
David Green
D&D Game 20 - 09/25/20
We continued on our plan to fight the Red Sail pirates who, rumor has it, are working for Lord Scorpix. Everyone their own way in Jailynn. The Fighter went to hang out at the stables. The Sorlock studied the books on religion he had just purchased. The Swashbuckler prepared the gifts he bought, planning to leave them at the doorsteps of poor children during the night. The Paladin trained at the temple. The Wizard helped Row with his research on the staff. The Rogue looked into buying a building with access to the sewers. The Monk, I can’t remember. The Monk and the Rogue ended up in the bar where Someone Halfhand told them he had information about the pirates. They have been hanging out at an inn called the Reluctant Pig, newly built on the north road out of town. It was not on the river but had a jetty nearby where skiffs could be tied up nearby. The Fighter noticed 3 strangers pulling into the stable with a wagon. They seemed to have red armor hidden under their cloaks. When they went into the mercantile to purchase goods, he went searching for his comrades.
The Rogue used her Invisibility to hid on the wagon but it was too small. She got on the horse instead which did not like it but there wasn’t much it could do about it. The rest of the party gathered and we debated on what to do. We assumed they’d be heading to the inn in the north so the Wizard Messaged the Rogue that we’d meet her there. There was much debate about whether to get on the ship and sail north or get our horses and ride north. We decided to stay together and ride north after telling Commander Row to move the ship that way in case we needed it. The Rogue overheard enough of their talk to confirm that these guys were the Red Sail pirates and the seemed to be capturing specific high place locals for a booty paid by Scorpix. Unfortunately, they mentioned hostages already caught, being stashed at some nearby secret base. So that complicated things.
They arrived at the smithy behind the inn and unloaded. And then went into the inn for an ale, we assume waiting for someone. Most went in but the Swashbuckler stayed out. There were some suspicious looks and chatter with the bartender but no one forced any action. The Swashbuckler noticed our ship pull up near. Later he saw a ship with red sails sailing downriver, straight for it. He alerted the rest and everyone headed to the river bank as best the could. The Wizard, Rogue and Fighter grabbed a skiff and rowed out. The Paladin with his magic swimming gauntlets and the Monk chose to swim out. The Paladin had his horse swim out since it’s half movement swim of 30 was better than his. The Sorlock sprouted his angel wings to follow but ended up on the back of the horse as well. Before we could do much, we saw a wyvern with a rider fly towards our ship. The Swashbuckler took a shot or two but the range was too great for any else.
The relative movement rates of the players plus the movements of the ships and the distance made the start of the fight very complicated. It was sort of a jumble mess from there. The wyvern snatched Commander Price and flew her to their ship. The Wizard didn’t want to hurt her so he shot a Fireball at their sails, hoping to slow them down. A couple more long-range shots were taken. That fire occupied the pirates but there were plenty of marines with crossbows shooting at the skiff. Price was stowed below and the wyvern returned without a rider to attack the rowing Fighter. The Monk and Paladin managed to get to our ship just after a pirate caster fired his own Fireball at our ship’s deck. Luckily the crew was below deck from the wyvern attack. The Paladin lead them on fire extinguishing duties. The Swashbuckler and the Scorlock were the further behind and shot arrows and cantrips as the could. There was some debate on the skiff as to which ship to make for but with Price captive and they having a higher-level wizard than ours, it seemed like a direct attack was called for.
The Wizard shot another Fireball on their deck, targeting like 15-20 guys. It was a lot of damage, both to the men and the ship, but only a couple of sailors were taken out. The Rogue cast Grease to add to the confusion. Once besides their ship, the Rogue popped up to fire a Burning Hands and the Wizard did his last Fireball. Again, lots of damage but there were few deaths. The Swashbuckler did manage to kill their caster with his bow. The Monk made a mighty leap and climb to get onto their ship. As usual, Andy crit him with his first attack. Some of them started fleeing the burning, listing ship. The Fighter ran through the Grease to get in the middle of them and unleashed his Fear attack from his maul. Many missed their saves and dove for the water including the wyvern rider. The captain stood tall and unleashed his Polearm master attacks. The Monk hit a couple and headed down into the hull. He found Commander Price in a steel cage as the ship was taking on water. We fell asleep about there for it was 2 AM. Half of us are on their burning sinking ship. The Paladin is on our ship, ready to kill or capture any pirates that try to board it. The Swashbucklers are still trying to get caught up. I think the Captain is the only villain left on their ship but there are many injured marines and sailors as well. Somehow, we’ve got to get Price out of there before it sinks or blows up, without getting killed. And if we can find charts as to where their secret base is, even better.
D&D Game 19 - 09/18/20
Andy had all kinds of problems getting us logged into the game. This was particularly frustrating since it was working just a few days before. He rebooted and reconfigured and we were about to give up and switch to something else when he finally found a combination that worked. So, we finally started. We left off, freshly returned to Jailynn. But we also returned to the problem we left with, what to do about this evil sentient artifact staff. NPC Row reiterated that he did not expect it to be intelligent so he was unsure how to destroy it. He needed some research time which all agreed was reasonable. But what to do with it in the meantime. He wanted to leave it locked up in the vault at the school, figuring it would be less noticed here than back in the big city of Long Bridge. The problem was that anyone that knew we had it, such as Lady Arnow, would likely show up in our home town. We could hide it ourselves like in the ocean or in the sewers. Or keep it with us. It was endless. Eventually, Wade played the metagaming card, stating that no matter what we did, if Andy wanted to take the staff and start a plotline, he would. Better just do what the NPC (Andy) suggested and move on. This did not sit well with some but it was the only way to get past it. I think Dave dropped off around here. (Daniel: He seemed depressed about the future of Democracy and got drunk to deal with it.)
We noted that a new Lord had moved into town, bringing with him a new marshal and a bunch of guards/troops. We asked around and no one had anything bad to say about them, perse. It was just different. Crime was down but so was supervision. The sewers had been sealed up, much to the consternation of the Rogue who still planned to make it her base. We talked the halfling sheriff who had been made permanent in the 6 months we were gone but under the new marshal. She said that piracy was up on the river now that traffic had increased. The Red Dragons or some such. Rumor has it they are loosely affiliated with Lord Scorpix. They also periportally had a big lizard creature that fought with them. Some said it was a dragon but most dismissed that unlikely. We decided to do something about it. We went to our ship and talked to Commander Price. She seemed unconcerned. “There are always pirates.” But we informed her to make the ship battle-worthy. She said she had a commission in Long Bridge already lined up. So, we agreed to go with her, check on our magic item feelers, and if we were attacked by pirates, so much the better. A few of us had a couple things to do in town that day but after some wasted time, we left in the morning. (Daniel: Cedric mentioned "Gentle Repose" scrolls and the local priest overheard and took the opportunity to reward the party with two scrolls. Cedric inscribed it into his hybrid ritual tome and kept the other to put any dead party members on ice for easier resurrection.)
