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Miniatures Adventure => Call of Cthulhu => Strange Aeons => Topic started by: Uncle Mike on October 23, 2013, 02:12:08 AM

Title: Tuesday Night Gentleman's Club: Kulten
Post by: Uncle Mike on October 23, 2013, 02:12:08 AM
In an effort to spread dissension and madness via the internet, the Tuesday Night Gentleman's Club is proud to present a detailed and often horrific account of the various workings of Von Unaussprechlichen Kulten; a new and villainous game based in the Strange Aeons universe.

So, let's get things rolling...

My Serpent Worshippers; HISSSSSS!
(http://leadadventureforum.com/gallery/14/1338_23_10_13_2_52_45_0.jpg)

Player Profile
Uncle Mike
(http://leadadventureforum.com/gallery/14/1338_23_10_13_2_52_45_1.jpg)

I will return with a detailed and over-long description of the hows and whys of my Cult soon(ish...)
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: pacarat on October 23, 2013, 03:12:36 AM
Looks great!

Like to see some detailed pics of those stone pieces on the sides. Home made ?
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: commissarmoody on October 23, 2013, 03:15:27 AM
Oh that is pretty darn cool.
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Uncle Mike on October 23, 2013, 03:59:50 AM
I'll try to get a few pix of those stone idols at some point...They are home made, quite simple really. Off-cuts of 1" foam, detailed, sand and glued to a washer or old C.D., revolting meat pieces made from extra green stuff. paint and flick with blood. Voila! Multipurpose alter stones!
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Tas on October 23, 2013, 04:04:24 AM
Awesomesauce!  ;D

No snakeskin boots allowed in the Cult Lair I imagine?
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Mason on October 23, 2013, 05:29:32 AM
Looking good, Mike. Looking good!
Love that colour scheme.
Sick!
 :-* :-*


No snakeskin boots allowed in the Cult Lair I imagine?

 lol
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Uncle Mike on October 23, 2013, 02:48:50 PM
Only fishboots in my lair!  ;)
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Uncle Mike on October 23, 2013, 03:20:13 PM
For those of you not familiar with V.U.K., players build a cult and attempt to manage said cult at the expense of their buddies cults. Kill or be killed and all that. I have chosen a Serpent Worshipers cult. All starting cults have 40 Resource Points to spend when building the initial cult. How did I spend my RP? I'll tell you...

Your cult is nothing, nothing! without a Magus to instill fear and demand sacrifice! I chose a Serpentman Demagogue 10RP, gave him a Spear 1RP and also a Mitre 2RP. The Spear is great for evading unwanted enemies in close combat and the Mitre will add a much need Resolve boost for all the weak willed cronies who will follow. Total cost: 13 RP

Then, a second in command is always useful so; Cult Leader 5RP,  he already comes with a .22 pistol and a knife so, that's good enough for now.

Some cannon fodder next with a few Cultists (three to be exact) one will be 'stock' and come with a .22 pistol while the other two have Bolt-Action Rifles as well as Hollow Point bullets for those bigger enemies. Total for the three: 7RP

That should take care of the distance attacks well enough now onto something with a little close combat punch. The Serpent Worshipers are lacking in BIG monsters but do have a Serpentman Warrior 8RP, give him a Cleaver 1RP for the Parry. Total: 9RP

And then, to spread anarchy among the enemy ranks I've chosen two Degenerates 2BP each and also given them both Cleavers 1RP each. Total; 6RP

That is my initial 40 Resource Points spent. I'm ready for action! HISSSSSS!
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: commissarmoody on October 23, 2013, 04:12:54 PM
Cool, going to have to check it out when I get paid.
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Mason on October 23, 2013, 04:18:13 PM
Yep.
It's cool, alright.

Will have to see about putting that Death Cult together properly it seems....

Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: diehard on October 23, 2013, 10:00:16 PM
A very nicely painted and balanced force Uncle Mike, thanks for sharing and looking forward to seeing them in action. I read the Kulten PDF and was very impressed with the basics, I very much am looking forward to seeing where you go with it. and although my UMWW cultists are being prepped as my basic SA forces I have all of Bob Murch's hooded minions waiting in the wings to become my first VUK force.
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: styx on October 23, 2013, 11:08:30 PM
Dammit, all you Canucks need to pack your crap and move to Florida so I can have someone to play SA with!
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: aggro84 on October 24, 2013, 02:40:08 AM
Looking good Uncle Mike!
I can't wait to see more!
That's a really fine looking cult!
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Tas on October 24, 2013, 02:45:35 AM
Dammit, all you Canucks need to pack your crap and move to Florida so I can have someone to play SA with!

Or you could move to Australia to play me and my lad!  ;D
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Marine0846 on October 24, 2013, 03:14:37 AM
I like the look of your figures.
Look forward to seeing more.
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: styx on October 24, 2013, 04:07:26 AM
Or you could move to Australia to play me and my lad!  ;D

Heh, I would have to sell it to the wife! Me, I have always had an interest for AU! Decent beer there also!
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Mr. Peabody on October 25, 2013, 06:04:39 PM
Nice mitre... I love me a cool hat.

Glad to see this going forward. As I get settled into my 'new place' I hope to kick off a winter cabin-fever Strange Aeons frenzy, involving as many locals as possible.
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Uncle Mike on October 26, 2013, 02:02:49 AM
Great news Peabody! I look forward to your exploits! Gearing up for a winter game myself...on Tuesday. It is gonna snow on Sunday...guess winter is here already. Better get some more maple syrup for the hockey cake.  ;)
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: diehard on October 26, 2013, 02:14:46 AM
From stopping by and seeing me working on my SA minis I've had two friends express interest in playing, I just gave one my rule book to peruse. This is great as I was originally looking at playing this solo. But if I have enough interest in SA I may be able to parlay that into a VUK opponent or two. (I'd have to supply everything but it's a worthwhile price to pay for opponents.) The stars may finally be right indeed. And of course thanks Uncle M for being as big a Lovecraft fan as a Wargaming fan and making this all possible. Fhtagn!
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Tas on October 26, 2013, 05:05:48 AM
I'd have to supply everything but it's a worthwhile price to pay for opponents.

Like you don't already have most of it anyway and secretly wanted a good excuse to buy more regardless!
 :D

Hope it works out well for you!
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: D@rth J@ymZ on October 26, 2013, 07:15:01 AM
I have the honour of being Uncle Mike's opponent for the upcoming game of Von Unaussprechlichen Kulten.  I also happen to think that I would look quite distinguished in a brand new pair of snakeskin boots or perhaps with a snakeskin wallet or dicebag. The possibilities are nearly endless.

Anyways, as I have always had a great fondness for all things Innsmouth, I have selected Dagonites;
the Esoteric Order of Dagon
(http://leadadventureforum.com/gallery/14/1548_26_10_13_7_19_25_0.jpg)

Player Profile
Darth JaymZ
(http://leadadventureforum.com/gallery/14/1548_26_10_13_7_19_25_1.jpg)

I will return with an explanation of how and why I decided to spend my starting 40 Resource Points but as you might of already guessed from their photo, I have decided to take one of the new Deep One models as my proverbial "hammer". Time to make some snake jelly!
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Mr. Peabody on October 26, 2013, 01:24:33 PM
I hear snake and wolf-berries makes a delicious tonic-soup...
Equally delicious, double-boiled fish maw, honey date and lotus root.
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Marine0846 on October 27, 2013, 01:42:12 AM
This whole thread is so cool.
Really love all the figures and terrain.
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: aggro84 on October 27, 2013, 03:31:15 PM
Sweet Dagonites!
I can't wait to see more from you two!
 :-*
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Uncle Mike on October 27, 2013, 03:38:34 PM
Good point Aggro84! Now that there is two of us; that is enough for a fight! So, Darth James, I'm callin' you out! Let's throw down on Tuesday and see who comes away as the bigger cult.  >:(
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Mr. Peabody on October 27, 2013, 03:59:28 PM
I'm stoking up the old soup cart... There will be delicious if somewhat mysterious soup!

Good luck and may the winner earn plenty of favour...
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: D@rth J@ymZ on October 27, 2013, 05:01:15 PM
Darth James, I'm callin' you out! Let's throw down on Tuesday and see who comes away as the bigger cult.  >:(

I accept your challenge sir!
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Mason on October 27, 2013, 06:30:05 PM
Great looking Cult, D@rth!
 :-*


Looking forward to the big kick-off, fellas.
 ;)


Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: D@rth J@ymZ on October 29, 2013, 07:36:42 AM
Every nefarious cult starts with an equally villanous Magus! I chose a Fishman Demagogue for 12RP and decided to keep him equipped as is. With his decent Resolve and good close combat bonus, he's pretty "killy" by default and causes great damage.  I normally don't risk my Magus in game too often, as he prefers to get the congregation to do his dirty work, but he's dangerous and most players will avoid him regardless.  The fact that he is Hideous also means that I don't really need to worry about getting mugged in close combat by any mooks (and they aren't good shots either!). He'll need some cronies to boss around, but for now he can be pretty stock.
Total Cost: 12 RP

I like being able to have the freedom to move as many models as possible in a turn sequence.  A Cult Leader at 5RP  fits the bill nicely as he has a great Resolve stat and the Command skill.  I'll arm him with the standard .22 pistol and Bowie knife combo for his basic survival needs and a Rainment for 2 RP, which will give him save against shooting and close combat attacks.  Much like the Magus, he's going to hang back and focus on what he's good at...bossing lesser minions around.
Total cost: 7 RP  

Now that I have 2 Command models, I wanted something that will be the wrecking ball.  The new 14 pt Deep One model is big, tough, intimidating and wreaks havoc but is a hefty investment.  He causes Fear and is Hideous but as a Beast cannot be armed, search or hold objectives. Not that he will have time for that, he will be too busy cracking skulls.  Also by having the Deep One in my cult, he'll be garnering most of the attention, leaving my other mooks free to mop up the spoils!
Total Cost: 14 RP

Speaking of mooks, I'll round things out with 3 Cultists. One will be 'stock' with a Bowie knife, one will have a Bolt-Action Rifle and one will have a Tommy Gun.   Both Tommy Gun and BA Rifle variants will have clubs as their common weapon, so that no one is defenseless if charged.  The Bolt Action Rifle allows me to pick off enemies at great distance (like Cult Leaders or Serpentmen) while the Tommy Gun gives me enough shots to hopefully compensate for Cultists' poor shooting.  
Total Cost (3): 7RP

40 Resource Points well spent. Time to throw down!  
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Uncle Mike on October 30, 2013, 01:22:01 PM
Played our first game last night...and without giving away too much; it was a great, long fought game! Getting ready for a tournament on the weekend and Halloween before that...pictures and a full report will follow...should be at the start of next week at the latest...
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Mason on October 30, 2013, 01:23:09 PM
Looking forward to them.
 :D

Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: commissarmoody on October 30, 2013, 02:49:13 PM
As am I.  :)
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Elk101 on October 30, 2013, 04:28:30 PM
This got me looking at the figures in Uncle Mike's shop; a bad move on my part! The cultists look great, as do the deep ones and the snake men. Postage to the UK is pretty reasonable too, providing customs don't hit it with a fee.
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Uncle Mike on November 01, 2013, 03:18:11 AM
The Chained Coffin

(http://leadadventureforum.com/gallery/15/1338_01_11_13_3_53_58_0.jpg)

Two cults faced off amidst a backdrop of desolate back country, it was said that a chained coffin was located somewhere in the vicinity. But what did it contain? What? And well you may ask...and well I will tell you, later though... ;)
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Uncle Mike on November 01, 2013, 05:00:10 PM
The Chained Coffin-Part One

After a fairly straightforward set-up the board was peppered with eight graves...any one could contain the chained coffin! But where to begin...
(http://leadadventureforum.com/gallery/15/1338_01_11_13_3_53_58_1.jpg)
The Dagonites move forward! Unfortunately (and hilariously!) the cult leader goes Face Up in Fear after getting a little too close to that giant Deep One.


(http://leadadventureforum.com/gallery/15/1338_01_11_13_3_53_58_2.jpg)
The Serpent Worshipers also closed the distance toward their enemies. Hiding behind cover and moving into some good shooting positions.


(http://leadadventureforum.com/gallery/15/1338_01_11_13_3_53_59_3.jpg)
After the last turn nominations were limited, the cult leader regains his composure and the Deep One moves ever closer to the enemy!


(http://leadadventureforum.com/gallery/15/1338_01_11_13_3_53_59_4.jpg)
The lowly pistol cultist begins to desecrate a grave in hope of finding something useful and both cultists with bolt action rifles target and shoot the Deep One. Incredibly, both hit! More incredibly the Deep One dodges aside and evades both shots!


(http://leadadventureforum.com/gallery/15/1338_01_11_13_3_58_10_0.jpg)
The Dagonites move into search the graves and begin their desecration.


(http://leadadventureforum.com/gallery/15/1338_01_11_13_3_58_10_1.jpg)
Packin' 'em in...two to a grave stone!!!



(http://leadadventureforum.com/gallery/15/1338_01_11_13_3_58_10_2.jpg)
The pistol cultist awakens a Restless Spirit! Booooooooooooooo! This unfortunate bit of dice rolling results in the pistol cultist running away!


(http://leadadventureforum.com/gallery/15/1338_01_11_13_3_58_10_4.jpg)
...and the bolt action rifle guy frenzies and charges the ghost (ineffectually of course!)  Losing the high ground in the process...then shooting the Deep One and missing horribly...


(http://leadadventureforum.com/gallery/15/1338_01_11_13_4_00_53_0.jpg)
The Deep One begins digging at a grave and the cultist with tommy gun shoots the serpent worshipers second in command...who is removed as a Major Injury...


(http://leadadventureforum.com/gallery/15/1338_01_11_13_4_00_53_1.jpg)
...spraying the bolt action rifle cultist in blood and causing him to recoil in horror and go Face Up (even with the Demagogue right behind him). The Dagonites continue searching graves and find a middle-class corpse!


(http://leadadventureforum.com/gallery/15/1338_01_11_13_4_00_53_2.jpg)
The pistol cultist returns fire but fails to hit the tommy gun cultist while the degenerate moves 'round the spooky old tree in order to get her hands on the grave.


