TEXT: G1404.1 
    
   
  
    
  1 
  G1404.1 
  The Devil comes to Swan Gulch 
  Or  
  “Four Horsemen and a funeral” 
  A Western RPG Adventure 
  Gagmen Show 14 
  Written by GagMen Adventure Writing Podcast 
  Art by GagHouse Productions With Picture editing by Tyler Davis 
  This work is licensed under the Creative Commons Attribution 4.0 International License. To view a copy of this 
  license, visit http://creativecommons.org/licenses/by/4.0/. 
  Table of Contents 
  Introduction ....................................................... 3 
  Theme/Setting ................................................... 3 
  Plot ..................................................................... 3 
  Arriving in Town ............................................. 3 
  Rumor Table for Swan Gulch (D10)................ 4 
  So what do y’all do ‘round here fer fun? ....... 5 
  Here come the Bad Guys ............................... 6 
  It’s the last thing they would suspect! (Or, 
  Killing people in their sleep) .......................... 7 
  Stand Yer Ground or Run Fer the Hills! .......... 7 
  The End is here! ............................................. 8 
  Conflict ............................................................... 9 
  Heroes to Villains (Get a Rope) ...................... 9 
  Good Guys on the Run ................................. 10 
  Injuns! .......................................................... 10 
  Indian Brave (stats may vary by tribe) ......... 11 
  Random Desert Animal Encounter .............. 11 
  The Showdown with Sheriff Hill .................. 11 
  The Super Happy Fun Ending (Riding off into 
  the Sunset) ................................................... 11 
  Hands in the Cookie Jar ............................... 11 
  Characters ........................................................ 13 
  Sheriff Samuel “Red” Hill ............................. 13 
  “Doc” William Tippen .................................. 14 
  Lowell Riffle ................................................. 14 
  “Lady Caldonia” Polk .................................... 15 
  Aileen Schlegel ............................................. 15 
  The Four Riders ............................................ 16 
  “Hungry Jack” Joaquin Malo .................... 16 
  “Pete Lunger” Peter Hollingsbeck ........... 16 
  Hector “Scratch” Sanchez ........................ 17 
  Suzannah “Suzy Six-Finger” Lanning ........ 17 
  Details .............................................................. 18 
   
   
  
    
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  Introduction 
  This game 
  adventure was 
  designed using Boot 
  Hill Second Edition 
  rules (written by Brian 
  Blume and Gary 
  Gygax), which means it is easily compatible 
  with later editions of Boot Hill by TSR.  As a 
  western adventure, it should work with any 
  other game system that uses a western 
  motif.  As always, feel free to change or add 
  anything to make the game work for you and 
  your group.  While we wrote the adventure 
  with classic westerns in mind, please add 
  more or less edge to the story to make it fit 
  your own style. 
  Theme/Setting 
  Swan Gulch is a lonely mountain town in the 
  southern Utah Territories, just west of the 
  Rocky Mountains along the border of the 
  Arizona Territory.  While the town is home to 
  less than a hundred, it serves as a hub for 
  travelers heading west.  Thanks to the stage 
  stop (which has always kept the town busy 
  with travelers), the new telegraph (which has 
  helped keep the town connected to the 
  outside world), and the arrival of the railroad, 
  commerce for the ranchers in the area has 
  dramatically increased.  This sleepy little 
  town has become quite the bustling hub, 
  however not without attracting some of the 
  less than desirable elements of the old 
  west.  The remote location of the town makes 
  it an ideal hideout, attracting many outlaws 
  to camp in the surrounding area, which 
  makes them very hard to find.  Consequently, 
  any crimes committed in the town could take 
  weeks to prosecute, so the town sheriff has 
  taken it upon himself to dispense “frontier 
  justice” from time to time. 
  Plot 
  Arriving in Town 
  The party will arrive in town early in 
  the morning when the streets are still fairly 
  empty. On the outskirts of town they will 
  come across Sheriff Hill, who is sitting outside 
  his office whittling.  He will greet the party 
  and offer to show them around Swan Gulch’s 
  Main Street, and point out the newest 
  buildings. 
  