We had no problems getting to Long Bridge. The Wizard asked how long it would take and Price said just the day. If we wanted a ride back, she’d be leaving at sunset. The Wizard pointed out that this was still our ship and asked her to wait for us. We went into town to check on our magic item searches. Andy was not prepared for that Pandora’s Box so he said we had found nothing. Truthfully, our “reasonable” wants had probably changed and the “unreasonable” wants, we couldn’t afford and couldn’t just buy anyway. We milled around the market when the Wizard spotted Marisha the jungle girl watching us. She quickly ducked away and we decided to not pursue her. The Wizard found a diary in an estate sellers booth that was actually full of magical theories so he bought that. The Rogue bought a book about how-to pick-up women to aid in her pursuit of Commander Price. The Swashbuckler bought some small toys he intended to give to the kids in Jailynn. Eventually, we got back to the ship and sailed. (Daniel: Cedric bought a few books on religion in the hopes of beefing his knowledge of religion ie getting the religion proficiency. It appears he is the defacto party cleric.)
On the 3rd watch we were attacked by some snake-headed semi-aquatic creatures who climbed onto the ship. They had a snake bite with 2d6 of extra poison damage or a longbow or two scimitar attacks. Their to hit and AC were low but they had a lot of hit points to grind through. They also had an innate suggestion spell and advantage on all saves. That first round, Andy critted the Monk, doing near max damage. That was more than half his hit points in a single blow and he was stunned. (Somewhere along the way, the optional system shock rules got turned on. Andy didn't want to get into that argument so he just went with it.) The swashbuckler critted twice in his first round, tacking on extra smite damage but still didn’t drop one. The Wizard hit 5 of them with a Slow but two saved and with advantage, they others saved soon enough. But it helped. For the most part, Andy needed a crit to hit the 3 dex based melee guys but he managed to do so multiple times. It seemed like half his hits were crits but crits do a ton of damage. Some got hurt but no one went out. The Sorlock, who was eldritch blasting them off the ship, got targeted by that Suggestion power several times but used multiple powers like luck to fend most of them off. (Daniel: The first suggestion was to look at the rear of ship and to not look forward. Cedric tried to get around this by activating his divine soul, growing energy wings and flying up and then foward so he could attack while looking back. The next 2 suggestions were trickier like "don't speak for eight hours". It's a nasty spell that Cedric blew through all his luck and Divine Favor to resist.) The last two monsters managed to get away into the water. We got some longbows but that was about it. We continued into Jailynn without issue. Andy was unavailable in two weeks so we agreed to play in one week.
D&D Game 18 - 09/11/20
We started right after the battle with the bandit/cultists from last time. Some of the characters searched the bodies for clues (and loot) and others started walking with Lady Arnow towards our tents. The searches got modest loot, found cultist tattoos, and noticed that each tier of foe had the same amount of gold on them. We concluded that they had just gotten paid. Lady Arnow asked a bunch of questions as the other group walked. The Swashbuckler Paladin did most of the talking. We pretty much had to tell her it was a mummy curse to have any hope of curing Row although if she had the power to do it, she was probably going to figure it out for herself. He was vague about where that tomb was but he did make a point of mentioning the staff we recovered that he was carrying. (He had the false staff.) They all had to make a high Wisdom save and only the Paladin did so (with an inspiration die). He knew that she was using some sort of mind-reading on us although we certainly didn’t notice her casting a spell.
Meanwhile, the Monk noticed someone flashing a signal to him from the cave entrance. They went over and found that jungle girl, Marshia. The odds of her being here seemed astronomical. She basically warned them that Lady Arnow was not as she seemed. That she had been waiting for weeks for us to show up. She could provide no further information and was not willing to get any closer to her. So, they hurried to catch up with the rest of the group. Lady Arnow said she was would await Row in her tent. The now more suspicious Paladin asked if she could use our tent but she said she needed her tent supplies to do the ceremony. The rest of the group caught up and we debated. Everybody go in case we’re attacked? Leave some behind to guard the staff? Pack up now and leave? But it quickly came to the point that we hadn’t had a long rest in a long time and after the last battle, we were in no shape to take on another foe. So, we stalled for time. We sent a Sherpa (name Christian Redshirt) with a message simply saying something had come up and we’d meet with her in the morning. We erected our Tiny Huts and finally got our long rest.
In the morning, her tent was gone. The Sherpas were questioned and they said that when the sun came up, it was simply gone. They saw and heard nothing but they weren’t looking either. So, we packed up to leave but we wanted to do some investigation first. (Discussions on which way to go were put on hold.) Her campsite was investigated and there were no signs that they had ever been there. E.g. no holes from tent stakes. We realized that she had no horses, Sherpas or anything. The Rogue, Monk, and Wizard went over to the bar to make inquiries since she was supposedly in charge. When they got there, they found it deserted. What was once a bar full of activity now had nothing. It looked as if it hadn’t been used in days, weeks, months? The only tracks in dust seemed to correspond to the players, the bandits, and her. Was it all an illusion? We also realized that the oasis outside was also mostly empty as well. Marisha was also nowhere to be found. They did some searching and found a lot of nothing. The two guarding statues were still there. The Rogue used Disguise Self to change into Lady Arnow and tried to walk past them. When they started to move, she cast Grease and they fled. Arcana rolls confirmed they were likely Iron Golems. Yikes, that’s high-level stuff.
So, we were back to where to go. We could go southeast along the standard road with the expectation of getting attacked by her and/or cultists. Or go east to another pass through the mountains but that was a long way with no civilization along the way. Or west to a coastal town in hopes of hiring a boat to take us home. Or a couple more radical ideas. Those that were advocating for southeast and a fight were less inclined now that we knew she could create such an illusion, construct or at least control Iron Golems, and read minds at will. That seemed like a “avoid at all costs” power level so we voted to go west. Unfortunately, that put us on a path that Andy had not prepared so we pretty much avoided the whole night’s fight.
We made it to the small fishing village built around a fortress long since ruined. There were no traders but one of the fish ships could take us south to Jalyn. He could not take all the Sherpas and gear but that was not their home anyway. There was some debate and what to do with them. We decided to pay them well, give them the camels, wagon, most of the supplies since we didn’t need them, and let them find their own way home. They’d be safer without us. We made it to Jalyn without issue. We got Row cured. He did not expect the staff to be sentient so he wasn’t sure what to do with it. He needed more research. He suggested we leave it with him at the college but I don’t recall if we agreed to that. We made 7th. Andy made inquiries about our character's long term plans and will plan the next adventure based on something said, I guess. Jon can’t run next week so Andy will. It was an early night.
