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Finally our heroes have a better understanding of what is going on, an understanding of who their foe is, and perhaps in one case a better understanding of how the prostitute system on a certain island works….. (best left there….. no really it’s best left there).
Our heroes sit and chat over a hearty meal (marginal backtrack – but needed to cover details fully this session), discussing what they have managed to gleam from various locations – a general pattern evolves – this pirate flag was first used over 100 years ago, by a vicisious bastard of a pirate – one Captain Jack (alarm bells ring like billy-o, wasn’t the captain of the Lady Rose called Captain Jack-son?? wow these guys can jump to conclusions better than any other )now Captain Jack had a penchant for ripping off other pirates (breaking the pirate codes) and for young women, who in turn had a habit of, well frankly turning up dead!
Mostly the carefully extracted information had disclosed that they needed to visit a small cove off the Isle of Martinique, one that Captain Jack had used as his base all those many years ago……… (cue dramatic music)
Our heroes board the Lady Rose and decide to share all the information with Captain Jackson – who immediately expresses an interest in visiting this cove, and that insists that you gleam all you can from a visit to the cove (our dashing heroes, feeling particularly brave – accept).
As the sun begins to set, ahead you can see the beautiful pirate isles of Martinique, and slightly to the East of that the rock formations that all but hide this entrance to the pirate cove. (Yarr!)
Our heroes insist on being allowed to approach the isles by row boat (yep they really are that brave) and immediately row towards the islands, the entrance to the cove clearly visible to them, a discussion then takes place (yep, cos this is the best place to start discussing how the be-jesus you are gunna go into the cove, on a small rowing boat on a still night where voices travel a very long way over water – you decide ) eventually after a long discussion they decide to do a sweep of the island (after f-i-n-a-l-l-y dismissing the notion of rowing straight into the cove – that particular idea was my favourite, hey any potential pirate look out would never spot them). After an hour of rowing they find a sandy beach which clearly has been used to moor boats, a few guttering torches line a recently traversed path away from the beach (nice rolling there by Tom picked up the notice) un-phased by the clear activity this has seen recently (hey the torches were guttering so someone had been here within the last 2 hours) the three disembark and hide their small craft in some woods, a few minutes of examining the footprints indicated that the newest set of prints lead down onto the beach rather than up the path – our brave privateers follow the path carefully and it eventually leads to a man made cut in the rocks, an entranceway (if you like – well even if you dont like it’s still an entranceway). After a few moments of listening they proceed thru the entrance into what appears the be a naturally formed passageway.
Bringing one of the torches for illumination the passageway is carefully followed until they reach the large (wow this really is large – like Football pitch sized or bigger) cove, here moored is a small 1 mast ship and on the beach a small hut. A quick check over of the hut finds ships manifests showing depatures and arrivals of many ships (mostly merchants) including cargo’s etc – one name that stands out from the listings is “The Lady Rose” (why is your ship being monitored you might ask – and incidentally they did ask, hey GM kept schtum and didn’t say more than it’s on the list) – boarding the 1 mast vessel they cautiously scan around the boat (ship?) in one of the rooms (looks like the captains private quarters) a note is found propped up leaning against a candlestick addressed to “Jack”
As you’d expect they rip open the envelope and read the contents hoping to gleam what little information they can……. it reads thus:-
Jack,
I trust you will accept this ship and cargo as payment and perhaps a token of friendship.
I will contact you again in the near future.
Petti
“well doesn’t mean anything to us” our heroes pout and after inspecting the hold (full of ich silks) finally decide to leave the cove finding a quiet spot on the edge of the path they decide to “lay in wait” and pounce on whomever come to collect the ship. The hours pass, eventually it looks like dawn is about to break they leave and head back to the Lady Rose.
Aboard the Lady Rose, Captain Jackson listens intently as our heroes list off the evening explaining what they found etc – Captain Jackson immedaitely launches a row boat to bring the 1 mast ship under the control of the privateers (pirates really). Finally the penny drops (A gentle nudge in the right direction – and a bennied notice roll) Petti, could this be Baron Pettigrew (I think so) and what is he doing negotiating with long dead pirates?? It’s all to much our heroes need to find more out and immediately set sail on the one master (they agree to rename the boat – after all it is stolen) and head back to Port Royal by the time they arrive they have covered the ships old name and the crew have the knowledge of where to get some “papers of ownership” for the vessel.
