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  1. Hi All, I've released a new scenario of Stormbringer 5th edition over on www.stormbringerrpg.com - The Brides of Pyaray. Chaos hides everywhere amidst the Young Kingdoms, fanned by the desires of mere mortals who lust for riches, power or eternity. In even the most law abiding of communities the worshippers of chaos can thrive, hidden in plain sight! In The Brides of Pyaray, the characters are lured into a mystery of their own making, where their desire to make good leads to an adventure offering dire consequences… does one dare ask; what indeed beckons the brides of the Tentacled Whisperer of Impossible Secrets? You can find it as a free pdf here - http://www.stormbringerrpg.com/?p=3695
  2. OK, I’ve just uploaded my new short RuneQuest scenario to the Jonstown Compendium: https://www.drivethrurpg.com/product/307504/The-Duel-at-Dangerford?affiliate_id=392988 It's called The Duel at Dangerford. The scenario itself is a couple of dozen pages long, and since only gamemasters and confirmed non-combatants are ever likely to pick it up, I thought it’d be a good place to share some colourful ideas I came up with for The Smoking Ruin and The Dragon of Thunder Hills as appendices. Rated the "Hottest Community Content" on DriveThruRPG! "This is wonderful. The absolute love for the setting hits you straight in the mouth." -- Michael Kirkbride, Concept Artist & Writer for Morrowind.
  3. Six Seasons in Sartar, a coming-of-age RuneQuest campaign by Andrew Logan Montgomery, is available now from the Jonstown Compendium (144 pages, $19.95 in PDF / $39.95 printed hardcover). And it’s brilliant. If you are at all interested in RuneQuest or Glorantha, buy this book. It’s an introductory campaign to get new players into RuneQuest: Roleplaying in Glorantha, extensively playtested and beautifully presented. It contains episodes and scenarios that can be plugged into any game set in Sartar: you don’t have to be children of the Haraborn clan to use this book. It contains background on and fully worked examples of heroquesting, one of the more confusing aspects of Gloranthan games, fully integrated into the life of the Haraborn clan - which is presented in cult writeup format, because cult is culture, don’cha know? (Genius idea) It has neat tricks for presenting NPCs, inc. a Rune-rating based personality notation schtick I will shamelessly steal for my own future works, and is framed within a wonderful metafictional conceit that has liberated me to think the previously unthinkable. tl/dr: Buy this book. Thank me later. https://www.drivethrurpg.com/product/313871/Six-Seasons-in-Sartar?affiliate_id=392988
  4. Hi folks, I'm from Brazil, and I started writing my ideas for CoC, and I'm going to publish them on the Miskatonic Repository. This is the first of them: http://tiny.cc/mi0zsz MYTHOS EXPLORERS #1 - DOOR TO THE SKY (PAMPHLET ADVENTURE) This is a pamphlet with an adventure structure for Call of Cthulhu 7th. Print, fold, and play. This is an ideal adventure for a short game, lasting an hour or two. The text presents the idea of a complete scenario, with scenes and clues and a new alternative rule for skills. Keepers can add their own ideas to create a bigger adventure or start a campaign. A few minutes of reading, some hours of fun. This pamphlet is great for one-shot games. Did you get together with friends and now want to play something quick, just for fun? One of your group's regular members missed the game, and you want to play an alternative scenario with a few hours of mystery? This adventure is for you. Just a few minutes of reading, and you will be ready to play. By purchasing this product, you will receive: • A two pages PDF with an adventure pamphlet. •A two pages PDF pamphlet with four Pre-Made Investigators. PDF files have layers with the options for COLOR and BLACK and WHITE. • Include files to print it on Letter and A4 paper sizes. This product may undergo regular proofreading. Check this page for the latest updates. If you find typos or grammar, have some suggestions and comments or think something needs to be different in this product, please let me know.
  5. Jonathan Webb's third Sandheart scenario is out now in PDF from the Chaosium's Jonstown Compendium web store on DriveThruRPG: TRADITION. This book is lavishly illustrated, with artwork by Mark Baldwin, Kris Herbert, Jacob Webb, Ludovic Chabant and Beverley Webb, and cartography by Jonathan Webb, Diana Probst, Kris Herbert and Nick Brooke. I did the layout, because I loved reading the scenario so much when Jon sent it to me for feedback. My marketing spiel: "This scenario is just beautiful, it's pure Glorantha. You want a hero-questing dungeon-crawling police-procedural martial-arts siege situation, featuring weaponised bison, ninja raids, hot archival action and a hippy VW camper-rhino? Jon's got you covered.” Link: https://www.drivethrurpg.com/product/319251/Tradition-Sandheart-Volume-Three?affiliate_id=192945
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  10. A mini scenario that sits between the second and third scenario of the GM's Pack, with a tie-in to another product... War in Winter.pdf
  11. The Rod of Sekhmet, a Mythras adventure module run at Dundracon 42, on February 17, 2018, has been posted in the "downloads" section.
