The twist in this scenario is such that the operative down in the crypt has to descend 3 levels, each level is more frightening than the next. So at the start of each turn the operative rolls 1D6 and checks his resolve (4+) to see if he dares to enter further into the crypt. The first level has no modifiers, 2nd level has +1 negative modifiers and the 3rd level has a +2 negative modifier.
The two opposing forces looked like this:
Threshold
Character: Brewster Higgins
.45 handgun, double barreled shotgun, bowie knife
Animal handler, Ambush
Agent: Prof. Armitage
.45 handgun
Read languages
.45 handgun, hollow point bullets
Heroic
Man’s best friend
Lurker
Cult Leader
.22 Handgun
2x Cultist with crossbows (Longbow)
2x Cultist with polearms (Spears)
………………
We played the scenario two times, switching sides during game 2. The main reason for this was the abysmal misfortune that held the
Meanwhile on the surface the Threshold team had their work cut out for them. Crazed cultist appeared and started firing their crossbows and double barreled shotgun. It was a very intensive shootout that lasted several turns.
Jack Williams was now alone out in the graveyard and facing no less than 5 cultists. Prof. Armitage was at the far back trying to convince the operative underground to haul ass. In vain. Williams did his best, using up his Heroic action and put two rounds into the
The demented laughter of the cult leader was only cut short with another blast from his shotgun which removed Williams as a major injury. Now the cult swarmed over the gravestones towards the lonely Prof.Armitage. Armitage tried to hold his ground, fired at the attackers – he was finally charged by a blood crazed cultist who cut him down with a well placed thrust of a spear.
One can only imagine that the wicked cultists cut the radio cord and sealed the crypt entrance forever trapping the hapless operative still stuck down in the damp dark halls of level 2.
………..
The initiative was won by the Lurker side – again. Advancing pretty much along the flank like in game 1 the cultists were a bit more careful to stay out of gun range. The operative was able to enter Level 1 on turn 1, but then got stuck for the next 2 turns not daring to venture further.
Armitage managed to hold his ground until turn 8 when the operative returned back to the surface and sealed a Threshold victory.
………..
I love the idea behind this scenario, but the situation can become extremely unforgiving if you have bad luck with the dice as proven by game 1. I would actually love to play this a bit more fleshed out with a bit more involvement around the underground character. I have some “dungeon tiles” from a boardgame that I may use next time. It would be fun to play that lonely operative actively on a smaller separate board while the surface team handles the Lurker assault. This would make a great participation game for conventions.
My friend thought the scenario would be too easy for the Threshold upon reading it for the first time, but it proved that it was pretty hard. The Threshold pulled off close victory in game 2. It was also funny to see the “heroes” on both sides get killed while all minions survived. Not really how pulp games usually go down haha.
I think that if you want to increase the likelihood of a Threshold victory a better choice would be to drop the hollow point bullets and buy a civilian instead. Then park the civilian near the crypt entrance for moral support while the trio of good agents take on whatever is thrown at them. I think the Threshold lost a bit too much firepower keeping one of their agents at the crypt entrance.
Unfortunately we did not have the time to try out the other scenario I was really interested in trying out "Monster hunt". Next time.
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