(http://leadadventureforum.com/gallery/15/1338_01_11_13_4_00_53_3.jpg)
The Deep One finds nothing...or possibly eats the corpse located in the grave and moves up; unperturbed by the ghost. The tommy gun cultist shoots down the pistol guy who was standing out in the open and the Dagonites continue ever closer!


(http://leadadventureforum.com/gallery/15/1338_01_11_13_4_00_53_4.jpg)
The degenerate searches the grave and finds the chained coffin while the bolt action cultist sets his sights on the Dagonite cult leader...hitting but failing to wound him.

Would the Serpent Worshipers be able to drag the coffin to a safe place and search it before the Dagonites could get to it? What unhallowed reward awaited whichever side could pry the coffin open? And could a simple degenerate girl ever really love a Fishman?

The shocking answers to these questions...plus more that you didn't even think to ask...in the second thrilling installment of this spine-tingling epic! 

Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Mr. Peabody on November 01, 2013, 05:10:18 PM
Good epic. I even cackled a few times...

Face up in fear from his own Deep One..  lol ;D
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: obsidian3d on November 01, 2013, 05:48:28 PM
Now that the new book is out I'll re-stat my lists. I'll also have to paint up the goat men figureI put together a while back. They're got to be cultists...they're goat men!
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: D@rth J@ymZ on November 01, 2013, 07:07:45 PM
Face up in fear from his own Deep One..  lol ;D

I laughed when it happened too, I'll admit. :)  During deployment, I set the Dagonites up carefully so that the Deep One was not in range of any of the humans (to avoid the Fear check).  The Fishman Demigogue is immune to psychology but he is Hideous, so no humans can go into base to base with him.

During my first couple of turns, I like to get my humans near any of my own models that cause Fear etc. and make sure that they are within 5" of the Cult Leader.  This way they can use his Resolve instead of their own.  I also make sure that if they fail, there's no enemy models closeby or that they aren't near the board edge thus ensuring that if they do fail their test, they'll still be around to fight in later turns.  Usually this works very well, I just didn't expect my own Cult Leader to fail!
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: D@rth J@ymZ on November 01, 2013, 07:22:12 PM
I was pretty happy that my cultists were shooting well (hitting and wounding Mike's models).  Taking out his Cult Leader early really reduces his options going forward but he was ahead of me in terms of desecrating grave markers and was first to find the Chained Coffin.  Now that he's done the hard part (finding it), I'll just take it from him and get back to my deplyment zone to search it! Bwahahaha!!
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: aggro84 on November 02, 2013, 02:19:05 AM
What fun!
Very cool seeing the minis in action.
Good read too!
 :D
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: styx on November 02, 2013, 03:02:03 AM
I laughed.  lol
I cried.  :'(
I peed my pants!  :o
Great report! More!

Have to save some pennies up for the PDF!
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Doomsdave on November 03, 2013, 09:30:55 AM
Excellent report.  Your table looks really nice for this type of scenario too.  Who makes that giant deep one model?
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Mason on November 03, 2013, 09:59:23 AM
Great stuff!
 lol 8) lol


That is a cool looking set-up as well.
Looking forward to the next installment.
 :D


Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Uncle Mike on November 03, 2013, 02:09:21 PM
Thanks guys! The Deep One is a Strange Aeons model...currently only available to Cult Of The Black Goat members, should be available to the general public some time next year.









Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Marine0846 on November 04, 2013, 03:02:00 AM
Love the story.
Can't wait till part 2.
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: gmanrocks on November 05, 2013, 01:43:17 PM
Looks great. In fact, this thread made me buy the book today!...Which is paying my working day along nicely :)

A quick question though.

Quote
A Cult Leader at 5RP  fits the bill nicely as he has a great Resolve stat and the Command skill.

Are Cult Leaders available for Dagonites? I didn't see them in the congregation list. And if they're not, does that mean that only their Magus has the Command skill?

Sorry if I've missed something :P
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Uncle Mike on November 05, 2013, 02:48:19 PM
Cult Leaders are available but not in the Congregation. If you read directly under Minions (Pg. 39) you will see that they can be purchased from the Bestiary. The problem here is that since they are not part of your Congregation they can only gain two skills through play...just be like me and have them die every other game...that should help!  :-[ :?
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: gmanrocks on November 05, 2013, 03:19:03 PM
Cult Leaders are available but not in the Congregation. If you read directly under Minions (Pg. 39) you will see that they can be purchased from the Bestiary. The problem here is that since they are not part of your Congregation they can only gain two skills through play...just be like me and have them die every other game...that should help!  :-[ :?

Ahhhhh cool! I noticed minions but was wondering what the difference between them and Congregation was, must of totally missed it. It serves me right for trying to read it sneakily at work  :D
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: LidlessEye on November 05, 2013, 03:51:47 PM
Ahhhhh cool! I noticed minions but was wondering what the difference between them and Congregation was, must of totally missed it. It serves me right for trying to read it sneakily at work  :D


'Tis a bit tucked away in the Skills section on Page 65.  Cult Leaders as Congregants is one of my favourite things about my Arcane Seekers list.  I can nominate seven models a turn!

Speaking of that Cult Leader, I completely cheated last time we played Mike.  He was my last model alive, and I won the game by gunning you down with a .30 cal I couldn't have fired without a loader.  Whoops!  Good thing that one didn't 'count'...
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Kamandi on November 05, 2013, 04:26:40 PM
Hey Peabody!

I'm up for a game of this if we can get our act together. My place is available - email me if you have time for a game.

Fletch, Away!
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Uncle Mike on November 05, 2013, 05:26:31 PM
Should have the rest of the battle report up this evening. Also, Lidless, I'm always glad to hear any example of how I might not have lost.  lol Hopefully we can get together and play a proper game sometime next week. Revenge!...I hope... :P
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Mr. Peabody on November 06, 2013, 02:48:18 AM
Fletch, I look forward to it. Life is completely upside down right now, caught between moving house and working on a film-set. I'm living out of boxes with only five hours of sleep a night. ack! o_o

BUT we do need to dig deep, commit and set some time aside for some quality Strange Aeons / VUK action. I look forward to it.

Hey Peabody!

I'm up for a game of this if we can get our act together. My place is available - email me if you have time for a game.

Fletch, Away!
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Uncle Mike on November 06, 2013, 04:09:40 PM
The Chained Coffin - Part 2

Wasting no time the Dagonites charge in to get that coffin! The Fishman Demagogue closes the distance to engage the Degenerate in a desperate struggle.
(http://leadadventureforum.com/gallery/15/1338_01_11_13_4_03_08_0.jpg)
The Degenerate rolls a 1 for her Resolve in this situation (she cannot fail!) and a bitter fight ensues, when the tussle is over the Demagogue is removed with a Minor Injury and is Violated horribly in some unspeakable way.

The tommy gun cultist is unfazed and cuts down the Degenerate in a spray of hot lead!
(http://leadadventureforum.com/gallery/15/1338_01_11_13_4_03_08_1.jpg)
The Deep One moves toward the coffin.

The Serpent Worshipers make a valiant effort to 'head 'em off at the pass' but not in time! The Deep One grabs the coffin and hands it off to the Cult Leader!
(http://leadadventureforum.com/gallery/15/1338_01_11_13_4_03_08_2.jpg)
This is the time the Serpent Worshipers should have skulked away and minimized their losses...but my blood was up and revenge is a dish best served flaming hot! An horrifying kill-fest ensues for the coffin. The bolt action rifle cultist, Serpentman Warrior and tommy gun cultist are all removed in the bloody melee.

The Deep One put the grab on the Serpentman Demagogue and takes him out of the game, as a Major Injury!
(http://leadadventureforum.com/gallery/15/1338_01_11_13_4_03_08_4.jpg)
Then the coffin is taken to the Dagonites deployment zone and smashed open. Would they get money? Untold riches?...How about an undead samurai? The Ancient Warrior would prove to be no match for the Deep One...
 
Thinking about their pocket book the Serpent Worshipers (or the two remaining cultists) decide to desecrate some of the remaining graves for fun and profit...or another ghost!!! This is when the for-sure should have packed it in...but no! Hell hath no fury like a serpent scorned! Well actually it must...
(http://leadadventureforum.com/gallery/15/1338_01_11_13_4_04_58_0.jpg)
The Serpent Worshipers slink away to tend to their dead and wonder what went wrong.

The Dagonites are victorious!!! Although with only two models remaining uninjured and nothing to show for retrieving the coffin, victorious might be a bit strong of a word...
(http://leadadventureforum.com/gallery/15/1338_01_11_13_4_04_58_2.jpg)

But what will become of these cults? Did anyone get smarter? Was anyone mutilated beyond repair? Stay tuned for the final thrilling ramble; The Post-Game...coming soon!



Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: D@rth J@ymZ on November 06, 2013, 05:40:34 PM
Ah the Deep One...the nigh unstoppable knock-out punch  lol

(http://leadadventureforum.com/gallery/15/1548_06_11_13_6_38_48.jpg)

BTW, you look good from that angle Mike... :D >:D

Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Sardoo on November 06, 2013, 07:35:23 PM
Outrageously cool stuff!
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Argonor on November 06, 2013, 07:44:53 PM
Hmmm... Have to find time to join that Black Goat thingy and get sorted out which rules I have missed out on...  :?
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Mason on November 07, 2013, 09:28:23 AM
Great stuff, chaps!
 8)

I think it is great that coffin was a doozy.
Cant wait to see what happens POST GAME.
That bit can be serious fun.
 :D

Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Uncle Mike on November 07, 2013, 07:06:30 PM
Thanks all, and now onto...

The Post-Game

This game was shockingly brutal and went on longer than usual. With that in mind it is easy to see why there were so many injuries...
The Dagonites will have some issues in the coming games: A tommy gun cultist with Head Trauma and a bolt action rifle cultist with a Chest Wound. Could these guys make it to the sacrifice pile as soon as the cult had some cash to replace them? Only time will tell...
The Serpent Worshipers had a grotesque amount of Major Injuries but everyone managed to make it out with no significant problems...everyone except the Cult Leader, who ended up Dead. It could have been much, much worse but the death of a Command model this early on will really suck hind teat in the coming days.

The Serpent Worshipers learned nothing and so, gained no Skills...The Deep One and Cult leader of the Dagonites, both worth their points this game, got Skills. It is worth noting that with the death of the Cult Leader and lack of Skills the Serpent Worshipers will be significantly lower in points compared to the Dagonites...about 7 points difference at my count. Further battles will showcase how the mechanics of the game handle this...

Next up is the Cult Management Phase, where cults have to pay to feed their troops. Again, since the game continued over-long neither cult was in very good shape for scrounging up anything. The Dagonites were able (with what they found in game by desecrating graves) to pay their upkeep...just! The Serpent Worshipers were another matter, having to test to see if any members got fed up with cult life and just left. Luckily they all stayed to fight another day.

Lastly, both cults appealed to their horrifying patron deities...and both are denied any Favour! Pitiful fools!!! And so ends the inaugural match up...the cults were bruised, beaten...and broke as they limped away to their hideouts to await the next chance for head-smashingly gory revenge! 
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Mason on November 07, 2013, 08:01:10 PM
This sounds great.
An end phase that has everything that a campaign needs.

Bang on the money, Uncle Mike!
 8)

Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Argonor on November 08, 2013, 07:53:13 AM
Grrrrrrrrrrrrrrr....  >:(

Still waiting for my replacement credit cards... (lost my wallet Monday, and had to get all my plastic cancelled).
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Uncle Mike on November 13, 2013, 09:04:46 PM
Darth and I knocked out another game last night... The Orgy Of The Damned! Is it a wicked nasty as it sounds? You bet! Stay tuned for all the uncomfortable moments and slooshing sounds!!!  :P o_o
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Argonor on November 13, 2013, 09:34:51 PM
Got my shiny new credit cards... now off to a full weekend of mayhem at  Horisont V Friday afternoon.

Maybe next week, I'll find time to get the supplies I needz from the Worldwide...  ::)
Title: Re: Tuesday Night Gentleman's Club: Orgy! Orgy! Orgy! Pt. 1
Post by: Uncle Mike on November 16, 2013, 01:29:41 AM
The Orgy Of The Damned


(http://leadadventureforum.com/gallery/15/1338_16_11_13_2_13_39_4.jpg)

Without further adieu...This desolate compound is about to see unnatural acts so horrendous, so heinous...so...something beginning with 'H'...give me a minute. Hmmm...

The set up for this scenario sees both players pairing up Human models to 'get it on' asap. While the Lurkers with Hideous/Fear stand along, nobody would willingly 'orgy-up' with those fellows!  For those not familiar with the rules: both cults need to amass 10 Orgy Points to get a bonus to their Favour rolls later on. You get one OP when in base-to-base with a 'friendly' model and spending an action involved in Orgiastic Behavior and D6 OP if you win a round of close combat and elect to do some Orgiastic Behavior on your enemy instead of hurting them. Pretty simple really...let's 'get it on'!

Soon to follow...rubbing of parts! Naughty spankings! Inter-species relations?! Should games like this even be allowed to be made or should the creators be chemically sterilized? Who can say, but don't you need to see more?

You sick reprobate you!
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Mason on November 16, 2013, 01:42:59 AM
Mike, you sick puppy!
 :o

Lets see the action.
 :D

Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: styx on November 16, 2013, 02:00:29 AM
Whoot! Miniature porn! Models stroking one another! Dicegasams! Oh my, I may need a cold shower!  :o
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Uncle Mike on November 21, 2013, 11:56:36 PM
As you well know these orgies start up pretty fast. The first several turns saw both cults slowly moving up the board to reach the enemy while having a bit of 'rumpy-pumpy' amongst themselves. After a particularly raucous 'reach around' the Serpent Worshipers BAR cultist managed to cause a wound to the Deep One as it inexorably lurched forward.

