Have Gun Will Travel - Powder Smoke in Dodge City

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Re: Have Gun Will Travel - Powder Smoke in Dodge City

#121 Post by Grognardsw »

Yes, behind the barrel with pistols out and cocked per original post.
From behind the barrel, Paladin watched the senior Nunn. He was poised, waiting to see if Nunn drew a weapon, or the younger Nunn appeared. He thought over what options the Nunn’s had to get rid of the “unconscious” Duffy.
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Re: Have Gun Will Travel - Powder Smoke in Dodge City

#122 Post by jemmus »

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
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: Have Gun Will Travel - Powder Smoke in Dodge City

#123 Post by Grognardsw »

I assume Paladin can take action before the final point of your post. His hiding was to get surprise, figuring he’d need it potentially going against two.

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!”

I’ll pause there, as the next seconds unfold. Paladin is trying to avoid the gunfight (but with no hesitation to shoot if they reach for their guns) and took action when they announced the kidnappimg crime. That point of action was after their verbal exchange, and when Nunn stepped back in range with the horses, and before Duffy blurted out.

It seems Paladin has the complete surprise on the Nunns, per p. 35, with the darkness and hiding and their attention being fully on Duffy. Here are some rolls, though I’m not sure they apply in this turn or next.

Tactics 14 [1d20]=2 Yes
Initiative [1d6+1]=2+1=3. The +1 for Tactics success
Tiebreaker Initiative [1d6+1]=3+1=4 Lost, though with surprise condition I’m not sure it applies? Anyway, Paladin’s declared action described above. With surprise, his guns cocked, aimed, Paladin should be able to fire first on an earlier count if they move their arms for a fast draw.

It feels like attempted kidnapping would be a crime back then. I Googled to confirm:
Image
Enough to put them in jail and let the judge decide.
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Re: Have Gun Will Travel - Powder Smoke in Dodge City

#124 Post by jemmus »

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.
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: Have Gun Will Travel - Powder Smoke in Dodge City

#125 Post by Grognardsw »

Image

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
Right pistol Careful Shot on Count 5 (given the Cocking -1 Count)
Coor. 19, +4 pistol, +2 snipe support, -4 night fight, -6 two guns = 15
Right pistol Careful Shot - 15 [1d20]=13
Right gun Wound Location [1d20]=2 Left leg, modified by Pistol 4 up to 6, left arm. Is that his firing arm?
Wound Severity [1d6]=3 Minus 1 for arm, so 2 a Light Wound (-1 Accuracy mod, -2 Str. points)

Ambidextrous - Left pistol Careful Shot on Count 5 (given the Cocking -1 Count)
Coor. 19, +4 pistol, +2 spipe rest, -4 night fight, -6 two guns = 15
Left pistol Careful Shot - 15 [1d20]=10
Left gun Wound Location [1d20]=13 Adbomen, modified by Pistol 4 up to 17, Chest.
Wound Severity [1d6]=4 Plus 1 for Chest, so 5 a Serious Wound (-4 Accuracy mod, -5 Str. points. For the whole Turn, total -5 Accuracy mod and -7 Str.)
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Re: Have Gun Will Travel - Powder Smoke in Dodge City

#126 Post by jemmus »

We can't leave anything to chance here in a Shootout Turn. Lead flying, boards splintering, the thunder of guns, bodies being spun by the impact of .44s, mortal wounds or near death ones. All in the space of 6 counts along a few 6-count seconds.... Standing and firing back as a target or ducking from fire to take cover for an opportunity to fire back in a more favorable situation....

Well, we're beyond all of that. Be right back with the NPCs' actions. Shootout Turn 1, continued. :)
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: Have Gun Will Travel - Powder Smoke in Dodge City

#127 Post by jemmus »

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.
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: Have Gun Will Travel - Powder Smoke in Dodge City

#128 Post by Grognardsw »

I don’t know if I can do this, as its an in-Turn reaction action using my last remaining Count on 6. I’d like to take a 1-count fan shot at the retreating younger Nunn. If so, here is the roll:
Fan shot at younger Nunn - 4 [1d20]=1 :o OMG that has to be man. Wound and severity TBD.
If not, just ignore the that part of the post.

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
if denied the “1” shot:
As soon as Nunn tossed back his gun, Paladin bolted forward to the corner of the street and glanced around the building, head only in case the younger Nunn decided to continue the fight.
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