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Stumbled across this and thought it might be of interest to some folks here. Be a different way of putting together woods and stuff for traditional wargaming.
Pretty much the entire 'leader' page is GIFs so I'm not going to try and copy it over to here.
PDF is an inexpensive $1 supplement by Philip Reed, who has run multiple KS campaigns, and has been writing RPG material for 20+ years. He's also head bean counter at Steve Jackson Games.
The rumors are essentially adventure seeds, mostly for single encounters. You have to stat out the details. See the free sample.
Most of the material has been previously published in previous KS as articles. This KS is for a collection of his work. Sometimes, he'll give free PDFs of his previous work during a campaign.
Personally, I recommend the PDF because you're only going to need a few pages at a time, and can cut up the printout for any illustration handouts.
Dead tree copies are available through DriveThruRPG. See the KS for details.
Since before all this craziness started my wife and I have been saying how we should start gaming again. This of course led to the question of, what to play? After some discussion and explanation (not to mention some gentle nudging) we decided to start a Ghost Archipelago campaign seeing as it ticked the most boxes. Its fantasy based, not too complicated or hard to learn, plays quickly, and the combat/general gameplay is enjoyable.
I'll be the first to admit this discussion and decision occurred at the beginning of the lockdown and our first game was last Saturday. Why the long delay between deciding and starting? A good and valid question, which basically boils down to home repairs, relearning the system, and creating two identical (stat wise at least) crews. So as the lockdowns start to lift in some places our lockdown campaign finally begins.
Before I forget to mention it this was my wife's first game and only my second. So we opted to ignore Heritor and Warden abilities/spells altogether. I know this takes a lot away from the game but we figured it was better to get the basics down first. Our next game will certainly include these however.
By simple luck of the die our first scenario just happened to be X Marks the Spot, the first scenario in the book. We placed all the treasures and deployed our crews.
My wife's orks.
That's when I noticed I hadn't rolled for the creature/creatures defending the central treasure. It almost didn't matter as it ended up being a skeleton that my archer killed on turn one. I'd call it the play of the day.
Placement after turn one or two. I honestly lost track.
As you can see we're both positioned to grab two regular treasures apiece while a melee is brewing at the central treasure.
It was around this time that we both really got into the game and subsequently forgot to take any pictures. Not a bad thing, just not great for a battle report, I'll try my best to report everything missed however.
1.)The central treasure had become quite a melee involving both our Heritors and Wardens. I managed to knock out her Heritor just before mine went down. In the picture you can see the two Wardens squaring off for the treasure afterwards.
2.)At bottom center you can see one of my crewmen getting ready to escape with a treasure.
3.)Top right corner you can see one of my archers getting ready to escape with another treasure. I managed a very lucky shot which outright killed one of her crewmen that had nearly escaped with that treasure.
4.)Middle right my goblin crewmen is almost off table with a treasure.
5.) Not pictured my wife's orks secured a treasure on the left side of the board.
The next turn I secured three regular treasures and the desperate fight began for the central treasure. With only my Warden and mercenary remaining I squared off against her Warden, mercenary, infantryman, two archers, and a regular crewman. Though I came close to taking out her warden mere inches from table edge and safety it wasn't meant to be. Both my Warden and mercenary were knocked out and she secured the central treasure.
Her final positions after removing my last two figures.
My casulties and treasure.
My mercenary was killed outright while everyone else made a full recovery.
Fury Leaves +30gc
Smoke glass and Lingle berry
Heritor XP: 185
With my level up I increased my movement to 7.
Warden XP: 60
Her casulties and treasure (including the central treasure).
Her Heritor took psychological scars subtracting 1 from her Will, while everyone else made a full recovery.
Stinkwort and Farlight Leaf
Fury Leaves + 30gc
Heritor XP: 160
With her level up she reduced a heritor abilities utilization number by 1.
Warden XP: 60
All in all it was a ton of fun and neither of us can wait for the next game. This game did however show me just how little fantasy terrain I actually have, so I guess I know what my next project is.
Im going to start another PBP. So far I have interest from @ShadowRaven, @dwarvenranger, @Dilvish the Deliverer, and @Kangaroorex.
We’re going to start the Serpent’s Skull adventure path. Pathfinder 1e.
All books are in play, but I reserve the right to veto something if it seems too gross/bloated.
Please utilize the Serpent’s Skull Players Guide from the Paizo website.
Abilities: 4d6, reroll all 1’s, drop lowest score, yielding ranges from 2-18 pre mods.
Avg. Starting gold.
We’ll follow the AP leveling track when possible.
We’ll have individual initiative.
I hope to get this started soon, so please post those characters.
1. HP beyond first level. Roll the hit die. If the roll is less than”avg” then take avg instead. Example: Wizard d6. Rolls a 1. Gets 4hp instead, before Con mod.
2. Acrobatics can be used to avoid AOO when standing from prone.
3. If someone is not responding and action is waiting for them, I’ll send a pm after 24 hours. If no response 24 hours later, I’ll take over that character to get action rolling again.
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