Sunday, July 28, 2019

More Fey Creatures

Here are stats and descriptions for two more creatures, the dryad and the banshee.

-Nate




Dryad
These female creatures look like beautiful women wearing scant clothing, perhaps decorated with garlands of leaves or flowers. Their hair color and complexion varies based on the tree to which each is bonded (see below for details).
Dryads live in remote forested areas, most notably in Europe but in other parts of the world, too. They are guardians of such wild places, aiding the creatures that live their while protecting against the destructive intrusion of outsiders.

Dryad
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4, Healing d6, Notice d6, Persuasion d6, Stealth d6, Survival d8
Pace: 6, Parry: 4, Toughness: 5
Edges: Woodsman
Hindrances: Loyal
Special Abilities
  • Tree Bond: Every dryad is bonded to a particular tree, and suffers damage when that tree is harmed. In this way, trees should be treated as having Toughness 8, but can suffer wounds just like characters; the wound penalty applies to the bonded dryad, too. After three wounds the tree is cut down, which kills the dryad.
Gear: None.



Banshee
These fey creatures often take one of two forms, either a beautiful but very sad young woman dressed in the plain garb of mourning, or old and decrepit women. In either case they are known for their wail, which is always sorrowful but can be absolutely terrifying.
Banshees are spirits associated with death and grief. They are known to haunt ruins and old burial mounds, where they keen about the loss of life and destruction that has occurred there. Some believe that, when sighted in other locations, their presence is a harbinger of approaching tragedy and doom.

Banshee
Attributes: Agility d6 Smarts d4, Spirit d8, Strength d6, Vigor d8
Skills: Notice d6, Stealth d8
Pace: 6, Parry: 2, Toughness: 6
Edges: Danger Sense
Hindrances: Vengeful
Special Abilities
  • Ethereal: See the core rulebook for details.
  • Wail: When a banshee wails, all characters within a large blast template must make a Spirit check at a -3 penalty; those who fail must then roll on the Fear Table (at +3) and suffer the resulting effects.
Gear: None.


Sunday, July 21, 2019

Fey Creatures

Presented here are stats for two fey creatures, for use with the Savage Worlds RPG in general, and the worlds of the Shadow Roads and The Sixth Gun comics in particular.

-Nate



Vodyanoi
These creatures have grayish skin and green hair; they look like a cross between humans and frogs. Their fingers are webbed to aid in swimming, and they have tails like fish. Sharp claws are useful for hunting prey as well as for defense.

Vodyanoi live in the water, but make lairs in adjacent land. They are normally content to leave humans alone, but have been known to seek revenge—such as by sabotaging dams or boats—when angered. Suspicious land-dwellers sometimes accuse them of drowning unsuspecting victims, but those claims have not yet been substantiated.

Vodyanoi
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Athletics d6, Fighting d6, Notice d6, Repair d4, Stealth d6, Survival d8
Pace: 2, Parry: 5, Toughness: 6
Edges: None
Special Abilities
  • Aquatic: Pace 6
  • Claws Str + d4
Gear: None





Sylph
These small creatures look like beautiful humans—most commonly women—wearing light clothing, with insect-like wings sprouting from their backs and decorations of flower petals, shells and other such natural materials adding to their beauty.

Sylphs tend to go about their lives while paying attention to humans only when necessary. They build comfortable dwellings in the branches of trees and dine on pollen, nectar, water and the like. These creatures do have a love of shiny objects carried by the Big People, and thus sometimes take things that don't belong to them.

Sylph
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d4, Vigor d4
Skills: Fighting d4, Notice d6, Stealth d10, Survival d8, Thievery d8
Pace: 2, Parry: 4, Toughness: 4
Edges: Dodge
Hindrances: Curious
Special Abilities
  • Flight: Pace 10; Size -3
Gear: Clothing, tiny sword (Damage Str + d4), miscellaneous shiny objects

Saturday, July 13, 2019

The Invisible College

This post presents the Invisible College, a secret organization out of Great Britain for use with roleplaying games set in the worlds of the Shadow Roads and The Sixth Gun comics.

