Showing posts with label Starstones. Show all posts
Showing posts with label Starstones. Show all posts

Wednesday, 15 September 2021

Starstones Campaign Chapter 9

 Chapter Nine

 On arriving at their base camp, Professor Hodgeson was delighted to find a large crate awaiting him. After Jack had prised the lid off the Professor pulled out a strange looking leather hood and mask with thick glass eye holes in it and put in on his head.

 “Uncle, you look ridiculous. What on earth is it for?” demanded Maisie.

 “To protect me from splashes.” He mumbled in reply.

 “Splashes from what?”

 “From this!”.

In a cloud of sawdust, the professor pulled out a metal tank with straps. In his other hand he clutched a strange, gun-like device that was joined to the tank with a flexible tube.

 “It’s a device for shooting a mix of chemicals, similar to those in my exploding globes.” He explained.

 “Isn’t that dangerous?” Lady Amelia asked in a concerned tone.

 “My dear lady, I most certainly hope so!”

 Having re-supplied themselves, the party returned to the village at the foot of the eastern Accursed Mountains, where they had discovered the grisly remains of the Ottoman troop. Before departing their base camp, Professor Hodgeson also spent some time in the local church, once again in conversation with the priest. Singh had scouted ahead and reported that he had tracked the fleeing vampire to what had appeared to be their lair.

 “It’s just to the north of the village, a small stone-built house of some kind, standing apart from the other buildings”.

 They followed Singh until the mysterious stone building came into view.

 Jack groaned. “It’s a charnel house! Singh, why didn’t you say it was in the middle of a graveyard?”

 “You didn’t ask!”

 “I’m sure they find it very convenient, having so many spare parts close to hand.” Sighed Maisie, unshouldering her rifle.

 

Set Up: A graveyard with a Mausoleum in the N/W corner. Scattered within the tombstones are 6 table tombs, these are the initial spawning points for ambushes. The PCs must locate the vampire and destroy it.

 

Deployment: Deploy all PCs along the S/E, then deploy foes randomly but not closer than 8” to any PC (if a foe appears closer than 8” from a PC, place it 8” away).

 

Foes:

3 x hordes of 4 Ice Revenants

2 x Ice Revenant Wolves

 

Trap: A pit opens up at the PCs feet and an Ice Revenant emerges and attacks. Mark the spot as a future ambush point. Replace the card in the deck.

 

Ambush: An Ice Revenant emerges from the nearest table tomb/pit and attacks.

 

Reinforcements: 1-6 Ice Revenants enter from a random table edge or by a table tomb.

Roll 1d6 for location, 1-4= table edge, 5-6 = random table tomb.

 

At Our Back: 1-6 Ice Revenants enter along the southern edge (or 12” behind the rearmost PC).

 

Complications: Pack of 6 Ice Revenant Wolves enter from a random table edge.

 

That will come in handy: Nothing

 

Wandering Monster

Roll 1d6 for location, 1-4= table edge, 5-6 = nearest cover to centre of table.

1-2: 3 x Ice Revenants

3-5: An Ice Revenant Cossack

6: An ice Revenant Creature


Game Event: A Lesser Vampire enters from a random table edge or by a table tomb.

Roll 1d6 for location, 1-4= table edge, 5-6 = random table tomb.

 

Mausoleum

If a PC moves within 4” of the entrance and the vampire is not yet in play, the vampire will emerge from the mausoleum and attack the PC.

 

Victory

The game ends all PCs have left the table or are dead.

5 XP plus 1XP for killing the lesser vampire or carrying a comrade’s body off-table.


The party just enter the graveyard and the revenant ambushes start. Not a good time for Lady Amelia's shotgun to jam!

And more shambling undead enter behind them.

Yet another emerges from a hole that opens up at Singh's feet, but he swiftly crushes the revenant's skull.

A horde of revenant wolves enter the table.

In fact the western side of the table looks decidedly unhealthy.

The party start to veer to the east.

But Maisie is ambushed.

The lesser vampire enters from the eastern side and is blasted by Lady Amelia's shotgun.

