Chapter 1 - In Without Knocking

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jemmus
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Re: Chapter 1 - In Without Knocking

#101 Post by jemmus »

Turn 7 cont.
Count 2
Cowboy 6 Luck [1d20]=10 Fail.
Sebastian shoots Cowboy 6 dead while he's reaching for his pistol.
Cowboy 7 hipshoots Sebastian. Coordination/4 to hit, +2 Pistol, +4 point blank, -2 drunk. Shot [1d20]=16 Location [1d20]=1 Severity [1d6]=5 Miss.

Count 3
Cowboy 6, Cowboy 3, and Cowboy 8 Dan Rucker draw their pistols (normal draw). Cowboys 4 and 5 momentarily shirk at the sound of shots indoors look around to identify the sources. They both drop the reins of their horses and draw their pistols (normal draws).

Count 4
Sebastian has a dud round. (His target from the start of the turn is dead, he can change targets or state some other action, with no penalty (p. 36). Please let us know).
Cowboy 7 hipshoots Sebastian. Shot [1d20]=13 Location [1d20]=19 Severity [1d6]=6
Another hipshot wild miss.
Cowboy 4 unsteadily draws his pistol's hammer back, with resolute resolution. Cowboy 5 stands with gun drawn and raised, left hand on his horse's saddle.

Count 5
No actions by any characters.

Count 6
Sebastian hipshoots at somebody but misses. (Results-wise it doesn't matter who. He can call a new target next turn). That's five rounds of six for the single action).
Cowboy 7 again squeeze off another hipshot. Shot [1d20]=12 Location [1d20]=20 Severity [1d6]=4 Another miss.
The late Cowboy 6 would have fired a steady shot on this count after a normal draw. If he hadn't already suffered being shot dead.
Wounded Cowboy 2 (severe would to the right leg, light wound to the leg arm) hipshoots Sebastian. Coordination/4 (round down), +4 point blank, -2 drunk, -4 for wounds. His count was delayed by 4 because of the -4 for wounds. Hipshot was his only option for getting a shot in on this turn.
Charlie shoots a Careful shot (at I believe Cowboy 2?) with his lever-action Winchester M1873 in .44-40. It's Short range, which for this weapon is 30 yards or less. (Point blank is 2 yds or less). +0, to hit is Coordination plus Skill or under. Please roll to hit, location, and severity.

Cowboys 4 and 5 drop their horses' reins, draw pistols Andreas Larson ran 4 yards toward the window to get into line of site of the shooters. Doos runs (evades) toearby overturned table.


The interior of Hoffman's goes ear-splitting. Six pistol shots within the space of a tick of a pocket watch's second hand. The sound of gunshot reports come from all directions, in quick succession, like the sound of the seams of a blanket ripping. To the Civil War veterans of either side, it is a horrible sound. The sound of an army muzzle-loading line's staggered volley and discharge. Bullets aimed at you body coming your way. But no sergeant or captain to tell you what to do.
PCs
PCs
Big Shiny Island (AD&D 1E) - Theo, unappealing human ranger
Horror at Briargate (AD&D 1E) - Faron, droll human thief
Lost City of Eternity (AD&D 1E) - Torix, proud Pictish barbarian
Ghostal (Dungeon Goons) - Delx, canny musical wanderer
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Re: Chapter 1 - In Without Knocking

#102 Post by Rex »

Rex wrote: Tue Aug 23, 2022 4:21 am Charlie

Careful shot.
Carbine (15) [1d20]=13 to hit [1d20]=2 wound location [1d6]=2 injury

Hits
Light wound to the left leg (could modify to right leg but doesn't mater here).
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Re: Chapter 1 - In Without Knocking

#103 Post by Rex »

Rex wrote: Wed Aug 24, 2022 4:30 am Charlie

Charlie will shoot at the #2.
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Re: Chapter 1 - In Without Knocking

#104 Post by Bluetongue »

Sebastian

They must be due reloading with all the gunfire from earlier, coming into town and the saloon.

What do the horses do? (If they are there they should they have a count?).

