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Planet Log: Texas

 
Planet

Texas

Type Terrestrial
Terrain Dessert
Temperature Hot
Hydosphere Dry
Gravity Standard
Length of Day 24 hours
Length of Year 360 days
Sapient Species None - Human Colonists
Planet Function Coloney
Tech Level Pre-Industrial
Population 5 Million
Spaceport None
Government  Democracy
Major Exports None
Major Imports Low Tech

" Welcome part'ner, to good ole Texas.  Forget your woes, grab yer'self a good woman an' a shot of moonshine and relax in the wild Wild West of the Outer Rim. "

 

Setting: 4000 years before The Battle of Yavin

Background

Texas is a backwater world in the western spiral arm of the Outer Rim territories.  No major space lanes run by Texas meaning there are few accidental visitors.

A small colony of gold-diggers set up base on Texas, but due to the hot climate, poor equipment and total lack of interest by anyone else in the galaxy the mining operations are only small.  The Colony has grown and several large towns, and one large city can be found on Texas.  The local government strugglers to keep control, but local criminal elements plague the dessert world.  Bandits raid local towns where their only defense is often a single Sheriff.

The landscape is harsh.  Barren desserts engulf most of the planets surface.  A few rivers carve their way haphazardly through the landscape.  Most towns are built near rocky areas that can protect from the harsh winds and searing sun.  A network of steam locomotives allows cargo to be transported quickly across the planet, though these are also prime targets for bandits.

 

 

Rock Ridge

There are bigger towns on Texas, but none have the reputation like Rock ridge. It’s the Mos Eisley of Texas, and keeping the peace is more than a full time job.  Nevertheless, Sheriff Windu and Deputy 'Revolver' Jake do their best to keep law and order in a lawless state.  Rock Ridge itself is not a pretty town but located halfway between the old mines and Capital City.  Though this makes it a perfect rest point it also makes it a prime hangout for bandits,

 

 

Last Chance Saloon

In the heart of town is the roughest Saloon on Texas. Weasel Phillips is the proprietor and barkeep, and keep a good ale he does, along with the local moonshine. It’s the best place to find a game of Sabacc and catch up on local gossip. There are a few rooms for let upstairs but these are almost always full.  An outdated jizz-keyboard sits in the corner alongside a small stage where traveling entertainers try to pry a few credits from the saloons drunken customers.

The walls of the Last Chance are riddles with bullet holes and the bar stained with blood.  Make sure you have a six-shooter handy if you're planning on dropping into the Last Chance Slaoon.

 

Stables & Transport

If you need a horse or pit pony, or simply a lift out of town (good idea) then this is the place to go. Carts are also for sale as well as all riding gear necessary.  

Pit Pony 100 cr Stage Coach 1,500 cr
Horse 200 cr Travel to City 25 cr
Strong Horse 500 cr Travel to other town 50 cr
Small Cart 250 cr Steam Train 75 cr

 

Rock Ridge Hotel

A decrepit building, and one of the oldest in the town, stands opposite the Last Chance Saloon. There always seem to be one or two empty rooms, and more than a few empty places for breakfast (the cook can’t! cook!).  The rooms are very basic.  A bed, a stool and a table.  If you want a bath the manager will bring in an old tin bath for you to use, though hot water costs an extra 10 credits.

20 Standard Rooms - 30 cr. Per night

Bridal Suite - 100 cr. Per night

 

 

Whore House

Every seedy town has one. Rock Ridge has the finest ladies (well it has a few rough girls) and is run by the Lady Emanuelle.  Fees are negotiable.

 

Gun Shop

Don’t expect to find blasters in here, nor should you expect to find galactic standard melee weapons. Swords are just not the norm here. What is for sale is a large selection of ballistic pistols. The finest on Texas, and yes, the owner Zoe Sixshooter is a good shot!

