TROUBLE ON WIDOW'S PEAK
U.S. Copyright Notice
Copyright 1981 by Patrick Stevens &
Timothy Johnson
Cover art and illustrations are copyright 1981 by Jeff Dee. |
"Well, boys," says Jake Cooper, "I want you to go to Lawson's Canyon and round up the she cows for spring calving and drive them to the big corral. Since you men are new, I'm sending along Charlie here to show you the way. Now, don't take all day about it. We got other work to do as well."
With that you saddle up and ride out with Charlie in the lead. You ride for about a half hour and the country starts to change from range land to wooded, hilly country.
As you ride along, Charlie asks you, "Have you all heard about the trouble at line shack three?"
"Nope," you reply.
"Well, it's right bad, let me tell you. Some of the boys was shot at and were pinned down in the cabin for two straight days. Finally Hank tried to get to his horse and made it. When they saw this, the rest of the boys made a break for it and no one shot at them. They checked around but didn't find anything".
"Sounds right spooky. Didn't they find any sign at aII?" you ask.
"Only sign was the arrows left in the side of the shack. Thaf s right, arrows. Kiowa by the look of them. Only thing is the boss can't figure out why the Indians didn't shoot to kill. They had the opportunity and those Kiowas don't miss too often. Whoever is causing the trouble is sure stirring up a hornet's nest. What, with the raids on us and also the lumber camp and mining camp being hit, everybody is getting mighty jumpy."
You travel in silence for the rest of the way and wonder at what you've gotten yourself into.
Just before you get to the herd you notice that a clump of bushes to the right of the trail has been flattened. You draw your gun and warn the others. They do likewise and you approach the bushes careful like. What you find is enough to make you sick. There you see two dead she cows with arrows sticking out of them. Also, there are two dead new born calves. Well, you look around but find nothing in the way of readable tracks so you head over to the herd and cut out the she cows. Then you herd them together and drive them to the ranch. When you get back, Charlie informs the boss about the dead cows.
"Dagnabit," says Jake. "I'd give $100 to any one who could stop these raids, or at least figure out who is responsible."
"Well, Mr. Cooper, I reckon me and my friends will take you up on that offer if'n that's all right." You say.
"Its all right with me: says Jake. "Just
be sure you get the right ones."
Silver Creek was originally founded as a trading post. Ben Walters was the original owner and eventual founder of the town. He traded with the Indians for about fifteen years. The only white men he saw were trappers and mountain men who lived on Widow's Peak.
The town came into being for two reasons: cattle and timber. The first rancher to make a go of it was Jake Cooper. He started the Circle J Ranch with four hands and a thousand head of cattle. He now has sixty hands and forty-thousand head of cattle. The other major industry to get started about the same time was the Wilks' Lumber Company. Dan Wilks has been running it since the beginning.
The two new businesses brought more people to Silver Creek. First it was young men looking to punch cows or fell timber. Then, as business grew and money was more available, the merchants showed up and set up shops to provide goods and services to the workmen. Silver Creek began to expand.
Its growth really took off when the third big industry came into being about five years after the Circle J got started. This was the Lucky Lady Mining Company. This gold mine was started on Widow's Peak by two men: Bill McGee and Tom Simms. Along with the added money came the prospectors who flocked to Widow's Peak. This angered the Indians and more than one miner lost his hair. Then the army stepped in and calmed things down by giving the Lucky Lady exclusive mining rights on the mountain.
Since then the town has stabilized its growth and things appear to be looking good. However, Silver Creek is not without its problems. These will be mentioned in the scenario. As for the town, the following are descriptions of the buildings and businesses in Silver Creek.
Building One
The Jailhouse.
The town sheriff, Frank 'Lefty' Bonner, patrols
and keeps order in the town with two deputies, Luke
Simms and J.D. Price. Inside the jail are
two rooms. In the middle of the front room is a desk with a swivel chair
behind it. A rifle rack containing four Henry rifles and a 10 guage shotgun
is hanging on the left hand wall. Under the rack is a table with ammo for
the guns in drawers. The right hand wall has a bulletin board with wanted
posters and a map of the territory. The back wall has
a cot along it which is for the night duty man and a peg on the wall for
the jail keys. In the middle of the left wall is a cell door which leads
to the back room. In the middle of this room is a stove and along the right
wall are shelves for storing grub and gear. Along the left of the room
are the cells. There are two cells, each one capable of holding four men.
