Ace-High PLAN

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## A brief description of the Island

### **The Island of Larkwater**

Larkwater is a small island southwest of the Cyrenian Mainland. It is a dry hot and mostly baron desert island. Oldest recorded documents of discovery for the island date back to 103 D.F. when Aurelian prisoners were exiled from their homeland to go find their own way in life and somehow ended up there. Over the years, people would start families, built communities and eventually discover the heap of raw materials on the island that would allow them to make gunpowder and then weapons such as guns and cannons, however the first was preferred. Horses would be the chosen method of transport for most. Due to the deep-rooted history of crime and mischief, gangs and outlaws would run rampant and no real authority was ever established, only the defence of locally elected sheriffs/marshals could try to maintain some level of order in communities. It was wild, untamed and truly free.

### **Pier’s Edge**

Pier’s Edge is a near coastal town, being a common first place that foreigners and alike would discover if they came across Larkwater. The town had more to offer than most settlements on the island, quite a few bars/saloons, a doctor, general store, tailor, stables and more.

·        The town’s law and order was spear headed by **Marshal Hank Carson** and soon followed by his deputy **Jordan Locke**.

·        The most popular saloons the town has to offer are The Tumbling Weed and High Roller’s, with the latter being quite the gambler’s heaven.

·        **Doctor Harakai**’s Miracles & Tonics is the one stop place to go for all your medical supplies.

·        If a fit is what you need then Mr **Trelawny’s Personal Tailors** is mostly open for business.

·        There are also the town’s stables, ran by **Ronnie Elman** where horses and some other livestock can be obtained.

**The Lead Slingers**

The lead slingers are an outlaw gang led by **'Bale Eye' Jackson**. They're notorious for raiding the town of Pier's Edge and other settlements in the area. They will take what they want, when they want. They're planning to attack the town of Pier's Edge once and for all, and try to overthrow the law and turn it into their own haven of chaos, pupating it for their own profits and gain.

## Act I - The Poker Game

*The year is 17 D.F. The world is a very different place to what we're all familiar with. A war rages in the land that is soon to be Aurelius, and the fast expanding and superpower to be Cyrene is in the peak of it's golden age. However, this story takes place on a small desert island west of Cyrene called Larkwater. Not yet taken by Cyrene, the island thrives off of a man's freedom to determine his fate, to do what he wants and make his own way. A few decades ago, the people of the island discovered the resources and facilities to make massive advancements in technology such as firearms and early machines. On the north eastern coast of Larkwater, lays the popular town of Pier's Edge, a centrepiece of the island for trade, law and tourism.*

This tale begin in the High Roller's Saloon. It's a spacious saloon with a rustic Western charm. The interior is adorned with wooden beams, worn-out floorboards, and walls decorated with faded vintage posters and poker-themed artwork. Dimly lit lanterns hang from the ceiling, casting a warm, golden glow that adds to the ambiance. A large central table serves as the dedicated poker area, where the ongoing game is taking place.

The bar area is well-stocked, displaying an array of glass bottles filled with various types of spirits and liquors. The shelves behind the bar showcase an assortment of whiskey, bourbon, and other classic Western drinks.

"That's it, I fold".

Beckett says as he throws his cards into the centre of the table. This game has gotten too high stakes for this man to keep up.

Ongoing is currently a poker game involving the characters, **Bucktooth Larry** & **Murphy Shires**.

"Ace-High, you lose buckos".

Eventually, Murphy will win the game, no matter how well the players play the game.

Perceptive players will note that another stranger in the corner of the room is wearing a red sash, similar to Murphy's.

The players will lose nearly all their gold to this poker game, and probably be pissed off.

If the situation grows crazy, the players could be kicked out or the Marshal might get called over to defuse the situation or maybe a fight may even break out.

### The Envelope

One of the gang members will have a envelope containing a letter, it reads:

*Tomorrow, we take Pier's Edge for ourselves, the Law finally crumbles to the Lead Slingers! Meet me and the rest of the gang on the Main Street at high-noon - 'Bale Eye' Jackson.*

## The Town of Pier's Edge

### Outside

The Sheriff’s Office can be seen, seemingly closed at this point. **Trelawny’s** Personal Tailors can also be seen. **Doc Harakai’s** Miracles & Tonics is also on the Main Street. Further down the road to left is the Town Stables.

