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Chapter 1.4 Dead Eddie


Penchant

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The rumor mill has it that Eddie is set up in a town two days out called El Corazon. The word is he moved in and just took over the town. El Corazon was a mining hub for lead and silver until the veins dried up. It had a population of 400 people at it's peak but is more likely a tenth of that now. It's situated on the side of a mountain filled with open mining shafts and boarded up holes of death. There's not much risk of poison gas there, but don't drink the water.

Edited by Penchant (see edit history)
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spacer.pngLucienne 'Lucky Luce' Karsteiner, Marshall

AC 29

Female Occultist (Haunt Collector)

Lawful Neutral

Level 10 Init 2 HP 88/88 DR 0, Speed 20'
AC 29 Touch 14 Flat-footed 27 CMD 28

Fort 11 Ref 8 Will 13 (15 vs enchantments/compulsions) CMB +13 BAB 7  

Fauchard+18 (1d10+11, 18-20/x2) Training, +1 Magic, Trip, Reach, [Adamantine +1 to hit]
Cesti +13 (1d4, 19-20/x2) C. Iron/Alch. Silver


Full Plate Armor Magic +2, Mithril Magic

Full Shield Darkwood

11 Armor, 3 Shield, 2 Dex, 1 Natural, 2 Deflect
 

Str 22 Dex 14 Con 12 Int 22 Wis 12 Cha 8

Spells

0 (*) Detect Magic, Detect Psychic Significance, Ghost Sound, Mending, Mage Hand

1 (7/7) Lead Blades, Shield, Heightened Awareness, Vanish, Liberating Command

2 (6/6) Versatile Weaponry, Bullet Shield, Node of Blasting, Mirror Image, Rope Trick

3rd (4/4) Resist Energy (Communal), Invisibility Sphere, Haste, Slow, Greater Invisibility

4th (2/2) Dimensional Anchor, Scrying, Freedom of Movement, Break Enchantment, Enchantment Foil

Condition  

Constant: Low Light Vision/Darkvision 60'/See Invisible/See Undead/See Unliving

Powers Abjuration 5/6 Divination 9/9 Illusion 2/2 Transmutation 5/6 

Constant (Resonant Powers)

Divination +3 to Perception, Low Light Vision, Darkvision, See Invisibility.

Transmutation Temporary +4 to Strength

Guardian +1 to CMD

Champion +2 to Non Spell Damage

Trappings +3 to BAB with Fauchard

 

Mental Focus Distribution 23/23

Divination 9/9

Abjuration 6/6

Transmutation 6/6

Illusion 2/2

Immediate Action Implement Abilities

Mind Barrier 2pt Cost Absorbs 20pts physical damage. [Lasts one turn]

Energy Shield 2pts Absorbs 50pts of energy damage last 1 minute

Swift Action Implement Abilities

Guardian (Abjuration) 3/3 day 1 rnd = +3 AC, Con checks, Fort saves/Reflex saves. [Lasts 1 rnd]

Champion (Illusion) 3/3 day 1rd = +3 on attacks, non-spell damage rolls, Str checks, Str skill checks, Fort saves. [Lasts 1 rnd]

Mind Barrier (Abjuration) 1pt Cost Absorbs 20 pts physical damage [Lasts 1 rnd]

Sudden Insight (Divination) 1pt Cost +5 insight on one ability check, attack roll or skill check [Lasts 1 rnd]

Energy Shield (Abjuration) 1pt 1 min absorbs 50pts of energy damage

Standard Action Implement Abilities

Aegis Abjuration 1pt 1 min +2 Armor Powers

Mind's Eye Divination 1pt 10 minutes Create an invisible magical sensor

Minor Figment Illusion 1pt 10 minutes Ghost Sound/Minor Image

Legacy Weapon Transmutation 1pt 1 minute +2 power bonus

Quickness 1pt 10 rnds haste +2 dodge bonus +2 to hit +2 to reflex saves +1 attack at full bonus

Mind over Gravity 1pt 10 minute Fly 60' perfect maneuverability

 

Spells: 1st 7/7 2nd 6/6 3rd 4/4 4th 2/2 

Spells

0 (*) Detect Magic, Detect Psychic Significance, Ghost Sound, Mending, Mage Hand

1 (7/7) Lead Blades, Shield, Heightened Awareness, Vanish, Liberating Command

2 (6/6) Versatile Weaponry, Bullet Shield, Node of Blasting, Mirror Image, Rope Trick

