Go West Thread

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Go West Thread

Postby [red] » Thu Jun 20, 2019 4:10 pm

I don't think people are actually interested, but here is my summary thread. Even if this doesn't help people reading this, it helps me writing this.

Here is the campaign supplement: https://docs.google.com/document/d/1n-b ... sp=sharing

This is a D&D 5e semi-hack for a Wild-West / D&D Hybrid: elves and dwarves, gnomes and kobolds, pistols and trains.

[Cast] wrote:Here is the party: The Knucklediggers
- Mortikai, A Human Bard Cardshark (custom subclass), a former sharpshooter / performer with a now-shaky hand
- Bernard, the Kobold Paladin Bounty Hunter (custom subclass) who has limited deputy authority
- Bronock, An Elf Rogue, played very ranger-eque (but no magic), that was previously a wilderness tracker
- Ovin, A Dwarf Fighter, the Muscle (custom subclass) that has been kicked out of his clan
- "Smokes" Alvis, A Human Fighter Battlemaster, who dropped out of college before joining the military

All custom subclasses can be found in the link above.


Wild West Campaign Session Zero

About three years ago, the party was in a group of light cavalry unit, approximately 500 strong, fighting for the Allied Provinces of Freehide - an electoral democracy. THE APF won the war against their northern neighbors (DeCiel) and set up favorable territorial boundaries. While there were several decisive victories that gave the APF the war, but there was a minor battle that was a devastating loss. This battle was a route against the PC's unit, from which about 50 got separated the main body and had to regroup. The rest of the unit (about 450) were all killed. It took a few days for the remainder to reach a friendly force, and by that time it looked like they had deserted. The war ended and they all were discharged (not quite dishonorably, but not quite honorably), and their commanding officer (Randolph Scott) was discharged dishonorably.

About 2 years went by, and they ran into each other in the frontier, recognizing each other as old army pals. Under the guidance of their commanding officer, they began collecting criminal bounties to make a living. They are 'renting' a room in the basement of a bar / gambling house called 'The House of Cards,' which is owned by a local VA rep who thought they got a bum deal.

Here is the party:
- A Human Bard Cardshark (custom subclass), a former sharpshooter / performer with a now-shaky hand
- Bernard, the Kobold Paladin Bounty Hunter (custom subclass) who has limited deputy authority
- An Elf Rogue, played very ranger-eque (but no magic), that was previously a tracker
- A Dwarf Fighter, the Muscle (custom subclass) that has been kicked out of his clan
- A Human Fighter Battlemaster, who dropped out of college before joining the military

Storyline Quests - While my games are open-ended, I will typically put a name to the quest and write down related information based on what the party decides to do (knowing that they can change their mind), a la Fallout but using their goals and approaches. It gives a bit of flavor, a bit of a hint, and a bit of a prod that says 'this way, there be plot.' They are just keynote plot-threads that I can dangle.

The Starting Quests are:
- Go West, Young Man, Go West.
- Would You Do It For Randolph Scott?
- Like a House of Cards
- Blue Shadows on the Trail

I have also given them the following bounties:

- Wanted: Sheer's Red Caps, a notorious gang that covers their faces with red hankerchiefs. 20 gp per recovered red scarf. Wanted for racketeering, murder, theft, and robbery.
- Wanted: Smiling Wini, aka Winifred Sandleaf, for magical mischief and robbery, bank robbery, eluding police, and murder, 300 gp
- Wanted: Big Damn Jonn, a highly dangerous Ogre wanted for 10 known murders, robbery, cattle mutilation, 2,500 gp.

---

Go West Session 1: The Great Train Robbery

The party starts on the train (the drinks caboose), heading into a main hub to turn in a bounty. Some archaeologist dude mis-remembers one of the party members and tells the guy all about a historic find in the ruins that he has named after himself: Heisen Spheres. Weird black orbs that are obviously magic and crackle when touched. The archaeologist goes up the train to check on the cargo (these spheres) and one of the PCs go with him to see what he is talking about. They walk in on a group of criminals- The Red Caps- stealing the Heisen Spheres. Bang - the archaeologist falls over, shot, dies.

The PCs work their way up the train, shooting it out with the Red Caps. They find the leader of the gang and a magic-user at the front of the train. Just before the train enters a tunnel, the PCs see that a bridge on just the other side of the tunnel blows up - which will send the train careening into the lake beneath - and then the train is in a tunnel. The bandits unhook the engine, extend out balloons just after they clear the tunnel, and fly away with the train engine and the Heisen Spheres - but one of the spheres falls out and the PCs catch it.

The emergency break engages before the train careens into the water, saving everyone.

----

Go West Session 2: Puttering Around Rivervalle

Almost a bottle episode. The decided to hold onto the Heisen Sphere that they recovered. In the previous session, a box of Heisen Spheres was stolen. They decided not to turn it over to the authorities (who asked for any physical evidence) and pocketed it for now. They do not know what it is or what it does.

The party made it in town and cashed in on some bounties (after everyone leveled up to 2 from last session). They also grabbed a new bounty off the shelf: Drakes Eatin Cattle, 75 gp per head for each Drake. In this world, a drake is a small dragon. They were told they got some funky breath that hurts folks before getting eatted [sic].

They found out that Red Cap bandits have been stealing equipment on the road coming into town - including a still used for alchemy, that could be used to brew potions -- including a Water Breathing Potion that they recovered from the bandits.

The PCs are now exploring a mine nearby that is being used as a base of operations.

---

Go West Session 3: Flooded Mines Part I

Folks started out in a battle that they stumbled into last session, with a gang called the Red Caps. They killed all the gang members except one. After the application of a charm spell and saving him from drowning, they got him talking. They learned that the missing alchemy equipment wasn't there - it had been relocated to a town called Rincewind (that they previously heard has been harassed by the Red Cap Gang. According to their new friend, the Red Caps were using it to brew up Water Breathing Potions and stashing their loot into otherwise inaccessible areas of the Flooded Mines. There are also extremely large Angler Fish swimming in the mines, ready to snack on people taking a swim, and they saw one devour a hapless gang member that fell into the water.

They puttered around and learned the hard way that they reeeeealllly need to keep their own map, as they are discovering a lot of branching paths and vague ideas about where to go.

They took down two groups this session with relative ease, so I will likely have to up the difficulty slightly.

---

Go West Session 4: Flooded Mines Part II

We had two players out, so it was a group of three.

