And so when the deadly light show started in earnest, Vic’s singing was accompanied by him frantically running around the stage, bouncing laser lights back at their source and doing his best to protect Barbara and her band! It was fortunate that he was such an epic performer, as anyone else it would have looked strange. But to Vic’s fans it will be known as one of the greatest concerts of all time!

+Digression: JC was rolling like gangbusters most of the night. And his opening Persuade (the skill we’re using for his performance) roll was EPIC (+7)! I decided that was good enough that he could both deal with the lasers and keep performing. Because it’s awesome, that’s why!

Under the stage, Becca was trying to remember everything Scott Montgomery had taught her about disarming bombs. She was confident that she could walk ace through most of it – it had to be that way, as Rebecca had to lift Ace up so he could deal with the bomb! Fortunately for the concert, Becca was much much stronger than she looked! With barely any effort she managed lifted Ace up and the beach bum was confronted with the wicked bomb. He started cutting wires in sequence, but Becca’s advice was suddenly interrupted by an errant laser lancing through the floor! It cut right through a nearby support beam, and so now Becca had to hold Ace up with one hand and keep the pillar together with her other! It was fortunate that Ace was good at balancing and Becca was very strong.

The sudden interruption had cleared Becca’s mind. She suddenly couldn’t remember if he had to cut the green wire, the red wire, or the blue wire! With the timer ticking down, Ace suddenly closed his eyes and let his instincts take over. He reached out with fumbling hands and just snipped the wire that seemed right. And luckily for everyone, his intuition (or luck) paid off – the timer stopped!

+Digression: This is how things went down. JAZ wanted to see if Becca could create an advantage to state that Becca had learned how to disarm this type of bomb from Scott. Only her roll was a success at minor cost – I ruled that she could remember most of the sequence. She took the deal and things proceeded. When it came time for MJ to make a Gadgetry roll for Ace, he instead told me that he was closing his eyes and trusting his instincts. Which played right into the fact that one of his gonzo skills was Insight. And so I let him roll Insight to disarm the bomb, which worked. As for holding up ace, it was a great combination of two stunts: Becca has a stunt that lets her auto succeed on strength related Athletics rolls, and Ace has a stunt that lets him auto succeed on balance rolls. Which meant that this whole setup worked really well!

Out in the crowd, David was getting a bit bruised. But he was eventually able to drive off the thugs, saving the poor man had been assaulted. But the man, Jeffry Gibson, was still frantic. He kept shouting about his daughter, and before long David had realized that the thugs hadn’t been after Jeff – they’d been after his daughter! Who had now been kidnapped!

The immediate dangers over, the rest of the concert passed rather quickly. David had brought Jeff to security and before long Becca, Ace, and Vic Valiant were in on the search too. The father, frantic about a ransom note, asked the newly formed group of heroes to accompany him back to his house to listen to his messages. And Jeff was right – he did have a package. The kidnappers would return his daughter only if he guarunteed that Pier 42 would be empty that night. The heroes told Jeff to go along with things. They had a plan to set an ambush!

Out on the pier, the heroes set themselves up for the ambush. Ace was set up on the beach, planning to disguise himself as a wandering surfer. David was out in his car, ready to crash through the building. And Vic was near the warehouse, ready to spring into action. The heroes didn’t have that long to wait, as shortly before midnight four speedboats and a larger ship pulled up to the pier. Men in rough shirts and bandanas started unloading large wooden crates from the ship and into the warehouse. Meanwhile, the men in speedboats kept the mounted machine guns trained on the exterior.

Ace tried his bumbling beach guy routine and somehow managed to slip inside the warehouse building. Vic disappeared and suddenly reappeared dressed as one of the bandana guys. He took a moment to check out the crates and discovered that most of them were filled with bags of heroin! But of real interest were the larger crates that were being taken into a strange back room. Curious, both Vic and Ace managed to sneak into the back room. And it looked like nothing so much as a very strange antique shop. Shelves were filled with all manner of strange things. One thing in particular caught Ace’s eye – a strange rune carved shark tooth club. On an impulse he grabbed it up while Vic worked on unlocking the door after it had been closed.

Meanwhile, outside, David waited for his time to strike. And Becca was dealing with a problem of her own. A strange looking ninja with a white tiger had spotted her and the two were now battling it out. The strange ninja moved much like her, and punched with incredible force! It was clear that he had also been augmented somehow, though perhaps it wasn’t bionics that did it! As the rest of the heroes dealt with the warehouse, Becca tangled with this terrible foe.

