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Regallion
Nov 11, 2012

LightWarden posted:


Traits: Lawyer. Religious. Stoic. Doctor. Chinese.

Native?

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Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.
What a weird fight.

LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!
The opening parts of Chapter 4 are pretty similar no matter what kind of Marshal you feel like playing.

quote:

Days go by and turn into weeks as you settle into your duties as Marshal of Lander County.

Come one morning, a letter arrives from San Francisco on the itinerant stagecoach; one that bears the flourished script of Marshal James. In it he writes that your law firm has actually begun to prosper in the wake of your conviction and subsequent hanging. Apparently there are some people who find the notion of a lawyer willing to throw down and swing for it to be a legal virtue. However, others have not taken kindly to that sort of thing and several windows have been smashed. Furthermore, it seems the Uptons are still upset about the death of their son Thomas. Certain inquiries are being made and Marshal James doesn't like the idea of that one bit.

Also enclosed are your wages for three months. A miniscule sum considering how much you have already raked in, but you could always use another hat.

(Wealth slightly increased) (+2 Wealth)

You consider what, if anything, to send back to him. Truth be told, while the county itself sprawls more than Delaware it has got fewer people than even a little city back east and so its troubles, aside from the incident at Red Ribbon, tend to be few and far between. That may change when the railroad comes along, but most days you rarely need to ride out to do more than settle the occasional dispute.

But on some days, however, the work comes to you.

That two wealth is one of the few sources of income you get no matter what. Doing your job doesn't pay all that much (or rather, it's assumed that it gets tied up in your day-to-day living expenses and you don't have anything extra for better gear). If you want to get the good stuff, you need to look into alternate sources of income such as autographing books, killing the bear, or doing a side-job as a doctor, lawyer, prospector or hired guard, and that's without getting into the extralegal options such as accepting payments from Preston or just lining your pockets like Laura does.

quote:

The morning sun shines bright through gaps in your Marshal's Office. The few wooden boards you were able to replace weren't treated and have begun to warp. Those will only get worse too, which makes you wonder whether it was worth it to try in the first place.



A commotion rises on the street. You glance out and find more than a few people stopped in the street, staring at something moving slowly past. A single step outside takes you out into the morning breeze and into view of a peculiar sight.

A horse ambles down the middle of the street with its rider slumped in the saddle. From the crimson drip that darkens his arm, this is not just another drunk prospector. Although Frank Spears does love his buckets and beer; especially when they were together. The people of Preston Springs continue to gape as the horse carries the man toward the Mother-Lode saloon.

Intercept the horse then ease the rider down before he falls off.
Let the horse finish its walk to the Mother-Lode then get the rider inside the saloon.
Roll a cigarette and watch. This is town business, after all, and that makes it Preston's to deal with.
Go back into my office. People get shot all the time out here.
Let Preston handle this. It is town business after all.

The description does change a bit based on things like Laura not improving the office at all and also having met Frank Spears first. Laura could go help him out, but that boosts Honor and Order so she'll just sit this one out. Ruolan already saw what happens there, but there's a little bit where you can move Frank around between the tables, bar and floor, with Mother Maddy getting annoyed if you treat an injured man on places where she serves food, and Frank being less than thrilled if you're flopping him around all the time.

quote:

Go back into my office. People get shot all the time out here.

(Order decreased) (-4 Order)

You step out of the glare of the sun and head to your desk where coffee awaits. It has already been an odd start to your morning and you have a feeling you'll need to be wide awake.

Eventually you settle in and prepare to get on with the day. Then a shadow falls across the threshold to your office. You glance up and find the leanest of Preston's deputies staring over at you. With oh so subtle menace he crooks a finger then points down toward the Mother-Lode saloon. Apparently Preston has decided that town business is actually a county affair. Sadly, it is really too early to go about shooting people. All it takes is one thunderclap and the day might as well be spent. At least by going there's a chance the afternoon will remain yours. You grab your coat and head on out.

By the time you are shown to the Mother-Lode saloon it has long since woken up. A little sizzle of bacon lingers in the air alongside a hint of coffee. Mostly sober Patrons lurch about trying to clear the sleep from their eyes and their blankets lie strewn about in a disarray.

Near the back, beside a stoked fire, Mother Maddy kneels beside a sprawled figure. Her long ice-white hair is bound back in a single braid that makes for a white slice across her all black mourning dress. She's had five husbands over her long years and says she misses them all.

But today her hands are slick with blood as she tends a fallen fella. Up close, the man looks a lot like Frank Spears; that prospector you talked with on the first day you rode in. Since then he's definitely seen better days.

A soft cough rises from the back. You turn to find JT Preston, pressed suit adorned with real gold buttons that all but shine beneath a scarlet silk tie, leaning in the doorway. In one hand he absently grips a bacon sandwich while his other rests idly beside his pistol, "Glad you could make it Marshal. There's trouble in the county."

It doesn't take long to figure that Frank has been clipped in the arm by a small caliber rifle round and slashed in the leg by a very large knife. Also, his back has been peppered by splinters. Three separate wounds, none of which should be anywhere near fatal except that they've all been aggravated by a hard ride. The thing to do is clean, bind, and then pray.

Before long Frank is patched up and breathing steady, if shallow, once more.

Preston finishes licking the bacon grease off his fingers and steps on over at last, "Frank here was between claims. I talked him and Andy Smith into grading the road out to Salt Lake City: filling in holes and smoothing out ruts. It was good, steady work for the month. Maybe more. See, I've got a stage-coach that is coming in soon and its gonna carry something for me on through to the Mormons in Salt Lake. You could even say there is real money riding on this."

"What's this about the Salt Lake City?"
"Grading work?"
"What are you sending out?"
"You sound worried about this."
"Who could have done this?"
What are you getting back from Salt Lake City?"
"Let's just skip to the part where you tell me to ride on out and deal with this."

Even if you give Frank a pass you're still going to at least wind up hearing out a bit of it- we've seen this discussion before and it's just information.

quote:

"Let's just skip to the part where you tell me to ride on out and deal with this."

"Glad you get it, Marshal. This here isn't town business, if you take my meaning," Preston says as he glances down at Frank with a hint of fondness. "And I sent him out, which makes me feel…responsible."

Mother Maddy dribbles a little whiskey under Frank's tongue. With a groan, the wounded man rouses back away.

Preston crouches down beside the man and speaks in a hushed voice, "You gonna live, Frank?"

"I ain't dead?" the older man wonders honestly then draws in a long breath.

"Nope," Preston stands back up and tosses a glance your way. "Go on and ask the man what you need to know."

Settle in beside Frank and listen to his blood-soaked story.
I know what he was doing, where he came from and who he was with. That's enough to investigate right now.
Do not get involved, leave the saloon and return to my office. Once Frank got into town, that made it town business.

We've also seen the conversation with Frank- he gets weaker and weaker as the conversation drags on, but it's not going to be fatal for him. If you decide it's town business you get one last prompt- if you have a deal with Preston he'll remind you of it and you either deal with Frank or you walk away and have your arrangement worsened by a step, while if you don't have a deal with Preston Frank will mention that Andy is still out there and you have the option to either listen further or walk away. Walking away at this point skips to the wait for the stagecoach to come in.

quote:

I know what he was doing, where he came from and who he was with. That's enough to investigate right now.

The town is back to its usual dusty, bustling self when you emerge. The Grand Haven Hotel has acquired more than a dozen visiting prospectors covered in varying layers of grime. The tidy staff of young women and men there have to truly strive to clean the linens and haul in water for them. Yet for all that, the saloons are oddly idle. Something is definitely afoot.

A moment later Preston joins you on the porch, "Well, what's your plan?"

"My plan is not to tell you anything and get on with it."
"I'm going east to find Andy. Shouldn't be too hard."
"I'll swing north to Albion Falls. That is where Andy would have gone and the Gangers aren't out for blood."
"I'll go after the men that did this. Shouldn't be hard; seems they want to be found."
Say nothing, of course.

Time to go with the option that makes Preston like Laura more!

quote:

"I'll go after the men that did this. Shouldn't be hard; seems they want to be found."

"You don't have to try to impress me," Preston offers over, "but you're doing a fine job at it." (+10 Preston)

Mother Maddy steps out with a blood caked shirt draped across a hand, "He'll live a while yet, I can say that much. There gonna be justice for this?"

Preston gives a cough and waves his fingers absently toward you, "We were just discussing that. Now Maddy, if you need something for Frank there, just ask and I'll provide. He was working for me after all."

"Least you could do," she agrees.

"Precisely," Preston says as he extracts his shiny gold pocket watch and absently flicks open the cover to take a look at the time. "Now, if you'll excuse me, I'm about to be late for a meeting. Don't want to keep those men waiting when they're bringing me their gold."

He strides off down the wooden walk, makes a bee-line straight for the Grand Haven hotel. There he greets the swarm of prospectors warmly with claps on the back and offers them grand, sweeping gestures.

Mother Maddy scoffs, "JT's netting all the suckers, isn't he? And this is just the first run."

"What do you mean?"
"I don't understand."
"Yeah, I've seen this happen before."
"What is so different about all these prospectors?"
Give a little nod.

We've seen these dialogue options before, though there's also one now for the Stoic trait.

quote:

Give a little nod.

"If he gets enough investors then he'll be able to make a bank," she considers, "best way to make money is to have other people bring it to you. That way he'll he get a cut of everything that is earned and a cut of everything that is saved."

You watch as Preston corrals up the prospectors and moves them inside. No doubt there'll be a big breakfast then coffee with just a dollop of brandy or whiskey. All the while Preston will be wooing them over to his ends.

None of that matters for Frank, or Andy for that matter. They were just two guys working for a man; doing their job and getting bloodied for it.

Mother Maddy steps off to try and wash the bloody shirt in the nearby trough and leaves you to your thoughts.

The first priority is to visit the site where Frank and Andy were attacked to see what happened for myself.
As I told Preston, going after the gangers is the most direct way to deal with all this.
Despite what I told Preston I need to find Andy. He is out there, in the wild, and he's wounded.
Despite what I told Preston I need to head to Albion Falls to try and find Andy.
The stagecoach is actually the crux of things. It would be best to wait for it to arrive even if it takes a week or more.

You can tell Preston one thing and then change your mind afterwards, which gives a -2 to Preston, but if you told him you were going after the bandits it's still a net gain. I want to show off Albion first before hitting up Echo Canyon. You can choose to skip all of this and go straight to the stagecoach if you want, but that's not as fun.

quote:

Despite what I told Preston I need to find Andy. He is out there, in the wild, and he's wounded. (-2 Preston)

As you turn toward the stable, you spy Miss Caraway absently leaning against the saloon wall beneath the eaves. She catches your eye and measures your step, "You heading somewhere, beautiful?"

"Yeah, and I was just about to invite you along. Could be gun-play though." (+10 Caraway)
"Seems so. Why?"

quote:

"I'm not real busy, maybe you'd like a little company on your soiree," she offers.
"Well, I could use another pistol or two on this." (+5 Caraway)
"I'm going to have to decline."
"Why don't you tell me? I expect you overheard the whole conversation."

quote:

"No, I didn't. That'd be rude," she points out, "but if I did, I'd offer to come along with you. An extra hand as it were, in particular one that knows how to work a pistol or two."
"Well, I could use some help on this. You're invited to the party."
"I'm going to have to decline."
(-5 Caraway)

If you don't go straight to the stagecoach then Carrie will always be the first person who stops by to invite herself along. Depending on how you treat her you can get an influence bonus or penalty out of it. We saw her last time, so I want to show off the other companions instead, so I'll decline using the option that doesn't offend her.

quote:

"I'm going to have to decline."

"Your funeral," she replies as she pads off back down the alley.

Leaving behind Miss Caraway, you ponder who to bring along on this. There is no telling where Yiska went with the other Newe. Far away is a good bet. Too bad; you could use that kind of posse.

Schmidt might be around if he struck gold recently. Carson is probably out on the range but that doesn't mean he wouldn't be willing to pitch in.

It seems I will have to go it alone.
Schmidt has to be around somewhere. He seems to know a lot about the area and might not be bad in a brawl.
I'll be riding up near Albion Falls anyway. No doubt Carson can be found near there.

While it's normally a choice between Dan and Ben, if you go to Dan first...

quote:

Schmidt is easy to find; he talks to everyone and spins a more than fair tale. Soon enough you learn that he is probably out at Jeff Donner's place just a little ways down from the slaughter house. And indeed, there you find him seated on the front porch where he and the big butcher lounge in the early morning light with coffee cups in hand.

Schmidt sees you coming and gives a big wave. A nudge to Jeff brings the other man's gaze about.

Jeff gives a wave then heads toward the slaughter house, "I've got to get to work Marshal Engels. Hope you don't mind."

"So, what is it this time?" Schmidt asks wryly, "is there a mountain lion to be wrestled?"

"I need your help, Dan. Simple as that."
"Frank Spears nearly got himself perished by a gang and his friend, Andy Smith, is out wandering the wilderness and probably wounded.
"Frank Spears nearly got himself perished by a gang out on the range. I figure you and Carson might like to ride together once more."

... you have the option of getting both if the two of them became friends back in Chapter 1. The middle option depends entirely on what you chose as a plan.

quote:

"Frank Spears nearly got himself perished by a gang out on the range. I figure you and Carson might like to ride together once more.

Schmidt drains the last of his coffee in a determined gulp, which is not a small thing considering the usual layer of grounds on the bottom, "Let's get our little gang back together." (+10 Schmidt)

It takes a little riding but soon enough you stumble upon a herd of cattle just a little ways off from Preston Springs. A handful of cowboys mind the heifers near a bountiful spring. As you approach the group, a pair of riders break away from their duties and ride out to meet you. One of them is a rough strip of weathered leather pushing on dourly in years. Wandering gray hairs peek out from beneath a broad brimmed hat with a single gold coin sewn up top.

The other, thankfully, is Ben Carson. "Who are you stranger?" the older man asks as he squints against the glare of the sun.

"David, that's Marshal Laura Engels," Carson relates gently.

David blinks, "This is the Indian from the watering hole? The one who adjudicated things?"

"Yep," Carson answers.

"I need your help Carson. Simple as that."
"I know your wife is pregnant and you've got work, but I need your rifle for this."
"Ben Carson, do you mind if I just call you Ben?"

quote:

"Sure, go ahead Laura," Ben replies.
"Frank Spears nearly got himself perished by a gang and his friend, Andy Smith, is out wandering the wilderness. Probably wounded."
Let Schmidt make the case.

He'll join up no matter what option you take, but if you're going to save Andy he'll also get an influence bonus out of it. If you let Dan make the case and he was with you at the mining site then he'll also give a short recap of your adventure. Similarly, if your plan is to hit the bandits and Ben was with you at the mine he'll ask if it's going to be like it was at Red Ribbon and make a comment about what he saw- he'll still come though.

quote:

"Frank Spears nearly got himself perished by a gang and his friend, Andy Smith, is out wandering the wilderness. Probably wounded."

"Men's lives are in danger, good men too," Ben notes, "so let's ride." (+5 Carson)

You ride into the wild, determined to find Andy. Trouble is, it will have been a few days since his brush with the gangers and these valleys are a wide and unforgiving place.

The river-lands give way to baked brown foothills as you ride alongside your companions. The Cowboy glances off far to the north several times as you ride. Even after you have made the evening camp his gaze seems to linger in that direction.

(Riding, Survival, Sharpshooting, and Resolve all slightly increased) (+2 Riding, Survival, Sharpshooting, Resolve)

"You see something over there, Carson?"

quote:

"Nope. What I'm looking for can't be seen, or if it is then that's a whole other matter," Carson offers absently.

"Nice and cryptic."
"Wait... you mean a new star, don't you? Is your wife about to give birth?"

I don't get it. (if not religious)

quote:

"Not the religious type, are you?" Carson asks. "This day a new star was born above Bethlehem. Also, there were three wise men with Frankincense and Myrrh, and... uh, I forget the third gift. It had to be something good I expect."
"You know, I don't have any Frankincense."
"I don't even know what Myrrh is."
"Are you asking me to supply the third gift?"


"Got a crick in your neck?"

quote:

"I'm getting there," Carson considers as he glances north yet again. "Its Millie I'm worried after, both her and the child."

"That's right, she's pregnant isn't she?"
"How many will this make it?"
"Is it anything I can help with?"
"I am certain the Lord will provide."
"I thought a good rider isn't supposed to make sightseeing a habit."

quote:

Yeah, well, my thoughts are elsewhere." Carson admits and shifts a glance northward where the stars are coming out, "Millie, my wife, is due very soon."

"That's right, she's pregnant isn't she?"
"How many will this make it?"
"Is it anything I can help with?"
He'll say something when he's ready.

As I've mentioned before there are three tiers of bonuses you can get from adventuring with the three different companions- the first is a starter bonus (Riding from Ben, Gunfighting from Carrie, Survival from Dan) and you can pick those up from dealing with the companions in the first two chapters (riding to Preston Springs with Ben and/or Dan, having a contest with Carrie). The second stage is a conversation where you can find out a bit more about them and learn something from it. The third stage for Carrie and Dan are the ones where you can start a romance or just stay friends, but since Ben is already happily monogamous things play out a little differently and you find out more about his wife's pregnancy. Since Laura has the religious trait, she can say something particularly comforting...

quote:

"I am certain the Lord will provide."
"I hope so. I mean, He is ineffable, but if there were a complication…I wouldn't understand that," Carson notes somberly. (+5 Carson)

"There won't be. Its the first birth that is the really dangerous time."
"Trust in the Lord and move forward."
"That is the meaning of ineffable."

quote:

"There won't be. Its the first birth that is the really dangerous time."

"I know. God knows I know," Carson notes with a sigh. Then he flashes a little smile. "We haven't picked out a name yet you know."

"You gonna name him Dan?" Schmidt asks as he plunks down beside his friend by the fire.

"Probably not."

"How about Schmidt?"

"Definitely not. I don't want to scar the child for life," Carson bats back at the Prospector.

Schmidt lifts up his shirt and reveals a long rake of scars, "Nah, I got that taken care of. With a name like Dan Schmidt-Carson, the bears'll run in terror."

"I'll say. I want to run away screaming right now," Carson notes.

Schmidt blinks a long moment then lets free a grin before he turns his attention to cooking up beans and beef steaks.

Carson pokes at the fire a bit and stirs the crackling wood to full flame.

"When Millie gives birth, like I said any day now, and if everything goes well, the little guy or gal will have to have a name," he muses. "If its a girl, I'd like to name her Laura. I know you're Chinese and that'll make things a mite confusing for her, but I'd still like it if you don't mind."

"It seems a bit much for me. Stay traditional."
"I'd be honored to have your child carry my name."

Instead of a romance, Ben's big thing is offering to name his child after the Marshal if he likes them enough- the child will have the Marshal's name as either their first name if it's 71+ Influence or a middle name if it's 51 to 70 Influence with Ben. How fortunate for him that the child's gender is going to match the Marshal's later on.

To be honest, I didn't plan on seeing this scene- I wanted it, but figured I wouldn't have enough opportunities since Laura had to bench Ben for the Red Ribbon event. But it turns out that parting amicably with Ben at the end of Chapter 2 also had the effect of setting him to stage 2, so I just needed one trip with him to get into the stage 3 conversation. So Laura's going to get a delightful legacy out of this one...

quote:

"I'd be honored to have your child carry my name."

"Great!" Carson declares and readily claps your shoulder in joy. "Let's hope Laura lives up to that name."

The two of you talk a while longer about children and naming conventions both. Even Schmidt joins in after a bit.

(Persuasion, Intimidate, and Resolve increased) (+4 Persuasion, Intimidate, Resolve)


Ask about the times Schmidt has used a rifle.

quote:

"Taking long-shots ain't really my trade," Schmidt says as he idly shifts the long narrow blade at his hip "but I've taken plenty of shots. Keep your powder dry, your musket-balls round and your hands steady. Say, you ever been on the plains and seen the buffalo herds?"
"Yes." (+8 Sharpshooting)
"No." (+4 Sharpshooting, +4 Persuasion)
"Buffalo?" (+4 Sharpshooting, +4 Survival)

Ask about the times he's gotten mixed up in a gunfight.

quote:

"God no!" Schmidt says and readily puts up a hand. "Stay away from those, far as you can. Even if you're watching you might still get hit. Especially when people've been drinking. But, if you do have to skin your working iron out on someone, its better to take one good shot than fan your fire and miss."

"You mean, take time to aim?" (+3 Resolve, +5 Gunfighting)
"What about pistol-whipping?" (+3 Brawling, +5 Gunfighting)
"So, it doesn't matter if you get hit first? (+3 Stamina, +5 Gunfighting)
"You've shot someone before, haven't you?" (+8 Gunfighting)

Ask about the places he's ridden.

quote:

"Where should I start...well, how about the most dangerous? Because nothing's quite as dangerous as the badlands. Nothing worth a drat grows there, namely cause the whole place is trying to kill you. That's the time you want to have your horse have its head. It's got them big eyes that see more than you do and its ears ain't nothing to scoff at neither. Whether it be a rattlesnake or a grizzly..." he considers then absently shifts a long and narrow blade that rides on his hip, "you have to know its there before you can do anything about it."
"And then what?" (+4 Riding, +2 Brawling, +2 Gunfighting)
"How many shots does it take to bring down a Grizzly?" (+4 Riding, +2 Gunfighting, +2 Brawling)
"So, its better to ride away then?" (+8 Riding)

More tales about Bears.

quote:

"I could go on for days," Schmidt chuckles then absently shifts a long and narrow blade that rides on his hip. "The most important thing to remember is, that unless there are cubs about, or they're in rut...or they're looking to chow down before winter, a bear won't give you two tugs. It doesn't want to, not unless you're easy meat. So, don't invite it over. Bandage your wounds tight, cause they can smell blood a long way off. And if you see one coming at you..."
"Shoot it dead?" (+4 Stamina, +4 Survival)
"Play dead?" (+6 Survival, +2 Stamina)
"Run away?" (+4 Riding, +4 Survival)
"Stand your ground?" (+8 Survival)

Ask how he keeps going like he does despite his gray hairs. (+8 Stamina)

If you bring along both Ben and Dan, not only do you get Ben's scene, you also get Dan's! Laura's got all the gunfighting she needs and her sharpshooting is only going to get better through practice and item upgrades, so it's time to beef up her other skills. So Dan, what happens to those lesser beings who can't scare off bears?

quote:

"Run away?"

"Never a bad idea, if you're on a horse. Bear won't catch you then. But if you're on foot…well, then you'll be tossing bones with death itself," Schmidt says, "cause if its cubs then the she-bear will let you go, if its in rut then it depends on it being a she-bear, but if its hungry…well, it were nice knowing you."

(Riding and Survival increased) (+4 Riding, +4 Survival)

quote:

It doesn't take long to find Trout Creek and the portion of it that intersects the road east over Bridger hill and eventually leads toward Utah. Moreover, the tracks from the ambush are still there; perhaps too many.

There were at least a few gangers on foot at start and then some others came riding up at some point. There's a bit of spent powder that has blackened a bush which meant at least someone was firing while all this happened. Whoever did this, they were aggressive to say the least.

You eventually reach the split where Frank and Andy separated. The gangers pursued both for a time but a scour of wind has taken away much of the details. However, most of the riders eventually turned back east while a single set of tracks, Andy's no doubt, heads north toward Albion Falls.

Head to Albion Falls and set about finding Andy.
Andy was almost certainly wounded and that means he'll need a doctor like me.
Go after the gang.
Well, Andy's not out here. Might as well return to Preston Springs and await the arrival of that stagecoach Preston mentioned.

What you find at the ambush site depends on your survival- 46+ gets you everything about the four men on foot and six riders who ambushed the two, while 37 to 45 gets you what Laura found out (thanks to Dan's survival lessons paying off), and 36 or lower just says that there were a lot of people and a lot of action. It doesn't affect anything else, and no matter what you find out, you have the choice of going after the gang, going to Albion Falls or heading back to wait for the stagecoach. Laura is a completionist so of course she's heading out for Albion Falls since you can't go there after dealing with the bandits.

quote:

Head to Albion Falls and set about finding Andy.

(Honor slightly increased) (+2 Honor)

You ride and ride. Then, amid a dry, rolling land, the strangest sight flickers in the distance. A bevy of white houses seem to drift above the summer haze; floating apparitions of civilization.

Albion Falls is a Mormon settlement older than any around these parts save only for those across the border in Utah. Tidy little fields, fenced in pastures, and more than a few orchards soon give a grand green sight amid the usual dusty brown bloom.

"Ben points toward a building with a little cross above it, "We should go and find the Bishop. He'll know if Andy made it into the ward."

"You Mormons are always tidy," Schmidt puts in.

"Well, we Saints, Latter-Day Saints, do try," Ben replies then idly points out a little bristle that has crept into the prospector's beard.

"Hey now, some things can't be helped," Schmidt replies as if somehow wounded.

Ride in to the town center and ask for news of Andy.
Ride up to the nearest farm house and make an inquiry.
Follow Andy's track wherever it leads.
Fire into the air a couple of times to get someone's attention.

Next time, Albion!

LightWarden fucked around with this message at 19:35 on Mar 18, 2019

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
If we were voting, I’d pick 4. Laura seems the type to announce herself with gunfire. :)

Regallion
Nov 11, 2012

You have a few broken tags in the post: i'll post excrepts where that occurs so you can crl+f to it:
>"I'm going to have to decline."[/b] (this place also has questionable repeating options and maybe bad quote-nesting?)
>[quote]"Sure, go ahead Laura," Ben replies.
>[quote]"Not the religious type,

LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!
Albion Falls is a place we've seen most of already.

quote:

Albion Falls is a Mormon settlement older than any around these parts save only for those across the border in Utah. Tidy little fields, fenced in pastures, and more than a few orchards soon give a grand green sight amid the usual dusty brown bloom.

"Ben points toward a building with a little cross above it, "We should go and find the Bishop. He'll know if Andy made it into the ward."

"You Mormons are always tidy," Schmidt puts in.

"Well, we Saints, Latter-Day Saints, do try," Ben replies then idly points out a little bristle that has crept into the prospector's beard.

"Hey now, some things can't be helped," Schmidt replies as if somehow wounded.

Ride in to the town center and ask for news of Andy.
Ride up to the nearest farm house and make an inquiry.
Follow Andy's track wherever it leads.
Fire into the air a couple of times to get someone's attention.

Every option here winds up going to the same place.

quote:

A lean man in a fair white shirt appears in the doorway as you approach. His eyes are distant as though tracking the very arc of the sun and his stride says he could walk for a hundred miles.

"I am George Hancock, Bishop of this ward," the man says as he motions you across the threshold. "This way, please, Marshal. Andy Smith, a friend to Frank Spears, lies on death's door just beyond. No doubt he suffers from the same hand that struck Frank."

"Wait, you know who I am?"
"Of course. A glance tells me everything I need to know about you," the Bishop explains. "Specifically, there is that badge."

You glance down and find that dingy thing still clinging to your blouse.

"I'd like to talk about Andy Smith."

"I hope you don't have anything against Indians."

quote:

"Well, that's a complicated thing," the Bishop considers. "There are religious and temporal implications whenever dealing with an Indian."

"Religious implications?"
"Yes, well, the Lord tells us to treat others as we would like to be treated, and I prefer to leave it at that," the Bishop replies.

