This scenario
presents a treasure hunt on the southwestern frontier in the world of
The Sixth Gun. It is written for a party of newly created
characters, but can easily be modified for use with stronger parties.
Buried But Not Dead
-Nate
Introduction
The desert of the
American Southwest is an unforgiving place, one that can be deadly
for those who aren't prepared for it. While some individuals have
been able to scratch out a living there, others have not been so
fortunate. Such was the case with a band of Spanish missionaries who
built a church and mission there, but who ran afoul of the native
Apache tribe. The Indians eventually killed the Spaniards and their
mission burned to the ground. There story might have been forgotten
in the annals of history, but for rumors of valuables left in an
underground vault. Now someone has dug up the tale, and seeks to
reclaim the treasure. Of course, not everything is as it seems to
be...
Adventure
Synopsis
This adventure
begins when a Pinkerton by the name of Alexandra Flynn seeks to
recruit capable individuals for an expedition. To do this, she stages
a number of contests by which to gauge the skill of those who seek
such employment, including marksmanship, wrestling, riding and the
like. If the heroes suitably impress her, then she recruits them to
join her expedition for shares of the profits. The journey across the
desert involves numerous dangers, especially from Apache warriors. As
long as they are successful, the party can reach the ruins, find the
entrance to the hidden vault, solve its puzzles, and claim the loot.
Of course, that leaves the question of who should claim the most
valuable part of the prize, something that could be used for wicked
purposes.
For
the Gun Master
The
item buried in the vault is an old grimoire, the Clavicula
Salmonis—the Key of
Solomon. It contains various rituals that focus on communing with,
summoning and binding demons. In fact, the mission was founded by
heretics who masqueraded as good Catholics, but who conducted occult
investigations and rituals. The Apache warriors recognized them for
what they were, however, and that was why they attacked and destroyed
the mission. Although the details of that story have grown hazy with
the passing of time, the warriors still pass it from generation to
generation, and they remain wary that someone might revisit the
unholy place. Thus they knew to intercept the first expedition that
Alexandra Flynn organized, forcing her to recruit more capable
assistance for a second attempt.
Involving
the Heroes
The heroes can
easily become involved in this scenario after finding one of the
flyers posted by Flynn.
WANTED
Capable, discreet
and hardy individuals
to undertake a
journey into the Southwest
for shares of the
anticipated profits;
those who are
interested will be tested
in fair
competition on the first of the month
at the town of
Smith's Crossing.
Following this
discovery, of course, it is up to them to decide if they want to
investigate. Provided they are interested, they can head for that
town as the appointed date approaches.
Smith's
Crossing
Another
supplement, “Bad Medicine,” presents a map for this little
settlement, along with descriptions for some of its important
locations and stats for the more notable people who live here:
https://www.dropbox.com/s/enbzxo2kxvfl77q/Bad%20Medicine.pdf?dl=0.
Finally,
while Ms. Fynn could be working for any number of employers, it
can add to the drama if Mrs. Anna Smith—the woman who keeps the
citizens in thrall as her puppets—is her employer for this
expedition.
|
Scene 1—The Competition
As the day of the competition arrives, the little town
buzzes with visitors. Before long Alexandra Flynn makes her appearance, calling
everyone together to explain her ground rules for the contests. These are:
·
Riding: All of the characters go head-to-head in
a race that runs from the Landing, west along the main street, north up the
crossroad, around the Smiths' house, around the cemetery, back up the
crossroad, and then back east along the main street to the Landing. This
requires five Riding checks, with characters scoring one point for each success
and an extra point for each raise, and the one with the highest total is the
first to finish. Competing in this race are a Lawman and an Indian Brave.
·
Shooting: Each character takes five shots at the
target, scoring one point for each success and one more for each raise. The
winner, of course, is the character with the highest point total. Competing in
this competition are an Outlaw and Sheriff Ezekiel Wainwright.
·
Wrestling: Characters are paired against each
other in an elimination tournament. These matches can be conducted as regular
combat scenes, with perhaps four or eight competitors in total. The last person
standing wings. Competing in this contest are a Steamboat Roustabout and an
Indian Brave.