The party started in a mine that local bandits were using to hide their thefts. Last session, they finished a battle and found a large crate and empty potion bottles. The bottles and prior knowledge let them know that the bandits were stashing their stolen goods underwater, using waterbreathing potions. The stashes are guarded by powerful cave Angler Fish.

The crate contained a large mechanical turbine, very cylindrical. There were instructions hidden in a compartment that they found that indicated the device relates to a secret government project. The party took a crucial component out to make sure the bandits cannot find a way to use it.

Next room, the group walked into a trap. They made it to the middle of the room when a large dragonborn hoodlum named Clyde pulled a lever, plunging them into water. They were washed deeper into the mine and found a door puzzle of two dwarvern statutes with moving arms, a safe room behind one door, and a massive plant-based fiend behind the other door. They killed the fiend, wondered back into the main corridor, and took on a load of bandits in an underground cactus farm.

Open Plot-Lines:

Go West, Young Man
- Two years ago, the 34th Regiment, known as the Knucklediggers, heroically died while standing against the army of Brigadier Brock Isaac Beniton of the DuCiel. Only a handful escaped (the PCs), and were considered dishonorable for abandoning the fight.
- The redcaps stole a large turbine from the Federation of Allied Provinces, the purpose of which is unclear. The party removed a crucial piece to render it non-functional.

Would You Do It For Randolph Scott?
- The PC's mentor, Sheriff Randolph Scott, is hunting the Red Caps. He will leave a note for the PCs if he heads out of town on a lead.
- A group of Red Caps robbed a train, stealing a crate of Heisen Spheres.
- The PCs have found a local base of operations in an abandoned and partially flooded mine near Rivervalle.
- The Red Caps have stolen alchemy equipment and are using it to brew Water Breathing Potions. They are stashing some of their loot in a Flooded Mine near Rivervalle.
- The Red Caps have a base of operations in Rincewind, where they are brewing up Water Breathing Potions.

Like a House of Cards
- The Heisen Spheres were stolen out of a crate marked 'Steele and Smyth Trading Co.', which one of the PCs recognizes as having an office on the second floor of the Tavern 'House of Cards' where the PCs rent a room.
- The manager of that Steele and Smyth Trading Co. office (William Schelley) plays cards regularly against one of the PCs (Mortikai).

Blue Shadows on the Trail
- 11 Heisen Spheres were stolen off a train by the Red Caps.
- The PCs have 1 Heisen Sphere in their possession. They have decided to hold onto it rather than give it over to the authorities as evidence.
Last edited by [red] on Mon Jul 22, 2019 12:04 pm, edited 5 times in total.
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Re: Go West Thread

Postby [red] » Wed Jul 03, 2019 10:54 am

EDIT: added the campaign supplement doc link if anyone is interested, with custom subclasses, fighting styles, and re-worked races for the campaign. Some of it is even balanced, but not nearly enough of it.

Go West Session 5: Flooded Mines Part III (Finale)

Bronock, Ovin, and Smokes were pushing the party this time (with the other two players out). They finished scouting around the mines.

Mini-Boss time (Or second level boss, I guess) - they ran into the Red Caps' lieutenant (bandits) Clyde - a buff Dragonborn using big melee. They downed him after taking some fairly severe damage, but I made the narrative decision that he was not dead, but dying absent some intervention.

The decided to heal Clyde and interrogate him, but they guy is mute and his hands are tied (in game, he know sign language, but none of the players do), so he answered a number of yes / no questions and tried to avoid getting taken in for his bounty. The PCs did not bite - they decided to cash in for 400 gp. They handed him over, bought supplies with the cash, and hit the hotel for a nice rest.

That night, Ovin had a dream. There were centipedes in the background skittering around, he was bare-chested, and he was wondering around a comfy cave. He climbed up a long, vertical shaft (by climbing up the side of the wall quite simply) into a gathering room with similar vertical hallways in various places. There was a shimmering door he tried to get through, but it kept pushing him back and electrifying him. The other PCs noticed Ovin was taking damage as he slept, and was visibly bleeding.

He ended the dream by howling (in a language he doesn't speak) and slamming his fists into the shimmering concave door, where he sees a brief reflection of himself as Ovin with odd mandibles in his mouth and centipede legs and body extending from his torso. And then, awake. This is actually an important plot point, but I will presently refrain from adding it below into the quest tracker, and would like to see what the PCs do with it.

Altogether, some fairly nice wrap-up for one 'dungeon' and plenty of unanswered questions.

Open Plot-Lines:

Go West, Young Man
- Two years ago, the 34th Regiment, known as the Knucklediggers, heroically died while standing against the army of Brigadier Brock Isaac Beniton of the DuCiel. Only a handful escaped (the PCs), and were considered dishonorable for abandoning the fight.
- The redcaps stole a large turbine from the Federation of Allied Provinces, the purpose of which is unclear. The party removed a crucial piece to render it non-functional.

Would You Do It For Randolph Scott?
- The PC's mentor, Sheriff Randolph Scott, is hunting the Red Caps. He will leave a note for the PCs if he heads out of town on a lead.
- A group of Red Caps robbed a train, stealing a crate of Heisen Spheres.
- The PCs have found a local base of operations in an abandoned and partially flooded mine near Rivervalle.
- The Red Caps have stolen alchemy equipment and are using it to brew Water Breathing Potions. They are stashing some of their loot in a Flooded Mine near Rivervalle.
- The Red Caps have a base of operations in Rincewind, where they are brewing up Water Breathing Potions.
- Clyde has been captured, and his bounty has been cashed in.

Like a House of Cards
- The Heisen Spheres were stolen out of a crate marked 'Steele and Smyth Trading Co.', which one of the PCs recognizes as having an office on the second floor of the Tavern 'House of Cards' where the PCs rent a room.
- The manager of that Steele and Smyth Trading Co. office (William Schelley) plays cards regularly against one of the PCs (Mortikai).

Blue Shadows on the Trail
- 11 Heisen Spheres were stolen off a train by the Red Caps.
- The PCs have 1 Heisen Sphere in their possession. They have decided to hold onto it rather than give it over to the authorities as evidence.
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Re: Go West Thread

Postby [red] » Mon Aug 12, 2019 3:44 pm

Go West Session 5: Inside the House of Cards

The Knucklediggers

- Mortikai, A Human Bard Cardshark (custom subclass), a former sharpshooter / performer with a now-shaky hand
- Bernard, the Kobold Paladin Bounty Hunter (custom subclass) who has limited deputy authority
- Bronock, An Elf Rogue, played very ranger-eque (but no magic), that was previously a wilderness tracker
- Ovin, A Dwarf Fighter, the Muscle (custom subclass) that has been kicked out of his clan
- "Smokes" Alvis, A Human Fighter Battlemaster, who dropped out of college before joining the military


We started out on the train to Broken Axle, a small town that used to be the gateway to the west prior to the arrival of the train. Now it is a small town, best known for switching trains.

