TEXT: 1
  THE
  FORT GRIFFIN ECHO
  June 1, 2004
  DHR1100
  Vol. 1, No. 1
  A publication of Dog House Rules LLC
  North Central Texas, Shackleford County, Fort Griffin and the Flat
  Copyright © 2004 Dog House Rules LLC. Branded for Recoiled is a trademark of Dog House Rules LLC.
  All rights reserved. The Fort Griffin Echo is a publication of Dog House Rules LLC. For a full list of
  products distributed by Dog House Rules, please visit, www.doghouserules.net.
  What you’ll find in this issue:
  Two Bits from a High Horse: Editorial .........2
  The Weapon Report......................................3
  Council Fires................................................6
  The Way It Was ..........................................24
  White Hat / Black Hat...............................25
  Cinema Styles ...........................................32
  Credits
  Editor in Chief ......Bartleby J. Pistlethwaite
  Senior Editor..........Thomas L. Gregory
  Typesetter ..............Karl Keesler
  Staff Writers ..........Bradley W. Hindman
  Geoff Spakes
  Christopher S. Warner
  Welcome to the inaugural edition of the reborn Fort Griffin Echo.
  Originally published from 1879 to 1882, the Fort Griffin Echo was a
  fine example of a frontier newspaper. Although it didn’t stay in cir-
  culation for a terribly long period of time, its demise had less to do
  with the quality of its journalism, and more with the death of its
  hometown. We here at Dog House Rules hope to continue the proud
  tradition of this once great American newspaper. As with many of
  yesteryear’s papers, the Echo’s publishing schedule will be irregular,
  determined by the events of the day rather than an arbitrary daily
  or weekly deadline.
  In this issue, gentle reader, you will find a veritable gold mine of
  articles to help you enrich your Sidewinder: Recoiled experience,
  covering new rules, new cultures, and new opponents or allies. Our
  man for all things technical, Bradley W. Hindman, takes a look at
  what can go wrong with your favorite shooting iron. Our fine fellow
  in the field, Geoff Spakes, throws a little light onto the culture and
  lifestyle of the fearsome Comanche. Thomas L. Gregory shows us, by
  unearthing a series of period articles originally printed in 1881, that
  history writes its own adventures. Immediately following, the inim-
  itable Mr. Christopher S. Warner has prepared a group of NPCs for
  your Judge’s use. We hope you’ll give a friendly welcome to Sheriff
  Gustafsen and his posse. And finally, we have an article for those of
  you who are fans of classic Western films such as Fistful of Dollars
  and The Good, the Bad, and the Ugly.
  – Bartleby Jupiter Pistlethwaite, Editor in Chief
  �
  �
  
  wild. Where the longest continuous warfare between the
  white-man and the Indians took place. Where the famed
  Buffalo Soldiers earned their glory in mad cavalry
  charges. Where the last great herds of buffalo met their
  end. This is the country that saw legendary cowmen such
  as Charles Goodnight and Oliver Loving start the drives
  and blaze the trails that would bring the longhorns to
  Kansas and the “cow culture” to Colorado, Wyoming and
  Montana.
  These are the streets where the likes of Bat
  Masterson, Pat Garrett, John Wesley Hardin, and John
  Selman walked before they became legends. Where Wyatt
  first met Doc, and Doc first met Big-Nosed Kate. Here,
  too, is where the “Mob Rule” of vigilantism ended the
  careers of more rustlers than any place west of the
  Mississippi. Where the Texas Rangers went from frontier
  Indian fighters to feared lawmen. This is where the west
  was wooly. 
  Pardner, do you recall the scene in Tombstone where
  Kate springs Doc from jail by starting a fire? Well, this is
  the place. Ever watched John Wayne in The Searchers, or
  The Sons of Katie Elder? Yep, this is the place. Lonesome
  Dove? Mr. McMurtry lives just up the road a piece. Keep
  your Tombstone, Deadwood and Dodge City. I’ll take Fort
  Griffin. What better place can a man have to hang his hat
  for a Wild West roleplaying game?
  So here it is. A late night and I’ve just sent the last two
  articles off to the gang for final proofreading when I real-
  ize I still have one more paragraph to write, and wouldn’t
  you know it — a blank, nada, zip. Then it hits me . . . hey;
  I’m the Editor! (Double check. Yep. Says it right there in the
  book. Senior Editor) That means I get to write an editori-
  al. Yippee! My very own High Horse. Life’s sweet.
  Now, what to write about? Shall I rant? Shall I go for
  self-aggrandizement? Nah. I’ll just keep it simple for now,
  and talk about the Echo and maybe head off a few of your
  questions. Why Fort Griffin and The Fort Griffin Echo?
  Why not Tombstone and the Tombstone Epitaph or Dodge
  City and the Dodge City News, or perhaps Deadwood and
  the Black Hills Daily Pioneer? Simple. They’re overrated.
  Yep, you heard me right pardner, overrated. History has
  been kind to those towns, giving them a legendary status
  while overlooking many towns that were wilder and wool-
  lier, and just as important to the development of the west.
  Fort Griffin was just such a town.
  Situated in the “Clear Fork country” where the Clear
  Fork of the Brazos River cuts out of the Cross-Timbers
  into the rolling plains of West Texas, Fort Griffin was
  where the taming and building of the West really began.
  Where explorers and adventurers, buffalo soldiers and
  buffalo hunters would pave the way for cowboys and set-
  tlers — and where gamblers, soiled-doves and outlaws
  took advantage of them all. This is where the west was
  2
  June 1, 2004
  The Fort Griffin Echo, Vol. 1, No. 1
  TWO BITS     HIGH HORSE
  N OT E S  F R O M  T H E  E D I TO R ’ S  D E S K
  T H O M A S  L .  G R E G O RY
  from a
  �
  �
  �
  �
  STILL ON DECK
  BROWN’S LIVER PILLS
  OPIUM
  CURE BILLIOUSNESS, CONSTIPATION AND
  TORID LIVER. SOLD AT SMITH’S STAPLES
  HABIT CURED
  AT HOME -
  No publicity. Time short. Terms moderate. 1000 satisfied patients.
  Dr. F. P. Jacobs; Fort Griffin, Shackleford County, Texas
  GAMES OF CHANCE - POKER - FARO - ROULETTE - BLACKJACK
  THAT OLD AND POPULAR RESORT THE
  J.T.STUBBS,
  -        -       Proprietor
  And the choicest selection of Cigars ever brought to this city.
  WHISKIES          BRANDIES          WINES
  ALES                BEERS          ETC,ETC
  VARIETY
  
  Misfires
  Whenever a character using a firearm makes an
  attack roll and a ‘natural’ 1 comes up on the d20 die, a
  misfire has occurred. To avoid the harsher effects of a
  misfire, the shooter must succeed on a Concentration
  skill check against a DC of 15. Table FGE1.1-1: Misfire
  DC Modifiers provides common modifiers to this
  Difficulty Class. Apply all pertinent modifiers.
  The Concentration check represents how carefully the
  character loaded the firearm and how methodically the
  user has cleaned, repaired, and maintained the weapon
  over time. A character with 5 or more ranks in Repair
  “Blam, Blam, . . . Uh-Oh”
  The firearms of the Western era were much more tem-
  peramental than the guns of today. Misfires, jams — and
  worse (oh, so much worse) — occurred with unfortunate
  regularity. While annoying (and perhaps even lethal) to
  the shootist of the day, in a roleplaying game such quirks
  are part of a firearm’s charm and mystique. Today’s col-
  umn presents an optional rule to account for the unreli-
  ability and, at times, downright dangerous nature of
  some firearms in the Wild West.
  Of the thousands of firearm models designed and
  manufactured in the 19th century, only a handful are
  detailed in Sidewinder: Recoiled. While that number was
  limited largely because of space constraints, many of the
  more interesting firearms of the era didn’t make the cut
  because they couldn’t be given a proper treatment with-
  out the inclusion of misfire rules. A case in point was the
  Colt revolving rifles. While innovative and extremely effec-
  tive when they worked properly, they never achieved
  widespread popularity because of the catastrophic
  results when they failed to work as the designers intend-
  ed. Percussion weapons with revolving cylinders occa-
  sionally suffered a mishap where sparks or hot gases
  escaping from the firing of one chamber ignited one or
  more of the remaining chambers. While having all of the
  chambers of a pistol ignite simultaneously could be
  rather bad for a pistoleer, it doesn’t take much of an
  imagination to realize that to the rifleman in the typical
  firing stance, with his face near the cylinder and one
  hand in front of the revolving breech, the same mishap
  would be down right devastating. Helloooo Stumpy.
  Adding misfire rules into a Sidewinder: Recoiled game
  will not only add a level of realism, but will also allow a
  Judge to include some of the more interesting, but
  quirky, weapons in his or her Western campaign. In a
  campaign without misfire rules, many of these quirky
  weapons might be too powerful and unbalancing to game
  play.
  3
  June 1, 2004
  The Fort Griffin Echo, Vol. 1, No. 1
  WEAPON
  REPORT
  B R A D L E Y W. H I N D M A N & T H O M A S L. G R E G O R Y
  Welcome to the first installment of a continuing column that will cover vari-
  ous weapons that appeared in the Old West. In addition to offering statistics,
  descriptions and histories for weapons not covered in the Sidewinder: Recoiled
  rulebook, “The Weapon Report” will periodically present optional firearms rules
  (as seen in this issue) and new mastercraft modifications.
  THE
  �
  �
  Table FGE1.1-1: Misfire DC Modifiers
  DC
  Circumstance
  Modifier
  Percussion firearm
  +2
  Flintlock firearm
  +2
  Unreliable firearm
  +2
  poorly maintained firearm, poorly
  designed firearm, firearm older than
  20 years, cheap knock-off
  Notoriously unreliable firearm
  +4
  abysmally maintained firearm,
  dangerously designed firearm, firearm
  older than 50 years, shoddily made
  knock-off
  Damaged firearm
  +2
  more than half grit remaining
  Heavily damaged firearm
  +4
  less than half grit remaining
  Inclement weather
  +2
  rain, snow, fog, etc.
  Unfamiliar firearm 1
  Varies
  1 For firearms not loaded or maintained by the firing character, the Judge
  should feel free to set the DC.
  
  remaining chambers can still be reloaded and fired nor-
  mally; however, each time the jammed ammunition
  comes up in the firing sequence, the shooter must
  advance the cylinder or firing pin to the next chamber.
  For a pepperbox this requires a move action; for a
  revolver it requires the expenditure of one of the charac-
  ter’s available attacks.
  Single-barrel One-Shot Firearm: If the weapon is a sin-
  gle-barreled muzzleloader or breechloader, the jam must
  be cleared before the weapon can be used again.
  Double-barrel Firearm: If the weapon is a double-bar-
  reled muzzleloader or breechloader, the jammed barrel
  cannot be used again until the jam is cleared. The
  remaining barrel can still be loaded and fired as normal.
  Repeating Rifle or Shotgun: The breech must be
  cleared before the weapon may be fired again.
  Gatling Gun: If the weapon is a Gatling gun, the jam
  must be cleared before the weapon can be fired again.
  Minor Mishap (Check Fails by 5 or More): If the
  Concentration skill check fails by 5 or more, the weapon
  fails to fire properly and is damaged in the process. This
  mishap can include any of the following events:
  Mechanical Failure: A spring, pin, roller, or other crit-
  ical component breaks. The ammunition is unspent, but
  the weapon is no longer functional.
  Misaligned Cylinder: The cylinder doesn’t lock into
  gains a +2 synergy bonus on the check. The result of this
  Concentration check depends on its value relative to the
  DC.
  Dud (Check Exceeds DC): If the skill check succeeds,
  the primer either doesn’t fire or fails to ignite the main
  charge of powder. The exact consequences depend on the
  type of weapon being fired.
  Percussion or Flintlock: The percussion cap or prim-
  ing-powder fails to ignite the main charge. Although the
  weapon remains loaded, the cap or priming-powder
  needs to be replaced before the ammunition may be dis-
  charged. This requires a move action to accomplish by
  itself, or occurs automatically during reloading.
  Metallic Cartridge: For weapons that use metallic car-
  tridges, the primer fails and the bullet must be complete-
  ly replaced. Removing the dud round is no trickier than
  removing a spent casing, happening automatically dur-
  ing reloading or whenever a spent casing would be eject-
  ed normally by the lever or pump action of the weapon.
  Jam (Check Fails): If the Concentration skill check
  fails by less than 5, the ammunition not only fails to fire,
  but becomes jammed in the barrel or breech. Clearing
  the jam requires a Repair or Dexterity check (character’s
  choice). The DC and time necessary to accomplish this
  check depends upon the weapon. See Table FGE1.1-2:
  Jam Clearing for both the DC and clearing time. 
  Removing jammed ammunition from a percussion
  revolver or breechloader typically involves boring into the
  ammunition and pulling it out using special tools.
  Muzzleloaders must be disassembled to remove a jam.
  When metallic cartridge ammunition becomes jammed
  due to swelling relative to the barrel, the shell must be
  pried or bored free.
  The continued functionality of a jammed weapon also
  depends on the type of firearm, as indicated by the fol-
  lowing:
  Pepperbox or Revolver: If the weapon is a pepperbox or
  revolver (pistol or longarm), only the chamber with the
  dud cannot be reloaded until the jam is cleared. The
  4
  June 1, 2004
  The Fort Griffin Echo, Vol. 1, No. 1
  Table FGE1.1-2: Jam Clearing
  Ammunition Type
  DC
  Time
  Percussion or Flintlock
  Revolving breech
  15
  4 full-round
  actions
  Breechloader
  15
  4 full-round
  actions
  Muzzleloader
  20
  1 hour 
  Metallic Cartridge
  Revolving breech
  10
  2 full-round
  actions
  Breechloader
  10
  2 full-round
  actions
  Repeating longarm
  10
  2 full-round
  actions
  Gatling gun
  10
  4 full-round
  actions
  
  acters and unattended objects within 5 feet of the
  weapon take ballistic damage. This damage equals twice
  the normal damage inflicted by the weapon on a suc-
  cessful hit. A successful DC 12 Reflex save reduces the
  damage by one-half. For example: a fully loaded Colt New
  Model Army pistol chainfires; since the weapon would
  normally inflict 2d6 on a successful hit, the weapon now
  inflicts 4d6 damage on all characters and unattended
  objects within 5 feet. Those characters succeeding on a
  DC 12 Reflex save would suffer only one-half damage.
  In our next installment, we will cover early Colt pistols
  and longarms using percussion cap technology. To whet
  your appetite, we have included in this issue an abridged
  version of the entry for the Colt Ring-Lever Rifle (first pro-
  duction model).
  place correctly and the bullet doesn’t enter the barrel
  cleanly.
  Over fire: The charge of powder exploded with a force
  too large for the breech or barrel to hold and the weapon
  is damaged.
  Under fire: The bullet fails to escape the barrel and
  becomes lodged.
  The Judge may either roll randomly to determine
  which of the above mishaps occur, or choose one. In any
  event, the weapon suffers damage equal to twice the
  amount the weapon normally inflicts (e.g., a S&W
  Schofield that normally inflicts 2d6 on a successful
  attack would inflict 4d6 upon itself when a minor mishap
  occurs). The weapon cannot be used again until repaired.
  To fix the weapon, the damage must be repaired (see page
  220 of Sidewinder: Recoiled). Even if the weapon didn’t
  suffer damage (due to its hardness), repairing the weapon
  is considered a complex task (see page 91 of Sidewinder:
  Recoiled).
  Major Mishap (Check Fails by 10 or Greater): If the
  Concentration skill check fails by 10 or greater, the
  weapon not only doesn’t fire, but a catastrophic failure
  ensues. This type of mishap includes one of the following
  events:
  Chainfire: If the weapon is a percussion weapon with
  a revolving breech (or a percussion multi-barreled
  breechloader or muzzleloader) the ignition of one cham-
  ber sparks the other chambers as well, leading to the
  uncontrolled simultaneous firing of all remaining ammu-
  nition.
  Explosion: A metallurgical failure occurs and the
  chamber blows out, launching shrapnel in an area
  around the shooter.
  The Judge should choose an appropriate type of
  mishap (or roll randomly if either is possible). In the event
  of a major mishap, the weapon is destroyed and all char-
  5
  June 1, 2004
  The Fort Griffin Echo, Vol. 1, No. 1
  Table FGE1.1-3: Colt Ring-Lever Rifle
  Weapon
  Date
  Ammo
  Dam
  Crit
  Rng
  Rate
  Mag
  Size
  Wgt
  Pur
  Pur
  ft
  of fire
  lbs
  DC
  Price
  Colt Ring-Lever Rifle (.34)
  1837
  .34 P
  2d6
  20
  60
  SS
  8 cyl.
  L
  12
  21
  $130
  Colt Ring-Lever Rifle (.44)
  1838
  .44 P
  2d8
  20
  60
  SS
  8 cyl.
  L
  15.5
  22
  $150
  The ring-lever rifle was the first production
  model of the revolving rifle manufactured by
  Colt. The cylinder was advanced and the
  internal hammer cocked by pulling back on a lever
  (with a ring on the tip) mounted just forward of the
  trigger. Reloading the weapon required removal of the
  barrel to access the cylinder. The cylinder could then
  be reloaded in place (requiring 24 full-round actions),
  or completely replaced with a preloaded spare cylin-
  der (requiring 4 full-round actions).
  Barrel Length: 32 inches, Overall Length: 49
  inches, Cylinder Replacement Time: 4 full-round
  actions, Full Reload Time: 24 full-round actions,
  Misfire DC: +6 (+2 percussion, +4 dangerous design).
  Quirk: Whenever a major mishap occurs while fir-
  ing this Colt ring-lever rifle, the shooter takes 8d6
  ballistic damage (8d8 for the .44 caliber model). All
  others within 5 feet take 4d6 ballistic damage (4d8 for
  the .44 caliber model). Anyone succeeding on a DC
  14 Reflex save suffers only one-half damage.
  COLT RING-LEVER RIFLE
  
