Second Really Wild West Session — After-Action Report (Part One)
After the first Really Wild West: Doomstone game session After-Action Report, and its Part Two follow-up, numerous people indicated they were excited to keep learning about the campaign as I run it. So, it’s two weeks later, I’ve run another session, and adapted notes taken by my wife Lj (who is playing the fenrin operative bounty hunter named “Sawyer”) as a quick report.
If you don’t recognize a reference, it may (or may not) be in a previous session, or at the updated campaign notes page.
(Sketch of the Chimera Kid by Jacob Blackmon. The Kid is a figure in RWW: Doomstone the PCs have heard about, but not yet me. Jacob is awesome at capturing character designs in sketches like this, and you can hire him to do it for your characters!)
Session 02
The player running the human mechanic roboticist can’t make it to the game session, but wants us to proceed. That character is determined to have to stay behind in Cheyenne to repair her drone, and will be escorted to the ranch the PCs are heading to in a few days, when the Fonts & Bismark patrol comes back into town so they have spare people to do it. Since everyone wants to play, no one picks at the logic of this too much.
Most PCs stay at Mr. Satin’s Satin’s House of Refined Delights. Discover there is a bastet Norwegian Forest Cat named Caesar who is a professional cuddler. Fantastic purrer and snuggler. From a line of French pillow warmers (on his mother’s side) and a Bostonian chimney-sweet (literally crawls into a chimney and cleans it by moving through it, using token Spell to clean himself off when he’s done).
Day 3
PCs gather at the Fonts & Bismark station-house in Cheyenne to pick up the gear they are being given. Station Chief Adler introduces them to a new potential companion — Brone Mallory, a half-orc cartographer technomancer with a Doctorate in Theosophy from Oxbridge University, who is a mail-order theosopher who was hired to help survey the border between the Circle Axe and Vicious Hippogriff ranches. But the survey company went bankrupt while Mallory was in transit, so now he is between jobs. PCs agree to bring him along.
PC skill checks suggest he may have connections to the “Brone,” Normandy orc warcasters from the 900s AD, and possible the Mallory family of humanblooded spells-for-hire that operate around the Appalachians.
PCs decide to head to Circle Axe first. On their way north out of town, they are accosted by a human man with 4 mechanical arms run by a steam abckpack (in addition to his own 2 arms) grooming utensils. He declares he is “Beardcutter Ben, the Shaver’s Friend,” and makes his sales-pitch
- He claims to be able to solve any problem we have.
- Centaur Paladin buys a ring of oral hygene
- Human Fighter/Mystic buys ten water pills (each pill turns into 1 gallon of water)
- PCs get Beardcutter Ben’s calling card – a small gear-clockwork that when plugged into the Babbage-Bell grid tells you his last known location (he’s a wandering peddler)
- He offers us a free sample of “Walking Meat” (gum). Says he can;t get anyone to buy it, but it makes long foot travel more pleasant. The human fighter/mystic accepts a piece. It tastes like unseasoned pot roast.
The PCs head north. It’s two day’s travel to the Circle Axe.
Brone writes down the lyrics to a song Sawyer sings on the trail, and does a couple of sketch portraits of her.
At camp the first night, shortly after sundown, the PCs see a figure approach them, with points of light for its eyes, and his mount’s eyes.
- Skeletal male, humanoid, casually walking toward us. Rifle on shoulder. Pauses at 100ft.
- He comes from the North, and is headed into town.
- Wears a deputy’s badge with a skull on it — not a symbol anyone recognizes
- Smells of turned earth, ashes, and heather
- PCs can’t identify what he IS, but conclude he’s not an undead
- He says he is “Deputy B. Hill,” works for “The Marshall.” Someone has “grave jumped,” and he thought it might be one of them — but now that he is here, he sees they are all on “the right side of the dirt.” His prey keeps covering its tracks, “Like a snake shedding its skin fer feathers.”
- PCs suggest he (might*be hunting the same foe they are looking for. Offer to maybe help. Deputy Hill says he’ll mention the PCs to The Marshall. If Deputy Hill can’t track down the grave-jumper himself, the Marshal may send a less discerning senior deputy, Or a full posse, which can cause “collateral damage.”
- Deputy Hill rides off, calmly. Later, his horse’s footprints disappear with soft, eerie sounds.
Day 04
A green meteor crosses the sky in the morning. East to West. In the Northern sky. No one is sure what it is, though it could be sky metal.
- The human fighter/mystic seems to be permeated with a carrion smell, though only the fenrin operative bounty hunter can smell it (has scent).Fighter/mystic’s mouth is dry and foul.
- Token Spell doesn’t help.
- The cavalier’s ring of oral hygiene doesn’t help either.
- Players determine this is an affect-effect of the Walking Meat gum, Determine to Have Words with Beardcutter Ben when they get back to town.
About half a day from the ranches, monstrous Jerusalem Bug (size Small) burst from the ground and attack, focusing on the fighter/mystic at first. PCs ID that these bugs burrow and eat carrion.
- PCs look at real-world pictures of Jerusalem Bugs, and declare them “A Big ol Bucket of Nope”
- The PCs identify these eight creatures are Rowdies (first time I have used those rules in a game).
- They bite and spit entangling resin. Also, rub their legs together making static electric jolts and dust clouds.
- Fighter/mystic moves to not be surrounded, suffers a knockdown crit. Draws a long knife to fight rather than pistol (has Cleave and there are many AoO possible with so many melee foes)
- PCs roll BADLY, and the Jerusalem Bugs get multiple knockdown crits.
- Brone Mallory, the half-orc technomancer, mostly just maintains microbot assault through the whole fight, but the margin makes a difference several times.
- Tough fight. The fenrin operative bounty hunter loses all Stamina Points, though the player identified she kept taking unnecessary risks.
- PCs win. Fighter-Mystic heals fenrin operative bounty hunter’s Wound damage, and then most characters take 10 minutes and expend Resolve to regain Stamina Points.
End Part One!
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Posted on August 10, 2020, in Adventure Design, Anachronistic Adventurers, Microsetting, Starfinder Development and tagged Doomstone, Game Session Notes, Gamemastering Advice, gaming, Geekery, Really Wild West, Starfinder. Bookmark the permalink. 4 Comments.
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