Only to fail a Resolve test upon seeing the fishy horror up close...and Frenzy! Charging in lustful abandon...only to be 'rage humped' by the Deep One (generating 5 Orgy Points! That's some good lovin'!)
(http://leadadventureforum.com/gallery/15/1338_16_11_13_2_13_39_3.jpg)


The Demagogue likes to watch! And in the fore-ground the cult leader 'takes communion' with a lowley cultist. I've heard it said that he likes a bit of buggery with his skullduggery!!!
(http://leadadventureforum.com/gallery/15/1338_16_11_13_2_13_39_2.jpg)


The cults close the distance between each others (non)respective orgies and a vicious firefight ensues. When the smoke clears the Serpent  Worshipers are worse off with both BAR cultists injured and a wound on the Serpentman Warrior. The picture below shows the knife cultist employing a stack of boxes to enhance 'combat fellatio'. (Good for another 5 Orgy Points!!!)
(http://leadadventureforum.com/gallery/15/1338_16_11_13_2_13_38_0.jpg)


Those sort of 'backdoor shenanigans' only work once thou! After unceremoniously opting to gut the Deep One The wounded Serpentman Warrior stalks closer...begging the question: 'do you wanna see snakey?'
(http://leadadventureforum.com/gallery/15/1338_16_11_13_2_15_33_2.jpg)


In the end it was down to whoever lost the next model (this game ends when one cult reaches 50% casualties) the Fishman Demagogue charges the Warrior and is slashed down! That ended the game seeing the Serpent Worshipers victorious. All in all a pretty good orgy...but aren't they always?
(http://leadadventureforum.com/gallery/15/1338_16_11_13_2_15_33_4.jpg)

The end game after I take a break...I'm exhausted Dahlings!...I need a smoke!
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: commissarmoody on November 22, 2013, 03:23:30 AM
That's some good orgy.  :D
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: D@rth J@ymZ on November 22, 2013, 02:00:14 PM
All that excitement and good lovin'  8) has tired me out.  Methinks I'll have to go have a smoke too...
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Mason on November 22, 2013, 04:43:41 PM
Great stuff, Mike*.
 8)

One of the best things about seeing Cult Vs Cult action i sthe chance to ogle the way everyone else paints their cultists up.
These are two very nice looking groups of sick feckers.
 :-*





(ya sicko!  ;))
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Uncle Mike on November 24, 2013, 04:00:45 AM
The End Game

The Serpent Worshipers (after taking a licking last game...) managed to hand out a fairly solid beating against their sworn enemies. But what of the inevitability of death? the harsh financial consequences? and did their gods love them...even a little bit?

Both the Deep One and the Demagogue went out with Major Injuries...but both made a Full Recovery without any permanent issues...how disappointing for the Serpent Worshipers!!! Meanwhile the snake friends walked (slithered?) away with a cultist with a Leg Wound and the Bolt Action Rifle cultist became Ballistophobic(sp?) after his dance with the Deep One...a pleasant end was not in store for at least one of these poor fellows... :-[

Both cults did manage to get a Skill advancement on one lucky cult member each. The Dagonites Rifle cultist and the Serpent Worshipers Degenerate...seems appropriate that a Degenerate would learn a new Skill at an orgy!  ;D

Having no Magus to generate resources the Dagonites just barely managed to pay their upkeep...but they did and that is all that matters! Broke but not any worse off for it they would live to orgy another day! The Serpent Worshipers are sitting on a pretty little nest egg...how will they spend their ill gotten gains? Only time will tell...

And finally: the great Snake Daddy smiles on his lowly, crumb-sucking toadies!  After sacrificing the now useless cultist with Ballistophobia the Serpent Worshipers gain a point of Favour!!! Even thou they had been beaten down previously the Serpent Worshipers they had plans. Big plans...involving snakes most likely. 

Both players walked away with muttered oaths and much fist shaking...the tension in the air was thick...like some sort of delicious custard.  :P

Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: D@rth J@ymZ on November 25, 2013, 12:20:43 AM
Who would have thought that the Snakeman Warrior would be tough enough to take out a Fishman Demigogue?!  ::) :?

In hindsight, it was probably too aggressive a move that I normally would not have risked.  Normally, a "throw caution to the wind" type of move like this is Uncle Mike's style of play (rate of success = debatable  ;)).  I figured with the game on the line (next man out loses) and UM likely to charge in his next turn, I'd use my best remaining model to give me the best chance of eeking out a win.  Curses!  >:D

The lesson here is to keep your Magus alive!  In Kulten, the post-game relies heavily on the Magus' ability to generate Resource Points which can be spent in the Kult Management Phase to buy back lost mooks, congregation, weapons and gear.  I barely made enough to keep the Dagonites around...I had nothing to spend after the game!  So there will be no new members or gear joining me for my next game.  On the other hand, UM has enough Resource Points to throw a nasty surprise my way next time we play...

Now that Uncle Mike and I have completed our first 2 games, one of us will need to find another challenger before we play against each other again.  This comes as somewhat of a relief, because this game has left me a little sore  ;)
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Mason on November 25, 2013, 01:28:44 PM
Interesting to see the post-game mechanics in action.
 8)
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: D@rth J@ymZ on November 25, 2013, 05:44:43 PM
Interesting to see the post-game mechanics in action.
 8)


I think this is where VUK really differentiates itself from SA (besides the obvious Kult vs. Kult dynamic).  The post game isn't just about re-equipping with whatever you need to beat a specific opponent or model (minding the overall list points or BP).  You have to be able to afford new or replacement cronies and equipment.  If your list gets decimated and you don't earn any Resource Points in the post-game or don't have a nest egg of RP stashed away, then you have to field your remaining list in the next game.  VUK is as much about managing your Kult as it is fighting, sacrificing, defiling etc.  8)
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: D@rth J@ymZ on November 25, 2013, 05:53:27 PM
Also, I might add that the Magus is the primary RP earner in the Kult list (up to D6 RP in the post game) while most other Kult members can earn 1 RP each if they roll 4-6 on a D6 in the postgame.  This applies only to models that were not removed from the game due to injury (of any type), so sometimes being cowardly and running away or failing a Kult Unity Test can be rewarding  ::)
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Basement Dweller on November 26, 2013, 06:20:28 AM
So I couldn't let Mike and James have all the fun, so I got a cult together ready to cause chaos and death on Tuesday nights.

Here is my Death Cult...

(http://i1121.photobucket.com/albums/l506/BasementDweller13/VUK/0-BD-Elton.jpg) (http://s1121.photobucket.com/user/BasementDweller13/media/VUK/0-BD-Elton.jpg.html)

Player Profile
Basement Dweller
(http://i1121.photobucket.com/albums/l506/BasementDweller13/VUK/3-BD2.jpg) (http://s1121.photobucket.com/user/BasementDweller13/media/VUK/3-BD2.jpg.html)

I'll add some details tomorrow about why I chose the Death Cult and the models I started with...and how they will deal with all the crazy snake and fish people that will be interfering with my nefarious plots...

Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Mason on November 26, 2013, 08:03:59 AM
Nice cult, Mr Dweller.
 :-*

I make you right: Dont let those fellas hog all the fun.
There is something even more disturbed about a Conglomerate with pink hair, though!
 :o

Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: styx on November 26, 2013, 06:43:55 PM
So I couldn't let Mike and James have all the fun, so I got a cult together ready to cause chaos and death on Tuesday nights.

Here is my Death Cult...

(http://i1121.photobucket.com/albums/l506/BasementDweller13/VUK/0-BD-Elton.jpg) (http://s1121.photobucket.com/user/BasementDweller13/media/VUK/0-BD-Elton.jpg.html)

Player Profile
Basement Dweller
(http://i1121.photobucket.com/albums/l506/BasementDweller13/VUK/3-BD2.jpg) (http://s1121.photobucket.com/user/BasementDweller13/media/VUK/3-BD2.jpg.html)

I'll add some details tomorrow about why I chose the Death Cult and the models I started with...and how they will deal with all the crazy snake and fish people that will be interfering with my nefarious plots...



Next orgy scenario will be a threesome!  lol
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Basement Dweller on November 26, 2013, 07:18:54 PM
The Orgy scenario is actually pretty entertaining and awkward...even more awkward (if that is possible) with the undead.

Here is the details of my cult:

Magus - Mummy (8BP)
A soild boss except for his poor resolve.  He's good in HTH and tough to bring down.  As others have mentioned, you need your boss to live the game so a boss with some beef is a good thing.  He currently is equiped with just the maul he comes with, but a cleaver and a tommygun are likely upgrades onces the money starts rolling in from all my victories.  I have an unhealthy love of undead with automatic weapons...

Blasphemous Construct (20BP)
A huge point sink but the meanest model any gang can start with, so its hard to not take one.  His stupidty and slow speed makes him miss a lot of the action, but it is rare for him to go out and its fun crushing other peoples models when you get the chance.

Conglomerate (9BP)
Probably the best bang for the buck for the undead.  His extra body parts make him fast (rare for the death cult) and he can cut through cultists like a hot cleaver through hot butter...or something more witty than that.  Speaking of a cleaver, I gave him one for the parry to make him even deadlier.  Do note that the VUK conglomerate is stupid, so he will let you down sometimes...but not enough to keep him off my list.

Cultist with shotgun (2BP)
Need some humans to do the shooting at the start and get in the way to allow your big guys to do all the killing.  As a Death Cult you are limited in your weapon selection so a shotgun (or maybe a BAR) is a good weapon to start with.

Cultist with pistol (1BP)
Need someone to die and be sacrificed when you want that favor badly.  As well, he can shoot which many of your models can't do at the start.  Another fun (and frustating) part of the Death Cult, is all the fear caused by the animated, rotting carcasses...so you have to be conscious all the time where your human models are and ensure they are suddenly running in fear from your Magus when you need them most. It will happen, you just want to keep it to a minimum.

I played my first game against D@rth and got to fire up my newly formed Cult against the fishes...the gory and horrible details to follow...
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: D@rth J@ymZ on December 03, 2013, 09:38:57 AM
Sorry it has taken me longer to post this up than I had wanted, but I wanted to get this up and posted before the next thrilling installment of the Tuesday Night Gentlemen's Club.

Some pre-game musings:
Basement Dweller has a pretty well rounded cult to contend with in this scenario.  While he only has a single command model and some generic mooks he sports two very decent models including the Blasphemous Construct and Conglomerate.  The Construct is one of the heaviest hitters in the game and is more than a match for my mighty Deep One, so I will have to bit more cautious.  The Construct is pretty slow, so the trick is staying out of the way and making it slowly lumber towards you (or more appropriately, where you were)  I try to stay at least one move ahead of this juggernaut because he is extremely dangerous against both your toughest and squishiest cult members.

The Conglomerate on the other hand, is relatively fast and the extra parry makes him a decent threat despite the fact that it is stupid.  I will have to keep my fishy eyes on these two throughout the entire game, if I am to eek out a much needed win.

So without further fanfare, I present: Surprise Attack!

It was a dark and stormy night.... 
The pre-game sequence involves the cult with the lowest rating (in this case Dweller's starting cult) rolling to see how many models of mine (0-5) will not be taking part in the festivities and frivolity.  Unlucky dice rolling (for him!) resulted in none of my cult having to sit this one out!  The stars might finally be coming into alignment for the Dagonites...

As the cult with lowest overall rating (or TCR), Dweller sets up the table and deploys his Death Cult on one edge 5" in and the Dagonites take the opposite edge, also 5" in. 

(http://leadadventureforum.com/gallery/15/1548_03_12_13_8_42_21_0.jpg)

The first few turns involve both Kults advancing towards each other, taking advantage of cover, snagging the prime shooting locations and jostling for prime position in advance of the mayhem to come.

(http://leadadventureforum.com/gallery/15/1548_03_12_13_8_42_21_1.jpg)

The Death Cult prepares their favourite seafood chowder recipe in anticipation of the catch of the day:
(http://leadadventureforum.com/gallery/15/1548_03_12_13_8_42_21_2.jpg)

The Dagonites hurry into position to grab the best seats for the upcoming "surprise" attack:
(http://leadadventureforum.com/gallery/15/1548_03_12_13_8_42_21_3.jpg)

The Dagonite Tommy Gun Cultist quickly moves into position and opens fire on the Death Cult Shotgun Cultist, causing a Major Injury and resulting in the nearby Pistol Cultist to pick up his robes and flee. Ka-blam! First blood to the Dagonites.

Not to be outdone, the Deep One unleashes a surprise of his own: Fish Sauce. This projectile vomitous mass doesn't cause any actual damage but forces the target model to make a Dexterity check or go Face Up.  Very useful against standard mooks and undead things with high DEX profiles.  The Conglomerate slips in the reeking secretion and goes Face Up.
(http://leadadventureforum.com/gallery/15/1548_03_12_13_8_42_21_4.jpg)

I had actually picked up this particular Dagonite-exclusive skill after my first game but failed to use it in my last game, as the Deep One was taken out quite early.  What a nasty surprise for the Death Cult!

Perhaps being covered in fish sauce is a pleasing thing for the undead, because it sure didn't slow them down much. The Conglomerate recovered in the next turn, dismembered my tommy gun cultist and made a beeline straight for my unsuspecting Kult Leader and right past my Deep One, ignoring it entirely. The best laid plans and all that...

(http://leadadventureforum.com/gallery/15/1548_03_12_13_8_43_36_0.jpg)

This is where things began to get out of hand.  The Dagonite Bolt Action Rifle cultist picked off the remaining Death Cult cultist with pistol, leaving the Magus Mummy, Blasphemous Construct and Conglomerate.  The scenario ends when one of the cults is down to 50% of their starting number of models.  This meant that the Dagonites had one more Death Cult member to remove in order to win.  Not an easy choice but the Conglomerate seemed the best candidate for my fishy wrath.

The Dagonites were perilously close to disaster themselves.  With only 5 starting members (thanks to a bad outing at the Orgy of the Damned), I could only afford to lose one more model.  The obvious target was the Bolt Action Rifle Cultist and with the Conglomerate laying waste to human cultists with ease and advancing quickly, I had so do something quickly or else it would be game over.  The Deep One was too far away to charge this turn and Fish Sauce would only slow the Conglomerate down a bit, so The Magus stepped in to battle the Conglomerate.

(http://leadadventureforum.com/gallery/15/1548_03_12_13_8_43_36_1.jpg)

Well, that didn't end the way I wanted it to and the Magus was removed (again) with a minor injury, thus ending the game. Talk about snatching defeat from the jaws of victory.  I guess the Parry skill on the conglomerate was a good choice after all and maybe in hindsight I should have used Fish Sauce to try to slow down the Conglomerate at the end.

Post Game:
The Death Cult's shotgun cultist succumbed to his wounds and died while the pistol cultist received a leg wound.
The Dagonite Kult's tommy gun cultist was also not fortunate and "expired"

The Death Cult acquired no skills in this outing, while the surviving Dagonite cultist with bolt action rifle learned how to shoot his rifle with "Lightning Fast" speed!

