Morning comes, and Guadalupe and Tomoe meet up with Shelly Pearl and ride back out to the Cooked Earth Mine. This time the trip is uneventful and they arive at the gash in the earth that is the entrance to the Cooked Earth Mine. From inside the mine they all notice a strange red glow and Shelly Pearl heard strange whispers comming from deeper in the mine while Guadalupe thought those whispers were pleas for help. They cautiously entered the mine until they reach a large wooden elevator platform with a crank to lower the platform down the shaft.
We started this session the morning after the party. Into to town rides a stranger, he ties his horse up outside the Crystal River hotel and walks over to the church where he greats the man standing outside the door, Deacon Plume welcomes him to the church and ushers him in.
Morning roles around after returning Lizzie’s suitcase, and Guadalupe wakes up at the Crystal River Hotel, she looks for Virgil, but he doesn’t answer the knock at his door, so she heads down to get some breakfast and runs across Tomoe, after asking where Tomoe was last night, and getting the answer that she must have been asleep, and that sometimes she sleeps very hard, Guadalupe catchers her up on what happened with retrieving Lizzie’s suitcase and Virgil getting kicked out of the Jewel Theater. While talking and having breakfast, they each catch sight of their reflections in objects, and notice they look decades older to themselves, with wrinkled and lined faces, but when they reach up to touch their faces, they feel normal. They also realize that it is just their own face that appears distorted, not the others face when they look at it. Tomoe touches the mirror, in curiosity, but it is just a normal dirty mirror.
Virgil activated his animal tamer and used it to control a swarm of flies sending them into the church. He also tuned it to push what the flies sensed into his own mind so he could find out what they discovered.
Meanwhile, Guadalupe sat out on the front porch to watch what was going on at the church across the street. She noticed a swarm of flies heading over to the church, but only a handful of people entering the church, while one person stood by the door.
Virgil the Pearl is going to Wyoming territory to get away from the company he left and is running from their enforcers. He is a follower of the New (Mad) Science and is always testing his strange devices as he travels. Unfortunately for him, he talks to much which will make it hard for him to hide out anywhere, but he plans to try his luck in the new territory.
Tomoe Gozen is a quite asian woman who drinks heavily. She is nervous around Virgil’s technology and meditates in the mornings. Her English is heavily accented and she shifts to Japanese when she is excited. When she doesn’t smell of alcohol, she smells of decay.
Guadalupe is very quite trying to draw no attention to herself. She is of average height and build with brown eyes and long brown hair in a braid down her back. She prays every morning.
We also spent some time working on a huckster, but he the player had to leave to attend a work call. He will join up with the posse on the next session after we have finished up that character.
So I just finished reading the Deadlands Horror at Headstone Hill plot point campaign. This campaign was produced as part of the Deadlands the Weird West kickstarter and has some significant differences from previous plot point campaigns. First off unlike all of the previous ones, this one takes place only in a county in Wyoming Territory instead of all over a region. So in this campaign, the players get to know a set of characters and interact with them from the beginning of the campaign to the end. There are also a number of issues that compete for a posse’s attention in this county. So you can travel to just about any spot in a day or two by horse from anywhere else. So you can set up a base of operations and then from there explore the county and work on solve problems and hopefully make things better. And this I feel is an important especially for any Mad Scientists characters.
So this was a bonus book from the Deadlands the Weird West Kickstarter that was made from a collection of unlocked short pieces. The information in here is not needed for playing Deadlands, but it does give more background information on the setting for those who are new to the setting as well as some expanded details that were not included in the new rules release that were included in various source books and plot point campaigns from the previous rules edition. I like having this because it does help fill out some of the missing (un-upgraded options and there are some new options that didn’t exist previously as far as I know).
One of the few things that I liked in Kult Divnity Lost was the rules about Disadvantages, and this has made me think about how to use disadvantages in the games that I run. One of the things that I have difficulty with is making a character’s disadvantages mean something in a game. I tend to forget about them while game is in play, and I have a hard time remembering to reward playing them up with bennys. I wrote up a benny rule that I tend to use in regular groups in a previous post, that I need to revise and clarify. Here though I want to suggest this as an option for making disadvantages mean something if you like I have issues making them mean something other than as part of character creation.
So this is the kickstarter that I have been waiting on all year, and I got the preview pdf from the kickstarter on Friday, and have spent the day reading it to see what has changed for the new version of Savage Worlds. The base book which combines what was the Player’s Guide and Marshall’s Handbook is about 200 pages. this means they somehow cut about a hundred pages without it feeling like it which is very impressive.
This is the new mini plot point campaign for the 50 Fathoms setting updated to the new Savage Words Adventure Edition rules set. The stories deal with the fallout from the "Long Swim" and at least some of the Doreen’s revenge against the Kehana.