Browsing articles tagged with " September of Short Adventures"

The Petrified Man – A “Soapy” Smith Adventure for Boot Hill

Sep 24, 2011
Mark

Get Ready

The petrified man discovered near Creede, Colo., April 9, 1892, is now on exhibition. A marvel of wonders; every muscle, the pores of the skin, the finger nails and toe nails all complete, in a perfect state of preservation, as natural as life. 10¢ Admission (SoapySmith.net)

Get Set

Jefferson Randolph “Soapy” Smith has already been used as the basis of a previous con based adventure. Smith was legendary in his ability earn money and one of his stranger baits was the introduction of “McGinty” the petrified man during his time in Creede, Colorado (and later in Denver). According to Smith, McGinty was purchased from miners in the area who unearthed him while working a claim.

The McGinty man is designed to draw visitors into The Orleans Club in Creede. While waiting in line, every visitor is encouraged to engage in games of chance, all favoring the house. The games include shell games and 3-Card Monte.

Go!

This short adventure is a sidebar to any ongoing campaign idea allowing for open-sandbox style running. Perhaps the characters are drinking heavily and want to see the petrified man. Along the way, they gamble more than they should and take heavy losses.

Alternatively, they may be trying to meet Soapy for another reason. He’s preparing to move McGinty to Denver and needs some help. Transporting an artifact, even one of questionable origins, is going to be a challenge over the rough roadways.

The McGinty story is a good story as added flavor to add to any adventure featuring Creede or another fictional locale. During its reign as an exhibit, the petrified man will certainly draw attention.

Notable NPCs

Jefferson Randolph “Soapy” Smith – a charismatic fellow with the gift of gab. Dark hair, full beard, well dressed.

Learn more about Soapy at his great grandson’s comprehensive site and blog or buy his book as I mentioned previously.



A September of Short Adventures: Week #3

Sep 23, 2011
Mark
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For the first time, I’m behind on providing a weekly recap rather than slacking on the adventure front. I’ve wandered through a lot of weeds in writing them but I’m on target to finish 25 in 30 days. In fact, I only have to write 2 more to complete the task by the end of the month.

The original metric was to design adventures with little fluff — just the basics and the minimal statistics necessary. I violated that idea out of the gate. Personally, I struggle more with the fluff than the cruft. So I bounced between cruft and fluff. Does it really matter? Not a bit.

If I like an idea, I’m going to toss everything and anything I don’t need. That includes the details of the creature(s), the system, and everything in between to fit what I need. Mostly, I’ll consume the fluff. Others may need the opposite. If there’s a token of inspiration someone can use, the post was worthwhile no matter the details they consume.

The challenge has been a journey of frustration and fulfilment. Should I get the final two post written in the next few days, I’ll have post streak covering over 17 days — a personal best.

Toss in record rates of usage for a variety of utilities. September has been a great month.


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Here Be the Goblins – A Lair Level Encounter for Labyrinth Lord

Sep 23, 2011
Mark
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Get Ready

Really? Another goblin adventure? Whatever, Quantum Ogre man, we’ll head out toward the village. Can’t you come up with something interesting?

Get Set

All who have ventured into the goblin village to date have made delicious soup. The goblins are happy, thriving and apparently breeding prodigiously. The goblins have formed a minor religious sect toasting the “Stupid Humans” as each group attempting to kill them has ended up filling the cook pots.

The goblin village is set near the edge of a swamp. A muddy walkway 100 feet long leads through the bog onto a thin island where the encampment has constructed huts, centralized cooking pits, and homes amid the overhanging trees. The primary island is a thin spit, only about 50 yards wide but extends nearly 500 yards. Several additional paths connect the primary island others nearby.

The entry path way will support light-weight humans and demi-humans. Anyone wearing metal armor will struggle through the mud, sinking deeper than the lighter companions. Unless very stealthy, the PC’s will be greeted when they are about halfway across the path by a smiling goblin with strange features.

The smiling man is a mottled gray rather than the yellow/orange/red skinned goblins the party has encountered before. His frame is nearly 4 feet. Taller than other goblins they have seen. Running a hand through his iron grey hair, he beams a broad smile of yellowish teeth before yelling, “Welcome to dinner, my new friends.”

Behind him are many goblins with hair and skin colors the party is accustomed to seeing. Just as many taller ones of the same mottled grey skin along with mottled green and pale grey skin stop to look at the party struggling through the muck. The taller ones range from 4 feet to 6 feet tall. The tall ones chuckle when the smiling man speaks. The short folk begin to slink away from the entrance to the village.

Be descriptive indicating the differences between the tall folk and the normal goblins. Should no one take note, let the feast begin. Even if they are wary, their bones look succulent.