For my next action, out of bullets I will use my Bowie knife to attack Cowboy 7

Sebastian: Knife fighting attack vs 18 Co-ord [1d20]=18
Last edited by Bluetongue on Fri Sep 02, 2022 1:35 pm, edited 1 time in total.
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Re: Chapter 1 - In Without Knocking

#105 Post by jemmus »

I think Sebastian has fired 6 shots, no? One for whiskey bottle, two shots (both hits) during the longer 6-second combat round on Cowboy 2, one shot at Cowboy 6 (mortal wound) is four. Two left for changing targets and shooting, one dud, one miss.

Good call on the cowboys having already used some rounds shooting up the air. The PCs heard around 15-20 shots fired as the cowhands galloped up the street and while on the porch. Between 8 possible shooters. The PCs have seen within the past 37 seconds the first-in cowboys (1, 2, 3, etc.) have seemed to be the rowdiest. Cowboy 6 also shot one into the saloon floor, but he's mortally wounded and close to dead. Which doesn't mean the single action pistol in his twitching fingers is also.

If it comes to reloading during a shootout turn, it takes six full shootout turns to reload a weapon (p. 41).

PCs
PCs
Big Shiny Island (AD&D 1E) - Theo, unappealing human ranger
Horror at Briargate (AD&D 1E) - Faron, droll human thief
Lost City of Eternity (AD&D 1E) - Torix, proud Pictish barbarian
Ghostal (Dungeon Goons) - Delx, canny musical wanderer
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Re: Chapter 1 - In Without Knocking

#106 Post by Bluetongue »

I edited Sebastian's post to cover his knife fighting action for the next round
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Re: Chapter 1 - In Without Knocking

#107 Post by jemmus »

Who did Sebastian shoot with his 6th shot? Could you post his to hit, location and wound severity rolls? Then we can go to Shootout Turn 2.
PCs
PCs
Big Shiny Island (AD&D 1E) - Theo, unappealing human ranger
Horror at Briargate (AD&D 1E) - Faron, droll human thief
Lost City of Eternity (AD&D 1E) - Torix, proud Pictish barbarian
Ghostal (Dungeon Goons) - Delx, canny musical wanderer
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Re: Chapter 1 - In Without Knocking

#108 Post by Bluetongue »

from post #100:

After hitting Cowboy 6, he adjusts with hipshot 2&3 to shoot Cowboy 7.

Sebastian: Misfire Check [1d20]=20 Caused Wound location [1d20]=17 Severity [1d6]=3

Single Action Revolver, second shot 'Dud', no penalty, shot misses.

Third shot: serious wound chest.
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Re: Chapter 1 - In Without Knocking

#109 Post by jemmus »

Turn 7 - End of Shoot Turn 1

Count 6 has a lot of stuff going on, in this order.
Sebastian's third hipshot shoots Cowboy 7 dead.

Cowboy3 and wounded Cowboy 2 shoot Steady shots at Sebastian after normal draws. Cowboy 2 misses. (I rolled that a couple hectic day ago, you'll just have to trust me. He's got a severe wound and shoots at -4). Cowboy 3 - Shot [1d20]=14 Location [1d20]=20 Severity [1d6]=2 Hit, head, light wound. NPC can move the location but won't. +1 because of head location makes it a serious wound. -3 to Strength, -4 to accuracy, -4 to speed in a shootout turn.

Charlie shoots wounded Cowboy 2, lightly wounding him in the left leg. -3 to Strength.

Doos ends his Evade move to behind the overturned table.
Andreas ends his move toward the window.
Paladin starts walking toward the door. Cowboys 4 and 5 perceive that Paladin's not getting into the fight and end their moves forward toward getting a clearer shot at Sebastian.
The horses have been around plenty of gunfire before, if only from shooting coyotes and drunken revelry. They don't spook, but they trot over to herd up with the horses closest to the door.

Cowboy 8 young Dan Rucker is by the door with his pistol drawn. He didn't move or shoot this turn.

