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Zacote a former human Olman druid/scout now due to reincarnation a Lupine. Used his track and a natural 20 to sniff out the trail of Rowyn.He has her scent and can tell if she is invisible or using disguise self. She had gone over the side after releasing the mephit. Currently Rowyn is hiding on the Blue Nixie. One of the other PC's (Captain Ishmael Silverpearl)is a 1/2 Aquatic Elf Ranger that can track in the water.

How do I get her back on board and causing trouble again?


I'm using Jilanth & Kurgol from TBG(The Bud Spencer & Terence Hill of the STAP)as re-occurring characters and comedy relief.

Jilanth started our team bonding bar brawl in the Pelican (The characters local Pub), as the first part of There is No Honour.

Jilanth bumped into Mitch our swashbuckler and accused him of deliberately spilling his drink. Mitch tried to apologise and move away but the aggressive little gnome accused him of being heightest, and racist then punched him in the groin.

When Ishmael (1/2 Elf Sea Ranger) the parties leader pulled a knife, Kurgol stepped in saying "Only a fairy brings a knife to a fist fight".

The brawl went very badly for the party. Mitch was beaten into unconsciousness by the gnome and Ish was king hit by Kurgol and taken down in one punch.

Danifae the parties Drow Warmage/Favoured Soul stopped the brawl by threatening to steal everybody's souls and lighting up some people with fairy fire (Good intimidation roll).

The party was banned from the Pelican for a year.

In TBG if the party travel by land Jilanth will bump into Mitch again and it will kick-off as before.

If they go by water J&K will be in the Dragon Boat (Feathered Serpent Boat for that Amedi flavour) races. The characters will hear "YOU..... Kurgol look its them. Those lily livered land lubbing bilge rats that ran away from the fight at the Pelican" J&K will order their boat to ramming speed and attempt to ram and board the characters craft.

In TSWW they will be part of the Blue Nixies Crew.

Has anybody else used re-occurring characters?

Is there any suggestion on how I can have them turn up in later adventures?


Has anybody created any additional associations to flesh out Sasserine.
I am still working on the benefits and the Affiliation Score.

The real Hellfire Club, and the movies Plunkett and MacLean, and The Abduction Club, have inspired this association.

On observation the Hellfire Club is a group of debauched rabble rousing nobles and rich merchants. The club got its name from the way they roll through Sasserine like “Hells Fire” creating chaos and havoc whereever it goes.

Every Inn, Tavern, Brothel in Sasserine both love and hate the club. A Hellfire club revel can put an establishment out of business or make it the flavour of the month. When a revel is called, the masked members descend on the on the drinking establishments and bordellos drinking, fighting and fornicating the night through. Usually more than enough money changes hands to repair any damage several times over and the entertainment that the Club members provide in the way of art, poems, and oratory draw a large crowd.

Club members will often end up fighting duels, as they are notorious womanisers, and braggarts, who love to invite trouble. The club is suspected of being involved in several illegal duels to the death.

Their favourite forms of duelling are light crossbows with alchemical bolts at 20 paces or elaborate roof top sword swordfights.

A service that the club often provides is to “kidnap” wives for second sons, poorer members the nobility and non-noble merchant families.

The rules for the abduction are simple:

The petitioners woo the young ladies in public, if the suitor is rejected by the family the Club then abduct the young woman from their home in the night, so the would be suitor can persuade the fair maiden to marry them before daybreak (and the intervention of their disapproving parents). The abductions are usually done during dinner parties or gatherings so the maximum show can be made. A priest is on hand to officiate should the maiden accept the offer.

No lethal force can be used during an abduction doing so no mater the provocation. If somebody is seriously harmed the abduction is declared void. The offender is either handed over to the watch or disposed of in a most gruesome and public manor depending on the nature of the incident.

The young lady is not to be harmed or taken advantage if somebody breaks this rule they are punished as above.

If in the morning the young lady is not interested then she is returned unharmed and unsullied to her family and the petitioner can make no further attempts.

On the inside the Hell Fire club are zealous patriots. They swear an oath to maintain Sasserines independence and further her cause in the wider world. The club is opposed to anybody that they see as a threat to Sasserine, from the Sea Princes to the Scarlet Brotherhood.

Often the illegal duels are little more than assassinations, revels are often used to cover strikes against the Clubs enemies.

The Club will attack the supporters, allies, representatives, suppliers and clients of their enemies. They use arson and assassination as their primary weapons.

Several members of the Great Houses the leaders of the club.

The Oath.

By word and weapon
By divine wrath and hells fire
I swear by my soul to protect Sasserine
Her people, her holdings and her freedom!

Scale: 6
Members: 60
Type: Spy Ring
GP Limit 11,200
Requirements: The club members must be male, educated, of a noble or rich background, although actors, poets, artists, philosophers, and radicals are often invited to join.


I would like to have my players use Weapon Groups from UA instead of weapon profs.

To add some flavour I have started to work on regional weapon groups for my campaign. Does anybody have any ideas comments. I am thinking that the Great Kingdom = Germany, Greyhawk = Venice/Genoa, and maybe the Scarlet Brotherhood = Spain with the inquisition in charge.

Weapon Groups:

Regional

Olman – Jungle based on Aztec weapons
(Thank you Wikipedia)

Tlahuitolli: Short bow.
Yaomitl: war arrows with barbed obsidian points. 1d6+2
Tematlatl: a stone sling

Macuahuitl:"Hand stick", essentially a wooden sword with sharp obsidian blades embedded into its sides. This was the standard armament of the elite cadres. Also known in Spanish by the Taino word "macana". A blow from such a sword was reputedly capable of decapitating a horse. 2D4 ish

Tepoztopilli: Wooden lance with sharp obsidian stones in the top. (standard spear)
Quauhololli: a simple club with a spherical wooden ball at the end. (Standard club)
Huitzauhqui: a wooden club with inlaid obsidian blades. (1d6+1)
Blowguns

Olman – Mountain
Tlahuitolli: Short bow.
Yaomitl: war arrows with barbed obsidian points. 1d6+2
Tematlatl: a stone sling
Bronze or bone-tipped spears
Bolas

Macuahuitl: 2D4 ish
Tepoztopilli: Bronze or bone-tipped spears. (standard spear)
Quauhololli: a simple club with stone and spiked bronze heads
Huitzauhqui: a wooden club with inlaid obsidian blades. (1d6+1)
Stone or copper headed battle-axes