"Temporal implications?"
"Yes, well, some people don't like Indians and see anyone who would talk to them as unworthy," the Bishop says. "You would think my doing so would amend their views, but sadly it only seems to make them worse."

"Sounds like people around these parts are twisted up on the subject."
"They are confused, and in their confusion some seek a simple and satisfying answer," the Bishop explains. "Sometimes that answer erodes their morality."

"Now I'm confused."
"Well, I wish we had a moment to clarify things," the Bishop replies. "But there is not enough time just now. Indeed, there rarely ever is."

"What exactly did Andy have to say?"
"I have not questioned him. It seemed imprudent to ask after things to a badly wounded man. Alas, I think you should go in and see him, for I fear that neither of you have much time."

"I would like to talk a little more, if there is time."
"There will be, one way or another," Bishop Hancock promises and then gestures toward the parlor door. (+5 Albion)

Go inside and see Andy.

There are a few minor dialogue changes for being Native American.

quote:

The scent of blood lies heavy in the air as the parlor door opens. There, just beyond the threshold, lies a man pale and shuddering for breath.

His clothing torn, ragged, and red; crossed by long bandages that seem as wintry ice atop his skin. A fatherly older man hurriedly gathers up a set of bloody undergarments that bear a bit of stitching about the breast, a 'V' and a reversed 'L' that are quickly taken from your sight. As the door shuts behind you, there is a choke of tears that speaks of family.

Andy Smith, a young man and once strong, rolls his head toward you and blinks, "Marshal…"

The word all but floats toward heaven.

"I'm here Andy. Tell me what happened."
"Hartigan. Whole Gang," Andy whispers out. "A dozen hard men. I got captured.

"Do you know where they went?"
"Echo canyon," Andy gives a little nod. "Hartigan said…he'd be there."

"What are they planning?"
"Steal…something…Hartigan said, fulla gold," Andy gives a little gulp and has to pause for breath.

"Why'd they leave you alive?"
"I'm…a message," Andy groans and shifts uncomfortably beneath his blankets. "Hartigan sent it."

"Who did this to you?"
"Big Indian. Hartigan called him Hungry Snake," Andy manages to say then gives a little shudder.

"Did they say anything about a stagecoach?"
"Yeah…gonna take it…as they cross trout creek," Andy says as he flaps a hand to feebly try and shift a blanket.

"What were they doing out there?"
"They... took our wagon... had a tombstone," Andy recalls almost incoherently.

Let the man rest.

Andy is so badly wounded that you only get four questions out of him before he perishes. Fortunately, none of this information is required in any way and it's more for the player's understanding than any impact on the game. No matter what question you ask him there's a narrative piece right afterwards that shows his deteriorating condition based on how many questions you ask.

quote:

0) The word all but floats toward heaven.

1) The pause afterward weighs heavily on you.

2) All the color has fled from his features.

3) His voice is a mere rasp that threatens to drift away like smoke in a breeze.

4) His eyes flutter and then he lies silent and still.

Letting him rest just skips to the scene where he passes away.

quote:

His eyes flutter and then he lies silent and still.

The footfalls of the Bishop approach.

Call the Bishop over. Andy has breathed his last.
Set to work on him at once.
Grasp his hand and hold it tight for these last moments.
Say a prayer for him.
Say a little prayer, from the heart.
(if not religious, grants the religious trait)

All these options grant at least a +5 influence bonus to Albion. Despite the fact that he's on his way out it's not a 100% guarantee that he'll die. There are three ways the Marshal can save him.

The first is to simply be a doctor, which lets you perform CPR on him to stabilize him for +10 Albion influence.

The second only appears at 51+ Survival, which lets you Strike Andy's chest to get his heart going again. and perform a cruder version of CPR which even the game admits doesn't always work. But it does in this case, and grants +8 Albion influence.

Finally, if you hold his hand and were struck by lightning then it arcs into him and revives him, greatly impressing the Bishop with this miraculous turn of events. You can agree with him for +15, or +10 if you're not religious and joke about how he should see you on Sundays, or +20 if you're religious and tell him that you knew there was a reason you were struck by lightning. Or you can tell him "Please keep in mind that not all Indians can do that." (which doesn't have any influence bonus).

Good thing Laura never mentioned she was a doctor, otherwise she might be obliged to save someone.

quote:

Call the Bishop over. Andy has breathed his last.

Hancock kneels beside the fallen man, takes up both lifeless hands and places them over an unmoving breast before he whispers softly, "May he be given his white stone in the Celestial Kingdom." (+5 Albion)

Bishop Hancock closes the door to the parlor, "A good man has passed and I doubt he shall be the last."

"Why did Andy come here, specifically?"
"Andy had family here," Hancock explains, "and friends. Live or die, he wanted to see them again."

"Andy said something about the gang led by someone named Hartigan?"

quote:

"Yes, Richard Hartigan. A known outlaw and fiend who has plagued these parts for over a year," Hancock says. "They say he killed Marshal Green. Clubbed him to death with an Indian stick."

"Well, I'll try and avoid that."
"Indian stick?"

"Yes, I believe they call it a pogamoggan; a twenty some inch stick with a heavy stone secured to it by a wrap of leather. Not unlike a crude mace, I suppose."

"Its used the same way," Schmidt puts in.
"Can I entrust the body to you?"
"Certainly. Andy will be taken care of here and in the hereafter, you can be certain of that," Hancock promises. (+2 Albion)

"Why is Albion Falls called Albion Falls?"
"A simple enough reason," Hancock explains. "There is a little stream nearby that splashes down a ledge of rock. While not quite a waterfall, the drop is enough to churn the waters white below. The first explorer saw the white waters and named this place. We settled it not long after." (+2 Albion)

"How many people are around here?"
"About four hundred in the ward, mostly Saints," Hancock remarks. "Though, there are a few gentiles here and there, and even a Jewish fellow."

"From what Andy described to me, the gangers could be headed somewhere close-by; where they will feel safe."
"That would be Echo Canyon, just a little ride east of here. It is almost impossible to sneak up on anyone who camps there, and there is a burble of an old Cartesian well to be found amidst it as well," Hancock explains.

"I think that is enough for now."

The dialogue is a bit different if you managed to save Andy, since you can instead ask if he'll be able to recover. As we saw earlier, asking about Andy's remains with Carrie present causes her to annoy the Bishop with her commentary.

For both Ruolan and Laura, saying goodbye to the Bishop is a pretty simple matter since they have one important thing in common- neither one killed Ben Carson (so far, anyways). If Ben died, this is where things get complicated.

Before I show this off, I might as well mention one other tag, the Heartless trait. Heartless is applied to the Marshal after three or more murders- self-defense doesn't really count, so it's really more of killing off of three or more named characters. Unfortunately, Laura is only at 2/3 murders since of all the people she's killed only Denny (Chapter 1) and the Elder Winthrop (Chapter 3) count. She'd have to have killed off at least one of Ben, Carrie or Dan to get the trait by this juncture. You'd think the Red Ribbon Massacre would count, but it doesn't increment anything on the internal murder count. Heartless dialogue options tend to involve being a complete and total dick. They're fun, but almost always involve either pissing someone off or serving as another avenue for murder. While you can get the trait in the first three chapters, actual options involving the trait don't show up until this chapter.

quote:

"I think that is enough for now.

"It may be for you, but I would like to know something," Hancock asks politely.

There are several situations where Bishop Hancock confronts you.

The first is if you had Jeff send Ben's herd on to Albion Falls, which isn't really a bad idea on the financial front since they pay 10 Wealth for it compared to the 6 wealth you'd normally get for selling it (or 8 if you have 41+ Persuasion or 46+ Intimidate, +7 or +9 if you sell them in the next interlude).

quote:

"A number of cattle had gone astray, heifers that were supposed to be in the care of a man called Ben Carson. Thought lost, they nonetheless were later returned to Big Bell ranch."

"I hadn't heard that."

quote:

"Yes, it was very strange," Hancock notes. "I had hoped you might know something about it."

"Yes, I sent them there."

quote:

"You sent the herd there?" Hancock blinks. "Why? How?"

"I had to do something with the herd after Ben and I fought."

quote:

"You?" Hancock blurts out and shies back. "You killed him? Ben was a good man...how could you?"

"He was already shooting at this prospector and so I had to intervene."
If Dan is present: "I was that prospector," Schmidt puts in, "and that cowboy tried to kill me several times." Hancock eyes Schmidt, "Oh, I see. Well, that is unwelcome news. I honestly don't know what I shall tell Ben's wife."

If not: Hancock eyes you warily, "Someone's word is all you have out here, Marshal. Sometimes you just have to accept it." (-5 Hancock, he knows you killed Ben)

"I have a statement here from a witness about what occurred." (if you got a statement from Dan)
Hancock takes Schmidt's statement and gives it a long read, "Well, it seems as though a mutual misunderstanding led to a tragedy. I simply don't know what I shall tell Ben's wife." (Hancock knows)

"It was easy. I just sighted in and squeezed the trigger." (if Heartless)
Hancock stares at you, "I fear for the future with those such as you bearing the mantel of authority." (-20 Albion, Hancock knows)

"There was an altercation at a watering hole and Ben Carson was killed."

quote:

"I feared that," Hancock sighs, "Ben always did have a hair trigger for some things. He'd been praying to find calm, and it'd been working, or seemed to at least. But I suppose that doesn't matter now that he's gone on to other kingdoms."

"I found the herd ranging about the land and asked around about their brand. Sending them back seemed the honest thing to do."

quote:

"I see," Hancock muses on that a moment. "Yes, I suppose that makes a sort of sense, but that also means that Ben Carson either died or ran off. I expect the former, and believe I shall tell his wife exactly that." (+5 Albion, -2 Honor)

"Seems people out here are pretty law-abiding, returning that sort of property." (Persuasion 36+)

quote:

"I would agree," Hancock nods, "but do you know who arranged it?"

"Yes, I did, because I killed him."

quote:

"You?" Hancock blurts out and shies back. "You killed him? Ben was a good man...how could you?"

"He was already shooting at this prospector and so I had to intervene."
If Dan is present: "I was that prospector," Schmidt puts in, "and that cowboy tried to kill me several times." Hancock eyes Schmidt, "Oh, I see. Well, that is unwelcome news. I honestly don't know what I shall tell Ben's wife." (Hancock knows you killed Ben)

If not: Hancock eyes you warily, "Someone's word is all you have out here, Marshal. Sometimes you just have to accept it." (-5 Hancock, he knows you killed Ben)

"I have a statement here from a witness about what occurred." (if you got a statement from Dan)
Hancock takes Schmidt's statement and gives it a long read, "Well, it seems as though a mutual misunderstanding led to a tragedy. I simply don't know what I shall tell Ben's wife." (Hancock knows)

"It was easy. I just sighted in and squeezed the trigger." (if Heartless)
Hancock stares at you, "I fear for the future with those such as you bearing the mantel of authority." (-20 Albion, Hancock knows)

"No idea. There was an altercation at a watering hole and Ben Carson was killed."

quote:

"I feared that," Hancock sighs, "Ben always did have a hair trigger for some things. He'd been praying to find calm, and it'd been working, or seemed to at least. But I suppose that doesn't matter now that he's gone on to other kingdoms."

"I found the herd ranging about the land and asked around about their brand. Sending them back seemed the honest thing to do."

quote:

"I see," Hancock muses on that a moment. "Yes, I suppose that makes a sort of sense, but that also means that Ben Carson either died or ran off. I expect the former, and believe I shall tell his wife exactly that." (+5 Albion, -2 Honor)

"Do you want me to investigate an act of altruism?"

quote:

"Of course not," Hancock shakes his head. "I just thought... spare your sweat, Marshal, for there must be angels in our midst." (-2 Albion)

The second situation is if you got Dan's statement without sending the herd on to Big Bell.

quote:

"Recently, a small herd of straggling cattle out of Big Bell ranch had gone missing. An investigation into things uncovered a statement from a prospector named Dan Schmidt indicating that an altercation occurred between Marshal [Your name] at a watering hole not far from Preston Springs. Furthermore, it said that you killed Ben Carson, the cowboy whose responsibility it was to protect that same herd."

"Yes, and if you read my statement, you will see I was justified.

quote:

"I have read the statement. Moreover, I understand what has been included and what has not been. Particularly what happened to the herd of cattle that had been in Ben's charge," Hancock points out. "The shooting may be justified in some eyes, but the theft can not be. I, and the people here, shall always remember that." (-15 Albion)

"I had to take the herd in order to compensate the parties involved." (if lawyer)

quote:

"There was a legal basis for this?" Hancock asks. "The prospector Dan Schmidt demanded compensation?/estate of the prospector Dan Schmidt made a claim?(if Dan is dead)" (If Dan is present: "You're right about that," Schmidt puts in. "I lost a lot of good screens and such when that herd darn near trampled me.")

The Bishop nods ever so slightly, "I can see that. Render unto Caesar what is Caesar's after all."

"The herd was held as surety for any claims that might have arisen from the incident." (25+ Legal)

quote:

"There was a legal basis for this?" Hancock asks. "The prospector Dan Schmidt demanded compensation?/estate of the prospector Dan Schmidt made a claim?(if Dan is dead)" (If Dan is present: "You're right about that," Schmidt puts in. "I lost a lot of good screens and such when that herd darn near trampled me.")

The Bishop nods ever so slightly, "I can see that. Render unto Caesar what is Caesar's after all."

"Yes, what of it?"

quote:

"You killed a good man and took his herd," Hancock notes coldly. "That's a nasty thing that I and the people here shall long remember your poisonous temperament." (-25 Albion, known as a scorpion)

"Do you want to hear what happened?"

quote:

"Would that differ greatly from the statement?" Hancock asks rhetorically. "I suspect not. You have killed a good man and stolen his herd. I and the people here shall longer remember your wickedness." (-15 Albion, known as a scorpion)

"Yeah, I gunned that Carson fella down and then I took his herd." (if Heartless)

quote:

"Why?" Hancock asks simply. (Albion influence set to 0, known as a scorpion)

"Because I wanted to."

quote:

"Ah, the devil of impulse," Hancock notes sharply. "Well, I and the people here shall long remember your rash selfishness and poisonous temperament."

"It seemed like fun."

quote:

"Fun?" Hancock gapes. "You are a wicked, soulless creature, little better than a scorpion, and we shall treat you as such."

"Don't know why."

quote:

"No?" Hancock considers. "Then you are a slave to your basest impulses, an unreasoning thing that skitters through life on a scorpion's legs."

"Sometimes I black out and murder people. Its weird."

quote:

"Weird is not what I would call it," Hancock says as he slowly backs away. "A scorpion has more sense as to who it stings."

Next there are a few different variations if you killed Ben at the watering hole and they didn't get any information back.

If Dan abandoned you as a companion because you upset him enough, he'll rat you out.

quote:

"Marshal? There is a murderer about."

The words linger a long moment in the air. At last Hancock speaks again in terse tones, "A prospector came through and told us all about it. About how you shot Ben Carson."/"A man came through, told us how you shot Ben Carson and also attacked a prospecting camp." (if Dan escaped the massacre at the Red Ribbon Mine)

"And?"

quote:

"No one is ever truly lost, but some are consigned to the outer dark for their misdeeds," Hancock explains. "I wanted you to know why this was so, and why every Saint in this community, in this county and beyond, has turned their back on you in this life." (-50 Albion, known as a scorpion)

"Allow me to explain the need for both, using an apt parable of the wolf and the scorpion." (if religious)

quote:

Hancock listens and then shakes his head as the tale of the wolf ends badly, "You imply terrible things of Ben Carson. I knew Ben and the great strides he had made with both his temper and melancholy. Be warned. We Saints are watching you, for the terrible things you have done may well burble up again." (-20 Albion, known as a scorpion)

"Ben certainly wasn't in his right mind when we met. I've never seen a man more full of rage."

quote:

"I see," Hancock sighs. "Ben did have trouble with his temper on occasion, but he was striving to master it. I can't believe, I don't wish to believe, that he crossed you so cruelly that he deserved to be cut down. But I can not ignore what I know about his struggles." (-5 Albion)

"All true. Makes for a good warning, doesn't it?"

quote:

"You (Sir/Ma'am) are a scorpion. Poisonous to the core," Hancock says firmly as he backs slowly toward the door. (Albion set to 0, known as a scorpion)

If Ben died at the watering hole but you didn't leave anything pointing at yourself...

quote:

"Marshal? There is a murderer about."

If both Dan and Ben were killed: "The body of Ben Carson has been found near a watering hole along with that of another man. Both had been shot by a similar if not the same weapon."

If just Ben was killed: "The body of Ben Carson has been found near a watering hole; shot through the heart."

If Dan is here: Schmidt whistles idly as he stands off to the side of things.

"And?"

quote:

"Well, we would like you to look into it," Hancock says simply. "I mean, it is in your jurisdiction and therefore your responsibility."

You certainly can't disagree with that.

"Murder, huh? I'll look into it."

quote:

"Thank you Marshal. I know you are busy, but Brother Carson was one of us," Hancock says then glances toward the sky. (+5 Albion)

Finally, if you killed Ben at the Red Ribbon Mine massacre, you get a different dialogue set.

quote:

"Bodies were recently unearthed near the Red Ribbon mining site and Ben Carson was one of them."

"Yeah, I'm looking into that."

quote:

"Are you? I've got word from David Moore that you took Ben Carson on a ride not long before those bodies were found," Hancock points out.

"Actually, Ben was helping me look into that very incident. We parted to follow several sets of tracks." (46+ Persuasion)

quote:

"Ah. Unfortunate," Elder Hancock shakes his head. "He must have been killed by those who committed the massacre."

You certainly can't argue with that logic.

"I know all about that.

quote:

"I imagine you do, since I heard from David Moore that you took Ben Carson on a ride not long before those bodies were found," Hancock points out.

Say nothing.

quote:

"Why so quiet? Is it because you rode out with Ben just days before? David Moore told me precisely that," Hancock points out.

If you don't use the persuasion dialogue option, Bishop Hancock presses further.

quote:

"So, tell me why. Why did you kill Ben Carson?"

"Why did I kill Ben Carson? Because he tried to stop me and failed."

quote:

"I thought as much. You and your ilk are a poisonous creature that shall know no warmth, only darkness," Hancock recites. (-20 Albion, known as a scorpion)

"I did what I had to do. No regrets." (41+ Resolve)

quote:

"You live in a brutal land where it is sting or be stung,\" Hancock shakes his head. (-10 Albion, known as a scorpion)

"He did die, but he died fighting the good fight and I was there beside him." (41+ Persuasion)

quote:

"I wish it were that easy to accept your words as truth. Part of me is looking to blame someone, but sometimes, out here, you have to take a man's word for things," Hancock says, "and maybe this is one of those times." (-5 Albion)

Say nothing.

quote:

"A scorpion can be silent too," Hancock says, "even when it kills." (-15 Albion, known as a scorpion)

Even if you avoid Albion Falls, the Bishop still shows up when the stagecoach first arrives in town and you can have most of this conversation there (exception being that Andy is gone by this point). Sadly, there isn't really any viable path to 0 influence with Albion Falls on this run since Ben is going to survive for a while, which is a shame, because the 0 influence descriptor is pretty great: "To the Saints of Albion Falls, you are the devil in the flesh."

The bit about the scorpion is a reference to stories such as the Scorpion and the Frog, about a scorpion who convinces a frog to carry it across the river but halfway there stings the frog, paralyzing it and condemning them both to drown. When the frog wonders why the scorpion would do such a self-destructive thing, the scorpion usually responds that it was simply in its nature to sting. Anyways, getting the Saints to know you as a scorpion is a minor legend bonus in the epilogue.

But for Laura, things are a little simpler. She'll have other chances to sting.

quote:

"I think that is enough for now."

With things resolved, you consider your next move. Hartigan and his gangers are still out there. They've also laid a trail for you to follow all the way to Echo Canyon if you can read a map right.

"I can't say I like the canyon approach," Ben considers. "Narrow spaces make for easy ambushes."

"We could get tangled up bad in those confines," Schmidt puts in. "But they might not be ready for us now. When they come for the stagecoach, they will be."



Head out for Echo Canyon to try and locate the Hartigan gang.
Head back to Preston Springs and wait for Preston's stagecoach.

Next time, it's on to Echo Canyon. The echoes may be gunshots.

Regallion
Nov 11, 2012

Oof, so we are not QUITE the murderhobo we could be. I guess i can see why the massacre itself wasn't a heartless bump since ostensibly it was a battle, but slaying the camp owners in cold blood should have added a point or two.

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
The stat descriptions are my favorite part of this game. Maybe when this playthrough is ended you can post them all as a fitting close-out. ;)

Slor The Destroyer
Aug 4, 2012
I guess i can see why the massacre itself wasn't a heartless bump since ostensibly it was a battle, but slaying the camp owners in cold blood should have added a point or two. Yeah, definitely. Maybe a few other places too.

LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!
Man, this was a troubled one. I managed to lose the update so I wound up replaying and rewriting it.

quote:

With things resolved, you consider your next move. Hartigan and his gangers are still out there. They've also laid a trail for you to follow all the way to Echo Canyon if you can read a map right.

"I can't say I like the canyon approach," Carson considers. "Narrow spaces make for easy ambushes."

"We could get tangled up bad in those confines," Schmidt puts in. "But they might not be ready for us now. When they come for the stagecoach, they will be."



Head out for Echo Canyon to try and locate the Hartigan gang.
Head back to Preston Springs and wait for Preston's stagecoach.

quote:

From a distance Echo Canyon proves to be a crescent crack in the ground hundreds of yards long. It is almost as though a towering giant had pressed a boot-heel into the earth in passing. The red walls are dusty and sharp as they tower above a ribbon-like pathway below. One thing is for certain; getting close without being seen will be hard, if not impossible.

Carson and Schmidt ride up alongside you and stare out at the ruddy crescent stamped into the earth.

"Oh boy," Schmidt says. "If we need to sneak close, best we do it at night."

"I second that," Carson adds. "I can't see anyone but you can be sure they'll see us coming."

Head right on in. This is not the time for subtlety.
Sneak in under cover of night.
Crawl over during the day.
Set up camp and wait.

If you have Carrie with you then you can just wander on in without problems, while all other paths involve running into Hungry Snake first. It doesn't really matter which way you go, so Laura will take her time and make them come to her.

quote:

Set up camp and wait.

It is an easy thing to secret yourself behind a nearby ridge and set to watching. Trading shifts with Schmidt and Carson relieves the boredom by letting you play flick-rock with the other to pass away the day.

As the sun sets, a bit of smoke seems to rise from the canyon. Someone is down there, that's for certain. It is only a question of—

Your Roan gives a whinny in the gathering dusk and you turn to find a broad shouldered Indian whose tunic is a patchwork of dark snake skin. About his neck lies a string of trophy fangs.

"Who are you?"
Rush him.
Reach for my pistol.

It's Hungry Snake. Laura could throw down, but that can wait a moment.

quote:

"Who are you?"

The Indian lets a smile crease his lips, and it is not a pretty sight, "Hungry-Snake."

"That's your name?"
"Are you Shoshone? Newe?"
"How'd you get your name?"
"Why are you here?"

"Carson? What do you think?"
"He's trouble," Carson says simply as he spits to the side and itches his fingers to take up his rifle.

"No trouble; if you come quiet like," Hungry-Snake says.

"Schmidt? Who is this really?"
"A Bannock," the Prospector says warily. "They're an outcast tribe of the Shoshone."

"Not outcast," Hungry Snake shakes his head pointedly. "Every one of us left for a good reason."

"Where do we go from here?"

quote:

Hungry Snake manages a tiny shrug, "I can take you to Hartigan. If you like, we can fight and then I'll drag you to Hartigan. One of them would be more fun."

"I don't know if we can trust him," Carson puts in.

"Well, I know we can't," Schmidt tosses over. "But if he says he'll take us to Hartigan, he probably will."

"Fine. Take me to Hartigan."
Gesture for Hungry Snake to lead on.
Rush him.
Reach for my pistol.
Rush him.
Reach for my pistol.

We've seen this before, though different companions have their own input on Hungry Snake. But now it's time to throw down.

If you go hand-to hand with Hungry Snake, there's a couple of different options:
-Coming at him checks your Brawling skill, with 50+ giving you the best result. Failing this check is one of the only ways to lose health in this section
-Testing him checks your Resolve, 40+ here for the best result
-Going in for a grapple checks your Stamina, 40+ gives the best result
-Provoking him to attack and then countering checks Gunfighting, with 50+ giving you the best result, though a Brawling under 50 means he also gets a good hit in

This is a section where the skill rewards are more about learning from your mistakes than your successes. You get a larger bonus to Brawling if you lose against him, and a larger bonus to Stamina and Resolve if he also got in a few good hits and injured you. Laura doesn't have the Brawling skill yet to go hand to hand, but she does have another option...

quote:

Reach for my pistol.

Hungry Snake blinks in surprise as your pistol clears the holster and barks once. He clutches his side where the bullet strikes and collapses.

(Intimidate increased, Resolve slightly increased) (+4 Intimidate, +2 Resolve)

Agree to go see Hartigan.
Keep after Hungry Snake.

51+ Gunfighting means you get him cleanly, 45 to 50 means you hit him but one of the other bandits gets a shot on you as well, while 44 and down means you get injured by a bandit's bullet before you can draw.

Regardless of if or how you challenge Hungry Snake, you're going to wind up going to Hartigan- refusing just means the collection of armed men convince you to come along. Since Laura has asserted her dominance she feels no need to press the matter further.

quote:

Agree to go see Hartigan.

"Reasonable at last," Hungry Snake notes then presses a hand to the wound at his side and quiets a grunt of pain as he stands back up. The Indian falls quiet as he leads the way forward.

Hungry Snake readily guides you into the maze of Echo Canyon where red walls of clay stretch high overhead to all but blot out the sun. Only at the center of things do the narrow walls depart to form an open commons where a Cartesian well burbles down a rock face to pool amid a basin of weathered stone.

All that singular source of water lies a patchwork of tents. The rough men you can see would merely squint at death as it approached upon its pale horse.

From a cleft in the wall a figure emerges. Like an ox stretched tall, the man steps before you and raises a hand for you to halt. From beneath the brim of a shapeless old hat you catch a flash of oddly familiar storm gray eyes.

"Well now, isn't this a rare sight?" the figure ponders as he slow steps toward you. "A marshal comes stumbling right up to the Hartigan gang. Let's all be friends for a bit. Courteous, if armed equals. Marshal to Hartigan; Richard Hartigan."

"I figured as much."
"You are under arrest."
Say nothing.



quote:

"You are under arrest."

Hartigan lets loose a belly laugh that is taken up by numerous other men secreted all throughout the canyon, "Oh, if that is how you want to play it Laura, we'll play. But we have time don't we? Time to take things slow." (+2 Hartigan)

He saunters toward you and sets a hand idly upon his big colt pistol.

Up close and on even footing, Richard Hartigan is a sun-kissed creature with a rawhide worth of rough upon his cheeks. A short beard, trimmed and neat, is set off by a proud mustache that bears a touch of winter within its auburn strokes, "You shot Hungry Snake? I didn't think that was possible. Always figured it would be like water off a duck. That said, you tried my patience in doing so. But just this once I'll let it pass."

Hartigan pauses to peer over at Schmidt and tenders the big man a little nod, "Hello again Dan."

"Hey Richard," Schmidt replies.

Carson does a double-take, "Wait…you know this…person?"

