TEXT: The poker championship of the decade is about to begin.
  That is if the contestants can live long enough to play.
  
  1
  DEAD MAN’S HAND
  By Dale Easterling
  A
  FRONTIER
  Campaign
  BTD PRESS. 2017.
  
  2
  COPYRIGHT INFORMATION
  Open Game License v 1.0a Copyright 2000, 
  Wizards of the Coast, Inc.
  System Reference Document 5.0 Copyright 2016,
  Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, 
  James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material 
  by E. Gary Gygax and Dave Arneson.
  
  3
  Map: Western Valley .............................5
  Introduction ....................................6
   
  Background 
  .............................6
   
  The Secret 
  .............................7
   
  Overview 
  .............................7
  Episode 1: Arrival at Johnstown 
   ..............8
   
  Character Hooks 
   .....................8
   
  Town Features .............................9
   
  Map: Mill’s General Store 
   .............10
   
  Store Robbery ............................11
   
  Wandering Encounters .....................11
   
  Events  ...................................11
   
  Map: Yellow Dan Chase Card Table ..........14
   
  The Midnight Boys 
  .....................16
   
  Map: Johnstown  
  .....................17
  Episode 2: Road to Snake’s Bend 
   .............18
   
  On the Road  ............................19
   
  Snake’s Bend  ............................21
   
  Sidewinder Shootout   ....................21
   
  Map: Snake’s Bend  
  .....................22
   
  Fire at the Manor  
  .....................25
   
  Map: Mayor’s Estate  .....................26
   
  Into the West   
  .....................27
   
  Waynoka Village  
  .....................29
   
  Map: Attack on Sweetwater  
  ..............32
  Episode 3: Red Gulch or Bust  
  ..............33
   
  Iron Horse  
   ............................33
   
  Passenger Personalities  
  ..............35
   
  Romano Mining Camp  .....................37
   
  Last Kiss Goodbye  
  .....................39
   
  Gold Fever  
   
  .....................40
   
  Preliminary Events  .....................40
   
  Map: Red Gulch  
  .....................43
   
  Red Gulch Locations  .....................44
   
  Foul Play  
   
  .....................46
   
  Sloan Campbell  
  .....................46
   
  Mysterious Disappearances  ................48
   
  Let the Games Begin  .....................49
   
  Poker Tournament  
  .....................49
   
  Poker Champions  
  .....................50
   
  Damsel of Distress  .....................51
   
  Sore Loser  
   
  .....................51
   
  Map: The Black Earl Saloon   ..............52
   
  Map: Town Shootout  .....................53
   
  Hour of Reckoning  
  .....................54
   
  Episode 4: Showdown at Silver Ridge  .............55
   
  Silver Rush   
  .....................55
   
  The Road North  
  .....................56
   
  Cold Reception  
  .....................57
   
  Map: The Long Road  .....................58
   
  Map: Rawlins Ranch  .....................59
   
  First Village   
  .....................60
   
  Map: Grey’s Mine Entrance  
  ..............65
   
  Map: Grey’s Mine Section 1  ..............66
   
  Map: Grey’s Mine Section 2  ..............67
   
  Grey’s Mine  ............................68
   
  Aftermath  
  ............................73
  Art Credits  ...................................75
  FOREWORD
  When I first released the Frontier campaign 
  setting for D&D 5th Edition in April 2016, I was 
  overwhelmed by the positive response from play-
  testers and gamers. In the time since I’ve come to 
  realize, as fun a concept as D&D in the Wild West 
  might be, there is are very few resources for DM’s 
  looking to run a campaign in the setting. Unlike 
  fantasy or even sci-fi, there isn’t much in the means 
  of premade campaigns or modules. This book aims to 
  correct that.
       “Dead Man’s Hand” is a full campaign story arc 
  that should ideally lead a group of characters from 
  Level 1 to 10. This leaves room for DM imagination 
  thereafter, or potentially new material from us at a 
  later date.
  TABLE OF CONTENTS
  
  4
  
  5
  
  6
  INTRODUCTION
  Dead Man’s Hand is a tale of desperate gamblers 
  and corrupt lawmen, of criminal subtlety and 
  supernatural mystery. Characters begin at 1st level, 
  and by the end of the campaign they should by 9th 
  or 10th level. The ideal party size is four characters. 
  If your group is larger or smaller, you can adjust the 
  adventure’s difficulty by reducing or increasing the 
  number of enemies present in a given encounter.
       Dead Man’s Hand is set in the American Frontier 
  circa 1872. The region, known as Western Valley, 
  is a fictional territory not intended to be a specific 
  location. As such, there is no conflict with birthplace 
  or recent places of living for the characters, Everyone 
  arrives in Western Valley just the same, and are no 
  culture is more foreign than any other. A combination 
  of roads, railroads, and even a few rivers connect the 
  various settlements of the valley.
       Adventure Supplements. You can play this 
  adventure with just the DUNGEONS & DRAGONS 
  basic rules and the Frontier campaign setting, which 
  contains all the enemies and items not described 
  in this book. The basic rules are available as a free 
  download on DungeonsandDragons.com, and the 
  campaign setting can be found on DriveThruRPG.
  com.
       Character Advancement. At your option, you can 
  use the milestone experience rule. Under this rule, 
  you pick certain events in the campaign that cause 
  the characters to level up. In general he characters 
  gain a level after completing each episode except 
  episode 5.
  Background
  Dakota Territory. 1872.
  The gold that once birthed the boomtown of Red Gulch 
  has begun to dry out. To keep pioneers in the city 
  and invite in more, Mayor Ellis has called for a poker 
  tournament with stakes too high for folks to pass up. 
  On the second night of the tournament, however, a 
  tavern girl screams as her drunken patron slumps over 
  with a knife in his back. Over time, more and more 
  residents and visitors – many of them participants in the 
  tournament – end up six feet under. Can the remaining 
  players and curious bystanders solve the mystery of Red 
  Gulch before it’s too late?
  The Campbell Gang                           
  Sloan Campbell is a local crime boss, loan shark, and 
  stone-cold killer. Just the kind of feller a stranger 
  doesn’t want to meet. He’s also a rather famous 
  gunfighter and crack shot. Using his reputation and 
  friends in low places, Campbell has established his 
  own criminal empire. His gang shakes down local 
  businesses for “protection money,” extorts strangers, 
  rigs gambling competitions, and generally kills 
  anyone that gets in their way.
       Though based primarily in Red Gulch, The 
  Campbell Gang makes its presence known 
  throughout Western Valley. They particularly enjoy 
  harassing new arrivals at Johnstown. They have paid 
  off Sheriff Sumner and most of his deputies, and 
  so are allowed to carry out their dastardly deeds in 
  broad daylight without repercussions.
  The Midnight Boys                             
  Several nights ago, strangers started appearing in 
  the streets and alleys of Johnstown. Some of them 
  look familiar, but others are completely new. The 
  men (and a few women) amble slowly in a vacant 
  state. They never speak, rarely acknowledge others, 
  and don’t seem to be of particular danger or threat. 
  However, no one can doubt their eerie nature and 
  otherworldly gaze. Dubbed “Midnight Boys” by the 
  locals, they have been known to stare into windows 
  at night, spook horses, and terrify children.
       Sheriff Sumner has no qualms with arresting 
  these harmless drifters. He delights in having a high 
  inmate count, and Midnight Boys are easy to arrest. 
  They are not so easy to keep, however. They have 
  been known to suddenly vanish from jail without a 
  trace or means of escape.
   
  The Watcher                                        
  Perhaps even more mysterious than the Midnight 
  Boys is the rare and ominous sighting of the figure 
  known as The Watcher. The man is always cloaked 
  in shadow or silhouetted by light, and so can’t be 
  identified. He wears a distinctive top hat and carries 
  a cane with a round gem at the top which glows 
  with an ethereal blue light. Most sightings of the 
  Watcher are brief, tending to occur shortly after each 
  character’s arrival at Johnstown, and he vanishes 
  when they turn their backs or amongst flashes of 
  lightning. He almost never speaks, and if he does it is 
  a cryptic message warning against “piercing the veil.”
   
  Introduction
  
  7
  The Secret
  WARNING! This section contains a major spoiler 
  that is pivotal to the campaign and the Narrator’s 
  description of events. If you are a player (though 
  you should not be reading this book anyway) 
  please skip the paragraphs below and move on to 
  the Overview.
  Despite any character hooks drawing them into the 
  area, the reason all characters arrive at Johnstown is 
  because they have died. Western Valley is a form of 
  Purgatory, and almost none of its occupants know the 
  truth. Determine how each character met their demise, 
  and slowly incorporate clues to their untimely end into 
  the campaign as it unfolds.
       For example, a British character who arrives by 
  train could have nightmares of rough seas on the 
  voyage over - with The Watcher gazing from the edge 
  of the deck. An inscrutable outlaw may have recurring 
  itches around his neck, a subtle portent to his demise.
       The Watcher is, in fact, an avatar of Death and 
  watches to ensure the arrivals keep the status quo. 
  Midnight Boys are recently departed, and are lost 
  between afterlives. When the Watcher comes for them, 
  they disappear. 
       If at any point a character becomes wise to this 
  truth, the Watcher will come for them. You can 
  determine if they get a sporting chance by running 
  away or making a Wisdom save against a DC of 20. 
  Otherwise, just presume the Watcher wipes them from 
  existence.
       Throughout the campaign, it will be strongly 
  and intentionally implied that Campbell is behind 
  a string of mysterious deaths and disappearances. 
  Conveniently enough, these victims are almost all 
  participants in the Red Gulch poker tournament or 
  planning to become one. 
       Whenever an NPC dies in these cases, they are 
  discovered (by player characters or reported as such) 
  to have died in the manner in which they did in life. 
  For example, a Midnight Boy in prison rambles about 
  being hung soon. Later he is found lynched in his cell, 
  but when a PC returns for help he is gone. 
  Overview
  For one reason or another, the party arrives in 
  Johnstown. If they are not locals, they arrive by train 
  at the Johnstown Station. Otherwise, you can find 
  any reason for them being in town or use one of the 
  Character Hooks in Episode 1. 
       Soon after their arrival, the assorted and likely 
  unaffiliated characters each hear that there is a 
  poker tournament in Red Gulch starting in about a 
  month - the pot being 10,000 gold pieces, enough 
  worth killing a man for. The next day, they get their 
  first taste of the Wild West. Outlaws rob a general 
  store, either with the characters inside or walking by. 
  Once the shootout has passed, if any outlaw survives, 
  they can be questioned to reveal they were stealing to 
  afford the high buy-in to the tournament - 25 gold.
       That night the Midnight Boys make their 
  debut. The eerie stalkers lure the players toward 
  one of Sloan Campbell’s safehouses. The brigands 
  inside mistake the players for Midnight Boys, 
  and a shootout commences. Though it was a 
  misunderstanding, this puts the players on 
  Campbell’s radar. The next few days, they are 
  ambushed and attacked by his gang while poker 
  contestants start to disappear.
       Once they head West on the long road to Red 
  Gulch - either for the tournament or to hunt down 
  Campbell - the players encounter several interesting 
  events. A mysterious woman in white named Laura 
  asks for a ride, but keeps disappearing before she 
  arrives at her requested destination. Bandits charge 
  over the hill to plunder and raid the travelers. A 
  stampede of cattle threatens to trample the party and 
  cost their cowboys a fortune.
       The players arrive in Snake’s Bend for some rest 
  and resupply. Yet there as well, Midnight Boys and 
  Campbell’s thugs cause problems. The hall and home 
  of the upstanding Mayor Churchill catches fire, and 
  it is up to the motley crew of heroes to save him. The 
  grateful mayor - or his defacto replacement - reveals 
  they were negotiating peace among the local Native 
  tribes. The American folk didn’t take too kindly to 
  such measures, hence the fire. Now the players 
  are asked to visit the feuding tribes and stop an 
  impending war from reaching as far as Snake’s Bend.
       After negotiations have passed, the players return 
  to Snake’s Bend and take a train to Red Gulch. 
  Aboard that train they come under attack by robbers. 
  From the caboose to the engine room, dining cars to 
  the rooftops themselves, the players must defend the 
  train full of innocent travelers.
       Finally they reach Red Gulch, in time for the 
  tournament. The week-long poker championship is 
  intense, with threats or outright murder whittling 
  down the competition. The winner not only wins 
  a fortune in gold, but also determines the fate of 
  themselves and their friends at the hands of the 
  Watcher - who has come to collect his own dues.
  Introduction
  
  8
      Episode 1: Arrival at Johnstown
  Considered by many to be a mere stopping point on 
  the way to more alluring mining towns, Johnstown 
  was named for the railway tycoon Walter Johns. 
  Johns pushed to have a train station and railway 
  built in the frontier valley, and his ambition paved 
  the way for commerce and settlement. The train 
  station is in fact the most famed feature of the town. 
  With the railway feeding trade, goods can be found 
  in and shipped from the town that are not available 
  anywhere else in the area. Quite a few entrepreneurs 
  and wealthy merchants have come out of Johnstown 
  lately, giving the town an almost opulent feel despite 
  its relatively small size.
       One other feature Johnstown does possess is 
  a rather large prison. Presided over personally by 
  Sheriff Sumner, it houses a considerable number 
  of ruffians, drunkards, bank robbers, and other 
  varmints. Sumner takes great pride in the number of 
  criminals he maintains in custody, and it takes little 
  more than an accusation to land someone in one of 
  his cramped cells.
       Whether arriving by train, horse, foot, or already 
  being locals, have the party relax and get settled for a 
  day before anything severe happens. 
  Character Hooks
  If the player characters don’t already have their own 
  reasons for being in Johnstown established, you can 
  use any of the following character hooks:
  ♠ The Gambler: Having heard of a major poker 
  tournament coming in a month, you have decided 
  to try your hand at the low-level tables at the No. 9 
  Saloon in Johnstown.
  ♠ The Outlaw: You’ve run on hard times, and were 
  arrested by Sheriff Sumner or his deputy brothers. 
  Finally released, you wander the streets in search of 
  a new start - or a new score.
  ♠ The Lawman: Sloan Campbell and his gang of low-
  lives have been causing nothing but trouble lately. 
  Hearing Campbell is in Johnstown, you’ve arrived to 
  investigate his operation and bring him down.
  ♠ The Local: A Native American or simply a longtime 
  resident, you begin your daily routine in town. With 
  rumors of mysterious happenings, you aim to find the 
  cause of the problems threatening your home.
  ♠ The Drifter: Johnstown is just another town along 
  your trail. You’re headed further out west in search of 
  gold or simply a plot of land you can call your own.
  
  9
  Episode 1: Arrival at Johnstown
  Town Features                                   
  There are a few general locations to be found within 
  Johnstown, each potentially with their own mini-
  missions or plot hooks. Mills’ General Store has 
  already been covered.
  ♣ Johnstown Prison: Attached to Johnstown 
  Sheriff’s Office, the prison is nearly packed full with 
  criminals or accused criminals that Sheriff Sumner 
  likes to collect like bottle caps.
  ♣ Johnstown Station: This large train station is the 
  arrival point for most newcomers to town. Those who 
  hang out at the station long enough may notice that 
  no one departs the city through the station, even 
  though the conductor calls for any passengers. If 
  the players take a train east out of town, they may 
  mysteriously find themselves arriving back at the 
  same station hours or days later.
  ♣ Shamrock Livery: Owned by Irish immigrant Liam 
  Murphy, Shamrock claims to board and breed the 
  “luckiest horses in the West.” They occasionally hold 
  horse races in their field, challenging visitors and 
  rewarding them with discounts or potentially even 
  free horses for entertaining performances.
  ♣ The Happy Kitty: The largest and most popular 
  brothel in the city, The Happy Kitty is operated by 
  the tough and scrupulous Big Al. Big Al protects his 
  ladies with the ferocity of a bear, but treats them with 
  about as much warmth as one. The Happy Kitty is 
  an active meeting point for everyone from drifters to 
  lawmen, and prides itself as being the eyes and ears 
  of the town.  
  ♣ No. 9 Saloon: Though a far cry from the largest 
  saloon in Johnstown, No. 9 is notable for being a 
  rather bustling gambling den. With contests and 
  single games daily, many aspiring high rollers get 
  there start here. It is operated by Old Ben Waters, a 
  former gambler himself turned business owner. 
  ♣ High Noon Saloon: Sloan Campbell feels no need 
  to hide, and High Noon is prime example. He owns 
  the saloon and entertainment hall. While he may not 
  always be present, his goons are. The saloon acts as 
  a headquarters for his gang. Everyone knows about 
  it, but few are brave enough to dare act on it.
  ♣ Iron Gate Cemetery: Just to the northwest of town 
  is the small but growing Iron Gate Cemetery. Run by 
  caretaker Phyllis Whitman, it has the distinction of 
  having the largest number of Midnight Boys sightings 
  in town.
  Important NPCs                                    
       Sheriff Beauford Sumner. Sumner was born 
  and raised in the Republic of Texas, the oldest of six 
  boys. He was appointed as a deputy in Houston for 
  a time, but when his superiors were slow to promote 
  him he relocated. For several years he picked up odd 
  jobs, ranging from grave digging to bounty hunting. 
  The newly constructed railroad brought him to the 
  frontier region, where he applied for the recently 
  vacated position of Sheriff. The former sheriff was 
  killed breaking up a bar fight and had no deputy to 
  replace him. Since then Sumner appointed two of this 
  brothers, Earl and Franklin, as his deputies.
       William Sumner. Though he refers to himself as 
  “Deputy,” William was never officially deputized by 
  his brother and Sheriff Beauford Sumner. William, 
  despite his lineage, is a hardworking and honest man 
  who cares deeply for his town and the people in it. He 
  is dependable and just, and many prefer coming to 
  him with problems rather an invoke Beauford’s wrath 
  by daring ask the Sheriff for help.
  
  10
  Mills’ General Store
  Episode 1: Arrival at Johnstown
  
  11
  Store Robbery                                     
  The following sunrise, presume at least one player 
  is going for daily supplies. You can describe the new 
  day and awakening of the town as follows:
  Sun rises over the quaint trade city of Johnstown. Whether a 
  recent arrival or a longtime local, you awaken to the sounds of 
  horses whinnying, hooves clopping on trod dirt, the smell of 
  dust and leather, and the humid breeze of summer. Stores open 
  their doors and townsfolk walk the streets as the day begins. 
  While some of you are out shopping for the day at Mills’ 
  General Store, three scruffy-looking ruffians enter and saunter 
  over to the counter. Mills holds up his hands defensively as you 
  hear the following exchange:
  MILLS: “Boys. Morning. I.. I was just about to send for Mister 
  Campbell.” 
  THUGS: “No need, Mills. We’re here. I presume then that since 
  you were fixing to send for us, you have the money I loaned 
  Campbell? Right?”
  MILLS:  “No.. No. Not exactly. I mean, I have money. Look 
  here’s... here’s fifty-two dollars. I can have the rest for you later 
  today.”
  THUGS: “I think we’ll just take the rest now.”
  With that, they pull their revolvers and prepare to fire.
  You can resolve this encounter by using the map on 
  the following page. Use the D&D Monster Manual, 
  there are three bandits - using pistols instead of 
  crossbows, which deal the same damage. Once 
  the bandits are defeated, and surviving thugs 
  admit under questioning that they work for Sloan 
  Campbell. They have arrived to get the 200 dollars 
  (gold) that James Mills owes them plus 75 dollars 
  extra. The extra “interest” is actually their own idea, 
  because they wanted to buy into the upcoming 
  poker championship in Red Gulch. If the questioning 
  players have not heard of the tournament yet, have a 
  thug tell them the following:
   
  “Where you been, under a rock? The whole valley’s talking 
  about it. That Mayor Ellis of Red Gulch is putting on a 
  tournament in a month. One thousand big ones to the winner! 
  Ain’t no way in Hell we’re passing that up. Tables here are 
  drying up. This was our shot. So if you’re gonna take our 
  money, go ahead and shoot us now. We’re as good as dead if 
  we see Campbell empty-handed.” 
  If questioned further, the hired guns know nothing 
  else of Campbell’s plans or operations in town. 
  Episode 1: Arrival at Johnstown
  Wandering Encounters
  Despite the boastings of the pompous Sheriff Beauford 
  Sumner, Johnstown is a virtually lawless town. Bar 
  fights and shootouts break out on a regular basis, and 
  most general townsfolk are too afraid to do anything 
  about it. Strangers ride through with guns blazing and 
  off into the sunset, with little fear of retribution. From 
  back alleys to saloons, bedrooms to the middle of the 
  street, violence can break out anytime and anywhere.
       If characters walk around town during the day 
  roll a d6 for each destination they intend to visit. A 
  result of a 1 begins an encounter from the Episode 1 
  Encounters table below. Roll a d8 to determine which 
  encounter that may be. If the characters walk around 
  at night, reduce the initial die to a d4, and a result of 1 
  still results in an encounter.
  Episode 1 Encounters
  d8
  Encounter
  1
  5 bandits
  2
  4 bandits and 1 gunslinger
  3
  3 gunslingers
  4
  2 gunslingers and 2 medics
  5
  2 thugs
  6
  1 scout and 3 rustlers
  7
  5 rustlers
  8
  1 spy
  Events
  Events in Johnstown aren’t truly related to one another, 
  and do not need to be accomplished in any particular 
  order. These are tasks the party can perform to start 
  making a name for themselves and potentially dig up 
  information on Campbell, the poker tournament, or 
  the mysterious happenings throughout town.
       If characters take a short rest during an event, 
  unless otherwise stated the event is considered failed. 
  Depending on the event, such as a horse race, they 
  can try again later. With others, such as discoveries or 
  escort missions, the opportunity is lost and no rewards 
  are given for completion.
  
