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<![CDATA[Pen & Paper Games - Blogs - Tamburlain]]> http://www.penandpapergames.com/forums/blog.php/2791-Tamburlain Pen and Paper Games hosts a very powerful, but easy to seach and join database of players and game masters in the United States and Canada. Our forums are also a great place to find the most recent news, product releases, tips, and rpg discussion. en Sun, 25 Sep 2016 14:07:55 GMT vBulletin 60 http://www.penandpapergames.com/forums/pnpg_style/misc/rss.jpg <![CDATA[Pen & Paper Games - Blogs - Tamburlain]]> http://www.penandpapergames.com/forums/blog.php/2791-Tamburlain Campaign Notes: Little Lamb, Who Made Thee? http://www.penandpapergames.com/forums/entry.php/648-Campaign-Notes-Little-Lamb-Who-Made-Thee Mon, 17 Aug 2009 23:15:31 GMT *Victoriana* *Campaign:* *Little Lamb, Who Made Thee?* * For 3-4 Players * 12-16 sessions, divided into 3 parts, 3-4 hrs/session * 1 hour... Victoriana

Campaign: Little Lamb, Who Made Thee?

  • For 3-4 Players
  • 12-16 sessions, divided into 3 parts, 3-4 hrs/session
  • 1 hour for character creation

Setting: Alt-Historic, Britain during the reign of HM Queen Victoria, London and Whitecastle, Golden Age Steampunk

Themes: Gothic Occult Horror; Mystery; Spiritualism; Hermeticism; Secret Societies; The Eternal Balance

Literary Influences: Joyce Carol Oates' The Winterthurn Mysteries; Charles Palliser's The Quincunx; Avram Davidson's The Adventures of Dr. Eszterhazy; Alan Moore's From Hell; Michael Moorcock's Oswald Bastable Series; Arthur Machen's The Great God Pan

Materials

  • 3-pp of handouts (supplied by GM) – per player
  • 1-p rules quick-reference sheet (supplied by GM) – per player
  • Victoriana 2e Player's Guide Preview PDF – (hard copy supplied by GM)
  • 1-p map of England, 1-p map of London, circa 1867 (supplied by GM)
  • 10 d6 dice of one color; 10 additional d6 dice of a second color – per player
  • 2 decks of tarot cards (supplied by GM)
  • 1 set of "fate stones" (supplied by GM)
  • Pencil and paper –per player

Adventure Overview

This is a sprawling home-brew campaign, with ample opportunity for players to explore side-adventures that may arise in play, and, if true to plan, will eventually segue into and out of several of Cubicle 7's shorter published adventures. Characters may be created by the players, as is always encouraged, or players may use pre-generated PCs supplied by the GM.

Part 1: The Three Charms of Polly Charms

The home-brew adventure kicks off in 1867 with our characters unknown to one another; each is drawn to a recent review published in The Daily Intelligencer, a London society-rag:
New Interesting Little Scientific Exhibit!—April 23, 1867—We found our curiosity well repaid for having traveled south to visit a little scientific exhibit at the old Gold-Beaters' Arcade in Brighton where we saw the already famous Miss Polly Charms, the young lady who fell into a profound sleep over thirty years ago and has not since awakened. In fact, she slept entirely through the raging cannon-shot of the Siege of Paris. The beautiful tragic Miss Charms has not seemingly aged a day, and in her condition of deep mesmerism she is said to be able to understand questions put to her by means of the principle of animal magnetism, to foretell events personal and public, and to answer all questions put to her without waking up; also for a small sum in addition to the small price of admission, she sings deeply affecting songs in French.
Depending on the players' individual visions of their characters (i.e., their goals, social class, occuption, etc.), our protagonists may each hold different motivations for their setting out one crisp September morning, by train or perhaps via the public and newly-popular "sky-rail gondolas" to the seaside arcades of Brighton, with an eye to querying Miss Polly Charms, somnambulant prophetess extraordinaire.

