The Campsite

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Players

1 to 2

Setting

The Frontier

Genre

western fantasy

Tone

serious

Time

short, less than 1 hour

Text blocks like this are used to provide example gameplay options.

Text blocks like this are used to provide example gameplay dialogue.

Introduction#

This is a quick one-shot adventure to help new GMs and players get familiar with gameplay and the Core Rules.

Note that while PC genders are specified, they can be changed if desired by the player.

The Frontier#

It has been ten years since the Great Storm ended. For generations, the storm was a chaotic swirling mass of sand and lightning. It occupied the north-central region of the continent surrounded by the Stormwelter Mountains on all sides but the south. When the storm suddenly ended and the sand settled, a vast desert stretched across the previously engulfed area.

Before long, flora and fauna reclaimed the land. Explorers from the neighboring nations soon followed. The wilderness became known as the Frontier and new opportunities presented themselves to those with an enterprising disposition.

The Hunter and the Bounty#

The Frontier attracts all types, including those looking to escape the law. To combat this issue, law marshals from the nations employ bounty hunters to apprehend criminal marks hiding out in the desert.

Our story picks up with Lane Doyle being held in custody by Jo Coltfield and Myron Mayford. To claim the bounty on Lane’s head, they must bring him alive to the marshal at Redstone City. The journey has taken longer than expected and rations are running low. They have a day’s worth of water left but the food ran out yesterday.

Jo is on her horse, Wildfire. She holds a rope tied to Lane who trails on foot, hands bound. Myron, also on horseback, follows behind keeping an eye on Lane as well as the horizon. It is nearly dusk and they are still a half-day’s ride from their destination. Jo and Myron decide it is best to make camp for the night.

Characters#

Jo Coltfield - The Hunter#

PC, human female, Digital Character Sheet Bounty hunter and sharpshooter extraordinaire. Jo has made a name for herself as one of the most successful hunters in the Frontier. Accompanied by her steed Wildfire, she will track her marks to the most inhospitable corners of the desert if necessary.

Possessions:

  • Revolver (1d6 ranged damage)

  • Bolt-action rifle (2d6 ranged damage, reload with full action or Agility TN3 free action)

  • Knife (1d6 melee damage)

  • Rope

  • Lantern

  • Health tonic

  • Survival kit

Vigor — Intelligence — Technique ♥ — Agility ♥ — Luck — Spirit ♥

Keeping track of ammo is not important for this adventure. It is also not important to keep track of reloading the revolver. The bolt-action rifles must be reloaded after each shot however. At the start of their turn in combat, a PC may attempt to reload the rifle with an Agility TN3 free action. If this roll fails, they may then spend their full action reloading if desired.

Myron Mayford - The Wayfinder#

PC or ally NPC, human male, Digital Character Sheet Myron was born with the gift to wayfind, he is never lost and can feel changes in the weather. These abilities are highly sought after in the Frontier. He has teamed up with Jo several times in the past.

Possessions:

  • Bolt-action rifle (2d6 ranged damage, reload with full action or Agility TN3 free action)

  • Knife (1d6 melee damage)

  • Rope

  • Survival kit

Vigor — Intelligence ♥ — Technique ♥ — Agility — Luck — Spirit ♥

If there is only one player, Myron joins as an NPC. The player may control some or all of Myron’s actions if desired by the GM.

Lane Doyle - The Bounty#

neutral NPC, human male A small-time criminal and leader of a ragtag group of bandits.

Possessions: None
VCs 2d6 — Attack 2d6 — Damage 0d6 (bound) — Defense 2d6  — Health ♥♥

Lane’s damage is only 0d6 while he is bound. If untied, his damage increases to 1d6-3 while unarmed or he may acquire a weapon.

Horse#

ally/neutral NPC, creature Horses are the primary mode of transportation in the Frontier. While generally docile creatures, they pack a powerful kick if provoked.

Possessions: None
Vigor 2d6 — Intelligence 1d6 — Technique 1d6 — Agility 3d6 — Luck 1d6 — Spirit 1d6
Attack 2d6 — Damage 2d6 (melee) — Defense 4d6  — Health ♥♥♥

While a character is riding a horse, use the horse’s Agility when making rolls such as chase or race actions.

Shrieker#

enemy NPC, creature A large aggressive bat-like creature known by their distinctive high-pitched shriek. They hunt in packs at night and attack using sharp teeth and claws.

Possessions: None
VCs 1d6 — Attack 2d6 — Damage 1d6 (melee) — Defense 2d6  — Health

Possessions#

Health Tonic#

Item The Frontier holds many perils but this tonic is guaranteed to cure what ails you! The health tonic has the following effects:

  • If the character has taken Damage but is not Out of Action, all lost VPs are recovered. This is a free action during Initiative.

