Spellslinger Thinking...

Karl Green

First Post
Talking about Spellslinger: Adventures in the Fantastic West…

OK I am pretty much swamped with all the stuff I have going on right now as is AND can’t catch up with my old game threads… but for some unknown, bizarro reason, I have a hankering for some Fantasy Western :) I really like this little mini-game, and I ran a short face-to-face game using it last year (6 sessions I believe). I am thinking about starting something like that here… yes I am insane!!!

So I am only planning right now BUT to give you a basic run down of the world, here is what I had created for my face-to-face game…

Some basic tid-bits about the world…
The ‘Old World’ is based somewhat off Greyhawk, although the landscape is a bit more European like and the year is 1178. This ‘New World’ has been settled by many different peoples over the last two centuries and about a dozen Old World cultures have set up petty kingdoms and nation-states, pushing the ‘Pack’ (natives of these lands) back past the Ghost Mountains (about 500 miles west of the eastern coast). The lands east of these mountains are the semi-settled lands of the Free Peoples (Humans, Dwarves, Elves, Gnomes, Halflings, Half-Elves and Half-Orcs). The Ghost Mountains are haunted, and the dead do NOT remain resting there… ever. Most right thinking people avoid them, but the dwarves have two fairly large mining city-states set up on their edged. The Pack does not like this at all, and occasionally raid their caravans east (the Rail has not reach this far west and the Pack and others attack the builders all the time, so the Gnomes have not tried extending it any closer then 150 some miles from the mountains).

The landscape of the New World looks vaguely like the eastern seaboard of the continental U.S. with the Ghost Mountains being located farther back then the Appellation but before the Rookies might be (about 500 miles inland). This range separates the Territories of the Free Peoples with the wild lands of the Pack. There is also another, much lower mountain range that separates the northern badlands and the southern plains. Called the Middle Mountains, there are numerous wide passes through them.

Along the Eastern Shoreline the lands are heavily forested and somewhat low (just above sea-level in most places) and are referred to as the Colonies. These lands are the most heavily populated and industrialized and are made up of 11 nation-states or colonies (see below). These lands don’t extend more then 100 miles inlands, and the lands past them and running all the way to the Ghost Mountains are called the Territories. These are unclaimed by any of the Colonies, and the people living out in there for the most part want to keep it that way. The lands of the northern Territories are a semi-arid badlands, of high mesas and plateaus, where the winters are very cold with good a bit of snow (about the only rainfall that the lands get). These lands are the least settled of the Territories, mostly prospectors and a few cattlemen. Shattered settlements dot the landscape, increasing in number the farther south one goes. Farther north (about where Canada would be in our world) the land rises sharply – called the Up-Lift or the Shelf – and is heavily forested with huge pine-wood timber, and is settled by mostly woodcutters and a few trappers. The Green River, a wide river, runs along this Shelf and feeds into a great lake system called the Spirit Lakes. The lands south of the Middle Mountains are mostly grasslands and parries, and are more heavily settled by farmers, cattlemen, sheep-herders and some industry. Farther south, the land drops off fairly quickly and becomes more marshy, especially around the Ever-Marshes to the extreme south (Florida area on Earth). These lands are settled by backwoods trappers and fishermen.

Most of the Colonies exist fairly peacefully with each other, or at least there aren’t anything more then a few small border wars going on, while out in the Territories it’s a bit different. The Brand-Wars have calmed down a bit, but hanging and reprisals between Magi and Blackhands continue to this day. There are also Range Wars between various cattle barons over grazing right, Claim Wars between the mining Unions and of course raids by renegade Pack tribes, especially around the Ghost Mountains.

The religions of this world are loosely based off those found in the PHB 3.5, but heavily changed due to the ‘silence’ or waning of the gods over the last thousand years. Some examples are the ‘Reformed Church of Pelor’ the ‘Churches of Truth and Justice’ the ‘Predawn Fellowship of Wee-Jee’ the ‘Keepers of Belor’s Ways’ or even the ‘Heart of Iuz’. There are literally hundreds of different sects, including Druidic and Shamanic traditions practices and preached here. But as the ‘gods’ have gone silent, as it were, people’s faith has become fractured but people still go to church and listen to the Padre’s sermons on Godsday (the day or worship)