Schmidt gives a shrug, "I've sat at a lot of campfires over the years."

"I have some questions."
"Shall we get to the heart of the matter?"

quote:

"Oh, don't rush," Hartigan protests. "Surely we can let this first meeting linger. After all, I do so wish to be friends."

"Let's just move on. (-5 Hartigan)
"If you want to talk, let's talk.
Just stare at him.
Despite the very long odds, pull my pistol and go to work.

It's a bit different without Carrie, but Dan also has a past history with Richard Hartigan.

quote:

"I have some questions."

"No doubt," Hartigan allows. "I've not fed you, but you do stand within my hall. So, ask away."

"Who are you exactly?"
"Is this your gang?"
"How many bandits do you have?"
"You have anything to do with the dearth of law and deaths of marshals around here?"
"You use Indians? Doesn't that give my people a bad name?"

quote:

"Probably, but it ain't like people are the soul of kindness towards them anyway," Hartigan replies evenly." (-2 Hartigan)
"Why did you attack Frank and Andy on the road to Salt Lake City?"
"You have got rather striking gray eyes."

"Don't I? Its a family thing," he says as he keeps his storm-tossed gaze fixed upon you.

"Let's talk about what comes next."
Wait for the man to start talking about his grand plan.
(if stoic)

We've seen these responses before, though there is a new one if you're a Native marshal, and the comment about his eyes doesn't do much if Carrie isn't present.

quote:

"So, here's the deal. Or at least, my deal," Hartigan begins as he eases out a cigar from a breast pocket and idly taps it. "There's this special stagecoach that's coming in. Now, it ain't much for riding but its got springs and struts that can carry a heck of a lot. A lot of gold is what he's got in mind."

The words sink in and he lets them go deep. The soft fall of water from the nearby spring dribbles distantly while the sides of the colorful tents snap in a big of breeze.

Hartigan scuffs a boot as if trying to clean off the heel while he runs a finger along the still unlit cigar, "Preston made a contract with them desert people out in Salt Lake. Some kind of swap I suppose. But that don't matter much because it ain't happening. What is gonna happen is me and my boys are gonna hit that stagecoach and fill our pockets to the brim. Now, I know a little about you. People say you're both a lawyer and a doctor, but I say you are an excellent liar. I always like a good tale and it is a pity we haven't had so much as a chat before now."

Hartigan eyes you up and down as he puffs absently on his cigar, "Now, everyone is certain that you're the devil incarnate. A terrifying figure with the blackest of hearts. Well, I never did go to church much but from my recollection the good book didn't talk all that much about such things. More like who beget who, or how you couldn't wear wool with cotton. So, what's your price for laying back from the whole golden stagecoach thing?"

"What exactly are you asking of me?"
"Why are you gunning for this stagecoach?"
"Do you have something against JT Preston?"
"Do you have anything against Bishop Hancock?"
"If I were to agree, could I place some limits on your conduct?"

quote:

"Limits?" Hartigan rubs his chin lightly. "I suppose I could tell the boys to pull back on some. Or would you want them to be on the best of their worst behavior?"

"I'd want you to take the reins with killing people and what not."
"What could they do that would be excessive?"
"Well, that's a good question," Hartigan notes. "I suppose we could throw in a keg of black powder and turn the stage to matchsticks. Or maybe soak the whole thing in whiskey and set it on fire. Crucify the driver, the horse, maybe both together…though that'd be a lot of work." (+10 Hartigan)
Let him talk.(if stoic)
"What exactly would I get out of this arrangement?"
"I know I don't want what you are selling."
(+8 Honor)

Hartigan's impression of the Marshal is a depends on their Honor, Law and Order scores, ranging from a paragon of justice to someone like Laura owing to her incredibly low Honor score. Asking about limitations is one way to get a fair amount of points towards Hartigan.

quote:

"What exactly would I get out of this arrangement?"

"What do you get? Well, that depends on what you want," Hartigan points out, "a share of the gold or a favor seems about right. Personally, I'd take the favor because you can always use it to get gold if you need. So, how about it?"

"I'm willing to negotiate with you."
"I can't abide by scum like you."
(+3 Honor, Law, Order, -10 Hartigan)
"I can't do this."

quote:

"Can't, or won't?" Hartigan inquires far too mildly.

"It would be highly illegal." (+8 Law)
"It would set a bad example" (+8 Order)
It just wouldn't be right."
(+8 Honor)
Pull my pistol and get to work.

If you do choose to cooperate, it starts with Hartigan asking what the Marshal is going to promise to do.

quote:

"I'm willing to negotiate with you."

"All right then," Hartigan nods agreeably. "What are you gonna bring to the table?"

"I would not offer you anything but the bullets from my gun." (Starts a fight)
"I promise to help you plunder the stagecoach." (Promise 1)
"I'll stand aside when you attack the stagecoach." (Promise 2)
"I won't resist for long when you attack the stagecoach." (Promise 3)
"I won't sink the stagecoach in a lake or swift flowing river if it comes to it." (Promise 4)
"Nothing. I walk and you let me." (Promise 5, goes to the intervention check)
"I think we both know that I'm just going to walk right on out of here, because we both know the game we're playing is a long one." (55+ Persuasion, Promise 6)
"If I don't walk away, then no one will." (50+ Intimidate, Promise 6))

quote:

"I want nothing from you." (Favor 0)
"I want to know who would pay to kill a marshal." (Favor 1)
"I want you and your band to stand at my side, one time for one day." (Favor 2)
"I want a share of the gold." (Favor 3)
"I want to be a full member of your gang here, with all privileges and rights therein. (if a Lawyer) (Favor 4- joining the gang)
"I want you to have my back on anything wicked that comes my way." (if not a Lawyer) (Favor 4- joining the gang)

There are six levels of promises the Marshal can give, and five levels of favors the Marshal can ask for. The bigger the favor the Marshal wants from Hartigan, the bigger the promise Hartigan wants from the marshal. Hartigan only agrees to let the Marshal join the gang if the Marshal promises to plunder the stagecoach, while asking for a share of the gold requires something from promises 1 or 2, and asking for Hartigan to aid the Marshal for one day requires something from promises 1 to 3. If the Marshal is asking more from Hartigan than what they're promising in return, Hartigan will refuse, and the Marshal can either ask for something else, offer something else, or talk Hartigan into it with a high enough Persuasion (36+ for the one-time alliance, 38+ for gold)or Intimidate (41+). With 51+ Intimidate you even get +5 influence since Hartigan respects the Marshal's ferocity (41 to 50 and he just comments that it's cute when the Marshal tries to be threatening). You can use a 39+ Persuasion or 41+ Intimidate when Hartigan refuses to let you join the gang if you don't commit to looting the stagecoach, but that just gets a share of gold.

Refusing to cooperate with Hartigan gives a bonus to your Honor, Law or Order stats depending on which option you end up choosing and then kicks you over to the intervention check.

If you're romancing Carrie or have 61+ Influence, or if you have 71+ Influence with Dan, then they plea for Hartigan to let you go on account of their respective relationships and he lets you all walk.

Carrie posted:

"Father, please," Miss Caraway pleads and steps before Hartigan. "Laura doesn't mean what you think."

"I know what I heard," Hartigan says, "and I didn't like it a bit."

"We can work something out. Just give me a little time."

Hartigan cocks his head as he considers his daughter then glances over at you, "Oh. Is that how it is? Well, everyone makes mistakes. Everyone."

(71+) "I've taken a liking to Laura here."

"Have you?\" Hartigan asks. "Well, if you have then its for a good reason I expect."

(61 to 70) "I kind of like Laura."

"Do you?" Hartigan asks. "Well, maybe I misjudged the Marshal here."

Dan posted:

(71+)"Wait a bit, Richard," Schmidt almost pleads, "because this don't have to come down to iron and blood."

"It don't?" Hartigan asks, "why not?"

"Because I like Laura. [A lot. (if romance)]"

"And I'd take it amiss if anything untoward happened."

"Oh, and here I thought you were gonna say something important."

Schmidt clears his throat, "Unlike Laura, I have sat at your fire, shared bread and whiskey."

"True," Hartigan nods slowly. "I suppose I could see my way to a compromise..."

With 51 to 60 influence on Carrie, 51 to 70 on Dan, or 71+ on Ben then they'll convince Hartigan to let you negotiate one last time.

Carrie posted:

(51 to 60) "Miss Engels hasn't been a barrel of fun, but no one's pissed in my boots neither."

"That's certainly a ringing endorsement," Hartigan chuckles.

Dan posted:

(51 to 70) "Because Laura doesn't deserve this."

"It ain't never about deserves."

"This is different. And I'm telling you this as someone who has sat at your fire, shared bread and whiskey."

"True," Hartigan nods slowly. "I suppose I could see my way to some sort of a compromise..."

Ben posted:

(71+) "Well... darn." Ben says softly at the turn of events.

"That's some mighty soft invective there," Hartigan notes.

"Gosh darn."

"Really?"

"Yeah. Its wrong to cuss," Ben tosses over, "And I'm not about to give an inch on that to you."

Hartigan rubs his chin, "That reminds me of a fella I knew. He kept things bottled up tight and then one day let it all out at once. But when he was done, he was done, and that was that. Marshal, you got anything to offer that you've been keeping bottled up?"

Ben does have a hidden side that peeks out now and then, though you only find out more of it in bits and pieces later on. Regardless of which character makes the appeal, you have one last chance to make an offer or fight.

quote:

"I would not offer you anything but the bullets from my gun."
"I promise to help you plunder the stagecoach."
"I'll stand aside when you attack the stagecoach."
(33+ Persuasion)
"I won't resist for long when you attack the stagecoach." (37+ Persuasion)
"I won't sink the stagecoach in a lake or swift flowing river if it comes to it." (41+ Persuasion)
"If you let me walk, I'll return the favor some day." (47+ Persuasion)
"I think we both know that I'm just going to walk right on out of here, because we both know the game we're playing is a long one." (52+ Persuasion)
"If I don't walk away, then no one will." (50+ Intimidate)

The options are pretty similar to the ones if you chose to negotiate originally, but a lot more of them are locked out if you don't have a high enough Persuasion score and you don't get to ask for any particular favor from Hartigan. This doesn't necessarily mean you'll get nothing if you comply though.

Things go even worse if you're not in good standing with your current companion.

Carrie posted:

(41 to 50 Influence) "I want to see Miss Engels squirm a bit first."

"What did I tell you, girl? Never savor your revenge before its decided," Hartigan says.

(40-) "I want to pull the trigger myself."

"That's your right," Hartigan agrees.

Dan posted:

(41 to 50 Influence) "Because I'm standing a little close to her."

Hartigan gives a snort, "Right, right. Step off then."

(40-) "You could just beat Engels here to death. God knows she deserves it. "

(If Carson is present as well) Ben glances warily over at Schmidt, "Well, that breaks our friendship, now don't it?"

"Sorry Ben," Schmidt shrugs, "but I got lots of friends."

Schmidt then saunters off, out of the camp and far, far away.

They're no longer your companions, but Carrie still doesn't actually participate in the Echo Canyon fight just yet.

If you actually harmed Carrie in an earlier chapter then heading to Echo Canyon guarantees a shootout with Hartigan and the gang. If you killed her then Hartigan brings it up during the intro.

quote:

Hartigan scuffs a boot as if trying to clean off the heel while he runs a finger along the still unlit cigar, "Preston made a contract with them desert people out in Salt Lake. Some kind of swap I suppose. But that don't matter much because it ain't happening. What is gonna happen is me and my boys are gonna hit that stagecoach and fill our pockets to the brim. Now, I know a little about you, namely that you killed my little girl."

His eyes roil with anger that becomes the promise of an oncoming storm, "Did you think I didn't know? That I wouldn't find out? Well, Marshal, blood is blood and there is nothing dearer to me than my own."

If you intentionally botched Carrie's bandage back in Chapter 2, this is the first time you see her again.

quote:

[...] Now, I know a little about you, namely that you're a piss-poor doctor who doesn't know how to wrap a bandage worth a drat."

The flap of a nearby tent stirs as a slender, pale, and familiar hand shoves it aside.

"There you are," a very pale Miss Caraway croaks out from a ragged throat.

She's in a bad way, with bloodless skin and desolate dark eyes that have gathered a decade of shadow. Her blouse hangs loose about her shoulders. A drape of her trouser flaps loosely where a leg should be.

"My doctor," she hisses out as she gives a little hop then leans against the tent pole. "You did this to me, with your inept bandage, your callous wiles and your cruel disposition."

"Just shoot the Marshal," Hartigan says to her, "nothing is gonna bring back your leg."

"Her hands shake as they settle atop her pistol grip, and you know that she's going to be gunning for you along with every other bandit in the camp."

The results have not been kind to the gunslinger and unlike when she breaks ranks over low influence she does play a part in the upcoming battle. Unfortunately, that also means it's possible for things to get way, way worse for her.

That about wraps it up for the talking portion of Echo Canyon, next time it's time to show off how a Marshal can handle a bandit stronghold.

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
I wonder- is it more in character for Laura to kill the bandits here, or agree to aid them here and betray them later when she’s escorting the stage?

Heir03
Oct 16, 2012

Pillbug

achtungnight posted:

I wonder- is it more in character for Laura to kill the bandits here, or agree to aid them here and betray them later when she’s escorting the stage?

I was thinking the same thing. I like the idea of double-crossing the bandits and taking what we can for ourselves.

LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!
The gunfight at Echo Canyon occurs under a few different circumstances:

1. The Marshal starts it by drawing on the gang.
2. The Marshal doesn't reach a bargain with Hartigan in any form.
3. Hartigan starts it if the Marshal maimed or murdered Carrie in a previous chapter.

It's a -15 to Hartigan at the start of the fight no matter the circumstances, and if Carrie is your companion she won't assist during the battle because she can't go against her father.

If you want to simply survive then you need to either get to your horse and escape or last for 13 rounds of combat, at which point the Hartigan gang will retreat. If you want to decisively beat the gang, you need to inflict 6 points of casualties, which will route the gang completely and end the chapter in victory.

The fight always starts with a round 0 where you have several options.

-Just start shooting takes out a bandit for 1 point of casualties, but costs 1 health if you have 39- gunfighting

-Try and deal with Hartigan straight off focuses on the gang leader himself. You can either "Stare his stormy gaze down with a typhoon of my own", "Walk toward him as if every step were a brick wall I just pushed through" or pull out your pistol and exchange point-blank shots. Staring him down is an Intimidate check, walking towards him is a resolve check, and with 45+ Intimidate or 40+ Resolve he'll back off a bit out of respect, giving you +5 influence and the chance to get to your horse and leave. Exchanging point-blank shots means you're going to get hurt, but with 45+ Gunfighting you'll injure him as well for 1 point of casualties, -1 health, and +5 influence, otherwise it's just -2 health.

-Focus on Hungry Snake. If you shot him the first time you met him then there's no check at all involved.

quote:

The already wounded man's eyes widen as you wheel your pistol around at him.

"Oh no. Not again," the Indian blurts out.

Your pistol kicks and barks; slams a round into the man and spins him down. That gives you an opening to rush into the camp and wreck havoc as bullets twitter around you.

This inflicts 2 points of casualties. Otherwise you can rush him, shoot him or stare him down. If you brawled with him and came out on top in your previous encounter then you get an automatic victory no matter your choice. If you drew with him then it's a 46+ Gunfighting or Brawling check, or 41+ Intimidate check, otherwise (if you lost or didn't fight him) it's 51+ Gunfighting or Brawling or 46+ Intimidate. Succeed and it's 2 points of casualties (for shooting) or 1 point of casualties (for brawling) and you have the option of either using the chaos to head for your horse and leave or continuing the fight. Failure means you get injured for -1 health.

-Racing for your horse outright as your first choice rather than after dealing some damage checks your Gunfighting- 51+ and 46+ Riding avoids any injuries, otherwise you're taking damage that increases for each 5 points you fail the check by, so -3 for 40- Gunfighting and another -3 for 35- Riding, making it potentially lethal. If you're with Dan, he'll comment on your injuries afterward. Avoiding injuries altogether gives you the "bullet legend" flag which improves your Legend score at the end.

-Finally you can surrender. This is automatically fatal unless you're romancing Carrie, in which case she'll plead for your life and Hartigan will let you go.

-If you maimed Carrie then you also have the option to grab her and use her as a hostage. With 49+ Gunfighting or Brawling you can knock the gun from her hand otherwise you need 44+ Resolve to power through her first shot (-2 Health) and subdue her before she gets off another, otherwise you're dead. With Carrie as a hostage Hartigan is unwilling to fight further and offers to let you go in exchange for her freedom. You can take him up on the offer ("You back toward your horse and drag Caraway along with you. The stream of curses she utters seem to have been invented solely for you.") or use her as a human shield and kill off members of the gang until Hartigan fully retreats (which also counts as victory for this chapter). Once it's over there's the question of what to do with your hostage. You can let her go, shoot her in the back to kill her, or if you're feeling especially malicious (and have the "heartless" trait) you can shoot her in her remaining leg and leave. If you routed the gang then you can loot the camp either quickly for +4 Wealth if Carrie is still alive, or fully for +7 Wealth if you killed or incapacitated her. Harming Carrie further sets your Influence with Hartigan to 0, lowers your honor and also increases your murder count (even if she's technically alive after that). And yes, maiming her remaining leg means later parts of the game just get that much shittier for Carrie.

The fight itself is relatively straightforward to play through but a bit complicated under the hood. By default you can shoot, move, duck under cover or reload.

Shooting a bandit requires a Gunfighting check (41+) that increases in difficulty as the rounds progress since there are going to be more bandits dug in and fewer targets of opportunity. Succeed in the check and you have much better chances of avoiding return fire with either a high enough Gunfighting in the first few rounds or by using cover. If you fail you can still injure bandits for casualty points but unless you have good cover you're going to take injuries in return.

There are four locations you can be in during the fight- out in the open, in the bandit camp tents, in the wagon or in an alcove in the canyon wall. You need to spend a round moving into the bandit camp and then another round to move from the bandit camp to the wagon or alcove. The stone alcove is obviously the superior choice of cover, since the wagon gets destroyed by around round 6 and the tents aren't very good cover. You can spend a turn hunkering down if you're in the wagon or alcove, though the wagon won't protect you after round 5.

You have six shots (or five with the tiny gun) before you need to reload, and you can only reload if you have 1 or 0 shots remaining. Reloading means that unless you have the fast reload pistol you're going to take fire and unless you're under cover in the wagon (during the first five rounds) or the alcove you're going to get injured by it. Though if you're in the camps you can find a spare gun to get a free reload for your pistol as a separate option which lets you load it fast enough to avoid taking fire.

Entering the camps in the first five rounds means you find some poor fool who didn't get into cover fast enough for a free point of casualties if you have a bullet to spare. If you're in the camps you can also hop on your horse and flee the canyon entirely. If you're in the wagon you can spend a turn taking a look in the back to find the keg of gunpowder that's set up for their ambush of the golden stagecoach. You can light it up and send it at the bandits with a 26+ Engineering check, taking injuries if you fail the check unless you have Ben to provide cover fire for you. You inflict 3 points of casualties with 31+ Explosives, 2 with 23 to 30, or 1 otherwise.

The gang also takes their own actions. If you haven't taken out Hungry Snake yet he takes a shot at rounds 3, 8 and 12, while Hartigan opens fire on rounds 4 and 9. The gang stops shooting to reload their guns on rounds 5 and 10, and in round 6 the smoke from the gunfight is so thick that they can't do much to hit you if you're in the open. Hungry Snake and Hartigan prevent you from dealing with other bandits when they're acting by both spoiling your shot and likely injuring you in their return fire, though you can focus on them instead the first round they attempt to take action.

With 45+ Intimidate or 41+ Resolve you can stare down Hungry Snake hard enough that he'll withdraw, counting as 1 point of casualties and if you got the better of him in your first encounter brawl then he'll actually keep his head down the rest of fight. Otherwise it takes 48+ Gunfighting to shoot him, or 47+ Sharpshooting to shoot him after he shoots you (-2 Health), which counts as 1 point of casualties and keeps him out of the fight. Similarly, you can stare down Hartigan with 51+ Intimidate (counting as 2 casualties) or 41+ Resolve (counting as 1) to make him halt his attack, or shoot him with 48+ Gunfighting before or 47+ Sharpshooting after he shoots you (-2 Health) for 2 casualties.

While the alcove is great cover, hiding in it past round nine means that you'll get a note about the bandits attempting something. You can take a peek and see that they're messing around with the gunpowder barrel in the wagon, giving you the option to shoot one of them to drive them off until you try turtling again, or shoot the barrel of gunpowder, with 41+ sharpshooting detonating the barrel to remove both it and 2 points of casualties. If you're out of ammo, duck back under cover or ignore them for a round then they'll light the thing up and roll it into the alcove. It's -2 health from the ensuing detonation but at least it's not automatically fatal since it doesn't get right up to you.

Stepping out of cover means that you're immediately exposed to gunfire (-2 Health in most occasions), though they can't hit you in rounds 5 or 10 since they're reloading (giving you the Bullet Legend flag), and you can dodge things in the first four rounds with a high enough Gunfighting skill. Wandering around in the open on rounds 5 and 10 means your companion(s) are either impressed by your boldness or dismayed by your stupidity, but if you're wandering around with a high enough gunfighting in round 10 then even Ben and Dan are impressed.

quote:

"You're gonna have to walk on water to better this one," Ben calls over.

Schmidt shakes his head at you, "Yeah, no one is gonna believe this."

"If I could get you down to Elko with this act then we'd both rake it in," Miss Caraway calls out from where she lounges nearby.

Carrie doesn't do anything in the fight outside of commenting if she's your companion (and doesn't do much outside of the opening round if she's your enemy), but Ben does some work with the bandits at the start of the fight and does even more during Hungry Snake's rounds (3, 8 and 12) if Hungry Snake is taken out of the fight, combining crossfire with Dan if you have both with you. If you have just Dan alone he doesn't do too much by himself to swing the fight in your favor. Though if you have both of them and deal with Hungry Snake first you can basically hide in the alcove and still win as long as you deal with the rolling bomb.

For a CYOA text adventure game the Echo Canyon showdown is surprisingly in-depth and tactical, changing based on your actions and decisions, and while it may appear simple at the outset there's a number of interesting things going on under the hood. It's probably the most complicated non-linear fight in the game.

It also presented me with the most complicated question of this run- What Would Laura Do?

The answer is pretty simple- kill everyone. The question then becomes one of where, when and how. With Ben and Dan at her side Laura could effortlessly breeze through this fight. Shooting Hungry Snake in the opening round means she'd rack up 2 points for that plus another one for his absence at the start of the fight, meaning she'd only need three more kills to drive the gang from the canyon, which she could accomplish in the first few rounds. She could accomplish that just by heading for the canyon and hiding for eight rounds while Ben and Dan do the heavy lifting. Even without Ben she could still solo the gang with her skills.

The problem with murdering the gang is that it skips the rest of the chapter (plus some skill boosts and a thing I need to take care of) and has a higher boost to her law and order stats than dealing with them later. She could take Hartigan's deal, but unfortunately it's not all that much wealth in it and while having an outlaw owe her a favor might be neat there are going to be some complications down the road that would make it difficult to collect. She could promise to take the deal and then just not do it, but any schmuck could do that, and even if she doesn't take the deal then she has a high enough relationship with Dan that he'd gladly plea her out of this.

So out of the ways to deal with Hartigan, it's time to choose...

quote:

"All right then," Hartigan nods agreeably. "What are you gonna bring to the table?"

"I will not offer you anything but the bullets from my gun."
"I promise to help you plunder the stagecoach."
"I'll stand aside when you attack the stagecoach."
"I won't resist for long when you attack the stagecoach."
"I won't sink the stagecoach in a lake or swift flowing river if it comes to it."
"Nothing. I walk and you let me."
"I think we both know that I'm just going to walk right on out of here, because we both know the game we're playing is a long one."
"If I don't walk away, then no one will."

...the one that most reminds him of what he's dealing with.

quote:

"If I don't walk away, then no one will."

Hartigan leans back as your words hit home, "I believe you. I do. Those like us, we're better off never crossing paths."

The air of tension readily dissipates as Hartigan holds up a hand. Rifles are set down and hands drift away from pistols. In but moments you are all just travelers in a canyon.

"That's that then," Hartigan says just as the whinny of a horse echoes throughout the canyon. Down the trail rides a familiar figure, a woman with paired sidearms that fits her fine; Miss Caraway.

She rides up as though she has not a worry in the world despite the sundry sorts that linger about. Indeed, she tosses a wave toward Hungry Snake and the man actually returns it. Painfully, of course.

With a twirl of leather, she dismounts and approaches Hartigan. Her storm-tossed eyes meet his own identical orbs and in an instant you know the truth of them. Either they're kin, close cousins or more likely…

"Hey Dad," she says off-handedly. "What'd I miss?"

"Everything but the farewells," Hartigan puts in, "but there is still that."

Miss Caraway turns to you with a little smile on her lips, "Bye then."

There isn't much left to do but ride on out, back to Preston Springs. And a thoughtful, quiet ride it is.

It is a long, slow ride out from Echo Canyon. Right now, Preston Springs seems so far away.

As long as she's not dead Carrie eventually shows up at Echo Canyon so you'd find out the truth now if you hadn't learned it earlier.

If you talked your way out of Echo Canyon you get a chance to boost one of your stats, with options depending on which ones are below par- "I can't believe I got out of there in piece" is always available.

quote:

I can't believe I got out of there in one piece. (+2 Gunfighting, +2 Intimidate, +2 Persuasion, +2 Survival, +2 Resolve)
I really need to work on my gun-play. (Gunfighting 40-: +5 Gunfighting, +3 Sharpshooting)
I must work with my rifle more to take things at range. (Sharpshooting 40-: +5 Sharpshooting, +3 Gunfighting)
I need to figure out how to talk to people. (Persuasion 35-: +5 Persuasion, +3 Resolve)
Seems like some people won't back down unless I make them. (Intimidate 35-: +5 Intimidate, +3 Resolve)
Maybe I could have gotten around all of that if I'd just been sneakier. (Survival 30-: +5 Survival, +3 Riding)
This hard baked land is rough on everyone and that has to include me. (Stamina 30-: +5 Stamina, +3 Resolve)

If you started the fight and then fled on horseback at any point (opening round or by reaching the camps and heading to your horse during the fight) the options are a bit different, with a few more if Carrie was your enemy.

quote:

I can't believe I got out of there in one piece. (+2 Gunfighting, +2 Intimidate, +2 Persuasion, +2 Survival, +2 Resolve)
I really need to work on my gun-play if I'm going up against Hartigan again. (Gunfighting 40-: +5 Gunfighting, +3 Sharpshooting)
I should work with my rifle more and learn to take these gangers at range. (Sharpshooting 40-: +5 Sharpshooting, +3 Gunfighting)
I need to figure out how to talk to these people. (Persuasion 35-: +5 Persuasion, +3 Resolve)
Seems like some people won't back down even if I stomp their foot. (Intimidate 35-: +5 Intimidate, +3 Resolve)
Some problems I just have to learn to ride away from. (Survival 30-: +5 Survival, +3 Riding)
I bet a few barrels of black powder rolled in there would have solved my problems. (Explosives 24-: +5 Explosives)
If I don't learn how to defend myself then Miss Caraway is going to cut my throat. (Maimed Carrie in Chapter 2: +8 Brawling, +3 Stamina)
After what I did to Miss Caraway she's going to be coming for me even if she has to drag herself across broken glass. (Maimed Carrie, Took Her Hostage, Shot Her Remaining Leg: +8 Brawling, +5 Gunfighting)
This hard baked land is rough on everyone and that has to include me. (Stamina 30-: +5 Stamina, +3 Resolve)
I will do better next time. I must. (Resolve 30-: +5 Resolve, +2 Persuasion, +2 Intimidate)

Laura has good stats all around so it's either the general boost or the Stamina boost.

quote:

I can't believe I got out of there in one piece.

