Wednesday, July 12th, 1876
Note to players: These summaries are the product of my notes that are taken during the game and what I can remember. They are fare from perfect. If you note any discrepancies or if I have missed something, please send me a telegram and I will correct the error. Thanks!
July 12, 1876: Miners Equipment Inc. is a large warehouse dedicated to serving the miners of Colorado. Miners can come here at any time of day or night and find quality equipment for all price ranges and get to work on their claims. The posse arrives shortly after midnight. Wandering the vast rows of merchandise Kansas spots the explosives section. A salesman clad in work overalls and a miner's helmet arranges for the sale of three cases of dynamite and delivery to the Marshall's office. Outside the posse finds one rickety cart loaded with dynamite. The cart is pulled by an old, broken-down, cross-eyed donkey. The driver, like the donkey seems to have seen better days, and also like the donkey is cross-eyed.
After a tense journey through Denver over some of the pothole ridden streets the posse arrives at the marshal's office where they are joined by Agents M and S. Kansas rushes inside to find a foreclosure notice. After a few minutes of hard work at the typewriter, Kansas proudly displays a foreclosure notice for Redwood Imports. The posse set off for the portal outside of St. Marks Cathedral.
Searching the fine cobblestone streets outside of the church the posse eventually locate a manhole cover. Eliza takes a moment to run into the church and blow out a couple of the candles that she could see from the street. One by one the posse descend into the sewers, Elizabeth staying above ground to keep an eye on the dynamite. Gertrude gets stuck in the manhole. Reg climbs the ladder back towards the surface to help. Gertrude gets unstuck and falls through the manhole, landing on Reg.
The posse get their bearings and head towards the portal. The posse notice strange markings have been set into the floor and walls of the sewer as they get closer to the portal. Eliza takes off her boot and throws it onto one of the markings. The boot sticks to the stone when it lands, and will not come loose. The posse realizes that a rune field stands between them and the portal. Working carefully, the posse navigate past the treacherous markings and enter a new area of the sewer.
The sewer expands into a large chamber 50 feet across. At the center of the chamber is a large metal door in the floor, similar to the one that the posse found at the bakery. In a pile of rubble next to the door, Eliza spots a large knife. Eliza bolts for the knife while the rest of the posse cautiously enter the chamber. Pulling the knife from the rubble Eliza examines the blade. It's approximately 24 inches long in a wavy pattern that is slightly reminiscent of a kryss blade. The handle has a crude eagle motif. Eliza also senses a flow of energy in the blade, but the pattern seems disturbingly wrong. It's as if the nature of the blade is opposite of Eliza's intentions. At that moment, from one side of the chamber burst three tall red insectoid beasts. The posse unleash their firepower into the beasts. Agent S's gattilin' pistol misfires and explodes, shredding her right arm off and injuring her partner. Both Pinkerton agents go down unconscious. Eliza races towards the beasts wielding her new knife. As she closes with one of the red armored insects, she slashes at the beast. Caught off guard by the speed of the beast her attack misses and the blade plunges straight into her abdomen. White fire burns through her whole body as Eliza drops to her knees. Eliza manages to pull the blade from her body and watches in horror as the blade releases white sparks that jump towards her wound but fail to reach it. Recovering her senses she slashes at the insectoid creature a second time. Her blade connects and releases a wave of brilliant ivory light that flows across the beast. The effect is much like watching a sheet of ice on a lake melt on a time lapse camera. Random parts of the insect fall to the ground with a wet meaty splatter.
Kansas, Reg, Gertrude and Eliza work to dispatch the other two beasts. One keeps throwing bolts of lighting at Kansas. With some skill and a little luck the posse manage to dispatch the remaining beasts. Gertrude manages to heal Agent M. but Agent S is beyond her ability to heal. The Posse gather Agent S and return towards the entrance where they meet Elizabeth. She had heard the gunfire and was coming to investigate. The posse return to the surface and head towards St. Marks Cathedral.
Gertrude refuses to aid Agent S. The posse go to the church and once again meet sister Laura Evans. Laura heals the wounded Pinkerton. Agent S. fills in some of the information about the pocket dimension. It seems that whatever is sealed in the castle was trapped a long time ago. If it gets out it will wreak destruction all over Denver. Redwood Imports has been destroying the entrances into the pocket dimension, except for one entrance. Agent S speculates that the people at Redwood Imports are planning to release whatever has been trapped in the castle and let it escape through the only opening in Denver, right next to St. Marks Cathedral. The posse come up with a tentative plan to raid Redwood imports the next evening, steal the orb and return it to the castle below Denver.
[Tuesday, July 11th, 1876] [Thursday, July 13th, 1876]
Note to players: These summaries are the product of my notes that are taken during the game and what I can remember. They are fare from perfect. If you note any discrepancies or if I have missed something, please send me a telegram and I will correct the error. Thanks!