The Storm

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Players

1

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 contain important story details that should not be disclosed to the players until they are revealed during 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 the first one-shot, The Campsite.

Frontier Travel#

The Frontier is a land scarred by the Great Storm. Even the Stormwelter Mountains are carved away where they border the region, shaped by years of constant violent turbulence. Giant boulders worn smooth are commonplace across the deserts and rolling plains. While relentless sun filtered through a thin haze of dust and sand is the norm, weather in the Frontier can shift as quick as the desert sands. Sudden bursts of high wind can wreck havoc on the unsuspecting. Travelers know to bring equipment to survive such volatile conditions. Wise travelers know to always be ready for the unexpected.

Our story picks up with Jo Coltfield on a trail midway between settlements. The sun is bright and the air calm and clear. Despite the mild weather, Jo is cautious. She is a wise traveler.

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.

Gordon#

neutral NPC, human male A man Jo encounters on the trail. His eyes were injured during the storm causing temporary blindness. He is traveling with Jeremy.

Jeremy’s mother hired Gordon to return her son after his father kidnapped him. Gordon used to be in the employ of Jeremy’s father.

Possessions: None

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

  • Knife (1d6 melee damage)

  • Health tonic x2

  • Survival Kit

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

While Gordon’s eyes are injured, apply a -4 penalty to any action rolls requiring vision.

Jeremy#

neutral NPC, human male A quiet young boy traveling with Gordon.

His father is a profiteer that moved to the Frontier seeking new fortunes. His mother is from a well-to-do family that had been raising Jeremy on the border of the Frontier. Wanting to raise his son in the tough untamed lands, Jeremy’s father kidnapped him before departing.

Possessions: None
VCs 1d6 — Attack 1d6 — Damage 0d6 (unarmed) — Defense 2d6  — Health ♥♥

Rider#

enemy NPC, human male Armed horseback rider encountered on the trail.

These men work for Jeremy’s father. Once it was discovered Gordon took Jeremy, the riders were sent to retrieve him.

Possessions:

  • Revolver (1d6 ranged damage)

  • Knife (1d6 melee damage)

VCs 1d6 — Attack 2d6 — Damage 1d6 (revolver) — 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.

Creeper#

enemy NPC, creature A hard-shelled creature resembling an armadillo with long clawed fingers. Fully grown creepers can stand about two-feet tall. When retreated into their shell, they are easily mistaken for a rock. They are highly territorial and will attack anything that gets too close.

Possessions: None
VCs 1d6 — Attack 1d6 — 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.

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

Locations#

Plains#

Scenes: The Storm, Hunker Down, Race to the Cave, The Wagon Wide open plains are commonplace in the Frontier. Between the hills, rocks, and desert vegetation peppering the landscape, well-worn trails allow travelers and wagons to move between settlements. Bandits and bad weather make traveling the trails unprepared a dangerous endeavour.

Cave#

Scenes: Cave Shelter, Creepers Attack The Frontier plains are not perfectly flat. Hills, boulders, and smaller rocks dot the landscape. Trails tend to wind between hills, offering travelers the flattest possible route.

Not far off the trail where Jo is traveling sits a small hill with an obvious cave entrance near the top. The terrain to reach the entrance is rocky and uneven but worth the hike to take shelter in an emergency. The cave entrance is narrow but large enough for a horse to pass through to the inner chamber. The chamber sits lower than the entrance, nestled into the hill itself. It is large enough for about three people and their horses to stand and wait out inclement weather. Only a small amount of light from the outside reaches past the entrance so a lantern or other source of light is needed to illuminate the entire chamber.

Scenes#

The Storm#

Location: Plains Jo and her trusty steed Wildfire have been traveling on the trail since morning. Her destination is still some hours away. Weather has been decent so far but she knows how quick that can change. Before long, the wind picks up and a haze starts to fill the air. A sandstorm will sweep over the area soon! Her Survival Kit includes a cover for herself and Wildfire should she chose to hunker down on the trail. Doing so will risk injury from the intense wind. She scans the surrounding landscape for potential shelter.

