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Making Zeb Baxter Whole
11-22-2014, 12:04 AM (This post was last modified: 11-23-2014 08:37 AM by Old Dwarf.)
Post: #1
Making Zeb Baxter Whole
This is my 2nd SoB Game It will be Solo to learn the Rules & using
the 1st Mission in the the Adventure Book:

For a Few Dark Stone More

I'm using 2 Heroes The US Marshal Milton Duffield &
Indian Scout Dark Elk as I wanted to keep things simple
the first few Games & to try out new Heroes. Dark Elk
is just a generic Indian type name but Marshal Duffield
was a real US Marshal assigned to the Arizona Territory
during the SoB Time period.

Note that the dates are different from the Brimstone Story
given by FFP. I use my own Time line set about 20 years
earlier so that it would cover some actual historical events.
The towns mentioned all existed at the time.

The Back Story


Nov.2nd, 1866-U.S. Marshal's Office, St.Thomas, AZ Territory

"But Marshal, you got the wrong man, I ain't done nothing."

Shut up Nate, you robbed that old prospector Zeb Baxter ,he
identified you & you were in the Saloon trying to barter for
whiskey with his Dark Stone.

"But Marshal Duffield, that t'aint prove nothing , I found that
Stone out on the trail, honest."

Nate, don't make it go harder on yourself ,you also were in
possession of Zeb's watch, you find that to? Look tell me
where you stashed Zeb's Stone, if I recover it the Judge
will go easier on you.

"Ok, Ok you got me Marshal, the rest of the Dark Stone I hid
up in that abandoned mine #13, left a couple of markers to
show where & got the Hell out. That place is spooky as Hell"

Nov.3rd,1866-St. Thomas General Store, Arizona Territory

Dark Elk, been looking for you, I need you to go with me
up to Mine #13 & track where Nate Taylor hid a stash of
stolen Dark Stone.

" Mines not good place, bad medicine Marshall, you pay?

Standard Govt. Guide fee & I think old Zeb will kick in
something if he gets his stone back.

"When do we leave?"

I'm picking up supplies now it's a 2 week journey, meet me here just after
Noon time.

------------------------------------------------------

Dramatis Personas

Milton Duffield-US Marshal: Shot Gun, Marshal Badge, Dynamite token in side Bag,
Worn Eye Patch & has 'Hardened Resolved'

Dark Elk-Indian Scout: Carbine, Indian Hatchet, Whisky Token in Side bag'
Weathered Head Scarf (hat) & has "Heightened Senses"

Note#1 I do my Game Reports more to tell the Story the Game creates
than to give a rule by rule use account. However to better give an
understanding of how the Game flows I numbered each Turn.

Note#2 The Mission Objective uses the Small Deposit (2 Clues) option
to fit the back Story (Old Zeb wasn't that good a Prospector)


----------------------------------------------------------------

Friday, Nov. 17th. ,vicinity of the Brimstone Ruins

"Marshal the Mine entrance is just over there, it's getting
late you want enter now or make camp/"

Dark Elk ,there's no way I want to spend the night next to
that Mine entrance. We'll go in & find Zeb's Stone & then
ride Hell for leather before we make camp again.



The Game begins:

"Too Dark Marshal, I feel evil spirits, this is bad place, place of the dead"

Here, I'll light the lantern It should give us enough light to see by
evil spirits or not.

YEEEEEEEEEEEEAAAAAAAAAAAAAAL!!
(A terrifying shriek tears through the stillness of the Mine-
Duffield with his harden resolve & Willpower is not effected
Dark Elk with his heightened senses causes his Willpower
to fail him & he loses 3 Sanity )

(1) Dark Elk nevertheless moves forward toward the entrance of the
next Mine section.

Duffield follows him at a slightly pace.

(2)The Mine thankfully remains silent it's Darkness dormant.

The Scout moves up to the entrance of the next session & reports
a Long Passage leading down.

The Marshal Moves up to join the Scout.

(3)The Mines Darkness continues to hold back.

Black Hawk quickly moves toward the end of the passage.

Marshal Duffield moves up with the Scout.

(4)The Darkness of the Mine just ignores the intruders.

Dark Elk reaches the end of the passage & looking into
the next room describes a room with strange symbols

Duffield curious passes the Scout & steps into room
& finds himself in a Summoning Chamber. He decides
not to share that knowledge with his more sensitive Scout.
Looking around he encounters boxes & boxes of Explosives

Both he & Dark Elk help themselves to Dynamite .

(5)The discovery seem to stir the Mine & a Creeping Darkness
causes Encroaching Shadows causing the posse to pick up it's pace.

Dark Elk with new urgency moves toward next segment entrance.

The Marshal moves up & past his Scout.

The Posse does take time however to add another stick of Dynamite to
their Side Bags.

(6)Darkness now roused begins to move from the Mine depths

Dark Elk reaches the next entrance & sees the next room is a Forked Path.

The Marshal moves to stand with Black Hawk as they puzzle out how to
proceed in light of the different exits.

As they explore the room a sense of "Growing Dread" fills the senses of both men.
Duffield is hit by the hunch his Mission has been sold out & murmurs "Traitors Blood",
Nate Taylor must have gotten word to a henchman about the Dark Stone.

He shares his revelation with Dark Elk but as nothing has happened yet it's pointless
to worry about it.

Just in case both men take another stick of Dynamite. Then Scout notices one of the
markings that are a sign to the stolen Dark Stone & it over the lower exit.

(7)The Darkness continues to roll up through the Mine levels & brings on "Chill
of the Grave" calling out to it's undead minions.

Dark Elk felling the chill steels himself with Grit & moves to the lower exit
into another Long Passage.

The Marshal moves beside him.

