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Really Wild West: Doomstone Campaign Ends
I wanted to spread this info over 5 articles last week. I started several of them. but I also got kidney stones… and that derailed everything. So, here is 5 articles worth of content and pictures, all crammed into one post.
End of an Era… of Gaming
Since moving back to Oklahoma, I have been running a Starfinder play mode I called the Really Wild West, in a campaign titled Doomstone. We just wrapped it up in my last session.
I don’t get to actually complete campaigns all that often. Scheduling or relocation usually kills them off first, and honestly burnout of myself or players is more common than wrapping a whole campaign plotline. And, to be fair, some games I designed to be endless sandboxes, so there was no “end” for the storyline to reach.
I originally intended to turn Really Wild West into a commercial setting book, so there is a ton of art and game rules and background for it on this site. Given how far behind I am on other projects that’s certainly not happening anytime soon (thankfully I never took money or preorders for it), and it may never happen. But the material is all still available, so you can see where I was going with it. And I never let anything go to waste, so the core material will likely show up in *something*.
For those of you who were following along back when I was posting session-by-session updates, here’s a super-quick rundown of the campaign, minus subplots. (There’s tons of cool stuff I just don’t have time to go into for a summery –how the PCs got the pistol Killdemon, the redemption of Beardcutter Ben the Shaver’s friend, the duel where Crackers Jack threatened to murder a the mysterious gunslinger who killed his brother only to in the end shoot himself in the hand so honor is satisfied, the Tombspider Inn, BoHoss the Ogre, Tex Tanner the Helium Baron, Ceasear — professional snuggler, “that Goddamn Manticore”…)
Earth, 1891. Magic and fantasy creatures have always been part of the world. Last year, the Martains attacked in the first War of the World.
The PCs (a centaur paladin, mysterious gunslinger, fenrin bounty hunter, human mechanic technopolitin, and orc cartogramancer easterner) were each for their own reasons on a train headed west. It’s attacked by teleporting serpentfolk bandidos who, it turns out, are trying to steal a safe being transported by the Fonts & Bismark company. The safe contains a Martian Power Generator, salvaged from a Martian tripod.
The PCs do some investigating, and come to believe the attack was funded by the East Hudson Bay Fur Trading Company, who have also taken over a local ranch and are making life difficult for its neighbors. Investigating further they discover the EHBFTC is funding a dig into a mesa where a genius known as Professor Adremelich is using converted Martian Digging Machines to access Demiplanes, including one with serpentfolk, and one with svirfneblin the Professor is using as forced labor. Using svirfneblin crystal tech after liberating them, the PCs raid the Serpentfolk demiplane, and cut it off from the Material Plane.
Evidence gather suggests Professor Adremelich wishes to become a Darkling, a more-than-mortal creature empowered by one of the Fates Worse than Death. Specifically he appears to be possessed by the Venom King, a medieval worldwide threat put down by the centaur paladin before she died, and the return of which is why she has been brought back.
The PCs commandeer one of the Martian Digging Machines and the mechanic technopolitan converts to be their expedition vehicle, the “Armadillo.” The PCs begin to see themselves mentioned in the papers, and decide to take the name “Knight Rangers,” rather than be stuck with some yellow-journalism appellation.

They also encounter a Deputy of Death, a psychopomp cavalryman who warns that someone has escaped the Lands of the Dead, and if the deputies can’t bring him in their boss, “The Marshal” will come handle it personally. The Marshal getting into a fight on the Mortal plane could be… catastrophic.
Like, end-of-the-Olmec Empire catastrophic.
Realizing that defeating a proto-Darkling will require mystic aid, the group head to Hellgate, Montana, home of the famous hellgate University which allows the licensed study of fel magic, and thus should have experts who can help. Along the way they face Sumerian Vrock Demons, Angry Minotaurs (who they placate and befiend), and a cyborg named “Barron the Immortal”” who is causing all sorts of trouble, and they deal with him scoffing at the “Immortal” part of his name.