(Gunfighting, Intimidate, Persuasion, Survival, and Resolve all slightly increased)

Schmidt and Carson ride up alongside you.

"That was…" Schmidt begins to say.

"Yep," Carson answers.

"I want a drink."

"Me too."

"Really? I thought Mormons wouldn't touch the stuff."

"Yeah. I'm not gonna have one, but I do want one," Carson replies.

"Gentlemen, I'm afraid we need to part ways here. Where I go, you can not follow."
"We'll all need one where we are going."

After Echo Canyon you have a chance to dismiss your companion, which can be silly for most people unless you're planning on taking Hartigan's offer and don't want to disappoint Ben.

quote:

"We'll all need one where we are going."

"Yeah, I expect we will," Carson agrees darkly, "or have someone drink it for us."

Thankfully Schmidt has an amusing story about a man who got his tongue stuck in a bottle on a bar bet because there was a scorpion hiding in the brandy. Before the sun has set, the bleak mood has lifted.

Preston Springs is far quieter than you left it. The days pass as you prepare for the coming of the stagecoach. Then at last a veritable plume of dust rises in the distance and signals its approach.

The wagon clatters to a halt before you. At first glance it seems an ordinary mud coach with the usual spartan cab for passengers. The buckboard for baggage is only a broad slat and the top board for the driver is much the same. But the man atop it seems almost a child as he climbs down. Driven by six powerful horses, this is an ungainly tub hewn from mighty trees. The thorough-braces are of layered leather, must have been stripped from two full cows to cushion the jolts. With doubled wheels, thick axles, and hand thick doors, it is the kind of wagon that almost deserves to have sails.

JT Preston swaggers out of the Mother-Lode saloon and eyes the stagecoach of unusual size that lies before him, "Finally. Tell me, is Hancock around?"

Bishop Hancock eases forward of the riders, "I'm here, Preston."

"Good. My boys will get this thing loaded while yours can ride on ahead to see if—" Preston begins.

"I have orders pertaining to delivery of the gold-coach, nothing more," Bishop Hancock replies. "No man's life is worth giving up for worldly weights. Not even yours."

"Wait, wait, you're pulling out on me?"

"We have fulfilled our end of the bargain by building and delivering this beast. That is all I am required to do," Bishop Hancock states then motions to his riders and sends them off. When they are gone, he looks to you. "Good Luck Marshal. I hope you come through this alright."

With that, Bishop Hancock takes up the reins of his steed and heads off to join his fellows.

Preston glowers all the while after him, "Typical. When things get a tiny bit rough, off they go."

"What kind of bargain did you have with the Bishop?"
"What's so special about the stagecoach, besides the obvious size and such?"
"What exactly is the cargo?"
"We're going to need a driver."

You know this tale. It's time for the Golden Stagecoach.

quote:

"We're going to need a driver."

"You volunteering?" Preston asks. "Cause I'd prefer it that way."

"Yeah, I'll drive your stagecoach."
"No, but I'll ride shotgun for it."
"No, but I'll ride alongside as escort."
"I'm not going out on this one. It is your stagecoach, you protect it."

A lot of people are going to have to die on this trip, and not all of them will be bandits.

quote:

Marshal Engels Laura:
Traits: Lawyer. Religious. Stoic. Doctor. Chinese. Native.
Current Companions: Dan Schmidt, prospector. Ben Carson, cowboy.
Health: Healthy and vigorous.
Wealth: Wealthy.
Values:
Order: 42% Freedom: 58%
Honor: 15% Arbitrary: 85%
Law: 3% Individuality: 97%
Notoriety: 38% Anonymity: 62%

Skills:
Gunfighting: 73%
Sharpshooting: 53%
Brawling: 47%
Riding: 41%
Survival: 42%
Legal: 25%
Engineering: 12%
Explosives: 19%
Persuasion: 59%
Intimidate: 70%
Stamina: 30%
Resolve: 58%

Influence:
Influence Carson: 92%
Influence Schmidt: 97%
Influence Caraway: 114%
Influence Preston: 105%
Influence Hartigan: 62%
Influence Albion: 64%
Influence Maria: 50%
Influence Marshal James: 87%
Influence Yiska: 67%

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Fun fact- besting the gang at Echo Canyon can earn you Legend points for a gunfight that goes down in the annals of law enforcement history a la the OK Corral.

We saw riding alongside last time. I think Laura should drive.

Regallion
Nov 11, 2012

achtungnight posted:

Fun fact- besting the gang at Echo Canyon can earn you Legend points for a gunfight that goes down in the annals of law enforcement history a la the OK Corral.

We saw riding alongside last time. I think Laura should drive.

Counterpoint: if we drive we don't have a driver to kill.

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Frank is coming regardless. But whether he’s driver or shotgun is up to us.

where the red fern gropes
Aug 24, 2011


achtungnight posted:

Frank is coming regardless. But whether he’s driver or shotgun is up to us.

Why shotgun? We have a perfectly good pistol :v:

Good update, hope you continue the tale-that-never-was of all the ways Carrie can hate you

Xander77
Apr 6, 2009

Fuck it then. For another pit sandwich and some 'tater salad, I'll post a few more.



Is there an even worse fate in store for her?

Regallion
Nov 11, 2012

Xander77 posted:

Is there an even worse fate in store for her?

Frankly i'm just hoping that we get to feed someone to a lion.

LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!
It's been too long. A host of personal things cropped up over the past few months, but I still like this game and I like talking about it and showing off all the work that went into it. The hard part is feeling overwhelmed by the scope of an update, so I think the most manageable solution is to stop trying to do it in gigantic parts and break it down into more manageable segments. So if you're still interested, let's continue.

quote:

"We're going to need a driver."

"You volunteering?" Preston asks. "Cause I'd prefer it that way."

"Yeah, I'll drive your stagecoach."
"No, but I'll ride shotgun for it."
"No, but I'll ride alongside as escort."
"I'm not going out on this one. It is your stagecoach, you protect it."

There are only a few scenes in this chapter that everyone encounters- the intro with Frank Spears arriving in town and then this one. It's entirely possible to just skip leaving town to deal with Andy or the Hartigan gang and just hang out until the stage coach arrives and Preston asks for the Marshal's aid. Refuse to help him and he'll either point out your deal if you have one or the fact that you're a marshal if you don't. You can then agree to either get an influence boost or a better deal from him (if you don't already have the best one) or you can refuse entirely for an influence penalty and go back to town. Ben will head out on his own to help the stagecoach, and Dan will follow along if he's present, giving you one last chance to either join up (for an influence boost) or leave it to its fate.

Mechanically, it doesn't affect much if you drive, ride shotgun or ride as an escort to the stagecoach, other than some minor text changes for the most part.

quote:

"No, but I'll ride alongside as escort."

"Fine by me," Preston agrees, "I've already found a driver."

A steady stream of laborers heft up sacks and lug them out to the stagecoach. One by one, those are placed inside until the wood frame begins to groan from the weight of the unrefined gold.

Amidst them you catch sight of a familiar figure; Frank Spears. Though the man's bruises haven't faded and his cuts are still stitched, he ambles to the stagecoach with a small arsenal of guns strapped to his chest and lays a hand on the driver's buckboard, "Hey there Marshal. I'm ready to do my part."

"Quick recovery."
"Glad to have you along."
Nod and let him settle in.

quote:

Nod and let him settle in.

Frank does just that. as he settles in, stows a shotgun on a rack beneath the seat, and sets the reins somberly in hand. "What've you heard about Andy? Did he make it?"

"We can't dwell on that now."
"No."
"He was pulling through last I heard." [Lie]

As long as you went to see Andy then Frank will ask you about it, and you can tell him what happened or lie to him, with some minor commentary from your companions and some optional dialogue choices if you have the "heartless" trait.

quote:

"He was pulling through last I heard." [Lie]

"Yeah?" Frank perks up. "Great. I can't wait to see him again."

Carson stares over at you then shakes his head as he turns to the other man, "Let's hope that is not too soon there, Frank."

"Yeah," Schmidt puts in. "You might have to ride a long ways to find him again."

You can even lie to him if Andy actually lived.

quote:

"No." [Lie]

Schmidt flashes you a confused look as you say the word.

Ben raises an eyebrow at your remark.

Frank sags against the backboard and lets out a long breath, "He was a good friend. Loved these stagecoaches. To him they were always going somewhere important, carrying strange things and interesting people. I swear, I'll make those Hartigans pay for what they've done."

"Don't go looking for vengeance, just take it as it comes," Ben warns as he gives you a knowing glance, "because its never where you want it to be."

"Yeah," Schmidt puts in readily. "Well, I mean, I ain't never found it in a warm bed with a plate of bacon in its lap."

"Don't you worry," Frank says with a sigh. "Andy wouldn't want me to die, not even for him."

quote:

Preston steps over as the last bags are loaded and the doors shut and says tersely, "Don't lose my gold."

With a snap of the reins you are off.

For the whole of the first day there is nothing to see but the distant mountains, the open valley, and the rutted road. Boredom is the main enemy and several times you suppress the urge to nap despite the constant jostle of the stagecoach.

Frank grunts in annoyance as the bottom nearly scrapes after a low rut, "Andy and I were supposed to fix the worst of this. Thought we did, but it looks like there is always something more to do. Wish we could pave this over, like them macadamized stretches they've got back east."

"Or the roads the Romans made," Carson tosses over from where he rides. "Those lasted centuries and more."

"Yeah. We should have roads like that here in America," Frank agrees whole-heartedly.

As dusk starts to creep in you pull the wagon over for the night. Only two days or so to go, if the horses can take the pace.

quote:

There is no campfire, of course. That'd mark the stagecoach too clearly. And you'll have to set a watch so that no one can sneak up on you.

Carson brushes his horse for a bit then heads straight for his blankets, "No offense, Marshal, but I don't feel much like talking when I know them bandits are out there."

"You don't want to talk, but you're eager to sleep?"

quote:

Ben glances your way. "If they come in the night, I'll help you finish them off.
"You've got a real thing about them bandits, don't you?"

quote:

"If you were me, you'd understand," Ben says then heads straight off to slumberland.
"I'll wake you for your turn at watch."

quote:

"Please do that," Carson agrees and heads straight off to slumberland. (+2 Carson)

quote:

Schmidt pokes at where a fire would be if one were lit, "I get the feeling we're riding into something big."

"Big as you?"

quote:

"Bigger. Like one of Paul Bunyan's mittens. I ever tell you about that one?" Schmidt asks.

"Yeah."
"Well, it was a good one," he admits.

"Don't think so."

quote:

"Well, one winter, years back, the old North Wind took a disliking to Paul on account of him blowing his noise too hard and stirring up a hurricane down by Louisiana. So, that winter it got real cold, real fast and Paul darn near turned as blue as his ox. Got so bad he dropped his ax somewhere in Canada and made them a big old lake. But some Indians, Iroquois I think, maybe Huron, saw this and took it upon themselves to make him some mittens.

"Now, trouble was, Old Paul couldn't open his hands. They'd done froze shut. But then a chief remembered a place where Paul had planted a print just a few years before. So, Indians used that and set to work on weaving a pattern from what they'd figure was about his size. This took weeks but with every squaw helping out they made him a fine pair of mittens… one of them in the shape of the state of Michigan."

Chuckle and laugh.
"Yeah. Gotta love those Bunyan stories," Schmidt admits. (+5 Schmidt)

"Mittens from Michigan. Funny."
"Tell it to anyone from there, and they can show you right where they'd be on Paul's mitten," Schmidt says and holds up his hand as though it were the state of Michigan. (+2 Schmidt)

"I don't get it. How could a mitten be as big as a state like Michigan? That'd mean Paul would have to be…"
"...as tall as the Atlantic to the Pacific. But enjoying a Bunyan story means dropping reason in a cocked hat," Schmidt explains matter of factly.

"What did the other Mitten look like?"
"The opposite of Michigan. Maybe Wisconsin or Minnesota," Schmidt muses.

"Good thing it was just his hands. I hate to think of what the Indians in Florida would've had to make for him."
"Next time we're out, maybe I'll tell you one like that," Schmidt considers.

"I don't have to worry about a thing so long as you're with me."

If Carrie is your companion then she'll talk as well, to remind you that she'll do what she can but there's limits to what she'll do against her father. If you're romancing her you get a different option.

quote:

After Frank turns in, Miss Caraway sidles over and settles in on the log beside you. In the moonlight her freckles try to dance across the bridge of her nose, "I've been thinking..." (+5 Carraway)

"Yeah?"
"Yeah," she replies, "I don't do much of that, but you seem to bring that out in me. I just want you to know, that whatever happens, I'll be thinking of you."

"About what?"

quote:

"About this play I saw down in Elko a little while back," she says, "it were about these two young kids who had fallen head over heels for each other. Trouble was, their families were feuding and... it didn't end well for no one."

"Romeo and Juliet?"
"Yeah, that might've been the one. Everyone seemed to really like it even though they were crying by the end," she says and draws in a long breath. "Me too."

quote:

"I won't be drinking poison, if that's what you're asking.
"I don't know where you'd even find it. Though, there's a chemist down in Elko who could probably..." she says then trails off. "Never mind that. Seems like I get caught in a flight of fancy every time I talk with you."

"If things go bad, I won't stab myself through the heart, if that is what you're asking."
"Its real hard with a knife. Though I heard you can toss yourself off a balcony holding onto the hilt and that seems to work alright," she says then shakes her head. "Listen to me ramble. I don't know how you do that to me.

"And?"

quote:

"And I want to know if you've been thinking too," she says tentatively.

"I have. About you."
Miss Caraway catches your gaze and holds it until the a tender smile turns up the corners of her lips, "Whatever happens, I'll be there for you."

"This is going to be a tough fight that's coming."
"It is, but we'll manage," she says, "if we don't... I'll miss you.

She settles her hand upon your own for the briefest of moments then gazes into your eyes for a long moment before she stands and ambles off to mark her watch.

quote:

The sun burns down as the wagon rolls on through the dusty day.

"…and that's why there's really only two topics you can't talk about on your average stagecoach," Frank explains, "Indian uprisings and stagecoach robberies. Now, I actually think we're exempt from that last on account of—"

A rifle shot splits apart the stillness of land, sends a host of crows perched on a nearby tree wheeling into the clear blue sky. Another shot. Something zings near the hooves of the foremost horses and sends one to rearing in fear.

Ignore the horse and ready my rifle.
Ride up alongside the panicked horse and calm it down.
Use the distraction to shoot Frank.
Use the distraction to knock Frank out.
Have Schmidt knock Frank out.

The second option changes depending on if you're driving, riding or riding alongside, but the effect is the same. If you're heartless you can also shoot the horse to stop it from panicking. If Carrie is here you can have her KO or shoot Frank. You need 41+ Brawling or Gunfighting if you want to be able to KO or kill him regardless of your position, but if you're riding or driving you can KO him while he's distracted by the horses, and if you're riding shotgun you can shoot him while he's distracted even if you're not good at gunfighting. If you don't have the skills or position to take him down the he kills you with a shotgun blast.

Of course, shooting Frank in front of Ben deeply upsets him, but with 51+ Persuasion you can convince him that Frank was going to sell you out, resulting in a -10 to -15 influence hit if you're successful. If you're not then Ben leaves ("Save the silver tongue for the gallows because one day, you'll be facing a jury, a judge, or me," Ben promises then turns and rides off.) and Dan follows. Of course, since your gun is already out you can just shoot Ben as well, which creates an even bigger clusterfuck if you have Dan along as well.

Dan will pull his gun on you, though you can kill him with 41+ Gunfighting or shoot his pistol out of his hand with 46+, leaving you with the option of letting him go or killing him. If you're heartless you can taunt him.

quote:

"Even if you shoot me, he'll still be dead.

Schmidt doesn't reply, just pulls the trigger.

(51+ Gunfighting) But unfortunately for him you slide away from the round like water off a duck.
Shoot the gun out of his hand and let him go.
Shoot him dead.


(50- Gunfighting) The round slams into your chest and is followed by four others. The world begins to darken as you see Schmidt draw out his long, sharp knife.

Or you can try to talk your way out of it.

quote:

"Come on now, you don't want to shoot a friend."

(51+ Persuasion) Schmidt is near to tears as he levels his pistol at you, "I... I liked Ben. Why'd you have to..."

You talk for a long while and eventually bring him about to the reality of the situation.

(42 to 50 Persuasion) "I... what have you done?\" Schmidt bellows out but thankfully can't quite bring himself to pull the trigger.

As tears brim in his eyes he turns and rides off as fast and as far from you as he can.

(41- Persuasion) "You ain't a friend. Not anymore," Schmidt bellows then turns and rides off as fast and as far from you as he can.

Taking out Frank (and possibly your companions) means that it's over.

quote:

It isn't long before Hartigan and his crew of twenty ride on over and survey your handiwork.

"Nicely done," Hartigan notes as he casts a glance over at the unmoving body of Frank Spears. Ben's corpse gets a little raise of an eyebrow.

"You know, I had a whole little speech worked out in case you needed inspiration. Guess I'll have to save it until next time."

Then Hartigan notes the big lump that used to be Schmidt. He stares a long moment then shakes his head sadly and turns away.

The bandits quickly take possession of the gold laden stagecoach and head on out for the hills.

quote:

"Do I have your attention?" a voice booms out across the open land. A moment later six riders emerge from scrub cover a long ways off.

As they grow closer you can see that it is Hartigan alright. Hungry Snake rides close by his right side with a ready grin. And there is Miss Caraway by his left. She gives you a friendly wave that sets the bandits to chuckling.

"Come and fill your hands with my lead."
"Fair enough," Hartigan replies. (+3 Law, +3 Order)

"Just take the stagecoach and go."

quote:

"That we will," Hartigan agrees.

Let them take the stagecoach peaceably.
Open up on them when they get close.

"I'm going to ride off and forget to take the coach with me."
"Whatever eases your conscience," Hartigan says and gives a little shrug.

So, it's decision time. While allying with the bandit gang might sound tempting, the rewards come in the forms of wealth, gang membership or a favor from Hartigan. Unfortunately while the wealth boost isn't nothing it's kind of small potatoes compared to what Laura already has going on, the gang membership isn't really her style and a favor from Hartigan may be... difficult to collect, given future events.

So what would Laura do? Kill people, starting with an easy one.

quote:

Open up on them when they get close.

(Law and Order increased) (+3 Law, +3 Order)

A single rider comes ahead. You plaster him but good and the rest curse your name. (+1 Casualty)

Three of his riders come a whooping in at a gallop while the others steady their rifles and begin to ply them at range.

"Nail the boss and they'll all leave," Carson considers as he racks in a rifle round.

"Maybe, but I don't know them fellers galloping in," Schmidt notes. "They're new to these parts and liable to try anything to make their mark."

Hit the three riders coming in.
Try and pick off one of the marksmen.
Hold my fire for now.

One down, a bunch more to go.

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Hit the 3 coming in. It seems the most immediate threat and the best way to kill the largest number. Oh and welcome back.

Regallion
Nov 11, 2012

Hell yeah we are interested.

Also p sure we aren't voting on this one still.

LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!

quote:

Three of his riders come a whooping in at a gallop while the others steady their rifles and begin to ply them at range.

"Nail the boss and they'll all leave," Carson considers as he racks in a rifle round.

"Maybe, but I don't know them fellers galloping in," Schmidt notes. "They're new to these parts and liable to try anything to make their mark."

Hit the three riders coming in.
Try and pick off one of the marksmen.
Hold my fire for now.

The first assault is always these three randos. With 46+ Sharpshooting or Ben you can take them out without any problem for 2 points of casualties and causing the rest of the bandits to back off into the bushes, giving you the option to pursue. This is a trap- pursuing them means that you leave the wagon undefended and you find nothing but Frank Spears' corpse when you return. However, if you leave one of your companions behind, they'll keep the wagon safe for you, for +5 Influence and unique dialogue.

quote:

You charge after them and soon catch up. A running gunfight ensues until at last you drive them well off.

Ben: When you return to the wagon, Ben is there on horseback with a rifle in his hand as if you had never left. "There were a few lurking in the brush, but you don't have to worry about them now," he notes absently. (+1 Casualty)

Carrie: When you return to the wagon you find Miss Caraway staring hard at all that gold. "I was sorely tempted. That there is whiskey I could swim in," she notes distantly. "But I gave my word and that matters more than a dry throat."

Dan: When you return to the wagon, Schmidt is there counting out the gold. "Just making sure its all there," he offers with an innocent smile.

If you miss the incoming riders you only get 1 point of casualties and Frank Spears gets incapacitated by a bullet wound- you can either finish off his attacker for another point of casualties, or let him go for +5 to Hartigan.

Targeting one of the marksmen requires either 51+ Sharpshooting or Ben, and gives 3 points of casualties and inspires awe in Carrie or Ben if you manage to make the shot yourself, then it's back to the same choice of to pursue the bandits and leave the wagon unguarded. Even if you miss the marksmen, as long as you have Dan or Carrie they'll drive off the riders for 1 or 2 points of casualties respectively, giving the choice of pursuing or leaving them to guard the wagon. If you miss the marksmen and don't have any friends then the riders will give Frank a potentially lethal wound before riding off.

While going at maximum damage mode means Laura could put a bullet through the enemy sharpshooter no problem, she's going to have to do something a bit different.

quote:

Hold my fire for now.

You hold. The trio of riders approach while those left behind take lazy shots at you and the wagon that merely zip high overhead. At last the trio opens fire and sends rounds twittering your way.

"Well?" Carson asks pointedly.

"They'll be empty soon," Schmidt points out.

Return fire.
Wait.

Returning fire means you get 3 points of casualties, but Frank gets incapacitated and you have the same choice of leaving the wagon to pursue or not.

quote:

Wait.

The bullets twitter and Frank Spears screams as he falls off the wagon. The surprised riders veer off and begin to circle back around to their fellows. (+1 Casualty)

Surrender the wagon.
Let them go.

quote:

Let them go.

The brush doesn't so much as stir as you get the wagon going again. If they're in there then they're waiting for something.

You get the wagon going and are soon miles down the road.

Frank gives a groan and sits back up. There is thick red blood smeared along his side. It is not a grievous wound but on top of all the others he got recently…

"Its bad. I can tell. Guess I'm just dead weight now," he manages to say, "bury me next to Andy."

"I will, I promise." (+4 Honor)
Promise nothing, keep the wagon moving on.
Start plugging his holes as best you can.

This is the same junction you reach by missing the marksmen with no allies to cover for you. You can surrender the wagon to Hartigan and get things over with, or press on. While Laura could patch him back up to a merely incapacitated state thanks to her doctor training, there are only a few places in this game where Frank Spears can perish and most of the rest of them involve either losing the wagon entirely or a plot branch she won't be traveling down, so this is where his story ends. RIP Frank Spears, you'll be seeing Andy soon and a part of you will live on in the form of your +5 Gunfighting lesson to Laura.

quote:

Promise nothing, keep the wagon moving on.

Frank gives a shudder and draws a final breath.

The day wears on. Frank's body remains back in the cab, sprawled atop a fortune in gold.

On up ahead Carson gives a low whistle and points toward a looming hill in the distance. The pale cut of the road goes straight up and over it.

Schmidt rides up, "That must be Bridger Hill. They named it for the explorer that came through here some years back. Nice enough fella, though I didn't get to know him well."

To the north lies a lot of sand that is certain to bog the heavy wagon down. To the south of it lies broken and rocky terrain all the way up to another ridge line. The coach's wheels would almost certainly be torn apart. Up that hill is clearly the only way to go.

The road itself does look like you'd expect. No big cuts or dug holes. Just a long strain for the horses to reach the summit.

Take the wagon on up the road, use it for cover along the way.
Ride up there first.
Set off across the sands.
Set off across the rocky expanse.

Bridger Hill is an obvious death trap but there are several ways around it. It's not a favorable location since the primary path is through an enemy encampment. This is the point where the wagon's status can be affected- it has 7 HP and losing all of them means it's a sitting duck, though that doesn't really happen until the next section.

Head across the sands and you'll start sinking, keep going and you'll lose 1 HP from your wagon. Keep going forward and it becomes irrecoverable, giving you the option of leaving it for Hartigan, or taking what you can and either leaving the rest or trying to sink it further so he can't get to it. Alternatively you can pull back to the road or wait for Hartigan to show up and either give him the wagon or die trying to keep him from taking it. If you have 46+ Survival or Dan with you then you can navigate across the sands by finding spots where you won't sink and escape this section without harm.

Head across the rocks and the wagon immediately loses 1 HP, giving you the option of turning back. Keep going and you'll lose 1 more HP giving you the same options, plus either taking what you can and retreating or waiting for Hartigan to show up (again either giving him the wagon or dying in the process). Keep going after that and the wheels get completely destroyed by rolling over the rocks so you can only give him the wagon or take what you can and leave. If you have 20+ Engineering then you can lash the doubled wheels together with rawhide to spread out the impact of the rocks- you'll still have taken some damage but you can escape this section.

Alternatively you can take the fortified position on yourself.

quote:

Ride up there first.

You ride on up and cross a merry little stream in which fat trout splash and play. It is but a little ways to reach the shadow of the hill. Halfway up the barren Bridger hill, a single shot rings out from the crest. There are definitely bandits up there, and they're not going to let you ride on over. Worse, there isn't any real cover.

Head up and fight it out.
Head back down the hill.
Try and pick them off.

Trying to pick them off means you get 1 casualty with 51+ Sharpshooting, but then it's back the previous section and you have to choose between going up the hill, or across the rocks or sand.

Charging up the hill requires both Sharpshooting and Gunfighting skills. With 51+ Sharpshooting you inflict 1 point of casualties as you keep them pinned down while you advance, and with 51+ Gunfighting you inflict 2 more by reaching the top and clearing them out. With only 42 to 50 Sharpshooting or 41 to 50 Gunfighting you don't inflict any casualties and take 2 wounds per check you failed, but still clear them out. If your skills are any lower you will outright die.

quote:

Try and pick them off.

Only a flash of colorful cloth and the gleam of a gun barrel tells you where the bandits are along the crest. They've dug themselves in good. But not good enough. You catch one as he looks up and then you drop him back down. But after that the others keep tight under cover.

Without any further targets there is nothing for you to do but head back on down the hill. With a little cover you might be able to roust them.

Take the wagon on up the road, use it for cover along the way.
Ride up there first.
Set off across the sands.
Set off across the rocky expanse.

But lets go check this trap out.

quote:

Take the wagon on up the road, use it for cover along the way.

Halfway up the steep grade there rises up little puffs of black smoke from the crest as bandit rifles open fire. But with the wagon between you and them they hit nothing but wood, dirt, and air.

The horses strain all the way up as they steadily pull their load up the narrow road even while under fire.

