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It's like you walked right into the set of a really shoddy western flick or you somehow time traveled back 365~ years.
Everything is centered around the large square bar in the center of the room. At least twenty barstools are scattered around the bar and nearly all of them are filled with drunkards trying to drink their sorrows away.
Two bartenders (one is a man with a handlebar mustache and dark blue vest, the other a woman with messy boyish reddish-purple hair) are frantically scrambling to serve all of the rowdy customers swarming in and out of the bar.
A handful of round wooden tables are scattered around the saloon. Most are occupied by men in ponchos and cowboy hats playing games of chance. With the looks on their faces, you'd suspect they'd shoot each other dead if something goes wrong.
At the back of the saloon is a small stage with a piano, currently being played by a saloon girl in a flashy outfit. There's also a stool with a guitar resting by it. Who knows who that belongs to.
There's a pair of stairs by the stair that lead up to a second floor. By your guess, that's where the guest rooms are. You shiver to think about what unsavory things probably go on in there.
Everyone is taking their time to soak in the atmosphere. You don't want them to get swept away by WESTERN CHARM so you gotta do something quick.
How much do you want to spend on drinks?
>$20. Get something watered down to appease your gang. Nothing more.
>$50. Get something you can TASTE, at least.
>$100. C'mon. let's not cheap out. They're your friends.
>$500. BUY A DRINK FOR EVERYONE! (Should get you some R-Corp favor.)
Who do you talk to while you're here? Pick three.
>Talk to the bartenders. (MODERATE CHARM DC: 19, rolling your 5d6. Passing will get you a lot of general knowledge about the subdistrict.)
>[CLOVER ALLY] There's a trio of R-Corp rangers in a tucked away corner of the saloon. Let Clover handle them. (AUTOPASS due to IMPROVED DEADEYE SHOT and EXCESSIVE TALENT. You'll get some direct information about Double A from them.)
>[BENJAMIN ALLY] A town doctor is busy drinking away his sorrows. Perhaps Benjamin can talk to him? (You'll get an advanced warning on which places are the most dangerous and, by proxy, has the best loot.)
>[CASEY ALLY] Casey is eyeing down the stage. Tell her to go for it. (+0.5 CASEY RAPPORT. EASY RESTRAINT DC: 16 (-4 from own BOON), rolling Casey's 6d6. You're unsure what information this gets but, hey, at least she has fun.)
>[MAX ALLY] There's an oddly well dressed man sitting at the bar. He's not from here, huh? (EASY CONNECTIONS DC: 20, rolling Max's 7d6. Should get some R-Corp corporate information out of it, which may tie back to Double A.)
>[KIARA ALLY] You'd imagine you'd encounter outlaws out here. Have Kiara scout out for any information about them. (EASY COGNIZANCE DC: 25 (-4 from CASEY) , rolling Kiara's 8d6. Passing gets you a general lay of the land about the factions you should worry about down here.)