Of course the expert they need is currently lost after taking an expedition into the dinosaur-infested Badlands. Also, Hellgate appears to have a mole, and another cult is found supporting a myserious cigar-smoking man who clearly also wishes to become a Darkling, the Bloodletter, and is not as far along as the Venom King but is apparently working with him.
The PCs go rescue the expert they need, put an end to a spreading ghoul plague among the dinosaur population, drop a boxcar on a ghast allisaurus while using a holy smite to empower it, discover the mole in Hellgate U is the Chancellor who is also the Bloodletter Darkling wannabe, get attacked by Barron the Immortal again (who, it turns out, cut up his brain and used it to empower multiple mechanical bodies), and get a line on where Professor Aremelich is.
Their expert will make them a nail to drive through a Darkling’s shadow, so shooting them with a bullet will kill the darkling position itself, never to return. But, she also recommends they use the Chancellor’s research to find King Arthur’s Spear, Rhongomiant, which was forged to destroy the Darkling of Betrayal but was never used against it. The PCs raid the Chancellor’s secret base, slay a vampire, and get his notes. those take them to a hidden valley where there is a gate to the fiendish demiplane where the lost Legio IX Hispana Roman legion has existed for centuries, having turned to diabolism to survive a massacre and the fall of the Roman empire.
Fight on a giant gearwork dimension device, lots of Roman themed devils, free the people living under fiendish tyranny, get the spear. Encounter a second Psychopomp Deputy of the Marshal of Death, who warns time is getting short.
Upon returning to Hellgate, they discover it’s been attacked by a Martian Walker, the first anyone has managed to get functional since the War of the Worlds. They immediately help the US cavalry track it down, discover it’s a distraction drawing eyes away from a third Barron the Immortal, who is trying to complete a Martian Factory they began building just weeks before they fell to disease. The PCs stomp him and it, and find notes suggesting there’s just one Barron left… the most powerful of them.
They also discover a working Martian interplanetary communicator, and from its signal learn the Martian elite back on Mars are diabolists, and they are planning a second invasion… eventually.
The Knight Rangers still need to deal with the Tripod, and hunt it down with the Armadillo, fighting it in a Ghost Town. They win.


Tracking Professor Adremelich to Helena, Montana, they find the city is cut off by an evil vapor projected from a Paddle Steamer. They sneak up on and attack the Steamer, ultimately dealing with its owner an ancient Sumerian Elf Vulture Diabolist. Upon killing him, the Mysterious Gunslinger PC discovers he has become a Deputy of Death, for bringing in a long-outstanding fugitive, giving him natural ghost gun advantages
Helena saved, they advance on the Monarch hotel, where Professor Adremelich/the Venom King is preparing to perform the ritual to become a full Darkling. To get to him they must face the last Barron the Immortal… who is a giant mechanical spider n the third act.
From there they descend into the basements beneath the Monarch, then the sub-basements, then they discover the builders had ignored numerous warnings from pre-Columbian cultures that said not to dig here. This is because when a Darkling brought down the Olmec Empire, his disciples had fled to North America, and build an underground Ziggurat to try to bring him back. The heroes of the existing lost-to-history native cultures of the time (referred to as the Woodland Mounds culture by some RWW historians) defeated them and left warnings which later cultures in Algonquian- and Siouan-language speaking peoples had maintained and respected.
The builders of the Monarch had not.
It is revealed Professor Adremelich has been hired to build digging machines to go even deeper below the Monarch, had encounter the darkling Cult Ziggaraut, and because of the poisonous Black gas the Martians has used in the War of the Worlds was so power, the dead Venom King had been able to whisper to the professor, hooking him as a host. Now, in that cavern, the Knight Rangers must face the about-to-ascend Venom King one and for all, in an ancient cavern littered with his failed technological and magical experiments, magic teleporting portals, two canopic guardians, a venom specter, a stream from the River Styx, and the Venom King himself.


The fight was long and hard, but in the end, the Canpoic Guardians were destroyed, the mechanic kept the mystic or technological experiments from coming to life, the bounty hunter took down the undead chimera, the technomancer dispelled the Venom King’s displacement and other defenses, the Paladin pinned his shadow to the ground with Rhongomiant, and the Gunslinger took the only and only bullet they had to destroy him forever, and made an attack roll in the open, for all to see.
