French Foreign Legion to Invade Wild West Town (1882)

Idea

Stealing the train car is going to be difficult, because you're tied to the rail network. The bandits will need to get the sarcophagus onto something with wheels so they can leave the rail network.
Fortunately, so do the PC's...in Dallas, to move the thing to the next station. I'd hit them there.
The PC's are going to have to get the thing on a wagon and hire a team to pull it.
1. Neutralize the driver...you don't necessarily have to kill him, just Sleep/Charm/Hideous Laugh him.
2. Neutralize the party the same way...but you can use more force. Just don't spook the horses. Fireballs are out, but magic missiles, acid arrows, and summoned monsters should be just fine.
3. Put a new driver in the wagon. Make sure that person has a good Handle Animals score.
4. Cast Expeditious Retreat on the horses. (You may want to eke this out with Bull Strength and Bear's Endurance)
5. Whip the horses up and go like Jehu. DON"T fail your Handle Animal checks. All you have to do is break contact with the party.
6. Get out of sight and disguise the wagon with phantasmal force spells. Recasting them constantly is kind of a pain, but with a cabal of wizards, it ought not to be to difficult.
7. Return the horses and wagon at a later date: somebody can just turn them loose outside of town.
8. Sit tight until the party gets tired of looking for you. This may take a while. Then ship the sarcophagus to you marked "bulk metal goods".
 

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I have no advice regarding train robberies, but I am facinated with your setting. Not to highjack your thread or anything, but could you maybe post just a little bit more about your setting. What books do you use? Do you use standard PHB classes? Any additional classes? How do you explain the whole idea of magic and wierd races in your setting? Just curious, it sounds like a really fun game.
 

direcow said:
could you maybe post just a little bit more about your setting. What books do you use? Do you use standard PHB classes? Any additional classes? How do you explain the whole idea of magic and wierd races in your setting? Just curious, it sounds like a really fun game.

The rules system is a hybrid of D&D and Boot Hill. The town where the story takes place was taken almost verbatim from TSR's original Boot Hill Module BH3 "Ballots and Bullets" by David James Ritchie).

The AD&D variations to the world are outlined as follows:

Background: The game setting is an Alternate Earth in southern Arizona in the 1880's, however this world has some very distinct differences from own Earth history, as this world has all of the standard AD&D humanoid races on it, spellcasting, and the polytheistic religions of an AD&D world rather than Earth’s Judeo-Christian background. Note, although this world his inhabited by the AD&D humanoid races (& centaurs), other mythical animals such as dragons and pegasi are only things of superstition.

Essentially, the different races of this world evolved as follows:

Central & Southern Europe – The lands are primarily Human, whose culture paralleled our own European history. Rather than the Protestant Reformation, this Europe had a similar bloody cultural conflict in the 14th to 16th Centuries, but it was based on Clerical vs. Magic-User magic. World exploration began during this time with a goal of either conquering new lands to spread their doctrine (The pro-mage countries of Spain, Portugal and France), or fleeing persecution (The pro-cleric countries of Great Britain, Italy, Greece, Germany and western Russia. Great Britain, Ireland and Scotland, follow the Celtic Pantheon. Italy and Greece follow the Greek Pantheon. Germany and western Russia primarily follow the Norse Pantheon).

Northern Europe – Scandinavia and Iceland were settled by Dwarves. They were this world’s Vikings, and conducted raids in the 10th to 12th century along north coastal Europe. While Germany and western Russia are still primarily human, they also have dwarvan populations who have greatly influenced these societies, including adopting the Dwarves’ Norse Pantheon as their deities. The Dwarves were the first explorers to the “New World”, establishing fortresses and colonies in Greenland and the Canadian Maritime provinces as early as the 12th century. The California Gold Rush of 1849 brought many dwarven miners down from Canada to prospect for gold.

North America – The native population are High Elves. Their culture resembles that of Native Americans. The only non-elvan race native to the continent is centaurs, whose culture is also similar to Native Americans. Their first encounter with other races was with the Dwarves, who built forts and small towns along the great rivers and lakes of North America, and traded with the Elves, but never sought to establish large colonies or farm the land. The Humans, however, arrived in the 17th century and have been pushing the elves further westward and onto the worst lands. There are a number of different tribes, but they can essentially be broken down into two main factions:

Pacifists: Elves who have taken the approach that these short-lived humans are not threats, so to just try to live with them. Many of these tribes have also taken in human Celts, whose druidic lifestyles were compatible with the Native American Pantheon. The small number of half-elves would be the result from of a union of these two groups.