    
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      As they reach the bank, its front doors will 
  be kicked open as a man with a mask, a bag 
  of money, a gun, and a wild look in his eyes 
  runs out the front door.  The Sheriff will order 
  the man to drop his gun, and ask the party to 
  stand back.  The man will make some rather 
  wild gestures and some disconcerting 
  grunting noises.  Eventually, he will fire off a 
  shot, causing the sheriff to draw and shoot 
  him dead.  When the sheriff unmasks the 
  man, he will identify the robber as Eusia 
  Perkins, a shifty drifter that came to town a 
  week before. 
  Sheriff Hill will apologize for making 
  the Group witness such horrific events, and 
  offer to send them to the “Dead to Rights” 
  Saloon.  Once in the saloon they should meet 
  with Caldonia Polk, the owner of the saloon 
  and the head dancer.  If any of the players 
  stay with the body Sheriff Hill will advise 
  against it, but leave them to it.  Doc Tippen 
  will happen along to take care of the 
  body.  If he is asked, the doctor will make a 
  few educated guesses about things 
  happening in the town that may be a little 
  confusing.  Doc Tippen will be in a hurry to 
  get the body off the street and to the 
  undertakers, as the Bank manager, Lowell 
  Riffle, will be outside complaining about bank 
  robbers and what his bank looks like with a 
  dead body out front. 
  Rumor Table for Swan Gulch (D10) 
  1 
  The Rider killed and ate  
  everyone in the town of Dust  
  Swallow. 
  2 
   
  Indians are vicious savages  
  and would kill you without  
  hesitation. 
  3 
   
  Lady Caldonia is a secret  
  service agent for the union. 
  4 
   
  Mr. Riffle has plans to steal all  
  the towns money and go to  
  Bolivia. 
  5 
   
  The Ute Indians are friendly  
  traders and wouldn’t hurt a  
  fly. 
  6 
   
  The Riders are dangerous  
  outlaws but they all have a  
  price on their heads. 
  7 
   
  Seems like there has been a  
  lot of bank robberies over the  
  last few years. 
  8 
  Doc Tippen seems to know a  
  lot about everything. 
  9 
  Sheriff Hill has killed over a  
  dozen outlaws trying to rob  
  the bank. 
  10 
   
  There is gold in them there  
  hills! 
   
   
   
   
   
   
   
  
    
  5 
  So what do y’all do ‘round here fer fun? 
  Miss Polk knows how to treat weary 
  travelers; at the saloon the party should 
  witness many exciting events, including a 
  poker game, a can-can dance by Miss Polk 
  herself, a good old fashioned bar room 
  brawl, and maybe even a few good 
  drinks.  The party should feel comfortable, 
  and perhaps take time to meet a few of the 
  other characters from town and the 
  surrounding area.  The consensus the group 
  should gather from the town folk should be 
  that everyone loves the sheriff, and he is darn 
  near unbeatable on the draw. 
  The night should be almost perfect 
  until Aileen Schlegel, the daughter of Isiah 
  Schlegel, bursts through the bar doors.  She 
  will frantically request help, and then lead the 
  doctor and whoever will follow her out to her 
  wagon, where her father lies, bloody and 
  unmoving. Isaiah has been shot several times 
  and has lost quite a bit of blood, and Doc 
  Tippen will try to attend to him as quickly as 
  possible, but after a few moments will 
  declare him dead.  Aileen will claim they 
  were attacked at their ranch by a group of 
  desperados known as the Four Riders. They 
  are being led by a devious Hispanic bandit 
  known as “Scratch”, and they were last seen 
  
    
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  headed for Swan Gulch.  Sheriff Hill will point 
  out that Scratch has a price on his head and 
  whether they like it or not, “The Devil is 
  coming to Swan Gulch.”   
  Here come the Bad Guys 
  The Four Riders are a gang of the 
  toughest hombres and raiders the west has 
  ever seen, but they have never traveled this 
  far north.   These riders were the original 
  enforcers for the Comancheros, but were 
  pressed out because they were considered 
  too dangerous.  They now travel the west 
  looking for quick profits from small towns.   A 
  gang of around ten small-time outlaws and 
  outcasts that prefer the strength in numbers 
  follow the riders from town to town to share in 
  the profit. 
  When the gang reaches a town, they 
  usually line up on the outskirts and wait; it 
  doesn’t take long for the town folk to notice 
  that they have arrived.  The Gang then sends 
  their two fastest two men to run through the 
  town to draw fire.  The remaining gang 
  watches for gun smoke and flashes to 
  determine where the town defenders are 
  placed.  The four riders then lead the rest of 
  the gang in, targeting anyone that could be a 
  problem.  The plan is so efficient that the 
  Gang crushes resistance quickly, allowing 
  them to loot the town for whatever they 
  need.   Many towns will put all their 
  valuables into a stack in the main street so the 
  gang will take what they want and leave.   
  The riders have been known to burn a 
  town down if they encounter too much 
  resistance.  Over the years, myths and stories 
  have followed the rider from place to place 
  claiming that they have supernatural powers, 
  that they are the bringers of death, or that 
  buzzards will mark the approach of the 
  riders.  However, these are only stories; The 
  Gang is in reality simply a group of heartless 
  killers.  They should be feared, but not 
  because of any magical possibilities, instead 
  they should be feared because of their 
  natural disposition and evil habits. 
  