Type

Ammo D6 damage D20 damage  
.45 calibre Six-shooter 6 4D 2D6  Critical: 20 450 cr
Shotgun 2 4D+2 3D6  Critical: 20 800 cr
.48 calibre Enforcer pistol 4 6D+1 3D8  Critical: 20 6,000 cr

 

Zoe Sixshooter

Daughter of Harold Sixshooter, the veteran gunsmith who was killed recently by a band of outlaws. She has sworn her revenge.

Att: 2D, Dex: 4D, Perc: 3D

Firearms: 7D+2, (s) six-shooter: 12D+1, Dodge: 7D, Avoid Melee: 7D, Bargain: 6D, 

Streetwise (Texas): 8D, Riding: 4D, Weapon Repair: 6D+2

 

Jailhouse

A small town jail with two cells up top and four down below in the basement. Apart from the bank this is the most difficult building to break into (or out of).  Sheriff Windu and Deputy 'Revolver' Jake can be found here when they're not on other official business.

 

Sheriff Windu

Dex: 3D+1, Know: 2D, Mech 2D, Perc: 2D+2, Str: 3D+1, Tech: 2D

Pistols: 8D, Dodge 6D, Streetwise: 5D, Beast Riding: 5D, 

Search: 5D, Command: 6D, Bargain: 4D, Brawling: 5D+1.

 

Tech Shop

The only technical devices that can be bought in Rock Ridge can be bought here. Run by an elderly Neimoidian by the name of Nute Sting.  There is nothing too fancy though, and no weapons. Holo recorders, comlinks, and if the stocks are good you may find a medpac.

Town Hall

All of the town meetings are held in this, the oldest building in Rock Ridge. Also the only building to have stone masonry. The Mayor’s office is also here.

Mayor Quinby

An overweight man with plenty of skeletons in his closet.  Quinby bribed his way into office but now has to contend with Capital City asking lots of questions.  Quinby does have a local gang of bandits in his pocket should things ever get too hot.  Quinby is more interested in money and women to bother with the welfare of the locals.

Att: 2D

Bureaucracy(Texas): 8D, Bargain: 7D, Con: 8D, Command: 5D, Hide/Sneak: 6D, Persuasion: 7D

 

 

 

Rock Ridge Bank

Two cashiers, two security guards, the manager and his deputy can be found here. The bank is insured but is still difficult to breach. Up to 20,000 cr are kept at the bank with an armoured Stage Coach collecting from the City once a week.

 

Death Valley

To the West lies the hottest most barren desert on Texas. A the heart of the desert is Death Valley. There is not a drop of water to be found here. Many Outlaws have died out here thinking it the best place to hide from the law. But you can’t hide from thirst or the baking sun.

 

Dead mans turn

South towards Lost Souls Valley, beyond which lies the old Mine. A long stretch of road downhill often causes the Stage Coaches to pick up speed. But at the bottom of the road is a sharp turn. Run wide by a few feet and you find yourself in the valley with a several hundred foot drop onto rocks.

The River

Head upstream towards the City, or down stream to the Southern Counties. But careful you don’t take the wrong turn down stream, it leads to the rapids.

The Rapids

South of Lost Souls Valley the river picks up speed. Only a fool would go this way on purpose. They have claimed many lives.

Cemetery

A few miles to the East is the Cemetery. Most of the towns dead are buried here.

Railroad

Still under major construction. There is a line to the City, though more expensive than the Stage Coach.

Lost Soul Valley

Travel South and you must cross Lost Souls Valley. So named for the poor souls that have lost their lives at Dead Mans Turn. There is a bridge that crosses the valley several miles South as well as the Railroad bridge.

Fools walk (rope bridge)

This is an old rope bridge rarely used due to it’s state of decay. It does cross the Lost Souls Valley, although it can not hold the weight of many people.

The Pass

The pass cuts past rock Ridge on the Road South from the City. It eventually meets up with the road from Rock Ridge just past Dead Man’s turn.

The road can be reached by traveling East. Although longer, it is a lot safer than risking Dead Man’s Turn.

