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Author Topic: Tuesday Night Gentleman's Club: Kulten  (Read 38144 times)

Offline Uncle Mike

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Re: Tuesday Night Gentleman's Club: Kulten
« Reply #105 on: 18 December 2013, 11:11:17 PM »
Bah! Bloody weather! But back to a warmer climate...

The Arcane Seekers find a section of destroyed wall and spill through into the Sanatorium...and the Black Triangle!!!


...While the Serpent Worshipers decide that the front door will work well enough for them. The Magus swings on the light post, no doubt hissing his way through that old Supertramp number.  


The Degenerate girl charges the cultist with dynamite...


...and as we say in the ol'horror business: gets knocked down, Ike-style! But she is not out...yet!


Party time in pleather...in a padded cell! Dare I say it's time for someone to play 'Tainted Love' on the record player?


The snakiest of the snakey slither ever closer!!! Madnesssss! (no, again, not the band...)


More shoveling...and then more violence!!!
« Last Edit: 19 December 2013, 04:00:50 AM by Uncle Mike »

Offline commissarmoody

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Re: Tuesday Night Gentleman's Club: Kulten
« Reply #106 on: 18 December 2013, 11:23:23 PM »
"Peace" is that brief, glorious moment in history when everybody stands around reloading.

- Anonymous

Offline Uncle Mike

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Re: Tuesday Night Gentleman's Club: Kulten
« Reply #107 on: 19 December 2013, 12:19:05 AM »
Thanks for that! And now, more mindless violence!

This Degenerate girl is a piece of nasty business, surviving against the odds as the Arcane Seekers pound away mercilessly on her. But...get enough cultists in there and you can swarm away.


After much hair pulling and kicking and...bashing about with a polished human skull...she is finally overcome, generating 5 points toward the summoning!


The death of the Degenerate causes this cultist to Frenzy and charge in...he loved her, you see.  :'(


But he wasn't alone in that hellish, blood soaked place. Oh no! The Serpent man Warrior joins in and evens the odds!


The points were starting to stack up and that frightful nut-house would not be denied it's prize...what that means exactly I'll elaborate on, possibly at a later time...but now I'm off to cook dinner...and shovel still more snow...more later...

Offline Uncle Mike

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Re: Tuesday Night Gentleman's Club: Kulten
« Reply #108 on: 19 December 2013, 03:58:18 AM »
After some harsh fighting the cultist and the girl in the pleather skirt were removed...causing the Arcane Seekers Magus to Frenzy!...He loved her, you see.  :'(
Ah, the affairs of the heart. Makes you a bit sad doesn't it, dear reader? Those poor, poor star-crossed lovers...those mad, mad fools!


The Magus destroys the Serpentman Warrior and the remaining cultist decides that this would be a great time to run away as fast as possible!


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

The guys standing walked away unhurt...face down models are ready for the injury rolls...


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



Offline Mason

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Re: Tuesday Night Gentleman's Club: Kulten
« Reply #109 on: 19 December 2013, 10:02:51 AM »
Great AAR, Uncle Mike.
 8)

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


Offline fairoaks024

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Re: Tuesday Night Gentleman's Club: Kulten
« Reply #110 on: 19 December 2013, 01:10:17 PM »
superb game report, excellent figures and stunningly atmospheric scenery, I love the ruined asylum,

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

looking forward to the post match shenanigans

regards

jim
Cult of the black goat cultist No.10

Offline Uncle Mike

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Re: Tuesday Night Gentleman's Club: Kulten
« Reply #111 on: 19 December 2013, 07:27:45 PM »
The Post Game

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

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

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

A bad game for the Serpent Worshipers but a horrible start for the Arcane Seekers...welcome to the house league Charles!  >:D

Offline obsidian3d

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Re: Tuesday Night Gentleman's Club: Kulten
« Reply #112 on: 19 December 2013, 07:48:02 PM »
A bad game for the Serpent Worshipers but a horrible start for the Arcane Seekers...welcome to the house league Charles!  >:D

This game involves dice. So horrible starts are usually followed by horrible finishes, punctuated with mediocrity in between. And yet...the dice continue to call to me...

Offline D@rth J@ymZ

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Re: Tuesday Night Gentleman's Club: Kulten
« Reply #113 on: 20 December 2013, 02:00:34 AM »
Well played gents!  :) It was as much fun to watch live as it was to read about afterwards  ;)
Now you see that evil will always triumph because good is dumb...
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Offline Argonor

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Re: Tuesday Night Gentleman's Club: Kulten
« Reply #114 on: 21 December 2013, 09:01:51 PM »
Heh...

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

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

Time to get some more gaming up and running!
Ask at the LAF, and answer shall thy be given!


Cultist #84

Offline Uncle Mike

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Re: Tuesday Night Gentleman's Club: Kulten
« Reply #115 on: 22 December 2013, 03:19:30 PM »
Thanks for the comments guys...but as you know the asylum is yet to be completed...possibly will never be completed at this rate. The plan was to build it into a board with catacombs/secret stuff underneath it and have it removable in stages...also, it could use a little more blood. ;)

Offline LidlessEye

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Re: Tuesday Night Gentleman's Club: Kulten
« Reply #116 on: 22 December 2013, 06:08:07 PM »
...also, it could use a little more blood. ;)

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

Huh, that raises an interesting injury thought - agents that Fear the location where they were injured...

Offline Mason

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Re: Tuesday Night Gentleman's Club: Kulten
« Reply #117 on: 22 December 2013, 07:07:30 PM »
Thanks for the comments guys...but as you know the asylum is yet to be completed...possibly will never be completed at this rate. The plan was to build it into a board with catacombs/secret stuff underneath it and have it removable in stages...also, it could use a little more blood. ;)

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


Offline styx

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Re: Tuesday Night Gentleman's Club: Kulten
« Reply #118 on: 22 December 2013, 08:49:25 PM »
Maybe some outlines of the dead....like the police use to mark where the bodies was.

If you run out of paint you could always nick yourself with an exacto knife  and add a bit of realistic effects!  :o
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Offline Basement Dweller

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Re: Tuesday Night Gentleman's Club: Kulten
« Reply #119 on: 06 January 2014, 06:32:26 AM »
Finally...another battle report that I am late putting up!

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

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



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



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



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



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



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



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





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



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



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






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



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

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



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



The game was fun despite the complete lack of action.  There a few moments we had models close to each other that the game could have gone a completely different way.  With both cults being early in development, sometimes its nice to have a game where you don't take a step backwards.  Mike's bad rolling meant he didn't take advantage of the sacrificed civilians, but both cults had a chance to walk away a little stronger...or at least no weaker...
leadadventureforum.com/gallery/16/1338_04_02_14_4_41_04_1.jpg

 

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