The Cabin on Pine Ridge

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Players

2 to 3

Genre

historical fiction, 18th century

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.

Introduction#

This is a short one-shot survival adventure to help GMs and players get familiar with some of the Optional Rules, the following are in effect for this adventure:

This one-shot takes place at a remote logging cabin in January 1799.

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

Pine Ridge#

It’s a new year although for some there is little time to celebrate. A logging company recently acquired the rights to a section of dense forest on Pine Ridge. Not able to find enough workers from the small town nestled in the foothills, the company brings in workers from other regions. The locals are known to keep to themselves and not interact much with the outsiders.

A new group of workers arrive in town. They are scheduled for a stint at one of the camps up on the mountain.

Characters#

Connor#

PC, human male, Digital Character Sheet A former soldier adjusting to life after service.

Possessions: None

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

Martin#

PC, human male, Digital Character Sheet A lifelong lumberjack. Heard about the opportunity to make good money on Pine Ridge.

Possessions: None

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

Fredrick#

PC, human male, Digital Character Sheet A family man struggling to make a living after losing the family farm.

Possessions: None

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

Lorenzo#

ally NPC, human male An older gentleman working as a lumberjack. He is generally agreeable but is nearly deaf and doesn’t talk much.

Possessions: None

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

Bailey#

ally NPC, creature A friendly hunting dog.

Possessions: None
VCs 1d6 — Attack 2d6 — Damage 1d6 (melee) — Defense 3 (calc)  — Health ♥♥

Large Sasquatch#

enemy NPC, creature An enormous hairy humanoid creature. It roams the forest and is extremely aggressive towards any perceived threats.

Possessions: None
VCs 2d6 — Attack 3d6 — Damage 2d6 (melee) — Defense 4 (calc)  — Health ♥♥♥♥

Small Sasquatch#

enemy NPC, creature A large hairy humanoid creature, not quite as tall as the larger counterpart. It roams the forest and is extremely aggressive towards any perceived threats.

Possessions: None
VCs 1d6 — Attack 2d6 — Damage 1d6 (melee) — Defense 3 (calc)  — Health ♥♥

Locations#

The Cabin#

A small one-room log cabin. The entrance sits in the middle of the front-side. Upon entering, there is a large table with chairs in the center area. A fireplace adorns the back wall. Bunk beds sit in each of the two back corners. One front corner has stacks of firewood against the wall. The other front corner holds axes, saws, and other equipment. The two side walls each have a window in the center.

Scenes#

Travel to the Cabin#

The wagon jostles as it ascends the mountain path. The PCs ride atop and hunker down to keep warm against the cold winter air. They recently arrived on Pine Ridge, looking for work at one of the logging company camps.

Request an Intelligence TN3 roll to notice that the townsfolk have been acting somewhat strange towards the new arrivals. They have been standoffish toward all the lumber company employees.

  1. GM as the driver

    Alright, it should smooth out from here. Like I was saying, Lorenzo is already at the camp so you’ll meet him soon enough. Interesting fella that one. Nearly deaf so you’ll have to speak up around him. Hardly ever talks.

If the PCs ask the driver questions, here is some possible information he might provide:

  • He isn’t local to the area. He was hired by the logging company.

  • He hardly ever interacts with the locals.

  • He’s heard stories that the locals are superstitious and avoid certain parts of the mountain.

  • He doesn’t know which parts of the mountain the locals avoid or why.

The horses suddenly stop. They bray and pull their heads back.

Request a Spirit TN2 roll. If successful, the PCs notice the horses are spooked by something. There doesn’t seem to be anything else around.

  1. GM as the driver

    Come on now! Giddy-up, no time to waste!

The wagon begins moving again, following the trail up the mountain.

  1. GM as the driver

    It’s a shame the company couldn’t get logging rights closer to town but this was the best deal they could get, I suppose. Between you and me, this whole place gives me the creeps. The town, the mountain, all of it. But a man’s got to make a living and the company pays well for honest work. We’ll be at your camp soon enough, just sit tight and try to keep warm.

Transition

Transition to Arrive at the Cabin.