Old Mines

The old mines are still in use, though they do not produce even a quarter as much as they used to.  The precious metals, including some gold, are transported by steam locomotive to Capital City via Rock Ridge.

 

The Warriors of Gar Texas adventure

Era: N/A  Time Bandits were involved and no time period was stated.

Plot: Help the good guys beat the bad guys.

Special rules: PC's can not use their modern tech items, so must use six-shooters (just to set the mood), and the Sheriffs orders MUST be obeyed (for the adventure to work).

Scene One

A woman rides into town on horseback watched by the town sheriff.  Hit the music (Trouble by Pink).  The woman on horseback is Viper.  Viper waltzes into the Last Chance Saloon and orders a shot of the good stuff.  On the sheriffs instructions the girl is not served.  To make matters worse Machismo, of the NBO, is at the bar.  Viper starts a rumble.  Eventually Sheriff Windu breaks up the fight just as Trish and Ripley show up.  Viper is arrested, more for her own protection.  Machismo warns that Mad Dog will be looking to have some 'fun' at the expense of Rock Ridge and the Time Bandits.

GM note: there is no reason for Machismo to be here or for him to know of the Time Bandits.  This was played pretty much for fun.

Scence Two

Bossko B. shows up to rescue Viper and enlists the help of some guy wearing a cowboy hat and a gold star badge.  The guy is Sheriff Windu and Bossko B. ends up in the cell with Viper.

Meanwhile, the next morning the Sheriff explains to Trish & Ripley about how Mad Dog is planning to hold up the steam train as heads from the mines to Capital City.  With Viper & Bossko freed the 'Bandits deduce the best point for attack would be to blow up the bridge over Lost Souls Valley.  They head out and are attacked by several of Mad Dogs goons.  The bombs are indeed found and disarmed while Bossko B. plays at being a choo-choo-train!!!  Bossko, "choo-choo ... choo-choo ... whoo-whoo!"

The train safely reaches Rock Ridge.

Scence Three

Viper and Bossko B. dissappear.  The fact that the troublesome duo are not causing trouble, or pretending to be trains, causes Trish and Ripley to become concerned about what they are up to.  Anyway, Trish and Ripley get a good nights sleep.  The next morning Trish and Ripley board the train with Sheriff Windu to protect it from any possible attack.

Indeed Mad Dogs men do attack.  Riding alongside the train they board.  The Sheriff is subdued.  Ripley is not.  Several outlaws attempt to kill the human/alien mutation.  The outlaws end up dead, although one got away when he was so scared of the intimidating Ripley he chose to jump from the train rather than fight her.  Trish was having a tough time.  She fought off an outlaw in the forward compartment.  She then realised that the train had slowed too much, that had allowed the outlaws to board, and then she finds the train driver dead.  Trish climbs the coal truck to make towards the engine.  On top of the train Trish is all but blinded by the smoke and she literally bumps into an outlaw.  The two fight and Trish get shot in the leg.  Eventually Trish throws the outlaw from the train and leaps into the engine, only to be quickly overpowered by Mad Dog.

Then it happens.  TROUBLE.  Hit that Pink track once more!!!

Ripley receives a com message from Bossko B. advising her that it really wouldn't be a good thing if the passenger compartment were still attached to the engine in the next two minutes.  Ripley, dreading what the Double Trouble act of Viper & Bossko were up to unhooked the carriages and comlinked Trish.  Trish gave Mad Dog the slip only by jumping from the train.  Mad Dog looks up ahead, and on a collision course, on the rail tracks, is Viper driving a steam powered TANK that she and Bossko had hammered together in the night (A-Team style).  

The steam engine and the tank thundered towards one another.  Viper and Mad Dog braced for impact ... CRASH!!!!!!!!!  Vipers steam tank drive right through the train..  The train was decimated, bolts, coal and shards of metal littered the Texas desert.

Mad Dogs days were ended, another train was called to transport the gold, and Viper and Bossko got down to some serious party action.