+Digression: My poor wife wasn’t feeling well at all and had to leave the table early. And so we all decided that Becca had to have a duel with her evil opposite. Who had a tiger, because Becca had been injured by a tiger before she became all bionic.

Vic and Ace managed to get out of the back room, but were spotted by the ninjas in the process! A fight quickly broke out, which David took as his cue to ram his car right through the side of the warehouse! This caught the attention of the speedboat machine gunners, and soon the place was awash in bullets and ninjas! The heroes fought well, but they were all pretty beat up by the time they drove off the remainder of the ninjas. Even worse, there was no sign at all of the kidnapped girl! But there were a few left over speedboats, and K.A.T.T. was able to figure out that the ninjas had come from a hidden cove on the island.

+Digression: This fight was harder than it should have been. Turns out that giving Good (+3) quality mooks a +1 gang up bonus makes them really hard to defend against if you only have a +2 Fight. The Machine Gunners were especially deadly. And so I abruptly decided that they had Poor Maneuverability (-2). This let David shoot them down with some success. But not before poor David soaked up a Minor and Moderate consequence.

The heroes knew what they had to do. They needed to sneak onto the island, and the best thing for that would be loading one of the speedboats with armor and explosives, then slipping off the boat in wetsuits and proceeding on foot! And so Vic started welding on the armor while Davivd found some camouflaged wetsuits and Ace did some Tai Chi down by the beach. A short while later, and David was plugging K.A.T.T. into the boat and the heroes were on their way to rescue the girl!

+Digression: This was the montage scene for the players. They decided on a Rescue Mission and chose Gadgetry, Stealth, and Fight as their skills. Things were a little shaky, but we eventually figured things out. Though there was some confusion on one of the stunts that added invokes to the montage aspect (turns out it was some legacy wording).

The trip to the island was uneventful and before long the heroes were slipping off the boat and into the water. A few quick modifications later and the boat kept going toward the island, the bomb in its prow counting down. The heroes made landfall shortly before the boat hit the docks in a fiery explosion! This gave them the cover they needed to sneak into the secret drug camp. It didn’t take them long to find the shack that the poor girl had been locked in. It only took a few moments for Vic to disarm the alarm on the door and get inside. But the heroes saw that the girl had been strapped into a bomb vest! And pinned on her chest was a note from the Russian, detailing a few vulnerabilities of the drug runners and stating that “you need to do some jobs for the money, comrade.” But Vic was a clever man, and soon he had the vest off the girl and rigged up to explode when the door was opened again. A little more work and Vic had rigged the alarm to go off a short while after the heroes were gone.

This had the predictable effect of drawing a bunch of the drug smugglers, who promptly opened the door and created another explosion. This gave the group cover to rush over to the big trucks, one of which they managed to steal. And so the heroes and the young girl bounced through the heroin fields, while Ace pulled up the indentured workers into the truck, rescuing them in the process. Some fancy driving by David helped the heroes to avoid more guards and before long the truck had slammed into the last few guards down by the docks, freeing the heroes to jump in a boat and make their escape!

Digression: Time was running short, and so what I had thought would be a big final fight instead turned into a stealth mission. Which actually turned out more fun anyway, so I’m glad it happened. My players were very clever, and so things went pretty smoothly. Having a bunch of fate points to toss around at the end didn’t hurt, either.

Once back on dry land, the heroes went their their separate ways. But before long David was approached by a strange man in a suit, who told him that W.A.V.E. could use his help. Rebecca and Scott Montgomery found themselves in a Phoenix Rescue office. It seemed that both of them were going to be assigned as liaisons of Phoenix Rescue for this new organization, W.A.V.E. And Ace? Well, it turned out that Detective Drake Falconsteele was blaming him for the ruckus at the docks. So when a man in a suit turned up to bail him out and talk about maybe getting a paycheck, Ace was all ears.

And that’s how W.A.V.E. managed to recruit four new agents.

+Final Thoughts: For being a playtest, this game ran pretty darn smooth. It helps that it’s based on a system I know well, but I’m still impressed by the polish in these rules. Aside from the few hiccups with a couple of rules questions, the evening was great otherwise. Though I noticed that MJ and JE were both a bit shaky on invoking aspects and some of the other points of fate. Which is something I’ll be putting more focus on. Stacking invocations can be a powerful tool. Anyway, I felt that this was a great start to a new mini campaign!


