Sunday, October 24, 2010
Session synopsis - Ch 3 pt 2.
After making their way over the hidden pits, the adventurers found themselves in a long corridor. They explored cautiously ahead, striking pitons into the walls at 20' intervals and tapping the floor before them with a stout wooden pole. After some laborious progress, they did come to a door.
Sharp eared Miklos heard sounds beyond, and they planned and plotted how to breach the iron reinforced portal. Eventually, Paschal hit upon a plan. He remembered the alchemical variant that allowed Seighard of Zurich to breach Lois the Bearded's blockade on the River Inn. With this cast, they made their way through. Miklos, seeing a retreating torchlight and voices, resolved that these must signal others in the tomb making escape with the treasures. So he made chase. His haste nearly undid him, as the entire corridor proved to be a tilting floor than deposited him in a burning room at its foot. He barely made his escape and was pulled to safety by his more cautious companions.
Unsure how to proceed, they decided to throw numbers at the problem and had the men they freed from the cultist's fastness painstakingly search this relatively safe part of the tomb for them. Eventually, one found a secret door and they made their way downstairs. Paschal dispersed a strange mist, Han burnt some spiderwebs and Richard found a golden sceptre.
They also found the reanimated semblance of Augustus, still bedecked in his funerary wrappings. The battle was fierce indeed, but the Golden sceptre allowed Richard to slay the revenant Caesar, though not before he was cursed with a deafening voice. As the chamber began to visibly and audibly crumble, they took the crown, a jade box and quite that place to make their way back to their base in the mountain caves. There, they gathered a small band of henchmen and awaited the coming of spring and the thawing of the snow on the passes...
Sharp eared Miklos heard sounds beyond, and they planned and plotted how to breach the iron reinforced portal. Eventually, Paschal hit upon a plan. He remembered the alchemical variant that allowed Seighard of Zurich to breach Lois the Bearded's blockade on the River Inn. With this cast, they made their way through. Miklos, seeing a retreating torchlight and voices, resolved that these must signal others in the tomb making escape with the treasures. So he made chase. His haste nearly undid him, as the entire corridor proved to be a tilting floor than deposited him in a burning room at its foot. He barely made his escape and was pulled to safety by his more cautious companions.
Unsure how to proceed, they decided to throw numbers at the problem and had the men they freed from the cultist's fastness painstakingly search this relatively safe part of the tomb for them. Eventually, one found a secret door and they made their way downstairs. Paschal dispersed a strange mist, Han burnt some spiderwebs and Richard found a golden sceptre.
They also found the reanimated semblance of Augustus, still bedecked in his funerary wrappings. The battle was fierce indeed, but the Golden sceptre allowed Richard to slay the revenant Caesar, though not before he was cursed with a deafening voice. As the chamber began to visibly and audibly crumble, they took the crown, a jade box and quite that place to make their way back to their base in the mountain caves. There, they gathered a small band of henchmen and awaited the coming of spring and the thawing of the snow on the passes...
Labels:
Epic Rpg,
Sacrum Romanum Imperium,
SRI Log,
SRI Tales
Monday, October 18, 2010
Session synopsis - Ch 3 pt 1.
The companions resolved to further explore the Tomb of Divine Augustus. Miklos had his gender changed, then back again, Han stood in the way of a thunderbolt and Seighard investigated a strange brain in a jar. Afterward, they repaired back to the comfort of the cultists' former demense and took their leisure.
All save Seighard that is, who unknowingly at the behest of the brain, crept into Miklos' room and bound and drugged him. When all awoke the next morning, there were vexed words, and Han set out to settle the matter in the tomb, with Seighard in hot pursuit. Unfortunately for Seighard, the brain persuaded Han that the Alchemist was a more pressing threat.
Hans ambushed Sieghard in the dark of the cavern outside the tomb. Minutes later, a wrathful Miklos arrived in time to slay Seighard with his crossbow. Shocked at the turn of events, Han shook off the malign mental influence. Thom Ecke brought up the rear and grimly took his firearm into the brain's room in the tomb, stelled his mind against its blandishments and blew it an the jar to pieces.
So the three who remained returned to the pagan chapel within the tomb. They did battle with clouds of red motes and discovered a secret door. Passing through it, they roped up and carefully made their way deeper into the tomb....