Go!

The village is not a normal goblin encampment. It is well organized and the “Tall” folk dominate the village. Neither party should be surprised during the encounter. Both should be well aware of the others and the goblin encampment will be much more aggressive than expected.

The tall folk are Pygmy Trolls — mixed breed trolls and goblins. Not nearly as tall or strong as normal trolls, the pygmy’s are just as aggressive and retain the ability to regenerate as trolls. They are also very crafty and know most people underestimate them as lesser beings.

The smiling man will heckle the party continuously, confident they can overcome and eat them in the end. His barbed remarks will be targeted at anyone in armor who is struggling across the pathway. Rage and oversight are on his side.

The PC’s should recognize something is not as they expect it to be. The heritage of the monsters should be hidden other than physical cues. Ideally, they should engage and be overwhelmed and flee back across the path. If they return to town, they will be mocked by other adventurers due to their failure to beat mere goblins.

The PC’s should survive the initial attack unless they are stupid. They will be chased but only within a couple of miles. After they lick their wounds, the party should begin to recognize these are not normal goblins. If they don’t, they may become soup. Yummy, tasty adventurers.

Notable NPCs

Goblin (29) [AL C, MV 60’ (20’), AC 6, HD 1 -1, #AT 1 (weapon), DM 1d6 or weapon, THAC0: 19, SV 0 human, ML 7, XP 5, LL 78, HC XX] Total XP: 145. HP: 7, 4, 5, 1, 4, 3, 3, 7, 6, 3, 5, 1, 4, 1, 1, 5, 3, 7, 7, 3, 5, 3, 4, 3, 3, 1, 1, 1, 2.

Pygmy Troll (18) [AL C, MV 120’ (40’), AC 4, HD 4, #AT 3 (2 claws, bite), DM 1d3/1d3/1d6, THAC0: 16, SV F4, ML 10, HC XIX]. HP: 22, 22, 22, 15, 14, 9, 13, 15, 16, 8, 19, 23, 11, 10, 11, 14, 12, 19. – All special abilities as Trolls.



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The Good Ole Boy: A Systemless Short Adventure

Sep 22, 2011
Mark
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Get Ready

Occasionally, people need a hand up or a hand out. People exist willing to help without ulterior motives such as The Good Ole Boy.

Get Set

Jebediah Jackson Thomas Short, III is seen as an eccentric hoarder with a heart of gold. Know one who has ever met him as walked away empty handed. He can always tell just what a person needs and when they need it. His knack isn’t generosity. He sees the needs of everyone he meets and can always find an item or knowledge to fill that need.

Jeb is neither young nor old. He’s perpetually in the middle. He can engage youngsters in conversation about the latest music or entertain grandmothers with a classical bit of piano playing. Standing 5′ 6″, Jeb is stocky but possesses athletic smoothness. He moves for a purpose and wastes no energy.

Jeb lives a few miles from the nearest town. His property spans 10 acres and is filled with outbuildings along with his small two bedroom house. A long driveway leading off the country road covers nearly a half mile before dropping into his property atop a picturesque canyon.

Go!

The PC’s are on the run from invading armies, aliens, zombies, pyroclastic mutant vomit beasts or anything really. As a group, they are in pretty good shape having avoided the worst situations possible. However, they are likely low on supplies of one form or another. They are passing through the countryside on the way to next goal without expecting to find aid in any form.

As they approach the drive toward Jeb’s home, they see a small force of the enemy proceeding toward his home. Although much of the countryside has been blanketed in darkness, a beacon of light shines nears the house at the end of the driveway.

The small scout party of the enemy is should be reasonably easy for the party to defeat. If they run into difficulty, Jeb and his buddy Gus will hear the noise of battle and aid the party.

After the short battle, Jeb will greet the PC’s. He’ll welcome them into his house and engage in conversation. He’s in the middle of packing up and heading out to avoid the enemy himself but will offer supplies and aid. As noted, he will pinpoint a crucial need the party has even if they do not ask for it directly. He’ll gladly supply it or information on where they can find it within the immediate area.

Although Jeb doesn’t rush the PC’s, he will continue to pack up for evacuation from his farm. His vehicle of choice is a beat up 1976 Dodge RV which already seems overloaded. He constantly walks between the house, an outbuilding and a cellar, hefting a box and tossing it into the RV. Still, he will always engage one PC or another as he moves along.

Gus “Gutshaker” Barnes, however, never appears to lift a finger. After the encounter is over, he sits down at the kitchen table except to fetch another beer. He’s open, gracious but has the manners of a billy goat in a five star restaurant. Gus’ supply of beer appears to be endless. He always has one in hand and one available to anyone with a free hand.

