The Summer Interim

August 29, 2011

As usual the Summer madness that is holidays, conferences and schedules came around and bit all of us quite hard so the role-play scene has been odd of late.

As gamers we have supplemented this with a few different tactics and regular changes.

1. We now have a regular computer game session, mostly weekly where a group, gaggle, subset of group, of us wander around the Guild Wars Universe (online game) and battle creatures and do feats of derring-do.

2. I have run a couple of odd one-off sessions, including the infamous Dark Sun and some sessions inside a standard Sci-fi Alternity ‘Verse.

3. We have played far too much Arkham Horror, including a failed game or two and now own all of the sets including the very latest set.

4. I have started work on the Victorian game again and we have had a session in which new people started on the aftermath of Prague. In that game things are going from bad to weird and the hunt is still on for Eddie, can they hold Gary and the Count and who is going to stop Dimitri from upsetting the local constabulary (oh wait, they don’t know about that yet…)

The Autumn looks set to continue the pattern of unusual gaming as we still have conferences and holidays to mess with us, but with some luck we can squeeze in a regular session or two and perhaps have a good stab at some regular epic ness as the Forgotten Realms super epic will soon pass a true milestone, 95 consecutive games, making it the longest running single story arc. We are now 4 games away from the mighty 100 session, which will be 700 hours of gaming or about a month (29 days and several hours). Quite the story. It is currently tied at 94 games with the UN Investigation game from a long time ago.

We shall see what the future has in store in a later post

-mdk

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Four Epic Days in June

May 16, 2011

Introduction…

A couple of months of real time gaming (we meet for this session on a Sunday night – not every Sunday as it has to compete with life and another game session with the same players), 5 days of in-game time and about 60 demons, several hundred zombies, a 500ft-tall cthulu–esque angel/portal and some pretty nasty human controllers down. We find our epic Victorian’s up by two prisoners but down by two friends.

The epic fight in Prague is finally over.

Exposition…

If you have been following the occasional posts on Victoriana Arcana you will know that this game is set in an alternate steam-punk universe where we have super powers, demons, cthulu creatures and aliens, yep the whole shebang. It is a little messy about the edges (mostly when people explode into tentacle creatures) and has a plot with more twists in it than a three thousand mile corkscrew, but it is fun.

Also, because of the setup of us using an Alternity system with the FX dialled to maximum (and beyond) the players are walking around with way higher maximum stats (66-70 points) and over 10fx points – some have 15+ – making them heroes in the Marvel Universe mode.

Which is needed, as the creatures they face, like last nights end of level baddie (a 500ft tall angel portal cthuluesque creature and an essence of a great old one, part of its intelligence that had been sent to the body of one of their fallen comrades) are maxed in terms of scope and power. The angel was ripping the buildings apart and the intelligence was ordering people to die (which one of them did by exploding in a mass of horrid tentacles).

But they survived.

Reflection…

They went to Prague following the path of the new type of weapons that have started appearing, Prague is where they were being shipped from. The enemy were using technology stolen from the future using powers they haven’t uncovered yet. They were also tracking down a lost comrade (who had turned to evil).

This resulted in an epic series of battles. They have fought several demons, mostly major demons and two semi-immortal (i.e. bloody hard to kill as they regenerated) Demon Princes. They attacked and mostly destroyed a castle, a grand manor house, most of the warehouse district of Prague and spread a bed of flowers over an area of 10km in radius.

All of this happened over a few days, four of them in fact. Each of the three players were using three to four of their characters at the same time and their were a further ten PC-level NPCs that were provided by me. They split into four teams and we split the narrative into four interweaving tracks with last nights epic seven-hour fight, flight and destroy happening over the final night.

They survived…mostly…

They captured a leader of an enemy group and recovered their lost (potentially evil) comrade…

But they won…sort of…

Conclusions…

They returned to London (using long-distance teleportation) at speed after their battle. They were able, using an alien device, to contact their commander in the middle of their battle. Only to discover that the home base was under attack.

So they rushed home…

To find their founder, Lord Edward, gone…kidnapped, along with several others. Their building destroyed with many dead. Their base was attacked on the day of their success and after they had undergone an epic four days.

