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Author Topic: Gloriana's League and the Lost Colony: The Final Chapter.  (Read 11965 times)

Offline Skrapwelder

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Gloriana's League and the Lost Colony: The Final Chapter.
« on: October 19, 2013, 07:38:05 PM »
March, 1589 somewhere in the Caribbean...

Sir Richard Grenville commanding the galleon Tyger, and Sir Philip Sidney aboard the pinnace Stella as well as other members of the Gentleman Pensioners, better known as Her Majesty's League of Extraordinary Gentleman, are returning from a mission in the waters around Panama.

While en route they receive new orders from the League's Commanding Minister Dr Dee. Grenville and his band are to make all possible speed for the Island of Roanoke and Her Majesty's colony there. They are to stop in Barbados to take on supplies and pick up another member of the League, Solomon Kane before heading on to Roanoke.

There has been no contact with the colony in almost two years, owing to Sir Walter Raleigh's incompetence and the Spanish Problem. Dr Dee states that all good intelligence available on the colony indicates a strong occult presence there that could become a threat to  the future of English colonization of the mainland.

Thus begins the first game in a short, Colonial Horror themed mini campaign. My plan is to finish the campaign in about six games running between this now and the end of November. I will be using the Pike & Shotte & Zombie rules.

We played the first game last night which was a primer session for the players to introduce them to the rules.

The game begins just after the ships maneuver into the sound around Roanoke island. As they make there way north Tyger runs aground on an uncharted shoal in the middle of the channel. Driven to make landfall with as much of the company as possible, Grenville leaves his Pilot in charge of the ship and transfers to Stella to make all speed to Northern shore and the location of the settlement. Once the morning tide comes in Tyger will lift from teh shoal and be able to join them.

As darkness settles around the galleon a sudden cover of dark clouds moves in and the air takes on a stillness that unsettles the crew. As members of the crew go about the deck to light lanterns a yell is heard and the watch bell begins to ring violently. "To Arms, to arms!" the watch is heard to yell. All hands grab weapons and pour onto the deck. What they see clambering over the deck are not Spanish pirates or hostile natives as feared. But something much worse. Horrible creatures more fish than man. Clambering over the gunwale the creatures attack the crew.









The fighting is fierce but the crew handles itself well. A small detachment rushes to the gun deck and quickly fires a gun to alert the Stella.

One of the creatures stays back on the shoal, mouthing loathsome curses in its batrachian tongue. Foul magic fills the air with a noxious steam. One of the crew is quick with his musket and puts the Frog-wizard down before he can complete his spell. Once their leader is gone the creatures lose much of their will to fight and the crew makes quick work of them.

Suddenly the night disappears as a blinding light and commanding voice fill the air. Stella has returned. Sir Philip Sidney stands in the bow, casting some great magic to fend off the creatures of the deep.

Next week will see the League make landfall and begin its search for the Lost Colony.

Offline twrchtrwyth

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Re: Gloriana's League of Extraordinary Gentlemen and the Lost Colony
« Reply #1 on: October 19, 2013, 07:49:42 PM »
Very nice. I like these mixings of Mythos and other times.
He that trades Liberty for Security will soon find that he has neither.

Benjamin Franklin


Offline leadfool

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Re: Gloriana's League of Extraordinary Gentlemen and the Lost Colony
« Reply #2 on: October 19, 2013, 08:31:28 PM »
The game was a lot of fun but the rules will take some getting used to.  But did we really have to play in the rain?  The photos are cool to remove our unsightly selves.
FOUNDER OF THE D'ISREALI ARMY
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Democracy is two wolves and a lamb deciding what to have for lunch.  Liberty is a well armed Lamb, contesting the vote.
B Franklin.    ----

Offline Bullshott

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Re: Gloriana's League of Extraordinary Gentlemen and the Lost Colony
« Reply #3 on: October 19, 2013, 11:56:24 PM »
Excellent idea for a campaign setting. I'm looking forward to seeing who else is in the League :)
Sir Henry Bullshott, Keeper of Ancient Knowledge

