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  This  is  a   work  of  �iction .  Names,  characters,  businesses,  places,  events  and  incidents  are  either   
  the  products  of  the  author's  imagination  or  used  in  a   �ictitious  manner.   
  Any  resemblance  to  actual  persons,  living  or  dead,  or  actual  events  is  purely  coincidental.  
   
   
  Game  Creator:   Ken  Kennedy  
  Editor:   Ken  Kennedy  
  Photos:   Courtesy  of  Pixabay  
  Map:   Hextml  
  Playtesters:   Jeremy  Ezack,  Marc  Tennier,  Adam  Sabaz  &  April  Kennedy.  
   
   
   
  Questions,  comments  or  feedback:  kjkjkage@hotmail.com  
   
   
   
  2  
  
   
   
  The   Drifter   -   Events   Book  
    A  Wild  West  Adventure  
  Ver  1.5  
   
  E001     -  The  Adventure  Begins  
  You  are  a  gunslinger  who  has  been  living  a  hazy  existence.   Your  brief  time  in  this  world  has  been  mostly  spent  on  the  outside  of  the  
  law,  killing,  stealing,  carousing  with  undesirables,   living  a  dangerous  life  full  of  excess  and  violence.   Recently,  you  feel  life  might   
  have  more  to  offer.  You  know  this  way  of  life  will  not  last  and  now  are  looking  to  maybe  put  your  wild  ways  away,  buy  a  ranch  and   
  settle  into  obscurity.   You  determined  you  need  $300  and  are  willing  to  get  it  by  any  means  you  feel  necessary.   
  The  Wild  West  isn’t  a  place  for  the  faint  of  heart,  you  will  encounter  many  dangers  in  your  travels,  dangers  that  could  take  your  life.  
  There  is  also  the  law  that  is  lurking,  waiting  in  the  wind  for  you  to  make  the  wrong  move  and  have  you  locked  away  to  rot  in  a  cell  or  
  even  shot  dead  were  you  stand!  
                 Now  consult  the  entire  section  under  R101  (Located  in  the  Rule  Book)    to  determine  your  characters  starting  skills,  equipment  etc  and  
  go  over  the  general  rules.   When  completed,  return  and  read  the  next  paragraph.  
   
                 You  wake  up  on  solid  ground  to  a  combination  of  hazy,  fragmented  flashes  of  empty  whiskey  bottles,  bloody  chins,  random  saloons,  
  echoes  of  pistol  shots  and  whoopin  at  the  night  sky.   You  don’t  know  where  you  are  or  how  you  got  here,  but  you  aren't  too  worried  
  about  it.   This  isn’t  the  first  time  you  have  blacked  out  and  ended  up  in  god  knows  where.   You  just  thank  your  lucky  stars  it  isn’t  a  
                 jail  cell.   
                 Roll  a  D6  to  determine  which  hex  you  start  at  on  the  mapboard:  
  1-  17,3;  2-  18,15;  3-   7,20;  4-  3,7 ;  5-  7,7;   6-  9,13  
  Place  your  token  on  that  hex.   
  You  gently  groan,  shake  off  your  dusty  hat,  climb  aboard  your  horse  and  set  off  to  seek  your  destiny  in  the  Wild  West.   
                 Choose  an  available  Action  R101a  (Located  in  the  Rule  Book).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  3  
  
   
  E002    -     Downpour  
  A  raging  thunderstorm  enters  the  area.   Roll  a  D10:  
   
  Roll  Result  
  D10  
  Outcome  
  1  
  The  storm  intensifies  further,  causing  complications.  
  There  are  unforeseen  circumstances  -  remove  a  Point  of  interest  (of  your  choice)  
  from  your  Tracking  Sheet.  
  2  
  If  on  a  Marshland  Hex;  E188  
   
  The  rain  lets  up.  
  A  short  time  later;  E022  
  3  
  +1  Karma.   The  storm  intensifies  further,  slowing  you  down  considerably.  
  Roll  on  the  Event  Table  (Table  A).  
  4-5  
  The  storm  is  overwhelming  and  you  lose  your  sense  of  direction.   
  Roll  a  D6  to  determine  which  adjacent  hex  you  end  on:   
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW  
  Roll  on  the  Event  Table  (Table  A).  
  6  
  You  find  shelter  for  the  night  in  an  abandoned  abode;  E054  
  7  
  The  storm  doesn’t  last  long.  
  Shortly  after,  a  passing  stagecoach  is  offering  rides  to  any  hex  for  $3.  
  If  you  pay  the  $3;  E241  
  If  you  don’t  pay  the  $3,  they  go  on  their  way;  E234  
  8  
  The  storm  doesn’t  last  long.  
  Shortly  after  a  family  on  a  wagon  full  of  goods  are  approaching.  
  You  can  rob  them  or  you  can  be  friendly.  
   
  If  you  rob  them;  E005  
  If  you  are  friendly;  E106  
  9-10  
  Attempt  a  Hunch  skill  test   (Table  C/ ♦ /Hunch-2)   R111 .  
  PASS  =  +1  Karma.   You  safely  maneuver  the  storm  and   have  a  good  night's  rest.  
  You  (and  any  partners)  heal  one  Wound  Level;  E234  
   
  FAIL  =   It  was  a  struggle  that  left  you  wet  and  uncomfortable;  E007  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  4  
  
   
  E003    -  Bounty  
  You  locate  the  target  working  on  a  ranch  under  a  false  name.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  He  is  dead;  E225  
  2  
  He  refuses  to  go  with  you.  
  Draw!   
  Attempt  a  Finesse  skill  test  ( Table  C/ ♦ /Finesse-1 ) R111 .  
  PASS  =  You  shoot  first,  right  between  his  eyes.   
  He  is  dead.  
  Loot  Suit : X (Table  D1).  
   
  FAIL  =  He  gets  the  first  shot,  right  in  your  heart.   
  You  are  dead.   
  3  
  He  notices  you  approaching  and  takes  off  on  his  horse.  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♥ /Finesse-2 ) R111 .  
  PASS  =  You  capture  the  target.   
  Go  to  Roll  Result  5   
   
  FAIL  =  He  gets  away  and  you  track  him.  
  Roll  a  D6  to  determine  the  direction  he  went:   
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW   
  and  then  roll  a  D4,  to  determine  how  many  hexes  away.  
  Record  “hex#/Bounty/E003”  under  Points  of  Interest  R102 .   
  4  
  You  try  to  convince  the  target  to  come  peacefully.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-2 ) R111 .  
  PASS  =  He  is  willing  to  go  peacefully.   
  Go  to  Roll  Result  6  
   
  FAIL  =  +1  Karma.   Go  to  Roll  Result  2  
  5  
  You  try  to  convince  the  target  to  come  peacefully.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-1 ) R111 .  
  PASS  =  He  is  willing  to  go  peacefully.   
  Go  to  Roll  Result  6  
   
  FAIL  =  +1  Karma.   Go  to  Roll  Result  2  
  6  
  He  doesn’t  put  up  a  fight.   
  You  tie  him  up  and  stow  him  on  your  horse.  
  To  collect  your  reward,  record  “Hex#any  town/reward/E073”  under  your  Points  of  Interest  R102 .  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  5  
  
   
  E004    -   Soldiers  
  You  are  confronted  by  the  Lieutenant.   
  Attempt  a  Hunch  Skill  Test  ( Table  C/ ♦ /Hunch-2 ) R111 .   
  PASS  =  Roll  a  D6:   
  Roll  Result  
  D6  
  Outcome  
  1  
  You  are  detained  but  eventually  let  go.   
  Roll  on  the  Event  Table  (Table  A).  
  2-3  
  Blockade.   
  They  force  you  to  move  to  a  random  adjacent  hex.  
  Roll  a  D6  to  determine  which  adjacent  hex  you  end  on:   
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW  
  Roll  on  the  Event  Table  (Table  A).  
  4  
     They  heal  you  (and  any  partners)  up  one  Wound  Level,   and  then  march  away.  
  5  
  +1  Karma.   They  heal  you  (and  any  partners)  up  one  Wound  Level,  and  then  march  away.  
  6  
    They  heal  you  (and  any  partners)  up  two  Wound  Levels  and  then  march  away:  E234  
   
  FAIL  =  Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  Execution  by  firing  squad.   
  You  are  dead.   
  2  
  They  accuse  you  of  a  political  crime;  E075  
  3  
  You  are  briefly  detained  but  eventually  let  go.  
  Unforeseen  circumstances  -  remove  a  Point  of  Interest  (of  your  choice)  from  
  your  Tracking  Sheet.  
  4  
  They  confiscate  all  your  equipment  and  march  onward.   
  Erase  all  items  under  your  Equipment.  
  5  
  Blockade.   
    They  force  you  to  move  to  a  random  adjacent  hex.  
  Roll  a  D6  to  determine  which  adjacent  hex  you  end  on:   
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW  
  Roll  on  Event  Table  (Table  A).  
  6  
  +1  Karma.   He  is  too  preoccupied  with  other  duties  and  therefore  lets  you  go.  
  Move  to  any  adjacent  hex  and  roll  on  the  Event  Table  (Table  A).  
   
   
   
   
   
   
   
   
   
   
   
  6  
  
   
  E005    -  Aggressive  
  You  approach  with  your  gun  drawn.   Roll  a  D10:  
  Roll  Result  
  D10  
  Outcome  
  1  
  They  are  diseased  outcasts.   
  Attempt  a  Hunch  skill  test  (Table  C/ ♦ /Hunch-1)   R111 .  
  PASS  =   You  avoid  getting  too  close  and  ride  off.  
  Roll  on  the  Event  Table  (Table  A).  
   
  FAIL  =   You  fail  to  recognize  the  signs  and  get  too  close.  
  Your  body  is  unable  to  fight  off  the  disease.   
  You  are  dead.  
  2  
  If  you  have  a  partner(s);  E082  
   
  +1  Karma.   The  young  son  was  hiding  in  the  wagon  with  a  shotgun.  
  Roll  to  determine  any  damage  you  take  ( Table  B/ ♥ ) .   
  Bounty  Suit  up  two.   
  Loot  Suit :   ♣ (Table  D1).  
  3  
  They  are  disguised  bandits  R110 .     Initiative  R110b .  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit : ♣ (Table  D1)  +  E053  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
  Bandit:  Finesse :  1;  Weapon :  Pistol ♦ ;  Loot  Suit :-   
  4  
  You  tie  up  the  driver.  
  They  have  nothing  of  value.   
  Bounty  Suit  up  one.  
  5  
  You  tie  up  the  driver  and  search  the  wagon.   
  Attempt  a  Hunch  skill  test   (Table  C/ ♥ /Hunch-1)   R111 .   
  PASS  =  You  find  a  concealed  chest.   
  Bounty  Suit  up  one.   
  Loot  Suit :   ♦ (Table  D1).  
   
  FAIL  =  Go  to  Roll  Result  2  
  6-7  
  You  tie  up  the  driver  and  search  the  wagon.   
  Bounty  Suit  up  one.  
  Attempt  a  Hunch  skill  test   (Table  C/ ♦ /Hunch-2)   R111 .   
  PASS  =  You  find  a  concealed  chest.   
  Loot  Suit :   ♣ (Table  D1).  
   
  FAIL  =  You  find  nothing  of  value.   
  Bounty  Suit  up  one.  
  Roll  on  the  Event  Table  (Table  A).  
  8  
  You  tie  up  the  driver  and  search  the  wagon.   
  Attempt  a  Hunch  skill  test   (Table  C/ ♦ /Hunch-1)   R111 .   
  PASS  =  You  find  a  concealed  chest.   
  Loot  Suit :   ♦ (Table  D1).  
   
  FAIL  =  You  find  nothing  of  value.   
  Bounty  Suit  up  one.  
  9  
  They  give  into  your  demands.  
  Loot  Suit :   ♥ (Table  D1).  
  10  
  They  surrender  what  they  have  including  a  strongbox.   
  Loot  Suit :♠ (Table  D1)  +  $5  
   
   
   
  7  
  
   
  E006    -   Rescue  
  You  rescue  the  hotel  owner  from  the  lout.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  +1  Karma.   She  dies  from  injuries;  E007  
  2  
  She  thanks  you  and  rides  off  back  to  her  family.  
  Later  that  day,  You  are  jumped  by  loco  Bandits  R110 .     Initiative  R110b .  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :♣ (Table  D1)  +  E053  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
  Bandit:  Finesse :  1;  Weapon :  Pistol ♦ ;  Loot  Suit :-   
  3  
  +1  Karma.   She  thanks  you  and  rides  off  back  to  her  family;  E095  
  4  
  She  thanks  you  and  rides  off  back  to  her  husband.  
  Roll  on  the  Event  Table  (Table  A).  
  5  
  She  is  in  tears  and  confused.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-2 ) R111 .  
  PASS  =  Go  to  Roll  Result  6  
   
  FAIL  =  +1  Karma.   She  thanks  you  and  rides  off.   
  6  
  She  rushes  into  your  arms,  never  to  leave  them.   
  You  marry  her.   You  dedicate  the  rest  of  your  life  to  being  a  loyal  husband  and  a  
  respectable  businessman  running  your  charming  hotel  with  your  loving  wife.  
  You  win  the  game.  
   
  E007    -   Fatigued  Horse  
  Your  horse  is  fatigued  and  needs  to  rest.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  -1  Karma.   The  horse  seems  vexed  but  eventually  cooperates.   
  2  
  The  delay  results  in  unforeseen  circumstances  -  
  remove  a  Point  of  Interest  (of  your  choice)  from   
  your  Tracking  Sheet.  
  3  
  You  take  time  to  care  for  the  animal.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♦ /Hunch-1 ) R111 .  
  PASS  =  Go  to  Roll  Result  6  
   
  FAIL  =  +1  Karma.   Re-roll  on  this  Table.   
  4  
  After  some  rest  you  ride  on.  
  Roll  on  the  Event  Table  (Table  A).  
  5  
  +1  Karma.   It  quickly  passes.  
  6  
  It  quickly  passes;  E234  
   
   
   
  8  
  
   
  E008    -   Strange  Woman  
  You  arrive  at  a  dark  dilapidated  house  in  the  middle  of  a  swamp.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  +1  Karma.   The  House  is  abandoned  and  smells  of  rotting  meat;  E215  
  2  
  If  you  have  a  Red  Trinket,  go  to  Roll  Result  5  
   
  You  hear  low  mumbling  in  a  dark  corner  of  one  of  the  rooms.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♦ /Hunch-1 ) R111 .  
  PASS  =  There  is  an  unbearable  stench  and  you  quickly  exit.  
  Roll  on  the  Event  Table  (Table  A).  
   
  FAIL  =  You  awaken  in  a  dark  pit  to  your  own  screams  while  being  eaten  alive.   
  You  are  dead.  
  3  
  If  you  have  a  Red  Trinket,  go  to  Roll  Result  5  
   
  You  are  attacked  by  two  lumbering  bug-eyed  fiends  R110 .    Initiative  R110b .  
  Bug-Eyed  Fiend:  Finesse :  2;  Weapon :  bite ♣;  Loot  Suit : X (Table  D1)  
  Bug-Eyed  Fiend:  Finesse :  2;  Weapon :  bite ♣;  Loot  Suit :-  
   
  If  you  win  the  combat,  a  while  later;  E153   
  4  
  If  you  have  a  Red  Trinket,  go  to  Roll  Result  5  
   
  You  are  attacked  by  a  lumbering  bug-eyed  fiend  R110 .    Initiative  R110b .  
  Bug-Eyed  Fiend:  Finesse :  2;  Weapon :  bite ♣;  Loot  Suit :♣ (Table  D1)  +  E123  
  5  
  Nobody’s  here  but  you  search  for  valuables.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♦ /Hunch-2 ) R111 .  
  PASS  =.  You  find  a  trunk.    
  Loot  Suit :   ♥ (Table  D1).  
   
  FAIL  =  You  don’t  notice  a  snake  behind  a  large  trunk.  
  Roll  on  the  Combat  Table  to  determine  if  you  take  any  Wound  Level  (Table  B/ ♦ ).  
  Loot  Suit :   ♥ (Table  D1).   
  6  
  Nobody's  home  but  you  find  a  dusty  old  trunk.   
  Loot  Suit :   ♠ (Table  D1).   
   
  E009    -  You  find  a  Knife ♣.   
  If  you  keep  the  knife,  add  it  to  your  Weapons  (Tracking  Sheet).  
   
  E010    -  You  find  a  Rifle ♥ .  
  If  you  keep  the  rifle,  add  it  to  your  Weapons  (Tracking  Sheet).  
   
   
   
   
   
   
   
   
   
   
   
  9  
  
   
  E011    -  Safe  
  You  inspect  the  contents  of  the  safe.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  You  are  spotted  and  forced  to  retreat.  
  You  hideout  in  the  saloon;  R106  
  2  
  +1  Karma.   It  is  empty.  
  3  
  You  learn  the  mayor  is  conspiring  against  the  Governor.  
  Roll  a  D4  for  location  of  Governor's  mansion:  
  1- 4,18;  2- 6,10;  3- 18,7;  4- 17,15   
  Record  the  “hex#/Governor’s  Mansion/E096”  under  Points  of  Interest  R102 .  
  4  
  Loot  Suit: ♦ (Table  D1)  +  E120  
  5  
  Loot  Suit: ♥ (Table  D1).  
  6  
  Loot  Suit: ♠(Table  D1)  +  $5.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  10  
  
   
  E012    -  Saloon  
            The  saloon  is  bustling .     Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  In  your  drunkenness,  you  become  antagonistic  towards  the  patreons.  
  Bounty  Suit  up  one.  
  2  
  A  woman  is  about  to  be  hung  in  the  town  square.   
  If  you  try  to  save  the  women;  E102  
  If  you  don’t  try  to  save  her,  this  Event  ends  with  a  resounding  crack.  -1  Karma.  
  3  
  If  you  have  a  Bounty  Suit  of   ♠  you  are  spotted  and  the  authorities  give  chase;  E155  
    
  If  you  buy  a  drink  for  $1,  re-roll  on  this  Table.  
  If  you  don’t  buy  a  drink,  you  leave  the  saloon.  
  4  
  You  chat  with  the  bartender.  
  Attempt  Hunch  skill  test  ( Table  C/ ♥ /Hunch-1 ) R111 .  
  PASS  =  He  tells  you  about  a  high  stakes  poker  game  on  a  patricians  steamboat.  
  Roll  a  D4  to  determine  the  hex  of  the  steamboat:  
  1-  19,8;  2-  17,10;  3-   18,14;  4-  20,17  
  Record  “Hex#/Steamboat/E213”  under  your  Points  of  Interest  R102 .  
   
  FAIL  =  +1  Karma.   Go  to  Roll  Result  3  
  5  
  There  is  a  coachman  here  offering  rides  to  any  hex  for  $2.  
  If  you  pay  the  $2;  E241  
  If  you  don’t  pay  the  $2,  you  head  to  the  shopping  district;  R104  
  6  
  E220  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  11  
  
   
  E013    -   Congregation  Member  
  You  find  the  target  in  the  saloon  carousing  with  an  escort.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  Decoy.   
  Turns  out  he  has  skipped  town.  
  Bounty  Suit  up  one.  
  2  
  He  has  hired  a  gunslinger  to  protect  him.  
  Draw!  
  Attempt   Finesse  skill  test  ( Table  C/ ♥ /Finesse-2 ) R111 .  
  PASS  =  You  get  a  shot  off  first  right  between  his  eyes.   
  He  is  dead.   
  Go  to  Roll  Result  4  
   
  FAIL  =  He  gets  a  shot  off  first,  right  between  your  eyes.   
  You  are  dead.  
  3  
  If  your  Bounty  Suit  is  ♠  you  are  spotted  by  an  earnest  lawman;  E155  
   
  He  was  waiting  for  you  with  a  lawman.   
  The  lawman  tells  you  to  leave.  
  You  can  leave  or  you  can  attack  the  lawman.  
  If  you  leave,  -1  Karma.  
   
  If  you  fight  the  lawman  R110 .    Initiative  R110b .  
  lawman:  Finesse :  2;  Weapon :  Rifle ♥ ;  Loot  Suit : -  
   
  If  you  win  the  combat,  your  bounty  goes  up  one.   
  Go  to  Roll  Result  4  
  4  
  He  tries  to  flee.  
  Attempt  a  Finesse  Skill  Test  ( Table  C/ ♦ /Finesse-2 ) R111 .  
  PASS  =  You  lasso  him.   
  Go  to  Roll  Result  5  
   
  FAIL  =  +1  Karma.   He  got  away.  
  You  decide  to  go  to  the  saloon;  R106  
  5  
  He  tells  you  the  Preacher  who  sent  you  is  a  deceiver.   
  He  goes  on  to  tell  you  that  he  could  give  you  information  far  more  valuable.  
  If  you  accept  the  information,  you  let  him  go;  E041  
   
  If  you  decide  to  side  with  the  Preacher,  go  to  Roll  Result  6  
  6  
  He  apologizes  profusely  and  promises  to  never  speak  of  the  congregation  again.  
  To  collect  your  reward: 
  Record  “Hex#any  town/reward/E137”  under  your  Points  of  Interest  R102 .  
   
   
   
   
   
   
   
   
   
   
   
  12  
  
   
  E014    -  Accountant  
  You  have  located  the  hotel  where  the  accountant  is  taking  residence.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  You  find  him  in  his  hotel  room,  dead.  
  There  is  a  misunderstanding  with  a  witness.  
  Bounty  Suit  up  one.  
  2  
  If  your  Bounty  Suit  is  ♥  or   ♠  you  are  spotted  and  the  authorities  give  chase;  E155  
   
  The  accountant  knew  you  were  coming.   
  He  is  long  gone.  
  Bounty  Suit  up  one.  
  3  
  The  accountant  sics  his  bodyguard  on  you.   
  The  bodyguard  attacks  R110 .   Initiative  R110e .   
  You  can  only  use  Fists  or  a  knife  this  combat.   
  Partners  will  not  assist  in  this  combat.  
  Bodyguard:  Finesse :  3;  Weapon :  Fists X ;  Loot  Suit : X   (Table  D1)  
   
  If  you  win  the  combat  go  to  Roll  Result  6  
  4  
  He  tells  you  that  he  could  give  you  information  far  more  valuable  than  what  you  
  are  being  offered  by  the  outpost  owner.  
   
  If  you  accept  the  information,  you  let  him  go;  E061  
   
  If  you  decide  to  side  with  the  outpost  owner,  go  to  Roll  Result  5  
  5  
  He  makes  a  run  for  it.   
  Attempt  a  Finesse  skill  test  ( Table  C/ ♦ /Finesse-2 ) R111 .  
  PASS  =   After  a  short  chase,  you  lasso  him.   
  Go  to  Roll  Result  6  
   
  FAIL  =  The  accountant  gets  away.  
  Shortly  after,  you  cross  paths  with  an  enthusiastic  preacher;  E026  
  6  
  He  gives  up.  
  He  promises  to  return  the  money  that  was  swindled  from  the  Outpost  owner,  
  starting  with  your  reward.   
  He  gives  you  your  $20.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  13  
  
   
  E015    -  Blizzard   
    There  is  an  intense  blizzard  forming  in  this  area.   Roll  a  D10:  
  Roll  Result  
  D10  
  Outcome  
  1  
  If  you  have  a  Bear  Pelt  go  to  Roll  Result  10  
   
  Attempt  a  Hunch  skill  test   (Table  C/ ♠/Hunch-1)   R111  
  PASS  =  You  safely  maneuver  the  storm.  
  Move  to  any  adjacent  hex.  
  Roll  on  the  Event  Table  (Table  A).   
   
  FAIL  =  +1  Karma.   The  cold  is  overwhelming  -   
  You  (  and  any  partners)  receive  a  Light  Wound.   
  Roll  again  on  this  Table.  
  2  
  You  find  a  cave  but  its  occupied  by  a  hungry  Grizzly  Bear  R110 .   Initiative  R110d .  
  You  cannot  attempt  a  Flee  Action.   
  Grizzly  Bear:   Finesse :  4;  Weapon :  Maul ♥ ;  Loot  Suit :  E097   
  3-4  
  Visibility  is  almost  zero.  
  Attempt  a  Hunch  skill  test   (Table  C/ ♥ /Hunch-1)  R111  
  PASS  =  Re-roll  on  this  Table.  
   
  FAIL  =  You  (or  a  partner  of  your  choice)  slips  off  a  snowy  ledge.  
  Roll  to  determine  any  damage  from  the  fall  ( Table  B/ ♥ ) .  
  5  
  If  you  have  a  Bear  Pelt  go  to  Roll  Result  10  
   
  Attempt  a  Hunch  skill  test   (Table  C/ ♥ /Hunch-1)   R111 .  
  PASS  =  You  find  shelter  in  a  large  gorge;  E038  
   
  FAIL  =  +1  Karma.   The  storm  is  overwhelming.  
  Unforeseen  circumstances  -  remove  a  Point  of  Interest  (of  your  choice)  from  your  Tracking  Sheet.  
  Roll  again  on  this  Table.  
  6-7  
  +1  Karma.  You  find  an  abandoned  trappers  cabin  and  wait  until  the  storm  passes.  
  You  (and  any  partners)  heal  one  Wound  Level.  
  8-9  
  You  find  shelter  in  a  nearby  cave.  
  You  explore  the  cave;  E117  
  10  
  You  easily  maneuver  the  storm.  
  +1  Karma.   You  (and  any  partners)  heal  one  Wound  Level.  
   
   
   
   
   
   
   
   
   
   
   
   
   
  14  
  
   
  E016    -   Runaway  Contact  
  You  arrive  at  the  runaways  contact  location.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
    The  runaway  has  become  deathly  ill  and  the  contact  doesn't  show;  E007  
  2  
    The  contact  lays  dead.  
    The  Runaways  “guardian”  along  with  a  rifleman  are  waiting  for  you.   
    They  offer  you  $10  to  hand  over  the  runaway.  
    If  you  accept  the  money,  the  runaway  cries  and  the  Event  ends.  -1  Karma.  
   
    If  you  decline  the  $10,  you  enter  combat  R110 .   Initiative  R110b .  
     Rifleman:  Finesse :  2;  Weapon :  Rifle ♥ ;  Loot  Suit :-  
  ‘Guardian’:  Finesse :  1;  Weapon :  Pistol ♦ ;  Loot  Suit :  X (Table  D1)  +  E120   
    
    If  you  win  the  combat,  the  runaway  stays  with  you  as  a  partner  R131 .   
    Runaway:  Finesse :  1;  Weapon :Knife♣  ;  Loot  Suit :-   
  3  
  +1  Karma.   The  contact  is  being  held  up  by  scowling  bandits  R110 .     Initiative  R110e .  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :♣ (Table  D1)  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
  Bandit:  Finesse :  1;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
   
  If  you  win  the  combat,  go  to  Roll  Result  6  
  4  
  The  runaway  freely  goes  with  the  contact  but  gives  you  a  gift;  E047  
  5  
  The  contact  tells  you  there  are  more  who  need  rescuing  from  their  bonds.   
  Roll  a  D4,  to  determine  Hex  of  the  ‘people  in  bonds’:   
  1-  19,8;  2-  16,13;  3-   18,15;  4-  15,14  
  Record  “Hex#/people  in  bonds/E033”  under  your  Points  of  Interests  R102 .   
  6  
  You  meet  the  contact  and  demand  payment.  
  Loot  Suit : ♥ (Table  D1) .  
   
  E017    -   Reparation  
  You  arrive  at  the  sheriff's  office.   You  may  lower  your  Bounty  Suit  for  a  price:  
  Bounty  Suit  
  price  
  To  lower  Bounty  Suit  by  one  
  $3  
  To  lower  Bounty  Suit  by  two  
  $5  
  To  lower  Bounty  Suit  by  three  
  $8  
  To  lower  Bounty  Suit  by  four  
  $10  
   
   
   
   
   
   
   
   
   
   
  15  
  
   
  E018    -   Military  Camp  
  +2  Karma.   You  push  aside  all  other  priorities,  remove  all  your  Points  of  Interest  from  your  Tracking  Sheet.  
  You  (and  any  partners)  heal  three  Wound  Levels.   You  arrive  at  the  military  camp.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  A  blitz  by  the  opposition.   
  A  showering  of  cannon  fire  decimates  the  entire  camp.  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♥ /Finesse-2 ) R111 .  
  PASS  =  You  escape  the  bombardment  with  just  a  mild  dusting.  
   
  FAIL  =  Roll  to  determine  any  damage  for  you  and  then  each  partner  ( Table  B/ ♠) .   
  You  then  flee  the  camp.  
  2  
  You  lose  interest  and  instead  drink  all  the  the  Captains  whiskey;  E128   
  3  
  You  abandon  your  military  duties  and  steal  from  the  officers  quarters.  
  Loot  Suit :♣ (Table  D1).  
  Bounty  Suit  up  one.  
  Move  to  any  adjacent  hex  and  roll  on  the  Events  Table  (Table  A).  
  4  
  The  captain  picks  you  out  and  sends  you  on  an  important  mission.  
  To  destroy  a  strategically  important  bridge.  
  Roll  a  D4  to  determine  hex  of  bridge:   
  1-  2,6;  2-  5,7;  3-   9,3;  4-  19,8  
  Record  “Hex#/bridge/E193“  under  your  Points  of  Interest  R102 .  
  5  
  You  learn  there  is  a  stash  of  mexican  gold  on  the  premises.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-2 ) R111 .  
  PASS  =  You  steal  the  loot  and  then  desert  the  war  effort.  
  Bounty  Suit  up  one;  E040  
   
  FAIL  =  +1  Karma.   You  are  caught  red  handed;  E075  
  6  
  You  learn  there  is  a  stash  of  confiscated  mexican  gold  on  the  premises.  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♥ /Finesse-1 ) R111 .  
  PASS  =  You  steal  the  loot  and  then  desert  the  war  effort.  
  Bounty  Suit  up  one.   
  Loot  Suit : ♥ (Table  D1)   +  E040  
   
  FAIL  =  You  are  caught  red  handed;  E075  
   
  E019    -  Jewellery   
  You  find  jewellery.  
  You  figure  you  could  sell  them  in  any  town.  
  Record  “Hex#any  town/jewels/E074”  under  your  Points  of  Interest  R102 .  
   
   
   
   
   
   
   
   
   
   
   
   
  16  
  
   
  E020    -  Sandstorm  
     A  powerful  sandstorm  forms  all  around  this  area.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  The  storm  is  overwhelming.   
  Unforeseen  circumstances  -  remove  a  Point  of  Interest  (of  your  choice)  
  from  your  Tracking  Sheet.  
  2  
  You  wonder  into  a  group  of  ill-tempered  bandits  R110 .     Initiative  R110b .  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :♣ (Table  D1).  
  Bandit:  Finesse :  2;  Weapon :  Knife ♣;  Loot  Suit :-  
  Bandit:  Finesse :  1;  Weapon :   Pistol ♦ ;  Loot  Suit :-  
  3  
  The  storm  is  overwhelming  and  you  lose  your  sense  of  direction.   
  Roll  a  D6  to  determine  which  adjacent  hex  you  end  on:  
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW  
  Roll  on  the  Event  Table  (Table  A).  
  4  
  +1  Karma.   You  get  lost  and  decide  to  wait  it  out;  E042  
  5  
  You  come  upon  a  village  and  take  shelter;  E093  
  6  
  Attempt  a  Hunch  skill  test   (Table  C/ ♥ /Hunch-1)   R111 .  
  PASS  =  You  safely  maneuver  the  storm.   
  Roll  on  the  Event  Table  (Table  A).  
   
  FAIL  =  The  storm  intensifies,  roll  again  on  this  Table.  
   
  E021    -   Travelling  Musician  
  You  meet  a  charming,  travelling  mariachi  player.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  She  distracts  you  with  a  tune  as  two  frenzied  Bandits  ambush  you  R110 .   
  Initiative  R110d .   
  Bandit:  Finesse :  2;  Weapon :  Knife ♣;  Loot  Suit :♣ (Table  D1).  
  Bandit:  Finesse :  2;  Weapon :  Knife ♣;  Loot  Suit :-  
  2  
  You  invite  him  to  camp  with  you  this  evening.   
  He  lulls  you  to  sleep  with  a  disarming  lullaby.  
  You  (and  any  partners)  heal  one  Wound  Level.  
  When  you  awake,  all  your  money  is  gone  along  with  the  mirachi  player.  
  3  
  You  rob  him.  
  Bounty  Suit  up  one.  
  Loot  Suit :♣ (Table  D1).  
  4  
  +1  Karma.   He  plays  you  a  sprightly  tune  as  he  passes  by.  
  Shortly  after;  E086  
  5  
  You  invite  him  to  camp  with  you  this  evening.   
  He  lulls  you  to  sleep  with  a  soothing  lullaby.  
  You  (and  any  partners)  heal  one  Wound  Level.  
  When  you  awake,  he  thanks  you  for  your  hospitality  and  leaves  in  song;  E234   
  6  
  She  asks  you  to  escort  her  to  town.  
  She  will  pay  a  percentage  of  the  next  shows  wage.  
  Record  “Hex#any  town/concert/E233”  under  your  Points  of  Interest  R102 .  
   
   
  17  
  
   
   
  E022    -   If  you  are  on  a  Marshland  hex;  E207  
   
  Ambush  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♦ /Hunch-2 )   R111  
  PASS  =  You  spot  the  ambush.   Roll  a  D6:  
  Roll  Result  
  D6  
    Outcome  
  1  
  They  tricked  you.  
  Go  to  the  FAIL  result  Table  and  roll  a  D6.  
  2-3  
  You  spy  on  the  bandits.  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♦ /Finesse-3 )  R111 .  
  PASS  =  You  rob  the  bandits.  
  Loot  Suit :♣ (Table  D1).  
   
  FAIL  =  go  to  Roll  Result  1  
  4  
  You  spy  on  the  bandits.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♦ /Hunch-2 )  R111 .  
  PASS  =  You  outsmart  the  bandits  and  rob  them.  
  Bounty  Suit  up  one.  
  Loot  Suit :♣ (Table  D1)  +  E053  
   
  FAIL  =  go  to  Roll  Result  1  
  5  
  You  spy  on  the  bandits.  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♦ /Finesse-2 )  R111 .  
  PASS  =  You  rob  the  bandits.  
  Loot  Suit : ♦ (Table  D1).  
   
  FAIL  =  go  to  Roll  Result  1  
  6  
  You  spy  on  the  bandits.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♦ /Hunch-1 )  R111 .  
  PASS  =  You  outsmart  the  bandits  and  rob  them.  
  Loot  Suit : ♥ (Table  D1).  
   
  FAIL  =  go  to  Roll  Result  1  
   
   
  FAIL  =  You  ride  right  into  the  trap.   Roll  a  D6:  
  Roll  Result  
  D6  
    Outcome  
  1  
    A  Bandit  leader  R110 .     Initiative  R110g .  
  Bandit:  Finesse :  4;  Weapon :  Pistol ♦ ;  Loot  Suit : X (Table  D1).  
  2  
  If  you  have  a  Green  Trinket,  they  take  you  to  their  nearby  hideout;  E099  
   
  Masked  Bandits  R110 .     Initiative  R110g .  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit : X (Table  D1).  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
  Bandit:  Finesse :  1;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
  Bandit:  Finesse :  1;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
  3  
  +1  Karma.   Masked  Bandits  R110 .     Initiative  R110f .  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :♣ (Table  D1)  +  E053  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
   
   
  18  
  
   
  4  
  If  you  have  a  Green  Trinket,  they  take  you  to  their  nearby  hideout;  E099  
   
  Masked  Bandits  R110 .     Initiative  R110f .  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :♣ (Table  D1)  +  E053  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
  5  
  Nimble  Bandit  R110 .     Initiative  R110b .  
  Bandit:  Finesse :  3;  Weapon :  Pistol ♦ ;  Loot  Suit : ♦ (Table  D1).  
   
  If  you  win  the  combat;  E234  
  6  
  You  spot  the  trap  at  the  last  minute  and  ride  away.  
  Roll  on  the  Event  Table  (Table  A).  
   
  E023    -  Loot  
                      Roll  a  D6:  
  Roll  Result  
  D6  
    Outcome  
  1  
  +1  Karma.  You  find  one  Balm.  
  Each  balm  can  be  used  as  a  one  time  Healing  Action  ( R101c ).  
  Write  down  “Balm”  under  your  Equipment.  
  2  
  You  find  D4  Balms.  
  Each  balm  can  be  used  as  a  one  time  Healing  Action  ( R101c ).  
  Record  number  of  Balms  under  your  Equipment.  
  3  
  E047  
  4  
  Loot  Suit : ♥ (Table  D1).  
  5  
  E019  
  6  
  E040  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  19  
  
   
  E024    -   Bounty  
  You  find  the  target  tending  to  crops  on  a  small  farm.   You  sneak  up  to  apprehend  him.   Roll  a  D6:  
  Roll  Result  
  D6  
    Outcome  
  1  
  +1  Karma.   He  hears  you  coming.  
  Go  to  Roll  Result  7  
  2  
  Attempt  a  Finesse  skill  test( Table  C/ ♠ /Finesse-1 )  R111 .  
  PASS  =   Go  to  Roll  Result  6  
   
  FAIL  =  He  hears  you  coming.  
  Go  to  Roll  Result  7  
  3  
  Attempt  a  Finesse  skill  test( Table  C/ ♥ /Finesse-1 )  R111 .  
  PASS  =   Go  to  Roll  Result  6  
   
  FAIL  =  He  hears  you  coming.  
  Go  to  Roll  Result  8  
  4  
  Attempt  a  Finesse  skill  test( Table  C/ ♦ /Finesse-1 )  R111 .  
  PASS  =   Go  to  Roll  Result  6  
   
  FAIL  =  He  hears  you  coming.  
  Go  to  Roll  Result  8  
  5  
  Attempt  a  Finesse  skill  test( Table  C/ ♣ /Finesse-1 )  R111 .  
  PASS  =   +1  Karma .   Go  to  Roll  Result  6  
   
  FAIL  =  He  hears  you  coming.  
  Go  to  Roll  Result  8  
  6  
  You  sneak  up  on  him  and  apprehend  him.  
  Record  “hex#any  town/reward/E192”  under  your  Points  of  Interest  R102 .  
  7  
  He  attacks  you  with  a  knife  R110 .   Initiative  R110g .  
  You  can  only  use  fists  or  a  knife.  
  Frenzied  Man:  Finesse :  3;  Weapon :  Knife ♣;  Loot  Suit :♣ (Table  D1)  
   
  If  you  win  the  combat,  Record  “hex#any  town/reward/E192”  under  your  Points  of  Interest  R102 .  
  8  
  He  attacks  you  with  a  knife  R110 .   Initiative  R110g .  
  You  can  only  use  fists  or  a  knife.  
  Frenzied  Man:  Finesse :  2;  Weapon :  Knife ♣;  Loot  Suit : ♦ (Table  D1)  
   
  If  you  win  the  combat,  Record  “hex#any  town/reward/E192”  under  your  Points  of  Interest  R102 .  
   
   
   
   
   
   
   
   
   
   
   
   
  20  
  
   
  E025    -   Prospectors  
  You  approach  the  prospectors  in  a  kindly  manner.   Roll  a  D10:  
  Roll  Result  
  D10  
    Outcome  
  1  
    It's  a  actually  a  colony  ravaged  by  disease.  
  Attempt  a  Hunch  Skill  Test  ( Table  C/ ♦ /Hunch-2 ) R111  
  PASS  =  You  recognize  the  signs  and  quickly  ride  off.  
  Roll  on  the  Event  Table  (Table  A).  
   
  FAIL  =  You  have  caught  the  terrible  disease.   
  You  spend  the  rest  of  your  days  in  discomfort  and  isolation.   
  You  are  dead.  
  2-3  
  They  ignore  you.  
  Shortly  after;   E022  
  4  
  +1  Karma.   They  wave  as  you  pass  through.  
  Shortly  after;  E172  
  5-6  
  They  are  friendly  and  provide  you  food  and  shelter.  
  You  (and  any  partners)  heal  one  Wound  Level;  E234  
  7  
  They  are  frustrated  with  a  recent  transaction.  
  they  tell  you  about  an  unscrupulous  businessman.  
  Record  “Hex#any  town/Businessman/E238”  under  your  Points  of  
  Interest  R102 .  
  8  
  They  provide  you  food  and  shelter.  
  You  (and  any  partners)  heal  one  Wound  Level.  
  You  learn  about  an  old  mine.  
  Roll  a  D6  to  determine  the  direction  of  the  mine:  
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW   
  and  then  roll  a  D4,  to  determine  how  many  hexes  away.  
  Record  “Hex#/mine/E152”  under  your  Points  of  Interest  R102 .  
  9  
  Three  grimy  brutes  on  horseback  are  harassing  the  prospectors.  
  They  turn  their  attack  on  you  R110 .   Initiative  R110b .  
  Brute:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :♣ (Table  D1)  
  Brute:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit : -  
  Brute:  Finesse :  1;  Weapon :  Pistol ♦ ;  Loot  Suit : -  
   
  If  you  win  the  combat,  The  prospectors  are  eternally  grateful  -   
  go  to  Roll  Result   10  
  10  
  The  prospectors  ask  for  your  help.   
  A  mining  baron  is  trying  to  coerce  them  off  their  land.   
  Visit  the  baron  and  “persuade”  him  to  leave  them  alone.  
  Roll  a  D4,  to  determine  Hex  of  baron:   
  1-  10,3;  2-  10,7;  3-   11,17;  4-  15,21  
  Record  “Hex#/baron/E151”  under  your  Points  of  Interest  R102 .   
   
   
   
   
   
   
   
   
   
  21  
  
   
  E026    -    Preacher  
  You  meet  a  preacher.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  If  your  Bounty  Suit  is  ♠  you  are  spotted  and  the  authorities  give  chase;  E155  
   
  He  seems  nervous  around  you  and  quickly  shuffles  off.  
  Bounty  Suit  up  one.  
  2  
  +1  Karma.   He  seems  nervous  around  you  and  quickly  shuffles  off.  
  3  
  He  talked  to  a  lawman  about  you  and  the  lawman  confronts  you.   
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-2 ) R111 .  
  PASS  =   You  talk  your  way  out  of  it.  
  You  go  to  the  saloon;  R106  
   
  FAIL  =  +1  Karma.  He  doesn’t  like  you;  E155  
  4  
  He  offers  to  pray  over  you  for  a  small  donation.  
  You  may  pay  $1  to  roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1-2  
  He  provides  a  prayer  and  a  passage  from  the  bible.  
  3-4  
  +1  Karma.   He  provides  a  prayer.  
  5-6  
  +2  Karma.   He  provides  a  prayer  and  a  blessing.  
   
  5  
  He  hands  you  a  pamphlet  and  invites  you  to  come  by  his  congregation  to  “discover  the  true  light”.  
  Roll  a  D6  to  determine  the  direction  of  the  congregation:  
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW   
  and  then  roll  a  D6,  to  determine  how  many  hexes  away.   
  Record  “Hex#/congregation/E132”  under  your  Points  of  Interest  R102 .  
  6  
  You  wait  until  the  preacher  enters  his  stagecoach  and  then  you  rob  him.  
    Loot  Suit :   ♥ (Table  D1).   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  22  
  
   
  E027    -  Reward  
  You  visit  the  trapper  to  sell  your  albino  Bear  pelt.   Roll  a  D6:   
  Roll  Result  
  D6  
  Outcome  
  1  
  +1  Karma.   The  pelt  is  in  terrible  condition.   
  The  trapper  refuses  to  pay.  
  2  
  The  pelt  is  in  fair  condition.   He  pays  you  $3.  
  Shortly  after,  you  are  confronted  by  a  jealous  husband.  
  Draw!  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♦ /Finesse-2 )  R111 .  
  PASS  =  You  shot  him  first,  right  between  the  eyes.   
  Bounty  Suit  up  one.    
  Loot  Suit : ♦ (Table  D1).  
   
  FAIL  =  He  shot  you  first,  right  between  your  eyes.   
  You  are  dead.   
  3-4  
  The  pelt  is  in  good  condition.   
  The  trapper  pays  you  $10.  
  You  visit  the  saloon;  R106  
  5  
  The  pelt  is  in  very  good  condition.   
  The  trapper  pays  you  $25.  
  6  
  The  pelt  is  in  perfect  condition.   
  The  trapper  pays  you  $35.  
   
  E028    -   Trapper  
  You  meet  a  trapper.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  +1  Karma.   He  ignores  you.  
  2  
  He  ignores  you  but  later  you  encounter  frenzied  bandits  R110 .   Initiative  R110b .  
  Bandit:  Finesse :  3;  Weapon :  Knife ♣;  Loot  Suit :♣ (Table  D1)  +  E053  
  Bandit:  Finesse :  2;  Weapon :  Knife ♣;  Loot  Suit :-  
  Bandit:  Finesse :  1;  Weapon :  Knife ♣;  Loot  Suit :-  
  3  
  You  rob  him.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-1 ) R111 .  
  PASS  =  He  gives  into  you.  
  Bounty  Suit  up  one.   
  Loot  Suit : X (Table  D1).   
    
  FAIL  =  He  has  nothing  of  value.   
    Bounty  Suit  up  one.  
  4  
  You  talk  awhile  with  the  friendly  trapper.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♦ /Hunch-1 ) R111 .  
  PASS  =  Go  to  Roll  Result  6   
    
  FAIL  =  You  exchange  some  banter  and  then  go  on  your  way;  E234   
  5  
  He  is  selling  a  Trinket  for  $2.  
  If  you  pay  the  $2;  E047   
  If  you  do  not  buy  one,  he  mozy's  on.  
  6  
  He  is  looking  for  a  particular  pelt;   E141  
   
   
   
  23  
  
   
  E029    -  Voodoo   Ceremony  
  You  have  come  upon  a  large  group  taking  part  in  a  public,  voodoo  ceremony.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  The  dancing  and  music  is  concentrated  and  bewitching.  
  Shortly  after;  E146   
  2  
  If  you  have  a  Red  Trinket,  go  to  Roll  Result  5 .  
   
  You  spend  the  day  feeling  very  disoriented  and  indisposed.  -1  Karma.  
  3  
  +1  Karma.   You  become  disinterested  and  visit  the  market  area;  R104  
  4  
  If  you  have  a  Red  Trinket  go  to  Roll  Result   6 .  
   