So it isn’t really over…

There may be more epic days in June

-mdk

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Victoriana Arcana

March 13, 2011

The Victorian Detectives game has notched up a gear as the character there are now in the middle of a “right old barney” in the fair city of Prague. They initially came here to investigate the construction and supply of ‘future’ weaponry that is being distributed from Prague and to find links to Gary, the agent who was kidnapped.
Then the real fun started.

Gary has defected to the other side, not only that he is responsible for the new weaponry. Somehow he is more than twenty years older and they have learned that he was sent back in time to construct the weapons so they would be ready to use now ( a timey-wimey paradox approaches). Meanwhile the agents of the Fallen Church are mixed up in this weapons supply and have been using their demon lore to summon Greater Demons to Prague. The two fights involving these have seen great events, fire and brimstone falling from the sky, explosions, and all sorts of kick ass supers fighting.

Now, an angel has appeared, except this is in fact a creature linked to the Great Old Ones (Cthulu-esque creatures from beyond the veil, externals to our universe) and he has thrown a Circle of Power around the whole of Prague preventing Alienists from passing through, so some of our heroes are trapped. With more than one Alien race on the way.
So the heroes now face:

  • Human enemies with futuristic weapons and great firepower;
  • Greater Demons and summonings of demonic creatures and sacrifices;
  • A threat from beyond the universe whose incursion into ours just results in gross cellular corruption, madness and death;
  • Alien races heading to have a fight they started on Earth a long time ago;
  • An old friend who has turned traitor and now wishes to kill them.

Fun, fun, fun, fun, fun :)

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A quick catch up on the Epic of Epicness

March 13, 2011

So we are still bashing our way through the mighty epic of epicness with one of the groups, we have now just come out of some fun in the dark areas of Death’s Reach (adapted from the module of the same name) and are now back in the North of the lands of Faerun near Neverwinter.

There was a brief diversion caused by some epic gaming near a portal (made from blood) and a Tome of the Planes and a Dark Wanderer skill abused quite heavily which saw a brief post-modern side trek into a parody of our own world. There the characters fought a bus, got very drunk, abused the heck out of Earth culture and laughed at our idea of astrologers and clairvoyants.

Now though they stand paused, ready to move back towards the territories they last visited three game years ago (or more in the case of the Minotaur), looking for ways to enter the rift and to finally step into the Underdark, to confront Torog, stop the assembly of Vecna’s items, find and destroy Timesus, oh and there is still the long running dispute with Orcus to consider…

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Prince Bert

January 27, 2011

So we are still playing the occasional Dark Sun game, as I wind down the huge epic of epicness, in preparation for a longer deeper slog and it seems to be going fairly well. True, the players are having a little fun getting their heads into gear on the fact that Dark Sun people have a bad attitude in general, life is harsh and attitudes are cruel.One person who breaks that rule is Prince Bert.

I thought I might explain a little of the good prince for you all here.

Prince Bert is based upon a character that Paul Fenwick (@pjf on Twitter) created as a young roleplayer (I think it may have been his first character). I liked the name as lot, I also liked the idea that you could potentially have a regal person called Bert. Inspired by this and by the tale of the First Emperor of America (Emperor Norton) I read in the Sandman series I created a Dark Sun personality called Prince Bert.

Prince Bert claims to be the last in the line of royals who once ruled the world of Athas before the dragon of Tyr came and destroyed it all. He knows a great deal of information about the history and geography of Athas, but this could be from his life of being an almost non-person. He is a street beggar, but an amiable one. He politely refers to money given to him as donations from his loyal subjects. He appears infrequently but often with a vital plot clue that he has overheard or just gained from his ramblings.

In last nights game the characters enjoyed/endured a meal in the sun with Bert (he wanted to get a lot more sun to “aid his complexion” and to help “warm the brains into greater thought”) , they also met with his counselor Lochinvar* who is a small cat-like lizard I used Lochinvar because of the line from Black Adder and not the wonderful Sir Walter Scott poem, which is interesting as the poem has a Fenwick in the last stanza (see the poem below). I now of course will have to use the poem and its references more if I am to use young Lochinvar again ;) .

I like Bert, he is a noble and gentle soul who is at odds with the harsh entities who normally beg and frequent the dark streets of the Warrens in Tyr, he is also a homage to a character (who was a real person http://en.wikipedia.org/wiki/Emperor_Norton) in Sandman and to a fellow gamers first PC.

