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File: The Fight.jpg (82 KB, 600x400)
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Archive: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Big%20Iron

https://www.youtube.com/watch?v=0PI0nqE5j6w


Previously, in Big Iron, the Marshal came to a town to deal with bandits and missing drifters, assisted by a mysterious Bounty Hunter. They quickly realized, though, that these bandits were not what they seemed, operating out of an abandoned Spanish Mission just beyond the Mexican border, with a hint of the occult and strange around every corner.

----------------------------------------------

As gunfire rings out, and chips of stone fly out into a smoke-covered courtyard, you wonder what your next move will be. Trapped in a storeroom, with a steady stream of fire to keep you in cover, and your dynamite already spent, the odds aren't good.

To your left, stacks of supplies, including the odd scrimshaw skull, sit. They would've provided good cover, had the bandits not already found you out. Directly in front of you, the doorway to the courtyard of the mission stands open, and through it, the remaining bandits fire at you. To your right, the door remains open, and you can see all the way back into the destroyed confessional chapel.

You have several options.

First, you can keep the banditos out of the storeroom by staying the course, and firing wildly around the corner, or, if they try and flank you through the door to your right, kill anyone you see, and hope they either give up, or the Bounty Hunter comes through.

Second, you can run out of the mission, and join the Bounty Hunter up on the ridge above the bandit fortress, but this plan runs the risk of getting you shot in the back, and it relies on a great deal of luck and speed.

Thirdly, you can charge the bandits. It's not a good option, but they wouldn't expect it, and that has to count for something, right?


Danger represents the amount of danger to the Marshal, and Damage represents the amount of damage the Marshal will do to his foes, should everything go as planned.
>Stall for time. (Medium danger, Low damage)
>Run to backup. (High danger, No damage)
>Charge 'em. (Ridiculously dangerous, Deliciously damaging.)
>>
>>2857893
>Charge 'em. (Ridiculously dangerous, Deliciously damaging.)
High damage high rewards
>>
>>2857893
>Run to backup. (High danger, No damage)

A charge would be superlatively useless here. Stalling for time doesn't feel right either. This is their home base, and there's clearly something supernatural going on. The more time they get to react, the higher the chances of them pulling something on us are.
>>
>>2857999
I'll change to this just so we don't get bogged with ties
>>
>>2857999
>>2858012

>Run to backup. (High danger, No damage)

Alright then.

Roll'em.

>1d20, best of three.
>>
Rolled 7 (1d20)

>>2858027
I got this, stand back boys.
>>
Rolled 14 (1d20)

>>
Rolled 2 (1d20)

>>2858027
Can only get better right?
>>
>>2858071
Yowzers. Writing.

>>2858073
I hope so.
>>
>>2858075
Oh hell, it's back. Good to see it up and running again.
>>
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>>2857893

This is a bad situation. Sticking around and getting picked apart by bandits isn't an option, and neither is charging out to die. So you do the only sensible thing.

You run.

Dashing to the right-hand door, you run past the bandits' loot, (mostly food and gold, with the strange scrimshaw skull still sitting atop a crate,) and sprint to the old, warped wooden gate of the mission. Behind you, you hear raucous shouts in Spanish, and gunfire. Lots of gunfire. Luckily, (or unluckily, depending on how you see it,) only one bullet hits, and even then, only scratches you in the left leg, making that three minor wounds you've suffered at the hands of these bandits. If you didn't know any better, you're say you're insanely lucky. As it stands, it's more likely just their bad aim.

Now outside, you wave to the Bounty Hunter, and say, "They're coming!" His only response is to aim his Repeater Rifle at the gate, and a few seconds later, you hear a crack, and behind you, a bandit falls. Your run now turned shambolic, you clamber up the hill to the ridge. Pulling yourself over the lip of the mound, you hiss as the motion agitates the wound in your leg, and the Bounty Hunter grins at you as he reloads his rifle.

