Colin and I have embarked on a new case using When Nightmares Come, again set in the 1920s, this time centred around the Balkans.
First of all to introduce the cast:
THE HUNTERS
Roberto Gatti: Warden (Fighter)
A former Captain in the Italian
Army and a veteran of the Battle of Monte Grappa in November 1917 and the
Battle of the Piave River in May 1918. Whilst patrolling on the mountains in
the final months of the war, Roberto and his unit were attacked by strange
creatures that, quite literally, ripped his men apart. At the end of the war
Roberto left the army and began his new crusade, monster hunting. He started by
tracking the creatures that killed his men to their lair in the Italian Alps
and destroying them. He met Sophia Richardson when they were both pursuing a
demonic cult based in the sewers of Milan.
Sophia Richardson: Weaver
(Magician)
Amongst the first women to receive
a degree from Oxford University, Sophia was set for a career in medicine until
the mysterious disappearance of her father, a renowned Egyptologist. Searching
her father’s papers for a clue to his whereabouts she discovered his journal,
which read like something from Bram Stoker’s “Dracula”. The journal led her to
a group of her father’s “associates” in Egypt and a terrifying encounter with a
resurrected mummy. Since then, her hunt for clues to her father’s fate have led
her deeper into the world of paranormal and bizarre investigations, which is
how she encountered Roberto.
Pip Kingsway: Warden (Fighter)
The black sheep scion of a minor
aristocratic family, Pip was expelled from Eton after a prank involving a goat
and the headmasters wife went horribly wrong. Sent out to Africa to redeem
himself on the family’s newly acquired farm he became a keen hunter.
He immersed himself in the local
culture and was particularly fascinated by his dealings with the local witch
doctor. Logic told him that the man had no supernatural powers but he saw many
things that seemed impossible.
The outbreak of the Great war
found him caught up in the fighting in East Africa. He raised a small troop to
help in the pursuit of Von Lettow-Vorbeck and his German and Askari army. His belief in the supernatural was
confirmed when he witnessed the disappearance of a platoon of Kings African
Rifles at the hands of a German supporting witch doctor. The Witch did not
survive long but he swore to root out practitioners of the dark arts.
Penfold Byron: Wright
(Researcher/Artificer)
Penfold came from a family of
engineers. Many of Victorian Britain’s engineering marvels had involved a
Byron. As he grew up he heard the story
of the the Tay Bridge Disaster. His grandfather had not only designed the
bridge but was one of the 90 people killed that day. As reported by William
McGonagall the deaths were the work of the devil Boreas. All his life he
intended to use his scientific and engineering skills to seek out and destroy
Boreas and similar creatures of darkness.
Aware of his own physical
limitations he sought out a man of action to provide the muscular Christianity
that he lacked. He met Pip Kingsway through a personal advertisement in the
Times, liked the cut of his jib and they agreed to work together. An article in The Journal of the
Society for Psychical Research led them to Gatti and Richardson.
The Dark Spawn
Cultists -
Vermin class
Actions:
Free Move + 1d6
Move 6”
Armour 4+
on 1d6
Traits:
Melee weapon=Savage
– the first time DS moves into contact with a Hunter, they get a free melee
attack.
Missile
weapon=Count as pistol armed
Undead Wolves - Vermin class
Actions: Free Move + 1d6
Move 6”
Armour 4+ on 1d6
Traits: Savage – the first time DS
moves into contact with a Hunter, they get a free melee attack.
Reanimated Corpse - Horde class
Actions: Free Move + 2d8
Move 6”
Armour 4+ on 1d8
Traits: Repulsive – all Hunters must
make a Terror roll the first time they come within 6” and LO, Tenacious – Any
hits except aimed or Natural Crits just knock the DS prone (-3 to Dodge Defend
rolls)
Werewolf - Terror class
Actions: Free Move + 3d10
Move 6”
Armour 4+ on 1d10
Traits: Dreadful – Blows from this
adversary count double against Hunters Resolve
Frenzied – When it attacks, target
must pass two Dodge Defend rolls
No Atrocity as yet, we are going to how the first few games go and decide what the BIG BAD is going to be once we see what direction the campaign is heading in.
Campaign Background
In previous investigations the
team have uncovered rumours of a mysterious cult that based it’s teachings on
the research of Victor Frankenstein, who’s original work was thought to have
been lost a century before. More recently the cult has been connected to
reports of missing people and the sightings of strange creatures in the
mountains of Croatia, which has prompted the team to travel to the region and
investigate.
Scenario One: The Gypsy Camp
Travelling to the site of the most
recent sightings, the team come upon a gypsy encampment.
Location: A small clearing in the
forest. In the centre is an open space with a
scattering of tents, carts and wooden crates etc, proving areas of cover. Several
gypsies can be seen around the camp, who react abruptly to the team’s arrival.
Time: Mid-morning – Lighting conditions are Well Lit
Deployment: As
the party have arrived together, deploy all Hunters on same edge.
DARK
SPAWN DEPLOYMENT
Turn
1: randomly convert three gypsies to Cultists.
Turn
2: 2 Cultists
Turn
3: 4 Cultists
Turn
4: 4 Cultists
Turn
5 2 Reanimated Corpses
Turn
6 2 Reanimated Corpses
The initial set up, with the hunters closest to the camera.
Gypsies clustered around the caravan, but how many were as innocent as they seemed?
Turn 1:
Sophia Richardson rushes to the nearest portal and shuts it down, having harvested some Arcana first. Roberto Gatti races past her to search the first POI, finding a clue. Three cultists reveal themselves and two rush towards Pip Kinsway and Penfold Byron. The first fires at Penfold with his shotgun, but misses.
Turn 2: Pip fells his first opponent, then fires at the next with his pistol, but the vermin dodges the shot, while Penfold searches the nearby POI, but finds nothing. From the far side of the camp, Roberto takes careful aim and drops the shotgun wielder with a well placed rifle bullet. Sophia moves on to the next POI and finds a second clue, which triggers the Nexus appearing, fortunately close to Sophia and away from the majority of the cultists.
Turn 3: Sophia runs to the Nexus and harvests some much-needed Arcana. Roberto intercepts the only cultist threatening Sophia and dispatches him with his rifle butt, then joins Sophia at the Nexus, pausing to shoot another cultist advancing on Pip and Penfold. As most of the newly arrived cultists were on their side of the table, the pair have their work cut out fighting their foes off, which distracts them away from Sophia working on the Nexus. Even more Cultist appear close to the unfortunate Penfold, who is now wounded
Turn 4: Now Surrounded by foes, Penfold uses one of his Repellants to force them back, allowing Pip to thin their numbers with his revolver. Roberto frantically harvests Arcana from the Nexus, before Sophia uses her arcane knowledge to shut it down.
Turn 5: With the Nexus closed and the portal dispersed the hunters easily dispatch the three surviving cultists.
In the end this scenario went quite well for the hunters and seemed easy, apart from a rather hairy few moments for Pip and Penfold. Undoubtedly we were helped that so few of the Dark Spawn entered closer to the Nexus, which allowed Sophia to work uninterrupted. If the Nexus had remained open for longer and some Reanimated Corpses entered the fray, things might have been very different indeed.
The clues the hunters found lead the way to an ancient circle of standing stones, deep in the forest.