*Lochinvar a poem by Sir Walter Scott

H! young Lochinvar is come out of the west,
Through all the wide Border his steed was the best;
And save his good broadsword he weapons had none.
He rode all unarmed and he rode all alone.
So faithful in love and so dauntless in war,
There never was knight like the young Lochinvar.

He stayed not for brake and he stopped not for stone,
He swam the Eske river where ford there was none,
But ere he alighted at Netherby gate
The bride had consented, the gallant came late:
For a laggard in love and a dastard in war
Was to wed the fair Ellen of brave Lochinvar.

So boldly he entered the Netherby Hall,
Among bridesmen, and kinsmen, and brothers, and all:
Then spoke the bride’s father, his hand on his sword,–
For the poor craven bridegroom said never a word,–
‘Oh! come ye in peace here, or come ye in war,
Or to dance at our bridal, young Lord Lochinvar?’–

‘I long wooed your daughter, my suit you denied;
Love swells like the Solway, but ebbs like its tide–
And now am I come, with this lost love of mine,
To lead but one measure, drink one cup of wine.
There are maidens in Scotland more lovely by far,
That would gladly be bride to the young Lochinvar.’

The bride kissed the goblet; the knight took it up,
He quaffed off the wine, and he threw down the cup,
She looked down to blush, and she looked up to sigh,
With a smile on her lips and a tear in her eye.
He took her soft hand ere her mother could bar,–
‘Now tread we a measure!’ said young Lochinvar.

So stately his form, and so lovely her face,
That never a hall such a galliard did grace;
While her mother did fret, and her father did fume,
And the bridegroom stood dangling his bonnet and plume;
And the bride — maidens whispered ”Twere better by far
To have matched our fair cousin with young Lochinvar.’

One touch to her hand and one word in her ear,
When they reached the hall-door, and the charger stood near;
So light to the croupe the fair lady he swung,
So light to the saddle before her he sprung!
‘She is won! we are gone, over bank, bush, and scaur;
They’ll have fleet steeds that follow,’ quoth young Lochinvar.

There was mounting ‘mong Graemes of the Netherby clan;
Fosters, Fenwicks, and Musgraves, they rode and they ran:
There was racing and chasing on Cannobie Lee,
But the lost bride of Netherby ne’er did they see.
So daring in love and so dauntless in war,
Have ye e’er heard of gallant like young Lochinvar?

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Dark Sun Begins

November 15, 2010

This Thursday (18th November) will see the start of the Dark Sun game we are playing. Things have progressed since I first conceived of this game.

1. Timescales

Due to the varying interests and the difficulty in organising a game between many busy people, especially since there are other games happening that they are involved with, it has been hard to lock down a regular schedule.

2. Attendence

Add to that the fact that some people need to be playing one week but not the next.

3. Anti-Epic

I love epics, I have to admit it. especially when i am playing D&D. I know it feels like a cliche and perhaps it is a cliche, but I was introduced to good fantasy quite late in my life and I was introduced via Lord of the Rings and the Hobbit both of which have the feeling of life on a grand scale. So small games that are unconnected to a larger plan are hard for me to construct.

4. baby Ben

I have a young son, it puts a strain on the games by having to organise him and to organise my life more.

5. Types of Hero

There are many source books now with a plethora of types of build, race, class etc., it is going to be almost impossible for people to play a large number of good character ideas to even the lowest of tiers (Heroic Tier upto 10th lvl) – and what about testing out a 25th level character to play out a character archetype?

So how do we fit in this new game? there was only one solution.

The Answer

I have decided to re-invent/revise/reconstruct/revisit/renew a game idea I played some time ago. it is a variant on the idea of the dirty city games I used to run in which players would have more than one character who would interact in varying ways. I used this style in another fantasy game I constructed loosely based around elements of Sigil

For Dark Sun I thought this would work quite well, I could tell my epic story as the characters would play minor roles and major chunks of a larger over-arching storyline and at the same time we could have people drop in and out, play many types of character, be random ;)

I am sure to say something of how it goes :)

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Epic Renewal

October 13, 2010

a.k.a It’s a Fact We’re Back[1]

What I mailed to my players this eve:

Get your characters warmed up, there is a strange mist hovering around the temple leading to Raven Queen’s Inner Realm and that first shrine seems to be sullied with the blood of her worshipers.