It's always possible, of course, that the heroes devise
clever means by which to influence the outcomes of these contests; such matters
are left up to the adjudication of the Gun Master.
Note, too,
that characters with less action-oriented skills also have a chance of making
an impression on Alexandra Flynn. This could happen incidentally, such as if a
hero is called upon to treat another character's injuries and proves adept at
doing so; through interaction, perhaps by making relevant Knowledge checks
during a conversation; or even through an improvised test, such as a tracker
being asked to follow a set of footprints along the town's main street in order
to find their creator.
Alexandra Flynn—Use the stats for a Pinkerton from
page 85 of the Sixth Gun RPG rulebook.
Competitors—Refer to the Sixth Gun RPG
rulebook and other supplements for stats.
Making the Decision
After the contests, both
formal and informal, Alexandra Flynn buys all of the competitors a round of
drinks at the saloon. Then, based on their performance, she makes an offer to
one group of characters who she thinks are best able to aid her in the
expedition. Ideally, of course, the heroes have made a good showing and are the
standout candidates. Should that not be the case, then it might take some
impressively persuasive activity on their part in order to convince her that
they are the right people for the job. Failing that, it could always happen
that she leads another unsuccessful expedition, and then again returns to
recruit others who are more likely able to help her achieve her objective.
Scene
2—Desert Crossing
As long as Alexandra
Flynn does choose the heroes to accompany her expedition, she
includes them in the process of outfitting prior to departure. This
means that they can have some input in the purchases she makes,
providing a good opportunity for roleplaying. While she has
considerable funds at her disposal ($1000), they aren't unlimited. As
an insurance policy, she also brings along a number of laborers—in
truth, thugs, one per character—who will obey without question any
order that she gives.
Laborers—Use
the stats for Outlaws from page 85 of the Sixth
Gun RPG rulebook.
Hazards
of the Crossing
Detailed here are a
number of events that can occur during the journey.
Navigation requires
making a few relevant Knowledge or Survival checks. Three is a good
minimum number, but the GM should feel free to add more based on the
desires of the players and the needs of the campaign. Failure on a
check means more travel time and the possibility of facing more
danger, while success means that the party makes progress toward its
goal.
Due to the
excessive heat, there's a chance that the characters also suffer
fatigue. Each time they test their navigation ability, the
characters should also make Vigor checks. In this way, failure to
navigate correctly increases the danger of suffering fatigue.
From the outset,
it's important to know which horses carry which gear—not only to
make sure that none is overly encumbered, but also in case the party
loses one or more horses due to some of the following hazards.
At some point a
band of four coyotes begins to follow the party. This happens at
night, when they are camped. One or more characters should make
Riding checks in order to keep the horses calm, with failure meaning
that one breaks its tether and bolts. Unless the characters scare
off the critters by injuring or killing half of them, they continue
to prowl around their camp. Use the stats for dogs or wolves from
page 135 of the Savage Worlds rulebook for the coyotes, and
page 138 for the horses.
While the
characters are passing through a narrow gorge, the sky turns cloudy
and then erupts with rain. While this might at first seem like a
welcome break from the oppressive heat and arid climate, characters
who make Survival checks recognize the real danger: a flash flood.
As long as they're aware of this threat, the characters can make
Riding checks to move their party out of harm's way. Failure,
however, means that they're caught up by a thundering wall of water
and every character (horses included) must make a Swimming test in
order to reach dry ground. Refer to pages 87-8 of the core rulebook
to adjudicate drowning.
Finally, members of
Red Hawk's band begin to scout the party as it approaches the
ruins. They are cautious about doing so, making Stealth checks
opposed to the characters' Notice efforts. Even if spotted, however,
they continue to follow at a short distance. Should the characters
approach them, they can use Persuasion to improve the braves'
initially uncooperative attitude. If they learn that the characters
are bound for the ruined mission, however, then they send a runner
to inform Red Hawk. The impression that the characters make here
could have important repercussions later, as detailed below.
