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Friday, April 10, 2026

Frontier Fridays: The Logansport Primer – Gateway to the West OPEN D6 SYSTEM

 

Frontier Fridays: The Logansport Primer – Gateway to the West



Introduction: The Last Lantern on the Sabine

The Hook: If you stand on the splintered wooden docks of the Sabine River at midnight, you can feel the world split in two. To your back lies the heavy, humid embrace of the Louisiana swamps—a land of moss-draped cypress and slow-moving water where secrets stay buried in the muck. To your front, across the dark ripples of the river, the horizon opens up into a vast, terrifying void of Texas plains and rugged scrub. This is the Gateway to the West, a border town built on the jagged edge of everything you know and everything you fear. It is the final spark of civilization before the map goes blank, a place where the lanterns burn a little brighter because everyone knows how quickly the darkness of the frontier can swallow a soul. This isn't just a crossing point; it is the physical threshold of the American dream, where the grit of the East meets the lawless hunger of the West.

The Problem: We often think of the frontier as a destination, but the reality is that the frontier is a gauntlet. Too many travelers arrive at the border with high hopes and empty canteens, failing to realize that the transition from the East to the West requires more than just a wagon and a compass—it requires a total shedding of the life they left behind. In Logansport, the law of the "old world" begins to fray at the edges. The sheriff’s badge carries less weight than a loaded six-shooter, and the social graces of the established cities are stripped away by the harsh wind blowing in from the plains. The problem facing every adventurer, soldier, and settler who passes through these gates is simple: the border isn't just a line on a map; it is a test of character. If you don't have the iron in your blood to survive the "Neutral Ground," the West will chew you up before you even see the first mesa.

The Promise: Today, we are laying the first stones of a new legend. This campaign isn't just about the journey; it’s about the preparation and the hardened souls who haunt this border. Whether you are a scout for the Tiger Force Shadow Saga looking for tactical ground, a merchant trying to corner the market on black powder, or an outlaw looking to vanish into the lawless "Neutral Strip," this town is your starting line. I am taking you deep into the alleys, saloons, and trading posts of this Gateway. We will explore the tension of a town that belongs to two states but obeys only its own rules. By the time we are done with this primer, you won't just know the layout of the streets; you’ll know the sound of the river at night and the feeling of looking West and realizing there is no turning back.



The map of Logansport and the Neutral Ground is a detailed tactical layout that visualizes the tension of the 1860s borderlands. It is designed to help you, the Gamesmaster, track the physical movement of the party as they navigate between the thin veneer of civilization in Louisiana and the absolute lawlessness of the Texas side.



The Map Layout and Visual Detail

The Sabine River (The Dividing Line) The map is dominated by the Sabine River, which cuts vertically through the center. The water is rendered as a murky, silt-heavy brown-green, dotted with cypress knees and half-submerged logs that create natural hazards for anyone not using the ferry.

  • The Ferry Path: A thick, dashed line indicates the path of the heavy ferry cables connecting the two banks.

  • The Mud Flats: The riverbanks on both sides are drawn as wide, treacherous mud flats, making any crossing outside of the official landing a slow, exhausting process (DN 15 Strength/Stamina).

Logansport, Louisiana (The East Bank) The right side of the map shows the Commercial District of Logansport. It is a cluster of high-detail buildings situated on a slight elevation to avoid seasonal flooding.

  • Main Street: A wide, rutted dirt road that leads directly from the Ferry Landing past Sly Jenkins’ General Store and Dr. Logan’s Medical Clinic.

  • The Federal Office: Located near the docks, this brick building is the most imposing structure, positioned to watch everyone who arrives by water.

  • The Crimson Parlor: Tucked away at the edge of the district, it features manicured porches that contrast sharply with the mud of the ferry landing.

  • The River Mission: Set on a high bluff to the north, overlooking the water, offering a literal "high ground" for those seeking sanctuary.

The Neutral Ground & Texas (The West Bank) The left side of the map represents the Neutral Strip. The terrain here is much denser and more chaotic, with fewer straight lines.

  • The Canebrakes: Vast, yellowish-green patches of tall reeds are drawn along the river’s edge, indicating where the Sabine Vultures hide for ambushes.

  • One-Eyed Jack’s Exchange: A lone shack on stilts sitting partially in the water and partially on land, marking the exact spot where the Louisiana law officially fails.

  • The International Boundary Marker: A weathered stone obelisk located on the trail leading west, serving as the final "Point of No Return" for those fleeing Marshal Thorne.

  • Vulture-Infested Woods: Dark, tightly-packed trees to the southwest represent the location of The Vulture’s Nest, obscured by heavy canopy and thick brush.

Tactical Markers and Key Features

  • The Ferry-Trap: A small "X" on the Louisiana side of the ferry winch identifies the primary sabotage point.

  • The Ambush Site: A red-shaded zone at the Upper Crossing where the river narrows, indicating the Vultures' preferred kill-zone.

  • Swamp Fever Hot Zone: To the north of the town, a misty, grey-shaded area represents the mosquito-heavy bogs where the risk of contracting the fever is highest (DN 20 Stamina).