3rd (4/4) Resist Energy (Communal), Invisibility Sphere, Haste, Slow, Greater Invisibility

4th (2/2) Dimensional Anchor, Scrying, Freedom of Movement, Break Enchantment, Enchantment Foil

It occurs to Luce that the company is in dire need of some appropriate transport. The boss' vehicle would serve for a spell but clearly was not up to the task, having neither armor, nor weapons, nor storage space, nor a brig, nor a roof. She thanks the boss nonetheless. She then looks over the warrant board one more time wondering if anyone there had a ship that they could use legal forfeiture on. That was, to her mind at least, the primary consideration in choosing their next assignment.

Quietly, she ponders what she knows of the place's history, considering herself to be something of an expert in that department.

Edited by Starhawk (see edit history)
Name
History with point of sudden insight
31
1d20+24 7
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Ilya

Ilya with her rifleAs part of their preparations, Ilya recreates her mystical protective link to include Luce (again) and Diesel - assuming Diesel shares with her his date of birth, something she claims she absolutely needs for her powers to work.
She's limited to two people, so Marshal stays out of it for now.
The incantation is different every day, for it depends on the horoscope she draws. Today's:
"Junius' star enters the 8th House, and will counteract the entropic ambitions of the Unsullied Comet. May your path veer away from the 2nd quadrant."
 

Statblock

Ilya

HP: 68/68
Init: +4, Perception: +20
AC: 28, TAC: 22, FFAC: 23
Fort: +8, Ref: +14, Will: +15, CMD: 28
Speed: 30ft

Deadly Shot: +22 vs touch AC (1d10+10/x4, bleed 3) -- range 160ft (320ft with Sniper's Aim)
+3d6 if expend MF
Intercept: +18 vs touch AC (1d10+10/x4, bleed 3) -- range 160ft (320ft with Sniper's Aim)
+2 / +1d6 vs Humans

[X] Martial Focus

17/20 SP

Active buffs: Sense Magic 45ft, Sniper's Eye, Tremorsense 45ft

Mystic Warding: Diesel, Lucienne

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Marshal Marshal Berringer                                                                                                                                                            Character Sheet

Marshal2.jpg.dcbe354fd3bf06ba65ccdd652d8753d2.jpg

As they made their decision to go after the wanted dead, Dead Eddie, Marshal had an opportunity to talk shop with his new colleagues and explain to each how he could help enhance their abilities.

Admiring Ilya's rifle he had commented his own was a secondary weapon that he typically used with magical aiming aids in an appropriate situation.

Marshal had known a few abandoned mines in his time. Nasty treacherous places, with the constant threat of collapse and dangerous footing, especially if there was any water seepage making rock slick. The tunnels unlikely to suit either Ilya's ranged ability or his own expertise with explosives which he remarked on as they made their arrangements.

Marshal was comfortable with his crafting conversations amongst peers, it was obvious though every time he talked to the judge he almost had to physically control himself to stop automatically saluting. He shouted ex-military as if he had a bullhorn. Still he became almost enthusiastic as the preparations progressed, as if acceptance of his position made him slowly content with a decision he had made.

 

Edited by Thramzorean (see edit history)
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Dayv

Diesel2.png.f8f2381c90bef6e9813c60a7c99eeadf.pngDayv stood beside the new vehicle, kicking the wheels and checking under the hood. "Yeah, this will do," he said turning to the others with a smile. He gestured to the vehicle with a doff of his cap, "Your chariot awaits. Hop in, strap up and let's ride."

He accepts whatever hoodoo Ilya performs and gladly proffers his date of birth. He doesn't know anything about where they are headed but is ready for the challenge.

