Howdy, muchachos! Are you ready to hear
about the Ferner Five's first adventure? I knew you were! Otherwise,
you'd be looking at something else...
Before we get too much further, I'd
like to make sure that you're aware that I'm going to be dropping
some spoilers for this adventure. So, if you're a player, you might
want to skip this one until you have your own chance to go through
it. For the Marshals in the audience, you might want to take notes
for when you run it yourself. And I strongly recommend you use this
adventure for the starting point of a new game.
And I have to point out that it's been
years since I've played the game I'm talking about, so you'll have to
forgive me if I've forgotten the details in the years since. This was
also the third time I've run this adventure, so I hope I'm remember
the details of the right posse.
Now, let's set the stage...
Our posse begins on a train running
from Denver to The Junkyard, better known as Salt Lake City. Why were
they on the train? Well, this is where I dropped a major hint for the
later adventures. I won't spoil it now, but what happened was that
each member of what would become the posse had received a letter
telling them to come to Salt Lake City. Each letter contained
information that only someone close to them would know and there
might have been a thinly veiled threat for some of them. (I honestly
can't wait to tell you who sent this letter, but if you've read the
Tale of Phil, you might have a clue.)
Chapter One: Tickets Please!
The adventure starts with the
characters already on the train on its way to the Junkyard. As none
of them knew each other, and there's a host of NPCs on the train as
well, I let them start getting into their characters. In addition to
the NPCs provided, the mail order bride, the shyster, the kids
described as “Satan's Cabana Boys,” as well as the important
Agents, I also dropped in Phil. Allow me my indulgence, but I want to
set the scene a bit. I went around and described all of the NPCs and
then did Phil “A large, hairy man wearing a plaid shirt and work
jeans. He's smoking a cigar and reading a dime novel. While he reads,
clearly intent on the story, his tongue starts still out of the
corner of his mouth.” I thought it was funny and established his
character.
As they sat around, they talked with
each other and the NPCs, and they really got into their characters.
Heinrich and Penwood found common ground complaining about the
uncultured Americans, which brought Kledge and Dieter into the
conversation. Before long, everyone was enjoying playing their
characters and talking with the NPCs. I made sure that each NPC got
some time to make an impression, so they would think that they were
all normal people. Which most of them were.
I let this go on long enough for
everyone to feel comfortable and lull them into a false sense of
security. I rewarded them for roleplaying, as you should. I also knew
what was coming next and that they might need a few chips.
Chapter Two: This Is A Stick-up!
Now, for the fun! I tried to drop some
hints about what was going on, having the male Agent walk past them,
but they ignored it. Which was lucky for me. These folks did seem
like the nosy type (this turned out to be wrong, by the way). I guess
my attempt to get their guard down might have worked a little too
well. But, I am totally okay with that...
As the train continued on, it began
moving up hill and slowing down, which would save the lives of the
posse and the passengers. Not long before the train slammed on the
breaks, the posse heard a massive boom! (I did that because I noticed
they were a little too relaxed like I said.) That got their
attention. Of course, they didn't have much time to react before the
train started to bounce up and down and then finally come to a
crashing halt. Thankfully, everyone in the passenger cars and beyond
only got bumps and bruises.
Once everyone was able to make sure
that their bits and bobs were still attached, it was time to have the
bandits attack. If you haven't read the adventure, the reason why the
there was an explosion was because some bandits had this clever idea
of blowing a bridge before the train crossed it and sending it into
the void, where they could pick over the wreck, and collect the
goodies without much fuss. Well, somebody screwed up and they blew
the bridge too early, and the train was able to stop in time to save
the passengers, but the engine went over the edge and into a ravine.
Now, the bandits were going to have to do it the hard way. And, oh,
was it hard for them.
Since I didn't want to overwhelm the
posse, I only put out six bandits. Most of them didn't have their big
guns and there was some distance between them. Of course, both sides
had cover, so it kind of balanced out.
The bandits didn't even make it past
the second turn. Every member of the posse (except Kledge) scored one
hell of a hit of the bandit of their choice. I believe Deiter or
Penwood scored a hit to someone's noggin, and another bandit took a
Serious wound to the left arm. So, they did what cowards do best and
skedaddled. Besides, the point of this bandit fight wasn't to hurt
the posse, but to give everyone the basics of how combat works in
Deadlands. Sure, I could have had some more bandits turn up and give
the posse a harder fight, but what's the point? They did a good job
at protecting the train and the passengers, so why punish them for
that? Besides, what's the line? “Pride cometh before a fall?”
After the bandits were well and gone,
the posse went around making sure everyone was okay. Dr. Penwood did
what doctors do and patched some wounds, roping Ming into being his
orderly. Heinrich had a bit of medical knowledge and patched the few
wounds the posse had taken, then moved on the rest of the passengers.
Meanwhile, Deiter and Kledge took up spots as lookouts (Kledge had to
be prompted to do this, by the way).
That was when everyone noticed the
caboose was missing. Now, the way the adventure is written, you've
got Laura Giles to prod the posse along. I didn't need that. As soon
as Heinrich noticed it was missing, he started running back along the
tracks looking for it. Because of his damn laser. The rest of the
posse was keen, so they started heading that way, too. But, since I
wanted to give them a chance to be prepared for what was coming, I
had her insist coming along with them, dragging Phil with her. The
posse agreed, but they did start to notice something was up. Finally.
