Boot Hill 7005 RPG 3e
Boot Hill 7005 RPG 3e
F R O N T S T R E E T
>
A L L E N S T R E E T
F R E M O N T S T R E E T
jim mckee (Order #33372705)
, I I
•
Print ed in t he U.S.A.
• Wild West
Role-Playing Game
TSR, Inc.
PRODUCTS OF YOUR IMAGINATION "'
This book is protected under the copyright laws of the nited tates of America . Any reproduction or other unauthoriz d use of the materi-
al contained herein is prohibited without the expres written permission ofTSR lnc .
Distributed to the book trade in the United States by Random House, lnc ., and in Canada by R ndom House of anada , Ltd.
Distributed to the toy a nd hobby trade by regional distributor s.
BOOT HILL, DRAGON, PRODUCTS OF YOUR IMAGINATION, and the TSR logo are trademarks ofT R Inc.
Printed in the United States of America.
ISBN 0-88038-976-1
7005
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One of these older guns with a dud round is one to its initiative die rolls for the whole
useless as anything but a club for the rest of fight. This bonus is never more than one
the fight. point, regardless of how many characters on
Explosion is possible only with a cap & that side make successful Tactics skill checks.
ball revolver or a revolving cylinder 1ifle. This If a character's skill check fails, that's it for
result means that the round in the chamber that fight; he can't try again on a later turn.
fired, and every other round still in the cylin- (As an optional rule, the Judge may allow
der also ignited and fired at once. If the round this: If a character 's Tactics skill check fails ,
being fired is the last one in the gun , treat subtract his Tactics skill score from his die
this result as No Misfire. Otherwise, the roll. Let him try the skill check again that
character suffers a wound in his gun hand. many turns later .)
Roll normally for the wound severity, with a When rerolling ties , do not use the Tactics
+1 modifier if the cylinder contained four or modifier. This modifier already did its part in
more loads (counting the one that was just tying the first die rolls; it does not apply to
fired ). tie-breakers.
Jam means that the round fired OK, but The advantage of having the initiative is
the cartridge cannot be extracted from the that characters on the other side must
chamber properly. Clearing a jam takes three declare their actions first . They don't neces-
combat turns ( 18 seconds ), or two combat sarily get to act first. They simply have to
turns if the character has Weaponsmithing announce what they are doing before they
skill and makes a successful skill check. know what their opponents are doing . Players
on the side that has initiative get to hear the
other guys' plans for the turn before choosing
Initiative their own actions .
In any case, players should not deliberate
Both combat turns and shootout turns rely over this decision. Remember , a turn repre-
on one side or the other having initiative. The sents only six seconds of real time. Anyone
side that has initiative is determined ran- who spends much more than that deciding
domly at the beginning of each turn. what he's up to is getting an unfair advan-
Initiative is determined once per side , not tage. The Judge is within his right to push for
once for each individual character in the a quick decision and penalize players who
fight. ponder.
While there are cases where the notion of
"sides" doesn't fit, in most gunfights there is a
clear distinction between "us" and "them. " It Combat Turns
is entire ly possible to have more than two
sides. In that case, each side rolls a die for A combat turn represents six seconds in
initiative . the life of a BOOT HILL ® game character.
One player from each side rolls one 6- During those six seconds he can shoot, reload,
sided die. Reroll ties. The side with the high- move, mount or dismount a horse, or do any
est roll has initiative. number of other things as described below.
Any character with Tactics skill can make These are some examples of when to use
a skill check at the beginning of the fight . If combat turns, instead of shootout turns:
the check succeeds, that character's side adds Indians or outlaws are chasing down the
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On Foot Mounted
Changing Your Action s Crawling 1 ft.
Walking 1 Walking 1
Generally, once a player declares his char- Evading 2 Trotting 3
acter's actions for a shootout turn, he is com- Running 4 Galloping 5
mitted to those actions. There are, however,
two instances when a character can do some- Movement during a shootout turn is much
thing else.
less significant than during a combat turn. It
If a character fails his Fast Draw check, has the same effect on accuracy in both types
he can either try another fast draw two of tw·ns. But a person just does not move very
counts later, or begin a normal draw two
counts later. Once he gets his gun out, he far in one second.
must continue with the actions be declared, All movement happens at the end of a
at least until the end of the turn. shootout turn, after all other actions on count
If a character 's target is mortally wounded 6 are finished. The distances a character can
or passes out, the character can scrap what- move in one shootout turn are listed on Table
ever actions he declared for the rest of that 9: Shootout Movement.
turn and immediately declare new actions.
