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TinyGunslingers Digital Revised
TinyGunslingers Digital Revised
Dedications: This is dedicated to my dad, Doug, and my brother, Adam, who love
Westerns even more than I do. They’ll never see this dedication (they don’t play
roleplaying games), but they’re the ones who instilled the love of the western in me.
An additional dedication: To Deadlands: Reloaded and Pinnacle, whose
gunslinging poker mechanics clearly inspired the Blackjack version here for Tiny
Gunslingers and provided me hours of western role-playing enjoyment. Their
support during some of the hardest times of my still fledgling career was invaluable,
and I firmly believe they are some of the best people in the game industry.
CONTENTS A TABLE OF CONTENTS
FOR A GAME ABOUT
SLINGING LEAD
Introduction............................................................................ 4
Chapter 1: The Game............................................................6
How to Play............................................................................ 6
Obstacles......................................................................................7
Save Tests.....................................................................................7
Combat.................................................................................. 8
Hit Points............................................................................. 11
Sleeping......................................................................................11
Death..........................................................................................12
Hiding & Sneaking................................................................ 13
Gunplay & Shootouts............................................................ 14
2
Chapter 4: Twelve Labors, Montana.................................... 30
Cast.....................................................................................30
Locations.............................................................................33
Adventure Seeds...................................................................35
3
Introduction
Tiny Gunslingers is a minimalistic tabletop roleplaying game. Part
of the goal of Tiny Gunslingers was to create a western-genre RPG
that didn’t require pages of gear, tables for combat, paragraphs about
horses, and convoluted travel. We want a system that can handle any
kind of story in a western setting while promoting interesting ideas
and characters.
You will not find traditional RPG components such as classes, levels,
or experience points in Tiny Gunslingers – instead, you create a system
that has been stripped down to the bare essentials for play. A system
that is designed to be a toolkit for
If you like Tiny Gunslingers, and telling any type of story you might
you haven’t seen its sister games, want. While Tiny Gunslingers does
we have many. You can check assume its players are familiar with
out Tiny Frontiers: Revised,
Tiny Dungeon 2e or many the tabletop roleplaying genre,
others on our website, www. newcomers and veterans alike
gallantknightgames.com should be able to easily understand
the basic mechanics of the game.
4
Getting Started
You will need at least two players; one or more to act as the Cowpokes,
and one to act as a Game Master. It is highly recommended to have at
least three players acting as Cowpokes in a game. Each player will also
need three six-sided dice, or d6, called a Dice Pool. You can make
do with a single d6 by rolling it multiple times, but it’s easier to have
three dice to roll at once when needed.
You will also want to have some paper and a pencil to write down
your Cowpoke’s information and notes. A plain index card generally
has enough space on it to be an adequate Cowpoke Sheet, which
simply lists all of your Cowpoke’s information, gear, and notes.
Lastly, you want a single deck of playing cards with the Jokers
removed. Those will come into play throughout the game.
Game Masters will usually require more tools in order to keep their
thoughts and plans in order, as well as information on Non-Player
Characters, or NPCs, the Cowpokes will encounter. Finally, if the Game
Master deems it necessary for complex situations, the Game Master may
want maps and miniatures to make sure everyone is on the same page.
5
CHAPTER 1
Chapter One: The Game
THE GAME
How to Play
First, before we create your Cowpokes, it’s time to learn how to play.
Roleplaying games are about storytelling, and Tiny Gunslingers is
no different. Most of the game is played simply by describing your
Cowpoke’s actions to everybody. When describing these actions, you
should explain what goal your Cowpoke is trying to accomplish. It
is the Game Master’s job to react to these actions and describe the
outcome. Simple actions are typically resolved automatically with the
Game Master’s consent.
To resolve Tests, we use dice. Tiny Gunslingers uses six-sided
dice (like the sort you find in board games or bundled in local game
stories). Each player will want three of these dice (called d6s from
here after). When we refer to dice in multiples, we put the number
of dice first (such as 2), the “d” to indicate dice second (2d), and the
sides of the dice last (6, so 2d6 means two six-sided dice).
Tiny Gunslingers will sometimes use d6s to generate other results.
If we refer to a d2, simply roll a d6, and divide the result by 3 rounding
up. This means a 1, 2, and 3 count as a 1, and a 4, 5, or 6, count as a 2.
When the rules state a d3, we use a similar idea, but 1 and 2 count as
a 1, 3 and 4 count as a 2, and 5 and 6 count as a 3.
