Showing posts with label playthrough. Show all posts
Showing posts with label playthrough. Show all posts

Thursday, October 13, 2016

Boardgame: Eldritch Horror Campaign (Session 1 - Part 2 )

Edit: I screw up... This will be a fail and I will restart my campaign. Thank the gods that it was the first game. When you play with 4 investigators you open 1 portal and not two... So instead of 8 portals in 3 turns I should have 3. Instead of 20 plus monsters it should have been less than half... Enfin. So I will restart.. I am sorry...




I Got so excited that I din't even tell who was I battling...

I am battling Abhoth 

Abhoth lies deep within the heart of Mount Voormithadreth. There, from the cesspit of Y'quaa, it sends forth its revolting children, extending its reach across the Earth.

Set aside 8 Cultist Monsters and all Abhoth Special Encounters.

Reckoning: The Lead Investigator spawns 1 Cultist Monster on a Wilderness space that does not contain a Cultist Monster. Then, if there are 6 or more Cultist Monsters on the game board, advance Doom by 1

A pool of filth from which horrible monstrosities emerge. Can communicate telepathically. In the story "The Seven Geases", refuses to devour a supplicant out of fear of indigestion.

"Then, in that reeky twilight... he descried a sort of pool with a margin of mud that was marled with obscene offal; and in the pool a grayish, horrid mass that nearly choked it from rim to rim.

Here, it seemed, was the ultimate source of all miscreation and abomination. For the gray mass quobbed and quivered, and swelled perpetually; and from it, in manifold fission, were spawned the anatomies that crept away on every side through the grotto. There were things like bodiless legs or arms that flailed in the slime, or heads that rolled, or floundering bellies with fishes' fins; and all manner of things malformed and monstrous, that grew in size as they departed from the neighborhood of Abhoth. And those that swam not swiftly ashore when they fell into the pool from Abhoth, were devoured by mouths that gaped in the parent bulk."

—Clark Ashton Smith, The Seven Geases

Current Residence Cavern of Y'quaa, beneath Mount Voormithadreth, the tallest peak in the Eiglophian Mountains, spanning the middle of Hyperborea (north of the Arctic Circle)


Turn 1 to 3

One of the first few things I notice when battling these monster is that... there are no cultist , so no easy monsters to battle... That is not a problem.. a problem is what happened in the first mythos phase...


If one Tentacle card is not enough, then you get another one...
 Basically I started with 2 portals and 4 monsters
At the end of turn one I had 6 portals and 10 monsters!
Since none of my characters was strong enough they took a beating...


The Two Gals on the portals try their best and almost died.... 
Well, bad luck on dice and poorly combat skill led to two more turns and two monsters killed and one gate closed... but you know what happened between those two turns?  Two monster Surge...



So now let us count our monsters and gates.. 

San Francisco - One Gate + One Monster
Amazonia - One Gate + Three Monstes
Pyraminds - One Gate  + four monsters
Rome - One Gate + three monsters
Sydney One Gate + Four monsters
Plus one monster in central america, one in heart of africa, one in antarctica and one in himalyas...
The Two Cultists are part of Abhoth first Mystery...

So put it together, that's 5 gates plus 19 monsters in 3 Turns - Is it a record?
My Doom Track is already at 9 from 14.
My adventurers are weak as hell...

I will lose... let us see our next chapter tomorrow...

Boardgame: Eldritch Horror Campaign (Session 1 - Part 1)

I will be playing a new time of session of Eldritch Horror. I will try to play each ancient one, like in a big campaign. 

  1. If an investigator is devoured or "killed" she or he will be out for the remaining campaign so no trying to kill off some investigators
  2. I don't know if it is possible, but I would like to do the following with the Mythos Cards. The ones used are gone for good, the ones remaining will be shuffled and used again. I will try to use each Mythos Card. The same applies with the location cards, gates and items and such... Oh the Prelude Cards follow the same.  Since there are more than Ancient Ones no one will be used twice.
  3. One thing I want to make sure is that each character discards all possessions when they end their game if they stay alive... I can't find a way to use the same characters PLUS items without giving them a extra advantage... My thought was, since I am going to play with 4 investigators I could use in the second game the rules for 6 players and from the third and the rest I would use the rules for 8 players. But I think this would make the game extra extra hard because they would be only be 4 players... Anyone got an idea?
So let us start. Everything was random chosen so I couldn't choose a better investigator against certain ancient one...