    
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  If the players try to scout the gang out 
  before the attack, they will fins the gang 
  camped less than four hours ride out from the 
  town.  They will be standing around several 
  small campfires with a freshly slaughtered 
  cow from Schlegel Ranch lying 
  nearby.   Every member of the gang distrusts 
  their cohorts, and each sleep with a gun or 
  knife ready.  There will be two lookouts on 
  duty at all times throughout the night, one up 
  high on a rock or small mesa, and the other 
  walking around the 
  outskirts of the 
  camp.  The horses are 
  half unbridled in a 
  makeshift rope corral, 
  and they should have 
  close to twice the 
  horses needed, as 
  they change them out day-to-day.   
  It’s the last thing they would suspect! (Or, Killing 
  people in their sleep) 
  Occasionally, you may be faced with 
  an aggressive party that wants to attack 
  rather than be attacked.  It can be effective to 
  launch a preemptive strike on the enemies, 
  but in this case it may be like sticking your 
  head in a beehive.  Presuming none of the 
  players heed your advice (which they usually 
  won’t) and go after the gang before they get 
  to town, the only townsfolk that are likely to 
  help are Doc Tippen and Sheriff Hill.  With 
  such a small group 
  the party will be 
  grossly 
  outnumbered, but 
  the players may 
  have a plan.   
  It’s up to you, as the Game Master, to 
  play this on the fly; just be familiar with the 
  Riders gang and basic tactics.  Taking on the 
  gang all at once could be 
  fatal to the group, but a 
  sneaky plan that takes out 
  the gang quietly one-by-
  one could be effective.  It 
  would definitely prevent 
  bloodshed back at the 
  town, and if they succeed 
  you could continue the story from the party in 
  “The End is Here!” 
  Stand Yer Ground or Run Fer the Hills! 
  Because of the looming threat of 
  attack, “Doc” Tippen will call a town meeting 
  to convince the town to take action.  Sheriff 
  Hill will argue that he can easily handle the 
  outlaws with only a few well-placed men 
  with rifles.  With rumors about the gang flying 
  around, Doc is confused with true and false 
  
    
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  information and will advise everyone that the 
  best idea is to flee 
  town.  Lowell Riffle 
  will endorse the 
  Sheriffs plan and 
  say a few inspiring 
  words reminding 
  the citizens how the sheriff’s courage has 
  saved the town in the past.   
  The players should feel compelled to 
  either help the town or to convince the 
  townsfolk to abandon the town in order to 
  rob it themselves.  With the town in danger of 
  being attacked, the party will hopefully help 
  defend the town and become heroes.  If the 
  party decides not to help, or if they plan on 
  robbing the town themselves before they 
  leave, then jump ahead to “Hands in the 
  Cookie Jar.”   
  Should they stand and fight, the 
  townsfolk will join in with rifles along the roof 
  and windows to help defend their town.  The 
  sheriff will try and talk everyone out of joining 
  in, claiming it is too dangerous, but he is 
  actually afraid that once they stand up for 
  themselves they may no longer need him.  As 
  a storyteller, try not to overplay his fear of 
  people getting hurt, but rather to his genuine 
  concern for the community.  The sheriff will 
  take charge of the defense and try to place 
  himself in a secured position while making it 
  seem that he is risking his life at every turn. 
  The End is here! 
  The riders will approach the town 
  from the eastern edge and stop just on the 
  outer edge.  Two riders on fast horses will 
  dash through the main town street, trying to 
  draw fire.  “Suzy Six-Finger” will use her 
  specially modified long rifle begin picking off 
  the rooftop gunman.   The gang will slowly 
  start riding into town, gunning down anyone 
  that puts up a fight.  Scratch is an expert with 
  a knife, and will take out four men along the 
  boardwalks, clearing out any defenders in 
  close combat.  Meanwhile, Pete Lunger and 
  Hungry Jack will gun 
  down the close range 
  opposition with the 
  rest of the gang. 
  The riders will 
  stay close together, 
  so if the party follows 
  the sheriff’s plan; it is 
  likely they will get killed along with most of 
  the town.  The best tactic would be to break 
  up the group and lure them into a trap.  By 
  breaking up the group the party and 
  townsfolk can take on smaller groups at any 
  