Next up: Initiative roll for Turn 7, Shootout Turn 2. Coming soon.
PCs
PCs
Big Shiny Island (AD&D 1E) - Theo, unappealing human ranger
Horror at Briargate (AD&D 1E) - Faron, droll human thief
Lost City of Eternity (AD&D 1E) - Torix, proud Pictish barbarian
Ghostal (Dungeon Goons) - Delx, canny musical wanderer
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Re: Chapter 1 - In Without Knocking

#110 Post by jemmus »

Turn 7, Shootout Turn 2
Initiative
PCs [1d6]=2 Cowboys [1d6]=6 Hoffmans [1d6]=2
PCs [1d6]=5 Hoffmans [1d6]=5
Dang. Another tie-breaker.
PCs [1d6]=1 Hoffmans [1d6]=4

Cowboys, Hoffmans, PCs. PCs state their actions first, then Hoffmans. Cowboys will just do their actions as the come up during the six shootout turn counts.
Please state your actions.
PCs
PCs
Big Shiny Island (AD&D 1E) - Theo, unappealing human ranger
Horror at Briargate (AD&D 1E) - Faron, droll human thief
Lost City of Eternity (AD&D 1E) - Torix, proud Pictish barbarian
Ghostal (Dungeon Goons) - Delx, canny musical wanderer
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Re: Chapter 1 - In Without Knocking

#111 Post by cybersavant »

Andreas Larson holds his position, ready to fire IF Hofmann does, otherwise watch and wait for now.
Last edited by cybersavant on Fri Sep 09, 2022 2:02 am, edited 1 time in total.
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Re: Chapter 1 - In Without Knocking

#112 Post by Rex »

Charlie

Yelling, "Drop the gun or I will drop you with my next shot!"
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Re: Chapter 1 - In Without Knocking

#113 Post by Bluetongue »

Sebastian

I will stab to death any cowboy that shoots at me.
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Re: Chapter 1 - In Without Knocking

#114 Post by ateno »

Doos will raise his hands and stand up.

In a very loud command voice.

"ALL RIGHT EVERYONE PUT DOWN YOUR PISTOLS. THERES BEEN ENOUGH KILLING, Can't you see your flanked on the right.

Doos shrugs his left shoulder to show.

"You got horses behind you so you cant escape easy, give it up cowboys.
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Re: Chapter 1 - In Without Knocking

#115 Post by jemmus »

I have had you go ahead and do your full actions. Dialog said, before the side that acts first, can creates situations that don't make sense. Which I think is why the rules say that characters should state only these generalized actions.
a) Moving, and if so, how fast.
b) Shooting. I'm going to add brawling to that.
c) Moving and shooting.
d) Pursuing some other action, with any particulars the Judge asks for.

Characters don't have to state in advance who they will shoot/braw, where they will move to, or what they will say. They have flexibility about that, after they have seen what preceding actions happen.

Let's treat Doos's and Charlie's dialogue as d). Since they said they were going to speak, they have to do that. But you can change the dialogue after you see what the cowboys (who have initiative and go first) do. This is a one-second turn, so characters will only get a word or two out. The rest carry over into the next shootout turn.

Sebastian's knife attack requires movement to a target. In a shootout turn, movement occurs throughout the 6 counts. Running, a character can move 4 yds in an SO turn. Running, Sebastian could reach Cowboys 2 (wounded) or Cowboy 3 (who aren't much more than a yard away) on count 2. But he has a serious wound, which adds four counts, so on count 6. Attacking Cowboys 4 or 5 can be down if Sebastian wants movement to happen this turn and the attack to happen early in the next SO turn.

Andreas's observes for this one-second SO turn. No other actions possible.

Hoffmans' actions - None; no movement, attacks or dialogue.

Counts
1 - None
2 - Cowboy 3 single action revolver hipshot at Sebastian, short range. (Rolling a full macro in case it hits). Shot [1d20]=10 Location [1d20]=19 Severity [1d6]=1 Hipshot at Coordination/4, misses.
3 Nothing

4 - Cowboy 3 hipshot at Sebastian. Shot [1d20]=11 Location [1d20]=10 Severity [1d6]=3 Miss.
5 - Nada
6 - Sebastian, with the highest Coordination, is up. Cowboy 2 is in front of him, wounded in two legs and an arm. He's looking toward his right, toward where the last shot came from. Cowboy 3 is also around 4 feet away in front, his pistol smoking from sending two wild hipshots around Sebastian's body. From the corner of his eye, Sebastian has seen that the two cowboys to the right (4 and 5) moved up, guns drawn, hesitant to fire. But that was when their buddies were right on him. They're dropped and just about settled onto the floor now and let gravity naturally arrange and align their mortal coils now.
PCs
PCs
Big Shiny Island (AD&D 1E) - Theo, unappealing human ranger
Horror at Briargate (AD&D 1E) - Faron, droll human thief
Lost City of Eternity (AD&D 1E) - Torix, proud Pictish barbarian
Ghostal (Dungeon Goons) - Delx, canny musical wanderer
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Re: Chapter 1 - In Without Knocking

#116 Post by Bluetongue »

Sebastian

You will have to adjust for the modifiers. I will keep it simple and attack Cowboy 3 as he is the one shooting at me.