D&D Game 17 - 08/28/20
We started, exiting the dungeon after defeating the mummy and securing the staff his followers were after as a means of bringing him to life. Unfortunately, our NPC patron was still unconscious, held between life and death, with the crown barely holding the mummy rot at bay. We weren’t sure what his plan was after obtaining this staff. Destroy it, we assumed, but how? At the very least, it seemed obvious we should get it (and ourselves) as far from here as possible. So, we headed back to our camels and supplies and then on to the oasis we were at a couple of days ago. No time for a long rest but Andy allowed us a short rest during the travels. Rehk noticed that behind us, the land was transforming from desert to jungle. We tried to recall the history Row had told us. This land was a lush jungle and when the evil king was killed, it turned into a desert. So, we think restoring it to jungle is a sign that the king was defeated. There was some debate as to whether the staff we were carrying was causing the changes but we didn’t think so. The plants weren’t growing quickly but being magical revealed.
(Note from Dan: At this point, I had briefly thought we had somehow been transferred back in time to when before the curse and was going to try Navigation to check the stars but since the GM described the sand revealing the existing plants as we watched I decided that couldn't possibly be the case.)
We came upon the oasis but it had been transformed as well. It was full of people. There was a water wheel for grinding flour, buildings, stables, and all manner of civilization. We were perplexed. We did note that the tent of the noble lady who was too ill to speak to us last time was still there so that was as good a place to start as any. But first, we set up camp. The sorlock transcribed the Tiny Hut ritual into his book so that we could still have two castings and accommodate everyone. The swashbuckler paladin wrapped the dead shock staff into a blanket and carried it as if it was important in hopes of deceiving anyone who was after the real one still in the wagon. He and the monk went to visit the tent. The seneschal seemed to be having trouble remember him but did eventually. It was then revealed that it had been 6 months since we had last come through here. Magic. He asked some questions about where we’d been and we gave some vague answers. He asked if we needed any help. We said we had some need of healing arts and he said his lady might be able to help. She could be found at the bar in the cave we glanced in a couple days ago.
So, the wizard cast his hut spell to make Row comfortable. The two paladins and the fighter went to the bar to fetch the lady. The rest milled around camp, mainly guarding the staff which would seem to be the prime target. So, the bar was down an elaborate staircase into a vast chamber. All kinds of people were there including a larger blue mage doing tricks on a stage. The holy paladin immediately assumes he was evil and started to do his detect evil thing. There was some debate as to how powerful an evil needed to be in order to be detected but the upshot was the usual problem of Andy not wanted to reveal the alignment of everyone in the whole town on round one. There were some bandit looking guys giving them the eye. When the barmaid was asked, she said they had been in town several days, supposedly waiting for someone. The bartender was asked about the Lady and he sent a girl to inform her that the swashbuckler had returned. That took a while.
Meanwhile, the 2 bandits came over with purpose and they readied for combat. The paladins tried to defuse the situation, not wanted to get into a fight with half the party and in the middle of a bunch of innocents. The fighter accidentally spilled his beer on one guy but the other bandit pulled him away. “Not now.” The holy paladin decided to pay a pud to take a message to the rest of the party. But when the pub left, he was followed by a bandit. So, he followed, not wanting him to be killed in his service. There was some cat and mouse pursuit but nothing much came of it. Eventually, the rest of the group arrived in time for the fight. The Lady offered her services and we headed back to camp. The wizard asked her about the transformation of this bar. From a magical theory point of view. She was aware of creation spells like Fabricate but she did not cast them. She sort of implied the bar revealed itself and she sort of took procession of it and started this operation. As we left the cave, we could see or more like hear the bandits getting ready for action.
So, combat started. There was a bandit lord with 3 attacks and some command powers that gave his minions bonuses. Two bandit captains who also got 3 attacks. And lots of minions. Rehk wreaked havoc on the minions with his mighty blows, killing 1-2 a round. The wizard tried a Hold Person on round one but the Lord saved. The next round he cast a Slow, figuring it was more important to stop the 3 attacks a round from the big guys than kill a bunch of minions who weren’t doing much. All 4 missed their saves including the lord and a captain so that was good. The holy paladin ended up surrounded but the minions only did 1d6+3, most of which bounced off his heavy armor damage resistance. But it added up after 4-5 rounds. The rest just attacked. We were a little hampered because we still hadn’t had a long rest but with their big guns slowed and no spell casters on their side, they didn’t pose that big a threat. The NPC Lady just stood there watching but the bandits didn’t get that close to her. We gathered the loot under the guise of looking for clues but Andy didn’t have that list together so we’ll distribute that next time. The main guys did have those scorpion tattoos on the back of their necks so evidently, we didn’t kill all of them at the tomb. Andy decided to deal with the healing of Row next time so we ended there.
Deadwood - Game 9 - 08/14/2020
We started, still in the graveyard. Onacona tended to the wounded. At Thomas’s suggestion, Hawthorne and Virgil went to fetch the mayor, figuring it would be good to get the last remaining authority figure on our side. Phoebe Ann was sent to fetch Buster. The reporter NPC showed up and started asking questions. Unfortunately, all the “talking” characters had left so it fell to Thomas to describe the grisly scene in the church. However, she was pretty accepting of the story, given the evidence so that worked out okay. On their way to get the mayor at the bar, Hawthorne and Virgil heard cackles and screams coming from the doctor’s office. Hawthorne blew the locks away and Virgil burst through the doors. They were greeted with yet another grisly scene. The doctor was stripping the flesh of one of the guys from the train. Virgil demanded he drop the knife but the doctor charged instead. Unfortunately, Jon had forgotten to reload his pistol and it was too amusing to Brian to assume the reasonableness of a gunfighter would have surely reloaded despite Jon’s error. Brian gave him a Smarts roll which Jon rejected. The upshot was that Virgil took another wound before Hawthorne could blow him away.
Hawthorne made an amazing doctor roll and kept the victim alive although, with the mutilation, that may not be a good thing. The mayor showed up after and we all met up at the hotel with the wounded. He was happy to hear that the marshal was dead and not that concerned about the reverend. The rest of the townsfolk didn’t seem to care. Or at least none of them showed up. There were plenty of things to do. Thomas said he wanted to go back to the mine and check on the Indian spirit. Onacona also wanted to go as well as the NPC reporter. They headed up the mountain and back down into the mine. The spirit was not there but Onacona could sense a feeling of contentment.
Meanwhile, the rest decided to check out the ghost at the schoolhouse. Phoebe Ann was off shooting rats. Buster was convinced there was no ghost and eager to disprove it. When they entered the grounds, they were confronted with the ghost of the little girl again. Virgil attempted to turn her to no avail. She quickly summoned that whirlwind again. So, it was pretty much a repeat of Phoebe Ann’s encounter. Paul played his “Get a Clue” card and Brian pointed out that the back of the schoolhouse looked particularly colder than the already colder than town schoolyard. So, people started heading into the building. The ghost was dangerous but had to rolled to hit and missed most of the time. However, the whirlwind “hit” anyone trapped in it so that became a matter of how many exploding dice and therefore how many wounds and therefore how quickly your chips got used up. But since neither of them could be affected, the “combat” was completely one-sided. No one missed the various guts checks, at least.