  • If the character is Out of Action but still alive, another character must apply the tonic. This is a full action during Initiative. The target character then makes a Vigor TN3 roll and recovers two lost VPs if successful otherwise only one VP is recovered.

Survival Kit#

Item Being out in the wilds of the Frontier away from settlements can be hazardous if not prepared. Survival kits are commonly carried in saddlebags and provide enough essentials to last a few days. Kits generally include water, food, a fire striker, a compass, and other essentials needed for survival.

For this adventure, the food rations have run out but there is still enough water for another day of travel.

If a player asks for something not specifically mentioned to be in the kit, an Appeal roll could be requested.

Locations#

Campsite#

Scenes: Setting Up Camp, Escape Attempt, Shrieker Attack Some regions of the Frontier are more hospitable than others. Luckily for Jo and Myron, their journey takes them through an area with moderate amounts of desert vegetation and wildlife. Amongst the landscape sits a small outcropping of boulders that seems well suited for a campsite. If they look close enough, they might even find remnants of abandoned camps from previous travelers.

Scenes#

Setting Up Camp#

Location: Campsite Jo and Myron begin to make camp. They each have a horse to attend to as well as their prisoner. As far as they can tell, they are not being pursued by any members of Lane’s gang. A campfire might give away their position during the night if they are being pursued but it might also help keep wildlife from getting too close. Establishing night watches would be prudent in this situation because they have a prisoner and are mostly exposed.

Example rolls that could be requested:

  • To secure Lane for the night, request an Opposed roll where the acting character must use Agility or Technique. If Lane wins, the PCs are not aware that he was able to loosen the ropes a bit. This can trigger the Escape Attempt scene.

  • To set up camp, request an Intelligence or Technique TN3 roll. If successful, a small primitive shelter can be constructed. This shelter can be used during the Shrieker Attack scene as cover (providing a defense bonus) and to protect any supplies.

  • To hunt for food, request a Technique TN4 roll. If successful, a small deer-like creature known as a grazehart can be hunted down providing plenty of food for the remaining journey.

  1. GM

    Okay, so you decide to set up camp. How does that unfold?

  2. P1 as Jo

    Myron, can you handle the prisoner? I’ve had enough of him for today. He’s been a real stone in my boot.

  3. P2 as Myron

    Will do, boss.

  4. P1 as Jo

    In the meantime, I’ll try to find some food for us.

Transition

After the characters have settled in and some time has passed, transition to one of the following scenes:

  • Escape Attempt - If Lane is conscious and able, he may attempt an escape if the GM desires.

  • Shrieker Attack - The camp is attacked by winged creatures in the night.

Escape Attempt#

Location: Campsite Lane has been waiting for an opportunity to escape. Surviving alone out in the Frontier wilderness will be a challenge but he’s ready to risk it rather than being handed over to a marshal.

Lane has a few options here. If the horses are tied up, Lane might not bother trying to untie one opting instead to just run into the dark wilderness. Chances are Jo or Myron are nearby and will chase after him. He could instead wait for an opportunity and sneak away.

Example scenarios:

  • If Lane makes a break for it and runs into the wilderness, begin a Chase. The starting distance is subject to where the characters were positioned around the camp but limit the max distance to 3.

  • If Lane tries to sneak away from camp, request an Opposed roll. Lane is the acting character and rolls 2d6 to set the TN. Jo and Myron, if awake, oppose by rolling Intelligence. If Jo or Myron meet or exceed the TN, Lane is noticed while attempting to escape.

During the escape attempt:

  • If Lane is caught before escaping, have Jo and Myron deal with him before settling in for the night.

  • If Lane manages to get away, he is attacked by something in the dark and takes one point of damage.

    1. GM

      As Lane makes a run for it, his footsteps grow fainter and his silhouette blends in with the surrounding darkness. A moment later, a loud shriek can be heard from overhead followed by a yell from Lane.

    2. GM as Lane

      HELP! Something’s out here! Blasted thing tore into me!

    3. P2 as Myron

      Got that lantern handy Jo?

    4. P1 as Jo

      Yeah, I got it. We gotta get him before he’s picked apart.

Transition

Transition to Shrieker Attack.

Shrieker Attack#

Location: Campsite Night has fallen and the surrounding landscape is covered in near darkness. A small amount of hazy moonlight provides some illumination. A shriek can be heard off in the distance.

Any awake character can make a Spirit TN3 roll (or TN6 if asleep) to hear the distant shriek. If successful, the characters will have time to prepare and perform a few actions before the attackers get too close.

Five shriekers attack the camp. They circle above, surveying the area for prey. Their distinctive calls wake anyone still asleep. Enter Combat.

The combat difficulty can be tweaked if desired. To increase difficulty, introduce more shriekers after a few rounds of combat. To decrease difficulty, have the shriekers make a Spirit TN4 roll after a few gunshots have gone off, they flee if failed.

