Comanche Trouble

Transcription

Comanche Trouble
If you are playing this scenario for a game system other
than Sidewinder: Reloaded, then obviously you won’t
need these resources. However, you will have to fill in
the characters and settings described in them with your
own substitutes.
Comanche Trouble
An Adventure for Sidewinder: Recoiled in 3 Acts
This is the first part of the adventure, it continues in Act
II, “Where’s Tony” and concludes in Act III,
“Comanche Raid”.
Maps for Figures
If you plan to use miniatures in this adventure, then
scale maps of the major buildings of this adventure are
available as part of the Frontier Towns supplements
from Dog House Rules.
Introduction
It’s the mid-1870’s and the expansion westward is in
full swing. Though the Civil War is over as is the California Gold Rush, there are still people streaming westward looking for opportunity in the west.
Texas is no longer the wild Mexican colony, it’s starting
to settle down – but it still has a ways to go. There are
still outlaws, bandit gangs, hustlers, and renegade Indian
tribes. There’s still plenty of adventure in North Texas;
still plenty of trouble for those looking for it – and for
those trying to avoid it.
Getting Started
This adventure assumes that the characters have not met.
As such, the first two scenes of Act One are designed to
introduce the characters to each other and to certain important non-player characters (NPC). If the party is one
that has been adventuring for a while, you can skip to
Act I, Scene 2 and use the Alternate NPC introduction
section.
Comanche Trouble is an adventure in 3 acts for Sidewinder: Recoiled. It is designed for a party of 3-5 characters of 3rd to 5th level. In this adventure, the players are
stuck in the area of Ft. Griffin in a town called The Flat.
On their first night, the party run into Vern The Punk
Wesley, a wanted outlaw who starts a bar fight. As if
that wasn’t enough, the next day a well-known Mexican
merchant goes missing – and when he’s found, it’s in
the middle of a rampaging war party of Comanche’s.
What is the connection between the merchant and the
Comanche? How does this involve the circuit-riding
preacher? And how can the folks of The Flat defend
themselves from an attack by Comanches while the soldiers of the fort are out on maneuvers?
Each scene includes a location, dramatis personae, and
descriptive text for both the judge and the players. Information to be read to the players is set apart in a gray
box.
Fort Griffin and the Surrounding Areas
Fort Griffin was a real Texas fort. This scenario draws
heavily on the information provided by Dog House
Rules in their Fort griffin supplements (see Required
Materials above). There is also information available on
the web at:
http://www. te xasbeyondhis tory. net/forts/griffin/
post.html
The information below and the accompanying figures
are the property of Texas Beyond History, Texas Archeological Research Laboratory, University of Texas at
Austin. It is used without permission.
Required Materials
In addition to Comanche Trouble, you will need the following rulebooks and supplements.
D20 Modern Core Rulebook, by Wizards of the Coast
(IDBN: 0-7869-2836-0)
Sidewinder: Reloaded by Dog House Rules, published
by Green Ronin (ISBN: 1-932442-34-0).
Frontier Towns: Fort Griffin Volume I by Dog House
Rules, PDF Download
Frontier Towns: Fort Griffin Volume II by Dog
House Rules, PDF Download
The Fort Griffin Echo, Vol. 1 No. 1 by Dog House
Rules, PDF Download.
Fort Griffin
The U.S. Army's forts on the northwestern frontier of
Texas were bound tightly to the ebb and flow of warfare
with the Plains Indians. As each post outlived its purpose and was abandoned, civilians who had congregated
nearby faced an uncertain future. Fort Griffin in its heyday spawned one of the liveliest and most notorious settlements in the West. The fort was the longest continuously occupied post in the region, but the town that took
its name barely survived the Army's departure in 1881.
The PDF Download supplements are available from the
Dog House Rules website at:
http://www.doghouserules.net/
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Figure 1 - Ft Griffin and The Flat
The Flat
Companies of the 6th Cavalry established the post that
became Fort Griffin in the summer of 1867. The original
site was in the bottoms of the Clear Fork of the Brazos
River, a few miles downstream from the 1850s site of
Camp Cooper. It was originally named Camp Wilson,
for a recently deceased 6th Cavalry lieutenant, Henry
Wilson. In 1868, it was renamed Fort Griffin, in honor
of Colonel Charles Griffin, the departmental commandant who had himself recently died. More than just a
name change was involved, however, as the post was
moved away from the unhealthful bottoms to an adjacent plateau.
Given how little of Fort Griffin remains, even less remains of the town below the hill, known primarily as
"The Flat," but also as "Buffalo Town, "Fort Griffin,"
and, simply, "Griffin." The town site is on private property, but is accessible by county roads. Its sole surviving
building is its first all-stone structure, the Masonic lodge
and school house, built in 1878 and restored by the current owner. Foundations of other buildings are visible,
and a number of them flank the current county road running from the base of Government Hill to the place
where the old Fort Richardson road crossed the Clear
Fork. This road was "Griffin Avenue," the main street of
the town, in the late 1870s.
In later years, some local residents would call the location “Government Hill”. To the west, Collins Creek
flowed around the base of the hill into the Clear Fork,
and the creek served as the fort's water source for a time.
A stronger stream east of the plateau furnished a location for a sawmill, and would be named "Mill Creek."
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Deer came to this conclusion after he was imprisoned in
Ft. Worth for a year. The tribe’s council of elders has
agreed with Fighting Deer, though it was not without a
lot of argument and soul searching. The tribe is now
peaceful and helpful to the surrounding settlers.
Fighting Deer is a hunched old man with thinning hair
and a milky white right eye. He still has most of his
teeth and he smiles often. He can understand a little
English and Spanish though he rarely speaks in either.
Note that Fighting Deer does not appear in the adventure, his character sketch is here as a reference for the
Judge.
Main Non-Player
Characters
The following is a short description of each of the main
NPC’s. The statistics and details of each character are
included at the end of the adventure.
Banks, Josiah Walter
Josiah Walter “Parson” Banks is a circuit-riding
preacher who delivers hell-fire and brimstone sermons
about a "crusade" to Christianize the Indians. He's also a
good shot and rider, have served in Hood's Texas Brigade in the Civil War. Josiah will enter town along with
the party and be introduced in Act 1, but will be the subject of Act 3. Josiah is dresses in either a black suit (for
preaching) or a khaki duster over dungarees and a white
cotton shirt. His white hair is either combed back or unruly under a weather beaten cavalry hat.
Plant, Richard “Val” Valmont
Richard Valmont Plant, commonly known as Val, is the
second oldest son of Robert James Plant, a respected
farmer near Ft Griffin. Unlike his older brother, Val is a
lazy boy who has a strong tendency for drinking and
fighting. He killed a man in a bare-knuckle fight but was
found innocent due to self-defense. Most folks think that
was his father’s money talking.
Collins, Claire Elizabeth
Val has taken up with Verne Wesley; they are birds of a
feather. The two are planning on heading out of town for
Del Rio once Val can get some money from his dad.
Claire Elizabeth “Liz” Collins of Fort Worth Texas, an
English teacher by trade, has a job in Abilene where
here Aunt Lucy lives. Claire is 20 years old and her
crystal blue eyes and strawberry blonde hair make her
the prettiest thing in all of Ft. Griffin. Claire, though, is
not a shy and fainting girl. He father taught her to shoot
when she was six and ride when she was eight. Se can
certainly take care of herself.
Soaring Eagle
Soaring Eagle is a young warrior in the Comanche tribe.
He is the tallest of the braves and is the best rider. He is
the leader of the young warriors. These young bucks do
not agree with Fighting Deer's plan. They feel the Comanche were once mighty and could be again - if only
they would head west and leave the white man alone.
Soaring Eagle has taken this to heart and can often be
heard boasting about how things would be different if he
were chief.
