Wednesday, 15 February 2017

Setting Idea: The Blue Lamp

This week's post is a Setting Idea I've recently had, one that is a sort of British counterpart to A Thin Blue Line. The Blue Lamp is reference to the lamps that sit outside the entrance to British police stations, first used in Victorian times and are still in widespread use today. This is important as the setting is intended to be partially historical and partially modern day, but I'll explain further on.

Woolwich Police Station
Setting Name: The Blue Lamp

Elevator Pitch: Police officers finding themselves misplaced in time confronting weird happenings.

Genre: Police, crime, supernatural horror.

Inspiration: TV series Life on Mars and Ashes to Ashes.

Overview: The Blue Lamp is inspired by the British TV series Life on Mars and its spin-off Ashes to Ashes. The basic premise of both series is that a modern day police officer wakes up in the past with full memories of their 'modern day' life. Weird and unusual things happen to the main characters in both series as what happened to them is slowly revealed. Its not until the finale of Ashes to Ashes that we learn that the characters find out that they are in a sort of limbo for police officers who had died through different means.

This would mean that the characters themselves are already dead but don't realise this or had forgotten all about it, so they carry on as normal police officers trying to solve crimes. Its possible that some may have memories of their old life, which may or may not be useful to events during the game. To begin with a campaign should be run as a police based game, but gradually supernatural elements and weird happenings can be introduced. This could range from characters hearing voices of loved ones on telephones or radios through to the characters being stalked by shadowy creatures intent on claiming their souls.

There is a broad scope for campaigns, the period of choice to set a campaign is from the 1960s up to the 1990s. Likewise there are different locations to use such as 1960s London ruled by the Kray Brothers, the hunting ground of the Yorkshire Ripper in the late '70s and any big city in Thatcherite Britain during the 1980s. These are just some examples but campaigns could be set in other periods such as Victorian times or the Interwar period between the World Wars.

Wednesday, 8 February 2017

Rogue's Gallery: Garian Hist, Ex-Aero-Marine Turned Freebooter

The Great Darmonican War left its mark on a great many men and women, some found fame whereas others were left little more than broken shells. All bear scars of some form or another, shaped by the experiences they endured during the conflict.

Then there are some like Garian Hist who were reborn amidst the carnage of battle.

Life At The Sharp End

Guard face concept - Dishonored
Garian Hist was one of many fresh-faced youths who enlisted seeking glory, being entranced to join the Royal Aero-Marines by the 'glamour' portrayed by the recruitment posters. Some of that glamour became a little tarnished during basic training, it became even more tarnished when Hist finally got to taste the bitter reality of service life. He quickly became frustrated by the long hours of sentry duty guarding air bases or spent scrubbing down barrack blocks, he longed for action rather than the 'hurry up and wait' attitude of the military.

Before long Hist was assigned as a combat replacement to No.319 Squadron embarked on CAS Viceroy. The Viceroy was a Regal-class skyship, equivalent to a naval light cruiser, and part of a picket aero-fleet guarding the Commonwealth's eastern flank against the Sodkans. Hist came under the wing of James Midnightte, who 319 Squadron's senior most NCO and had the title of Sergeant-at-Arms. Midnightte was for all intent and purpose a warrant officer, his job was to lead boarding actions against enemy airships. Commissioned officers were meant to stay on their own vessel to command its gun crews and stand ready to defend against enemy boarders. A squadron's Sergeant-at-Arms typically didn't last long in their role unless they were wise or extremely lucky, for Midnightte it was the former.

Midnightte had worked his way up the ranks, but had never gone chasing a commission. Part of a Sergeant-at-Arms' job was also to assess men, both in and out of combat, to offer recommdation for extra responsibilities, medals or even promotion. At the same time Midnightte also weeded out the hot heads and the incompetent, usually by having a quiet word with the squadron's commander to head off potential trouble.

The C/O of 319 Squadron learnt to trust Midnightte's judgement, or 'Midnightte's Word' as it became known amongst the men. So when Midnightte suggested promoting Hist to the rank of Corporal, the squadron commander did so without hesitation. Hist, for his part, proved Midnightte's Word was justified by proving to be a natural leader of men and soon rose to the rank of Sergeant. The odds were good for him to gain a commission, in fact he was made an officer-cadet on probation and needed final approval of his conduct before he could get his hard-earned commission.

