The Hunt

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Players

1 to 3

Setting

The Frontier

Genre

western fantasy

Tone

serious

Time

medium, 1 to 2 hours

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

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

Text blocks like this are used to indicate the GM should make a choice before proceeding. The decision will affect further gameplay.

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.

Jo and the Frontier#

This one-shot continues the story of Jo Coltfield and her adventures across the Frontier. More information about the setting is available in these one-shots:

There is also a short story that leads into this one-shot: The Wagon Driver

Unlike the previous two Jo Coltfield one-shots, this adventure is less linear and more open to player choice. The GM should adapt to however the players decide to proceed. Be creative and have fun!

Stormglass#

When the dust settled after the Great Storm, one of the more peculiar discoveries was stormglass. These strange glassy rocks emit a constant glow through some yet unexplained phenomenon. This unique quality has made it a prized material by wealthy collectors of curiosities as well as industrialists looking to utilize them as a light source. Deposits can be found throughout the Frontier and, near some bountiful sources, the sand itself can be seen shimmering in the dark of night due to stormglass dust.

Prospectors and the Mining Company#

In a quiet corner of the Frontier, a group of prospectors found a profitable deposit of stormglass buried in a hill. They established a town named Hillcrest and started negotiations with interested mining companies. Eventually, a deal was struck with the Lammier Mining Company. Initial convoys were sent from nearby Star City carrying equipment and supplies for the new mining operation. Before reaching their destination in Hillcrest, the convoys were held up by bandits that made off with the supplies. Hoping to deal with the bandits before production ramps up, a representative of the mining company reaches out to Jo Coltfield.

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

  • Field telescope

  • 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 are less than three players, Myron may join as an NPC. The players may control some or all of Myron’s actions if desired by the GM.

Sam Waters - The Doctor#

PC or ally NPC, human female, Digital Character Sheet An experienced traveling doctor. Sam specializes in treating injuries commonly seen in the Frontier.

Possessions:

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

If there are less than three players, Sam may join as an NPC. The players may control some or all of Sam’s actions if desired by the GM.

Carlo#

neutral NPC, human male A representative of the Lammier Mining Company. He is in charge of establishing the new mining operation in Hillcrest.

Cane#

enemy NPC, human male A former business parter of Lammier. After a series of disagreements, Lammier attempted to have Cane killed but he managed to survive. Cane has been slowly building resources to take revenge on Lammier.

Possessions:

  • Revolver (1d6 ranged damage)

  • Knife (1d6 melee damage)

VCs 1d6 — Attack 3d6 — Damage 1d6 (revolver) — Defense 2d6  — Health ♥♥♥

Bandit#

enemy NPC, human Armed bandit working for Cane.

Possessions:

  • Revolver (1d6 ranged damage)

  • Knife (1d6 melee damage)

VCs 1d6 — Attack 2d6 — Damage 1d6 (revolver) — Defense 1d6  — Health

Grazehart Hunter#

neutral NPC, human Hunter from Hillcrest searching for grazehart, small deer-like creatures, in the wilderness of Connell Ridge.

Possessions:

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

  • Knife (1d6 melee damage)

VCs 1d6 — Attack 2d6 — Damage 2d6 (rifle) — Defense 1d6  — Health

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

Sand Dog#

enemy NPC, creature A wild dog that hunts the stalks the wilderness of the Frontier. They are aggressive if provoked but typically will survey potential prey from a distance before attacking.

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

Tonic Expertise#

Ability Patch up enough injuries and you’ll learn a thing or two. When applying a health tonic to an Out of Action target character, the target automatically succeeds their Vigor roll and recovers two lost VPs.

Field Medic#

Ability Some folk specialize in treating injuries with limited resources. This specialist may attempt to heal a target character, including theirself, with a Technique TN3 roll. If successful, the target recovers one lost VP. The attempt takes about 30 minutes of time within the story regardless of success, factor in this time if attempted during Initiative.