Singh and Jack gang up of the creature of the night, Jack beheads it with a Power Blow.

With the Vampire destroyed the party can withdraw, but on the way the Professor is ambushed and wounded before he can use his Free Disengage ability and escape.

As the Professor and the ladies escape Singh holds back a horde of revenants.

Seeing his plight, Jack rushes up, his revolver blazing.

Between then the pair finish off the last of the revenants and make their escape.

A relatively easy adventure, despite the repeated ambushes. Three of the party suffered single wounds and two were unhurt. Mainly due to the luck of the Vampire entering close to the party whilst the hordes of foes came on from the far side of the table. If he had come on in the midst of the masses of revenants on the western edge it would have been a different story!




 

Tuesday, 13 July 2021

Starstones Campaign Chapter 8

 Chapter Eight

 Once settled in the new base of operations in Gusinji, the party review the new intelligence, collected from local sources by the ARSS investigation team who preceded the party to set up the base. Whilst chaotic and fragmentary, it is apparent that the vampire clan are definitely increasing their activities in the region.

 The most promising lead concerns a village in a remote valley in the eastern Accursed Mountains.

A mysterious illness had killed over half the village in a single week before stopping, as suddenly as it began. But within a few more days the survivors had fled the village, saying that their dead friends and families had come back to eat them! The latest intercepts from the Ottoman military revealed that a “special unit” of soldiers had been despatched to the village, but they had failed to report back.

 It has been decided that Professor Hodgeson’s team would investigate the site. But before departing the Professor sent an urgent requisition order to ARSS Mediterranean HQ for some new equipment.  He also spent some time in deep conversation with the priest at Gusinji’s church.

 On arrival at the edge of the deserted village the party see a strangely thin wolf tearing at the bloody remains of a man in Ottoman uniform.

 “Hey! Get out of it!” Jack yelled, picking up a rock and throwing in at the wolf.

 The wolf turns to face them and silently bares its teeth. It’s fur and skin have a strange, bluish tinge and its eyes seem to almost glow with a red light.

 “This creature does not appear normal.” exclaimed the Professor.

 The wolf let out an eerie howl then charged at Jack. He drew his revolver and shot the creature through its heart. The impact of the bullet knocked the wolf over, but it sprang back up and leapt at Jack with its jaws agape. Jack’s second shot blew the top of its head off and the creature dropped to the ground in a limp heap.

 “Well, that certainly did not appear normal!” Singh remarked drily.

 As if in reply, from the village ahead they heard more mournful howling….

 Set Up: A small village. 6 corpses (or the remains of corpses) are scattered around the village, some still clad in the tattered remnants of Ottoman uniforms. There are also 4 strange pits, like tears that have opened up in the ground. The PCs need to search the bodies to see if they can find anything of use, then exit the table (all the party must leave from the same edge).

 Deployment: Deploy all PCs along the southern edge, then deploy foes randomly but not closer than 8” to any PC (if a foe appears closer than 8” from a PC, place it 8” away).

 Foes:

3 x hordes of 4 Ice Revenants

2 x Ice Revenant Wolves

 

 Trap: A pit opens up at the PCs feet and an Ice Revenant emerges and attacks. Mark the spot as a future ambush point. Replace the card in the deck.

 Ambush: An Ice Revenant emerges from one of the pits and attacks.

 Reinforcements: 1-6 Ice Revenants enter from a random table edge.

 At Our Back: 1-6 Ice Revenants enter along the southern edge (or 12” behind the rearmost PC).

 Complications: Pack of 6 Ice Revenant Wolves enter from a random table edge.

 That will come in handy: See a bunch of fresh garlic through the nearest window. The PC must enter the house to retrieve it.

 Game Event: A Lesser Vampire emerges from a random house. Place “A Vague Disquiet” card in the deck. Because it has recently fed, the vampire has 3 HP.

If the Vampire is reduced to 1 HP it will attempt to flee from the Northern table edge.