* Pier's Edge main street at night is lit by flickering gas lamps.
* Saloons spill out patrons, creating a lively and rowdy atmosphere.
* Horse-drawn carriages and riders traverse the muddy street.
* Saloon windows emit light, revealing card games and billiards.
* Aromas of whiskey and food waft through the air.
* Vendors set up stalls, offering handmade trinkets and produce.
* Stray dogs roam the streets.
* There is a sense of camaraderie among the townsfolk.

The team will be approached by the Marshal, who asks them if they know anything about the Lead Slingers and their whereabouts.

### Sheriff's Office

It's a small office, mostly worn down and used purely for utility. **Marshal Hank Carson** has been the town's authority figure for over 35 years. **Jordan Locke**, a young deputy who recently joined Carson, is talking with the old Marshal about plans to go stop the Lead Slingers once and for all. He seems eager, like a young buck would be. Hank shares his sentiment but doesn't have enough information to go find them at this time.

Carson will say that they know that the gang are hiding in Crow's Canyon but they don't have enough information to discern exactly where.

They can provide a map of the North Eastern region of Larkwater should the player's request it.

#### The Wanted Poster

A Wanted Poster for 'Bale Eye' Jackson can be found or requested, it reads:

*WANTED DEAD OR ALIVE: 'BALE EYE' JACKSON - 100 SILVER ON COMPLETION. LAST SEEN RIDING TOWARDS CROW'S CANYON.*

*Description: 'Bale Eye' Jackson is the notorious leader of the outlaw gang known as the Lead Slingers. Wanted for numerous crimes including robbery, assault, and murder. He is a tall, rugged man with a distinctive scar running across his left eye. Known to be armed and extremely dangerous. Approach with caution.*

*Last Known Location: Crow's Canyon, north of Pier's Edge.*

*Reward: 100 silver coins upon successful capture or confirmation of death.*

#### Locke's Secret

Locke is actually a member of the gang put in place to get the Marshal killed. To overthrow the law from within. His eagerness to get Hank to go confront them is to get him in danger. He will not want the player's help but Hank will overrule his decision.

### High Rollers

Managing the bar and building is hostess and owner **Moxxi LeCross**. She's a notorious figure in the town for many reasons, one for being the owner of such a gambler's pit like High Rollers, and the other for seemingly getting around a lot with men (and even sometimes women). She's incredibly flirtatious and willing to offer information on the Lead Slingers for the right price.

Moxxi that poker games and other events can be hold on request, the town appreciates a good time.

#### Moxxi's Wares

Moxxi has the following items for sale:

* Chewing tobacco - 4 Silver - Grants +3 to hit for 2 turns
* Beer - 2 Silver - 1d4 hp recovery
* Cigar - 1 Silver
* Pork Scratchings

#### Horseshoe Throwing Competition

She will mention that she's trying to get a horseshoe throwing competition going during the day, but no one is willing to take part. She'd be willing to help and provide info for participation in this.

#### Moxxi's Dirty Little Secret

Moxxi can reveal she had a fling with the gang's leader, **'Bale Eye' Jackson.** However she doesn't see him anymore, he cheated on her pretty quickly and was quite abusive. She says that Jackson talked about Crow's Canyon being an ideal place to settle down for a while, and that the boys scouted out the place and determined the eastern side of the Canyon is way too dangerous.

### Doc Harakai's Miracles & Tonics

He is a Lizard Folk from places unknown. He's had his business open for the past 3 years, many of the townsfolk took some time to warm up to the guy due to him being the only LIzard Folk seen for miles. He proved his legitimacy when he saved Pearson's life from a Roc attack around a year ago.