  The  ceremonial  dancing  intensifies  and  you  are  drawn  in.   
  Attempt  a  Karma  skill  test  (Table  C/ ♥ /Karma-2)  R111   
  PASS  =  You  are  mesmerized  with  the  ceremony  and  have  pleasant  dreams  that  night.  
  You  (and  any  partners)  heal  one  Wound  Level;  E234  
    
  FAIL  =  You  spend  the  day  feeling  very  disoriented  and  indisposed.   
  Unforeseen  Circumstances  -  remove  a  Point  of  Interest  (of  your  choice)  from  
  your  tracking  sheet.  
  5  
  The  concentrated  stare  of  a  Voodoo  priest  makes  you  feel  oddly  sick  with  apprehension.  
  You  decide  to  go  to  the  saloon  to  drink  it  off;  R106 .  
  6  
  You  have  a  wonderful  rest  that  night.   
  +1  Karma.   You  (and  any  partners)  heal  two  Wound  Levels;  E234  
   
  E030    -  Bounty  
  You  track  down  the  bounty  in  their  wagon  of  fraudulent  wares.   He  is  a  con  man  wanted  for  many  infractions.  
  You  confront  him  and  he  says  he  has  information  worth  much  more  than  him.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  You  decide  to  hear  him  out;  E080  
  2  
  Attempt  a  Hunch  skill  test    (Table  C/ ♠ /Hunch-1)   R111 .  
  PASS  =  Go  to  Roll  Result  6  
   
  FAIL  =  Go  to  Roll  Result  1  
  3-4  
  Attempt  a  Hunch  skill  test    (Table  C/ ♥ /Hunch-1)   R111 .  
  PASS  =  Go  to  Roll  Result  6  
   
  FAIL  =  Go  to  Roll  Result  1  
  5  
  Attempt  a  Hunch  skill  test    (Table  C/ ♦ /Hunch-1)   R111 .  
  PASS  =  Go  to  Roll  Result  6  
   
  FAIL  =  Go  to  Roll  Result  1  
  6  
  You  ignore  his  ramblings  and  stow  him  on  the  back  of  your  horse.   
  To  receive  the  reward,  record  “Hex#any  town/Reward/E052”  under  your  Points  of  Interest  R102 .  
   
   
   
   
  24  
  
   
  E031    -  Bandit  Brother  
  You  find  the  hideout  of  the  monks  bandit  brother.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  +1  Karma.   You  learn  the  brother  was  recently  killed  in  a  raid.  
  Roll  on  the  Event  Table  (Table  A).  
  2  
  You  don’t  get  much  of  a  chance  to  speak,  when  suddenly  two  bandits  jump  from  hiding  
  and  attack  you  R110 .   Initiative  R110d .  
             Bandit:  Finesse :  2;  Weapon :  Knife ♣ ;  Loot  Suit : X (Table  D1)  
             Bandit:  Finesse :  2;  Weapon :  Knife ♣ ;  Loot  Suit :-  
    
  If  you  defeat  the  Bandits,  go  to  Roll  Result  3  
  3-4  
  The  bandit  brother  is  willing  to  listen.   
  Attempt  a  Hunch  skill  test   (Table  C/ ♥ /Hunch-2)   R111 .   
  PASS  =  Go  to  Roll  Result  6   
   
  FAIL  =  +1  Karma.   He  refuses  to  go  see  his  brother  and  slips  away  into  the  night.   
  Shortly  after;  E055    
  5  
  The  brother  refuses  to  leave  but  you  stay  to  drink  with  him  until  he  passes  out.   
  Attempt  a  Hunch  skill  test   (Table  C/ ♥ /Hunch-1)   R111 .  
  PASS  =  You  stay  sober  enough  to  rob  their  stash  when  he  passes  out.   
  Loot  Suit :  ♥   (Table  D1).  
    
  FAIL  =  He  catches  you!   He  attacks  R110 .   Initiative R110e .  
  Monks  Brother:  Finesse :  3;  Weapon :  Pistol ♦ ;  Loot  Suit :   ♥ (Table  D1).  
  6  
  He  is  convinced  and  leaves  at  once  to  see  his  brother.  
  To  receive  your  payment  you  must  meet  up  with  the  monk.  
    Roll  a  D4,  to  determine  the  Hex  of  the  monks  location:   
  1-  4,21;  2-  8,21;  3-   12,21;  4-  16,21  
  Record   “Hex#/payment/E084”  under  your  Points  of  Interest  R102 .  
   
  E032    -  Assassin  
  You  get  away.   
  To  receive  your  payment  you  must  meet  the  Affluent  man.  
  Roll  a  D4  to  determine  the  hex  of  the  Afflents  man's  residence:  
  1-  16,8;  2-  17,13;  3-   18,17;  4-  19,10   
  Record  “Hex#/reward/E058”  under  your  Points  of  Interest  R102 .   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  25  
  
   
  E033    -   People  in  Bonds  
  You  arrive  at  a  large  beautifully  kept  plantation,  in  an  attempt  to  free  the  slaves.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  If  you  have  a  Blue  Trinket,  go  to  Roll  Result  4  
   
  You  are  caught,  questioned  and  finally  lynched  in  the  plantation  field  as  a  warning  to  
  others.  
  You  are  dead.  
  2  
  You  are  spotted  trying  to  free  everyone.  
  Three  Riflemen  attack  you   R110 .   Initiative  R110c .  
  Rifleman:  Finesse :  2;  Weapon :  Rifle ♥ ;  Loot  Suit :-  
  Rifleman:  Finesse :  2;  Weapon :  Rifle ♥ ;  Loot  Suit :-  
  Rifleman:  Finesse :  1;  Weapon :  Rifle ♥ ;  Loot  Suit :-  
   
  If  you  win  the  combat,  Bounty  Suit  up  one;  E088  
  3  
  The  plantation  owner  meets  with  you  and  is  willing  to  let  them  go  for  $15.  
  If  you  pay  the  $15;  E088  
   
  If  you  don’t  pay  the  $15,  you  part  ways.  
  A  time  later;  E172  
  4  
  You  haggle  with  the  plantation  owner  to  free  the  people  in  bonds.  
  Attempt  a  Hunch  Skill  Test   ( Table  C/ ♠/Hunch-1 ) R111 .    
  PASS  =  Plantation  owner  is  willing  to  let  them  go  for  $5  (If  you  pay  the  amount;  E088 )  
   
  FAIL  =  Plantation  owner  is  willing  to  let  them  go  for  $10  (If  you  pay  the  amount;  E088 )  
   
  If  you  refuse  or  don’t  have  the  money,  you  part  ways.  
  5  
  You  sneak  onto  the  plantation.  
  Attempt  a  Finesse  Skill  Test   ( Table  C/ ♥ /Hunch-2 ) R111 .  
  PASS  =  Go  to  Roll  Result  6  
   
  FAIL  =  You  are  spotted  by  patrolling  riflemen    R110 .   Initiative  R110c .  
  Rifleman:  Finesse :  2;  Weapon :  Rifle ♥ ;  Loot  Suit :-  
  Rifleman:  Finesse :  1;  Weapon :  Rifle ♥ ;  Loot  Suit :-  
   
  If  you  win  the  combat,  Bounty  Suit  up  one;  E088  
  6  
  You  sneak  them  out  under  the  cover  of  night;  E088  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  26  
  
   
  E034    -  “ Old  Friend ”  
  You  arrive  at  the  home  of  your  “old  friend”.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
    +1  Karma.   He  doesn’t  live  here  anymore;  E054  
  2  
  The  home  has  been  taken  over  and  is  being  used  as  a  hideout  by  ruthless  bandits  R110 .     Initiative  R110b .  
  Bandit:  Finesse :  3;  Weapon :  Pistol ♦ ;  Loot  Suit : ♦ (Table  D1)  +  E053  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
  Bandit:  Finesse :  1;  Weapon :  Pistol ♦ ;  Loot  Suit :-   
   
  If  you  win  the  combat,  go  to  Roll  Result  6  
  3-4  
  He  is  furious  to  see  you  alive.  
  He  immediately  attacks  R110 .   Initiative  R110c .  
  Old  Friend:  Finesse :  3;  Weapon :  Rifle ♥ ;  Loot  Suit : ♦ (Table  D1).  
  5  
  He  pleads  with  you  not  to  kill  him  and  will  confess  the  location  of  treasure.  
  Attempt  a  Hunch  skill  test   (Table  C/ ♥ /Hunch-1)   R111 .  
  PASS  =  You  execute  him  and  take  his  valuables.  
  Bounty  Suit  up  one.   
  Loot  Suit : ♥ (Table  D1).  
   
  FAIL  =  He  tells  you  the  location  of  the  treasure  and  you  let  him  live;  E059  
  6  
  The  old  Friend  was  recently  killed  because  of  “foolish  debts”.   
  His  spouse  is  there.   Roll  a  D6:  
  Roll  Result  
  D6  
  Spouse  
  1-2  
  She  blames  you  for  his  death  and  asks  you  to  leave.  
  Bounty  Suit  up  one.  
  3  
  You  give  her  $15.  
  If  you  have  $15,  go  to  Roll  Result  5 .  
   
  If  you  are  unable  to  pay  the  $15,  you  take  time  to  help  her  around  the  house.   
  Unforeseen  circumstances  -  remove  a  Point  of  Interest  (of  your  choice)  from  
  your  Tracking  Sheet.   
  4  
  You  are  provided  shelter  and  much  rest.   
  You  (and  any  partners)  heal  one  Wound  Level.   
  You  are  given  your  “Old  Friends”  Rifle ♥ .   
  If  you  want  it,  record  it  under  your  Weapons  (Tracking  Sheet).  
  5  
  You  spend  time  helping  her  around  the  home.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-2 ) R111 .  
  PASS  =  Re-roll  on  this  Table.  
   
  FAIL  =  She  provides  you  with  food  and  shelter.  
  You  (and  any  partners)  heal  one  Wound  Level;  E234  
  6  
  You  both  fall  deeply  in  love  and  live  a  simple  life  of  fulfillment  and  peace.   
  You  win  the  game.  
    
   
   
   
   
   
   
  27  
  
   
  E035    -   Soldiers  
  There  are  numerous  soldiers  marching  your  way.  
  You  can  approach  them  or  try  to  hide.  
  If  you  decide  to  approach  them;  E004   
   
  If  you  decide  to  hide,  attempt  a  Finesse  skill  test  ( Table  C/ ♥ /Finesse-2 ) R111  
  PASS  =  You  slip  by  the  platoon  and  they  march  onwards.  
  Roll  on  the  Event  Table  (Table  A).  
   
  FAIL  =  You  are  caught  and  held  for  questioning.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  Execution  by  firing  squad.   
  You  are  dead.   
  2  
  They  accuse  you  of  a  political  crime;  E075  
  3  
  The  delay  results  in  unforeseen  circumstances  -  
  remove  a  Point  of  Interest  (of  your  choice)  from  your  Tracking  Sheet.  
  4  
  They  confiscate  all  your  equipment  and  march  onward.   
  Erase  all  items  under  your  Equipment;  E095  
  5  
  Blockade.   
    They  force  you  to  move  to  a  random  adjacent  hex.  
  Roll  a  D6  to  determine  which  adjacent  hex  you  end  on:   
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW  
  Roll  on  the  Event  Table  (Table  A).  
  6  
  +1  Karma.   The  captain  is  too  preoccupied  with  other  duties  and  you  are  let  go.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  28  
  
   
  E036    -   If  you  are  on  a  Desert  hex;  E093   
   
  Prospector  
  You  come  upon  a  lone  prospector  searching  for  gold  in  a  small  stream.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  His  progress  has  been  bootless.   
  He  ignores  you  and  curses  to  himself;  E095  
  2  
  +1  Karma.   His  progress  has  been  bootless.   
    He  ignores  you  and  curses  to  himself;  E045  
  3  
  You  rob  him.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-1 ) R111 .  
  PASS  =  Loot  Suit : ♣ (Table  D1).  
  Bounty  Suit  up  one.  
   
  FAIL  =  He  has  nothing  of  value.   
  Bounty  Suit  up  one;  E234  
  4  
  He  is  being  robbed  by  cruel  Bandits.  
  You  enter  combat  with  the  Bandit  R110 .   Initiative  R110b .  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit : ♦ (Table  D1)  +  E053   
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :-   
   
  If  you  win  the  combat,  go  to  Roll  Result   5  
  5  
  You  chat  with  the  old  Prospector.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-1 ) R111 .  
  PASS  =  He  invites  you  to  join  him  in  panning.  
  Go  to  Roll  Result  6  
   
  FAIL  =   He  likes  you  and  asks  you  to  meet  him  at  “another  hot  spot”.  
  Roll  a  D4  to  determine  hex  of  hot  spot:   
  1-  2,6;  2-  6,8;  3-  13,2;  4-  19,6  
  Record  “Hex#/prospect/E046”  under  your  Points  of  Interest  R102 .  
  6  
  You  join  the  old  prospector  in  gold  panning.  
  Attempt  a  Karma  skill  test  ( Table  C/ ♠/Karma-1 ) R111 .  
  PASS  =  E040  
   
  FAIL  =  Nothing  but  rocks  and  mud;  E234  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  29  
  
   
  E037    -   Traveling  Circus  -  Greet  
  You  passively  ride  up  to  the  coaches.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  You  accidentally  offend  the  Bearded  lady.  
  The  Strongman  attacks  you  R110 .    Initiative  R110a .  
  Strongman:  Finesse :  1;  Weapon :  Bearhug ♦ ;  Loot  Suit : ♥ (Table  D1)  
   
  If  you  win  the  combat,  Bounty  Suit  up  one.   
  They  promptly  leave.  
  2  
  They  provide  you  with  some  magic  tricks  and  then  saunter  off;  E234  
  3  
  They  are  being  robbed  by  angry  Bandits.  
  You  enter  combat  with  the  Bandits  R110 .   Initiative  R110b .  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit : ♣ (Table  D1)  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :-   
  Bandit:  Finesse :  1;  Weapon :  Knife ♣ ;  Loot  Suit :-  
   
  If  you  win  the  combat,  go  to  Roll  Result  6  
  4  
  +1  Karma.   They  show  you  their  latest  trick  and  then  saunter  off.  
  Roll  on  the  Event  Table  (Table  A).  
    
  5  
  They  have  a  performer  who  was  accidentally  injured  by  the  knife  thrower.  
   
  If  you  don’t  have  any  healing  items,  they  thank  you  anyway  and  go  on  their  way;  E095   
   
  If  you  have  any  healing  items  under  your  Equipment,  remove  one  (of  your  choice).   
  They  are  so  grateful  they  ask  you  to  come  to  their  next  show,  free  of  charge!  
  Record  “Any  town  hex/circus/E094”  under  your  Points  of  Interest  R102 .  
  6  
  You  enjoy  each  others  company,  spending  the  night  eating  and  drinking.  
  You  (and  any  partners)  heal  one  Wound  Level.  
  They  ask  you  to  come  to  their  next  show,  free  of  charge!  
  Record  “Any  town  hex/circus/E094”  under  your  Points  of  Interest  R102 .  
   
  They  all  wave  good-bye  and  hope  to  see  you  again;  E234  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  30  
  
   
  E038    -  If  you  are  on  a  Grassland,  Marshland  or  Desert  hex;  E068  
   
  Rockslide  
     While    travelling  through  a  narrow  ravine  you  hear  loud  cracks  begin  to  sound  all  around  you.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  It’s  an  ambush!   
  Marauding  yokels  attack  from  above  R110 .   Initiative  R110b .  
  Marauder:  Finesse :  3;  Weapon :  Rifle ♥ ;  Loot  Suit :    ♣ (Table  D1).   
  Marauder:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
  Marauder:  Finesse :  1;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
  2  
  Large  boulders  fall  all  around  you.  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♥ /Finesse-1 ) R111  
  PASS  =  You  were  able  to  dodge  the  rockslide.  
  Roll  on  the  Event  Table  (Table  A).  
   
  FAIL  =    Roll  to  determine  any  damage  for  you  and  then  each  partner  ( Table  B/ ♠) .   
  3  
  If  on  a  Mountain  hex;  E015  
   
  Large  boulders  fall  all  around  you.  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♦ /Finesse-1)   R111  
  PASS  =  You  were  able  to  dodge  the  rockslide.   
  Go  to  Roll  Result  6 .  
   
  FAIL  =  Roll  to  determine  damage  for  you  and  then  each  partner  ( Table  B/ ♥ ) .  
  4  
  +1  Karma.   A  few  pebbles  fall  and  you  get  a  light  dusting  but  nothing  serious.  
  Roll  on  the  Event  Table  (Table  A).  
  5  
  A  few  pebbles  fall  and  you  get  a  light  dusting.  
  Shortly  after,  you  meet  a  colorful  explorer.   
  Attempt  a  Hunch  skill  test  ( Table  C/ ♦ /Hunch-2)   R111 .   
  PASS  =  He  will  sell  you  a  treasure  map  for  $5.  
  If  you  pay  the  $5,  roll  a  D6  to  determine  the  direction  of  the  treasure:   
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW   
  and  then  roll  a  D6,  to  determine  how  many  hexes  away.  
  Record  “Hex#/Tomb/E158”  under  your  Points  of  Interest  R102 .  
    
  FAIL  =  He  feels  he  has  seen  you  before.   
  Bounty  Suit  up  one;  E234   
  6  
  The  rockslide  reveals  a  small  cave.  
  If  you  wish  to  enter  the  cave;  E117  
  If  you  don’t  wish  to  enter  the  cave,  you  ride  on;   E095  
   
   
   
   
   
   
   
   
   
   
   
   
   
  31  
  
   
  E039    -  Salesman  
  The  salesman  offers  to  sell  you  one  of  his  wares.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  He  thinks  he  recognizes  you,  and  reports  you  to  the  authority.  
  Bounty  Suit  up  one.  
  2  
  He  has  an  excellent  opportunity  for  you.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-3 ) R111  
  PASS  =  Roll  again  on  this  Table.  
   
  FAIL  =  He's  a  shyster  and  swindles  you  out  of  $3.  
  3  
  He  offers  to  sell  you  the  last  bottle  of  his  “magic  elixir”  for  $3.  
  If  you  pay  the  $3;  E071  
  4  
  He  offers  to  sell  you  the  last  bottle  of  his  “healing  tonic”  for  $1.  
  If  you  pay  the  $1;  E071  
  5  
  He  has  a  Trinket  for  $2.  
  If  you  pay  the  $2;  E047  
  6  
  Choose  any  Roll  Result.  
   
  E040    -   Gold  
  You  find  gold.  
  You  will  need  to  sell  the  gold  in  a  town.  
  Record  “Hex#any  town/gold/E057”  under  your  Points  of  Interest  R102 .  
   
  E041    -  Deception  
                                                               Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  He  tells  you  a  convincing  lie.  
  Shortly  after;  E146   
  2-3  
  +1  Karma.   He  tells  you  a  convincing  lie.  
  He  reports  you  to  the  authorities,  Bounty  Suit  up  one.  
  4  
  You  learn  the  preacher  is  part  of  an  evil  sect.  
  Roll  a  D4  to  determine  hex  of  the  “evil  cabal”:   
  1-  2,7;  2-  19,3;  3-  19,16;  4-  16,8  
  Record  the  “Hex#/secret  meeting/E150”  under  your  Points  of  Interest  R102 .   
  5  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♦ /Hunch-2)   R111 .   
  PASS  =  Go  to  Roll  Result  6  
   
  FAIL  =  He  was  only  stalling;  E155  
  6  
  You  learn  the  preacher  is  deceiving  his  congregation.  
  To  confront  the  Preacher:   
  Roll  a  D4,  to  determine  Hex  of  Preacher:   
  1-  3,11;  2-  1,18;  3-   7,19;  4-  Any  town   
  Record  “Hex#/preacher/E190”  under  your  Points  of  Interest  R102 .  
   
   
   
  32  
  
   
  E042    -   If  you  are  not  on  a  Desert  Hex;  E035  
   
                   Mexican  Army  
  You  find  yourself  in  the  presence  of  Mexican  rurales  that  are  hunting  criminals.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  +1  Karma.   They  mistaken  you  for  another  criminal;  E075  
  2  
  They  pursue  you.  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♥ /Finesse-2 ) R111 .  
  PASS  =  You  circumvent  them.  
  Move  to  any  adjacent  hex.  
  Roll  on  the  Event  Table  (Table  A).  
   
  FAIL  =  They  capture  you  and  take  you  prisoner;  E075  
  3  
  If  your  Bounty  Suit  is  X ,  they  ignore  you  and  ride  on  by;  E234  
  If  your  Bounty  Suit  is  not  X ,  go  to  Roll  Result  2  
  4  
  If  your  Bounty  Suit  is  ♥  or  ♠,  go  to  Roll  Result   2  
  If  your  Bounty  Suit  is  not  ♥  or  ♠,  They  heal  you  (and  any  partners)  two  Wound  Levels.  
  5  
  You  are  briefly  questioned  but  they  soon  leave.  
  You  learn  about  a  Mexican  village.  
  Roll  a  D10  to  determine  hex  of  the  village:   
  1- 1,22;  2- 3,21;  3- 4,21;  4- 6,21;  5- 8,20;  6- 9,21;  7- 10,20;  8- 19,22;  9- 17,21;  10- 15,22   
  Record  “hex#/village/E093”  under  Points  of  Interest  R102 .    
  6  
  +1  Karma.   They  ride  on  by;  E234  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  33  
  
   
  E043    -  Showdown  
  You  scowl  towards  your  opponent  with  your  hand  hovering  over  your  pistol.  Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  If  your  Bounty  Suit  is  ♠ ,  go  to  Roll  Result   5  
   
  Draw!  
  Your  gun  jams,  you  are  dead.  
  2  
  Draw!  
  Attempt  a  Finesse  Skill  Test  ( Table  C/   ♥ /Finesse-2 ) R111 .  
  PASS  =  Your  get  your  shot  off  first.   
  Your  opponent  is  dead.   
  Loot  Suit : ♣(Table  D1).  
   
  FAIL  =  Your  opponent  got  their  shot  off  first.   
  You  are  dead.  
  3  
  Draw!  
  Attempt  a  Finesse  Skill  Test  ( Table  C/   ♥ /Finesse-1 ) R111 .  
  PASS  =  Your  get  your  shot  off  first.   
  Your  opponent  is  dead.  
  Bounty  Suit  up  one.   
  Loot  Suit : ♦ (Table  D1).  
   
  FAIL  =  Your  opponent  got  their  shot  off  first.   
  You  are  dead.  
  4  
  Draw!  
  Attempt  a  Finesse  Skill  Test  ( Table  C/   ♦ /Finesse-1 ) R111 .  
  PASS  =  Your  get  your  shot  off  first.   
    Your  opponent  is  dead.   
  Loot  Suit : ♥ (Table  D1).  
   
  FAIL  =  Your  opponent  got  their  shot  off  first.   
  You  are  dead.  
  5  
  Your  leer  intensifies.  
  Attempt  a  Hunch  Skill  Test  ( Table  C/   ♥ /Hunch-1 ) R111 .  
  PASS  =  Go  to  Roll  Result  6  
   
  FAIL  =  Roll  again  on  this  Table.  
  6  
  +1  Karma.   He  gets  too  scared  and  runs  away,   leaving  his  winnings  behind.  
  Loot  Suit : ♥ (Table  D1) ;  E122  
   
  E044    -  Sloppy  Robbery  
  Bounty  Suit  up  two.  
  Loot  Suit :  ♦ (Table  D1).  
   
   
   
   
   
   
   
  34  
  
   
  E045    -   Outpost  
                      You  stop  at  a  trading  post  for  some  respite.   Roll  a  D10:  
  Roll  Result  
  D10  
  Outcome  
  1  
    +1  Karma.   The  outpost  has  been  ransacked  and  the  owner  is  dead,   
    nailed  to  a  wagon  wheel  outside  the  entrance;  E007  
  2  
  You  attempt  to  rob  the  Outpost.   Bounty  Suit  up  one.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  The  owner  pulls  a  shotgun  on  you  and  you  leave  
  Bounty  Suit  up  one.  
  2-3  
  Bounty  Suit  up  one.   
    Loot  Suit :♣ (Table  D1).  
  4  
  +1  Karma.   Loot  Suit : ♦ (Table  D1).   
  5  
  Loot  Suit : ♥ (Table  D1).  
  6  
  Loot  Suit : ♠ (Table  D1).  
   
  3  
  Masked  Bandits  are  robbing  the  outpost  owner.   
  When  you  enter  they  attack  you  R110 .     Initiative  R110b .  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit : X (Table  D1)  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit : -  
   
  If  you  win  the  combat,  the  owner  thanks  you  and  gives  you  D4  healing  Balms.   
  Each  balm  can  be  used  as  a  one  time  Healing  Action  ( R101c ) .   
  Record  the  Healing  Balms  under  your  Equipment.   
  4  
  You  are  confronted  by  someone  who  has  been  following  you;  E146  
  5  
  An  exhausted  letter  carrier  is  passing  through.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♠/Hunch-1 ) R111 .  
  PASS  =  He  is  running  behind  and  after  some  discussion,  you  gain  his  trust.   
  You  offer  to  help  and  deliver  a  “letter”  for  him,  in  town.   
  Record  “Hex#any  town/letter/E048”  under  your  Points  of  Interest  R102 .   
    
  FAIL  =  +1  Karma.   After  some  discussion,  you  both  part  ways;  E095  
  6  
  You  meet  an  old  Gunslinger  who  is  willing  to  join  you  for  $5.  
  If  you  pay  the  $5,  The  old  Gunslinger  becomes  your  partner  R131 .  
  Old  Gunslinger:  Finesse :  1;  Weapon :  Pistol ♦ ;  Loot  Suit : ♥ (Table  D1).   
  7  
  The  owner  asks  for  your  help.   
  An  accountant  in  town  has  swindled  their  profits.   
  The  owner  wants  you  to  “persuade”  the  accountant  to  return  what  he  stole.  
  You  will  be  rewarded  $20  on  completion.   
  Record  “Hex#any  town/accountant/E014”  under  Points  of  Interest  R102 .  
  8-9  
  There  are  D4  healing  balms  available  for  sale.  
  You  may  purchase  each  healing  balm  for  $1  each.  
  Each  balm  can  be  used  as  a  one  time  Healing  Action  ( R101c ) .   
  10  
  There  is  a  stagecoach  driver  offering  rides  to  any  hex  for  $2.  
  If  you  pay  the  $2;  E241  
  If  you  don’t  pay,   you  go  on  your  way;  E234  
   
   
   
  35  
  
   
  E046    -   Prospect  
  You  meet  up  with  the  old  prospector  and  begin  panning.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  You  find  nothing  but  stones  and  mud;  E095  
  2  
  Masked  Bandits  spot  you.   They  attack  you  R110 .     Initiative  R110c .  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :♣ (Table  D1).  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit : -  
  Bandit:  Finesse :  1;  Weapon :  Pistol ♦ ;  Loot  Suit : -  
   
  If  you  win  the  combat  go  to  Roll  Result  5  
  3  
  You  give  it  a  solid  effort  but  become  impatient  and  decide  to  leave.  
  Roll  on  the  Event  Table  (Table  A).  
  4  
  You  spend  time  panning  for  gold.   
  Attempt  a  Hunch  skill  test  ( Table  C/ ♠/Hunch-1 ) R111 .  
  PASS  =  You  found  gold;  E040  
    
  FAIL  =  You  find  nothing  but  dirty  pebbles.   
  Unforeseen  circumstances  -  remove  a  points  of  interest  (of  your  choice)  from  your  Tracking  Sheet.  
  5  
  You  spend  time  panning  for  gold.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-1 ) R111 .  
  PASS  =  You  found  gold;  E040   
   
  FAIL  =  +1  Karma.   You  find  nothing  but  muddy  pebbles.   
  6  
  You  found  gold;  E040  
   
  E047    -   Trinket  
         You  gain  a  trinket.   Roll  a  D6:   
  Roll  Result  
  D6  
  Outcome  
  1  
  +1  Karma.   Useless  junk.  
  2  
  Yellow  Trinket.  
  Record  “Yellow  Trinket”  under  Equipment.   
  3  
  Red  Trinket.   
  Record  “Yellow  Trinket”  under  Equipment.  
  4  
  Blue  Trinket.  
  Record  “Blue  Trinket”  under  Equipment.  
  5  
  Green  Trinket.  
  Record  “Green  Trinket”  under  Equipment.  
  6  
  Choose  any  Roll  Result.  
   
   
   
   
   
   
   
   
  36  
  
   
  E048    -  Important   Letter  
  You  arrive  at  the  general  store  to  deliver  the  “important  letter”.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  If  your  Bounty  Suit  is  ♠  you  are  spotted  and  the  authorities  give  chase;  E155  
   
  You  deliver  the  letter  to  the  location  and  then  check  if  there  are  any  bounties;  E087  
  2  
  You  deliver  the  letter.  
  Shortly  after  you  are  confronted  by  an  old  partner  from  your  past.  
  Draw!  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♦ /Finesse-3 ) R111 .  
  PASS  =  You  shot  him  first,  right  between  the  eyes.   
  Bounty  Suit  up  one.  
  Loot  Suit :♣ (Table  D1).  
   
  FAIL  =  He  shot  you  first,  right  between  your  eyes.   
  You  are  dead.  
  3-4  
  You  deliver  the  letter  and  they  hand  you  $4.  
  They  hand  you  another  “important  letter”  that  needs  delivering.  
  Roll  a  D6  to  determine  the  direction:   
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW   
  and  then  roll  a  D6,  to  determine  how  many  hexes  away.  
  Record  “Hex#/letter/E245”  under  your  Points  of  Interest  R102 .   
  5  
  You  deliver  the  letter  and  receive  $10.  
  They  quietly  hand  you  another  letter  with  instructions.  
  It  is  to  be  delivered  to  an  army  captain.   
  roll  a  D4,  to  determine  Hex  of  the  Captains  location:  
  1-  6,13;  2-  8,4;  3-   12,2;  4-  16,4  
  Record  “Hex#/captain/E064”  under  your  points  of  Interest  R102 .  
  6  
  +1  Karma.   You  deliver  the  letter  and  you  receive  $15.  
  You  visit  the  market  area;  R104  
   
  E049    -  You  check  on  the  family.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
   
  1  
  They  fled  during  the  fight.  
  Roll  on  the  Event  Table  (Table  A).  
  2  
  They  fled  during  the  fight.  
  That  night  you  are  jumped  by  masked  Bandits  R110 .     Initiative  R110b .  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit : ♦ (Table  D1)  +  E053  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :-   
  3  
  +1  Karma.   They  fled  during  the  fight;  E095  
  4  
  They  take  you  to  a  nearby  settlement;  E147  
  5  
  They  heal  you  (and  any  partners)  two  Wound  Levels;  E234   
  6  
  They  are  in  the  process  of  moving  and  are  currently  selling  their  ranch.  
    They  are  so  overjoyed  to  be  alive  they  give  it  to  you  as  a  reward.   
  You  spend  the  rest  of  your  days  in  solitude  tending  to  your  ranch.  
  You  win  the  game.  
   
   
   
   
  37  
  
   
  E050    -  Manor  of  Widow  
  You  have  brought  the  Charming  Widow  home.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  She  brings  you  in  for  a  meal.   
  It  is  poisoned  and  you  hear  her  laughter  as  you  slip  into  unconsciousness.   
  You  are  dead.  
  2  
  Her  house  was  robbed  and  she  is  unable  to  pay  you.  
  That  night  you  are  jumped  by  masked  bandits  R110 .     Initiative  R110c .  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit : X (Table  D1)  +  E053  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
  3  
  +1  Karma.   Her  house  was  robbed  and  she  is  unable  to  pay  you;  E095  
  4  
  She  is  so  happy  to  be  home.  
  Loot  Suit :♣ (Table  D1)  
  She  is  looking  for  revenge.  
  She  will  pay  you  a  reward  of  $75  if  you  kill  the  man  who  killed  her  husband.  
  Roll  a  D6  to  determine  the  direction  to  find  him:   
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW   
  and  then  roll  a  D6,  to  determine  how  many  hexes  away.  
  Record  “Hex#/widow/E143”  under  your  Points  of  Interest  R102 .  
  5  
  She  thanks  you  for  getting  her  home.  
  Loot  Suit : ♦ (Table  D1)  
  She  is  hiding  a  runaway  and  asks  you  to  bring  them  to  safety.  
  Roll  a  D4  to  determine  which  hex  to  bring  the  runaway:  
    1-  1,3;  2-  8,3;  3-  13,1;  4-   20,7  
  Record  “Hex#/runaway/E016”  under  your  Points  of  Interest  R102 ;  E234  
  6  
  She  thanks  you  for  getting  her  home.  
  Loot  Suit : ♥ (Table  D1)  
  A  gentleman  friend  of  the  widow  is  also  there,  and  invites  you  to  visit  him  someday.  
  Roll  a  D4  to  determine  hex:   
  1-  12,20;  2-  11,12;  3-  11,9;  4-   12,6  
  Record  “Hex#/Dapperman/E194”  under  Points  of  Interest  R102 .  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  38  
  
   
  E051    -    Reservation  
  You  are  escorted  to  the  comanche  reservation  as  a  guest.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  You  give  a  grave  insult  to  the  chief.  
  You  are  buried  up  to  your  neck  and  left  to  wither  in  the  sun.   
  You  are  dead.   
  2  
  +1  Karma.  You  give  insult  to  the  chief  and  are  forced  to  leave;  E095  
  3  
  You  are  given  food  and  shelter  for  the  evening.  
  You  (and  any  partners)  heal  two  Wound  Levels.  
  4  
  You  (and  any  partners)  heal  one  Wound  Level.  
  A  comanche  warrior  wishes  to  join  you  on  your  journey.   
  If  you  accept,  he  joins  you  as  a  partner  R131 .   
  Warrior:  Finesse :  2;  Weapon :  Bow ♣;  Loot  Suit :-  
  5  
  The  chief  asks  for  you  to  join  him  in  his  meeting  with  the  government.   
  He  needs  you  to  help  encourage  a  peaceful  negotiation.   
  He  will  meet  you  there.  
  Roll  a  D6  for  direction  of  meeting:   
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW   
  and  then  roll  a  D6,  to  determine  how  many  hexes  away.   
  Record   “Hex#/meeting/E081”  under  your  Points  of  Interest  R102 .  
  6  
  You  join  the  Chief  in  a  sacred  ceremony;  E078  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  39  
  
   
  E052    -  Reward  
  You  bring  your  bounty  to  the  sheriff's  office  to  claim  your  reward.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  +1  Karma.   The  con  man  convinces  the  Sheriff  he  has  the  wrong  man.  
  You  check  the  bounties;  E087  
  2  
  If  your  Bounty  Suit  is  ♠  you  are  spotted  and  the  authorities  give  chase;  E155  
   
  The  con  man  convinces  the  Sheriff  he  has  the  wrong  man.  
  3  
  You  are  confronted  by  a  jealous  husband  who  has  been  tracking  you  for  some  time.  
  Draw!  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♦ /Finesee-2 ) R111 .  
  PASS  =  You  get  off  the  first  shot,  right  between  his  eyes.   
  Loot  Suit :♣ (Table  D1).  
  You  receive  your  $50  reward  from  the  sheriff's  office.  
   
  FAIL  =  He  gets  off  the  first  shot,  right  in  your  heart.   
  You  are  dead.  
  4  
  The  con  man  tries  to  convince  the  Sheriff  he  has  the  wrong  man.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-2 ) R111 .  
  PASS  =  The  sheriff's  office  pays  you  the  $50  reward.  
   
  FAIL  =  The  con  man  convinces  the  Sheriff  he  has  the  wrong  man;  E234  
  5  
  You  collect  your  $50  reward.  
  6  
  The  reward  went  up!   
  The  sheriff's  office  pays  you  $100.  
   
  E053    -   Hideout  
  You  learn  the  location  of  a  Bandit  hideout.   
  Roll  a  D6  to  determine  the  direction  of  the  hideout:   
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW   
  and  then  roll  a  D6,  to  determine  how  many  hexes  away.  
  Record  “Hex#/Bandit  Hideout/E085”  under  your  Points  of  Interest  R102 .  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  40  
  
   
  E054    -  Abandoned  Abode  
  You  stop  at  an  abandoned  home  to  rest  for  the  night.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  It  isn’t  abandoned,  two  frenzied  thieves  ambush  you  R110 .     Initiative  R110d .   
  Thief:  Finesse :  2;  Weapon :  Knife ♣;  Loot  Suit :♣ (Table  D1).  
  Thief:  Finesse :  2;  Weapon :  Knife ♣;  Loot  Suit :-  
  2  
  If  on  a  Marshland  hex;  E072  
   
  The  storm  takes  up  considerable  time  until  it  passes.  
  Roll  on  the  Event  Table  (Table  A).  
  3  
  It’s  not  abandoned.   
  You  are  jumped  by  a  crazy  hermit.  
  He  attacks  you  R110 .   Initiative  R110b .   
  Hermit:  Finesse :1;  Weapon :  Knife ♣;  Loot  Suit : X (Table  D1).  
  4  
  +1  Karma;  E107  
  5  
  The  house  is  hauntingly  peaceful  
  You  wait  out  the  storm  in  comfort.  
  You  (and  any  partners)  heal  one  Wound  Level.  
  6  
  Not  abandoned.   
  You  are  greeted  by  an  elderly  lady  who  kindly  takes  you  in.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-2 ) R111 .  
  PASS  =  She  tells  you  about  a  farm  offering  honest  work.  
  Roll  a  D6  to  determine  adjacent  hex  of  the  farm:  
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW   
  Record  “Hex#/Ranch  Work/E210”  under  your  Points  of  Interest  R102 .   
   
  FAIL  =  You  stay  the  night  and  leave  the  next  day.  
  You  (and  any  partners)  heal  two  Wound  Levels;   E234  
   
  E055    -  Broken  Wagon  
  Someone  is  struggling  to  fix  their  wagon.  
  You  can  rob  them  or  you  can  be  friendly.  
  If  you  are  friendly;  E115  
  If  you  rob  him;  E159  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  41  
  
   
  E056    -  Robbery  
     You  rob  the  store.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  A   lawman  was  shadowing  you;  E155  
  2-3  
  If  your  Bounty  Suit  is  ♠  you  are  spotted  and  the  authorities  give  chase;  E155  
   
  You  stick-up  the  owner  but  there  was  nothing  of  value.  
  Bounty  Suit  up  one.  
  4  
  You  stick-up  the  owner.  
  Bounty  goes  up  one.   
  Loot  Suit: ♣(Table  D1).  
  5  
  You  stick  up  the  owner.  
  Attempt  a  Karma  skill  test  ( Table  C/ ♥ /Karma-2 ) R111 .   
  PASS  =  Loot  Suit: ♦ (Table  D1).  
   
  FAIL  =  Bounty  Suit  up  one.  
  Loot  Suit: ♣(Table  D1).  
  6  
  You  stick  up  the  owner.  
  Loot  Suit: ♥ (Table  D1).  
   
  E057     -  Gold  
          You  meet  with  a  jeweller  to  sell  your  gold.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  Pyrite!   It  is  worthless.  
  You  decide  to  go  to  the  saloon;  R106  
  2  
  You  sell  your  gold  for   $10.  
  3  
  You  sell  your  gold  for  $20.   
  4  
  You  sell  your  gold  for   $40.   
  5  
  You  sell  your  gold  for   $150.  
  6  
  You  sell  your  gold  for   $250.  
   
   
   
   
   
   
   
   
   
   
   
   
  42  
  
   
  E058    -  Reward  
  You  arrive  at  the  affluent  man's  mansion  to  receive  your  reward.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  +1  Karma.   The  mansion  is  in  a  fiery  blaze  and  the  affluent  man  lays  dead  on  the  lawn.  
  Bounty  Suit  up  one.  
  2  
  You  quickly  become  surrounded  by  a  battalion  of  mounted  troops.   
  You  are  dragged  off  to  prison  as  the  affluent  man  laughs  from  his  mansion  balcony;  E075  
  3  
  A  large  battalion  is  talking  with  the  affluent  man.  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♠/Finesse-1 ) R111 .   
  PASS  =  You  manage  to  notice  them  before  they  notice  you.   
  Bounty  Suit  up  one.  
   
  FAIL  =  The  affluent  man  snitches  on  you;  E134  
  4  
  If  your  Bounty  Suit  is  X ;  Go  to  Roll  Result  5  
   
  You  are  ambushed  by  two  grinning  Bounty  Hunters  R110 .   Initiative  R110c .  
  Bounty  Hunter:  Finesse :  2;  Weapon :  Rifle ♥ ;  Loot  Suit : X  (Table  D1)  
  Bounty  Hunter:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
   
  If  you  win  the  combat,  Bounty  Suit  up  one.   
  Go  to  Roll  Result  6  
  5  
  The  affluent  man  pays  you  $250.  
  6  
  The  affluent  man  is  ecstatic  of  your  success.  
  He  gives  you  $250  +  Loot  Suit : ♠ (Table  D1).  
   
  E059    -  Treasure  Map  
                                   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  The  treasure  is  hidden  in  a  large  cemetery.   
  roll  a  D6  to  determine  the  location  of  the  cemetery:   
  1-   3,4;  2-   19,17;  3-   17,17;  4-   7,4;  5-   3,18;   6-   10,18   
  Record  “Hex#/treasure/E119”  under  your  Points  of  Interest  R102 .  
  2-3  
  The  treasure  is  hidden  in  an  ancient  tomb.  
  Roll  a  D6  to  determine  the  hex  of  the  tomb:   
  1-  1,2;  2-  4,2;  3-  15,0;  4-  5,6;  5-  14,8;  6-  8,11  
  Record  “Hex#/Tomb/E158”  under  your  Points  of  Interest  R102 .  
  4-5  
  The  treasure  is  hidden  in  a  large  cemetery.   
  roll  a  D6  to  determine  the  direction  of  the  cemetery:   
  1- N;  2- NE;  3- SE;  4- S;  5- SW;   6- NW   
  Then  roll  a  D6  to  determine  how  many  hexes  away.  
  Record  “Hex#/treasure/E119”  under  your  Points  of  Interest  R102 .  
  6  
  The  treasure  is  hidden  in  an  ancient  tomb.  
  Roll  a  D6  to  determine  the  direction  of  the  tomb:   
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW  
  Then  roll  a  D4  to  determine  how  many  hexes  away.  
  Record  “Hex#/Tomb/E158”  under  your  Points  of  Interest  R102 .  
   
   
  43  
  
   
   
  E060    -  If  you  are  on  a  Desert  hex;  E093  
    
  High  Rivers  
  The  surrounding  rivers  are  too  high  to  cross  today.   
  You  are  forced  to  move  to  an  adjacent  hex.   
  Roll  a  D6  to  determine  which  adjacent  hex  you  end  on:   
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW  
  Roll  on  the  Event  Table  (Table  A).   
    
  E061    -  Information  
                          Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  +1  Karma.   He  tells  you  a  convincing  lie  and  leaves.  
  2  
  He  was  only  delaying;  E155  
  3-4  
  He  hands  you  an  old  map  and  leaves;  E059  
  5  
  E204  
  6  
  He  tells  you  his  co-conspirator  has  swindled  him.  
  He  tells  you  about  a  ruthless  businessman.  
  Record  “Hex#any  town/Businessman/E238”  under  your  Points  of  Interest  R102 .  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  44  
  
   
   
   
   
   
   
  E062    -  Revolution  
  You  have  rescued  the  leader  from  the  prison.   Roll  a  D6:  
  Roll  Result  
  D6  
    Outcome  
  1  
  If  your  Bounty  Suit  is   X ,  go  to  Roll  Result  7  
   
  You  get  ambushed  by  two  darkly  dressed  Bounty  Hunters  R110 .   Initiative  R110f .  
  Bounty  Hunter:  Finesse :  2;  Weapon :  Rifle ♥ ;  Loot  Suit : X  (Table  D1)  
  Bounty  Hunter:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :  
   
  If  you  win  the  combat,  Bounty  Suit  up  one.   
  Go  to  Roll  Result  5  
  2  
  +1  Karma.   You  are  thanked  as  you  leave.  
  Later  that  day;  E147  
  3  
  You  are  thanked  and  given  a  sacred  vestige;  E047  
  4  
  You  are  given  stolen  gold  as  thanks;  E040  
  5  
  You  spend  time  with  the  leader.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♦ /Hunch-2 ) R111 .  
  PASS  =   Go  to  Roll  Result  6   
   
  FAIL  =  +1  Karma.   You  are  thanked  and  provided  food  and  shelter.  
  You  (and  any  partners)  heal  one  Wound  Level;  E234  
  6  
  The  rescue  helped  expose  the  government's  corruption,  and  soon  after,  changes  were  made  for  the  
  better  for  all  the  people  of  the  country.  
   
  The  leader  falls  in  love  with  you  and  you  with  her.   
  You  both  decide  to  put  away  your  guns  and  focus  on  a  simpler  life.  
  You  both  live  happily  ever  after  in  the  village  tending  cattle  with  your  many  children.  
  You  win  the  game.  
  7  
  Roll  a  D6:  
  Roll  Result  
  D6  
    Outcome  
  1  
  +1  Karma.   You  are  thanked  as  you  leave.  
  Bounty  Suit  up  one.  
  Later  that  day;  E147  
  2-3  
  Bounty  Suit  up  one.  
  You  are  thanked  and  given  a  necklace;  E047  
  4-5  
  You  spend  time  with  the  leader.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♦ /Hunch-2 ) R111 .  
  PASS  =   Go  to  Roll  Result  6   
   
  FAIL  =  +1  Karma.   You  are  thanked  and  provided  food  and  shelter.  
  You  (and  any  partners)  heal  one  Wound  Level;  E234  
   
   
  45  
  
   
  6  
  The  rescue  helped  expose  the  government's  corruption,  and  soon  
  after,  changes  were  made  for  the  better  for  all  the  people  of  the  
  country.  
   
  The  leader  falls  in  love  with  you  and  you  with  her.   
  You  both  decide  to  put  away  your  guns  and  focus  on  a  simpler  life.  
  You  both  live  happily  ever  after  in  the  village  tending  cattle  with  your  
  many  children.  
  You  win  the  game.  
   