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catch at the first notch as the hammer was alive are perfectly justified in requiring a
cocked. The hammer in this position would Luck check anytime a fully-loaded revolver is
not release when the trigger was pulled. It ja1·red or handled roughly. If this check fails,
was widely believed , however , that this safety the character just shot himself in the foot.
was inadequate and that a good jolt could set The exception to this safety rule is the cap
off the gun, shooting its canier in the foot (or & ball revolver. The cylinder on the CBR was
worse , if he tucked it into his waistband or notched between chambers, allowing the
belt). Most people canied only five rounds in hammer to rest safely in one of these notches
their revolver, leaving the hammer over an even when six rounds were loaded. When the
empty chamber , just to be sui-e. Such caution gun was cocked, the cylinder rotated partway
was probably unjustified, but it's part of the to b1ing the next chamber under the hammer.
legend. Judges who want to keep the legend
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1 Miss +2
2-4 Miss +1
5-7 Blocked
8-14 Glancing Blow 1 1 -2
15 Jab 1 2 -1
16 Hook 2 2 0
17-18 Combination 1 2 -1 0
19 Uppercut 2 2 -2 +1
20 Haymaker 2 3 -3 +2
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Shooting at
Mounted Characters
When someone shoots a mounted charac-
ter , there i a chance the shot will hit the
horse instead of the rider . If the wound loca-
tion is in the leg or abdomen , the rider is hit
if the number rolled for the location is even. If
the number rolled for location is odd , the
horse i hit. Roll a new hit location for the
horse .
Likewise, if the horse was the original tar-
get, the rider is hit instead if the wound loca-
tion is chest or abdomen and the number
rolled is even. If the number is odd, the horse
i hit . Roll a new wound location for the rider .
Once a wound has shifted from the rider
to his mount , or vice ver a, it can 't shift back
again.
Animals in Combat
Curly wins initiative on the third turn. When an animal is shot or otherwise
Moe intends to keep fighting with his knife wounded in any way, it is handled just like a
but Curly switches tactics and declares that wounded character. Table 10 is used to deter -
he will grapple his murderous a sailant. Moe mine the wound's location. "Legs" are rear
drops his guard for a moment a Curly rolls a legs, "arms" are forelegs.
2, then leaps in. With some badly-needed Animals also use Table 11 to determine
luck Curly rolls a 15. Even modified by -2 for wound severity, with one important differ-
his two light wounds , a 13 i till good ence: a severity roll of 6 against an animal is
enough to clamp an arm lock over Moe's right always a mortal wound, no matter what sort
arm and inflict one damage point. Suddenly of modifier applies to the roll.
unable to use hi knife, Moe can either grap - Other important bits of information about
ple with hopes of breaking free or punch in the mo t common animals are listed on Table
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a 50/50 chance of crackin g the safe, bu t will ly-determined location. The second number i
not harm any of the paper . Using too much a modifier to the severity roll for that wound
dynamite will crack the safe automatically ,
but will also scatter the content s and de troy
all paper inside. Remember , however , coin Demolition With Dynamite
were also a major medium of exchange out
West, so most safes will contain a fair amount The chance listed on Table 20 to suffer a
of both gold and silver coins. wound is also the chance that a sim ple , wood-
frame building will be damaged by the blast.
To determine how much dama ge a structure
Injuries From Dynamite sustains, roll one 20- ided die. If the number
rolled is less than or equal to the listed num-
Anyone near dynamite wh en it explod es ber, the wall of the building clo e t to the
runs the risk of injury, even death. Table 20: exp lo sion ha been damaged: board are
Dynamite gives the chance that a character knocked loo se, windows blown out, holes
will be injured by exploding dynami te, punched through. If thi happens, roll again.
depending on how far the character is from If this second roll i les than the fiT t roll ,
the explosion. The first number in each entry the wall i actually destroyed; there 's a huge,
is the chance to suffer a wound. If this num- gaping hole in the side of the building. In this
ber or les s is rolled on one 20-sided die , the case, roll a third time. If this roll is les than
character suffer a singl e wound in a random- t h e econd roll, the whole building i
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characters cannot be injured by the blast. is a flat 50/50 chance that the fuse will either
All of the preceding assumes a sing le-story fall out, extinguish itself, or otherwise fail to
wood clapboard building. Many other build- detonate the stick.