A small gambling establishment called the House of Cards sits in the middle of the town. Its a bar and small gambling establishment ran by a family of gnomes, with Chastity the barmaid as the PC's contact. It has no rooms for rent, but the PCs have rented out the basement as a base of operations. They also rent the upstairs to Steele and Smyth Trading Company for their offices.

The PCs roll into town and head straight to the house of cards. there is a Pravatan lady playing a piano and five figures sitting around a poker table, including William Schelly, the manager for Steele and Smyth Trading Company.

Three of them head to the bar for food and drink. Bernard strolls over to the Pravatan pianist, Windy Twoeyes. Pravatan are six-armed naga women: snake hips and down, woman top, six arms. Basically a less demon maralith. Bernard tries to do the hook-up (of course), but keep in mind he is a small kobold and she is a fairly large snake-women. None-the-less, he (somehow) manages to accompany her through singing as she plays the piano.

Mortikai (cardshark) immediately sits at the table with Mister Schelley and the four others - a cadre of bounty hunters (similar to the PCs) that are on the hunt up North in the town of Rincewind. Here, I paused and made the table tell me who the bounty hunters are - including names and what they are known for; they approached it with a level of sophistication and maturity I should have expected:

The Anti-Party

Dick, The Reflux Kid - Male Human sharpshooter, known for his acid reflux, but a very good marksman.
Molly - Female Human w/a cockney accent, big drinker, and uses a cricket bat. Tough as nails.
Sam - Female Human knife-fighter. Sneaky.
Annie Oakleaf - Female Elven Mechanic, makers her own weapons. Tinkerer. [edit: prior name was a sub in b/c I could not remember it]
Scaley Dan (Danadidariadan) - Male Dragonborn Paladin, known for his rigorous virtue, although he is easily fooled.


All but Scaley Dan were at the poker table, throwing money around because they could. The Reflux Kid was being a terrible person all around, talking big and heading up north to Rincewind to hunt some criminals - the same ones the party is going after. After playing a few hands, Scaley Dan busts in, extols the horror of gambling, drinking, and other vices. The party at the bar buys him a sprtizer after assuring him that it is non-alcoholic (which is untrue), and he gets a taste for it. The anti-party heads out to the train to head north. A couple of PCs decide to follow. They hear that the Reflux Kid might be willing to remove other bounty hunters that get in the way....he just has to keep Scaley Dan distracted.

Mortikai and Bronock start talking with Mister Schelley about his business. You see, during session 1, they intercepted a bunch of bandits that stole a shipment of Heisen Spheres out of a crate marked 'Steele and Smyth Trading Company.' They talk in private, and Mister Schelly offers some money to the party for the return of any Heisen Spheres.

Later that night, Windy Twoeyes visits the boys in the basement, chatting. Declares them all to be friends, and mentions that there were a few missives sent by Mister Schelly after they left.

Open Plot Lines:

Go West, Young Man
- Two years ago, the 34th Regiment, known as the Knucklediggers, heroically died while standing against the army of Brigadier Brock Isaac Beniton of the DuCiel. Only a handful escaped (the PCs), and were considered dishonorable for abandoning the fight.
- The redcaps stole a large turbine from the Federation of Allied Provinces, the purpose of which is unclear. The party removed a crucial piece to render it non-functional.

Would You Do It For Randolph Scott?
- The PC's mentor, Sheriff Randolph Scott, is hunting the Red Caps. He will leave a note for the PCs if he heads out of town on a lead.
- A group of Red Caps robbed a train, stealing a crate of Heisen Spheres.
- The Red Caps have stolen alchemy equipment and are using it to brew Water Breathing Potions. They are stashing some of their loot in a Flooded Mine near Rivervalle.
- The Red Caps have a base of operations in Rincewind, where they are brewing up Water Breathing Potions.
- A group of rival bounty hunters have headed to Rincewind to cash in on some redcap bounties - they are not above eliminating the competition.

Like a House of Cards
- The Heisen Spheres were stolen out of a crate marked 'Steele and Smyth Trading Co.', which one of the PCs recognizes as having an office on the second floor of the Tavern 'House of Cards' where the PCs rent a room.
- The manager of that Steele and Smyth Trading Co. office (William Schelley) plays cards regularly against one of the PCs (Mortikai).
- William Schelley is willing to pay to retrieve any Heisen Spheres that the PCs can get their hands on.

Blue Shadows on the Trail
- 11 Heisen Spheres were stolen off a train by the Red Caps.
- The PCs have 1 Heisen Sphere in their possession. They have decided to hold onto it rather than give it over to the authorities as evidence.

Open Bounties:
- Wanted: Sheer's Red Caps, a notorious gang that covers their faces with red hankerchiefs. 20 gp per recovered red scarf. Wanted for racketeering, murder, theft, and robbery.
- Wanted: Smiling Wini, aka Winifred Sandleaf, for magical mischief and robbery, bank robbery, eluding police, and murder, 2000 gp (up from 200 gp after the train robbery)
- Wanted: Big Damn Jonn, a highly dangerous Ogre wanted for 10 known murders, robbery, cattle mutilation, 2,500 gp.
- Drakes Hunting Cattle: 75 gp per head - near Broken Axle
Last edited by [red] on Tue Sep 24, 2019 3:15 pm, edited 1 time in total.
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Re: Go West Thread

Postby [red] » Tue Aug 13, 2019 10:40 pm

Go West Session 6: Drakes - 75 gp a Head

The Knucklediggers

- Mortikai, A Human Bard Cardshark (custom subclass), a former sharpshooter / performer with a now-shaky hand
- Bernard, the Kobold Paladin Bounty Hunter (custom subclass) who has limited deputy authority
- Bronock, An Elf Rogue, played very ranger-eque (but no magic), that was previously a wilderness tracker
- Ovin, A Dwarf Fighter, the Muscle (custom subclass) that has been kicked out of his clan
- "Smokes" Alvis, A Human Fighter Battlemaster, who dropped out of college before joining the military


The party woke up and visited the Sheriff's office, where they found some random information on redcap activity, reports, Big Damn Jonn, and some government bounty for Brock Isaac Beniton, the commander that slaughtered their old unit. After talking about plans, they decided to take care of the Drakes near town before taking the train north to Rincewind.