Apr 142016

Welcome, gentle reader, to the first of my actual play reports on my groups playtest of Shadow of the Century. If you’re not familiar with Shadow of the Century, I suggest you go back and read my overview of the playtest packet. If you’d rather just get a general overview, here’s the short pitch. Shadow of the Century is a Fate Core game set in the same universe as Spirit of the Century. In it you play a New Wave hero fighting corruption in the 80’s. It’s just as awesome as all of those cool TV shows that some of us watched in the 80s.

True to some of the later implementations of fate, the first session is actually used to build up the world and the characters. In Shadow of the Century, this is called the pitch session. Since the pitch session is more about ideas and less about awesome adventures that are fun to read, I’m going to be digressing in this write up more than usual. So in a sense, this is also kind of a review.

Phase One: Format

In this phase, you decide if you’re going to be running a series or a movie. This decision can affect character creation and also changes how the milestones work. Given that the group wanted to give this a good try in the time we had allotted, my group decided on a middle group: a miniseries. In practice we’re going to mostly use the Series rules, but I’ll be handing out bigger milestones a bit more often.

+Digression: This is the first time I’ve seen two different sets of milestones in a Fate Core book (mind you this is personally – they may exist elsewhere and I just don’t know it). This is an idea that just feels so obvious in retrospect, but it’s not really one I would have come up with on my own. I actually wish this sort of advice was more explicit in the Fate Core book itself. And as a guy who really prefers Fate as my system to run during conventions, I find the Movie milestone rules to be especially useful. I think this part might well have actually changed how I run my con games going forward.

Phase Two: Gonzometer

The gonzometer in Shadow of the Century measures just how weird (and powerful) your games are going to get. At the lowest setting, “Bad Dudes and Ladies”, not too much weird is going on. But as you start sliding past “Uh Oh, It’s Magic”, things get a bit weirder. At first my group was set on Bad Dudes and Ladies, but as we discussed it around the table we decided to give “Big Trouble” a shot. Given that my first idea was to run something a bit more grounded, this threw me for a loop at first. But I’ve since come around to liking the idea. Watching Big Trouble in Little China again certainly helped.

Phase Three: Issues

This is where we really started getting into the meat of the game. In a series, you have a Series Issue and a Season Issue. When we sat down, I told my players that I was really inspired to run something based on the islands of Hawaii. Other than that, I didn’t really have that many ideas, so we started kicking things around a bit. Thankfully my group is full of very creative and invested players, and so after not too long we came up with Agents of W.A.V.E. (World Agents of Valorous Exploration). We all agreed that the acronym was fitting. Plus making the heroes a member of general good doing group is fun. After a bit more discussion, we decided our season issue was Tide of Greed. As a group we’ve decided that drugs are flowing into Hawaii from offshore. The drugs are being transported by a bunch of mercenary pirates, who may have their own agenda. And the sale of the drugs is being used to fuel some other nefarious plot (to be figured out later). It’s a solid start to a game.

+Digression: As I’ve gotten older, I’ve gotten a bit lazier in my GMing. I’ve also begun to value player input a lot more. So let me tell you that getting the players involved in setting creation is just a win-win situation. Because the players are suggesting things that they’d like to deal with, I know that they’re going to be invested. In addition, I’m outsourcing a lot of thought and time to my players, freeing me up to come up with more embellishments on the basic story framework. For those of you who think this is putting too much power in the hands of the players: try it anyway. I’ve found that once I know a basic framework, it’s way easier to throw in plot twists.

Phase Four: Heroes

Here’s where you get into the meat of things. Now that the GM and players know something about the world and the series, it’s time to put some stats to paper. I have to say, I’m pretty impressed with most of the characters my players came up with. They feel like they could have come out of some 80’s TV show, and yet they’re all unique. Here’s a quick rundown of each character (and the player). For more on my players, I suggest you read the first session of my Deadlands: Reloaded actual play. Anything marked with a (G) is Gonzo, a role or skill you can use in special was.

“Ace” (played by MJ)

Ace is an interesting guy. On the surface he’s kind of this stoner beach bum surfer. And when you dig a little deeper, he’s still kind of that guy. But if you go just a bit deeper than that, you’ll find this unlikely sort of hero. You’ll also find a detective who seems to be “sensitive” to certain things. Ace always seems to bumble into just the right sort of answer at exactly the wrong time. He does odd jobs around the island when he’s not working as a private investigator. Oh, and Detective Drake Falconsteele has it in for him!