  • Scale and Distance: The map includes a compass rose pointing North along the river's flow and a scale bar indicating that the trek from the Ferry Landing to the Texas Border Marker is roughly a half-day’s ride through difficult terrain.


Section 1: The Historical Foundation of Logan’s Ferry

The town that would become the cornerstone of the border was born from the muddy waters of the Sabine and the iron will of a man who didn't care for lines drawn on paper. Dr. Logan established Logan’s Ferry in 1830, a simple operation of flat-bottomed barges and thick hemp ropes that became the literal umbilical cord between the deep swamps of Louisiana and the untamed wilds of the Texas Republic. At this precise point, the Sabine River isn't just a waterway; it is a geographic threshold. To the east, the jurisdiction of the United States ends in a tangle of cypress roots and Spanish moss. To the west, the rules change entirely. For over a decade, this ferry was the only way for thousands of settlers, soldiers, and scoundrels to cross into the sovereign territory of Texas, making it the most vital junction on the frontier.

The settlement that sprouted around the ferry was never meant to be a place of quiet reflection. It was a town forged in the fires of the "Neutral Ground"—that infamous strip of land where the law of any nation was a suggestion at best and a death sentence at worst. The streets of Logan’s Ferry are a chaotic sprawl of raised boardwalks designed to keep feet out of the river muck and storefronts that serve double duty as fortresses. In the early days, you would find French trappers trading furs alongside Tennessee volunteers heading for the Alamo, and Tiger Force scouts keeping a silent watch for anything emerging from the western brush. It was a town of high stakes and short fuses, where the local economy was built on the desperate needs of travelers who realized too late that they weren't prepared for the scale of the West.


Section 2: Architecture of the Neutral Zone

The physical soul of Logansport is etched into the very banks of the Sabine. Because it sat on the edge of the "Neutral Ground," the town’s architecture was built with an eye toward both commerce and defense. The buildings along the riverfront are fortress-like structures of heavy timber and local stone, many of them raised on thick cypress pilings to keep them above the treacherous river muck. The boardwalks that connect the saloons and trading posts are uneven and scarred by the spurs of thousands of riders. This isn't the polished brick of the East; this is frontier construction, where the goal was to build fast, build sturdy, and keep a clear line of sight to the river crossing.

At the center of this organized chaos stands the International Boundary Marker, a silent stone sentinel that dictated the law of the land. In the days of the Republic, this marker was the most important object in the town. On one side, you were under the eye of the U.S. Marshals; on the other, you were in a foreign nation. This led to the creation of "The Strip," a collection of buildings that straddled the line with deliberate precision. It was rumored that more than one saloon in Logansport had a front door in Louisiana and a back door in Texas, allowing a man to evade a warrant simply by walking across the barroom floor. This geographic loophole created a culture of "border-straddlers"—men who lived in the gray areas of the law and profited from the friction between two governments.


Section 3: Campaign Primer – The Rules of the Strip

The "Neutral Strip" is the primary hunting ground for outlaws, Tiger Force scouts, and those seeking to vanish from the ledger of history. Because no formal government holds absolute sway, the "Rules of the Frontier" are dictated by the iron and the horse. There are no gallows here unless a vigilance committee decides to build one. This is the ultimate sandbox for an adventurer—a place where your reputation is your only shield and your speed with a holster is your only insurance policy. The inhabitants are "The Straddlers"—information brokers and smugglers who know which river crossings are guarded and which thickets hold a supplies.

Tactically, the Neutral Ground offers a unique challenge. The terrain is a treacherous mix of Bottomland Hardwoods and Upland Piney Woods. A scout must be as comfortable navigating a boat through a cypress swamp as they are tracking a horse through a dry thicket. Ambush points are everywhere. The Shadow Saga elements of this campaign focus on these chokepoints—small, defensible positions where a handful of determined men can hold back a superior force. This is "Frontier Special Operations," where stealth and local knowledge are more valuable than gold.


Conclusion: The Frontier Awaits

Summary: The Logansport Campaign Primer establishes a world where history and fiction collide on the banks of the Sabine River. From the "Neutral Ground" to the International Boundary Marker, every element of this setting is designed to test the grit of the players.

Final Takeaway: In this campaign, the border is more than a line—it’s a choice. Every step West is a step away from the law and a step toward the legend. Let’s make sure we’re ready for the journey.

Call to Action (CTA)

Are you ready to cross the Sabine? Drop a comment below with your character's name and their reason for fleeing into the "Neutral Strip." Let’s see who has the grit to survive the Gateway!


Meta Description: Explore the Logansport Campaign Primer for a Wild West RPG experience. Dive into the lawless Neutral Ground and the Gateway to the West with Captain Hedges!



Frontier Fridays: The Logansport Stat Block (Open D6 Adventure & Fantasy)

Introduction: The Pulse of the Border

In the Tiger Force Shadow Saga, a town is more than a collection of buildings; it is a tactical environment. Using the Open D6 framework, we define Logansport by its scale, its danger, and its resources. Whether your players are looking for a place to hide, a place to heal, or a place to start a fight, these stats provide the mechanical "teeth" for your campaign.