  Join us as we investigate the first of many tribal
  nations in our series of Council Fires articles. In this
  inaugural installment, we will take a look at one of the
  most fearsome horse cultures the West ever produced,
  the Lords of the Southern Plains, the Comanche.
  The Comanche
  Long before the white-skinned Easterners began to
  move west, even before the Spanish moved north from
  Mexico, the Comanche (believed to be a Spanish corrup-
  tion of the Ute word Kohmahts, meaning “those who are
  always against us”) were originally a part of the Shoshoni
  tribes dwelling in the Platte River area of current-day
  eastern Wyoming. Known for their excellent horseman-
  ship, the Comanche probably acquired their first horses
  from the Spanish sometime in the 17th century. At this
  6
  June 1, 2004
  The Fort Griffin Echo, Vol. 1, No. 1
  1803
  The Comanche and Pawnee war against 
  each other; the Pawnee are defeated.
  1805
  The Comanche and Kiowa make peace 
  after a Kiowa warrior lives among the 
  Comanche for a summer.
  1810
  Approximate end of the Kiowa-Apache 
  peace treaty. The Hidalgo Revolt, often 
  known as the prelude to Mexican inde
  pendence, occurs.
  1811
  Comanche Chief El Sordo is imprisoned 
  in Coahuila. As a result, relations 
  between Mexico and the Comanches 
  break down.
  1816
  American John Jamison meets with 
  Comanche Chiefs in an attempt to
  foster trade.
  Smallpox spreads throughout 
  Comancheria.
  1821
  Mexico wins independence from 
  Spanish rule.
  The Santa Fe Trail is opened.
  1822
  Mexico signs treaty with the Texas 
  Comanche.
  1825
  Mexico does not honor its treaty with 
  the Comanche; as a result, the Rio 
  Grande war breaks out.
  Comanches raid Chihuahua.
  United States begins construction of 
  Fort Gibson in present-day Oklahoma.
  1826
  Mexico again signs treaty with the Texas 
  Comanche.
  1830
  Comanches wage war against a 
  Cheyenne and Arapaho alliance.
  1831
  Mexico bans trading with the 
  Comanche by any of its citizens.
  1832
  Comanches catch horse stealing Pawnee 
  raiders and kill them all.
  Bent’s Fort is constructed along the 
  Arkansas River in present-day 
  Colorado.
  1833
  Sam Houston brokers a peace treaty 
  between Texas settlers and the 
  Comanche.
  1834
  Mexico signs a treaty with the Texas 
  Comanches for the third time; later 
  Mexico again dishonors its peace 
  treaty and the Comanche resume their 
  raids against Mexico.
  1835
  The U.S. signs a treaty with the 
  Comanche, Wichita, Osage, Quapaw, 
  Seneca, Cherokee, Choctaw and Creek 
  nations at Camp Holmes in Indian 
  Territory.
  TIMELINE — 19TH CENTURY
  COUNCIL
  FIRES
  G E O F F S PA K E S
  �
  �
  continued on page 7
  
  time they split-off from their Shoshoni origins and
  migrated south and eastward into the Staked Plains, an
  area that would come to be known as “Comancheria.”
  Extending from present-day western Oklahoma across
  the Texas Panhandle and westward into New Mexico,
  Comancheria encompassed a vast stretch of land from
  the Arkansas River, across central Texas down to San
  Antonio, west to the Pecos River and then north, running
  alongside the foothills of the Rocky Mountains and back
  up to the Arkansas River, an area of over 250,000 square
  miles.
  Short History of the 19th
  Century Comanche
  The history of the Comanche in the 19th century was
  dominated by cycles of war, treaty, and peace with
  Mexico, Texas, the United States, the Confederacy, other
  tribes, and even other Comanche bands. The beginning
  of the century saw the Comanche as the dominant power
  on the southern plains, with a population numbering in
  the tens of thousands. But, by the beginning of the 20th
  century, the Comanche population had dropped to less
  than ten thousand due to war, deprivation, and most
  importantly, small pox.
  Because of their much-weakened position, most
  Comanche bands were forced to sign the Treaty of
  Medicine Lodge in 1867. Those tribes who signed were
  moved first to Fort Cobb and then again to Fort Sill in
  Oklahoma. One Comanche division, the Kwahada, led by
  Quanah Parker, refused to sign the Treaty of Medicine
  Lodge and continued to raid until 1875. At that time, due
  7
  June 1, 2004
  The Fort Griffin Echo, Vol. 1, No. 1
  1836
  Cynthia Anne Parker is captured during 
  a Comanche raid against Ft. Parker, 
  Texas.
  Texas wins independence from Mexico; 
  Sam Houston becomes president of the 
  new Republic.
  1837
  Chief Diwali of the Texas Cherokee 
  makes peace and begins trade with the 
  Comanche.
  1838
  Texas and the Comanche sign peace 
  treaty.
  1839
  Texas expels the Cherokee, Shawnee, 
  and Delaware in a forced removal.
  Another smallpox epidemic sweeps 
  through Comancheria.
  1840
  Peace is made between the Cheyenne, 
  Arapaho, and Comanche.
  Council House Fight and the Great 
  Linnville Raid — Comanches and 
  Texans meet at council in San 
  Antonio; negotiations sour and twelve 
  Comanche chiefs are killed and 27 
  women and children are taken
  prisoner. In retaliation, Chief Potsana 
  Kwahip (Buffalo Hump) leads over 500 
  warriors against Texas on a thousand-
  mile raid that reaches all the way to 
  the Gulf coast. The town of Victoria is 
  besieged and the small port of Linnville 
  is pillaged and burned. Over 28 
  Texans are killed and over 3000 
  horses are taken. Texan volunteers, 
  along with Tonkawa allies, retaliate 
  against Buffalo Hump’s retreating 
  Comanches at Plum Creek.
  The Texas Rangers are formed to fight 
  the Comanches.
  1841
  Texas has its second war with Mexico.
  1845
  A treaty between the Republic of Texas 
  and Texas Comanches is signed.
  1846
  The United States annexes Texas.
  The Butler-Lewis Treaty with the 
  Comanche, Anadarko, Caddo, Lipan, 
  Wichita, and Waco tribes is signed.
  A delegation of Comanches travels to 
  Washington D.C. to meet with 
  President Polk.
  1847
  The German Treaty with the Comanche 
  signed at Fredericksburg.
  1849
  Gold seekers traveling along the 
  Canadian River again bring smallpox 
  to the Comanche.
  TIMELINE — 19TH CENTURY
  continued on page 8
  continued from page 6
  
  to starvation, privation, and continual harassment by the
  United States Army, the Kwahada finally surrendered
  and were removed to Fort Sill.
  Tribal Organization
  Despite appearances, the Comanche were never a sin-
  gle, unified nation. The Comanche “Nation” actually con-
  sisted of anywhere from eight to twelve culturally similar,
  but politically independent divisions cooperating with
  each other the majority of the time; however, sometimes
  their intra-tribal conflict could be surprisingly violent. 
  The social organization of the Comanche reflected
  their straightforward and individualistic outlook on life
  and the world; however, with such value placed on indi-
  viduality, there were no hard-and-fast rules. Each divi-
  sion contained several independent bands, with some
  individuals, and even whole bands, moving from one trib-
  al division to another at will. The extended family formed
  the basic social unit within the tribe. 
  Tribal Divisions
  The number of divisions and their names changed
  over time, due to various mergers and splits. Following
  are the best known divisions, with any known alternate
  spellings and pronunciations in parentheses.
  • Hois — timber people
  • Jupe (or Hupene, Yupini)
  • Kotsoteka (or Caschotethka, Koocheteka, Kotsai) —
  buffalo eaters
  • Kwahada (or Kwahadi, Kwahari, Kwaharior,
  Quahada) — antelopes
  • Parkeenaum — water people
  • Nokoni (or Detsanyuka, Naconee, Nakoni, Nawkoni,
  Nocony) — people who return
  • Pehnahterkuh — wasps
  • Penateka (or Penande, Penetethka) — honey eaters
  • Tahneemuh (or Dehaui, Tanima, Tevawish,
  Yanimna) — liver eaters
  • Tenawa (or Tahnahwah, Tenahwit) — those who
  stay downstream
  • Widyunuu (or Widyu Yapa) — awl people
  • Yamparika (or Yamparack, Yapparethka) — root
  eaters
  Tribal Bands
  The following is a sample listing of tribal bands that
  were known to exist. Some of these bands shared names
  with their division, while other, lesser bands would
  change divisional alliances as necessity dictated.
  Detsanayuka, Ditsakana, Guage-johe, Hainenaurie
  (or Hainenaune), Itchitabudan, Ketahto, Kewatsana,
  Kotsai, 
  Kotsotika, 
  Kwashi, 
  Motsai, 
  Muvinabore,
  Nauniem, Nonaum, Parkeenaum, Pagatsu, Penateka,
  Pohoi (adopted Shoshoni), Tanima, Titchakenah, Waaih,
  Yamparika, and Yapaor.
  8
  June 1, 2004
  The Fort Griffin Echo, Vol. 1, No. 1
  1851
  The Comanche population drops from 
  around 20,000 to 12,000 due to
  smallpox.
  1854
  The Texas congress provides the U.S 
  >23,000 acres to establish three 
  reservations on the upper Brazos River 
  for the Texas Caddo, Cherokee, 
  Delaware, Shawnee, Wichita, and 
  Tonkawa tribes.
  1856
  Robert Neighbors is charged with the 
  care of Texas Indian reservations and 
  Lt. Col. Robert E. Lee takes command 
  of nearby Camp Cooper.
  1858
  Due to Indian raids the army abandons 
  Camp Cooper.
  Texas Rangers attack a Comanche 
  Village at Little Robe Creek in Indian 
  Territory.
  Captain Earl Van Dorn attacks a 
  Comanche village at Rush Springs, 
  killing a total of 83. Van Dorn also 
  strikes the Comanche at Crooked 
  Creek in Kansas.
  1859
  Indians on the Brazos River 
  Reservations are forced to leave Texas.
  1860
  Cynthia Anne Parker is recaptured by 
  Texas Rangers under the command of 
  Sul Ross.
  1861
  The new Confederate States of America 
  signs two treaties with Comanche 
  bands.
  The Confederates fail to make good on 
  their treaties and the Comanche push 
  the Texas frontier back over 100 miles; 
  forts are abandoned and raids 
  increase.
  The Santa Fe Trail closes due to 
  increased Comanche, Kiowa, 
  Cheyenne and Arapaho raids.
  1862
  Comanches (along with pro-Union 
  Delaware and Shawnee from Kansas) 
  attack the Tonkawa agency in a 
  revenge raid and kill 300 Tonkawa for 
  helping the white man track and fight 
  other Indian Tribes.
  1864
  Colonel Kit Carson, along with Ute and 
  Jicarilla Apache scouts, is sent to deal 
  with the Comanche at the first battle 
  of Adobe Walls. After a four-day battle, 
  Carson leaves, never again entering 
  Texas to fight the Comanche.
  TIMELINE — 19TH CENTURY
  continued on page 9
  continued from page 7
  
  Family Structure
  A patriarchal society, the Comanche practiced
  polygamy and men were free to take many wives.
  Comanche women, on the other hand, were not free to
  choose whom they could marry and usually became a
  part of their husband’s family, although there were
  exceptions.
  Unlike many other Indian tribes, Comanche society
  never included a totemic lodge or clan structure; howev-
  er a man could join one of several “warrior societies”
  whose membership cut across band and division lines.
  While membership in a “warrior society” was limited
  exclusively to men, “medicine (or puha) societies” also
  existed, into whose midst both male and female tribe
  members were admitted.
  Leadership
  Men dominated the leadership structure of the
  Comanche people, but chieftanship didn’t pass from
  father to son. Rather, a man became a parabio (chief)
  through a combination of battle honors, puha (“medicine
  power”), generosity, and family relationships. The
  Comanche people valued wise judgment over a silver-
  tongue. Thus, their parabios would often use a designat-
  ed tlatolero (orator) to speak for them during negotiations,
  which could cause great confusion to outsiders. The
  power of a Comanche parabio could vary, from little con-
  trol over his very own band to absolute authority over an
  entire division. A general council of the various band
  parabios would be held whenever it became necessary to
  elect a parabio to lead a division. While women could
  attend councils, they were never allowed to speak.
  Way of Life
  Obviously, the horse was crucial to the lifestyle of the
  Comanche. It is believed that they were the first Indian
  tribe to use horses in their migrations and battles; even
  supplying other plains tribes with horses, making the
  Plains Indian buffalo culture possible. The Comanche
  especially valued pinto and paint breeds. Being one of the
  few Indian cultures that knew how to selectively breed
  horses, they encouraged those favored traits when breed-
  ing their own herds. A special mystique surrounded a
  particular type of pinto known as the Medicine Hat or War
  Bonnet (having a light colored body with dark markings
  on the eyes, flanks, and tail along with a dark “shield” on
  the chest) and a Comanche warrior believed that he was
  invincible if he rode one into battle. 
  As with many tribes of the Great Plains, the
  Comanche relied heavily on the migrating herds of buffa-
  lo. The buffalo provided for most of their basic needs —
  from clothing and tepee covers to thread and tools of var-
  ious kinds. As expected, the buffalo was the staple of
  their diet, supplemented with roots, wild vegetables and
  fruit gathered by the women of the tribe. The meat of the
  buffalo was either cooked over an open fire or sun-dried
  as either jerky or pemmican. The Comanche would trade
  their pemmican with other tribes for honey and tobacco
  9
  June 1, 2004
  The Fort Griffin Echo, Vol. 1, No. 1
  1865
  The Little Arkansas Treaty is signed 
  with the Comanche and other plains 
  tribes. 
  1867
  A cholera epidemic strikes Comanche 
  tribes.
  1867
  The Treaty of Medicine Lodge is signed 
  by Comanche Tribes. The Kwahada 
  band under Chief Quanah Parker 
  refuses to sign.
  1868
  The Comanche bands that signed 
  Medicine Lodge Treaty are moved to 
  Fort Cobb, only to leave that summer 
  and return home to the plains.
  Comanche raids target Texas and 
  Kansas; all tribes are then ordered to 
  Oklahoma.
  Major Andrew Evans attacks a 
  Comanche village at Soldiers Spring on 
  Christmas Day.
  1869
  The Comanche-Kiowa agency is 
  relocated to Fort Sill in present-day 
  Oklahoma.
  1870
  The Comanche population is estimated 
  at around 8,000.
  1871
  A raid led by Quanah Parker steals 70 
  horses from the army at Rock Station. 
  General Ranald Mackenzie and his 
  buffalo soldiers fight Quanah Parker 
  for two years on the plains.
  1872
  A combined Comanche and Kiowa force 
  raids into Texas and kills 20; at the 
  same time Texans steal more than 
  1,900 horses from the tribes at Ft. Sill.
  General Mackenzie attacks a Comanche 
  village at McClellan Creek, taking 130 
  women and children hostage and 
  imprisoning them at Ft. Concho, 
  Texas.
  1873
  The Comanche hostages are released 
  and forced to go to Ft. Sill.
  1874
  A large Comanche-Cheyenne war party 
  attacks 23 buffalo hunters camped in 
  the Texas Panhandle at the site of 
  Carson’s 1864 battle of Adobe Walls.
  The Red River (or Buffalo) War begins; 
  this is to be the last great Indian war 
  in the southern plains.
  1875
  General Mackenzie attacks and burns 
  five Comanche villages in Palo Duro 
  Canyon, massacring women and 
  children and destroying over 1400 
  Comanche horses.
  TIMELINE — 19TH CENTURY
  continued on page 10
  continued from page 8
  
