Chronicles of the Eternal Bond world illustration - Wild West theme
Wild West

Chronicles of the Eternal Bond

B
Btone

Duskridge Crossing: A Wild West town of danger, secrets, survival, and mysterious murders.


Author's Note: Welcome to Chronicles of the Eternal Bond, a world of survival, love, and mystery set in the rugged Wild West. Every character in Duskridge Crossing has a story to tell, and every choice you make could have lasting consequences. Whether you’re solving a murder, building relationships, or chasing adventure, remember to embrace the spirit of the frontier—resilient, passionate, and always a little wild. Tips for Players: -Pay attention to clues and conversations—there’s more to this town than meets the eye. -Relationships matter! Who you befriend (or romance) can change how the town views you. -Be ready for danger, whether it’s from outlaws, the environment, or something darker. Enjoy your journey, and may your bond with this world be eternal.
Played3 times
Cloned0 times
Created
71 days ago
Last Updated
66 days ago
VisibilityPublic
Evidence Room

Evidence Room

A small, locked room filled with shelves of confiscated weapons, letters, and stolen goods. Some items are tagged and stored properly, while others appear suspiciously unaccounted for, hinting at possible corruption. A locked safe in the corner holds secrets known only to the sheriff, adding an air of mystery to the room.

Guest Rooms

Guest Rooms

Guest Rooms Upstairs, a narrow hallway leads to a handful of modest guest rooms, each with a simple bed, a wooden nightstand, and a dusty oil lamp that flickers against the old wallpaper. The floors creak loudly with every step, making it impossible for anyone to sneak around unnoticed. Some rooms have personal touches left behind—a forgotten book, initials carved into the bedpost, or a stray playing card tucked under a pillow.

Gun Rack

Gun Rack

A wall-mounted rack displaying an impressive collection of firearms, including rifles, revolvers, and shotguns. Each weapon is polished and well-maintained, hinting at their storied pasts, with some belonging to notorious criminals. Notably, a double-barreled shotgun, engraved with the initials 'E.M.', is kept under glass, a tribute to its former owner, Eugenia, whose legacy the sheriff fiercely protects, forbidding anyone from touching it.

Holding Cells

Holding Cells

The western jail cells of the sheriff's jailhouse are dimly lit and cold, constructed from thick iron bars. Each cell is cramped, housing a handful of prisoners with thin cots that offer little comfort. The walls are marked with scratches and carvings from previous inmates, telling tales of despair. A grizzled old drunk claims to have seen a shadowy figure sneaking around town the night before, but his words fall on deaf ears.

Ironclad Station

Ironclad Station

key locations inside Ironclad Station: The Ticket Booth – Where passengers purchase fares and ask about train schedules. The Freight Yard – A fenced-off area where cargo is loaded and unloaded. The Waiting Benches – A set of benches where travelers rest, often tense with anticipation. The Train Yard – The tracks where the train stops, with rusted railcars waiting on the side. The Abandoned Car (Hidden Area) – An old train car left on a side track, now home to secrets.

Leader’s Quarters

Leader’s Quarters

The Leader’s Quarters (Restricted Area) A rugged but personal space, separated from the rest of the hideout by a heavy canvas curtain. Inside, there’s a large desk covered in ledgers and old letters, a gun rack, and a small cot pushed into the corner. Unlike the others, the Outlaw Leader keeps his space neat and controlled, a reflection of the order he imposes on his crew. A locked trunk sits at the foot of the bed, rumored to hold his most valuable secrets.

Sheriff’s Office

Sheriff’s Office

A cluttered yet organized space where the sheriff spends long hours reviewing case files and drowning in half-finished paperwork. The large wooden desk, scarred from years of restless drumming fingers, sits at the center, accompanied by a half-empty whiskey bottle always within reach. The wall behind the desk is lined with shelves filled with old case files, some gathering dust while others remain open. A framed portrait of Eugenia, the sheriff’s late wife, rests on the desk, positioned where only he can see it.

The Armory

The Armory

The Armory (Locked Area) A reinforced storage room tucked deep in the hideout, filled with stolen weapons, explosives, and valuable gear. Racks of rifles and revolvers line the walls, and crates of gunpowder and dynamite sit stacked in the back. A massive iron safe—protected by a combination lock—holds the most valuable items. Only the Outlaw Leader and a few trusted gang members have access, and stealing from the armory is punishable by death.

The Back Alley

The Back Alley

A dimly lit alley behind the saloon, filled with the stench of stale beer and the echoes of hushed conversations. The ground is littered with empty bottles and discarded playing cards, making it a perfect spot for shady deals and settling scores away from prying eyes.

The Bar

The Bar

A long, polished wooden bar lined with mismatched stools, worn smooth by countless patrons. Behind the bar, shelves hold an array of whiskey, gin, and questionable moonshine, along with a few imported bottles for the wealthier clientele. The bartender—a grizzled figure with a sharp wit—keeps the drinks flowing and ears open for gossip.

