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mud, blood,

& glory
the wild west role playing game

starter edition
Credits
Lead Designer: Parker Blau
Contributor: Rachel Do

Lead Editor: Rachel Do


Editor: TJ Kennedy

Cover Artist: Liam Reagan


Interior Artists: Rosa Bonheur, Frederic Edwin Church, Thomas Eakins, Henry Farny, Liam Reagan, Frederic
Remington, Charles Schreyvogel, José María Velasco

Playtesters: Brittany Blau, Chris Blau, Jason Bowers, Tim Chen, Nicole ‘Big Hec’ Chodora, Patrick Cunningham,
Molly Glasgow, Michael Hess, Ryan Lee, Evan Leu, Jason Masino, Chris Mason, Chris Passarelli, Shane Quigley,
Keegan Stanley, Enid Taylor, Myles Taylor, Logan Vinson, Clin Xu

Special Thanks to Michael Hess for wanting to rob a train.

Created By Parker Blau

Copyright © 2019 by Black Hat Games


All rights reserved. This book or any portion thereof
may not be reproduced or used in any manner whatsoever
without the express written permission of the publisher
except for the use of brief quotations in a book review.

Black Hat Games

www.BlackHat-Games.com
Starter Edition
This is the Starter Edition of Mud, Blood, & Glory. The Starter Edition does not include all of the available weapons,
animals, steeds, vehicles, and Exploits present in the full game. The Starter Edition also omits the advanced rules,
nor does it include the entirety of the game master's guide.

This handbook is subject to further editing and changes.

Saddle up, cowboy.


Chapter 1: Overview
Contents
Looking for More?
Part 1: The Basic Rules The full version includes:
Chapter 2: Abilities & Talents Part 2: The Advanced Rules
Shooting. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Advanced Combat
Grit, Brains. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Advanced Combat Rules and Actions
Instincts, Charm, Luck . . . . . . . . . . . . . . . . . . . . 13 Advanced Gear
Chapter 3: Character Creation Advanced Gear Rules
Starting Stats, Starting Equipment . . . . . . . . . . . 15 Travel & Survival
Chapter 4: Progression Rations, Rest, Travel, Navigation, Survival,
Leveling Up, Level Rewards. . . . . . . . . . . . . . . . 18 Weather, Night, Shelter, and Terrain rules.
Exploits. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Conditions
Exploit List. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 Hunger, Maiming, Poisoning, Exhaustion,
Chapter 5: Basic Combat Exposure, and Diseases
Basic Combat Rules. . . . . . . . . . . . . . . . . . . . . . 21 Leisure & Gambling
Basic Combat Actions. . . . . . . . . . . . . . . . . . . . 23 Leisure, Lodging, Alcohol, Blackjack, Racing,
Chapter 6: Weapons Poker, Roulette, and Banking & Investing
Weapon Rules, Weapon Traits. . . . . . . . . . . . . . 25 Hunting
Blades, Explosives. . . . . . . . . . . . . . . . . . . . . . . . 25 Tracking, Fishing, Trapping, Harvesting, and
Handguns, Long Guns. . . . . . . . . . . . . . . . . . . . . 25 Gathering
Weapon Descriptions. . . . . . . . . . . . . . . . . . . . . . 26 Dogs & Livestock
Chapter 7: Gear Dog & Livestock List, Rules, and Details
Basic Inventory Rules. . . . . . . . . . . . . . . . . . . . . 27 Plants & Animals
Gear List. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 Plants & Animals List and Rules
Chapter 8: Steeds & Vehicles
Steed & Vehicle Rules. . . . . . . . . . . . . . . . . . . . . 30
Part 3: The Game Master Guide
GM Basics
List & Details of Steeds & Vehicles. . . . . . . . 31
Goals, Rules, Making Rulings, Description, and
Part 2: The Game Master Guide Player Agency
Chapter 9: Creating and Playing Non-Player The Sandbox
Characters Creating the Adventure, Islands of Content, and
NPCs, Baddies. . . . . . . . . . . . . . . . . . . . . . . 34 Making Encounters
NPCs & Animals in Combat . . . . . . . . . . 35 Adventures
Chapter 10: Player Rewards and Progression The Adventure, Creating Stories, Towns,
Experience, Levels, & Gear. . . . . . . . . . . . . 36 Exploration, and Villians
Chapter 11: Languages & Foreign Countries Encounters
Languages, Foreign Countries . . . . . . . . . 37 Wants, Pressure, Decisions, Dynamic, Cinema,
Chapter 12: Starter Stories and Solutions
The Glanton Brothers. . . . . . . . . . . . . . . . . . . . 38 Running Combat
Glossary Starting Combat, Turn Order, Combat Turns,
A - Z. . . . . . . . . . . . . . . . . . . . 49 Baddies, and Ending Combat
Character Sheets Goods & Items
Basic . . . . . . . . . . . . . . . . . . . . 50 Buying, Selling, Trade & Illicit Goods, Land, and
Advanced . . . . . . . . . . . . . . . . . . . . 51 Pelt Price List
Random Tables
Random Loot, Social & Challenge Encounters,
Combat Encounters, Town Features, and NPC
Names & Traits
Advanced Combat Handouts
Ammo trackers for advanced combat players
Chapter 1: Overview
This chapter breaks down the very basics of how do and told the game master. The game master decided
to play Mud, Blood, & Glory, what to expect, and gives a in her head that asking for a drink at the bar wouldn’t
general overview of the whole game require a roll because it’s commonplace and a basic
action, especially in a saloon. However, the game master
How to Play decided, again in her head, that playing the piano would
Mud, Blood, & Glory is a collective storytelling
require a Charm roll because it was an old, dusty piano
game in which the game master describes the
and the player (Rachel) is not a pianist. The game master
environment or scenario, and the players tell the game
set the challenge at 15: Rachel had to roll above a 15 or
master what they would like to do. Sometimes, the game
above to be successful at playing the piano - and she did!
master will just describe what the players do and how the
With her roll of 17, Rachel was successful. There will be
world reacts; other times, the game master will ask the
more on dice and Ability rolls later.
players to roll dice to see if they are successful in their
In certain situations, the players might ask
intended action.
questions of the game master to further flesh out the
If the players walk into a saloon, the scenario
scene or clarify information. For example, they might
might play out as follows:
ask if the saloon has a door to the back room. This
Game Master: “As you walk into the saloon, you
is totally normal, as the game master can’t describe
can smell the sweaty ranch hands all crowded together
everything the players might see.
around a few tables. It looks like they are all betting on
The game continues with this back-and-forth
some sort of dice game. The bar and the rest of the tables
dialogue between the game master and the players until
are mostly empty, except for a few old folks drinking
the game reaches a good pausing point and the session is
alone. In one corner there is a dusty piano that looks like
over. Next time, they will pick back up right where they
it hasn’t been played in years. Behind the bar stands a
left off.
large man wiping down glasses. What would you like to
do?” Basic vs. Advanced Rules
Player 1 (Chris): “I want to check out the old Mud, Blood, & Glory is designed to be easy
guys, maybe they know where some old treasure is. But for players of all experience levels to jump in and get
first I want to get a drink.” playing. Part of this design is the inclusion of a set of
Player 2 (Rachel): “I want to get a drink, too, basic rules and an extended set of advanced rules.
but then I want to go play that piano see if I can get any The basic ruleset is everything you need to play
tips!” Mud, Blood, & Glory. The basic rules are not a diluted
Game Master: “Okay, you both approach the bar, version of the full game. Instead, the basic rules provide
and the bartender gives you a nod and says, ‘What’ll it players the opportunity to get role playing quickly
be?’” without having to read and remember a bunch of rules.
Chris: “Just some sarsaparilla for the two of us.” The advanced rules build on the basic rules
Game Master: “The bartender nods and pours and add to the complexity of the game. The advanced
two tall glasses of sparkling, golden soda. After taking rulesets add more challenging gameplay and more
a few sips, you head over to the piano, Rachel. Make a strictly delineate the rules for given situations.
Charm roll to play the piano.” The rulesets are not all-or-nothing: using
Rachel: (rolls a d20 and adds her Charm score) the basic rules as your starting point, you can pick
“That’s a 17!” and choose which advanced rules you want to use to
Game Master: “You sidle up to that piano, and customize the game to the level of complexity and
even though it’s out of tune, you begin playing the best challenge that is the most fun for you and your group of
ragtime that saloon has ever heard. At first, the crowd friends.
doesn’t notice, but after a moment, they’re all stomping
and hollering along to the music. You get 3 bucks in tips
right away.”
In this scenario, the game master described the
scene and setting to give the players a good idea of where
they were. Then the players decided what they wanted to
6
The Dice The Players
In the wide-open world of tabletop gaming, dice Each player will create his or her own character
add an element of chance. To determine the outcome to play in Mud, Blood, & Glory. This character will have
of most actions, the game master will ask players to their own name, personality, and skill set that influence
roll dice. Dice are often referred to by their shorthand role play. Chapter 3 has a step-by-step character creation
names. For example, a 6-sided die (the standard type guide. While playing, characters will earn Experience for
used in most board games) is called a d6 - the “d” stands completing encounters and gain notoriety. The players
for die and the “6” indicates the number of sides. A can then spend Experience to unlock new Exploits and
standard set of polyhedral dice has a d4, a d6, a d8, a give their characters better skills.
d10, a d12, and a d20. Often, a full set of polyhedral The players have a lot of agency in the game
dice will have a second d10, and the two d10’s, rolled world: they can decide where to go and what to do.
together, act as a “percentile” roll representing a result of There are, however, some limits. Aside from the dice
1-100. adding chance, the players are banded together, and it is
Sometimes you will be asked to roll more than frowned upon to attack or steal from teammates. There
one die of a single type. In this case, the number in front is also the game master who, in addition to curating and
of the “d” is the number of dice required of that type. So, narrating the adventure, is in charge of determining the
saying 1d20 means you would roll just one, 20-sided die. consequences and rewards for the players’ actions.
Saying 2d12 means you would roll two, 12-sided dice
(or roll one, 12-sided die two times) and add the results
The Game Master
The game master will come up with the
together. If there is no number in front of the d, that
adventures, storylines, scenarios, settings, and NPCs
means you roll just one of that type.
to populate the world. The game master is the curator
Mud, Blood, & Glory can be played with either
of the players’ experience in the game; they wield both
a full set of polyhedral dice or just the 20-sided die
great power and great responsibility. The game master
(1d20). With just the 20-sided die, damage and healing
will try to make the game as fun as possible, but still has
are all pre-determined and the 20-sided die is the only
the final say in what happens.
die the players and game master need to play the game.
The game master role has an extended
The one die version might be easier for beginners to get
explanation and more guidelines in Part 3 of the
into the game if they are uncomfortable using the full
handbook.
set of dice. If you are interested in playing that version
of the game, skip to the “One Die Version” section of the The Theater of the Mind
introduction. As the game master describes the world of
To play with a full set of polyhedral dice, you Mud, Blood, & Glory to the players, the players will
will need a d4, d6, d8, d10, d12, and d20. The d20 will collectively imagine the world that their characters
be used for all Talent and Ability rolls, while the other inhabit. The more descriptions of sights, sounds, smells,
dice are reserved for damage, healing, and various result and touch the game master provides, the more tangible
amounts. Dice rolls are often combined to see if a player the world becomes for everyone at the table. You don't
is successful at an action and, if so, how successful need miniatures or images to create the world, because
they are. If you aren’t sure about where to buy a set of everyone has a shared version of the game in their mind.
polyhedral dice, try one of the many free dice-rolling
phone apps.
The Setting
Mud, Blood, & Glory is set in the 1880s in
Modifiers the North American West. The 1880s were a time
Not everything is left up to pure chance. After of great economic and cultural change in the west.
all, some people are better at certain skills than others. Technology was changing the way most folks lived their
When you roll for an action, you will likely have a lives and found their livelihoods. Cattle drives across
modifier to add to that roll. If your Grit is 2, for example, the American plains were a huge industry for young
you would add 2 to any Grit-related roll. If you also had cowboys. Gold and precious metals were being moved
the Lasso Talent, then at Notoriety Level 0 you would all over the country on the newly built rail lines. There
add 4 to a Lasso roll (1d20 + 2 for Grit + 2 for Lasso were plenty of opportunities for honest, hardworking
Talent Bonus). For almost every roll, you will be adding folks, and more than a handful of opportunities for the
a modifier based on what skills your character has. less honest folk.

7
Adventures and Stories Role play vs. Rules &
Usually, the players and game master all sit down
and play together for a few hours. The whole adventure
Numbers
Mud, Blood, & Glory is first and foremost a role
will not play out in just one session. Once the game
playing experience. The game shines when players and
has reached a good pause point, the game stops, and it
game masters stop worrying about numbers and instead
will start again next session. A single adventure could
dive into their characters and the world. In the same way,
take anywhere from a few sessions to a few months,
the game won’t break if you forget (or choose to ignore)
depending on how often the group meets and how long
a rule in favor of fun. The number one rule for the
they like to play in one sitting. Mud, Blood, & Glory is
game master is to facilitate a fun, engaging, and exciting
designed for adventures lasting anywhere from three to
experience. The number one rule for players is to be
four months if the players begin at Notoriety Level 0 and
engaged and role play your way into a fun experience for
end the adventure at Notoriety Level 10.
yourself and for the players around you.
There can be shorter and longer adventures. The
If you prefer more role play than rules, try
game also works well if you like to run an adventure
starting with the basic ruleset. If you prefer using rules
that only takes one session, often called a “one shot.”
as a way to guide your role play, and you have some
On the other hand, if you have grand ideas for a year-
experience with role playing games, consider using some
long adventure across the west, Mud, Blood, & Glory
of the advanced rules.
can stretch as far as your group can imagine. As long
as the game master and the players are having fun, the Historical Accuracy,
adventure can be as long or as short as you like. Once an
adventure ends, someone else can step up to be the game
Gameplay, & Modern Players
Mud, Blood, & Glory is based in history, but the
master and everyone can start anew!
players live now. The guns, vehicles, gear, and setting
Progression are all appropriate for the time, though some liberties
Characters progress in the game through role have been taken in the design of certain elements. That
play, Experience, and Notoriety Levels. Players who is part of “game-ifying” a historical setting. If you’d like,
immerse themselves in the world and role play their you can alter these things, or you can choose to ignore
characters more fully will find that their character will the inaccuracy and enjoy the game as a game. Creating a
grow in more ways than what’s on their character sheet. fun gaming experience for everyone at the table is at the
Experience is gained any time the players meaningfully heart of Mud, Blood, & Glory.
interact with the game world. Notoriety Levels are However, just because Mud, Blood, & Glory is
earned by the players making a name for themselves set in the 1880s does not give players nor game masters
by doing things like robbing banks, holding up license to be racist, misogynistic, unkind, or generally
stagecoaches, or stealing cattle. inappropriate and play it off as “that’s what they did in
Chapter 4 explains character progression more the 1880s.” We are in the 21st century and we should
thoroughly, and the game master has her own guidelines behave like it, even when we are role playing a character
for character progression in Part 3. from a different era. Furthermore, while not all identities
and personal experiences are often represented in
One Die Version the popular histories of the American west, that does
The one die version of Mud, Blood, & Glory
not mean they were not present in the actual events.
simplifies the game to just use the 20-sided die. For any
Player can create characters that fall into any range and
roll that requires the d20 (e.g., attacking and Ability
combination of backgrounds and identities - role playing
rolls), roll the d20 like normal and add the modifiers
is enhanced when players feel a strong connection to
like usual. For any roll that requires a different type of
their character. With all this in mind, be thoughtful
die, just take half of the value of the indicated die and
about the language you use at the table and don’t limit
use that instead. In the multi-dice version, a Dragoon
the fun of the game in order to fit some people’s idea of
Revolver does 1d6 damage on a successful hit. In the
life more than 130 years ago.
one die version, the Dragoon Revolver does 3 damage
on every successful hit no matter what. Similarly, a
d4 becomes 2, a d6 becomes 3, a d8 becomes 4, a d10
becomes 5, and a d12 becomes 6.