Swapping
Stories
This is also a
good chance to use the rules for Interludes detailed on page 91 of
the core rulebook, as the characters tell their tales during
downtime around the campfire.
|
Scene
3—The Ruins
The old Spanish
mission now stands in ruins. Even so, one can still deduce the
purpose of many of the building's features. The outside walls are
whitewashed adobe, as are the main inside walls. There's an entry in
front with two sets of double doors, flanked by what once were two
storage rooms. In the front corners are the former quarters of the
prior and prioress, and cells for the monks line the walls along the
side. Two more storage rooms stand in the far corners, with what used
to be a reading room, the dining hall, a kitchen and two privies
between them.
In the middle of it
all stand the well along with the old mission church, a wooden
structure that the attacking Indians burned. While the roof caved in
at the time of the attack, parts of the walls still stand, along with
what was once the bell tower. Most notably, the stairs that lead up
into the bell tower also extend downward, into the mission's hidden
lower level. Before the characters can explore that area, however,
they must first deal with the rattlesnake that now inhabits these
ruins.
Rattlesnake—Refer
to page 163 in the Savage
Worlds core rulebook for
stats.
Unless the
characters ask specifically to examine the old church, finding the
spiral staircase that leads to the lower level requires a Notice
test.
Finally, in the
middle of the ruined church is a mound of ashes—all that remains of
the first band of adventurers whom Alexandra Flynn led here, who were
slain by the Indians. The braves, after defeating these interlopers,
burned their bodies according to their own customs. Amid the ashes
the characters can find bones and the occasional metal item, perhaps
providing a clue to what happened previously. For her part, Flynn
claims to know nothing of what those remains could mean—and anyone
who doesn't believe her should make a Notice check opposed to her
Persuasion test. Success in that effort reveals that she's lying, of
course, but not what the real truth is.
Scene
4—Puzzles and Peril
The spiral staircase
leads down into an underground level that functioned as a test for
members of the Knights of Solomon. It consists of three separate
challenges, detailed below.
The
First Test
Directly in front of
the spiral staircase is a long, narrow passage with a low ceiling.
The floor of the passage is covered with square tiles, each one cubit
(a foot and a half) on a side. What is more, each tile is inscribed
with a name, as listed below. These are the names of various kings of
Israel.
David Saul
Zedekiah Jehoahaz Jeconiah Solomon Ish-Bosheth Jehoiakim
Ish-Bosheth
David Solomon Saul Zedekiah Rehoboam Jehoiakim Jeconiah
Abijah David
Ish-Bosheth Rehoboam Jeconiah Saul Solomon Zedekiah
Zedekiah David
Solomon Ish-Bosheth Rehoboam Abijah Saul Asa
Ish-Bosheth
Rehoboam Jehosphat Saul Solomon Asa David Abijah
Solomon David
Abijah Ish-Bosheth Jehosphat Rehoboam Jehoram Asa
Rehoboam Jehoram
Solomon Asa David Jehosphat Abijah Ahaziah
Abijah Ahaziah
Jehosphat Asa Athaliah Solomon Jehoram Rehoboam
Jehosphat Abijah
Athaliah Jehoram Jehoash Asa Ahaziah Solomon
Jehoram Abijah Asa
Amaziah Ahaziah Athaliah Jehosphat Jehoash
Ahaziah Jehosphat
Jehoash Athaliah Amaziah Jehoram Asa Uzziah
Athaliah Amaziah
Jehoram Jotham Jehoash Ahaziah Uzziah Jehosphat
Jehoram Jehoash
Ahaziah Uzziah Ahaz Amaziah Athaliah Jotham
Jehoash Amaziah
Athaliah Hezekiah Uzziah Ahaz Jotham Ahaziah
Athaliah Uzziah
Ahaz Jehoash Manasseh Jotham Hezekiah Amaziah
Uzziah Hezekiah
Jotham Amaziah Amon Manasseh Ahaz Jehoash
Manasseh Amaziah
Ahaz Uzziah Josiah Hezekiah Jotham Amon
Ahaz Uzziah
Jehoahaz Jotham Hezekiah Amon Manasseh Josiah
Josiah Jotham
Hezekiah Manasseh Ahaz Jehoiakim Jehoahaz Amon
Jehoiakim Manasseh
Ahaz Jehoahaz Hezekiah Amon Josiah Jeconiah
Zedekiah Hezekiah
Amon Manasseh Josiah Jehoahaz Jeconiah Jehoiakim
Saul Manasseh
Jeconiah Josiah Amon Zedekiah Jehoiakim Jehoahaz
Zedekiah Amon
Josiah Jehoahaz Saul Jeconiah Ish-Bosheth Jehoiakim
Ish-Bosheth
Jehoahaz Saul Jehoiakim Zedekiah David Josiah Jeconiah
The correct order of
steps is indicated on the list in bold; it represents the succession
of the Kings of Israel. Stepping on the wrong tile triggers a dart
trap, which attacks that square with a Shooting check at d6 and does
2d4 damage. Walking the correct path, on the other hand, doesn't
spring any traps and opens the secret door at the end of the passage.