Section 1: Town Statistics (Open D6 Adventure)

Logansport (Logan's Ferry)

  • Classification: Frontier Gateway / Border Hub

  • Population: ~800 (Permanent), 300+ (Transient/Travelers)

  • Tech Level: Age of Iron / Steam (Mid-19th Century)

Town Attributes:

  • Security (Law & Order): 2D

    • Note: The local Sheriff has authority, but the "Neutral Ground" status means he often looks the other way.

  • Commerce (Availability of Goods): 4D

    • Note: Excellent for supplies, gunpowder, and horses; poor for luxury or specialized medical items.

  • Fortification (Defense): 3D

    • Note: Raised boardwalks and heavy timber buildings provide cover (+1D to Dodge/Hide).

  • Morale/Atmosphere: 3D

    • Note: Fatalistic and rowdy. High chance of social conflict in saloons.


Section 2: Key Locations & Mechanical Modifiers

Following the Open D6 Fantasy location rules, we treat specific spots as "Encounter Zones" with unique modifiers.

LocationOpen D6 ModifierTactical Benefit
The Ferry Landing+1D to NavigationBest spot for gathering rumors about the River.
Neutral Ground Saloon+1D to StreetwiseEasy to vanish; -1D to Search rolls for Lawmen.
The Blacksmith/Livery+1D to RepairEssential for wagon maintenance and shoeing.
Boundary Marker Plaza+2D to InitiativeWide open space; no cover, but high visibility.
The Shadow Cache+2D to Hide/SneakRequires a Search roll of 20+ to locate.

Section 3: NPC Archetypes (The Town Guard & Outlaws)

To make the town feel alive, use these standard Open D6 stat blocks for common encounters in Logansport.

The Border Regulator (Town Guard)

  • Agility: 3D (Firearms 4D, Brawling 3D+2)

  • Strength: 3D (Stamina 3D+1)

  • Knowledge: 2D (Law Enforcement 3D)

  • Perception: 3D (Search 4D)

  • Equipment: .44 Revolver (4D damage), Badge, Heavy Coat (AR 1).

The "Straddler" (Smuggler/Outlaw)

  • Agility: 4D (Quick Draw 5D, Stealth 4D+2)

  • Strength: 2D+2

  • Knowledge: 3D (Navigation: Sabine River 5D)

  • Perception: 3D (Gambling 4D, Streetwise 4D)

  • Equipment: Hidden Derringer (3D damage), Map of the Neutral Ground.


Conclusion: The Sandbox is Open

Summary:

By "statting up" Logansport, we've transformed the historical town into a functional RPG hub. The high Commerce score makes it a perfect starting point, while the low Security score ensures that the players’ actions—and their iron—will dictate the flow of the story.

Final Takeaway:

In the Open D6 system, every roll tells a story. In Logansport, the dice decide if you cross the river as a hero or end up a ghost in the Neutral Strip.

Call to Action (CTA)

Now that you have the stats, what's your first move? Are you heading to the General Store to gear up, or the Neutral Ground Saloon to find a job? Post your plan in the comments!



This is the "Behind the Screen" document, Captain. While the Primer was for the players, this Gamesmaster Guide is designed strictly for the person running the show. We’ve stripped out the Tiger Force elements to focus on the raw, lawless grit of the Neutral Ground and the mechanical "guts" of the Open D6 system.


Gamesmaster’s Guide — Shadows on the Sabine: A Campaign Guide to Logan’s Ferry

Introduction: Mastering the No Man’s Land

As the Gamesmaster (GM), your primary tool is the atmosphere of uncertainty. Logansport is a pressure cooker where the air is thick with humidity and suspicion. In this guide, we use the Open D6 Adventure and Fantasy rules to define the environmental hazards, the social friction of a border town, and the tactical reality of the "Neutral Ground." Here, the players aren't just fighting outlaws; they are fighting the terrain and the shifting political winds of 1864.


Section 1: Environmental Hazards & Mechanics

The "frontier" is an antagonist in its own right. Use these Open D6 difficulty numbers (DN) to simulate the struggle of the border.

  • The Sabine Crossing: Attempting to cross the river outside of the official ferry during a storm or high water requires a Navigation or Pilot: Boat roll.

    • Calm Water: DN 10

    • Spring Flood: DN 20 (Failure results in 3D "Impact/Drowning" damage to the vessel or character).

  • The Malaria Mists: Staying in the low-lying swamps for more than three days requires a Strength: Stamina roll (DN 15).

    • Failure: Character suffers a -1D penalty to all Agility and Strength tasks until they receive professional medical attention.

  • Tracking in the Piney Woods: The carpet of pine needles and the shifting silt of the riverbanks make tracking difficult.

    • Search/Tracking DN: 18. If the target is moving through a "Canebrake," increase the DN by +5.


Section 2: Shadows on the Sabine: Master 3D6 Campaign Table

This table is designed for use within Logansport (Commercial and Neutral Strip districts). It combines your specific town events with the predatory threats of the Neutral Ground.

3D6 Mechanics: The "Bell Curve" of 3D6 means the most common events (Results 9–12) happen often, while the extremes (3 and 18) are rare, legendary encounters.

