Jul 26 2014

GAME ON!!!

After a three week hiatus the Saturday gaming group got together today and we continued on with the WFRP campaign, after three homebrewed adventures I have finally brought the characters into The Oldenhaller Contract!

I will blog about this adventure in another post.

Had a new “old” player at the table, Chance, decided to grace us with his presence this evening and it was quite a hoot of an adventure.

Though, it is with a heavy heart that I will be losing one (more like two) players in February due to life changes happening. Be they promised to continue gaming til then.

Jul 20 2014

Crazy..no..Spidey's first adventure.

princenightchilde:

Played the first game of old school D&D with my son today. He changed Crazy the fighter’s name to Spidey the fighter.

image

Pretty straightforward..the village elders asked him to clear out an old house outside of town that had been overrun with kobolds. All in all, Spidey beat 20 kobolds, one…

via princenightchilde
Jul 19 2014

Rifts in Times Saves Nine

So, I started writing out a basic idea for an adventure in Rifts. A basic premise and three pages of notes as well of what the adventure consists of. It’s been a long while since I ran Rifts and don’t know when, or if, I will get the chance to do so.

I’m seriously thinking of making it into a scenario to be run at Cangames, since it does seem to have such a huge “endgame” feel to it. Though, the last time I had ran Rifts the group at the time wasn’t into the whole time-shifting world altering drama with one of the players stating it felt “Star Trekish with the time shifts and paradoxes” though I took it as a compliment since I was into Star Trek: Voyager as well.

Oh well.

Jul 3 2014
oldschoolfrp:

Powers & Perils, game design and development by Richard Snider, box cover art by James Talbot, Avalon Hill, 1983.
Richard Snider had been a player in Dave Arneson’s original Blackmoor campaign and was co-author of Adventures in Fantasy with Arneson.  Powers & Perils was a boxed set of 5 rule books, known for its complex character creation rules.  It was better received than Lords of Creation, AH’s other fantasy RPG from the same year, and was supported by several supplements.  There is a fan community site at powersandperils.org .

oldschoolfrp:

Powers & Perils, game design and development by Richard Snider, box cover art by James Talbot, Avalon Hill, 1983.

Richard Snider had been a player in Dave Arneson’s original Blackmoor campaign and was co-author of Adventures in Fantasy with Arneson.  Powers & Perils was a boxed set of 5 rule books, known for its complex character creation rules.  It was better received than Lords of Creation, AH’s other fantasy RPG from the same year, and was supported by several supplements.  There is a fan community site at powersandperils.org .

via oldschoolfrp
Jun 22 2014

Shopping Day

Atlantis: The Second Age (Omni Edition)

Cast of Characters:
Glade Everwhen, an Erian Tribeswoman raised in Atlantis (Liz)
Echo Uno, an Atlantean Noble (NPC)

Our session begins with Glade and Echo are in the colonnaded garden being taught by, Claudius Xeron. He is a private tutor hired by Hector Uno to teach his children. In this lesson it’s for Echo and Glade.

Echo’s siblings, Davis and Eos, are running about playing tag. Hector is in the study talking with one of the Astynomia (city law). Glade is curious and tries to hear what is going on in the study (though her rolls fails miserably) she is put to the task by Claudius. He accuses her of daydreaming again and says the lesson will end shortly.

The lesson wraps up shortly after Hector leaves the office with the Astynomia. They shake hands and the fellow leaves the garden, as Echo approaches her father. She tells him she is bored and wants to go to the Atlantean Imports since there are new shipments of fashion in and she wants to buy a few clothes.

Hector is leery at first, but finally gives in to Echo’s plea. So, he approaches Glade and hands her a dagger and tells her to use it if necessary. The two girls leave the Uno household and onto the crowded streets of Atlantis. It’s a beautiful sunny summer day and there is a cool breeze as well.

Glade scans the crowds, but sees nothing out of the ordinary. Walking along the street beside a canal, they watch the ships sailing to and fro and flirt with passing sailors on their boats as well.

At the Atlantean Imports the girls frequent steals, barter on fabrics, footwear and small trinkets. Glade is using Appraise skills to determine if it’s worth the coins, as well as Deduce Motive to see if they are being scammed on items. All is good and well as they visit the fifth shop. While, standing outside chatting with another friend, Glade sees a man walking straight toward Echo. The man is not glancing away and making a beeline right towards Echo. Glade hands her items to their friend and excuses herself for a moment. She takes out the dagger and ready for action if it should occur.

