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Miniatures Adventure => Call of Cthulhu => Strange Aeons => Topic started by: Litebrite on April 04, 2015, 09:06:35 PM

Title: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on April 04, 2015, 09:06:35 PM
I went in on the full KS for Shadows of Brimstone and eagerly await the 2nd Ed of SA (also fully investing in this KS).  I have been playing 1st ED SA for a couple of years.  The monsters that come with SoB can fit nicely into SA and I plan to work out some rules guidelines for Wild West SA once I get the 2nd Ed. SA. But I have started conversions of SoB monsters into Lurkers.  I am making these slightly customizable with the "Add-ons" with their attendant additional BP cost per model purchased.  Here are my first three conversions (We are still playtesting them here at home to see how balanced they are versus Threshold agent teams).

LURKERS

VOID SPIDER  BP: 1 -- Maximum of 12 models on the table

M   Dex   Con   A   W   Res
8    3+      3     1    1     6+

Note: You must purchase 3 Spiders together at one time (they work in groups).

Weapons: Bite (CCB +1)

Special: Beast, Void

Linked Minds: When activated, the three (or remaining number of the three) activate simultaneously together at the same time. They select one target to attack and all must attempt to contact that target. Perform their attacks individually when resolving attacks.

Dark Stone Rating: 1/figure that contacts.

Add Ons:

Venom (+2 BP/model): The agent that is not wounded from a successful attack from a Spider, he has his next turns movement halved and a -1 DRM for any dexterity roll made.

Hardened Shells (+1 BP/model):  The spiders have a Con of 3/4.

Poisonous Venom (+4 BP/Model): If a hero is not wounded immediately from the spiders attack, at the start of each of the character’s turns, the player must make a d6 roll. If the result is a 1, the character is now immune to Spider’s Poison. If the result is a 2-4, he suffers the effects as detailed in Venom above. If the result is a 5-6, the character must immediately roll on the Injury Table with a +4 DRM.

Hellbats  BP: 3 -- Maximum of 6 models on the table

M   Dex   Con   A   W   Res
10    2+    4     2    1     5+

Note: You must purchase 2 Hellbats together at a time.

Weapons: Bite and Tail Stab

Special: Beast, Fear (The shrieking wails of the Hellbats cause Fear)

Hovering: Hellbats ignore terrain costs when moving. Ranged Combat versus them suffer a -1 DRM to hit.

Add Ons:

Tough Skin (+2 BP/model): The hellbats have a Con of 4/5,

Barbed Tail (+2 BP/model): Each Hellbat has CCB+1 and AP1,

Spiked Wings (+1 BP/model): Each Hellbat has an Attack value of 3.

Stranglers  BP: 4  Maximum of 6 models on the table

M   Dex   Con   A   W   Res
5     4+     5     2    2    4+

Weapons: Bite, Tentacles (CCB +1)

Special: Hideous, Daemon.

Fury: When this Daemon is attacking a figure with an artifact, it gains +1 attack.

Add-ons

Tough Skin (+2 BP/model) Model has a Con of 5/6

Regeneration (+2 BP/model) During the Upkeep Phase of its turn, roll 1d6. If the result is odd, the figure regenerates one wound (reduce wounds suffered by one – even if face down)

Night Terror BP 8 -- Maximum of 3 on the Table
M   Dex   Con   A   W   Res
6    4+    6/7    2   3    4+

Weapons: Bite , Slash (CCB+2)

Special: Terror, Daemon

Add-ons

Brute (+ 2 BP) Night Terror has 4 wounds.

Regeneration (+3 BP) During the Upkeep Phase of its turn, roll 1d6. If the result is odd, the figure regenerates one wound (reduce wounds suffered by one – even if face down)

Hunter (+ 3BP) Night Terror has an Attack of 3.

Slasher BP 10 -- Maximum of 3 on the Table

M   Dex   Con   A   W   Res
4   3+    5/7    3     2   4+

Weapons: Bite , Slash (CCB +1)

Special: Fear, Beast

Add-ons:

Hateful Chtter (+ 2 BPs): Slasher now causes Terror.

Segmented Plating (+3 BPs): Slasher’s Con is now 6/8

Barbed Claws (+ 3 BPs): Damage Bonus +2 with AP 1.

Harbinger BP 15

M   Dex   Con   A   W   Res
10   4+    6/8    3     3   3+

Weapons: Bite , Slash (CCB +2, DMG +2)

Special: Terror, Beast

Bringer of Death: Roll a die and for one action, the Harbinger
can perform that action:

1-2: Tail Sweep: All enemy characters within 2” are melee attacked (2 dice).
3-4: Summon Hellbats Immediately have 2 Hellbats (if available but with no  add-ons) enter the board from a random edge (One Short board edge is assigned the value 1 and and go clockwise around from there with each long board edge divided in half. Roll a die and they enter anywhere along that board edge.
5-6 Regenerate: The Harbinger immediately gains back one wound if it has any.

Add-ons:

Shriek of Command (+ 3 BPs):All other Lurkers gain +1 Attack this turn (they have become frenzied).

Claws (+3 BPs): Harbinger gains +1 Attack,

Harvester of Souls (+3 BPs): When the Harbinger causes a Major Wound, it heals one wound.

Goliath BP 20

M   Dex   Con   A   W   Res
6   3+    7/9    3     6   3+

Weapons: Stomp (CCB +2, DMG +3), Tentecle Whip ( CCB +1, DMG +1)

Special: Unspeakable Horror (See Note below), Daemon

If the Goliath attacks, it must choose either:

* Stomp It may attack one enemy figure in base to base contact
Or
* Tentacle Whip  in which it attacks all enemy figures within 2” of its base.

Dark Stone Rating: 1/figure that is within 5" at any point.

Add-ons:

Entangle (+4 BP): A figure that is successfully hit by the Goliath’s Tentacle Whip attack and does not have to roll on the Major Injury table, is now held by that tentacle (ignore this result if two figures are already Entangled) and remains (or is placed) in base to base contact with the Goliath. The entangled figure can only melee the Goliath during his activation in an attempt to break free. If the entangled figure wins the melee, it does not wound the Goliath, but instead may immediately make a normal move away from the Goliath. If in a single attack by the Goliath’s Tentacle Whip, more than one enemy figure is successfully hit, the Lurker player can choose which of the hit figures are Entangled.  A Goliath figure that has two figures entangled may not perform a Tentacle Whip attack. If the Goliath begins its activation with figures Entangled, it can choose to “Throw” those figures as its attack action (See Throw skill in the Main SA book).

Screams of the Damned (+3 BPs): As an action, the Goliath can perform this action.  Each enemy model within 10” of the Goliath must make a Resolution Check with a -1 DRM. If they fail, roll on the Psychology Injury Table. Otherwise the enemy withstood the psychic shock of this horrendous howl of woe from the Goliath.

Note: Unspeakable Horror is a new reason for Resolve test with the following guidelines: 10" if not in Line of Sight, or 15" if in Line of Sight causes the reason for a test.

*******************************************************
Void Hound BP 14 -- Maximum of 3 on the Table
This is basically a Daemon Hound on Steroids (actual figure is about 3 times the size of the Daemon Hound figure).

M   Dex   Con   A   W   Res
6   4+     7/9    3    3    4+

NOTE Use the Weapons, Specials and Abilities from the Daemon Hound found in SA 2nd Ed.

Dark Stone Rating: 1/figure that contacts.

Add-ons:
Void shifting
(+ 2 BPs): The beast shifts in an out of the Void and thus has a 5+ Save against all Hits except from Magic or Artifact weapons.

Frenzie Attack (+ 3 BPs): CCB +3 Dam. 1D +3 and AP 2. This type of attack may only be performed after the Void Hound has been wounded.

Nightmare Howl (+2 BPs): A Void Hound can use an action to perform a Howl.  All Threshold members who are not immune to Psychology Tests within 10” must make a normal Resolve test.

Void Sorcerer BPs 12

M   Dex   Con   A   W   Res
5   4+      6      3    3   2+

Use the Skills,Weapons, Specials and Abilities from the High Priestess in SA

Dark Stone Rating: 1/figure that contacts.

Add-ons:

Void Shifting
(+2 BPs) The sorcerer shifts in and out of the Void and thus has a 5+ Save against all Hits except from Magic or Artifact weapons.

Void Bolt (+8 BPs): The Void Sorcerer as an Action casts a ranged Void Bolt (Range: 10", Dmg 1D+1, AP1)

Void Death (+ 3 BPs): Resolve a Major Injury immediately for a Void Sorcerer. If he dies, he explodes (Large Template) with Dmg 1D+4.

***************************************************

RATS NEST BPs: 10

M      D      C     A     W      R
0       NA    7     0      5      NA

Skills: Command

Specials:
Spawning:
During the Lurker player's Upkeep portion of the turn, he rolls 1d6 for each Rats Nest on the table. If the result is a 1-4, nothing happens. If the result is a 5, one rat comes out of the Nest. If the result is a 6, 2 rats come out of the nest.

Pack Building: The Lurker player can hold the spawned rats in contact with the Rat's Nest. Once 5 Rats have been Spawned (or gathered in contact with the nest --see below), it becomes a Rat Pack (Mob) and functions from then on as one. Another method for forming a Pack (or help to form one with spawned Rats) is for Lurker Player to  move individual Rats back into contact with the Nest and then become part of a new Pack/Mob once the condition is met.

Immunity to Bullets Rats Nest cannot be wounded by handgun or rifle bullets. Shotguns, dynamite (explosive weapons), and large Melee Weapons (Axes, Hammer, Cleavers) are needed to damage this Lurker.

***********************************************************

Hell Vermin BP 7 -- Maximum of 3 on the Table.

M     Dex   Con   A   W   Res
6      4+    6/7    3    2   3+

Weapons: Teeth and Claws CCB +2 Dmg 1D+2 AP: 1
Skills Command, Duck
Specials Daemon, Terror

Add Ons:

Regeneration (+3 BP) During the Upkeep Phase of the Lurker turn, roll 1d6. If the result is odd, the figure regenerates one wound (reduce wounds suffered by one – even if face down)

Debilitating Saliva (+2 BP/model) If the target figure is hit (wounded or not) from a successful attack from a Hell Vermin, the figure has its next turn’s movement halved and a -1 DRM for any dexterity roll made.

Poisonous Saliva (+4 BP/model): If a figure is hit from the Hell Vermin’s attack (wounded or not), during the Upkeep Phase of each of the figure’s following turns, the owning player must make a d6 roll. If the result is a 1, the character is now immune to this Saliva. If the result is a 2-4, he suffers the effects as detailed in Debilitating Saliva above. If the result is a 5-6, the character must immediately roll on the Injury Table with a +4 DRM.
*************************************************************

DARK STONE BRUTE  BP Cost: 8 - Maximum of 3 on the Table.

M      D       C     A     W      R
4       5+    6/8   2      2      3+
Weapons: Stone Punch CCB +2 Dmg 1D+3
Skills: None
Dark Stone Rating: 1/figure that contacts. This is for my new Corruption/Mutation rule

Specials:
Whirling Arm Sweep Smash:
If there is more than one enemy figure in contact with the Dark Stone Brute, the Lurker player selects the primary target for the attack. Then rolls a die for each other enemy figure in contact. If the result is a 5 or 6, that figure is attacked as well (with a normal number of attack dice).

Add Ons:
Rock Hand Spikes
(+2 BP) The fused dark stone is spiked on his stone fist. Add +1 to DMG and he acquires AP 1.

Dark Stone Rage (+2 BP) Before each melee attack, roll a die. If the result is a 5 or 6, the figure gains an additional attack die for the attack.

Heavy Stone (+4 BP) The figure gets +1 wound.
*************************************************************
DARK STONE HYDRA  BP: 18

M   Dex   Con   A   W   Res
10    5+   6/7   3    3     5+

Weapons: Bite (CCB +2, DMG: +2, Poison)

Special: Beast, Void, Fear

Dark Stone Rating: 1 if within 5" of the Hydra. An additional 1 if figure that comes into contact.

Add Ons:

Dark Stone Tail Whip (+2 BP): The Hydra gains +1 Attack.

Void Shift (+2 BP):  The Hydra gains a save of 6+ because it is shifting into the Void.

Dark Stone Venom (+4 BP): When rolling for Poison Effects, the poison causes 2 wounds instead of 1.
*************************************************************
I would appreciate any feedback that others would care to provide so that I can better develop these and the other new Lurkers from SoB into SA.

Lembit
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on April 14, 2015, 07:15:20 AM
Beginnings

April 12, 1881 His 34th birthday, but he felt as if he was just a young man with eyes wide open now in a new world. Former detective Clive Saunders jumped when he heard the knock and looked over to see that a note was being slipped under his door. Arriving at the door, he recognized that It had the circled "T" on its top and he knew that the time had come.  He was being summoned to begin his new career and a mission into the unknown.

Six months ago, mysterious disappearances of children in his hometown of New York city had brought him into the terrifying world of horror and the macabre through his investigations. Thus Clive came to know the truthful sanity shaking knowledge that his mind still tried to disbelieve even though he had experienced evidence to the contrary. As Field Director O'Shea had said to him at their first meeting: "Well laddie, as you now likely realize, the Occult is real and there are monsters, deamons and slumbering Alien Gods that normal men can not really concieve of, plus their human cults that worship them".
 
During his pursuit of the case, he had met up with Agent Thomas from a organization called "Threshold" and the two of them had solved the case by erradicated the Evil Cult that worshiped a deity called Shoggoth , that had been located in the sewers of the city. It was these evil doers who had perpetrated the hideous murders of the children by using them as sacrifices to their deity. Since then, Clive had been training with Thomas and Threshold to prepare him for his new career as one of their agents.

The note indicate a location in Central Park to meet at 8PM. Arriving there a few minites early, Clive savoured the early Spring evening sights, sounds and amells while he could because he realized this may be the last time, for a long while, that he would be here.

Promptly at 8, Director O'Shea showed up and after a quick greeting he stated: "Clive, me-laddie. You've demonstrated to us your fine qualities and now we must wisk you off on a mission. We have been receiving reports from out west of livestock mutalation, and some homesteaders disappearing.  Our Agent that was out there, was sent to investigate but is now overdue on reporting for a number of weeks. We fear the worst. I need you to head out to the Area of the town of Brimstone and look into this matter.  You have authorization to enlist the local sheriff, his deputies and any other individuals you feel may aid in the resolution of this matter quickly. Do us proud and may God be with you."

At this point he gave Clive the train ticket to head out west for the next day. Clive's journey was beginning.
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Mason on April 15, 2015, 06:04:23 AM
Love the background.
A great way to introduce yourself.
 8) 8)

Welcome to the Cult.
 :D
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: EndTransmission on April 28, 2015, 09:16:13 PM
Very useful, thank you! :)
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on May 03, 2015, 02:22:18 PM
The train ride out west took 2 days in which Clive enjoyed the views of the Spring countryside outside of the train windows.  Many conversations around him on the train were by people heading to Brimstone talking about the new ore that had been found in Brimstone's area and the riches that could be gained by finding some.
Clive found these thoughts expressed by the other passengers both foreboding and expected (normal for man's usual greed).

Upon arriving at Brimstone, Clive sensed an almost palatable evil in the air and he realized that this mission he was on would likely test his resolve and abilities beyond anything that he had encountered yet.

Since it was late afternoon, he went to the hotel and got settled in his room (which Threshold had reserved for him). He would begin his investigation in the morning.

************************************************

The following morning he was up early and ate a hearty breakfast in the hotel's diner. At 9:00 AM he was at the Town Sheriff's office. There were 4 men sitting around a table discussing things as Clive entered. One man rose and introduced himself as Sheriff Taylor and that he had been expecting Clive. Sheriff Taylor introduces Clive to the other men with him.  US Marshall Gus Harper, Deputy Sheriff Clem Connor and Joseph Stormcrow an Indian Scout. These three men would be part of Clive's team and help Clive with his investigations.

--------------------------------------------

Game Prep Notes

Clive had participated in missions while in NYC, so he had some development already. Thus I rolled a d6 to determine the number of additional Skills/Upgrades that he already had (rolled a 3) so that meant he had a BP of 8. That also meant that the Threshold force would have a total starting BP of 18.  Here are their stats for the first scenario:

Team BP Total: 18

Clive Saunders (Character) 8 BP
M   Dex   Con   A   W   Res
5    3+      6     3    2    3+
Weapons: Colt 45, Bowie Knife
Skills: Command, Ambush, Fearless,
 
Clem Connor (Deputy) 3 BP
M   Dex   Con   A   W   Res
5    4+     5      2   1    4+
Weapons: Colt .45, Bowie Knife
Skills: Accurate

Gus Harper (US Marshal) 5 BP
M   Dex   Con   A   W   Res
5    3+      5     2   1     4+
Weapons: Colt .45, Shotgun, Bowie Knife
Skills: Crack Shot

Joseph Stormcrow (Indian Scout) 2 BP
M   Dex   Con   A   W   Res
5    4+      5     2   1     4+
Weapons: Rifle, Hatchet
Skills: Tracking

Comming up Next: What Webs Decieve (Scenario 1)
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on May 03, 2015, 02:50:09 PM
Lurker Update:

After having played some one of Scenarios with my son, I have determined that the base BP cost for the Hellbats was too much. Thus I have lowered it to 3 (already updated in the initial post).

I moved the stats up to the first post.


Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on May 21, 2015, 06:16:04 AM
The following morning, the party left Brimstone to head out to the area where the earlier Threshold Agent (James Perdue) was last reported to be.  The journey via horseback took close to 10 hours to cover.  The area was thinly populated and upon inquiry from the first homestead they encountered, they found out that James had traveled onwards to the Dalton's Homestead (where a number of livestock mutilations had occured recently).  While enroute there, Joseph Stormcrow noted recent blood on the road with blood trails leading off into the woods along a barely decernable trail in the dense bush off to the side.  Clive, the Marshall and Deputy Connor agree that they should investigate this.  THey dismount their horses and tie them up to the trees near the road and proceed into the woods. They are following the trail for about 10 minutes when Joseph (in the lead) indicates they should halt and he listens. From both their right and left skittering noises are heard approaching them quickly... They look and behold a sight none have seen before.  Black Spiders almost as big as men in groups of three rushing towards them.... The fight is on.....

There are 3 groups of 3 spiders. All spiders have hardened skins (2BP each x 9 = 18BP)

Turn 1
Spiders have Initiative and first group of 3 Soiders arrive to the left of the party on the trail and rush towards them. SInce 3 of the party are on Reaction, they fire at the rapidly approaching Spiders, dispatching one to the Void it came from. The second Spider charges into contact with the US Marshall and in the ensuing melee, the Marshall is victorious taking out the spider. The third spider charges into contact with Clive and Clive manages to stun and knock down the Spider.
Picture 1.

The US Marshall acitvates and takes 2 blasts with his shotgun at the prone Spider next to Clive, but misses with both shots (probably a little shaken from this unbelievable encounter)

The next 3 spiders rush towards the party and all reaction shots miss them as they approach. The 3 Spider contact the Marshall, Deputy and Scout. In the ensuing melee, the US Marshall is taken down while the Scout and Depty dispatch their attackers.
Picture 2

Next the Indian Scout activates and charges the knocked down spider, but in the ensuing melee does not manage to take it out (Draw result).

The final three Spiders charge in from the party's right and manage to make contact with the three remaining members of the party. Fate favours the party as they quickly dispatch the new attacking SPiders.
Picture 3.

Clive now uses his command ability and he and the deputy fire at prone Spider dispatching it to whence it came.

A very quick battle (only one turn).  For the most part the die rolling of the party could not be beat.  
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on May 27, 2015, 06:50:17 AM
I realized, that I am using my term "reaction" for the SA game mechanic of "Alert" and want to make sure that people are aware of this.

I am starting the AAR for the 2nd scenario of our intrepid group of Investigators which is titled "Flutters and Screeching in the Night". I am attaching one snapshot of the scenario played.

Lem
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on May 30, 2015, 02:16:06 AM
Gameplay Note Since Gus (US Marshall) suffered a major wound from the battle, a roll was made: resulting in Agoraphobia, but we decided that Arachnophobia was more appropriate and changed it to that.  The party received a map piece (a sheet of James Purdue's log journal) for their success.

********************************************

The group helped Gus back to the horses by the trail and the party continued on its way to the Dalton homestead.

It was night now and there were no lights on at the Dalton house. The party approached carefully but found the house deserted and the barn empty with no livestock in the pens. There was evidence of a fight occuring here recently (blood and spend rifle and pistol shell casings). All members agreed that they would spend the night in the house (setting watches between the 3 still healthy members and allowing Gus to get a full night's rest). They would proceed with the search in the morning.  

About 2 AM, Just as Clive was starting his watch, faint un-natural shreiking sounds were heard approaching from the west. Clive quickly woke the rest of the party and they went out by the animal pen (beside the barn) so they could protect their horses who were stabled in the farm.  

Joseph spotted some wierd winged creatures silhouetted in the moon flying in from the West and pointed them out to the rest of the party. Visablity varied as the 1/2 moon appeared and disappeared behind the clouds.

********************************************

Gameplay Note We made up a Variable Night Visability Rule for this scenaio:

At the start of the scenario, the THreshold player rolls 2d6 and adds them together. This value is the minimum visability Range for the entire scenario. At the start of each turn the Lurker player rolls 3d6. If the total of these dice is equal to or under the Minimum value determined at start, the LOS visability range in inches is the Minimum value. If the total of the 3d6 is greater than the minimum value, the LOS range for the turn is this Total in inches. If it is raining, halve the minimum value when determined and each turn's Total rolled value (round down).