The map was large and the movement rates are low so it took time, all the while under attack. Eventually, Virgil found a journal in the one desk that wasn’t destroyed. He ran out of the building and gave it a quick read. It belonged to the little girl and it seemed she had a crush on her teacher. Everyone immediately concluded that the teacher killed her (or worse). Buster found some girl’s mittens in the teacher’s desk. Big John finally got to the cabinet and found the decayed corpse of a little girl. Meanwhile, Thomas and Onacona enjoyed some overpriced snacks at the airport. The ghost was interested in the body and despite everyone’s urging to be honest with the ghost, Dan decided to go with the “nothing to see here” plan. Who knows which was right? At this point, at Virgil’s repeated urging, they ran for the fence so that could do some investigation and discussion. More attacks were taken but eventually, they all made it out and the attacks stopped. It was pretty comical. “I got a journal.” “It got some mittens.” “I got a corpse.” You win.
At the hotel, Thomas suggested asking the hotel owner about the school. It had been closed for 2-3 years and the teacher had long since moved away. So, there would be no closure on that although Hawthorne put finding him on his long-term plan list. I think a card was played and it was decided that a respectful burial was needed. (Note from Dan: I suggested the burial since it was the obvious and traditional solution but got a Beny taken away for not playing my Clueless . Everyone, including the priest, ignored me and wanted to to take the body to the demon-infested desecrated church instead. Who would have thunk? It took someone playing a card to get us to bury her.) Using the journal for material, Buster gave a nice speech and it was done. A quick trip back to the school and all was well. By then it was almost midnight so we wrapped it up. Ms. Pearl extended an offer to have Onacona become the town doctor since the old one was insane and dead. She said it would be okay if he set up shop outside of town if that was what was needed. I’m not sure how the townsfolk would react to that but any doctor is better than no doctor. As long as he didn’t strip their flesh off, it’s a step up. The last thing was Hawthorne making his vigor roll and staying alive one more game. Andy pointed out that he had had a -1 on his roll from his wound for 3 straight games but unfortunately it was still the same day. One long day.
Deadwood - Game 8 - 07/31/2020
We got off to a slow start. Several still needed to spend the Advancements they earned last time. Additionally, Brian could not get the adventure cards to deal out. He tried several things including assigning them manually but to no avail. We also tried rebooting. Eventually, we got going without them. The first order of business was to help all the wounded. Since Doc Hawthorne was just brought back to consciousness at the end of the last game, that put the Indian shaman in charge of it. He asked that the wounded be gathered outside to get away from any residual evil vibes in the church. However, Virgil wanted to search the evil reverend to make sure he was really dead. And not regenerating or anything. He did have a ceremonial dagger that when touched, felt “really wrong”. He wrapped it up and put it in his pack. He then decided to remove him from “his” church and brought him with him to the triage station. There were some arguments about how far away the body needed to be for Onacona to do his thing. It seemed rather pointless. During all that, Onacona hadn’t tended to anyone, waiting for everyone. But then he cast a spell to give himself a bonus to a skill for 5 rounds (+2 when he activated it with a raise) and it became clear why he was waiting. The fact that it took more than a round to do proper doctoring was waved aside. So finally, with wounded Doc’s assistance, he tended to Virgil, one of the Pearl Gang gals, the NPC Laura Giles, Big John, and finally Thomas. They rolled well enough such that only Virgil was left with a wound (better than the 3). Hawthorne still had a wound from last time.
Meanwhile, which is to say in the middle of, Phoebe Ann wandered off again. Of course, she was unwounded as usual. She decided to move the horses to the hotel. While doing that, she ran across the Marshal and a couple of deputies. They wanted to talk to Virgil and gave her a note to give to him. She returned to the churchyard and the note said for him to meet in the graveyard. So, everyone headed next door except Onacona who stayed with the NPC wounded. Phoebe Ann considered getting into the church tower in case there was trouble but Thomas convinced her that without Buster, who was obsessively working on his story, she’d be the one to hopefully defuse the situation with words. We all expected a “we said” “they said” exchange that would probably end up in a confrontation. Sure enough, with very little talking, the Marshal and his deputies opened fire. Turns out there were another 8-9 hiding behind tombstones and on the mausoleum roof. Brian pointed out that he had just bought the Danger Sense edge. However, Brian ruled (for now) that this would not stack with his Alertness so he only got a +2 and not the +4 he was expecting. +4 seemed like an automatic success which seemed wrong to Brian but was exactly what Brian was gunning for. Regardless, everyone got a Notice roll and only Thomas missed it and lost a round to surprise. Looking back, we could have approached this fight with a bit more caution but since two of us were already wounded, I think we were hoping to at least delay it a bit. A sneaking Thomas coming in from the north, for example, would have been a big help.
So, it became the “Shoot Out at the Double Tree Graveyard”. Heroes shot and dove for cover. Villains shot and most of them were already behind cover. That first round, the heroes got hit several times and started burning through their fate chips. Virgil got shot at a bunch. The Marshal was a common target and he used all the chips on that side. When Big John engaged him in hand to hand, he chose to beat on him with his pistol which was probably a win for us. However, people were hesitant to fire into that melee so shots were scattered amongst the minions. With most everyone getting +4 for cover, it slowed up. The fact that we didn’t have any adventure cards contributed to the slugfest nature of the fight. Those cards inject some uniqueness into things. The initiative cards were also behaving oddly. It seemed like each round, more of the low cards were not appearing. By round 4, Thomas drew a Queen but went second to last. As long as it went in random order, it didn’t really matter what cards were drawn except that it meant extra jokers. However, the heroes didn’t get their first joker until near the end at which point several were desperate for another chip.
After one round, maybe one minion was down. The main deputy fumbled, fell back into the mausoleum, and was never seen again. Onacona and a couple of Pearl Gang gals got onto the map and ran into the action as best they could. Even his owl got into it. After another round, maybe another 1 or 2 were down. This was going to take a while. But it was the fate chips that mattered. Ours ran out and he ran out. After a couple of rounds, Thomas and Phoebe Ann started risking firing to the melee. Thomas shook the Marshall and he had to take it. Phoebe Ann hit him and he had to take the wound. Hawthorne charged forward and got up against the mausoleum. The next round, he stepped in and blew the head of the Marshall off. He informed the minions but they disbelieved him and vowed to fight on to the death. Heroes started to press forward as the minions started to drop. Then they started to run but still shooting as they went. They were all gunned down soon enough. I think maybe only Phoebe Ann took a wound after using up all her chips on the previous hit with bad rolls.
