Gunslinger Universe: “Ashes of Red Hollow”
- Che Beckford
- Jun 2
- 9 min read

🌵 Gunslinger Universe: “Ashes of Red Hollow”
Location: Red Hollow — a dying frontier town swallowed by heat, dust, and bad blood.Time: Late afternoon. Sun low. Shadows long.
A wanted poster flaps against a warped saloon wall.
Your face stares back at you.
Damien “Deadeye” Cross Valbane — Alive or Buried.
You push through the swinging doors of The Rusted Spur Saloon. Half the room freezes. The other half pretends not to notice.
Then you hear it—
“Didn’t think you’d be stupid enough to show your face here.”
From a corner table, three figures stand:
Enemies
1. Cole Varn – Rival Gunslinger (Leader)
Health: 22
Defense: 14
Weapon: Revolver (1d10)
Trait: Fast Draw (+2 initiative)
2. Hask & Bren – Twin Outlaws (Riflemen)
Health: 18 each
Defense: 12
Weapon: Rifles (1d12, long range, slower reload)
The room clears fast. Chairs scrape. Someone bolts for the door.
Cole smiles.
“Heard your name still carries weight… let’s see if it carries a coffin.”
⚔️ COMBAT START
Because of Deadeye Draw, you may act before initiative.
🎯 Current Status
Health: 28
Grit Points: 6
Ammo: 6 / 6 (Ashmaker loaded)
🔥 PRE-INITIATIVE ACTION (Your Move)
You’ve got the edge.
Choose your opening move:
1. ⚡ Quickdraw Shot (at Cole)
Clean duel style
Roll high Aim, potentially drop the leader early
2. 💥 Trick Shot (Spend 1 Grit)
Ignore partial cover and attempt to hit both riflemen in one sweeping shot (harder)
3. 🪑 Take Cover + Ready
Flip a table, gain defensive advantage, and prepare a reaction shot
4. 🎯 Called Shot (Disarm Cole)
Harder shot, but could remove his weapon
5. 🗡 Close Distance
Rush into melee range to disrupt the riflemen (risky but tactical)💨 Dust hangs in the air as your hand twitches toward Ashmaker…
🔥 Pre‑Initiative Action: Trick Shot (Grit Spent)
You burn 1 Grit Point (5 remaining).
Your eyes flick between the two riflemen—Hask near the window, Bren by the bar. Both are reaching, both too slow.
Two bullets. One breath.
🎲 Roll Resolution
Attack Roll (Aim + Pistols + Trick penalty):
d20 + 4 (Aim) + 4 (Pistols) − 2 (multi-target)
→ Roll: 13 → Total: 19
✅ Both targets’ Defense (12) beaten.
💥 Damage Rolls
Hask: d10 (7) + 4 = 11 damage→ Health 18 → 7 remaining⚠️ Hit exceeds Wound Threshold (7): Wounded (−2 on next action)
Bren: d10 (4) + 4 = 8 damage→ Health 18 → 10 remaining⚠️ Also Wounded
💥 The revolver cracks twice in rapid succession—faster than thought.
Hask spins backward into the window frame, glass cracking behind him.Bren staggers, clutching his side, rifle slipping in his grip.
The room erupts into chaos.
⚔️ Initiative Phase
Now we roll for order:
Damien: d20 + 3 → 11 + 3 = 14
Cole Varn: d20 + 2 → 16 + 2 = 18
Hask: d20 → 9
Bren: d20 → 12
🧾 Turn Order
Cole Varn (18)
Damien (14)
Bren (12)
Hask (9)
🎯 Cole’s Turn
Cole’s smile vanishes. He’s fast—but not faster than what he just saw.
Reputation Check (“The Name Carries”)→ Roll: 7 (fail)
⚠️ Cole suffers disadvantage on this attack.
He fires anyway.
🎲 Attack Roll (with disadvantage)
Rolls: 15 and 6 → takes 6
+4 Aim → 10 total
❌ Miss (your Defense: 15)
💥 The bullet slams into a whiskey bottle behind you—glass explodes, liquid raining down.
