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  • Columnist: iL PeRFeZioNiSTa iMPeRFeTTo
  • Resume: 🎭 Actor 🎓 Physiotherapist 📚 History Lover 🖊️ Biography Writer 💫 Karma Believer ♍ Virgo 📍Italy

. Rating - 8 / 10. audience score - 4155 votes. director - Marco Bellocchio. Biography. Runtime - 145 min. Il traditore full movie online. WARNING: Long-Post. Re-posted and added additional stuff. These are things I came up with. Not saying it's perfect, merely playing with ideas. If you read it, thank you - If you don't want to read it all, thanks for stopping by - if you want something in particular, just read the titles in BOLD for guides. Been watching Lost with my family recently, and I figured - would it be a good idea to make a hardcore island survival DnD campaign like this? START Like, in the sense of starting the campaign, everyone begins at Level 0 (Homebrew Idea). These are people who aren't adventurers forced into a situation which makes them into adventurers. Of course, you want to know what your players want to play as - so they can build their power and abilities. PREMISE The party was on a ship navigating the high seas to another continent when a disaster struck, and now your ship is either sinking to the bottom of the ocean, or the captain was forced to ground the vessel on to nearby land to avoid the terrible disaster (storm, divine intervention, pirates, a meteor strike, whatever you would like). Now, you and the rest of your party wake up from unconsciousness on the shores of a desert jungle island - you have no way off the island, you have only one of your possessions in you, the crew is haphazardly scattered across the shore and pieces of the ship lay scattered upon the sand, in the sea (in the jungle). Now it is the ultimate test. Survive. Get off the island. Return to civilization. Or don't. This is a fresh chance to start all over. Become a new person. Become the master of your own world. How you do it... is now up to you. Note: I never said it wasn't an airship. CLASSES Artificers have lost their tools and their special device in the shipwreck. Barbarians awaken their primal rage from being shipwrecked. Bards need to find their muse and instrument. Blood Hunters become haunted by the events of the shipwreck as their Hunters Bane kicks in. Clerics need to find their lost holy symbols, or pray to their gods. Druids get a calling from the nature of the island. Fighters need to find their weapons and armor, rather than a stick. Monks have lost their connection with ki, muddled up by the wreck. Rangers attune better to the environment and slowly realize the nature of the island as they search. Rogues hide their skills to the rest and make do with what they've got, plotting. Sorcerers awaken their natural powers on the island through the trauma they endure. Warlocks get a dream vision from their desired patron (through contact with an eldritch idol or something). Wizards have to find their lost spell-book, and their paper and ink! Note on Artificer Gunslingers (DO NOT DO THIS AT HOME): It is possible to create your own gunpowder in the game by finding the resources – but they are rare. It requires three components, sulphur, saltpetre and charcoal. You can make charcoal through excessive physical labour by fueling a furnace to burn logs covered in soil and straw, with no air getting into the ‘furnace’ - plugged. It’s dangerous to health because of all the smoke it creates, think of Victorian Chimney sweepers and think a lot more soot and smoke. Sulphur can be found and obtained in volcanic areas (this was done with the ‘Sicillian process in ancient Italy). Saltpeter can be found in saltpetre caves that have crystallised where bats have been pooping guano for generations. Can be extracted, put in water for a day, filtered, and harvesting the crystals in the filtered water. This would require a person to be proficient in Alchemical Supplies and high INT ability scores, and time, to accomplish or even think of this. LEVEL 0: How does this work? You might ask. Every Player Character rolls their Ability Points as normal, they take a Background, but they don't take a class yet. You create your class after the first night spent on the island. Everyone begins with 5HP. Weak, yes, but its better than a Commoners HP. The characters start off the adventure with only one prized possession they had on their person during the crash/ shipwreck - this can be a weapon, a magic focus, tool kit, armor, or a mundane trinket with sentimental value. Otherwise, it's Bare-bone. You have to find or make your armor, weapons and trinkets yourself. Money is worthless in this place, as who could spend it right now? On a desert island? On what? So gold is no longer a currency, they have to trade items with items. You can't