She sees the stranger has a weapon in his hands and she goes to intercept. Glade steps in front of the fellow and inquires what his business is. The fellow with one meaty hand goes to brush her away, stating his business is not with her and stay out of it if she knows what is good for her.

Glade senses this fellow is a major threat to Echo and then goes into action. Using acrobatics she runs to a stall and using the awning she swings around and using the moment propels herself to the big stranger before he can get to Echo. She lands on the fellows back and wraps her legs around his neck and using her strength to flip the big fellow, which she does in a Critical Success. She throws the fellow into a stall and she rolls up and stands and looks at the fellow.

She can see that he is very upset and made and raises the weapon, using Acrobatics she flips over. The fellow misses her and she stops at his feet. She brings out the dagger and just about to say something when she hears Echo screams and sees two other fellows dragging her off amongst the throng of shoppers. Glade curses herself for being distracted, she gives chase to the kidnappers.

She doesn’t know where they are taken Echo but she is bound and determine to stick to them and see if she can free her friend from their clutches. She catches up and tackles one fellow, knocking him through an open doorway and then turns two face the other who has drawn a long sword and about to use it. Echo and the kidnapper do the dance of battle, and it doesn’t turn out to the kidnapper since he ends up trying to hold in his guts from spilling out in the courtyard.

Glade grabs Echo’s hand and leads her to a main street. They duck into a pub “The Silver Chalice” and go into a private booth and order a wine. They sit for a while, enjoying another wine. They befriend to young lads, Cato and Celus, and persuade them to walk them home which the lads do. Glade is keeping an eye out for any of the kidnappers but none are to be scene.

Arriving in the Uno household the girls bid the lads a fond farewell and the fellows inquire if they are going to be at the Philosopher Stone this evening since there will be some fine storytelling and music by Aesir poets just before sundown.

Echo and Glade said they might…

Fade To Black

Jun 17 2014
A belated birthday present arrived this morning. Underneath the Lamplight, the Neovictorian Source Book for Abney Park’s Airship Pirates Role Playing Game!

A belated birthday present arrived this morning. Underneath the Lamplight, the Neovictorian Source Book for Abney Park’s Airship Pirates Role Playing Game!

May 24 2014
  • Guy: Why do you have all these role playing games on shelves if you rarely play them?
  • Me: Reasons!!!
May 23 2014
I picked up “Skull & Crossbones Role Play on the Spanish Main” last Saturday at Cangames. It was one of those games that I had always wanted to get but never did get around to it.
The Description of it is basically summed up like this:

A swashbuckling / pirates RPG. As RPGs go this one is a bit on the thin side, 32 pages in a box. The game has some difficulty deciding if it wants to be an RPG or a board game; very sparse rules for characters, comparatively extensive rules for ship handling and ship-to-ship combat. The box contains rulebook (32p.), map of the Caribbean, cut-apart ship counters for naval combat, hex map for naval combat, 25mm scale ship deck plans, character sheet, sheet of tables, 25mm scale gun diagrams for deck plans

.I remember playing it back in 1982-83 and my character name was “James Redd” he only last three sessions til he took a cannonball to the gut. Up till that time it was a hoot, ship to ship combat, characters swinging on ropes to land on the deck of the other ship, firing muskets and sabres clashing as well.
Good times, good times.
It wasn’t til the movie Cutthroat Island, which came out in 1995, that I got to thinking of Skull & Crossbones and thinking of maybe, just maybe, picking it up (if I could find it) and add it to my collection.
So, now 14 years later, I know finally have finally found it!

I picked up “Skull & Crossbones Role Play on the Spanish Main” last Saturday at Cangames. It was one of those games that I had always wanted to get but never did get around to it.

The Description of it is basically summed up like this:

A swashbuckling / pirates RPG. As RPGs go this one is a bit on the thin side, 32 pages in a box. The game has some difficulty deciding if it wants to be an RPG or a board game; very sparse rules for characters, comparatively extensive rules for ship handling and ship-to-ship combat.