Building
Two
The Silver Creek
Hotel. Emma Jenks is the owner. She is a former saloon
girl who got lucky and inheritied $10,000. She used this money to build
and outfit the hotel. The first floor contains a lobby, which has the registration
desk. To the right is the entrance to the dining room. In the middle of
the room is a set of stairs leading up to twenty rooms on the second floor.
On either side of the stairs is a door. The one on the right leads to six
rooms on the first floor. The door on the left leads to the kitchen and
storage areas and to the helps' living quarters. There is a balcony outside
which runs the length of the building. The hotel is usually quiet and will
not serve liquor until after 7 P.M.
Building
Three
Cashwell's General
Store. Paul Cashwell is the owner. He sells hard and
dry goods, along with mining equipment. He can order items for the players
at the Game Master's discretion. Cashwell's is a two room building. The
front room is the store with a counter along the right hand wall. Cashwell
keeps a 10 gauge shotgun under the counter. The back room is for storing
stock.
Cashwell does not sell guns.
Building
Four
Longhorn Saloon.'Big
Jim' Stark is the owner/bartender. The Longhorn is the most popular
place in town. The bar is along the right hand wall. Along the back wall
is a stage for the entertainment - dancing girls and a female singer. Big
Jim runs the place at a very lively pace. There is always plenty of action
at night. It is not generally known, but Big Jim is an ex-gunfighter from
the Lincoln County Wars. When that mess blew over, he headed south and
worked the tough border towns of Arizona and Texas. After a while, he got
tired of the life he was leading and drifted north. He panned for gold
in the Sierras and got lucky. He had enough when he arrived in Silver Creek
to buy the floundering Longhorn. The sheriff
and Emma know about Big Jim's past.
Building
Five
Grant's Boarding
House. The boardinghouse is run by Fred and Mary Grant.
There are seven rooms for rent, which will include meals. Fred is also
the town preacher and is a real fire and brimstone man. Those who stay
at Grant's must behave themselves. Fred holds services in his home and
at the hotel.
Building
Six
Wells Fargo Office.
The office is run by Jim Roberts and George
Lane. The office is in the front of the building. There is a desk and
chair in the middle of the office with a floor safe to the right and rear
of the room. There is also a waiting room for those with tickets for the
stage. Stage tickets can be purchased here. The stage runs twice a day,
leaving town at 10 A.M. going north and at 4 P.M. going south.The stage
always has a driver and a shotgun rider. There is a rear room with a telegrapher's
station which is manned by Andy Fields. There is also a storage
room in the rear of the building.
Building
Seven
The Territorial
Bank. This is the only bank within a 150 mile radius. It is
run by Raymond Wells. The bank has a large safe located behind a
teller line of three tellers. All of the tellers have 10 gauge shotguns
under the counter. The safe usually contains about $12,000 on an average
day. However, once a month, $50,000 is deposited for the payrolls of the
mine, the lumber ramp, and the ranches in the area. There is usually one
guard during the day and two guards at night. When the payroll is in the
bank the guard is doubled.
Building
Eight
Blacksmith and
Gunsmith. The Carson brothers, Joe
and Pete, run the place. Joe
is the blacksmith. He also does wheelwright work and mends harnesses. He
looks after the twins, Ted and Tom Smith too. These youngsters
take care of the stables. Pete Carson is the
gunsmith, and an excellent one. If he cannot fix it, it cannot be fixed.
Pete sells most guns available. For common guns of the period, pistols,
rifles, shotguns, and the like, there is an 85% chance that he has it in
stock. For the exotic guns there is a 25% chance he has it. The building
they work out of is a large barn. It houses Joe's shop in front, Pete's
shop to the right rear, and stalls for fifteen horses on the left and right
front.
Building
Nine
The Lucky Lady
Saloon. This saloon is run by Wade Prince.
The Lucky Lady has a large bar down the right side of the room. It's so
big that two bartenders work behind it. The Lucky Lady is mostly a gambling
house. None of the games are crooked, but if someone starts getting awfully
lucky, the games can be rigged. The games are poker, blackjack, roulette,
and craps. The GM can have his players gamble at poker and blackjack by
providing a deck of cards. He should have six-sided dice available for
them to use to play craps. For roulette, use the percentile dice and have
the players bet on the rolls. (As most percentile dice are 20-sided dice
and are inked in two different colors per die, it is even possible to bet
on the 'red or the black' as in roulette with a wheel.)
