Cheap bar\brothel

The Old Bank Saloon

Description: Back in gold-rush days, this place did a roaring trade as the First Miners' Bank of Gabriel. When the town started to get back on its feet this place became the first saloon, and now everybody keeps their money with Colonel McFarland in the newspaper office. It's a stone building with a large main lounge and the counter serving as a bar. Liquor and so forth are stored in the vault, and the six offices upstairs have been converted into rooms that rent by the hour, if you know what I mean. It's constantly pretty dusty.

Occupants: 3d6 drinkers; 1d4 soiled doves; Fernando Garzon the Mexkin barkeep and his wife Maria who looks after the hookers


Fancy bar

The Full House

Description: Purpose-built by Colonel McFarland for his little tournament, this large building has 16 big suites and 14 smaller ones. The main lounge is pretty vast with raised sections and overlooking balcony-type areas. There's a raised platform at one side of the lounge where the card tables sit. The large rooms and four of the smaller ones are upstairs, and the ten other small ones are downstairs out back. There's two bathrooms where hot water and tubs can be had. The place is decorated in a playing-card theme, with suits on the tablecloths and glasses and lifesize dummies of a king, queen, jack and joker standing in the four coners of the lounge. Weapons must be checked at the door (there's two enforcers on the door who aren't above frisking). You can get in and out through the back way when the games are on, but no going through the bar at those times.

Occupants: Merrill Partridge the barkeep; Clancy and Harvey his sons who help out; 1d4 pretty barmaids; the tournament entrants and their retinues; Hanky Kelly and Friends; 4d6 drinkers when the tournament isn't on; 6 enforcers during the day, 2 when the place is closed down for the night

Secrets: There's a crawlway between the floors accessible from a trapdoor under the bed in Colonel McFarland's room, that leads to a number of convenient knotholes positioned right over the card gaming area. Accessible through the back of the wardrobe in his room is a passage between the walls that leads to behind the mirror in each of the big rooms (which are see-through from behind). In the bar itself, the paintings of Colonel McFarland in various stages of youth (in college, in the Army, and a more recent one) have removable eyes for looking through from the storeroom (Cognition TN 11 to spot them in use - which they are whenever the Colonel is playing).


Newspaper office

The Ressurection Enquirer

Description: The beginnings of a new newspaper in town, the Enquirer operates out of editor and chief reporter Frank Lesley's basement. It comes out once a week and isn't the be-all and end-all of reputable journalism - Lesley tends to reproduce anything interesting he hears as fact, and isn't above adding a little spice of his own to make any story more interesting, difficult and all as it is to sell many copies. The basement office consists of a desk with a couple of typewriters on it under a wall-mounted gas lamp, stacks of paper scattered all over the place and a hand-driven printing press.

Occupants: Frank Lesley (Professional: Muckraker 3d8); Bartie Williams, occassional assistant reporter and fanboy (Professional: Muckraker 2d6)

Secrets: Lesley has been enquiring into Colonel McFarland's past and piecing things together over the years. He's started to notice some discrepancies in the Colonel's version of his life story, but the story is nowhere near complete. His notes are lying around in various notebooks all over the office.


Card factory

The McFarland Playing Card Co.

Description: The old newspaper office, built rather bigger than it ever needed to be in typical boomtown optimism. It's two stories high, with offices on the top floor and the printing room occupying most of the ground floor. Nowadays it churns out playing cards that get shipped all over the Union and Disputed territories. There's a large clanking chugging machine that produces sheets of cards, which are then sliced up by a guillotine attachment and funneled into stacks before being boxed by the workers. Colonel McFarland has a large, expensively-furnished office on the top floor, with a large safe recessed into the wall where he keeps the townsfolks' money (those who want to give it to him) for safekeeping. This is where he'll have to draw the $15,000 from if somebody else should win.

Occupants: 1d4 + 4 workers (packing cards, maintaining the machines, cleaning etc.); four security guards


Barber\dentist\doctor

Dr. Gumm's

Description: A ramshackle building with a grimy window, steer's skull nailed to a pole on the porch, and a decrepit red and white barbers' pole swaying haphazardly in the breeze. Dr. Gumm is a war vet who was driven slowly crazy by the horrors he witnessed. He now drinks like a steam locomotive and mutters to himself constantly. Whether he's brandishing a pliers at your rotten tooth, waving a cut-throat razor about near your favourite face or rummaging about for a scary-looking bullet-extractin' spatula, he inspires many things, confidence not being one of them.