High Concept: Bumbling Beach Bum Bloodhound (G)
Trouble: Down and Out in Paradise
Other Aspects: We’d Better Investigate!, Been Hauled In More Than Once
Roles: Detective, Face, Unlikely Hero (G)
Skills: Athletics +3 (G), Awareness +3 (G), Burglary +1, Contacts +2, Drive +2, Fight +2, Insight +5 (G), Knowledge +1, Persuade +1, Provoke +1, Stealth +1, Will +2 (G)
Stunts: I Am the Chosen One (G), In Their Head, Like a Cat, Touched a Nerve.

Rebecca “B.E.C.C.A. Jones (played by JAZ, a.k.a. the wife)

Rebecca was one just a talented veterinarian at the Honolulu Zoo. But when an improperly sedated tiger mauled her during surgery, her life changed forever. She was near death when a nearby Phoenix Rescue agent saw her potential and took her to a top secret laboratory. There they packed her full of cutting edge cyber-technology. Now she works for Phoenix Rescue as Codename: B.E.C.C.A. (Bionically Enhanced Catastrophe Containment Agent). (Becca uses both a Gonzo role and a custom Role [Veterinarian]).

High Concept: Codename: B.E.C.C.A.
Trouble: Perpetually in Beta
Other Aspects: I’ve Tangled With Tigers
Roles: Bionic (G), Veterinarian, Warrior
Skills: Athletics +6 (G), Awareness +3 (G), Computers +1, Drive +1, Fight +3 (G), Insight +2 (G), Knowledge +3, Persuade +1, Provoke +1, Shoot +1, Stealth +1, Will +1
Stunts: Battle Hardened, Bionic Woman (G), Miracle Worker

David King (played by JE)

David was a simple auto mechanic and stunt driver who happened to be dating a brilliant programmer named Katherine. Then one day some strange Japanese men in suits killed Katherine. But with her last dying breaths, Katherine was able to transfer her memories and consciousness into her computer. Now she lives on as K.A.T.T. (Katherine Assisted Turing Technology). And David has become the Chrome Crusader, a man driven to fight evil in the world.

High Concept: Chromed Crusader (G)
Trouble: My Girlfriend, the A.I.
Other Aspects: Driven to Justice, At Odds with Street Thunder
Roles: Brain, Cop, Crusader (G)
Skills: Athletics +2, Awareness +2 (G), Computers +2 (G), Drive +5 (G), Fight +1, Gadgetry +2, Insight +1, Knowledge +1, Provoke +3 (G), Shoot +3, Stealth +1, Will +2
Stunts: Gearhead, One Hand on the Wheel, Prototype A.I. (G)

Scott Montgomery AKA “Vic Valiant” (played by JC)

The triumphant return of missing player JC meets a triumphant 80’s character. Scott Montgomery is an agent for Phoenix Rescue. And as an agent, he’s well known for his inventive solutions to problems and his mastery of engineering. But Phoenix Rescue was finding that inserting him into some countries was becoming difficult, and so Scott became Vic Valiant, New Wave Rock God. Now he has to balance his life as a secret agent and his persona as one of the leading musicians of the day. (In other words, it’s an awesome mash up of Gem and MacGyver).

High Concept: Rock God Secret Agent Scientist
Trouble: 3…2…1…
Other Aspects: We are the World…, Have Tools, Will Rescue, Phoenix Rescue Scientific Laison
Roles: Inventor, Rock God (G), Spy
Skills: Athletics +2 (G), Awareness +1, Burglary +2, Computers +1, Contacts +1, Drive +1, Gadgetry +3, Knowledge +2, Persuade +3 (G), Provoke +2 (G), Resources +3 (G), Stealth +3
Stunts: Rock Star Persona (G), And Duct Tape, Theory in Practice, A Thousand Faces

Phase Five: Cast

This was also one of my favorite phases. In this phase, each player gets three index cards upon which to write a name. Once everyone has their three names, everyone passes the cards to their left and for each name the player (and GM!) writes down one factoid, thought, or idea. Once that’s done, you pass the cards around again and repeat the process. Then everything gets tossed in the center to become some of the supporting cast in the game. We, as a group, had a ton of fun with this phase. So much, in fact, that we actually passed the cards around a third time, just so everyone could touch each card (my wife was missing for this session, so it was only 3 players and me). Then we passed them one more time and let everyone read out their new formed NPC.