Locations#

Star City#

Scenes: In Star City A large town featuring all the amenities one could hope to find out in the reaches of the Frontier, Star City is a hub for trade and travel.

Trail#

Scenes: On The Trail A dusty well-worn trail starting from Star City and running east to Hillcrest. The elevation increases as travelers approach Auburn Hill but the trail winds around it to make passage easier for wagons.

Caves#

Scenes: Investigating the Caves A series of shallow natural caves. They could provide shelter for several people if needed.

Old Camp#

Scenes: Investigating the Camp A small prospect camp on the western end of Auburn Hill. Shortly after rich deposits of stormglass were located near the northern end of the hill, the camp was abandoned and the prospectors established Hillcrest. Due to its proximity to the trail, the camp is still used on occasion by those seeking shelter.

Abandoned Fort#

Scenes: Investigating the Fort A makeshift fort overlooking the ridgeline northwest of Hillcrest. Once used by an expeditionary force years ago, it has been mostly picked over for usable lumber. What remains is the skeleton of a structure too weathered to be repurposed.

GM’s Choice#

Scenes: The Grazehart Hunter Camp, The Bandit Camp The location for certain scenes is up to the GM to choose. The chosen location can be:

Hillcrest#

Scenes: In Hillcrest A small prospect town to the north of Auburn Hill and west of the ridgeline marking the boundary of the Connell Ridge area. The town was established after deposits of stormglass were found nearby. The prospectors had been meeting with various mining companies before striking a deal with Lammier.

Scenes#

Meeting With Carlo#

Location: Star City Carlo, the mining company representative, has gathered Jo and her crew to a small office in Star City. Standing over a table, he explains the job.

  1. GM as Carlo

    As you may know, Lammier Mining Company has won the rights to a new operation in Hillcrest. Over the past few days, all three of our wagons carrying equipment from Star City to Hillcrest were raided by a gang of bandits. Other merchant wagons not affiliated with us have also reported run-ins with these scum. To maintain our schedule and avoid hiring guards for each convoy, we’d like you to deal with this bandit problem. Please resolve this matter quickly and deliver proof they have been dealt with, dead or alive mind you.

Carlo brings out a map of the area stretching from Star City to Hillcrest.

  1. GM as Carlo

    Star City is located here to the west. The area to the east is Connell Ridge. A trail runs directly out of Star City through this area. Before dropping off the ridgeline itself, the trail stops here in the town Hillcrest. There’s a lot of ground to cover but there are three landmarks of potential interest. The first is a natural cave formation located about 5 miles along the trail and just to the north. The second is a camp settlement that was abandoned by prospectors, it is located here about 10 miles along the trail and just to the south at the base of Auburn Hill. The trail follows the foot of the hill northeast towards the town but halfway between the old camp and Hillcrest, head due north to the remnants of Fort Connell. It has long been abandoned by any expeditionary forces. The bandits may be holed up in one of these locations. That is all the information I can provide at this time. I look forward to hearing of your success. Good luck to you.

Carlo ushers the crew out of the office and resumes his work.

The GM should now decide where the bandits are located. There are five bandits total, Cane and four others. For a longer game session, have the bandits be located at the final landmark the crew investigates. Alternatively, have some of the bandits encounter the crew early then possibly escape with the aid of a sudden sandstorm. The bandits scout in groups of two or three while the others remain at the camp.

If desired, the GM may choose to have a group of grazehart hunters at one of the other landmarks. They are from Hillcrest and are not associated with the bandits.

Transition

The crew prepares for their mission, transition to In Star City.

In Star City#

Location: Star City The town is alive with activity as the crew prepares for their mission. Carlo provided the names and descriptions of the wagon driver hired by the mining company and the unaffiliated merchant that encountered the bandits.

Request an Intelligence TN2 roll to find the hired driver. He has been laying low in a dark corner of the bar since returning. Consider requesting an Intelligence no-TN roll to see how well the crew is able to get him to cooperate. He can provide the following information about the bandits:

  • There were four bandits.