Offline Marine0846

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Re: Gloriana's League of Extraordinary Gentlemen and the Lost Colony
« Reply #4 on: October 20, 2013, 04:55:59 AM »
Excellent idea.
Look forward to reading the battle reports.
Like the look of your ship.
Semper Fi, Mac

Offline luidinuovo

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Re: Gloriana's League of Extraordinary Gentlemen and the Lost Colony
« Reply #5 on: October 20, 2013, 08:02:02 AM »
Great,like the idea,curious for next Battle. ;D

Offline Brummie Thug

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Re: Gloriana's League of Extraordinary Gentlemen and the Lost Colony
« Reply #6 on: October 20, 2013, 10:07:11 AM »
Great idea. Love the pics so far as well.  ;)

Offline aggro84

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Re: Gloriana's League of Extraordinary Gentlemen and the Lost Colony
« Reply #7 on: October 20, 2013, 08:42:45 PM »
It's good to see you return to this theme after so long.
It looks even better the second time around!
I love the background details!
 :-*

Offline richarDISNEY

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Re: Gloriana's League of Extraordinary Gentlemen and the Lost Colony
« Reply #8 on: October 21, 2013, 07:26:37 PM »
Dang illness or my Solomon Kane would have worked over those heathens of the deep!

Hope to make it to the next game!
"What exactly is a 'Headpiece to the Staff of Ra'?"

RicharDISNEY

Rescue Drinkin' and Gamin' Club

Offline Alfrik

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Re: Gloriana's League of Extraordinary Gentlemen and the Lost Colony
« Reply #9 on: October 22, 2013, 05:16:24 PM »
Arquebus reload time .... better than musket, me likes.
http://armoredink.blogspot.com/

Painting Pledge for 2014 Cthulhu Wars and all expansions figures to paint! Arrrgh!

Offline kidterminal

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Re: Gloriana's League of Extraordinary Gentlemen and the Lost Colony
« Reply #10 on: October 22, 2013, 07:40:05 PM »
Simply lovely. :o

Offline Skrapwelder

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The League and the Lost Colony: Chapter 2
« Reply #11 on: October 28, 2013, 08:15:45 PM »
Before I begin the review of Chapter 2 I’d like to introduce the characters that make up Gloriana’s League of Extraordinary Gentlemen;

The Chief Councilor of the League is Dr. John Dee. Elizabeth’s Magus Primus.
Dee is assisted by William Shakespeare who in this tale is not only a master playwright, but a savant of the mind. His mental calculations can predict outcomes in the near future based on observations made in the present.

Gentleman Adventurers, those agents in the field include the following:

Sir Richard Grenville, Sea Captain and explorer
Sir Philip Sidney, Queen’s Champion of the tilt and an adept mage
Thomas Walsingham, a senior member of his Uncle Francis’ intelligence network.
Cristopher Marlowe, poet, actor, playwright and a man whose luck never seems to run out.
Solomon Kane, adventurer and explorer, having served under Sir Richard on several occasions
Pitr van der Gleek, Grenville’s Master Gunner and quite possibly the greatest marksman in Europe.
Father George, a German priest with a vast store of medical and occult knowledge.

Now, on to chapter 2 of our story.

Once Tyger was floated off of the shoal the league made good time to the Northern tip of the island where the colony was located. Once there the boats were lowered and the party made its way inland. The shore party was made up of Sir Richard Grenville, Sir Philip Sidney, Thomas Walsingham and Pitr van der Gleek, Grenville's Master Gunner. The party made good time on foot and located the stockade an hour or two before Sundown.