The Death Cult earned 5 RP to use in the post-game while the Dagonites earned merely the cost of this game's upkeep and walked away with nothing in the end.

Neither cult were successful enough to earn the favour of their particular deities. 
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: D@rth J@ymZ on December 03, 2013, 05:49:12 PM
My Dagonite list has now managed to take two losses in back to back games, all the while earning no significant Resource Points.  Adding insult to injury, my Magus was once again removed during play with an injury making him uneligible for RP generation in the post game despite my earlier reminder to keep him alive.  This has huge ramifications for my next game, as I only have 4 Kult members and cannot afford to buy back any replacement cronies (not even a standard mook) or any weapons. The loss of the Tommy Gun cultist sets me back significantly as I lose both the cultist and the weapon (combined 4 RP cost - 1 RP for the cultist and 3 RP for the Tommy Gun).

My strategy for the next game will involve an early tactical retreat aka yellow bellied cowardice... :'( ::)

In VUK, an early tactical retreat can have certian advantages including:
1) Skill Phase - models that survive still gets a chance to earn skills.  Running away is still survival!  ;)
2) Cult Management - a better chance of Resource Point generation with all the uninjured models including the Magus.

My hope here is to save as many of my remaining members as possible, maximize my Resource Point generation in the Cult Management Phase and hopefully earn enough to buy back some members of my congregation.  With only 4 members in my Kult, my upkeep is only 1 RP per game, which gives me decent odds at having enough left over to bolster my membership numbers.
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: styx on December 03, 2013, 06:00:00 PM
My Dagonite list has now managed to take two losses in back to back games, all the while earning no significant Resource Points.  Adding insult to injury, my Magus was once again removed during play with an injury making him uneligible for RP generation in the post game despite my earlier reminder to keep him alive.  This has huge ramifications for my next game, as I only have 4 Kult members and cannot afford to buy back any replacement cronies (not even a standard mook) or any weapons. The loss of the Tommy Gun cultist sets me back significantly as I lose both the cultist and the weapon (combined 4 RP cost - 1 RP for the cultist and 3 RP for the Tommy Gun).

My strategy for the next game will involve an early tactical retreat aka yellow bellied cowardice... :'( ::)

In VUK, an early tactical retreat can have certian advantages including:
1) Skill Phase - models that survive still gets a chance to earn skills.  Running away is still survival!  ;)
2) Cult Management - a better chance of Resource Point generation with all the uninjured models including the Magus.

My hope here is to save as many of my remaining members as possible, maximize my Resource Point generation in the Cult Management Phase and hopefully earn enough to buy back some members of my congregation.  With only 4 members in my Kult, my upkeep is only 1 RP per game, which gives me decent odds at having enough left over to bolster my membership numbers.

Yea, I would have just routed instead of going toe to toe with the big nasty undead monster....
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: LidlessEye on December 03, 2013, 06:04:23 PM
Yea, I would have just routed instead of going toe to toe with the big nasty undead monster....

That always does seem like the best idea in retrospect, but somehow or other, in the midst of the actual game, many of us end up listening to the daft little voice that keeps saying "You can still get him - CHARGE!!!!"
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Uncle Mike on December 03, 2013, 06:34:15 PM
This is usually my strategy. Darth never plays this way and always reprimands me for my poor choices after the game.  >:( It is nice to see this in print on the internets.  >:D

See you for a game tonight Darth?  lol
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Mason on December 03, 2013, 06:49:07 PM
Great report.
We need to get some Cult Vs Cult action going soon.
 8)


D@rth: I sympathise, mate.
Getting stuck and trying to win the game is what it is about.
You should earn some points for NOT being a bottle-job, I reckon.
 :D

Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: styx on December 03, 2013, 07:10:03 PM
This is usually my strategy. Darth never plays this way and always reprimands me for my poor choices after the game.  >:( It is nice to see this in print on the internets.  >:D

See you for a game tonight Darth?  lol

I guess UM wants sloppy seconds...or is it thirds now.  lol
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Basement Dweller on December 04, 2013, 12:51:50 AM
Sorry UM, I am not braving the weather tonight...to afraid I will encounter giant penguins on my journey over.

On my post game...

I have some RP to spend, but will hang on to them for now.  I might save up for a territory or keep it in the bank to avoid the situation D@rth is in...the game can be bloody and you don't want to find yourself running out of bodies.  I tend to play more conservative until I have a few favor to help keep my important models alive.

I am a little sad i didn't get a skill.  The skills can be huge for the undead...fresh is a game changer for the blasphemous construct.

There is always next time...
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: aggro84 on December 04, 2013, 05:01:33 AM
Yet another cool AAR.
I look forward to these updates.
 :D
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: styx on December 04, 2013, 12:58:55 PM
Sorry UM, I am not braving the weather tonight...to afraid I will encounter giant penguins on my journey over.

On my post game...

I have some RP to spend, but will hang on to them for now.  I might save up for a territory or keep it in the bank to avoid the situation D@rth is in...the game can be bloody and you don't want to find yourself running out of bodies.  I tend to play more conservative until I have a few favor to help keep my important models alive.

I am a little sad i didn't get a skill.  The skills can be huge for the undead...fresh is a game changer for the blasphemous construct.

There is always next time...

At least they are not rabid, cannibal giant penguins....

You guys should pack your crap and move to Florida, weather was in the 60's last night, 80's during the day....granted we are going into our colder months. Then I could game with you guys!
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: D@rth J@ymZ on December 04, 2013, 04:59:15 PM
Half of the fun with the last couple of scenarios was doing something "outside the box" from my normal strategy.  Knowing that my opponents are familiar with my usual tactics and style of play, I made a semi-conscious decision to do something out of the norm and hopefully catch them off-guard.  I tend to be a much more calculated and conservative player in most SA and VUK games until I have built up a bit of a cushion (RP points in reserve, Favour points, extra congregation, more skills etc.) - just as Dweller pointed out in his post-game comments.

Unfortunately (for me, anyways), things didn't turn out the way I had hoped.  On the bright side, it shows the versatility in the gameplay and the pitfalls of short vs. long term strategies regarding building and maintaining a viable Kult.

Oh well, time to turn the page... I played again last night against Uncle Mike, using a special holiday scenario  :-X (keep your eyes peeled for an announcement from the UMW staff real soon!) and although I was prepared for an all out retreat, I was able to hang around and get some much needed RP to start restocking the shelves.
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Uncle Mike on December 05, 2013, 07:49:16 AM
The air grows cold and a vaguely goaty smell reminds you that the holidays are a good time to be afraid! This time Darth and Uncle Mike showcase a new scenario and Daemon: Krampus! Have they been bad? Undoubtedly. So, let's get it on...  

Orphan Pie!

Both cults are out looking for an orphan that they can bake into a delicious pie as a holiday thanks to all the members...but once again the old nemesis(ses?) have returned to ensure that this won't be as simple as anyone had hoped for...also, Krampus stalks the frosty streets, looking for naughty children (or cultists...) to thrash with his switch and stuff into his basket.

Here is where it all happened, this snowy hell-hole of inexplicable carnage! Note the three orphans in the center of the board, they is some good eatin'.
(http://leadadventureforum.com/gallery/15/1338_04_12_13_3_03_34_0.jpg)


Before you can say 'Gawd bless uz every one' the Krampus magically appears in a puff of brimstone and peppermint and heads for the orphans. Just look at that licky tongue of his and consider how scared those children will be! Fun, right?
(http://leadadventureforum.com/gallery/15/1338_04_12_13_3_03_35_1.jpg)


Hampered by the death of their Cult Leader the Serpent Worshipers have some (few...) of their least frightful members approach that tasty little orphan...the canny observer will notice that the little girl has climbed the ladder to the second floor of the ruined building. I hope she will be safe from those evil guys!
(http://leadadventureforum.com/gallery/15/1338_04_12_13_3_03_35_2.jpg)


Cautious avoidance on the part of the Dagonites allows the lowly cultist from the Serpent Worshipers to snatch up the first orphan...all the while the Krampus makes those really weird noises that he makes...and inches ever closer!
(http://leadadventureforum.com/gallery/15/1338_04_12_13_3_03_35_3.jpg)


The Dagonites decide to throw caution to the wind and scramble to get one of those scrumptious ragamuffins for themselves. Remember that plucky little girl who we all wished a happy ending for? She sees the Deep One, has a Fear induced panic attack, slips on a bit of loose masonry and falls...breaking her sweet little neck! Oh No! The death of an innocent child has some unfortunate consequences as a Threshold Agent with shotgun and cleaver leaps in to stop anymore needless kid-killing, Frenzies and causes the Deep One two wounds!
(http://leadadventureforum.com/gallery/15/1338_04_12_13_3_03_35_4.jpg)


The Dagonite Magus rushes in and beats the Agent to a bloody pulp before he can do anymore damage.
(http://leadadventureforum.com/gallery/15/1338_04_12_13_3_05_43_0.jpg)


Krampus makes a bee-line for the last available orphan (as the Serpent Worshipers spirit their orphan and Magus off the board) and runs afoul of the Deep One, who Throws the poor Yuletide Daemon over the fence.
(http://leadadventureforum.com/gallery/15/1338_04_12_13_3_05_44_1.jpg)


The Dagonites grab the last orphan as the Serpentman Warrior dispatches a cultist and the Cult leader...
(http://leadadventureforum.com/gallery/15/1338_04_12_13_3_05_44_2.jpg)


...before getting smacked down by the Deep One...
(http://leadadventureforum.com/gallery/15/1338_04_12_13_3_05_44_3.jpg)

Did they get to slow roast those kiddies until they were 'fall of the bone' tender? What was with that Krampus getting thrown all over the place and failing to get any orphans of his own to mistreat? Who won that game anyway? And what kind of sicko reads this stuff?

More introspective musing after a cup of eggnog...
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Uncle Mike on December 05, 2013, 07:43:57 PM
The Post Game

The Dagonites had a cultist gain Fear Of Monsters due to his injuries. While the Serpent Warrior ended up Dead after his tangle with the Deep One. Uncle Mike (after much deliberation...) decides to spend his point of Favour and change the result to a Full Recovery. The Warrior will live to slay another day, and at 9 points a worthy usage of a Favour point. Still, no Favour to hold over the other players heads... :?

The Magus of the Serpent Worshipers gains a Skill! No doubt it will be Command related to partially replace that dead Cult Leader from the other day...

Both cults get a free upkeep (they do not have to expend resources this game...) as they each managed to capture a delicious orphan each. Conversely, they are both considered to have lost the game...by not outdoing the other cult in children snatched. Neither gains any Favour...but dinner does taste better when you catch it yourself!



Krampus did very little against the combined hunger of these two cults and will lick his wounds (with that big gross tongue of his) until the next time...usually he will be killed multiple times and re-appear randomly to cause much merry havoc. The Deep One was worth every point this game; using its Throw ability to slow down Krampus without removing him and simultaneously preventing the aforementioned game dynamics from happening.  :-[

As an added bonus here is the recipe:

Orphan Pie
Feeds one cult

Ingredients: One orphan (as fresh as possible), 12 pie shells, two cloves of garlic (undead should replace this with a couple clods of dirt), a cauldron of scalding water, salt and pepper to taste.

Directions: Scald the orphan until a tender pink hue is reached, remove from cauldron and set aside. Add garlic, salt and pepper to cauldron. Reduce. Chunk orphan into bite sized bits and return to cauldron. Simmer and reduce over medium heat until a rich, lumpy porridge consistency is reached. Remove from heat and distribute between pie shells. Place pies in a large earthen oven and cook for 45 minutes or until a golden brown. Cool, serve and eat. Yummy!
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: D@rth J@ymZ on December 05, 2013, 11:16:19 PM
Sounds like some good eatin' for sure!  ;) ::)
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Mr. Peabody on December 08, 2013, 09:12:32 PM
So much fun! Brilliant frosty Sunday reading and a super AAR. VUK has such rich potential, everyone should be playing it.  :-*
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Argonor on December 09, 2013, 09:42:32 AM
I finally ordered a bunch of stuff a couple of minutes ago, getting ready to don some robes again ;)

Products
------------------------------------------------------
1 x Cult of the Black Goat Membership (SA-BG2013)  = $60.00
Size X-Large
Download PDF (ZIP Archive)
1 x Morbid Adventures (SA-032)  = $24.95
1 x Shocking Tales of Madness and Mayhem, Issue No. 3 (SA-037)  = $19.95
------------------------------------------------------

Printing VUK as I write (hoping my ink will last  :o ), and eagerly awaiting all the other stuff to arrive to get my SA collection complete once more  ;D
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: D@rth J@ymZ on December 09, 2013, 03:31:02 PM
I've always thought that cultist robes go rather well with a good fez.

You should fit in nicely  ;) Welcome aboard Argonor.

Regards,
#5
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Argonor on December 09, 2013, 07:46:45 PM
I've always thought that cultist robes go rather well with a good fez.

You should fit in nicely  ;) Welcome aboard Argonor.

Regards,
#5

Thanks, I really never left, just took a leave  ;)
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: D@rth J@ymZ on December 09, 2013, 10:47:45 PM
Good point.  I think your seat is still warm.  Plus I think you left a tenticle behind, so no one has dared claim your spot either... ;)
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: obsidian3d on December 16, 2013, 06:16:45 PM
Arcane Seekers

(http://i66.photobucket.com/albums/h248/Obsidian3d/Kulten/file_zps6e0e422e.jpg)

These seekers of dark magical power are new to the local cult scene. Shortly after stealing a book of power from a Threshold archive Eva Schwül, a former (obviously) Threshold agent joined their ranks. The high priest quickly became enamoured with her... No one knows now where the true power lies.

Player Profile
obsidian3d
(http://i66.photobucket.com/albums/h248/Obsidian3d/Obsidian3D200_zpsaf2e22a6.jpg)

I braved arctic temperatures, a 90+ minute trip on roads covered with ice and snow, and a liquor store full of ravening holiday drunks to make the game you're about hear of possible. I truly must be addled by the cult kool-aid.
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: styx on December 16, 2013, 07:02:01 PM
Arcane Seekers

(http://i66.photobucket.com/albums/h248/Obsidian3d/Kulten/file_zps6e0e422e.jpg)

These seekers of dark magical power are new to the local cult scene. Shortly after stealing a book of power from a Threshold archive Eva Schwül, a former (obviously) Threshold agent joined their ranks. The high priest quickly became enamoured with her... No one knows now where the true power lies.