And rolled an 18. And shot the bastard right between the eyes, destroying that threat forever.
There was some wrap-up after that. The Marshal of Death dropped by to say the issue was settled. The paladin discovered she didn’t have to die to keep the universe balanced. Everyone agreed to invest in the mechanic’s soon-to-be-established tech company.
So, for now, game over.
…
I mean THAT game. I’m still getting together with these folks, who I have been playing with for 35+ years, and bouncing dice. Just not, for the moment, the Really Wild West.
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Intangible Rewards in the Really Wild West
One of the ways I try to make ttRPG sessions fun, as a GM, is to give players rewards above and beyond just loot and items.
I think of these as non-tangible rewards, though certainly some can be “tanged.”
For example, in my Really Wild West campaign, the players have formed a group known as the Knight Rangers. The Knight Rangers have recently been listed in national newspapers as one of the “Great Posses of the New Wild,” bands of extraordinary adventurers who are making a differences in the increasingly dangerous New Wild West. There’s even a ranking of the Top Ten Great Posses, so the PCs know what their reputation looks like.
Just for fun, they are ranked as follows:
1. Blud-Hexen Bunch
2. Tannerfaust
3. Knight Rangers
4. Sweet Daisies
5. Irregulators
6. Swordslingers
7. Hell-Wranglers
8. The Sawed-Off Seven
9. Snakenails
10. Dragonpunchers
So when it turns out one of the bad guys the Knight rangers killed in a previous adventure was the brother of one of the Irregulators, who calls out the PC who did it with an eye to vengeance, the players all have an idea of their relative reputation compared to the band calling them out.
Similarly, the Knight Rangers have been named “Trustees” of a number of organizations and businesses, who officially trust the group to be both intending and able to help deal with major problems, and thus worthy of giving favors to.
The centaur paladin in the group has learned she is so feared, crime bosses track when she is in town, and reduce the crime level when she is. The soldier with a mystic bent is talking to daughters of death and crow and raven fylgiur. The roboticist technomancer is becoming a renowned expert on Martian tripod technology, and asked to give lectures. The technomancers has been invited to teach at a rebel salon bucking the official theosophy university. The whole group has had conversations with deputies of the supernatural Marshal in charge of hunting down “gravejumpers.”
The trust, fear, and reputation are all things the players can work with, use as tools, or just accept as an evolution of their characters stories. But they are often a lot more interesting than getting another ring of resistance.
…
Although the Airship in a Bottle IS kinda cool loot.
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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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For Starfinder: Jet Jutsu
The idea of developing a fighting style specifically designed to benefit a jetpack or other movement-boosting device is certainly not a new one, but it’s not something I have seen apply to the Starfinder Roleplaying Game. While this might grow to be a whole series of fighting techniques for soldiers to operative specializations, for the moment I’m just starting with a couple of combat feats.

For the following options, “jetpack” applies to any armor upgrade or technological, hybrid, or magic item that gives you a flight speed, or gives you a bonus to Athletics checks made to jump (including items that increase your land speed enough that the increased speed gives you a bonus to Athletics checks to jump). “Using” the jetpack means being able to activate it and expending any battery power, use duration, fuel, or similar consumable required to gain the flight or bonus to Athletics checks to jump. You don’t actually need to take an action to do this, it is part of whatever action is required in the Jet Justsu option.
Jet Back (Combat)
Benefit: When you are attacked by a foe you observing (see States of Awareness), as a purely defensive reaction you can use your jetpack to dodge out of the way. You can move up to half your land or fly speed, and gain a +4 circumstance bonus to your AC against that one attack, and to any Reflex save required by the attack. On your next turn, you must take a Move action to recover as your first action. If you are prevented from doing this (such as if you are stunned), you fall prone. You are also off-target until the end of your next round.
Jet Punch (Combat)
Benefit: You can use your jetpack as part of a charge. You do not take a -2 penalty to your attack roll as with a normal charge, but your penalty to AC increases by -2 (normally to -4 AC). You add half the item level of your jetpack, to a maximum of half your ranks in Piloting, to your damage on a a successful attack.
