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Author Topic: The Hunt for Mary Scroggins Continues  (Read 1453 times)

Offline Vagabond

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The Hunt for Mary Scroggins Continues
« on: September 20, 2018, 09:16:27 PM »
 
Well lads I told the Sisters we were not going and they said thatís fine, God will protect after us. Like buggery he will, so I said I would accompany them as far as Little Piddling. You donít have to come, Iím happy to go on my own. After all we killed that wolf man thingy and the Red Devil was not too scary. I know you donít like bears Simon but heís dead as well.
It should be an easy 8 mile walk, but if you are not happy about escorting the Sisters, Iím sure theyíll understand and forgive you, should anything go wrong Ė which of course it wont.
Danielís agreed to come and his wife Ė theyíve got bottle, Iíll give them that, no sense of course but brave as a pair of weasels, but if you donít want to come, nobody will think any the less of you. Oh and by the way Maude Porter still has the basket of brandy, and sheís coming too, but if you --- Oh do shut up Marmaduke of course weíre coming, chorused Simon, Jonathan, and Jeremiah, even Baxter barked his approval.
Well thatís a bit of a relief and I donít mind saying so, - those Sisters are such chatterboxes and a man needs some male company you know.

To me it sounds like something from the Famous Five, not that I'm that old to remember.


Yep thatís Sir Marmaduke Langdale cunningly encouraging his companions to come with him looking for Mary Scroggins a second time.
If you didnít read the 1st abortive attempt to find her look at this report.

https://vagabondswargamingblog.blogspot.com/2018/05/cinc-hunt-for-mary-scroggins.html
 I donít think it will help a jot - but you never know. I did post it on here but it's quite a while ago.


These are the Sisters in question, and still donít have first or Christian names, I feel Iím really slacking at the moment.


The Carter family - although no sign of Johnny.


Iím still determined to try the rolling table, by moving the action along the squares of terrain and when they exit one full set of tiles on the left remove them, and move all the other tiles to the left and add a new set on the far right. The table is 3 x 4 with all my sponge trees on it, and you can just see the river and bridge at the top of the picture, right side of the board.


The column heads out led as before by Sir Marmaduke and Baxter his faithful bulldog. Not had time to fit the steel/silver teeth yet.


The rear of the column with the Sisters grumbling a little about not being nearer to the front, the dust and the horse shit and the smell from the Carters same old Ė same old.


Itís still quite a strong force but after the debacle last time they sallied out, thatís not a bad thing.
 
Iím using the same encounter markers moving in a random manner and also the same encounter deck except I removed the encounters already encountered if you get my drift. The other point is that I am trying my rules but adding a supernatural and monster element to them rather than the CinC rules Iíve used before.


Almost as soon as they leave the village there is movement to the left of the road and a Black cowled figure appears. Gliding through the underbrush it makes no noise, moves no vegetation as it silently moves towards them. Sir Marmaduke is closest and the blood red eyes of the apparition bore into his mind, he can feel a lassitude come over him, he loses 1 from his constitution in the mental fight that is taking place, unseen by the others.


Simon Darkwood fires his pistol at the Ghost which canít be hurt because it is a non corporeal entity but it can be dispelled. The bullet passes through where the ghost stands and appears to have no effect. Baxter is a brave and gutsy dog and attacks the ghost, which turns its baleful gaze from Sir Marmaduke onto Baxter. The dog is not phased by this at all and snaps at the ghost, there is a loud snapping sound as his teeth close on thin air.
 
The Ghost is not a physical thing so it attacks using mental powers to defeat an opponent but canít physically kill the opponent but reduces it to a coma like state. Similarly Physical beings can attack the Ghost physically but canít kill it, so when it is reduced in power it dispels or disappears.


Sir Marmaduke fails to activate, I guess he is still recovering from his brush with the ghost, but Jeremiah Pile. moves forward through the forest on the left and Jonathan Hawke moves up the road calling Baxter back so he can get a shot at the ghost, of course Baxter who has the brains of a goldfish ignores him and carries on snapping and snarling at the apparition, he feels a shiver of apprehension as he loses the mental tussle with the Ghost, but still remains in the unequal fight.
Simon Darkwood starts the long process of re-loading and the Sisters and other fighting men also move forward.