   
  E063    -  Escape  
  The  escort  thanks  you  graciously.  
  She  explains  that  the  man  you  killed  is  the  son  of  a  politician  and  you  need  to  get  out  of  town,  fast.  
  Attempt  a  Hunch  skill  test( Table  C/ ♦ /Hunch-2 ) R111 .  
  PASS  =  You  slip  out  of  town  after  you  ensure  the  girls  safety.  
  Move  to  any  adjacent  hex.  
  Roll  on  the  Event  Table  (Table  A).  
   
  FAIL  =  You  quietly  saddle  up  and  make  your  way  out  of  town.   Roll  a  D6:  
  Roll  Result  
  D6  
    Outcome  
  1  
  You  are  placed  at  the  scene  of  the  crime;  E134  
  2  
  You  are  placed  at  the  scene  of  the  crime.  
  Bounty  Suit  up  two.  
  3-4  
  You  are  placed  at  the  scene  of  the  crime.  
  Bounty  Suit  up  one.  
  5  
  A  lawman  arrives  at  the  scene  and  spots  you;  E155  
  6  
  You  hide  out  in  the  saloon;  R106  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  46  
  
   
  E064    -   Captain  
  After  some  questioning,  you  are  brought  before  the  captain.  Roll  a  D6:  
  Roll  Result  
  D6  
    Outcome  
  1  
  He  is  far  too  drunk  and  dismisses  you.  
  Roll  on  the  Event  Table  (Table  A)  
  2  
  He  likes  you  and  shares  his  fresh  crate  of  whiskey  with  you;  E128  
  3  
  A  blitz  by  the  opposition.   
  There  is  a  hail  of  gunfire  from  every  direction.  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♥ /Finesse-2 ) R111 .  
  PASS  =  +1  Karma.   You  escape  the  bombardment  with  just  a  mild  dusting.  
   
  FAIL  =   Roll  to  determine  any  damage  for  you  and  then  each  partner  (Table  B/♠) .  
  4  
  +1  Karma.   He  thanks  you  for  your  service.  
  5  
  You  deliver  the  letter  and  after  some  discussion  the  captain  convinces  you  to  serve  your  country.  
  He  sends  you  on  a  secret  mission  to  destroy  a  bridge.  
  Roll  a  D6  to  determine  the  direction  of  the  bridge:  
    1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW   
  and  then  roll  a  D4,  to  determine  how  many  hexes  away.  
  Record  “Hex#/bridge/E193“  under  your  Points  of  Interest  R102 .   
  6  
  He  reads  the  letter  and  is  excited  about  its  contents.   
  You  (and  any  partners)  heal  one  Wound  Level;  E010  
   
  E065    -  Traveling  Circus   
    A  caravan  of  stage  coaches  approaches,  it  appears  to  be  a  traveling  circus.   
  You  may  rob  them  or  be  friendly.   
  If  you  decide  to  rob  them;  E105  
  If  you  decide  to  be  friendly;  E037  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  47  
  
   
  E066    -   Burlesque  Show  
  The  show  is  loud  with  the  sounds  of  a  banging  piano,  whistling  and  laughter.   Roll  a  D6:  
  Roll  Result  
  D6  
    Outcome  
  1  
  You  spend  the  evening  drinking  and  whistling  at  the  dancers;  E128  
  2  
  You  flirt  with  a  dancer  and  one  of  the  patrons  gets  jealous;  E148  
  3  
  If  your  Bounty  Suit  is  ♠  you  are  spotted  and  the  authorities  give  chase;  E155  
   
  +1  Karma.   You  stay  for  awhile  but  soon  leave  to  find  a  quieter  place  for  a  drink.  
  You  go  to  the  saloon;  R106  
  4  
  You  get  to  know  an  exotic  belly  dancer.  
  She  asks  you  to  come  visit  her  one  day.  
  Roll  a  D6  to  determine  hex  of  the  home:   
  1-  19,9;  2-  15,8;  3-  18,14;  4-  17,16;  5-  16,14;  6-  14,13  
  Record  the  “Hex#/women/E008”  under  your  Points  of  Interest  R102 .   
  5  
  You  get  to  know  one  of  the  dancers.   
  She  asks  you  to  come  visit  her  one  day.  
  Roll  a  D6  to  determine  direction  of  dancers  home:   
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW   
  and  then  the  D6  again  to  determine  how  many  hexes  away.  
  Record  “Hex#/Dancers  home/E112”  under  your  Points  of  Interest  R102 .  
  6  
  While  everyone  is  distracted  by  the  show,  you  rob  the  dancers  coffers.   
  Loot  Suit : ♥ (Table  D1).   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  48  
  
   
  E067    -  Sisters  Medicine  
  You  arrive  at  the  sisters  house  to  deliver  the  medicine.   Roll  a  D6:  
  Roll  Result  
  D6  
    Outcome  
  1  
  You  are  too  late,  the  sister  has  died;  E007  
  2  
  Her  appearance  is  emaciated  and  her  flesh  decayed.   
  As  soon  as  she  sees  you,  she  pounces  R110 .   Initiative  R110b .  
  Rabid  Women:  Finesse :  2;  Weapon :  Bite X *;  Loot  Suit :    ♦ (Table  D1)  
   
  *If  she  successfully  inflicts  any  Wound  Level,  you  (or  a  partner)  are  dead.  
   
  If  you  win  the  combat,  Bounty  Suit  up  one.  
  3  
  The  house  has  been  taken  over  by  murdering  bandits  R110 .   Initiative  R110b .  
  Bandit:  Finesse :  3;  Weapon :  Pistol ♦ ;  Loot  Suit : ♦ (Table  D1)  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
  Bandit:  Finesse :  1;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
   
  If  you  win  the  combat,  go  to  Roll  Result  4  
  4  
  She  is  dead.  
  You  search  the  home  for  anything  of  value.   
  Attempt   a  Hunch  skill  test  ( Table  C/ ♦ /Hunch-1 ) R111  
  PASS  =  Loot  Suit :  ♣(Table  D1).  
   
  FAIL   =  +1  Karma.   You  find  nothing  of  value  and  leave.   
  Roll  on  the  Event  Table  (Table  A).  
  5  
  You  deliver  the  medicine.  
  She  pays  you  $35  +  E206   
  6  
  You  deliver  the  medicine.  
  She  already  feels  better  and  gives  you  the  $35  plus  food  and  shelter  for  the  
  night.  
  You  (and  any  partners)  heal  two  Wound  Levels;  E234  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  49  
  
   
  E068    -    If  on  a  Marshland  hex;  E200   
   
  Comanches  
  Comanches  on  horseback  observe  you  from  afar.   Roll  a  D6:  
  Roll  Result  
  D6  
    Outcome  
  1  
  If  you  have  a  ‘Yellow  Trinket’  go  to  Roll  Result   5  
   
  They  attack  you  R110 .   Initiative  R110f .  
  Warrior:  Finesse :  3;  Weapon :  Bow ♣;  Loot  Suit :-  
  Warrior:  Finesse :  2;  Weapon :  Bow ♣;  Loot  Suit :-   
  2  
  If  you  have  a  ‘Yellow  Trinket’  go  to  Roll  Result   6  
   
  Ambush!  
  A  flail  of  arrows  comes  from  all  directions.  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♦ /Finesse-2 ) R111 .   
  PASS  =  +1  Karma.  You  evade  the  assault.  
   
  FAIL  =  Roll   (Table  B/ ♥ )  for  you  and  each  partner  to  determine  
  any  damage.  
  3  
  They  quietly  observe  you  and  then  ride  off.  
  Roll  on  the  Event  Table  (Table  A).  
  4  
    They  quietly  observe  you  and  ride  off.  
  Shortly  after;  E086  
  5  
  +1  Karma.   They  quietly  observe  you  and  ride  off.  
  6  
  They  ride  up  to  you.  
  Attempt  a  Hunch  Skill  test  (Table  C/ ♠/Hunch-1)   R111 .  
  PASS  =They  like  you  and  have  you  follow  them;  E051   
   
  FAIL  =  +1  Karma.   They  lose  interest  and  leave.  
  Roll  on  the  Event  Table  (Table  A).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  50  
  
   
  E069    -   Young  Man  
  You  cross  paths  with  a  delirious  young  man  who  is  mumbling  to  himself.   Roll  a  D6:  
  Roll  Result  
  D6  
    Outcome  
  1  
  He  ignores  you  and  continues  on  his  way.  
  Later  that  day;  E022  
  2  
    He  is  stricken  with  a  terrible  contagious  disease.   
  Attempt  a  Hunch  skill  test  (Table  C/ ♦ /Hunch-1)   R111 .  
  PASS  =   You  avoid  getting  too  close  and  scuttle  off;  E007  
   
  FAIL  =   Your  body  is  unable  to  fight  off  the  disease.   
  You  have  an  uncomfortable  death.   
  You  are  dead.  
  3  
  When  you  address  him,  he  tries  to  shoot  you.  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♦ /Finesse-2 ) R111 .  
  PASS  =  You  get  the  gun  from  him  in  time.   
  Go  to  Roll  Result  5   
   
  FAIL  =  He  gets  off  a  shot  and  runs  away.   
    Roll  to  determine   any  damage  for  you  and  then  each  partner  ( Table  B/ ♦ ) .  
  4  
  You  confront  him.  
  Attempt  a  Hunch  Skill  Test  ( Table  C/ ♦ /Hunch-2 ) R111 .   
  PASS  =  He  comes  to  his  senses.   
  He  explains  his  family  is  being  harrassed  by  Bandits.  
  Roll  a  D6  to  determine  which  adjacent  hex  the  family  can  be  found:  
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW.  
  Record  “Hex#/Raid  on  home/E166”  under  your  Points  of  Interest  R102 .   
   
  FAIL  =  +1  Karma.   His  eyes  are  empty,  there  is  no  getting  through  to  him.   
  He  wanders  off;  E098   
  5  
  You  confront  him.  
  Attempt  a  Hunch  Skill  Test  ( Table  C/ ♦ /Hunch-1 ) R111 .   
  PASS  =  He  comes  to  his  senses.   
  He  explains  his  sister  is  going  to  be  hung.  
  Record  “Hex#Any  Town/Hangwomen/E102”  under  your  Points  of  Interest  R102 ;  E234  
   
  FAIL  =  +1  Karma.   His  eyes  are  empty,  there  is  no  getting  through  to  him.   
  He  wanders  off.  
  Roll  on  the  Event  Table  (Table  A).  
  6  
  He  comes  to  his  senses.   
  He  has  no  one,  you  may  let  him  join  you  as  a  partner  R131 .  
  Young  Man:  Finesse :  1;  Weapon :  Pistol ♦ ;  Loot  Suit : X (Table  D1).  
   
   
   
   
   
   
   
   
   
   
  51  
  
   
  E070    -  Plant  
  You  search  for  the  medicinal  plant.   Roll  a  D6:  
  Roll  Result  
  D6  
    Outcome  
  1  
  +1  Karma.   There  is  no  sign  of  the  plant.  
  Roll  on  the  Event  Table  (Table  A).  
  2  
  You  give  up  searching  for  the  plant.  
  Some  time  later;  E022  
  3-4  
  You  look  for  the  plant.  
  Attempt  a  Hunch  Skill  Test  ( Table  C/ ♠/Hunch-1 ) R111 .  
  PASS  =  You  locate  and  uproot  the  plant.   
  Record  “Hex#any  town/plant/E116”  under  your  Points  of  Interest  R102 .  
   
  FAIL  =  +1  Karma.   You  are  unable  to  find  the  plant.  
  Roll  on  the  Event  Table  (Table  A).  
  5  
  You  look  for  the  plant.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-1 ) R111 .  
  PASS  =  You  locate  and  uproot  the  plant.   
  Record  “Hex#any  town/plant/E116”  under  your  Points  of  Interest  R102 .  
   
  FAIL  =   You  are  unable  to  find  the  plant;  E095  
  6  
  You  find  the  plant.  
  Record  “Hex#any  town/plant/E116”  under  your  Points  of  Interest  R102 .  
   
  E071    -  Elixir:   As  a  one  time  use,  you  can  use  it  for  a  Heal  Action  ( R101c ).   
  Record  “Elixir  (Healing)”  under  your  Equipment.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  52  
  
   
  E072    -  Abandoned  Plantation  
  You  set  up  camp  at  an  old  abandoned  plantation.   Roll  a  D6:  
  Roll  Result  
  D6  
    Outcome  
  1  
  The  house  is  eerily  quiet;  E215  
  2  
  You  are  attacked  by  a  deranged  recluse  R110 .   Initiative  R110f .  
    Deranged  Recluse:  Finesse :  2;  Weapon :  Axe ♦ ;  Loot  Suit :  X (Table  D1)  +  E123  
  3  
  You  are  plagued  with  horrific  dreams.   
  Attempt  a  Hunch  skill  test  ( Table  C/ ♦ /Hunch-2 ) R111 .  
  PASS  =  You  awaken  lying  in  a  pool  of  sweat.  
    
  FAIL  =  You  wake  up  with  bloodied  hands.  
  A  partner  of  your  choice  is  dead;  E007   
  If  you  have  no  partners,  Bounty  Suit  up  one;  E007   
  4  
  There  are  unsavory  bumpkins  skulking  about.  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♦ /Finesse-2 )  R111 .  
  PASS  =  +1  Karma.   You  avoid  being  spotted  and  leave.  
  Roll  on  the  Event  Table  (Table  A).  
   
  FAIL  =  You  are  spotted  R110 .   Initiative  R110d .   
  Bumpkin:  Finesse :  2;  Weapon :  Rifle ♥ ;  Loot  Suit :♣(Table  D1)  
  Bumpkin:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
  Bumpkin:  Finesse :  2;  Weapon :  Knife ♣;  Loot  Suit :-  
   
  If  you  win  the  combat,  Bounty  Suit  up  one.  
  5  
  +1  Karma.   The  house  is  stained  with  remnants  of  a  gruesome  murder.  
  You  find  it  unsettling  and  leave.  
  Roll  on  the  Event  Table  (Table  A).  
  6  
  You  have  a  very  restful  night.  
  You  (and  any  partners)  heal  one  Wound  Level;  E234  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  53  
  
   
  E073    -  Reward  
  You  arrive  at  the  Sheriff's  office  to  collect  the  reward  on  your  bounty.   Roll  a  D6:  
  Roll  Result  
  D6   
  Outcome  
  1  
  If  your  Bounty  Suit  is  ♥  or   ♠;  E103  
   
  The  sheriff  informs  you  it's  the  wrong  man.  
  Later  that  day;  E147   
  2  
  The  sheriff  isn’t  sure  if  its  the  right  man.  
  Attempt  a  Hunch  skill  ( Table  C/ ♦ /Hunch-1 ) R111 .  
  PASS  =  You  convince  him  and  are  given  the  reward  of  $20;  E087  
   
  FAIL  =  The  sheriff  is  convinced  it's  the  wrong  man.  
  You  go  to  the  saloon;  R106   
  3  
  You  are  confronted  by  a  person  from  your  past  looking  for  revenge.  
  Draw!  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♦ /Finesee-2 ) R111 .  
  PASS  =  You  get  off  the  first  shot,  right  between  his  eyes.   
  Go  to  Roll  result  2  
   
  FAIL  =  He  gets  off  the  first  shot,  right  in  your  heart.   
    You  are  dead.  
  4-5  
  The  sheriff’s  office  hands  you  the  reward  of  $20.  
  6  
  His  reward  went  up!   
  You  are  given  $50;  E234  
   
  E074    -  Jewels  
  You  meet  with  a  jeweller  to  sell  your  jewellery.   Roll  a  D6:  
  Roll  Result  
  D6  
    Outcome  
  1  
  You  trade  them  for  a  case  of  whiskey;  E128  
  2  
  +1  Karma.   You  learn  they  are  synthetic  and  therefore  worth  nothing.  
    Shortly  after;  E146  
  3  
  They  aren’t  very  impressive.  
  You  sell  them  for  $5.  
  4  
  Good  quality!   
  You  sell  them  for  $30.  
  You  decide  to  visit  the  town  square;  R104  
  5  
  Very  good  quality!  
    You  sell  them  for  $50.  
  6  
  Excellent  quality!   
  You  sell  them  for  $150.  
   
   
   
   
   
   
   
  54  
  
   
  E075    -   Prisoner  
                      You  are  imprisoned.   
    If  you  are  on  a  Desert  Hex,  roll  a  D4  to  determine  hex  of  prison:   
    1-  5,21;  2-   7,20;  3-   10,21;  4-   17,20.   
  Move  your  token  to  that  hex  and  then  try  to  escape.  
   
  If  you  are  not  on  a  desert  Hex,  roll  a  D4  to  determine  hex  of  prison:   
  1-   1,8;  2-   2,19;  3-   16,7;  4-   14,16.   
  Move  your  token  to  that  hex  and  then  try  to  escape.  
   
  You  try  to  escape.  
  Attempt  a  Hunch  skill  test  ( Table  C / ♠ /Hunch-2 ) R111 .  
  PASS  =  You  escaped  to  an  adjacent  hex.   
  Roll  a  D6  to  determine  which  hex  you  end  on:  
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW.   Then  roll  a  D6:  
  Roll  Result  
  D6  
    Outcome  
  1  
  +1  Karma.   You  escape  but  all  Equipment,  Money,  Partners  and  all  Points  of  Interests  are  gone.  
  2  
  You  escape  but  all  Equipment  and  Points  of  Interests  are  gone.   
  Bounty  Suit  up  one.  
  3  
  You  escape  but  any  Equipment  are  gone.  
  4  
  You  try  to  retrieve  your  belongings  before  leaving  the  prison.  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♥ /Finesse-1 ) R111 .  
  PASS  =  Go  to  Roll  Result  6  
   
  FAIL  =  There  are  too  many  guards.  
  Go  to  Roll  Result  2  
  5  
  You  escape  with  everything  you  had  before  you  were  imprisoned.   
    Bounty  Suit  up  one  
  6  
  You  escape  with  everything  you  had  before  you  were  imprisoned;  E234  
   
   
   
  FAIL  =  You  are  unable  to  escape.   Roll  a  D6:  
  Roll  Result  
  D6  
    Outcome  
  1  
  You  (and  any  partners)  take  a  MW  from  the  terrible  treatment.  
  Go  to  Roll  Result  7  
  2  
  You  (and  any  partners)  take  a  LW  from  the  terrible  treatment.  
  Go  to  Roll  Result  7  
  3-4  
  You  are  tortured  by  the  guards.  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♥ /Finesse-1 ) R111 .  
  PASS  =  You  endure  the  pain,  go  to  Roll  Result  7   
   
  FAIL  =  Go  to  Roll  Result  2  
   
   
  55  
  
   
  5-6  
  An  opportunity  to  escape!  
  Roll  on  the  PASS  result  Table.  
  7  
  You  try  to  escape  again.  
  Attempt  the  Hunch  skill  test  again.  
   
  E076    -  Fortune  Teller  
  You  meet  a  fortune  teller.   
  She  invites  you  into  her  tent  and  begins  to  stare  deeply  into  a  crystal  ball.   Roll  a  D6:  
  Roll  Result  
  D6  
    Outcome  
  1  
  If  you  have  a  “Red  Trinket”  go  to  Roll  Result  5  
   
  -1  Karma.   Your  future  is  cloudy.  
  2  
  She  sees  a  person  from  your  past,  relevant  to  your  future.  
  Record  “Hex#any  town/Person/E146”  under  your  Points  of  Interest  R102 .  
  3  
  +1  Karma.   Your  future  is  rich  with  friendships;  E234    
  4  
  Your  future  is  calm  and  peaceful.  
  That  night  you  have  a  good  rest.  
  You  (and  any  partners)  heal  one  Wound  Level.  
  5  
  +1  Karma.   Your  future  is  full  of  love.  
  That  night  you  have  a  good  rest.  
  You  (and  any  partners)  heal  one  Wound  Level.  
  6  
  You  rob  the  fortune  teller.  
    Bounty  Suit  up  one.   
    Loot  Suit : ♥ (Table  D1).   
   
  E077    -  If  you  do  not  have  any  partners;  E234  
   
  Discord  
  There  is  conflict  within  your  posse.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  +1  Karma.   There  is  much  in  fighting   and  it  has  become  unresolvable.   
  You  part  ways.   
  Remove  a  partner  of  your  choice  from  your  Tracking  Sheet.  
  2  
  The  disagreement  intensifies.  
  Perform  a  part  ways  action  with  a  partner  of  your  choice ;  R101d  
  3-4  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-1 ) R111 .  
  PASS  =  Go  to  Roll  Result  5  
   
  FAIL  =  Go  to  Roll  Result  2  
  5  
  You  are  able  to  placate  the  situation  and  you  all  stay  together;  E234  
  6  
  +1  Karma.   You  are  able  to  placate  the  situation  and  you  all  stay  together;  E234  
   
   
   
  56  
  
   
  E078    -  Spiritual  Journey  
  You  join  the  chief  in  a  sweat  lodge.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  You  have  visions  of  a  wounded  buffalo;  E007  
  2  
  You  find  the  experience  to  be  relaxing  but  trivial.  
  Later  that  day;  E022  
  3  
  You  have  visions  of  an  elk  standing  in  a  stream.   
  You  heal  one  Wound  Level;  E234  
  4  
  +1  Karma.   You  have  visions  of  a  loon  observing  a  snake.  
  You  heal  two  Wound  Levels.   
  5  
  You  look  inward.   
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-2 ) R111 .   
  PASS  =  Go  to  Roll  Result  6  
   
  FAIL  =  Roll  again  on  this  Table.  
  6  
  It  has  changed  you.  
  You  have  discovered  inner  peace  and  purpose.   
  For  the  rest  of  your  days  you  stay  and  live  with  the  comanches  as  they  live.  
  They  embrace  you  as  kin.  
  You  win  the  game.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  57  
  
   
  E079    -  Defeated  Brigands  
              The  passengers  all  sigh  in  relief.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  +1  Karma.   The  passengers  all  thank  you.  
   
  Finally,  exit  train  by  placing  your  token  on  any  other  hex  with  a  railroad;  E022   
  2  
  A  lady  is  smitten  with  your  bravery.  
  She  invites  you  to  come  by  and  watch  her  Burlesque  Show  some  time.  
  Record  “Hex#any  town/Burlesque  Show/E066”  under  your  Points  of  Interest  R102 .  
    
  Finally,  exit  train  by  placing  your  token  on  any  other  hex  with  a  railroad.  
  3  
  A  young  lady  is  transporting  her  murdered  father  for  burial.  
  She  wants  to  hire  you  to  kill  the  man  who  murdered  him.  
  She  will  pay  you  $50  on  its  completion.  
  Roll  a  D6  to  determine  the  direction  the  man  was  last  seen:  
    1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW   
  and  then  roll  a  D6,  to  determine  how  many  hexes  away.   
   
  Record  the  “Hex#/Bounty/E168”  under  your  Points  of  Interest  R102 .  
   
  Finally,  exit  train  by  placing  your  token  on  any  other  hex  with  a  railroad.  
  4  
  A  politician  onboard  expresses  his  gratitude.   
  Lower  Bounty  Suit  by  one.  
   
  Finally,  exit  train  by  placing  your  token  on  any  other  hex  with  a  railroad.  
  Roll  on  the  Event  Table  (Table  A).  
  5  
  An  affluent  man  introduces  himself  and  offers  you  a  job.   
  He  asks  for  you  to  “persuade”  an  old  man  to  leave  his  land.   
  He  will  pay  you  $50  when  completed.  
  Roll  a  D6  to  determine  hex  of  old  man:   
  1- 6,10;  2- 17,9;  3- 18,20;  4- 8,16;  5-  7,18;  6-  14,13  
  Write  down  “Hex#/old  man/E104”  under  your  Points  of  Interest  R102 .  
   
  Finally,  exit  train  by  placing  your  token  on  any  other  hex  with  a  railroad.  
  6  
  A  charming  widow  introduces  herself  and  asks  you  to  escort  her  to  her  manor.   
  Roll  a  D4,  to  determine  Hex  of  her  home:   
  1-  2,2;  2-  18,3;  3-   5,17;  4-  16,10  
    If  you  accept,  record  “Hex#/Widow/E050”  under  your  Points  of  Interest  R102 .  
   
  Finally,  exit  train  by  placing  your  token  on  any  other  hex  with  a  railroad.  
   
   
   
   
   
   
   
   
   
   
   
   
   
  58  
  
   
  E080    -  Information  
  He  tells  you  a  story.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  He  tells  you  a  convincing  lie  and  then  rides  off.  
  Later  that  day;  E103  
  2  
    He  tells  you  a  convincing  lie  and  then  rides  off  to  the  authorities.  
  Bounty  Suit  up  one.  
  3  
  +1  Karma.   He  tells  you  a  convincing  lie  and  then  rides  off.   
  4  
  You  interrogate  him  further.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-2 ) R111 .  
  PASS  =  He  summits  and  tells  you  the  truth.   
  Go  to  Roll  Result  6 .  
   
  FAIL  =  He  tells  you  a  convincing  lie  and  then  rides  off;  E234  
  5  
  He  informs  you  of  a  corrupt  mayor  and  provides  you  with  evidence  to  prove  it.   
  It  could  be  profitable  to  confront  him.  He  then  rides  off.  
  Record  “Hex#any  town/Confront  Mayor/E144”  under  Points  of  Interest  R102 .  
  6  
  You  don’t  believe  him  but  you  agree  to  let  him  pay  for  his  freedom.  
  Loot  Suit : ♥ (Table  D1)  +  $10  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  59  
  
   
   
  E081    -  Land  Negotiations  
  You  arrive  for  the  meeting  between  the  chief  and  government  officials.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  Unfortunately,  you  are  late  and  the  chief  lays  dead;  E007   
  2  
  It  becomes  very  heated  and  you  need  to  intervene.  
    Attempt  a  Hunch  skill  test   (Table  C/ ♥ /Hunch-1)   R111 .  
  PASS  =  Everybody  calms  down  and  goes  their  separate  ways.  
   
  FAIL  =  Soldiers  draw  their  weapons  R110 .     Initiative   R110b .  
  Soldier:  Finesse :  2;  Weapon :  Rifle ♥ ;  Loot  Suit : -  
  Soldier:  Finesse :  2;  Weapon :  Rifle ♥ ;  Loot  Suit : -  
   
  If  you  win  the  combat,  Bounty  Suit  up  one.  
  3  
    It  becomes  a  little  heated  but  it  ends  well  enough.   
  Later  that  day;  E022  
  4  
  +1  Karma.   It  becomes  a  little  heated  but  it  ends  well  enough;  E234   
  5  
  During  the  negotiations  you  sneak  off  and  rob  the  officials  wagon:  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♥ /Finesse-1 ) R111 .  
  PASS  =  You  find  a  chest.   
  Loot  Suit : ♥ (Table  D1).  
   
  FAIL  =   You  are  noticed  and  flee.   
  Bounty  Suit  up  two.  
  6  
  The  negotiations  end  well  for  both  parties.   
  The  Chief  has  grown  very  fond  of  you  and  sees  your  inner  struggles.   
  He  invites  you  to  join  him  on  a  spiritual  journey  in  a  special  place.  
  Roll  a  D4  to  determine  Hex  of  ‘special  place’:   
  1-  1,1;  2-  14,1;  3-   0,14;  4-  10,11  
  Record  “Hex#/spiritual  journey/E078”  under  your  Points  of  Interest  R102 .  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  60  
  
   
  E082    -  If  you  do  not  have  a  partner;  E234  
   
  Quarrell  
  One  of  your  partners  takes  sudden  issue  with  your  leadership.   
  Choose  a  partner  and  roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  +1  Karma.   The  partner  wants  more  money;  R113  
  2  
  Attempt  a  Hunch  Skill  Test  ( Table  C/ ♠ /Hunch-1 ) R111 .  
  PASS  =  You  placate  the  situation  and  you  all  ride  on.  
   
  FAIL  =  The  partner  wants  more  money;  R113  
  3  
  Attempt  a  Hunch  Skill  Test  ( Table  C/ ♥ /Hunch-2 ) R111 .  
  PASS  =  You  placate  the  situation  and  you  all  ride  on.  
  Roll  on  the  Event  Table  (Table  A).   
   
  FAIL  =  Perform  a  Part  Ways  action,  with  this  partner;  R101d  
  4  
  Attempt  a  Hunch  Skill  Test  ( Table  C/ ♥ /Hunch-1 ) R111 .  
  PASS  =  You  placate  the  situation  and  you  all  ride  on;  E234  
   
  FAIL  =  You  are  unable  to  come  to  an  agreement;  R112  
  5  
  Attempt  a  Hunch  Skill  Test  ( Table  C/ ♦ /Hunch-1) R111 .  
  PASS  =  +1  Karma.   You  placate  the  situation  and  you  all  ride  on;  E234  
   
  FAIL  =  Perform  a  Part  Ways  action  with  this  partner;  R101d  
  6  
  +1  Karma.   You  placate  the  situation;  E234  
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  61  
  
   
  E083    -   Mansion  
  You  arrive  at  the  affluent  man’s  mansion  to  receive  payment.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  The  old  man  is  there  and  he  has  killed  the  Affluent  man.   
  He  then  turns  the  gun  on  himself.  
  Bounty  Suit  up  two;  E007   
  2  
  The  affluent  man  is  being  arrested.   
  Bounty  Suit  up  one;  E234   
  3  
  If  your  Bounty  Suit  is   X ,  go  to  Roll  Result  4  
   
  You  are  cut  off  by  a  steely-eyed  Bounty  Hunter  R110 .   Initiative  R110c .  
  Bounty  Hunter:  Finesse :  3;  Weapon :  Pistol ♦ ;  Loot  Suit : ♦ (Table  D1)  
   
  If  you  win  the  combat,   Bounty  Suit  up  one.   
  Go  to  Roll  result  4  
  4  
  +1  Karma.   You  are  paid  the  promised  $50;  E095  
  5  
  He  is  pleased  to  hear  you  have  succeeded.   
  Attempt  a  Hunch  skill  test   (Table  C/ ♥ /Hunch-1)   R111 .  
  PASS  =  Go  to  Roll  Result  6  
   
  FAIL  =  He  pays  you  $50.  
  6  
  He  pays  you  $50.  
  He  offers  you  another  job  worth  $250  but  it’s  far  more  risky.   
  If  you  accept  the  job;  E110  
   
  If  you  don’t  accept  the  job,  +1  Karma.   
  Bounty  Suit  goes  down  one.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  62  
  
   
  E084    -  Monk  
  You  arrive  to  receive  your  payment  from  the  monk.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  +1  Karma.   The  monk  has  been  shot  dead;  E007  
  2  
  The  monks  bandit  brother  is  here  and  he  has  murdered  him.  
  He  attacks  you  R110 .   Initiative  R110e .  
  Monks  Brother:  Finesse :  3;  Weapon :  Pistol ♦ ;  Loot  Suit :   ♥ (Table  D1).  
   
  If  you  win  the  combat,  Bounty  Suit  up  one;  E095  
  3  
  +1  Karma.   The  monk  is  in  tears.   
  His  brother  returned  and  robbed  him.   
  He  apologizes,  as  he  cannot  pay  you.  
  Roll  on  the  Event  Table  (Table  A).   
  4  
  The  monk  thanks  you  for  returning  his  brother.  
    He  pays  you  the  promised  $15.  
  Roll  on  the  Event  Table  (Table  A).   
  5  
  The  monk  thanks  you  for  returning  his  brother.  
  He  pays  you  the  promised  $15  along  with  a  blessing,  food  and  shelter.  
  +1  Karma.   You  (and  any  partners)  heal  two  Wound  Levels;  E234  
  6  
  The  Monk  is  there  with  his  brother  and  they  are  happy.  
  The  monk  pays  you  the  $15  along  with  a  blessing,  food  and  shelter.  
  +1  Karma.   You  (and  any  partners)  heal  two  Wound  Levels.  
  The  Monks  brother  also  gives  you  all  his  remaining  wealth  for  ‘saving  him’.   
  Loot  Suit: ♠(Table  D1).   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  63  
  
   
   
  E085    -   Hideout  
  Attempt  a  Hunch  Skill  Test  ( Table  C/ ♦ /Hunch-2 ) R111 .  
  FAIL  =  You  are  unable  to  locate  the  Hideout.  
  Roll  on  the  Event  Table  (Table  A).  
   
  PASS  =  You  have  found  the  hideout.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  If  you  have  a  Green  Trinket,  go  to  Roll  Result  4  
   
  You  get  ensnared  in  a  trap  and  the  Bandits  use  you  as  target  practice.   
  You  are  dead.  
  2  
  You  investigate  the  hideout.  
  Attempt  a  Hunch  Skill  Test  ( Table  C/ ♥ /Hunch-1 ) R111 .  
  FAIL  =  Go  to  Roll  Result  3  
   
  PASS  =  You  maneuver  past  some  traps.   
  Reroll  on  this  table  again.  
  3  
  There  are  Bandits  celebrating.   
  Attempt  a  Finesse  Skill  Test  ( Table  C/ ♥ /Finesse-1 ) R111 .  
  PASS  =  You  sneak  past  everyone,   find  their  stash  and  then  leave.   
  Loot  Suit : ♥ (Table  D1).   
   
  FAIL  =  You  are  spotted  and  three  Bandits  attack   R110 .   Initiative  R110c .  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit : ♦ (Table  D1)  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
  Bandit:  Finesse :  2;  Weapon :  Knife ♣;  Loot  Suit :-  
     
  If  you  win  the  combat,  the  rest  of  the  Hideout  is  made  aware  of  your  presence.  
  Attempt  a  Finesse  Skill  Test  ( Table  C/ ♣ /Finesse-2 ) R111 .  
    PASS  =  You  escape  before  more  find  you;  E095  
   
     FAIL  =  They  spend  the  evening  celebrating  around  your  lifeless  body.   
  You  are  dead.  
  4  
  Attempt  a  Finesse  Skill  Test  ( Table  C/ ♥ /Finesse-1 ) R111 .  
  PASS  =  You  sneak  past  everyone,   find  their  stash  and  then  leave.   
  Loot  Suit : ♥ (Table  D1).  
   
  FAIL  =  You  are  spotted  and  three  Bandits  attack   R110 .   Initiative  R110c .  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :♣ (Table  D1).  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
  Bandit:  Finesse :  2;  Weapon :  Knife ♣;  Loot  Suit :-  
  5  
  If  you  have  a  Green  Trinket,  go  to  Roll  Result  7  
   
  A  Bandit  spots  you.  
  Attempt  a  Hunch  Skill  Test  ( Table  C/ ♦ /Hunch-1 ) R111 .  
  PASS  =  You  convince  him  you  want  to  join  their  gang.   
    He  takes  you  to  the  Leader;  E099  
   
  FAIL  =  He  doesn’t  like  you.   You  are  forced  to  turn  around  and  leave.   
  Move  to  any  adjacent  hex  and  then  roll  on  the  Event  Table  (Table  A).  
   
   
  64  
  
   
  6  
  All  the  Bandits  must  be  out  on  a  raid,  you  easily  find  their  stash.   
  You  find  Loot  Suit : ♠(Table  D1).   
  7  
  A  bandit  spots  you  approaching  the  hideout.  
  He  takes  you  to  his  leader;   E099  
   
  E086    -  Wagon  
  A  Wagon  appears  over  the  horizon.   Roll  a  D10:  
  Roll  Result  
  D10  
  Outcome  
  1  
  +1  Karma.   It  is  lead  by  a  family  with  a  contagious  disease.   
  Attempt  a  Hunch  skill  test  ( Table  C/ ♦ /Hunch-2 ) R111 .  
  PASS  =  You  quickly  notice  they  are  diseased  and  move  on.  
  Roll  on  the  Event  Table  (Table  A).  
   
  FAIL  =  You  get  to  close  and  have  caught  the  deadly  disease.  
  You  spend  your  remaining  days  in  isolation  and  discomfort.   
  You  are  dead.   
  2  
  If  you  are  not  on  a  grassland  hex;  E022  
   
  The  wagon  is  followed  by  thousands  of  Cattle.   
    You  startle  the  cattle  and  then  a  stampede  breaks  out.  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♥ /Finesse-2 ) R111 .  
  PASS  =  You  dodge  the  stampede.   
  Move  to  any  adjacent  hex.  
  Roll  on  the  Event  Table  (Table  A).  
   
  FAIL  =  Roll  to  determine  any  damage  for  you  and  then  each  partner  (Table  B/ ♥ ) .  
  3  
  It  is  a  medical  wagon  accompanied  by  a  large  regiment  of  soldiers.  
  Attempt  a  Finesse  Skill  Test  ( Table  C/ ♥ /Finesse-2 ) R111 .  
  PASS  =  +1  Karma.   You  evade  the  regiment.  
  Roll  on  the  Event  Table  (Table  A).  
   
  FAIL  =  You  are  spotted;  E004  
  4  
  It  is  a  family  and  they  are  being  assaulted  by  three  Ruffians.  
  You  can  help  the  family  or  avoid  the  confrontation.  
  If  you  decide  to  help  the  family;  E127  
  If  you  decide  to  avoid  the  confrontation  and  you  have  a  partner(s);  E082   
  If  you  decide  to  avoid  the  confrontation  and  you  don’t  have  a  partner(s);  E007  
  5  
  It  is  a  family  of  farmers  moving  goods.  
  You  can  rob  them  or  you  can  be  friendly.  
   
  If  you  rob  them;  E005  
  If  you  are  friendly;  E106  
  6  
  The  wagon  has  a  broken  wheel.   
  You  provide  assistance.  
  Roll  a  Hunch  skill  test  ( Table  C/ ♦ /Hunch-2 ) R111 .  
  PASS  =  You  get  the  wheel  back  in  place.   
  Go  to  Roll  Result  9  
   
  FAIL  =  he  thanks  you  for  trying.  
  Roll  on  the  Event  Table  (Table  A).  
   
   
  65  
  
   
  7  
  It  is  a  traveling  doctor.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  +1  Karma.   He  is  in  a  hurry  and  rides  on  by.  
  Later  in  the  day;   E022  
  2  
  You  rob  him.  
  Bounty  Suit  up  one.  
  Loot  Suit :♣ (Table  D1).   
  3  
  He  offers  to  tend  to  your  (and  any  partners)  wounds.  
   
  He  will  heal  one  Wound  Level  for   $4.00  per  character.  
  He  will  heal  two  Wound  Levels  for  $5.00  per  character.  
  He  will  heal  three  Wound  Levels  for  $6.00  per  character.  
   
  You  can  choose  any  of  the  above  options  as  many  times  as  you  like.  
  4  
  He  offers  to  tend  to  your  (and  any  partners)  wounds.  
   
  He  will  heal  one  Wound  Level  for   $2.00  per  character.  
  He  will  heal  two  Wound  Levels  for  $3.00  per  character.  
  He  will  heal  three  Wound  Levels  for  $4.00  per  character.  
   
  You  can  choose  any  of  the  above  options  as  many  times  as  you  like.  
  5  
  He  likes  you  and  gives  you  D4  bitters  to  take  with  you.   
  They  are  a  one  time  use.   
  You  can  use  them  as  a  Heal  Action  R101c .   
  Record  the  bitters  under  Equipment.  
  6  
  +1  Karma.   He  likes  you.  
  He  tends  to  your  wounds.  
  He  heals  you  (and  any  partners)  two  Wound  Levels.  
   
  8  
  It’s  a  Trapper;  E028  
  9  
  It  is  a  family.  
  They  warn  you  of  a  Bandit  hideout.  
  Roll  a  D6  to  determine  which  adjacent  hex  the  bandit  hideout  is  located:   
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW.  
  Record  “Hex#/Bandit  Hideout/E085”  under  your  Points  of  Interest  R102 .  
  10  
  It  is  covered  in  arrows  and  so  is  the  driver.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  +1  Karma.   The  wagon  is  empty.  
  2  
  The  wagon  is  empty;  E095  
  3  
  The  driver  isn’t  dead  and  attacks  you  R110 .    Initiative  R110h .  
  Bandit:  Finesse :  1;  Weapon :  Rifle ♥ ;  Loot  Suit :♣ (Table  D1).  
  4-5  
  The  wagon  has  a  chest.    
  Loot  Suit : ♦ (Table  D1).   
  6  
  The  wagon  has  a  chest.   
  Loot  Suit :  $50  +  ♠(Table  D1).   
   
   
   
  66  
  
   
   
  E087    -  Bounty  
  You  check  to  see  if  any  Bounties  are  posted.   Roll  a  D10:  
  Roll  Result  
  D10  
  Bounty  
  1  
  No  bounties  today.  
  Soon  after,  you  are  confronted  by  a  bitter  person  from  your  past.  
  Draw!  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♦ /Finesse-3 ) R111 .  
  PASS  =  You  shot  him  first,  right  between  the  eyes.   
  Loot  Suit :♣ (Table  D1).  
   
  FAIL  =  He  shot  first,  right  in  your  heart,  you  gurgle  and  sigh.   
  You  are  dead.  
  2-3  
  If  your  Bounty  Suit  is  ♠  you  are  spotted  and  the  authorities  give  chase;  E155  
   
  You  see  your  face  on  a  Wanted  poster!  
  Bounty  Suit  up  one.  
  4  
  No  Bounties  today.   
  You  decide  to  go  to  the  saloon;  R106  
  5  
  No  Bounties  today.   
  You  take  a  stroll  to  the  market  area;  R104  
  6-7  
  $20  Reward  -  Wanted  Alive:   
  Roll  a  D6  to  determine  direction:   
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW   
  and  then  the  D6  again  to  determine  how  many  hexes  away.  
  Record  “hex#/Bounty/E003”  under  your  Points  of  Interest  R102 .  
  8  
  $50  Reward  -  Wanted  Alive:   
  Roll  a  D6  to  determine  hex:   
  1-  3,7 ;  2-  6,3 ;  3-  18,10 ;  4-  16,20 ;  5-  7,18 ;  6-  Any  Town   
  Record  “hex#/Bounty/E030”  under  your  Points  of  Interest  R102 .  
  9  
  $75  Reward   -  Wanted  Dead  or  Alive:  
  Roll  a  D6  to  determine  hex:   
  1-  3,3 ;  2-  18,4 ;  3-  20,8 ;  4-  17,19 ;  5-  2,19 ;  6-  Any  Town  
   
  Record  “Hex#/Bounty/E024”  under  your  Points  of  Interest  R102 .  
  10  
  $100  Reward  -  Wanted  Dead  or  Alive:   
  Roll  a  D6  to  determine  hex:   
  1-  1,8 ;  2-  8,2 ;  3-  19,5 ;  4-  17,17 ;  5-  6,21 ;  6-  Any  Town  
  Record  the  “hex#/Bounty/E195”  under  your  Points  of  Interest  R102 .  
   
