Black Powder / Black Magic - DCC (Inactive)

Game Master kdtompos

This is a six-guns and sorcery setting for Goodman Games' Dungeon Crawl Classics setting. It's a fairly lethal, OSR style game intentionally evocative of it's '70's era predecessors -- set in a supernatural, steampunk, spaghetti western setting.

Here's the Black Powder / Black Magic setting.
Here's the DCC Core Rulebook, for those interested.

Reference Sheets
*Fumble Table on pg. 19
*Lvl 0 Crit Table on pg. 20

Old School Primer <--- This may be informative!


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Damage: 1d2 ⇒ 1


Having landed lightly, Myles will immediately recover and begin punching the bandit in the face!

Strength: 1d20 + 2 ⇒ (15) + 2 = 17
Unarmed: 1d2 ⇒ 2


GM Note: Round 7

First Class Car

As the train finally eases to a full stop atop the tracks, the outlaw wearing the rhinestone shirt is suddenly wrenched away from Roy and Edward, into a cloud of dust and flesh and hooves beside the tracks.

The short, female bandit with the badly injured face continues to crawl across the platform just outside the car and pulls herself up to her feet using one of the protective rails. Another outlaw rides up and stops close enough to the platform to begin helping her onto the back of his horse. It seems a retreat of sorts is in order.

Of the four, now mounted, outlaws that took the engine - two ride on toward the rear section of the train in trails of dust. One stops on the left side of the first class car to aid his wounded partner, and another slows enough on the other side to take a steady shot at the two men wrestling in the dust.

Outlaw Falling Damage: 1d2 ⇒ 1
1d8 ⇒ 1
Bang: 1d20 + 1 ⇒ (5) + 1 = 6
Damage: 1d8 ⇒ 3
Friendly Fire, Low is good for PCs: 1d100 ⇒ 25

The shot misses Myles, instead piercing that rhinestone shirt covering the bandit beside him. As Myles scrambles to assault the downed man, he finds him rather still. If the fall didn't kill him, that last shot certainly did.

The mounted outlaw moves to spur his horse again, preparing to ride on.

Those of you inside the first class car have one dead outlaw, and one dead passenger (poor Daniel). Other than that, there's a bit of panic now that the passengers can breathe again.

With a fair bit of decorum, the English gentleman that was being guarded as you entered has risen to his feet and is watching out the window as the other riders pass by. "It seems this ordeal may be ending," he offers, without much of a hint of emotion. "I suggest you retrieve your valuables, and once we're certain they've left we can assess the damage."

---------------------------------

Steerage Car

I believe there are 3 dead outlaws here, though only one is actually in the car - the others on the small platform just outside, as well as 'Brick'.

The father is unconscious now, with the bullet finally removed from his leg. His son still appears to be in shock, as he's been following Mr. Clean's directions but seems wholly unaware of anything else going on.

---------------------------------

Armored Car

Blueboy may be the only one actually observing this, since Edward and Myles advanced on the first class car instead. At this point, Blueboy would be significantly outnumbered (4 on 1, with 3-4 more riding up fast, as well as whatever this thing on the cart is...)

As some of the smoke clears from the dynamite explosion, the two outlaws already on the train take leave of Blueboy and the flatbed, rushing into the now open armored car along with the two other riders.

The cart that pulls up beside is now close enough to get a good luck at this strange contraption in the back. It is, in fact, a 250 gallon still, but it has been heavily modified with numerous copper tubes, as well as what appear to be welded arms, stubby legs, and a small sort of steam engine on the back.

A menacing face has been painted on the front, with large triangular teeth painted across the center like an open maw. Whatever stamp was once displayed on the side has been painted over as well, with "Kernil Wiskee" traced below.

The huge contraption shudders and jerks as if the engine is primed and running, but the bandits don't seem to be making use of it. You imagine that whoever was inside that car is pretty shaken up by that blast, so they're not likely to resist much; and whatever the brigands were after inside should be in their hands shortly.

It would take at least three difficult rounds for those in the front to reach the back, maybe two if you jumped off the train and sprinted. If you'd prefer, we can drop the combat rounds and move this into the typical 10 minutes rounds... I'll describe what the outlaws get and how they ride off, then y'all can get to recovery and assessment.

However, if anyone has any bright or particularly foolhardy ideas, I'd be remiss if I denied you the opportunity. Blueboy is in the best position to act as far as proximity, but the odds are horrific.


Myles gives the dead outlaw a quick once-over for anything of obvious value, then jumps up, giving chase to the mounted bandit that shot at him! If he can catch up, he'll try and yank the bandit from his horse for some good old fashioned beatdown retribution.

Strength check: 1d20 + 2 ⇒ (6) + 2 = 8

Edward has wandered back to the direction of the Armored Car to join back up with Blue Boy. He studies the strange contraption, trying to get an idea of what the infernal thing was supposed to do...besides mayhem, obviously. Int check: 1d20 + 2 ⇒ (10) + 2 = 12

Diggory, meanwhile, has assured that the bride is safe for now, and returns to the first class car to see that the bandit threat is slightly abated, for now. "Who's got a weapon?" he asks. "There were more of them than just the ones in this car, and they could come back any moment."


