Tag: RPG

  • Acceptable Losses – Powerless (006 – Shadowrun 5e)

    Acceptable Losses – Powerless (006 – Shadowrun 5e)

    We finally manage to pick up where we left with Shadowrun, as the group continues their assault on the J9 gang, the New Bloods. After a brief pause in the action to heal and stop the bleeding, the group engages the remaining gang members. Success in the fight results in a couple of plot threads…

  • Rolemaster Unified Updated Character Sheet (1.06.3)

    Rolemaster Unified Updated Character Sheet (1.06.3)

    With some feedback from IronCrown and in preparation for a Foundry import option, I corrected a small number of typos on the character sheet. It should be completed compatible with all published rules thru the Character Companion, at least as of today. Only some minor changes currently:

  • Hadryn’s Hold – Of Giants and Knights (1.03, Rolemaster Unified)

    Hadryn’s Hold – Of Giants and Knights (1.03, Rolemaster Unified)

    We conclude the epic fight with the Trolls and the Hill Giant Bob, and the group take a moment to rest, heal, and explore the cave. New history and background is discovered, filling in or confirmed some of the story, and a bonanza of herbs and medicines is discovered.

  • Hadryn’s Hold – A Giant Among Trolls (1.02, Rolemaster Unified)

    Hadryn’s Hold – A Giant Among Trolls (1.02, Rolemaster Unified)

    We continue the battle between our group and the Trolls who have invaded the home of Bob. After the general kindness the group has shown, and the abuse from the Trolls he had suffered, Bob finally chooses a side and steps into the fight, though he is not quite as capable as would be assumed…

  • Hadryn’s Hold – Bob, and the Cousins (1.01, Rolemaster Unified)

    Hadryn’s Hold – Bob, and the Cousins (1.01, Rolemaster Unified)

    As we start our new chapter of the Rolemaster campaign, I have changed up the numbering a bit. Technically, it was Chapter 0 before, this is thus Chapter 1, but however it is counted. Ultimately, this is a shift in the storyline as our group leaves the confines of Brindol Ford and heads out into…

  • Hadryn’s Hold – The Bohman Farm (012, Rolemaster Unified)

    Hadryn’s Hold – The Bohman Farm (012, Rolemaster Unified)

    Our group finally faces the decision regarding the Bohman Farm, before they can wrap up their tasks in Brindol Ford. To avoid making a decision they will regret, they investigate thoroughly, though that leads to several uncomfortable conclusions. In the end, the Eternal Ledger is satisfied, and the responsibility of the group is discharged, allowing…

  • Acceptable Losses – The New Bloods (005 – Shadowrun 5e)

    Acceptable Losses – The New Bloods (005 – Shadowrun 5e)

    We return to Junction Nine in our ongoing Shadowrun 5th edition campaign, where the group is adjusting to the loss of Mrs Alvarez. With limited time to rest however, they turn their attention to the brewing gang war, and dealing with the New Bloods, the splinter group from the J9 Steelers that is making waves…

  • Hadryn’s Hold – Victor of the Tournament (011, Rolemaster Unified)

    Hadryn’s Hold – Victor of the Tournament (011, Rolemaster Unified)

    The group, having returned to Brindol Ford, enjoys a bit of a rest and recovery period. With their payment for tasks completed, and after selling a few of their gains, they purchase a few needed supplies. Meanwhile the Knights Tournament reaches its conclusion, drawing the full attention of Brindol Ford, as well as some unexpected…