  ticular construction was a legacy of their Shoshoni her-
  itage.
  Way of War
  The Comanche provided the standard against which
  all other mounted plains warriors would be measured.
  Since the early Comanche traded primarily with the
  Spanish, and the Spanish had a strict policy of not trad-
  ing firearms, the Comanche acquired their first firearms
  somewhat later than the northern tribes that traded with
  the French.  Because of this policy, the Comanche
  became very proficient at using their traditional weapons
  of the lance and the bow from horseback. The lance,
  sometimes up to 14 feet in length, was the primary
  weapon used to kill buffalo.
  In the mid-eighteenth century, before the use of
  firearms became predominant amongst the other plains
  tribes, the Comanche used leather barding and large
  among other things. During the winter months, the
  Comanche usually sustained themselves by hunting
  deer, elk and other small game.  Unlike so many other
  Indian tribes, the Comanche never seemed to care for the
  “fire-water” offered by white traders.
  With the need to follow the migrations of the buffalo
  to keep themselves fed and the need to ensure an ample
  supply of grass to maintain their large herds of horses,
  the Comanche were forced to lead a nomadic life, usual-
  ly living in small, scattered groups and rarely settling in
  one location for any extended length of time. 
  During the warm weather months, the Comanche
  preferred the use of temporary shelters made of brush in
  lieu of a tepee. When the weather turned colder, they
  would erect their distinctive looking tepees that used four
  main poles instead of the more common three; this par-
  10
  June 1, 2004
  The Fort Griffin Echo, Vol. 1, No. 1
  TIMELINE — 19TH CENTURY
  Winter brings starvation to the Indians 
  and they begin to return to the 
  reservation after relentless pursuit by 
  Federal Troops.
  In April, 200 Kwahada who had never 
  submitted, surrender at Fort Sill. In 
  June, the remaining Kwahada along 
  with Quanah Parker surrender.
  1901
  The Comanche reservation is broken up 
  due to government pressure to open 
  the land for settlement.
  continued from page 9
  Table FGE1.1-4: Comanche Lance
  Archaic
  Date
  Ammo
  Dam
  Crit
  Rng
  Rate
  Mag
  Size
  Wgt
  Pur
  Pur
  Weapon
  ft
  of fire
  lbs
  DC
  Price
  Comanche Lance
  —
  —
  1d8 P
  20
  —
  SS
  —
  L
  8
  7
  $2
  The Comanche pride themselves on the use
  of the traditional lance. They are indeed for-
  midable opponents when barreling towards
  someone on horseback, lance readied for a devastat-
  ing attack. This weapon can reach lengths up to 14
  feet and is the primary weapon used for hunting buf-
  falo, rather than the bow and arrow.
  The Comanche lance can be used in un-mounted
  combat, and has an extended reach that can be used
  to attack opponents 10 feet away, but not adjacent
  foes. Although the weapon is Large size, due to its
  design a mounted combatant can wield a Comanche
  lance in one hand. In addition, when used to attack
  from a charging mount, a Comanche lance deals
  double damage. A character without the Archaic
  Weapons Proficiency suffers a –4 non-proficiency
  penalty to all attack rolls with the Comanche lance.
  COMANCHE LANCE
  
  Appearance
  The Comanche were, on the average, shorter than the
  people of the other plains tribes. The men would typical-
  ly wear their hair long and parted in the middle, either
  tied to both sides or braided. Women usually wore their
  hair short, often above shoulder length.
  Comanches favored buckskin attire, with the men
  wearing breeches and shirts, while the women wore
  shirts and long decorated fringed skirts. Leggings and
  fur-lined robes would be worn during the winter. Cloth
  was sometimes used when it could be traded for, with a
  preference for blue or scarlet coloring. Unlike the north-
  ern tribes, the Comanche didn’t wear feathered head-
  dresses; preferring instead the added protection of a war
  bonnet or head cover made from a buffalo scalp, often
  adorned with the horns. 
  When mounted a Comanche warrior would normally
  wear riding boots that extended all the way up to the hip.
  Women, children and males not suited for war usually
  wore moccasins. Comanche moccasins had sturdy soles
  made from the toughest part of a buffalo’s hide.
  Beliefs and Religion
  As in all areas of their life, Comanche religion was
  uncomplicated, with a belief in the existence of a
  Supreme Creator, spirits and the existence of a life after
  death. The main tenant was the individual acquisition of
  puha through the undertaking of “vision quests.” While
  large public ceremonies were rare, private religious
  observances were an important part of every day life.
  Comanche dead were buried almost immediately after
  their passing, usually in a shallow rock-covered grave
  located on a hill near the village. The greatest of warriors
  may also have their horses killed and sent on the journey
  into the afterlife with them. A period of mourning would
  follow the burial of a tribal member, during which the
  women relatives would cry aloud as a sign of loss and
  grief — a rather disturbing scene for outsiders to witness.
  Speaking the names of the dead was normally avoided,
  but sometimes the names of those with great puha would
  be passed on to a new generation. 
  Councils (whether religious or secular) always started
  with the ceremonial smoking of a pipe; the first puff being
  offered to the Great Spirit as a request for guidance and
  the gift of wisdom. 
  Tribal Folklore
  Like other Indian cultures of the Great Plains, the
  Comanche had their own folklore that was passed on to
  their children. As with all stories passed on by word of
  mouth, these can become distorted over time. Whether
  truth or fiction, or somewhere in between, two such sto-
  ries follow as examples.
  Comanche Creation Story
  One day the Great Spirit collected swirls of dust from
  the four directions in order to create the Comanche peo-
  body shields to protect both themselves and their horses
  during battles. After firearms became more common,
  they adopted the widely known fast-moving, light cavalry
  style tactics that would be copied by most Indian horse
  cultures of the Great Plains. Even when it became easier
  for them to obtain firearms, Comanche warriors tended
  to avoid using rifles. While a rifle might have a greater
  accuracy, the Comanche found them clumsy to use from
  horseback, preferring the greater rate of fire provided by
  their bows.
  Comanche war parties, feared for their ability to
  mount attacks over great distances, were capable of
  striking targets hundreds of miles from their family
  camps. War parties tended to travel at night to avoid
  detection from foes, with smaller groups or individuals
  following alternate routes until coming together at a pre-
  arranged location. Each warrior would travel with a large
  string of horses, ensuring a fresh mount for battle as well
  as a fast getaway.
  War parties usually wore black war paint consisting of
  two broad black stripes across their foreheads and lower
  faces. Successful war parties would often return wearing
  the booty from their victory: stovepipe hats, dresses,
  corsets and the like. While this may have appeared com-
  ical to the white-man, to a proud Comanche warrior this
  was simply a demonstration of his prowess and victory in
  battle.
  The Comanche way of war was no-nonsense and bru-
  tal.  Male prisoners were usually killed at the site of the
  battle, often after excruciating torture. Women and chil-
  dren could expect to be carried back to the village as part
  of the spoils of war. While captive women were often
  raped and then sold off as slaves, on rare occasions they
  would be kept for ransom or, even more infrequently,
  integrated into the tribe. Although captured children
  might occasionally be sold, more often than not they
  would be adopted by the Comanche and raised as a part
  of the tribe. Interestingly, preferential treatment wasn’t
  given to natural-born tribe members as opposed to
  adopted ones.
  Language
  The Comanche language is a part of the Uto-Aztecan
  language group (which also includes Kiowa, Shoshoni
  and Ute). Because the Comanche are descended from
  Shoshoni stock, their languages are nearly identical.
  The Comanche refer to themselves in their own lan-
  guage as Ne-mene or Numunuu, which means “our peo-
  ple,” but opposing tribes have less favorable names for
  them. Other given names for the Comanche are Bodalk
  Inago, “snake men,” by the Kiowa, Catha, “having many
  horses,” by the Arapaho, Gens du Serpent, literally
  “People of the Snake” but more commonly “enemy,” by
  the French, and Shishinowutz-hitaneo, “snake people,” by
  the Cheyenne.
  The Comanche were so influential in the creation of
  the plains horse-culture that their language became the
  standard used by all plains tribes for horse-trading.
  11
  June 1, 2004
  The Fort Griffin Echo, Vol. 1, No. 1
  
  “It is a very good bird,” the boy repeated.
  “Take it back where you found it!” roared Humpback,
  and his frightened son did as he was told.
  As soon as the killdeer was released it returned to
  where the people were camped and changed back to
  Coyote. “I have failed,” he said, “but that makes no dif-
  ference. I will try again in the morning. Perhaps a small
  animal will be better than a bird.”
  The next morning when Humpback’s son went to the
  spring, he found a small dog there, lapping at the water.
  The boy picked up the dog at once and hurried back into
  the house. “Look here!” he cried. “What a nice pet I have.” 
  “How foolish you are, boy!” Humpback growled. “A
  dog is good for nothing. I’ll kill it with my club.”
  The boy held tight to the dog, and started to run away
  crying.
  “Oh, very well,” Humpback said. “But first let me test
  that animal to make certain it is a dog. All animals in the
  world are schemers.” He took a coal of fire from the
  hearth and brought it closer and closer to the dog’s eyes
  until it gave three rapid barks. “It is a real dog,”
  Humpback declared. “You may keep it in the buffalo cor-
  ral, but not in the house.”
  This of course was exactly what Coyote wanted. As
  soon as darkness fell and Humpback and his son went to
  sleep, Coyote opened the back door of the house. Then he
  ran among the buffalo, barking as loud as he could. The
  buffalo were badly frightened because they had never
  before heard a dog bark. When Coyote ran nipping at
  their heels, they stampeded toward Humpback’s house
  and entered the rear door. The pounding of their hooves
  awakened Humpback, and although he jumped out of
  bed and tried to stop them, the buffalo smashed down his
  front door and escaped.
  After the last of the shaggy animals had galloped
  away, Humpback’s son could not find his small dog.
  “Where is my pet?” he cried. “Where is my little dog?”
  “That was no dog,” Humpback said sadly. “That was
  Coyote the Trickster. He has turned loose all our buffa-
  lo.”
  Thus it was that the buffalo were released to scatter
  over all the earth. 
  — original source unknown
  ple. These people formed from the earth had the strength
  of mighty storms. Unfortunately, a shape-shifting demon
  was also created and began to torment the people. The
  Great Spirit cast the demon into a bottomless pit. To seek
  revenge the demon took refuge in the fangs and stingers
  of poisonous creatures and continues to harm people
  every chance it gets.
  — original source unknown
  How the Buffalo Were Released on Earth
  In the first days a powerful being named Humpback
  owned all the buffalo. He kept them in a corral in the
  mountains north of San Juan, where he lived with his
  young son. Not one buffalo would Humpback release for
  the people on earth, nor would he share any meat with
  those who lived near him.
  Coyote decided that something should be done to
  release the buffalo from Humpback’s corral. He called the
  people to a council. “Humpback will not give us any buf-
  falo,” Coyote said. “Let us all go over to his corral and
  make a plan to release them.”
  They camped in the mountains near Humpback’s
  place, and after dark they made a careful inspection of
  his buffalo enclosure. The stone walls were too high to
  climb, and the only entrance was through the back door
  of Humpback’s house.
  After four days Coyote summoned the people to
  another council, and asked them to offer suggestions for
  releasing the buffalo. “There is no way,” said one man.
  “To release the buffalo we must go into Humpback’s
  house, and he is too powerful a being for us to do that.”
  “I have a plan,” Coyote said. “For four days we have
  secretly watched Humpback and his young son go about
  their daily activities. Have you not observed that the boy
  does not own a pet of any kind?”
  The people did not understand what this had to do
  with releasing the buffalo, but they knew that Coyote was
  a great schemer and they waited for him to explain. “I
  shall change myself into a killdeer,” Coyote said. “In the
  morning when Humpback’s son goes down to the spring
  to get water, he will find a killdeer with a broken wing. He
  will want this bird for a pet and will take it back into the
  house. Once I am in the house I can fly into the corral,
  and the cries of a killdeer will frighten the buffalo into a
  stampede. They will come charging out through
  Humpback’s house and be released upon the earth.”
  The people thought this was a good plan, and the next
  Morning when Humpback’s son came down the path to
  the spring he found a killdeer with a crippled wing. As
  Coyote had foreseen, the boy picked up the bird and car-
  ried it into the house.
  “Look here,” the boy cried. “This is a very good bird!”
  “It is good for nothing!” Humpback shouted. “All the
  birds and animals and people are rascals and schemers.”
  Above his fierce nose Humpback wore a blue mask, and
  through its slits his eyes glittered. His basket headdress
  was shaped like a cloud and was painted black with a
  zigzag streak of yellow to represent lightning. Buffalo
  horns protruded from the sides.
  12
  June 1, 2004
  The Fort Griffin Echo, Vol. 1, No. 1
  Thomas M. Hill,
  To the Public, be it known that I,
  have added to my Stock of Hardware
  Will keep all kinds of Tin, Copper, Granite and Sheet
  Iron Ware. Roofing, Guttering and Spouting done as
  low as the LOWEST.
  N. W. Cor. Third and Williams. 
  A TIN STORE.
  
  The character must be elected to the parabio position
  before taking his first level in this class.
  Comanche Parabio Vitals
  The following information pertains to the Comanche
  Parabio prestige class.
  Grit Die: A Comanche Parabio gains 1d8 grit per level.
  The character’s Constitution modifier applies.
  Action Points: A Comanche Parabio gains a number of
  action points equal to 7 + one-half his character level,
  rounded down, every time he attains a new level in this
  class.
  Class Skills: The Comanche Parabio’s class skills (and
  the key ability for each skill) are: Bluff (Cha), Diplomacy
  (Cha), Gather Information (Cha), Intimidate (Cha),
  Knowledge (current events, history, and popular culture)
  (Int), Listen (Wis), Profession (Wis), Read/Write Language
  (none), Ride (Dex), Sense Motive (Wis), Speak Language
  (none).
  Skill Points at Each Level: 5 + Int modifier.
  Comanche Prestige Classes
  As briefly discussed in Sidewinder: Recoiled (see page
  24), unlike advanced classes, prestige classes are based
  on specific organizations instead of classic Old West
  stereotypes. Prestige classes have stricter entry require-
  ments than advanced classes and will usually have some
  in-game roleplaying requirements that must be met
  before they can be taken.
  In this installment of Council Fires we present you
  with the first prestige classes explicitly designed for the
  Sidewinder: Recoiled milieu, the Comanche Parabio (or
  chief) and the Comanche Rider.
  Comanche Parabio
  In some cultures leadership is forced upon individu-
  als; in others it is bought or stolen. But in a Comanche
  band or division, the parabio earns his position as a
  result of his deeds. Possessing great wisdom and com-
  manding the respect of the warriors, hunters and women
  of the tribe, the parabio leads with a strong will and a
  dedication to ensuring the longevity of his people and
  their way of life.
  To become a parabio, a Comanche man must prove
  his strength of will and the ability to assert his influence
  with other tribal leaders as well as with the white-man.
  He must not back down from anyone, using his domi-
  nance in battle or prominence in diplomacy to make the
  deals that will benefit his people, or otherwise represent
  their best interests. His sheer strength of personality is a
  force to be reckoned with, coercing or inspiring fear in his
  enemies and loyalty in his followers. While a parabio may
  be a descendent of previous great leaders or have signifi-
  cant familial connections to support his power, long
  before reaching such a lofty position, he must gain puha
  in battle, demonstrate enormous generosity, and prove
  his skill in meaningful dealings with both friends and
  enemies alike.
  Once achieving the position, a parabio will continue to
  hone these traits—polishing diplomatic and oratory
  skills, boldly leading his people into agreements, moti-
  vating them for great battles, and resolving deadly inter-
  nal disputes – all the while building up the very strength
  of his name and reputation.
  Requirements
  To qualify as a Comanche Parabio, a character must
  fulfill the following criteria.
  Skills: 
  Diplomacy 
  10 
  ranks,
  Intimidate 10 ranks.
  Feat: Trustworthy.
  Reputation: +6.
  Allegiance: An allegiance to a partic-
  ular Comanche band or division.
  Special: The character either must
  be a native-born Comanche or have
  been adopted and raised in the tribe.
  13
  June 1, 2004
  The Fort Griffin Echo, Vol. 1, No. 1
  Table FGE1.1-5: The Comanche Parabio
  Level
  BAB
  Fort
  Ref
  Will
  Features
  Defense Reputation
  1st
  +0
  +1
  +1
  +1
  Great orator
  +1
  +2
  2nd
  +1
  +2
  +2
  +2
  Battle medicine
  +1
  +2
  3rd
  +2
  +2
  +2
  +2
  Vision quest
  +2
  +2
  4th
  +3
  +3
  +3
  +3
  Rally war party
  +2
  +3
  5th
  +3
  +3
  +3
  +3
  Great puha
  +3
  +3
  