At this point, Brian tried to wrap up since it was late. He wanted to move forward and start talking about long term fallout. Several were eager to do various bits and pieces but Brian deferred those and wrapped up. (Those bits and pieces were what most of us excepted the night to be about but the fight took longer than expected. +4 cover, mainly.) So, Ms. Pearl offered the Marshal job to Hawthorne who had picked the badge off the body. He agreed. Virgil had plans to clean up his church. We assumed Buster would get the newspaper going again. Thomas would sign on as a “ranger” and patrol the wilderness around town as a pseudo deputy. It sounded like Onacona planned to grab onto a similar role. As an ‘old ways” Indian shaman, his options were limited in town. Phoebe Ann had previously said she wanted to work over at the theater but was silent this night. Big John planned to stare at the mechanical organ in the bar which seemed more like a hobby. The last order of business was for Andy to roll his ailing hindrance. He had 3 fate chips at the ready but rolled two 1’s. So, it’s now a major and he’s dying. Some suggestions on what he can do about it (i.e. buy it off) were floated but nothing was decided. Lots of loose ends to work through next time. Ghosts, Indian spirits, rats and bees, former mayor and a town full of people who need to be told everything has changed, etc.
Deadwood - Game 6 - 07/03/2020
Brian felt we had rushed the end of the last game so he wanted to back up and spend more time roleplaying some things. Unfortunately, this meant that we were unable to play the flurry of cards that we used last time to aid this since we no longer had them. But first, we had to introduce Dave’s replacement for the dead Slim. Brian decided to explain Andy’s Doc Hawthorne’s absence by saying that he went to Denver with NPC Laura Giles. While there he met an old Indian friend, who followed the “Olde Ways”. Onacona. He had been having visions of some great imbalance in the natural world and when he saw Hawthorne, he knew that’s where he needed to go. Brian also allowed them to bring the horses we all intended to buy but could not have had on the train. They all arrived in town, sensing that the fear factor was much worse. As they tried to piece together what was going on, we shifted to the cleanup of the last battle.
The marshal with his deputies emerged from their stronghold and started bossing people around. He started hassling Virgil who had just broken out of jail the night before. When it was pointed out that Virgil had just assisted in saving the town from these walking dead, the marshal graciously allowed him to remain free. However, he accused us of bringing some of this misfortune with us, not entirely untrue, and put the responsibility of clearing the rat problem on Virgil. Phoebe Ann attempted to assist him with some fast talk but only got herself on the hook as well. Meanwhile, Thomas examined the body of Slim and was pretty sure he was dead. But he had no medical skill so he ran to the nearby town doctor’s office. That doctor was more interested in examining the walking dead (science!) than helping him. However, Thomas then spotted the rest of the group and knew Buster had some medical knowledge. So most everyone went to the stables to view the grisly scene. I believe it took a Guts roll which Phoebe Ann missed. This sent her crying back to the hotel which allowed those 2 characters to get re-linked in.
So, we got Slim out of the filthy barn and put him somewhere. The other bodies were cleared up. Buster and his ex-wife competed for the true story of the events, Slim’s heroic last stand, in particular. But since Thomas was the only living witness to it and he was Buster’s friend, Buster pretty much got the scoop. We debated what we should do. The choices were to try to deal with the things going on in the town or go to the mine and try to help the Indian spirit. Since the town seemed on the brink of spiritual collapse, which course would have the best immediate impact? Opinions fell on both sides but all could agree that we had to bury Slim in the morning first so that decision was deferred. That afternoon, Phoebe Ann stopped by the general store to see if they had any rat poison or traps. That led to an attack of killer wasps. (This town is like a dungeon. Every building is a monster or a trap or some other problem.) She managed to get away and stopped at the saloon to get a beer to steady her nerves. Bella managed to convince her to stay longer and drink more than she intended. When she didn’t return to the hotel, several characters went looking for her. They too encountered the wasps, the Doc getting the worst of it. Eventually, they found Phoebe Ann at the saloon. Bella tried to charm Big John but he managed to out fate chip the GM and everyone got out. (Dan: I played a card that turned her critical success into a failure. Brian says that John swears he saw fangs).
The next morning, we prepared for the funeral. Phoebe Ann, unphased by her late night of drinking (ah, youth), assisted by walking the town and inviting the people. Virgil started it by making a speech. He rolled a critical failure and ended up focused on what a mean SOB he was. Buster went next. With his storytelling edge, he could reduce the fear level in the town with a good roll. He did okay and with support from some others, managed to do some good. Phoebe Ann noticed a fresh grave with her name and today’s date on it. We also noticed that the tomb of Mr. Pearl was opened. A modest tracking roll indicated that it was opened from the inside. Unfortunately, with all the people in the graveyard, there was no way to track him further. We were then back to the debate on what to do. Virgil, in particular, could not just leave town with a walking dead unaccounted for. Phoebe Ann, on the other hand, had had enough of this town and was ready to go. As we debated, we headed towards the burned-out Pearl estate and spotted our zombie. A quick firefight put him down again. He was placed back into his coffin and we left town. As we left, the marshal locked eyes with Virgil and gave him the “you’re dead” sign. Thomas suggested we search for poison plants as a cover for leaving town before dealing with the rats. It turns out, with the fear rating so high, the woods were full of them.
He headed up to the Broken Earth mine. We suspected it would be guarded by the Reverend’s men since it seemed to be the source of his power. However, when Onacona’s owl scouted ahead, it reported no humans around. We searched the buildings for some lanterns and headed in. We came to an elevator however Onacona declared that his commitment to the “Olde Ways” would not allow him to ride in a mechanical thing such as this. He would climb down afterwards. As we piled in, Phoebe Ann spotted piles of rocks on trap doors above the car. We piled out and Thomas climbed up to see if there was some sort of catch to allow the Reverend’s men to use the elevator without getting crushed. There did not seem to be but he eventually triggered it. Once the rocks were cleared, we headed down. Onacona had no issues climbing. Once down, we encountered the spirits of several miners. They offered to help if we’d allow them to merge with us. Buster, Onacona and Phoebe Ann took them up on it. These spirits were forced to become Blood Men. (Or was it Mud Men? I was never clear.) Some questions were asked on them but they added nothing we didn’t already know. With them as guides, we headed straight to the main chamber.
In there we saw the Indian spirit, suspended above the ground by some sort of energy field. We saw two Mud Men shoving mud into a miner, transforming him into one of them. And we saw a guy fitting the Evil Reverend’s description, although none of us had ever seen him. He commanded his minions to kill us and then dove into one of the mud puddles, never to be seen again. So, the Mud Men had a big melee attack 1d10+1d6 and a decent ranged mud fling. And 7 points of toughness to overcome. We started blasting and they charged to attack. The first round Brian used some fate chips to hit Onacona and Buster, exploding that d10 and doing massive damage. Paul managed to explode his soak roll and did okay but Dave rolled “merely average” and was on death’s door again. The spirits launched out from the possessed and attacked what we thought were their original bodies. But once those bodies were dropped, the spirit disappeared so they didn’t have a big impact. It looked dire but they missed a lot and we were doing multiple shots and after 3 rounds, they were out and we were all standing.
