TEXT: TSR Hobb les. Inc. 
  C1983 TSR Hobb les, Inc. All Rights Reserved. 
  7701 
  
  CIRCLED NUMBERS INDICATE CHANC 
  ENCOUNTERS 
  29 , 
  24 
  /'-. 
  BROADWAY 
  62 
  6 
  A 
  V 
  179 
  s 
  E 6 
  67 242 
  69 
  H 
  22 
  M 
  A 
  M A 
  I 
  N 
  s T 
  M 
  A 
  I 
  N 
  S T 
  N 
  G 
  153 
  140 
  13 6 
  T 
  D 
  0 
  D 
  G 
  E 
  s 
  T 
  0 
  D 
  G 
  E 
  121 
  D 
  149 
  RS R7 
  162 . 
  E 
  .K7 
  
  Volume 6 --
  Scott Rando lph - Editor --
  Number 
  12 
  Jack Maxwell in Coma 
  More fire was recently 
  added to the 
  Kane-Russell feud. It seems that several 
  unidentified 
  men 
  jumped 
  Malachai 
  Kane and a Bar-K hand by the name of 
  Jack Max well. The two men were taken 
  completely 
  unawares 
  and beaten until 
  they were unconscious
  . One attacker 
  continued 
  to kick the men when they 
  were down. Jack Maxwell was kicked in 
  the head so ha.rd that he has not yet re -
  covered consciousness. 
  The Ka.nes have 
  claimed 
  that 
  this was obviously 
  the 
  work of the Russells. The Russells were 
  unavailable for comment. 
  DEATHS 
  MR. and MRS. JOHN P. SMITH -
  Cut 
  down in the prime of their lives at the 
  Lazy A Hotel when discovered 
  by Mr. 
  Smith 's wife , Doris Fontane. 
  MR. BRET M. GARNER, famous card 
  sharp -
  Mortally wounded when a. dis -
  pute broke out over the four aces which 
  he held in his hand. 
  MR. and MRS. JOSIAH CABE -
  Killed 
  when their small house was burned to 
  the ground by a masked outlaw. 
  MR. LENNARD RANGER , drifter - Shot 
  from the back of his white horse. Was 
  mistaken for an outlaw reported to be in 
  the area . 
  MR. JAY RATHER - Hung himself after 
  mistakenly 
  shooting 
  Mr . L. Ranger in 
  the back . 
  MISS SADIE CLAMHA WK -
  Slipped on 
  a bar of soap while scrubbing a floor and 
  broke her neck. 
  Sheep Herder Fleeced 
  Sam Archer -
  well known barfly and 
  sheep herder 
  -
  is having 
  problems, 
  once a.gain, with those sheep that he 
  loves so dearly. 
  It seems that Sa.m's 
  sheep just keep on disappearing, 
  a. lot 
  l!ke those l!ttle varmints make the grass 
  disappear 
  from 
  our 
  beloved 
  prairie. 
  Now we don 't want to spread any sus -
  picion, but if we were Sam we might 
  check the stewing 
  pots of those for-
  eigners 
  that 
  he keeps 
  as shepherds. 
  'Course , since the smell of sheep don't 
  wash off once you been a.round them 
  this probably won't yield no results. Be-
  sides , it's only justice that them critters 
  a.re being stolen, seeing as how we all 
  know that Sam could never have af-
  forded to buy them in the first place . 
  They 're probably just another thing he 
  picked up while he was just a child in 
  his folks' gypsy ca.mp. 
  MOVED OUT 
  K. H. Scott and wife Stephanie to Boston , 
  Massachusetts
  . Seeking buyers for their 
  small ranch outside of town . 
  James Halter to Cleveland , Ohio . Seek -
  ing to improve his education by attend-
  ing some fancy 
  ea.stern 
  college . Ap-
  parently this town ain 't good enough for 
  him. 
  WANTED 
  Home for collie dog previously owned by 
  Mister J . Rather . Good with children . 
  2:
  .. •), ,.,t
  'C. 
  • 
  • • ~...: "\'' 
  •• .-, . ,$! 
  {. '~~
  !~~~
  '!,' 
  .• ·!';~ ~\.
  :itf 
  Mad Mesa is the first in the series of modules for use with the Boot HilPM game system. This module not only offers the usual muhi:player,' 'i<'
  role-playing adventure, but also a spel'ial solo game . 
  If you enjoy this module, look for other Bool Hill products and watch for future releases £rom TSR, The Game Wizards. 
  The designation " TM" is used lo refer lo trademarks owned by TSR Hobbies, Inc. 
  TSR HOBBIES, INC. 
  POB 756 
  LAKE GENEVA, WI 53147 
  
  Wild West Module BH 1 
  MAD MESA 
  by Jerry Eppe rson and Tom Moldvay 
  As you approach the small town of Mad Mesa you hear the loud, explosive bursts of guns being fired. Passing the road sign indicating the town 
  of Mad Mesa, you notice that the population number on the sign has been written over and reduced more than once. You realize that maybe a 
  night 's stay in Mad Mesa might not be as restful as you had hoped it would be. Yet, you and your horse are tired, so you cautiously enter Mad 
  Mesa wondering what to expect next. 
  Mad Mesa is the first in the series of modules for use with the Boot Hill™ game system. This module not only offers the usual multi-player, 
  role-playing adventure, but also a special solo game. 
  If you enjoy this module, look for other Boot Hill products and watch for future releases from TSR. The Game Wizards . 
  BOOT HILL™ is a trademark owned by TSR Hobbies, Inc. 
  Distributed to the book trade in the United States by Random House, Inc. and in Canada by Random House of Canada, Ltd. 
  TSA Hobbies , Inc. 
  PRINTED IN U.S.A. 
  ISBN 0-935696-71-7 
  Distributed to the toy and hobby trade by regional distributors. 
  © 1981, TSR Hobbies, Inc., All Rights Reserved. 
  TSR Hobbies, Inc. 
  POB 756 
  Lake Geneva. 
  WI 53147 
  TSR Hobbies (UK) Ltd. 
  The Mill, Rathmore Road 
  Cambridge CB 14AD 
  United Kingdom 
  7701 
  
  INTRODUCTION 
  BOOT HILL™ 
  Wild West Role-Playing Game 
  Adventure Module #BH 1 
  Mad Mesa 
  INTRODUCTION 
  MAD MESA contains both a solo adventure and a multi-player 
  adventure. A copy of the BOOT HILL™ rules is necessary to play 
  either adventure. The solo adventure should be played before the 
  multi-pla yer adventure, since the multi-player adventure makes 
  use of information given in the solo adventure. A referee may wish 
  to play the solo adventure so that he or she can use the informa-
  tion to smoothly run the multi-player adventure, and also have 
  some fun on his or her own. 
  NIGHT IN MAD MESA 
  A Boot Hill Solo Adventure 
  This adventure is designed for one player character at a time with-
  out a referee. It requires a set of the BOOT HILL rules, percentile 
  dice(% dice), two 6-sided dice (2d6), scratch paper , and a pencil or 
  pen. 
  When playing this adventure , all basic, advanced, and optional 
  BOOT HILL rules are used. If all rules are not used, the player 
  should modify the circumstances accordingly. Any rules additions 
  are described under the section ADDITIONAL RULES. 
  The solo adventure is based on numbered entries. Each entry de-
  scribes a scene and/ or the actions involving the player character, 
  then gives the player character a number of options from which to 
  choose. A number representing the new entry number to be read 
  follows each choice. Only one option should be chosen at a time, 
  otherwise the flow of action falls apart. 
  For example, entry 26 reads : "The fire escape is empty. In front of 
  the fire door at the top of the stairs is a drop of fresh blood. You 
  may return to the street62 or investigate further27 ." If your char-
  acter decides to return to the .street , you then read entry 62. If , 
  however, your character chooses to investigate the matter of the 
  drop of blood, you would tum to entry 27 for a description of the 
  following actions. 
  The entries are not numbered in order and if read in numerical 
  order will not make sense. Since the entries are not in numerical 
  order, the player should keep a record of entries he or she has read 
  by writing down each number on a piece of scratch paper after 
  reading that number. Recording the entry numbers helps the 
  player from becoming lost. 
  The player must not read any of the options before making a 
  choice. Decisions are made only on information possessed at the 
  time of the choice. The players should also be careful to read only 
  the entries chosen. Furthermore, once a choice has been made, the 
  course of action from that choice occurs. As in the example above, 
  if the player character had decided to investigate the blood drop, 
  then the actions in entry27 must occur. 
  Since it is not possible to cover every conceivable option for every 
  circumstance , choose the best possible option, or the one which 
  best fits the character 's personality . The player should also 
  exercise logic. For example , the player character has just shot and 
  killed the notorious bushwacker Blackleg Bart on the fire escape 
  of the Lazy A Hotel. Since the dead do not miraculously re-
  2 
  appear , the player ignores any instructions from this point on 
  which refer to Blackleg Bart . 
  Remember to keep track of dead and wounded characters since 
  wounds affect speed and accuracy. Wounded characters heal at 
  exactly the same rate as the player character. When the player 
  character heals, modify all wounded characters accordingly. 
  Brawling wounds heal at a rate of one point per hour of rest, while 
  non-brawling wounds heal at one point per week of rest (providing 
  such wounds have been treated by a doctor). Multiple wounds heal 
  at the same time, so no wound takes longer than seven weeks to 
  heal. Penalties due to wounds are no longer in effect after the 
  wounds are more than 50% healed. 
  For convenience, the time reference shifts while wounds are being 
  healed. Instead of normal game time, when your character is heal-
  ing a tum represents a week. At the end of each healing tum , roll 
  for a chance encounter (see Chance Encounters). If a chance en-
  counter occurs, resolve the encounter , then continue the process 
  until your character is healed. 
  The map of MAD MESA contains named streets , numbered 
  buildings , and numbers in certain street squares . A building's 
  number is the same as the entry describing that building , so build-
  ing 75 (Jackson's General Store) is described by entry 75. Numbers 
  in street squares give the number of the entry which describes 
  what a character sees if he or she is standing in that particular 
  square. A player character can always move from one numbered 
  position on the map (building or street square) to an adjacent 
  numbered position. 
  Because of the fact that certain streets in MAD MESA are 2 
  squares wide, it may sometimes be difficult to say precisely when a 
  character is at a numbered entry. In general , if there is doubt , he 
  or she is there and should read the entry. If the entry description 
  obviously does not match the character's position , stop reading . 
  Entries corresponding to map numbers often give the player 
  options whose numbers are not on the map . These additional 
  numbered entries are part of adventures which usually begin be-
  cause of the presence of the player character at a particular map 
  number . Be sure to record the map number where the adventure 
  starts , since the player character usually returns to that number 
  when the adventure ends. 
  When a situation arises where a gunfight might occur, known 
  modifiers are already included into the description and the 
  statistics given. The player has to take into account only those 
  modifiers that directly affect the player character or result from 
  the player character's actions. Complete statistics are given for all 
  NPCs at the end of the multi-player section of the module. 
  Surprise for entry encounters are always given in the entry de-
  scription . For random encounters, roll ld6 for each character in 
  the encounter (including the player character). A roll of 1 indicates 
  that the character is surprised (a -5 modifier on speed). 
  Most encounters result from following the instructions in the 
  entries . Some entry instructions include: "Roll for a chance en-
  counter ". A chance encounter is a random , non-programmed en-
  counter. Check to see if a chance encounter occurs by rolling ldlO. 
  Only if a 1 is rolled is there a chance encounter . Consult the sec-
  tion on Chance Encounters to determine which individual is en-
  countered . 
  When encounters occur, the player follows the guidelines for 
  morale and general actions for the various non-player characters 
  (NPC) as given in the entry. If no specific guidelines are given, the 
  
  NPC reacts by following the general guidelines given under 
  Morale in the ADDITIONAL RULES. 
  Abbreviations used for statistics include STR (strength), BRV 
  (bravery), BSP (basic speed with the weapon listed), and BAC 
  (basic accuracy to hit under the conditions given in the entry). 
  Weapon abbreviations include KN (knife), D (derringer), CBR 
  (cap-and-ball revolver), SAR (single action revolver), DAR (double 
  action revolver), FDR (fast-draw revolver), LBR (long-barreled re-
  volver), SG (shotgun) , SCG (scattergun), R (rifle), C (carbine), BR 
  (buffalo rifle). A number after the abbreviation of a weapon in-
  dicates the number of rounds that weapon holds. 
  The solo player character may be one which has been previously 
  rolled up, or the player may wish to roll up a character especially 
  for the adventure . If the character is new, he or she should begin 
  the adventure with $150 to spend on equipment. The character 
  must buy a horse and tack , but all other equipment is optional. 
  Equipment should be purchased before the adventure begins so 
  that the character is fully equipped when the adventure starts. At 
  least $10 should remain unspent so that the character does not 
  arrive in town broke . 
  The player may invent any reason he or she desires for the player 
  character entering Mad Mesa . Such a reason might be tailored to 
  fit into an existing campaign. However, the following two as-
  sumptions must be made: 1) The player character is reasonably 
  sane, and 2) the player character is reasonably law-abiding. A 
  player character who does not fit these assumptions is not liable to 
  last long in Mad Mesa. 
  Some examples of possible motives are: 1) The player character 
  has just finished a cattle drive and is in town for a good time. 2) 
  The player character is a gambler looking to make money (be sure 
  to roll up the character's gambling rating). 3) The player character 
  is an eastern "green-horn" who has recently come west to do re-
  search for a dime novel. 4) The player character is a crusading 
  newspaper writer out for stories. 5) The player character is a 
  prospector trying to raise money for a grubstake. 6) The player 
  character is an immigrant looking for good land to settle. 7) The 
  player character is a noted gunfighter looking for a nice quiet 
  place to relax. 8) The player character is an out-of-luck entertainer 
  waiting for the rest of his or her troupe to arrive. 
  Many other motives are possible. While choice of motives does not 
  directly affect the numbered entries, motive does add color and 
  meaning to the adventure. But, no matter what motive the player 
  character chooses, the general purpose in entering Mad Mesa is to 
  make money while remaining alive and out of jail. 
  Experience (in the form of gunfights) is awarded for surviving a 
  gunfight. It is not necessary to kill an opponent to obtain experi-
  ence for a gunfight nor does the character have to win the gun-
  fight , only survive it. The gunfight must have been one in which 
  there was at least the possibility of the character dying. No matter 
  how many individuals participated in the gunfight, or how many 
  enemies the character killed during the gunfight, one gunfight 
  yields one gunfight experience. 
  The adventure is entitled Night in Mad Mesa because all action 
  takes place at night. Many of the entries would make no sense in 
  the daylight. Space considerations prevent both a day and a night 
  solo adventure in Mad Mesa since it would require two complete 
  sets of entries. It is up to the player's imagination to fill in daytime 
  events should the adventure go beyond one night. Daytime events 
  have no bearing on the adventure and the action may well flow 
  from night to night. 
  A citizen is defined as an individual who is named in an entry, but 
  whose name is not italicized. An italicized name indicates an out-
  3 
  ADDITIONAL RULES 
  sider. Sometimes entries give general instructions applicable to all 
  citizens (such as, "all citizens will shoot on sight"). A note should 
  be made of the instructions for future reference. Anytime citizens 
  are encountered they try to follow the general instructions as long 
  as the conditions which brought about the circumstances continue 
  to exist. 
  The player character starts the adventure by reading the ST ART 
  SOLO-PLAYER ADVENTURE entry. The adventure continues 
  as long as the player character remains alive, out of jail, and in 
  town. Once the player character dies or leaves town, the adventure 
  is over for that particular player character. The player may wish to 
  have more adventures with other characters or play as many char-
  acters as he or she wishes as long as he or she plays them one at a 
  time. 
  ADDITIONAL RULES 
  Jailbreak. The JAILBREAK TABLE is used when a player char-
  acter is arrested for breaking the law and is put into jail. Use of 
  the JAILBREAK TABLE is strictly optional. It offers a way to 
  break out of jail when a referee is unavailable to moderate a jail-
  break. 
  To use the JAILBREAK TABLE, roll % dice to determine the 
  result of the attempted jailbreak . Only one jailbreak roll is al-
  lowed before trial and possible sentencing takes place. If the 
  player character survives sentencing, he or she may make one ad-
  ditional roll for jailbreak. 
  Roll 
  01-05 
  06-10 
  11-15 
  16-20 
  21-25 
  26-35 
  36-65 
  66-75 
  76-80 
  81-85 
  86-90 
  91-95 
  96-00 
  JAILBREAK TABLE 
  Result 
  Successful jailbreak, roll for 2 wounds• 
  Successful jailbreak, roll for 1 wound• 
  Successful jailbreak, but without weapons 
  Successful jailbreak, but without horse 
  Successful jailbreak , but deputy killed** 
  Successful jail break 
  No chance to try a jailbreak 
  Jailbreak unsuccessful 
  Jailbreak unsuccessful, and deputy killed** 
  Jailbreak unsuccessful, roll for 1 wound* 
  Jailbreak unsuccessful , roll for 2 wounds* 
  Jailbreak unsuccessful, roll for 3 wounds• 
  Jailbreak unsuccessful , lynch mob hangs prisoner 
  • Roll normally for the location of wounds and the extent of 
  damage inflicted. If the prisoner receives a mortal wound, the 
  prisoner is dead. 
  •• If the prisoner ever comes to trial, the prisoner must roll for an 
  additional trial & sentence (for murder) with +30 added to the 
  die roll. 
  If a jailbreak is successful, the prisoner acquires one horse, a 
  SAR6 with 20 rounds of ammunition, and a R9 with 20 rounds of 
  ammunition unless the above table limitations are in effect. It is 
  assumed that the prisoner has eluded posses tracking him or her. 
  Trial and Sentence. The TRIAL & SENTENCE TABLE is used 
  when a player is arrested for a crime and does not escape. The 
  table must be used if no referee is available. A referee may wish to 
  use the TRIAL & SENTENCE TABLE as a basis for conducting a 
  trial in his or her campaign. 
  The results listed should be logically used. If the result obtained 
  from a die roll is obviously not consistent with the crime , chose the 
  closest result or roll again. For example , few judges would hang a 
  man for disturbing the peace, so if a hanging result was obtained 
  
  ADDITIONAL RULES 
  for this crime, either roll again or, preferably, assign the maxi-
  mum sentence for a misdemeanor (90 days and $90). 
  In general, there are four categories of crimes: 1) misdemeanors, 
  2) minor felonies, 3) major felonies, and 4) hanging offenses. Mis-
  demeanors include disturbing the peace, carrying a concealed 
  weapon, assault, vagrancy, and drunkenness. Minor felonies in-
  clude petty theft, trespassing, bribery, aggravated assault, man-
  slaughter, and fraud . Major felonies include robbery, rustling, 
  assault with a deadly weapon, arson , attempted murder, and sell-
  ing whiskey to the Indians. Hanging offenses include murder , 
  cheating at cards, horse theft, and selling guns to the Indians. 
  The maximum sentence for a misdemeanor is 90 days and $90. 
  For a minor felony, the maximum sentence is 6 months-2 years. 
  The maximum sentence for a major felony is 2-20 years. The max-
  imum sentence for a hanging offense is, of course, hanging. 
  If a crime has a valid justification, it probably does not come to 
  trial. Justifications include self-defense, a fair gunfight, shooting a 
  card cheat , and shooting an individual engaged in a crime other 
  than a misdemeanor. Some other circumstances may assure a 
  minimum penalty at the referee's discretion. Such circumstances 
  include the victim having insulted a lady, the crime being a first 
  offense, town opinion favoring the criminal, or the criminal being 
  completely drunk at the time (and not being a habitual drunkard). 
  Roll 
  01-35 
  36-40 
  41-43 
  44-46 
  47-49 
  50-52 
  53-57 
  58-62 
  63-67 
  68-72 
  73-77 
  78-82 
  83-87 
  88-90 
  91-97 
  98-00 
  TRIAL & SENTENCE TABLE 
  Result 
  Prisoner found innocent 
  Prisoner is jailed overnight 
  Prisoner is run out of town 
  Prisoner is fined SSO 
  Prisoner is fined $200 
  Prisoner is fined $500 
  Prisoner is fined $30 and sentenced to 30 days with 
  a work gang 
  Prisoner is fined $90 and sentenced to 90 days with 
  a work gang 
  Prisoner is found guilty; sentence suspended in fa-
  vor of a 90-day probationary period 
  Prisoner is sentenced to 6 months-2 years• 
  Prisoner is sentenced to 2-5 years• 
  Prisoner is sentenced to 2-20 years• 
  Prisoner is sentenced to 20 years-life• 
  Prisoner is sentenced to life imprisonment• 
  Prisoner is sentenced to be hung by the neck until 
  dead 
  Prisoner is lynched 
  •sentence 
  served in the Federal, State, or Territorial Peni-
  tentiary, not in the local jail. 
  4 
  If the prisoner cannot pay a fine, he or she can work the fine off at 
  a rate of $30 per month. In addition to the penalty fine listed, any 
  sentence with a fine also includes paying the cost of all damages 
  incurred as a result of the crime. 
  Note: The prisoner may wish to retain a lawyer. For each $100 the 
  prisoner spends, he or she can obtain a lawyer modification of -01 
  on the die roll, to a maximum modification of -05. Money ob-
  tained illegally cannot normally be used to hire lawyers; all fees 
  must be paid in advance. 
  Morale. Morale is the mental condition which reflects a charac-
  ter's willingness to endure hardship and face danger . Morale is 
  based upon the Bravery score of a non-player character (a charac-
  ter not controlled by a player). 
  In each instance where a NPC is faced with a critical situation, 
  percentile dice are rolled. If the roll is equal to or less than the in-
  dividual's Bravery percentile score that individual continues to 
  face the critical situation (such as a fight). If the roll is greater 
  than the individual's Bravery score that individual tries to avoid or 
  escape from the critical situation through flight, surrender or 
  other methods. 
  The most common critical situation where morale need be 
  checked is in a gunfight. If there is no reasonable way to avoid or 
  escape the gunfight , then the NPC need not check morale. Some 
  other critical situations include: attacking criminals while they are 
  engaged in a crime, chasing criminals after a crime, joining a 
  posse, calling someone a card cheat, being insulted, and continu-
  ing a gunfight already in progress. Typical responses for failing 
  morale would be refusing to fight, running away from a fight, sur-
  rendering, or diving for safe cover instead of fighting . 
  The NPC should check every turn the critical situation continues. 
  If on any check, the NPC rolls 30 or less than his or her Bravery 
  score, that character need never check morale for the duration of 
  the critical situation. 
  Morale can be modified by circumstances. Some of the possible 
  circumstances follow: 
  Morale Modifien (add or subtract from the die roll) 
  -5 
  For each companion with NPC 
  -10 
  If on the same side as an individual with a reputa-
  -5 
  -5 
  -5 
  -10 
  -5 
  -5 
  +5 
  +10 
  +10 
  +5 
  tion• 
  If on the side with the greatest numbers 
  If on the side with the fewest casualties 
  If the NPC's personal property is involved 
  If a close friend is killed 
  If the NPC is enraged 
  If the NPC is drunk 
  If suffering from a wound less than 50% of Strength 
  If suffering from a wound of more than 50o/o of 
  Strength 
  If facing an individual with a reputation• 
  If within 6' (6 regular squares, or 3 Mad Mesa 
  squares) of an individual who is killed 
  • A reputation is defined as someone with at least 8 gunfights. The 
  individual also counts as a companion if on the side of the NPC. 
  NPC Reaction. Sometimes, NPC's have no specific reactions de-
  tailed under entries in response to player character's actions. If no 
  reaction is given, an indication of the NPC's reaction can be ob-
  tained by rolling 2d6, modifying the roll according to general cir-
  cumstances, then consulting the NPC REACTION TABLE. 
  