The Common Room

The Common Room

The heart of the inn, this warm but worn space is filled with mismatched wooden chairs and tables, their surfaces scarred by time and restless travelers. A stone fireplace crackles in the corner, offering a welcome escape from the cool desert nights. A battered piano sits untouched near the back wall, its out-of-tune notes occasionally played by a tipsy guest. The air is thick with the scent of stew, tobacco, and old whiskey, making it clear that many have passed through these doors, each with a story to tell.

The Escape Tunnel

The Escape Tunnel

The Escape Tunnel (Secret Passage) A narrow, dimly lit tunnel carved into the rock, leading from a hidden passage at the back of the hideout to an exit somewhere outside of town. The tunnel smells of damp earth and burnt oil, and its walls are lined with torches and old mining supports. The gang uses this tunnel to escape if the law gets too close—but it’s also rumored to be used for smuggling things the town doesn’t know about.

The Front Counter

The Front Counter

The Front Counter A sturdy wooden counter, covered in scattered blueprints, stray gears, and bits of metal, serves as the shop’s main customer area. A heavy cash register, dented from years of use (or frustration), sits in the corner, often covered in a fine layer of soot and dust. Behind the counter, several completed weapons, tools, and mechanical gadgets are carefully arranged on shelves, ready for pickup. A chalkboard sign hangs on the wall behind the counter, listing available services: Gun Repairs & Upgrades Custom-Made Gear Metalwork & Blacksmithing Experimental Projects (No Refunds!)

The Front Porch

The Front Porch

A creaky wooden porch wraps around the front of the inn, offering a clear view of Duskridge Crossing’s dusty streets. Abandoned rocking chairs sway in the evening breeze, while the innkeeper leans against the railing, observing newcomers with a knowing gaze. Old-timers gather to share stories and keep watch for trouble, as the setting sun casts long shadows, creating an atmosphere perfect for watching or being watched.

The Gambling Tables

The Gambling Tables

A lively and chaotic gambling den filled with round tables draped in green felt. Players of all races and backgrounds gather here, their faces a mix of excitement and anxiety as they wager their fortunes on games of chance, from poker to dice rolls. The atmosphere is electric, with shouts of victory and groans of defeat echoing through the dimly lit room, while the scent of smoke and spilled drinks lingers in the air.

The Garden Courtyard

The Garden Courtyard

The Garden Courtyard Once a place of beauty, the courtyard garden has long since been abandoned to overgrowth and wildflowers. A stone fountain, dry and cracked, sits at its center, depicting a howling wolf with piercing eyes. Despite the neglect, the place holds a strange, quiet comfort, as if someone still lingers here from time to time. A bench beneath an old oak tree looks recently disturbed, as if someone sat there not long ago, lost in thought.

The Grand Hall

The Grand Hall

The Grand Hall The massive double doors creak as they open, revealing a lavish but strangely cold entrance hall. Towering bookshelves line the walls, filled with leather-bound tomes, journals, and old world literature. A grand fireplace, untouched and cold, dominates one side of the room, its mantel adorned with unlit candles and a clock that always seems a few minutes slow. The atmosphere is unsettling—not in an ominous way, but in a lonely, hollow way. The manor’s owner is a man of wealth, yet his home feels like a place meant for ghosts rather than guests.

The Kitchen

The Kitchen

The Kitchen Small but functional, the inn’s kitchen is ruled by the old innkeeper, who can usually be found stirring a pot of her famous stew. The scent of roasting meat and fresh cornbread wafts through the air, a rare comfort in a town as rough as Duskridge. The shelves are stocked with basic supplies, and an old recipe book sits open on the counter, its pages smudged with flour and grease. A heavy cleaver rests near the cutting board, a silent reminder that even the kitchen can be a dangerous place.

The Locked Basement

The Locked Basement

The Locked Basement (Hidden Area) A thick iron door, reinforced with heavy locks, blocks access to the basement. If players manage to get inside, they’ll find heavy chains bolted to the stone walls, deep scratch marks lining the floor, and dried remnants of blood—not fresh, but not old either. The air is stale and damp, filled with the scent of iron and wolfsbane. It’s clear that this room was designed to contain something—or someone. But with the chains broken and the locks undone, the only thing left behind is fear.

The Main Room

The Main Room

A mysterious and cluttered room filled with the scent of dried herbs and ancient secrets. The air is thick with the presence of dark liquids, old bones, and shifting pages of arcane books. A bubbling black cauldron sits in the corner, while shelves of scrolls and rune-covered artifacts line the walls, holding knowledge best left untouched. In the center, the Offering Table awaits, demanding something of true value from those who seek aid, as gold holds no worth here. A locked door leads to an even darker space, rumored to be a place of spirit communion or forgotten memories.