Silas approaches Diggory, brandishing his pistol. "Just point me to the varmints, I'll scare 'em off!"

A haggard-looking Jack stumbles out of his stall, holding a pen. "I guess we have no choice but to defend ourselves. Daniel here wanted to play it safe, and look how much good it did him."


Myles, your quick search of the dusty outlaw (who once looked so dapper in his newly acquired rhinestone shirt and gold-embroidered Stetson) reveals a knife (1d4) sheathed at his side; 17 pistol rounds; and a small, shiny metal case of loose tobacco.
Ammo: 4d6 ⇒ (3, 3, 6, 5) = 17

By time you're done searching and able to chase down the outlaw that just took a shot at you, he's already riding further down the train at a pace you couldn't possibly match on your own two feet.

---------------------------

Edward took action in the first class car just last round (10 seconds ago) so it would take several rounds to get back to the armored car. Silas and Jack are in the same position, and you all have the following options:

For those trying to get back to the armored car: 3 rounds of movement inside the train if you're coming from the armored car. 2 rounds of movement inside the train if you're coming from steerage. 1 round if you're running along outside the train, but that makes you a target and you'll have to climb back up onto the train when you get there.
You may have other ideas, but those are the obvious straight-forward options I anticipate.

-----------------------------

"There's one up here," the British gentleman states, almost with an air of apathy, in reply to Diggory's question. Sure enough, at the front of the car near Roy is the pistol knocked loose from one of the bandits. "And if they wish to return, perhaps we should barricade the doors."


Though Edward wouldn't see it yet, it's a valid question.

The most obvious purpose for this strange contraption now brought to the armored car is, as presumed, 'mayhem'. The modus operandi however is the more peculiar part. The arms and legs appear jointed, so you may assume that it can move on its own, though likely not very quickly if it was brought by the cart. Beyond brute force, there don't appear to be any obvious weapons such as mounted fire-arms, etc., but if someone is able to study it a bit (even from a distance, as Edward may be able to do in another round) there may be more subtle aspects - though subtlety doesn't appear to factor much into its design.


GM Note: End of Combat Rounds

Though the rest of you may pursue, or sneak toward the rear of the halted locomotive, the display of force at this point is more than any but the most foolhardy/suicidal would willingly engage. Out of the dissipating gunpowder-smoke of the dynamite, a trio of outlaws commandeers a large safe from the armored car, which is brandished with the insignia of the Easton & McReynolds railroad line. They have taken a captive with them as well - no doubt as a means to access the safe - whom some of you may recognize as the engineer/porter that checked your tickets as you loaded the steerage car.

The remaining thieves take shots at those of you that creep into sight. It appears that those at the rear even possess rifles, making it incredibly difficult for you to get very close. The mechanized still on the back of the cart continues to shudder and steam, swiveling at times to face the fore-section of the train incase of further approach, but proves unnecessary.

With a few more shots of cover fire to keep any foolhardy passengers tucked in, the cart races off in a billow of smoke, a handful of riders beside.

Idiot Cube's Luck: 1d20 + 0 ⇒ (17) + 0 = 17
Loup Blanc's Luck: 1d20 + 2 ⇒ (3) + 2 = 5
EmissaryOfTheNorth's Luck: 1d20 + 0 ⇒ (10) + 0 = 10
Donovan Twist's Luck: 1d20 + 1 ⇒ (5) + 1 = 6

EmissaryOfTheNorth: What bit of information was Blueboy able to gather before the outlaws rode off? Once I know what he discovered, I can fill in the details.

Idiot Cube: One of your characters gained a rather significant bit of leverage! What is it? Were you able to capture an outlaw for interrogation? Did you stow away? Hell, what do you think would be awesome?

----------------------------------------

Aftermath

Once you are certain it is safe to emerge from your cars and cover, it's time to assess the damage and determine where to go from here.

Here's some noteworthy concerns:

  • Stuff - There's dead bodies with possessions that should probably get to their kin, or more likely it finds its way to someone who can use it as necessity tends to be the greater factor of morality out here in the darklands. Plus, who gets the outlaws' stuff? (I'll work up a list of what they had on them that has yet to be claimed, if you're interested).
  • Armored Car - There were weapons back there, as well as guards. Who knows if any of that stuff's left, but it might be worth checking out; or you could leave it to the rail personnel as it isn't your concern.
  • How to Resume? - If the bandits stopped this train, how to we get it going again? This doesn't bode well for the engineer up front. Maybe some of you have some ideas, or maybe you wait and let the rail personnel deal with that one too?.
  • The Bodies - Oh yeah. What should we do with them? They're likely to have family that would like them returned. Hell, even the bandits would make a strong statement on display in open coffins - a testament to what befalls those that try to rob a train. You may be able to collect a bounty as well.
  • Anything else on your mind?

We're out of rounds now, so act/ask freely. It's mid afternoon - and this whole heist ordeal only took a few minutes.


While the bandits made their escape, Silas managed to shoot one of the riders' horses, sending him toppling to the ground. After some convincing, Jack helped Silas tie up the dazed outlaw and drag him back to the first class car.

----------------------------------------

"Caught one of 'em!" Silas announces proudly, as he drags his quarry aboard.

Jack looks around the car. "Well, it seems like some of you have a better idea of what happened in other parts of the train. Is there anything we want to ask him?"


