Things to Do
by Brandon Thorne
Artwork courtesy of Pinnacle Games
How the posse earns money in Denver (if that's even one of their goals) is going to change from campaign to campaign. However, the issue of pay is one of some importance, and one which may not be as obvious as it should be. Therefore, may the following information help the posse get their well-earned rewards: For those in the "trading business," figure that they'll earn an average of half the going rate for common items, and more for rarer things. Unless characters have a way to get their trade goods at wholesale prices, they'll more than likely end up losing money rather than gaining it. However, Denver's economic situation is such that they may still end up raking in a fortune off of items they paid retail price for. The Item Availability Table, above, can be used to help determine the trader's profits; use the modified cost of the item as the "going rate," and divide it by 2 to find out how much someone will give them for each individual trade item. This is, of course, just a rough guideline, as role-playing and the Marshal's plans will be the real driving forces behind this form of commerce. Other less dependable forms of making money in Denver, such as gambling or hustling, should be run as individual events for the purposes of determining how much money they earn. If the heroes decide to try it as a full-time occupation, just make a few rolls, run the characters through a couple small encounters related to what they're doing, and interpret their profit from there. Places to goOutside of Denver, Cattle and horses are often found mutilated or devoured, and the occasional empty stagecoach careens into town, drawn by frantic horses fleeing the unknown fate of its occupants... As you've probably already guessed, some of the places detailed last article are important for reasons beyond those listed. Denver Pacific Train Station This locale should serve as one of the major places of interest in a Deadlands Denver game; just about anything can happen on its polished tile floors. Its noisy and hectic atmosphere makes it the perfect place for a low-profile meeting. Shady dealings go unnoticed as the crowds churn by, and all manner of interesting characters have a tendency to wind up here. Time spent here is never boring, so the station can easily be used as the start (or end) of many exciting adventures. Also see the "Transportation" section, above, for more info. The Elephant Corral Besides the livestock and supplies, many of the people who frequent the corral also deal in contraband and black market items, from military weapons to strange inventions. Finding something here can be very difficult without the help of the local teamsters, but once their trust is gained, it's only a matter of time before everyone's wagon will be opened for the posse's shopping enjoyment. The Palace Theatre This locale may very well serve as a major part of an adventure in Denver; it's the best place around to get information. The gambling and drinks are also good, but the house has a tendency to cheat at cards, and the booze is a little expensive. St. Mary's Cathedral In a series of secret chambers built below the church, the Neo-Inquisition (described later) holds weekly meetings, plotting their next move against the supernatural. The "extraction of information" is also performed here, leading to a few rumors of ghosts haunting the building. Boot Hill The old Denver Cemetery outside of town is definitely haunted. This patch of unholy ground is home to more than one restless spirit. Folks buried up on Boot Hill don't always stay where they're planted, either. Walkin' Dead occasionally climb out of their graves to cause trouble. This doesn't happen too often - only when something really bad has gone down in town, something bad enough to strike fear into the entire city population... The old Denver Cemetery outside of town is definitely haunted. This patch of unholy ground is home to more than one restless spirit. Folks buried up on Boot Hill don't always stay where they're planted, either. People to SeeMost everyone in Denver has something to hide, Denver's elite being a perfect example... Mayor William J. Barker Sure enough, good 'ole Willy Barker is doing his best to blackmail someone into running for mayor this year. He's had little luck so far, and is more than happy to grease the posse's palms with cash in exchange for any incriminating information they may have about any of Denver's well-to-do residents. (Former) Police Chief McCallin He's back! A couple days after his murder, McCallin awoke in his grave, and began the long climb out. He quickly realized what he was, and decided to make the most of his "second chance" by continuing to fight crime... this time without the law dictating what he could and couldn't do. As a Harrowed, McCallin is quite the formidable foe. He's an experienced lawman, and has also gained the ability of Soul Sight through his undeath. With it, he's able to be judge, jury, and executioner all at once, sentencing criminals to the only jail able to hold them eternally. He does most of his work at night, where his unusual appearance is less likely to be noticed. He has helped reduce crime in the city by a decent margin, mostly due to the rumors of his return rather than his actual crime-fighting. Attribute-wise, create McCallin as you see fit for your campaign. He should be a good match for the posse, if a battle occurs between them for some reason, and should also be able to handle any abominations the posse can. When playing him, consider how he would view the posse; as criminals or crime-fighters. His outlook has become black-and-white, so if he's not with them, he's against them. Bela Hughes The reason for Mr. Hughes' retreat into seclusion is that he hasn't quite "been himself" of late. In fact, Bela Hughes no longer exists as an individual... his body has been under the complete control of a malicious and cunning Manitou for last two years. The critter wiggling around inside Bela has been doing its best to raise the fear level in the city, both through mundane and supernatural means. Although it has no "powers," and is limited by Bela's mortal body, other spirits and abominations know Mr. Hughes for what he is, and will follow his commands to the best of their abilities - usually. The Manitou is aware of the existence of the Reckoners, and considers itself one of their servants, even if its not quite sure what exactly its masters' plans are. Bela is also involved with the Free Auraria Council (see below), supplying them with funds, equipment... and targets. Should the posse catch on to the truth behind Bela and try to stop him, their lives will be in great danger. He has a powerful entourage of gunslingers and hucksters to protect him, and has made an unholy pact with a Night Haunt who serves him as a bodygaurd and assassin. Any fight against Mr. Hughes will be a long and bloody one, worthy of only the heartiest of souls. Edward Chase As suggested last article, Mr. Chase is indeed involved in the darker side of Denver. Most of the smaller, independent saloons and taverns pay him off on a regular basis, and the rest are quickly put out of business by his goons. His grasp extends into both the government and the Denver Pacific Railroad Company, although he is unaware of Bela Hughes' true nature. Pretty much everything that goes on in Denver is in some way connected to Mr. Chase, and he quickly takes an interest in the posse should they become known in the city. He's always looking for a few good men to assist in his many illegal activities, and may try to get the posse on his side if he feels they may accept a business proposition. Otherwise, the posse will most likely be considered a threat, and dealt with appropriately. Bishop Joseph Machebeuf Beyond being head of the Roman Catholic Church in Denver, the Bishop is also an avid abomination hunter. His many eyes and ears throughout the city keep him informed on the latest strange happenings which he and a few close associates then deal with the best they can. The Bishop is a highly intelligent man, and will use the posse to serve his own purposes if he feels he can do it without being publicly involved or risking the secrecy of his private crusade. If the posse is already fighting the forces of the Reckoners, so much the better... Chief Niwot Niwot is the leader of the Indian forces at war with the settlers in Colorado. He led his tribe of Arapahos in the first attack against Boulder. His success gave the other tribes courage enough to fight back for their land and honor. Although a peaceful man by nature, Chief Niwot believes that force is needed to make the settlers see that what they've done to his people is wrong, and he plans on continuing the fight for as long as it takes to accomplish that. Deadlands: Denver Part 1
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