The core Mechanic that runs Tiny Gunslingers is called a Test, which
is a roll of 2d6 from your Dice Pool. For complex actions, the Game
Master will usually require you to make a Test to determine if you
succeed at what you’re doing. Tests are considered to be successful if
you roll a 5 or a 6 on any of the dice rolled in your Dice Pool, unless
otherwise noted by the Game Master.
6
The Game Master, and certain Traits selected at Cowpoke Creation,
can grant you Advantage in some situations. This will allow you to
Obstacles
Obstacles are challenges that usually require you to make a Test
to succeed in overcoming the challenge. Obstacles may include
attempting to barter with a merchant, hack a control panel, search a
room for a hidden item before the guards come, or resolve a conflict
with words rather than swords.
The Game Master may determine your roleplaying is sufficient in
overcoming the Obstacle and grant
you an immediate success without
having to Test; however, in most
situations, a Test will be necessary
to determine the outcome.
Save Tests
Obstacles may arise that require
you to make what’s called a Save
Test in order to prevent something
bad from happening to you. For
example, you need to successfully
leap out of the way as a trap springs,
or you’re climbing a rope when it
snaps and could fall to your doom,
7
or duck behind cover to survive a fiery explosion. Save Tests are also
used to stabilize yourself if you begin a turn at 0 Hit Points.
Chapter One: The Game
Save Tests are just like regular Tests, and unless otherwise noted
by the rules or the Game Master, you roll 2d6 to resolve your Test. A
5 or 6 on any of the rolled dice represent a successful Save and your
Cowpoke survives the danger unscathed.
Some Save Tests can be a life or death scenario – these are called
Save or Die Tests. Should you fail the Save Test, your Cowpoke is
killed. Period. There is no preventing it. Hopefully these situations
will be few and far between.
Combat
The Game Master will usually announce when Combat is about to
begin by requesting an Initiative Test. Cowpokes will roll a standard
2d6 Test and sum up both of the rolled dice.
Likewise, the Game Master will roll Initiative for any enemy
combatants the Cowpokes will be facing. The highest roller will have
the first turn in the Initiative Order, followed by the next highest,
and so on. If there is a tie between an Cowpoke and an enemy, the
Cowpoke always goes first. If there is a tie between two or more
Cowpokes, the tying Cowpokes can reroll for that position until the
tie is broken.
Combat is strictly turn-based in order to keep things running smoothly.
A round of combat begins at the top of the Initiative Order, and ends at
the bottom. The next round of combat then begins, starting again at
the top of the same Initiative Order. This continues until the Cowpokes
have defeated their enemies, completed some objective determined by
the Game Master, or until the Cowpokes have been killed.
While it can take some time for players to get through an entire
round of combat, in-game, a full round of combat is equal to roughly
five or six seconds. During your turn in the Initiative Order, you have
two Actions. You can choose to move, attack, or do other things with
8
Chapter One: The Game
these Actions. If you move, that is one Action. If you attack, that is
one Action. You can use both Actions to move, or use both Actions to
attack if you wish. You can also use an Action for drawing a weapon,
holstering a weapon, grabbing an item, or giving an item to an ally.
When you move, first declare where your Cowpoke is moving to; the
Game Master determines whether or not you can cover enough ground
to get there with that Action. This is where miniatures and maps come in
handy, as they can assist in determining distance. It is also assumed that
each Cowpoke can move just as far as any other Cowpoke with a single
Action, unless the Game Master says otherwise. A good rule of thumb is
to assume your Cowpoke can move approximately 25 feet in-game with a
single Action, so long as there isn’t anything hindering their movement.
Attacking is the most important aspect of Combat. Attacking is just
another type of Test, and the Obstacle is your enemy. Usually, you’re
going to be using the weapon you have Mastered in to attack. Any
weapon type you are Mastered in allows you to roll an Attack Test with
Advantage, or 3d6. If you are simply Proficient with the weapon you’re
wielding, your Attack Test is a standard 2d6 Test. You are considered to
be at a Disadvantage for Attack Tests while wielding weapons you are not
Proficient with – this includes unarmed combat and improvised weapons.
On a successful Attack Test, you deal 1 point of damage to your
enemy, regardless of your weapon, unless your Game Master says
otherwise. Game Masters are encouraged to reward roleplaying at
all times, so a particularly detailed description of an attack may score
more than 1 point of damage to your enemy.
9
There are four specific Actions you can perform in Combat: Focus,
Evade, Suppressing Fire, and Cover.
