TEXT:  
  1 
      
  The Gatling 
  The Gatling 
  The Gatling 
  The Gatling 
  Decision
  Decision
  Decision
  Decision    
   
   
  A silver dollar adventure
  A silver dollar adventure
  A silver dollar adventure
  A silver dollar adventure    
  for S
  for S
  for S
  for Shotguns
  hotguns
  hotguns
  hotguns-NNNN-SSSSaddles
  addles
  addles
  addles    
   
  For 3-5 salty 3rd level characters 
   
  By David Bezio 
   
  © David Bezio 2013, Creative Commons  
  BY-NC-SA Some Rights Reserved 
      
   
   
      Silver Dollar 
  Silver Dollar 
  Silver Dollar 
  Silver Dollar 
  Adventures
  Adventures
  Adventures
  Adventures 
   
  Silver dollar adventures are for 3-5 characters of 
  various levels.  They are designed to be played in 
  a single game session, although it’s no big deal if it 
  takes your group longer. 
   
  Four characters is the optimal number, and you 
  may have to modify the adventure slightly if you 
  have more or less characters.  Alternately the GM 
  can include hired NPCs.  You can run it as is, but it 
  will be slightly more challenging for 3 characters, 
  and slightly easier for 5 characters. 
   
  Hired Guns 
   
  The player characters are the heroes of Silver 
  Dollar Adventures, but if you need some extra 
  muscle pick a name from the list and use the 
  statistics below.  Give these hired guns to the 
  player characters and let them run them as 
  lackeys.  
   
  Hired Guns 
  Jed Tucker, Walter Ned, Bullfrog Jordan, Clem 
  Teller, Roy Tallbuck, Jane Stutter, Lilly boon. 
   
  Lvl 2; Hp 3d6 each; Mv 4; Def 11 
  Attributes:  Ath 0; BL 0; Fight 0; Fnt 0; Grit 0; Hor 0; 
  Per 0; Prs 0; Shoot 0; Sth 0; Str 0; Quick 0 
  Special Abilities: None 
  Gear:  Short Barreled Pistol (1d10) 
   
  Introduction
  Introduction
  Introduction
  Introduction    
   
  If 
  you 
  choose, 
  or 
  they 
  have 
  appropriate 
  background stories, the PCs can already know 
  each other.  This introduction assumes that they 
  don’t.  They all just happen to be in the town of 
  Sweetwater at the same time and are facing off 
  as strangers at a poker table in a Smokey saloon.  
  How they got there doesn’t really matter, but 
  allow the players to tell a quick story if they like. 
   
  Read or paraphrase the following passage to start 
  the adventure: 
   
  Your adventures have brought you to the 
  town of Sweetwater south of the Texas 
  panhandle.  Still dusty from the road, you 
  headed for the saloon to wet your dry throat.   
   
  The batwings open into a dark smoke filled 
  
   
  2 
  room 
  where 
  an 
  elderly 
  man 
  plays 
  a 
  halfhearted song on a badly out of tune 
  piano.  The portly Saloonkeeper collects your 
  guns and stores them under the bar before he 
  serves you.  
   
  The whisky is rough and the crowd rougher!  
  You’ve fallen into a poker game with a rowdy 
  looking crew and have been winning.  In fact, 
  everyone seems to be winning, at the expense 
  of a well dressed man with the thin mustache 
  who goes by the name of Mr. Logan. 
   
  The poker players are all of the player characters 
  and a small time Cattle Baron NPC named Mr. 
  Logan.  Each PC has won 1D6 dollars so far, all out 
  of the pocket of Mr. Logan. 
   
  Adventure Background 
   
  The lush river, el río exuberante, once wound its 
  way thought the farm and grazing lands around 
  the village of Privilegio.  Several settlers of Mexican 
  descent built the small village to cater to the 
  modest farms and ranches that benefited from 
  the green fields and fresh water the river supplied. 
   
  Then Wyatt Grainger came.  Wyatt is a ruthless 
  cattle baron intent on taking over Privilegio and 
  the surrounding lands.  He plans to use all the land 
  to graze his cattle, expand his ranch, and 
  eventually become the mayor of the new and 
  improved Privilegio he envisions. 
   
  First Wyatt tried to buy off the farmers and 
  ranchers, figuring the “dumb beaners” didn’t 
  have any business sense.  He offered them a 
  fraction of what their land was worth.  When that 
  didn’t work he turned to threats, and finally 
  violence. 
   
  Many people have left the area, some in a pine 
  box, but many diehards remain.  Since el río 
  exuberante runs through Grainger’s land, he got 
  the idea to dam up the river.  A small lake has 
  been forming by his ranch while the lands 
  downriver have dried out, causing drought-like 
  conditions.  This has caused even more hardships 
  for the people of the area, and they are on the 
  verge of breaking. 
   
  Game Masters Information 
   
  Wyatt knows he can’t keep the river dammed 
  forever, so he has been using his time to develop 
  a plan that he knows will succeed for sure. 
  Beating back the lone farmer or rancher is simple 
  enough, but Wyatt knows that in time the people 
  of Privilegio will get smart, and combine their 
  forces to attack him.  Worse yet, they might fetch 
  the law, like the Texas Rangers.  He plans to have 
  the situation in hand before that happens. 
   
  Through his brother, Bailey Grainger, Wyatt has 
  purchased the latest development in deadly 
  weaponry, a Gatling gun!  With this weapon he 
  plans to defend his own land and rend a path of 
  destruction 
  through 
  the 
  sodbusters 
  around 
  Privilegio.  Hell, he’ll even cut lose on the village 
  itself if they don’t except him as the sole power in 
  the area. 
   
  The player characters become involved in the 
  story when they are hired by Bailey Grainger to 
  deliver a mysterious package to Wyatt Grainger in 
  Privilegio.  
   
