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Found 13 results

  1. To avoid spamming the board, I'm going to keep all my actual play posts in a single thread per scenario, rather than 1 per session. Also... is this a worthwhile thing to post, or are actual play threads not really a thing here? I don't want to be "that guy" who constantly puts threads on a forum that are meh or not really what the forum is for. Anyways, the intro scenario, a murder mystery on a caravan, ended with the players fully invested in their characters, which is awesome. Now the PCs are heading to Selgos. Lady Featherjoy is a noble of Selgos owes them favours for "saving her" from joining a cacodemon cult, and they intend to extract those favours from her to improve the caravan's business. Additionally, Dara possesses a strange magic item that she wishes to research more: an intelligent, musical axe that feeds off the psychic energy of crowds. She hopes one of the temples in Selgos has some information. Here is a quick "community sheet" for the caravan: Selgos, meanwhile, is going to be an awesome viper pit despite its small size (about 2,000 people). Here are some things I'm planning on simmering there: The year is 1623, and emissaries of Greymane are in the city trying to recruit Nimistori and mercenaries for their next glorious campaign into Esrolia. the PC Kullen, now a healer, is a disgraced Ditali warrior labelled as a coward and cursed for refusing to kill a fire priestess in Thonble on his first raid. The Cacodemon Cult is still active in Selgos. The Ogres are working toward trying to unleash a summoned cacodemon in the city. Featherjoy's family, is also in trouble. They turned to the cacodemon cult because they were getting pushed out of the market by another family (who maybe were also in league with the Ogres. Will the PCs try to save her family, or let them fall and spend their effort elsewhere? King Volusus of Jaraz plots to centralize his power over the Nimistori, and dreams of annexing Fay Jee and taking over Handra's sea trade <<Something Something 52 Tombs of Castelein Something>> The main thing I need to decide by Wednesday is a "bang" (to use Ron Edwards' terminology) that the players need to react to. I think it's something like, "The PCs arrive at the Featherjoy estate the same time as Greymane's recruiters, who are renting the place for their recruitment drive." The PCs will then be forced to decide if they're ok with Featherjoy getting in bed with the Solanthi.
  2. This was the final session of my murder mystery. At the end of last session, two key things happened: The party discovered the murderer of the caravan boss - a scholar who the boss was blackmailing into translating some ancient texts. The scholar poisoned the boss, demanding his freedom in exchange for the antidote. The Caravan Boss died rather than admit defeat, which shocked the scholar. The party discovered there is ogre trouble on the caravan! Well.... it's actually more complicated than that: A rich noblewoman was trying to join a cacodemon cult to save her family's fortune. An ogre, masquerading as a hunter hired by the caravan, has made contact with her The noblewoman's assistant witnessed the murder, and was killed by the murderer scholar. The ogre and desperate noble had nothing to do with the murder, but they also were aware things were going bad for them, so they fled into the woods. The party, deciding ogres MUST BE INVOLVED IN THE MURDER, grabbed the NPC Pralori warrior who is the head of caravan security, and they went to hunt the ogre down. The hunter NPC was tougher than any of the PCs. She's an ogre, afterall, and the big bad. But I didn't really expect things to go the way they did. So, 3 non combat PCs and a warrior NPC marched into the woods to find an ogre and human collaborator. I rolled this as a simple contested group challenge - the image I had in my mind is they're walking through the woods and a stream of arrows terrifies them and sends them scattering. ... However, they all rolled amazingly, and my poor ogre rolled horribly, resulting in a major victory for the PCs. Now, since they all took defensive moves, I didn't rule this as physical injury for the ogre. Rather, the ogre was now stuck up a tree in plain sight, and any attempts at moving or getting out of the tree would result in her having massive penalties. If she tried to get out of the tree, she was toast. And she knew it. The PCs, on the other hand, were aware she still had plenty of arrows. So... they decided to parlay. The ogre made an offer: She had nothing to do with the murder, but she'd happily give them the human noblewoman collaborator, in exchange for letting her go. At this point, the players, who are all new to Glorantha, stopped and asked me about Ogres, and then asked me about Chaos. After my explanation, which was very much an Orlanthi perspective (2 PCs are Wenelians, and 1 is a Trader Princess), they agreed to agree to the ogres deal, and then double cross her, cuz "Screw Chaos." 😵😅 Long story short, they set the tree on fire while throwing javelins at her. She rolled badly, and the NPC warrior rolled well, and she was squashed. They then bound the ogre, collected the human collaborator, and marched back to camp. And this is where things got rather special: the PCs gave all humans second chances: they acknowledged the caravan boss was a total bastard, so they let him go in exchange for the texts he was translating (they were treatises about water magic of all sorts). They also exacted many promises from the noblewoman to help them move into the trade networks around her city of Selgos, and she agreed. As for the ogre, well, they decided to have the caravan execute her as a public execution of sorts.