De Vega, Antonio Manuel Hernandez
Antonio Manuel Hernandez “Tony” De Vega is a merchant from Mexico City. Antonio De Vega specializes
in selling spices, cloth, and guns. The later he enjoys
selling (illegally, of course) to the Indians along with
watered down tequila. Antonio, Tony to his legal customers, is very circumspect about his operations. While
his gunrunning is his most lucrative trade, he makes sure
to bargain sharply on his legal sales. Tony is a welldressed but not flashy merchant. He always appears neat
and well groomed, even after riding into town in his
buckboard.
The elders either ignore the brash youth or tell him he'll
grow out of this phase. This doesn't set well with Soaring Eagle and he's making plans to do something about
it. He believes that if he can have a victory over the
white man the tribe will cast out Fighting Deer and proclaim him chief. Soaring Eagle is a tall man, over 6',
with very broad shoulders. He appears as the ideal Indian warrior.
Chief Fighting Deer
Chief Fighting Deer is the leader of a local Comanche
tribe. Only 52 years old, Fighting Deer looks much
older. He is blind in his right eye from a wound he received while fighting the US cavalry years ago. His
name used to spread fear on the frontier but as he grew
older, he realized that the struggle against the white man
was doomed to failure.
Wesley, Verne
Verne “The Punk” Wesley is a 19-year-old criminal. He
is wanted in Ft. Worth for killing a man. He shot an unarmed Calhoun McGruder when Calhoun caught Verne
forcing himself on Nancy McGruder, Calhoun's 18-yearold daughter. Wesley is a pimply-faced orphan who ran
away from the Methodist home in Waco two years ago.
He's a fair shot and a fair rider, and a coward. He backs
down from almost any challenge, unless he feels he's
Now he sees that the only way for his tribe to survive is
to befriend the white man and be assimilated. Fighting
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trapped - then he'll use deadly force. There's a $500 reward, dead or alive, on Wesley.
Act I – Wesley is a Punk
Other Non-Player
Characters
This act introduces the characters to each other and to
Parson Banks, Tony De Vega, Soaring Eagle, and Verne
Wesley. There are 14 scenes to this act, but not all of
them may be played.
The following is a list of other non-player characters in
this adventure. Most of these are described in detail in
the Frontier Town: Fort Griffin publications from Dog
House Rules. The reference works include other characters that are not part of this adventure, but can be include
as necessary for color, background, or red herrings.
Note: Both Scenes 1a and 1b are meant to introduce the
characters to each other and to Ft. Griffin. There are two
possible entries – by stage for those who do not wish to
ride their own horses and on the trail for those who do.
Each scene introduces one of the main NPC's to the
party. If either scene is not used, then there is an addendum to Scene two to introduce that character that was
missed.
Stage Coach Crew
Chris Mitchum, Driver
David McLintok, Shotgun
Scene 1a – The Stage Coach
Location
Riding on the Wells Fargo stagecoach in between Ft.
Worth and Ft. Griffin.
Planters Hotel Staff
Jack Swartz, Owner
Estelle Swartz, Wife of Jack
Dramatis Personae
Parson Banks, Chris Mitchum (Stage Coach Driver),
David McLintok (Stage Coach Shotgun), and Claire
Elizabeth Collins
Shannsey’s Saloon
John Shannsey, Owner
“Big” Mose McMain, Bouncer
Blacksmith
James Luther “JL” Thorpe, Blacksmith
Description
This scene is meant to introduce the players and one or
two of the main NPC’s. The scene should last long
enough to get the introductions done and then move to
Scene 2.
Livery Stable
Pete Haverty, Livery Stable Owner
Henry Sixkiller, Livery Stable worker
It’s the middle of the afternoon on a hot Texas day and
the Ft Worth to Abilene stage makes its dusty way westward. What little breeze that blows in from the road is
more dust than relief and gives everything a khaki tint.
The rocking of the coach and the rumble of the horses
acts to lull the passengers to sleep. In a half-daze yourself, you take a moment to look around at your fellow
travelers.
Sheriff’s Office
Billy Cruger, Sheriff
Maynard “Mangy” Mansfield, Deputy
Other Townsfolk
Shelley Plant, Val’s sister
Ft Griffin Garrison
Sgt. Morgan O'Rourke
Cpl. Randolph Agarn
Capt. Wilton Parmenter
One is a pretty blonde young woman in a white cotton
dress and wearing a sensible hat. She holds a white
handkerchief to here face to try and filter out the dust as
she stares out at the passing terrain.
Comanches
Running Foal
Another is an older gentleman with a cracked and sun
tanned face. His wild hair sticks out from under his old
and battered hat and his not-too-clean brown duster is
open to reveal a pair of stained dungarees.
The party members who do not own a horse, or who
wish to ride in style will be on board the Wells Fargo Ft
Worth to Abilene stage. This stage stops for the night in
Ft. Griffin on its way to Abilene. The stage can hold 6
6
people, of which one is Parson Banks and one is Claire
Collins.
goods from Mexico as well as about ten half-gallon jugs
of Mexican Vanilla.
Claire is willing to have a conversation with anyone
who is civil, but will pointedly ignore anyone that is
rude.
This cottonwood tree is about eight miles outside of the
Flat; about 1½ hours of travel left.
Tony is quite outgoing and will prattle on about almost
anything. At some point, he will offer to sell the players
some Corona beer he has, if they keep quiet about it. He
will also get around to proposing that the party join him
for the rest of the trip into The Flat.
The Parson is a quiet man and uncomfortable with
strangers in such close quarters. He will answer politely
and questions, but those answers will be short.
A dust devil appears out of nowhere and hits the stage
side-on. There’s no damage, but the tempest does rattle
the coach and whip through the cabin. In the fuss, the
woman’s handkerchief is blown from her hand and
heads toward the open window.
If the players try to examine Tony’s buckboard, a successful Spot check (DC 20) will reveal by the arrangement of the boxes and the lay of the tarp that there used
to be two long and thin boxes stored in the back. If Tony
notices the player’s looking at his buckboard, he will rearrange the tarp making some comment about it being
ruffled by the wind. Tony must beat the player’s Spot
check score to notice.
A player attempting to catch the handkerchief must pass
a DC10 Dexterity test. A character may take a Slight of
Hand test instead; Combat Reflexes gives the character
a +2 bonus on this test.
On the trip into town, Tony will tell the players the following things:
• The Planters Hotel is the best in town and has the
best rates. Jack Swartz runs a tight business, but he
tends to get moody. His wife, Estelle, is an angel
and makes sure the guests are happy.
• The area around the Flat has been quiet for a few
months. So quiet, in fact, that Tony has heard the
cavalry is going to head out west on maneuvers for a
few days.
• There is an Indian settlement near by, but Tony
doesn’t know much about it. He doesn’t like redskins.
• The party will ride into town just as the stage pulls
up to the hotel.
A player who rescues the handkerchief or makes a valiant try will win a smile from Claire; who will then start
up a conversation.
Scene 1b – On the Road
Location
Riding toward the Flat from the south.
Dramatis Personae
Tony de Vega
Description
This scene is meant to introduce the players and one of
the main NPC’s. The scene should last long enough to
get the introductions done and then move to Scene 2.
The players are assumed to have met on the trail. After
their introductions, read the following section.
Scene 2 – The Stage Arrives
Location
Planters Hotel, The Flat, Texas
Riding along the trail is a lonely thing, so often people
will join up for the journey. There’s safety in numbers,
yes, but you also have to watch who you’re riding with.
As your group crests a low hill, about a mile ahead you
see a man sitting in a buckboard wagon under a large
cottonwood tree just off the trail. As you approach, you
see he is fanning himself with his bowler hat and looking your way.
