Move Your Watermelon

Coffin Rock: Day 2

After carefully planning the overthrow of one Marhsal Bryce and his malicious deputies, the group (and the Shelly Pearl gang) gets the drop on the lawmen after a . . . naughty display. Tensions ran high, whirlwinds were raised. Most of the malingerers were blasted down a 100 foot crevasse, while the pantsless Marshall was lain low by a series of gunshots.

Beth Testeverde is still very unhappy. Carl isn’t much better.

A journey to the abandoned newspaper building has our mad scientist falling through the floor and into a huge nest of rats…which scatter across the city. Some decide to nibble on the Ladies, only to be shooed off. One of the stragglers, a very nice lil fella, gets a place of honor as official rat companion. He is named Chrisopher.

Ex Mayor Daly does the city a disservice by showing up later that night. Of course, everyone else though it was a graverobber that had defiled Daly’s tomb…but, nope! Daly! When the town (including his daughter) take a gander at him, let’s just say some shit hits the fan.

Fear level is now 4.

Coffin Rock: Day 1

After one Maxwell Simm gambled away a deed to a seemingly profitable copper mine in Colorado, the posse makes way to…the most miserable lookin’ town they’ve seen in a good long while. Dilapidated and run by a nasty cadre of corrupt lawmen, Coffin Rock is a town with problems. No ore has lead to despair and depravity.

After tangling with Marshal Bryce’s deputy Anthony, the posse decides to sell the worthless mine to the corrupt shmuck . . . which leads us to Day 3.

Day Two
She's a bank robbing lesbian, you know.

Our intrepid hooligans waltz into a nowhere town that had been shut down by fear. Some folks had been dragged outta their homes and hanged on this big spooky oak outside of town. After being paid in whiskey by the helpful barkeep, the squad ventures forth to the Big Spooky Tree.

Someone notices the earth around BST’s roots to be freshly turned. Played-by-Loren says something about the tree moving. This is quickly passed over. Mother Flannigan befriends a helpful fieldmouse. A gunshot is heard back in town.

While going back to investigate, Matt the Huckster is the only one to notice the four spooky guys dragging a carpet bag. He wisely charges off after them, only to discover that they’re weird longneck zombies . . . who promptly kick the shit outta him.

Zombies are promptly put down. Barkeep is in the carpet. He is awakened (aroused?) by the Lesbian Bank Robber. Fieldmouse freaks and squeaks. Squad is attacked by sneaky, angry tree. Barkeep is hung like a sausage.

Mad Scientist burns tree. Tree swats Mad Scientist into next week. Party proceeds to hurl whiskey at tree, setting it alight. It poofs away, Jesus powers heal some folks.

They sneak back to town, rob the empty saloon, and get the hell outta Dodge.

Day 1
Character Creation


  • We all sat down, put together some characters, tried out a little combat, and had a pretty good time I'd say.
  •  At least three people have defective horses.  
  • You're all pretty bad ass.
  • I'll try to park in the Watermelon room earlier in the day. By myself. With my watermelon.




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