  3. FInished my 3rd session of my online murder mystery game. Here is a bulleted list of what happened: MURDER SOLVED: The PCs kept circling the mystery of 1+1, so I asked them to make some rolls for help putting pieces together. The players seemed totally ok with it, though I'm not sure that would have been the right move for all groups. Anyhow, because of this, things moved VERY quickly, and they solved the murder! Put simply, the Caravan boss was blackmailing many of the people on the caravan, including the PCs. One of the NPCs, a scholar from Saltcastle, who was being blackmailed did not appreciate the situation: he was given a very slow-acting but lethal poison, and was being forced to translate ancient texts for the caravan boss in exchange for the antidite. The NPC decided to turn the tables on the boss, poisoning him with something that was just as lethal but much quicker. In exchange for his freedom, the NPC would give the boss the antidote to HIS poison. ...The Caravan Boss, seemingly out of a heroic level of spite, decided to die instead. The NPC was not expecting this, and put him into a panic. Weekend at Bernies. One of the things the PCs all agreed to which I did NOT SEE COMING is that they have kept the murder of the boss from the rest of the caravan. Play has been a bit too fast for me to really make this an issue, but it's still hilarious to me. In the 3rd session, they FINALLY informed the caravan's head of the watch, a hulking pralori warrior with a hyper-intelligent elk. They learned how to use Hero Points in their attempts to chill the Pralori out, who was feeling very unhappy about being lied to. Those poor, innocent... Ogres? One of the other NPCs on the caravan is noblewoman and a cacodemon cultist. An actual ogre had infiltrated the caravan as a hunter to make contact with her to set up Cannibalistic Schemes (tm) for the city they were arriving in (Yolanda). Unfortunately, a murder occurred they had no part in. Worse, the noblewoman's personal servant witnessed the poisoning and murder. Worse, there were rumours on the caravan about ogres already. All of this has made the ogres start to panic, and they have fled into the wood. When the PCs realized people had fled the caravan camp, they immediately searched the tents, and found cacodemon ritual items. They are now convinced the ogres had something to do with the caravan boss' death, and they are putting together a posse to go into the deep upper woods of Maniria, chasing after chaotic cultists, cuz PCs gonna PC. It's very easy for me to find things I didn't do well, but the fact remains my players are having a blast. Next session will be the last of our little mini-campaign, and then we'll decide what to do next. At least definitely wants to keep his current PC. It is entirely possible I will spend the entire summer running a relatively light-hearted, social skill-heavy Manirian caravan campaign. And that makes me happy.
  4. RuneQuest: The Broken Tower – Week 1.1 Now available on YouTube! Watch Pookie run The Broken Tower from the RuneQuest: Roleplaying in Glorantha quick-start for Seth Skorkowsky, Bud of Bud’s RPG Reviews, The Tweed Meister, Orcusdorkus, and James. https://youtu.be/tY-IRpWnmKs
  5. Tomorrow night is my second session of my online HQG game, Caravan Calamity. Last session, the PCs discovered the body of their Caravan boss, started collecting evidence at the scene, and also became worried about the social-political consequences of the boss dying. As all three players are new to Glorantha and Heroquest, I am slowly bringing them up to speed. Setting-wise, they are aware they are on a caravan, and they know Elves are humanoid trees. This session they'll be introduced to Chaos, or at least the threat of Chaos, as someone will be starting a panic that there is an Ogre on the caravan! The ACTUAL Ogre on the caravan is rather upset at this rumour, as he's far too smart to kill the head of the caravan in the middle of nowhere.... that's just stupid. In terms of rules, I'm introducing extended contests and using Hero Points. Core things I know: I know who actually killed the caravan boss: a Trader Princess on the caravan, who is trying to taker over his freelance spy network. I know this was witnessed by a scholar from Solung who is on the caravan. The murderer is currently unaware of this, but if the players are sloppy they may inform her. I know which NPCs care, don't care, and are happy the caravan boss (who had a penchant for blackmail) is dead. I'm planning on re-reading the rules on long-term benefits to make sure I know how that works, so there is a mechanic to help them put the pieces together if they don't themselves. So... yeah. Wish me luck. I'll be back over the weekend to let yo uknow how it went.