 

OOC and Actions

Dayv-------------------------
HP: 98 (98 base)
AC: 20 (10 base, +4 DEX, +2 armor, +1 dodge, +1 natural, +2 deflect)
Initiative: 8

===== Reactions =====


===== Actions =====
 

Ongoing Effects and Daily Use Things

Ongoing Effects:
Mystical Warding from Ilya

Remaining Resources:
 
Potions:
 
Items:
10 Greater Burrowing Bullet
 

 
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Aside from the basic information that Luce was able to rattle off the top of her head, she concentrates and with a small use of her power she gleans more information about the mountain top. It was once the home of a tribe of Lizardfolk. They held the mountain as sacred believing that a great power lie within. Once silver was discovered, they were set upon by miners and eventually chased off their homestead. They exist as one of the many tribes of nomads that inhabit the wastes now. There was some exploration by Imperials to see if there was anything to the superstition, but nothing was found. There is also a story that a shipment of silver never made it back to the Company. A few men were hanged on suspicion of making off with it, but they never confessed and it was never found.

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Marshal Marshal Berringer                                                                                                                                                            Character Sheet

Marshal2.jpg.dcbe354fd3bf06ba65ccdd652d8753d2.jpg

"So... there could be any number of reasons our dear Dead Eddie decided to hang out in El Corazon," Marshal mused as Luce commented on her obvious area of expertise.

"What's the plan? Just blow into town? Or do we try and sneak up on the mines from the wilderness and observe a bit before making a direct move?"

Marshal glanced around at the other Marshals curious as to their intentions. While he was talking Marshal had taken a moment to work through his magical backpack taking time to check some inventory.

 

Edited by Thramzorean (see edit history)
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spacer.pngLucienne 'Lucky Luce' Karsteiner, Marshall

AC 29

Female Occultist (Haunt Collector)

Lawful Neutral

Level 10 Init 2 HP 88/88 DR 0, Speed 20'
AC 29 Touch 14 Flat-footed 27 CMD 28

Fort 11 Ref 8 Will 13 (15 vs enchantments/compulsions) CMB +13 BAB 7  

Fauchard+18 (1d10+11, 18-20/x2) Training, +1 Magic, Trip, Reach, [Adamantine +1 to hit]
Cesti +13 (1d4, 19-20/x2) C. Iron/Alch. Silver


Full Plate Armor Magic +2, Mithril Magic

Full Shield Darkwood

11 Armor, 3 Shield, 2 Dex, 1 Natural, 2 Deflect
 

Str 22 Dex 14 Con 12 Int 22 Wis 12 Cha 8

Spells

0 (*) Detect Magic, Detect Psychic Significance, Ghost Sound, Mending, Mage Hand

1 (7/7) Lead Blades, Shield, Heightened Awareness, Vanish, Liberating Command

2 (6/6) Versatile Weaponry, Bullet Shield, Node of Blasting, Mirror Image, Rope Trick

3rd (4/4) Resist Energy (Communal), Invisibility Sphere, Haste, Slow, Greater Invisibility

4th (2/2) Dimensional Anchor, Scrying, Freedom of Movement, Break Enchantment, Enchantment Foil

Condition  

Constant: Low Light Vision/Darkvision 60'/See Invisible/See Undead/See Unliving

Powers Abjuration 5/6 Divination 9/9 Illusion 2/2 Transmutation 5/6 

Constant (Resonant Powers)

Divination +3 to Perception, Low Light Vision, Darkvision, See Invisibility.

Transmutation Temporary +4 to Strength

Guardian +1 to CMD

Champion +2 to Non Spell Damage

Trappings +3 to BAB with Fauchard

 

Mental Focus Distribution 23/23

Divination 9/9

Abjuration 6/6

Transmutation 6/6

Illusion 2/2

Immediate Action Implement Abilities

Mind Barrier 2pt Cost Absorbs 20pts physical damage. [Lasts one turn]

Energy Shield 2pts Absorbs 50pts of energy damage last 1 minute

Danger Sight 1pt 1/2 level (+5) insight bonus to AC/Saves for 1 turn

Swift Action Implement Abilities

Guardian (Abjuration) 3/3 day 1 rnd = +3 AC, Con checks, Fort saves/Reflex saves. [Lasts 1 rnd]

Champion (Illusion) 3/3 day 1rd = +3 on attacks, non-spell damage rolls, Str checks, Str skill checks, Fort saves. [Lasts 1 rnd]

Mind Barrier (Abjuration) 1pt Cost Absorbs 20 pts physical damage [Lasts 1 rnd]

Sudden Insight (Divination) 1pt Cost +5 insight on one ability check, attack roll or skill check [Lasts 1 rnd]

