You'll Never Leave Harlan Alive

Session Two: Napalm for the Soul

It’s a Sunday night, and Johnny Spaceman, Kathleen Elcomb and Dead-Eye have a bit of spare time before they have to be at Thomas Elcomb‘s briefing. Dead-Eye, feeling thin, heads out to the police station to visit his plaque, while Johnny heads to Lucky’s to try and score some pathos from the drunks watching the game. He notices a car with out-of-state plates, but other than that there’s not a lot going on. Kathleen, full of pathos, hangs around the motel and watches David Darcy and another man play pool. Upon Johnny’s return, he checks out David with Fatalism, and sees that the men’s story doesn’t end well, but there isn’t time to find out why.

They head off to Thomas Elcomb’s briefing, where he tells them a couple of things. First, Flynn the dead quarterback has disappeared – it’s not really a Grim Legion problem, though. Second, there are rumours that the Seven Families are making a play for Harlan County – at this stage, though, they’re just rumours. More pressingly, though, something’s on fire, and the Circle are sent to investigate.

Out in the woods, it turns out to be a burning meth lab. The fire has spread to the Shadowlands, and the trailer is weeping balefire onto the ground. Underneath it, the trailer is being burnt into the Shadowlands, making it a relic.

Johnny and Dead-Eye go back to Thomas and tell him what’s going on. Thomas tells them he wants them to claim the trailer for the Grim Legion, and that he will send a specialist to help them put out the fire. Meanwhile, Kathleen goes to see her dubious Uncle Jed, a weird bootlegger type who wants to get his hands on the balefire. They load up on protective gear and drive out to the woods to meet the others.

When Johnny & Dead-Eye get back, the trailer is gone. The Klan have taken it – Dewey Platko and a couple of legionnaires are dragging it through the woods. Johnny convinces them to leave, and then Kathleen, hallucinating wildly, shows up with Uncle Jed in tow. jed says he’ll help them with the balefire if he gets to keep it – Dead-Eye’s really uncomfortable with that, but he’s brought around when Jed promises he’ll never see the balefire again.

Jed and Johnny, covered in protective gear, start shovelling the balefire into barrels. They are interrupted by the arrival of Doctor Sensitivity. Jed hides, but when the Doctor asks who the truck belongs to, Johnny spills the beans. While the Doctor suppresses the fire using Castigate, Kathleen and Jed try to start the truck and get out of there – Dead-Eye tries to stop them, and Jed bails, leaving Kathleen to drive the truck through the woods. Johnny, sitting in his car, is almost flattened by the oncoming truck, thinks briefly about giving chase but decides against it. Kathleen dumps the truck, with a barrel of balefire still in the back, in a mineshaft, then makes her way home.

Session One: You'll Never Leave Harlan Alive

It’s a Thursday night, and there’s not a lot happening in Harlan. Johnny Spaceman, so low on pathos that he’s fading, heads out to Bootlegger’s Corner in the hopes that he can sing to someone. Unfortunately, his Shadow silences him, leaving him alone in the woods.

Meanwhile, Dead-Eye decides to go roll some renegades. There’s a Circle who hang out at the local high school – kids, basically, even though some of them have been kids since the 1950s – and while they’re probably not a threat to the Empire, it can’t hurt to check out what they’re up to. When he gets down there, however, he encounters local banshee Mary-Elizabeth Doherty, who informs him that someone is going to die there the next night.

He reports back to the Circle, and they decide to try and reap whoever it is that’s going to die. First, though, they need to handle the renegades, so they go back out to the school. They confront them and Frank tries to handle the situation calmly, but the combination of his Legion mask and Dead-Eye’s weird aggression (at the urging of his Shadow) leads to the renegades bailing. One of them’s someone Frank thinks he knows, but he doesn’t get the chance to chase it up.

The next night, they head out to the football field. The renegades, moliated into forms that look like ’50s greasers, are there in the crowd. One of them slips into the body of a spectator, while another is hanging out by the goalposts. The excitement of the crowd is enough for people to feed off, which is probably why the renegades are there in the first place.

A football player, Flynn, crashes head-first into the goalpost and dies. Frank, Dead-Eye and one of the renegades all go for the enfant at the same time, and in the ensuing chaos the enfant throws himself into the Tempest, taking Frank with him. Dead-Eye chases off the rest of the renegades, blowing one of them into a harrowing, while Johnny dives into the storm to save his Circle-mates, snatching them up just before they’re about to hit the water.

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.


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