Dramatis Personae
Chris Mitchum (Stage Coach Driver), Claire Elizabeth
Collins, Jack Swartz, and Estelle Swartz.
Description
The Flat, Texas, is a small town built near Ft Griffin.
Originally a settlement of camp followers, it has grown
into a small town with both stone and wooden buildings.
Griffin Avenue is the main street of town and runs
north/south and it is by this road that the stages come
and go. There are five or six other streets off of Fort
Street, but they lead mostly to homes.
“Greetings, hombres,” he says when you’re near. “What
has you fine fellows out on such hot day?”
The man in the wagon is the merchant Tony de Vega.
He is genuinely interested in the party, both as possible
customers and as traveling companions. In his wagon he
has bolts of cloth, some costume jewelry, and a few dry
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The sun is low on the horizon as a dusty Wells Fargo
stage pulls turns off Griffin Avenue and stops in front of
the Planters Hotel. Two men are waiting on the porch, a
big, burly man who opens the stage door and a lanky
man who starts unloading the baggage.
•
•
“Folks, I’m Jack Swartz, the owner of this hotel. Y’all
be stayin’ here the night. Estelle at the front desk will
check you in,” says the big burly man as he helps folks
out of the coach. He pays particular interest to Claire
and smiles a big smile.
Scene 3a Haverty’s Livery Stable
Location
Pete Haverty’s Livery Stable, The Flat, Texas
Dramatis Personae
Pete Haverty, Henry Sixkiller
The Parson and Claire will make their way to the front
desk with the lanky man following with their bags. After
unloading the stage, the driver and shotgun will hop
down and start looking at the right rear wheel. After seeing everyone into the hotel, Jack will join them.
Description
Across the street from the hotel is Pete Haverty’s Livery. The stage was left here, as it couldn’t be moved
much farther. Thorpe, the blacksmith was sent for and
he removed the broken wheel and is took it back to his
shop for repairs.
During unloading, a successful Spot check (DC 20) will
reveal that the rear wheels appear to be out of alignment.
The road has been hard on this coach and it’s starting to
wear out.
As you walk out of the hotel, you see the Stage parked
out in front of the Livery stable. Coming closer you see
that the right rear wheel is gone and the stage is up on
some railroad timbers. The stagecoach crew are nowhere
to be seen. However, there is someone at the Livery stable, as you can see a light coming from the barn.
Tony will park his buckboard around to the side and will
follow the stage riders into the hotel. It is up to his riders
where they will go.
Before this scene ends, the following will occur:
The Stage Coach Driver will come in and say that
the stage has been damaged (the right rear wheel)
and will need to be repaired. He thinks it might take
a day or two to fix it. The coach will be moved over
to the livery stable.
• The Parson will check into his room and inquire
about dinner and where he could hire a horse. He
will then head upstairs.
• Claire will mention that a young outlaw molested a
friend of hers in Ft Worth. The outlaw killed the
girl’s father and headed west, running from the law.
• Estelle will give the players rooms in the hotel and
Allen Baker will take any player’s horses across the
street to Pete Haverty’s Livery Stable.
Inside the stable, the party will find Pete Haverty and
Henry Sixkiller brushing down the last of the stagecoach
horses. He will greet the party and be friendly. He’ll rent
horses, of course, as well as stable them. His prices are
fair.
•
If asked about the stage, Pete will say that Thorp,
Mitchum, and McLintok left for took the wheel to the
blacksmith’s shop and then were going to Shannessy’s
Saloon. They asked Pete to join them, but he needed to
finish up with the horses first. Apparently the stage has a
bent wheel rim as well as some cracked spokes.
Pete rented a palomino to a man in a duster just before
sundown. His name was Josiah Banks and he road out
south of town.
By the time the players have unpacked, it will be dinnertime. After dinner it will have gotten dark. Tony de
Vega, Claire, and the party will join Estelle and Jack at
dinner. The Parson will not be present.
A successful Listen check (DC 20) will allow the party
to hear someone moving in the hayloft. Pete will say
that Henry Sixkiller bunks down there – but Henry is
near by. If the party investigates, they will see the silhouette of a man jump from the rear door. A successful
Spot check (DC 20) will reveal that it was a short man
wearing a vest and a long sleeve shirt and a crushed hat.
This is Verne Wesley who was looking for a place to
bed down in quiet.
Conversation at dinner will be light and not plot related.
Here’s a good chance to bring up some red herrings.
From here, there are various directions the story can go;
depending on what the players want to do. By the time
they have bedded down, it will be after
•
can head over to the Livery Stable (Scene 3a).
If the players want to relax, there’s Shannsey’s Saloon (Scene 3b).
Or they could stay at the hotel after dinner (Scene
3c).
If the players want to follow up on the stage, want to
check on their horses, or want to get a horse, they
If the party attempts to follow, a successful Survival
Skill check (DC 15) will show footprints moving north,
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along Parson Avenue. If the party follows the trail, it
will eventually turn west along Third Street and then
south along the creek, heading to Shannessy’s Saloon.
(Scene 4).
Description
After dinner, Estelle and Claire will share coffee in the
parlor of the hotel. This is a most polite exchange where
more red herrings can be sown. After a bit, Tony De
Vega will enter and, after greeting the ladies and commenting on his evening stroll, he will turn in.
A Spot check (DC 20) will reveal a second set of footprints that cross the first set, heading east along Third
street. A subsequent Spot check (DC 20) or Intelligence
check (DC 20) will reveal that the second set of foot
prints are made by a soft-soled shoe where the first were
made by boots. If the party follows the second set of
footprints, proceed to Scene 3b.
Scene 4 – Shannsey’s Saloon
Location
Shannsey’s Saloon
Dramatis Personae
Chris Mitchum (Stage Coach Driver), David McLintok
(Stage Coach Shotgun), John Shannsey, Pete Haverty,
Henry Sixkiller, “Big” Mose McMain, Val Plant, and
Verne Wesley
Scene 3b – Dark End of the Street
Location
Dark side street
Dramatis Personae
Soaring Eagle, Tony de Vega
Description
The saloon is not a noisy place, with a few folks inside
playing cards and drinking. There is a smoky haze to the
place, more from the cigarettes and cigars than from the
fireplace. Of the six tables in the room, only one opposite the fireplace is open.
Description
A successful Spot check (DC 20) will show two figures
standing under a mimosa tree behind a house a ways off
of Parson Avenue. The two figures speak slowly and
then break up. The taller one heads east along Third
Street while the shorter stays in the shadows and makes
his way quietly southward.
At one table, are the stagecoach driver, his assistant, and
the blacksmith – the later is evident by his sooty arms
and hands. The rest of the tables are filled with normal
folks, talking and playing.
A subsequent Spot check (DC 25) will reveal that the
taller man is an Indian and he’s not wearing a shirt and
has a single feather draped down over his ear. Soaring
Eagle will make all haste to get out of town quietly. He
is unarmed and will fight fiercely to get away, but he is
not suicidal.
These days, the saloon is the center of attention for travelers – and Shannsey has done a wonderful job. He concentrates on liquor and gambling, leaving floor shows
and soiled doves to other proprietors.
Shannsey is behind the bar and Val Plant is in the chair
next to the back door; leaning two legs. He’s slowly
drinking beer from a large mug. Mose is sitting at the 2person table next to the fireplace playing solitaire.
If Soaring Eagle is captured, he will eventually be taken
to the Sheriff. The Sheriff knows Soaring Eagle, as do
some other folks in town – he’s a troublemaker who often spies on Sara Claymont, who lives in the house behind where this meeting took place. The Sheriff will
take Soaring Eagle out to the Comanche encampment.
A subsequent Spot check (DC 25) will reveal that the
shorter man is Tony de Vega. If questioned he will first
say he was taking a stroll after dinner. A Sense Motive
check (DC 15) will reveal he’s lying, If confronted, he
will say he was arranging to deliver some tequila to
some Indians. If Tony gets away, he will head back to
the hotel.