The sun has begun its gradual descent, though it should still be a few hours until dusk. After hours filled with the sound of the clattering rails beneath and the chugging engine, it seems eerily quiet now. The warm breeze carries conversations from further up or down the train to those of you trying to gather your wits.

Toward the front of the train, at the first class car, a lone man without his shirt climbs from the train to undress the bandit laying in a pool of his own blood outside. This passenger that once looked so impressive looks a bit sheepish now as he retrieves his accouterments. Within the car, no one has begun sorting through the shirt on the ground filled with their 'nearly-pilfered' items. The bride is trying half-heartedly to revive her unconscious husband, while keeping a look out for Roy and Diggory.

The English gentleman dons his bowler and vacates the passenger car with a brief word that someone should check on the engine and the engineer. He doesn't sound optimistic.

Silas suddenly returns with a hostage, roughed up but conscious and doing his best to cooperate. Sure as the sun rises, he'll jump at the first chance he sees to escape, but he's not likely to try anything too incredibly foolish. There's no cause for being a martyr.

What do you ask of him?

-----------------------------------

In the steerage car Archer returns from dining with a few bottles of whiskey. "Here, this should clean the wound, though it'll hurt like hell. Jesse says that these others are on the house, seein' as without our help they would have been taken anyway." Then turning to the injured man's son, "How ya holdin' up kid?"

Pere, the islander has risen from his seat at the back and is peaking out the front door at the bodies piled up there. "We should probably do something with these. I don't want to attract any animals, or worse...." Then with a slight nod as if hit with a realization adds, "In fact, I wonder if we could collect on some of them. Even if they're unknown the railway may have a blanket bounty on rail thieves. Anyone want to help me pile them into the freight car? I'll go ask around for a key."


Diggory is trying not to admire the bride too openly, but the way she has stooped to look over her husband has exposed some of her plunging decolletage. A slow, hungry smile is spreading across his lips.

Myles has caught up with the train by this point, and after looping the reins of his new horse over a hitching post, goes to find Edward. Once he does, his small librarian friend looks up at him. "We should investigate what the bandits were here for," he suggests, with a point of his finger at the hostage that Silas has captured.

When nobody immediately steps forward to do so after a few moments, Ed squares his shoulders and approaches the man Silas has restrained. "Well?" he asks him, trying to look tough.


Donovan Twist wrote:

Diggory is trying not to admire the bride too openly, but the way she has stooped to look over her husband has exposed some of her plunging decolletage. A slow, hungry smile is spreading across his lips.

Myles has caught up with the train by this point, and after looping the reins of his new horse over a hitching post, goes to find Edward. Once he does, his small librarian friend looks up at him. "We should investigate what the bandits were here for," he suggests, with a point of his finger at the hostage that Silas has captured.

When nobody immediately steps forward to do so after a few moments, Ed squares his shoulders and approaches the man Silas has restrained. "Well?" he asks him, trying to look tough.

The man no longer has a bandana covering his face, instead he is sporting a drooping, red mustache and an old but prominent scar on his chin. "What was we here for?" he asks, somewhat bewildered. "We's lookin' for leprechauns. Have you found any?"

When Silas captured this outlaw, he also confiscated a civilian rifle (1d12), 11 rounds of ammunition, and a stick of dynamite.
Ammo: 3d8 ⇒ (1, 4, 6) = 11

-----------------------------

The bride also notices Diggory's gaze, growing flush for a moment but doing little to alter the situation. She smirks and is about to say something when her husband begins to rouse. "Honey, you're awake! I was so worried!" she exclaims. You may not read people incredibly well, but even you can sense that those words don't match the subtle disappointment on her face.


First Class Car

The English gentleman returns from his trek to the engine, accompanied by a large mustachioed man in overalls and covered in soot. The large man is dragging a body through the dust that resembles the quaint engineer that called everyone aboard earlier that day.

"Looks like we're short an engineer," the British man calls out, interrupting the interrogation. "So unless one of you knows how to operate this thing, we may be stuck for a while. Rufus here says we've got a backup engineer at the armored car, but things look messy back there so I'm not real optimistic."

Steerage Car
A stocky man wearing a black bowler emerges from the armored car with an armful of what appear to be rifles wrapped in someone's tattered and bloody jacket. The man walks with a limp but still maintains a composure of authority.

It takes him a bit to work his way up to the steerage car, but upon entering he drops the bundle atop one of the wooden benches with a clamor and wipes away some of the blood and sweat that's been trickling down his forehead. "Roundin' up a posse," he declares between breaths. [b]"I need some real men willin' to help me get that safe back, and the irons to arm you up with. You're welcome to stay here with the womenfolk if that's your fancy, and you'll receive no judgment from me. Your own gut can take up that responsibility. But you'll receive no weapon either."


Silas admires the bandit's rifle, and quickly trains it on its former owner.

"Leprechauns? I hope you've got a better answer than that, because I'm not in the mood for jokes."

Jack turns to the Englishman. "It can't hurt to take a look at the armored car. I would gladly do so, if I only had a proper weapon..."

Silas smoothly unholsters his pocket pistol and tosses it to Jack.

"Ah, much obliged."