  Roll 
  2 
  3 
  4 
  s 
  6 
  7 
  8 
  NPC REACTION TABLE 
  Reaction 
  The NPC is very hostile and opens fire if given the 
  slightest provocation . 
  The NPC is very hostile, interprets any movement of 
  the player character toward his or her gun as an 
  attack and then opens fire. 
  The NPC is hostile and insulting, and attempts to 
  provoke a brawl. 
  The NPC is suspicious but does not fire unless pro-
  voked. 
  The NPC is undecided and off guard. 
  The NPC is undecided but on guard. 
  The NPC is somewhat friendly but on guard and 
  careful. 
  9 
  The NPC is trustful as long as little risk is expected 
  on his or her part . 
  10 
  The NPC is helpful and willing to give aid (within 
  reason) as long as he or she is not expected to act 
  alone. 
  11 
  The NPC is helpful and willing to give aid (within 
  reason), even to the extent of leading others or 
  acting independently (and/or alone). 
  12 
  The NPC is willing to risk his or her life for the 
  character . 
  The reaction roll is modified by a number of general circum-
  stances such as those listed below. Modifications are cumulative . 
  Reaction Roll Modification 
  -2 
  Character is caught performing a criminal action 
  -1 
  Character is a known criminal 
  -2 
  Character has killed someone known to the NPC 
  -4 
  Character has killed a friend of the NPC 
  -2 
  An argument is currently in progress between the 
  character and the NPC 
  -1 
  NPC is drunk 
  -3 
  Character is a known enemy 
  -1 
  Character is a stranger 
  + 2 
  Character is a known friend 
  + 2 
  Character has saved the NPC's life 
  + 2 
  Character is known to represent the law 
  + 1 
  Character has previously helped the NPC 
  + 1 
  Character and NPC are together in the same group 
  + 1 
  Character refrained from killing a friend of the 
  NPC when given the chance 
  + 1 
  Character is an individual known to have perform-
  ed a heroic deed 
  While both Morale and NPC Reaction are included as aids for the 
  solo adventure , the referee may wish to use them as guides to help 
  in multi-player adventures. 
  START SOLO-PLAYER ADVENTURE 
  It is a few hours after sunset. You are riding west on a dirt road . In 
  front of you, you see dim gas lights outlining the vague forms of 
  buildings. Overhead you catch a quick glimpse of a solitary 
  buzzard circling over the town. 
  Suddenly a flurry of shots erupts from the town. You draw your 
  own weapon, ready to fire if the shooting heads your way. Your 
  horse whinnies nervously but you quickly calm the animal. 
  There is no further shooting coming from the town, nor do the 
  shots seem to have stirred up much excitement. You carefully con-
  tinue into town. You notice that the dirt road is now named Main 
  Street. On the same signpost is a sign which reads: "Mad Mesa -
  s 
  ENTRIES 1-2 
  population 157". Someone has crossed off the 157 and written in 
  153 underneath it. The 153 has also been crossed off and 148 
  written underneath. The process continued until there is no more 
  room on the sign. The lowest number is 132. 
  MAD MESA 
  . . 
  .,~ 
  You ride into town down Main Street (past the position marked 
  START to the position marked 22 on the map). A man greets you 
  and offers to stable your horse for six bits (75 cents) a night. The 
  cost includes feeding and grooming. 
  You ask the man what all the shooting was about. "Nothing 
  serious," he answers, "just some cowhands blowing off steam. It 
  happens all the time now that we're smack in the middle of a 
  cattle war. If it ain't the Russells, it's the Kanes, and when they're 
  both quiet it's some of that low-life scum that's drifted into town 
  for easy pickings. Mister, believe me, you'll know when serious 
  shooting starts : lead will be flying every which way. All you can do 
  then is jump for cover and pray ... 
  it also helps if you can shoot 
  fast and straight" . 
  The two of you dicker for a while, just to pass the time. After you 
  dicker the price down to four bits (SO cents) the idea of stabling 
  your horse becomes more appealing . 
  You have been on the trail for several days now and you are tired 
  of riding . The offer seems fair and the man does not appear 
  dangerous as he is unarmed . You decide to stable your horse in 
  building 1 (Lanen'• Livery Stable). You dismount and follow the 
  man as he leads your horse into the stables. Go to entry 1 and be-
  gin the adventure. 
  Numbered Entries. 
  1. Lanen's Livery Stable. The stables are open 24 hours a day. 
  Either Sven Larsen or one of his four sons is always in at-
  tendance. Larsen's Livery is the only public stable in town. If 
  you cannot pay, Larsen's Livery accepts your horse as col-
  lateral. At present , Sven's oldest son Olaf is minding the 
  stables. Olaf is unarmed. Leave by going to 22. 
  2. You are standing on Main Street opposite the middle south 
  window of building 23. Roll for a chance encounter. You 
  may walk west to 239 or east to 22. If you choose to go east 
  you may pick up your horse from Larsen's Livery Stable and 
  leave town (thus ending the adventure for that particular 
  character). 
  
  ENTRIES 3-20 
  3. You are standing at the 4-way intersection where Front 
  Street crosses Main. On the northeast corner is building 23 
  (the First Congregational Church of Mad Mesa). On the 
  southeast corner is building 8S (the Mad Mesa School-
  house). On the southwest corner is building 81 (the office 
  and residence of Doctor James Smith). On the northwest 
  corner is building 21 (the Sheriff's Office and Jail). The 
  streets seem deserted. You may proceed north 4, south 34, 
  west143, oreast239 . 
  4. You are standing on Front Street opposite the west door to 
  building 23 (the First Congregational Church of Mad Mesa). 
  You may try to enter the church 23, go north 240 or go south 
  3. 
  S. You are standing at the corner of Front Street and Broad-
  way. To the north is the southeastern corner of the graveyard 
  29. To the east is the church lot 24. Roll for a chance en-
  counter. You may check out the graveyard 29, investigate 
  the church lot 24, go west 6, or south 240. 
  6. You are standing on Broadway opposite the north window of 
  building 21. You may go west62 or easts . 
  7. The man sees you and pulls back his arm to throw a knife 
  which he is holding. You may draw and fire 8, run away 9, or 
  try to brawl with him 10. 
  ~ '8/ 
  8. Compare BSP's to determine first "shot". The attacker's 
  BSP with a knife is +5, his chance to hit you is 51 %, his STR 
  is 14, his BRV is 74%, and the range is 2. If both combatants 
  are alive and conscious after the first turn of combat go to 
  13. If the attacker is dead or unconscious go to 2S. If you are 
  unconscious go to S9. 
  9. There is a base 51% chance that the attacker's knife hits you 
  (modified by your movement). The man also runs away after 
  the initial attack so there are no other attacks . If you have 
  survived go to 25. If you are unconscious go to 59 and ignore 
  the first paragraph . 
  10. There is a 51 % chance that the attacker's knife hits you. The 
  attacker's BSP is +5 , modified to +15 because of the 
  distance between the two of you which you must cover before 
  you can brawl. His STR is 14, his BRV is 74%. Compare 
  BSP's to see if you can close before he throws his knife, or 
  whether you must take the knife throw before you brawl. If 
  you are still conscious, go to 11. If you are unconscious go to 
  S9. 
  11. Proceed with the brawl using the statistics given in entry 10. 
  Your opponent stabs with his knife if he still holds it. If not, 
  he tries to draw his pistol and use it as a club. He does not 
  fire his gun unless you do so first. If he knocks you uncon-
  scious there is a 70% chance he will slit your throat while you 
  6 
  are down. If you have survived go to 2S. If you are uncon-
  scious go to S9. 
  12. You see a man on the bottom of the fire escape opposite the 
  cemetery. He is climbing down the stairs as quietly as pos-
  sible and is obviously trying to avoid being seen. Go to 7. 
  13. The attacker draws his SAR6. He tries to run away while 
  dodging toward the church lot (where his horse is tethered). 
  He tries to get out of town as quickly as possible. He returns 
  fire at 1 shot per turn until his sixgun is empty or he is out of 
  town. His BAC is 30%. His BSP with a SAR6 is +8 , his STR 
  is 14, his BRV is 74%. If the gunfight lasts more than four 
  turns the man has reached his horse and escaped. 
  Run the combat until one of the combatants is dead or un-
  conscious or until the attacker escapes. If the attacker es-
  capes go to 31, otherwise go to 25. 
  14. If any shots were fired, go to 1S. Otherwise you may check 
  the body 20, investigate the fire escape 26, or go to 62. 
  1S. Four men exit from the north door of building 70 onto 
  Broadway to investigate the shots. The men are Joe Carrol: 
  SAR6+11, BAC 50%, STR 13, BRV 36%; Zeb Davis: 
  SAR6+16 , BAC 71%, STR 16, BRV 80%; Jack Miller: 
  SAR6+14, BAC 61%, STR 15, BRV 68%; and Clint John-
  son SAR6+11 , BAC 500/o, STR 17, BRV 64%. A deputy 
  from the nearby sheriff's office also investigates the shots. 
  See entry 21 to determine which deputy investigates. The in-
  dividuals from the Lazy A are merely curious and try to 
  avoid trouble. The deputy demands that you drop your 
  weapons and calls upon the citizens to back him up. You 
  may drop your weapons 32, or shoot it out 33. 
  16. There is a 75% chance that the encountered individual 
  assumes you are the assassin and draws his gun. He de-
  mands that you go with him to the sheriffs office. He fires if 
  you make any move to go for your gun. There is a 25% 
  chance that the individual has already seen the dead man 
  and was in the process of leaving to get a deputy when he en-
  countered you investigating the scene of the crime. He be-
  lieves your story and does not draw his gun. He asks you to 
  go with him to report the murder and describes the killer to 
  the sheriff. If there is a gunfight and you win go to 1S, if you 
  are shot unconscious or you agree to go to the sheriff go to 
  21a . 
  17. A deputy was making his night rounds and has chanced 
  upon you. Go to 15 and ignore the instructions concerning 
  curious individuals from building 70. 
  18. A man at the foot of the fire escape opposite the cemetery 
  tries to kill you with his throwing knife. You are completely 
  taken by surprise. The attacker's BSP is +15 , he has a 51% 
  chance of hitting you, his STR is 14, his_ BRV is 74%, the 
  range is 2. Compare BSP's to determine first shot. Run one 
  turn of combat. If both combatants are alive and conscious 
  go to 13. If the attacker is dead or unconscious go to 2S. If 
  you are unconscious go to 59. 
  19. You notice that the knife blade is already covered with 
  blood. Go to 14. 
  20. The deceased is dressed all in black and is wearing 
  moccasins instead of boots. You can find no identification . 
  There is 5215 is his wallet. In one pocket is a set of skeleton 
  keys. As you finish your examination of the body, you hear 
  someone turning the corner of Front and Broadway. Go to 
  17. 
  
  21. The Sheriff's Office and Jail. Sheriff Tom Morgan: FDR6 + 
  34, SAR6 + 32, R15 + 19, BAC 93%, STR 18, BRV 94%. 
  Deputies -
  "Red" Green: FDR6 + 19, SAR6 +17, R15 
  +4, BAC 65%, STR 15, BRV 87%. Sean O'Reilly: FDR6 
  +18, SAR6 +16, R15 +3, BAC 61%, STR 14, BRV 80%. 
  Billy Brown: FDR6 +16, SAR6 +14, R15 +l, BAC 56%, 
  STR 13, BRV 73%. 
  There is an 80% chance that Tom Morgan is in the office 
  and a 50% chance per deputy that each deputy is in the 
  office. There is always someone in the office so if chance die 
  rolls show no one in the office ignore the rolls and roll again. 
  When an entry calls for a deputy , the deputies should be 
  used in the order given (i.e. "Red" Green, Sean O'Reilly, 
  then Billy Brown). If all four lawmen should be killed the job 
  will be given, in turn, to "Wild Bill" Wilkerson, "Wyoming 
  Joe" Elliot, The Oklahoma Kid, or Gary Owen (statistics 
  given in entry 78); then Zeb Davis, Jack Miller, or Clint 
  Johnson (statistics given in entry 77). If all of these men are 
  killed, there will be no law in Mad Mesa. The sheriff and any 
  one of the deputies are familiar with Mad Mesa. They can 
  identify any of the townsmen and can provide directions to 
  any building. They can also provide the basic information 
  given in 200. When you leave the sheriff's office you may 
  walk onto Front Street240 or Main Street143. 
  As a general rule, scatterguns are illegal to carry on the 
  street. They are weapons designed solely for maximum de-
  struction and are legal only as defensive weapons to protect 
  one's home or as riot control guns for law officials. If any 
  lawman catches your character with a scattergun, the law-
  man confiscates the weapon and gives your character a 
  warning the first time. The second time your character will 
  be arrested . 
  Entry 21 is subdivided with 11 subdivisions numbered lla 
  through llk. Treat each subdivision as a separate entry, 
  keeping in mind that after one reads the information in the 
  subdivision, the character is still physically in building 21. 
  21a. After checking the wanted posters, the sheriff releases you 
  and gives you back your guns. "Sorry", he tells you, "but I 
  had to play it safe until I was sure you weren't the killer". 
  The actual killer was Blackleg Bart, a notorious bush-
  whacker with a price on his head of $200 (dead or alive). If, 
  as a result of your actions, Bart was captured or killed, the 
  reward is yours. It is assumed that you have collected the 
  money before you leave Mad Mesa. 
  lib. 
  If you have not already done so, read (in order) entries 47, 
  S6, and 49 for information, ignoring all instructions given 
  under the entries. The sheriff fills in any missing details and 
  the following story emerges: 
  A little over a year ago, five men robbed the Federal Bank of 
  Mad Mesa. The men did not succeed in getting out of town. 
  In the ensuing gunfight, three bankrobbers died and two 
  others were captured . Before they were captured, the bank-
  robbers hid the stolen money and the loot was not recovered 
  despite an intensive search of the town. 
  The two prisoners successfully broke out of jail and were not 
  heard of again until you chanced across them in the 
  cemetery. The sheriff speculates that Osgood Parkinson, the 
  town undertaker, temporarily hid the money in his house. 
  When an intensive search began, he used the burial of the 
  dead bandits as a cover for burying the money. One of the 
  bandits' coffins probably contains two corpses. 
  Apparently Osgood was so afraid of the two bankrobbers 
  that he waited until they returned to dig up the money. As a 
  7 
  ENTRIES 21-26 
  result of your efforts $3270 has been recovered out of the 
  $3500 stolen. While there is no reward for the capture of the 
  bandits, the Federal Bank of Mad Mesa gives a standard 
  10% reward for the return of stolen money by parties other 
  than the robbers. It is assumed that you have collected the 
  money ($327) before you leave town. 
  lie. You are under arrest either for murder or attempted 
  murder depending on the circumstances. 
  lid. The sheriff listens to your story but refuses to take any 
  action whatsoever since he is trying to stay neutral in the 
  Kane-Russell cattle war. 
  lie. The man who you thought was breaking and entering is 
  really Sam Jackson, the store owner. If no brawling or shoot-
  ing took place, you may leave the sheriff's office by the east 
  door 240 or the south door 143. If a brawl or shooting took 
  place, go to 14S. 
  llf. The sheriff tells you that Josh Kearney is a notorious 
  troublemaker whom he had warned to leave town. The 
  sheriff believes your story of self-defense and you are free to 
  go. 
  llg. The sheriff has already warned Jacob about Jacob's search 
  for revenge. The sheriff believes that the fight was self de-
  fense and you are free to go. 
  llh. The sheriff arrests Jacob for attempted murder. You are 
  needed to testify at the trial, otherwise you are free to go. 
  211. You have stopped a theft that would have otherwise suc-
  ceeded. The Wells Fargo company awards you the standard 
  reward for recovering stolen money (10% of the money re-
  covered). Before you leave town it is assumed that you have 
  collected the $480. 
  llj. Go to 244. 
  llk. The sheriff thanks you for your efforts . The arsonist is Sam 
  Archer who has recently been hounded mercilessly by the 
  Gazette . If the man is alive and captured, you are needed as 
  a witness. In any case you are free to go about your business. 
  22. You are standing on Main Street outside the north door of 
  building 1 (Larsen's Livery Stable). You may walk west 2, go 
  out of town and end the adventure, or try to enter Larsen's 
  Livery Stable 1. 
  23. The Flnt Congregational Church of Mad Mesa. The church 
  is usually kept locked and there is no way in except by break-
  ing in through a window. The pastor is currently out of town, 
  making his usual rounds of the countryside. Pete Armitage 
  is the caretaker . During the day he is usually busy cleaning 
  the church or church grounds. During the night he is usually 
  sound asleep, aided by "medicine" which is 80% alcohol. At 
  night, he continues to sleep even through gunfire if 1-4 is 
  rolled on ld6. Pete Armitage: SG2 -10, BAC 41%, STR 13, 
  BRV 30%. You may return to the number you came from (4 
  or239) and choose again or investigate the church lot 24 . 
  24. The church lot is empty. Go to S. 
  2S. If you were not wounded by the attacker's knife, go to 19, 
  otherwise go to 14. 
  26. The fire escape is empty. In front of the fire door at the top 
  
  ENTRIES 27-39 
  of the stairs is a drop of fresh blood. You may return to the 
  street62 or investigate further27. 
  27. You open the fire door. You see another drop of blood to 
  your right. As you check out the second drop of blood you 
  notice a hotel room door is open. You may return to 26 and 
  choose again or investigate further 28. 
  28. Glancing inside the open door , you see a man sprawled in 
  bed. He has been stabbed to death. Roll for a chance en-
  counter. If no one appears, you may report the murder 21a 
  or return to 26 and choose again. 
  If a chance encounter occurs, instead of rolling up the en-
  counter normally, go to entry 78 to determine which in-
  dividual is encountered. Roll ld6 . On a roll of 1 you will en-
  counter The Oklahoma Kid, on a 2 "Wild Bill" Wilkerson , 
  on a 3 Gary Owen, on a 4 Andrew Cook, on a 5 Ben Slade, 
  and on a 6 "Wyoming Joe" Elliot. The dead man is Charlie 
  Jones. Once you have determined which character you have 
  encountered, make a note of the man's statistics and go to 
  16. 
  r 
  1,,," 
  '"'~ 
  29. The Mad Mesa Cemetery. The cemetery is surrounded by a 
  4' tall adobe wall. A dozen elm trees grow on the cemetery 
  lot. The plots closest to Broadway have carved stone head-
  stones or crosses. The plots furthest from Broadway have 
  wooden headstones and crosses. A wrought iron gate is inset 
  into the wall along Broadway directly across from Front 
  Street. You may return to any entry on Broadway (5, 6, 62, 
  or 63 ), climb over the wall into the cemetery 35, or try the 
  gate 30. 
  30. The gate is locked. Roll ld6 . If you roll 1-3 go to 40 ; if you 
  roll 4-6 go to 43. 
  31. If any shots were fired, go to 15, otherwise you may in-
  vestigate the fire escape 26 or go to 62. 
  32. The deputy slaps you into a set of iron manacles. He listens 
  to your story but tells you he has to take you to jail anyway. 
  Only the sheriff has authority to release a prisoner. The 
  deputy escorts you to jail. First, however, he investigates the 
  crime, taking you along with him. Read 20, 26, 27 and 28 for 
  information, ignoring instructions given there . After you 
  have read all four entries , proceed to the sheriff's office 21a. 
  33. Conduct the gunfight. The range is 3. The deputy fights un-
  til unconscious or dead. The citizens (if any) fight with a + 1 
  morale as long as the deputy is conscious. If any witness sur-
  vives, he reports the gunfight to the sheriff and your de-
  scription quickly spreads around town. If no witnesses sur-
  8 
  vive, you may go about your business unhindered from 62 or 
  investigate the fire escape 26. 
  If you killed a citizen, a witness survived, and you are 
  caught, you stand trial for murder with +25% on your roll 
  for conviction and sentence. If you did not kill anyone, a wit-
  ness survived, and you are caught, you stand trial for at-
  tempted murder with normal rolls for conviction and 
  sentence. 
  If you are alive and a witness survived, roll ldlO . After that 
  many number of turns, word of the gunfight has spread 
  around town. If you killed a citizen, all townsmen and char-
  acters encountered by chance shoot you on sight. If you 
  didn't kill anyone in the gunfight, they merely try to arrest 
  you. You may attempt to leave town and end the module by 
  rolling for one last possible chance encounter or you may go 
  to26 and investigate the fire escape. 
  34. You are standing on Front Street opposite the east door of 
  building 81 (the Office and Residence of Dr. James Smith). 
  You may try to enter the doctor's office 81 or you may walk 
  north3 or south 241. 
  35. You manage to scramble over the wall. Roll ld6. If you 
  rolled 1-4 go to 40; if you rolled 5-6 go to 43 . 
  36. Go to 42 and ignore the first paragraph . Your speed is +5 
  for surprise. 
  37. The murderer draws his gun and tries to shoot you. His 
  statistics are SAR6 +15, BAC 60%, STR 13, BRV 60%. The 
  range is 3. You are+ 11 on speed due to surprise and gun al-
  ready out and + 10 on accuracy due to weapon already 
  aimed. Calculate the first shot and proceed with the gun-
  fight. If you survive, go to 44. 
  38. You may walk up normally 42 or sneak up quietly 46. It 
  takes longer to sneak up than to walk up at normal speed. 
  39. While you are steadying your gun, one man jumps down into 
  the opened grave to lift off the coffin lid. As soon as he is 
  preoccupied with opening the lid, the other man smashes a 
  shovel down on the head of the man in the grave. The man in 
  the grave crumples atop the coffin and does not move there-
  after. You may challenge the murderer 37 or run away 55. 
  I 
  t 
  . 1 
  ... -'" 
  I• 
  .,~
  \,, 
  .• 
  \.._ tu --
  -
  \•r,,.,. 
  