As you can see two gates on top of two characters (the omen track is wrong - I know)

With the possibility of drawing One Unique Task Assets every character did it...

Trish Scarborough - The Spy
 "We lie all the time. But the truth is in there. You just have to know how to decode people."


Everyone expected great things from Trish when she was young. In school, she excelled in athletics and the sciences, but she surprised everyone after graduation by settling into a humble position at a commercial code company. What almost no one knows is that this particular company is a front for the Bureau's code-braking agency, the Black Chamber. Now she finds herself in the city of Krasnoyarsk meeting another agent who has important information about an impending threat from a world beyond our own.

Daisy Walker - The Librarian 
"I know of books so powerful, they can rewrite reality"

Daisy worked in the library of Miskatonic University, overseen by the noted scholar Henry Armitage. She quickly became an expert on the school's collection of strange and occult texts, mastering the obscure subject matter and archaic languages. Through her studies, she came to believe that humanity was facing an impending threat. Armitage believes in her conclusions and has sent her to Istanbul to continue her investigation. It is their hope to discover some means of rescuing humanity from this inevitable doom.


Leo Anderson - The Expidition Leader
"Keep moving. You can die on your own time."



Leo Anderson has spent his whole life getting into the deadliest and most obscure corners of the globe. Along the way, he's lost good people. Fever takes some; others are claimed by wild beasts. After a recent, disastrous venture in the Yucatan, Leo barely made it back to Buenos Airies alive. He's sick of burying the people who trusted him. But the job's not done yet. The world is in danger, and crying in his drink won't fix that. He's picked up a little hired help here, and in the morning, he'll head back into the wild.

Zoey Samaras
God has spoken. I will do his work without hesitation."

When Zoey was six years old, her parents were killed in a fire. As the flames consumed her home, God spoke to her. He told Zoey that she was special and that He was giving her a special task. As an adult, she now travels from city to city, taking work as a chef to support herself. When she isn't working, she stalks the night, guided by the Lord's voice. Wherever she finds wickedness, she strikes it down without remorse or hesitation. Most recently, God has called her to Rome, to dispense His righteous fury.

Saturday, July 30, 2016

Boardgame Arkham Horror - Session 03 - Turn 2 - Ancient One Shudde M'ell



I played for 5 turns.

ML (Marie Lambeau) 
PH (Patrice Hathaway)
JC (Jim Culver)

From the beginning the three companions knew what they need to be done. Jim Culver would need to go back to Dunwich and help there while Marie with her weapon would work out and kill the monsters that were appearing on Arkham. Patrice Hathaway due to her affinity to the occult she was more inclined to seal those Gates opening in several places. 

Marie went to the Silver Twilight Lodge where nothing happen; PH went to univisited isle to collect a clue and lost one sanity but gain another clue and JC had a brillant start winning the Key of Tawil At'umr which first of all grants him the amazing ability of "You cannot be delayed" and if needed I can discard it and came from other world to Arkham or vice-versa.

As the friends begin their perilous adventure 2 gates opened. One at Witch House with a Dark Young and in Unvisited Island with Dimensional Shambler... Of course Patrice was in Unvisited Isle so she was sucked to the Abyss...

The next turn we see Patrice getting her bearings in the Abyss. Marie cast a spell of Curse of Darkness casting Dark Young to the Outskirts. In the Silver Twilight Lodge someone tries to steal her without success. Jim couldn't move because of the Shambler but got a spell.

The next day one of the gates closed unexpectly. Jim got a bank loan, Marie after waiting one day she got the luck of finding a Golden Sword of Yha-Talia giving her a great bonus to attack. The sword must be sentient.

Turn 4
One gate opens in unamable and one mummy appears. So we've got plus the two gates in Dunwich this is getting very upset. Fortunally Patrice sealed a gate. 

You can see in the picture below that Marie turn out a striker with 8 combat check from two weapons, Patrice is a clue magnet and Jim is now at Dunwich but is master of nothing... I really hope he can close a gate. Killing monsters? Don't know but Dunwich is already with token out of three.

