Vox Populi Forum

Link back to Spacegamer Here!

Western Waters Dangers Revealed


Message:

Q&D Isles of Despair
Water is paramount to survival, especially on slave ships. Each small collection of isles is both a godsend and potential ruin. The fleet needs to send a party ashore and hunt for fresh water. In order to fill all the barrels, the players may be dealing with the locals. These new world groups will be a collection of many interests and superstitions; some will have previously met Olde World or Oriental explorers. Many will not freely give what little fresh water they have.

King Cups: Barter
Queen Cups: Barter, Exposure (Player soldiers lose 2D8 in attrition to deserters and mishaps.)
Knight Cups: Barter, Irregulars (Player soldiers lose D8 in attrition to deserters and mishaps.)
Knave Cups: Barter, Residence (Player soldiers lose 3D8 in attrition to deserters and mishaps.)
Ten Cups: Barter, Slaughter (Player soldiers lose 2D8 in attrition to deserters and mishaps.)
Nine Cups: Exposure (Player soldiers lose D8 in attrition to deserters and mishaps.)
Eight Cups: Exposure, Irregulars (Player soldiers lose 2D8 in attrition to deserters and mishaps.)
Seven Cups: Exposure, Residence (Player soldiers lose 3D8 in attrition to deserters and mishaps.)
Six Cups: Exposure, Slaughter (Player soldiers lose 3D8 in attrition to deserters and mishaps.)
Five Cups: Exposure, Tribute (Player soldiers lose 2D8 in attrition to deserters and mishaps.)
Four Cups: Irregulars (Player soldiers lose 2D8 in attrition to deserters and mishaps.)
Three Cups: Irregulars, Residence (Player soldiers lose D8 in attrition to deserters and mishaps.)
Two Cups: Irregulars, Slaughter (Player soldiers lose 2D8 in attrition to deserters and mishaps.)
Ace Cups: Irregulars, Tribute
King Rods: Residence
Queen Rods: Residence, Slaughter (Player soldiers lose 2D8 in attrition to deserters and mishaps.)
Knight Rods: Residence, Tribute (Player soldiers lose D8 in attrition to deserters and mishaps.)
Knave Rods: Slaughter (Player soldiers lose 3D8 in attrition to deserters and mishaps.)
Ten Rods: Slaughter, Tribute (Player soldiers lose 2D8 in attrition to deserters and mishaps.)
Nine Rods: Tribute (Player soldiers lose D8 in attrition to deserters and mishaps.)
Eight Rods: Barter, Exposure, Irregulars (Player soldiers lose 2D8 in attrition to deserters and mishaps.)
Seven Rods: Barter, Exposure, Residence (Player soldiers lose 3D8 in attrition to deserters and mishaps.)
Six Rods: Barter, Exposure, Slaughter (Player soldiers lose 3D8 in attrition to deserters and mishaps.)
Five Rods: Barter, Irregulars, Residence (Player soldiers lose 2D8 in attrition to deserters and mishaps.)
Four Rods: Barter, Irregulars, Slaughter (Player soldiers lose 2D8 in attrition to deserters and mishaps.)
Three Rods: Barter, Residence, Slaughter (Player soldiers lose D8 in attrition to deserters and mishaps.)
Two Rods: Exposure, Irregulars, Residence (Player soldiers lose 2D8 in attrition to deserters and mishaps.)
Ace Rods: Exposure, Irregulars, Slaughter
King Coins: Exposure, Irregulars, Tribute
Queen Coins: Exposure, Residence, Slaughter (Player soldiers lose 2D8 in attrition to deserters and mishaps.)
Knight Coins: Exposure, Residence, Tribute (Player soldiers lose D8 in attrition to deserters and mishaps.)
Knave Coins: Exposure, Slaughter, Tribute (Player soldiers lose 3D8 in attrition to deserters and mishaps.)
Ten Coins: Irregulars, Residence, Slaughter (Player soldiers lose 2D8 in attrition to deserters and mishaps.)
Nine Coins: Irregulars, Residence, Tribute (Player soldiers lose D8 in attrition to deserters and mishaps.)
Eight Coins: Irregulars, Slaughter, Tribute (Player soldiers lose 2D8 in attrition to deserters and mishaps.)
Seven Coins: Residence, Slaughter, Tribute (Player soldiers lose 3D8 in attrition to deserters and mishaps.)
Six Coins: Barter, Exposure, Irregulars, Residence (Player soldiers lose 3D8 in attrition to deserters and mishaps.)
Five Coins: Barter, Exposure, Irregulars, Slaughter (Player soldiers lose 2D8 in attrition to deserters and mishaps.)
Four Coins: Barter, Irregulars, Residence, Slaughter (Player soldiers lose 2D8 in attrition to deserters and mishaps.)
Three Coins: Barter, Exposure, Residence, Slaughter (Player soldiers lose D8 in attrition to deserters and mishaps.)
Two Coins: Irregulars, Residence, Slaughter, Tribute (Player soldiers lose 2D8 in attrition to deserters and mishaps.)
Ace Coins: Exposure, Residence, Slaughter, Tribute
King Swords: Exposure, Irregulars, Slaughter, Tribute
Queen Swords: Exposure, Irregulars, Residence, Tribute (Player soldiers lose 2D8 in attrition to deserters and mishaps.)
Knight Swords: Exposure, Irregulars, Residence, Slaughter (Player soldiers lose D8 in attrition to deserters and mishaps.)
Knave Swords: Barter, Exposure, Irregulars, Residence, Slaughter (Player soldiers lose 3D8 in attrition to deserters and mishaps.)
Ten Swords: Exposure, Irregulars, Residence, Slaughter, Tribute (Player soldiers lose 2D8 in attrition to deserters and mishaps.)
Nine Swords: Barter; plus, lose a support ship or suffer a wound. (Player soldiers lose D8 in attrition to deserters and mishaps.)
Eight Swords: Exposure; plus, lose a support ship or suffer a wound. (Player soldiers lose 2D8 in attrition to deserters and mishaps.)
Seven Swords: Irregulars; plus, lose a support ship or suffer a wound. (Player soldiers lose 3D8 in attrition to deserters and mishaps.)
Six Swords: Residence; plus, lose a support ship or suffer a wound. (Player soldiers lose 3D8 in attrition to deserters and mishaps.)
Five Swords: Slaughter; plus, lose a support ship or suffer a wound. (Player soldiers lose 2D8 in attrition to deserters and mishaps.)
Four Swords: Tribute; plus, lose a support ship or suffer a wound. (Player soldiers lose 2D8 in attrition to deserters and mishaps.)
Three Swords: Continue w/ Repulsing Mutiny. No make-rolls allowed.
Two Swords: Continue w/ Small Arms Action Brawling Fray until secondary objective is obtained. No make-rolls allowed.
Ace Swords: All characters suffer vicious wounds, unless one character stays behind on the next Isle as the governor-general.

