G.I.A. Guild of Inept Adventurers
The posse begin the trail once more beneath dark skies and heavier hearts, gathered around the grave of Amos. Harry offers a few heartfelt words for his fallen servant. Well… words, at least. Then the herd pushes north. Days later, the journey takes a grim turn when the posse discover the burnt remains of a homestead, still smouldering in places. What they find there is enough to chill even hardened trail hands: the homeowner sewn inside a sack of skins and slow-roasted over an open fire. This wasn’t the work of raiding Indians. This was something worse. As clues begin to mount, Red is forced to confront ghosts from her own past life. One name rises above the rest: Socrates Gault. A ruthless border raider with a taste for cruelty and bloodshed. But the trail north offers little respite. The Farley Brothers block the herd’s passage, tensions rise, and only Red’s silver tongue prevents the situation from turning ugly. Eventually allowed through, the posse head toward the small town of Dog Leg in search of two missing steerhands. And immediately discover something is very wrong. Dog Leg is under the thumb of Socrates Gault’s men. The local marshal wears a badge he hasn’t earned, innocent men sit rotting in cells, and justice has long since left town. Naturally, the posse respond with the only plan they truly trust: Violence. But even after the smoke clears, the marshal’s dying warning lingers in the air. Racing back to camp, the posse are met with devastation. The herd is gone. Their people are dead… or worse. And for perhaps the first time, the Guild may have suffered a loss they can’t simply joke their way through.
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