   
   
   
   
   
   
   
   
   
   
   
  67  
  
   
  E088    -  Freedom  
  You  have  freed  the  people  in  Bonds.   Roll  a  D6:  
  Roll  Result  
  D6  
  Bounty  
  1  
  If  your  Bounty  Suit  is  X ;  Go  to  Roll  Result  4  
   
  You  are  ambushed  by  a  foreign  Bounty  Hunter  R110 .   Initiative  R110b .  
  Bounty  Hunter:  Finesse :  3;  Weapon :  Rifle ♥ ;  Loot  Suit : X  (Table  D1)  
   
  If  you  win  the  combat,  go  to  Roll  Result   6  
  2  
  +1  Karma.   You  are  thanked  and  they  flee;  E234  
  3  
  +1  Karma.   They  give  you  a  small  charm  and  then  flee;  E047    
  4  
  +1  Karma.   They  inform  you  that  the  plantation  owner  is  working  with  a  corrupt  mayor.  
  Record  “Hex#any  town/Confront  Mayor/E144”  under  Points  of  Interest  R102 .  
  5  
  +1  Karma.   They  inform  you  that  the  plantation  owner  is  conspiring  against  the  Governor.  
  Roll  a  D4  for  location  of  Governor's  mansion:  
  1- 4,18;  2- 6,10;  3- 18,7;  4- 17,15   
  Record  the  “hex#/Governor’s  Mansion/E096”  under  Points  of  Interest  R102 .   
  6  
  +2  Karma.   They  inform  you  that  there  will  be  an  assassination  attempt  on  the  Senator.  
  Record  “Hex#any  town/assassination/E109”  under  your  Points  of  Interest  R102 .  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  68  
  
   
  E089    -  Saloon  
  You  visit  the  waitress  at  the  town  saloon.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  The  waitress  doesn’t  work  here  anymore;  E122  
  2  
    If  you  have  a  Bounty  Suit  of  ♥  or  ♠;    E155  
   
  You  spend  a  captivating  night  with  the  waitress.  
  +1  Karma.   Heal  one  Wound  Level;  E234  
  3  
  A  jealous  patron  attacks  you  R110 .   Initiative  R110b .  
  You  can  only  use  Fists  or  a  Knife  in  this  combat,   
  no  partners  will  assist.   
  Jealous  Patron:  Finesse :  3;  Weapon :  Fists X ;  Loot  Suit : ♦ (Table  D1)  
   
  If  you  win  the  combat,  Bounty  Suit  up  one.  
  go  to  Roll  Result   4  
  4  
  You  shower  her  with  compliments.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-1 ) R111 .  
  PASS  =  Go  to  Roll  Reuslt  6  
   
  FAIL  =  E122  
  5  
  She  buys  you  a  drink  and  you  join  a  poker  game;  E139  
  6  
  You  spend  a  captivating  night  together.  
  Heal  one  Wound  Level.  
  She  tells  you  she  is  quitting  to  help  on  the  family  farm,  and  for  you  to  visit  one  day.  
  Roll  a  D6  to  determine  the  direction  of  the  farm:  
  1- N;  2- NE;   3- SE;  4- S;  5- SW;  6- NW   
  and  then  roll  a  D6,  to  determine  how  many  hexes  away.   
  Record  the  “Hex#/farm/E178”  under  your  Points  of  Interest  R102 .  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  69  
  
   
  E090    -   Robbery  
  You  attempt  to  rob  the  store.  Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  A  cunning  lawman  caught  you  in  the  act;  E075  
  2  
  If  Bounty  Suit  is  ♣,  ♦ ,   ♥ ,   ♠  you  attract  the  authorities;  E155  
   
  Nothing  of  value.  
  Bounty  Suit  up  one.  
  3  
  If  Bounty  Suit  is   ♦ ,   ♥ ,   ♠  you  attract  the  authorities;  E155  
   
  You  rob  the  store  
  Bounty  Suit  up  one.  
  Loot  Suit : ♥ (Table  D1).  
  4  
  If  Bounty  Suit  is  ♥ ,   ♠  you  attract  the  authorities;  E155  
   
  You  discreetly  rob  the  store.  
  Loot  Suit : ♥ (Table  D1).  
  5  
  If  Bounty  Suit  is  ♠  you  attract  the  authorities;  E155  
   
  You  discreetly  rob  the  store.  
  Loot  Suit : ♠(Table  D1).  
  6  
  You  discreetly  rob  the  store.  
  Loot  Suit : ♠(Table  D1).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  70  
  
   
  E091    -   Camp  Gathering  
  You  come  across  a  group  of  people  dancing  and  singing  around  a  large  bonfire.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  +1  Karma.   They  are  conniving  gypsies.   
  You  wake  up  in  the  morning  and  they  are  gone,  along  with  all  your  money;  E243  
  2  
  You  join  them  in  the  debauchery  and  drinking;  E128  
  3  
  They  are  performing  some  sort  of  pagan  worship.  
  You  are  seduced  into  joining  in  on  the  ceremony;  E124  
  4  
  You  spend  the  evening  entertained  by  their  antics.  
  +1  Karma;  E095   
  5  
  It's  a  wedding.  
  You  accept  the  invitation  to  join  in  on  the  celebration  and  overindulge  in  the  complimentary  spirits.  
  Roll  to  determine  the  adjacent  hex  you  end  on:   
  1- N;  2- NE;  3- SE;  4- S;   5- SW;  6- NW  
  You  (and  any  partners)  heal  one  Wound  Level;  E234  
  6  
  When  they  all  pass  out,  you  search  for  valuables.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  You  make  too  much  noise  and  are  forced  to  leave.  
  Roll  on  the  Event  Table  (Table  A).   
  2  
  +1  Karma.   Nothing  but  junk.  
  3  
  Bounty  Suit  up  one;  E242  
  4  
  Bounty  Suit  up  one.   
  Loot  Suit : ♦ (Table  D1).  
  5  
  Loot  Suit : ♥ (Table  D1).  
  6  
  Loot  Suit :  ♠(Table  D1).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  71  
  
   
  E092    -  Bank   Robbery  
  You  meet  up  with  the  bandits  in  an  attempt  to  rob  the  town  bank.   Roll  a  D6:   
  Roll  Result  
  D6  
  Outcome  
  1  
  Successful,  but  the  bandits  betray  you;  E155  
  2  
  The  bank  is  well  guarded  and  you  need  to  improvise.  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♥ /Finesse-1 ) R111 .  
  PASS  =  Go  to  Roll  result  4  
   
  FAIL  =  Re-Roll  on  this  Table.  
  3  
  If  your  Bounty  Suit  is  ♠,  you  are  forced  to  abort;  E155  
   
  Unsuccessful  and  you  all  split  up.  
  Bounty  Suit  up  one.  
  Move  to  any  adjacent  hex.   
  Later  that  day,  you  are  confronted  by  a  soigne  Bounty  Hunter  R110 .   Initiative  R110c .  
  Bounty  Hunter:  Finesse :  3;  Weapon :  Pistol ♦ ;  Loot  Suit : ♦ (Table  D1)  +  E240  
  .  
  If  you  win  the  combat,  Bounty  Suit  up  one.  
  4  
  You  try  to  crack  the  safe.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♠ /Hunch-1 ) R111 .  
  PASS  =  Success.   
  Bounty  Suit  up  one.    
  Loot  Suit :  ♥ (Table  D1).  
  Move  to  any  adjacent  hex.  
  The  bandits  are  impressed  with  your  work  and  you  are  given  an  ornament;  E047  
    
  FAIL  =  Go  to  Roll  Result  3  
  5  
  Success!  
  Bounty  Suit  up  one.   
  Loot  Suit :  $5  +  ♠(Table  D1).   
  Move  to  any  adjacent  hex.  
  Roll  on  the  Event  Table  (Table  A).  
  6  
  Complete  success!   
  Loot  Suit :  $20  +  ♠(Table  D1).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  72  
  
   
  E093    -    If  you  are  not  on  a  desert  hex;  E098  
   
  Village  
  You  enter  a  mexican  village.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  +1  Karma.   The  villagers  ignore  you.   
  Roll  on  the  Event  Table  (Table  A).  
  2  
  There  are  drunk  Bandits  celebrating  here  and  they  don’t  like  you  R110 .     Initiative  R110a .  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit : ♦ (Table  D1)  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
   
  If  you  win  the  combat,  Go  to  Roll  Result   4  
  3  
  An  officer  and  men  of  the  Rurales  are  indulging,  much  to  the  villagers  displeasure.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-2 ) R111 .  
  PASS  =  You  join  them  in  the  indulgence.   
  You  (and  any  partners)  heal  one  Wound  Level.  
   
  FAIL  =  If  you  have  any  partners,  one  is  arrested  (remove  one  of  your  choice  from  your  tracking  sheet).   
    If  you  don’t  have  any  partners,  roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  You  have  insulted  them  and  they  arrest  you;  E075   
  2  
  They  confiscate  all  your  money  and  then  let  you  go.  
  3-5  
  They  harass  you,  but  you  leave  unscathed.   
  Unforeseen  circumstances  -  remove  a  Point  of  Interest  (of  your  choice)  
  from  your  Tracking  Sheet.  
  6  
  +1  Karma.   They  mock  you  but  let  you  go.  
   
  4  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-1 ) R111 .  
  PASS  =  They  provide  you  food,  drink,  shelter  with  spirited  mariachi  music.   
  You  (and  any  partners)  heal  one  Wound  Level;  E234  
   
  FAIL  =  +1  Karma.   The  villagers  ignore  you  and  you  leave  shortly  after.  
  Roll  on  the  Event  Table  (Table  A).  
  5  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♦ /Hunch-1 ) R111 .  
  PASS  =  Go  to  Roll  Result  6  
   
  FAIL  =  +1  Karma.   The  villagers  ignore  you;  E095  
  6  
  The  village  is  all  made  up  of  revolutionaries.  
  They  ask  for  your  help  in  freeing  their  leader  from  a  Rurales  prison.  
  Roll  a  D4  to  determine  hex:   
  1-  3,22;  2-  7,21;  3-  10,22;  4-  15,22  
  Record  “Hex#/Leader/E203”  under  your  Points  of  Interest  R102 .  
   
   
   
   
   
  73  
  
   
  E094    -   Circus  is  in  Town  
      The  townspeople  applaud  and  shout  in  excitement  over  the  various  performances.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  If  you  have  a  Bounty  Suit  of    ♠;    E103  
   
  Entertaining  and  a  lot  of  fun!   
  In  your  amusement  you  get  caught  up  in  the  festivities;  E128   
  2  
  You  are  confronted  by  an  old  gang  member  looking  for  revenge.  
  Draw!  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♦ /Finesee-2 ) R111 .  
  PASS  =  You  get  off  the  first  shot,  right  between  his  eyes.  
  He  is  dead.   
  Loot  Suit : ♦ (Table  D1)  
  Go  to  Roll  result  4  
   
  FAIL  =  He  gets  off  the  first  shot,  right  in  your  heart.   
  You  are  dead.  
  3  
  You  get  bored  of  the  show  and  visit  the  saloon;  R106  
  4  
  If  on  a  Marshland  hex,  you  visit  a  fortune  teller;  E076  
   
  +1  Karma.   The  show  was  fun;  E234  
  5  
  While  the  entire  town  was  watching  the  circus,  you  rob  the  stores.   
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-2 ) R111 .  
  PASS  =   Loot  Suit : ♥ (Table  D1).   
   
  FAIL  =  You  are  spotted;  E155  
  6  
  The  performers  are  being  robbed  by  two  grungy  bandits.   
  You  attack  the  Bandits  R110 .   Initiative  R110e .   
  Bandits:  Finesse :  1;  Weapon :  Knife ♣;  Loot  Suit :-  
  Bandits:  Finesse :  2;  Weapon :  Pistol ♦ ;   Loot  Suit :-  
   
  If  you  win  the  combat,  the  performers  thank  you  and  ask  you  to   
  be  a  permanent  member  of  their  circus,  as  a  sharpshooter  act.   
  You  have  officially  ran  away  and  joined  the  circus.   
  You  are  happy  and  feel  purpose  in  your  life  as  an  entertainer,  with  your  new  family.   
  You  win  the  game.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  74  
  
   
  E095    -  If  you  are  on  a  Marshland  hex;  E200  
   
                          Full  Moon  
  You  set  up  camp  in  the  wilderness.  
  The  night  sky  is  illuminated  by  a  bright  moon  with  only  the  sound  of  crickets.  Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  If  you  have  a  partner(s);  E082   
   
  -1  Karma.   The  night  draws  out  your  deepest  fears.   
  2  
  There  is  incessant  howling  and  you  don’t  sleep  well.  
  Roll  on  the  Event  Table  (Table  A).   
  3  
  +1  Karma.  There  are  strange  lights  in  the  sky.  
  4  
  Your  spirit  is  lifted  and  you  rest  easy.  
  You  (and  any  partners)  heal  one  Wound  Level.  
  Roll  on  the  Event  Table  (Table  A).  
  5  
  You  dreamt  you  were  a  wolf.   
  +1  Karma.   You  (and  any  partners)  heal  one  Wound  Level.  
  6  
  You  dreamt  you  were  an  eagle.   
  +1  Karma.   You  (and  any  partners)  heal  two  Wound  Levels;  E234  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  75  
  
   
  E096    -  Governor’s  Mansion  
  If  you  have  a  Bounty  Suit  of  ♦ ,  ♥   or  ♠,  attempt  a  Hunch  skill  test  (Table  C/ ♦ /Hunch-1)   R111  
  If  you  have  a  Bounty  Suit  of   X   or  ♣ ,  roll  a  D6  on  the  PASS  Table.  
  FAIL  =  The  authorities  chase  you  out;  E155  
   
  PASS  =  You  are  granted  an  audience  with  the  Governor.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  He  finds  your  evidence  ludicrous  and  you  are  chased  out  by  authorities;  E155   
  2  
  He  finds  your  evidence  ludicrous  and  throws  you  out.  
   
  If  your  Bounty  Suit  is   X ;  E022   
   
  Later  you  are  ambushed  by  besuited  Bounty  Hunters  R110 .   Initiative  R110c .  
  Bounty  Hunter:  Finesse :  3;  Weapon :  Pistol ♦ ;  Loot  Suit :   ♦ (Table  D1)  +  E240  
  Bounty  Hunter:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
  3  
  +1  Karma.   He  finds  your  evidence  humorous  but  doesn’t  believe  you;  E095  
  4  
  He  doesn’t  believe  you  but  feels  sorry  for  you.   
  Lower  your  Bounty  Suit  by  one;  E234  
  5  
  You  present  the  evidence  to  the  governor.  
  Attempt  a  Hunch  Skill  Test  ( Table  C/ ♠ /Hunch-1 ) R111 .  
  PASS  =  go  to  Roll  Result  6  
   
  Fail  =  Roll  again  on  this  Table.  
  6  
  The  governor  believes  you  and  finds  you  of  compelling  character.   
  He  makes  you  into  a  Sheriff.  
  It  has  given  you  honor  and  a  feeling  of  purpose.  
  You  spend  the  rest  of  your  life  serving  under  the  law  with  great  integrity.   
  You  win  the  game.  
   
  E097    -  Bear  Pelt  
  You  gain  a  Bear  Pelt.  
    Record  “Bear  Pelt”  under  your  Equipment  (Tracking  Sheet).  
   
  E098    -  Stagecoach  
  A  Stagecoach  comes  into  view.   
  You  can  rob  or  you  can  be  friendly.  
  If  you  Rob;  E212  
  If  you  are  friendly;  E214  
    
   
   
   
   
   
   
   
   
   
  76  
  
   
  E099    -   Bandit  Leader  
  You  meet  with  the  Bandit  Leader.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  If  you  have  a  Green  Trinket,  go  to  Roll  Result   2  
   
  You  offend  him.   
  He  has  you  tortured.  
  You  are  dead.  
  2  
  He  likes  you  and  insists  you  stay  and  drink  with  them!   
  Attempt  a  Hunch  Skill  Test  ( Table  C/ ♥ /Hunch-1 ) R111  
     PASS  =  You  wait  for  everyone  to  pass  out  and  then  rob  their  Stash.  
  Bounty  Suit  up  one.   
  Loot  Suit : ♥ (Table  D1)  
    
      FAIL  =  You  wake  up  but  the  hideout  is  empty  and  all  your  money  is  gone.  
  Roll  on  the  Event  Table  (Table  A).  
  3  
  If  you  have  a  Green  Trinket,  go  to  Roll  Result  5  
   
  Attempt  a  Hunch  Skill  Test  ( Table  C/ ♥ /Hunch-2 ) R111  
     PASS  =  He  enjoys  your  company!   
  He  gives  you  an  insignia;  E047   
    
      FAIL  =  Re-roll  on  this  Table.  
  4  
  If  you  have  a  Green  Trinket,  go  to  Roll  Result  5  
   
  Attempt  a  Hunch  Skill  Test  ( Table  C/ ♥ /Hunch-1 ) R111  
    PASS  =  He  likes  you  and  he  talks  about  you  joining  them  on  a  bank  robbery.  
  Record  “Hex#any  town/heist/092”  under  your  Points  of  Interest  R102 .  
  Bounty  Suit  up  one.   
    
      FAIL  =  +1  Karma.   Go  to  Roll  Result  3   
  5  
  He  discloses  a  train  full  of  riches  will  be  passing  through.  
  Roll  a  D6,  to  determine  Hex  of  train:   
  1-  10,2;  2-  11,5;  3-   15,21;  4-  12,18;  5-  11,17;   6-  14,11  
  Record  “Hex#/train  robbery/E126”  under  your  Points  of  Interest  R102 .   
  6  
    He  likes  you  and  insists  you  stay  the  night  and  drink  with  his  men!   
  When  they  fall  asleep  you  rob  them.   
  Loot  Suit: ♠(Table  D1).  
   
   
   
   
   
   
   
   
   
   
   
   
  77  
  
   
  E100    -   Turkey  Shoot  
  You  arrive  in  town  to  enter  the  sharp  shooting  competition.  
  To  enter  you  must  pay  $3.   
  If  you  don’t  pay  the  $3,  perform  an  Enter  Town  action;  R103  
  If  you  pay  the  $3,  roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  If  your  Bounty  Suit  is  ♠;  E103  
   
  +1  Karma.   It  was  a  scam  and  the  “organizers”  have  skipped  town.  
  You  decide  to  visit  the  market  square;  R104   
  2  
  It  has  been  cancelled  on  short  notice.  
  Soon  after  you  are  confronted  by  a  bitter  husband.  
  Draw!  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♦ /Finesse-2 ) R111  
  PASS  =  You  shot  him  first,  right  between  the  eyes.  
  He  is  dead.   
  Bounty  Suit  up  one.  
  Loot  Suit :♣ (Table  D1).  
   
  FAIL  =  He  shot  you  first,  right  between  your  eyes.   
  You  are  dead.  
  3  
  If  your  Bounty  Suit  is  ♠  you  are  spotted  by  an  old  lawman;  E155  
   
  Your  turn  to  shoot.  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♠/Finesse-2 ) R111  
  PASS  =  You  win  $5.  
   
  FAIL  =  +1  Karma.   You  lose  to  a  rugged  gunslinger.  
  4  
  Your  turn  to  shoot.  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♠/Finesse-1 ) R111  
  PASS  =  You  win  $10.  
   
  FAIL  =  +1  Karma.   You  lose  to  a  cocky  young  gunslinger.  
  Soon  after,  you  run  into  an  old  friend  who  takes  you  to  the  saloon;  R106  
  5  
  Your  turn  to  shoot.  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♥ /Finesse-1 ) R111  
  PASS  =  You  win  $20.  
   
  FAIL  =  You  lose  to  a  stoic  gentlemen.  
  6  
  Your  turn  to  shoot.  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♦ /Finesse-1 ) R111  
  PASS  =  You  win  $30;  E234  
   
  FAIL  =  +1  Karma.   You  lose  to  a  boisterous  lady.  
   
   
   
   
   
   
   
   
   
   
  78  
  
   
  E101    -  Injured  Stranger  
  An  injured  stranger  falls  off  their  horse  when  they  come  into  sight.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  +1  Karma.   They  are  dead;  E007  
  2  
  They  are  a  victim  of  a  very  deadly  disease.  
  Attempt  a  Hunch  skill  test   (Table  C/ ♦ /Hunch-1) R111  
  PASS  =  You  avoid  getting  too  close  and  ride  away;  E234  
   
  FAIL  =  You  don’t  recognize  the  signs  until  it  is  too  late.  
  Your  remaining  days  are  spent  in  uncomfortable  isolation.   
  You  are  dead.  
   
  3  
  Just  a  few  scrapes,  you  help  her  up.  
  She  is  a  waitress  in  a  town  saloon.  
  She  invites  you  to  visit  her  at  work,  she  owes  you  a  whiskey.   
  Record  “Hex#any  town/waitress/E089”  under  your  Points  of  Interest  R102 .  
  4  
  It’s  an  ambush!  
  You  are  attacked  by  two  dirty  outlaws  R110 .   Initiative  R110c .  
  Outlaw:  Finesse :  3;  Weapon :  Knife ♣;  Loot  Suit : ♦ (Table  D1).  
  Outlaw:  Finesse :  2;  Weapon :  Knife ♣;  Loot  Suit :-  
  5  
  Remove  a  healing  item  (of  your  choice)  from  your  Equipment;  E125  
    
  If  you  don’t  have  any  healing  Equipment,  they  perish.   
  Loot  Suit :♣ (Table  D1).  
  6  
  You  patch  her  up  with  their  supplies.   
  She  is  an  entertainer  and  asks  you  to  come  by  sometime  to  see  her  show,  free  of  charge!  
  Record  “Hex#any  town/entertainer/E066”  under  your  Points  of  Interest  R102 .  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  79  
  
   
  E102    -  Hang  Women  
  You  attempt  to  rescue  the  woman,  who  is  about  to  be  hanged  in  the  town  square.   Roll  a  D6:  
  Roll  Result  
  D6  
    Outcome  
  1  
  You  make  a  serious  blunder  and  a  lawman  apprehends  you;  E075  
  2  
  She  is  guarded  by  two  lawmen  R110 .   Initiative  R110g .  
  You  cannot  flee  this  combat.  
   
  Lawman:  Finesse :  3;  Weapon :  Rifle ♥ ;  Loot  Suit : -  
  Lawman:  Finesse :  3;  Weapon :  Rifle ♥ ;  Loot  Suit : -  
   
  If  you  win  the  combat,  go  to  Roll  Result   7  
  3  
  She  is  guarded  by  two  lawmen   R110 .   Initiative  R110c .  
  You  cannot  flee  this  combat.  
   
  Lawman:  Finesse :  3;  Weapon :  Rifle ♥ ;  Loot  Suit : -  
  Lawman:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit : -  
   
  If  you  win  the  combat,  go  to  Roll  Result   7  
  4  
  She  is  guarded  by  two  lawmen  R110 .   Initiative  R110b .  
  You  cannot  flee  this  combat.  
   
  Lawman:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit : -  
  Lawman:  Finesse :  1;  Weapon :  Pistol ♦ ;  Loot  Suit : -  
   
  If  you  win  the  combat,  go  to  Roll  Result   7  
  5  
  You  create  a  distraction  and  make  your  move.  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♥ /Finesse-2 ) R111  
  PASS  =  Go  to  roll  Result   6  
   
  FAIL  =  Reroll  on  this  Table.  
  6  
  You  ride  in,  nab  the  girl  and  ride  out,  completely  stumping  the  lawmen;  E244  
  7  
  Bounty  Suit  up  one;  E244  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  80  
  
   
  E103    -  If  your  Bounty  Suit  is  X ;  E045   
   
  Bounty  Hunters  
  There  are  Bounty  Hunters  looking  for  you  in  the  area.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-2 ) R111  
  PASS  =  You  ride  until  you  feel  you  have  given  yourself  a  safe  distance.  Roll  a  D6:  
  Roll  Result  
  D6  
    Outcome  
  1  
  The  Bounty  Hunters  are  on  your  trail.  
  Roll  a  D6  on  the  FAIL  result  Table.  
  2  
  You  get  away  from  one  problem  but  into  another.  
  Roll  a  D6  to  determine  which  adjacent  hex  you  end  on:  
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW  
  E022  
  3  
  +1  Karma.   You  get  away.  
  Roll  a  D6  to  determine  which  adjacent  hex  you  end  on:  
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW .  
  Roll  on  the  Event  Table  (Table  A).   
  4  
  You  make  a  calculated  move  out  of  this  area.  
  Move  to  any  adjacent  hex.  
  Roll  on  the  Event  Table  (Table  A).  
  5  
  You  quickly  get  out  of  the  area.  
  Move  to  any  adjacent  hex;  E095  
  6  
  +1  Karma.   You  quickly  get  out  of  the  area.  
  Move  to  any  adjacent  hex;  E234  
   
  FAIL  =  The  Bounty  Hunters  are  on  your  trail.   Roll  a  D6:  
  Roll  Result  
  D6  
    Outcome  
  1  
  You  ride  right  into  their  trap;  E075   
  2  
  You  are  confronted  by  two  disheveled  Bounty  Hunters  R110 .   Initiative  R110f .  
  Bounty  Hunter:  Finesse :  3;  Weapon :  Rifle ♥ ;  Loot  Suit :   X (Table  D1)   
  Bounty  Hunter:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit : -  
   
  If  you  win  the  combat,  Bounty  Suit  up  one;  E240  
  3  
  You  are  confronted  by  a  scruffy  Bounty  Hunter  R110 .   Initiative  R110f .  
  Bounty  Hunter:  Finesse :  3;  Weapon :  Rifle ♥ ;  Loot  Suit :   ♣ (Table  D1)   
   
  If  you  win  the  combat,  Bounty  Suit  up  one;  E240  
  4  
  You  are  intersected  by  a  chatty  Bounty  Hunter  R110 .   Initiative  R110b .  
  Bounty  Hunter:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :   ♦ (Table  D1)  +  E240  
  5  
  You  need  to  out  ride  them.  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♥ /Finesse-2 ) R111 .  
  PASS  =  Go  to  Roll  Result  6  
   
  FAIL  =  +1  Karma.   Roll  again  on  this  Table.  
   
   
  81  
  
   
  6  
  You  lose  them.  
  Move  to  any  adjacent  hex;  E234  
   
  E104    -  Old  Man  
  You  have  come  to  “persuade”  the  old  man  to  leave  his  land.   Roll  a  D6:  
  Roll  Result  
  D6  
    Outcome  
  1  
  You  have  a  change  of  heart  and  let  him  keep  his  land.  
   
  If  your  Bounty  Suit  is   X ;  E022  
    
  You  are  later  ambushed  by  twin  Bounty  Hunters   R110 .   Initiative  R110f .  
  Bounty  Hunter:  Finesse :  2;  Weapon :  Rifle ♥ ;  Loot  Suit :♣ (Table  D1)  +  E240  
  Bounty  Hunter:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit : -  
  2  
  You  have  a  change  of  heart  and  let  him  keep  his  land;  E234   
  3  
  One  of  his  sons  attacks  you  R110 .   Initiative  R110f .   
  Son:    Finesse :  2;  Weapon :  Rifle ♥ ;  Loot  Suit :♣(Table  D1)  
   
  If  you  win  the  combat,  Bounty  Suit  up  one.  
  Go  to  Roll  Result   5  
  4  
  You  have  a  lengthy  discussion  with  the  old  man.  
  Attempt  Hunch  skill  test  ( Table  C/ ♥ /Hunch-2 ) R111  
  PASS  =  Go  to  Roll  Result  6  
   
  FAIL  =  +1  Karma.   Roll  on  this  table  again.  
  5  
  The  old  man  pays  you  to  leave  him  alone.   
  Bounty  Suit  up  one.   
  Loot  Suit : ♥ (Table  D1).  
  6  
  In  tears,  the  old  man  leaves  his  land.   
  To  receive  your  payment:   
  Record   “Hex#18,18/payment/E083”  under  your  Points  of  Interest  R102 .  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  82  
  
   
  E105    -   Traveling  Circus  -  Robbery  
  You  confront  the  head  coach  with  your  gun  drawn.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
   
  1  
  They  give  into  your  demands  and  you  search  their  belongings.  
  They  have  nothing  of  value.  
  Bounty  Suit  up  one.   
  They  leave  but  you  later  notice  any  equipment  you  had  is  now  gone  (erase  any  items  you  have  
  under  Equipment).  
  Roll  on  the  Event  Table  (Table  A).   
  2  
  They  are  actually  disguised  Bandits   R110 .   Initiative  R110c .  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit : X (Table  D1)  +  E053  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
  Bandit:  Finesse :  1;  Weapon :  Knife ♣;  Loot  Suit :-   
  3  
  The  strongman  attacks  you  R110 .  Initiative  R110a .  
  Strongman:  Finesse :  2;  Weapon :  Bearhug ♦ ;  Loot  Suit : ♦ (Table  D1)  
   
  If  you  win  the  combat,  Bounty  Suit  up  one.  
  4-5  
  They  guide  you  to  a  trunk  in  one  of  their  stage  coaches.   
  A  person  of  small  stature  lunges  out,  attacking  you  R110 .   Initiative  R110h .  
  Tiny  Person:  Finesse :  3;  Weapon :  Knife ♣;  Loot  Suit : ♥ (Table  D1)  
   
  If  you  win  the  combat,  Bounty  Suit  up  one.   
  6  
    They  guide  you  to  a  trunk  in  one  of  their  stage  coaches.   Roll  a  D6:  
  Roll  Result  
  D6  
  Contents  
   
  1  
  It  contains   a  venomous  snake  and  it  bites  you.   
  Attempt  a  Hunch  skill  test  (Table  C/ ♦ /Hunch-1)   R111  
  PASS  =  You  kill  the  snake  and  suck  out  the  poison.  
  Bounty  Suit  up  one.  
  Loot  Suit: ♥   (Table  D1);  E095   
    
  FAIL  =  The  poison  courses  through  your  veins.   
  You  are  dead.  
  2-3  
  Bounty  Suit  up  one.   
  Loot  Suit : ♦ (Table  D1).  
  4  
  Bounty  Suit  up  one.   
  Loot  Suit : ♥ (Table  D1).  
  5  
  Loot  Suit : ♥ (Table  D1).  
  6  
  Loot  Suit: ♠(Table  D1).  
   
   
   
   
   
   
   
   
   
   
  83  
  
   
  E106    -  Friendly  
  You  approach  in  a  kindly  manner.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
   
  1  
  You  share  a  nod  of  acknowledgement.  
  Later  that  day;  E022  
  2  
  The  horses  get  spooked  and  they  have  lost  control  of  their  wagon.  
  Attempt  a  Hunch  Skill  Test  ( Table  C/ ♦ /Hunch-1 ) R111  
  PASS  =  You  race  over  and  get  control  of  the  wagon.   
    They  provide  food  and  good  company  for  the  night.   
  You  (and  any  partners)  heal  one  Wound  Level;  E234  
   
  FAIL  =  The  wagon  is  destroyed  and  you  get  blamed.   
  Bounty  Suit  up  one.  
  Roll  on  the  Event  Table  (Table  A).  
  3  
  They  give  you  directions  to  a  town.  
  Roll  a  D6  to  determine  the  direction:   
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW   
  and  then  roll  a  D4,  to  determine  how  many  hexes  away.  
  Mark  that  hex  on  the  mapboard  as  having  a  Town.   
  That  Town  is  there  for  the  rest  of  the  game.  
  4  
  They  take  you  to  their  settlement;   E147  
  5  
  The  mother  offers  you  to  visit  them  one  day,  if  you  would  like  a  job  on  their  ranch.  
  Roll  a  D6  to  determine  the  direction  of  the  ranch:  
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW   
  and  then  roll  a  D6,  to  determine  how  many  hexes  away.  
  Record  “Hex#/Ranch  Work/E210”  under  your  Points  of  Interest  R102 .  
  6  
  +1  Karma.   They  offer  to  share  their  camp  with  you.  
  You  (and  any  partners)  heal  two  Wound  Levels;  E234  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  84  
  
   
  E107    -   Abode  
  You  come  upon  an  isolated  home.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
   
  1  
  The  home  is  on  fire  and  you  hear  cries  within.  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♦ /Finesse-2 ) R111  
  PASS  =  He  is  grateful  and  explains  it  was  bandits  who  did  this;  E053   
   
  FAIL  =   You  rush  in  to  help  but  are  engulfed  in  flames.   
  You  are  dead.  
  2  
  There  is  a  crazy  eyed  Bandit  squatting  here   R110 .   Initiative  R110b .  
  Bandit:  Finesse :  3;  Weapon :  Pistol ♦ ;  Loot  Suit : ♦ (Table  D1).  
  3  
  +1  Karma.   Nobody  home  and  there  isn’t  much  here.  
  4  
  Nobody’s  home  but  there  is  food  and  drink.   
  You  (and  any  partners)  heal  one  Would  Level;  E234  
  5  
  If  on  a  Marshland  hex;   E076  
   
  An  old  miner  lives  here  and  tells  you  about  a  deserted  mine.  
  Roll  a  D6  to  determine  the  direction  of  the  mine:  
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW   
  and  then  roll  a  D6,  to  determine  how  many  hexes  away.  
  Record  “Hex#/mine/E152”  under  your  Points  of  Interest  R102 .  
  6  
  Nobody’s  home,  but  you  search  for  valuables.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♦ /Hunch-1 ) R111 .  
    PASS  =  Loot  Suit : ♦ (Table  D1).   
   
  FAIL  =  You  find  nothing  of  value  and  soon  leave.  
  Roll  on  the  Event  Table  (Table  A).  
   
  E108    -  Safe  
  You  inspect  the  contents  of  the  safe.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
   
  1  
  +1  Karma.   You  are  spotted  and  forced  to  skedaddle;  E155  
  2  
  You  find  evidence  that  a  preacher  has  been  heading  the  mayors  transgressions.  
  You  may  confront  the  Preacher..   
  Roll  a  D4  to  determine  hex  of  Preacher:   
  1-  3,11;  2-  1,18;  3-   7,19;  4-  Any  town   
  Record  “Hex#/preacher/E190”  under  your  Points  of  Interest  R102 .  
  3  
  Loot  Suit : ♦   (Table  D1).  
  4  
  Loot  Suit : ♥   (Table  D1).  
  5  
  Loot  Suit : ♠  (Table  D1)  +  $25.  
  6  
  Loot  Suit : ♠  (Table  D1)  +  $100.  
   
   
   
   
   
  85  
  
   
  E109     -  Assasination  
  You  arrive  at  the  theatre  in  attempt  to  save  the  Senator  from  assassination.   Roll  a  D6:  
  Roll  Result  
  D6  
  outcome  
  1  
  +1  Karma.   The  senator  is  already  dead;  E007  
  2  
  You  arrive  to  hear  the  shots  that  take  the  Senators  life.  
  You  are  mistaken  as  the  shooter.   
  Bounty  Suit  up  two;  E155  
  3-4  
  You  search  the  crowd  for  the  shooter.  
  Attempt  a  Hunch  skill  test  ( TableC/ ♥ /Hunch-2 ) R111 .  
  PASS  =  You  locate  the  shooter  and  stop  him  in  time.  
  The  senator  thanks  you  for  your  bravery.   
  Bounty  Suit  down  one;  E234  
   
  FAIL  =  You  fail  to  locate  the  shooter  in  time.   
  The  Senator  is  shot  dead.   
  You  are  in  the  wrong  place  at  the  wrong  time;  E155  
  5  
  You  search  the  crowd  for  the  shooter.  
  Attempt  a  Hunch  skill  test  ( TableC/ ♦ /Hunch-2 ) R111 .  
  PASS  =  You  locate  the  shooter  and  stop  him  in  time.  
  Go  to  Roll  Result   6  
   
  FAIL  =  +1  Karma.   You  fail  to  locate  the  shooter  in  time.   
  The  Senator  is  shot  dead.   
  Bounty  Suit  up  one.   
  6  
  You  have  saved  the  Senator  in  the  nic  of  time.  
  The  Senator  awards  you  for  this  act  of  valor.  
  You  spend  many  years  as  head  of  his  security  and  a  decorated  patriot.   
  The  job  pays  well  and  you  are  able  to  purchase  your  ranch  and  live  until  ripe  old  age.   
  You  win  the  game.  
   
  E110    -  Risky  Business  
  You  are  instructed  to  assassinate  a  senator  and  it  requires  all  of  your  attention.  
  Remove  two  Points  of  Interest  (of  your  choice)  from  your  Tracking  Sheet.  
  The  senator  will  be  attending  a  theatre  production  in  town.   
  Write  “Hex#any  town/assassination/E138”  under  your  Points  of  Interest  R102 .  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  86  
  
   
  E111    -  Saloon  
  The  saloon  smells  of  stale  spirits.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  If  you  have  a  Bounty  Suit  of   ♠;  E103  
   
  In  your  drunkenness,  you  become  antagonistic  towards  the  patreons.  
  Bounty  Suit  up  one.  
  2  
  If  your  Bounty  Suit  is  ♠  you  are  spotted  and  the  authorities  give  chase;  E155  
   
  A  modest  family  approaches  you  for  help.  
  They  explain  a  group  of  bandits  have  been  terrorizing  their  ranch.   
  They  will  pay  you  a  reward  of  $25  when  the  job  is  done.   
  Roll  a  D6  to  determine  the  direction  of  their  ranch:   
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW   
  and  then  roll  a  D6  again,  to  determine  how  many  hexes  away.   
  Record  “Hex#/Protect  Ranch/E166”  under  Points  of  Interest  R102 .  
  3  
  If  you  buy  a  drink  for  $1;  E012  
  If  you  don’t  buy  a  drink;  E026  
  4  
  You  chat  with  the  bartender.  
  Attempt  Hunch  skill  test  ( Table  C/ ♥ /Hunch-2 ) R111 .  
  PASS  =  He  tells  you  about  a  high  stakes  poker  game  on  a  patricians  steamboat.  
  Roll  a  D4  to  determine  the  hex  of  the  steamboat:  
  1-  19,8;  2-  17,10;  3-   18,14;  4-  20,17  
  Record  “Hex#/Steamboat/E213”  under  your  Points  of  Interest  R102 .  
   
  FAIL  =  Go  to  Roll  Result  3  
  5  
  There  is  a  coachman  here  offering  rides  to  any  hex  for  $4.  
  If  you  pay  the  $4;  E241  
  If  you  don’t  pay  the  $4,  you  leave  the  saloon  and  visit  the  market;  R104  
  6  
  E220  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  87  
  
   
  E112    -   Dancers  Home  
  You  visit  the  dancer  at  her  modest  home.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
   
  1  
  The  husband  comes  home  and  attacks  you  R110 .   Initiative  R110d .  
  Husband:  Finesse :  2;  Weapon :  Rifle ♥ ;  Loot  Suit : -  
   
  If  you  win  the  combat,  Bounty  Suit  up  one;  E007  
  2-3  
  You  spend  a  nice  evening  together  but  you  keep  it  short.  
  You  are  later  ambushed  by  a  one-armed  Bandit  R110 .  Initiative  R110b .  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit : X (Table  D1)  
   
  If  you  win  the  combat,  Bounty  Suit  up  one;  E240  
  4  
  +1  Karma.   You  spend  a  nice  evening  together  with  drink  and  laughter.   
  You  (and  any  partners)  heal  one  Wound  Level.  
  Roll  on  the  Event  Table  (Table  A).   
  5  
  She  isn’t  home.   
  You  search  the  house  for  valuables.  
  Loot  Suit : ♦ (Table  D1)   
  6  
  You  both  fall  deeply  in  love  with  each  other.   
  You  hang  up  the  gun  and  live  a  quaint  life  raising  a  family.   
  You  win  the  game.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  88  
  
   
  E113    -   If  you  are  not  on  a  Marshland  hex;  E107  
   
  Medicine  Man  
  A  Medicine  man  is  passing  through.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
   
  1  
  He  has  a  contagious  disease.   
  Attempt  a  Hunch  Skill  Test  ( Table  C/ ♦ /Hunch-1 ) R111 .  
  PASS  =  You  keep  your  distance.  
   
  FAIL  =  You  get  too  close.   
  A  Partner  of  your  choice  dies.   
  If  you  have  no  partners,  you  are  dead.   
  2  
  If  you  have  a  Red  Trinket,  go  to  Roll  Result  5  
   
  Something  is  wrong  with  him.  
  He  lunges  R110 .    Initiative  R110b .  
  Rabid  Man:  Finesse :  2;  Weapon :  bite ♦ ;  Loot  Suit : X (Table  D1)  
   
  If  you  win  the  combat,  Bounty  Suit  up  one;  E207   
  3  
  You  are  ignored.  
  Shortly  after  you  are  jumped  by  two  voracious  bumpkins  R110 .   Initiative  R110g .  
  Bumpkin:  Finesse :  2;  Weapon :  machete ♦ ;  Loot  Suit : X (Table  D1)  
  Bumpkin:  Finesse :  1;  Weapon :  knife ♣;  Loot  Suit :-  
  4  
  +1  Karma.   You  are  ignored;  E215  
  5  
  He  heals  you  (and  any  partners)  one  Wound  Level.  
  6  
  He  heals  you  (and  any  partners)  two  Wound  Levels;  E234  
   
  E114    -  Gunshop:  
                   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
   
  1  
    If  you  have  a  Bounty  Suit  of  ♦ ,  ♥   or  ♠  you  are  chased  by  the  authorities;  E155  
   
  +1  Karma.   You  just  missed  a  big  sale,  he  is  sold  out  of  everything.  
  2  
  You  find  nothing  of  interest  and  leave  to  the  saloon;  E012  
  3  
  Nothing  of  interest.  
  Shortly  after  you  run  into  someone  who  has  been  tailing  you;  E146  
  4  
  For  Sale:  Knife ♣  for  $2.   
    If  you  purchase  this  item,  record  it  under  your  Weapons.  
  5  
  For  Sale:  Rifle ♥   $14.   
    If  you  purchase  this  item,  record  it  under  your  Weapons.  
  6  
  For  Sale:  Rifle ♥   $8.   
    If  you  purchase  this  item,  record  it  under  your  Weapons.  
   
   
   
   
  89  
  
   
  E115    -  Good  Smaritan  
           You  assist  in  repairing  the  wagon.   Roll  a  D6:   
  Roll  Result  
  D6  
  Outcome  
   
  1  
  The  man  has  a  deadly  disease.   
  Attempt  a  Hunch  skill  test  (Table  C/ ♦ /Hunch-1)   R111 .  
  PASS  =   You  avoid  getting  too  close  and  scuttle  off;  E045  
   
  FAIL  =   You  get  too  close  and  your  body  is  unable  to  fight  off  the  disease.   
  You  don’t  live  much  longer  and  have  an  uncomfortable  death.   
  You  are  dead.  
  2  
  You  accidentally  damage  the  wagon  further.  
  Bounty  Suit  up  one.  
  Roll  on  the  Event  Table  (Table  A).  
  3  
  Roll  a  Hunch  skill  test  ( Table  C/ ♠ /Hunch-1 ) R111 .  
  PASS  =  Go  to  Roll  Result  7   
   
  FAIL  =  Go  to  Roll  Result  8  
  4  
  Roll  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-1 ) R111 .  
  PASS  =  Go  to  Roll  Result  7   
   
  FAIL  =  Go  to  Roll  Result  8  
  5  
  Roll  a  Hunch  skill  test  ( Table  C/ ♦ /Hunch-1 ) R111 .  
  PASS  =  Go  to  Roll  Result  7   
   
  FAIL  =  Go  to  Roll  Result  8  
  6  
  You  repair  the  wagon.   Go  to  Roll  Result  7  
  7  
  You  repair  the  wagon.  Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
   
  1  
  He  thanks  you  for  your  time.  
  A  short  while  later;  E243  
  2  
  +1  Karma.   He  thanks  you  for  your  time  and  invites  you  to  drop  by  his  home.  
  Roll  a  D6  to  determine  the  direction  of  his  home:   
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW   
  and  then  roll  the  D6  to  determine  how  many  hexes  away.  
  Record  “hex#/abode/E107”  under  Points  of  Interest  R102 .  
  3  
  He  warns  you  of  a  Bandit  hideout.  
  Roll  a  D6  to  determine  which  adjacent  hex  the  bandit  hideout  is  located:   
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW.  
  Record  “Hex#/Bandit  Hideout/E085”  under  your  Points  of  Interest  R102 .  
  4  
  E125  
  5  
  Offers  you  to  drop  by  his  family's  ranch,  if  you  are  looking  for  work.  
  Roll  a  D6  to  determine  the  direction  of  the  ranch:  
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW   
  and  then  roll  a  D6,  to  determine  how  many  hexes  away.  
  Record  “Hex#/Ranch  Work/E210”  under  your  Points  of  Interest  R102 .  
  6  
  +1  Karma.   He  thanks  you.  
  Loot  Suit :♣(Table  D1).  
   
   
   
  90  
  
   
  8  
  +1  Karma.   He  thanks  you  for  trying.   
  Roll  on  the  Event  Table  (Table  A).  
   
  E116    -    Delivery  
  You  meet  the  pharmacist  at  his  home.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
   
  1  
  He  regrets  to  inform  you  that  it's  the  wrong  plant.  
  Shortly  after,  You  are  confronted  by  a  bitter  person  from  your  past.  
  Draw!  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♦ /Finesse-2 ) R111 .  
  PASS  =  You  shot  him  first,  right  between  the  eyes.   
  Bounty  Suit  up  one.  
  Loot  Suit :♣ (Table  D1).  
   
  FAIL  =  He  shot  you  first,  right  between  your  eyes.   
  You  are  dead.  
  2  
  If  you  have  a  Bounty  Suit  of  ♦ ,  ♥   or  ♠  you  are  chased  by  the  authorities;  E155  
   
  He  is  pleased  and  pays  you  $3.  
  Shortly  after,  You  help  an  elderman  to  his  feet.  
  He  bows  in  gratitude  and  invites  you  to  visit  his  Opium  Den.  
  Record  “Hex#any  town/opium  den/E165”  under  your  Points  of  Interest  R102 .   
  3  
  He  is  pleased  and  pays  you  $3.  
  His  sister  is  ill  and  wants  you  to  deliver  a  special  medicine  to  her.  
  The  sister  will  pay  you  on  its  delivery.  
  To  determine  sisters  hex,  roll  a  D4:   
  1-   3,18 ;  2-  8,10 ;  3-  12,17 ;  4-  15,11  
  Record  “Hex#/medicine/E067”  under  your  Points  of  Interest  R102 .  
  4  
  He  is  very  pleased  and  pays  you  $5  for  the  plant.  
  He  is  looking  for  another  rare  plant.  
  Roll  a  D4  to  determine  hex  of  the  plant:   
  1-  1,3;  2-  14,4;  3-   19,18;  4-  1,17   
  Record  “Hex#/plant/E070”  under  your  Points  of  Interest  R102 .  
  5  
  He  is  very  pleased  and  pays  you.  
  Loot  Suit :  $3  +  ♥ (Table  D1).   
  6  
  He  is  incredibly  impressed  you  were  able  to  locate  the  rare  plant  and  feels  you  must  
  have  a  nak  for  it.   He  gives  you  a  job  as  his  apprentice  healing  the  sick.  
  You  find  it  to  be  a  rewarding  life,  full  of  purpose,  seeking  new  remedies  to  heal  the  
  less  fortunate.  
  You  win  the  game.  
    
   
   
   
   
   
   
   
   
   
   
  91  
  
   
  E117    -  Cave  
  You  investigate  a  cave.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
   
  1  
  +1  Karma.   It  is  a  small  alcove  and  has  nothing  of  interest.  
  Roll  on  the  Event  Table  (Table  A).  
  2  
  Nothing  of  interest  and  you  leave.  
  Sometime  later..  
  If  your  Bounty  Suit  is   X ;  E068  
   
  You  get  ambushed  by  two  hardened  Bounty  Hunters  R110 .   Initiative  R110c .  
  Bounty  Hunter:  Finesse :  2;  Weapon :  Rifle ♥ ;  Loot  Suit :♣ (Table  D1)  
  Bounty  Hunter:  Finesse :  2;  Weapon :  Rifle ♥ ;-  
  3  
  You  rest  for  the  night  in  the  cave.   
  You  (and  any  partners)  heal  one  Wound  Level.  
  4  
  Its  walls  are  covered  in  ancient  drawings.   
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-2 ) R111 .  
  PASS  =   +1  Karma.  You  deduce  it  tells  the  rise  and  fall  of  a  lost  civilization.   
  You  (and  any  partners)  heal  one  Wound  Level.  
   