This is a good time for those in the party who want to
gamble to take the chance. Listening and talking with
the locals will reveal the following facts and rumors.
•
•
Scene 3c – Planters Hotel
Location
Parlor in the Planters Hotel
•
Dramatis Personae
Claire Collins, Estelle Swartz
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The cavalry headed out yesterday, going westward.
They are supposed to be heading out to put down an
uprising near Goldwaithe, but what about the Indians near The Flat?
Someone saw a large man, looks like an Indian,
sneaking around behind the hotel earlier this evening.
A man by the name of Verne Wesley was on the run
after killing a man in Ft. Worth. If he headed west,
he should be around The Flat by now. He is thought
to have hooked up with Cimarron, a half-breed
Mexican bandito.
•
•
Tony De Vega is back in town and rumor has it he
has a load of Tequila with him. However, its rumored he only sells that to the Indians.
A pretty woman from Ft Worth came in on the afternoon stage; she’s heading to Abilene to teach school
there.
they will defend themselves. Val and Verne will try to
maneuver out the back door if they can.
Eventually, about the time the fight is winding down,
Shannsey will fire off his shotgun. This will stop the
fight. Sheriff Cruger and Deputy Mansfield will arrive
just after the shot with their guns drawn.
After a bit, Verne Wesley will enter. A successful Spot
(DC 10) check is required to see him enter. He is
slightly winded and will straighten his vest as he enters.
He heads to the bar and orders a whiskey. Verne sees
that Val Plant is here as well and hopes to meet with
him.
If either Verne or Val or both are still inside and mobile,
they will break for the back of the saloon and run around
to the front where their horses are tied and try to make a
get away. If they do get out the back door, then someone
in the room will yell that Verne is the man wanted for
the murder in Ft Worth.
If anyone followed him, they will arrive just after his
whiskey arrives. He will pull down his hat and try to
look inconspicuous. If no one was at the Livery stable,
then Pete and Henry will come in looking for him.
If Verne is captured, he’ll be recognized and taken to
jail. Everyone else will be let go with a warning, as
Shannsey won’t press charges (can’t afford to have his
customers locked up). Verne has a $100 bounty on his
head that the Sheriff will give to whoever brings him in.
If Verne gets away, he will saddle up and ride out south
of town and eventually camp near the Cottonwood tree
from Scene 1b.
Continue directly to scene 4a.
Scene 4a – Ruckus at the Saloon
Location
Shannsey’s Saloon
If Val gets away, go to Scene 4b.
Dramatis Personae
Chris Mitchum (Stage Coach Driver), David McLintok
(Stage Coach Shotgun), John Shannsey, Pete Haverty,
Henry Sixkiller, “Big” Mose McMain, Sheriff Billy
Cruger, Maynard “Mangy” Mansfield, Valmont Plant,
and Verne Wesley
Scene 4b – Red Herring – Val’s Dramatic
Exit
Location
Outside Shannsey’s Saloon
Dramatis Personae
Valmont Plant
Description
If the players didn’t follow the trail into the saloon, then
Pete and Henry will head to Shannsey and talk for a moment, then Henry Sixkiller will announce in a loud voice
if anyone saw a short man in a vest come in just now.
Verne will be trying to Move Silently (DC 15) toward
the door. Anyone watching him (Spot DC 10) will see
he’s trying to sneak out.
Description
In the aftermath of the brawl, while the tables are being
righted and folks are making their way out the door, a
loud whoop is heard. Out of the darkness gallops a man
brandishing a six-gun. As he draws near the saloon, he
fires two shots…
A successful Spot check (DC 15) will show that Val
Plant is showing great interest in what’s going on.
One or another of the following will happen:
• Someone in the room will point Verne out as the
man who came it.
• One of the player’s will spot Verne.
Val is firing over the head of the crowd, just to distract
everyone so he can get away. Val has pulled a handkerchief up over his face to hide his identity and he’s riding
out of town away from his home, planning to circle
around once he gets far enough away.
Scene 5 – That’s Enough for Tonight
In any event, once he’s spotting, Verne will bolt for the
door. In the process he will trip over a customer at the
bar, and throw a punch. When Verne throws the punch,
Val will stand up and throw the mug at someone and
rush to Verne’s defense. A general melee will ensue.
Shannsey will try to yell for folks to calm down while
the rest just join the melee. Named NPC’s other than
Mose, Val, and Verne won’t engage the players, but
After the bar fight, the Sheriff will send everyone home
– or to the hotel.
The Sheriff steps out into the street and turns to the assembled crowd. In a raspy voice he says, “There’s been
enough excitement for tonight. Y’all go on home and go
to bed. I’ll give y’all 15 minutes before Maynard and I
start locking folks up. Now, good night!”
11
The player’s will probably want to head on back to the
hotel. This ends Act I.
•
Loose Ends
The second act picks up the next morning after the fight
at Shannsey’s Saloon. There may be a few loose ends
that need to be addressed:
• If Val was not caught, he will reappear in Act 3.
• If Verne was not caught, he will reappear in Act II
as a side plot.
• If Soaring Eagle was caught, Maynard will take him
to the Comanche village early the next morning. If
not, then Maynard will be out check on Val’s parents at their farm. In either case, Maynard will be
out of town for the first part of Act II.
•
If Tony de Vega was caught, he will be released and
return to the hotel. Tony will be seen going to the
Hotel and going into his room.
Claire will remain at the hotel the entire evening, as
a proper woman should.
Experience Awards
Experience points are awarded for achieving certain
goals in the scenario. The following table lists the goals,
the experience points awarded and any special notes
Goal
XP
Notes
Surviving the Adventure
2,000
Each survivor gets the XP award.
Capturing or killing Verne
Wesley
Capture Valmont Plant
1,000
All PC involved split the XP award.
500
All PC involved in the capture split the XP award.
Capture Soaring Eagle
500
All PC involved in the capture split the XP award.
12
Comanche Trouble
An Adventure for Sidewinder: Recoiled in 3 Acts
Description
Be sure to address how everyone is going to bed down
after Act I. Some things to cover are:
• Who is sleeping in which room?
• Who is doubling up?
• Is anyone trying to sleep lightly or keep watch?
If anyone is trying to stay awake or sleep lightly, they
must make a Fortitude save (DC 15) or fall into a deep
sleep. Anyone wounded in during Act I has a -3 modifier to this saving throw.
This is the second part of the adventure, it began in Act
I, “Wesley is a Punk” and concludes in Act III,
“Comanche Raid”.
Introduction
It’s the mid-1870’s and the expansion westward is in
full swing. Though the Civil War is over as is the California Gold Rush, there are still people streaming westward looking for opportunity in the west.
About 5:00 a.m. make a Listen check for anyone who is
able to remain awake (DC 15) or sleep lightly (DC 20).
A successful test will allow the person or persons to
hear someone moving in the hall. If they go to investigate, they will see someone sneaking down the hall
towards the stairs. A successful Spot check (DC 15)
will reveal that the person is Tony DeVega.
Texas is no longer the wild Mexican colony, it’s starting to settle down – but it still has a ways to go. There
are still outlaws, bandit gangs, hustlers, and renegade
Indian tribes. There’s still plenty of adventure in North
Texas; still plenty of trouble for those looking for it –
and for those trying to avoid it.
If anyone tries to follow Tony, they must make an opposed skill test – they make a Move Silently test while
Tony makes a Listen test.
• If Tony wins the opposed check by 5 or more, he
will turn quietly and put his finger to his lips. Tony
will say he needs to heed the call of nature. A Spot
check (DC 10) will show that Tony is dressed.
