Stone and a Hard Place Pt 1
And so we begin the main story of Stone and a Hard Place. Split into 9 adventures known as Plot Points, what begins as a quest for revenge against an undead outlaw turns into a greater struggle to prevent the Deathly Drifter from ushering in a Hell On Earth. This Plot Point Campaign starts the party out at Seasoned rank, and much like the Last Sons it expects a few prerequisite details for PCs. Namely that they’ll be friendly to the Earp family and Holliday, and even more so eager to help them clean up Tombstone. The separately-sold pregenerated characters even include two family members of Wyatt’s as if that isn’t obvious enough. And in Deadlands Plot Point Campaign tradition, we open up with a pair of quotes
Revelation 6:7-8 wrote:And when he had opened the fourth seal, I heard the voice of the fourth beast say, Come and see. And I looked, and behold a pale horse: And his name that sat on him was Death, and Hell followed with him.
The Good, the Bad, and the Ugly wrote:In this world there’s two kinds of people, my friend. Those with loaded guns and those who dig. You dig.
1. Shot Down at the OK Corral
The campaign begins in Tombstone, Arizona in October 1881. This is a town divided in more ways than one: growing numbers of city folks from Back East are distrusted by the local ranchers and miners, and Bayou Vermilion’s becoming more powerful to the point that they can act above the law. The Tombstone Nugget newspaper is a propaganda arm for them and the Cowboy Gang, while the Tombstone Epitaph favors the Earp’s attempts at bringing order. While in the Oriental Saloon a group of drunken ranch hands start a fight with the PCs and an all-out brawl soon breaks out.
Regardless of the outcome the PCs’ willingness to take on who are later revealed to be members of the Cowboy Gang earns them the notice of Wyatt Earp, who wants to meet with them tomorrow morning. When that day comes and the PCs show up, they’ll be deputized and earn their first job: Ike Clanton, a drunk Cowboy, is wandering around town drunk with a rifle in his hands. They’re tasked with bringing him in alive before he hurts himself or someone else. Clanton’s arrest (and it’s presumed that he’s taken in alive) causes the rest of the gang later that day to gather in a large group at the OK Corral, refusing to turn in their guns for Tombstone’s anti-firearms ordinance.
Virgil, Morgan, and Wyatt Earp along with Doc Holliday and the PCs, all gear up to confront the gang. Technically speaking the Cowboys are skirting the law by keeping their rifles and shotguns holstered up on their horses but within arm’s reach, and they have pistols hidden in larger pockets. Wyatt will demand them to throw down their guns, which they’re not going to do, and now the PCs get to be part of an historical event in the West!
Fun Fact: Tombstone, Dodge City, and many other towns in the Old West had some pretty strict gun control laws. The expectation for travelers were that they’d visit the local sheriff’s office and turn in their guns while within town and come to retrieve them when it came time to leave. In some towns they could go about as they pleased, but certain businesses had the right to ask customers to turn them over in a similar manner while within the establishment.
The fight is one big shootout, with the PCs and their allies outnumbered by a now-free Ike Clanton* and 5 Cowboy outlaws per PC. One thing I should note is that in Savage Worlds, the players control all allied NPCs during combat, and this is no different.
Morgan and Virgil Earp are above-average gunslingers, but Wyatt and Doc Holliday are pretty much endgame-tier characters. If they were designed as PCs they’d be around Heroic to Legendary Ranks, the two highest in Savage Worlds. Wyatt Earp’s own badge is a special Relic which makes attacks against him suffer a -4 penalty. Combined with Improved Dodge that’s a total -6 against ranged attacks, which means that none of the enemies are going to touch him barring some lucky exploding dice. Doc Holliday is a hexslinger who has some AoE powers and can dual-wield pistols.
It’s noted in the text that writers want the players to control the NPCs as a taste of what ‘high-level’ characters can do, but given that Wyatt and Holliday have a lot of edges to keep track of it’s not the kind of thing you’d spring on players right then and there. It’s also part of a running element in this Plot Point where the PCs who should normally be the “stars of the show” end up playing second fiddle, saddled with similarly-powerful DMPCs, or have their agency taken away somehow which knocks the adventure down a few pegs.