  FAIL  =  It  looks  like  nonsense  and  you  leave.  
  Roll  on  the  Event  Table  (Table  A).  
  5  
  It  contains  a  beautiful  cenote.  
  It  is  oddly  invigorating  and  you  decide  to  camp  here  for  the  night.  
  +1  Karma.   You  (and  any  partners)  heal  up  three  Wound  Levels;  E234  
  6  
  Its  walls  are  covered  in  ancient  drawings.   
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-2 ) R111 .  
  FAIL  =  It  looks  like  nonsense  and  you  leave;  E234  
   
  PASS  =  It  tells  the  rise  and  fall  of  a  lost  civilization  along  with  the  location  of  their  sovereignty’s  tomb.   
  Roll  a  D6  to  determine  the  direction  of  the  tomb:   
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW   
  and  then  roll  a  D6,  to  determine  how  many  hexes  away.  
  Record  “Hex#/Tomb/E158”  under  your  Points  of  Interest  R102 .  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  92  
  
   
  E118    -  Town  
              Roll  a  D6:   
  Roll  Result  
  D6  
  Outcome  
   
  1  
    +1  Karma.   You  meander  around  town  for  the  rest  of  the  day.  
  If  you  are  on  a  Marshland  Hex;  E029  
  If  you  are  not  on  a  Marshland  Hex;  E026  
  2  
  You  decide  to  get  a  drink  at  the  saloon;  R106  
  3  
  You  leave  the  pharmacy.  
  Shortly  after;  E146  
  4  
  If  you  have  a  Bounty  Suit  of  ♦ ,  ♥   or  ♠  the  doctor  tells  the  authorities  about  you;  E155  
   
  You  meander  around  town  for  the  rest  of  the  day;  E234  
  5  
  You  meet  an  old  farmer  who  is  advertising  ranch  work.  
  Roll  a  D6  to  determine  the  direction  of  the  ranch:  
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW   
  and  then  roll  a  D6,  to  determine  how  many  hexes  away.  
  Record  “Hex#/Ranch  Work/E210”  under  your  Points  of  Interest  R102 .   
  6  
  The  doctor  likes  you  and  gives  you  D4  bitters  to  take  with  you.   
  They  are  a  one  time  use.   You  can  use  them  as  a  Heal  Action  ( R101c ).   
  Record  the  “  bitters”  under  Equipment.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  93  
  
   
  E119    -  Cemetery  
  You  arrive  at  the  cemetery  and  search  for  the  buried  treasure.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
   
  1  
  +1  Karma.   You  find  the  coffin  but  it  is  empty.  
  Roll  on  the  Event  Table  (Table  A).  
  2  
  You  find  the  coffin  but  it  is  empty.  
  Short  time  after..  
  If  your  Bounty  Suit  is   X ;  E154  
   
  You  are  ambushed  by  two  grubby  Bounty  Hunters  R110 .   Initiative  R110c .  
  Bounty  Hunter:  Finesse :  2;  Weapon :  Rifle ♥ ;  Loot  Suit :♣ (Table  D1)  +  E240  
  Bounty  Hunter:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
   
  If  you  win  the  combat,  Bounty  Suit  up  one.  
  3  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♦ /Hunch-2 ) R111   
  PASS  =  You  find  the  coffin.  
  It  contains  a  well  dressed  corpse.    
  Loot  Suit : ♦ (Table  D1).  
   
  FAIL  =  You  fail  to  locate  the  correct  grave;  E234  
  4  
  You  find  the  coffin.  
  It  contains  a  well  dressed  corpse.   
  Loot  Suit : ♥ (Table  D1).  
  5  
  You  find  the  coffin  but  before  you  can  open  it  an  “old  Friend”   
  shows  up  with  a  drawn  pistol.  
  You  begin  combat  R110 .    Initiative  R110f .  
  Old  Friend:  Finesse :  3;  Weapon :  Pistol ♦ ;  Loot  Suit :  Loot  Suit :♣ (Table  D1)  
   
  If  you  win  the  combat,  You  open  the  coffin.    
  Loot  Suit:   $10  +  ♠(Table  D1).  
  6  
  You  find  the  coffin.   
    Loot  Suit :  $20  +  ♠(Table  D1).  
   
  E120    -   The  Organization  
  You  find  a  letter  with  the  location  of  a  secret  meeting.  
  Roll  a  D6  to  determine  hex  of  the  “secret  meeting”:   
  1-  2,7;  2-  19,3;  3-  19,16;  4-  16,8;  5-  15,18;  6-  11,10  
  Record  the  “Hex#/cabal/E150”  under  your  Points  of  Interest  R102 .  
   
   
   
   
   
   
   
   
   
   
   
   
  94  
  
   
  E121    -  Pharmacy  
  You  arrive  at  the  pharmacy.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
   
  1  
    If  you  have  a  Bounty  Suit  of  ♦ ,  ♥   or  ♠  you  are  spotted  and  the  authorities  give  chase;  E155   
   
  +1  Karma.   It  is  closed.   
  You  go  to  the  saloon;  R106  
  2  
  It  is  closed.  
   
  If  your  Bounty  Suit  is   X ;  You  go  for  a  drink;  E111   
   
  Shortly  after,   you  are  confronted  by  two  eager  Bounty  Hunters  R110 .   Initiative  R110f .  
  Bounty  Hunter:  Finesse :  3;  Weapon :  Rifle ♥ ;  Loot  Suit : ♦ (Table  D1)  
  Bounty  Hunter:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
   
  If  you  win  the  combat,  Bounty  Suit  up  one.  
  3  
  He  is  happy  to  see  you  again.  
  He  heals  you  (and  any  partner)  one  Wound  Level.   
  You  meet  an  attractive  lady  who  is  also  there.   
  She  is  an  entertainer  and  asks  you  to  come  by  sometime  to  see  her  show.  
  Record  “Hex#any  town/entertainer/E066”  under  your  Points  of  Interest  R102 .  
  4  
  He  heals  you  (and  any  partners)  two  Wound  Levels.  
  His  sister  is  ill  and  wants  you  to  deliver  a  special  medicine  to  her.  
  The  sister  will  pay  you  on  its  delivery.  
  To  determine  sisters  hex,  roll  a  D4:   
  1-   3,18 ;  2-  8,10 ;  3-  12,17 ;  4-  15,11  
  Record  “Hex#/medicine/E067”  under  your  Points  of  Interest  R102 .  
  5  
  If  you  have  a  Bounty  Suit  of  ♠  you  are  spotted  and  the  authorities  give  chase;  E155  
   
  He  is  happy  to  see  you  again.  
  He  gives  you  D6  balms  to  take  with  you.  
  They  are  a  one  time  use.   You  can  use  them  as  a  Heal  Action  ( R101c ).   
  Record  the  balms  under  your  Equipment  (Tracking  Sheet).  
  6  
  He  asks  you  to  locate  a  rare  plant.  
  You  (and  any  partners)  heal  one  Wound  Level.  
  Roll  a  D4  to  determine  hex  of  the  plant:   
  1-  1,3;  2-  14,4;  3-   19,18;  4-  1,17   
  Record  “Hex#/plant/E070”  under  your  Points  of  Interest  R102 .  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  95  
  
   
  E122    -    Saloon  
               Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
   
  1  
  If  you  don’t  have  any  money,  go  to  Roll  Result  2  
   
  You  get  pickpocketed  by  a  lurcher.   
  Roll  a  D4  to  determine  how  much  money  he  steals:   
  1- $10;  2- $4;  3- $3;  4- $1.  
  2  
  If  you  have  a  Bounty  Suit  of    ♠;  E103  
   
  You  get  drunk  and  boast  about  your  criminal  misdeeds.  
  Bounty  Suit  up  one.  
  3  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-1 ) R111 .  
  PASS  =  Go  to  Roll  Result   5  
   
  FAIL  =  A  kind  stranger  buys  you  a  drink;  R106   
  4  
  There  is  a  stagecoach  driver  offering  rides  to  any  hex  for  $5.  
  If  you  pay  the  $5;  E241  
  If  you  don’t  pay  the  $5,  you  leave;  E234  
  5  
  You  overhear  the  location  of  an  old  mine.  
  Roll  a  D6  to  determine  hex  of  the  mine:  
  1-   2,4;   2-  5,1;   3-  13,3;   4-  5,10;   5-  3,12;   6-  11,10  
  Record  “Hex#/mine/E152”  under  your  Points  of  Interest  R102 .  
  6  
  You  chat  with  the  bartender.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-1 ) R111 .  
  PASS  =  He  tells  you  about  a  ruthless  businessman.  
  Record  “Hex#any  town/Businessman/E238”  under  your  Points  of  Interest  R102 .  
   
  FAIL  =  Re-roll  on  this  Table.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  96  
  
   
  E123    -  Old  Book  
  You  find  an  old  book  bound  in  freakish  leather,  full  of  peculiar  symbols.   
  Attempt  a  Hunch  skill  test  ( Table  C/ ♠ /Hunch-1 ) R111 .   
  PASS  =  You  inspect  the  disturbing  tome.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
   
  1  
  You  are  compelled  to  read  it  again.  
  Attempt  the  Hunch  skill  test  again.  
  2  
  -1  Karma.   A  chill  runs  down  your  spine.  
  3  
    A  chill  runs  down  your  spine;  E007  
  4  
  +1  Karma.  You  find  it  to  be  nonsense.  
  5  
  You  find  it  to  be  nonsense.  
  You  (and  any  partners)  heal  one  Wound  Level;  E234  
  6  
  +1  Karma.   Maybe  it’s  worth  something;  E242   
    
  FAIL  =  That  night,  your  dreams  are  plagued  with  apocalyptic  visions.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
   
  1  
  You  feel  paranoid,  accompanied  by  a  morbid  compulsion.  
  -1  Hunch.  
  If  your  Hunch  score  is  1,  go  to  Roll  Result  7  
  Re-roll  on  this  Table.  
  2  
  -1  Karma.   You  wake  up  with  bloodied  hands.  
  A  partner  of  your  choice  is  dead.  
  If  you  don’t  have  a  partner,  Bounty  Suit  up  one.   
  3  
  You  wake  up  with  bloodied  hands.  
  A  partner  of  your  choice  is  dead.  
  If  you  don’t  have  a  partner,  Bounty  Suit  up  one;  E007   
  4  
  You  wake  up  feeling  ill  and  take  extra  rest.  
  Unforeseen  circumstances  -  remove  a  Point  of  interest  (of  your  choice)  
  from  your  Tracking  Sheet;  E095  
  5  
  +1  Karma.   You  wake  up  in  a  pool  of  sweat.  
  6  
  +1  Karma.   You  wake  up  with  a  headache;  E234  
  7  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-1 ) R111 .  
  PASS  =  Re-roll  on  this  Table.  
   
  FAIL  =  You  have  slipped  into  an  irrecoverable  insanity.  
  You  lose  the  game.  
   
   
   
   
   
   
   
   
  97  
  
   
  E124    -  If  you  have  a  partner(s);  E082  
   
  Strange  Practice  
  Attempt  a  Hunch  Skill  Test  ( Table  C/ ♠/Hunch-1 ) R111 .  
  PASS  =    Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
   
  1  
    You  drink  a  bizarre  concoction;  E128  
  2  
  You  wake  up  in  a  daze.  
  Unforeseen  Circumstances  -  remove  a   
  Point  of  Interest  (of  your  choice)  from  your  tracking  sheet.  
  3-4  
  +1  Karma.   You  feel  foul  but  shake  it  off.  
  Roll  on  the  Event  Table  (Table  A).   
  5  
  You  feel  closer  to  nature;  E234  
  6  
  +1  Karma.   You  slip  away  from  the  group  and  rummage   
  Through  their  belongings.  Roll  a  D6:  
  Roll  
  Result  
  D6  
  Outcome  
   
  1  
  You  are  caught  and  flee.  
  Bounty  Suit  up  one.  
  Move  to  any  adjacent  hex;  E243  
  2-3  
  Bounty  Suit  up  one.  
  Loot  Suit :♣ (Table  D1).  
  4-5  
  Loot  Suit : ♥ (Table  D1).  
  6  
  Loot  Suit : ♠ (Table  D1).  
   
   
  FAIL  =    Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
   
  1  
  You  are  sacrificed.  
  You  are  dead.  
  2  
  You  wake  up  in  a  jail  wagon,  accused  of  a  terrible  crime.  
  Unforeseen  Circumstances  -  remove  a   
  Point  of  Interest  (of  your  choice)  from  your  tracking  sheet ;  E075   
  3  
  The  last  thing  you  remember  is  drinking  a  strange  brew;  E128  
  4  
  You  become  bored  and  leave;  E095  
  5  
  +1  Karma.   You  wake  up  in  a  towns  Sheriff's  office.  
  Move  your  token  to  any  Town  hex.  
  If  your  Bounty  Suit  is  ♠ ;  E075  
  6  
  You  lose  interest  and  leave  half  way  through.  
  Roll  on  the  Event  Table  (Table  A).  
   
   
   
  98  
  
   
   
  E125    -  Stranger  
  The  stranger  thanks  you.   Roll  a  D10:  
  Roll  Result  
  D10  
  Outcome  
   
  1  
  +1  Karma.   Tips  his  hat  as  he  leaves.  
  Shortly  after;  E022  
  2  
  He  owns  a  gun  shop  and  tells  you  to  visit  sometime.  
  Record  “Hex#any  town/gun  shop/E114”  under  your  Points  of  Interest  R102 .  
  3  
  He  owns  a  pharmacy  and  tells  you  to  visit  sometime.  
  Record  “Hex#any  town/pharmacy/E121”  under  your  Points  of  Interest  R102 .  
  4  
  He  is  a  Preacher.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
   
  1  
    He  prays  over  you  and  leaves.  
  Shortly  after;  E022  
  2-3  
  +1  Karma.   He  prays  over  you  and  leaves.  
  Roll  on  the  Event  Table  (Table  A)  
  4  
  He  gives  you  directions  to  his  congregation.  
  Roll  a  D6  to  determine  the  direction  of  the  congregation:  
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW  
  and  then  roll  a  D6  to  determine  how  many  hexes  away.   
  Record  “Hex#/congregation/E132”  under  your  Points  of  Interest  R102 .   
  5  
  +1  Karma.   He  prays  over  you.  
  That  night,  you  (and  any  partners)  heal  two  Wound  Levels.  
  6  
  Attempt  a  Hunch  skill  test   ( Table  C/ ♥ /Hunch-1 ) R111  
  PASS  =  If  you  wish,  he  joins  you  on  your  journey.   
  If  you  accept,  record  the  Preachers  information  under  Partners  R131 :  
  Preacher:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
   
  FAIL  =  He  says  a  prayer  over  you  and  then  gallops  off;  E234  
   
  5  
  He  bows  in  gratitude  and  invites  you  to  visit  his  Opium  Den.  
  Record  “Hex#any  town/opium  den/E165”  under  your  Points  of  Interest  R102 .  
  6  
  She  is  a  hotel  owner  and  invites  you  to  stay  at  her  hotel  sometime,  free  of  charge!  
  Record  “Hex#any  town/hotel/E136”  under  your  Points  of  Interest  R102 .  
  7  
  He  is  a  Trapper.   
  He  tells  you  about  a  rare  pelt  he  would  pay  handsomely  for;  E141   
  8  
  She  is  a  farmer's  wife.  
  She  tells  you  about  her  hometown.  
  Roll  a  D6  to  determine  the  direction  of  the  town:  
    1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW  
    and  then  roll  a  D6  to  determine  how  many  hexes  away.   
  There  is  a  town  in  that  hex,  mark  the  mapboard  to  indicate  this.   
  This  town  is  available  for  the  rest  of  the  game.   
  9  
  He  is  a  deserting  soldier.  
  He  gives  you  his  Rifle;  E010   
   
   
  99  
  
   
  10  
  She  is  a  settler.  
  She  offers  to  take  you  to  her  nearby  settlement.  
  If  you  accept;  E147  
   
  If  you  don’t  accept,  she  gives  you  D4  healing  balms.  
  Each  balm  can  be  used  as  a  one  time  Healing  Action  ( R101c ) .  
  Record  the  balms  under  your  Equipment  (Tracking  Sheet).   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  100  
  
   
  E126    -  Train  Robbery  
  You  arrive  at  the  railroad  and  prepare  to  jump  the  train.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
   
  1  
    If  your  Bounty  Suit  is  ♠,  you  were  setup;  E103  
   
  +1  Karma.   You  are  too  late,  all  goods  were  already  delivered.  
  2  
  If  your  Bounty  Suit  is  ♠;  E103  
   
  The  authorities  were  waiting  for  you;  E155  
  3-4  
  The  train  is  under  protection  by  gunmen.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-2 ) R111 .  
  PASS  =  You  successfully  bypass  the  guards.   
  Go  to  Roll  Result  6  
   
  FAIL  =  You  are  spotted  and  four  gunmen  attack  R110 .   Initiative  R110b .   
  Gunman:  Finesse :  2;  Weapon :  Rifle ♥ ;  Loot  Suit : -  
  Gunman:  Finesse :  2;  Weapon :  Rifle ♥ ;  Loot  Suit : -  
  Gunman:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit : -  
  Gunman:  Finesse :  1;  Weapon :  Pistol ♦ ;  Loot  Suit : -  
   
  If  you  win  the  combat,  Bounty  Suit  up  two.   
  Go  to  Roll  Result  6  
  5  
  The  train  is  under  protection  by  gunmen.  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♥ /Finesse-2 ) R111 .  
  PASS  =  You  successfully  bypass  the  security.   
    Go  to  Roll  Result  6  
   
  FAIL  =  You  are  spotted  and  three  gunmen  attack  R110 .   Initiative  R110b .   
  Gunman:  Finesse :  2;  Weapon :  Rifle ♥ ;  Loot  Suit : -  
  Gunman:  Finesse :  1;  Weapon :  Rifle ♥ ;  Loot  Suit : -  
  Gunman:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit : -  
    
  If  you  win  the  combat,  Bounty  Suit  up  one.   
  Go  to  Roll  Result  6  
  6  
  You  enter  the  cargo  car.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
   
  1  
  +1  Karma.   It  is  empty;  E134  
  2  
  D4  Dynamite.   
    Record  the  Dynamite ♠’  under  Weapons;   E161  
  3  
  Bounty  Suit  up  one.  
  It  contains  antiques;  E242  
  4  
  Bounty  Suit  up  one.  
  Loot  Suit :  ♠(Table  D1)   +  Jewellery;  E019  
  5  
  Loot  Suit :   ♠(Table  D1)   +  gold;  E040   
  6  
  You  find  more  than  enough  money  you  will  ever  need  to  start  your  new  life.  
  You  ride  off  to  purchase  a  ranch  and  live  in  quiet  contemplation  under  an  
  assumed  name.   
  You  win  the  game.  
   
   
  101  
  
   
   
   
  E127    -  Ruffians  
  The  three  ruffians  approach.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
   
  1  
  They  brought  friends  R110 .     Initiative  R110f .  
  Ruffian:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit : X (Table  D1)  
  Ruffian:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit : -  
  Ruffian:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit : -  
  Ruffian:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit : -  
  Ruffian:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit : -  
   
  If  you  win  the  combat;  E049  
  2-3  
  The  three  Ruffians   attack  R110 .     Initiative  R110c .  
  Ruffian:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :♣ (Table  D1)  
  Ruffian:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit : -  
  Ruffian:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit : -  
   
   
  If  you  win  the  combat;  E049  
  4  
  The  three  Ruffians   attack  R110 .     Initiative  R110b .  
  Ruffian:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit : ♦ (Table  D1)  
  Ruffian:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit : -  
  Ruffian:  Finesse :  1;  Weapon :  Pistol ♦ ;  Loot  Suit : -  
   
   
  If  you  win  the  combat;  E049  
  5  
  They  come  face  to  face  with  you.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-2 ) R111 .  
  PASS  =  You  intimidate  them  and  they  leave;  E049  
   
  FAIL  =  +1  Karma.   Go  to  Roll  Result  7  
  6  
  They  see  you  and  turn  around;  E049   
  7  
  The  leader  challenges  you.  
  Draw!  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♥ /finesse-2 ) R111 .  
  PASS  =  You  get  off  a  shot  first,  right  between  his  eyes.  
  He  is  dead.  
  The  remaining  ruffians  leave.  
  Loot  Suit : ♦ (Table  D1);  E049   
   
  FAIL  =  He  gets  a  shot  off  first,  right  between  your  eyes.  
  You  are  dead.  
   
  E128    -  Bender  
  You  end  up  getting  black  out  drunk  and  waking  up  in  a  random  hex.   
  Roll  to  determine  the  direction  of  random  hex:   
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW   
  and  then  roll  a  D4,  to  determine  how  many  hexes  away.   
  Unforeseen  circumstances  -  remove  a  Point  of  Interest  (of  your  choice)  from  your  Tracking  Sheet.  
  Bounty  Suit  up  one.  
   
   
   
  102  
  
   
  E129    -  If  on  a  Desert  hex;  E093  
   
  Prospector   Village  
  You  enter  a  prospector  village.   
  You  can  rob  them  or  you  can  be  friendly.  
  If  you  decide  to  rob  them;  E159  
  If  you  decide  a  friendly  approach;  E025  
   
  E130    -  Settlers  
  A  group  of  settlers  are  building  a  home  here.   
  Choose  between  a  friendly  approach  or  robbing  them.  
  If  you  choose  a  friendly  approach;  E147   
  If  you  choose  to  rob  them;  E159  
   
  E131    -  Leader  
  You  confront  the  Cabal  Leader.   Roll  a  D6:  
  Roll  Result  
  D6  
    Outcome  
  1  
  He  reveals  a  mesmerizing  smile  and  you  leave  with  him,  never  to  be  seen  again.   
  You  lose  the  game.  
  2  
  +1  Karma.    He  reveals  a  mesmerizing  smile  and  tells  you,  you  are  misguided  and  confused.   
  You  spend  the  next  day  in  a  state  of  bewilderment.  
  Remove  a  Point  of  Interest  of  your  choice  from  your  Tracking  Sheet.   
  Bounty  Suit  up  one.  
  3  
  A  bodyguard  intervenes  to  defend  him  R110 .   Initiative  R110f .  
  You  can  only  use  Fists  or  a  Knife.  
  Bodyguard:  Finesse :  2;  Weapon :  Fists X ;  Loot  Suit : ♦ (Table  D1)  
   
  If  you  win  the  combat,  Bounty  Suit  up  one.  
  goto  Roll  Result  6  
  4  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-2 ) R111 .  
  PASS  =  He  gives  you  all  he  has  on  him.   
  Loot  Suit: ♠(Table  D1).  
   
  FAIL  =  +1  Karma.   He  convinces  you  to  never  speak  of  what  you  saw.   
  Bounty  Suit  up  two.  
  5  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♦ /Hunch-2 ) R111 .  
  PASS  =  He  gives  you  all  he  has  on  him.   
  Loot  Suit: ♠(Table  D1).  
   
  FAIL  =  He  convinces  you  to  never  speak  of  what  you  saw.   
  Bounty  Suit  up  one;  E234  
  6  
  +1  Karma.   He  gives  you  all  he  has  on  him.   
  Loot  Suit: ♠(Table  D1).  
   
   
   
   
   
   
   
  103  
  
   
  E132    -  Congregation  
  You  arrive  at  the  congregation.   Roll  a  D6:  
  Roll  Result  
  D6  
    Outcome  
  1  
  They  are  performing  an  aberrant  ritual  and  you  are  seduced  into  joining  them;  E124  
  2  
  +1  Karma.   It  was  pleasant,  but  not  for  you;  E095  
  3  
  If  your  Bounty  Suit  is  , ♥  or  ♠ ;  E103  
   
  Nobody  is  there.  
  Shortly  after  you  cross  paths  with  odious  raiders   R110 .     Initiative  R110b .  
  Raider:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit : ♦ (Table  D1)   
  Raider:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
  Raider  :  Finesse :  2;  Weapon :  Knife ♣;  Loot  Suit :-   
  4  
  If  your  Bounty  Suit  is  ♠ ,  a  lawman  is  in  attendance;  E155  
   
  You  listen  to  the  preachers  sermon.   
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-2 )  R111 .  
  PASS  =   Go  to  Roll  Result  6  
   
  FAIL  =   You  tithe  $5;  E234  
  5  
  The  Preacher  hires  you  to  “silence”  a  former  member  of  the  congregation   
  who  has  been  “spreading  lies”.  
  Write  “Hex#any  town/member/E013”  under  your  Points  of  Interest  R102 .  
  6  
  During  the  sermon,  you  quietly  search  the  preachers  office  for  valuables.   
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-1 )  R111 .  
  PASS  =   Loot  Suit: ♠(Table  D1).  
   
  FAIL  =   Loot  Suit: ♣(Table  D1).  
  Bounty  Suit  up  one.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  104  
  
   
  E133    -    Good  Hearted   
  You  refuse  any  money.   Roll  a  D6:  
  Roll  Result  
  D6  
    Outcome  
  1  
  You  are  thanked  with  Tears  of  Joy  and  leave.  
  Shortly  after;  E146  
  2  
  +1  Karma.   You  are  thanked  with  tears  of  joy  and  leave;  E234  
  3  
  They  provide  you  food  and  shelter  for  the  night.  
  You  (and  any  partners)  heal  one  Wound  Level.  
  Roll  on  the  Event  Table  (Table  A).  
  4  
  +1  Karma.   They  provide  you  food  and  shelter  for  the  night.  
  You  (and  any  partners)  heal  two  Wound  Levels;  E234  
  5  
  You  stay  the  night  with  the  family.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-1 )  R111 .  
  PASS  =   Go  to  Roll  Result  6  
   
  FAIL  =  Go  to  Roll  Result   4  
  6  
  The  family  has  found  the  whole  ordeal  overwhelming  and  decided  to  move.   
  They  give  you  the  ranch  as  thanks.   
  You  live  out  the  rest  of  your  days  tending  to  your  ranch  in  peaceful  seclusion.  
  You  win  the  game.  
   
  E134    -  Elite  Posse  
  You  have  provoked  the  wrong  people.  
  An  elite  group  has  been  formed  to  hunt  down  the  West’s  most  wanted  criminals,  starting  with  you.   
    To  determine  the  posse’s  starting  hex,  roll  a  D4:   
  1-  0,0;  2-  20,0;  3-   20,22;  4-  0,22   
  Place  a  token  on  that  hex.   
  The  posse  remain  in  play  for  the  rest  of  the  game.   
  The  Posse  moves  towards  you  one  hex  before  you  choose   your  daily  Action  ( R101a ),  every  turn  for  the  rest  of  the  game.   
  If  at  any  point  the  Posse  shares  a  hex  with  you  before  you  choose  your  daily  Action,  you  lose  the  game.  
   
  Only  one  Elite  Posse  can  be  on  the  map  at  a  time,  so  if  you  encounter  this  Event  again,  they  move  two  hexes  closer  this  Turn.  
    
   
   
  105  
  
   
  E135    -  Train  Robbery  
  You  attack  the  masked  Brigands.   Roll  a  D6:  
  Roll  Result  
  D6  
    Outcome  
  1  
  Three  masked  Brigands  R110 .   Initiative  R110d .  
  You  cannot  attempt  to  flee  from  this  combat.  
  Masked  Brigand:   Finesse :  3;  Weapon :  Rifle ♥ ;  Loot  Suit: X (Table  D1)   
  Masked  Brigand:   Finesse :  3;  Weapon :  Rifle ♥ ;  Loot  Suit :-   
  Masked  Brigand:   Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
   
  If  you  win  the  combat;  E079  
  2-3  
  Three  masked  Brigands  R110 .   Initiative  R110g .  
  You  cannot  attempt  to  flee  from  this  combat.  
  Masked  Brigand:   Finesse :  3;  Weapon :  Rifle ♥ ;  Loot  Suit: X (Table  D1)   
  Masked  Brigand:   Finesse :  2;  Weapon :  Rifle ♥ ;  Loot  Suit :-   
  Masked  Brigand:   Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
   
  If  you  win  the  combat;  E079  
  4  
  Three  masked  Brigands  R110 .   Initiative  R110f .  
  You  cannot  attempt  to  flee  from  this  combat.  
  Masked  Brigand:   Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit: ♣(Table  D1)   
  Masked  Brigand:   Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :-   
  Masked  Brigand:   Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
   
  If  you  win  the  combat;  E079  
  5  
  Three  masked  Brigands  R110 .   Initiative  R110b .  
  You  cannot  attempt  to  flee  from  this  combat.  
  Masked  Brigand:   Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit: ♦ (Table  D1)   
  Masked  Brigand:   Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :-   
  Masked  Brigand:   Finesse :  1;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
   
  If  you  win  the  combat;  E079  
  6  
  Three  masked  Brigands  R110 .   Initiative  R110a .  
  You  cannot  attempt  to  flee  from  this  combat.  
  Masked  Brigand:   Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit: ♥ (Table  D1)   
  Masked  Brigand:   Finesse :  1;  Weapon :  Pistol ♦ ;  Loot  Suit :-   
  Masked  Brigand:   Finesse :  1;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
   
  If  you  win  the  combat;  E079  
   
   
   
   
   
   
   
   
   
   
   
   
  106  
  
   
  E136    -  Hotel  
  It  is  late  and  the  hotel  has  a  vacancy  for  you.   Roll  a  D6:  
  Roll  Result  
  D6  
    Outcome  
  1  
  +1  Karma.   You  stay  the  night  and  it  was  unsanitary.  
    If  you  (or  any  partners)  have  any  Wound  Level(beyond  None),  it  becomes  one  Wound  Level  worse.  
  2  
  You  rob  the  hotel  owner.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♦ /Hunch-2 ) R111 .  
  PASS  =    Loot  Suit : ♥ (Table  D1).   
  Bounty  Suit  up  one.  
   
  FAIL  =    You  are  caught  in  the  act.  
    Bounty  Suit  up  one;  E155  
  3  
  You  hear  helpless  cries  in  the  next  room.   
  You  barge  in  and  get  into  a  fight  with  the  offender  R110 .  Initiative  R110e .   
  Offender:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit : ♥ (Table  D1).  
   
  If  you  win  the  combat;  E063  
  4  
  If  your  Bounty  Suit  is  ♠  you  are  spotted  and  the  authorities  give  chase;  E155  
   
  You  have  a  very  comfortable  night's  rest.   
  You  (and  any  partners)  heal  one  Wound  Level;  E234  
  5  
  You  rest  for  the  night  and  use  the  complimentary  bath.  
  You  (and  any  partners)  heal  two  Wound  Levels.  
   
  The  next  morning,  there  is  a  stagecoach  offering  rides  to  any  hex  for  $4.  
  If  you  pay  the  $4;  E241   
  If  you  don’t  pay  the  $4,  you  go  to  the  saloon;  R106  
  6  
  The  owner  was  kidnapped  by  a  jealous  lout.  
  Roll  a  D4  to  determine  where  the  jealous  lout  lives:  
  1-  2,10;  2-  6,19;  3-   12,7;  4-  18,17  
  Record  the  “Hex#/kidnapped/E218”  under  your  Points  of  Interest  R102 .  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  107  
  
   
  E137    -  Reward  
  You  find  the  preacher  and  he  thanks  you  for  a  job  well  done.   
  He  is  sorry  but  he  can’t  pay  you.   
  He  tells  you  he  is  out  of  money,  but  you  will  be  rewarded  in  the  afterlife.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-2 ) R111 .  
  FAIL  =  He  smuggly  apologizes  as  one  of  his  followers  appear;  E155  
    
  PASS  =  He  succumbs  to  your  threats.  Roll  a  D6:  
  Roll  Result  
  D6  
    Outcome  
  1  
  Bounty  Suit  up  two.   
  He  has  nothing  of  value;  E234   
  2-3  
  Bounty  Suit  up  one.   
  Loot  Suit :♣ (Table  D1).  
  4  
  Bounty  Suit  up  one.   
  Loot  Suit : ♦ (Table  D1).  
  5  
  Loot  Suit : ♥ (Table  D1).  
  6  
  Loot  Suit :♠ (Table  D1).  
   
  E138    -  Assassination  Attempt  
  You  arrive  in  town  and  head  straight  to  the  theatre  to  assassinate  the  Senator.  Roll  a  D6:  
  Roll  Result  
  D6  
    Outcome  
  1  
  The  conspiracy  has  been  exposed.   
  When  you  arrive,  you  are  arrested,  questioned  and  then  hung.   
  You  are  dead.  
  2  
  If  your  Bounty  Suit  is  ♠  you  are  spotted  and  the  authorities  give  chase;  E155  
   
  +1  Karma.   The  senator  has  fallen  ill  and  didn’t  show.  
  3-4  
  The  theatre  is  full.  
  You  need  to  bribe  the  commissionaire  $5  to  get  in.  
  If  you  pay  the  $5,  go  to  Roll  Result  6 .  
    
  If  you  don’t  pay  the  $5,  the  opportunity  is  lost.  
  5  
  You  take  your  shot  at  the  Senator.  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♠ /Finesse-1 ) R111  
  PASS  =  You  kill  him  and  during  the  commotion,  you  slip  out  the  side  door;  E032  
   
  FAIL  =  You  are  unsuccessful  but  slip  away  during  the  commotion;  E134  
  6  
  You  take  your  shot  at  the  Senator.  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♥ /Finesse-1 ) R111  
  PASS  =  You  kill  him  and  during  the  commotion,  you  slip  out  the  side  door;  E032  
   
  FAIL  =  You  are  unsuccessful  and  are  spotted;  E155   
   
   
   
   
  108  
  
   
  E139     -  Poker  
  You  enter  a  poker  game.   Roll  a  D6:  
  Roll  Result  
  D6  
    Outcome  
  1  
  You  get  too  drunk  to  play;  E128  
  2  
  You  lose  $7  
  If  you  don’t  have  $7,  go  to  Roll  Result  7  
  3  
  If  your  Bounty  Suit  is  ♠  you  are  spotted  and  the  authorities  give  chase;  E155  
   
  Attempt  a  Hunch  skill  test  (Table  C/ ♠ /Hunch-1)  R111  
  PASS  =  Loot  Suit : X  (Table  D1)  +  $3  
   
    FAIL  =  E146    
  4  
  Attempt  a  Hunch  skill  test  (Table  C/ ♥ /Hunch-2)   R111  
  PASS  =  Loot  Suit :♣   (Table  D1)  +  $4  
   
  FAIL  =  +1  Karma.  You  lose  $3.  
  If  you  don’t  have  $3,  go  to  Roll  Result  7  
  5  
  Attempt  a  Hunch  skill  test  (Table  C/ ♥ /Hunch-1)   R111  
  PASS  =  Loot  Suit : ♦   (Table  D1)  +  $5  
   
  FAIL  =  You  lose  $4.   
  If  you  don’t  have  $4,  go  to  Roll  Result  7  
  6  
  You  win.   
    Loot  Suit : ♥ (Table  D1)  +  $6  
  Shortly  after,  you  make  conversation  with  a  well  groomed  gambler.  
  He  invites  you  to  a  high  stakes  game  on  a  patricians  steamboat.  
  Roll  a  D4  to  determine  the  hex  of  the  steamboat:  
  1-  19,8;  2-  17,10;  3-   18,14;  4-  20,17  
  Record  “Hex#/Steamboat/E213”  under  your  Points  of  Interest  R102 .   
  7  
  Your  opponent  feels  you  should  pay  with  your  life  and  calls  you  out;   E043  
   
   
  E140    -  Safe  
  You  search  the  contents  of  the  safe.   Roll  a  D6:  
  Roll  Result  
  D6  
    Outcome  
  1  
  The  safe  is  empty  and  you  are  spotted  leaving  the  manor;  E155   
  2  
  +1  Karma.  Empty.  
  3  
  You  learn  the  mayor  has  been  working  in  cahoots  with  an  unscrupulous   businessman.  
  Record  “Hex#any  town/Businessman/E238”  under  your  Points  of  Interest  R102 .  
  4  
  Loot  Suit : ♥ (Table  D1)  
  You  are  spotted  leaving  the  manor;  E155  
  5  
  Loot  Suit : ♥ (Table  D1).  
  6  
  Loot  Suit :♠ (Table  D1).  
   
   
   
   
  109  
  
   
  E141    -  Pelts  
  The  hunter  is  looking  for  a  particular  rare  pelt  and  will  pay  handsomely  for  it.   Roll  a  D6:  
  Roll  Result  
  D6  
    Outcome  
  1  
  He  can’t  remember  which  pelt  he  needed.  
  Later  that  day..  
  If  your  Bounty  Suit  is   X ;  E045  
   
  Y ou  are  roped  into  a  trap  by  a  clever  Bounty  Hunter.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-2 ) R111 .  
  PASS  =  You  spot  the  trap  and  flee  
  Move  to  any  adjacent  hex;   E234  
   
  FAIL  =  +1  Karma.  You  are  caught  by  the  trap  and  taken  away;  E075   
  2  
  +1  Karma.   He  can’t  remember  which  pelt  he  needed.  
  3  
  Albino  Deer.  
  Roll  a  D4  to  determine  where  it  was  last  scene:  
  1-  0,19;  2-  4,9;  3-   10,11;  4-  17,8  
  Record  the  “Hex#/albino  deer/E198”  under  your  Points  of  Interest  R102  
  4  
  Albino  Grizzly  Bear.  
  Roll  a  D4  to  determine  where  it  was  last  scene:  
  1- 1,17   ;  2-  6,11;  3-  11,10;  4-  13,2   
  Record  the  “Hex#/albino  bear/E199”  under  your  Points  of  Interest  R102  
  5  
  Albino  Crocodile.  
  Roll  a  D4  to  determine  where  it  was  last  scene:  
  1-  14,13;  2-  15,16   ;  3-   17,13;  4-  19,17   
  Record  the  “Hex#/albino  croc/E202”  under  your  Points  of  Interest  R102  
  6  
  He  likes  you  and  gives  you  a  trinket  instead;  E047   
   
  E142    -  Letter  
  You  find  a  letter  with  instructions  to  have  you  killed,  signed  by  an  “old  friend”.   
  You  know  where  this  “old  friend”  lives.   
  Roll  a  D6  to  determine  the  hex  of   “old  friends”  home:   
  1-  4,4;  2-  12,6;  3-  4,21;  4-  17,16;  5-   0,22;  6-  Any  Town  
  Record  “Hex#/old  Friend/E034”  under  your  points  of  Interest  R102 .  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  110  
  
   
  E143    -  Bounty  
  In  the  dead  of  night,  you  arrive  at  the  home  of  the  toothless  man  who  killed  the  widow's  husband.  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♥ /Finesse-1 ) R111 .   
  PASS  =  You  kill  him  in  his  sleep.   
  Bounty  Suit  up  one.  
  you  need  to  meet  with  the  Widow  to  get  the  reward.  
  Record  “Hex#any  town/Reward/E156”  under  your  Points  of  Interest  R102 .  
   
  FAIL  =  Roll  a  D6:  
  Roll  Result  
  D6  
    Outcome  
  1  
  He  heard  you  coming  and  back  stabs  you.  
  Roll  to  determine  any  damage  you  take  ( Table  B/ ♣) .  
  Go  to  Roll  Result  3  
  2  
  He  hears  you  and  grabs  his  gun  R110 .   Initiative  R110g .  
  One  eyed  man:   Finesse :  3;  Weapon :  Rifle ♥ ;  Loot  Suit :    ♣ (Table  D1).    
   
  If  you  win  the  combat,  Bounty  Suit  up  one.  
  Go  to  Roll  Result  7  
  3  
  He  rushes  you  R110 .   Initiative  R110c .  
  You  can  only  use  fists  or  a  Knife.  
  One  eyed  man:   Finesse :  2;  Weapon :  Knife ♣;  Loot  Suit :    ♣ (Table  D1).    
   
  If  you  win  the  combat,  Bounty  Suit  up  one.   
  Go  to  Roll  Result  7   
  4-5  
  He  hears  you  and  grabs  his  gun  R110 .   Initiative  R110b .  
  One  eyed  man:   Finesse :  3;  Weapon :  Pistol ♦ ;  Loot  Suit : ♦ (Table  D1)  
   
  If  you  win  the  combat,  Go  to  Roll  Result  7    
  6  
  You  kill  him  in  his  sleep.  
  Loot  Suit : ♦ (Table  D1)  
  Go  to  Roll  Result  7  
  7  
  You  stow  the  toothless  man  on  your  horseback.  
  you  need  to  meet  with  the  Widow  to  get  the  reward.  
  Record  “Hex#any  town/Reward/E156”  under  your  Points  of  Interest  R102 .  
   
   
   
   
   
   
   
   
   
   
   
   
   
  111  
  
   
  E144     -  Mayors  Manor  
  You  arrive  at  the  mayors  manor  to  confront  the  mayor.   Roll  a  D6:  
  Roll  Result  
  D6  
    Outcome  
  1  
  You  attract  the  attention  of  the  authorities;  E1 55   
  2  
  The  mayor  is  having  a  large  party.   
  Attempt  a  Hunch  Skill  test  (Table  C/ ♦ /Hunch-2)  R111  
  PASS  =  You  keep  searching  for  the  mayor.   
  Roll  again  on  this  table.   
   
  FAIL= You  attract  the  attention  of  the  authorities;  E1 55   
  3  
  You  are  unable  to  find  the  mayor  but  you  find  his  safe.   
  Attempt  a  Hunch  Skill  test  (Table  C/ ♥ /Hunch-1)  R111  
  PASS  =  Roll  a  D6:  
    1- E163 ;  2- E047 ;  3- E011 ;  4- E140 ;  5- E140   ;  6- E108  
   
  FAIL=  E163   
  4  
  If  your  Bounty  Suit  is  ♠  you  attract  the  attention  of  the  authorities;   E1 55  
   
  The  mayor  isn’t  home  but  his  wife  is  and  she  provides  you  a  drink  and  
  good  company.  
  Bounty  Suit  goes  up  one;  E234  
  5  
  The  mayor  isn’t  present  but  you  search  the  manor  for  valuables.  
  Attempt  a  Hunch  Skill  test  (Table  C/ ♦ /Hunch-2)  R111  
  PASS  =  Loot  Suit :    ♥ (Table  D1) .  
   
  FAIL= You  attract  the  attention  of  the  authorities;  E1 55  
  6  
  You  confront  the  mayor.   
  Attempt  a  Hunch  skill  test  ( Table  C/ ♦ /Hunch-2 ) R111   
  PASS  =  The  mayor  gives  into  your  blackmail  and  are  given  more  than  
  enough  money  to  buy  your  ranch.   
  You  win  the  game.  
   
  FAIL  =  He  gives  you  all  his  has.  
  Loot  Suit :    ♦ (Table  D1).  
  Bounty  Suit  up  one.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  112  
  
   
  E145    -  Payment  
  You  arrive  at  the  railroad  site,  to  meet  the  foreman  for  your  payment  on  returning  the  runaway.   Roll  a  D6:  
  Roll  Result  
  D6  
  outcome  
  1  
  You  are  confronted   by  a  person  from  your  past  looking  for  revenge.  
  Draw!  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♦ /Finesee-2 ) R111 .  
  PASS  =  You  get  off  the  first  shot,  right  between  his  eyes.  
  Loot  Suit : X (Table  D1)   
  Go  to  Roll  result  5  
   
  FAIL  =  He  gets  off  the  first  shot,  right  in  your  heart.   
  You  are  dead.  
  2  
  The  runaway  gets  away  and  has  found  a  lawman;  E155  
  3  
  The  runaway  tries  to  quietly  get  away.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♦ /Hunch-2 ) R111 .  
  PASS  =  You  are  onto  him  and  you  bring  him  to  the  foreman.  
  The  foreman  gives  you  $15.  
   
  FAIL  =  Go  to  Roll  Result  2  
  4  
  You  meet  with  the  foreman.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♦ /Hunch-2 ) R111 .  
  PASS  =  Go  to  Roll  Result  5  
   
  FAIL  =  Go  to  Roll  Result  3  
  5  
  You  hand  the  runaway  over  to  the  foreman.  
  The  foreman  gives  you  $20.  
  He  explains  there  is  another  runaway  that  needs  capturing.  
  Roll  a  D6  to  determine  which  adjacent  hex  the  runaway  went:   
  1- N;  2- NE;  3- SE;  4- S;  5- SW;   6- NW.  
  Record  “Hex#/runaway/E191”  under  your  Points  of  Interest  R102 .  
  6  
  The  foreman  gives  you  $25  and  tells  you  his  boss  wants  to  meet  with  you.  
  You  can  visit  his  boss  at  his  private  railcar.  
  Roll  a  D4  to  determine  hex  of  railcar:   
  1-  12,20;  2-  11,12;  3-  11,9;  4-   12,6  
  Record  “Hex#/dapperman/E194”  under  your  Points  of  Interest  R102 .  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  113  
  
   
  E146    -   Revenge  
  You  are  confronted  by  someone  who  wants  revenge  for  a  past  offense.   Roll  a  D10:  
  Roll  Result  
  D10  
    Outcome  
  1  
  Draw!  
  Your  gun  jams,  you  are  dead.  
  2  
  Draw!  
  Attempt  a  Finesse  skill  test  ( Table  C/   ♠/Finesse-1 ) R111 .  
  PASS  =  +1  Karma.   You  get  your  shot  off  first,  right  between  their  eyes.  
     Your  opponent  is  dead.   
  Loot  Suit : X (Table  D1);  E007  
   
  FAIL  =  Your  opponent  got  their  shot  off  first.   
  You  gurgle  and  sigh.   
  You  are  dead  
  3-4  
  Draw!  
  Attempt  a  Finesse  Skill  Test  ( Table  C/   ♥ /Finesse-1 ) R111 .  
  PASS  =  You  get  your  shot  off  first,  right  in  their  heart.   
  Your  opponent  is  dead.   
  Bounty  Suit  up  one.   
  Loot  Suit :♣ (Table  D1).  
   
  FAIL  =  Your  opponent  got  their  shot  off  first.   
    You  twist  and  fall.   
  You  are  dead.  
  5-6  
  Draw!  
  Attempt  a  Finesse  Skill  Test  ( Table  C/ ♦ /Finesse-1 ) R111 .  
  PASS  =  You  get  your  shot  off  first,  right  through  their  head.   
  Your  opponent  is  dead.   
  Loot  Suit : ♦ (Table  D1);  E234  
   
  FAIL  =  Your  opponent  got  their  shot  off  first.   
  You  contort  and  go  limp.   
  You  are  dead.  
  7-8  
  +1  Karma.   They  shout  profanities  and  empty  threats  but  promptly  leave.  
  9  
  You  try  to  mollify  the  accuser.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-2 ) R111 .  
  PASS  =  Go  to  Roll  Result  10  
   
  FAIL  =  +1  Karma.   Re-roll  on  this  Table.  
   
   
  114  
  
   
       10  
  You  talk  your  way  out  of  it.  
  They  will  join  you  as  a  partner  for  $5  R131 .  
  If  you  pay  the  $5,  roll  a  D10:  
  Roll  Result  
  D10  
    Partner  
  1  
  They  kill  you  in  your  sleep.   
  You  are  dead.  
  2  
  +1  Karma.  You  awake  in  the  morning  to  find  they  are  gone  along  with  
  all  your  money.  
  3  
  Twitchy  Man:  Finesse :  1;  Weapon :  Knife ♣;  Loot  Suit : X (Table  D1).  
  Record  information  under  Partners  (Tracking  Sheet).  
  Bounty  Suit  up  one.  
  4-5  
  Mute  Man:  Finesse :  1;  Weapon :  Pistol ♦ ;  Loot  Suit : X (Table  D1).  
  Record  information  under  Partners  (Tracking  Sheet).  
  6-7  
  Loquacious  Man:  Finesse :  2;  Weapon :  Knife ♣;  Loot  Suit :♣ (Table  D1).  
  Record  information  under  Partners  (Tracking  Sheet).  
  8-9  
  Elegant  Man:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit : ♥ (Table  D1).  
  Record  information  under  Partners  (Tracking  Sheet).  
  10  
  Feisty  Lady:  Finesse :  2;  Weapon :  Rifle ♥ ;  Loot  Suit : ♦ (Table  D1).  
  Record  information  under  Partners  (Tracking  Sheet).  
  Bounty  Suit  down  one.  
   