See the Picture below for the scenario gameboard setup.

I will continue the AAR in my next post.
  
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: cuchulain23 on June 03, 2015, 11:21:44 PM
Great looking setup. I have recently purchased a Shadows of Brimstone game with the intentions of using the models for SA as well. 
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on June 07, 2015, 02:13:03 PM
We have been playtesting further with the Void Spiders and it was found that they are too easily taken out.  I did not want to increase their stats, but have decided to add a special ability for them (I have added this to the listing in the first post as well:

Linked Minds: When activated, the three (or remaining number of the three) activate simultaneously together at the same time. They select one target to attack and all must attempt to contact that target. Perform their attacks individually when resolving attacks.

If others are trying these Lurkers out on their gaming table, I would appreciate any feedback on your experience with these. Thanks.

Lembit  :)
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on June 12, 2015, 09:35:56 PM
Scenario 2 Gameplay Notes

Since the Treshold team won the first scenario, they gained a BP as well.  My opponent chose to add the skill Inspire to Clive.

My selection of the Lurker force would have 4 Hellbats (2 groups of 2 with a base cost of 12BP). Group 1 I added "Tought skin" )+2BP/model) and Group 2 I added "Spiked Wings" (+1BP/model). This brought the Lurker BP total to 18 BP (couldn't use the 1 BP available because of the pairing restriction).

*****************************************************

The party deployed around the stone wall coral.

Turn 1: Both pairs of Hellbats flew in from the west, but were not within visibility range (8") of the party being able to shoot at them. The members of the team moved forward to the west side of the coral to be in position to shoot at the approaching flying beasts from hell. (See Picture 1 and 2)

Turn 2: Visibility decreased slightly as the moon went behind the clouds (5"). The Lurkers won initialtive and moved Group 1
first. As they came within 5" they let loose a ear-deafening screech of terror, but all members of the party passed their Resolve tests (using Clive's value now).  Clive (having the Ambush ability) fired off at the first approaching winged horror and winged it so that it came crashing down onto the ground, but not out of the fight (face up).
 
As the second of the pair approached, its screeches of terror were ineffective as well. Clive fired again and it also was winged by Clive but crash landed (face up again) just in front of Clem (see picture 3). The rest of the team members shot at these two downed horrors, but they either missed or didn't penetrate the beast's tougher skin. The other pair of Hellbats moved up, but stayed out of the visability range of the humans looking for opportunity.

Turn 3 Visiability increased to 7". Lurkers won the initiative again and the hellbat next to Clem, rose up and screeched its horrid sound (all team members passed their resolve test) and then charged Clem. Clive missed his alert shot. Clem pulled out his knife and began the melee with Hellbat. Neither could bring a decisive blow to other (tied result).

Knowing there were still up to three additional Hellbats to enter the fray, the Threshold player only activated Clem to try the melee again. Again neither opponent gained the edge over the other (another tie roll).

The other (face up) Hellbat rose up into the air and made its horrid screech. The sound was too much for Joseph Stormcrow, who fell down stupefied (face up). The Hellbat now dove (charged) towards Clem. Clive fired at it again, but it erratic flight made him miss. Now dealing with two creatures, Clem did his best, but was beat down (face down) and injured. (See Picture  4 - sorry not quite in focus)

Joseph (next to be activated) seeing his fellow team member wounded thus, returned to his senses and stood up and fired his rifle at the closer Hellbat and watched in satisfaction as its head burst into bloody pieces.

Now the closer of the Group 2 Hellbats began its flighty charge at Clive (somehow sensing that this human was the leader). Clive fired at it as it approached and also watched in satisfaction as the creature fell from the sky to the ground and no longer moved.

Gus figured it was time to deal with that other blasphemous beast attacking Clem and fired his shotgun at it when it pulled up for a second ready to dive on Clem again. One wing and the middle of the beasts sinuous body evaporated with his hit (critical hit) which brought a smile to Gus' face.

The last Hellbat made its mad flying charge at Clive. Its shriek had no effect while approaching. Clive fired again, but missed and the creature was upon him. Clive noticed at the last second that this one had very sharp wing talons (thus matching Clive's attacks). The melee was furious, and finally (during Clive's activation came to an end as Clive drove his knife up into its head. (See picture 5 - again blurry, sorry)

All the team members rushed over to Clem to see how he was. The wounds to his body were quite severe (Weakened result on the Injury table = -1 Attack). But he was fiesty and wanted to carry on as best he could. They examined these creatures of elsewhere and stuck on one creatures wings talon they found a ring with a wierd symbol on its face that noone recognized.

The team retired to the house and after bandaging up Clem, they all got some well deserved rest.

***********************************

Another win for the Threshold. They secured an artifact (as yet unknown atributes).  Another BP award, which was awarded to Clem (he keenly watched how Clive reacted to the incoming adversaries) who was given "Ambush" which will allow him to "Alert" fire at all enemies now.
Next report: "Tangling in the Krags"

Lembit
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on June 18, 2015, 05:48:29 AM
I have added 2 new SOB Lurkers to the list in the first post of this thread: 

The Night Terror
The Slasher

Again, I would appreciate any feedback from others who play with these new Lurkers.

Lembit  :)
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on July 26, 2015, 03:24:40 AM
It has been a while since I last posted due to my health issues. The battery on my camera died soon after we started the scenario so there are only a few pictures. Continuing the AAR now.

Clive decided that the next day would be one of rest and re-couperation. Joseph went out foraging/hunting and brought back dinner for them. The following day an early start had the group head out along a trail heading towards the hills about a couple of hour's walk away. They couldn't use the horses due to the closeness of the surrounding bush along the trail. They arrived at the hills and were
about a couple miles in along the trail when they noticed that there was no wildlife sounds. Something was not right.  They proceeded along the trail and as they were approaching a rock outcrop in which the trail cut through, they were suddenly set upon from their left....

**********************************************

Scenario 3 Setup (See Pic 1 for the table layout).

The Lurkers have 20 BPs with which I selected:

* 1 x Strangler (4 BPs) with Armored Skin (+2 BPs)
* 1 x Strangler (4 BPs)
* 1 x 3 Void Spiders with Hardened Shells (6 BPs)
* 1 x  3 Void Spiders (3 BPs)

A total of 19 BPs.

The scenario objective was to exit all party members off the opposite short board edge(4). The Lurkers would appear randomly. Each turn,
each group that had not entered would be rolled for. If the roll for the group was equal to or less than the current turn number, that group would enter on a board edge section rolled for (see setup pic for designated board edges).

**********************************************

Turn 1

The party entered from edge 1 (Easterm - See Pic 2) and moved down the trail to just before the the Krag trail pass. Lurkers did not get a roll result to enter any figures.

Turn 2

The group of Void Spiders (with hardened Shells) were the only successful entry roll this turn and rolled to enter from board edge
4 (Western). They moved into the eastern edge of the woods that were to the south of the trail (See Pic 3) waiting for their prey.

Joseph sensed something and told the rest of the party to wait. He then moved to the opening on the north side of the Krag trail outcropping.      

The rest of the party waited (getting Alert status).

Turn 3

The Lurkers got the jump on the Party this turn and successfully rolled for the Strangler (with Tough Skin) and the second group of 3
Void Spiders to arrive.

The Strangler entered from entry area 6 and moved in behind the Trail Krag but being visable and within 5" of Clem (See Pic 4).
Clem (with Ambush) first took a shot at this new and horrible thing when in it appeared in sight and range achieving a hit. But he watched in amazement as the bullet ricocheted off the things skin. He then felt the rage rise within him as it got closer (Frenzy result after failing Resolve test) and charged the unholy thing (holstering his gun and drawing his knife). In the ensueing melee he was able to knock the the creature (face) down.

It was then his turn. Wanting to  rid the world of this seemingly unconscious abomination. His resolve failed him as his mind froze him stunned in place.

At that point the the Void Spiders on the south side of the trail moved across the trail into the eastern edge of the woods on the
north side.
 
Clive along with Gus moved into position to see the monster that Clem had engaged and tried to shoot it, but Clive's bullets and the
Gus' shotgun loads just bounced off the skin of the creature. Gus blurted out "Hell and damnation. What does it take to kill that thing".

The other 3 Void Spiders entered the board and moved to where the first group of Void Spiders had been (Both sides of the trail now
blocked).

Joseph decided to be patient and waited (getting Alert status).

Turn 4

Lurkers got the imitative again.

The Strangler regained its senses (consciousness) and stood up.

Clive shouted out to Clem that help was coming as he charged forward to engage the Strangler. As Clive came within 5" his
determination failed and flight seemed the better decision than to fight (failed resolve) and he began instead moving back towards the
Homestead.

The 3 Void Spiders charged Joseph who being alert he was able to take a shot at each as they approached and killed the first one, but
missed the other two. In the ensuing melee, the spiders were only able to have a equal stand-off with Joseph.

Clem, heartened by Clive's earlier words was ready to end this fight, one way or another. So he stood his ground and attacked the Strangler. Fate was on his side (a roll of 6 followed by another 6 for a critical hit). He drove his knife upwards into the gaping mouth of the thing and it fell to the ground dead, ozing out its purplish blood.

The lurkers waited (a Pass) to see what the rest of the party embers would do.
 
Gus hearing the noises of a fight where Joseph  had gone, moved around the Krag to see what was going on. SPIDERS!!!  Oh God. not
Spiders!!  He overcame his fear (resolve test due to his Arachnaphobia) and raised his shotgun and fired at one of the spiders as it pulled back to attack Joseph and hit it squarely on bursting its central body and splatering its gory in'ards onto Joseph.

The Spiders on the south side of the trail sensing the dire straights of their fellow spiders charged across the Krag and dove down from its heights onto Gus. Gus' fear overcame him and he passed out. The 3 spiders made short work of him killing him and tearing him to pieces.

Turn 5


The party won this turn's initiative.

Clive having heard the scream of horror from Gus silenced rushed up to see what was happening but unfortunately his view only enabled him to see that Gus had been killed. Clive shot at one of the Spiders feeding on Gus with the minor satisfaction of killing it.

Joseph, becoming frenzied, shouted out his Indian battle cry and attacked the one remaining Spider he was in melee with. The spider fell dead to Joseph's furious onslaught.

Gus moved closer to the other two so he could provide firepower in case it was needed (which was a good thing).

Turn 6

Party got the initiative.

Clive was within shooting range of the remaining two spiders feasting on Gus, so he took aim and dispatched both to the hell of death they never should have come from.

The Lurker rolled and the final Strangler would enter via entry area 2 of the northern board edge. The Strangler was spotted immediately and both Clive and Clem took their ambush shots at it. This time the bullets penetrated the beast and it fell dead as it approached the party.

This ended the scenario.  I will post the post game information in a future post.  I will have the other three pictures I have in the  in the next post.

Lembit  :)
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on July 26, 2015, 05:14:11 AM
The other two pics.
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on August 05, 2015, 03:50:01 AM
The three remaining men of the party started gathering rocks to build a grave for their brave fallen member.  After two hours of doing this, Joseph found another similar grave with a note under one of it's rocks which read

Here lies Hank Henderson, If you should find this Grave, please forward this sad information to his wife and children, but let them know he died fightung bravely against foes that were beyond belief and he sacrificed himself to save the lives of the rest of his posse. His sacrifice will never be forgotten by us.

The note was signed by James Purdue (the missing Threshold agent).

Clive now knew that they were on the right track. Clive spoke to Clem and Joseph and asked if they wanted to turn back to regroup and try and get another member for their party or to forge on and discover what happened. Both men look at each other and noded. They would carry on and avenge the death of their friend Gus by taking on and defeating whatever would be forthcoming from the pits of Hell.

It was now getting late so they decided to pitch camp beside and in the lee of the Rock outcroping and start again in the morning. Each man would keep a 3 hour watch.

*****************************************************

End of Scenario Activity.

The party is now down to three members. Joseph has taken Gus' shotgun as a backup to his rifle.

Having won the scenario they get experience. The Threshold player decides to give Joseph the Ambush ability so that all of them can now fire at the approaching horrors that are yet to come during the Lurker's activations.

We are using what I call the "IRON MAN" scenario progress for these linked scenarios. Thus a loss to the party decreases their BP total, but the BP build point total increases as per the gains for the full party.

The BP total for the Lurkers to build with will be 21 in the next scenario. The next scenario's title is "That which lies Below".

Lembit   :)
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Dan55 on August 06, 2015, 03:29:37 AM
It sounds like you're having a lot of fun with this campaign.  I like how your write-ups make it into a continuing story.
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on August 07, 2015, 05:01:11 AM
Scenario 4  That Which Lies Below

This is an Ambush Scenario. Again, the party needs to exit the far board edge.

Lurker Force:

1 Slasher w/Barbed Claws (10BPs + 3BPs = 13 BPs)

2 x Hellbats with Spiked Wings (6 BPs + 2BPs - 8 BPs)

Total: 21 BPs.

The Slasher is lying in wait in a deep part of the small river near the ford crossing (when a Party member enters the ford, the Lurker player rolls 2 dice and adds 2 to the result, the Lurker appears that far away in inches from the party member -- Lurker player's choice for initial position in the middle of the width of the river),

The Hellbats lurk within the trees. There are 6 Tree areas on the board. The Lurker player at the start of the scenario makes a hidden roll and records the result. The result is the tree area that the Hellbats are "roosting" in and awaiting to launch their attack. Each turn that the Threshold player is within 12" of a Tree Area, he can make a roll for spotting the Hellbats. He can only roll for one tree Area a turn. If the result is a 1, he has spotted the Hellbats if they are in that Tree Area and they must be placed on the board, or he knows for certain that there are no hidden enemies in the tree'd area. If a figure with Tracking skill doesn't move or perform any other action for one of his actions (like Joseph does), there is a -1 DRM to the roll.

I am attaching one of the Pics from the game we played as a teaser which I write up the AAR over the next few days.
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on August 11, 2015, 03:13:30 PM
Picture 1 shows the scenario board setup with the woods numbered for location ID. Picture 2 is the board viewed from the south.

The Lurker player rolled for the woods location of the Hellbats: Center of Woods #4.
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on August 11, 2015, 03:27:24 PM
Turn 1

Joseph led the way onto the board. He moved once and then remained stationary to attempt a spotting attampt of woods #3 with his special modifier, but rolled a 6 and saw nothing.The Lurker player passed. Clive moved onto the board and headed past Joseph further down the trail. Lurker player passed again. Clem entered the board and moved up beside Clive (Picture 1). That ended the turn.

Turn 2

Lurker's won the initiative and passed. Joseph moved up one move and made another spotting attempt on woods #3 as on turn 1. Another failure. Lurkers passed.

Clive activates and moves up one move (staying close to his fellow party members) and attempts to spot into Woods #4, which fails.
 
The first Hellbat, in the middle of Woods #4, seeing Clive within its regular move range activates and launches its attack (since Clive and the others would not be able to Alert fire), It swoops down on Clive (who passed his Resolve test) and in the ensuing melee, causes a wound on Clive which leaves him unconscious on the ground with a minor Wound (Normally, he would be removed from the Table to return next scenario, but being an "Iron Man" game, he has to be left on the table to be carried and protected by one of the other two party members to successfully complete the mission). Neither Joseph or Clem are within 5" of Clive and do not need to test resolve for seeing him fall. (See Picture 2)

Clem activates and takes two shots at the Hellbat and hits with the second one, but only slightly wounding the creature (Face up result).


The second Hellbat bursts out from the woods and flies towards Joseph (See Picture 3). Both Clem and Joseph test their Resolve (both passing) and perform Alert fire but miss. The Hellbat swoops down on Joseph and they begin their deadly tango of melee. The Hellbat wins, but is unable to cause a wound on Joseph. (See picture 4)

More to follow.....
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on August 11, 2015, 07:16:05 PM
Turn 3

Lurker's won the Initiative and activated the prone Hellbat who immediately joined his fellow Hellbat to melee Joseph. Again, Joseph was struck by the Hellbat, but his leather vest prevented any damage.

Clam next charged forward over Clives unconcious body (which we took off the table to facilitate play action) to attack the risen Hellbat but the ensuing melee was a draw. (See Picture #1)

The second Hellbat continued its attack against Joseph and for a second time had its successful bite thwarted by Joseph's leather vest (Joseph was feeling very much like his Ancient Tribal spirits where guarding him somehow),

Joseph now took the fight to the Hellbat that just attacked him. He
swung his trusty tomahawk around to cut the beast in two.

Turn 4

Threshold won the Initiative.

Joseph cried out his War Cry and continued his attack against the remaining Hellbat. His tomahawk brought the Hellbat to the ground, he placed his foot onto the Hellbat pinning it to the ground and cut off its head (Successful Critical hit).

With no Lurkers remaining currently on the board, Clem activated and picked up Clive and began to move towards the exit edge of the board along the trail.

To be continued.....
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Legionnaire on August 11, 2015, 07:50:34 PM
I very much enjoyed reading this continuing adventure story, thanks for posting.

I might have to try to score a copy of Shadows of Brimstone now...
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on August 11, 2015, 11:16:57 PM
Turn 5

Lurker's won Initiative and passed.

Joseph moved forward and reached the river's ford where the trail crossed.

(The Lurker now rolled to see how far away the Slasher was in the river: a 9 + 2 was 11" away. That precluded it from being in the river south of the ford.)

Something big rose up from the river and began to move towards Joseph.(See Picture 1) It was not fast but lumbered along. Joseph's resolve remained steady as the crablike creature approached him (thinking the Ancients would protect him). He fired twice at the thing only to see his rifle bullets bounce off the things armored shell. Clem seeing the thing approaching Joseph did not fare as well, a feeling of complete revulsion overcame him and he moved away (still carrying Clive so moving at half speed) back down the trail.

Clem looked back and saw Joseph bravely standing to face this new creature of hell and found his courage return again. He began moving back towards Joseph and called out for Joseph to get back with him so they could both face this together.

Turn 6

Threshold won the initiative.

Joseph moved back towards Clem and then turned around and took a shot at the Crab-thing. He hit, but again the bullet just richochet'd off its shell.

The Slasher moved out of the water towards Joseph. Both men fired their weapons. Joseph missed, but Clive got lucky and hit the thing wounding it. It belched out a horrid scream of pain but did not go down (1 wound of 2 it can take).  

Clem carefully placed Clive down onto the ground beside him so that he could act unfettered by Clive's weight. He took another shot, but missed.

Turn 7

Lurkers won initiative

The Slasher moved into contact with Joseph and in the following melees, neither got the better of the other (Tie rolls both times).(See Picture 2)

Clem charged into contact with the creature and succeeded in stabbing it, but with no effect. (See picture 3)

Joseph continued to fight the creature but his successful axe blows just deflected off the creatures shell,

Turn 8

Threshold won Initiative.

Clem saw an opportunity while the creature was concentrating on Joseph, Clem lunged forward and buried his knife deep into what he figured was one of its eye sockets (critical hit) and the thing just seemed to collapse right there and then (Major wound).

Joseph swung his tomahawk upwards into the creatures mouth area (at least that is what Joseph figured) just to make sure the thing was dead.

This ended the scenario  

Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: blackstone on August 12, 2015, 09:05:08 AM
Great write ups! :)
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on August 12, 2015, 04:02:13 PM
Thank you to those who have posted words of encouragement here.

I am sure that you all realize that I am not a great painter (as evidenced by my mediocre efforts in my pictures).  I used to be when I was younger, but these days I have to accept the quality my eyes and shaky hands allow.

I would like to let people know that the figures for Clive, Clem and Joseph are prepainted figures I purchased from EM-4's Western line.

I have been a RPGer since the 70's and for me having the narrative for a scenario just makes it that much better. Hope you all enjoy the following episodes still to come.  I am still working on the stats for the SOB "Boss" figures (Goliath and Harbinger) and likely wont have those fleshed out until September.

I eagerly await for the 2nd Ed. SA and all the fine castings Uncle Mike has produced with the KS.

Lembit
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Legionnaire on August 15, 2015, 09:03:05 PM
I have just now re-read the whole thread and it's a cracking read, thank you for writing it up. This has gotten me thinking in somewhat the same circles (http://leadadventureforum.com/index.php?topic=81608.msg1000997;topicseen#new) and I hope to roll this 'madness' out in the week to come.
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on August 18, 2015, 05:29:47 AM
Post Game

Since Threshold had won, they have an automatic Advancement. Joseph's Dex. was adjusted to a 3+.
Clem did not gain a rolled advancement.

To review advancements for the team characters:

Clive: has 5 out of his possible 10.
Clem has 2   out of his possible 5.
Joseph has 3 out of his possible 5.

------------------------------------------------

Clive regained conciousness just as the sun was setting. Joseph and Clem had setup camp near the river to wait for Clive to rouse. After eating and and getting the cobwebs out of his head, Clive again asked the other two if they wanted to keep going or to head back to Brimstone and get additional help. Clem and Joseph both shook their heads in a negative response and Joseph added "The spirits of my Ancestors guide us and demand from us to cleanse this land of the evil that has come forth now." And so it was decided again to carry on.

But the evil in the land had other plans for them that night. It was about 3 AM in the morning, while Clem was on watch, that he heard noises approaching the campsite. He woke up Clive and Joseph quickly and they prepared to meet whatever was coming....

Next Scenario.... Terrors of the Night.
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on August 21, 2015, 01:54:16 AM
We played the scenario out today.  I still have to write it up but thought I would post a teaser picture from it.
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on August 23, 2015, 03:43:09 AM
The scenario board is basically the same as the prior scenario except moved a little west so the river is in the center of the board and some of the up-comming rocky badlands is on the board. (see Pic 1). The party was up by the camp in the middle next to the river and waiting (see Pic 2), Minimum visibility was rolled and would be 8".