  Adventure Summary 
   
  The following is the most likely course the 
  adventure will take.  Needless to say, your players 
  will come up with all kinds of unique ways to 
  depart from this, keeping the GM on his toes.  This 
  summary will help you to understand the flow of 
  the adventure, but do not feel that you have to 
  adhere strictly to it, as a single decision on the 
  players part may instantly change the direction of 
  the story. 
   
  ● The player characters meet in Sweetwater 
  where they are hired by Bailey Grainger to 
  deliver a package, to his brother Wyatt in a 
  small village called Privilegio. 
   
  ● The player characters load the package 
  onto the train going to Odessa and must 
  protect it (and themselves) from a gang of 
  train robbers.  
   
  ● Once in Odessa, the PCs take a wagon out 
  to Privilegio to wait for Wyatt to meet them.  
  There they learn of the areas misfortunes, and 
  are faced with a decision of helping the 
  villagers, or delivering the package and 
  minding their own business. 
   
  ● If the player characters choose to confront 
  Wyatt, they may either set up an ambush in 
  Privilegio or make a sneak attack on his 
  ranch…or both. 
   
  ● The player characters ride off into the sunset, 
  and there is much rejoicing in Privilegio (yay!). 
  
   
  3 
  Part One
  Part One
  Part One
  Part One    
  The White Buffalo 
  The White Buffalo 
  The White Buffalo 
  The White Buffalo 
  Saloon
  Saloon
  Saloon
  Saloon    
   
  The adventure starts with the player characters 
  and Mr. Logan sitting at a table playing poker in 
  the White Buffalo Saloon, a dive in the town of 
  Sweetwater.  Other than the PCs, Mr. Logan, and 
  the saloonkeeper the patrons of the saloon 
  include 2 old men playing pool and 2 of Logan’s 
  roughnecks for every PC.  The Saloonkeeper and 
  the 2 old men will not get involved in the action if 
  a fight breaks out.  
   
  Map of the Saloon 
   
   
   
  Each square on the map is equal to 1” or 5 feet.  
  There are four windows at the front of the building.  
  The bar is on the north wall while the piano and a 
  stair up to the office are on the south.  A lone pool 
  table is nestled in the back corner, and two well 
  worn tables and several scattered chairs fill the 
  center of the room. 
   
  The Game of Chance 
   
  Once you have read the Players Introduction out 
  loud, go into character as Mr. Logan, who has just 
  dealt out the cards.  Use the gambling rules, in 
  section 10 of the Shotguns –n- Saddles rulebook, 
  to play a hand of poker. 
    
  The player characters have been beating the ill 
  tempered Mr. Logan for several hands, and he is 
  getting annoyed.  The odds are against Mr. Logan 
  winning this hand, but if he does, play another 
  hand until he loses again and the winning PC has 
  collected the pot. 
  As the winner celebrates, Logan throws his cards 
  down and waves over his boys.  They surround the 
  table and Mr. Logan says: 
   
  This has been fun gentlemen, but I believe I’ve 
  been cheated.  I’ll take my money back now, 
  thank you! 
   
  Let the player characters try anything they want, 
  but Logan is pissed and arrogant.  He may banter 
  a while but won’t settle for anything less than his 
  money back.   
   
  If he becomes impatient he signals for his men to 
  take the money, this will most likely break out into 
  a fist fight (since all guns but stingy pistols and 
  knives have been collected, and are under the 
  bar).  When this happens he will step back and let 
  the boys handle it.   
   
  If the fight starts to go bad he will draw his hidden 
  Derringer pistol, take a shot at the nearest PC, 
  then run for it.  Once on the street, Logan does his 
  best to disappear as soon as possible. 
   
  Mr. Logan 
  Mr. Logan is a thin man who wears fancy clothes 
  and cologne.  His mustache, hair, and fingernails 
  are meticulously trimmed.  He always has a look of 
  arrogance on his face.  
   
  Lvl 2; Hp 9; Mv 8; Def 11 
  Attributes:  Ath 0; BL +1; Fight 0; Fnt -1; Grit 0; Hor 0; 
  Per 0; Prs 0; Shoot +1; Sth 0; Str 0; Quick 0 
  Special Abilities: Fast x 2 (to run away!) 
  Gear:  Stingy Pistol (1d8, 2 shots) 
   
  Logan’s Boys (2 for each PC) 
  Lvl 0; Hp 4 each; Mv 4; Def 11 
  Attributes:  Ath 0; BL 0; Fight 0; Fnt 0; Grit 0; Hor 0; 
  Per 0; Prs 0; Shoot 0; Sth 0; Str 0; Quick 0 
  Special Abilities: None 
  Gear:  None 
  
   
  4 
  Job Offer 
   
  After the fight is over there is a moment of silence, 
  and then the piano player starts in again.  The 
  other 2 patrons pick up the tables and chairs and 
  get 
  back 
  to 
  their 
  drinking, 
  gambling 
  and 
  socializing.  Logan and any of his men that may 
  be unconscious or dead are hauled out into the 
  back alley and dumped there. 
   
  A 
  few 
  moments 
  later 
  the 
  Saloonkeeper 
  approaches the player characters with 4 shot 
  glasses and a bottle of the bars finest Whisky 
  (usually hidden under the bar).  He pours them 
  each a shot and says: 
   
  Complements of Mr. Grainger, the proprietor 
  of this fine establishment.  He’d like to see you 
  upstairs when you are finished.   
   
  He points over his shoulder to the stair that leads 
  up to a door with a sign on it saying “OFFICE”. 
   
  The office upstairs is finely furnished.  Behind a 
  large mahogany desk sits a short, balding, fat man 
  dressed all in white who motions you to take a 
  seat.  He is sweating profusely and wipes the 
  drops from his brow with a white handkerchief.  
  After you take a seat he extends his hand to each 
  of you and shakes it, chuckling all the while, and 
  says: 
   
  I never did like that asshole Logan, it’s about 
  time someone put him in his place.  I’m Bailey 
  Grainger, owner of this here fine saloon.  I was 
  impressed with your handiwork down there 
  and was wondering if you’d be interested in a 
  job?  It’s really quite simple, I have a package, 
  a present, which I need delivered to my 
  Brother Wyatt, in a little town south of Odessa.  
   
