Showing posts with label Labyrinth Lord. Show all posts
Showing posts with label Labyrinth Lord. Show all posts

Sunday, March 10, 2019

Under Siege

An encounter from my Labyrinth Lord Far Isles campaign inspired by the Robert Duvall "I love the smell of napalm" scene from "Apocalypse Now". Setting is in the bayou backwoods where the forces of two coastal city states are hammering away at each other. Unknown to the fighting forces (but known to the PC's at the time), the war is actually over but word hasn't reached the back country yet. 

If you're interested in how this played out at our table, the session report can be read at:
http://dragonsbreakfast.blogspot.com/2016/07/far-isles-session-39-assault.html


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UNDER SIEGE
A small company of Xin musketeers are trapped on a sandbar.  They  laying siege to a force of Cha'nrk  raiders, holed up in an old fort on an attached island. Both have lost their boats and are stuck here. No one knows the war has ended.

Trenches and parapets with cover, burned bodies in no-mans land. Wet and smoky. 

Xin Musketeers
Captain Solond [Mk6, HP31, musket + longsword, pikemans armour AC6, 8x ever-dry gunpower]
Sergeant Lunt [Mk3, HP18, musket and half pike, pikemans armour AC6]
Musketeers (18) [Mk1, HP5, musket and short sword, pikemans armour AC6]
Pikemen (22) [F1, HP5, pike, short sword,  pikemans armour + shield AC5]

Captain Solond insists on pushing on with their fight, and will not believe the war is over without proof. Sergent Lunt can be convinced either way about the war, and is happy to abandon the fight.
Both will try to get the boat from the party, by hook or by crook; Captain Solond 'officially', Sergeant Lunt by underhanded means if necessary.  The men could go either way, or both ways.  

Pay-chest hidden in covered pit below cot in Captain Solond’s shelter: 250gp, 100sp

Cha'nrk Raiders
Commander Phraz [F5, HP30, pistol, longsword, plate mail +1 AC2 (red and black, flame on breastplate, easily recognized)] String of red jasper around neck, pay for troops (30x10gp) 
Insidiator Kolo [C5, HP22, 'firestick', war hammer, chainmail + red and black robes, AC5] Spells: 1/CLW, 1/Firelight, 1/Sanctuary, 2/Resist Fire, 2/ Hold Person, 3/Animate Dead; Potion of Plant Control
Cha'nrk Soldiers ( 20) [F1, HP5, spear, crossbow, chainmail AC5] 

Part of a raid on Xin, separated from the main force and escaped upriver. Trapped now. Would offer all sorts of rewards for help escaping, and would even keep their word. But if they have to play nasty to get the boat, look out. 


Notes
From a rules perspective I used Labyrinth Lord. "Mk" refers to the musketeer class I came up for the campaign. Details at: http://dragonsbreakfast.blogspot.com/2014/12/character-class-musketeer.html

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Wednesday, February 13, 2019

Spells for Ships and Boats

A few new spells from our recently ended "Far Isles" campaign. Enchantments for boats and boating. Written for Labyrinth Lord, but you're smart enough to use them for any version of the original game I'm sure.


Repair Hull (reversible)
Level: 3
Duration: Permanent
Range: 10’ per level

This spell may be used to repair breaches, warped wood, shattered planks, and other damage to the wooden hull of a ship (or other wooden structure). The volume of wood repaired is 2 cubic foot per level. In terms of ship hit points (SHP), the spell repairs 2 SHP per level of caster. 

The reverse of the spell, warp hull, damages a ships’ hull by twisting or warping the wood, permanently destroying its shape, form and strength. 






Mist Skiff
Level: 4
Duration: 6 turns + 1 turn per level
Range: 0

Casting this spell causes a cloud of mist and vapours to coalesce into the form of a small boat (equivalent to a river boat in terms of size, movement, etc). The boat requires no rowers or sails, instead being propelled by a half dozen misty, vaguely human forms. These rowers take no room. The boat is also unaffected by the effects of wind, waves, and current; it will always move at its base speed, will not be overturned by rough waters, etc. The mist skiff is also immune to normal attacks and damage, and is affected only by magical attacks. 


Enchant Boat
Level: 6
Duration: 1 day or see below
Range: Touch

This spell can be used to enchant one boat; any vessel of sailing boat size or smaller. The exact effects are up to the caster, but in general is can be used to improve one feature of the boat. For example, acceptable uses would be:

Increase speed by 50%;
Increase SHP by 50%; or
Increase cargo capacity by 50%.

The duration of the spell is one day. This is based on the degree of improvement noted above. Lesser improvements will increase the duration. For example, if the speed is increased by only 25%, the duration could be doubled to 2 days. 


Enchant Ship
Level: 8
Duration: 1 day or see below
Range: Touch

This effects of the spell are the same as the 6th level spell enchant boat, except it may be used on a vassal up to the size of a large sailing ship.