Turn 1

Visability rolled:13". Threshold won the Initiative and designated the Lurkers to move first.

The first Night Terror moved on to the board from the southern part of the east board edge keeping itself so as not to be visible to its human prey just ahead that it had sensed a while back (See pic 3). It knew that its fellow hunter was approaching from the west.

Joseph activates and does nothing.(pass).

The 2nd Night Terror moved on from the west board edge and entered into the woods (see Pic 4),

Clive has Clem and himself move to the north near those woods to get further away from the southern woods where they hear noises of movement.

Both players now passed which ended the turn.
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on August 23, 2015, 06:03:24 AM
Turn 2

Threshold gets initiative. Visiability: 11"

Joseph moves over to where Clive and Clem are.

The Night Terror has encountered humans before that are armed and knows from experience that those flashing things can hurt him. He moves up to the edge of the woods and waits so that he will only have to expose himself the least amount to their dangerous weapons. (See Pic 1).

All three party members spot the thing in the woods and they all take Alert shots at it, but Clive's bullet hits a tree (cover save roll) and Clem misses. Joseph hits, but sees no effect from his shot.

Joseph fires two more shots with his rifle. The second one makes the creature jerk back and roar in pain (one wound),

The other Nightmare to the west moves up to the edge of its woods and holds there to have the woods as cover until it will charge. Again all three party members see this new threat and fire at it but their shots do not seem to have any effect.

Clive shouts out to "Shoot the daemon to the east" and both Clem and him fire twice at the closer red-eyed thing in the woods, but they just can't seem to cause any damage to it.

Turn 3

Lurkers win Initiative. Visibility: 14"

The Night Terror to the east bursts out of the woods charging towards the party. They fire again at the charging daemon with no effect again. Having seen Clive appear to be giving orders, the Night Terror moves into contact with him. All of the group are partially shocked by the actual sight of this daemon now that they can see it for the first time, but their resolve remains firm. Clive draws his fighting knife as the thing draws near and neither opponent is able to strike a blow on the other.(See pic 2)

Clive calls out for Joseph to help as he struggles with the daemon. Still neither foe gets the upper hand.

Joseph cries out his battle cry and charges in to help Clive fight the evil monstrosity. The spirits of his ancestors remain with him as he whirls his Tomahawk in a flurry of strikes. His first hit goes into the eye of the thing but doesn't take it down. He then manages to drive the Tomahawk into a softish area of the things arm pit. A blackish ichory blood busts forth and pours out of the wound, The creatures remaining glowing red eye closes, not to open again (critical hit that caused 2 wounds) (see pic 3).

Seeing its Hunting partner fall defeated, the remaining Night Terror burst out of its woods and charges towards Clem. All the Party members fire at the creature as it approaches, but to no avail. The daemon charges across the river and into melee with Clem. It swats Clem across the head and he goes down unconscious. (See pic 4)

There are no others to activate so the turn ends.

To be continued.....
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on August 23, 2015, 04:35:57 PM
Turn 4

Threshold wins Initiative. Visiability: 10"

Clive shouts out "Joseph, we must protect Clem, you take on the beast while I will pull Clem away from it and then come to help you fight". Joseph charges the beast. A feeling of great strength and calmness possesses Joseph. He chooses to take a shot first before making the charge into the daemon. He brings up his rifle and his vision seems to clear and become extremely focused like an eagle eye. He targets the daemon's glowing eye and pulls the trigger. The bullet hits dead on target and the daemon falls to the ground dead. (see pic 1)

My gaming opponent was blessed with rolls of 6s (we change up dice regularly). Three in a row... which caused 3 wounds onto the daemon, killing it instantly.

Clive kneel'd down to see how bad Clem's injuries were. A nasty gash was on the side of Clem's head, but he still breathed (which was a good sign). Clive bandages up the wound and then with Joseph's help, they make Clem as comfortable as possible.  

The sun rises at about 7AM in the morning. Clem has not become conscious yet. Clive decides to forage for some food and then notices something like a piece of paper stuck to a tree. He walks over and pulls the piece of paper off the tree.  The Hand writing was the same as the note left on the grave from earlier and it reads:

If I don't make it back here, I hope that those who follow will take heed. A horned-winged monstrosity attacked us here. It must have come forth from Smithy's Mine claim which is about a 2 hours travel from here. The two of us remaining have dynamite and will attempt to blow the mine entrance closed. I hope we make it.

James Purdue


Clive tells Joseph of his discovery. They agree that they will stay here until Clem rises. Clem awakes in the late afternoon. Inside him, he feels a great rage when he looks over at the fallen daemon by the stream and blurts out "Never again will I let one of those things get the better of me."

Rolled a "Hate" result against Night Terrors on the Major Wound Table.

The group decides to rest of the balance day and proceed the next day......

Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Legionnaire on August 24, 2015, 01:05:43 AM
Another great write-up, will nick some of your alternative Visibility rules for my little Twilight Trail project I think.
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Dan55 on August 24, 2015, 03:34:03 AM
Yes, a great storyline.
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on August 27, 2015, 11:49:59 PM
We played the next scenario of our adventure of Agent Clive today.  Here are some teaser pictures.  I will have the AAR done over the next week or so.

Lem
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Dan55 on August 28, 2015, 05:06:00 AM
This does not bode well.
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on August 29, 2015, 02:29:48 AM
End Game

Threshold has won again. The automatic upgrade is given to Clive. Trying to keep in theme to the adventure, he is awarded Tracking (having watched Joseph perform his ability). The note found is the map piece they located. This now makes the BP total 23 for the Lurkers to work with.

Next Scenario Title "Before the Gate to Hell".

I am introducing another new rule:

"STENCH":

When a Threshold team character begins his activation within 8 + 1d6 inches of the center of a STENCH causing location/item/creature, they have to perform a resolve test, applying any Stench Level modifier (as listed below) to the result:

Pass: No Effect

Fail: Player becomes uncontrollably nauseated. Roll another die. On even result, figure looses 1 action. On an odd result, figure looses 2 actions and cannot perform Ambush/Alert fire until his next activation.

There are different levels of stench which may be more disgusting than others. If STENCH is to be used in a scenario, the Lurker player rolls a die before starting play and consults the following table:


Roll      Result
1     Acrid: apply a -2 DRM to the Resolve Test.
2-3   Horrid: Apply a -1 DRM to the Resolve Test.
4-6   Disgusting: No modifier to the Resolve Test.

The roll for STENCH distance is performed by the Lurker player at the start of each turn before initiative is rolled for.

Lurker Force List (22 BPs)

1 x Strangler (4BPs)
3 x Stranglers with Tough Skin (18 BPs)

This is an encounter scenario in which Threshold enters the map from the east (short) board edge and the Lurkers come out of the Cave/Mine mouth on the west short board edge.

Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on August 31, 2015, 03:17:18 AM
I have now added the two "Boss" monsters (Harbinger and Goliath) to the Lurker list in the first post of this thread.

Lembit
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on September 01, 2015, 03:08:57 PM
Before the Gate to Hell

The board is layed out as shown in the teaser picture #1.

The party members rested until the following morning and made sure they had a good meal before getting back on the journey. Clive felt it in his bones that this search for James Purdue was nearing the end. They broke camp around 10 AM and proceeded at a cautious pace for the final leg of the journey to Smitty's Mine.  After 4 hours of traveling through the badlands, they saw a cliff face with a large cave mouth ahead. As they approached closer, they all got small wiffs of a nausiating rotting decay that came when the wind gusted from the west (Cave area). Once closer, they could see something really big and red in colour was still on the ground. Joseph took the lead on their approach to the cave/mine entrance....

Turn 1

Lurkers won the initiative. Stench is Acrid and rolled distance is 9" from the Harbinger model this turn.

Joseph moved up the trail slowly. He noticed there were no vultures about at all. You usually would expect these carrion birds to be flying over and feasting on the dead -- Maybe this large thing wasn't dead. He then spotted some movement from the Cave's mouth...

Having spotted the fresh food approaching, the 1st Strangler moved out of its shelter and went towards the left out of sight of the prey. Joseph yelled out to the rest of the group "Big mouth, Tentecle'd beasts are here and comming." It was still too far to shoot with his rifle, so he waited.

Clive and Clem moved up to either side of Joseph to see what they could.(See Pic 1)

Another 3 of the Stranglers moved out of the cave, two to the right so they are partially covered by the dead Harbinger and the other one following the first to the left. The second Strangler to move on the left came into range of Joseph's rifle and he fired, scored a wounding hit. (see Pic 2)
 
(See Pic 3 for end of turn 1)
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on September 01, 2015, 05:12:08 PM
Turn 2

Lurkers won initative again. Stench distance rolled: 14"

Clive moves up to take a shot at one of the Stranglers on his right. The wind gusts up and blows the disgustingly foul smell at him.  Clive gags and trys to hold back vomiting from the stench to no avail (he failed his relove test and lost his second action. He also will not be able to ambush fire until his next activation) (See Pic 1)

The wounded Strangler moves into the woods ahead of him.

Joseph moves over to the woods to his left to take a shot at the Strangler still in the open by the woods. He hits, but the bullet has no effect.

The Strangler on the left behind the Harbinger moves to his wounded pack mate in the woods. Clive trys to shoot at it, but his now dry heaves just won't let him. Joseph fires and hits, but the bullet bounces off the stranglers hide.

Clem decides that he had better stay where he is to provide cover fire when those creatures come out of the woods.

The other Strangler behind the Harbinger moves further to the right to where the fallen Hellbat is and keeping behind the Harbinger for protection. Joseph is out of range to fire and Clive still cann't. (See Pic 2)

The last Strangler moves up into the woods with his other two pack mates. (See Pic 3)

(See pic 4 for the end of Turn 2)
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on September 01, 2015, 06:44:28 PM
Turn 3

Threshold wins the initiative and elects Lurkers to move first. Stench Range rolled: 12", Note: for some reason, all the pics of turn 3 came out really blurry.

The Strangler on the right (behind the Harbinger) moves in behind the woods to his front getting ready to either move through the woods or charge at the prey, but right now not in their line of sight.

Clive (who no longer smells the acrid Stench) moves back to beside Joseph to await the onslaught. Now that he can speak, he says to the rest: "Don't get any closer to that huge dead thing. It smells somethin' horrible."

The Strangler on the left that is not in the woods, moves into the woods to get ready with its fellow pack mates to charge this prey.

Joseph waits to see what will happen.

The wounded Strangler moves through the woods to the far side. Clem spots it and takes a shot, but misses.

Clem now moves back, but stays in range to take another shot at the creature in the woods edge. He hits, but has no effect.

The other two stranglers move up through the woods.

Turn 4

Lurkers win Initiative. Stench Range 10",

The Strangler on the right charges around the woods and heads towards Clive and Joseph. Both of them fire and Joseph wounds the creature. It is then upon Joseph who has quickly drawn his trusty tomahawk. The two fight with Joseph hitting, but unable to wound the creature. (See Pic 1)

Clem now takes two shots at the Creature still in the edge of the woods. His first shot hits a tree beside the creature. His second shot misses.

One of the other Stranglers in the woods moves out and starts its charge towards the prey. It comes into range of Clem, who shoots and sees the creature jerk when hit, but again the bullet does not cause any damage. (See Pic 2)

Clive charges into the melee to hopefully be rid of this one so that they can deal with the others, but the Strangler sweeps one of its tentacles around in a great arc hitting Clive in the side. Clive hears bones crack and he fades into the sleep of unconsciousness (Major Wound).

Joseph activates to melee with his opponent. After trading ineffective blows, he feels a great strength imbue him and he drives his Tomahawk in for a killing blow. (See Pic 3)

The second Strangler moves out but stays out of range of Clem's gun range.

The Strangler decides to wait (since he is wounded already) and then pounce when his pack mates have engaged the prey.


Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on September 01, 2015, 08:01:11 PM
Turn 5

Threshold won the Initiative. Stench rolled range: 9"

Joseph fires twice at the closest creature to him. He causes one wound on the thing.

The Wounded Strangler at the edge of the woods charges out towards Clem. Clem takes his shot and successfuly hits and wounds the thing causing it to drop dead.

Clem now aims at the creature that Joseph wounded just moments before. He hits and Kills that one. He yells out "That's two, Woohoo!!!"

The remaining Strangler having watched Clem take down two of its pack mates decides he is the most dangerous target, so charges him.  Joseph and Clem both fire at it and Joseph this time causes a wound on the creature. Clem misses. The creature makes it into contact with Clem who has drawn his fighting knife.  Neither of them hit the other (draw-- even though Clem is rolling 1 die only. See Pic 1.

Turn 6

Lurkers win the initative. Stench rolled range is 13".

The Strangler goes to strike Clem but slips and falls somehow (critical failure) Clem drives home his fighting knife into the things head killing it. Clem shouts out "Hot-digity-dog, I'se got the mojo today,". His elation becomes subdued when he looks over at Clive on the ground. Both he and Joseph rush over and examine Clive. It doesn't look good.  His wounds are severe (crippled result on Injury Table)

To be continued tomorrow....
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on September 03, 2015, 12:33:54 AM
Joseph and Clem stayed watchful until Clive regained consiouness after a couple of hours.

During that time they searched the area and found a satchel filled with 8 sticks of dynamite, another with bandages and some flasks of whiskey (which they both heartily took swigs from).

It was evident that the battle that James Purdue and his companion had fought was vicious and deadly.  The gigantic winged creature had been killed by James in what looked to be by trusting a stick of dynamite into the creatures mouth and having it exploding there.  The creature must have fallen right onto James, crushing him to death while it died. James' compatriot (paperwork found on the man identified him as Hector Ompas from New Mexico) looked to have been poisoned to death by the number of bites on him and the hideously contored face of Hector. The stench from the dead creatures was quite bad and both Joseph and Clem had to often move away to stop themselves from continously vomiting.

They used bandages from the satchel to bind up Clives obviously broken ribs (it was better to do this while he was unconcious). After awake, Clive tried to get up and then realized that his back was hurt as well and that he would be only 1/2 as mobile/active as he was before. Clem found some branches that would work as crutches for Clive.

They all then agreed that they would finish the job that James had come to do and blow the entrance to the cave/mine so that no more evil creatures could enter our world from the depths of hell they came from. Clem had worked with dynamite before and said that he would set up the explosion to bring the ceiling down. Clive and Joseph watched so as to guard Clem as he went into the Cave's entrance about 20 feet. Just as he was about to light the fuses, a female's scream erupted from further down in the mine. Clem rushes outside to let Clive and Joseph know what he just heard.  Clive looks at them both and says "We can't leave her in there to face the horrors, we have to rescue her." Joseph and Clem agree....

Next Scenario: Into the Mouth of Hell,,,
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Legionnaire on September 03, 2015, 12:51:17 AM
I can't wait to read the next scenario and what is happening. The fighting is beginning to take a toll on the brave adventurers that lost a valuable fourth gun early on, and struggling against the never ending Forces of Darkness is wearing them down with Clive hampered!!! At the edge of my seat how this will end!! Will they make the ultimate sacrifice in saving Mankind?
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on September 11, 2015, 04:13:08 PM
Our schedules have been full with familial events and we haven't been able to get together and play the next scenario yet. We likely will be getting together next Thursday to play. So. here is the the wrap up for the last scenario and the Intro trailer for the next scenario.

Post Game

Threshold has won again. No rolled advancement, but with the automatic success, Clem is given the  skill of "Tough".

Lurker Force for "Into the Mouth of Hell" (23 BPs)

1 x Goliath with "Screams of the Damned" enhancement (20+3=23BPs).


-------------------------------------------------

There is no time to rest for the group. Clem pulls out the three remaining whiskey flasks from the satchel bag they had found and hands one to each of them. They all open the flasks and look at each other knowingly while raiseing their flasks in a silent toast. Then they take a quick swig of liquid courage.

They enter the mouth to the cave. As they get to the point where Clem had set the dynamite, Clem retrieves the sticks he placed. He just knows they will likely need them if the scene of death outside is any indicator of what lies ahead.

They also find a lantern on the ground. Clem lites it up.  It provides light for about a 10" radius from it.

After a few more minutes, Joseph in the lead, points to the floor. They all look down and see what appears to be a creature's foot imprint. It is as wide as the width of a man. All of them shudder slightly, but know in their hearts, that this is only to be expected. 

After about another 15 minutes of decent into the mine-cave, a faint glow appears in the distance ahead. Joseph stops and signals them to be quiet.  They all listen and just very faintly, they hear the sobs of a woman crying. Clem closes the shutters to the lantern and they move ahead slowly.....
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Grumbling Grognard on September 14, 2015, 05:40:52 PM
Very, very nice reports.  Thank you very much!

Can you tell me where you got your "Stranglers"?  They look like a D&D pre-painted plastic of some sort....and a darn nice fit for stranglers too!  I really like the looks of them!

Thanks again for taking the time to snap pics and post these!

Scott
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on September 14, 2015, 10:41:25 PM
Hi Scott,

All the Lurkers in these scenarios are from the Shadows of Brimstone game.  The Stranglers come in the City of Ancients Base set. Here is a list of what is in that base set:

1 X Goliath ( You will see him in the upcomming scenario)
3 x Night Terrors
6 x Tentacles
6 x Stranglers
12 x Void Spiders
4 x Heros: US Marshal (figure I used for Gus), Bandito Hero, Saloon Girl, and the Gunslinger.

Lem

 
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on September 18, 2015, 01:17:23 AM
Well, my buddy and I were able to get together and play the scenario.  Here are 4 pics from the game.  Pic 1 is the overall Cave Terrain board we played on. I will be working on the write-up over the next few days.

Lem :)
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on September 19, 2015, 04:08:30 PM
Turn 1

Threshold wins the initiative and moves first

Joseph rounds the corner and sees a sobbing female lying on the ground in an alcove of the cave (See Pic 1),  He called out to her, but she does not respond to him in any way. Clive moves up as well.  Clem moves past both Clive and Joseph to get ready for what is coming

Scene Cut The Watcher had been following the Cthulhu spawn Goliath as ordered by his master. He comes through the Portal into a Cave Tunnel (See Pic 2 and 3). He senses there are no other Portals nearby and his prey is approaching. This is not the place to be caught by his prey (it would have a great advantage). He immediately moves back through the Portal and will bide his time waiting on the otherside.

The group hear and feel heavy stomping approaching them from ahead.  From down the tunnel (See Pic 4), the huge monstrosity appears into the eerie glow in the tunnel and moves towards the party (See Pic 5).  All the party, are shocked at the sight of this spawn from Hell, but keep their wits about them. As the creature comes within range, Joseph shoots his rifle at it but even though he hits it, there seems to be no effect.
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on September 19, 2015, 04:46:10 PM
Turn 2

Threshold wins Initiative again

Clem also saw Josephs bullet have no effect on the thing and decides it is time for some heavy duty stuff. He draws a stick of dynamite out of the satchel, lights up the wick and throws it at the creature. The dynamite bounces  through its legs when it hits the ground just infront of the thing back towards the party ( rolled a miss, then deflection of only 1". ). The dynamite explodes and it definitely hurts the thing as it howls in pain ( first wound of six).

The Goliath having been wounded decides to use its psychic ability of "Screams of the Damned" and pushes forth its ability.  Clive and Joseph stagger under this onslaught but maintain their focus.  Clem on the otherhand falls to the ground unconcious (See Pic 1). The Goliath senses something of dangerous power with Clive. He then moves forward to engage this pueny human but doesn't quite reach him.

Both Clive an Joseph move in different directions to attempt to draw the creature away from their fallen comrade. Clive feels a heat developing in his pocket where he has kept the artifact ring they discoved on the fallen hellbat some days ago and he takes it out of his pocket. It has a faint glow about it and seems to be drawing him to put it on (See Pic 2).

( OK, I know..... it's not the ONE RING )
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on September 19, 2015, 07:56:51 PM
Turn 3

Threshold wins Initiative yet again

Clive puts the ring on his left hand.  Time seems to stop and he sees a view of a sandy desert with this one solitary figure standing about 20 feet away from him who seems to be eminating pure evil.  The figure is dressed in a yellow hooded robe and speaks to him while not reveiling his face. "You battle the spawn of my enemy. I will aid you at a price."
Clive asks "What price?".
It only answers, "Accept or die".
Clive knows he is likely damning himself , but the enemy of my enemy could be my ally and he knows this Goliath thing they are fighting right now will likely defeat them and then loose itself on the world, so he responds "I accept".
Clive can feel the evil begin to affect his soul upon acceptance. ( 2 Dark Marks)

The Goliath detects a change and it seems that the other human that ran the other way seems to have become more powerful. ( Upon Clive's acceptance, psychic power was chanelled to Joseph to make him appear more dangerous ) The Goliath sends forth a Psychic attack again. Clive  feels it but is not affected by it.  Joseph this time feels the need to run away which he does.  The Goliath charges after Joseph (See Pic 1). Joseph shoots at the Goliath and achieves a critical  hit into one of its eyes (2nd wound of 6 ). The Goliath screams again in pain.

During this time, Clem has regained conciousness and stood up.

Turn 4

Threshold wins Initiative

Joseph backs up away from the Goliath into a scction of the tunnel which is narrower than the Goliath in hopes the Goliath can't reach him. He then shoots at the thing, but with no effect.

The Goliath charges after Joseph, but is brought up short by the narrow tunnel and it screams out its rage (See Pic 2).  Still, the tongues whip out and contact Joseph in the side of the head, he falls to the ground with a major Injury.

