First Really Wild West Session — After-Action Report
A number of people have asked for more details about the train fight in the first Really Wild West game session (with the campaign entitled “Really Wild West: Doomstone”), so I have adapted notes taken by my wife Lj who is playing a fenrin operative bounty hunter named “Sawyer.” Some context may also be available from the campaign notes I developed from this session.
(“Sawyer,” by Jacob Blackmon)
I specifically set up this fight to bring the player characters together with a common interest. Here’s the set-up.
Female Fenrin Operative Bounty Hunter (Seeking a bounty)
Female Centaur Paladin Mercenary (Seeking an ancient evil, the Venom King)
Female Human Mechanic Roboticist (Seeking to access Martian tech found in the field, rather than the picked-over scraps she can get hold of back East) – has stealth drone mechanical dog, “Pinion”
Male Human Soldier/Mystic Criminal (Seeking to tip the balance for past bad deeds)
1891 – Spring
- The Fenrin bounty hunter is looking for the Chimera Kid, who he shot a federal judg. The Kid is a Ksatha missing one of his four arms. Fights with poison pistol, flame pistol, ram-headed hammer.
- Currently tracking Gavra Vardalos, a previous associate of the Kid, who is headed West on the Old Number Seven train out of St. Louis. Vardalos wears a black bandito mask with a green scorpion tail. Vardalos seems to be waiting for something.
Evening of day two – around 36 hours into the trip – as the sun sets
- Alarm bell goes off as the train comes to an emergency stop
- Bridge is out ahead. Fresh damage.
- This might be what Vardalos was waiting for
- He gets up and says he’s gonna check on his pony
- Fenrin bounty hunter gets on top of the train and follows
- The porters arm themselves
- Vardalos says his pony needs medicine and wants to get into the baggage car
- A halfling porter takes him around the outside to the caboose
- Gunshots ring out from within the back of the train
- Just after the porter knocks on the caboose door, Vardalos attempts to kill him. Vardalos has two sabers enhanced with jury-rigged Martian heat-ray crystals. The distinctive sound of them powering up can be heard throughout the train, and including by the mechanic roboticist. Fenrin bounty hunter jumps down to stop vardalos.
- The halfling caboose porter rolls under the train and pulls down a shield with a gun port from the bottom of the caboose, then locks his gun into it
- The centaur paladin, suspicious of Vardalos’s possible involvement because of the scorpion-tail mask, also comes to stop him.
- A stamer trunk turns out to be a mimic, and attacks a Fonts & Bismark agent guarding a package in the boxcar.
- Outside the train, thin lizardfolk step out of the air – serpentfolk (5) from a hidden reality. Everyone not already engaged helps fight them off.
- They shoot old revolvers. Poisoned bullets.
- The mechanic roboticist and Pinon run to the back of the train to investigate the Martian tech sounds, and run into the Fonts & Bismark agent fighting against the steam trunk mimic. Stop to help.
- The caboose door rotates out, revealing an old, beat up robot breakman, with a 2ft spanner
- Moves to attack the serpentfolk who is attacking the porter
- When Vardalos dies, his body writhes and breathes out a green vapor
- As serpentmen overpower the conductor guarding the engine, soldier criminal comes running up the center of the train, shooting it from 2 cars away and preventing it from powering up the train and running it over the broken bridge into a gorge below.
ON VARDALOS: 2 manticore stamped revolvers; 2 jury-rigged Martian metal sabres; 350 credit chips issued from the East Hudson Fur Trading Co.; under a glove a signet ring with a scorpion tail with a green teardrop signet stone; scrap of paper with Fonts & Bismark Service# written on it – these go on whatever F&B is shipping that the mimic went for. The scrap has a watermark from the EHFTco. The fenrin bounty hunter can confirm it’s not written in Vardalos’ handwriting.
At the end of this introductory fight, the fenrin bounty hunter wants to follow up on the clues around Vardalos to see if they lead to the Chimera Kid. The centaur paladin wants to follow up because the green vapor and scorpion-tail clues are her best lead to find the cult of the Venom King. The mechanic roboticist wants to follow up because somehow Vardalos got access to fresh Martian heat-ray technology. The soldier/mystic wants to follow up because this seems like a good opportunity to earn some karmic balance.
The session didn’t end there of course.
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Posted on July 28, 2020, in Adventure Design, Adventure Sketch, Anachronistic Adventurers, Microsetting, Starfinder Development and tagged Doomstone, Game Design, Game Session Notes, Gamemastering Advice, gaming, Geekery, Really Wild West, Starfinder. Bookmark the permalink. Leave a comment.