eat gold or drink it, so what good is it apart from being an extra weight? But at the same time... what if you get off the island? You could use that gold? You can bury your treasure only somewhere you know. If you want to keep your gold, you got to hide it and hide it well, or its going to get stolen. Each player character creates their own Secrets ( this can be their Flaw), something that they don't want the other players knowing. Each player character can choose whether or not they have family with them (could make a potential Save the NPC quest later). This can help create role-playing experience later on. Alignment obviously shows their characters morals: Lawful Good - (Honorable and Humane) Model citizen, they'll do anything to better the community around them to the extent they could. Neutral Good - (Practical and Humane) Does good when they can. They don't go out of their way. Chaotic Good - (Independent and Humane) Will try and do good when they can, doesn't necessarily mean it's good in and of itself. Lawful Neutral - (Honorable and Realistic) They play by the rules, and go by their standards. True Neutral - (Practical and Realistic) Chaotic Neutral - (Independent and Realistic) - Impulse driven. Lawful Evil - (Honorable and Determined) They have their own solid set of morals that they go by, and tend to work within the law. Neutral Evil - (Practical and Determined): Immorally indifferent. They go by whatever benefits them the best. Chaotic Evil - (Independent and Determined): A damn criminal, and they sure as hell love being bad. DM Note: Consider the fact of what kind of ship you were on, before this all started. This will have a direct impact on how you begin your adventure and how all the PC's were together on this ship. Luxury Cruise-Liner = Most people on the boat are rich passengers out on a tropical cruise, having a holiday, a good time. The crew are service-men, waiters, engineers, sailors, maids, cooks, some security officers. Stocked with good food, means of storing gold, supplies, condiments for passengers. Military Vessel = Established hierarchy, weapons, cannons, armour, guards. Think of a Conquistador vessel transporting a large amount of gold/ platinum ingots and gems. Skilled in combat, naval vessels, subsisting on rations, disciplined, maybe holding weapons of mass destruction. Prison Vessel = Highly secure. A vessel full of criminal inmates of different backgrounds. Not a lot of food, poor living conditions. Tyrannical warden-captain. Dirty corrupt guards? Secret smuggling ring. Pirate Vessel = A band of sea brigands hauling a recently pilfered cargo, prisoners/ slaves. None of them trustworthy, all answer to the all-powerful captain. “Honour among thieves” may vary. Wizard Vessel = A scientific vessel investigating an anomaly or investigating the free world – packed with alchemical equipment, magical tomes, research teams and scribes that are more smart than brutes. Maybe holding a new experimental magic artifact that holds some sway in your island story. Merchant Vessel = A rich vessel transporting goods of important value to another continent, manned by less people to accommodate for the stock of goods on board. As for the crew and ships, I’d recommend using these documents and links to learn more about ships stats, officers, travelling, etc. (Credit and appreciation should go to u/BS_DungeonMaster and Unearthed Arcana 2018 Wizards of the Coast LLC) = DM Note: Consider the means of which had shipwrecked/ grounded your vessel, it might set off some future plot points or ideas for the future. Here's some of my ideas on how you became shipwrecked: What was thought to be a calm breeze rolling in, turns into a monstrous storm with tides rising 60ft in the air and crashing down. Despite the struggle, the vessel put up a good fight… but the ship was overturned by the waves, and the ship was pushed aground to the shores of a nearby island. Sailors speak, half-drunk, about a terrible sea creature that pervades the waters they wade through. The captain cares not for superstition… his mistake. The ship hits something amidst the ocean, taking on water from below decks… then, sailors catch sight of a shadow in the water. Gargantuan. And the booming thrum of the beast below. The ship is attacked by Sahuagin, and in the melee of the fight, the ship is steered directly into the island. At night, the ship hear the sirens song, they are drawn to the poop deck, and in front of them a series of stars flicker in the night sky, growing brighter. And closer. Then, the song ends, and a storm of meteors rain from the sky, sending plumes of water through the air and striking through the ships hull… escaping the danger, they sought land, run off course the ship slowly sinks and they make their way to the