The box contains rulebook (32p.), map of the Caribbean, cut-apart ship counters for naval combat, hex map for naval combat, 25mm scale ship deck plans, character sheet, sheet of tables, 25mm scale gun diagrams for deck plans

.I remember playing it back in 1982-83 and my character name was “James Redd” he only last three sessions til he took a cannonball to the gut. Up till that time it was a hoot, ship to ship combat, characters swinging on ropes to land on the deck of the other ship, firing muskets and sabres clashing as well.

Good times, good times.

It wasn’t til the movie Cutthroat Island, which came out in 1995, that I got to thinking of Skull & Crossbones and thinking of maybe, just maybe, picking it up (if I could find it) and add it to my collection.

So, now 14 years later, I know finally have finally found it!

May 10 2014

Night of the Witch Hunter - A DragonQuest Adventure

Cast of Characters:
Ellynn Synn, A Shapechanger (Player: Liz)

This adventure takes place several weeks after the incident “The Gangs of Port City Seahaven Bay”. Ellen had made it back to Khender and been living peaceful until one evening, when our adventure begins…

Ellynn is woken up to the sound of movement coming down the floor below. Someone has broken into her home. As she peers down from the loft she can see two men, she presume they are puritans by the way they are dressed. In only her nightie she confronts the men, and a serve butt-kicking begins to take place.

Furniture is tossed and weapons are drawn as the two men attack Ellynn in the hopes of putting the witch down once and for all. Ellynn kills the youngest of the attacks and wounds the other, but she two is wounded as well. With a poison it seems.

She runs out the back door and changes into wolf form and makes it out of the town. She knows that her wounds would heal when she changes form, but the poison works it way into her system. She succumbs to the effects in the woods.

Dawn finds Ellynn waking up in her human form, naked and her head feels as if a pixie with a hammer in her skull and trying to get out. She makes her way back to Khender to find that her home has been burnt down to the ground and several of the villagers standing around a witch hunter who is proclaiming Ellynn a dangerous tool of the demons that she worships.

Ellynn decides not to show herself just yet, proceeds to find a farmhouse on the outskirts of town. There she liberates some clothes from the line and get dressed. She decides to sneak back into town later on that evening, heading to The Green Griffin Inn to find the windows boarded up Pook Swilling the innkeeper had helped her out when she moved into town and now he is no where to be seen but there is a lot of blood at the bar.

She searches the establishment to find a hidden stash that Pook had in the floorboards. Some coins, two daggers and a short sword as well as a few other items. She takes them and puts them on and just as she does she sees two puritans/witch hunters standing in the bar.

"We knew you’d come back to this place, witch!" one says. "This is your undoing, we will finally caste thee back to the hells where you belong."

"What did you do with the owner here?" she inquires.

"Made him an example to the others to show them what happens when you befriend a witch," the other says.

(At this point, Liz, says “oh it’s on. you want hell, I’ll give you hell”)

A major fight breaks out in the tavern, Ellynn fighting with ferocious. Blades fly, bodies drop and Ellynn is in no mood to hide, she steps out the front door and screams at the top of her lungs drawing attention. She finds Pook hanging from a giblet, beaten and tortured and proceeds to free him as the Witch Hunter and four of his goons approach.

Ellynn simply charges ahead, weapons out, teeth bared and ready for her weapons to taste blood. The biggest battle of Ellynn’s life begins and takes the better part of the session. The main Witch Hunter sends two lackeys to intercept her, but Ellynn in her first attack rolls a grievous injury on one: A nasty slash to the neck and taken the head clean off. Her second attack is just as deadly as she dishes out another grievous injury as her sword stabs through the other lackey’s chest the blade emerging on the other side.

Seeing what the other two lackeys went through the two other goons morale are low and they flee from the “witch” leaving the Witch Hunter to face her and he doesn’t look to confident. It’s a little game of cat and mouse now as the Witch Hunter tries to find a place to get the advantage as Ellynn gives chase. Running around buildings, through buildings and finally ending up in the Blacksmith’s shop where the end battle takes place.

Ellynn gives as good as she gets, taken a serious wound to the arm. It’s a bleeder and with the last ounce of strength she hurls her blade at the Witch Hunter (a 01 is rolled) and she impales him. Before she falls to the ground.

Apr 21 2014
Crate o’ games

Crate o’ games

Apr 3 2014

Edge Role Playing Game?

Stopped off at the Wizard’s Tower in Barrhaven, On on the way home from Ottawa. Saw this on the shelf at a discount and figure I just had to pick it up.