Are you ready to start the Devil's
Tower Trilogy? I hope you are. It all starts with The Road To Hell.
And we all know what that's paved with...
Chapter One: A Journey Of A Thousand
Miles...
If you're reading along in the book,
you'll see that this chapter is for the Marshals (so you player types
stay out). As such, I'm going to skipping over the information there
as I don't want to spoil the ending for those who haven't read or
played this adventure. And, as always, if you're going to be a player
in this adventure, come back after you finish it so you can see how
the professionals do it. Okay, I'm kidding, but these guys really did
this one right.
Once again, I've run this adventure
with more than one party and it's been a few years since I did it
with these characters, so you'll have forgive any mistakes or gaps in
memory. Let's get started, shall we?
We return to the Ferner Five arriving
in Salt Lake City, having a nice quiet journey from the fair town of
Baracho (translation: the Marshal wasn't in the mood for more
sidetracks). As the train pulls into the station in Salt Lake City,
the posse is beset by dozens of Mormon “Elders” trying to spread
the good word of their faith. Penwood is dismissive, Ming kind of
smiles and nods, Heinrich pretends to not speak English, and they
take one look at Deiter and change their minds. Or he Overawed them.
Or both. Meanwhile, Phil got off the train, grabbed his bags and just
pushed past them, vanishing into the crowd. Phil had his own
adventure and is Sir Not Featured In This Film. Sorry for you Phil
Fans, but his does get more involved as the adventures continue.
Once they had cleared the platform and
entered the city proper, they began searching for lodging for their
visit. Ming made some money, and got an excellent cover, by being
Penwood's valet and carrying his bags. With the standards and large
stacks of cash they carried, Penwood and Heinrich put everyone up in
the Salt Lake City Hotel, the best place in town. It's $12 a night,
which is pretty hefty, but it's worth it. The only bad side is that
people seem to have nightmares when they stay...
After figuring out their accommodations
for their stay, I had the map spread out and let them where they
wanted to go. Only Penwood's player had really read up on the town,
but I would read the sections aloud when someone asked about it. They
made their plans for the next day, as they were tired from their
travels and the thought of spending a night in a real bed was
appealing, so they retired early.
The next day, they broke up into teams
and had them do what they wanted. There was a visit to Smith &
Robard's, Hellstromme's show room, Warwick's Books & Manuscripts,
and a few other places. Having noticed the soot covering most
everything, and hanging in the air above the Junkyard, Penwood bought
face masks for everyone. Awful kindly of him. But, it ruined some of
my fun. Marshals, you know what I'm talking about.
After they did their exploring and
shopping, they all returned to the hotel and sat down for dinner. And
drinking. Thankfully, there were no “soiled doves” involved this
time. This time... And they bedded down for the night.
Chapter Two: Sign On The Dotted Line
After a good night's rest (with
everyone making their rolls, the bums), they sat down for breakfast
in the hotel and discussed their plans.
And that's when an Indian man (as in,
from India, not the misnomer the Native Peoples of the Americans were
given, I know it's a little confusing) sat down at their table. He
introduced himself as Mr. Hanuman and said that he represented
someone who would like to hire them for a job. Instead of answering
their questions right away, he pulled out some papers from his valise
and I got to drop some information about each character's backstory
in front of the group. All while trying to do the British accent of
Hanuman. I thought I did alright, but you'd have to ask the players
what they thought.
Anyway. After cowing the posse, he told
them he would only tell them that they were to be hired to find a
stolen item. The item was acquired legally and required the utmost
confidentiality (even from law enforcement), thus they would need to
sign an NDA before getting any more information. After a bit of
hemming and hawing, they agreed and signed the forms. The promise of
$10,000 in gold or goods also sweetened the pot.
And that's when Hanuman dropped his
little bombshell. They would be working for the illustrious Doctor
Darius Hellstromme. There were some worried looks around the table,
followed by some questions. Hanuman explained that a very large black
diamond, the Heart of Darkness, had been purchased by Dr. Hellstromme
and then stolen. He gave the posse an article about the gem to read
(which Penwood's player read aloud for everyone) and let them ask
more questions. He explained that there was a dummy gem in
Hellstromme's manor that someone had already tried to steal, but had
been caught before it was taken. The thief didn't know very much and
it was kept quiet. Meanwhile, the real gem was being held at
Hellstromme Industries Plant #13, the luckiest of numbers as we all
know, and it had been stolen not too long ago. At the posse's
request, he set up a time for them to look over the plant and ask
questions of the few witnesses. That being a relative term.
After Hanuman left the posse, they
discussed what to do. They agreed that they would take a look at the
plant. I believe the idea of talking to the sheriff as discussed, but
they thankfully turned away from that idea (brief aside, the last
group that I had went to the sheriff right away and properly fucked
everything up).
Once they had picked up some last
minute things, they arrived at Plant #13 and got to investigating.