8
Part 1: Basic Rules

9
The Basic Rules
The basic rules cover everything you need to get
started playing Mud, Blood, & Glory. In fact, you could
A Starting Point
The basic rules are great for players new to Mud,
play a whole adventure with these basic rules and never Blood, & Glory, folks who have never played a tabletop
miss out on anything that the advanced rules have to role playing game before, and experienced veterans of
offer. As long as you and your group are having fun, the genre. The advanced rules build on top of the basic
you’ve won. rules, so even if you plan on using advanced rulesets,
What’s Here start with the basic rules as your foundation. There's also
Part 1 explains how to make a new character, no harm in starting your adventure using the basic rules
how to progress through Notoriety Levels, and outlines and adding in advanced rulesets as you get comfortable
all of the equipment available in Mud, Blood, & Glory. with the game.
Chapter 2 explains Abilities and Talents, and has a
step-by-step guide to create your character. Chapter
3 explains character progression and has the list of all
available Exploits your character can unlock, broken up
by Notoriety Level. After that, Chapter 4 explains how
combat works in Mud, Blood, & Glory. The last few
chapters cover the weapons, gear, steeds, and animals
you will find in the game.

Character Quick Start Guide


This quick start guide is meant for experienced players and game masters who are already familiar with
Mud, Blood, & Glory character creation. If you haven't made a character in Mud, Blood, & Glory before,
start at Chapter 2.

Start Here!

Step 1: Spend Ability Points


Spend 7 Ability Points. You can subtract up to 2 points from
Abilities to spend elsewhere. No more than 5 points in a single Ability,
no fewer than -2 points in a single ability.

Step 2: Pick 3 Talents


You can pick any 3 Talents. Mark the box next to your
chosen Talents. Your Talent Bonus is +2 at Notoriety Level 0.

Step 3: Figure Out Your Stats


Draw is equal to Shooting.
Health is 10 + Grit.
Target is 10 + Grit + Shooting.

Step 4: Pick your Starting Equipment


Ask your GM what the Starting Equipment is for this
adventure.

Step 5: Name, Motivations, & Description


Once you have a name, you get +1 to Target and +5 to Health. Share your
Start Playing!
motivations with your game master, and describe your character's appearance to
the table.

10
Chapter 2: Abilities & talents
Each character has the Shooting, Grit, Brains,
Instincts, Charm, and Luck Abilities. When making
Shooting
Shooting is your ability to fire any gun, to hit
their character, a player spends Ability points to what you’re aiming at, to keep a cool head in a gun
determine how good their character is with each Ability. battle, and to move quickly under pressure. A higher
Throughout the game, any roll that requires one of these Shooting score will make you more likely to hit your
Abilities adds that Ability score to the roll. This section target, and it allows you to draw your weapon faster. In
includes an explanation of each Ability (and its related addition, a positive Shooting score increases your Target,
talents). making you harder to hit. Shooting breaks down into
What is an Ability and What is three talents: Evasion, Handguns, and Long Guns.
Evasion is the Talent you use to avoid danger,
a Talent? whether diving out of the way of stick of dynamite or
Abilities and Talents modify the rolls you make sneaking past guards or preparing an ambush. Any sort
in Mud, Blood, & Glory. The better you are at something, of sneaking roll uses this Talent.
the less you’re at the mercy of the dice. An Ability is a The Handguns Talent is your familiarity with
general area of skill for a character, such as Brains. A revolvers, pistols, and special, cut-down rifles. Any
Talent is a specific subcategory of an Ability for a very attack using a handgun uses the Handgun Talent and the
specific area of expertise, such as Nature. Most rolls you Shooting Ability.
make in Mud, Blood, & Glory will at least involve an The Long Guns Talent is your skill using
Ability score being added to (or subtracted from) the carbines, repeaters, rifles, and full-length shotguns. Any
number shown on the d20. If you also have the specific attack with a long gun uses the Long Gun Talent and
Talent you are rolling for, you get to add your Talent Shooting Ability.
Bonus to the roll as well. Any time you use a Talent, you
also add the related Ability score to that roll.
Here is an example:
Game Master: “As you are walking through the
forest, following the trail of the bear you are hunting, you
notice that the woods have gone quiet. Almost too quiet.
I need everyone to make an Awareness roll.” Shooting
Player 1 (Chris): “I don’t have good Instincts...
Does anyone else?”
Chris has an Instincts score of -1 and does not
Mark any Talents
you take 2
have the Awareness Talent. Chris will have to subtract 1
from whatever he rolls on the d20. Evasion Your Ability
Player 2 (Rachel): “My Instincts score is okay, x Handguns score
but not great. I do have the Awareness Talent, though.” Long Guns
Rachel has an Instincts score of +1, and has the
Awareness Talent. Rachel gets to add 3 (+1 for Instincts,
+2 for her Talent Bonus) to her d20 roll. However, you
do not have to have a positive Ability score to take a
Talent that is under that Ability.
Game Master: “So, what’d you roll?”
Chris: “I rolled a 13... with my minus 1 in
Instincts my total is 12.”
Rachel: “I rolled a 15 and I get to add 3, so my
total is 18.”
In this situation, even if Chris and Rachel had
rolled the same on the d20, they would have different
totals due to their different Ability scores and Talents.

11
Grit
Grit is a measure of your overall toughness. Like
Shooting, a positive Grit score increases your Target, but
it also increases your Health. The Grit Ability feeds into
the Blades, Lasso, Riding, and Vigor Talents. The final
bonus to a positive Grit score is the addition of White
Knuckle rounds: for every positive point in Grit, the Grit
You don’t have to

2
same number of Bleed Out rounds are instead White
take a Talent for
Knuckle rounds.
an Ability
Blades is your prowess with any sort of blade.
Any attack with a blade adds your Grit score and the
Blades Talent Bonus. Blades
Lasso
Lasso is your skill at lassoing anything (animals Riding
or people) and using ropes in general. Vigor
Riding is your capacity to ride fast and to control
your steed in dangerous situations. If you have the
Riding Talent, and your horse is within earshot, you can
whistle for it to come to you.
Vigor is your general fitness: any action like
climbing, running, lifting, breaking something open, etc.
all use Vigor. Any attack made with a blunt object, your
bare hands, or by kicking adds your Grit score and the
Vigor Talent Bonus.
Brains
Brains is your book smarts. Any challenge that
requires a bit of smarts and some technical skill is made
easier by a good Brains score. Brains will give you a leg
up on building permanent structures, understanding
unknown languages, and anything that requires a bit
of thinking. A good Brains score boosts your Driving,
You can have
Explosives, Lore, and Nature Talents. negative Ability
Driving is your skill at driving stagecoaches, scores
carts, buggies, and trains. Sometimes, you won’t have brains

-1
to roll for driving if nothing eventful is happening.
However, traveling across rough terrain or under
dangerous circumstances will require a roll.
Explosives allows you to utilize nitroglycerin,
black powder, and dynamite. Whenever you make an Driving
Explosives
attack with an explosive (such as throwing a stick of Lore
dynamite), you add your Brains score and Explosives x Nature
Talent Bonus if you have it.
Lore helps you recall the histories and stories of
anything in the west. This includes remembering names, You can still
take Talents for
places, important information, and general topography. negative Abilities
Nature is your talent at identifying, using, and
remembering things about plants, animals, geology, and
natural phenomena.

12
Instincts
Instincts is your street smarts. When your gut
gives you a certain feeling, that’s your Instincts kicking
into action. A good Instincts score improves the
Animals, Awareness, Medicine, and Survival Talents.
The Animals Talent lets you calm and control
instincts

0
all types of animals that are not your steed. Animals is
not used to recall information about animals (that’d be
Nature) nor is it used to control your steed (that’d be
Riding).
Animals Ability scores
Awareness lets you sense when people are trying Awareness can also be 0
to get the drop on you, check if you are being followed, Medicine
and generally alert you to what’s going on in the area. Survival
Medicine is your skill at healing yourself and
your allies. This falls under Instincts because medicine
was not much of a science back in the 1800s, especially
on the frontier.
Survival is your ability to start a fire, set up
camp, and navigate the wilderness. Any sort of jury-
rigging also counts as Survival.
Charm
Charm is your ability to talk your way into and
out of difficult situations. Charm will also help you lead
your allies in battle. Your Charm score modifies your charm
Bluff, Intimidation, Leadership, and Persuasion Talents.
You can have

1
Bluff is your talent at lying, and it is useful in more than one
gambling and dealing with law enforcement. Talent for an
Intimidation is your capacity to scare folks into Ability
thinking your way. x Bluff
The Leadership Talent is your way to encourage x Intimidate
your posse to fight their hardest and lead the way in Leadership
Persuasion
battle.
Persuasion is your skill at convincing people that
you are right.
Luck
Luck turns fortune in your favor. A positive Luck
score provides a Luck Pool equal in number to your Luck
score. You can spend one point from your Luck Pool Remaining Luck
points
to reroll any one die (not just the d20). If your new roll
Luck

2
is lower, you can keep your old roll. When you spend a
point of Luck, erase and rewrite your current available
Luck above the dividing line and leave your total beneath
the dividing line. That way, you always know how many 2
Luck you have remaining and how many you have total.
You regain one Luck per rest. So if you have two Total Luck
Luck and used both, you need to take two rests before
your Luck is totally replenished.

13
Chapter 3: Character Creation
Building a character in Mud, Blood, & Glory sheet stores all of your character info.
starts with spending your Ability points, choosing
your Talents, determining your Stats, and picking your
Ability Points
To start your character, you have 7 Ability points
starting gear.
to spend across the available Abilities. You can spend
Then, you need to think of your character’s
up to 5 points on a single Ability. Additionally, you can
personal details: his or her name, personal history, and
subtract up to 2 points in total from Abilities to spend
appearance. Did your character reject lawful life or were
on other Abilities, giving you a potential total of 9 points
they forced by circumstance into a life of crime? What
to spend. This means when you’re done putting in all of
personal experiences drove them to develop the Talents
your scores, the total of your Ability scores (positives,
you chose?
negatives, and zeros) should be 7. Again, no score should
One of the most important aspects of your
be more than 5 points and the total negative should not
character creation is your character’s Motivations.
be more than -2. There are two examples below.
Motivations act as both role play guides for you and give
you big Experience rewards for fulfilling them. Experience
Unless your game master tells you otherwise, a
Character Sheet brand new character has 0 Experience. Once you get out
The first thing you need is a character sheet. You
into the world and start making some noise, you will
can copy the character sheets in the back of the book or
earn some Experience.
find them online at blackhat-games.com. Your character

Example 1
In this first one, the player chose not to subtract any points from any Ability.
Shooting Grit brains instincts charm Luck

1 2 0 3 0 1
1
Evasion Blades Driving Animals Bluff
Hand Guns Lasso Explosives Awareness Intimidate
Long Guns Riding Lore Medicine Leadership Talent
Vigor Nature Survival Persuasion Bonus

Example 2
In this second example, the player chose to subtract 2 points, 1 from two different Abilites. This is the
maximum total they can subtract. This player could have also subtracted 2 points from a single Ability, but decided
against it.
Shooting Grit brains instincts charm Luck

3 -1 3 1 -1 2
2
Evasion Blades Driving Animals Bluff
Hand Guns Lasso Explosives Awareness Intimidate
Long Guns Riding Lore Medicine Leadership Talent
Vigor Nature Survival Persuasion Bonus

Both scenarios are acceptable, because both total up to 7 points. Later on, you will have the opportunity to
increase your Ability scores.

14
Talents whenever you use that Talent, which is +2 at Notoriety
To start, you get to pick 3 Talents. When you Level 0. Later on, you will have the chance to get more
choose a Talent, fill in the bubble to the left of the Talent Talents and your Talent Bonus will increase.
name. For that Talent, you now get the Talent Bonus Let’s look an example below.

Shooting Grit brains instincts charm Luck

3 -1 3 1 -1 2
2
Evasion Blades Driving Animals Bluff
x Hand Guns x Lasso Explosives Awareness Intimidate
Long Guns Riding
Vigor
Lore
Nature
Medicine
x Survival
Leadership
Persuasion +2 Talent
Bonus

This player chose to take the Handguns, Lasso, and Survival Talents. The player has also filled in the Talent
Bonus box with +2 because this is a Notoriety Level 0 character. Below, the player also filled in their stat boxes using
their Ability scores.
Draw equals Shooting score Target = 10 - 1 + 3
Stats
Your Stats (Health, Target, and Draw) are all
Draw Target Max Health
Conditions
determined by your Ability scores.


Health is equal to 10 + your Grit score.
Target is equal to 10 + your Grit score + your +3 12 99
Shooting score. Health is
Draw is equal to your Shooting score. Health
Current Health 10 + Grit

9
To start, you have no conditions, nor are you
bleeding out.
Revolver in
Starting Equipment handgun slot
Unless your game master says otherwise, you get
Bleeding Out
to choose from the starting equipment as follows:
1. an Old Duster OR a Small Bandolier Long Gun Attack modifier
2. a Range Carbine OR an Infantry Revolver
Infantry
Hand GunRevolver +5 1d6
3. 1d12 bullets for your chosen weapon
Blade
4. a Lasso OR a Hunting Knife
5. 1d10 dollars Explosive
6. A horse OR a donkey Inventory
All of the details for weapons can be found in
"Chapter 6: Weapons," and all of the details for other $3
gear can be found in "Chapter 7: Gear." Handgun Bullets: 8
To the right, you can see what our example Long Gun Bullets:
player chose and how she listed each Stat and item in her Old Duster
inventory. Inventory rules vary slightly if you are using Lasso
the basic or advanced rules, so double check to make
sure you’ve got everything right based on your ruleset. Inventory
items
Attack Modifier
The middle column of the weapons section is
for the attack modifier. Attack modifier is equal to the
weapon’s related Ability (Shooting for firearms, Grit for
blades, or Brains for explosives) plus the related talent
bonus if you have it.
15
Motivations
Great character role play comes from meaningful
Motivations. If your character is an outlaw just for the
thrill of it, you might find it harder to develop good role Long-term Motivation
play moments than another character who has well- Motivations
defined Motivations. A good long-term Motivation will Short-term
also make short-term Motivations readily apparent. Avenge my family Motivations
After you have thought of a good long-term Motivation,
figure out two or three short-term Motivations that will Get my Pa’s gun back
help you achieve the long-term Motivation. Become a bounty hunter
As you complete short-term Motivations, you can Kill the Glanton Brothers
replace them with new Motivations that keep moving
your character toward their long-term Motivation.
The game master will secretly put an Experience
Character Description
reward on each of your Motivations depending on how
complex and difficult each is. If a Motivation is pretty Tall, lanky, pale and sunburnt
simple, like getting a horse, the Experience reward will None of my clothes seem to fit
be much smaller than a difficult one, like being elected Just turned 19, hot tempered
mayor of a town. The game master has her own set of Always hide how clumsy I am
rules for rewarding fulfilled motivations.
Picking a Name
A name ties your character to a place, time,
and culture. A name can define your character’s entire
heritage or be something that they are trying to redeem.
Whatever the case, a name is important for a good role
playing experience. Once you give your character a first
and last name, you get +1 to your Target and +5 to your
Health.
Character Description Brief character description that gives
Your character is not a shapeless blob riding a sense of who this character is. A
across the frontier: your character is a living, breathing mix of physical and personality traits.
person with features and a personality. Describe to
the table what your character looks and sounds like.
Maybe even speak with a different voice when you are
role playing. By defining your character’s physical and
personality traits, you can better fit into the world.
Joining the Posse
You will usually not be part of your outlaw gang
right away. Especially at the start of a new adventure,
when all the players are just Drifters, the posse probably
doesn’t exist yet. You and the other players should form
the posse through role play and working together. Once
the posse is formed and given a name (pick something
that will look good on a wanted poster), all of the
members get +1 to Target.