    
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  one time.  If the group insists on following the 
  sheriff, then the best chance to win the battle 
  require an advantage over the outlaws, a 
  secret weapon like an old cannon or a 
  Gatling gun.  Be warned, however, that an 
  escalation of weaponry does not always 
  equal winning; often it will make things more 
  complicated later on.  You have been 
  warned. 
  Conflict 
  Heroes to Villains (Get a Rope) 
  If the group stays and wins against 
  the gang of riders, then the town will hold a 
  celebration to honor the heroes of the 
  town.  The sheriff will play along with the rest 
  of the town and enjoy the party.  Doc Tippen 
  will try and befriend the group and offer any 
  medical attention that he can 
  provide.  Caldonia Polk will offer drinks on 
  the house, presuming her saloon is still 
  standing. 
  During the party the 
  Sheriff will drug a 
  member and take him 
  to the bank, where 
  he will gag and tie 
  his victim.  The sheriff 
  will plant a gun 
  loaded with blanks and a bag of many on the 
  party member.  He will leave their legs free, 
  and attach a gag under a mask.  In this way 
  the sheriff plans to make his hostage appear 
  to be robbing the bank.   The Sheriff will raise 
  the alarm through town, and then call out his 
  hostage, with the intention of gunning him 
  down in the street.  In this way, the sheriff 
  
    
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  hopes to implicate the party, and then arrest 
  them as outlaws.   
  It might add drama to the story if you 
  place an nNPC in the party; if you do, then 
  the sheriff could succeed in killing his victim 
  without any consequences to the party. 
  Alternately, the group could help the NPC 
  escape, which would implicate the group 
  even further while making the sheriff appear 
  to be the hero he wants to be. 
  Good Guys on the Run 
  The sheriff will gather up a posse to 
  chase down the group, and Doc Tippen will 
  volunteer to join up.  There are lots of hiding 
  places and rocky chasms in the area, perfect 
  to hide out in.   
  A good place to steer the party would 
  be the Schlegel Ranch; they should remember 
  that the ranch is currently empty, and realize 
  it would be a nice place to hold up for the 
  night.  If you would like to give the player 
  characters a chance to make a friend for 
  later, Aileen Schlegel could still be trying to 
  tend the ranch ranch.  If the ranch is ignored, 
  they could choose to hide in one of the many 
  different canyons or chasms that surround the 
  area.   
   
  “Injuns!” 
  To the west and north lies Indian 
  Territory.  The Ute tribes lie to the north and 
  are generally aggressive, causing quite a 
  scare to anyone 
  that runs into 
  them.  Ute braves 
  travel on 
  horseback and 
  hunt in the rocky 
  mountain ranges, 
  but come down from the mountains if an 
  opportunity arises.  The Ute Indians have 
  made many attacks against the settlers in the 
  northern area, though in the beginning they 
  were a peaceful people.   
  The last of the Paiute and Navajo 
  Indian tribes lie to the west and south.  Both 
  tribes are generally peaceful to traders but 
  have been tricked and attacked by settlers so 
  they can be unpredictable.  The Paiute 
  predominantly travel on foot and live in brush 
  huts, while the small bands of Navajo skirt 
  the southern canyon areas and may attack if 
  provoked.  Despite this, they are far more 
  hospitable than the Utes to the north.  In 
  either case, the Indians could be a source of 
  concern for the PC’s, and should be dealt 
  with accordingly.  The west and south are 
  
    
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  also very difficult desert terrain to get 
  through, with snakes, lizards, and little water 
  in every direction. 
  Indian Brave (stats may vary by tribe) 
  SPD BRV 
  STR ACC Weapon 
  +15 
  87% 14 
  65% KN (Average); 9R 
  (Slow) 
   