Then disaster struck.

The Viceroy chanced upon a lone Sodkan skyship, managing to catch it unawares. A barrage from the Viceroy's guns managed to cripple the Sodkan's engines and knocked out her port side gun batteries. Seeing a chance to capture a prize, the Viceroy's captain gave orders for the Sodkan vessel to be boarded. Being the Sergeant-at-Arms, Mdnightte commanded the boarding party and as ever there was a number of men who wanted to prove themselves in his eyes with Hist chief among them. It became a brutal, close quarters battle as the Sodkans fought bitterly to defend their ship.

In any boarding action the first objective is the ship's engine room, it is where the main equipment used for the skyship's lift is located. Control of the engine room is key especially since a desperate crew could scuttle their vessel by deliberately damaging it. There are of course secondary objectives such as a vessel's radio which are still important, especially since the defenders could radio for help. Hist was given orders to secure the radio room and hold it with a small squad of men, the code books there were of particular interest to military intelligence and there was a need to ensure that the Sodkans couldn't co-ordinate their reinforcements.

The radio room was quickly secured, though Hist became increasingly anxious about the battle for the engine room which had become a bloody stalemate. Hist interrogated the Sodkan radio operator and learnt there was a secondary entrance to the engine room, effectively an emergency hatch that could be used. Rather than wait for orders Hist left a couple of men to guard the radio room and took the rest of his squad to find the hatch the Sodkan had mentioned, which they soon found and gained entry to the skyship's engine room. They were able to outflank the defenders, though the team under Midnightte's command were unaware of Hist's squad and took their chance when the defenders faltered. Hist ended up being wounded and knocked out by a hand grenade, it was hard to tell which side had thrown it in the confusion of battle.

Worse still the Sodkans had managed to retake the radio room and called for help from a couple of Sodkan skyships that were in the area, forcing the Viceroy to abandon its prize. Midnightte had explosives planted in the engine room before conducting a fighting withdrawal back to the Viceroy, carrying as many of their wounded as they could. Hist woke up a day or so later in a Commonwealth hospital and returned to duty six weeks later, though for disobeying orders he was busted down to the rank of Marine and his chances of a commission were shot. He became prone to fits of anger and also alot more ruthless, he finally ended up being dishonourably discharged after shooting some enemy soldiers who were trying to surrender.

After his discharged, Hist ended up in and out of prison where he made a few contacts. Once he'd his fits of tempter largely under control Hist used the contacts he'd gained, got himself an airship and a crew together before setting out for Alyeska. In a short time Hist had set himself up as a freebooter not to mess with, plus one that wasn't too fussy about what targets he attacked and how he did so. The Commonwealth had to put a bounty on his head after he took down a military convoy.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Intimidation d6, Knowledge (Battle) d6 Notice d6, Persuasion d6, Shooting d6 Charisma: -2; Pace: 5; Parry: 6; Toughness: 9 (2)
Hindrances: Bloodthirsty, Mean, Stubborn, Wanted (Major)
Edges: Brawler, Brawny, Command, Command Presence,
Gear: Knuckleduster (Str+d4), Shotgun (12/24/48, 1-3d6, RoF 1), Flak jacket (+2/+4)

Wednesday, 1 February 2017

Alyeskan Tales: Wreck of the Skellig

It was a bit tricky trying to decide what category to fit this week's post under, ultimately went for an Alyeskan Tales post in the form of an adventure hook. This week's post is also part of a little experiment, mainly related to social media, but means going forward most posts will probably have a picture of some description attached.

Across Alyeska there are many tales and legends that grace the circuit of bar-room talks, typically spoken about on long dark evenings. Some are told as cautionary tales, others as some light entertainment to pass the time whilst the weather's foul. There is a kind of magic to these fables as a kind of hush falls upon the tavern as the drinkers listen to the words as they are spoken, for there is sometimes a grain of truth that may lead to a rich pay off.

One such tale is that of the...

Wreck of the Skellig

Ice Ghosts - Mike Doscher
The Skellig's tale stems from the Great Darmonican War, it was a skyship in service with the Tylander Air Service. During the conflict she fought in a number of skirmishes against her Commonwealth and Artian counterparts, though as a raider rather than at the forefront of battle. Her involvement in the raid on the Artian liftorium refinery at Stomberg was a particular highlight of her career.