  Great Puha
  By 5th level, the Comanche Parabio has accumulated
  a great amount of puha and can now spend two action
  points in a single round. These action points may not,
  however, be used to augment the same d20 roll or acti-
  vate two class features or talents in a single round. For
  example, a Comanche Parabio can augment two separate
  d20 rolls (such as a melee attack and a Reflex save) or
  augment a single d20 roll and activate a single talent or
  feature in one round.
  Comanche Rider
  The quintessential mounted warrior, a Comanche
  Rider fears no one, excels in combat and yearns for the
  opportunity to display his extraordinary horsemanship
  and talent for battle. For such a warrior, it’s not enough
  to be simply victorious; one must also demonstrate
  incredible courage and unsurpassed style and skill in the
  saddle (or bareback).
  Striving to become as one with the horse, the
  Comanche Rider focuses on improving his ability to fight
  while mounted. Trick-riding and special mounted com-
  bat maneuvers are the hallmark of an accomplished
  rider. Any warrior who chooses this class dedicates him-
  self to developing a deadly and magnificent presence
  while fighting from horseback, perfecting his aptitude
  with the traditional weapons of the bow and arrow and
  Comanche lance, often shunning the white-man’s
  weapons as a result.
  A warrior must pay his dues, so to speak, before
  achieving such a prestigious role in his tribal band or
  division, serving in active war parties for some time and
  distinguishing himself as deserving of the honor of being
  called a Comanche Rider. Comanche Riders account for
  the majority of the members of Comanche warrior soci-
  eties. 
  Requirements
  To qualify as a Comanche Rider, a character must ful-
  fill the following criteria.
  Base Attack Bonus: +4.
  Skill: Ride 10 ranks.
  Feats: Archaic Weapons Proficiency, Blazing Saddle,
  Defensive Riding.
  Special: The character must be an active participant with
  a Comanche war party for at least one year (or a signifi-
  cant amount of time; Judge’s discretion) before taking his
  first level in this class.
  Comanche Rider Vitals
  The following information pertains to the Comanche
  Rider prestige class.
  Grit Die: A Comanche Rider gains 1d10 grit per level. The
  character’s Constitution modifier applies.
  Class Features
  The following class features pertain to the Comanche
  Parabio prestige class.
  Great Orator
  The Comanche Parabio has learned how to focus his
  words and actions to inspire his tribe. Beginning at 1st
  level, he gains a competence bonus to all Charisma-
  based skill checks equal to his Comanche Parabio class
  level.
  Battle Medicine
  Beginning at 2nd level, the Comanche Parabio can
  perform great deeds in combat by calling upon his puha.
  By taking a full-round action and spending an action
  point, a Comanche Parabio may add a +2 morale bonus
  to all of his attack rolls and saving throws. This effect
  lasts for a number of rounds equal to the character’s
  Comanche Parabio class level.
  Vision Quest
  Beginning at 3rd level, the Comanche Parabio may
  undertake a Vision Quest in an attempt to acquire more
  puha. If the character’s pool of action points is ever
  reduced to 0, he may attempt to replenish some of them
  with a Vision Quest. The Comanche Parabio must per-
  form a grueling weeklong ritual of solitary fasting, medi-
  tation and praying to the Great Spirit to grant him
  strength and insight. Completion of the Vision Quest
  requires a successful DC 15 Wisdom check at the end of
  the 7 days. The character receives a bonus to the Wisdom
  check equal to his Comanche Parabio class levels. On a
  successful check, the character regains a number of
  action points equal to his Comanche Parabio level plus
  his Wisdom modifier.
  Regardless of the last character class chosen, a Vision
  Quest may be performed once per character level (but
  only once, and only if the Comanche Parabio’s action
  points total 0).
  Rally War Party
  Beginning at 4th level, the Comanche Parabio can
  rally a war party during battles. The Comanche Parabio
  must spend a full-round action exhorting, cajoling and
  otherwise inspiring the war party to great deeds. To be
  affected by this ability, a member of the war party must
  listen to and observe the parabio for the full round and
  the Comanche Parabio must make a successful DC 10
  Charisma check. Any member of the war party success-
  fully rallied gains a +1 morale bonus on all attack rolls
  and saving throws. This bonus stacks with any bonuses
  from the Charismatic hero inspiration and greater inspi-
  ration talents.
  The Comanche Parabio cannot affect himself with the
  use of this ability. He can rally a number of war party
  members equal to his total number of levels in
  Charismatic hero and Comanche Parabio. The effects of
  this ability last a number of rounds equal to the
  Comanche Parabio’s Reputation bonus.
  14
  June 1, 2004
  The Fort Griffin Echo, Vol. 1, No. 1
  
  92–93), only one hand may be used
  to perform an attack action, as the
  other maintains the rider’s grasp on
  the mount. Improved Comanche
  Riding allows the Comanche Rider to
  use both hands to perform an attack
  action.
  Hail of Arrows
  At 2nd level, the Comanche Rider
  is able to make one extra attack per
  round when using a bow. In order to
  do so, the character must use a full-attack action; the
  extra attack is made at his highest attack bonus, but all
  attacks made during the round suffer a –2 penalty to hit.
  Comanche Charge
  Whenever the Comanche rider successfully strikes an
  opponent with the Comanche Lance while charging from
  horseback, the Comanche Rider can perform a free trip
  attack in addition to the normal damage inflicted on the
  opponent. For characters with the Improved Trip feat,
  this free trip attack doesn’t generate an additional melee
  attack if the trip succeeds.
  Advanced Comanche Riding
  At 4th level, if the Comanche Rider fails his Ride skill
  check (see Sidewinder: Recoiled, Ride skill on pages
  92–93) to perform the Comanche Riding action, he auto-
  matically stays on his horse, no longer having to make a
  Reflex save in order to do so. The Comanche Rider still
  loses the attack action when he or she fails the skill
  check.
  Medicine Power
  A 5th level Comanche Rider has accumulated great
  puha and has learned to trust his medicine power in
  combat. By spending an action point, the Comanche
  Rider gains a morale bonus to Defense for a number of
  rounds equal to his Reputation bonus. The size of the
  Defense bonus is determined by rolling a number of
  action dice appropriate for the Comanche Rider’s charac-
  ter level (see Action Points, page 49 of Sidewinder:
  Recoiled) and keeping only the highest roll.
  Action Points: A Comanche Rider gains a number of
  action points equal to 7 + one-half his character level,
  rounded down, every time he attains a new level in this
  class.
  Class Skills: The Comanche Rider’s class skills (and the
  key ability for each skill) are: Handle Animal (Cha), Hide
  (Dex), Intimidate (Cha), Knowledge (tactics), Listen (Wis),
  Move Silently (Dex), Navigate (Int), Profession (Wis), Ride
  (Dex), Spot (Wis), Survival (Wis).
  Skill Points at Each Level: 5 + Int modifier.
  Class Features
  The following class features pertain to the Comanche
  Rider prestige class.
  Improved Comanche Riding
  Normally, when using the Comanche Riding action on
  horseback (see Sidewinder: Recoiled, Ride skill on pages
  15
  June 1, 2004
  The Fort Griffin Echo, Vol. 1, No. 1
  Table FGE1.1-6: The Comanche Rider
  Level
  BAB
  Fort
  Ref
  Will
  Features
  Defense Reputation
  1st
  +0
  +1
  +1
  +0
  Improved
  +1
  +1
  Comanche riding
  2nd
  +1
  +2
  +2
  +1
  Hail of arrows
  +1
  +1
  3rd
  +2
  +2
  +2
  +1
  Comanche charge
  +2
  +1
  4th
  +3
  +3
  +3
  +1
  Advanced
  +2
  +2
  Comanche riding
  5th
  +3
  +3
  +3
  +2
  Medicine power
  +3
  +2
  H. J. MULFORD
  NEW STORE!
  NEW GOODS!
  West Third St.
  New Stock of Fancy Goods and Millinery.
  Ladies and Gents Furnishings and Notions.
  
  Comanche Tribesmen
  The Comanche can provide a great source of heroes
  and villains alike in a Sidewinder: Recoiled campaign.
  Their warlike nature makes Comanche warriors ideal
  opponents for a Judge to send against player characters.
  That same nature may also inspire a player to play a
  character of Comanche heritage.
  The following section describes two of the most
  notable citizens of the Comanche nation, Quanah Parker
  and Ten Bears. Game statistics for each figure, appropri-
  ate for a variety of time-periods, are provided in the event
  a Judge wishes to introduce either character into his or
  her campaign. Furthermore, statistics are also provided
  for a variety of generic Comanche NPCs. These may be
  used to round-out one of Quanah Parker’s war parties or
  to fill-out Ten Bears’ retinue of followers.
  Quanah Parker
  Although not considered the most important chief
  among the Comanche people, Quanah Parker (Quanah
  meaning “fragrance” or “sweet smell” in Comanche) is
  perhaps the best known. This notoriety stems in a large
  part from the story of his mother, Cynthia Anne Parker,
  an Anglo-American from Texas captured as a young girl
  by the Comanche during a raid in 1836 and then adopt-
  ed into the tribe. She would later marry Peta Nocona, a
  great leader of the Nokoni division, bearing him three
  children, one of which was Quanah.
  Reputedly born in 1845 (although some historians
  believe it was 1852) near the Wichita Mountains in pres-
  ent-day Oklahoma, Quanah played an important part in
  the Comanche’s resistance to the encroaching settlement
  of their land by white-men as well as in the tribe’s adjust-
  ment to reservation life in later years. In 1860 Quanah’s
  father died while defending a Comanche village on the
  Pease River against Texas Rangers, and his mother,
  Cynthia Anne Parker, and his sister, Topasannah, were
  “liberated” and returned to white civilization. With the
  loss of his family Quanah left the Nokoni division and
  joined with the Kwahada, becoming an experienced
  horseman and valuable leader to his people. 
  The Kwahada division earned a reputation as the
  most hostile and warlike of the Comanche people. Under
  Quanah’s leadership, the Kwahada refused to attend the
  Medicine Lodge Treaty Council in 1867 and continued
  their warlike existence on the Staked Plains. They
  remained on the warpath and continued raids against
  encroaching settlers in Texas and the surrounding
  states.
  Perhaps the most famous war party fronted by
  Quanah was the combined Kwahada and Cheyenne
  assault on Adobe Walls in 1874, which marked the
  beginning of the Buffalo War, the last great Indian war on
  the southern plains of America. While the attack didn’t
  succeed in its own right, as the 23 buffalo hunters cor-
  nered at Adobe Walls fended off their attackers, the upris-
  ing spurred many other Indians to leave the reservations
  to fight the white-man.
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  The Fort Griffin Echo, Vol. 1, No. 1
  Quanah Parker (early years)
  (Strong Hero 1, Fast Hero 2,  Tough Hero 1,
  Pony Soldier 1)
  Challenge Rating: 5
  Level: 5
  Grit Dice: 3d8+2d10+5 (30)
  MDT: 13
  Initiative: +2
  Speed: 30 ft.
  Base Attack Bonus: +2
  Grapple Modifier: +3
  Space/Reach: 5 ft. x 5 ft. / 5 ft.
  Action Points: 3
  Reputation: +0
  Allegiances: Comanche, Kwahada 
  Defense: 19 (+7 class, +2 Dex) (+2 if riding) 
  Saving Throws: Fort +4, Ref +5, Will +1
  Abilities: Str 12 (+1), Dex 14 (+2), Con 13 (+1), 
  Int 14 (+2), Wis 12 (+1), Cha 14 (+2)
  Attacks: Bow +4 (1d6; Range: 40 ft.)
  Comanche Lance +4 (1d8+1)
  Spencer Carbine +0 (2d10; Range: 70 ft;
  Ammo: 7 box)
  Occupation: Tribal (bonus feat: Archaic Weapons 
  Proficiency; class skills: Intimidate, Ride, Survival)
  Skills: Balance +6, Diplomacy +4, Escape Artist
  +4, Gather Information +4, Handle Animal +6, 
  Hide +6, Intimidate +10, Knowledge (current 
  events) +4, Knowledge (popular culture) +4, 
  Listen +3, Move Silently +6, Navigate +3, Ride 
  +11, Speak Language (Comanche), Spot +5, 
  Survival +5, Tumble +5
  Feats: Archaic Weapons Proficiency, Defensive 
  Riding, Far Shot, , Simple Weapons Proficiency, 
  Trustworthy, Weapon Focus (Comanche Lance)
  Class Features: Born in the Saddle +2, Evasion, 
  Melee Smash +1, Remain Conscious
  
  and counted the famed cattleman Charles Goodnight and
  President Theodore Roosevelt among his friends. He even
  became a reservation judge and was appointed deputy
  sheriff of Lawton, Oklahoma in 1902.
  After the sudden onset of illness, Quanah Parker died
  quietly on February 23rd, 1911. He was buried in full
  Comanche regalia next to his mother on Chief’s Knoll at the
  Ft. Sill Military Cemetery. 
  Quanah Parker was truly an amazing man caught
  On June 2nd, 1875, Quanah finally surrendered him-
  self and his band to authorities at Fort Sill in Oklahoma.
  Although he was confined to a reservation, he refused to
  give up all the ways of his people and continued to be a
  leader for them. He refused to give up polygamy and con-
  tinued the use of peyote, rejecting the overtures of
  Christianity — despite the fact that his son, White Parker,
  became a Methodist Minister — and became instrumental
  in the formation of the Native American Church.
  Nevertheless, to help improve the plight of his people, he
  adapted by learning English and pleading the cause of the
  Comanche nation to Congress. He successfully negotiated
  grazing rights with Texas cattlemen, invested in a railroad
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  The Fort Griffin Echo, Vol. 1, No. 1
  Quanah Parker (middle years)
  (Strong Hero 1, Fast Hero 2, Tough Hero 1, 
  Charismatic Hero 1, Pony Soldier 3, Comanche 
  Rider 2)
  Challenge Rating: 10
  Level: 10
  Grit Dice: 1d6+3d8+6d10+10 (60)
  MDT: 13
  Initiative: +2
  Speed: 30 ft.
  Base Attack Bonus: +5
  Grapple Modifier: +6
  Space/Reach: 5 ft. x 5 ft. / 5 ft.
  Action Points: 5
  Reputation: +6
  Allegiances: Comanche, Kwahada 
  Defense: 21 (+9 class, +2 Dex) (+2 if riding) 
  Saving Throws: Fort +8, Ref +9, Will +3
  Abilities: Str 12 (+1), Dex 14 (+2), Con 13 (+1),
  Int 14 (+2), Wis 12 (+1), Cha 15 (+2)
  Attacks: Bow +7 (1d6; Range: 40 ft.)
  Bow (hail) +5/+5 (1d6; Range: 40 ft.)
  Comanche Lance +7 (1d8+1)
  Spencer Carbine +7 (2d10; Range: 70 ft; 
  Ammo: 7 box)
  Occupation: Tribal (bonus feat: Archaic Weapons 
  Proficiency; class skills: Intimidate, Ride, Survival)
  Skills: Balance +6, Diplomacy +13, Escape Artist 
  +4, Gather Information +4, Handle Animal +6, 
  Hide +6, Intimidate +12, Knowledge (current 
  events) +5, Knowledge (popular culture) +4, 
  Knowledge (tactics) +8, Listen +6, Move Silently 
  +6, Navigate +5, Ride +15, Search +5, Sense 
  Motive +7, Speak Language (Comanche), Spot +6, 
  Survival +5, Tumble +5
  Feats: Archaic Weapons Proficiency, Blazing 
  Saddle, Defensive Riding, Far Shot, Personal 
  Firearms Proficiency, Renown, Simple Weapons 
  Proficiency, Trustworthy, Weapon Focus 
  (Comanche Lance)
  Class Features: Born in the Saddle +2,
  Coordinate, Effortless Control, Evasion, Hail of 
  Arrows, Improved Comanche Riding, Melee 
  Smash +1, Remain Conscious
  Quanah Parker (late years)
  (Strong Hero 1, Fast Hero 2, Tough Hero 1, 
  Charismatic Hero 2, Pony Soldier 3, Comanche
  Parabio 4, Comanche Rider 2)
  Challenge Rating: 15
  Level: 15
  Grit Dice: 2d6+7d8+6d10+15 (96)
  MDT: 12
  Initiative: +1
  Speed: 30 ft.
  Base Attack Bonus: +9/+4
  Grapple Modifier: +9
  Space/Reach: 5 ft. x 5 ft. / 5 ft.
  Action Points: 8
  Reputation: +9
  Allegiances: Comanche, Kwahada 
  Defense: 23 (+12 class, +1 Dex) (+2 if riding) 
  Saving Throws: Fort +11, Ref +12, Will +6
  Abilities: Str 11 (+0), Dex 13 (+1), Con 12 (+1), 
  Int 15 (+2), Wis 13 (+1), Cha 17 (+3)
  Attacks: Bow +10/+5 (1d6; Range: 40 ft.)
  Bow (hail) +8/+8/+3 (1d6; Range: 40 ft.)
  Comanche Lance +10/+5 (1d8)
  Spencer Carbine +10/+6 (2d10; Range: 70 ft; 
  Ammo: 7 box) 
  Occupation: Tribal (bonus feat: Archaic Weapons 
  Proficiency; class skills: Intimidate, Ride, Survival)
  Skills: Balance +5, Bluff +14, Diplomacy +22, 
  Escape Artist +3, Gather Information +16, 
  Handle Animal +11, Hide +5, Intimidate +19, 
  Knowledge (civics) +4, Knowledge (current events) 
  +9, Knowledge (history) +7, Knowledge (popular 
  culture) +8, Knowledge (tactics) +8, Listen +6, 
  Move Silently +5, Navigate +5, Read/Write 
  Language (English), Ride +14, Search +5, Sense 
  Motive +7, Speak Language (Comanche, English), 
  Spot +6, Survival +5, Tumble +4
  Feats: Archaic Weapons Proficiency, Blazing 
  Saddle, Defensive Riding, Far Shot, Frightful 
  Presence, Personal Firearms Proficiency, Renown, 
  Ride-by Attack, Simple Weapons Proficiency, 
  Spirited Charge, Trustworthy, Weapon Focus 
  (Comanche Lance)
  Class Features: Born in the Saddle +2, 
  Coordinate, Effortless Control, Evasion, Focus 
  Puha, Great Orator, Hail of Arrows, Improved 
  Comanche Riding, Melee Smash +1, Rally War 
  Party, Remain Conscious, Vision Quest
  