island. Think of your own ideas, whatever you think might be awesome, mysterious, strange – hell, Poseidon rises from the oceans angry you have not paid homage to him and swallows you whole like the Mummy but water form. Weather: ( Using Tomb of Annihilation* as factual inspiration, p. 12 ToA) Hot, humid and rainy throughout the year. Temperatures as high as 95 degrees F (35 degrees C) during the day, and rarely falls below 70 degrees F (20 degrees C) even at night. Days without rain is rare – I’d rule it as either rolling a d6 or d12, roll a 1, no rain – visbility in rain limited to 50 yards, past that, only Huge or larger objects can be distinguished. Missile weapon ranges are halved during rain. Days of heavy rain, there's a 25% chance it’s a full blown tropical storm. Recommending to hunker down and staying put on these days. Travel on river or sea is impossible (canoes swamped by waves within 15 minutes of launching). If insistent on travelling in this weather, every character gains 1 level of Exhaustion automatically and make a successful DC 10 CON save or gain another. Skills to avoid becoming lost are made with disadvantage on storm days. Using Lost as somewhat as a inspiring guide to how the adventure begins: First Day in Paradise Panic. Chaos. People alive and screaming. People dead. Do you help others? Do you help yourself? - once things calm down, people go looking and searching for what they lost, their loved ones. No one knows what they're doing. People look for help, ways to send SOS to anyone passing by, setting up fires, collecting firewood for warmth for the upcoming night. People look for food and water. Here you might send PC's on search missions, maybe "Have you seen my boy? My boy is missing? Please, help! " NPC rescue mission. Find the captain of the ship. Scout the beach (left way or right ways), or Scout the Jungle. If they search the Jungle, jungle is dangerous, full of unknowns, they might come across wild animals, a supernatural force (yeh I know, Lost right? ). As a consequence of it being a Survival game - Food, Water, Shelter, Warmth and Light - become essential. These can be OPTIONAL RULES. I made them up on the spot and did some research behind it - I'm not saying its perfect and I hope I can get some feedback. I understand keeping track of s**t, is s**t. Food: By the core rules, a character needs to eat 1 pound (lbs) of food per day, and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food. A character can go without food for a number of days equal to 3 + his/her Constitution modifier (minimum 1). At the end of each day beyond that limit, a character automatically suffers one level of Exhaustion. A normal day of eating resets the count of days without food to zero. (quoted from u/famoushippopotamus) My idea for eating is this (not saying its perfect, not making it compulsory, just a thought) = Need to eat at least one meal per day. Not like a protein bar. The way this might work - that at the end of each new day: > If they have eaten only a LIGHT meal (one piece of fruit or meat, or a Tiny beast), they get a d4. > If they have eaten only a MEDIUM meal (one regular meal, or Medium beast), they get a d6. > If they have eaten a LARGE meal (two regular meals, or Large beast), they get a d8. The reasons for the d4, d6, d8 - is to add to a d20 roll at the end of the day for a Constitution saving throw roll to not suffer Exhaustion. They make a D20 roll adding the extra die based on what they have eaten. The consequences of not eating means they have to roll an Exhaustion roll with no added die, if they fail, they get exhaustion. Also, at higher levels of exhaustion: when you have 3 Levels of Exhaustion, you have disadvantage against saves on disease, which can be disastrous for a player stranded on an island with limited resources and healing. (Unless you're a cleric). -------- Water You MUST drink fresh water, every day. In a regular situation, a PC can survive drinking 1 gallon of water a day. But because you're stranded on a tropical island, you get thirsty in that heat. You need to drink 2 gallons, or 16 pints of water a day. To do the math = 1 gallon, (which, in pints, is 8 pints for 1 gallon) – a waterskin can hold ½ a regular day’s worth of water. A waterskin can hold 4 pints of water. Not-So-Serious-Side Note: ( What happens if you drink saltwater? ) Drinking any saltwater is bad ( because god forbid you never thought an INT 6 PC knows the difference between fresh and saltwater without drinking it), you need to drink twice the amount of freshwater, on top of your daily intake, to recuperate against saltwater. Otherwise: the PC automatically gains one level of Exhaustion and loses 1 of their hit die because of their mistake. ( Tomb of Annihilation, p. 39-40 – Dehydration