A walk across the island ensures our heroes need not land in Port Royal, and might just have the edge over the Baron, he seems to know so much about what is happening on this island (well he would being the baron) they settle in for the day outside the barons house watching who arrives and leaves, soon realising that this is a hive of activity, but of little importance – eventually the daylight begins to fade, leading to dusk – when from no-where a fast moving stagecoach comes up the hill the barons gates open eerily for the coach to enter – it “screeches” to a halt outside the front door and a military person enters the building.
Our heroes use a different tactic to enter the grounds this time, a quick jump up and over the wall, they creep around the outside of the building silently listening till they hear voices. There’s clearly an arguement going on in one of the rooms, our heroes gather that the Baron has found out his ship has gonemissing from the cove and there nothin there for Captain Jack (hehehe) finally the voices quieten slightly and other topics are discussed, with a aparting discussion on Artifacts being purchased from a ships number one – a particular name that Tom recognises (background story will follow), one that causes him to go very pale – and that causes him to run after the leaving stagecoach and dive onto the rear of it (nice rolling Tom) – watch by the other two heroes (with mouths open staring blankly) they decide to finish what they came here to do, and set about finding somewhere to hide till they can enter the house – a coal bunker. Tom manages to secure himself out of sight of the driver and manages to quietly dismount the coach on it’s return to the port (why do my dice desert me when it could make a problem for the heroes?) after stalking the driver of the coach, he watches an envelope being handed off from this guy to another, tom wanting to know the destination sits drinking in the inn, attempting to watch if this is passed onto another……. Tom settles in for a long night.
Back to the mansion (the coal cellar to be accurate) Guybrush is discussing with Pete (who is close to shooting Guybrush) how coal is formed under the earths crust, eventually the house goes quiet and the two mischievous privateers “tippy toe” (hey thats their words not mine) into Baron Pettigrew’s office to borrow steal his papers relating to illicit goings on – this part went swimmingly and they make for the port with their ill gotten gains (mind you getting over the fence was a laugh – these two really aren’t agile).
Back at the Inn, the person now carrying the envelope calls it a night and staggers up the stairs to his room, Tom books himself a personal room for the night, and grabs a couple of hours sleep, and rises again – wanting to track this letter to someone – anyone….. (it’s really important to him – clearing his name is the single most important thing to Tom – a background will be here soon I promise). Tom follows the carrier to a large merchant vessel and can proceed no further he returns to 1 mast ship which now has proper papers and can dock safely here. After a short while Guybrush and Pete return to the ship, carrying more paperwork than one would believe is relevant (who knows what else they might find – well actually I know but I’m not letting on – hehe GM).
And this is where we must leave our brave heroes for now pouring over these papers trying ddesperately to find something that will lead them to Captain Jack ……… roll exit music.
The hot sun beat down upon our heroes as they basked in the glory of finding treasure…… Well not for long.
Ship ahoy came the cry – our heroes had spotted a ship on the horizon, flying a pirate flag.
All men to their posts, man the guns – the captain clearly was taking no chances, one or two of our heroes noted the tense look on the captains face….. they tried to get more from him, but he remained tight lipped now isn’t the time for discussion.
The Lady Rose is quickly closed down by the oncoming ship, no matter how much she tried she couldn’t escape the big guns, the ships exchanged volley after volley as the gap between them slowly closed, the Lady Rose turned sharply and let rip with her port side guns, the enemy dead in the water – inertia carried her side by side and grappling hooks and wooden planks tied the ships together as the enemy boarded.
Heroes, Captains, pirates and Bilge Rats fought and died side by side the sounds of clashing steel on steel were heard around the ship as the crew of the Lady Rose desperately fought to save her, and her cargo.
It took some time, but finally the last of the enemy crew were wounded and unable to fight or on the way to Davy Joneses locker.
Our heroes took the time to sit with the Captain (Jackson) and drink some rum in memory of their fallen comrades, it was during this meeting that they discussed the ship that attacked them, and toget the full details behind the mysterious flag.