  between two very different worlds. Biographer Bill Neeley
  once wrote, “Not only did Quanah pass within the span of a
  single lifetime from a Stone Age warrior to a statesman in
  the age of the Industrial Revolution, but he accepted the
  challenge and responsibility of leading the whole Comanche
  tribe on the difficult road toward their new existence.”
  Ten Bears
  “I was born upon the prairie where the wind blew free
  and there was nothing to break the light of the sun. I was
  born where there were no enclosures and where everything
  drew a free breath. I want to die there, not within walls.” 
  — Ten Bears
  If Quanah Parker was the archetypal example of a great
  war leader of the Comanche, then Ten Bears (or
  Paruasemena in Comanche) would represent almost the
  opposite extreme. Born sometime around 1792 on the
  southwestern plains, by the time Ten Bears reached middle
  age he had become a leading orator for the Comanche.
  Known as an eloquent speaker and master negotiator, Ten
  Bears was a Yamparika parabio who effectively represented
  his people with the white-man. Despite the fact that he
  never accrued great puha on the field of battle, he was held
  in high esteem by the Comanche and was selected to rep-
  resent his people at numerous peace conferences.
  Always on the forefront to try and win rights for his peo-
  ple in a peaceful manner, Ten Bears traveled to Washington
  D.C. in 1863, but failed to come away with concessions
  from the government. In 1867, he represented the
  Comanche at the Council at Medicine Lodge, the very same
  meeting that Quanah Parker refused to attend. Despite
  great doubt, he signed the treaty forcing the Comanche
  onto a recently established reservation in the southwest
  area of Indian Territory.
  Despite his agreement to various treaties, Ten Bears
  always resented the intrusion of the white-man into tribal
  lands and he never forgot their broken promises. In 1873 he
  set off on another journey to Washington D.C. with the
  hopes that things would be different this time. During this
  futile trip to earn rights for his people he became ill. He
  returned to the reservation he detested and died a few
  weeks later in Ft. Sill, Oklahoma.
  18
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  The Fort Griffin Echo, Vol. 1, No. 1
  PONY SOLDIER FOR INDIANS
  The Personal Firearms Proficiency feat
  may not be an appropriate prerequisite
  for Indian characters wishing to take the
  Pony Soldier advanced class. Feel free, as we have
  done here with Quanah Parker and several other
  following Comanche NPCs, to substitute the
  Archaic Weapons Proficiency feat as a prerequi-
  site instead.
  Ten Bears (early years)
  (Charismatic Hero 5)
  Challenge Rating: 5
  Level: 5
  Grit Dice: 5d6 (20)
  MDT: 10
  Initiative: +1
  Speed: 30 ft.
  Base Attack Bonus: +2
  Grapple Modifier: +2
  Space/Reach: 5 ft. x 5 ft. / 5 ft.
  Action Points: 3
  Reputation: +3
  Allegiances: Comanche, Yamparika 
  Defense: 13, touch 13, flat-footed 12 (+2 class, 
  +1 Dex) (+1 if riding) 
  Saving Throws: Fort +3, Ref +4, Will +3
  Abilities: Str 10 (+0), Dex 12 (+1), Con 10 (+0), 
  Int 14 (+2), Wis 14 (+2), Cha 16 (+3)
  Attacks: Bow +3 (1d6; Range: 40 ft.)
  Comanche Lance +2 (1d8)
  Sharps Carbine +3 (2d8; Range: 80 ft.; 
  Ammo: 1 int)
  Occupation: Tribal (bonus feat: Archaic Weapons 
  Proficiency; class skills: Ride, Spot, Survival)
  Skills: Bluff +10, Diplomacy +14, Gather 
  Information +8, Handle Animal +6, Intimidate 
  +10, Knowledge (current events) +5, Knowledge 
  (popular culture) +5, Perform (sing) +9, Ride +10, 
  Speak Language (Comanche, Cheyenne, English, 
  Pawnee), Spot +8, Survival +9, Swim +3
  Feats: Archaic Weapons Proficiency, Defensive 
  Riding, Horse Tradin’, Indian Lore, Personal 
  Firearms Proficiency, Simple Weapons Proficiency, 
  Trustworthy)
  Class Features: Captivate, Charm (men), Favor 
  
  19
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  The Fort Griffin Echo, Vol. 1, No. 1
  The following speech was given by Ten Bears
  at the Medicine Lodge Treaty Council:
  My heart is filled with joy when I see you here, as
  the brooks fill with water when the snows melt in the
  spring, and I feel glad as the ponies do when the
  fresh grass starts in the beginning of the year.
  I heard of your coming when I was many sleeps
  away, and I made but a few camps before I met you.
  I knew that you had come to do good to me and my
  people. I looked for the benefits which would last for-
  ever, and so my face shines with joy as I look upon
  you.
  My people have never first drawn a bow or fired a
  gun against the whites. There has been trouble on
  the line between us, and my young men have danced
  the war dance, but it was not begun by us.
  It was you who sent out the first soldier, and it was
  we who sent out the second.
  Two years ago, I came upon this road following the
  buffalo, that my wives and children might have their
  cheeks plump and their bodies warm. But the sol-
  diers fired on us, and since that time there has been
  a noise like that of a thunderstorm, and we have not
  known which way to go.
  So it was upon the Canadian.
  Nor have we been made to cry once alone. The blue
  dressed soldiers and the Utes came from out of the
  night when it was dark and still, and for campfires,
  they lit our lodges. Instead of hunting game, they
  killed my braves and the warriors of the tribe cut
  short their hair for the dead.
  So it was in Texas.
  They made sorrow come into our camps, and we
  went out like buffalo bulls when the cows are
  attacked. When we found them we killed them, and
  their scalps hang in our lodges.
  The Comanches are not weak and blind like the pups
  of a dog when seven sleeps old. They are strong and
  farsighted like grown horses. We took their road and
  went on it. The white women cried, and our women
  laughed.
  But there are things which you have said to me
  which I did not like. They were not sweet like sugar,
  but bitter like gourds. You said that you wanted to
  put us on a reservation, to build us houses, and to
  make us Medicine Lodges.
  I do not want them.
  I was born upon the prairie where the wind blew
  free, and there was nothing to break the light of the
  sun. I was born where there were no enclosures, and
  where everything drew free breath. I want to die
  there, and not within walls.
  I know every stream and every wood between the
  Rio Grande and the Arkansas. I have hunted and
  lived over the country. I lived like my fathers before
  me, and like them I lived happily.
  When I was at Washington, the Great White Father
  told me that all the Comanche land was ours, and
  that no one should hinder us in living upon it. So why
  do you ask us to leave the rivers, and the sun, and
  the wind, and live in houses?
  Do not ask us to give up the buffalo for the sheep.
  The young men have heard talk of this, and it has
  made them sad and angry. Do not speak of it no
  more.
  I love to carry out the talk I get from the Great White
  Father.
  When I get good and presents, I and my people feel
  glad, since it shows us that he holds us in his eye. If
  the Texans had kept out of my country, there might
  have been peace. But that which you say we must
  live on is too small.
  The Texans have taken away the places where the
  grass grew the thickest and the timber was best.
  Had we kept that, we might have done this thing you
  ask. But it is too late.
  The white man has the country we loved and we
  only wish to wander on the prairie until we die.
  Any good thing you say to me shall not be forgotten. I
  shall carry it as near to my heart as my children, and
  it shall be as often on my tongue as the name of the
  Great Spirit.
  I want no blood upon my land to stain the grass. I
  want it all clean and pure, and I wish it so, that all
  who go through among my people may find peace
  when they come in, and leave it when they go out.
  
  Ordinary Comanche NPCs
  Despite the myths and legends, the majority of
  Comanches were just ordinary folks going about their
  day-to-day lives. The following statistics are representa-
  tive of the Comanche “common man,” striving to provide
  food and shelter for his family and keep them safe from
  “outsiders.”
  20
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  The Fort Griffin Echo, Vol. 1, No. 1
  Ten Bears (later years)
  (Charismatic Hero 7, Comanche Parabio 3)
  Challenge Rating: 10
  Level: 10
  Grit Dice: 7d6+3d8-10 (31)
  MDT: 8
  Initiative: +0
  Speed: 30 ft.
  Base Attack Bonus: +5
  Grapple Modifier: +4
  Space/Reach: 5 ft. x 5 ft. / 5 ft.
  Action Points: 5
  Reputation: +9
  Allegiances: Comanche, Yamparika 
  Defense: 14, touch 14, flat-footed 14 (+4 class)
  (+1 if riding) 
  Saving Throws: Fort +6, Ref +7, Will +6
  Abilities: Str 8 (-1), Dex 10 (+0), Con 8 (-1), 
  Int 16 (+3), Wis 17 (+3), Cha 18 (+4)
  Attacks: Bow +5 (1d6; Range: 40 ft.)
  Comanche Lance +4 (1d8–1)
  Sharps Carbine +5 (2d8; Range: 80 ft.;
  Ammo: 1 int)
  Occupation: Tribal (bonus feat: Archaic Weapons 
  Proficiency; class skills: Ride, Spot, Survival)
  Skills: Bluff +18, Diplomacy +23, Gather 
  Information +12, Handle Animal +10, Intimidate 
  +16, Knowledge (civics) +8, Knowledge (current 
  events) +7, Knowledge (history) +7, Knowledge 
  (popular culture) +7, Listen +7, Perform 
  (percussion) +11, Perform (sing) +13, Ride +10, 
  Sense Motive +15, Speak Language (Comanche, 
  Cheyenne, English, Pawnee), Spot +9, Survival 
  +10, Swim +3
  Feats: Archaic Weapons Proficiency, Attentive, 
  Defensive Riding, Horse Tradin’, Indian Lore, 
  Personal Firearms Proficiency, Point Blank Shot, 
  Renown, Simple Weapons Proficiency, Tribal Lore 
  (Comanche), Track, Trustworthy
  Class Features: Battle Medicine, Captivate, 
  Charm (men), Fast-talk, Favor, Great Orator, 
  Vision Quest 
  Low-Level Comanche Warrior
  (Tough Ordinary 2)
  Challenge Rating: 1
  Level: 2
  Grit Dice: 2d10 + 4 (15)
  MDT: 15
  Initiative: +2
  Speed: 30 ft.
  Base Attack Bonus: +1
  Space/Reach: 5 ft. x 5 ft. / 5 ft.
  Action Points: 0
  Reputation: +0
  Defense: 14, touch 14, flat-footed 12 (+2 class,
  +2 Dex) (+1 if riding) 
  Saving Throws: Fort +4, Ref +2, Will +1
  Abilities: Str 12 (+1), Dex 14 (+2), Con 15 (+2),
  Int 10 (+0), Wis 13 (+1), Cha 8 (-1)
  Attacks: Bow +3 (1d6; Range: 60 ft.)
  Comanche Lance +2 (1d8+1)
  M1842 Percussion Musket -1 (2d12; Range: 
  105 ft.; Ammo: 1 mzl)
  -OR-
  Spencer Carbine -1 (2d10; Range: 105 ft; 
  Ammo: 7 box)
  Occupation: Tribal (bonus feat: Archaic Weapons 
  Proficiency; class skills: Ride, Listen, Spot)
  Skills: Concentration +3, Craft (structural) +1, 
  Intimidate +1, Listen +3, Ride +8, Speak 
  Language (Comanche), Spot +4, Survival +3
  Feats: Archaic Weapons Proficiency, Defensive 
  Riding, Far Shot
  Class Features: NONE
  
  21
  June 1, 2004
  The Fort Griffin Echo, Vol. 1, No. 1
  Mid-Level Comanche Warrior
  (Tough Ordinary 5)
  Challenge Rating: 4
  Level: 5
  Grit Dice: 5d10 + 10 (36)
  MDT: 15
  Initiative: +2
  Speed: 30 ft.
  Base Attack Bonus: +3
  Space/Reach: 5 ft. x 5 ft. / 5 ft.
  Action Points: 0
  Reputation: +1
  Defense: 15, touch 15, flat-footed 13 (+3 class, 
  +2 Dex) (+1 if riding)
  Saving Throws: Fort +5, Ref +3, Will +3
  Abilities: Str 12 (+1), Dex 14 (+2), Con 15 (+2), 
  Int 10 (+0), Wis 14 (+2), Cha 8 (-1)
  Attacks: Bow +5 (1d6; Range: 60 ft.)
  Comanche Lance +4 (1d8+1)
  M1842 Percussion Musket +1 (2d12; Range: 
  105 ft.; Ammo: 1 mzl)
  -OR-
  Spencer Carbine +1 (2d10; Range: 105 ft; 
  Ammo: 7 box)
  Occupation: Tribal (bonus feat: Archaic Weapons 
  Proficiency; class skills: Ride, Listen, Spot)
  Skills: Concentration +3, Craft (structural) +1, 
  Intimidate +2, Listen +6, Ride +11, Speak 
  Language (Comanche), Spot +7, Survival +5
  Feats: Archaic Weapons Proficiency, Blazing 
  Saddle, Defensive Riding, Far Shot
  Class Features: NONE
  High-Level Comanche Warrior
  (Tough Ordinary 8)
  Challenge Rating: 7
  Level: 8
  Grit Dice: 8d10 + 17 (61)
  MDT: 16
  Initiative: +2
  Speed: 30 ft.
  Base Attack Bonus: +6/+1
  Space/Reach: 5 ft. x 5 ft. / 5 ft.
  Action Points: 0
  Reputation: +2
  Defense: 16, touch 16, flat-footed 14 (+4 class,
  +2 Dex) (+1 if riding)
  Saving Throws: Fort +7, Ref +4, Will +4
  Abilities: Str 12 (+1), Dex 14 (+2), Con 16 (+3), 
  Int 10 (+0), Wis 14 (+2), Cha 8 (-1)
  Attacks: Bow +9/+4 (1d6; Range: 60 ft.)
  Comanche Lance +7/+2 (1d8+1)
  M1842 Percussion Musket +4/-1 (2d12; Range: 
  105 ft.; Ammo: 1 mzl)
  -OR-
  Spencer Carbine +4/-1 (2d10; Range: 105 ft; 
  Ammo: 7 box)
  Occupation: Tribal (bonus feat: Archaic Weapons 
  Proficiency; class skills: Ride, Listen, Spot)
  Skills: Concentration +4, Craft (structural) +1, 
  Intimidate +3, Listen +6, Ride +14, Speak 
  Language (Comanche), Spot +9, Survival +8
  Feats: Archaic Weapons Proficiency, Blazing 
  Saddle, Defensive Riding, Far Shot, Weapon 
  Focus (bow)
  Class Features: NONE
  