Thursday, July 28, 2016

Boardgame Arkham Horror - Session 03 - Turn 1 - Ancient One Shudde M'ell

My new game of Arkham Horror is going to have a thematic feel. I will be playing with three characters. It will Jim Culver the Musician; Marie Lambeau the Entertainer and Patrice Hathaway the Violinist.  We are going to play with Dunwich expansion board which is going to be a first.
 They are in a tour in Pensylvania and already made their stops in the small towns of Dunwich, Innsmouth and Kingsport. Now they are in Arkham for their final concerts.

They all feel that something was odd in those last towns they went but it was in Arkham that things got out of hand. Evil is afoot and each friend will have to battle this hidden nightmarish fiends.

(One thing I didn't thought is that they are all magic oriented characters... I doomed).

Jim Culver the Musician
Jim Culver has two spells: 
- Revelation of Script which gives a clue for each unique & exhibit item I gain until the end of the turn (this is not a good spell). 
- Curse of Darkness (Cost 2 sanity) Cast and discard to choose a monster in your neighborhood and move it to the outskirts. This is very nice.
- Skill: +1 Lore
- Brass Knuckles (+1 combat check)
- Golden Trumpet If anyone punish my sanity I put one token on that card. After three items puff...

This guy is awesome against undead. One clue to automatically pass a combat check against undead. And In case of other world every card as a green symbol. Very nice.

The Story So Far: Daddy used to say, "Jazz is a lot like liquor, it makes everything go down a little smoother."

Daddy used to say a lot of stupid things.

Jazz has been nothing but trouble for Jim since the day he picked up his daddy's trumpet. There was something weird and otherworldly about the writing on the inside of the bell, but the tones from it were smooth and dark, like good coffee. There was something about it that made you want to tap your feet and snap your fingers. That trumpet landed Jim a lot of gigs until the time it made Widow Jenkins get up and dance, the day he played at her funeral. After that, it was kind of hard to find work, especially playing funerals.


Since then, Jim has learned a lot about jazz-- and the things the graveyard ghouls talk about on cold autumn nights. Lately, they've been talking about The End, as in the end of everything that is and could be. The Final Rhapsody. The fact is, Jim isn't too keen on that idea. He's got more songs he wants to play before then. So, sitting in a booth at Velma's, Jim takes one last swallow of hot coffee before heading out to play what could be his last encore. The coffee is smooth and dark going down, just like the night...


Marie Lambeau the enternainer
Marie Lambeau this one is more focus on spells that Culver. Three spells:

- Curse of Darkness (Send a monster to the outskirts for two sanity cost).
- Sigil of Hermes Trismegistus. Cost one sanity and helps another player close a gate giving him +2 check.
- Voice of Ra: Cost 1 sanity and gain +1 skill check in this turn.

She has a good magical Enchanted Knife that gives her +3 combat checks and combine with her skill +1 fight.

Her skills are good. A onetime remove a doom token from ancient one and in case of battle the casting spells she can do it even with both her hands occupied.

The Story So Far: Marie Lambeau always had a voice to die for. People called her "the Smoky Velvet." They said she was born to sing jazz, that she had the magic touch-- and maybe they were right.

Once, Marie heard of a man who could make the dead dance when he played his trumpet. She never could do that-- her voice wasn't magic that way. But when people hear it, they like it, and they like her, and that suits her just fine.


Marie's grande-mere just passed away. Why the old dame moved from New Orleans to Arkham, Marie never knew. Anyway, she never paid much attention to the stories people told about the old woman. She just figured they were jealous. But now, she's sitting in Ma's Boarding House holding her grandmother's knife, and she can hear it singing with a voice like smoky velvet...

Patrice Hathaway the Violinst
Patrice Hathaway is one of the best players in the game in my opinion. One of her skills basically tell that anyone can use her clues if they want. And she gains 1 clue token each time a gate opens and 5 more if the track of the ancient one gets to 9th

She has a dusty manuscript that gives +1 spell check and got one spell called Markings of Isis giving her the possibility to pass a horror check for free. The casting modifier is equal to monster horror rating. So basicaly if you are fightining a -2 horror rating  I will have two possibilities to pass a horror check. First with the spell and then the Horror check.

She's got one time Powder of Ibn- Ghazi that gives a +9 combac checks. +1 lore and the King in Yellow giving the possibility to gain 4 tokens for one sanity cost and lose the item.