rules) At the end of each day, any character who hasn’t drunk at least 2 gallons of fresh water must succeed on a DC 15 Constitution saving throw or suffer 1 level of exhaustion. The saving throw is made with disadvantage if the character is wearing medium armor, heavy armor or heavy clothing. Characters travelling at a fast pace, instead of a normal pace or slow pace; take -5 penalty on their saving throws against dehydration. How do I get fresh water then on a tropical-desert island? On a tropical island, storms come naturally in this region and it is rare that it does not rain at least once per day (i. e. DM Note: roll a d6. On a 1 it does not rain that day - on a 2-6 it rains. But each roll above 2 it rains an extra 30 minutes. So, on a 6, it rains for a full hour, meaning you can fill any container to full). Of course its bulls*** to keep track of things like this, most of the time it will rain, but its important to keep track of. Relying on rain is good - finding a water source is BETTER. Rain Table (1d6) It does not rain that day. You feel dry, hot and slightly dehydrated. It rains heavily for 30 minutes. Enough to fill any container up to 2 gallon of freshwater. It rains heavily for 1 hour. Enough to fill any container up to 4 gallons of freshwater. It rains heavily for 1 1/2 hours. Enough to fill any container up to 6 gallons of freshwater. It heavily rains for 2 hours. Enough to fill any container up to 8 gallons of freshwater. It's a storm. It rains heavily for 3 hours straight. Enough to fill any container up to 12 gallons of freshwater. Note: This table isn't scientifically accurate and can be up for debate, because i'm not great at mathematically calculating rainfall. Using Tomb of Annihilation, you can make Rain Catchers (p. 33 ToA): A simple contraption consisting of a 5-foot-square leather tarp and a wooden frame with legs. When the tarp is stretched across the wooden frame, it forms a basin that can catch 2 gallons of drinking water per inch of rainfall and holds up to 8 gallons. The tarp and wooden frame fold up for easy transport. Costs 1 gp and weights 5 pounds. So a Rain Catcher can effectively sustain 8 people a day if its full. Half full, 4 people. Quarter, 2. You get the resources to make one, would require: a wooden frame (can scrounge a barrel and saw it in half to get 2 frames). Easy enough to find wooden stands for legs with a Foraging check DC 10. The tarp however, is the key material. Its waterproof. 5-foot of leather, would require 2 Medium Beast skins or 1 Large Beast skin per Rain Catcher. Just as a reminder for Containers = Barrels = Hold 40 gallons. Enough to sustain 40 people with drinking water if full for a day. Bottle = 1 ½ pints. This is not enough to sustain 1 person a day. You would need 6 bottles per day per person. Bucket = 3 gallons of water. Enough to sustain 3 people with drinking water if full for a day. Flask/ Tankard = 1 pint. You would need 8 flask/tankards a day per person. Jug/ Pitcher/ Iron Pot = 1 gallon. Enough to sustain 1 person per day if full. Vial (like Potion vials) = only 4 ounces, oz. You would need 160 vials of water to sustain 1 person per day. Waterskin = 4 pints. Enough to sustain 1 person for ½ a day. Need 2 full waterskins per day per person. ------------------------------------------------ Shelter You need shelter to have short or long rests. So, you need to build a shelter, in order to build a shelter, you obviously need Survival (maybe Investigation) checks, for example: DC 10 to find firewood - DC 15 you find wood/ bamboo/ wreckage to form a rain shelter - DC 20 you find a natural tree cover from the rain - DC 25 you find a natural cave on the beach (adventure! ). Making Shelter: I used references from WikiHow to come up with these shelter ideas. Tee-pee’s = Requires a piece of canvas/ leather roughly 15x30 feet (Beast skins – water resistant and pliable) – 12 wooden poles, 18 feet long (so 6-10 felled trees worth – then prepped with a knife) – 45 feet of rope, plus 12-15 stakes. – with this is can fit 4 average sized people comfortably. Makeshift Tent = Tie a line between 2 trees securely. Hang tarp/ canvas/ leather skins and secure on the ground with stakes. = 10 feet of rope. 4-8 wooden stakes. 