This was a travel blog - now it is an everything blog
Tom - the 50ish Firefighter
Sara - the 40ish Mother
Miles - the teenager
Helen - Holy Cow, she's almost a teenager...
Thursday, December 23, 2021
Perilous Tales - Evil Santa Villain Warband
Thursday, November 18, 2021
Perilous Tales Playtest
Wolfmen on the Moon
First playtest of Perilous Tales (Available HERE)
Note: I just got introduced to a free! set of rules called "Perilous Tales". A solo / co-op game where the horror level keeps slowly increasing as you try to complete jobs. It looked awesome. It says "from 1820 to 2020". Nah, who listens to that? I'm going to set it in the future.
Our crew is sent to find out why Moonbase X3000 has gone off-line. No power is being generated.
Moonbase X3000. Crew enters from left, has to make it to the reactor room on the right. |
The crew:
Right to left: Capt. Badger, Scarlett, Brutus, Doc, and Blanco. |
Captain Badger, Lucky & eagle-eyed
Scarlet, the demo expert
Brutus, the brute
Doc, the medic
Blanco, the slippery
Their 3 objectives:
1) Kill the Master
2) Rescue the Prisoner
3) Flip the Switches
(These were random-rolled, but fit the mission perfectly)
Yellow markers are the 3 switches that have to be triggered to bring power back online |
Hot and fresh (literally) off my printer, the Threat Markers haven't even been painted yet. What number is this one? |
The layout was "encircling", so the threat markers were placed.
Our heroes are placed. Badger, Doc, and Scarlet will take the left entrance, Brutus and Blanco the right.
The red line shows the end of the 2x2 square. I just had to add the rest for completeness. Any monster that spawns back here will start on the red line. |
Turn 1. TL 1
How do you handle doors without "lockdown"? I figure it costs 1" of movement to open / close a door. All villains can open doors.
Blanco moves and opens the door, then moves again (almost forgot they have 2 actions). Brutus moves through the door and forward, wisely closing it behind him. They both stay out of range of the threat marker.
Badger moves, opens the door, and moves a bit more, staying just out of range of the marker. Doc and Scarlet follow, closing the door. It is eerily quiet in the base.
I think I am so clever not to trigger any threat markers.
Villain phase: Threat check. So it is a skill of 1 (current level) and minimum difficulty 4. They get 1 die and have to roll higher than a 7. They get a 9 (1 success).
"The Noose tightens". Oh, man, there's gonna be a lot revealed! TL to 2.
**Where is the "I'll Cover You" hero reaction?***
The first one revealed is the Young Werewolf. He spawns next to Blanco.
A Wolf pup spawns next to Brutus.
I have the hellhounds from this set somewhere. I swear I do. I can't find them. So the bigger guy at the bottom is Young Wolf, and the smaller dude will be "wolf pup", the "wolves" in the rules. |
A Wolf pup spawns next to Scarlet.
And an earthquake (okay, moonquake) happens! Badger and friends are all knocked down.
This does not look good |
WOW! Conditions change quick in this game!
The Young Werewolf makes a villainous attack against Blanco. Blanco takes 5 wounds and is Marked!
The wolf pup attacks Brutus. 3 wounds.
The wolf pup attacks Scarlet. She takes 2 wounds.
Turn 2. TL2
Blanco uses his slippery ability to move away from the Young Wolf and shoots him. Scores 2 wounds. This was when I first realized these beasts might take a lot of killing.
Unfortunately, he didn't move far enough away and the wolf pup steps forward back into melee.
OOPS! |
Brutus hauls off and swings at the wolf pup. He rolls a 10 on the difficulty die! Oh, Misfortune. Luckily, he wasn't Marked. He tries again. 4 wounds! The wolf pup is pulverized.
Badger stands up and uses his other 2 actions to get the crew up.
Scarlet manages to escape from combat, then fires on the pup. She hits him 3 times.
Doc focuses, then shoots the pup. He hits him 3 times also. Bye bye, wolf pup.
OK, not so bad now...
Villain phase:
Threat check. 2 successes! Noose tightens again.
TL to 3. Another marker will be revealed.
Low oxygen levels! Scarlet is closest, so she takes the attack. She takes 2 more wounds.
Yes, the circle is wrong. That circle is only 6" across. It should be 12". It will be fixed. |
Young Wolf attacks Blanco again. He takes 2 more wounds. Blanco is almost out!
WHY WON'T YOU DIE? |
Thursday, October 28, 2021
Monday, October 04, 2021
Operation Last Train
This started because I had the terrain pieces out and running through the paint line. I've been trying to find "the right set" of rules to use with these tight corridors. Operation Last Train fell off the shelf so I tried it.
About halfway through I realized I was having a blast! The game flowed. Combat was quick. The troops were moving. And there weren't any pictures! So the story starts halfway through.
The Volunteers received a radio report that some civilians had made it into a closed military center. The last report was they were hiding in the armory, but were unable to access any of the gear. The team enters from the entrance at the left bottom. They must make it to 2 locations to find civilians - the armory and the cell block.
We pick up the action as the Volunteers have just reached the armory and found 4 civilians. The team consists of Sgt Badger (comm spec), 4 riflemen and 1 MG. They have already downed about 6 bugs to get to this point. Rifleman Blue was downed by a bug, but miraculously survived (played the hero card).
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blue / white coins are the random spawn points. Yes, I did let them spawn right on top of folks! Doors can be opened by the volunteers as an action. Bugs won't open doors. |
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They decide to head out through the computer room, knowing the existing corridors are crawling (literally) with bugs |
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That proves to be a bad idea, when they open the door to a surprise party. The other half of the squad splits off and tries a different path. |
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The gunner finally gets some good shooting in, and most of the path is cleared. |
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The final rescue. All 12 civilians made it out. Sadly, Blue died from his wounds, so one more on the KIA list. |
Tuesday, September 07, 2021
FSD Playtest 5
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The board. 3 stars in the center are the control points |
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Socrates Jumps into cover |
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Scouts Out! Deploy into cover |
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Zeno can really Jump on a short board! They zip all the way up to the central objective. Scouts are just barely over 1 DU away. |
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MBT drives on to the board and shoots at the Zeno. Like just about everybody this turn, he misses. |
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Missed by a mile |
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Gun Platform deploys, moves slowly forward and fires on the MBT. I gave the tank cover. He misses. |
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Another MBT deploys and takes a shot at the Socrates. Shockingly, he actually hits! |
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The only damage out of all the firing in the first turn. |