ing materials were used (wood was sca1·ce in Also, while the speed at which a fuse
the southwest), and some of these were stur- would burn could be estimated quite accu-
dier than others. And, of course, building s rately, very few people would be willing to
come in a wide variety of sizes. The list below estimate it within a few seconds. Con-
gives modifiers which are added to or sub- sequently, anyone throwing a stick of dyna-
tracted from the chance to damage various mite is going to be liberal with fuse. That
wall and buildings. guarantees that the dynamite will be well
away before it explodes; in most cases, it will
Material Modifier hit the ground and still have several seconds
left to burn. Now consider this; when a stick
Tent, tepee +5 of sputtering dynamite lands at your feet,
Sod adobe -1 looking like it will blow up any second, do you
Logs -3 A) throw yourself on the ground next to it, B)
Brick -5 try to yank out the fuse, or C) decide you have
Barrels, crates -1 little to lose and scoop it up and throw it back
Large building -2 at your antagonist? Actually, either B or C is
Multi-story building -2 a pretty good idea, under the circumstances.
Either option requires a Luck check. Yanking
the fuse gets a +3 bonus, while throwing it
Throwing Dynamite back is straight Luck. It can only be returned
once; the original thrower does not get a Luck
Contrary to what Hollywood would have check to throw it again.
us believe, a stick of dynami te is not a hand Throwing dynamite is like throwing any-
grenade. Whenever dynamite is thrown, there thing else. The thrower checks his Throwing
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Cannons
Heavy Weapons
Only cannister ammunition is considered
Heavy weapons out West consisted mainly in these rules, as long-range shellfire is really
of Gatling guns and cannons. A Gatling gun outside both the scope and intent of this
is a heavy , rapid-fire rifle with multiple rotat- game. Cannister is a bundle of large , iron
ing barrels. They were quite rare , and only ball s- essentially a giant shotgun shell-
available to the army . Cannons were not so which , when fired at the ground in front of
rare, but still restricted to the military the enemy , burst into a murderou s bail .
(though smaller howitzers - horse guns - Every target in a 45-degree arc in front of
might be found in private hands ). the gun must make a Luck check, with these
Neither Gatling guns nor cannons are modifiers (numbers are added to the charac-
very mobile. They can be pushed 6 yard s per ter 's Luck score ): short range, -2; long range,
combat turn (walking speed ) by four or more O; extreme range , +5. If a character i wound-
men, or ha lf that by three or less. If drawn by ed , location and severity are determined ran-
horses , they move like wagons. Four men can domly, with a +3 modifier for severity.
unlimber a gun and maneuver it into firing The character in charge of the gun crew
position in one minute (10 combat turns ). mu s t make a Heavy Weapons skill check
Once set up, it can be rotated as much as 90 before firing the gun. If no one on the crew
degrees per combat turn. has Heavy Weapons skill , assume that this
check fails automatically. If this check fails,
everyone in the target area gets to double his
Gatling Guns Luck score before making the Luck check.
If no one on the gun crew has Heavy
Wh en a Gatling gun fires , every target in Weapons skill, roll one 20-sided die before fir-
a 6-yard wide pat h in front of the gun might ing. On a roll of 1, the gun explodes with the
be hit . A separate roll is made for each target, force of three sticks of dynamite.
using the firing character's Heavy Weapons Reloading a cannon takes four men three
skill score and all applicable accuracy modi- com b at turns . Each man mis sing from the
fiers. crew ad ds two turns to this time.
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1-2 Bites
Horse Quality 3 Kicks
4-5 Steps on feet
In several place throughout the e rules, 6 Won't gallop
horses are referred to generally by their qual- 7 Chews fences
ity: excellent, good fair, or poor. This is based 8 Stops occasionally
solely on the horse Strength. An animal 9-10 Rubs against fences
with Strength 10 or le sis poor 11 to 15, fair; 11-12 Bucks
16 to 20, good· and 21 or more , excellent. 13 Untrained
14 Bone-jarring gait
15 Single rider
Panicking 16 Rears
Horses sometimes panic when faced with 17 Headstrong
sudden danger. Check a hor e for panic when- 18 Leaps
ever a gun is fired nearby (check only the fir t 19-20 Roll twice
shot in a gunfight ), it sees a rattlesnake, it is
in a burning building, or it i wounded. Mo t of the e thing are self-explanatory.