  40. You see a light flickering behind a clump of trees near the 
  north center end of the graveyard. You may go to Broadway 
  5 or investigate further 38. 
  41. From behind the north wall, you hear something riding away 
  from town as fast as possible. Go to 52. 
  42. Two men are standing around an opened grave. The lid of 
  the coffin has been pried off and is lying loose on top of the 
  coffin. Roll ld6, and if you roll 1-4 the two men have heard 
  you coming, draw their guns, and open fire. If you rolled 5-6, 
  they react the same, but you have surprised them (+5 on 
  your speed when calculating first shot). 
  The range is 3. The two graverobbers' statistics are man Ill 
  SAR6 +8, BAC 41%, STR 13, BRV 33% and man #2 SAR6 
  +15, BAC 60%, STR 13, BRV 6()0/o. Both men fire 3 shots 
  per turn until their guns are empty then try to brawl with 
  you. Calculate the first shot and run the gunfight to its con-
  clusion. If you are still alive, go to 44. 
  43. The cemetery appears to be deserted. You may leave to 5 or 
  investigate 61. 
  44. Roll 1 d6. If you roll 1-3 go to 41. If you roll 4-6 go to 48. 
  45. Neither party is surprised. The range is 3. The man's 
  statistics are: FDR6 +17, BAC 52%, STR 14, BRV 50%. He 
  fires 3 shots per turn until his gun is empty then draws his 
  SAR6 + 15 and empties all six chambers. Calculate first shot 
  then proceed with the gunfight. If you are still alive, go to 52. 
  46. You surprise two men robbing a grave. The grave has been 
  opened and the lid of the coffin has been pried off and is 
  lying loose on top of the coffin. You may cover the two men 
  with your gun and try to arrest them 36, steady your gun 
  against a tree limb before challenging them 39, or sneak 
  away out of the cemetery to 5. 
  47. The only man with identification is the man who was hit over 
  the head with the shovel. The man is dead. On him you find 
  a card which reads: "Osgood Parkinson -
  mortician . 
  Serving Mad Mesa and the surrounding territory." The men 
  have a total of $32 between them. You may return to 52 and 
  choose again or investigate the opened grave 56. 
  48. You hear a man jumping over the north wall into the 
  cemetery. He lands with his gun drawn and aimed at you. 
  You can shoot him 45 or run away 50. 
  49. The wheat sacks each contain an assortment of bills and 
  coins. The bills are slightly mildewed but otherwise all right. 
  Some of the bills are bundled together with a paper band. 
  The band reads: "Federal Bank of Mad Mesa". There are 
  three sacks. 
  Suddenly you hear a voice cry out: "Freeze!" This is deputy 
  Green (or whatever deputy is next in line should deputy 
  Green be dead or injured). I've got you covered. Drop your 
  gun and come out of there with your hands up. Make a false 
  move and you're a dead man!" 
  You may try to run away 51, shoot it out with the deputy 54, 
  or surrender 58. 
  50. As you run through the graveyard, a man takes 3 shots at 
  you. If you have just come from 48 his chances of a hit are 
  32%122%/ 12%. If you have just come from 55 his chances of 
  9 
  ENTRIES 40-59 
  a hit are 40%/30%/200/o. If you survive, you have jumped the 
  cemetery wall to safety. You may go to5 or report the matter 
  to the sheriff21b. 
  51. Deputy Green (or the next deputy in line if Green is injured 
  or dead) fires at you as you run. It takes you two turns to get 
  over the wall to safety. Each turn, deputy Green has a 
  55%145%/35% chance of hitting you. If you cross the wall 
  safely you can retire from the module or go to the church lot 
  24 . If you have not retired from the module, roll ldlO. In 
  that number of turns, word of your actions will be wide-
  spread around town and all townsfolk and chance en-
  counters will be -2 on their reactions toward you. 
  52. You may report the matter to the sheriff21b, return to5 and 
  choose again, or check out the bodies 47. 
  53. You may leave town and end the module, climb over the east 
  wall to the church lot 24, climb over the west wall to the 
  undertaker's house and business 68, or climb over the south 
  wall to Broadway 5. 
  54. The deputy's speed statistics may be found in 21; you are 
  surprised and his gun is already drawn and aimed (thus, he 
  is + 11 on speed). The range is 6. Calculate the first shot and 
  run the gunfight to its conclusion. If you killed the deputy go 
  to57, if the deputy is unconscious go to 60. 
  55. Roll ld6, if you roll 1-4 you are not heard running away. Go 
  to 5 or report the murder to the sheriff 21b. If you roll 5-6 
  the murderer has heard you. Go to 50. 
  56. You slide the corpse off of the coffin and pry back the lid. 
  The coffin is filled with old wheat sacks. The wheat sacks 
  appear bulky, as if stuffed full. You may return to 52 and 
  choose again or check out the wheat sacks 49. 
  57. Unfortunately, there were witnesses to the murder. Roll 
  ldlO (the time it takes word to get around town). After that 
  many turns, in any chance encounter or regular encounter 
  with a citizen, he or she shoots you on sight. Go to 53. If you 
  are caught, you stand trial for murder with +25% on the roll 
  for both conviction and sentence. 
  58. You hear the deputy say, "Is that one of 'em, Abel?" 
  A short man dressed in faded workclothes answers, "Naw, 
  he's the one tried to stop them dirty graverobbers. I hid be-
  hind them trees and seen it all 'fore I came and got you. He's 
  okay, why don't you let him put his hands down?" 
  "Yeah", the deputy answers, "I guess you can put your 
  hands down and pick up your gun." The deputy walks over 
  to the grave. "Hey Abel, look at this! It's the loot from the 
  bank job last year!" 
  The two men haul up the wheat sacks. The deputy hands you 
  two sacks. "Could you give me a hand?" he asks. "Let's take 
  these over to the sheriff and he'll explain everything. Abel, 
  get some help and get these bodies out of here. Take the 
  dead to the ice house and the wounded over to Doc Smith's. 
  Keep a close watch on anyone left alive." The deputy gives 
  Abel a gun and picks up two of the sacks. Go to 21b. 
  59. There is a 700/o chance that the man cuts your throat while 
  you are unconscious. If you survive . . . 
  You wake up in the Doctor's Office 81 with Dr. Smith and 
  Sheriff Morgan there. Your hands are manacled and the 
  Sheriff has your guns. He marches you to the Jail 21, listens 
  to your story, and locks you up. Go to2la . 
  
  ENTRIES 60-81 
  60. A witness has seen the gunfight and ran away before you 
  could kill him. Roll ldlO (the time it takes word to get 
  around town). After that many turns, the reaction of any 
  chance encounter or townsperson is at a -2 modifier. Go to 
  53. If caught, you stand trial for attempted murder. 
  61. Roll ld6. If you roll 1-2 go to 40, otherwise you may climb 
  over the south wall 5, or 63, or climb over the east wall to the 
  church lot 24. 
  62. You are standing on Broadway across from the fire escape to 
  building 70. Roll ld6. If you roll 1-2 go to 12. If you roll 3-4 
  go to 18. If you roll 5-6 you may go west 63 or east 6. (If you 
  have previously been at this entry and rolled 1-4 presume 
  that you have rolled 5-6 now.) 
  63. You are standing on Broadway opposite the north door to 
  building 70 (the Lazy A Hotel). Roll for a chance encounter. 
  You may try to open the door 72, go west64 or east 62. 
  64. At the corner of Broadway and Washington Avenue you are 
  standing in front of the south door to building 68 . A sign 
  above the door reads: "Osgood Parkinson -
  Mortician" . 
  You may try to enter the undertaker's 68, proceed south on 
  Washington65 or east 63. 
  65. You are standing at the junction of Broadway and Washing-
  ton Avenue opposite the west window of building 70. Roll for 
  a chance encounter. You may go south on Washington 66, 
  west on Broadway 128, or go north 64. 
  66. You are standing at the junction of Washington Avenue and 
  Main Street opposite the east door to building 190 (the 
  Federal Bank of Mad Mesa). You may proceed south on 
  Washington 136, east on Main 67, north on Washington 65, 
  or try to enter the bank 190. 
  67. You are standing on Main Street opposite the north door to 
  building75 (Jackson's General Store). You may try to enter 
  the general store 7 5, go west 66, or east 242. 
  68. The Undertaker's House and Funeral Parlor. Both parts of 
  the building are currently empty. The undertaker, Osgood 
  Parkinson, keeps a watchdog which begins barking should 
  you knock on the door or try to break in. Go to 64. 
  69. You are standing on Main Street opposite the north door to 
  building 81 (the Office and Residence of Dr. James Smith). 
  You may try to enter the doctor's office 81, walk east 143 or 
  west 242. 
  70. The Lazy A Hotel. The hotel is one of the few three-story 
  buildings in town. You are at the front door. All the lights in 
  the lobby are lit as are the gaslights on either side of the 
  door. The doors are not locked. You may enter the hotel 71 
  or go to 242. 
  71. You walk into the hotel lobby. To your right is a restaurant 
  which appears to be open for business. To your left is the 
  lobby desk. Straight ahead is the main stairway. A night 
  clerk is in attendance . You may try to go upstairs 76, leave 
  the hotel 242, try the restaurant 77, or go to the front desk 
  73. 
  72. The door is bolted. You hear a voice from behind the door 
  say, "Sorry, this is the back door. Only guests of the hotel 
  are allowed in this way. You want the front door. Go around 
  the block to Main Street." If you are a guest you may enter 
  74. If not, go back to63 and choose again. 
  10 
  73. At the front desk is the night clerk, Fred Jackson: D2 + 1, 
  SCG2 -4, BAC 43% (63% with SCG), STR 13, BRV 52%. 
  You may sign the register and pay for a room 74 ($1 per day 
  or $5 per week, payable in advance), or you may go to 71 and 
  choose again. 
  7 4. You may retire to your room 78, go to the restaurant 77, 
  leave by the front door 242, or leave by the back door 63. 
  75. Jackson's General Store. There is a light on in the store, but 
  the front door is locked and a sign reads: "Closed". No 
  matter how hard you knock, no one answers. Roll ld6 . If you 
  roll 1 go to 79, otherwise return to 67 and choose again. 
  76. As you try to walk up the main stairway, the night clerk calls 
  out, "Can I help you, sir? Only guests are allowed upstairs." 
  If you are a guest you may continue upstairs 78 after the 
  clerk apologizes for not recognizing you. If you are not a 
  guest, you may register as a guest 73, try the restaurant 77, 
  leave the hotel by the front door 242, or argue with the clerk 
  80. 
  77. The restaurant has a half dozen tables covered with red 
  checkered tablecloths. At present, two tables have customers 
  and four are empty. A waitress sits at one of the empty 
  tables. The waitress is Jean Evans D2 +6, BAC 45%, STR 
  13, BRV 43%. Seated at table #1 is a man and his wife. The 
  man is Joe Carrol: SAR6 +11 , BAC 50070, STR 13, BRV 
  36%. His wife, Emmalou, is unarmed. Three cowboys sit at 
  table #2. They are: Zeb Davis: SAR6 + 16, BAC 71 %, STR 
  16, BRV 80070; Jack Miller: SAR6 +14, BAC 61%, STR 15, 
  BRV 68%; and Clint Johnson: SAR6 +11, BAC 50%, STR 
  17, BRV 64%. 
  Meals cost 50 cents, coffee is free. The waitress also knows 
  all the general information about the town given in entry 
  200. You may leave whenever you wish by returning to 71 
  and choosing again. 
  78. There are currently seven guests upstairs in various rooms. 
  They are: The Oklahoma Kid: SAR6 +14, BAC 61%, STR 
  14, BRV 74%; "Wild Bill" Wilkerson: FORS +29 , SAR6 
  +27 , BAC 88%, STR 17, BRV 93%; Gary Owen: C12 -1, 
  BAC 66%, STR 15, BRV 77%; Andrew Cook: SGl -3, BAC 
  70%, STR 13, BRV 30%; Ben Slade: R9 -10, BAC 37%, 
  STR 12, BRV 28%; Charlie Jones: LBR6 -4, BAC 62%, STR 
  15, BRV 50%, and "Wyoming Joe" Elliot: SARS + 19, BAC 
  51%, STR 14, BRV 67%. You may stay in your room for the 
  length of time for which you payed. Remember that if you 
  wish to recuperate from injuries, the time reference shifts to 
  one turn per week. When you wish to leave your room go to 
  74. Once out of your room and healed, the time reference re-
  turns to normal. 
  79. You hear a noise around the back of the store. You may at-
  tempt to investigate the source of the noise by walking 
  around the building (by going west then heading south), or 
  you may ignore it. In either case, return to 67. 
  80. The night clerk is Fred Jackson: D2 + 1, SCG2 -4, BAC 43% 
  (63% with SCG), STR 13, BRV 52%. He does not take kindly 
  to an argument. While he is not abusive, he firmly answers 
  you in the negative. As soon as an argument starts, Fred 
  puts his hand on the scattergun he keeps under the front 
  desk. The argument gets you nowhere. You may brawl with 
  him 82, or return to 76 and choose again. 
  81. Dr. James Smith's Office and Residence. Dr. Smith prac-
  tices out of his home. He has turned the wing facing Main 
  Street into a surgery where he treats patients. His fees are 
  standard as per the COST OF LIVING STABLE on page 17 
  of the BOOT HILL™ rules. Dr. Smith: SGl +0, BAC 
  54%, STR 15, BRV 49%. 
  
  The doctor answers the door if you knock long enough. He 
  treats patients at any hour. If you are brought to him uncon-
  scious, he lets you recuperate in surgery until you regain 
  consciousness. The doctor is reasonably efficient. There is a 
  20% chance that you regain 1-3 STR points immediately due 
  to his ministrations, a 70% chance that you regain no STR 
  points , though your wounds are properly bandaged, and a 
  10% chance that while treating you he makes a mistake and 
  you lose an additional 1-3 STR points before your wounds 
  are bandaged. Thu s, while not likely, it is possible to die 
  under his scalpel (this is a matter of judgment by the referee 
  if there is one). 
  You do not need the doctor' s help to recover from brawling 
  wounds. If Dr. Smith (the only doctor in town) does not treat 
  your non-brawling wounds, there is a 10% chance you 
  eventually die from a light wound, a 30% chance you 
  eventually die from a serious wound, and a 50% chance you 
  eventually die if you received so many non-brawling wounds 
  that you passed out. Once you are through with the doctor, 
  you may leave on Main Street69 or Front Street 34. 
  82. As soon as the night clerk senses the start of a brawl, he 
  opens fire with his SCG. Thus , when you see the SCG, you 
  may still back out. His statistics are in 80. You are -5 speed 
  because of the desk you must get around before you can 
  reach the night clerk. The night clerk does not brawl as long 
  as he can shoot you and he continue s to try to shoot you as 
  long as his weapon is not pinned . If you survive the fight go 
  to 86 . If no fight develops go to 76 and choose again. If you 
  are shot unconscious , go to 21c. 
  83. You are standing at the junction of Front Street and Dodge 
  Street. Roll for a chance encounter . You may go south 84, 
  west on Dodge Street 104 , or north to 241. 
  84. You are standing on Fron t Street opposite the east door to 
  building 120 (the Mad Mesa Saloon). You may try to enter 
  the saloon 120 , walk south 89, or walk north 83. 
  85. The Mad Mesa Elementary Schoolhouse. The schoolhouse is 
  a converted barn . It houses all grade s. Pete Armitage , the 
  church caretaker , checks the schoolhouse regularly and re-
  pairs any weather damage . At present there is no one inside 
  the schoolhouse and all doors and windows are locked. Re-
  turn to 241 and choose again. 
  86. If the fight with the night clerk took only one turn go to 144, 
  otherwise go to 87. 
  87. Within two turns after it started , the customers from the 
  restaurant 77 will rush in to stop the fight. Roll ld6 . If you 
  roll a 1-3, there were no witnesses to the fight and the towns-
  folk assume that you, a stranger , are at fault. They try to 
  arrest you for assault (attempted murder , or possibly 
  murder, if you drew and fired your gun). If you roll 4-6, there 
  was a witness to the fight. If you killed the man , your plea of 
  self-defense will hold. If you have been arrested go to 21c. If 
  the townsfolk accept your plea of self-defense, go to 71 and 
  choose again . If the fight continues (i.e. you fight the new-
  comers) go to 88 . 
  88. If the fight lasts another 3 turns, the townsfolk upstairs 
  come down to join in (see 78 for townsfolk statistics). If, by 
  some miracle, you are the only combatant conscious, go to 
  90 . If you have been arrested go to 21c. 
  11 
  ENTRIES 82-98 
  89. You are standing at the south end of Front Street opposite 
  the west door to building 100 (the Bar-K Stables). You may 
  try to enter the Bar-K Stables 92 or go north to 84. 
  90. You have obviously aroused the wrath of the good folk of 
  Mad Mesa by successfully fighting so many of its citizens. 
  You may stay in town and try to fight all the citizens 91 or 
  run out of the Lazy A Hotel, jump on the nearest horse, and 
  ride out of town as fast as you can 93 . 
  91. Roll ldlO. After that many turns , any citizen who sees you 
  and makes his morale roll tries to shoot you on sight. If shot 
  unconscious, you are lynched unless the sheriff or a deputy is 
  present. You may return to 90 and choose again or go to 70 
  and continue the adventure. 
  92. Roll 1 d6. If you roll 1-3 go to 96, if you roll 4-6 go to 99. 
  93. Before you can get out of town, two shots ring out. Each has 
  a 30% chance of hitting you as you are galloping down the 
  road. If the shots do not kill you, you have ended the ad-
  venture alive. You may start again with a new character. 
  _ 
  ...... 
  ,-..,.__
  :........., 
  94. Roll 2d6 for the man's reactions. If you roll a 2 go to 97; if 
  you roll 11 or 12 go to 95. If you rolled 3-10, the man directs 
  you up the street to the junction of Main and Front , then 
  west on Front Street. If you rolled 3-10, go to 89 and choose 
  again. 
  95. The man asks you to step into the stable. He is obviously 
  friendly. Go to 100. When you check for the group's reaction 
  to you add + 3 to the roll since they believe you are a gun-
  fighter sent to help them. 
  96. You hear voices speaking quietly from inside the stables. 
  You can hear at least four different voices. You may knock 
  on the stable door 98 , try to sneak inside and eavesdrop 106, 
  or return north 84. 
  97. The man opens fire. His name is Luke Las Cruces . His BSP 
  is SG2 +l, BAC 71%, STR 12, BRV 80%. The range is 2. 
  Calculate the first shop and run the gunfight. If you survive 
  the first turn, go to 102. 
  98. You knock on the stable door. You hear footsteps coming 
  toward the door. They stop and, soon after, the door opens. 
  A man dressed in jeans with chaps, boots , a checkered 
  cotton shirt, a bandana , and a Stetson hat is standing in the 
  doorway. He motions for you to enter the stable. You may 
  ask politely for directions to the nearest hotel, saying that 
  you are a stranger in town and you're sorry if you bothered 
  the gentleman , then try to leave 94 , or you may enter the 
  stables 100. 
  