16
Chapter 4: Progression
Character progression happens three ways in It is up to the game master what counts as a
Mud, Blood, & Glory: role play progression, Notoriety milestone and pushes you to the next Notoriety Level.
Level, and Exploits. Role play progression is when your The game master has her own rules for how and when
character grows and changes without changing any of to give the posse another Notoriety Level, but the
the numbers on your character sheet. Notoriety Level is general rule is whenever something major happens in
how much of a name you have made for yourself in the the adventure, consider if that is enough to push the
west. Exploits are unlockable skills that let you do more characters up to the next Notoriety Level.
in the game.
Exploits
Role play Progression Exploits allow your character to gain specific
Your character can and does grow in ways that traits which can give them totally new skills or ways to
are unquantifiable: perhaps they become kinder, they use existing Talents and Abilities. To gain an Exploit,
learn about the characters around them, or they swear you must buy the Exploit with your earned Experience;
off bank robbing (until that one last score). A posse can the cost of the an Exploit is indicated at the bottom of its
spend an entire session in the saloon or sitting around description. Upon purchasing an Exploit, subtract the
the campfire shooting the breeze, swapping stories, and cost of the Exploit from your total available Experience
still grow. That is still a “win.” pool.
Think about ways you want your character to An Exploit can be purchased at any time, as
grow during the game. Perhaps they see themselves long you have enough Experience (and the correct
as a nobody right now, but want to be a Robin Hood prerequisites) to buy it. This means that you might
figure; maybe they can’t imagine life outside of the big suddenly learn how to play the banjo in the middle of a
city, but they become a toughened frontiersman. You gun battle if you decide to purchase the Musician Exploit
don’t necessarily need to be good, either. Perhaps a good while the rest of your posse is fighting for their lives.
character who was just stealing to feed their family Once you have purchased an Exploit, write its
begins to love the thrill of being on the run. In any name in the “Exploits” box on your character sheet to
situation, use your Motivations as a way to guide your ensure that you will always know which Exploits you
role play progression and get some Experience on the have already purchased and can use.
way.
Character Death
Notoriety Levels Despite your best efforts, your character may die
There are 11 Notoriety Levels in Mud, Blood, during the adventure. If your character dies, there is no
& Glory (0-10) which indicate how notorious you are resurrecting, no magical way to bring them back. But
in the west. Notoriety Levels are a type of “checkpoint your adventure is not over!
leveling.” Whenever your group comes to a major Take a moment to memorialize the character,
story milestone, whether that’s pulling off a big heist or then begin making a new one. While that old character
surviving a shootout with the sheriff, you will probably has passed away, you can come back and join the posse
gain a Notoriety Level. As you get further into the game as a new character. Get a fresh character sheet and make
and become more notorious, you will have to start a brand new character. Role play this new character
upping the ante to keep leveling up. Robbing a local store joining up with the posse.
might bump you from Drifter to Renegade, but you’ll A newly-made character starts at the same
have to make a lot more noise to get from Public Enemy Notoriety Level and starts with half of the total
to Most Wanted. Experience the deceased character had. The new
Every Notoriety Level has more Exploits which character gains all of the benefits of leveling up as if they
you can purchase with Experience. You can purchase had done so normally.
Exploits from your current Notoriety Level or lower.
Notoriety Levels affect your role play, too. A
Drifter can go into town and no one will know their
name, but a Fugitive might need to avoid big cities or
places they’ve robbed. Keeping a low profile during and
after outlawed activities can keep the heat off you.
17
Leveling Up
Gaining Notoriety Levels gives you more bonuses
than just opening up new Exploits for purchase. As your
Talent Bonus Increases
Your Talent Bonus increases to +3 at level 4, to
character progresses and grows, they will get better at +4 at level 8, and +5 at level 10.
their Talents, gain better Abilities, and become tougher.
Even Level Rewards Most Wanted
The Exploits for Notoriety Level 10, Most
Every time you reach an even Notoriety Level, Wanted, work slightly differently. Each character
you are given the choice: 500 Experience, gain 1 new may only have a single level 10 Exploit, and no posse
Talent, or add 1 point to any Ability. If you choose to members may have the same level 10 Exploit. So, if you
add a point to an Ability, you can go over +5 for a single take the Ghost Exploit, you cannot take any other level
Ability. 10 Exploits and no one else in the posse can take the
Every even level you also gain Health equal to 3 Ghost Exploit.
+ your Grit score. You can’t forgo the Health upgrade for
one of the above options. Level Up Summary
Remember that a change in your Ability scores Notoriety Level 2:
might change some of your Stats. If you increase your A. 500 Experience, 1 new Talent, or increase an
Shooting, your Target will increase, too. Any Ability Ability score by 1.
score changes are applied before the Health upgrade. B. Health increases by 3 + Grit.
Notoriety Level 4:
A. 500 Experience, 1 new Talent, or increase an
Ability score by 1.
B. Health increases by 3 + Grit.
C. Talent Bonus is now + 3.
Notoriety Level 6:
A. 500 Experience, 1 new Talent, or increase an
Ability score by 1.
B. Health increases by 3 + Grit.
Notoriety Level 8:
A. 500 Experience, 1 new Talent, or increase an
Ability score by 1.
B. Health increases by 3 + Grit.
C. Talent Bonus is now +4.
Notoriety Level 10:
A. 500 Experience, 1 new Talent, or increase an
Ability score by 1.
B. Health increases by 3 + Grit.
C. Talent Bonus is now +5.

18
Exploits
Exploit Prerequisites Exploits and Rulesets
Sometimes your character will need more than You might find that some Exploits don’t make
just Experience to purchase an Exploit. If there are much sense with the ruleset you are using. If that’s the
any other requirements, the Exploit will indicate those case, don’t worry about purchasing that Exploit. For
prerequisites in italics under the Exploit name. example, Make It Last allows you to consume half as
many rations than you normally would. The rations and
Active and Passive Exploits starvation rules are part of the Advanced Rules, not used
Some Exploits are passive, while others must be
in this section. That Exploit isn’t useful if you’re using the
“activated” to be used. For example, the Tough Exploit
basic rules.
permanently gives you 5 additional Health. You do not
Remember that you can add and remove rulesets
need to activate this Exploit once you have purchased it,
from the Advanced Rules throughout your adventure
you just add 5 Health to your maximum and you’re good
to find the right balance of role play, fun, and challenge.
to go.
You can use just the Basic Rules and have a great
Other Exploits, like Crackshot, must be activated
adventure, too.
to be used. To activate it, you must declare to the rest
of the posse and the game master that you are using it Level 10 Exploits
during your turn. Notoriety Level 10 works a bit differently than
Active Exploits are framed in red, and passive the rest: a character can only have a single level 10
Exploits are framed in blue. Exploit and each Exploit can only be taken by a single
posse member. Once you take a level 10 Exploit, you
Exploit Levels can’t take any other Exploits from Notoriety Level 10,
Certain Exploits have multiple levels, and must
and no one else in the party can take the same Exploit
be purchased multiple times in order to get the full
you just took. You can still buy Exploits from other levels
effects of that Exploit. The number of stars over an
as normal.
Exploit indicates how many levels it has. For each level,
the Experience cost of the Exploit doubles from the
previous level. As indicated, the Ranch Hand Exploit
costs 50 Experience for the first level, and you can
control 10 head of livestock. The second level costs Passive Exploits Number of levels
100 Experience and you can now control an additional have blue frames this Exploit has
10 livestock (so 20 in total). The third level costs 200
Experience, and the fourth level costs 400 Experience.
If you were to take all 4 levels, you would pay 750 Bounty
Experience (50 + 100 + 200 + 400) and could control 40 Hunter
head of livestock. Prerequisites
Tracking I
Notoriety Levels & Exploits For each level,
Any Exploit listed at your current Notoriety Level Exploit you get 10%
or lower is available for purchase. If you are a Desperado prerequisities more reward
for completing
(Notoriety Level 3), you can purchase any Exploit from bounties.
Notoriety Levels 0, 1, 2, or 3. XP Cost:
150
Attempting Without the
Exploit Experience cost
Exploits allow you to take certain actions for 1st level
without having to roll. Tracking I, for example, lets you
track large animals without having to make a Survival
roll. If you don’t have Tracking I, you are still capable
of tracking large animals, but you will need to make a
Survival roll to see how well you track the animal.
19
notoriety
level
drifter
0
Cooking I Foreign Indigenous Locksmith I Musician
You can cook basic Language Language It takes you 1d10 For each level,
meals that provide For each level, you For each level, minutes to crack you learn to play
basic sustenance. learn one foreign you learn one easy locks. an additional
XP Cost: XP Cost: instrument
language. indigenous
25 50 XP Cost:
XP Cost: language.
50 50
XP Cost:
50

Ranch Hand Surveyor I Telegraph Tracking I Trapper I


For each level, you You have a good Operator You can track large You know how to
can manage 10 lay of the land You can animals through trap small animals.
head of livestock. and can generally one chosen terrain XP Cost:
communicate in
XP Cost: XP Cost: 50
remember major Morse code.
50 25
landmarks. XP Cost:
XP Cost: 100
50

notoriety
level
renegade
1
Bounty Find Cover Fur Trader Hold Your Quick
When you hunker Prerequisites
Hunter Know French and one
Liquor Mount I
Prerequisites down, your target indigenous language You have +3 to rolls You can climb onto
Tracking I bonus is +2 Your furs are worth against the effects of your steed from
For each level, instead of +1. alcohol. a second story or
you get 10% XP Cost:
50% more than at
XP Cost: while it is at a full
more reward 150 fur trading posts. 150
XP Cost: gallop.
for completing 150 XP Cost:
bounties. 150
XP Cost:
150

Quickdraw I Tenacity Swift Tough Tracking II


For each level, you Prerequisites Your steed gains 20 You immediately Prerequisites
gain +1 to Draw. At least1 point in Grit Tracking I
feet of movement gain 5 additional
XP Cost: You can move at and +1 to Target. max Health. You select one more
200 half speed during XP Cost: XP Cost: tracking terrain and
your White 200 150 can track medium
Knuckle rounds. animals.
XP Cost: XP Cost:
150 200

Looking for More?


The full game has 9 more levels and 90 more Exploits to unlock.
20
Chapter 5: Basic Combat
Outside of combat, Mud, Blood, & Glory is a
free-flowing, back-and-forth narrative between the
Attacking and Doing Damage
The best way to survive a gun battle is to kill
players and the game master. In combat, Mud, Blood, & your enemy before they kill you. Whenever a character
Glory is turned-based and uses a more structured system makes an attack, they will first make a d20 attack role
of actions. and add the relevant Ability score and Talent Bonus.
The Basics of Turn-Based For the attack to land, the character’s attack total must
be higher than their target’s Target stat. If the attack is
Combat equal to or higher than the Target stat, it is a hit, and the
Combat happens in a specific order, with the attacker rolls for damage. The total damage done is then
fastest draw going first and the slowest draw going last. subtracted from the target’s Health. If the attack is lower
Combat turn order is determined by everyone rolling a than the Target stat, the attack misses and no damage is
d20 and adding their Draw stat to get their total. In order done.
from highest to lowest total, the players take their turns
and the game master takes the turns for the Non-Player Combat Begins
Characters (NPCs). Combat starts with everyone, players and NPCs,
On his or her turn, a character can take one full making a Draw roll. The players get to roll individually
action, or two half actions. A character cannot take an for their own characters and get to add their draw stat to
action during another character’s turn, unless specifically their roll. The game master has her own rules for NPCs
allowed to do so by the game master. Players are free in combat in the game master section of this handbook.
to talk to one another at the table during combat, but The game master then lists the results of all of
a player who would really like to role play might only the rolls, in descending order from highest total roll to
speak on their character’s turn. lowest total roll. The character with the highest result
Once everyone, players and NPCs, has taken gets to go first, the second highest goes second, and so
their turn, the round is complete and the turn order on. The fastest draw gets to act first in combat.
resets to the top of the order with the character who During the Draw roll, all of the characters draw
rolled the highest Draw total. one weapon. Each character gets to pick which weapon
Combat usually ends with one side either dying, they are using at the start of combat.
fleeing, or surrendering. Once combat ends, the game In some situations, role play will overrule the
returns to the free-flowing narrative. combat order. Ambushes and pre-planned attacks might
give the attackers the upper hand: it’s up to the game
The Important Stats master. For example, if you and your posse have set
There are a few numbers on your character sheet dynamite to derail a train and have an ambush waiting,
that are important to know during combat. They are all you might get to go first no matter what your Draw roll
clustered together in the middle left of your character is.
sheet.
Draw is how quickly you get into combat. When Combat Turns
combat begins, everyone rolls a d20 and adds their Draw Each turn a character may make one full action
stat. The higher your total, the faster you are on the draw or two half actions. The section “Basic Combat Actions”
and the earlier in the round your turn happens. has a list of the available full actions and half actions. If a
Target is how difficult you are to hit. Enemies character makes two half actions, one will happen before
must roll above this number to do damage to you. the other, and the character must decide which to do
Enemies also have a Target stat, and when you roll to first.
attack, you are trying to beat their Target stat. The game master can rule that some actions
Health is your overall well-being and any time will take multiple turns. In this case, the character must
an enemy successfully hits you, they will do damage. The spend that many turns to complete the action. For
damage done is subtracted from your Health. example, dragging a heavy box of gold to your horse
If you drop to 0 Health, you begin to Bleed Out. might take three full turns because of the distance to
This is more thoroughly explained in the “Death and your horse and the weight of the box. You can decide to
Dying” section. abandon an action before it is complete if you want.
21
Combat Rounds Death & Dying
Every time the turn order restarts, that is Often, combat results in one or more characters
considered a new round. There is nothing special about dying. Player Characters (PCs) have different rules to
a new round starting, but it is a good idea to keep track dying than NPCs.
of what round it is just for in-game timekeeping. Each When an NPC is reduced to 0 Health, they are
combat turn is 3 seconds in-game, so one round is the dead. There are no Bleed Out rounds for NPCs and there
total number of turns multiplied by 3 seconds. If there is no chance of revival by their allies. When they die,
are 10 characters in combat, then each round is 30 everything they were carrying on their person remains
seconds long. there to be looted.
When a PC is reduced to 0 Health, they begin
Skipping Actions to Bleed Out. On their turn, the PC fills in one bubble
Players do not have to take an action their turn.
of the Bleed Out section of their character sheet to
For example, if half of the players are lying in wait to
indicate that they are moving closer to death. Once all
ambush some baddies, they may not want to give away
five bubbles have been filled in, the character is dead
their position. If a player decides to do nothing on his
and may not be revived. During Bleed Out, a PC is
or her turn, they simply tell the game master they are
unconscious and cannot move or act on their own.
passing. Similarly, a player may pass on taking a second
The character’s allies may attempt to heal or
half action if they are satisfied with their first half action.
stabilize a PC during Bleed Out by making Medicine
All Combat is Equal rolls. A PC may attempt the Heal action on an
Under the basic rules there is no difference unconscious PC as they would with a conscious PC.
between firing a weapon while on foot, on horseback, or If the unconscious PC is stabilized, they stop filling
in any other situation. The advanced rules have different in Bleed Out bubbles, but remain unconscious. Once
rulesets for things like mounted combat, but they are not combat ends, any unconscious but stabilized character
applied here. will wake up in 1d10 minutes with 1 Health. If an
If you find yourself in a situation not covered in unconscious PC is healed, they immediately wake up
the basic rules, you can either check the advanced rules and gain the Health rolled in the Heal action. They take
to see what they say, or just role play your way through their turn like normal.
it using your best judgment. For instance, if a character If a character has a positive Grit score, then the
is trampled by a horse, you can either check how number of Bleed Out rounds equal to their Grit score
trample works in the advanced rules or just role play the turn into White Knuckle rounds. During White Knuckle
character being knocked down by the horse and taking rounds, a PC falls to the ground and is immobilized,
some damage. Both solutions are great. but is still conscious and can take actions. For example,
player 2 (Rachel) has a 3 Grit score. When she reaches
Basic Damage Rules 0 Health, and begins bleeding out, her first three Bleed
Firearms, explosives, blades, and brawling all
Out rounds are now White Knuckle rounds. During this,
have slightly different rules for doing damage.
Rachel cannot move on her own, but can still fire her
Firearms do damage with no modifiers. If your
weapons and take any actions that do not require any
attack hits, you roll the indicated damage die for your
major movement. Rachel still fills in bubbles like normal,
weapon. The number shown is how much damage you
and will fall unconscious after three rounds.
do to the baddie.
Blades get to add your Grit score to the damage Basic Ammo
done. A machete does 1d6 + Grit damage. If you roll Using the basic rules, you consume ammo when
a 5 to do damage and have +3 Grit, you do a total of 8 making attacks with firearms, but you do not need to
damage. If you have a negative Grit score, you don’t have take any reload actions or count how many bullets are
to subtract from the damage rolled. left in your weapon.
Explosives don’t add any modifiers, but they do All long guns use one type of ammo and all
damage in an area instead of to a single target. Every handguns use a separate type of ammo. All handguns
character within 20 feet of the explosion takes damage “share” ammo and all long guns “share” ammo. This way,
unless the character is hiding behind cover. you don’t need to keep track of specific ammo types: if
Punching and kicking count as brawling you’ve got handgun ammo and a handgun, you’re all
damage. Both do 2 + Grit damage every time they hit. good.

