Really Wild West “Doomstone” Campaign — After-Action Report (Game Session 8, part 1)
I got a bit behind on posting these due to the holidays, but here’s the after-action report for Session Seven of the Really Wild West: Doomstone campaign. The Knight Rangers have headed out in their converted Martian Excavating 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.
Along the way, they topped in on the family of the ogre ranch-hand and ally Bo Hoss, and discovered the Hoss clan was being forced to labor for a group of Vrock cultists.
This entry is adapted from the notes of my friend Carl, a player in the game, and told from his point of view. My wife, Lj, was unable to play this session. As a result her character, the fenrin operative bounty hunter, was caught up by a twister while flying ahead to scout using DaVinci Wings. Sawyer managed to assure the other Knight Rangers that she’s catch up with them after she landed (and since Lj wanted us to go ahead and play without her, we hand-waved any concern the characters might normally have had over losing a member for a few days).
You can find Session One here: Part One, Part Two.
Session Two here: Part One, Part Two.
Session Three here.
Session Four here.
Session Five here: Part One. Part Two.
Session Six here.
Session Seven here: Part One, Part Two, Part Three.
If you don’t recognize a reference, it may (or may not) be in a previous session, or at the updated campaign notes page.
May 7, 1891
Travel past Idaho Falls, turning west.
May 8, 1891
The Knight Rangers pass many signs, pointing back to Idaho Falls, which appears to have been called Eagle Rock until recently. Numerous families in wagons are headed East toward Idaho Falls, evacuating the area further west.
Reach Root Hog, Idaho (will someday become Arco). It shows signs of extensive new construction, Edison and Tesla-based engineering, and numerous Martian tech survey teams
The nearby “Craters of the Moon” was a major Martian landing location, and kind of an initial base for them. When Martians were getting sick at the end of the War of the Worlds, this was a place they fell back too. The town is “Martian wreckage boom town.”
Recently the Army Corps of Engineers has opened up Craters of the Moon battle site to public exploration. The Corp found a lot of stuff, but the mass of public can find more, and even a simple Martian “screw” is worth 2 credits.
As the Knight rangers arrive in the Armadillo, a bunch of people with newstypes (Newspapers printed locally having been received over the Babbage-Bel Grid) approach us and ask us for signatures.
Headline in the “Lake Hudson Dispatch” reads: Knight Rangers Threaten Town of Texburg. The coverage is all negative and wrong, along with a negative artists rendition
Headline in the “Gotham Times” reads: The Really Wild West: Martians, Mercenaries, and Magic!, and only mentions the KR in passing
Headline in the “Washington’s Bugle Weekly ” reads: The New Wild: Heroes Arise to Meet Unimagined Threats, and is accompanied by a fairly accurate artists rendition, although the female centaur paladin is depicted as being 12 feet tall. The article is written by “April Raynes,” and it mentions two other groups, the “Swordslingers” and the “Blud-Hexen Bunch”
After about hour, 12 men with rifles who have us artilleryman’s badges and red strip trousers show up. They are led by Sergeant Levy Cooper, a gruff man with a big bushy mustache and beard. He is currently in charge of Martian issues in Root Hog. Wants to see our Martian papers, and to have one of his people go over the Armadillo to make sure its not leaking or going to exploding. We agree.
Locals had more encounters with the “bug gum” and takes some affidavits from us about our experiences with it (the Jerusalem bugs and walking meat).
The engineer mentions “orange goo” from some Martian tech that makes bugs grow big. Sergeant mentions Tesla was here first, indicates the least constructed building, “they had a really nice headquarters.”
He gives us a whistle that has a specific frequency that his fenrin employees can hear, they use it for emergencies.
They leave a corporal to keep an eye on us. Sergeant cooper says ” people don’t do what is expected, they do what is inspected.”
The closest crossing the Armadillo can take is a bridge which currently has so much traffic, we have to make an “appointment” to cross the bridge with the bridge officer.
In town, the centaur paladin goes for a hot shower, can’t find a shower place big enough, but a place that normally does degreaser for salvaged Martian tech, allows her to wash there. She encounters a large, 6″ wasp and pops it with a towel. It explodes into a green goo that is the same color as the Venom King’s various poisons.
The roboticist mechanic does some gambling, and looses to a professional gambler, “Slyton Seeves” , his friends call him “Sly.” They chat. He seems polite and proper. He wants to buy her (custom built) spark pistol for a lead lined box with a glowing blue dodecahedron crystal, She recognizes it as technological, but doesn’t know what it is. She does identify it as a part of a Martian interplanetary communicator. She makes the trade (and later builds herself a new spark pistol).
The human soldier guards the Armadillo while others are in town. He sees a woman walking about unnoticed on other people’s camps. No one else seems to see her. She then kisses a guy who is wraked with coughs, and that guy dies.
She approaches the Armadillo, and the soldier makes it obvious he can see her. She approaches, and they talk. She is Macha Morriga, basically a psychopomp. They exchange information, she tells him darklings rewrite reality. About 1,000 one got loose in South America, and destroyed an entire empire. She leaves, peacefully.
The cartographamancer half-orc was contact by agent of Tex Tanner. Tanner wanted to hire the Cartographamancer away from the Knight Rangers on a long-term contract, but was turned down. Tex Tanner is clearly paying agents throughout the West to keep track of the Knight Rangers.
(End Part One)
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Posted on January 25, 2021, in Adventure Design, Microsetting, Starfinder Development and tagged Doomstone, Game Session Notes, Gamemastering Advice, gaming, Geekery, Really Wild West, Starfinder. Bookmark the permalink. Leave a comment.