Weird 1776 Session 1 Notes:
Session 1: Jamaica Village System & References
- Core rules: Dolmenwood
- Setting & historical framework: Times That Fry Men’s Souls
- Rules priority: Dolmenwood by default; TTFMS fills gaps
- Content priority: Colonial-era items, names, tables from TTFMS
Characters
- Horatio Trockmorton — Bard, fiddler, social operator
- Reason Nelson — Gambler, pragmatist, socially blunt
- GM — Hexcrawl, procedural adjudication
Travel & Hexcrawl Procedures The party begins the session traveling via hexcrawl, explicitly tracking:
- Travel points
- Time of day
- Search actions
- Resource use Terrain is farmland and rolling hills along the Bedford–Jamaica Road. The GM emphasizes historical plausibility: small villages, civilian neutrality, and war pressure without clear front lines. Foraging & Exploration
- The party encounters a field of bee balm.
- Identified as medicinal.
- Can be brewed into tea restoring 1 HP.
- Party gathers bee balm for later use.
- An abandoned chicken coop is searched.
- Loot: a small hammer.
- No eggs found. Rules note: Search actions are resolved using Dolmenwood exploration procedures.
Civilian Contact: Fisherman While discussing food, lodging, and local knowledge, the party considers approaching a local fisherman as a potential source of information.
- The fisherman is treated as:
- A possible guide to nearby settlements
- A source of food or tavern directions
- An information node, not merely color
- No roll or interaction is resolved at this time.
- The moment establishes the party’s default suspicion and awareness that civilians may:
- Possess useful intelligence
- Be aligned, coerced, or compromised by the war Campaign note: This is an unresolved thread, not a confirmed spy or contact, but it sets tone: locals are watched carefully.
Roadside Incident: Loyalist Farmer The party encounters seven local youths harassing a middle-aged farmer.
- The youths claim the farmer is a loyalist and demand money “for the cause.”
- Their behavior is inconsistent and opportunistic.
- The farmer is struck when he protests. Player Responses
- Horatio opts for de-escalation through music and enchantment, playing for a full turn (10 minutes).
- Fascinate / charm effects are applied:
- Two youths (including the leader) are charmed.
- Others become calmer via improved reaction rolls.
- Reason delivers a firm speech redirecting the youths, framing real danger as something found elsewhere. Outcome
- The farmer is released unharmed.
- The youths disperse.
- No combat occurs. Mechanical note: Charm is applied fiction-first but remains consistent with Dolmenwood spell duration and reaction logic.
Arrival in Jamaica Village By afternoon, the party reaches Jamaica Village, described as:
- A market center for surrounding farmland
- Civilian in character
- Hosting a small British garrison Military Presence
- Soldiers are identified as Royal Welsh Fusiliers via an Intelligence check.
- The soldiers observe the party but do not interfere.
Tavern Scene The party enters the village tavern. Food & Drink
- Sausage and hominy with dark bread
- Coffee and ginger ale (noted as unusual)
- Wine available; ale scarce due to war supply disruptions Currency & Starting Wealth Discussion Out-of-game discussion clarifies:
- Starting money per Dolmenwood: 3d6 gold sovereigns
- Colonial equivalencies discussed:
- Gold = sovereign
- Silver = shilling
- Copper = penny
- Historical context about pounds, guineas, and silver standards is discussed
- The table agrees to use the written rule as-is Table ruling: Use Dolmenwood starting funds despite historical oddity.
Gambling with the British Officer A British officer of the Royal Welsh Fusiliers, Captain Hayes, is gambling with locals. Ad-Hoc Gambling Mechanics The table collaboratively designs a dice game:
- Target number around 20–21
- 2d6 rolls
- Push-your-luck structure
- Ante per roll introduced mid-game Out-of-game note: The system is improvised and clarified through play. Outcomes
- Reason gambles repeatedly with Captain Hayes.
- Wins and losses occur over multiple rounds.
- Captain Hayes:
- Is a habitual gambler
- Pays debts reliably
- Is socially impressed by Reason
- Speaks openly once rapport is established
Information Gained Through gambling and tavern conversation:
- A local man, Eli Custis, a well-to-do loyalist roper, has gone missing.
- His wife has been pressing the garrison for help.
- Captain Hayes lacks men to conduct a search.
- Custis’ home is just outside town. The tavern keeper suggests:
- Captain Hayes could be persuaded to provide a letter of passage
- Assisting with the Custis situation would improve the party’s freedom of movement
Performance for Food & Lodging Horatio offers to play fiddle for the tavern:
- Performs The King’s March
- Receives food and goodwill
- Negotiates for sleeping space near the hearth Mechanical note: Resolved via roleplay and reaction rolls.
Visit to the Custis Home The party visits the Custis residence outside town. Resolution
- Eli Custis is revealed to already be home, having fled after the roadside incident.
- He is grateful and relieved.
- Confirms the youths were opportunists, not organized rebels. Rewards
- Custis offers:
- A whaling boat, acquired through gambling
- A written note confirming his safety for Captain Hayes
- Guest lodging for the night Setting note: The boat is immediately recognized as strategically significant given regional waterways.
Consequences & Strategic Implications
- The party gains:
- Shelter
- Social capital with civilians and British forces
- Access to water travel
- The youths’ behavior reinforces:
- TTFMS themes of war-adjacent criminality
- Civilian ambiguity
End-of-Session Planning (Out-of-Game) Discussion includes:
- Future travel routes by river and coast
- Staten Island, Manhattan, Harlem, Eastchester
- Strategic value of waterways
- Acknowledgment that Dolmenwood lacks detailed water travel rules The session ends with the party staying the night at the Custis home.
Open Threads
- Whether the fisherman becomes a real contact or liability
- How to leverage the whaling boat
- Whether to secure formal letters of passage
- Rebel or criminal activity in nearby hexes
- Long-term positioning between British authority and civilian interests
End of Session 1