What this means:

After a long absence of over 19 weeks we will be returning to the Epic adventure that for this group of players started over three years ago. it has been a long haul, there is a book (1st part of this 5 part adventure is 90K words in length) and there have been many casualties (all in game). But now we see the end in sight, but it is a tumultuous ride getting there, with multiple plots to fill and a host of things going on, welcome to the Epic level and all it entails.

There will be Gods, Angels, Babies and Romances – and that’s just in the PCs.

There will also be more….

————————–

1. And we’re hanging from the rooftops shouting out.

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Welcome back, my friends!

September 9, 2010

Next week, 11 weeks and 2 days after the birth of our son, we’re getting back to role-playing!
Oh Lissa, Charlotte and Adrie, how I have missed you, and there are new characters to look forward to as well. And I’m sure there are some surprises up our DM’s sleeve for everyone to enjoy. I already know about at least one of them. Should be fun :)

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Dark Sun Game Day

September 7, 2010

We recently completed the Dark Sun Gameday as a group and for the day we created a feedback report (may be linked to later as a pdf but is currently 10mb in size), which I now present to you all. Once again thanks to the players and Wizards for a great day.

Dark Sun: Game Day

The Apes for God play test Dark Sun and come to terms with the new,
and quite challenging, world of Athas

The Setup

by Mark Keating

The Dark Sun game day held an interesting promise for me as I was a fan of this particular setting from the days of 2nd edition so it would be good to once again visit this world but this time as the DM. This Game Day was played by experienced gamers who all were familiar, though one only slightly, with the 4th edition.

The module had the familiar format that Wizards have become familiar with, there was a group of characters, a decent little adventure with skill package and encounters (slightly variable with the addition of a possible encounter) and enough extra material (monster counters/map/booklet) to run the game.
The story itself was aided by not being a crawl underground, or a search the location for monsters/treasure. Instead we were treated with a piece of intrigue, and a challenge against the environment and a new magical location for the world.

As with the other adventures, and the pattern set up by the 4th Edition rules the skill challenge was going to cause issue to my players. There is nothing wrong in essence of having a challenge where players roll against a skill they have, but it is the manner in which it is presented to them. First they are told the event they face, then they are allowed to make rolls against appropriate skills, then ask them if they can modify those roles with a set of secondary rolls (pre-ordained) add up the successes and failures to determine outcome.

It is very sterile.

Also the intrigue that was set up by this adventure didn’t speak a great deal about the city of Tyr. Choose one of these encounters and let the players be employed, or choose one that they refuse and have a back-up offer! That was how it read (my interpretation).

I knew if I ran these as they were presented that there would be complaints from the players about the paucity of plot and the dullness of a skill challenge that was nothing more than an exercise in guesswork (for the skill to be used) and luck (for the rolls).

No one doubts that there is a certain amount of guessing and luck in any challenge, combat included, that involves random dice rolls and unexpected events or conditions. But in a combat the players can work out tactics and utilise combined gaming. Even this skill challenge that attempted to use “group” rolls this would still be poor.

So to alleviate this I made some small changes once again to the set module.

(I should note at this point that this is not a complaint about either the system or the module, both are produced to a high standard that I have come to enjoy from Wizards.)

The Changes

The first major change I made was to the intrigue element of the plot. I was instructed by the booklet to choose one of the “reasons” for the players to be engaged.

I thought this was flimsy in a world of spies and intrigue and everyone watching each others backs.

So I chose three.

I explained that their party had a history, they were mercenaries and revolutionaries who had helped to free Tyr. So on the start of the game they received a summons. They were engaged by officials from the Ministry of Defence to find this potential new water source.

On their way from the official quarters they were persuaded, by a polite man with some very large friends to attend another meeting. This was a private noble who wanted them to give him the information on the Cistern (whether it was real or not) first, on the quiet, so that he could arrive ahead of the army and claim the prize and make money from it.

The third encounter was a man representing the nobles who supported the revolution and the freeing of slaves. He requested they tell him, not first, or alone, but whatever the circumstance, even if they told others before him so that he could have the information released for the good of all. No one would be able to claim an absolute right if the citizens were made aware.

This gave the players more intrigue and a glimpse of the convoluted paths that may exist in a world where everyone watches each other and the aim is to gain the upper hand.