  The job will pay $30 in advance, and $50 by his 
  brother upon delivery.  This is a generous fee and 
  there will be no negotiation.  If the player 
  characters refuse to take the job this adventure is 
  over. 
   
  The player characters will travel by train, with the 
  package already in the express car, to Odessa 
  (train tickets are provided by Bailey Grainger).  
  From there they will have to acquire a wagon or 
  coach to travel south some 20 miles to the village 
  of Privilegio (pronounced exactly as its spelled). 
   
  Bailey will telegraph ahead and Wyatt will meet 
  the player characters in the center of the village 3 
  days hence, at high noon. 
   
  The package to be delivered is a crate about 5 ft. 
  long 3 ft. wide and 3 ft. deep.  It weighs about 300 
  lbs and is locked with a good quality padlock 
  (TN16 with the thief attribute). 
   
  Bailey Grainger is very adamant about the fact 
  that the Crate is not to be tampered with.  He tells 
  them that it contains some very sophisticated 
  mining equipment, and that his brother is a silver 
  miner. 
   
  The Crate 
  The crate actually contains the latest incarnation 
  of a Gatling gun and 500 rounds of ammunition 
  (.45).  This is the gun only, and does not include a 
  carriage or mount.  This Gatling Gun functions 
  exactly as the one listed on the weapons table in 
  section 5.3 of the Shotguns –n- Saddles rule book. 
   
  Part Two
  Part Two
  Part Two
  Part Two    
  12121212:10 to Odessa
  10 to Odessa
  10 to Odessa
  10 to Odessa    
   
  Assuming the player characters take Mr. Grainger 
  up on his job opportunity, they will leave the 
  following day at 12:10 PM.  They will board the 
  train to Odessa via the Southern Pacific Railroad 
  Line.  The crate has already been loaded into the 
  Express car before their arrival.  The player 
  characters are allowed by the Express Car Guard 
  to double check the location and security of the 
  crate if they like. 
   
  The train will be traveling about 30-35 mph on the 
  straightway and drop down to 20-25 on curves 
  and turns with no stopovers.  The entire trip will 
  take about 9 hours. 
   
  The ride is uneventful except for the Robbery 
  detailed a bit later.  Give the player characters a 
  chance to walk the train and become accustom 
  to the layout.  Allow them to meet and mingle 
  with some of the trains passengers if it makes for 
  some interesting role playing, otherwise fast 
  forward to The Robbery. 
   
  The Crew & Passengers 
   
  There are 16 people on the train other than the 
  player characters.  Below is a list including the 
  NPCs name, job (if he is a member of the train 
  crew), and some notes on their personality for role 
  playing purposes.   
   
  
   
  5 
  Only the 4 guards have a stat block provided, as 
  they are the only ones that will be involved in any 
  fighting.  When the robbery takes place give each 
  player character 1 guard to control as a “hired 
  gun”. 
   
  Crew 
   
  Greasy Joe Higgins: Greasy Joe is the gruff 
  Engineer of the train.  He has little to say and will 
  only talk about how the train operates, and gripe 
  about how they are running 10 minutes late.  
  Greasy Joe has whisky on his breath. 
   
  John Smith (Smitty):  Smitty is the naïve young 
  brake/switchman.  Before doing this he was 
  working on the rail building tracks.  This job is much 
  easier and he loves it.  He likes to tell stories that 
  have no real point. 
   
  Dirty Pete: Pete is the simple fireman (keeps the 
  firebox on the steam engine stoked).  He seldom 
  talks to anyone besides Greasy Joe, and when he 
  does he doesn’t have much to say besides “yup” 
  and “nope”. 
   
  William Twain (Smiley): Smiley is the happy go 
  lucky conductor of the train.  He loves to ride the 
  rail and talk to the passengers, especially kids.  He 
  is very knowledgeable of the lay of the land, and 
  loves to ring the bell and toot the whistle more 
  often than he should. 
   
  Passengers 
   
  Sir Arthur Charles:  Sir Charles is a snotty British 
  businessman.  He finds the west barbaric and 
  smelly, and probably the player characters too.  
  He plans on opening a high class saloon and 
  smoke parlor in Odessa. 
   
  Petunia Krump:  Mrs. Krump is a mother hen school 
  teacher.  She is constantly scolding other people’s 
  behavior, especially Zeke’s, and finding things 
  offensive.  She has been offered a teaching job in 
  Odessa and is taking it for the higher pay, and to 
  hopefully find herself a man in a new city. 
   
  Zeke:  Zeke is an annoying bratty little boy.  He has 
  a wooden toy gun and runs up and down the 
  passenger car making lots of noise.  He is fairly 
  disrespectful to everyone, including the player 
  characters.  Zeke is traveling alone to live with his 
  aunt after the murder of his mother and father at 
  the hands of stagecoach bandits. 
   
  Ellie Waters & Her Baby:  Ellie is young and not 
  unattractive.  She stares out the window and is 
  shy, and politely asks the player characters to 
  “please go away” or to “please mind your own 
  business” while looking down if they approach 
  her.  She rocks a baby girl (Sarah) who mercifully 
  sleeps the entire trip.  She is on the run from an 
  abusive husband and is hoping to hind a new life 
  in Odessa. 
   
   Three Unremarkable Men (Lindsey, Brett, and 
  Pancho):  There are 3 men (not sitting together) 
  who look rough, unshaven, and like they haven’t 
  bathed in a while (and they smell like it too).  They 
  are simply cowboys looking for work, but they 
  don’t talk, and seem to be giving the player 
  characters dirty looks every now and then.  
   