Thankfully, they all had a high Search skill, as well as doctor. They
found several leads and got a list of the missing items. Their search
turned up some unusually shell casings, the smell of methane, and the
odd burn pattern. The autopsies turned some some more clues, mostly
that one had his head smashed to pulp and another had been tortured
with a knife for a bit before finally dying. All in all, they did a
good job of collecting the information.
Sadly, there were no witnesses to the
robbery, as a mysterious fire had broken out right before it
happened. One of the guards did remember seeing what looked like a
falling star right before the fire broke out...
The list of missing items included the
MAXIS suit (a steampunk suit of power armor), the Clockwork De-Moler
(I love this thing, by the way), the shooting knives, the Steamjack
(a steam powered jackhammer), the Quadpiston (a rough and ready
steamwagon), and, of course, the Heart of Darkness.
Chapter Three: The Hunt
With these clues in hand, they began
the search. When they started, I told them that there were a few
important places they could visit shown on the map. Ming's player
said something about Cat's Used Goods and earned himself a Fate Chip
for that bit of insight. I was actually surprised that he had guessed
one of the places right off the bat. Since they went to several
places, I'll detail them in separate sections:
Cat's Used Goods -
When the posse arrived, they found Cat
to be a bit polite but a bit standoffish. They didn't look like her
usual customers, so she was on guard. Thankfully, Penwood had quite
the silver tongue and good arguments, so she told them that the
Clockwork De-Moler was stolen and they didn't want to harm the person
who took it. They did have the misfortune to deal with the
“Well-Intentioned Louts” and got kicked out. But, not before
finding out the most important information, that the items had been
recovered from Sludge Creek.
Sludge Creek -
Following up on this lead, they found
the remains of the Quadpiston, but not much else. Since they looked
like they had money, some of the down and out folks offered to sell
them some information. Penwood tried talking them down, but was still
able to get the information they needed about who had pushed the
Quadpiston into the creek. It was group of men (and possibly a woman)
that pushed it in. One of them was really hairy (which the posse
started to assume was a werewolf, which I didn't correct them of) and
another looked like a pit fighter by the name of Zik with a big
steampunk cyberarm. The two who took the stuff from the top of the
Quadpiston, people down on their luck like the person they were
talking to, left town with the money they got from selling the stuff
to Cat.
As the posse had been so tight-fisted
about their money, I didn't give them all of their hints. They had
near $10k between them and these were the people who had to live near
a creek so polluted, it would burn you. Call it karma...
Granny Smith's Arms Factory -
When investigating the odd shell
castings (.44 Evens, for those of you who care), some of the posse
ended up at Granny Smith's, as she's very well known for being able
to supply rounds for the oddest of weapons. Penwood was there,
because he thought he should pick up more rounds for his .454
revolver. He managed to slip in a question about the casings, talking
about how it involved “murder most foul” or something like that.
He got three names: Slimy Pete, Walter Hot Iron, and someone else I
forgot. Only one of those names were a lead, but I didn't tell them
that. I always use Slimy Pete and every posse chases that red
herring. I don't know why.
The Monkeywrench -
When you're dealing with mad science,
you need to go to where the mad scientists are. So, Ming and Heinrich
(I think he was the one to go, being a mad scientist and all) went to
this bar to throw some money around. While they were there, they
heard that Dr. Brunhoff had finally completed one of his battlesuits
and it was expected to be shown publicly soon. Asking some follow-up
questions, they learned that he was part of a mad scientist Co-Op in
a hacienda outside of Salt Lake City proper.
On the way out, Ming brushed up against
one of the caulk boards that lines the walls of the bar and
accidentally erased something. Thinking quickly, he wrote in
something random in Chinese. As he hurried outside, he heard
exclamations that the equation had now been solved. I have to say, I
loved this little joke. And that earned him another Fate Chip.
The Co-Op -
As the posse arrived to this location,
they were greeted by the sound of heavy gunfire and screams. So, not
that unusual for the rest of the Weird West, but out of place in a
mad scientists lab. Okay, a little out of place. As they got closer,
they saw a man in a powered armor suit blasting away with a Gattling
gun arm and smiling like a loon. So, we started combat. Ming went
first and ducked into the first door on the right. This led to
something that could distract the mad man, possibly giving them an
edge. Then Penwood popped around the corner with his bolt-action
rifle and fired. It was a hit. Head shot! The only place that wasn't
armored, by the way. And then started rolling damage. And kept
rolling. Because his dice exploded. All told, he did 30(!!!) damage
to the poor bastard's noggin and it exploded like an over ripe melon.
After this show of force, they were able to get all the information
they wanted from one Dr. Brunhoff...