  12
  Episode 1: Arrival at Johnstown
  Bank Hostages                                   
  Frank Potts and his gang have just robbed the 
  Johnstown Bank. They hold the unfortunate patrons 
  hostage as they force the clerk to open the vault.
       The party can be alerted to danger while talking to 
  William Sumner by a civilian who runs in to tell him. 
  Alternatively, they can be simple bystanders when 
  the shooting begins.
  The Main Street crowd murmurs and cries as they surround the 
  Johnstown Bank. Several dastardly looking outlaws duck behind 
  half-opened windows, guns pointed and any who would dare 
  approach. A robbery is in progress, and soon the gang may 
  have what they’re after. When one of you approaches, a man 
  shouts through the window and a woman’s whimpers can be 
  heard from inside.
  “That’s close enough, partner! One more step and this purty 
  little lady get one right between the eyes!”
       The front of the bank is approximately 40 feet 
  wide and 25 feet tall, two stories of stone and mortar. 
  There is a second floor, but climbing to it would take 
  a DC 12 Strength (Athletics) check and a DC 13 
  Dexterity (Stealth) check to avoid been seen by the 
  gunslingers inside. 
       Foes. Occupying the building are 5 gunslingers 
  and Frank Potts himself. Use a thug (Dungeon 
  Master’s Guide) for him, with a club and a rifle. 
       Shooting their way into the bank is one option for 
  the party, but after 2 rounds the gunslingers start 
  killing one hostage per round if any gang member is 
  still alive except Potts. There are 7 hostages to begin 
  with, who neither fight nor move - though they will 
  flee once all gang members are neutralized.
       The gunslingers fire on anyone approaching the 
  bank, preferring to use the three-quarters cover 
  from inside the windows. If someone in the party 
  makes it inside the door - which is closed, but not 
  locked - the gang is not above using hostages as 
  human shields. Provide them with half cover in this 
  case. Hostages die (or are taken down with nonlethal 
  damage) with any successful hit of AC 10, removing 
  the cover bonus to the gunslinger holding them. 
  Gunslingers will also try to hide behind the only 
  counter in the 30 foot by 40 foot bank.
       One possible means of distracting, or at least 
  hindering, the gang is to steal their horses. Untying 
  any of their 8 riding horses requires an action. After 
  the second horse, at least one gunslinger will rush 
  outside desperately shooting at the horse thief. They 
  will have no cover against attacks, and if they survive 
  for two rounds without killing the thief, they retreat.
       Around the back of the bank is a rear door inside 
  a 10 foot wide by 80 foot long alley. Two bandits 
  stand guard by the door and attack anyone armed 
  that they see - and threaten anyone unarmed. The 
  door they guard leads to the back room and the 
  vault. The bank room is 30 feet wide by ten feet long, 
  and currently Frank Potts and the clerk are there. 
  The clerk, John Garner, is treated as a hostage. 15 
  Rounds after the party first arrives on the scene, 
  the clerk gets the vault open. 5 Rounds later, Potts 
  makes off with over 2000 dollars (gold) in cash. He 
  tries to get to his horses, but if that direction is cut 
  off he will run down the alley on foot. Any surviving 
  gunslingers or bandits follow him and fire on 
  pursuers. Once they reach an end of the alley that is 
  not in view of the party, they are gone.
       Rewards. Award the party 25 XP for each hostage 
  left alive at the end of the encounter. If Potts was 
  stopped and the money recovered, add an additional 
  100 XP. William Sumner will also give a 5 gp award 
  for Potts and 2 gp for each member of his gang 
  brought in alive.
  Yellow Dan                                        
  Daniel “Yellow Dan” Tweed is a former fur trapper 
  turned thief. He’ll take anything he can get his hands 
  on, and today he’s got his hands on something of 
  value carried by the party.
       This chase scene can be a good introduction for 
  several strangers among the party, as well as a debut 
  event for new arrivals. Choose one member of the 
  party and something of value they possess. By some 
  means, Yellow Dan now has that item and is running 
  away from the crowd. If there is no person or item 
  applicable, claim a wealthy woman named Elizabeth 
  McClaren points and shouts “thief,” hoping someone 
  will come to the aid and recover her stolen necklace.
       The Chase. Rather than determine movement or 
  actions by land speed as normal, start any players 
  who are chasing after Yellow Dan on Card 1 of the 
  Chase Map on Page 14. Yellow Dan begins on Card 4.
       Each card has a brief description and a skill (or 
  choice of skills) the players must use to proceed. 
  Have each player make an ability check using 
  the appropriate skill. Use the following results to 
  determine how and if they proceed:
       16+ : 
  Move 2 Cards ahead
       11-15: 
  Move 1 Card ahead
       6-10: 
  Do not move
       2-5: 
  No move; Disadvantage next round
       On a Natural 1 for any ability check, the player is 
  out of the chase. 
  
  13
  Episode 1: Arrival at Johnstown
       Capturing Dan. Dan moves 1 Card at a time 
  every round automatically. He has an initiative of 0, 
  so he always goes last. When a player lands on a card 
  on which Dan is standing, they must succeed in one 
  last ability check as determined by the card. If they 
  fail, he moves ahead. If they succeed, he is caught. 
  Should Dan step off of Card 12, he escapes.
  YELLOW DAN CHASE CARDS
  #
  DESCRIPTION
  ABILITY CHECK
  1
  Johnstown Station: Yellow Dan has stolen something! Run after him and don’t 
  let him get away!
  Athletics
  2
  Face in the Crowd: A large crowd of townsfolk block your path. Scatter them like 
  crows before you lose Dan!
  Intimidation or Persuasion
  3
  Gutter Trash: Dan has run down an alley, and has thrown barrels and crates to 
  slow you down. And watch out for clotheslines!
  Acrobatics
  4
  Conjecture Junction: You reach a four-way intersection between buildings. But 
  which way did he go? Trust your gut or follow tracks.
  Insight or Survival
  5
  The Good Samaritan: A witness said he saw Yellow Dan running toward the old 
  Hilltop Church. He just didn’t give directions. Do you know where to go?
  History or Religion
  6
  Let Sleeping Dogs Lie: From sprinting to sneaking, you round the corner to see 
  several vicious dogs sleeping nearby. Don’t wake them....
  Animal Handling or Stealth
  7
  Hot Tin Roof: Yellow Dan scurried up onto the roof somehow. Can you spot how 
  that old man got up there?
  Investigation or Perception
  8
  Moving On Up: Now that you know how Dan did it, you gotta do the same. 
  Climb up and keep running before Dan high-tails it!
  Athletics
  9
  No Rooftops For Old Men: The wood creaks and snaps with your footsteps. 
  Find safe passage across the roof until you can climb down.
  Acrobatics or Survival
  10
  This Ain’t What It Looks Like: You climb down safely - right into the back of a 
  general store. Better talk your way out of this one quick, Slick.
  Deception or Persuasion
  11
  A Man About a Horse: Yellow Dan looks to make off with a horse from Sham-
  rock Livery. Find a fast one of your own to catch him before he bolts!
  Nature
  12
  Sunset Rider: Ride down Yellow Dan on your newfound steed. One good lasso 
  throw should wrap up this thief once and for all!
  Animal Handling
       Rewards: Grant each player who participated 
  in the chase 25 XP. The player who captures Yellow 
  Dan (if anyone) gets an additional 75 XP, as well 
  as whatever item he took. If he took Elizabeth 
  McClaren’s necklace, it is worth 50 gp.
  
  14
  Episode 1: Arrival at Johnstown
   
  1  
   
     2  
   
    3  
   
  4
   
  8  
   
    7  
   
   6  
   
     5
   
  9  
   
    10  
   
   11  
     12
  Yellow Dan Chase Card Table
  
  15
  Episode 1: Arrival at Johnstown
  A Day at the Races                                    
  Liam Murphy and his wife Aislinn have decided to 
  hold a race in an effort to boost horse sales and 
  recognition. As usual, they are offering one of their 
  prize horses instead of cash to the winner - which 
  some contestants only begrudgingly accept. Most 
  figure they’ll just sell the horses later anyway. 
       The race will have no more than 6 contestants, 
  and each must have their own horse. If they don’t, 
  they can “loan” a horse for 5 gp - though there is no 
  refund if they lose. Alternatively, they can simply 
  make bets and double their wager if they win. 
       To fill the roster of contestants, you can use any 
  of the NPCs below:
       ♦ Alice Fletcher 
   
  ♦ George Young
       ♦ Austin Hicks 
   
  ♦ Cole Baker
       ♦ Juan Manuel Ortega 
  ♦ Broken Tree
       The Race. The rules of the race are simple. There 
  are 5 rounds. Each round, all contestants involved 
  make a Wisdom (Animal Handling) check. The 
  rider with the lowest result loses that round and is 
  effectively removed from the race. The fifth round will 
  have 2 contestants, and the highest roll wins. For 
  NPC riders, use a +4 total skill modifier. 
       In the event of a tie, those who did so will 
  roll again. The eventual winner between the tied 
  contestants moves on. Additional tie-breaker rolls do 
  no affect their prior standing.
       For example: In Round 3 there are four riders 
  left. Alice Fletcher and George Young roll 10 and 12, 
  respectively. Austin Hicks and Cole Baker both roll a 
  total of 8. When the roll again, Austin gets a 16 and 
  Cole gets a 5. Cole is eliminated, and Austin comes in 
  3rd Place with an ending result of 8.
       Rewards. In addition to keeping their entry fee (if 
  any), the victor wins a prize horse. Roll a d8, and use 
  the table below to determine the type of horse and the 
  additional benefit (if any).
  d8
  Type
  Description
  Benefit
  1
  Pony
  Napoleon (m) - Short, white, aggressive, loyal
  Other riders have disadvantage to handle
  2
  Riding Horse
  Slow Sue (f) - Gray, dappled, dependable
  50 foot land speed
  3
  Riding Horse
  Wind Spirit (m) - White, long mane, sleek
  70 foot land speed
  4
  Riding Horse
  Digger (m) - Light chestnut, white nose, black mane
  Ignores difficult terrain
  5
  Draft Horse
  John Henry (m) - Dark brown, muscular, brave
  Immune to fear effects
  6
  Draft Horse
  Avalanche (f) - Spotted gray, white mane and feet
  Resistant to cold damage
  7
  Warhorse
  Ares (m) - Black, white star on forehead
  Rider can dodge as a bonus action
  8
  Warhorse
  Athena (f) - white, brown star on forehead
  Rider can dash as a bonus action
  
  16
  The Midnight Boys
  A mysterious and eerie stranger peers through the 
  window, unsettling those inside. With a vacant gaze 
  he turns and moves away quickly. It may be time to 
  put these ghostly speculations to rest.
       By now Midnight Boys should have been 
  mentioned and possibly appeared (and disappeared) 
  for at least one person in the party. They should be 
  hyped as apparitions that are frustratingly difficult 
  to catch or get answers out of. Their appearance 
  this time around should be enough to lure curious 
  players out into the night to follow one. 
  Stirred from your peaceful rest, you flinch as you see a middle-
  aged man staring at you from outside the window. His eyes 
  are dark and hollow, and he slowly opens his mouth in a silent 
  scream. His peppered black hair seems to drift in a nonexistent 
  breeze as he stands rigid. Once he realizes he has been 
  spotted, however, he closes his mouth and turns - running into 
  the darkness down the road.
  If no one pursues, add the following:
  From the shadows you hear a young woman scream. On 
  looking out the window you see the creepy stranger holding 
  her in his arms. He opens his mouth as if to bite, but instead 
  groans with a terrifying hiss. 
   
  Presuming someone rushes out to aid the woman, 
  have the man drop her and run off.
       The man runs in the direction of the High Noon 
  Saloon. Read the following description: 
   
  Three men, known lackeys of crime boss Sloan Campbell, cock 
  and raise their rifles as you round the corner and come into 
  view. One of them shouts, getting the attention of the other 
  apparently terrified drunkards. 
   
  “There’s another one! Let’s get ‘em, boys!”
       The wooden saloon is approximately 50 feet across 
  and tall, three stories in height. The only way up 
  to the second or third balcony is to climb or jump 
  - requiring a DC 15 Athletics check. The swinging 
  double doors into the saloon are halfway across the 
  face of the ground floor.
       Foes. Outside there are 3 gunslingers to begin 
  with. There are 2 more gunslingers and 3 bandits 
  inside. Most are on the ground floor, though a few 
  could potentially open fire from the 2nd floor balcony. 
  Resolve combat outside as normal, remembering any 
  concealment from being outside the few oil lamps 
  hung around the outside of the saloon.
       Tending the bar is the gorgeous Lila Devareaux. 
  The brunette former saloon girl turned Madame uses 
  the thug statistics if attacked. However she has no 
  intentions of dying or causing problems, so she will 
  duck behind her counter unless attacked. 
       Due to the large crowds screaming, running, 
  ducking and generally scurrying, presume all targets 
  subject to ranged attacks have half cover.
       Rewards. Award XP for defeated foes. If Lila is left 
  alive, she will give up the following information with a 
  DC 10 Persuasion or Intimidation check. Otherwise, 
  a DC 10 Investigation check will find the information 
  in a note near the cash register:
  “Sloan ain’t here. He never comes by this place. Just picks up 
  the check, has fun with the girls, then hits the old dusty trail.”
  “He’s headed to Red Gulch. Said he has some business to tend 
  to over at Snake’s Bend first. He’s been there for about three 
  days now. You want him? That’s where he is.”
       After this encounter, the party becomes known to 
  Campbell if they weren’t already. Random encounters 
  and attacks will begin to increase in following events 
  and subsequent episodes.
  Episode 1: Arrival at Johnstown
  
  17
  Episode 1: Arrival at Johnstown
  Johnstown Map Legend
   
  1. Sheriff’s Office 
   
   
  5. No. 9 Saloon
   
  2. Prison  
   
   
   
  6. High Noon Saloon
   
  3. Shamrock Livery  
   
  7. The Happy Kitty
   
  4. Johnstown Station 
   
  8. Iron Gate Cemetery
  
  18
      Episode 2: Welcome to Snake’s Ben
  The oldest American settlement in the region, Snake’s 
  Bend was originally established as an outpost 
  for trappers and travelers who used the narrow 
  river system. When roads came through linking 
  nearby towns, the outpost sat at the heart of major 
  intersections. Trade flourished, and Snake’s Bend 
  is now one of the fastest growing towns in the area. 
  This is also due in no small part to the efforts its 
  Mayor Churchill has made to make peace with the 
  Natives who already claimed the land. The Dakota 
  and Cheyenne especially have united in an unofficial 
  treaty, and no hostilities have been instigated by any 
  parties. Even so, many fear it is only a matter of time 
  before blurred boundaries cause conflicts.
       Whether in pursuit of Sloan Campbell, headed 
  toward the poker tournament, or simply victim to 
  wanderlust, the party should have some reason to 
  travel west. The next major city along the worn dirt 
  road is Snake’s Bend, though there are a few small 
  settlements along the way. The trek to Snake’s Bend 
  constitutes nearly half of this Episode, with several 
  Events that can potentially make for an exciting 
  adventure worthy of tall tales.
       Travel Pace. Snake’s Bend is just under 400 miles
  away from Johnstown, which at a normal pace would 
  take approximately 18 days to travel by horse. This 
  is presuming the party participates in one or more of 
  the following events. Otherwise the trek will be faster.
  On the Road
  The nearly three-week journey to Snake’s Bend has 
  several encounters and events in store. Yet even by 
  itself, long-distance travel can cause its own dangers. 
  Every time the party takes a long rest, roll a d8 and 
  consult the table below for general environmental 
  hazards. If the description calls for an ability save, 
  have the entire party roll. The one who rolls lowest 
  suffers the effect.
  d8
  TRAVEL HAZARD
  1
  Disease - Constitution Save. You are diseased for 48 hours.
  2
  Depression - Charisma Save. You have disadvantage on 
  Charisma saves and Charisma-based ability checks.
  3
  Bad Weather - Travel speed is halved for 24 hours.
  4
  Got Lost - Travel speed stops for 12 hours. A DC 12 Survival 
  check gets the party moving again, or try again in 12 hours.
  5
  Bandits - Char
  6
  Injury - Constitution Save. No off-hand attacks or half 
  movement (DM choice) for 48 hours.
  7
  Good Day - Travel speed is doubled for 24 hours and you 
  gain 1d4 food rations.
  8
  No Effect
  Episode 2: Welcome to Snake’s Bend
  
  19
  Woman in White                                 
  About 20 miles west of Johnstown is the tiny junction 
  of Pine’s Crossing, little more than a post office and 
  a tavern. It is also the last rest establishment to be 
  found along the trail to Snake’s Bend. The Crossing 
  tends to have a constant fog of eeriness about it. 
  There are no chirping birds, no crickets. Few stars 
  can be seen at night. Overall, it is deadly quiet.
       The post office is run by the elderly Connor 
  McCall, and his wife runs the tavern. If the party 
  arrives during the day, either will greet them happily 
  and provide whatever services they can. If they 
  arrive at night, the post office is closed and Ana is 
  seemingly on edge and nervous. Read the following if 
  anyone enters the tavern at night.
  A light shines from the upstairs hallway as someone draws 
  closer. An elderly woman holds a lantern as she descends the 
  stairs. She squints to see you, and  after a moment offers a 
  slight smile of relief and speaks with an Irish accent. 
  “Oh. Thank God. You’re not Laura. Good evening to ye. Will ye 
  be looking for a room and breakfast? That would be a dollar for 
  the night, food included.”
       If asked about Laura, Ana is hesitant to discuss 
  her. A DC 10 Persuasion check will allow her to relax 
  and divulge more.
  “Laura. Poor wee lamb. The girl comes around almost every 
  night. Keeps asking to go to Johnstown, she does. Never says 
  anything else. But every time someone offers, she comes right 
  back here. Like a ghost. She doesn’t mean any harm, I don’t 
  think. But truth me told she frightens me just the same. I wish I 
  could help her. But I don’t think anyone can.”
       While staying in Pine’s Crossing, choose one 
  player to have an encounter with Laura. Though she 
  will never attack anyone, even if threatened, you can 
  use the spectre statistics if you need to. Laura is 
  always dressed in a white dress and carries a lantern. 
  A DC 10 Insight check lets an observer know that, 
  despite the lantern, she seems to see just fine in the 
  dark. She always begins conversations as follows:
  “Excuse me? Sorry to bother you. Are you headed to Johnstown 
  by any chance? I could sure use a ride, if you have the room.”
       If allowed to accompany the players, she offers 
  to wait by their horses or in their carriage until they 
  leave. She doesn’t sleep, and if more than a few 
  minutes passes without talking to her, Laura forgets 
  she met the characters and begins her dialogue all 
  over again.
       Resolution. Laura is the ghost of Laura 
  Hendrickson, a Texas resident. She was the fiancée of 
  current Johnstown lawman William Sumner. She got 
  cold feet on her wedding day and ran off, catching a 
  severe fever and dying of illness. Sumner never knew 
  what happened to her, and her spirit has not rested 
  since. She constantly returns to Pine’s Crossing, the 
  place where she died, and her body is submerged in 
  a creek not far away. There are two means of helping 
  Laura find peace.
       One option is to find her body. Laura doesn’t 
  know she died, much less where her body is. But a 
  DC 15 Survival check and 1d4 hours of searching 
  can find her. Burying her with proper prayers will set 
  her soul at ease. During her funeral, choose a player 
  that happens to notice The Watcher observing from 
  the shadows of a tree. He soon vanishes.
       The second option is to find William Sumner and 
  convince him to come see Laura. Simply mentioning 
  her name should do the trick. When they are reunited 
  Sarah will offer her heartfelt apologies for leaving, 
  and Sumner will forgive her. At that point, Laura 
  simply vanishes in a glowing mist of white light.
       Rewards. For setting Laura’s ghost to rest, award 
  the party 200 XP. If Sumner was involved, he also 
  considers the party close friends and will grant them 
  more favors in the future if they return to Johnstown.
  Episode 2: Welcome to Snake’s Bend
  
  20
  Highway Robbery                              
  At some point in the journey to Snake’s Bend, a 
  posse of outlaws - or perhaps Native raiders - charge 
  over the hill to raid the party. Read the following:
  Dew covers the grassy fields as the sun rises in the East. 
  The silence and beauty of the dawn in soon replaced by the 
  thundering of hooves and whooping of man. From over a 
  hill, nine raiders charge and holler, rapidly approaching with 
  obviously hostile intent. One of them fires a rifle, the bullet 
  whistling past your ear.
       Foes. 6 Bandits and 3 gunslingers ride into battle. 
  Presuming everyone is on horseback you could stop 
  to circle the wagons or use yours as cover - if any. 
  Otherwise, run the encounter on a long map that is 
  60 feet wide by 120 feet long.
       For the purposes of running movement speed, 
  presume a carriage moves 5 feet (1 square) per round. 
  A driver who makes a DC 10 Animal Handling check 
  as a bonus action doubles that movement speed. 
  Lone horseback riders move 10 feet (2 squares) or 
  15 feet with a successful DC 10 Animal Handling 
  check. If the party makes it lengthwise down to the 
  far end of the map, presume they escape. Attacks and 
  weapon ranges are resolved as normal.
       The raiders are more interested in loot than 
  killing. The the party surrenders at any point, the 
  raiders will hold them at gunpoint and steal anything 
  of value they can find. They will then leave the others 
  in peace, as long as the party doesn’t attack or do 
  anything to antagonize them. 
       Rewards. Award XP for defeated foes. If the party 
  escapes off the edge of the map, reward an additional 
  50 XP.
  Stampede!                                            
  A herd of cattle has been spooked along their drive. 
  Now the thunder across the plains. Will the party risk 
  their lives to save the livelihood of strangers?
  Riding across the rolling plains of Western Valley, you hear 
  whistling and watch as a brown cloud rolls toward you. Nearly 
  two dozen spooked cows thunder just in front of you, followed 
  by two cowhands that shout to you as they pass. 
   
  “Stampede! We gotta get ‘em! We’d sure appreciate your help!”
       Foes. There are 20 cattle in the stampede. Use the 
  bison statistics in Chapter 5 of the Frontier Campaign 
  Setting for each, if need be. For the purposes of the 
  Horseman’s Round Up class ability, the cattle are 
  considered Rushed, not Stampeding - as they have 
  calmed somewhat since running off.
       For the purposes of running movement speed, 
  presume a carriage moves 5 feet (1 square) per round. 
  A driver who makes a DC 10 Animal Handling check 
  as a bonus action doubles that movement speed. 
  Lone horseback riders move 10 feet (2 squares) or 15 
  feet with a successful DC 10 Animal Handling check. 
       Cows move 2 squares per round in as straight a 
  line as possible. If the last remaining cow makes it 
  lengthwise down to the far end of the map, they are 
  presumed to have run off.
       As an action, a player can make a DC 15 Animal 
  Handling check to placate an adjacent cow. If anyone 
  results in a total of 5 or less on their check, the cow 
  moves again as a reaction. The goal is stop or placate 
  as many cows as possible.
       The two cowhands, John and Elias Westwood, 
  join in as well. They automatically pass any Animal 
  Handling checks they make.. 
       Rewards. Award 25 XP for each cow stopped by 
  the party. The Westwoods don’t count. If no cows 
  escape off the map, grant an additional 50 XP and 
  the Westwoods give the party 15 gp for their aid.
  Episode 2: Welcome to Snake’s Bend
  
  21
  Episode 2: Welcome to Snake’s Bend
  Snake’s Bend                                            
  After a long and arduous journey, the party finally 
  arrives at Snake’s Bend. Larger that Johnstown and 
  just a bit more civil, The Bend straddles the winding 
  Sweetwater River. The oldest American settlement in 
  the region, Snake’s Bend was originally established 
  as an outpost for trappers and travelers who used 
  the narrow river system. When roads came through 
  linking nearby towns, the outpost sat at the heart of 
  major intersections. Trade flourished, and Snake’s 
  Bend is now one of the fastest growing towns in the 
  area. This is also due in no small part to the efforts 
  its Mayor Churchill has made to make peace with the 
  Natives who already claimed the land. The Dakota 
  and Cheyenne especially have united in an unofficial 
  treaty, and no hostilities have been instigated by any 
  parties. Even so, many fear it is only a matter of time 
  before blurred boundaries cause conflicts.
       On riding up into the city, describe it as follows:
  After many weeks of riding and rain, stampedes and sickness, 
  you finally rise above a hill to see a town on the horizon. Larger 
  that Johnstown, Snake’s Bend is sprawled across a twisting 
  river basin. Wooden walls surround the fort near its heart, and 
  countless dozens of homes and buildings spread to the horizon 
  like petrified buffalo. 
  Riding up into town the sounds of hustle and bustle grow 
  louder. Horses whinny and clop down the muddy street. Pigs 
  squeal as they are ushered into pens behind the butcher’s shop. 
  Large crowd shout, talk, laugh and get into fights. Probably 
  the only things missing from this sprawling boomtown are 
  the houses of ill-repute - a testament no doubt to the rather 
  religious Mayor Churchill.
  There is no shortage of inns and taverns in Snake’s 
  Bend. Without so much as making their first turn 
  through the city streets, the party will have ample 
  opportunity to rest and resupply. Overall the people 
  are colorful, vibrant, and eager to see more of the 
  fabled Great West. But not everyone in Snake’s Bend 
  is so eager to see the party.
  The Campbell Gang is Back                                   
  Safe from their headquarters at the river pier, the 
  notorious gang of gunslinger Sloan Campbell operates 
  with a certain amount of leniency within Snake’s 
  Bend. Though reviled as bank robbers, murderers, 
  and all around hoodlums, Campbell has maintained 
  a sense of thieves’ honor. He never commits crimes 
  outside of self-defense in the city, and in general puts 
  on a respectable show. In exchange, Mayor Churchill 
  has offered a social pardon as long as Campbell and 
  his gang behave themselves. It is a tentative deal at 
  best, but one that has held strong for the better part 
  of a decade.
  Sidewinder Shootout                      
  Not everyone in Snake’s Bend is happy to see the 
  party in their town. Chief among them is Campbell’s 
  second-in-command, Cobb “Sidewinder” Black. Black 
  is known to be wary of strangers, and will often go 
  out of his way to intimidate, shake down, or even try 
  to recruit those who seem to have made a name for 
  themselves in his town.
       If the party participated in The Midnight Boys on 
  Page 16, initiate the following scenario. Otherwise,
  proceed to the next scene or come
  up with your own events. One day,
  around high noon, read the
  following to a party member:
  
