Once again we started with just a few players, and gained more as the session went on. It wasn’t a problem this time – I’m getting used to it.
The characters arrived in New Orleans and were guided to the house of the Gaston family, a member of which was known to Shara (character name) – she had never been to this house, but her friend Cornelius had described growing up in it. The tattooed bald man – now named Dagobert – said that he didn’t want to go up to the house because “they will probably kill me for leading you here.”
So the players who were present sent their characters to the door, while Dagobert stayed back with the others. They knocked with the huge, ornate brass knocker, but no one came to the door. Shara sent her dragon (just a small one) to the second story to look in some windows to see if there was anyone home, and the dragon reported back that there were dead bodies inside. Trying the door, they found it unlocked, and they investigated. Everyone inside was dead – family, servants, etc.
While they were looking around, they found a piece of silk fabric that had gotten ripped off on a rough corner. Michael Rivencourt (character name) came up with the idea of turning it into “homing fabric” using his knowledge of Alchemy. The fabric resisted, and nearly won the conflict by bursting into flame, but Michael rolled with it and let it burn, but gathered the ashes before they could blow away. Result: he could tell that the owner of the fabric was heading west into Texas.
The characters notified the authorities and told them what had happened from their perspective, including the explanation that they had a lead on who did it and were going to try to find him. The constable looked a bit askance at the mention of magic, but did not interfere. While they were still on the grounds of the mansion, Cornelius Gaston showed up at the front gate. He was horrified when he found out that his family had been killed, and rushed in to see for himself. He’d collected himself somewhat when he emerged, and when he found out that the characters had an idea of how to find the person that did it, he asked if he could come along to attempt to extract vengeance. Whisky Wilson wondered what he could do that was useful.
Cornelius: Do you see the sign down the street there for the Fountainbleau Hotel?
Whiskey: … No.
Cornelius: Well, trust me, it’s there. (Takes out his rifle and shoots.) There is now a bullet hole in the vicinity of the F. Come, we’re headed that direction anyway.
Sure enough, there was a bullet hole in the vicinity of the F. (Of course, he could have known about a pre-existing bullethole, but that would have been risky, since the sign could have been replaced since the last time he’s been in town …)
They followed whoever it was west and then south toward Galveston. When they got to Galveston, the direction that Michael was getting from the fabric started to waver and give a second direction which started slightly off the line of the first direction, but ended up, in a few minutes, pointing directly behind them. The half vampire decided that he would go and investigate.
Strolling back along their route, he saw someone dressed in black that gave him a bad vibe. He waited until the figure passed him, and then snuck up from behind and dragged him into an alley. The figure turned the tables, though, and with his dagger to the half-vampire’s throat, demanded to know “why are you following me?” The half-vampire lost a fairly involved conflict and told him about looking for the person who killed the Gaston family and that they were also looking for the Dead Man’s Hand. The ninja told him to walk ahead, down the street to a specific hotel. As he approached the hotel, the half-vampire saw Whiskey Wilson standing out front and signed for him to throw a stick of dynamite at him. Whiskey is always happy to oblige where dynamite is concerned, and he did so – blowing a small crater in the street, but the ninja was nowhere to be found.
For this next part I used a mechanic I modeled on the DitV mechanic for what happens when your fallout total is at least 12 but less than 16 (meaning you’re injured) – you roll your character’s Body stat dice, and if you can match or beat your current fallout total on 3 dice, you recover from your injury without medical attention. What I did was had the characters roll their Acuity stat dice, and if they could match or beat the best two dice on the ninja’s trait dice applying to sneakiness, they would spot him.
Down the street at the hotel, Michael Rivencourt had located the hotel room where the rest of the silk garment was hanging in a closet. He and Theo Beaufort (character name) decided to wait in the room in case the owner returned. As they were waiting, Michael suddenly noticed that the window was open, so he went over to close it. The next thing he knew, he was face down on the floor with a knee on his neck. Theo became aware of the ninja a moment later. There was a conflict in which Theo escalated to sword fighting and instantly regretted it when I pulled out three ten sided dice to add to the ninja’s dice pool and rolled 10, 10, 5. (Two tens is pretty much an unbeatable combination.)
Though Michael tried to help, he was ineffective as well. They both took fallout, and I think Michael reduced the dice for his trait “I stand by my friends” to d4s. Theo’s fallout would have been a lot worse – like an arm being cut off – if he hadn’t given surrendered) in the conflict. The result was that the ninja instructed them to stop following him, and if they didn’t, he’d kill them next time. Then he left – though he left behind the silk garment.