At some point during the War she was ordered to Alyeska, this was unusual as Tylander skyships normally conducted raider style missions round the Commonwealth's Home Isles rather than some far-flung colony. It is believed that she was sent to pick up some sort of cargo found by Tylander agents and bring it back to Tyland, though both the cargo and the mission itself has never been confirmed or denied. But is a moot point as the Skellig was lost with all hands after picking up the cargo, about the time this supposedly took place a Commonwealth air patrol reported seeing an unidentified skyship over the Alyeskan Outlands but lost her in the clouds.

To this day the Skellig's ultimate fate remains unknown, though a handful of people have reported finding a crashed skyship in the ice north of Prospector's Reach. Though whenever somebody went out to double check the reported location there was nothing to be found, though there is some speculation that the wreck moves with the ice flows as its been reported in different locations. Likewise there is some belief that the Skellig's cargo may had been some sort of Ancient Terran device that could've led to her lost.

Both the skyship itself and its cargo are worth a small fortune to the right parties, though any enterprising group could free her from the ice and restore to the skies. The only real issue is what downed her in the first place...

Wednesday, 25 January 2017

A Fool's Errand

Last night got to run the first part of my Fool's Errand campaign, though time constraints meant for a short gaming session. As ever there was one or two things that I didn't account for, though thankfully didn't have to wing things that much. Regardless heres the session report followed by some thoughts.

An Offer You Can't Refuse

Our adventure begins with a pilot called Arnie and his companion Brick the...err...Brick, receiving a visit from some brutes decently dress in second-hand suits. Our duo have summons from a local crime boss known as 'Ferret', though he would be most disappointed if his invitation was declined. Not wishing to disappoint (and wishing to avoid some interesting bruises) the duo accept Ferret's summons and are escorted to his office in a warehouse by the local airfield. Ferret greets them when they arrive and explains he has a job for them, a simple fetch and retrieve kind of job.

But it ain't that simple.

The item is a box located in a bank vault and there are possibly other people after the same item, oh and the bank is in a ghost town out in the Wulflands. Other problem is that if they headed to the town right there and then they would arrive only a short while before nightfall, spending a night out in the Wulflands isn't exactly a good idea. Arnie did point out that neither he or his heavyweight comrade are safecrackers, Ferret introduced his own locksmith in the form of a short lass called Karla. Things got off to a good start when Arnie made a comment about babysitting, Karla responded in kind and stated she could handle herself.

Our trio set off via aircraft to a point just east of the Wulfwall, a line of fortifications separating the Wulflands from the rest of Alyeska, where they setup camp for the night so that they had more daylight to take advantage of the following day. After an uneventful night they completed the rest of their journey and found the town without too much trouble, a circuit round the town showed it was abandoned with no sign of life. They then landed at what they took to be the town's airstrip, Arnie positioned the aircraft after landing so that it was facing along the runway so help save time later when they took off again.

Moving into town they saw many signs of neglect, wooden buildings rotted and partially collapsed. Even some of the brick buildings had sagging roofs and broken windows whilst the streets were cracked with weeds, there was also some wildlife in the form of birds and rabbits. The bank itself was easy to find, being one of the larger brick buildings and located in the town square, it also showed signs of neglect and its doors swung freely in the breeze as debris littered the interior. The vault thankfully seemed to be intact and Karla got to work opening the door (three successful Lockpicking rolls, last of which got a raise) and had it open within half an hour. Inside there was the box as Ferret said there would be, plus bags of paper money and bank bonds. Though the paper crumbled as Arnie picked some up, so the bags were considered to be worthless and left.

Just as our trio were getting ready to leave movement was spotted outside, an impressive Notice roll from Arnie revealed some men trying to sneak up to the bank in one of the nearby alleyways or side streets. A quick search of the bank turned up a back door which the trio left through and found themselves in an alley, though the men quickly discovered this and were soon on the trio's tail. A short Chase then took place on foot through the alleyways and streets of the town, one of the men fell to gunfire whilst a second got an impressive strike from Brick's knuckleduster (29 damage!). Gunfire on both sides proved to be ineffective during the short pursuit (the thugs giving chase often rolled too low to get an Action Card), Karla failed both times she tried to 'Force' the thugs with a distraction and Brick almost came a cropper when he ran into a wooden barrel (Minor Obstacle complication).