RollEncounter TitleFULL STATS (A/S/K/P)DETAILED MECHANICSGAMESMASTER NOTES
3Iron-Eye’s JudgmentSilas: A:3D+2, S:4D, K:3D, P:3D. Guards (8): A:3D, S:3D+2.Extortion: Silas uses a Sawed-off (5D damage). Lasso DN 15 to Entangle a player.BOSS FIGHT. Silas blocks the road. He offers to let the party pass if they surrender all ammo and one horse.
4The Press-GangThugs (1D6+2): A:3D (Brawling 4D), S:3D+2, K:2D, P:2D.Stun: Thugs use Saps (Str+1D Stun damage). If Sap damage > Strength roll, target is KO'd for 1D6 mins.Vultures looking for fresh meat. They target the character with the lowest Strength to "enlist" them by force.
5The Fog of the SabineHazard Stats: DN 15 Navigation.Visibility: -2D penalty to all Perception and Firearms tasks.Thick swamp fog rolls into town. If Navigation fails, the party wanders into the wrong alley or off-pier.
6The River GamblerGambler: A:3D, S:2D, K:3D, P:4D (Gambling 5D).Gaming: Requires a Perception: Gambling roll (DN 15) to win 2D x 10 gold.A charismatic NPC in the Neutral Strip offering a game of Faro. He may be a "Judas" scout in disguise.
7The SnareTrap Stats: DN 18 Reaction/Agility.The Fall: Failure deals 3D physical damage. Characters are Prone (-1D to all actions) for Round 1.A hemp rope strung across a dark alley. 1D4 Thugs charge once a player is tripped.
8The Supply ShortageWagon Stats: DN 15 Agility / DN 20 Strength.Market Stress: All Commerce rolls are at +5 Difficulty for 24 hours in Logansport.A wagon breakdown has physically blocked Main Street, causing trade to grind to a halt and tempers to flare.
9The Boundary DisputeDrunk: A:2D, S:3D, K:1D, P:2D. Lawman: A:4D, S:3D.Legality: Interaction DN 15 to de-escalate.A drunk claims the floorboards he’s on are Texas soil. He refuses to obey Louisiana law, creating a standoff.
10Border SkirmishRegulators/Marshals: A:4D (Firearms 5D).Combat: Sudden firefight (3D6 participants). Players must choose a side or find cover (3D damage per round if in open).A chaotic shootout between Texas Regulators and Louisiana Marshals breaks out right in the middle of the street.
11The FugitivePrisoner: A:4D (Stealth 5D), S:2D, K:3D.Stealth: Perception DN 15 to spot him. He offers a "Secret Map" (+2D to next Navigation) for a ferry ticket.An escaped prisoner from the Neutral Strip hiding under the boardwalks. He is terrified of the Vultures.
12The TollRegulator: A:3D+2, S:3D, K:2D, P:3D.Compliance: Demands 2 Gold. Equipment: Shotgun (5D damage).A local "Border-Straddler" claiming he owns this section of the boardwalk. Pay up or draw iron.
13Whistles in the DarkHazard Stats: DN 15 Strength: Stamina.Stress: Failure results in a -1D penalty to all Initiative and Willpower rolls for 24 hours.Psychological warfare. Invisible scouts stalk the party through the town alleys, whistling. No combat, just paranoia.
14The Runaway WagonWagon Stats: DN 15 Agility / DN 20 Strength.Impact: Failure to dodge or stop the wagon deals 4D damage to the character.A heavy supply wagon barreling down the sloped streets toward the river. Contains 1D6 crates of black powder.
15The Lame "Judas"Scout: A:4D, S:2D, K:3D, P:4D.Deception: Perception DN 18 to spot 1D4 hidden Thugs. Thugs use Nets (DN 15 Agility or be Entangled).A "traveler" with a "broken leg" outside the General Store. He is bait to pull the party into a back-alley ambush.
16The International StandoffLawmen (2): A:4D (Quick Draw 5D), S:3D.Reflex: Any Agility roll >10 by players causes both Lawmen to fire (5D damage).A Texas Ranger and a Louisiana Marshal in a Mexican Standoff at the border marker plaza. Everyone is watching.
17The Swamp FeverHazard Stats: DN 20 Strength: Stamina.Disease: If failed, lose 1 pip from Strength permanently every 24 hours until cured (Cost: 50 Gold).A character is bitten by infested mosquitoes near the river docks. The "Shattered" condition begins at dawn.
18Lone Star DeserterSoldier: A:3D (Rifle 4D), S:3D, K:2D.Social: Interaction DN 12 (Persuasion) to gain +1D to the party's next Navigation roll.A dying soldier with high-level intelligence about Vulture movements in the Neutral Strip. He has a "Shadow Cache" key.



Section 3: Tactical Maps & Key NPC Stats

The "Border-Straddler" (Veteran NPC)

  • Agility: 4D (Firearms 5D, Quick Draw 5D)

  • Strength: 3D (Brawling 4D)

  • Knowledge: 2D (Navigation: Neutral Ground 4D)

  • Perception: 3D (Streetwise 4D+2)

  • Equipment: .44 Caliber Navy Revolver (4D damage), Bowie Knife (Str+1D damage), tattered long-coat.