The Story So Far: All her life, Patrice has lived for music. The soaring sonatas, the graceful arias, and the booming marches have always been her closest companions.

But sometimes as she plays, she can sense something at the edge of her awareness - something that watches her and waits, for what she doesn't know.

The presence has been growing over the last month, and her increasing nervousness is starting to spoil her ability to play the violin. That's not something she can tolerate.

So when an old gypsy she was swapping tunes with told her that she was being watched by an evil spirit, Patrice listened with somewhat less skepticism than she might have had even a month ago. The gypsy referred her to a shop in Arkham that might have what she needs to get rid of the spirit.

That explains why Patrice finds herself entering the Curiositie Shoppe this evening, feeling a little silly and more than slightly nervous.


Ancient One

My adventures are fighting a terrible ancient one they call Shudde M'ell... This one is going to be hard.



Shudde M'ell is the creation of Brian Lumley and is featured in his novel The Burrowers Beneath (1974).

Shudde M'ell is "a great gray thing a mile long chanting and exuding strange acids... charging through the depths of the earth at a fantastic speed, in a dreadful fury... melting basaltic rocks like butter under a blowtorch." Shudde M'ell is the supreme regent of the Chthonians, a horrifying race of burrowing creatures, and is probably the largest and most malignant member of his kind. According to some legends, he was once imprisoned beneath G'harne, but now he is free to wander the earth with his kin.


Worshippers: Shudde M'ell is worshipped by his inhuman children. Chthonians deal their damage when moving on a roll of 2-6 instead of a roll of 4-6.

Power: World Cracking - While Shudde M'ell stirs in his slumber place the 7 rubble tokens face down near the board. Each time a monster surge occurs, draw a rubble token. The token is placed on the location it shows, closing that location for the rest of the game. If there are no rubble tokens left when one should be drawn, the game is over and the investigators lose.

Attack: One undrawn rubble token is discarded. If there are no rubble tokens left to discard when Shudde M'ell attacks, Arkham is destroyed by a massive earthquake and all investigators are devoured.

Basically I'm doomed...

Wednesday, June 22, 2016

Boardgame: A Touch of Evil - A Story and Playthrough - The Gargoyle - Chapter Five (final)

Diary of Captain Hawkins (Day five)

I learn that Heinrich is the Inn and discovered the lair of the beast. Since last night a perpetual fog is over Shadowbrook. Everyone is scared. I can feel it.. I can taste it.

In the village I saw Katarina give some speech to the militia and villagers. I must say it held the darkness... We killed another Grotesque.. They are in the borderlands of the village...

But later in the afternoon Darkness fell on this land (Darkness Falls - 5 Wounds to give the heroes). We later learn that we were poisoned by Lady Hanbrook, someone saw her put something in our glasses, and she is evil. I cannot believe her. Maybe she was the one who kill Sophie. We follow her rapidly and we later learn that the Evil One is the monastery.

We bought some weapons and Heinrich in front of us entered the damnable place. This place is fully of statues. Some of them are truly ugly. One of them more than the rest... It is a Gargoyle. We all look at it but... IT'S ALIVE!

This is the beast and we must fight it.
Lord Hanbrook travelled with us. He is being most elusive since we learn of Lady Hanbrook betrayal. Reverant Harding came with us. I didn't enjoy it but he is a priest and supposedly a man of God. The Magistrate stay behind to rally the militia in case of need...


(Showdown) 
- Gargoyle 26 wounds and 6 attack dice (two from the Doctor & Lady)
- Captain Hawkins with 3 wounds , 4 combat dice and a Relic that prevent wounds one time...
- Katarina with 4 wounds, 4 attack dice with 4,5,6 hits and 6 count as two. With 3 investigation I can add 4 cunning dice.
- Heinrich with 4 wounds and 4 attacks (he bought a flail...)

We have also Reverend Harding + 3 dice and Lord Hanbrook with 1 fight dice.

I also have some event cards to help prevent wounds and one of it that deals damage to another person instead. 





Diary of Captain Hawkins (Last Entry)

I stroke first at the beast (3 wounds) but barely escape it. Then I saw something amazing happening... Katarina fought bravely (11 dice - 4 attack plus 3 cunning plus 3 Harding plus 1 Handbrook) and stroke the beast viciously (6 wounds) and I must say I saw something awful... Lord Hanbrook killed his wife. As he stay there with the blood in his hand she got a last grasp striking him painfully in the ribs. I don't believe is is escaping this fight... At the same time the Reverend killed the Doctor. As he grab the Doctor he said something but I only heard the word "Crimson"... What does that mean? 