Energy Shield (Abjuration) 1pt 1 min absorbs 50pts of energy damage

Standard Action Implement Abilities

Aegis Abjuration 1pt 1 min +2 Armor Powers

Minor Figment Illusion 1pt 10 minutes Ghost Sound/Minor Image

Legacy Weapon Transmutation 1pt 1 minute +2 power bonus

Quickness 1pt 10 rnds haste +2 dodge bonus +2 to hit +2 to reflex saves +1 attack at full bonus

Mind over Gravity 1pt 10 minute Fly 60' perfect maneuverability

 

Spells: 1st 7/7 2nd 6/6 3rd 4/4 4th 2/2 

Spells

0 (*) Detect Magic, Detect Psychic Significance, Ghost Sound, Mending, Mage Hand

1 (7/7) Lead Blades, Shield, Heightened Awareness, Vanish, Liberating Command

2 (6/6) Versatile Weaponry, Bullet Shield, Node of Blasting, Mirror Image, Rope Trick

3rd (4/4) Resist Energy (Communal), Invisibility Sphere, Haste, Slow, Greater Invisibility

4th (2/2) Dimensional Anchor, Scrying, Freedom of Movement, Break Enchantment, Enchantment Foil

Luce ponders this for several seconds, then.. "A necromancer is no paltry opponent, but the big problem is, he can delay us with meat barricades while he scarpers. His undead are expendable. We can be subtle though. I can render us all invisible for a short time. I can also hide us in a rope trick space for a time, but when all is said and done we will have to go room to room clearing it. I can assist with that as well. Lots of minions is the realm of big area damaging spells.. and that's not me."

"Ideally, the thing is to find out where he is and strike at him directly, cutting the head off the snake. I don't mind fighting our way out through all his pissed off minions."

Edited by Starhawk (see edit history)
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Sam had been in a mood and it had kept him quiet and chewin his thoughts something fierce and by the time he realized he’d been rude to his fellow marshals he was already minutes into picking his nails in public, and in the presence of the fairer sex no less. Sam had lived a hard long dark life and paid his tithe to the reaper in advance but he’d worked long and hard and found his faith to pull himself out of a dark place. That salvation didn’t mean he was passed that darkness though. It just meant the stars guided him through it. He was no longer lost. That didn’t mean he didn’t have to sit and stew in it sometimes though. Couldn’t be helped.
 

Sam shook his head wiped his folding knife on his pant leg and slid it into his pocket before taking his gauntlets from his belt and pulling them taunt the leather creaking. He reached behind his breast plate and into a breast pocket retrieving a toothpick which he rolled between his fingers as he rolled over the predicament as presented. He straightened a bit and tucked the toothpick into his mouth as he cleared his throat a bit and spoke his voice momentarily hoarse before loosening to normalcy as he talked, “As per usual the lovely Luce has quite the handle on our current situation. And a good tactical acumen as well if I might add. However I will add that reconnaissance and intelligence will win a fight before it’s fought so advise we get to doing us a bit of scouting as our friend Marshal has suggested. Though once we know what there is to know then I do agree with Luce. We set the scene and we take the shot, cut the head from the snake. We just can’t do it blind. Not with the numbers this deviant could bring to bear.”

 

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Dayv

Diesel2.png.f8f2381c90bef6e9813c60a7c99eeadf.png"I happen to have a good rapport with the local downtrodden. Once in town I just suggest you all treat me as a driver and I can hit the saloon or what have you and dig up some rumors."

 

OOC and Actions

Dayv-------------------------
HP: 98 (98 base)
AC: 20 (10 base, +4 DEX, +2 armor, +1 dodge, +1 natural, +2 deflect)
Initiative: 8

===== Reactions =====


===== Actions =====
 

Ongoing Effects and Daily Use Things

Ongoing Effects:
Mystical Warding from Ilya

Remaining Resources:
 
Potions:
 
Items:
10 Greater Burrowing Bullet
 

 
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Marshal Marshal Berringer                                                                                                                                                            Character Sheet

Marshal2.jpg.dcbe354fd3bf06ba65ccdd652d8753d2.jpg

"Would it be worth splitting up?" Marshal asked. "Dayv's an unknown in the Wastelands and might have more chance as a single operative to dig up information in town than a bunch of heavy weights driving in. I don't know about the rest of you, but unfortunately the undercover agent role is not really my thing."