 Wandering Monster

Roll 1d6 for location, 1-4= table edge, 5-6 = nearest cover to centre of table.

1-2: 3 x Ice Revenants

3-5: An Ice Revenant Cossack

6: An ice Revenant Creature

 Searching bodies: This takes 1 action, roll 1d6.

1: Mallet and wooden stake

2: Fresh Garlic

3: Amulet against Poison

4: Sprig of Wolvesbane

5: Hand crossbow with 6 silver tipped arrows (range 12”, shoot as pistol -1)

6: 3 vials of Holy Water

A repeat roll indicates that the body has nothing of value

 Victory Conditions

The game ends all PCs have left the table or are dead.

5 XP plus 1XP for killing the lesser vampire or carrying a comrade’s body off-table.


New Foes

For the Vampires' undead hordes I wanted more recently animated corpses rather than the skeletons from the original Sellswords and Spellslingers rules, so I created my own "revenants".

ICE REVENANT DL 10 HP 1 DMG 1 MOVE 4”

Raised Dead, Immune to poison, disease, Vulnerable to Fire: DL 6 vs Fire, Headshot

Horde

These are your basic Zombies/Walkers/Zs,/Wights etc


ICE REVENANT WOLF DL 8 HP 1 DMG 1 MOVE 6”

Raised Dead, Immune to poison, disease, Vulnerable to Fire: DL 4 vs Fire, Headshot

Horde

Exactly what it says on the tin!


ICE REVENANT COSSACK DL 12 HP 2 DMG 1 MOVE 4”

Raised Dead, Immune to poison, disease, Vulnerable to Fire: DL 8 vs Fire, Headshot

Obsolete rifle Max Range 12”, Poor shot DL2 if shooting – if activated within 4” of PC will charge PC rather than shoot, Horde

The Vampire clan's original bodyguards who have maintained some of their military skills in the afterlife (unlife?),


ICE REVENANT CREATURE DL 13 HP 3 DMG 1 MOVE 4”

Raised dead, Immune to poison, disease, Vulnerable to Fire: DL 9 vs Fire, Horror Check +2 within 4”

Ferocious Blow: if a PC rolls a 1 in melee with a Creature, the PC suffers 2 HP damage.

Take one of von Frankenstein's failed experiments, kill it, then reanimate it. Nice!


Headshot: If hit by mundane missile fire (except shotgun or explosion) roll 1d6, on a 6 the model is knocked down, but does not lose a hit point.


So how did it go?

The village layout. The PCs enter from the bottom edge, the red splatters are the Ottoman corpses.

                                       
It all starts so well. Jack rolls three successes and rushes forward to reach the nearest corpse. Then Maisie rolls two fails, the first activates the nearest wolf to charge at Jack.....

                                       
.... and the second brings on a pack of revenants right at the PC's backs! They turn and blast away, but roll appallingly, only hitting one of the foes. Singh and Lady Amelia both fell their attackers, the Professor misses, but successfully parries but Maisie takes a wound. By the time the PCs (well Singh and his big knife to be honest) have finished off the rest of the revenants, Maisie is down and out of the fight! Professor Hodges administers first aid and she recovers, but with 1HP with -2 to all rolls and movement limited to half speed. We decided it was safer (for the rest as well as her) if she returned to base. Not good for the end of the first turn!

Lady Amelia and the Professor move forward to join Jack but Singh's attention wanders somewhat (three failed activations). A rather large "thing" makes an appearance to the right of him and a large horde of revenants turn up to the left. Stuck in the middle with who? 

To cap it off, now a vampire emerges from one of the buildings.

The Professor toasts the big critter one one of his exploding globes and Lady Amelia finishes it off with a shotgun blast to the head.

As the Vampire and the horde of revenants close in on Singh, his gun jams and he retreats to join Lady Amelia, who blasts the impudent undead hussy with both barrels! Reduced to 1HP, the vampire will attempt to leave the table rather than attack the party.

While this is going on Jack is franticly gunning down the mass of undead wolves and other revenants closing in on him from all sides.