Building
Ten
The old trading post is now an office
building called the Walters Building. It houses four establishments. On
the first floor is the barber shop and bathhouse.
This is run by Ed Ashland. Ed has a one chair shop in the front
and a two stall bathhouse in back. The stalls are sel up for showers too.
Also on the first floor is the Silver Creek Times,
a weekly newspaper run by Nick Mason. Nick is a real go-getter after
stories. Right now he is working on a series of articles dealing with the
railroad's right of way land purchasing methods. On the second floor is
the office of Anthony Evers, attorney-at-law.
Mr. Evers deals mostly with property rights and mineral rights. He has
not had much practice with criminal law as the circuit judge comes through
town only once a month. Also on the second floor is the office of the Cattlemen's
Association, This is a place for the local ranchers to meet
and discuss business. The room contains a large table in the middle with
seven chairs around it. To the right of the door is a desk which contains,
among other things, some bottles of good drinking whiskey and a registry
of cattle ranches in the area. The seven members of the Association are:
The
Circle J, The Bar W, the Double A, the WP, the
Circle
B, the Bar C and the Triple O.
Building Eleven
Doctor Matthew
Travis' residence. Doc Travis has been at work patching
people up here for about ten years. He is a good GP, a fair vet, and a
lousy, painful dentist. He also runs a pharmacy from his home.
Building Twelve
William Maxwell's residence. He
is the town undertaker and he employs
one assistant, Claude Barker.
Buildings
Thirteen through Twenty
All private residences and these will
not be expanded upon in this scenario pack. If the GM wishes, he can come
up with something as needed.
The following is a description of the largest and nearest ranch to Widow's Peak.
The ranch is owned by Jake Cooper. Jake started the ranch about fifteen years ago with four hired hands and a thousand head of cattle. Those were rough times. Jake not only had to contend with the normal worries of running a ranch, like cattle disease (wormies, etc.), busted fence, lost cows, dried up water holes, and the like, but also jumpy, suspicious Indians and later, as his spread began to grow, rustlers. Jake made it and he did so because he is as tough as an old boot and smart as a whip. He is also a good judge of character, which helped him to pick the best cowpunchers available.
Jake has a very large herd, much larger than usual. This is because his neighbor, Les Hanna, who owned the Lazy L Ranch, was forced by ill health to sell his ranch and herd. Jake bought 20,000 head from Les and about 12,000 acres of land. The rest of the herd and land, including the buildings went to Frank Cody, who now calls the ranch the Bar C.
Jake is gambling that he can get a good price for the herd. He'll have to get to the railhead first if he expects to make a profit.
The punchers like old Jake. He comes across as a cantankerous old cuss, but there is no job on the ranch that Jake will not or has not done himself. Also, Jake is fair in his dealings with his men. He pays top dollar but expects a full day's work. The pay on the Circle J is $50 per month.
The buildings on the ranch are as follows:
Building One
The ranch house.
This is a two story building. The first floor contains the living room
and the dining room with the kitchen in the back. The second floor is above
the kitchen and has three bedrooms. The stairs to the second floor are
in the back of the living room. In the left hand bedroom is a trapdoor
in the ceiling which is an access to the roof. This is used if the ranch
house comes under attack.
Building
Two
The Bunkhouse.
This started out as a small shack and now has grown a bit bigger. The bunkhouse
will house forty men. The rest of the hands are spread out among the four
line shacks that the Circle J operates. The bunkhouse, like all of the
buildings on the ranch, is made of wood with a shingled roof. The bunks
are stacked like wood, one on top of another, three high with five groups
of three along the north and south walls and three groups of three along
the east wall. The fortieth bunk is on the west wall and belongs to the
foreman. There are two long tables down the middle of the room with six
chairs to each table.
There is a cookhouse behind the bunkhouse which is capable of feeding twenty men at a time.
Building
Three
The Barn.
The barn houses a great deal of equipment for the running of the ranch
and also serves as a storehouse for feed for the horses and provides shelter
for cattle too sick or injured to be left out on the range. There are three
wagons and parts of other wagons in the barn along with harnesses, saddles,
tools, and all kinds of odds and ends, including extra fence line. Jake
is starting to use barbed wire. Attached to the barn is a complete blacksmith
shop with forge, anvil, tools, etc.