  22
  Snake’s Bend Map Legend
   
  1. Fort Ridge 
   
   
   
  4. Mayor’s Estate
   
  2. Sixer Saloon  
   
   
  5. Sweetwater Pier
   
  3. Hognose Bridge 
   
   
  6. Calvary Church
  Episode 2: Welcome to Snake’s Bend
  
  23
  As the sun hangs high above the bustling town, you 
  hear murmurs and gasps among the crowd. The 
  names Sidewinder and Cobb Black float around in 
  whispers. Soon the crowd clears the wide central 
  street, revealing a man in a leather duster and wide-
  brimmed hat. He holds a pistol on his hip and rubs 
  his black goatee, a dark glint in his eyes. He shouts, 
  further silencing the crowd: 
   
  “Well, look who just rolled in with the tumbleweeds. I heard 
  y’all had a good ol’ time in Johnstown. But ‘round these parts, 
  I call the shots. To be neighborly instead of pumpin’ y’all full of 
  lead, I’m just calling out one of you. We settled this. Your gang 
  to ours. Who here’s gonna draw on the Sidewinder?”
       Encounter. Cobb Black has called for a Shootout. 
  The rules for a Shootout are listed below and can be 
  used for any similar encounter in which the party 
  may engage. The result is always a death, and a 
  surge in popularity for the victor. After all, shootouts 
  are what Legends of the West are made of.
       Shootouts are contests of honor. If either side gets 
  support from outsiders, has thugs fire on the winner, 
  or in any way dishonors the duel, their Reputation 
  Score (See Page 25) is automatically reset to 0. 
  Should anything happen to interrupt the Shootout, 
  it becomes a normal encounter. Cobb Black is 
  supported by a gang of five bandits and two thugs.
  Shootout
  A Shootout is a specific kind of duel between two 
  individuals, in which both stand openly in a clear 
  area and draw pistols on one another. Shootouts 
  are do the death, and often public spectacles, 
  often held for the settlement of feuds, rivalries, 
  or even drunken disputes. Due to their open and 
  fair nature, Shootouts are rarely persecuted by 
  local law enforcement unless they have specifically 
  banned the practice. Because of this, many use 
  the duel as a means of eliminating their enemies 
  without punishment.
      The process of a Shootout is as follows:
  • The duelists stand roughly 40 feet apart 
  with no cover between them.
  • Each duelist rolls opposed Initiative up to 
  three times. The first participant to accrue 
  two victories shoots first.
  • The first shooter makes an attack roll. If 
  they hit their opponent’s AC, the opponent 
  dies. If they miss, the opponent gets to make 
  an attack roll. The first duelist to take a hit 
  is reduced to 0 HP - regardless of current 
  health. From there they must be healed or 
  start making death saving throws.
  • In case of a tie, reroll Initiative.
       If there are more than two participants involved, 
  evenly-matched groups can match one duelist to 
  another. If the groups are not evenly-matched, such 
  as a three-on-one-duel, the outnumbered duelist 
  must beat the opposed initiative of all opponents 
  each time they roll. 
  Episode 2: Welcome to Snake’s Bend
  
  24
  Cobb “Sidewinder” Black
  Medium Human
  Armor Class 14 (Leather)
  Hit Points 58 (9d8+18)
  Speed 30 ft.
  STR
  11 (+0)
  DEX
  16 (+3)
  CON
  14 (+2)
  INT
  11 (+0)
  WIS
  14 (+2)
  CHA
  12 (+1)
  Skills Insight +5, Intimidation+5, Persuasion +4
  Senses Passive Perception 12
  Challenge 2 (450 XP)
  Focused Shot. As an action Sidewinder can grant himself an 
  action on his next attack roll, provided the attack occurs within 
  the next 1 minute.
  Safety In Numbers. Sidewinder can Dodge as a bonus action if 
  he is within 5 feet of an ally.
  ACTIONS
  Multiattack. Sidewinder makes two revolver attacks or one rifle 
  attack.
  Revolver. Ranged Weapon Attack: +6 to hit, range 40/120, one 
  target. Hit: 7 (1d8+3) piercing damage.
  Rifle. Ranged Weapon Attack: +6 to hit, range 80/240, one 
  target. Hit: 8 (1d10+3) piercing damage.
       Resolution. If Black is defeated, roll death saving 
  throws for him. None of his men have medical 
  training, so unless a bystander or party member 
  takes pity on him he may die. If he does, the shooter 
  gets a reputation boost. They become a whispered 
  name in the city, and their legend is born. Word will 
  eventually spread to Sloan Campbell himself, but as 
  long as the shootout was honorable he will not judge 
  Black’s killer too harshly. If the player is defeated, 
  they are treated as reaching 0 HP as usual. The party 
  can attempt to heal or stabilize them if possible.
       Rewards. For defeating Black, award XP as 
  normal. In addition, the shooter who defeats Black 
  gains 1 Reputation Point (described below). Black 
  also drops 1d10 gold pieces, which his men don’t 
  bother to pick up.
  Reputation                                            
  In the Wild West, a person’s reputation can spread 
  like a prairie fire with a tailwind. From cunning 
  commanders to uncatchable outlaws, from relentless 
  lawmen to fearless heroines. Songs and novels weave 
  tall tales of their exploits, while newspapers and word 
  of mouth fan the flames. A person’s reputation is 
  like a wake before a ship, washing into a town before 
  they ever ride in. Even those who prefer to avoid the 
  spotlight by using a false name or sticking to social 
  shadows may find their nickname or even general 
  appearance talking about in saloons and markets.
       Reputation represents how the general public 
  perceives the player characters, whether positively 
  or negatively. Reputation means different things to 
  different types of characters, reflected in the social 
  and cultural values of different regions. A character 
  who embodies the qualities of a hero in one region 
  may be seen as wicked or disreputable in another. 
       Reputation is marked on a scale of -10 to 10, and 
  is used to represent the general consensus of the 
  people within Western Valley. Of course, individuals 
  or groups may still vehemently trust or utterly 
  despise a character regardless of their Reputation 
  score. Characters begin with a Reputation Score of 0.
       Reputation is a nebulous thing. Reputation Points 
  can be earned or lost rather easily by great deeds, 
  public stunts, or grave mistakes. Depending on 
  their Reputation score, the default DC for Charisma 
  checks and Charisma-based skill checks against 
  NPCs are the first set of the following number:
  SCORE
  REPUTATION
  DC
  -10 to -9
  NOTORIOUS
  22/2
  -8 to -7
  VARMINT
  20/4
  -6 to -5
  BANDIT
  18/6
  -4 to -3
  HATED
  16/8
  -2 to -1
  DISLIKED 
  14/10
  0
  STRANGER
  12
  1 to 2
  RECOGNIZED
  10/14
  3 to 4
  KNOWN
  8/16
  5 to 6
  HERO
  6/18
  7 to 8
  TALL TALE
  4/20
  9 to 10 
  LEGEND
  2/22
       The opposite of these skill Difficulties would be 
  Intimidation, in which take the second number. For 
  example, a Hero trying to persuade a shopkeeper to let 
  him hide out there would only need a DC 8 Persuasion 
  check. If he tried to intimidate her, something 
  unbecoming of his status and heroic reputation, it 
  would be an Intimidation DC of 12.
  Episode 2: Welcome to Snake’s Bend
  
  25
  Fire at the Manor                                           
  One night as the party is resting, screams of panic 
  begin to sound throughout town. The Mayor’s manor 
  is on fire! Some civilians rush for water, while many 
  others merely gather to stare and gasp. Once any of 
  the party arrives on scene, read the following:
  A rumbling like a thousand horses across the plain grows 
  louder as he rush toward a large, burning building. The flames 
  are so bright and consuming you feel the heat even from as far 
  away as the gaping crowd. As if the sun itself had touched the 
  ground, the dark of night looks like high noon. As folks rush 
  to gather water from the river, someone from the crowd points 
  and yells: 
   
  “Look! There’s the one that started it. One of them Midnight 
  Boys! There!” 
   
  Sure enough, to the side of the manor is a gaunt-looking young 
  man with gray eyes and a pale expression. He watches the 
  house burn for a moment until he realizes he’s been spotted, 
  then he turns and rounds around the back as fast as he can.
  Before you get the chance to pursue, you hear someone else 
  shout: “Mayor Churchill and his family are still in there!”
  The party must decide whether to chase the arsonist, 
  save the Mayor, or split the group and do both.
  Man Out of Time
  Cornered within a 40’x40’ square segment of the 
  town wall, the stranger - named Billy Carson - turns 
  and draws his revolver. Before anyone attacks Carson 
  attempts to plead his case:
  “Wait! You don’t understand. I didn’t try to kill nobody. I just 
  wanted to see the light. Bring electricity to the wilderness. Set 
  up that moonlight tower, like they got in San Jose.”
  His eyes begin to darken as anger and fear well up within him.  
  “I ain’t gonna live in darkness no more. I want the light, same 
  as everyone else. Y’all can go to Hell, far as I’m concerned.”
  If a player character manages to Persuade him to talk
  first, Carson reveals his name and the fact that he 
  can’t remember how he got to Snake’s Bend. He’s 
  never even heard of the place. The last thing he 
  remembers is accidentally setting fire to a warehouse 
  while experimenting with electricity.
       In actuality, Billy Carson died in 1882. This is the 
  “present,” even though the party believes it is 1872. 
  As is the case for all Midnight Boys, Carson is a 
  recent arrival to limbo - lost, confused, and scared.
       Encounter. Billy Carson is a gunslinger, with no 
  particular bells or whistles. He’s not intended to be a 
  challenge for the party, merely a catalyst for insight 
  into what the Midnight Boys are. 
       Carson fights to the death, though he makes 
  no efforts to finish off anyone who is dropped to 0 
  HP. He’d rather escape than kill. Once Carson falls, 
  however, something mysterious happens. 
  From the man’s wounds, a faint plume of fire emerges. Within 
  seconds he is consumed with flame, burning as does the 
  manor nearby. The ashes immediately fade in the breeze, as if 
  he had never been there at all.
       Rewards. Grant 100 XP as usual, divided among 
  any party members who assist in taking him down. 
  Grant an additional 200 XP if 
  anyone gets Carson to introduce 
  himself or explain his situation 
  before he starts shooting.
       Increase the Reputation of any
  who assisted in the fire rescue
  by 1.
  Episode 2: Welcome to Snake’s Bend
  
  26
  Episode 2: Welcome to Snake’s Bend
  Mayor’s Estate
  Ground Floor
  Second Floor
  
  27
  Saving the Family
  Mayor William Churchill, his wife Mary, and daughter 
  Abigail are trapped in their burning home. Though 
  civilians are doing what they can to douse the flames, 
  none have braved to jump into the searing, smoke-
  choked manor just yet. It’s up to the heroes.
       The Manor. The Mayor’s Estate is 80 feet wide 
  by 40 feet long. Fire has engulfed the entire northern 
  side of the ground floor, with the southern side 
  primarily engulfed as well. In the center room is a 
  stairwell leading upstairs.
       Smoke and Fire. The entire house is heavily 
  obscured due to dense smoke. Player characters 
  can either hold their breaths (using Suffocation 
  rules from the PHB) or they suffer the effects below. 
  Exhaling to talk or any other reason while inside the 
  house also begins these effects, even if they hold their 
  breath again. Precautions such as wrapping a wet rag 
  around their faces give characters advantage on the 
  Constitution saves needed.
       Beginning when a character enters the burning 
  house, they must make a DC 5 Constitution save. 
  This DC increases by 1 every round, to a maximum 
  of DC 15. Any time a character fails this save, they 
  suffer one level of Exhaustion. If a character does not 
  get in and out quickly, they may very well fall victim 
  to the choking smoke or roaring flames.
       In addition, the house is falling apart. Every 1d4 
  rounds roll to determine a random player character. 
  Have that PC make a DC 14 Dexterity save. On a 
  failure they take 2d6 bludgeoning damage and 1d6 
  fire damage. On a success, they take half of this 
  amount. Either way, a PC hit by falling debris is no 
  longer holding her breath - if she was already.
       Rescue. Churchill and his family are on the 
  second floor, in the northwest bedroom. Mayor 
  Churchill has fallen unconscious due to the smoke, 
  but is stable. Though Mary and Abigail have been 
  trying to revive him, they have staved off the effects of 
  the smoke - until the party arrives. At that point they 
  lose consciousness, and must be dragged or carried 
  out of the house.
       Blocking the way into the bedroom are four 
  squares of fire. Each can be doused as an action 
  using a bucket of water or a thick blanket. Because 
  they lead to a wall and a door, a PC can’t jump over 
  them. Walking through the fire incurs 1d6 points 
  of fire damage every round, and a PC that does so 
  catches fire. They continue burning until they or 
  someone else decides to take an action to put it out.
       Rewards. Once the Churchill family is carried to 
  safety, they awaken 1 minute later to express their 
  gratitude. Award 2,000 XP to the party for their safe 
  return. Award 1 Reputation Point per PC as well.
  Into the West
  Later in the day, once everyone has had a chance 
  to rest, Mayor Churchill calls to better thank his 
  rescuers. If the players did not rescue the Mayor, 
  you can substitute the following for John Tatum. As 
  Assistant Mayor, Tatum could have heard of the PC’s 
  reputation and called for their aid anyway.
       Presuming Churchill survived and called for them, 
  read the following:
  The sun shines brightly over Snake’s Bend as you head toward 
  Fort Ridge, overlooking the town. Mayor Churchill has called 
  to meet you in a more official and coherent manner. You walk 
  through the high-walled fort, its massive door swung open for 
  you. Dozen of US soldiers march on patrols, engage in training 
  exercise, and stand at attention. 
  Inside the main building you are greeted by Churchill himself. 
  The stout British man smiles, wrinkling his black mustache, 
  and extends a hand hardened with years of hard work.
  “Good day to you. William Churchill. I apologize 
  for any belligerence before. But that my lungs 
  are clear and eyes focused once more, I 
  wished to thank you. How are you taking 
  to this fair city?”
  After introductions and small talk, 
  Churchill gets to his request:
  “Word of your deeds has begun to spread 
  around town - and beyond, I should think. 
  This is a valuable commodity, and 
  I can assure you with utmost 
  certainty that a person’s 
  reputation is worth more 
  than gold around here. Do 
  not tarnish it. But, if you 
  would, I have a request 
  that may foster it. 
       “For years I have 
  sought to strengthen 
  our relations with the 
  natives. The closed-
  minded call them 
  savages, but I have 
  always called them friends. We 
  have set a truce with them, but 
  that truce is wearing thin. If you 
  are not otherwise preoccupied, 
  I could use someone of your 
  standing to step in and keep 
  the peace. Can I count on you?”
  Episode 2: Welcome to Snake’s Bend
  
  28
  If the party agrees to help or asks for more 
  information, Churchill continues:
  “To the southwest of here is a small village called Waynoka. 
  It means “sweet water” to the natives, hence the name of the 
  river here. Many residents of Waynoka have been displaced 
  from other villages – driven out by Americans and rival tribes. 
  The people there are skilled hunters and trappers. Though once 
  they had subsisted predominately on buffalo, their traditional 
  hunting grounds have since been claimed by the a rival tribe to 
  the north - the Takoda.  
       “After decades of battling for territory, the Waynokans have 
  settled on fishing and hunting smaller game such as deer and 
  fowl. But the Takoda? They are less willing to forgive and forget. 
  They continue to attack Waynoka, even though the villagers do 
  not fight back. Waynoka has looked to us for protection, but 
  Major Stanton and the US Army will have no part in it. 
       “I do not ask you to combat the Takoda. But would you see 
  to the Waynoka for me? Assure them that their plight does not 
  go unnoticed, and perhaps aid them however you can. Food. 
  Rebuilding shelter. Anything would help. You would have my 
  complete support and backing the matter, and any supplies you 
  need just have them charged to me.” 
   
  Churchill politely smiles and waits for an answer. 
  If the players decide against taking the mission or 
  ask for time to think it over, Churchill thanks them 
  for their time and again for their services.
       If they agree to the mission, Churchill heartily 
  shakes their hands and continues.
  “Bless you. Truly. Just outside this building is a general store. I 
  will send word to have your equipment granted free of charge. 
  We do not have much, but what we do we offer gladly. If you 
  need a place to rest, I can also put you up at the Sixer Saloon 
  nearby. It is modest, to say the least, but safe. The proprietor is 
  Rachel Beckett. Everyone just calls her Rachel. Thank you again, 
  for everything. And God speed to you.”
       Fort Pike General Store: The portly shopkeeper 
  Franklin allows the party up to 500 gp worth of food 
  and equipment, provided they were sent by Mayor 
  Churchill. If they happen to come by otherwise, he 
  charges for goods and supplies like normal.
       Sixer Saloon. Just as Mayor Churchill 
  mentioned, the saloon and in is run by a woman 
  named Rachel Beckett. A mulatto from Mississippi, 
  Rachel was born of a slave mother and her owner. 
  Her mother secreted Rachel away into freedom, and 
  the child grew up in the West.
       Reputation has begun to spread of the players’ 
  deeds, and they should begin seeing the effects by 
  now. With the house fire and Sidewinder shootout, 
  the players could by Known in town. If so, Rachel 
  gladly offers drinks on the house and some of her 
  better rooms.
       Gambling is a regular occurrence at Sixer. For 
  rules on gambling and drinking, see Chapter 2 of the 
  Frontier Campaign Setting.
  Episode 2: Welcome to Snake’s Bend
  
  29
  Waynoka Village                                           
  Adventurers can travel by land to reach Waynoka, 
  but it is much faster by river. Canoes can be 
  purchased for 20 gp and seat three. If the players 
  prefer not to row alone, they can hire a guide for 1 
  gp per hour. It takes 3 days to travel to Waynoka by 
  land, or 24 hours by river.
       Environmental Hazard. Though the river trek 
  to the village is generally safe, there is a chance of 
  mild flooding due to rains. Roll 1d4 for each day of 
  waterborne travel. On a 1, have the players make 
  a DC 12 Dexterity (Water Vehicles) check. Include 
  the guides if any, which have a +5 bonus to the roll. 
  If one character in a boat fails, the canoe is forced 
  to the river bank and loses 1 hour until it can be 
  patched up and made ready again. If all characters 
  in a canoe fail, the boat flips. It is a DC 10 Strength 
  (Athletics) check to swim to shore, and the canoe is 
  lost to the river.
  Arrival at Sweetwater
  Whether by land or river, read the following passage 
  as the party finally makes it to Waynoka Village:
  As you approach the colossal Western Valley Mountains in the 
  distance, you see trails of white smoke rising from just around 
  the riverbend. Dozens of buffalo-hide tipis, decorated with 
  paint and mud, dot the tranquil village of Waynoka. Horses 
  whinny and stomp as they eat lush grass. Native children laugh 
  and chase each other along the river. Women wash clothes in 
  the river while men prepare fish and game they have hunted. 
  Elders play wooden flutes and sing as you approach, but when 
  they notice you they stop. Soon they entire village seems 
  to stop and take notice, some moving closer while others 
  cautiously move away.
  Chief Two Moons
  A middle-aged man with peppered-black hair steps 
  forward. He holds his hands to his sides as he 
  approaches and nods in greeting, though if any 
  character extends a hand he will shake it. He clasps 
  the hand gently, as opposed to the firm “pumping” of 
  European settlers. He introduces himself with a deep, 
  slow tone to his weathered voice:
  “Welcome to Waynoka. I am Taaesehe’nese, One of the chiefs 
  of this tribe. You may call me Two Moons.”
  Two Moons knows very little English, and his greeting 
  comprises most of his vocabulary. If anyone speaks 
  Algonquin or Siouxan, he will continue to converse. 
  Otherwise, he merely points out empty tipis, places to 
  find food, and a trading post.
       For those who do speak his languages, Two 
  Moons can comment more on recent events and the 
  situation of the village:
  “Food has become scarce for the people. Snake’s Bend up river 
  has taken most of the fish, and now the settlers have chased 
  the deer north beyond the mountains. We thank the Wise One 
  that we have fowl to hunt, but they will not last long. We have 
  sown crops as well. They are our hope for lasting the winter - 
  but harvest is not for another few months.
       “The Council of Forty-Four recommends we move again, 
  as we have always done. As for me, I am tired of wandering. 
  We have made a good home here. If you are truly here to help, 
  I would appreciate your assistance in acquiring more food. 
  Enough to last us until harvest, at least.”
  After making more small talk or discussing anything 
  else with the party, Two Moons excuses himself. 
  There are a few ways the party can assist Waynoka 
  during the next week, should they decide to do so.
  Episode 2: Welcome to Snake’s Bend
  
  30
       Each day, have each player determine which of 
  the following they will do to assist the village. They 
  can each only do one per day, but can change the 
  task after a long rest.
  ♥ Healing the Villagers
  Five of the villagers have fallen ill with influenza. 
  Three are hunters and two are the most skilled 
  fishermen in the village, and their sickness has 
  jeopardized food production.
       Helping Out. A Healer or Healers can help cure 
  the sick villagers and prevent the flu from spreading. 
  The five patients are quarantined in the same tipi, 
  and each suffers from influenza (see Chapter 6: 
  Bestiary of the Frontier Campaign Setting). As such 
  each patient requires 10 Cure Points, for a total 
  of 50 cure points. The patients all have 3 levels of 
  Exhaustion, so time is of the essence. The Healer’s 
  Touch feature can be refreshed no more than three 
  times per day using short rests for this activity.
       Rewards. For each patient cured of the disease, 
  grant the Healer(s) 200 XP. Should all five patients be 
  cured, the village chiefs also give medicinal salves in 
  thanks. These equate to two potions of healing and a 
  potion of poison resistance. 
  ♣ Hunting the Hunters
  The more meat that can be gathered and preserved 
  for the coming months, the better. There is a limited 
  amount of deer in the area - due not only to them 
  being chased north but also the presence of bears, 
  wolves, and mountain lions. If these predators are 
  reduced in number, the game animals will flourish.
       Helping Out. If one or more party members head 
  out in search of prey, have one among them make a 
  DC 12 Wisdom (Survival) check every hour for up to 
  4 hours. On a success, roll a d4 from the table below 
  and begin combat as normal. The PCs can only hunt 
  one creature or group per day.
  d4
  Creature
  d4
  Creature
  1
  1 Grizzly Bear (Polar Bear)
  3
  6 Wolves
  2
  2 Mountain Lions (Lion)
  4
  5 Poachers (Scout)
   
       Rewards. The Waynoka will gladly trade 1 gp 
  for any predator pelt returned. A DC 10 Wisdom 
  (Survival) check could acquire one worth trading. If 
  players return from successful hunts every day they 
  head out, for at least 3 days, the Waynoka grant a 
  Necklace of the Hunter for each player who assists. 
  Consisting of animal claws and beads, it grants 
  its wearer a Reputation standing of 1 higher than 
  normal when dealing with the Waynoka or Takoda.
  ♦ Negotiating the Trade
  Snake’s Bend currently holds a monopoly on the 
  fishing industry along Sweetwater River. They could 
  potentially be persuaded to decrease their haul in 
  exchange for goods from Waynoka - such as pelts and 
  herbal remedies.
       Helping Out. If one or more party members 
  commutes back and forth between Waynoka and 
  Snake’s Bend, have each among them make a DC 15 
  Charisma (Persuasion) check every trip for up to 3 
  trips - which lasts up to 6 days total. 
       Rewards. For each successful day of persuasion, 
  grant the negotiator(s) 200 XP. If all three days are 
  successful, increase the negotiator(s) Reputation by 
  1. If two or more days are unsuccessful, reduce their 
  Reputation score by 1.
  ♠ Tending the Crops
  The crops of wheat, corn, and other vegetables are 
  doing rather well - but production could be improved. 
  Irrigation, fertility, and other farming methods could 
  be strengthened to harvest a larger and richer crop 
  come autumn.
      Helping Out. If one or more party members 
  assists with farming, have each among them make a 
  DC 12 Wisdom (Survival) or Wisdom (Farmer’s Tools) 
  check every day for up to 4 days.
       Rewards. For each successful day of farming, 
  grant the farmer(s) 100 XP. If all four days are 
  successful, they Waynokans grant the party 1 week 
  of trail rations for their journey.
  Episode 2: Welcome to Snake’s Bend
  