  • Three wore red bandanas over their faces.

  • He was en route to Hillcrest when they approached.

  • They took the entire wagon he was pulling and left him with only his horse.

  • The fourth bandit wore no bandana, his face was heavily scarred.

  • The fourth said his name was Cane, seemed to have some previous relations with the mining company.

Request a Luck TN5 roll to see if the merchant is still in town. If he is, consider requesting an Intelligence no-TN roll to see how well the crew is able to question him. He can provide the following information about the bandits:

  • There were three bandits.

  • All three wore red bandanas over their faces.

  • He was en route to Star City when they approached.

  • They took a small amount of tobacco and some water but nothing else.

The crew may decide if there is any other business they would like to conduct while in town. Some potential options:

  • They might decide to disguise themselves as a transport wagon working for the mining company.

  • If the crew approaches the Star City sheriff, he is uninterested in helping. He is busy trying to keep the peace in town and does not have the will or manpower to deal with bandits outside of city limits.

Transition

When the crew is ready, they gather their gear and horses. Transition to On The Trail.

On The Trail#

Location: Trail Jo and crew hit the trail.

The crew may return to this scene several times during gameplay. The GM may decide to have them encounter something new on the trail or nothing of interest. Some options for encounters:

  • They encounter a merchant wagon traveling the other direction. The merchant may have seen the bandits off in the distance, request a Luck no-TN roll.

  • They are being watched by a bandit scout. Request an Intelligence TN8 roll to notice the hidden scout. If they spot and attempt to capture the scout, begin a Chase.

  • If the crew has disguised themselves as a transport wagon, the bandits might approach, especially if they appear to be transporting something for Lammier.

Transition

The crew may decide where to go next:

Investigating the Caves#

Location: Caves Jo and crew arrive at the caves. They begin to scout the area.

It may be necessary to transition scenes:

The caves echo with a faint howling as the wind blows through. Inspecting the shallow interior, there are some signs of previous inhabitants although none appear recent.

Request a Luck no-TN roll from all characters in the crew, PC or NPC. The character with the lowest result has stepped on unstable ground causing a sinkhole to open beneath them. Request an Agility TN3 roll to see if the character is able to hang onto the edge before falling into the pit. If successful, they can try a Vigor TN3 roll to pull themselves up or have another character help. If a character falls into the pit, roll 1d6 Damage against them. Characters in the pit can try to climb out with a Vigor TN5 roll or have another character help somehow, both Jo and Myron carry rope.

Transition

The crew resumes their search, transition to On The Trail.

Investigating the Camp#

Location: Old Camp Jo and crew arrive at the old camp. They begin to scout the area.

It may be necessary to transition scenes:

A grouping of derelict tents stand together against the landscape. Some are little more than propped up sticks while others have sun bleached fabric which billows in the wind.

One ragged tent has three shriekers resting inside. As the crew searches the area, they might startle the shriekers causing them to attack. If so, enter Combat.

Transition

The crew resumes their search, transition to On The Trail.

Investigating the Fort#

Location: Abandoned Fort Jo and crew arrive at the remnants of Fort Connell. They begin to scout the area.

It may be necessary to transition scenes:

The remains of the fort stand along the ridgeline overlooking the flats far below. The dry wood creaks as the crew searches.

A nest of stinging locusts is hidden in one corner of the fort. As the crew searches the area, they might disturb the nest causing the insects to swarm. Do not enter combat, weapons will not be effective. Request a Spirit TN4 roll for all characters near the swarm, PC or NPC. If successful, they are able to keep calm and still otherwise roll 1d6 Damage against them.

Transition

The crew resumes their search, transition to On The Trail.

In Hillcrest#

Location: Hillcrest Jo and crew arrive in Hillcrest. Many of the townsfolk are busy preparing the future mining site on the north side of Auburn Hill.