Buildings
Four through Six
Tool Sheds. The
punchers use them to store branding gear, extra harnesses, rope, fencing
equipment, etc.
The corral behind the barn is for breaking horses and tending sick livestock. The big corral is for branding and calving. The four line shacks, marked with 1-4 on the overall map, are small cabins big enough to house five men. The cabins each have a stove and shelves for storing grub and gear. There is a small lean-to which houses the horses at each shack. The line shacks are manned year round.
When Jake Cooper hires you to work, that is just what you do. You day goes something like this:
If you are working the ranch and not the line, you get up at six and tend to yourself and any chores that might have been assigned to you, such as wood toting or water gathering, etc. After that, you go into the cookhouse and get your grub. You are then assigned your day's work. This could be calving with the herd if it was that time of year, or branding, fence mending, bronc busting, hay bailing, equipment mending, castrating, or any one of a hundred different jobs the foreman can think of for you to do.
You get half an hour for lunch and an hour for supper. You knock off work about seven in the evening. If you are not too tired, you can now get cleaned up and either go into town or go to bed, but before you do, you had better make sure of your personal equipment, like your lariat and socks to be sure all is in good working order.
If you work the line, (and you will for three months out of the year,) you get up at five, have breakfast, and then hit the fence line looking for breaks and any dumb critters that got caught in the wire. You are also responsible for keeping an eye out for strays and, during the fall, you will be on the lookout for stragglers coming down from the high grazing lands. You must also keep an eye out for any signs of Indian activity or any other dangers to the herd, such as rustlers.
When you are on the trail drive, you are assigned a station around the herd when it is on the move. It is your job to keep the cows moving in the right direction and to keep strays up with the herd. The toughest part of the drive is at night. Cows are dumb, easily frightened animals. Anything can set off a stampede. Lightning, a coyote howl, someone shouting, or even a twig snapping can send the herd racing away in blind terror. So, at night you patrol the herd and try to keep the cows calm and quiet. The horse you use is usually a ranch horse from the remuda. The Circle J has a remuda of 70 horses. There is also a herd of wild horses which roams the high country on Widow's Peak.
Dan Wilks started the Wilks' Lumber Company at about the same time Jake Cooper started the Circle J. Dan had only a small operation to begin with. He had only ten loggers. Still, he was able to fell, strip and move over 5,000 logs the first year.
Dan was always careful to keep on the good side of the Indians. However, this was not always possible and on a few occasions he and his men had to tangle with the Kiowas who live on the mountain. For the most part though, things were peaceful.
Dan's outfit has grown a bit larger since the beginning. He now has a crew of forty men working on Widow's Peak and other crews working further into the mountain range. The Widow's Peak crew is now moving about 25,000 logs a year. Dan is a man who looks to the future, and since he started felling trees fifteen years ago, he has been replanting young trees to replace what he has taken.
The Loggers of the Widow's Peak crew, or the "Widdowers" as they call themselves, are a rough and tumble bunch. They work hard and they play hard. More than one of them has spent time in Sheriff Bonner's jail. However, they work hard. First it is time to wake at five. Then, if they choose, they wash up. Otherwise they head straight for the cookhouse. After breakfast, the men head for the trees marked for cutting. These were marked the previous day by Old Toby, who has been with Wilks since the beginning. Toby looks for healthy and mature trees for the men to cut and also makes sure that the area is not overcut.
Other members of the crew head over to the trees already felled and, if they have not been stripped of their branches, they take care of it. A third group heads for the logging road to move stripped timber to the sluice and then down the sluice to the river. This is where the fourth group is as they move the logs into position on the river and get them ready to be sent to the lumber mill down river.
All the loggers rotate from job to job every two months. They work each day, except Sunday, until seven with a half hour for lunch. Its a hard, demanding job, but the pay is worth it. Dan pays top dollar, $70 a month.
The buildings of the lumber camp are as follows:
Building
One
The Bunkhouse.
This is set up like the bunkhouse of the Circle
J, except that there is a wooden stove in the middle of the room. The
building is also double thick in the walls and the windows can be shut
with thick shutters that have rifle slits in them. This was constructed
in this fashion because of the occasional Indian problems.
Building
Two
The Cookhouse.
The cookhouse is capable of feeding all forty men at a time, but rarely
does. Usually between twenty five and thirty show up for breakfast. The
rest usually blow in later after finishing an assigned chore. The seating
arrangements are long wooden tables with long wooden benches. The cook
has a big stove which he keeps going from 4:30 in the morning to 8:00 at
night.