Occupants: Dr. Ebeneezer Gumm; 1d4-1 nervous-looking patients during opening hours

Secrets: One of the many things that drove Dr. Gumm into a bottle and out west was his encounters with the Harrowed. Having encountered a few folks who just seemed to be dead, apart from all the walking around and talking they were doing, he figures they're some kind of government secret weapon. Still, it offends his sensibilities, but he knows how to treat them to some extent and knows a little about their physiology (only eating meat, healing quickly, able to keep going with wounds that'd kill a regular fella, not bleeding etc.)


Corral

The Easy Beans Corral

Description: A fenced-in dusty field and a row of wooden stables make up the Easy Beans Corral, along with a small house that accomodates the cousins who run the place. The place looks pretty untidy, with tools, tack, broken wagons and the like strewn about the place, but the horses are well cared-for and shown genuine affection.

Occupants: 2d6 horses; "Red" Edward Whyte, the outgoing and jovial face of the business; Kurt "Blue" Flagg, the quiet one who seems able to talk to horses

Secrets: Blue has quite an affinity with horses, and can in fact communicate with them to a limited degree - getting them to understand reasonably simple commands that usually they'd have to be trained for, calming them down, and understanding what they're feeling. This isn't likely to have anything to do with the game, but it's cool.


Telegraph office\post office\stage office

Ressurection Post & Telegraph - Wyoming-Nebraska Overland Stagecoach Co.

Description: Two large signs crammed over the front of a rather small office, this building is the underappreciated communications hub of Ressurection. It's full of stacks of paper, mail bags and parcels. Out the back there's two horses stabled, to keep the stagecoach fresh.

Occupants: Albert Merkley, the stressed-out and overworked desk clerk, bookings clerk and telegraph operator; Freddie Barlow, his abysmally lazy and usually asleep assistant


Mayor's house

Colonel McFarland's residence

Description: A large, American Gothic house right on the town square. It's got big windows, a porch with a swinging-chair thing, a large and imposing knocker (heh, I said "large and imposing knocker") and a pointy roof. It's lavishly decorated and furnished inside, with all the usual optional extras - smoking room, dining room, drawing room etc. The bedrooms all have large four-poster beds.

Occupants: Melinda, tight-lipped housemaid who cleans the place and serves; Franco the cook; Colonel McFarland when the tournament isn't on

Secrets: In a safe hidden behind a painting of a skirmish between Union and Indian cavalry is $5000 dollars in gold (leftover from the raid and kept for emergencies) in the form of ten $500 ingots, and all his plans and notes regarding the raid - including copies of both the original and the faked orders to send our heroes down South (only the date is different, by a couple of weeks) and a copy of his secret message to the Rebs tipping them off as to the spies in their midst.


Hardware store

Jeb's Provision Emporium

Description: A large barn-like store selling everything from banjos to jerky to frilly frocks to dynamite. Most of the stuff to be found in the Player's Handbook is available there, at the listed prices (no Gatling pistols or flamethrowers, though, but there is a single regular Gatling gun). It's got a kind of open-plan layout, like an American sporting goods shop. Jebediah Rundstead, the proprietor, is one of the old-school fire-and-brimstone Christians, but he'll still serve just about anybody.

Occupants: Jeb Rundstead, the proprietor; Caleb, his slow-witted but brawny son

Secrets: Both Jeb and Caleb have 3d8 in Faith and access to the Protection miracle, should they come under attack by the PCs.


Blacksmith's

Ingvar's Smithy

Description: An open-fronted place on the outskirts of town (canvas sheet gets pulled down over the front at night) that usually has a loud clanging emanating from it. Horses shod, metal things repaired, uh, nails manufactured. Etc.

Occupants: Ingvar Stene, the jolly blacksmith who looks like the blacksmith from out of Army of Darkness

Secrets: Ingvar has had some small experience with coating sabres in and forging bullets out of silver (an adventuring posse happened through the town once). This is unlikely to be useful, but he's certainly adaptable and open to challenges.


Marshal's office

Description: A sturdy and well-kept building with a large star painted onto it. It's tidy and whitewashed, with some plants hanging from the porch roof. Inside there's an office with some wanted posters hanging on the walls, a locked gun cabinet (containing two Winchesters, two shotguns, three Peacemakers and a box of ammo for each) and a desk. Behind this are a small kitchen and the cells, of which there are half-a-dozen.

Occupants: Marshal Stewart Alastair, who's lazy and corrupt but does whatever Colonel McFarland wants of him; Deputy Mike Waddington, who wants to fight crime and be a hero, but never gets a chance; 1d6 people in the cells, mostly drunks there to sober up after a rowdy night in the Old Bank