Have Gun Will Travel - Powder Smoke in Dodge City
- Grognardsw
- Rider of Rohan
- Posts: 12989
- Joined: Wed Jun 26, 2013 12:30 pm
- Location: ImagiNation
Re: Have Gun Will Travel - Powder Smoke in Dodge City
Re: Have Gun Will Travel - Powder Smoke in Dodge City
The younger Nunn appears at the end of the street beside the older one. That older one says, He didn't make it very far, did he? Bring the horses over. We'll throw him over my saddle and tie his hands to his ankles. He might slide off and end up riding under the horse's belly, but that will be comfortable enough ride for the drunk bastard. I'll lead the horse and you ride ahead a little and scout. Stay in the dark and dry to avoid any barkin dogs. We'll go west toward Boot Hill til we're out of town, then turn south to the Arkansas. No talkin unless we have to. The other man nods and heads toward the front of the saloon. He returns leading two horses and holding a coiled lariat. I had to borrow this from a goat roper's saddle. The other man nods. He takes the rope steps over to Duffy lying in the street.
Duffy suddenly yells, Mr. Paladin! Where are ya? Help! They're gonna murder me! The Nunns start, then move to draw their pistols from their belts.
Please roll for initiative.
Duffy (The intoxication rules don't modify initiative. Only Coordination, Observation, Strength, and all skills scores) [1d6]=6 tiebreaker[1d6]=1
Nunns (No modifiers) [1d6]=3 tiebreaker[1d6]=5
Duffy suddenly yells, Mr. Paladin! Where are ya? Help! They're gonna murder me! The Nunns start, then move to draw their pistols from their belts.
Please roll for initiative.
Duffy (The intoxication rules don't modify initiative. Only Coordination, Observation, Strength, and all skills scores) [1d6]=6 tiebreaker[1d6]=1
Nunns (No modifiers) [1d6]=3 tiebreaker[1d6]=5
PCs
- Grognardsw
- Rider of Rohan
- Posts: 12989
- Joined: Wed Jun 26, 2013 12:30 pm
- Location: ImagiNation
Re: Have Gun Will Travel - Powder Smoke in Dodge City
Shoot Out Round One
Paladin, crouched behind the barrel, rose enough to eye the Nunns and rest and aim his cocked pistols on the barrel top. He heard their scheming to kidnap Duffy - there was the crime admission.
When the younger Nunn returned with the horses and said “I had to borrow this from a goat roper's saddle,” then Paladin barked from the darkness: ”Hands up Nunns! You’re under arrest. I’ve got you both covered. Don’t give me an excuse to shoot!”
Re: Have Gun Will Travel - Powder Smoke in Dodge City
The lively piano behind the wall cycles back to "Camptown Races" again
The younger Nunn brother returns leading the two horses. He hands a circle of rope to the older Nunn. I had to borrow this from a goat roper's saddle.
The man takes the rope and steps towards Duffy lying on his side in the street.
Somebody inside the Long Branch joyously yells Yehaw! Lands a Goshen!
Paladin starts to rise from behind the squat oak beer keg, cocked pistols in hands.
Duffy cries, Mr. Paladin! Where are ya? Help! They're gonna murder me!
Paladin barks from the faint light of the Moon and stars and the kerosene lamplight from the saloon's spaced windows, Hands up Nunns! You’re under arrest. I’ve got you both covered. Don’t give me an excuse to shoot!
The Nunn men start and hesitate for a split second, their faces showing many considerations for a decision that must be made in the blink of an eye.
The Nunns get Observation rolls to notice the beer keg in the street. And possibly with penalties for not knowing if a beer keg would be an unusual sight on this street. Or along any side street in Dodge City. This will determine whether a surprise or initiative situation applies.
Elder Nunn [1d20]=4 Suspected something, kind of wary and observant. Not surprised.
Younger Nunn [1d20]=7 Surprised. -2 Speed Shootout Turn modifier for sequence of actions applies.
NPC Bravery checks
Discretionary GM modifiers for drawing against leveled pistols and surprise, vs. the known lawless nature and general unaccountability for actions and ease of escape into the frontier applied. Maybe the whole Long Branch's witnessing in the Marshall and Deputy Marshal's severe wounding and evacuation as well. But the mind of a man is facing an imminent shot from a gun targeted at his gut tends not to have time for weighing many such considerations before deciding to act.... Unless the man has been in this kind of situation before. And survived it.
Elder Nunn [1d20]=9
Younger Nunn [1d20]=16
Paladin sees the younger Nunn with the horses' reins spot him, hesitate, and look toward the older Nunn. The man hesitates from just as long for a hat to drop part way to the dirt of a street. His hand jerks toward the long pistol tucked under his belt.
Shootout Turn 1 into be continued.
The younger Nunn brother returns leading the two horses. He hands a circle of rope to the older Nunn. I had to borrow this from a goat roper's saddle.
The man takes the rope and steps towards Duffy lying on his side in the street.
Somebody inside the Long Branch joyously yells Yehaw! Lands a Goshen!
Paladin starts to rise from behind the squat oak beer keg, cocked pistols in hands.
Duffy cries, Mr. Paladin! Where are ya? Help! They're gonna murder me!
Paladin barks from the faint light of the Moon and stars and the kerosene lamplight from the saloon's spaced windows, Hands up Nunns! You’re under arrest. I’ve got you both covered. Don’t give me an excuse to shoot!
The Nunn men start and hesitate for a split second, their faces showing many considerations for a decision that must be made in the blink of an eye.
The Nunns get Observation rolls to notice the beer keg in the street. And possibly with penalties for not knowing if a beer keg would be an unusual sight on this street. Or along any side street in Dodge City. This will determine whether a surprise or initiative situation applies.