Shriekers fly but must swoop down to attack with teeth and claws. A small campfire will not deter them but torches can be effective weapons. They can attack any of the characters at the camp including the two horses.

Because it is night and the shriekers may be difficult to see, a +1 bonus may be applied to their defense rolls if desired. This bonus would only apply if the targeted shrieker is far enough away from a light source.

If the PCs successfully built a primitive shelter at the campsite, it can provide a +1 defense bonus if used as cover.

Transition

Once combat has ended, transition to Conclusion.

Conclusion#

A successful conclusion to this adventure requires Lane to still be alive so Jo and Myron can deliver him and collect the bounty. Ideally, at least one horse is alive as well otherwise the journey ahead will be difficult, perhaps deadly.

The rest of the night passes without issue. At dawn, the group packs up camp and continues their journey to Redstone City.

  1. GM

    At daybreak, the sun begins to rise and hazy orange light is cast over your campsite. You survived the night and successfully protected your prisoner. You are able to get a better look at a carcass of one of the attacking creatures.

  2. P1 as Jo

    Ugly varmints.

  3. GM

    Jo and Myron tear down camp, eager to get back on the trail. Myron’s horse did not survive the attack but Wildfire, Jo’s horse, is healthy.

  4. P2 as Myron

    I’ll stay on the ground and escort our friend here. Don’t try anything clever Lane.

  5. P1 as Jo

    It’s a long walk to Redstone, Myron. We can switch up halfway.

  6. P2 as Myron

    I’ll survive, just buy me a whiskey when we get into town.

Reference#

This section provides quick reference material that can be used during gameplay.

Mini-Reference#

The following is an excerpt from the Mini-Reference:

  • Vital Characteristics (VITALS):

    • Vigor - Physical strength/toughness

    • Intelligence - Mental speed/precision

    • Technique - Trained specialization

    • Agility - Physical speed/precision

    • Luck - Chance and good fortune

    • Spirit - Mental strength/toughness

  • VC Dice - One d6 in each VC plus additional d6 for each VP ♥ assigned to that VC. Use highest single die result for rolls. If a die lands on 6, roll it again and add to current total for that die.

  • Actions - Roll requested VC dice against Target Number (TN), ≥ passes. If target is willing character or not a character, GM picks TN. If target is unwilling character, acting character rolls to set TN, then target character rolls against TN to negate action.

  • Damage - TN is target’s current VPs+1. If weapon/ability has multiple damage dice, treat each separately. Lose VP ♥ if hit.

  • Initiative - Single d6 decides turn order each round, 6 is first. PCs go before NPCs on ties. Each character gets movement and one full action on their turn. GM may allow free actions. Characters may wait on their turn and act later in the round.

  • Chase/Race - Initiative where each character rolls to determine changes in distance at start of round. Turn order is based on distance to target, 6 (far) to 1 (near). Waiting is not allowed.

Roll Type#

The following table summarizes roll types:

Roll Type

To Establish TN

Roll Against TN

Meet or Exceed TN?

Less Than TN?

Appeal

GM establishes based on appeal details.

Acting character rolls Luck VC dice.

Appeal succeeds.

Appeal fails.

Unopposed

GM establishes based on difficulty.

Acting character rolls requested VC dice.

Action succeeds.

Action fails.

Opposed

Acting character rolls requested VC dice.

Target character rolls requested VC dice.

Effect on target character fails.

Effect on target character succeeds.

Attack

Attacking character rolls attack dice.

Target character rolls defense dice.

Attack misses.

Attack hits, roll Damage.

Damage

Target’s current VPs plus one.

Attacker rolls damage dice, treat each die separately.

Damage taken, each die causes target to lose one VP ♥.

No damage taken.

TN Roll Probability#

The following table summarizes the percentage chance of a roll succeeding with a given TN and number of d6:

1d6

2d6

3d6

4d6

5d6

TN2

83

97

99

99

99

TN3

66

88

96

98

99

TN4

50

75

87

93

96

TN5

33

55

70

80

86

TN6|7

16

30

42

51

59

TN8

13

25

36

45

52

TN9

11

20

29

37

44

TN10

8

15

22

29

35

TN16

1

2

4

5

6

TN22

<1

<1

<1

<1

1

Opposed Roll Probability#

The following table summarizes the percentage chance of an acting character succeeding with a given number of dice during an opposed roll against a target with a given number of dice:

Acting→
Target↓

1d6

2d6

3d6

4d6

5d6

1d6

42

60

69

74

78

2d6

27

42

52

60

65

3d6

20

33

42

50

55

4d6

15

27

36

43

48

5d6

13

23

31

38

43

VitalRPGCreditsLicense