-Nate




Introduction
It is widely known that the English Renaissance was a time of tremendous inquiry, exploration, discovery and expression. In the center of it all was Queen Elizabeth I, who reigned for more than forty years. Much of the credit for these developments, is due to the unprecedented group of people whom she collected around herself, who worked to investigate (and exploit) the mysteries of the world in may different ways.
  • There was a particularly notable group of sailors and explorers, including Sir Walter Raleigh, Sir Francis Drake, Henry Hudson, John and Richard Hawkins, John and Sebastian Cabot, Martin Frobisher, and others.
  • Artists, writers and architects included the likes of William Shakespeare, Ben Jonson, Christopher Marlowe and Christopher Wren.
  • Among the natural philosophers, none is more notable than Sir Francis Bacon, who is credited by some as inventing the modern scientific method. Indeed, his beliefs regarding methods of inquiry gave rise to the Royal Society, under the auspices of which the Invisible College secretly operates.
  • Elizabeth also retained the services of mathematician, astronomer and—some would say—occultist John Dee.
  • Finally, the queen also had dealings with the Irish ship captain Grace O'Malley, whom some refer to as the Pirate Queen, a woman who commanded castles and soldiers, ships and crews in Ireland.
In addition to their many and varied discoveries and contributions to society at large, these individuals also helped found the organization that would become known as the Invisible College. It is dedicated to investigating the occult mysteries of the world, using them to the benefit of the British Empire, and protecting them from exploitation by hostile powers.


History
The Invisible College was founded during the reign of Queen Elizabeth I of England, at her command and with the influence of the notable explorers, artists and other people mentioned above. Eventually an offshoot of the group, the Royal Society, would become something of a public face for continued investigation into scientific matters, while the College would continue secretly delving into matters of an occult nature. As mentioned above, the time of her leadership was tremendously productive, during which many different discoveries took place. 

The Invisible College continue to thrive under the reigns of James I and Charles I, both of whom continued their patronage of the College. A major disruption occurred, however, during the Puritan Revolution. That was when Charles I was beheaded, and rulership passed to Oliver and then Richard Cromwell. Like many of their Puritan associates, they had little tolerance for the—according to them—heretical study of magic. That brought on five years of activity more secretive than the College's usual discretion, conducted without official sanction or financial support.

Matters seemed to settle after the Restoration, when Charles II was put on the throne. The College continued to operate in secret, but once again had authoritative and monetary aid. There was a notable incident in the American colonies, however, at the Massachusetts colony in the New World. There, Puritan settlers—who'd left England due to intolerance following the Restoration—accused a number of their fellows of practicing witchcraft. Indeed, nineteen of the accused were even convicted, sentenced to death and executed for their crimes. Although many historians believe the incident was due to some kind of mass hysteria, at least a few had been engaged in the study of magic.

A real test of the College occurred during the reign of King George III, who was mad. During his reign a schism erupted between those British citizens in the Americas who were loyal to the Crown and those who sought independence for the colonies. This led, of course, to the American Revolution, which saw the Crown lose control of its people in the New World. Some of those colonists who had had dealings with the Invisible College even pressed to found their own organization dedicated to magical investigations, which in 1789 came to be the Black Stars. During the War of 1812 agents of the Invisible College attempted to recover some of their lost assets, including during attacks on Washington, DC and New Orleans.

The Enlightenment brought about many notable scientific discoveries, and also a period of great skepticism regarding magic. That is just fine for the current members of the Invisible College who continue working to protect Great Britain—once again under the reign of a powerful queen, Victoria—from possible harm caused by eldritch enemies.


Bases of Operations

The maintains its headquarters in the heart of London, using a museum of cultural history as its front. This building is three stories in height, with steps leading up to the front door (1). Inside there is a lobby for receiving visitors (2). Small niches are filled with comfortable chairs and tables for those who need to rest (3), and doors lead into stairways that lead from floor to floor (4). Twenty-two different open rooms (5) provide space for displaying non-magical items, usually with a particular theme for each area. Finally, an atrium in the center of the building (6) is lit from above by skylights, and surrounded on the upper levels by a railing.


