Game 4 – AKA Act 2 - UndercoverFor this scenario our party has to investigate the activities of a religious activists, and find out any information. There was stealth element to this scenario which can allow the party to get close to the gathering without being discovered. To complete their mission, the PCs had to find various clues scattered around the gathering and any carried by the Cultists themselves.
Note quite a few raging mob figures were recycled, so a lot show up more than once in the game.

The table was setup with 3 hordes of raging mobs, and 4 Cultists with the PCs starting at the bottom of the table. Their plan was to skirt around the side and pick off the first cultist.
However the very first activation failure spawned a raging mob member (who obviously had slept in), which burst out of the tent and attacked the PCs. Unfortunately this raised the alarm and any chance of stealth movement was lost.

After dispatching the ambusher, we advances and then a Horde Activates card was drawn, and a Raging mob advanced towards the PCs. After some excellent activation dice and shooting, the Raging mob was cut down by the Archer.

The Archer advanced slowly towards the altar while the fighter moved around to the left and attacked a Cultist.

There was more superb shooting by the Archer, who shot and killed a Cultist and a Raging Mob member. Meanwhile the fighter scored a hit on the other Cultist.

Next the fighter got into some trouble with an ambusher bursting out of the bushes and attacking.

But the fighter made short work of the ambusher, and then proceeded to kill the Cultist!

Then a failed activation brought on some Iron Pike Guardsmen. Until they contacted the PCs we wouldn’t know whose side they were on.

Some more failed activations turned over more event cards including a monster frenzy, which brought the enemy closer. The Cult leader was incensed by the death of his fellow Cultist, and charged the fighter. In the middle the archer was under threat from a Raging Mob horde and another Cultist.

And then a mob member erupted from the toilet (not sure if he stopped to wash his hands first), and attacked the Archer. The Archer won the combat and killed the mobster.

The Archer continued to roll great dice, and killed the remaining Raging mobs and another Cultist. On the left the Cult leader suffered a wound at the hands of the fighter.

The fighter killed the last Cultist and then sprang a Teleport trap and was sent close his starting position. After recovering he moved back to the seats, and the PCs began to look for clues.

The Iron Pike guards moved up to the PCs, and the PCs attempted to charm their way out of the situation, but that failed and instead the Guardsmen attacked.

Again the PCs fought very well and killed but Guardsmen, and now the table was clear of foes. The PCS searched the remaining clue locations and it was game over.
AfterthoughtsCompared to the last game that went very well. The PCs rolled good activation dice, which meant less enemy actions, and they were able to get through the scenario with only 1 wound suffered. It was another great scenario and it was a bit of a shame we didn’t get to use the stealth rules to sneak around.