Then a bulky silhouette rises over the crest of the hill. A flat bed wagon with a big keg of gunpowder stuffed into the front bench. A bit of slow match burns atop it and a tombstone wedges it in tight as the whole rolling bomb begins to clatter down the road; headed straight for the gold laden stagecoach.

Ride over and defuse the thing by hand.
Shoot out the slow match from the barrel with a round from my rifle.
Ride close and shoot the slow match out with my pistol.
Get away from the impending explosion.
Guide your stagecoach's team off the narrow road.

This thing is unpleasant to face. If you're driving then you can get the coach off the road, and while it means you dodge the explosion it also means your wagon flips over and gets totaled. Bailing means you live, but the wagon (and Frank Spears, if he's still alive) gets destroyed.

Riding over and defusing it is a check that require either 41+ Riding and 22+ Explosives or 26+ Explosives and 34+ Riding otherwise you are way too close and get blown to bits.

Riding over and shooting it requires either 41+ Riding and 41+ Gunfighting, or 43+ Gunfighting and 34+ Riding. If your Riding is worse, you'll take -2 Health from stray rounds, but you can still make the shot with 45+ Gunfighting. Fail these checks and you're way to close and get blown away.

Shooting it out with your rifle is sort of the safest way to do it. 51+ Sharpshooting and the problem is solved.

quote:

Shoot out the slow match from the barrel with a round from my rifle.

You steady your rifle and take aim. There are probably harder shots but you haven't tried those yet.

The wind is thankfully light and the target's track predictable. You sight down and slowly squeeze the trigger despite the errant bullets that zing your way from the bandits lying in wait on the crest.

Your rifle bucks in your hand and an instant later the slow-match is snuffed out. Your next shot shatters a wagon wheel and sends it careening off the side of the road and then tumbling down the slope.

The bandits gape at the sudden turn of events and quickly withdraw and for a little while there is nothing to worry your travels.

42 to 50 Sharpshooting and you miss your shot, but if you have 35+ Resolve you can make your second one count. Unfortunately while your second one defuses the bomb it's too late to stop the wagon, and it slams into yours, killing two of your poor horses for -2 wagon HP. If your aim and/or resolve are bad, the wagon and everyone on it gets exploded. Fortunately this is survivable if you're riding alongside the wagon instead of on it (but you'll still die instantly if you're riding shotgun or driving).

Naturally, if you somehow manged to destroy the gunpowder back in Echo Canyon and escape, it won't be here and you can roll up to the top using the wagon as cover without issue.

quote:

With such a narrow road, you know its a good thing the bandits lost their wagon and keg of powder back in Echo Canyon. This would be the perfect place for a bit of explosive foolery. Eventually you reach the crest and chase away the bandits. For a little while there is nothing to worry your travels.

quote:

The roll of land is all downhill from here, straight on through the dusty roil to the sagebrush swirled border with Utah. Hartigan is going to have to come straight at you now if he wants to avoid having to deal with a posse from Utah as well as Nevada.

The stagecoach starts rolling on down the road. With you at the reins the six horses take up a brisk pace.

Carson rides out and away from the stagecoach. His rifle rests in both hands with the reins looped over the pommel. If there is a hawk in the sky then he's counting its feathers.

Meanwhile, Schmidt keeps his eyes fixed on the road and a hand on his tapered knife.

Then you see them. Tiny bits of black on the horizon. A whole swarm of riders coming straight toward you.

Just keep rolling steadily forward.
Ply my rifle against a bandit.
Put the stagecoach horses to a gallop.

With the bomb wagon out of the way, there's only a wall of corpses standing between Laura and a successful mission.

Keldulas
Mar 18, 2009
Given that you keep skipping every opportunity where Doctor is useful, I'm really curious as to where it's going to come into play now.

LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!

quote:

Then you see them. Tiny bits of black on the horizon. A whole swarm of riders coming straight toward you.

Just keep rolling steadily forward.
Ply my rifle against a bandit.
Put the stagecoach horses to a gallop.

The Ride for the Border is not unlike the battle in Echo Canyon in that it's a turn-based against an advancing force, but it's even more time-oriented than Echo Canyon. The Hartigan gang follows a strict time-table of closing into range (they're a bit faster due to not having to pull a huge wagon). This takes place over eight rounds, which determines what your combat options are and what your companions can do.

Round 1 to 3 means they're out at rifle range, with the Sharpshooting check to inflict casualties getting easier each round as they close in- 45+ in Round 1, 42+ in Round 2, and easy pickings in Round 3 (though you need 41+ to not get shot in return). Ben works best at this range and will rack up one point of casualties for each round you spend shooting rifles.

Round 4 through 7 (and also onwards) means they're inside pistol range, with the check increasing in difficulty as it becomes more chaotic. 41+ in Round 4, 43+ in Round 5, anything in Round 6, 45+ in Round 7 to deal with Hungry Snake putting you in his sights, and then 47+ in Round 8 and onwards to shoot bandits point-blank, with injuries inflicted on you if you fail in round 7 and onwards.

Round 8 and on means they're close enough to hop aboard the wagon and start doing damage. 38+ Brawling is required to knock bandits off the wagon in Round 8, while Round 9+ requires 40+ Brawling. Carrie will shoot to wound incoming bandits in Round 8, and Dan will climb aboard the wagon and start chucking them off by Round 10.

Your options also change depending on what your role on the coach is. If you're riding shotgun you can jump off to your horse, while if you're riding on your horse you can jump onto the stagecoach. Jumping onto your horse doesn't help that much- you can't melee bandits from horseback, it exposes you to stray bullets if you jump on Rounds 5 or 6 and if you leave the wagon on Round 7+ then the bandits will happily work on breaking it now that you're not a threat. Jumping onto the wagon still exposes you to stray bullets if you jump during Rounds 5 or 6, but you and Dan can launch an attack on them from Rounds 7 and on, dealing one point of casualties with 46+ Brawling plus another one for having Dan.

The wagon is also moving forward this whole time. By default it travels 1 unit of distance each round, but you can put it to a gallop or keep them galloping to cover 2 units of distance for that round. During the first three rounds, you can inflict a casualty with a rifle snap-shot at a gallop with 51+ Sharpshooting, plus another casualty if you have Ben with you. After round 4, choosing to start or continue galloping means that your wagon takes 1 point of damage each time from either exhausted horses or bandits injuring them with gunfire. Someone will take a shot at you on Round 6 (which you can dodge with 45+ Gunfighting), while Hungry Snake will chuck a knife on Round 7 and a shoot on Round 8 (can't be dodged at a gallop, but can be interrupted by Carrie) and bandits will attempt to melee you on Round 9+ (but will be blocked by Dan).

You can also just keep rolling along, not traveling as fast as a gallop but making it easier to defend yourself- 41+ Sharpshooting to avoid a rifle shot in Round 3, 42+ Gunfighting to avoid a shot in Round 5, 43+ Gunfighting in Round 6, and 39+ Brawling to avoid Hungry Snake's knife in Round 7. Hungry Snake will still land his shot in Round 8 unless Carrie stops him, and bandits will still thump you in melee in Rounds 9+ unless Dan stops them, but it's entirely possible to avoid killing anyone on this run and just sort of tank it- if you have Dan running interference then you can endure pretty much any number of rounds of melee.

There are two victory conditions. The most obvious one is to inflict 9 points of casualties (tracked across this entire chapter, including if you inflicted any damage in Echo Canyon before leaving), which causes the survivors to flee. It's technically possible to get enough to end this in the first turn, especially if you have Ben to help you out in the previous fights. Alternatively you can run out the clock, covering 12 units of distance (so a maximum of 12 rounds of combat, or a minimum of 6 rounds of galloping), which will cause the bandits to break off when you run into your reinforcements by the border with Utah. Winning through casualties gives -20 Influence to Hartigan, while winning through time only means it's -10.

There are also two losing conditions. Obviously you can die from bullets and bandits, but your wagon started at 7 HP and if it hits 0 then it collapses and the gang catches up to surround you, giving you three options. You can just flee as fast as possible and let him have everything, or you can try to take what you can before leaving- but in this case, if you haven't inflicted at least 2 points of casualties it ends poorly:

quote:

You quickly fill your saddlebags but the bandits are as thick as fleas and come in with their pistols blasting. Though you swing into the saddle a flurry of rounds kick you off just as quick. Moments later another follows and darkness begins to gather. The last thing you see are two bandits looting your horse from bit to cantle.

If you have, the survivors are more concerned with grabbing their share and let you out alive.

Alternatively, you can tell them "Hartigan, you can have the gold." This is pretty much like the "drop everything and run" option except if you inflicted 6+ (well, 6 to 8 really since 9 would be your victory) points of casualties.

quote:

"Oh, can I please Marshal?" Hartigan mocks as he rides to the fore. "My people have paid for this with sweat and blood. Only fair you should do the same."

At this point he and his gang will gun you down with the weight of their remaining numbers, and nothing can save you other than a romance with Carrie.

quote:

Then Miss Caraway steps in front of her father with a pistol in hand, "No."

"Get out of my..." Hartigan starts to say.

She levels her pistol between his eyes, "I'll make you into a bad canoe if you try. That goes for anyone else too. It may not happen today, but it may be tomorrow."

Hartigan stares down at his daughter, "You must really like Laura. Well then, off you go."

While she doesn't want to go up against her father, she will draw steel for her love if it comes down to it.

As for Laura, no prizes for figuring out her solution...

Bang!

quote:

Ply my rifle against a bandit.

You level your rifle and take the distant shot. The stock kicks against your shoulder and smoke bellows out.

Nothing.

Then a bandit falls from his saddle. Carson idly sights down as he settles into the rhythm of the ride and knocks a bandit out of the saddle.

The gang swoops in with rifles blasting. Hartigan himself stays back and contents himself to the occasional rifle shot.

The stagecoach and the horses remain in fit condition for anything.

Bridger Hill lies far in the distance.

Hartigan's gang has thinned out a bit.

Just keep rolling steadily forward.
Ply my rifle against a bandit.
Put the stagecoach horses to a gallop.

Bang!

quote:

You sight in on the approaching targets. The stock kicks against your shoulder and a bandit falls from the saddle. Carson hardly needs to aim as he blasts a bandit to the ground.

The gang rides closer and keeps on firing.

The stagecoach and the horses remain in fit condition for anything.

You are entering the flatlands and they are indeed really flat.

The survivors of Hartigan's gang begins to falter as they ride.

Just keep rolling steadily forward.
Ply my rifle against a bandit.
Put the stagecoach horses to a gallop.

Bang!

quote:

Ply my rifle against a bandit.

You have your pick of targets. The stock kicks against your shoulder and a bandit falls from atop his horse.

Carson tags another bandit and that scatters the riders for a moment.

The gang puts away their spent rifles and pulls free their pistols.

The stagecoach and the horses remain in fit condition for anything.

The flatlands lay all around you.

The last of Hartigan's gang abruptly disperses with many a parting curse. Hungry Snake, bleeding and ragged, is pulled up short by Hartigan. The older man rights the younger Indian in the saddle and together they head back into the desert.

Come back and fight you cowards, we've got plenty of ammo!

The last line about Hungry Snake changes depending on what you did to him in Echo Canyon. Laura shot him, but here are the other options.

quote:

Lost the brawl: Hungry Snake is one of the last to go. He reins in beside his boss for a long moment before the two of them bring their steeds about and head back into the desert.

Tied the brawl: Hungry Snake is one of the last to go. He reins in beside his boss for a long moment. They exchange a soft comment and a small snort of humor before the two of them bring their steeds about and head back into the desert.

Won the brawl: Hungry Snake is one of the last to go. He reins in beside his boss for a long moment. Then the Indian places a finger over his heart while Hartigan doffs his hat. Then the two of them bring their steeds about and head back into the desert.

A similar thing happens when you win by running out the clock.

quote:

The bandits hurriedly drop away from the wagon and scatter.

Hungry Snake is the last to leave.

Lost the brawl: He casts a toothy smirk over his shoulder as he leaps to a nearby steed and rides away.

Tied the brawl: He gives you a little nod before he leaps to a nearby steed and rides away.

Won the brawl: He touches a hand to his heart in silent praise before he leaps to a nearby steed and rides away.

Shot him: Hungry Snake, bleeding and clutching at the reins of a lathered steed, pulls up short then heads away at a gallop.

A glance ahead tells you why they're all in such a hurry.

quote:

Hours later you come across a camp of men in crisp white shirts and dark trousers. Amongst them a tin star gleams and you know that this particular trial is near an end.

"Whoa there," the other Marshal entreats. "I'm Marshal Dillon Breckenridge. There's no need to go exhausting your horses; you are among friends. And I mean that, I truly do. It is a ways to Salt Lake City and there is no need to break your horses."

Breckenridge and his men fall in as an escort and soon enough the gold laden stagecoach is emptied by the proper authorities. The next day it is filled once more with all manner of building materials; worked planks, iron nails, iron plate, and glass windows. Those are the makings of the bank that Preston claimed to want to build.

As you return to Preston Springs Preston himself steps out to greet you on the street.

(Order greatly increased) (+10 Order)

"Well done," Preston says to you. "Had me worried there for a bit, but I guess you're the kind of person who won't cross me on a dare."

"Of course I wouldn't."
"Today is spoken for, tomorrow may well be different."
Just nod.

And here we see one of the main reasons Laura went with this route- ending the chapter by escorting the wagon gives a +10 Order bonus, while ending it by clearing the canyon gives both a +10 Order bonus and a +10 Law bonus (also, you don't get the skill bonus for surviving Echo Canyon, and it takes a higher casualty count to win the wagon escort).

With a successful run, we'll next take a look at the fall-out and the different ways the chapter can close out.

Regallion
Nov 11, 2012

*Literally cannot wait*

Rogue AI Goddess
May 10, 2012

I enjoy the sight of humans on their knees.
That was a joke... unless..?
Thank you. This is an amazing game and you're doing an amazing job.

LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!
The game considers there to be nine main outcomes to Chapter 4. Two of them are considered successes by the inhabitants of Preston Springs.

Outcome 1: Defeated the gang at Echo Canyon
Outcome 2: Saw the stagecoach to safety

Success gives you +10 to Order with a further +10 to Law if you routed the bandits at the canyon (which aside from missing the post-canyon stat boosts is the other reason Laura didn't wipe them out).

Succeeding means Preston is happy to see you, and in most cases dealing with him will result in either an upgrade to any arrangement you made with him, or just +10 Influence if you're already getting as much from him as possible like Laura is.

quote:

As you return to Preston Springs Preston himself steps out to greet you on the street.

(Order greatly increased) (+10 Order)

"Well done," Preston says to you. "Had me worried there for a bit, but I guess you're the kind of person who won't cross me on a dare."

"Of course I wouldn't."
"Today is spoken for, tomorrow may well be different."

quote:

"I get you, and I like that." Preston admits, "but liking only goes so far."

Preston subtly invites you to take a walk with him to the hotel while his men unload the wagon. "Say, why don't you tell me all about what happened while I walk to lunch." (+10 Preston)
Just nod.

quote:

"Lot of trail dust in your throat?" Preston asks, "well that's easy enough to fix. I'm going to be having lunch soon. You're welcome to dine and drink, and you don't have to say a word." (+10 Preston if at max-level arrangement or +5 influence and +1 to your arrangement level)

His exact statement (and the Marshal's first response) depends on the level of financial support he's already giving the Marshal- at less than maximum he's all about giving gifts, but for Laura he has nothing but gratitude. If the Marshal is Heartless they can also say "Well, Hartigan wouldn't see sense, so here I am." and Preston respects that practicality.

quote:

"Of course I wouldn't."

"Wish I had a kid like you. Heck, make it two." (+10 Preston)

"Why JT, that is the nicest thing anyone has ever said to me."
[quote]"It is?" he asks as the faintest hint of a blush rises along his cheeks. Preston then fumbles with a sweeping invitation to walk with him to the hotel while his men unload the wagon."
"Are you asking me something?"

quote:

"What? No," Preston says hurriedly as he waves away a world of implications. "I just... why don't we head on down to the hotel while my deputies tend the wagon..."

Blink hard at him.

quote:

"What'd I say?" Preston asks hesitantly. "Did it come out wrong? If so, just forget about it and we'll head on down to the hotel while my deputies tend the wagon."

Pretty much all the extended conversation outcomes have some form of possible flirtations even if the exact wording depends on your financial arrangement with him.

If you had no deal whatsoever with Preston then he remains impressed and leaves the door open.

quote:

"Well done," Preston says to you. "Had me worried there for a bit, but I guess you're the kind of person I can trust. Too bad we couldn't... see eye to eye on everything."

"No, we can't, can we?

quote:

"Guess not," Preston admits then shrugs. "Be seeing you, Marshal. Have a great day." (+20 Preston)
"I think we can talk about that and other arrangements."

quote:

"Yeah?" Preston considers then cracks a faint smile. "That's almost a disappointment, almost. But I'll sit you at my table any day." (Max level arrangement, +1 to Office condition)
Just nod and go on my way.

quote:

"Be seeing you Marshal," Preston calls out, "and have a glorious day." (+15 Preston)

There's also the various failure states.

Outcome 3: Let Hartigan take the wagon when he first asks without fighting
Outcome 4: Surrendered the wagon at some point after fighting
Outcome 5: Pursued Hartigan's forces in the opening stage and left the wagon unguarded by your companion

Outcome 6: Broke the wagon somehow and left it for Hartigan
Outcome 7: Lost the wagon but took what gold you could before leaving it for Hartigan
Outcome 8: Got the wagon mired in the sands, took what you could before burying the entire wagon so Hartigan couldn't get it

Outcomes 6 through 8 are a bit different in that you also get a scene of the Marshal riding back to town with saddlebags full of gold (technically, Outcome 6 shouldn't have this scene, but it's still there). You're given the choice of either going directly back to town and continuing as normal, or "Secret the gold in the wilderness then clean out my saddlebags and head back empty handed."

Taking the gold for yourself means that you get +10 Wealth, -4 Honor and -4 Law (and also makes the game treat it as Outcome 4 from now on). This infuriates Ben causing him to take -15 Influence and break contact with the Marshal completely, while Dan will follow along if he's friends with Ben. If Dan is alone he just takes an influence penalty of -5 if the Marshal is 51+ Honor ("I guess you're due. Man can't get rich unless he cuts a few corners.") or -10 if the Marshal is enough of a villain that this is probably a regular thing. Carrie of course thinks this is great and gets +10 Influence from it ("Yeah, this is the good part," Miss Caraway grins over at you. "If anyone asks, the Hartigans took it all." "Heck, its even true." (if romancing her)).

Preston is less than thrilled about losing the wagon, with a different response for each outcome. Regardless, losing the wagon means a -10 to Order and +4 to Notoriety, with a further +2 to Notoriety and -5 Law if the Marshal didn't bring back any gold.

It also comes with a hit to Preston Spring's hidden Prosperity score, which represents how well the town is doing. Some of you already noticed that the description of the town can change based on things, which are determined by this hidden score. It starts at 5 and before this chapter there really aren't too many ways to modify it- the only actual option is to get a stake in Harry Winthrop's tannery business and then cash out, which lowers prosperity by 1. Losing the wagon lowers the prosperity by 1, with another -1 if you failed to bring back any gold.

Then it's time to say goodbye.

quote:

Carson absently eyes the horizon, "I've got to get heading on back. There is always more work and I've been away too long. Especially from little Laura and Millie. Can't believe I've gotta tell Millie that I rode to Salt Lake and didn't even visit family. So, like I said, I'll be heading back but that don't mean I have to stay there or want to be a stranger."

The two of you shake hands and then he rides off with a wave.

Schmidt gives a little cough, "I've got to get going on my claim again. If I'm not panning, I'm not earning. I really liked getting that wagon through to Salt Lake. That's a story I wouldn't mind telling over and over again. So, let's get together again sometime. For drinks and whatever." He shakes your hand firmly and looks you square in the eyes. Then he gives a jaunty tip of his hat and heads off.

About a week later you get word that the Hartigan gang was sighted heading north. Apparently Richard has gone looking for more fertile lands.

End of chapter four

Your companions have different responses to each of the different outcomes, and different closing statements based on their influence score. Frank Spears will also say goodbye if he managed to survive this long.

quote:

Outcome 8:

Carrie: Miss Caraway catches your gaze, "It was too bad about losing the wagon. You know, I think I'm gonna ride out tomorrow and mark that place, make sure no one else loses a wagon there."

Dan: "I can't believe we lost most of the gold out there. I mean, that's the kind of tale that started the legend of El Dorado."

Ben: "Still can't believe we lost the wagon like that. I mean, we salvaged what we could, but this here thing is gonna be a fire-side tale before long."


Outcome 7:

Dan: "Strange that we went all the way out and then had to leave most of the gold behind. Like one of them tales where the hero ends up back home just like he left, but wiser."

This is also the point in the script that suggests there was an Outcome 9 at some point that involves somehow stealing the entire wagon.

quote:

if chapter_4_outcome =9",
Carrie: Miss Caraway catches your gaze and her green eyes all but dancing, "I feel like have a whiskey. Maybe a whole bottle."

Dan: "Uh, you know, I can help move some of that raw gold. I mean, I've got a claim and all, so it'd be pretty easy for me to pass it on back to Preston without him raising an eyebrow."

Ben: "And you, you stole from... I mean, it is Preston, but it is still wrong."

There's no actual way to get to this outcome and no further mention of it in the script, so it was obviously cut.

Then there's the follow-up from Hartigan's gang. As a quick reminder, there were 6 promises you could make to Hartigan and 4 favors you could ask from him back in Echo Canyon

quote:

"I promise to help you plunder the stagecoach." (Promise 1)
"I'll stand aside when you attack the stagecoach." (Promise 2)
"I won't resist for long when you attack the stagecoach." (Promise 3)
"I won't sink the stagecoach in a lake or swift flowing river if it comes to it." (Promise 4)
"Nothing. I walk and you let me." (Promise 5)
"I think we both know that I'm just going to walk right on out of here, because we both know the game we're playing is a long one." (55+ Persuasion, Promise 6)
"If I don't walk away, then no one will." (50+ Intimidate, Promise 6))

"I want nothing from you." (Favor 0)
"I want to know who would pay to kill a marshal." (Favor 1)
"I want you and your band to stand at my side, one time for one day." (Favor 2)
"I want a share of the gold." (Favor 3)
"I want to be a full member of your gang here, with all privileges and rights therein. (if a Lawyer) (Favor 4- joining the gang)
"I want you to have my back on anything wicked that comes my way." (if not a Lawyer) (Favor 4- joining the gang)

Depending on what you promised and what you did, there are different responses from Hartigan. Outcomes 1 and 2 are considered Hartigan's loss, and if you didn't promise him anything (Promise 5 or 6) then he just continues fleeing without a response. If you actually promised to help him, then someone throws a rock through your window with a piece of snakeskin stuck to it if you made Promise 1 (and thus proved to be a lying snake), or throws the entire drat rattlesnake through your window if you made Promise 2 through 4 (the text even changes depending on your office condition- it's described as "the only window you have" if you haven't bothered to upgrade it). You have the option of either killing the snake yourself or naming it and keeping it as a pet! This also comes with -10 influence to Hartigan and cancels any favor request.

Outcome 8 (burying the wagon in the sand) is also a failure state for Hartigan, resulting in rocks or rattlesnakes through the window or nailing a dead one to the door in the case of Promise 4 (you specifically promised you wouldn't ditch the wagon where they couldn't get it).

Outcomes 3 through 7 are ones Hartigan considers a victory- even if the Marshal escaped with a bit of the gold the bulk of it still goes to Hartigan's band. At this point Hungry Snake will show up to congratulate the Marshal with different responses depending on what was promised, what the outcome was and what the Marshal requested from him. If you made Promise 2 Carrie will actually show up in his place to deliver Hartigan's greetings if she's still alive (I think Carrie might have been originally planned to show up as a possible messenger for most or all of the promises before the author realized that would double the workload for something almost no one will ever notice).

Generally speaking, as long as Hartigan won then whatever favor the Marshal bargained for will be received, though there are a few exceptions. If the Marshal promised to help plunder the wagon (Promise 1) but instead broke it down and took money from it (Outcome 7) then Hartigan won't actually follow through with letting the Marshal join the gang if that was the favor (Favor 4) but will instead promise to help them once in the future (Favor 2). In terms of wealth pay-out, the interesting thing is that the less you promise the more he actually pays, so Promise 1 gives +5 Wealth (or +3 for Outcome 7), Promise 2 and 3 give +5 Wealth, Promise 4 gives +7 wealth and Promises 5 and 6 give +9 Wealth. Technically it's possible to get paid twice- taking the gold from the wagon gets +10 Wealth but also sets it to Outcome 4, which makes Hartigan happy enough that he'd be willing to pay the Marshal if the Marshal wanted wealth, so you could get up to +19 from this.

With Promises 5 and 6, if Hartigan wins then Hungry Snake mentions that he's both elated and baffled by the Marshal's actions for promising nothing and yet delivering everything, and will also make the Marshal an honorary member of the gang if the Marshal didn't ask for wealth. Aiding Hartigan also gives -10 to Law, and an influence bonus ranging from +5 to up to +20 if you promised nothing and yet delivered the wagon unharmed.

That's Chapter 4 done. Laura didn't make much money, but she killed a bunch of bandits and saw the end of both Andy and Frank Spears, which is what really counts. Preston Springs may be getting wealthier, but Laura wants the villagers to be fat and happy. She won't let any bandits take that from them, or even some wannabe marshal...

quote:

Marshal Engels Laura:
Traits: Lawyer. Religious. Stoic. Doctor. Chinese. Native.
Current Companions: Dan Schmidt, prospector.
Health: Healthy and vigorous.
Wealth: Wealthy. (30)

Values:
Order: 55% Freedom: 45% Expedience in all things.
Honor: 15% Arbitrary: 85% The frontier need not be so filled with chaos.
Law: 6% Individuality: 94% People have done just fine on their own for thousands of years.
Notoriety: 38% Anonymity: 62%

Skills:
Gunfighting: 73% There may be one person who can equal your lightning fast hands, and you haven't met them yet.
Sharpshooting: 53% Shooting down-range isn't just a skill, it is a way of life.
Brawling: 47% With your meteor hammer in hand, not many dare approach you.
Riding: 41% There is hardly a riding trick you don't know.
Survival: 42% The wilderness can be a buffet to those who know what to look for.
Legal: 25% You could head your own law firm.
Engineering: 12% Never build on sand. Never.
Explosives: 19% You still have all your fingers and toes.
Persuasion: 59% Your silver tongue knows no bounds.
Intimidate: 70% A rattlesnake once bit itself rather than get in your way.
Stamina: 30% You are accustomed to difficult days and short nights.
Resolve: 58% When you set your mind to something, you finish it. All of it.

Influence:
Influence Carson: 94% He trusts you completely.
Influence Schmidt: 102% You are his northern star.
Influence Caraway: 114% The two of you could not be closer if you were a bottle and cork.
Influence Preston: 115% You are his one, true friend.
Influence Hartigan: 42% He believes you are just another stuffy tin star. You owe each other no favors.
Influence Albion: 64% Bishop Hancock has great patience concerning you.
Influence Maria: 50% Not met.
Influence Marshal James: 87% He believes he chose well.
Influence Yiska: 67% He knows Tahoma to be worthy of friendship.

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Shame we missed the pet snake. I get the feeling it might be appropriate. Can’t wait to see how we handle Steele.