Clem prepares another stick of dynamite to throw.  Clive moves toward the female who is still huddled on the ground in a fetal position whimpering.
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on September 20, 2015, 04:37:53 PM
Turn 5

Lurker wins Initiative

The Goliath turn around and moves back towards the central chamber (See Pic 1). As he rounds the corner, Clem (ready with the stick of dynamite) lites up the wick and throws it at the monster. Right on target this time and the Goliath howls out in pain with another wound ( 3rd wound of 6), The Goliath also pushes another Psychic attack.  Clive remains steady. Clem feels the frenzied rage in him boil and he charges the beast, dodging through its flailing tenticals, to reach its body and drive his knife up into the softer area of its inner thigh ( Critical hit causing 1 wound -- 4th of 6 wounds) (See Pic 2).

Clive seeing Clem have engaged the Goliath, throws caution to the wind and also charges in to fight the creature.

As he is moving in, he notices that he doesn't feel the pain from his ribs of back any more and lets go of the wooden stick crutch he had been using up until now.  He succeeds in striking the monster, but its very tough skin doesn't allow his knife to penetrate. (See Pic 3)

Clem attempts to repeat his earlier blow, but is unsuccessful.

Turn 6

Lurker wins Initiative

The Goliath first attempts a Psychic Assault, but both Clive and Clem shrug off the mind pain and noise even though it is quite strong. It then makes a Tenticale attack against both Clive and Clem. Both of them manage to dodge its sweeping tenticle arms but not inflict a wound either.

Clive then attempts to wound the thing, but with no success. Clive yells loudly to Clem (their ear drums are still ringing from the earlier explosions), "You have to disengage and get another stick ready to throw, even if I am still fighting it". Clem endeavors to break free from the combat but is unsuccessful.

Turn 7

Threshold wins Initiative

Clive gets an opening and plunges his knife into the soft area of one of the creature's tentacle  sholder joints causing a wound (Critical hit ) (5th wound of 6).  The monster seems partially stunned by this and Clem takes advantage to pull away from the combat and ready a stick of dynamite.

The Goliath pushes forth its Psychic attack, but again Clive and Clem whither the onslaught and remain concious. The Goliath then attempts to stomp Clive and almost succeeds (Tied high rolls of 5),

Turn 8

Threshold wins Iitiative

Clive manages to exricate himself from the fight and moves back towards Clem. Clem lites the stick of dynamite (having shortened the fuse) and throws. The stick flies straight and true right into the mouth of the Goliath and explodes, obliterating its head ( Rolled 3 sixes in a row {Critical Hit and then max damage} and then a 9 (adding +7 for Injury). Both Clive and Clem have pieces of the thing splattered all over them, BUT, they have won against this ungodly monsterous hellspawn. (See Pic 4)
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on September 21, 2015, 11:55:01 PM
Post Game

Due to their hearing reduction from the explosions of dynamite, Clive indicated to Clem via hand signs to go check on Joseph, while he would check on the lady in the alcove. CLive looked down the tunnel where the glowing light was coming from and saw a shimering blue (almost watery) wall at the end of it.  He had read in the Threshold journals about something like this. It was likely a Portal.  This must be from where these daemonic horrors were coming from into our world. It would need to be blocked somehow.

As he reached the lady, he could barely hear her. She was definitely in shock and speaking out gibberish about something, She recited nursery rhymes and in between spoke of the "Eye" always looking and seeing.  Clive offers words of support and after some time she allowed herself to be assisted to rise up and stand.

As Clive was dealing with the woman, Clem arrived at the side of Joseph.  He was breathing, but had a really big gash on the side of his head that was still bleeding.  Clem took out some bandages from the rescued stachel and cleaned (as best he could) and wrapped up Joseph's head wound. After about 10 minutes with him Joseph roused from unconsiousness and felt odd. He no longer felt that anything could frighten him ( Rolled a 64 on the Major Injury Table -- Basket Case, which means he never again needs to rest resolve for Psychology).  Clem tells him the events of the battle after Joseph fell and Joseph smiles, knowing that they had walked into the valley of death and emerged victorious. Joseph stands up and then both of them head back to where Clive is with the lady.

By this time Clive had managed to find out that the lady's name is Juanita Ompas and that she was the sister of  Hector who lies dead outside the cave.  She had been abducted by some strange creatures (her description of them is familiar to Clive {Stranglers}) from near the city of Brimstone and brought here for some reason she did not know.

He then remembers the strange ring that he put on and the deal he made.  Clive tries to remove the ring, but it won't come off his finger (Cursed!!). and inwardly he thinks "Oh God, what have I done".

Clive steels his appearance and looks towards the portal as Clem and Joseph approach. He says "We have to blow that doorway to Hell shut".  Clem looks into his satchel bag and sees that only 3 sticks of dynamite remain. The Stone wall and ceilings look pretty solid in this area of the the cave to Clem and says as much. But he will try.  Clive and Juanita move away to start exiting the cave.  Joseph stands guard as Clem sets the charges as best he can.  Clem lites the long fuse (to give them time to get away from the cave-in that will hopefully happen) and they both run towards the exit. After about 4 minutes, they hear the explosion.  Clive has Clem and Joseph go back to see if the portal is fully blocked.

As the men near the cavern area, the can still see the bluish glow in the room and when they get to a point they can see, the portal is only partially blocked. Creatures from hell can still come into our world.  They rush back to  Clive and Juanita to report this.

Clive says "Well, there is nothing we can do right now my friends. We will have to head back to Brimstone to re-equip and come back here to finish this."

The 4 survivors exit the cave and begin the long road back to Brimstone.......

The advancements will be resolved when we get together next time.  Both my gaming buddy and I have been using the 1st Ed. of SA for these games, but now since we have the 2nd Edition we are going to review the rules and adjust our teams stats to reflect the updated system.  I hope that you have all enjoyed reading this continuing AAR.  We should be getting back to the intrepid adventures in the next 2-4 weeks.

Thanks for coming along for the trip.

Lembit
 
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Legionnaire on September 22, 2015, 11:23:14 AM
I have enjoyed this read immensely, a very nice mini campaign and nice story telling. I shall invest in SA 2nd edition by the end of the week and probably buy High Moon from THW's as well to cannibalise for ideas for my Twilight Trail setting  :D.

Well done indeed and looking forward to any more exploits,

Legionnaire.
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on September 22, 2015, 05:00:56 PM
Thanks Legionnaire.  I look forward to reading the further adventures of your AARs.

Since starting this campaign, FFP has released a number of new models for their game.  I will be converting them to SA Lurkers. Here is what you will see in the future:

Burrower(This is a great figure for a 2nd Instar Cthonian)
Guardian
Tredaran Raiders
Trun Hunters
Serpent Men and Shaman
Giant Slugs
Harverstors
Vermin Rats
Darkstone Brutes
(although these are good for an alternative Undead Constructs).
Void Sorcerer and Void Hounds
Lava Men


Lem  :)
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on September 25, 2015, 01:56:05 AM
I finished assembling and painting the Burrower from SOB today and thought I would share the pics of it with you (Pic 1 is so you can see the size of this mini in realtion to humans {Clive agreed to be the poster boy} or the UMW Watcher).  I am working on SA stats for this model as a Cthonian (2nd Instar). It is MEAN......
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: EndTransmission on September 26, 2015, 09:00:27 PM
Wow, the size of that thing is insane. Sadly I'm going to have to wait another year for the rest of my Brimstone bits as I can't justify spending an extra $100 to split shipping into multiple waves.
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Argonor on September 26, 2015, 10:40:11 PM
Splendid stuff!

Were the tunnels on that cave-board somehow molten into the foam (assuming that it is made from insulation foam)?
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on September 27, 2015, 03:34:44 PM
@ EndTransmission

I KS'd for a Minecart for SOB, but both my son and I have been ordering minis we really are interested in either from FFP or online retailers to have the stuff as released or fairly soon there-after.  Once I get the KS stuff, I will decide then if I want to keep the items I have bought retail, or to sell them to re-coup costs.  

@ Argonar,

We used the foam insulation (3 sheets) as the core for the terrain board. Cut the tunnel patterns out from the top two sheets and glued them together. Then used plaster to cover and texture the rocky interior. Finally spray-painted the plaster with grey acrylic paint.

Lem  :)
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on September 29, 2015, 03:41:13 PM
The Jargono Slugs. Playtesting my SA Stats for these new Lurker conversions this week.
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on October 13, 2015, 07:44:02 AM
 NOTE This is a long text only update, so those who don't like to read all the "Fluff", you can skip this post .

It took the party a week to get back to Brimstone.  Along the trip Juanita recovered her composure.  She was distraught that her brother had died attempting to save her and resolved to join the group. She was no longer an "Innocent" to the darker horrors of the world and wanted to help however she could to keep others safe (and exact retribution on those things from Hell that cut her brother's life short).

The final episode was basically a "Rescue the Innocents" scenario and a 2 was  rolled on the Table for her. She is a Civilian with a base PP of 0. We also performed the advancements in which Clive was given the automatic advancement (increased his Move stat to 6), and Clem successfully rolled and added Explosives Expert to his Skills. We also adjusted all the characters profiles to SA 2nd Ed. rules. No character became psychic. A Re-equip was performed as well and I will list the revised stats for the characters at the end of this post

Upon arriving at Brimstone, Clive went straight to the telegraph office and sent a message back to New York city detailing in brief the discoveries made and requesting some financial and material support from HQ.  SInce the aura of evil was even stronger than when they left, they booked lodgings at a Hotel near the eastern edge of town.  Clem decided that he needed to learn how to use Dynamite better and began learning from an explosives expert (currently un-employed and quite happy to train for some cash).  

The Town Sheriff (having heard they were back) came around the next day to see what the situation was. Clive told him the tales (much to the disbelief of the Sheriff) and learning of Gus' demise, said he would handle getting the bad news to his family.

Things moved slowly and it wasn't until six weeks later that the group was ready to head back out to the cave/mine to finish the job they had left undone.  In this time, Clive had learned that this portal to hell was not the only one that had appeared in the mines around Brimstone (he relayed this information back to HQ with a request for additional teams to be sent to Brimstone to quell this outbreak).  He heard speak of other hellish fiends/deamons that now walked the land of god's earth and that would have to be dealt with. His dreams had become filled with images of a tenticale headed humanoid being. Clive sensed that this had something to do with the ring he had put on and the deal he made.  The being always seemed to be trying to destroy Clive in his dreams (Clive's Nemesis - a Void Sorcerer working to conquer Earth with both his non-earthly deamons and his growing number of earthly minions).

Team Cost Total:  18PP + 15 EP = 33 BPs

Clive Saunders (Character)  8 PP + 5.5 EP
M   Dex   Con   A   W   Res
6    3+      6     3    3    3+
Weapons: Net Gun, Rifle, Fighting Knife
Skills: Command, Ambush, Fearless, Inspire
Wounds: Crippled (1 Action only),
Items: Cursed Ring Artifact
2 Black Marks
 
Clem Connor (Deputy) 6 PP + 4 EP
M   Dex   Con   A   W   Res
5    3+     5      1   1    4+
Weapons: Colt .45, Dynamite, Detonator, Fighting Knife
Skills: Accurate, Ambush, Tough, Explosives Expert
Wounds: Weakend (-1 Attack {already reflected above})
               "Hate" Night Terrors

Joseph Stormcrow (Indian Scout) 4 PP + 4 EP
M   Dex   Con   A   W   Res
5    3+      5     2   1     4+
Weapons: Elephant Rifle, Hatchet
Skills: Tracking, Ambush,  
Wounds: Basket Case (No Psychology tests)

Juanita Ompus (Civilian) 0 PP + 1.5 EP
M   Dex   Con   A   W   Res
5    5+      5     1   1     4+
Weapons: Colt .45, FIghting Knife
Skills: None

Next Scenario: Once Again, into the Breach....

Hopefully my gaming buddy and I can get together to play this Thursday.  Our schedules haven't co-operated recently.
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: horridperson on October 13, 2015, 08:50:27 AM
I really enjoy it when people create stories to share with their AARs.  It was a really neat twist to set your story in the Old West rather than the 20's.  I haven't played but the rules seem very friendly for changing the time period and I'm hoping to explore that in my own games once I get started.  If for nothing else I'd like to try this period just as excuse to collect some western minis to justify giving something like Deadman's Hand a go somewhere down the road.
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Legionnaire on October 13, 2015, 11:03:47 PM
Excellent stuff all around. I am currently getting my 2nd edition stuff together and hope to have a first game on Monday!!! Been busy painting up Reaper Bones and other minis for this, still have some to go as been busy with work etc. Hope to get time for a TRIPLE feature for Halloween in Tales from the Twilight Trails  lol.

Once again, thanks a million for the inspiration  :D.
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on October 14, 2015, 01:21:02 AM
The bigest thing that you have to adjust for adventures in other times is the Weapons and Equipment available (taking away some and adding some).

@Legionnaire. I am looking forward to reading your Twilight Trails AARs once you post them.

Lembit
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on October 15, 2015, 01:28:41 AM
I have added the Information for 2 more Lurkers: The Void Hound and The Void Sorcerer to the Lurker List on the first page of this thread. Guess what will be showing up in the next scenario?.....  lol

Lembit
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on October 23, 2015, 01:44:05 AM
My buddy and I got together today and played out the next scenario.

Lurker Force for "Once Again, Into the Breach - Part 1" Scenario. (A Battle Scenario)

1 Void Sorcerer (Nemesis) (12 BPs + 2BPs= 14 BPs)
Weapon: Knife
Add-on: Void Shifting.
Spells rolled: Abysmal Gaze, Sinister Energys. Time Shift

  1 Void Hound (14 BPs + 2 BPs = 16 BPs)
Add-on: Void Shifting.

  3 Void Spiders (3 BPs)

Plot Point: Twisted Fate Deck.

- - - - - - - - - - - - - - - - - - - - - - - - - -
The Group departed eary on Monday to go back to the Cave with the Portal. After 12 hours hard riding in the Hot Sun (it's Summer now), they arrive back at the still deserted Dalton Homestead again. They decide to stay the night here and begin again in the morning.  The night passes un-eventful (which surprises them all because of the amount of time it has taken them to return).

Again, they depart soon after sunrise and go as far as they can with the horses. It takes them close to 11 hours to arrive within a mile of the Cave (Juanita is not an experienced outdoors woman). It is then that Joseph senses that they are being stalked.   He motions to the party to hold up and be quiet. They listen, and Juanita says, "Why don't we hear any birds or insects"? Clive, Joseph and Clem all mouth "SHHHHHHH|!!!!" with hard stares at her.  She stops speaking. The trail winds through the wooded patches and rocky up-cropings in this area (which are diminishing from earlier along the route).

See Pic 1 and 2 for the board layout. Pic 3 and 4 are teaser ingame shots.  I should have the AAR writeup done over the next few days.


Lem
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on October 23, 2015, 05:38:36 PM
After having thoroughly read the SA 2nd Ed., both my buddy and I realized that we had been playing the Turn incorrectly. Our preconceived idea that every figure in a Turn would get actions was not correct.  This latest scenario has us playing the game as RAW).  We are using the Twisted Fate Deck and when I describe an action due to a card play, I will note it with a bracketed italic "TFDC".

We rolled Initiative and Threshold won. They setup their forces on the east side (See Pic 1) while the Lurkers setup 2nd on the West Edge with the Void Hound lying in wait in the woods close to the Threshold characters -- Void (Daemon) Hound Special ability(See Pic 2 and 3)


Turn 1

T: Clive told Joseph to move ahead while he and Clem would follow a bit behind. Juanita would hold back. Joseph moved forward to look if he could spot anything. Nothing was apparent. Clive and Clem both moved forward too on the south side of the trail.

L: The Void Hound hiding in the woods saw Joseph ( his target prey {randomly rolled for before the scenario started} special rule) and charged out of the woods. Clive, Clem and Joseph spotted the beast as it charged out, but Clive and Clem were too far away to take a shot. Joseph shot at the charging beast with his new Elephant gun, but missed. He reached down to get a new bullet to put into the gun and found his satchel empty (TFDC-- Out of Ammo) and uttered profuse disgusted language. The Void Hound was then upon him. The Void Hound quickly got the upper hand and wounded Joseph  who was knocked down unconcious for the duration (Out of game but full recovery). (See Pics 4 and 5)
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on October 23, 2015, 07:26:14 PM
Turn 2

T: Clive having seen the ferocity of the beast as it fought Joseph yelled out to the other two "SHOOT THE THING". They all fired and although each character hit the beast at least once. What was wierd was that the Beast also seemed to disappear at times and some shots just passed through it.

L: The Void Sorcerer commanded the Void Spiders to move up on the left while he moved into the woods on the right. (See Pic 1)

Turn 3

T: Since the bullets seemed to be almost ineffective against the beast, Clive shouted out "Charge the Beast".  They all gritted their teeth and prepared to charge in. Clive being closest was in first and began the deadly tango with the beast. He got what he thought was a good stab in, but his knife and arm just passed through the space where the Beast was. Juanita then charged into the frey.  The Beast almost got her, but fortunately, its teeth harmlessly closed on her hair bun above her head. She was disgusted as the Beast's saliva slobbered onto her scalp. (See Pic 2). Clem then charged in but neither the Beast or he got in a blow.

L: The Void Sorcerer sensing his Hound occupying the attention of the interlopers, again ordered the Spiders to advance around the rock outcropping and attack the puny humans from the flank.  He meanwhile continued moving forward through the woods closer to the action. (See Pic 3)
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Argonor on October 23, 2015, 08:11:16 PM
Nice that the AARs are ticking in on a regular basis already!

I REALLY need to get my minis out, recruit a new Treshold team, and start palying some solo games to get the new ruleset under my skin.

Are those spiders 'born' with only 6 legs?
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on October 23, 2015, 08:17:03 PM
The Void has mutated them.

Lem
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on October 23, 2015, 08:26:27 PM
Turn 4

Close Combat: Clive sees that even with the support, the fight does not look good for them and shouts "Break-off.  I will try to deal with this god-forsaken abomination".  Clem takes on the fight and manages to avoid the Hound's ferral attacks and moves away from the fight.

T: Clem activates and just faintly hears the all to familiar chittering sound coming from the south and moves to place himself in the way of further monsters coming from there.

L: The Spiders round the corner of the rock outcroping and with uncanny speed charge towards Clem surrounding him and initiating melee. Clem suffers gouges and bites, but nothing serious. (See Pic 1)

Turn 5

Close Combat: Juanita tangels with the Void Hound and using her dancing skills weaves and dodges and pulls away from the fight. (See Pic 2)

Clem continues his fight with the Spiders, but neither foes are able to land a decisive blow.

T: Since Juanita is no longer engaged with the demonic hound, she looks over to where Clem is battling the spiders. She charges at the closest Spider (See Pic 3) and drives her knife deep into its carpace killing it ( TFDC -- Unbridled Rage).  She carries on to the next spider, but it is ready for her and fends off her rampaging attack.

L: The Void Sorcerer moves out into the open from the woods to see his Void Hound battling Clive.  He attempts to cast his Abysmal Gaze at Clive, but for some reason fails which Stupefies him.

I will have to carry the AAR on tomorrow
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on October 24, 2015, 03:39:34 AM
Turn 6

Close Combat Clive feels the cursed ring on his finger start to pulse (TFDC -- Intimidating Posture) and the Void Hound suddenly sees Clive transform into a "Godling" in front of it. This utterly shocks its simple demonic mind and it collapses Unconscious in front of Clive. (See Pic 1)

Juanita and the Spider continue to fight. It does hit her, but not enough to wound her.

Clem and his Spider continue to fight with no effect on each other.

T:  Since Clive is no longer in melee, he dives onto (charges) the Beast and drives his knife deep into its head killing it. Fate (or that unknown entity) has intervened and saved him. (See Pic 2)

L: The Void Sorcerer successfully casts his Slow Time Spell giving him an extra action. He then charges Clive. Clive sees the Sorcerer and realizes that this is the thing he has been seeing in his dreams. Clive takes a shot as the Void Sorcerer approaches. The bullet flies straight and true, but like the demon hound, the bullet passes through the Void Sorcerer. The Void Sorcerer's charge reaches Clive and in the initial engagement, Clive  puts 2 wounds on the Sorcerer. (See Pic 3)

Turn 7

Close Combat:

Juanita tries her best but is weakened by the length of time fighting (TFDC -- Glancing Blow) and the Spider bites into her bossum wounding her (Major Wound).

Clem finally is able to wound his Spider killing it.

Clive continues to fight with the Sorcerer and the Sorcerer is able to wound him once.  

All characters are still engaged in close combat so there are no Actions this turn.

Turn 8

Close Combat:

The Spider who took down Juanita (still in contact with Clem), hops  agilely to one side and then jumps on top of Clem wounding him. Clem falls unconscious to the ground (Major Wound. Clive tests his resolve and passes (only figure remaining).

Clive is able to land a successful wounding hit on the Sorcerer who just disappears from in front of him into the Void (Minor wound -- Remove from Table but may return next game fully recovered) (See Pic 4)

T: Clive sees the Spider and takes 2 shots at it but neither hit.

L: The Spider charges Clive. Clive is ready but the Spider still bites hard and causes a 2nd wound on Clive.

Turn 9

Close Combat: Clive recovers from the charge and is able to drive in a killing blow. (See Pic 5)

The Scenario ended here. Threshold had won, but at heavy price.  Resolving the Major wounds, Clem became "Arachnophobia" and Juanita got a "Chest Wound" reducing her Con. by 1. Clive  gains another black mark for the losses in this fight.