The spirit, once everyone stopped interrupting him, thanked us for our efforts but told us our work was only half done. He then gave us a vision of the church, all decked out with evil pentagrams. He said he had enough power to allow us to use the same portal the Reverend did to get there instantly. Some more questions were asked but no further answers were given. We tried to figure out how to heal Onacona who had taken 3 wounds. Since it was the end of the night, there was a flurry of card questions, everyone trying to “bend” the intent of their cards to fit the situation. It was a bit of a mess. Eventually, I think Brian allowed Dave to use one of his cards to get the spirit to just heal him up so that we could move on. We stopped there although further discussions about various things continued on into the night. Next time, hopefully, we’ll finish off this guy. How much of the town’s problems will be solved by that and what possible ramifications there might be (i.e. there’s a lot of pro Reverend people in this town), remains to be seen. No advancement was given but we’ll probably get one next time which should boost us up to “seasoned”.
Deadwood - Game 5 - 06/19/2020
So, while the rest of the party was doing the spirit walk thing, Slim was forced out by critically missing a Vigor roll. While he waited, he spotted a scene down the mountain towards town. He saw 3 people on horseback shoot someone on foot and then ride towards town. He tried to call out to the others but they were currently out of their heads. So Slim went down to investigate by himself. Perhaps the wounded man could be helped. When he got down to where he thought it happened, he found nothing. No body, no tracks that he could read and most perplexing, no blood. He searched around but when he came up with nothing, he went back up the mountain. About that time, the others regained consciousness. The Indian, the camp, and the cave were gone. They compared notes while Slim described what he saw. While describing it, he spotted someone crawling towards town. This time everyone went down and eventually caught up to it. It turned out to be a walking dead man (crawling really) that turned the stomach on any who missed a Guts check. After some discussion, Phoebe Ann, who had it in her sights, put it out of its misery. The chronicler had to step away but somehow the players became convinced that more of these could be heading into town. So, the urgent trip to the trapped earth spirit was put on hold and we headed back into town.
We entered at the northeast corner and could see several walking dead trying to claw their way into buildings. We could tell the terror level in town was up a notch. We proceeded in initiative order, blasting away at any that we could see. Everyone but Slim and Thomas headed south along the east side of town. Dan arrived late and Brian placed him in the bar, further into town. There were several of them in there along with plenty of townsfolk including the mayor. So Big John finally got a chance to use his hand to hand skills. Despite their gang-up bonuses, he managed to stay up and beat on them. The rest headed down to help him but movement is slow without double moves and the town was big. Of note, Phoebe Ann jammed her rifle with a critical failure. Virgil gave her his, and she critical failed with it as well, this time hitting Buster who was engaged with one. She managed to do it again, jamming that rifle, a few rounds later. For the most part, they were just blasting away, taking them out as they could. A couple popped out of buildings to cause trouble. They were tough but at least they didn’t need a headshot to drop.
Meanwhile Slim and Thomas headed across the town with the intent of coming south on the west side. The action seemed to be at the bar but they didn’t know if there were any on that side. It seemed a waste of time when the Archer gang rode into town at the northwest corner. Slim acted at a joker and fired two warning shots at them while calling out for the marshal and his guys to come out to help. (They did not.) He then took cover behind the barn at the stables. Unfortunately, Thomas went last so he had to just stand there while all 10 of them went before him. But since Slim shot at them, they shot at him. But with the cover of the barn, the medium-range and being on horseback, only the last one managed to hit him which he soaked with a fate chip. When Thomas went, he ran behind the well and plugged the leader who was in the front of the pack. He soaked it away too. The next round Slim hit the leader and then stepped into the barn for better cover. He was feeling pretty invincible and Brian was rolling pretty poorly. Thomas also hit the leader and dropped him. On Slim’s next action, he killed the guy trying to bandage the leader guy. Thomas fell back to the trees, trying to maintain his rifle versus pistol range advantage, and trying to get closer to the rest of the group so they could hear him. He figured the bandits would ride towards him but instead most dismounted and came into the barn, looking for Slim.
So initially Slim managed to avoid getting hit but eventually his luck ran out. (As did their minuses to hit.) He got hit with exploding damaging (is there any other kind?) and rolled poorly on his soak. That used up the rest of his fate chips. The next hit did 3 wounds and he had to just take it. That left him 1 wound from dead, bleeding out, shaken, etc. (He also lost one permanent die of Vigor from the serious gut shot wound.) Brian said that they’d ignore him, laying in a pool of blood and go after Thomas. However, Dave pointed out that he wasn’t down. Staying in character, he leaned against the wall and hurled insults at them. Thomas burned some chips to get closer to the barn but he couldn’t get there in time. Brian gave Dave one more chance to live like a possum but he elected to die like a mean SOB. (Turns out these guys were “bloodthirsty” so any parley attempts would have been tough.) One of them went and finished Slim off. The next round, Dave got a Joker which gave him a fate chip. He used it for one final shot as he fell. He hit but didn’t kill the bandit. Thomas went next, leaped into the barn, and finished him off. At that point, the bandits had gotten back on their horses and left town. Slim and Thomas had managed to kill over half of them but they killed half of us.
The rest was storyboarding. Buster used his new tale-telling edge to tell the heroic story of Slim’s last stand. He used a card that guaranteed his success. Phoebe Ann assisted and with a teamwork card from Thomas got double the normal bonus. All that reduced the fear level in the town a couple of points. Evidently, we were at a 5 and at 6 it becomes a piece of Hell, beyond redemption. We also parleyed that into getting the marshal to forgive Virgil for his crimes. (I suspect the Preacher, if we ever find him, won’t be so forgiving.) Slim was buried in the local cemetery. When asked where he’d like to be put, Dave suggested he be placed on the edge of the path so that people might trip on his tombstone on their way by. Mean to the last. I believe is tombstone read “Meanest SOB to ever grace Colorado.” We stopped there since it was midnight. Dave was given a ton of suggestions on a new character. Unfortunately, Slim was the cornerstone of the whole adventure so it might be nice if his new guy was also a railroad guy but I suspect he’ll go in a different direction. We’ll work it out. Someone from the town? Someone on the train? Someone that happens to wander by? We shall see. It’s a lethal system and we made it to game 5 before the first death. Rest well, Slim.