Xander77
Apr 6, 2009

Fuck it then. For another pit sandwich and some 'tater salad, I'll post a few more.



How many pets can we end up with, in total?

(Hoping there's a way to tame the lions)

LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!
As far as pets go, you only get the opportunity to keep a snake if you don't have a cat or mouse (and you can't keep the mouse if you want a cat either). But for now let's get this interlude done.

quote:

Preston Springs is still chattering on about the fate of the Golden Stagecoach. Apparently your escort of it to Salt Lake City has been told and retold dozens of times until they have you riding a bear and swinging wagon axles over your head as you chase off all manner of unsavory elements. That other wagons are coming through right and regular only helps keep prices low.

(Wealth very slightly increased) (+1 Wealth = 36?)

Preston's latest 'gift' has almost filled your pockets.

(Wealth increased) (+4 Wealth = 40?)

Skip the window shopping this time around
Get in touch with Jeff Donner.
Head over to the Saddler.
Step on over to the General Store.
See if Godfrey the gunsmith has gotten anything new in stock.
Walk around on the proposed site for the bank.
Employ some idle men to work on my land.
Gather materials to fix up my office.
Find some idle men to help fix up my office.
Head to the blacksmith.

Your wealth is slightly altered by how the last chapter went, +1 wealth for succeeding at either defending the wagon, clearing the bandits or at least recovering the gold (people are more uncertain, buy less and drive prices down), -1 wealth otherwise.

So time to work our way through the town.

quote:

Get in touch with Jeff Donner.

You saunter over to Jeff Donner's butchery and find Donner closing up for the day.

"Something I can help you with Marshal?" he asks as he lowers the heavy bar to the slaughterhouse door. The scent of coppery blood is heavy in the air.

"Just saying hello."

quote:

"Hello then," Donner says. "Its a pleasure to see you when I'm not hip deep in things."

You talk a while while as he returns to his home to put his feet up after a morning of hard work. (+1 Persuasion, +1 Intimidate)
"Actually, I was wondering if you can tell me a little about making a clean kill."

quote:

"Sure. Its all about expectations. Animals don't see the world like we do and when something odd happens, they spook. But if you make everything seem ordinary then you can pretty much make things go smoothly. No fuss to what is gonna happen anyway and that leaves the meat tasty," Donner suggests.

He goes on to demonstrate how a man as large as he is can still move with a silent grace. (+3 Survival, +1 Brawling)
"How long did it take to build up all that muscle?"

quote:

"Just a few months," Donner notes. "Eat a lot of meat and work up a sweat all day, every day, and big is what you get."

He talks a little while longer about work routines and which cuts of steaks seemed to sit best in the stomach. (+2 Brawling, +2 Stamina)

Getting to talk to Jeff finally gets to the skill-up parts of the conversation. Laura doesn't need the conversation boosts, but it's always nice to talk shop about murder.

quote:

"Actually, I was wondering if you can tell me a little about making a clean kill."

"Sure. Its all about expectations. Animals don't see the world like we do and when something odd happens, they spook. But if you make everything seem ordinary then you can pretty much make things go smoothly. No fuss to what is gonna happen anyway and that leaves the meat tasty," Donner suggests.

He goes on to demonstrate how a man as large as he is can still move with a silent grace.

(Survival slightly increased, Brawling very slightly increased)

Had Laura taken Ben Carson's herd this is the point where she could sell it once they've fattened up, either for 7 wealth to sell it to Jeff (or bargain him up to 9 with 41+ Persuasion or 46+ Intimidate), or 10 wealth if she'd sent it on to Big Bell ranch- it's more money if you return the herd to their owners (but it's also a red flag to the Saints).

Then it's on to the shops. Laura has already purchased almost everything she'll ever need and at this point is just running up her score, but there's still a few skill boosts here and there.

quote:

Timothy Sadler's workshop is a lively place what with a young man brushing in oil to a hide while a lad of ten bubbles up fat over a brass heater for tallow. There will be candles before nightfall, that's for certain.

The saddler himself steps up to greet you with a smile, "Happy day, eh? I've got six hands here now, and not a one of them idle. So, what can I do for you?"

Just start chatting.

"Things are really hopping, aren't they Marshal," Timothy says then gesture grandly with one hand. "If this keeps on, I'm gonna be making saddles for the whole county soon."

The two of you chat but soon a customer gives a pointed cough and draws Timothy back to his business.

(Persuasion very slightly increased) (+1 Persuasion)

"That's all for now, thanks."
"Then you take care now," Timothy says and clearly means it.

Preston Springs has a hidden Prosperity score mechanic which determines how well-off the inhabitants are, and this interlude is about the point where you first start to see it since there aren't much in the way of options to mess with it before hand. It starts at 5, and goes up by 1 if you successfully brought the stagecoach through, or down by 1 if you lost the gold entirely. At 5 Prosperity Timothy just has the one candlemaker, while below that...

quote:

Timothy Sadler's workshop lies half empty as motes of dust drift about the unused benches. A grunt rises from the corner as Timothy himself staggers upright. The smell of old beer is heavy about him.

"Business. Business, business," he mutters to himself and gives his cheek a waking slap. "What can I help you with today, Marshal?"

quote:

Step on over to the General Store.

A gaggle of settlers all but overflows out the door to Matthew's store. Not just in the front either where the shiny nick-knacks lay but also in the barn with seed corn and up top with the scales too.

"Busy, busy, Marshal," Matthew waves at you from behind the counter. His affable sideburns are decidedly trim and well oiled today. "Take a look around. If something catches your eye, just sing out."

"Got a moment to talk?"
"I gotta say, getting that wagon through to Salt Lake city was a feat," Matthew gushes. "I mean, I'd like to think that anyone could have tried it, but you were the one who did. Guess that's the difference between those who wear a gun and those who have a badge."

The two of you discuss the subject of the law and the place of the ordinary man; at least until there are too many customers for him to ignore.

"This here dime novel, 'The Obliteration of Red Ribbon Mining Company', has got me written all over it."

Much like with Timothy, Matthew has more customers if you were successful, and a few people just loitering around the shop not buying anything if you weren't.

There are novel variations for most of the major outcomes of the Red Ribbon Mine, and their text changes depending on who was with you at the time.

If you attacked the dam, you get this one.

quote:

"This here dime novel, 'Massacre at the Bloody Ribbon Mining Camp', has got my name on it."

"That one's a favorite round these parts," Matthew notes then gives a little wink. "Most people sell it back to me on account of the villain actually being the hero and setting the river free. So what if some corporation can't pull out gold as fast as they want. Its a price I'm willing to pay to have clean water for washing and drinking."

The dime novel costs just that, or it would except that Matthew insists you take it for free. As expected, it is not a favorable read; mainly because the writer's favorite adjectives are sly, cowardly and weaselly.

The only thing they got right is a few bits about Dan and him being a mountaineer. Amusingly, they've got him clad in a bear-skin cloak and nothing else; supposedly just like a Scottish Highlander.

Ben only appears in it as 'The Rifleman' and judging from the mouth on the character he's definitely not a Saint.

Carrie hardly appears in it at all. Though there is a character called "The Gunfighter", but he's male and adorned with so many cliche traits that its hard not to laugh when he 'dispenses fury from his twin smoking cannons'.

If you captured the camp, you get this one.

quote:

"This here dime novel, 'Indian Attack at Crimson Ribbon', has got my name on it."

"Is that the title?" Matthew wonders. "Well that did happen on your watch so to speak. Maybe you're mentioned in there."

The dime novel costs just that. As expected, it is not a favorable read; mainly because the writer's favorite adjectives are ignorant, obtuse and craven when discussing the Indian attack on the Crimson Ribbon mining camp.

The only thing they got right is a few bits about Dan and him being a mountaineer, though for some reason in this he's also a half-breed Apache.

Ben only appears in it as 'The Archer'; a shadowy figure who darts in and out of the pages with a horn bow in hand. Not a bad motif, but awfully thin of character since he never says a word."

Carrie can hardly be said to appear in it at all. Though there is a character called 'The Maiden Squaw', half of which she'd get a kick out of before she kicked the rest of it into the dust.

And if you killed literally everyone, you get ours.

quote:

"This here dime novel, 'The Obliteration of Red Ribbon Mining Company', has got me written all over it."
"That's quite a title," Matthew wonders, "and it did happen in your county and you are mentioned in there. Unfavorably. I mean, we all know that a marshal can't but be in one place, but still, some people think that should be otherwise."

The dime novel costs just that. As expected, it is not a favorable read; mainly because the writer's favorite adjectives are indolent, corrupt and indifferent when discussing the investigation of the devastated mining camp.

Miss Caraway appears in it as 'The Bloody Virgin' who was done wrong by the miners and returned to the land of the living to…feast on their hearts? Well, maybe she'd like that part.

(In it Dan is depicted as a merciless Wendigo; some sort of monstrous furry creature from the far north. Apparently cannibalistic too, though that word really shouldn't apply since it isn't man eating man.)

(Ben only appears in it as 'The Wrath', a kind of fallen angel who smites the miners for their wickedness with bolts of incredibly accurate lightning. Can't say that he'd like that at all.)


Give it back to Matthew.
Autograph it first, then return it.
Keep it.

"Be seeing you, Matthew."

It may have been a county tragedy that occurred on our watch that we were in no way or shape responsible for whatsoever, but no reason we can't get rich and famous off of it!

quote:

Autograph it first, then return it.

Matthew gives a cough of disbelief as you pass it back over, "Well now, this makes it something special. Worth…a dollar or two at least. Say, we should make that a regular thing."

It doesn't take long to make an autograph arrangement. A profitable one for the two of you.

(Notoriety increased, Wealth slightly increased) (+4 Notoriety, +2 Wealth)

"Be seeing you, Matthew."
You head back on out and let Matthew return to tending his store.

Not much else left to see in the stores.

quote:

See if Godfrey the gunsmith has gotten anything new in stock.

"Marshal," Godfrey says idly as he rolls about a bevy of musket balls atop his palm. "I'm just about done here, and then we can discuss what you might need if you ever intend to go up against Hartigan and his ruffians again."

"Got a moment to chat?"
"I'd be pleased to talk. You did well out there, or so I heard. Can I ask what you used and how it went?" he asks with professional yet amiable mien.

"Let me take a look at your handguns."
"I'd like you to give my Colt Navy Revolver a thorough looking at."
"I've got a few questions about black powder."


"Well, ask then," Godfrey offers. "I've still got all ten of my fingers, so I expect I'm an expert in these parts."

It doesn't take long to pick up a few pointers but soon enough a customer interrupts. You just know the man has got plenty more wisdom in the black powder arts in reserve.

(Explosives slightly increased) (+2 Explosives)

"I've got to go, Godfrey. Take care now."
"You too Marshal," Godfrey says and waves you on out the door.

quote:

Head to the blacksmith.

Heat roils out of the black-smithy like it were the middle of July. Even the treated wood planks that make up the walls are starting to wilt.

Inside, Kevin Coolidge shifts the sticks that hold a cherry red pot and brings it down to make a pour of swift flowing silver into a wooden mold for forks and knives. It takes only a little while for those to set as they slowly cool.

"Marshal," Kevin offers over with a nod.

"Got a moment to talk?"
Kevin shakes his head, "Got work."

"I'd like you to re-shoe my horse."
"Can you make something for my office, or rather the cells?"
"Guess I'm done here. Thanks for hearing me out."

"Anytime," Kevin replies and returns to his labor.

Successfully protecting the wagon means there's one new bit of subplot here in the form of Preston's bank.

quote:

Walk around on the proposed site for the bank.

You take a tour of the proposed site for the bank and find it as bare as a baby's bottom. No boards, no stones, not even a single spade of earth has been turned.

Go see Preston about this.
Let this slide on account of my arrangement with Preston.

quote:

You turn to leave and find Preston waiting across the street.

He is wearing his usual suit, but has added a dark hat and diamond stickpin to his ensemble. Your eyes meet his and there is an understanding as to what you won't be doing. When that moment has passed, he tips his hat to you and walks away. (-4 Law, -4 Honor)

I bet I can use this to squeeze a few dollars from Preston. (-2 Law)

If you have an arrangement with Preston then letting it slide automatically bumps it up to the highest level (kind of a waste at this point since there aren't too many pay periods left in the game), and if you don't have an arrangement you can choose to either let is slide for -2 Honor, or investigate potential fraud for +2 Law.

In Laura's case, let's tank some alignment stats.

quote:

I bet I can use this to squeeze a few dollars from Preston.

(Law slightly reduced) (-2 Law)

You turn around and find Preston waiting across the street. His usual suit bears a diamond stickpin and his gloves are all of sleek black leather.

"Thought I might be hearing from you," he says laconically when you walk over.

"Where's the bank?"

quote:

"Its coming. Don't you worry none," Preston replies

"There are no wood boards. There were boards just a few days ago."
"I got a good offer on them," Preston notes.

"Not a shovel of dirt has been turned.
"Not yet. I'm still rounding up the men," Preston says.

"There should be more fresh footprints than mine on the site."
"Noticed that, did you?" Preston smirks.

Stare at him.
"Oh, I know that look," Preston says with a sigh.

"This is going to cost you."
"And here I thought I was making a tidy profit," Preston replies.

"We need to talk."
"Of course you'd say that," Preston notes.

There are also a few variations if a joke about blind eyes, pillows or crumbs came up in your negation back in Chapter 2.

quote:

"I get the feeling that I'm not supposed to be seeing something around here."
"Yeah, there's that whole blind eye thing," Preston admits.

"I could use a new pillow, if I'm going to sit on this."
"I figured you might," Preston admits.

"This sort of thing isn't chicken feed to overlook."
"No, I suppose not," Preston allows.

With less than 50 influence, Preston walks away, though you can pressure him into not turning his back on you with either 21+ Notoriety, 51+ Gunfighting, 22+ Legal or 51+ Intimidate. He'll take a -5 penalty, but explain that he doesn't need to build the bank just yet.

quote:

He surveys the open field for a moment, then gestures grandly as his fingers trace a building that does not exist. Those fingers halt and his hand strains to touch the invisible construct, "I imagine a grand granite edifice. A pediment of grace and stature over wide pillars. Inside, a vault to protect a ton of gold and busy tellers keeping track of accounts."

"And customers by the dozens, making tidy deposits."
"Oh yes, safe and secure," Preston agrees readily.

"It doesn't exist. I don't think it ever will if you had your way."
"Now that is a terrible thing to suggest," Preston replies and manages a terse frown.

"Sounds like a great monument. Are you going to be robed in white upon the pediment? Tastefully of course."
"Oh, of course," Preston says with a hint of a grin.

Let him talk.
"It will be a grand sight, I can assure you," Preston says in deep and happy tones.

quote:

"What will it take to make you trust in my vision?"

"A share in the bank."

quote:

"Done," Preston indicates and discretely passes you a pouch. "Consider this a.. deposit."

Accept (-2 Honor, +5 Wealth)
Decline
"Send it to my office. This is business, not a bribe."
"How very true," Preston notes. "Where are my manners."

With that he tips his hat and walks away. Later a boy comes around with paperwork for 'shares' and a small pouch of silver as a 'dividend'.

"I want the bank to exist in more than your imagination."
"I don't want anything."

quote:

Then why are we talking?" Preston asks in confusion.

"Because you made promises and those need to be kept." (+2 Honor)
"Because you made a contract with people." (-2 Preston, +2 Law)
"Because a bank means stability and I like that." (-2 Preston, +2 Order)
"Heck if I know. Maybe I'm bored." (+2 Preston)
Shrug.
Stare at him.

At this point, with 59 or fewer Influence Preston will walk away again, but you have the same options to convince him to hang around, except the check is 5 lower than before.

quote:

"Why do I need to build the bank today? This week? This month? Why can't I let things develop and, when the time is right, begin construction then?" Preston asks.

"I see your point. Proceed at your own speed."
Nod.
(Persuasion 51+) "Because if word gets out that you aren't following through, there will be torches in your windows from a lot of angry folk."
"Good point," Preston says with a sigh. "I hate mobs. I'll get someone to work on the foundation. Show some progress. It may not open this year, or even the next, but it will open.",

(Intimidate 56+) "Because you know that I'll get involved otherwise and you'll have fewer deputies to worry about."
"Good point," Preston says with a tiny gulp. "My deputies are like family, and the county doesn't need another Marshal to bury. I'll get someone to work on the foundation. Show some progress. It may not open this year, or even the next, but it will open."

(Law 24+) "Can you imagine the breach of contract suit that would develop? So many people, all contributing to their side of the case?"
"Good point," Preston says with a wide eyed stare. "I don't want that. I'll get someone to work on the foundation. Show some progress. It may not open this year, or even the next, but it will open."

(Preston Arrangement) "Because I may have to rescind our arrangement otherwise."
"That's bold of you," Preston considers. "But maybe you do have a point. A big cow provides the largest cuts. I'll get someone to work on the foundation. Show some progress. It may not open this year, or even the next, but it will open."

"JT, you have got to look at this long term. The bank would be an immense draw for the entire county, even if it were just a safe by the river." (76+ Influence)
"It would, wouldn't it?" Preston considers and absently withdraws a cigar. "All we really need is the locking iron. The rest of it can go up anytime. I think, yes, I'll make arrangements for a special Wells-Fargo stagecoach."

We've come this far, we deserve a bank. Laura wants the inhabitants of Preston Springs to be fat and happy, and convincing Preston to actually build the bank improves Prosperity by another point.

quote:

Move on to bigger things.
Raise a glass at the Mother-Lode.


Visit the Babylon saloon.
Stop in at the Evening Star.
Lounge about the Grand Haven Hotel for bit.

Ride down to Elko and see a play on their little makeshift stage.
Get some pointers from Miss Caraway.
Ask a favor of JT Preston.
Ask Schmidt for a favor.

quote:

As you head for the swinging doors of the Mother-Lode saloon, you spy a familiar figure down the way. Sam Pitcavage, his trousers frayed but with a heavy pouch in hand.

When he spots you he waves, and nearly loses his grip on the pouch.

"Hey, Marshal. Good to see you again," Sam replies and carefully grips the leather. Around the edges lies a spill of gold dust. "I took your advice and started working twice as hard."

"So I see. You finally find some gold?"

quote:

"Some. Enough to keep going," Sam notes. "Say, let me buy you a drink sometime. The beer in the Evening Star is sweet when I'm paying by the bottle and not the shot-glass."

"I'm glad for you. This is how things are supposed to be. (+3 Persuasion)
"What we do for ourselves pays off ten fold." (+2 Resolve)
"Keeping your chin up is the only way you can take life's blows." (+2 Intimidate)

"You want some more advice?"

quote:

"Sure." Sam says, listens eagerly.

"Work really, really hard." (+3 Resolve)
"Figure out how to give orders, as well as take them. (+2 Intimidate)
"Learn how to relax, where to do it and with who." (+2 Persuasion)

"Have you had to protect your claim yet?"

The encounter with Sam occurs at the first drinking establishment you set foot in, and what he's been up to depends on what you told him to do last time, either working for other prospectors and learning from them, working as a guard or simply working harder. Most of your choices and their rewards remain the same, just with different text from Sam. The last of the three options is always about Sam's encounter with a bear, no matter which path he took, and the options depend on what you did with your bear encounter.

quote:

"Have you had to protect your claim yet?"

"Matter of fact, I did," Sam says with a wide grin. "A big old brown bear that came sniffing around. I took a shot, but didn't kill him though, just drove him off a ways."

"Doesn't matter if you killed it, it matters that you tried." (+2 Resolve)
"I bet you got plenty of free drinks on account of that tale." (+3 Persuasion)
(Drove off the bear) "Driving them off just shows them that you are the boss." (+3 Intimidate, +1 Notoriety)
(Killed the bear) "Too bad it didn't drop. Bear is good eating and you can do all sorts of things with the hide." (+4 Intimidate)
(Ran from the bear) "Probably for the best. Bears are vicious killers." (+3 Intimidate, +1 Resolve)

Technically a Resolve boost might be more useful, but Laura won't pass up the opportunity to demonstrate her dominion over the lesser creatures.

quote:

"Driving them off just shows them that you are the boss."

"I'd like to believe that," Sam considers. "Better than thinking there's a bear out there harboring a grudge. Well, see you around Marshal."

(Intimidation increased, Notoriety very slightly increased) (+3 Intimidate, +1 Notoriety)

With that he tips his hat and strides toward the assayers.

Most of the drinking establishments haven't changed since the first time around, though the Evening Star is a bit different.

quote:

Stop in at the Evening Star.

The Evening star isn't all that different from other saloons. Oak bar, pine floor, and lots of bottles of booze. But when the lantern is hung high up in the rafters, that means the evening star herself is down and ready to play hostess to thirsty travelers and prospectors.

Eve, as she likes to be called, has the oddest of patois accents and claims to have been born in Paris, raised in Quebec and then schooled in New Orleans. Any one of those would be exotic, but rolled up together in a young and beautiful figure adorned by silk and feathers, well, she's a rarity alright.

That she has bought the land to build a library is even more impressive in some ways. Though there are some scandalous rumors about the books she intends to shelve.

With 6+ Prosperity Eve is moving forward with her plan to build a library. If it's 4 or down, she gives up ("That she has ceased to talk about building a library is a sad thing, but not all dreams are realized in their prime.").

Theater time!

quote:

Ride down to Elko and see a play on their little makeshift stage.

You and a dozen others sit down to the melodrama Colleen Bawn; a stage-play written by the incomparable Laura Keene. Though the celebrated Actress of New York has long since moved on to other projects, troupes across the west still perform her work using whatever pages they manage to sneak out of the theaters back east.

The work opens on the County Kerry where Hardress Cregan and his mother have fallen on hard times. But a way to wealth remains if Hardress will marry the wealthy Anne Chute. He agrees, even though he is already secretly married to the beautiful Eily who herself has many unknowing admirers.

Hardress woos Anne, but knows that Eily will not allow him to simply walk away. He gets drunk and has a long talk with his hunchbacked servant Danny Mann. Danny offers to kill Eily and free his master from his troubles and proceeds to lay plans, thinking that Hardress, in his stupor, agreed. He connives to take Eily out to a place by the river and nearly succeeds in drowning her but for the sudden appearance of one of Eily's suitors who drives Danny off in the nick of time.

The wedding of Hardress and Anne goes forward but immediately afterward the constable arrives to place Hardress under arrest on suspicion of murder. But then Eily herself intercedes, mistakes are realized and emotions come rushing out. Anne can not marry Hardress but finds herself a hero in the suitor who saved Eily. In thanks for that, and a generous spirit, she pays off Hardress' debts and all is reconciled.

A happy ending and it earns applause, though you have to wonder if this is what Laura Keene originally wrote. Especially the long passages on Irish law.

(Legal Understanding slightly increased) (+2 Legal)

Now let's cash in these favors. Not much left we can learn from Carrie.

quote:

Get some pointers from Miss Caraway.

It doesn't take long to find Miss Caraway at the Babylon saloon; trying to tease a little silver out of a poker pot.

"Laura! Get on over here." she 'suggests' amiably. "What brings you by?"

"I'd like to ask you about the art of the draw."
"Back for more? Well…" Miss Caraway rubs her forehead lightly. "There are a few tricks to be had and it all comes down to where you are. Having the sun at your back is good. Having friends is better. Not having to draw at all is best."

(Intimidate, Survival, and Gunfighting slightly increased) (+2 Intimidate, +2 Survival, +2 Gunfighting) (-10 Caraway)

The two of you talk a while longer before she has to get moving.

"Never mind. Another time."

quote:

Ask a favor of JT Preston.

You find Preston in the Babylon saloon, 'consulting' with one of the dance hall girls who seems to be all aglow from talking with the big man in town.

He glances into the mirror behind the girl and catches your eye. The message is, give me a minute and, indeed, the two do part. With a smoldering glance to be certain, but apparently they are accustomed to that.

"What brings you by Marshal?" Preston asks and is all business once again.

Two of his deputies, including the tall one, shift about to cover both you and the door.

"I'd like to borrow a sum of money. I'm good for it."
"Can I ask how you got where you are today? Not right here, but Sheriff and owner of nearly the whole town?"
"I have got to get me some deputies like yours. I bet they keep things quiet around you."
"Actually, I was wondering if you could tell me a little about the local law and how you apply it. Just so I have something to compare my own efforts with."
"Forget I came by."

Nothing we really need from Preston, so let's just continue the story.

quote:

"Can I ask how you got where you are today? Not right here, but Sheriff and owner of nearly the whole town?"

"You must like hearing me talk. Well, I can't blame you for that," Preston says with a wide grin. "So, people were coming in and that was good. Some people wanted to run things their way, that was bad. Some of them took a shot at me. That's why I hired a Sheriff. But…things happened and then no one wanted to be Sheriff no more. But a lot of people just wanted to make money, not sew dragons teeth in the land. So, I took up the task and hired four of the hardest men I could find to be my deputies. Together we cleaned up this town like people wanted, made it run nice and neat. You see, everyone has their own ideas. The real trick is getting them to their your ideas are their own."

(Persuasion increased) (+5 Persuasion)

quote:

Ask Schmidt for a favor.

Its not hard to find Schmidt; you just ask around and keep following where people point until you come upon him hip deep in a river with pans in hand.

Schmidt looks up and gives a hearty wave, "Great to see you again. What brings you out this way?"

"I half expected you to have a salmon in each hand." (+6 Survival)
"How do you keep going like you do?" (+4 Stamina)
"I was wondering if you could give me some pointers the next time I have to rush a bear with a knife. (+4 Brawling)
"Never mind. I just felt like stopping by."

Survival is the biggest bonus, but Laura has gotten this far by focusing on how to hurt people in every way known to man, so it's time to continue with that.

quote:

"I was wondering if you could give me some pointers the next time I have to rush a bear with a knife.

"Don't do it. That's my advice," Schmidt puts in. "But if you have to throw down with on, slash at its paws after it swings, cut it open, bleed it out, and then pray it decides to go away. If not, then bury the knife deep so that the next person it goes after might be able to get at it."

(Brawling increased) (+4 Brawling, -10 Schmidt)

You talk for a time but soon Schmidt casts a glance back toward the river, "Best I get back to panning. The salmon aren't telling me where the shiny bits are anymore."

quote:

You know that you've got piles of lumber and such waiting at your lot.

Nothing much is happening, at least nothing around these parts that Preston and his deputies can't tend.

Ride out on a circuit of Lander county as the Marshal people expect me to be.
Practice incessantly with my guns.
Take out my books and get to studying.
Get out in the fresh air and do things.
Go prospecting for a time.
Hire out as a hired gun for part of a stagecoach run.
Hang out my shingle as a doctor and help the townsfolk for a bit.
Hang out my shingle as a lawyer and help people navigate the laws.
Fix up my office.
Reinforce the foundation so my house won't tilt against the nearby businesses as it rises.

Time to kill better.

quote:

Practice incessantly with my guns.

You start in with a regular regimen.

Practice solely with my pistols.
Practice solely with my rifle.
Practice with both equally.
Practice with the pistol more than the rifle.
Practice more with the rifle than with the pistol.

Our gunfighting is 75, high enough to ace any check the game will throw at us, and honestly will probably still go up a bit further. Time to be better at sharpshooting.

quote:

Practice solely with my rifle.

A couple of evenings with makes you confident of hitting distant targets. Not a lot of fights happen that far away though, but hunting is plenty useful.