Tony will say he’s an early riser and is heading to
the parlor afterwards to read the paper. Tony will
follow through on this only as long as necessary to
loose those following him.
• If Tony wins the opposed check by less than 5, he
will be startled and turn quickly. In his hand will be
a Derringer. He will smile broadly when he recognizes the party and slowly put his gun away. He
will make the same excuses as above.
• If Tony looses the opposed check, he will quietly
move downstairs an out the front door. He will
quickly head for the livery stable and get a horse
and ride northward out of town.
Comanche Trouble is an adventure in 3 acts for Sidewinder: Recoiled. It is designed for a party of 3-5 characters of 3rd to 5th level. In this adventure, the players
are stuck in the area of Ft. Griffin in a town called The
Flat.
On their first night, the party run into Vern The Punk
Wesley, a wanted outlaw who starts a bar fight. As if
that wasn’t enough, the next day a well-known Mexican merchant goes missing – and when he’s found, it’s
in the middle of a rampaging war party of Comanche’s.
What is the connection between the merchant and the
Comanche? How does this involve the circuit-riding
preacher? And how can the folks of The Flat defend
themselves from an attack by Comanches while the
soldiers of the fort are out on maneuvers?
Act II – Where’s Tony?
Act II picks up the day after Act I. There may be a few
loose ends that need to be taken care of with the players. These should be handled somewhere before Scene
4.
Scene 2 – Good Morning
Location
Planters Hotel, The Flat, Texas
Scene 1 – That Night
Location
Planters Hotel, The Flat, Texas
Dramatis Personae
Chris Mitchum (Stage Coach Driver), David McLintok
(Stage Coach Shotgun), Claire Collins, Parson Banks,
Jack and Estelle Swartz.
Dramatis Personae
Tony DeVega
Description
Mrs. Swartz knocks on everyone’s door at 6:30 to let
77
them know that breakfast will be ready in the dining
room at 7:00. She also sets fresh water pitchers outside
the door along with clean towels and a fresh cake of
soap.
A loud crack and the wheel is free, bringing
half the axle with it. As the blacksmith and his assistance roll the wheel into the smithy, Chris and
David turn your way.
At seven, the dining table is full. If Tony was able to
exit undisturbed, then a successful Spot check (DC 10)
will reveal that Tony De Vega is not at the table. If no
one in the party notices Tony’s absence then Jack
Swartz will notice and comment.
Speaking with the folks here will reveal that the stage
should be fixed in a couple of hours. Chris hopes to be
able to leave right after lunch.
JL Thorp will come out when the party is talking to
Chris and David and he’ll say that he could use some
help. If there are any Strong characters, he’ll ask if they
can join in. If a character agrees to help, then they’ll be
sent in to help Timmy. Timmy is a good worker and
he’ll get the character to help him. Timmy will strike
up a conversation with the party member and in the
course of that conversation, he will:
• Inquire about Claire Collins
• He’s seen a tall Indian around town at night; he
doesn’t like it.
• Relate how he doesn’t trust the Comanche.
Timmy is a good NPC ally that should come into play
in Act III.
None of the NPC’s will have seen Tony leave. A check
on the side of the house will reveal that Tony’s buckboard is still there. Tony’s room shows a bed that was
hastily made.
A search of the room will (Spot DC 20) will reveal a
small empty bottle of whiskey, and a single red-tipped
feather. A Knowledge: Indian check (DC 20) or a general Knowledge check (DC 30) will let the player know
that it is a Comanche Brave’s feather. Passing the test
by 5 or more will also reveal that such an emblem can
be used for free passage in Comanche lands.
• After breakfast, Chris Mitchum and David McLintok will head off to Thorp’s Blacksmith to work on
the stage’s axle.
• Parson Banks will head to the Livery stable.
• Claire will help Estelle clear the table and then the
pair of them will go to the general store where
Estelle saw a new bolt of gingham earlier in the
week.
• Jack will head out back to cut wood for the stove.
Scene 3b – Haverty’s Livery Stable
Location
Haverty’s Livery Stable, The Flat, Texas
Dramatis Personae
Pete Haverty, Henry Sixkiller.
Scene 3a – Broken Axle
Description
Henry is sitting out on the corral fence oiling the stagecoach tack while Pete is in his office. There are five
horses in the corral, one of which might be one of the
players. There’s nothing much going on here.
Location
Thorp’s Blacksmith, The Flat, Texas
Dramatis Personae
Chris Mitchum (Stage Coach Driver), David McLintok
(Stage Coach Shotgun), James Luther “JL” Thorp
(Blacksmith), Timothy “Timmy” O’Lochlann
(Assistant).
Henry recognizes the party from last night’s adventure
and will strike up a conversation. He’s convinced that,
if Wesley is not dead, that he’ll hang. He’s rather excited about a public hanging since the last one was over
a year ago. Henry will wonder if the Parson will give
the last rites. If the player’s inquire, Henry will respond:
Description
Cursing and hammering are the sounds that
great you as you approach the Blacksmith shop. In
front of the smithy, you see the Blacksmith and his
assistant, as evidenced by their soot-covered faces,
straining with a pry bar to get stage’s wheel off the
axle. Chris and David are straining to hold the stage
still and on its blocks to keep it from coming loose.
That Parson Banks is quite a rider. He came by
and rented the same palomino this morning that he
rented last night. He mounted up and took off southward again. Funny quiet kinda guy – not like any
Parson I’ve ever met before.
Pete Haverty will have some more info on the Parson –
his full name and his signature as well as the fact that
79
he asked for water and food for a day’s ride. Pete doesn’t have this, but he said Estelle Swartz could fix him
up.
The Sheriff opens the jail door and steps out.
He looks up at the Parson and at the body draped
over the horse. “What happened?” he asks.
If anyone checks, the will discover that one of Tony’s
two horses is missing. Pete doesn’t’ know anything
about it – the missing horse was in the stable last night.
“I found this nag just off the road south of
town. I rode up to it and that’s when I saw this
Mexican’s boot sticking out of the brush. He was
dead when I found him – killed by those Godless
heathens. His throat’s been cut.”
Interlude
For the next few hours, nothing of interest will happen.
This is good time to throw out some red herrings or
indulge the party in exploring the town. Some possible
events are:
• The Sheriff returns after delivering Soaring Eagle
to the Comanches.
• Clair Collins and Estelle Swartz meet up with the
party on the way back to the hotel.
• Chris Mitchum will arrive at the hotel to say that
the Stage will be ready to load at one o’clock.
• Timmy will be finished with his work that needs
help and will let the PC return to his friends.
The Sheriff moves up to the body and raises
his head. “It’s Tony De Vega. Maynard, take the
Mexican’s body to the Mortician and the horse to
the Livery. Now, mister, can you take me to where
you found the body?”
The Parson will lead the Sheriff to the site – and the
Sheriff will take along anyone who wants to go from
the party.
Scene 5a – Planter’s Hotel
Scene 4 – The Parson Returns
Location
Planters Hotel, The Flat, Texas
Location
Outside the Jail, The Flat, Texas
Dramatis Personae
Chris Mitchum (Stagecoach Driver), David McLintok
(Stagecoach Shotgun), Claire Collins, Jack and Estelle
Swartz.
Dramatis Personae
Parson Banks, Sheriff Cruger, Maynard Mansfield, and
Tony De Vega (deceased).
Description
News travels fast in The Flat, and they’ve already heard
of the death of Tony De Vega at the Planters Hotel.
Estelle is all broken up – she is weeping in the sitting
area while Claire tries to console her. Jack and Chris
are quickly moving luggage into the foyer so as to load
the stagecoach as soon as its ready.
Description
If the party is on Fort road, have them make a Spot
check (DC 15). If they succeed they see a man on a
horse leading a second horse. If someone passes the
check by 5 or more, then they can make out that the
rider is the Parson on the Palomino and it looks like
there’s a body draped over the second horse.