Sebastian: Throw Knife vs 18 Co-or [1d20]=7 wound location [1d20]=14 [1d6]=1
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Re: Chapter 1 - In Without Knocking

#117 Post by Rex »

Charlie

Does Charlie have a clear shot at one of the cowboys who hip shot?
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Re: Chapter 1 - In Without Knocking

#118 Post by jemmus »

Both Charlie and Andreas have clear shots at Cowboy (has three wounds) and Cowboy 4. Cowboy 3 who hipshot is obscured. But any shots would have to happen next turn, because Charlie will speak and Andreas will observe.
PCs
PCs
Big Shiny Island (AD&D 1E) - Theo, unappealing human ranger
Horror at Briargate (AD&D 1E) - Faron, droll human thief
Lost City of Eternity (AD&D 1E) - Torix, proud Pictish barbarian
Ghostal (Dungeon Goons) - Delx, canny musical wanderer
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Re: Chapter 1 - In Without Knocking

#119 Post by jemmus »

Turn 7, Shootout Turn 2 cont.
Sebastian throws his knife at Cowboy 3, hitting in the abdomen for a light wound.

Cowboy's 2 wounds slow him down 4 counts, he can only fire a hipshot at Sebastian. He briefly considered changing targets to Charlie (who shot him last turn), but Sebastian is charging from 4 ft away. Shot [1d20]=2 Location [1d20]=14 Severity [1d6]=6 +4 point blank, -6 wounds, -2 target running = -4 to hit. Misses.

Cowboy 4 fires a careful pistol shot at Sebastian. Shot [1d20]=7 Location [1d20]=15 Severity [1d6]=1 Full Coordination for Careful shot. +4 point blank, - 2 target running. Chest, light wound. +1 for chest, still light wound. -2 to Strength, Sebastian's Strength now 10.

Cowboy 5 fires a careful pistol shot at Sebastian. Same modifiers as above. Shot [1d20]=10 Location [1d20]=13 Severity [1d6]=4 Abdomen, serious. -4 to Strength, Sebastian Strength 6.
Cowboy 3 fires his third hipshot at Sebastian. Shot [1d20]=6 Location [1d20]=2 Severity [1d6]=2 Left leg, light wound. Sebastian Strength is 4.

Doos and Charlie begin speaking. (1 second of speech).

End of Shootout Turn 2.
Last edited by jemmus on Sat Sep 10, 2022 12:13 am, edited 1 time in total.
PCs
PCs
Big Shiny Island (AD&D 1E) - Theo, unappealing human ranger
Horror at Briargate (AD&D 1E) - Faron, droll human thief
Lost City of Eternity (AD&D 1E) - Torix, proud Pictish barbarian
Ghostal (Dungeon Goons) - Delx, canny musical wanderer
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jemmus
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Re: Chapter 1 - In Without Knocking

#120 Post by jemmus »

Turn 7, Shootout Turn 3
39th second since combat started
Initiative
PCs [1d6]=5 Cowboys [1d6]=4 Hoffmans [1d6]=4
PC, Cowboys, Hoffmans
Hoffmans will not move or shoot.
Cowboys 2 and 3 will shoot. Cowboys 4 and Cowboy 8 Dan Rucker will move. Cowboy 5 will not shoot or move.

Since PCs go first, you can go ahead and post your full actions and rolls. We don't have the timeline paradox issue here.
PCs
PCs
Big Shiny Island (AD&D 1E) - Theo, unappealing human ranger
Horror at Briargate (AD&D 1E) - Faron, droll human thief
Lost City of Eternity (AD&D 1E) - Torix, proud Pictish barbarian
Ghostal (Dungeon Goons) - Delx, canny musical wanderer
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