GM Secret: The International Marker Tunnels

Beneath the International Boundary Marker plaza, a series of dry, reinforced tunnels run from the cellar of the General Store to a hidden exit on the Texas side of the riverbank.

  • Access: Requires a Perception: Search (DN 20) or a specific "key" mentioned in a fugitive's map.

  • Tactical Use: Allows characters to bypass the Ferry Landing entirely, but the tunnels are narrow (counts as "Cramped" for combat modifiers).

Understood, Captain. Keeping the format tight and consistent is key for a professional-grade guidebook. Here are the essential town pillars—Dr. Logan, Marshal Thorne, and Madam Vee—formatted with the specific bullet points and sections you’ve established for the Shadows on the Sabine campaign.


Essential Town NPCs: The Pillars of Logansport

Dr. Benjamin "Stitch" Logan & The Medical Clinic Location: A sturdy, two-story frame house on the corner of Main and Second Street. The bottom floor is a sanitized surgery and apothecary; the top floor serves as a recovery ward.

Full Statistics (Open D6 Adventure/Fantasy)

  • Agility 2D+2: Medicine: Surgery 6D, Sleight of Hand 4D.

  • Strength 2D: Stamina 3D.

  • Knowledge 4D: Medicine: Apothecary 5D, Languages (Latin/French) 5D, History 4D.

  • Perception 4D: Investigation/Diagnosis 5D, Persuasion 4D.

  • Equipment: Surgical Kit (+1D to healing rolls), Laudanum, "Stitch’s Tonic" (restores 1D Strength pips lost to Fever).

Detailed Mechanics

  • The Fever Cure: Dr. Logan is the only NPC capable of halting the Swamp Fever. Treating a patient requires a Medicine DN 20 roll and 24 hours of rest.

  • Frontier Premium: Logan is neutral and expensive. Medical services cost a base of 50 Gold. Characters who cannot pay may be asked to "procure" rare herbs from the Neutral Strip.

Gamesmaster Notes

  • The Keeper of Secrets: Logan hears the deathbed confessions of outlaws and lawmen alike. He is a primary source for "Blackmail Hooks" or hidden location rumors.

  • Neutrality: If the players turn his clinic into a shootout zone, he will permanently ban them, cutting off their only source of healing in the region.


Marshal Elias Thorne & The Federal Office Location: A small, brick building near the Ferry Landing. It contains two iron-barred cells and a heavy oak desk covered in "Wanted" posters.

Full Statistics (Open D6 Adventure/Fantasy)

  • Agility 4D: Firearms: Navy Revolver 5D, Quick Draw 5D+2.

  • Strength 3D: Brawling 4D, Stamina 4D.

  • Knowledge 3D: Law Enforcement: Federal 5D, Tracking 4D.

  • Perception 3D: Search 4D, Insight 4D+1.

  • Equipment: .44 Navy Revolver (4D), Federal Badge, Heavy Iron Shackles.

Detailed Mechanics

  • Jurisdiction: Thorne's authority ends at the International Boundary Marker. He cannot legally pursue NPCs into the Texas side without a "Special Warrant" (DN 20 Persuasion to convince him to ignore the law).

  • Posse Call: Thorne can deputize the players, granting them a +1D bonus to Streetwise rolls when questioning Logansport citizens.

Gamesmaster Notes

  • The Letter of the Law: Thorne is rigid and humorless. He views the Neutral Strip as a personal insult.

  • The Reluctant Ally: He will hire the players to hunt Sabine Vultures but will disavow all knowledge of them if they are caught breaking laws on the Texas side of the river.


Madam "Vee" Vavvasseur & The Crimson Parlor Location: A well-appointed building at the end of the Commercial District, identifiable by the high-quality curtains and the lack of mud on the porch.

Full Statistics (Open D6 Adventure/Fantasy)

  • Agility 3D: Dodge 4D.

  • Strength 2D+1: Stamina 3D.

  • Knowledge 3D: Business: Information Brokerage 6D, Languages (French/Spanish) 5D.

  • Perception 4D+2: Persuasion 6D, Empathy 5D, Streetwise 6D.

  • Equipment: Small Hold-out Pistol (3D), Ledger of Secrets.

Detailed Mechanics

  • The Information Trade: Players can buy a "Secret" for 20 Gold. This provides a +2D bonus to their next Search or Investigation roll regarding a specific NPC.

  • Social Shield: Attacking Vee or her establishment results in a "Town-Wide Boycott." Prices for all goods in Logansport triple for the players for 1D6 weeks.

Gamesmaster Notes

  • The Social Hub: Vee runs the town’s information network. She knows which merchants are smuggling black powder and which Vultures are in town for supplies.

  • The Favor: Vee rarely accepts only gold. She prefers "Favors"—tasks that usually involve the players retrieving lost items or "persuading" a debtor in the Neutral Strip.



The Reverend Josiah "Hellfire" Blackwood & The River Mission Location: A small, weathered chapel made of driftwood and pine, located on a bluff overlooking the river. It serves as both a house of worship and a makeshift soup kitchen for those waiting to cross the ferry.

Full Statistics (Open D6 Adventure/Fantasy)

  • Agility 2D: Dodge 3D.

  • Strength 3D: Stamina 5D, Brawling 4D.

  • Knowledge 4D: Scholar: Theology 5D, History 4D, First Aid 4D.

  • Perception 3D: Persuasion: Oratory 6D, Empathy 5D.

  • Equipment: Large Leather-bound Bible (Heavy: 1D damage), Silver Cross, Tattered Black Overcoat.

Detailed Mechanics

  • Sanctuary: The River Mission is "Holy Ground." No NPC (including Vultures) will initiate a firefight within its walls. Breaking this peace results in a permanent -2D Reputation penalty in Logansport.

  • Spiritual Fortitude: Players who spend a night in the Mission can make a Willpower DN 15 roll to clear the "Stressed" condition from Whistles in the Dark encounters.

Gamesmaster Notes

  • The Compassionate Eye: Josiah sees the "cargo" the Vultures move. He is the most likely NPC to beg the players to rescue a captive, though he has no gold to offer—only "blessings" and information.

  • The Secret Cellar: Josiah hides runaway slaves and deserters in a hidden crawlspace beneath the pulpit. He is a primary contact for players working against the Press Gangs.


"Cappy" Miller & The Ferryman’s Office Location: A mud-streaked shack right at the edge of the Sabine. It houses the massive iron winch system and the logs of every traveler who has crossed since 1830.

Full Statistics (Open D6 Adventure/Fantasy)

  • Agility 2D: Pilot: Ferry 5D, Firearms: Shotgun 4D.

  • Strength 4D: Lifting 5D, Brawling 5D+1.

  • Knowledge 2D: Navigation: Sabine River 6D, Geography 4D.

  • Perception 3D: Search (Spotting Smugglers) 5D, Sense Deception 4D.

  • Equipment: Massive Iron Winch Handle (Str+2D damage), Heavy Ledgers, 10-Gauge Coach Gun (5D damage).

Detailed Mechanics

  • Gatekeeper: Cappy controls the only "safe" way across the river. If the party is in his good graces, he can "delay" a pursuing posse by "accidentally" jamming the winch for 1D6 rounds.

  • The Ledger: Reading Cappy’s logs requires a Security DN 15 or Persuasion DN 18 roll. It reveals exactly when specific NPCs or wagons crossed the border.

Gamesmaster Notes

  • The River Rat: Cappy knows the river better than any man alive. He can point out secret sandbars or "dead-water" spots where the Vultures hide their skiffs.

  • Stubborn as Silt: He cannot be intimidated. If the players try to bully him, he will sabotage the ferry cables, effectively trapping the party on whatever side of the river they are currently on.


Silas "Sly" Jenkins & The General Store/Post Office Location: The largest commercial building in town, packed with crates of salted pork, barrels of black powder, and the town's only telegraph key.

Full Statistics (Open D6 Adventure/Fantasy)

  • Agility 2D+2: Sleight of Hand 5D.

  • Strength 3D: Lifting 4D.

  • Knowledge 4D: Business: Trade 6D, Value 5D.

  • Perception 3D+1: Bargain 5D+2, Gambling 4D.

  • Equipment: Derringer (3D damage), Heavy Ledger, Keys to the Shadow Cache.

Detailed Mechanics

  • The Trade King: All mundane equipment is purchased here. A successful Bargain vs. Sly’s 5D+2 can reduce prices by 10% or allow the players to trade "vulture loot" for fresh ammunition.

  • Telegraph Access: Sending a message East costs 5 Gold. It takes 2D6 hours for a reply, which can provide critical intelligence or reinforcements.

Gamesmaster Notes

  • The Profiteer: Sly doesn't care about the war or the Vultures; he cares about the ledger. He is secretly selling supplies to Iron-Eye Silas. If the players discover this, he will offer them a "discount" to keep them quiet.

  • The Resource Hub: This is where the players can upgrade their gear. If Sly likes them, he might mention a shipment of "specialized" rifles or armor arriving on the next steamboat.



Antagonist Profile: The Sabine Vultures (Outlaw Press Gang)

In the shadows of the cane-brakes and the back-alleys of Logansport, there is no name more feared than the Sabine Vultures. This isn't a group of high-road bandits looking for gold; they are an "Outlaw Press Gang" that specializes in the trade of human grit. Operating out of the "Neutral Strip," they prey on the weary, the lone travelers, and the "border-straddlers" who have no family to come looking for them. Led by a disgraced former sergeant known only as "Iron-Eye" Silas, the Vultures use the geographic confusion of the border as their primary weapon. They strike quickly, usually at river crossings or narrow forest tracks, using weighted nets, saps, and intimidation rather than open gunfire. Their goal is to keep their "cargo" alive and relatively intact—at least until they can be sold off to the highest bidder in the lawless interior of the Texas brush or forced into dangerous labor in the swamp-logging camps.

The Vultures’ tactics are a grim reflection of the frontier they inhabit. They don't wear uniforms, but they often sport a "V" branded into their leather gear or tattooed onto their forearms—a mark of their loyalty to Silas and their status as outcasts from civil society. They operate with a cruel, mechanical efficiency, often utilizing a "Judas" scout who poses as a helpful traveler to lure victims into a well-placed ambush. Once the trap is sprung, the Vultures descend with a cacophony of whistles and shouts designed to disorient and terrify. For a player character in the Logansport campaign, an encounter with the Vultures is a high-stakes struggle; being "pressed" means a loss of equipment, identity, and quite possibly a one-way trip into the dark heart of the No Man’s Land.


Full Statistics (Open D6 Adventure/Fantasy)

"Iron-Eye" Silas (The Boss)

  • Agility 3D+2: Firearms 5D, Brawling 4D+1, Lasso 5D.

  • Strength 4D: Stamina 5D, Lifting 4D+2.

  • Knowledge 3D: Tactics (Ambush) 5D, Intimidation 6D.

  • Perception 3D: Search 4D, Streetwise 4D+2.

  • Equipment: Heavy Leathers (AR 2), Sawed-off 12-gauge Shotgun (5D damage at close range), Weighted Sap (Str+1D stun), The "V" Brand.

The Vulture "Judas" (Infiltrator)

  • Agility 4D: Stealth 5D, Sleight of Hand 5D.

  • Strength 2D+2: Stamina 3D.

  • Knowledge 3D: Acting/Disguise 5D, Languages 4D.

  • Perception 4D: Persuasion 5D, Investigation 4D+2.

  • Equipment: Hidden Dagger (Str+1D), Sleep-Sap Concoction (DN 15 Stamina or -2D Agility).

Vulture Thug (Rank & File)

  • Agility 3D: Brawling 4D, Melee (Club/Sap) 4D.

  • Strength 3D+2: Stamina 4D.

  • Knowledge 2D: Intimidation 3D.

  • Perception 2D+1: Search 3D.

  • Equipment: Rough Work Clothes (AR 1), Heavy Club (Str+1D), Shackles, 20ft Hemp Rope.


Detailed Mechanics for the Vultures

The "Press" Maneuver: The Vultures aim to capture, not kill. They use Weighted Saps which deal Stun Damage. If the Sap’s damage total exceeds the target's Strength roll, the target is rendered unconscious for 1D6 minutes per point of difference.

The Snare & Lasso: Vultures often lead with a Lasso (Silas: 5D). On a successful hit, the target is Entangled. This imposes a -2D penalty to all Agility-based actions (including Dodge). Escape requires a Strength DN 20 roll to burst the ropes or a full round spent cutting them with a bladed weapon.

Psychological Stalking: When the Vultures are tracking a party, they use "Whistle Calls." Every hour of stalking requires the party to make a Strength: Stamina DN 15 roll. Failure causes the Stressed condition, which is a -1D penalty to all Initiative and Willpower rolls for 24 hours.


Gamemaster Notes

Tactical Behavior: The Vultures are predators. They will never engage in a fair fight. They use the Judas to split the party or lure them into "Canebrakes" where the tall reeds provide the Vultures with Full Cover (+2D to Stealth).

The Motivation: They aren't looking for gold; they are looking for "recruits" to sell to labor camps or to fill militia quotas in the lawless West. If a player is captured, the goal changes from "Combat" to "Rescue Mission."

The "V" Brand: Captured players who are held for more than 48 hours are branded with the "V." This is a permanent mark that can be seen by Lawmen, often leading to the character being mistaken for a Vulture themselves later in the campaign.

Silas's Leverage: Iron-Eye Silas is a veteran. He knows when a fight is lost. If reduced to half-health, he will offer a "Parley," using any captives he has as a human shield to negotiate his exit from the scene.


Essential Town NPCs: The Border Fixers

"One-Eyed" Jack Beaumont & The Neutral Strip Exchange Location: A dilapidated shack built on stilts over the riverbank mud, technically sitting exactly on the boundary line. It serves as a combination pawn shop, assay office, and saloon.

Full Statistics (Open D6)

  • Agility 2D+1: Melee Combat: Knife 4D, Sleight of Hand 5D.

  • Strength 3D: Stamina 4D.

  • Knowledge 4D: Business: Money Laundering 6D, Value: Stolen Goods 6D, Law: Neutral Strip Loophole 5D.

  • Perception 3D+2: Bargain 6D, Gambling 5D, Sense Deception 5D+1.

  • Equipment: Weighted Gambling Dice, Heavy Iron Safe, Sharpened Bowie Knife (Str+1D+2).

Detailed Mechanics

  • Laundering: Jack can "clean" stolen goods or outlaw gold for a 30% cut. This allows players to sell loot that Marshal Thorne might otherwise seize as evidence.

  • The Loophole: If players are being pursued by the Law, standing inside Jack’s shack grants them a +2D bonus to Persuasion when arguing that the Marshal has no jurisdiction "on the stilts."

Gamesmaster Notes

  • The Fence: Jack is the middleman between the Sabine Vultures and the legitimate merchants. He knows where every stolen horse in the county ended up.