Also, they decide to name the donkey 'My Ass' so they can say 'where is my ass' and such. Which they do all session. These are adults.

The homestead that posted the bounty raises Rhinoceron, a type of riding rhinos, which are faster than rhinos, but slower and slightly shorter than horses. They are expensive. The PCs travel up into the mountains and find a nest of 5' long mini-dragons (drakes), with a 10' long alpha. Pew pew - they kill six, frighten off a seventh, and one party member goes down. SIDE NOTE: this is a side-quest, something that is optional that takes resources.

They also collect 7 drake eggs, still warm. Back in town, they cash in the bounty and leave the eggs with Windy Two-Eyes (the six-armed Pravatan woman). They take the train north to Rincewind.

There, they find a nearly deserted town. The sheriff can't recall seeing the Anti-Party of bounty hunters come this way, and lets them know that Randolph Scott headed somewhere out west - didn't say where.

They head into the bar to find a clearly nervous bartender and pianist, along with a group of clearly tough-looking types. Three of the party sit down to play a game of cards with a group of the ruffians, one sits next to the pianist to talk, and Ovin goes to talk to the bartender (who is hiding in the kitchen). The bartender lets them know that everyone there is a redcap - including the sheriff. Out a side window, they see the Sheriff talking with a group of five men, including one from inside. Next week - its a shoot-out!

Not a lot of plot happened this session. Some good combat encounters and decision-making.11111

Open Plot Lines:

Go West, Young Man
- Two years ago, the 34th Regiment, known as the Knucklediggers, heroically died while standing against the army of Brigadier Brock Isaac Beniton of the DuCiel. Only a handful escaped (the PCs), and were considered dishonorable for abandoning the fight.
- The redcaps stole a large turbine from the Federation of Allied Provinces, the purpose of which is unclear. The party removed a crucial piece to render it non-functional.
- A special green rimmed bounty was found in Randolph Scott's office: $50,000 for Brock Isaac Beniton for warcrimes, if found in the Federation of its territories.

Would You Do It For Randolph Scott?
- The PC's mentor, Sheriff Randolph Scott, is hunting the Red Caps. He will leave a note for the PCs if he heads out of town on a lead.
- A group of Red Caps robbed a train, stealing a crate of Heisen Spheres.
- The Red Caps have stolen alchemy equipment and are using it to brew Water Breathing Potions. They are stashing some of their loot in a Flooded Mine near Rivervalle.
- The Red Caps have a base of operations in Rincewind, where they are brewing up Water Breathing Potions.
- A group of rival bounty hunters have headed to Rincewind to cash in on some redcap bounties - they are not above eliminating the competition.
- Rincewind is overrun with Redcaps - including the sheriff.

Like a House of Cards
- The Heisen Spheres were stolen out of a crate marked 'Steele and Smyth Trading Co.', which one of the PCs recognizes as having an office on the second floor of the Tavern 'House of Cards' where the PCs rent a room.
- The manager of that Steele and Smyth Trading Co. office (William Schelley) plays cards regularly against one of the PCs (Mortikai).
- William Schelley is willing to pay to retrieve any Heisen Spheres that the PCs can get their hands on.

Blue Shadows on the Trail
- 11 Heisen Spheres were stolen off a train by the Red Caps.
- The PCs have 1 Heisen Sphere in their possession. They have decided to hold onto it rather than give it over to the authorities as evidence.

Open Bounties:
- Wanted: Sheer's Red Caps, a notorious gang that covers their faces with red hankerchiefs. 20 gp per recovered red scarf. Wanted for racketeering, murder, theft, and robbery.
- Wanted: Smiling Wini, aka Winifred Sandleaf, for magical mischief and robbery, bank robbery, eluding police, and murder, 2000 gp (up from 200 gp after the train robbery)
- Wanted: Big Damn Jonn, a highly dangerous Ogre wanted for 10 known murders, robbery, cattle mutilation, 2,500 gp.
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Re: Go West Thread

Postby [red] » Wed Aug 28, 2019 11:35 am

Go West Session 7: Old Fashioned Shootout in Rincewind
*Side note: no one seems to know what Rincewind is a reference to in my group...

The Knucklediggers

- Mortikai, A Human Bard Cardshark (custom subclass), a former sharpshooter / performer with a now-shaky hand
- Bernard, the Kobold Paladin Bounty Hunter (custom subclass) who has limited deputy authority
- Bronock, An Elf Rogue, played very ranger-eque (but no magic), that was previously a wilderness tracker
- Ovin, A Dwarf Fighter, the Muscle (custom subclass) that has been kicked out of his clan
- "Smokes" Alvis, A Human Fighter Battlemaster, who dropped out of college before joining the military


The party had dealt with Drakes earlier that day - and had expended some resources.

We started out with two players overhearing the sheriff (a gang member in disguise) talking with a group of Sheer's Red Caps and a formal looking elf lady. The elf lady told the Red Caps that the ruse of running the town wasn't working because they had two groups of bounty hunters and a sheriff come through in the last few days. Instead, burn down everything, kill all witnesses and the 8 remaining townies. And especially make sure to burn down the Steele and Smith Trading Co. building.

The elf pulled out a Heisen Sphere (a magical black sphere) and her shadow split into three and deepened. She took the sheriff with her and disappeared. Bernard, the Paladin was overcome with a burning urge to retrieve the sheriff star that the fake sheriff was wearing. Something angry burned within him, deep from within his paladin oath.

Then, things got real. The PCs were all within the tavern with a number of Red Caps. One ran in and yelled, "get 'em". Fight. Fight. Fight. Etc. There were over a dozen Red Caps, including a stationary gunner carried out and placed right outside the main entrance to the tavern that sprayed grease and fire (on alternative rounds).

The PCs focused on killing the Red Caps and fighting safe rather than going out to help the townies (using a side door or back door to get outside, for example). The Red Caps started lighting buildings on fire and hunting townies. They managed to burn down one house, killing a random miniature from a bag....which was a mini of a mother and two kids. Ouch - the players were stunned that the townies that were killed were kids rather than abstract people. Not shocked and saddened, and I wasn't graphic. Just: here is who died. Ouch.

After that, they worked a bit harder to save the remaining townies: a preacher, a blacksmith, a merchant, the bartender, and a piano player. 5 out of 8 saved.