  6. So, Wednesday night I had my first session of my new mini-campaign. Caravan Calamity is set in Maniria. A trading caravan of wagons and horses is travelling between Jaraz and Yolanda, when one morning the head of the caravan, Road Baron Abbanes, is found dead in a pond. The PCs The PCs all work on the caravan: Kullen is a Ditali Wenelian who is the cook and healer of the caravan. He has been with teh caravan, and with Abbanes, for years. Arlette Scalecoin is a textile merchant from Jubal. She is very likeable, likes creature comforts, and this is her second season with this caravan. Dara is an entertainer with a rough past that has left her suspicious of others. Key NPCs Abbanes, aka "Honest Benny" is a roguish figure who has made and lost several fortunes over the course of his life. He has schemes within schemes, and half the caravan is currently blackmailed into working for him. Lyobun is benny's extremely high strung assistant who knows exactly how much money is invested where. Neurotic and loyal, he is the mirror image of Benny. Bui Six Point is the head of the caravan guard. He is a Pralori, he is tough, and he is mean. I described him as "Jayne from Firefly, on an elk." Mosscalm is a female hunter hired recently as a scout. Very private, and not good at social interactions. She's much better at staying motionless in a tree until game wanders by. Lady Featherjoy is an aristocrat from Selgos travelling with the caravan and constantly complaining about the lack of luxuries. Toff Redscroll is a scholar from Solung who may or may not be a fire mage. The players all started the game knowing this was going to be a murder mystery, that it was going to be "PG-13", and that none of teh PCs were going to be the murderer.
  7. Welcome I want to share my current play through of Pendragon I've started a few weeks ago with two of my friends! This forum has been a trove of useful information for prepping my game and I wish to get a generous check (or is it pride that drives me here?) sharing the fruits of that labor. Currently we've done: Session 0/Chargen, 485 #1 and 485 #2. You may remember my face as one of those from Steven Lumpkin's actual play a few years back. Well I've come back and running my own. We're definitely making some rules mistakes here and there, but overall we're getting better and faster with the ruleset as both myself and colin have played some Pendragon before. Here's our two knights as of the end of 485! If you want to catch it live, we play 4-6pm PT on my twitch channel!
  8. After being cheered on by the people in the Discord, I finally took the leap and decided to write something about my current game. Without further ado: The Pendragon Chronicle A Chronicle detailing an Attempt to Play the Great Pendragon Campaign. Welcome to my little attempt at the great white whale of Roleplaying Games. I’ve always had a thing for the tales of King Arthur, and this spoke to me in a lot of ways. A few years back, I had the pleasure of playing Merlin on a Danish RPG Convention, where we retold the mythos in our own version and it was a blast, which made me consider how one could tinker with the legends that we all know and love. I recently got enthralled by someone’s review of Pendragon, and I think what really pushed me into doing this, was reading John Wick’s eulogy for Greg. I sat down, and began to read Pendragon which soon made it clear that I at least had to make an attempt to play this sublime game. So, I bought a *lot* of Books, and within days, I had four players lined up to give it a go. I began the game before knowing that 480 was an option, and I’ll probably deviated a *lot* from the established form and story. But, that’s the beauty of the GPC and Arthurian mythos. There is no wrong way of doing it. A few months ago, I picked up Book of the Sire, and began rolling a test character. Then, my players got their shot, and this is what we came up with. (The completed Lineages can be found attached. I've tried to dramatize them as much as possible, but it's not always as rivetting reading as it could be.) Reccared de Toulouse a Squire born to a true and noble Knight of a proud Aquitanian tradition, Sir Perrin de Toulouse, who fought as a mercenary under Aurelius Ambrosius and later with Count Roderick and King Uther. Sir Leander, disgusted with the state of his Aquitanian King, rode with his uncles and brothers to heed Aurelius' call and gained land in Salisbury through his deeds, which included the defeated of two Saxon champions, first at Exeter and later at Maisbeli. At the beginning of the campaign, word of his father's demise at Eburacum has just reached him, making him the character who has known his father for the longest time. Reccared is well-schooled in the blade as well as the Venery of his people, and has inherited the family blade, Aljan, a spatha claimed in combat with the Romans. Graid ap Owain A young Cornishman of Ascalon, son of Sir Owain Y Marchog, who was Gorlois' friend and a Knight famed enough to lead an Eschille, yet ended his otherwise glorious days a few years back, when his horse tripped in a molehill. Truth be told, Graid might be the oldest of his siblings, but he has a plethora of younger brothers and bastard brothers, as his father might have not been the chastest of