If Gus were displaced into a fantasy world, he’d be confused with a round dwarf. He’s short, thick, and possesses the “World’s Best Beer Belly” according to the t-shirt he wears that barely covers his own. His beard is over a foot long, matched only by his black hair pulled into a pony tail descending to his waist. Apparently his only concession to general grooming is his gleaming handle bar moustache.

Jeb will aid the party however he can and let them know where he’s headed. Near dawn, he’ll herd Gus into the RV. Before firing it up and heading out, he tips his hat to the party,

“Boys, we’ll see you in the spring.”



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A Dispute over Spirits: A Short Boot Hill Adventure

Sep 21, 2011
Mark
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Get Ready

A silver boom has hit Creede and the miners are thirsty. Two Denver brewers vie to dominate the market.

Get Set

The silver rush in Creede, Colorado has just begun in earnest. A market of thirsty miners consume every bottle of liquor that makes it into town — most of it sold directly off the delivery wagons. Two brewers and liquor merchants are vying to dominate the insatiable thirst of the miners and settlers.

Adolph Herman Joseph Coors, founder of The Golden Brewery (aka Coors Brewery) has teamed with a local liquor importer, Walter Murray, to ship beer and spirits to Creede via train and then wagon. The effort is well funded and supplied due to Coor’s connections to the area.

Unfortunately, Colonel Charles Thorne (owner and proprietor of Apollo Hall) and his business partner, Elijah Overton, have begun regular shipments to the Creede area. Overton is the lead in the effort is sending weekly wagon trains filled with liquor and beer of questionable quality. Overton has no interest in a competitor springing up and eroding the massive margins on cheap booze.

Overton and Murray were seen in a heated argument over the business in Creede. Overton failed to dissuade Murray and has resorted to hiring ruffians to disrupt the Coors/Murray shipments.

The first shipment of Coors products is lost just west of South Fork as it entered the narrow trail heading northwest into Creede. Although no one was injured, the trail boss and several drivers reported seeing masked men skirting along the cliff overlooking the trail.

Go!

Murray and Coors are incensed with the failed delivery. They begin hiring outriders to protect the next shipment of six wagon loads of beer and liquor. The PCs are approached by Murray as potential outriders. [Alternatively, they can be hired by Overton as bandit robbers to disrupt the next shipment if they are of questionable morals.]

Overton has learned of the next shipment and has instructed his employees to raid the shipment after it leaves Del Norte. They are instructed to capture the shipment but avoid harm to anyone if possible. The stolen shipment will then be diverted to the Durango/Silverton region. All contents, wagons and horses are to be sold to Ike “Big Boy” Sullivan, a unscrupulous merchant operating in the area. The bandits can split any proceeds from the sell among themselves as a bonus.

If the second shipment is lost, Murray will immediately begin to organize a third shipment under heavy guard. Coors will balk if any lives have been lost and eventually pull out of the partnership. However, he will still sell beer to Murray but will not condone any violence.

Should the second shipment have been sold by the outlaws, most will fail to respond to another order from Overton. Instead, they will be dispersed throughout the area spending their earnings or moving on to other pursuits. The 3rd shipment is likely to make its way to Creede after a short gun battle a few miles out of the camp.

Overton will continue to escalate the situation until he resorts to hiring murderous outlaws and gunman. Should they resort to outright killing, the encounter will bring the dispute to the attention of lawmen. Overton will eventually admit failure but not without a continuing fight.

Notable NPCs

As noted in the text above.



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Swindler Soapy Smith: A Boot Hill Adventure in Colorado Territory

Sep 20, 2011
Mark

Get Ready

Ripped from history – Soapy Smith was a legendary con man. His reign ran from Texas through Colorado and onto Alaska.

Get Set

The Prize Package Soap Sell

Soapy Smith

The con began with Smith setting up a keiser (a suitcase on a tri-pod stand) on a busy street corner. In the suitcase would be piles of ordinary soap wrapped in plain paper. As curious passers-by stopped to look, he would begin to wrap some of the soap bars with paper money, ranging from one dollar up to a hundred. Rewrapping in the plain paper, he would mix them in with the others and sell the soap for $1-5 per bar. In the “crowd” Soapy would always have a “shill,” quick to buy a bar of soap, happily opening it to find a $100 bill. The crowd was then anxious to buy their own, which, of course, held nothing but a 5¢ cake of soap. For the next two decades, Smith continued the swindle with great success. (The Prize Package Soap Racket)

Soapy is setup outside the popular Tivoli Saloon and Gambling Hall just as a train has arrived at nearby Union Station. He has agreed to pay to the owners of the Saloon a share of the profits. As the traffic from the train begins to arrive near the Tivoli, Soapy whips into action working in tandem with a pair of shills in the crowd. The first seemingly astonished customer walks away with $100. The second is nearly as happy with $20 for his $1 investment.