As recommend, I had the posse roll and
tried to keep them on edge as they made their way through the forest.
Since Kledge had the Cat's Eyes power, he kept trying to see things
that weren't there. Okay, I'm going to go on a tangent for a while
and I'm sorry. If you are a player and you have a nifty ability,
don't assume it does everything you THINK it can do. Don't argue with
the guy running the game about what it can do. And don't try to use
it every single time you can. It's annoying and some GM/DM/etc will
just kill your character because you, the player, annoyed them.
Understand?
Now, back to our story.
The posse slowly made their way to the
missing caboose, trying to get there in the settling gloom. As I
mentioned, I had them making rolls and dropped some hints about wolf
howls as the sun finally set. When they reached the caboose, they
made all the rolls required and had a good idea that something
terrible had happened before the train had been attacked. They talked
about what might have happened, suspecting the bandits or something
more sinister. While they were looking around, one of them happened
across Ms. Giles and caught her taking her Gattling pistol out of her
luggage. They were finally suspicious and called her on it. She ended
up telling them a bit about the Husker and what she was worried would
happen.
What's the Husker, you ask? Good
question. In short, it's an evil abomination that looks like a cross
between a bug and a spider with a dozen eyes and probably came from
some of your nightmares. Or just mine. It was found in Denver and was
being transferred to a lab in Fort 51 to be studied (I know, I'm
changing the stuff in the adventure as written, but it had to fit
with what I was running).
Now that Ms. (or should I say Agent)
Giles has filled the posse in on the monster, she asks them to go out
and find the critter before it finds the other survivors from the
wreck. Her and Phil would wait for them at the caboose.
Chapter Three: Night On Cold Mountain
For those Marshals among you, you're
probably aware that we're going a little faster than the adventure
says. And I'm okay with that. You have to do what the party wants and
find a pace that works for them. I could have slowed it down to the
pace in the adventure and kept the fear high, but I knew my posse
fairly well and knew they would lose interest if I didn't go fast
enough. So, I thought it was better to go faster.
So, where were we? The Huster. Right.
Our brave “heroes” set out into the night to find the monster and
put a lot of holes into it. Since they were all well armed now, I
wasn't too worried about putting a hurt on them. Of course, no one
had Trackin' so they had to rely on Kledge's Cat's Eyes to find and
follow the trail the monster left. I might have fudged these rolls.
Just a bit...
Eventually, they found a small clearing
and the trail ended in an area of disturbed soil. While they took a
minute to discuss what to do, the first rotting hand broke from the
ground and was soon followed by several more! I had the posse roll
those Fear Checks and everyone passed. Because I told them how
important Spirit and Guts were.
While they drew their guns and readied
themselves, the “walkin' dead” had pulled themselves free from
their shallow graves and the battle was joined. In one of the first
hits, one of the posse (possibly Deiter) blew the head of one of them
clean off. And it kept coming. So, they started blasting and kept
blasting until the “walkin' dead” were dead for a second time.
During the battle, one of Kledge's blades had taken a chunk off of
one of the bodies and everyone could see the hard carapace under the
rotten body. Having a doctor and some curious folks, they took some
time to cut the bodies open and poke around. They soon discovered
that the bodies were not much more than hollow shells that covered
the body of some kind of insect. Of course, I had them make some more
Guts checks, as that might be more than a little frightening...
After reloading their guns, bandaging
the few wounds suffered, and taking a few snorts of whiskey, the
posse soldiered on. They were still able to follow the tracks they
found on the other side of the clearing and soon found they led to a
small cave in a hill. The posse looked at one another, cocked their
guns, and filed in to the darkness, single file.
Now, Marshals, here's a tip: find out
what the marching order of the group is when they're entering the
cave. Then, assign a number to each member and roll a die. Guess who
gets a glob of acid in the face?
That's right, the Husker is
waiting for the posse in the cave, but on the ceiling. Right when
they reach the middle of the narrow path in the rock, it spits some
acid in a unlucky cowpoke's face, and then tries to get away.
In this case, I believe Heinrich got a
face full of burning. While he dropped to the ground, Penwood
rendered aid. Ming, with his railroad tie full of spikes, hit the
critter hard. Deiter put a bullet into it. Kledge threw a blade. The
Husker, seeing it was out matched, ran for it. The posse followed,
firing a few more rounds, and tried to find it in the night.
But, since they didn't have Trackin',
one of their members was temporarily blinded, it was hauling ass, and
the night was black as pitch, they didn't have a snowball's chance in
a blast furnace of catching it.
Slowly and carefully, they made their
way back to the caboose. And almost got shot by Giles and Phil.
They'd heard the gunshots earlier and were very much on edge. There
was also the chance that the bandits from earlier might have come
back. Thankfully, they were smart and didn't get plugged full of
lead. They explained what happened and Giles started yelling at them.
But, they did point out that she wasn't there and if she wanted to,
she was more than welcome to go out in the dark and look for it
herself. While she wasn't happy, she also wasn't suicidial.
Together, the posse, Agent Giles, and
Phil made their way back to the survivors. They brought blankets and
other supplies, and the group bedded down for the night. I think they
set a watch, just in case the Husker would come back for another
round... Lucky for them, it found discretion was the better part of
valor and was making its way very far away from them.
And that ends the first adventure of
the Ferner Five! Next time, we visit the small town of Baracho!