FuryMaster
Mongoose
I just finished running my first session of Jeremiah tonight. My players loved it. One of them GMs on another night and will be buying the book so he can run it. Anyway, the campaign is called Land of Tommorow becuase it focuses on the rebuilding of Kentucky, which means "land of Tommorrow' in one of the Native American languages. I am copying my original adventure notes and will post exactly how things went down tomorrow when im less tired.
Jeremiah Adventure Log
Shady Grove, Illinois
The hamlet of Shady Grove is celebrating its first Spring Festival. The festival is one of trade during the day and music and dancing at night. The characters have been drwn here for various reasons, whether it is to enjoy the festival, do some trading and shopping, or some other less common reason. The festival should draw folks from all over the region and this is a good opportunity for character who are looking for some bit of knowledge to gain it.
Shady Grove is a community of some 400 people. There ais no strong leader in the town, just some strong willed traders who have banned together to make common decisions about things that effect their bussinesses. The regional power is Metropolis some 70 miles or so away. Metropolis is governed by Captain Morgan, a man of midling talent with a mean streak and just enough charisma to make him dangerous. He has been hording resources and recruiting every low life he can find in the region. Morgan’s gangs take what they want, exacting heavy tribute from the local communities areound Metropolis.
One of Morgan’s most notorious gangs is led by a young man named Billy. Billy fancies himself after his childhood hero Billy the Kid and calls his gang the Young Guns. The Members of this gang are young hot heads who believe they can do whatever they want and take whatever they want. Unfortunately for Shady Gove, Billy and his gang have heard about the Spring Festival and are handkering for a party. They will arrive after the characters do and have already consumed a great deal of liquor prior to their arrival.
The Adventure
The heroes will have time to do some shopping meet new people (perhaps each other), and gather some information before the Young Guns arrive. There is consternation among the locals when Billy’s gang arrives but everyone tries to keep a low profile so as not to be noticed. The arrival of the Young Guns cannot go without notice, for they gallop into town on well maintained horses, scattering the crowd in their charge through town. They hitch their forses at a Bed and Breakfast and immediately proceed to make a neusance of themselves, pushing people, talking loudly and messing around with trade goods as they walk by. The Young Guns are openly armed with pistols on hip holsters and so no one wants to cause trouble with them.
The real trouble begins when one of Billy’s gang members starts to fondle a young local girl of no more than 15. When one of the town’s folk tries to step in, the gangster shoots him scattering the crowd. This action leads to other gang member grabbing for any women they can lay their hands on, inclding one of the female heroes if there are any. Several women will be raped if no one steps in.
One person who will step in is Cid. Cid is an agent of Paducah who has come to the festival looking for the right type of people to recruit for citizenship of the young community. He will do everything he can to stop the Young Guns but will fail if the heroes do not also fight. If the heroes fight and defeat the Young Guns they will find little thank you from the community. The females and their families will be grateful for the intervention however the rest of the town will be fearful of Captain Morgan’s retribution. They will ask the heroes to leave as soon as possible giving each of them 2 cans of food by way of thank you and shame for their lack of courage in welcoming them for their act of bravery.
If Cid survived the encounter, he will invite the heroes to come visit Paducah on the other side of the Ohio River. Having made a powerful enemy in Captain Morgan the heroes might consider it wise to take Cid up on his offer, particularly since Cid doesn’t seem to be to wrried about making Metropolis an enemy of his community.
Note: As an alternative the GM may want to wait until evening when the dances and partying have begun before having the Young Guns arrive to break up the fun. This will give the heroes a chance to get to know folks and to form some attachments that may make them more likely to get involved when Billy’s gang starts the trouble.
NPSs
Billy (the Kid)
2nd Level Jock
Abilities: Str 14, Dex, 14, Con 16, Int 12, Wis 10, Cha 12
Upbringing: Rural
Initiative: +2
Defense: +4
Damage Reduction: +3
Attack: +4 base, +5 Colt Double Eagle 2d6)
Saving Throw: +6/2/0
Feats: Athletics, Simple Weapons Proficiency, , Point Blank Shot, Precise Shot
Skills: Balance +4, Clim +4, Handle Animal +3, Intimidate +6, Jump +4, Listen +3, Ride +7, Spot +4, Survival +4
Equipment: Horse, Saddle, Colt Double Eagle, 10mm ammo (30rnds), Leather Duster (Long), Cowboy Hat,
Young Gun Gang Member (1-8)
Jock Level 1
Abilities: Str: 15, Dex 13, Con 15, Int 11, Wis 8, Cha 11
Upbringing: Urban
Initiative: 0
Defense: +2
Damage Reduction: 2
Attack: +1 Base, Range +2(Browning HP 2d6)
Saving Throws: +4/1/0
Feats: Brawl, Simple Firearms, Point Blank Shot
Equipment: Cowboy Hat, Ammo (20rnds 9mm)
Jeremiah Adventure Log
Shady Grove, Illinois
The hamlet of Shady Grove is celebrating its first Spring Festival. The festival is one of trade during the day and music and dancing at night. The characters have been drwn here for various reasons, whether it is to enjoy the festival, do some trading and shopping, or some other less common reason. The festival should draw folks from all over the region and this is a good opportunity for character who are looking for some bit of knowledge to gain it.