Request an Intelligence no-TN roll. This will gauge how well Jo is able to spot the cave entrance in a nearby hill. With a 1, Jo sees the cave but is not able to tell if it will provide protection from the storm. A higher result increases her confidence in the shelter.

Transition

Jo must decide, transition to one of the following depending on her choice:

Hunker Down#

Location: Plains The wind picks up and Jo can feel sand pelt her face. Scratched up goggles protect her eyes while the bandana around her neck serves as a makeshift mask. Wildfire shifts about with increased nerves but the faithful steed has been through sandstorms before. Jo begins to reach for the heavy cover in one saddlebag.

Request an Agility TN3 roll to see how quick Jo is able to prepare. If successful, she will need to endure three storm rounds otherwise she will need to endure four.

Jo is able to drape the cover over herself and Wildfire. Handles along the edge help secure it in place. The wind howls around them and the cover billows violently.

For each storm round, request a Vigor roll starting at TN2, the TN increases each round. If this roll fails, the cover lifts and briefly exposes Jo and Wildfire to the storm. Chose either Jo or Wildfire and roll 1d6 of Damage against them.

If Jo or Wildfire are taken Out of Action from storm damage, the adventure need not be over. They could lose consciousness and awake some time later. One VP will be recovered but all action rolls will suffer a penalty for the remainder of the adventure.

Transition

Once the storm has passed, transition to The Wagon.

Race to the Cave#

Location: Plains Jo and Wildfire make for the cave entrance in a nearby hill. The wind picks up and Jo can feel sand pelt her face. She pulls a pair of scratched up goggles over her eyes.

Begin a Race with a starting distance of 3. Start with an Agility TN2 race action, the TN increases as they get closer. Because Jo is on horseback, the player may roll Wildfire’s Agility. If they have not reached the destination after three rounds, begin rolling 1d6 of Damage against both Jo and Wildfire each round.

If Jo or Wildfire are taken Out of Action from storm damage, the adventure need not be over. They could lose consciousness and awake some time later. One VP will be recovered but all rolls will suffer a penalty for the remainder of the adventure.

Transition

When Jo and Wildfire reach the cave entrance, transition to Cave Shelter.

Cave Shelter#

Location: Cave Jo and Wildfire reach the cave as the wind rages around them. The entrance is small but both are able to pass without issue. The cave chamber is dark, lit only by the small amount of outside light from the entrance.

Jo has a lantern on her. This can be used to light the cave. No roll is needed to use it.

The cave chamber is small and shows signs of previous inhabitants.

If Jo wants to investigate the cave further, request an Intelligence TN5 roll. Apply a -2 penalty if the lantern or another source of light is not used. If successful, Jo notices what at first seems like several rocks in one corner. Upon closer inspection, she realizes they are not rocks but instead creepers.

If Jo does not investigate or fails the roll, the creepers may attempt to sneak up on Jo. Request an Opposed roll where the creeper rolls 1d6 to set the TN then Jo rolls against it using Intelligence.

Two creepers approach from within the cave as the storm rages outside.

Transition

Transition to Creepers Attack.

Creepers Attack#

Location: Cave Two creepers approach Jo and Wildfire. These creatures are known to be territorial and easily agitated. Enter Combat.

To decrease difficulty, Wildfire can be included in the combat. Allow the player to control Wildfire’s actions. Otherwise, Wildfire stays behind Jo and lets her handle combat.

After the combat ends, a short time passes and the storm dies down.

Transition

Once outside the cave, Jo and Wildfire resume traveling on the trail. Transition to The Wagon.

The Wagon#

Location: Plains After some time back on the trail, Jo spots a lone covered wagon up ahead. She eyes it for a while, it is stationary and quiet.

Allow the player to decide how to approach the wagon. Additional details:

  • The wagon was heading the same direction on the trail as Jo.

  • There are two horses near the wagon. Both horses are draped with heavy storm covers. One horse appears to have come unhitched from the wagon and is standing further away.

  • Gordon and Jeremy are inside the wagon. Gordon’s eyes were injured during the storm and he is temporarily blind. He has some basic medical supplies and is trying to tend to his injuries. If Jo gets close and calls out, he will answer.