Chapter One: The Game
• When you choose to Focus, the next time you attack, your Test
is successful on a roll of 4, 5, or 6, increasing your chances of
hitting the enemy. Your Focus Action remains in effect until
you choose to attack, so the Action can carry over to other turns.
There is no benefit to stacking Focus Actions.
• When you choose to Evade, until the start of your next turn, you
can Test 1d6 when you are successfully hit by an enemy. If your
Test is successful, you evade the attack and do not take damage.
• Suppressing Fire lets you make an attack at Disadvantage every
time an enemy enters the area you’re suppressing.
• When you take Cover, all enemy attacks from one direction gain
Disadvantage.
As mentioned earlier, there are three categories of weapons in Tiny
Gunslingers – Melee, Light Ranged, and Heavy Ranged. You can still
attack while unarmed, or even with improvised weapons such as a
barstool or a rock, but these are not classified as weapons.
Melee Weapons have the benefit of being reliable and never running out of
ammunition. You can also take one hand off of your weapon, allowing you
to do other things with your free hand, such as dragging a friend to cover,
wielding a pistol, or holding a shield. You must be adjacent to an enemy, or
within 5 feet, to attack with a Melee Weapon. Examples of Melee Weapons
include daggers, swords, clubs, axes, and whips. If you are proficient with
Melee Weapons, you may select Unarmed as your Mastery.
Ranged Weapons come in Light and Heavy categories, and they share
some rules. Ranged Weapons treat all targets on the field as being
within range for attack, unless the Game Master declares they are
being protected by some form of cover or are just too far away to hit
with that type of ranged weapon. In Tiny Gunslingers, unless otherwise
noted by the Game Master, it’s assumed you’re always carrying enough
ammunition for your Ranged Weapon in the current fight. This keeps
the game moving quickly, and not bogged down by counting bullets.
At the end of every fight, use the Cinematic Ammo rule in the sidebar.
10
Light Ranged Weapons can be held
and shot in one hand. You can also Cinematic Ammo
Sleeping
You need at least 4 in-game hours of uninterrupted sleep every day to
regain your strength. If you manage to obtain 4 hours of uninterrupted
sleep, you will fully restore any lost Hit Points to your maximum. You
otherwise regain 1 Hit Point for every hour of sleep.
11
When asleep, Cowpokes are unconscious. If something is going
on around them they are less likely to be aware of it, and are at a
Chapter One: The Game
Death
The dying process begins when you’ve taken enough damage to reduce
your Hit Points to 0. At this point, you’re knocked unconscious, and
without further assistance you could succumb to your wounds and die.
If you are at 0 Hit Points at the start of your turn in Combat, you can
only make a Save Test to stabilize yourself. A successful Save Test
will bring your Hit Points up to 1 and this will end your turn. If you
fail this first Save Test, you get one last chance at surviving on your
own – at the start of your second turn, make one last Save Test, at a
Disadvantage. If you fail this final Save Test, your Cowpoke dies.
While you are unconscious, any ally can attempt to stabilize you
by making a Save Test as an Action on their turn, providing they are
adjacent to you. On a success, you are restored to 1 Hit Point and
your next turn would start as a normal turn. Additionally, any items or
abilities that could potentially heal you while you are unconscious –
such as the Doctor Trait or medical equipment– can be used by allies
to bring you back from the brink.
12
Chapter One: The Game
Hiding &
Sneaking
Attempting to hide or sneak around
is performed simply by making a
standard Test with 2d6. If the Test
is successful, you are hidden, or
your actions went unnoticed. Note
that you can’t simply hide in plain
sight, so you need some sort of
cover or concealment to hide. It is
up to the Game Master to determine
if you are in a situation where you
could potentially hide.
Allies and enemies alike can also make a standard 2d6 Test to locate
someone – or something – that is hidden. Hiding during Combat uses
an Action, as does searching during Combat. These Tests can only be
done during your Turn while in Combat.
13
Gunplay & Shootouts
Chapter One: The Game
14
CHAPTER 2
MAKING A POSSE
Cowpoke Creation
15
Chapter Two: Making a Posse
Game Masters:
Professions that affect combat directly should always be vetoed
because they tend to be unbalancing.
Cowpokes’ Professions are usually employment in a posse or jobs in
town, but ultimately their professions should be a useful (or enter-
taining) match for the missions the Cowpokes will face. Now, that’s
not to say a soldier is not a valid Profession. Simply don’t allow
Advantage on attack rolls. They can gain Advantage on rolls to
notice traps, plan ambushes, identify weapons or vehicles, or even
military tactics enemies use. Just not attacks.