(8)The Darkness moves ever upward.

The Scout runs to the end of the Passage & looks through to a room obviously
used as The Vault for the operations in this mine.

The Marshal moves to just behind Dark Elk.

The Scout eyes sweep the room seemly empty at first but then picks out the sack
of stolen Black Stone but behind it lurk 3 Nightmare Creatures the Tsul 'Kalu
to his people but the White eyes call Night Terrors.

(9) The Mines fill the Darkness with Growing Dread but the posse turns to their Grit
& disburses it. The Mine is however relentless & brings a "Powerful Dread" Both
the Marshal & Scout summon their Willpower & overcome the assault.

Dark Elk moves so as to position himself to have all of the hulking monsters
in site & range. He grabs a Dynamite stick from his Side Bag & lobs it between
the farthest 2 creatures the explosion causes 6 wounds on both.

Duffield follows the Scout move & also throws a stick of Dynamite between
2 of the Night Terrors. He causes 2 wounds bringing that creature down to only
4 wounds left.The other monster takes 6 wounds.

The 1st Monster moves & attacks the Marshal but is unable to hit him.

The 2nd Monsters move & 3rd Monsters target the Scout but also fail to hit.

(10) The Mine send aid to the Night Terrors as a Slasher ambushes the Marshal.
The Slasher attack gives Duffield 2 wounds.

The Indian loses 3 more Sanity due to the Terror caused by the Tsul 'Kalu
but still has the presence of mind to throw another stick of Dynamite between
the 2 Monsters doing 2 wounds to one leaving it with 1 wound left & 4 damage
to the other leaving him with 2 left.

The Marshal also feels the Terror of the Night Terrors but also the rank Fear of
the Slasher before him but his Willpower allows him to overcome most of the
Sanity loss but he still gives up 2 Sanity.

Duffield pulls out more Dynamite lobbing a stick behind the Slasher ,the explosion
also effects the adjacent Night Terrors, killing them both. The Slasher hangs on with
4 wounds left.

(11) The Darkness slackens off for now.

The Slasher renews it attack on the Marshal but can only manage to do 2
more wounds on him.

Dark Elk using his carbine fires on the remaining Tsul 'Kalu & kills it.

Duffield raises his Shotgun to fire but the weapon jams

Dark Elk fumbles for his Whiskey bottle from his Side Bag ,finds & drinks
it down restoring his Sanity back up to 7.

Dufffield in a rage over his shotguns failure flashes his Marshals Badge & arrest
the Creature.

(12)The Mine's Darkness again move upward.

The Slasher not fazed by his arrest again attacks the Marshal.It only manages
to inflict 1 wound.

Dark Elk inspired by Duffield's bravura targets the Slasher & fills the Monster
with enough led to kill it several times over.

The Vault returns to silence as the posse collects the stolen Dark Stone which
was scattered in the battle. Duffield finds 2 Shards & the Scout 1 Shard.

Before leaving the Vault is checked out for anything else of value.
Dark Elk finds 2 sticks of Dynamite & an Ax. The Marshal picks up
a pair of Dark Stone Gloves & 1 more Shard of Dark Stone.

The Posse Then leaves & puts considerable distance between itself & the
Mine before setting up Camp. They are worn out from the Mission but the
journey back to St Thomas is uneventful.

" Marshal welcome back did everything go ok ? did you find the stolen Dark Stone?"

Well we got through it those damn Mines have things that just should not be, but
it could have been worst & yes we found the Stone.

Look Deputy I'm bushed Dark Elk & I made Camp last night just outside of town
but didn't get much sleep. Nothing bothered us but it didn't make for a restful night.

Anyway where is Zeb keeping himself Dark Elk & I need to return his property?


"Er.. Marshal that might be difficult old Zeb's dead.We laid him out on Boot Hill 3 days ago."

Dead! How that happen, he got any kinfolk?

"Well Zeb was over at the Trail Dust Saloon & went up stairs with Molly. About 20 minutes
later Molly comes running down the stairs wailing that Zeb keeled over. They sent for the
Doc but Old Zeb was dead as can be with a big smile on his face." No Family we ever heard tell of
the old coot was a real loner.

Damn old fool Molly could easily wear out a man half his age. No Kin so no one to hand
off his Black Stone to. I guess I'll let Dark Elk keep the Shard that he has I'll cash out the 3
Shards I have & put it in the Office Account....Hell Fire the paperwork will be a bitch.

Dark Elk anxious to get rid of his Shard as he felt it's corruption on his spirit, that even
the Banners waving in the breeze on the Fort Ramparts could not ease, cashed
it out at The Frontier Outpost Bank for $150.

Marshal Duffield also went later that day to the Frontier Outpost Bank & found the Stone
was in short supply as they had just sent out a wagon load to the County Seat Bank at Callville.
So he got top price for his 3 Shards $750

Deputy file these bank receipts for the Dark Stone & let Nate go.

"Marshal we gonna release that bushwacker rebel scum?"

Afraid we got to I don't like Confederate whether they 'Ate the Dog" or not but
we ain't got no witness against him with Zeb dead. I'll see he gets his rebel ass out
of the Territory.

Oh give him Zeb's watch I'm giving him till Noon to clear out & I want to make sure
he doesn't have any excuse to hang around longer.

The rest of the day proved uneventful

(historical Note Milton Duffield just HATED ex Confederates)

------------------------------------------------------------------------------
Final Stats for Campaign (in addition to Starting equipment)

Milton Duffield- 400HP-$750 Dark Stone Gloves-1extra Dynamite in Side Bag
Dark Elk-365XP-$125-Axe-3 Dynamite in Side Bags

Sighing like the night wind and sobbing like the rain,—
Wailing for the lost one that comes not again:
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