No Quarter Magazine 11 Web Extra Death and Diamonds

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T

he following supplemental material expands the information
included in the No Quarter #11 article, “Death and Diamonds”.

The majority of this information is intended for GMs and includes
expanded descriptions of locations and personalities as well as rumors
and plot hooks.

I Am The Law

E

nforcement of Ternon Crag’s laws falls squarely on the broad, but
overburdened, shoulders of Brue and his deputies. Due in part to

the recent rush of new residents, Brue and his men are much slower in
their response to trouble. Thus, bar fi ghts, robberies, and duels in the
street are typically over by the time they arrive. To help combat this,
Brue occasionally deputizes a trusted individual to assist him. However,
the sheer danger of the job has resulted in the untimely deaths of many
people, some of which were Brue’s close and dear friends. This puts
him in a bind—he’d rather have someone he can trust completely, but
doesn’t want to see them killed, leaving him the option of deputizing
a less reputable person, which comes with its own problems. Most of
the time, Brue deputizes an individual for an extremely short period
of time, such as during a riot or larger than normal bar brawl.

Depending on the crime, punishment in Ternon Crag can range

from relatively mild to brutally severe. Outside of town, justice falls
on the hands of whoever is there to mete it out. It is not unusual for
miners to string up claim jumpers and thieves near mine entrances as
a warning to passers-by. When Brue is involved, he serves as judge,
jury, and executioner as the situation warrants. What follows is a
brief list of crimes and their punishments in Ternon Crag:

Supplemental Material for

No Quarter #11’s

Ternon Crag Adventure Location

By

Dan Weber • Art by Andrew Arconti

Death

and

Diamonds

Extra!

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2

Long Arm of the Law

Common (DC 10): Until recently, Cygnar
has ignored the goings-on in Ternon Crag
and allowed fugitives to hide in town and
live in relative peace.

Uncommon (DC 15): With the war’s steady
escalation, Cygnar can no longer allow its
enemies to hide in plain sight as it has in the
past. It is said Scout General Rebald himself
has dispatched one or more spies to Ternon
Crag to watch the movements of Asheth
Magnus and his men.

Rare (DC 20): The most plausible candidate
is Latan Pyke. He is the newest resident
of note in town, and his apothecary skills
point to service as a chirurgeon in Cygnar’s
army.

Obscure (DC 25): Pyke is under almost
constant surveillance by Magnus’ men.
Whether

Steelhead

mercenaries,

or

loyalists, Pyke’s every move is observed
and reported back to The Traitor.

Very Obscure (DC 30): If the Loyalists
catch Pyke in the service of Cygnar his life
is forfeit.

Friends in Low Places

Common (DC 10): The Redstone brothers
are a group of four Rhulfolk who hire
themselves out to prospectors in need of
strong backs and arms. Only the desperate
or ignorant seek their assistance, since many
of the claims they have worked for suffered
some sort of accident, whether it be cave-in,
missing equipment, injuries, etc.

Uncommon (DC 15): In almost every
instance, the Hammer and Gad has
purchased the claim from the desperate
prospector soon after such an accident.

Rare (DC 20): At least one of the brothers
has some sort of supernatural abilities.
Some say he’s a sorcerer with an affi nity for
working with stone.

Obscure (DC 25): The Redstones are on a
permanent retainer with the Hammer and
Gad, but their actual positions with the
company are a mystery at best.

• Public Drunkeness

1 night in Crag Gaol*

• Fightin’

1 night to 6 months in Crag Gaol*

• Cheatin’ (at cards, dice, drinking, etc.)

money split between cheated parties,

1 months hard labor in a

Hammer & Gad mine*

• Thievin’ Possessions given to damaged

party, 1 year hard labor in a Hammer and

Gad mine*

• Rapin’ – Death*

• Claim Jumpin’ – Death*

• Killin’ (unjustifi ed) – Death*

(*) Usually preceded by a pistol

whipping when arrested.

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Extra!

North Crag

Hammer and
Gad Offi ces

Once the real power in Ternon

Crag, ‘the Gad’ is now facing
harsh reality as their infl uence
falls far shorter than they once
believed. When they selected
Brue Westrone as the Marshal
Chief, they believed he was
someone they could manipulate.
Brue’s almost immediate control
of the lawless streets made him
invaluable to the town. Brue also
made it clear he would not be the
Gad’s man. Thye left him in the
position out of necessity, but his
popularity with the Craggers,
combined with Old Thom’s vocal
support, have now made him
impossible to remove legally.

Originally, the Gad had

thought about hiring Alten
Ashley to “fi re” Brue, but a quick
conversation with the monster
hunter proved he had no interest
in such things. Brue has cleaned
up the streets once before, and it
was good for business—they hope
he continues to do so.

The Last Gambit

Jarok Croe and his Cutthroats
keep a set of rooms in the saloon’s
cellar. Although this is not

mentioned in polite conversation,
it is fairly common knowledge that
these criminals can often be found
here. Rumors persist there is a
set of secret tunnels connecting
the Last Gambit to the riverbank.
Anyone investigating hard enough
learn these rumors are true—the
tunnel can be accessed behind
one of the cellar’s supply racks
and leads to a well-concealed exit
south of the ferry.

