This post presents one part of the finale for my Savage Worlds campaign in the Sixth Gun setting.
-Nate
Introduction
Some time ago, the
Loa known as Marinette of the Dry Arms was banished from this world
by a powerful Voodoo practitioner named Henri LeFournier, trapped in
a specially empowered magical bottle, to a crossroads in an unearthly
realm called the Winding Way. There she remained until such time as
someone could set her free. Indeed, she might have languished in that
place forever, if not for the insight gained by one of her followers.
Having allied himself with the Knights of Solomon, the werewolf Hugo
Francois LeBlanc has acquired the knowledge needed to release his
goddess, and thus to set her free so that she can exert her will once
again upon this world.
Adventure
Synopsis
This adventure
begins as the PCs are traveling back to the western frontier of the
United States after business in other places. Depending upon their
previous interactions with the parties involved in this scenario,
they can learn about this plot in a number of different ways.
Whatever the case, they somehow discover that Hugo has entered the
rift beneath Fort Arneson that leads to the Winding Way, and what his
intentions are there. At that point they're in a race against him to
foil his plan—but that realm is tricky and treacherous, and they'll
face numerous physical, mental and spiritual challenges as they
navigate its myriad paths.
For
the Gun Master
Henri Fournier
placed the bottle in which Marinette of the Dry Arms is imprisoned at
a crossroads inside the Winding Way. Hugo Francois LeBlanc has one
goal: to reach that location, obtain the bottle, carry it out of the
Winding Way and break it so that the loa is returned to this world.
Only the PCs can stop him from accomplishing that goal, and they'll
be hard pressed to do so.
Involving
the Heroes
The PCs can become
involved in this business in a number of different ways, including
the following possibilities.
They could be
soldiers stationed at Fort Arneson, as detailed in “Frontier
Fort,” when someone or something emerges from the hole.
Alternately, they
might be travelers on the frontier and learn of strange attacks on
settlers' farms and Indian camps through the events of the scenario
“Blood on the Snow.”
In either case,
they could become aware of Mrs. Angelica Smith's efforts to access
the Winding Way as detailed in the supplement “Bad Medicine” and
the scenarios “A Plague Among You” and “Hell to Pay.”
If they have a
history with the fort and its inhabitants, then they could be
summoned directly (see below).
Finally, they could
gain a hint of these developments by gazing into the ebony
mirror, a relic that they might find in a Mayan pyramid while
following or going to the aid of the Pinkerton agent Alexandra
Flynn.
However it happens,
the PCs should become aware that a means of accessing the Winding Way
has been opened underneath Fort Arneson, and that someone wants to go
in there against the wishes of the people who are guarding it.
Fort
Arneson
Refer
to the article “Frontier Fort” to find a layout for this
location, and stats for the characters who can be found in it.
Keep in mind, of course, that those details may have to be
modified if the PCs took part in the events of the scenario “Hell
to Pay.”
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Scene
1—Bad Tidings
At some point while
the PCs are close to the fort, they receive word that there presence
is wanted. This can come in a variety of ways, including a
hand-written note delivered by a rider, or a telegram, as represented
below.
Your
presence is requested—no, required—at Fort Arneson, as soon as
possible.
I
will tell more upon your arrival.
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Your
assistance is urgently need at Fort Arneson.
Please
make all haste.
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In either case, the
missive is signed with the name of the ranking person at the fort.
Given the events of “Hell to Pay,” this is probably the former
cavalry Lieutenant (and now acting Captain) Danforth Jeffreys,
assuming that Captain Anders Arneson III was killed in action. If
that is not the case, then the GM can adjust accordingly.
Alternately, if the
PCs have access to magic such as the Divination power, or perhaps to
the onyx mirror from the scenario “South of the Border,”
then they could also learn of this matter through hints and visions
granted by that magic.
Recent
Developments
However it is that
the PCs return to Fort Arneson, they are met by the very same officer
who sent the message to them. He ushers them into the officers'
quarters, where they are given food and drink, and then informs them
of what has transpired. These details can be presented via
conversation, or more in the form of a briefing, at the GM's
discretion.
Recently a group of
United States Marshals, led by Chief Deputy Andrew Llewellyn,
arrived at the fort, looking to investigate “recent events of an
occult nature.”
They said they were
members of a special division, the Black Stars, who were tasked with
investigating supernatural events and activities.
