A lot slower session, which will hopefully balance the fire the posse jumped out of and the frying pan they’re heading into.
So, a retcon. Zeke’s player decided to retcon the ending of the last session so that Zeke died a heroic death, grappling the werewolf with his last breath, shoving it under the mire with his hammer, and going down into the sludge. This was under the assumption that Zeke wouldn’t want to live as a werewolf, but wouldn’t commit suicide either, so the player figured this was the best route out of a potentially interesting character development.
But, since the party has already cornered the market on Six Foot Tall Man-Mountains What Kill Things, his replacement option—occult investigator—filled about six niches the party was lacking entirely, and was welcomed aboard.
So, the actual session.
Having returned to the village from whence they originated—Troika Sinclaire having woken up in the process—the posse bravely decided to bed down for the night. Troika and
Raizo Warlord Kang decided to sleep in the abandoned saloon, Jeremiah found an old wall to sleep next to, while Sam Steele opted for an actual bed. The next morning, they decided to head back into the woods to search for the werewolf nest, and finish them off.
Sam worked up plans for a Gizmo; the original idea was for some kind of rudimentary Smelloscope, but in actuality it turned out to be an elderly bloodhound which acquired the fucking terrible name of Bingo. Buying some loot donkeys to carry whatever gold and magic gems the werewolves undoubtedly retained, they set out across the woods and thicket after the missing girl, Sam having purloined an article of clothing thick with the missing girl’s “scent.” Yeah, they went there. Pervs.
After talking with a prophetic departed Zeke, and when Bingo returned them to the trains from whence they’d departed, the posse decided there was nothing more of value here and went to Denver, terrifying the countryside with tales of werewolves in the meantime. Upon arrival, Sam Steele assaulted bar patrons again with vintage frontier gibberish of the rough Canadian frontier, then went to talk to his Masonic contacts, while everyone else stayed at the hotel. Bumping into occult investigator Tony White, Sam found out Mr. White had been referred to them by a mutual connecting.
Arriving back at the hotel, Sam berates Jeremiah into action. Jeremiah heads out to his local Ranger contacts, where he’s almost killed (again), and “discovers” (again) that he’d blown up a mountain, killing thousands and resigning from the Rangers over the incident. (Learning Curve: social skills are useful, too!) Directed to a nearby town called Bakersville, one of many affected by the explosion and its ensuing wasting death, the posse headed out in that direction. Sam trades in his lonkies for a horse. Jeremiah scrapes up enough money to buy one of the lonkies.
Bakersville is now a ghost town—literally, as Sam and Mr. White discover. The occult investigator, and Troika, investigate, meeting the groups’ contact in town: a man named Texas Red, who didn’t make it out of the blast zone. Most of the party rents expensive air-filtration suits to survive, and trundle slowly upwards to the crater set in the middle of a mountain range—basically, picture if Mount Saint Helens had been one peak in a long continuous range of tall mountains. And if it was flattened a bit more, and then filled in with debris and rainwater.
So, White questions Red to figure out what happened, and discovers that the guy that Jeremiah, Warlord Kang, and Zeke (along with an Injun and Red) killed—Sherman Henry Miltworth, mad scientist and minor Smith & Robards competitor—was blown out of the world because of something he was working on dealing with tiny particles that exist somewhere in the ether. (You know, atoms.) Also, weaponized ghost rock, and Reckoner-powered future gadgets. He built his mercantile empire on the backs of his mechanical men, sent out to burglarize Union, Confederate, and Canadian weapons shipments, which Miltworth then improved upon using his own pyrotechnic flair, selling the end results back to the warring states. Robots which, by chance, had ambushed a Canadian train and slain most of Sam Steele’s merry mounties.
Meanwhile, Jeremiah gets his suit aquatically adapted by Sam, adds on a Bingo-powered oxygen system, and descends into the lake—Sam conveniently dumps some chemicals in to make the water glow. Finding not much but rubble and melted cannon, Jeremiah stumbles into a vault-like door set into the wall on his way out, which he then opens, and (of course) Jeremiah is sucked into the passageway, snapping his lifeline.
Sam ends up throwing Bingo’s air-supply treadmill into the lake, and using this as a raft, he, White, and Warlord Kang paddle their way off to rescue Jeremiah. They find him in the remains of the bunker, surrounded by cans of P.M. Potts’ Potted Meat Company’s Potted Meats, along with a very dead Sherman Miltworth. Also, his infernal clanking robotic butler, which was effectively slain before it could reveal any interesting plot information. With the butler burning behind them, the posse bravely paddled their way back to Troika, having done their duty and collected some waterlogged blueprints and a probably case of ghost rock fever.
Failing to pay a fate chip to make Bingo a permanent Gizmo, the strain of powering Jeremiah’s oxygen supply is too much for the old dog and he suffers a catastrophic failure of his circulatory system.