With a loud shout of ďFor King and CountryĒ the Cavaliers charge forward to Baxterís aid but it is too late and he falls to the ground shivering with fear. Fortunately itís not far for him to fall and he does no physical damage.
I used a mix of the horror cards from Pulp Alley and from someone else who I canít remember, Jeremiah failed his guts test and drew a card which was Suicidal Charge, fight like a mad man for one move and check bravery if still standing. Good oh.


Fighting like a mad man does the trick and the ghost disappears in front of their eyes.


Two other encounter markers come in sight. One is just the wind blowing through the trees but the other is not.


A pair of green Ghouls burst out of the trees, flesh eaters and scary as hell, these fight physically and can be killed but they also engender fear in opponents.
 
Sorry about the wonky bridge.


Jeremiah and Jonathan activate, Sir M doesnít, the Sisters do and the Ghouls do.
 
There are a lot of opponents for the Ghouls and so they take a brains test, which because they only have tiny and quite defective brains they fail and charge to the attack. Jeremiah doesnít like the look of these abominations and fires his pistol but his legs refuse the command to run forward, strange how legs can be so smart at times.
Jonathan also fires and then charges forwards but when 6Ē from the Ghouls takes another guts test because he can see what heís about to fight, i.e. itís a horror test and he passes and piles into the nearest Ghoul.
Even equipped with teeth, claws and a club the Ghoul is no match for a Kings man who survived the Civil War and is equipped with armour and a damn sharp sword which neatly takes the Ghouls head from itís shoulders and it is now dead.
The remaining Ghoul runs away - quickly. These are creatures of the night and like ambush they donít like anyone who fights back.


Quick shot to show what is happening behind the fighting that is taking place at the front of the column as they try to reach the bridge. The plucky Sisters have pushed forwards, determined to do Godís work, something about smiting and hips and thighs and sinners, and eyes and teeth, not too much turning and cheeks though.
 
Before Jonathan can chase after the Ghoul, assuming he was going to do such a stupid thing another encounter marker appears and is revealed.


A Werewolf.
 
The forest round here is full of strange and wonderful creatures - all waiting to rip your face off and devour whatís inside.
You may think Jonathan is unlucky with these encounters but previously it was 1-4 Ghouls and this time itís 1-4 Werewolves, so in the great scheme of things Ė heís lucky. He might not see it that way though.
 
Jonathan is about 5í 6Ē tall and he gazes at the werewolf which looks to be about 7í6Ē tall, but then he realizes itís on a slotta base so itís probably only about 6í6Ē tall. Ha thatís nothing and so with another loud cry of ďFor King and CountryĒ he charges forward. The Werewolf not to be out done, growls Puritan and attacks as well.
There is a loud crash as Lobster Helmet, Steel Breastplate, Mathew Palmer Steel Sword bounce off Muscle and Bone, Tooth and Claw.
 

Everyone else is stunned and not a little afraid and do not activate except the Sister of the Order of the Virgin Mother (SOVM). You may not remember but she fought the Werewolf in the previous encounter and she is thinking Begorrha (maybe Irish!) thatís not as big as the last one, must be his little brother and she moves forward to help Jonathan but does not get there in time.


Ok so those slotta bases do count for something and Jonathan is flung to the ground, winded but not badly hurt, he would have be torn to pieces after that but SOMV arrived just in time to save his life and he didnít get to find out if God was on his side in the Civil War. Not yet anyway.
 
She sets about the poor Werewolf with her staff and shouting incantations and extortions for it to go back to Satan fights it to a standstill. They arenít half a plucky lot these Sisters.


Sir M seeing the SOVM in mortal combat finally recovers from the effects of the Black Ghost and charges forwards to her aid brandishing his trusty sword, as does the Sister from the Order of Perpetual Pain (SOPP), armed only with a Steely Glare, which does no damage and the Werewolf ignores, it does not affect his resolve to eat as many humans as possible.
Sir M and SOVM lay about them and you can see Sir Mís sword made from the finest Sheffield steel pierce the Werewolfís  chest.


And it falls to the floor, dead. Sheffield steel will do that.
 
Around this time the last encounter marker left the table and I finally got to move the rolling table forward. Hoorah.




Just a couple of shots to reveal the next tile section of the table and the river flows into a lake.


Thereís a log cabin by the side of the road, is this Hansel and Gretel or Little Red Riding Hood?


You see they are not yet over the bridge but at this point Iím going to leave it.
 
The game has been played to a finish but this is:-
 
To be continuedÖÖÖÖÖÖÖÖÖ..
 