  ENTRIES 99-112 
  99. You may try to open the stable doors without knocking 110 
  or knock on the stable doors 98 . 
  100. The Bar-K Stables. The stables belong to the Bar-K ranch 
  which is run by the five Kane brothers. The Bar-K is one of 
  the two main factions in the range war. The stables are 
  where they quarter their horses when in town. It also con-
  tains several bunks where their cowboys can sleep. 
  Right now there are five men seated around a whale-oil lamp 
  talking . The five men are: Luke Las Cruces : SG2 +1 , BAC 
  71 %, STR 12, BRV 80%; Esteban Matamoros: CBR6 +5 , 
  BAC 58%, STR 13, BRV 62%; Rob Evanson: SCG2 +7 , 
  BAC 90%, STR 15, BRV 83%; Ezekiel Kane: SAR6 +14 , 
  BAC 61%, STR 14, BRV 77%; and Malachi Kane: R15 +4 , 
  BAC 56%, STR 12, BRV 74%. 
  A quick glance shows that Malachi Kane has been badly 
  beaten up recently . Ezekiel , as leader, asks you why you are 
  in town. You make up a plausible story. Roll the group's re-
  action to you. (One reaction roll is sufficient for all five 
  men.) If you roll 2-3 go to 103 ; if you roll 4-5 go to 107 ; if you 
  roll 6-8 go to 101 ; if you roll 9-12 go to 105. 
  101. They warn you that sneaking around at night can be danger-
  ous, especially in a town in the middle of a cattle war. They 
  suggest that you make an effort to mind your own business 
  and not choose a side in the war. They then give you direc-
  tions to the Lazy A Hotel (north on Front to Main , then west 
  on Main). Go north to 84 and choose again . 
  102. Four men rush out of the stable. All four have their guns 
  drawn. One man , dressed in a black broadcloth suit, shouts : 
  " Stop! Both of you, stop. Luke! I've warned you to be more 
  careful. You can't shoot every stranger that comes to town!" 
  Luke lowers his shotgun. You may continue to shoot 109 , or 
  lower your own gun 112. 
  103. The Kanes assume you have been hired by the Russell 
  faction . They try to brawl with you. You may try to run 108, 
  brawl with them 113, or shoot it out 116. 
  104. You are standing on Dodge Street opposite the north door to 
  building 120 (the Mad Mesa Saloon). You may try to enter 
  the saloon 120 , go west121 or east to 83 . 
  105. A man dressed in a black broadcloth suit motions to Luke. 
  "Ease up on that shotgun, Luke ," he says. "This gent seems 
  okay to me. He must be one of those gunhands brother 
  Zechariah is hiring. You got here none too soon, mister." 
  The man shakes your hand . "My name's Ezekiel , Ezekiel 
  Kane , this here 's my brother Malachi, that's Rob Evanson , 
  our foreman , and Esteban Matamoros , our chief vacquero. 
  You've alread y met Luke Las Cruces. He's a little crazy, but 
  he's a good man with a gun . Have a seat, mister, and I'll fill 
  you in." 
  Ezekiel tells you about the treacherous Russell family. He 
  tells you how the Russells and their cowhands started a 
  cattle war by claiming water holes which rightly belong to 
  the Kane s. Recently a gang of Russell cowpunchers jumped 
  Malachi and a Bar-K hand , Jack Maxwell, and beat the two 
  men unconscious . One attacker continued to kick the men 
  when they were down. He kicked Jack Maxwell so hard in 
  the head that the man is presently in a coma. 
  The fight has brought events to a boil. The five men plan to 
  head over to the Mad Mesa Saloon , pick up the other two 
  Kane brothers currently in town plus the rest of the Bar-K 
  hands, and then go gunning for the Russells . 
  12 
  Ezekiel gives you $50 "for expenses" . He offers you a job at 
  $100 per month for the duration of the war with a $100 
  bonus once the Russells are beaten. At least one months 
  wages are guaranteed , in case the war should end shortly. To 
  earn the money you must go with them now and help them 
  run the Russells out of town. Since the Russells are not likely 
  to want to leave, a shootout is expected . 
  You may join the Kane faction 111 , or explain the mistake 
  Ezekiel has made and give him back his money 114. 
  106. Roll ld6 . If you roll 1-2 go to 115. If you roll 3-6 the Kanes 
  have heard you, go to 103. 
  107. The five men level their guns at you. Luke says "He 's a dirty 
  Russell spy!" 
  A man dressed in a black broadcloth suit answers , "Maybe . 
  But we can't be sure. Mister, this here ain't a safe town for 
  strangers. If you want to live, get out of town. Now! If we see 
  you again , we'll shoot on sight. Not git!" 
  The five men escort you outside the stable , then return in-
  side, slamming the stable doors in your face. You may force 
  a confrontation 103, or go north to 84. 
  108. You take four punches , two rights and two lefts, before you 
  break free. You run north to 84. The five men jeer, but do 
  not follow. 
  109. The four newcomers open fire while Luke starts to reload his 
  shotgun. The five men are : Luke Las Cruces: SG2 +1 , BAC 
  71 %, STR 12, BRV 80%; Esteban Matamoros : CRB6 +5 , 
  BAC 58%, STR 13, BRV 62%; Rob Evanson : CRB6 +7 , 
  BAC 90%, STR 15, BRV 83%; Ezekiel Kane : SAR6 +14 , 
  BAC 61%, STR 14, BRV 77%; and Malachi Kane : R15 +4 , 
  BAC 56%, STR 12, BRV 74%. Malachi has obviously been 
  recently beaten up. Calculate the first shot and run the gun-
  fight. Each man fires one shot per tum until their morale 
  breaks , or they run out of ammunition (in which case they 
  reload). If you survive, you may report the shooting to the 
  sheriff 21d or return to 89 and choose again . If you are shot 
  unconscious and did not kill one of the Kanes go to 117. If 
  you killed one of the Kanes they lynch you while you're un-
  conscious . 
  110. Go to 100 . When you roll the group's reaction to you sub-
  tract 2 from the roll for barging in on them without knock-
  ing. 
  111. The five men and yourself go directly to the Mad Mesa 
  Saloon where Hezekiah Kane , "Doc Jubal" Kane , and Bob 
  Howard join the group. The nine of you then proceed toward 
  Babe's Saloon 150 cutting in back of the Mad Mesa Saloon 
  130 and Blacksmith 's Shop 125. As you near the Railroad 
  Corral 162 you see a group of men coming out of the back 
  door of Babe's Saloon. The Russells have been warned . The 
  two groups of feuding men meet in the vicinity of the Rail-
  road Corral. Go to 175. 
  112. The man in the black broadcloth suit introduces himself as 
  Ezekiel Kane . He apologizes for Luke who is overly 
  suspicious and sometimes acts a little crazy. If you have been 
  wounded , he offers to pay your bill with Doc Smith and your 
  hotel bill for the length of time it would take you to recover. 
  He then warns you that the town is a powder keg right now 
  and that everyone's nerves are on edge. He suggests that you 
  be extremely careful. Return to 89 and choose again . 
  
  113. The five men have Strength and Bravery statistics of: STR 
  13, BRV 62%; STR 15, BRV 83%; STR 14, BRV 77%; STR 
  12, BRV 74%; STR 12, BRV 80%. You manage to land the 
  first two punches each turn then you take ten punches each 
  turn . Brawl until either you or all of them are unconscious. 
  If you are still conscious, you may report the brawl to the 
  sheriff 21d or return to 84 and choose again. If you have 
  been knocked unconscious go to 117. 
  114. The Kanes are highly suspicious of you because of your re-
  fusal to join them. Go to 103. 
  115. You manage to sneak up into the hay loft without being seen 
  or heard . Five men are seated around an oil lamp, talking. 
  Four men are dressed like cowboys, the fifth is wearing a 
  black broadcloth suit. One of the cowboys shows signs of a 
  recent beating. As you eavesdrop you learn that the five men 
  are all adherents of the Kane faction in the Kane-Russell 
  cattle war. The men are planning revenge for the beating 
  one of them took at the hands of the Russell mob. A shoot-
  out between the two factions appears to be imminent. The 
  men are working up courage to go shoot up Babe's Saloon, 
  the headquarters of the Russell faction . 
  You try to sneak back out. Roll ld6. If you roll 1-2 you are 
  discovered. Go to 103. If you roll 3-6 you succeed in leaving. 
  You may head north 84, you may cut across the railroad 
  tracks to 149 outside the south door of building 150 (where 
  you heard Babe's Saloon is located) and try to warn the 
  Russells, you may knock on the stable doors and pose as one 
  of the gunfighters you have heard the Kanes are expecting 
  (but whom they have never seen) 118, or you may ignore the 
  situation by returning to 89 and choosing again. 
  116. Go to 109 and follow the instructions keeping in mind the 
  fact that Luke Las Cruces has not fired his scattergun at this 
  point. He fires one shot per turn like the other four men. 
  117. You wake on a couch in the doctor's office 81. Your guns 
  have been taken from you. They are being kept by Doc 
  Smith and will be given to you when you leave. Ezekiel Kane 
  is sitting with the doctor. He gets up, walks over to you and 
  says: "I hear Denver is nice this time of the year. Some 
  people, on the other hand , recommend Phoenix for their 
  health. There's an old saying I've heard : travel broadens the 
  mind. If you don't have a horse , the stage leaves at dawn, 
  and the train leaves at noon ." 
  13 
  ENTRIES 113-123 
  Ezekiel Kane leaves. You may follow his advice thus ending 
  the adventure for that particular character. Or you may 
  leave (with your guns) the doctor's office and go to 69 or 34. 
  If you remain in town, any member of the Kane faction you 
  should chance upon shoots you on sight. 
  118. Go to 98, then to 100. When you check for the group's reac-
  tions add +3 since you have come at a time when they al-
  ready expect their brother to be sending gunfighters to town 
  to join the Kane faction . 
  119. You may draw your gun, cover the man, and ask him to sur-
  render 124, run and get the sheriff 127, or open fire on the 
  man 130. 
  120. The Mad Mesa Saloon. The saloon has a long bar several 
  feet away from the west wall. Several tables are scattered 
  around the room along with a number of wooden chairs. In 
  one corner, a piano player plays a steady medley of popular 
  tunes on a tinny sounding piano. One table has a roulette 
  wheel which is not being played at the moment. 
  There are 12 individuals in the bar. Three men and a woman 
  are seated at one table playing cards. A man and a woman 
  sit talking at another table. One man stands behind the bar 
  serving drinks to three men and a woman who are standing 
  on the other side of the bar . One man plays the piano in the 
  corner. 
  The cardplayers are: Hezekiah Kane: FDR6 +35, SAR6 
  +33, BAC 93%, STR 18, BRV 96%; Carl Anderson: SAR6 
  +7, BAC 50%, STR 13, BRV 48%; Cole Brennan: LBR6 
  +6, BAC 61%, STR 14, BRV 71%; and Ma Blackburn: D2 
  +14, BAC 67%, STR 15, BRV 85%. Hezekiah Kane is ambi-
  dexterous. 
  The man and woman sitting at a table talking are : "Doc 
  Jubal" Kane: SAR6 +19, BAC 71, STR 15, BRV 80%; and 
  "Sweet Alice" May who is unarmed. 
  The individuals drinking at the bar are: Gabe Potter: R6 
  -10, BAC 45%, STR 14, BRV 33%; Clem Dixon: SAR5 
  +10, BAC 58%, STR 17, BRV 70%; and Bert Cummings 
  and "Texas Rose" both of whom are unarmed. 
  The bartender is Bob Howard: SCG2 +9, C12 +4, BAC 
  70% (90% with SCG2), STR 17, BRV 87%. The piano player 
  is "Gentleman John" Lee: D2 +4, BAC 50%, STR 12, BRV 
  42%. 
  You may try to join the poker game 123, try to play roulette 
  126, amble up to the bar for a drink 129, to go Dodge Street 
  104 or Front Street 84. 
  121. You are standing on Dodge Street with vacant lots to the 
  north and south. In the vacant lot to the north you see a man 
  trying to kick open the east door of building 75. You may go 
  west 122, east 104, or investigate the man trying to kick 
  down the door 119. 
  122. You are standing on Dodge Street opposite the north door of 
  building 125 (the Blacksmith's Shop). A light is on and you 
  hear a rhythmic clanging sound from within. Roll for a 
  chance encounter. You may check inside 125, go west 132, 
  or east 121. 
  123. There is an empty chair at the poker table and no one minds 
  if you sit in on the game. The minimum amount of money to 
  enter the game is $50. Unless you can put up $50 in table 
  
  ENTRIES 124-131 
  stakes, you cannot get into the game. Each player has be-
  tween $50 and $300 with which to bet. Roll ld6 X $50 to de-
  termine how much money a player possesses. Hezekiah 
  Kane, a professional gambler , has $300 to bet. 
  Each hand you must ante $10 or you cannot play. If you 
  have a deck of cards available, deal out a hand for each 
  player who then antes $10 apiece. Hezekiah Kane is a pro-
  fessional gambler. To represent his superior card skill deal 
  him six cards face down, using the best S cards to make a 
  poker hand after all betting has been done. You may look at 
  the hand you've dealt yourself and then bet any amount you 
  wish as long as at least one player can match your bet. All 
  players who can match your bet do so. If a player cannot 
  match your bet he or she loses the ante. If a player does not 
  bet three hands in a row, that person drops out of the game. 
  Once all bets are down, look at the other hands to determine 
  the winner. 
  If you do not have a deck of cards available, use % dice. 
  Everyone antes $10. Roll % dice for your hand. After your 
  roll you may bet (the limit being an amount at least one 
  player can match) . Each player that can do so matches the 
  bet. Then roll the other players hands. The highest roll wins. 
  In the case of ties, those two players roll off again. Hezekiah 
  Kane is a professional gambler and adds +s to his rolls (he 
  never cheats). 
  If your player is a professional gambler, you gain the same 
  benefits that Hezekiah Kane does. You may also opt for 
  cheating. If dealing cards, you may cheat by dealing yourself 
  7 cards instead of 5. If rolling dice, you may cheat by adding 
  +20 to your roll. Each time you opt for cheating, roll% dice 
  for each player , regardless of whether or not they bet, to de-
  termine if you have been caught cheating by that individual. 
  If the roll is equal to or less than your gambling rating, you 
  have been caught cheating by that person. Since Hezekiah 
  Kane is a professional gambler the die roll is modified. The 
  modification is -20 plus or minus the difference between his 
  gambling rating of 09 and your own. If you are caught cheat-
  ing, the individual who caught you tries to shoot you if he or 
  she makes a morale check. If a gunfight starts calculate the 
  first shot using the statistics from entry 120 then run one 
  turn of combat. 
  After the first turn go to 245 . 
  You may play poker for as long as you like or until either you 
  or all of the other players have run out of money. No new 
  players join the game after you. Once you have finished play-
  ing poker , return to 120 and choose again. 
  14 
  124. The man promptly raises his hands and shouts, "Don 't 
  shoot! Don't shoot. It's my own store. I'm not a robber! " 
  The man claims to be Sam Jackson , owner of Jackson's 
  General Store. He says that he was working late on inventory 
  and decided to get a breath of fresh air. A gust of wind blew 
  the door shut and the lock accidentally sprung closed. He 
  tried everything to open the door but nothing worked. As he 
  tried harder and harder , he grew more and more frustrated . 
  Finally he lost his temper and started kicking the door. He 
  says that he was not breaking and entering; he owns the 
  store and he can kick down the door if he wants to. 
  You may believe his story and leave going west 122 or east 
  104 . You may doubt his story and make a citizen's arrest 
  131. 
  125. The Blacksmith's Shop. The inside of the blacksmith's shop 
  is lit by several oil lamps and a glowing forge. The forge is 
  worked by a set of pump bellows. A young man is pumping 
  the bellows. An older man wearing a leather apron is pound-
  ing out a horseshoe using a hammer and anvil. The black-
  smith is Ed Sellers (Sr.) SG2 -2, BAC 44%, STR 16, BRV 
  48%; and his son is Ed Sellers (Ir .) who is unarmed. Near the 
  front of the store is a wooden rack filled with miscellaneous 
  utensils for sale. The walls are lined with bits of leather 
  goods and iron ware, some of which have price tags wired to 
  them . You may return to 122 and choose again, or you may 
  wait until the man is finished then introduce yourself and 
  pass the time of day with the man (read the information in 
  entry 200, then go tol22 and choose again). 
  126. If you wish to play, "Sweet Alice" May spins the wheel. She 
  only bothers to act as croupier when there is a customer. To 
  play roulette, roll % dice. There are four ways that you may 
  bet. 1) You may choose one number from 1-10. If that 
  number appears on either die you win four times the amount 
  you have bet. 2) You may choose two numbers from 1-10. If 
  either number appears on either die you win double your 
  bet. 3) You may bet on one die against the other. The house 
  wins all ties. If the die you choose is higher than the other die 
  you win the amount of your bet. 4) You may choose two 
  numbers from 1-10. If either of your numbers appears on 
  both dice you win 20 times your bet. You are not limited to 
  one type of bet at a time. 
  The house minimum bet is $1; the house maximum bet is 
  $50. Play as long as you like or until you win $5000 and have 
  "broken the house bank". When you have finished playing 
  roulette return to 120 and choose again . 
  127. Go directly to lie. Presumably you are running so you need 
  only roll for one chance encounter on the way to the sheriff's 
  office. 
  128. You are standing on Broadway outside the north door to 
  building 190 (the Federal Bank of Mad Mesa). You may try 
  to enter the bank 190 , go east to Washington Avenue 65, or 
  west down Broadway 212. 
  129. You walk up to the bar. You may order a drink 133, or talk 
  to the bartender for information 200. 
  130. The man's statistics are SAR6 +7, BAC 40%, STR 13, BRV 
  41%. You have surprised him so you are +son Speed. Cal-
  culate the first shot and run the gunfight. If it lasts less than 
  3 turns go to 138; if it lasts three turns or longer go to 134. 
  131. The man ·gives you no trouble. You march him at gunpoint 
  to the sheriff's office21e. 
  
  132. You are standing at the comer of Dodge Street and Wash-
  ington Avenue. Roll for a chance encounter. You may go 
  north 136 or eastl22. 
  133. Whiskey costs 10 cents a glass or $2 a bottle. You may drink 
  all you wish keeping in mind the optional rule for Intoxica-
  tion (BOOT HILL rules, page 14). When you have finished 
  drinlcing return to 120 •nd ch~ 
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  134. The men in the blacksmith's shop 125 and the Mad Mesa 
  Saloon 120 rush out onto Dodge Street with drawn guns. 
  You may try to fight them all 135, or surrender 137. 
  135. Consult entries 125 and 120 for the statistics of the towns-
  people in those buildings. Calculate first shot and run the 
  gunfight. If you win you may go west 122 or east 104. If you 
  lose but are not dead, you are arrested and go to21e . 
  136. You are standing at the junction of Washington A venue and 
  Dodge Street. You may go north 66, south 132, or west on 
  Dodge Street140 . 
  137. The men keep you covered with their guns while someone 
  goes for the sheriff. When the sheriff arrives, he informs you 
  that you have just been in a gunfight with the owner of the 
  general store. 
  Luckily for you, the blacksmith's son heard Sam Jackson 
  cussing and kicking on the door so he backs up your story 
  about mistaking the man for a thief. If you did not kill Sam 
  Jackson go to 139. If you did kill Sam Jackson go to 142. 
  138. You may either run away 141 or report the shooting to the 
  sheriff21e. 
  139. The sheriff warns you against indiscriminate violence, but 
  he lets you go because of extenuating circumstances. Go to 
  121 and choose again. 
  140. You are standing at the junction of Dodge Street and Davis 
  Street opposite the south door to building 190 (the Federal 
  Bank of Mad Mesa). You may try the door 190, head south 
  on Davis Street 147, or east to Washington Avenue 136, or 
  go west on Dodge 153. 
  141. Roll ld6. If you roll 1-4 you have been seen by townsfolk 
  coming out of the blacksmith's shop and the Mad Mesa 
  Saloon. Go to 134. If you roll 5-6 you have managed to run 
  through the alley between Doc Smith's and Jackson's 
  General Store without being seen. Go to 242 . 
  142. Because of extenuating circumstances, the sheriff cannot 
  arrest you. He does, however, run you out of town with the 
  help of a mob of townspeople. You may end the adventure 
  for this particular character or you may try to re-enter town 
  22. If this character heads back into town, all townsfolk 
  shoot him on sight. 
  15 
  ENTRIES 132-150 
  143. You are standing on Main Street in front of the south door 
  to building 21 (the Sheriff's Office and Jail). You may enter 
  the sheriff's office 21, go east3 or west69. 
  144. You may go to 242 and escape. If you stay go to 87 . 
  145. Luckily, the blacksmith's son witnessed your confrontation 
  with Sam Jackson and backs up your story. If you did not 
  kill Sam Jackson go to 146. If you did kill Sam Jackson go to 
  142 . 
  146. The sheriff warns you against indiscriminate violence but he 
  lets you go because of extenuating circumstances . You may 
  leave his office by the east door 240, or the south door 143. 
  147. You are standing on Davis Street opposite the east window 
  of building 150 (Babe's Saloon). You may go south 148, or 
  north 140. 
  148. You are standing at the comer of Davis Street and Railroad 
  Route . Roll for a chance encounter. You may go north 147 
  orwestl49. 
  149. You are standing on Railroad Route opposite the south door 
  to building 150 (Babe's Saloon). You may try to enter the 
  saloon 150, go westl51, or eastl48. 
  150. Babe's Saloon. The saloon is a two-story building. The 
  second story contains bedrooms which cost $3 a night. The 
  saloon is on the first floor. It has a small bar and a half 
  dozen tables with chairs. Music is provided by a player piano 
  with a coin slot (3 songs for a nickel). Right now, no music is 
  playing. There are nine men and four women in the saloon. 
  Except for the bartender , the men are all seated around 
  tables in the center of the room. The women all sit around a 
  table against the west wall by the stairs leading to the second 
  floor. 
  The bartender is Harry Donovan SCG2 +l , BAC 57%, STR 
  14, BRV 46%. Three of the women are Ann Wilson, 
  Conchita Gonzales, and Karen Swenson. They are unarmed. 
  The fourth woman is Isabelle Rogers who is armed with two 
  knives, one for throwing and one for fighting. Her statistics 
  are: KN +6, BAC 53%, STR 15, BRV 54%. 
  The eight men in the center of the saloon are: "Old Man" 
  Russell: SAR6 + 12, BAC 50%, STR 13, BRV 66%; Clay 
  Russell: SG2 +6, BAC 76%, STR 15, BRV 78%; Jeff 
  Russell: R15 +4, BAC 70%, STR 14, BRV 84%; Frank 
  Russell: SAR6 +14, BAC 61%, STR 16, BRV 71%; "Buck-
  shot" Blume: FDR6 +36, SCG2 +26, BAC 95% (100% with 
  SCG2), STR 15, BRV 93%; Alex Sanders : CBR6 +6, BAC 
  61%, STR 14, BRV 66%; Jack Sloan: SCG2 +3, BAC 75%, 
  STR 13, BRV 89%; and "Skins" McGregory: R15 + 10, 
  BAC 98%, STR 16, BRV 89%. 
  The eight men are discussing something in heated terms as 
  you enter . The women near the stairs spot you first. The 
  eldest woman rises and starts to walk toward you saying: 
  "Well hello, you look like you could use ... 
  " 
  One of the men cuts her off saying, "Shut up and sit down, 
  Belle." He turns toward you and says: "The bar's closed, the 
  table's are closed, and there's no vacant rooms . This here's a 
  private meeting, so keep drifting, stranger, you're not wel-
  come here." 
  The saloon grows deadly quiet. Six of the men in the center 
  of the room are dressed as cowboys, including the one who 
  