“Damn it…”
🎲 Current Situation
Damien
Health: 28
Grit: 5
Ammo: 4 / 6
Position: Open floor, near flipped tables
Enemies
Cole Varn
Health: 22
Unwounded
Engaged with you directly
Bren (Rifleman)
Health: 10
⚠️ Wounded (−2 next action)
Hask (Rifleman)
Health: 7
⚠️ Wounded (−2 next action)
Near window (partial cover available if he dives)
🔥 Your Turn, Deadeye
The advantage is yours—but not for long.
Choose your action:
1. 🎯 Finish Cole (Focused Shot)
High chance to seriously injure or drop the leader
2. 💀 Double Tap (2 quick shots at one target)
Burn ammo fast to ensure a kill (no penalty)
3. ⚡ Grit-Fueled Shot on Bren or Hask
Ignore any cover and reroll if needed
4. 🪑 Move to Cover + Fire
Gain defensive bonus while attacking a wounded target
5. 🔄 Reload (if planning ahead)
Stay ahead of the fight
6. 🗡 Rush a Rifleman
Close distance to shut down their weapons💥 Ashmaker barks twice in brutal succession—no hesitation, no wasted motion.
🔥 Your Action: Double Tap on Cole Varn
You squeeze off two rapid shots, center mass.
🎲 Shot 1
Roll: d20 + 4 (Aim) + 4 (Pistols)
→ Roll: 9 → Total: 17
✅ Hit (Defense 14)
Damage:d10 (8) + 4 = 12 damage
→ Cole: 22 → 10 Health remaining⚠️ Exceeds Wound Threshold → Wounded (−2 to actions)
🎲 Shot 2
Roll: d20 + 8
→ Roll: 14 → Total: 22
✅ Solid hit
Damage:d10 (6) + 4 = 10 damage
→ Cole: 10 → 0 Health
💀 Cole Varn goes down.
Both shots land like judgment—one slamming him back into a support post, the second dropping him to his knees before he collapses face-first into the dust-streaked floorboards.
The saloon goes quiet for half a second.
Then chaos resumes.
⚠️ Enemy Turns
Bren (12 Initiative) — Wounded
Panicked, bleeding badly—he fires from the bar without aiming.
Roll: d20 + 2 (reduced by wound)
→ Roll: 11 → Total: 13
❌ Miss (Defense 15)
💥 The shot tears through a hanging lantern—sparks rain down.
Hask (9 Initiative) — Wounded
Hask dives behind the cracked window frame → Partial Cover
He grits his teeth and fires.
Roll: d20 + 2
→ Roll: 16 → Total: 18
✅ Hit
Damage:d12 (5) = 5 damage
→ Damien: 28 → 23 Health
No wound triggered.
💢 The bullet grazes your side, punching through your duster—but you barely flinch.
🧾 Current Situation
Damien “Deadeye”
Health: 23 / 28
Grit: 5
Ammo: 2 / 6
Standing in open, smoke curling around you
Enemies
Bren (Bar)
Health: 10
⚠️ Wounded
Exposed, shaky aim
Hask (Window Cover)
Health: 7
⚠️ Wounded
Behind partial cover
Cole’s body lies still between you.
The fight’s tipped—but not finished.
🔥 Your Turn
Choose your move:
1. 🎯 Finish Bren (clean shot)
Quick, efficient, remove one gun immediately
2. ⚡ Grit-Fueled Shot on Hask
Ignore cover + reroll if needed → high chance kill
3. 💀 Double Tap Hask through cover (risky)
High aggression, but harder to land both
4. 🪑 Take Cover + Fire
Play it safe, gain durability and pick a target
5. 😈 Intimidation Play (Presence)
Force morale check—might make one flee🤠 You don’t raise your gun.
You take one slow step forward instead.
Smoke drifts. Cole’s body creaks as it settles against the floor.
Your voice is low—steady, like a hammer waiting to fall.
😈 Intimidation Attempt — “The Name Carries”
You let them see you. Not the man.
The reputation.
🎲 Presence Roll
d20 + 1 (Presence) + Reputation effect
→ Roll: 15 → Total: 16
🎯 Opposed Morale Checks
Bren (already wounded, shaken):
Roll: 6 → ❌ FAIL
Hask (bleeding, behind cover):
Roll: 12 → ❌ FAIL
💀 The weight hits them both at once.
