Now they head back to port in their dingy with the survivors in tow only to land on a shoreline that is in an uproar.
Lean in close and double click the images for up close piratey-ness right in your eye.....
Port L’antre de Lion, the scene of our evenings revelry and the Flashing Steel narrative you are about to see recounted.
The band of adventurers has rowed through the wee hours of the morning to regain land and arrive tired and a little disconcerted over who actually is in control of the group and whom shall represent the team in front of the governor for the reward promised. Thus begins
Act I
"Who Elected You The Brains of This Here Outfit"
A Flashing Steel Swashbuckling Rumble through the port docks of L'antre de Lion.
All confrontations were suggested to be non-lethal as a push and shove match of who could find the governor the quickest. This was to teach the mechanics of Flashing Steel by Ganesha Games and the nature of the combat that has more of the cinematic flair.
The pirates and their second must find and secure the reward from the governor. The town however is all abuzz over the recent seizure of the "Huntress" and the imprisonment of her Captain William Azure.
The Admiralty offices and shipyard square. Scene of some bloody conflict as you can't keep pirates civil the whole evening. We saw the assault of crew members from the Hotspur, an attack on the person of the chargé d'affaires , a ferocious midget go psycho on a port guard, criminal murder of longshoremen in the streets , trespass on His Majesty's ships and properties and other occurrences trivial to mention.
Death from above. Crouching Tiger Chung-King and his midget companion kill the first watch guard on board the Hotspur.
They make it aboard the ship and will have to fight their way off as the bell sounds the second watch up on deck...
Captain Conn meets his demise in the Admiralty building. Why so violent?
What is the governor hiding in the stockade and what does a roll of six mean?
The locals are ready for revolt and want any way off this island that they can come by...
The local gentry and some more plot points to grab.
The map of the port...
The Halloween Game Played as Heroquest Pirate conversion. Which in turn lead to the Flashing Steel Version of the same story you just read.
Included here for completeness and archival records of the game.
Quest
at Port L'antre de Lion
Your quest opens on the
island of Port L’antre de Lion in the Caribbean Sea. Originally under French
control, but now run by the British after a reasonably mild skirmish, it is
home to a vast array of natives, settlers, militia and naval personnel as well
as swashbucklers, pirates and scallywags.
The events on the island are usually run of the mill – an occasional shanghai,
hanging of a pirate or two or your average hurricane. Things were pretty uneventful until a couple
of nights ago when a ship sailed into port and anchored just outside the
harbor. At first it was thought that the
vessel was hostile, but no attack was issued.
In fact, in the daytime it appears that the ship has no crew onboard at
all. At night however, you can hear
noises and voices on the deck and see lanterns burning across the bay. It’s also strange to point out that during
this time the population of undesirables on the island has diminished, even
though most people haven’t noticed.
As adventurers, you start
off in the Cochons Pour la Vente tavern on the wharf sitting around a table
enjoying the evening’s festivities. A
messenger from Governor Adolph Oliver Knepples enters the room and proclaims:
“The Governor has inquired
if anyone here is up to the task of rowing out to the vessel anchored outside
the harbor and investigate the goings on there.
He would like to know what their purpose is here and if their intentions
are truly hostile and if they plan on leaving any time soon.”
A gruffy old sailor in the
back of the room barks out, “Aye, maybe.
What be in it for me?”
“The Governor has offered 5,000
gold to the party that brings him the information he requires” replied the
messenger.
“Why doesn’t he just send
soldiers out there to do it?” comes another voice in the room.
“The Governor doesn’t want
the military to leave the island because the natives appear to be restless and
ready to fight. He believes a small
group has a greater chance of success, especially if they don’t appear to be
military or hostile and if they go in just before sunset to board the ship and
use the cover of darkness to investigate while the ship seems to have
activity.”
“5,000 gold, eh?” the old
sailor pipes up again. “I definitely could
use some of that. By the way, what be the
name of this ship so I can tell everyone where me money came from?”
The messenger looks down at
the log book held in his hand. “We don’t
have a record of this ship ever being at port or in these waters as well. Our lookouts have reported the name is the
Annic Nova.” With that, the messenger
turns and walks out of the tavern leaving the place buzzing with talk of the
ship and the prize!
Are you up for the
quest? Would a share of 5,000 gold feel
good in your pockets? Can you beat the
other misfits in the tavern to the prize?
Are you wearing your brown pants?
It’s time to decide!
SET UP – The Tavern
The players set up around a
table towards the back of the largest room on the game board. There will be other figures placed around the
tavern numbering 1 ½ times the number of players participating. There is one door that leads outside; with at
least enough NPC’s to block most of the exit and one or two really nasty
looking fellows blocking the door.
