Thursday, July 13th, 1876


Lizzy heads into work for the first time in a couple days.  The day is spent working on a new concept.  A steam powered turbine.  The possibilities spin dizzyingly through her head.

The rest of the posse lie low during the daylight hours.  Gertrude spends the day repenting for her lack of compassion for Agent S. 

When darkness falls,  Eliza heads over to her butcher.  She meets him at the back door.  Eliza has no money and the butcher will not give her any pigs blood, he will only sell it to her.  After a heated argument Eliza heads over to the marshal's office.  Kansas gives Eliza some money.  Eliza rushes back over to the butcher's store but it is too late.  He has closed for the evening.  Eliza also notices that the container of pigs blood she wanted has been thrown into his garbage can, and all of the contents have leaked out.

Gertrude, Reg, Kansas, Eliza, Agents M. and S all meet Lizzy outside of Redwood Imports.  The whole posse sneak into the building looking for the missing orb.  After a while of searching the posse locate the orb in the CEO's office, right on his desk.  In the excitement of finding the orb, someone trips and knocks a lantern to the floor where it sets the wall on fire.  Someone in the warehouse full of ghost rock notices the fire and sounds an alarm.  The staff of the building franticly start working to control the blaze before it ignites the ghost rock.  The posse escape out of Lizzy's office window in the confusion.

Everyone races across Denver, down into the sewer.  The posse travel through the portal, down the stairs, into the castle, across the roof and up the staircase of one of the towers.  Reaching the summit of the tower the posse enter the room.  The pedestal is still empty.  Lizzy walks across the marble floor and reaches out to place the orb into the basin.  A whirling blade of metal flies into her hand from across the room knocking the orb from her hand and across the floor.  The posse turn and find themselves facing five vampires.

The lead vampire speaks to Eliza and she realizes that she doesn't want to fight anyone at all.  The posse break into well defined responsibilities and start attacking the vampires in their own way.  The Pinkertons blaze away with their gattlin' pistols.  Lizzy pulls her sawed off shotgun and starts blazing buckshot while attempting to recover the orb.  Gertrude takes her cub out and starts beating on a nearby vampire.  Kansas and Reg whip out their six shooters and start laying into the vampires.  The fight starts to go badly for the posse.  The vampires close range and start attacking with sabers.  Agent S. takes several hits and falters.  Eliza, sensing that Kansas is in danger attacks the vampire closest to her.  She then goes for Agent S helping to mortally wound the Pinkerton.  A saber cut from a vampire finishes the Pinkerton.  Reg starts blazing away with spiritual energy and manages to disintegrate one of the vampires.  A soul blast goes wild from a malicious Manitou and blows Gertrude to pieces.  Eliza and Kansas finish off the vampire that had a strange hold on Eliza.  Eliza then turns on Reg and wounds repeatedly while Reg blasts soul blast after soul blast ineffectively into Eliza.  On his last legs, Reg manages to hurl a monster sized soul blast into Eliza, finishing off the Chinese vampire forever.  Lizzy manages to destroy one vampire.  It takes the combined force of the posse to finish off the last remaining vampire.  Lizzy places the orb into the pedestal and watches as the strange blue orb starts to bloom cobalt hues shafts of light.  The posse beat a hasty retreat out of the tower and up the last remaining staircase.  Once everyone is out of the storm sewers and on the street outside the church, Agent M returns below to destroy the portal.  The posse stagger into the church for some medical help.  Agent M. bids the posse farewell.  He tells them he has to return to the HQ back east to report.  He takes the body of Agent S with him.

The posse return to the marshal's office where they meet a strange foreign man.  In the middle of trying to figure everything out, the Mayor of Denver walks into the office and asks for the Marshal.  Kansas meets the mayor.  The mayor lets the posse know that there is a gang that is preying on the trains coming into Denver and generally making a nuisance of themselves.  The Mayor asks Kansas to take care of the gang.  Kansas agrees.

The stranger offers to help.  He introduces himself as Miyamoto no Shima. (Shima for short)  After a little talk, Kansas deputizes Shima.

The posse make their way over to Union Station.  The posse notice a strange train on one set of the tracks.  It looks like a steel dragon with brass and gold accents.  The entire train is done in this motif suggesting a long sinuous body for the train cars behind it.  The telltale vapors of ghost rock waft out of the smokestack.  The rails on either side of the train are vacant.

A little bit of research hints that the train that gets attacked most often is the daily train to Sterling, CO.  Round trip tickets are $1.25 each.  The posse look for the manager to see if they can get the tickets for free.  The station manager is a giant of a man.  Standing 6 feet 6 inches tall with arms as thick as tree trunk, wielding a proclivity for casual absentminded intimidating violence and a voice like a megaphone.  The giant offers in a rumbling voice to give the posse free tickets to help him rid the lines of these bandits.  He also mentions that they have a tank.

The posse take a rain check on the tickets and leave to collect the gear they will need for the trip.  "I recon we need to find someone who can follow tracks." says Kansas. 

The posse meet outside of "The Second To Last K" bar.  The sign above the bar displays a crude carving of a man looking to the sky and wielding a knife in his upraised right hand, as if in defiance to the sky.  Realizing the inherently dangerous and shady characters contained within,  the posse let Kansas and Shima volunteer to go inside.

The bar is lit only by the guttering flames of the oil lamps scattered on some of the tables inside.  The windows have been painted black.  Backlit  from the intense sunlight, Kansas and Shima walk to the back wall and meet the bartender. 

I've got a bad feeling about this." says Kansas.

"It comes from being short and outnumbered." replies Shima.

The intrepid duo exchange words with the bartender about their need for a tracker.  The bartender takes these two at face value and directs them to Screaming Deer, the Indian guide passed out in one of the darkest corners of the bar.  For a fee of $1..00 a day and a bottle of Mockingbird Tequila he agrees to help the posse track down the bandits, starting first thing in the morning.  Screaming Deer offers a shot of Tequila to the curious Shima.  Shima realizes how much he doesn't like Tequila.  Concerned for his deputy, Kansas offers Shima a shot of whiskey to cleanse his palate.  Shima, sputters out into the sunlight realizing that he doesn't like whiskey either.

The posse return to the marshal's office.  Reg announces his intention to go gambling.  Kansas hunts for a place to file the mound of paperwork on his desk. He makes room by emptying out the unsolved mystery cases and filling them in one of the jail cells.  In a big pile.  On the floor.

Shima, with the marshal's blessing takes up residence in one of the jail cells. 


[Wednesday, July 12th, 1876] [Friday, July 14th, 1876]

Colt 45
Northern Colorado Posse

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!