Silas' Persuasion: 1d20 + 0 ⇒ (5) + 0 = 5

The man's eyes go wide for a moment as the rifle's leveled at his face, but the look of shock is quickly replaced by one of amusement. "Ya kill me now and it's murder, with all manner of witnesses around. So why don't ya take that rifle and stick it somewhere shady."


Edward shrinks back at the bandit's sneering tone. Then, his face hardens. He was feeling sensitive ever since he had spent the initial attack hiding safely while others risked their lives.

Something smoldering within the librarian - stoked by his own shame - burns into a bright flame, and his eyes go wild. Grabbing the tied-up bandit by the shoulders, the librarian shakes him violently, and punches him twice - one-two - across the face with wild slaps. "TELL US WHY YOU ATTACKED US!" he shouts, his angry shouting not covering up the shrill undernotes of fear in his voice.

Behind him, Myles has heard the British man's words and is trying not to focus on Edward's embarrassing attempt to look intimidating. "I'll try to open up the armored car and find the backup engineer," he offers. "Edward...you'd better come with me." he puts a hand on the librarian's shoulder and makes to pull him off the bandit he's assaulting.

Diggory, after seeing that the woman's husband would be all right, scowls and makes his way back to the steerage car in time to see Bowler Hat bring up the guns. "Posse?" he says, with a grin. "Now you're talking my language. Give me a long iron."


Edward's wild outburst is shocking, and the bandit's eyes grow wide at the sudden display of ferocity from one previously so still. However, even amidst the verbal and physical assault the outlaw only laughs between slaps. "Y'all know the law. I'm unarmed and in custody now. Can't do nothin' to me till I'm tried all lawful like."

"They were after the payroll. calls a voice from the rear entrance - the man dressed in black with the bowler hat, holding his bundle of firearms.

------------------------

Moments Before:

The man in the bowler hat grins wide beneath his mustache and hands Diggory a shotgun, as well as a handful of rounds. [Shotgun - 1d14 Damage, 15/30/45/90, Single Shot (but both barrels can be fired at once, roll for damage twice), Capacity 2]

"Name's James, and so far it seems you're the only man left here on the train. That's fine though, I'd rather have two strong arms than a posse full of liability. Let's check first class..."

-------------------------

Back to Present

"The railway payroll was in the armored car at the back, which these cowards must have known. That's why they attacked, but we're gonna get it back," continues the black-clad man in the bowler, with Diggory close behind. "And the backup engineer, Gideon, he's gone with them. I don't imagine by his own choice, but I wasn't all here when they took off. But how'd you like a gun and a chance to get him back?"

You don't have to join, but we should avoid splitting up. If different characters go different directions we'll follow the main group and make a couple quick rolls to determine the outcome of the smaller group off-camera.

Hopefully we'll have some new recruits to join as well in the near future.


Edward seems eager to prove himself after his cowardice during the initial attack. "I'll take whatever weapons you're handing out, as my letter opener was..."

"Useful," Diggory interrupts him, handing it back. It's been wiped clean, but it's still got the stench of gore on it. Edward winces slightly at the smell, and takes out his pocket handkerchief to clean it.

Diggory's already armed, and Myles has what he took from the body lying outside. Reunited again, the three cousins set off with James aka Bowler Hat as he sets off toward first class.


It looks like over the break I got mixed up on where the hostage was -- moving him to first class in my mind for some reason. I trust you all can sort out the dissonance. All characters may freely assume they have the above information, rather than trying to figure out who is in which car, and where what has been said :)


Male Human Commoner 2/ Philosopher 2/ Gamer 5/ Writer 5

Okay, let's post again... Sorry again for my lack of it.

When the bloody fighting comes to a close, Tekumsah seems to need a few moments to come to his wits and calm down. He looks down at the man he shot, and for a few seconds he wonders when he'll hear the first gun click behind him as a white man decides on race vengeance. Soon enough, though, he realizes that this isn't like a brawl gone bad--he fought against bandits, and for that, the killing of a white man might go forgiven. At least for now.

Roy, meanwhile, just seems unconcerned with things. While another man rushes past and takes the final bandit to the ground off the train, the Scot just turns around to retrieve his knife from where it landed after the throw. He spares the rescued bride a glance--one with cold eyes more akin to the grave than to looks of love--but otherwise just spends some time surveying the scene, and glances out the window. When word comes in that the engineers have met trouble... well, he isn't much surprised, and he slides the knife back into its sheath with a grunt. There were probably more bandits back at the armored car, too, but by now it would take too long to reach them.

In steerage, for his part, Spencer helps with treating the wound, and then sits back. When a posse starts forming, he moves with the others, joining the gathering in first class.

- - - - -

When Bowler Hat comes into first class, it seems everyone takes a moment to look and listen. When that moment ends, Roy is the first to step forward. "Gun will be good until I get close enough." He holds out a hand for a firearm.

Tekumsah steps up as well, a tad nervous and not sure if they'll take him. He lightly gestures to the guns in his hands--the pistol he'd picked up earlier, and the one he just took from the bandit he shot in the booth. (I don't think anyone else has claimed that one. They're both low an ammo, but he's got them, at least.)