22
Lucky Attack Attack - Blade
Some shots are one in a million, or, well, one in Attacking with a bladed weapon is a half action,
20. These are called lucky attacks. and you may make two attacks as a full action. An
If you roll a “natural” 20 on the d20 (meaning attack with a blade adds your Grit score and your Blades
the d20 lands on 20, before you add any modifiers) when talent bonus, if you have it, to your d20 attack roll. You
making an attack, then you land a lucky attack. The may throw a blade if it is a tomahawk or if you have the
attack automatically hits and whatever damage is rolled necessary Exploit. A thrown blade uses the same attack
is doubled. So, if you roll a natural 20 while attacking roll and bonuses as a melee blade attack.
with a Navy Revolver (1d8 damage), you automatically Brawl
hit and get to roll your damage. If you roll a 6 on the d8, Brawling is any physical struggle. This includes
that doubles to 12 damage done. This effect work the punching, kicking, tackling, grappling, and restraining
same way with brawling and blade attacks - including an enemy. You would also roll to brawl if you are trying
doubling the Grit bonus added to the attack. to escape from a grapple or a lasso. To brawl, roll a d20
and add your Grit score plus your Vigor talent bonus.
Recovering Health Brawling can either be a full action or half action
You can recover health by receiving a Heal action
depending on what you are trying to do. A punch is just
or by taking a rest. A Heal action will recover only the
a half action, but if you are grappling an enemy, it might
Health that action recovers, but you can do it as many
take a full action. It is up to the game master to decide
times as you please - as long as you have the materials
based on the situation.
and time.
A rest is 8 hours of recuperation. At least 4 hours Explosives
must be spent sleeping, but the other hours can be spent Using explosives in any form will be a d20 roll,
keeping watch, doing leisure activities, or whatever your adding your Brains score and Explosives talent bonus if
character might want to do. you have it. Using an explosive is a half action, whether
you are lighting a fuse and tossing a stick of dynamite or
Basic Combat Actions tossing a jar of nitroglycerin.
The game master can rule that setting up an
These are the basic combat actions and cover
everything that you need to survive a gun battle in Mud, explosive takes more time, such as unspooling wire for a
Blood, & Glory. The advanced combat rules have more detonator to use with dynamite.
advanced combat actions if you’d like to check those out. Heal
A turn is equal to one full action, and two half Healing can be performed on yourself as a half
actions make up one full action. You can take any action or on an ally as a full action. To heal, roll a d20
combination of two half actions on your turn. Each turn and add your Instincts score and your Medicine talent
in combat you can either take one full action or two half bonus if you have it. Every time you attempt a Heal
actions. action (successful or not), you consume gauze or a scrap
Sometimes, the game master will rule that of cloth. If you do not have gauze in your inventory, you
an action might take longer or shorter than is listed have to use a scrap of cloth from your clothes. There are
here. This will be rare and situation-specific, but it is a few possible results of a Heal action.
ultimately up to the game master. You may stabilize your target if you roll a 15
Attack - Shoot or above. Your target must already be unconscious
Shooting can be a half or full action. When you (you cannot stabilize a conscious target). A stabilized
attack using a firearm, you roll a d20, add your Shooting target will remain unconscious at 0 Health, but will not
score, and the related Talent (Handgun or Long Gun, continue to bleed out or get closer to death.
depending on the weapon you are using) if you have it. You may heal your target if you roll a 17 or
A half action attack means you fire your weapon above. You heal 1d6 Health to your target unless you
once at one target. You make one attack roll, and if it have Exploits saying otherwise.
hits, roll your damage. If your target is bleeding out at 0 Health, one
A full action attack means you fire your weapon Heal action can attempt to both stabilize and heal. If
twice and may choose two different targets. Make two you get below 15, nothing changes and the target is still
separate attack rolls, one for each shot, and then roll bleeding out. If you get a 15 or 16, the target is stabilized.
damage as normal for each attack that hits. On a 17 or higher, the target is healed.

23
Lasso Mount Up
To lasso a target, make a d20 roll, and add your Climbing onto any sort of steed or vehicle,
Grit score and your Lasso talent bonus if you have it. other than a train, is a half action. Once you mount up,
A lassoed target cannot move on their own, but can be your steed can immediately move if it has movement
moved by the character who controls the lasso. To escape remaining. Dismounting is a free action.
a lasso, make a contested Vigor roll (the lassoer and the You can mount up onto a steed that an ally is
lassoed target make a Vigor roll at the same time, with already riding if you need to make a quick getaway. You
the higher roll being the winner). The lassoed character can also try to mount up on a steed an enemy is already
makes their Vigor roll with a -3 modifier on top of all riding. To do so, you must make a contested Vigor roll
other modifiers. If the lassoed target wins, they escape first. The winner is riding the horse, the loser is thrown
the lasso. Lassoing a target and escaping a lasso are both to the ground.
a half action. Move
You can also lasso animals. If you lasso a horse You can move up to 10 feet as a half action, or 20
or other domesticated animal, it will try its best to follow feet as a full action.
you. If you lasso a wild animal, it will try to fight its You can use your move action to climb up and
way out of the lasso. Any wild animal rolls a d20 + 3 to over things. If you are climbing over a short fence or up
escape a lasso. the stairs, there is no change to your movement
distance. For larger obstacles, such as
climbing up a rock face, the
game master can rule that your
movement is slowed and you
do not move as far you
normally would.

24
Chapter 6: Weapons
Weapons fall into four main categories: blades,
explosives, handguns, and long guns. The list of weapons
Traits
Not all weapons are made equal: each weapon
here is meant for quick reference during the game. A has a trait that can change how you use it or what benefit
description and closer explanation of each weapon can it provides to you. A description of each trait can be
be found after the lists here. found with the weapon descriptions at the end of this
Depending on the ruleset you are using, you chapter. Check a weapon's traits because it might give
might find that some of the information provided here you stat bonuses.
doesn’t matter to you. If that’s the case, just ignore the Not all traits are valuable to you if you aren’t
extra information. using all of the advanced rules. If you find that a weapon
The handguns list, for example, provides the has a trait that doesn’t work with your rules, you can
magazine size and action type of each handgun. If you swap the trait for another from a weapon of the same
are using the basic rules, this doesn’t apply to you. If type and damage.
you are using the advanced rules, this will be useful
information.

Blades
Name Damage Traits Cost
Cavalry Sword 1d4 + Grit Charge! $52.00
Hunting Knife 1d4 + Grit Hunting & Skinning $9.00
Tomahawk 1d8 + Grit Thrown $19.00

Explosives
Name Damage Traits Cost
Dynamite 1d10 / Stick Timed $2.30 / Stick

Handguns Advanced Rules Only


Name Damage Traits Magazine Size, Action Cost
Infantry Revolver 1d6 Army Issue 6, Single $9.00
Mare’s Leg 1d10 Intimidating 8, Lever $78.00
Peacekeeper Revolver 1d8 Iconic 6, Single $37.00

Long Guns Advanced Rules Only


Name Damage Traits Magazine Size, Action Cost
Bighorn Rifle 1d10 Reliable 15, Lever $68.00
Buffalo Rifle 1d12 Stopping Power 1, Breech $98.00
Double Barrel Shotgun 4d4 Blowback 2, Single $26.00
Range Carbine 1d8 Short 7, Lever $24.00

Want more?
The full game has 26 more firearms, explosives, and blades to choose from.

25
Weapon Details & Descriptions
This section lists all of the available weapons in Infantry Revolver
alphabetical order and gives a description and details the Description: The standard issue sidearm to
traits of the weapons. American soldiers.
Bighorn Rifle Army Issue: It’s easy to find parts and repair this
Description: From its first production, this rifle weapon should it break.
saw extensive use in armed forces, indigenous groups, Mare’s Leg
and with private citizens. Description: A sawed-down Bighorn rifle.
Reliable: Does not jam on an Unlucky roll. Intimidating: This weapon gives you +2 to
Buffalo Rifle Intimidation rolls when it is brandished.
Description: The Buffalo Rifle’s large caliber is Peacekeeper Revovler
great for stopping big animals in their tracks. Description: Worn by lawmen across the west,
Stopping Power: A shot from this rifle passes this long-barreled revolver became synonymous with
through people and materials. It ignores the Target justice.
bonus provided by Hunker Down. Damage done is Iconic: This weapon provides a +1 Charm bonus
reduced by 3 for every object it passes through. when equipped. It is also very memorable.
Bronson Rifle Tomahawk
Description: The Bronson Rifle, while expensive, Description: The Tomahawk was originally
is an investment that will last a lifetime. This weapon is designed by Indigenous people of North America,
engineered to withstand a beating and keep firing. where it became the dominant melee weapon.
Weatherproof: This weapon can fire in all Thrown: This blade can be thrown 15 feet.
weather conditions and environments without concern.
It has no issue being submerged in water, mud, or dirt
and then immediately fired.
Cavalry Sword
Description: An ornate sword denoting the
wearer’s role as an officer in the cavalry.
Charge!: When this weapon is used while
mounted at full gallop, it rolls a 1d12 + Grit for damage.
Double Barrel Shotgun
Description: Designed for bird hunting, the
double barrel shotgun puts a spread of lead downrange.
Blowback: If you make two successful hits on
the same target on one turn with this weapon, the target
must make a 17 Grit roll or be thrown prone.
dynamite
Description: Light fuse. Run away.
Timed: Dynamite uses a timed fuse, explained in
the Dynamite section of the advanced rules.
Hunting Knife
Description: A good Hunting Knife is
indispensible for any fur trader or trapper.
Hunting & Skinning: Given an hour, this blade
lets you gut, skin, and clean any medium or smaller
animal without a roll.

26
Chapter 7: Gear
Ah, the American Dream: consumerism. In Items can “stack” so that they only take up one
this chapter you will find the basic rules for gear and line of inventory. If you have 6 sticks of dynamite, they
supplies, then a list of all available gear and supplies in take up just one line in your inventory, not 6.
Mud, Blood, & Glory. Part 2 has advanced rules for gear.
Just like the chapter on weapons, you might
Carrying Weapons
You, sadly, are not a pack mule. You cannot carry
find some of this gear has attributes or information that
every weapon ever created into battle. On your person
doesn’t apply to the ruleset you are using. If that’s the
you have the space to carry one long gun, one handgun,
case, ignore the extra information.
one blade, and one set of explosives. Smaller weapons
Ammunition Rules can fit in larger weapon slots, but larger weapons can’t
You might have the quickest draw in the west and fit in smaller slots. Instead of one long gun and one
the fanciest weapon, but without a bullet you won’t get handgun, you can carry two handguns (one in the
anything done. handgun slot and one in the long gun slot), but you can’t
The basic rules expect you to keep track of how carry two long guns (no large slot for the second long
much ammo you have for each weapon. This keeps gun is available).
players from running and gunning for too long without Your saddlebags also have one long gun slot,
having to stop to refresh supplies. Also, sometimes the which can carry either a long gun or a handgun. While
pressure of only having a few bullets left makes for a mounted or standing near your steed you have access to
more thrilling game. that extra weapon.
With the basic rules, weapons of different types
(handguns vs. long guns) use different ammunition, but
Your Lasso
Your lasso, if you have one, stays in your
all weapons of the same type use the same ammunition.
inventory and does not count as a weapon. Unless you
All long guns use one type of ammo and all handguns
specifically lose your lasso or use it for something else
use one type of ammo. A Bighorn Rifle can’t use the
(like tying something up), you will always have your
same ammo as a Navy Revolver, but a Navy Revolver can
lasso with you. A standard lasso is 30 feet long and is
use the same ammo as a Dragoon Revolver.
used for all Lasso talent rolls. You can buy more rope to
Heck, you could even say that all guns use one
be extra prepared.
ammo type to keep things really simple and Mud, Blood,
& Glory will still run smoothly. This is something to Prices
discuss with the group before starting. The listed prices are the average cost of that item
The ammo listed in the supplies has different in a medium sized city. Small general stores might not
damage and weapon types listed with it (like Box of offer an item, or might expect you to pay a premium to
d10 Long Gun Ammo) which are not used in the basic purchase it. Larger cities that are closer to the railway
rules. When determining the base price for ammo, use might sell items for lower prices. It is up to the game
the prices for the d8 Handgun Ammo and the d10 Long master to set final prices on items. The price to purchase
Gun Ammo. weapons varies the same way.
Carrying Capacity Style
Mud, Blood, & Glory has no rules for exactly Mud, Blood, & Glory does not account for taste.
how much weight you can carry, but it does ask you When you are purchasing clothes or gear that can come
to think realistically about what you can and can’t in different styles, give yourself a chance to role play and
fit on your person. Each line in the “Inventory” and describe the look of your new purchase. Maybe you pay
“Saddlebags” section on your character sheet should only more for nicer clothes, look for something a bit more
have one or two items on it. If you fill up all of the lines, stylish, or just stick to what’s most functional.
you have reached your carrying capacity. You can role
play it as being out of pockets to carry things if you have
a lot of small, lightweight supplies. On the other hand, if
you picked up an anvil, it would only take up one line in
your inventory, but it’s unreasonable that you could carry
that for more than a few minutes at most.
27
Name Notes Cost
Alcohol Various alcoholic drinks. Hazardous to long term health. $0.05 per
serving
Antivenom Reverses the effects of a mild or serious venom poisoning. $8.50
Bandolier, Heavy Holds 24 Bullets. $12.00
Bandolier, Light Holds 12 Bullets. $3.00
Bear Trap Can trap medium and large animals. Requires 15 Evasion roll to avoid $17.00
if triggered. Maims the limb it closes on. 15 Vigor to open again.
Bedroll Keeps you warm at night. $4.50
Box of Handgun Ammo 24 bullets per box. $1.20
Box of Long Gun Ammo 24 bullets per box. $2.10
Box of Shotgun Shells 12 shells per box. $1.75
Camp Kit Contains bedroll, tent, firestarter, and cookware. $15.00
Chloroform Knocks target unconscious for 1d10 minutes. $2.20 per
dose
Clothes, Cold Weather Heavy winter clothes for colder climates. +4 to rolls against cold $35.00
weather and cold conditions.
Clothes, Fashionable Wearer blends into larger towns and cities. Establishments won’t turn $100.00
you away based on your apparel.
Clothes, Range Dress like a cowboy. +2 to rolls against hot weather and dust. $25.00
Cookware Small pot and pan for cooking, utensils, and bowls for 6 people. $8.00
Cowboy Hat Looks good, keeps the sweat and sun out of your eyes. Can as be $1.00 -
iconic as the wearer. $20.00
Duster, Durable Ignore any mild weather effects. +2 to rolls against all weather. $25.00
Duster, Old +1 to rolls against mild weather. $2.00
Firestarter Basic flint and tinder to start fires. $0.75
Fishing Gear Basic rod and tackle. Lets you fish. $14.00
Foxglove Stabilizes an unconscious target. $2.50
per dose
Gauze Consumed when making taking the Heal action. $0.50
per roll
Gold A precious metal. Can be used as currency in many towns. $20.67
per ounce

Can't get enough?