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  16. I'm new to the paper-pencil-dice RPG, and want to know some-thing: I read that Mythras allows for quick and exciting action, the kind you get in hollywood movies. This made me think of converting an old action-oriented side-scroller arcade game, Ghosts 'N' Goblins (1985), into a scenario. Question: would this "work"? Or would it get quickly slow and boring? Would it be only for advance players to survive? What if you made it less lethal--would it still be exciting? It looks like it would be fun to explore such areas in the video game, but would it still be fun as a RPG, to enter GnG's graveyard, forest, and mountain with your friends?--or would it be just too lethal and unplayable? Will it be a flop, and if so, then what would you have to add to make it "work"? --Thanks, Erico.
  17. I am writing a Call of Cthulhu scenario, and was wondering if this sounded like one that would be fun to play? A group of occultists took up lodging in a small town in the heart of the Pennsylvanian forests when they discovered an ancient underground Pawnee burial chamber for which they had been looking for a decade. Inside was a tall stone altar, large rectangular slots cut into its sides. On top of it, surrounded in green flames, an animal skin scroll rested; the final teachings directly from an Ancient, containing vast power. But in order to get past the fire to their prize, the occultists found that they must find specific people to place within the slots cut into the altar. These persons needed, described in archaic writing throughout the temple, must be those who had committed specific wicked deeds. So the occultists set up a shop in the small town, and began to kidnap those they needed over the course of ten years. The last victim, a young schoolteacher named Sarah Marneski, has a childhood friend in Harrisburg who contacts one of the investigators. She asks for help in finding Sarah after receiving a concerning letter from her and finding her friend disappeared from the small town. The investigators must follow clues concerning the various disappearances in order to find traces of the cultists and discover the temple where their ritual is almost complete. Thank you for taking the time to read this. I would appreciate any and all advice and constructive criticism you may have.
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  19. Here you can read a review of the latest scenario released by The Design Mechanism, written by Darvin Martin: http://elruneblog.blogspot.com.es/2016/12/resena-xamoxis-cleansing.html It's in Spanish. I know, I could have written it in English, but I'm too lazy. Besides, I don't know if I'd have enough audience for the effort... Still, you can use the Translation gadget on the right margin!
  20. http://www.drivethrurpg.com/product/198941/Secrets-of-Blood-Rock--FREE-TASTER http://www.drivethrurpg.com/product/198942/Secrets-of-Blood-Rock In the northwestern reaches of The Vale rises an odd mountain of dappled red and grey stone. Maps call this place Pied Peak, but in the nearby town of Crafton it is known as Blood Rock. That name is shared by the village on the mountain, a quiet settlement with an unsettling ambience, and a dubious history. Days ago a well known peddler returned breathless and pale from that isolated hamlet, bearing a tale of mystery and woe. Villagers are disappearing without a trace. A patrol was dispatched to investigate, but no report has been received. Even the normally calm Lord Reval is concerned. Someone must act—now. Winter comes early to these parts, and who knows what might happen next? SECRETS OF BLOOD ROCK is a MYTHRAS fantasy/horror adventure set in The Realm, as are Book of Quests and Hessaret’s Treasure. Those supplements present useful background information for this setting, but are not required. This standalone investigation of the weird and terrible is designed to be integrated easily with your existing fantasy campaign. It is intended to offer at least three sessions of play and probably more, depending on your group's style and the decisions of the players. It can serve as either a long adventure, or a story arc within a larger campaign. In TV terms, it is a miniseries: more than a regular-length movie or two-part episode, but less than a full season. This scenario’s structure calls for both “linear” and “sandbox” styles of play, at different points. The beginning presents a traditional setup, with numerous hooks for seamless connections to character backstories and motivations. The main part calls for an investigation, turning the players loose with many choices about what to do next. Those decisions still occur within the framework of the larger plot, though, which funnels back into a structured climax. This is meant to promote roleplaying, creativity, and player autonomy, while maintaining a clear, resolved, and manageable storyline for the Games Master. SECRETS OF BLOOD ROCK is designed for four to eight characters run by experienced players. Running fewer than four adventurers is not recommended, and the Games Master is encouraged to use as many of the non-player characters as desired to round out the party. The numbers of allies and adversaries are strongly adjustable. Any type of character might prove useful on this adventure, and variety makes for a strong group. Rest assured, there will be violence, so physical prowess is welcome, but the central investigative aspect means that players who formulate a party without social skills do so at their peril. Still not sure about this one? Download the FREE TASTER for a bit more--but beware of spoilers! OLD BONES PUBLISHING strives to provide high-quality writing in a stylish, minimalistic presentation. Thanks for your interest! Please direct any question or feedback to old.bones.publishing@gmail.com. Please do check it out, and leave a review at DTRPG. Happy gaming!
  21. Version 1.0.0

    75 downloads

    A conversion of the original DSN scenario to the BRP crossover rules developed in the Cyberpunk Setting thread.