His motivations unclear, Croe

has made rumblings he thinks
he would make a better Marshal

Chief than Brue Westrone. Given
his criminal past, this seems likely
more of a joke than a real interest,
but the Hammer and Gad may
consider even someone of his
standing if it gave them more
control over affairs in the town.

Pip & Pop’s
Trade Emporium

Smaller shops backed by the
Hammer and Gad, including
Spider’s Prospecting Supply,
are slowly but surely chipping
away at the gobbers’ business
and they are at a loss for what to
do. Pip secretly wonders if a few
small fi res might increase their
customer base again. So far, he
has not disclosed this with anyone
and he realizes that he would need
outside assistance to put off such
a brazen act.

Spider’s
Prospecting Supply

A failure as a miner, Spider had
the wherewithal to sell his strike
to the Gad in exchange for enough
money to open his own shop, with
conditions, of course. The shop
primarily caters to prospectors
and panners, although Spider is
expanding his merchandise as
Pip and Pop’s Emporium falls
on harder times. The Gad and
Hammer take the lion’s share of
his profi ts—far more than anyone
could imagine—but Spider seems
strangely content about this
arrangement.

Willitt and
Sons Jackwork

s

Otis’ other son, Mat, was wooed
away from the family business
when Magnus came to town.
Wishing to see the world outside
the dusty mining town; Mat
offered his services as a bodger
and jack handler to the mercenary.

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Impressed with the young man’s
abilities, Magnus hired Mat
on and has him working on his
mechanika and warjacks at the
Hull Estate. With this perceived
betrayal, Otis announced his son
dead to him, even going as far as
to scratch out the ‘s’ in Sons on
the Jackworks sign. Mat has not
been back to see his father since
hiring on with Magnus, but is
trying to convince his brother,
Karl, to join him.

Crag Gaol

This ruined outpost has yet to
be fully explored. Brue does not
have the time or manpower to
dig through the sealed chambers,
snaking tunnels, and natural
caverns connecting them beneath
the Gaol. Some prisoners swear
they heard voices coming from
the fl oor of their cells, but Brue’s
brief investigations have found no
sort of access to any area beneath
the dungeons. He would be more
than happy to allow someone he
trusted to do the exploring for
him. Unfortunately, trust is in
short supply these days.

The

Idrian

ruin’s

only

surviving tower houses a Caspian-
made telescope shipped to Ternon
Crag at great expense. While
it was once used to watch over
the Greybranch Gap for threats
coming from the Marches, Brue’s
deputies now train its glass eye
to the west, now that Magnus
spends the occasional night in
Ternon Crag.

Brue Westrone

Brue is a man caught in the
middle of events that could
spiral out of his control at any
moment. Not only is the Hammer
and Gad looking to remove him

from his post, but the presence
of Magnus and the loyalists lit a
slow-burning fuse on a powder
keg that he fears will destroy the
town. Recent sightings of Skorne
in the Bloodstone Marches only
add to the town’s tensions.

Brue is fi ercely devoted to

Ternon Crag, and would give his
life to protect it or its inhabitants.
He constantly watches the
situations in town for angles he
can use to his advantage. Brue’s
integrity is above reproach,
something the Gad discovered too
late to remove him from offi ce.
Few people, other than Old Thom,
know Brue’s history before his
arrival in Ternon Crag, a mystery
he would prefer to maintain.
His skill with pistol and rifl e is
legendary in these parts, with
some claiming him to be second
only to Alten Ashley, which the
monster hunter acknowledges
begrudgingly.

Brue is confi dent he could

take Magnus unaware if it came
to dealing directly with the
warcaster, but knows the ensuing
orgy of revenge Vinter’s loyalists
would embark upon would
destroy the town as completely
as any fi re. As it stands, he keeps
his opinion to himself just in case
more people than he knows are in
the Traitor’s employ.

South Crag

Krieltown

When

in

Ternon

Crag,

Boomhowler’s mercenaries head
through Krieltown in search of
trollkin interested in joining his
company. Many younger trollkin
leap at the opportunity to get out
of the Crag and set out on a more
adventurous path.

“Old Thom”
Jaspers Place

Hukley Massiter invited Old
Thom to join the Hammer and Gad
when the company was formed,
but Thom was not interested in
their idea of honest business.
Thom’s refusal to join Hukley has
driven a wedge between the pair.
Recently, accidents at several
of the Thom’s mines has him
wondering how deep the wedge
cut into Hukley’s pride.

Old Thom is one of a handful

of people who knows Brue’s
history. He saw potential in the
hard-as-nails adventurer when he
hired him on as a bodyguard fi ve
years ago. When the Crag needed
a new Marshal Chief, Thom put
his name in as a candidate. To
Brue’s surprise, he was elected.
Thom’s pride in Brue’s work is
evident, leading some to suggest
behind closed doors Brue might
be Thom’s son.