The full game has dozens more items and goods for you to buy, sell, and trade, including land, pelts, and
illicit goods.

28
Name Notes Cost
Holster, Crossdraw Allows you to carry a second handgun on the opposite hip. $16.00
Holster, Standard Holds 1 handgun and 6 bullets. $9.00
Lantern Provides light. $4.50
Lasso 30 feet of durable rope used for roping animals. $4.50
Laudanum User ignores 2 damage from each incoming attack for 1d10 minutes. $6.00
per dose
Medicine Bag 5 doses of laudanum, 5 doses of foxglove, and 5 rolls of gauze. $40.00
Neckerchief Keeps the sun off your neck, the dust out of your lungs, and can hide $1.00
your identity.
Pickaxe Lets you break rocks. $3.00
Rations Basic sustenance. Beans, bread, dried meats. $1.00
per ration
Saddle, Basic Ride in comfort. $24.00
Saddle, Racing Gives +4 to Riding rolls and adds 20 to steed’s speed while mounted. $250.00
Silver A precious metal. Can be used as currency in some small towns. $1.30
per ounce
Spyglass Allows for long-distance Awareness rolls. $37.00
Tent Protects from all but the worst weather while sleeping. $6.00
Tobacco Various tobacco products. Hazardous to long term health. $0.25 each

29
Chapter 8: Steeds & Vehicles
Your steed can be the difference between life and
death. A broken wagon wheel can signal the end of a
Vehicles
Vehicles are any form of transport that aren’t just
posse’s swift escape. an animal with a saddle. Carts, stagecoaches, buggies,
This chapter details each type of steed and vehicle wagons, and trains are all vehicles. All vehicles can carry
that you and your posse can use to crisscross the west. more than a single rider can, so use the back of your
Your steed offers a lot of role play opportunities: give it a character sheet to keep track of what’s in your vehicle if
name and a personality, describe what it looks like, and you are using one. Again, be reasonable about what can
continue to bond with it over the course of the game for fit in a vehicle.
a more immersive experience. A vehicle itself doesn’t have health, but the
Speed animals pulling it and the drivers do. If you are looking
The speed listed for each steed and vehicle is for to stop a vehicle, you can either target the driver or draft
in-combat speed only. Outside of combat, all steeds and animals (make an attack like normal) or you can try to
vehicles travel at generally the same speed in the basic break the vehicle itself. The second option requires a bit
rules. more role play, but can be more fun.
Steeds and vehicles make move actions in the Note that the cost indicated for a vehicle is only
same way a character does during combat. They can take for the cost of the vehicle itself, not the animals pulling
a half action movement or a full action movement. A it.
steed can move without a rider (e.g., running away from Trains
danger), but a vehicle cannot move without a driver. Trains are a dangerous target: they are well
Steed Health defended by rail workers and law enforcement, and
Your steed’s health recovers during a rest, just trains are a challenge to drive and stop with only a few
like yours. A steed needs to be specifically targeted for people. However, they hold precious cargo which can
it to take damage - an attack that is aimed at a rider and make the risk well worth it.
misses does not automatically hit the steed. Trains need more than one driver. One person
Mud, Blood, & Glory assumes you are taking needs to be actively driving the train, another needs to
good care of your steed: watering it at streams, letting stoke the fire, and a third needs to operate the brake
it graze while you camp, keeping it in generally good system, usually found in the first car after the engine.
health. A scenario could arise where your mount is not Of all the steeds and vehicles, trains are the most
doing well - such as riding through a desert - and that role play heavy. If you are robbing a train, have fun with
can be resolved through role play. it!

Steeds & Vehicles


Type Target Speed Health Traits Cost
Donkey 12 20 20 Stubborn $40
Horse 10 40 25 Like the Wind! $175
Stagecoach -- 50 -- 4 - 8 Horse Team $600-800
Wagon -- 20 -- 2 Oxen Team $75

Looking for something else?


The full game has more vehicles and steeds to use.

30
Donkey Wagon
Description: Donkeys are not the most elegant Description: A wagon is a covered cart designed
creatures, but they will get the job done and are loyal to a to carry much heavier loads, like raw ore and heavy
fault. supplies.
Stubborn: A donkey will not listen to or move 2 Oxen Team: A wagon is pulled by 2 oxen.
for anyone but its owner.
Horse
Description: A cowboy is nothing without a
horse.
Like the Wind!: A horse can move at double
speed for 5 consecutive rounds. A horse needs to rest
before it can do so again.
Stagecoach
Description: Stagecoaches are designed for speed
and comfort. You can’t fit a whole lot in a stagecoach, but
you’ll arrive on time and in style.
4 - 8 Horse Team: A stagecoach can be pulled by
a team of 4, 6, or 8 horses. The more horses, the faster
and longer the coach can travel, but the more mouths
there are to feed.

31
Part 2: The Game Master Guide

32
Part 2: The Game Master Guide
Game Master’s Eyes Only Guidelines, not Rules
This part is reserved for the game master only, as The game master guide will not provide many
there is certain information that can change the players’ strict rules about what you can and can't do, or what you
experiences and the way they play the game. If players should or shouldn't do. Mud, Blood, & Glory thrives
see the NPCs stats and story details in this section, they when role play is put first - it is a role playing game. So,
might find it more difficult to role play during the game. trust your gut, go with what feels good and looks fun.

Your Power Jump In


As the game master, your rulings are final. This part will give you the low down on how to
During game ruling, hear what your players have to say make rulings, set up encounters, make NPCs, reward
and take the most reasonable approach. Ultimately it is players, build the world the players will experience, and
your decision. If a player has a different understanding more. Read it in its entirety at some point.
of a rule, try talking it out right there with the group, You can know all of the rules to Mud, Blood, &
and be open to changing your mind. If a player still has Glory and prep for hours and hours, but the best way
a different opinion from yours, make a rule of cool call to play is to just jump in. Help the palyers make their
and then discuss the rule in question after the session. characters, and then use the starter adventure (Pg. X) to
Remember, everyone at the table is a friend, and get playing. You will learn as you go, just like the players,
the game master and the players are on the same side: and it will get easier. If you need help with making your
fun. own NPCs, baddies, and running an adventure, feel free
to check back with the handbook. Have fun!
33
Chapter 9: Creating & Playing
Non-Player Characters
Making a good Non-Player Character (NPC) That’s how simple it is to set up a compelling
is not about crafting every detail of the character and NPC. You may need to do some improvising if the
knowing the answer to every question about them. players ask questions you weren’t expecting, but you
Instead, it’s all about making a character that feels real to can handle that because you’ve got the core of this NPC
the players. made.
Now do that for three or four of the important
Creating an NPC folks around town (they don’t really have to be important
The first step is to predict where the players
to the town, just important to the story) and you’ve got a
might go and who they might meet. It would be fun to
good start. Your next NPC might be the saloon owner, as
make a wacky hermit, but if the players aren’t going deep
he seems important already.
into the wilderness, will they ever run into the hermit?
Let’s say the players are going to start in a town, because Creating a Baddie
that’s a safe bet. Not all NPCs will be as friendly as our barkeep.
We want to populate that town with some NPCs Some will only want to resolve their differences with the
who the players will run into and want to interact with. players through violence. Luckily, baddie NPCs are a bit
We have to make sure that the NPCs have something easier to make because most of them can be nameless
the players want, whether it’s information, valuables, or thugs.
connections. Be sure to give NPCs something that makes Not all baddies are made equal. Some baddies
them somewhat memorable or interesting to role play as will be better fighters, some will be better trained or
well. Let’s start by making a barkeep: a huge bellowing better equipped, and some might have nothing to lose.
man who looks and sounds quite intimidating at first, Below are three baddie “types” that you can use as
but is quite friendly and affable when you get to know templates for NPCs in combat.
him. He also hears all of the gossip from the saloon Weak NPCs have low Target and Health stats
patrons, and is terrible at keeping secrets. We’ve got our and generally worse guns. These are good NPCs to throw
memorable attributes (appears intimidating, loud, but against new players and low-level characters. Weak
friendly) and what the players might want from (the NPCs don't have any Exploits which they can use against
gossip around town). the players and dual wield weapons or use explosives.
Now let’s figure out what he knows: maybe there’s As for role playing, these baddies could be local thugs or
a wealthy gentleman who pays for everything in cash ranchers seeking their own justice.
and has been living upstairs at the hotel for the past Target: 12
week, or there’s a wagon with the payroll for the nearby Health: 14
ranch coming into town in a few days. Both present Roll Bonus: +1
good opportunities to the players. Now just give him a Weapons: Cowboy Revolver or Range Carbine. A
suitable name (anything will do - make one up or steal knife for melee combat.
one from a movie you’ve seen). Average NPCs are run-of-the-mill baddies.
Finally, let’s decide what he wants in return for They have mid-range Target and Health stats and will
his information. This guy might be terrible at keeping be equally matched against mid-level characters. These
secrets, but he isn’t going to miss out on a good trade. baddies might be local lawmen or hired guns: folks with
So let’s say that the owner of the saloon hasn’t paid him some know-how and average equipment, but no special
in two months. The players can either pay him directly training. Sheriffs and their deputies might set up an
or “encourage” the saloon owner to pay the man. Either ambush against the players at this difficulty.
way, the barkeep will tell them the information in return Target: 15
for their good deed. And we’re done! Health: 24
Roll Bonus: +3
Weapons: Peacekeeper Revolver or Bighorn
Rifles. A knife and a lasso. Sometimes dynamite.
34
Tough NPCs are the high-end bounty hunters Start with some easier encounters for new players
and federal agents who will hunt down characters with and low-level characters that have fewer baddies who are
high notoriety levels late in an adventure. These folks less well-equipped. As players get more comfortable with
are combat veterans who will fight tooth and nail to take the game, feel free to throw more NPCs into combat at
down their targets. Tough NPCs might dual wield or use one time.
the Fan the Hammer Exploit in addition to employing Generally, the more NPCs you put into combat
advanced combat tactics. against the player, the weaker each individual baddie
Target: 18 should be. So, three Tough NPCs are about equivalent
Health: 35 to six or seven Weak NPCs. If you put too many baddies
Roll Bonus: +5 into the combat and the players are getting stomped, it
Weapons: Heavy Revolvers and Bronson Rifles. is okay to have some of them flee or run out of ammo to
Knives, lassos, and explosives. Mounted combat experts. even things up.
The equipment listed here is for typical NPCs
and is good for quick reference. You can change the
Animals in Combat
In general, wild animals want to avoid combat.
equipment as you see fit for the situation. Similarly, you
Living to another day is priority number one for animals.
can modify the Target, Health, and Roll Bonus for the
Prey will always try to run, regardless of circumstances.
NPCs if you want to toughen or weaken them. Some
Predators, on the other hand, will put up a fight if they
story-specific NPCs could also have different stats and
think it's worth it. If the predators are working in a
equipment based on their character traits.
group, like a pack of wolves, or have an apparent power
The roll bonuses listed here are to be used for
advantage, like a grizzly bear, they will probably stick
every combat roll you make for NPCs.
around for a fight. If those odds change, though, the
NPCs in Combat predators will see no reason to fight so hard for a meal
In combat, you will have to make decisions for and run away.
anywhere from one to a dozen baddies. In which case, The only times an animal will really fight to the
it is useful to have some rules of thumb to make combat death is if the animal is desperate enough for a meal, if
easier. the characters have intruded upon its home, or if it has
First of all, just have all the baddies go at once. young ones with it. In the dead of winter or in a dry
Make one Draw roll for all of them. This way, they all summer, hungry wolves will come out of the mountains
move at once and do their thing, and your players know looking for an easy meal, like sleeping cowboys. If a
when to expect them to move and you don’t have to keep bear comes back to its cave to find a group of cowboys
track of as many turns. cooking and setting up camp, it will vigorously defend its
Second, have each individual do what makes territory.
the most sense for them in that moment. Usually that The third scenario, where a wild animal has its
means finding cover if they don’t have it, or shooting babies, can make for interesting gameplay. If you have
at the players if they can. If these baddies had a battle the characters first notice two cougar cubs wandering
plan before combat, maybe some are trying to sneak through the forest, smart players might know to keep
around the side first before opening fire, but don’t spend their distance, because momma cougar isn't far behind.
too much time agonizing over each NPC making the Less thoughtful characters will go in for any easy hunt
“perfect” combat move. and meet a fun surprise.
Lastly, remember that the baddies are reasonable. In any case, animals are meant to add variety
They won’t run into enemy fire if they can avoid it. If and fun to combat and challenge encounters. If there's
they don’t know an ambush is waiting, they’ll walk right a shootout in the woods between the players and law
into it. enforcement, you can have a bear wander onto the scene
You should keep track of how many bullets mid-battle to change things up.
baddies have in their guns, so that they will have to take
reload actions (this gives players a chance to counter
attack or move). However, don’t worry about the baddies’
overall ammo count - assume they showed up with
enough ammo for a medium length shootout.