FOR
THE PLAYERS (read this section to the players)
There is one door that leads
outside. If you can’t make it out of the
door on your movement roll, you will have to brawl your way out of the tavern
in order to start the quest.
Combat is resolved as
normal, except no weapons are used. If
you lose all your hit points you’re knocked out instead of killed. If a player is knocked out, his comrades can
drag him out of the tavern. Roll 1D6 for
movement instead of the normal 2D6 for each player (no more than two)
attempting to drag their unconscious friend.
Combine the movement rolls for distance if two players perform this
action. Dragging a player is considered
their action for the turn. If the
players can exit the tavern before the same amount of patrons, they have won
the first stage and do not have to compete with other scallywags for the prize.
Now for the “kicker”, every
player rolls 1D6 before the game turn begins.
Players that roll a 1 have enjoyed the evening festivities a little too
much and have become intoxicated!
Subtract 1 combat dice from their total dice number for all attack and
defense rolls and halve the total of the dice roll for movement (rounding up).
Players making it out of the
tavern without being knocked out will receive 2D6 x 10 gold (rolled by the
player) reflecting the opportunity to pilfer booty during the scuffle.
______________________________________________________________________________
Patron
Details – the rabble
Attack Dice
|
Defense Dice
|
||
Body
|
Mind
|
||
2
|
2
|
3
|
3
|
Patron
Details – the rough (blocking door)
Attack Dice
|
Defense Dice
|
||
Body
|
Mind
|
||
3
|
2
|
5
|
3
|
PILLAGE & PLUNDER
Any player searching for
treasure that finds a Wandering Monster will be immediately attacked by the
closet patron.
One randomly selected player
(players roll 2D6, high score wins) will find a piece of what appears to be
some sort of map dropped by one of the patrons.
There is wording that reads: “Este
es la propiedad de Capitán Vitalinous de la Annic Nova. Precávase a usted que ve este mapa para la
muerte y despare le acontecerá”.
THE ANNIC NOVA
After the players row out to
the ship, they have 4 turns to board the ship and search before the sun
completely sets and darkness befalls the harbor. On the first turn the players arrive, roll
the number of combat dice related to their BODY
points. If a player gets more successes
(skulls) or white shields than the amount of black shields, they have boarded
the ship with ease and may search the ship.
Any player that fails will miss the first turn, but may board the ship
on the second turn and continue normally.
The players may pick any point along the ship’s hull for an access
point.
Any player searching for
treasure that finds a Wandering Monster will be immediately attacked by a
Pirate with a skill level equal to the lowest monster skill (i.e. Goblin). There will also be a rush of additional
pirates with this attack! Roll 1D6 to
determine the number of additional attackers.
The additional pirates will move to randomly attack the other members of
the group. Randomize placement using a
D6. Also, roll 1D6 to determine the
number of squares the pirate is placed from the non-searching player(s). The additional pirates DO NOT attack after
they have been placed, but may proceed as normal after the player’s next
turn. All Pirates are equipped with cutlasses
(short swords).
Once the sun goes down,
things become a little ghastly!
Wandering Monsters are now Ghost Pirates! Any player fighting a Pirate after the 4th
turn is now fighting the Undead! Replace
the Pirate figure with an appropriate undead figure. Use Skeleton or Zombie stats for game
mechanics depending on the figure put in play and equip as the figure is
equipped.
Captain Vitalinous
The scourge of the Seven
Seas! Use the stats for the Gargoyle for
his skill set. He’s armed with a Cutlass
(+1 Attack dice) and 2 pistols (+1 Attack dice per weapon). Give him 3 Chaos spells (GM’s choice). If will be placed in the Captain’s Quarters
on the middle deck.
If a player kills Vitalinous
in combat, he does not die! Instead,
there is a blinding flash of green light that fills the room, blinding anyone
inside or entering the Captain’s Quarters for 1 complete player’s turn (they
cannot move or perform any actions).
Once the turn has come back around, the players will notice that there
is no trace of Vitalinous or his treasures within. The player that performed the decisive blow
will notice a piece of paper on the floor, it is part of the treasure map!
After Vitalinous is gone,
the remaining Pirates disappear randomly (1D6 – 1st turn; 2D6 – 2nd
turn and so on) on the GM’s turn.
Pirates will continue to fight until they vanish. After the last Pirate vanishes, the Annic
Nova starts to shake and rock! The
players now realize that the ship is starting to sink! They now have 4 turns to get overboard before
the ship disappears below the surf.
If a player is on the upper
deck and cannot make it off before the ship sinks, they lose all booty acquired
from the ship, but can swim to safety.
If a player is caught below deck, they are lost! Actually, the magical properties surrounding
the ship, transports them to the island on the map where they must fend for
themselves until they can be rescued or figure out a way to leave. But that is for another time and adventure to
be had!