After a few more moments, a thin, shaking hand rises, and Spencer takes a weak step forward. "I... I've never done this before. But I'll try." After another second he starts and lifts the pistol he'd picked up earlier. "I have this, if, if you don't have enough of those..."


The proffered guns are either a Light Pistol (1d8 damage | 30/60/90/180 | Semi Automatic | 6 Capacity), or a Shotgun (1d14 Damage | 15/30/45/90 | Single Shot (but both barrels can be fired at once, roll for damage twice) | 2 Capacity). Either way, you get 10 rounds of relevant ammo.

As the posse is gathering, Perre and Art set off on a backtracking mission - following the tracks toward where the attack initially happened. There were a couple bodies that fell along the tracks during the heist, and the two men seem to be set on returning them to their families (at best) or at least collecting as many bounties as possible.

It's getting late in the afternoon and the sun is beginning to dip. James Jasper, the man clad in black with the prominent bowler, is trying to discern who will be most useful in this mission - though he excludes no one. "Since we have one of 'em in custody, we may be able to get some information on where we'd find them. If we can do so, we should be able to get there before nightfall. Of course, I bet I can track where there horses have gone. That just takes a bit longer."

Just waiting on our third player, at the least, before setting out. But this gives you time with the captive or other pursuits if you wish. The outlaw doesn't seem to be responding to intimidation anymore, but there may be more than one way to skin a cat.

----------------------------

F.Y.I.

The injured father is resting now in the steerage car with his son, trying to recover. Few of the other passengers wish to join this posse besides you all and James. This is somewhat surprising as well, given some of the personalities present in First Class that seem to be well suited for the task.


Edward is determined to get out in the field, and keeps to himself. He's emotionally drained from his outburst earlier. Myles keeps an eye on him, from a distance; he's known the lad for some time. Myles keeps close to Jasper, surmising that any new information is likely to be passed along to him anyway.

Diggory's blood is still up and he finds the prisoner interesting. He decides to treat him like he treats an ornery steer...stare it down until it submits to his superior gaze.

He pulls up a chair and sets it facing away from the prisoner, then plunks his butt down in it and rests his arms on the chair's back. His guns are hanging off his side in plain view. He makes eye contact with the prisoner, if he can, and stares at him without saying a word. If the prisoner speaks, he won't reply at first, until it seems like it's doing something.

Full disclosure, I know this tactic might not work at all, but Diggory's more used to dealing with riled-up cows than riled-up people, so he's just using the tools he knows.


I like the idea. Sounds like luck to me. 10 DC just to calm him down, maybe make him a bit more cooperative. 15 to actually work him over!

Diggory's Stare: 1d20 + 1 ⇒ (6) + 1 = 7

You get a lot of uncomfortable looks from the outlaw, who does his best to avoid eye-contact. It's a fairly awkward atmosphere for all except possibly Diggory.


Yeah, Diggory is oblivious to the awkwardness.


Garwen 0/1, Sharyn 2/2, Rosco 4/4, Henry 5/5, Judge 5/5, Ronnie 0/5

Dotting in


Male Human Commoner 2/ Philosopher 2/ Gamer 5/ Writer 5

Roy takes a shotgun, while Spencer and Tekumsah each take a pistol--Spencer does so after seeing the man with two guns get another one, figuring it might be good to have more than one if possible.

As the posse is still forming, and a question arises of questioning the captured bandit, Roy moves over to the prisoner, walking past Diggory's awkward stare. When he gets to the man, he looks down at him for a moment, and then calmly unsheathes his knife and brings it up to slice at the man's cheek. If not interrupted, he draws it in a line from under his eye to near the bottom of his ear, and says, "Talk."


Those of you with two weapons (firearms or otherwise) may fight with both if you wish, however there are attack penalties when doing so as determined by your agility. I can outline that more specifically if you want solid numbers to look at.

While no one seemed to bat an eye at Tekumsah's previous violence (afterall, it was in their defense), there's a powerful sense of agitation as soon as the native arms himself further. Mr. Bellows, the English gentleman from first class who checked on the engine car is the most overt with his unabashed glare of distrust, but the others are not quick enough to divert their gaze to mask it.

Mr. James, the man in black, gladly places an iron in your open palm.

As for Roy, intimidation tactics have had no effect on this man so far. In fact, they seem to have emboldened the lone captive. The act of drawing blood, however, is somewhat sobering.

(Reducing the die rolled, since intimidation should be ruled out. But dang if you didn't step it up a notch! The penalty is from Personality. DC 10)

Roy's Gravitas: 1d16 - 1 ⇒ (10) - 1 = 9

"Hey, whoa whoa!" The man calls out, clearly shaken out of his previous bravado. "Talk about what?! Dammit, what do you want to know?!" The shallow cut that splits his features begins to bleed and follow the contour of the man's face toward his chin. "Mr. Black already told you what we was after!"


Edward watches Roy and tries to conceal his feelings of hero worship. Here was an example of the badass he was striving to be! Myles looks on, making sure Roy doesn't go too far.


Garwen 0/1, Sharyn 2/2, Rosco 4/4, Henry 5/5, Judge 5/5, Ronnie 0/5

Three more men from the Train step up to join the Posse:
Henry Weaver, a slightly pudgy balding man with a decent suit. He has a branding iron in one hand and a small cloth bag over his shoulder.
Judge Cartwright is a tall, stately looking gentleman and Ronnie Milsap looks to be quite weathered as to have spent a lot of time outdoors...

