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Author Topic: Gloriana's League and the Lost Colony: The Final Chapter.  (Read 11964 times)

Offline kidterminal

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Re: Gloriana's League and the Lost Colony: Chapter 3
« Reply #30 on: November 12, 2013, 07:03:52 PM »
I'm in love with these reports what game system are you using?

Offline moonshado

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Re: Gloriana's League and the Lost Colony: Chapter 3
« Reply #31 on: November 12, 2013, 07:45:02 PM »
Thoroughly enjoying the reports, read the translation of the priest's journal, also a highly enjoyable read.

Offline Skrapwelder

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Re: Gloriana's League and the Lost Colony: Chapter 3
« Reply #32 on: November 12, 2013, 07:51:22 PM »
Thank's gents, glad you are enjoying it. We are using Pike & Shotte & Zombies rules and they are working very well.

Offline kidterminal

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Re: Gloriana's League and the Lost Colony: Chapter 3
« Reply #33 on: November 12, 2013, 10:14:22 PM »
What about the Role-playing elements? You guys have tacked on your own?

Offline Bullshott

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Re: Gloriana's League and the Lost Colony: Chapter 3
« Reply #34 on: November 12, 2013, 10:22:53 PM »
I love this campaign. Definitely up to your your usual standards Skrapwelder :)
Sir Henry Bullshott, Keeper of Ancient Knowledge

Offline Skrapwelder

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Re: Gloriana's League and the Lost Colony: Chapter 3
« Reply #35 on: November 12, 2013, 11:57:55 PM »
The role-play part is pretty off the cuff. I made some spells for Sidney and some of the antagonists using existing existing game mechanics with a tweak here and there. There is a small collection of skills in the game and I gave each character one that best matched his role in the campaign. Then when they want to do something that lies within their skill set I'll set a difficulty that modifies their die roll. If they want to do something outside their skill set it will be a more punitive modifier. I'm also taking some game mechanic ideas from the Strange Aeons' rules. Very little is set in stone. Structure weakens evil.

Offline kidterminal

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Re: Gloriana's League and the Lost Colony: Chapter 3
« Reply #36 on: November 13, 2013, 01:13:20 AM »
It felt a little Strange Aeons to me.

Offline Skrapwelder

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Re: Gloriana's League and the Lost Colony: Chapter 4
« Reply #37 on: November 17, 2013, 08:55:02 PM »
Chapter 4 played out this last Friday. I was not as happy with my ability to carry the story forward on this one. If this were a serial or program, it would be the episode written during a writer's strike. The player's did the best they could with what I handed them. Too much story contrivance and plot device and not enough gameplay. In hindsight I probably should have stretched this out to 2 or 3 encounters.

Synopsis:

The game begins almost immediately after the previous game giving the characters little to no time to re-equip or recover their wounded.

With Manteo's hep in translating the explorers have interrogated a few of the surviving natives warriors. They learn quickly that the chief of the tribe has taken Eleanor Dare and her daughter deeper into the forest to sacrifice them to the forest giants.

It is revealed later, via Manteo, that the Forest Giants are the descendents of white men that came to the island many generations ago, most likely Scandanavians, and ended up stranded there. As it seems to affect anyone who stays there very long the evil of the island wrought changes on the stranded Vikings. They came to have an affinity with the elements of the woods and became almost like animals. Far more savage than the cannibals that came to revere them as creatures of the woods.

The chase begins, it is late afternoon and heavy weather lies threateningly on the horizon:


This is the layout of the table with the action channeled along a forest path.


The Natives and their captives start almost halfway across the table. The Explorers give chase.


As the explorers move farther along the path in pursuit an ambush is sprung. Native archers pelt the Europeans with little effect owing to their armor.
Sir Richard gets in a bit closer and ends up corps a corps with a savage warrior.


Running flat out, Manteo and his scouts can almost touch the captives. Several of the enemy tribesmen peel off to delay the pursuers.
Small fights have broken out all along the trail between the League explorers and the ambushers. The weather is getting heavier and dark clouds have blocked out the sun.


A strange figure emerges from the brush. Paler and more massive than the native warriors. This can only be one of the forest giants. He draws a bow that snaps with a sound like thunder and one of the Kofie Brothers goes down, struck by an arrow with such force that it feels like a musket ball against his proofed plate cuirass.

Manteo and his scouts make contact with the Savages and struggle to secure the women and child. A melee breaks out in the path as the sky opens up and rain begins to fall heavily. Musket fire quickly becomes problematic as each players powder is rendered useless by rain.