Accompanied by a
squad of soldiers, Llewellyn and his men ventured down into the rift
to do some exploring; only the Chief Deputy managed to return.
In fact, that
individual is currently housed—but unconscious, as if caught in
some kind of fever dream—in the fort's infirmary.
The Black
Stars
Refer
to the supplement of this name to find background information
about, and stats for the members of, this organization.
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The
Survivor
As mentioned above,
the PCs can find Chief Deputy Llewellyn in the infirmary. He is
sleeping in one of the beds, but his slumber is fitful, as if wracked
by unpleasant dreams. Those fits become worse as the PCs arrive,
turning into outright convulsions. Then he kicks aside the bedding
and his clothes tear to shreds as he undergoes a horrific
transformation. His fingers and toes become claws; gray fur grows out
of his body; his face elongates into a snout full of fangs. He is, of
course, a werewolf.
Werewolf:
Refer to page 78 in The
Sixth Gun RPG.
The werewolf, of
course, rushes to attack the nearest possible victim. Given its
immunity to weapons other than magic and those mage of silver, this
should prove to be a daunting challenge. What is more, any characters
injured by the werewolf have a 50% chance of being infected
themselves.
If he is slain,
Chief Deputy Llewellyn collapses to the ground with a groan. Even so,
he utters a short imperative: “Stop the shapechanger! Don't let the
goddess be unleashed!” With that he tosses his US Marshal badge in
their direction, and then he dies. Characters who succeed at a Voodoo
check can identify this as a reference to the Loa Marinette of the
Dry Arms, one who was trapped inside the Winding Way by the hougan
Henri Fournier. She is—as can be confirmed by another check—the
patron Loa of shapechangers.
Scene
2—Back into the Rift
As long as they are
willing to undertake this assignment, the PCs should make any
preparations that they deem necessary. While they probably have some
connections with the soldiers of Fort Arneson, they don't have all
that much to offer. At the GM's discretion, the PCs should have
access to the following items.
Since each infantry
soldier at the fort has been issued a Winchester '76 rifle, and each
cavalry soldier a Colt Dragoon pistol and cavalry saber, there are
plenty of those to be had.
The same goes for
ammunition to load those firearms, within reason.
There's a fair
amount of food and water, in the form of filled canteens, hardtack
biscuits, salt pork and beans.
The soldiers can
also provide blankets for bedrolls and even a couple of tents.
Common equipment
items such as axes, hatches, lanterns, mess kits, pickaxes and
shovels, rope and compasses are also available.
Explosives such as
dynamite are not so easily obtained, but a few stick might be
available at the GM's discretion.
Recruiting
Some Help?
There's also the
question of the PCs recruiting people to assist them. This is left
entirely up to the GM, based upon the party's previous interactions
with various NPCs and how convincing they can be in recruiting others
to the cause.
The Rift
Refer
to the scenario “Beyond the Veil” to find maps for some of the
locations inside the Winding Way, along with a few of the hazards
that the PCs might face there.
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Going
Back into Harm's Way
Once the PCs have
made all of the preparations that they can or want, they can head
back down into the rift. If this is the first time for them, then
they could certainly face the various hazards detailed in the
scenario mentioned above. Should they have been down this road
before, on the other hand, they could find some new dangers lying in
their path. A few possibilities, along with suggestions for where to
include them, include the following.
While the
underground lake is no longer home to a giant snake, the PCs must
still manage to swim across if—after climbing down to or otherwise
being lower into it—if they want to reach the rest of the tunnels.
Two Knights of
Solomon with some bloodhounds patrol the area known as the Columns.
They are on the lookout for intruders, and move to attack when they
see the PCs. Should the tide of battle turn against them, however,
they send a runner in the hopes of alerting their allies about this
incursion.
One of the Knights
has a paper on which cryptic clues are written, as detailed below.
At the chasm and
rope bridge, a group of terracotta warriors, conjured up by the
Knights, stand guard. They attempt to lurk in the shadows of the
tunnel on the opposite end of the chamber before moving out to
confront the PCs. What is more, if the battle doesn't go their way,
then they try to cut the bridge's ropes in order to send the PCs
plummeting to their doom, or leaving them to fight while clinging to
the sides of the bridge.
Once they reach the
old skinwalker lair, a crossroads demon (Kalfu himself) waits for
the PCs. If they can earn his respect—such as by offering items
such as rum and gunpowder or rotten eggs, or by making a case that
they want to prevent villains from using the Winding Way for wicked
purposes—then this individual can provide them with a good deal of
information about this location and its unusual nature.