A horse panic if it fail an Intelligence The few that are not are explained below:
check. S top s Occa s ionally. This horse will
A panicked hor e bucks, leaps, or runs sometimes stop dead and refuse to move . A
blindly in a random direction. If the rider Riding or Horse Handling check will get him
passes a Riding skill check to stay on the going again.
horse (or one-half Coordination if he does not Untrain e d. This horse does not respond
have Riding skill), he can try to calm the ani- to the norma l commands. It does what it
mal down by making either another Riding thinks the rider wants, but it usually misin-
check or a Wrangling check. terprets his intent. A wrangler can train the
horse in a week or two.
Singl e Rid er. Thi horse i so accustome d
Horse Traits to its previou owner that it won't let anyone
else ride it. Over the cour e of several weeks,
The worth of a horse depends mostly on it will get used its new rider.
its attribute scores and kills. However, a H ea dstrong. This horse believes it is
hor e can also have undesirable qualitie that smarter than its rider and generally does
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3* The people demand action and volun- * A roll of four or less also results in the for-
teer to help keep order. People offer mation of a Citizens' Watch to patrol the
to form posses and serve as deputies. streets and keep them peaceful. If the
Citizens' Watch is formed, strangers must
4* The people are riled , ask for help, regi ter their lodgings with the marshal's
and begin arming themselves. office. Known troublemakers are subject to a
fine of $50 and two weeks in jail if caught car-
5-6 The people are annoyed, but do not rying a weapon in town. Anyone who i not a
think anything will be done. lawman or member of the committee who is
caught firing a gun in town will be arrested,
7 The people are not concerned. They fined $100, and sentenced to four weeks in
are more interested in weather, jail.
crops, and business.
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Artist 9 12 15 2 4 6 8 Artist 14
Author 9 11 13 3 5 8 10 Journalism 13
Banker 8 10 12 6 2 4 13 Accounting 15
Bartender 12 10 11 8 7 15 10 Bartending 10
Blacksmith 14 10 9 4 5 11 12 Smithing 12
Bounty Hunter 11 14 16 12 9 18 16 Rifle 3
Pistol !
Knife 2
Tracking 8
Buffalo Hunter 11 13 14 7 6 14 8 Rifle 16
Survival 9
Cavalry Trooper 12 13 10 4 3 12 9 Riding 11
Rifle 1
Pistol!
Clerk 9 10 11 3 4 4 5 Accounting 8
Con Man 8 12 15 3 8 6 18 Thespian 12
Public Speaking 15
Cowboy 12 9 8 2 3 13 6 Riding 9
Cow Handling 11
Roping 12
Craft sman 15 8 8 3 4 8 8 Carpentry 13
Gunsmith 13
Locksmith 13
Saddlemaker 13
Wainwright 13
Dentist 6 11 13 8 6 11 9 Dentistry 14
Deputy Marshal 12 16 14 13 8 18 6 Leadership 16
Tactics 14
Pistol 2
Rifle 3
Deputy Sh eriff 11 14 12 10 7 14 8 Pistol 3
Rifle 1
Brawling 2
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Detective 11 14 17 7 6 11 10 Stealth 11
Pistol 2
Doctor 7 12 15 16 7 13 5 Chemistry 8
Medicine 14
Drifter 9 11 12 1 2 2 15 Pickpocket 10
Stealth 9
Drunk 6 5 4 1 1 3 14 Brawling 1
Foreigner 13 11 11 5 8 14 7 Riding 15
Pistol 3
Fugitive 9 12 12 3 2 8 13 Fast Draw 11
Stealth 7
Pistol 2
Gambler 8 15 16 10 9 6 14 Fast Draw 14
Gambling 16
Pistol I
Gunman 11 17 14 14 8 15 12 Fast Draw 18
Tactics 13
Pistol 4
Gunsmith 13 10 12 6 4 7 9 Gunsmithing 13
Hangman 12 9 8 7 2 14 11 Law5
Homesteader 14 8 7 3 3 13 4 Fanning 10
Horse Thief 12 12 8 2 5 5 12 Horse Handling 9
Rifle 2
Indian 13 12 10 1 6 15 4 Riding 17
Stealth 11
Survival 14
Archery 2
Rifle 1