Captain Jackson was able to fill our heroes in (a little) explaining it was being flown over ships that mysteriously intercepted his intended targets, it was breaking the pirate code, and generally becoming a pain in his arse. Our heroes were offered a sum of money to investigate matters, and see where they lead.
So our heroes request to be dropped off at a british territory (but not Port Royal – gee spoil all the fun hehe), the ship takes them to barbados and drops them there to start trawling for information……
Pete actually seems to be trawling for STD’s but the others are hell bent on finding out what they can – a few “delicate” questions here and there and lo they discover a bundle of mystery surrounding the flags origins. this flag has been seen before – a long time ago – nearly 100 years ago, ships would be plundered (nothing surprising really we are taling pirates here) but young ladies virtues were ruined, and then finally dead ladies were benig found!
Theres a place you can look, that little cove off Martinique……….. To end the night of successful information gathering Guybrush (suddenly changes his name from Augustus) gets roughed up a little and it’s suggested he dont look further…….
The heroes meet up (finally) and share knowledge. (camera fades out)
The screen fades in, you can see our heroes standing in front of a large stone mansion outside the front door stands a burly “bouncer” on the drive a horse and carriage clearly a party is underway from the loud music and bright lighting the front room to the right is easily identified as the ballroom.
Our heroes ponder the situation, how to rescue Jebediah Cotton, from the clutches of the villainous Baron Pettigrew.
A quick tour around the property reveals what is believed to be the best plan……. The kitchen…… we need to pretend to be with the kitchen, and perhaps steal borrow a horse drawn wagon to “pretend” to deliver some goods. So a plan agreed they set off to relieve some unsuspecting businessman of his lively hood…………….
Quick over here look a horse and cart, belonging to a brewery – thats perfect!
<fades to black>
<fades to mansion>
Ok so the plan is we go up the drive, head directly to the backdoor, and pretend to be delivering some alchohol – no one will suspect anything
(really???? – GM)
So the horse and cart rumble to the backdoor, where another bouncer stands watching them arrive.
Evening, where’s Harry?
Errmmmmm, he’s ill say’s Tom, the quick thinking hero
Weird, he looked alright earlier when he delivered the ale for the party……
Well if you dont want this, then I’ll take it back, it suits me, it’s your job not mine when they realise you turned us away he lies – flicking the reins to get the cart moving.
<dice roll – one outstanding bluff, this guys would believe anything you tell him!>
Ok, take it inside and down to the cellar
<mime time>
The empty barrels and boxes are moved into the mansion slowly, to make them look full, and moved into position in the cellar – a brief scan around shows that they are in a bit of a predicament, as the only other doors leads directly into the ballroom, and they dont fancy meeting Baron Pettigrew (just yet) another plan is hatched, to use the other doors and enter in the other side of the building (still at the back of the mansion, it’s posh like that with two back doors!).
They try pretending to deliver the ale in through that door, but the bouncers turn them away, they stage a fight to try and lure the guards but nothing doing. Then they return to what they do best, they start a fight with the guards…… (these guys can start a fight in an empty barn!!).
The fight breaks out, and Pete guns one down immediately, Augustus just as quick to react, guns the next and Tom with no other options charges into the fray with raper drawn and swings it wildly at his foe (yeah he missed) but he notices the guy bound and gagged to a chair (hard not to see him really, he’s like right there) ….. hoping for a quick initiative on the next round, as he doesn’t want the guard alerting anyone else to their presence……. oh dear, the guards get an Ace of Spades (cue Motorhead). The first guard opens the door and calls loudly “intruders”.
Tom proudly announces – “thats not what we needed”
Our heroes quickly make short work of the remaining guards, and free the hostage, which Tom holds the door shut…….. not for long…….. the door flies open, and Baron Pettigrew enters wielding dual pistols…..
Tom ever quick to react, takes a quick prod at the Baron (2 bennies later) and cuts a lump out of him…… A shot rings out and hits Jebediah (tied up then shot, not having a good day really). Augustus and Pete have a bash at the Baron and hurt him again…. The Baron realising he might be outmatched, melts back intothe foppish guests and disappears.