After the shootout ends, the remaining Cowboys will come to gather up their dead; they lost the will to fight today, but there will be Hell to pay in the next adventure!
What I’d Change: Honestly it’s kind of hard to write these entries for this Plot Point in that such an undertaking would effectively rewrite huge portions of the adventures to the point that I’d be better served doing my own homebrew sessions. But if I had to change anything about the first adventure, I’d probably knock Holliday and the Earps’ stats down a peg and alter the number of Cowboys so as not to overwhelm the PCs.
2. Vengeance Ride!
Unlike other Plot Point Campaigns, the next adventure is meant to take place a number of in-game months after the first. During this time the PCs are expected to continue working as deputies and perhaps do a number of sidequests and encounters over time to better bond with their new employers.
Fun Fact: Of what few online gaming groups I know of that ran this campaign, some of them really took it far. Like 40 to 50 sessions far. Which given the session-based Experience progression of Savage Worlds and the fact that most of the “Savage Tale” sidequests are effectively singular encounters, they’re basically taking a year’s worth of homebrew adventures before carrying on with a campaign which presumably will last around as long. I find this rather strange, but as long as they’re having fun I can’t really knock ‘em for this.
Our adventure begins once again at the Oriental Saloon, when a panicked messenger comes in to announce that Morgan Earp was murdered by someone who tried to rob their stagecoach. The Wells Fargo wagon carries Morgan’s body into town, shot through the heart and with his deputy badge missing. The messenger’s insistent on the PCs finding Virgil and Wyatt Earp, but if pressed he can explain how he saw the apparent murderer not only take a shotgun blast without harm. Then he drew his pistols at lightning speed and seemingly disappeared once the smoke cleared.
The Earps are saddened and furious at this. Wyatt, convinced that the Cowboys are responsible, notices some of them in the crowd via their sashes and opens fire unprovoked at them which causes another shootout. At this point he plans to go on a vengeance ride around Tombstone’s environs with Virgil, Holliday, and the PCs, arresting or killing every Cowboy they can find. Their first major stop will be the Clanton Ranch, where a lot of the gang’s holed up.
But word of Morgan’s murder reached the gang and Bayou Vermilion. Knowing how vindictive Wyatt can be, they already barricaded down their hideouts along the way and will unleash zombie minions during one encounter. The Clanton Ranch itself has the aforementioned Ike Clanton if still alive, along with a host of other Cowboys and higher-ranking members such as Curly Bill Brocius and Johnny Ringo.
But the Cowboys also have a specialist at hand, one mean and tough enough to take on both Doc and Wyatt: Jasper Stone! Stone himself will sit back on a porch sipping whisky, waiting until both sides reduced each other’s numbers enough before going right up to the party:
From out of the ranch house a pale, lanky figure saunters—more apparition than man. His ancient brown coat whips in the desert wind. His hatbrim is pulled low to shade his eyes.
A crimson feather pokes from his hatband. A tasseled red sash sits on his hips, which also hold a pair of vintage Colt Dragoons in well-oiled holsters. The figure’s waistcoat is studded with a collection of lawman’s badges...each pierced by a single bullet hole.
“You like ’em?” he asks. His voice sounds like gravel and burning brimstone. He touches a badge that reads DEPUTY MARSHAL. It’s still blood-spattered. “I reckon this newest one might be my favorite.”
So it’s inevitable that Stone’s going to win this battle and he’ll do Called Shots at each DMPC’s heart. But fortunately for the PCs he’s not here for them: he’s going to off Holliday and the Earps and any other NPC allies as his top and only priority. When it comes time for him to turn his guns on the PCs, he spins his Dragoons back into their holsters with a dismissive “You ain’t even worth the lead” before collecting the badges of the fallen and walking away. If a PC attacks him, he’ll growl, look to his twitching hand, and use his Ghost power to disappear.