If you are still here - thanks for reading and I greatly appreciate any thoughts and comments you make.
Cheers

Should you be interested to find out how this finishes, it's a long story told on my blog in a further 3 parts, it does get dark and frightening and if you are of a nervous disposition I would only read it in daylight or after drinking copious amounts of whiskey or your alcoholic beverage of choice.

Part 2
https://vagabondswargamingblog.blogspot.com/2018/06/gothic-horror-hunt-for-mary-scroggins_23.html

Part 3
https://vagabondswargamingblog.blogspot.com/2018/07/gothic-horror-hunt-for-mary-scroggins.html

Part 4
https://vagabondswargamingblog.blogspot.com/2018/07/gothic-horror-hunt-for-mary-scroggins_8.html

Online OSHIROmodels

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Re: The Hunt for Mary Scroggins Continues
« Reply #1 on: September 20, 2018, 09:32:08 PM »
A splendid adventure  8)

Offline Bullshott

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Re: The Hunt for Mary Scroggins Continues
« Reply #2 on: September 20, 2018, 11:13:28 PM »
Splendid indeed. Very Hammer Horror :)
Sir Henry Bullshott, Gentleman Collector and Occasional Engineer

Offline Vampifan

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Re: The Hunt for Mary Scroggins Continues
« Reply #3 on: September 21, 2018, 10:19:56 AM »
No spoilers from me, but the story just gets better the longer it goes on.  :D

Offline Doug em4

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Re: The Hunt for Mary Scroggins Continues
« Reply #4 on: September 21, 2018, 02:26:56 PM »
Brill....! You do make solo games seem so attractive - developing character and narrative etc. Wish I could do the same. Must be a problem with my opponent😀

Very entertaining.

Doug
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Offline Metternich

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Re: The Hunt for Mary Scroggins Continues
« Reply #5 on: September 21, 2018, 08:31:45 PM »
Great fun ; quite enjoyed the write-up and your pictures.  The nun with pistol looks quite fearsome.

Offline Vagabond

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Re: The Hunt for Mary Scroggins Continues
« Reply #6 on: September 22, 2018, 08:09:48 AM »
Thanks guys, pleased you enjoyed it.

Metternich it's the Nun with the steely glare you need to watch out for. ;)

Offline Mad Lord Snapcase

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Re: The Hunt for Mary Scroggins Continues
« Reply #7 on: September 22, 2018, 10:19:34 AM »
Great stuff, Sir! Just off to read the rest on your blog. I love the idea of the 'rolling table', very clever. Let's hope there are enough of the good guys left to get to Little Piddling!


"A man can never have too much red wine, too many books or too much ammunition."

Offline Nordic1980s

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Re: The Hunt for Mary Scroggins Continues
« Reply #8 on: September 22, 2018, 06:22:00 PM »
Excellent, thanks for sharing this story with us! I like the look of it all: road, scenery, cart, villagers and soldiers.

I'm reminded of the classic horror elements in the first edition (1986) Warhammer Fantasy Roleplay game, that I was familiar with in the early 2000s. That game re-enacts a kind of renaissance, or partially even post-renaissance, world with supernatural horrors like goblins, trolls, werewolves, skeletons and demons. Back then our gaming group would have loved to have this kind of good looking setup to use as backdrop for scenarios. Well done!

May I ask, is the water with wave pattern somekind of blue faux leather?

Offline Vagabond

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Re: The Hunt for Mary Scroggins Continues
« Reply #9 on: September 23, 2018, 12:51:49 AM »
Hi Nordic yes, you are right about the water.

It's all done on a low budget, I think only the cart and well are bought.

Cheers

Offline Easy E

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Re: The Hunt for Mary Scroggins Continues
« Reply #10 on: October 09, 2018, 08:01:35 PM »
A bit odd, but I was really struck by your trees and water.  They are very different from other efforts I have seen. 

Care to fill me in on what they were made of?  Was the water..... blue, fake leather?
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Offline comet5

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Re: The Hunt for Mary Scroggins Continues
« Reply #11 on: April 11, 2019, 04:49:04 PM »
I have that faux blue leatherette ?cloth, got it from Dunelm.  I'm interested in what the land is made from.  It appears quite thin, laid on top of the blue cloth.  Is it painted carpet tile?
Alea Iacta Est

Offline gamer Mac

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Re: The Hunt for Mary Scroggins Continues
« Reply #12 on: April 11, 2019, 05:57:44 PM »
Very nice adventure :-* :-* :-*
looking forward to more and a happy ending ;D