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Skull and Bones Campaign Help - Mind's Eyers Keep Out
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<blockquote data-quote="barsoomcore" data-source="post: 1283641" data-attributes="member: 812"><p>Okay, here's my planned start adventure:</p><p></p><p>Distribute a handbill to the players announcing the departure of the <em>Adventure Galley</em>, under command of the famous Captain Eldar, to embark on a voyage of GUARANTEED riches under the protection of the King's Own privateering commission. They come up with characters who get themselves aboard the ship somehow.</p><p></p><p>Sail from Spithead for the West Indies but on the way the crew mutinies (I'm thinking led by a <em>monkey</em>) and the party has to choose to either fight the piratical crew (and the <em>talking monkey</em>) or join them and overthrow the mad Captain Eldar (I'm picturing <em>Lieutenant Hornblower</em> here). This coincides with an encounter with a zombified island where Our Heroes encounter not only strange magics and horrible creatures, but one of these crystal skulls and the suggestion that there are dark powers interested in them. They also encounter the Last Mayan Sorcerer who wants to make use of these doughty heroes to recover the skulls himself.</p><p></p><p>First adventure ends with the party either firmly ensconced with a pirate crew (and the <em><strong>talking monkey</strong></em>) or having won the loyalty of the better salts aboard, sailing the <em>Adventure Galley</em> across the Caribbean, but no prospects, no commission (privateering commissions going with captains and Captain Eldar not likely to survive the mutiny no matter what Our Heroes do) -- can a future "On the Account" be far off? And what can they do to thwart the evil power of the crystal skulls?</p><p></p><p>trilobite: when I said "stealing" I meant "stealing".</p><p></p><p>I'm also thinking of running this as a d20 Modern game, using the Backgrounds and Fortunes and combat rules from S&B. Any thoughts on that?</p></blockquote><p></p>
[QUOTE="barsoomcore, post: 1283641, member: 812"] Okay, here's my planned start adventure: Distribute a handbill to the players announcing the departure of the [i]Adventure Galley[/i], under command of the famous Captain Eldar, to embark on a voyage of GUARANTEED riches under the protection of the King's Own privateering commission. They come up with characters who get themselves aboard the ship somehow. Sail from Spithead for the West Indies but on the way the crew mutinies (I'm thinking led by a [i]monkey[/i]) and the party has to choose to either fight the piratical crew (and the [i]talking monkey[/i]) or join them and overthrow the mad Captain Eldar (I'm picturing [i]Lieutenant Hornblower[/i] here). This coincides with an encounter with a zombified island where Our Heroes encounter not only strange magics and horrible creatures, but one of these crystal skulls and the suggestion that there are dark powers interested in them. They also encounter the Last Mayan Sorcerer who wants to make use of these doughty heroes to recover the skulls himself. First adventure ends with the party either firmly ensconced with a pirate crew (and the [i][b]talking monkey[/b][/i]) or having won the loyalty of the better salts aboard, sailing the [i]Adventure Galley[/i] across the Caribbean, but no prospects, no commission (privateering commissions going with captains and Captain Eldar not likely to survive the mutiny no matter what Our Heroes do) -- can a future "On the Account" be far off? And what can they do to thwart the evil power of the crystal skulls? trilobite: when I said "stealing" I meant "stealing". I'm also thinking of running this as a d20 Modern game, using the Backgrounds and Fortunes and combat rules from S&B. Any thoughts on that? [/QUOTE]
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