If the crew talks to the townsfolk, they are excited about the deal struck with Lammier. The mining operation will benefit the prospectors while bringing work and new opportunities to the town.

If questioned about the bandits, the townsfolk have heard about the run-ins but none have encountered them directly. There is some concern about the mining deal falling through if the bandits cause too much trouble for Lammier.

If the crew tells the townsfolk about their mission to hunt down the bandits, they are glad to hear action is being taken but are unwilling to get involved. They will alert the crew about the grazehart hunters and their location.

Transition

The crew resumes their search, transition to On The Trail.

The Grazehart Hunter Camp#

Location: GM’s Choice The crew spots a group of people in the distance.

Allow the crew to decide how to proceed. They might think these are the bandits but they are really grazehart hunters from Hillcrest. If they try to stealthily observe the people, request an Intelligence no-TN roll to gauge how certain they are about whether these are the bandits. The crew can obtain the following information:

  • There are three people.

  • The people have weapons.

  • The weapons appear to be hunting rifles.

  • The people are not wearing red bandanas.

  • The camp and equipment look more suited to hunting than banditry.

If the crew approaches, the hunters are cautious but not surprised to see others in the area. They are aware of the bandits and may have seen them from afar but that is all. The bandits have not caused the hunters any trouble.

While the crew talks with the hunters, something darts between two rocks just outside camp. Alerted, the hunters pick up their rifles. From behind another rock, a sand dog moves towards the camp. Before long, five sand dogs circle the camp. They watch the humans closely.

Request a Spirit TN4 roll from all characters in the camp, PC or NPC. If any character fails, they have caught the attention of the sand dogs causing them to attack, enter Combat.

The hunters offer the crew two health tonics and wish them luck with their mission.

Transition

The crew resumes their search, transition to On The Trail.

The Bandit Camp#

Location: GM’s Choice The crew spots a group of people in the distance.

Allow the crew to decide how to proceed. If they try to stealthily observe the people, request an Intelligence no-TN roll to gauge how certain they are about whether these are the bandits. The crew can obtain the following information:

  • There are five people.

  • The people have weapons.

  • The weapons are revolvers and knives.

  • Four people are wearing red bandanas.

  • The fifth person is a man with a heavily scarred face.

  • The scarred face man appears to be the leader.

Near the camp is a wagon with Lammier Mining Company insignia. If inspected, it contains a variety of mining equipment. It is possible there are mining explosives inside but let the players make an Appeal. Explosives deal 1d6 to 3d6 Damage to targets depending on how close they are to the blast.

The crew has many options at this point. If they try attacking directly, enter Combat. If they try to be stealthy, request either Agility or Technique rolls against an appropriate TN. To sneak up on a bandit, request an Agility vs Intelligence Opposed roll.

The PCs might try something unexpected. Allow them to be creative and request appropriate rolls for the actions they attempt.

Transition

Transition to one of the following depending on how the encounter with the bandits ends:

  • Confronting Cane - If the crew tries to talk with the bandit leader.

  • Conclusion - If the crew defeats the bandits or they manage to escape.

Confronting Cane#

The crew talk with the bandit leader Cane. The scars on his face stretch as he sneers.

  1. GM as Cane

    Lammier finally sent someone to do his dirty work. How very much like him, the coward. I’ve survived his henchmen before and reckon I can again. How about a bargain? I’ll pay you twice what Lammier offered to just walk away. This bad blood between us is our business, he never should have gotten others involved. But what can you expect from a sniveling rat bastard like Thaddeus Lammier!

The crew could decide to take Cane’s offer. He wants more time to build up resources so he can confront Lammier directly. Alternatively, they might attack or capture Cane and bring him to Star City.

Conclusion#

If the crew return with proof of the bandits' defeat, they are congratulated and rewarded by Carlo.

If the crew decides to take Cane’s offer, they may need to avoid returning to Star City. After a few months, they hear news about Thaddeus Lammier being gunned down after a large group of bandits raided his office.

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