The repository's underground level is something else entirely. Hallways lead around much of the interior (1), and there are garderobes (2) and storage closets (3) throughout the place. Two sets of stairs (4) lead up to the above-ground levels; they are kept locked at all times. There are small private rooms, which double as offices, for junior (5) and senior members (6) of the organization. In the middle of it all is the mess hall (7). Two bunk rooms house the guards (8), and there is an armory stocked with weapons (9). Toward the rear of the facility is the kitchen (10), along with a well-stocked pantry (11) and the cook's quarters (12). Several holding cells are located in one corner (13), and there is even a room for interrogating—some would even say torturing—prisoners (14). Opposite them is the library (15), attached to which are the Headmaster's quarters (16) and a secret chamber for holding items of particular value (17). 


Treasures of the Invisible College
It goes without saying that this organization possesses numerous magical treasures. Their library, of course, is filled with various grimoires (from page 40 of The Sixth Gun RPG), along with more mundane texts. They also have an onyx mirror (similar to the one depicted in “South of the Border”)—in fact, the very one that formerly belonged to John Dee. This is a good opportunity for the GM to introduce other relics, too, depending on the desires of the players and the needs of the campaign.




Personnel
The following individuals inhabit the Invisible College's Repository.

Guard (Novice)
These individuals are tough and dedicated to protecting the members, activities and secrets of the Invisible College. Fourteen guards man the repository.
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d6
Skills: Climbing d8, Fighting d8, Healing d4, Notice d4, Repair d4, Riding d6, Shooting d6, Swimming d6
Charisma: --, Pace: 6”, Parry: 6, Toughness: 6
Edges: Brawny
Hindrances: Loyal
Gear: Functional clothing, sword (Damage Str+d6), pistol (Range 12/24/48, Damage 2d6, RoF 1).

Guard Sergeant (Seasoned)
Those guards who've gained some experience are given positions of command over their fellows. There are three such in the repository—one in command of each guard squad, and the old cook.
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d6
Skills: Climbing d8, Fighting d8, Healing d4, Notice d4, Repair d4, Riding d6, Shooting d6, Swimming d6
Charisma: --, Pace: 6”, Parry: 6, Toughness: 6
Edges: Alertness, Brave, Brawny, Improved Block, Marksman
Hindrances: Loyal
Gear: Functional clothing, sword (Damage Str+d6), pistol (Range 12/24/48, Damage 2d6, RoF 1).

Junior Investigator (Novice)
Each of these magical adepts is relatively new to the practice of match, but definitely not unskilled. They specialize in discovering information, either through books and interviews or by questioning the dead in a given location. Eight of them serve in the Repository.
Attributes: Agility d4, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Investigation d8, Knowledge d8, Notice d8, Shooting d4, Spellcasting d8 Streetwise d6
Charisma: --, Pace: 6”, Parry: 2, Toughness: 5
Edges: Arcane Background (Sorcery)
Hindrances: Curious
Special Abilities
Power Points: 10; Powers: Detect/conceal arcana, dispel, grave speak
Gear: Functional clothing, magical accouterments, pocket pistol (Range 5/10/20, Damage 2d6, RoF 1).

Senior Investigator (Veteran)
Those field agents who've proven that they can track down relics and lore—and survive the dangers inherent in doing so—are promoted to positions of greater autonomy and authority. Sometimes they even lead their juniors on assignments that require more personnel, too. There are currently four of these individuals in the Repository.
Attributes: Agility d4, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Investigation d8, Knowledge d8, Notice d8, Shooting d4, Spellcasting d10 Streetwise d8
Charisma: --, Pace: 6”, Parry: 2, Toughness: 5
Edges: Arcane Background (Sorcery), Investigator, New Power x3, Power Points, Rapid Recharge
Hindrances: Curious
Special Abilities
Power Points: 15; Powers: Boost/lower Trait, deflection, deflection, detect/conceal arcana, dispel, grave speak
Gear: Functional clothing, magical accouterments, pocket pistol (Range 5/10/20, Damage 2d6, RoF 1), grimoire.