Harakai will have the following items for sale:

* Health Potions - 8 Silver
* Potion of Climbing - Allows the user to climb vertically up to 40ft. - 8 Silver
* Potion of Jumping - Allows the user to do a 40ft long jump or a 20ft high jump.
* Harakai's Own Heart Busting Beverage - A mysterious drink that grants the user +1 actions for 3 turns - 15 Silver
* Magnifying Glass - 2 Silver

If asked about the gang, he will mention that he recently patched up a victim of one of their attacks recently, he owed them money and was violently beaten for it. The victim mentioned that he overheard about some canyon that they're hiding at and how

### Shammy the Explorer

Shammy the Explorer is an friendly harengon who explores the world, he's currently investigating and exploring the island of Larkwater. He's just got back from his adventures in the most northern regions of the Island and is taking up residence in the town of Pier's Edge temporarily.

He can reveal that the canyon is a perfect place to hide an outlaw gang. But will specifically mention that the western and northern arears of the canyon have natural caves to shelter any gang with a lot of heat.

### Town Stables - Elman Bros.

Ronnie Elman will be seen sulking and beaten, his stall window smashed. He will say that the Lead Slingers broke into his stable and stole two of his favourite horses, with four other horses running out round the back and needing taming.

Animal Handling and Performance checks to tame the horses.

### Pearson's General Store & Goods

The door is barred up. 'CLOSED UNTIL FURTHER NOTICE, LEFT TOWN DUE TO CONSTANT RAIDS DISRUPTED LOGISITCS'

### Murphy's Flat

Above Pearson's General Store & Goods is a apartment. It belongs to Murphy Shires.

The door is locked.

Inside, it smells quite bad. It's a large room, with most the furniture removed. The room is unkept, multiple bedrolls are on the floor alongside a bed. It looks like a lot of people were staying here. On the table there are some old opened bottles of Root Beer and some unopened ones too. A cool looking dagger is on the table, with letters 'MS' etched into it.

A set of drawers is in the corner. In there is a map of the north eastern areas of Larkwater. It shows trading routes near the Western side of the Canyon, and times on there. It looks like this is where the Lead Slingers are hitting.

At some point, muffled conversation can be heard from what would be Lead Slingers coming up to the apartment.

HIDE!

## Act II - On The Road

Roll a D4 for encounters:

1. An attacked caravan, the dying merchant will advise that the Lead Slingers attacked them and rode towards the Western side of the canyon.
2. Mosquito swarm attack.
3. They get lost and suffer dehydration and tiredness (everyone must do a CON13 check or get level on Exhaustion).
4. an Oasis (they replenish there water, take in the beauty and serenity (each player gets 1d6 HP restored).

## Crow's Canyon

The Canyon can be seen from a far, it's natural beauty and grand stature irradiating awe. It's truly huge, and going in there with no information on where the gang are hiding could be a death trap.

Perceptive players will note smoke coming from the West side of the Canyon.

Each entrance to the canyon will offer a different experience, the correct way in is the Western side.

### Western Entrance

Into the canyons, it's quiet.

The terrain becomes more and more challenging, you come out to a ravine of some sort, with the only way of progressing further towards the camp being by hugging a really narrow edge of a cliffside falling into a deep despairing cavern.

DEX checks to cross.

### Southern Entrance

Into the canyons, it's quiet, however the smell of rot quickly greets your senses.

Further into the canyon, lots of dead bodies can be found piled up, it's some sort of mass burial. Explorers, civilians, dead animals are all found here. If the players approach the bodies, the sound of whispers and growling can be heard.

SAND WRAITH fight if they go or mess with body and further.

### Northern Entrance

Travelling all the way around to the Northern entrance, you hope it was worth the travelling. It's right next to the coast, the smell of salty seas flushes your senses.

Along the way, they'll meet a crazy hermit. He's insane, can hear voices and says he's been trapped here for years. He's a cannibal who will eat humans and other people to survive.

HERMIT fight if they aggrovate him.

### Chasm

Nearing the camp, the team will come across a large chasm, with a broken bridge. They will have to navigate a way across the chasm.

It's 20ft wide, and 200ft deep.

### Approaching the Gang's Camp

The sound of horses neighing and grunting can be heard. It's the gang's horses. You're close to the main camp of the Lead Slingers. Coming out of a clearing, you have an overview of the camp from above, a natural vantage point. Tents have been set up and a cooking stove is currently being used, it smells like Tuna.