These men approach the scene and volunteer to help. Judge accepts a 6-shooter and some ammo while the other two will both take Shotguns.

The Judge asks "We heard some rumors. What's the situation here?"


Mr. Jasper eyes the growing crew and lifts the brim of his derby to take in the three newcomers.

"The situation is I've got a safe to get back from a bunch of snakes that just robbed us. In the process, it looks like you all are left stranded without an engineer, unless you want to try running this train yourselves."

He looks up at the dipping sun, casting all of your shadows in long strips back alongside the rail tracks. It'll be dark in a couple hours, so we'd best get tracking soon as everyone's armed and ready."


Lilly Ann, a tall black haired beauty, looked at her two friends sitting opposite of her.
"Shall we join posse and help hunt down the bad men?" she inquired.
Sam, a short frail man, gave her a weak smile but nodded. "I'm game, if you two are."
Rounding off the trio was a fiery redhead named Hessie. "Well, sure, of course we'll go a help them. I'm a itching to fire me a gun anyways.
"Well, that is settled then." Lilly rose from her corner seat and made her way out to the group gathering outside.

The trio stood slightly behind the main group but didn't hesitate to take a shotgun and two pistols when they were offered.

Mister, I think we are the last that will be heading out with you. Lilly called out, her voice warm and strong.


"Sure beats waiting around this train carriage with our thumbs up our arses," Diggory observes. "C'mon, we're wasting daylight. Let's get moving!"


Garwen 0/1, Sharyn 2/2, Rosco 4/4, Henry 5/5, Judge 5/5, Ronnie 0/5

The Judge and the other men load their respective weapons and pocket some ammo for later.

"Lead on Mr. Jasper" says the judge who stuffs the revolver into his belt. Henry and Ronnie both keep their shotguns at the ready and follow along.


If anyone wishes to continue to grill your hostage, feel free to do so in flashbacks! If not, hopefully he'll stay tied while all the brave passengers are away ;)

* * * * * * * * * * * * * * *

The sun slumbers just below the horizon, draping the landscape in shadows of purple and grey that turn everything to silhouettes. The hills before you roll in black and even seem to lightly rise and fall in the waning dusk like the frame of a slumbering giant. It's near impossible to see the trail you've been following for the past hour or two, but that's not such a problem anymore.

The camera dips behind the weary posse of travelers, awkwardly holding your new weapons and sluggish from your impromptu journey. Beyond your silhouettes is a flickering beacon - the lilting dance of flames cast on cliff walls and stone piles in the hills ahead. "Careful now," Mr. Jasper warns. That sentence alone has probably doubled the amount of words you've heard from him since you set off. He communicates in glares mostly, beneath that bowler and dark brows, but without the light of day it appears he can speak as well.

"The tracks lead toward that box canyon," he states barely loud enough for all of you to hear, but no more or less. "Seems they've got a fire going, and I'd wager they don't anticipate any of us coming. But that's no excuse to be stupid. Do something foolish and you're likely gonna hurt someone else beside you as well."

Do you guys discuss anything at this point, where you can be fairly confident that you're undetected?

Mr. Jasper, the one who has taken charge rather effortlessly up to this point instead looks to the group of you. "Hand holdin's done, gentlemen." He tips his hat to Lilly Ann and Hessie, adding, "... And ladies.

"Steel yourselves, then show me what you're made of."

What do you all do?


Garwen 0/1, Sharyn 2/2, Rosco 4/4, Henry 5/5, Judge 5/5, Ronnie 0/5

The Judge says...
"I think that Canyon's wide enough for my group to circle around behind them varmints. We could corner them and give'm a chance to come peacable like. I they don't, we shoot em all. But we gotta be quiet. Maybe wait till we know they're asleep.


Male Human Commoner 2/ Philosopher 2/ Gamer 5/ Writer 5

Tekumsah nods with the Judge's plan, figuring stealth to be the best option, and Spencer seems content to work with that as well. Roy grunts and shoulders his shotgun.

"I'd go in straight, end it quick," he says, his words devoid of emotion. "But surprise is good. Don't think they should come peacefully, though."


Garwen 0/1, Sharyn 2/2, Rosco 4/4, Henry 5/5, Judge 5/5, Ronnie 0/5

"Well"
says the Judge.
"Lemmee tell you a story about a trial I had. These boys surrounded this here camp at night. See, they was all out in the darkness but they could see them boys laying around the fire clear as day. Specially when you been in the dark for a few hours yourself. When they shouted into the camp, them boys woke up but they couldn't see nothin. One of them fellers started firing into the dark. They dropped him with one shot. Guess what the rest of them boys did? You got that right...they was caught with their pants down. You go ahead and run into that firelight. You might just make it an even fight then. But for me, when it comes down to me or them, I never fight fair..."


Indeed, you'd figure the entrance to the canyon is maybe 80-100 feet wide, so one wouldn't be likely to sneak in there undetected in broad daylight, but there's enough room for some maneuvering perhaps, and likely some rock outcroppings to utilize. Although, from this distance you can't tell.