"Welcome back, Tin Star! It seems that they weren't as accommodating as you'd hoped!" Finished reloading, he cranks the lever, and turns over, killing a few bandits in quick succession.

Rolling your eyes, you pick up your Repeater Rifle, and aim down at the bandits, who are poorly-hidden behind rocks in the terrain, the monastery door, and the gate's wall. Bullets flying past you, kicking up dirt and dust all around, you center yourself, and prepare to fire.

>2d20, Best of Three
>>
(Sorry for the long gap, I accidentally deleted the first draft of the post.)
>>
Rolled 12, 19 = 31 (2d20)

>>2858222
Dice gods, I summon thee
>>
Rolled 8, 9 = 17 (2d10)

>>2858222
>>
Rolled 15, 15 = 30 (2d20)

>>2858222
>>
>>2858238
>>2858263

>Marshal: 15
>Bounty Hunter: 19

Nice, writing.
>>
>>2858222

Letting your breath go, your fire, and with that, you and the Bounty Hunter go to work.

The first bandit is dropped first by a shot to the knee, and then the head, the Bounty Hunter laughing in a morbid satisfaction. The second, a solid shot through the neck, compliments of you. Third and fourth, body shots from your companion, and the fifth gets shot in the shoulder, leaving him moaning and rolling on the ground. The last man standing, however, is killed in an especially overzealous fashion.

Taking careful aim, the Bounty Hunter shoots out both of the bandit's legs from under him, and then plugs him in the arms with an unnerving accuracy. It is only then your compatriot shoots him in the head, popping it like a watermelon. Grimacing at the squelch, audible even from where you are on the hill, you nod at the Bounty Hunter, and say, "Good work."

Shrugging and pushing himself to his feet, he shrugs. "It's only natural. The Tin Star is in trouble, so it falls upon the impossibly dashing hunter of men to bail him out. I've seen it dozens of times. Don't worry. I don't charge extra for rescues."

Standing up, and dusting yourself off, you gesture down at the writhing bandito, and raise an eyebrow. "Shall we?" Shrugging, the Bounty Hunter's answer comes in the form of him stepping over the lip of the ridge, and walking down to the mission's gate.

Carefully making your way down the hill, you join the Bounty Hunter, who stands looking down at the fallen bandit, pointing his rifle at the Mexican's face. Thinking carefully, you see a few ways to approach this.

>Offer medical attention in exchange for information.
>Beat him for information.
>Play the "Good Marshal, Bad Marshal" routine. It's reliable for a reason.
>Write-in.
>>
>>2858369
>Good Marshall, Bad Bounty Hunter
>>
>>2858375
+1
>>
>>2858369
>Good Marshall, Bad Bounty Hunter
>>
Alas, this will be the last update until the afternoon today, EST. Voting is open until I return from work.

I hate being an adult sometimes.
>>
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>>2858369

You decide to do the time-tested method of "Good Sheriff, Bad Deputy," to interrogate this bandit. Indicating as such to the Bounty Hunter, he grins, and says, "I like it. Can I be the Bad Motherfucking Deputy?" Shrugging, you see no reason to deny him his request. Standing over the writhing man, you watch impassively as the Bounty Hunter crouches down, and immediately pulls out his knife, putting it to the bandit's throat.

"Hello there, muchacho! Now, my friend here and I both have certain questions about your outfit." Grabbing the Mexican's wrist, he breaks it, and holds the knife steady as the bandit writhes in even more pain than before, drawing a thin line of blood. "Now you're going to answer the Marshal's questions, or I'm going to shove this knife through your jugular. Deal?" The bandito whimpers, and nods, blood-spattered, oily mustache quivering.

Crouching down, you stare at the man coldly, and ask your first question. "What's your name?"

Stammering, the bandit shakes, and spits out, "L-L-L-Lupe."

"And why are we here, Lupe?"

"T-t-t-to kill m-my friends."

