- Players
-
2 to 3
- Genre
-
historical fiction, 18th century
- Tone
-
serious
- Time
-
medium, 1 to 2 hours
The Cabin on Pine Ridge
GM Info Controls
Conceal GM info?
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
Reference#
This section provides quick reference material that can be used during gameplay.
Acronyms#
The following are commonly used acronyms:
-
d6 - Six-Sided Dice
-
TN - Target Number
-
GM - Game Master
-
PC - Player Character
-
NPC - Non-Player Character
-
VC - Vital Characteristic
-
VP - Vital Point ♥
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? |
GM establishes based on appeal details. |
Acting character rolls Luck VC dice. |
Appeal succeeds. |
Appeal fails. |
|
GM establishes based on difficulty. |
Acting character rolls requested VC dice. |
Action succeeds. |
Action fails. |
|
Acting character rolls requested VC dice. |
Target character rolls requested VC dice. |
Effect on target character fails. |
Effect on target character succeeds. |
|
Attacking character rolls attack dice. |
Target character rolls defense dice. |
Attack misses. |
Attack hits, roll 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→ |
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 |