Dr. Brunhoff spilled his guts, telling
them about how Dr. Gerlach (a former assistant of his) was working on
something similar for Dr. Hellstromme. Then, Brunhoff was approached
by Doc Snead of Marshal Rex's gang about how to deal with automatons
so they could steal the Heart of Darkness. Turns out, it was the same
the the MAXIS was being put together. In exchange for some rockets
and information, they made a deal. When the gang stole the Heart,
they'd give Brunhoff the MAXIS.
In a cop show, this would be the moment
the “case broke wide open.” But, there was a bit more than that
to it...
The Steamer -
Now, before I talk about this one, I've
had this encounter happen twice, so my memory is a bit mixed up on
what happened this time...
After doing a bit of investigating, the
posse figured out that one of Marshal Rex's gang would hang out in
the Steamer, a bar in the Junkyard. It's named that because of some
leaky pipes that fill it with steam. Original, huh? Anyway, the posse
tracked down Casper Zed, the hairy man from before. They confronted
him and he told them he'd talk with them outside. They thought he was
a werewolf, but he was a huckster. Well, he tried to put a magical
whammy on them, but failed. Which was lucky for them, as the posse
had no magical back-up of their own. Walter Hot Iron, the guy who
used the odd rifle caliber, backed up Casper, but he was taken out
without too much trouble from the posse. Gunplay was their forte, I
guess you could say. They put a few holes in him and started making
him talk. He squealed like a pig and told them where they could find
Marshal Rex and the rest of the gang.
Which leads us to...
Chapter Four: The Showdown!
Time for the big, climatic battle of
this adventure, folks! Now, given how fast things were going, I
figured the gang was unaware of what was happening, but this posse
was ready for some heavy combat, so I had Rex use his Unholy Host
power to summon up four Walkin' Dead and give them shotguns. I
figured I could always give them a boost if I needed it later.
Somehow, the posse tracked down Phil
and roped him into helping. Which was another reason why I upped the
encounter.
As the posse approached the old smelt
works the gang used as a hide out, Dieter and Phil were up front.
When the Walkin' Dead appeared, Deiter tried to Overawe them, but it
didn't work. You can't scare something that's already dead. The fight
was on. One of the zombies got a shot off before the posse took them
down. The fight was over really quick. Even I was a little surprised
by how quickly.
During the fight against the Walkin'
Dead, Phil landed an axe blow right at the neck of one of the Walkin'
Dead and cut it clean off. And it kept moving, trying to bite
Penwood's foot. There were Guts checks all around. Thankfully, the
succeed.
As they enter the works, the posse
split up. Phil and Deiter took a set of stairs on the outside of the
building to the second floor. Meanwhile, Ming and Penwood took the
front door and Heinrich took the back. The fight went something like
this:
Penwood squared off against Elvira
Santiago, the lady who used the blades on the worker in the plant. He
got stabbed in the leg pretty good.
Heinrich, after waiting for everyone
else, got the drop on Zik and stopped him from putting on his arm,
making the fight so much easier.
Ming helped take down Elvira. She hid
behind some piles of scrap and threw knives. As there were six piles
of scrap, I rolled a d6 and made a note that she was behind pile #3.
I had Ming roll when he pushed one over, to see which one he pushed.
He rolled a 3. Fuck me running... So, he was able to knock her down
and do some damage. The wounded Penwood was able to put his gun on
her and she surrendered.
On the second floor, Phil and Deiter
(as well as Deiter's damn monster of a wolf dog, I'll explain later)
went up against Marshal Rex himself. Phil's axes and Deiter's bullets
were enough to make him throw down his guns so he could live to see
another day.
All told, this whole battle took maybe
an hour of play time, from start to finish. What could have taken a
lot longer, and been a lot harder, was made easier because of dumb
luck and good thinking. I'm not angry, not at all. It was still
satisfying for everyone involved. I think this was when I started to
figure out two things: Phil was their lucky charm and these guys
wouldn't be blundering into too many stupid fights.
After taking down the gang, they did
some searching. Again. They found some money and some notes. It
turned out that the gang had been hired by a man named Stone (did you
feel a chill? I hope so) to bring the Heart to Lost Angels. They sent
Doc Snead to LA to turn the rock over to Stone. So, they never would
have found it there. The sheriff turned up a short time later and
hauled the gang away.
In the morning, the posse turned up to
tell Hanuman what they had found. Overhearing a conversation, they
get paid only $500 for their work. However, Dr. Hellstromme is
willing to pay the remaining sum, if the posse is willing to travel
to LA and retrieve the Heart of Darkness and bring it back. The
posse, not being fools, took the offer. Which will lead us to the
next part of the adventure: The Heart O' Darkness!
Brief note: The posse used their money
from the gang, the reward money, and some of their own cash to buy a
fully kitted out steam wagon, as well as a Velocipede for Deiter. As
they got ready to leave the Junkyard, they found that Phil had been
playing for a Skullchucker team and earned enough for Velocipede of
his own. And kept the snazzy Worm Leather to protect him if he fell
off.