Heinrich bravely step behind the beast and hit it his flail but the beast stroke him with his wings cutting him (3 wounds to the beast and 2 to Heinrich) 

Then I hit him and he it me back with such strength that I am trying hardly to get up... (2 wounds to the beast and 3 to Captain) 

Seeing me down Katarina, the Reverend and Hanbrook stroke back. The beast was unstopable and stroke down the Reverend and Lord Hanbrook. It seems I was mistaken by Reverend. Or maybe we were two sides of the coin with the same enemy... (only one wound to the beast)

Next strike Heinrich attacked striking deep but to my dismay he died, turning to stone... The beast stroke down the Stone Statue to a thousand pieces... (3 Wounds on the Beast and 2 on Heinrich)

Yet again I found out strength and stroke the beast dealing damage to him (2 wounds). He stroke back but I didn't get hurt but lost my axe.

Katarina moved forward striking a hit but as the beast is striking I protect her. I have no more life... I cannot be saved from these wounds...

I hear Katarina scream and with tears in her eyes, with gashes in all her body she stroke with her dagger but the beast in her dying breath hit her breast drawing blood in her lungs. She gaspes and fell to her knees...

As my eyes are becoming blurring I see the Gargoyle falling down...  I see Katarina on her knees with a weak smile on her face... I watch the field around us... Heinrich smashed to bits, Lady Hanbrook killed by her Husband only to be killed by the Gargoyle. Reverend killed the Doctor but died some seconds later.

I have no strenght but managed to say in a barely inaudible whisper... "I always loved you..." 
Katarina says "I know... Me too" and I hear falling down and drawn her last breath with me....




Both the Gargoyle and Katarina had two life left...She dealt 3 wounds (two because of the 6 plus another strike) and Gargyole dealt two wounds. With not save... They both died...

That's a first no?








Boardgame: A Touch of Evil - A Story and Playthrough - The Gargoyle - Chapter Four

Diary of Captain Hawkins (Day four in them morning)


Sophie the Midwife
I am getting very worried about this town... Lady Hanbrooke is not dead after all (rolled 12 in the cooperative chart) but soon afterwards Sophie the Midwife, the whisperer of secrets died (Those damn mystery cards). Who killed her? I doubt it was Katarina because at the same time she was in Church. I was never this in doubt before... Katarina is not evil? I don't know what do believe of it. I must find her. 

Diary of Captain Hawkins (Day four in the afternoon)
First she purchase bullets and then a Gun? Why? Strangely enough she was attacked by the Crimson Hand but managed to kill the adversary. Why is the Crimson Hand trying to kill both Heinrich and Katarina? Mayhaps I am not being told everything... I must confront her.

Diary of Captain Hawkins (Day four in the evening)
I finally encountered her in the Blacksmith. I confronted her with some militia... I will try to transcribe what happened before us...

"We finally meet Katarina the Outlaw" - I said with some pride I must say...
"Finally? As you been following me I was everytime one step ahead of you" - Katarina said haughtily  "You are very tiresome dog of war Captain Hawkins. How do you feel being my father's dog?"

I raised my axe ready to strike, and to give her some credit and admiration she didn't back down.
"I do this because your father is my superior officer and because of the... secretive mission." - I said with shame in my voice... 
"Secretive mission? Is that what I am to him? Because I want to be a free woman? I am just a shame to him... But at least I think for myself" She retorted.

Arrogant little brat...

"Why did you kill all those villagers and Sophie?" - I asked

"I thought better of you Hawkins. You are dumb and now blind? How can I turn people to stone? I have been following leads and investigate, something apparently you are not, to find what is happening here. It seems some beasts are roaming the land. Even you killed them twice. So, are you dumb or are blind? Or both?"

For a moment I hated her, embarrassing me in front of these militia. I turn my back to her to think it over. Yes, there are been some killings, she was every time there albeit before or after. My good friend the Doctor start to killed people. Lady Hanbrook disappearance just to appear and Sophie statue... And those Grotesques... Yes, she is not the killer I grant her that. Maybe she is trying to help me...