  ENTRIES 151-171 
  just spoke. The speaker has a full beard which is turning 
  gray. The other men are younger. The seventh man is 
  dressed in a black broadcloth suit with a black derby and a 
  black string tie. He has a dark drooping mustache and wears 
  his guns tied low. The eighth man is dressed in buckskins. 
  His rifle leans against his chair. 
  If you came from 115 to talk to the Russels you may do so by 
  going to 176. Otherwise you may leave by going to 149 or 
  153. Or you may stay, pointing out that this is a public 
  saloon 243. 
  151. You are standing on Railroad Route opposite the fire escape 
  to building 150 (Babe's Saloon). You may go west 152, east 
  149, or head south across the railroad tracks toward the 
  corral162 . 
  152. You are standing at the junction of Railroad Route and 
  Richmond Street, where they form a 45° angle . You notice 
  that the door to building 172 (the Railroad Station) has been 
  smashed open. You may investigate the Railroad Station 
  172 or you may ignore the broken door and leave, going 
  northeast157 or east151. 
  153. You are standing on Dodge Street outside the north door of 
  building 150 (Babe's Saloon). Roll for a chance encounter. 
  You may go east on Dodge Street 140, west 157, or try to 
  enter Babe's Saloon 150. 
  154. The graybearded man says, "Good, you've got here just in 
  time. We're going after the Kanes now. Are you with us?" 
  You may answer yes 17 4 or no 159. 
  155. The man is Josh Kearney SAR6 +8, BAC 50%, STR 15, 
  BRV 70o/o. Calculate the first shot and run two turns of the 
  gunfight (keeping in mind that your gun is already drawn, 
  +6 on speed). If both of you are still conscious after two 
  turns go to 164. Otherwise you may report the shooting to 
  the sheriff 2lf, or return to 152 and choose again. If you are 
  shot or unconscious , you awaken in81 with a $5 bill. 
  156. You are standing at the junction of Adams Street and Main 
  Street opposite the west door to building 160 (the Feed 
  Store). Roll for a chance encounter. You may go north on 
  Adams 197, try to enter the Feed Store 160, go west on Main 
  Street165, or south on Adams Street157. 
  157. You are standing at the 3-way junction of Richmond Street, 
  Dodge Street, and Adams Street. Roll for a chance en-
  counter. You may walk east on Dodge Street 153, north on 
  Adams Street 156, or down Richmond Street to 152. 
  158. You may run back down Railroad Route and around the 
  corner of David Street to 147, or along Richmond Street 
  then east on Dodge Street to 153. Either way the drunk takes 
  two shots at you. Each shot has a 20o/o chance of hitting you. 
  159. The Russells accuse you of being a spy for the Kane faction 
  and trying to trick them into a trap . The eight men in the 
  center of the saloon try to brawl with you. You may run away 
  163, brawl with them 166, or start shooting 169. 
  160. The Feed Store. There are no lights on inside the Feed Store. 
  All the doors and windows are locked. Return to 156 or 212 
  (whichever you came from) and choose again. 
  161. The man is Josh Kearney SAR6 +8, BAC 50%, STR 15, 
  BRV 70o/o. Calculate first shot speeds to see whether you can 
  grapple the man before he gets off a shot. The range is 1. 
  16 
  The man continues to try to shoot you anytime his shooting 
  (right) arm is free. If you have successfully grappled with 
  him, and he manages to free his arm, subtract 20% from his 
  chance to hit. Run two turns of combat. If both opponents 
  are still alive and conscious go to 164, otherwise you may re-
  port the incident to the sheriff 2lf, or return to 152 and 
  choose again. If you are shot or beaten unconscious, you 
  awaken in81 with a SS bill. 
  162. The Railroad Corral. The Railroad Corral is the stock pen 
  where cattle are kept before being loaded onto railroad cars. 
  At present the corral is empty, as there are no shipments 
  going out. Return to 151 and choose again . 
  163. You take four punches, two rights and two lefts (roll on 
  PUNCHING TABLE), before you break free. You may run 
  east 148 or west 151 if you exit through the south door. You 
  may run east 140 or west 157 if you exit through the north 
  door. The Russells do not follow you. 
  164. The man passes out from drink . You may report the 
  incident to the sheriff 2lf, or return to 152 and choose again . 
  165. You are standing on Main Street opposite the north door to 
  building 170 (the Wells Fargo Office). Roll for a chance en-
  counter. You may go west 167, east 156, or try to enter the 
  Wells Fargo Office 170. 
  166. All eight men brawl with you. Use the statistics in entry 150. 
  Run the combat. If you are the only one conscious go to 168. 
  If you are knocked unconscious go to 171. As long as you do 
  not draw a gun, neither will they. If you draw a gun, the 
  brawl turns into a gunfight. 
  167. You are standing on Main Street opposite the south door to 
  building 178 (the Assay Office). You may try to enter the 
  Assay Office 178, go east165 or go westl 79. 
  168. You may report the incident to the sheriff 21d, or go to 150 
  and choose again. 
  169. The range is 4. Calculate the first shots using the statistics 
  for the eight men given in entry 153. Since you have drawn a 
  gun, the eight men fight with their guns instead of their fists. 
  You get +son speed for surprise. Run the combat until your 
  character is unconscious or dead, or your character is the 
  only combatant still conscious. If you are still conscious go 
  to 168. If you are unconscious and did not kill anyone go to 
  171. If you are unconscious and killed one of the Russells, 
  your character never wakes up. 
  170. The Welh Fargo Office. The Wells Fargo Office is unlit and 
  a sign reads "Closed". The north door is locked but the east 
  door is unlocked. You may leave by returning to 165 and 
  choosing again. You may knock on the door and say "Hello, 
  who's there?" to see if anyone answers 173 or you may quiet-
  ly open the door and look inside 177. 
  171. You wake up in the doctor's office 81. You are lying on a cot. 
  Your guns are gone (Doc Smith has them). "Old Man" 
  Russell is sitting nearby. 
  "Now that you're awake," he says, "I got a message for you. 
  My boys ain't taken a likin' to you. They see the mark of 
  Kane on you. Get out of town fast or we'll come gunning for 
  you." 
  "Old Man" Russell leaves. The doctor returns your guns 
  after you pay your SS bill, and says you may rest on the cot 
  for the rest of the night then you'll have to leave. If you can't 
  
  pay your bill the doctor keeps your guns until the bill is paid. 
  You may leave town after resting, thus ending the adventure 
  for this particular character. Or you may ignore the warning 
  and continue the adventure, knowing that any member of 
  the Russell faction will shoot you on sight. If you choose this 
  option, you may leave69 or 34. 
  172. The Railroad Station. Even though the Railroad Station is 
  closed for the night, the east door stands gaping open. You 
  draw your gun and cautiously investigate. Once inside the 
  building you are assailed by the odor of rotgut whiskey and 
  filth. A man staggers out of the shadows and bumps into 
  you. He seems to be extremely drunk. He lurches back a few 
  steps, stops, then begins to draw his gun snarling, "Why 
  don't you watch where you're going? I'll teach you a lesson!" 
  You may open fire 155, run away 158, or try to grapple with 
  the man 161 . 
  173. A man answers in a quiet voice, "Hello. Can I help you? The 
  office's closed for the night, but the door's unlocked. Come 
  on in." You can go on in 181 or excuse yourself for bother-
  ing the man at this time of night and leave by returning to 
  165 and choosing again. 
  174. The Russells say they're glad you've joined them. "Old 
  Man" Russell gives you a $50 advance and offers to pay you 
  $100 a month as long as the war lasts plus a $100 bonus 
  when the war is ended satisfactorily. The nine of you exit 
  Babe's Saloon through the south door and head toward the 
  back entrance of the Mad Mesa Saloon. Go to 17 5. 
  175. Shootout in the Railroad Corral. The Russells and the 
  Kanes have simultaneously decided to run the other faction 
  out of town. By chance, both groups meet in the vicinity of 
  the Railroad Corral. By mutual consent, both groups enter 
  the corral, the Kanes entering from the east, and the 
  Russells from the north. The two groups eye each other care-
  fully as the characters spread out for more shooting room. 
  The Kane faction lines up with their backs to the south 
  corral fence. The Russell faction lines up along the north 
  corral fence, also with their backs to the fence. The two 
  17 
  ENTRIES 172-175 
  factions face each other with the characters placed as 
  follows: 
  The Russell Faction 
  Rl) Alex Sanders: CBR6 +6, BAC 61%, STR 14, BRV 
  66%. 
  R2) Jeff Russell: R15 +4, BAC 80%, STR 14, BRV 84%. 
  R3) Clay Russell: SG2 +6, BAC 76%, STR 15, BRV 78%. 
  R4) "Buckshot" Blume: FDR6 +36, SCG2 +26, BAC 95% 
  (100% with SCG), STR 15, BRV 93%. 
  RS) "Skins" McGregory: R15 +10, BAC 98%, STR 16, 
  BRV89%. 
  R6) "Old Man" Russell: SAR6 +12, BAC 50%, STR 13, 
  BRV66%. 
  R7) Frank Russell: SAR6 +14, BAC 61%, STR 16, BRV 
  71%. 
  RS) Jack Sloan: SCG2 +3, BAC 60%, STR 13, BRV 89%. 
  The Kane Faction 
  Kl) Luke Las Cruces: SG2 +l, BAC 71%, STR 12, BRV 
  80%. 
  K2) Esteban Matamoros: CBR6 +5, BAC 58%, STR 13, 
  BRV62%. 
  K3) Malachi Kane: R15 +4, BAC 66%, STR 12, BRV 74%. 
  K4) Hezekiah Kane•: FDR6 +35, SAR6 +33, BAC 93%, 
  STR 18, BRV 96%. 
  KS) "Doc Jubal" Kane: SAR6 +19, BAC 71%, STR 15, 
  BRV80%. 
  K6) Ezekiel Kane: SAR6 +14, BAC 61%, STR 14, BRV 
  77%. 
  K7) Bob Howard: C12 +4, BAC 80%, STR 17, BRV 87%. 
  KS) Rob Evanson: SCG2 +7, BAC 75%, STR 15, BRV 
  83%. 
  • Hezekiah Kane is ambidextrous and can fire equally well 
  with either hand. 
  The 16 men face off in eight pairs (Rl-Kl, R2-K2, R3-K3, 
  R4-K4, RS-KS, R6-K6, R7-K7, R8-K8). On the first turn of 
  combat each man fires at his opposite. All 16 men fire the 
  maximum number of shots allowable for each weapon each 
  turn as long as the ammunition holds up. If a weapon be-
  comes empty, its user either spends the next turn reloading, 
  
  ENTRIES 176-180 
  or picks up a loaded weapon if there is one within 1 square. 
  Picking up a weapon is a -10 modifier on speed. An in-
  dividual with an empty weapon always picks up a loaded 
  weapon in preference to reloading. 
  The range for the shootout is 7. Since this is long range for a 
  scattergun , anyone firing a scattergun fires into 2 squares, 
  not 1. If the choice of squares is not obvious, roll ld6. 1-3 
  indicates an additional square to the immediate right of the 
  target square. 4-6 indicates an additional square to the im-
  mediate left of the target square. "Buckshot" Blume carries 
  a scattergun in a special holster on his left hip. He has per-
  fected a cross-body draw. Since he is facing another profes-
  sional gunfighter, "Buckshot" uses his fast draw revolver 
  first, then draws his scattergun when the revolver is empty. 
  His chance to hit with a scattergun is 100% (though a shell 
  will be a dud on a roll of 00). 
  If a man kills his opposite or shoots his opponent un-
  conscious and still has shots remaining for that tum, he 
  shoots the next closest opponent. If two opponents are 
  equally close, roll ld6. On a roll of 1-3 the shooter shoots at 
  the opponent immediately on the right of his original target. 
  On a 4-6 the shooter shoots at the opponent immediately on 
  the left of his original target. 
  If your character has joined either faction, he may line up 
  (by choice) at any letter-number position, stacking with the 
  individual already there. If the man opposite your charac-
  ter's position kills (or shoots unconscious) the other in-
  dividual stacked with you, the man opposite you will pick 
  you as his next target. If the man has shots remaining for the 
  tum , he will shoot at your character . Otherwise, the man 
  shoots at your character on the next tum that he has a 
  loaded weapon and no other target. 
  Whenever possible, members of the Kane and Russell fac-
  tions pair off against each other. If the faction your charac-
  ter has not sided with outnumbers the side your character 
  has sided with at any point in the shootout, pair up op-
  ponents closest to each other. Of the characters without a 
  paired opponent, one chosen at random picks your charac-
  ter as his opponent. Any other characters choose an op-
  ponent starting in the middle of the line first before spread-
  ing outward to either side. Opponents should be as evenly 
  spaced out as possible. No individual has 2 opponents until 
  all individuals have 1 opponent, no individual has 3 op-
  ponents until all individuals have 2 opponents, and so on. 
  Morale should be checked at the end of each tum. Any in-
  dividual who fails his morale check runs outside the corral 
  and then away, effectively running away from the shootout. 
  The shootout continues until only one faction has conscous 
  men still in the corral. Your character need not check 
  morale. If he chooses to run go to 152 (the comer of Rich-
  mond & Railroad) or to 132 (the comer of Dodge & Wash-
  ington), whichever is closest. 
  If your character was shot unconscious he will wake up in 
  the doctor's office 81. If he was part of the losing faction he 
  is jailed after surgery. The charges are disturbing the peace. 
  If he was part of the winning faction no charges are brought 
  against him. If your character is not unconscious he may go 
  to Doc Smith's office 81 to have his wounds treated or go to 
  celebrate with the victors (provided the character was part of 
  the winning faction). If the Kanes won, the celebration is in 
  the Mad Mesa Saloon 120. If the Russells won, the celebra-
  tion is in Babe's Saloon 150. If you did not run, and helped 
  18 
  the winning faction, you are paid an additional $100 im-
  mediately. You may leave the celebration whenever you 
  wish. 
  176. You warn the Russells about the proposed ambush and they 
  ask you to join them since you are obviously on their side. If 
  you agree to join them go to 154. If you don't agree to join 
  them go to 159. 
  177. You see a man dressed in dark clothes. He has just finished 
  wrapping a mattress around something. While you watch, 
  he takes several steps backward and crouches behind a 
  heavy wooden desk. You see the sudden flare of a match 
  with which the man lights a nearby fuse. The fuse begins to 
  bum toward the mattress. You may duck back outside and 
  wait for the man to leave 180, aim your gun at him and tell 
  him to put up his hands 183, start shooting 186, or ignore 
  the situation by returning to 165 and choosing again. 
  178. The Assay Office. The assay office is closed. The doors and 
  windows are locked and the office is unlit. Go to 167 and 
  choose again. 
  179. You are standing on Main Street at the west edge of town. A 
  man is facing you. As soon as he sees you in the dim light he 
  shouts: "You! You're Sam Collins, the man that killed my 
  father!" He reaches for his gun. You may try to outdraw him 
  182, raise your hands and try to explain that he has made a 
  mistake 185, or run away 188. 
  180. You hear a muffled explosion. A few minutes later, the thief 
  comes running out the west door carrying a wheat sack slung 
  over his shoulder. You may try to hit him over the head with 
  your gun 184, shoot at him 192, or stick a gun in his ribs and 
  tell him he's under arrestl89. 
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  181. You open the door and walk in. Roll ld6. If you roll 1-4 go 
  to 191; if you roll 5-6 go to 194. 
  182. The man is Jacob Malone SAR6 +8, BAC 50%, STR 13, 
  BRV 35%. Since you are reacting to his movement, subtract 
  1 from your speed when calculating first shot. Run the gun-
  fight to its conclusion. The range is 4. Jacob will fire one 
  shot per tum. If you are still conscious at the end of the gun-
  fight you may report the incident to the sheriff 21g or ignore 
  the situation either by returning east to 167 or by leaving 
  town and ending the adventure for that particular character . 
  If you are shot unconscious go to 247 . 
  183. Roll 1 d6. If you roll 1-2 go to 193. If you roll 3-6 go to 189 . 
  184. Since he did not know you were there, he doesn't evade and 
  you hit him over the head. There is a 60% chance that the 
  man is stunned. Whether or not the man is stunned , he will 
  take brawling damage . Roll on the PUNCHING TABLE 
  adding +8 to your roll. Consult the Right (punch) column 
  and double the amount of damage. If you have stunned the 
  man go to 195. If you have not stunned the man go to 198. 
  185. The man is Jacob Malone SAR6 +8, BAC 50%, STR 13, 
  BRV 35%. He fires one shot at you before you realize that 
  you are not fighting back. If you are still alive go to 199. 
  186. The man is "Blackjack " Porter SAR6 +7, BAC 65%, STR 
  13, BRV 63%. Calculate the first shot and run one turn of 
  the gunfight. The range is 4. Blackjack will fire 3 shots per 
  turn until his gun is empty. If you are still alive after one 
  tum of gunfighting go to 201 . 
  187. You have left town and the adventure is over for that 
  particular character. The Wells Fargo safe held $4800 in 
  crisp new $100 bills. When you take a closer look at them 
  you realize that the bills are all numbered sequentially. They 
  are easy to spot if someone is looking for them, and most 
  places large enough to deal with a $100 bill are notified by 
  Wells Fargo to be on the lookout for them. If you try to cash 
  the bills there is a 50% chance they are recognized as stolen. 
  19 
  ENTRIES 181-198 
  To make matters worse, someone noticed you, your de-
  scription has been circulated and somehow authorities have 
  learned your character's name. Congratulations, you are 
  now an outlaw with a price of $300 on your head, dead or 
  alive. No place is safe anymore. At the referee's option (if 
  there is a referee), any individual in any town is liable to try 
  and collect the bounty on your head. 
  188. You run back Main Street and tum north 197 or south 157 . 
  Before you are out of sight, the man takes 2 shots at you. 
  Each shot has a 20o/o chance of hitting. You hear the man 
  yell "I'll be waiting for you. You won't be able to leave this 
  way!" 
  189. The man raises his hands and lets you take his gun. He 
  allows you to march him to the sheriff's office21i. 
  190. The Federal Bank of Mad Mesa. The bank is closed for the 
  night. It is unlit and all the doors and windows are locked. 
  You may end your search outside the north door 128 , the 
  east door 66 , or the sou th door 140 . 
  191. You feel a sharp pain in the back of your head. There is a 
  60% chance that you are knocked unconscious. If you are 
  not knocked unconscious , go to 202. If you have been 
  knocked unconscious go to 205 . 
  192. The man is "Blackjack" Porter SAR6 +7, BAC 65%, STR 
  13, BRV 63%. The range is 2. Calculate first shots and run 
  the gunfight. If you are still conscious at the end of the fight 
  to go 203. If you passed out from wounds go to 205. 
  193. The man, "Blackjack " Porter , goes for his gun. His 
  statistics are SAR6 +7, BAC 65%, STR 13, BRV 63%. Since 
  your gun is already drawn and aimed, add +6 to your speed 
  and + 10 to your accuracy. Determine first shots and run the 
  gunfight. The range is 2. Since Blackjack was walking, he is 
  -5 to hit you, and you are -5 to hit him. Blackjack will fire 3 
  shots per tum until his gun is empty then he will try to run 
  out of town. If you are still conscious at the end of the fight 
  go to 203. If you passed out from wounds go to 205 . 
  194. You catch a glimpse of a man hiding behind the door as you 
  open it. He is holding a blackjack and waiting to hit you over 
  the head. You may draw your gun 192 or slam the door and 
  run 196. 
  195. After you tie the man up so he cannot escape you investigate 
  the safe. It has been cracked open by the explosion. Inside is 
  $4800. You may steal the money and leave town 187 or you 
  may report the attempted robbery to the sheriff21i. 
  196. The man does not follow. From inside the Wells Fargo 
  Office you hear a muffled explosion. You may ignore the 
  situation by returning to 165 and choosing again, you may 
  raise the alarm 204 , or you may draw your gun, cover both 
  doors to the Wells Fargo Office, and wait for the man to 
  leave 207. 
  197. You are standing at the corner of Adams Street and Broad-
  way opposite the south window to building213 (the offices of 
  Owens & Brady, Attorneys at Law). Roll for a chance en-
  counter . You may go east210 or south 156. 
  198. The man is "Blackjack " Porter SAR6 +7, BAC 65% (55% 
  after 2 turns), STR 13, BRV 63%. He draws his gun and tries 
  to shoot you. Calculate first shots, keeping in mind that your 
  gun is already drawn (+6 on speed). Conduct the gunfight. 
  Blackjack fires three shots each tum until his gun is empty 
  then he tries to run away. If the gunfight is not ended by 5 
  
