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.
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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.
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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.
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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.
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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.