   
  E147    -  Settlement  
  You  arrive  at  a  settlement.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  +1  Karma.   They  are  actually  a  group  of  gypsy  thieves!   
  You  wake  up  in  the  morning  and  they  are  all  gone,  along  with  all  your  money.  
  2  
  You  spend  some  time  with  them  but  decide  to  leave.  
  Later  that  day;  E022  
  3  
  They  provide  you  food,   shelter  and  good  company.  
  You  (and  any  partners)  heal  one  Wound  Level.  
  Roll  on  the  Event  Table.  
  4  
  +1  Karma.   They  sympathize  with  your  plight  and  provide  you  blessings;   E234  
  5  
  +1  Karma.   They  provide  you  food,   shelter  and  good  company.  
  They  heal  you(and  any  partners)  two  Wound  Levels.  
  6  
  You  spend  time  helping  around  the  settlement  and  are  soon  swooned  by  a  member  of  their  group.   
  Attempt  a  Hunch  skill  test  (Table  C/ ♠/Hunch-1)  R111  
  PASS  =  They  accept  your  marriage  proposal.   
  You  live  out  your  days  within  the  settlement,  in  love  and  being  loved,   
  accompanied  by  a  sense  of  purpose.   
  You  win  the  game.  
   
  FAIL  =  They  begin  to  feel  harassed  and  you  leave.   
  Bounty  Suit  up  one.   
   
   
   
  115  
  
   
  E148    -  Bar  Fight  
    You  get  into  a  fight  with  a  patron.   Roll  a  D6:   
  Roll  Result  
  D6  
  Outcome  
  1  
  A  Marshal  intervenes.  
  If  your  Bounty  Suit  is  X ,  You  are  fined  $2.  
  If  you  are  unable  to  pay  the  $2;  E075  
   
  If  your  Bounty  Suit  is  ♣,  you  are  fined  $5.  
  If  you  are  unable  to  pay  the  $5;  E075  
   
  If  your  Bounty  Suit  is  ♦ ,  you  are  fined  $8.  
  If  you  are  unable  to  pay  the  $8;  E075  
   
  If  your  Bounty  Suit  is  ♥  or  ♠ ;   E075  
  2  
  +1  Karma.   R110  You  can  only  use  Fists  or  a  Knife  and  no  partners  will  get  involved.   
  You  cannot  attempt  a  flee  Action  this  combat.   Initiative  R110f .  
  Angry   Patron :   Finesse :  3;  Weapon :  broken  bottle♣ ;  Loot  Suit : X (Table  D1)  
   
  If  you  win  the  combat,  you  go  back  to  your  drink;  R106  
  3  
  R110  You  can  only  use  Fists  or  a  Knife  and  no  partners  will  get  involved.   
  You  cannot  attempt  a  flee  Action  this  combat.  Initiative  R110c .  
  Angry   Patron :   Finesse :  2;  Weapon :  Fists X ;  Loot  Suit : ♣ (Table  D1)  
   
  If  you  win  the  combat,  Bounty  Suit  up  one.  
  4  
  R110  You  can  only  use  Fists  or  a  Knife.   
  You  cannot  attempt  a  flee  Action  this  combat.   Initiative  R110c .  
  Angry   Patron :   Finesse :  1;  Weapon :  Fists X ;  Loot  Suit : ♦ (Table  D1).  
  5  
  You  try  to  intimidate  the  angry  patron.  
  Attempt  a  Hunch  skill  test  ( TableC/ ♥ /Hunch-1 )  R111 .  
  PASS  =  Go  to  Roll  Result  6  
   
  FAIL  =  Re-roll  on  this  Table.  
  6  
  The  patreon  becomes  intimidated  and  recants  his  threats.  
  You  patiently  wait  until  he  leaves  and  then  you  rob  him.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  If  your  Bounty  Suit  is   ♠ ;  E155  
   
  There  is  a  witness.  
  Bounty  Suit  up  one.  
  Loot  Suit : X (Table  D1).  
  2-3  
  +1  Karma.    Loot  Suit : ♣ (Table  D1).  
  4-5  
  Loot  Suit : ♦ (Table  D1).  
  6  
  Loot  Suit : ♥ (Table  D1).  
   
   
   
   
  116  
  
   
  E149    -  Monastery  
  A  group  of  monks  have  opened  their  doors  to  the  public.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  -1  Karma.   You  feel  uneasy  in  the  silence  and  leave.  
  Roll  on  the  Event  Table  (Table  A).  
  2  
    It  is  a  group  of  cutthroats  in  hiding,  luring  victims.   
  They  engage  you  for  combat  R110 .   Initiative  R110g .   
    You  cannot  attempt  a  Flee  Action .   
  Cutthroat:  Finesse :  3;  Weapon :  Knife ♣ ;  Loot  Suit : ♦ (Table  D1)  
  Cutthroat:  Finesse :  2;  Weapon :  Knife ♣ ;  Loot  Suit :-  
  Cutthroat:  Finesse :  1;  Weapon :  Knife ♣ ;  Loot  Suit :-  
   
  If  you  win  the  combat,  a  monk  gives  you  a  pendant;  E047   
  3  
    They  provide  you  with  food,  shelter  and  medical  care.   
    You  (and  any  partners)  heal  two  Wound  Levels ;  E234  
  4  
  You  meet  with  a  monk.  
  Attempt  a  Hunch  skill  test  (Table  C/ ♦ /Hunch-2)  R111  
  PASS  =  You  gain  his  trust  and  invited  to  stay  for  the  night.  
  Go  to  Roll  Result  6  
   
  FAIL  =  You  confess  your  sins  but  he  doesn’t  trust  your  piety.  
  Bounty  Suit  up  one.   
  5  
  A  monk  asks  you  to  help  him  save  his  brother  who  has  turned  to  Banditry.   
  He  will  pay  you  $15  for  his  safe  return.   
  Roll  a  D4  to  determine  where  bandit  brother  is  hiding  out:   
  1-  2,21;  2-  3,4;  3-  20,22;   4-  13,7  
  Record  “Hex#/Monks  brother/E031”  under  you  Points  of  Interest  R102   
  6  
  They  are  all  sleeping.   
  You  try  to  locate  any  valuables.  
  Attempt  a  hunch  skill  test  ( Table  C/ ♦ /Hunch-1 ) R111 .   
  FAIL  =  You  fail  to  find  anything  of  value  and  leave.  
   
  PASS  =  You  find  jewels;  E019  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  117  
  
   
  E150    -   Secret  Meeting  
     Attempt  a  Hunch  Skill  Test  ( Table  C/ ♠/Hunch-1 )   R111 .    
  FAIL  =  +1  Karma.   You  are  unable  to  locate  the  meeting.  
  Roll  on  the  Event  Table  (Table  A).  
   
  PASS  =  You  find  the  meeting  under  the  cover  of  night  in  a  secluded  area.   
  There  are  many  hooded  figures  holding  torches,  along  with  gunmen  in  attendance.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  You  are  knocked  out.   
  You  wake  up  being  watched  by  the  hooded  figures  as  flames  lick  your  feet.   
  You  are  dead .  
  2  
  +1  Karma.   Gunmen  holding  rifles  come  up  behind  you;  E075  
  3  
  +1  Karma.   A  lot  of  gibberish  was  being  spoken.   
  You  become  disinterested  and  leave .  
  4  
  The  hooded  figures  all  place  contributions  into  a  chest  and  resume  speeches.   
  You  sneak  over  to  steal  the  contents.   
  Attempt  a  Finesse  skill  test  ( Table  C/ ♥ /Finesse-2 ) R111  
  PASS  =  $15  +  Loot  Suit : ♠  (Table  D1);  E234  
   
  FAIL  =  Two  gunmen  spot  you  R110 .   Initiative  R110f .  
  Gunman:  Finesse :  2;  Weapon :  Rifle ♥ ;  Loot  Suit : ♦ (Table  D1)  
  Gunman:  Finesse :  2;  Weapon :  Rifle ♥ ;  Loot  Suit :-  
   
  If  you  win  the  combat,  Bounty  Suit  up  one.  
  5  
  You  wait  for  the  meeting  to  end  and  then  follow  the  main  speaker  until  he  is  alone.  
  Attempt  a  Hunch  Skill  test  (Table  C/ ♠/Hunch-1)  R111  
  PASS  =  E131  
   
  FAIL  =  He  disappears  into  the  darkness;   E095  
  6  
  The  hooded  figures  all  place  contributions  into  a  chest  and  resume  speeches.  
  The  chest  is  unlocked  and  within  easy  reach.    
  You  get  $20  +  Loot  Suit: ♠  (Table  D1).   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  118  
  
   
  E151    -  Baron  
  You  visit  the  mining  baron  in  his  extravagant  railcar.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  +1  Karma.   You  are  too  late.   
  The  Baron  had  the  prospectors  killed;  E007  
  2  
  The  Baron  has  been  killed.    
  You  rob  the  railcar.   
  Loot  Suit : X (Table  D1)  
  Later;  E022  
  3  
  If  you  have  a  Blue  Trinket,  go  to  Roll  Result  5  
   
  The  Baron  has  his  deputy  attack  you  R110 .   Initiative  R110c .  
  Deputy:  Finesse :  3;  Weapon :  Pistol ♦ ;  Loot  Suit : X (Table  D1)  
   
  If  you  win  the  combat,  Bounty  Suit  up  one.  
  Go  to  Roll  Result  6  
  4  
  Attempt  a  Hunch  skill  test  (Table  C/ ♥ /Hunch-1)   R111 .  
  PASS  =  Go  to  Roll  Result  5 .  
   
  FAIL  =  He  convinces  you  that  he  will  leave  the  prospectors  alone.  
  Bounty  Suit  up  one.  
  Roll  on  the  Event  Table  (Table  A).  
  5  
  He  pleads  for  his  life  and  promises  to  leave  the  prospectors  alone.  
  Bounty  Suit  up  one.   
  Loot  Suit :  ♥ (Table  D1).  
  6  
  He  pleads  for  his  life  and  promises  to  leave  the  prospectors  alone.  
  Loot  Suit :   ♥ (Table  D1)  +  E120   
   
   
  E152    -  Mine   
  You  enter  an  old  mine.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  The  entrance  caves-in.   
  Attempt  a  Hunch  skill  test  (Table  C/ ♥ /Hunch-1)   R111 .  
  PASS  =  You  find  a  way  out;  E095  
   
  FAIL  =   Unable  to  find  a  way  out.  
  You  (and  any  partners)  take  a  Light  Wound.   
  Attempt  this  Hunch  skill  test  again.  
  2  
  Bandits  have  been  using  it  as  a  hideout,  there  are  six  of  them.   
    Attempt  a  Finesse  skill  test  (Table  C/ ♦ /Finesse-3)   R111 .  
  PASS  =  You  leave  the  mine  without  them  hearing  you.  
   
  FAIL  =  They  hear  you  and  combat  begins  R110 .   You  get  first  attack.  
  Bandit:  Finesse :  2;  Weapon :  Rifle ♥ ;  Loot  Suit :♣ (Table  D1)  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
  Bandit:  Finesse :  2;  Weapon :   Knife ♣;  Loot  Suit :-  
  Bandit:  Finesse :  2;  Weapon :  Knife ♣;  Loot  Suit :-  
  Bandit:  Finesse :  1;  Weapon :  Knife ♣;  Loot  Suit :-  
   
  If  you  win  the  combat,   you  find  their  stash  -  Loot  Suit : ♥ (Table  D1).   
   
   
  119  
  
   
  3  
  +1  Karma.   You  keep  hearing  strange  sounds  and  decide  to  leave.  
  Roll  on  the  Event  Table  (Table  A).  
  4  
  You  find  dynamite.   
  Record  ’Dynamite ♠’  under  Weapons;   E161  
  5  
    You  meet  a  lone,  stoic  lady  who  has  set  up  an  inconspicuous  home  here.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  -1  Karma.   She  hisses  and  screeches  until  you  leave.  
  Roll  on  the  Event  Table  (Table  A).  
  2  
  She  ignores  you  and  you  leave.  
  Shortly  after  you  are  jumped  by  detestable  Bandits  R110 .   Initiative  R110c .  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :♣ (Table  D1).  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
  Bandit:  Finesse :  1;  Weapon :   Knife ♣;  Loot  Suit :-  
  3  
  She  provides  you  food  and  rest  for  the  night.   
  You  (and  any  partners)  heal  one  Wound  Level.  
  She  gives  you  a  brooch;  E047   
  4-5  
  She  provides  you  food  and  rest  for  the  night.   
  You  (and  any  partners)  heal  one  Wound  Level;   E234  
  6  
  She  provides  you  food  and  rest  for  the  night.   
  You  (and  any  partners)  heal  two  Wound  Levels.  
  She  informs  you  that  a  town's  mayor  is  corrupt  and  provides  evidence  to  prove  it.   
    It  could  be  profitable  if  you  confront  him.  
  Record  “Hex#any  town/Confront  Mayor/E144”  under  Points  of  Interest  R102 .  
   
  6  
  You  stumble  upon  an  old  corpse  with  a  map  of  the  mine.   
  You  follow  the  map.  
  Attempt  a  Hunch  skill  test  (Table  C/ ♦ /Hunch-2)   R111 .  
  PASS  =  The  map  leads  to  a  hidden  chest.  
  Loot  Suit: ♠  (Table  D1)  +  E242  
   
  FAIL  =  The  directions  are  incomplete,  you  leave  the  mine.  
  Roll  on  the  Event  Table  (Table  A).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  120  
  
   
  E153    -  Cemetery  
  You  pass  through  an  old  cemetery.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  There  is  a  burial  in  progress.  
  The  sobbing  intensifies  as  the  coffin  is  lowered  into  the  earth.   
  You  quietly  ride  on  by;  E007  
  2  
  If  you  are  on  a  Marshland  hex;  E113  
   
  You  hear  strange  noises  in  the  darkness  and  make  haste.  
  Roll  on  the  Event  Table  (Table  A).  
  3  
    +1  Karma.   There  is  an  old  man  crying  over  a  fresh  grave;  E243  
  4  
  It  is  late  and  there’s  a  small  area  of  the  graveyard  that  is  lit  by  a  solitaire  lantern.  
  Roll  a  D4:  
  1- E160 ;   2- E162 ;  3- E164 ;  4- E167   
  5  
  You  camp  the  night  in  the  graveyard.  
  You  find  it  oddly  prophetic;  E095  
  6  
  A  loved  one  was  buried  here.  
  You  stop  to  pay  your  respects.   
  +2  Karma;  E225  
   
  E154    -  Fugitive  
  A  man  in  shackles  comes  out  from  hiding,  looking  for  help.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  +1  Karma.   He  falls  over  dead  from  a  bullet  wound  in  his  back.  
  Roll  on  the  Event  Table  (Table  A).  
  2  
  He  falls  over  dead  from  a  bullet  wound  in  his  back.  
   
  If  your  Bounty  Suit  is  X ;  E045  
   
  Later  that  night,  you  get  ambushed  by  two  stylish  Bounty  Hunters  R110 .   Initiative  R110f .  
  Bounty  Hunter:  Finesse :  2;  Weapon :  Rifle ♥ ;  Loot  Suit :♣   (Table  D1).  
  Bounty  Hunter:  Finesse :  3;  Weapon :  Pistol ♦ ;  Loot  Suit : -  
   
  If  you  win  the  combat,  Bounty  Suit  up  one;  E095  
  3-4  
  You  can  hand  him  over  to  the  law,  maybe  get  a  reward.  
  You  tie  him  up  and  stow  him  on  the  back  of  your  horse.  
  Record  “Hex#any  town/fugitive/E192”.  Under  your  Point  of  Interest  R102 .  
  5  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-2 ) R111 .  
  PASS  =  You  convince  him  to  give  you  something  in  return  for  his  freedom.   
  Go  to  Roll  Result  6  
   
  FAIL  =  He  convinces  you  that  he  is  innocent  and  you  release  him  from  his  shackles;  E007   
  6  
  You  free  him.  
  He  tells  you  to  come  and  visit  him  someday.  
  Record   “Hex#any  town/fugitive/E232”  under  your  Points  of  Interest  R102 .  
   
   
   
  121  
  
   
  E155    -  Lawman  
  A  Lawman  on  horseback  is  chasing  you.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  You  make  a  serious  blunder  and  are  caught;  E075  
  2  
  You  can  immediately  try  to  Flee  R109   or  you  can  enter  combat  R110 .   
  If  you  enter  combat,  Initiative  R110g .  
  Lawman:  Finesse :  3;  Weapon :  Rifle ♥ ;  Loot  Suit : X  (Table  D1) .  
   
  If  you  win  the  combat,  go  to  Roll  Result  7  
  3  
  You  can  immediately  try  to  Flee  R109   or  you  can  enter  combat  R110 .   
  If  you  enter  combat,  Initiative  R110f .  
  Lawman:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit : X  (Table  D1) .  
   
  If  you  win  the  combat,  go  to  Roll  Result  7  
  4  
  You  can  immediately  try  to  Flee  R109   or  you  can  enter  combat  R110 .   
  If  you  enter  combat,  Initiative  R110b .  
  Lawman:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit : X  (Table  D1) .  
   
  If  you  win  the  combat,  go  to  Roll  Result  8  
  5  
  You  try  to  out  ride  the  lawman.  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♥ /Finesse-2 ) R111 .  
  PASS  =  Go  to  Roll  Result  6  
   
  FAIL  =  Re-roll  on  this  Table.  
  6  
  You  out  ride  the  lawman  and  ride  off.  
  Bounty  Suit  up  one.  
  Move  to  any  adjacent  hex;  E234  
  7  
  Bounty  Suit  up  two.  
  Move  to  any  adjacent  hex.  
  Roll  on  the  Event  Table  (Table  A).  
  8  
  Bounty  Suit  up  one.  
  Move  to  any  adjacent  hex;   E095  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  122  
  
   
  E156    -  Reward  
  You  enter  the  restaurant  and  meet  with  the  Charming  Widow.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  If  your  Bounty  Suit  is  ♠  she  is  unable  to  pay  you  and  informs  you  people  are  looking  for  you;  E103  
   
  You  talk  at  length  with  the  widow.  
  Attempt  a  Hunch  Skill  Test  ( Table  C/ ♠ /Hunch-2 ) R111 .  
  PASS  =  Go  to  Roll  Result  6  
   
  FAIL  =  Go  to  Roll  Result  7  
  2  
  In  tears,  she  tells  you  she  is  unable  to  pay  you.  
  She  tells  you  about  a  ruthless  businessman  who  hoodwinked  her.  
  Record  “Hex#any  town/Businessman/E238”  under  your  Points  of  Interest  R102 .  
  2-3  
  She  gives  you  a  sob  story.  
  Attempt  a  Hunch  Skill  Test  ( Table  C/ ♠ /Hunch-1 ) R111 .  
  PASS  =  Go  to  Roll  Result  6  
   
  FAIL  =  Go  to  Roll  Result  7  
  4-5  
  She  gives  you  a  sob  story.  
  Attempt  a  Hunch  Skill  Test  ( Table  C/ ♥ /Hunch-1 ) R111 .  
  PASS  =  Go  to  Roll  Result  6  
   
  FAIL  =  Go  to  Roll  Result  1  
  6  
  You  Resist  her  charms  and  she  pays  you  $75.  
  7  
  Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  In  tears  she  confesses  she  is  broke.  
  You  feel  sorry  for  her  plight  and  give  her  $10.  
  If  you  give  her  $10;  E234  
  If  you  are  unable  to  give  her  $10,  you  leave  to  the  saloon  instead;  R106   
  2  
  She  is  going  senile  and  suddenly  doesn’t  recognize  you.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-2 ) R111 .  
  PASS  =  Roll  again  on  this  Table.  
   
  FAIL  =  She  yells  for  the  authorities  and  you  quickly  leave.  
  Bounty  Suit  up  one.   
  3  
  If  your  Bounty  Suit  is  ♠  the  authorities  interrupt  your  meeting;  E155  
   
  +1  Karma.   She  dazzles  you  and  you  don’t  accept  the  reward.  
  4  
  She  dazzles  you  and  you  don’t  accept  the  reward;  E234  
  5  
  She  dazzles  you  and  you  don’t  accept  the  reward  but  does  give  you  a  charm;  E047  
  6  
  She  insists  you  take  the  $75.  
   
   
   
   
  123  
  
   
  E157    -   Reward  
  You  visit  the  trapper  to  sell  your  albino  crocodile  pelt.   Roll  a  D6:   
  Roll  Result  
  D6  
  Outcome  
  1  
  +1  Karma.   The  pelt  is  in  terrible  condition.   
  The  trapper  refuses  to  pay.  
  In  your  frustration,  you  go  to  the  saloon;  R106  
  2  
  The  pelt  is  in  poor  condition.   
  The  trapper  pays  you  $3.  
  Later,  You  are  confronted  by  your  old  gang  leader.  
  Draw!  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♥ /Finesse-2 ) R111 .  
  PASS  =  You  get  off  the  first  shot,  right  between  his  eyes.   
  Loot  Suit : ♥  (Table  D1).   
   
  FAIL  =  He  gets  off  the  first  shot,  right  in  your  heart.   
  You  are  dead.  
  3  
  If  your  Bounty  Suit  is  ♠  you  are  spotted  and  the  authorities  give  chase;  E155  
   
  The  pelt  is  in  fairly  good  condition.   
    The  trapper  pays  you  $15.  
  4-5  
  The  pelt  is  in  very  good  condition.   
  The  trapper  pays  you  $25.  
  6  
  The  pelt  is  in  perfect  condition.   
  The  trapper  pays  you  $40.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  124  
  
   
  E158    -  Tomb  
  You  follow  the  instructions  to  the  tombs  location.   
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-2 ) R111 .  
  FAIL  =  +1  Karma.   The  clues  prove  too  hard  to  understand  and  you  give  up.  
  Roll  on  the  Event  Table  (Table  A).  
    
  PASS  =  You  find  the  hidden  chamber,  buried  in  the  earth.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  +1  Karma.  The  chamber  is  empty.  
  2  
  The  tomb  has  already  been  looted.  
  Later  that  day..  
  If  your  Bounty  Suit  is  X ;  E045   
   
  You  are  confronted  by  monotone  Bounty  Hunters  R110 .   Initiative  R110f .  
  Bounty  Hunter:  Finesse :  3;  Weapon :  Rifle ♥ ;  Loot  Suit : ♦   (Table  D1).  
  Bounty  Hunter:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
   
  If  you  win  the  combat,  Bounty  Suit  up  one.  
  3  
  You  inspect  the  chamber.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-2 ) R111 .  
  PASS  =  You  maneuver  the  traps.   
    It  contains  Jewellery;  E019  
    
  FAIL  =  You  trigger  a  trap.   
  Roll  to  determine  any  damage  you  take  ( Table  B/ ♥ ) .  
  Roll  again  on  this  Table.  
  4  
  You  inspect  the  chamber.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-1 ) R111 .  
  PASS  =  You  find  a  tomb.  
  It  contains  Artifacts;  E242  
   
  FAIL  =  You  trigger  a  trap.   
  Roll  to  determine  any  damage  you  take  ( Table  B/ ♦ ) .  
  Roll  again  on  this  Table.  
  5  
  You  find  a  tomb.  
  It  contains  gold;  E040  
  6  
  You  find  a  tomb.  
  You  find  jewels  and  gold:  
  Record  “Hex#any  town/  jewels/E074”  under  your  Points  of  Interest  R102   +  E040   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  125  
  
   
  E159    -  Robbery  
  You  approach  with  your  weapon  drawn.   Roll  a  D10:  
  Roll  Result  
  D10  
  Outcome  
  1  
  They  are  Diseased.   
  Attempt  a  Hunch  skill  test  (Table  C/ ♥ /Hunch-1)   R111 .  
  PASS  =   You  avoid  getting  too  close  and  ride  off.  
  Roll  on  the  Event  Table  (Table  A).  
   
  FAIL  =   You  fail  to  recognize  the  signs  and  get  too  close.  
  Your  body  is  unable  to  fight  off  the  disease.   
  You  are  dead.  
  2  
  If  you  have  any  partners;  E082  
   
  +1  Karma.   They  give  into  your  demands  but  they  have  nothing  of  value.  
  Shortly  after  you  are  jumped  by  disguised  bandits  R110 .   Initiative  R110b .  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :♣ (Table  D1)   
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
  Bandit:  Finesse :  2;  Weapon :  Knife ♣;  Loot  Suit :-   
  3  
  They  give  into  your  demands  but  they  have  nothing  of  value.  
   
  Shortly  after;   E103  
  4  
  If  you  have  any  partners;  E082  
   
  They  give  into  your  demands.   
  Bounty  Suit  up  one.   
  Loot  Suit : ♣  (Table  D1).  
  5  
  +1  Karma.   You  rough  them  up  but  they  have  nothing  of  value.   
  Bounty  Suit  up  one.  
  6  
  In  tears,  they  give  into  your  demands.   
  Bounty  Suit  up  one.   
  Loot  Suit : ♦  (Table  D1).  
  7  
  In  tears,  they  give  into  your  demands  without  a  fight.    
  Loot  Suit : ♦  (Table  D1)  +  $5.  
  8  
  They  give  into  your  demands  and  beg  you  not  to  hurt  them.  
  You  search  their  belongings.  
  Attempt  a  Hunch  Skill  Test  ( Table  C/ ♥ /Hunch-1 ) R111 .  
  PASS  =  Bounty  Suit  up  one.   
  Loot  Suit : ♥  (Table  D1).  
   
  FAIL  =   +1  Karma.  Loot  Suit : ♣  (Table  D1).  
  9  
  In  tears,  they  give  into  your  demands  without  any  resistance.  
    Loot  Suit : ♥   (Table  D1).  
  10  
  They  give  into  your  demands  without  any  resistance.   
  Loot  Suit : ♠  (Table  D1)  +  $25.  
   
   
   
   
   
   
   
  126  
  
   
  E160    -  Cemetery  
  You  approach  the  grave  and  you  are  jumped  by  two  shabby  graverobbers.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  If  you  have  any  Partners,  go  to  Roll  Result  6  
   
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-1 ) R111 .  
  PASS  =  Go  to  Roll  Result  6  
   
  FAIL  =  You  are  knocked  out  before  you  can  react  and  are  buried  alive.  
  You  are  dead.  
  2-3  
  R110 .   Initiative  R110d .  
  Graverobber:  Finesse :  3;  Weapon :  Knife ♣;  Loot  Suit :♣ (Table  D1)  
  Graverobber:   Finesse :  2;  Weapon :  Knife ♣;  Loot  Suit :-  
   
  If  you  win  the  combat,  Bounty  Suit  up  one.  
  4-5  
  R110 .   Initiative  R110b .  
  Graverobber:  Finesse :  2;  Weapon :  Knife ♣;  Loot  Suit : ♦ (Table  D1)  
  Graverobber:   Finesse :  2;  Weapon :  Knife ♣;  Loot  Suit :-  
   
  If  you  win  the  combat;  E095  
  6  
  You  see  them  coming  and  they  turn  and  run  scared.  
  They  leave  their  stuff.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  +1  Karma.   Worthless  Junk;  E234  
  2  
  Bounty  Suit  up  one.  
  Loot  Suit :♣ (Table  D1)  
  3  
  Loot  Suit :♣ (Table  D1)  
  4-5  
  Loot  Suit : ♦ (Table  D1)  
  6  
  Loot  Suit : ♥ (Table  D1)  
   
    
  E161    -  Dynamite  -   This  Event  is  used  as  a  reference.  
  Dynamite  is  used  in  combat  and  It  has  a  one  time  use.   It  will  deal  damage  to  every  opponent.   
  To  use  the  Dynamite  in  combat,  you  would  attempt  the  following  Finesse  Skill  test  ( Table  B/ ♠/Finesse ).   
  Any  Wound  Level  result  would  be  dealt  to   every   opponent.   
  You  can  carry  multiple  Dynamite  in  one  Weapon  slot.  
   
   
   
   
   
   
   
   
   
   
  127  
  
   
  E162    -  Figure  in  the  Darkness  
  As  you  approach  you  spot  a  lone,  silent  figure,  standing  in  the  darkness.  
  Attempt  a  Hunch  skill  test( Table  C/ ♥ /Hunch-1 ) R111 .  
  PASS  =    Roll  a  D6:  
  Roll  Result  
  D6   
  Outcome  
  1  
  The  figure  attacks   R110 .   Initiative  R110b .  
  Graverobber:  Finesse :  3;  Weapon :  shovel ♣;  Loot  Suit :♣ (Table  D1)  
  2  
    You  become  disoriented  for  a  moment  but  regain  your  poise.  
  The  figure  is  gone;  E007   
  3  
  +1  Karma.   The  figure  is  gone.  
  Your  mind  is  playing  tricks  on  you;  E095  
  4  
  E154  
  5  
  It's  a  runaway.  
  Attempt  a  Hunch  skill  test( Table  C/ ♥ /Hunch-1 ) R111 .  
  PASS  =  The  runaway  asks  for  your  help.   
  Roll  a  D4  to  determine  which  hex  to  bring  the  runaway:  
    1-  1,3;  2-  8,3;  3-  13,1;  4-   20,7  
  Record  “Hex#/runaway/E016”  under  your  Points  of  Interest  R102 ;  E234  
   
  FAIL  =  They  flee  into  the  darkness.  
  6  
  The  figure  is  gone  and  there  is  an  open  grave.   Roll  a  D6:  
  Roll  Result  
  D6   
  Outcome  
  1  
  +1  Karma.   There  is  an  empty  casket.  
  2-3  
  -1  Karma.   There  is  an  open  casket.  
  Itt  contains  a  corpse  buried  with  their  possessions;  E242  
  4-5  
  There  is  an  open  casket.  
  It  contains  a  decorated  corpse;  E074  
  6  
  There  is  an  open  casket.  
  Casket  contains  an  adorned  corpse;  E040  
   
       FAIL  =     Roll  a  D6:  
  Roll  Result  
  D6   
  Outcome  
  1  
  You  are  drawn  to  the  figure  and  silently  grant  its  embrace.  
  You  are  dead.  
  2  
  There  is  a  low  mumbling  coming  from  the  figure.  
  You  become  disoriented  for  a  moment  but  regain  your  poise.   
  The  figure  is  gone.   -1  Karma.  
  3-4  
  You  feel  very  ill  and  retreat  to  regain  your  senses.  
  That  night,  your  sleep  is  plagued  with  macabre  dreams.   
  Unforeseen  circumstances  -  Remove  a  Point  of  Interest  (of  your  
  choice)  from  your  Tracking  Sheet.  
   
   
  128  
  
   
  5  
  You  become  disoriented  for  a  moment  but  regain  your  poise.   
  The  figure  is  gone.  
  6  
  +1  Karma.   You  become  disoriented  for  a  moment  but  regain  
  your  poise.   
  The  figure  is  gone;  E095  
   
  E163     -  Caught  
  You  are  knocked  out  from  behind.   Roll  a  D6:  
  Roll  Result  
  D6   
  Outcome  
  1  
  You  wake  up  to  the  mayors  smiling  face,  just  as  the  hangman's  noose  tightens  around  your  neck.   
  You  are  dead.  
  2-3  
  You  wake  up  in  a  jail  wagon;  E075  
  4-5  
  You  (and  any  partners)  were  beaten  and  then  left  to  die.  
    Roll  to  determine  any  damage  for  you  and  then  each  partner  ( Table  B/ ♥ ) .   
  You  wake  up  in  an  adjacent  hex.  
  Roll  a  D6  to  determine  which  adjacent  hex  you  wake  up  in:  
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW  
  6  
  You  (and  any  partners)  wake  up  in  an  adjacent  hex  with  a  terrible  headache.  
  Roll  a  D6  to  determine  which  adjacent  hex  you  wake  up  in:  
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW  
   
  E164    -  +1  Karma.   There  is  a  dug  up  grave  with  an  empty  coffin;  E095  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  129  
  
   
  E165    -   Opium  Den  
  You  enter  the  den,  there  is  a  flowery  smell  in  the  air.   Roll  a  D6:  
  Roll  Result  
  D6   
  Outcome  
  1  
  +1  Karma.  During  your  dream,  you  are  robbed.   
  All  your  money  is  gone.  
  In  your  frustration  you  go  to  the  saloon;  R106  
  2  
  If  your  Bounty  Suit  is  ♥  or   ♠,  during  your  dreaming  you  are  placed  in  a  tumbleweed  wagon;  E075  
   
  You  dream  too  long  and  are  hazy  about  the  details.  
  Unforeseen  circumstances  -  remove  a  Points  of  Interest  from  your  Tracking  Sheet.  
  3  
  If  your  Bounty  Suit  is  ♠;  E103  
   
  You  rob  the  dreaming  Denizens.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♦ /Hunch-2 ) R111 .  
  PASS  =  Loot  Suit : ♦ (Table  D1).  
   
  FAIL  =  Bounty  Suit  up  one.   
  Loot  Suit : ♣ (Table  D1).   
  You  are  spotted  when  leaving;  E155   
  4  
  You  have  a  long  rest,  accompanied  by  vivid  dreams  of  floating  in  the  eye  of  an  otter.   
  You  heal  one  Wound  Level;  E234  
  5  
  The  old  man  is  grateful  to  see  you  and  gives  you  D4  healing  balms.  
  Each  balm  can  be  used  as  a  one  time  Healing  Action  ( R101c ) .   
  Record  the  Healing  Balms  under  your  Equipment.  
  6  
  The  old  man  asks  you  for  help.  
  Someone  has  died  in  his  den  and  he  wants  to  quietly  get  rid  of  the  dead  patron.  
  He  will  pay  you  $20  on  completion.  
   
  If  you  accept;  E176  
   
  If  you  decline,  you  walk  away;  E234  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  130  
  
   
  E166    -  Raid  on  Home   
  The  family  hides  in  their  home  as  the  Bandits  approach.   Roll  a  D6:  
  Roll  Result  
  D6   
  Outcome  
  1  
  Five  Bandits  approach.  R110 .     Initiative  R110b .  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :♣ (Table  D1)  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit : -  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit : -  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit : -  
   
  If  you  win  the  combat,  go  to  Roll  Result  7  
  2  
  The  three  Ruffians   attack  R110 .     Initiative  R110c .  
  Bandit:  Finesse :  3;  Weapon :  Pistol ♦ ;  Loot  Suit :♣ (Table  D1)  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit : -  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit : -  
   
  If  you  win  the  combat,  go  to  Roll  Result  7  
  3  
  The  three  Ruffians   attack  R110 .     Initiative  R110b .  
  Ruffian:  Finesse :  2;  Weapon :  Rifle ♥ ;  Loot  Suit :♣ (Table  D1)  
  Ruffian:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit : -  
  Ruffian:  Finesse :  1;  Weapon :  Pistol ♦ ;  Loot  Suit : -  
   
  If  you  win  the  combat,  go  to  Roll  Result  8  
  4  
  They  come  face  to  face  with  you.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-2 ) R111 .  
  PASS  =  They  are  intimidated  and  leave.  
  Go  to  Roll  Result  8  
   
  FAIL  =  Go  to  Roll  Result  5   
  5  
  The  leader  challenges  you.  
  Draw!  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♠ /finesse-2 ) R111 .  
  PASS  =  You  get  off  a  shot  first,  right  between  his  eyes.  
  He  is  dead.  
  The  remaining  Bandits  leave.  
  Loot  Suit : ♦ (Table  D1)  
  Go  to  Roll  Result  8  
   
  FAIL  =  He  gets  a  shot  off  first,  right  between  your  eyes.  
  You  are  dead.  
  6  
  They  see  you  and  turn  around.  
  Go  to  Roll  Result  8  
  7  
  During  the  battle,  Bandits  kidnapped  the  daughter.  
  Roll  a  D6  to  determine  the  direction  of  the  hideout:   
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW   
  and  then  roll  a  D6,  to  determine  how  many  hexes  away.   
  Record  “Hex#/kidnapping/E197”  under  your  Points  of  Interest  R102 .  
  8  
  choose  between  the  following  two  choices:  
  1.
  Take  the  $25  reward.  
  2.
  Take  no  money;  E133  
   
   
   
   
   
   
  131  
  
   
  E167    -  Cemetery  
  There  is  a  dug  up  coffin  with  a  decorated  corpse.   Roll  a  D6:  
  Roll  Result  
  D6   
  Outcome  
  1  
  The  corpse  is  diseased.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♦ /Hunch-1 ) R111 .  
  PASS  =  You  recognize  the  signs  and  quickly  move  away.  
   
  FAIL  =  You  catch  the  terrible  disease.  
  You  spend  the  rest  of  your  brief  life  in  discomfort.  
  You  are  dead.  
  2  
  +1  Karma.   Nothing  of  value.  
  3  
  -1  Karma.   You  find  an  interesting  charm;  E047  
  4  
  -1  Karma.   
  Loot  Suit : ♦ (Table  D1).  
  5  
    You  find  an  old  charm;  E242  
  6  
  Loot  Suit : ♥ (Table  D1).  
    
  E168    -   Bounty  
  You  tracked  your  target  to  this  location  but  he  isn’t  here.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♦ /Hunch-3 ) R111 .  
  PASS  =  You  continue  to  track  him.  
  Roll  a  D6  for  direction  of  the  tracks:   
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW   
  and  then  roll  a  D4,  to  determine  how  many  hexes  away.   
  Record   “Hex#/bounty/E174”  under  your  Points  of  Interest  R102 .  
    
  FAIL  =  You  continue  to  track  him.  
  Roll  a  D6  for  direction  of  the  tracks:   
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW   
  and  then  roll  a  D4,  to  determine  how  many  hexes  away.   
  Record   “Hex#/bounty/E168”  under  your  Points  of  Interest  R102 .   
   
  E169    -  Road  Sign  
  You  come  upon  a  sign  that  gives  directions  to  a  town.  
  Roll  a  D6  to  determine  the  direction:   
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW   
  and  then  roll  a  D4,  to  determine  how  many  hexes  away.  
  Mark  that  hex  on  the  mapboard  as  having  a  Town.   That  Town  is  there  for  the  rest  of  the  game.  
   
   
   
   
   
   
   
   
   
   
  132  
  
   
  E170    -  The  Body  
  You  arrive  at  the  farm  in  the  dead  of  night,  to  discard  the  body  into  a  pig  pen.   Roll  a  D6:  
  Roll  Result  
  D6   
  Outcome  
  1  
  You  make  too  much  noise.  
  The  farm  owner  spots  you  and  attacks    R110 .   Initiative  R110c .  
  Angry  Man:  Finesse :  2;  Weapon :  Rifle ♥ ;  Loot  Suit :-  
   
  If  you  win  the  combat,  Bounty  Suit  up  one.  
  Go  to  Roll  Result   6  
  2-3  
  If  you  have  a  partner(s);  E082   
   
  You  sneak  over  to  the  pigs.  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♥ /Finesse-2 ) R111 .  
  PASS  =  Go  to  Roll  Result  6  
   
  FAIL  =   +1  Karma.   Go  to  Roll  Result   1  
  4  
  You  sneak  over  to  the  pigs.  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♥ /Finesse-1 ) R111 .  
  PASS  =  Go  to  Roll  Result  6  
   
  FAIL  =  unforeseen  circumstances  -  remove  a  Point  of  interest  (of  your  choice)  
  from  your  Tracking  Sheet.  
  Go  to  Roll  Result   1  
  5  
  You  sneak  over  to  the  pigs.  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♦ /Finesse-1 ) R111 .  
  PASS  =  +1  Karma.  Go  to  Roll  Result  6  
   
  FAIL  =  Go  to  Roll  Result   1  
  6  
  You  dispose  of  the  body  and  ride  off.  
  To  get  your  payment,  meet  the  den  owner  at  the  hotel.  
  Record  “Hex#any  town/payment/E181”  under  your  Points  of  Interest  R102 .  
   
  E171    -   Heist  
  You  meet  a  gang  who  asks  you  to  join  them  on  robbing  the  town  bank.   
  If  you  say  No,  +1  Karma.  
   
  If  you  decide  to  join  them;  E092  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  133  
  
   
   
  E172    -   Stranger  
  You  meet  a  stranger.   Roll  a  D10:  
  Roll  Result  
  D10   
  Outcome  
  1  
  +1  Karma.   You  share  a  nod  as  you  pass.  
  Roll  on  the  Event  Table  (Table  A).  
  2  
  It's  a  comely  Bandit.   
  When  you  relax,  he  attacks  R110 .     Initiative  R110d .  
  Bandit:  Finesse :  3;  Weapon :  Rifle ♥ ;  Loot  Suit : ♥ (Table  D1)  +  E053  
  3  
  It’s  a  furious  man.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♦ /Hunch-2 ) R111 .  
  PASS  =  You  talk  the  man  down;  E183  
   
  FAIL  =  He's  in  a  blind  rage  and  attacks  you  R110 .   Initiative  R110g .  
  Angry  Man:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit : X (Table  D1).  
   
  If  you  win  the  combat,  Bounty  Suit  up  one.  
  4  
  If  your  Bounty  Suit  is  X ;  go  to  Roll  Result  1  
   
  It's  a  famous  Bounty  Hunter.  
  Draw!  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♥ /Finesse-2 ) R111 .  
  PASS  =  You  get  a  shot  off  first.   
  They  are  dead.  
  Loot  Suit : ♦ (Table  D1)   +  E240  
   
  FAIL  =  They  get  a  shot  off  first.   
  You  are  dead.  
  5  
  If  you  are  on  a  Marshland  Hex;  E113  
   
  It  is  a  Salesman;  E039  
  6  
  You  meet  a  free-spirited  woman.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♦ /Hunch-2 ) R111 .  
  PASS  =  She  invites  you  to  a  gathering;   
  Roll  a  D6  to  determine  the  direction  of  gathering:   
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW   
  and  then  roll  a  D6,  to  determine  how  many  hexes  away.  
  Record  “hex#/Gathering/E091”  under  Points  of  Interest  R102 .  
   
  FAIL  =  She  feels  she  has  seen  you  before.  
  Bounty  Suit  up  one.  
  Roll  on  the  Event  Table  (Table  A).  
  7  
  Its  someone  from  your  past  looking  for  you;  E146  
  8  
  You  exchange  pleasantries  and  chat  for  awhile.  
  He  owns  a  gun  store  and  invites  you  to  drop  by.  
  Record  “Hex#any  town/gun  shop/E114”  under  your  Points  of  Interest  R102 .  
  9  
  It's  a  crying  lady.  
  She  explains  her  husband  was  recently  killed  by  a  cruel  man.  
  She  will  pay  you  $75  when  you  bring  him  to  her.  
  Roll  a  D6  to  determine  the  direction  of  the  cruel  man:  
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW   
  and  then  roll  a  D6,  to  determine  how  many  hexes  away.   
  Record  the  “Hex#/Bounty/E168”  under  your  Points  of  Interest  R102 .   
   
   
  134  
  
   
  10  
  It's  a  besuited  elderly  man.  
  He  falls  off  his  horse  in  great  pain.  
  If  you  do  not  have  a  healing  item,  the  elderly  man  bleeds  out  and  dies.    
  Loot  Suit : ♥ (Table  D1).  
    
  If  you  do  have  a  healing  item  under  your  Equipment,  remove  one  of  your  
  choice.  
  He  is  very  grateful  for  your  help;  E019  
   
  E173    -  Antique  Dealer  
  You  meet  with  an  antique  dealer  to  sell  your  antiques.   Roll  a  D6:  
  Roll  Result  
  D6   
  Outcome  
  1  
  +1  Karma.   Worthless.  
  2  
  You  sell  for  $10.  
  You  decide  to  check  for  any  available  bounties;  E087  
  3  
    If  you  have  a  Bounty  Suit  of   ♥  or  ♠  you  are  spotted  and  the  authorities  give  chase;  E155 .  
   
  You  sell  for  $10.  
  4  
  You  sell  for  $20.  
  5  
  He  needs  time  to  clarify  their  authenticity.   Roll  a  D6:  
  Roll  Result  
  D6   
  Outcome  
  1  
  After  much  deliberation,  you  sell  for  $5.  
  Unforeseen  circumstances  -  remove  a  Point  of  interest  (of  your  
  choice)  from  your  Tracking  Sheet.  
  2-3  
  You  sell  for  $20  
  4-5  
  You  sell  for  $35  
  6  
  Priceless!   
  You  purchase  your  Ranch  and  live  in  quiet  contemplation.   
  You  win  the  Game.  
   
  6  
  You  sell  for  $50.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  135  
  
   
  E174    -  Bounty  
  You  spot  your  target  setting  up  camp.   You  sneak  up  on  him.   Roll  a  D6:  
  Roll  Result  
  D6   
  Outcome  
  1  
  He  spins  and  shoots  you  between  the  eyes.   
  You  are  dead.  
  2-3  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♥ /Finesse-2 ) R111 .  
  PASS  =  Go  to  Roll  Result  6  
   
  FAIL  =   Go  to  Roll  Result  1  
  4  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♥ /Finesse-1 ) R111 .  
  PASS  =  Go  to  Roll  Result  6  
   
  FAIL  =   Go  to  Roll  Result  1  
  5  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♦ /Finesse-1 ) R111 .  
  PASS  =  Go  to  Roll  Result  6  
   
  FAIL  =   Go  to  Roll  Result  1  
  6  
  You  sneak  up  on  him  and  apprehend  him.  
  Bounty  Suit  up  one.  
  Loot  Suit : ♥ (Table  D1).  
  To  get  your  reward  bring  him  to  the  nearest  town.   
  Record  “Hex#any  town/reward/E231“  under  your  Points  of  Interest  R102 .  
   
  E175    -   Healing  
  You  set  up  camp  and  spend  most  of  the  day  tending  to  wounds.   
  Remove  the  item  from  your  Equipment  and  Roll  a  D6:  
  Roll  Result  
  D6   
  Outcome  
  1  
  Something  went  wrong.  
  Receive  a  Light  Wound.   
  2  
  Heal  one  Wound  Level.   
  Roll  on  the  Event  Table  (Table  A).  
  3  
  Heal  one  Wound  Level.  
  4  
  Heal  two  Wound  Levels.  
  Roll  on  the  Event  Table  (Table  A).   
  5  
  Heal  two  Wound  Levels.  
  6  
  Heal  three  Wound  Levels.  
   