I have to say, some of the results were really surprising. Some of the highlights included:

  • Two of the “model” sound female names? Both of them ended up being secret or hidden geniuses. One is a phD in Programming, the other is a phD in Chemistry. Weird, but somehow very 80s.
  • Shorty, who was intended to be one of Aces “beach kids” he went to for information, ended up becoming a Professional Snitch and Fence. Who drives a Pinto!
  • Drake Falconsteele (with apologies to mister Aaron Williams), who I thought would end up being a bad guy, instead became a badass navy seal veteran police detective. Who’s by the book and has it in for Ace.

+Digression: This is another one of those ideas that could be used for almost any system. I am seriously in love with the NPC generation method set up here. I think I’ll be using this method for almost all of my other games. Heck, I might do it several times in one game, as it’s pretty quick and gets the players invested.

Phase Six: Villains

With our supporting cast out of the way, it was time to look at villains. After kicking around some ideas for a bit,  we came up with the following ideas:

  • The Oni are pushing some new drugs into Hawaii. They have at least two upper managment guys around.
  • There’s a corrupt mayor or city official looking to do some sort of land grab.
  • “Mister Han”, an antiquities dealer who’s somehow connected to the Oni.
  • A Ghost Fleet out there in the water. Sort of a mysterious thing.

And just for fun, here are a few margin notes that I can’t quite remember what I was doing with!

  • Throwing Girls in a Volcano?
  • Yoshiru Foods
  • Hawaiian Gods – Pele Cult
  • Go Watch Simon and Simon!
  • Magnum is awesome.
  • Showtime, Synergy!

Phase Seven: Heroes, Revisited

At this point, everyone actually gets to make their heroes. But I’ve posted them up above in Phase Four (which was actually just used for name, high concept, and trouble). But yeah, this is where I helped the players with the actual nuts and bolts of making their characters. This was also the point where I was super glad that JC was back, as he knows Fate nearly as well as I do and was able to help the other players. There was a bit of confusion at first, and some players made changes later in the week, but all in all it was a great way to end things up. Much fun was had by all and everyone got home on time.

+Digression: Fate is one of those games that makes character creation into a session into itself. And as I’ve grown older and more experienced as a gamer, I’ve come to really appreciate these types of sessions. It really helps to make sure that everyone is on the same page from the word go. I think I’m going to adopt the same tactics in any future games that I happen to run. And I could do far, far worse than snagging this format almost directly.

Mar 052016

+Digression: This session only had three players, with two by the end of things. As such, I didn’t want to run anything in heavy continuity. And so I reached for a nice one sheet: Feast of Famine. I didn’t exactly follow it all that closely, but used it as a blueprint. Which is what these One Sheet Adventures are just fantastic at providing. I actually have most of them printed out and I stuck them in my campaign binder. Because you never know when you’re going to have an off night and need something quick. You can find a lot of them here: https://www.peginc.com/product-category/one-sheets/

With fall dragging on into winter, the posse was finding itself more and more entangled in the doings of Coffin Rock. The city was steadily growing and changing, even with the cold winter weather. Spirits were running high as November faded into December. The town was quickly covered in a thick blanket of snow, slowing the pace of life to a crawl. But now the windows were aglow with candles or even some of the newfangled electric lights. The air was filled with the scents of wood smoke, baking breads, and other treats. This time the town of Coffin Rock wasn’t hunkering down in fear of the dark. Not with their saviors and guardians around. The town had much to be thankful for, and for once they were going to show it. The town was ready to celebrate a true Christmas.

+Digression: I’ve long been a fan of the “Christmas Episode”, and so this was my take on that. I had briefly considered just going with a “Krampus kidnaps children” plotline, but ultimately decided it didn’t feel right. Plus I always enjoy playing up the mundane aspects of life.

All round the town doors were being thrown open to share baked goods and other savory treats. The streets were filled with carolers spreading good cheer in return for liquid warmth. Impromptu games and contests were concocted daily, as the good folk of Coffin Rock tried their best to impress the posse. Merriment was definitely in the air, and the heroes weren’t about to be left out. T. Saint John reprinted A Christmas Carol in the local paper, along with a few other holiday classics. Sister Mary worked with the local children to form a small children’s choir, in addition to leading several holiday sermons and church functions. And Juan Tomas made sure that the Emerald Star (the renamed Jewel Theater) and the Six Feet Under both had tables full of food for weary travelers and carolers, all at no cost. In addition, Juan Tomas had been quietly buying up all of the poor value livestock and crops from surrounding farms, just to ensure that folks could make it through the winter. As such, the tables were often full of some sort of stews or beef.