35
Chapter 10: Player Rewards
and Progression
At the end of any social, combat, or challenge Rule 4: the harder the challenge, the bigger the
encounter, you may want to reward your players for their reward. If the posse is just Notoriety Level 1 and fights
actions. The best way to do this is through Experience, off a pack of wolves (a big challenge at that level), give
which your players can then use to unlock new Exploits. them a big chunk of Experience. If the posse is Notoriety
After combat, players might also find and loot new Level 6 and goes around killing a bunch of livestock,
equipment they can use. By rewarding players for don't give them much Experience, if any. That's not a
accomplishments and certain actions, you can reinforce challenge.
behavior you want to see more often.
Notoriety Levels
Experience The frequency at which you give the players
Experience is the easiest and quickest way to a new Notoriety Level helps set the pace for the
reward your players for their actions. A player who really adventure as a whole. If you want this to be a three
gets into their character and roleplays by putting on a month adventure, you might want them to level up
voice might get a larger reward from a social encounter every session (12 weeks, so 12 sessions, and there are
compared to a player who doesn't do any role play. 11 Notoriety Levels) to reach Most Wanted by the last
Maybe a player makes a joke that makes you laugh; feel session. If you want this to be a year-long adventure, you
free to give them a bit of Experience. can have them level up every 4th session or so. It also
You can give small amounts of Experience first, doesn't have to be precisely spaced. If the players level
and, as the adventure progresses, give out more and up in one session, they can still level up next session if
more to match the cost of Exploits. At Notoriety Level they keep upping their notoriety. If you're a bit more
0, 25 Experience can purchase an Exploit. At Notoriety Experienced with Mud, Blood, & Glory, you can also
Level 10, each Exploit costs 1500 Experience. Figuring start the players at a higher Notoriety Level to get the
out how much to reward players is not an exact science adventure underway a bit faster.
- it depends on how quickly you want them to become The Notoriety Level system is a milestone
more powerful and how challenging of an adventure leveling system. Anytime you feel that the characters
you are running. It will take some time to figure out how have moved up in the world and made more a name
much Experience to give out, and that's okay. for themselves, feel free to reward them with a new
Rule 1: always err on the side of too much. If you Notoriety Level. Remember that with along with new
aren't sure if you should give out 25 or 50 Experience, Exploits, even Notoriety Levels also provide stat bonuses
give 50. Making the players feel powerful is more fun for to the players, making them more formidable characters.
everybody, so don't worry too much about giving out too
much Experience.
Equipment & Materials
Rewarding players with new equipment is a
Rule 2: try to balance the amount of Experience
good way to reward them for major accomplishments,
you give between players. A player who misses a session
especially combat encounters. If there are some seriously
doesn't get Experience, but every player who was there
challenging baddies, and the players defeat them, maybe
should get basically the same Experience. One player
one of them drops a high quality weapon. Maybe a group
might earn more Experience during social encounters
of federal agents had a Gatling Gun boxed up in the back
while a different player earns more during challenge
of their wagon. That would be a cool find for players.
encounters.
Players might also want valuables - cash, gold,
Rule 3: always give equal Experience to all posse
pelts, whatever they can sell. Giving valuables is fun
members after a combat encounter. It doesn't matter
because it provides a few moments of role play: the find
if one player missed every attack role, another killed 6
(the excitement of finding cool new stuff), the sharing
baddies, and a third fell unconscious immediately. They
(where players have to decide who gets the valuables),
all get equal experience.
and the sale (where players have to sell these goods to a
fence or at a trading post).

36
Chapter 11: Languages &
Foreign Countries
Players have the opportunity to learn new
languages and travel to other countries. This section
contains a list of some of the available languages
characters may know, and breaks down what to do if the
players do decide to cross into another country.
Languages Indigenous Languages
The two language lists here are not exhaustive. Language Primary Region Spoken
Many people of spoke all sorts of languages across the Apache South midwest into Mexico
west, and two short lists cannot encompass every one of
Cherokee East Coast
them.
The indigenous language list only highlights a Cheyenne Midwest
handful of the myriad of native languages and cultures Chinook Northwest
present throughout the Americas. The indigenous Choctaw Southeast
language list cannot do justice to the vibrant, expansive, Dakota Midwest
and sophisticated indigenous cultures present for much Navajo Southwest
of the history of the Americas. Consider using an app like
Ojibwe Northeast into Canada
Native Land or the internet to discover which languages
and people originally lived in the area your adventure Utian West coast
takes place. Yupik Alaska

Foreign Countries
Players might slip across a border to lose some Foreign Languages
heat, smuggle goods, or chase a bounty. Whatever the
reason, do some research and know the land they are Language Primary Region Spoken
going into: the people, languages, and culture that makes French Southeast and midwest
up that country. The game world feels complete when it German Northeast through midwest
reflects the complex and colorful real world. Hebrew East coast and midwest
Mechanically, you can simplify some aspects Hindi West coast and east coast
of travelling in another country. You do not need to
Italian Northeast, west coast
personally learn Spanish, nor do you need to use a
different voice, for the players to take a trip to Mexico. Mandarin West coast
You can simply say that the NPCs are all speaking Spanish Polish Midwest
and play NPCs as you normally would. Similarly, you Russian Northwest through Alaska
can have a moment or two of the players using the wrong Spanish Southwest and west coast
currency, and maybe having to exchange some at a bank, Tagalog West coast
but you don't have to make that too complicated. The
exchange rate can be 1:1 and otherwise the same as using
their normal currency.

37
Story 1:
The Glanton Brothers

Notoriety Level: 0 Rules Used


◊ Basic Combat
Play Time: 1 - 3 Sessions ◊ Basic Inventory
Experience Needed: None ◊ Weapons, Gear, and Steeds

Story Breakdown
The Setup (pg. 86)
This section introduces the setting and describes Pagosa
Springs, the Glanton Brothers, and other important aspects of the story.

The Hunt (Pg. 90)


The players get started tracking down the Glanton
brothers and assembling allies, if any.

The Battle (Pg. 92)


The players confront the Glanton brothers and
either kill them or join sides and form a new plan to rob
Pagosa Springs' Bank.

Optional: The Heist (pg. 93)


If the players choose to rob the local bank, use this section.

The Resolution (Pg. 95)


The story ends, but the adventure continues!

38
The Setup
It's a good idea to give this adventure a quick
read to familiarize yourself with the basic info first. You
Important Characters
These are the important characters in this
don't need to memorize it all, and you can totally have adventure. The descriptions here are meant to give you a
this open in front of you while you are GMing. It helps to good sense of how to role play these characters and how
have a general idea of what's coming in case the players they will behave. Use the Weak NPC stats on page 44 for
take a random turn somewhere in the story. all of these characters in combat. That will make it easier
While Mud, Blood, & Glory encourages total for you to run your first combat encounters.
open-world gameplay, it is important to keep your Eugene Glanton is the oldest brother of the
players pointed in the right direction. This is probably Glantons, and is the most wild of the three. Eugene loves
their first time playing and your first time GMing, so dynamite and takes every opportunity to blast some off.
it's okay to give them more direction than you normally Eugene is a huge person, with a thick, grizzled beard. He
would. Let them know before the session starts that this tends to grumble and stare too long. In combat, he will
adventure is all about bounty hunting. That will get them charge the enemy and try to use his dynamite whenever
in the right mindset to say yes to this adventure. he can. If someone lands a Lucky Attack on him with a
Overview gun, the bullet hits his dynamite and detonates with the
The Glanton brothers are attacking every force of 3 sticks of dynamite.
stagecoach that passes through the mountains north of Killian Glanton is the middle brother of the
Pagosa Springs, Colorado. The players start in Pagosa Glantons, and is the brains of the group. Killian plans
Springs looking to chase down the Glanton brothers to all of their heists, but has some trouble controlling his
get the sizable bounty on their heads. The players can two brothers. Killian is clean-cut, but still has the same
either go after the Glanton brothers for the bounty, help big frame as his older brother. Killian is well-spoken and
the brothers rob the local bank, or try to play both sides somewhat educated. In combat, he finds cover and keeps
of the law to get a massive payday. within shouting distance of the players. He offers to put
down his weapons and talk through their differences.
The Setting Say something like, "Y'all don't look the law and you
It is April, 1883 in Pagosa Springs, Colorado. certainly don't fight like the law! Put down your guns
The town of Pagosa Springs is nestled in the foothills of and we can discuss something!" Killian will offer to work
the San Juan Mountains and is built along the San Juan with the players to rob the Pagosa Springs bank.
River. The warm weather has melted most of the snow
from the mountains, but there is still a dusting across the
peaks.
To the north is the small way station of Del Should I use a map?
Norte, which is the only connection Pagosa Springs You can use home-made or real-world maps to
has to the rest of Colorado to the north. The only give the players a general idea of the geography of
trail between Del Norte and Pagosa Springs slowly the region if you want. You should only use extras
(like maps) that will add to the fun of the game.
winds through the San Juan Mountains. It is used by
stagecoaches to deliver supplies, letters, and cash.
To the north, east, and south, the San Juan Garret Glanton is the youngest of the three
Mountains press in close to the town and are nearly Glanton brothers. Garret is a sharpshooter and is
impassable for inexperienced travelers. The mountains rumored to have gunned down unarmed folks. Garret
are home to all sorts of dangerous characters and is a lanky fellow and is somewhat uncoordinated when
animals. To the west, the plains open up and lead into it comes to anything but shooting. Garret lets Killian
the New Mexico territory. The plains might make for a speak for him, but seems to be a bit wobbly on his feet.
quick getaway route, but they also don't give you a lot In combat, he hangs way back and takes pot shots at
of options to hide. The San Juan River runs south out of the players when he can. If the battle takes place in the
the mountains, through Pagosa Springs, and into New forest, Garret will try to climb into the trees for a better
Mexico. shot. If the other two brothers die, Garret will try to slip
away into the forest and escape.
39
Sheriff Arnold "Arnie" Grayson is the Sheriff of Pagosa Springs
Pagosa Springs. Grayson is used to small-town troubles, Pagosa Springs is a town of only about 200
but is in way over his head with the Glanton brothers. permanent residents, most of whom are small-time
Grayson is an old-timer, and he's been a lawman for farmers and trappers scraping out a living.
most of his life. He has been elected almost unanimously Coyote Saloon is the southern-most building in
for 16 years running, and he acts like it. In combat, he downtown. It is a two story bar and hotel, though most
takes cover and doesn't try to do anything brave. He will of the rooms are usually empty. You can usually find
not try to run, though, and will try to talk down outlaws a few locals inside drinking and playing cards. Clifton
from fighting. Barnes runs the Coyote Saloon. The saloon is a good
place to pick up local gossip and run into folks from
Role playing an NPC around town.
Try giving each NPC a specific way of talking or a Pagosa General Goods, a squat, wooden
certain accent. This way, the NPCs have a more building, sits just up the street from the saloon. It is the
concrete identity in the players' minds. The sheriff town's only general store and sells mostly hunting and
and the deputy should behave and talk differently!
farming supplies. Prices have gone up since the string
of robberies made times tougher for everyone in Pagosa
Deputy Mason Westmoreland is Grayson's only Springs. The onwer, Carolyn Mer, sleeps in the back of
deputy. He is only 18 and thinks he's a bit of a hot-shot the store.
gunslinger. Mason is a fast-talker and usually stumbles The San Juan River Bank serves as the town's
over his words. He wants to take over as sheriff once only bank and holds all of the cash for the local
Grayson retires, and is looking to earn his stripes in a businesses and residents. It is a gray, brick building
gun battle. Mason runs in, guns blazing, trying to take with small windows out front and an employee door at
down any outlaws he can see. Westmoreland has no time the back. The bank manager, Ramon Campbell, might
for exchanging words and instead tries to be the hero. be open to helping the players track down the outlaw
Estie Laughlin is a local hunter and trapper. brothers, but doesn't put up with any funny business.
Estie knows the San Juan Mountains well and might be The bank has a large safe in the back, with a hard lock,
willing to lead the players up there for a good price. Estie that holds about $600 in cash and $1500 in bank bonds.
is an excellent survivalist and pretty good shot. She can The Pagosa Sheriff 's Office is the headquarters
usually be found in the saloon with some whiskey if she of the only law enforcement in the entire county,
isn't out hunting deer in the mountains. Estie makes a namely Sheriff Arnold Grayson and his deputy Mason
pretty good living hunting and trapping, so she's pretty Westmoreland. It is a low, wooden building, with two jail
hard to convince to take a risk like hunting down the cells inside and two desks. The sheriff and the deputy do
Glantons. Estie has no interest in dying. If she thinks the not keep any extra weapons in the office other than what
battle is turning against her, she will take off and try to they are carrying. There is a medium sized safe, with an
escape. easy lock, that holds the bounty cash for the Glanton
Graciela Flores is the bank's coach driver. brothers.
Graciela is the only coach driver to survive an attack by Pagosa Carpentry is the last building in town.
the Glanton brothers and has recenetly lost her shotgun It is a woodworking shop run by Auguste Hinkle. The
rider, Harris Overman. Graciela is looking for some two story building has a workshop on the first floor
justice. Graciela can be found at the bank with her and Auguste's apartment on the second. Auguste earns
stagecoach, where she is waiting for her next delivery a fairly good living repairing wagons and making craft
instructions. Graciela is cool and collected, that's how goods for the locals.
she made it out of the ambush alive. She will fight tooth
and nail and will not run. She wants revenge for what the
Glantons did to her friend. What details to reveal
Auguste Hinkle is the local woodworker. He You shouldn't read these descriptions word-for-
is normally a quiet person, but will stand up for what word because they reveal some things the players
he believes. He's a short, lean person, but surprisingly don't know — like how much is in the bank vault.
athletic. Auguste has lost a lot of business because of the Use what's written here to get a basic idea of how
to describe the town and its buildings to the table.
Glanton brothers' robberies. In combat, he keeps cool
and doesn't put himself in danger.
40
Where the Players Start Wanted Dead or Alive: Eugene Glanton for
It is up to you where the players start. Some robbery, murder, and smuggling. Reward: $100. The
options give players the chance to role play and picture shows a grizzled, middle-aged man with a thick
introduce themselves, other options get them into the beard and wild eyes.
story a bit faster. Wanted Dead or Alive: Killian Glanton for
In any case, starting an adventure can sometimes robbery, murder, and conspiracy. Reward: $150. The
feel a bit awkward. After all, everyone at the table picture shows a young man with a thick mustache and
knows each other, but their characters don't know one well-kept hair.
another. There are two easy ways to resolve this: either All three bounties require the players to bring
have the characters already know one another when in proof in the form of a body. Garret Glanton must be
the adventure starts, like they were all already traveling brought in alive for his bounty to be claimed, and the
together, or have them all just happen to meet up and bodies of the Eugene and Killian must be presented to
introduce themselves to each other. the sheriff for the reward to be claimed.
Starting the players at the sheriff 's office, where If the players bring in any of the bounties alive,
the Glanton brothers' wanted posters are hanging, is a that person will be put in jail for the night and hanged
good way to have them all meet for the first time. Each the next day in front of the sheriff 's office.
player can come up with their own reason for wanting
to track down these outlaws — revenge, fame, or the What would you like to do?
bounty. They will likely all agree that it would be better Put the decision making in the players' hands. Ask
to work together and split the bounty, rather than trying them directly: "what would you like to do?"
to go after the bounty separately.
Starting at the Coyote Saloon gives players a Shortly after reading the posters, Sheriff Grayson
chance to each enter, meet up, share a bit of role play, will approach the players and ask if they are interested in
then head over to the sheriff 's office for the bounty claiming the bounties. Remember: the average wage at
board. Players can also arrive into the Coyote Saloon as this time was about $2.50 per day, so a potential payout
a group and just stop in to get a quick drink before going of $100 for a single bounty is sky high. You can remind
to the sheriff 's. the players of this if they are unconvinced of taking on
You can also start the players anywhere else in this bounty.
town or near Pagosa Springs, but consider what value it Try role playing the sheriff: give him a southern
will bring to the game if you do have the adventure start drawl or have him speak more slowly and deliberately
elsewhere. Wherever you start the adventure, give the than other folks. When you give role playing a shot,
players a chance to introduce their characters and role it not only makes the game feel more immersive, but
play a bit before starting the action. encourages players to role play a bit more, too. The
sheriff will reveal some extra details about the Glantons,
Beginning the Adventure like how Eugene loves using dynamite.
At some point, your players will come across the The sheriff will more fully describe what is
wanted posters for the Glanton brothers. They might happening: the Glanton brothers are holding up and
see the posters hanging at the sheriff 's office, someone robbing every stagecoach that passes through the
from the saloon could point them out, or the general San Juan Mountains between Pagosa Springs and
store owner might mention the posters if the players Del Norte. Once they get the goods from the coach,
stop in to buy something. This is where the objective of they usually kill the drivers and guards and burn the
the adventure becomes clear: to get some easy cash from coach. The only person to make it out alive is Graciela
these bounties. Flores, a stagecoach driver for the San Juan River Bank.
There are three wanted posters, one for each Everybody in town is worried that the Glantons are
Glanton brother. All three posters have photos of going to try to rob the bank now that stagecoaches have
the Glantons. You can either paraphrase or read the stopped using the mountain path.
descriptions of the posters word-for-word. While the players are talking with the sheriff,
Wanted Alive: Garret Glanton for robbery. they might ask for some help in tracking down the
Reward: $50. The picture shows a young, clean shaven Glantons. The sheriff reveals that the Glantons are hiding
man. out somewhere up in the San Juan Mountains, above the
stagecoach trail, but he's not sure where. He will point
41
the players to Estie Laughlin, who knows the area well
and can probably help the players find the outlaws, for a
price. Estie is in the Coyote Saloon.
Deputy Westmoreland will overhear the
conversation and offer to join the players on their
bounty hunt, as long as he is given $20 of the bounty
and most of the credit for bringing the Glantons to
justice. Westmoreland has no plan for how to approach
the Glantons, he just knows he will shoot them when he
sees them. He will follow whatever decisions the players
make.
Finally, Sheriff Grayson reveals that the Glantons
must have a money stash somewhere in their camp:
they haven't been seen in months and have robbed more
than a dozen stagecoaches, so that money has got to be
somewhere. If the players can find the money stash, they
are legally entitled to 10% of the returned funds.