Player Profile
obsidian3d
(http://i66.photobucket.com/albums/h248/Obsidian3d/Obsidian3D200_zpsaf2e22a6.jpg)

I braved arctic temperatures, a 90+ minute trip on roads covered with ice and snow, and a liquor store full of ravening holiday drunks to make the game you're about hear of possible. I truly must be addled by the cult kool-aid.

There should be no excuse then if the beer isn't cold enough!
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: D@rth J@ymZ on December 16, 2013, 08:19:40 PM
There should be no excuse then if the beer isn't cold enough!

Damn straight!
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Argonor on December 16, 2013, 09:52:59 PM
Those are cool. I've just begun painting Bob Murch's 'Crimson Scorpion' to blend in with my purple hooded minions, but haven't decided on the cult type, just yet (haven't finished reading VUK, as Christmas preparations are taking up most of my time off work right now).

I hope to be able to stage a game of VUK at my first 'Argonor's Attic Attack' which is sceduled to happen when I get my garage attic ready for gaming purposes  :)
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Uncle Mike on December 18, 2013, 10:04:36 PM
The Summoning!

An ancient (and evil...obviously!) triangle of summoning has existed here since before man built an asylum on the very spot. Madness and murder ensue as the Serpent Worshipers and the new kids on the block (no, not the band...) the Arcane Seekers  fight it out within the confines of the black triangle and the asylum. Would enough blood be spilled to summon forth a Daemon or a god?

(http://leadadventureforum.com/gallery/15/1338_18_12_13_2_31_48_4.jpg)

This picture will have to hold you over until I've shoveled the walk...ah, Canuckistan in the winter...
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Mason on December 18, 2013, 10:41:25 PM
 :o :o

I remember this!
So, you have finished it and gotten it onto the table.
It looks great!
 :-* :-*

Close-up shots, please, Mike.
 :D

Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: D@rth J@ymZ on December 18, 2013, 10:44:52 PM
Close-up shots, please, Mike.

Plenty of those are included in the upcoming AAR;)
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Mason on December 18, 2013, 10:49:53 PM
Plenty of those are included in the upcoming AAR;)

Lovely!
 :D

Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Uncle Mike on December 18, 2013, 11:11:17 PM
Bah! Bloody weather! But back to a warmer climate...

The Arcane Seekers find a section of destroyed wall and spill through into the Sanatorium...and the Black Triangle!!!
(http://leadadventureforum.com/gallery/15/1338_18_12_13_2_31_47_1.jpg)

...While the Serpent Worshipers decide that the front door will work well enough for them. The Magus swings on the light post, no doubt hissing his way through that old Supertramp number.  
(http://leadadventureforum.com/gallery/15/1338_18_12_13_2_31_48_2.jpg)

The Degenerate girl charges the cultist with dynamite...
(http://leadadventureforum.com/gallery/15/1338_18_12_13_2_34_19_1.jpg)

...and as we say in the ol'horror business: gets knocked down, Ike-style! But she is not out...yet!
(http://leadadventureforum.com/gallery/15/1338_18_12_13_2_34_19_0.jpg)

Party time in pleather...in a padded cell! Dare I say it's time for someone to play 'Tainted Love' on the record player?
(http://leadadventureforum.com/gallery/16/1338_18_12_13_2_34_19_3.jpg)

The snakiest of the snakey slither ever closer!!! Madnesssss! (no, again, not the band...)
(http://leadadventureforum.com/gallery/16/1338_18_12_13_2_34_19_4.jpg)

More shoveling...and then more violence!!!
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: commissarmoody on December 18, 2013, 11:23:23 PM
http://www.youtube.com/watch?v=N-uyWAe0NhQ
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Uncle Mike on December 19, 2013, 12:19:05 AM
Thanks for that! And now, more mindless violence!

This Degenerate girl is a piece of nasty business, surviving against the odds as the Arcane Seekers pound away mercilessly on her. But...get enough cultists in there and you can swarm away.
(http://leadadventureforum.com/gallery/16/1338_18_12_13_2_36_43_3.jpg)

After much hair pulling and kicking and...bashing about with a polished human skull...she is finally overcome, generating 5 points toward the summoning!
(http://leadadventureforum.com/gallery/16/1338_18_12_13_2_36_43_2.jpg)

The death of the Degenerate causes this cultist to Frenzy and charge in...he loved her, you see.  :'(
(http://leadadventureforum.com/gallery/16/1338_18_12_13_2_36_42_1.jpg)

But he wasn't alone in that hellish, blood soaked place. Oh no! The Serpent man Warrior joins in and evens the odds!
(http://leadadventureforum.com/gallery/16/1338_18_12_13_2_36_42_0.jpg)

The points were starting to stack up and that frightful nut-house would not be denied it's prize...what that means exactly I'll elaborate on, possibly at a later time...but now I'm off to cook dinner...and shovel still more snow...more later...
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Uncle Mike on December 19, 2013, 03:58:18 AM
After some harsh fighting the cultist and the girl in the pleather skirt were removed...causing the Arcane Seekers Magus to Frenzy!...He loved her, you see.  :'(
Ah, the affairs of the heart. Makes you a bit sad doesn't it, dear reader? Those poor, poor star-crossed lovers...those mad, mad fools!
(http://leadadventureforum.com/gallery/16/1338_18_12_13_2_38_49_3.jpg)

The Magus destroys the Serpentman Warrior and the remaining cultist decides that this would be a great time to run away as fast as possible!
(http://leadadventureforum.com/gallery/16/1338_18_12_13_2_38_48_2.jpg)

The Arcane Seekers know when to use dynamite...just not how to...dropping the explosive at his feet makes sure that the body count will be high. Both the dynamite thrower and a Cult Leader are removed from the game in a massive bloody cloud. Poof! After all the rapid slaughter the summoning pool had reached 25!!! Readers in the know will shudder, only 5 more points and a Godling would be summoned to cause mass panic and destruction. As a going away present the Serpent Worshipers gun down the Arcane Seekers Magus at a distance...only generating 1 point. A sigh of relief! And a failed cult unity test for the Seekers. The Serpent Worshipers are victorious!!!

The guys standing walked away unhurt...face down models are ready for the injury rolls...
(http://leadadventureforum.com/gallery/16/1338_18_12_13_2_39_41_3.jpg)

Fate had intervened and the ceremony of summoning had not worked...but there were many, many wounded cultists. Funny stuff in The Post Game. Watch and wait!


Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Mason on December 19, 2013, 10:02:51 AM
Great AAR, Uncle Mike.
 8)

And that Asylum is bloody brilliant.
I love all the small details and the blood splashes everywhere.
Sweet!
 :-* :-*

Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: fairoaks024 on December 19, 2013, 01:10:17 PM
superb game report, excellent figures and stunningly atmospheric scenery, I love the ruined asylum,

I can't think of a more appropriate battleground for SA

looking forward to the post match shenanigans

regards

jim
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Uncle Mike on December 19, 2013, 07:27:45 PM
The Post Game

The Serpent Worshipers had the least injuries but due to some poor rolling managed to receive Poor Health on the Degenerate girl and a Leg Wound on the Serpentman Warrior...not horrible, but they will limit the effectiveness of these models in games to come.  :?

The Arcane Seekers fared far worse in the final estimation: the Rogue Agent (girl in the pleather dress...) became Claustrophobic, the Cult Leader got a Leg Wound and the Magus had an Arm Wound to show for his trouble...

Neither cult gained any Skills or Favour from their gods...but the worst bit of luck has to go to the Arcane Seekers who failed to make enough money to manage the cult resulting in the cleaver cultist and the bolt action rifle cultist deciding that cult life is not for them and running off in the night...he loved him, you see... :'(

A bad game for the Serpent Worshipers but a horrible start for the Arcane Seekers...welcome to the house league Charles!  >:D
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: obsidian3d on December 19, 2013, 07:48:02 PM
A bad game for the Serpent Worshipers but a horrible start for the Arcane Seekers...welcome to the house league Charles!  >:D

This game involves dice. So horrible starts are usually followed by horrible finishes, punctuated with mediocrity in between. And yet...the dice continue to call to me...
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: D@rth J@ymZ on December 20, 2013, 02:00:34 AM
Well played gents!  :) It was as much fun to watch live as it was to read about afterwards  ;)
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Argonor on December 21, 2013, 09:01:51 PM
Heh...

I just planned my first 3 cults last night while watching a horrible handball game. I only need to finish painting the High Priest for my Dagonites to have the first one ready, and then I have to paint and/or base/rebase 5 models form my Death Cult, while I have to paint quite a few models to get my Cult de Ghouls ready (but as I only need 2 to get started, I can do those along the way).

The cults will also serve as leagues for Pulp Alley; makes so much more sense to be able to play different games with the same minis, and, of course, as Lurkers for SA.

Time to get some more gaming up and running!
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Uncle Mike on December 22, 2013, 03:19:30 PM
Thanks for the comments guys...but as you know the asylum is yet to be completed...possibly will never be completed at this rate. The plan was to build it into a board with catacombs/secret stuff underneath it and have it removable in stages...also, it could use a little more blood. ;)
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: LidlessEye on December 22, 2013, 06:08:07 PM
...also, it could use a little more blood. ;)

Hey, just keep a pot of red handy at all times, and add a splash to all the 'kill spots' at the end of the game.  Gives the board a certain sense of history!

Huh, that raises an interesting injury thought - agents that Fear the location where they were injured...
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Mason on December 22, 2013, 07:07:30 PM
Thanks for the comments guys...but as you know the asylum is yet to be completed...possibly will never be completed at this rate. The plan was to build it into a board with catacombs/secret stuff underneath it and have it removable in stages...also, it could use a little more blood. ;)

Get to it, my good man.
There IS a holiday period coming up after all.... :D
 ;)

Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: styx on December 22, 2013, 08:49:25 PM
Maybe some outlines of the dead....like the police use to mark where the bodies was.

If you run out of paint you could always nick yourself with an exacto knife  and add a bit of realistic effects!  :o
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Basement Dweller on January 06, 2014, 06:32:26 AM
Finally...another battle report that I am late putting up!

Warning!  This battle report is for the faint of heart.  If all the blood, sex and violence has been keeping you from reading this discussion, then fear not!  No cultist members of any kind were hurt in this "battle"...we are not necessarily proud of our cowardice but sometimes its nice to have everyone make it home back to their families after a hard day at the office...

My death cult went up against Uncle Mike's Serpent Worshipers.  The mission was "Get'em" so a chance for our cults to scoop up some of the local populace who got caught in the wrong place at the wrong time.  Both cults were below their starting resource points (mine at 39 and Mike's at 36) at this point so both were looking to stay out of too much trouble on this dark night...

(http://i1121.photobucket.com/albums/l506/BasementDweller13/Kulten/0-Setup.jpg) (http://s1121.photobucket.com/user/BasementDweller13/media/Kulten/0-Setup.jpg.html)

The townfolk (5 civilians) can be seen here going about their business, unaware that their lives are about to change drastically...by ending...

(http://i1121.photobucket.com/albums/l506/BasementDweller13/Kulten/1-Advancing.jpg) (http://s1121.photobucket.com/user/BasementDweller13/media/Kulten/1-Advancing.jpg.html)

The serpent worshipers advanced first, making their way towards the closest civilians.  The undead did the same, both forces trying to capture as many as they could...

(http://i1121.photobucket.com/albums/l506/BasementDweller13/Kulten/2-UMadvances.jpg) (http://s1121.photobucket.com/user/BasementDweller13/media/Kulten/2-UMadvances.jpg.html)

The serpent worshipers made contact with 2 of the civilians first.  The cultists were sent forward as not to frightened the civilians and make them run or attack.  This did mean however, that they did not shoot at the approaching undead as they were focused on running to the civilians as fast possible.

(http://i1121.photobucket.com/albums/l506/BasementDweller13/Kulten/4-UMCiviliangrab.jpg) (http://s1121.photobucket.com/user/BasementDweller13/media/Kulten/4-UMCiviliangrab.jpg.html)

The conglomerate and all his limbs lumbered rapidly (is that possible?) towards the other civilians.  He first approached the lady in the red dress and she feinted at his horribleness.  With that he moved on towards the other two civilians as Mike was rounding up the two on his side of the board.

(http://i1121.photobucket.com/albums/l506/BasementDweller13/Kulten/3-BDConglomerateattack.jpg) (http://s1121.photobucket.com/user/BasementDweller13/media/Kulten/3-BDConglomerateattack.jpg.html)

As the conglomerate tried to grab the next civilian, he bravely decided to hit the ground as the slimy tentacles reached for him.  With that civilian down, the conglomerate moved on to the last one who bravely stood there as the conglomerate grabbed him.

(http://i1121.photobucket.com/albums/l506/BasementDweller13/Kulten/6-DownedCivcloseup.jpg) (http://s1121.photobucket.com/user/BasementDweller13/media/Kulten/6-DownedCivcloseup.jpg.html)

My cultist and mummy boss moved up to try and grabbed the fallen civilians and prepare for Mike's move to try and take one of the cultists from my grasp (Having grabbed 3 civilians to Mike's 2, I had the advantage for the win)

(http://i1121.photobucket.com/albums/l506/BasementDweller13/Kulten/7-BDDownedCiv.jpg) (http://s1121.photobucket.com/user/BasementDweller13/media/Kulten/7-BDDownedCiv.jpg.html)

(http://i1121.photobucket.com/albums/l506/BasementDweller13/Kulten/8-UMregroups.jpg) (http://s1121.photobucket.com/user/BasementDweller13/media/Kulten/8-UMregroups.jpg.html)

It was at this point that Mike decided 2 civilians in hand is better than 3 in the bush, and bravely called his cult back...pulling his victims with him...

(http://i1121.photobucket.com/albums/l506/BasementDweller13/Kulten/9-UMretreatswithCivilians.jpg) (http://s1121.photobucket.com/user/BasementDweller13/media/Kulten/9-UMretreatswithCivilians.jpg.html)

Having the victory sealed up, the death cult began pulling the captured civilians away as well.  The conglomerate could have been sent forward, but on this day a victory with no deaths seemed pretty appealing.  As the penguin looking civilian got too close to the mummy, he frenzied and attacked the conglomerate!  So brave!  We might still see some blood yet!