"And what's the only way you're going to survive this?"

"Tell y-you what you want to k-k-know."

"Exactly."

(Pick three)
>"Who's your boss?"
>"Where are you from, Lupe?"
>"Why were you operating so close to the border?"
>"What was that strange skull i found in the storeroom?"
>"What's in the Chapel?"
>"Why were you all just eating in the middle of the courtyard?"
>Write-in.
>>
>>2860095
> Who’s your boss ~~and does he look like a bitch~~
>"What's in the Chapel?"
>Where are the rest of your friends
>>
>>2860095
>"What was that strange skull i found in the storeroom?"
>"What's in the Chapel?"
>"Where are you from, Lupe?"
>>
>>2860095
>"What was that strange skull i found in the storeroom?"
>"What's in the Chapel?"
>"Why were you all just eating in the middle of the courtyard?"
>>
>>2860178
>>2860122
>>2860120

>>"What's in the Chapel?"
3
>>"What was that strange skull i found in the storeroom?"
2

Gonna need a tiebreaker for the last question.
>>
>>2860238
>>>"What was that strange skull i found in the storeroom?"
>>
>>2860238
I'll change to
>> Does your boss look like a bitch
>>
>>2860309
Alright, thanks.
>>
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>>2860095

"What's in the Chapel?" As the largest room in the mission, with ample room for anything to hide, you need to know. Plus, you get an eerie feeling from just looking at the doors, even from this far away, covered in dust and warped by time.

Lupe groans, and lets out a bloody, wet cough. "Our b-boss set up there. He doesn't allow us in, and when someone tried to sneak in, he s-s-s-shot him."

Raising an eyebrow, you ask, "Who's your boss?"

"A gringo, Texan. Killed our last boss."

The Bounty Hunter pipes up. "What does he look like?"

"W-What?" Lupe stares up at the man holding a knife to his throat.

"What country are you from?

Stammering, Lupe shakes his head and whimpers, "What? What? Wh – ?"

"'What' ain’t no country I’ve ever heard of. They speak English in What?"

"What?"

Suddenly angry, the Bounty Hunter digs the knife into Lupe's throat, drawing a little bit of blood. "English, motherfucker, do you speak it?"

"Yes! Yes!"

"Then you know what I’m sayin’!"

"Yes!"

"Describe what your boss looks like!"

"What?"

"Say ‘what’ again. Say ‘what’ again, I dare you, I double dare you motherfucker, say what one more Goddamn time!"

"He’s scarred, with short hair."

"Does he look like a bitch?"

"What?"

The Bounty Hunter stabs Lupe in his bullet wound, causing him to scream and writhe in agony. "DOES…HE…LOOK…LIKE…A BITCH?!"

Gasping and wheezing from the pain, the bandit screams out, "No!"

Slightly disturbed by the display of such raw aggression, you say nothing, but put a hand on the Bounty Hunter's shoulder, and pull him back a bit. He resists for a bit, before relenting, leaving his knife in Lupe's shoulder, while he steps back, aiming his rifle at the downed bandit.

Thinking of a final question before you enter the Chapel to confront this 'boss' of his, you ask, "What was that strange skull I found in the storeroom?" You have a fell feeling about this place, and the odd skull and broken cross have something to do with it.

"T-the boss-" Lupe breaks off into a coughing fit, hacking up blood, and weakly continues, "The boss carved it himself. Didn't say anything about it, but it looks like powerful mojo."

Nodding, you stand up, and dust off your pants, looking down at the bandit. You should do something with him before you go on.

>Execute him. He was a member of a gang, and you have neither the time nor inclination to save his life.
>Leave him to the buzzards. If he survives, he survives. If he dies, that's one thing out of the way.
>Let the Bounty Hunter deal with him.
>Write-in.
>>
>>2860521
>"You read the Bible, Lupe?"
>Execute him. He was a member of a gang, and you have neither the time nor inclination to save his life.
>>
>>2860521
>Execute him. He was a member of a gang, and you have neither the time nor inclination to save his life.
Send my regards to Satan
>>
>>2860521
>>Let the Bounty Hunter deal with him.