The colony was completely abandoned. In many places the surrounding woods have already begun to reclaim the land. All but one of the buildings, the blockhouse that served as meeting hall and chapel, appeared to have been dismantled and transported elsewhere. Grenville was aware that this might be the case and had been instructed by Dr Dee to look for a marker indicating where the colony had relocated too. Arrangements had been made by Governor Lane before he left that if the colony did relocate they were to carve the name of the place they were moving to. If they were moved there under duress they were to carve a Maltese cross next to the name of the location.

Approaching the blockhouse Walsingham was startled by a movement from within. Creeping cautiously he moved to the door to discover a body hanging from the rafters, an apparent suicide. The body turned out to be that of the colony’s minister. Strange scrawling in chalk on the wall spoke to an unsound mind. Sir Philip was able to decipher some of the writing, which turned out to be in Greek, but could not determine their significance at the time. In the minister’s pocket a notebook, also written in Greek, was found. Perhaps it would yield some clues once reading it became expedient.


The party searches the compound for a sign. Grenville in the foreground, and Walsingham by the large tree.


Clearing away some ivy against the stockade wall, Walsingham appears to have found some kind of sign. It does not bode well for any possibility of a good outcome.


While gathering wood for a fire Grenville's men here the sounds of a large party moving quickly through the woods. The alarm is given and the party falls back to the blockhouse as shambling, decrepit forms emerge from the woods with vile intent.


Sir Philip and his men take an advance position. Any rumors of Sir Philip's acquaintance with White magic are immediately dispelled as he calls forth a great light, revealing the total number of the force arrayed against them. Several large groups of the shamblers assault the party from three directions. The men cry out in fear at the sight of the walking dead.


Sir Philip withdraws, ordering his men to fall back to the blockhouse as well. He works his magic again and a great booming voice, like a thunderclap, issues forth from Sidney and bowls over an entire group of the shamblers. Van der Gleek has taken a position on the roof of the blockhouse and begins firing down into the attackers. His men each carry a heavy musket similar to his which they exchange for an empty one to reload, allowing Pitr to keep up a steady rate of deadly fire. On his first shot it becomes fairly apparent that the attackers are living men for they bleed profusely and cry out when hit. It makes them no less deadly and no one stays their hand.


As Sidney makes his way to the blockhouse one of the ghouls stands out as the leader. He calls out on his own vile tongue and a wave of darkness falls down upon compound. He then leaps forward and lands a devastating blow to one of the billmen. Sorely wounded the billman fights on. Men in the blockhouse fire out through the windows. Their shots felling attackers one by one but their companions take no notice and press forward.


Shamblers have the building surrounded. Soon they will be too close for van der Gleek to shoot from the roof.


Sidney calls forth the light again, pushing the ghoul leader back as Walsingham sallies out with his men. van der Gleeck puts a lead ball in the head of the leader who falls to the ground and bursts into flame. With their leader destroyed the rest of the ghouls give flight.

Once the fight was over Father George was able to inspect the bodies of the ghouls and it would appear that at lease some of the missing colonists could now be accounted for. Father George's assessment was that these poor wretches were not the undead. But instead were probably held in thrall by some fiend, either wizard or undead and sent out to do his bidding. Once he had an opportunity to read the minister's notebook he hoped to learn more.



Offline aggro84

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Re: Gloriana's League and the Lost Colony: Chapter 2 posted
« Reply #12 on: October 29, 2013, 01:14:23 AM »
Great Report.
I love the minis, terrain and especially the background fluff.
First Deep Ones and now Ghouls!
 :-*
Will St. George make a reappearance?

Offline DoctorPete

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Re: Gloriana's League and the Lost Colony: Chapter 2 posted
« Reply #13 on: October 29, 2013, 04:01:26 AM »
This great stuff: beautiful minis, nice terrain and good AARs to keep me interested.  I'm hooked.  :)
I am not a quack!  I'm a mad scientist.  There IS a difference!

Offline luidinuovo

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Re: Gloriana's League and the Lost Colony: Chapter 2 posted
« Reply #14 on: October 29, 2013, 06:26:38 AM »
Great,like it.
saluti

 

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