(http://i1121.photobucket.com/albums/l506/BasementDweller13/Kulten/10-FrenziedCivilian.jpg) (http://s1121.photobucket.com/user/BasementDweller13/media/Kulten/10-FrenziedCivilian.jpg.html)

The conglomerate showed restraint and gave the civilian a swift wack with his tentacle and put him face down.  This guy will live on to be sacrificed off screen...


(http://i1121.photobucket.com/albums/l506/BasementDweller13/Kulten/11-StayDown.jpg) (http://s1121.photobucket.com/user/BasementDweller13/media/Kulten/11-StayDown.jpg.html)

(http://i1121.photobucket.com/albums/l506/BasementDweller13/Kulten/13-UMsecuresspoils.jpg) (http://s1121.photobucket.com/user/BasementDweller13/media/Kulten/13-UMsecuresspoils.jpg.html)

The Serpent worshipers lost but escaped with 2 civilians and everyone alive and healthy.  No skills were gain (the karma of cowardice perhaps) and for cult management was short a resource point so had to pay one from their stash to feed and re-equip everyone.  Not a great finish but there was still hope with the favor roll.  By sacrificing the 2 civilians to their dark gods, the serpent worshipers only needed a 4+ to gain a favor...and a 2 was rolled.  Everyone escaped unharmed but the gods did not look too favorably on the cult's activities on this day...

(http://i1121.photobucket.com/albums/l506/BasementDweller13/Kulten/14UMCult.jpg) (http://s1121.photobucket.com/user/BasementDweller13/media/Kulten/14UMCult.jpg.html)

The death cult got the win with 3 civilians captured.  My mummy boss gained a skill which I choose to be connected.  This allows the death cult access to the full weapons list.  In the cult management phase, I managed to get 5 resource points and only need 1 to upkeep everyone.  By sacrificing 2 of the 3 civilians, I needed a 3+ to gain a point a favor and rolled a 6!  My first favor point! 

The death cult has the option of turning any captured civilians into zombies to join the cult for free.  The 3rd captured civilian, who was briefly excited about not being sacrificed, instead felt the cold grip of the undeath.

(http://i1121.photobucket.com/albums/l506/BasementDweller13/Kulten/15BDCult.jpg) (http://s1121.photobucket.com/user/BasementDweller13/media/Kulten/15BDCult.jpg.html)

Feeling confident with all my winnings and new connected skill I picked up double barrel shotgun for my boss (I love mummies with guns!) and a tommy gun which I gave to the newly created zombie (more undead with guns!).

(http://i1121.photobucket.com/albums/l506/BasementDweller13/Kulten/16-BDnew.jpg) (http://s1121.photobucket.com/user/BasementDweller13/media/Kulten/16-BDnew.jpg.html)

The game was fun despite the complete lack of action.  There a few moments we had models close to each other that the game could have gone a completely different way.  With both cults being early in development, sometimes its nice to have a game where you don't take a step backwards.  Mike's bad rolling meant he didn't take advantage of the sacrificed civilians, but both cults had a chance to walk away a little stronger...or at least no weaker...
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: FramFramson on January 06, 2014, 06:53:02 AM
Wonderful game. Love the bit about the civvies being sacrificed.  >:D

Say, where are those pickup trucks from? Lledo?
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Mason on January 06, 2014, 11:52:26 AM
Great stuff, chaps.
 8) 8)

No blood spilt, a proper Gentlemans Club!
 ;)

An interesting twist on the normal 'ruck'.


Our group should be getting into VUK this year.
With all these Cultists about there is really no excuse for not doing so now, is there...?
 ;)
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: D@rth J@ymZ on January 06, 2014, 02:25:35 PM
Say, where are those pickup trucks from? Lledo?

Walmart, actually.  From a line called Road Signature, I believe they are Matchbox.  I grabbed several 1930's cars and pickups a couple of years ago and repainted them for SA.
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: styx on January 06, 2014, 06:33:09 PM
Great report, looking forward to more!
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Uncle Mike on January 13, 2014, 06:55:16 PM
After a holiday break, 'normal' play will resume on Tuesday...watch your computer screen...
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Mason on January 13, 2014, 06:57:20 PM
Looking forward to it.
 8)

Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: diehard on January 14, 2014, 03:22:22 AM
As am I. Both entertaining and informative.
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Argonor on January 14, 2014, 07:54:34 AM
Looking forward to it  :)

I really hope that my stuff arrives soon, but postal delivery from the US often takes ages  :( - and it may be intercepted by customs, too...  >:(
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Uncle Mike on January 18, 2014, 04:14:09 AM
Don't get me started about the bloody post!  >:( Grumble...Mumble...  >:(

...Ahem...

On an afternoon two strangers perchance to meet...so, what? It sounds like a poem they made you read in high school! But what if I told you this Chance Encounter was between a lowly cultist walking home from the dry-cleaners and a Serpentman Demagogue out for his mid-day stroll! Unbelievable! Inconceivable! Sounds less like a poem now doesn't it?


See! The swampy and secluded spot. Would anyone hear the screams? Was anybody around...I did say it was secluded right?
(http://leadadventureforum.com/gallery/16/1338_18_01_14_3_21_42_0.jpg)


See! The cunning and inhuman leader of a deadly serpent cult taking the air. What was that tune he was humming?
(http://leadadventureforum.com/gallery/16/1338_18_01_14_3_21_42_1.jpg)


See! The cleanest robes around. At $1.50 for a dry-clean! And they smelled of lavender...aaah!
(http://leadadventureforum.com/gallery/16/1338_18_01_14_3_21_42_2.jpg)


The stage, it seemed, was set...for murder! Who would prevail in this mano-a-snako battle? What was everyone else doing? Did Uncle Mike use more exclamation points than were needed...or in fact allowed by the simple 'rules of grammar'?

More soon!  ;)
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Mr. Peabody on January 18, 2014, 04:27:08 AM
A classic teaser, nay, cliff-hanger! Pray continue exclaiming....
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Elk101 on January 18, 2014, 08:26:09 AM
As they are both off duty,it may have gone something like this:

"Hisss, afternoon Sssid"
"Eddie, how are things down at the Serpent Cult?"
"Ah, you know Ssssid, same shhhhit different day. How is your youngessst doing thesssse daysss? Lassst I heard he was a triple murdering psssychopath who had been possssesssed by a demon"
"Nothing quite so grand Eddie. It was only two murders and it turned out it wasn't a demon, he's just off his rocker after that whole sanitorium debacle with your lot"
"Oh well, good to catch up Ssssid. Probably see you next week for a bit of a murderous rampage?"
"That's if we're not fully booked with sacrifices to the dark gods"
"Ssseee you"
"Bye"

And so ends another encounter of unspeakable EVIL!
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Mason on January 18, 2014, 11:00:34 AM
 lol

Brilliant, Steve!
Evil's Day Off!
 :D


Enough said, Uncle Mike.
We are just waiting for the big Kick-Off now..... >:D


 ;)
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Elk101 on January 18, 2014, 01:08:31 PM
Evil's Day Off! Love the title Paul  lol
It may make for the most banal Unspeakable Cults scenario ever!
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: LidlessEye on January 18, 2014, 04:58:52 PM
Evil's Day Off!

Why do I feel tempted to actually write this now?  First cult to get all the groceries and mow all the lawns wins.  Automatic loss if you cause a death!
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Argonor on January 18, 2014, 05:57:07 PM
Did you show somewhere how you made those swamps (the bubbles in particular)? I'd like to do something similar...  ;)
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Uncle Mike on January 18, 2014, 06:24:53 PM
I am shamed...I bought them. Gale Force 9, I think. Even painted...although I did highlight them. They are rather nice and weren't very much cash, if I recall.
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Argonor on January 18, 2014, 06:47:20 PM
I am shamed...I bought them. Gale Force 9, I think. Even painted...although I did highlight them. They are rather nice and weren't very much cash, if I recall.

Okies... guess I'll have to find some half-ball shaped beads, then... preferably some of glass that can be stained for that 'realistic' see-through look, and some greenstuff for ripples (if needed).
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Uncle Mike on January 18, 2014, 08:19:18 PM
...But back to the AAR at hand.

Both cults (due to some poor rolling and low numbers in their membership) had ended up with one model each...a game of cat and mouse! Or possibly cat and snake!...Oh wait, what about Mongoose vs. snake? Yeah, that one sounds best. 


The cultist decides to make for some high ground...
(http://leadadventureforum.com/gallery/16/1338_18_01_14_3_21_42_3.jpg)


"Hissssssssssss! I see what you are up to!" The Serpentman begins his advance...
(http://leadadventureforum.com/gallery/16/1338_18_01_14_3_21_42_4.jpg)


The cultist climbs as if his life depends on it...and it does!
(http://leadadventureforum.com/gallery/16/1338_18_01_14_3_23_53_0.jpg)


The Demagogue slides up behind this conveniently place drilling rig to avoid getting perforated by his enemie's gun.
(http://leadadventureforum.com/gallery/16/1338_18_01_14_3_23_53_1.jpg)


Surprise Loot is located on the table and placed by James...the lure of money may be too much for old Uncle Mike to resist; James uses the Loot as bait and continues to climb to his vantage point. The Serpentman rushes the building and avoids being shot...this time...
(http://leadadventureforum.com/gallery/16/1338_18_01_14_3_23_53_2.jpg)


Risking his weapon of choice the Serpentman Demagogue throws his spear at the cultist. Brilliant if it would have worked...but it didn't. The weapon would have to be recovered. No time for that as the cultist reveals that he is Lightning Fast and proceeds to shoot/miss and then shoot/hit/fail to wound his would-be assailant. About this time a vicious Lightning Storm destroys the chest containing the Loot...Things were really hotting up now!!!
(http://leadadventureforum.com/gallery/16/1338_18_01_14_3_23_53_3.jpg)


These sort of things often end up this way...and by that I mean; on a crumbling catwalk high above almost certain doom! The Serpentman charges and the cultist make a Hideous check...and fails!
(http://leadadventureforum.com/gallery/16/1338_18_01_14_3_23_53_4.jpg)


...And Frenzies! "Suck on this with your snakey mouth!" he cries while using his rifle stock as a bludgeon. Mercilessly striking out at the world that had marginalized him and let's not forget that snakey face. And that was that...the brained cult leader falls, sustaining a Major Injury and the lowly cultist reigns supreme!!! Didn't see that coming did you? I sure as hell didn't either! Bah!
(http://leadadventureforum.com/gallery/16/1338_18_01_14_3_24_51_0.jpg)


The victor! Cultists can make a difference!
(http://leadadventureforum.com/gallery/16/1338_18_01_14_3_24_51_1.jpg)

But that isn't all...stick around for The Post Game...
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Mr. Peabody on January 18, 2014, 10:05:49 PM
Quote from: Uncle Mike
...And Frenzies! "Suck on this with your snakey mouth!" he cries while using his rifle stock as a bludgeon. Mercilessly striking out at the world that had marginalized him and let's not forget that snakey face. And that was that..

And there was much cackling to be heard!  lol
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Mason on January 18, 2014, 11:26:42 PM
Great stuff, chaps,, very entertaining with a generous sprinkling of eye-candy on show to top it all off nicely.
 8) :-* 8)



The Demagogue slides up behind this conveniently place drilling rig ....  

 lol
That did make me laugh as I sometimes put a piece of scenery on the table 'just because...'
 ;)

Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Uncle Mike on January 19, 2014, 04:06:55 AM
The Post Game
As luck would have it the Serpentman Demagogue made it out with no ill effects...except his pride. He would tell no one of this 'incident' and a personal vendetta seemed the best route to an easy mind. Watch out you cultist!

While this was going on both cults managed to earn two skills each!!! Members not involved in the fracas spending some time at a local museum or possibly the library...and there is plenty of educational material on the internet as well! (This being one of the only scenarios in the game that allows for this.) Makes the beating that one cult often receives (...and when I say one cult, I mean my cult.  :-[...) a little easier to take. These skills have yet to be sorted at the time of writing this...look for their use in future reports.

Neither cult gained any Favour. A quick slap-up never deserves the notice of the foul, amorphous gods... :?

Both paid their cult upkeep and the tale was told. A cautionary tale of the dangers of self-righteousness and rifle butts. A warning? Or perhaps just the sort of thing that can happen around any corner in the frightful world of...Von Unaussprechlichen Kulten!

Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: styx on January 19, 2014, 04:44:14 AM
Great stuff! Like reading cult porn!
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: diehard on January 19, 2014, 01:32:36 PM
This thread has become my favorite read, the games, pictures and cleverly (and often humorously) written battle reports are tremendously entertaining and have helped to sustain my interest in both SA and VUK. Thanks for all your efforts here Mike.

Now I gotta go work some more on my models. 
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Uncle Mike on January 20, 2014, 02:30:35 PM
Thanks for the kind words guys. Kulten has become my new favorite game (but you knew I'd say that  ;) as the league play really makes it fun! Stick around for more hilarious hijinks...now that everyone has played a few games things tend to go a bit sideways once the cults have generated some money and learned who to hate. For example I'm spending a bit of cash to try and remove that Deep One and Conglomerate...but that isn't my most nefarious plan! That comes later!  :P
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Basement Dweller on January 20, 2014, 03:59:44 PM
For example I'm spending a bit of cash to try and remove that Deep One and Conglomerate...but that isn't my most nefarious plan! That comes later!  :P

My Conglomerate has his tommy gun ready for your snakey mouth!  9 glorious dice of death!
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Uncle Mike on January 24, 2014, 02:29:16 AM
This week we were plotting rather than playing.  :? So, no new report.  :-[ But...my cult has been sitting on a few resource points and I am spending them for to plan my revenge on my opponents. I'll take a photo of my new and improved cult and detail my plans. Potentially this will benefit those cunning opponents of mine...unless I'm lying about it!  ;)  Will do the math this evening...picture tomorrow?
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: diehard on January 25, 2014, 12:41:13 AM
Will be looking forward to it, oh crafty one!
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Uncle Mike on January 26, 2014, 02:12:24 AM
So...a day late...

