Trying out some house rules for Pirates Cove. Roll a d4 to determine got location instead of just being able to declare it. These cards allow you to break that rule.
Originally shared by Jonathan Tweet Tonight, my "Lethal Damage" 13th Age campaign draws to a close. Meanwhile, the guys are work have talked me into running a couple D&D sessions for them. That was the day 13th Age was announced, and they're happy to play 13th Age instead. That will be my "Great Center" campaign, based in the imperial capital of Axis, the center of the world. It's my opportunity to explore the setting from yet another perspective.
Pre-gen from Frank Mentzer's module, The Needle , 1987. I knew this was insulting and gross when I was 14. At the time I didn't know who Frank was, since I only played AD&D. I found this module again when I was going through a box of old stuff and was surprised he wrote it, because I thought it was a pretty shitty adventure.
why a d4, I thought there were six locations?
ReplyDeleteFour: sails, crew, cannons, hull.
ReplyDeleteBeen a while since I played, but I thought it also had a treasure island and a tavern island. Must have been wrong, sorry!
ReplyDeleteThere are six islands, yes, but the ships have four sections. This is just for combat.
ReplyDelete