  E176    -  The  Body  
  You  take  the  body  out  in  the  cover  of  night.  
  You  decide  to  take  it  to  the  pigs  at  a  nearby  farm.  
  Roll  a  D6  to  determine  which  adjacent  hex  has  the  pig  farm:   
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW.  
  Record  “Hex#/body/E170”  under  your  Points  of  Interest  R102 .  
   
   
   
   
  136  
  
   
  E177   -   Stranger  on  Horseback  
  You  can  rob  or  you  can  be  friendly.  
  If  you  choose  to  rob;  E182  
  If  you  choose  friendly;  E172  
    
  E178    -   Farm  
  You  arrive  at  the  girls  family  farm.   Roll  a  D6:  
  Roll  Result  
  D6   
  Outcome  
  1  
  +1  Karma.   The  girl  was  killed  in  a  farming  accident;  E095  
  2  
  If  your  Bounty  Suit  is  X   go  to  Roll  Result  4  
   
  The  father  chases  you  off  the  property  with  a  shotgun.  
  Later  that  day,  you  are  roped  into  a  trap  by  a  clever  Bounty  Hunter.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-2 ) R111 .  
  PASS  =  You  spot  the  trap  and  flee;  E234  
   
  FAIL  =  You  are  caught  in  the  trap  and  taken  away;  E075  
  3  
  The  father  chases  you  off  the  property  with  a  shotgun.  
  Roll  on  the  Event  Table  (Table  A).  
  4  
  If  your  Bounty  Suit  is  ♥  or    ♠  the  father  chases  you  off  the  property  with  a  shotgun.  
   
  The  family  tells  you  she  was  kidnapped  by  Bandits.  
  Roll  a  D6  to  determine  the  direction  of  the  Bandits:   
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW   
  and  then  roll  a  D6,  to  determine  how  many  hexes  away.   
  Record  “Hex#/kidnapping/E197”  under  your  Points  of  Interest  R102 .  
  5  
  The  family’s  farm  is  threatened  to  be  purchased  by  land  barons.  
  You  may  attempt  to  save  the  farm  from  dispossession.  
  Record   “Hex#Any  town/land  dispute/E196”  under  your  Points  of  Interest  R102 .  
  You  (and  any  partners)  heal  one  Wound  Level.  
  6  
  You  fall  deeply  in  love  with  her  and  marry.   The  family  accepts  you  as  one  of  their  
  own.   You  work  with  the  family  on  the  farm  until  one  day,  the  farm  becomes  yours,  
  were  it  will  become  handed  down  for  generations  to  come.   
  You  win  the  game.  
   
  E179 -  Spoiled  Rations  
  Your  rations  have  all  turned  and  you  need  to  forage.  
  If  you  are  on  a  Town  Hex;  E146  
  If  you  are  on  a  Desert  hex;  E180  
  If  you  are  on  a  Mountain  or  Marshland  hex;  E184  
  If  you  are  on  a  Grassland  or  Forest  hex;  E185  
   
   
   
   
   
   
   
   
   
  137  
  
   
  E180    -  Desert  Hunting  
  You  forage  for  food.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-1 ) R111 .  
  PASS  =  You  find  appropriate  sustenance.   
  You  (and  any  partners)  heal  one  Wound  Level.  
  Roll  on  the  Event  Table  (Table  A).  
   
  FAIL  =  You  fail  to  find  anything  to  eat.   
  You  (and  any  partners)  take  a  Light  Wound;  E007  
   
  E181    -   Payment  
  You  approach  the  hotel  to  meet  the  den  owner  for  your  payment.   Roll  a  D6:  
  Roll  Result  
  D6   
  Outcome  
  1  
  The  den  owner  doesn’t  show.  
  You  learn  the  body  was  of  a  prominent  family;  E134  
  2  
  The  den  owner  has  been  arrested.  
  Bounty  Suit  up  one.  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♥ /Finesse-1 ) R111 .  
  PASS  =  You  slip  out  of  town.  
  Move  to  any  adjacent  hex;  E095  
   
  FAIL  =  You  are  spotted;  E155  
  3  
  If  you  have  a  Bounty  Suit  of  ♥  or   ♠;    E103  
   
  You  meet  with  the  den  owner  and  he  pays  you  $20.  
  4-5  
  You  meet  with  the  den  owner  and  he  pays  you  $20;  E234  
  6  
  The  den  owner  is  very  relieved  to  hear  the  body  is  gone.  
  He  pays  you  $20  and  gives  you  a  charm;  E047  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  138  
  
   
  E182    -   Robbery  
  You  approach  with  a  weapon  drawn.   Roll  a  D10:  
  Roll  Result  
  D10   
  Outcome  
  1  
  A  diseased  outcast.   
  Attempt  a  Hunch  skill  test  (Table  C/ ♦ /Hunch-1)   R111 .  
  PASS  =   You  avoid  getting  too  close  and  scuttle  off;  E007  
   
  FAIL  =   Your  body  is  unable  to  fight  off  the  disease.   
  You  don’t  live  much  longer  and  have  an  uncomfortable  death.   
  You  are  dead.  
  2  
  An  ugly  Bandit.   
  He  attacks  you  R110 .   Initiative  R110b .  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit : X (Table  D1).  
  3  
  A  handsome  Bounty  Hunter.  
  He  attacks  you  R110 .   Initiative  R110f .  
  Bounty  Hunter:  Finesse :  2;  Weapon :  Rifle ♥ ;  Loot  Suit : ♦ (Table  D1)   
   
  If  you  win  the  combat,  Bounty  Suit  up  one;  E240  
  4  
    If  you  have  any  partners;  E082  
   
  They  give  into  your  demands.  
  Bounty  Suit  up  one.  
  Loot  Suit : ♦   (Table  D1).  
  5-6  
  Nothing  of  value.  
  They  have  distinguished  contacts.   
  Bounty  Suit  up  two.  
  Move  to  any  adjacent  hex;  E095  
  7  
  They  give  into  your  threats.   
  Bounty  Suit  up  one.   
  Loot  Suit : ♦  (Table  D1).  
  8  
  Attempt  a  Hunch  Skill  Test  ( Table  C/ ♥ /Hunch-2 ) R111 .  
  PASS  =  They  give  into  your  threats.   
  Bounty  Suit  up  one.   
  Loot  Suit : ♥   (Table  D1).  
   
  FAIL  =  They  have  nothing  of  value.   
  Bounty  Suit  up  one.  
  9  
  Attempt  a  Hunch  Skill  Test  ( Table  C/ ♥ /Hunch-1 ) R111 .  
  PASS  =  They  give  into  your  threats.  
  Loot  Suit : ♥  (Table  D1).  
   
  FAIL  =  Nothing  of  value.   
  Bounty  Suit  up  one;  E234  
  10  
  They  give  into  your  threats.   
  You  find  $8  +  Loot  Suit : ♠  (Table  D1).   
   
   
   
   
   
   
   
  139  
  
   
  E183    -   Angry  Man  
  He  explains  his  anger.   Roll  a  D6:  
  Roll  Result  
  D6   
  Outcome  
  1  
  +1  Karma.   He  explains  it  was  a  foolish  squabble  and  leaves  appeased.  
  Later  that  day;  E022  
  2  
  It  was  a  foolish  squabble.   
  He  thanks  you  for  helping  him  come  to  his  senses  and  leaves.  
  Roll  on  the  Event  Table  (Table  A).  
  3  
  In  tears  he  explains  his  family  are  in  bonds.  
  Roll  a  D4,  to  determine  Hex  of  the  ‘people  in  bonds’:   
  1-  19,8;  2-  16,13;  3-   18,15;  4-  15,14  
  Record  “Hex#/people  in  bonds/E033”  under  your  Points  of  Interests  R102 ;  E234  
  4  
  It  would  of  been  suicide  but  thanks  to  you,  he  understands  now  its  not  worth  it.  
  He  gives  you  a  token  of  appreciation;  E047  
  5  
  If  you  are  on  a  Marshland  hex;   E206  
   
  He  tells  you  about  a  ruthless  businessman.  
  Record  “Hex#any  town/Businessman/E238”  under  your  Points  of  Interest  R102 .  
  6  
  He  was  going  after  the  man  who  killed  his  wife.  
  He  will  pay  you  $50  (on  completion)  to  catch  the  man.  
  Roll  a  D6  to  determine  which  hex  the  murderer  can  be  found:   
  1-   2,3;  2-   14,9;  3-   16,18;  4-   17,20;  5-   7,19;  6-   7,15  
  Record  “Hex#/bounty/E219”  under  your  Points  of  Interest  R102 .  
   
  E184    -   Mountain  or  Marshland  Hunting  
  You  forage  for  food.  
  Attempt  a  Hunch  skill  test ( Table  C/ ♦ /Hunch-2 ) R111 .  
  PASS  =  You  find  appropriate  sustenance.   
  You  (and  any  partners)  heal  one  Wound  Level;  E095  
   
  FAIL  =  You  become  ill.   
  You  (and  any  partners)  take  a  Light  Wound;  E007  
   
  E185    -  Forest  or  Grassland  Hunting  
  You  forage  for  food.  
  Attempt  a  Hunch  skill  test ( Table  C/ ♣/Hunch-1 ) R111 .  
  PASS  =  You  find  appropriate  sustenance.   
  You  (and  any  partner)  heals  one  Wound  Level.  
  Roll  on  the  Event  Table  (Table  A).  
   
  FAIL  =  You  become  ill.   
  You  (and  any  partners)  take  a  Light  Wound;  E007  
   
   
   
   
   
   
   
  140  
  
   
  E186    -  Reward  
  You  visit  the  trapper  to  sell  your  albino  deer  pelt.   Roll  a  D6:   
  Roll  Result  
  D6  
  Outcome  
  1  
  +1  Karma.   The  pelt  is  in  terrible  condition.   
    The  trapper  refuses  to  pay.  
  2  
  The  pelt  is  in  fair  condition.   
  The  trapper  pays  you  $3.  
  Shortly  after,  you  are  confronted  by  a  bitter  person  from  your  past.  
  Draw!  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♦ /Finesse-1 ) R111 .  
  PASS  =  You  shot  him  first,  right  between  the  eyes.   
  Loot  Suit :♣ (Table  D1).  
   
  FAIL  =  He  shot  you  first,  right  between  your  eyes.   
  You  are  dead.   
  3  
  The  pelt  is  in  good  condition.   
  The  trapper  pays  you  $5.  
  4-5  
  The  pelt  is  in  excellent  condition.   
  The  trapper  pays  you  $15;  E234  
  6  
  The  pelt  is  in  perfect  condition.   
    The  trapper  pays  you  $20.  
   
  E187    -  Saved  Girl  
                  Roll  a  D6:  
  Roll  Result  
  D6   
  Outcome  
  1  
  +1  Karma.   She  is  severely  traumatized  and  taken  home  by  family;  E007  
  2  
  She  insists  you  take  her  charm  and  goes  home;  E047   
  3-4  
  You  comfort  the  saved  girl.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-2 ) R111 .  
  PASS  =  Go  to  Roll  Result  6  
   
  FAIL   =  She  insists  you  take  her  charm  and  goes  home;  E242  
  5  
  You  comfort  the  saved  girl.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-1 ) R111 .  
  PASS  =  Go  to  Roll  Result  6  
   
  FAIL   =  She  insists  you  take  her  gold  charm  and  heads  home;  E040   
  6  
  She  is  smitten  with  you  and  you  with  her.   
  Her  family's  land  is  vast  and  you  build  a  large  farm  there.   
  Everyday  you  tend  to  the  farm.   
  You  both  live  a  long  life  full  of  purpose  and  altruistic  love.   
  You  win  the  game.  
   
   
   
   
   
   
   
  141  
  
   
  E188    -  Quicksand  
  You  and  your  horse  contend  with  quicksand.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-1 ) R111 .  
  PASS  =  +1  Karma.   You  and  your  horse  get  out  before  the  situation  becomes  more  serious;  E215  
   
  FAIL  =  You  struggle  with  the  sinking  earth.   Roll  a  D6:  
  Roll  Result  
  D6   
  Outcome  
  1  
  The  ordeal  was  harrowing  and  money  was  lost  in  the  deep  muck.  
  You  lose  half  your  money  (rounded  up).  
  2  
  The  ordeal  was  harrowing  but  you  pulled  through  with  no  immediate  consequences.  
  If  your  Bounty  Suit  is  X ;  E153   
   
  Later  that  day,  you  are  roped  into  a  trap  by  a  clever  Bounty  Hunter.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-2 ) R111 .  
  PASS  =  You  spot  the  trap  and  flee.  
   
  FAIL  =  You  are  caught  by  the  trap  and  taken  away;  E075  
  3  
  The  ordeal  was  harrowing  but  you  pulled  through  with  no  immediate  consequences.  
  Unforeseen  circumstances  -  remove  a  Point  of  Interest  (of  your  choice)  from  your  
  Tracking  Sheet.  
  4  
  +1  Karma.   You  pulled  through  with  no  immediate  consequences.  
  If  on  a  Marshland  hex;  E215  
  5  
  The  ordeal  was  harrowing  and  your  horse  has  become  fatigued  from  the  struggle.   
  Roll  on  the  Events  Table  (Table  A).  
  6  
  You  struggle  with  the  quicksand  but  manage  to  get  out  without  any  repercussions.  
  The  exercise  has  provided  excellent  rest  that  night.  
  You  (and  any  partners)  heal  one  Wound  Level.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  142  
  
   
  E189    -  Prospectors  
  You  arrive  at  the  town  saloon  to  “persuade“  the  prospectors  about  moving  off  their  land.   Roll  a  D6:  
  Roll  Result  
  D6   
  Outcome  
  1  
  If  your  Bounty  Suit  is  ♠  you  are  spotted;  E155  
   
  You  meet  with  the  prospectors.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♠ /Hunch-1 ) R111 .  
  PASS  =  Go  to  Roll  Result  6  
   
  FAIL  =  +1  Karma.   Go  to  Roll  Result  7  
  2-3  
  You  meet  with  the  prospectors.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-1 ) R111 .  
  PASS  =  Go  to  Roll  Result  6  
   
  FAIL  =  Go  to  Roll  Result  7  
  4  
  You  meet  with  the  prospectors.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♦ /Hunch-1 ) R111 .  
  PASS  =  Go  to  Roll  Result  6  
   
  FAIL  =  Go  to  Roll  Result  7  
  5  
  You  meet  with  the  prospectors.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♣ /Hunch-1 ) R111 .  
  PASS  =  +1  Karma.   Go  to  Roll  Result  6  
   
  FAIL  =  Go  to  Roll  Result  7  
  6  
  They  give  into  your  threats  and  in  tears  they  agree  to  leave.  
  To  receive  your  reward,  meet  the  rail  baron  at  his  rail  car.  
  To  determine  the  hex  of  the  meeting  location,  roll  a  D6:  
  1-   10,2;  2-   11,3;  3-   11,5;  4-   15,21;  5-   11,16;   6-   9,13   
  “Hex#/Reward/E208”  under  your  Points  of  Interest  R102 .  
  7  
  They  refuse.   
  They  have  also  exposed  the  bullying  to  a  lawful  marshall;  E155  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  143  
  
   
  E190    -  Preacher  
  You  arrive  at  the  preachers  home  to  confront  him  on  his  deception.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♦ /Hunch-3 ) R111 .  
  PASS  =     Roll  a  D6:  
  Roll  Result  
  D6   
  Outcome  
  1  
  He  growls  and  attacks  R110 .   Initiative  R110c .   
  Shaggy  Priest:    Finesse :  4;  Weapon :  talons ♥ ;  Loot  Suit : ♦ (Table  D1).   
  2  
  He  is  traveling  to  a  secret  meeting.  
  You  tail  him.  
  Roll  a  D6  to  determine  hex  of  the  “secret  meeting”:   
  1-  2,7;  2-  19,3;  3-  19,16;  4-  16,8;  5-  13,17;  6-  14,11   
  Move  your  token  to  that  hex;  E150  
  3  
  He  is  willing  to  buy  your  silence.   
  Bounty  Suit  up  two.   
  Loot  Suit: ♦ (Table  D1).  
  4  
  He  is  willing  to  buy  your  silence.   
  Bounty  Suit  up  one.   
  Loot  Suit: ♥ (Table  D1).  
  5  
  He  is  willing  to  buy  your  silence.   
  Loot  Suit: ♥ (Table  D1).  
  6  
  He  is  willing  to  buy  your  silence.   
  Loot  Suit: ♠(Table  D1).  
   
  FAIL  =    Roll  a  D6:  
  Roll  Result  
  D6   
  Outcome  
  1  
  He  denies  everything  with  a  gentle  smirk.  
  A  lawman  follower  is  there  with  him.   
  Bounty  Suit  up  one;  E155   
  2-3  
  He  denies  everything  with  a  gentle  smirk.   
  Bounty  Suit  up  one.   
  4  
  +1  Karma.   He  denies  everything  with  a  gentle  smirk.   
  Bounty  Suit  up  one.  
  5  
  You  press  him  further.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♦ /Hunch-3 ) R111 .  
  PASS  =  Go  to  Roll  Result  6  
   
  FAIL  =  Roll  again  on  this  Table.  
  6  
  You  threaten  him.  
  Roll  a  D6  on  the  PASS  result  Table.  
   
   
   
   
   
  144  
  
   
  E191     -   Runaway  
  You  track  the  runaway  to  this  area.   Roll  a  D6:  
  Roll  Result  
  D6   
  Outcome  
  1  
  +1  Karma.   The  trail  runs  cold;  E243  
  2  
  You  find  the  runaway  dead.  
  There  is  a  misunderstanding  with  a  witness.   
  Bounty  Suit  up  one;  E007  
  3  
  The  trail  runs  cold.  
  A  short  time  after..  
  If  your  Bounty  Suit  is  X ;  E022  
   
  You  are  roped  into  a  trap  by  a  clever  Bounty  Hunter.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-2 ) R111 .  
  PASS  =  You  spot  the  trap  and  flee;  E234  
   
  FAIL  =  You  are  caught  by  the  trap  and  taken  away;  E075  
  4  
  You  track  the  runaway.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♦ /Hunch-2 ) R111 .  
  PASS  =  You  have  located  the  runaways  tracks.   
  Roll  a  D6  to  determine  which  adjacent  hex  the  runaway  went:   
  1- N;  2- NE;  3- SE;  4- S;  5- SW;   6- NW.  
  Record  “Hex#/runaway/E191”  under  your  Points  of  Interest  R102 .  
   
  FAIL  =  The  trail  runs  cold;  E055  
  5  
  You  find  the  runaway  and  sympathize  with  their  struggle.  
  You  agree  to  bring  the  runaway  to  their  contact.  
  Roll  a  D4  to  determine  hex  to  bring  runaway:  
  1-  2,2;  2-  4,0;  3-  13,4;  4-   8,8  
  Record  “Hex#/runaway/E016”  under  your  Points  of  Interest  R102 .  
  Bounty  Suit  up  one.  
  6  
  You  find  the  runaway  and  he  reluctantly  comes  with  you.  
  To  receive  payment,  you  must  visit  the  foreman.  
  Roll  a  D4  to  determine  Hex  of  foreman:   
  1-  10,3;  2-  10,7;  3-   11,17;  4-  15,21  
  Record  “Hex#/payment/E145”  under  your  Points  of  Interest  R102 .  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  145  
  
   
  E192    -  Reward  
  You  arrive  at  the  Sheriff's  office  to  collect  the  reward  on  your  bounty.   Roll  a  D6:  
  Roll  Result  
  D6   
  Outcome  
  1  
  If  your  Bounty  Suit  is  ♠  you  are  spotted  and  the  authorities  give  chase;  E155  
    
  +1  Karma.   The  sheriff  informs  you  it's  the  wrong  man.   
  2  
  The  sheriff  informs  you  it's  the  wrong  man.  
  In  your  frustration  you  go  to  the  saloon  for  a  drink;  R106  
  3  
  A  friend  of  the  bounty  confronts  you.  
  Draw!  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♦ /Finesse-2 ) R111 .  
  PASS  =  You  shot  him  first,  right  between  the  eyes.   
  Loot  Suit :♣ (Table  D1).  
   
  FAIL  =  He  shot  you  first,  right  between  your  eyes.   
  You  are  dead.  
   
  If  you  win  the  combat,  you  receive  a  $75  reward.    
  4  
  Attempt  a  Hunch  skill  ( Table  C/ ♦ /Hunch-2 ) R111 .  
  PASS  =  You  are  given  the  reward  of  $75.  
   
  FAIL  =  The  sheriff  informs  you  it's  the  wrong  man;  E234  
  5  
  +1  Karma.   The  sheriff's  office  hands  you  the  reward  of  $75.  
  6  
  His  reward  went  up!   
  The  sheriffs  offices  gives  you  $125.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  146  
  
   
  E193    -  Bridge  
  You  locate  the  bridge  and  begin  preparations  for  detonation.   Roll  a  D6:  
  Roll  Result  
  D6   
  Outcome  
  1  
  The  explosives  go  off  too  soon.   
  You  are  caught  in  the  blast.  
  You  are  dead.  
  2  
  You  are  spotted  by  patrolling  soldiers  R110 .   Initiative  R110b .   
  Soldier:    Finesse :  3;  Weapon :  Rifle ♥ ;  Loot  Suit :-  
  Soldier:    Finesse :  2;  Weapon :  Rifle ♥ ;  Loot  Suit :-  
   
  If  you  win  the  combat,  go  to  Roll  Result  4  
  3-4  
  You  work  on  wiring  the  bridge.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-1 ) R111 .  
  PASS  =  Go  to  Roll  Result  6  
   
  FAIL  =  Roll  again  on  this  Table.  
  5  
  You  work  on  wiring  the  bridge.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♦ /Hunch-1 ) R111 .  
  PASS  =  Go  to  Roll  Result  6  
   
  FAIL  =  Roll  again  on  this  Table.  
  6  
  The  bridge  ignites  into  a  large  fireball!  
  You  have  successfully  detonated  the  bridge.  
  You  can  visit  the  military  encampment  to  report  your  success.  
  Record  “Hex#any  town/encampment/E211”  under  your  Points  of  Interest  R102 .  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  147  
  
   
  E194     -  Dapper  Man  
  You  arrive  at  the  dapper  man’s  extravagant  railcar.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  If  you  have  a  Blue  Trinket,  go  to  Roll  Result  3  
   
  You  share  a  series  of  dialogue  while  over  indulging  his  expensive  rye  until  you  pass  out.  
  Roll  a  D6  to  determine  what  hex  you  wake  up  on:  
  1-  10,0;  2-  10,2;  3-   14,21;  4-  10,7;  5-   14,11;  6-   9,13   
  Roll  on  the  Event  Table  (Table  A).  
  2  
  If  you  have  a  Blue  Trinket,  go  to  Roll  Result  4  
   
  He  has  been  shot  dead  and  your  timing  couldn’t  be  worse.  
  Bounty  Suit  up  two;  E234  
  3  
  +1  Karma.   He  discusses  the  faults  of  the  West  over  fine  Brandy.   
  His  train  then  drops  you  off.  
  Exit  train  by  placing  your  token  on  any  other  hex  with  a  railroad.  
  4  
    He  reveals  his  strategy  for  the  future  of  the  West.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-1 ) R111 .  
  PASS  =  Go  to  Roll  Result  5  
   
  FAIL  =  Go  to  Roll  Result  3  
  5  
  He  wants  to  hire  you  to  “persuade”  a  prospecting  village  to  give  up  their  land.  
  He  will  pay  you  $50  on  its  completion.  
  Record  “Hex#any  town/Prospectors/E189”  under  your  Points  of  Interest  R102 .  
  Exit  train  by  placing  your  token  on  any  other  hex  with  a  railroad.   
  6  
  You  rob  him  at  gunpoint.   
  Bounty  Suit  up  one.   
  Loot  Suit: ♠(Table  D1).   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  148  
  
   
  E195    -   Bounty  
  The  bounties  trail  leads  you  here.  Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  +1  Karma.   The  abode  is  empty  and  has  been  booby  trapped  with  dynamite.   
    Roll  to  determine  any  damage  for  you  and  then  each  partner  ( Table  B/ ♠) .  
  2  
  You  keep  tracking  him.  
  Roll  a  D6  to  determine  which  adjacent  hex  the  tracks  lead:   
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW.  
  Record  “Hex#/bounty/E195”  under  your  Points  of  Interest  R102 .  
  3  
  He  was  waiting  for  you.  
  He  attacks  R110 .    Initiative  R110d .  
  Murderer:  Finesse :  3;  Weapon :  Rifle ♥ ;  Loot  Suit : ♦ (Table  D1)  
   
  If  you  win  the  combat,  record  “Hex#any  town/reward/E205”  under  your  points  of  Interest  R102 .  
  4  
  You  confront  him.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-2 ) R111 .  
  PASS  =  He  willingly  goes  with  you.   
  You  stow  him  on  the  back  of  your  horse.  
  To  collect  the  reward,  record  “Hex#any  town/reward/E205”  under  your  points  of  Interest  R102 .  
   
  FAIL  =  He  attacks  R110 .    Initiative  R110b .  
  Murderer:  Finesse :  3;  Weapon :  Rifle ♥ ;  Loot  Suit : ♦   (Table  D1)  
   
  If  you  win  the  combat,  You  stow  him  on  the  back  of  your  horse.  
  record  “Hex#any  town/reward/E205”  under  your  points  of  Interest  R102 .  
  5  
  You  confront  him.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-1 ) R111 .  
  PASS  =  He  willingly  goes  with  you.   
  You  stow  him  on  the  back  of  your  horse.  
  To  collect  the  reward,  record  “Hex#any  town/reward/E205”  under  your  points  of  Interest  R102 .  
   
  FAIL  = He  convinces  you  that  he  has  information  far  more  valuable  than  his  bounty.  
  You  let  him  go;  E204  
  6  
  You  spot  him  and  he  gives  up  without  a  fight.  
  You  stow  him  on  the  back  of  your  horse.  
  To  collect  the  reward,  record  “Hex#any  town/reward/E205”  under  your  points  of  Interest  R102 .  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  149  
  
   
  E196    -  Land  Dispute  
  You  arrive  in  the  town  hall  for  the  land  auction.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  If  your  Bounty  Suit  is  ♠  you  are  spotted  and  the  authorities  give  chase  E155  
   
  +1  Karma.   The  land  barons  already  appropriated  the  property.  
  2  
  The  land  barons  already  appropriated  the  property.  
  Shortly  after;  E146  
  3  
  The  auction  begins  and  you  stall  the  land  baron.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♦ /Hunch-1 ) R111 .  
  PASS  =  You  may  buy  back  the  land  for  $25.  
  If  you  buy  back  the  land  for  $25,  go  to  Roll  Result   6  
  If  you  don’t  buy  back  the  land  for  $25  the  barons  win  the  bid.  
   
  FAIL  =  +1  Karma.  The  land  barons  win  the  bid.  
  4-5  
  The  auction  begins  and  you  stall  the  land  baron.  
  You  may  purchase  the  land  for  $15.  
  If  you  pay  the  $15,  go  to  Roll  Result   6  
   
  If  you  don’t  pay  the  $15,  the  land  barons  win  the  bid.  
  In  your  disappointment  you  decide  to  go  to  the  saloon;  R106  
  6  
  The  family  can  keep  their  land;   E237  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  150  
  
   
  E197    -  Kidnapping  
  You  arrive  at  the  Bandits  hideout  to  save  the  girl.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  She  is  in  love  with  the  bandit  leader;  E095  
  2-3  
  They  attack  you  R110 .   Initiative  R110c .  
  Bandit:  Finesse :  3;  Weapon :  Rifle ♥ ;  Loot  Suit : X (Table  D1)  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
   
  If  you  win  the  combat,  go  to  Roll  Result  6  
  4  
  They  attack  you  R110 .   Initiative  R110f .  
  Bandit:  Finesse :  2;  Weapon :  Rifle ♥ ;  Loot  Suit :♣ (Table  D1)  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
   
  If  you  win  the  combat,  go  to  Roll  Result  6  
  5  
  You  are  attacked  R110 .   Initiative  R110b .  
  Bandit:  Finesse :  2;  Weapon :   Pistol ♦ ;  Loot  Suit :♣ (Table  D1)  
  Bandit:  Finesse :  1;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
   
  The  remaining  bandits  flee.  
  If  you  win  the  combat,  go  to  Roll  Result  7  
  6  
  You  face  the  Bandit  leader.  
  He  attacks  you  R110 .   Initiative  R110f .  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit : ♦ (Table  D1)  
   
  If  you  win  the  combat,  go  to  Roll  Result  7  
  7  
  You  release  the  girl  from  her  bonds.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♦ /Hunch-2 ) R111 .  
  PASS  =  E187  
   
  FAIL  =  She  thanks  you  and  rides  home.  
  You  take  the  Bandits  stash.   
  Loot  Suit : ♥ (Table  D1);  E234   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  151  
  
   
  E198    -   Albino   Deer  
  You  track  the  elusive  albino  deer.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  +1  Karma.   Wrong  animal;  E243  
  2  
  You  lose  the  tracks  and  find  yourself  in  the  presence  of  wandering  bandits  R110 .   Initiative  R110c .  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :♣ (Table  D1)  +  E053  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
  Bandit:  Finesse :  1;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
  3  
  Unable  to  locate  the  deer  tracks.   
  Roll  on  the  Event  Table  (Table  A).   
  4  
  You  continue  to  track  the  albino  deer.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♦ /Hunch-2 ) R111 .  
  PASS  =  You  have  located  the  tracks.   
  Roll  a  D6  to  determine  which  adjacent  hex  the  albino  deer  went:  
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW.  
  Record  “Hex#/albino  Deer/E198”  under  your  Points  of  Interest  R102 .  
   
  FAIL  =  Wrong  animal.  
  5  
  You  have  found  the  albino  deer!  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♦ /Finesse-1 ) R111 .   
  PASS  =  You  have  taken  down  the  albino  deer.  
  To  collect  your  reward,  record  “Hex#any  town/reward/E186”  under  your  Points  of  Interest   R102 .  
   
  FAIL  =  The  pelt  is  too  damaged  from  the  tussel.  
  6  
  You  have  found  the  albino  deer!  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♦ /Finesse-2 ) R111 .   
  PASS  =  You  have  taken  down  the  albino  deer.  
  To  collect  your  reward,  record  “Hex#any  town/deer  reward/E186”  under  your  Points  of  Interest   R102 .  
   
  FAIL  =  You  miss  and  it  scurries  off.   
  Go  to  Roll  Result  4  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  152  
  
   
  E199    Albino   Bear  
  You  track  the  elusive  albino  bear.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  +1  Karma.   Wrong  animal;  E243  
  2  
  You  lose  the  tracks  and  find  yourself  in  the  presence  of  wandering  bandits  R110 .   Initiative  R110c .  
  Bandit:  Finesse :  3;  Weapon :  Rifle ♥ ;  Loot  Suit :  ♦ (Table  D1)  +  E053   
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :-   
  3  
  Unable  to  locate  the  bears  tracks.   
  Roll  on  the  Event  Table  (Table  A).   
  4  
  You  continue  to  track  the  albino  bear.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-1 ) R111 .  
  PASS  =  +1  Karma.   You  have  located  the  bears  tracks.   
    Roll  a  D6  to  determine  which  adjacent  hex  the  albino  bear  went:   
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW.  
  Record  “Hex#/albino  Bear/E199”  under  your  Points  of  Interest  R102 .  
   
  FAIL  =  Wrong  animal.  
  5  
  You  have  found  the  albino  bear!  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♥ /Finesse-2 ) R111 .   
  PASS  =  You  have  taken  down  the  albino  bear.  
  To  collect  your  reward,  record  “Hex#any  town/bear  reward/E027”  under  your  Points  of  Interest   R102 .  
   
  FAIL  =  The  pelt  is  too  damaged  from  the  tussel;  E095  
  6  
  You  have  found  the  albino  bear!  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♦ /Finesse-2 ) R111 .   
  PASS  =  You  have  taken  down  the  albino  bear.  
  To  collect  your  reward,  record  “Hex#any  town/deer  reward/E186”  under  your  Points  of  Interest   R102 .  
   
  FAIL  =  You  miss  and  it  scurries  off.   
  Go  to  Roll  Result  4  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  153  
  
   
  E200    -   Full  Moon  
  You  camp  out  in  the  marshland.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  +1  Karma.   The  bugs  are  terrible  and  cover  you  in  sores.   
  Unforeseen  circumstances  -  remove  a  Point  of  Interest  (of  your  choice)  from   
  your  Tracking  Sheet.    
  2  
  It  was  an  uncomfortable  sleep  but  sleep  non  the  less.  
  The  next  day..  
  If  your  Bounty  Suit  is   X ,  you  meet  a  frightened  farmhand;  E206   
   
  y ou  are  ambushed  by  two  foreign  Bounty  Hunters  R110 .   Initiative  R110c .  
  Bounty  Hunter:  Finesse :  2;  Weapon :  Rifle ♥ ;  Loot  Suit :  ♣ (Table  D1).  
  Bounty  Hunter:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
   
  If  you  win  the  combat,  Bounty  Suit  up  one.  
  3  
  If  you  have  a  Red  Trinket,  go  to  Roll  Result  5  
   
  In  the  middle  of  the  night  you  are  attacked  by  a  frantic,  bug-eyed  fiend  R110 .   Initiative  R110f .  
  Bug-Eyed  Fiend:  Finesse :  3;  Weapon :  bite ♦ ;  Loot  Suit :  E010  
  4  
  You  have  a  long  restful  night's  sleep.  
  You  (and  any  partners)  heal  one  Wound  Level.  
  5  
  You  awake  to  a  mambo  sitting  by  your  fire.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  +1  Karma.   It’s  actually  an  outcast  with  a  contagious  disease.   
  Attempt  a  Hunch  skill  test  ( Table  C/ ♦ /Hunch-2 ) R111 .  
  PASS  =  You  keep  your  distance.  
   
  FAIL  =  You  get  too  close.   A  Partner  of  your  choice  dies.   
    If  you  have  no  partners,  you  are  dead.   
  2  
  If  you  have  a  Red  Trinket,  go  to  Roll  Result  6  
   
  -1  Karma.   She  mumbled  an  incantation  while  backing  into  the  darkness;  E007  
  3-4  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♦ /Hunch-1 ) R111 .  
  PASS  =  You  (and  any  partners)  heal  one  Wound  Level.  
  She  likes  you  and   gives  you  a  token;   E047  
   
  FAIL  =  She  comes  in  silence  and  leaves  in  silence.  
  5-6  
  +1  Karma.  She  heals  you  (and  any  partners)  two  Wound  Levels;  E234  
   
  6  
  You  awake  to  a  houngan  standing  over  you.  
  +1  Karma.   He  heals  you  (and  any  partners)  up  two  Wound  Levels.  
  A  little  while  later;  E055  
   
   
   
   
   
   
  154  
  
   
  E201    -   Reward  
  You  meet  the  widower.  
  He  smiles  widely  to  see  him  captured.   
  He  quickly  hands  you  the  $50.   
  He  proceeds  to  mock  the  captive  and  then  takes  him  to  the  sheriff's  office.  
   
  E202    -   Albino   Crocodile  
  You  track  the  elusive  albino  Crocodile.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  Tracked  the  wrong  animal;  E215  
  2  
  You  lose  the  tracks  and  find  yourself  in  the  presence  of  a  stranger;  E172  
  3  
  Unable  to  locate  the  animals  tracks.   
  Later  that  day,  you   are  confronted  by  drunk  Bandits  R110 .   Initiative  R110a .  
  Bandit:  Finesse :  2;  Weapon :  Rifle ♥ ;  Loot  Suit : X  (Table  D1).  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
  Bandit:  Finesse :  1;  Weapon :  Knife ♣;  Loot  Suit :-  
  4-5  
  You  continue  to  track  the  prize  crocodile.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-2 ) R111 .  
  PASS  =  You  have  located  the  crocodiles  tracks.   
    Roll  a  D6  to  determine  which  adjacent  hex  the  albino  crocodile  went:   
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW.  
  Record  “Hex#/albino  croc/E202”  under  your  Points  of  Interest  R102 .  
   
  FAIL  =  +1  Karma.   Wrong  animal.  
  Roll  on  the  Event  Table  (Table  A).  
  6  
  You  have  found  the  albino  crocodile!  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♥ /Finesse-1 ) R111 .   
  PASS  =  You  have  taken  down  the  albino  crocodile.  
  To  collect  your  reward,  record  “Hex#any  town/reward/E157”  under  your  Points  of  Interest   R102 .  
   
  FAIL  =  The  pelt  is  too  damaged  from  the  tussle;  E007  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  155  
  
   
  E203    -   Revolution  Leader  
  You  arrive  near  the  prison  where  the  revolution  leader  is  being  held  captive.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  The  leader  has  already  been  executed;  E007  
  2  
  You  are  ambushed  by  a  platoon  of  federales;  E075  
  3-4  
  You  quietly  navigate  through  the  prison.  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♥ /Finesse-2 ) R111 .  
  PASS  =  Go  to  Roll  Result  5  
   
  FAIL  =  You  are  captured  and  taken  prisoner;  E075  
  5  
  You  are  forced  to  improvise  a  ruse  on  the  guards.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-1 ) R111 .  
  PASS  =  Go  to  Roll  Result  6  
   
  FAIL  =  You  are  captured  and  taken  prisoner;  E075  
  6  
  You  successfully  infiltrate  the  prison  and  rescue  the  leader.  
  Move  to  any  adjacent  hex;  E062  
   
  E204    -   Information  
  You  listen  to  what  the  man  has  to  say.   Roll  a  D6:  
  Roll  Result  
  D6   
  Outcome  
  1  
  He  tells  you  a  convincing  lie  and  then  rides  off.  
  Later  that  day;  E103  
  2  
    +1  Karma.   He  tells  you  a  convincing  lie  and  then  rides  off.  
  3  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-2 ) R111 .  
  PASS  =  You  have  further  questions.  
  Roll  again  on  this  table.  
   
  FAIL  =  He  tells  you  a  convincing  lie  and  then  rides  off;  E007   
  4  
  He  provides  evidence  of  a  conspiracy  against  the  Governor.    
  Roll  a  D6  to  determine  the  location  of  the  Governor's  mansion:   
  1-   6,9;  2-   15,11;  3-   15,19;  4-   10,18;  5-   4,21;  6-   Any  Town   
  Record  “hex#/Governor’s  mansion/E096”  under  Points  of  Interest  R102 .  
  5  
  He  informs  you  of  a  corrupt  mayor  and  provides  you  with  evidence  to  prove  it.   
  He  will  pay  handsomely  if  you  confront  him.  He  then  rides  off.  
  Record  “Hex#any  town/Confront  Mayor/E144”  under  Points  of  Interest  R102 .  
  6  
  He  informs  you  there  will  be  an  assassination  attempt  on  a  Senator.  
  Record  “Hex#any  town/assassination/E109”  under  your  Points  of  Interest  R102 .  
   
   
   
   
   
   
   
  156  
  
   
  E205    Reward  
  You  arrive  at  the  Sheriff's  office  to  collect  the  reward  on  your  bounty.   Roll  a  D6:  
  Roll  Result  
  D6   
  Outcome  
  1  
  If  your  Bounty  Suit  is  ♠  you  are  spotted  and  the  authorities  give  chase;  E155  
   
  +1  Karma.   The  sheriff  informs  you  it's  the  wrong  man  and  he  is  released.   
  2  
  The  Bounty  explains  to  the  sheriff,  he  is  the  wrong  man.  
  Attempt  a  Hunch  skill  ( Table  C/ ♥ /Hunch-2 ) R111 .  
  PASS  =  The  sheriff  doesn’t  believe  him.   
  You  are  given  the  reward  of  $100.  
   
  FAIL  =   The  sheriff  is  convinced  you  have  the  wrong  man  and  he  is  released.  
  Shortly  after;  E146  
  3-4  
  The  Bounty  explains  to  the  sheriff,  he  is  the  wrong  man.  
  Attempt  a  Hunch  skill  ( Table  C/ ♦ /Hunch-2 ) R111 .  
  PASS  =  The  sheriff  doesn’t  believe  him.   
  You  are  given  the  reward  of  $100.  
   
  FAIL  =  The  sheriff  is  convinced  you  have  the  wrong  man  and  he  is  released.  
  You  check  for  available  bounties;  E087  
  5  
  The  sheriff  is  pleased  to  see  you  have  captured  the  criminal.  
  You  are  handed  the  reward  of  $100.  
  6  
  The  sheriff  is  pleased  to  see  you  have  captured  the  criminal.  
  His  reward  went  up!   
  You  are  given  $300.   
  You  win  the  game.  
   
  E206    -   Poisoning  
  You  learn  that  a  strange  old  woman  has  been  “medicating”  people  and  taking  their  money.  
  Roll  a  D6  to  determine  the  location  of  the  strange  old  woman:   
  1-  18,7;  2-  20,10;  3-   17,14;  4-  19,15;  5-  18,13;  6-  16,18  
  Record  “Hex#/women/E008”  under  your  Points  of  Interest  R102 .  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  157  
  
   
  E207     -   Night  in  the  Marshland  
          The  sun  sets  over  the  marshland.   Roll  a  D6:  
  Roll  Result  
  D6   
  Outcome  
  1  
  It  is  getting  late;  E200  
  2  
  If  you  have  a  Red  Trinket,  go  to  Roll  Result  3  
   
  You  are  attacked  by  two  veve  covered  maniacs  R110 .    Initiative  R110f .  
  Maniac:  Finesse :  3;  Weapon :  machete ♦ ;  Loot  Suit : X (Table  D1).  
  Maniac:  Finesse :  2;  Weapon :  sickle ♦ ;  Loot  Suit :-  
  3  
  It  is  getting  late;  E072  
  4  
  If  you  have  a  Red  Trinket,  go  to  Roll  Result  5  
   
  You  are  attacked  by  a  drooling  fiend  R110 .    Initiative  R110f .  
    Fiend:  Finesse :  2;  Weapon :  bite ♦ ;  Loot  Suit : ♦ (Table  D1).  
   
  If  you  win  the  combat;  E215   
  5  
  +1  Karma.   You  cross  paths  with  a  couple  of  hunters.  
  They  mind  their  own  business;  E234  
  6  
  kind  hunters  quietly  pass  through.  
  They  tell  you  about  an  albino  crocodile.  
  Roll  a  D4  to  determine  where  it  was  last  scene:  
  1-  14,13;  2-  15,16   ;  3-   17,13;  4-  19,17   
  Record  the  “Hex#/albino  croc/E202”  under  your  Points  of  Interest  R102 .  
   
  E208    -   Reward  
  You  arrive  to  visit  the  dapper  man  at  his  railcar  to  collect  your  reward.   Roll  a  D6:  
  Roll  Result  
  D6   
  Outcome  
  1  
  +1  Karma.   His  railcar  never  appears;  E095  
  2  
  The  dapper  man  is  there  with  a  lawman  who  points  you  out  
  Bounty  Suit  up  one;  E155  
  3-4  
  He  says  he  can’t  pay  you,  he  was  just  robbed.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-2 ) R111 .  
  PASS  =  He  gives  into  your  threats;  E242   
   
  FAIL  =  +1  Karma.   He  is  sorry  but  he  can’t  give  you  what  he  doesn’t  have;  E234  
  5  
  Over  a  ride  in  his  railcar  and  a  drink,  he  rewards  you  $50.  
  Exit  train  by  placing  your  token  on  any  other  hex  with  a  railroad.  
  6  
  The  dapper  man  is  very  pleased  and  hands  you  $50.  
  You  then  rob  him.   
  Bounty  Suit  up  one.   
  Loot  Suit: ♠(Table  D1)  +   E120   
   
   
   
   
   
   
  158  
  
   
  E209    -   Escort  
  You  escort  the  politicians  son  stagecoach,  to  its  destination.   Roll  a  D6:  
  Roll  Result  
  D6   
  Outcome  
  1  
  +1  Karma.   You  are  thanked  for  serving  your  country.  
  2  
  You  must  fend  off  two  attacking  Ruffians   R110 .  Initiative  R110b .  
  Brute:  Finesse :  1;  Weapon :  Pistol ♦ ;  Loot  Suit : X (Table  D1).  
  Brute:  Finesse :  1;  Weapon :  Pistol ♦ ;  Loot  Suit : -  
   
  If  you  win  the  combat,  go  to  Roll  Result   3  
  3  
  You  arrive  at  the  destination.  
  He  pays  you  the  $15.  
  He  invites  you  to  visit  his  relatives  railroad  worksite,  to  help  with  “Labor  disputes”.  
  Roll  a  D4,  to  determine  the  hex  of  worksite:   
  1-  10,2;  2-  9,7;  3-   14,11;  4-  13,20  
  Record   “Hex#/labor  dispute/E236”  under  your  Points  of  Interest  R102 .  
  4  
  It  was  uneventful.   
  You  are  thanked  and  paid  the  $15.  
  He  tells  you  his  uncle  could  use  a  person  like  you.  
  You  can  visit  the  uncle  at  his  private  railcar.  
  Roll  a  D4  to  determine  the  hex  of  the  railcar:  
  1-  10,1;  2-  10,4;  3-  14,21;  4-  13,20   
  Record  “Hex#/dapperman/E194”  under  your  Points  of  Interest  R102 .  
  5  
  You  are  thanked  for  a  job  well  done.  
  You  are  paid  $15.   
  He  gives  you  a  spangle;  E047  
  6  
  It  was  uneventful.  
  You  then  rob  him  at  gunpoint.   
  Bouty  Suit  up  one.  
  Loot  Suit: ♠(Table  D1).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  159  
  
   
  E210    -   Ranch  Work  
  You  arrive  at  a  family  ranch.   Roll  a  D6:  
  Roll  Result  
  D6   
  Outcome  
  1  
  The  ranch  is  scorched  and  abandoned;  E007  
  2  
  +1  Karma.   The  woman  is  crotchety  and  kicks  you  off  the  property.  
  Roll  on  the  Event  Table  (Table  A).  
  3  
  They  apologize  but  they  don’t  have  any  available  work.  
  Roll  on  the  Event  Table  (Table  A).  
  4  
  You  enquire  about  work  around  their  ranch.   
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-1 ) R111 .  
  PASS  =  They  keep  you  around  to  help  on  the  ranch.   
  You  are  paid  $3.   
  Roll  this  Hunch  skill  test  again.  
    