  Guards (4) 
  The train line has hired 4 guards (Hank, Frank, Dan, 
  and Ringo) to protect the train.  Along with the 
  cargo, mail, and the player characters crate, the 
  train is also carrying a bank transfer of $100,000, 
  locked and stowed in a large safe in the express 
  car. 
   
  Lvl 3; Hp 14 each; Mv 4; Def 13 
  Attributes:  Ath 0; BL 0; Fight 0; Fnt +1; Grit 0; Hor 0; 
  Per +1; Prs +1; Shoot +3; Sth 0; Str 0; Quick 0 
  Special Abilities: No unstable shooting penalty 
  Gear:  Rifle (1d12) 
   
  Moving About the Train 
   
  The player characters are allowed to move about 
  the train freely as they wish (other than the express 
  car).  When moving in or between cars in a 
  normal fashion a PC suffers no adverse effects.   
   
  Moving on the outside or on top of the train cars, 
  or jumping from car to car requires an athletics 
  check at TN12 per car (A character that is able to 
  take his sweet time benefits from a +2 bonus). If 
  this roll is failed, the character fails to make any 
  progress. On a natural roll of 1, the unfortunate 
  character falls from the train for 3d6 points of 
  damage.  
   
  The train will stop to pick up any fallen passengers 
  (except during the robbery), but if this happens 
  the character will be restricted to the passenger 
  car for the remainder of the trip. 
   
  Shooting on the Train 
   
  Shooting in the train at a target that is also in the 
  train is unmodified.  All other shots (in the train to a 
  
   
  6 
  target outside the train, or from on or outside the 
  train) make the shooter unstable, meaning they 
  suffer the usual -2 to hit (as described in section 
  7.6.14 of the Shotguns –n- Saddles rulebook). 
   
  The train offers hard cover (+4 to 
  defense) to anyone firing from a 
  window. 
   
  The 
  seats 
  in 
  the 
  passenger car offer light cover 
  (+2 to defense) when hiding 
  behind them.  Anyone lying on 
  the floor has total cover from 
  anyone firing from outside the 
  train (this is what the passengers 
  do during the robbery). 
   
  The Train Map 
   
  Car 1) Engine:  This is the steam 
  engine that powers the train.  It 
  also has the firebox that keeps 
  the engine running.  This is where 
  Greasy Joe and Dirty Pete will be 
  found doing their jobs. 
   
  Car 2) Tender:  The tender car is 
  loaded with wood and water, 
  the fuel used to keep the steam 
  engine powered. 
   
  Car 3) Express Car:  This car is 
  where the valuables are stored.  
  It currently has the mail for 
  Odessa, the player character’s 
  crate, the safe with the $100,000, 
  some boxes of legal papers, and 
  several barrels of coffee (it smells 
  real good in here).  There are 2 
  express car guards on duty here.  
  They will not let anyone enter the 
  car while the train is in transition.  
  There is a window in the door 
  that they will use to answer any 
  inquiries the player characters 
  might have, and 4 windows they 
  can see outside and fire through. 
   
  Car 4) Passenger Car:  The 
  Passenger car has 2 rows of 
  backed 
  seats, 
  wooden 
  with 
  padding.  This is where all the 
  passengers and 1 express car 
  guards can be found.  During 
  the upcoming robbery most of 
  the passengers will hide behind 
  the seats.  Mrs. Krump, Zeke, and 
  Sir Arthur will move about making 
  themselves annoying in their own special ways. 
   
  Car 5 & 6) Freight:  There are two freight cars are 
  loaded with cut and treated boards.   These are 
  for a delivery to a construction company in 
  Odessa. 
   
  Car 7) Caboose:  This is where the railroad workers 
  ride and monitor the track condition.  Smitty, 
  Smiley, and 1 of the express car guards can be 
  found here most of the time. 
   
  The Robbery 
   
  About half way through the trip there is a robbery 
  attempt on the train.  The infamous outlaw One 
  Eyed Bobby, his Indian sidekick Sparrow Hawk, 
  and his band of outlaws are waiting in ambush to 
  steal the bank transfer.   
   
  The first thing to do is determine where the player 
  characters are at the time you want to run the 
  robbery.  If they have been doing a lot of role 
  playing and moving about, you should already 
  know.  If you are unsure, simply ask them what 
  they are doing at the moment to determine 
  where they are, and then spring the robbery on 
  them.   
   
  Next assign each player character1 of the express 
  car guards to run as hired guns and give them a 
  copy of their game statistics.  
   
  Read or paraphrase the following: 
   
  Suddenly you hear a shot fired, quickly 
  followed by several more.  The passengers 
  begin to scream and duck for cover under the 
  seats while the express car guards run to the 
  windows and level their rifles. 
   
  “It’s a robbery!  One Eyed Bobby!  Shit, its One 
  Eyed Bobby!” shouts one of the guards as he 
  lets lead fly at the outlaws that have ridden up 
  alongside the train. 
   
  Windows shatter as bullets fly and ricochet 
  around the car you are in. Passengers are 
  screaming and crying while the outlaws fire 
  repeatedly, yelling, “YEEEEHAW!” 
   
  After the ambush is sprung One Eyed Bobby, 
  Sparrow Hawk, and 2 outlaws ride up and board 
  the express car.  They break in and attempt to kill 
  or incapacitate the express car guards (and any 
  player characters that might be there).   
  
   
  7 
   
   
  One Eyed Bobby and his crew then grab the loot!  
  Unfortunately, they mistake the crate carrying the 
  player character’s cargo as the bank transfer.  
  After this they plan on making their way through 
  the train to the caboose and detach it from the 
  rest of the train and rolling away with the goods.  
  Carrying the crate requires two people, and the 
  crate must be set down to perform any other 
  actions (such as shooting). 
   
  The other 6 outlaws will ride alongside the train 
  shooting at anyone inside who raises a gun or tries 
  to stop their boss.  They are generally trying to 
  keep the train crew, passengers, and express car 
  guards busy while One Eyed Bobby grabs the 
  payload. 
   
