Wednesday, 10 July 2024

WHEN NIGHTMARES COME - Balkans Case 1920s Game 2

 We managed to play the second game in our 1920s Balkans case.

Scenario Two: Howling at the Moon

The clues gathered at the gypsy encampment led the team to a stone circle deeper in the forests of Croatia. After several days travel, the team reached their destination in the early evening, a short time before sunset.

Location: A stone circle in a forest clearing. In the centre of the circle stands an altar, perhaps a sacrificial stone. Wolves can be heard howling from the forest depths.

Time: Nightfall – Lighting conditions are Well-Lit for turns 1-4, then Dark for turns 5 and 6 (ranged attacks limited to 6”)

Deployment: As the party have arrived together, deploy all Hunters on same edge.


DARK SPAWN DEPLOYMENT

Turn 1: 2 Cultists.

Turn 2: 4 Cultists

Turn 3: 2 Reanimated Corpses 

Turn 4: 2 Reanimated Corpses

Turn 5 1 Werewolf

Turn 6 2 Reanimated Corpses


The table layout. The POIs are the red markers, and the portals represented by the yellow/green flames. The hunters enter from the nearest edge.


Turn One: The tean split up, each heading for a different objective. Roberto rushes to the altar in the centre of the stone circle, whilst Sophia cut to the right, intending to close down the portal their, but stumbling, she failed to reach her target. In the meantime Penfold moves towards the left-hand portal and Pip aims for the nearest POI. However the terrain proved more difficult than they expected and both failed to reach their respective goals. Two undead wolves entered from the far portals and both rushed towards Roberto, closing in from either side.


Turn Two: Penfold and Pip manage to close their portal and search their POI, successfully finding a clue. Roberto searches the stone altar but finds nothing (perhaps distracted by the approaching undead wolves) then fires twice, dropping a wolf with his first shot, but missing the second creature. In the meantime Sophia harvests some Arcana from the portal before closing it, then moves forward to get a line of sight on the second wolf, but he revolver shot goes wide of the mark.
The last wolf charges into contact with Roberto, who keeps the creature at bay with his rifle butt. Four more undead wolves appear, two rushing towards Sophia while the other pair (moving more swiftly) leap on the unfortunate Pip. He successfully fends off their attacks with his whip.





Turn 3: Sophia demonstrated unusual accuracy as she dropped two wolves with two bullets! She then rushed forward to search the next POI and find a clue, triggering the Nexus to appear. It was on the far side of the table, but fortunately close to one of the portals they had previously closed. Roberto spent the turn locked in melee with an undead wolf.
Pip and Penfold shot the two wolves on their side of the table, then Penfold moved up to join Roberto. Two resurrected corpses appeared and moved towards Penfold and Sophia respectively.



  
Turn 4: Not a good time for the team, withe several failed actions and wild shooting with no effect. Both Penfold and Sophia were attacked by resurrected corpses, but both fended off the monster's blows. Two more resurrected corpses appeared from the last two portals.



Turn 5: The Hunters seemed to wake up this time. Roberto killed the wolf he was in contact with, then rushed over to help Sophia, scoring a critical hit on the corpse and destroying it outright. Sophia rushed towards the Nexus and managed to reach it with her final action. Penfold and Pip struggled with the corpse attacking Penfold, but managed to destroy it eventually. Another resurrected corpse entered the table, as did a Werewolf!


Turn 6: Pip and Roberto acted as rearguards to ward of any oncoming Dark Spawn, while Penfold moved back to join Sophia, extracting some Arcana from the Nexus. Roberto took careful aim and shot an oncoming corpse in the head (outright kill!) the with his last shot killed the raging werewolf. Great shooting!! Sophia used he three actions to close the Nexus before any more Dark Spawn to come through the portals.



Another great game and a lot of fun. The clues we found point to Venice, so our next game will be somewhere in the city of cannels.

Wednesday, 3 July 2024

WHEN NIGHTMARES COME - Balkans Case 1920s Game 1

 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.

Thursday, 30 May 2024

WHEN NIGHTMARES COME - Egypt 1920s Case - Game 4

 We played the final game in my 1920s campaign, bringing our case to a conclusion.