Before long they were back at the airstrip, slightly outnumbered by the thugs (5 vs 3) but still in procession of the box. The leader of the thugs attempted to convince the trio to hand over the box but Arnie, fearful of what Ferret may do to them, refused even when the thug boss offered double the coin that Ferret had offered them for the job. With a sigh the thug boss called out "shoot 'em!" and gunfire broke out a second time, the scant cover offering little protection for our trio as Brick went down almost instantly under the volley of fire but without a permanent injury. Karla was next to go down, but the trio had managed to thin down the thugs slightly in return.

Then Arnie spotted something.

Some Wulvers had been drawn by the sound of gunfire and set upon the thugs, tearing two of them limb from limb. With the thugs now otherwise occupied Arnie dragged both of his companions and the box onto the aircraft and hastily started her up. Only the thug boss remained facing down the Wulvers as the aircraft's engines spluttered into life, fire from the boss' machine pistol managing to cripple one of the beasts but that only delayed the inevitable of him being ripped to shreds. By now the plane was rolling down the runway and picking up speed, the Wulvers gave chase but soon enough the plane's tail came up and its wings started to bite the air. Before the beasts could get within a hair's breath the aircraft was already climbing up into the wild blue yonder, Arnie breathing a huge sigh of relief before easing off the throttles and settling the plane down into a cruising speed.

Both Brick and Karla were Incapacitated, but thankfully they weren't bleeding out and neither of them got permanent injuries. They still had the box and thus could complete the job for Ferret, but first Arnie wanted to get his companions seen to and had set course for the nearest town east of the Wulfwall. Because of time constraints the session finished there, but I'm quite pleased that we managed to finish Act One of Fool's Errand within two or three hours.

Thoughts

Stated earlier that there were one or two things that I hadn't accounted for when I wrote the adventure series; the players choosing to run.

I was expecting the players to stand their ground and use the bank as an improvised fort, but players are always doing things you don't expect. Still it gave me a chance to use the Chase rules earlier than was planned, one of my players said it was certainly a bit different compared to the normal combat that they were used to. But I will have to try to use the Chase rules a bit more often now in my games, obviously where it makes sense to do so.

My other observation was how much of a struggle it ended up being for the players, after all there was only two player characters and the GM controlled Karla against 7 thugs of which one was a Wild Card. The players had the Advantage over the thugs for much of the Chase, but the range penalties hampered their shooting by a noticeable amount. The thugs for their part had to contend with my pair dice rolling, though when they got the chance to shoot they almost wiped the floor as proven by how quickly they felled Brick and Karla in open combat.

On the whole I'm quite happy with how the adventure ran and the players seemed to have enjoyed it, though when it comes to writing it up properly I will have to factor in the consideration that the players may choose to flee rather than stand and fight.

Wednesday, 18 January 2017

January 2017 Update

We're a few weeks into 2017 and already plans for the year are beginning to take shape.This week's post mainly concerns convention appearances, primarily trade stands and perhaps events I may run during the convention/show.

Diceni

It is a bit disappointing that Diceni will not be running this year, though it is understandable that a number of factors meant the show organiser wasn't able to run it this year. Still, its set to return next year and its a good opportunity to take some time to plan out possible changes.

UK Games Expo

We're back baby!

Had to skip last year's UKGE, so looking forwards to returning to what is the biggest convention for Utherwald. Again we'll have a trade stand over the three days that the Expo runs, though tempted to run Frozen Skies related one-shots but we'll see.

Though I am hoping to have something pretty big for UKGE, but thats dependent on a few things and I cannot give any details until we're much closer to May time.

NORCON

The second big event of the year for Utherwald, now expanded to a two day event in October. Though here it'll just be a trade stand.

Exilicon

The third and, quite possibly, final event of the year for Utherwald is Exilicon in Cambridge. Once again there'll be a trade stand, may do other events like the presentation I did last year. More details when I get confirmation of dates.

Wednesday, 11 January 2017

The Iron Road

Prior to the arrival of aircraft, another form of transport was expected to be king in Alyeska; Railways.

Though eclipsed by the raise of air travels, the railways made a mark on Alyeska's history and still plays a valuable role to this day. Whilst everyone agrees that aircraft can fly cargo almost anywhere throughout Alyeska, the railways can carry almost anything. There are some cargoes that are better suited to carriage along the iron road than through the air.