Warriors: Elves who have finally gotten fed up with being pushed around and driven off their lands. These elves have been using guerilla tactics against the cowboys and ranchers. The United States Army has recently sent in cavalry units to deal with these elves.

South and Central America – The native population are Wood Elves. The pro-magic nations of Spain, Portugal and France have conquered these lands, and treat the native population as little more than slaves. Primarily Wood Elves and some Spaniards populate the politically disorganized land of Mexico.

Africa – This continent is the homeland to the Ogre, Gnoll and Hobgoblin races. During the 17th to 19th centuries, European humans captured Ogres from West Africa, bringing them to Europe and the Americas as slaves. During the years 1861 to 1864 the U.S. Civil War was fought to free the slaves. During the war several Union Army Battalions were formed with Ogre and Half-ogre troops. Many of these units still exist, and are with the Army out west dealing with the warrior Elvan issue.

Northern Asia – This is the land of Orcs and Half-orcs. This world’s Ghengas Khan was an orc. His army invaded Europe during the middle ages, bringing back tens of thousands of human women and children. The section of land comprised of central and eastern Russia, Mongolia, China and Korea are currently populated primarily by half-orcs and orcs. During the 19th century large numbers of these immigrated to California, and much of the railroad construction is being done with oriental orc and half-orc laborers.

Southern Asia – The lands from the middle east to the south pacific are home to the Goblin and Kobold races. Few of these humanoids have left their native lands. The Goblins of India are part of the British Empire, but are currently resisting their rule.

Pacific Ocean – The native populations of these islands are easy-going Gnomes. These gnomish lands have all been claimed by the European Humans, who the gnomes now work for.

Australia – The native populations of Australia are Halflings. Australia is part of the British Empire, which the astute Halflings have readily accepted, enjoying the benefits of being citizens of the Empire. Many Halflings have traveled abroad as British subjects, looking for commercial opportunities.

Antarctica – The southern continent is populated by Giants and Bugbears. They have only recently had encounters with the outside world, with human whaling ships now visiting their lands.

Promise City, Arizona: The town where the story takes place is populated primarily by humans, in all of the traditional western roles (gunslingers, cowboys, ranchers, farmers, saloongirls, wealthy Easterners, etc.). Also in town you will find a few pacifist elves or half-elves, a couple of ogre or half-ogre laborers, and a few opportunistic halflings. The silver mines have a few dwarven prospectors. The nearby railroad line is under construction by half-orc and ogre laborers. High elf tribes of both factions are in the area, and wood elves are not far to the south. Because of the warrior elves the U.S. Army is also not far away, with both humans and ogre soldiers.
 

Silver Moon, thanks for clarifying. I always am a bit leery of alternative timelines that make radical changes, like adding magic or races or relgions, and then say "But its all just like our earth, cept different." Your explination, however, makes it seem well thought out and much more interesting, mainly in acknowledging parrallels with out exactitude (if that makes sense.)


As far as train hijackings go: Alter Self or other disguise spells to infiltrate the car where the PCs are leads to ambush! When things go bad, in come the Legion. Alternatively, assuming magical forms of communication, the French get a poweful ally to ask the owner of the RR to tell the train to be stopped at the next depot for some trumped up reason. Let the PCs sit there and wonder whats going on until its too late.
 

Stormborn said:
Silver Moon, thanks for clarifying.....Your explination, however, makes it seem well thought out and much more interesting, mainly in acknowledging parrallels with out exactitude (if that makes sense.)

Perfect sense. We've gotten a lot of mileage out of the whole clercial-magic vs. wizard-magic divide. I originally came up with the idea just to exclude the Judeo/Christian religion from the game as I've never seen it mix well with other D&D concepts. In my other campaign we now have a preistess from the Greek/Roman church as one of the playing characters and it is working quite well. One unplanned aspect of making the native South and Latin Americans wood elves is that their longer lifespans have also added a new flavor to the game.
 

This is priceless.

One of the playing characters has a background of being from Texas. So I dropped him an email yesterday asking specifically where, thinking that might come into play in tomorrow's game.