"Okay Katarina. Let us say I believe you. What can we do?"
"Well we should investigate and discover the lair of that beast. It's not something alive like me and you.. It's something else. And don't trust those villagers... Some of them are evil..." whispered Katarina.
"Yes I am aware of it. But we need the help of some of them. I believe in the Magister and Lord Hanbrook. But not the Reverend... Let us wait to decide which ones we shall ask for help."

"Very Well, let us go our separate ways and meet in the end." - said Katarina
"Be careful Katarina..."
"You too Captain..."

My feelings towards her are there. I don't know about her... I loved her since before the war but after I was gone she became elusive and cunning... I don't know what happened to her...


Boardgame: A Touch of Evil - A Story and Playthrough - The Gargoyle - Chapter Three

Katarina the Outlaw
Diary of Captain Hawkins (Third Day) 

I've heard of Heinrich. He survived the Crimson Hand but with some new scars. I protect myself with an light axe I found out in the Olde Woods and learn that Magistrate Kroft destroyed several guns throughout town. What is he thinking? 

I also heard that Katarina bought some Silver Bullets ( On a roll of 6 it deals 2 wounds - with her 4,5,6 to Hit is very good) and protected someone in the Blacksmith killing another of those things.. A grotesque.  I am very intrigued on this reports... Why is she helping people?

Not only Magistrate Kroft destroyed several guns, I've heard Reverent Harding speechs a bit intense... Sophie the midwife tells me that Harding is in league with the Crimson Hand... (Anyone on town must role a die and on a 1 or 2 are attacked by Crimson Hand).


Diary of Captain Hawkins (Third Night) 
I have try to understand everything that is happening and I have to fight cunning with cunning (+1 Cunning).

Heinrich is in the Monastary still trying to uncover wants happening on Echo Lake. He says that Katarina is not the evil but I don't believe him...

Katarina was in the Church.  Why? I am going to find her... I curse her father to make me through all of this. If she was not the General's daughter I wouldn't  be here in this forsaken place... Damn them all to hell...


Boardgame: A Touch of Evil - A Story and Playthrough - The Gargoyle - Chapter Two

Diary of Captain Hawkins

It seems someone is hiding something from me. And that Midwife Sophie is the devil (Everyone got a second secret with the exception of her and Lord Handbrook). I know Heinrich is on his way to the Bog and I went to the church (+1 cunning). 

Captain Hawkins ordering a Militia to protect the Blacksmith
After a day on this village and someone died. I am going to investigate that. I've heard that Katarina was in the Manor of Hanbrook. I must check that later on...

It seems I am alone on this crusade because Heinrich says it was attacked by something he called a Grotesque. I mean, does everyone here believes what they say?

Katarina is not the manor anymore. They've said she went to the fields but thats a wild goose. The action is the town hall and that the way I must go.  But one interesting think I uncovered is that a Lady Hanbrook statue appeared. Lord Hanbrooke says she is dead but I don't believe him. I Will go to the Town. (Lady Hanbrook is killed by the Gargoyle and so turn into stone).

Diary of Captain Hawkins (2nd Day)

I must say I am in distress. I Was attacked by something evil. It knock me out but didn't killed me.. Maybe this that thing Heinrich calls a Grotesque...  What's going on this town? Are they dabbling on the occult or satanic arts? I must go to the Doctor Office and ask for help his help.

Diary of Captain Hawkins  (2nd later in the afternoon)
There are so many secrets in this town that I am wondering what everyone is hidding (two town elders gain a third secret) and to my appaling desbelief my friend the Doctor is evil. He killed someone and escape the town. I cannot phantom what is happening here... He was my friend in the war... Maybe that war scarred him...
Magister and Reverend start their hunt...
 But not all things are bad. Magistrate Kroft and the Reverend Harding are going to hunt with my help. I still believe Katarina is behind this... they both say that something else is killing people... One of the townsman said that he saw a beast in the Marsh. I shall go there....

My friend Heinrich went to the monastary to be attacked by The Order of Crimson Hand. Who are they? This village is plagued by so many things. Are they in league with Katarina? 

I Hope Heinrich is okay.



Boardgame: A Touch of Evil - A Story and Playthrough - The Gargoyle - Chapter One

This is the beginning of a playthrough. Everything I Wrote here really happened in the game but bear in mind that I playing a Cooperative play. Of course the tale has some... artistic freedom.



