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Author Topic: Strange Aeons meets Shadows of Brimstone  (Read 86263 times)

Offline Litebrite

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Re: Strange Aeons meets Shadows of Brimstone
« Reply #105 on: 05 March 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)

Offline Litebrite

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Re: Strange Aeons meets Shadows of Brimstone
« Reply #106 on: 05 March 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)
« Last Edit: 05 March 2016, 08:28:34 AM by Litebrite »

Offline Litebrite

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Re: Strange Aeons meets Shadows of Brimstone
« Reply #107 on: 05 March 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.
« Last Edit: 05 March 2016, 09:01:29 AM by Litebrite »

Offline Litebrite

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Re: Strange Aeons meets Shadows of Brimstone
« Reply #108 on: 05 March 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.....

Offline Litebrite

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Re: Strange Aeons meets Shadows of Brimstone
« Reply #109 on: 06 March 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).


Offline Litebrite

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Re: Strange Aeons meets Shadows of Brimstone
« Reply #110 on: 07 March 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.....
« Last Edit: 07 March 2016, 05:18:58 PM by Litebrite »

Offline Mason

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Re: Strange Aeons meets Shadows of Brimstone
« Reply #111 on: 07 March 2016, 05:25:36 PM »
Great fluff!
 8) 8)

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


Offline Litebrite

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Re: Strange Aeons meets Shadows of Brimstone
« Reply #112 on: 11 March 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.

Offline Grumbling Grognard

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Re: Strange Aeons meets Shadows of Brimstone
« Reply #113 on: 13 March 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...  :'( 
Scott Clinton
(aka The Grumbling Grognard)

Offline Litebrite

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Re: Strange Aeons meets Shadows of Brimstone
« Reply #114 on: 21 April 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.
« Last Edit: 21 April 2016, 04:02:00 PM by Litebrite »

Offline Mason

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Re: Strange Aeons meets Shadows of Brimstone
« Reply #115 on: 21 April 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


Offline Litebrite

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Re: Strange Aeons meets Shadows of Brimstone
« Reply #116 on: 21 April 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.

 
« Last Edit: 21 April 2016, 03:54:12 PM by Litebrite »

Offline Litebrite

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Re: Strange Aeons meets Shadows of Brimstone
« Reply #117 on: 22 April 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.

Offline Litebrite

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Re: Strange Aeons meets Shadows of Brimstone
« Reply #118 on: 22 April 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.
« Last Edit: 22 April 2016, 02:32:27 PM by Litebrite »

Offline Litebrite

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Re: Strange Aeons meets Shadows of Brimstone
« Reply #119 on: 22 April 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)
« Last Edit: 22 April 2016, 02:33:27 PM by Litebrite »

 

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