10x20 foot canvas. Houses 2 people, 1 large individual. Lean-To Tent = Need a Boulder/ Fallen Tree. Lots of sticks. Keep the lean-to profile low to ground, keeping out of the line of wind and hide from any unwanted attention. Use leaves, grass, moss to insulate and protect from elements – packed well. Debris Hut: Find a tree stump, a tree with a low crook. Find Long sticks. Pile debris on the frame. Add more branches to outside. Use rope to secure (20 feet, needs be). Block entrance with a makeshift cover. Beach Pit: Access cooler temperatures in the sand, protect from sun and wind with a sand trench. Cover the pit with a tarp, weigh it down with sand or driftwood. Dig long enough for your body and as low as possible. Build way above the water line or high-tide mark on the beach. Finding Shelter: Cave – if empty, build a fire to ward off bugs in the cave with smoke. If not empty, claim that cave cave-man style. ------------------------- Warmth The night is cold. You need to stay warm, or you'll freeze or get a minor disease (cold). If you find enough firewood to have a campfire burning for the rest of the night, you're fine. Which is easy, this is an interesting complication - roll a d20, on a 1, you accidentally get caught on fire and suffer 1d6 fire damage until you put it you don't have a fire - roll a DC 10 Constitution save, or start developing a cold i. disadvantage on Perception. If the disease continues, you can't get any Hit Die anymore. If it continues further, you get disadvantage on STR saves. -------------------------- Light You need it to see in the dark, as there are NO LIGHT SOURCES. ITS AN ISLAND. -------------------------- So. Here’s where you can get creative with adventures. QUEST -- ON THE HUNT: (Side Quest – as difficult as you want) Food is a very limited resource at the beginning, but the jungle island might hold some animals or nutritious fruit. It's time for some hunter-gatherer activity. DM Note: Take into account, at the beginning with the Shipwreck, there are dead bodies on shore/ beach/ in the water. The smell carries on the wind and will attract unwanted attention. Animals, particularly scavengers, will come looking to scavenge an easy meal. If PC's don’t get rid of the bodies, there’s a higher chance that the safe camp you’ve made will be attacked by Beasts at night, and every night afterward until they are disposed of. It then becomes a moral dilemma - as some survivors might see that they deserve a funeral ceremony to commemorate the lost, and become a sentimental mission of searching for survivors names, information, etc. In the water = Sharks. Quippers. Dolphins. Giant Crabs. Crocodiles, etc. In the jungle = Boars. Hyena. Wolves. Velociraptors. Deinonychus. Bears. Apes. Snakes. Rats. Vultures, etc. Each Beast killed is worth an amount of food. From a Boar (Medium-sized creature), you can realistically get an average 184 lbs carcass (140 lbs of pork, 44 lbs of skin, fat and bone). From a normal Rat (Small-sized creature), its 0. 66 lbs, and you’ll have less than that with edible meat. From a Tarantula Spider (Tiny-sized creature), its 100g or 0. 22 lbs (the measurement I got from the Bug Eating Society of California - no joke, its a thing). From an Elephant (Large-sized creature, they weight 5000-6000 lbs, so you could get an estimated of 3750-4000lbs in meat ( based on the math of a boar carcass having ¾ edible meat and ¼ inedible carcass). But, for the sake of people's sanity. We’ll stick with simplifying it to the size of each creature = Tiny creatures (Insects), worth ½ a small ration of food (0. 25 lbs of food). Small creatures, worth 1 ration of food (0. 5 lbs of food). Medium creature, worth 280 (140 lbs of food) rations of food. Large creatures, worth 7500 rations of food (3750 lbs of food). BUT. Killing an animal means its now just a hunk of uncooked meat. Then there’s inedible stuff like bone, ivory, skin, fur. These need to be prepared by a person proficient with skinning & cooking. In which case – anyone not proficient as a Cook, with Cooking Utensils, can attempt 2 checks. The first, prepare the animal and skinning it and separating meat from bone. You can do this as you want – I would say make a Dexterity (Sleight of Hand) skill check with a slashing weapon you are proficient with to separate meat from bone, so they can be then cooked. Skinning and Butchering Ability Check Table: Nat 1 – You accidentally cut yourself, bleed on the carcass, drop the carcass on the ground where it rolls in the mud and contaminate it beyond the point of return and wasted your meal. DC 5 – You strip off ¼ of the edible meat. DC10 – You strip off ½ the edible meat. DC 15 – You strip off ¾ of the edible meat. DC 20 – You strip off all available edible meat. DC 25 – You are a prodigy. You strip off twice as much edible meat from the creature. Second roll. Cooking the meat. The process takes time, much like waiting for an oven to cook food. You’ll need a camp fire for this, otherwise, you eat it raw and have a high chance of getting a disease or this I think you could, for cooking, you would roll a d20 and add your INT modifier plus your Wisdom (Survival) for the roll. Someone aiding you in this task, you get advantage or add +3 to the roll. Cooking Ability Check Table: Nat 1 – You mistime your cooking. (Under or overcooked). The