Building
Three
Dan's Office.
He has a desk and a chair in the middle of the office. There is a map of
his property on the wall.
Buildings
Four and Five
Tool Sheds.
The loggers use them to store axes, saws, rope, harnesses, climbing spikes,
etc.
The logging road and the river are on the map. The loggers will hitch up a team of horses and these will drag the stripped logs along the road to the sluice. From there, the loggers will load the logs, one at a time, and they will shoot down the sluice to the river.
LUCKY
LADY MINE (map below)
The Lucky Lady Mine employs thirty men in the gold mining operation. The following buildings are present: Building
One
Building
Two
Building Three
Building
Four
The mine entrance has a small gauge truck coming out of it. The miners load ore into the ore cars and then push them to the entrance of the mine for loading onto wagons. The mine has five shafts. The main shaft goes into the mine for about a quarter of a mile. The four other shafts branch off and also are about a quarter mile long. The miners are well paid at $70 per month. |
The trouble started when two cowhands from the Circle J Ranch, Bill McGee and Tom Simms, went looking for strays. It was in the spring and the snows had melted, leaving the streams swollen. It was while trying to find a ford across one of these streams that they came across the tracks of a steer. They followed the tracks and soon came upon the entrance to a cave. They dismounted and went inside.
The cave went in about twenty yards and inside they found the steer. Along the back wall, about two feet from the floor was a small vein of gold. Well, after much whooping and hollering, they began to think about what they had found. They decided that they would need money to outfit a mining operation. They did not have that kind of cash. The bank had not yet been established, and even if it had been, the boys did not have much trust in banks.
Tom had a friend, Wade Prince, who did have a lot of money, being the owner of the Lucky Lady Saloon. Tom was willing to talk to Wade and ask him for the money and offer Wade a partnership. Bill was willing to go, along with this, but first they would lay a claim to the cave and the surrounding land.
Wade agreed to the partnership on one condition - that the boys would do the work and run the mine while he remained a silent partner. He told them he had his hands full running the Lucky Lady and could not spend any time at the mine. The boys agreed. They then made the news public and during a celebration that lasted three days, someone asked the name of the new mine. Tom had an idea and said, The Lucky Lady, and this is the name that was given to the mine.
With the advent of the mine and its great success, a great many prospectors and others started tearing up the land looking for gold. As mentioned, the Indians were angered and started killing the goldseekers. Soon the killings spread and after a while, no one was safe on the mountain. Well, the army moved in and quieted things down after a battle with the Kiowas. They told the Indians that the only mining operation that would be allowed on the mountain would be the Lucky Lady.
Now a section of the mountain was set aside as a kind of neutral ground. No one would be allowed to build or plant or dig or fence or fell trees on this land. This area became known as the disputed area, even though the dispute was only verbal.
Things went on like this for about ten years until reports began coming in of attacks on the lumber camp and the mine. The attacks appear to have been made by the Indians.
During the last ten years, the Lucky Lady Mine has been doing well. However, the owners know that the gold is running out. They figure that they can mine about a year more before it becomes too unprofitable to keep the mine open. The person behind the attacks on Widow's Peak is Wade Prince. He was told by Tom Simms about the gold running out and got panicky. He needs the income the mine affords him to keep other business operations going. These operations are long-term investments and it would ruin Prince if he could not invest more capital.
He decided to pay a call on Anthony Evers, the lawyer. While he was discussing business, he happened to mention the old days and the prospectors who combed Widow's Peak looking for gold. It was then that he had a thought. Suppose someone had come across a promising field. That person might not have had time to work the site. The Indians might have killed him or the army might have driven him out.
He snuck back that night and rifled Mr. Ever's files and came across an assayer's report filed by a man named Johnson. This happened at the same time the army closed the mountains to all mining except the Lucky Lady. Prince took the report with him. He noted that the area filed was in the disputed area.
Well, he decided to make the Indians look bad and so cause the army to kick them off the mountain. This would then free Prince to work the field. So, he sent word out that he was hiring men for gun work. He hired ten men, all gun hands. He hired them in secret and if any are caught, they will not talk unless they face a murder charge. Prince is having these men pull off the raids on the lumber camp and the mine. So far, nobody has been killed. The men are using bows and arrows. They are also stealing Circle J beef.