  ENTRIES 199-206 
  turns he has escaped. The range for the first two turns is 2. 
  Every tum thereafter the range increases by 10. 
  If you are still conscious by the end of the gunfight but the 
  robber escaped, you may report the incident to the sheriff 
  246 or ignore the situation and return to 165 and choose 
  again. If you have captured the robber, you may, in 
  addition, choose to take his loot (S4800) and leave town 187. 
  If you have been shot unconscious go to 205. 
  199. Jacob Malone lights a match and takes a closer look at your 
  face. "Oh no!" he says, "You don't have a scar on your left 
  cheek. You can't be Sam Collins. I've shot at the wrong 
  man." He continues to apologize and offers to pay all 
  medical expenses if you have been wounded. You can try to 
  haul him to the sheriff's office 211, accept his offer for 
  medical treatment 81, or tell him to "Forget it. Just don't 
  shoot at me again," and leave town or return to 167 and 
  choose again. 
  200. General Information. The buildings in Mad Mesa are: 1 -
  Larsen's Libery Stable, 21 -
  The Sheriff's Office and Jail, 
  23 -
  The First Congregational Church of Mad Mesa, 29 -
  The Mad Mesa Cemetery, 68 -
  The Undertaker's House 
  and Funeral Parlor, 70 -The 
  Lazy A Hotel, 75 -
  Jackson's 
  General Store, 81 -
  Dr. James Smith's Office and Resi-
  dence, 85 -
  The Mad Mesa Primary School, 100 -
  The 
  Bar-K Stables, 120 -
  The Mad Mesa Saloon, 125 -
  The 
  Blacksmith's Shop, 150 -
  Babe's Saloon, 160 -
  The Feed 
  Store, 162 -
  The Railroad Corral, 170 -
  The Wells Fargo 
  Office, 172 -
  The Railroad Station, 178 -
  The Assay Of-
  fice, 190 -
  The Federal Bank of Mad Mesa, 213 -
  Owens 
  & Brady, Attorneys at Law, 214 -
  The Mad Mesa Gazette, 
  and 225 -
  The Ice House. 
  You may record the information concerning the register of 
  buildings for future use but do not actually go to the entry 
  numbers at this time. 
  You also find out that the big news in town is the cattle war 
  between the Russell faction and the Kane faction. The 
  Kanes own the Bar-K Stable and run the Bar-K ranch. They 
  accuse the Russells (who own the Box-R ranch) of rustling 
  and moving in on waterholes the Kanes claim. Known mem-
  bers of each faction currently in town are: the Russell 
  faction: Alex Sanders, Jeff Russell, Clay Russell, Frank 
  Russell, "Old Man" Russell, "Buckshot" Blume, "Skins" 
  McGregory, and Jack Sloan; the Kane faction: Malachi 
  Kane, Hezekiah Kane, "Doc Jubal" Kane, Ezekiel Kane, 
  Luke Las Cruces, Esteban Matamoros, Bob Howard, and 
  Rob Evanson. 
  The citizens and the feuders have an unspoken pact. No 
  citizen (including the law) bothers anyone on either side as 
  long as all fighting takes place where innocent bystanders 
  cannot be accidentally hurt. While any of the feuders are 
  potentially dangerous to meet for a stranger, "Buckshot" 
  Blume, "Skins" McGregory, and Hezekiah Kane are profes-
  sional gunfighters and are especially dangerous. 
  Record whatever information you want for future reference 
  then return to the entry you have just come from and choose 
  again. 
  201. You hear a muffled explosion from the vicinity of the safe. A 
  few stray feathers from the mattress float past. Continue the 
  gunfight to its conclusion. If you are still conscious at the 
  20 
  end of the fight go to 208 . If you passed out from wounds go 
  to 205 . 
  202. Roll on the PUNCHING TABLE to see how much damage 
  you took. Roll on the right-hand column adding +8 to your 
  die roll. The attack will do double the indicated damage. 
  You may brawl with the man 206 or draw your gun 192. 
  203. If Blackjack is not dead you tie him up to make sure he can-
  not escape. He has stolen $4800 from the Wells Fargo safe. 
  You may take the money and leave town 187, report the 
  crime to the sheriff 211, or ignore the situation and return to 
  165 to choose again. 
  :5'-'iJI 
  204. You crouch down behind a rainbarrel, the only available 
  cover. You draw your gun and fire a shot in the air shouting 
  "Stop, thief! Robbery at the Wells Fargo Office! Help!" Un-
  fortunately , before any help has had time to arrive, the 
  robber runs out the west door. A wheat sack is slung over his 
  shoulder. His gun is drawn. 
  The man is "Blackjack" Porter SAR6 +7, BAC 25%, STR 
  13, BRV 63%. He is running and dodging as fast as he can to 
  get out of town. He fires one shot per turn for five turns by 
  which time he reaches his horse and escapes. The original 
  range is 7. Each tum the range increases by 10. Since you 
  are behind cover, ignore any hit to your legs, left shoulder, or 
  abdomen/groin. If you are firing a one handed weapon 
  ignore any hit to your left hand. 
  If you stop the robber from leaving town go to 208 . If you are 
  shot unconscious go to 205 . If you are still conscious but did 
  not stop the robber go to 209. 
  205. You wake in the doctor's office 81. The sheriff listens to your 
  story while the doctor tends you. Having already examined 
  the scene of the crime, the sheriff believes that you are an in-
  nocent bystander. He takes down your statement and asks 
  you to leave an address where you can be reached in case the 
  thief is caught and you are needed as a witness. Otherwise 
  you are free to go. 
  206. The man is "Blackjack" Porter SAR6 + 7, BAC 65%, STR 
  13, BRV 63%. You still have two punches this tum (possibly 
  
  with a minus modifier). After one turn, calculate first shot 
  speeds to see who punches first, since you have recovered 
  from your initial surprise. Run the brawl to its conclusion. 
  "Blackjack " punches rather than grapples. If you are 
  knocked unconscious go to 205. If you win the brawl go to 
  215. 
  207. The man exits the west door. He is "Blackjack" 
  Porter 
  SAR6 +7, BAC 25%, STR 13, BRV 63%. He has a wheat 
  sack slung over his shoulder and his gun is drawn. The man 
  is running and dodging as fast as he can to get out of town. 
  He fires one shot per turn for five turns by which time he 
  reaches his horse and escapes. The original range is 7. Each 
  turn the range will increase by 10. Since you are behind 
  cover, ignore any hit to your legs, left shoulder , or 
  abdomen / groin. If you are firing a one-handed weapon 
  ignore any hit to your left hand. 
  If you stop the robber from leaving town go to 208. If you are 
  shot unconscious go to 205. If you are still conscious but did 
  not stop the robber go to 209. 
  208. Go to 195, but ignore the instructions about tying the man 
  up if he is dead. 
  209. The sheriff arrives soon after the thief leaves. He listens to 
  your story and sympathizes with your unsuccessful attempt 
  to stop the robbery. He thanks you for being a conscientious 
  citizen and takes down your address so that he can reach you 
  should the thief be caught and a witness needed at the trial. 
  Return to 165 and choose again. 
  210. You are standing on Broadway outside the south door to 
  building 213 (the office of Owens & Brady, Attorneys at 
  Law). You may try to enter the attorneys ' office 213, go west 
  197, or east 212. 
  211. Jacob Malone feels guilty about shooting at an innocent 
  man. He gives you his gun and lets you march him to the 
  sheriff's office 21h. 
  212. You are standing on Broadway between the south door to 
  building 214 (the Mad Mesa Gazette) and the north door to 
  building 160 (the Feed Store). Roll for a chance encounter. 
  You may try to enter the Mad Mesa Gazette 214, you may 
  try to enter the Feed Store 160, you may go east 128 or west 
  210. 
  213. The Office of Owens & Brady, Attorneys at Law. The at-
  torneys' office is locked for the night. There are no lights on. 
  As you are checking the east side of the building, however, 
  you see a man dragging a burlap sack toward the building in 
  the northeast corner of the map (225 -
  the only building not 
  on a street). The building is made from solid logs. It has no 
  windows and only one door. The man carrying the sack is 
  dressed in old workclothes. He has a CBR holstered on his 
  right hip. The contents of the sack are obviously heavy and 
  bulky. 
  You may draw your gun and yell for the man to stop 216 , 
  shoot at the man 219, try to silently follow 222 , or ignore the 
  man and return to 210 and choose again. 
  214. The Mad Mesa Gazette. The Gazette office has a sign on the 
  south (front) door which reads: "Closed". The north (back) 
  door, however, is standing open. A man dressed like a cow-
  boy stands outside the open door. He is holding a bottle in 
  his right hand. A strip of cloth sticks out of the neck of the 
  bottle . The man lights the strip of cloth, then draws back his 
  ENTRIES 207-214 
  21 
  
  ENTRIES 215-229 
  arm to throw the bottle through the open door. You may 
  draw your gun and yell at him to "Stop!" because he is 
  under arrest217. You may draw your gun and open fire 220. 
  You may run for the nearest cover around the corner of the 
  undertaker's house 223. Or you may ignore the man and 
  head back toward Broadway 226 . 
  215. You hear a muffled explosion from the vicinity of the safe 
  and a few stray feathers from the mattress float past. Go to 
  195. 
  216. The man drops the sack and raises his hands. "What do you 
  want" , he says, "Don't bother me, I'm busy." You can ask 
  him exactly what it is he is so busy doing 221, keep him 
  covered while you open the sack 218, or tell him he can go 
  about his business and return to Broadway 210. 
  217. The man throws the bottle into the Gazette office, ignoring 
  your shouts. From inside the Gazette office comes the ex-
  plosion of a fireball. You may open fire on the arsonist 224 
  or you may run away and raise the alarm for the fire 227. 
  218. Inside the sack is the corpse of a man who has recently been 
  shot to death . You may open fire on the man who was carry-
  ing the sack 219, or you may try to arrest the man 221. 
  219. The man is John Billings CBR6 -2, BAC 37%, STR 14, BRV 
  21 %. Calculate first shots. If you get the first shot calculate 
  its effects. If the man is still conscious go to 228, if he is un-
  conscious or dead go to 231. If you do not get the first shot 
  go to 234. 
  220. The man is Sam Archer SAR6 + 13, BAC 50%, STR 13, 
  BRV 57%. You get a free shot (or shots) since the man 
  spends the turn hurling the bottle into the Gazette office. On 
  tum two of the gunfight the man will draw and fire at you (if 
  he is still alive and conscious). Sam Archer fires 3 shots per 
  tum until his gun is empty. Calculate first shots and run the 
  gunfight. If you win go to 229; if you are shot and un-
  conscious go to 232. 
  22 
  221. The man says "Look, I'm John Billings, and I'm just doing 
  my job. The sheriff asked me to drag this corpse over to the 
  ice house to keep it in cold storage until a burial can be ar-
  ranged. If you don't believe me, go talk to the sheriff. But 
  don't take too long, 'cause this is not exactly a pleasant job 
  and the sooner it's done the better." 
  You can believe the man, let him go, and return to 210 to 
  choose again. You may march him off to the sheriff's office 
  21j. Or you may keep him covered and check out the ice 
  house 225. 
  222. You manage to stay hidden in the shadows. The man stops 
  at the entrance to the log building. He opens the door. He 
  reaches into the sack and pulls out the corpse of a man who 
  has been shot to death. You may try to arrest him 221, start 
  shooting 219, or continue to follow him as he carries the 
  corpse inside the log building 225. 
  223. You duck around the comer of the undertaker's house. In-
  side the Gazette Office, the bottle explodes and the night is 
  lit by a fireball. The windows are blown out. As the fireball 
  dies down, the building begins to bum. The arsonist starts 
  running out of town. You may yell at him to "Stop!" 235, 
  you may start shooting 224, or you may ignore him and try 
  to rouse the town to fight the fire 227. 
  224. The Gazette office has caught fire and is burning down. The 
  arsonist is Sam Archer SAR6 + 13, BAC 20%, STR 13, BRV 
  57%. Since his mission is accomplished Sam tries to run out 
  of town, dodging your fire. Sam returns your fire, firing one 
  shot per tum. After 4 turns, Sam reaches his horse and the 
  gunfight is over. If you win the gunfight go to 229, if you are 
  shot unconscious go to 232. 
  225. The Ice Hou1e. The ice house is made from unfinished logs. 
  It has one door and no windows. A pit has been dug inside 
  the ice house and steps lead down into it. Large blocks of ice 
  stand slowly melting on the floor. Various perishable foods 
  hang from the rafters. Two corpses are laid out on pallets 
  waiting for burial. Several extra pallets await future victims 
  of the cattle war and other gunfights. If you came from entry 
  221 go to 230. If you came from entry 222 go to 233. 
  226. When you reach Broadway a fireball explodes from inside 
  the Gazette office. You may try to raise the alarm for a fire 
  227, or ignore the situation and return to 212 and choose 
  again (keeping in mind that the Gazette office is burning 
  down). 
  227. Everyone in the Lazy A Hotel 70 runs out to help you fight 
  the fire. The arsonist escapes but the Gazette office is saved 
  with only minor damage thanks to your quick actions. You 
  are given a free life-time subscription to the Mad Mesa 
  Gazette (it's lifetime or yours, whichever is shorter). The 
  sheriff takes down your description of the arsonist and says 
  that the man sounds like Sam Archer to him. Sam has been 
  the focus of a series of rather vicious lampoons recently run 
  in the Gazette and apparently he has taken a direct hand in 
  stopping the presses. The sheriff takes down your current 
  address as you are needed as an eye witness at the trial. Re-
  turn to212 and choose again. 
  228. The man does not draw his gun. Instead , he shouts, "Don't 
  shoot! Don't shoot!" Go to 216. 
  229. If the man is unconscious, you tie him up so that he cannot 
  escape. You may report the incident to the sheriff21k, raise 
  
  the fire alarm 227, or ignore the situation and return to 212 
  and choose again. 
  230. You may believe John Billings' story and return to 210 to 
  choose again. You may allow him to store the corpse he was 
  carrying on one of the extra pallets then take him to the 
  sheriff's office 21j to check out his story. 
  231. If the man is unconscious you tie him up so he cannot 
  escape. You may report the incident to the sheriff 21j or 
  ignore the events and return to 210 to choose again. 
  232. You wake in the doctor's office 81. The sheriff listens to your 
  story while the doctor treats you. The sheriff takes down 
  your description of the arsonist and says that it sounds like 
  Sam Archer. Sam has been the focus of a series of rather 
  vicious lampooning articles recently run in the Gazette. Ap-
  parently he has taken a direct hand in stopping the presses. 
  The sheriff takes down your current address as you are 
  needed as an eye witness at the trial. You are free to leave 
  the doctor's office, 69 or 34, whenever you wish. 
  233. The man you are following drags the corpse he's carrying 
  down the stairs and lays it on a pallet next to the other 
  corpses. He turns to leave. You are lucky enough to slip out-
  side without him seeing you. You may run away and get the 
  sheriff 21j, wait outside and try to knock the man un-
  conscious with your gun barrel 236, wait outside to arrest the 
  man 238, or start shooting since the man is trapped inside 
  the ice house 219. 
  234. Go to 228. 
  235. The man keeps running. You may ignore him and raise the 
  fire alarm 227 or start shooting at him 237 . 
  236. As the man walks out the door to the ice house you hit him 
  over the head with your gun barrel. There is a 60% chance 
  that the man is stunned. If the man is stunned go to 231. If 
  the man is not stunned go to 221 . 
  237. The man is Sam Archer SAR6 +13 , BAC 20%, STR 13, 
  BRV 57%. He runs and dodges, trying to escape. Calculate 
  first shots and run the gunfight. Sam fires one shot per turn. 
  If the gunfight lasts more than three turns Sam has escaped. 
  The range is 5 for the first tum , 15 for the second turn, and 
  25 for the third tum. If you win the gunfight go to 229. If you 
  are shot unconscious go to 232. 
  238. The man says that his name is John Billings and that he is 
  just doing his job. He claims that the sheriff ordered him to 
  carry the corpse to the ice house where it can be kept until it 
  can be buried. He does not resist arrest and goes with you to 
  the sheriff's office 2 lj. 
  239. You are standing on Main Street opposite the south door to 
  building23 (the First Congregational Church of Mad Mesa). 
  Roll for a chance encounter. You may try to enter the church 
  23, or go west 3, or east 2. 
  240. You are standing on Front Street opposite the east door to 
  building 21 (the Sheriff's Office and Jail). You may try to 
  enter the Sheriff's office 21, go north S, or south 4. 
  241. You are standing on Front Street opposite the west door to 
  building 85 (the Mad Mesa Primary School). Roll for a 
  chance encounter . You may try to enter the schoolhouse 85, 
  go north 34 or sou th 83 . 
  23 
  ENTRIES 230-247 
  242. You are standing on Main Street opposite the south door to 
  building 70 (the Lazy A Hotel). You may try to enter the 
  hotel 70, go west67 or east69 . 
  243. The eight men assume you are a spy for the Kanes trying to 
  make trouble. Go to 166. 
  244. The man is John Billings, and he was carrying out the 
  sheriff's orders and storing the corpse in the Ice House for 
  burial. If you have killed John, the sheriff does not arrest you 
  because of extenuating circumstances but he tells you that 
  you had better leave town quickly. John was well liked in 
  town. If the sheriff, or any other citizen sees you in town 
  again they shoot you on sight. If John is not dead you are 
  free to go about your business (though you are expected to 
  pay any medical bills he might accrue). You may leave the 
  Sheriff's office by240 or 143. 
  245. After one tum of combat, all those present who are armed 
  and make a morale check assist in attempting to subdue 
  you. If you use your gun, they fire, but otherwise brawl with 
  you. If you are defeated , they take your winnings and run 
  you out of town (if you return with this character all towns-
  folk will have a -2 modifier on reaction rolls). If you defeat 
  everyone in the saloon go to 84 or 104 and continue. In 1-10 
  turns the story will be around town and if you killed anyone 
  you will be shot on sight. If you did not kill anyone and are 
  caught, you go on trial for cheating at cards. If you survive 
  the fight go to 84 or 104. 
  246. The sheriff thanks you for trying to halt the robbery and 
  takes your name and address so he can contact you when the 
  villain is brought to justice. You may leave the Jail at any 
  time143 or240. 
  247. You awaken in the Doctor's Office 81. Jacob Malone , realiz-
  ing that he had shot the wrong man , paid your bill and left 
  town. You may leave the Office whenever you wish. 
  Chance Encounten. A chance encounter is indicated when a 1 is 
  rolled on ldlO. To determine which individual is encountered , use 
  the following list of lettered entries . Roll ld6. The number rolled 
  indicates the position from the top of the list of the letter entry to 
  be used as a chance encounter . Every time a letter entry is used, 
  cross its letter off the list. When only 5 entry letters remain , 
  chance encounters occur in the order of the final 5 entries , thereby 
  no longer necessary to roll to see which entry letter to use. 
  For example, on the first encounter a 3 is rolled on ld6 to deter-
  mine which encounter is to be used. The character would en-
  counter the character described in entry "J" (Sam Collins). "J" is 
  then crossed off the list so that if, to determine the next encounter , 
  a 3 is again rolled, the encounter would be with the individual de-
  scribed in entry ''D" (Seymore Calhoun), not entry "J'' . 
  