You may also want to take Jet Charge, Mobility, Sky Jockey, and Spring Attack as part of your Jet Justsu techniques.
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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
FIGHT!
· 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.
AFTERMATH
· 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.
XPs: 1300
20,270 current total, (23,000 to 7th)
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Really Wild West “Doomstone” Campaign — After-Action Report (Game Session 7, part 2)
Continuing 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.
Notes adapted from the notes of my wife Lj, a player in the game, and told from her point of view.
>>Campaign Day 31
· About an hour after we set out, we see Waterlily (a ranch hand from the Circle Axe Ranch) riding up behind us
· We pull over and she hands us a large, fancy, international letter that arrived right after the Knight Rangers left the Circle Axe.
o Formal Eastern European letter
o Carries appreciation and amazement at our accomplishments from Princess Allegra Gullveig of Stythencia (a tiny Tiefling City-state in Eastern Europe in the Carpathian Mts. near Transylvania).
o She wrote and sent it, referring to the Knight Rangers by name, about six hours after we decided on our group name. Info doesn;t travel that fast without magic.
Camping first night, spot a glow-in-the-dark figure on a horse coming toward the camp. Skeletal man in law officer duds, with a badge that says he is “Deputy D. Nails.” His horse is bandaged like a mummy and has a necklace of severed heads. As the figure approaches it gets cold and snow begins to fall – not cloudy
· The heads – there are at least three – are from men who fled when the Knight rangers attacks the Venom King’s forces at Neblin Hill.
· He says he’s taking over after Deputy B. Hill was recalled. He’s hunting the grave jumper (Venom King).
· We trade information. The Knight Rangers learn the Prof. has split himself in to two – flesh and bone – but they’re right next to each other. He’ll be at full strength in 180 days from tonight if not stopped – he needs a specific conjunction to accomplish this so it cannot be rushed. His vulnerability is the metal from coffin nails, not silver or cold iron, that have been used to keep bodies in the ground.
· If the Venom King isn’t brought down soon, “the Marshall” will come down to earth personally and get him.
· Deputy Nails heads away toward Montana
Campaign Day 32
· Pass through Rollings, WY
· Get to Rock Springs, WY
o Stop here to camp and resupply
Day 33
· Eden, Farson, Boulder, and Pinedale, WY – all of which are wrecks – wiped out during the WotW
· Stop at a battlefield on our path – the centaur paladin stops to honor the dead
Day 34
· Come to a pass through the mountains – gorgeous
· Stop in Hoeback
Day 35 (fifth travel day – May 5th)
· Idaho Falls, far eastern Idaho – decent sized town
· Bear River too deep to cross in the Armadillo
· Use the cattle bridge and end up in the edge of town
· A crowd gathers, looking at the amazing converted Martian tech. Begin to cheer, because they think the Knight Rangers took it from the Martians
· Cartographothurge Technomancer gets off to resupply
· Centaur paladin gets on the train station platform and tells a tale of defeating the forces of the Venom King’s snakeperson allies, who are quickly dubbed “the Scorpion Gang.” Though she tells the tale accurately, the crowd is already making it bigger that she tells
· We head out five miles from town to camp
· A handful of horsemen come out to us – five
o Three young men, one older man, and a middle-aged woman
o Professor Virgil, and students from the Eastern Idaho Technical College
o They want to ask about the Armadillo
o They brought us potatoes au gratino They talk to the technomancer roboticist, talking to dawn and learning from her. Invite her to come lecture whenever she likes
Campaign Day 36, which is determiend to be May 6th
· Around noon, we spot a herd of brontosauruses.
· We slow down and drive by at a safe distance
· Soldier outlaw with DaVinci wings goes out and flies over them – sees the babies
· The technomancer sketches his heart out
Later that day, the Knight rangers reach Rexburg, and head to the nearby shield volcano to visit Bo Hoss’s family.<<
What do they find!? We’ll discover that tomorrow, in part 3!
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