Knights. (and some claim when he had that accident, it was to escape a furious husband following one indiscreet tryst too many) Graid is a proper Cornishman, raised on the stories and legacy of his people and have an especially a healthy hatred of Irish, but have squired in Salisbury after his father's death, as the only granted part of his estate was near Sarum. His family still aspires to reclaim their ancestral lands, but the new system of feudalism has caused it to shift hands to another family. The Marshal, Sir Elad praises the lad for his Just nature and skills with the spear and lance, it is widely known that his skills in falconry makes him quite the hunter. He is by far one of the most light-footed people in the land (Dex 17). And, like his ancestors, he's a very good rider. (Ironies of Ironies...) Aldwyn ap Morien Descendant of a Cumbrian family with roots in Roestoc, who were first dispossessed by Vortigern, fought diligently with Aurelius to reclaim their lands, and then dispossessed once more when the Great Wyrm ravaged Roestoc. Here, Aldwyn's father, Sir Morien the Piper, died in a glorious last stand in their family manor. But, his sacrifice meant that Aldwyn is alive and has been bethroated at the game's start to the heiress to the Salisburian knight Sir Daffyd of Newton, who used to be Roderick's Butler. He is the only surviving trueborn son of his father's name, but have five strange sisters, two of which are wed. Like his father before him, he is tall as a tree with a Size of 19, but is not all that strong. Aldwyn is also a Pagan, and a gifted player of the bagpipes. He is also a Just man, with far too much Pride for any Christian, but enough for a Pagan. Aurelius Sertorius Aurelius is the youngest male scion of the Sertorius family, a lauded lineage from Dorsette. His great-grandfather was a commander of Mascen Wledig, his grandfather was a fierce defender of Roman values, even after having lost the Empire, who ended his days as due to the politics surrounding the lost sons of King Constantine, shanked in a dark Dorsette street. His father, Gessius, was a loyal follower of Prince Aurelius, and fought alongside the Prince for years, and Gessius even named his son after the man he idolized. Unfortunately, Gessius lived for his true king, and died to Saxon spears at Exeter protecting said King. The children were raised by Gessius' brother-in-law, the Bishop of Salisbury, who was appointed caretaker of the lands that Gessius had been awarded posthumously. That was wordy. I'll be back tomorrow with the stuff from the first session. The Lineage of Sir Graith ap Owain.pdf The Lineage of Sir Reccared de Toulouse.pdf The Lineage of Aurelius Sertorius.pdf The Lineage of Sir Aldwyn ap Morien.pdf
  9. It’s complete! Yes, Play from Ponape has completed its playthrough of The Broken Tower, the scenario from the quick-start for RuneQuest: Roleplaying in Glorantha. https://anchor.fm/play-from-ponape/episodes/PfP--RuneQuest-Roleplaying-in-Glorantha-1--The-Broken-Tower-part-1-e4eb0g
  10. We have a new Horror On The Orient Express campaign on the DungeonsDeepRPGs Podcast! We will be running the ENTIRETY of the game, and putting our own twists and such into the game. It will surely be unlike any HOTOE campaign you've seen. We are very granular and take our time to roleplay and investigate. Here's our Episode 1 Blurb and Apple Podcasts Link (it is available on all major podcast platforms): A Doctor, a Professor, an Illusionist, a Priest, and a WWI Demolitionist are brought together by a one Professor J.A. Smith to investigate some paranormal activity in Cornwall, England. What could possibly go wrong? https://podcasts.apple.com/us/podcast/call-of-cthulhu-1-the-cornwall-carriage/id1470820702?i=1000444920143
  11. [PfP] – RuneQuest: Roleplaying in Glorantha 0 – Character Creation part 1: Play from Ponape begins character generation for its forthcoming RuneQuest: Roleplaying in Glorantha campaign set in and around Apple Lane. https://anchor.fm/play-from-ponape/episodes/PfP--RuneQuest-Roleplaying-in-Glorantha-0--Character-Creation-part-1-e49qq9 #PlayfromPonape #RuneQuest #Glorantha #AppleLane #Podcast
  12. Hello! My friends and I have produce an actual play 7E Call of Cthulhu podcast called Other World London. The game follows the women of the Royal London Spiritualism Society as they pull back the veil between our world and the next. We edit each episode as well as add music and sound effects. If you're interested, you can check it out on one of these platforms: iTunes/Stitcher/Google Play/Listen Notes/Podbean/
  13. The axiom that no scenario survives contact with players was proved during a fantasy session today with my wife and kids. I ran an adventure published in one of the BRP contest books. My players found the important clue but decided to skip town when the bad guy's henchmen began following them. Unfortunately, they decided to leave the city in the middle of the night, while the gates were shut and guarded. An attempt to sweet talk the city guard failed, so they chose to fight despite the troops having superior numbers. After two of the player-characters were badly wounded, they ran away, having killed three guardsmen. They're now hiding and healing up.
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