  CHANCE ENCOUNTERS 
  Chance Encounter Letter List 
  H 
  E 
  J 
  D 
  L 
  F 
  I 
  G 
  A 
  C 
  M 
  K 
  N 
  B 
  Chance Encounters , Lettered Entries. 
  A. Mrs. Seymore Calhoun. Mrs. Calhoun is not armed . She is 
  looking for her husband who snuck out of the house to go 
  drinking . She lectures you for several minute s on the evils of 
  strong drink. 
  B. Irving "The Mad": SCG2 +27, BAC 100%, STR 17, BRV 
  100%. Irving is a homocid al maniac who has escaped from a 
  nearby asylum where he stole some weapons. As soon as he 
  sees you (range of 4) he opens fire. Calculat e first shots and 
  run the gunfight to its conclusion. If you live, you find that 
  Irving's guards have tracked him down and take him (or his 
  corpse) into custody soon after the gunfight ends. 
  C. "Skins" McGregory: R15 +10, BAC 98%, STR 16, BRV 
  89%. "Skins" is a member of the Russell faction in the cattl e 
  war and will shoot on sight (range of 7) if your charac ter has 
  been ordered to leave town by the Russell faction . Otherwi se 
  he greets you pleasantly then continues on his way toward 
  Babe's Saloon. Wh atever the outco me of a fight no one (not 
  even the law) interfe res. If you should kill "Skin s" and meet 
  up with another of the Russell faction , that chara cter will 
  shoot on sight. 
  D. Seymore Calhoun. Seymore is lying on the street. He is un-
  armed. Close inspectio n shows him to have passed out from 
  drink. Though his wallet is empty, he shows no signs of having 
  been robbed . 
  E. Bertie Slade: D2 +5, KN +5, BAC 50%, STR 13, BRV 35%. 
  Roll ld6 . If you roll 1-2 you do not notice Bertie standing in 
  the shadows until his blackjack strikes you on the back of the 
  head. There is a 60% chan ce you are stunn ed then knocked 
  unconscious before you can recover. If you are stunn ed you 
  wake to find that you have been robbed of all your money. If 
  you have not been stunned, you may run away or proceed to 
  fight. The range for a fight is 1. If you choose to fight , and 
  lose, you are robbed. In a fight, Bertie does not fire his gun 
  unless you draw your gun. If you win the fight you find that a 
  deputy was alerted by the noise and arrives just as the fight 
  ends. You go with him to the sheriff's office 21 where a search 
  of the wanted posters reveals that you are entitled to a $50 
  reward for the capture of Bertie Slade (dead or alive). You 
  may leave the sheriff's office at any time. It is assumed that 
  you have collected the reward before the adventure ends. 
  F. Chris Miller: SAR6 + 19, BAC 53%, STR 14, BRV 70%. Chris 
  is a brash young kid out to make a reput ation for himself. He 
  has decided to make you his victim. At a range of 8 he yells 
  "Draw!" and reaches for his gun. You can tell that whether 
  you draw or not he is out to kill you. Calculate first shots and 
  24 
  run the gunfight. If you live, you find that a deputy witnessed 
  the shootout but refused to interfere in what he thought was a 
  fair (face-to-face) private affair. Unless you wish to press 
  charges there are no repercus sions over the shooting . 
  G. Ralph Wagner: SCG2 + 3, BAC 81%, STR 15, BRV 71%. A 
  wagon passes you. The wagon has wooden sides and top . 
  Painted on the sides in bright blue letters is a sign which 
  reads: "WAGNER'S AQUAE VITAE: The Miracle Potion of 
  the Ages. Guaranteed to Cure Any Disease Known to Man. 
  Until recently sold only to the Crowned Heads of Europe . Now 
  available in The United States of America . Ralph Wagner -
  sole distributer ." 
  Ralph stops his wagon when he sees you and goes into his 
  sales spiel. If you wish, you may purchase a bottle "For the 
  mere pittance of $3 (2 for $5). A small cost for the very elixir of 
  life." If you purchase a bottle (or two) you find that drinking 
  Wagner's Aquae Vitae has the same effect as drinking bitter 
  diluted whiskey. Even if it doesn't actually cure anything , at 
  least you feel better . 
  H. Joey Black. Joey is the paper boy for the Mad Mesa Gazette . 
  He is unarmed. He tries to sell you a copy of the newspaper (5 
  cents). If you buy the paper and stop to talk for awhile, you 
  learn the information in entry 200. 
  I. 
  Frank Russell: SAR6 +14 , BAC 61%, STR 16, BRV 71%. 
  Frank is, of course, a member of the Russell faction in the 
  cattle war. He shoots your character on sight (range of 3), if 
  your character has been warned to leave town by the Russell 
  faction , or if you have killed a member of the Russell faction . 
  If you have not been warned to leave town by the Russell 
  faction and have not killed a member of the Russell faction , 
  Frank Russell ignores you and continues on his way. Wha t-
  ever the outcome of a fight no one (not even the law) inter-
  feres. 
  J. 
  Sam Collins: SAR6 +10 , BAC 51%, STR 16, BRV 76%. Sam 
  is aggressively, belligerently drunk. No matter what you say or 
  do, he tries to fist fight with you. Sam punches as long as you 
  do not draw your gun. If you do draw your gun, the fist fight 
  will turn into a gunfight. A deputy chances by just as the fight 
  ends. Sam is a notorious drunken brawler. Regardless of the 
  outcome of the fight, the deputy allows you to go free. 
  
  K. "Doc Jubal" Kane: SAR6 +19, BAC 71%, STR 15, BRV 
  80%. Doc Jubal is a member of the Kane faction in the cattle 
  war. He pleasantly passes the time of day with you unless you 
  have killed a member of the Kane faction or you have been 
  warned to leave town by the Kane faction, in which case he 
  shoots on sight (range of 5). Whatever the outcome of a gun-
  fight no one (not even the law) interferes. 
  L. Luke Las Cruces: SG2 +l, BAC 71%, STR 12, BRV 80%. 
  Luke is a member of the Kane faction in the cattle war. He 
  ignores you unless you have killed a member of the Kane 
  faction or been warned to leave town by the Kane faction, in 
  which case he shoots on sight (range of 6). Whatever the out-
  come of a fight no one (not even the law) interferes. 
  M. Jonathan Whittier. Jonathan is dressed in the latest eastern 
  f~sh~ons. He is unarmed. He tries to sell you a $500 premium 
  hfe msurance policy for $50 initial payment and $10 per 
  month until the policy is paid off. It has a double indemnity 
  clause so that, once the policy is paid off, if your character 
  dies by violence, his or her heir inherits $1000. If you wish to, 
  you may pay for the policy all at once. 
  If you decide to buy the policy, accompany Jonathan to the 
  doctor's office 81 for a physical check-up which you pass pro-
  vided you are not currently wounded. The doctor witnesses the 
  transaction. Jonathan advises you that Mad Mesa is really not 
  a safe town to be in and hopes that your business keeps you in 
  town as short as possible. The doctor agrees with Jonathan's 
  opinion saying that "Mad Mesa is really only safe for doctors 
  and undertakers, who perform such vital services that they are 
  immune to being shot." You may leave the doctor's office to 
  69 to 34 whenever you wish. 
  N. Tom Morgan: FDR +34, SAR +32, R +19, BAC 93%, STR 
  18, BRV 94%. Tom Morgan is the town sheriff. If you are 
  known to have committed a crime he tries to arrest you. If you 
  go for your gun he shoots to kill, firing one aimed shot for 
  your character's head. Tom Morgan is a Crack Shot. He has 
  only a 73% chance to hit, but a successful hit will hit your 
  character in the head. A second roll will still be necessary to 
  see how serious the head wound is. Keep in mind that any suc-
  cessful head wound has a 50% chance to stun its target. If you 
  are stunned you recover in irons on the way to jail. 
  25 
  MULTI-PLAYER ADVENTURE 
  MAD MESA 
  A BOOT HILL Multi-player Adventure 
  Introduction. Unlike the solo adventure, the multi-player ad-
  venture requires a referee. Before judging the multi-player adven-
  ture, it is a good idea for the referee to become thoroughly familiar 
  with the solo adventure. The referee should try to visit every build-
  ing in Mad Mesa, using as many separate players as necessary. 
  After visiting all the buildings and experiencing as many entries as 
  possible, the referee should look over the solo adventure and read 
  those entries his or her characters did not choose, to get an overall 
  view of the various encounters. 
  The multi-player adventure is based on the encounters detailed in 
  the solo adventure. The section on Encounters for the Multi-
  player Adventure lists the various encounters as they have been 
  adapted for the multi-player adventure. It is suggested that the 
  number of player characters for the multi-player adventure range 
  from 4-8 player characters. To balance the additional player char-
  acters in the multi-player adventure, additional individuals have 
  been added to the encounters. 
  It is important that the encounters be balanced for the number of 
  player characters in the multi-player adventure. Balance , to a 
  certain extent, depends on exactly how many player characters are 
  involved in the encounter. An encounter which is balanced for five 
  or six player characters may not be balanced for eight or three 
  player characters. The referee should make any changes he or she 
  feels necessary to maintain play balance during an encounter . 
  Some balancing 
  factors include: 
  altering 
  the number 
  of 
  individuals in an encounter, altering the morale of the NPCs, or 
  allowing one side in the encounter to be protected by cover. The 
  question of balance becomes particularly important when a group 
  of player characters splits into smaller groups and one or more of 
  the smaller groups have an encounter. 
  The multi-player adventure takes place both at night and during 
  the day. Some of the encounters listed under the Encounters for 
  the Multi-player Adventure are suitable only at night, some take 
  place in daylight, and some could occur either at night or during 
  the day. The referee should decide which encounters would work 
  best at night and which would work best during the day. 
  The Referee in Boot Hill. The referee is neutral , structuring the 
  adventure for the players so that the adventure remains interesting 
  and enjoyable. The referee plays the roles of NPCs in encounters 
  with the player characters, but the adventure is not a contest be-
  tween the referee and the players. Some NPCs may, indeed, be 
  villains, but others might befriend the players. The majority of the 
  NPCs remain neutral, 
  minding their own business unless 
  provoked or threatened. In general, the referee should try to 
  imagine how a NPC would logically react considering the circum-
  stance, the NPC's statistics, and the NPC's occupation, then play 
  that character as realistically as possible. For example, a hired 
  gunfighter is likely to shoot if danger threatens , while a shop-
  keeper is more likely to run for cover under the same circum-
  stances. For an added touch of realism , the referee may want to 
  create personality outlines for the more important townspeople 
  before the adventure begins. Such personality outlines would help 
  decide how the individual NPC would react. 
  A referee should also keep in mind the tendency for Western 
  townsfolk to unite in vigilance committees if pushed too far by 
  violent acts and rampant lawlessness. Westerners respected the 
  law, but they were also self-reliant. If the law could not handle the 
  lawlessness, the citizens tended to group together and take charge 
  of the situation. Usually townsfolk avoided violence, but a single 
  
  MOTIVATION 
  courageous individual could spark off a reaction in which bandits 
  were either wiped out or run out of town in a hail of gunfire (such 
  as happened at Northville , Coffeyville, Bannack, and Silver City). 
  On the other hand , an adventure without danger tends to be 
  boring. The referee should balance possible violence, providing 
  enough action to keep the adventure exciting without escalating 
  the level of lawlessness to unreasonable heights. 
  One way to look at the multi-player or solo adventure is to view 
  them as concentrated adventures . The action is concentrated into 
  a short space of time for gaming convenience, but the amount of 
  adventure is more normal for a period covering months or years. 
  The Kane-Russell cattle war, while compacted into one adventure , 
  is assumed to be of long standing and to have lasted for more than 
  a year. When balancing the amount of violence, the referee should 
  keep in mind the concept of a concentrated adventure. 
  Typical Characten. Typical characters have average statistics for 
  each particular type, rather than rolling up each character anew. 
  They help the referee improvise extra NPC's when necessary. 
  Thus, if a citizen dies and the referee has to quickly fill in the 
  vacancy, he or she can use the statistics for a typical character 
  rather than stopping the action to roll up a new NPC. 
  Typical characters can also be used to create chance encounters. 
  For example , if the referee wanted the party to accidentally 
  stumble onto the hideout of an outlaw gang, he or she need only 
  decide how many outlaws would be present and use that number 
  of typical Bandits / Outlaws for the encounter (see the table below). 
  TYPICAL CHARACTER TABLE 
  Character 
  SAR 
  R 
  BAC 
  STR 
  BRV 
  Townsfolk 
  +8 
  -5 
  50% 
  13 
  30% 
  Lawman 
  +19 
  +6 
  70% 
  15 
  70% 
  Cowboy 
  +13 
  +o 
  60% 
  15 
  60% 
  Cavalryman 
  +10 
  -3 
  60% 
  14 
  60% 
  Miner 
  + 10 
  -3 
  50% 
  15 
  SOo/o 
  Logger/ Tracklayer 
  +10 
  -3 
  SOo/o 
  16 
  55% 
  Homesteader 
  + 8 
  -5 
  50% 
  13 
  30% 
  Sheepherder 
  +7 
  - 6 
  55% 
  14 
  50o/o 
  Greenhorn 
  +6 
  -7 
  40% 
  13 
  20% 
  Drifter 
  +10 
  - 3 
  50% 
  14 
  40% 
  Bandi t/ Outlaw 
  +16 
  +3 
  65% 
  14 
  65% 
  Indian Brave 
  +11 
  -2 
  65% 
  15 
  70o/o 
  In the solo adventure , many of the buildings in Mad Mesa are 
  closed at night. During the day, most of those buildings would be 
  open. If the player characters wish to visit one of these buildings , 
  the referee should place 1-6 typical characters in the building. The 
  characters represent the owner, workers or customers. The referee 
  may also wish to use some of his or her own player characters as 
  townsfolk so that the referee can judge and play at the same time. 
  If so, the referee should be careful to 1) not take advantage of his 
  or her position as referee , that is, the referee should treat his or 
  her player characters like any other player characters and should 
  show no favoritism , and 2) make certain that the player character 
  is logical as a townsperson . (For example , a player character who 
  is a noted outlaw is hardly likely to be running the Feed Store in 
  Mad Mesa.) 
  Chance Encounten. 
  Chance encounters differ slightly in the 
  multi-player adventure from the solo adventure . The referee 
  should check once every two turns for a chance encounter. Roll 
  ldlO and a chance encounter occurs when a 1 is rolled. The 
  referee never need check while a gunfight is in progress. 
  26 
  If a chance encounter should occur , roll ld6 . On 1-3 use the 
  chance encounter table for the solo adventure. The only adjust-
  ments which need to be made are that if any member of the Kane 
  or Russell faction is encountered , all the members of the Kane or 
  Russell faction are encountered at the same time, and if Tom 
  Morgan is encountered he will have two deputies with him at the 
  time. On 4-6 use the following CHANCE ENCOUNTER TABLE. 
  CHANCE ENCOUNTER TABLE 
  Chance Encounter Results 
  1. 1-6 drifters ride into town. 
  2. The stage arrives. It carries 1-3 greenhorns and 1-3 towns-
  folk plus a driver and shotgun guard (treat as typical 
  cowboy characters). 
  3. The train pulls into town. It carries 1-6 trackla yers, 1-3 
  drifters, 1-3 townsfolk , and 1 lawman . 
  4. 1-10 cavalrymen ride into town. 
  5. A wagon train arrives carrying 2-20 homesteaders. 
  6. 2-20 Indian braves raid the town. 
  7. 1-6 sheepherders drive in a herd of sheep. 
  8. 1-10 cowboys drive in a herd of cattle. 
  9. 1-6 outlaws try to rustle stock from the railroad corral. 
  10. 1-10 miners come to town because they have heard of a 
  nearby ore strike . 
  To use the table , roll ldlO to determine the encounter . An en-
  counter may take place more than once, but if the referee feels 
  that a particular encounter is occurring too frequently, the referee 
  should roll over or choose an encounter . The individuals en-
  countered in the table are all typical characters . 
  Any time a chance encounter occurs , the referee may substitute all 
  or some of the bankrobbers listed in encounter XII . In that way, 
  the arrival of the bankrobbers is not so conspicuous . 
  Player Character Motivation. As in the solo adventure , the player 
  characters in the multi-player adventure may have only general 
  motives for being in Mad Mesa. They are resting from and cele-
  brating after a successful cattle drive, or they have come into town 
  to stock up on supplies, or they are just passing through , or some 
  similar motive. 
  To make the multi-player adventure more interesting , the referee 
  may wish to invent a motive which unifies all the player characters 
  and gives them specific or general missions to accomplish while in 
  town. Such motives are often tied to existing game campaigns and 
  will only fit the logic of a particular campaign. One possible 
  motive not derived from a campaign follows. 
  Uncle Zeke, a NPC relative of one (or more) of the player charac-
  ters, owns the Rocking-Z ranch , a piece of land which appears to 
  be good for little else besides grazing a few hundred head of cattle. 
  A nearby large ranching outfit , the Circle-V ranch , recently 
  offered to buy the land for a little more than its market value . 
  Uncle Zeke's wife is buried on his ranch and he decided not to sell 
  the land . Whether by chance or design, everything has gone wrong 
  for Uncle Zeke since his decision not to sell. Cattle are constantly 
  being rustled (a few head at a time), wells are being poisoned , 
  ranch hands are beaten up when they go into town, the railroad 
  refuses to ship Uncle Zeke's cattle to market, and the bank has 
  given notice that they intend to foreclose on the mortgage when 
  the next payments fall due. 
  Uncle Zeke has begged his favorite nephew (or niece) and his or 
  her friends for help. He has reasonable suspicions that the Circle-
  V ranch is behind his misfortunes, but he has no proof and is not 
  sure why he is being harassed . His land is simply not that valuable 
  
  and, to his knowledge, he has never offended anyone at the Circle-
  V ranch . 
  Uncle Zeke knows two facts which might help. First, the Circle-V 
  ranch is represented by Matt Brady, who has an office in Mad 
  Mesa. Second, one of the rustled steers recently turned up in Mad 
  Mesa. The steer originally had a Rocking-Z brand . A running iron 
  had been used to alter the brand to a Lazy-H. The rebranding was 
  skillful and the fraud was not discovered until, when the animal 
  was skinned for food, someone took a look at the inside of the 
  hide. Since the two brandings had taken place at different times, 
  the rebranding marks could be distinguished, but only from the 
  inside. The steer was part of a shipment of mixed brands com-
  posed mainly of Circle-V brands . 
  When faced with the fact , the owner of the Circle-V produced a 
  bill of sale which appeared genuine. Even so, he offered to re-
  imburse the Rocking -Z for the steer. Unfortunately, the owner of 
  the Lazy-H ranch has disappeared, so the bill of sale could be 
  traced no further. 
  Uncle Zeke has three theories why the Circle-V might be after his 
  land. 1) The railroad might plan on building a new spur which 
  crosses his land and is using the Circle-V to obtain the land 
  cheaply. 2) The owner of the Circle-V knows about some gold (or 
  possible silver) deposits on Rocking-Z land of which Uncle Zeke is 
  unaware . 3) The Circle-V plans to expand in such a way that the 
  Rocking-Z forms an important part of the expansion. 
  Uncle Zeke has no proof to back any of his theories . It's possible 
  that the string of misfortunes is purely coincidental and has driven 
  Uncle Zeke a bit paranoid. Even if Uncle Zeke really is being 
  harassed, the reason might be entirely different than any of his 
  theories. 
  Still, Uncle Zeke is kin and he is in trouble. No self-respecting 
  Westerner would abandon kinfolk in their time of need. The 
  player characters have promised to ride into Mad Mesa and in-
  vestigate. The player characters, as strangers, are more likely to 
  find information than Uncle Zeke. Uncle Zeke stays on the ranch 
  and tries to discover what he can on his end. 
  If at all possible, the player characters are to find proof of the 
  harassment which would stand up in court or to stop the harass-
  ment by some other legal method . Even if the player characters 
  could just find out the reason for the harassment (if there is one) it 
  would help Uncle Zeke plan a counter-strategy. 
  The referee knows the f ollowing information which the play ers do 
  not know at the start of the adventur e. 1) The Russells have re-
  cently bought control of the Circle-V ranch ( which was on the 
  27 
  ZEKE'S STORY 
  verge of bankruptcy). Proof of the control lies in a contract kept in 
  the Wells Fargo safe. If the players stop the robbery of the Wells 
  Fargo office (detailed in Encounter VIII) and check the loot, they 
  will find the contract along with the stolen money. 
  2) Valuable lead deposits have been found on Rocking-Z land. 
  The assay report, complete with samples, was filed by "Old Man " 
  Russell with the Assay Office. Unfortunately , the clerk was bribed 
  to misfile the report. Unless the player characters make an illegal 
  search of the Assay Office, or offer at least $200 counter-bribe to 
  the clerk, the player characters do not discover the assay report. 
  3) The Russells plan to turn most of the territory into their own 
  personal range. The Rocking-Z land lies in a strategic location. As 
  soon as their rivals, the Kanes, are out of the way, the Russell plan 
  can continue . In the offices of Owen & Brady is a territorial map 
  which outlines the Russell scheme. Matt Brady, lawyer for both 
  the Russells and the Circle-V, cannot be bribed for the informa-
  tion, since he stands to make a fortune over the merger once the 
  cattle war ends. Garry Owen, Matt' s partner, is scrupulously 
  honest. He already has begun to suspect Matt. The information 
  about Uncle Zeke's harassment will tip the scale and Garry will 
  use his key to open up the office and help the player characters 
  search for evidence. 
  4) On the body of "Old Man" Russell is a bill of sale for 20 head of 
  "maverick unbranded" cattle to the Lazy-H ranch. The bill of sale 
  can easily be shown to be a forgery since it is signed by the owner 
  of the Lazy-H ranch and the man could not read or write and 
  signed all legal documents with his mark , not his signature. 
  5) In the hand of the dead man Charlie Jones (see Encounter I) is 
  the following note: "Circle-V plus Box-R dash Bar-K". The note 
  implies that Charlie had some evidence to connect the Circle-V 
  ranch with the Russell-Kane cattle war. 
  The assay report, the merger contract , the map from Matt Brady's 
  office, the forged bill of sale, and the dying man's note all con-
  stitute evidence that would influence a judge. Since the evidence is 
  circumstantial it takes at least three of the five pieces of evidence 
  together to convince the sheriff to arrest the Russells and the 
  owner of the Circle-V ranch. Any three bits of evidence will 
  suffice. 
  -~ '-\. ~ , 
  ''-~~~ ~ 
  