I forgot to take any pictures of the Game 3, which had been something of a disappointment, being allover in 3 turns! Good dice and coming on from both sides meant that we accessed three POI in the first turn, revealing the Nexus straight away. We were then able to close the Nexus before too many Dark Spawn showed up. We actually played the scenario twice, but got the same result a second time, an easy win the turn 3!

On to Game 4, which was a very different kettle of fish indeed!

The table layout, the hunters are shown entering from the left. The POIs and the small red markers and the portals are the yellowish flashes.

And the view from the bottom left corner.

Turn 1
The Hunters split up going either side of the pyramid.  Onur Turkay and Dr Doctor Ogley went right, Onur reaching the first POI and successfully searching it whilst the Doctor rushed forwards towards the next. 
Going left Emmett Swanson reached his nearest POI but was unable to search it this turn, Whilst Akil Malik was a little more tardy, probably slowed by the weight of his satchel full of tricks and gadgets. Two pairs of Minions of Anubis appeared, two of them charged towards Onur, whist on the other side of the table one of them seemed less keen to approach Emmett.
.


Turn 2
Onur cocked his tommy gun and let rip, cutting one of the minions down, but failed his next two activations! He ten moved towards the Doctor, who in the meantime had reached and successfully searched the next POI. Incidentally this triggered the arrival of the "Big Bad", the Mummified Pharaoh at the entrance to the pyramid. 
One the other side of the table Emmett downed one of his foes with a pistol shot, then quickly searched the POI next to him, before moving back to join Akil Malik. This caused the Nexus to be revealed in the opposite corner to the pair, nearby Doctor Ogley, unfortunately also within reach of the Pharaoh!
The surviving Minions of Anubis charged Onur and Emmett respectively, but both successfully dodged their foes attack. Two mummified priest appeared on the left hand side of the table and closed in on Emmett and Akil from both sides.




Turn 3
Akil pulled out his revolver, aimed and shot the mummy moving up behind him, them moved around the side of the pyramid. Emmett cut down the minion in front of him with his machete, the shot the oncoming mummy, but just knocked the Dark Spawn to the ground. He then rushed around to join Akil.
Onur moved to place himself between the Pharaoh and the Nexus, then aim and fired with his tommy gun, wounding the creature. Doctor Ogley ran past him to the site of the Nexus and started to shut it down, pausing to cast a Barrier spell to prevent the Mummified Pharaoh from pursuing him. 
The Pharaoh, blocked by the magical barrier, was forced to move around the ruins towards the Nexus, joined by a recently arrived mummified priest. Another mummified priest entered the portal closest to Emmett and Akil and moved to block their escape.





Turn 4
Emmett killed the mummy with a well-aimed blow from his machete, then he and Akil rushed on towards their compatriots.
Onur turned and fired an aimed burst at the Pharaoh, wounding the foe a second time, then fired a burst at the mummy beside him, knocking the Dark Spawn down. In the meantime the Doctor continues to work on the Nexus, failing two of his three attempts to close the nexus down.
The Pharaoh fortunately fails his activation and only has his free move to advance toward the Doctor. The prone mummy fails an attempt to rise before regaining his feet and moving to join his master. Two more mummified priests emerge from the portals and move forward to join the fray.


Turn 5 
Emmett and Akil continue to rush to bring aid to their embattled comrades. Onur gets between the Nexus and the Pharaoh and fires but the creature dodges his attack. The Doctor finally succeeds in closing the Nexus but inadvertently summons a Temple Guardian!
At this point we had technically won the game, but with the Mummified Pharaoh in play we decided that we should play on.
That was a mistake! Both the Pharaoh and his accompanying mummified priest successfully strike Onur, but he dodges one blow and utilities his Granite's Fealty to offset the wound. In the meantime the poor Doctor is battered by the temple guardian, taking three wounds.