Magician: Flagship suffers II. Plagued.
High Priestess: Flagship suffers VII. Starving.
Empress: Add a Residence to all future encounters.
Emperor: Add Tribute to all future encounters.
Pope: Flagship suffers VIII. Pestilent.
Lovers: Flagship suffers XI. Unruly.
Chariot: Add an Irregular to all future encounters.
Justice: All players select Irregular Bane.
Hermit: Flagship suffers IX. Cheated.
Wheel: Shuffle and continue.
Force: Flagship suffers IV. Impressed.
Hanged Man: Flagship suffers V. Disorderly.
Death: Add a Slaughter to all future encounters.
Temperance: Flagship suffers I. Gun Shy.
Devil: Add a Barter to all future encounters.
Tower: Flagship suffers III. Damaged.
Stars: Flagship suffers X. Corrupt.
Moon: Flagship suffers VI. Pyrate.
Sun: One penalty-loss in all future encounters is ignored.
World: Add an Exposure to all future encounters.
Judgment: Commander also suffers a vicious wound.
Fool: Scapegoat also suffers a vicious wound.

Key
Barter: Source of ground water is kept secret. Players must trade w/ primitives and appease the chief.
Exposure: Players must survive harsh elements, ice storms, strange weather, shelter in place.
Irregulars: Players must equip and train local militia to combat rivals or beasts.
Residence: Players must establish a lasting presence, outpost, haven. Additionally, 3D8 soldiers or crew, not impressed men or slaves, must stay behind to man the newly established stronghold.
Slaughter: Players must slaughter and survive an onslaught. The natives use fire, so the cargo committed pays the price and is not recovered.
Tribute: Players must pay tribute to maintain secrecy.
Note: A single item of cargo, like Conquistadors, may satisfy one or more of the requirements for the event. If the cargo is actually not suited for the purpose, it instead is lost as well as being inconsequential. Failure to satisfy the test and suffer half D8 character wounds, support galley losses or Fleet traits mishaps. Wounds are inflicted on lowest ranking characters of the command list, not by level. However, all characters may be wounded before anyone double taps and dies.

So why canít we just give them a prize, then take it back? Sure, that can be resolved with twenty actions on the Borneo Native Q&D.


Yours,

   red



Message Replies:
 
Create a New Thread








Reply to this Message:
Name:  
Display Email On Reply Page:  Yes: No:
Email:  
Type "Spammers Suck":  
Message Title:  
Message:

| Home |
copyright SpaceGamer, LLC 2003