Arrive at the Cabin#

The wagon follows the long winding trail up the mountain. After some time, the trail eventually ends at a small clearing. Tree stumps dot the area around a modest cabin. A man waves to the wagon as it approaches, he stands next to a small stack of logs.

  1. GM as the driver

    Good to see you again Lorenzo. I brought you some new friends.

Lorenzo smiles and waves to the PCs. He then nods to the pile.

Request a Technique or Vigor no-TN roll to help Lorenzo load logs onto the wagon. If the rolls are low enough, the wagon driver seems annoyed and then nervous about how long it is taking.

  1. GM as the driver

    Well I best be going else I might not make it back before nightfall. I’ll be back in a week to pick up your timber. Oh, before I forget, there is an arrangement with a hunter camped out in the forest nearby. He’ll provide food during your stay. Lorenzo knows the way to his camp. It’s not far, so I suggest making introductions with him now. Take care up here!

The wagon heads back down the mountain.

Transition

Transition to The Hunting Camp.

The Hunting Camp#

Lorenzo leads the PCs along a trail through the forest. After a short hike, a small camp appears in a clearing ahead. A dog runs up to the group to greet them. A man looks up from a kettle over a campfire.

  1. GM as the hunter

    Easy, Bailey! Give our guests some space now. Welcome! You’re just in time for stew.

If the PCs ask the hunter questions, here is some possible information he might provide:

  • He isn’t local to the area. He was hired by the logging company.

  • He hasn’t been in this portion of the forest long. He was recently asked to supply this camp.

  • He has met other lumberjacks employed by the company but he has only met Lorenzo from this camp.

  • He doesn’t stay closer to the cabin because the noise from the logging activities scares away the game animals.

  • He hasn’t seen or heard anything unusual during his time in the forest.

The PCs collect some food supplies from the hunter. He is still preparing the rest and will bring it to their cabin tomorrow. The PCs head back to their cabin for the remainder of the day.

Request an Intelligence no-TN roll. The PC with the highest result sees something moving in the forest. If their result was higher than a 5, they are able to tell it is a deer. Otherwise, they are not able to tell what it was for certain.

Transition

Transition to Night One.

Night One#

The cold night air is mostly still. The night passes uneventfully with the following exception.

Request a Spirit no-TN roll. The PC with the highest result wakes up. They think they heard something outside. A distant noise, maybe a scream? They can’t be certain.

Transition

Transition to Day Two.

Day Two#

The PCs wake and attend to their work for the day. Nothing appears to be amiss near the cabin. The hunter is expected at some point during the day but he didn’t give an exact time.

Request a Technique no-TN roll. Roll for Lorenzo as well. This is to gauge how well the logging activities go for the day. If any character has a result of 1, request an Agility TN3 roll from them. If they fail, roll 1d6 Damage against them. Logging can be dangerous work.

Healing damage in this adventure should be difficult. Allow a single Intelligence or Technique TN6 roll attempt per in-game day to restore one lost VP to a character.

The weather shifts from still and cold to breezy and biting.

Request a Spirit TN4 roll. Anyone that is successful feels as if something is watching them from the forest.

The day grows late and the hunter has yet to arrive in camp.

If the PCs check on the hunting camp, they find nothing unusual but the hunter and the dog, Bailey, are missing. There is some prepared meat set aside as if waiting to be delivered to the cabin. If the PCs search for items, request Luck rolls as appropriate. If they search for weapons, they might be able to find the following based on the Luck roll result:

Result

Weapon

3+

Knife (1d6 melee damage)

5+

Bow with six arrows (1d6 ranged damage)

8+

Flintlock rifle with three shots (2d6 ranged damage, reload with full action or Agility TN3 free action)

Snow begins to fall. The breeze causes tree branches to clatter above.

Request an Intelligence TN5 roll. If successful, the group is able to navigate back to the cabin via the normal trail. If failed, the group gets lost in the forest where they find a strange shape lying between some trees. If they inspect closer, it is a headless deer carcass that appears strangely mangled. The PC that had the highest result is eventually able to find the trail back to the cabin.

The sky darkens and the snowfall steadily increases.

Transition

Transition to Night Two.

Night Two#

The snow continues through the night.