Deadwood - Game 4 - 06/05/2020
Brian backed up time a bit to launch the game. Most of the players were having dinner at the hotel, discussing what we’d seen. (Andy did not play.) But the main topic of conversation was what we were going to do about Slim being arrested. A couple noticed that their mash potatoes were in the shape of the Coffin Rock but then a second look, they did not. There was also a strong flower scent downstairs, as if some odor was being masked. Both of those turned Virgil off the meal. About then, Slim showed up with the Marshall who joined us. That curtailed some of the discussion. Meanwhile, Phoebe-Ann passed by the graveyard and thought she heard moaning. As she got closer, it was revealed that Big John was in one of the newly dug graves. He did not remember leaving the theater/brothel or why he was wearing a dress. Once Phoebe stopped laughing, she went back to the hotel to get him some clothes and a rope. She sped by the dinner crowd, grabbed the stuff, and climbed out the window to avoid any questions. Unfortunately, that climb wasn’t very good a several heard something. But nothing came of it. Big John had gotten out of the grave and removed the dress. Phoebe didn’t like the sight of him in his long johns and pushed him back in. They returned to the hotel, washed up, and joined the dinner. As the Marshall was leaving, Phoebe started asking questions. Brian player his “spill the beans” card which should have gotten him to spill his guts. But Brian couldn’t reveal the entire plot so she pretty much got what we’d already known.
After dinner, we spilt up again. Virgil went back to the church with Thomas and Slim. They found the church doors locked which flabbergasted Virgil. Thomas went around to a window and found that there were 12-20 people in there. Virgil attempted to kick the doors open but they were too tough. Soon enough the door was opened. We more or less burst in and found the people getting ready to bed down for the night. Since these were people from out of town, drawn in by the church, they had nowhere else to stay. Basically, Jon was playing up his righteous preacher paladin, making accusations and demanding answers. He got none. Once again, no one in this town thinks anything is wrong. Dave played up his mean investigator, checking out the church and pretty much ignoring the confused church folk. Dave was left trying to play his mild-mannered, trying in vain to keep things from getting out of hand. Slim noticed that one of the stain glass windows depicted the final judgment and casting into the fiery pits. Those being cast looked much like our party. Thomas confirmed and chalked it up to yet another weird vision but when Virgil noticed the part of Jesus had been replaced by who we assumed to be the preacher in the middle of all this, he declared to be blasphemous. To everyone’s surprise, he pulled his gun and shot the preacher image right out of the window. Pause here.
Meanwhile, Big John went back to the theater to get his gear back, bringing Phoebe and Buster as his (persuasion skilled) backup. That went easy enough. Phoebe stayed at the bar and knock back some whiskey while talking to the madame. But she had no new information. The other two talked to one of the girls and got his stuff back. Buster attempted to ascertain if this sort of thing happened all the time. She seemed to think he had just had too much to drink and went loco. We put it on the list of strange things and moved on. On their way back, they heard the shot at the church. They raced towards it. Meanwhile, Slim drew on Virgil and ordered him to put down the gun. Virgil was certain he was in the right. But then the church folk who weren’t even important enough to be on the map, started acting. Most of the men charged Virgil. He had a good parry but each new foe gave them bonuses to hit and once they got 4-5 around him, he was brought down. Slim tried to sell it as temporary insanity brought on by the train attack but they didn’t buy it any better when Phoebe tried it to save Slim the day before. Like before, Virgil was arrested and put in a cell for the night. Again, he played a card, this time to acquire a skill (thievery) temporarily. With some rolls and some fate dice, he managed to get away.
So, Virgil went back to the church and waited as far in the woods as he could and still watch the church. The Marshall woke the rest of the group and asked questions about the jailbreak. We could honestly say we had no idea where he was. They almost got him, figuring he’d been watching the church, but he managed to elude them. The next morning Phoebe was up early since she was not awoken by the Marshal, went next door to check out the school. It was I ruins, the windows all blown out from the inside. The area was extra cold. She was attacked by a whirlwind of debris that didn’t do any real damage. Undeterred, she continued until she was confronted by the ghost of a child. A brief conversation ended with Phoebe trying to get away. She won initiative the first round and avoided her touch but lost the second. She got two streaks of gray in her hair for her troubles. She ran past Thomas on the way to her room. When she told him what had happened, Thomas was unsurprised. With all we’ve seen, of course, there’s a ghost.
So, the plan was to meet with Miss Pearl. Buster figured since everyone in this town seemed unconcerned about the strangeness, maybe the unhappy Miss Pearl would be more informative. Or at least more willing to talk. Virgil met with us outside of town. He had had a rough night of little sleep but he did have a dream/vision about the Coffin Rock. Miss Pearl was still mainly concerned about her deeds. When we told her that we’d seen deeds in her name in the mayor’s office, she was eager to retrieve them. On the list. However, until we could put them in front of a law above the Marshall, I don’t think they are going to do any good. She also said that the mines had all run dry about the same time. All the miners and most of the residents had left town. It made us wonder why she was so eager to own a piece of this town. She said it wasn’t too hard to get up to the rock. She’d done it as a kid. Other than that, she really didn’t have much new information.
So, we went through town and headed up the trail. Virgil managed to go around and met us. At the rock, we met an Indian by the name of Laughs at Darkness. He said we had been chosen to end the great evil in the area. Tell us more. We participated in a ceremony. First, there was a Vigor roll that Slim missed so he had to bow out. Then a Spirit roll. Our spirits flew to the nearby mine at the bottom of which was a trapped spirit. It said that it had been protecting this land for thousands of years but recently the miners had dug too deep and it had lost its connection to the land and its power was reduced. Then a white man with knowledge of dark magic managed to tap its power for his own purposes. The Preacher, we assume. It wanted us to go to the mine to help it and restore balance to the land. Finally, a task. So, the plan is to go directly to the mine next time. Even though it was late afternoon, we didn’t want to risk getting waylaid in town. Luckily the vision had left us well-rested, even Virgil who had been up all night. (Slim is unfortunately fatigued.) There is still some doubt as to whether helping this spirit is the right thing to do but at least we can check it out. Another advancement was granted. The next game is planned for 2 weeks.
Deadwood - Game 3 - 05/22/2020
Game 3 - 5/22/2020
We switched back to the old Fantasy Grounds since it seemed like FGU wasn’t quite ready. Brian said that Jon’s character (Virgil Bowden) was the religious man that was on the train previously. I’m not sure why he’s joined us exactly but I suspect we’ll find trouble soon enough and he’ll pitch in. We figured he stayed with the train when we fought the spiders. We did a little rehashing of the past events but got going pretty fast. Slim had noticed supplies associate with a new spur a ways back and figured that would be the easiest path towards Coffin Rock. So we headed that way at an angle. A good tracking roll from Thomas later and we were on the path. We didn’t have any trouble and soon found ourselves on the Coffin Rock map.
We heard gunfire and saw a riderless horse running toward us. The Doc managed to grab it. Others ran forward and saw a woman being attacked by two men that didn’t look quite human. One of them seemed to shoot something from his hand but it was hard to tell at that distance. Despite the range and the risk of hitting her, they were dropped soon enough. She was dress as a person at home in the wilderness. She was the daughter of the man who used to own a large portion of the town. He was killed when his mansion burned down. She returned from her boarding school back east for the funeral. She claims the town Sheriff had cheated her out of her inheritance and advised us to avoid him. Some of her friends/employees (a group of similarly equipped ladies) arrived. Despite the fact that they avoided the town, they agreed to help us and our innocents get there. She said we could contact her by leaving notes under a rock by the town sign so it must really mean she avoids the sheriff. We made it into town without further issue.