  ENCOUNTERS I-VII 
  Encounten for the Multi-player Adventure. 
  I. 
  Three men assassinate Charlie Jones in his hotel room. Two 
  men perform the actual assassination while the third man 
  stands watch on the hotel fire escape. The two assassins are 
  "Frenchie " Le Blanc KN +8, D2 +8, BAC 63%/50%, STR 
  15 BRV 61% and Paul Carson KN +10, SAR6 +13, BAC 
  55~o/60o/o, STR 13, BRV 57%. The lookout is "Blackleg" 
  Bart KN +5, SAR +8, BAC 51%/60o/o, STR 14, BRV 74%. 
  This encounter is an adaptation for the multi-player adven-
  ture of the encounter detailed in entries 7-20, 21a , 25-28, 
  and31-33 of the solo adventure. 
  II. 
  Five men dig up a coffin filled with loot from an old bank 
  hold-up. Four men stand near the coffin. They are Ben 
  Stockwell SAR6 + 15, BAC 50%, STR 13, BRV 60%, Os-
  good Parkinson SAR6 +8, BAC 31 %, STR 13, BRV 33%, 
  Billy Stockwell SAR6 +13, BAC 55%, STR 14, BRV 65%, 
  and Al Bronson SG2 +2, BAC 60o/o, STR 13, BRV 58%. 
  The fifth man is holding the gang's horses outside the north 
  wall of the Mad Mesa Cemetery 29. The man is Angus 
  MacDonald R15 +2, BAC 52%, STR 15, BRV 61%. If the 
  player characters surprise the grave robbers and quietly ob-
  serve them, the player characters witness Ben Stockwell 
  murdering Osgood Parkinson with a shovel. This encounter 
  is an adaptation for the mutli-player adventure of the en-
  counter detailed in entries 21b, 29, 30, 35-56, 58, 59 and61 
  of the solo adventure. 
  III. 
  A surly night clerk at the Lazy A Hotel 70 insults one of the 
  player characters. The clerk is Fred Jackson (the brother of 
  Sam Jackson who owns the General Store). His statistics are 
  D2 +l, SCG2 -4, BAC 43%, STR 13, BRV 52%. If a gun-
  fight would develop, check to see if the townsfolk in the 
  restaurant 77 and the upstairs bedrooms 78 join in defense 
  (or revenge) of Fred Jackson. It takes two turns for the char-
  acters from the restaurant to join the fight and three turns 
  for the individuals upstairs to join the fight. If the player 
  characters have shot Fred Jackson, any townsperson who 
  makes his or her morale roll opens fire on the player charac-
  ters. This encounter is detailed in entries 21c, 70-74, 76-78, 
  80, 82, 86-88, and 90-93 of the solo adventure. 
  IV. 
  The player characters spot a man trying to kick down the 
  back door to Jackson's General Store 75. Unknown to them, 
  the man is Sam Jackson, the owner of the store. He does not 
  fire if fired upon. The encounter is detailed in entries 21e, 
  75, 79, 124, 131, 134, 135, 137-139, 141, 142, 145 and 146 of 
  the solo adventure. 
  V. 
  The Kane-Russell Cattle War. The cattle war is the central 
  theme behind the violence in Mad Mesa. There are at least 
  three possible encounters directly based on the cattle war, 
  and possibly more than three depending on chance en-
  counters. 1) The player characters can encounter the Kane 
  faction in the Bar-K Stables 100. This encounter is detailed 
  in entries 21d, 94-103, and 105-119 of the solo adventure. 2) 
  The player characters can encounter the Russell faction in 
  Babe's Saloon 150. This encounter is detailed in entries 21d, 
  150, 154, 159, 163, 166, 168, 169, 171, 174, 176 and 243 of 
  the solo adventure . 3) The major encounter in the Kane-
  Russell cattle war is the shootout in the Railroad Corral 
  175. The referee should try to get the player characters in-
  volved in one side or the other in the cattle war (preferably 
  the Kanes, if the motivation of helping Uncle Zeke is being 
  used). The shootout should be as balanced as possible. Both 
  sides in the shootout should be roughly equal, though the 
  28 
  side which the player characters join can be slightly 
  stronger. It may be necessary for the referee to balance the 
  sides in the shootout by deleting gunmen from the more 
  numerous side, or adding gunmen to the weaker side. The 
  four Russells and the four Kanes should always participate 
  in the gunfight if they are alive and conscious at the time. 
  If the referee needs extra gunmen to balance the sides, he or 
  she can either use some of the following or roll up his or her 
  NPC's. "Whiskey Jack" Kraft SAR6 +7 , BAC 50%, STR 
  14, BRV 47%; Roy Murphy SG2 +2, BAC 65%, STR 13, 
  BRV 61%; Jason "JJ" Johnson FDR6 +31, BAC 83%, STR 
  15, BRV 89% (Jason is a known gunfighter); Greg Mitchell 
  R15 +6, BAC 45%, STR 12, BRV 71 %; Ernie Mather 
  SAR6 +13, BAC 55%, STR 14, BRV 54%; or Max Hoff-
  mann SCG2 +3, BAC 70%, STR 13, BRV 59%. 
  The shootout in the Railroad Corral is detailed in entry 175 
  of the solo adventure. 
  VI. 
  Four drunken cowboys have broken into the Railroad Sta-
  tion 172 to sleep off their drunk. They will be extremely bel-
  ligerent and likely (but not certain) to attack on sight. The 
  leader of the cowboys is Josh Kearney SAR6 +8 , BAC 40%, 
  STR 15, BRV 70%. The other three cowboys are Barry 
  Lanser SAR6 +7, BAC 45%, STR 14, BRV 65%; Chuck 
  Blain SAR6 +9, BAC 40%, STR 14, BRV 60%; and Eric 
  Rodgers SAR6 +9, BAC 50%, STR 13, BRV 65%. Each 
  cowboy fights for 1-3 turns before he passes out from drink. 
  (Roll ld6 for each man, 1-2 equals one turn, 3-4 equsls two 
  turns, and 5-6 equals three turns that that man fights before 
  passing out.) This encounter is an adaptation for the multi-
  player adventure of the encounter detailed in entires 2lf, 
  155, 158, 161, 164 and 172 of the solo adventure. 
  ,:;;i 
  VII. The player characters may gamble or drink in the Mad 
  Mesa Saloon 120. Read entries 120, 123, 126, 129 and 133 
  of the solo adventure for details. 
  
  VIII. Two safecrackers are breaking into the Wells Fargo 170 
  safe. While one man is cracking the safe, the second man is 
  standing guard at the west door of the building. The safe-
  cracker is "Blackjack" Porter SAR6 +7, BAC 55%, STR 
  13, BRV 63%. The lookout is Otto Schultz SAR6 +9, BAC 
  60%, STR 14, BRV 60%. Otto is holding a stick of dynamite 
  and a fuse which were not needed to crack the safe. If the 
  player characters have drawn their guns to investigate the 
  building, or give the impression that they suspect that a 
  robbery is in progress, there is a 50% chance that Otto lights 
  the dynamite, throws it out the door at the player charac-
  ters, then closes the door. This encounter is an adaptation 
  for the multi-player adventure of the encounter detailed in 
  entries21i, 170,173,177,180,181,184,186,187,189, 
  191-
  196, 198, 201-209 and215 of the solo adventure. 
  IX. 
  Three brothers mistake one of the player characters for Sam 
  Collins, the man who killed their father. The three of them 
  immediately open fire. The oldest brother is Jacob Malone 
  SAR6 +8, BAC 40%, STR 13, BRV 35%. The other two 
  brothers are Joshua Malone SG2 +5, BAC 55%, STR 14, 
  BRV 48%; and Solomon Malone R15 +5, BAC 50%, STR 
  13, BRV 61%. The encounter is an adaptation for the multi-
  player adventure of the encounter detailed in entries 21g, 
  21h, 182, 185, 188, 199 and 211 of the solo adventure. 
  X. 
  The player characters chance across a man carrying a sack. 
  Inside the sack is the corpse of a man who died recently 
  from gunshot wounds. Unless the player characters ask, 
  they do not know that the man is following the sheriff's 
  orders and stashing the corpse in the Ice House 225 until 
  burial. The man is John Billings and he does not fight if 
  fired upon. The encounter is detailed in entries 21j, 213, 
  216, 218, 219, 221, 222, 225, 228-230, 233, 236 and 238 of 
  the solo adventure. 
  XI. 
  Four men try to firebomb the office of the Mad Mesa 
  Gazette 214. The leader of the men is Sam Archer SAR6 
  + 13, BAC 50%, STR 13, BRV 57%. The other men are his 
  hired hands. They are Jerry Tucker SG2 +2, BAC 55%, 
  STR 13, BRV 40%; Martin Bond R15 +5, BAC 50%, STR 
  14, BRV 53%; and Barry White SAR6 +7, BAC 50%, STR 
  12, BRV 43%. This encounter is an adaptation for the 
  multi-player adventure of the encounter detailed in entries 
  21k, 214,217,220,223,226,227,231,232,235 
  and237 of 
  the solo adventure. 
  29 
  ENCOUNTERS VIII-XII 
  XII. Six men try to rob the Federal Bank of Mad Mesa 190. The 
  robbery takes place in broad daylight. Three men enter the 
  bank while three others station themselves outside the bank 
  as horse holders and lookouts. One lookout, Art Peterson 
  SAR6 + 12, BAC 65%, STR 15, BRV 79%, stations himself 
  on Broadway outside the north door to the bank. The 
  second lookout, "Mustang Joe" Fisher R15 +6, BAC 69%, 
  STR 14, BRV 71% stations himself on Dodge Street outside 
  the south door to the bank. The third lookout, Tony 
  Rosselli SAR6 +12, BAC 58%, STR 13, BRV 73% stations 
  himself on Washington Avenue outside the east door to the 
  bank. The three men who enter the bank are Merle Kirby 
  SAR6 +20, BAC 75%, STR 14, BRV 81%, his brother Boyd 
  Kirby SAR6 +26, BAC 81%, STR 17, BRV 86%, and Gil 
  Hardy, "The Cheyenne Kid" FDR6 +29, SAR6 +27, BAC 
  88%, STR 15, BRV 94%. 
  :P,'8/ 
  Inside the bank are Carl Loomis D2 + 1, BAC 40%, STR 13, 
  BRV 47%, a bank teller; Walter McBain SAR6 +4, BAC 
  35%, STR 14, BRV 42%, the bank president; Mrs. Norma 
  Handel, who is unarmed, and Gus Schwartz SAR6 +9, 
  BAC 66%, STR 14, BRV 62%. Gus is a drummer who sells 
  firearms. His pistol is in his sample case. Depending in the 
  circumstances, reaching the gun could require negative 
  speed modifications. Walter McBain's pistol is in his desk 
  drawer. Reaching it might also require negative speed 
  modifications. When considering morale, keep in mind that 
  the Kirby 
  gang has a territory-wide 
  reputation 
  as 
  desperados and The Cheyenne Kid is known to be a gun-
  fighter with a reputation. 
  At least three individuals are on the streets at the time of the 
  holdup. Place one individual from either the Kane or the 
  Russell faction somewhere on Broadway (either section). 
  Place one individual from inside the Lazy A Hotel 70, 77, 78 
  somewhere on Main Street. Place one individual from the 
  CHANCE ENCOUNTER TABLE for the solo adventure 
  somewhere on Dodge Street. The individuals may be chosen 
  by the referee or picked at random. 
  
  STATISTICS 
  The bank robbers try to be as inconspicuous as possible. 
  to him. The other bank robbers' horses are tethered on 
  They do not arrive in town together. They can be brought in 
  Broadway outside the Bank, the Feed Store, and the 
  as part of chance encounters. The robbers converge on the 
  Gazette Office. Any bank robber that succeeds in getting 
  bank from several approaches so that three robbers enter 
  out of town has escaped as far as the adventure is con-
  the bank at the same time that the lookouts are in position. 
  cerned. 
  The robbery should be timed by the referee so that most of 
  the player characters are within SAR range of the bank at 
  the time of the robbery. 
  If any shooting starts, individuals inside buildings can 
  Non-Player Character Statbdcs. Listed below, in alphabetical 
  begin to react to the shooting one full turn after the first 
  order by last name, are the statistics for the armed people a player 
  shots have been exchanged. Until then, the only individuals 
  might meet in Mad Mesa. The characteristics are listed in the fol-
  who can react to the robbery are those individuals who can 
  lowing order: BSP = base speed addition because of charac-
  actually see the robbery in progress. 
  teristics; BAC = base gun accuracy; SPD = Speed Rating; GAC 
  = Gun Accuracy Rating; TAC = Throwing Accuracy Rating; 
  Once the robbers have the money, or their morale breaks, 
  STR = numerical Strength Rating; BRV = Bravery Rating; EXP 
  they try to ride out of town. Each lookout has his horse next 
  = Number of Gunfights survived. 
  CHARACTER STATISTICS 
  Character Name 
  BSP 
  BAC 
  SPD 
  GAC 
  TAC 
  STR 
  BRV 
  EXP 
  Carl Anderson 
  -1 
  so 
  10 
  38 
  24 
  13 
  57 
  1 
  Sam Archer 
  +5 
  50 
  43 
  38 
  01 
  13 
  57 
  1 
  Pete Armitage 
  -5 
  31 
  05 
  05 
  12 
  13 
  30 
  0 
  "Blackleg" Bart 
  +o 
  61 
  08 
  84 
  35 
  14 
  74 
  1 
  John Billings 
  -2 
  37 
  10 
  20 
  16 
  14 
  21 
  0 
  Ma Blackburn 
  +9 
  67 
  52 
  68 
  19 
  15 
  85 
  3 
  Chuck Blain 
  +1 
  40 
  20 
  23 
  15 
  14 
  60 
  0 
  "Buckshot" Blume 
  +26 
  95 
  100 
  99 
  64 
  15 
  93 
  11+ 
  Martin Bond 
  +10 
  so 
  72 
  45 
  28 
  14 
  53 
  1 
  Cole Brennan 
  +6 
  61 
  36 
  76 
  19 
  14 
  71 
  2 
  Al Bronson 
  +7 
  60 
  59 
  44 
  39 
  13 
  58 
  2 
  Billy Brown 
  +6 
  56 
  37 
  84 
  100 
  13 
  73 
  0 
  Joe Carrol 
  +3 
  50 
  35 
  36 
  51 
  13 
  36 
  1 
  Paul Carson 
  +5 
  60 
  38 
  69 
  so 
  13 
  57 
  3 
  Sam Collins 
  +2 
  51 
  11 
  35 
  19 
  16 
  76 
  1 
  Andrew Cook 
  +2 
  70 
  29 
  53 
  28 
  13 
  30 
  1 
  Zeb Davis 
  +8 
  71 
  61 
  87 
  90 
  17 
  80 
  3 
  Clem Dixon 
  +2 
  58 
  20 
  41 
  34 
  17 
  70 
  3 
  Harry Donovan 
  +1 
  57 
  14 
  11 
  10 
  14 
  46 
  0 
  "Wyoming Joe" Elliot 
  +11 
  51 
  71 
  35 
  12 
  14 
  67 
  2 
  Jean Evans 
  +1 
  45 
  11 
  44 
  27 
  13 
  43 
  0 
  Rob Evanson 
  +7 
  90 
  49 
  92 
  68 
  15 
  83 
  2 
  "Mustang Joe" Fisher 
  +11 
  69 
  68 
  69 
  28 
  14 
  71 
  7 
  "Red" Green 
  +9 
  65 
  64 
  80 
  57 
  15 
  87 
  1 
  Gil Hardy "The Cheyenne Kid" 
  +19 
  88 
  95 
  89 
  57 
  15 
  94 
  10 
  Max Hoffmann 
  +3 
  70 
  31 
  36 
  06 
  13 
  59 
  1 
  Bob Howard 
  +9 
  70 
  64 
  95 
  100 
  17 
  87 
  1 
  Irving "The Mad" 
  +27 
  100 
  100 
  87 
  48 
  17 
  100 
  6 
  Fred Jackson 
  -4 
  43 
  03 
  35 
  28 
  13 
  52 
  0 
  Sam Jackson 
  -1 
  40 
  09 
  21 
  13 
  13 
  41 
  0 
  Clint Johnson 
  +3 
  so 
  31 
  73 
  97 
  17 
  64 
  0 
  Jason "II" Johnson 
  +21 
  83 
  96 
  91 
  90 
  15 
  89 
  10 
  Charlie Jones 
  -4 
  62 
  04 
  72 
  63 
  15 
  so 
  s 
  "Doc Jubal" Kane 
  +11 
  71 
  75 
  91 
  92 
  15 
  80 
  3 
  Ezekiel Kane 
  +6 
  61 
  38 
  60 
  06 
  14 
  77 
  3 
  Hezekiah Kane 
  +25 
  93 
  99 
  99 
  61 
  18 
  96 
  10 
  Malachi Kane (healthy) 
  +14 
  61 
  90 
  80 
  49 
  16 
  74 
  1 
  (beat up) 
  +9 
  56 
  12 
  Josh Kearney 
  +o 
  so 
  09 
  06 
  OS 
  15 
  70 
  0 
  Boyd Kirby 
  +18 
  81 
  94 
  93 
  23 
  17 
  86 
  7 
  Merle Kirby 
  +12 
  75 
  70 
  91 
  01 
  14 
  81 
  3 
  "Whiskey Jack" Kraft 
  -1 
  so 
  12 
  38 
  11 
  14 
  47 
  1 
  Barry Lanser 
  -1 
  45 
  07 
  20 
  19 
  14 
  65 
  1 
  Luke Las Cruces 
  +6 
  71 
  41 
  52 
  08 
  12 
  80 
  3 
  "Frenchie" Le Blanc 
  +3 
  so 
  28 
  47 
  88 
  15 
  61 
  1 
  "Gentleman John" Lee 
  -1 
  50 
  08 
  47 
  02 
  12 
  42 
  1 
  30 
  
  Character Name 
  BSP 
  BAC 
  Carl Loomis 
  -4 
  40 
  Angus MacDonald 
  +7 
  52 
  Jacob Malone 
  +o 
  so 
  Joshua Malone 
  +10 
  55 
  Solomon Malone 
  +10 
  so 
  Esteban Matamoros 
  +s 
  58 
  Ernie Mather 
  +s 
  55 
  Walter McBain 
  -4 
  34 
  "Skins" McGregory 
  +1s 
  98 
  Chris Miller 
  +11 
  53 
  Jack Miller 
  +6 
  61 
  Greg Mitchell 
  +11 
  45 
  Tom Morgan 
  +24 
  93 
  Roy Murphy 
  +7 
  65 
  The Oklahoma Kid 
  +6 
  61 
  Sean O'Reilly 
  +8 
  61 
  Gary Owen 
  +4 
  66 
  Osgood Parkinson 
  +o 
  31 
  Art Peterson 
  +4 
  65 
  " Blackjack" Porter 
  -1 
  65 
  Gabe Potter 
  -5 
  45 
  Eric Rodgers 
  +1 
  so 
  Isabelle Rogers 
  +1 
  53 
  Tony Rosselli 
  +4 
  58 
  Clay Russell 
  +11 
  76 
  Frank Russell 
  +6 
  61 
  Jeff Russell 
  +9 
  70 
  "Old Man" Russell 
  +4 
  so 
  Alex Sanders 
  +6 
  61 
  Otto Schultz 
  +1 
  60 
  Gus Schwartz 
  +1 
  66 
  Ed Sellers, Sr. 
  +3 
  44 
  Ben Slade 
  -5 
  37 
  Bertie Slade 
  +o 
  so 
  Jack Sloan 
  +3 
  75 
  Dr. James Smith 
  +s 
  54 
  Ben Stockwell 
  +7 
  so 
  Billy Stockwell 
  +s 
  55 
  Jerry Tucker 
  +7 
  55 
  Ralph Wagner 
  +8 
  81 
  Barry White 
  -1 
  so 
  "Wild Bill" Wilkerson 
  +19 
  88 
  CREDITS 
  Dedication 
  To Don Epperson , who has yet to understand what I am talking 
  about. 
  To my grandfather, who keeps the Old West legends alive. 
  And to Tom Moldvay, who took an idea and breathed into it the 
  essense of life. This one's for you. 
  Design: Jerry Epperson and Tom Moldvay 
  Development : Evan Robinson 
  Editor: Patrick Lucien Price 
  Editing : Edward G. Sollers 
  Artwork: Jeff Dee, David S. LaForce , Ero! Otus, Jim Roslof and 
  Bill Willingham 
  Layout: Patrick Lucien Price, Stephen D. Sullivan 
  Playtesters: Evan Robinson, Corey Koebernick 
  STATISTICS 
  SPD 
  GAC 
  TAC 
  STR 
  BRV 
  EXP 
  02 
  23 
  10 
  13 
  47 
  0 
  54 
  13 
  07 
  14 
  so 
  1 
  20 
  26 
  27 
  13 
  35 
  0 
  72 
  47 
  18 
  14 
  48 
  0 
  80 
  48 
  19 
  13 
  61 
  2 
  45 
  81 
  95 
  13 
  62 
  1 
  48 
  67 
  30 
  14 
  54 
  2 
  05 
  04 
  06 
  14 
  42 
  0 
  89 
  100 
  60 
  16 
  89 
  9 
  80 
  70 
  25 
  14 
  70 
  0 
  so 
  85 
  09 
  15 
  68 
  1 
  77 
  13 
  14 
  12 
  71 
  2 
  98 
  99 
  80 
  18 
  94 
  10 
  62 
  45 
  15 
  13 
  61 
  3 
  46 
  85 
  13 
  14 
  74 
  2 
  61 
  58 
  12 
  14 
  80 
  3 
  28 
  79 
  20 
  15 
  77 
  3 
  20 
  03 
  10 
  13 
  33 
  0 
  35 
  70 
  51 
  15 
  79 
  5 
  09 
  67 
  24 
  13 
  63 
  2 
  04 
  33 
  10 
  14 
  33 
  1 
  12 
  39 
  02 
  13 
  65 
  2 
  12 
  59 
  65 
  15 
  54 
  1 
  33 
  66 
  58 
  13 
  73 
  1 
  78 
  86 
  08 
  15 
  78 
  1 
  45 
  77 
  74 
  16 
  71 
  2 
  65 
  92 
  75 
  14 
  84 
  1 
  21 
  15 
  30 
  13 
  66 
  3 
  47 
  79 
  71 
  14 
  66 
  1 
  20 
  71 
  43 
  14 
  60 
  4 
  16 
  71 
  08 
  14 
  62 
  7 
  27 
  04 
  05 
  16 
  48 
  0 
  01 
  17 
  13 
  12 
  28 
  0 
  14 
  30 
  34 
  13 
  35 
  3 
  20 
  54 
  21 
  13 
  89 
  0 
  39 
  OS 
  02 
  15 
  49 
  4 
  51 
  75 
  so 
  13 
  60 
  0 
  49 
  66 
  17 
  14 
  65 
  1 
  65 
  22 
  18 
  13 
  48 
  1 
  60 
  77 
  58 
  15 
  71 
  1 
  10 
  70 
  17 
  12 
  43 
  0 
  91 
  91 
  59 
  17 
  93 
  9 
  31 
  
  --
  ~~ ---~ 
  7 
  -0 
  T 
  ~ -
  
SOURCE: textdata/thevault/Boot Hill/Boot Hill BH1 Mad Mesa.pdf