The Professor throws another of his exploding globes at the horde. Before.....

....and after. Unfortunately, the vampire wasn't caught in the blast.

As the PCs attempt to get back together, Lady Amelia is startled by a revenant appearing from a hole at her feet, but the a swift application of a shotgun butt to the skull deals with the creature.

At the same time Jack and Singh are charged by the remaining wolves after Jack's gun jams. Having dealt with the "oversized dingoes", Jack searches the corpse and finds a strange amulet.

 Lady Amelia is ambushed again from the same hole in the ground, but with the Professor's assistance removes the annoyance.

Things then went quiet for a bit (never a good sign) and the Professor rushed forward to search another corpse, finding a bunch of fresh garlic. Flushed by his success, and the lack of visible foes, he promptly dashed across the table towards a distant body by the northern edge. Two more revenants rounded the corner of the fence in front of Professor Hodgeson. He reached into his knapsack and drew out the small cloth bag the village priest had given him before they left that morning. He pulled out three small glass vial and threw them at the approaching undead. The first missed, but the second struck the leading monster, showering in in holy water, blessed by the priest. The creature instantly dropped to the ground like a limp rag, the evil will that bound it to unlife banished! The Professor swiftly dealt with the second revenant in a similar manner.

But when Jack tried to follow he was intercepted by a horde of shambling undead.

And Lady Amelia found herself ambushed, yet again! In all she was ambushed 7 or 8 times during the game. We speculated if it was her new eau de toilette that was attracting all the attention?

The Professor searched yet another body, this time finding a bunch of wolfsbane, which he stashed in his knapsack. A single revenant rushed towards him, but the Professor downed the creature with a well-placed .455 calibre Webley.

The party now gathered together. The Professor, his blood up, was all for continuing to check the remaining corpses or else following the vampire as she fled from the table. But as Lady Amelia was down to one HP, the rest of the party were in favour of a retreat in order to regroup. The matter was decided by the arrival of another of the huge revenant creatures, with Lady Amelia badly injured and the Professor having exhausted his supply of exploding globes, even he decided that the better part of valour is discretion, and they left.

Recovering over pre-diner gins at their base camp, Professor Hodgeson reviewed their discoveries.

"What I do not understand, is why the Ottomans were carrying Wolfsbane?" he remarked.

"They probably feared those resurrected creatures." Singh offered, "Many men would".

"But if would not affect those, " Jack explained, "it would only work on werewolves."

He paused for a moment.

Maisie looked up from where she lounged on the chaise longue.

"Uncle, do the Turks know something we are unaware of?" she asked.


 

 





Monday, 28 June 2021

Starstones Campaign Chapter 7

 Chapter Seven

 Following their recent diversion to Egypt, Professor Hodgeson and his team, accompanied by Lady Amelia Bufton-Tufton and her servant, have returned to the Balkans. Once there ARSS headquarters has tasked them with hunting down the ancient vampire clan that appears to have been assisting Von Leiche in his experiments and obtain the Starstones that are believed to be in their possession. Pre-operation research by ARSS agents has identified the probable base of the vampire clan, in a remote region in the Bjeshket e Nemuna or The Accursed Mountains in Northern Albania.

 Local folklore in the region would indicate that the vampires have been operating in the Accursed Mountains for at least three centuries. However, recently there have been rumours of new activity which may indicate a change in the vampire’s activities. According to legend, the majority of the vampire’s victims simply died, with the occasional unfortunate rising to join the clan as a new vampire. Recent reports now speak of many more of those killed by the vampires rising from their graves, not as new vampires but as an army of reanimated corpses under the control of the senior vampires.

Arrangements have been made for the party to travel to Gusinji, the nearest sizable town to the region, which will serve as the base of their operations. From there the party’s instructions are to investigate the reports and ascertain if they are the results of Von Leiche’s experiments, if that is so then to gather research into the technology used. However, the prime purpose of the mission is to eliminate the vampire threat and retrieve any Starstones in the possession of the clan.