Clive goes to look after his fallen comrades. It is a number of hours before they all have regained consciousness and since it is getting late, they decide to camp in the area for the night before carrying on to the cave/mine. Clive now knows that this Evil humanoid Sorcerer is a real force to be reckoned with and is likely the driving force for the Supernatural activity going on around here.

Clive is going to gain a skill, which has yet to be determined.

We liked playing with the Twisted Fate Deck. It definitely influenced the battle for both sides.
 

Lem
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on October 24, 2015, 05:19:17 AM
Well, I just checked with UM and found out that there should be a lot more Close Combat segments than what we played. This will be reflected in the next scenario we play.

Turn Sequence is:

Close Combat Player 1
Upkeep Phase Player 1
Nomination/Actions Player 1
Close Combat Player 2
Upkeep Phase Player 2
Nomination/Actions Player 2

Sorry for my error on this. Hope you still are enjoying the AARs.

Lem  :(
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Grumbling Grognard on October 27, 2015, 01:50:42 AM
Well, I just checked with UM and found out that there should be a lot more Close Combat segments than what we played. This will be reflected in the next scenario we play.

Turn Sequence is:

Close Combat Player 1
Upkeep Phase Player 1
Nomination/Actions Player 1
Close Combat Player 2
Upkeep Phase Player 2
Nomination/Actions Player 2

Sorry for my error on this. Hope you still are enjoying the AARs.

Lem  :(

lol!  Well I must *really* be enjoying them, because I did not even notice you had it wrong, until you pointed it out!   :P  

Scott
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: horridperson on October 27, 2015, 01:55:49 PM
I'm wondering what will become of poor Clive with that cursed ring in his possession (or possibly the ring with Clive in it's possession).  Glad to see that Joseph is still alive because he is such a nicely painted figure.  I have an an idea for my second C.O.R.D. agent that will draw some inspiration from him and look forward to further action during the Halloween special :) .
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Uncle Mike on October 27, 2015, 04:45:15 PM
I really like some of these figures...may break down and get that boxed set after X-mas... :P

Also, Holy! Great stuff here!!!  :o
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on November 14, 2015, 03:00:04 PM
It has been a bit of time since the last scenario. My medical conditions and eye surgery got in the way of my gaming buddy and I getting together to play the game.  We are hoping that this coming Thursday, we can get together to play this next scenario out.

SA Rule Addition: I noticed that the rules only have an Arrow and Blow Gun given the Poison trait. It is a classic horror mechanism to have poison daggers/knives as well. So I have added this trait as a purchasable trait by command figures for their dagger/knives at a 0.5 EP cost.

I also wanted to reflect a "Sentry" in the game (for story plot), so made a rule for this:

Sentry In any battle scenario games in which 3+ human Lurkers are involved, the Lurker player can for the cost of 1 BP choose to have a sentry. Randomly determine (use the best method for the number of figures you have) one non-command Lurker figure to become a Sentry. That figure can be assigned a place anywhere on the board except within 5" of the Threshold starting area. Note this location on a piece of paper (unit is hidden).

At the end of each Threshold turn,  the Threshold player makes a die roll to see if they have spotted the sentry or the sentry has given himself away (by making some noise).  If the roll's result is 5-6, the sentry is placed on the board. Otherwise, he remains hidden.  Characters with the "Tracking" skill gain a +1 to this roll.

If at any point the Lurker performs an action with the sentry, he is placed on the board.

If a Threshold character ends a move in the LOS of the sentry, the sentry may sound the alarm. The Lurker player then makes a resolve test for each of his Lurker figures. If they pass, they may immediately perform one action. If they fail, they do nothing.
 
If the Threshold character's move has at any point placed it on the postion of the hidden sentry, immediately place the sentry on the board in base to base contact with the Threshold figure and they must fight hand-to=hand combat (as if the Threshold player has charged).

Clive has been given the skill of Parry from the prior scenario


Once Again Into the Breach - Part 2
This is a Battle Scenario in the Cave/Mine

Lurker Forces 34 BPs

1 Void Sorcerer (Nemesis)
(13 BPs + 2.5BPs =15.5 BPs)[/size]
Skills: Improved Command, Speak Languages, Inspire
Weapon: Knife with Poison Blade
Add-on: Void Shifting.
Spells rolled: Sinister Energies. Compel Human, Compel Human      
      
Cult Leader (5.5 BPs)
Skills: Command
Weapons:: Knife with Poison Blade            

5 Cultists ( 12 BPs)

#1: Knife (1BP)            
#2: .22 pistol (1 BP)               
#3: Knife and Shotgun (3.5 BPs)            
#4: .22 pistol and Battle Axe (3 BPs)            
#5: .22 pistol and Wrecking Hammer (4BPs)

Special: Sentry (1 BP)
            
Plot Point: Flesh Eaters

The group awoke not long after the sun came up. They break camp and continue on the trek to the cave/mine.  They all hope that there will be no further encounters with these evil spawn, but in their hearts they know this is wishfull thinking.

It surprises them when they approach the entrance, that there is nothing there to hinder their progress.  Clem lights up the lantern, and they enter the cave/mine. It quickly becomes apparent, that the lantern will not be needed because there are now lit torches at regular intervals down the tunnels that they pass through. They try to take the same route they went through the last time, but it has been blocked off by a cave-in.  Joseph finds another route to the left that looks to go to where they want to go.  There is evidence on the floor that it has been well used in the recent past.

They soon hear voices talking ahead and slow down to attempt to move stealthly forward. They all can smell something like pork being cooked on a spit wafting down the tunnel from ahead. Joseph quitely rounds the corner and comes face to face with this lavender hooded and red robed figure eating a human arm in his one hand with a nasty looking knife in the other hand. The cultist yells out "HEATHEN"....  the fight is on....
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on November 20, 2015, 10:17:56 PM
My buddy and I did get together today and played out the Scenario.  A real dooser this time. Lots happened to write up. But here is some pics from the game.
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on November 21, 2015, 03:26:28 AM
At Start Pics for the game with initial deployments and the Objective Void Gate.
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on November 22, 2015, 12:22:03 AM
SUBTITLE FOR SCENARIO: Juanita's Dance of Destruction.

Clive gets a -1 reduction on his resolve tests due to his horrible dreams in which he sees the Tentacled Sorcerer torturing and killing his team mates (from his accumulated Black Marks).


The Void Sorcerer and the cultist with the shotgun that is with him move towards where the sentry had yelled the alert (See first set of Pics with them in the Tunnel entranceway and Pic 1 below). The two cultists and the Cult leader also move up towards the alert calling.

Threshold wins the Initiative

Turn 1

Joseph is not phased by what this cultist is eating and after a short number of cut and thrusts, he successfully drives his hatchet into the foes forehead killing him.

Clive gets Clem to move with him over to their left while Juanita moves up behind Joseph (See Pic 2 in this post).

The Cult Leader and his accompanying 2 cultists move into the tunnel to the right to attempt a flank or rear attack against the intruders (See Pic 3).
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on November 22, 2015, 02:13:58 AM
Turn 2

Clive and Clem moved forward a bit while Joseph moved over to the left and readied his elephant gun (See Pic 1).

The Void Sorcerer and his two Cultists moved out into the Cavern and caught sight of the Intruders. The Sorcerer immediately recognized them and let forth a howl of challange (See Pic 2). The Cult Leader and his two cultists (one with a pistol and the other with a large battleaxe) continued to move forward up the passage while not coming out and exposing themselves to the gun fire that would likely happen (See Pic 3).

See Pic 4 for an full view of the situation at the end of Turn 2.
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on November 22, 2015, 04:54:44 AM
Turn 3

Clive charges forward to engage the cultist with the shotgun. In the ensueing melee Clive managed to get the cultist's head in lock and snap his neck. (See Pic 1). Juanita moves over beside Clem knowing that they need to protect him since he has the dynamite.

The Void Sorcerer casts a Compel Human spell against Clem which succeeds and Clem takes a shot at Joseph, but fortunately misses. The Void Sorcerer  then charges Clive. Clive gets the upper hand and causes a wound on the Void Sorcerer (See Pic 2).

Being in command range, the Cultist Leader orders his men to move out from the tunnel and engage the heretics. The first Cultist with the pistol moves out and Clem takes a quick shot at him which misses. The cultist then stops and takes a shot at Joseph which hits, but it is only a grazing shot causing no wound. (See Pic 3) The Cultist with the Battleaxe charges around the corner towards Juanita. Both Clem and Joseph take shots but miss. The cultist charges in on Juanita and they begin their fight. Juanita moves lithely back and forth avoiding her opponent's battleaxe swings but she cannot land a blow either. (See Pic 4).
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on November 22, 2015, 03:58:09 PM
Turn 4

Clive and the Sorcerer continue their fight but neither gets the better of the other.
Juanita lands a hit on the Axeman but it is only a non-wounding flesh wound.

Clive goes defensive and holsters his pistol and draws out his fighting knife.

The Cult Leader moves forward getting ready to charge at Joseph (See Pic 1). Clem fires at him and hits but the Leader just laughs at the minor fleshwound.
The pistol armed cultist fires twice at Joseph, but misses both times.

Turn 5
Clive and the Sorcerer continue their fight and Clive does hit the Sorcerer but the knife blade passes through the Sorcerer as he Void shifts.
Juanita and the Axeman Cultist just keep missing each other.

Clem is enraged by the laughter of the Cult Leader and he shouts "I'll show you!!". He draws out and lites a stick of dynamite. He then throws the stick which lands right between the Cult Leader and the pistol armed cultist. The resulting explosion kills both the Leader and Cultist (See Pic 2).

Turn 6

The Sorcerer successfully hits Clive but does not wound him.
Juanita and the Axeman again fight with no effect on each other.

Joseph reloads his elephant gun and takes careful aim at the Axeman.

The Cultist with the Wrecking Hammer charges Clive. Clive is so engrossed with his fight with the Void Sorcerer and doesn't see the swing of the hammer until it hits him in the head (3 wounds). Clive goes down with a Major wound. (See Pic 3)
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on November 22, 2015, 08:07:41 PM
Turn 7

Juanita is hit by the Axeman but it only grazes her.

Joseph having aimed at the Axeman takes his shot, but still misses.

The Cultist with the Wrecking Hammer now charges Clem. Clem takes a shot and hits, but does not wound the cultist. The cultist is then upon him. (See Pic 1). Swinging his Wrecking Hammer in a wide sideways arc, its head slams into Clems chest and he goes down badly wounded. Juanita hearing Clems scream of pain is able to maintain her composure and carry on her fight.

Turn 8

Juanita's anger turns into fury. She screams out loud and with a divine lunge, drives her knife into the Axeman's heart killing him. (See Pic 2)

She then turns around and sees the cultist who just took down Clem. Her initial charge onslaught is countered, but her fury still grips her and in a beautiful lower hand swing plunges her knife under his chin into his head killing him. (See Pic 3)

The Void Sorcerer moves forward and then casts his Sinister Energy spell at Joseph. Joseph becomes engulfed in what appears like electrical energy and fall unconscious to the ground. (See Pic 4).  Juanita knows it is now her and this henious thing left. She grits her teeth and lifts her arm motioning him to come and get it.
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on November 22, 2015, 11:28:07 PM
See Pic 1 for the two who remain standing

Turn 9
Juanita holds her ground.

The Void Sorcerer charges towards her and engages her in hand to hand. Juanita is not prepared for the tentacles grabbing for her head and disengages away in Revulsion. The Void Sorcerer follows her (See Pic 2) but doesn't engage again because he wants to try and bespell her with his one remaining spell.

Turn 10

Juanita moves away throught the tunnel doorway.

The Sorcerer follows and unsuccessfully tries to cast the Control Human spell. He enters a frenzied rage at this failure and charges Juanita (See Pic 3) and successfully hits and wounds her, but she is only stunned (face up) See Pic 4.
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on November 23, 2015, 12:00:00 AM
Turn 11

Juanita is down, but not out. She writhes back and forth avoiding the Sorcerer's knife strikes.

She can feel the poison in her system starting to affect her but not debilitating just yet.

She stands up and makes a Hail Mary thrust with her knife which hits and causes 2 wounds on the Sorcerer. Her thrust was right into its left eye (Major Wound) and the Sorcerer's Void Phasing didn't prevent the hit. He falls down "DEAD"(rolled snake eyes on the Wound Table. (See Pic 1)

Epilogue

Threshold has won the scenario. Clive's Nemisis is dead.  Clive has another Black Mark and a Major Injury of "Amnesia". Clem has a "Chest Wound" reducing his constitution by 1


Juanita falls unconsious not long after the fight has ended due to the Poison.It is some time before the four members of the team regain consiousness. Once awake, Clem gives Joseph and Clive instructions on setting up the dynamite to demolish the Void Gate. This time the explosion is successful and the Gate is destroyed. Clem (whose ribs on his right side are many times broken from the hammers blow) is barely able to walk so the rest of the team make a stretcher to carry him back to the Homestead. One mission/adventure is done. What will be in store for them now......   
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: rcketscientst on November 23, 2015, 06:54:35 PM
I really enjoyed the story and pictures.  Thank you.

I have a question about something.  (OK, well, lots of things, but I will focus for now.)  In Turn 3, the Void Sorcerer cast Compel Human on Clem, made Clem shoot at Joseph, and then charges Clive.  That seems like 3 actions to my understanding: (1) casting, (2) forcing Clem to shoot, and (3) charging.

I am new to Strange Aeons, so I realize I do not understand the rules yet.  Just looking for a little illumination in the darkness.

Cheers
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on November 23, 2015, 10:10:35 PM
Note this post edited.

I double checked the spell's rule and rcketscientst is correct to point out my error.  The Sorcerer would have had to expend his second action to force Clem to shoot at Joseph. Since he missed, it did not affect the game, but I will now keep this in mind for all future games. Thanks for pointing this out.


Lembit
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Dan55 on November 24, 2015, 05:06:56 AM
A great write-up.  You have very imaginative scenarios.
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on December 28, 2015, 06:50:07 PM
Wishing everyone a Happy New Year.  My buddy and I will not be able to get back to the gaming table until sometime later in January, so as an end of year posting that will set the scene for the group's next set of adventures, I offer you this....

The Team makes it back to the Homestead without further incedent. Clive knows that they need to get Clem back to Brimstone as soon as possible for a doctor to tend his wounds, but they are all doggedly tired and will catch some sleep first.

That night, Clive's dreams are particularly horrible and he knows that he has to do something to get rid of the cursed ring on his left hand.  In the morning he decides that a drastic measure needs to be taken.  He speaks with  Joseph and a harsh decision is made.

They get a good fire going in the kitchen oven with a torch brand held therein.  Juanita and Joseph tie down Clive's arm and hand to the kitchen table.  He downs a a full bottle of liquid courage.

Joseph tries first to cut the finger off, but some unseen force turns away the blade each time he strikes down the knife's blade. Joseph looks a Clive and Clive says, "Take the whole hand off".  Joseph prays to his Ancestors to aid him in this task of ridding Clive of the evil.  He raises his trusty tomahawk as they all hear what is like a Indian Pow-wow chanting growing in the room and Joseph brings the tomohawk down hitting about 4" up on Clive's arm from the wrist.  The Tomahawk cuts through and severs the hand off with a blinding flash and thunderous boom sound. The table shatters in two while the hand seems to gain a life of its own and scurries off onto the floor. Then in a blink of an eye, it vanishes. 

Juanita amazingly quickly recovers from the shock of the severing and brings the torch to Clive's arm where it was severed to cauterize the open wound and stop the bleeding. Clive was silent during the severing, but now screams out in pain. Just before he faints into unconcious, he hears in his head "Your hand will always know where you are, and so I will get my due."
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Reviler on January 04, 2016, 06:55:47 PM
I am really enjoying your scenarios and narratives. I look forward to what is next!
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Grumbling Grognard on January 06, 2016, 05:55:24 PM
Stumbled across this old classic and thought of this thread!

Curse of the Undead(c1959) (https://youtu.be/nZ8ZDvEVVRY)
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: rcketscientst on January 08, 2016, 12:09:45 AM
Cutting off the hand?  That would make a classic movie.  Wait.....

I too really enjoy the write ups.  Sadly, it made me acquire Brimstone.  More minis to paint.  Only I have been using my SA threshold as the Brimstone archetypes.  Kind of a John Ford meets Gats and Molls.
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on February 09, 2016, 05:19:32 PM
January was a write off for my buddy and I getting together to continue our adventures.  But things are looking good for next week. Here is the lead-in for the new campaign series for Clive, Clem, Joseph and Juanita.

The group made their way back to Brimstone after a few days rest at the Homestead.  Upon arrival to the town, Clive discovered that Threshold had purchased one of the buildings on the outskirts of town to set up a Station Office/Safe House in Brimstone. The party members of the group relished in the luxury of new abode.

Jacob Warrens (a Threshold doctor) had come out west from New Hampshire to minister to the wounded agents and aids. He immediately took Clem under his wing and ministered to his injuries. A letter from Director O'Shea informed Clive that he was being appointed as the Field Office's Supervisor and that a second team was being assembled to aid with the missions at Brimstone against the readily apparent growing threat of evil ever present in its environs.

Over the next month (as Clem convalesed), Clive organized the field office to his specific order. He was not plagued by any bad dreams and found the office work a nice relief in contrast to their recent field excursions.  But, the need for action grew within him as the time passed.   The desire was likely enhanced as the new team (Lead by a firebrand Irish redhead lady named Chastity O'Malley -- I am using the Solitaire deck and playing games with her and her team.  I might do a writeup for one of their scenarios in the not to distant future) returned from their misssions and made their reports to Clive to forward to head office in New York city.

Joseph during this period took the time to return to his home and visit his family. While there, the elder shaman of the village took him on a dream quest in which visions he saw that his ancestors were proud of the path he was on and would when possible continue to provide him with spiritual support. He discovered that his Totem is the Grizzly Bear and he would be able to call for its support from time to time during his quests when in dire need.

Juanita continued her Threshold training under the tutalage of both Clive and Jacob (who also is a seasoned investigator). Knowing her agility and dancing skills, she aquired the trained ability of being better at avoiding blows and being hit by ranged weapons from an opponent ( The skill of  "Duck").

After 5 weeks of inactivity (searching for and ferreting out evil that is), Jacob declared that Clem was fit to go out into the field again (although he should be careful). A number of reports had been arriving to Brimstone from San Miguel's Mission (located approximately 30 miles south of Brimstone at the fork in the Cowen River) about graves being disturbed and emptied as well as dark ghastly figures wandering the area at night. Clive, based on his research figured this sounded like a ghoul infestation that needed to be cleaned out and return peace to the holy location.

They departed on Tuesday morning and arrived at the mission on Thursday
afternoon.  Father Pedro greeted the group as they approached the entry to the church. He took them to the graveyard (to the side of the church) and it was readily apparent that about 1/3rd of the graves had been definitely disturbed. The group would stand vigil this night ( we will use the visability distance rule I introduced earlier on ) to see what came out to cause the horrible desecrations.

Juanita requested that she would appreciate a blessing from the Father, which he gladly granted. ( Since he is not a trained agent, Juanita's Resolve is considered Blessed {Religious Fervour} and thus reduced by one {4+} for this scenario )

The scenario being played is: Body Snatchers. The Lurkers have 35 BPs to work with for this Scenario .

Lurker Force: 10 + 25 = 35 points

Ghoul King (9 BPs +1 EP) added "improved Command" and a Meat Cleaver.
5 x Ghouls (20 BPs + 5 EPs) Each model has a Meat Cleaver.

Free Plot Point: Twisted Fate Deck

The adventure is on again.....
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on February 13, 2016, 02:41:38 AM
My buddy and I were able to get together today and play out the scenario. Attached you will have some teaser pics of the game.

Over the Christmas holidays, I purchased some printout paper buildings by Dave Graffam Models via Wargame Vault (I would love to have full 3D building like I see others have, but I have a very limited budget which primarily goes to figure purchases) . I printed them out and built them using cereal boxes as stiff backing. The Frontier Church you see in the picture is one I put together (Not a great job, but it provides me what I want for my gaming purposes).  I also made some cheap (Scrubbing pad) hedgerows.

The game was a close one. I should have a written AAR in the next 3-5 days.

Lembit
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Grumbling Grognard on February 13, 2016, 05:25:24 PM
Over the Christmas holidays, I purchased some printout paper buildings by Dave Graffam Models via Wargame Vault (I would love to have full 3D building like I see others have, but I have a very limited budget which primarily goes to figure purchases) . I printed them out and built them using cereal boxes as stiff backing. The Frontier Church you see in the picture is one I put together (Not a great job, but it provides me what I want for my gaming purposes).  I also made some cheap (Scrubbing pad) hedgerows...

I can never bring myself to 'prefer' paper buildings.  But, when I look at pics, or use a mate's setup (he has almost exclusively all paper buildings) I wonder why.  They look great on the table, they are much less expensive, the choice is much wider and they can be assembled much faster!

One of my mates uses them almost exclusively, and I love playing on his tables...but for my stuff, I still like the "weight" of full 3d, models and I have no idea why...   Perhaps, I am just "old" and set in my ways.   :?

Yours, looks great!  Hell, I was wondering what model it was, and looking at the paint on it until I read it was a paper model.   :)

Scott

P.S. My hedgerows are nearly the identical as well.  I used my razor and hacked up the hedges a bit here and there and added bits of flock and paint as well as a mix of sand and flock on the bases to break up the uniform color of the scrub pads.  
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on February 14, 2016, 02:48:19 PM
The terrain board is shown in picture 1.  Because the Ghouls all have Sneaky, they deploy after Clive's team which setup on the opposite side of the church (See pic 2).