All save Seighard that is, who unknowingly at the behest of the brain, crept into Miklos' room and bound and drugged him. When all awoke the next morning, there were vexed words, and Han set out to settle the matter in the tomb, with Seighard in hot pursuit. Unfortunately for Seighard, the brain persuaded Han that the Alchemist was a more pressing threat.
Hans ambushed Sieghard in the dark of the cavern outside the tomb. Minutes later, a wrathful Miklos arrived in time to slay Seighard with his crossbow. Shocked at the turn of events, Han shook off the malign mental influence. Thom Ecke brought up the rear and grimly took his firearm into the brain's room in the tomb, stelled his mind against its blandishments and blew it an the jar to pieces.
So the three who remained returned to the pagan chapel within the tomb. They did battle with clouds of red motes and discovered a secret door. Passing through it, they roped up and carefully made their way deeper into the tomb....
Wednesday, October 13, 2010
Getting back up to speed
Well, it's been a while, so here is some material to refresh your memory:
The character backgrounds:
Miklos the Hungarian
Thom Ecke
Seighard of Zurich
Hans Vohrberg
And a quick Q&A:
What are we playing again?
Epic RPG, set in the Sacrum Romanum Imperium aka 'Darklands'. It is the first half of the 15th Century and your characters are attempting to make their fortunes at the margins of society. This is the end of the medieval era and the land is undergoing profound social and political upheaval, so it's a good time to be an armed adventurer.
Where are we?
You are in the Alps in winter, to the South of the Empire and West of the River Inn. In the Tomb of Divine Augustus, beneath Mt Innesfreis. More specifically, in a large underground room, with an alter at one end and a number of wooden benches arranged before it. You discovered that these benches alternatively contained coin and deadly gas traps. Whoever set this place up was a bastard. Luckily you brought an Alchemist with you.
Why are we here?
You are attempting to recover some 'family heirlooms' (Stefano thinks he is descended from Caesar?) as part of a joint venture with Stefano de Medici. You found the clue to this place after investigating the catacombs beneath the Jewish Quarter of Regensburg. Seighard found a nice sword and a little loot there. However, your way further was barred by a door with the clue to the tomb's location on it and some kind of confounding force barring it. Things got a bit messed up in Regensburg, so this seemed like a good opportunity to let things 'die down' a little.
Full session logs are here:
The session logs.
I have also made some small changes to the equipment list (several basic weapons now have lower minimums, Lances and Pikes get higher ones). I will bring a revised copy to the game.
The character backgrounds:
Miklos the Hungarian
Thom Ecke
Seighard of Zurich
Hans Vohrberg
And a quick Q&A:
What are we playing again?
Epic RPG, set in the Sacrum Romanum Imperium aka 'Darklands'. It is the first half of the 15th Century and your characters are attempting to make their fortunes at the margins of society. This is the end of the medieval era and the land is undergoing profound social and political upheaval, so it's a good time to be an armed adventurer.
Where are we?
You are in the Alps in winter, to the South of the Empire and West of the River Inn. In the Tomb of Divine Augustus, beneath Mt Innesfreis. More specifically, in a large underground room, with an alter at one end and a number of wooden benches arranged before it. You discovered that these benches alternatively contained coin and deadly gas traps. Whoever set this place up was a bastard. Luckily you brought an Alchemist with you.
Why are we here?
You are attempting to recover some 'family heirlooms' (Stefano thinks he is descended from Caesar?) as part of a joint venture with Stefano de Medici. You found the clue to this place after investigating the catacombs beneath the Jewish Quarter of Regensburg. Seighard found a nice sword and a little loot there. However, your way further was barred by a door with the clue to the tomb's location on it and some kind of confounding force barring it. Things got a bit messed up in Regensburg, so this seemed like a good opportunity to let things 'die down' a little.
Full session logs are here:
The session logs.
I have also made some small changes to the equipment list (several basic weapons now have lower minimums, Lances and Pikes get higher ones). I will bring a revised copy to the game.