Our heroes being heroic and all, do the only thing possible, they run away…… jupming into the horse and cart (ehm you sure you wanna use that, yes really)…….. (scroll up dear readers you’ll see I left them a nice escape horse and carriage, not a bloody shire horse pulling beer!!!!!). Achase breaks out, Tom steernig wildly through the tree lined road, skidding round corners (yes I know, clippity, clop – slow shire horse – but I wanna make it sound dramatic) Beer barrels being tossed out of the back of the cart, somehow (I had a really bad run with the dice) our heroes reach the port first, and board the pirate vessel (The Lady Rose, thought you guys might be interested, our heroes didn’t even ask /sigh).
Jebediah resigns himself to his fate, and agrees to share the wealth with everyone (what a stand up bloke he is – for a pirate), and he shows them to the island.
Our heroes cut thru the jungle to reach the point where the loot is stashed, and dig it up $500 pieces of eight each.
Night has fallen, and thats when the ghosties come out to play (ok, ok, flesh eating cannibals) Our heroes have decided now is the time to start having decent rolls and dispatch them fast, like very fast – like I didn’t even hurt them (/gutted)………..
Thus endeth the second parte……………..
Picture a busy port in Jamaica, at a time where Pirates were rife in the Caribbean (proper Pirates that is) the Sun was just setting the warm glow barely peeping through the masts and riggings of the docked Tall Ships.
The camera pans around, sitting cross legged watching the comings and goings of the docks a young chap clearly a sea faring type, his clothing showing signs of an active crewman his face bearing the branding of a pirate but a hero in the making (Augustus), across the dock along side the crates and the barrels stands another young man his gait both indicates a naval and military man down on his luck yet the calling to be a hero (Tom), finally the camera picks out a ruffian, hiding in amongst the piles of rigging and ropes smartly dressed but roguish all the same – surely not the heroic type…. time will tell (Pete).
Night is falling in Jamaica, the last ship has been allowed to dock for the night and a young lady calmly walks down the gang plank – hearts miss a few beats as our hero’s notice the beauty of this young lady, then from nowhere a salty seadog grabs her roughly, a scream rings out across the docks this young lady is being kidnapped…..
Tom races across to confront the captor and intimidates him, he roughly pushes his captive to the floor, she has clearly swooned under the circumstances – Augustus draws his trusty blade and leaps over the shipping left around the docks to approach, Pete (a man who prefers a gun) draws his black powder pistol (unloaded I might add) bluffing his ass of
Three more ruffians stand infront of the seadog unsheathing their weapons as they do so – naturally a fight ensues with our heroes vanquishing the pirates and rescuing Viginia Cotton. “Help Me” she pleads – her tale spills asking for help to save her father – a trustworthy seaman she says (a notable pirate our heroes seem to remember) they escort her to the inn to meet up with a gent who has news about his location.
After a brief explanation the gent explains her father is ….. a pirate (ok who didn’t see that coming?) he stole the payroll from the french (our heroes like this alot – seems like it’s a popular thing to steal) his location is revealed and yet again a kidnap attempt is made (to find the location of the buried treasure) this gents lackeys reveals themselves – it seems our heroes or at least Miss Cotton have the ability to start a fight anywhere – a public house brawl follows, with fists and weapons being used in equal measures – Pete leaps onto the bar and draws his pistol (in a crowded bar, yep, with the possibility or hitting anyone – yep ) a shot rings out and the captor is clearly hurt he makes for the exit (minus one Miss Cotton) and escapes – his lackeys unclear on who they are supposed to be fighting – start in on the inn clients……. our heroes bundle Virginia from the bar – more tears fall as she begs them to help free her father……… (/sigh more waterworks).
Augustus manages to track down safe passage from the island later that night and a plan is made to rescue her father (well kind of a plan, they know where he is……..)… lights fade to a dark screen with …… To Be Continued…….
A really good session.
Well since my last post (yeah a while ago I know) my TT group has had a fairly large change. We are now playing the Savage Worlds ruleset – and I must admit it’s a refreshing change.
