Into the West

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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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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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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Into the West: A New Hope

When we last left off (ie. Dan’s disappearance causing a storyline break), the group was in tatters after its Hellish foray.

Amos became completely consumed by his inner demon and killed Whiskey before running off and Clover, Toby, and Jamie Lynn were trapped in a strange terrain.

The undemonized survivors managed to escape, but it was quickly decided that Toby and Clover were going to need more help. A simple advertisement brought a handful of competent fighters forward and of them Marcus and Ember proved their worth as the last standing. Toby – surprisingly the richest of the group thanks to his sole entitlement to the Mine – hired them immediately.

The new group returned to the Clementine (general anti-Amos sentiment abound) and set course for Falling Angels, which also happened to be in tatters. Amos had destroyed the mine and killed all but Milo, who was newly missing an arm.

A distraught Toby burst through the door of the last building standing to find Aleister kneeling, gun drawn, over the wounded Milo. Surprisingly, the misunderstanding ended in no further casualties (except for Aleister’s LeMat, thanks to an impressive shot) and the new band grew even bigger for the time being as they headed off to Lost Angels after a brief stop for Ghost Rock.

The current destination is the City o’ Gloom: Marcus’ hometown and assumed whereabouts of Vivienne, Amos’ assumed future target. With one dust devil put impressively down, surely the rest of the train ride will be an uneventful and comfortable trip to Gloom.

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A Railroad Empire Strikes Back

With our heroes resting comfortably in the back of the train, the journey to Gloom continued.

There was a temporary lack of anything heroic or noteworthy until BAM: mothafuckin zombies on this mothafuckin train. Springing into action, our heroes went over, under, beside, and through the cars to investigate the train-stopping conflict.

The day ended with a pile of (re) dead zombies clad in Bayou Vermilion railroad’s uniforms and a miraculously un-blowed up train.

Next week’s episode will be “Vivienne: Needle in a Gloomstack”

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Vivienne: Needle in a Gloomstack (Pt 1)

Our heroes – Toby, Aleister, Ember, Clover, and Marcus – find themselves in Gloom, having fought their way through a few messy situations. Toby, the previously-rich-but-loose-fisted finds a cheap “hotel” to host his dangerous mercenaries and magicians in, while maniacal mechanical cats howl outside.

The gang splits up to cover more ground. There is some investigating by Team Toby (NOTE: I don’t remember the other side well. Please fill out!)…

Meanwhile, the Persuasion Duo tackles the hospitals. En route they run into a Swing match, the deadly deathsport between Augers. Mildly fazed, the pair soon arrives at the hospital in the junkyard to meet with Doctor ___ . He mentions that he may have seen Vivienne, but she was only mildly interested in the answers to her questions. The interview’s result: surely the approachable Dr. Gash would know of Vivienne’s whereabouts.

The party rejoins and swaps stories, and soon after head off to a Pit match, to watch a little guy’s head pinched like a grape by Captain Hammer. Crashing his party, the team loses a match of agility – and a lot of money – but run into ____, Dr. Gash’s assistant. Toby nearly ends of with a shiny metal appendage, but at the last second thinks better of it. Much to ____’s (and my) disappointment.

Where could Vivienne be?

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A Day of 'Whoops!'

A day that will go down in infamy. A blotch on the career or Aleister, Toby, and Marcus. An unsightly blemish on the face of our story.

Just as a new round of investigation began, Clover mysteriously decided that she was going somewhere, leaving three bewildered men trailing in her wake. Upon arriving, the abandoned factory was immediately recognizable to Clover as Factory 27 and to everyone else as an ambush.

Confronted by a pushy doctor and two goons with shotguns, a fight quickly broke out. Clover was taken hostage while complaining mildly, and the doctor escaped with Clover through a spot of great luck. The men gave chase but were beaten back, first by some rats and then by a sludge monster.

Shambling to the surface covered in wounds and with Marcus barely alive (through an admittedly commendable effort), the guys paused for only a moment before Toby and Marcus crawled off to a hospital. Spotting a mysterious child, Aleister gave chase and won over his trust, who brought him to the hideout of the Lurkers. In a fantastic stroke of luck, a dazed Aleister managed to gather information that Clover and possibly even Vivienne were being held in the Asylum.