Of no mean fortitude, our intrepid adventurers nevertheless may find need to pool their talents as a party--and steele themselves if prepared to gaze long upon the figure sleeping in the adult-sized cradle, or draw back the curtain behind the curtain, the hooded lids guarding the secret dreams of Polly Charms.

Part 2: Little Lamb, Who Made Thee?

Spiritualism has penetrated each and every echelon of Victorian society. Mediums, clairvoyants, seers, and card-readers of all social stripes are known to devise and host elaborate gatherings where they may ply their esoteric trade and profit from their clients' potent concoctions of curiosity mixed with a raw need for consolation, or other such pangful motivations in seeking a glimpse beyond the veil of grief. Many mediums have established international reputations and become wealthy by hiring out their services to public spectacles, fashionable salons, as well as to private more intimate gatherings.

Unbeknownst to our protagonists, one Lord Edgar Montrose Highgate, a well-esteemed philanthropist and collector of artefacts, was ensconced among the many souls seated in rapt attention, and was shocked--as were all--to witness the grotesque denouement to the performance given by Miss Polly Charms and her handlers. Later, upon ruminating on the tangle of events that unspooled before his eyes that fated evening, Lord Highgate found himself impressed by certain competencies exhibited by our adventurers, also in attendance. Impervious to any memory of the event's trauma, the cries, the confused din, or the wild shouts for the bucket brigade, he has since taken to conjuring a different memory altogether; an old memory, its taste underneath his tongue like a penny gone to rust. "Ah, my dear Anna... I believe we have found those for whom we have long searched...Perhaps you shall be proud of your Papa, yet."

The following morning, even before The Daily Intelligencer had been unfolded from its silver tray, the inevitably garish detailing of Deaths by Fire at the Brighton Arcades! left yet un-ciphered, the Lord Highgate had already summoned his personal assistant, the elderly gnome, Duncan, and had tasked him with the time-sensitive labor of sleuthing certain unknown identities and their unknown whereabouts, so that invitations may be extended to them on behalf of himself and the Lady Highgate.

"Duncan?" Asks Lord Highgate, before clearing his throat of copper.

"Yes, m' Lord."

"We do understand the importance of their attendance, and the discretion with which it must be assured, do we not?"

"Of course, m' Lord. Assured."

Feeling confident in his servant, his friend, who had never failed him (or his father before him), Lord Highgate turns to the window behind his great oak desk and exhales. Patches of sunlight are now visible, just barely, climbing the trellised gardens of Eaton Square. He speaks without tone, as if under his breath, "The Equinox approaches. You see now that her belly hangs low as a sow's, gravid. Such ripeness will not be delayed.. Go now, Duncan. Prepare the invitations for her honored midwifes."

Arriving by Royal Post approximately three weeks subsequent to the incidents which led to the complete ruination of the Brighton Arcades Theater, a series of burgundy wax-sealed invitations have made their way, one-by-one, to our unsuspecting adventurers' homes. In impeccable gnomish calligraphy, each one reads:

You are cordially invited to Tea And Séance

The latter conducted by the esteemed Dr. Emil Novotony
For the pleasure of his Lord and Lady Edgar Montrose Highgate and guests
At Highgate Manor, Eaton Square, Belgravia
Midday through Evening, Saturday, October 26
RSVP
Upon arrival, please repair to the southern entrance

Part 3: The Order of Sparrows
[example to be written]
]]>
Tamburlain http://www.penandpapergames.com/forums/entry.php/648-Campaign-Notes-Little-Lamb-Who-Made-Thee
Campaign Notes: Prelude to a Fire http://www.penandpapergames.com/forums/entry.php/643-Campaign-Notes-Prelude-to-a-Fire Mon, 17 Aug 2009 03:13:02 GMT *Savage World **of Solomon Ka**ne* *Campaign: Prelude to a Fire* * For 3-5 players * 9-12 sessions, divided into 3 parts, 3-4 hrs./session *... Savage World of Solomon Kane