Just before the end of the fight, one of the Red Caps ran into the Sheriff's office and called to Mongo, "What are you waiting for, get out here!"

Mongo comes out - huge miniature of an unknown type, some kind of troll or something with huge stegosaurus like scales running down its back, and carrying a huge club. They dispatch him by using Suggestion to get him to run out of town. Also, the town was now burning uncontrollably.

Afterwards, they searched the Steele and Smith Trading Company building and found a ledger that showed a recent change in ownership of a failing mine to Steele and Smith Trading Co. Also, a note about the Heisen Spheres being found. Also, a note about a buyer being located. There was also a map in a table in the back that showed the way to a mine, with a note scribbled on indicating that the Alchemy Still was moved to the mine.

They camp for the night, and head out to the mine the next day while the townies headed back to catch the morning train.

The Knucklediggers make it to the mine entrance and find Scaley Dan (the anti-party Paladin) passed out drunk on wine spritzers. They take his longsword and find a note under his head saying "Scaley Dan, when you wake up from your binge, we are looking for another entrance around back. We can't get in the front."

End of session.

Open Plot Lines:

Go West, Young Man
- Two years ago, the 34th Regiment, known as the Knucklediggers, heroically died while standing against the army of Brigadier Brock Isaac Beniton of the DuCiel. Only a handful escaped (the PCs), and were considered dishonorable for abandoning the fight.
- The redcaps stole a large turbine from the Federation of Allied Provinces, the purpose of which is unclear. The party removed a crucial piece to render it non-functional.
- A special green rimmed bounty was found in Randolph Scott's office: $50,000 for Brock Isaac Beniton for warcrimes, if found in the Federation of its territories.

Would You Do It For Randolph Scott?
- The PC's mentor, Sheriff Randolph Scott, is hunting the Red Caps. He will leave a note for the PCs if he heads out of town on a lead.
- A group of Red Caps robbed a train, stealing a crate of Heisen Spheres.
- The Red Caps have stolen alchemy equipment and are using it to brew Water Breathing Potions. They are stashing some of their loot in a Flooded Mine near Rivervalle.
- The Red Caps have a base of operations in Rincewind, where they are brewing up Water Breathing Potions.
- A group of rival bounty hunters have headed to Rincewind to cash in on some redcap bounties - they are not above eliminating the competition.
- The alchemy still is located at a mine outside of Rincewind.

Like a House of Cards
- The Heisen Spheres were stolen out of a crate marked 'Steele and Smyth Trading Co.', which one of the PCs recognizes as having an office on the second floor of the Tavern 'House of Cards' where the PCs rent a room.
- The manager of that Steele and Smyth Trading Co. office (William Schelley) plays cards regularly against one of the PCs (Mortikai).
- William Schelley is willing to pay to retrieve any Heisen Spheres that the PCs can get their hands on.
- A Steele and Smyth Trading Co. office in Rincewind notes that the Heisen Spheres were found in a mine, and that a buyer had been found for the Spheres.

Blue Shadows on the Trail
- 11 Heisen Spheres were stolen off a train by the Red Caps.
- The PCs have 1 Heisen Sphere in their possession. They have decided to hold onto it rather than give it over to the authorities as evidence.
- A formal looking elf used a Heisen Sphere to teleport away from Rincewind.

Open Bounties:
- Wanted: Mongo, a huge creature (Troll? Ogre?) that is working with the redcaps. 300 gp.
- Wanted: Sheer's Red Caps, a notorious gang that covers their faces with red hankerchiefs. 20 gp per recovered red scarf. Wanted for racketeering, murder, theft, and robbery.
- Wanted: Smiling Wini, aka Winifred Sandleaf, for magical mischief and robbery, bank robbery, eluding police, and murder, 2000 gp (up from 200 gp after the train robbery)
- Wanted: Big Damn Jonn, a highly dangerous Ogre wanted for 10 known murders, robbery, cattle mutilation, 2,500 gp.
--- < :facepalm: > ---

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Re: Go West Thread

Postby [red] » Wed Sep 11, 2019 9:20 am

Go West Session 8: Steele and Smyth Trading Co. Mine Part I

Mine terrain features:
- Mushrooms that explode in poisonous clouds.
- Mushrooms that produce orbs of magical darkness when nudged.
- Rocks
- Mining Cars and Rails

The Knucklediggers

- Mortikai, A Human Bard Cardshark (custom subclass), a former sharpshooter / performer with a now-shaky hand
- Bernard, the Kobold Paladin Bounty Hunter (custom subclass) who has limited deputy authority
- Bronock, An Elf Rogue, played very ranger-eque (but no magic), that was previously a wilderness tracker
- Ovin, A Dwarf Fighter, the Muscle (custom subclass) that has been kicked out of his clan
- "Smokes" Alvis, A Human Fighter Battlemaster, who dropped out of college before joining the military


Not a lot happened plot-wise (just the next two paragraphs really), though there are some notes about puzzles and mechanics.

The Knucklediggers made it to the entrance of the Steele and Smyth Trading Co. Mine, where some of the Redcaps are holed up, and where an alchemy still (that is currently being used to make water-breathing potions) is being stashed. They enter the gated area (just outside the mine) and talk their way past some of the guards with some skillful deception work.

They find out that the Sheriff of Rincewind (a Redcap gang member) and the Elf with the Heisen Sphere are currently somewhere in the mine. Also, these goons don't know how to open the door to the mine - they are just supposed to guard it.

After 'releasing the guards' who were on watch, they tinker with a very simple puzzle - not even a puzzle really. There are two parallel rail tracks heading into the mine, but a metal shuttered door with no visible handle. The party finds two pressure plates on the rail tracks, and simply have to move mining carts over the pressure plates - super easy.

They head inside to find two different routes, with the rail lines splitting left and right. After some exploring, they clear a combat area, and find another metal shuttered door with two pressure plates again - this time one of the pressure plates is on a rail track bridge above from a line passing by and the other is the rail line that they have been following.

So, they know that they need to follow both rail lines and keep mining carts moving throughout the mine to proceed.

One of the players (Gyro LC on this forum) said offhandedly, "So, this mine is going to basically be Zelda, right?"

Yes, yes it is.