I figure now’s a good time to discuss Stone’s stat block. Well imagine one of those middle school Dungeon Masters who wanted to make a Mary Sue uber-character by cranking up the numbers in every conceivable statistic. Stone is more or less this: he has d12+2 in every attribute and most skills in the Savage Worlds corebook, with an above-average d8 Piloting as the absolute lowest skill. He has
44 edges, both normal and Harrowed, and thankfully the adventure has a sidebar consolidating the effects and tactics of his most-common edges. Not only that, any wounds dealt by his guns are impossible to heal by any means, nobody can use Fate Chips* within his line of sight including himself, and he is immune to fear and all forms of mundane and magical attacks. His only two weaknesses are being slain with the original bullets that put him down at Gettysburg, or killed by a gun fired by his own hands.
*Deadlands’ metagame currency
After this adventure Stone goes back to his Hero Hunting business, and newspapers regularly churn out murder after murder by the Deadly Drifter. What’s odd is that the spacing of said murders are physically impossible by location and date; this is due to Old Stone’s individual doings, and the two are physically indistinguishable.
What I’d Change: Marty Stu issues aside, I do feel that Stone’s appearance, attitude, and dismissal of the PCs is a good means of generating revenge. But the onus on getting the party to prioritize this feels at odds with the later individuals and groups they meet. There’s also the possibility that they’ll presume that Stone’s a patsy for Bayou Vermilion: “creepy invincible undead dude? Gotta be them rail tycoons!” As Bayou Vermilion is a bit of a red herring for the rest of this Plot Point, I’d tie them more intricately into the later main quests. They’d be an ally of Stone’s, but more an arm’s length one.
3. These Hills Run Red
After an indeterminate amount of time has passed since the last adventure, a middle-aged Catholic priest will find the PCs the next time they’re in Tombstone. Introducing himself as Padre Ernesto de Díaz, he heard through the grapevine that they’re the sole survivors of one of the Deathly Drifter’s rampages. If curious PCs follow up on his offer, he’ll spill the beans that Stone is not a mere mortal but Death personified. He does not know how to stop such a powerful entity, but he does know of a specialist by the name of Coot Jenkins in the town of Dead End. He cannot accompany the PCs due to needing to keep a low profile (he’s been a stick in the craw of the Reckoner’s minions), but will do a holy cross gesture over the party before taking his leave.
Padre (the adventure refers to this as his nickname) is in fact a Blessed, a nondenominational holy man who can call upon miracles from the Big Fella Upstairs. He’s also a high-ranking member of the Order of St. George as well, and oversees the organization’s operations in northern Mexico and the American Southwest.
As for this Coot Jenkins, he is in fact one of the other big metaplot NPCs. Once an ordinary prospector, he came to learn a lot about the Reckoning on account of hearing about it from the dying words of one of Raven’s Last Sons. Nowadays Coot brews a special elixir that can help Harrowed regain control over their manitous. But his stats aren’t Legendary-tier like Wyatt Earp’s, so a group of Laughing Men on the orders of Old Stone captured and tied him up to a tree in a gulch near the town.
Once freed from his tormentors he’ll be extremely hospitable to the party that saved his bacon, offering them the best whisky (bottom-of-the-barrel rotgut) in his shack. If they can put him at ease with a Persuasion roll he’ll trust them enough to tell them what he knows about Stone and the Reckoning. In a case of the adventure telling and not showing, Coot’ll mention that any weird occurrences they’ve experienced have a common origin point at the Battle of Gettysburg, where the dead started to walk and other monsters began popping up afterwards. This event is a “Reckonin’” and one of the supernatural conspiracy’s chosen agents, Stone, is going to help said entities of darkness turn the world into a Hell on Earth.
“You sure you got the sand to face down the Reckoners’ chosen assassin...again?”
What I’d Change: Good Intentions excepted, the Reckoner Series is fond of having some important NPC go “by the way all this magical weirdness is due to the Reckoners” right off the bat rather than leading up to it and letting the PCs find out on their own. I’d have Coot mention that he can tell that the PCs have “seen the dead walk” and that he specializes in the types of beings that Stone is. The Reckoning stuff I’d gradually reveal over time, perhaps from notes in Bayou Vermilion’s underground sanctum in one of the Savage Tales, or when the PCs find one of Stone’s hideouts later on in the Plot Point.