Chief Investigator (Legendary)
Description
Attributes: Agility d4, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Investigation d8, Knowledge d8, Notice d8, Shooting d4, Spellcasting d12, Streetwise d8
Charisma: --, Pace: 6”, Parry: 2, Toughness: 5
Edges: Arcane Background (Sorcery), Connections, Ghost Sight, Improved Rapid Recharge, Investigator, New Power x5, Noble, Power Points x2, Power Surge, Rapid Recharge, Relic Hunter
Hindrances: Curious
Special Abilities
Power Points: 20; Powers: Armor, boost/lower Trait, deflection, deflection, detect/conceal arcana, dispel, drain power points, grave speak
Gear: Functional clothing, magical accouterments, pocket pistol (Range 5/10/20, Damage 2d6, RoF 1), grimoire, other relics at the GM's discretion.


Plot Hooks
The Invisible College could be involved in all of the following business.
  • This organization could be an employer, ally, rival or outright enemy for PCs who themselves are pursuing magical relics and lore.
  • To that end, they could pop up during scenarios involving lost treasures, especially “Buried But Not Dead,” “Restless Spirits” and “South of the Border,” along with “Bad Medicine,” “Beyond the Veil” and “Unfettered.”
  • It's especially likely that they'd have to work together if they and the PCs discovered a powerful group or creature that posed a truly serious threat to the world.
  • There is a deep sense of competition between agents of the College and “those bloody Yanks” who work for the Black Stars.
  • They have a similar relationship—and one with even less respect—to the Knights of Solomon, whom they regard as dangerous.
  • Some of this group's agents might pose as wannabe cowboys, particularly ones who want to invest in cattle ranching, in order to conduct occult business in America.
  • The College has conducted numerous exploratory missions in the past, not all of which returned; the PCs might find the wreck of one such vessel, along with any relics or lore that it still contains.
  • Such was the case, in fact, with one College operative who used the pseudonym Prospero and who was skilled in binding spirits to his will.
  • Given their ability to communicate with spirits of the deceased, they are also quite good at digging up previously lost evidence.
  • When they need to communicate with each other over long distances, be it by letter or telegram, agents use an elaborate system of codes.
  • Should one or more of the PCs be captured by the College—or if they want to steal relics or texts—the PCs might decide to stage a daring raid on the Repository.
  • Of course, if all of the PCs were captured, then making an escape could be a means of overcoming what had been a crushing defeat.

 



Saturday, June 22, 2019

Pathfinder 2 vs. D&D 5e vs. Savage Worlds and More

My brother and his family are visiting this summer, and he's started running Ghosts of Saltmarsh for us as a summer series. It's been fun so far, and we've just finished the first module, The Sinister Secret of Saltmarsh. Here are a few pictures of our raid on the smugglers' ship from last night.




For those who are interested, by the way, here's a link to more pictures of my brother's projects.


This has brought a number of issues to my mind, including the following.

  • It's fun to be playing D&D again. I know that Pathfinder is 3rd Edition by another name, but still. 
  • The more rules-light take of 5e has been a nice change of pace. I ran Pathfinder for my 2017-18 campaign, and sometimes the heavy mechanics slow down the pace of play. 
  • Along those lines, I enjoyed running Savage Worlds for my 2018-19 campaign; it was a nice change of pace, and I still have plenty of material for future adventures. 
  • I've been hearing and reading mixed reviews for Pathfinder 2,  which makes me wonder if I want to buy into the new system. I could, of course, continue playing the old one, for which I have lots of books, but when I run games at conventions it's nicer when they are still widely available in print. 
  • Green Ronin also announced that they'll be relaunching their iconic Freeport setting--the one that started my interest in pirates and thus led to me creating this blog in the first place--for a new game system. Scuttlebutt has it that this will be Fantasy Age, Green Ronin's own game. I'm really torn about the idea of buying a new game just to be able to play in Freeport. 

Only time will tell...

-Nate

Monday, June 10, 2019

The Traveling Show

I've been working on a Savage Worlds/The Sixth Gun scenario for a gaming weekend that my brother and I are planning with some old college buddies; presented here are the pregenerated characters that I've made for it.