As always, of
course, the GM should feel to add or modify encounters based on the
desires of the players and the needs of the campaign.
Crossroads
demon: Refer to page 74 in The Sixth Gun RPG for details.
Knight of
Solomon: Refer to that supplement for details.
Bloodhound:
Refer to page 77 in The Sixth Gun RPG for details.
Terracotta
Warrior: Use the stats for a Bodyguard from page 137 from the
Savage Worlds Deluxe Explorer's Edition for details.
The
crossroads point the way.
The
mother of all holds the key.
Look
when the boundaries are open.
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Many
Roads to Follow
Beyond the
skinwalkers' lair, numerous passages lead further into the Winding
Way. Those can open up into limitless possibilities, ones based upon
the background stories—especially from Interludes—and other
interactions of the PCs, as detailed in the next scene.
Scene
3—Brave New Worlds?
While there are at
least four paths leading further beyond the skinwalker lair,
characters who make a Notice check can see that the footprints in the
area lead down the third path from the left. What is more, a raise on
that check reveals the nature of those who left the footprints,
including a few pairs of booted feet that seem normal for humans, as
well as some deeper—and thus, as the PCs may recognize, caused by
heavier creatures like the terracotta warriors—along with prints
from any others who survived previous encounters, or from other NPCs
whom the GM decides to add.
As the PCs explore
this deeper part of the tunnels, they might need to deal with any
previous encounters that weren't completely resolved during combat or
other interactions.
Trials
and Tribulations
The various twists
and turns of the tunnels that make up the Winding Way can lead to
various places, times and possibilities; some options are detailed
below.
One character's
lost love might appear down one of the tunnels.
The same can be
said for an old enemy with a score to settle.
Characters' family
members could appear, too.
A series of clues
indicate the present of a long-lost treasure, one that consists
either of ordinary valuables or magical relics or lore.
Similarly, an NPC
with a similar arcane background could offer to teach one or more
PCs new and impressive powers.
Certain characters
could see themselves in positions of power or command, with the
ability to make influential decisions to change the course of
events. This is especially the case for those who fought in the
Civil War, and who might wish to see different outcomes for the
various battles which made up that conflict.
The same can be for
major moments in American or world history, such as the
assassination of President Lincoln.
The PCs might
witness a challenge that they previously faced, during a different
adventure or session, with the chance to make different
decisions—and thus have different outcomes—this time around.
The glimpsed world
could be the “happily ever after” ending that a particular PC
wishes to see, even if that means leaving this current life of
adventure behind in order to pursue that new end.
In a similar vein,
the reality glimpsed could represent total physical fulfillment for
a character, with an abundance of food, drink and companionship.
Keep in mind that
these other realities exist down the myriad branching paths of the
tunnels in the Winding Way; characters must follow them to their ends
in order to see the possibilities. Keep in mind, however, that
following one of those paths leads to an entirely different reality,
separate from the one in which this adventure or campaign has taken
place, and thus one that could have unexpected—and, thus,
unpleasant—differences from what is familiar to the characters.
Scene
4—Breaking Point
Eventually the paths
lead to a broad cavern that is open to the sky above, one that has
four entrances. In the center of it stands a manor house, two stories
in height, surrounded by a grove of trees. The front door faces to
the south (the bottom of the map). While there are no signs of
movement in the house itself, characters who make Notice checks could
see wolves that are prowling around the edges of the chamber. They
are followers of the werewolf who is assisting the Knights of
Solomon, as detailed below.
The
Manor
Refer to the maps
below for the following location descriptions.
Everything about the
manor house seems opulent, but with a sinister twist. Inside the
double front doors is the entry (1), with two staircases leading
upward, hallways leading to the left and right, and another set of
double doors leading to the middle of the house. Along the left
corridor are the parlor (2), an office (3) and a closet (4). Beyond
another staircase are the smoking room (5), dining room (6) and
kitchen (7), which also has a back door leading outside. Another
doorway from the kitchen leads into the pantry (8) and wine closet
(9). From the kitchen, a second hallway leads past quarters for the
butler (10), servants (11) and maids (12). At the end of it is the
library (13), before it leads back into the entry.
In the center of
the house is the courtyard (14), which is open to the sky above and
which is important for finding the hidden bottle, as detailed below.