 

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Ilya

Ilya with her rifle"I couldn't go undercover if I tried" Ilya pats her favourite rifle, which is pretty noticeable and which she has no intention of ever leaving behind.

When she imagines trying to obtain information, all she visualizes is her barging in and demanding to know if anyone has seen undead... She stifles a smile.

"But I can be the bad cop if we need one, and I have pretty good hearing and 'people judgment', so I can enter saloon separately to be there to provide support if needed.

Though if I'm honest my favourite setup is 'nearby rooftop and blow bad people to bits', but of course that require knowing where the perps are.

Basically, yeah, I'm fine with letting Dayv do his thing."
 

Statblock

Ilya

HP: 68/68
Init: +4, Perception: +20
AC: 28, TAC: 22, FFAC: 23
Fort: +8, Ref: +14, Will: +15, CMD: 28
Speed: 30ft

Deadly Shot: +22 vs touch AC (1d10+10/x4, bleed 3) -- range 160ft (320ft with Sniper's Aim)
+3d6 if expend MF
Intercept: +18 vs touch AC (1d10+10/x4, bleed 3) -- range 160ft (320ft with Sniper's Aim)
+2 / +1d6 vs Humans

[X] Martial Focus

17/20 SP

Active buffs: Sense Magic 45ft, Sniper's Eye, Tremorsense 45ft

Mystic Warding: Diesel, Lucienne

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spacer.pngLucienne 'Lucky Luce' Karsteiner, Marshall

AC 29

Female Occultist (Haunt Collector)

Lawful Neutral

Level 10 Init 2 HP 88/88 DR 0, Speed 20'
AC 29 Touch 14 Flat-footed 27 CMD 28

Fort 11 Ref 8 Will 13 (15 vs enchantments/compulsions) CMB +13 BAB 7  

Fauchard+18 (1d10+11, 18-20/x2) Training, +1 Magic, Trip, Reach, [Adamantine +1 to hit]
Cesti +13 (1d4, 19-20/x2) C. Iron/Alch. Silver


Full Plate Armor Magic +2, Mithril Magic

Full Shield Darkwood

11 Armor, 3 Shield, 2 Dex, 1 Natural, 2 Deflect
 

Str 22 Dex 14 Con 12 Int 22 Wis 12 Cha 8

Spells

0 (*) Detect Magic, Detect Psychic Significance, Ghost Sound, Mending, Mage Hand

1 (7/7) Lead Blades, Shield, Heightened Awareness, Vanish, Liberating Command

2 (6/6) Versatile Weaponry, Bullet Shield, Node of Blasting, Mirror Image, Rope Trick

3rd (4/4) Resist Energy (Communal), Invisibility Sphere, Haste, Slow, Greater Invisibility

4th (2/2) Dimensional Anchor, Scrying, Freedom of Movement, Break Enchantment, Enchantment Foil

Condition  

Constant: Low Light Vision/Darkvision 60'/See Invisible/See Undead/See Unliving

Powers Abjuration 5/6 Divination 9/9 Illusion 2/2 Transmutation 5/6 

Constant (Resonant Powers)

Divination +3 to Perception, Low Light Vision, Darkvision, See Invisibility.

Transmutation Temporary +4 to Strength

Guardian +1 to CMD

Champion +2 to Non Spell Damage

Trappings +3 to BAB with Fauchard

 

Mental Focus Distribution 23/23

Divination 9/9

Abjuration 6/6

Transmutation 6/6

Illusion 2/2

Immediate Action Implement Abilities

Mind Barrier 2pt Cost Absorbs 20pts physical damage. [Lasts one turn]

Energy Shield 2pts Absorbs 50pts of energy damage last 1 minute

Danger Sight 1pt 1/2 level (+5) insight bonus to AC/Saves for 1 turn

Swift Action Implement Abilities

Guardian (Abjuration) 3/3 day 1 rnd = +3 AC, Con checks, Fort saves/Reflex saves. [Lasts 1 rnd]

Champion (Illusion) 3/3 day 1rd = +3 on attacks, non-spell damage rolls, Str checks, Str skill checks, Fort saves. [Lasts 1 rnd]

Mind Barrier (Abjuration) 1pt Cost Absorbs 20 pts physical damage [Lasts 1 rnd]