As well as the vampire clan themselves, and whatever servants they control, it is expected that Ottoman forces will be attempting to disrupt the party’s investigations.

On arrival at Gusinji you find the town swarming with Ottoman troops and local thugs, all of whom appear to be looking for you! It would appear that someone has put a price on your heads, large enough to persuade a lot of the local lowlife out from under their stones. It would be expedient to move quickly to your new base of operations. However, whilst en-route it might it not present an opportunity to demonstrate to the locals that whatever price is being offered is not commensurate to the risk?

 Set Up: Streets in Gusinji, in the centre of the northern edge is the ARSS base of operations.

Deployment: Deploy all PCs along the southern edge, then deploy foes randomly but not closer than 8” to any PC (if a foe appears closer than 8” from a PC, place it 8” away).

 Foes:

2 x hordes of 4 local Bandits

2 x bandit thugs

3 x hordes of 3 Ottoman Soldiers.

Trap: There are no Traps.

Ambush: A bandit leaps out from the nearest cover and attacks the closest PC.

 Reinforcements: 3 bandits enter from a random table edge.

At Our Back: 3 Ottoman Soldiers entre from the southern table edge.

Complications: None

Game Event: An Ottoman Iron Man enters from a random table edge. Leave the card in the deck, the Iron Man acts as a normal foe for drawn cards, except it also activates if the Event card is drawn.

Wandering Monster:

Bandit thug

Covering Fire.

A gatling gun is positioned by the doorway of the base. If any foe activates in LOS of the door they will be fired upon (roll once for each foe DL +1 shoot). If more than one foe/horde activates on the same card, shoot at the largest group. Note: PCs block LOS.

Victory

The game ends all PCs are inside the base of operations or dead.


The table layout, the objective is the flat roofed building at the top of the photo.

A street view before every thing goes to Hell, a local bigwig is choosing the drinks and entertainments for his forthcoming party.

Not the best start, both Lady Amelia and Professor Hodgeson have jammed guns and Jack takes down two Ottoman soldiers charginf towards them, but misses the third!

Singh takes out the last of the Ottoman soldiers in hand-to-hand, but that has allowed times for two hordes of local bandits to gather. Singh now finds himself staring down 8 rifles barrels. In the next activation, a Monster Frenzy card and some awful dice leave him with 2 wounds.

Singh pulls back to allow Lady Amelia to administer some first aid, whilst the lady's shotgun and Jack's revolver remove the first horde of bandits.

The Professor throws an exploding globe, which accounts for the next horde!

With the base in sight, Singh prepares to cover the Professor and Lady Amelia's andavce across the square. The Professor rushes forward to the door of the building, but Lady Amelia stumbles and an ambushing bandit charges out of a nearby doorway. Fortunatly he is felled by a shotgun butt whacked across the side of his head.

Once the PCs came into LOS from the ARSS base, the automated gatling gun was activated to provide covering fire.


A series of back Activations has brought on a whole heap of trouble, fortunatly at the far side of the table from our heroes!
As a Bandit Thug rounds the corner the automated gatling gun, mounted on the balcony over the door, springs into action!
Jack urges Maisie to run for the base, but a Bandit Thug is closing in behind her. Jack turns and cuts the rogue down by empting his revolver into the bandit's cheat.

With Lady Amelia, the professor and Maisie safely inside the base, Jack and Singh start to cross the square. A Bandit Thug ruses at Singh and somehow avoids the hail of fire from the gatling gun. Both men draw their knives and close with one another, each inflicting a punishing wound. Singh is back down to 1 HP (again)!

But Jack rushes up and cuts the thug down with his blade. There is nothing left to prevent the two men from reaching the door to the base now.


With Singh suitably bandaged, the party enjoy a well-earned afternoon tea on the sunlit roof terrace.

It was an easier game than expected, but after a dodgy start, with jammed weapons all over the place, we got lucky. Once the party got close to the objective, all the new foes entering the table seemed to arrive at our starting point, so never got close enough to be a threat. The Iron Man's card never came out of the deck, so we didn't have to deal with that. On the other hand, Singh took 3 wounds, fortunately Lady Amelia was able to administer some healing before he collapsed.