Diary of Captain Hawkins

It's the year of our Lord Saviour 1818 and I am headed to Shadowbrook. Why is she going there? That place is a small village with no more than 100 living souls... I am in search of her since August and it's now November and the cold weather are hurting my bones. Katarina you will be punished!


"Hey, be careful with ye reckless driving" - said Captain  Hawkins "You are making me nauseous"

"Sorry Herr Captain" - retorted  Heinrich Cartwright with a smirk "This roads are dangerous in more than one way"

"Indeed, if Katarina don't sneak on me and kill me on my sleep your driving is..." laughed the Captain


"Strange man this is" thought Heinrich

I have fought in the war and when I thought I was going to have a nice life the General send me after her. There were more young man to captured. Why me? Well let us see... Shadowbrook? What do I know of it?

I know that most village is owned by Lord and Lady Handbrook and there are whispers that they serve someone bigger than them...Magister Kroft runs the city and Doctor Manning, my old army friend is also there. At least that...

We arrived at the town hall. Quickly Heinrich went to the Crossroads. He said that we will help me search for the Outlaw and he knows some people who might be of helpful to the Cause...

I met Magister Kroft and Reverent Harding they were both eager to help me search the woman but they say that something evil is afoot... Strange statues appear on form of people who dissapeared... I scorn to that idea but said nothing....

Tuesday, March 29, 2016

Shadows of Brimstone: Playthrough 2 - Chronicles of Jurgen West & Herbert Herring

Chronicles of Jurgen West & Herbert Herring

As Jurgen and Herbert arrive at the city they saw some of the buildings destroyed. As they went to the Salloon several faces throughout the town turn to them in surprise. In there the salloon girl Jane embraced Jurgen and asked where have they been. All other heads turn to face them. Jurgen and Herbert told her that they had been on the mines and they had battle strange beings and even collected several of the dark stones. When Jane ask them why they had been out for a fortnight they were shocked. 

"We left yesterday in the morning." said Jurgen "I said fairwell to you. Don't you remember?"
"Yes I remember" said Jane " but it was not yesterday. It was two weeks ago."
"That can be true" interrupted Herbert.
"Everybody here knows that to be true Jurg. It was a fortnight that you left... what happened to you?"
"I... I don't know." 



"Maybe I can help." said a voice coming from the darkness of the Saloon. A tall indian with a great axe came forward.
"And who might you be friend?" said Jurgen
"He is Lane the Tracker" interrupted Jane. "He came about ten days ago with a warning. He and his friend Juanito, a mexican, came to warn us that something strange was happening. Several towns had been destroy and the trail lead back to Brimstone. We didn't believe him in the begining but some people took precautions and that's what save us. The beasts attack us. They weren't wolves or coyotes but beasts from hell. Some had more than two arms and others had shells that protect them from shots. But we hold our ground. If it wasn't for Lane, Juanito and the Gunslinger we would all be dead. His marksmanship was flawless."
" Gunslinger?" ask Herbert"
"Yes It is I Herring."

Herbert Herring took out his shotgun and point it to the Gunslinger. 
"At long last I found you"
"No. I found you." Said the gunslinger cockily.
"What are you doing" Ask Jane "He help us. If it wasn't for him we would all be dead"
"I don't care. I've been searching for him for two years. Pass every town from the east coast through here." he step closer to the gunslinger
"I won't you do that" said Jane vehemently stepping and putting her between the US Marshall and the Gunslinger.
"Neither will I" said another voice in the crowd
"Or I" said several other voices.

Herbert Herring stop moving towards the Gunslinger and address the people.
"He is a fugitive and a killer and I am US Marshall sent to capture and judge him. That is the law."

Some people voice their opinion that the Gunslinger help them and it was wrong for him to arrested him now. Herbert knowing he was outnumbered and outgunned withdrawn but vow to the Gunslinger he would still be captured when all of this was over. The Gunslinger just smiled. His dark cloak and hair blending with the darkness of the saloon.

The Indian then told them that he had heard stories of people being on places and for them only a day had passed but it was far longer to the rest of the world. He gave to both the Lawman and the US Marshall some trinkets from his tribe that would prevent that to happen. He had given as well to the Gunslinger, the Mexican and to the saloon girl.