As Christmas neared, the posse began seeing strangers rolling into town in wagons. To a one, they all seemed emaciated and starving, and their wagons weren’t loaded with much at all. As they arrived, they looked absolutely astounded at the celebration and largess being exhibited by the once troubled town. The weary and hungry strangers were immediately taken in and given food, warm blankets, and a good looking over by the doctor and Sister Mary. One young girl, Delia, was at death’s door. But between the faith of Sister Mary and Brother Constantine, they quickly gave the poor young girl as second chance at life.

+Digression: One of the times I cheered the loudest was the bit in Hogfather where they do a send up of The Little Match Girl. I’ve always stood with Pratchett on this: the story is horrible. And so I wanted to give the posse a similar chance to avoid the horrible ending. In the one sheet, Deliah is already dead, but I figured that the big damn heroes could change that. And they did.

It didn’t take long for the travelers to explain the situation. A while back, things just started going a little bad for the residents of the small towns north of Coffin Rock. At first it wasn’t anything, but before long folks started growing hungry, no matter how much they ate. And then the livestock started to sick and die: of starvation. Every visitor had the same tale: townsfolk and loved ones just began wasting away, despite being fed. It was as if nothing they ate gave them any sustenance. But now they seemed to be recovering. Strangest of all, the nearby village of Leafton seemed to be doing just fine. So fine, in fact, that they’d refused to trade with the smaller towns, which had pushed them on to Coffin Rock.

The group had a quick palaver and opened up the boarding house for all of the travelers who had been hid by starvation. They then redoubled their investigation, and after a few more days of arriving villagers, were able to figure out that whatever was happening seemed to be originating from the town of Leafton. That left the posse with only one choice: to go and investigate the source of the problem. But before they could leave, they had to gather supplies and Juan Tomas wanted to find more information. And he knew just where to find it: from Laughs at Darkness, the coyote shaman they’d met atop Coffin Rock. And so the ranger gathered up some supplies and left for the top of Coffin Rock. But he wasn’t alone: Fast Cloud had grown board of watching Tens work and she wanted to learn more about this fascinating older man. She trailed him, and after a bit of negotiation, was allowed to follow along.

Once atop coffin rock, it didn’t take the two long to find the Kiva. They brushed off the snow, made their way inside, and started up a fire. They sent up smoke signals, then tossed the same strange herbs on the fire that Laughs at Darkness had heard before. And before too long, they could hear his laughter and the old shaman stepped out a shadow. He asked the two what they wanted, and Juan Tomas explained the situation. He wanted to know if Laughs at Darkness had seen anything. The shaman replied in the negative, saying that the two should ask the birds and the land for guidance. When Juan Tomas indicated he couldn’t speak, the old shaman muttered some words of a smooth stone and handed it over to the Juan Tomas. He explained that by placing the stone on his tongue, he could speak the language of the birds. And with that, the shaman gave a laugh, a wink, and promptly took on the appearance of a rather wealthy gambler. Juan Tomas was a bit surprised, as he’d seen a similar man fleecing a bunch of white men earlier in the week. Laughs at Darkness gave the ranger a knowing wink and then stepped back into a shadow, leaving the two alone to contemplate the situation.

+Digression: I made up this little fetish on the spot. It’s basically a small stone with a few uses of Speak Language and Beast Friend in it, limited to birds. I gave it five uses before it crumbles to dust. And that is one reason why I love savage worlds: it’s so easy to make up items like this on the fly.

A bit wiser than before, the g packed some supplies, saddled up their horses, and hit the trail toward Leafton. It wasn’t an easy journey. First they had to find the spur that lead up to the village. Then they had to contend with washed gullies, uneven ground, and fallen trees. Plus about a foot and a half of snow. It was a wonder that anyone had gotten down the trail to Coffin Rock.