-Nate




Using these Characters
First and foremost, these characters are designed to be pregenerated heroes for use with the scenario “Truth and Consequences” along with any others that might follow it. To that end, players should select one of the roles, and then make up a name, descriptive details and perhaps even a background for each character. On the other hand, a GM could provide that information and thus use them as interesting NPCs for adding to adventures and campaigns.



Character:
Strong Person
All your life you've been bigger and stronger than others. Sometimes this has been helpful, but at other times people have been afraid of you. For that reason, you were recruited to join a traveling show, in order to perform feats of strength such as bending bars, lifting heavy objects and even wrestling unsuspecting locals. In this way you've also been able to earn the respect of your fellow entertainers, sticking up for them in difficult situations and when conflict arises.
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d10, Vigor d6
Skills: Climbing d8, Fighting d10, Swimming d6, Throwing d6
Charisma: --, Pace: 6”, Parry: 7, Toughness: 6
Edges: Brawler, Brawny
Hindrances: Sluggish
Gear: Light clothing, folding knife (Range 3/6/12, Damage d10+d4, RoF 1), unarmed attack (Damage d10+2).

Notes




































Character:
Fortune Teller
You've always had a sense for things in this world beyond the perception of others, including magical auras and even the whispering voices of the dead. This has allowed you to gain valuable information for your own use—which has included convincing local dupes to pay you to hear word of their lost loved ones, unrealized aspirations, and the like. Your fellow entertainers do recognize that you've learned a lot, and thus are a fount of knowledge.
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d4, Vigor d4
Skills: Fighting d4, Investigation d8, Knowledge d8, Notice d10, Persuasion d8, Spellcasting d10
Charisma: --, Pace: 5”, Parry: 2, Toughness: 4
Edges: Arcane Background (Sorcery)
Hindrances: Elderly
Powers: Detect/conceal arcana, dispel, grave speak; Power Points: 15.
Gear: Fancy clothing, spellbook, crystal ball, various spell components, walking stick—treat as a club (Damage d4+d4).

Notes


































Character:
Acrobat
You've always been quick on your feet, with fast reflexes and a light step. What is more, you're skilled at tumbling, juggling and similar feats, including the use of thrown weapons. You've even been able to turn that into viable employment, working as an acrobat in a traveling group of entertainers. Of course, the fact that you're good at climbing and as stealthy as a cat has also proven useful, albeit for less forthright endeavors in which you've been involved.
Attributes: Agility d10, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills: Climbing d8, Fighting d8, Stealth d10, Throwing d10
Charisma: --, Pace: 6”, Parry: 6, Toughness: 5
Edges: Dodge, Quick
Hindrances: Overconfident
Gear: Light clothing, folding knife (Range 3/6/12, Damage d10+d4, RoF 1).

Notes




































Character:
Acrobat
You've always been quick on your feet, with fast reflexes and a light step. What is more, you're skilled at tumbling, juggling and similar feats, including the use of thrown weapons. You've even been able to turn that into viable employment, working as an acrobat in a traveling group of entertainers. Of course, the fact that you're good at climbing and as stealthy as a cat has also proven useful, albeit for less forthright endeavors in which you've been involved.
Attributes: Agility d10, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills: Climbing d8, Fighting d8, Stealth d10, Throwing d10
Charisma: --, Pace: 6”, Parry: 6, Toughness: 5
Edges: Dodge, Quick
Hindrances: Overconfident
Gear: Light clothing, folding knife (Range 3/6/12, Damage d10+d4, RoF 1).

Notes




































Character:
Trick Shooter
Your pistols are like parts of your own body, extensions of your arms and hands. All your life you've had a knack for sharp shooting; you can hit a bird on the wing, and even shoot the aces out of a hurled deck of cards. You've put this skill to good use as a part of this traveling show. More recently, though, you've made good use of your guns in dealing with those locals who haven't taken a shine to the troupe's entertainments, or when you or one of your associates has committed some kind of offense.
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Boating d8, Lockpicking d8, Riding d10, Shooting d8
Charisma: --, Pace: 6”, Parry: 2, Toughness: 5
Edges: Marksman, Quick Draw
Hindrances: Impulsive
Gear: Cowboy clothing, two Colt Navy revolvers (Range 12/24/48, Damage 2d6, RoF 1).

