Handsome Ranch overview
(I'm uploading rough drafts for the first six chapters of the Handsome Ranch adventure path as I don't expect these to change much. The last half dozen or so chapters I'm going to sit on for now, since those very probably will change as time goes by. Especially as the players uncover new avenues I should pursue during our own "playtesting".)
[The advancement points shown are projected, approximate averages only. Just to keep things roughly in line with our 188 Advancement point goal. In other words, you needn't pay them much mind.]
Chapter One: Handsome Ranch:
[approximate total this chapter: 14 advancement points]
Sidestep: The Whiny Dog. [3.5 advancement points]
The player characters encounter a poor, mangy mutt who’s eager to lead them to a small mystery, if they let him.
Handsome Ranch I: [3.5 advancement points] This first half of the “pilot” episode familiarizes the player characters with life on the Handsome Ranch and leads them into their first conflict, with a rival group of ranch hands.
Handsome Ranch II: [3.5 advancement points] Things come to a head with Group Three and the horse rustlers. How well the player characters distinguished themselves in the eyes of Mr. Handsome during the last episode directly impacts how well positioned they are to deal with the horse rustlers launching a full assault on the ranch.
Mrs. Hardacre’s Deeds: [3.5 advancement points] Mr. Handsome taps the player characters to track down Mrs. Hardacres and find out what they can about the deeds. Mrs. Hardacre turns out to be particularly difficult to deal with, however. And Marus’ influence against Mr. Handsome is discovered to have already spread to town.
Chapter Two: Cold War.
[approximate total this chapter: 19 advancement points]
Sidestep: Spyin’ [3.5 advancement points]
The player characters spend the evening spying on Marus’ associates outside of town, hoping for clues on just what he’s up to at the Jenkins Ranch. But they’re not the only ones on the lookout.
Framed!: [3.5 advancement points]
Marus goes all out in his bid to ruin Handsome, framing him for something so horrible that even proof of his innocence may never really clear his name. Dodging the law and the locals, the player characters have to step quick to save Handsome’s hide.
Hoedown at Huckabee’s: [3.5 advancement points]
With Handsome a social pariah, the town’s disfavor extends to the player characters as well and a simple supply run to a back road trading post brings big trouble for our heroes.
High tide: [8.5 advancement points]
With only one shot at clearing Handsome’s name the players have an opportunity to lay hands to a truly monstrous killer. But even if they survive the deadly cat and mouse game, will it be enough to exonerate Handsome in the eyes of the townsfolk?
Chapter Three: Handsome Strikes Back
[approximate total this chapter: 19 advancement points]
Sidestep: Recruitin’ Drive [3.5 advancement points]
With life returning to somewhat normal on the ranch (for now), the player characters have to take what opportunities they can to recruit new ranch hands. Not to mention taking what they can get.
Calling in Favors: [3.5 advancement points]
Handsome calls in what contacts he still has for a last shot at defending himself from Marus. But even Handsome’s old friends aren’t willing to pony up without a little incentive. Meanwhile, the player characters have to quell a minor rebellion at the ranch in order to avoid embarrassing Handsome in front of old friends.
Demolition Derby: [3.5 advancement points]
Handsome contacts reveal a chink in Marus’ armor and the player characters get the opportunity to strike back. All they have to do is win the local Demolition Derby. Easy peasy. Unless your players didn’t drop any dice in Driving skill…
Campin’ Out: [8.5 advancement points]
Assuming our heroes won the Demolition Derby, laying claim to their prize won’t be all that easy as it happens. Either way, it’s a long walk back to town from Devil’s Hoof.
Chapter Four: Black Days
[approximate total this chapter: 19 advancement points]
Sidestep: Murphy’s Delight: [3.5 advancement points]
The infamous smuggling ship Murphy’s Delight is hiding from the Feds in a canyon on Handsome’s land. Handsome doesn’t mind, of course. As long as he gets his cut. The player characters shouldn’t have any trouble getting that across to the ship’s captain, right? Well, maybe a little trouble.
Black Market: [3.5 advancement points]
Still ostracized by the locals, whether out of fear or loathing, the player characters have to delve into the local underworld to get the gear and the crew they need to get their shiny new ship up and running.
Fade to Black: [3.5 advancement points]
With their first paying job at hand, the player characters take on a task no one else has been willing to tackle. At least not for the pay that’s been offered. But Handsome’s desperation to secure much needed war funds for the ranch may have led our heroes to their doom.
Blackrock Blues: [8.5 advancement points]
Having survived pirate attack, mutiny and sabotage, being marooned on a blackrock is probably a vacation for our heroes. But what exactly is so dangerous about this little moon anyway?
Chapter Five: Hell’s Half Acre.
[approximate total this chapter: 19 advancement points]
Sidestep: There’s Something In There… [3.5 advancement points]
A predator of some sort has been harassing the player characters and just about everyone else on the moon for some time now. But since our heroes have stumbled across its lair all that remains is to go in there and put it out of their misery. How hard can that be?
The Hunter: [3.5 advancement points]
Once the player characters make contact with the other castaways, it quickly becomes clear that only one man holds the key to getting off that blackrock. But he went around the bend quite some time ago and he‘s been picking the others off, one by one, for weeks now. Can the players catch a crazed killer and get the information they need out of him?
There‘s No Place Like Home: [3.5 advancement points]
Before they can continue in their efforts to call for help, the player characters first have to defend themselves from false accusations and figure out just who’s been sabotaging their attempts to get rescued!
Just Dropping By: [8.5 advancement points]
When a ship drops in on the settlement out of nowhere, everyone assumes their radio call prompted someone to finally come for them. Unfortunately that’s not the case and the player characters have to rescue the ship’s crew instead. From the Reavers chasing them.
Chapter Six: Refugees
[approximate total this chapter: 19 advancement points]
Sidestep: Grant Bigglesworth Got Lost: [3.5 advancement points]
Grant, that lucky kid, just happened to be away from the ranch when Handsome made his last, losing stand against Marus. But that’s only because he got lost out on patrol. So where’s he been and how has he survived all this time?
Ashes: [3.5 advancement points]
Returning home at last, the player characters find their home destroyed, burned to the ground by Marus’ ruthless gunmen. Determining who survived and who didn’t is made all the more difficult when they find they’re wanted on trumped up charges yet again. What cryptic clues will lead them to Mr. Handsome’s fate?
Red Eye Flight: [3.5 advancement points]
With no safe haven on their home moon anymore, the player characters have an opportunity to get free before the law can find them. But can they rescue the few remaining survivors of the Handsome Ranch massacre in the process?
It‘s Awful Lonely in the Black: [8.5 advancement points]
Homeless and probably leading a ragtag band of Handsome’s orphaned ranch hands, the player characters have to find direction. But when it becomes clear Marus won’t rest until their dealt with they find they’ve no choice but to go after the justice they’ve been burning for all along. A daring raid on Marus’ prized smuggling ship might just hold the answer to all their problems…if they can pull it off.
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