Cult Management

If you've been reading this ongoing saga you will be somewhat familiar with my current plan of getting enough money to buy some guys. Not much of a plan I know...but a start! So, in game terms: I had a cult leader die early on in the campaign and have sort of ridden the lowest rung of the Total Cult Ratings to ensure that I get paid out (a balancing feature of the game...) again, not much...but a start!  ;) In the end I've managed to scrimp and save 13 Resource Points (taking me 6 games...) and now I'm going to spend it and jump up my Total Cult Rating (but not sooooooo much as I'm the lowest...so, this should prevent my opponents from getting a differential). I've had a bit of time to scrutinize my opposing cults and have devised a solution to my most hated/feared models. Obviously telling you (and them) about the plan isn't the smartest maneuver but in the interests of shilling product I will do it anyway!  :`

So: I bought a Maniac (7RP) a Tcho-Tcho (3RP) and gave him a Shotgun (1RP) and a mook cultist with a .22 (1RP) total: 12RP. That leaves me with 1RP in case I have a really bad game and am short on my Cult Upkeep. The Tcho-Tcho gives me a bit more shooting and he gets a 5+ save from enemy fire so he will be the point man, hopefully I will move him up early in a game and leave him to ambush the enemy as they advance. The mook cultist is a low points investment who I will run with the Maniac (but not too close or he will freak out!) in the hopes that he gets stabbed or shot which will cause the Maniac to Frenzy and kill whoever is responsible!  Also, I purchased some Dynamite before my last game...not saying who is equipped with that thou...some surprises are too good to spoil!  ;)

This is doubly relevant as I have 6 members in my cult forcing me to pay more to upkeep them in the Cult Management Phase...the rules are 6 to 9 models pay the same cost so I may as well pad my costs by having a few more guys. And that is the basic idea of my sort of plan! Is it brilliant? No. But it is the groundwork for my brilliant plan...that comes later! Readers be excited! Enemies be afraid!!!

Here is a picture of the new and improved cult...


(http://leadadventureforum.com/gallery/16/1338_26_01_14_1_50_43.jpg)
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: styx on January 26, 2014, 03:43:54 AM
More cult porn! I think i lost a few sanity points1  ;D

That said, you know no good villain can ever go and no drone on about his master plan and how he will dominate the world!

Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Mr. Peabody on January 26, 2014, 04:19:03 PM
Tcho-Tcho with a shotgun...

Could be the start of a new anthem. ;D
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Mason on January 26, 2014, 04:43:06 PM
Tcho-Tcho with a shotgun...

Could be the start of a new anthem. ;D

 lol

Gotta get me some of them Tcho-tcho as bodyguards for an Evil Mastermind....oh. yes!
 :D

Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Uncle Mike on January 27, 2014, 04:14:50 AM
I love these models. I've got all 6 of them just waiting. Brilliant sculpts and full of character. Produced by Tengu Models for those not in the know! My hope is to swap my spare weapons (at such a time that my cult actually has any spare weapons...) to the Tcho-Tchos. They die pretty easy but can also wreck given the right circumstances so it makes sense to make them a dumping ground for what becomes available. Plus, who doesn't like little bean-headed minions?  8)
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: diehard on January 27, 2014, 11:03:38 AM
While the Tengu models are undeniably nice, in one of the SA publications I recall seeing an illustration of the Tcho-Tcho that looked really cool, and was hoping that UMW was planning on releasing their own version. Any plan for this down the line? And since I'm asking questions, where did the Cthulhu idol in the pick come from? I don't ever remember seeing that anywhere and it's very nice, wouldn't mind adding that to my collection. Thanks as always for keeping the excitement for SA and UVK high Mike!
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: styx on January 27, 2014, 02:00:56 PM
While the Tengu models are undeniably nice, in one of the SA publications I recall seeing an illustration of the Tcho-Tcho that looked really cool, and was hoping that UMW was planning on releasing their own version. Any plan for this down the line? And since I'm asking questions, where did the Cthulhu idol in the pick come from? I don't ever remember seeing that anywhere and it's very nice, wouldn't mind adding that to my collection. Thanks as always for keeping the excitement for SA and UVK high Mike!

UNCLE MIKES KICKSTARTER! HELP MAKE NEW FIGURES A REALITY!

Why not? Everyone else is!

I could see: Tcho-Tcho, Weapon Packs, new cultists, more hybrids already and this is without my book!
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Irishrover13 on January 27, 2014, 06:51:57 PM
A werewolf that looks less Derpy.
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: harleyface on January 27, 2014, 07:03:42 PM
Printed
VuK
:)
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: LidlessEye on January 27, 2014, 09:47:56 PM
A werewolf that looks less Derpy.

Actually, we just discontinued the Werewolf and Nightgaunts, and plan on eventually having both sets resculpted.

As to other recent comments....  :-X
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Irishrover13 on January 28, 2014, 02:46:02 PM
Actually, we just discontinued the Werewolf and Nightgaunts, and plan on eventually having both sets resculpted.

As to other recent comments....  :-X

I liked the werwolf he just looks confused and kinda reminds me of Derpy from My Little Pony Friendship Is Magic. (Not a bronie, I have a 7 year old sister I watch a lot and that is her favourite show so I watch a lot of it.)   
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: LidlessEye on January 28, 2014, 04:41:43 PM
The decision to drop the Werewolf wasn't so much about not liking the model, but rather the size.  Now that we have a monster Deep One, the Werewolf seems a bit dinky in comparison.  Gonna need a bigger Werewolf...

Pretty sure this is my 500th post.  I was going to ask for a cultist cookie or something, but then I realized I'd probably be the one in charge of making those.
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Irishrover13 on January 28, 2014, 05:00:58 PM
  I was going to ask for a cultist cookie or something, but then I realized I'd probably be the one in charge of making those.

I joined the cult last week do I get a cultist cookie?  ::)
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: D@rth J@ymZ on January 28, 2014, 08:16:08 PM
I think I'll need a couple of those...cookies and werewolves  ;)
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: harleyface on January 28, 2014, 09:49:48 PM
Why dont you make here a survey for your next minis and make a kind of small kickstarter , preorder thing here ( kickstarter is nothing more than a preorder)
I will pay in advance for new minis !!
make a survey !!
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: styx on January 28, 2014, 09:51:48 PM
And this is what happens when you open the Necronomicon and read out loud.  ;D

My job is done..... lol
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Uncle Mike on January 31, 2014, 02:42:09 PM
Speculation about a Kickstarter runs wild! And now back to the topic at hand...two games were played on Tuesday night. The Death Cult and the Dagonites found themselves thrust mercilessly together in a Free For All! that could see only one side victorious.


(http://leadadventureforum.com/gallery/16/1338_31_01_14_2_07_14_2.jpg)

The board was set up thusly. You will note the seemingly random placement of the models...that is because of the random placement. This game is fast and bloody and very, very messy. Who will prevail? More later.
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Uncle Mike on February 01, 2014, 04:26:24 AM
The Death Cult shambles into action! Wasting no time the Blasphemous Construct comes to grips with his fishy foe. "Don't punch my glass bubble with your meaty fist!" he cries, "It is full of the water that I need to live!!!". But that is just what happened, dear reader, with a pop and a splat the Fishman Demagogue is removed as a Major Injury.

Game Tip: Death Cults are usually slooooooow...this scenario is murder against them as they set up in the thick of it! Be warned!
(http://leadadventureforum.com/gallery/16/1338_31_01_14_2_07_14_3.jpg)

The undead horde have been armed with guns!!! Inconceivable, eh? (As we say in Canada...) That Conglomerate has a Tommy Gun and the Mummy in the back brandishes a Shotgun! Can they be stopped?
(http://leadadventureforum.com/gallery/16/1338_31_01_14_2_07_15_4.jpg)

Trying to take the power back the Dagonites do some shooting of their own...well, with rolls like that... :'( Luckily the gun doesn't jam and the zombie bride is finally gunned down (Face Down that is...not out yet.)
(http://leadadventureforum.com/gallery/16/1338_31_01_14_2_08_50_0.jpg)

After loosing his Demagogue on the first turn it was handy that James still had his Cult Leader to nominate his troops. Oh...hang about...he's just seen the Blasphemous Construct! And with a manly cry darts forward in a Frenzy...what you would expect to happen happens. The Cult Leader stabs away ineffectually at the leathery hide of the walking corpse only to have his head also popped like an overripe tomato!
(http://leadadventureforum.com/gallery/16/1338_31_01_14_2_08_50_1.jpg)


Upon seeing the death of his beloved leader the Tommy Gun cultist also, Frenzies and charges the creature...and, yes that same thing happens. But this time, for effect, let's say his head pops like a succulent pomegranate.  lol Soooooooo much head popping... o_o
(http://leadadventureforum.com/gallery/16/1338_31_01_14_2_08_51_2.jpg)

And that was the end of a very unlucky game for the Dagonites and a head-poperanza for the Death Cult. Mercifully, this scenario ends as soon as one cult has dropped below half of the starting models.

A very brief Post Game will follow...
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Mr. Peabody on February 01, 2014, 05:52:37 AM
*Sigh*

That's some good bedtime AAR action right there.
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Uncle Mike on February 01, 2014, 04:02:39 PM
The Post Game
The Death Cult lost a cultist (not even mentioned or photoed in the report...) and the Dagonites suffered a leg wound on their Demagogue. No skills for the dead 'uns while the fishy bolt action rifle cultist got a skill...three guesses what that will be. No Favour for anyone! Even with the Death Cult sacrificing a few models to up their chances. A quick fight with no terrible effects. As a side note the Death Cult had enough resources to purchase a piece of Territory: a Slaughterhouse. What does this mean? Wait and see! At the very least there is now a 'Territory Gap'.  ;)
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Mason on February 01, 2014, 04:05:34 PM
Another great report, Mike!
Always gives me a chuckle.
 8)

As for Tommy-toting Dead Things..... o_o o_o

Gonna have to get some Cult Warfare going later in the year.
Oh, yes!
 :D
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Uncle Mike on February 02, 2014, 04:08:18 AM
I look forward to it! Can't wait to see what hideous cult you come up with. I seem to recall you having a cult of Morris dancers already? They would be great! Beyond culty, that behavior!  o_o

But the story continues...

Mere minutes after their first encounter the Death Cult find themselves, once more, thrust into the depths of battle! This time the Serpent Worshipers are out for blood in this most surprising of Suprise Attacks.

The Ancient ring of standing stones had stood since waaaay ago...at least they looked old, and the brochure had said so. Plus there was a great group discount...but, what's this? Their unnaturally evil nemesisses had arrived at the same time! What are the chances, eh? Dear readers? Still, there they were at that eldritch tourist trap. Indeed it was a bit of a surprise, but in the end, at only $1.50 each (Canadian...so it is worth less than that... :() and with those great big stone things it was an excellent place for a bit of bloody carnage!
(http://leadadventureforum.com/gallery/16/1338_31_01_14_2_15_41_0.jpg)

Who would prevail? Did the snack shack serve lemonade? And at what price?

And the ever looming question on everyone's minds: what were those giant obelisk things really made of? It sure wasn't stone...looked more like foam with a bit of paint splashed on.

Also, if anyone survived would they get their money back at the entrance...or at least credit at the concession???   :-I
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Mr. Peabody on February 02, 2014, 04:16:52 AM
Ring-side seats please.
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: D@rth J@ymZ on February 02, 2014, 06:56:19 PM
Lemonade please, I'll grab some popcorn... :)
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Uncle Mike on February 06, 2014, 04:40:08 AM
The Serpent Worshipers (being the higher rated cult...) get the surprise, which ends up being that one of their Degenerates misses the game...no doubt they couldn't find a babysitter at such short notice! Whatever the reason...

The Death Cult surge forward guns at the ready...

(http://leadadventureforum.com/gallery/16/1338_31_01_14_2_15_41_1.jpg)


While the Serpent Worshipers slither into some good shooting positions...

(http://leadadventureforum.com/gallery/16/1338_31_01_14_2_15_42_2.jpg)


Advancing to the sacrificial alter both cults fired away uselessly...

(http://leadadventureforum.com/gallery/16/1338_31_01_14_2_15_42_3.jpg)


Until the Conglomerate decides to charge the Tcho-Tcho (with a shotgun...wait isn't that a movie...). After a merciless multi-limbed pummeling the tiny Tcho-Tcho is removed as a Major Injury.

(http://leadadventureforum.com/gallery/16/1338_31_01_14_2_15_42_4.jpg)


In control of the sacrificial alter the Death Cult continues to advance...that is to say the Blasphemous Construct (after being Stupid more than Moving...) finally snaps out of it and gets a move on.

(http://leadadventureforum.com/gallery/16/1338_31_01_14_2_18_31_0.jpg)


You will notice the Maniac hiding behind the scenery...biding his time...talking crazy talk...getting ready to pounce...

(http://leadadventureforum.com/gallery/16/1338_31_01_14_2_18_32_1.jpg)


You can really feel the tension as the Blasphemous Construct inches ever closer (and is Stupid yet again...should have gotten a better brain...). Also, there really is quite a bit of blood...this AAR should be rated R. If you are under 18 you can stop reading now! The shocking conclusion may be more than your teenage mind can stand!!!

(http://leadadventureforum.com/gallery/16/1338_31_01_14_2_18_32_2.jpg)
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Uncle Mike on February 08, 2014, 08:11:54 PM
And now, the stunning conclusion!!!

The Maniac charges in to slay the Conglomerate...at least, that was the original idea. True to form he sees the mass of dead flesh and Frenzies. Unfortunately, also true to form, Uncle Mike's Maniac rolls a heap of dice...and three of them are 1s. For those not in the know of the rules, this in layman's terms, would be like dropping his cleaver and cutting off two of his toes. So, not a good start to a fight.  :(

(http://leadadventureforum.com/gallery/16/1338_31_01_14_2_18_32_3.jpg)


Things go from bad to worse as the Conglomerate delivers a merciless kicking. Face Down...Major Injury!

(http://leadadventureforum.com/gallery/16/1338_31_01_14_2_18_32_4.jpg)


The Death Cult reins supreme again!  :( :'( :-[ And the Serpent Worshipers hope that the end game isn't as unlucky as this game just was!