meat falls into the fire and looks like charcoal. Yum. DC 5 – You slightly undercook the meat. You have a 10% chance of catching a disease/ being poisoned for 8 hrs. DC 10 – You cook the meat to a nice warm meal. You have a 5% chance of catching a disease. DC 15 – You cook a great meal despite your situation. No chance of disease. DC 20 – You have made a masterpiece and outdone yourself. You gain an extra Hit Die for short rests. DC 25 – You are a survivor culinary god. You gain all your extra Hit Die for short rests and gain 5 Temporary Hit Points for eating this delightful meal. But despite the meat you’ve gained from the Beast – it does go off and spoil. The food will spoil the next day in the island's climate if not preserved in some manner. By salting it, marinading it in honey, pickling it, freezing it (Cold spell above level 2 idk - get creative with your methods). Eating spoiled food will need a DC 15 CON saving throw or be poisoned for the next 1d8/1d12 hours, or 1d4 days (if you are really unlucky). For a better idea on survival and being in the wild, I recommend looking at these reddit posts by u/famoushippopotamus – his tables are f****** awesome! = Okay. Survival stuff out of the way. QUEST -- SALVAGING THE WRECK: (Level 0-3) The beach will be littered with things from the wreckage of your shipwreck (and maybe other shipwrecks… you might not be the only one to crash on the island! ) On the beach itself you can find anything that might have washed up to shore. [Note: I haven’t figured a way to find good objects yet or organised them out of rarity – I’ll come up with a d100 table at some point] Rope. Barrels. Splintered parts of the ships hull. Driftwood. Torches. Canoes. Dinghies. Sail canvas. Cannons and cannonballs have probably sunk to the ocean floor. Floating crates of trade goods (provide a random resource of food or useless spice). Paddles. Books. Bed frames. Clothes. Sacks of grain and fruit. Silverware from the captains quarters. A water-soaked map. Potion vials. Scroll cases containing spell scrolls. Decanters of wine. Leather pouches and backpacks. Sets of marked cards. Shore-washed seaweed. Floating doors. Bloated decomposing crew bodies. Rusting metal weaponry. Fishing net and lines. Vials of lantern oil. Fishing tackle. Wet unlit lamps and lanterns. Mess kits. Spyglass. What PC’s can find in the wreckage thus far without too hard of a look, are improvised weapons. Paddles, driftwood clubs, broken plank-wood, can fashion sticks to become stakes or spears, daggers. Tinderboxes are a good find in the immediate chaos. You are the first to master fire on this island. A magnifying glass will do you good (Ignite with focused sunlight in 5 minutes) Component pouches are treasured gold for any mage. As is holy symbols, Druidic Focus, or Arcane Focus. Spyglasses are great for looking around the land (magnifies objects viewed to twice their size). Signal whistles also prove useful for raising alarms. Tool kits would be an excellent treasure to find. THE SHIPWRECK The ship will have sunken in the ocean or grounded on to the beach (your choice). If sunken into the ocean – it’s a daring mission to go out into the water and dive deep in the water. Best done in daylight so you can see metal objects reflect light from above – most metal objects will have sunken to the bottom of the sea, and scattered or potentially been hidden under the sand. This would be great if your character was a Tortle/ Triton/ Sea Elf/ Druid of the Moon – less hassle. But otherwise, you have to hold your breath and rely on your Constitution modifier (your CON modifier represents how many minutes of air you have before you start drown). Diving underwater means your movement is halved, ranged weapons are halved, and attacks are made at disadvantage with exception to a few weapons. Also, underwater requires dark-vision to see anything further than 25 feet underwater with natural daylight – dim-light reaching only 100 feet below (at least I think it is, I haven’t checked). GROUNDED SHIP Think Pirates of the Caribbean for a moment. The ship has managed to ground itself on the water – with the potential to be reusable as a player base and sanctuary for NPC’s. But, the site is in danger of being used as a monster den – so it needs to be of the hull have been broken from the bottom, and the vessel might be partially in water. DM Note: At this point – it’s a creative DM decision on how to portray a grounded vessel and its condition. In this case – it might be the Players prerogative to assemble the crew and start means to repair the ship. Meaning organizing the crew, rallying them together, figuring out who is good at what and what they need to get their jobs done. All the while, you have to survive through whatever grisly trials you may