Dead or alive, however you want to get paid.
>>
>>2860561
+1
>"Not sure who to leave him to- the devil or you."
>"The devil ain't helpin' me though."
>>
God damn I sure do get a lot of ties.

We're tied 2-2 for execute him/leave him to the Bounty Hunter
>>
>>2860663
Forgot to roll.
>>
Rolled 1 (1d2)

>>2860668
4chan why.
>>
>>2860521

Checking your revolver, you look down at the bandit blankly, while the Bounty Hunter gets in close, looking him in the eye. "You read the Bible, Lupe?"

"Y-yes!"

"Well, there's this passage I've got memorized, and it kind of fits this case right here. Ezekiel 25:17. 'The Path of the righteous man is beset on all sides by the inequities of the selfish and the tyranny of evil men. Blessed is he, who in the name of charity and good will shepherds the weak through the valley of darkness. For he is truly his brother's keeper, and a finder of lost children. And I will strike down upon thee with great vengeance and fuuuuuuuuuuuuuurious anger, those who attempt to poison and destroy my brothers, and you will know my name is the LORD, when I lay my vengeance upon thee!" With this, he points his revolver directly at Lupe's face, but he doesn't fire.

You do.

Blood spatters from Lupe's face to the Bounty Hunter's, covering his hat and shades with blood. Unflinching, your companion takes off his glasses, and wipes them down with a handkerchief produced from his coat pocket. "Aw shit, Tin Star, why'd you have to go and do that?"

Reloading the single spent bullet, you shrug, and blow the smoke away from your gun. "No reason to make him piss himself before he died."

Standing up, and putting his glasses back on, your companion grins and shakes his head. "A regular fuckin' saint, aren't we?"

You shake your head. "There's a point where enough is enough."

Stretching, and walking through the courtyard with the Bounty Hunter, stepping through the ruins of the Feast, walking around the bodies of the bandits, while your companion walks over them, causing the corpses to lurch over. Reaching the old, warped door, you shove your anxiety down, and ready your guns. To your right, the Bounty Hunter looks at you, and says, "So how do you want to play this, Tin Star?"

>Guns blazing. Anything that moves, dies. (??? Danger, ??? Damage.)
>Rush in and take cover, figure out the situation. (Low danger, No Damage.)
>Walk in alone, and have the Bounty Hunter cover you from the doorway. (High Danger, ??? Damage.)
>Write-in.
>>
>>2860844
>Guns blazing. Anything that moves, dies. (??? Danger, ??? Damage.)
>>
>>2860844
>Guns blazing. Anything that moves, dies. (??? Danger, ??? Damage.)
Synchronized door kicking
>>
>>2860844
>Guns blazing. Anything that moves, dies. (??? Danger, ??? Damage.)
Who the hell do you think we are
>>
>>2860844
>Guns blazing. Anything that moves, dies. (??? Danger, ??? Damage.)
>>
>>2860851
>>2860855
>>2860864
>>2860865

Alright. Roll 'em.

>2d20, best of 3.
>>
Rolled 20, 11 = 31 (2d20)

>>2860879
>>
Rolled 11, 14 = 25 (2d20)

>>2860879
>>
Rolled 20, 10 = 30 (2d20)

>>2860879
>>
>>2860886
>>2860910
>>2860890

>Marshal
Double twenties. Wow.

>Bounty Hunter
Fourteen is ok I guess.
>>
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>>2860886
>>2860910
>2 20's.
>>
Ah fuck, sorry guys, but i stalled halfway through the post

I'm very tired

more tomorrow, sometime.
>>
>>2861037
It happens, thanks for running what you could tonight!
>>
Sorry, but no updates today, I forgot I had D&D tonight, and it took a while.





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