(http://leadadventureforum.com/gallery/16/1338_31_01_14_2_19_32.jpg)
Now, let's have some grape jelly!
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Uncle Mike on February 10, 2014, 05:52:32 AM
The Post Game

Amazingly no injuries of note occurred! Not only unusual but unsatisfying.  :? Who wants to see this kind of stuff? Not me! Just un-culty behavior if you ask me!
However, the Serpentman Demagogue gains a skill. Always good when the boss gets smarter...the sooner the better!
Both cults walk away with a point of Favour. Mind you, the Death Cult had to sacrifice a cultist and a Zombie to make it happen.
In the end a fairly quick game with no real lasting impact...except that Favour. Now that a few points of Favour are floating around you can expect to see some crazy stuff!

Also, on a side note, both Darth James and myself were bested by Basement Dweller, who had clearly done some sort of hoodoo on our dice. I only say this as we both rolled triple ones in our games...unlikely? Oh, it's unlikely alright...yet it happened, so: witchcraft.

A possible backdoor deal will now occur involving the Dagonites and Serpent Worshipers who will be actively seeking revenge! That Death Cult is living on borrowed time...well, you know what I mean...
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Mason on February 10, 2014, 03:35:08 PM
Great stuff, Uncle Mike.
 8)

Your AAR's always give me a good chuckle as well.
Thank you!
 :D

As for the Cults ganging up on the unfortunate Witch of the North: Go for it!
Proper Culty behaviour, that is.
 ;)


Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: obsidian3d on February 10, 2014, 10:02:53 PM
I'm back in the city and my schedule has smoothed out again. Can I get a spot on the agenda for the 18th?
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Pseudopod on February 10, 2014, 10:39:32 PM
These battle reports are really entertaining, makes me want to try VUK. Must...paint...more.
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Uncle Mike on February 11, 2014, 01:13:28 PM
Great to hear you are back in the loop Obsidian! See you on the 18th!
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Irishrover13 on February 11, 2014, 04:59:59 PM
I'm back in the city and my schedule has smoothed out again. Can I get a spot on the agenda for the 18th?

Hey Obsidian,

Do you ever go to Imaginary Wars? I have started making it there on Wednesdays and I have even started painting my stuff so you will get a mostly painted game.

Cheers,

Daniel
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: styx on February 11, 2014, 06:13:35 PM
Great to hear you are back in the loop Obsidian! See you on the 18th!

He is also going to sacrifice your entire cult upon the alter to the dice gods! Yes, he has been infused with the voodoo powers here within Florida during his visit and plans to crush all of you!!!!   :o
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Uncle Mike on February 14, 2014, 09:32:42 PM
Back at it again, the Dagonites and Serpent Worshipers try desperately to Steal The Artifacts. Who among you can say that you don't love those artifacts?  :)

The hot sun beat down mercilessly ( ;)) it was torrid. Against the burbling of the bogs a battle beyond belief was about to begin...
(http://leadadventureforum.com/gallery/16/1338_13_02_14_5_21_56_0.jpg)

Stay tuned...
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: DeafNala on February 14, 2014, 10:37:49 PM
COOL, CREEPY STUFF! I love the twisted tree toward the center of the photo.
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: diehard on February 15, 2014, 12:15:37 AM
Gonna have to get me some of them bogs.................

Carry on....................
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: obsidian3d on February 15, 2014, 05:56:10 PM
Hey Obsidian,

Do you ever go to Imaginary Wars? I have started making it there on Wednesdays and I have even started painting my stuff so you will get a mostly painted game.

Cheers,

Daniel

It's not on my regular circuit of gaming stops, but I could be convinced to drop in on occasion. Next Weds won't work as I'm running Star Trek: Attack Wing at Trilogy. Maybe the following? Send me a PM and we can arrange.

Quote from: styx
He is also going to sacrifice your entire cult upon the alter to the dice gods! Yes, he has been infused with the voodoo powers here within Florida during his visit and plans to crush all of you!!!!

Well now my plan has always been to crush my opponents. Perhaps the dice gods haven't been getting my messages. These new voodoo powers will certainly help though. :D
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: styx on February 15, 2014, 08:26:43 PM
It's not on my regular circuit of gaming stops, but I could be convinced to drop in on occasion. Next Weds won't work as I'm running Star Trek: Attack Wing at Trilogy. Maybe the following? Send me a PM and we can arrange.

Well now my plan has always been to crush my opponents. Perhaps the dice gods haven't been getting my messages. These new voodoo powers will certainly help though. :D

*BEEP* You  have reached the voice mail box for the Elder God you patron....please leave your name, number and sacrifice at the tone and he may get back to you.....*BEEEEEP*

<Checks Messages> *BEEP* You have 999 new messages all marked urgent....
First message from Obsidian3D: yea, could you help me out on next weeks game with Uncle Mike?
*DELETE*
Second Message from Obsidian3D: Dammit! I said could you help me out here! Serious man, I will go worship someone else if you don't answer my prayers!
*DELETE*
Third Message from Obsidian3D: Listen, maybe I was a bit hard on you, but this is your last chance.....help a cultist out!
*DELETE*
*DELETE ALL MESSAGES FROM Obsidian3D*
You have no further messages.....

Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: pixelgeek on February 15, 2014, 08:39:01 PM
Do you ever go to Imaginary Wars? I have started making it there on Wednesdays and I have even started painting my stuff so you will get a mostly painted game.

Do you get out to Sentry Box?
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Uncle Mike on February 17, 2014, 04:06:23 AM
In this scenario the goal is to get the stuff before your opponent does. Common (sub)human greed, if you will. What exactly were these two nefarious cults fighting over...who cares! But read on and all shall be revealed!

The Dagonites were few in numbers but large in purpose as they moved en mass toward those boxes. And they had better get to it fast, that custom fishbowl was starting to steam up! Remember that it was torrid? As a side note only two boxes were placed at the start of the game...

(http://leadadventureforum.com/gallery/16/1338_13_02_14_5_23_48_0.jpg)


While the Serpent Worshipers who had the numbers but not enough nominations tried to make do. Pictured here is the Demagogue having a bit of a mud bath/facial to calm his ragged nerves after the last few losses. But what was that twinkle in his eye? Eh dear reader? Could it be a plan of blood-chilling cruelty?

(http://leadadventureforum.com/gallery/16/1338_13_02_14_5_23_48_1.jpg)


Seeing that time was of the essence the Serpentman Warrior (who had already been shot!) rushes to the box (using his Heroic to accomplish this). The Dagonites respond in kind...or unkind by charging in with that gigantic Deep One...luckily for snakey the beast can only reach the box and deciding to destroy the artifacts...does. Ruining the simple joy of opening a surprise for everyone.  :-[

(http://leadadventureforum.com/gallery/16/1338_13_02_14_5_23_48_2.jpg)

Stay tuned for more! Gore-splattered battle between titan-sea-beast and reptilian-swordsmaster! Kill! Kill! Kill!
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Uncle Mike on February 18, 2014, 02:32:29 AM
As you should know by now a Maniac is a deadly model in game. See him here frightening and then chopping into little pieces all who stand in his way. See ya tommy gun guy! the Cult Leader remains unmoved by the shocking, shocking violence of it all.

(http://leadadventureforum.com/gallery/16/1338_13_02_14_5_23_48_3.jpg)


The Dagonites move ahead, using the epic struggle as cover! How long could the Serpentman Warrior keep it up?

(http://leadadventureforum.com/gallery/16/1338_13_02_14_5_23_49_4.jpg)


The Maniac springs toward the guy giving the orders...looks like an easy target...he'd have to be crazy to screw this up...oh...wait!

(http://leadadventureforum.com/gallery/16/1338_13_02_14_5_26_06_0.jpg)

Still more ahead...
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Oldben1 on February 19, 2014, 08:23:43 PM
The giant deep one is like the Hulk!  Not hiding him under a trenchcoat.
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Uncle Mike on February 20, 2014, 08:37:03 PM
I must apologize to you, dear reader, for stringing this battle report out for so long...been a busy week. But, regardless of real life stuff, we continue...

Let us begin by analyzing the triptych below. You will see the Frenzied madman fail to harm the Cult Leader...bizarre! Follow this up by getting charged by the Demagogue and ganged up on! The Maniac fought back pitifully and was removed as a Major Injury!!!  :-[ Also, you will notice the battle in the back of the shot has by the third frame been ended...with another Major Injury to the Serpentman Warrior and the Deep One has wandered off in search of more prey. A ball-smashingly bad turn for the Serpent Worshipers (AKA me... :'() Would revenge even be possible at this point? Read on and behold the unspeakable truth!!!
(http://leadadventureforum.com/gallery/16/1338_13_02_14_5_26_06_1.jpg)


The rest of the Serpent Worshipers saunter up to the last box and prepare to search it...oh goodie! All that bad luck was about to change, they could just feel it!
(http://leadadventureforum.com/gallery/16/1338_13_02_14_5_26_06_2.jpg)


The Deep One slumps and scrambles toward them, no doubt covered in the remains of his earlier 'lunch'...prompting the cultist with Bolt Action Rifle to flee in horror. No problem! The other cultist moves into position with the box...sees the Deep One, goes Face Up in fear! That is some freeky-deeky fish monster to be sure! Ridiculous to sublime... :`
(http://leadadventureforum.com/gallery/16/1338_13_02_14_5_26_06_3.jpg)


But not to worry! All these horrible, horrible twists of fate were about to be rectified! You see, all this had been a plan, a cunning ploy, if you will, to get the Deep One; that accursed Deep One, into a position of my liking.   ;) Pretty smart huh? At least it would have been smart, if it had worked. Slightly out of position the cultist with BAR (and as we now know; Dynamite) throws and misses. Miraculously the blast lands exactly between the two...blowing the chest and it's eldritch riches, to kingdom come without harming either.
(http://leadadventureforum.com/gallery/16/1338_13_02_14_5_26_07_4.jpg)


Witness the not-so-shocking conclusion as the Deep One gets a proper feed on and consumes the two hapless cultists. Mmmmmm...tastes like failure! Now, it pains me to say it but at this dismal point in the game; no rewards, 5 guys removed...all as Major Injuries, hulking and un-wounded Deep One only moments away. well, what can I say, they ran away...I ran away.  :-[

(http://leadadventureforum.com/gallery/16/1338_13_02_14_5_26_47_0.jpg)

Post Game will follow...and I have a few things to say about a few things!
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Mason on February 20, 2014, 08:43:47 PM
Ouch!

That id not work out too well for the scaly guys, did it?
 :o

Great eye-candy as usual, Uncle Mike, and good fun to follow.
 8) 8) 8)



Post Game sounds like it could be painful....

....although it was a great AAR for the rest of us to enjoy! :D
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: D@rth J@ymZ on February 21, 2014, 12:33:36 AM
Mmmmmm...tastes like failure!

 >:D Tasty
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Mr. Peabody on February 21, 2014, 04:00:00 AM
But not to worry! All these horrible, horrible twists of fate were about to be rectified!
I'll admit you really had me going there.

Despite the fact that my secret schadenfreude has been abundantly nourished, I'm still rooting for Team Snake.  ;D
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: EndTransmission on February 21, 2014, 12:37:33 PM
>:D Tasty
But does Failure taste like chicken? Enquiring minds want to know
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: D@rth J@ymZ on February 21, 2014, 02:06:26 PM
Tastes like snake meat  ;)
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Uncle Mike on February 22, 2014, 03:57:50 AM
Right, onto the Post Game.

Let me begin by saying that this is the worst kind of loss, I actually had a good plan!  :'( Some very bad dice rolling did not help matters any...and finally knowing that Darth is sitting in his black egg thing reading this with that smug little smirk on his face.  :-[ Grrrrrr!  :-X

Thanks to a rarely used rule (as it is the total cowards way out...) the Serpent Worshipers run away when they have lost half of their starting number of models. This act of cowardice prevents them from gaining Favour.

The Dagonites had only one Minor Injury, the boss got a skill and the cult gained Favour as well as making enough resources to finally buy that quaint little Seaside Town they had been looking at for some time now. Quite a marvelous day that, by evening sees these sea-beasts on the seaside searching for seashells!

The Serpent Worshipers...well, not so lucky. The injuries were astronomical...in a Babylonian sort of way. Know what I mean? Both cultists with rifles (and one had the Dynamite) died. Representing a loss of 9 points. Not to mention that all that beautiful gear is gone and will have to be re-bought.  :'(
The Maniac got Head Trauma. Seems fitting.
The cultist with the pistol now has a fear of being touched. Look for this guy as a sacrifice in a game where I didn't run away... >:(
The best bit of luck in my day was the Serpentman Warrior making a full recovery! It's just like that song they teach you at 'outdoor school', remember? Sing along with me, "When it looked like the sun wasn't gonna shine no more, Yig put a rainbow in the clouds!"
The slithering scums failed to get any skills and, of course, no Favour either. they did make enough to buy back the two cultists who died...but that seems too easy...and also, not the smartest of strategies.

The Dagonites laugh and dance by the sea while the Serpent Worshipers, frightened and cold bed down for the night in a sewer that smells of cat pee. Hmmm, that rhymes...could be the start of a terrible song.

 
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: D@rth J@ymZ on February 22, 2014, 03:41:55 PM
(http://leadadventureforum.com/gallery/16/1548_22_02_14_4_35_31.jpg)

Entertaining write-up UM... ;) :D

Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Mr. Peabody on February 22, 2014, 05:35:39 PM
I was thinking along these lines...

(http://img33.imageshack.us/img33/3905/1wae.jpg) (http://img33.imageshack.us/i/1wae.jpg/)

I can see your sneaker #1, er Mike.
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Mason on February 22, 2014, 05:47:32 PM
 lol

You may well have been on the end of a harsh beating, Uncle Mike, but you dont need to worry too much about that.
You only need to start worrying when D@rth starts trying to tell you that he is your Father!

THEN you should be REALLY scared!
 :D

Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: styx on March 09, 2014, 01:38:39 AM
Where the **** is my KULTEN PORN????
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: Uncle Mike on March 09, 2014, 02:43:43 AM
Ha! So someone does read this! Seriously thou...been a bit busy around the shop, the pace will slow down a bit as we focus on a few other projects. But don't worry, I've still got at least one battle report to post...
Title: Re: Tuesday Night Gentleman's Club: Kulten
Post by: obsidian3d on March 10, 2014, 05:50:27 PM
Scheduling has been a bit of a b*tch for me the past few weeks, so I've not been able to make it out for Tuesday night's games either. I'm in for tomorrow though! :D