As the posse got close to the town, they slowed and dismounted, taking in the quiet of the forest. It was too quiet. Most of the posse quickly realized that no birds or other animals had come within a good quarter mile of the town. And so they walked back a bit, until Juan Tomas spotted a large murder of crows. He pulled out his stone, and started asking the crows what was going on. Being clever birds, they quickly negotiated him out of some hardtack, jerky, and a fine bottle of tequila. But in return for the bounty, they did have answers. They spoke of a darkness in the town, and a strange dark man that stank of unnatural death and fire. They warned the posse to steer clear, but quickly sensed that the heroes weren’t going to give up. Juan Tomas thanked the crows, then asked if any of them would come with him. To his surprise, an old crow with a milk white eye agreed, so long as Juan Tomas shared his food and drink. An accord was quickly made, and the posse mounted up again.

+Digression: I’ve got a soft spot for ravens and crows, and so I was tickled with MJ had Juan Tomas ask about them coming with him. I decided right then and there that he was going to get a buddy. I figured that any crow that was gonna go with him would have to be old and grizzled, and I wanted to give it the special ability to see the dead and other “spirits.” And so was born White Eye the Raven. This is the first companion for Juan Tomas, and he’ll stick around until he’s either abused or killed. I’ve also decided to treat him like a 3.5e D&D familiar, complete with all the benefits and drawbacks. I figure the rest of the party has companions, and so Juan Tomas deserved one too. I have plans to give Sister Mary a Dresden Files inspired Foo Dog later.

Armed with a sense of foreboding and a feathered friend, the posse rode into Leafton, where they were greeted by just about the happiest and well fed folks they’d seen. They didn’t see nary a shifty eye or a strange glance. Instead, they spotted a very well stocked general store, fat and happy citizens, and many a Christmas decoration. The entire scene looked more like something out of Dickens than it did a den of evil. Confused, the posse stopped at the general store to try and get the low down. The proprietor, one Hampton Osgood, quickly informed the posse about the wondrous traveling salesman that had saved their town. He had rode in on his wagon, set up shop, and started selling fine goods at a deep discount. Even more, he had gifted some of the townsfolk with unusual items that just made life easier.

This immediately made the party suspicious, and so they quickly adopted a ruse. Juan Tomas was a “guide”, showing around the famous journalist, T. Saint John. And T. Saint John was more than willing to take pictures and listen to the stories of these good folk. And so the posse had Hampton pile up all of the goods he got from the trader, and had the man stand in front while a photo was taken.

+Digression: Every member of the posse got an “item upgrade” for helping out the ghosts of the miners. One ghost passed through the camera of T. Saint John, leaving him with a unique item. It now functions like an Epitaph Camera, but with an added benefit: it can capture the image of ghosts and other “supernatural phenomenon.” The posse quickly twigged to this, thus the whole photograph sessions. Since it was a clever idea, I let it pick up the cursed relics.

The resulting photograph showed mostly a bunch of mundane items, save for the new meat grinder that Hammond had been gifted. When viewed by White Eye or through the camera, it appeared that a spectral human hand was sticking up out of the grinder. The posse managed to keep their surprise from showing, and quickly thanked Osmond for his help. They then asked him about the rest of the town to subtly gather a list of everyone else who had dealt with the trader. List in hand, they made their goodbyes and slowly started making the rounds of the village, checking each household for evil. Before long news of the newspaper reporter reached the ears of most folks, all of which wanted to be in the paper. It took several hours, but the posse managed to document all of the problematic relics before the supper bell.

After returning to the town square, the posse got their first look at the wagon of the kindly salesman. Curious, they investigated and Sister Mary Katherine soon realized that among the intricate scroll work of the wagon were hidden symbols of dark magic. But before she could relay the information, the door of the wagon opened and the group came face to face with a very handsome salesman. It was impossible to really say what he looked like, other than he had a charming smile and sharp features. He asked the posse if they needed anything, and Juan Tomas said that he was looking for a flask. The salesman was delighted, and after dipping into his wagon, he returned with several very fancy flasks. Juan Tomas considered for a moment before selecting a fine silver one that seemed to match his shooting iron. The salesman then paused and asked Juan Tomas if he wanted something a bit more special. Juan Tomas agreed and the salesman dipped back into the wagon, returning with a plain looking flask. He promised that it would never go dry, and insisted on gifting it to Juan Tomas.