  The engineer has orders to keep the train running 
  at full speed at all times no matter what.  
  Unfortunately this is a rough part of the track, so 
  he can only muster about 25 mph.  To keep things 
  simple the outlaws have no problems keeping 
  pace with the train.  Keep the encounter moving 
  fast to increase the tension. 
   
  One Eyed Bobby 
  One eyed bobby wears an eye patch over his 
  right eye.  He is an imposing figure at over 6 feet 
  tall.  He dresses in very plain and functional trail 
  clothes, and wears a bandana over his face 
  when pulling a job. 
   
  Lvl 4; Hp 25; Mv 4; Def 15 
  Attributes:  Ath 0; BL +1; Fight +2; Fnt +3; Grit +1; Hor 
  +2; Per +1; Prs +2; Shoot +2; Sth +1; Str 0; Quick +1 
  Special Abilities: Born in the saddle, quick, thief.  
  One Eyed Bobby strikes terror into those he faces.  
  Anyone attacking him must make a grit check 
  TN12 or suffer a -1 to hit the first round. When an 
  attack causes him to drop to, or below, zero he 
  still keeps fighting.  The next time he is hit he drops 
  like a sack of potatoes.   
  Gear:  Long barreled pistol (1d10) 
  Sparrow Hawk 
  Sparrow Hawk is a dark skinned Indian of Navajo 
  descent.  He wears the clothes of a white man 
  and is particularly fond of bowler hats.  He often 
  wears feathers from his hat brim as the only 
  indication of his heritage. 
   
  Lvl 2; Hp 13; Mv 6; Def 12 
  Attributes:  Ath +2; BL -1; Fight +2; Fnt +3; Grit +1; 
  Hor +1; Per -1; Prs 0; Shoot +1; Sth +2; Str 0; Quick +1 
  Special Abilities: Sparrow Hawk is an expert knife 
  fighter and gets an additional attack per round at 
  no penalty with a knife (only in melee, not when 
  throwing). 
  Gear:  Shotgun (1d12/1d8 2 shells), Knife (1d4) 
   
  Outlaws (8) 
  These boys are loyal to One Eyed Bobby, and 
  even Sparrow Hawk.  If both outlaw leaders are 
  incapacitated, the rest of the gang will turn 
  immediately and head for the hills. 
   
  Lvl 0; Hp 4 each; Mv 4; Def 11 
  Attributes:  Ath 0; BL 0; Fight 0; Fnt 0; Grit 0; Hor +1; 
  Per 0; Prs 0; Shoot 0; Sth 0; Str 0; Quick 0 
  Special Abilities: Suffer no unstable shooter 
  penalty while on horseback (they do this a lot) 
  Gear:  Long barreled pistols (1d10) 
   
  Horses (10) 
  Lvl 4; Hp 25 each; Mv 10; Def 14 
  Fight -2; Quick 0 
  Special Abilities: Horses don’t generally fight in 
  battle unless wild or in close quarters and being 
  attacked themselves.   
  Attack Damage:  hoof 2D4, hoof 2D4 
   
   
  Arriving in Odessa 
   
  Assuming the player characters survived the 
  robbery attempt, the rest of the trip to Odessa is 
  quiet and uneventful.  Needless to say, the 
  passengers and crew are on edge the rest of the 
  journey, especially when it gets dark out. 
   
  You can read or paraphrase the flowing after the 
  train stops at the Odessa rail station: 
   
  It is about 
  9:00 
  pm 
  when 
  you 
  arrive, 
  exhausted, in Odessa.  The other passengers 
  quickly depart the train, shattered glass 
  crunching under their feet as they go. The 
  crew takes care of the dead and wounded 
  while Dirty Pete runs to get the sheriff and 
  undertaker. 
   
  
   
  8 
  Tomorrow you should head out to Privilegio, 
  but tonight you take in the town of Odessa 
  from the rail stations porch.  Across from the 
  dusty street is the Saloon.  On either side of it 
  are the Hotel and a stable. 
   
  The Saloon 
  This is a well kept saloon.  There is an armed 
  bouncer manning the door (Use the express car 
  guard stats from page 5 for the bouncer if 
  needed).  The player characters won’t find any 
  trouble here unless they start it.  No one here (or 
  anywhere in Odessa) knows anything important 
  about Privilegio. 
   
  The Hotel 
  This hotel is run by Mr. White, and his mom, 
  Mammy White.  Mammy White is a wiry little old 
  lady but doesn’t stand for any trouble making.  
  Even the toughest roughnecks treat her like their 
  grandma.  Rooms are $1 per night and include a 
  hearty supper of stew, bread, and a cup of 
  coffee. 
   
  The Stable 
  The PC’s won’t have to look far to find 
  transportation to Privilegio.  At the stable they can 
  buy two horses and a wagon (for the standard 
  prices listed in section 5.2.4 of the Shotguns –n- 
  Saddles rulebook), or simply rent them from the 
  owner for $5 a day (the PCs will need it for at least 
  2 days).  Remind player characters that stealing 
  the wagon and horses is a hanging offense! 
   
  Part Three
  Part Three
  Part Three
  Part Three    
  Privilegio
  Privilegio
  Privilegio
  Privilegio    
   
  This part of the adventure most likely ends in the 
  climax of the story.  The player characters should 
  arrive in the small village of Privilegio and find out 
  that it is being oppressed by Wyatt Grainger.  They 
  must decide whether to deliver their package, 
  collect their money, and leave…or help liberate 
  the village and the surrounding countryside from 
  this tyrant. 
   
  The Trip to Privilegio 
   
  The trip to Privilegio is uneventful.  It takes about 4 
  hours to ride the dusty and bumpy 20 miles there.  
  The dirt path to the village runs through dry desert 
  filled with sagebrush and small cacti.  
   