The Grand Trunk

The greatest example and most important piece of railway in Alyeska is the Grand Trunk, a 'main line' that begins in Gravenburgh and runs through Morrdun before passing through the Wulfwall and terminating in Fort Ragnar on the coast of the Wulflands. Surprisingly passenger services are run along the entire length of the line, though in reality not many people will travel via rail to Fort Ragnar due to the dangers of the Wulflands. Alot of passenger trains terminate at Fort Albert on the 'civilized' side of the Wulfwall, the sole reason for the handful of passengers trains that do brave the Wulflands do so for political reasons to appease the reaming civilian population of Fort Ragnar.

There are another of branch lines that split off from the Grand Trunk, though alot of these are industrial in nature using mining and logging camps thus tend to see freight rather than passengers. Indeed the greater portion of traffic on the Grand Trunk is generally freight, a good portion of which is military related carrying supplies and munitions.

Other Lines

Aside from the Grand Trunk there are other railways in Alyeska, most of these are in the Outlands and don't reliably carry passengers. Again these are mainly industrial, serving mining and logging camps. The Tay River Railway connects Gravenburgh to the town of Tay River, located on the southern shore of Wicked Antler Lake in the Outlands. Purpleflint, a town on the northern shore of the same lake and capital of the Outlands, also has a railway line but that one is largely used for ores to be shipped to the town and loaded onto river barges to be taken to the coast. There are plans to construct a line that goes round the lake, but nothing has been done to achieve this yet.

Wednesday, 4 January 2017

Creature Feature: Scavvers

We're kicking off the New Year with a new Creature Feature!

This week we'll be taking a look at a critter that can be found all over Darmonica, one that is widely as nuisance vermin. In the coming weeks I hope to get a posting schedule sorted, basically structure what I'm going to be posting each week. Monthly updates and planning notes/session reports of my Frozen Skies campaign will probably form the backbone of this with a mixture of new monsters, locations, setting notes, etc.

Scavvers

Scavvers are small humanoid creatures with pale grey skin, big pointed ears and a scrawny build. They are natural tinkerers and are drawn to machinery, mainly found in urban areas but they been spotted in mining camps as well as old battlefields and aircraft crash sites. Scavengers second to none, they are considered a nuisance for their tenacity to steal parts which makes them especially unpopular in factories and workshops alike. In the eyes of the law they are officially considered vermin, some areas (if they're highly industrial) will place a small bounty on them.

Being cowardly creatures they would rather flee than face a fight, though if cornered or if they have numbers on their side they will fight like cornered rodents and will gang-up to bring down larger foes.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d4, Vigor d6
Skills: Fighting d6, Notice d8, Stealth d10, Repair d8
Pace: 6; Parry: 5; Toughness: 4
Special Abilities
*Claws: Str+d4
*Size -1: Scavvers stand barely more than 3' in height.

Wednesday, 21 December 2016

The Shrouded Days

As we enter the Winter Holidays, figured its a good a time as any to delve into Alyeska's equivalent known the Shrouded Days. The Shrouded Days are tied to the Midwinters Festival celebrated across the rest of Darmonica, in some respects they are considered to be the local Alyeskan observation of Midwinters.

Also, a reminder that there will be no post next week (28th Dec).

Whatever you celebrate this time of year, Happy Holidays!

The Shrouded Days

The name 'Shrouded Days' is given to what is effectively a polar night in Alyeska, though only northern areas get 'dark' whilst more southern regions tend to get at least a little bit of daylight. They can last anywhere between a few days to a month or more depending on how far north you are.

The beginning of the Shrouded Days is marked by the Exodus, a number of people will leave the north to winter with relatives who live further south. Those that stay typically move into the biggest building in their settlement where heating fuel and rations had been stockpiled in the weeks leading up to the Shrouded Days. Midwinters is marked as the halfway point during this period of darkness, typically involving present giving and a big meal to pick up spirits. The first sunrise is known as Dawnfest, a celebration is held to herald the end of the Shrouded Days and to welcome the new year.