16
Finally, Cowpokes all have a driving principle called a Drive that you
will want to write down.
This Drive is a simple statement used as a guiding force for your
Cowpoke. Your Drive may be, “I’ll always find a diplomatic solution,”
“Money can buy happiness,” or “I let my six-shooter do the talking.”
This Drive is not etched in stone, and can be changed or added to with
the approval of your Game Master.
17
Grit
At the start of every session, each Cowpoke in the posse gets 3 Grit.
Grit is a representation of willpower, fortitude, and savvy that all folks
out in the west seem to possess in spades. It’s recommended you use
poker chips to represent Grit.
Chapter Two: Making a Posse
18
Trait List
Below are new Traits for Tiny Gunslingers:
Born Fighter: I’m always ready for a fight. When rolling initiative in
a fight, if any of your dice is a “1”, you can reroll it. You can’t reroll a
dice you’ve already rerolled.
19
Learned: Look, these here books
contain the sum of the property
law of this territory! If you never
need a piece of information and
you can’t find the answer, you
can test with Disadvantage. If
successful, the GM will give you
Chapter Two: Making a Posse
20
Below are traits from other TinyD6 games that are appropriate for
Tiny Gunslingers:
Acrobat: It’s up there? No problem! You gain Advantage when Testing
to do acrobatic tricks such as tumbling, long distance jumps, climbing,
and maintaining balance. You always land on your feet when you fall.
Ambush Specialist: Keep your eyes on your six... You gain Advantage
21
Diehard: I’m not going down that easy. When an attack would reduce
you to 0 Hit Points, it instead reduces you to 1 Hit Point. You can do
this twice per mission.
Doctor: I’ve seen worse, son. You’ll pull through. As an Action, you can
Test 2d6 to heal a creature other than yourself. If the Test is successful,
the target creature is healed for 2 Hit Points. This Trait can also be used
to cure poison, disease, and other physical ailments as determined by
Chapter Two: Making a Posse
22
Martial Artist: Be like water, flowing through cracks. You gain
Unarmed as a Weapon Group to be proficient with (in addition to
your starting Proficiencies). You do not gain an additional Mastered
Weapon for this proficiency. Once per day, you may reroll a failed
Unarmed Attack, Evade Test or Goblin Agility Test.
Nimble Fingers: I could have sworn I left it right here! You gain
Advantage when Testing to pick locks, pick pockets, or steal.
23
Trapmaster: It’s a trap! As an action, you can Test to set a trap or
trick an enemy. If you succeed, the enemy blunders into your trap and
the next Test or attack against them gains Advantage.
Vigilant: Better to stay ready than to get ready. You gain Advantage
on Initiative Tests.
Magical Traits
Chapter Two: Making a Posse
Weapons
There are three weapon categories: Melee, Light Ranged, and Heavy
Ranged. These categories include a variety of individual weapons,
and the listed weapons provided can be supplemented with additional
weapons with approval from your Game Master.
Prices are suggestions and represent an average cost for basic weaponry.
Weapon Cost
Melee: Axe, baton, brass knuckles, fencing sword, hammer, 1-5 Dinero
knife, sword, club
Light Ranged: Crossbow, revolver, shuriken, throwing knives, 1-20 Dinero
sling, thrown weapons
Heavy Ranged: Buffalo Rifle, shotgun, longbow, Gatling Gun, 10-25 Dinero
any two handed ranged weapon
24
Items and Equipment
An assortment of additional items and equipment can usually be
purchased at local shops in towns. This list is not an exhaustive list of
every item you can procure, but is meant to act as a general guide. The
25
CHAPTER 3
THE GAME MASTER
The following sections are to assist the Game Master in running
games. The Game Master should study it before character creation.
Running Adventures
Chapter Three: The Game Master
26
What do the players do? Do they hand over the firearms, or do they
attempt to circumvent the law and either smuggle them in or flat out
refuse. A tough choice. If they don’t hand them over, they likely face
an increase in their “Wanted” rating.
After the players make their decision, they need to be refreshed,
so they head to a local tavern. Clearly, a barfight will break out over
gambling, and without their irons to defend themselves, the players
might be in for a bit of a struggle.
As the players are recovering from this fight, Black Bart and his gang, the
notorious Bart’s Banditos ride into town, intent on looting the local bank!