  The exact time they arrive depends, of course, on 
  when they left Odessa, but most likely they will get 
  there at mid day.  They are scheduled to meet 
  Wyatt Grainger in the center of the village at high 
  noon 
  on 
  the 
  following 
  day. 
   
  They 
  have 
  approximately 24 hours to relax, explore, and 
  make the big decision. 
   
  Privilegio 
   
  As the PCs arrive in Privilegio you can read or 
  paraphrase the following passage: 
   
  Through the heat waves you see a small 
  village to the south.  As you approach you 
  hear the bells of a small adobe church begin 
  to ring.  Just outside town you see emaciated 
  cattle trying to feed on the dry grasses of the 
  desert while ahead of you a few chickens 
  scatter. In the distance you see a mother 
  rushing her two children indoors as she steals 
  fearful glances in your direction. 
   
  You pass through a rickety gate where a sign 
  swings gently in the wind declaring the village 
  as Privilegio, which is Spanish for “Privilege”.  
   
  Straight ahead you can see the small church, 
  its bells now silent, and in front of it a crumbling 
  well.  To the right you see a stone wall fencing 
  in some pigs.  Among several dilapidated 
  adobe buildings you see a saloon, general 
  store, and a hotel.     
   
  If not for the Fear filled faces peeking 
  nervously out of windows, you would swear 
  you were entering a ghost town. 
   
  The Villagers 
   
  There are 12 men, 15 women, and 10 children 
  currently living in the Village. Most of them are of 
  Mexican descent and most do not speak English 
  well, if at all (roll a D6 for any villager they manage 
  to talk to. On a roll of a 6, they speak some 
  fragmented English).   
   
  The villagers assume the player characters are 
  Wyatt’s men come to cause more trouble, so they 
  try to stay out of the way, and wait for them to 
  leave (the sooner the better).  
   
  The Store, Saloon, and Hotel owners will be 
  obliging enough, hoping the player characters 
  leave with a minimum amount of trouble if 
  pacified. 
  
   
  9 
  Map of Privilegio 
   
   
   
  Each square on the map equals 2” or 10 feet.  Just 
  outside the village, and off the map, are a few 
  fenced off areas holding cattle, some shacks, and 
  a few more adobe hovels.  Scattered farms and 
  ranches can be found even further outside the 
  village, some of these have been burned to the 
  ground. 
   
  The Store & Hotel 
  The Store is scantly supplied with farming and 
  mining goods.  Since Wyatt relies on supplies from 
  this store, it is one of the few places in town that 
  his men actually pay, although only the wholesale 
  price.  The owner, a grizzled old man, speaks a 
  little broken English, but is gruff and to the point.  
  He also owns the hotel.  Rooms are $.50 a night 
  and a poor meal can be purchased for another 
  $.50.  
   
  The Church 
  The church is operated by Father Montgomery, a 
  missionary from the east.  Father Montgomery is a 
  tall slender elderly man with unkept white hair and 
  a scruffy beard.  Wyatt’s men seldom come to the 
  church so he will be surprised if the player 
  characters come around.  He will, however, 
  demand that they leave their weapons outside.  
  Father Montgomery is a reasonable man, but he is 
  an extreme pacifist, having faith that God will set 
  things right on his own.      
   
  A Little Trouble in the Saloon 
   
  The player characters may visit the saloon while 
  attempting to pass some time till noon the next 
  day, or if trying to gather information.  The interior 
  is a filthy affair void of any furniture but a single 
  table and several worn stools.  The bar itself is a 
  board set atop several barrels.   
   
  When the player characters approach the bar, or 
  sit at the table, the owner quickly pours them 
  rotgut whisky (the only alcohol he has) without 
  asking for payment.  He simply nods while looking 
  at the floor and quickly moves back behind the 
  bar.  If the player characters offer payment he will 
  look confused at first, and then delighted as he 
  nods up and down laughing (he doesn’t speak 
  any English).   
   
  After a drink read or paraphrase the following: 
   
  As you sit at the bar the swinging doors are 
  suddenly kicked inward.  A boy of no more 
  than 12, with bandoliers hanging loosely about 
  his shoulders, levels a rusty shotgun at you.  He 
  is obviously scared but speaks boldly with a 
  heavy Spanish accent. 
   
  “Everyone may be afraid of you but I’m not!  
  I’m not going to let you take any more from us 
  or hurt anyone else, cerdo maloliente!” 
   
  As he sights down the barrel the shotgun it is 
  pulled out of his grasp by a gaunt man with a 
  ragged 
  oversized 
  sombrero. 
   
  He 
  yells 
  something in Spanish at the boy and cuffs him 
  upside the head. The boy runs off holding his 
  ear.  The man sets the shotgun against the wall 
  and comes up to you with his head bowed 
  and his hat in his hands. 
   
  “Please don’t hurt my son, he is only a boy 
  and doesn’t know any better.  You know we 
  never give you any trouble”. 
   
  The man’s name is Eduardo and the PCs now 
  have the chance to ask someone some questions 
  if they like.  When Eduardo finds out the player 
  characters aren’t part of Wyatt Grainger’s motley 
  crew he will be more than willing to talk.  This is his 
  story: 
   
  Things were good before Wyatt Grainger 
  came.  He claimed most of the grazing land, 
  dammed the river, and put up fences around 
  this land, most of which he had no legal right 
  to.  Those of us who cut the fences and tried 
  
   
  10 
  to herd our cattle to water were shot, and our 
  cattle stolen. 
   
  Many farmers and ranchers have been 
  murdered, and many of the villagers simply 
  left. Some of the troublemakers even joined his 
  men.  The rest of us have no where to go, so 
  we stay and pray for a miracle. 
   
  Now Wyatt and his banditos come and go 
  and take what they please, our money, our 
  food, and sometimes our women.  Anyone 
  who stands up to him is shot dead!  But, what 
  can we do?  He is to powerful with too many 
  men and guns. 
   