The next change I made was to the skill challenge. I decided to stretch out this encounter a little.

I gave the players an ample set of hints as to the challenge by forcing them to make the first endurance rolls. Then I presented them with the desert in three forms including a small area of badlands and some dunes to see how they faced this and what skills they chose to make. They used endurance, nature and history to learn more and help them.

Then I had them followed during the dune section, the first group they saw were figures on a far dune, they presumed this was a rival group so they started to run. They could have faced the threat and had they done so I would have used the Elven group from the optional encounters. Instead they decided to run to get to the cistern.

Knowing that the desert was harsh, and the sun a challenge is only part of the charm of Athas. Another component is the changes rent upon people and creatures. The shift in evolution from dark magics and environment that twist this world.

Their running therefore had the consequence of attracting some Silt Sharks in the soft dunes, so the players had to race away from these creatures. Because there were only five players I hung the threat of devouring over their heads, claiming that I had a handy spare character who would be in the same desert ;) .

They escaped these sharks by the skin of a halflings behind (which almost didn’t escape, instead he lost his survival pack). One more environment of badlands to navigate and they reached the hidden valley with the Cistern

The Combat Challenge

All I can say to this is YAY :) to the designers of Athas.

Combat just got a new nasty edge as the lack of major healers and healing powers going off in all directions and the addition of a nasty (Tembo) creature made for three harder combat challenges. This forced the players to think in clever directions and the Ardent used a surprising taunting/bluff to get the Tembo to face him when he ran out of healing. Classic.

∞ § ∞

Players responses

Mikey

So then there was me tardy as usual putting of the actual writing of things because unless I can put it into a an excel reference right now I’m screwed.

Well as to the game what can I say the GM was back to his wonderful sadistic ways and kept us all jumping and thinking. I loved the setting and the darker side to the world. It was interesting playing the “healer” without many heals. The idea to add debuff to the enemies was interesting but in some ways with a standard saving throw the more powerful ones at times felt wasted but forced people to think outside the box to get through an encounter.

The new cardboard counters are great because they can provide more of the map packs at lower cost but it was nice to have all the monster figures on the maps in the previous games.

All in all another well though out scenario provided by the GM. I’m looking forward to the campaign to come.

And = if(A1>10,”Great Game Day”,”") the output of the cell will be Great Game Day.

CHUCK

So after a bit of a break the group has dived into Dark Sun with the help of the gameday for a taster session.  I had the Thrikeen Seeker for the day and off we went with snacks loaded.

We had a quick taste of the intrigue of the world as we moved through the city of Tyr heading out to our quest (apparently its a secret – but everyone seemed to know about it).

We had an entertaining little encounter in replacement of the standard roll and go skill challenges (it was determined in a previous game that the alternative skill challenge was far more suitable to our group) which ended in a narrow, very narrow,  victory for the halfling over the sand shark.

Moving into the encounter with the gith we got our first taste of the abilities our group possessed and we rapidly realised healing wasn’t our strong point :)   so a brief but brutal combat ended with the Gith down but 3 of our party down as well.   I should have stayed with the Warlock and not come.   Picking up our comrades we pootled down into the fresh waters – well I say pootled – the halfing decided it was best to dive head first.

The fight with the creature was a very entertaining encounter and got my heart pumping (a bit to much probably – sorry bout that boss) but with some clever tactics and a sacrificial manouveur from the healer (who was out of healing spells) to allow the damage dealers an extra round or two to kill the beast it was subdued – leaving the defender with out healing surges and still bloodied.

The final combat with the templar and his mates went exceptionally well with the enemies subdued within three or rounds with minimal damage to the party with the fighter, barbarian and myself targeting the templar and gladiator whilst the monk and ardent removed the lesser thugs.

And after a nice cool night in the shade we headed back to town to get our spoils and gather a few political enemies on the way.

Overall I thoroughly enjoyed the game day and possibly think it was one of the best so far.  It was a good insight into the struggles we face once our Dark Sun campaign starts and the intrigue that will surround our every move.  The encounters were tough (probably the toughest ever) but we managed to adapt and overcome them using everything we had available.  I look forward to exploring the deserts of Athas!

STARKITTEN

I have taken part in every 4th edition D&D game day so far and can honestly say that the latest offering, marking the release of the Dark Sun campaign setting, is the first time I felt the character was in real danger of not surviving :) .