Notes




































Character:
Witch Doctor
You come from a culture beyond the ken of most people who live in America. For that reason, people regard you as a curiosity at best, and a dangerous freak at the worst. While this in many places has led you to be ostracized and even persecuted, you've found acceptance among a traveling group of entertainers who all have their own unusual qualities. Additionally, your ability to enhance, protect and even heal the others has made you a valuable and trusted member of the group.
Attributes: Agility d4, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Healing d8, Survival d8, Tracking d6, Tribal Medicine d8
Charisma: --, Pace: 6”, Parry: 5, Toughness: 5
Edges: Arcane Background (Shamanism), New Power
Hindrances: Outsider
Powers: Boost/lower Trait, deflection, healing; Power Points: 10.
Gear: Primitive clothing, totem (you pick the animal), tomahawk (Range 3/6/12, Damage d6+d6, RoF 1).

Notes



































Character:
Barker
You have a strong voice and a way with words, two qualities that you've paired to make yourself into quite the salesperson. That has also allowed you to gather around yourself a curious (some might say freakish) group of individuals, all of whom have special talents that you incorporate into your traveling show. Now, it's been alleged from time to time that your cohorts engage in less scrupulous of their talents, but so far you've usually been able to talk your way through such accusations.
Attributes: Agility d4, Smarts d8, Spirit d8, Strength d6, Vigor d4
Skills: Knowledge d8, Notice d8, Persuasion d10, Streetwise d8
Charisma: --, Pace: 6”, Parry: 2, Toughness: 4
Edges: Alertness, Command
Hindrances: Curious
Gear: Fancy clothing, Knuckleduster .22 (Range 5/10/20, Damage 2d6, RoF 1).

Notes



































Using the Traveling Show in The Sixth Gun Adventures and Campaigns
This group of interesting individuals can be used in many different ways, including the following possibilities.

  • They could stage their entertainments aboard the steamboat River Maiden, performing in each town at which it stops. This could be in conjunction with the Great River Poker Tournament, which is likely to attract people with bad intentions.
  • The New World Theater in Galveston, Texas is another good venue, although that could bring them into conflict with the Sisters of Salem—otherwise known as the Caliban Company—who are also agents of the Invisible College.
  • In this way, their acts might be paired with the Great River Poker Tournament or Miles Jameson's exhibition of Native American artifacts.
  • The characters' combined abilities make them capable retrieval specialists, ones who might be employed by the Pinkertons or the Black Stars.
  • Of course, they might also be in the thievery business for themselves, visiting various towns and pilfering what they can.
  • The traveling show would benefit from acquiring a collection of unusual items, such as the Hand of Glory, the aforementioned Native American artifacts, or the like.
  • Eventually this group will run afoul of nefarious people such as Angelica Smith or Edmond Bouchard, and conflict will ensue. 

Saturday, June 1, 2019

Good (Free) Stuff from Dog House Rules



My interest in western RPGs was first piqued when, at Gen Con a few years back, I found a copy of the Sidewinder Reloaded RPG for sale at a discount. That was back when 3rd Edition was giving way to 4th, and a game that used d20 Modern as its core rules was being phased out. That book proved to be a remarkably comprehensive set of rules for running adventures in the western genre, and I was intrigued. What is more, I learned that the game's publisher, Dog House Rules, also produced some high-quality supplemental material, especially the Fort Griffin Trilogy of setting books and the lovely little scenario Johnny Comes Marching Home. Even so, I was also gradually losing my taste for the mechanically heavy d20 Modern system, and so never ran much with that rulebook. 