  31
  The Four Arrows
  Though the people of Waynoka are an eclectic 
  blend, and not meant to represent a specific Native 
  American tribe, many of their cultural aspects and 
  descriptions are based on the Cheyenne. Among 
  these is the observance of the Four Arrows, a bundled 
  quartet of the items treated with utmost respect and 
  sacred honor. 
       Around the time the party arrives at Waynoka 
  Village, the people are participating in a ritual called 
  the Renewal of the Four Arrows - in which the people 
  restore the sacred energy within them. This is why 
  the party may find themselves on their own during 
  most of the week in which they are helping.
       Only males can participate in the ceremony; the 
  women must remain in their tipis during the four 
  day ritual. Three ceremonial lodges are placed in the 
  center of a circle of tipis: the Sacred Arrow Lodge, the 
  Sacred Arrow Keeper’s Lodge, and the Offering Lodge. 
  The Sacred Arrows, or Mahuts, are four arrows: 
  two for hunting and two for war, kept by the tribe 
  through the generations. Men perform various rituals 
  in and among the lodges to renew the Sacred Arrows 
  and the spirit of the tribe.
  Whispering Horse
  At some point over the course of the week, anyone 
  who spends any time getting to know the people of 
  the village will meet Whispering Horse - the local 
  shaman. She is a wise old woman that knows more 
  about spirits than anyone. She believes that Waynoka 
  and its surrounding area is the “center of the world,” 
  and everywhere else is the “Great Beyond.” Most in 
  the village accept her ramblings even if they don’t 
  understand them.
       Whispering Horse warns of a coming attack to 
  those who will listen - speaking only in Algonquin:
  “They are coming. Those from beyond. They seek the power 
  of the Four Arrows, drawn to it like moths to a flame. With 
  screaming horses and weapons of thunder, the Howling Takoda 
  will rain metal and blood upon Waynoka. They are drawn to the 
  heart of this land.”
  Whispering Horse offers a clue to “The Secret” 
  mentioned in the introduction. The Howling Takoda 
  are, in essence, Midnight Boys. Freshly arrived, they 
  are indeed drawn to the sacred energy of the Four 
  Arrows for reasons they don’t understand. They only 
  know they must seize it.
       What the Takoda themselves don’t contemplate 
  is the Four Arrows contain a powerful ability: 
  resurrection. Anyone who holds such an Arrow can 
  cast banish as per the spell on a human target.      
  Episode 2: Welcome to Snake’s Bend
  The affected target is banished permanently, and 
  once it us used the Arrow must be renewed by 
  another ritual to use it again. 
       Because Western Valley is essentially Purgatory, 
  the “banished” target is actually restored back to 
  life in the real world. If a player is banished their 
  character is removed from the game. However, it 
  allows the player to know the truth of the campaign. 
  Feel free to describe their character waking up where 
  you had imagined them dying before they arrived at 
  Johnstown at the beginning of the campaign.
  Attack of the Howling Takoda
  The Arrow Renewal ceremony finishes during the 
  week the party is assisting the village. On the last 
  night they rest in Waynoka before heading back, 
  a gray fog silently rolls into the village. You can 
  describe the scenario to anyone standing guard or 
  keeping watch as follows:
  Through the tranquil night you hear the soothing lullaby of 
  crickets and frogs, marked by the occasional loon or whip-poor-
  will. Near midnight, however, you notices these sounds have 
  faded. The ground glows with moonlight as a light gray fog 
  hovers inches above it.
       It is then that you hear something else: wolves. The horses 
  neigh and stomp, unsettled by the eerie call. You yourself feel 
  something unnatural about the howls. Soon you realize it is 
  because they wolf howls are being made by humans, and they 
  are approaching quickly.
  If the rest of the party or village scouts are roused 
  and warned, they realize dozens of Takoda have 
  crossed over the mountains. Armed with rifles and 
  nearly all of them mounted, the thundering of hooves 
  is the call to battle that finally wakes the village.
       Mass Combat. For rules on engaging in Mass 
  Combat, see Chapter 3:Mechanics of the Frontier 
  Campaign Setting. Use the following map as a 
  reference for the battle.
       At the beginning of battle, designate (or roll 
  randomly for) one player character to be the 
  Commander. The others can choose an allied unit 
  (Blue) to which they are attached. That unit has 
  advantage to all Intelligence (Battle) checks. However, 
  if the unit is defeated and the Commander is also 
  defeated or withdraws, the PC has died.
       Four Arrows. Place the Commander token near 
  the Blue Star token, which is where the Four Arrows 
  are kept. If an attacking unit reaches the Star, 
  uses an action to steal the Arrows, and retreats off 
  the edge of the map, the Arrows are lost forever - 
  devastating the Waynoka village and people.
  
  32
  Attack on Waynoka Village
  Battle Aftermath
  Presuming the PCs are triumphant, Waynoka 
  suffers casualties but will recover. The Takoda may 
  be marked as wanton marauders by the party, but 
  eventually any Takoda representative they speak to 
  will deny involvement. They have a right to, as they 
  truly had no idea who this attacking group was or 
  what they wanted. They were random arrivals to 
  Western Valley. 
       Once they party returns to Mayor Churchill 
  in Snake’s Bend, if all activities are decidedly 
  successful, the PCs Reputation increases by 1. 
  Churchill also gives a 1,000 gp reward and the party 
  receives 5,000 XP. PCs suffer a Reputation loss of 1 
  for a failure at Waynoka.
  Milestone Experience
  If you are running this campaign using the 
  Milestone XP method, player characters 
  should be Level 2 at the beginning of 
  Episode 2, and Level 4 at the end.
  Episode 2: Welcome to Snake’s Bend
   
  
  33
    Episode 3: Red Gulch or Bust
  Nestled into the foothills of a narrow but tall 
  mountain range, Red Gulch rose nearly overnight 
  when gold was discovered there seven years ago. It 
  was founded by residents of Silver Ridge who decided 
  to pan the nearby rivers, and named for the endless 
  swaths of red clay they dug up. A city quickly rose up 
  around the initial quarries, and soon after its original 
  panhandler – Mayor Ellis – was elected mayor.
       In the years since its formation, Red Gulch 
  became famed for its opulent saloons and dance 
  halls, bringing dancers and prostitutes from across 
  the West. Banks and prisons soon followed, as well 
  as a bevy of general stores and trade outlets. Today it 
  is the largest city in the area, though Snake’s Bend is 
  quickly growing to overtake that status claim.
       By the time the party has returned from Waynoka 
  Village to Snake’s bend, they should have only a few 
  days until the Great Poker Championship in Red 
  Gulch. Fortunately Red Gulch is less than a day away 
  - thanks to the Western Valley Railroad that runs 
  between the two cities. 
       The railroad trip to Red Gulch is frequented by 
  civilians and dignitaries alike. Unfortunately this also 
  draws the attention of thieves and bandits. Though 
  short, the trek north will not be without danger.
  The Iron Horse
  The train ride from Snake’s Bend to Red Gulch is 
  just over 120 miles. Chugging along at 20 mph, it will 
  take six hours to make the trip - barring delays or 
  stop-offs, of course. 
       The Western Valley Passenger Line is a 10-car 
  steam locomotive, powered by coal. The steam engine 
  is followed by a baggage car into which is stored 
  passenger luggage, mail, parcels, crates, boxes, and 
  even some animals. Six passenger cars follow, double 
  seats on either side of a center aisle within each. A 
  wood stove near the door stands to supply heat in 
  winter, though now they are dormant. Toilets are 
  available in small cubicles near an entrance door.
       Unlike the fancier trains out East, there is no 
  diner car. Passengers and crew can eat at their seats 
  or just wait until the train stopped for water and fuel. 
  The train’s crew itself changes at each stop, as the 
  train doesn’t make long stops for rest. 
       Behind the passenger cars are two private cars; 
  one for the crew and one for important guests. Both 
  are owned by the railroad itself.
       At the end of the train is the caboose, office for the 
  conductor, brakeman and a flagman.  Once under 
  way, the trainmen sit up in the cupola and watch 
  for smoke or other signs of trouble from overheated 
  wheel wells (called hotboxes).
  
  34
  Passenger Personalities                                           
  There are approximately 100 passengers on the train 
  when the party travels north. They have come from 
  all walks of life, and head to Red Gulch for many 
  reasons - the vast majority are going for the poker 
  tournament. Below are a handful of colorful folk 
  the group may come across or with which they may 
  strike up a conversation.
  Ada Müller 
  A German immigrant, Ada only recently arrived by 
  boat. Her grasp of English is tenuous at best, and 
  she would prefer to speak German if anyone knows 
  it. Otherwise, she explains that she is going to Red 
  Gulch because her brother Hans entered into the 
  poker tournament. She hasn’t heard from him in 
  weeks, which isn’t that out of the ordinary for Hans. 
  Still, she hopes to run into him in the city.
       Ada is roughly 20 years old, with dark blonde hair 
  which she keeps in a long braid. She has a sweet look 
  and complexion, timidly avoiding eye contact when 
  she speaks. As an outsider, she does her best to 
  avoid notice and public scrutiny.
  Christopher Slater
  Christopher is a third-generation British-American. 
  Born and raised in Chicago, grew up in poverty. He 
  lost two of his brothers in the Civil War, and for a 
  time got wrapped up in a life of petty crime. Once 
  he got out and sobered up, he set off West in search 
  of purpose as much as riches. He has rarely held a 
  gun before, outside of what his brothers taught him, 
  and he is enthralled by gunslingers and notorious 
  outlaws. If a PC is a Gunslinger or Soldier, he would 
  like to sit and talk with them for hours.
       Christopher is 25 years old, clean-shaven with 
  short brown hair. He bounces excitedly when he 
  talks, thrilled to be in the famed “Wild West.”
   Jethro Pickett
  Hailing from the Blue Ridge Mountains of Virginia, 
  Jethro is a tall and heavy-set man with a long brown 
  beard. Jethro professes to knowing “two things good: 
  drinkin’ and gamblin’.” The middle child of eight 
  siblings, he aims to win the poker tournament so he 
  can buy his mother a decent house. Theirs is small, 
  old, and very cramped. Jethro wants to get her a big 
  place by the river. Though he may seem slow-minded 
  to some, his heart is truly golden. He looks for every 
  opportunity he can to help out his “Mama” and his 
  kin. If the PCs befriend him at all, he will help in any 
  railroad encounters as a gunslinger with a rifle.
  Jim Boston 
  Jim is a young African-American born on a 
  plantation in southern Georgia. He was freed during 
  the Civil War as a child and headed north, taking 
  the namesake of his new hometown. For years Jim 
  sought to educate himself, reading all he could. 
  Among the reading were stacks of dime novels telling 
  tales of the Wild West. When the North proved only 
  slightly more welcoming than the South, Jim headed 
  to the West. He hopes to make a living in a place 
  where people treat him the same as everyone else.
       Jim is tall and lanky, and looks to be about 20 
  years old - though he honestly doesn’t know. He 
  wears reading glasses and dresses well, and will hold 
  polite conversation with anyone who does the same.
  Monique Renault
  With a long nose held so high she could drown in 
  the rain, Monique is an elderly woman with snow-
  white hair. She wears an elegant blue dress, with 
  a necklace of diamonds and earrings of gold. She 
  understands English just fine, but will only speak to 
  others in French.
       Mademoiselle Renault is an heiress from eastern 
  France. She came to New York because the work 
  of her husband Jacques required it. In the years 
  that followed her daughters returned to France and 
  Jacques died of disease. Her “foolish sons” Jean and 
  Michel caught gold fever and headed west, prompting 
  Monique to follow. Now she hopes to find her children 
  and drag them back to France, one way or another.
       If any PC can talk Monique into a civil 
  conversation (DC 10 Persuasion check) she will offer 
  a reward of 100 gp for each son they find in Red 
  Gulch and convince to return home.
  Episode 3: Red Gulch or Bust
  
  35
  Train Robbery                                            
  Approximately two hours into the train ride, a pack 
  of wolves in the form of whooping men on horseback 
  ride up behind the train. They jump into the 
  caboose first to prevent the conductor and crew from 
  sounding an alarm. Then others pour into the back 
  of the last passenger car, where they plan to move 
  forward a car at a time, demanding money and jewels 
  from the passengers as they go. The bandit leader 
  and a few lackeys keep riding to the front of the cars, 
  cutting off crew or passenger retreat.
       The Heist. Gang leader Lou Walsh and three 
  gunslingers board the train between the baggage 
  car and first passenger car (see map below). Two of 
  the gunslingers hold up the crew in the baggage car, 
  rummaging through storage for anything of value. If 
  a PC has stored anything in the car, roll a d6 at the 
  beginning of very round during this encounter. On 
  a 1, choose randomly or roll to determine something 
  that was stolen from a PC. 
       Four gunslingers board the rear of the last 
  passenger car, while one more keeps the caboose at 
  gunpoint. The two groups work their way toward each 
  other, holding up the passengers and demanding 
  valuables. If unopposed, the outlaws take 1 minute 
  to accrue wealth per car. They gain 10d100 gp after 
  the minute is over, then move on. If a PC is in a car 
  that gets robbed and doesn’t resist, they lose 1d100 
  gp or all they have (whichever is less). Unless stopped 
  the two groups converge between the 4th and 5th 
  passenger car, then high-tail it to the caboose where 
  their wagon is rolling at top speed to keep up with 
  them.
       Good Guys With Guns. PCs can attempt to 
  persuade the bandits to only steal from them or con 
  them into believing the passengers have nothing of 
  value. This is accomplished with a DC 15 Charisma 
  (Persuasion) or (Deception) check respectively.
       Should the PCs decide to fight, resolve combat as 
  normal. Due to the presence of civilians, however, 
  this can be dangerous. Any time a PC or train-
  robber misses their intended target, roll a d6. On a 
  1, a civilian is killed in the crossfire or by an errant 
  shot. If the PC started the shootout and more than 1 
  civilian is killed by robbers, reduce the Reputation of 
  the conflict-starter by 1.
  Episode 3: Red Gulch or Bust
  
  36
  Across the Rooftop
  Lou Walsh is not one to swap lead with would-be 
  heroes if he can help it. The round after combat 
  breaks out in a car Walsh is in or adjacent to, he 
  uses the Dash action to scurry up to the roof. Any 
  PCs who follow can resolve combat as usual, but with 
  a few exceptions due to the hazards of traversing a 
  moving vehicle. Walsh will make any attacks he can, 
  but every move will be, if possible, toward the rear of 
  the train.
       Jumping and Running. The rooftop 
  of the moving train is considered difficult 
  terrain. Movement speeds are halved, 
  rounded down. If a character takes the 
  Dash action along the roof, or if they 
  attempt to jump between cars, they must 
  first succeed in a DC 15 Athletics check. If 
  they fail by less than five, their movement 
  is reduced to 0 until the end of their turn. 
  If they fail by 5 or more, they fall prone 
  and must make another check at the same 
  difficulty to catch themselves. Failing 
  that, they fall off the train and take 3d6 
  bludgeoning damage as they roll to a stop 
  on the ground.
       The Tunnel. Once during the 
  encounter, as determined by the DM, the 
  train speeds through a mountain tunnel. 
  Anyone currently standing on the train 
  rooftop must make a DC 12 Dexterity save 
  to fall prone and avoid hitting the tunnel 
  entrance. On a failure, the character takes 
  10d6 bludgeoning damage on impact and 
  falls from the train. If this impact reduces 
  the character to 0 hit points, they suffer 1 
  death saving throw loss when they hit the 
  ground.
       Passing through the tunnel takes 3 
  rounds. If at any point a character moves 
  or is shoved toward the tunnel ceiling, they 
  must make the Dexterity save again or 
  suffer the same consequences.
       Caboose and Horses. There is one 
  gunslinger waiting in the caboose, and any 
  remaining train robbers fall back there 
  as well. If Walsh has survived by running 
  across the rooftops or moving through the 
  train, he and the others board the awaiting 
  carriage behind them and withdraw a 
  round later. The thieves fire on anyone who 
  tries to pursue them or Walsh, but stop 
  when they retreat.
     If Walsh has not made it, the thieves attempt to 
  flee. Once everyone has made it into the carriage they 
  retreat. There is one rustler driving the carriage, but 
  he doesn’t fire when he’s driving.    
       Resolution. If Walsh is stopped, any valuable 
  he or his defeated gang members had are returned 
  to their rightful owners. Anyone who happened 
  to take down Walsh while on the rooftop gains 1 
  Reputation Point. If they had already lost Reputation 
  due to friendly fire (see above) they gain nothing for 
  defeating Walsh.
  Episode 3: Red Gulch or Bust
  
  37
       Anyone who searches the body of Walsh or 
  someone in his gang finds pay stubs for Romano 
  Mining. A DC 12 History check reveals that Antoni 
  Romano is a shrewd mining mogul who helped forge 
  the train line. Though it’s not confirmed if Walsh was 
  hired by Romano to rob the train, it at least draws a 
  connection between them.
       Rewards. In addition to any potential Reputation 
  awards and XP from defeated enemies, the party 
  gains 125 gp in unclaimed loot and 500 XP. An 
  additional 1000 XP is granted for stopping Walsh.
  Louis “Lou” Walsh
  Medium Human
  Armor Class 15 (Studded Leather)
  Hit Points 65 (10d8+20)
  Speed 30 ft.
  STR
  15 (+2)
  DEX
  16 (+3)
  CON
  14 (+2)
  INT
  14 (+2)
  WIS
  11 (+0)
  CHA
  14 (+2)
  Saving Throws Str+4, Dex +5, Wis+2
  Skills Athletics +4, Deception+4, Intimidation+4
  Senses Passive Perception 10
  Languages English, Italian
  Challenge 3 (700 XP)
  Grappler. Lou has advantage on Strength (Athletics) checks 
  made to grapple or resist grappling.
  Safety In Numbers. Sidewinder can Dodge as a bonus action if 
  he is within 5 feet of an ally.
  ACTIONS
  Multiattack. Lou makes two revolver attacks or two unarmed 
  attacks.
  Revolver. Ranged Weapon Attack: +6 to hit, range 40/120, one 
  target. Hit: 7 (1d8+3) piercing damage.
  Unarmed. Melee Weapon Attack: +5 to hit, one target. Hit: 4 
  (1d4+2) bludgeoning damage and the target is grappled (DC 14 
  escape). Lou can only grapple one target at a time.
  Episode 3: Red Gulch or Bust
  Romano Mining Camp
  In the middle of the train ride, three hours into 
  the six-hour journey, the train slows for temporary 
  repairs at a large construction site. The camp - which 
  features primarily Asian- and African-American 
  workers - crawls with laborers, dust and the smells of 
  iron and stone.
       If the party was not made aware of Romano 
  Mining following the train robbery, they may very 
  will sit and wait patiently for about 30 minutes until 
  they are cleared to continue. However, anyone now 
  suspicious of the place - or that observe the harsh 
  treatment of the laborers - may wish to investigate.
       
  Slave Labor                                            
  The Romano Mining Camp is roughly 200x150’ at its 
  core. You can describe the dismal scene as follows:
  As the mid-day sun hangs high the waves of heat shimmer on 
  the horizon. The Romano Mining Camp is sprawled across 
  a dry river basin, with only a narrow trickle of water running 
  through it. Large wooden wheels creak and groan as they turn, 
  sluicing for gold while the ring of pickaxes and shovels echoes 
  from the distance.
       Over a hundred laborers make their rounds throughout the 
  camp, quarrying limestone and sifting for any signs of precious 
  metals from the meager river runoff. The workers are all notably 
  non-European, ranging from former African slaves to Native 
  American women, Asian foreigners to Mexican prisoners. 
       Their decidedly paler foremen stomp around with chips 
  on their shoulders and coiled whips in their hands. An older 
  Oriental man carrying a basket of unlit dynamite stumbles 
  slightly but recovers. Still, the snafu is enough to rile one of the 
  foremen. 
   
  “Hey! You sorry, yella crowbait. What the Hell you think you’re 
  doing? You’re gonna blow us all up to kingdom come!”
       The foreman cracks the whip on the man’s back. The 
  worker yells, kneeling a moment before gathering the sticks of 
  explosives once more.
  The workers at the camp are paid mere dollar a week, 
  a fifth of typical labor wages elsewhere, and the food 
  they’re given is bland and stale. Most workers are 
  illiterate and few if any speak English, and those who 
  can communicate with the party simply presume this 
  is how things are in America. Talking to laborers is 
  frowned upon by the foremen, who will attempt to 
  intimidate or threaten any gawkers with violence or 
  enslavement - claiming the law “don’t reach them way 
  out here.”
  