On the upper level
of the house are numerous guest rooms (15), along with the master
bedroom (16) and an office (17).
Disturbing
and Dangerous Details
To establish the
atmosphere of this location, the GM should mention the following
details.
Ivy has grown up
over the exterior walls, not with deliberation but with neglect.
The house is lit by
gaslights, albeit ones fueled with swamp gas generated in the ground
beneath the manor, giving the whole place a sickly, burning, rotten
egg smell.
Much of the
interior is covered in cobwebs and dust.
A coffin sits in
the parlor, as if for viewing; it contains an unpleasant surprise,
as detailed below.
The dining room
table is set with a full banquet of food that is now mouldering and
covered with insects.
Against one wall in
the entry there is an elaborate grandfather clock. While that might
seem to be unimportant at first, it should become crucial to the
PCs' efforts to find the bottle—as is detailed below.
The GM should, of
course, feel free to improvise additional details in order to
establish a suitably creepy atmosphere.
Finding
the Bottle
To find the bottle
in which Marinette is trapped, the PCs need to follow the three clues
taken from one of the Knights.
The first, “The
crossroads point the way,” refers to the fact that, if one draws
mental lines between the cavern's four entrances, they cross at a
point in back left part of the courtyard. A Smarts check can
identify the correct spot.
Buried at that
spot, then, is a small leather pouch that holds a similarly small
key.
That key fits into
a slot on the aforementioned grandfather clock, which has wound
down. What is more, its motionless hands point to a quarter past
six; if the key is inserted and turned, and the hands are moved to
twelve o'clock, then a hidden compartment pops open to reveal a
single glass bottle—the one that contains Marinette.
The
Knights' Gambit
While the PCs are
exploring the manor, the wolves continue to stalk around outside the
manor. If they find the bottle, then the knights make their move. One
of the wolves gives a howl, alerting everyone else, starting the
attack. Then the wolves attack the house, jumping in through the
windows to reach the PCs. Among their number is the werewolf—either
Hugo Francois LeBlanc or Samuel Clayton, depending on previous
developments—who seeks to to unleash his patron loa.
Wolves
(5): Refer to page 157 of the
Savage Worlds
rulebook for stats.
Werewolf:
Refer to page 78 of the Sixth
Gun RPG for stats.
Once that assault
begins, the Knights bring the second wave. They have two squads of
five knights, each led by a commander, in reserve, with a master
giving them their orders. Desperate to gain the patronage of
Marinette, they make an all-out attack.
Knights of
Solomon (13): Refer to that supplement to find stats for these
characters.
Pinkertons:
If Alexandra Flynn has survived the PCs' previous adventures, then
she might also
be present for this
business; use the stats from page page 85 of the Sixth Gun
RPG.
Anyone Else?:
This showdown provides a good opportunity to bring back any other old
foes
whom the PCs have
faced, such as one of the Smiths or a character connected to a PC's
background.
Developments
The Knights'
foremost objective is to acquire the bottle in which Marinette is
trapped.
If it becomes
apparent that they can't win this assault, then they attempt an
organized retreat toward the entrance from which they arrived—the
one to the northwest. That leads back to the Knights' stronghold, as
detailed in the aforementioned supplement.
Epilogue
This battle should
be a real test for the PCs, and one in which they can prove their
mettle. Victory means that they can prevent the Knights from
unleashing Marinette of the Dry Arms, but still leaves a number of
unanswered questions and unexplored possibilities.
Further
Adventures
Here are just a few
of the turns that this story might take.
One or more of the
PCs could always decide to unleash Marinette in order to gain from
her patronage. If that happens, then it's left up to the GM to
decide just what kinds of powers she would provide. Refer to pages
35-6 of the Sixth Gun RPG to find rules for voodoo
practitioners; Marinette could grant access to any of those powers.
Of course, she has her own agenda, which includes taking revenge on
the one who trapped her in the bottle in the first place.
As long as the PCs
possess the bottle in which she is trapped, the Knights of Solomon
and others would continue trying to take it from them.
If they want to
settle the score with the Knights once and for all, then the PCs
must venture toward their stronghold to do so.
The library in the
manor house presents a great opportunity for the GM to introduce new
plot hooks and potential storylines.
Appendix—The
Note
The crossroads
point the way.
The mother of
all holds the key.
Look when the
boundaries are open.
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