  FAIL  =  They  are  sorry,  they  don't  have  any  available  work;  E095    
  5  
  The  family  tells  you  their  daughter  was  kidnapped  by  Bandits.  
  Roll  a  D6  to  determine  the  direction  of  the  Bandits:   
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW   
  and  then  roll  a  D6,  to  determine  how  many  hexes  away.   
  Record  “Hex#/kidnapping/E197”  under  your  Points  of  Interest  R102 .  
  6  
  You  enquire  about  work  around  their  ranch.   
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-1 ) R111 .  
  PASS  =  They  keep  you  around  to  help  on  the  ranch.   
  You  are  paid  $5.   
  Roll  this  Hunch  skill  test  again.  
    
  FAIL  =  They  are  sorry,  they  no  longer  have  any  available  work;  E234  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  160  
  
   
  E211    -   Encampment  
  You  arrive  at  the  encampment  to  discuss  with  the  captain  your  success  of  blowing  up  the  bridge.   Roll  a  D6:  
  Roll  Result  
  D6   
  Outcome  
  1  
  +1  Karma.   You  join  in  with  the  other  soldiers  on  the  comradery  and  complimentary  spirits;  E128  
  2  
  A  blitz  by  the  opposition.   
  A  showering  of  cannon  fire  decimates  the  encampment.  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♦ /Finesse-3 ) R111 .  
  PASS  =  You  escape  the  bombardment  with  just  a  mild  dusting;  E234  
   
  FAIL  =  Roll  to  determine  any  damage  for  you  and  then  each  partner  (Table  B/♠) .  
  3  
  The  captain  was  killed  in  combat.   
  You  tire  of  the  war  and  go  AWOL.  
  Move  to  any  adjacent  hex;  E095  
  4  
  The  captain  was  killed  in  combat.  
  They  tend  to  your  wounds  and  provide  food  and  accommodations  for  the  night.  
  You  (and  any  partners)  heal  two  Wound  Levels.  
  5  
  The  captain  isn’t  here  but  a  wagon  has  arrived,  that  is  holding  loot.  
  You  rob  the  wagon  and  go  AWOL.  
  Loot  Suit: ♠(Table  D1).  
  6  
  The  war  is  over.  
  The  opposition  has  surrendered  due  in  partial  to  your  success.  
  You  are  decorated  as  a  war  hero  and  provided  a  pension.  
  Your  name  is  celebrated  for  years  to  come.   
  You  purchase  your  ranch  and  write  a  book  on  your  life.   
  You  win  the  game.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  161  
  
   
  E212    -   Rob  
  You  approach  the  stagecoach  with  gun  drawn.   Roll  a  D10:  
  Roll  Result  
  D10   
  Outcome  
  1  
  A  diseased  passenger.   
  Attempt  a  Hunch  Skill  test  (Table  C/ ♦ /Hunch-1)   R111 .  
  PASS  =   You  avoid  getting  too  close  and  scuttle  off.  
  Roll  on  the  Event  Table  (Table  A).  
   
  FAIL  =   Your  body  is  unable  to  fight  off  the  disease.   
  You  are  dead.  
  2  
  The  passengers  are  drunk  Bandits.   
  They  attack  R110 .   Initiative  R110a .  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :♣ (Table  D1).  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
  Bandit:  Finesse :  1;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
   
  If  you  win  the  combat,  E053  
  3  
  One  of  the  passengers  is  a  famous  Bounty  Hunter  R110 .    Initiative  R110f .  
  Bounty  Hunter:  Finesse :  4;  Weapon :  Pistol ♦ ;  Loot  Suit : ♦ (Table  D1).  
  4  
    If  you  have  any  partners;  E082  
   
  They  give  into  your  demands.  
    Loot  Suit : ♦   (Table  D1).  
  5-6  
  Nothing  of  value.   
  Bounty  Suit  up  one.  
  7  
  If  you  have  any  partners;  E082  
   
  They  give  into  your  threats.   
  Bounty  Suit  up  one.   
  Loot  Suit : ♦  (Table  D1).  
  8  
  Attempt  a  Hunch  Skill  Test  ( Table  C/ ♥ /Hunch-2 ) R111 .  
  PASS  =  They  give  into  your  threats.   
  Bounty  Suit  up  one.    
  Loot  Suit : ♥   (Table  D1).  
   
  FAIL  =  Nothing  of  value.  
  They  are  very  aggravated  with  your  harassment.  
  Bounty  Suit  up  one;  E095  
  9  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-1 ) R111 .  
  PASS  =  They  give  into  your  threats.   
  You  steal  $10  +  Loot  Suit : ♥  (Table  D1).  
   
  FAIL  =  Nothing  of  value.  
  They  are  very  upset  by  the  harassment.  
  They  have  political  contacts.  
  Bounty  Suit  up  two.  
  10  
  They  are  affluent  and  give  into  your  threats.   
  You  steal  $30  +   Loot  Suit : ♠  (Table  D1).  
   
   
   
   
   
   
  162  
  
   
  E213    -   Steamboat  
  You  arrive  at  the  large,  opulent  steamboat  for  the  “high  stakes  poker”.   Roll  a  D6:  
  Roll  Result  
  D6   
  Outcome  
  1  
  +1  Karma.   The  steamboat  has  already  left;   E095  
  2  
  The  steamboat  has  already  left.  
  Shortly  after;  E207  
  3  
  You  board  the  steamboat.  
  You  spend  your  time  consuming  the  expensive   
  brandy  instead  of  gambling;  E128  
  4  
  You  board  the  steamboat  and  join  a  poker  game.  
  Attempt  a  Hunch  skill  test   (Table  C/ ♦ /Hunch-2)   R111 .  
  PASS  =    $25  +  Loot  Suit :   ♥ (Table  D1).  
   
  FAIL  =  You  lose  all  your  money.  
  If  you  already  have  zero  money,  go  to  Roll  Result  7   
  5  
  You  board  the  steamboat  and  join  a  poker  game.  
  Attempt  a  Hunch  skill  test   (Table  C/ ♦ /Hunch-2)   R111 .  
  PASS  =    $50  +  Loot  Suit :   ♥ (Table  D1).  
   
  FAIL  =  You  lose  all  your  money.  
  If  you  already  have  zero  money,  go  to  Roll  Result  7   
  6  
  You  board  the  steamboat  and  join  a  poker  game.  
  Attempt  a  Hunch  skill  test   (Table  C/ ♦ /Hunch-2)   R111 .  
  PASS  =    You  win  $75  +  Loot  Suit :  ♠ (Table  D1).  
   
  FAIL  =  You  lose  all  your  money.  
  If  you  already  have  zero  money,  go  to  Roll  Result  7   
  7  
  you  are  fed  to  crocodiles.   
  You  are  dead.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  163  
  
   
  E214    -   Friendly  Approach  
  You  approach  the  stagecoach  in  a  friendly  manner.   Roll  a  D10:  
  Roll  Result  
  D10  
  Outcome  
  1  
  +1  Karma.   The  driver  exchanges  a  nod  with  you.  
  Roll  on  the  Event  Table  (Table  A).  
  2  
  They  are  being  held  up  by  Bandits.  
  You  ride  in  and  surprise  them  R110 .  Initiative  R110e .  
  Bandit:  Finesse :  2;  Weapon :  Rifle ♥ ;  Loot  Suit :♣ (Table  D1)  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
   
  If  you  win  the  combat,  go  to  Roll  Result  11  
  3  
  You  meet  the  passenger.  
  It  is  a  war  recruitment  officer.   
  Attempt  a  Hunch  skill  test    ( Table  C/ ♥ /Hunch-2 ) R111 .  
  PASS  =  He  encourages  you  to  come  to  town  to  enlist.  
  Record  “Hex#any  town/recruitment/E224”  under  your  Points  of  Interest  R102 .  
   
  FAIL  =  You  exchange  pleasantries  then  he  bids  you  farewell;  E234  
  4  
  If  on  a  Town  hex,  go  to  Roll  Result  5  
   
  The  driver  offers  a  ride  to  town  for  $2.  
  If  you  pay  the  $2,  place  your  token  on  any  Town  hex.  
  5  
  The  driver  stops  and  offers  you  a  ride  to  any  destination  for  $3.  
  If  you  pay  the  $3;  E241  
  If  you  don’t  pay,   you  both  go  on  your  way.  
  6  
  They  need  your  help.  
  The  stagecoach  is  broken  down  and  they  are  in  a  hurry.   
  Attempt  a  Hunch  skill  test  ( Table  C/ ♦ /Hunch-2 ) R111 .  
  PASS  =  You  fix  the  stagecoach  and  they  are  very  grateful.   
  Loot  Suit : ♦ (Table  D1).  
   
  FAIL  =  +1  Karma.   You  accidentally  cause  more  damage.  
  Bounty  Suit  up  one.   
  7  
  They  need  your  help.  
  The  stagecoach  is  broken  down  and  they  are  in  a  hurry.   
  Attempt  a  Hunch  skill  test  ( Table  C/ ♦ /Hunch-2 ) R111 .  
  PASS  =  You  fix  the  stagecoach  and  they  are  very  grateful.   
  Loot  Suit : ♥ (Table  D1).  
   
  FAIL  =  You  are  unable  to  fix  the  stagecoach.   
  Roll  on  the  Event  Table  (Table  A).  
  8  
  The  stagecoach  has  broken  down.  
  A  sweet  lady  introduces  herself  and  asks  you  to  escort  her  to  her  manor.   
  Roll  a  D4,  to  determine  Hex  of  her  home:   
  1-  2,2;  2-  18,3;  3-   5,17;  4-  16,10  
    If  you  accept,  record  “Hex#/Widow/E050”  under  your  Points  of  Interest  R102 .  
  9  
  You  meet  the  passenger.  
  Its  a  politicians  son  scolding  his  driver.   
  They  are  lost.  
  He  will  pay  you  $15  (on  his  arrival)  to  safely  escort  him  to  town.  
  If  you  don’t  accept,  Bounty  Suit  up  one.  
   
  If  you  do  accept,  record  “Hex#Any  Town/Escort/E209”  under  your  Points  of  Interest  R102 .  
   
   
  164  
  
   
  10  
  It  is  full  of  arrows  and  so  are  the  passengers.  
  You  search  the  stagecoach.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  Nothing  of  value.  
  2  
  Bounty  Suit  up  one.   
  Loot  Suit : ♣ (Table  D1).  
  3-4  
  Loot  Suit : ♣ (Table  D1).  
  5  
  Loot  Suit : ♥ (Table  D1).  
  6  
  E019  
   
  11  
  The  driver  thanks  you  and  offers  to  take  you  to  any  town.  
  If  you  accept,  place  your  token  on  any  hex  with  a  town.  
  If  you  don’t  accept,  instead,  he  rewards  you  $2  +  Loot  Suit : ♣ (Table  D1).   
   
  E215    -  Fog  
  An  unusually  thick  fog  rolls  into  this  area.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  You  get  lost;  E207  
  2  
  You  keep  with  your  direction.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-2 ) R111 .  
  PASS  =  You  maneuver  the  fog  without  causing  much  delay;  E007  
   
  FAIL  =  +1  Karma.   You  seem  to  be  going  in  circles.  
  It  finally  lifts  after  a  time.  
  Roll  on  the  Event  Table  (Table  A).  
  3  
  If  you  have  a  Red  Trinket,  go  to  Roll  Result  5  
   
  You  are  jumped  by  two  veve  covered  grunts  R110 .    Initiative  R110f .  
  Maniac:  Finesse :  2;  Weapon :  machete ♦ ;  Loot  Suit :♣ (Table  D1).  
  Maniac:  Finesse :  2;  Weapon :  knife ♣ ;  Loot  Suit :-  
  4  
  You  lose  your  sense  of  direction.   
  Roll  a  D6  to  determine  which  adjacent  hex  you  end  on:   
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW.  
  Roll  on  the  Event  Table  (Table  A).  
  5  
  +1  Karma.   The  fog  lifts;  E153   
  6  
  The  fog  lifts.   
  You  have  an  excellent  nights  rest.  
  +1  Karma.   You  (and  any  partners)  heal  two  Wound  Levels;  E234  
   
  E216    -   Turkey  Shoot  
  You  catch  wind  of  a  high  stakes  turkey  shoot  taking  place  in  town.  
  Record  “Hex#any  town/turkey  shoot/E100”  under  your  Points  of  Interest  R102 .  
   
   
   
  165  
  
   
  E217    -   Grace  Period  
  You  catch  wind  the  government  is  currently  allowing  people  to  visit  any  sheriff's  office  and  pay  a  retribution  fee,   
  to  cleanse  their  criminal  records.  
  Record  “Hex#any  town/Reparation/E017”  under  your  Points  of  Interest  R102 .  
   
  E218    -   Kidnapped  
  You  find  the  location  of  the  jealous  lout’s  home,  where  he  is  keeping  the  hotel  owner.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  +1  Karma.   You  find  her  fresh  grave  in  front  of  an  empty  home.  
  Roll  on  the  Event  Table  (Table  A).  
  2-3  
  The  lout  threatens  to  kill  her  if  you  come  any  closer.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-2 ) R111 .  
  PASS  =  You  talk  him  into  letting  her  go.   
  He  releases  her  and  begins  to  sob  uncontrollably;  E006   
   
  FAIL  =  He  kills  her  in  front  of  you  and  then  rushes  you   R110 .  Initiative  R110e .   
  Jealous  Lout:  Finesse :  2;  Weapon :  Knife ♣ ;  Loot  Suit : ♦ (Table  D1) .  
   
  If  you  win  the  combat;  E007  
  4  
  The  lout  calls  you  out  to  a  showdown  to  settle  this.  
  Draw!  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♥ /Finesse-2 ) R111  
  PASS  =  You  get  a  shot  off  first,  shooting  him  dead  between  the  eyes;  E006   
   
  FAIL  =  He  gets  a  shot  off  first,  shooting  you  right  between  the  eyes.   
  You  are  dead.  
  5  
  The  lout  is  resting  in  his  home.  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♦ /Finesse-1 ) R111 .  
  PASS  =  You  sneak  up  on  him  and  he  doesn’t  put  up  a  fight;  E006   
   
  FAIL  =  He  spots  you  and  then  attacks  R110 .  Initiative  R110e .   
  Lout:  Finesse :  2;  Weapon :  Knife ♣ ;  Loot  Suit : ♥   (Table  D1) .  
   
  If  you  win  the  combat;  E006   
  6  
  When  the  lout  sees  you,  he  immediately  puts  his  hands  up.  
  He  releases  her  and  begins  to  sob  uncontrollably  
  and  promises  to  forever  leave  her  alone;  E006   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  166  
  
   
  E219    -   You  spot  your  target  setting  up  camp.  
  You  sneak  up  on  him.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  He  spins  and  shoots  you  between  the  eyes.   
  You  are  dead.  
  2  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♥ /Finesse-2 ) R111 .  
  PASS  =  Go  to  Roll  Result  6  
   
  FAIL  =  Go  to  Roll  Result  1  
  3  
  He  convinces  you  to  hear  him  out;  E080  
  4-5  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♥ /Finesse-1 ) R111 .  
  PASS  =  Go  to  Roll  Result  6  
   
  FAIL  =  Go  to  Roll  Result  1  
  6  
  You  apprehend  him  and  stow  him  on  your  horse.  
  To  get  your  reward  bring  him  to  the  nearest  town.   
  Record  “Hex#any  town/reward/E201“  under  your  Points  of  Interest  R102 .  
   
  E220    -   Lady  of  the  Night  
  You  share  an  enchanted  evening  with  a  fun-loving  lady.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  A  jilted  lover  barges  in  on  you  and  the  lady  R110 .  Initiative  R110c .  
  You  can  only  use  Fists  or  a  Knife.   Partners  will  not  assist.  
  Jealous  Lover:  Finesse :  2;  Weapon :  Fist X ;  Loot  Suit : ♣ (Table  D1)  
  If   you  win  the  combat,  Bounty  Suit  up  one.  
  Go  to  Roll  Result  5  
  2-3  
  +1  Karma.   You  (and  any  partners)  heal  one  Wound  Level.  
  4  
  +2  Karma.   You  (and  any  partners)  heal  two  Wound  Levels.  
  Bounty  Suit  down  one.  
  5  
  She  tells  you  she  has  had  enough  of  this  town.  
  She  is  going  to  live  on  her  family  farm  and  for  you  to  visit  one  day.  
  Roll  a  D6  to  determine  the  direction  of  the  farm:  
  1- N;  2- NE;   3- SE;  4- S;  5- SW;  6- NW   
  and  then  roll  a  D6,  to  determine  how  many  hexes  away.   
  Record  the  “Hex#/farm/E178”  under  your  Points  of  Interest  R102 .  
  6  
  You  rob  her.  
  Bounty  Suit  up  one.  
  Loot  Suit : ♥ (Table  D1)  
  Move  to  any  adjacent  hex;  E095  
   
   
   
   
   
   
   
   
  167  
  
   
  E221    -   Private  Concert  
  You  arrive  at  the  fancy  home  for  the  mariachi’s  private  concert.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  +1  Karma.   It  was  a  good  performance  
    You  take  payment  in  the  form  of  expensive  spirits;  E128   
  2  
  During  the  concert  you  sneak  off  to  find  valuables.   
  Attempt  a  Finesse  skill  test  ( Table  C/ ♥ /Finesse-2 ) R111 .  
  PASS  =    Bounty  Suit  up  one.  
  Loot  Suit : ♥   (Table  D1) .  
   
  FAIL  =  They  chase  you  off  the  property.   
  Bounty  Suit  up  one.  
  3  
  It  was  an  excellent  show.  
  You  get  paid  $5.  
  You  meet  the  man  of  the  house  and  he  could  use  you.  
  He  asks  you  to  visit  his  worksite  to  help  with   “Labor  disputes”.  
  Roll  a  D4,  to  determine  the  hex  of  worksite:   
  1-  10,2;  2-  9,7;  3-   14,11;  4-  13,20  
  Record   “Hex#/labor  dispute/E236”  under  your  Points  of  Interest  R102 .  
  4  
  She  played  beautifully  and  the  family  was  pleased.   
  You  get  $10  and  go  your  separate  ways.  
  5  
  She  played  beautifully  and  the  family  was  very  pleased.  
  You  get  $20  and  go  your  separate  ways;  E234  
  6  
  It  was  an  unforgettable  show!  
  You  and  the  mariachi  player  fall  in  love  and  become  inseparable.  
  You  master  the  ins  and  outs  of  promotion  and  help  bring  her  to  
  prominence  as  a  world  class  mariachi  musician.   
  You  win  the  game.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  168  
  
   
  E222    -   Ghost  Town  
  You  enter  a  deserted  town  to  camp  for  the  night.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  +1  Karma.   The  wind  gusts  cause  the  old  buildings  to  groan.  
  You  don’t  get  a  good  rest.  
  Roll  on  the  Event  Table  (Table  A).  
  2  
  There  are  grimy  bandits  hiding  here.  
  They  attack    R110 .   Initiative  R110b .  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit : ♦ (Table  D1)  +  E053   
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
  Bandit:  Finesse :  1;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
  3  
  E098  
  4  
  You  have  a  restful  sleep.  
  You  (and  any  partners)  heal  one  Wound  Level.  
  5  
  You  have  a  restful  sleep  with  pleasant  dreams.  
  +1  Karma.   You  (and  any  partners)  heal  one  Wound  Level.  
  6  
  A  runaway  is  hiding  here.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♦ /Hunch-2 ) R111 .  
  PASS  =  The  runaway  trusts  you  to  bring  them  to  safety.  
  Roll  a  D4  to  determine  which  hex  to  bring  them:  
  1-  1,6;  2-  5,3;  3-   8,1;  4-  10,0  
  record  “Hex#/runaway/E016”  under  your  Points  of  Interest  R102 .  
   
  FAIL  =  The  runaway  disappears  into  the  night.  
   
  E223    -   Unaccountable  Occurrence  
  If  you  are  on  a  Town  hex,  go  to  4  
  If  you  are  on  a  Grassland  hex,  go  to  4   
  If  you  are  on  a  Mountain  hex,  go  to  1  
  If  you  are  on  a  Forest  hex,  go  to  2  
  If  you  are  on  a  Marshland  hex,  go  to  3  
  If  you  are  on  a  Desert  hex,  go  to  5  
  1  
  You  stumble  upon  an  oddly  dressed  man  who  walks  into  a  cave,  followed  by  a  sudden  flash  of  light.  
  If  you  wish  to  investigate  the  cave;  E117  
    
  If  you  don’t  wish  to  enter  the  cave,  you  ride  on  by;  E230  
  2  
  During  the  night,  you  hear  an  unfamiliar  growl  in  the  distance.  
  If  you  wish  to  investigate;  E162  
   
  If  you  don’t  wish  to  investigate,  the  forest  becomes  silent  again;  E095  
  3  
  During  the  night,  you  hear  a  mixture  of  horrified  screams  and  laughter  in  the  distance.  
  If  you  wish  to  investigate;  E072  
   
  If  you  don’t  wish  to  investigate;    E215  
  4  
  During  the  night,  you  witness  an  incorporeal  stagecoach  driven  by  an  expressionless  man.  -2  Karma.  
  5  
  During  the  night,  you  hear  unplaceable  cries  of  a  woman  in  mourning;  E020  
   
   
   
   
  169  
  
   
  E224    -   Recruitment  
  You  arrive  in  town  and  find  the  recruitment  station.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  +1  Karma.   They  didn’t  show;  E226  
  2  
  You  openly  ridicule  the  recruitment  station  and  head  to  the  saloon;  R106  
  3  
  If  your  Bounty  Suit  is  ♠  you  are  spotted  and  the  authorities  give  chase;  E155  
   
  You  enlist  and  are  sent  to  a  military  training  camp.  
  Roll  a  D4,  to  determine  Hex  of  training  camp:   
  1-  1,7;  2-  7,20;  3-   11,4;  4-  20,11  
  Move  your  token  to  that  hex;   E018  
  4-5  
  You  enlist  and  are  sent  to  a  military  training  camp.  
  Roll  a  D4,  to  determine  Hex  of  training  camp:   
  1-  1,7;  2-  7,20;  3-   11,4;  4-  20,11  
  Move  your  token  to  that  hex;   E018  
  6  
  You  arrive  to  enlist,  and  the  captain  sees  your  fervor  and  pulls  you  aside.  
  He  sends  you  on  a  secret  mission  that  could  turn  the  tide  of  the  war.  
  He  wants  you  to  blow  up  a  bridge.  
  Roll  a  D4,  to  determine  hex  of  bridge:   
  1-  2,6;  2-  5,7;  3-   9,3;  4-  19,8  
  Record  “Hex#/bridge/E193“  under  your  Points  of  Interest  R102 .  
   
  E225    -   Quiet  
  It  was  an  uneventful  and  peaceful  day  followed  by  an  excellent  nights  rest.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  Your  horse  is  feeling  ill;   E007  
  2  
  You  take  your  time  starting  the  day.  
  Roll  on  the  Event  Table  (Table  A).  
  3  
  +1  Karma.   Your  body  feels  achy.  
  4  
  You  (and  any  partners)  heal  one  Wound  Level.  
  5  
  +1  Karma.   You  (and  any  partners)  heal  one  Wound  Level.  
  6  
  You  (and  any  partners)  heal  one  Wound  Level;  E234  
    
  E226    -  Destroyed  Town  
  A  town  has  been  ravaged  by  war.  
  A  town  of  your  choice  is  no  longer  available  for  the  rest  of  the  game.  
   
   
   
   
   
   
   
   
  170  
  
   
  E227    -   Bounty  
  You  tracked  your  target  to  this  location  but  he  isn’t  here.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♦ /Hunch-2 ) R111 .  
  PASS  =  You  continue  to  track  him.  
  Roll  a  D6  for  direction  of  the  tracks:   
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW   
  and  then  roll  a  D4,  to  determine  how  many  hexes  away.   
  Record  “Hex#/bounty/E201”  under  your  Points  of  Interest  R102 .   
    
  FAIL  =  You  lost  him;  E225  
   
  E228    -  Lost  Opportunity  
  One  of  your  Points  of  Interest  has  become  unavailable  due  to  unforeseen  circumstances  -  
  remove  a  Point  of  Interest  (of  your  choice)  from  your  Tracking  Sheet.  
   
  E229    -  Recollection  (Town)  
  You  recall  the  location  of  a  town.   Roll  a  D6:  
  Roll  Result  
  D6   
  Outcome  
  1  
  After  further  reflection,  you  are  mistaken.   
  Should  probably  lay  off  the  spirits.  
  Roll  on  the  Event  Table  (Table  A).  
  2  
  Place  a  Town  on  any  Forest  Hex.  
  This  town  resides  there  for  the  remainder  of  the  game.   
  It  can  be  visited  ( R103 )   whenever  you  are  on  its  hex.  
  3  
  Place  a  Town  on  any  Grassland  Hex.  
  This  town  resides  there  for  the  remainder  of  the  game.   
  It  can  be  visited  ( R103 )   whenever  you  are  on  its  hex.  
  4  
  Place  a  Town  on  any  Desert  Hex.  
  This  town  resides  there  for  the  remainder  of  the  game.  
    It  can  be  visited  ( R103 )   whenever  you  are  on  that  hex.  
  5  
  Place  a  Town  on  any  Marshland  Hex.  
  This  town  resides  there  for  the  remainder  of  the  game.   
  It  can  be  visited  ( R103 )   whenever  you  are  on  its  hex.  
  6  
  Place  a  Town  on  any  Hex.  
  This  town  resides  there  for  the  remainder  of  the  game.   
  It  can  be  visited  ( R103 )   whenever  you  are  on  its  hex.  
   
   
   
   
   
   
   
   
   
   
   
   
  171  
  
   
  E230    -  Town  Recollection  
  You  recall  the  location  of  a  town.   Roll  a  D6:  
  Roll  Result  
  D6   
  Outcome  
  1  
  After  further  deliberation,  you  are  mistaken.  
  Roll  on  the  Event  Table  (Table  A).  
  2-3  
  There  is  a  town  in  a  random  hex   
  Roll  a  D6  to  determine  the  direction  of  the  town:   
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW   
  and  then  roll  a  D4,  to  determine  how  many  hexes  away.  
  Place  a  town  in  this  hex.   
  This  town  is  always  in  this  hex  and  can  be  visited  ( R103 )  for  the  rest  of  the  game.  
  4-5  
  There  is  a  town  in  an  adjacent  hex.   
  Roll  a  D6  to  determine  which  adjacent  hex:   
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW  
  This  town  is  always  in  this  hex  and  can  be  visited  ( R103 )  for  the  rest  of  the  game.  
  Roll  on  the  Event  Table  (Table  A).  
  6  
  Recollection.  
  Place  a  town  on  any  hex  of  your  choosing.  
  Mark  the  mapboard  to  indicate  this.   
  This  town  is  always  in  this  hex  and  can  be  visited  ( R103 )  for  the  rest  of  the  game.  
   
  E231    -  Reward  
  You  arrive  at  the  hotel  to  receive  your  reward  from  the  young  girl.   Roll  a  D6:  
  Roll  Result  
  D6   
  Outcome  
  1  
  If  you  have  a  Bounty  Suit  of   ♥  or  ♠  you  are  spotted  and  the  authorities  give  chase;  E155  
   
  +1  Karma.   She  never  shows,  so  you  release  the  captive.  
  2  
  If  you  have  a  Bounty  Suit  of   ♠  you  are  spotted  and  the  authorities  give  chase;  E155  
   
  She  never  shows.  
  You  take  him  into  the  Sheriffs  office  for  a  reward.  
  You  get  $10.  
  3  
  She  is  visibly  pleased  to  see  that  you  captured  the  man  who  killed  her  father.  
  Unfortunately  she  can  only  pay  you  $20.  
  You  take  the  $20. 
  You  then  go  to  the  market  area  of  town;  R104  
  4-5  
  She  is  visibly  pleased  to  see  that  you  captured  the  man  who  killed  her  father.  
  She  then  shoots  him  between  the  eyes  with  a  revolver  and  in  one  fell  swoop  hands  you  the  
  $75  reward.  
  6  
  She  is  visibly  pleased  to  see  that  you  captured  the  man  who  killed  her  father.  
  She  then  shoots  him  between  the  eyes  with  a  revolver  and  in  one  fell  swoop  hands  you  the  
  $75  reward;   E234  
   
   
   
   
   
  172  
  
   
  E232    -   Fugitive  
  You  arrive  into  town  and  set  out  to  meet  the  fugitive.   Roll  a  D6:  
  Roll  Result  
  D6   
  Outcome  
  1  
  You  meet  the  fugitive  and  he  takes  you  along  on  an  “easy  heist”.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-2 ) R111 .  
  PASS  =  Loot  Suit : ♣ (Table  D1).  
  You  part  ways.  
  Move  to  any  adjacent  hex;   E095  
   
  FAIL  =  The  fugitive  gets  away  with  the  loot.  
  He  abandons  you  and  you  are  arrested;  E075  
  2  
  If  you  have  a  Bounty  Suit  of   ♥  or  ♠  you  are  spotted  and  the  authorities  give  chase;  E155  
   
  +1  Karma.   He  has  been  incarcerated...again.   
  3-4  
  He  is  happy  to  see  you  again  and  insists  on  buying  you  drinks;  E128   
  5  
  He  is  impersonating  as  a  sheriff.  
  Lower  your  Bounty  Suit  by  three.  
  6  
  He  has  crept  his  way  into  being  the  local  banks  “security”.  
  He  turns  a  blind  eye  for  you.  
  Loot  Suit :  ♠ (Table  D1).  
   
  E233    -   Concert  
  You  arrive  with  the  mariachi  player  at  the  saloon.   Roll  a  D6:  
  Roll  Result  
  D6   
  Outcome  
  1  
  +1  Karma.   She  played  beautifully  to  empty  seats  and  she  leaves;  R106   
  2  
  An  obnoxious  patron  gets  too  touchy  with  the  mariachi  player.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♦ /Hunch-2 ) R111 .  
  PASS  =  +1  Karma.   The  patron  backs  off.   
  Go  to  Roll  Result  6  
   
  FAIL  =  He  attacks  you  R110 .   Initiative  R110b .  
  Drunk  patron:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :♣ (Table  D1).  
   
  If  you  win  the  combat,  go  to  Roll  Result   6  
  3-4  
  She  played  beautifully  to  a  small  crowd.   
  You  are  paid  $2  and  then  you  part  ways.  
  5  
  She  played  beautifully  to  a  good  sized  crowd.   
  You  are  paid  $6  and  then  you  part  ways.  
  6  
  She  played  beautifully  to  a  full  house.   
  You  are  paid  $15.  
  She  asks  you  to  escort  her  to  a  private  concert  at  a  rich  family's  home.  
  She  will  once  again  pay  you  half  of  what  they  pay. 
  Roll  a  D4,  to  determine  Hex  of  rich  families  home:   
  1-  4,20;  2-  11,10;  3-   14,16;  4-  any  town  
  Record   “Hex#/private  concert/E221”  under  your  Points  of  Interest  R102 .  
   
   
   
   
   
  173  
  
   
  E234    -   Spirited  Horse  
  Your  horse  is  feeling  in  top  form  and  can  cover  twice  as  much  ground.   
  If  your  next  action  is  a  Travel  Action  ( R101b ) ,  you  may  move  two  hexes,  instead  of  the  usual  one.  
   
  E235    -   Bandits  
  You  are  being  chased  by  four  masked  bandits  on  horseback.   Roll  a  D6:  
  Roll  Result  
  D6   
  Outcome  
  1  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♥ /Finesse-2 ) R111 .  
  PASS  =  You  evade  their  pursuit;   E007  
   
  FAIL  =  +1  Karma.   Go  to  Roll  Result  7  
  2  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♥ /Finesse-1 ) R111 .  
  PASS  =  You  evade  their  pursuit;   E095  
   
  FAIL  =  Go  to  Roll  Result  7  
  3  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♥ /Finesse-1 ) R111 .  
  PASS  =  You  evade  their  pursuit;   E095  
   
  FAIL  =  Go  to  Roll  Result  8  
  4  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♦ /Finesse-2 ) R111 .  
  PASS  =  +1  Karma.   You  evade  their  pursuit.  
   
  FAIL  =  Go  to  Roll  Result  8  
  5  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♦ /Finesse-1 ) R111 .  
  PASS  =  You  evade  their  pursuit;  E234    
   
  FAIL  =  +1  Karma.   Go  to  Roll  Result  8  
  6  
  You  evade  their  pursuit;  E053  
  7  
  You  engage  them  in  combat  R110 .    Initiative  R110c .  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :♣ (Table  D1).  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
   
  If  you  win  the  combat,  Bounty  Suit  up  one.  
  8  
  You  engage  them  in  combat  R110 .    Initiative  R110b .  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit : ♣ (Table  D1).  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
  Bandit:  Finesse :  1;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
  Bandit:  Finesse :  1;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
   
   
   
   
   
   
   
  174  
  
   
  E236    -   Railroad  Worksite  
  You  arrive  at  the  railroad  worksite.   There  are  many  tattered  workers.   Roll  a  D6:  
  Roll  Result  
  D6   
  Outcome  
  1  
  +1  Karma.   You  are  shunned  by  the  foreman.  
  Later;  E172  
  2-3  
  The  railroad  workers  start  a  revolt  and  begin  to  throw  stones.  
  Attempt  a  Finesse  skill  test  ( Table  C/ ♦ /Finesse-2 ) R111 .  
  PASS  =  You  get  away  without  injury.  
  Roll  on  the  Event  Table  (Table  A).  
   
  FAIL  =   Roll  to  determine  any  damage  for  you  and  then  each  partner  ( Table  B/ ♦ ).  
  4  
  You  are  hired  by  a  foreman  to  track  a  runaway  worker.  
  Roll  a  D6  to  determine  the  direction  of  the  runaway:  
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW   
  and  then  roll  a  D6,  to  determine  how  many  hexes  away.   
  Record  “Hex#/runaway/E191”  under  your  Points  of  Interest  R102 .  
  5  
  You  engage  a  well  dressed  man  who  is  overseeing  this  project.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♦ /Hunch-2 ) R111 .  
  PASS  =  He  takes  you  to  his  railcar;  E194  
   
  FAIL  =  +1  Karma.   He  doesn’t  have  any  need  for  you  and  you  leave.  
  Roll  on  the  Event  Table  (Table  A).  
  6  
  You  quietly  rob  the  company  wagon.  
  Loot  Suit : ♥ (Table  D1).  
   
  E237    -   Family  
  You  refuse  any  monetary  payment.   Roll  a  D6:  
  Roll  Result  
  D6  
  outcome  
  1  
  +1  Karma.   The  family  thanks  you  and  will  not  forget  your  kindness;  E234  
  2  
  The  father  insists  you  take  their  family  heirloom;  E242  
  3  
  You  spend  the  day  with  the  family.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-2 ) R111 .  
  PASS  =  Go  to  Roll  Result  5  
   
  FAIL   =  You  are  thanked  and  you  part  ways;  E234  
  4-5  
  You  spend  quality  time  with  the  family.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-1 ) R111 .  
  PASS  =  Go  to  Roll  Result  6  
   
  FAIL   =  The  family  gives  you  a  family  heirloom;  E019    
  6  
  The  daughter  is  smitten  with  you  and  you  with  her.   
  Her  family's  land  is  vast  and  you  build  a  large  farm  there.   
  Everyday  you  tend  to  the  farm.   
  You  both  live  a  long  life  full  of  purpose  and  benevolent  love.   
  You  win  the  game.  
   
   
   
   
   
  175  
  
   
  E238    -   Ruthless  Businessman  
  You  find  the  businessman  as  he  is  leaving  his  office.   Roll  a  D6:  
  Roll  Result  
  D6  
  outcome  
  1  
  +1  Karma.   Wrong  person,  he  no  longer  works  here.  
  You  decide  to  go  to  the  saloon;  R106  
  2  
  If  your  Bounty  Suit  is  ♠  you  are  spotted  and  the  authorities  give  chase;  E155  
   
  He  convinces  you  to  invest  in  his  company.  
  You  pay  him  $10.  
  3  
  He  explains  that  he  has  been  taking  money  to  pay  bandits  who  kidnapped  his  daughter.  
  Roll  a  D4,  to  determine  Hex  of  the  kidnapped  girl:   
  1-  3,8;  2-  8,15;  3-   13,20;  4-  19,3  
  Record   “Hex#/kidnapping/E 197 ”  under  your  Points  of  Interest  R102 ;  E234  
  4  
  You  confront  him.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-2 ) R111 .  
  PASS  =  He  pays  you  to  keep  quiet.  
  Bounty  Suit  up  one.   
  He  gives  you  $5  +  Loot  Suit : ♥ (Table  D1).  
   
  FAIL  =  His  lawman  relative  arrives;  E155  
  5  
  You  confront  him.  
  He  discloses  when  a  train  full  of  payroll  is  scheduled.  
  Roll  a  D6  to  determine  Hex  of  train:   
  1-  10,2;  2-  11,5;  3-   15,21;  4-  12,18;  5-   8,8;;  6-  13,11  
  Record  “Hex#/train  robbery/E126”  under  your  Points  of  Interest  R102 ;  E234   
  6  
  You  confront  him  and  he  pays  you  hush  money.  
  He  gives  you  $25  +  Loot  Suit:   ♠(Table  D1).   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  176  
  
   
  E239     -   If  you  are  not  on  a  Town  hex;  E035  
   
  Epidemic  
  A  terrible  plague  is  spreading  around  town  and  into  the  surrounding  area.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♦ /Hunch-2 ) R111 .  
  PASS  =  You  recognize  the  signs  and  keep  your  distance  from  any  of  the  infected.  
  Move  to  any  adjacent  hex.  
  Roll  on  the  Event  Table  (Table  A).  
   
  FAIL  =  You  fail  to  recognize  the  signs  and  find  yourself  infected  with  the  terrible  disease.   Roll  a  D6:  
  Roll  Result  
  D6  
  outcome  
  1  
  Your  remaining  days  are  spent  in  discomfort  and  pain.   
  You  are  dead.  
  2  
  +1  Karma.   The  pain  is  intense.  
  Roll  to  determine  any  damage  for  you  and  then  each  partner  ( Table  B/ ♠) ;  E007  
  3-4  
  The  pain  is  intense.  
  Roll  to  determine  any  damage  for  you  and  then  each  partner  ( Table  B/ ♥ ) ;  E007   
  5  
  The  pain  is  intense.  
  Roll  to  determine  any  damage  for  you  and  then  each  partner  ( Table  B/ ♦ ) ;  E234  
  6  
  Your  body  manages  to  fight  off  the  illness  without  any  serious  consequences.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  177  
  
   
  E240    -  Bounty  
              Roll  a  D10:  
  Roll  Result  
  D10  
  outcome  
  1  
  +1  Karma.   They  have  a  Wanted  poster  with  your  face  on  it.  
  Bounty  Suit  up  one.  
  2  
  They  have  a  wanted  poster,  with  a  familiar  face  and  you  know  where  to  find  him.  
  $20  Reward  -  Wanted  Alive:   
  Roll  a  D4,  to  determine  Hex  of  this  bounties  location:   
  1-  2,3;  2-  6,20;  3-   16,3;  4-  any  town   
  Record  “hex#/Bounty/E003”  under  Points  of  Interest  R102 .  
  3  
  You  make  a  point  of  checking  the  available  bounties  on  your  next  visit  in  town.  
  Record  “Hex#any  town/Bounties/  E087”  under  your  Points  of  Interest  R102 .  
  4  
  They  have  a  wanted  poster,  with  a  familiar  face  and  you  know  where  to  find  him.  
  $75  Reward   -  Wanted  Dead  or  Alive:   
  Record  “Hex#any  town/Bounty/E024”  under  Points  of  Interest  R102 .  
  5  
  They  have  a  capture  with  them.  
  You  can  hand  him  over  to  the  law,  maybe  get  a  reward.  
  You  tie  him  up  and  stow  him  on  the  back  of  your  horse.  
  Record  “Hex#any  town/fugitive/E192”.  Under  your  Point  of  Interest  R102 .  
  6-7  
  E142  
  8-9  
  They  have  a  wanted  poster  with  a  target's  location  and  its  nearby.  
  $20  Reward  -  Wanted  Alive:   
  Roll  a  D6  to  determine  adjacent  hex  of  bounty:   
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW   
  Record  “hex#/Bounty/E003”  under  your  Points  of  Interest  R102 .  
  10  
  They  have  a  wanted  poster  with  the  target's  location  and  its  nearby.  
  $100  Reward  -  Wanted  Dead  or  Alive:   
  Roll  a  D6  to  determine  adjacent  hex  of  bounty:   
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW  
  Record  the  “hex#/Bounty/E195”  under  your  Points  of  Interest  R102 .  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  178  
  
   
  E241     -  Stagecoach  
  You  pay  to  ride  the  stagecoach.   Roll  a  D6:  
  Roll  Result  
  D6  
  outcome  
  1  
  You  are  intercepted  by  someone  from  your  past  and  the  stagecoach  leaves;  E146   
  2  
  The  stagecoach  is  ambushed  by  masked  Bandits  R110 .   Initiative  R110d .  
  You  cannot  flee  this  combat.   
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit : X (Table  D1)  
  Bandit:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
  Bandit:  Finesse :  1;  Weapon :  Pistol ♦ ;  Loot  Suit :-  
   
  If  you  win  the  combat,  the  stagecoach  is  too  damaged  to  travel  any  further.  
  Go  to  Roll  Result  7  
  3  
  There  is  another  passenger  with  you.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♥ /Hunch-3 ) R111 .  
  PASS  =  She  tells  you  about  her  uncle  who  might  have  a  use  for  you.  
  Roll  a  D4  to  determine  hex  of  her  uncle:   
  1-  12,20;  2-  11,12;  3-  11,9;  4-   12,6  
  Record  “Hex#/dapperman/E194”  under  your  Points  of  Interest  R102 .  
  Go  to  Roll  Result  6  
   
  FAIL  =  You  get  into  a  disagreement  and  are  kicked  off  the  stagecoach.  
  Bounty  Suit  up  one.  
  Go  to  Roll  Result  7  
  4  
  There  is  another  passenger  with  you.  
  Attempt  a  Hunch  skill  test  ( Table  C/ ♦ /Hunch-2 ) R111 .  
  PASS  =  He  invites  you  to  visit  his  large  ranch  if  you  are  looking  for  honest  work.  
  Roll  a  D6  to  determine  the  location  of  the  ranch:  
  1-  1,4;  2-  16,4;  3-   19,13;  4-  2,21 ;  5-   2,18;  6-   Any  Town  
  Record  “Hex#/Ranch  Work/E210”  under  your  Points  of  Interest  R102 .  
  Go  to  Roll  result  6  
   
  FAIL  =  You  get  into  an  argument  and  are  kicked  off  the  stagecoach.  
  Go  to  Roll  Result  7  
  5  
  You  arrive  at  your  destination.  
  Place  your  token  on  any  hex  on  the  gameboard.  
  Roll  on  the  Event  Table  (Table  A).  
  6  
  You  arrive  at  your  destination.  
  Place  your  token  on  any  hex  on  the  gameboard;   E095  
  7  
  Choose  a  direction  from  your  starting  hex,  then  roll  a  D6  To  determine  how  
  many  hexes  away.   
  Place  your  token  on  that  hex.  
  Roll  on  the  Event  Table  (Table  A).  
    
  E242     -  Antiquities  
  You  can  try  to  sell  this  in  town.  
  Record  “Hex#any  town/antiques/E173“  under  your  Points  of  Interest  R102 .  
   
   
   
   
   
   
  179  
  
   
  E243    -  Dangerous  Weather  
  If  you  are  on  a  desert  hex;  E020  
  If  you  are  on  a  Marshland,  Grassland  or  Forest  Hex;  E002  
  If  you  are  on  a  Mountain  hex;  E015  
   
  E244    -  Rescued  Women  
  Move  to  any  adjacent  hex  and  then  roll  a  D6:   
  Roll  Result  
  D6  
    Outcome  
  1  
  +1  Karma.   She  thanks  you  and  rides  off.  
  Roll  on  the  Event  Table  (Table  A).  
  2  
  She  thanks  you  and  rides  off;  E234  
  3  
  She  gives  you  a  peculiar  totem  and  leaves;  E047   
  4  
  She  joins  you  as  a  partner  R131   
  She  has  the  following  stats:  
  Women:  Finesse :  2;  Weapon :  Pistol ♦ ;  Loot  Suit : X (Table  D1).  
  5  
  She  informs  you  that  a  town's  mayor  is  corrupt  and  provides  evidence  to  prove  it.   
  It  could  be  profitable  if  you  confront  him.  
  She  then  leaves.  
  Record  “Hex#any  town/Confront  Mayor/E144”  under  Points  of  Interest  R102 .   
  6  
    She  gives  you  a  gold  charm  and  then  leaves;  E040  
   
  E245    -  Important  Letter  
  You  arrive  at  the  letters  delivery  location.   Roll  a  D6:  
  Roll  Result  
  D6  
  Outcome  
  1  
  +1  Karma.   You  deliver  the  letter  to  the  home  but  nobody's  there.  
   
  If  your  Bounty  Suit  is  ♥  or   ♠;  E103  
  2  
  You  deliver  the  letter  to  the  home  and  receive  $2.  
   
  A  short  while  later;  E107  
  3-4  
  You  deliver  the  letter  to  the  home  and  they  hand  you  $3.  
  They  also  hand  you  an  “urgent  letter”  that  needs  delivering.  
  Roll  a  D6  to  determine  the  direction:   
  1- N;  2- NE;  3- SE;  4- S;  5- SW;  6- NW   
  and  then  roll  a  D6,  to  determine  how  many  hexes  away.  
  Record  “Hex#/letter/E245”  under  your  Points  of  Interest  R102 .   
  5  
  You  deliver  the  letter  to  a  large  home  and  receive  $8.  
  Roll  on  the  Event  Table  (Table  A).  
  6  
  +1  Karma.   You  deliver  the  letter  to  an  affluent  home  and  you  receive  $12.  
   
   
   
   
  180  
  
SOURCE: textdata/thevault/The Drifter/The Drifter - Events Book [v1.5].pdf