Taking a change from my usual character preferences I went for the goliath barbarian gladiator, mostly because the picture looked cool. All the characters had one of the new themes which was great because they came with a bit of a background so we had an idea who they were, which can be a problem with the one-off games when you don’t have time to build up a good idea of your character. I’m not sure what difference the themes made to the mechanics of the characters as it wasn’t clear which – if any – of the features were granted by them from the little character sheets. We also got to see both of the new races in action. They worked well, though it would have been nice to have the minis like we used to since we had a little trouble finding something bug-like for the thri-kreen :) .

But back to my first point: this game was hard! Not in a bad way, I throughly enjoyed it, but we had three combat encounters without a rest (and I know our DM took at least one out) and healing powers were not something we had in abundance since the group leader only had the basic Ardent surge. One player managed to use all their healing surges so I’m pretty sure we would have lost a few people if we’d done all the combats. The fight with the tembo provided a particularly good challenge. Also, we didn’t use the warlock character due to numbers and quit a few time on the skill challenges we realised they had the skills that would have been useful (whoops!), but we did manage to get through the desert without getting eaten by sand sharks (though two characters did try) so I think we did pretty well.

All in all I really enjoyed the game and what I saw of the campaign setting, which is obviously darker and harsher than the other settings we’ve played in. I’m looking forward to the Dark Sun campaign that our DM is going to be starting soon, so thanks for another great game day!

STEELY

Character: Mul Fighter

This is a new race which is built for strength and melee fighting but also has the ability to use psychic powers, this particular character having one such ranged attack. The balance of the attacks worked well and I’d probably use this build as a template for a new character when we start playing our own campaigns. I decided to play this character as a change to my usual ‘spells & healing’ type so that I could just get in to the fight and bash things, the result was a very enjoyable game.

The new races and classes in Dark Sun are great fun to play with and the party now appears to be more specialised in what they do – in 4th edition healing seems to be available from all corners of the battle field and, especially at higher levels, damage doesn’t stack up for too long (this isn’t an invitation for our DM to bring out the big monsters). Dark Sun restricts the healing ability and makes for very interesting game play with non-healing players relying on the healers.

The new monsters are also an improvement, the encounters were varied and challenging with a few surprises thrown in – giving a creature multiple attacks really caught us out but we got there in the end.

PUPPETMASTER

I thought the new big monsters were nails. I wasn’t the only one to die. (mostly) The characters seemed to meld well together and not having a magic user meant we had to rely on our strength and wits.
The new characters were interesting and the quest well thought out. We knew which characters were blooded, which helped. I liked Chuck’s insect type character and the way the Goliath was restricted by her size and kept banging her head on the cave ceiling.

The maps were interesting although I missed having little monster figures,

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The Black Goat Strikes

September 1, 2010

So we have added the Black Goat of the Woods Expansion to our growing list of Arkham modules.

And we have faced the Black Goat, first as the easy mode – a game which we thought we’d lose but we won with some clever team playing – and then in Herald Mode…

And I saw a figure in the woods
He had eyes of fire
And horned feet
his name was Blackness
His heart was Dave
(Hmmm maybe got those mixed….)

The herald mode of Black Goat is quite the mode to face. Firstly you have two monster pots (the hex monsters get their own pot) and everytime you draw a gate you get an extra creature from the new pot. Also anyone who fights and defeats a Hex monster has to take a corruption card – I quickly ended up with a stack of corruption cards as my card was a draw 2 more cards whenever triggered.

Never mind though, as I was quickly joined by Leigh who fought four creatures and got a stack of her own cards. She ended the game with 6-7 corruption cards I ended with three (I lost 4 to gate closures).

But that wasn’t the worst of our troubles.

We also drew Yog-Soggoth.

he is a Bastard.

We quiclkly got 6 open portals and activated the smegger, he devours people who have no gate tokens so we lost one character at the start, then he starts annihilating your will, a failed role is a lost gate token and devouring.

In the end it was the Salesman played by Steph who dropped the most damage on this old one. Steph was fortunate to have a shotgun and a high will, she also scored with a propensity for rolling sixes (two successes on a shotgun). We did a modestly respectable 55% damage before we all died.

Not bad….

Not great….

We didn’t win….

But next time Goat Boy, you’re arse is mince pie.

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