  The Gatling Decision 
   
  Now the player characters must decide what they 
  are going to do.  There are really only two 
  choices.  First, they do nothing and wait till the 
  following day and meet Wyatt Grainger in the 
  center of town at high noon.  Second, they 
  decide to help the villagers, and make a stand 
  against Wyatt.   
   
  If the PCs want to convince the villagers to fight 
  with them, this will take some smooth talking to 
  get them to agree.  The villagers aren’t really 
  skilled fighters and rather stay out of the battle 
  altogether.   
   
  If the PCs get frustrated or disgusted with the 
  villagers, remind them that they are simple 
  farmers, the majority of them are women and 
  children, and several of the men are elderly.  The 
  villagers might add a little firepower to the mix, but 
  they are unskilled.  If the player characters are 
  persistent with some good role playing (or make a 
  presence check of TN16), they convince 1d6 
  villagers to help. In this is the case, the villagers 
  become hired guns run by the players. 
    
  There are enough riffles to arm 3 of the men who 
  are willing to help.  Shooting from building 
  windows, behind the pig pen walls, or shooting 
  from a rooftop with a sign provide hard cover. The 
  players should consider where the women and 
  children should go to avoid any stray bullets.   
   
  The Gatling Gun 
  Don’t forget about the Gatling Gun!  There is a 
  slight chance that the player characters haven’t 
  even thought to open up the crate, but if they 
  have, they surely realize that they have a very 
  potent weapon.  Not only will this even the odds, 
  but it will tip the scale in their favor.  There are 
  sawhorses or crates that they can use to make a 
  makeshift mount, and many tactical places here 
  they can position the weapon.   
   
  Male Villagers (6) 
  Lvl 0; Hp 3 each; Mv 4; Def 8 
  Attributes:  Ath 0; BL -2; Fight -1; Fnt +1; Grit 0; Hor 
  +1; Per 0; Prs 0; Shoot -1; Sth -1; Str 0; Quick -2 
  Special Abilities: None 
  Gear:  3 riffles with 1d4 rounds of ammo each. 
   
  High Noon 
   
  At high noon the following day Wyatt Grainger 
  and 10 of his men will ride into the village in a 
  pyramid formation with Wyatt in the lead.   
   
  If left alone, they will ride straight into the center of 
  the village stopping when Wyatt gets to the well.  
  If no one is there to meet him he will be 
  particularly irritated and start yelling, “Where the 
  hell is my gol durn crate!?”  If he doesn’t get a 
  response he will send his boys out to start 
  checking the surrounding buildings and drag out 
  anyone they find for questioning.  
   
  Wyatt plans on collecting his Gatling gun, 
  “dealing” (as in shooting them dead) with the 
  player characters, and showing the villagers just 
  what the gun can do by slaughtering the pigs in 
  the pig pen…just for fun.  He has no intentions of 
  paying the player characters.  
   
   
   
  Wyatt Grainger 
  Wyatt is a good looking man in his early 40’s.  He 
  dresses better than the average rancher and 
  always wears a clean white shirt and white hat 
  
   
  11 
  with a crisp tie or bandana.  He is balding on top, 
  but sports a thick black mustache. 
   
  Lvl 4; Hp 20; Mv 6; Def 16 
  Attributes:  Ath +2; BL 0; Fight +1; Fnt +1; Grit +1; Hor 
  +2; Per +2; Prs +2; Shoot +2; Sth +1; Str -1; Quick +2 
  Special Abilities: Fancy shootin x 2, quick draw 
  Gear:  2 short barreled pistols, $55 
   
  Wyatt’s Men (10) 
  Lvl 1; Hp 8 each; Mv 4; Def 11 
  Attributes:  Ath 0; BL 0; Fight 0; Fnt 0; Grit 0; Hor 0; 
  Per 0; Prs 0; Shoot 0; Sth 0; Str 0; Quick 0 
  Special Abilities: These men will suffer a -1 to hit if 
  Wyatt is killed or incapacitated.  If these men drop 
  to 2 or less hit points, they will turn and flee from 
  the village never to be seen again. 
  Gear:  Short or long barreled pistol (1d10) 
   
  Horses 
  Lvl 4; Hp 25 each; Mv 10; Def 14 
  Fight -2; Quick 0 
  Special Abilities: Horses don’t generally fight in 
  battle unless wild or in close quarters and being 
  attacked themselves.   
  Attack Damage:  hoof 2D4, hoof 2D4 
   
  Part Four
  Part Four
  Part Four
  Part Four    
  Gr
  Gr
  Gr
  Grainger
  ainger
  ainger
  ainger’s Ranch
  s Ranch
  s Ranch
  s Ranch    
   
  This part of the adventure is more of an appendix 
  than part of the adventure.  There is a chance 
  that the player characters will decide not to wait 
  for Wyatt, and instead, try to attack him at his own 
  ranch or going to his ranch after the adventure is 
  over to tie up loose ends.   
   
  Getting to the Ranch 
   
  Most of the villagers can point out the way to 
  Wyatt Grainger’s ranch 7 miles to the northwest.  
  There is a trail leading directly to the ranch (this 
  takes about 3 hours), or the PCs can follow the dry 
  river bed of the el río exuberante to the dam and 
  lake on Wyatt’s property (this takes about 4 hours). 
   
  Ranch Personnel 
   
  The Ranch Personnel consists of 20 cowboys (only 
  10 after the confrontation in Privilegio), a Mexican 
  woman, Lupe (who cooks, cleans, and provides 
  Wyatt with “entertainment”), and Wyatt himself (if 
  still alive).  Use the statistics shown above.   
   
  Map of Wyatt’s Ranch 
   
   
   
  Each square on the map equals 2” or 10 feet.  The 
  Lake edge lies a half mile to the east and the 
  ranch proper is surrounded by grazing land 
  crisscrossed with well worn paths and dotted with 
  small patches of squat trees and boulders.  
   