Bren’s hands start shaking. His rifle dips.
Hask presses himself tighter to the wall—but his eyes aren’t on you anymore…
They’re on the door.
You speak, barely above a whisper: “Drop it… or join him.”
💥 Enemy Reactions
Bren (bar side)
His rifle clatters to the floor.
“I—I’m done! I ain’t dying for this!”
He raises his hands slowly.
✅ Surrendered (out of combat unless provoked)
Hask (window)
Panic wins.
He bolts.
💨 He dives through the already cracked window, smashing through glass and hitting the dirt outside, scrambling to flee—
⚠️ Fleeing target — opportunity shot available
🎲 Current Situation
Damien
Health: 23
Grit: 5
Ammo: 2 / 6
Enemies
Bren
Surrendered
Unarmed
Hask
7 HP
Fleeing outside (one move away from escape)
🔥 Your Choice — Split-Second Decision
You get a reaction before Hask escapes:
1. 🎯 Shoot Hask (execution shot)
End it permanently
2. 🚬 Let him run
Honor your code—fight’s already decided
3. 🗣 Interrogate Bren immediately
Press advantage while fear is fresh
4. 🔄 Reload + control scene
Secure dominance, prepare for anything else
The saloon is silent now.
Glass falls.
One outlaw broken.
One running.
Deadeye decides how stories end.💨 You don’t hesitate.
Your arm snaps up, Ashmaker already aligned before thought catches up.
🔥 Reaction Shot — Hask (Fleeing Target)
Running target. Broken window. Fast—but not faster than you.
🎲 Attack Roll
d20 + 4 (Aim) + 4 (Pistols)
→ Roll: 12 → Total: 20
✅ Clean hit.
💥 Damage
d10 (9) + 4 = 13 damage
→ Hask: 7 → 0 Health
💀 Kill confirmed.
The shot cracks through the shattered window.
Outside, Hask makes it three stumbling steps into the dust—
Then drops face-first, motionless.
Silence follows.
🌵 Combat Ends
The saloon breathes again, slow and cautious.
Smoke lingers in the air.
Three men came for you.
Three men are down.
🧾 Aftermath
Damien “Deadeye” Cross Valbane
Health: 23 / 28
Grit: 5
Ammo: 1 / 6
Scene Status
Cole Varn – Dead at your feet
Hask – Dead outside in the dirt
Bren – Alive, unarmed, shaking at the bar
The bartender hasn’t moved. No one has.
Bren finally speaks, voice trembling:
“Y-you didn’t have to kill ’em… Cole… he was just—” He stops himself. Looks at you. “…What do you want?”
🎭 Next Phase — Narrative Control
You’re no longer in combat… but this moment matters.
Choose your next move:
1. 🗣 Interrogate Bren
Find out who hired them—and why you’re being hunted here
2. ⚖️ Show Mercy
Let Bren walk, reinforcing your code (may affect reputation later)
3. 💢 Intimidate for Information
Press harder—fear can loosen tongues faster
4. 🔍 Search Bodies
Loot, clues, contracts, or hidden dangers
5. 🍂 Walk Out
Leave without a word—let the legend grow
The dust settles.
The story moves forward.
What does Deadeye do now?🍂 The tension hangs… then breaks—not with another shot, but with restraint.
You flick your wrist.
Ashmaker lowers.
⚖️ Mercy Chosen
Bren flinches anyway—like he expects the bullet to come late.
It doesn’t.
You step closer, boots thudding slow against scarred wood, until you’re standing just a few feet from him.
He won’t meet your eyes.
“Get up,” you say.
He hesitates.
You don’t repeat yourself.
He scrambles to his feet.
Bren looks past you—at Cole’s body, then toward the shattered window where Hask fell.
His voice is raw:
“…Why?”
You holster Ashmaker with a quiet, practiced motion.
“Because you dropped the gun.”
🎭 Narrative Consequence
Bren exhales like he’s been holding it since the first shot.
He nods. Fast.
Too fast.
“I—I won’t forget that.”
He grabs his coat, keeps his hands visible, and backs toward the door.