However the Shrouded Days isn't without its dangers, particularly for more northern settlements. Outlaws can take advantage of the near-deserted ghost towns, either as a place to hideout the winter or to pull of a heist when theres very few people around. To this end the Royal Alyeskan Air Police usually deploys an officer or two to help keep settlements safe in addition to the townsfolk organising a militia of a sorts to regularly check each building in the settlement. That said its not unheard of for some settlements to be found abandoned come Dawnfest...

Wednesday, 14 December 2016

December 2016 Update

2016 is drawing to a close and soon we'll be in a brand new year, looking back I feel that I've made a bit of progress in getting Frozen Skies closer to release. This week's post is mainly about plans going forward and what to expect next year, and also a quick PSA that there won't be a post on the 28th December as I wish to take a break over the Festive period.

Frozen Skies

Hopeful to have a proper release for Frozen Skies by next summer, it'll be even better if I can get it done before the start of my convention season but for now I'm aiming for summer. Different parts of the book are going be done in a mixed order, the Setting Rules are effectively complete and uploaded for feedback. The other sections I plan to initially upload as Patrons Only content over on the Patreon page for feedback, but theres no guarantee that they'll appear on the blog. Though what I've been doing for the artwork will remain the same format, though being in a better place cash wise should mean artwork being shown off more regularly.

Also going to be doing something a bit different with the blog, I've had a few people nagging me about doing a Frozen Skies campaign and I've realized doing Actual Plays will help build interest. So once my present Savage Worlds campaign (based on Fallout New Vegas for those interested) I will do a Frozen Skies one and post up session reports every other week (which is when the game sessions usually run), this will give me a bit of breathing room to do the other posts which are likely to be monthly updates and other content such as locations, etc.

In addition I'll hopefully be on a podcast soon to talk about Frozen Skies, more details when I have them.

Events

My situation has improved a fair bit over the past year, so hoping to do more conventions and events next year. So listed below are the shows or conventions that you can expect to see Utherwald Press at;

Diceni - Norwich
UK Games Expo - NEC Birmingham
NOR-CON - Royal Norfolk Showground
Exilicon - Cambridge (TBC)

Dragonmeet in London is on the wishlist, as is Dragondaze in Cardiff but keeping my ear to the ground for other conventions in the East of England.

Wednesday, 7 December 2016

Alyeskan Gazetteer: Fort Cathmore

In last week's post I mentioned about trading posts that are scattered across the length and breath of Alyeska. About how they're located along established routes and offer safe-havens, offering lodgings, warm meals and supplies to wary travellers. We're also a little overdue a Gazetteer post, so naturally the two seem to go together quite well.

Fort Cathmore Trading Post

Fort Cathmore is one of a number of trading posts still operated by the New Gwentia Trading Company, though the Company may eventually give up ownership in the near future. It is located at a crossroad where a gravel road cross the partially-paved MacGuire Highway that runs from Gravenburgh at its southern end to Tay River on the shores of Wicked Antler Lake at its northern end.

The trading post predates the Highway, having originally been founded by the Great Northern Trading Company to trade with the native tribes that inhabited the area. Overtime the trading post became a small settlement known as Fort Cathmore, acquiring a tavern, a blacksmith and a couple of homesteads. With the coming of motor vehicles and the Highway the blacksmith became a repair garage and the trading post gained a couple of fuel pumps for motorcars. The trading post itself now serves more as a general store and part-time post office, it is also connected to the telegraph line that runs to Tay River.

Today the trading post is managed by a Gilbert Bradshaw who has a indifferent relationship with Miss Holland the owner of the tavern and a less than friendly one with the Mason Brothers who run the garage. Miss Holland is content to run her tavern without inference and has always paid her rent on time. The Mason Brothers, Rowland and Antony, run their own motorbus along the Highway that completes with the NGT operated mailbus and Bradshaw is certain they siphon fuel from the trading post's fuel pumps but he lacks proof. Antony and Rowland have made their ambitions clear that they wish to takeover the trading post, though Bradshaw is worried just how far they'll go to achieve that goal.

But, as of late, Bradshaw has bigger concerns in the form of outlaws who have been attacking the NGT mailbus recently. Again he suspects the Mason Brothers but lacks anything concrete and the Royal Alyeskan Air Police haven't been able to get any leads despite routing a regular patrol through the area. Bradshaw is willing to pay handsomely if anyone could bring the outlaws to justice, he'll also pay a bonus if it can be proven that the Masons have a few dirty dealings.