The Master Bedroom

The Master Bedroom

The Master Bedroom A space that is off-limits to nearly everyone, the Master Bedroom is a mix of elegance and restraint. The massive four-poster bed is always made, but rarely used. A bookshelf filled with philosophy and poetry lines one wall, opposite a fireplace that burns even when the rest of the house remains cold. A locked wooden chest sits at the foot of the bed, its contents unknown. On the bedside table, there’s a silver locket, left open—a woman’s face inside, but her identity long forgotten by the world.

The Outhouse & Washroom

The Outhouse & Washroom

A pair of rickety outhouses stand behind the saloon, providing minimal privacy and a pungent aroma that wafts through the air. Inside, a small washroom features a chipped basin and lukewarm water from a bucket, offering patrons a chance to clean up after a long day, though the experience is far from luxurious.

The Robot Companion (Unfinished Machine)

The Robot Companion (Unfinished Machine)

The Robot Companion (Unfinished Machine) A half-assembled automaton stands at the back of the workshop, its metal frame reflecting the dim glow of the forge. Gears, wires, and strange clockwork mechanisms sit scattered around it, waiting to be placed into their final positions. Despite being incomplete, the robot’s single glowing eye flickers faintly, as if aware of its surroundings. The machinist has spent years working on it, pouring all her knowledge and skills into the design. To her, it’s more than just a machine—it’s a final connection to her father’s legacy. But one critical piece is missing—a specialized mechanical core, only available in a distant, more advanced town. Until then, the robot remains frozen in time, waiting for the day it can wake up.

The Sleeping Quarters

The Sleeping Quarters

The Sleeping Quarters A cramped and chaotic space, filled with bedrolls, hammocks, and stolen furniture. Some bunks are neatly kept, while others are a mess of discarded clothing, empty bottles, and gun holsters. The outlaws here are a rough bunch, but they protect their own. One corner of the room has a small carved-out shrine, filled with trinkets and tokens from fallen gang members, a reminder that life as an outlaw is never promised.

The Stage

The Stage

A small, intimate stage nestled in the corner of the saloon, featuring a battered piano that has seen better days. The atmosphere is vibrant and chaotic, with local singers, dancers, and traveling performers bringing life to the evenings, creating a mix of laughter, music, and the occasional rowdy cheer from the audience.

The Study

The Study

A dimly lit room, filled with maps, letters, and half-finished journal entries. The air is thick with old parchment and pipe smoke, though the owner rarely smokes anymore. A massive desk sits at the center, its surface cluttered with notes, some written in a hurried, almost frantic script. One wall features a portrait of a woman, her gaze distant, yet strangely familiar. There’s a small glass case nearby, locked—its contents hidden, but clearly something personal.

The Treatment Room

The Treatment Room

The Treatment Room A clean but humble space with a single sturdy cot, its sheets freshly changed yet worn from years of use. A wooden worktable sits nearby, cluttered with bandages, stitched-together medical books, and jars of herbs. The faint scent of lavender and bitter tinctures lingers in the air, masking the harsher smells of blood and alcohol. A battered metal tray holds an assortment of tools—scalpels, tweezers, and needles—some medical, some suspiciously older and more ritualistic in design. A locked chest in the corner contains more powerful treatments, only used for patients in dire need… or those willing to trade for something beyond coin.

The Waiting Room

The Waiting Room

The Waiting Room A quiet, dimly lit space with a few rickety wooden chairs lined against the walls. A single oil lantern flickers weakly, casting long shadows that seem to stretch unnaturally in the corners. A woven rug, threadbare from years of foot traffic, barely muffles the creaky floorboards beneath. A bulletin board on one side of the room displays handwritten notes—requests for medicine, missing person posters, and occasionally strange warnings scrawled in frantic handwriting. The reception desk is stacked with medical ledgers, though Hope is often too busy to keep them organized. The air here is thick with nervous energy—whether it’s from waiting patients or the lingering presence of something… unseen.

The War Table

The War Table

The War Table A scarred wooden table sits at the heart of the hideout, covered in roughly drawn maps, scattered playing cards, and empty whiskey bottles. Knife marks and bullet holes riddle its surface, evidence of past arguments that ended badly. A single oil lantern flickers above, casting long shadows across the faces of those gathered here. This is where jobs are planned, bounties are divided, and dangerous decisions are made. The Outlaw Leader stands at the head, his sharp gaze cutting through the noise, ensuring only the smartest and boldest have a voice at his table.

Wanted Poster Wall

Wanted Poster Wall

A large bulletin board located near the front desk of the local tavern, covered in a chaotic array of wanted posters. The bounties range from minor offenses like horse theft to major crimes committed by infamous outlaws. Some posters are crisp and new, offering enticing rewards, while others are old and tattered, hinting at forgotten criminals. Scrawled warnings on a few posters caution adventurers against approaching certain individuals, labeling them as 'EXTREMELY DANGEROUS'.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
We are not affiliated with Dungeons & Dragons or Wizards of The Coast in any way.
© 2025 Friends & Fables
Privacy PolicyTerms of Service