Request an Intelligence or Spirit no-TN roll. The PC with the highest result wakes up. They heard some sounds outside the cabin. Almost as if someone was walking around it. If they investigate outside, they’ll find tracks in the snow that look like large footprints, much larger than any human could make.

The wind picks up. It howls through the trees and makes it difficult to see through the falling snow.

Later in the night, a loud thump against the cabin wall wakes everyone except Lorenzo.

Request a Spirit TN4 roll. Those that fail are gripped with fear and unwilling to leave their bed.

Suddenly one of the windows in the cabin shatters. The wind blows snow around the interior.

If the PCs search for what broke the window, request a Luck no-TN roll. The PC with the highest result finds a rock amongst the broken glass.

If the PCs try to repair the window, ask what sort of repair equipment they want then request an appropriate Appeal roll. Some boards, hammers, and nails might be a TN2 while more specialized equipment would be higher. With the equipment they are able to find, request an appropriate Technique TN roll to repair the window.

The remainder of the night passes uneventfully.

Transition

Transition to Day Three.

Day Three#

The poor weather continues through the day but the logging must continue.

Request a Technique no-TN roll. Roll for Lorenzo as well. This is to gauge how well the logging activities go for the day. Roll 1d6 Damage against any character with a result of 1. The poor weather is making the logging dangerous.

Request an Intelligence no-TN roll. The PCs with the highest result sees an outline of a creature in the distance. They don’t get a good look at it through the snow but it appears humanoid. It disappears before they can investigate further.

The rest of the day passes uneventfully.

The PCs may catch on that danger is imminent. Allow them to make any preparations.

Transition

Transition to Night Three.

Night Three#

The blizzard continues. There is an eerie tension in the air. Early into the night, a scratching can be heard against the door.

The scratching is Bailey, the hunter’s dog, with an injury. Request an Intelligence or Technique TN4 roll if the PCs attempt to treat the wound. Bailey will have full health if successful, otherwise they will only have one VP of health remaining.

Later in the night, figures emerge from the forest and approach the cabin. Bailey whimpers as the creatures draw near.

The Sasquatches are attacking. There is one large Sasquatch leading the attack. There are also small Sasquatches equal to the number of PCs, so either two or three. Some ideas for this encounter:

  • If a human character is unarmed, their Damage is limited to 1d6-3. There are plenty of makeshift weapons in the cabin plus any that might have been found at the hunter’s camp.

  • If the PCs set any traps, make an appropriate Luck TN roll for each Sasquatch to see if they trigger a trap. Roll an appropriate amount of Damage for any triggered traps.

  • If the PCs built any barricades, the Sasquatches will need to break through them. Make an appropriate Vigor TN roll to break through.

  • If fire is used as a weapon, it will be effective against the Sasquatches. A thrown oil lamp might deal 3d6 Damage on impact plus an additional 1d6 at the start of the targets next turn while they are on fire. There’s a chance the fire may spread if the surroundings are flammable.

  • If the Sasquatches get close to the cabin, they will try to open the door or break through the window. Only the smaller Sasquatches can fit through the windows.

  • If the opportunity arises, put Lorenzo in danger to build tension. Maybe he is standing near the boarded up window just as a Sasquatch breaks through and grabs him.

  • Lorenzo and Bailey can join the fight against the Sasquatches but they must succeed a Spirit TN3 roll as a free action at the start of their turn, otherwise they are too frightened to act. Let the PCs decide how to utilize them.

  • The axes and other smaller handheld logging equipment can deal 1d6 Damage.

  • If the large Sasquatch is defeated, make Spirit TN4 rolls for the remaining small Sasquatches. Any that fail run away into the forest and do not return.

  • Any characters that leave the cabin will be pursued. Making it all the way back to town in a blizzard would be difficult under normal circumstances.

Let the players be creative. If they come up with interesting ways of dealing with the Sasquatches, play it out and see how the ideas develop.

Transition

Once the attack has ended, transition to Conclusion.

Conclusion#

If all the lumberjacks survive the attack, they know that the wagon will arrive again in a few days. Luckily, the blizzard will have subsided by then if they wait it out. If there are injuries, they will need to be tended to before taking further action. For now, the worst seems to be over.

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

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