The general consensus is that the stage should get
loaded and out of town as soon as possible. No one will
say it, but the hope is that they can get away before
there’s any more trouble with the Indians.
• Estelle will be talked into making sandwiches for
the passengers so that they can head out quicker.
• Claire is steely eyed – a successful Sense Motive
(DC 20) check will reveal that she is keeping up a
brave front and staying busy. She is the one that is
insisting that the stage head out as soon as possible. If anyone suggests that leaving now might be
foolish, she will lash out at them and berate them
for being cowards before storming off.
• David McLintok will arrive with the fixed stagecoach and will start loading it. Once the stage is
loaded, Claire and any other passengers will load
It will take about five minutes for the Parson to make it
to town. Indeed, the horse he is leading is Tony De
Vega’s and it is Tony that is draped over the saddle.
The Parson will not say anything but ride directly to the
Jail.
A small crowd has formed around the silent
Parson and his burden. They stay a respectable distance behind him as he rides up to the Jail.
“Sheriff!” shouts the Parson in his gravelly
voice, “We got trouble – and I think its Injin trouble. You better git out here.”
80
up. Claire will be most insistent that they leave –
and leave behind anyone who isn’t’ there.
the order to attack.
Soaring Eagle’s party will fight until either the Parson’s
group is driven off or until two of their number have
been injured. Parson Banks will fight and not want to
retreat. Sheriff Cruger will try to beat a hasty retreat.
Scene 5b – On the South Road
Location
South of The Flat, Texas
Scene 6 – The Stage Leaves Town
Dramatis Personae
Parson Banks, Sheriff Cruger, Soaring Eagle.
Location
South of The Flat, Texas
Description
Dramatis Personae
Parson Banks, Sheriff Cruger, Soaring Eagle, Chris
Mitchum (Stagecoach Driver), David McLintok
(Stagecoach Shotgun), Claire Collins, Jack and Estelle
Swartz.
After about a half-hour’s ride, the Parson reins
up.
“Just down in that gully is where I found the
Mexican - over by that Cottonwood tree, just off the
trail. We better be careful, those Injin devils are
probably just waiting for us.”
Description
The stagecoach will head south from town and will rein
up short when it encounters the survivors from 5 above.
If no party members went with the Sheriff, then the
Sheriff and a wounded Parson will be riding back toward town very fast. When they encounter the stage,
the Sheriff and Parson will strongly suggest that the
stage return to the Flat. The threat from the Indians
ahead of the stage is too great.
The Sheriff stares at Parson Banks for a moment and then spurs his mount to move down the
hill toward the tree.
If the party met Tony De Vega on the road in Act I, a
successful Spot check (DC 10) will let them know that
this is where they met him.
The location is in a bit of a depression, with low hills
on the north and south sides. Other than the Cottonwood tree, there are a few mesquite bushes and some
clumps of tall grass. Yes, a lovely spot for an ambush!
Upon hearing this, Claire will completely lose it. She
will yell and scream to get moving. If no one will listen
to her, she will pull her gun and try to hijack the stage.
She will only want Chris Mitchum to drive the coach –
leaving everyone else behind.
At the tree, a successful Spot check (DC 10) will show
where the body was found – the grass is trampled and
there’s a large pool of fly-infested blood. Looking
around the area, a successful Search, Spot or Wilderness Lore check (DC 15) will show where the grass
was pushed down by many feet; as if a party of men
moved through here.
Claire is desperate and will not hesitate to shoot at the
first person that tries to rush her. In the party’s favor,
however, is the fact that she won’t get out of the stage.
She will have to be subdued or killed for the stage to
turn around.
If the party takes too long in getting the stage turned
around, a raiding party of three Comanche braves will
appear and attack the stage (Listen DC 20 to not be surprised). The Comanche will only harass the stage, making one or two passes before riding off back whence
they came. They will take the news of the stagecoach to
Soaring Eagle.
A successful Search test (DC 20) will find a freshly dug
hole a good distance from the site where Tony’s body
was found. In this hole are the broken remains of two
rifle shipping crates and eight empty ammo crates. The
crates are labeled Característica del ejército de México
(Property of the Army of Mexico).
A successful Listen check (DC 20) will alert the party
to a movement in the grass to the west. Soaring Eagle
and three young braves have been observing the party
since they arrived.
Once the crates have Dam
Crit.
Range
been discovered,
20
Soaring Eagle gives 1d8 P
Table 2 - Comanche Lance (Archaic Weapon)
ROF
SS
81
Mag
Size
Wght
Pur. DC
Price
L
8
7
$2
gun), Running Foal, Jack and Estelle Swartz.
Scene 7 – A Frightened Town
Description
After sundown, when hopefully the players and the
townsfolk have worked out some kind of plan, the
scouts sent south of town will come riding into town at
full gallop. They will say that a full Comanche raiding
party is hot on their heels.
Location
The Flat, Texas
Dramatis Personae
Doctor Richard Morgan, Parson Banks, Sheriff Cruger,
Soaring Eagle, Chris Mitchum (Stagecoach Driver),
David McLintok (Stagecoach Shotgun), Claire Collins,
Jack and Estelle Swartz.
Nothing will happen for about an hour, then one lone
Comanche will be seen riding up the road with a white
flag on his spear.
Description
Once the party returns to The Flat, the following will
happened:
• If Claire is present, she will be taken to her room at
the Planters Hotel. After the events in Scene 6, she
will go into a catatonic state and not react.
• Any wounded will be taken to Shannsey’s Saloon
where Doc Morgan will see to their injuries.
• The Sheriff will form a posse, lead by Deputy
Mansfield, to ride a little ways south of town to
watch for the Comanche.
• The Sheriff will then will call a meeting of the
towns folk outside the jail to decide what to do.
• At the impromptu town meeting, various voices
will be heard saying different things.
1.
2.
3.
In broken English, the young Comanche warrior speaks:
White men of the fort village, he me! I am
Running Foal and I speak for the Comanche. We
were once a great people – our numbers were as
countless as the stars in the sky. Now we are few.
Our old men say this is the way of things and we
should make peace with the White man.
Now our old men speak no more. It is Soaring
Eagle that speaks for the Comanche. Hear his
words! The Comanche have surrounded the fort
Village. Before your soldiers can come to save you,
we will make sure that the coyotes will feed well on
everyone in this village.
When will the soldiers from Fort Griffin be back?
Can we pay off the Comanche?
Everyone for themselves, run for the hills!
Things are in bad shape – the townsfolk are scared and
they need a leader. Play up this panic and the dissolution of order. This is where the players need to step in
and take control.
Go now and prepare for your deaths, we come
at dawn.
With that, Running Foal will turn and gallop away.
Needless to say, the townsfolk will probably panic
again.
Billy Cruger is Sheriff, but this is a bit beyond him.
He’ll not be able to handle the town meeting and will
walk off into his office where he will proceed to get
raging drunk – knowing that they are all dead if the
Comanche do attack.
This ends the second act.
Experience Awards
Experience points are awarded for achieving certain
goals in the scenario. The following table lists the
goals, the experience points awarded and any special
notes about the reward
Scene 8 – Soaring Eagle’s Ultimatum
Location
The Flat, Texas
Dramatis Personae
Doctor
Richard
Morgan,
Parson
Banks,
Sheriff
Cruger, Soaring Eagle, Chris Mitchum
(Stagecoach Driver),
David McLintok
(Stagecoach Shot-
Table 3 - Act II XP Awards
Goal
XP
Notes
Surviving the Adventure
2,000
Each survivor gets the XP award.
Subduing Claire Collins
1,000
All PC involved split the XP award.
Killing Claire Collins
-200
The PC who killed Claire.
Rallying the Townsfolk
1,000
All PC involved in rallying the townsfolk.