This sequence of events keeps the action on, and the players movin’,
27
Enemies
The enemy chart is to assist the Game Master in crafting challenging
fights. As a Game Master, you want to be sure your Cowpokes feel
threatened. The goal isn’t necessarily to kill your Cowpokes, but the
danger of death should always be present and possible. Cowpokes
should never feel as though they are above running to save their hides
if need be.
Enemies can serve many roles. The most basic role of enemies
is to justify calling in Cowpokes to complete a mission that would
otherwise be easy for ordinary people (such as fighting through
Chapter Three: The Game Master
28
be a social task, such as finding evidence to blackmail someone, or
obtaining research from someone who has been studying the enemy’s
biology. A particular piece of lost lore may be the key to finding an
enemy’s weakness, or it may need to be reverse-engineered and mass-
produced to deal with the entire species. When designing a weakness,
make sure that the Cowpokes have ample opportunity to learn of its
existence before they try to fight the enemy.
Dread and tension can serve a large role in introducing more
powerful enemies. Once Cowpokes have rolled initiative, a lot of the
tension goes away because now they can just shoot it. If Cowpokes
keep hearing the monster, or seeing blurry sightings of it, or finding
its victims, or learning about its bizarre biology, or hearing tales and
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CHAPTER 4
TWELVE LABORS, MONTANA
Founded by prospector and mountain man Hercules Stanton, the
town of Twelve Labors is a small community in transition. Originally
built around a small but prosperous gold vein, the town has since
become a trade and social hub for local ranchers and herders. The
Stantons, still the dominant family in town, run the saloons and hold
the seemingly hereditary position of mayor.
However, with the death of Hercules two years back, rule of the
Stanton dynasty falls on the shaky shoulders of his son Alex. Alex,
though better educated and urbane than his father, lacks the old
man’s grit and integrity. Under Alex, Twelve Labors has expanded,
even prospered, but some of the residents think the growing town has
brought in the wrong elements.
Twelve Labors, Montana
Cast
Hercules Stanton
Prospector and trapper Hercules
Stanton finally succumbed to
the loneliness of his frontier
existence when he struck gold
in 1860. He arranged to marry
a widow from back east, having a
son, and with his family grew the
town of Twelve Labors. There
is a charming 3’ bronze statue
of Hercules near the mayor’s house at the end of town, depicting the
patriarch as a modern mythological hero, holding his miner’s pick with
a great bear skin hanging from his shoulders.
30
Alex Stanton
Son of town founder, Hercules Stanton, current mayor Alex Stanton
literally looks like a pale reflection of his father. He lacks his father’s
vigor and frontiersman build, instead looking more like a banker or
accountant. Alex is a fair businessman and charming enough in most
circumstances, but he lacks his father’s tenacity and sense of purpose.
Instead, Alex chases money and praise—this has allowed several seedy
characters to set up shop in town, from saloon keepers of questionable
background to ranchers known for their strongarm tactics.
Alex is currently unmarried, having lost his wife in childbirth several
years ago. His daughter and his father’s namesake, Hera, is being
educated back east and he has no sons. Alex keeps regular company
with a few of the higher-priced ladies at Lita’s, but he has yet to
find another wife. Alex is a good shot and accomplished rider, but
otherwise lost when it comes to most outdoor or militant activities.
Alex is a bit paranoid, worried that some outlaw or renegade or other
undesirable might one day take a shot at him. To prevent this, he has
recruited a group of “regulators” who act as bodyguards, agents,
Morgan Stanton
Stepdaughter of Hercules Stanton, Morgan came west with her
mother, Erin, when she traveled to meet and ultimately marry the old
man. Despite a rocky start, Morgan came to appreciate her stepfather,
who left her a modest inheritance and the ownership of his horse
ranch, stables, and a large herd of prized horses. Since then Morgan
has become one of the town’s more respected and prominent citizens,
though she often butts heads with her stepbrother, who she feels is
too unlike their father to protect and grow the town he established.
Despite lacking Stanton blood, Morgan often expresses the idea she
was more Hercules’ daughter than Alex. Despite having many offers,
she has yet to settle down and wed, though many note she is quite
close to her assistant and business manager, Elaine Ryan.
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Leo Means
The sheriff of Twelve Labors, Leo Means is a handsome, strong-
jawed lawman who is as skilled with his fists or blade as his guns.