have to pass to get the ship repaired. Throw in something that makes things go wrong = Have a Traitor. Have a rival faction already on the island that stops you from repairing the ship. Maybe one of the PC’s doesn’t want to leave the island. (Potential NPC): “The Hoarder” – After the first week of being shipwrecked, an NPC might rise through the ranks of your shipwrecked crew and other passengers. This NPC has spent the majority of his time, without qualm, taking, scavenging and burying his own scrounged goods across the beach-front – stealing from the dead, taking from the ship and erecting his own ground upon the beach as a motley store of goods. He is a Chaotic Good Fighter/ Rogue armed with a working Pistol (or dangerous magic item like a Necklace of Fireballs) and is in his rights to protect his property – people go to him to barter goods they need in exchange for things he finds appropriate. He’s a self-centred individual whose first priority is himself, he doesn’t see them getting off the island anytime soon, and he’s determined to be useful, but never kind or generous. Everything is about him. He doesn’t care about the others, only what he can get for himself. PC’s can interact with him and make requests from him from his store i. a holy symbol/ arcane focus – he doesn’t trade weapons, at least, not good ones. Those he keeps for himself. He develops a small retinue of followers over time to act as his thugs through intimidation and empty promises that beef up his security around his shelter on the beach. He’s partial to smoking and a good bottle of ale or wine, but he’s no hunter or labourer – he lets others do the hard work. QUEST: SEARCH FOR THE MAP (Recommended: Level 1-4) Every respectable vessel has a charter map going from one destination to another to make port – kept by either the Captain or the Quartermaster. If you are going to figure out where you are in the world, and where you’ve landed in the world – you need to know where you were when you got lost, by finding the Ships Records and a Nautical Map with the course plotted by the Quartermaster. It can become a side quest to search for the missing documents and map – they can be still within the Quartermasters quarters on the ship, in the bottom of the ocean where the ship is resting in deep waters – or they could be with the Quartermaster, who is currently missing, though through investigation and interviewing the survivors you will learn that the Captain and Quartermaster were seen jumping from the ship and being caught in the tide away from the rest of the crew as they were keeping to maritime law and ‘going down with the ship’ and honoring that the captain doesn’t flee unless all crew members have left the vessel. This can lead to many things. You don’t know who has the map. It could be the Captain or the Quartermaster, or it could still be on the ship. Three choices. The Captain/ QM, could have washed ashore on a different part of the island and attempted to search for other survivors – going to the high ground to get a better vantage point, going deeper into the island. They might have then been apprehended by a group of monsters that inhabit the island (up to you), killed and taken into a dangerously large beasts cavern den. If the Captain and QM stayed on the ship, they would have stayed on the helm of the ship and gone underwater. You may have to otherwise raid their corpse, or search the inside of the ships interior and reach the captains quarters whilst sneaking past underwater reef sharks or giant octopus. Now, here’s a fourth choice: The maps aren’t with any of the three previously mentioned figures – one of the crew is in possession of the maps, and they haven’t shared it with the crew or passengers. Why? Well – that’s up to you. Did they sabotage the ship? Are they a pirate who set this shipwreck up to have their corsair friends swoop down upon you and your allies like vultures? Or do they have some other agenda? Did they intend to shipwreck on this particular island for their own demented need? Are they being guided by a strange, higher power? Are they being compelled by a manipulative Siren, Sea Hag, Eldritch Horror, or by the Island itself? Did they lose someone, and the only way to find the island is to shipwreck and survive? Mysteries abound with this. Now, all’s well and good asking these potential questions – but, once you have the map. Great. You can start figuring out where the hell you’ve landed – cartographers or sailors might be adept in this particular situation, or it’s going to be a series of attempts at figuring out this puzzle by following the notes left by the Captain or the Quartermaster. Once you’ve figured out how far you were on your journey when you came about your disastrous event – you can mark a location