Written by J Michael Tisdel
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Resources
Comanche Riders
The Comanche have about 30 remaining braves, including Soaring Eagle and Running Foal. Note that this total does not include
the braves encountered in Act II. The breakdown of Comanche
forces is:
• 24 braves (low-level Comanche)
• 5 war leaders (mid-level Comanche, including Running
Foal)
• Soaring Eagle
The braves are armed with a Comanche Lance and a bow. Some
braves and all the war leaders are armed with a Comanche
Lance and a Spencer Carbine. Of course, each brave has a horse
and is well versed in using it.
Comanche Trouble
An Adventure for Sidewinder: Recoiled in 3 Acts
This is the third part of the adventure, it began in Act I, “Wesley
is a Punk” and continued in Act II, “Where’s Tony?”.
Introduction
It’s the mid-1870’s and the expansion westward is in full swing.
Though the Civil War is over as is the California Gold Rush,
there are still people streaming westward looking for opportunity in the west.
Texas is no longer the wild Mexican colony, it’s starting to settle down – but it still has a ways to go. There are still outlaws,
bandit gangs, hustlers, and renegade Indian tribes. There’s still
plenty of adventure in North Texas; still plenty of trouble for
those looking for it – and for those trying to avoid it.
Valmont Plant
Val, who shot his way out of town at the end of Act I, ran back
to his house. Yesterday, after the young braves took over, Val’s
farm was raided and Val was captured, along with Shelley, 14year old sister. Running Foal used Shelley to blackmail Val into
helping with the attack on the town.
Comanche Trouble is an adventure in 3 acts for Sidewinder:
Recoiled. It is designed for a party of 3-5 characters of 3rd to
5th level. In this adventure, the players are stuck in the area of
Ft. Griffin in a town called The Flat.
Townsfolk
Fort Griffin is not a small town – even though the adventure to
this point might give that impression. As such, there are quite a
few townsfolk who can be drafted into a militia. However, the
town’s unplanned growth means that the town isn’t too defensible as is.
The town consists of the following folks, in addition to the
NPC’s mentioned earlier:
• 60 Military age men with some fighting experience; this
includes townsfolk of all races.
• 20 Young men, between 16 and 20 that can shoot but have
no fighting experience.
• 17 Older men, between 50 and 70, who have military experience and are still able to fight.
• 104 Non-combatants, including children under the age of
16, women and invalids.
• 15 Malcontents who won’t fight but might take advantage
of the situation in an underhanded way – robbery, vandalism, rape, etc.
• 40 Pacifists who will not join in the fight no matter what.
On their first night, the party run into Vern The Punk Wesley, a
wanted outlaw who starts a bar fight. As if that wasn’t enough,
the next day a well-known Mexican merchant goes missing –
and when he’s found, it’s in the middle of a rampaging war
party of Comanche’s. What is the connection between the merchant and the Comanche? How does this involve the circuitriding preacher? And how can the folks of The Flat defend
themselves from an attack by Comanches while the soldiers of
the fort are out on maneuvers?
Act III – Comanche Raid
Act III takes place the evening after Act III. This act covers the
attack of the Comanches on the town of Ft. Griffin. Unlike the
other two acts, this will be a much more combat oriented act.
Much of it will depend on the actions and plans of the characters
– and how they manage to lead the residents in the defense of
their town.
There are two ways to run this act, depending on the group’s
play style. A group that uses miniatures will find that marking
out the city defenses on a mat will help in the execution of the
act - the act will be a table-top wild west skirmish game. A
group that uses more role-play will find that the action will split
into scenes involving only some of the characters. These scenes
should be played like a Hollywood western movie, to keep the
drama and tension up.
In general, everyone owns at least a handgun and the majority
have rifles. This, of course, excludes the Pacifists and children.
Some of the Non-combatants have pistols for personal defense
only.
The Fort
Fort Griffin overlooks the town and is composed of a few buildings, of which only the magazine and the guardhouse are made
of stone. The others are out of wood gathered locally, and are
not too stable (average 10 structure points). The fort is even less
defensible that then town, as any defenders would have their
backs to the cliff.
This act is divided into two sections – resources and encounters.
The Resources section gives information needed by the referee
about the town and the surrounding environments. This is information that will be needed by the players when planning their
defense. The encounters area includes the introductory scenes as
well as the finale, but it its mainly composed of scenes of the
fighting.
There is a single 12-pound cannon on the parade ground as well
as four wagons.
59
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experience points, with another 100 if they can sing the theme
song. (http://www.timvp.com/ftroop.html).
There are twelve horses in the corral, of which eight are draft
animals suited to pulling the wagons and the cannon. Hitching
up the horses at night is a DC 15 Handle Animal check. Maneuvering the horses down to the town is a DC 10 Handle Animal
check, as they are used to the path.
The Cannon
The Cannon is an exotic firearm. If operated by someone without the Exotic Firearm feat suffers a -4 penalty on all attack
rolls. In addition, the ROF is halved. The cannon is also a
crewed weapon, requiring at least two men to operate efficiently. Firing the cannon alone incurs a -2 penalty on all attack
rolls and reduces the ROF in half. Note that this means that a
single untrained man firing the cannon suffers a -6 to hit penalty
and has an ROF of 1/8 (i.e. it can be fired once every eight
rounds). The choice of ammunition – ball or grapeshot – does
not affect the ROF or to hit roll.
The Magazine has enough guns and ammunition to equip the
townsfolk and give them over 100 rounds each. There are also
barrels of gunpowder and 48 cannon balls.
There are currently two men in the bunkhouse, one for being
drunk on duty and the other for striking a superior officer. Both
are good men and will join in the defense of the town.
Grapeshot may hits all models in a 40’ long cone that is 20’
wide at its base. The point of the code is measured from the
mouth of the cannon. When firing the cannon, roll once to hit all
models in the cone. All models in the cone make a reflex save.
A successful save halves the damage. The cannonball is an explosive charge covering a 20’ diameter area. Roll to hit as normal. If there is a figure hit at the aiming point, they suffer
4d8+10 damage. Anyone else in the area of effect suffers 4d8
damage. A successful reflex save halves the damage.
The Garrison
Even with the soldiers gone, there is still a garrison at the fort.
The garrison consists of:
• 30 soldiers, including privates and corporals, including Cpl
Randolph Agarn.
• 3 Sergeants, including Sgt. Morgan O’Rourke
• Capt. William Parmenter
In addition to the garrison, the townsfolk fill other support roles.
The soldiers have the skills required to setup and fire the cannon.
Yes, the NPC character
names have been taken Weapon
from F Troop. The first
player to recognize this 12-pound Cannon
should be awarded 100 12-pound Cannon
Table 1 - 12-pounder Cannon (Exotic Weapon)
Ammo
Dam
Crit
Rng
ROF
Mag
Size
Cannonball
4d8(+10)
16
200
½
1
H
Grapeshot
2d10
20
40
½
1
H
Encounters
There are two types of encounters in this section, general
and combat. The general encounters are not sequential
like those in Acts I and II. Rather their order depends
upon the actions and plans of the party. The combat encounters do occur in sequential order and chronicle the
attack on the town.
Visiting The Fort
The way to the fort is a winding road cut into the cliff
face. It is off the south road about 200 yards out of town.
It is wide enough for a wagon and two horse outriders to
travel comfortably down it. The road ascends about 150
yards to the top of the cliff where the fort resides. The
road enters the fort from the south and terminates at the
Commander’s Quarters.
Armed sentries posted near the guardhouse will challenge
anyone coming up the road. One sentry stands next to a
large barrel ring that is sounded to alert the camp. One of
the sentries will take the party to the Commander’s quarters where they will rouse Capt. William Parmenter.