  Random Desert Animal Encounter 
  D6 
  Animal 
  SPD 
  BRV 
  STR 
  ACC 
  Attack Type 
  1 
  Scorpion 
  +4 
  95% 
  3 
  95% 
  Poison 
  2 
  Tarantula 
  +2 
  90% 
  3 
  95% 
  Poison 
  (non-lethal) 
  3 
  Rattlesnake 
  +9 
  90% 
  6 
  85% 
  Poison 
  4 
  Mountain 
  Lion 
  +15 
  70% 
  16 
  65% 
  Claws 
  Teeth 
  5 
  Coyote 
  +6 
  20% 
  14 
  60% 
  Claws 
  Teeth 
  6 
  Javelina 
  (Boar) 
  +12 
  75% 
  18 
  65% 
  Tusks 
   
  The Showdown with Sheriff Hill 
      In the end the sheriff and his posse will 
  catch up to the players and pressure them to 
  come out unarmed.  The sheriff has every 
  intention of shooting the group on sight and 
  will try to draw them 
  out of hiding.  If the 
  players can 
  somehow talk to 
  Doc 
  Tippen, they can likely 
  explain a great deal of what has been 
  happening in Swan Gulch.  If Sheriff Hill is 
  exposed he will deny everything, but if the 
  evidence becomes overwhelming then he will 
  try to run away.  The sheriff is no fool and 
  knows if he is outnumbered, he will try to 
  implicate Lowell Riffle if at all possible. 
  The Super Happy Fun Ending (Riding off into the 
  Sunset) 
  This ending should involve be at the 
  Schlegel Ranch, with the sheriff gunned down 
  perhaps as he was trying to sneak attack one 
  of the party.  The corrupt banker, Mr. Riffle, 
  should be arrested.  Doc Tippen should 
  adopt Aileen Schlegel and bring her back 
  into town to get a proper education.  Perhaps 
  one of the PC’s could become a replacement 
  sheriff, temporarily until they can find a new 
  one.  And the town of Swan Gulch can find 
  prosperity. 
  Hands in the Cookie Jar 
  Should the party flee the town before 
  the outlaws arrive, or if they decide to rob the 
  bank themselves, or perhaps if your game 
  
    
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  simply goes a different direction, this scene 
  can be used to put the story back on 
  track.  As the party approaches the bank, or 
  while on the way out of town, they hear a 
  scuffle coming from the bank.  A gunshot 
  rings out and Sheriff Hill bursts out of the bank 
  carrying two carpetbags.  The Sheriff and 
  Lowell got into a disagreement about how to 
  spit up and steal the town’s money, so the 
  Sheriff ended the argument with a bullet.  He 
  may try to talk his way out a confrontation 
  with the group, but will most likely bolt for his 
  horse and skedaddle out of town.  If the 
  players stop him or chase him down and 
  return the money, they will be made heroes 
  by the town. Otherwise they are free to ride 
  off with their ill-gotten gains, forging a new 
  legend of the West. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
    
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  Characters 
  SPD = Speed; BRV = Bravery; STR = Strength; ACC = Accuracy; Weapon obvious 
   
  Sheriff Samuel “Red” Hill  
  SPD BRV 
  STR ACC Weapon 
  +2 
  65% 11 
  60% DAR6 (Average); 2SG (Slow) 
   
  A big fish in a small pond, the sheriff came out to 
  the west to stake his claim to fame by becoming a 
  legend in his own time.  His tall stature and slim body 
  make him an imposing figure.   As a small time deputy in 
  Virginia, he read dime novels and dreamed of coming 
  out west to become the great hero he knew he was, and 
  finding his fortune. Red never left the area until he was 
  thirty-five, soon after his wife and child died in childbirth.  He traveled to the town of Swan Gulch 
  and took up the then vacant job as sheriff.  While he aspires to be a great western hero, he has yet 
  to achieve it.  He has conspired with Mr. Riffle, the Bank manager, to keep the town under their 
  control through the use of fear, fake bank robberies, and controlling the money. 
   