Calixtines
The Calixtines form the core of the Utraquist cadres, trained by the visionary tactician Jan Zivska himself. Bohemian outrage at the burning at the stake of the religious leader Jan Hus sparked the defenestration of officials and open rebellion. The teachings of the Martyr Hus sparked two major religious factions: The fanatic Taborites and the moderate Utraquists, who wished to regain the right to receive communion in both forms.
The Hussites were harbingers of a military revolution. Sigismund himself remarked, after the eventual end to the Hussite Wars, that: "only Hussites could in the end defeat Hussites." Calixstines fight as infantry and employ a high proportion of the new handheld gunpowder weapons. These, along with skilled use of innovative 'Wagenburg' tactics saw them defeat Catholic crusaders, year after year.
Skills
Melee arms or Ranged arms, Military Arts, Maneuvering, Theology, +1 LP
Secret Masteries
It is our Right (Theology (Catholicism) Mastery) Requires a Theology (Catholicism) roll vs a moderate (10) difficulty. Spurred by devotion to his cause and a keen sense for the point of decision in battle, the character gains first strike against any enemies in melee with them.
Draw them in. (Ranged Arms (Gunpowder) Mastery) Anyone hit by a shot from the character's gun must make a resistance roll vs a moderate (10) difficulty or be forced to disengage from their current activity and make their maximum combat move, without sacrificing further actions, toward the character.
Wall of Steel (Theology (Catholicism) Grand Mastery) The Character is awarded the title of Commander of Wagons. He gains +1 LP and additionally, gains +1 PL vs ranged attacks.
The Hussites were harbingers of a military revolution. Sigismund himself remarked, after the eventual end to the Hussite Wars, that: "only Hussites could in the end defeat Hussites." Calixstines fight as infantry and employ a high proportion of the new handheld gunpowder weapons. These, along with skilled use of innovative 'Wagenburg' tactics saw them defeat Catholic crusaders, year after year.
Skills
Melee arms or Ranged arms, Military Arts, Maneuvering, Theology, +1 LP
Secret Masteries
It is our Right (Theology (Catholicism) Mastery) Requires a Theology (Catholicism) roll vs a moderate (10) difficulty. Spurred by devotion to his cause and a keen sense for the point of decision in battle, the character gains first strike against any enemies in melee with them.
Draw them in. (Ranged Arms (Gunpowder) Mastery) Anyone hit by a shot from the character's gun must make a resistance roll vs a moderate (10) difficulty or be forced to disengage from their current activity and make their maximum combat move, without sacrificing further actions, toward the character.
Wall of Steel (Theology (Catholicism) Grand Mastery) The Character is awarded the title of Commander of Wagons. He gains +1 LP and additionally, gains +1 PL vs ranged attacks.
Labels:
Bohemia,
Fighting Men,
Sacrum Romanum Imperium,
SRI Guilds
We have it!
Finally! It took me ages to count that letter out, so I am glad someone eventually dechiphered it.
Here was the text:
Good Sir, master of any manor pursuant to this trouble.
These harrOwwing days only auger reknewed sorrows to all great and meek servant espouseing a life of Christ. Truely it sours my humble peaCe of mind, always finding herreTics where godly fArmers do till in hope of their rest in haeVen. I am greatly honoured it falls to hUmbler people in a role as an shepherd to carry forth God’s beneficiel plan for his fallen lost laMbs. To my sorrow the visit of merciless doom must today wash your demesNe clean. So a good friend of inocents needs bold saintly men to cleanse evil prOperly. Bavaria prays for aid. Our agent has the goodwill of God’s annoinTed, Clement IX, your Pope in Rome. Do not delay, sincereley gather Christ’s brAve heroes to go attack heretics and tools of demonic’s or evil men.
Dietrich von Mörs, Archbishop of Koln
Hans Vohrberg (Chris) must have spent the nights kept awake through the 'phantom pain' from his missing hand. He diligantly applied the fruits of the monks' tutelage and came up with this:
'Octavum Nota' is 'Eighth letter'
map to sword taken from elder at prag others to be removed then find map
bring only in secret to me
Sunday, October 10, 2010
Placeholder
I still can hardly believe it, but we will be returning to the Sacrum Romanum Imperium and Epic RPG, this coming Saturday.
In the meantime, this is possibly the most awesome RPG setting on the internet:
In the meantime, this is possibly the most awesome RPG setting on the internet:
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