Elder Nunn [1d20]=4 Suspected something, kind of wary and observant. Not surprised.
Younger Nunn [1d20]=7 Surprised. -2 Speed Shootout Turn modifier for sequence of actions applies.
NPC Bravery checks
Discretionary GM modifiers for drawing against leveled pistols and surprise, vs. the known lawless nature and general unaccountability for actions and ease of escape into the frontier applied. Maybe the whole Long Branch's witnessing in the Marshall and Deputy Marshal's severe wounding and evacuation as well. But the mind of a man is facing an imminent shot from a gun targeted at his gut tends not to have time for weighing many such considerations before deciding to act.... Unless the man has been in this kind of situation before. And survived it.
Elder Nunn [1d20]=9
Younger Nunn [1d20]=16
Paladin sees the younger Nunn with the horses' reins spot him, hesitate, and look toward the older Nunn. The man hesitates from just as long for a hat to drop part way to the dirt of a street. His hand jerks toward the long pistol tucked under his belt.
Shootout Turn 1 into be continued.
PCs
- Grognardsw
- Rider of Rohan
- Posts: 12989
- Joined: Wed Jun 26, 2013 12:30 pm
- Location: ImagiNation
Re: Have Gun Will Travel - Powder Smoke in Dodge City

Shoot Out Round One - Continued
At the instant Paladin saw the older Nunn go for his gun, he opened fire with both pistols, hoping his aim was true. The right pistol spit thunder as the bullet pierced Nunn's left arm (2, Light Wound)
Not relishing the two-to-one odds against him, Paladin yelled: "Duffy, now!" in hopes the drunk Irishman would blow the younger Nunn's face off at point blank with his cap & baller.
Paladin's left pistol banged out lead straight into Nunn's chest (5, Serious Wound)
"Give it up Nunn! Duffy ain't worth dying for!"
Rolls

Re: Have Gun Will Travel - Powder Smoke in Dodge City
Post significantly revised after posting
Shots noted and recorded.
The dice say the elder Nunn is right-handed. So his gun arm wasn't hit.
By the light of the Moon and the Paladin sees the younger Nunn look at Paladin and glance to his brother, frozen in hesitation. Duffy raises his pistol, points it at the nearer man threatening and quickly jerks the trigger. Paladin aims at the elder brother and fires his two steadied pistols at once. The slugs catch the man in the left bicep and full in the chest. An instant later the man on the left's pistol fires, his bullet hitting neither Paladin or the keg he is sheltering behind. The younger cringes, drops the horses' reins, runs back toward the corner of the saloon.
Duffy: Hipshot at elder on count 2. +4 (point blank), -4 (night), -2 Coordination (six drinks) [1d20]=14 Clean miss.
Elder Nunn: Draws on count 3. Steady shot (1/2 Coordination) on count 6. -4 (night), -1 (light wound). [1d20]=7 Miss.
Younger Nunn: Runs 2 yds. (The rules say 4 yds of running movement in a shootout turn. But he's starting from a standstill).
Turn 2
The elder Nunn's mouth hangs open with shock. It quickly fills with blood. He raises his left hand to Paladin, indicating "Don't shoot!" while he lowers his right hand and his gun.
Shots noted and recorded.
The dice say the elder Nunn is right-handed. So his gun arm wasn't hit.
By the light of the Moon and the Paladin sees the younger Nunn look at Paladin and glance to his brother, frozen in hesitation. Duffy raises his pistol, points it at the nearer man threatening and quickly jerks the trigger. Paladin aims at the elder brother and fires his two steadied pistols at once. The slugs catch the man in the left bicep and full in the chest. An instant later the man on the left's pistol fires, his bullet hitting neither Paladin or the keg he is sheltering behind. The younger cringes, drops the horses' reins, runs back toward the corner of the saloon.
Duffy: Hipshot at elder on count 2. +4 (point blank), -4 (night), -2 Coordination (six drinks) [1d20]=14 Clean miss.
Elder Nunn: Draws on count 3. Steady shot (1/2 Coordination) on count 6. -4 (night), -1 (light wound). [1d20]=7 Miss.
Younger Nunn: Runs 2 yds. (The rules say 4 yds of running movement in a shootout turn. But he's starting from a standstill).
Turn 2
The elder Nunn's mouth hangs open with shock. It quickly fills with blood. He raises his left hand to Paladin, indicating "Don't shoot!" while he lowers his right hand and his gun.
PCs
- Grognardsw
- Rider of Rohan
- Posts: 12989
- Joined: Wed Jun 26, 2013 12:30 pm
- Location: ImagiNation
Re: Have Gun Will Travel - Powder Smoke in Dodge City
Seeimg the younger Nunn step to run, Paladin let loose a fan shot that struck the retreating brother before he could move a yard.
Paladin kept his guns on the Nunns as he said:
“Duffy watch the younger!”
“Both of you drop your guns behind you! Lie face down on the ground,” said Paladin. ”Duffy search him/them for other weapons. Tie their hands with his belt.”
Paladin kept his guns on the pair as Duffy did that.
Or
- Grognardsw
- Rider of Rohan
- Posts: 12989
- Joined: Wed Jun 26, 2013 12:30 pm
- Location: ImagiNation
Re: Have Gun Will Travel - Powder Smoke in Dodge City
Wound Location [1d20]=13 Abdomen, with Pistol 4 modified to 17 chest.
Severity [1d6]=3 With +1 for chest, total 4. Serious wound (-4 Accuracy, -4 Str points)
Severity [1d6]=3 With +1 for chest, total 4. Serious wound (-4 Accuracy, -4 Str points)