As pursuer and pursued come closer to a clearing in the forest they are intercepted by strange native Shamen. They seem to be casting a communal spell, calling up a wind to bowl over everyone on the path.

Eventually, through combat, magic and bad plot device the natives are killed or routed. However the explorer's have contacted several more of the Forest Giants that manage to herd the captive women into their clearing. Once in the clearing, the Masters of the Forest Giants appear.


There are three mounds in the clearing. Rising up from the mounds are the shades of ancient Viking warriors.


The Draugr, as they are called, take charge of the captives. The chieftain of the Draugr offers to trade their freedom for help from the Explorers. Long ago they became trapped here in spirit form by a Sea God. This God, Nodens as he is called, set them as watchers over the island to help keep the evil there in check and to counter the power of an ancient sorceress also held in thrall on the island by another Sea God that is an enemy of Nodens. o_o

The Draugr will help the League defeat Ananais, who is now in thrall to the undying sorceress. Beneath their mounds are tunnels and burrows that will allow them secret access to Ananais' lair, an ancient Longhouse the Vikings built when they first arrived. Once they have destroyed Ananais they must then do the same to the Sorceress and the Draugr will then return Eleanor and Elizabeth Dare to them. The longhouse was once protected against the powers of the sorceress by strong, Norse magics. Perhaps they will be able to discover a weapon to use against the sorceress there.   

Offline luidinuovo

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Re: Gloriana's League and the Lost Colony: Chapter 4
« Reply #38 on: November 18, 2013, 03:24:09 PM »
Great,like the report and curious for chapter 5.The Native and Ladys,wich manufacturer?
saluti

Offline Skrapwelder

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Re: Gloriana's League and the Lost Colony: Chapter 4
« Reply #39 on: November 18, 2013, 03:32:54 PM »
The Ladies, the masked shamen and the bow shooting natives are all from Conquest Miniatures French & Indian Wars line. The face painted spear wielding natives are converted from North Star miniatures Ila Warriors from their Africa line.

Offline Skrapwelder

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Re: Gloriana's League and the Lost Colony: Final Chapter
« Reply #40 on: February 09, 2014, 07:08:13 PM »
Episode 5, taking place in a deep, dank cavern, was difficult to visually chronicle. But suffice it to say that the Adventurers, guided by the undead Viking Draugr, delved into a series of tunnels and caves, fighting deep ones and spectres until they confronted and defeated Ananais and his vampire minions. They were able to rescue more of the colonists but some remained in the clutches of Ananais' master. In searching the chambers they found Ananais' continued journal that detailed his alliance with the Sea Witch, a descendant of Dahut, High Priestess of the sunken city of Ys, to bring the Great Old One Dagon to this world and begin a new age. An age where the sea would eclipse the land and all would be sunken beneath the ocean surface.

We now come to the final chapter:

To bring about the coming of Dagon a great sacrifice would be required and the Sea Witch intended to use the remaining colonists in her keeping to that purpose. The time for the sacrifice was but a few nights away. The Adventurers would have just enough time to return the surviving colonists to the ship and replenish their powder and shot.

But before they left the caverns, the Draugr had a final gift for the adventurers. They gave Sir Philip Sidney an ancient horn, carved with runes. The Draugr said that the horn, once appeased, would summon the Elder God Nodens, who could aid them greatly in their fight to come. The leader of the Draugr translated the runes that set out the requirements for summoning Nodens.

When the chief of the enemy host takes the field, call me and I will come. Do not tempt to entice me with lesser warriors, followers or heralds.
The knives of my followers must feed upon the flesh of their enemies. Nine times must your enemies be struck and their blood spilled.
Blow the horn then and I shall come, and the sea shall come with me.


The League then set off on the day long hike that would take them across the island to the place where the journal indicated the summoning ritual would be performed.

Pictures and more follow:


As they crested the rise leading to the beach the adventurers spied a foreboding sight: The remaining colonists, tied to posts in the sand. It became apparent quickly that the rising tide would soon drown them all if they were not rescued.


Drowning may certainly be a possibility but the daughter of ancient Dahut had a far more terrible fate in mind for the colonists. They were to be a sacrifice to the Great Old Ones. The Sea witch began chanting in a voice like the crashing surf and her minions, the deep ones, rose from the water.


The deep ones moved in on the colonists and began slapping the waist deep water in an ancient rhythm, both hypnotic and terribly alluring.


The Dutch gunners van der Gleek and the Koffie brothers took up a position at the edge of the beach and began to fire on the deep ones...


...while other members of the League made their way into the water, swords and pistols drawn. The fight was on!