Indian Agent 7 10 11 4 2 8 12 Bureaucracy 9
Infantry Trooper 13 9 8 3 6 14 8 Brawling 2
Rifle 1
Judge 10 8 13 16 7 14 7 Law 13
Public Speaking 10
Laundress 8 6 9 1 3 6 6
Lawyer 11 9 12 13 5 10 10 Law 11
Public Speaking 12
Merchant 7 8 11 6 4 6 11 Accounting 9
Trading 15
Miner 14 8 7 3 5 13 12 Explosives 13
Brawling 2
Nun 6 7 8 5 7 11 2 Farming 9
Medicine 4
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Photographer 11 10 14 3 6 8 7 Photography 12
Chemistry 7
Preacher 9 6 11 8 5 12 8 Preaching 15
Pistol 2
Railroad Worker 16 8 10 4 4 9 11 Brawling 3
Rancher 13 12 10 7 8 12 9 Cow Handling 12
Tracking 8
Rifle 1
Reporter 7 9 13 5 7 11 14 Journalism 11
Rustler 9 13 12 2 4 7 14 Cow Handling 9
Roping 13
Pistol 3
Saloon Girl 6 10 9 3 5 4 11 Bartending 14
Gambling 11
Scout 11 13 15 6 7 15 9 Indian Contact 9
Orienteering 12
Reconnaissance 15
Seamstress 7 9 8 4 1 3 3 Tailor 16
Secret Serv. Agent 11 10 12 7 6 12 6 Leadership 10
Bureaucracy 12
Secretary 6 8 9 1 1 3 4 Bureaucracy 10
Sheep Rancher 12 7 8 1 6 13 5 Farming8
Sheepherding 12
Sheriff 11 15 12 13 9 16 6 Stealth 10
Pistol 3
Rifle 2
Stage Guard 8 13 12 6 6 14 8 Rifle 4
Stage Driver 10 9 11 5 5 13 7 Teamster 14
Pistol 1
Tailor 7 10 9 4 1 5 5 Tailor 15
Teacher 6 7 13 9 5 11 3 Literacy 18
Teamster 13 8 8 5 4 9 11 Teamster 13
Texas Ranger 11 16 13 15 10 19 4 Riding 11
Tactics 14
Tracking 16
Rifle 3
Pistol 3
Town Marshal 10 9 11 14 7 12 12 Public Speaking12
Wells Fargo Agent 9 9 12 7 5 11 8 Telegraph 13
Widow 8 8 10 6 2 11 5
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Name Str Coo Obs Sta Luc Wpn Ski FD Date Loe Prof Pr Max Am Rew
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Name Str Coo Obs Sta Luc Wpn Ski FD Sp. Abil.
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Roll Result
Frontier Justice
1-6 Prisoner is found innocent
If a character is arrested for a crime 7 Prisoner is jailed overnight
(regardless of whether he's guilty) he proba- 8 Pri oner is run out of town
bly will be brought to trial. This can range 9 Prisoner is fined $50
from a formal affair with a real judge and 10 Prisoner is fined $200
lawyers to a frontier trial in the saloon where 11 Prisoner is fined $500
the character isn't even allowed to speak in 12 Prisoner is fined $30 and sentenced
his own defense. In both cases, the Judge can to 30 days with a work gang
either role-play the trial or get it over with 13 Prisoner is fined $90 and sentenced
quickly by using Table 30: Trials and to 90 days with a work gang
Sentences. 14 Prisoner is found guilty; sentence
Some common sense is required when suspended in favor of a 90-day
using this table. If the result obtained from a probationary period
die roll is obviously not consistent with the 15 Prisoner is sentenced to 6 months-2
crime, choose the closest result or roll again. years *
For example, few judges would hang a man 16 Prisoner i sentenced to 2-20 years *
for disturbing the peace, so if a hanging 17 Prisoner is sentenced to 20 year -
result was obtained for this crime, either roll life*
again or , preferably, assign the maximum 18 Prisoner is sentenced to life impris-
sentence for a misdemeanor (90 days and onment *
$90). 19 Pri oner is sentenced to be hanged
In general, there are four categories of by the neck until dead
crimes: misdemeanors , minor felonies, major 20 Prisoner is lynched
felonies, and hanging offenses. Misdemeanors
include disturbing the peace , carrying a con- *Sentence served in the federal, state, or ter-
cealed weapon, assault, vagrancy , and drunk- ritorial penitentiary, not in the local jail.
