"Here There Be Vampires!"

The Adventure

Chapter 8 - Showdown at Greely's

The finale! The posse figure Greely is the head Vamp, enter his lair to rescue Nolan, and tangle with his Ghoul Dogs and the master vampire himself. Oh yeah - they may get hold of Hoyles book and wring Jacky O'Neils neck for selling Nolan out!

Hoyle's Book

The posse, unless they are complete cowards, are going to want to rescue Nolan from the Vampiric Greely's clutches. If they head straight over to Greely's saloon it appears deserted and is locked up for the night (usually it is open from Dusk 'till Dawn), although it shouldn't be too hard to break in either through the front or back doors.
Jacky O'Neill is watching the posse under cover of his Shadow Man hex and waits for them to enter Greely's saloon before making a beeline for the statue of Thomas Wilkes at the old well. He then tears it down using his Phantom Fingers hex (posse members keeping an ear open may hear this...) and lowers himself down the dried up well with a rope (he doesn't overuse his hexes). When at the bottom he starts digging...

If any of the ranch vampires have survived up till now then Greely has told them to wait near the old well for Jacky to make his move and make sure that he doesn't leave the well alive. They simply drop a large rock onto Jacky's head, douse him in oil and toss a match down the well. Obviously the resulting fire will be visible to all in town, but hopefully the posse are hunting for Greely and Nolan at this time. The remaining Vampires head for the saloon to attack the posse from the rear

If no ranch vampires remain then Jacky will find the pages of Hoyles Book 1830 edition in french, which gives him enough information for 3 new hexes (of your choice). Jacky will then leave town, leaving behind his rope and spade at the felled statue...

At Greely's Saloon

The posse can search around all they like without finding anybody, they can also be as quiet as they like - Greely knows they are coming. Greely, Nolan, and Thom (if alive) will be waiting in Greely's secret underground lair which is accessible through the wine cellar. Smart heroes may want to take something flammable with them (such as strong whiskey from the bar), or some holy water from the church.
When the heroes realise Greely is not in the saloon the remaining Ranch vampires (if any!) will burst in through the front windows and attack, trying their damnest to tear the nearest person apart. If they are defeated the posse are left with one option - down the cellar...

The Dog Ghouls

Eventually the posse will realise they are going to have to go down to the basement to find Nolan. A door near the kitchen leads down to the dark, damp basement where Greely keeps his wines, beers, and spirits. Thom, the Ghoul, hides down here (if he's still alive) with his shotgun and will attack the posse at the best possible opportunity, he shouldn't pose too much of a problem though
If the posse search the basement they find plenty of alcohol (characters with Alcohol hankerin' hindrance may not be able to refuse a free tiple!) and two wooden doors on opposite sides of the basement. One is unlocked and leads to Thom's room, bare with a bed and table. If the posse touch the other door read them the following:

As your hand touches the wooden door you are startled by a thumping sound which you realise is coming from the other side. You hear unholy growls and barks as something tries to break through the wooden door and into the basement, whatever it is it sounds mad and hungry and the wooden door is beginning to splinter from it's frenzied barrage...

Have all the posse members take Guts (5) checks as they aren't quite sure what they are about to face, is it Greely gone mad? A hideous monster? More Vampires? No, it's Greely's pet Rotweillers which are actually ghouls. They haven't been fed for a while and Greely has told them to attack anybody who makes a noise in the basement. It will take the dogs d4 turns to break through the door and there is one dog for each posse member + as many others as you see fit, depending on how tough your posse is and how badly wounded they are.

Rotweiller ghouls

Attack 4d6
Dodge 3d6
Strength 2d10
Quickness 3d6
Bite = STR+1d4
Hits = 20
Pace = 15
Terror = 5

The room the Rotweillers inhabitted is small and bare and stinks of dog waste. On a Search (5) pass and with sufficient light the posse will find a hidden door in the wall, simply opened by pressing an off-colour brick.

Greely's underground lair

This hidden door leads to some steps which seem to go down forever and terminate below ground in a huge chamber about 100 yards across, although the other side is out of sight due to the darkness. Carved pillars keep the ceiling up and there is no light source. Unknown to the posse at this time there is a small openeing on the opposite side of the chamber which leads to Greely's coffin and sleeping place. Nolan Edwards is tied up inside the coffin and is running out of air although at the moment he is in good health.

The first thing the posse are going to see is Nolan's silver crucifix dangling from a nail in the nearest pillar. From there it is up to the posse (and you) as to what happens next. Greely is hiding at the top of one of the pilars and prefers to pick the posse off one at a time, if the posse find the opening to where Nolan is being held then Greely may attack regardless. As for killing Greely the best bet is to incapacitate him with holy water/bullets/spells etc then drive a wooden stake through his heart and behead him. He can also be affected by the Protection miracle but don't make things too easy for the posse of course, he is the main Villain after all...

Bounty
Thom killed: 1 white chip
Dogs killed: 1 white chip (each)
Nolan rescued: 1 red chip
Greely destroyed: 1 blue chip, and a red chip for anyone who helped

The Aftermath

If the posse manage to free Nolan and destroy Greely then the Vampire Hunter is eternally grateful and is good on his word, he pays the posse the full amount ($15 each per day plus a bonus $100 for desroying Greely, he will also give an extra $100 if all three ranch Vampires were killed) You should also award the posse a Grit point each to all those who took part in Greely's demise. When the townsfolk return the posse will get a chance to earn themselves a Legend Chip with good Tale Tellin' rolls rolls.

If the posse do a thorough search of Greely's establishment then they may find his old journal, the most recent entry describes his conversation with Jacky O Neill over the whereabouts of Hoyles Book and it gives it's location as "buried in the old well". Either the posse will follow this up and find Jacky's burnt remains at the bottom of the well (and the 3 hexes if they carry on the dig) or they'll find Jacky's rope and spade and evidence of digging. Finding Jacky is another matter...
You should give a random fate chip to anybody who finds these 3 hexes although to decipher them needs somebody who speaks French and an occult (7) check to actually extract the hexes from the text.

Over the next few days the townsfolk begin returning, after hearing rumours that the killer has been found and dealt with. Nolan Edwards (if alive) will head off in search of more "evil" to vanquish and is probably never seen again...


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