  • Gordon is apprehensive of others but will trust Jo if she is not hostile. He may offer Jo a reward of a Health Tonic for any help.

  • If asked about Jeremy, Gordon refers to him as "my boy".

  1. GM

    You move closer to the covered wagon. There are no people outside and you cannot see inside.

  2. P1 as Jo

    Hello? Is anyone around?

  3. GM

    You hear a voice from inside the wagon.

  4. GM as Gordon

    Who’s there? State your business or move along.

  5. P1 as Jo

    Just a curious traveler. I mean no harm, friend. Wondering how did you fare during the storm? Looks like one of your horses is loose.

  6. GM

    A long moment passes and you see the back cover of the wagon move slightly.

  7. GM as Gordon

    Honestly traveler, I’m in something of a bad way here. If you’d be of some help, I’ll pay you in kind.

Jo has a few options here. The horses need tending to as both are still covered and one is wandering off.

Request a Technique TN3 for Jo to approach the wandering horse and hitch it back to the wagon. The horse may flee if failed. No roll is needed to remove the storm covers if the horses are hitched to the wagon.

Jo could also attempt to heal Gordon.

Request two Intelligence TN3 rolls for Jo to tend to Gordon’s injured eyes. Reduce Gordon’s original -4 penalty by 2 for each success.

Transition

At some point while Jo is still near the wagon, transition to Riders Approach.

Riders Approach#

Location: Plains Jo spots a group of riders approaching from the direction she was traveling on the trail.

Request a Technique no-TN roll. This will gauge how well Jo is able to assess the situation before the riders get close. With a higher roll, Jo is more confident this wagon is their destination and that they mean trouble.

  1. GM as Gordon

    Blazes!

  2. P1 as Jo

    You expecting company?

  3. GM as Gordon

    Look ma’am, I don’t mean to involve you in my troubles but it seems in all likeliness you’re a bounty hunter. I sure could use some assistance in this here matter. Stick around and I’ll see that you’re well paid for your efforts.

Within moments, the group of four riders reach and circle the wagon. If Jo or Gordon have weapons drawn, they will draw theirs as well. If Jo insists on not getting involved and tries to leave, the riders prevent her from doing so until their business is through.

  1. GM as rider

    Come out Gordon! The boss wants his son back. You messed up bad but there’s no need for things to get any worse than they are. We figure the boy’s mother hired you. Hand him over peacefully and we’ll let you return to her with a message from the boss to stay out of his business.

If Gordon has referred to Jeremy as "my boy", this may raise questions from Jo. Have Gordon explain that the boy’s father is bad news and kidnapped him from his mother. As a result, Jeremy’s mother paid Gordon to return him. She is wealthy and will compensate Jo for helping.

Transition

Tensions rise, transition to Riders Attack.

Riders Attack#

Location: Plains Gordon refuses to hand over Jeremy and the riders prepare to take him by force. Jo is caught in the middle but is ready to take action.

The riders will avoid shooting recklessly at the covered wagon as they do not want to hit Jeremy. Some options here:

  • Gordon and Jo can try to hold their ground and fight. In this case, begin Combat.

  • If Gordon’s vision has been restored, he could attempt to outrun the riders with the wagon. In this case, begin a Chase. If Jo is riding alongside the wagon, treat them as a group. To set the chase action TN, roll 3d6 which is the Agility of a horse. The riders each roll 3d6 for their chase action as they are on horseback. The riders start at distance 3. Gordon has a rifle and may attack while driving the wagon.

During combat, allow the player to control Gordon’s actions and make his rolls.

Transition

Once combat has ended, transition to Conclusion.

Conclusion#

If Jo helps Gordon defeat the riders, he will offer to introduce her to Jeremy’s wealthy mother.

  1. GM as Gordon

    We’re well and truly in your debt, ma’am. If you’d like to accompany us the rest of the way, we’ll introduce you to Jeremy’s mother when we reach town. I’ll explain the situation and in all likeliness she’ll reward you handsomely.

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