If the PCs say yes, he’ll mention that Stone has a weakness, but first he needs help in taking care of an insane marshal by the name of Tom Riley in the town of Rock Lizard Gulch, and has a special elixir to help cure him. The town marshal in question is a Harrowed who came back with his manitou in full control, and joined up with the Laughing Men outlaws who shot him down in the first place. The Gulch is now their playground, and they’re busy gambling in the sole saloon with all the free liquor they could want.
The quest’s outcome can vary: Coot’s plan is to force-feed Tom the elixir, and he cares not what happens to the Laughing Men outlaws. Local miners and townsfolk will join in the fight against the outlaws if it doesn’t look like a lost cause. If Coot’s elixir plan fails, then he’ll resort to killing Tom with a Gatling shotgun blast to the head.
Once this business is taken care of, Coot will tell the PCs that Stone was a captain in the Confederate army who got shot 13 times by his own officers. Said bullets were pulled out by a surgeon before Stone revived and got up; if recovered and recast into proper cartridges, they will be able to kill him.* If the PCs are intent on revenge, they’ll have to go Back East to Gettysburg, Pennsylvania.
*This is not true, but Coot doesn’t know about Stone’s other weakness. It also doesn’t describe how Coot learned all this valuable information about Stone in the first place.
4. Somethin’ About Some Bullets
Gettysburg?! That’s over 2,000 miles from Tombstone, and we’re going to visit an ill-explored part of the Deadlands setting! The last time we had sourcebooks going into detail on places Back East was back in Classic.
Y’all excited for a grand months-long epic journey? This sourcebook sure is!
Now your heroes know they have to go to Gettysburg—scene of the Reckoning’s commencement—to find the only ammunition with the power to kill Death’s right-hand man. They don’t have to leave right away, nor do they have to follow any particular path. The journey’s intended to take months in-game, with as many tangents, distractions, and fiendish scenarios as it takes to complete the trek—an epic journey Back East. Once the group reaches Gettysburg, this Plot Point truly starts to gallop.
In fact, this epic journey, which is sure to have lots of Savage Tales and pit-stops at historical towns and cities...is not in this book. Stone and a Hard Place expects the GM to write it up themselves or just skip it all to Gettysburg, Pennsylvania.
What we most get is that the Mason-Dixon line is one big Korean-style DMZ, with miles of barbed-wire covered walls, cannons, Gatling guns, and nearby towns on both sides are home to legions of soldiers on the lookout for spies and troublemakers. As for Gettysburg itself, the entire town and five miles around it are blocked off with high fences overseen by the US Army and Agency. There’s a good reason for this: the entire place is a Fear Level 6 Deadland, a blighted hellscape crawling with undead hordes and hallucinatory specters of visitors’ worst nightmares drawn from the depths of their conscience.
The barn which served as an army hospital for Stone is filled with 8 zombies per PC and a water-logged assembly of corpses known as a ‘glom the size of a blue whale. Said ‘glom serves as the “boss” for this fight and has an ungodly Strength, Vigor, and Toughness to match.
This is not meant to be a fight the PCs can win. Even if they take out the monsters, hundreds more will be attracted to the barn in waves and keep coming until the party runs out of bullets, Power Points, and/or are otherwise at the end of their ropes. The cavalry will come in, literally, to save their hides as 50 mounted soldiers will rush in to fight the hordes. But they’re not on the PCs’ sides; they’ll assume that they’re spies, and even if a character is an Agency member they committed the crime of trespassing on federal property without going through the proper channels.
The PCs will be railroaded into an arrest and escorted to the Agency’s headquarters in Washington, DC, whose machines and buildings are straight out of a Jules Verne novel. Did you think that playing second-fiddle to Wyatt Earp and Doc Holliday was a disempowering moment? Or having the party lose half their funds upon immediately setting foot in Dead End? Or being brushed off by Stone, which at least makes sense thematically? Ladies and gentlemen, you ain’t seen nothin’ yet!
The PCs will be individually interrogated in a “20 questions” format, and the GM is expected to role-play each of these out in 1 on 1 sessions barring time constraints. Any mismatches to their respective stories will be used as evidence of seditious/suspect behavior. But on the meta-level this does not work unless the GM goes into a private chat with every player as gaming groups by necessity are not isolated.