We headed to the hotel first to get the wounded woman settled in. Phoebe-Ann ran ahead to fetch the town doctor and Virgil headed to the nearby church. They had reservations under Slim and Phoebe-Ann and despite our unexpected numbers, they managed to find a place for everyone. There was no telegraph or mail service beyond the stagecoach so the train people might be here a while. The owner said his wife has been feeling poorly (we should have our doctor check that out) so he wouldn’t be able to serve the meals he normally would have. The railroad cook offered to take over. Buster heard faint crying but the sound seemed to move about and he was unable to pinpoint it. Big John and Slim noticed their reflections in the windows looked more worried than their actual faces. That was just the tip of the weirdness we were about to find.
Virgil went over to the church. We noticed that the bell kept ringing, even during the service. He noticed that there were no kids in attendance. He noticed that those in the sun, looked bruised and battered and those on the other side did not. When he sat with them, he too looked battered but when he moved over, he did not. The kids were sent over to keep them busy while their injured mother was examined by the town doctor. The sermon was so boring, one of them fell asleep on the floor. Virgil sent them back afterward. Once it was over, no one seemed to leave. He questioned the deacon who was standing in for Reverend Cheval. The Reverend was out in the area, “gathering” more to their flock. They call themselves the Brethren of the New Covent. The deacon was very proud that people from other states were coming in to be part of what was going on in the town. Virgil asked about the Blood Men but got nothing. Basically, he admitted that things were strange but claim that it was a sign of great things coming to the town. Virgil returned to the hotel with that bell still ringing.
Phoebe-Ann made it to the doctor. The office seemed worn but organized. The doctor seemed concerned for her health but with her urging, she got him moving. He moved slow due to his heavyweight but came eventually. Phoebe-Ann checked into her princess suite on the top floor and took a bath. Our Doc said that the town doctor was competent. Meanwhile Buster, Thomas, and Slim went to the sheriff’s office. Thomas noticed a red welt around his neck (i.e. from a noose) in his reflection from the sheriff’s badge hanging outside. The Marshal was not there but there were plenty of tough-looking deputies. Buster wanted to check in with the local law, told them about the attack of the Blood Men, and about the train wreck. They said it was likely the Archer gang however they had never hit anything that big and were thought to have around 6 men which were way too small. Thomas looked that their wanted posters and didn’t notice a match. It did seem to be a large number of deputies for such a small town. Slim asked Deputy Wilbur about that and got a steely stare back. That conversion escalated and Slim was in danger of getting into trouble so he left. He went next door to the bank and found that it had been cleared out. As they headed back to the hotel, Hawthorne and Phoebe decided to go to the church and investigate the bell. They slipped up the stairs and Hawthorne boosted her up into the bell tower. She found that the bell was moving without any rope, mechanism or person. She cut the leather strap and removed the clacker. Hawthorne tossed it into a barrel of water they found up there and they exited.
We regrouped at the hotel and compared notes. We tried to come up with a plan of action but there were still lots of buildings and people to check out so the best plan we could come up with was to split up and just start working on the list with the hour of daylight left.
Slim, Virgil, and Hawthorne went to the Assay office. It still seemed in business, unlike the bank, but currently closed despite it still being within operating hours posted on the door. Their reflections had a look of greed to them. After vigorous knocking, Slim picked the lock and went in. With the others standing guard, he did a critical failure on his research roll to search the papers but then used a red chip to get a better roll. About then, 2 deputies came down the street and the other two stalled them. They said they had business at the salon next door and they went in with them. These windows were too dirty to show reflections. They found the mayor, drinking heavily. He said that the town had been going downhill since Mr. Pearl was killed in that fire and he felt responsible. There was also an invention in the corner, just sitting there. The inventor had disappeared. The kept eyeing the deputies and talked to the mayor. The bell had been ringing so long, he didn’t even notice it anymore. The Reverend Cheval showed up a few months before the fire. He said maybe it’s a good thing as they were growing the town although they mostly stayed to themselves. Meanwhile, back at the assayer’s office Slim found that the last transaction was 5 months ago which seemed odd for a mining town. Either the mines had dried up or they weren’t using the town anymore. He then tried to pick lock on the back room and did another critical failure. But he was out of chips. Two more deputies got the drop on him and he had no choice but to drop his gun. He tried to claimed that he’d seen a ghost in here but they didn’t buy it and cuffed him. About this time, Phoebe-Ann happened to be going by. She tried to support his crazy ghost story with a persuasion roll. She rolled well enough to come along to make a statement but not near good enough to get him off the hook. Meanwhile, back in the salon, Hawthorne asked whether Mr. Pearl had any relatives. He said he had a daughter back east who came for the funeral but then left as far as he knew. He assumed she was rich since she should now own half the town. They went to his office and he had records that showed it.
Buster, Thomas, and the NPC report went to the burnt-out mansion but there was not much left. They could tell it happened a few months ago, but nothing else. They stopped at the Newspaper office on the way back. In their eagerness to get in before the other, the newspaper folks burst into the building, only to fall through the weakened floor and into the basement. That unleashed a swarm of rats that, unless dealt with, would increase the fear level in town. They got out without issue and returned to the hotel. Meanwhile, Big John and Phoebe went to the Theater. The madame offered to sell Phoebe-Ann a beer which pleased her to finally be treated as an adult. Given her rural upbringing, she was impressed by the fancy theater which was actually pretty shabby. The fact that it was a brothel seemed to elude her. John went upstairs to check that out but the rooms were closed. He was then propositioned but her persuasion roll was low. Brian spent a GM chip and did a bit better. For $10, he got two girls but what happened after that, occurred off-camera. Phoebe-Ann talked to the madame. She said that people were leaving because the mines were running dry. She claimed to know nothing about Blood Men. Eventually Phoebe-Ann got creeped out by the looks she was getting by the patrons and left. She had her little encounter with the law and headed back to the hotel by way of the graveyard.
Andy had to leave so we tried to shut down for the night but Dave wanted to play his adventure card before he lost it. It was a Contacts one. So, it turns out he knew the Marshal as he used to work for the railroad too. They got along because both were mean SOBs. Slim knew he was greedy and figured that with enough cash, maybe he could get out of this. Marshal claimed he owned half the town. He was not worried about the weirdness and figured once the Reverend got things turned around, he’d make a killing. He asked for $50 dollars toward a steak dinner in Denver like they used to have in the old days. Slim agreed and invited him to join us for dinner. So, as we sat at dinner trying to figure out what to do about Slim being arrested, he showed up arm in arm with the Marshal. That might be troublesome since he’s likely one of the two villains in this story, along with the Reverend. We stopped there with the impending threat of the creepy graveyard at sunset and the promise of some action.