Campaign: Prelude to a Fire


  • For 3-5 players
  • 9-12 sessions, divided into 3 parts, 3-4 hrs./session
  • 30-35 minutes to generate characters
Setting: Alt-Historic, European Age of Discovery, Pre-Revolutionary Colonial Americas

Themes: Swashbuckling Adventure; Gothic Occult Horror; Alchemy; Secret Societies; Righteous Fury

Literary Influences: Robert E. Howard’s Solomon Kane short stories; Neal Stephenson’s Baroque Cycle series of novels; Iain Pear's An Instance of the Fingerpost

Materials

  • 3 pp. photocopies, including maps and misc. handouts -- supplied by GM
  • PDF of SWoSK Player’s Guide -- b&w hard copy supplied by GM
  • Savage Worlds Explorer’s Edition (recommended, but not required) – supplied by player
  • 1 set of standard polyhedral dice (d4, d6, d8, d10, d12, d20) – supplied by player
  • 2 decks of standard playing cards -- supplied by GM
  • 1 tri-color set of poker chips – supplied by GM

Adventure Overview

For this adventure, players will have the option of either creating their own characters, which is always encouraged, or using pre-generated characters supplied by the GM. As planned, this is a guided “sandbox” style mini-campaign that will initially be run from a short published adventure from Pinnacle’s Traveler’s Tales in order for the PCs to come together as a group and for the players to establish their characters’ identities and goals.

The setting for this series of adventures lies during and just after the restoration of the monarchy following the English Civil War, when the authority of King Charles II is not yet settled, and conspiracies abound. Our story begins in in the south of England in the approximate year of 1660, though peradventure the PCsmay travel by sea to the colony of Virginia on behalf of a strange fraternity known as the Royal Society to investigate “an unnatural phenomenon” associated with the long-vanished colony of Roanoke. The motivations for taking the voyage will depend largely on the players’ individual visions of their characters. Also, in true sandbox fashion, there will be opportunities to pursue side-adventures as they arise in play.

Part 1: The Uffington Dragon

[example to be written]

Part 2: Echoes of the Lost Colony

[example to be written]

Part 3: The Great Fire

[example to be written]

... ]]>
Tamburlain http://www.penandpapergames.com/forums/entry.php/643-Campaign-Notes-Prelude-to-a-Fire
Campaign Notes: The Gates of Eden http://www.penandpapergames.com/forums/entry.php/642-Campaign-Notes-The-Gates-of-Eden Mon, 17 Aug 2009 02:55:00 GMT *Deadlands* *Reloaded* * Campaign: The Gates of Eden* * For 3-5 players * 3-4 sessions for Part 1, and open-ended thereafter for Part 2,... Deadlands Reloaded

Campaign: The Gates of Eden

  • For 3-5 players
  • 3-4 sessions for Part 1, and open-ended thereafter for Part 2, 3-4 hrs./session
  • 30-35 minutes to generate characters

Setting: Alt-Historic, Civil-War Era, Wild West

Themes: Hex-Slinging Adventure; Santaria; Legend, Myth, Bible and Ghosts

Literary Influences: Ray Bradbury’s Something Wicked This Way Comes; Jonathan Edwards’ Sinners in the Hands of an Angry God; Greil Marcus' The Invisible Republic; Mark Twain's Huckleberry Finn

Materials

  • 3 pp. photocopies, including maps and misc. handouts -- supplied by GM
  • PDF of DL:R Player’s Guide -- b&w hard copy supplied by GM
  • Savage Worlds Explorer’s Edition (recommended, but not required) – supplied by player
  • 1 set of standard polyhedral dice (d4, d6, d8, d10, d12, d20) – supplied by player
  • 2 decks of standard playing cards -- supplied by GM
  • 1 tri-color set of poker chips – supplied by GM

Adventure Overview

For this adventure, players will have the option of either creating their own characters, which is always encouraged, or using pre-generated characters supplied by the GM. As planned, we will begin with a home-brew mini-adventure that will allow the PCs to come together as a party of like-minded souls and thus encourage the players to establish their characters’ identities and long-term goals.