The Ghoul King and one of his Ghoul followers are setup in their start zone, while the other Ghouls  are deployed one per wooded brush area.( See pics 3 to 5) The Ghouls win initiative for the game. It is detemined that the Ghouls
have to desecrate 5 graves to win the game.
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on February 14, 2016, 02:52:39 PM
Turn 1
Visibility for the turn is 12"
The Ghoul King, the ghoul with him as well as the ghouls in the woods to either side of him activate and move towards the graveyard.

Clive, Joseph and Juanita move out from behind the Church. Joseph spots a
Ghoul to his front and takes a shot with his elephant gun, but misses. Clem will stay as the rear guard. (See pic 1)

Turn 2
Visibility becomes 15"

The Ghoul King bashes through the hedge and moves up to the target Grave infront of him. The ghoul following him makes it just through the hedge. The ghoul to Joseph's front moves into the graveyard and up to the grave through the opening. Clive takes a shot at the ghoul, but misses. The ghoul then kicks down the headstone while muttering the curse of desolation (1 grave desecrated -- Ghouls need to only spend one action to desecrate a grave).

Joseph loads his elephant gun and then shoots the Ghoul that just desecrated the grave. He gets a head shot (critical hit) and sees the Ghoul fall to the ground headless. Clive moves up to the hedgerow. Janita does the same and spots a Ghoul near her and takes a shot, but misses. (See Pic 2)

Pic 3 is a "View from the Trenches" shot.
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on February 14, 2016, 04:12:05 PM
Turn 3
A cloud comes over the moon and visibility reduces to 8"

A brain fog decends over The Ghoul King and he loses an action (Twisted Fate Card ) he then mutters the curse and kicks the Gravestove next to him over. He commands the one ghoul in to his front to desecrate the target grave and move onto the next, which it does ( That's 3 of the 5 graves desecrated). He orders the ghoul to his right to move out and kill the humans. It proceeds out  the opening moving towards Joseph. Clive takes an ambush shot at this ghoul with his Winchester rifle, but misses.

Clive looks up and swears at the cloud that has caused him to loose sight of the ghouls. He tells Juanita to shoot at the ghoul to her front. She shoots twice at the ghoul hitting it once and causing 1 wound. Clive takes his shot and wounds the creature, but it only falls to the ground.

Joseph reaches into his ammo pouch and finds out that a hole has somehow appeared on the bottom of the pouch and the bag is empty (Twisted Fate "Out of Bullets" card play), so he readies his Tomahawk to go in and get personal with the fiends of the Wendigo (in his mind). He charges the ghoul and in the ensueing melee, is able to chop the fiend to pieces.

Father Pedro having heard the sounds of fighting steadied his resolve and stepped out through the door to provide what spiritual aid he could for those brave people fighting the devil's minions.

(See Pic 1).

Turn 4
The cloud moves on and visibility increases up to 17".

The Ghoul King moves up to the grave infront of him. Clive sees this and attempts to shoot the Ghoul King, BUT, it is then that he sees a severed arm with a ring in the Ghoul King's right hand.  The Arm glows and Clive finds that he is unable to shoot at the Ghoul King for fear of hitting his arm (Twisted Fate "Divine Intervention" in which I added this campaign's variant effect). The Ghoul King then chants the curse and kicks the gravestone over (that's 4 out of the 5. The wounded ghoul stamds up.

Clive yells to Juanita to shoot the Ghoul King because he is being prevented. Juanita shoots twice hitting both times and causing two wounds on the Ghoul King. Clive then notices that Father Pedro has brought himself into harm's way and tells him to get over by him.  Father Pedro moves towards Clive past Juanita and attempts to give the people courage by saying prayers of blessing (which does not succeed). See Pic 2.
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on February 14, 2016, 05:11:56 PM
Turn 5
Visibility reduces slightly to 16"

The Ghoul King has the ghoul closest to the remaining target grave move to finish the job, but Clive is ready, and shoots but only knocks it down again. The Ghoul King orders the Ghoul in the wood to move out and attack. It moves toward Juanita, but is still to far away to engage her.

The ghoul who stood up moves towards the last grave, but Clive shoots, hits and does wound, but only a debilitating shot again (Face Down).

The Ghoul King moves up to the last target grave, but has no actions left to desecrate the grave.

Clive yells a warning to Juanita about the peril coming her way.  She shoots twice at the advancing ghoul, but misses both times.

Joseph is ready and charges the Ghoul King.  In the ensueing melees, he is able to knock down the King, but it still is alive.

Father Pedro attempts to bless Clive again, but with no success.

See Pic 1

Turn 6
visibility is 15" this turn

Joseph brings down his Tomahawk onto the Ghoul King and severes the head off the prone thing (critical hit). Clive's arm disappears in a flash of yellow light.

The ghoul by the church charges Juanita. Its huge cleaver decends onto her head (which she could not avoid, but did orient herself so that the flat of the blade strikes instead of the sharp edge.) She is severely hurt and is out of action (See Pic 2). Father Pedro seeing the vicious attack is able to maintain his resolve.

Clive draws his fighting knife charges the Ghoul and in the close combat guts the fiend eliminating it from the battle.

Clive shouts to Joseph to take care of the other prone ghoul. He charges the creature and easily dispateches it back to the gates of hell. He suddenly finds his foot stuck in a hole ( Twisted Fate reducing him to only one action) and he is unable to get it unstuck and move to help the others.

Father Pedro continues to pray to God.

See Pic 3
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on February 14, 2016, 05:49:14 PM
Turn 7
Visibility is 16"

The remaining ghoul moves out towards the graveyard and hides in the corner of the church.

Clive and Joseph charge the ghoul and in the melee, they are able to send him to the nether world. (See Pic 1)

The scenario was won by Threshold having eliminated all the Lurkers. It was close and the Lurkers could have won if fate had gone their way. We have to resolve the aftermath sometime this week  

Hope you enjoyed the AAR.
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Grumbling Grognard on February 15, 2016, 02:46:04 AM
Turn 7
Visibility is 16"

The remaining ghoul moves out towards the graveyard and hides in the corner of the church.

Clive and Joseph charge the ghoul and in the melee, they are able to send him to the nether world. (See Pic 1)

The scenario was won by Threshold having eliminated all the Lurkers. It was close and the Lurkers could have won if fate had gone their way. We have to resolve the aftermath sometime this week  

Hope you enjoyed the AAR.


Very cool!  Nothing beats ghouls in this scenario IMO.  I thought the thresholders were done-for when the ghouls started ripping up graves so quickly....and the good guys would have been done-in if they had rolled like I do.   ::)

Thanks for the read, always enjoyable.

Scott
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on February 20, 2016, 05:47:52 PM
After the end of the fighting, Clem came around the corner of the church to see the carnage of battle which he missed.  Clive rushed over to Juanita and bandaged up her bleeding head wound.  She was very grogy but agitated and he could tell the Ghouls had gotten to her (She rolled a phobia on the Major Wounds table which we both agreed would be about fear of Ghouls).

Father Pedro continued his prayer for some time after the fight. When he finally calmed down enough, he walked over to the group gathered around Juanita and proclaimed that "God has put me here to give his holy guidance to the people of this mission. You warriors of god have shown to me the power of his rightious glory. I thank you for this service and I am sure that my congregation will also be grateful to you for ridding us of these devil spawn. May god's blessing be with you always". At that point the father went back into the church.

Joseph and Clem searched the dead bodies of the Ghouls to see if they could find any clues as to where they came from. In the Ghoul Kings pocket they found a wallet that had papers and pointed out he had been a Sergeant at Fort Thompson (about 20 miles south of the mission as the crow flies).  They had heard about the fall of the Fort which occured about 6 months ago (burned down with all its 40 soldiers and 20 other inhabitants missing). Clive decided that they should go there (once Juanita had recouperated) to see if they could pickup any further clues as to what happened looking at the location with a Threshold perspective.

The automatic advancement roll was given to Clive. He rolled a skill and "Enhanced Command" was selected.  Clem also rolled successfully for an advancement and the skill of "Duck" was selected.

After recuperating for a couple of days at the mission, the group began their journey to the Fort. On the route they arrived at the small settlement of Seto's Mill. Word of their exploits at the mission had reached this settlement and as they approached the settlement, they were met by the owner of the Grain mill.  He informed them that over the last couple of months, his mill and the settlement had been plagued by a infestation of very large and red eyed vicious rats who would attack people and ruin food storage locations. The rats were always in packs and usually only come out at night. He asked if they would help the settlement and rid them of this problem.

Clive discussed the situation over with the group and they agreed to help get rid of the problem. He knows that the Rats must be coming from a Nest somewhere and that they need to find it and destroy it. The group heads out on foot (the Horses would likely become very skittish in the presence of many rats) into the country side.  After about 5 hours of searching, Joseph spots signs of vermin activity. They follow the signs for another hour until they arrive in the nest's area. A rat squeal is heard and they know they have been spotted. The fight is on.....

I will be using the mob rule for this scenario modified. There will not be a set template for the Rat Pack, but one rat will be chosen as the center point of the "mob/pack" and all other rats must remain within 2.5" of that rat. Thus the positioning of the rats is flexible and they can "flow" through narrow passages that a normal Mob Template would be unable to. All other MOB rules apply.

I am also introducing a new miniature model from Shadows of Brimstone. This is the Rats Nest. Here are its Stats:


RATS NEST BP Cost: 10

M      D      C     A     W      R
0       NA    7     0      5      NA

Skills: Command

Specials:
Spawning:
During the Lurker player's Upkeep portion of the turn, he rolls 1d6 for each Rats Nest on the table. If the result is a 1-4, nothing happens. If the result is a 5, one rat comes out of the Nest. If the result is a 6, 2 rats come out of the nest.

Pack Building: The Lurker player can hold the spawned rats in contact with the Rat's Nest. Once 5 Rats have been Spawned (or gathered in contact with the nest --see below), it becomes a Rat Pack (Mob) and functions from then on as one. Another method for forming a Pack (or help to form one with spawned Rats) is for Lurker Player to  move individual Rats back into contact with the Nest and then become part of a new Pack/Mob once the condition is met.

Immunity to Bullets Rats Nest cannot be wounded by handgun or rifle bullets. Shotguns, dynamite (explosive weapons), and large Melee Weapons (Axes, Hammer, Cleavers) are needed to damage this Lurker.

NOTE: I have inserted this new Lurker to the first posting in this thread.

Next Scenario Title: INFESTATION

Lurker Build points: 37

Rats Nest 10 BP
13 Rats @ 2 BP/ea = 26 (There will be 2 Packs and 3 lone Rats {who are in contact with the Nest}

Free Plot Point:  Flesh Eaters
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on March 04, 2016, 11:45:23 PM
My buddy and I were able to get together today to play the scenario.  We had a good game.  Here is a teaser picture. I will be working on the write-up over the next couple of days.
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on March 05, 2016, 02:23:00 AM
Pic 1 shows the terrain board the scenario will be played on. Pics 2 and 3 show the setup for the Threshold and Lurker forces.

I have not had a chance to finish the painting and flocking of the Nest and Rats, but we really wanted to play the game so did so without finishing them. Hopefully over the next little while, I will get them done.
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on March 05, 2016, 04:31:44 AM
Lurkers won the Initiative for the game

Turn 1

One Rat emerged from the nest and joined the group by the nest.

The "Black" pack moved over to the woods to its right while the "Dark Brown" pack moved into the woods infront of them. (See pic 1)

Clive and the rest of the group moved forward cautiously along the edge of the woods. They knew that the nest was somewhere out infront of them. They hadn't spotted any rats yet. (See Pic 2)

Turn 2

No rats emerged from the Nest this turn.
 
The black pack moved out of the woods towards the woods separating them from the human intruders. The Dark Brown Pack moved forward closer to the edge of the woods to be ready to spring out at these intruders. (See Pic 3)

An uneasy feeling came over the group. They suddenly felt "oppressed". The group repositioned themselves to protect Clem. Clem readied a stick of dynamite with the wire detonator and placed it near where he was. All members kept as quite as possible so they could hear any noises, but the rats were lurking up with intent. See (Pic 3 as well)
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on March 05, 2016, 05:27:10 AM
Turn 3

2 Rats emerged from the nest. There are 6 next to the nest now, so 5 are grouped to form the "Medium Brown Pack"

The Medium Brown pack moves into the woods where the Black Pack had been. The Black Pack moves into the woods moving closer to the intruders. (See Pic 1)

Now that Clem has set the dynamite for remote (wired) explosion, the group start to move away in hopes that the rats would come into the "Kill" zone of the explosive. (See Pic 2 -- Red bead is the dynamite).

Turn 4

No Rats emerged from the nest.

The Black Pack moved out of the woods they were in to the woods to their right in order to get closer to the intruders without being seen. The other two packs stayed close to nest-- it must be protected. (See Pic 3)

Clive and the others saw the scurrying of the HUGH rats in the opening between the two woods and quickly decided that they should get up on the hill behind them as both a good vantage point to see better and make it more difficult for the rats to attack them. (See Pic 4)
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on March 05, 2016, 08:12:09 AM
Turn 5

No Rats emerged from the Nest.

The Black Pack seeing the intruders up on the Hill causes their killer instinct to rise (I rolled a resolve test and they failed) and they charge out of the woods towards the intruders on the hill. Clive, Joseph and Clem all take shots at the rats, but none of them hit. (See Pic 1)

Clive and Joseph draw out their melee weapons. Clem prepares a stick of dynamite and throws it at the oncomming pack. He doesn't throw too well and it falls short. One of the rats jumps away as the stick bounces near it. But 2 rats are caught in the blast and are killed. The remaining rats test their resolve (fire {which they are afraid of} from the blast and seeing 2 friends die) and pass (so the pack {mob} still has 3 figures and remains a pack ). (See Pic 2)

Turn 6

No rats emerge from the Nest

The Black Pack rushes towards the Hill. Juanita takes a shot but misses. This focus' the pack's attention on her and they charge up the hill into melee with her. She jigs and swerves attempting to avoid their vicious biting and clawing, but one Rat sinks his teeth into her neck (Critical Hit-which is easier to get due to the Plot of Flesh Eaters ). The blood rushes out of her neck and she falls to the ground unconscious. Clem seeing Juanita fall so easily loses his nerve and moves away from the pack. (See Pic 3).

Clive sees Juanita fall injured and screams out "NOOOOOOOOO!!!!". He charges in to fight the rats, but one of the rats manages to strike Clive hard and give him a wound. Joseph feels the spirits of his ancestors surge within him in disgust of seeing these natural creatures of the Earth deformed into these horrid things. He charges into the pack. His Tomahawk a swirling whirlwind and he kills the three remaining rats of the pack (critical hit with maximum damage of 10 points causing 5 wounds against the pack). But there is no rest for the group because they all hear the screech of many rats from the area where the Nest is. Clive quickly bandages up Juanita's neck wound to staunch the bleeding, but she is very pale and doesn't regain consciousness. (See Pic 4)
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on March 05, 2016, 08:56:21 AM
Turn 7

No rats emerge from the Nest.

The Dark Brown Pack now moves from the woods it is in to the woods to their front and closer to the intruders. (See Pic 1)

Clem moves back to be with Clive and Joseph. They ponder their options and wait to see what the rats will do.

Turns 8, 9 and 10

No rats emerge from the Nest.

The Dark Brown Pack continues to move towards the intruders. (See Pics 2, 3 and 4)

The three men continue to wait at the top of the hill.
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on March 05, 2016, 04:25:31 PM
Turns 11 to 13

No Rats emerge from the nest.

The two groups jockey positions on the board with Clive's group attempting to stay out of charge reach. Clem does ready a stick of dynamite.

Turn 14

One rat emerges from the Nest.

The Dark Brown Group swarms out of the woods and charges up the hill into contact with Joseph. In the ensuing melee, Joseph is brought down (minor wound. Clive is just flabbergasted by this and yelling at the top of his lungs charges into the pack failed his resolve test. Neither side gets the upper-hand in the melee. (See Pic 1)

Clive continues to fight, but a couple of the rats see an opening in Clive's defense and get in a telling blow for a second wound on him taking him out of the fight. Clem grits his teeth and braces himself because he knows that he really doesn't stand a chance against all these mutant rats. He tosses a lit stick of dynamite, but it just fizzles out (a dud) and he knows, this is the end. (See Pic 2)

Turn 15

No rats emerge from the Nest.

The pack charges Clem and in the ensuing melee, he falls wounded. (See Pic 3)

This ended the game. The first Lurker victory against this team. Post game major wound resolution rolls had the following results:

Clive: Fully healed with no effect.
Clem: A phobia: He now has a fear of Rats.
Joseph: Fully healed.

And now the sad news:

Juanita died .


It was some unknown amount of time (it was now late at night) before Clive awoke. He was initially disoriented, but then realized where he was and what had happened. He actually was surprised that he was still alive, but then when he looked over to where Juanita fell, he knew why.  What remained of her was basically only bones.  The Rats had feasted on her, while leaving the three of them for a future meal.  Clive felt very saddened. He went over to Juanita's remains and remembered her expressing her wish to him that if she should die, she wanted a Catholic burial.  He resolved that this would be done. Joseph had awoken and came over beside Clive placing his arm across Clive's shoulder in a firm respectful embrace and stated "She is now with her Ancestors in a honored place. She will be remembered." Clive felt the tears coming to his eyes, but then quickly stiffened his resolve and responded in an only slightly broken voice "Yes".

Clem awoke a little while later. The three of them gathered up Juanita's remains to take back to the town for a proper burial later. There was a score to settle with these vermin and the group needed some rest before they could come back and settle the account.....
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on March 06, 2016, 05:09:06 PM
I was reviewing my Infestation AAR and realized the we used a house rule in the game that I have not noted on this forum before. It is with regards to the attack Joseph made against the rat pack in which he killed the 3 rats. By the rules, an opponent may only attack one figure of the Mob/Pack.  I have made this following addition:

When involved in a melee with a mob/pack and the winning player gets a successful critical hit, if he chooses to roll against the mob's/pack's figure with the highest constitution, each wound of damage can be applied to any figures at the winning player's choice.

So if we take the combat in the scenario, Joseph had a successful critical hit. All the rats had the same constitution of 5. Joseph's damage roll was a 6, +2 for his Tomahawk and +2 for the Critical hit, thus netting total damage roll of 10. Subtracting the 5 (highest constitution) from the 10 produces 5 wounds. He allocated 2 wounds each to 2 rats and 1 wound to the third rat. This allowed him to roll on the wound table for each of the 3 rats. Two would have a +1 DRM. The third, just straight up.  The rolls on the table had all 3 rats removed from the game.

This provides some very dynamic game "scenes" and also partially offsets the overwhelming power of a mob/pack (a rat pack rolls 10 attack dice when at full compliment).

Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on March 07, 2016, 05:05:50 PM
NOTE: Fluff Text setting the scene for Infestation: Part 2"

Padre Pedro sits in his rectory office of the church, just after lunch,thinking about what he would preach about to his congregation this comming Sunday.  Suddenly Sister Carla comes bursting through the door stating "Sorry Padre, but he wouldn't wait". She is immediately followed by a man that Father Perdo recognizes as a trusted employee (Arturo) of Senior Seto from the town of Seto's Mill. The man looks as if he has ridden hard and has something important to tell the Padre.

Pedro raises his hand to signal that it is OK and he looks to Arturo and says
"How may I help you, my son?"

Arturo answers "Padre, your presence is needed in my town. There are these Hell spawn rats that have now plagued our town for  many days. A group of 4 strangers arrived in town and said they would rid us of this curse, but the group failed yesterday. One of them even died in the attempt."

"What were names of the people in this group and who died", asks Father Pedro.

"The one that died, her name was Juanita. The other 3 are men, one easterner, one from Brimstone and an Indian", he answers.

Father Pedro knows it was the group that helped him here at the mission. His anger rises and he decided that this Devil's work is getting too much and that it seems that God wants him to go forth and fight for rightious of Heaven. He states, "I will have my things together within the hour, wait for me and we shall journey back to your town together". He rushes out from the office and gets things in motion to be ready to leave shortly.  He thinks, Padre Enrico (his assistant priest in training) along with the sisters here would have to look after the congregation from now on until the Bishop can send a replacement Priest or ordain Enrico to a full priest. He quickly scribbled notes to everyone needed and is ready to go in 45 minutes.

One of the townsfolk at the mission has readied their cart and horses to transport the Priest to Seto's Mill. The journey there is uneventful.  They arrive about 1/2 an hour before sunset.  Father Pedro learns that Clive, Clem and Joseph are recouperating from their wounds at the Mill owner's estate. He gets dropped off there.  After being admitted to the house, he finds the three men in the kitchen eating.

Clive arises and says, "Father Pedro, I had not expected to see you so soon. I assume that you have heard the sad news?".

"Yes", answers Father Pedro. "It is a grevious event. I have felt the calling of God to venture forth and provide your group any assistance that you may need to rid the world of these demons and their minions. Will you accept my humble aid?"

Clive is aware that faith can be a strong force against the powers of darkness and he replies, "Your assistance will be accepted and greatly appreciated with a few conditions.  I will have to talk with you about our organization and what we know of evil's endeavors in our world.  But we have unfinnished business to deal with evil's work in this area first. Are you aware of what we are up against, and willing to fight along side of us against these hellish vermin?"

Father Pedro answers with deep conviction, "Yes, my son".

The stage is set and the group make their plans for heading out the next day to deal with the rats and their nest. They decide that they will circle around and approach the area from the North this time. Never good to retrace a path that failed.....
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Mason on March 07, 2016, 05:25:36 PM
Great fluff!
 8) 8)

I love the way that you tie your games together.
 :D

Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on March 11, 2016, 04:09:48 AM
I will be bringing in a new figure I recently picked up for SOB. It is on the table being painted right now (with the rats). I have added this entry to the first post's listing as well:

Hell Vermin BP 7 -- Maximum of 3 on the Table.