(Sharpshooting increased) (+4 Sharpshooting)

Then it's exercise time.

quote:

Get out in the fresh air and do things.

The autumn air is a crisp reminder that winter is coming, and soon.

Ride my horse for hours.
Go for long walks along the river.
Chop wood like there is no tomorrow.

Boost the murder skills...

quote:

Chop wood like there is no tomorrow.

The vigor that arises from chopping wood makes your heart race and skin flush. It is also good practice for bar fights and the like, since swinging is swinging no matter the target.

(Brawling slightly increased) (+3 Brawling)

Money isn't a big concern, neither is land management, so reading is the only skill boost she has left to perform.

quote:

Take out my books and get to studying.

You set your dog-eared texts down on the desk and crack them open to the silk ribbons that mark where you last stopped reading.

Focus on the law texts.
Dive into the engineering manuals.
Memorize the flora and fauna guides.
Page through all three of my tomes.

Engineering is a complete wash at this point, so might as well focus on bending the law to her will. Just in case she has a run-in with the law in the future.

quote:

Focus on the law texts.

The legal ramifications of many of these laws is far reaching. Or they will be when people know about them. It is the chicken or the egg theory to governance, the law and the enforcement of the same have to proceed together or else something critical gets left behind.

(Legal Understanding increased) (+4 Legal)

quote:

Your spare days have been eaten up in full and you know that it is time to once again shine up your tin star. The things you gathered to start on your lot can wait for you to get back to that.

Interlude concluded

With this interlude over, it's time to meet some new people and bury at least one of them.

quote:

Marshal Engels Laura:
Traits: Lawyer. Religious. Stoic. Doctor. Chinese. Native.
Current Companions: Dan Schmidt, prospector.
Health: Healthy and vigorous.
Wealth: Darned wealthy. (40?)

Values:
Order: 55% Freedom: 45%
Honor: 15% Arbitrary: 85%
Law: 4% Individuality: 96%
Notoriety: 43% Anonymity: 57%

Skills:
Gunfighting: 75%
Sharpshooting: 57%
Brawling: 55%
Riding: 41%
Survival: 47%
Legal: 31%
Engineering: 12%
Explosives: 21%
Persuasion: 65%
Intimidate: 75%
Stamina: 30%
Resolve: 58%

Influence Carson: 94%
Influence Schmidt: 92%
Influence Caraway: 104%
Influence Preston: 107%
Influence Hartigan: 42%
Influence Albion: 64%
Influence Maria: 50%
Influence Marshal James: 87%
Influence Yiska: 67%

sebmojo
Oct 23, 2010


Legit Cyberpunk









https://www.youtube.com/watch?v=04F4xlWSFh0

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Yeah, Preston! How do you expect me to pull off, I mean thwart, bank robbery if there’s no bank?

Rogue AI Goddess
May 10, 2012

I enjoy the sight of humans on their knees.
That was a joke... unless..?

LightWarden posted:

With this interlude over, it's time to meet some new people and bury at least one of them.
Really looking forward to it. Thank you.

LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!

quote:

Autumn blows in and brings with it a surprise.

A dark shape hangs in the sky like a pillow gone awry. For the second day in a row it has risen at dawn to linger just east of Grey's Peak like a smudge upon the steadily lightening horizon; a hot-air balloon like they've got back east, though this one is far out west. And if someone owns a hot-air balloon then they'll have other interesting things too. Not to mention that the fabric is probably made from silk.

I'd better look into this right away.
Finish my red tea first.
Stay in town. This does not concern me.

The opening to Chapter 5 is pretty simple- either you go out to see Maria or you hang around your office and Maria comes to see you. Information-wise they're largely identical, though there are some actions you can only take while out at the landing site. If you bought tea from Wong Dai Choi in the second interlude then that's what you're drinking, otherwise it's coffee- finishing your drink first does have a minor effect on a later interaction with Maria. So Laura is going to head out right away.

quote:

I'd better look into this right away.

You pour out your cup of tea, spin the chamber of your Colt Navy Revolver, grab a rifle, and step outside.

A rough wind blows down from the mountains and batters the shuttered windows of your office.

You narrowly avoid a trio of prospectors as they guide a laden mule down the main street straight toward the assayer's office. Down the way you catch a glimpse of Mother Maddy as she sweeps out the front of the Mother-Lode; her white hair is ice-bright in the rising sun. Fitting then that the evening lantern of the Evening Star is being taken down. Apparently Miss Star is finally calling it a night. Not so from the Grand Haven Hotel where the clatter of fork and spoon redoubles as the tangy scent of frying bacon fills the air.

You bring your horse out of the stable and leave all that behind as you ride toward the distant balloon.

You get a scene based on the prosperity score of Preston Springs- since it's at 7 this is the best outcome, while if it's below 5 the place is basically deserted.

quote:

The main street is empty. Not a man or woman is to be seen or heard, though somewhere close by a saloon sign does groan in its shifting bracket. The faint odor of burnt bacon eventually wafts out of the Grand Haven Hotel along with a hint of black smoke.

If you stayed at the office you get a similar scene as seen through your office window, with minor modifications based on how much you improved your office.

quote:

The valley around Preston Springs is a long green and lush stretch of land that goes on for miles and miles between the jagged ranges. Even your Roan can't eat that distance up in one gulp but soon enough you enter the foothills. All the while the balloon obligingly bobs high above the mountainous wasteland and that keeps you from getting readily turned around in the maze of animal paths that wind their way through here.

Farther in are the Chimney Rocks and, if you heard tell from Schmidt correctly, there is a cold water lake or two hidden up there as well.

At last you are close enough to catch a good look. It is a balloon alright and with navy blue panels adorned with an insignia up top. Dangling below it is a figure seated upon a simple plank. Apparently someone is daft enough to want to float in the air when a stiff wind might bring them crashing down. Something suddenly glints alongside the figure; a looking glass of some kind. As you spur your Roan onward, the balloon and passenger begin to descend like a fog on a cool day.

Head right on over and find out what exactly is going on.
Rein in and wait.
Sneak in close.
Fire my gun in greeting.

All of these basically boil down to going over to say hi or heading back to town- sneaking gives you the opportunity to back off and have Maria come to you. Firing your gun just gives you a -2 to Maria and means that she has her pistol in addition to her saber when you meet.

quote:

Rein in and wait.

You wait. The balloon descends. As it begins to slip from sight, the figure seated below it gives you a courteous wave.

Head over.
Sneak in close.

quote:

You ride over the ridge as the balloon is winched down to the ground by a quartet of brown clad monks who might well be of the Franciscan order. Behind them a few horses mingle with burros in the nearby grassy field. A pile of provisions and sacks sit along a path that leads up into the mountains. If these people are looking for trouble then they don't plan to give generously.

The seated figure nimbly rises as the silk settles and adjusts a broad rimmed hat to reveal a spill of midnight tresses. With a sweeping gesture she invites you closer.

Up close, her dress is a practical tan linen with silver gilt buttons. The usual layers covers every inch of her from the frisk of leather boot whose toe peaks out from beneath the divided hem all the way to a hint of lace about a slender neck. Only her hands are bare below that and even these she quickly hides behind white silk gloves that she absently tucks into her sleeves. A sturdy belt makes for a hint of curve though some of that stems from the gold edged and gem adorned saber that tugs at her hip.

"Greetings stranger," she calls out in dulcet tones as you dismount, "who do I have the great pleasure of addressing?"

"Marshal Laura Engels."
"The county Marshal."
"I'd rather have the pleasure of addressing you."

Giving anything other than your name is a -2 to Maria since she's pretty sure you're not the Marshal and doesn't like the reversal. If you're a Native marshal then she happier to meet you.

quote:

"Marshal Laura Engels."

A rare pleasure," she replies. "I am…rather, you may call me, Maria Agustina Toledo y Santarosa."

"Maria," a stern voice cracks out like a whip as a lean fellow with more scars and years than hair strides out from where the bulk of a nearby steed had hidden him. "You are far too familiar with this woman. We know nothing of them."

Maria subtly rolls her eyes but falls silent and forces a mantle of placid calm over herself as the bald man steps over, "Of course, Uncle. I will do as you say."

Her uncle blows out his long mustache in overblown doubt but his eyes might as well be made of cracked ice, "Now then, I will know your name, stranger. For my niece is in the protection of Carlos Gustavo Toledo, Conde de Puebla, Carlos Sangre Halcon de Vera Cruz, Carlos de Toledo y Leon."

He lays a hand on the pommel of a saber that neatly matches that upon the lady's hip. From the way he stands you have no doubt that he knows which end to hold.

"As Marshal of these lands, I welcome you."

quote:

"It is good to be welcomed" Carlos notes coldly. "Now, I will have your name or we shall part on steel terms.

Stay silent.
"I am Marshal Engels Laura."
"That's a lot of names."

quote:

"And they are all mine, earned by birth or with blood," Carlos notes coldly. "Now, I will have your name or I shall add another to my own."

Stay silent.
"I am Marshal Engels Laura."

You can identify yourself, or you can stay quite for a bit.

quote:

Stay silent.
The two of you stare at one another a long moment that stretches out into another. At last he gives you a little nod to say that you've impressed him enough and there seems little reason to withhold your name any further.

(Notoriety very slightly increased) (+1 Notoriety)

"It is good to meet you. Marshal Engels Laura. Now, I will leave you to converse with my chatty niece. If you have need of me, and I suggest you do not, then I shall be just over there; pretending to nap," he notes.

"Please forgive my uncle," Maria asks softly of you as her familial guardian ambles back toward the shade of a wiry tree. "He has taken his recent reverses poorly. Indeed, ever since Vera Cruz my father had thought…well, let us not speak of that. You said you claim to be a marshal?"

"Claim to be? I am the Marshal. Marshal Engels."
Reveal my tin star.
"You sound skeptical."
Just nod.

Showing the badge gives a minor influence boost.

quote:

Reveal my tin star.

"That is…interesting," she notes as she considers the star upon your blouse. (+2 Maria)

Up close you find her to be a rare flower of dusky, nay flawless skin and sky blue eyes. A pert little nose rests below an even brow and her lips are full and lush. As you drink in the very sight of her you swiftly realize that she is watching you in equal and learned measure. If she is from Mexico then that nation must be the most visited place in the world.

To one side rests a sketching pad covered by steady lines that depict the land from an eagle's eye. Numbers lay scattered throughout and down the sides; elevation marks and references as you've seen on many a cartographer's map.

"You said to call you Maria Agustina Toledo y Santarosa. That seems enough of a name for most but I get the feeling there is more."
"Ah, you noticed," she says. "My full name is a trifle long for casual meetings."

"Why don't you tell me your full name, for I do not think this to be a casual meet."
"No?" she considers lightly. "Very well; my full name. Maria Agustina Theresa, Maria de Zapopan, Maria de la Descalzas Reales, Maria Paulina de Toledo y Santarosa." (+2 Maria)

"You are named Maria four times.…"
"Indeed. Once for my given name, once for my title, once for my efforts and again for family," she explains. "It would be worse were I Catalan or Basque, but thankfully we are both spared that."

"My jaw's gonna up and break if I call you that every day."
"That is why I limited my names to numbering four," she notes wryly.

"Wait, you said you had a title?"
"I am Condesa de Zapopan, or as you would say, A countessa of a city in the province of Jalisco... a province that is rather far away," she explains and gestures vaguely southward, "have you been to Mexico? It is not a parched desert. Indeed, Jalisco is a varied land. One might break their fast amid deep forest and then walk down to lunch upon a Pacific beach. They grow limes and watermelon nearly the whole year round, not unlike California."

"Maria de la Descalzas Reales?"
"Yes. It is a convent where you could say I spent a great deal of time," she says as she lets slip a slight and wistful smile. (+2 Maria)

"I noticed you have a balloon."
"Yes, beautiful is it not?" she says then turns to the monks as they pack away the silk with steady hands. "My father insisted I bring it along so that, if need be, I could launch myself into the sky and float back to him. Fanciful, I admit, but he does love his poetry."

"May I ask about that blade you wear?"
"A short saber, made from Toledo steel. It cuts like a parting kiss," she says as she absently taps the hilt. "I wear it both to fend off the creatures of the desert and to cut the ropes of my balloon if the winds prove treacherous."

"Why do you have these monks with you?"
"I plan to found a hermitage in these mountains. These friars are here to assist with that," she explains, "I had already found an ideal place following my first observation, a glacial lake further up in the mountains. With ample water and space for crops, it is only a matter of finding them a suitable cave for temporary shelter until something more permanent can be arranged."

"You said some things about your uncle.…"
"Those are his stories to tell, not mine. We have just met after all," she indicates.

Let her ask a question or two.
"Let's skip to the end of this."

You can get bonus influence from asking her about her full name and the convent, and skipping the questioning entirely is -2 influence.

quote:

Let her ask a question or two.

"So, dear Miss Engels. Tell me about yourself. Have you traveled far in your years?"

"I feel I have come a long way from where I started."
"Not at all compared to others."

quote:

"Point taken," she agrees, "for while some sail around the world they yet return to the same port. Ferdinand Magellan, a Portuguese captain who sailed some twenty and seven years after Columbus, was sadly not one of those to complete such a voyage."

"He thought he could find a new route to reach the spice islands by sailing west and five ships, the Trinidad, San Antonio, Conception, Victoria and the Santiago, were fitted out accordingly. They passed through the straits at the tip of South America and then traversed the Pacific for many months. Sadly, Magellan was slain in the Philippines which, as you know, is very close to the Spice Islands. Some nights I like to think his spirit could fly south to visit the islands he had been searching for."
Shrug.

quote:

"I do so enjoy the subtle art of the gesture," she notes, "most of the time." (-2 Maria)

You can get some influence from talking about coming a long way.

quote:

"I feel I have come a long way from where I started."
"Do you?" she wonders, "and are you descended from a family of long walkers?"

"Yes."

quote:

"I see," she considers, "then being out here is no great matter to you."
"No."

quote:

"Then you are breaking new ground simply by being here," she notes.
"Actually, I rode a horse most of the way out here."

quote:

"Oh, of course," she says and offers over a chagrined smile. "But what I meant…is not important I suppose." (+2 Maria)
"That depends on your definition of both 'long' and 'walkers'." (If a lawyer)

quote:

"I believe I hear a little rhetoric there," she notes warmly. (+2 Maria)

quote:

The monks stow away the last of the balloon then take their ease in the shade of the packs. The sun continues to rise and slowly bakes the land.

"Will you stay for tea or coffee?" Maria Agustina asks. "I know even my uncle would not mind that and might even join us for a sip."

"Tea would be wonderful."
"Coffee will do fine."
"Certainly. I missed my morning cup."
"I'll pass."

Passing on a drink because you already drank before coming here gives -2 to influence. Saying that you missed your morning cup has her respond "You came straight out to see me? How kind," but still gives a -2 to Influence (probably a copy/paste formatting error). You can turn her down entirely without penalty, but Laura needs a drink.

quote:

"Tea would be wonderful."

"It is a civilized drink. Though I suspect you know that," Maria Agustina then she turns to the nearest Franciscan. "Brother Domingo, I think we shall break for tea."

The brown clad monk nods then steps toward a fire-pit where hot coals lurk.

"While we wait, would you tell me about your pistol?" Maria Agustina asks politely.

"It shoots holes in things."

quote:

"Of course it does. But is there not a great deal more to a tool than its function?" she asks.
"I haven't used it much."

quote:

"That is not what I asked, nor do I note that you have said anything of your skill in the matter," she points out lightly.
"I think not."

quote:

"Come now, this is how conversations unfold. There is a subject and we both speak on it in turn," she says evenly. "If you tell me a little of your sidearm, I shall tell you a little of my saber." (-2 Maria)
It is a Colt Navy Revolver, or Colt Revolving belt pistol of naval caliber if you want to be specific.

If you're Chinese, she acknowledges that you might already be used to drinking tea. You get a different conversation for each of the different guns you could have.

quote:

It is a Colt Navy Revolver, or Colt Revolving belt pistol of naval caliber if you want to be specific.

"A trifle long of a name, and I should know," she says, "what is that engraved along the side?" (+4 Maria)

"The battle of Campeche, it celebrates the victory of the Second Texas Navy there."

quote:

"I see," she says hesitantly. "I remember reading about it when I was a child."
"A little memorial to a battle just a little over twenty years back."

quote:

"Ah, Campeche," she nods, "I recall reading about it when I was a child."

The Navy Revolver has the largest influence boost at +4 for being a fancy artifact, though there's a +2 for the Walker Colt (the big pistol) and the Remington (the quick reload cylinder swap pistol).

quote:

"From the way you talk, you'd get along with Yiska pretty well."

quote:

"Yiska?" (+2 Maria)
"He's this Lawyer and Shoshone... that is to say, Newe in their tongue."
"A lawyer and a native Indian? What an exotic mix," she notes. "I would very much like an introduction when there is time."

"Yeah, he's an Indian fella who knows a lot of different languages from around these parts."
"That does sound interesting, and I do plan to make a study of the local indigenous languages. Especially those based on the Uto-Aztecan branch," she explains. "I would very much like an introduction when there is time."

"Yiska."
"An odd name," she notes.
"I have to say, you are a pleasure to speak with and Amicus Certus In Re Incerta Cernitur." (if a lawyer)

quote:

"Is est Amicus Qui In Re Dubia Re Juvat, Ubi Re Est Opus. And yes, I find your knowledge of Latin most pleasing." (+4 Maria)
"Are you sure you're from Mexico? You talk real good."

quote:

"I had English tutors since before I could walk and when I last sailed, there were several gentlemen of America who enjoyed making my acquaintance," she explains.

Biggest influence boost comes from being a lawyer and bringing up Latin like a total nerd, but you can also talk about Yiska.

quote:

In the distance the whiny of a horse is heard. A pair of riders atop paired white stallions crest the nearby ridge and start down the mountain trail toward the encampment. Maria Agustina glances but briefly in their direction before turning back to you.

"Are you expecting them?"
[quote]"I had been. At least, I suspected they would return. Sooner than later it appears. The one on the left is the bodyguard I brought with me from home. The other…I merely met while traveling," she confides.
"Friends of yours?

quote:

"Friends? One perhaps. The second is the bodyguard I brought with me from home. The first...I met recently while traveling," she confides.
"I'm not going to get that cup of tea, am I?"

quote:

"I am afraid not," she says regretfully, "at least not yet. I have two protectors with me, one of whom I began my latest journey with and another I merely met while traveling. Both prefer coffee over tea, though not for the same reasons."

No matter where you have this conversation, it always ends up here.

quote:

The two men are riders of very different sorts. The first is powerfully built fellow with short, golden hair and a clean shaven beard. Upon his hips ride twin sawed-short shotguns where most men could barely manage a revolver. Furthermore, a long rifle nestles between his shoulder blades and is wrapped in a loose blanket with the grip exposed.

The other is a burly sort going big about the middle. From the foggy gray in his beard he's at least forty and beginning to show it. A single pistol lies holstered at his belt and a rifle is cased alongside a well weathered saddle.

"Allow me to introduce these gentlemen. Firstly, my guardaespaldas Eduardo Lindo Espinosa y Cervantes. And with him is Roger Steele. Marshal Roger Steele," she repeats and catches your eye meaningfully before she turns back to them. "Gentlemen, this is Laura Engels."

Her blond bodyguard merely nods to you just as warily as you'd expect.

The older man dismounts with a slow creak of knee and a hitch to his step, "Well if it ain't a savage playing civilized. I know the trick, so while the lady might like meeting people, I'm gonna have to ask you to move on."

"Hold on, you're a marshal like me?"

quote:

"Older but better looking," Roger Steele says with a wink. "So, you on your way to your county?"

"This is my county. Lander County."
"No, I'm already in my county."
"I won't be moving along. Meeting strangers and looking into things is what a marshal does."

quote:

"You a marshal?" Roger Steele puffs out his mustache. "I don't believe it."

"Believe it. I'm the Marshal of Lander county."
"Doesn't matter what you think, it matters what is."
"Have you got something against Indians?"

quote:

"I don't know, what have you got?" Roger Steele replies. "Besides a toy tin star on your chest."

"It is no toy. I am the Marshal of Lander county."
"Doesn't matter what you think is a toy, it matters what I say it is."
Reveal my tin star.

quote:

"Huh, look at that," Roger Steele puffs out his mustache then eases aside his coat to reveal a tin star of his own. "Its just like mine."

"Yes, because I'm the Marshal of Lander county."
"There is a reason for that; I'm the Marshal of this county."

All roads lead to the same point, where the two marshals clash.

quote:

Steele's eyes narrow as the words leave your lips, "That ain't funny. There's never but one Marshal to a county. Deputies, sure, but there's only one real tin star."

Maria Agustina takes a half step forward, "Perhaps there has been some clerical error, a mundane scratch of the pen that sent the two of you here."

"Doubt it," Steele shakes his head slow but keeps his eyes on you. "More likely, this celestial is impostor."

He reaches with two fingers of his left hand into his breast pocket and extracts a thick sheaf of papers. His other hand doesn't shy from his pistol, "I know all that because I've got the papers to prove I am the rightful Marshal."

A flick sends the papers over to Maria Agustina. Her bodyguard slips off the saddle and interposes himself between both you and Steele as the Condesa/Countessa begins to read. After a moment she runs a finger along the paper and teases at a portion with the tip of a fingernail.

"There is a raised seal and the edging seems crisp. The ink is a rich official blue no older than a year," she notes then turns papers about for your eyes.

The documents are exactly as she indicated. But when you step close to inspect them yourself Steele settles a hand on his pistol, "Those are mine and mine alone."

At the cold tone Carlos stirs from his bit of shade to regard the sudden crowd about his niece with a dark wariness. He stands slow as if stretching, but no one is fooled any more than a cougar could convince an antelope.

"I'll admit. These are a good forgery."

quote:

"Is it?" Maria Agustina wonders. "The respective truth of that is not my affair.

"It is of mine," Steele relates in cold tones as he palms his pistol. "I'll not be called a swindler."

"Hold your temper sir," Maria suggests. "There is no cause for more than words."
"I have my own documents."
"Have you ever seen a marshal's paperwork before?"

quote:

"A point," Maria Agustina agrees. "I am unfamiliar with anything of that nature."

"That don't make her right," Steele notes coolly as he openly lays a palm atop his pistol.

"Hold your temper sir," she replies coolly. "There is no cause for more than words."

quote:

"I have my own documents."

"Of course," she nods and passes the papers back to Steele. "But, alas, this is not my affair."

"It is of mine," Steele says sternly. "I'll see your documents, Engels. When I hold them in my hand, I'll know for certain what your game is."

"You were not willing to let me examine yours at length and so you shall not do so with mine."

quote:

"I'll not have my name blackened," Steele says as he openly palms his pistol and a long moment draws itself out as the two of you face off.

"Hold your temper sir," Maria Agustina suggests. "There is no cause for more than words."
"They're in my office."

quote:

"Then go get them right now," Steele suggests as he openly palms his pistol.

"Hold your temper sir," Maria Agustina suggests. "There is no cause for more than words."

The following scene and its choices only occur if you met Maria and her party outside of town. If she came to see you, it skips this part and goes straight to the talking.

quote:

Maria's bodyguard idly shifts his stance. The twin shotguns at hip a reminder that there is more than enough buckshot for everyone and maybe even the horses. Nearby, Carlos subtly shifts his saber just enough to make certain it won't stick when sliding out of the scabbard.

"I agree. I will get them from my office and you can see for yourself."
Yank my pistol and get to work despite having to face two deadly foes.
Back off, ride off and then get out my rifle.
Take a swing at this 'Marshal' Steele.
"I'll be leaving now, but not because I'm wrong, but because I don't want to see anyone get shot who doesn't have it coming."

The fight with Steele at the start of the chapter is actually one of the hardest fights in the game because unlike other fights it's a 1v3 since Carlos and Eduardo both believe Steele to be the real Marshal and you to be some random assailant. So if you want to kill Steele you have to kill at least one of them.

Taking a swing at Steele gives -20 to Maria and the results depend on your Brawling skill. With 51+ you can floor him but regardless of your skill Eduardo will put a stop to the fight by pointing a shotgun at you. Maria then exlains that she assumes you're both marshals and should be civil to each other, only for Steele to call you an impostor.

If you actually pull a weapon, things get much worse.

Drawing your pistol is an immediate Gunfighting check: 45- and Eduardo blows you away before you can do anything. With 46+ you can choose to either open fire on Eduardo or Steele. Killing Steele results in you getting murdered by Eduardo's shotgun immediately afterwards, while killing Eduardo means Steele still gets a round off, but with 35+ Stamina or Resolve you can keep your senses long enough to finish the fight.

quote:

Plug Eduardo first so that his twin shotguns don't splatter me.

A single rounds puts Eduardo down but as you return your attention to Steele you find his pistol leveled at you. It barks and a round lodges in deep. But you've taken worse and reply with a barrage that sends Steele reeling back as a broken man. You make certain to leave one round for Carlos and catch the Conde de Puebla in mid-step with saber raised for a killing blow and send a shot to shatter his spine. It is all over in seconds. You turn about to find Maria fleeing for the hills with her monks in tow. All that they had brought with them lies strewn about in their hasty departure.

(Law and Order greatly reduced) (-10 Law, -10 Order)

Take it all. (-10 Honor, +10 Wealth)

quote:

There is a lot but thankfully they left you enough mules to carry it all. When you return to town no one dares question you about the mule train or the big silk balloon.
Take the mules and the choicer valuables. (-10 Honor, +5 Wealth)
Take a few valuables, but leave the monks their mules. (-5 Honor, +2 Wealth)
Leave it.

Maria basically stays in the monastery from this point on, and since you murdered her uncle her influence score is set to 0.

If you break out your rifle you find out that Eduardo and Steele have done the same. You can just ride back to town without further commotion or you can actually attack, with a choice to shoot either Steele or Eduardo first. If you target Eduardo first...

quote:

You take aim and fire. The golden-boy bodyguard staggers and his rifle falls from his grasp.

But then another rifle cracks out and you feel something smack into your chest. Blood oozes out and your breath turns wet and turgid. You look over to see Steele with his still smoking rifle sighted in. The barrel flashes and briefly illuminates his wicked grin before everything goes dark.

If you target Steele first you need 50+ Sharpshooting to get him, then 44+ Stamina to survive the running duel with Eduardo.

quote:

Your first round staggers 'Marshal' Steele and the next finishes him off.

Then a rifle round cracks out as Eduardo takes you under fire. The two of you trade shots for what seems forever as you run from cover to cover to try to get a good angle on the other. At last the bodyguard begins to flag and you drop him like a sack of corn.

By then Carlos has long since escorted Maria and the monks to safety but there is a great deal left behind.

Take it all. Especially that balloon. (-10 Honor, +8 Wealth, Maria influence set to 0)

quote:

There is a lot but thankfully they left you enough mules to carry it all. When you return to town no one dares question you about the mule train or the big silk balloon.
Take the mules and the choicer valuables. Leave the balloon. (-10 Honor, +4 Wealth, Maria influence set to 0)
Take a few valuables, but leave the monks their mules. (-5 Honor, +2 Wealth, Maria influence set to 20)
Leave it. (Maria influence set to 30)

If you don't have the sharpshooting skill to get Steel the first time around, the fight goes very poorly.

quote:

Your first round goes wide and then both men return fire. The running battle lasts for what seems to be hours until you Steele finds the range and his rifle rounds zip through the air. You fire back in equal measure but then Eduardo's shadow falls over you and his twin shotguns boom forever in your ears.