With a new lead, the party rejoins and hopes for a better day.

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Vivienne: Needle in a Gloomstack (Pt 2)

Our heroes bounce back from their rough day, rejuvenated by drugs and doctors. The first order of business: rescuing Clover.

Information is discussed, a plan is formed, and WHAM! The group launches into action right through the front doors of the asylum! Well, 2 of the group. Who actually take a relaxing tour through the horrors of modern medicine and precision torture guided by Dr. Stevenson himself.

But with their newfound lay of the land, the assault begins! The group launches into action right through the front doors of the asylum! Well, they stroll in and ask about their appointment. But when Dr. Stevenson and the orderlies show up, WHAM! The group jumps them and successfully incapacitates the lot. Admittedly not everything goes exactly right, but practice makes perfect.

When he comes to, a very confused and distressed Dr. Stevenson seems to know nothing of Clover, Jane, Vivienne, or strange things going on in his facility, which another tour (in disguise!) proves true.

Still feeling that something is amiss, our heroes regroup and consider their options.

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Vivi: The Homicidal Maniac

This week of Into the West brings yet another daytrip to the sewers for our heroes, minus Ember who’s apparently either allergic to sewage or addicted to hardware.

Thankfully avoiding rats and animated sludge piles this time, our group meets a door. The door is shortly after met with dynamite and kicking, revealing a hallway with another door. And in front of that door: a terrifying mechanical guardthing with gattling guns and pincers. Spells and rocks are hurled at it while Toby displays new heights of recklessness and glory by catching all of the bullets with his body.

Unscathed by the encounter (yes, be amazed) a mysterious lab is discovered. One terrified Doctor Lawrence later, both Clover and Vivienne are found in cells! A short history of the lab’s workings can be found here .

While Toby smashes the brainwashing equipment, the rest of the group applies the pressure to the Doctor and gathers details about the Knowledge Injection and Inferential Control projects. The fate of former-director-turned-mechanical-guardthing Doctor Hutchens is learned, along with Clover’s failed painter beginnings. With shaken morality and new grudges against Hellstromme, the decision is made to wake Vivienne against the doctor’s will.

It turns out she is a homicidal sociopathic maniac after all! Vivienne sprays venom at everyone in earshot and dares Toby to kill her. He won’t, and instead they lock her up to be reprogrammed as a hopefully less murdery contributor to society.

Our heroes walk away from another (mostly) successful mission feeling a little dirtier for the experience.

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Dirty Deeds, Done Dirt Cheap

This week our favorite ragtag group of mercenaries and sorcerers try their hand at thuggery! Concerned about Amos’ growing demonic powers, Toby decides to augment his body to gain an edge in battle. Dr. Gash agrees to the surgery under one condition: cut out competing surgeon Nurse Ratchet by any means.

Toby shares the plan with the rest of the group, and the girls are excited for the opportunity to torture and/or interrogate. Aleister outright refuses to participate but decides to look the other way while the others do their deed. Toby’s resolve is shaken, but he proceeds anyway.

A brief investigation reveals Nurse ___, liaison to Nurse Ratchet. He’s requested at gunpoint to lead the way, and lead he does.

To make a long and awkward story short, Nurse Ratchet is mildly inconvenienced by empty threats and indecisive discussion. Though painful to watch, the session does yield results: Nurse Ratchet decides to postpone surgeries for a few days. Toby takes the information to Dr. Gash, who isn’t completely satisfied but upon learning that Ratchet is stealing from S&R decides that everything will resolve eventually. Toby loses an eye, some hair, and a chunk of his brain, but he gains a mechanical eye that can see the supernatural and invisible!

Missions accomplished, Team Toby and friends boards a train back to the maze…

But it crashes in the middle of the desert and as the only survivors our heroes are left to fight off an attack by Native Americans. Battle goes well – no thanks to Ember – but the train is wrecked and a hole is discovered. An underground railroad?

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