  38
  Liberating the Camp
  If the sight of inhumanity, unwarranted violence, and 
  indentured servitude are enough to spur a party into 
  action, they may decide to free the people. Deciding 
  to stay out of the operation has no effect on PC 
  Reputation, though aiding the  laborers certainly will. 
  There are several means of assisting the workers:
       Guns Blazing. Though completely lacking in 
  discretion, sometimes the simplest means can be 
  effective as well. The laborers dive for cover and try to 
  run away from combat if it breaks out. There are 20 
  bandits and 7 gunslingers acting as foremen in the 
  camp. 
       Award XP for defeating them as normal, but do 
  not award a Reputation Score increase. In fact if 
  the foremen did not start the altercation, reduce the 
  triggering PC’s Reputation Score by 1.
       Negotiation. Though no one is allowed to meet 
  with Antoni Romano except by permission only, he 
  does relay message through his lead foremen. One 
  of them is named Marcus Tucci, and holds himself 
  with and air of importance. If the party attempts a 
  diplomatic solution, Tucci will relay an offer to sell 
  workers for 500 gp each. A DC 12 Persuasion check 
  will lower this offer to 450 gp, and a second DC 15 
  check will lower this to 400 gp. Romano will not go 
  below this number, and if anyone presses the matter 
  he forgets negotiations altogether. 
       Award 200 XP per worker purchased in this 
  manner. If at least 3 workers are purchased and then 
  set free, increase the responsible PC’s Reputation 
  score by 1.
       High Stakes. Tucci will also accept an offer to 
  play poker, the stakes for him being 5 workers (which 
  can later be raised as part of the bet.) In exchange he 
  wants the gambler to wager his or herself, vowing to 
  remain as a laborer if they lose. If stakes are raised 
  during the game, they can offer other party members 
  as well. Tucci has a +5 bonus to his gambling checks 
  (See Chapter 2: Mechanics in the Frontier Campaign 
  Setting).
       Award 200 XP per worker freed in this manner 
  and increase the responsible PC’s Reputation score 
  by 1. If the PC loses, reduce their score by 1. They 
  are contracted to manual labor for 1 week - which 
  would cause them to miss the Poker tournament 
  and effectively disappear until Episode 4. If the PC(s) 
  refuse or fight their way out after losing, remove an 
  additional 1 Reputation point.
  Antoni Romano
  If somehow the players are able to talk, sneak, or 
  force their way into the office of Antoni Romano 
  they are in for a surprise. Antoni Romano is 
  actually Antonia Romano, an Italian woman who 
  has worked her way to the height of prosperity 
  with her aggressiveness, wealth, and incredible 
  charm. She uses the commander statistics from 
  the Frontier Campaign Setting with a Charisma 
  Score of 16, but doesn’t claim to be a fighter. 
  She would rather strike a deal than draw her 
  exquisite short sword. Anyone bold enough 
  to learn her secret is someone she finds more 
  intriguing than dangerous. She will strike up 
  conversation, offer drinks, an inquire greatly as 
  to where the party is headed.
       If the Poker Tournament is mentioned, 
  Antonia admits that she will also attend. If the 
  conversation is civil, Antonia wishes the PCs luck 
  and hopes to see them there.
  Episode 3: Red Gulch or Bust
  
  39
  Last Kiss Goodbye                                            
  If (and only if) the party should run afoul of Antonia 
  Romano, whether by shooting up her men or causing 
  some other disturbance, the fiery woman scorned 
  decides to enact her wrath. If all goes smoothly at the 
  mining camp, bypass this section and move on to Red 
  Gulch.
       Romano makes her fortune off of constructing 
  bridges and railroads, and has no qualms about 
  creating business for herself. She also will not abide 
  competition at the upcoming poker tournament, so 
  if a PC makes their intentions on entering known 
  without sweet-talking Romano in the process, she will 
  try to eliminate them for that as well. In either case, 
  an explosive surprise is being prepared for the party.
  Head ‘em Off at the Pass
  When the party returns to the train, have them all 
  make a DC 12 Wisdom (Perception) check to notice 
  three rustlers on horseback making a hasty gallop 
  ahead of the train toward Red Gulch. If no one 
  passes, anyone who asks someone on the train what 
  happened while they were gone points them out. 
  Barring that, the heroes are out of luck. The riders 
  will make it to the bridge 1 mile ahead.
       If the riders are spotted, they can be chased down 
  if a PC jumps on one of the five horses secured to 
  posts nearby. Shooting from horseback is done so 
  with disadvantage. The riders begin at 200 feet away 
  but the gap is closed by 20 feet for every DC 10 
  Animal Handling check made. In 30 rounds the riders 
  will reach the bridge.
  Lighting the Fuse
  The riders take three rounds to unload and light a 
  satchel of dynamite in the center of a 500-foot bridge. 
  Once lit the riders high-tail it back the way they 
  came, which could potentially lead to them passing 
  the party or the train. If the party didn’t notice them 
  before, this would certainly be an ominous sign.
       Roll initiative for the dynamite. After 5 rounds go 
  by, the dynamite explodes on that initiative. Each 
  creature within 20 feet of that point must make a DC 
  12 Dexterity saving throw, taking 10d6 bludgeoning 
  damage on a failed save, or half as much damage on 
  a successful one. Anyone who fails the save must 
  also make a DC 12 Strength saving throw or fall off 
  the bridge.
       The fuse can be cut easily as an action if a PC is 
  within range. The fuse can be shot, but it is risky. 
  The fuse as 1 HP and an AC of 20. If a shooter misses 
  by 5 or more, they hit the bundle of dynamite which 
  then explodes.
  Thunder in the Mountains
  If the party fails to stop the riders, the dynamite 
  explodes and bridge collapses 1 round later. Have 
  the train conductor make a DC 12 Perception check 
  with a +4 modifier. If they succeed, the train grinds to 
  a halt and stops mere feet from the former bridge. If 
  they fail, they cannot stop the train in time. 
      Anyone in the train or on the bridge when it 
  collapses falls to the canyon below. Rather than 
  calculate damage, have everyone make a DC 15 
  Constitution save. If they succeed, they are reduced 
  to 0 HP and can make death saving throws as 
  normal. On a failure, they have died. 
  On the Road Again
  The canyon below is also a road. It is 50 miles to 
  Red Gulch, which would take about 2 days to 
  walk at a normal pace. No horses survive the 
  crash, but wild mustangs may be found along 
  the way.
  
  40
  Gold Fever
  Presuming the party has made it in time, they finally 
  arrive in the large city of Red Gulch to find it abuzz 
  with activity. As if a traveling carnival was in town, 
  Red Gulch is swarmed with thousands of visitors 
  from far and wide. You can describe the festive scene 
  as follows:
  After weeks of travel and preparation, gunfights and 
  stampedes, fires and storms, you finally arrive at the mountain 
  town of Red Gulch. Though only a few square miles in size, the 
  city crawls with enough people to make New York jealous. The 
  roar of thousands carries through the packed streets like an 
  avalanche, blending with parade-like music from trumpets and 
  guitars. It is mere days, hours, before the poker tournament of 
  a lifetime is to begin.
       Day or night doesn’t matter. Red Gulch won’t sleep, not 
  until after the tournament. Merchants hock their wares, while 
  prostitutes laugh and peddle a completely different form 
  of service. Lawmen bump shoulders with outlaws, and rich 
  foreigners avoid the hacking and coughing of locals. The smell 
  of cigars, booze, and perfume is thicker than the mud on the 
  roads leading out of the city.
       Every saloon is crammed with gamblers ready to make a 
  name for themselves, and children roll dice on the streets 
  as they boast about their future fame. Some fools who have 
  gambled themselves broke before the tournament even starts 
  drink their sorrows away, wondering how they will get home.
  Most products and services can be obtained in Red 
  Gulch. Player characters are free to purchase just 
  about anything they have the gold for. From food 
  to lodging, ammunition to pleasurable company, 
  everything is for sale in Red Gulch.
  Preliminary events                                            
  In addition to the countless poker tables loaded 
  throughout town, there are other games of chance 
  and skill to be found - and gambled upon. In the 
  days and hours leading up to the main event, PCs 
  are free to engage in any of these activities if they so 
  choose. Gambling is required for most, though an 
  event coordinator might be talked into a “just for fun” 
  attempt once or twice.
       See Chapter 2: Mechanics in the Frontier 
  Campaign Setting for rules on gambling and drinking.
  Poker
  By far the most common event is poker, and there is 
  nary an establishment at town where a PC can’t find 
  a game to join. 
       Participating. Using standard gambling 
  rules, the House DC is set for 15 at most poker 
  tables before the tournament begins. During the 
  tournament, the standard will increase to DC 20.
  Episode 3: Red Gulch or Bust
  
  41
  Arm Wrestling
  In a week dominated by contests of brains, 
  sometimes brawn can be just the ticket. The Battle 
  of the Bulk can be just as competitive, and the 
  strongest in town is no one to mess with.
       Participating. When two people sit down to arm 
  wrestle, they can wager if they like. The winner gets 
  the loser’s bet. The PC and Opponent make opposed 
  Strength checks. Both start with a status of Neutral. 
  On a success, the wrestler is Winning (advantage 
  on Strength checks). A Winning wrester who then 
  succeeds in the next Strength check wins the match, 
  otherwise they go back to Neutral. 
       Arm Wrestling tables continue during the Poker 
  Tournament, and become popular face-savers for 
  bankrupt gamblers.
  Blackjack
  Seen by some in Red Gulch as “beginner’s poker,” 
  blackjack tables are a good warm-up to the bigger 
  poker games about to begin. For those who have little 
  to spend, or aren’t particularly skilled in gambling, 
  blackjack is a viable alternative.
       Participating. Using standard poker gambling 
  rules, the House DC is set for 10. The is a maximum 
  opening bet of 10 gp, however. 
       Once the poker tournament starts, all blackjack 
  tables close down.
  Five Finger Fillet
  A challenge of daring and skill, Five Finger Fillet is 
  one of the few “solo” contests to be found. Observers 
  have the option of betting against the gambler, which 
  the gambler must match if they lose. The gambler 
  then places their hand on a table and quickly stabs 
  the wood between their fingers, moving as fast as 
  possible until a full sequence is complete.
       Participating. The gambler makes up to three 
  attack rolls using a dagger. If they meet or exceed 
  an AC of 15, they win the round and do no harm 
  to themselves. The AC is 17 for the second round 
  and 20 for the third. On a failure, the gambler stabs 
  themself and takes damage as normal - thus failing 
  the challenge and is required to start over. On a roll 
  of a Natural 1 the gambler stabs their own hand 
  in the middle, doing double damage and becoming 
  unable to participate in this challenge again until 
  they take a long rest. 
       Five Finger Fillet tables continue during the Poker 
  Tournament.
  Horseshoes
  What some call luck, others call skill. Horseshoes 
  involves two people who toss up to five horseshoes 
  at a small metal stake in the ground 40 feet away. 
  Competitors are free to place bets against each other, 
  but it is not required.
       Participating. The two competitors make 
  opposed attack rolls using an improvised thrown 
  weapon. Due to the range, these rolls are made at 
  disadvantage. The winner of 3 out of 5 rounds wins 
  the contest. If a competitor rolls a Natural 20 it is 
  a “ringer,” in which the horseshoe actually wraps 
  around the stake, and the competitor wins the 
  contest automatically. 
       Horseshoe areas close down once the Poker 
  Tournament starts.
  Liar’s Dice
  Liar’s dice is a class of dice games for two or more 
  players requiring the ability to deceive and detect an 
  opponent’s deception. Five dice are used per player 
  with dice cups used for concealment. Each round, 
  each player rolls a “hand” of dice under their cup and 
  looks at their hand while keeping it concealed from 
  the other players. The first player begins bidding, 
  announcing any face value and the minimum number 
  of dice that the player believes are showing that 
  value, under all of the cups in the game. Ones are 
  often wild, always counting as the face of the current 
  bid. Turns rotate among the players in a clockwise 
  order. Each player has two choices during their turn: 
  to make a higher bid, or challenge the previous bid—
  typically with a call of “liar.” In the end, all cups are 
  lifted and the truth is revealed.
       Participating. All players involved place an 
  opening bid. Each round the players make a 
  Charisma (Deception) and a Wisdom (Insight) check. 
  If any PC or NPC has a Deception check higher 
  than anyone else’s Insight, they move on to the next 
  round. This continues until there is one winner. 
       Liar’s Dice tables close down once the Poker 
  Tournament starts.
  Episode 3: Red Gulch or Bust
  
  42
  Rodeo
  One of two events held at the Mesquite Riding 
  Grounds for a week preceding the tournament, the 
  rodeo brings an air of raw physicality and excitement 
  to the otherwise studious week of events. Some of 
  the strongest and wildest mustangs and bulls from 
  across Western Valley have been saddled up to 
  bounce would-be buckaroos to fame and riches.
       Participating. Riding in the rodeo involves two 
  phases: preparation and the ride. In preparation, 
  getting set on the steed, the participant makes a 
  Wisdom (Animal Handling) check. On a result of 
  1-10 the rider will have disadvantage on Strength 
  (Athletics) checks in the ride phase. On a result of 
  11-15, the checks are made normally. On a result of 
  16+ the rider will have advantage.
       In the second phase the steed is released from its 
  corral. The rider makes an Athletics check under the 
  conditions of phase one. This check is made every 
  second for up to eight seconds. The DC begins at 13 
  and increased by 1 per second, ending with 20. If the 
  rider succeeds in all eight Athletics checks, they jump 
  from their steed and win that round.
       Riders compete in brackets until only one winner 
  remains. A few other competitors and their skill 
  bonuses are:
  NAME
  HANDLING
  ATHLETICS
  Bart Winslow
  +6
  +2
  “Lucky Luke” Patterson
  +5
  +3
  Jose Gomez de Serrano
  +4
  +4
  Richard Smith
  +3
  +5
  Dedrick Dergrossa
  +2
  +6
       The rodeo holds one contest per day for a week 
  preceding the tournament. The winner of the daily 
  contest gets 500 gp, and a winner of the rodeo or 
  stunt riding cannot participate in the rodeo again.
  Sharpshooting
  A common gathering sight for gunslingers and 
  courting couples is the good old firing range. 
  Participants purchase shots, typically five for 1 
  gp, and try to shoot bottles and other targets. The 
  prize can either be gold or an item crafted from any 
  number of smiths and seamstresses in the city.
       Participating. The participant shoots at 
  targets placed 20 feet away for pistols or 60 feet 
  for rifles. The AC for the targets is 20. If a shooter 
  hits at least 3 targets they win a minor prize or 
  the reimbursement of their purchase. If they hit 
  all 5 targets they win a major prize or double their 
  purchase.
       Shooting galleries operate during the tournament.
  Stunt Riding
  The second of two events held at the Mesquite Riding 
  Grounds for a week preceding the tournament, the 
  stunt event features riders navigating an obstacle 
  course. Rounding barrels, jumping hedges, and 
  ducking obstacles, man and horse become one for 
  this contest of skill.
       Participating. Stunt riding uses the same rules 
  as the Rodeo, except the mount’s Athletics check is 
  used instead of the rider’s. The typical riding horse 
  has an Athletics modifier of +3. Instead of seconds, 
  the rider makes one check per stunt for seven stunts.
       Stunt riding holds one contest per day for a week 
  preceding the tournament. The winner of the daily 
  contest gets 500 gp, and a winner of the rodeo or 
  stunt riding cannot participate in stunt riding again.
  Episode 3: Red Gulch or Bust
  
  43
  Red Gulch
  Episode 3: Red Gulch or Bust
  1. The Bannock House
  2. Redstone Mining
  3. The #2 Saloon
  4. Silver Ridge Stage Coach
  5. The Black Earl Saloon 
  6. Lady of Grace Chapel
  7. 7th Infantry Army Camp
  8. Red Gulch Train Station
  9. Leroy’s General Store
  10. William S. Mills, Blacksmith
  11. The Grand Hotel
  12. Wallace Livery Stable & Feed
  13. Ivan’s Dairy & Grocers
  14. Chinese Quarter
  15. Red Gulch Jail
  Map Legend
  
  44
  Red Gulch Locations                                           
  The city of Red Gulch is a growing and busy town on 
  the edge of the wild frontier. Its buildings showcase 
  its rich history and diverse roots, and can provide 
  ample amounts of exploration and side missions for 
  any visitor or party.
  1. The Barton House
  This is the oldest house in town and, apparently, the 
  most haunted. Now abandoned and falling to ruin, 
  this once stately home was built by the first settler to 
  find gold in the Western Valley Mountains: Marston 
  Barton. The story goes that, one night, Bannock - 
  dead drunk - heard intruders in his parlor. Taking 
  down his rifle, he headed downstairs and fired at two 
  bodies that stood before the silver cabinet. Going over 
  to them, he saw not intruders, but the bodies of his 
  wife and young son. Barton hung himself from the 
  beam above their corpses and, it’s said, his corpse 
  was still crying when they found it. Locals say that 
  their ghosts still roam the halls and you can hear, if 
  you dare to creep close enough, Marston Barton still 
  begging for forgiveness from his murdered family. 
       The legends are true, and Barton is a “Midnight 
  Boy” that refuses to pass on.
  2. Redstone Mining
  Set up early in the life of the town, Redstone was 
  co-owned by Marston Barton and his partner from 
  back East; Hamish Ellis. After Bannock’s suicide, 
  the business was given over in its entirety to Ellis. 
  Not considering himself a businessman, Ellis hired 
  entrepreneur Sloan Campbell to run the operation. 
  Redstone is the largest mine in the area and both 
  Ellis and Campbell have reaped the benefits. 
  3. The #2 Saloon
  Rebuilt by Carter Barrow after his #1 saloon burned 
  down, the #2 once doubled as a meeting place and 
  courthouse before the Town Hall was built. To this 
  day many businessmen conduct their affairs from 
  Carter’s sturdy (but stained) tables. 
  4. Silver Ridge Stage Coach
  Before the small mountain town of Silver Ridge 
  ran dry of its namesake, there was considerable 
  trade that regularly made the long trek through the 
  winding passes. Now almost no one goes to Silver 
  Ridge, whose oddly defensive residents seem to 
  prefer. The Stage Coach sits at the ready, in case 
  anyone should happen to have a need to head north.
  5. The Black Earl Saloon 
  One of the newer buildings in town, the Black Earl 
  has been steadily accumulating custom, cash and 
  notoriety since it arrived, boasting the largest array of 
  gaming tables in the county. It is owned and operated 
  by none other than Sloan Campbell, and the final 
  round of Poker Tournament games are held here. 
  While The #2 Saloon retains much of the old-time 
  clientele, the Black Earl is attracting many of Red 
  Gulch’s newcomers and has even begun to branch 
  out into offering... other services. Needless to say, 
  Mama won’t be pleased. 
  6. Lady of Grace Chapel
  The untamed frontier is often seen as lawless but 
  Western Valley also considered to be rather godless, 
  too. That is, until Gabriel McCall built his church 
  on a ridge overlooking the river in Red Gulch. Since 
  then, bodies have been buried in proper graves, 
  rather than being left to rot up in the hills.
  7. 7th Infantry Army Camp
  The Western Valley Mountain region has become 
  a kind of staging area for exploration of the plains 
  beyond - largely controlled by the Takoda tribe. As 
  a result, the US Corps of Engineers and various 
  expeditions have been staged from Red Gulch for 
  some time. 
  8. Red Gulch Train Station
  Owned and operated by the jovial George Fuller, 
  whom many consider the unofficial face of Red 
  Gulch. With his long beard, soot-stained cheeks, and 
  infectious laugh, Fuller is everyone’s friend.
  9. Leroy’s General Store 
  “We got what you want” is the slogan painted in 
  bright red letters across the top of Jack Leroy’s door, 
  and he ain’t lying. Dry goods, tools, prospecting gear, 
  building supplies, clothes and just about anything 
  that comes in a box or a can can be found amongst 
  the shelves and bales in the General Store.
  7. William S. Mills, Blacksmith
  William Mills arrived early in the burgeoning town. 
  At first, work was slow and Bill began to rely on 
  favors and hand-outs, until the second influx of 
  prospectors and settlers hit, and suddenly Bill was 
  hip-deep in busted up iron. Since then, Mr. Mills has 
  been a cornerstone of Red Gulch and has taken on 
  two apprentices to carry on the trade in the Western 
  Valley Mountains - Art Bishop and Cody Dawes. 
  Episode 3: Red Gulch or Bust
  
  45
  11. The Grand Hotel
  While most prospectors, miners and cowboys settle in 
  bunkhouses or shacks, the more well-to-do arrivals 
  in Red Gulch often lay aside a little gold to live more 
  comfortably in the Grand Hotel. Run by Madame 
  Dubois and her husband, the hotel is a sanctuary of 
  culture in this sea of hideous wilderness. Breakfast is 
  served, every day, from six to nine along with the best 
  fresh coffee in the city.
  12. Wallace Livery Stable & Feed
  In frontier towns, horses are a sure thing. Former 
  slave Abraham Wallace bought a plot in Red Gulch 
  when the prices were low and the Mayor was 
  desperate for residence, and immediately set about 
  boarding horses. Eventually, he had enough money 
  to buy and train his own and, now, you can hire 
  mounts, stable horses or buy equine produce from 
  this most affable and gentle of men. 
  13. Ivan’s Dairy & Grocers
  Ivan Mikhailov’s dairy is something of a wonder 
  amongst the townsfolk of Red Gulch. Constructed 
  at great pains and kept at great expense is a cold 
  store, sunk at least ten feet below the floorboards of 
  this oft-frequented establishment. On delivery days, 
  when fresh ice is rushed from the train station, Mr. 
  Michaelov shaves ice into cones of paper and hands 
  them out to children and adults alike. The butter sold 
  there is always fresh and richer folk pay to keep their 
  milk in the store, alongside other goods that benefit 
  from cooler weather. 
  14. Chinese Quarter
  Much as with other gold- and silver-rush towns, the 
  Chinese found their way to Red Gulch soon after the 
  gold began flowing out from it. They tend to steer 
  clear from mining themselves, but have set up baths, 
  laundries and small livestock farms. The Chinese 
  Quarter is also rife with gambling and offers lower 
  cost pleasures than other places in the town. There 
  is also a famous seer, Madame Zang, who can tell an 
  individual’s future from pig guts (which you buy, then 
  give to her to eat afterwards). 
  15. Red Gulch Jail
  Where else do you put all the outlaws, murderers, 
  thieves and rustlers that you catch in the frontier? 
  One of the few stone buildings in town, the jail also 
  houses the office of Sheriff Antonio Martinez and 
  Deputy Luis “Happy” Rodrigo.
  Episode 3: Red Gulch or Bust
  
  46
  Foul Play                                             
  With so many people all vying for fame and fortune, 
  instances of cheating and foul play are inevitable. 
  From palming cards to drugging drinks, from poking 
  rodeo bulls to making back alley threats, evidence of 
  foul play can be either discrete or blatantly obvious.
       To simulate foul play simply apply advantage to 
  opponent rolls or disadvantage on PC rolls. Before 
  the respective challenge begins, allow the PC an 
  appropriate ability check to notice it. Set the DC to 
  15 by default. 
       For example, a gambler decides to slip a card 
  from his sleeve into his hand. Allow any PC players 
  or those specifically watching for cheaters a DC 15 
  Wisdom (Perception) check. If they spot it, they can 
  call it out or take similar action. Failing that, the 
  cheater has advantage on the gambling round.
       In another example, a rival stunt rider tries 
  to drug the PC’s horse. Allow any PCs around 
  at the time a Perception check to notice this. If 
  there is none, allow the rider a Wisdom (Insight) 
  check before starting to notice if the horse seems 
  sluggish or unresponsive. Failing that, the horse has 
  disadvantage on Athletics checks for the contest.
  Sloan Campbell                                             
  With so many thousands of gamblers and visitors, 
  one name hangs heavily on everyone’s lips: Sloan 
  Malcolm Campbell. As a renowned gambler himself 
  his participation in the poker tournament is already a 
  subject of discussion and controversy.
       Until now, Campbell has been mentioned and 
  played up as a mastermind behind many of the 
  adventures and events. His goons dominated 
  Johnstown through extortion and violence. His 
  lieutenant challenged and threatened the party. Even 
  Antonia Romano is rumored to be affiliated with 
  him. Though there is little evidence to support this 
  in the Romano Mining Camp, anyone who inquires 
  on local gossip can make a Charisma (Persuasion) or 
  (Intimidation) check to uncover rumors that Campbell 
  and Romano may in fact be romantically linked. 
  The DC of this check is determined by the PC’s 
  Reputation Score (See Episode 2, Pg. 24).
       Physical Description. Sloan Campbell is a well-
  dressed, stone-faced man who appears in his upper 
  50s. Despite the unassuming attire his physique 
  and statue reveal his distant past as a soldier and 
  notorious gunslinger. He has watchful eyes and 
  a furrowed brow, though he will still smile when 
  having cordial conversation. 
       Campbell always keeps two revolvers on his sides, 
  even when in his Sunday’s finest. He maintains a 
  professional appearance and demeanor, but he is 
  neither a fool nor will he suffer any to threaten him. 
  Though he will avoid shootouts if possible, he is 
  not above them. Campbell simply wants to run his 
  empire and earn money. But any would-be hero that 
  confronts him, challenges him, or subtly tries to puff 
  their chest through intimidation will soon come to 
  regret it.
       Reputation. Campbell is Notorious, with a 
  Reputation Score of -9. He is known as a murderer, 
  crime lord, and ruthless outlaw - a reputation which 
  he fosters to the best of his ability. He cares little 
  for bargains or deals, as he simply takes whatever 
  he needs or wants. He is not reckless, however, 
  and would much rather use tact and intellect to 
  manipulate behind the scenes than use crude force.
  Episode 3: Red Gulch or Bust
  
