Back Road to Goatswood - A "Fear and Faith" AAR
The Background
Tales of haunting in Goatswood and the surrounding area had been the stuff of rumours for years, centring on one particular family – the Clottons. A spectral apparition on Warrendown Pitch was brought to the attention of a group of Investigators who grabbed the chance to get out of town and into the country ...
The Scenario
The Investigators are to inspect three potential gate sites and seal any active gates; the Clotton Family are to maintain any active gates and prevent the investigators from leaving the area.
We used the following stats :-
Investigators
Ditta Savage – Pt 84, Q3+, C3, Hero, Pistol, Steadfast, Strong Willed
James Houghton – Pt 64, Q3+, C4, Danger Sense, Pistol, Shotgun
Morris Tibbs – Pt 38, Q4+, C4, Difficult Target, Pistol, Stealth
Clotton Family
Esme Clotton – Pt 74, Q3+, C1, Leader, Strong Willed, Witch
Jethro Clotton – Pt 36, Q4+, C3, Minion, Single Chambered Rifle, Stealth
Dorgin (Large Dog) – Pt 34, Q3+, C2, Animal, Long Move, Minion
Pegler (Minor Ghost) – Pt 54, Q4+, C0, Fearful, Immaterial, Teleport
AAR
This was our first game of “Fear and Faith” (by Ganesha Games); Joe played the Investigators and I played the Clotton Family; the groups were purposely small scale to try and get a feel or the rules. The inspiration comes from Ramsey Campbell’s Severn Valley Mythos setting (which for us is just down the road

).
The scenario was set up on a 600 x 900mm (2’ x 3’) board representing a crossroads in a very rural setting. A couple of enclosed fields, a deserted cemetery and a ruinous house were also included. The possible gate locations were located at the hanging tree, the coppice and the road sign.
I managed to win the initiative and tried to activate Jethro, who wasn’t budging (a failed single role), next I tried to activate Dorgin, who happily bounded off down the road closely followed by Old Esme. Pegler floated over to the ruins.
Joe managed to activate all three of his characters, with Ditta Savage sprinting off to the possible gate location in the coppice. She was backed up by Morris Tibbs, whilst Houghton lurked in the lane nearby.
After another couple of activations I managed to get Esme next to the signpost, but didn’t have enough actions left to investigate it. The last activation was Pegler, who managed to get all three actions and happily teleported next to Houghton and promptly tried to scare the living daylights out of him. Houghton failed his one roll and quickly recoiled from the apparition.
Ditta succeeded in investigating, identifying and closing the active gate location forcing Pegler to return to where he came from. Joe’s Investigators then attempted to make a quick escape to the nearest short board edge, swiftly followed by the Clotton Family. James Houghton was the first off the board with Ditta following closely. But just as Morris Tibbs broke cover from the coppice, Esme and faithful Dorgin managed to get their act together. Esme announced she was casting a spell and succeeded on all three casting “Transfix” on Tibbs and then she sent Dorgin in to finish off Tibbs.
In the end Joe was victorious overall managing to get 6 victory points in total and even suggesting he might play again

.
Overall, an enjoyable 50 mins on a Sunday afternoon gamming with my son. The rules were easy to follow and pickup with the potential for an ongoing campaign - result.
The terrain is nearly all scratchbuilt apart from a few resin castings from The Square and the miniatures are a mixture of Copplestone, Mirliton/Ex Grenadier and Citadel (Dorgin is part of the Blink Dog Pack and has appeared on a couple of LAF posts before).
RMZ (and Joe)