While hardly a stateman of great skill, Leo is charming enough and
his easy-going friendly demeanor has diffused some tense situations
in the past. Paid to keep the peace generally, Leo is nevertheless an
unapologetic servant of the Santons and their interests. Leo isn’t
necessarily a bad sort, but he’s less stalwart and benevolent than
initial impressions suggest—he’s a tough company man not afraid to
use force to solve problems if necessary.
Leo has three deputies that help him keep the peace. Two are
brothers, Henry and Elliot Byrd, a pair of reasonably skilled and loyal
guns who can follow orders. The third deputy is Bram Boreman, a big
burly ex-soldier with a blind left eye and a mean streak. He favors a
scattergun in a gunfight, though he carries a pistol as well.
Silver Bull
Twelve Labors, Montana
A Crow chieftan of mixed ancestry, few know the fearsome Silver Bull
is in fact the son of Hercules Stanton himself. Sent to live with his
relatives in the Crow nation after his mother’s death, Hercules rarely
acknowledged his son, always calling him by his “Christian name” of
Andrew on the rare occasions when he spoke of the boy—such as his
will. Expressing great regret at his neglect of his eldest son, Stanton
left his largest cattle ranch, a sizable herd, and largely unsuccessful
orchard to Andrew. Andrew moved much of his dwindling tribe to his
new holdings, allowing the elders to live as they will and recruiting the
youth to help him work the land.
Silver Bull, aka Andrew Stanton aka Silver Bull Stanton aka Andrew
Silver Bull, is a tall, powerful man who shows a mix of Anglo-Saxon
and Native American features. He hires mostly Native Americans,
African Americans, Chinese, and other disenfranchised individuals
for his businesses, making him popular in those communities and
unpopular with bigoted citizenry who resent such “elements” in their
32
town. He has recently begun expanding from cattle to horses, an act
that has brought him into friendly conflict with his half sister, @@.
However, unlike his half-brother Alex, Silver Bull likes his sister.
Locations
The following locations are representative of important places in
Twelve Labors. GMs should feel free to add their own locations. In
addition to these places, Twelve Labors has many normal businesses
and locations for Old West town, including multiple saloons, a town
hall, a church that doubles as a school and meeting hall, and numerous
residences in and near town. As a former mining town shifting to
cattle and horses, some of saloons, gambling houses, and tents are
slowly giving way to corrals and other businesses.
33
Lita’s
One of the most successful “entertainment palaces” in Stanton,
Lita’s has been serving the needs of travelers and locales since it was
a tent staked on the far end of town. Lita herself is an aging but still
beautiful Mexican woman who no longer takes clients but is rumored
to occasionally make an exception for the sheriff and the mayor. Lita
regularly brings in new “performers” and is known for being firm but
fair with her workers. She guards her ownership of Lita’s jealously,
including a special title and deed by old Hercules that guarantees her
ownership and the ability to operate inside town limits in perpetuity.
Stanton Manor
Originally a small but well-constructed home, Stanton Manor has
been expanded and rebuilt over the years. The home stands as the
mayor’s house and source of many local social events and parties.
Alex Stanton lives there, attended by several servants and the odd
guard. While Hercules often stayed at one of his ranches, Alex prefers
Twelve Labors, Montana
34
The Golden Elk
Built by prospector, Arthur Hunt, the Golden Elk Saloon and Casino
is one of the oldest businesses in town. Using the proceeds from his
one big strike, Arthur built the Elk and likely made more money off
the miners and later the ranchers and cowboys than he ever would
have mining the quickly exhausted gold veins of the region. Arthur
was a friend, frequent hunting companion, and drinking buddy of
Hercules Stanton, even serving as deputy mayor for a time before
it was decided Twelve Labors was far too small to benefit from such
expanded administration. Arthur is still owner-operator of the Golden
Elk, running the place alongside his wife, Rosa, and three children,
Arthur Jr, Orin, and Diana.
Recently, the Elk has become the site of various brawls and one
murder, a result of drunken cowboys, drifters, and other transients
clashing with locals. Arthur has asked the sheriff and mayor to take
action, but they are slow to act—wary of scaring off or offending the
big cattle operations and other businesses that come to town.
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Contest of Champions
Eager to grow the town’s fame and fortune, Alex Stanton sponsors
a shooting contest. For five days the best marksmen from near and
far gather to compete in tests of speed and skill. Prizes include cash
and high-quality firearms. The best local guns compete—including
several or Stanton’s regulators and Sheriff Means and his deputies—as
do many famed gunfighters and marksman. In addition to competing
Twelve Labors, Montana
36