  22. I have played around with this simple mind mapping scenario tool for a while now: http://omjonasson.se/rollspel/nodes/ You can change the setting between Fantasy and Serenity (ie. sci-fi, not buddhism), and either generate a complete mind map at the push of a button or add random nodes/relationships as you go. Relationships and nodes are sometimes described in a few words too; just enough for creativity to kick in. I found this to be ridiculously addictive : ) Click, see if i can make up a story, click again, new story, click again, new story…..
  23. Inspired by Tales of Terror published many years ago for CoC (and living a life of its own in some forum back then) I have written a handful of scenario seeds following the same concept but for sci-fi settings. Here is the first one. Feel free to contribute more seeds! I'm trying to stay under 800 words and after a short introduction three different developments are described. I'm also tagging them with a couple of descriptive terms for ease of use. The Theatre #terrorism #investigation The way the small theatre jokes vicsiously about the indigenous alien minority is not the worst - now they are suspects in a series of bombings. An old representative of the aliens', Socorro Nan Tali, makes contact with the characters. S/he, and many with her/him believes that law enforcement is not doing enough, and asks the characters to investigate both the theatre and the bombings. Something must be done before more people are hurt. 1. The connection between the theatre and the bombings are false. Visiting the theatre it is soon obvious the ensemble members are nothing but comedians, though not very good. Searching the last bomb site, an i'Dreeni sacred place for meditation, turns up both DNA and unusual ingredients not previously found, pointing in the direction of a small racist community on the outskirts of the city. Going after them with brute force will make them fight fiercely, with the characters probably needing help from the police, but infiltrating the community and spying out the masterminds of the attacks results in less bloodshed. 2. The Living Theatre of i'Dreeni is indeed a radical group, going from talking to action under the influence of a new member, Guerau Clara from a small racist community on the outskirts of the city. Sneaking around in the theatre will turn up both suspiscious behaviour and bomb-making ingredients. But catching the terrorists in action is not so easy... (see above). 3. A new member of the theatre, Guerau Clara, is actually an agent from neighboring planet Gerdr, trying to destabilize i'Dreeni by exploiting the suspicions between the two species. As a professional he leaves very few traces, but as he is quite bad on stage, he's been forced to bribe the leader of the theatre, Biel Leek, to not be kicked out. In a hidden compartment in his small flat a communications device can also be found. A simple but tedious tracking procedure will after a while give all the answers. The i'Dreeni: Amphibian humanoid (Strangeness 2) with fish-like scales and spindle-shaped head and limbs (limbs almost appearing to be segmented). Behaviour: Patient. Living in monogamous hermaphroditic pairs, taking turns giving birth, and at old age becoming a third middle sex. Appearance: Human-like in general body plan and size. Well camouflaged in i'Dreeni coastal landscape (light colors - beige, pale blues, light grays): -20% in Spot skill when trying to see an i'Dreeni. Large eyes with third semi-transparent eyelid mostly used underwater. Functional clothing. Communication: Sound. Two versions of language: One complex for use in air and a simplified version used underwater often over large distances. Skills: Swim 90%, Hide 75%, Stealth 75%. Natural weapon: Low-poisonous sting on wrists to stun prey when hunting. On humans the symptoms are dizziness for 30 minutes (all skills at -20%). The i'Dreeni are living off small water-dwelling lifeforms and algae, hunting and farming them in terraced systems of pools. Simple, open, rural buildings are scattered in small groups, often interconnected with the pool systems, with both wet and dry areas indoors. Have graciously shared their planet with various alien lifeforms for about 100 years, slowly becoming a minority. The i'Dreeni are mostly rural while the aliens (many humans among them) cluster together in small cities. They use high technology but mostly avoid it.
  24. Aces High is a mythical western supplement. It’s a different time, a time where violence is an everyday occurrence on the frontier of Civilization. A time of six gun shoot outs, red skins on the war path, dying cowboys under a desert sun. A time where the people drag a living from the land of dreams. Violence is an everyday occurrence on the frontier of Civilization. Dust swirls around a crimson sun, reminding every one of their possible success, telling them of their mortality. Prospectors are raping the hills for precious metals; dumping their waste in the fresh, clear rivers. Buffalo hunters slaughter vast herds of buffalo for their valuable pelts, leaving a wake of rotting carcasses, a mountain of bone and skulls. The Law can barely cope, as lynch mobs leave cadavers hanging from the trees. The Redskins fight for their very existence, caught between death and degradation. The old powers cannot compete with the new power from the East. By Stuart Godbolt. 112 pages. Published by Chaosium March 2009.
  25. 158 downloads

    The King of Dykene, Skilfil Heartpiercer, has been informed that some of his people from the Blue Dog tribe in the Northern extremes of his land have gone missing. The normal scouting parties of the Blue Dog tribe have not been able to discover anything useful and the King has decided to hire some adventurers to discover what has happened... Return to Griffin Mountain can be played as a standalone module… However, to make the Games Masters job much easier you should also have the Gloranthan Classics Volume III - Griffin Mountain source book, available from Moon Design. This adventure has been specifically written for Rune Quest 3, but should be fairly easy to convert to any other version of the Rune Quest Role Playing Game system.
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