He emails back McKinney, Texas, which is around thirty miles north of Dallas. So I start to do some research online about the history of that town, and find that Frank and Jesse James visited their cousin Clem Hill in that town on several occassions. The playing character's last name is also Hill! And in the party's second module they fought members of the James Gang, killing another cousin Cleatus James! (Frank and Jesse were pulling off a bank robbery on the other side of town and escaped). Lots of potential plot elements here!
 

driver8 said:
At the very least you should have a hot air baloon full of a platoon of Aeronatique Legionnaires in the sky over the rails around Dallas. Contacted by the Wizards to meet up with them as escort, theyve now been alerted by magical means to search for the train and intercept.

Well that was very fun! They got off the train south of Dallas and switched to a train heading southwest to San Antonio, then changed to one to El Paso. Fifty miles out from El Paso the Zepplin flies in, scans the train, then hovers over the freight car with the sarcophagus and three party members. The other three party members are in the passenger car, see the Zepplin, and head off towards it atop the moving train.

Two Legionnairs begin to descend down the rope ladder. The cowboys fire their guns killing them, then climb up the ladder. A gunfight follows in the passenger compartment of the Zepplin, the French Mage getting shot first. So it's then six Legionnaires vs. three cowboys, but the cowboys have the advantage of having revolvers instead of rifles in such close quarters. It ends with one cowboy severely wouned, four Legionnaires dead, and two surrendering.

The German pilot is made to land a few miles outside of El Paso. The party leader walks to town and gets the others from the train. The game ended with them loading the sarcophagus onto the Zepplin to now fly back to Arizona.

Not sure what's next, I have a week to plan that out, but the Spanish Military (who came close to stopping them in New Orleans) will probably take another crack at them somewhere in New Mexico.
 

Been doing some research on airships. The first was created by a Frenchman in 1852. That inventor had troubles with later versions due to weight and committed suicide feeling himself a failure in 1882. Count Zepplin was a German General who had advised the US Army during the American Civil War. He launched his first airship in 1897.

I'm assuming that on my world then these two men are collaborating together and the vehicle the party are now flying is the alpha or beta version. They are working on this project together in Mexico as neither France or Germany is practical given animosities from the Franco-German war a decade earlier as well as the two countries having opposite feelings towards wizard and clerical magics. How does that sound?

Magical levitation devices have countered the weight problem, although a one-ton stone casket, five or party members and a pilot would still be too much. The party are currently using a spell to lighten the weight of the sarcophagus but that will run out prior to reaching Arizona, which will force the airship to land somewhere along the New Mexico/Mexico border.

Any suggestions for the Spanish Army's attempt to stop the party? (The French may take another crack at them too).
 
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Silver Moon said:
Been doing some research on airships. The first was created by a Frenchman in 1852. That inventor had troubles with later versions due to weight and committed suicide feeling himself a failure in 1882. Count Zepplin was a German General who had advised the US Army during the American Civil War. He launched his first airship in 1897.

I'm assuming that on my world then these two men are collaborating together and the vehicle the party are now flying is the alpha or beta version. They are working on this project together in Mexico as neither France or Germany is practical given animosities from the Franco-German war a decade earlier as well as the two countries having opposite feelings towards wizard and clerical magics. How does that sound?

Magical levitation devices have countered the weight problem, although a one-ton stone casket, five or party members and a pilot would still be too much. The party are currently using a spell to lighten the weight of the sarcophagus but that will run out prior to reaching Arizona, which will force the airship to land somewhere along the New Mexico/Mexico border.

Any suggestions for the Spanish Army's attempt to stop the party? (The French may take another crack at them too).

Well, depending on what the Spanish army is equiped with, a dispel magic on the zeplin could be an interesting party encounter as the weight suddently increases, forcing it to land in/near an ambush.

Obviously the party needs to find some other mode of transportation, and baring another train, will likely be slower than the spanish. The spanish could let them land unmolested and follow them, perhaps setting up an ambush later on once they're sutibly away from a large town. And if they have some way to counter the weight of the object to a degree, they can move it away from the party at a much quicker rate, especialy if it's an evening ambush.
 

Thanks Bront,
My assumption at this point is that the Spanish will attack them after the balloon has landed. I'll probably have the French following by horseback across the desert.
 

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