Open Plot Lines:

Go West, Young Man
- Two years ago, the 34th Regiment, known as the Knucklediggers, heroically died while standing against the army of Brigadier Brock Isaac Beniton of the DuCiel. Only a handful escaped (the PCs), and were considered dishonorable for abandoning the fight.
- The redcaps stole a large turbine from the Federation of Allied Provinces, the purpose of which is unclear. The party removed a crucial piece to render it non-functional.
- A special green rimmed bounty was found in Randolph Scott's office: $50,000 for Brock Isaac Beniton for warcrimes, if found in the Federation of its territories.

Would You Do It For Randolph Scott?
- The PC's mentor, Sheriff Randolph Scott, is hunting the Red Caps. He will leave a note for the PCs if he heads out of town on a lead.
- A group of Red Caps robbed a train, stealing a crate of Heisen Spheres.
- The Red Caps have stolen alchemy equipment and are using it to brew Water Breathing Potions. They are stashing some of their loot in a Flooded Mine near Rivervalle.
- The Red Caps have a base of operations in Rincewind, where they are brewing up Water Breathing Potions.
- A group of rival bounty hunters have headed to Rincewind to cash in on some redcap bounties - they are not above eliminating the competition.
- The alchemy still is located at a mine outside of Rincewind.

Like a House of Cards
- The Heisen Spheres were stolen out of a crate marked 'Steele and Smyth Trading Co.', which one of the PCs recognizes as having an office on the second floor of the Tavern 'House of Cards' where the PCs rent a room.
- The manager of that Steele and Smyth Trading Co. office (William Schelley) plays cards regularly against one of the PCs (Mortikai).
- William Schelley is willing to pay to retrieve any Heisen Spheres that the PCs can get their hands on.
- A Steele and Smyth Trading Co. office in Rincewind notes that the Heisen Spheres were found in a mine, and that a buyer had been found for the Spheres.

Blue Shadows on the Trail
- 11 Heisen Spheres were stolen off a train by the Red Caps.
- The PCs have 1 Heisen Sphere in their possession. They have decided to hold onto it rather than give it over to the authorities as evidence.
- A formal looking elf used a Heisen Sphere to teleport away from Rincewind.

Open Bounties:
- Wanted: Mongo, a huge creature (Troll? Ogre?) that is working with the redcaps. 300 gp.
- Wanted: Sheer's Red Caps, a notorious gang that covers their faces with red hankerchiefs. 20 gp per recovered red scarf. Wanted for racketeering, murder, theft, and robbery.
- Wanted: Smiling Wini, aka Winifred Sandleaf, for magical mischief and robbery, bank robbery, eluding police, and murder, 2000 gp (up from 200 gp after the train robbery)
- Wanted: Big Damn Jonn, a highly dangerous Ogre wanted for 10 known murders, robbery, cattle mutilation, 2,500 gp.
--- < :facepalm: > ---

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Re: Go West Thread

Postby [red] » Wed Sep 25, 2019 10:49 am

Go West Session 9: Steele and Smyth Trading Co. Mine Part II

Mine terrain features:
- Mushrooms that explode in poisonous clouds.
- Mushrooms that produce orbs of magical darkness when nudged.
- Rocks
- Mining Cars and Rails

The Knucklediggers

- Mortikai, A Human Bard Cardshark (custom subclass), a former sharpshooter / performer with a now-shaky hand
- Bernard, the Kobold Paladin Bounty Hunter (custom subclass) who has limited deputy authority
- Bronock, An Elf Rogue, played very ranger-eque (but no magic), that was previously a wilderness tracker
- Ovin, A Dwarf Fighter, the Muscle (custom subclass) that has been kicked out of his clan
- "Smokes" Alvis, A Human Fighter Battlemaster, who dropped out of college before joining the military


More mine exploration and moving railcarts to open doors. The found a huge elevator shaft that is all locked up, needing a combo of railcard placements that they have not yet found. Not much to report on this because it is a puzzle and does not translate to retelling very well.

The Kuncklediggers did find a pile of dead bodies that they (correctly) surmised as being killed by the Anti-Party: the Reflux Kid and his crew.

Additionally, they came across the fake Sheriff from two sessions ago. He muttered something about the elf going nuts downstairs and now this, then exchanged fire. When he started losing, he retreated to the next group of baddies - which they will get to next session.

Lots of combat and narrowing down resources in a truly 5e attrition war. Some short rests happened, but no chance for a long rest yet.

Open Plot Lines:

Go West, Young Man
- Two years ago, the 34th Regiment, known as the Knucklediggers, heroically died while standing against the army of Brigadier Brock Isaac Beniton of the DuCiel. Only a handful escaped (the PCs), and were considered dishonorable for abandoning the fight.
- The redcaps stole a large turbine from the Federation of Allied Provinces, the purpose of which is unclear. The party removed a crucial piece to render it non-functional.
- A special green rimmed bounty was found in Randolph Scott's office: $50,000 for Brock Isaac Beniton for warcrimes, if found in the Federation of its territories.

Would You Do It For Randolph Scott?
- The PC's mentor, Sheriff Randolph Scott, is hunting the Red Caps. He will leave a note for the PCs if he heads out of town on a lead.
- A group of Red Caps robbed a train, stealing a crate of Heisen Spheres.
- The Red Caps have stolen alchemy equipment and are using it to brew Water Breathing Potions. They are stashing some of their loot in a Flooded Mine near Rivervalle.
- The Red Caps have a base of operations in Rincewind, where they are brewing up Water Breathing Potions.
- A group of rival bounty hunters have headed to Rincewind to cash in on some redcap bounties - they are not above eliminating the competition.
- The alchemy still is located at a mine outside of Rincewind.

Like a House of Cards
- The Heisen Spheres were stolen out of a crate marked 'Steele and Smyth Trading Co.', which one of the PCs recognizes as having an office on the second floor of the Tavern 'House of Cards' where the PCs rent a room.
- The manager of that Steele and Smyth Trading Co. office (William Schelley) plays cards regularly against one of the PCs (Mortikai).
- William Schelley is willing to pay to retrieve any Heisen Spheres that the PCs can get their hands on.
- A Steele and Smyth Trading Co. office in Rincewind notes that the Heisen Spheres were found in a mine, and that a buyer had been found for the Spheres.

Blue Shadows on the Trail
- 11 Heisen Spheres were stolen off a train by the Red Caps.
- The PCs have 1 Heisen Sphere in their possession. They have decided to hold onto it rather than give it over to the authorities as evidence.
- A formal looking elf used a Heisen Sphere to teleport away from Rincewind.