  The Lake 
  The lake is little more than a flooded chunk of land 
  to the east of the ranch.  The shore is muddy and 
  surrounded by tall weeds.  The dam is a very 
  sturdy rock and log affair (but it can be blown 
  apart with 5 sticks of dynamite or more).  There are 
  always 2 of Wyatt’s men guarding the dam and 
  another 2 patrolling around the lake.  Any shots 
  fired (or other loud noises) will alert the rest of the 
  men from the ranch who will arrive, guns blazing, 
  about 10 minutes later. 
   
  The Bunkhouse 
  The bunkhouse houses the 20 men who work for 
  Wyatt Grainger.  The building is made of wood 
  and sits on short stilts about 2 feet off the ground 
  (to keep rattlers, scorpions, and the like out).  
  There is a door in the front along a long porch and 
  another door in the back. The building is lined with 
  3 windows on each side.  The bunkhouse is filled 
  with stinky cots, and a few tables for cleaning 
  guns and playing cards.  There are very few 
  personal items, and not much of worth. 
   
  At night, all the men not on guard duty will be 
  here, while during the day the 4 men who were on 
  guard duty the night before are here sleeping. 
   
  The wood is old and can be set on fire fairly easily.  
  This will kill 1d6 of the men inside before the rest 
  can get out.  Dynamite can be placed 
  underneath the building if the PCs think of it.  20 
  sticks strategically located will blow apart the 
  building and kill everyone inside.  10 sticks will kill 
  
   
  12 
  1d6+4 men, 5 sticks will kill 1d6 men.  Less than 5 
  sticks will kill 1d4 men. 
   
  If the player characters want to use dynamite, 
  they will have to crawl underneath the building to 
  do so.  If they attempt this roll 1D4; on a roll of 4, 
  there is a rattlesnake underneath the building. 
   
  Rattle Snake 
  Lvl 0; Hp 2; Mv 4; Def 13 
  Fight +1; Quick +3 
  Special Abilities:  Any character bitten must 
  immediately make a grit check TN16.  If successful, 
  the character takes 1D4 points of damage.  If the 
  roll fails, the character looses 1D6 hp per round 
  until dead or until someone with a Doc special 
  ability heals them. 
   Attack Damage:  Bite 1D4 + venom 
     
  The Barn 
  The barn houses a few chickens and 2 dairy cows, 
  but otherwise is used mainly as a stable for the 
  horses.  There is one horse here for every man 
  present on the ranch, as well as 4 extras.  Many 
  farm and ranch tools line the walls at random 
  locations and several coiled ropes hang from 
  pegs.  A large loft contains hay and feed.  During 
  the day, 4 men will be here tending to the horses. 
   
  The Ranch House 
  This is a fairly modest 2 story ranch house.  Lupe is 
  here all the time and Wyatt is here at night, and 
  possibly during the day (the GM can decide if 
  Wyatt is here at any given time), otherwise he is at 
  some random location on the ranch tending to 
  business. 
   
  The Grazing Lands 
  The Grazing lands surround the ranch and are 
  very expansive.  There are 700+ head of cattle 
  spread out over many miles of land.  At night 
  there are 2 guards roaming this area.  During the 
  day, all available men will be here (that’s 12 on a 
  normal day, but only 2 if the PCs have taken care 
  of Wyatt’s men in Privilegio).  
   
  Concluding the Adventure 
   
  If the Player Characters “Lose” 
  Well, that sucks!  Remind the Players who paid for 
  the soda and chips they drank and ate all night 
  and get them psyched up for the next Shotguns –
  n- Saddles adventure!  Life is cheap in the Wild 
  West, and maybe next time they’ll value theirs 
  more. 
   
  If the Player Characters “Win” 
  The villagers let the PCs keep the $55 that Wyatt 
  had on his person.  They ask to keep the Gatling 
  gun to defend their village, but let the characters 
  take it if they demand it. 
   
  After burying and mourning for the dead, the 
  villagers throw a modest fiesta in honor of the 
  player characters.  
   
  Award Experience Points now, as described in 
  section 6.1 of the Shotguns –n- Saddles rulebook. 
   
  Further Adventures 
  Before the session ends for the night, ask your 
  players if there is anything that they would like 
  their Characters to do next.  They might have 
  some exciting ideas of their own that you can 
  develop into their next adventure.   
   
  Perhaps they want to go back to Sweetwater and 
  get revenge on Bailey Grainger for setting them 
  up.  Maybe One Eye Bobby got away and the 
  characters want to go back to where the train 
  robbery took place to search for him, possibly to 
  collect the $200 bounty on his head. 
   
  If the PCs don’t have anything specific they would 
  like to do, your next adventure can be anything 
  you like.  Going back to Odessa would be a great 
  way to start the PCs next adventure.  Once there 
  perhaps they get a job offer from one of the train 
  passengers who recognize them and remember 
  their quick thinking, and shooting, during the 
  robbery.   
   
  Maybe Sir Arthur Charles, who came to Odessa to 
  open up a high class saloon, is having trouble 
  when the saloon owner across the street doesn’t 
  like the competition. There have been all kinds of 
  problems, including murdered employees and 
  stolen alcohol shipments.  Sir Charles wants to hire 
  the player characters as protection, and to find 
  evidence of the competing saloon owner’s dirty 
  deeds so he can take the proof to the law. 
   
  Maybe Zeke is sure that one of her farm workers 
  (who’s sweet on his Aunt) is the stagecoach 
  robbers who killed his parents.  His Aunt did inherit 
  an exhausted (or is it?) silver mine when Zeke’s 
  parents died.  
   
   
  Ride off into the Sunset
  Ride off into the Sunset
  Ride off into the Sunset
  Ride off into the Sunset    
   
  
SOURCE: textdata/thevault/Shotguns & Saddles/Shotguns & Saddles The Gatling Decision.pdf