Into the West

Summary: The Dodge Ghouls
Orgy-tastic rituals, oh my!

Summary – Sessions 2-3

Whiskey spent session 2 in bed with a spontaneous and acute case of ebola.

Amos spotted three “gremlins” while keeping watch over Ezekiah Morton’s house, but they ran off without a confrontation. Ezekiah provided the posse with a map of Dodge marked with the locations of a number of disappearances, and indicated that The Glovers were responsible by virtue of their house being located ostensibly in the center of the disappearances. John and Amos were caught sneaking around the Glovers’ house, although Mr. Glover’s attempts to club Amos over the head resulted in him taking a tumble down the cellar stairs. Amos attempted to interrogate Mr. Glover at swordpoint, but the two were eventually chased off by a rolling-pin wielding Mrs. Glover (and an incredulous, exasperated Vivienne).

Having decided that Ezekiah has a few screws loose, the posse continued on to investigate the local morgue and clinic. Vivienne started to tell everyone that she thought human body-snatchers (also known as “resurrectionists”) were responsible, but John charged off to the morgue without bothering to listen to her explanation. He questioned Andrew Finch, the Irish undertaker, who explained that the disappearnces were due to “6-armed fiery eyed gremlins.” Vivienne and Amos went to the clinic and met Dr. Charles Turnstall, who confided to Vivienne that he employed some local ruffians to provide bodies for him and his students to study at a rate of about 10/week.

The posse ran into a group of CSA-supporting raiders attempting to burn down the house of a former union soldier. John immediately ran into the burning building and rescued John Walker, while Vivienne vivisected the hysterical Nanci Walker. Somewhat unsurprisingly, Amos lurked in the shadows.

After several unsuccessful stake outs, Amos managed to spot three ghouls taking a body from the morgue. He followed them towards Boot Hill before he was spotted. He cut down and decapitated one of the ghouls, but the other two got away.

The next morning John, Amos, and Vivienne found the ghoul warren and head inside. They are quickly overwhelmed, and retreated to the safety of the sunlight, where they are met by Jack Bennet. He scolded their stupidity for running into the warren without much of a plan or backup, and told them to meet him outside the cave entrance tonight to stand guard.

The posse returned to town to pick up Whiskey, who was feeling better. Whiskey and Vivienne used their feminine wiles to convince a bartender to give them a mess of used bottles. They then spend the night making firebombs while John and Amos shoot a few ghouls who attempt to escape.

The next morning they raid the ghoul warren with Jack Bennet. The firebombs prove to be greatly effective, but didn’t prevent Amos from being overwhelmed and nearly killed. Vivienne rushed to treat his wounds, allowing them all to make it out alive, if not a little worse for wear.

The posse immediately headed to the clinic to see if Dr. Turnstall could further treat their wounds. While there, they ran into Nanci Walker, who enveloped John in a big teary hug, thanking him for saving her husband.

Jack Bennet agrees to give the posse some time off to recuperate. During this time, John discovered that there is a $2,000 bounty on Jack’s head in Dodge. Amos tracked down a skilled leather worker named Dalton Brewer and convinced him to put together Amos’ Leather Armor. He also got a blacksmith to create a grappling hook for him.

While walking around town, the posse was forcibly introduced to “Lead” Hutchinson when Lead tossed some union bloke through a window and into the street in front of them. Amos tried to extricate Lead from the ensuing scuffle, but instead was drawn into the fracas himself. After the fight, Lead offered to buy everyone a round of drinks. He explained that he’d fallen in with “Bloody” Bill Quantrill and his raiders, and offered to introduce the posse to Bill. The posse politely declined.

Four days after they expected to hear from Jack, the posse finally received a telegram instructing them to head to Denver. Without further ado, they got the hell out of Dodge.

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The Train to Dodge
Gattling guns and body snatchers

Session 1

The Players were contacted individually by Jack Bennet, and enlisted to perform an unspecified job. Each player was sent to Little Rock to await further instructions, and after several days received a telegram telling them to board a train to Dodge.

Several days into the journey the train was raided by a group of 16 men driving Gatling-gun equipped steam wagons. Several members of the raiding party were sent to meet their maker by the guns of Amos Black and John Smith, and another was on the wrong end of a flying kick to the face by Whiskey. While Amos and John prepared to storm the back car, Whiskey took a death-defying leap onto one of the steam wagons, and successfully dispatched the driver and took the wheel. Vivienne was busy emasculating every man in ear shot and interrogating / bandaging a whiny, sniveling passenger who was too busy howling about an itty-bitty bullet through the shoulder to answer many questions. Before Amos and John could mount their attack, the raiders detached the cargo train and made good their escape – although not before John took down another two with a veritable rain of bullets from one of his many pistols.

The train came to a stop for repairs, and people began to offload. Content Not Found: emmet-watson, the conductor of the train, approached the Posse to offer his thanks. Upon hearing that they were planning to drive Whiskey’s newly pirated steam wagon to Dodge, he asked them to stop in at the Black River office and inform them about the attack. Unfortunately Whiskey managed to crash the wagon a good 20 miles outside of Dodge, and the posse is forced to walk into town.

Upon arriving in town, the women sought out a hotel and went clothes shopping for Whiskey while John and Amos checked their guns and stopped by the Black River office. There they find out that the train had been successfully repaired and actually arrived before them. They are met by an impatient man who informs them that they are to meet Jack by a large tree on a hill east of town at noon the next day.

Jack rode up about an hour late, and informed the posse that they are to investigate rumors of missing people.. and bodies. Vivienne demanded the particular payment she’s been promised, and was rebuked with a sneer. Jack agreed to pay John and Amos $40 each, but when John claimed that he could gun down Jack and take the money if he felt so inclined Jack immediately stared him down and goaded him into a duel, daring him to reach for it. John drew and managed to put a bullet clean through Jack’s chest a split second before Jack shot the gun right out of his hand. Without so much as a grimace, Jack informed him that the next time he had to draw on John he’d put a bullet through his skull. John seemed to get the message.

The posse split up to ask around about the disappearances and heard a wide variety of crazy theories, and were referred with a laugh to Content Not Found: ezekiah-morton. They found his derelict and unkempt house without difficulty, and were greeted by Ekekiah, an eccentric old man who claims the disappearances are due to “body snatchers” who use the bodies in their “dark, arcane, orgiastic rituals.” He insisted they come back later that night, and the posse departed, leaving Amos to stand watch.
--
Just as night falls, Amos spots 3 smallish figures with an odd, shuffling gait. He can’t make out much in the failing light, but their skin seems to be oddly uneven. As he moves to get a closer look their heads snap up, and as one they turn their glowing red eyes towards him…

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Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.

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