   
   
   
   
  
    
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  “Doc” William Tippen 
  SPD 
  BRV 
  STR 
  ACC 
  Weapon 
  0 
  55% 
  10 
  70% 
  1SG (Slow) 
   
  The town doctor/dentist/barber, a young man, with 
  many ideas about helping people, Doc graduated from 
  Harvard Medical School, and was drawn to the wild 
  frontier.  Swan Gulch was the furthest he had been from home, 
  and since the town didn’t have a doctor, he was invited to 
  stay.  He is confused by recent events in town, but is certain that 
  it is all for the good of the community.  After examining one of these would-be bank robbers, he 
  has noticed peculiar marking around the hands, which he may share if asked.  He is willing to go 
  the extra mile to help out any of his friends in the community. 
  Lowell Riffle 
  SPD BRV 
  STR ACC Weapon 
  0 
  40% 9 
  25% 
  2D (Average) 
   
  Bank Manager of the Swan Gulch Bank, Riffle with knows that while the town is small it has 
  the potential to grow.  His fancy clothes and pencil thin mustache are a dead giveaway that he is 
  from back east. Not long after he arrived in Swan Gulch, the sheriff asked him for advice on 
  dealing with a town drunk. The two came up with a way to eliminate undesirables in the town 
  while bolstering both of their reputations.  By staging the bank robberies, the Sheriff could act the 
  hero and convince the people that the town is safe, while Riffle his bank look almost 
  impregnable.  His goal is to eventually incorporate the town and take over as mayor.  Lowell 
  dreams of eventually becoming governor or even president. 
  
    
  15 
  “Lady Caldonia” Polk 
  SPD BRV 
  STR 
  ACC Weapon 
  +2 
  75% 
  10 
  65% 
  2D (Average); 2SG (Slow) 
   
  The Bar Keep and owner of the Dead to Rights Saloon, Caldonia 
  was a dancehall girl back in Kansas City before coming out west. She saved 
  her money and worked her way out west to build and run her own 
  Saloon.  Caldonia feels that she has worked hard for what she has and 
  doesn’t owe anybody.  Caldonia acts aloof and swears she is of royal 
  blood, though she has no accent, jewelry, or papers to prove anything; 
  despite the lack of evidence, the towns folk still humor her by calling her being “Lady Caldonia”.  She keeps 
  a Derringer strapped to her thigh and a shotgun under the bar at all times; just because she looks nice 
  doesn’t mean she’s dumb.   Despite her success, Caldonia regrets never starting a family.  Still, she is happy 
  with her life, and the town’s folk love her.  While she is friendly with almost every resident of Swan Gulch, 
  Caldonia is a little leery of young Doc Tippen; he just seems too young to really know anything. 
  Aileen Schlegel 
  SPD BRV 
  STR ACC 
  Weapon 
  +12 
  40% 
  8 
  55% 
  None 
   
  Aileen is the new owner of Schlegel Ranch after the tragic death of her father (Isaiah) by a band of 
  outlaws.  She is a tomboy and was raised almost entirely by her father.  She is a hard worker and diligent in 
  all her household chores, and her curly ebon hair is usually twisted in knots and tangles, though her dress is 
  clean and pressed.  Aileen dreams of fancy clothes and living in a big city like Paris, but she has no clear 
  concept of geography or where things are located in the world.  Her education has fallen short also; she has 
  a rudimentary reading and writing skill, but has never picked arithmetic.  She has always tried to make her 
  father proud and will continue to do so even after his death. 
  
    
  16 
   
  The Four Riders  
  “Hungry Jack” Joaquin Malo 
  SPD BRV 
  STR 
  ACC Weapon 
  +9 
  98% 11 
  65% 
  2SG (Slow) 
   
  Jack was the child left at a Spanish mission down in South America, but his 
  natural bronzed complexion has long faded to ashy beige.  He left the mission as soon as 
  he turned thirteen and joined up with a small gang, learning the lessons that can only be taught by a hard 
  life.  He robbed, murdered, and shot his way through to Mexico, where he met up with Scratch.  Jack is 
  always eating but never seems to gain a pound; he says “it’s just hard livin’”, but it’s actually due to a 
  tapeworm a tapeworm he picked up while traveling through South America.  As a symptom of his 
  questionable health Jack’s eyesight has been failing, so lately he sticks with a scattergun as a favored 
  weapon.  Jack rides a black horse named Hambruno. 
  “Pete Lunger” Peter Hollingsbeck 
  SPD BRV 
  STR 
  ACC Weapon 
  +15 
  95% 
  10 
  90% 
  2x DAR6 (Average) 
   
  Peter was a confederate soldier in the civil war who felt disillusioned after the 
  surrender at Gettysburg. Pete turned to drinking, which only exacerbated his 
  tuberculosis.  Like many that contracted the sickness, he turned to the western desert in 
  the hopes of drying out his cough.  With his ability to handle a gun, and strangers reaction to his confederate 
  uniform (the only clothes he could afford), he quickly turned to a life of crime.  When he met Scratch and his 
  gang, they were well on their way to riches, and he felt inclined to join them.  Even with the sickness, his 
  reflexes are outstanding and his draw is legendary.  He rides on a white horse, named Triumph.
   