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Horse's
Strength 1st Hour 2nd Hour 3rd Hour 4th Hour 5th Hour
• Men on foot can move 2 miles per hour for Effects of Terrain. Table 33 and the pre-
up to 16 hours, then must rest for 8 hour . ceding paragraphs assume the characters are
Men on foot can run 4 miles per hour for 3 traveling across open ground. When that is
hours, but then must rest for an hour; not the case, movement slows down . Check
running men must also rest for 8 hours Table 34: Strategic Movement Adjustments to
per day. find out how fast the characters can really
• Mounted men can move 4 miles per hour travel in one hour .
for up to 16 hours, but then must rest for
8 hours. Mounted men may also move at a Table 34: Strategic Movement Adjustments
higher rate depending on their horses'
Strength. Most horses are fair or good Terrain Effect on Movement
quality, but there are also poor or excell- Mounted Foot
ent types. Use Table 33: Strategic
Mounted Movement to find the distances Badlands * 1/4 speed 1/4 speed
(in miles per hour) that a horse can travel. Desert * 1/4 speed 1/2 speed
Resting a horse for one hour will shift its Forest 1/4 speed 1/2 speed
speed two columns to the left on Table 33. Hills 1/2 speed 1/2 speed
If the character dismounts and walks Mountains * 1/4 speed 1/3 speed
beside the horse for an hour, it shifts one Prairie , clear 3/4 speed 3/4 speed
column left. Road normal normal
Trail 3/4 speed normal
If a horse is ridden to exhaustion (t he
point where it "must rest "), make a Strength * This i "hard or rocky" terrain for tracking
check for it at the end of the day, with a -5 purposes.
Strength penalty. If this check fails, the horse
cannot use its "1st hour" rate on the following
day. If the horse fails two such checks on con- Rations
secutive days, it dies.
For example, Crazy Pierre is escaping Characters can find adequate amounts of
from a bank heist on a horse with Strength water , as well as grazing for their horses , in
18. In the first hour he moves 14 mile s, in the most types of wilderness terrain. Characters
second hour he moves 10, and in the third must carry food and water for themselves and
hour he moves 6 for a total of 30 miles cov- their horses when traveling in desert or bad-
ered in three hou1·s. Knowing that his horse lands. Each character needs at least half a
(which is tiring rapidly) would only move 2 canteen of water per day, as well as 3 pounds
miles next hour, Pierre decides to rest his of meat, beans, or hardtack per day. Each
horse for a time. At the end of one hour of horse needs at lea t a gallon of water and 10
rest, Pierre could start traveling again at a pounds of feed per day. Failure to provide
speed of 10 mph; however, he does not adequate feed for animals will eventually kill
observe any close pursuit, and so elects to them. See the description of Survival skill for
rest his horse another hour, which will bring detail on starvation.
it back to its full speed of 14 miles per hour.
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Water Features
Road & Trails
Bodies of water and watercour es can be
The major routes of travel in the area are named as desired. Smaller creeks can be
shown on the map. The most prominent of added in certain area ince the map how
the e can be named a de ired. Stage routes only the mo t promjnent tream .
should be noted by the Judge. Cattle ti-ails if
any, can be marked on the map or at least
noted elsewhere (an d they will of course be
common know ledge in the area).
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of the wall crack and fall free. The prisoners good horses. El Moro is Jose's father. Luis
are free. When this is done, Sebastian and El and Esteban are currently in the lockup. The
Moro shout, "Ojalla!," their signal. All surviv- 12 other banditos are all members of either
ing members of the family mount up and ride the Berrera or Vaco families. All have identi-
out of town as fast as possible. Sebastian has cal characteristics.
extra horses available just outside of town.
This is the plan the Berrera family will
follow. There are several things that could go The Fake Map
wrong with it and there are several ways the
player characters might ruin the plan. The Jeremiah Longley and Samantha DeVries
Judge should not suggest any of these meth- arrive in town on the stage. They will be let
ods through the sheriff, but should let the off in town, although anyone watching will
players do the planning. Possible complica- notice Jeremiah arguing with the driver
tions could include moving the prisoners, sub- about something. After a heated exchange,
stituting player characters for the prisoners, Jeremiah walks away, cursing under his
or even lighting the whole area with lanterns. breath. If there are rooms available in the
If any special precautions are taken, the hotel, Jeremiah reserves two rooms, one for
Berreras still follow their plan up until the himself and one for his "daughter." He gives
point where something goes wrong. the names Jeffrey and Amelia Turpin.