The eerie percussion of the deep ones bore terrible fruit. Nightmare eels began to rise from the water, snatching the colonists in the maws and dragging them below the surface. The adventurers were able to kill several of them but the waters soon ran red with the blood of the sacrificed colonists. Many were rescued, cut from their bonds and returned to the beach, but they numbered less than half of those that were put into the water as sacrifices. The Native member of the League, Manteo was slain by a massive leader of the Deep ones while rescuing one of the colonists.


The Sea witch's pitch grew higher. Her words now strange yet discernible: "Ia! Nyarlathotep! Hai! Bak Sha! Nyarlathotep! At the utterance of the horrible name many of the deep ones fled, sinking quickly below the waves.


The water churned and a whirlpool formed near the Sea witch. A creature fit only for the nightmares of raving madmen surged from the center of the whirlpool. The Sea witch exulted and laughed in maniacal joy, greeting her master. Her joy was short lived as she became the monsters first victim. Her body smashed to the reef and tossed down into the whirlpool. The monster's gaze swept over the assembled heroes and followers, several were paralyzed with a fear falling into the water and drowning. All the heroes remained upright. Solomon Kane and Sir Richard Grenville were the first to sink their swords into the demon.


Sir Philip Sidney, decided the time was ripe to blow the horn given them by the Draugr, for surely this was the Chief of the Enemy host that was spoken of in the carvings on the horn.


The fight with the Great Worm continued. Solomon Kane was tearing great chunks from the flesh of the beast. The mystical staff in his hand bit deep into the creature. But in a turn for the worse the creature smashed its great trunk down onto Kane and he was driven down into the depths. Sir Philip, having blown the magical horn, jumped into his place in the hope that they would still be able to hold the beast until their summoning arrived.


Arrived he did in great fashion. A huge wave swept across the strand and the air was ripped with a fanfare of strange horn like calls. Nodens had come! But all was not done. For in its final thrashings the great worm had completed the sacrifices and was able to open the gate and summon Dagon, the Great Old One, to the land. Nodens, seeing his ancient enemy, made straight form him. His wake swept all aside. The Great Worm was swept completely away while the adventurers clung to the reefs to keep from drowning.


The boom of surf was their meeting. Nodens smote Dagon and locked him in his arms in a vice like grip and bore him down into the sea.

After that all was quiet. The Adventurers and the surviving colonists, after gathering the wounded, collected themselves on the beach, built a fire and then they gathered and Sidney led them in a prayer of thanks for their rescue. They sang a hymn and as the notes of the final bars fell off a disturbance was seen in the water.

A hand, gripping a cat headed staff, thrust itself from the depths. Following it was the dour puritan himself. Kane was alive!

He strode up the beach towards the gathering, sword in one had staff in the other. His clothes shredded and his visage grim. When he arrived he spoke quietly, and sternly to the assembled survivors:

"Where's my hat?"

My thanks to all the guys for playing in this mini campaign. Special thanks to Richard, who lost not one, but two major characters to martial trauma. I promise I didn't do it on purpose. lol

And thanks to you readers for your gracious and encouraging commentary.

Mike

Offline hjorhrafn

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Re: Gloriana's League and the Lost Colony: The Final Chapter.
« Reply #41 on: February 09, 2014, 08:20:31 PM »
I wish I'd seen these reports earlier.  I just finished reading the thread, and I am impressed.  I enjoyed the narrative you brought to the game, and it has given me some hope that I might be able to do the same thing once I'm able to finish the painting and find the time to get together with the group and play again. 

Great stuff. 
<img src=leadadventureforum.com/gallery/16/1338_04_02_14_4_41_04_1.jpg>

Offline shadowking1957

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Re: Gloriana's League and the Lost Colony: The Final Chapter.
« Reply #42 on: February 09, 2014, 09:39:11 PM »
that is superb and how i missed it dont know  great minis and  ideas and  looked like fun

Offline commissarmoody

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Re: Gloriana's League and the Lost Colony: The Final Chapter.
« Reply #43 on: February 09, 2014, 09:53:14 PM »
That was one Epic adventure.
"Peace" is that brief, glorious moment in history when everybody stands around reloading.

- Anonymous

Offline Calimero

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Re: Gloriana's League and the Lost Colony: The Final Chapter.
« Reply #44 on: February 09, 2014, 10:11:29 PM »

That look very interesting! I'll need to get back at it and read it the whole thread more carefully later on thought :o
A CANADIAN local hobby store with a small selection of historical wargames miniatures (mainly from Warlords). They also have a great selection of paint and hobby accessories from Vallejo, Army painter, AK Interactive, Green Stuff World and more.; https://www.kingdomtitans.ca/us/

 

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