It's likely enclosed on three sides as well, as most of these types of canyons terminate in those same shear cliffs upstream.

Roy, you knew one of these bandits on the train, so it's possible that you may know at least another or two holed up here.

There also seems to be some laughter and frantic shouts carried faintly on the cooling wind. Whatever's happening in that canyon isn't real quiet.


"Let's move in silently. Maybe split the group and go in on each side of the entrance to the canyon." Lilly Ann listened for a minute before continuing. "Since it sounds like they're enjoying themselves, we might be able to surround them before they even notice us."
Hessie and Sam keep quiet, listening to the others talk.


"I like the idea of splitting the group," Myles says, speaking for the first time this journey. "Diggory and I will accompany the Judge."


Nearing the canyon, the flickering light from the campfire continues to grow, as do the shouts of laughter and torment. There are numerous rock outcroppings at the entrance, as well as towering boulders dispersed throughout like jagged teeth. Their long shadows dance and weave in the firelight as well.

The cliffside walls, however, are almost perfectly vertical with little to no handholds at all. The shadows cast upon these walls betray the scene within long before you're able to get a clear enough look yourself. Stretched figures laugh and prod at another figure stretched out on a spit above the growing flames. The taunting voices demand and cajole amidst the whimpers and occasional shouts of agony from the older gentleman strung over the fire. They keep asking for some password, but their captive either is ignorant of such a thing or incredibly resolved in his responsibility.

"They're distracted," Mr. James whispers. Damn, when did he get so close? "If we can find the safe we may be able to get out without wasting any bullets. No need to kick the hornet's nest."

I'll need every character to make an agility check for sneaking. 1D20 +AGI. If you have a profession that you can justify would give you insight or prowess in sneaking, take an additional +2 to the roll.
Everyone entering the canyon needs to pass a simple DC 5 test. Those that intend to 'sneak around' will need to pass a DC 10. -- For every two that pass I'll allow a near miss, assuming that the others are able to keep that mistake in check.

How do you sneak around? What does that look like, and who's in this 'flanking crew'?


Myles sneaking: 1d20 - 1 ⇒ (7) - 1 = 6

Edward sneaking: 1d20 + 1 ⇒ (1) + 1 = 2

Diggory sneaking: 1d20 + 2 ⇒ (10) + 2 = 12

Myles, big man that he is, isn't the best at sneaking, but it is actually Edward, distracted from trying to shush him, that gives the game away! When he's less than 20 yards from the nearest of them, the hapless librarian trips and falls on his face, letting out an involuntary shout!

Diggory curses, says "What was that about kicking the hornet's nest?" and immediately opens fire twice with his shotgun.

Attack the nearest person standing next to the fire poking the old man: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 2d14 ⇒ (4, 14) = 18

Myles seeks to grab Edward and yank him behind a nearby rock for some cover, cursing at him all the while. Edward, meanwhile, looks like he is about to die of embarrassment.


Good news, you guys get the surprise round! Those that were sneaking around are free to describe your characters as flanking the fire (beside it when viewed from the entrance to the canyon) but no one had time to get behind them yet. The other half is at the entrance to the canyon.

Bad news, that's all the info you really have on what's going on in there. You saw the shadows and know there's a fair amount of varmints around a fire with a poor sap on a spit. I'm sure you'll have better bearings after the surprise round.

-----------------

How large of a rock did Myles and Edward dive behind? Bigger rock is bigger cover, but also limits what they can do/see from there.


Garwen 0/1, Sharyn 2/2, Rosco 4/4, Henry 5/5, Judge 5/5, Ronnie 0/5

Henry Sneaking: 1d20 + 1 ⇒ (3) + 1 = 4
Judge Sneaking: 1d20 + 1 ⇒ (4) + 1 = 5
Ronnie Sneaking: 1d20 ⇒ 9

The Judge, realizing that stealth is now out of the question,
spreads out to the left toward the canyon wall and begins fanning his six gun into the nearest man silhouetted by firelight.

Judge shooting Pistol: 1d20 + 1 ⇒ (14) + 1 = 15
Damage: 1d8 ⇒ 2

The other two hombres do the same with their shotguns...

Henry shooting Shotgun: 1d20 + 1 ⇒ (17) + 1 = 18
Damage: 1d14 ⇒ 8

Ronnie shooting Shotgun: 1d20 ⇒ 5
Damage: 1d14 ⇒ 12


Male Human Commoner 2/ Philosopher 2/ Gamer 5/ Writer 5

Spencer Stealth: 1d20 + 1 ⇒ (2) + 1 = 3
Tekumsah Stealth: 1d20 ⇒ 2
Roy Stealth: 1d20 ⇒ 15

Despite their leaner bodies and the photographer's natural agility, both Spencer and Tekumsah are unable to sneak very far before stumbling and making some noise. Roy, however, had elected to move with the flanking team to take the bandits by surprise and keep them from running, and the big man moves with eerie quiet, like a ghost in the night. He didn't make it far before attention was drawn, but he probably could have circled all the way around before the trouble started with a little more time.