Thereafter, the family members do whatever Sometime after checking into the hotel,
seems best, depending on their Bravery Jeremiah will wander about town. If asked
checks. If all the named members of the fami- what he is doing, he explains that he and his
ly are killed or unconscious, the remaining daughter had little choice, as they lacked suf-
outlaws flee immediately. ficient funds to travel further. He is now in
Jose is the bandit's leader, and he has an distress about their situation (he explains)
excellent horse. All other bandits have fair or and must make plans. He will continue to
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er. After this, public outcry (assisted by the west to east at a slow rate. The air has
vigilantes) will force a trial. A trial will be become thick, choking, and hot. It will be
held with one of the local vigilante leaders obvious to the player characters that if they
filling in as judge. Unless the player charac- remain in this area much longer, they will be
ters can present strong evidence to the con- overtaken by the fire. At this point, check
trary, the verdict will be guilty and the char- each horse for panic. Panicked horses flee at
acter will be hanged . full gallop in a random direction until
Jerry is about 20 years old and is very exhausted or brought under control.
tanned and weather-beaten. Margaret is 18 If the characters don't want to be roasted
years old and is very pretty. She is unarmed. to death or die from smoke inhalation, they
will have to gallop away from the fires, either
to the east or west. Characters must make
Fire! either an Observation check or a Riding check
to avoid having their galloping horse stumble
As the characters ride along, they notice in a pothole and break a leg or go lame.
that the weather, which has been overcast for If the characters ride to the west, they
most of the day, is now breaking up. A breeze travel for 30 minutes and then discover that
has risen and thunderheads are starting to the changing wind has swept the southwest-
sweep across the sky toward the east. ern fire line around so that it is heading
Lightning flashes brighten the horizon to the toward them. They will not be able to reach
north, south, and west. To the characters, it safety by traveling west. Characters trapped
appears they will soon be in for a cloudburst. by the fire will be killed unless they dig shel-
After riding a distance further, the charac- ters for themselves. Those sheltered will suf-
ters see a mass of low-lying clouds to the fer 3-18 points (three 6-sided dice) of damage
southwest. These clouds are actually smoke to their Strength. Half of this damage is
from a large grass fire started by lightning. If burns, which must recover like wounds, the
the characters have a telescope and observe other half is from smoke inhalation and can
the smoke, they will be able to see the fire be recovered like brawling damage. It is
sweeping in a long line to the west. At the impossible for trapped characters to save
same time, the wind will start to pick up, their horses. If the characters travel east,
whipping dust and tumbleweeds through the they will have to ride at a gallop for an hour
air. before reaching safety.
After riding 5 miles more, the player char- Shortly after the characters reach safety
acters will be able to tell that the fae to the (or are roasted to death), the wind direction
southwest is only slowly moving in their changes, forcing the flames back on them-
direction . It appears to present no dang er. selves. The faes slowly die out, except for a
A few minutes later , the wind shifts. few areas of smouldering remains.
Within 10 minutes, smoke begins blowing
over the characters and soon it will become
quite thick, restricting vision as if it was The Pickpocket
night. The characters will top a small rise
and see, in the depression below, a second fire The characters are walking through town
to the north, obscured from their notice by when a short figure wearing a black hat rush-
the drifting smoke. This fae is burning from es around the comer, colliding with one of the
118
119
120
titles being dropped off for the sake of space. Pronzini, Bill, and Martin H.
Readers are directed to the classics, rather Greenberg, The Arbor House Treasury of
than the newer books which accent blood and Great Western Stories, Arbor House, New
sex . Anything by Louis L'Amour, Dan York, 1982 ; This one volume contains 33 of
Parkinson , Willa Cather, Zane Grey, Eugene the greatest western short stories ever writ-
Manlove Rhodes, James Warner Bellah, Luke ten, by authors like Mark Twain, Ernest
Short, or Ernest Haycox is worth reading. Haycox, Bret Harte, Max Brand , an d many
Deserving special mention are the two books others. Highly recommended.
listed below.
121
122
123
124
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125
On Foot Mounted
Crawling 2 Walking 8
Walking 6 Trotting 16
Evading 12 Galloping 32
Table 4: Accuracy Modifiers Running 24
126
127
Player Name:
Character Name:
Age: Background:
------------ ------------
Sex: Home state:
Strength: Wounds:
Coordination:
Observation:
Stature:
Luck: Wound Points:
Skills: Equipment:
I Experience: