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Firebird01

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Posts posted by Firebird01

  1. Chapter nineteen of the saga where our heroes encounter the undead (again), Crimson Jack gets hit a bit and they finally make progress with the map.

    As part of this campaign to fit in with my plot and backstory I have replaced the idea of a medicine bag for the Shamans with that of tribal masks (same effect just different appearance) I have attached photos of the mask the player running Wise Shark has constructed (real sharks teeth on there!).

    Also attached the usual journal and the finally completed treasure map. (now their troubles really begin).

    IMG_20200229_214131.jpg

    Pirates and Dragons Ye Legacy season 1 part 19.pdf Treasure Map 9 parts.pdf

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  2. As we are in lockdown does anyone out there have any recommendations, ideas, thoughts or rants on a suitable platform for remote gaming? Hopefully something that is bandwidth friendly as I am keen to keep my games going throughout the current emergency, no virus is going to stop my PCs from killing themselves in other interesting ways.

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  3. Here be chapter 17 of the ongoing story, apologies for the delay, blame the real world for interfering in important stuff.

    In this chapter we learn of a cunning plan, witness the slaughter of sleeping men, observe a pitch battle and learn the fine art of hostage taking. Also the GM has to send a letter of complaint to The ACME Minion and Henchman Hiring Agency - bemoaning the quality of the hirelings used for this adventure,  culminating in sentries who cannot see their own feet, soldiers who drop their own weapons and in one case stab themselves in the stomach, officers who sleep through attacks and the whole lot having the moral fibre of a wet paper bag meaning that they run away at the slightest provocation!

     

    Enjoy

    Pirates and Dragons Ye Legacy season 1 part 17.pdf

  4. Of course if they are messing about in the tainted lands any right thinking Puritans will take a dim view of any taint shown, it being the result of that work of the Devil - Alchemy. See the attached handout I used with my players just to liven things up a bit and add to their troubles.

    Witchfynder Procalmation.docx

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  5. Speaking of Hero points, major evil NPCs can have them too (should that be Villain points in their case?), also levels the playing field a bit. have fun with the tainted lands, refer to BRP rules for some nice mutations and weirdness, the odd rain of frogs is good especially when it changes from frogs to sheep!

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  6. Indeed, let the story guide the action and if you have to skirt round a rule or two so be it.

    I also found that characters with high persistence/resilience and some hero points made spell casting against them a pretty low return strategy until we ruled that, as in other spells where the resit is dodge which you can only use if you have a dodge left, any resist role counts as use of a reaction and therefore opens up the lethality of combat once again. This means they have a choice - do I dodge the cultist who has just slashed at me with a two-handed claymore for potentially crippling damage or do I save it for when the dear little apple seller with a twinkle in her eye does something arcane and deadly?

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  7. I tended to use them in the background at first and threw in lots of supporting coven members and cultists etc. plotting and scheming on their behalf. Also have the characters meet the witch in a social situation where a bit of flirting with the most attractive party member could result in the witch picking up a lock of hair or similar without them being aware, allows for satanic possession (home brewed spell needed for this) and inter-party strife (always good fun for the GM). I tended to vary the power of spells to suit the current strength of the party scaling up or down and limiting effects as necessary. Watch out for high MAG values  as this can make your witch serious lethal or almost impossible to hit is they are using spells to protect  themselves such as For to Protect Against Weapons (a witch with double figure MAG is a really tough opponent. However, as I found out, the accrual of fatigue by witches when casting can soon turn them from 'Mistress of the Night' to 'Wheezy Old Lady' pretty quickly (again hence the need for minions).

    I also introduced white witches who could be consulted and persuaded to provide protective charms etc. so as to at least give the party a chance when confronting a powerful witch in a big set piece.

     

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  8. No problem always pleased to share.

    May all your the PCs in your game be eternally, confused, entertained, frustrated and elated in equal measure and may they never suffer the curse of the seven snotty orphans.

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  9. I have attached mine which were made in no particular order except that I always have the one named GM1a front and centre as it has the various character details on it in case I need to do any secret dice rolls etc., the others are I have all laminated so I can swap them out as the need arises - Feel free to amend as you feel fit as stated it was just tables etc. fitted together as and when, no thought for coherency.

    NB These are actually currently in use for Pirates and Dragons and have continuously evelved but should be easily edited back to renaissance basics.

    NNB Things like weapons ranges and some other items may vary from the base rules as we tweaked a few things during play to iron out a few perceived anomalies and this is still ongoing!

    Stats for GM.docx Stats for GM1a.docx Stats for GM2.docx Stats for GM3.docx Stats for GM4.docx

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  10. Here be attached part the 14th of the ongoing saga in which further encounters with the strange beast occur, pacts with spirits made and much swimming and running about done by all.

    As promised credits to the following (taken From Basic Roleplaying Monograph #0378, 2009, Chaosium)

    1. The River Terror by William Nobel for giving me the setting, Old Argus and the beast.

    2. The King, The Maiden and the Mad Man of Las Islas de los Muertas for, earlier in the campaign, giving me flesh on the bones of Jack Swafham (The King of Esbania)

    Thanks guys and big respect and all that stuff.

    Mind you being Pirates and Dragons you've got to expect a bit of plundering and looting now and then - even by the GM

    Pirates and Dragons Ye Legacy season 1 part 14.pdf

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  11. Quote

     

    Part the 13th (unlucky for PCs) now uploaded in which fun is had on Isla Fecunda and a crocodile may or may not be significant.

     

    A big thank you in advance to the authors of two BRP Monograph adventures (full details and credits to follow when it is no longer critical to keep it secret from the players) a great aid to the GM who has not had time to prepare and has his PCs get through stuff by good rolls a whole lot faster than expected thereby leaving me needing a quick fix.

    Pirates and Dragons Ye Legacy season 1 part 13.pdf

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  12. Oops,

    Think I got confused with another inn later in the campaign, they all blend into one after a while!

    I think the Strangled Kitten episode only resulted in one PC getting possessed by a witch and a side quest of rescue whilst avoiding booby traps and undead in her farm house, my players tend to go off script at the slightest hint or minor clue from me, shame!

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  13. As I remember it went something like this -

    1. An alchemist fumbled and blew out the back wall of the inn when his philosophers stones went critical (much use of hero points to survive the blast without losing significant body parts) and left the building unconscious on a stretcher.

    2. A Highwaywoman (and unbeknownst to everyone else a witch) took her leave by means of magickal flight.

    3. A cavalier fop and samurai alchemist made a good fist of the start of the fight but eventually decided surrender to the enemy forces was the best chance of survival (even then it was a close run thing to get the players to even consider surrender and the threatening of innocent by-standers was needed to tip the balance)

    This provided further hours of endless fun involving escape form prison, stolen iron horses, secret witchcraft, the usual crop of blind and deaf guards and a parliamentarian who found she could turn into a bear.

    In seriousness the party must consider either surrender or flight as these are the only means of survival - a full blown fight means it's new character time.

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