No one in town- except for Bill McGee and Tom Simms- knows about Prince being a partner in the mine- If the players come to suspect Prince and search his office in the Lucky Lady Saloon, they will find in his safe the old assayer's report. They will also find the papers he signed when he became a part owner of the Lucky Lady Mine. DUH-- I wonder WHY they named the mine "The Lucky Lady" (after the saloon OWNED by Prince, who gave them the money to get started...)
The players must solve the mystery of who is pulling the raids on Widow's Peak and then put a stop to the raids. Since they are outsiders, they know next to nothing about the history of the town. They must ask around to find answers.
The Game Master should understand that
not every Tom, Dick or Harry the players meet will know or give information
to the players that will prove useful. The players must be careful in choosing
who to ask, and the Game Master must be careful of his or her answers.
When you are running this scenario, you should keep in mind that it was designed to be flexible. You are free to use or not use anything you wish. If you want to expand on the scenario, such as creating a map of the surrounding ranches or the Indian camp, or even the mine shafts of the Lucky Lady, go right ahead.
Some background on each of the important NPCs is now provided. Character sheets for each of these NPCs is included in this book.
First, it should be known that the sheriff was a gunfighter down on the Texas-Mexico border. This is where he met Big Jim. He also worked with J.D. Price. He grew tired of drifting after a while and came north with J.D. and settled down in Silver Creek. They tried ranching for a while but their past caught up with them. They were taking it easy in the Longhorn Saloon when some young punk they knew from the old days showed up and called them out. Well, Lefty went out and tried to talk the kid out of the fight, but it was no good and he was forced into a gunfight. The kid did not have a chance.
When the town folk saw this they told Lefty they would like him to be their sheriff. Well, Silver Creek was governed by a town council made up of the important men of the community and they asked Lefty to take the job of Sheriff. Lefty agreed, but only if J.D. could be his deputy. So it was agreed to and the town has been relatively peaceful ever since.
Luke Simms joined as a deputy after proving himself as a gunhand when the sheriff and J.D. were pinned down by rustlers. Luke made short work of the rustlers with an amazingly fast and accurate gunhand. These three men are a darned good team of lawmen.
Another group of men are the three co-owners of the Circle B Ranch. They are three good friends who, after the war, got together and started the Circle B. The 'Captain', Rusty Jackson, is their leader. He was a surveyor before the war and was going to go back to that line of work after the war but decided to team up with Moose Ackley and Crazy Harry Osborne. Old Moose is as strong as an ox, but a whole lot smarter. It was Moose who thought up the idea of starting the ranch. Crazy Harry came up with most of the money. He earned it as an explosives expert working with the railroad. They run about 8,000 head of cattle on a spread of about 10,000 acres.
The folks on the Circle J Ranch who were already discussed, are from different backgrounds. Arizona is a top hand who drifted north from Arizona looking for work. He has been with Jake for six years.
Smokestack is an ex-railroad engineer who headed west and went to Widow's Peak looking for gold. When the army chased all the prospectors off the mountain, Smokestack took up working as a cowhand.
Old Cannonball was in the army before heading west. Smokestack helped him get the job. They are the best of friends and are two good hands.
The last group are the folks in town. The two most interesting people are George Lane and Turk Brown. George is wanted for robbery in Texas. This happened about three years earlier and he has been straight ever since.
Turk, on the other hand, is a gunhand hired by Wade Prince. Turk saw action in the Lincoln County War and along the New Mexico-Mexico border. He is one mean hombre with fast enough guns to back up his disposition. He heads a gang of nine other men, all of whom are of average to above average ability.
The rest of the town folk and other citizens of the Widow's Peak area can be fleshed out by you, the Game Master.
There are other possible scenarios that can be built from this scenario pack. A number of the people have pasts that could catch up with them. Also, there is the wild horse herd roaming the high country of Widow's Peak. There could be a bank robbery when the payroll is in the bank or Nick Mason's expose of the railroads can be expanded upon. Nick might get too close to the truth for comfort. There are these and many more ideas that can be used and it is our sincere wish that players and Game Masters make full use of such possibilities.
Should a party run into Indians on Widow's Peak, there will be from two to five braves armed with bows and a 25% chance of each brave having a rifle. The Indians will not attack the party unless they are attacked first. However, they will keep the party under observation for as long as the members of the party remain in the disputed area.
One final note: the year this is taking
place is 1875.