  47
  Sloan Campbell
  Medium Human
  Class: Gunfighter (Outlaw) 11
  Background: Gambler
  Armor Class 18 (Unarmored Defense)
  Hit Points 68 (9d10+19)
  Speed 30 ft.
  STR
  14 (+2)
  DEX
  18 (+4)
  CON
  14 (+2)
  INT
  14 (+2)
  WIS
  12 (+1)
  CHA
  18 (+4)
  Saving Throws Str+4, Dex +5, Wis+2
  Skills Deception+8, Intimidation+8, Perception +5, Sleight of 
  Hand +8
  Tools Playing Cards +7, Dice +7
  Senses Passive Perception 15
  Languages English, Siouxan, Gaelic
  Challenge 10 (5,900 XP)
  Focus. Campbell can use an action to grant himself focus. 
  Before the end of his next turn, he has advantage on the first 
  attack roll, skill check, ability check, or ability save he makes.
  Safety in Numbers. Campbell can Dodge as a bonus action if 
  he is within 5 feet of an ally.
  True Grit. As a bonus action, Campbell can grant himself a 
  number of temporary hit points equal to his Charisma modifier. 
  He must take a short or long rest to use this feature again.
  FEATS: Tavern Brawler
  CLASS ABILITIES
  Grit Points. 10
     Deadeye (1) - No disadvantage on long range weapon attacks.
     Gunslinger Dodge (1) - Force enemy to reroll attack.   
     Quick Draw (1) - Gain advantage on Initiative roll.
     Utility Shot (1) - Perform additional effect with pistol attack.
     Dead Shot (1) - Cluster all attack rolls into single damage roll.
     Notorious (1) - Cause attack to miss & counterattack ranged.
  Evasion
  Sneak Attack. +15 Damage if attack has advantage.
  Under the Table. Advantage against those of lower Initiative.
    Spend 1 grit point to Dash, Disengage or Hide as bonus action.
  ACTIONS
  Multiattack. Campbell makes three attacks.
  Revolver. Ranged Weapon Attack: +8 to hit, range 40/120, one 
  target. Hit: 7 (1d8+4) piercing damage.
  Unarmed. Melee Weapon Attack: +6 to hit, one target. Hit: 4 
  (1d4+2) bludgeoning damage.
  Commending the Party
  Campbell is a man with his ear to the ground. He 
  is, aside from a few details, aware of the party’s 
  accomplishments and movements. As fierce and 
  intimidating as he may be, however, Campbell gives 
  respect where respect is due. 
       Upon meeting anyone in the party, Campbell 
  introduces himself. The higher the PC’s Reputation 
  Score, the more polite he comes across. He is not 
  deceiving anyone, if they decide to make an Insight 
  check against him. He is genuinely by anyone with 
  extreme reputation - whether positive or negative. 
  Fabled heroes stand as worthy adversaries for him, 
  and notorious outlaws may be good additions to his 
  growing empire.
       Sloan has a very slight Scottish accent, being 
  a third generation American. The indications 
  of his heritage come more from his vocabulary 
  than his manner of speaking. Depending on the 
  accomplishments of the party, how much they have 
  impeded or aided his operation, Sloan approaches the 
  PC or PCs in question similarly to the following:
  A solidly-built man in his fifties looks you over as he 
  approaches. His hair is slicked back and he looks 
  to have a permanent squint, his nearly trimmed 
  mustache wrinkling into a faint smile.
  “So. You must be the brave heroes bounding across the 
  western planes, eh? Good to see you in the flesh. My name is 
  Sloan Campbell. For now, Campbell will do. Your reputation 
  precedes you, but I’m afraid you’ll need more than a few tall 
  tales to make it through this week. A poker tournament is a war, 
  lads, fought with cards as bullets and tables as the battlefield. 
  I suppose I may see you at one of them. As a sign of respect, 
  I’ll refrain from shooting you out of your boots where you 
  stand. Instead I’ll give this little nugget of wisdom: stay away 
  from the Black Earl. I will not lose in my own house, much less 
  to a tumbleweed with delusions of grandeur. However, if you 
  are looking for fame and fortune, I am a wee short staffed of 
  late. Come see me if you’re looking for a job. Otherwise? Keep 
  a pistol handy, and don’t sit with your back to the door if you 
  know what’s good for you.”
  He begins walking away, but turns back as he straightens his 
  gray suit. “Oh. And welcome to Red Gulch. I hope you enjoy it.”
  Episode 3: Red Gulch or Bust
  
  48
  Episode 3: Red Gulch or Bust
  Mysterious Disappearances                                            
  Throughout the week leading up to the Poker 
  Tournament, and increasingly so in the days prior, 
  folks around Red Gulch have reported missing 
  persons. While this may be unusual in itself, it is the 
  means and frequency of these disappearances that 
  borders on the truly mysterious.
  • A gambler takes a drink from his beer and seconds 
  later keels over dead. No amount of investigation can 
  find a cause, and the beer shows no signs of poison.
  • A woman runs frantically through town, pushing 
  past people to get away from someone or something. 
  She rounds into an alley, but when anyone follows 
  her she is gone without a trace.
  • Late at night a couple can be heard arguing from a 
  nearby house. A gunshot goes off. If anyone comes 
  to investigate they find the door locked and nobody 
  home. It seems to have been abandoned for years.
  • A woman pleads for help. Her three 
  children have gone missing, last seen 
  headed to the abandoned silver mine
  to the north where they often play.
  The party discovers deep within the
  mine three old, child-sized skeletons.
  When they return there is no sign
  of the woman, and no bystanders
  have seen anyone matching her
  description.
  • A shopkeeper seems depressed
  telling the shopping PC to hurry
  up with their business. When
  the PC heads to the counter to
  pay, the shopkeeper is gone. His
  apron and hat are on the
  ground, as if they had simply
  fallen off of him.
  • A rodeo rider looks like he
  has a heart attack while riding
  a bull. He keels over and
  aides rush in to pull him 
  out. When anyones goes to
  check in on him, they find
  only an empty cot.
  The Watcher’s Harvest
  With each disappearance names fly, fingers point, 
  and rumor abound. The most common scapegoat for
  the incidents is Sloan Campbell and his band of 
  miscreants. While it’s true they are taking out a few 
  opponents here and there, their body count pales in 
  comparison to the true comparison: The Watcher.
       The Watcher is a combination of Grim Reaper and 
  Gatekeeper. His primary function is what he calls 
  “protecting the Veil.” Which is to say, he guards The 
  Secret and prevents anyone from learning the truth 
  of their spiritual existence. Those who start probing 
  the nature of the Midnight Boys and mysterious 
  disappearances will find themselves in more danger 
  than usual. Packs of wild dogs chase them through 
  the streets at night. Drunkards pick fights with 
  them for no reason. Walls collapse. Houses catch 
  on fire. The Watch will refrain from engaging in a 
  curious party for now, though he may be forced to 
  make an appearance if the PCs are persistent in their 
  investigation into the paranormal events. 
                          Many of the disappearances around
                      town are the result of someone who may     
                      have peered beyond the Veil and learned
                       The Secret - and immediately set upon
                       by The Watcher. Witnesses or even the
                           party describe The Watcher as a tall
                               man in a black coat and top hat.                
                                 He holds a cane which does not
                                   seem necessary for walking, but
                                  the gem at the top glows with an
                                  eerie blue light. When he taps
                                    the cane to the ground he can
                                         disappear - or if he speaks
                                          to a person in a dream or
                                            vision he ends it with the
                                            loud bang the tap makes.
   
   
   
                When The Watcher
   
   
   
            speaks, his voice is deep
    
   
   
          and ethereal - sounding 
   
   
   
   
         like ten men are
   
   
   
   
          speaking at once.
   
   
   
   
           The few times he
    
   
   
   
            does bother or
    
   
   
   
            dare to speak he
   
   
   
   
           gives brief and
   
   
   
   
   
  ominous threats
   
   
   
   
       and warnings not to
   
   
   
   
      “look beyond the Veil”
   
   
   
   
      or “meddle in powers
   
   
   
   
      you do not 
   
   
   
              comprehend.”
  
  49
  Episode 3: Red Gulch or Bust
  Let the Games Begin                                            
  At sunrise on Monday, they day the Great Poker 
  Tournament is to begin, the streets are abuzz with 
  cheers and excitement. All shops and stalls close 
  in anticipation of Mayor Ellis’ speech, and the 
  crowds gather at the City Hall (between #2 and #12 
  on the Red Gulch map, Pg. 43). Describe the much 
  anticipated event as follows:
  Gathered around the rather small City Hall is a 
  throng of cheering gamblers and visitors. The air is 
  thick with excitement as all eyes stare at the wooden 
  doors as if a great wizard bearing gifts is about to 
  emerge. When the doors finally creak open trumpets 
  blow fanfare, which is quickly drowned out by loud 
  shouting and applause. From within City Hall, 
  escorted by the Sheriff and Deputy, is Mayor Ellis 
  himself. The tall, red-headed Scotsman walks forward 
  slowly with a wide grin, using a walking cane on the 
  side of his bad knee. Ellis is a man of tall stature and 
  boisterous laugh, waving with work-hardened hands 
  and tucking a pipe into his coat near his overalls. 
  Once he reaches some distance from the City Hall 
  Steps he stops and waits for the crowd to quiet.
  “Ladies and lads, I bid ye good day. Welcome, one and all, to 
  Red Gulch. The Great Poker Tournament is about to begin! 
  Official tables will start seating players at 11:00, and the first 
  games begin at high noon.  
       “Before the first game, players can purchase up to 200 gold 
  pieces in poker chips. There will be one round of poker playable 
  per day - a round consisting of playing until only one player 
  at the table has all the chips. This will continue for six days. 
  On Saturday, any remaining players will compete - round after 
  round - until we have a Grand Champion. As promised, that 
  champion will be awarded the jackpot of ten thousand gold 
  pieces!”
  After a pause for cheers from the audience, during which Mayor 
  Ellis checks and antique gold stopwatch, he continues: 
  “Due to the nature of this tournament, extra security 
  precautions have been put into place. In addition to Sheriff 
  Martinez and Deputy Rodrigo we also have the pleasure of 
  hosting the US Army’s 7th Infantry Division. The soldiers have 
  been temporarily deputized, and will help keep the peace. So go 
  and enjoy yourselves. Cheer your champions. May luck be your 
  lass this week, and above all keep your chins up. Win or lose, 
  this week is where the future is made.”
  Poker Tournament
  The tournament commences as Ellis described. There 
  is a buy-in of up to 200 gp, after which no chips can 
  be purchased. Up to seven players can participate in 
  a given table, and one table per day. The winners go 
  on to compete the next day until up to seven players 
  sit down to the Grand Championship - held on 
  Saturday at the Black Earl Saloon.
       Though only the winners proceed to the next 
  stage of the tournament, other participants are free 
  and encouraged to play in other games of poker, 
  blackjack, and side activities until the week-long 
  celebration is over.
  
  50
  Poker Champions                                           
  At the end of the week, up to seven champions are 
  left to sit down at the Grand Finale. The Black Earl is 
  packed to the rafters with onlookers, family members, 
  visitors, and strangers. The anticipation is thick as 
  the reigning champions compete for the unbelievable 
  jackpot. You can use the following NPC personalities 
  to supplement any PCs that have made it this far.
  Sloan Campbell
  It should come as a surprise to no one that 
  Campbell makes it to the championship. Several 
  other contenders have “mysteriously” disappeared, 
  narrowing the field from ten to the final seven. 
  Sloan’s presence only heightens the already fevered 
  pitch of the final round. Being set in the Black Earl of 
  all places, Campbell will not take kindly to losing.
       Intelligence (Cards) Modifier: +7
  Ben Waters
  “Old Ben” is the proprietor of the No. 9 Saloon in 
  Johnstown. He passed control of the establishment 
  temporarily to his daughter Rose while he seeks his 
  fortune. His hope is to renovate the No. 9 and make 
  it more accommodating to visitors.
       Intelligence (Cards) Modifier: +5
  Hans Müller
  Brother of the young and timid Ada, Hans is large 
  and boisterous. He is one to slap friends and even 
  rival players on the back, share drinks, and tell tales 
  in broken English about his adventures crossing the 
  American frontier.
       Intelligence (Cards) Modifier: +5
  Michel Renault
  With his older brother Jean behind him for support, 
  the rather handsome Frenchman has a smooth smile 
  and piercing blue eyes. A fan of the ladies as much as 
  they are of him, Michel often carries roses, kerchiefs, 
  and other trinkets to hand out to admirers.
       Intelligence (Cards) Modifier: +4
  Ricky the Kid
  Having only recently turned 18, Ricky is by far 
  the youngest contestant in the tournament. His is 
  a brash, cocky kid who has yet to face the harsh 
  realities of life in the West. He dreams of being a 
  famous gunslinger and frontier legend, and often 
  boasts about deeds of dubious authenticity.
       Intelligence (Cards) Modifier: +6
  Selene Worthington
  The daughter of an English aristocrat, Selene is one 
  of the few women to compete in the tournament 
  and the only one to make it to the finale. She holds 
  herself with a noble air and straight stature, but she 
  has a bright smile and contagious laugh. Happy to be 
  out of the confines of her family villa, she applauds 
  what others may consider trivial things.
       Intelligence (Cards) Modifier: +5
  Tom Yew
  Tom is a drunken farmer from Virginia. He has made 
  it this far mostly on dumb luck, and only started with 
  a 1 gold piece buy-in. He has no idea what he’d do if 
  he wins, and sometimes forgets he’s even competing.
       Intelligence (Cards) Modifier: +3
  Episode 3: Red Gulch or Bust
  
  51
  Damsel of Distress                                          
  Presuming she was left alone until this point, Antonia 
  Romano begins to weave a web of sabotage against 
  any players who make it to the Final Round. She and 
  Campbell’s gang work to ensure his victory in any of 
  the following ways, primarily against any PC’s in the 
  championship:
  ♦ Bribery
  The first and easiest attempt Romano makes to 
  dissuade any would-be champions is to bribe them. 
  She offers 3,000 gold pieces as a “consolation prize” 
  before the player even begins the final round.
       Romano makes a Charisma (Persuasion) check 
  with a +5 bonus opposed by the Persuasion or 
  Intimidation check of the PC. Reputation modifiers 
  do not apply, as she cares nothing for status. If she 
  succeeds, the PC takes the gold and agrees to bow 
  out of the tournament. If they later recant and show 
  up anyway, they will find their name no longer listed 
  among the eligible participants.
  ♣ Poison
  Romano has any drink brought to the PC before 
  or during the game, as long as it was provided by 
  the establishment, laced with poison. The poison 
  is arsenic (see Chapter 6: Bestiary of the Frontier 
  Campaign Setting). It can be detected before drinking 
  with a DC 20 Medicine check, or DC 10 if someone is 
  using a healer’s or poisoner’s kit specifically to check 
  for poison.
  ♥ Seduction
  Though perhaps not her first tactic, Romano is not 
  above offering a physical distraction. Using the same 
  rules as Bribery (but without the money) Romano 
  attempts to Persuade a PC to follow her upstairs into 
  one of the inn bedrooms during a break in the game.
  ♠ Violence
  If all else fails, Romano and Campbell’s gang turn 
  to violence. If the player in question begins winning 
  multiple hands over Campbell, a fire erupts from a 
  store across the street. No one is in the store, 
  but it causes a distraction and break in the 
  game. While most people are outside, five 
  gunslingers and Antonia Romano herself try 
  to isolate the player and take them out. 
  Antonia flees from battle if she has 
  less than 15 hit points remaining, 
  though she will command her 
  subordinately to fight to the 
  death.
  Sore Loser                                           
  If after all attempts to dissuade or eliminate any 
  competition someone happens to win other than 
  Sloan Campbell, they will face the crime lord’s wrath.
       Immediately after the final hand, Campbell stands 
  and points in an accusatory manor.
  “Away and boil your head, you jakey cheat! No one embarrasses 
  Sloan Campbell. You. Me. Outside. Twenty paces. Let’s see if 
  your gun is as slick as your game. Just as crooked, I’d wager.”
  If the winner is an NPC, they hold a shootout but 
  Campbell wins rather easily. If it is a PC, you can 
  revolve the shootout as described in Episode 2.
  Declining or Losing
  If the winning PC declines the shootout or talks their 
  way out of it, in full view of everyone, they lose 1 
  Reputation Point. If they get goading into attacking 
  or fleeing outright, they lose an additional 1 point. 
  If they fight in the tavern, use the Black Earl map 
  on Page 52. Campbell gets backed up by his cronies 
  in the tavern, seven gunslingers and two bandits. 
  Should the gunfight spill out onto the streets, use 
  the map on Page 53, where a few of the gang are 
  stationed on the roofs and in the alleys.
       If the PC loses the shootout, whether they live or 
  not, they lose 1 Reputation Point.
  Winning the shootout
  If the winning PC accepts and wins the shootout, 
  they gain 1 Reputation score. Campbell makes death 
  saving throws as normal and so may potentially 
  stabilize. If the PC or someone in the party stabilizes 
  him, he revives eventually with a sore attitude and 
  retreats to his room in the tavern. However, in 
  days to come and potentially after the Dead Man’s 
  Hand adventure is over, he comes around and 
  could become a rather valuable ally to the PCs. As 
  mentioned before, he respects skill - and anyone 
  who could out-shoot him and let him live is someone 
  deserving of his respect and allegiance.
  Episode 3: Red Gulch or Bust
  
  52
  The Black Earl Saloon
  Episode 3: Red Gulch or Bust
  
  53
  Town Shootout
  Episode 3: Red Gulch or Bust
  
  54
  Hour of Reckoning                                          
  After the tournament, if any PC has won, Mayor Ellis 
  congratulates them and explains he will be visiting 
  Silver Ridge, to the north. On his return he will grant 
  the reward to the winner. The 7th Infantry will be 
  there to defend the gold exchange and escort the 
  winner wherever they would like.
       If Campbell was not dealt with during the 
  tournament, he will linger around town. Any conflicts 
  between him and the PCs should use either the 
  Black Earl or Town Shootout maps on Page 52 or 52 
  respectively.
  The Morbid Mutt
  Whether awaiting their prize or resting for the 
  night, the party will likely be sleeping in an inn that 
  evening. Near midnight, anyone standing watch or 
  that makes a DC 15 Wisdom (Perception) check while 
  sleeping hears a small dog growling in the street 
  nearby. Anyone who goes to investigate finds the 
  streets oddly empty despite the recent rush:
  You find a faint mist as rolled into town. The city streets, once 
  packed with cheering visitors and riotous drunkards are now 
  eerily silent. As your boots crunch across the dirt you hear the 
  dog again, growling and snarling from around the corner. Once 
  there you see a small Yorkshire Terrier gnawing at a bone, its 
  tiny stump for a tail wagging happily. 
      On seeing you the pup sits up, panting its tiny tongue. It is 
  then that you see it is no mere animal bone it plays with - it is a 
  severed human finger. 
  If the PC/PCs move any closer to examine the finger, 
  the dog runs off with it. A DC 12 Wisdom (Animal 
  Handling) or (Survival) check is enough to follow the 
  dog to its destination.
       The terrier runs clear across town to Our Lady 
  of Grace, and around to the cemetery. The pursuing 
  PCs arrive just in time to see the dog bury the finger 
  where it found it, an unmarked grave in a corner plot. 
       Anyone who investigates the grave or dares 
  desecrate it discovers a shocking secret:
  Within the grave you find the body of a large man buried 
  without a coffin. Instead he is wrapped in a linen sheet and 
  tied with rope. Animals seem to have dug into the grave over 
  the years, and bore through the wrapping. There within you 
  see traces of a well-dressed man with red hair. He contains no 
  possessions except for an antique pocket watch, kept within his 
  inside vest pocket.
  A DC 12 Intelligence (History) or (Investigation) check 
  reveals that the watch belonged to Mayor Ellis.
  Ghost Town
  When the party returns to the streets after 
  investigating the cemetery - or awaken the next 
  morning if they don’t - they find Red Gulch deserted 
  and silent. The few stragglers who remain claim to 
  have seen nothing, and presume the people have 
  gone home now that the tournament is over.
       In fact, they have been harvested by the Watcher. 
  Disguising himself as the deceased Hamish Ellis he 
  held the tournament to make his job easier - bringing 
  souls to him. 
       If asked about Mayor Ellis, the townsfolk confirm 
  that he is indeed heading up to Silver Ridge. The PCs 
  are free to ride after him if they like, though he will 
  always get there before they do. Coincidentally (or 
  inconveniently for the party) the Silver Ridge Stage 
  Coach is out of commission because it’s operator, 
  Stephen Bellamy, is sick with the flu.
  Race to the Ridge
  If the eerie circumstances, delayed promise of riches, 
  and discovery of mayoral impersonation are not 
  enough to goad the players into following Ellis, there 
  is also a rumor that the “Mayor” is actually going 
  to steal the wealth from Silver Ridge. A concerned 
  citizen asks the party to please intercede and prevent 
  that from happening.
  Episode 3: Red Gulch or Bust
  
  55
    Episode 4: Showdown at Silver Ridge
  Silver Rush
  There are several means by which the party can head 
  north to Silver Ridge, depending on their resources or 
  skill sets.
  • Ride
  The road from Red Gulch to Silver Ridge is 
  approximately 220 miles, all twists and turns 
  accounted for. At a steady pace by horse this takes 
  about 9 days, rests included. Immediately this 
  makes Mayor Ellis’ claim to be back with the prize 
  money the next day a flat-out lie.
  • Wagon
  If the party does not each have a horse, they can 
  also purchase a wagon for 35 gp or horses for 75 
  gp each. The Silver Ridge Stage Coach could also 
  do the job, but driver Stephen Bellamy is sick with 
  the flu. He can be treated by a Healer (10 Cure 
  Points and 2 Levels of Exhaustion), after which he 
  will drive the party for free out of gratitude.
  • Walking
  While certainly not advisable, it is possible to walk 
  to Silver Ridge. Such a trek would take about 2.5 
  weeks in either direction.
  Silver Ridge was settled twenty years ago during a 
  short-lived silver mine boom. The mine was quickly 
  stripped bare, and its inhabitants moved on to other 
  settlements. Those few who did not relocate to Red 
  Gulch or further west decided to stick it out, prying 
  scraps from the mine walls in the hopes of finding 
  riches missed by the original settlers. The current 
  population is less than two dozen, but they do not 
  take kindly to strangers. Because there is no trade to 
  speak of and little other reason to visit, the desperate 
  folks of Silver Ridge have a tendency to shoot first 
  and ask questions later.
       Their distrust of strangers goes even further. 
  Having heard of Mayor Ellis’ “tournaments” in the 
  past and the tendency for residents of the city to 
  suddenly go missing, the Silver Ridge denizens have 
  shut themselves off from the rest of Western Valley. 
  Their distrust turned to paranoia, and paranoia 
  turned to superstition. Believing Ellis to be the Grim 
  Reaper or even the devil himself - not an unfair 
  assessment, really - they have warded their homes 
  with crosses and other religious symbols. They have 
  even sought the aid of the equally xenophobic Takoda 
  clan, though the plains Natives are content to let the 
  Silver Ridge settlement fend for itself. 
       Upon arriving at the desolate town of Silver Ridge 
  the party finds themselves confronted with mindless 
  soldiers, paranoid locals, and the Watcher himself.
  