of 100-1000 miles around your map; look at the stars and moon to gain a visual of astrological positions (i. North Star, measure location with a compass, or a makeshift one) – measure the distance of the sun to you over the course of the day, and you can figure out your geographical location on the world map. Now you know where you are – which of course, is an un-mapped location in the middle of the ocean, and you can calculate how far you are from nearest aid or the nearest shipping lane. Now you know where you are – you need to find a way to get off this island. (Note – I am not nautically inclined, I am referencing movies, I am no expert on calculating your position on the earth – but this is what I assumed would work, feel free to challenge or even better, inform me of the true way). QUEST – MAP THE ISLAND (Recommend lvl 2-8) What better way is there to spend your time shipwrecked on a desert island then going site-seeing? Prepare to move a long way, and potentially spending in-game weeks in searching this place. To even overcome this obstacle, you will need to have a stash of supplies to go on this journey, and something to keep you safe while you might come up against dangers. Oh, you’ll also need something to act as a map and something to write with – parchment, a dry scroll, charcoal pencils, ink and quill – whatever you can use. DM’s Note: Make the island as big as you want. Put some features in it to make it distinct. Flesh it out. But plan this out and scale it before you set your PC’s out on this quest, and keep it to scale – some players might find it bulls*** that you re-scaled the map and blamed it on the PC’s not being able to measure properly. While mapping out the beaches of the island – add some features. Other shipwrecks of different sizes. Make a shipwreck graveyard on a barrier reef. Create natural cavern systems. Make a Sahuagin fortress. Create an ancient shrine to the Sea God. Create a coral-stone village half sunken on the beach (Pompeii) Create an ivory lighthouse on the edge of a steep cliff. Make it lean out of the cliff for added danger and mystery. A tribal village of Lizardfolk. Obelisks, totems and shrine idols that form a pathway deep into the jungle that reach a forgotten temple. Create a rock-pool area full of Tortles -- Minor Earth Elemental's -- Giant Crabs -- Flail Snails. A beach filled with stone statues of people. A crash site leading in-and leading to a crashed airship or the overgrown remains of a dragon. A beach where footprints appear as you pass by going the other way, but no ones there. (Illusory beach) A fishing village where all the inhabitants have disappeared, and the floor is riddled with decaying fungus-ridden fish. A port made of broken ships put together. How? Who knows? Map out some places on the island: A ship seemingly pulled from the beach by a creature with giant footsteps into a open grove in the forest, where trees grow up and into the ship. A freshwater spring cave. An abandoned tunnel system going deep underground – a mine, etched with foreign language and symbols, some of which are mad scrawlings and indecipherable, the deeper you go the crazier the wall etchings and wall art. A grove of giant mushrooms that grow above the tree canopy from the ground. A ziggurat of an ancient society that believed in blood-sacrifices to an unknown deity. This is as far as I got. I've spent way too long doing this. I'm gonna have coffee now. Hope you like my ideas.

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Il traditore dvd. Il traditore soundtrack. Il traditore review. Il traditore bellocchio. No parla italiano, and that gave me some problems following the narrative, due to a very bad english CC's, that mustve been issued by an overeager middle schooled italian or siscilian. and that is a major drawback for the film. br> which is very good indeed, about the big trials towards the leadership of the cosa nostra divisions of siscily in the late 70's and the 1980's. i do remember some of the names, and especially the bomb attack on giorgio falcone made a deep impression to me when it happened. it also shows the primitive judicial system that were excecuted in italian court rooms, with poor discipline and frightened judges and officials and corrupt police.
the story do spring back and forth very fast and often, but survives by good time and place info on each shift. the pace are slow, but the acting are very well done and the lead male actor gave an excellent performance on many levels. i wish i had those cool demeanors. br> if you want to see a film with some similarities to don corleone, and killing spree of blood feuds alla sciciliano style, then the grumpy old man recommend il traditore. a strong 8.

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