  Heroic Comanche NPCs
  Just as the player characters in Sidewinder: Recoiled
  campaigns represent the few hardy souls that rise above
  the common folk, so too, do the Comanche people give
  rise to such heroic men and women. The following statis-
  tics represent just some of these possible heroes.
  22
  June 1, 2004
  The Fort Griffin Echo, Vol. 1, No. 1
  Low-Level Comanche Hero
  (Fast Hero 2)
  Challenge Rating: 2
  Level: 2
  Grit Dice: 2d8+4 (17)
  MDT: 17
  Initiative: +2
  Speed: 30 ft.
  Base Attack Bonus: +1
  Space/Reach: 5 ft. x 5 ft. / 5 ft.
  Action Points: 1
  Reputation: +0
  Defense: 16, touch 16, flat-footed 14 (+4 class, 
  +2 Dex) (+1 if riding)
  Saving Throws: Fort +2, Ref +4, Will +1
  Abilities: Str 14 (+2), Dex 14 (+2), Con 14 (+2), 
  Int 12 (+1), Wis 12 (+1), Cha 10 (+0)
  Attacks: Bow +3 (1d6; Range: 60 ft.)
  Comanche Lance +3 (1d8+2)
  M1842 Percussion Musket -1 (2d12; Range: 
  105 ft.; Ammo: 1 mzl)
  -OR-
  Spencer Carbine -1 (2d10; Range: 105 ft; 
  Ammo: 7 box) 
  Occupation: Tribal (bonus feat: Archaic Weapons 
  Proficiency; class skills: Handle Animal, Ride,
  Spot)
  Skills: Balance +5, Escape Artist +5, Handle 
  Animal +4, Knowledge (popular culture) +3, Move 
  Silently +6, Ride +8, Speak Language (Comanche, 
  Spanish), Spot +6, Tumble +5
  Feats: Archaic Weapons Proficiency, Defensive 
  Riding, Far Shot, Improved Damage Threshold, 
  Simple Weapons Proficiency
  Class Features: Evasion
  Mid-Level Comanche Hero
  (Fast Hero 3, Pony Soldier 2)
  Challenge Rating: 5
  Level: 5
  Grit Dice: 3d8+2d10+10 (38)
  MDT: 17
  Initiative: +2
  Speed: 30 ft.
  Base Attack Bonus: +3
  Space/Reach: 5 ft. x 5 ft. / 5 ft.
  Action Points: 2
  Reputation: +1
  Defense: 17, touch 17, flat-footed 15 (+5 class,
  +2 Dex) (+2 if riding)
  Saving Throws: Fort +5, Ref +6, Will +2
  Abilities: Str 14 (+2), Dex 14 (+2), Con 14 (+2), 
  Int 12 (+1), Wis 13 (+1), Cha 10 (+0)
  Attacks: Bow +5 (1d6; Range: 60 ft.)
  Comanche Lance +5 (1d8+2)
  M1842 Percussion Musket +1 (2d12; Range: 
  105 ft.; Ammo: 1 mzl)
  -OR-
  Spencer Carbine +1 (2d10; Range: 105 ft; 
  Ammo: 7 box)  
  Occupation: Tribal (bonus feat: Archaic Weapons 
  Proficiency; class skills: Handle Animal, Ride,
  Spot) 
  Skills: Balance +6, Concentration +5, Escape 
  Artist +6, Handle Animal +5, Intimidate +3, 
  Knowledge (popular culture) +3, Listen +3, Move 
  Silently +7, Navigate +4, Ride +10, Speak 
  Language (Comanche, Spanish), Spot +7, 
  Tumble +5
  Feats: Archaic Weapons Proficiency, Blazing 
  Saddle, Defensive Riding, Far Shot, Improved 
  Damage Threshold, Simple Weapons Proficiency
  Class Features: Born in the Saddle +2, Effortless 
  Control, Evasion, Uncanny Dodge 1 
  
  References
  Comanches – The History of a People, T.R. Fehrenbach,
  Anchor Books, 1974
  www.accessgenealogy.com 
  www.comanchelodge.com
  www.famoustexans.com
  www.indians.org
  www.wildwest.org
  23
  June 1, 2004
  The Fort Griffin Echo, Vol. 1, No. 1
  High-Level Comanche Hero
  (Fast Ordinary 3, Pony Soldier 4, Comanche 
  Rider 1)
  Challenge Rating: 8
  Level: 8
  Grit Dice: 3d8+5d10+16 (61)
  MDT: 17
  Initiative: +2
  Speed: 30 ft.
  Base Attack Bonus: +5
  Space/Reach: 5 ft. x 5 ft. / 5 ft.
  Action Points: 4
  Reputation: +2
  Defense: 19, touch 19, flat-footed 17 (+7 class,
  +2 Dex) (+2 if riding)
  Saving Throws: Fort +6, Ref +7, Will +4
  Abilities: Str 14 (+2), Dex 14 (+2), Con 14 (+2), 
  Int 12 (+1), Wis 14 (+2), Cha 10 (+0)
  Attacks: Bow +7 (1d62; Range: 60 ft.)
  Comanche Lance +7 (1d8+2)
  M1842 Percussion Musket +3 (2d12; Range: 
  105 ft.; Ammo: 1 mzl)
  -OR-
  Spencer Carbine +3 (2d10; Range: 105 ft; 
  Ammo: 7 box) 
  Occupation: Tribal (bonus feat: Archaic Weapons 
  Proficiency; class skills: Handle Animal, Ride, 
  Spot)
  Skills: Balance +6, Concentration +6, Escape 
  Artist +6, Handle Animal +6, Intimidate +5, 
  Knowledge (popular culture) +3, Knowledge 
  (tactics) +3, Listen +7, Move Silently +7, Navigate 
  +6, Ride +14, Speak Language (Comanche, 
  Spanish), Spot +9, Survival +4, Tumble +5
  Feats: Archaic Weapons Proficiency, Blazing 
  Saddle, Defensive Riding, Far Shot, Improved 
  Damage Threshold, Ride-by Attack, Simple 
  Weapons Proficiency, Spirited Charge
  Class Features: Born in the Saddle +2, Cavalry 
  Charge, Effortless Control, Evasion, Improved 
  Comanche Riding, Uncanny Dodge 1
  YE THAT SUFFER
  READ! READ! READ!
  DR. PAREIRA’S
  GREAT ITALIAN REMEDY!!
  For the certain and speedy cure of diseases of a
  private nature, no matter how long standing, with-
  out any injurious affects to the system, or any
  change of the diet.
  IT HAS NEVER FAILED--
  IT CANNOT FAIL TO CURE.
  It has borne to the test of
  F I F T Y  Y E A R S ,
  and has never yet failed to
  EFFECT A CURE IN EVERY CASE.
  Beware of Quack Nostrums, and use a
  medicine that has proved itself the only
  Infallible Remedy on the Earth!
  THIS GREAT REMEDY IS
  WARRANTED PURELY VEGETABLE
  SMITH’SSTAPLES
  77 Davis Street
  �
  �
  
  next morning Mr. Martin was still absent, when Mrs. M.
  became alarmed and search was instituted, and on
  repairing to the store the tracks of horses were seen lead-
  ing from the store in a north westerly direction which
  being followed for a half mile presented a horrible scene
  to the searching party. Partially concealed in a thicket,
  Mr. Martin was found dead - been shot three times; one
  ball entering the left eye and coming out at the right,
  which destroyed both eyes and burned the face with pow-
  der. in a shocking manner one ball entering the breast
  and coming out between the shoulders - the third shot
  taking effect in one side and coming out on the other.
  The perpetrators of this foul deed are unknown, and
  the whole transaction is enveloped in a mystery that we
  fear will never be solved. The object was doubtless rob-
  bery, as thou obtained something near $75.00 from Mr.
  Ed. Note: Graham, Texas lies approximately 42 miles
  east of Fort Griffin in Young County. Also lying in Young
  County is the site of the earlier Ft. Belknap that, like Ft.
  Griffin, had a small town spring up next to it.
  ROBBERY AND MURDER
  On Thurs night last Mr. J. F. Martin, a prominent
  merchant of Belknap, was called from his residence by
  three men, who represented themselves as travelers and
  desiring to purchase some groceries. Mr. Martin accom-
  panied them to his store, where, Mrs. Martin says they
  remained for an hour or more, after which time the lights
  in the store were extinguished and her husband was
  expected to return. He however did not return, but she
  was not alarmed, as he had frequently remained at the
  store all night - having no permanent clerk. At breakfast
  24
  June 1, 2004
  The Fort Griffin Echo, Vol. 1, No. 1
  T H O M A S L. G R E G O R Y
  Filled with articles detailing the joys and hardships of frontier life, 19th cen-
  tury newspapers can be one of the greatest resources for any Judge creating a
  Sidewinder: Recoiled campaign. There is nothing like reading these real-life sto-
  ries to spark the imagination. This column will present just such tales, reprint-
  ed from their original sources.
  WAYItWAS
  The
  �
  
  Law and order, or the lack thereof, is an important
  component of any Western roleplaying game. Inevitably,
  characters will find themselves called to take a stand
  either for or against the Law. This column will present fic-
  tional characters facing this very issue. Inspired by the
  true events detailed by the Graham Leader in The Way It
  Was, we decided to cover the white hats in the first
  installment of this column.
  Meet Sheriff Carl Gustafsen and his Deputy, Happy
  Gilman, along with a posse of locals from in and around
  Fort Griffin, Texas. Barstow Adams and his men have
  run afoul of the Law once again. Sheriff Gustafsen has
  rounded up folks of all sorts to help hunt down Adams
  and his pack of vicious killers. Men of all ages have
  answered the call to bring the villains to justice.
  Following is a description of each, including a character
  summary.
  Carl “The Swede” Gustafsen
  Dedicated Hero 4 / Tin Star 5
  Carl Gustafsen immigrated with his parents to
  Govalle, Texas in the early 1850’s. Still a youth at that
  time, his views were shaped by the close-knit communi-
  ty of Swedish, German and Central-European immi-
  grants who had come together to make a life on the fron-
  tier. 
  As an outgrowth of this upbringing, Gustafsen
  opposed the secession of Texas in 1861, casting his vote
  with the minority and speaking his mind despite the con-
  sequences. Indeed, he and his family suffered through
  many hardships because of their stand, drawing the ire
  of fellow residents of Travis County during and after the
  Civil War. 
  Gustafsen realized he had to leave the place he had
  come to know as home, but his views about secession
  weren’t strong enough to make him want to join the
  Union army. So he headed toward the New Mexico
  Territory and got himself mixed up in the Apache Wars.
  Fighting with Kit Carson’s men near El Paso against the
  Mescalero Apaches, Carl distinguished himself with his
  dedication to whatever duty he was assigned. It’s said
  25
  June 1, 2004
  The Fort Griffin Echo, Vol. 1, No. 1
  WHITEHAT
  BLACKHAT
  C H R I S T O P H E R S .  WA R N E R &
  B R A D L E Y W. H I N D M A N
  �
  Martin, and what clothing they wanted - such as leg-
  gings, shirts, hats, boats, etc.
  Sheriff Melton raised a posse here, on Fri morning,
  and at Belknap was joined by another posse headed by
  Constable Carmichael of that place. The trail of the mur-
  derers was easily followed for about 35 miles - near
  Griffin - where it became very indistinct and the pursu-
  ing party went to Fort Griffin. Our sheriff gave up the
  chase on Sat night and returned to Graham Sun - not
  having a description of the men, and only a partial
  description of the horses, it was a difficult matter to fol-
  low them.
  This is probably the most cowardly and heinous mur-
  der ever committed in our county - excelled in brutality,
  if possible, only by the McDermot murder, by the Post
  boys, in 1879. The murderers are supposed to be horse
  thieves, as they had six horses in their possession, and
  were being pursued by a party from Grayson County at
  the time they were in the vicinity of Belknap.
  Dr. W.B. Pope and Mr. Jo. H. Graham came down
  from Belknap on Wed with subscription list, offering a
  reward for the murderers. They had about $700 sub-
  scribed at Belknap, which was readily increased to near
  $1,500 here. They say that the reward can be increased
  to $2,000 near Belknap today which will be promptly
  paid over to any one for the delivery of the three men at
  Graham or Belknap; or one third of the amount sub-
  scribed will be paid for either of them. All additional
  reward is expected to be offered by the Governor.
  Mr. Martin, the victim of those depraved devils in
  human form, was one of the oldest and best citizens of
  the community in which he lived - been engaged in mer-
  chandising during the past six years. About two years
  ago he married a Miss Johnson, of Denison, an accom-
  plished lady, whom he leaves disconsolate. Many, very
  many friends and acquaintances, who in times past have
  tried and found true, a man loyal to every impulse -
  whose genial and accommodating nature endeared him
  to all who knew him, now mourn, and will ever cherish
  the memory of J.F. Martin.
  Reprinted from the Graham Leader (Graham, Young
  Co., TX) Jun 17, 1881 (vol. 5, no. 44), page 3 (pages are
  unnumbered). Microfilm of newspaper at Fort Worth Public
  Library, Fort Worth, TX. First of three related articles.
  Beef, Veal, Mutton, Pork, Ham, 
  Bacon and Lard
  CHEAP FOR CASH!
  smith’s staples
  SOLD AT
  
  that Kit himself gave Carl his nickname, calling on “The
  Swede” anytime he needed a man he could trust for a
  special mission.
  He continued his travels in the New Mexico Territory
  and sometimes back into Texas, serving as a deputy in a
  few cow towns and joining many a posse to track down
  fugitives and other lawbreakers. During this time, The
  Swede learned that he valued law and order more than
  anything else. By the time he decided to settle in
  Shackleford County, he had earned a reputation as being
  a man of diplomacy unafraid to resort to the use of force
  when necessary. Despite the grudges many held against
  him for not supporting secession, he earned the respect
  of the citizens. Shortly after negotiating a peaceful reso-
  lution to a hostage situation that developed after a
  botched bank robbery attempt in which the lives of seven
  townspeople were threatened, The Swede was the natu-
  ral choice to replace retiring sheriff Billy Cruger. These
  days, The Swede lives a simple life with his new bride,
  keeping order in Fort Griffin and leading a fine example
  for all the young folks.
  James “Happy” Gilman
  Fast Hero 3
  Known for having a way with handling animals and
  his penchant for singing lighthearted ditties no matter
  what the situation, James Gilman originally hailed from
  Ft. Worth, Texas. He learned how to handle cattle at a
  young age and easily found jobs as a ranch hand. He also
  learned how to handle a hogleg and earned a reputation
  as a crack shot with his favorite weapon, the Colt
  26
  June 1, 2004
  The Fort Griffin Echo, Vol. 1, No. 1
  Carl Gustafsen, Sheriff
  (Dedicated Hero 4 / Tin Star 5)
  Sex: Male 
  Age/Birthday: 36 / October 15
  Birthplace: Stockholm, Sweden
  Heritage: Swedish
  Weight: 182 lbs.
  Height: 5 foot 11 inches
  Hair: Blonde 
  Eyes: Blue 
  Challenge Rating: 9
  Level: 9 (Dedicated Hero 4 / Tin Star 5)
  Grit Dice: 4d6+4 + 5d10+4 (57)
  MDT: 12
  Initiative: +3
  Speed: 30 ft.
  Base Attack Bonus: +6
  Grapple Modifier: +8
  Space/Reach: 5 ft. x 5 ft. / 5 ft.
  Action Points: 5
  Reputation: +4
  Allegiances: Family, Law and Order, Shackleford 
  County Texas
  Defense: 19, touch 19, flat-footed 16 (+6 class, 
  +3 Dex)
  Saving Throws: Fort +6, Ref +5, Will +6
  Abilities: Str 14 (+2), Dex 16 (+3), Con 12 (+1),
  Int 14 (+2), Wis 12 (+1), Cha 12 (+1)
  Attacks: Fists +8/+3 (1d4+2 nonlethal or lethal;
  Crit: 20/x2)
  Knife +8/+3 (1d4+2; Crit: 19-20/x2)
  S&W Schofield +9/+4 (2d6; Crit: 20/x2), Range: 
  30 ft.; Ammo: 6 cyl.
  Winchester ’73: +9/+4 (2d8; Crit: 20/x2), Range:
  70 ft.; Ammo: 17 int.
  Occupation: Law Enforcement (bonus feat: 
  Combat Martial Arts; class skills: Diplomacy, 
  Listen)
  Skills: Bluff +6, Diplomacy +13, Gamble +4, 
  Gather Information +12, Intimidate +6,
  Investigate +8, Jump +3, Knowledge (civics) +5, 
  Knowledge (current events) +5, Knowledge
  (popular culture) +4, Knowledge (streetwise) +5), 
  Knowledge (tactics) +3, Listen +5, Profession +6, 
  Read/Write Language (English, Swedish), Ride
  +11, Sense Motive +12, Speak Language (English, 
  Spanish, Swedish), Spot +7, Survival +8
  Feats: Combat Martial Arts, Hammer Down, 
  Personal Firearms Proficiency, Point Blank Shot, 
  Simple Weapons Proficiency, Slip Hammer, Track, 
  Trail Lore (Texas), Trustworthy
  Class Features: Skill Emphasis (Sense Motive), 
  Deputy, Faith, Flash the Badge, Nonlethal Force, 
  Posse
  Possession: S&W Schofield, Winchester ’73, Knife 
  & sheath, 20 rounds .45 center-fire, 50 rounds 
  .44-40 center-fire, cartridge belt, holster, boots 
  (cowboy), spurs, Stetson, shirt, vest, trousers
  