Open Bounties:
- Wanted: Mongo, a huge creature (Troll? Ogre?) that is working with the redcaps. 300 gp.
- Wanted: Sheer's Red Caps, a notorious gang that covers their faces with red hankerchiefs. 20 gp per recovered red scarf. Wanted for racketeering, murder, theft, and robbery.
- Wanted: Smiling Wini, aka Winifred Sandleaf, for magical mischief and robbery, bank robbery, eluding police, and murder, 2000 gp (up from 200 gp after the train robbery)
- Wanted: Big Damn Jonn, a highly dangerous Ogre wanted for 10 known murders, robbery, cattle mutilation, 2,500 gp.
--- < :facepalm: > ---

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Re: Go West Thread

Postby [red] » Wed Oct 09, 2019 1:54 pm

West Session 9: Steele and Smyth Trading Co. Mine Part III - Sheriff Showdown

Wonderful session. Lots of tension.

The Knucklediggers

- Mortikai, A Human Bard Cardshark (custom subclass), a former sharpshooter / performer with a now-shaky hand
- Bernard, the Kobold Paladin Bounty Hunter (custom subclass) who has limited deputy authority
- Bronock, An Elf Rogue, played very ranger-eque (but no magic), that was previously a wilderness tracker
- Ovin, A Dwarf Fighter, the Muscle (custom subclass) that has been kicked out of his clan
- "Smokes" Alvis, A Human Fighter Battlemaster, who dropped out of college before joining the military


We opened with a flashback: Bernard was enlisting in the military 3 years ago in some small town in the territories. He was being beat up by two humans that were telling him 'they don't need rats in this army, no kobolds.' He threw dirt in their faces and ran around a corner, but got stuck in the backyard animal pen - they cornered him. Randolf Scott stepped out of the house nearby, having seen it all happen. He told the humans 'to get.' They were furious and had their guns out. Then Randolf Scott flashed his badge.

Bernard (the paladin) was told that this was his first experience with the law protecting the weak, and this set him on the path to becoming a paladin.

Flash forward to now: down the hall, the false sheriff that is profaning the badge of office was setting up a defense with the remaining bandits in the mine. They charged down for a very tough fight.

A firespitter (grease gun + flame thrower) was positioned front and center with barricades in place ahead of it. The team used Suggestion (spell) to get him to dismantle his gun. It eventually exploded as he tore it apart.

Two Ogre Miners walloped the party while the sheriff shot from behind. Two Knucklediggers went down on the same critical hit by an Ogre (area affect) that rolled exceptional damage, one of which was the healer. They got him up with a forced healing potion, he got the other one up with a healing word - but everyone was in bad shape.

Bernard charged the sheriff and separated from everyone else, knocking the sheriff down to 2 hp. The sheriff unloaded on him, and Bernard went down. The sheriff picked him up, walked over to a cliff edge, and dangled him from it. His side was also on death's door - so he made the plea: 'let us walk, or I drop him over the edge' and he also mentioned a relevant fact from last session, 'that elf has gone nuts downstairs, and I don't think we want to stand between you an' her.' The bard made a deception check to use healing word (Verbal only) and just work it in his conversation. He healed up Bernard without the sheriff knowing, and Bernard grappled him and took him out.

They took a long rest at the foot of the elevator - the only way down to the next level and back. They heard some 'spooky scuffling noises' in the middle of the night coming up from the elevator shaft. They also got a couple of magic items here (the sheriff badge and bracers of shovin' ingrates).

They went down the elevator to find a large circular room with a shaft leading into water, the alchemy still that makes water breathing potions, and the elf from the town that had the Heisen Sphere. She was frozen in place, standing on top of a pile of dead centipedes.

There were three shadows talking amongst themselves next to her, and each shadow looked like a warped version of the elf. They were saying, "we should pursue them into the ruins," "no, we should wait for them to come out," and "there is an intruder! Someone take charge and kill them!" At that point, the shadows coalesced into three shadows along the ground, and the elf awoke and smiled maniacally at the Knucklediggers.

End of Session.

Open Plot Lines:

Go West, Young Man
- Two years ago, the 34th Regiment, known as the Knucklediggers, heroically died while standing against the army of Brigadier Brock Isaac Beniton of the DuCiel. Only a handful escaped (the PCs), and were considered dishonorable for abandoning the fight.
- The redcaps stole a large turbine from the Federation of Allied Provinces, the purpose of which is unclear. The party removed a crucial piece to render it non-functional.
- A special green rimmed bounty was found in Randolph Scott's office: $50,000 for Brock Isaac Beniton for warcrimes, if found in the Federation of its territories.

Would You Do It For Randolph Scott?
- The PC's mentor, Sheriff Randolph Scott, is hunting the Red Caps. He will leave a note for the PCs if he heads out of town on a lead.
- A group of Red Caps robbed a train, stealing a crate of Heisen Spheres.
- The Red Caps have stolen alchemy equipment and are using it to brew Water Breathing Potions. They are stashing some of their loot in a Flooded Mine near Rivervalle.
- The Red Caps have a base of operations in Rincewind, where they are brewing up Water Breathing Potions.
- A group of rival bounty hunters have headed to Rincewind to cash in on some redcap bounties - they are not above eliminating the competition.
- The alchemy still is located at a mine outside of Rincewind.

Like a House of Cards
- The Heisen Spheres were stolen out of a crate marked 'Steele and Smyth Trading Co.', which one of the PCs recognizes as having an office on the second floor of the Tavern 'House of Cards' where the PCs rent a room.
- The manager of that Steele and Smyth Trading Co. office (William Schelley) plays cards regularly against one of the PCs (Mortikai).
- William Schelley is willing to pay to retrieve any Heisen Spheres that the PCs can get their hands on.
- A Steele and Smyth Trading Co. office in Rincewind notes that the Heisen Spheres were found in a mine, and that a buyer had been found for the Spheres.

Blue Shadows on the Trail
- 11 Heisen Spheres were stolen off a train by the Red Caps.
- The PCs have 1 Heisen Sphere in their possession. They have decided to hold onto it rather than give it over to the authorities as evidence.
- A formal looking elf used a Heisen Sphere to teleport away from Rincewind.
- The elf was frozen, and three spectral shadows of the elf were arguing in front of the Knucklediggers - each had a ghastly expression resembling the elf.