   
  
    
  17 
  Hector “Scratch” Sanchez 
  SPD 
  BRV 
  STR 
  ACC 
  Weapon 
  +15 
  83% 
  15 
  75% 
  2xKN (Average); DAR6 
  (Average) 
   
  The leader of The Riders, Scratch is a close 
  combat expert and a master of knife fighting.  He spent 
  many years boxing in Mexico City and learning the art 
  of knife fighting, which scared his face.  The scar 
  reminds Scratch to never show mercy to an enemy.  He 
  is brutal in combat and always fights to the death.  He 
  rides a shimmering red horse named El Famélico.   
   
   
   
  Suzannah “Suzy Six-Finger” Lanning 
  SPD 
  BRV 
  STR 
  ACC 
  Weapon 
  +12 
  90% 
  12 
  97% 
  Modified BR (Slow) with 
  Scope and speed load 
   
  Suzy is a deadly shot with her long rifle; she is 
  known to take a fly’s wings off at two-hundred 
  yards.  Young Suzy was raised by her father, a fur 
  trapper and skinner, and would help stalk their different 
  prey.  She has always been a natural with firearms, but 
  especially the long rifle.  Her slow and steady aim is 
  perhaps the most deadly in the west.  Because of the 
  unique rifle she carries, she must make her own 
  ammunition in order to use it.  Her father passed away 
  when she was fifteen and she was taken in by a 
  Cheyenne Indian tribe; however the tribe was soon 
  slaughtered by U.S. Army troops.  She was forced back 
  into a “proper” way of life, taken back to Chicago for a 
  proper education, and placed in an all-girls 
  school.  She was constantly teased because of her 
  manly mannerisms and the extra finger on her left hand. 
  Suzy has hated her nickname ever since, and will shoot 
  anyone who says it in her presence.  She ran away and 
  found a new way of life as an outlaw, and and soon 
  met up with the Riders.  She rides a pale blond horse, 
  named Calamity.  
   
   
   
   
  
    
  18 
  Details 
  This is getting Weird (or, I hate westerns, now what?) 
  Westerns not your thing?  Or, you 
  like the story but don’t have Boot Hill (or 
  similar game)?  The easy part of westerns is 
  how well they can be spliced into other 
  adventures or how easily they can be added 
  to with no real confusion.  All this was proven 
  in many western films and television shows, 
  but none so bluntly as “The Valley of 
  Gwangi” (1969) when cowboys get to fight 
  dinosaurs.  For you Firefly fans, we know you 
  understand how westerns have a certain 
  universal appeal.  So let’s just throw a few alternative ideas and let you run with them. 
   As a supernatural thriller, you could use Call of Cthulhu and make the Sheriff an ancient evil ready to 
  rise to power.  Or, if you want to make it even more intense, make him the actual devil (or a demon) who is in 
  town preying off of the fear and admiration of the town.  As a fantasy adventure, you could make the riders 
  an Orc horde, while the Sheriff could become a soul sucking Incubus pretending to be the town’s 
  protector.  In a Star Trek game, the group is an away team sent check out a small settlement, which then 
  loses contact with the ship; again the riders could be some kind of creatures or aliens, but the rest would stay 
  the same.   If it were in Rifts, we suppose everyone in power armor would be dead and the rest would play 
  out the same.  In Toon, just make everyone a pie-fighter instead of a gunfighter and have the sheriff just gives 
  everyone atomic-wedgies, or ship them off to Kukamonga.  
  The story itself is all about the twist in which the heroes and villains are; an interesting story change 
  might be that the Riders are the actual protectors of the town and the PC’s side with the sheriff before 
  realizing it.  Perhaps the sheriff has been getting rid of different townsfolk and keeping contracts with them 
  (similar to the contract from Faust), keeping the devil motive.  This could lead to a long term mystery while 
  you run other adventures out of Swan Gulch.  As usual we leave it to your discretion to add or take away 
  what you feel will work for your group. 
  
SOURCE: textdata/thevault/Boot Hill/3rd Party/Boot Hill 2e GagMen Adventure Devil Comes to Swan Gulch.pdf