We did a *few* scenes in a Pulp kind of setting – sorta Indianna Jones kind of feel to it – this whetted all our appetites and I volunteered to be the next GM in “Pirates of the Spanish Main” – those of you who have floated around the DDI for some time will know I have a attraction to pirate type adventures.
I will be posting session type reports here – including shortly the first couple of scenes fro the taster adventure.
So my P&P group have decided to try something new – and that something new in particular is Savage Worlds…….
We started by doing a couple of short scened adventures in the Daring Adventures setting, this was to set us up with understanding the rules, and to get us ready for my turn in GM’ing, I’ve not GM/DM’ed in quite a while so it’s a little nerve wracking, but I’ve chosen the Pirate settings “Pirates of the Spanish Main”
I’ll give seesion reports etc after things happen, we’ve rolled up 2 of the 3 characters and will be rolling the last one up before we start.
My initial views of the ruleset is outstanding – makes you feel like a true hero, rather than a fragile hero (that D&D 4th Ed. portrays) not sure why D&D makes you feel fragile, it just seems that the slightest hit and bang you’re on your back. Savage World in comparison makes you feel that anything is possible.
Will share more when I have it.
MadAsToast
Thought I’d include a session report from last Sunday.
First let me explain a little about the group, 5 over 30’s (to be kind) who play every other Sunday morning and currently are running 4th edition campaign H2: Thunderspire Labyrinth - we have already completed H1: Keep on the Shadowfell I’ll do a summing up type review of this soon.
The party of intrepid explorers are:
Si: Dungeon Master (alot taller, and has alot more hair than our cartoon friend had!)
Mike: Cobra, Human Paladin – Level 4 (Resident Tank, and general “goody goody”)
Paul: Aalain (I think thats spelled correct), Human Priest – Level 4 (Healer, and worshipper of dwarves)
Arlow: Arsene, Human Mage – Level 4 (Range DPS and “face melter”)
Chris (me): Starling, Human Rogue – Level 4 (Melee DPS, backstabber and short bird – apparantly)
It always surprises me how much or often how little can be accomplished in 3 hours of play, I grant you that 3 hours isn’t a massive amount of time but all thing considered, we’re 5 blokes who have been around for well over 150 years (between us lol) we all have other things we have to do – so to sit around a table every other week for 3 hours is quite the achievement.
Potential Spoilers ahead……
Continue reading Session Report
I have a great idea for a feature – but will need some work to get people interested / up for it. watch this space for perhaps the most fun this year it’ll be once I get some traffic back through here
MadAsToast
Lets start at the very beginning.
This is one of the “core rulebooks” the core books being the minimum needed to play the game, now in my opinion there are only 3 books needed. Players Handbook, Dungeon Masters Guide & Monster Manual – it is true that to play one only needs the Players Handbook, but one cannot play without a dungeon master
Right, lets have a look at the book – hardbacked with 320 pages the front cover has a nicely drawn image of a Dragonborn (new to 4th ed) and an Elf spellcaster (guessing a mage).
Opening the book (man I love new books – the smell, the feel etc) everything oozes quality – now purely on the quality of the handbook (not the quality of the content!) this is pure class, the font is clear and easy to read, the pictures are nicely drawn and not over the top, where tables are needed they are clear and very easy to follow in a nutshell I am impressed with it.
Continue reading 4th Edition – Part Two, The Players Handbook
I think this is going to have to be broken down into “bite sized” pieces – I’m not one for sitting reading screen after screen of text and therefore I wouldn’t expect anyone else to do that either….
Let me start by explaining my experience so to speak, this might help you formulate more of an opinion if you at least understand my background – if your background is similar you might then get the same out of 4th edition as I do (this is more of a discography rather than an indepth stroll down memory lane).
I’ve played RPG’s since the 1980’s, I’ve played a d6 variant, D&D Basic & Expert (I believe the Blue box was called expert), Advanced D&D 1st Ed, D&D 2nd ed, 3rd ed, 3.5 ed & now finally 4th Ed. I’ve also played d20 Modern and a few other odds and sods along the way – I’ve played and DM’d in Ravenloft, Forgotten Realms, Al-Qadir, Planescape and much more.
So onto 4th Edition……
Continue reading Dungeons and Dragons 4th Edition – Part One
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