Quests & Side Quests

# Main Quest Line

## Arizona

### Valley's End

Your party originally congregates at Valley's End, AZ. Valley's End is a boring town, mostly populated by local farmers, drunks, and people killing time while they wait to transfer trains. The town, however dead end it may be, still has the provisions you have come to expect: a town doctor, a saloon, a gunsmith and a general store. You're free to wander around the town before taking off, and Ms. [NAME] will give you enough funds to properly furnish up your supplies before hitting the wagon trail.

There will be a few dynamic events to touch on before leaving town, of course.

* The town has an adequately stocked bank. Nothing that will make you rich but will keep your pockets full for a short while. Expect a few guards in the building itself along with the sheriff showing up if you go loud. You'll have to either intimidate or sweet talk your way into the vault, unless you have some explosives to blow it open.
* An investigation of the doctor's shop will reveal some less than legal (and possibly rare) healing items. Maybe threatening him or telling him that you'll visit the sheriff will convince him to let you grab some of them. You could always just break into the doctor's office after hours, just make sure that the doctor is off site if you decide to do that.
* A visit to the sheriff's office will reveal some bounties in the general area. No one particularly dangerous, and the sheriff might even give you a warm up target sitting in the saloon right now. If you ask nicely enough, of course.

Deal with those as you see fit.

Once you're ready to hit the road, get everyone onto the wagon train and start making dust. You'll be stocked up with the essentials for travel in the West, those being...

* Enough tents to accommodate your party
* Supplies to start a campfire
* Supplies to cook, store and transport food
* Materials to craft basic ammunition & throwables

Your trip to Mesa de la Parca will take approximately three days of travel at a moderate pace and a good night's sleep. You'll have the occasional run in with other travelers (One d6 for everyday of travel to determine how many people and a d4 to determine who they are (1= normal traveler, 2=criminal, 3=traveling salesman, 4=quest giver , 5=???, 6=Dealer's Choice)).

What is not up to (not as much) fate is that your path will be blocked on your final day of travel. The DM will note that horses have been roaming the area leading into Mesa de la Parca (and a Perception // Investigation // ??? roll will note that some of them appear to be wearing saddles) Two carts will be blocking the path into the city, with the roll of a d2 determining the path. A young woman will flag you down, telling you that her family was traveling along the trail and broke a wheel. She's asking if you could help her move the carts off the trail.

* D1
	+ It's a trap! You'll be ambushed by a group of bandits looking to do bandit things to your objects! It won't be a particularly difficult fight, but it's not a walk in the woods. You'll have people coming out of the brush on the sides of the road along with a few combatants taking cover in the wagon train. Defeating them will reveal a cache of goodies they ripped off sitting in the wagons along with any supplies you decide to rip off their corpses.
		- Check Successes
			* Great
				+ You hear the sounds of vultures of flying overhead. Noticing that almost tunes you in to the almost overwhelming sounds of insects buzzing, mainly echoing in the covered wagon that you're now noticing has a limp, bleeding human arm hanging out of it. One that someone's dragging back into the darkness.
			* Good
				+ There appears to be a few interruptions in the local flora around the parked carts, rustling around like something is preparing to rustle you. Could be wildlife, could be this girl's traveling partners, but you know it's not nothing
			* Decent
				+ You can't discern anything visually wrong with either of the wagons. The wheels don't appear to be broken and the carts aren't leaning anymore than they should.
			* Bad
				+ That girl sure is pretty!
* D2
	+ It's not a trap!

### Mesa de la Parca

Welcome to Outlaw Country! The Law in Mesa de la Parca was run off years ago leaving the town to be "governed" by Drake Barnabas and his crew. Drake doesn't come out of the mansion overlooking the town that often, given a general paranoia and obsession with finding some hidden treasure in the hills somewhere. Barnabas' hideout is locked down, and will always be a little too well guarded for you to storm with just your party. Of course, that is always an option, but we'll deal with that later.

The town is well populated by all manner of criminal: gang members, murderers, fugitives from the law, moonshiners, tax evaders, so on and so forth. The town has all the amenities that you would expect from a regular settlement: a saloon//hotel, general store, gunsmith, town doctor, a pawn shop, and a merchant specifying in less than legal items. Certain criminal actions are tolerated in the city, and will only result in a bruised ego and an enemy for the night. Charges like murder or repeat offenses will draw the ire of the Drake Barnabas Gang and force some form of retribution, up to and including exile (and execution).

As for dealing with Mr. Barnabas, your team will have a few by-the-book options.

First, you could always just walk up to the mansion and shoot the man in his face. The obvious issue with this approach is that the mansion is well guarded inside and out. It's possible to sneak past them or fight through them, but they are going to be better armed and better manned, so it'll be a near impossible fight, emphasis on near.

Second, you could always play the political game. There are multiple groups vying for control of the city, and all of them will be willing to work with you

## New Mexico

* Off The Rails
	+ Make your way onto the Rail Runner Express and kill The Con Men

## Louisiana

Welcome to American Paradise (or the closest substitute we can offer)! Nouvelle Rivière offers all that the modern world has to offer: modern banking, gambling, semi-legalized prostitution & easily bribable politicians. What else can you ask for? Nouvelle Rivière is currently home to [THE MADAME] and [THE ENFORCER], both working different rackets for different criminal outfits. Deal with them both as you sit fit.

### The Enforcer

The Enforcer is currently working his way through the criminal underbelly, taking oddjobs and contracts from different elements.

## Texas

* The Long Road Back Home
	+ Clean up after the train crash and find civilization
* Skin of Your (Wolves)Teeth
	+ Reacclimate your party in Wolvestooth

* Separating Church & State
	+ Infiltrate cult's camp and kill Wesley Silas

## Colorado

* Red Snow
	+ Find Leo Logan's camp
* Rich Person Ski Camp // Retreat Thingy