Sudden Insight (Divination) 1pt Cost +5 insight on one ability check, attack roll or skill check [Lasts 1 rnd]

Energy Shield (Abjuration) 1pt 1 min absorbs 50pts of energy damage

Standard Action Implement Abilities

Aegis Abjuration 1pt 1 min +2 Armor Powers

Minor Figment Illusion 1pt 10 minutes Ghost Sound/Minor Image

Legacy Weapon Transmutation 1pt 1 minute +2 power bonus

Quickness 1pt 10 rnds haste +2 dodge bonus +2 to hit +2 to reflex saves +1 attack at full bonus

Mind over Gravity 1pt 10 minute Fly 60' perfect maneuverability

 

Spells: 1st 7/7 2nd 6/6 3rd 4/4 4th 2/2 

Spells

0 (*) Detect Magic, Detect Psychic Significance, Ghost Sound, Mending, Mage Hand

1 (7/7) Lead Blades, Shield, Heightened Awareness, Vanish, Liberating Command

2 (6/6) Versatile Weaponry, Bullet Shield, Node of Blasting, Mirror Image, Rope Trick

3rd (4/4) Resist Energy (Communal), Invisibility Sphere, Haste, Slow, Greater Invisibility

4th (2/2) Dimensional Anchor, Scrying, Freedom of Movement, Break Enchantment, Enchantment Foil

Luce ponders then.. "Well Dayv, you should have 'back up' on hand. Give me twenty minutes nursing a drink in the establishment, sans marshall badge.. incognito, before you wander in and do your stuff?", she murmurs, doing her usual 100% unruffled 'I never speak loudly or quickly' thing.

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Dayv

Diesel2.png.f8f2381c90bef6e9813c60a7c99eeadf.pngHe tips his hat, "That sounds mighty fine to me. Let's not waste any more time. We got a dead man to...make deader?"

As Luce enters and goes about setting themselves up, Dayv checks all of his various weapons hidden on his person. It seems to be similar to a ritual or habit. He even checks himself to ensure he looks well traveled enough.

Once it has been time he would stroll into the local watering hole with the friendliest smile he could muster, takes off his hat, and approaches the bar.

 

OOC and Actions

Dayv-------------------------
HP: 98 (98 base)
AC: 20 (10 base, +4 DEX, +2 armor, +1 dodge, +1 natural, +2 deflect)
Initiative: 8

===== Reactions =====


===== Actions =====
 

Ongoing Effects and Daily Use Things

Ongoing Effects:
Mystical Warding from Ilya

Remaining Resources:
 
Potions:
 
Items:
10 Greater Burrowing Bullet
 

 
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The party parks the Scooby Van just outside of town. The place is a ramshackle collection of buildings that have seen better days. Two towers stand at the back of the town: the lift houses of mine elevators. A large building is clearly visible at the end of the main street, a combination saloon and hotel (and likely other things). While the rest of the place looks like a ghost town, there is life to this establishment. Luce makes her way down the avenue while Dayv hangs back and bides his time. Ilya climbs the nearest building so she can have a view of the town without getting into it proper (She does notice that the buildings along the main street share common walls with only a few narrow streets between them).


As she gets closer, Luce can hear the warbling tunes from a Jukebox coming from inside the saloon. She doesn't see any faces in the doors or windows of the buildings she passes. There are a few iron horses parked outside the saloon as she steps up onto the boardwalk. A pair of double saloon doors stands in front of her and she casually moves in. As she passes the doors and they swing to and fro behind her, her eyes adjust to the dim interior. There are about a dozen people inside sitting at tables with about half of them gathered around a poker table. A barkeep cleans mugs behind the bar. She's about to waltz in when the entire bar turns to look at her. Her feet are frozen in place. They all stare at her with blazing red eyes. Their skin is dessicated and torn.

Every one of them... is a wight.

 

A wight at the poker table laughs and lays his cards face down on the table. He leans back and says, "Welcome, welcome! Come in and belly up to the bar. Have a drink on the house! Stay a while. 'Cause you ain't ever leavin'."

 

image.jpeg.6b0d78a963bbfd10abf927d3778f4569.jpeg

 

A couple of patrons start easing revolvers out of their holsters while others rake their taloned hands across the wooden tables.

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