The second part will take up Pinnacle’s published "plot point" setting, The Flood, in which the party, having come into contact with an intriguing map, may be motivated to leave their hometown of Rain Tree, Illinois, and travel westward to the Independent Commonwealth of California to explore its shattered coastline.

Part 1: God Said No, Abe Said What

[sample to be written]

Part 2: The Flood

[sample to be written]
...
]]>
Tamburlain http://www.penandpapergames.com/forums/entry.php/642-Campaign-Notes-The-Gates-of-Eden
Adventure Treatments for Future Players – Notes http://www.penandpapergames.com/forums/entry.php/610-Adventure-Treatments-for-Future-Players-–-Notes Sun, 02 Aug 2009 18:34:18 GMT *Changeling: The Lost* File this adventure under: Psychedelic Fae Nightmares, Psychosis, Number of players: 3-4 Time for... Changeling: The Lost

File this adventure under: Psychedelic Fae Nightmares, Psychosis,

Number of players: 3-4
Time for character creation: 1 hour
Number of sessions: 6-12 (possibly divided into two parts), 3-4 hours/session

Player materials:


  • 5-pp of handouts (supplied by GM) –per player


  • 1-p rules quick-reference sheet (supplied by GM) –per player


  • nWoD Core Rules (recommended) –per player


  • Changeling: The Lost Core Rulebook (recommended) –per player


  • 10 d10 dice –per player


  • Variety of colored gemstones (supplied by GM)–per player


  • Pencil and paper –per players


Description:

This adventure will be run entirely in its published form from the SAS The Rose-Bride’s Plight, which is a 2009 Ennie-Award nominee. If the players are lacking the requisite experience to play in this chronicle, then we will start with the equally excellent introductory SAS, The Fear-Maker’s Promise.

The blurb for The Fear-Maker’s Promise reads, This, the first SAS story kit for Changeling: The Lost, takes players' characters into the weirdly fantastic realm of the Hedge, where the terrors and wonders of the Fae lurk, and into the passion and courtly conflict of those who have escaped the Faerie lands and back into our world. They — and your characters — are changelings. Forever hunted by their former slave-masters from the Faerie realm, changelings face magic and horror every night in the World of Darkness. But on a night like this one, there is also a chance for real hope. The question is, what will your characters do to bring hope to the changelings?

A child is going to be sacrificed… or rescued. You decide.

The blurb for The Rose-Bride’s Plight reads, Broken oaths, betrayals and bitter memories have widened the chasm between the two Courts for decades, with each transition from Onyx to Emerald becoming an ever more frigid and hostile affair. In the past, fanatics on either side have taken overt action against their enemies and tensions have swelled. Members of the freehold fear that if something is not done soon, one party or the other will take drastic action and drive the freehold into a true civil war.

Or worse.

From amidst this turmoil, two levelheaded rulers have emerged and struck a time-honored bargain, pledging to unite their Courts with a wedding between two of their members. But it appears that someone isn't eager to see the decades-old hostilities so easily soothed. ]]>
Tamburlain http://www.penandpapergames.com/forums/entry.php/610-Adventure-Treatments-for-Future-Players-–-Notes
Happy Independence Day, Everbuddy! http://www.penandpapergames.com/forums/entry.php/509-Happy-Independence-Day-Everbuddy! Fri, 03 Jul 2009 15:39:09 GMT I'll be leaving tomorrow for a few weeks on a trip to Massachusetts and Maine, partially work-related and partially as vacation. After getting lots of good recommendations for rpgs that might work well with newbies, I will be bringing some games with me to try out on some non-gamer family members. When I get back I will post a review of how the various games were received and whether or not people thought they were fun.

Happy Independence Day! ]]>
Tamburlain http://www.penandpapergames.com/forums/entry.php/509-Happy-Independence-Day-Everbuddy!