Beyond his short cons, Soapy is also running a series of long cons involving fake railroad stock and a false lottery. Soapy is careful not to swindle locals, which could lead to trouble. Instead, he continuously takes advantage of the open gambling policy of Denver. His network of associates and friends includes most of the local saloon owners, a handful of city officials, and the local sheriff.

The PC’s are approached by an Chicago based cattle merchant, Landry Thomas. Landry explains his wife and daughter were swindled by Soapy and he’d like to recover the money. The law is not in his favor but still he wants to pressure Smith.

Go!

If the PCs agree to the task, they can find Soapy playing cards in the Tivoli Saloon. He will engage the characters in conversation trying to deftly determine how intent they are on recouping the losses. Smith is more interested in earning more money than retaining the winnings from two individuals.

He will attempt to bribe the PC’s with matching pay from Thomas. If that fails, he will bribe them and even offer them lucrative work as shills and gamblers. As a last resort, he will offer to return the women’s losses rather than be drawn into a violent dispute.

If Smith learns that Thomas is a cattle merchant, he will dispatch some of his crew to sell him a futures bid on Colorado Cattle. Smith will not be directly involved and has no intention of delivering the cattle.

Notable NPCs

Jefferson Randolph “Soapy” Smith – As pictured; a charismatic fellow with the gift of gab. Dark hair, full beard, well dressed.

Guest Appearance: Bat Masterson – Worked as a card dealer in the Tivoli.

Read more about Soapy at Alias Soapy Smith or Legends of America.



You Aren’t If You Are Eaten: A Weird West Adventure

Sep 19, 2011
Mark
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Get Ready

What’s that? A big ball of flame in the sky? Oh, crap, its going to hit us…

Get Set

“Welcome to Maysville, Colorado, 1882. Maysville is a scenic little town. Quite uptight, I’ll be honest. All order and god fearing until a ball of flaming hell fell next door.

I confess I was waffling on what I should do when the flaming ball hit on the edge of town. As the curious rushed out and then slowly came back, I reckon I figured it out pretty damn fast. Get the hell out. I’m a tad slow on the uptake most of the time. This was one of those times.

So here’s the story. Too bad one of them dime book hawking Yankees wasn’t around to write it proper. See, Preacher Bill went on, and on, and on every Sunday about the wrath of god if you weren’t righteous. He sure wasn’t if that was his God. He rushed out to see the ball after it hit along with Tom, Frank, Julio, a few others.

I was a bit tipsy on Old Rye. P’haps a bit more than a bit. So I wasn’t all that bothered at the crashing noise. I was concentrating on my hand of cards seeing as my last bit of dust was lying on the table. I figured the army was cannon testing. I reckon it was a bit late for them to fire a cannon and they hadn’t been through town in months.

Well, ole Bill came wanderin’ back into town. Except he wasn’t Bill n’more. He was nothing but walking bones an’ eyeballs. I swear on my momma’s grave. He tweren’t alone either. Might have been Tom or Frank. Cannot be certain since they were walking bones.” – Jed Reynolds

Go!

Nothing more than a meteor hits outside of Maysville. A simple bit of rock and metal except it is carrying another being — one designed to infect and invade any mobile species. The microbes are activated by the heat of the atmospheric entry. As the remnants of the meteor begin to cool, the microbes activate like spores from a disturbed mold by shooting into the air randomly.

The spores are hot molten rock that melts through the skin as it cools. The microbes go into a hyper production within the presence of flesh. They devour everything except bones, cartilage and eyes. Once the host is consumed, the microbes act as a minimal nervous system, sending the host toward any other living flesh with delicious proteins.

“My memory is a little fuzzy. I think I mussed my pants when I saw the first one. Then something cracked me on the head as I was headed by the billiards table. When I woke up there was one of those little fellas from the circus. Plus Sally. She made my eyes water. So purty. That damn little guy kept shouting so loud it made me head spin. Repeatedly said something along the lines of Gut The Quaker.

Whatever you do, fella, don’t be a visiting Maysville. Preacher man’s god is on a mission.”

Maysville, Colo, 1882

Notable NPCs

Flesh Eating Alien Microbes: Use the indigestible bits to form a walking carcass. Die within 5 days if no additional nutrients are available.



Get Weird West by Stuart Robertson if you don’t already have it.


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