Really Wild West “Doomstone” Campaign — After-Action Report (Game Session 7, part 3)
Wrapping up the after-action report for Session Seven of the Really Wild West: Doomstone campaign. The Knight rangers have headed out in their converted Martian Excavationg Machine, now known as The Armadillo, to the Montana city of Hellgate as part of their quest to find and defeat Professor Barkane Adrameliche, who has become the darkling Lord, the Venom King.
But first, they want to check in on the family of the ogre ranch-hand and ally Bo Hoss, who live near Rexburg and stopped communicating with him months ago, though they only ever sent him messages once a season.
Notes adapted from the notes of my wife Lj, a player in the game, and told from her point of view.
>>Later on May 6th day we come to Rexburg.
The Knight Rangers decide to visit Bo Hoss’s family before going in to Rexburg. The ogre clan live in a small valley between Rexburg and Hibbard, in the vents of a mostly-dormant shield volcano.
· There’s a Pony Express post at the edge of the valley, which looks abandoned. An investigation reveals an old smell of blood in the floor – a Kasatha was stabbed and bled to death right there – no blood drops leading out of the shack. It’s been at least 7-8 months since the pony has been here, and no foot prints nearby for months.
· The post itself has a hobo mark on it – means this place is unfriendly and unsafe
· Strongly smells of vulture-like bird – either a large flock or a huge roc visits here every few days but is smart enough to clean up their sign (only their scent gives them away)
· Place is clean and packed like they left it on purpose
· The Soldier and Operative, both with DaVinci Wings, take to the air and scout the valley.
o The soldier determines that there is wildlife, but they are all acting like there are predators around. He finds and talks to a fisher (a weasellike mustelid) using speak with animals. It says there are “big, death birds” – they crow and dance and speak all the wrong words. They’re all feathered, but they talk to fleshy people
o The operative sees at the other end of the valley, beyond the volcano, there is a creepy looking lodge up in the side of the mountainside, in a wetland area. It’s old and rundown, but there’s a light on. Between 100-200 years old, or maybe just a really hard 40 years. Smells of at least two half-elves.
Drive the Armadillo in, but it can’t make it up the mountain to the vents where Bo Hoss’s family live. There are carved-in stairs the Knight Rangers take to get up.
· There are old stones here carved with South Pacific language, which no PC speaks
· Also some larger, new stones carved in a very different language
· We see someone inside the cave – a Bo Hoss-like ogre– carving on the wall.
· There is a vrock overseeing him. It sees us and screeches – it’s on
· The operative shoots and misses, but startles the vrock.
· The centaur paladin charges and shouts “I name thee demon!” The Knight Rangers conclude it’s a demon.
· The vrock screams and causes fear, though no one in the area is affected
· It slams its beak into the paladin for a LOT of damage. It seems to be augmented.
· The cartograthurge technomancer moves up to see if the new stones are doing something that may effect the ogres
· The ogre, being now free to move as he will, turns to the stones at the entrance and starts to chisel away the runes yelling “NO!” with each blow
· The soldier PC spots another figure down the other tunnel
· The vrock dances and creates a cloud of spores, affecting everyone but the soldier, who is out of range. The centaur paladin grows pustules on her skin from it – blech – but just ignores the penalties and keeps fighting.
· The technomancer says the menhirs are summoning rocks – brings more demons here, and infuse the area with demonic energy. The ogre keeps trying to destroy it, but it’s taken months to make and is resistant to destruction.
· The roboticist engineer and her drone joins in to destroy the menhir with the ogre, using her engineering knowledge to help break up its structure. They speed up the destruction quite a bit
· The figure the PC soldier spotted down another tunnel is a half-elf male with a red, glowing pentagram over one eye who has a wavy-bladed dagger and a pistol. He waves his dagger in the air to cast a spell while he fires. A screaming bullet fires past the Soldier, the bullet crying out obscenities in Infernal.
· The ogre hits one of the runes on the menhir (natural 1 on a skill check to damage it), and it disintegrates his chisel and damages him mildly.
· The fenrin Operative bounty hunter moves into the tunnel near , sees another set of stones and alerts the cartograthurge technomancer. Operative shoots the vrock, but the attack bounces.
· The roboticist mechanic moves into the tunnel to deal with the second menhir. She spots three more ogres manacled and gagged deeper in the tunnel, and lets the other OCs know.