Over the next three days the PCs will be interrogated, tortured offscreen in ways that leave no marks, and have their memories erased of most of the incidents save on a Smarts roll with a -8 penalty. This is even if they’re compliant or Agency members themselves. An elderly Agent With No Name oversees their interrogation, and if the PCs tell them their beef with Stone he’ll explain that they share a common enemy and know where the bullets really are. The doctor which plied the bullets out of the Deathly Drifter is all the way back in Louisiana in a muddy village somewhere outside New Orleans. The PCs will then be hit with a Men-in-Black style memory eraser and wake up in a fugue state on a stagecoach bound for the bayous. They have vague recollections of being in a trance-like state on a Confederate train for the past few days.
Doctor Ingoldsby can be found, and he knows where the bullets are; he kept them in a jar for years, but the things gave him nightmares so he threw them into a nearby marsh. This didn’t stop the bad dreams, for they’re still too close in proximity. The marsh with the jar is home to a giant undead alligator known as Dead Al. Possessing the bullets gives the owners the Bad Dreams hindrance which makes the players draw one less Fate Chip per session until they’re far enough away or all bullets are expended.
What I’d Change: First of all, I’d ditch the whole Gettysburg trip; Coot will say that the Doctor’s last known location was the Bayou Vermilion headquarters in New Orleans. This is conceivably closer in travel and is in an area already well-described in many Deadlands sourcebooks. The rail company in my games would be a collection of vampiric plantation owners fallen far from their antebellum prime, and sold their souls to evil to avoid divine punishment in the afterlife for their slave-holding legacy.* They view Stone and the outlaws as a useful tool in expanding their railroads, but found and safeguarded the 13 bullets as an “insurance policy.” That way, I tie in the conflict with Bayou Vermilion in the first adventures back into the later narrative!
*This ties in to how voodoo folklore surrounding zombies was a metaphor for slavery, and how quite a few members of the Southern aristocracy feared they’d go to Hell but were unwilling to dismantle the power structure their families were built upon.
5. Showdown at Diablo Crater
While on a train ride back to Arizona, Old Stone intuitively knows that the PCs got their hands on his 13 bullets and thus hatched a plan. He told his Younger self that he will use a special ritual to protect him from harm and thus collect the ammunition after the do-gooders are killed. To ensure a high body count of enemies, Old Stone used his contacts to send the highest level of warnings to all Agency members to convene in White Sands, New Mexico.
The Agent with No Name and a disguised kill squad will meet the PCs in a train car, informing that they’ve been keeping tabs on them and that a Triple-AAA warning was sent to every Agent in the nearby area. In addition to their help, Padre and five religious gunmen will find the party to lend their aid, even if they aren’t too fond of the Agency. Thanks to Twilight Protocol they’re allowed to operate in Confederate territory and thus the Texas Ranger Elijah Clay may possibly join them.
And that’s not all! The Agency procured a steam-powered wagon and a bonafide steam tank to use against Stone! In addition to the PCs and these 2 vehicles, they’ll have a total of 13 NPC allies along for the ride.
What I’d Change: Barring a few exceptions the allies against Stone feel a bit at odds with the themes of a “personal revenge ride.” The Agency and Order of St. George are large, impersonal secret organizations. I personally feel that it’d be more thematic if the PCs gathered a motley crew of people from all walks of life who suffered from Stone’s Hero Killing. When you go around slaying those who were forces of good in the world, you’re not just affecting the people they saved and inspired, you’re affecting their friends, family, neighbors, anyone who had some kind of attachment to these do-gooders. By all means I wouldn’t mind having a government agency be gunning for him, but a guy like Stone would make
a lot of enemies over time.
Young Stone’s waiting for them at Diablo Canyon Crater, a huge landmark in the middle of nowhere, Arizona. He’s standing on top of a rocky outcropping with his own assortment of Laughing Men outlaws, risen dead (stronger versions of zombies as fast and smart as humans and can use guns), and hidden bundles of dynamite to trigger on the main road the PCs and their allies come in on.