The 11 colonial nation-states running along the east coast of the New World are…
1. Northern Cross Alliance – the colony farthest northern, set up by exiled nobles merchants, bandits, thieves and pretty much any undesirables from Nyrond, who still are beholding to their homeland and swear allegiance to their King back in the Old Country. The population is involved mostly in timber harvesting, trapping and some boar-raising, and they are rowdy and uncivilized lot for the most part.
2. United States of the Sun – just south of Northern Cross, this nation was formed by religious sects that had split with the main Orthodox Pelor Church back in the old country and had come here to practice this branch of it as they saw fit. The lands here are rich for farming and pig rising and the people are law-abiding and church going. Most follow the Reformed Church of Pelor, but there are many other sects within its borders, all dedicated to their own ideas of what Pelor really stands for.
3. the Spring Court – set up by the Elves of the Old World, who were looking for a fabled ‘promised’ lost land of the Elven people. The borders are heavily protected and they only allow limited trading with the other colonies. This nation in fact has only one sea port, called Greyhaven, set up within it heavily forested lands.
4. Federation of the Free People – this nation was formed when it rebelled against the taxes and rule of the old world United Kingdom of Ahlissa, and spit the United Lands of Ahlissa in two (see below). Members of other Free People races flocked here for the independency offered and it is one of the strongest colonies to date, with a good industrial and agricultural base.
5. United Lands of Ahlissa – made up of loyalist to the United Kingdom of Ahlissa (a world-wide empire), this nation still smarts from the lost of the Federation whom they see as traitors of the worst kind. The nation is fairly heavily industrialized but sends a great deal of raw materials back to Ahlissa instead of manufacture good here.
6. Nation of the Just – a semi-theological state founded by priests and warrior layman worshippers of the Heinorious, God of Justice. They have evolved into a very simple, hard working agricultural society that is based around the Church of Truth and Justice, of which there are at least one in very city, town and village hamlet. Gambling, prostitution, drinking and most other vice-crimes are outlawed here, and the people are thought to be about the most boring on the planet.
7. the Trade and Machinist Pact States – set up more or less in the middle of the colonies and without any sea-ports themselves (there trade does flow through the Stone Land Union’s port almost tariff free as the Gnomes and Dwarves have many ties and the Dwarves use the Gnome Rail-lines to connect with their mining operation in the Territories), this is the most heavily industrialized nation of the New World (and maybe even the Old World). Ruled by the Gnomish Trade and Machinist Pact Companies, pollution and goods pour out of this country day and night. Almost all Rail-line originate from this nation and are controlled by the Gnomes (hence the nick name the Gnome-Rails).
8. Stone Land Union – smallest of the eastern colonies, this port of call is mostly used by the Dwarves for its’ Territorial mining city-states in the Ghost Mountains; High Mountain (in the north) and South Hall (in the south) where they export must of their mineral and manufactured wealth back to the ‘Irongate Union’. Landfall, the largest and deepest ports on the New World and the first landing of Old World colonist is located here, but the dwarves, though careful maneuvering, acquired full rights to it and it is now their national capital.
9. New Furyondy – a colony of the Kingdom of Furyondy, this is a fairly good and open society that has granted it citizens many of the freedoms that are common within the Federation. The people remain loyal to their homeland, Furyondy, and the Parliamentary Government that exists there. Religious and racial tolerances are the cornerstones of life here and it has a fairly strong industrial and fishing based economy.
10. the Confederation of Noble Cavaliers – formed from many of the second and third sons and daughters of the Old World, this nation gained its independence around the same time as the Federation did. These noble sons and daughters started their own royal houses and control the country with an iron fist. There are few large cities or even towns here, mostly huge family control plantations, where the work force of indentured humanoids (Orcs, Half-Orcs, Goblins, etc) toil on the lands.
11. Moot Townships – just north of the Ever-Marsh lands and south of the Confederation, this quite and medium sized state is made up almost exclusively of Halflings. The people are mostly law-abiding, peaceful, hard working farmers with a few small hamlets especially on the coast where some fishing takes place.

What will the players do?
The characters are young adventure-types that will be a joining an "adventuring guild" of sorts and travel the Territories, seeking fortune and fame. A rich and eccentric gnome by the name of Isaac Fortune started the "Fortune Express" guild about 20 years ago and now has stations all over the Territories. The main job is to provide a pony express mail delivery service to the many different towns in the Territories not linked by the Rail BUT they are also something of a detective agency and troubleshooters (the guilds motto is "Fortune favors the bold!"). Members are called the ‘Fortune Rangers’ and wear a silver badge on their left breast. This badge is in the shape of a kite-shield, about two inches high and an inch wide, with dragon shaped creature clucking a large coin in the center.