Turn 6
Things are looking pretty dodgy for two of the hunters. But fortunately Akil Malik manages to get close enough to throw a Repellent into the middle of the scrum, forcing the Dark Spawn to break off and move away from their prey. As the Pharaoh tries to move away, Onur strikes him with the butt of his tommy gun, knocking the creature to the floor.
Doctor Ogley administers some first aid to himself the launches a magical Arcane Bolt at the Temple Guardian, killing it. Onur proceeds to riddle the fallen Pharaoh with his tommy gun and kills the monster.
Case closed -just in time!!!

Well, this had been a lot of fun! Although we had found some of the earlier games seemed a bit disappointing at times, often not seeming to be much of a challenge for the Hunters, this game really played to the strengths of this rule system.

We liked the basic mechanisms and will certainly be playing more games with When Nightmares Come. I think we will probably stick to writing my own scenarios for our games, rather than using the system in the book. 

Saturday, 20 April 2024

WHEN NIGHTMARES COME - Egypt 1920s Case - Game 2

 Now for the second game in this case.

The band of Hunters have rushed down an alleyway into the darkened street. The Points of Interest they need to search for clues are again represented by the covered market stalls. This time it will be more difficult as they are in two different streets.

Here is the table layout with the Hunters entering from the top edge.


Turn 1: The Hunters split up and rush towards the two nearest POIs. The two Wardens hang back so as to be able to give covering fire once the Dark Spawn start showing up. Two Minions of Set arrive and charge towards the closest Hunters.



Turn 2: Akil Malik and Doctor Ogley search their respective POIs and each find a clue, while Emmett Swanson moves up to be ready to engage the oncoming Minions, He takes a shot at one but misses. . The Minions of Set move forward, but one is quicker than the other so a gaps forms between them. More Minions make an appearance from portals and move forward.



Turn 3: Onur Turkay cocks his tommy gun and lets rip, taking down 2 of the Minions. With some lucky dice Dr Ogley manages to reach one of the POIs in the next street and perform a quick search. He fails to find a clue but now the Nexus appears, coming out of the well in front of Onur. Emmett takes down one of the Dark Spawn with his machete then he and Akil move to intercept the foes rushing from the far side of the table to allow Doctor Ogley and Onur time to deal with the Nexus. Two Mummified Priests now make an appearance from opposite portals.



Turn 4: Onur and Doctor Ogley move up to the Nexus and the Doctor now starts harvesting Arcana.  Akil and Emmett each kill a Minion but more swarm towards them and they are both wounded. More Dark Spawn enter from portals, thankfully none from the one closest to the Nexus.

Turn 5: Akil drops a Repellent at his feet forcing the Minions of Set to back away. Using the brief reprieve he administers first aid to himself, curing his wound. Emmett pulls out one of his home-made grenades and priming it throws it at the group of Minions. Fortunately, his aim is true and the Dark Spawn and shredded by the blast.  Two Mummified Priests close in on Akil and Emmett, with a further two not far behind.
By the Nexus, Onur steps back in order to get a shot at a Minion of Set that had outflanked Akil and Emmet, dropping the creature with a burst from his tommy gun. Doctor Ogley starts try to franticly close the Nexus, but fails his first two attempts.



Turn 6: Akil quickly administers a healing potion to Emmet and the pair move back towards their comrades, Emmet firing at the oncoming mummies with his pistol and dropping one of them.
Doctor Ogley passes two attempts to close the Nexus, but fails on his third try. This closes the Nexus but unfortunately summons a Temple Guardian. As luck would have it the Doctor still had his free movement action left, so dodges away from the creature, taking a wound as he does so. But leaves Onur with a clear line of sight at the monsters empties the rest of his magazine into it's chest, which is thankfully enough to kill it. 


The Hunters are victorious once again, but by a much closer margin this time. Closing the Nexus and killing the summoned Terror was literally a last minute act. 

All the Hunters now have 5 experience points, except for the good Doctor who now has 6 XPs, which allows him an Advance. He choses to increase his rather slow movement from 3" to 4". Using the harvest Arcana from the previous game the Hunters have managed to max-up on various one-use tokens and amulets. They will need them for the next game as the level of the foes increases as the case progresses. 

The players do actually need to remember that the characters have these goodies of course. After forcing the Minions back with Repellent, Ian was all fixed to run away until I reminded him that Emmett had a couple of grenades in his pocket!!!