Old Stone himself ghosted into a sealed cavern beneath the battlefield-to-be. The part about the ritual was true, but it’s not to counteract Young Stone’s weakness. In fact, he’s planning for Young Stone to die, which is necessary to create a new Heart of Darkness and turn all of Diablo Crater into a Deadland.
This Plot Point is basically one big epic battle. There’s a sidebar of things which Stone may likely do tactics-wise (such as ghosting through the steam tank to slaughter the crew) as well as his minions (take cover behind crags, detonate dynamite when enough people get close, etc). Every person who dies in this battle has their soul physically manifest and pulled underground due to Old Stone’s ritual. The fact that nobody can use Fate Chips due to Stone’s unique ability means that unlucky rolls cannot be rerolled or boosted, nor can damage be soaked in order to lessen the number of wounds. This applies for all participants.
Young Stone will be confident initially, presuming that Old Stone’s ritual protects him from the special bullets, but once that’s proven to not be the case he’ll try running away. The adventure presumes that the PCs will kill him and carries on, narratively speaking, as such. No explanation of where a surviving Young Stone will go to hide, how this will change the next Plot Point, or even what happens if unlucky PCs use up all their ammunition and Stone’s still alive. While Young Stone’s Toughness of 11 is very high for a human, it’s not insurmountable for something like a well-placed rifle or shotgun blast.
After Young Stone dies, he weakly staggers before dropping as his body crumbles to dust. His Colt Dragoon relics also disappear along with him. Then a thunderbolt the likes nobody has seen stretches across the sky! The very landscape violently shudders and morphs into a scene out of a fire-and-brimstone sermon: rocks turn into vague mockeries of skulls and bones, the stormy winds sound like a chorus of screaming souls, and abominations rise from the ground to menace all present. Random encounters are drawn for every 30 minutes until the survivors leave the area.
The death of Old Stone’s younger self may seem like a
time paradox in the making, but the adventure has an explanation for that during the final Plot Point.
What I’d Change: I’m not a fan of the whole two Stones thing, even if it’s meant to tie up the loose ends of the metaplot. The fact that there’s a bigger, badder version of the person they seemingly killed still roaming about takes away a bit of the original’s dread and mystique. Not to mention it feels like a robbed victory. I’d change it so that there’s only one Stone, and the 13 bullets weakness was a false rumor deliberately planted by him.
I’d also change it so that he already has a Heart of Darkness; instead of a deserted wasteland over a hundred miles from civilization. the showdown will take place in a populated location. Likely in Tucson or El Paso, and probably holed up in a hotel pretending to be hiding but in fact is performing a ritual to turn the town into a Deadland. The Laughing Men’s dynamite charges will inevitably cause large casualties, and used as a means of distraction against the PCs and their allies.
Finally, the creation of a Deadland in a populated area will noticeably up the stakes than a place nobody ordinarily goes to, for it establishes Stone as a far greater threat than just an undead outlaw who killed your best friends. Historically speaking the body counts of many infamous criminals of the Old West were rather low, a few dozen at most. The destruction of a town of several thousand souls will bring down a nationwide manhunt as the US military* deploys troops into the Southwest to hunt him down along with his outlaw allies.
*In my alt-Deadlands the Confederacy will have fallen.
Thoughts So Far:This is not a strong Plot Point, and I feel that the flaws outweigh the positives. The presence of a much-more skilled NPC presents the Elminster problem: when Wyatt Earp got his reputation as a
“roll up your sleeves and do the job yourself” Sheriff, the only way to avoid him showing up the PCs all the time would be to have him mysteriously absent during the many presumed Savage Tales between the first and second main adventures.
The trip to Gettysburg is flawed on many levels. Beyond the whole railroading and interrogation parts, this was nothing more than one big detour to get the PCs to meet the Agency when the bullets were far closer all along. There’s also the fact that Coot fed them bad information, which may shake their trust in the prospector from here on out. Stone’s use of the Heart of Darkness in this Plot Point is more or less confined to desolate wastelands which, while may be practical to avoid bringing down the heat, doesn’t have much bite to it.
Join us next time as we cover the second half of the Plot Point Campaign against Old Stone!