If need be, the characters can make Knowledge (Religion) checks to
recognize that this is a list of kings.
The
Second Test
The next chamber has
a higher ceiling and eight walls filled with paintings depicting
numerous birds; the eye of one, the hoopoe, conceals a special latch
that opens the next secret door. This recalls the story of how
Solomon, while commanding the various birds to dance before him for
his entertainment, noticed that the hoopoe was absent; it had gone
looking for new things, and in doing so found the Queen of Sheba.
Once again, a Knowledge (Religion) check can reveal that this is a
Quranic reference. Alternately, characters can make Notice and
Lockpicking tests to discover the hidden door and then trigger the
release for it.
The
Third Test
Behind the second
secret door is the small treasure chamber. Against the far wall
stands a locked chest; the bottom of it is filled with gold coins,
and on top of them rest an old-fashioned blackpowder pistol, a pouch
containing twelve paper-wrapped pistol cartridges, and a sealed
scroll. The coins are worth $1000 dollars based on their gold content
alone, but could be worth three times that much to an interested
collector. The horn contains ordinary gunpowder, but the bullets are
far from typical. Refer to the appendix for more details about them.
Most notable of
all, however, is the scroll. This is a copy of the Clavicula
Salomonis, the text known as the Key of Solomon. It deals
in great detail with rituals for summoning and binding demons, and
thus is a powerful occult item. That, of course, is why Alexandra
Flynn has been so interested in recovering it, so that her employers
can make use of the rituals and lore that it contains. Once again,
please refer to the Appendix for more details about them.
Scene
5—The Showdown
While the characters
are exploring the ruined mission, the Indians do not sit by idly. At
first they send a brave to watch the characters, and interact with
them if there is a decent opportunity for doing so. After all, they
know that they do not trust Flynn, but they don't want to make
assumptions about her new band of adventurers. That is why, if one of
the characters remains above ground to stand guard, then the brave
approaches to ask a few questions. These include who the characters
are, what their connection to Flynn is, and what they intend to do
with anything that they might find there. Given that some of Flynn's
goons are probably posted at ground level, this means that the
character in question might need to make an excuse for separating
from them in order to parlay.
Barring such an
opportunity, the brave simply waits and watches. In any case, he
sends for reinforcements, including additional braves (enough to
increase their number to one for each of the characters) and a
medicine man. Those others wait not too far from the mission, ready
to take action when needed.
Fight
or Flight?
Just
what happens next depends on how the characters react to their
discovery in the hidden cache beneath the ruined mission. If they
seem willing to let Flynn claim the Key,
then the Indians confront them and demand to take it so that they can
destroy it. She, of course, refuses. If need be, she'll make a
fighting retreat, accompanied by her goons. That requires reaching
the horses, which are tethered by the entrance to the mission, and
then mounting up and riding away. From then onward the situation
should be handled according to the rules presented. On page 98 of the
core rulebook, with horses being the vehicle in question.