  56
  The Road North                                          
  For general rules on travel, weather, and health 
  conditions for the journey you can use the On the 
  Road table found on Page 18. 
       In addition, there are a few other encounters that 
  could occur at any time by the DM’s discretion.
  Perfect Storm
  Thunder rolls in the distance and dark clouds sweep in from 
  the horizon. Before you know it howling winds and stinging 
  rain batter you nearly senseless. With no trees or sources of 
  cover in sight you have two options: tough it out and keep 
  moving, or bunker down and wait for the storm to pass.
  The storm lasts for 5 hours. Designate one PC as the 
  “Survivalist,” who will make one Wisdom (Survival) 
  every hour to ensure the safety and structural 
  integrity of the travelers, horses, and carriages. The 
  DCs are listed in the table below:
  On a failure, there is a setback such as a broken 
  wheel or injured horse, requiring a long rest to 
  rectify. Other PCs can make a Survival check as well, 
  and if anyone gets above a 12 the Survivalist has 
  advantage on their own Survival check.
       Encounter. If the storm wasn’t bad enough, just 
  as it begins to lift on Hour 6 a different rumbling 
  is heard. Seven no-account sons of crawdads come 
  riding up, the leader firing a pistol into the air.
  “Reach for the sky, folks! I see y’all are having a bit of a problem 
  on account of the rain. Well, we’re here to oblige. If you’d kindly 
  hand over your gold and jewels we’d be plum delighted to 
  lighten your load. Now.”
       A total of six gunslingers and one bandit leader 
  spread themselves in a circle around the group. 
  Resolve combat as usual. You can use the Long Road 
  map on page 58.
       Rewards. Grant twice the XP for enemies 
  defeated, given the dire situations leading up to 
  combat.
  Episode 4: Showdown at Silver Ridge
  HOUR
  SURVIVAL
  1
  DC 14
  2
  DC 16
  3
  DC 18
  4
  DC 16
  5
  DC 14
  Rawlins Rustlers
  One day while headed down the road you see a most peculiar 
  sight. A young man walks in the opposite direction toward you, 
  leading two horses by their reigns. The horses limp slightly, 
  indicating they are in no shape to ride. The man gives you a 
  wide berth, not wanting to cause any trouble. 
  If the party stops to investigate or talk to the man, he 
  explains his predicament.
  “Oh, folks. I have had one doozy of a day. My name’s Marshall 
  Tate. Them Rawlins boys went and stole our family horses. 
  Rustled them over to their ranch, set to sell ‘em I reckon. I 
  followed them, and got these two back. They left ‘em behind, 
  probably on account of their injuries. They ain’t worth their 
  time. But we got over thirty horses still missing. Look, I know 
  it ain’t your problem, and I wouldn’t wanna trouble you none, 
  but would you be willing to help us out? We can fix you up with 
  a reward if you get ‘em back. I can show you where they live, 
  but... well, truth be told I ain’t a fighter. What do you say?”
       Encounter. If the party helps, Marshall directs 
  them to the remote ranch of the Rawlins family. Eli, 
  Lloyd, Orville, and Toby are veterans with rifles and 
  short swords. Their sister Hattie and ma Wilma are 
  commanders. You can use the Rawlins Ranch map 
  on page 59 for the house, and approximate the field.
       Rewards. Grant XP for enemies defeated as 
  normal. During the encounter a Horseman (Cowboy) 
  could attempt to steal groups of horses. Otherwise 
  Marshall Tate could simply be called in after the 
  encounter is over. Either way, grant 100 XP and 50 
  gp for each horse recovered. With 33 possible horses, 
  that is a maximum of 3,300 xp and 1,650 gp.
  
  57
  Watershed Raid
  Along your journey you come across the small town of 
  Watershed - little more than a school, post office, and jail. While 
  stopping off there for supplies you are approached by Margot 
  Slonaker, the local school marm. Though an elderly woman, her 
  stature and stoic expression attest to her hardiness.
  “Good day to you. I don’t know what brought you out here 
  beyond God’s good grace, but I thank Him for His mercy. 
  We’ve been beset by savages lately. Takoda, I believe they call 
  themselves. They’ve raided and pillaged this town without rest 
  for months. Red Gulch hasn’t done a thing about it, but I pray 
  you can. Their scouts are just outside of town. It’s a sure sign 
  of their attack. Please. I know we’re just a tiny speck on a dusty 
  road, but I beg you protect us.”
       Encounter. Presuming the party sticks around 
  to defend the town, you can run the encounter using 
  the Town Shootout map on Page 53.
       A total of ten scouts and one veteran named Iron 
  Bear charge through the streets on riding horses. 
  In two rounds they start setting fire to buildings. 
  Every 1d6 rounds they target another building and 
  throw a torch onto the roof. Each building takes 1d4 
  minutes to burn completely. In addition to fighting 
  the Takoda, the heroes can also use the well in town 
  to help contain the fires.
       Rewards. Grant XP for enemies defeated as 
  normal. In addition, grant 500 XP for every burning 
  building contained or inhabitants rescued from 
  within. In the end, grant 1 Reputation Point for every 
  party member who makes an earnest and public 
  effort to assist the people of Watershed.
       If anyone who speaks Siouxan interrogates one 
  of the Takoda, they explain that the town has been 
  known to aid the “wakansica,” or “evil spirits.” They 
  see The Watcher (or Mayor Ellis) as a great darkness, 
  and any who aid him should be destroyed as well.
  Cold Reception                                          
  After a long and grueling trek the party finally 
  reaches the isolated city of Silver Ridge. You can 
  describe the mining town as follows:
  Crossing over a stone bridge you behold the desolate city 
  of Silver Ridge. A vast collection of abandoned mines and 
  homes stretches along the stripped mountainside. Dust and 
  tumbleweeds blow across the dry ground, and mills that 
  haven’t seen water in decades grind slowly in the breeze.
  When you approach the eerie silence of the ghost town is 
  broken by a rifle shot as the residents, long known to be 
  suspicious of outsiders, open fire.
       Encounter. Using a map similar to Town 
  Shootout on Page 53, twelve bandits with rifles and 
  pistols hide behind the buildings on the far end. 
  Before combat begins, have any players who are 
  actively searching make a DC 17 Wisdom (Perception) 
  check. On a failure, the bandits have advantage on 
  their attacks against them for the surprise round.
       Rewards. Grant XP for enemies defeated as 
  normal. Once five or fewer bandits remain, they 
  surrender (and grant appropriate XP). One of them 
  admits to the following judgment.
  “Don’t kill me. Please. I thought you was with that Mayor Ellis. 
  The devil himself, he is. He came ‘round here years back and 
  killed near half the city. Took them to Hell, soul and all. He 
  keeps coming back, taking good folks in their sleep. He’s holed 
  up in Grey’s Mine. Biggest one here. He’s got his own army 
  too. Hundreds. They got dark eyes. Kill you soon as look at you. 
  Midnight Boys, I heard some people call ‘em. You ain’t getting 
  in there without an army of your own, I can tell you that.”
  Episode 4: Showdown at Silver Ridge
  
  58
  The Long Road
  Episode 4: Showdown at Silver Ridge
  
  59
  Rawlins Ranch
  Episode 4: Showdown at Silver Ridge
  
  60
  Grey’s Mine
  On the north side of town is the entrance to a 
  massive mine complex, fifteen feet across by ten feet 
  tall. The area outside of it is an encampment of twelve 
  buildings filled with soldiers and mindless minions 
  of Ellis the Watcher. While Ellis is busy performing 
  a ritual of some kind inside the mine, the mass of 
  people outside makes approach nigh impossible. 
       There aren’t enough civilians in Silver Ridge to 
  face off against the Watcher’s horde, so they lock 
  themselves away and defend their own homes. 
       With a DC 12 Intelligence (Investigation) or 
  Charisma (Persuasion) check, civilians clue the party 
  in to Ellis’ plan and potential solution:
  “The Watcher. That’s what we call him, ‘cause he just sits and 
  watches from the shadows. Like a coyote near a dying buffalo. 
  You know that poker tournament in Red Gulch? Well he has 
  them every decade or so. Every time folks go missing. Almost 
  the entire town, in fact. He calls it his “harvest,” and anyone 
  who gets in his way ends up dead. What exactly he does with 
  them poor folks we ain’t sure. As far as we’re concerned Ellis 
  is the Grim Reaper himself. Well we ain’t going down without a 
  fight. He’s got some evil going on in that place, that’s for sure. 
  After three days he and his whole army up and vanish. Then 
  they start it all over again.
       “We’re barely surviving up here, and we sure as Hell ain’t 
  fit to fight those demons. The only group up here with enough 
  people to fight them would be the Takoda. Good luck getting 
  any of them to help you. Them Injuns will kill you soon as look 
  at you. But if you’re feeling lucky, just follow the buffalo out 
  west. Them Takoda will be doing the same. They got a witch 
  doctor with them too. Maybe he’ll know something we don’t.”
       Any PC who is brave (or foolish) enough to 
  investigate the mine won’t get far before they are 
  spotted and gunned down by Ellis’ army. However, 
  on the outskirts and outlying buildings they may find 
  some interesting clues.
  ♦ A map of Western Valley with populations 
  written beside the towns. With a DC 12 
  Intelligence (Investigation) check it’s noticed that 
  the populations seem rather high. There are also 
  three cities listed that aren’t actually found in the 
  area: Brookville, Mountainview, and Wayport.
  ♦ Areas of importance on the maps include sights 
  of major battles - but a DC 12 Intelligence (History) 
  check reveals the armies involved do exist, but 
  they’ve never fought each other before.
  ♦ Holy symbols such as crucifixes and rosary 
  beads have been tossed in the fire, some of 
  them bashed apart first. A DC 12 Intelligence 
  (Investigation) check discovers them.
  Episode 4: Showdown at Silver Ridge
  
  61
  First Village                                         
  Though the heart of Takoda territory stretches 
  hundreds of miles across rolling plains and valleys, 
  there is a village relatively nearby. Nicknamed “First 
  Village” by the Silver Ridge residents, it is actually 
  called Iwíyohiyaŋpata - meaning “to the east” in the 
  Takoda tongue. Getting to First Village takes 24 
  hours at a leisurely pace, or about 18 at a hard ride.
       The ride can go by without incident. When they 
  begin to see smoke on the horizon the PCs are 
  soon spotted by Takoda scouts unless they take 
  the initiative to make a Dexterity (Stealth) check in 
  advance. The Passive Perception for the scouts is 15.
       Scouting Party. The group of scouts defending 
  the village consists of eight scouts and three 
  berserkers, all on riding horses.  If anyone shouts 
  to them in Siouxan they will whoop and holler as 
  they taunt and circle the party - but they will listen 
  to the speaker’s plea before attacking. With a DC 15 
  Charisma (Persuasion) check the scouts peacefully 
  take the party to the village - though the PCs may 
  feel more like prisoners than allies. Otherwise, they 
  attack. Resolve combat as usual on an open field.
  Village and Culture
  First Village can be described as follows once the 
  party arrives:
  Straddling a narrow river at the heart of a wide basin, the 
  First Village stands like a smaller model of the mountains far 
  beyond. Over a hundred tipis rise into the blue sky, and a herd 
  of countless horses thunders across the plains. Women and 
  children tend to the horses within the village, dressing and 
  painting them while they sing and play. Men stride around the 
  tipis and huts, adorned in war paint and ceremonial garb.
  The people stare at you warily, the fact that you are escorted by 
  scouts being all that prevents them from defending themselves 
  against you. Even so they keep their weapons close, treating 
  your presence with curiosity and suspicion.
  Just as the Waynoka is loosely based on the 
  Cheyenne Native American culture and language, the 
  Takoda are modeled after the Lakota Sioux. As with 
  Waynoka, Takoda is not specifically locked into this 
  cultural reference and has several influences.
       Diet and Supplies. The Takoda are hunters, and 
  trade very little. Visitors will find plenty of meat to 
  buy and eat, with fruits and vegetables being very 
  rare. Any party member who barters fruit, vegetables, 
  or bread will be able to acquire a far greater value in 
  bison and deer meat.
       Every Part of the Buffalo. The buffalo are 
  significant for Takoda culture, because it provides the 
  people with everything they need. Food, shelter, and 
  tools can be made from the animal’s giant body. The 
  tipis that people live in are made from many buffalo 
  hides sewn together. Anyone wearing parts of a 
  buffalo, the Waynoka hunting necklace, or that have 
  great hunting stories to tell find themselves rather 
  popular among the villagers.
  Chief Holding Two Feathers
  The chief of the Takoda is also a respected medicine 
  man and seer of visions. Holding Two Feathers once 
  warned his people of invasion, led them to rich 
  hunting grounds, and successfully negotiated the 
  surrender of rival tribes. 
       Holding Two Feathers is a proud, tall man with 
  cloudy gray eyes. Like most in his village he speaks 
  very little. He does not trust outsiders, but if they can 
  prove themselves virtuous and respectable he can 
  be persuaded to speak. When he does, he reveals a 
  great secret that may shake the spirit and warp the 
  mind of those who listen. His revelation changes the 
  fundamental beliefs of the party and makes their 
  agenda to stop the Watcher all the more paramount.
  Episode 4: Showdown at Silver Ridge
  
  62
  The Four Values
  Chief Holding Two Feathers spends his time in 
  his tipi, and if anyone asks for him he remains 
  unavailable to meet with them. The others say he 
  is in meditation and contemplation, which is partly 
  true. He is also sending word to the village to test 
  these outsiders for their integrity and values before 
  he will aid them. With the hour, he has four values 
  tested discretely and the results reported back to 
  him:
  Wacantognaka: The Siouxan word for generosity, 
  wacantognaka means to contribute to the well-
  being of one’s people and all life by sharing and 
  giving freely. This sharing is not just of objects 
  and possessions, but of emotions like sympathy, 
  compassion, kindness. It also means to be generous 
  with one’s personal time. The act of giving and not 
  looking for anything in return can make you a better 
  person and make you happy.
       Testing the party for wacantognaka is no simple or 
  solitary endeavor. Over the course of an hour, several 
  villagers will approach a PC and ask for gold, beads, 
  fur, food, or other goods. They don’t need these 
  things, but will see how willing the PC is in offering 
  it. They may also ask for their time an assistance, 
  such as looking for a lost horse or holding a child 
  still while they tell a story. If the PC declines these 
  requests, especially without giving a reason why, they 
  fail the test.
  Wotitakuye: Wotitakuye, or kinship, is one of the 
  important values coming from the tiyospaye, the 
  extended family. It includes the ideas of living in 
  harmony, belonging, relations as the true wealth and 
  the importance of trusting in others. It is one of the 
  values that made the tiyospaye work.
       At some point each PC will be called away in 
  private by a different villager. The villager will ask, 
  in somewhat broken English, what they think of the 
  rest of the party. They say that the PC in question 
  has an honest face, but they are curious about the 
  others. If each PC speaks indifferently or positively 
  about the others in the party, they pass. If they speak 
  negatively about anyone, they fail.
  Wacintaka: Meaning fortitude, wacintaka means 
  facing danger or challenges with courage, strength 
  and confidence. Believing in oneself allows a person 
  to face challenges. Fortitude includes the ability to 
  come to terms with problems, to accept them and to 
  find a solution that is good for everyone.
       One PC, the most physically imposing or war-
  hardened, is asked to help defend the village from a 
  large brown bear approaching. They make it clear 
  that they must not use weapons, which would be 
  disrespectful to nature and an insult to the bear. If 
  the PC bravely decides to face the bear unarmed, they 
  are in for a surprise. The bear - a village pet named 
  Mato - rolls onto its back when they get close and 
  tries to play - much to the laughter of the children 
  around them. Refusing to fight the bear alone or 
  using a weapon against their beloved Mato is a failure 
  of the test.
  Woksape: The knowledge and wisdom (woksape) of 
  the elderly is very important for the well-being of the 
  Takoda. This is understood to be something sought 
  and gained over the course of one’s entire life, but 
  not just by adding years to one’s life. Wisdom has to 
  do with understanding the meaning within natural 
  processes and patterns, and also being open to the 
  dreams of the day and the night when spiritual 
  direction may come to a receptive child or adult 
  seeking wisdom.
       The final test is a simple one. The oldest-looking 
  PC is posed a riddle by a fellow elder, curious to know 
  if the PC can solve it. If they do, they pass:
  There are two villagers: a big one, and a little one. The 
  little one is the big one’s son but the big one is not the 
  little one’s father. How is this possible?
  Answer: The big villager is the mother.
  Episode 4: Showdown at Silver Ridge
  
  63
  The Vision Quest
  If the party completes the tests for three out of the 
  Four Values, Chief Holding Two Feathers agrees to 
  lend the Takoda War Party in a battle against Mayor 
  Ellis and his mindless miscreants. If the party fails, 
  the Takoda considers the group unworthy allies and 
  continues to remain defensive instead of offensive.
       Before the Takoda go to war, Holding Two 
  Feathers bestows a great honor - he entreats the 
  visitors to embark upon a vision quest for guidance. 
  Normally this sacred ritual takes many days and 
  involves numerous rites and components. The vision 
  quest is also typically sought only by individuals. Due 
  to the limited time, however, he sequesters the group 
  (those who wish to participate) into a large sweat 
  lodge where they will remain for hours.
       The chief hands each seeker a heavy robe made 
  of buffalo hide and bundles of offering sticks to 
  be burned. He also hands one of them - likely the 
  “leader” of the PCs - a sacred pipe made from the 
  bones of a white buffalo. The seekers sit on one end 
  of the lodge near fire-heated stones, onto which water 
  is poured to create stifling sweat. A rectangular place, 
  approximately 5x5 feet, is cleared and a pole with 
  tobacco offerings is put at the center. Other smaller 
  poles are placed at the four directions, with offerings 
  and the representative colors of the four directions 
  tied to each of them. Sage is spread near the center 
  pole as a “bed” for the normally solitary seeker to rest 
  on when tired.
     When the place is readied, the chief leaves and the 
  lead seeker goes to the center pole and faces west, 
  and then walks to the pole that has been placed in 
  the west. Here he prays again with his pipe in his 
  hands. He then returns to the center pole and goes 
  to the north and repeats the process. Same with the 
  east and the south, taking as much time as needed in 
  any or all directions. When finished with all four, he 
  starts prayer again, all day and into the night. 
  Beyond the Veil
  As the moon hangs high in the night sky, the seekers 
  receive their visions. At last the veil of “The Secret” is 
  lifted, and the intentions of the Watcher revealed.
       Each player is told their vision privately. What 
  they see is the cause of their death, which occurred 
  before they arrived at Johnstown. This should have 
  been determined by you the DM by now, teased until 
  this point, and finally shown in detail.
       One PC could have drowned in a shipwreck on 
  their voyage across the Atlantic. Someone could have 
  given their life heroically in a house fire. Perhaps they 
  were a soldier killed in the final battles of the Civil 
  War. Perhaps they were executed as a criminal, or 
  killed by one. 
       Whatever the cause of untimely demise, the PCs 
  should be made aware that any “memories” of what 
  happened between death and Johnstown are vague 
  at best. They were merely the soul’s attempt to make 
  peace with their death, and they now realize they 
  were false. Midnight Boys, they now see, are simply 
  new arrivals that couldn’t process or accept the fact 
  that they are dead. So they go insane.
       With a DC 12 Wisdom save the PCs receive one 
  more vision. Mayor Ellis stands in the depths of 
  Grey’s Mine. Unlike the false appearance he had 
  before, he now appears as the ghoulish Grim Reaper 
  himself. He meditates in a large chamber filled 
  with corpses, performing a ritual which will “reset” 
  Western Valley to a beginning stage once again. The 
  poker tournament provided the bodies and souls he 
  needed for the ritual, and he now reaps his harvest. 
  Once he is finished, every single soul in Western 
  Valley will cross over and vanish. The area will then 
  become an “unexplored frontier” once more, and new 
  arrivals to the valley will build new cities and start 
  the cycle again.
       If the Watcher is defeated, spirits will be free 
  to live their lives - or unlives - as they see fit. The 
  awakened souls within can help arrives adjust, 
  preventing Midnight Boys and those who hunt them.
  Episode 4: Showdown at Silver Ridge
  
  64
  An Army of Feathers
  If the Takoda go to war, use the units and placement 
  of the Silver Ridge Battle map below. 
  In the early morning hours, a thunder rolls over the town of 
  Silver Ridge. Dust rises from the west, soon revealed to be a 
  mounted army of Takoda warriors. Hired mercenaries rise to 
  defend Grey’s Mine, and their master the Watcher within.
  If the Takoda are successful, the PCs have Inspiration 
  going into the final battle in Grey’s Mine. If they lose, 
  the PCs suffer disadvantage for the first minute (ten 
  rounds) of combat.
       Moving into Grey’s Mine, use the map on Page 
  65. A contingent of soldiers will be waiting for them - 
  though far fewer if the Takoda attack is successful.
  Episode 4: Showdown at Silver Ridge
  
  65
  Grey’s Mine Entrance
       Encounter. If the Takoda lose the Mass Combat 
  on approaching Silver Ridge, there are 12 bandits, 5 
  gunslingers, and 2 commanders waiting for them. They 
  use available cover and work to overwhelm, flank, and 
  potentially chase off the intruders.
       If the Takoda win, there are only 6 bandits, 2 
  gunslingers, and 1 commander left to defend the cave.
  Episode 4: Showdown at Silver Ridge
  
  66
  Grey’s Mine - Section 1
                                       3
      4
                                                          2 
        5
                                                                      1
  Episode 4: Showdown at Silver Ridge
  
  67
  Grey’s Mine - Section 2
        14                                 10
                                                                                       11              9
                 15                              13         12                                  8
                                                          
                                  16                                     6
                                                           7
           17                                                 
  Episode 4: Showdown at Silver Ridge
  
  68
  Grey’s Mine                                         
  Built decades ago at the dawn of a short-lived silver 
  rush, Grey’s Mine was one of the largest in Western 
  Valley. It has long since fallen into disuse, the silver 
  having dried up. Now it serves as the meeting place of 
  the Watcher and his loyal followers. None of the Silver 
  Ridge townsfolk dare visit the mine, even in the long 
  stretch of the year between “harvests.” They consider 
  it haunted, rightly so, and those few foolhardy 
  enough to wander too close tend to vanish without a 
  sign or a sound.
       The mine was commissioned and built by Walter 
  Gray, an ambitious former banker from Boston. He 
  used his life savings to come out to Western Valley, 
  where he built the mine and attempted several 
  others. He was killed in an unfortunate cave-in, and 
  though some whisper of foul play there has never 
  been any evidence of this. His body was recovered 
  days later and set to rest in the city cemetery.
  Area 1
  This small entrance to the mine is roughly 15 feet 
  wide by 20 feet long. It has a ceiling of 10 feet, and 
  contains nothing but the mining rail and a mine-cart 
  filled with stone rubble. It makes an effective scouting 
  area, able to see into the larger sections of the mine 
  thanks to torches along the walls of Areas 2 and 3.
  Area 2
  You can read the following description for this area:
  The narrow entryway expands quickly into a large chamber 
  of gray-brown stone. Easily 50 by 50 feet in size with a 15-foot 
  ceiling, the chamber is divided in half by a single mining track 
  stretching to the far end. A half-dozen torches along the wall 
  flicker in the darkness, casting a dancing dim glow throughout 
  the chamber. The smell of stagnant water and old wood is 
  strong here, and the age of the place is evident.
  Milling about the room are 7 gunslingers, casually 
  drinking and joking with one another. They seem to 
  have no awareness of the battle outside or the fact 
  that strangers have infiltrated the mine. They have 
  a Passive Perception of 13 if anyone attempts to 
  observe them stealthily. Otherwise one of them points 
  and shouts, and the gunslingers use rifles to keep the 
  intruders at bay.
       Anyone who takes the time after the battle to 
  search the walls and mine-carts for leftover riches 
  can make a DC 20 Intelligence (Investigation) check. 
  On a success, they recover 1d20 gp worth of silver 
  ore.
  Area 3
  At this mine junction, commander Jim Martin and 
  his gunslinger partner Eddie protect the northern 
  passage. If combat breaks out in Area 2, and it looks 
  like the PCs are winning, they light a bundle of 
  dynamite (6 sticks) on the mine-cart and high-tail it 
  north. A DC 10 Wisdom (Perception) check will spot 
  this. The resulting explosion, four rounds later, is 
  enough to cave in the mine. In addition to damage as 
  normal for dynamite, each surviving PC must make a 
  DC 15 Strength (Athletics) check to outrun the cave-
  in and retreat outside. Otherwise, they are crushed.
  Area 4
  Leading west of the mine is an old tunnel extending 
  100 feet further into the mountain. There is nothing 
  of importance along the length of this tunnel. 
  However, the original miners stopped mining just shy 
  of a mother-lode they never new existed. If the party 
  gets the urge to take up the dusty pickaxes, they can 
  mine for at least an hour to reach it. After an hour, 
  have any miners make a DC 15 Strength (Athletics) 
  check. On a success they immediately uncover raw 
  silver ore worth about 10d100 gold pieces. It becomes 
  evident with more prying that there is a very rich 
  silver deposit in the hills. If properly extracted and 
  mined, it could mean revitalizing Silver Ridge and 
  making the new claim owner rich until the end of 
  their days.
  Area 5
  You can read the following description for this area:
  Curving back on itself is a large tunnel carved into the western 
  wall. Inside are dozens of sleeping bags, bed rolls, barrels of 
  food, and other supplies. There are more sleeping spaces here 
  than the handful of guards outside would warrant, indicated 
  that the number of guards in the mine fluctuates. 
  In addition to replenishing food or water if necessary, 
  the room also provides some interesting insight on 
  the people risking their lives for the Watcher. Near 
  one bedroll is a handwritten note:
  “My love. I am so sorry I was not there for your passing. I 
  swear to you I was true, and my heart desired only to bring us 
  both happiness. Winters claim many lives. Yours, of course, 
  but mine as well. I died shortly after you, which I suppose was 
  all we wanted. I had hoped to find you in Western Valley, this 
  heaven before heaven. But it was not to be. The Watcher said 
  he can reunite us. By serving him, we will be together once 
  more. If it is true, then I count the days until I hold you in my 
  arms again. If it is a lie, then it is one I will defend regardless. 
  You are worth the risk. I love you. Yours always. Samuel.”
  Episode 4: Showdown at Silver Ridge
  
  69
  Area 6 - Old Stairs
  Leading up to the internal rooms of the mine base 
  is a creaky old wooden stairway. Dexterity (Stealth) 
  checks made to sneak up into the base are made at 
  disadvantage.
  Area 7 - Sleeping Chambers
  This room is filled with over two dozen beds, 6 of 
  them occupied by sleeping bandits. If roused it 
  will take them at least a round to arm themselves 
  and be ready for combat. They could be attacked in 
  their sleep, but doing so would cause the loss of 1 
  Reputation point. A DC 10 Charisma (Intimidation) 
  or (Persuasion) check is enough to convince the men 
  not to attack. If successful, they surrender peacefully 
  and will follow the commands of the party to the best 
  of their ability. If commanded to fight against the 
  Watcher, however, they will risk death to grab their 
  weapons and turn on the party.
  Area 8 - Dining hall
  You can read the following description for this area:
  This 30x30 foot room crackles with the sound of an iron stove 
  and the scent of roasted ham. Casks of wine line the walls, one 
  of which is being enjoyed by the room’s occupants. Among 
  them is Antonia Romano, who raises a glass in a toast. 
   