The town of Skull Creek is just about to open a local chapter office and the characters are young adventures come looking to join. There will be about 20 or so other youngins that have also come looking also to join, but there are only six openings available. So everyone has to go though a 3 day compotation to make sure that they get the best. The head of the Fortune Station 72 in Skull Creek is a chaw-chewing ornery fowl mouthed dwarf by the name of Grizzil Ironbottom. The town is in the southern part of the Badland country, within the Grey-Hills (foot hills of the Middle Mountains and about 70 miles east of the Ghost Mountains, so they have the occasional problems with the walking dead). Most people round there make there living mining or farming, with a few cattle ranches and large sheep herds.

The message…
Seeking young adventurous riders, for dangerous but good paying and exciting work as part of the Fortune Rangers. Must be an expert rider, shooter and able to live off the land if need be. Must own yer own guns, but will be provided horses. Orphans and youths* preferred.
Iffin’ ye haven’t heard of us, we provide express package and mail delivery service throughout the Territories. We also take on the tough jobs that no one else wants and this work includes, but is not limited to – bounty hunting, undead and vermin pest extermination, monster clearing, investigation, treasure seekers, and protection services. We do the jobs no one else can or is a willing to do.
Iffin’ yer interested and think ye are qualified, then report to Fortune Station #72 in the town of Skull Creek on 12th of Coldeven** at noon sharp.
Remember our motto – ‘Fortune Favors the Bold’!

*basically starting age for your race; **the 2nd month Spring

CHARACTER CREATION
Now in the normal Spellslinger game, player character would start at 3rd level BUT I am going to run it be 1st level (cause I want just starting out youngins). You will raise the first two levels very fast though. Don’t worry, the first couple of adventures will not involve too many gunfights (cause that would pretty much take most characters out with one shot).
There are the 3 basic classes (Gunslingers – for everything combat; the Mavericks – for everything skilled; and the Trailblazers– the outdoors survivalist) and six ‘1-level’ “Branded” classes (Blackhands – anti-mage; Magi – wizard types; Padres – priestly types; Pale Riders – death bringers; Skinwalkers – shaman/druid types; and the Steelhearts – able to shape and heat metal with a simple touch).
Each class has Class Feature that you only gain at 1st level and you may only take the Branded class at 1st level (i.e. if your first class is not Blackhand or Magi, then you can never take those classes).
If you don’t have Spellslinger I can post some bits here and there for character classes and races. Note also that they have a much shorter version for the Skill Lists.
Attribute Point Buying 32 points
Hit Points max at 1st level. After first level, Gunslingers gain 9 Hit Points, Trailblazers 7/8*, and Mavericks gain 5 (*if the Trailblazer has the ‘Clean Living’ class feature they gain 8HP a level, otherwise they gain 7) As Branded are only 1st level classes, everyone will take one of these classes afterwards.
Starting funds $450 ($1 =1GP, called Gold Dollars, Silver Dimes, and Copper Pennies). I added one additional firearm called the Buffalo Gun (large firearm, Cost $350, Dmg (S) n/a, Dmg (M) 2d8, Crit x3, Shots 1, Rng Inc 100ft, Wt 15lbs, Type P; shells cost $50 for ten shells), Items not listed in Spellslinger cost the same as those listed in the PHB, except Spyglass cost $150, while Binoculars cost $100, Tindertwings are renamed Matches and cost 20 for a $1. Armor cost twice as much and remember it grants no AC bonus vs. Firearms. Last note that we could not find how many rounds the Orcish Hand Cannons had so we ruled that it was a 4-round Cylinder.
Any Race is allowed, although if you wish to be a member of the Pack, will have to work something out. There will be a lot going against such a character, for most people in the Territories are not real fond of them etc. (think Native Americans after the ‘Battle of Little Big Horn’ but all the time). Also as they are a +1 ECL, you will be getting -1 to all your Base Attack, Defense, Saving Throws and Skill rolls until you are 2nd base level.
Note that there are some ‘minimums’ that you will want in order to qualify to be a Fortune Ranger – Riding bonus of at least +5, Survival bonus of at least +3

I would like to start the game just when the different players arrive, and the night before the ‘big’ compotation will take place so that Grizzil can chose the best for his Outpost. None of the Players are from Skull Creek, or even the area. I don’t want to stretch the compotation out much, but I want to have a few of the tests and some interaction with the NPC and other players

Does this sound interesting to anyone but me :) it will be a bit before I can really be ready for the game but I figure it will take a while before character would get created if I am the only one with the Spellslinger rule book (BTW it is one of my favorites of the Mini-games put out by HORIZON)
 

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