M     Dex   Con   A   W   Res
6      4+    6/7    3    2   3+

Weapons: Teeth and Claws CCB +2 Dmg 1D+2 AP: 1
Skills Command, Duck
Specials Daemon, Terror

Add Ons:

Regeneration (+3 BP) During the Upkeep Phase of the Lurker turn, roll 1d6. If the result is odd, the figure regenerates one wound (reduce wounds suffered by one – even if face down)

Debilitating Saliva (+2 BP/model) If the target figure is hit (wounded or not) from a successful attack from a Hell Vermin, the figure has its next turn’s movement halved and a -1 DRM for any dexterity roll made.

Poisonous Saliva (+4 BP/model): If a figure is hit from the Hell Vermin’s attack (wounded or not), during the Upkeep Phase of each of the figure’s following turns, the owning player must make a d6 roll. If the result is a 1, the character is now immune to this Saliva. If the result is a 2-4, he suffers the effects as detailed in Debilitating Saliva above. If the result is a 5-6, the character must immediately roll on the Injury Table with a +4 DRM.
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Grumbling Grognard on March 13, 2016, 02:40:27 AM
I noted your house rule and was going to ask about it...  I kinda like it.  Not sure if I will use it, I am lazy and follow the KISS principle, but I like it.

I also wanted to let you know, I intentionally did NOT read any of the posts in this tread until I had time (tonight) to read the entire episode.  Good stuff.

Thanks,
Scott

P.S.   :'(     Jaunita!?!  Whahahawahhaaa...  :'( 
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on April 21, 2016, 03:26:39 PM
Greetings to all,

An injury to my left foot which became badly infected has kept me unable to game for the past month.  I am still healing (and will be for many more months), but I have made arrangements to get together with my gaming opponent soon and will be playing the next scenario. While convalescing, I have been working out the rules to have another integral part of SOB integrate into SA. So here is my offering:

Corruption and Mutation
 
One of the major features of the Shadows of Brimstone game is “Dark Stone” which causes corruption of the hero characters and leads to them getting mutations.  The SA game already has the the Black Marks that characters aquire, so I had to look over the whole system to appropriately integrate this into my SA/SOB games. The following rules is what I have come up with.

Corruption

As Threshold ventures forth to fight against the evil that has burst forth, they are coming into contact with terrain, monsters, items and evil humans imbued with this strange new mineral. Thus, they will slowly be affected by the mutagenic properties of this dark stone.

While playing a scenario, the Threshold player will need to keep track of the exposures that a character encounters with Dark Stone.  At the end of each scenario, the Threshold player makes die rolls against the each point of Dark Stone exposure the figure has to see if a corruption point is acquired. If the roll is a 1 or 2, the figure gains a corruption point. This roll is modified by +1 if the figure’s constitution is 6 or more. Once the character has accumulated 10 corruption points, a mutation will occur. The player rolls on the Mutation Table to see what mutation has occurred. If a particular mutation is rolled a 2nd time later while the character still has that mutation, the character dies.

MUTATION TABLE (Roll d36)

Roll           Mutation and Effect
11-12   Eye Stalks: Character gains Ambush skill    
13-14   Fused Fingers: Charcter can no longer use guns   
15-16   Nose Falls Off: No game effect   
21-22   Fused with Rock: Character gains Armor of d3 roll. Character’s move is
                reduced by amount of Armor gained.   
23-24   Fangs: Character gains Bite attack (CCB: 0, DMG: +1) and is never
                considered unarmed.   
25-26   Third Eye: Character can see like normal at night or in complete
                 darkness,   
31-32   Horns: Character cannot wear hats.   
33-34   Tentacle Tail: Character mutates now when 8 corruption points
                accumulated   
35-36   Tail with a Face: Character has a -1 DRM to Psychology Tests.
41-42   Void Boils: Constitution is reduced by 1
43-44   Rock Skin: Constitution +1, Movement: -2
45-46   Glowing Skin: Enemies are -1 DRM on ranged to Hit.
51-52   Barbed Tail: Character gains +1 Attack. This attack can make as a
                Close Combat attack against a 2nd enemy figure (use a different
                colored die). (CCB +2, DMG Bonus: +1)
53-54   Prehensile Tail: You have an extra hand to hold an additional weapon.
                Character now mutates after accumulating 8 corruption.
55-56   Melty Skin: If wounds are suffered, character takes +1 wound.
61-62   Tentacle Tongue: No Game effect
63-64   Tentacle Leg: Movement -1
65-66   Tentacle Arm: Lose the use of 1 hand. Gain +1 Attack.

Corruption Removal

It is possible for the character to reduce the amount of corruption accumulated when the Threshold team is at a re-equip point in the team’s campaign.  The player can declare that the figure is visiting a church for a Holy Blessing of Purification.  The player rolls a die for the figure and on a result of 6, Divine intervention has taken place and the roll of a single die result of corruption points is removed from the figure’s total accumulated corruption.

Mutation Removal

If a figure has a mutation and the player would like to have it removed from the figure, during a re-equip time of the campaign, the figure goes to the Threshold doctors who will perform an operation. The player rolls a die.  If the result is a 6, the mutation is successfully removed.  If the roll is a 4-5, the mutation is removed, but the figure’s constitution is reduced by 1. If the roll is a 2-3, the operation is unsuccessful and the character’s constitution goes down by one.  If the result is a 1, roll again. If the second roll is a 1, the figure died on the operating table, otherwise it is like a 2-3 result.
 
I am still working out the "Exposure" guidelines. I should have those worked out in the next week.
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Mason on April 21, 2016, 03:50:51 PM
Some interesting ideas there, mate.
I may well have to consider a similar thing for the corrupting influence of Chaos in our Inquisimunda games.
Cheers!
 :D

Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on April 21, 2016, 03:52:25 PM
Infestation: Part 2 Lurker List

Total BPs: 10+11+12+4= 37

1 x Rats Nest 10.BPs
1 x Hell Vermin 11 BPs (with Regenerate and the skill Dodge added)
6 x Lg Rats @2/ea= 12 BPs
4 BPs for 1 mob (pack)

The Plot Point of Flesh Eaters remains in effect because this is a continuing scenario.

 
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on April 22, 2016, 05:04:59 AM
My buddy was able to get together this evening and we played the Infestation Part 2 scenario.  It is going to take me a few days to write out the AAR but here is some teaser pics from the game.
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on April 22, 2016, 01:03:54 PM
In the morning before they set out, Father Pedro holds a church service.  The other members of the team are surprised at the number of towns folk who turned up for this impromptu service.  At the conclusion of the service, Father Pedro goes and talks with the some of the gathered townsfolk and after a few minutes returns to the group.  

They leave and after about an hours travel are approaching the area of the hellish rats nest from the north (see Pic. 1 for terrain layout and Pic 2 for the at start deployment of the team.).

Even though they have approached from the north, a squeal of a rat echos through the area. A sentry rat must have been watching this northern approach. Clive figures that the rats at the nest ( See Pic.3 for the Rats initial deployment) are now warned and things are likely to heat up quickly.
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on April 22, 2016, 02:31:29 PM
Threshold wins initiative

Turn 1

Clive and the group move forward up onto the hill to see what they can see of the approach to the nest. (see Pic 1) Clive views the nest and notes there is one pack of rats just near it to the west.

While observing he sees 2 rats emerge from the nest and they group together with a third .

The rat pack moves up towards the woods ahead while the Hell Vermins moves off into the woods to its left (See Pics 2 and 3, Pic 4 is the end of Turn 1 pic)
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on April 22, 2016, 06:20:29 PM
Turn 2

Clive orders the group to spread out to their left to get ready for the rat pack (see Pic 1). Clem prepares a stick dynamite ready to throw. Padre Pedro begins loudly praying for God to bless Clem and give him courage against these scourge vermin, but Clem feels no imbuement.

Clive sees another rat emerge from the Rats nest. That makes 4 rats, one away from a pack (see Pic 2).

The Hell Vermin scoots across the open area to where the lead pack is just entering the woods to their front. The Hell vermin wants to keep these fellow nest mates under control and not let their natural instincts have them rush off at the hunan intruders.  Clive spots the Hell Vermin and takes an alert shot at the beast, but misses. (see Pic 3 for end of turn)
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on April 22, 2016, 11:23:21 PM
Turn 3

Clive gets the team to rearrange their positions in preparation for the upcomming fight.  They wait, but nothing comes charging out at them (see Pic 1).

No rats emerge from the nest.

They pack moves slightly forward, but stays within the wood out of sight of the humans with their nasty boom stingers.  The hell Vermin's 2 pairs of ears heard the striking of a match and knew that these humans had some of the great boomers so made sure the packmates did not put themselves into to much danger (see Pic 2).
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on April 23, 2016, 04:22:09 AM
Turn 4

Joseph senses the surge of evil eminating from the woods and calls out to Clive to say that he thinks the rats will be charging them soon. Clive tells Clem to throw the dynamite at into the woods where Joseph is pointing. Clem is very nervous about this imminent rat attack and flubs his toss of the dynamite, The dynamite lands in the middle of the space between the hill and the woods not doing any damage at all (see Pic 1),  The pack does get alarmed from this fire-explosion, but the Hell Vermin squeaks out his demands to hold firm, which they do. Clive gets out his fighting knife and Joseph gets out his tomahawk in preparation for the forthcoming melee (Clive wishes he still had his left hand and thus could take a shot at the rats as they approached). Padre Pedro continues his prayer of blessing for Clem, but still there seems to be no imbuement.

No rat emerges again this turn from the nest.

The Hell Vermin squeaks out the command to charge and the pack surges out of the woods and heads straight for the one they sense with the aura of command.  Clem, seeing the rats, falls to the ground in terror (face up from psychology test). The pack contacts Clive and they enter melee. Clive's knife flashes back and forth as the pack rats leap at him. Neither side gets the advantage and fight will continue on. (see Pic 2).
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on April 23, 2016, 04:46:30 AM
Turn 5

The rats get the first blow in causing Clive one wound (see Pic 1).

Since Clive is engaged in melee, he cannot command

Joseph sees that Clive will need help and charges down the hill into the pack.  He swings his tomahawk back and forth but the rats dodge his swings.  They are unable to get grip of Joseph either.

The rat pack continues to focus their attention on Clive and succeeds in getting a 2nd wound on him. (see Pic 2).

A rat emerges from the nest. This completes a new pack.

The nest mind has the new pack move off to join their nest mates in the defense of their home (see Pic 3).
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on April 23, 2016, 05:26:22 AM
Turn 6

Joseph continues his assault on the rats to take the pressure off Clive and succeedes in knocking unconscious one of the rats of the pack (face down -- see Pic 1)

Clive feels the surge of adrenaline and successfully strikes killing blows on the one downed rat and another of its pack-mates (Critical hit with two wounds damage and using my house rule -- see Pic 2) .

Joseph steps to the fore and the rats fight back, but neither of them achieve a decisive hit.

The remaining rats of the pack meleeing hear the squeaks of the Hell Vermin and focus on Joseph. They successfully cause 2 wounds and he falls unconscious and out of the battle (minor wound). The Hell Vermin has the new pack move around the left side of the woods to get into the action faster as he moves up to the edge of the woods so that he can get into the action himself (see Pic 3).
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Big Frank on April 23, 2016, 03:01:06 PM
Great bat reps and excellent fluff.
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on April 23, 2016, 05:48:30 PM
Thanks Big Frank.

Turn 7

Clive gets enraged from Joeseph falling and delivers a killing blow onto another rat of the pack (since the pack is now down to 2 figures, it is no longer a pack).
(see Pic 1)

Padre Pedro really puts his will and belief into the prayer and Clive feels his  resolve become stronger (successful blessing which decreases his resolve to 2+).

One of the 2 remaining rats from the pack continues its attack against Clive and successfully gets a 3rd wound on Clive, who falls to ground seriously injured. Padre Pedro and Clem both keep their wits about themselves (see Pic 2).

No Rat emerges from the nest.

The Hell Vermin squeaks its command for the remaining pack to charge the human on the hill. The pack charges up the hill into contact with Padre Pedro.  The Padre swings his large metal crucifix back and forth fending off the rats as he continues to scream out his ferverent prayer to god to damn these things from the pit of hell (see Pic 3). The Hell Vermin charges out to take care of the puny human laying on the ground.  Clem sees this larger 2-headed rat coming at him and steels his nerves. But the Hell Vermin has the upper hand and causes a serious wound to Clem (see Pic 4). Padre Pedro realizes that he is the last of the team, He is scarred, but still resolute. (see Pic 5 for the end of Turn 7)
 
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on April 23, 2016, 07:03:14 PM
Turn 8

The rats of the pack all jump at the same time onto Padre Pedro, He falls backwards while screaming an abnormally loud "ARGHHHHHHHH" in defiance. His head strikes a rock and he is knocked unconscious (see Pic 1)

The scenario ended with a Threshold loss again

Epilogue

Unknown to Clive and the team, their courage and the unswerving faith of Padre Pedro had inspired the townsfolk (about 25 men) to follow the team at a respectful distance with whatever hand weapons/tools they could scrounge up.  When the mayor of the town saw Padre Pedro assailed by the rats and fall screaming, he shouted to his men "Charge my friends for the glory of God and our town".  The townsmen sweep into the rats that are surrounding the courageous Threshold team and after a fairly short fight they have killed all the hellspawn rats (suffering some casualties though).  Once the fight was concluded, they begin ministering aid to the fallen team heros,  About half the townsmen carry on to the rat's nest and light fires around it to stop any rats from sallying forth.

When Clem awakens, he is taken to the Rat's Nest with the assistance of some of the townsmen. He instructs the townsmen where and how to set up the dynamite charges for maximum effect against the Rat's Nest. Everyone there moves back and Clem ignites the charge.  The ground shakes under the men's feet and a a huge sink hole appeares.  The Nest has been destroyed.

After a week of convalescing at the mill owners home,the team is finally ready to carry on to their original objective location (The destroyed Fort). What evil will they find there? The journey's end will be sure to let them know.

The post battle wound resolutions still need to be concluded (although there was no deaths for the team). The next scenario's title is: STONE AND WIND

Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on April 24, 2016, 06:17:00 PM
I just thought that a orientation map of the area that this campaign is going on would help those who do not own the Shadows of Brimstone game.  Please note that my campaign is taking place prior to the destruction of Brimstone.
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: horridperson on April 29, 2016, 04:06:10 AM
Nothing like a little deus ex to keep the team (and the narrative :) ) going.  I figure once I have everything painted as I want it and try to make my own AARs I'll roll the dice as I normally do and kill my team before I even get to tell a story  :) .  Really nice and the map is cool too. 
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on April 29, 2016, 01:45:34 PM
Thanks HP  :)

My buddy rolled extremely well for the Injuries for the seriously wounded figures.  Clive sustained a leg wound so his Movement is -1. Clem made a full recovery.  Padre Pedro actually gained the skill of "Tough" for free (When selecting skills while our team members are campaigning, both of us have agreed that we will always select one that is as appropriate as possible to the actions that occured in the scenario). Padre Pedro also gained 1 Black Mark. Joseph having only had a minor wound fully recovered.

A new SOB Lurker for the upcomming scenario:

DARK STONE BRUTE  BP Cost: 8 - Maximum of 3 on the Table.

M      D       C     A     W      R
4       5+    6/8   2      2      3+
Weapons: Stone Punch CCB +2 Dmg 1D+3
Skills: None
Dark Stone Rating: 1/figure that contacts. This is for my new Corruption/Mutation rule

Specials:
Whirling Arm Sweep Smash:
If there is more than one enemy figure in contact with the Dark Stone Brute, the Lurker player selects the primary target for the attack. Then rolls a die for each other enemy figure in contact. If the result is a 5 or 6, that figure is attacked as well (with a normal number of attack dice).

Add Ons:
Rock Hand Spikes
(+2 BP) The fused dark stone is spiked on his stone fist. Add +1 to DMG and he acquires AP 1.

Dark Stone Rage (+2 BP) Before each melee attack, roll a die. If the result is a 5 or 6, the figure gains an additional attack die for the attack.

Heavy Stone (+4 BP) The figure gets +1 wound.

I have added this new Lurker to the list in the first post of this thread,

Stone and Wind Lurker List

Total BPs: 17+10+10= 37

1 x Wendigo 17 BPs (with the skill Command added)
1 x Dark Stone Brute @ 10 BPs (with Dark Stone Rage added)
1 x Dark Stone Brute @ 10 BPs (with  Rock Hand Spikes added)

Free Plot Point: Twisted Fate
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on June 09, 2016, 05:14:30 PM
It has been some time since the last episode of our courageous team.  While convalescing, I built some building (ruins that you see in the pic) and trees (the tall ones).  I also painted up the UM Wendigo and the Dark Stone Brutes that you will see in the scenario pics. I still am unable to get around, but my buddy agreed to come over to my home later today and play the scenario. Here are the pictures of the terrain I setup for the scenario Stone and Wind.

 :)
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: horridperson on June 10, 2016, 04:22:17 AM
Looks great!  Even with limited mobility you seem to be far better at producing fully realized terrain projects than me  :-[.  Looking forward to having a gander at the wendigo and stone brutes.
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Mason on June 10, 2016, 09:41:09 AM
Good to see you are still at it despite life difficulties.
That is a characterful scene that you have set up there.
 :-* :-*

Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on June 10, 2016, 06:14:20 PM
Thanks for the encouragement gents.  Well on with the scenario

The trip from Seto's Mill to the area of the ruined fort was uneventful.  As they reach the top of a ridge line, they can see the devastation of the fort and its neighbouring village in the valley.  Joseph upon seeing the view feels a sudden sense of evil emanate from the fort's area and he realizes that they are about to encounter an ancient evil of his people.  His will is steadied by a comforting presence that he realizes can only be the spirits of his ancestors providing him support. He announces to the rest of the group his feelings, "An ancient evil is here to challenge us".  

Upon hearing Joseph's words, Padre Pedro begins reciting the psalm "Yeah, thou I walk into the valley of the shadow of death.....".
 
Clem whispers to himself, "I hope it's not rats".

Clive shrugs his shoulders and says "There is only a few hours of light remaining so lets get to it then. No need to let those that  lurk below wait for our cleansing retribution."

As they approach the outskirts of the village, their horses suddenly become very skittish and refuse to go any further onward. The group dismounts, tie up the horses and proceed the rest of the way on foot. The area is very silent (no animal sounds at all) and only the wind through the branches of the trees can be heard.  They arrive at the outskirts of the village and can see that a number of building have signs of explosion and fire damage ahead of them. The wind dies down and the air is still, and it seems to be waiting in baited breath for what is about to happen.

Lurker player wins the initiative  and sets up his three lurkers near the rock pile (see Pic 1), Clive and his party set up on the road on the opposite (east) side (See Pic 2).
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on June 10, 2016, 06:38:56 PM
Turn 1

The Wendigo sensed the approach of new victims for his feasting,  He was pleased that he had the 2 mutated humans as minions to aid him in his effort,  He had them all move forward towards the oncoming meat. (See Pic 1).

The team moves forward and prepares themselves for the upcomming fight. Clem readies a stick of dynamite while Padre Pedro begins offering a prayer of blessing.
(See Pic 2)
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on June 10, 2016, 06:59:31 PM
Turn 2

The Wendigo senses hesitation on the part of these pieces of meat. He has the Spiked hand Darkstone Brute and himself advance and sends the other Brute across the road. As the Brute is crossing the road, Clive spots it and takes a shot with his Winchester scoring a hit and a wound on the Brute. (See Pic 1)

Joseph takes aim and pulls the trigger on his elephant gun.  Nothing happens.  He cracks open the chamber and the shell is stuck inside and he cannot get it out (Twisted Fate Out of Bullets card play).  He looks to Clive who tosses over his Net Gun and says, " You seen me training with the gun, try to do what I did.". Clive then refocuses his attention to the oncoming Brute and shoots, hits, but no effect other than some stone chips flying off the Brute. Clem lights the dynamite stick and runs towards the Brute and tosses it.  The stick drops to quickliy and gets caught by the bush and falls way short and explodes with no effect. (See Pic 2 , Red X is intended drop location). Padre Pedro continues to try getting a succesful blessing.
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on June 10, 2016, 07:39:58 PM
Turn 3

Spiked hand Brute feels a surge of darkstone energy imbue him and he sprints forward crashing through the hedge and charging into contact with Clem (Twisted Fate card +2 Move).  The speed throws off his fighting skill and neither opponent gains the advantage on the other. (See Pic 1).  The Wendigo moves up behind the hedgerow and has the other Brute move towards Clive and Joseph to keep their attention (See Pic 2).  Clive again shoots and hits, but again only stone chips fly off the Brute.