  Thunderer. A free spirit who loves the outdoor life,
  Gilman was offered the job of Deputy after he gunned
  down a corrupt deputy during a public showdown.
  Still, above all else, Gilman may be best known for his
  velvet voice and easy demeanor, for which those who
  know him call him “Happy.” In the daytime, he’s often
  found out on the range singing to a captivated herd. At
  night, he might be found in one of the local saloons, lift-
  ing the spirits of tired townsfolk in exchange for a drink
  or just a friendly ovation. Either way, it’s a safe bet that
  James will be smilin’ and croonin’ like it’s bound to earn
  him a place in heaven.
  Timothy “Timmy” O’Lochlann
  Strong Ordinary 3
  Timothy O’Lochlann only recently emigrated from the
  Emerald Isle. He found work quickly because of the many
  years he spent blacksmithing back in his hometown of
  Kilkee. While just a hired hand at the local blacksmith
  now, he diligently saves his wages in the hopes of moving
  to a new town and setting up his own shop.
  A big, handsome blue-eyed man, O’Lochlann lost his
  young wife to tuberculosis back in Ireland. Defying
  stereotypes, he shuns alcohol and doesn’t take too kind-
  ly to comments about his heritage when it comes to
  whiskey or other licentious spirits. His strong opinions
  and thin skin have landed him in a number of fisticuffs
  since his arrival. Fortunately, he’s pretty good in a brawl
  and one might even say it’s his favorite hobby. 
  27
  June 1, 2004
  The Fort Griffin Echo, Vol. 1, No. 1
  James Gilman, Deputy
  (Fast Hero 3)
  Sex: Male 
  Age/Birthday: 21 / July 22
  Birthplace: Ft. Worth, Texas
  Heritage: American
  Weight: 160 lbs.
  Height: 5 foot 10 inches
  Hair: Brown 
  Eyes: Brown
  Challenge Rating: 3
  Level: 3 (Fast Hero 3)
  Grit Dice: 3d8+6 (24)
  MDT: 14
  Initiative: +3
  Speed: 30 ft.
  Base Attack Bonus: +2
  Grapple Modifier: +3
  Space/Reach: 5 ft. x 5 ft. / 5 ft.
  Action Points: 2
  Reputation: +1
  Allegiances: Sheriff Gustafsen
  Defense: 17, touch 17, flat-footed 14 (+4 class, 
  +3 Dex)
  Saving Throws: Fort +3, Ref +5, Will +1
  Abilities: Str 12 (+1), Dex 16 (+3), Con 14 (+2), 
  Int 12 (+1), Wis 10 (+0), Cha 12 (+1)
  Attacks: Fists +3 (1d4+1 nonlethal; Crit: 20/x2)
  Knife +3 (1d4+1; Crit: 19-20/x2)
  Colt Thunderer +5 (2d6; Crit: 20/x2), Range: 
  30 ft.; Ammo: 6 cyl.
  Remington-Whitmore Shotgun +5 (2d10; Crit: 
  20/x2), Range: 30 ft.; Ammo: 2 int.
  Occupation: Ranch Hand (bonus feat: Personal 
  Firearms Proficiency; bonus skills: Handle 
  Animal, Survival)
  Skills: Balance +5, Handle Animal +8, Hide +5, 
  Jump +2, Knowledge (current events) +3, 
  Knowledge (popular culture) +5, Move Silently +5, 
  Perform (sing) +3, Profession +3, Read/Write 
  Language (English), Ride +11, Speak Language 
  (English), Survival +4
  Feats: Animal Affinity, Blazing Saddle, Defensive 
  Riding, Point Blank Shot, Personal Firearms 
  Proficiency, Simple Weapons Proficiency
  Class Features: Evasion
  Possession: Colt Thunderer, Remington-Whitmore 
  Shotgun, 20 rounds .41 center-fire, 10 10-gauge 
  shells, holster, knife & sheath, boots (cowboy), 
  spurs, trousers, chaps, cowboy hat, shirt, 3
  cigars, matches  
  ON AND AFTER THIS DATE I PROPOSE TO RESOLVE
  all debts that I have owed to the good peoples of Fort Griffin.
  - Lee Thomas Edwards
  N O T I C E - N O T I C E
  
  the room above the telegraph office with their sole
  remaining son, William, who is learning his father’s
  trade, but really wants to be a ranch hand. The older
  Dean boy, John, also bucked his father’s wishes, joining
  Colonel John Baylor’s campaign into New Mexico in the
  summer of 1861. He died at Glorietta Pass, a fact that his
  mother has yet to come to grips with.
  Zachary Dean is often called upon when posses are
  formed, because of his general smarts and ability to
  speak fluent Spanish. 
  Zachary Dean
  Smart Ordinary 2
  A Yankee originally from Ohio, Zachary Dean runs the
  local telegraph office. His friends and family call him
  Zach and the townspeople in general know him as a
  prim, proper and quiet man who somehow manages to
  keep his fancy suit clean as a whistle.
  Zach brought his family to Texas several years ago,
  settling-in and earning respect as a “thinking man” who
  could repair just about anything. He and his wife live in
  28
  June 1, 2004
  The Fort Griffin Echo, Vol. 1, No. 1
  Timothy O’Lochlann, Blacksmith
  (Strong Ordinary 3) 
  Sex: Male 
  Age/Birthday: 38 / March 2
  Birthplace: Kilkee, Ireland
  Heritage: Irish
  Weight: 235 lbs.
  Height: 6 foot 2 inches
  Hair: Brown 
  Eyes: Blue
  Challenge Rating: 2
  Level: 3 (Strong Ordinary 3)
  Grit Dice: 3d8+6 (21)
  MDT: 14
  Initiative: +0
  Speed: 30 ft.
  Base Attack Bonus: +3
  Grapple Modifier: +5
  Space/Reach: 5 ft. x 5 ft. / 5 ft.
  Action Points: 0
  Reputation: +0
  Allegiances: Judge’s discretion
  Defense: 12, touch 12,flat-footed 12 (class +2)
  Saving Throws: Fort +4, Ref +1, Will +2
  Abilities: Str 15 (+2), Dex 10 (+0), Con 14 (+2), 
  Int 13 (+1), Wis 12 (+1), Cha 8 (-1)
  Attacks: Fists +7 (1d8+2 nonlethal; Crit: 20/x2)
  Fists +1 (1d3+2 lethal; Crit: 20/x2)
  Knife +5 (1d4+2; Crit: 19-20/x2)
  Sharps Rifle +3 (2d8; Crit: 20/x2), Range: 90 ft.; 
  Ammo: 1 int.)
  Occupation: Artisan (bonus feat: Builder; bonus 
  skills: Craft (mechanical), Repair)
  Skills: Craft (mechanical) +8, Handle Animal +3, 
  Knowledge (current events) +2, Knowledge 
  (popular culture) +2, Profession +5, Read/Write 
  Language (English), Repair +8, Speak Language 
  (English)
  Feats: Brawl, Builder (Craft (mechanical), Craft 
  (structural)), Improved Brawl, Personal Firearms 
  Proficiency, Simple Weapons Proficiency
  Class Features: None
  Possession: Sharps Rifle, 20 rounds .44 
  percussion, knife & sheath, boots, trousers, shirt, 
  hat (derby), cloth overcoat  
  
  brother of Frank Edwards, he doesn’t hang out much
  with the younger crowd, although they kindly include
  him in a round of drinks now and again. Both of the
  Edwards brothers came from Arkansas, with a few stops
  in between doing manual labor for a meal and place to
  sleep. Nowadays, Wilbur makes his living as a farm hand,
  which suits him just fine. His dream is tend his own
  small plot of land someday.
  Frank Edwards
  Tough Ordinary 1
  Wilbur’s younger brother has much larger aspira-
  tions. While making paltry wages as a farm hand, he
  yearns for life out on the frontier, hunting bounties and
  Wilbur Edwards
  Strong Ordinary 1
  Poor Wilbur Edwards is a bit slow, but he’s a strong
  fella that never gives anyone any trouble. As the older
  29
  June 1, 2004
  The Fort Griffin Echo, Vol. 1, No. 1
  Zachary Dean, Telegraph Operator
  (Smart Ordinary 2)
  Sex: Male 
  Age/Birthday: 42 / November 18
  Birthplace: Marietta, Ohio
  Heritage: American
  Weight: 190 lbs.
  Height: 5 foot 10 inches
  Hair: Black 
  Eyes: Brown
  Challenge Rating: 1
  Level: 2 (Smart Ordinary 2)
  Grit Dice: 2d6 (8)
  MDT: 10
  Initiative: +1
  Speed: 30 ft.
  Base Attack Bonus: +1
  Grapple Modifier: +2
  Space/Reach: 5 ft. x 5 ft. / 5 ft.
  Action Points: 0
  Reputation: +0
  Allegiances: Law and Order
  Defense: 12, touch 12, flat-footed 11 (+1 class; 
  +1 Dex)
  Saving Throws: Fort +0, Ref +1, Will +1
  Abilities: Str 12 (+1), Dex 13 (+1), Con 10 (+0), 
  Int 15 (+2), Wis 8 (-1), Cha 14 (+2)
  Attacks: Fists +2 (1d3+1 nonlethal; Crit: 20/x2)
  Knife +2 (1d4+1; Crit: 19-20/x2)
  Colt Lightning +2 (2d4; Crit: 20/x2), Range: 20 ft.; 
  Ammo: 6 cyl.)
  Winchester ’73 +2 (2d8; Crit: 20/x2), Range:
  70 ft.; Ammo: 17 int.)
  Occupation: Merchant (class skills: Diplomacy, 
  Sense Motive)
  Skills: Craft (electric) +4, Craft (writing) +3, 
  Disable Device +4, Diplomacy +9, Handle Animal 
  +4, Knowledge (business) +7, Knowledge (civics) 
  +6, Knowledge (current events) +6, Knowledge 
  (popular culture) +7, Profession +4, Read/Write 
  Language (English), Repair +7, Search +6, Sense 
  Motive +4, Speak Language (English, Morse 
  Code, Spanish), Spot +0
  Feats: Personal Firearms Proficiency, Simple 
  Weapons Proficiency, Trustworthy
  Class Features: None
  Possession: Winchester ’73, 50 rounds .44-40 
  center-fire, Colt Lightning, 20 rounds .38 
  center-fire, holster (fancy), knife & sheath, boots, 
  suit (fancy), hat (derby)
  Wilbur Edwards, Farm Hand
  (Strong Ordinary 1)
  Sex: Male 
  Age/Birthday: 30 / February 13
  Birthplace: Ft. Smith, Arkansas 
  Heritage: American
  Weight: 170 lbs.
  Height: 5 foot 10 inches
  Hair: Black 
  Eyes: Brown
  Challenge Rating: 1/2
  Level: 1 (Strong Ordinary 1)
  Grit Dice: 1d8+1 (6)
  MDT: 13
  Initiative: +1
  Speed: 30 ft.
  Base Attack Bonus: +1
  Grapple Modifier: +3
  Space/Reach: 5 ft. x 5 ft. / 5 ft.
  Action Points: 0
  Reputation: +0
  Allegiances: Family, Fort Griffin
  Defense: 12, touch 12, flat-footed 11 (+1 class, 
  +1 Dex)
  Saving Throws: Fort +2, Ref +1, Will +0
  Abilities: Str 15 (+2), Dex 12 (+1), Con 13 (+1),
  Int 8 (-1), Wis 10 (+0), Cha 14 (+2)
  Attacks: Fists +4 (1d6+2 nonlethal; Crit: 20/x2)
  Knife +3 (1d4+2; Crit: 19-20/x2)
  M1842 Percussion Musket -2 (2d12; Crit: 20/x2), 
  Range: 70 ft.; Ammo: 1 mzl.
  Occupation: Laborer (class skills: Climb, Handle 
  Animal, Ride)
  Skills: Climb +4, Handle Animal +9, Profession +1, 
  Ride +5, Speak Language (English)
  Feats: Animal Affinity, Brawl, Simple Weapons 
  Proficiency
  Class Features: None
  Possession: M1842 Percussion Musket, 20 rounds 
  .69 shot, knife & sheath, boots, trousers, hat 
  (cowboy), shirt (buckskin)  
  
  Frank Edwards and Dart Miller.
  Originally from Mississippi, Seth loves to tell tales of
  his trek to Texas. Most times, his stories are more “blan-
  ket stretching” than reality. He often invites Wilbur
  Edwards to join him and the others for a drink, because
  he can’t resist the urge to tease the burly Edwards broth-
  er. While Seth fancies himself a gunfighter and loves to
  join up with a posse, the truth is he’s never shot a man.
  Dartagnon “Dart” Miller
  Tough Ordinary 1
  Dartagnon Miller prefers to be called Dart, having
  grown tired of the townies calling him and his friends the
  “Three Musketeers.” Making his living as a buffalo
  hunter, Dart does his best to escape the literary influ-
  ences of his widowed mother, who makes her living as a
  seamstress and part-time school marm. All the razzing
  taking names. Any time a posse is formed, Frank will be
  first in line. His friends Dart Miller and Seth Overland are
  sure to tag along. 
  Seth Overland
  Fast Ordinary 1
  Earning his keep as a small-time gambler, Seth
  Overland tends to make both friends and enemies with
  just about the same alacrity. He’s regularly seen in the
  saloons and gaming houses, often with his close friends
  30
  June 1, 2004
  The Fort Griffin Echo, Vol. 1, No. 1
  Frank Edwards, Farm Hand
  (Tough Ordinary 1)
  Sex: Male 
  Age/Birthday: 23 / April 22
  Birthplace: Ft. Smith, Arkansas 
  Heritage: American
  Weight: 150 lbs.
  Height: 5 foot 7 inches
  Hair: Blonde 
  Eyes: Brown
  Challenge Rating: 1/2
  Level: 1 (Tough Ordinary 1)
  Grit Dice: 1d10+2 (11)
  MDT: 15
  Initiative: -1
  Speed: 30 ft.
  Base Attack Bonus: +0
  Grapple Modifier: +2
  Space/Reach: 5 ft. x 5 ft. / 5 ft.
  Action Points: 0
  Reputation: +0
  Allegiances: Family, “The Three Musketeers”
  Defense: 10, touch 10, flat-footed 10 (+1 class, 
  -1 Dex)
  Saving Throws: Fort +3, Ref -1, Will +1
  Abilities: Str 14 (+2), Dex 8 (-1), Con 15 (+2), 
  Int 10 (+0), Wis 13 (+1), Cha 12 (+1)
  Attacks: Fists +2 (1d3+2 nonlethal; Crit: 20/x2)
  Knife +2 (1d4+2; Crit: 19-20/x2)
  Spencer Carbine -1 (2d10; Crit: 20/x2), Range:
  70 ft.; Ammo: 7 box
  Occupation: Sodbuster (bonus feat: Personal
  Firearms Proficiency; class skills: Handle Animal, 
  Swim)
  Skills: Handle Animal +3, Knowledge (current 
  events) +1, Knowledge (popular culture) +1, 
  Profession +3, Read/Write Language (English), 
  Ride +1, Speak Language (English), Spot +2, 
  Survival +2, Swim +4
  Feats: Hollow Leg, Personal Firearms Proficiency, 
  Simple Weapons Proficiency, Toughness
  Class Features: None
  Possession: Spencer carbine, 20 rounds .52 
  rim-fire, knife & sheath, boots, trousers, shirt, 
  hat (cowboy)  
  