Tucker. The Captain will be sleepy but will wake up fast
once he hears the news. He will send Corporal Agar to
rouse the men.
It will take about an hour to get the men together and
down to the village; this includes bringing the cannon.
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River Bridge
The first attack is on the River Bridge. This is a diversion to pull
the defenders north and away from the main attack. There are 4
braves and Running Foal. They are in bushes on the north side
of the bridge and armed with Carbines. They will begin by sniping at any defenders – and making lots of noise while doing it.
Their horses are tied up well behind them. Their job is to pin
down the defenders and try to bring others out.
The Sheriff
Billy Cruger has locked himself in the jail and turned all the
prisoners loose – telling them to “git the hell out of town now”.
He’s finished one bottle of whiskey and is now working on his
second. As the party approaches the jail, his drunken, off-key
singing can be heard. A successful Listen Check (DC 20) will
reveal that Billy is sobbing as he sings.
It will require quite a bit of banging on the door or window to
get his attention. Billy will reply to any request with a slurred
“Ya better git outta town!” and return to his singing. If anyone
tries to force his way in, Billy will start shooting randomly. Everyone close to the jail must take a Reflex save (DC 10). A failure will result in them being hit by a stray shot (1d6 damage).
After a few rounds of sniping, two braves will start shooting
flaming arrows at the bridge in an attempt to set it on fire. For
each arrow that hits there, make a basic DC check of 20. This
DC is modified by +2 for each flaming arrow that is embedded
in the bridge. A successful check will mean that the bridge has
caught fire. As it is so damp, it will smolder for 1d4 rounds before the fire catches. Once the fire starts, there will be quite a bit
of smoke, which will obscure the far side of the river.
The jail door and windows are pretty stout – 15 structure points,
but the lock is simple (DC 10). If the party enters the jail, Billy
will stand up and try to shoot at them, but his gun will be empty.
Failing this, he will charge then nearest person. When he’s defeated, Billy will drop down crying and be useless for the rest of
the adventure if he is tackled.
It will take another 1d4 rounds for the fire to get going good. At
this point, the braves, lead by Running Foal will charge across
the bridge and toward the defenders. The defenders must make a
Will save (DC 15) or break and run. A character leading the
defenders may use his Charisma modifier for this Will save.
If the party leaves Billy alone he will stumble out of the jail during the attack (see below).
They will try to break through and head into town to slaughter
as many as they can.
The Creek and Bridge
A creek runs around the north and west of the town. There is a
bridge to the North where the main road crosses the creek. The
creek averages about 5’ deep and the water is moving fast. The
creek shallows to 2 feet at the Fourth street ford.
Thorpe’s Blacksmith
As soon as the river bridge assault starts, five braves and a war
leader will enter the creek just opposite Thorpe’s Blacksmith.
They are armed with bows and are moving silently to cross the
river and sneak into town. Val Plant is among these braves.
Their aim is the blacksmith shop.
The bridge is low and sturdy, as it handles all the traffic in and
out of the town. It has 30 structure points and is too damp to
burn.
Anyone guarding this part of the river may make an opposed
Spot check to see the braves cross. Due to the low light, there is
a -2 modifier to the Spot check. A failed check means that the
braves were able to cross without being seen.
The ford and the bridge are the only two places where the river
can be easily crossed. At other places, a successful Swim check
(DC 15) or Handle Animal check (DC 20) are required to cross
it.
When the braves reach the west bank, anyone guarding this are
may make an opposed Listen check to see if they hear the invading braves.
Defense of the Town
Given the players plenty of time to setup their defenses – to deploy their townsfolk and the soldiers. Once this has happened,
move to the Dawn encounter. Let the players deploy their forces
as they see fit, however the Comanche raiders will only hit a few
places – these are:
• Fourth Street Ford
• River Bridge
• Thorpe’s Blacksmith
• South Road
If the braves are spotted, they will attack the guards, other wise
they will move to the Blacksmith and lay low.
Fourth Street Ford
About 10 rounds after the River Bridge fight starts, a group of
10 braves on horseback lead by two war leaders will charge toward the ford. Only the leaders have carbines, and all will be
brandishing their lances and hoping it up. All townsfolk defenders in the path of the Comanches must make a Will Save (DC
15) or break and run. If the defenders are lead by a character, the
character may use his Charisma modifier on their Will save.
The attacks at each of these sites are covered in the encounters
listed below.
Dawn
Things are quite as dawn approaches – every one of the defenders is keyed up – ears straining for the first The braves will attempt
sound that will signal the Comanche’s assault. Both townsman and soldier are nervous – false bravado to break through and kill
long ago gave way to this painful silence. A silence where even the birds and bugs make no noise.
as many defenders as
possible. They will try to
As the sun breaks over the horizon, the silence is broken by the cry of a rooster in town. Another birdcall pull the defenders back
and another and another answer this – but these come from outside the defenses. As the silence returns, down from the River
the defenders wipe their hands and take a fresh grip on their weapons.
Bridge.
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old men. They will quietly accept their fallen and captured.
Their will is broken and will meekly move to a reservation when
the cavalry return.
Thorpe’s Blacksmith 2
As the braves break close the defenders at the ford, the braves at
Thorpe’s Blacksmith will set the smithy on fire and begin to
move into town and surround the ford’s defenders.
Table 2 - Act III Experience Points
If Billy Cruger was left in the jail, he will come out now with his
XP
Notes
guns blazing. Val Plant will head for Billy and try to get his Goal
help. Billy’s blind drunk and doesn’t know who Val is.
Surviving the Adventure 2,000 Each survivor gets the XP
award.
Val will try to get away from the braves and join the defenders if Killing Soaring Eagle
2,000 All PC involved split the XP
he gets past Billy. He will try and get someone to help him resaward.
cue his sister. Two older Comanche’s who have orders to kill Killing Billy Cruger
-500
The PC who killed Billy.
her if Valentine turns, are holding her just west of the town.
Killing a brave
+650
For each brave killed
South Road
Killing a war leader
+750
For each war leader killed
When the Blacksmith catches fire, Soaring Eagle, a war leader,
and five mounted braves will charge the defenders from the
south. The defenders must make a Will save (DC 15) or break
Written by J Michael Tisdel
and run. A character leading the defenders may use his Charisma modifier for this Will save. The objective of the braves is
to turn east on the footpath and the turn up Parson Avenue, killing everything in their way. All the braves are armed with carbines, but will only use these once they break through.
Shelley Plant
Two Mid-level Comanche warriors are sitting in a small clearing
west of town. Between them, Shelley Plant is tied to a pecan
tree. Neither are on watch, looking for any kind of action – they
are laughing and talking about the spoils they’ll get from the
town. There is a +2 modifier to any Move Silently checks.
The braves have orders to kill Shelley if Val returns without
Soaring Eagle or if they are attacked. The braves are armed with
knives and bows.
Soaring Eagle
There should be enough defenders to eventually end the raid of
the Comanche – Soaring Eagle knows this, but wants to go out
in a blaze of glory rather than die meekly on a reservation. As
such, Soaring Eagle will not surrender – if cornered, he will try
to go out in a blaze of glory and take as many innocents with
him as possible.
Once Soaring Eagle is dead, the Comanche’s will to fight will
be broken. It will be an easy matter to round up the survivors
and deal with them. The party will need to be careful that the
townsfolk don’t’ lynch them. The troops will be their allies in
such an internal struggle.
Resolution
The Parson, if he survives, will head out of town as soon as he
can.
Billy Cruger will leave town and travel to Arkansas where he
will spend the rest of his days with his sister, eventually dying
during the 1918 Influenza pandemic.
Claire will remain in town with Swartz and will recover in about
two weeks. She will eventually marry Sheriff Maynard Mansfield and work as a secretary at the Fort.
The Comanche village is quiet – there are women, children, and
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