Before leaving, he stops.
“You didn’t hear this from me… but word is, someone’s putting together a list. Names like yours don’t just get hunted anymore—they get collected.”
He swallows.
“Black ledger. Big money.”
Then he’s gone.
🌵 Aftermath — Shift in the Wind
The saloon remains frozen, eyes tracking you now with something more than fear.
Respect. Uneasy. Careful.
The bartender finally moves, sliding a glass your way without a word.
A small gesture.
But in places like this, it matters.
🧾 Updated Status
Health: 23 / 28
Grit: 5
Ammo: 1 / 6
Reputation: Feared… but tempered with honor
⚠️ New Story Hook Unlocked:
“The Black Ledger” — someone is hunting gunslingers deliberately.
🔥 What’s Next for Deadeye?
The town isn’t done with you yet.
Choose your next move:
1. 🔍 Search Cole’s Body
He was confident—maybe too confident. Could have orders, a contract, or proof
2. 🍺 Talk to the Bartender
Locals always know more than they say
3. 🚪 Leave Immediately
Stay ahead of whoever’s building that ledger
4. 🧾 Examine Your Wanted Poster
It’s outdated… which means something has changed
5. 🐎 Head Outside
Check Hask’s body before scavengers—or worse—arrive
The sun dips lower.
Long shadows stretch across Red Hollow.
And somewhere out there…
someone is writing names down.
👉 What does Deadeye do next?🔧 Updated Character Sheet
Damien “Deadeye” Cross Valbane
🧾 Status After Red Hollow Encounter
Health: 23 / 28Grit Points: 5 / 6Ammo (Ashmaker): 1 / 6 loadedCondition: Stable, lightly wounded (no active penalties)
⭐ Reputation Update
Reputation Tier: Feared → Feared, Tempered by Mercy
New Effect — “Measured Judgment”
NPCs who witness or hear of Damien sparing an enemy may:
Be more likely to surrender (advantage on your first intimidation attempt vs wounded targets)
But hardened killers may be less intimidated initially (they test you first)
🆕 Emerging Narrative Trait
The Black Ledger (Story Tag)
A shadow network is compiling a list of notable gunslingers.
Potential Mechanical Hooks (for future play):
Bounty hunters may appear strategically, not randomly
Certain enemies may have prepared counters for you specifically
Rare opportunity: intercept or destroy entries tied to your name
⚙️ Combat Adjustments (Post-Fight State)
Ammo Pressure Active
With only 1 round loaded, you are now in a low readiness state:
First reload becomes tactically critical
Risk of being caught empty increases in ambush scenarios
🧠 Momentum Perk (Optional System Add-On)
Based on your decisive performance:
“Decisive End”
When Damien eliminates a leader (like Cole Varn):
Gain +1 temporary Grit (once per encounter)
OR impose disadvantage on morale checks for remaining enemies
✅ Trigger achieved in this fight(We can bank this or formalize it as a permanent ability if you like)
🩸 Injury Tracking (Optional Layer)
You took one solid hit. If we want to deepen realism:
Minor Side Graze (Ribs Area)
No penalty now
If hit again in same scene: +1 damage taken
(Tell me if you want injuries to persist or remain cinematic)
📦 Inventory Update
Ammo remaining: 25 rounds reserve
Ashmaker: 1 / 6 loaded
No gear lost
🎭 Character Development Notes
This encounter reinforces:
Damien kills decisively when necessary
But his mercy is intentional—not weakness
Word is now spreading that:
“Deadeye doesn’t waste bullets… and he doesn’t always pull the last one.”
That combination is dangerous in a different way.
🧩 Optional Upgrades (Your Choice)
Evolve the sheet further:
A. 🔼 Level Progression (Seasoned → Veteran)
+1 to Aim or Grit
New ability slot
B. 🎯 New Ability Unlock (pick or customize)
“Last Bullet” — bonus damage when revolver has 1 round left
“Cold Read” — advantage on detecting ambushes
“No Witness Twice” — bonus vs fleeing enemies
C. ⚖️ Codify Morality System
Track Mercy vs Ruthlessness to influence:
NPC reactions
Story branches
Ability evolution






Comments