They also learn that a lot had changed and they head to the frontier post where they sold the dark stone because some wanderer was buying them and he warn them that they should carry many of the stones because it could corrupt and mutate them. 

They purchase one pickaxe and a cavalry sabre and they went again to the mines to solve what was happening. The indian said that there was a ancient being that his tribe called The Darkness. It was trap there but the miners had free it. He also said that heir minds twist the information they had previously so every time they went to the mines it would feel that the layout of the mine had change. He also said that sometimes portal open and could lead them to other worlds...





Monday, March 28, 2016

Shadows of Brimstone: Playthrough 1 - Chronicles of Jurgen West & Herbert Herring

Chronicles of Jurgen West & Herbert Herring

The first time I knew about Jurgen and Herbert was in the Town of Brimstone. They were the Law and Order of that small town. One was a Lawman and the other was a passing US Marshall. They were both investigating on strange things happening around the new city of Brimstone. It all began after some miners disappeared.

Jurgen and Herbert went to the mines to investigate what was happening. One of the oldest miner was outside and told them that the problem had began after they encountered some strange minerals. Beasts appear from out of nowhere shortly after they vanish in smoke. Some miners disappear there was no way out. Jurgen, the lawman asked why he wasn't informed and the miners shrugged saying that life in the mines of west were pretty cheap. Some chinese or indians were of no importance to anyone. Even other people leaving wasn't that strange. There were no contracts and people work and were pay per day, per work.

They had request and some people had appeared and left in fright. First was a priest to bless the mine and vanish the demons but to no avail. Then they had request the help of other people but none appear.

Jurgen cocked his pistol and Herbert unslung his shotgun and entered the mines...

They traveled through the mines shoulder to shoulder. Jurgen with only a peacemaker pistol had a lantern and herbert was protecting with his shotgun. One thing they start to feel after the light from the entryway dissapear was that something was there with them. Something ominous was messing with their heads and senses. Eerie light was coming from some passages just to find nothing... There was strange sounds indeed.

Stranglers
Night Terrors
The first thing that ambush them was some strange tentacles coming out from the ground. Neither of them had fighting nothing like it. They suffered but banished them. Just after kiling them and trying to get their wits together undead appear. Some of them were miners some were Indians and other skeleton with no discernible cloth. They both were very shaken by them but they were slow. But it seems the US Marshall Herbert was not so shaken and kill most of them.

After discovering some of the strange stones that they amassed to get to the city they met something they were not able to tell afterwards. Something from the dark - bluish thing that was akin to what the indians called a Windigo. But that was not all. Something that afterwards they would called stranglers attack them. Stranglers because they had two arms as a human but also two other things that would grab them. Their mouth was huge fill of teeth. There was also two beasts akin to crab but with two big claws they later called Slashers. 

After some cuts and bruises they shot them all. Afterwards they left the town but to find something strange had happened. It seems that
they were on the mines for only a day but the town of Brimstone had been attacked...




Saturday, February 27, 2016

Kingdom Death - Prologue; First and Second Year

After glueing the Lion and the first four miniatures I play against the prologue Lion. It wasn't that hard. Nobody died but I was learning and problaby did some mistakes. The first year I play against a Lion Lv1 and it was a massacre. Three of my characters died...

Perun had an instant death; Crysania was decapitated & Hades (his first hunt) got dismembered, then the lion ruptured his muscles (leg) and afterwards was Decapitated. Bloody work. Only Angela survived.

In the third battle I took Angela & Raistlin (our only two survivors from the prologue) and Guilherme and Hera. Guilherme is the child of Angela & Raistlin named after my own character and in the first battle he cut the testicles of the Lion. But Angela as a protective mother punished the Lion with three consecutive hits (3 8's!!!) and afterwards Hera got a criticial hit on the lion in the throat killing him... 

So a new battle begins and the four survivor's leave for the hunt...

Guilherme with a full Rawhide set plus a Katar. Is a Tough but Squeamish guy. With one strength.

Then we've got Angela of the Lantern which is a ComboMaster armed with a Bone Axe, Raistlin got one Bone Dagger he has speed and a bit Crazed and a Tinker. Lastly we've got Hera with Cat Eye Circlet but without weapon. Basically she is going to see the hit location deck so we can escape the dreadful trap card.