  • Double-Dealer: Jack is loyal only to the coin. He will hide the players from the Vultures for a fee, and then sell the players' location to the Vultures the moment they leave his sight.


Calamity Jane "CJ" Miller & The River Rats Location: Usually found under the ferry docks or navigating a small, flat-bottomed skiff through the cypress knees of the Sabine.

Full Statistics (Open D6)

  • Agility 4D: Climbing 5D, Stealth: Swamp 6D, Throwing: Harpoon 5D.

  • Strength 2D+2: Swimming 4D+2, Stamina 4D.

  • Knowledge 2D: Navigation: Sabine Backwaters 6D, Survival 5D.

  • Perception 3D+1: Hide 5D, Search 5D, Tracking: Water 5D.

  • Equipment: Fishing Harpoon (Str+2D), Waterproof Oilskins, Small Skiff.

Detailed Mechanics

  • The Back-Way: CJ knows the secret "Gator Runs" that bypass the main ferry. For 10 Gold, she can transport 4 people across the river undetected by the Vulture sentries or the Ferrymaster.

  • Swamp Guide: Having CJ in the party grants a +2D bonus to all Navigation and Survival rolls made within 5 miles of the river.

Gamesmaster Notes

  • The Unseen Eye: CJ is the 14-year-old daughter of "Cappy" Miller, but she’s wilder than the river itself. She sees the Vultures' secret camps because they don't think a "river rat" is worth watching.

  • The Hook: CJ is often the one who finds "evidence" floating in the river—a discarded Vulture brand, a message in a bottle, or a dead man’s boots. She is the perfect NPC to drop a mystery into the players' laps.


"Whiskey" Pete & The Mud-Flat Livery Location: A fenced-in patch of dirt and a lean-to stable on the edge of the Commercial District. It smells of wet horse and cheap bourbon.

Full Statistics (Open D6)

  • Agility 2D+2: Riding 4D, Teamster 5D.

  • Strength 4D: Lifting 5D, Brawling 4D+2.

  • Knowledge 2D: Animal Handling: Equine 6D, Veterinary 4D.

  • Perception 3D: Search 4D.

  • Equipment: Heavy Leather Apron (AR 1), Horseshoe Hammer (Str+1D), Flask of "medicinal" whiskey.

Detailed Mechanics

  • Horse Sense: Pete can heal an injured mount with a Veterinary DN 15 roll. He also sells fresh horses, though his stock is often "reclaimed" from the Neutral Strip.

  • The Heavy Haul: Pete owns the only heavy-duty drayage wagon in town. If the players need to move a large amount of cargo (or a captured Vulture boss), Pete is the only man with the gear to do it.

Gamesmaster Notes

  • The Town Drunk: Pete is usually half-cocked on corn whiskey, but he has the best ears in Logansport. People talk freely around him because they think he won't remember.

  • Reliability: Despite his drinking, Pete is fiercely loyal to those who treat him with respect. If the players buy him a bottle of the good stuff at the Crimson Parlor, he’ll hide their horses in the "back brush" where no Vulture scout will find them.


Conclusion: The Edge of the Map

Summary: This Gamemaster Guide provides the mechanical skeleton for the Logansport setting. By focusing on the environmental difficulty and the unpredictability of the NPCs, you can ensure that your players never feel truly safe, even within the town limits.

Final Takeaway: In Shadows on the Sabine, the goal isn't just to survive the outlaws; it’s to survive the border itself. Use the Open D6 rules to reward clever planning and punish those who underestimate the "Neutral Ground."




Crossing the Line: The Historical and RPG Guide to the Sabine Free State




Product Identity & Legal

The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges:

  • Campaign Setting: The specific fictionalized version of Logansport, Louisiana, and Logan’s Ferry, including the detailed layout of the Commercial District and the lawless "Neutral Strip."

  • Unique Personas: The characters and specific stat blocks for Dr. Benjamin "Stitch" LoganMarshal Elias ThorneMadam "Vee" VavvasseurReverend Josiah "Hellfire" Blackwood"Cappy" MillerSilas "Sly" Jenkins"One-Eyed" Jack BeaumontCalamity Jane "CJ" Miller, and "Whiskey" Pete.

  • Antagonists: The outlaw press-gang known as The Sabine Vultures, their specific ranking structure, and their leader, "Iron-Eye" Silas.

  • Original Lore: The "Shadows on the Sabine" campaign title, the mechanical implementation of Swamp Fever, the "V" Brand markings, and the Ferry-Trap tactical encounter.

  • Original Artwork: All maps, character illustrations, and logos provided by Angela Head 

  • The specific tactical and visual layout of the Logansport Map, the Ferry-Trap marker, and the Swamp Fever Hot Zone designation

Open Game Content: This work utilizes the Open D6 system; all game mechanics, attribute names (Agility, Strength, Knowledge, Perception), and Difficulty Numbers (DN) are Open Game Content under the OGL v1.0a. Historical facts regarding the town of Logansport and the 1806 Neutral Ground treaty are used for atmospheric purposes and remain in the public domain.

© 2026 Arthur Earl C. Hedges Jr. All rights reserved.

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