Another possibility
is that Flynn and her goons are forced to make a stand and fight. In
that case, they seek cover where possible and concentrate their fire
on a few targets, hoping to open a path through their foes so as to
attempt an escape (as detailed above). The thugs stick to ranged
combat if that seems advantageous for them, or close to hand-to-hand
should it become apparent that they're outgunned.
As
a last-ditch effort, Alexandra Flynn could try to read an incantation
from the Key.
While here chances of succeeding are slim—after all, she must make
an untrained Smarts check at a -2 penalty—but there's always a
chance. In this case, the spell in question allows her to summon a
devil, with which she quickly makes a deal in order to gain its
assistance. To add a little drama to this fight, she keeps trying to
decipher the correct incantation by continuing to attempt a test each
round until she succeeds or she is incapacitated. If she succeeds,
then the demon could pick her up and fly out of harm's way.
Devil—Use
the stats from pages 74-5 of the Sixth
Gun RPG rulebook.
However it develops,
this should make for a challenging and memorable chase and/or combat.
Epilogue
For their part, the
characters have made an important discovery; now they must decide
what to do with it. While they've likely secured some small monetary
gain from the mundane treasures hidden in the cache, they can acquire
a great deal more wealth and influence, depending on their next
course of action.
Further
Adventures
The outcome of these
events can have some important repercussions for the activities of
various parties throughout the American frontier, as detailed below.
Whatever the
outcome of this scenario, the characters face a long journey back to
civilization—and one that could be fraught with difficulties
similar to the ones that they faced on their expedition to the
ruined mission.
If Alexandra Flynn
succeeds in acquiring the Key and escaping from this
situation so as to deliver it to her employers—and especially if
it's Angelica Smith from the Crossing—then they gain tremendous
power with which they can work toward their evil ends.
The characters can
make fast friends or bitter enemies of Red Hawk and his band, even
if they fail to stop Flynn from acquiring the Key. In this
case, good intentions are more important than results.
Given the power of
her charms and magic, Angelica Smith could prove to be a terrible
nemesis for the characters. She might be able to affect them
directly, if her husband's deceptive medical practice has allowed
her create a poppet for any of them. What is more, she could
even convince a third party—such as Captain Anders Arneson and the
soldiers from his outpost—to take up her cause.
Should the villains
acquire the services of a demon, it's likely that they'd use it to
pursue some other kind of artifact—possibly one of the items
detailed in Chapter 7 of the Sixth Gun RPG rulebook, or even
the Six themselves.
It's always
possible that one of the characters tries to use the Key in
order to summon and bind a demon; just how that develops is left up
to the adjudication of the GM.
Appendix—New
Relics
Detailed below are
the blessed and cursed items introduced in this scenario.
Apostles
“And
he said to them, 'Follow me, and I will make you fishers of men.'”
-Matthew
4:19
Each of these
old-fashioned ammunition rounds consists of powder and wadding, along
with a musket or pistol ball engraved with the name of a disciple of
Jesus Christ—P eter, Andrew, James son of Zebedee, John, Philip,
Bartholomew, Thomas, Matthew, James son of Alphaeus, Judas Thaddeus,
Simon, and Judas Iscariot—wrapped in a paper cartridge. They are
infused with hly power, granting them +1 to Shooting checks and
damage, and +2 against demons, the undead, and other such unholy
foes. Note that the Judas Iscariot round, on a botch, causes the gun
to misfire, inflicting 2d6 damage on the wielder.
Clavicula
Salomonis
“And
Zadok the priest took a horn of oil out of the tabernacle, and
anointed Solomon. And they blew the trumpet and all the people said,
'God save King Solomon.'”
-1
Kings 1:39
This text, believed
to have been written by King Solomon himself, describes various
rituals and incantations for summoning and binding demons. In game
terms, it allows the reader to acquire such powers as Banish,
Divination, and Summon Ally. For that last power, the caster can
summon a crossroads demon by spending 3 power points, a devil by
expending 5 power points, and a plague spawn demon by spending 7
power points. Any additional powers to which the book can provide
access are left to the discretion of the Gun Master.