· Te half-eld cultist and PC Soldier exchange gunfire in a different tunnel. The half-elf staggers to behind a third menhir in that tunnel, and smears his blood on the menhir – his eyes roll up – he chants in Ancient Sumarian and keeps firing at the Soldier. His bullet missed, but the soldier felt the vileness of it as it passed
· The Operative bounty hunter moves over to the bound ogres, and identifies that their manacles happen to be compatible with her manacle keys. Ha! She unlocks one, tells it to free the others.
· The centaur paladin continues to solo the vrock but has to lay on hands for herself – she was running too ragged. It’s smite evil lance strikes against fiendishly-empowered beak bites.
· The technomancer successfully breaks the front menhir. Half the sense of fiendish energy infusion in the area goes away.
· The mechanic begins to dismantle the second menhir
· The soldier (able to ignore the half-elf’s cover), shoots him again – this time, killing him
· The first menhir broken, the ogre who was attacking it picks up a rock and assists the centaur paladin fight the vrock by flanking it with her. The ogre takes an attack of opportunity from the Vrock to get into position and is bloodied (runs out of stamina), but doesn’t seem to care.
· The centaur paladin bloodies the vrock – woohoo! Then it smashes her with its beak again, bloodying her.
· The technomancer unleashes his steampunk bee-bots (the spell “microboat assault) at the vrock, distracting it
· With Engineering and her drone’s strength, the mechanic roboticist destroys the second menhir, ending the “evil temple” feel entirely, inside this tunnel. The vrock is visible weakened.
· Soldier, Technomancer, and Mechanic PCs move on to break the third menhir in the other tunnel, byt the dead halg-eld cultist.
· The manacled ogres frees themselves and follow the fenrun Operative into battle. Second.
· Aided by the Operative and the orges, the centaur paladin finally does in the vrock. It diminishes into ropey cords of muscle, pus, and rot before it disappears.
· A second vrock is spotted flying this way. The Knight rangers and freed ogres destroy the remianing menhir, and wait for it to arrive. It is visibly weaker than the first vrock, and faulters when the last mehir is destroyed.
·During the wait, the freed orgres explain two half-elves arrived months ago and summoned a vrock on a stormy knight. Then the vrock captured the ogres and forced them to make the new, evil mehirs. When three were done, the vrock did a dance that turned on half-elf into a second vrock. Then they began being forced to make more menhirs, to turn the last half-elf into a vrock, so the three vrocks could then open a gate to the Abyss.
· Most Knight Rangers take cover to fight the vrock, but the centaur paladin and the ogres stand in open view to draw it in.
· The second vrock arrives at half health since there are no menhirs, and he’s trying to get to the third one.
· Paladin charges, Operative and Soldier shoot, Technomancer uses the beebots, Mechanic sics her drone on it, so the vrock is flanked by drone and paladin. Orgres pick up and throw rocks they have prepared for their home’s defense.
· Vrock is outmatched, though it does ignore magic missiles cast by the technomancer thanks to Spell Resistance, and on a critical hit inflicts a bleed effect on the drone. It dies, much less impressively than the first vrock.
· The ogres are Bo Ghun, Bo Ghran, Bo Deir, and Bo Fo. There are 20 total in the Bo clan (babies grow to full size within 2 years). They invite the Knight Rangers to eat and rest.
· PCs check out the shack at the end of the valley first — was an abandoned cult house. Find a demonic text telling them how to summon a vrock. The cultists were still 5 months from completing the rocks needed to summon the third vrock, but needed the ogre’s exert stone-carving skills to do it. They told the local townsfolk that the post had been destroyed and that the ogres would come into town to get their mail, townsfolk didn’t care enough to check on why the ogres never did that.
LOOT: Magical Sumerian wavy-bladed dagger; sixteen sets of size-large manacles; demonic text (which is put in a lead-lined safe n the Armadillo the mechanic deigned for radioactives, but will work great for magic too)
· The ogres give the Knight rangers us a return letter for Bo Hoss.
· When the Knight Rangers get into Rexburg to mail the letter to Bo Hoss, they tell local officials that because they ignored the inquiry about the Bo clan, demons nearly overran the world.
20,270 current total, (23,000 to 7th)
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Posted on December 2, 2020, in Adventure Design, Microsetting, Starfinder Development and tagged Doomstone, Game Session Notes, gaming, Geekery, Really Wild West, Starfinder. Bookmark the permalink. Leave a comment.