Vampire hunting starts next!

Wednesday, 10 March 2021

Starstones Campaign Chapter Three

 CHAPTER THREE

Analysing the evidence previously collected, it appears that some of the Ottoman experiments that escaped from the secret facility are living in the sewers beneath Sibenik. They seem to be controlled by some sort of organising intelligence (presumably one of the more successful Ottoman “experiments”).  It would also appear that the experimental facility was using a Starstone as its energy source, which the escapees have taken with them.

The sewer system empties into the old 16th century water cisterns beneath the old citadel and it seems that the creatures have made their base there. It can be assumed that the Ottomans have made the same deductions, so it is imperative that the ARSS team find the creatures’ lair first. The team’s priority is to gather intelligence on the Ottoman’s experiments and to retrieve the Starstone. 

The Ottomans will be sending in their own operatives to retrieve the Starstone and destroy whatever evidence exists concerning the activities of the experimental facility. Assume any Ottoman operatives encountered will be hostile.

Set Up: The sewer system and old water cisterns beneath the streets of Old Sibenik.

Deployment: Deploy all PCs in any tunnel along the southern edge, then deploy foes randomly but not closer than 8” to any PC (if a foe appears closer than 8” from a PC, place it 8” away). From the outset the PCs are aware of a sensation of undefined dread – All must take a DL10 Horror check.

Foes:

2 x Hordes of 3 Giant Lizards

3 x hordes of 3 Giant Frogs

Trap: The PC has stepped on a sticky substance produced by one of the giant frogs DL12 strength test to break free. If caught a giant frog emerges from the nearest cover and attacks the trapped PC.

Ambush: A giant lizard emerges out from the nearest cover and attacks the closest PC. If the PC is in the water the ambusher is a crocodile.

Reinforcements: 3 giant lizards (1-3) or 3 giant frogs (4-6) enter from a random table edge.

At Our Back: 2-5 Ottoman Militia enter along the southern edge.

Complications: Mr Needle enters from a random table edge.

Game Event: An Ottoman Officer and 3-6 Ottoman soldiers enter from the Southern edge.

Wandering Monster

1 to 2: 1 Dervish Assassin

2 to 4: Sewer Scavenger*

5 to 6: Hybrid*

*only each of these available. If already in play a crocodile enters instead.


That Will Come in Useful: A leather case is found.

Lair: A bizarre collection of items stolen from the city with a Starstone at it’s centre. If Mr Needle has not appeared by the time a PC reaches the lair, he will be in it!

Victory: The game ends if Mr Needle is killed and the Starstone is retreived, or if all PCs are off table or dead.


The table layout. The PCs will be entering from the sewer tunnels at the bottom of the picture.

Waiting for them are some of the bizzare experiements escaped from the Ottoman research facility. Giant frogs that exude a sticky gel to snare their prey....

.... and fast moving giant lizards.

Not a brilliant start, Singh moved forward and shot an approaching lizard, but Lady Amelia failed to activate. She succeed in generating more lizards and a band of Ottoman militia, all of whom entered down the sewer system, fortunatly in different tunnels to the PCs. Then, at Singh's second activation, he was ambushed by a giant lizard but swiftly despatched the beast.

Further along Jack and Maisie moved forward at speed but the Professor fell behind. 
 
Hearing the voices of the Ottoman militia comming up behind him must of startled the professor, because he carelessly steped into a sticky trap left by one of the giant frogs. The creature leapt up from it's hiding place, but the Professor swiftly killed it. The Ottomans were in sight now and bullets were whistling around him. He couldn't move his feet....

...but he could still use his arms. An exploding globe took out most of the troop, Maisie rushed back to help her uncle and shot down the last Turk. 

Now a strange, meancing creature slunk out from the shadows.

"What on Earth is that, Singh?"
"I don't know my lady, but I suggest we shoot first and examine the body afterwards!"