Clem sees the Brute's stone arm swinging around and tries to avoid the punch, but is not successful and falls seriously wounded to the ground. (See Pic 3)

Clive shouts to Joseph to fire the Net gun at the Brute assaulting Clem, Joseph shoots the gun and successfully hits. The Brute becomes totally ensnared by the net and falls face down onto the ground (See Pic 4)  Clive shouts to Padre Pedro, "Padre take out that thing while its down".  Padre Pedro charges the Brute and brings down his large cross onto the Brute's head killing it.  He quickly offers a prayer of salvation to the thing that was once human. (See Pic 5 in next post)
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on June 10, 2016, 07:43:09 PM
Pic 5 for above
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on June 10, 2016, 08:17:40 PM
Turn 4

The remaining Brute continues to move towards Clive and Joseph. Clive again takes a shot as the Brute crashes through the hedge and the hit this time is a wound killing the Brute. (See Pic 1), The Wendigo seeing Padre Pedro charges him.  Padre Pedro tries valiantly to stave off the claws but does not succeed and falls wounded to the ground. (See Pic 2)

With the Brute dead, Clive hears Padre Pedro's scream of pain as he falls and moves towards the fight.  Joseph knows from the tales of his ancestors that if he doesn't engage the creature now, the fallen have no chance.  Joseph charges the Wendigo (not afraid at all) and their tango of death begins (See Pic 3). Joseph  over-extends and the Wendigo lands a stunning blow onto Joseph.(See Pic 4)  
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on June 11, 2016, 12:11:59 AM
Turn 5

The Wendigo feels it has the upper hand against Joseph, but the spirits of his ancestors ( dice gods) shine upon Joseph and the Wendigo cannot land a blow in three separate attempts to eliminate Joseph from the frey while prone on the ground.

Clive charges in not intimidated by this creatures horrid apperance and strikes the Wendigo with a wound. (See Pic 1), Joseph scrambles upright during this respite and is embued with the strength of the bear as he hits and wounds the Wendigo for 3 additional wounds (Twisted Fate - Killing Machine +2 DMG) which kiills the host of the Wendigo (See Pic 2). The Wendigos spirit leaves the body and first tries to enter Joseph, but Joseph's will is strong as the bear now and resists the Wendigo's attempt.  The spirit then moves to Clive.  Clive's will falters as he hears and see a yellow robed figure in the distance laughing at him, but the ancient spirits with Joseph add their willpower strength to Clive  (Twusted Fate - Divine Intervention) and the Wendigo's spirit disipates into nothingness. The sounds of birds and animals returns to the area and both Clive and Joseph breath a sigh of relief as they go quickly to tend to the wounds of Padre Pedro and Clem.

The scenario ended here.  No character died that was seriously wounded. We will have to resolve all the post battle events over the next couple of days.  This is the party's 10th victory as well, so a Re-equip is in order.  I will post the updates once we have completed them.
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: horridperson on June 12, 2016, 01:07:21 PM
Right up until the final round I thought your team was in a lot of trouble.  A very near thing but there's treasures to be had for the team at 10 if I remember right;  I need to get a physical copy of the rules because I hate PDFs and don't enjoy reading them. 
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on July 08, 2016, 12:48:38 AM
NOTE: Fluff Text in preparation for next scenarios.

We were able to resolve most of the post battle events.  
Clive: 1 Corruption point acquired

Joseph: +1 wound (winning scenario roll) and 1 Corruption point acquired.

Clem: (rolled a 66!!!) added skill of "Animal Handler" for no PP cost  and 1 Corruption point acquired.

Padre Pedro: (Rolled a 61) "Hates" Wendigo and 1 Corruption point.

My buddy finally worked out the re-equip for the 10th win since he now has 20 PP and 20 EP available. His team is currently worth 24PP and 14.5 EPs, so that leaves him with only 1.5 EPs to work with.


The team knew that this encounter had been another close one. Evil's forces were not making anything easy for them.  With the appearance of the yellow robed figure, Clive sensed that his past could still spring up and wreck havoc. The team still had not found the cause for the ghoul presense in the territory but Clive sensed that they needed to head back to Headquarters and prepare/train further to be a better team.

The sun had set and the team setup their camp for the night after bringing their horses to the site (the horses now offered no resistance). The night passed un-eventful and the following morning they departed the fort's area. It took them 3 days to make it back to Brimstone.

The aura of evil energies still was prevelent in the city.  Upon arrival at HQ, Clive learned that two additional teams had been formed in Brimstone to assist in dealing with the proliferation of lurker manifestation both in and around the environs of Brimstone.

The scientists in New York had developed some light body armor vests which arrived in the latest supplies shipment and both Clive and Clem decided they would use one from here on in.

After Doctor Warrens had give all the team members a thourough medical examination, Clive went to his office and was surprised to not find a huge pile of paperwork to be completed stacked on his desk. A knock at the door and then a swift person's entry behind him revealed a surprise. In front of him stood a smiling black hair'd shapely woman who looked to be in her early 30's with a pile of file folders in her arms. She introduced herself:
 
"Welcome back Director Saunders.  My name is Wanda Wilson and I am your new office administrator. Field Director O'Shea figured, and with envy in his eyes I must say, that with the situation here in Brimstone, you will need to be out on missions a lot and will not have the time to deal with all this bureaucratic paperwork requirements. So that's where I will be helping you out."

They sat down and after 20 minutes of introductions to each other, they proceeded to push through all the necessary paperwork in less than an hour.  Wanda uncannily seemed to always have things ready just as Clive
was going to ask for it and he became curious about this and inquired. He then found out that Wanda was not just an administration expert, she was also a Psychic Operative of Threshold.

Padre Pedro wished to find out further information on these Devil's minions and went into the library to read the journals.

Joseph took this time to go and visit his family and further comune with his ancestors while dream-walking.

As they had approached the city, an attack dog got loose from somewhere and had come charging out at the party.  Clem had jumped off his horse and charged at it hollering at the top of his voice.  The dog stopped and both of them stared at each other for a few minutes. When Clem saw the dog's tail start to wag a little, he began talking to the dog calmly but firmly and soon the dog was by his side getting a good back scratch. The dog accompanied Clem back to HQ and it really seemed to listen to Clem's orders.  Clem thought this new canine friend would be a great addition to their party and hopefully, the dog would discourage RATS from coming anywhere near him.  Clive agreed as well.

After spending 3 weeks in HQ, Clive decided that they needed to get back to the Fort to ferret out the evil that lurked there. So he sent word for Joseph to return. Joseph arrived back that evening and the group headed out the next morning.


Re-equip and Skill addition

Clive :  Winchester            2 EP
             Axe                     1 EP
             Lt. Armored Vest .5 EP

Clem:   Dynamite           2 EP
            Tight Boots          .5 EP
             Knife                  .5 EP
             Lt. Armored Vest  .5 EP
             Attack Dog           1 EP
 Clem also aquired the skill of "Animal Handler"

Joseph:  Elephant Gun        3 EP
              Net Gun               3 EP
              Hatchet            1 EP

Padre Pedro: Silver Cross    .5 EP
              Bible                     .5 EP

Total EP:   16  

So 24 PP plus 16 EP = 40 Build Points for the Lurkers.

Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on July 17, 2016, 03:31:37 PM
A New Brimstone Lurker

DARK STONE HYDRA  BP: 18

M   Dex   Con   A   W   Res
10    5+   6/7   3    3     5+

Weapons: Bite (CCB +2, DMG: +2, Poison)

Special: Beast, Void, Fear

Dark Stone Rating: 1 if within 5" of the Hydra. An additional 1 if figure that comes into contact.

Add Ons:

Dark Stone Tail Whip (+2 BP): The Hydra gains +1 Attack.

Void Shift (+2 BP):  The Hydra gains a save of 6+ because it is shifting into the Void.

Dark Stone Venom (+4 BP): When rolling for Poison Effects, the poison causes 2 wounds instead of 1.
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on September 09, 2016, 02:41:01 PM
It has been quite some time since the last set of games for this campaign.  It has been difficult for my gaming opponent and myself to find time to get together and play over the summer months. But Fall is now here and we intend to try to get together at least once a month to play a scenario of this campaign.

40 BP Lurker List for "Shake, Rattle and Roll". [/b]

1) 1 x Dark Stone Hydra with all 3 upgrades: 26 (18+2+2+4) BPs

2) 4 x Hell Bats (2 pairs) 1 pair with the Spiked Wings upgrade = 14 (4x3 +2) BPs

Total = 40 BPs

Plot Point (free): Rabid: All Lurkers gain +1 C.C.B. and Poison trait.

The Group has made the trip back to a wooded area of the destoryed Fort.  Suddenly, the horses halt and look around with a sense of fear in their eyes. Jupiter (Clem's dog) is rigid and looking off into the distance up ahead. There is something coming.  The group hears wails in the sky that 3 of them recognize as the winged snake-like Hell Bats. But there is more.  Ahead, a very large sound of a "rattler" is heard.  The group quickly dismounts and prepares themselves for this new onslaught.  Clem grabs hold of Jupiter's neck collar to prevent the dog rushing off into the brush and woods ahead.....
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on September 16, 2016, 04:29:51 AM
My gaming opponent and I were able to get together today to play "Shake, Rattle and Roll".  Over the next few days, I will put together the AAR for the game.  Attached are a couple of pics from the game.
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on September 18, 2016, 02:40:57 AM
Threshold wins the initiative.  Picture 1 is their setup on the east board edge area.  Picture 2 and 3 is the Lurker setup.

Turn 1

They hear the howls of the approaching Hellbats and Clive gets them to leave the road off to the right. He says "Father Pedro, keep watching the sky because these vermin fly".  Jupiter keeps close to Clem but looks ready for a scrap.(Pic 4)

The pair of Hellbats to the south move up and stay on the far side of the rocky outcropping unseen by the team. (Pic 5)
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on September 18, 2016, 04:50:25 AM
Turn 2

The sounds of the Hellbats cease and the sound of a large rattle grows louder. Clive states "Lets keep watching out everyone and keep moving up cautiously. There is some new evil heading our way."  Clem pulls out a stick of dynamite from his side bag and gets it ready.  Padre Pedro begins an incantation of Blessing. (Pic 1)

The Darkstone Hydra moves up along the road to the pass in the rock outcropping. (Pic 2)
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on September 18, 2016, 05:45:02 AM
Turn 3

The group slowly moves further forward carefully watching all around. Padre Pedro, while moving forward, continues the incantation and when Clem suddenly exclaims "Wow, I feel wonderful", Padre Pedro smiles with the knowledge that God is with them today (Pic 1)

The Hellbats to the south do not see any prey in this area or ahead on the road and they hear the noises from the otherside of the rocky outcropping.  They fly low into the pass and then skim across the top and attack Clive. They scream their wail of terror, but Clive is not phased by this having entcountered these things before and is prepared for this(Pic 2)  Since the attack is so fast, none of the party can get a shot at the incoming creatures. Clive uses his Winchester as a club to fend off the attacking vermin. Neither side is able to inflict a wound, but Clive is bitten and feels the poison of the Hellbat starting to course through his veins. (Pic 3)
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on September 18, 2016, 08:41:49 PM
Turn 4

Clive takes a wide swing with the Winchester and is able to kill one of the Hellbats (Pic 1).  The poison is defenitely affecting him as pain hits him (poison roll of 1 causing a wound).  Clem yells "Jupiter kill" while pointing to the Hellbat engaged with Clive. Jupiter charges in, leaping at the Hellbat and biting it in two. (Pics 2 and 3)

The other pair of Hellbats now fly swiftly forward and dive in to attack Joseph. Joseph notices just before he is assailed the extremely long and sharp/pointy talons on the wings of these two. (Pic 4). He waves the elephant gun around to ward off the beasts, but one is still able to get through, bite and poison him.
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on September 19, 2016, 07:52:20 PM
Turn 5

Joseph holds his own against the Hellbats with neither side able to get a telling strike. It seems that the poison is not affecting him either (the spirits of his ancestors likely aiding).  Clive charges in to take on the Hellbat on Joseph's left (Pic 1). Clive manages to strike a swift blow that kills the Hellbat.  Clem in the meantime is staying back and shouts to Jupiter, "There's more, go kill'em Jupiter". So Jupiter sees the other Hellbat and charges at it (Pic 2). In almost the same way as his earlier kill, Jupiter leaps up and  chomps down hard and severes the Hellbat in two (Kill number two for Jupiter).

The Darkstone Hydra, slither's quickly around the rock into contact with both Joseph and Clive (Pic 3).  Clive falls unconcious (face down) to the ground (Pic 4) and one of the Hydra's heads bites Clive not penetrating the armored vest totally and thus not wounding him but poisoning him (2 poison hits). Joseph unsuccessfully attempts to fend off the two heads that are attacking him which wound him taking him out of the fight (Pic 5).
Padre Pedro see's these two vetrans downed and drops to the ground in terror (Pic 6).  Clem holds his ground making sure the dynamite is ready to throw.
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on September 19, 2016, 09:09:40 PM
Turn 6

One of the Hydra's heads strikes down at the unconcious Clive and seriously wounds him.  Clem lights the stick of dynamite.  His eyes clearly focus on where he wants it to land like never before  (dexterity blessed) and he tosses it right through the Hydra's swirlling heads on target. The stick explodes (Pic 1) causing major wounding (Pic 2) to the Hydra which stuns it, but it is not out of the fight.  Clem charges in while yelling for Jupiter to aid him. Clem is unable to strike a telling blow on the Hydra. Jupiter then charges in (Pic 3) and bites right where it thinks the Hydra is most vulnerable.  Jupiter's head disappears into the Hydra's body and shortly comes out with something that looks like the things heart ( See Pic 4 for the roll and Jupiter successfully rolled a criticalafter that).  The Hydra dropped to the ground as the life left its eyes (Pic 5).  Clem could only stare in disbelief and continually repeat "Good boy" to Jupiter. 

That ended the scenario in a Threshold Victory.  We still have to resolve the post game activities and I will report those with the epiloge fluff text for the AAR when we have fully resolved them   
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Sterling Moose on September 20, 2016, 12:05:12 PM
Go Jupiter!!
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on November 16, 2016, 10:56:51 PM
Medical Problems (Heart-attack/Stroke and then 4-bypass Open-heart surgury) have hit me in the last month.  I will be a number of months recuperating and won't be much able to make up the AARs.  Although I will be playing this game when I can).  I plan to continue the adventures when I am able.

Lembit  :)
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Reed on November 17, 2016, 08:05:14 AM
Medical Problems (Heart-attack/Stroke and then 4-bypass Open-heart surgury) have hit me in the last month.  I will be a number of months recuperating and won't be much able to make up the AARs.  Although I will be playing this game when I can).  I plan to continue the adventures when I am able.

Lembit  :)

Get well soon and then keep playing.
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Mason on November 17, 2016, 08:15:52 AM
Medical Problems (Heart-attack/Stroke and then 4-bypass Open-heart surgury) have hit me in the last month.  I will be a number of months recuperating and won't be much able to make up the AARs.  Although I will be playing this game when I can).  I plan to continue the adventures when I am able.

Lembit  :)

 :o :o
Blimey!
You certainly dont do anything by halves, do you?.

Here's wishing you a full and speedy recovery, Lembit.
We shall miss your presence and enthusiasm but health matters must come first.
 :)

Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: horridperson on November 17, 2016, 01:03:10 PM
That hydra looked a beast but Jupiter tore him up.  I wondered why people might bother having a dog instead of a cat :) .  Sorry to hear you have been having a rough go;  Get well soon.
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Dan55 on November 19, 2016, 04:17:49 AM
Get well soon Lembit.
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: cutp on November 19, 2016, 05:23:40 AM
I wish u good health and long life :) ...and then fantastic stories and blessed dice ;)
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on March 11, 2017, 06:49:46 PM
It has been quite some time since I last posted due to my major health issues.  I am still recovering, but found some energy and time to get back into the continuing adventures of our Threshold Team. Also pulled out the paints and my Shoggoth minie to paint

POST BATTLE

Padre Pedro had to bandage up Clive's head to stop the bleeding from the Head Trauma wound injury {His Resolve is now +1}. Joseph suffered no permanent injury. No corruption affected the members of the team.  From the success of the mission Father Padre became eligible for a new skill and "Read Languages" was selected to aid in his occult studies to fight evil. That now makes the party cost 41pts in total

Next Scenario Title: Evil From the Stars
Scenario being played: The Bad Place
Lurker Force
(41 Points)

1 x Shoggoth 25 pts
2 x MiGo (5 pts/ea) = 10 pts + 6 EPs = 16 pts
Alien Eqiupment: 2 x Lightning Guns (3 EP each)

The party decided to rest for the night before carrying on to the ruins of the fort.  As Clive slept, a familiar evil silhouette and voice penntrated his dream.  It was laughing at him and the voice hoarsly stated "Now my real allies on the morrow will greet you all to the gates of oblivion".  This woke Clive up, but he did not want to worry the others at this immediate time. so stayed awake for the rest of the night listening and attempting to sense if any foes should approach.

The party woke late and continued on to the fort.  As they entered into the built up area around the fort, a stillness and silence permiated the air around them.  Jupiter's hair seemed to stand on end and he kept sniffing the air. The group dismonunted and tied up the horses.  They proceed ahead on foot and as they rounded a corner of a building a scene of terrible horror confronted them.....
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Mason on March 11, 2017, 09:09:59 PM
It is good to hear that you are on the mend, Lembit.
 :)

Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Dan55 on March 12, 2017, 02:58:30 AM
Yay Lembit, we've been waiting to hear from you.
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on March 17, 2017, 01:15:16 AM
We got together today to play the scenario.  I will be doing the write-up over the weekend, but here are a couple of pics from the game.
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: horridperson on March 19, 2017, 10:28:51 AM
Good to see you back in action!  Battle report inbound with special effects and Mi-Go?  Poor Clive :) !
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on May 21, 2017, 05:56:19 AM
TURN 1

Ahead, on the road, Clive and Joseph can see a strange portal structure with a view of flames in and around it (See Pic 1). Within those flames hundreds of burning bodies appear to scream silently in pain but there is no voices heard.  The party's resolve remains firm even with the sight of this.  Further down the road from the portal there appeas to be something as well.  They can not tell what it was, but two very large wasp-like creatures are flying up in the air, one to each side of a large black ouzing thing.  Padre Pedro can feel the evil emanating forth from both areas down the road and feels a chill of dread run down his spine. (See Pic 2)  

Clive yells for the team to spread out (See Pics 3 and 4)

Migo 1 flies forward and shoots at Clive with his Lightening gun near its maximum distance and misses him (See Pic 5).
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on May 21, 2017, 01:33:15 PM
TURN 2

Joseph moves up and readies his elephant gun while Clive shoots at the Migo. Clive gets a critical hit and takes down the beast (See Pic 6).

Migo 2 moves up and Joseph snap shoots at it which only wounds it. The Migo shoots back at Joseph with its Lightening gun. It hits and kills Joseph (See Pic 7). Clive hears the scream of anguish and then silence from Joseph, but does not see his companion fall.
 
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on May 21, 2017, 08:29:37 PM
TURN 3

Clem and Jupiter move up on the right (See Pic 8 ).

Migo 2 flies and lands in the corner cover of the next building (See Pic 9).

Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on May 21, 2017, 08:41:56 PM
TURNS 4 to 6

Clive attempts to shoot and hit the Migo in the building unsuccessfully during these turns.

The Shoggoth begins its slow ouzzy-rolling forward to meet these pesky gnatish humans (See Pics 10 and 11).
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on May 21, 2017, 09:00:45 PM
TURN 7

Clive again shoots at the Migo and misses.

The Migo shoots at Clive and hits him, but most of the shock suprisingly goes into the ground at Clive's feet and doesn't injure him.  ( See Pic 12)

TURN 8

Padre Pedro moves up around the corner of the building.

The Shoggoth moves up beside the portal he came through (See Pic 13
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on May 22, 2017, 05:39:30 PM
TURN 9

Clive moves behind the house to be out of sight of the MIGO,

The MIGO moves out from the building into a position to shoot at Padre Pedro. The shot misses.

(See Pic 14)

TURN 10

Padre Pedro steels his will and chants for God's protection as he moves out towards the scene of horror and the ouzing Shoggoth.

The MIGO lets loose two shots at Padre Pedro, first one missing, but the second hits and seriously wounds the Padre who crumples down to the ground.  (See Pic 15) Clem sees this and becomes frenzied, so that he charges towards these creatures of evil.
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on May 22, 2017, 07:16:40 PM
TURN 11

Clem readies a stick of dynamite and then throws it between the two evil creatures.  It lands on target, killing the MIGO, but only wounding the Shoggoth. (See Pics 16 and 17)

The Shoggoth moves towards Clem and makes a tongue lash attack. The tongue hits Clem's head which lightly wounds him and he falls to the ground out of the fight. Clem sees this and knowing that he now is the last human survivor of the party, he swoons and falls unconscious to the ground. (See Pic 18)
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on May 22, 2017, 08:26:06 PM
TURN 12

Clive awakes quickly and stands up to see what is going on.

The Shoggoth charges towards Clive who reels back when he clearly can see the monstrosity the Shoggoth is.  (See Pic 19)

TURN 13

Clive knowing that he cannot out distance the Shoggoth shoots at the thing causing an additional wound to it, but not fatal.

The Shoggoth charges into Clive and in the ensuing melee seriously wounds Clive (See Pic 20).  Jupiter seeing the last of his master companions fall to the evil creature cannot cope with this and falls to the ground stunned (We decided that this would be a psychology test for the animal which resulted in a face down result)
Title: Re: Strange Aeons meets Shadows of Brimstone
Post by: Litebrite on May 22, 2017, 09:15:49 PM
TURN 14 (Final turn)

Jupiter rises to stand and sees the Shoggoth charging towards him.  Jupiter stands his ground but is overwhelmed by the mass of the Shoggoth and falls seriously wounded to the ground. (See Pics 21 and 22)

The team has been overwhelmed by this evil force. And Clive now has another black mark.  Joseph is now one of the honored dead.

From the gate a yellow robed figure emerges and speaks a summons to the Shoggoth "Return my minion,  the horror of this loss will haunt my foe until we meet again."  The Shoggoth oozed back to the gate and returned to his realm. The gate then shimmered and vanished.  Some hours later, a wagon of pilgrims came down the road and spotted the remainder of the group and offered them succour..... to be continued .....