Open Bounties:
- Wanted: Mongo, a huge creature (Troll? Ogre?) that is working with the redcaps. 300 gp.
- Wanted: Sheer's Red Caps, a notorious gang that covers their faces with red hankerchiefs. 20 gp per recovered red scarf. Wanted for racketeering, murder, theft, and robbery.
- Wanted: Smiling Wini, aka Winifred Sandleaf, for magical mischief and robbery, bank robbery, eluding police, and murder, 2000 gp (up from 200 gp after the train robbery)
- Wanted: Big Damn Jonn, a highly dangerous Ogre wanted for 10 known murders, robbery, cattle mutilation, 2,500 gp.
--- < :facepalm: > ---

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Re: Go West Thread

Postby [red] » Mon Nov 11, 2019 4:41 pm

West Session 10: Steele and Smyth Trading Co. Mine Part IV - Into the Depths

The Knucklediggers

- Mortikai, A Human Bard Cardshark (custom subclass), a former sharpshooter / performer with a now-shaky hand
- Bernard, the Kobold Paladin Bounty Hunter (custom subclass) who has limited deputy authority
- Bronock, An Elf Rogue, played very ranger-eque (but no magic), that was previously a wilderness tracker
- Ovin, A Dwarf Fighter, the Muscle (custom subclass) that has been kicked out of his clan
- "Smokes" Alvis, A Human Fighter Battlemaster, who dropped out of college before joining the military


The Knucklediggers opened up against a shadow-infused elf (meta information, but I referred to her as shadow-infused the entire time). She had a couple of neat fighting mechanics (ignores push, pull, knock down, etc, cannot be frightened, cannot sleep), and she battered the company with a giant mage hand that would grab people and throw them in an AoE that moved around the battlefield. They took her out fairly easy.

They found several things that they were looking for, several things they weren't, and failed to find some other things altogether.
- The alchemy still that they were looking for was there. They filled 20 bottles of water-breathing potions, and each drank another water-breathing potion from the still, then disassembled the thing and put it in the bag of holding. Objective achieved.
- The dead elf had some letters indicating that B.I.B. is likely in Josh Angles (they named the town), with some notes of parts heading that way. They (correctly) connected those initials to Brock Isaac Brenton, the general that killed their battalion while they were still in the military.
- There is also a large, columnar hole in the ground filled with water and electric lines and lights running through it - no mention of what it is or why its there.

The players decided to keep exploring, and failed utterly to follow-up with the Anti-Team that is known to be in the area (even when mentioned).

Reasoning that the bandits hid other stuff on the other side of water using water breathing potions, the PCs decided to explore the columnar hole. They dove in, and emerged in an underground fountain, with a large sculpture of a centipede bodied creature with a human torso - the Myriapaten. The Myriapaten were horrific humanoid people who lived in Freehide (this frontier-land continent) when it was considered the 'Forbidden Continent' or 'Lost Continent' for several thousand years. They died out suddenly and inexplicably, with no ruins ever really found.

Here, they blundered about for a bit exploring empty rooms used for some ancient purpose. They sent a familiar ahead to see a huge cavern (semi-natural, semi-sculpted) filled with centipedes. This is where we stopped.

Open Plot Lines:

Go West, Young Man
- Two years ago, the 34th Regiment, known as the Knucklediggers, heroically died while standing against the army of Brigadier Brock Isaac Beniton of the DuCiel. Only a handful escaped (the PCs), and were considered dishonorable for abandoning the fight.
- The redcaps stole a large turbine from the Federation of Allied Provinces, the purpose of which is unclear. The party removed a crucial piece to render it non-functional.
- A special green rimmed bounty was found in Randolph Scott's office: $50,000 for Brock Isaac Beniton for warcrimes, if found in the Federation of its territories.
- A note referring to B.I.B. was found on the body of a formal looking elf (that had gone mad) in the Steele and Smyth mine, indicating that he was going to be in Josh Angeles to look over 'the parts.'

Would You Do It For Randolph Scott?
- The PC's mentor, Sheriff Randolph Scott, is hunting the Red Caps. He will leave a note for the PCs if he heads out of town on a lead.
- A group of Red Caps robbed a train, stealing a crate of Heisen Spheres.
- The Red Caps have stolen alchemy equipment and are using it to brew Water Breathing Potions. They are stashing some of their loot in a Flooded Mine near Rivervalle.
- The Red Caps have a base of operations in Rincewind, where they are brewing up Water Breathing Potions.
- A group of rival bounty hunters have headed to Rincewind to cash in on some redcap bounties - they are not above eliminating the competition.
- The alchemy still was retrieved from the Steele and Smyth Mine outside of Rincewind.

Like a House of Cards
- The Heisen Spheres were stolen out of a crate marked 'Steele and Smyth Trading Co.', which one of the PCs recognizes as having an office on the second floor of the Tavern 'House of Cards' where the PCs rent a room.
- The manager of that Steele and Smyth Trading Co. office (William Schelley) plays cards regularly against one of the PCs (Mortikai).
- William Schelley is willing to pay to retrieve any Heisen Spheres that the PCs can get their hands on.
- A Steele and Smyth Trading Co. office in Rincewind notes that the Heisen Spheres were found in a mine, and that a buyer had been found for the Spheres.

Blue Shadows on the Trail
- 11 Heisen Spheres were stolen off a train by the Red Caps.
- The PCs have 1 Heisen Sphere in their possession. They have decided to hold onto it rather than give it over to the authorities as evidence.
- A formal looking elf used a Heisen Sphere to teleport away from Rincewind.
- The elf was frozen, and three spectral shadows of the elf were arguing in front of the Knucklediggers - each had a ghastly expression resembling the elf. They killed the elf and retrieved the heisen sphere.
- Further exploration in the Steele and Smyth Mine found a large underground ruins of the Myriapaten.

Open Bounties:
- Wanted: Mongo, a huge creature (Troll? Ogre?) that is working with the redcaps. 300 gp.
- Wanted: Sheer's Red Caps, a notorious gang that covers their faces with red hankerchiefs. 20 gp per recovered red scarf. Wanted for racketeering, murder, theft, and robbery.
- Wanted: Smiling Wini, aka Winifred Sandleaf, for magical mischief and robbery, bank robbery, eluding police, and murder, 2000 gp (up from 200 gp after the train robbery)
- Wanted: Big Damn Jonn, a highly dangerous Ogre wanted for 10 known murders, robbery, cattle mutilation, 2,500 gp.
--- < :facepalm: > ---

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Re: Go West Thread

Postby [red] » Tue Dec 10, 2019 2:13 pm

-- Campaign Paused --

I had a huge work adjustment, and now I am working out of state for the next 7 months. We are going to try doing the game over roll20 starting in January.
--- < :facepalm: > ---


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