42
The Hunt This is the first chance for players to get into the
Planning game. They might come up with an idea that sounds so
The players will likely be thinking one of two
ways at this point: either kill the Glantons and get the wild it just might work. Let them run with it! Let them
bounty fair and square, or work with the Glantons to rob role play and think of all sorts of ideas for how to execute
the San Juan River Bank. The last two sections of this their plans. Remember to describe the atmosphere, the
adventure lay out the gameplay for those choices. town, and the local residents milling about as the players
In either case, the players will still have to track traverse the area. Some locals can reveal rumors about
down the Glantons. For this, there are two options: they the Glantons: like how Garret is a ruthless sharpshooter
can either try to find the brothers on their own, or ask or Killian is the brains of the group.
either Graciela Flores or Estie Laughlin to help them. Downtime
The players might also want to stock up on supplies The players might decide to stay the night in
before heading out. Pagosa Springs if they spend all day getting supplies and
The general store has supplies, but things are a talking to the locals. If they do, they can either camp
bit pricey, about 50% more expensive than what is listed just outside of town or rent a room at the Coyote Saloon
in the handbook (due to the recent robberies). The for $0.50 a night. The players can also drink and gamble
sheriff is willing to give the players his Double Barrel with the locals in the evening, or try to get a better idea
Shotgun, if the players promise to return it after they kill of what the bank is holding.
the Glantons. Auguste Hinkle, at Pagosa Carpentry, can When asking about the bank, the players will
give the players a map of the area (making navigating be directed to Inez Richmond, the bank teller. She will
much easier) if they can convince him to give it up with only tell the players info about what's in the bank with a
a Persuasion roll. 16 Persuasion or Intimidation roll. If the players choose
Graciela is at the bank and is itching for revenge: intimidation, she will tell her manager, Ramon, who will
her shotgun rider and co-pilot, Harris Overman, was be more prepared should the players try to rob the bank.
killed by the Glantons when they were robbed. She They will learn that both Ramon and Inez are prepared
remembers exactly where she was attacked on the trail, to shoot anyone who tries to rob the bank.
about a half day's ride up the trail into the mountains. If the players run into Auguste Hinkle at night,
Graciela does not need much convincing to join the he will offer to play them in a game of horse shoes in
players if they offer for her to tag along. She will ride front of the saloon, just for a few dollars. Auguste isn't
one of the draft horses, and offers to bring the whole very good at horse shoes, and is somewhat drunk, so he
stagecoach if the players think that might help draw the will lose to anyone who make a Vigor roll higher than
Glantons out of hiding. 10 while playing. Auguste will also reveal how he doesn't
trust the banks anymore, so he's been keeping all of his
Thinking on your feet earnings in gold up in his apartment. He has about $300
saved up now and wants to move to somewhere warmer,
The players will ask questions or take actions that
are not addressed in this adventure — take a like California.
moment to think through a reasonable answer or
result of their actions and go with it. Your solution Playing horseshoes
doesn't have to be perfect, it just has to add to the If the players want to try out horseshoes with
fun and experience of the game. Auguste, have them make a contested Vigor roll
against Auguste. Whoever rolls higher wins.

Estie is in the saloon, chatting with the bartender


and drinking whiskey if the players decide to talk to Travel
her. She's open to the idea of leading the players up into This adventure does not use the advanced rules
the mountains, but wants $10 up front and another $50 for travel, hunting, and survival, so you don't need to
when they get the bounty money. Estie knows exactly worry about that. Even without the advanced rules, you
where the Glantons are hiding: in an abandoned mine can describe the travel as exhausting as they go over
shaft near the stagecoach trail. It will take her a day to craggy rocks, the horses out of breath from the high
lead the players up to the camp. altitude, and the cold air biting at them. This is the first
time the players hit the frontier, so make it memorable.
43
If the players want to strike out on their own, and cold as you get climb from Pagosa Springs, making
they will need to make Nature (lay of the land), Lore travel even more challenging.
(history of the area, mapping), or Survival (navigating The mountains are full of small-time mills and
the wilderness) rolls to get to the Glanton camp. It's mines, both abandoned and active. If the players wander
pretty difficult to navigate the mountains, so the players for a while, they will likely stumble across one of these
have to roll above a 17 if they want to be successful. If encampments. The workers are friendly, but cautious
they are unsuccessful, describe them wandering in the toward outsiders, and can be appeased by shows of
mountains for a day, getting lost, swearing they've seen friendship. If the players try to steal anything or attack,
that one big tree twice already, and make them roll again. the workers will fight back, with the stats of Weak NPCs
The players might decide to give up and return to town (pg 44).
to ask for help, in which case it is okay to let them get If you're up for the challenge of adding some
back to town without too much more trouble. When animals to the mix, you could have a snake or coyote
they are successful, it will take them two days of riding show up. This could shake things up, but it might be too
and walking to find the Glanton camp. much to juggle. You can always give it a shot and have
If the players bring Graciela Flores with them, the animal run away if it seems like too much to handle
she will take them up the stagecoach trail for half a day. for either you or the players.
A keen-eyed player who makes an 18 Awareness roll Camping in the mountains is possible, but will
will spot somebody (Garret Glanton) in the treeline be tough. Ask the players who wants to keep watch and
about 300 yards away, watching them as they begin to be sure to describe the bone-shattering cold that hits the
ride up into the mountains. Graciela will ride with the camp by the middle of the night.
players up to the spot where she was attacked, and they
will find three burnt out stagecoaches. While the players
The Stagecoach Trail
The stagecoach trail is in bad condition. It was
are searching the coaches, they will be ambushed by the
used almost every day by coaches and travelers, before
waiting Glanton brothers (read The Stagecoach Trail).
the railroad cut a quicker path through the mountains.
Effective range Nowadays it's used two or three times a month at most,
There are very few guns that can shoot past about
and the trail hasn't been kept up. Fallen trees and rock
100 yards accurately, so a person 300 yards slides regularly block portions of the trail which are only
away isn't an immediate threat. cleared when the next stagecoach comes through. The
trail is easier than going straight over the mountain, but
If the players bring Estie Laughlin with them,
not by much at this point.
she will take them up into the mountains, avoiding the
If the players choose the stagecoach trail, they
stagecoach trail, and lead them to the old mine. There
will find a fallen tree that requires a combined 30 Vigor
they will find the Glantons' camp. The players can then
roll to move. To make a combined roll, have everyone
decide to either keep watch and lay a trap, or go in guns
who wants to help move the tree makes a Vigor roll. As
blazing and light the place up. Estie will encourage the
long as the total of all of the rolls is above 30, they can
players to go in quiet and try to capture the brothers
move the tree.
to try to get them to give up their stash. If they kill the
The trail snakes up into the mountains until it
Glantons before talking, they will have to find it on
levels out for about a half mile. At the end of that half
their own, which might be impossible (read the Glanton
mile, it makes a sharp hairpin turn. This is where the
Camp).
Glanton brothers will attack. Go to "The Battle."
If the players bring both Estie and Graciela, they
can decide which route they want to take. Graciela is The Glanton Camp
happy with either route, but Estie doesn't like the idea The Glantons have made camp at an abandoned
of following the stagecoach trail into an ambush. Estie nickel mine. The mine proved to be worthless, so it
suggests she hangs back and covers the group from the doesn't run very deep into the mountain, but provides
treeline if they take the trail. enough cover for the Glantons if a battle breaks out.
There is a small campfire outside of the mine, along with
The San Juan Mountains a roasting rack for some of the animals that the brothers
The San Juan Mountains, which tower above
caught.
Pagosa Springs, are not welcoming to greenhorns. The
During the night, one of the Glanton brothers
mountains go from forested and grassy near town to
keeps watch while the other two sleep. It's up to you
barren, rocky, and covered with snow. The air gets thin
44
who keeps watch. If the players want to sneak up on the Camp Fight
camp at night, they need to make a contested Evasion At the Glanton camp, the players can catch
roll against the Glanton's Awareness roll. The Glanton the brothers offguard and have the upper hand. The
brother has +1 to his Awareness roll. Glantons know the camp well, but aren't expecting
If the players are spotted, the Glanton brother anyone to attack them there.
will alert the others by shouting at them and firing If the players attack at night, the brother keeping
warning shots at the players. Combat might not watch will immediately join the combat. The two other
immediately start, but if the players fire back it will brothers will take 1 round to join the combat as they
become a gun battle quickly. wake up and arm themselves. If the players attack during
During the day, Garret will head south along the day, Eugene will immediately be in combat. It will
the treeline to keep watch along the southern part of take the other brothers 2 rounds to join the combat as
the trail. Killian will head north to keep watch on the they run back to camp. In either case, everyone makes a
northern part of the trail — this is how they are able Draw roll and combat begins.
to spot the coaches as they move up the trail. Eugene The Glanton brothers will try to get to the mine
will stay at camp, counting cash which he then puts in a entrance and defend themselves from there. The mine
trunk and walks into the mine somewhere. The players doesn't run very deep, but it does create a funnel that the
can try to sneak up on the Glantons, but they will have players have to run down. The players can either try to
+3 to Awareness rolls to spot the players. If the players rush the mineshaft to kill the Glantons directly, or wait
attack the camp, go to "The Battle." them out. Eugene will get impatient and try to leave the
mine should the players not go in for a little while.
At the end of the tunnel, the trunk holding the

The Battle Glanton cash that needs an Awarness roll of 17 or higher


to search and find it or a Brains roll of 14 or higher to
guess where the Glantons would try to hide it.
Ambush on the Trail Outcomes
If the players follow the stagecoach trail all the
If the players kill the Glantons, they will need
way, they will be ambushed by the Glanton brothers. The
to bring the bodies back to the sheriff to collect their
Glanton brothers aren't very subtle, and a 12 Awareness
bounties. The bodies can be loaded onto horses or into
roll will reveal Eugene Glanton crouched behind a
a stagecoach, if they have one. The horses can't carry the
boulder on the side of the road.
extra weight for very long, so the players need to take a
The Glanton brothers don't know that the players
direct route back to Pagosa Springs or else the horses will
are there for the bounty, so they will first try to rob
tire out. If the players decide to do this and don't want to
the players before attacking. Killian will step out from
rob the bank, go to "The Resolution."
behind a rock and hold the players at gun point while
The Glantons and the players may come to a
demanding their belongings. Eugene will step out from
cease fire or never actually begin combat and just talk
his boulder and brandish a machete to intimidate the
things through. Killian will do most of the speaking.
players. Garret isn't on the trail — he's up in the forest
Killian will reveal that the Glantons do have a trunk of
keeping an eye on things from afar.
cash, and they are willing to pay the players the value
Killian will demand that the players and their
of the bounties if the players do not try to kill them and
allies dismount from their steeds and drop all of their
instead help rob the bank. Killian will offer the players
valuables on the ground. If the players comply, Eugene
20% of the take, but can be convinced otherwise with
will come by and collect all of the goods. If the players
high Charm rolls. Killian has a plan to rob the bank in
resist, Killian will threaten to shoot them.
mind, he just needs more folks.
If the players try to fight back or draw weapons,
Garret will make a single attack on the player nearest to
Killian from the trees and then everyone will roll Draw Running an ambush
to get into combat. Combat begins. You can either have the Glantons get a surprise
round of combat (which can be a challenge for new
players to handle) or have the players make Draw
rolls like normal.

45
Estie, Graciela, the deputy, nor the sheriff are a 14 in order to convince Killian to go in the front while
willing to hear out the Glantons, and will either be killed the players go in the back. It's up to you what counts as a
by Killian or will try to flee back to Pagosa Springs. reasonable argument.
If the players want to go with this option, go to Remember: none of the other lawful NPCs
"The Heist." (Graciela, Estie, Deputy Westmoreland, and anybody
In any case, there may be some loot and else) who joined the players on the hunt for the Glantons
Experience to give out for this battle. Let the players is willing to go along with this plan. If the character
loot the bodies of any dead characters. Folks generally didn't die in the shootout with the Glantons, they will try
won't be carrying more than $3 on them at any time, but to make it back to town to warn the sheriff.
they will have a gun plus 1d12 bullets. Certain characters
might carry specific items, like a badge on deputy
The Bank
The San Juan River Bank is a one floor building
Westmoreland. An Awareness roll of 10 on a dead
with high ceilings. It has a gray brick facade with small
Glanton will find a key to their lockbox.
windows facing the main street, and no windows along
Give out about 100 Experience for the battle,
the other walls of the building. The lobby just inside is
no matter the outcome. If the players talked down the
well lit by the windows and two chandeliers that hang
Glantons, reward them for their role play, if the players
low from the ceiling. The lobby has tiled floors and light
gunned down the Glantons, reward them for their gun
wood walls. This is easily the nicest building in Pagosa
play.
Springs. There is a tellers' counter with iron bars that go
The Glantons' money stash, should the players
up to the ceiling to stop anybody from climbing over the
find it, has a medium lock on it and must be either
counter. There is a door on the far right of the counter
broken open with a 15 Vigor roll or picked open. Inside
to let folks into the teller's area. To get through the door,
it has $450 dollars of cash and $600 of bank bonds for a
someone needs to either make a 13 Vigor roll to kick the
bank in Del Norte.
door in or shoot the lock.