Not long thereafter, on Free Comic Book Day in May of 2011, I found a free copy of Oni Publishing's The Sixth Gun #1. I was hooked, and went on to collect that series for the following five years. I was also excited when I saw the Kickstarter for a Sixth Gun RPG from Pinnacle Entertainment Group, using the Savage Worlds rules. While I'd dabbled in writing and running scenarios using that RPG, most notably in the Pirates of the Spanish Main setting, I didn't have much experience with it. That quickly changed as I began developing ideas for a series of adventures that developed into my current campaign, which I call Manifested Destinies. 

It was to my pleasant surprise, then, when I learned that Dog House Rules was converting much of its d20 material over to Savage Worlds. That had already been the case with Johnny and two other adventures, but now is also the case for Fort Griffin. It was in looking at that hefty text that I also found the following three free supplements, part of their Six Guns line, each of which presents a group of historical NPCs ready for use in any kind of Savage Worlds western game.

The first of these supplements presents the notorious James-Younger gang. It provides stats, naturally, for Frank and Jesse James; Cole and Jim Younger; as well as Clell Miller and Arthur McCoy. It also provides printable half-page reference sheets for the characters, along with half a page of works cited, which I appreciate. 


Next up is a supplement dedicated to the Earps and Mastersons. It provides stats, of course, for Wyatt, Morgan and Virgil Earp; and Bat, Ed and Jim Masterson. Once again there are half-page stat sheets and references for further reading. 


The third supplement is titled Wild and Woolly Women. The ladies presented in it include Calamity Jane, Belle Starr, Pearl Hart, Charley Parkhurst, Poker Alice Ivers, and Annie Oakley. This was the most interesting supplement to read, since the stories of these women were not as familiar as those of the preceding bandits and lawmen. Also, the list of references for this one is longer than those for the other two. 


Using These Supplements in Savage Worlds Western Adventures and Campaign
Presented below are just a few ways in which a GM (Judge) could work these characters into various plots.
  • As raiders and bank robbers, the members of the James-Younger Gang are synonymous with loot. This could include money or other items taken from various bank and train robberies, or even material from back during their days serving under the infamous Bill Quantrill during the heated conflicts of the Civil War.
  • Various members of the Earp and Masterson families served as deputies of the US Marshals; who is to say they weren't actually members of the Black Stars, tasked with investigating occult-related crimes and other such mysteries?
  • The women presented in the third supplement are such a colorful bunch that they could add drama to any adventure.


Sunday, May 5, 2019

Manifested Destinies Campaign Guide

This year's campaign (for the 2018-19 school year) has been a bit different. For one thing, we've been playing every other week; for another, we switched it up a bit and played some Savage Worlds in the Sixth Gun campaign setting. I had a number of adventures ready to go from the start, with an idea of where I wanted to be at some point around the middle; the rest has evolved as we progressed. In the end, though, I wanted to provide something of an overview if a GM wanted to use this material in some kind of organized manner.



Connecting the Scenarios
The “Manifested Destinies” campaign connects a number of different adventures from the blog . While the development of a storyline, based on the actions of the Player Characters, can never be fully anticipated by the GM, the intended overall flow of the action is as follows. 

“Reversal of Fortune” provides an excellent means of bringing the PCs together for the first time, since they could be competitors, companions, spectators, would-be thieves, other passengers, or even crew members aboard the steamboat River Maiden for the big poker tournament. Then, finding those responsible for the strange attack can bring a common purpose, as detailed in “Ill-Gotten Gains.” A cryptic clue from that scenario leads to the little town of Smith's Crossing, where they can gain hints about one mystery. 

From there, too, they could be drawn into the events of “Blood on the Snow” and “Buried But Not Dead.” Those scenarios introduce two of the primary villains, the Pinkerton Alexandra Flynn and the werewolf Hugo Francois LeBlanc. The latter also allows the PCs to acquire a fabled grimoire, the Clavicula Salmonis, a text purportedly written by King Solomon himself and one that contains rituals for summoning demons and binding them to one's service. They could also thus be drawn into the events of “Restless Spirits,” which gives them the opportunity to win powerful allies. 

The plot thickens when Smith's Crossing is stricken by illness, as presented in “A Plague Among You.” Here the PCs can learn the truth about Mr. and Mrs. Smith and, based on what they learn there, rush off to prevent a calamity in “Hell to Pay.” From there, the scenario “South of the Border” can be used for a change of scenery, possibly letting the PCs come face to face with Alexandra Flynn, and even acquire two relics—the onyx mirror and a hand of glory. 