  “To our fine Mayor. When Western Valley begins anew, we will 
  reap its fertile riches. Baron Romano. I believe I like the sound 
  of that.”
  Antonia Romano is joined by a commander and 
  two gunslingers. If Romano has not survived until 
  now for some reason, only the other three remain - 
  and they look over a map of Western Valley as they 
  determine how best to own it in the near future.
  Areas 9 and 10 - Storage
  Within these rooms are ample replenishing supplies, 
  from food to ammunition to gunpowder.
  Area 11 - Hidden Vault
  The entrance to this room is hidden behind a large 
  painting in the main hallway. The vault proper is 
  locked, the key tucked in the coin purse of Romano 
  or the commander in Area 8. Picking the lock 
  requires a DC 15 Dexterity (Thieves Tools) check.
       Within the vault are chests containing 5,500 gp, 
  jewels, and personal items such as pocket watches 
  and embroidered kerchiefs. 
  Area 12 - Weapons Storage
  Within this small room are wooden crates containing 
  200 bullets, 10 daggers, 10 short swords, 5 calvary 
  swords (scimitars), 5 pistols, and 2 rifles.
  Area 13 - Ellis’ Office
  This simple office contains a map of Western Valley 
  as well as outlying regions, including some new state  
  called “Colorado.” In addition, his drawers are filled 
  with newspaper clippings for events that haven’t 
  happened yet - stretching as far as 1882.
  Area 14 - Bone Altar
  Two veterans vigorously defend this hallway. If the 
  party reaches the end, describe the following:
  At the end of the hallway is a small stone altar, upon which is 
  laid an adult skeleton. There is no blood, and the skeleton is 
  completely clean. The skeleton seems to have cuts or scrapes 
  across its polished bones, and a ceremonial dagger sits on the 
  altar nearby.
  A DC 15 Wisdom (Medicine) check identifies the 
  skeleton as belonging to an adult male, and has likely 
  been in skeletal form for several decades. A DC 15 
  Intelligence (Religion) check can clue an observer in 
  to further information:
  The scrapes on the bones look to be a combination of Native 
  American charms and southern Voodoo incantations. They 
  amount to an anchor for a spiritual forces. Considering the 
  gender, build, and importance of the skeleton in this place, it 
  likely belongs to the Watcher - or at least once did. Since the 
  Watcher is an immortal spirit, the damage or destruction of its 
  protected skeleton could make him vulnerable to attack.
  Area 15 - Torture Room
  You can read the following description for this area:
  This morbid, 15 x 45 foot room is filled with crude iron cages, 
  weapon racks, and a table outfitted with leather straps fixed to 
  blood-stained wood. The smell of decay is nearly overpowering. 
  The lone resident in the room wears butchers’ garb and slowly 
  stands to his full height of over 7 feet when he sees the door 
  open. His still, stone-like face glares in your direction as he 
  brandishes a butcher knife the size of an axe in one hand and 
  bites off the last chunk of drumstick meat in the other. Without 
  a word “the Butcher” raises his weapon to attack, knocking over 
  buckets of entrails and cleaned bones as he barrels forward.
       Encounter. The Butcher fights to the death, using 
  his Intimidating Stare when possible to scatter the 
  party. He would rather chase the PCs away or take 
  them alive if possible, but he will kill if necessary.
  Episode 4: Showdown at Silver Ridge
  
  70
  The Butcher
  Medium Human, Lawful Evil
  Armor Class 16 (Studded Leather)
  Hit Points 112 (15d8+45)
  Speed 30 ft.
  STR
  18 (+4)
  DEX
  12 (+2)
  CON
  16 (+3)
  INT
  7 (-2)
  WIS
  9 (-1)
  CHA
  14 (+2)
  Saving Throws Str+7, Con+6
  Skills Athletics +7, Intimidation+5
  Senses Passive Perception 9
  Languages English, German (Can’t Speak)
  Challenge 5 (1,800 XP)
  Brave. The Butcher has advantage on saving throws against fear.
  Brute. A melee weapon does one extra die of its damage when 
  the Butcher hits with it (included in the attack).
  No Escape. When the Butcher hits with an opportunity attack, 
  the target must succeed on a DC 15 Strength saving throw or be 
  knocked prone.  
  ACTIONS
  Multiattack. The Butcher makes two melee attacks.
  Battleaxe. Melee Weapon Attack: +7 to hit, one target. Hit: 15 
  (2d8+4) piercing damage.
  Unarmed. Melee Weapon Attack: +7 to hit, one target. Hit: 6 
  (1d4+4) bludgeoning damage.
       The Butcher cannot speak, his tongue long since 
  removed. However, if he is defeated and allowed to 
  live he can be convinced to be helpful with a DC 15 
  Persuasion or Intimidation check. In such a case 
  he can lead the party to the bones in Area 14 and 
  gesture to break or snap them, follow the party as 
  extra muscle, or assist in any other way his simple 
  mind can comprehend. He will not fight against the 
  Watcher, but he will help the PCs otherwise.
       If at any point inside the mine a PC is left behind 
  or captured in any way, they will be dragged to this 
  Torture Room and imprisoned. In time Antonia 
  Romano or some other commander will come by 
  and question the PC, wanting to know what they 
  are doing and what their future plans are. If the PC 
  is less than forthcoming, the Butcher will then be 
  tasked with extracting the information from them.
       For every minute in which the PC is tortured, have 
  them make a DC 10 Constitution save that increases 
  by 1 (to a maximum of 20), dealing 1d8 damage per 
  minute. On a failure, they break and will answer 
  truthfully any question asked of them. The PC then 
  loses 1 Reputation Score Point.
       If the PC holds out for 10 minutes, at which point 
  the DC for the Constitution save is 20, the Butcher 
  and interrogator give up. If the PC is still alive at this 
  point, the Butcher reduces their HP to 0. Whether by 
  this scenario or if the PC is reduced to 0 HP during 
  torture, their body is thrown into one of the cells. 
  They can make death saving throws as normal, and 
  the Butcher pays no regard to them either way. The 
  PC gains 1 Reputation Score Point if they do not 
  break under torture.
  Episode 4: Showdown at Silver Ridge
  
  71
  Area 16 - Commander’s Quarters
  The sleeping area of Antonia Romano or the presiding 
  commander, this room is clean and scented with rose 
  oil. The oil, sweet as it may smell, is also laced with 
  poison. 
       If any PC stays in the room for longer than 2 
  rounds, have them make a DC 15 Constitution 
  saving throw against poison. On a failure, they lose 
  consciousness. Every round thereafter in which they 
  are in the room, the PC gains one level of exhaustion. 
  Eventually they could die of exposure. 
       A DC 10 Medicine check identifies the poison in 
  the rose oil on the dresser. Throwing the oil out of the 
  room or burning it will stop the continuous effects, 
  but the poison itself will need to be cured. The rose 
  oil poison has 10 Cure Points before the PC can 
  regain consciousness and recover exhaustion levels.
  Area 17 - Temple of Death
  At the far end of the main corridor is a large room 
  hidden away behind a solid oak door. It can be 
  described as follows:
  The heavy oak door creaks as it opens, letting escape a 
  nauseating scent of rotting meat, pooled blood, and molding 
  walls. Beyond is a 30 by 40 foot room of solid stone, arranged 
  like a small church with rows of pews aligned to face an altar 
  at the front. The pews, however, are buried beneath a massive 
  pile of bodies. Dozens, perhaps over a hundred, sit deadly still 
  with lifeless eyes and open mouths. Flies buzz around them, 
  creating a dull hum in the air. What little light shines in the 
  room comes from flickering sconces along the wall.
       At the front of the temple, where a priest might stand, is 
  a tall man with a top hat and monocle. At first he seems like 
  Mayor Ellis, and in a way he is, but here he allows his true form 
  to be seen. With vacant gray eyes, the Watcher stands half 
  leaning over a brass bowl of blood. He mutters something in 
  a language you do not understand, but it seems to resonate 
  within your very soul. The dark, guttural words echo through 
  the room and cause the lights to waver slightly on certain 
  pronunciations.
  If the party has not destroyed the skeleton in Area 
  14, the Watcher ignores the intruders unless they 
  come further into the room. He has nothing to fear 
  from them. 
       If the skeleton is destroyed, or if the PCs take 
  more than a few steps into the room, the Watcher 
  speaks without needed to roll for Perception.
  “Welcome, friends. If you are looking for the poker 
  championship earnings, they are in the coffer behind me. 
  Otherwise, have a seat. The world is about to be made anew, 
  and you have the honor of bearing witness.”
       Moment of Truth: Inaction - If the PCs do 
  nothing to attack the Watcher or disrupt his ritual 
  in any way, he ignores them or speaks somewhat 
  vaguely to stall for time. In one minute (10 rounds) 
  from the time the PCs enter the room, his ritual will 
  be complete. Until then, if asked about the bodies or 
  his intentions, the Watcher replies along the lines of:
  “Fear not. For like you, they were already dead. This form of 
  theirs is little more than aether, spiritual essence made flesh 
  to allow the soul time to make a choice. A choice on who they 
  truly are. Noble. Cowardly. Hero. Villain. Friend. Enemy. Their 
  day of reckoning has come. The harvest is complete. Now the 
  fallen will usher in a new era. I hope your time in Western Valley 
  has been enlightening. Be at peace.”
  Episode 4: Showdown at Silver Ridge
  
  72
  After one minute, you can describe the following:
  Soon the bowl of blood begins to bubble and boil. It shakes and 
  steams, and the Watcher smiles widely at the sight. He takes a 
  step back, staring unblinking at the cauldron which threatens 
  to erupt. Soon a bright red light flashes from within the bowl, 
  blinding all within the room.
       In an instant, it is over. Some of you behold a realm of light 
  and gold, peace and serenity. The gates of Heaven are open to 
  you. Some see only darkness and feel a deep, frozen despair as 
  you stand in the depths of Hell. The purgatory of Western Valley 
  is cleansed and reset, and once more souls begin to flood in - 
  blissfully ignorant on the steps of their own adventures.
  That is it. The game is over. The players are welcome 
  to begin again as new characters on a new adventure.
       Moment of Truth: Action - If the PCs attack or 
  disrupt the ritual in any way, the Watcher growls 
  and attacks. Screaming “you cannot prevent the 
  inevitable,” he brandishes clawed hands and attacks. 
       If the PCs did not destroy the skeleton in Area 14, 
  use the ghost creature statistics for the Watcher. The 
  difference is the Watcher is immune to bludgeoning, 
  piercing, and slashing damage - not just resistant to 
  it. Needless to say, this will not go well for the PCs. 
  If they uses the torches or other means of dealing 
  damage and happen to destroy the Watcher, he will 
  live to return another day in the future - though 
  the PCs still gain a victory. If they later destroy the 
  skeleton in Area 14, the Watcher will not return.
       If the skeleton is destroyed before engaging the 
  Watcher, use the statistics to the right. The Watcher 
  fights to the death, and you can describe the 
  following if he is defeated:
  The Watcher falls back, looking over his injuries as though 
  shocked he could have them. From each wound flame begins to 
  erupt, flickering in dark red light. The Watcher’s monocle falls 
  out, and he looks to you in shock and rage.
  “This... is not... possible. I cannot die...” With one final groan 
  of pain, the man crumples into a heap on the floor. His body 
  combusts with flame, consuming him in a howling ball and 
  reducing him to ash. Just then, one of you feels a jolt of 
  energy. The one who dealt the killing blow levitates slightly, 
  your body bathed in golden-orange light. The power, and the 
  responsibility, of the Watcher passes on to you. You feel it. The 
  omniscience. The balance. You can sense where every soul in 
  Western Valley currently is and what they are doing. Your feet 
  touch the ground once more, no longer as a mere mortal. You 
  are the new Watcher. 
  The Watcher
  Medium Undead, Lawful Evil
  Armor Class 17 (Natural)
  Hit Points 84 (13d10+13)
  Speed 60 ft.
  STR
  9 (-1)
  DEX
  20 (+5)
  CON
  13 (+1)
  INT
  10 (+0)
  WIS
  14 (+2)
  CHA
  14 (+2)
  Saving Throws Wis+6, Cha+6
  Skills Perception +6
  Damage Resistances bludgeoning, piercing, and slashing from 
  attacks made with weapons that are not silver 
  Damage Immunities cold, necrotic, poison
  Condition Immunities charmed, exhaustion, frightened, 
  grappled, paralyzed, petrified, poisoned, prone, restrained
  Senses darkvision 60 ft., Passive Perception 16
  Languages All spoken languages
  Challenge 10 (5,900 XP)
  Incorporeal Movement. The Watcher can move through other 
  creatures and objects as if they were difficult terrain. It takes 5 
  (1d10) force damage if it ends its turn inside an object. 
  Regeneration. The Watcher regains 10 hit points at the start of 
  its turn if it has at least 1 hit point. 
  ACTIONS
  Multiattack. The Watcher makes two melee attacks with its 
  cane.
  Cane. Melee Weapon Attack: +9 to hit, one target. Hit: 15 
  (3d6+5) bludgeoning damage.
  Harrowing Scream (Recharge 6). The Watcher emits an 
  otherworldly shout. Each creature of the Watcher’s choice 
  within 60 feet of it that is able to hear the roar must make a DC 
  15 Wisdom saving throw or take 33 (6d10) psychic damage 
  and be frightened for 1 minute. A creature that succeeds on its 
  saving throw takes half as much damage and isn’t frightened. 
  An affected creature can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a success. 
  Episode 4: Showdown at Silver Ridge
  
  73
  Aftermath                                           
  As denoted in the previous scene’s description, 
  the PC who makes the killing blow against the 
  Watcher becomes the next Grim Reaper. They can 
  either choose to accept this position or pass it on to 
  someone else who is willing. In either case, the new 
  Watcher can use the Watcher statistics on Page 72 as 
  a template for their new statistics. 
       The new Watcher has the important task of 
  determining the fate of Western Valley. Does the 
  status quo continue as always? Are there changes? 
  Expansions? Developments? Allow the new Watcher 
  plenty of time to determine these things.
       In addition to the XP of defeating the Watcher, 
  there is a considerable horde of loot to be found. The 
  Watcher was truthful in his statement: the locked 
  chest near the altar has 10,000 gp in coins inside.
  Silver Ridge
  If the new Watcher decides to keep Western Valley 
  as it is, there are a few things to consider and places 
  to visit. Among them, of course, is Silver Ridge. The 
  mine has been cleared and the people freed from 
  the supernatural forces that haunted it. With access 
  to a source of wealth once more, life can return 
  to the dying town. Trade can be rekindled, travel 
  and commerce expanded, and the local farming 
  community developed. It may take years, but Silver 
  Ridge can once more join the rest of Western Valley 
  as a town worth visiting.
  Snake’s Bend
  With the potential peace obtained with the Takoda, 
  it may be possible to mend the conflict between 
  them and the Waynoka. Such a peace could usher 
  in a new era of collaboration and trade between the 
  rival tribes, and the unity of Natives could well mend 
  some of the tensions between them and the American 
  settlers as well.
  Johnstown
  The entrypoint for wayward souls into Western 
  Valley, Johnstown proves to be more important than 
  perhaps initially thought. The new Watcher and 
  the band of heroes that aided them could do well 
  to clean up that town. By straightening (or perhaps 
  replacing) Sheriff Sumner and cleansing the towns 
  of any bandits, Johnstown could become a peaceful 
  welcome into the land of the passed.
       Alternatively, if altruism is not on the PC’s 
  agenda, it could also be reformed to be even more 
  strict and militant - a sign to all who arrive of what 
  is to come, and source of standing and wealth for the 
  new Watcher and their crew.
  Red Gulch
  Though the of bodies sacrificed within Grey’s Mine 
  were came from across Western Valley, the vast 
  majority were harvested in Red Gulch. Once their 
  bodies are returned - or at the very least mentioned 
  upon return to the city - a funerary service is held at 
  Lady of Grace Chapel by Father Gabriel McCall. After 
  giving a few words of respectful mourning, he offers a 
  simple yet poignant poem for the fallen:
  Make me no grave within that quiet place
     Where friends shall sadly view the grassy mound,
  Politely solemn for a little space,
     As though the spirit slept beneath the ground.
  For me no sorrow, nor the hopeless tear;
     No chant, no prayer, no tender eulogy:
  I may be laughing with the gods--while here
     You weep alone. Then make no grave for me
  But lay me where the pines, austere and tall,
     Sing in the wind that sweeps across the West:
  Where night, imperious, sets her coronal
     Of silver stars upon the mountain crest.
  Where dawn, rejoicing, rises from the deep,
     And Life, rejoicing, rises with the dawn:
  Mark not the spot upon the sunny steep,
     For with the morning light I shall be gone.
  Far trails await me; valleys vast and still,
     Vistas undreamed of, canyon-guarded streams,
  Lowland and range, fair meadow, flower-girt hill,
     Forests enchanted, filled with magic dreams.
  And I shall find brave comrades on the way:
     None shall be lonely in adventuring,
  For each a chosen task to round the day,
     New glories to amaze, new songs to sing.
  Loud swells the wind along the mountain-side,
     High burns the sun, unfettered swings the sea,
  Clear gleam the trails whereon the vanished ride,
     Life calls to life: then make no grave for me!
  Elsewhere in Western Valley
  Across the rolling hills and rushing rivers, the 
  majestic mountains and winding canyons, Western 
  Valley is a virtually untapped haven of natural 
  beauty. It could be preserved as it is, or the new 
  Watcher could see to the responsible growth of the 
  land. New arrives foster new towns - towns which 
  will need lawmen to govern and trade to develop. The 
  possibilities are endless. Adventure awaits!
  Episode 4: Showdown at Silver Ridge
  
  74
  
  75
  ART CREDITS
  “Emigrants Crossing the Plains” by Albert Bierstadt
  “Western Scene” care of Magic4Walls.com
  “Plata de Ley Character Art” by Charro Art
  “Sunset Composition” by Tim Wetzel
  “General Store Ground Floor” by IamGrays
  “Cowboy Revolver Art” care of MrWallpaper.com
  “The Town” by Thorsten Hubner
  “Buckaroo” by Carrie Ballantyne
  “The Hell Saloon” by Pervandr
  “Stagecoach” by Frederic Remington
  “Stampede” by Bernie Flathorn
  “Six Guns Concept Art” by Devin Platts
  “Kawashi Village” care of kawaiidermatology.com
  “Legends of the Triggermen” by Volta
  “Gunfight in a Burning Town” by Tayler Jacobson
  “Easton Manor” by Tomas Reichmann
  “Wild West Banker” by Max Lim
  “Jade” by Bao Pham
  “Smoking Tipis” by Edward Two Bulls
  “Stone Arrow” by Studio Wildcard
  “Avanseot Village Map” by Blaidd
  “Portrait” by Mian Situ
  “Iron Horse” care of Mostlywesterns.com
  “Tickets” care of Ceres Rail Company
  “Great Train Robbery” by N.C. Wyeth
  “Lightning Rail” by Micah
  “Pistol Ammo” care of vignette2.wikia.com
  “Steampunk Western Girl” by Esther Sanz
  “Train Watercolor” by Rafal Rudko
  “Riding the Bull” by Graham Berry
  “Bannock” by thebruceuk via Reddit.com
  “Christine” by Alex Raspad
  “The Bullet” by Jogan Wahlbäck
  “Jack the Ripper” care of wallpapers.wallhaven.cc
  “Mayor” by Kira Mayer
  “Old Westerner” by Alfredo Rodriguez
  “Revolvers Clipart #1930394” care of clipart-work.net
  “The Feral Dog” by David Hemenway
  “Town Block 2 Quick Roofs” by Gabriel Pickard
  “Yorkshire Terrier” by D. Kenneth
  “Wild West” care of MostlyWesterns.com
  “The Power of Freedom” by Bonnie Marris
  “Grassy Path” care of 2minutetabletop.com
  “Abandoned Cabin” by Mike Schley
  “The Taunt” by Frank C. McCarthy
  “Chief Slow Bull” by Karen Roncari
  “Ship In a Storm” by Ivan Aivazovsky
  “Phandalin” by Tim Denee
  “Entrance to the Rebellion Cave” by Steel Rat
  “Dwarven Ruins Battle Map” by Lorelei
  “Rothwild Butcher” by Cedric Peyravernay
  “Mr. Balthazar” by Disse86
  “Monocle Necklace” by Shana Logic
  “Bronco-Riding Cowboy at Sunset” by Ashley Kath Bilsky
  “Night Saloon” by Floyd Billingly
  POETRY CREDITS
  “Make Me No Grave” by Henry Herbert Knibbs
  
  76
  
  Dakota Territory. 1872.
  The gold that once birthed the boomtown of Red Gulch 
  has begun to dry out. To keep pioneers in the city and 
  invite in more, Mayor Ellis has called for a poker 
  tournament with stakes too high for folks to pass up. On 
  the second night of the tournament, however, a tavern 
  girl screams as her drunken patron slumps over with a 
  knife in his back. Over time, more and more residents 
  and visitors – many of them participants in the 
  tournament – end up six feet under. Can the remaining 
  players and curious bystanders solve 
  the mystery of Red Gulch 
  before it’s too late?
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/BTD Press/BTD Press - Dead Mans Hand.pdf