The “Pit” Chapel

The Preacher, once a prospector
like so many others in town,
subscribes to neither Morrow nor
Menoth, but instead an amalgam
of the two religions. This riles
Menoth’s congregants to no end,
but Morrowans in the Crag have
found the blending a fresh breath
to their faith. The Preacher has
scratched symbols from both faiths
as well as several unidentifi able
symbols into the walls of the Pit
as well.

The Preacher’s sermons are

typically screeching fi re and
brimstone affairs that can be heard
well away from the Pit. He is
often seen talking to himself when
he is seen outside the shack or Pit,
typically in some unrecognizable

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Greybranch Gap

Safe to travel year round,
Greybranch Gap serves as gateway
to the Bloodstone Marches. Even
the harsh sandstorms that blow
west through the Gap do not
prevent travel, but simply make
it more onerous. The Gap itself is
not without some peril; in areas
the path is barely wide enough for
a man on foot to lead a horse and
wagon. Desert predators, like the
Dune Prowler, ambush travelers
from time to time, so anyone
venturing through the Gap is
warned to arm themselves before
leaving Ternon Crag.

Scarleforth Lake

Rumors persist of a large fl ying
shape traveling between the lake
and the Castle of the Keys to the
east some decades past. The lake
is deep and dark, and most of
the prospectors avoid traveling
its surface when they can. The
barbarians east of the lake show
signs of the Panner’s Pox as well,
leading many to believe there is
something tainted about the lake’s
waters and avoid the area east of
it if possible.

Sightings of strangers around

the lake and near the Castle of
the Keys are on the rise. Vaguely
elven and always spotted at a
distance, these individuals have
yet to interact with prospectors
in the area. Eerily fl eet of foot,
the strangers’ appearance has
prospectors keeping weapons
closer at hand, day or night.

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tongue. The Preacher suffers from
the Panner’s Pox, and many in his
current congregation have started
showing signs of the disease as
well. It is said he has been to the
Castle of the Keys, but will not
speak of it when pressed; instead
launching into a sermon warning
against exploring in “Caen’s
accursed places.”

The Outskirts

The Flophouse

Sitting atop a lone hill east of town,
Ternon Crag’s fi rst inn and former
bordello, the beautiful Bloodstone
Rose, fell on hard times. Known
now as the Flophouse, the building
houses the destitute and transient,
providing

bargain

basement

rooming rates in rooms once
reserved for the town’s most well
heeled visitors. The inn’s interior
retains little of its past glory. Faded,
peeling wallpaper covers a few
walls and most of the inn’s original
furnishings have been looted or
wrecked and replaced with cheap
rough-hewn wooden tables, chairs,
and beds. Even the gilded fi xtures
have been picked clean of their gold
leaf, replaced with squat candles
and sputtering lamps.

The entire fi rst fl oor serves as

a common room, while the upper
rooms are typically rented out hourly
by the town’s ladies of the evening.
The Flophouse’s owner, an odious
and unlikable Scharde Islander
known only as Rutt (Rog8/Gmg4),
has one rule in his establishment:
don’t let me catch you at (insert
illicit activity) in my place.

Ternon Crag
Graveyard

The Ternon Crag graveyard is
little more than a patch of land

surrounded by a crude iron
fence and is clearly visible on
the west side of the road leading
to Scarleforth Lake. The few
grave markers, such as they are,
are roughly carved and quickly
ruined by the weather. Names
and dates fade rapidly, or are
etched away by the desert sands.
The graveyard has had its share
of body theft, but Craggers do
not overly concern themselves
with the threat of the undead or
worse, laughing at the thought
of a shambling army of corpses
attacking North Crag.

The Haunted Mine

Common (DC 10): Almost fi ve miles east
of Ternon Crag stands the Gadley Mine. In
AR 589 Silas Gadley and his crew of thirty
were killed in a horrible cave-in. Only Joss
Gadley, Silas’ brother, survived. The mine
is avoided by locals and is rumored to be
haunted.

Uncommon (DC 15): Joss Gadley (Male
Midlunder, Exp6) was in charge of mine
safety at the time of the collapse. He blames
himself for the deaths, spending his days
begging for drinks he promptly cries into at
Sanity’s Bastion.

Rare (DC 20): Recently, strange noises
and lights have been noticed coming from
the Gadley Mine shaft. Joss desperately
wants to investigate, but his ruined leg
prevents him from going himself.

Disappearing Miners

Common (DC 10): A few miners have
disappeared in the Greybranch foothills
recently although no evidence of foul play
has been found.

Uncommon (DC 15): Although most
of those missing are miners, some were
prospectors exploring near the Castle of
the Keys.

Rare (DC 20): All of the affected mines
recently broke through into some type of
underground cavern complex.

Obscure (DC 25): Since the disappearances,
glimpses of emaciated, hunched over fi gures
have been seen in the dead of night near
these mines. Any attempt to pursue them
has proven useless.

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