Once the end of the campaign approaches, the PCs can rush to stop a werewolf and his allies from unleashing a wicked and powerful loa, as described in “Unfettered,” and then face off once and for all with the Knights of Solomon.

Using the Supplements
Supplements from the blog connect directly to the different adventures, too.
  • “The Steamboat,” of course, provides the setting and some of the NPCs for “Reversal of Fortune.”
  • “Bad Medicine” details what the PCs can find during their first—and subsequent—visits to Smith's Crossing, especially during “A Plague Among You.” It is also the launching point for the scenario “Buried But Not Dead,” and possibly for “Blood on the Snow.”
  • The “Frontier Fort” becomes a focal point for the PCs, and is the center of the action for “Hell to Pay” as well as the point of entry for “Beyond the Veil” and, eventually, “Unfettered.”
  • “Soldiers and Officers of the U.S. Army” and “Native People of the American Frontier” detail many of the NPCs who become important in the aforementioned scenarios, too.
  • “The Dead Man's Hand” introduces another NPC, Small Raven, who could help the PCs in unraveling the greater mystery that they face.
  • “Diablerie” inroduces a coven of witches who can add a lair of complication to these events, as allies, rivals or enemies.
  • Similarly, the “Black Stars” are meant to be employers for the PCs, unless they choose to pursue their own agendas.
  • “The Train” is a setting for working in the PCs' own subplots, as detailed below.
  • Finally, “The Knights of Solomon” details the final foes for this campaign.

Including the PCs' Stories
The Savage Worlds game mechanic known as Interludes provides a good opportunity for the players to weave their characters more deeply into this story, by telling their own tales. Refer to page 105 of the Savage Worlds Explorer's Edition book for details. Good opportunities for Interludes occur during the journey through the southwest during “Buried But Not Dead” and the voyage across the Gulf of Mexico that's part of “South of the Border.” At the GM's discretion, other scenarios could provide more chances for this kind of elaboration, too. 

On the one hand, characters who are developed from these stories could be substituted for NPCs from the published adventures. On the other hand, the GM could improvise entirely new encounters and scenarios based on those stories, too.


Building up to the Big Finale
Here are a few tips for building up a satisfying climax at the end of the campaign.
  • When possible, it's best to introduce villains and let them become familiar before the PCs can have a showdown with them. Such could be the case with Jacques Lemaire, Mordechai and Angelica Smith, Hugo Francois LeBlanc, Alexandra Flynn and any of her associates from the Pinkertons and the Knights of Solomon.
  • The same goes for any possible allies, too; they might include Herr Meier, many of the people from Smith's Crossing, any soldiers and officers from Fort Arneson, as well as some of the local Native Americans, such as Little Raven, Red Hawk and Standing Bear. Depending on the GM's preferences, they could aid the PCs in battles against their enemies.
  • It's also important to revisit familiar locations, too, so as to help weave them into the tapestry that is the campaign setting.
  • After each scenario, when the PCs receive their Experience Points, the NPCs who were involved should receive the same total, reflecting the fact that they are continuing to pursue their own plans.
  • Finally, the big finish—whether it's a showdown at the strange manor house in “Unfettered,” an assault on the stronghold of the Knights of Solomon, or something else entirely—provides an opportunity to settle old scores once and for all.

Heading in Other Directions?
As written, these scenarios should provide the PCs with enough Experience Points to receive from ten to twelve Advances, and thus to achieve Veteran or even Heroic rank. A GM who wants to take this campaign to the Legendary level might, therefor, need to supplement this material. One option for doing so is working in more side adventures based on the stories from the Interludes; this might include making journeys back east to visit family and friends, seeking lost loved ones who've come out to different parts of the frontier, or going to find vengeance against those who've done the PCs wrong. Another possibility is to let the PCs explore the myriad possible worlds that are accessible via the Winding Way, and thus even to pursue alternate realities that upset the status quo of the outside world.