Shady Grove is a community of some 400 people. There ais no strong leader in the town, just some strong willed traders who have banned together to make common decisions about things that effect their bussinesses. The regional power is Metropolis some 70 miles or so away. Metropolis is governed by Captain Morgan, a man of midling talent with a mean streak and just enough charisma to make him dangerous. He has been hording resources and recruiting every low life he can find in the region. Morgan’s gangs take what they want, exacting heavy tribute from the local communities areound Metropolis.
One of Morgan’s most notorious gangs is led by a young man named Billy. Billy fancies himself after his childhood hero Billy the Kid and calls his gang the Young Guns. The Members of this gang are young hot heads who believe they can do whatever they want and take whatever they want. Unfortunately for Shady Gove, Billy and his gang have heard about the Spring Festival and are handkering for a party. They will arrive after the characters do and have already consumed a great deal of liquor prior to their arrival.
The Adventure
The heroes will have time to do some shopping meet new people (perhaps each other), and gather some information before the Young Guns arrive. There is consternation among the locals when Billy’s gang arrives but everyone tries to keep a low profile so as not to be noticed. The arrival of the Young Guns cannot go without notice, for they gallop into town on well maintained horses, scattering the crowd in their charge through town. They hitch their forses at a Bed and Breakfast and immediately proceed to make a neusance of themselves, pushing people, talking loudly and messing around with trade goods as they walk by. The Young Guns are openly armed with pistols on hip holsters and so no one wants to cause trouble with them.
The real trouble begins when one of Billy’s gang members starts to fondle a young local girl of no more than 15. When one of the town’s folk tries to step in, the gangster shoots him scattering the crowd. This action leads to other gang member grabbing for any women they can lay their hands on, inclding one of the female heroes if there are any. Several women will be raped if no one steps in.
One person who will step in is Cid. Cid is an agent of Paducah who has come to the festival looking for the right type of people to recruit for citizenship of the young community. He will do everything he can to stop the Young Guns but will fail if the heroes do not also fight. If the heroes fight and defeat the Young Guns they will find little thank you from the community. The females and their families will be grateful for the intervention however the rest of the town will be fearful of Captain Morgan’s retribution. They will ask the heroes to leave as soon as possible giving each of them 2 cans of food by way of thank you and shame for their lack of courage in welcoming them for their act of bravery.
If Cid survived the encounter, he will invite the heroes to come visit Paducah on the other side of the Ohio River. Having made a powerful enemy in Captain Morgan the heroes might consider it wise to take Cid up on his offer, particularly since Cid doesn’t seem to be to wrried about making Metropolis an enemy of his community.
Note: As an alternative the GM may want to wait until evening when the dances and partying have begun before having the Young Guns arrive to break up the fun. This will give the heroes a chance to get to know folks and to form some attachments that may make them more likely to get involved when Billy’s gang starts the trouble.
NPSs
Billy (the Kid)
2nd Level Jock
Abilities: Str 14, Dex, 14, Con 16, Int 12, Wis 10, Cha 12
Upbringing: Rural
Initiative: +2
Defense: +4
Damage Reduction: +3
Attack: +4 base, +5 Colt Double Eagle 2d6)
Saving Throw: +6/2/0
Feats: Athletics, Simple Weapons Proficiency, , Point Blank Shot, Precise Shot
Skills: Balance +4, Clim +4, Handle Animal +3, Intimidate +6, Jump +4, Listen +3, Ride +7, Spot +4, Survival +4
Equipment: Horse, Saddle, Colt Double Eagle, 10mm ammo (30rnds), Leather Duster (Long), Cowboy Hat,
Young Gun Gang Member (1-8)
Jock Level 1
Abilities: Str: 15, Dex 13, Con 15, Int 11, Wis 8, Cha 11
Upbringing: Urban
Initiative: 0
Defense: +2
Damage Reduction: 2
Attack: +1 Base, Range +2(Browning HP 2d6)
Saving Throws: +4/1/0
Feats: Brawl, Simple Firearms, Point Blank Shot
Equipment: Cowboy Hat, Ammo (20rnds 9mm)