Thought I'd share something I've started using for my games relating to Horror Game Objectives or encounters. Most of this has been borrowed and modified for talks on these forums and various wargame systems. I found it particularly useful for spicing up a game and building tension as well as having a looming threat of nameless Horrors appear.
Most of my models, figures, and scenery are set in Dunwich (a fictitional rural lovecraft town setting) in the 30's. Instead of the pulp city, I have a creepy run down old coastal town with run down buildings, docks, barns, farmhouses and so on.
We use the Astounding Tales Rules set and each player usually has a 2 figure cast of good characters to play Reporters, Detectives, Local Fisherman, Big City Cops, Playboys & Girls, Hobos MSU Faculty and Staff etc. (out of towners)
With an evil character usually controlling a force of 6 figure Deep Ones, Ghouls, Zombies, Cultists, or a more powerful evil character like Herbert West.
Everyone is competing usually to find the relic and get out of town alive.
As so all of my encounter and game markers fit within that genre setting. Old well, a scarecrow, a cellar door entrance, a dug up grave, a dead body. I place a small numbered coin underneath to coorespond to a particular preset encounter.
With this in mind I designed a very simple way to incorporate my encounter markers, game objectives, and the terrifying possibility that some horror is awakened to eat everybody.
SPECIAL EVENT MARKERS
Instructions
In turn, each player may place a special event marker on the game playing area to trigger random and special events. The tokens must be 6” from the starting area of any figure and at least 6” from each other. Whenever an intelligent figure comes in base to base contact with a marker and spends an action to interact with a marker reveal the hidden number and follow the cooresponding enconter instructions. Most markers may be used only once.
(example detective walks up to the Scarecrow, after passing SMARTS test he finds a crumpled bit of paper that is 1/3rd of the victory objective)
• Ruin Covered Talisman (Clue Marker): 1st to pass a SMARTS test receives a Clue Token.
• Diary (Clue Marker): 1st to pass a SMARTS test receives a Clue Token.
• Crumpled Piece of Paper (Clue Marker): 1st to pass a SMARTS test receives a Clue Token.
• Strange Clouds Darken the Sky (Monster Trigger):
• Foul Smell (Monster Trigger):
• A Chill in the Air (Monster Trigger):
• Secret Passage: The player controlling this figure must immediately desinate and mark a legal location in play with a destination marker. At any later time, this player (while in base contact with this marker) may forfeit a turn to transport all friendly figures within 5” of the token to this destination. This token may only be used once.
• Perfect Hiding Place: While at this location and still, this figure only gains the Invisibility skill.
• Distant Female Screams: Select the nearest other encounter marker to this location. All friendly male characters within 24” of this location must make RUNNING moves to reach that location until someone reaches that location. Place a Hapless Victim at that location (see Hapless Victim).
Hapless Victim: You discover a hapless innocent victim (supporting cast) that needs to be successfully rescued from the map in addition to normal victory goals.
NOTES
CLUE MARKERS AND THE RELIC
Whenever a character encounters a Clue Marker, the 1st to pass a SMARTS test receives a clue token. Whenever a character is in possession of all 3 clue tokens, they have discovered all the pieces to the Relic (the game objective) and may leave the map through any of the pre determined exit points to win. Other opposing figures may kill or render characters unconscious to steal any number of clue markers or the assembled Relic.
MONSTER TRIGGERS
Monster Triggers activate automatically when discovered. Whenever the 3rd Monster Trigger is activated, something terrible appears. This Monster is immediately placed at the nearest other special event token and attacks/approaches the nearest figure whenever a joker is drawn. This Monster will continue until slain.
1 Swarm of Insects
2 Hound of Tindolos
3 Dark young
4 Shoggoth
5 The Caller in the Dark
6 Cthulhu
I should point out Astounding Tales uses a Card Deck style turn play. Simply each player has few suited cards with a couple of face cards.
After each turn a card is drawn, the player with the suited card gets to take a turn for a figure. If a face card is drawn, the player may move all their figures.
Two Jokers are included in the deck to trigger Monster actions and to reshuffle the deck (after two jokers have been turned).