Yet more Ottomans ermerged from the sewer tunnels, but a second exploding glode dealt with them. With Maisie's aid the Professor managed to extract himself from the sticky trap.

The bizzare Mr Needle also enered the table.

A succession of poor actiavtion rolls and unlucky cards was bringing all manner of creatures out of the dark. The ferocious hybrid enered by the lair, flanked by two crocodiles!

Jack was wounded by a lizard before he managed to kill it. But he recovered from a combination of the Professor's healing skills and a draught of Mrs Pinkman's Restorative Compound. The Professor healed his own wound with a second draught of the Compond.

Two Ottoman militia came out of the sewers behind Lady Amelia, who turned and blasted them away with both barrels of her shotgun.

That's a lot of creatures heading towards the PCs.

As Lady Amelia started reducing their numbers, Singh was ambushed by a viscious lizard.

The Hybrid advanced across the bridge.

Preceeded by the two crocidiles that slipped into the water. The blue marker is an interesting old leather case that the Professor had just spotted.

As the Professor rushed off to grab the case, Maisie and Jack covered the rear against a plethora of different targets.
Lady Amelia slowly cleared their way using a textbook example of fire and movement tactics.

Jack wasn't having much luck with his revolver today. Not only was his aim off, the weapon jammed just as a crocodile reared up out of the water besides him! He took a nasty gash on the leg before he had despatched it with his sword.

As the trio regrouped the Professor was ambushed by a giant lizard but managed to fight it off. 

Maisie was otherwise occupied, putting bullets into the large ugly thing with multiple mouths which was rushing towards them. Unfortunately some of her shots just ricocheted of the creature's tough hide.

Fortunately her uncle had one exploding globe left and used it to excellent effect, not only blowing the Hybrid to atoms, but also taking out the crocodiles just behind him (it?). Joined by Lady Amelia and Singh, the party now caught the bizzare Mr Needle in a crossfire and killed the creature, filling it with lead before it could act.

The party pressed on, but a crocodile started clambering up out of the water. It's appearance obviously put the party off their aim a touch as it took a hail of lead and buckshot to kill the beast. 

In the meantime Singh, pressing ahead of the rest, discovered the worst moment for your rifle to jam!

It was for just such an eventuality that Singh had started carrying a revolver and he put a bullet into the croc. Maisie was able to finish it off with a well-placed shot to the head!

With the way forward clear, they party rushed into the lair and Singh grabbed the Starstone and thrust it into his pack.

Maisie found herself caught in a sticky trap and suffered a bite from the lurking frog (fortunatly she was poisoned by the creature this time. Jack rushed back to her aid and killed the frog, then pulled Maisie out of the sticky mess.

The party now made a swift exit, which is just as well when you consider what was coming up behind them!


CREATURE STATS

Mr Needle DL 14 HP 4 DMG 1 MOVE 5”
Not slowed by terrain, can climb walls. 
POISON: If bitten PC makes DL10 CON roll or be poisoned. A poisoned PC falls prone every time they fail an activation roll. A successful Heal roll will negate the effect. Horror 4” +2

Sewer Scavenger DL 13 HP 5 DMG 1 MOVE 4”
Fast attack, If foe scores a hit in melee in it’s activation, it can make a second attack at any PC in contact DL10.
Dodge, roll 1d6 for each missile hit, 5+ dodge out of way. Horror 4” +2

Hybrid DL 14 HP 4 DMG 2 MOVE 4”
Tough skin, roll 1d6 for each hit, 5+ bounces off.
Horror 4” +3

GIANT LIZARD DL 10 HP 1 DMG 1 MOVE 6”
FAST: Move 6”, not slowed by terrain, can climb walls
Animal, Horde

GIANT FROG DL 5 HP 1 DMG 1 MOVE 4”
POISON: If bitten PC makes DL10 CON roll or -2 to activate for rest of game. STICKY TRAP
Small target: DL 7 vs Ranged Attacks, Animal, Horde

CROCODILE DL 12 HP 2 DMG 2 MOVE 5”

Aquatic: DL14 in water, Animal