  he’s taken over the years has made Dart one tough hom-
  bre and he’s beginning to earn a reputation as a deadly
  shot with his Sharps Big Fifty. Preferring the open range,
  Dart will take advantage of any opportunity to get out of
  town. He keeps saying he’s going to go north and make a
  name for himself, but he always seems to return to his
  mom’s shack.
  Don’t miss our next column, where we present
  Barstow Adams and his gang!
  31
  June 1, 2004
  The Fort Griffin Echo, Vol. 1, No. 1
  Seth Overland, Gambler
  (Fast Ordinary 1)
  Sex: Male 
  Age/Birthday: 24 / July 4
  Birthplace: Meridian, Mississippi  
  Heritage: American
  Weight: 150 lbs.
  Height: 5 foot 7 inches
  Hair: Blonde 
  Eyes: Brown
  Challenge Rating: 1/2
  Level: 1 (Fast Ordinary 1)
  Grit Dice: 1d8+2 (7)
  MDT: 14
  Initiative: +2
  Speed: 30 ft.
  Base Attack Bonus: +0
  Grapple Modifier: –1
  Space/Reach: 5 ft. x 5 ft. / 5 ft.
  Action Points: 0
  Reputation: +0
  Allegiances: “The Three Musketeers”
  Defense: 15, touch 15, flat-footed 13 (+3 class, 
  +2 Dex)
  Saving Throws: Fort +2, Ref +3, Will +1
  Abilities: Str 8 (–1), Dex 15 (+2), Con 14 (+2), 
  Int 12 (+1), Wis 13 (+1), Cha 10 (+0) 
  Attacks: Fists –1 (1d3–1 nonlethal; Crit: 20/x2)
  Knife –1 (1d4–1; Crit: 19-20/x2)
  S&W Schofield +2 (2d6; Crit: 20/x2), Range: 
  30 ft.; Ammo: 6 cyl. 
  Occupation: Greenhorn (class skills: Diplomacy, 
  Gamble)
  Skills: Balance +6, Diplomacy +4, Gamble +5, 
  Knowledge (current events) +3, Knowledge 
  (popular culture) +3, Profession +3, Read/Write 
  Language (English), Ride +6, Sleight of Hand +4, 
  Speak Language (English)
  Feats: Card Sharp, Personal Firearms Proficiency, 
  Simple Weapons Proficiency
  Class Features: None
  Possession: S&W Schofield, 20 rounds .45 
  center-fire, holster (fancy), knife & sheath, boots, 
  suit (fancy), hat (Stetson)  
  Dartagnon Miller, Buffalo Hunter
  (Tough Ordinary 1)
  Sex: Male 
  Age/Birthday: 21 / August 12
  Birthplace: Augusta, Georgia 
  Heritage: American
  Weight: 150 lbs.
  Height: 5 foot 7 inches
  Hair: Blonde 
  Eyes: Brown
  Challenge Rating: 1/2
  Level: 1 (Tough Ordinary 1)
  Grit Dice: 1d10+2 (8)
  MDT: 15
  Initiative: +2
  Speed: 30 ft.
  Base Attack Bonus: +0
  Grapple Modifier: +1
  Space/Reach: 5 ft. x 5 ft. / 5 ft.
  Action Points: 0
  Reputation: +0
  Allegiances: “The Three Musketeers”
  Defense: 13, touch 13, flat-footed 1 (class +1, 
  Dex +2)
  Saving Throws: Fort +3, Ref +2, Will -1
  Abilities: Str 12 (+1), Dex 14 (+2), Con 15 (+2),
  Int 10 (+0), Wis 8 (-1), Cha 13 (+1)
  Attacks: Fists +1 (1d3+1 nonlethal; Crit: 20/x2)
  Knife +1 (1d4+1; Crit: 19-20/x2)
  Colt Peacemaker +2 (2d6; Crit 20/x2), Range:
  45 ft.; Ammo: 6 cyl.
  Sharps Big Fifty +3 (2d12; Crit: 20/x2), Range: 
  180 ft.; Ammo: 1 int.
  Occupation: Hunter (bonus feat: Far Shot; class 
  skills: Climb, Hide) 
  Skills: Climb +3, Hide +3, Knowledge (current 
  events) +2, Knowledge (popular culture) +2, 
  Profession +0, Read/Write Language (English), 
  Ride +3, Speak Language (English), Spot +0, 
  Survival +2
  Feats: Far Shot, Personal Firearms Proficiency, 
  Simple Weapons Proficiency, Weapon Focus 
  (Sharps Big Fifty)
  Class Features: None
  Possession: Sharps Big Fifty, 20 rounds .52 
  rim-fire, Colt Peacemaker, 20 rounds .45 
  center-fire, holster, knife & sheath, boots, 
  trousers, shirt, hat (cowboy)
  
  Benefit: Your cowpoke may load a firearm as a free
  action as long as no one is looking.
  Normal: Without this feat, a character must spend a
  move action or longer when loading a firearm. The type of
  action required depends on the variety of firearm being
  loaded (see Table 5.10: Reloading Times for Ranged
  Weapons on page 146 of Sidewinder: Recoiled for normal
  loading times).
  Ringing Spittoon
  Your cowpoke really knows how to make an entrance.
  Prerequisite: 4 ranks Perform (percussion instru-
  ments)
  Benefit: At the beginning of any Showdown, the char-
  acter may spit at a nearby spittoon (and there will always
  be one nearby) to make the spittoon ring. Hitting the spit-
  toon requires a ranged touch attack against a Defense of
  7. Spitting has a range increment of 5 feet and is treated
  as a thrown weapon doing no damage. All other charac-
  ters within 100 feet must make a Will save (DC 15) or
  automatically look at the ringing spittoon; any characters
  doing so suffer a –2 penalty on their upcoming Initiative
  checks.
  The Rope Always Breaks
  Your cowpoke has more lives than a cat.
  Benefit: Whenever your character is hanged, he or
  she can spend 1 action point. Doing so causes the rope
  to automatically break (see page 236 of Sidewinder:
  Recoiled).
  Feats
  Feats separate the seasoned trail hand from the ten-
  derfoot. Any hombre who aspires to the likes of the Man
  with No Name should consider taking some of the follow-
  ing feats.
  Bad Translation
  What your cowpoke says is rarely what other charac-
  ters hear. Oddly enough, this is usually to his benefit.
  Benefit: Whenever your cowpoke fails a Diplomacy
  check, he or she may make a new Diplomacy check as a
  free action. This new Diplomacy check is used instead of
  the original check. The new check must be used, whether
  it results in a success or failure.
  Man with No Name
  Your character is a complete cipher. His name is
  unknown (even to himself) and that is the way he likes it.
  Prerequisite: Low Profile
  Benefit: Your character’s reputation bonus is
  reduced by 3. However, anybody succeeding in recogniz-
  ing him becomes completely unnerved (treat as shaken,
  see Character Condition Summary on page 228 of
  Sidewinder: Recoiled), because they have confused him
  with all of the other unknown protagonists.
  Offscreen Reloading
  Your cowpoke has an uncanny knack for being able to
  reload an empty firearm during a scene cut.
  Prerequisite: Quick Reload
  32
  June 1, 2004
  The Fort Griffin Echo, Vol. 1, No. 1
  B R A D L E Y W. H I N D M A N & T H O M A S L. G R E G O R Y
  Periodically, we plan to demonstrate that Western roleplaying games come in
  many stripes. They are as varied as the Western frontier itself. In this issue, we
  will visit the cinematic west as seen through the eyes of such hombres as the
  German writer Karl May and the Italian directors Sergio Leone and the “Other
  Sergio,” Sergio Corbucci. Let’s visit the West of Clint Eastwood, Lee Van Cleef,
  and Eli Wallach.
  CINEMA STYLES
  SIDEWINDER: EYE-TALIAN STYLE
  � Now   with   free   bread-sticks �
  
  Poncho of Protection
  This ordinary looking poncho provides a +2 equip-
  ment bonus to the wearer’s Defense. Furthermore, when-
  ever the wearer is struck in combat, he or she is allowed
  a reflex save. If the save exceeds a DC of 20, the poncho
  is ‘holed’ instead of the character. The defensive proper-
  ties of this poncho arise from the stiffness the poncho has
  acquired from accumulated dirt and grime. If the poncho
  is ever washed, it loses all special functions.
  Effective Mastercraft Bonus: +3, Relevant Craft
  Skill: Craft (structural), Purchase DC: 12.
  Ammunition of Ricochet
  This mastercraft modification may be added to any
  firearm ammunition other than that of a scattergun. Due
  to its special construction, any shots made with this
  ammunition while using the Skip Shot feat gain a +2 to
  hit (negating the penalty for using skip shot). As a side
  effect, any time a firearm using this ammunition is fired,
  the weapon makes a strange extended pinging noise. The
  Listen check DC to hear the shots of weapons using this
  ammunition are reduced by 5.
  Effective Mastercraft Bonus: +1, Relevant Craft
  Skill: Craft (chemical), Purchase DC: 10 (for 20 shots of
  any caliber).
  Spurs of Silence
  A zone of selective silence surrounds these spurs. The
  only thing that can be heard is the noise made by the
  spurs themselves. Ka-Chink ... Ka-Chink ... Ka-Chink ...
  Ka-Chink.
  Note: If Spurs of Silence are worn by a character pos-
  sessing the Theme Song feat, the theme song can be
  heard in addition to the spurs.
  Effective Mastercraft Bonus: +3, Relevant Craft
  Skill: Craft (mechanical), Purchase DC: 10.
  Don’t miss our next column of Cinema Styles, where
  we present Sidewinder: The Serials (Stays Crunchy in
  Milk). You can look forward to new feats like The
  Repeating Death Scene, History Schmistory, and Always
  Convenient Cover. Furthermore, gasp in wonder at new
  rules for unarmed combat such as The Bar Top Slide, The
  Mirror Toss and the Front Window Throw. In addition, for
  those of you looking for more info on Native Americans, we
  will be taking an in-depth look at two very rare tribes.
  That Was My Best Hat
  Your cowpoke has mastered the art of interposing his
  hat in front of oncoming bullets.
  Prerequisite: Dodge
  Benefit: Whenever a bullet strikes your cowpoke, he
  may choose to spend an action point to have his hat
  struck instead. On a successful Reflex save, the bullet
  passes through the crown of the cowpoke’s hat, leaving
  the character completely undamaged. The DC of this
  reflex save depends on the type of hat the cowpoke is
  wearing. Table FGE1.1-7: My Hat’s Screwed On provides
  the necessary DC. If the character succeeds on the sav-
  ing throw by 5 or more, he may choose to keep the hat on
  his head after it has been shot. Otherwise, the hat is shot
  off and falls into the square occupied by the character.
  Theme Song
  Whenever your cowpoke enters a room, a haunting
  melody arises from thin air.
  Prerequisite: Renown
  Benefit: All characters that meet your cowpoke for
  the first time hear a tune specific to your cowpoke. This
  tune is so distinctive that it aids in identifying your cow-
  poke. All characters meeting your cowpoke may add their
  ranks in Knowledge (popular culture) to any Reputation
  check to recognize your character.
  Mastercraft Equipment
  What’s the use of being the best shot west of the Pecos
  if your hogleg is a common piece of junk? Great deeds
  require great equipment; and the items listed below
  should help any hombre make his mark.
  Cigarillo of Intimidation
  This cigarillo tastes so foul that anyone smoking it
  screws up his face in a frightening manner. The smoker
  gains a +4 cinematic bonus to all Intimidate checks while
  smoking this cigar. The cigar lasts up to 30 minutes. The
  cigar may be partially smoked, snuffed out, saved, and
  re-lit, as long the cigar does not burn for longer than 30
  minutes, cumulative.
  Effective Mastercraft Bonus: +2, Relevant Craft
  Skill: Craft (pharmaceutical), Purchase DC: 5.
  33
  June 1, 2004
  The Fort Griffin Echo, Vol. 1, No. 1
  Table FGE1.1-7: My Hat’s Screwed On
  Hat Type
  Reflex Save DC
  Derby
  25
  Cowboy Hat
  20
  Stetson
  Don’t even think about it.
  Lady’s Feathered Hat
  18
  Sombrero
  16
  Ten Gallon Hat
  15
  
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc.
  and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”).
  All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or
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  Game Content” means the game mechanic and includes the
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  such content does not embody the Product Identity and is an
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  3. Offer and Acceptance: By Using the Open Game Content
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  34
  June 1, 2004
  The Fort Griffin Echo, Vol. 1, No. 1
  OPEN GAME CONTENT 
  The article originally appearing in the Graham
  Leader and reprinted in the column The Way It
  Was is in the public domain.
  The material appearing on the list that follows
  is designated Open Game Content in accordance
  with section 1. (d) of the Open Game License by
  Wizards of the Coast. The Open Game Content
  may be used under and in terms of this license.
  • All sidebars displaying the “rules icon” which is
  composed of a rectangular box containing two
  six-sided dice.
  • All character statblocks, except for the names of
  all fictional characters.
  • All material appearing in the column The
  Weapon Report, excluding the name of the col-
  umn (“The Weapon Report”) and the name of
  the individual article (“Blam, Blam, ... Uh-
  Oh”).
  • The Comanche Parabio and Comanche Rider
  prestige classes, appearing in the column
  Council Fires.
  • All material appearing in the column Cinema
  Styles, excluding the name of the column
  (“Cinema Styles”) and the name of the individ-
  ual article (“Sidewinder: Eye-talian Style”).
  PRODUCT IDENTITY
  All content not explicitly declared as Open
  Game Content is designated as Product Identity.
  This includes, but is not restricted to:
  • The Introductory text attributed to Bartleby
  Pistlethwaite.
  • All fictional proper names
  • The entire editorial “Two Bits from a High
  Horse.”
  • All text in the article “Whitehat/Blackhat.”
  • All text in the article “Council Fires” excepting
  that which is already in the public domain
  • The following terms and phrases:
  The Fort Griffin Echo
  Two Bits from a High Horse
  Weapon Report
  Whitehat/Blackhat
  Council Fires
  Sidewinder: Recoiled
  Branded for Recoiled
  
  15. COPYRIGHT NOTICE
  Open Game License v1.0a Copyright 2000, Wizards of the
  Coast, Inc.
  System Reference Document Copyright 2000, Wizards of
  the Coast, Inc.; Authors Jonathan Tweet, Monte Cook,
  Skip Williams, Bruce R. Cordell, based on original
  material by E. Gary Gygax and Dave Arneson.
  Modern Players Companion (Print), Copyright © 2003, The
  Game Mechanics, Inc.; Author: Stan!
  Modern System Reference Document Copyright
  2002,Wizards of the Coast, Inc.; Authors Bill Slavicsek,
  Jeff Grubb, Rich Redman, Charles Ryan, based on
  material by Jonathan Tweet, Monte Cook, Skip
  Williams, Richard Baker, Peter Adkison, Bruce R.
  Cordell, John Tynes, Andy Collins, and JD Wiker
  Sidewinder: Recoiled, Copyright © 2003 by Dog House
  Rules LLC.
  Sidewinder: Wild West Adventure, Copyright © 2002 by
  Citizen Games.
  5. Representation of Authority to Contribute: If You are con-
  tributing original material as Open Game Content, You rep-
  resent that Your Contributions are Your original creation
  and/or You have sufficient rights to grant the rights con-
  veyed by this License.
  6. Notice of License Copyright: You must update the COPY-
  RIGHT NOTICE portion of this License to include the exact
  text of the COPYRIGHT NOTICE of any Open Game Content
  You are copying, modifying or distributing, and You must
  add the title, the copyright date, and the copyright holder’s
  name to the COPYRIGHT NOTICE of any original Open
  Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product
  Identity, including as an indication as to compatibility,
  except as expressly licensed in another, independent
  Agreement with the owner of each element of that Product
  Identity. You agree not to indicate compatibility or co-adapt-
  ability with any Trademark or Registered Trademark in con-
  junction with a work containing Open Game Content except
  as expressly licensed in another, independent Agreement
  with the owner of such Trademark or Registered Trademark.
  The use of any Product Identity in Open Game Content does
  not constitute a challenge to the ownership of that Product
  Identity. The owner of any Product Identity used in Open
  Game Content shall retain all rights, title and interest in and
  to that Product Identity.
  8. Identification: If you distribute Open Game Content you
  must clearly indicate which portions of the work that you are
  distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents
  may publish updated versions of this License. You may use
  any authorized version of this License to copy, modify and
  distribute any Open Game Content originally distributed
  under any version of this License.
  10. Copy of this License: You MUST include a copy of this
  License with every copy of the Open Game Content You
  Distribute.
  11. Use of Contributor Credits: You may not market or
  advertise the Open Game Content using the name of any
  Contributor unless You have written permission from the
  Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply
  with any of the terms of this License with respect to some or
  all of the Open Game Content due to statute, judicial order,
  or governmental regulation then You may not Use any Open
  Game Material so affected.
  13. Termination: This License will terminate automatically if
  You fail to comply with all terms herein and fail to cure such
  breach within 30 days of becoming aware of the breach. All
  sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be
  unenforceable, such provision shall be reformed only to the
  extent necessary to make it enforceable.
  35
  June 1, 2004
  The Fort Griffin Echo, Vol. 1, No. 1
  
  36
  June 1, 2004
  The Fort Griffin Echo, Vol. 1, No. 1
  $1,000 Reward!
  WE WILLPAY FIVE HUNDRED DOLLARS FOR THE
  Arrest and Detention
  U N T I L H E  C A N  B E  R E A C H E D , O F
  Tom Nixon,
  Alias TOM BARNES, five feet seven or eight inches high, 145 to 150 lbs.
  weight, 25 years of age, blue-gray eyes, light hair and whiskers: beard not
  heavy or long: mustache older and longer than beard. He is a blacksmith,
  and worked at that trade in the Black Hills, last summer; has friends in
  Minnesota and Indiana. He was one of the robbers of the Union Pacific
  Train, at Big Springs, Nebraska, on September 18, 1877.
  He had about $10,000 in $20 Gold pieces of the stolen money in his
  possession, of the coinage of the San Francisco Mint of 1877.  The above
  reward will be paid for his arrest and detention, and 10 per cent of all
  moneys recovered; previous rewards as regards him are withdrawn.
  ANY INFORMATION LEADING TO HIS APPREHENSION
  WILL BE REWARDED.   Address,
  ALLAN PINKERTON,
  191 AND 193 Fifth Avenue,
  CHICAGO, ILLINOIS.
  Or, E. M. MORSMAN
  Supt. U.P.R.R. Express
  OMAHA, NEBRASKA.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/d20 Modern/3rd Party/Dog House Rules/Fort Griffin Echo Vol 1.pdf