As it is, Tekumsah is the first to react. He draws up the new pistol he received, recognizing it as better quality than what he had before, and fires at the nearest bandit as far as he can tell, before diving behind a waist-high boulder.
Tekumsah Shooting: 1d20 ⇒ 3
Damage: 1d8 ⇒ 4

Spencer lets out a yelp as the gunfire starts, and he squeezes off a shot at one of the figures by the fire as he dashes for cover himself.
Spencer Shooting: 1d20 ⇒ 20 My god Critical Roll: 1d4 ⇒ 2
Damage: 1d8 ⇒ 8 Jeez Explode: 1d8 ⇒ 5

For his part, Roy just slips into whatever cover he can find, preferably something shadowy. It may be that the bandits haven't seen him just yet, and that could give him an advantage--and time to see just what's going on, who's who in this situation. He'd hate to put one of his targets in the ground without the chance to look them in the eye.


Ha, those sneak rolls are abysmal, but you guys are gunning them down in this surprise round... thinning the chaff. Also, Spencer may have just found his calling. I'll give Junelee some time to catch up before we move past this surprise round.


Myles is primarily concerned with Edward's safety, and feels partially responsible for the man being distracted and falling on his face. The largest rock they can immediately dash to.


For those peering around some of the large stones at the bonfire, you can clearly identify seven outlaws as the gunfire begins. Though in truth, the scene was broken before that... seemingly an eternity before.

Your posse advances with night covering your trail and murder in your eyes, but the rocky canyon is a wicked thing to traverse in the dark. Stones slip, bringing some of you down with them, accompanied by curses loud enough to pierce the laughter and screams from the bonfire. Several of you hold your breath, sweating and praying that such blunders go unnoticed.

You're not that lucky.

"Carver!" comes a shout from an outcropping of rocks near the entrance to the canyon, up and to the right of the group. "You got company!"

"What the hell? Jib is that yo-"

-More stones topple with more grunts and mutters, cutting off the reply from one of the outlaws.

"S**t, we've got company." He calls out to the rest, "Look ali-"

The man's second shout is broken much like the first, but this time by the double blast of a shotgun. The man, with a short beard and long grey jacket is thrown back toward the fire by the blast, landing half in the flames amidst a rising burst of cinders. The burning logs are thrown by the collision as well, landing dangerously near the wooden spit where Mr. Gideon is bound.

Before any others can react, there are five more gunshots - almost simultaneously. Two more drop in the initial volley, one of which takes a frightened shot from barely a foot or so away, ripping near half the man's face with the blast of smoke and lead. Another bandit drops to her knees with a brief scream of pain, but is quick to her gun.

1d8 ⇒ 5

A sixth blast rings out over the din as well, but this time from the outcropping where the warning was issued only a second before.
Hessie's got the worst luck
Bang: 1d20 + 1 ⇒ (3) + 1 = 4

Hessie can hear the ricochet ping off of a boulder only a foot or so to her left.

Four left around the campfire, one of which is wounded. Three casualties. Oh, and Gideon on a spit.

There's also a lookout posted on an outcropping near the entrance, but none of you see where he is yet.

---------------------------

GM Note: Round 1

Initiative - 1d20+Agi - Group goes by best roll.

Loup Blanc's Posse:

1d20 + 1 ⇒ (6) + 1 = 7
1d20 ⇒ 7
1d20 ⇒ 20

Donovan's Posse:

1d20 - 1 ⇒ (6) - 1 = 5
1d20 + 1 ⇒ (3) + 1 = 4
1d20 + 1 ⇒ (6) + 1 = 7

Hyregoth's Posse:

1d20 - 1 ⇒ (16) - 1 = 15
1d20 + 1 ⇒ (3) + 1 = 4
1d20 ⇒ 14

Junelee's Posse:

1d20 ⇒ 1
1d20 - 1 ⇒ (11) - 1 = 10
1d20 + 1 ⇒ (14) + 1 = 15

Outlaws:

Lumping the remainder into just 2 rolls
1d20 + 1 ⇒ (3) + 1 = 4
1d20 + 1 ⇒ (1) + 1 = 2

Wonderful! Looks like you all get to act before any of the outlaws. Junelee, feel free to take two actions if you want to account for the surprise round. You may also utilize the info regarding the lookout, assuming you just acted later in the surprise round than he/she.

The box canyon continues back a good 400 feet or so beyond where the campfire is located, with sparse outcroppings similar to the ones you all are hiding behind. There are two large tents set up further into the canyon as well (50-60 feet from where you are). They are only lit by this somewhat distant bonfire, and there's either nothing of interest beyond them or it's too dark to tell.


Garwen 0/1, Sharyn 2/2, Rosco 4/4, Henry 5/5, Judge 5/5, Ronnie 0/5

I'm a little out of init order but have to run for a few hours

Judge shooting Pistol: 1d20 + 1 ⇒ (3) + 1 = 4
Damage: 1d8 ⇒ 1

4 shots left in the leg iron. The other two hombres do the same with their shotguns...2nd shots...now empty

Henry shooting Shotgun: 1d20 + 1 ⇒ (2) + 1 = 3
Damage: 1d14 ⇒ 7

Ronnie shooting Shotgun: 1d20 ⇒ 16
Damage: 1d14 ⇒ 4

Hope you all have better luck...I might have gotten one though


I wouldn't worry about the order between the PCs. The only place I think it matters is when the opponents get to jump in... and that's not until the very end - If they survive.

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