But Juan Tomas was no fool. He played clumsy, having the salesman pick up the flask and hand it to him, where he carefully grabbed it with a handkerchief. He was slick, and the salesman didn’t catch up on what they were doing. He then took a longer look at the sister and decided that he needed to retire before the big feast that evening. The posse quickly took their leave, and returned to Osmond to ask him about the feast. Osmond told them that Jenny Garret, a local woman, was having a feast for the entire town. The posse said that they’d love to attend, and that what the feast really needed was a big old bonfire! Osmond thought it a good idea, and soon the posse was working with several strong men as they made their way into the forest. Juan Tomas asked White Eye about a good tree, and the bird quickly led them to an old lighting struck oak. It took a bit of effort, but before long the townsfolk and T. Saint John had pulled the thing down and were carting it back. Sister Mary was about to leave, when she suddenly spotted a strange glint in the dirt. Curious, she picked up a strange looking agate that had been covered in tiny roots. It felt warm to the touch, and so she tied it to her belt before returning to town.

+Digression: The stone is a magical reservoir. When carried, it grants a character with an arcane background 5 additional power points. I felt like the party needed something special, and so decided that they’d find something with a high enough Notice. JZ rolled something like a 19, and so she found a minor relic of use to her.

Once the townsfolk and the posse had drug the tree back to town, night was beginning to fall. Juan Tomas told Sister Mary and T. Saint John to entertain the townsfolk, while he slipped away. And right then the Texas Ranger became a cat burglar. He slipped around town in the gloom, carefully using a pair of tongs to place each cursed item in a sack. It took him a while, but he managed to return to the feast with a large bag of relics, carefully covered with a bit of wood. Dinner was about to start when all hell broke loose.

First things first, Juan Tomas tossed the relics on the burning bonfire. Which immediately started to burn with black flames. This caused the kindly salesman inside the church to stand up and take notice, which caused Sister Mary to take note. And then the Gnawing Hungers attacked!

+Digression: At this point JE had to go home, and so we sort of just NPCed T. Saint John.

From out of the darkness and through the windows, shambling corpses with terrible sharp teeth emerged. The townsfolk were taken by surprise, as was Juan Tomas outside. Chaos began to ensue. Juan Tomas tried to shoot some down, but it was hard to get a clear shot in the darkness. And then gnawing hungers proved to be tougher than expected. He was rushed by three of them, and within moments they had managed to tear great gashes in his hide. Now seriously hurt, he was forced to retreat, covered by the bulwark that was T. Saint John. The ginger giant went to work crushing heads. Meanwhile, inside the church, Sister Mary and the kindly salesman were locked in battle. The nun could see the salesman conjuring black flames, but she had her own power: namely faith and a very large rifle. She leveled her rifle at the evil man, muttered a single prayer, and promptly put a quarter sized hole in his head. The dark magician fell to the ground, dead from a single gunshot. Sister Mary then rushed to the aid of Jenny Garret, where she spotted a large cornucopia. Her joints ached and a terrible smell hit her nose as she closed toward the thing: it was obviously part of the problem.

With the salesman dead, cleaning up the rest of the gnawing hungers was quite easy. Sister Mary and T. Saint John made short work of them, while Juan Tomas did his best to drive the salesman’s cart into the fire. Of course the salesman’s horse, being a simple animal, wanted nothing to do with the fire. It balked and bolted, tipping the cart on its side a few feet from the fire. But with a mighty heave of his muscles, T. Saint John managed to flip the cart onto the fire. More black flames erupted, and they were redoubled when Sister Mary tossed the body of the salesman and the cornucopia on the fire. The fire abruptly turned a bright right and then a horrible howl went up into the air. And then the fire blazed with a golden light that burst forth, cleansing the town of the last remnants of the salesman’s evil.

+Digression: At this point it was getting pretty late, and so we just sort of narrated the last of the fight. I didn’t feel like the gnawing hungers were really all that big a threat, and so I used the quick narrative combat rules instead. They worked a treat, and I think I’ll be using them again in the future.

With the evil cleared, all of the nutrition that had been stolen by the horn of false plenty was suddenly stripped from the townsfolk. Many of them suddenly dropped the ground, terribly malnourished and in danger of dying. Only the healing hands of Sister Mary kept them alive, and even then the posse knew that it would take them weeks, maybe months, to fully recover. But at least they’d live. The posse stayed in town just long enough to help get the sickened villagers situated, but they had a date back at Coffin Rock. Tomorrow was Christmas, and they weren’t going to miss it for the world!

+Digression: Overall, I had a lot of fun with this little adventure. I was happy that I was able to slot it into my game easily enough just by making some tweaks. The session itself was a bit disjointed, as it had been a while since the group had really gotten to roleplay. But even with all that, it was a fun night. Plus we got a bit more depth to the newly recovered Coffin Rock and the surrounding environs.

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

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.