Aside from loot and a sense of satisfaction, killing Steele outside of town means that you've effectively ended Chapter 5 in a very short period of time, and you go right to the wrap-up. Unfortunately, Laura doesn't have the stamina to beat Eduardo in a sniping duel, and more importantly, killing him here means that she can't do several other things this chapter (some of which involve murder).

Steele will die, just not this very moment.

quote:

"I'll be leaving now, but not because I'm wrong, but because I don't want to see anyone get shot who doesn't have it coming."

"Much appreciated," Maria says significantly from behind her big bodyguard. (+2 Maria)

"This ain't over," Steele warns. "I got my appointment from Washington, handed over to me by the Governor himself, and I'm betting you didn't have any of that."

"Mine were handed to me by Marshal James."

quote:

"Marshal James?" Steele shakes his head. "He's dead."

The words hit you like a hammer. You can barely ask the obvious question.

"He earned his pine box last year," Steele explains, "after some drifter drilled him in Preston Springs."
Just stare in disbelief.

quote:

"I got it after Marshal James perished out here," Steele goes on to say and the words hit you like a hammer. "He earned his pine box last year after some drifter drilled him in Preston Springs."

If you don't kill Steele then all conversation paths eventually lead to the revelation of the Marshal James' demise and the mystery of this chapter.

quote:

"Sorry, what?"
Stare dumbfounded.
"You must be mistaken."


"I got my appointment because marshals kept dropping like flies out here," Steele explains, "James got a pine box after some drifter drilled him and then the next marshal ran off. Didn't hear what happened to the third, but I didn't need to know."

Maria Agustina looks at you, "I must ask again, who gave you your commission?"

"That seems a good question," Steele puts in then holds up a hand to quiet your reply. "I ain't gonna press on this. Why don't you take some time, figure things out, and we'll talk again."

"A sound idea," Maria Agustina agrees. "Perhaps we could all meet at the nearest hotel then?"

There is nothing to do but mount up and ride on back to Preston Springs. With every jingle of the harness you ask yourself the obvious question. You remember quite clearly the hanging. Indeed, it is something you could never forget; especially how the noose gripped your neck and promised to do far more. The creak of the lever, the thump of the door, and then the long fall that came afterward.

Marshal James was there, waiting for you in the darkness. He promised to look after all you left behind. He gave you a new name and a tin star.

You glance down at the badly tarnished badge. There has been one spot on it since the beginning, a little bit at the edge where blood had lingered too long.

I took his word that he was Marshal James. All I have is my papers and those aren't even in my real name.
Feel the hackles of my neck rise up at the hint of the supernatural.
Whatever is going on, I've got to figure it out.
My position as Marshal is in jeopardy, and I won't let that stand. (if Heartless)

The badge description changes based on your Honor score- at 71+ it's brightly polished, while at 40- it's badly tarnished like Laura's is. The choice here is the player determining what the Marshal's doubts and motivations are. It changes some of the dialogue options a bit.

While murder may be the quickest solution, Laura is still a master of criminal law and a criminal master of law, so it's time to get to the bottom of this. And then murder someone.

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!

LightWarden posted:


While murder may be the quickest solution, Laura is still a master of criminal law and a criminal master of law, so it's time to get to the bottom of this. And then murder someone.

These are often the most entertaining types of murderers. Von Karma types, some might call them. :)

\/\/ Is there anything cool you can do with the balloon if you do steal it?

achtungnight fucked around with this message at 10:49 on Sep 24, 2019

Rogue AI Goddess
May 10, 2012

I enjoy the sight of humans on their knees.
That was a joke... unless..?
Awww, Laura didn't get the cool balloon. :smith:

Heir03
Oct 16, 2012

Pillbug
I'm looking forward to the creative ways you give Steele his due.

LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!
The balloon itself is mostly cosmetic- you can't do anything with it yourself other than sell it, but its presence or absence has an effect in one of the endgame branches.

quote:

There is nothing to do but mount up and ride on back to Preston Springs. With every jingle of the harness you ask yourself the obvious question. You remember quite clearly the hanging. Indeed, it is something you could never forget; especially how the noose gripped your neck and promised to do far more. The creak of the lever, the thump of the door, and then the long fall that came afterward.

Marshal James was there, waiting for you in the darkness. He promised to look after all you left behind. He gave you a new name and a tin star.

You glance down at the badly tarnished badge. There has been one spot on it since the beginning, a little bit at the edge where blood had lingered too long.

I took his word that he was Marshal James. All I have is my papers and those aren't even in my real name.
Feel the hackles of my neck rise up at the hint of the supernatural.
Whatever is going on, I've got to figure it out.
My position as Marshal is in jeopardy, and I won't let that stand.
(if Heartless)

The four options here are for deciding what the Marshal's suspicions or motivations are for this chapter, which change the text in various places. The first one is the suspicion that you encountered someone impersonating Marshal James, the second is the worry that you were recruited by a ghost or revenant, the third wonders if it's a clerical error and the last one is if you're heartless enough that you don't care about anything but stopping this threat to your power. Laura is still one murder away from the heartless tag, so she'll just keep an open mind about getting to the bottom of this.

quote:

Whatever is going on, I've got to figure it out.

The ride back to Preston Springs is a long one that leaves you plenty of time to contemplate. Maybe this is just a clerical error. Marshals were getting killed or run off all the time out here. All it would take is a single delayed message to put two appointments for the tin star into motion. You could both be in the right, but then there is the question about the supposedly dead Marshal James. If he had passed on months ago, then who sent you here?

Your appointment papers are right where you hid them. All nice and tidy, and exactly like the ones Steele has; right down to the raised seal and royal blue ink. They could be identical except for the names.

Ponder what I know.
Ask around a bit.
Seek out Yiska about this. His legal knowledge may be useful.
Go see Preston. The 'Sheriff' probably knew Marshal James.
Go see Carson. He'll make sense of things.
Go see Schmidt. The well traveled Prospector had to have known Marshal James.
Go see Miss Caraway. She or her father probably scraped up against Marshal James once or twice.
Find Tumbleweed Jack. I've got questions for this particular marshal-killing drifter.
Visit the trans-continental telegraph station in Elko.
Head to the lobby of the Grand Haven Hotel and confront Steele with what I know.

The investigation phase of Chapter 5 is about wandering around the town and the county looking for evidence against this new Marshal Steele. Or you can always just skip it and go straight to the Grand Haven Hotel to have a showdown with Steele. Things will probably turn out a little differently. There's a time element too- each action takes at least one turn (and it takes another three to head down to Elko to see Yiska, Tumbleweed Jack or the telegraph station) but the time element is largely irrelevant as far as I can tell- there aren't too many things that actually check it outside of a bit with Preston so it was largely cut.

Anyways, you can always ponder what you know.

quote:

Ponder what I know.

You know you don't know anything yet. Your inquiry has just begun.

Which is nothing at the start of the investigation, but builds up as you collect evidence.

quote:

Go see Miss Caraway. She or her father probably scraped up against Marshal James once or twice.


There are only three places she would be at this time of day. After you poke your head into the Mother-Lode saloon you don't need to check the other two.

At the back table she sits with five cards in hand and a pair of gamblers on the other side. A glittering rush of gold and silver lies between them.

She looks up at your approach and gives a small smile that nearly shatters her cold gambler's veneer, "Hello there Laura. Come pull up a chair and watch me work."

A young, wiry Billy Tate, still rather dusty from travel, slides a small nugget of gold into the pile, "I'll call, with that if I can."

Miss Caraway picks up the piece and gives it the once over, "Very nice. Too big for river work."

"That's cause I got it in the hills," Billy explains. "Does it pass muster?"

"It does," Miss Caraway says then sets down her cards to reveal a pair of aces.

Billy lays out his own cards with a snap; two of spades, three of hearts, four of spades, five and then six of diamonds. A winning straight that lets him gather in the shiny coins and retrieve the nugget too.

"He drew to an inside straight," Miss Caraway says and rolls her eyes. "Can you believe that? Billy, best you get on over to the Grand Haven while your luck holds."

"You got that right. I'm taking Becky out for a walk, maybe get some chocolate and…you know," he says with a grin that just keeps on coming.

Miss Caraway quietly pours herself a consolation whiskey then glances your way.

quote:

"What brings you by Laura?" she asks and doesn't toss back the liquor.

"I've got some questions about a marshal."
"There is something I'd like to talk to you about. Something personal."
"Let me get you another bottle first."
(if you have 1+ Wealth)

quote:

"Do that. Please," she asks and proves to be in a fine humor when you return. (+5 Caraway)

"First of all, how have you been?"
"Just fine, thanks. No new scars anyway," she says and shifts her leg for emphasis.

"Miss Caraway…do you mind if I call you Carrie?"
"I don't mind hearing it from you," Carrie replies with a little shrug.

"Had any luck gambling?"
"Some," she replies, "or at least enough to keep me in whiskey. Even with Billy's big win, I'm fine."

"How's your father?"
"Upset, but I expect you understand that," she notes, "I'll have to see what I can do about taking the edge off that."

"And Hungry Snake?"
"Still shot, but getting better. He says he'll get even. I expect he'll try too." she notes and lets slip a little smile. "Don't think too badly of him for his part in things. He can be a real charmer."

"Let's get down to brass tacks, shall we?"
"If you like," she shrugs and eases to one side.

Calling your companions by their first name requires 71+ Influence, though asking at below that just results in them refusing, but giving +5. The answers about Hartigan and Hungry change depending on the outcome of Chapter 4 including how you handled Hungry Snake and whether or not you reached a deal with Hartigan, and Carrie's lines all change depending on her influence and whether or not you got into a romance with her- with a high influence she's concerned about the Marshal while a low one means she's amused at the prospect of Hungry Snake or Richard Hartigan plotting revenge.

quote:

"Do you remember Marshal Simon James?"

quote:

"Course I do. Hard man. Hard as iron. Except for cards. Man loved a good game of poker," she gives a long nod. "Always liked that about him, took his winnings and his losses as they came."

Carrie looks away a long moment and clears her throat, "he died on New Years day. Can't say I heard the shot, what with everyone shooting to celebrate. But that next morning, Mother Maddy came by to wish him well and…well, there he was. Dead. Sprawled in front of his stove. Cold. Been dead a little lick but you could still move him about. One shot, right to the back. I figure he never saw it coming."

"What happened then?"
Let her talk.

"Ground was frozen, so they couldn't bury him right off. I think they put up a collection for a coffin and JT saw to it from there. When the weather did warm, some of the townies buried him up on Boot Hill, facing east so he could see the sun rise. Afterward…well, we all got back on with things."

"Your father mentioned something about marshals once. Can you tell me more?"
"Well…I like you, Laura," she notes. "But what my father told me ain't for other ears. Sorry."

"Who do you think killed Marshal James?

quote:

"I'd wager a small pile on it being Tumbleweed. He were around town that New Years night I know on account of he stopped in the Mother-Lode. Man had a beer in a cup and then moved on, as sober as it gets. But the next day he were as pale as the rest of us. I figure he did the deed, probably his first time too. That might've been why he drank all night to keep the whispers at bay."

"Whispers?"
"Killing, even if you're in the right, ain't a light thing. Only fools and madmen can joke and prat otherwise. Cause when you pull the trigger, the world changes and you got to accept that," she says with a deep calm. "You're the one who did it. You're the one who lived. All that the other fella had, good and bad, is done."

"Yeah, the first time's the hardest. But it gets easier."
"It does," she agrees with a twinge of regret.

"Have you seen a man who's been about, goes by the name of Steele?"

quote:

"Sure. He's got a tin star like yours. But lots of people pass through," she says then catches your eye and holds it a long moment. "He is just passing through, ain't he?"

"That's a complicated question."
"Is it?" she asks. "Well, that's for you to settle."

Let silence answer her question.
"Oh, is that how it is with him?" she wonders aloud. "Well, no one needs a two left boots if they've just got one pair."
Let her ask a question.
Press on with my end of things.

Carrie's description of Marshal James changes if the (player) Marshal has a pet. Instead of the love of cards, she mentions that he liked cats or mice if the Marshal has one, or that he was afraid of snakes if the Marshal managed to get one in the last chapter. The player's response to Carrie's revelations about Tumbleweed Jack change depending on if the Marshal killed an Upton at the start of the game, talking about how it gets easier if they're guilty, or talking about a guilty conscience if the Marshal is innocent. If she's in a romance with the Marshal she'll actually explain what her father told her if the Marshal swears to keep it off the record-

quote:

"There was a fella over in Elko who wanted the Marshal 'removed'. At least, that's how he put it. Used a lot of words that really meant other words," Carrie says. "It were money, good money, but when my father went to collect, all that was waiting for him were an envelope and a lick of what was promised. I don't know much more than that. Its one of those things he don't want to confide in me on account of him not getting the upper hand in it."

quote:

Let her ask a question.

"Look. My father wants to know your intentions."

"Intentions? Meaning…"
("Not with me," she says as she lightly strokes your arm with a brush of fingers. "With other things. County things." (if romanced))

"Meaning, what are you going to do in this here county?" she asks.

"I think we could come to an arrangement, him and I."

The choices are different depending on if the Marshal has an arrangement with Hartigan or not. Talking about coming to an arrangement improves the existing bargain- either to the first step (someone investigating Elko) if there was no arrangement, to the second step (calling on the band for one day) if it was at the first step, or to the fourth step (a part of the band) if it was at the second or third step (third step was a treasure share). You can also say that the existing arrangement is fine or just cancel the whole thing for a +10 Law and +2 Honor boost.

quote:

"I think we could come to an arrangement, him and I."

"He hoped you'd say that," Carrie says, "and he's willing to meet you halfway so to speak. He knows some people in Elko. Important people who will look after your interests there so you don't have to ride down and see to it yourself. But before we get to details, my father is wondering what you intend for Lander county."

"I intend to make Lander county a paradise." (+2 Law, +2 Order)
"I intend to make Lander County somewhere that no one has to fear criminals." (+3 Order)
"I intend to make Lander County a place of civilized laws." (+3 Law)
"I intend to make Lander County my personal fiefdom." (-2 Law, -2 Order)
"I intend to serve my time here and then leave for greener pastures."
"I don't have any plans."

quote:

"I intend to make Lander County my personal fiefdom."

"That's dreaming big," she notes, "but then that's what dreams are."

(Law and Order slightly decreased) (-2 Law, -2 Order)

With that out of the way you prepare to visit the grave of Marshal James.

Invite Carrie along, just in case.
Go alone.

After visiting Carrie, Dan or Preston you will go check out the grave if you haven't already. If you're with Carrie or Dan you can bring them along with you.

quote:

Invite Carrie along, just in case.

"Of course," she says and that is that.

It isn't a long ways, just out and east away from the river. A little rise amid so many other slopes. Hardly imposing at all except for the numerous grave markers that dot the crest.

No one is being buried today. That is a good thing all around. Several of the crosses have begun to droop though and are in definite need of another nail or two.

"There it is," Carrie says as she points toward the hill. "From what I recall, the Marshal is buried on the back side so he'd have the sun in his eyes at dawn and wake up early. The others, they're on different slopes depending."

"Others?"
"People get buried where their friends think they should go. Unless they…pick out their place. Sometimes they do that," Carrie says with an odd catch in her throat.

"You sound sad."
"I'm thinking about... someone I met," Carrie says with an odd catch in her throat.

Stay quiet and let her talk.
The silence lingers until at last Carrie clears her throat, "Sorry. I was just thinking about someone I knew."

Pick up my pace and get to the hill.

Bringing Carrie along means you get the option of a side conversation, though you could skip it entirely by picking up the pace.

quote:

Boot Hill draws slowly closer but she doesn't seem to be in any hurry.

"Last year, round about this time, Nelly came stumbling into town. She were two steps from the big good-bye. Feet all cut up. Hardly anything but skin and bones.

"She'd been born and raised in Pennsylvania. Coal mines. Dirty work for her father, dirty work for her. Dressed as a boy to get in, don't you see, cause there weren't no sons. But her father got the black lung, coughing lots and sometimes with blood. He was going to die in the dark, but when he heard his little girl give that same rough sputter, well, he packed it all in and left for the west.

"They were heading out to California, gonna do some prospecting and make some money under clear blue skies. He got halfway before he kicked, left Nelly alone with the wagon in the middle of Nebraska. She did pretty well for herself, right up until the Apaches came riding in."

"And then?"
"Then things got bad,"

"Apaches?"
"Yeah, I don't know about that part. Sometimes people just use the only tribe they can remember for everything. Kind of how Belgians get called Dutch and then try to smash a whiskey bottle over your head,"

"I wish all Indians were not so badly bitten as to take out their pain on others." (if Native)
"Yeah, well, some do and though they are few, they're more than enough,"

Let her continue at her own pace.
"She should've had a gun,"

Carrie says and draws in a long breath and settles herself down. "Nelly…she didn't remember what happened, not exactly, only that she got to running and got away. The Indians must've been too interested in looting to worry about scalping. But somehow, despite having nothing, she got here to Preston Springs. Now, I don't have to tell you that it ain't the easiest thing being out here, especially if you're young and got no gun. Some of the local fellas got some ideas and I disabused them of it right quick, God rest their souls. Nelly found a home in the Mother-Lode, what with Mother Maddy always willing to take in strays and me taking pity on her. Took darn near a month to put some meat back on the girl, but we got to talking most nights and…well, I never had a friend like her before, or since."

Her voice quavers and she falls silent for a moment then glances up at the sky, "But winter come and Nelly got the wet cough. Pneumonia I think someone said. We kept her by the fire, gave her soup and biscuits three times a day but it just weren't enough. She passed on and I went out with the others during the thaw and buried her, facing west toward the California paradise she never saw."

Comfort her.

quote:

You lay a hand gently on her shoulder. She grasps it up and holds it a for a moment. Then she methodically wipes away her tears, "I just remembered. It can be a good life out here, but only if I don't weaken." (+5 Persuasion)
"You'd best buck up."

quote:

"Yeah, yeah," she replies and absently wipes at her eyes. "Its a good life, but only if you don't weaken." (+5 Resolve)
Shrug off the sad tale. It is just one of many out here.

quote:

The wind steadily dries her eyes until she once again strides beside you. Even so, she stares into the distance as if the horizon were but a few steps away. (-10 Carraway, +5 Survival)
"I'm sorry she's gone. I'm glad she met you."

quote:

Carrie wipes at a tear and tries to clear her throat but can't quite manage. At last she whispers, "Thank you." (+10 Carraway, +3 Persuasion, +3 Resolve)
"She should have stayed with the Indians. They might have taken better care of her." (if Heartless)

quote:

Carrie gives you a long hard stare. From behind those hard set lips you swear you could hear her teeth grind.

At last she sucks in a breath and hisses out, "We're done." Then she turns on her heel and leaves you to your journey alone. (+5 Intimidate, -20 Carraway, she abandons you for good)

quote:

Loose gravel and sparse grass fall under your Roan's hooves as you start up the slope. A scattering of graves lie ahead. There is an old Indian cairn with tattered remnants of feathers and animal bones, a set of matching plank-markers whose painted faces have long faded and a big stone that is half carved with the face of a cherub to mark the way up.

Your horse whinnies sharply as it nearly stumbles into an empty grave.

Once the beast is back under control, you read the wood plank tombstone above the yawning opening: 'Marshal Eugene James, Born June 4th 1828, Died Jan 1st 1865. A good man never gives up.'

Carrie whistles out in surprise, "Now that, I didn't expect."

There's no body. How can there be no body? (sets doubt to 2- Ghost)

quote:

Uneasy, you dismount with pistol drawn just in case.

Dan does the same, "Yeah, can't be too careful."

Carrie slips down as well and pulls free both her smoke-wagons, "I heard you need to aim for the head of the restless dead."
Someone has stolen the coffin. (sets doubt to 1- James was an imposter)

quote:

You slip on down to the ground and cast your eye all around.

Dan does the same, "That was a lot of good pine what went into it. A nice bit of wall for someone who ain't squeamish."

Carrie does the same as she squints into the distance, "I ain't seeing no tracks. Must've happened a while ago. Maybe we can find the timbers back in town."
Someone dug it up before I could. (sets doubt to 4- You don't care, protect your position)

quote:

You slip on down to the ground and ponder what you don't have and can't get.

Dan casts a wary glance at you, "I think that we should have a talk about the things you can do, and the things you shouldn't." (-5 Schmidt)

Carrie gives a long nod, "You have to see it with your own eyes to really be sure. And there's none of that now."
Of course this couldn't be easy. (sets doubt to 3- Something odd)

quote:

You slip on down to the ground and ponder what isn't where it is supposed to be.

Dan gives a soft chuckle, "Some days I think life's got it in for me. Then I remember that the hardest things are the ones worth doing.

Carrie gives low chuckle, "Yeah, you're the cats-paw of fate alright. Its favorite toy to toss about."
Dismount and take a look at the grave.

quote:

Someone dug it up before I could.

You slip on down to the ground and ponder what you don't have and can't get.

Carrie gives a long nod, "You have to see it with your own eyes to really be sure. And there's none of that now."

Examine the edges of the grave.
There's a good bit of grass grown round the edges, certainly high enough for your horse to nearly stumble into it. There is also a thick grave-moss and a few desiccated mottlegill mushrooms besides. Those dust brown banded caps mean that the grave has been this way for a while, likely since mid-spring else they wouldn't have had water or wood to grow.

Reach into the grave and feel around.
Hard, slick clay slides between your fingers as you poke around. Bits of wood, splinters really, are all around. Then you feel something round. A penny. No, two of them. Each dirty but not rusted.

"Someone left some change behind," Carrie notes absently. "Or they were on the body's eyelids to keep them closed. Corpses will stare at you forever if you let them."

Take a closer look at the grave-marker.
It is a simple piece of wood, carved out of a cottonwood tree. But the name of Marshal Eugene James and his date of death are noticeably more weathered than the epitaph on the bottom. Indeed, 'A good man never gives up' is done up in thick charcoal and not paint at all, with rubbings along the ground that reveal it was added after the grave marker was already long in place.

Enough of this. Head back to town.
"I'll catch up," Carrie says then lopes off over the hill to the west side of things.

It is a thoughtful ride back into town.

Examining the grave gives extra information if you have 46+ Survival, or if you have Dan or Carrie with you, indicating that this grave has been empty for months now. Not much else to do there, but visiting the grave does count as gathering evidence.

Time to check in on the others.

quote:

Go see Schmidt. The well traveled Prospector had to have known Marshal James.

It doesn't take long to find Schmidt in line at the assayers. His little bags of gold dust wait to become a more ready fortune of coins or local script.

The big Prospector idly shifts his feet as the line eases forward. A small sack rests in his mighty hands. His hair is a windblown ruffle that goes right along with dirty nails and mud flecked boots.

He turns as you approach, "I thought I heard a familiar step. Hey Laura, good to see you again."

"Hey Schmidt."
"I need to talk to you about something. Something personal." [Start Romance]
"Good to see you too. You got a bit?"
"Any chance I can chat with you for a few?"

quote:

"Hey Schmidt."

Schmidt steps out of line and settles opposite you, "This doesn't sound like a social call."

"Have you ever heard of a Marshal Steele?"

quote:

"Several of them," Dan says.

"Any from near here?"
[quote]"Nearest would be Phil Steel up in Oregon. After that, Roger Steele out of Texas, though he worked a lot in Arizona," Dan recalls as the line shuffles on.

"Either of them dead?"
"Phil got struck by lightning, fell in a river, and eventually died of pneumonia. Roger retired though, at least that was the word," Dan shrugs. "I think he went over to New Orleans of all things."

"Is Roger Steele still around?"
"Retired, last I heard anyway," Dan shrugs. "Went over to New Orleans of all things."
"Which of them was the most impressive?"
"Asking that about marshals is like asking how big a moon you like," Dan says then gives a little shrug. "They've all got something going for them. Phil could shake off darn near anything, including lightning. The river too, but not the pneumonia. Sam had the quickest hands you ever seen. Roger had a way with people, could ask them to strip naked if he wanted. He retired to New Orleans of all things."

"This one had a bit of a limp."
"That'd be Roger," Dan answers straight away. "He got thrown from his horse during a dust storm while leading a band of settlers to shelter. Broke his leg twice over. I think that were the reason he retired to New Orleans. When it got cold, he said it felt like ice was sliding through his leg."

"Schmidt…can I just call you Dan?"
"Yeah, I'd like that Laura," Dan replies earnestly.

"Ever known a county with two marshals?"

quote:

"It happens," Dan relates as the line inches forward. "One Marshal going out, another coming in. If its a long ride, they sometimes overlap."

"But not two assigned to the same county for years."
"Nope. Not unless someone screwed up the paperwork," Dan says. "That happens too. Someone dies or isn't seen for a while, the wheels of government start grinding."

"If things were bad, or about to get bad…"
"Well, maybe then. But I expect they could just take on deputies," Dan says and scratches his head. "Don't take that as gospel though. I mean, lawman is one job I never held for long. It was all file this and write that. Didn't help that I kept snapping the pens."

"There was a marshal by the name of James. You ever talk with him?"
"Sure. Plenty of times. When they put me up for Sheriff, he came and we emptied a bottle together," Dan recalls. "The things he told me were half the reason I didn't want the job."

"Would you be willing to come to the Grand Haven Hotel when I ask?"
"Yeah. Sure." Dan nods, "Whenever you need me, I'll be there."

"What do you know about the death of Marshal James?"

Dan knows a fair amount about the Marshals in the area, and his dialogue changes depending on whether or not you're in a romance with him.

quote:

"What do you know about the death of Marshal James?"

"Mother Maddy came a calling on him just after New Year. She found him face down on the floor. He'd been shot in the back, probably at midnight when everyone else was shooting off their guns. We buried him out on Boot Hill when the weather broke for a bit. Preston and I sprung for a share of the coffin. Nice little pine box."

"You remember where it is?"
"I've already been out there."
[quote]"Oh, well then, you know how it is," Dan shrugs.

"There's nothing there. Its empty."
"What?" Dan asks and is utterly flabbergasted. "I...why? Who?"

You don't have an answer to that.

"Know anyone who'd steal a body?"
"No. Heck no. Who would want…" Dan begins and then hesitates, "are you saying…that someone stole…why?"

You don't have an answers to that.

quote:

"Now, I have to think—" Dan begins but a sudden ruckus from the front of the line cuts the congeniality to ribbons.

"You're a thief and a liar!" young Billy Tate declares in frothing terms then jabs a black calf skin covered finger at the bald topped assayer. "Its worth twice that!"

"Perhaps to a blind man in San Francisco," the assayer replies coolly.

Between them a pile of gold bits lies on one scale while another holds little led weights. The balance between them is perfect but the fan of local script in the assayers hand seems a little small.

Step forward, see what is the matter.
Stay quiet. This is town business, and the purview of the Sheriff.
Step outside and summon one of Preston's deputies.

While most of the conversations and evidence are the same regardless of which approach you take, there is one decision point that can change things between playthroughs. When you visit Carrie, Dan or Preston the first one usually triggers a different encounter with Billy Tate (I thought he would have appeared when Laura stopped in to visit Carrie, but I believe the grave visit took priority).

You can probably guess how this is going to end.

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achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Kill Billy, Volume .5

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