The Heist The tellers' area is a narrow aisle with a hallway


that goes back into the bank's offices. Under the counter
there is an Infantry Revolver that the tellers can use to
The Plan fend off any unwanted bank patrons. The hallway goes
Killian has a plan to rob the bank — not just for
the cash. Killian has a problem with the loot he's taking back to the manager's office, a conference room for the
from the stagecoaches: the bank bonds that he has need wealthy patrons, and the vault room.
to be signed and stamped by someone at the bank. The manager's office has a desk, some ledgers, a
Killian knows a forger in Arboles that can handle the map of the county, and about $35 dollars in small bills
signature, but he needs the official stamp from the San and change in the drawers. Ramon keeps the office clean
Juan River Bank. and neat, but there is no stamp in there.
The plan is for the players to walk in the front The conference room has long table in the
door of the bank and draw attention to the teller's area middle of the room with 6 chairs around it, a bookcase
and lobby. Nothing special, just ask some questions of old ledgers, maps, and contracts, and a small lockbox
and get the manager distracted. While the players are sitting in the middle of the table. The lockbox, which has
up front, the Glantons go around back, break in the an easy lock, has the stamp inside of it. There is a small,
employee door, and blow open the vault. ornate chandelier inside the conference room. It weighs
Once the dynamite goes, the players need to about 25 pounds, but is worth $200 to the right buyer.
subdue the bank employees and defend the front door. The vault room has a small counting table in
At the bank, the Glantons will load up the cash, find the front of a 6 foot by 6 foot safe. The safe is bolted to the
stamp, then holler for the players. Garret, while Killian ground and is nearly impossible to move. The safe has
and Eugene are in the bank, will go set fire to a nearby a hard lock, but can be blown open with two sticks of
building, and draw some of the locals' attention away dynamite. The dynamite blast will destroy some of the
from the bank for the escape. Then, everybody mounts
up and rides hard for the mountains.
The Glantons can be convinced to be the front-
door team. The players have to make a reasonable
argument and make a Charm roll, of any Talent, above

46
cash and bank bonds that are in the safe. After the blast, and bonds (whatever's left after the dynamite) between
there are only 1d6 x 100 dollars and 1d12 x 100 in bank the players on the spot. At this point, Garret has set
bonds left. fire to Pagosa General Goods, and most of the locals,
The back door to the bank is at the end of the including Auguste, have turned their attention to putting
hallway and is locked with an easy lock. It's a pretty the fire out. Now it's time to run.
sturdy door, so unless the players can unlock it, a 16 Eugene and Killian vote to head out the back
Vigor roll is needed to kick it open. door, mount up, and ride hard for the mountains. If the
players make a compelling argument to go out the front,
The Fight the Glantons will follow along. In either case, there will
The teller, Inez Richmond, is always cautious of
be a battle. If the players slip out the back, they will have
new faces. If players aren't cool under pressure, Inez will
to run as Grayson, Estie, and Graciela chase them down.
get nervous and ask the manager, Ramon, to come out
If the players go out the front, they better have their guns
front and deal with the players. Any hint of robbery or
loaded and ready for a showdown.
nefarious deeds will cause both Ramon and Inez to arm
themselves and ask the players to leave.
Running a chase
After a minute or two, the Glantons will kick in
If there is a chase, have the players make
the back door of the bank and rush for the safe. This will
contested rolls (Vigor for foot chase, Riding on
draw the attention of Ramon, who will try to run to the horses, Driving on vehicles) against the NPCs' rolls.
back. The players can threaten Ramon (Intimidation If it is in combat, have the rolls happen at the
roll) to stay where he is. After another thirty seconds, start of every round. If it is out of combat, have
the dynamite will go off and the safe will be open. The them happen at regular intervals.
dynamite will alert the town to trouble.
Combat does not necessarily start once guns
are drawn, just once shots are fired. Once the gun
The Aftermath
The players and the Glantons will ride to the
battle starts, Ramon and Inez will both try to kill
Glanton camp in the mountains if all goes according to
anybody in the lobby. After 2 combat rounds, Deputy
plan. The Glantons will split the bank heist cash with
Westmoreland and Sheriff Grayson will arrive outside of
the players fair and square. The brothers will not offer to
the bank. Westmoreland will charge in, guns blazing, but
split any of the previously stolen cash with the players.
Grayson will stay outside and try to defuse the situation.
If Garret died, Killian will ask the players to leave
Gunshots will also draw Estie, Graciela, and Auguste
as soon as they reach camp and rest a moment. If Killian
to the scene if they are still alive. These folks will arrive
died, Eugene and Garret will hold a small memorial
after 4 rounds of combat, ready for a fight, and they will
service and then look to the players for guidance. If
follow the sheriff 's orders to hang back.
Eugene died, Garret will say some words and then leave
Timing in the night, riding for home.
Remember that each combat turn is equal to 3
Be sure to give players Experience for the heist,
seconds in-game and each round is the total time even if they were unsuccessful. Give everyone 150
of the turns added together. Experience, and if someone took the lead or role played
their character exceptionally while talking to the tellers,
Any NPCs who are outside with Grayson will
consider giving that player 10 extra Experience.
follow his orders to surround the bank and shoot
anybody who doesn't come out with their hands in the
air. The NPCs will try to take shots at the players inside
the bank if they spot the players through the windows.
The saloon owner, Clifton Barnes, will try to cover the
back of the bank, if he is still alive. If the players come
out with their hands in the air, Sheriff Grayson will shoot
them on the spot for betraying his trust.
While the gun battle is going on, Eugene Glanton
will be loading up the bags of cash and Killian Glanton
will be searching for the stamp. Killian will find the
stamp after 4 more combat rounds and signal the players
to meet him in the back. Eugene will split up the cash
47
The Resolution
The Bounty Congratulations!
For the players to collect the bounties on the You've just completed your first story in Mud,
Glanton brothers, they must return the bodies of Eugene Blood, & Glory! How'd it go? There were probably some
and Killian to Grayson and bring Garret into town things you weren't too sure about and other things you
alive. Grayson will pay the bounties in full, and Auguste were totally cool with — that's good! Every time you
Hinkle will throw in $5 extra per player as a personal get up there and run a game, you become a better game
thank you for protecting the town. master. Keep game mastering, keep having fun, and it'll
keep getting better.
Finder's Fee
If the players return the Glantons' stolen cash to Continuing the Adventure
the bank, they are given 10% of whatever they turn in If the players are in good standing with Grayson,
as a reward. The playeres may lie to the bank manager he will suggest they head to Arboles to find some more
about how much they found. bounty work down there because it is a larger town with
more ruckus.
New Level If the players end the story in good standing
The players have earned the next Notoriety Level
with the bank (by turning in the full amount of stolen
when they complete this adventure, no matter what
cash), the bank will offer them jobs as stagecoach drivers
outcome they arrived at. Check "Chapter 4: Progression"
and security. The first job is to ride to Durango with a
for leveling up.
stagecoach of cash.
More notoriety comes with its perks, like new
If the players end the story in good standing with
Exploits to unlock, but also means the players aren't the
the Glanton brothers (not killing them and helping them
unknown drifters they used to be. If the players ride to a
rob the bank), the Glantons will offer to do another job
nearby town, locals might be more cautious of outsiders
with the players, this time robbing the bank in Durango.
from the recent news or might unknowingly share some
If the players end the story in poor standing with
gossip about the players with the players.
everyone (the Glantons are dead, the players robbed
the bank), they won't have anyone to suggest a path for
them. They can make a Lore roll to see what might be
Check in with your players next, or you can say they find a bank schedule for the
Durango bank in of the cash bags.
After this story comes to a close, check in with
your players about what aspects they liked or
didn't like. Do they want more action or more
role play? More social encounters or wilderness
survival? Do they feel ready to take on any of the
advanced rules? Adjust the continuing adventure
accordingly.

48
Glossary
Ability Experience
An Ability is a general category of know-how Experience is earned through gameplay. It is
that your character possesses. Whenever you make a roll stored up and can is used to purchase Exploits.
with an Ability, you get to add the number inside the box Exploits
to your roll. Exploits are unlockable character traits and
Adventure abilities that are purchased using Experience. You can
An adventure is the whole story of a game of purchase and Exploit from your Notoriety Level or
Mud, Blood, & Glory. It takes place across multiple lower.
sessions, usually one a week. Full Action
Attack Bonus A full action takes an entire combat turn to
Your attack bonus is how much you get to add to complete, or about 3 seconds of in-game time. A list of
your d20 attack rolls. It is equal to the Ability used in the available actions can be found in the Basic Combat Rules
attack (either Shooting for firearms or Grit for hand-to- (Pg. 29) and in the Advanced Combat Rules (Pg. 45).
hand) and the related Talent Bonus if you have it. Free Action
Bleed Out A free action is small, quick action that can be
When you reach 0 Health, you begin to bleed out. taken on your combat turn. You can take more than 1
You have 5 turns of bleeding out. Every time it is your free action on your turn, but don't overdo it.
turn in combat, you fill in one bleed out bubble. While Game Master
bleeding out, you are unconscious and cannot move or The game master creates the adventure and game
take any actions. If you take more than 5 damage at one world. The game master also "runs" the game by making
time while you are bleeding out, you fill in another bleed rulings, playing the NPCs, and describing the actions of
out bubble. When all 5 have been filled in, you are dead. the characters.
If you have a positive Grit score, see White Knuckle. Half Action
Character Sheet A half action takes half of a combat turn to
The piece of paper that has all of your character’s complete, or about 1.5 seconds of in-game time. A list of
information, statistics, and inventory on it. Every player available actions can be found in the Basic Combat Rules
should have one. (Pg. 29) and in the Advanced Combat Rules (Pg. 45).
Combat Turn Health
Combat is turn-based, so a combat turn is your Health is your overall well-being. If it is reduced
chance to make a move. You get to either take one full to 0, you begin to bleed out. Any damage you take is
action or two half actions. One combat turn is equal to 3 subtracted from Health.
seconds of in-game time. Non-Player Character (NPC)
Combat Round A non-player character is any character who is
A combat round is one turn for each character controlled by the game master and not the players.
involved in the combat. Turn order is determined by Notoriety Level
highest to lowest Draw rolls. Notoriety Levels are an indication of how
Contested Roll notorious you and your posse are across the west.
A contested roll is when two characters roll, Leveling up gives you access to more Exploits and can
sometimes using the same Talents (Vigor vs. Vigor increase your character's base stats.
for brawling) and sometimes using different Talents Player Character (PC)
(Evasion vs. Awareness for sneaking). Whoever rolls a A player character is a character who is created
higher total wins the contested roll. and controlled by one of the players at the table and not
Draw the game master.
Draw is how fast you get your weapon out and
determines how early in the turn order you come in
combat. Draw is equal to your Shooting score.

49
Rest White Knuckle
A rest is 8 hours of characters doing nothing When you white knuckle, you push through the
strenuous. At least 4 hours of a rest must be spent pain to stay awake and make a last stand. The number of
sleeping, but the other 4 can be spent keeping watch or bleed out turns equal to your Grit score become white
doing leisure activities. knuckle turns. While you are white knuckling, you
Roll cannot move, but are still conscious and can still take
Unless you are making a damage roll with a actions that don't require the use of your legs.
weapon, you will almost always be rolling a d20. If the
book ever says "make a roll," and you aren't sure which
die to use, it's a safe bet to use the d20.
Session
A single session is one “game” of Mud, Blood,
& Glory. It is usually 2-3 hours of gameplay, but can be
shorter or longer. When the session ends, the adventure
is not over. Next session the adventure picks up right
where this one left off.
Stablize(d)
If a character is at 0 Health, they can be
stabilized. A stablized character will not lose any more
Health, nor will they fill out any more Bleed Out rounds,
but they are not concious and have no positive Health.
Surprise Round
In combat, when one side is surprised, the
other side gets to take a full round of actions before the
surprised side may act. A surprise round must come at
the beginning of combat. After a surprise round, combat
works like normal.
Talent
A Talent is a sub-skill of an Ability. Most actions
have an associated Talent. If you want to lie to someone,
you would use the Bluff Talent.
Talent bonus
The Talent Bonus is the added modifier to any
roll that uses a character's Talent. If you have the Talent
you are rolling for, you get to add the Talent Bonus to
your roll.
Target
Your Target stat is how hard it is to hit you with
an attack. Target is the number above which a enemies
must roll to hit you with an attack and do damage. All
characters have a Target stat, including NPCs. You must
roll above their Target to successfully hit and do damage
to them.
Temporary Health
Temporary Health is Health that is added on top
of your maximum Health. It lasts until either it is lost to
damage or you take a rest. It is not recovered during a
Heal action.

50
Basic
mud, blood, Character Name Player Name
& Glory
Character Sheet Notoriety Level Experience Points Available

Shooting Grit brains instincts charm Luck

Evasion Blades Driving Animals Bluff


Handguns Lasso Explosives Awareness Intimidate
Long Guns Riding Lore Medicine Leadership Talent
Vigor Nature Survival Persuasion Bonus

Draw Target Max Health Exploits

Current Health

Bleed Out

Long Gun
Steed Name: Motivations
Hand Gun
Blade
Explosive Steed Type:
Inventory Target Speed
$
Handgun Bullets:
Long Gun Bullets:
Health Character Description

Posse Name & Description


advanced
mud, blood, Character Name Player Name
& Glory
Character Sheet Notoriety Level Experience Points Available

Shooting Grit brains instincts charm Luck

Evasion Blades Driving Animals Bluff


Handguns Lasso Explosives Awareness Intimidate
Long Guns Riding Lore Medicine Leadership Talent
Vigor Nature Survival Persuasion Bonus

Draw Target Conditions Exploits

Health

Bleed Out

Long Gun
Steed Name: Motivations
Hand Gun
Blade
Explosive Steed Type:
Inventory Target Speed
$

Health Character Description

Saddle Bags
Long Gun

Posse Name & Description


Thank you for Playing!
Looking for More?
The full version includes:
Part 2: The Advanced Rules
Advanced Combat
Advanced Combat Rules and Actions
Advanced Gear
Advanced Gear Rules
Travel & Survival
Rations, Rest, Travel, Navigation, Survival,
Weather, Night, Shelter, and Terrain rules.
Conditions
Hunger, Maiming, Poisoning, Exhaustion,
Exposure, and Diseases
Leisure & Gambling
Leisure, Lodging, Alcohol, Blackjack, Racing,
Poker, Roulette, and Banking & Investing
Hunting
Tracking, Fishing, Trapping, Harvesting, and
Gathering
Dogs & Livestock
Dog & Livestock List, Rules, and Details
Plants & Animals
Plants & Animals List and Rules
Part 3: The Game Master Guide
GM Basics
Goals, Rules, Making Rulings, Description, and
Player Agency
The Sandbox
Creating the Adventure, Islands of Content, and
Making Encounter
Adventures
The Adventure, Creating Stories, Towns,
Exploration, and Villians
Encounters
Wants, Pressure, Decisions, Dynamic, Cinema,
and Solutions
Running Combat
Starting Combat, Turn Order, Combat Turns,
Baddies, and Ending Combat
Goods & Items
Buying, Selling, Trade & Illicit Goods, Land, and
Pelt Price List
Random Tables
Random Loot, Social & Challenge Encounters,
Combat Encounters, Town Features, and NPC
Names & Traits
Advanced Combat Handouts
Ammo trackers for advanced combat players

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