Skip to main content

The Death of New Tica Town - Lantern Years 9 and 10



Lily wandered through the settlement a frown on her face.  A hunting party should have been sent out, but for the life of her, she couldn’t remember if anyone had been sent.

“Whose hut is that?” she wondered.  It looked recently lived in but she couldn’t remember who lived there.  Shrugging, she went about her business.

Strange weather continued. Acid rain threated to ruin the settlements supplies and the survivors had to dismantle some infrastructure to prevent the damage.

With food running low, Frisky, Ignis the 2nd, Wesley and Sheba went off to hunt a Gorm in its lair.  Things were going well with the beast was bleeding out.  In a frenzy it trampled Frisky to death.  Spinning around it wretched acidic vomit, melting Wesley.  Sheba and Ignis scrambled around trying to land the killing blow. Two acid baths later none of the hunters were left.

Back at the settlement, sickness swept through taking Lily’s and Motorboat’s lives.  Compounding the disaster the Hand of the King arrived at the settle and struck down the four remaining survivors.  The hand left with nothing but corpses left in New Tica Town.

The End.

__________

So this game session was quite the disaster.  We did an nemesis encounter with the Slenderman and it went downhill faster than an out of control freight train.  Niko’s arms were ripped off in the first turn.  Consistent low rolls left the Slenderman taking no damage and consistently mowing through the hunters leading to a TPK.  A poor Gorm Climate roll compounded things by having us lose an innovation to prevent losing all of our stored gear.

Looking to start farming for Gorm gear, we set off for a level 2 Gorm.  Things were going well until some more crappy rolls left the party dead and the Gorm sitting on just its basic action card.  Only one wound left and we couldn’t finish the deal.  We then pulled plague which killed our last two survivors with any experience leaving us with four fresh survivors left.

We then rolled a three on the Hand of the King story event.  Killing our last four survivors.  We had the option to resist, but a quick glance around the table indicated the group was ready to re-roll with a fresh campaign.

We’ll resume in two weeks with a new settlement with characters named after the final fantasy franchise.

Comments

Popular posts from this blog

Salvage Wars! Red vs Blue - a Battletech Alpha Strike Event

Artist: Jasondrawstuff What is it?  Salvage Wars is a blind buy salvage box event.  The entry fee provides two(2) Battletech Salvage Boxes for players to use in a large group take and hold battle. Buy In: $20 for gate crashers, $25 for non-members.  Purchase grants event entry and two (2) salvage boxes for use during the event.  Game set up and buy in starts at 6pm with round 1 beginning at 630pm.  Game play ends at 930 or round designated by event staff. Players may trade salvage boxes if they wish prior to game start. Players are split between two teams designated red and blue.  Players will be given an appropriate color sticker to apply to their models base for identification friend or foe (IFF). Alpha Strike Cards: Players must use the provided Alpha Strike cards included in their salvage boxes. The may choose whichever side of the mechs card they prefer. No era limits. Drop In, Drop out: Late players may join the game at the start of any round and move onto a friendly table edge

Sky Fall: An Alpha Strike Group Scenario

3059 - Smoke Jaguar Occupation Zone - Formerly Draconis Combine - Tarazed System Operation Bull Dog - Wave 1 The newly reformed Star League Defense Force has settled on a target. Clan Smoke Jaguar. Months of preparation are over and the the first wave of planetary assaults has begun. The SLDF is combat dropping their main force right on top of the Smoke Jaguar Command and Control facilities on the planet Tarazed.  Unfortunately Jaguar Aerospace assets have disrupted the deployment causing the drop pods to scatter from their drop zones. Player Force Setup: SLDF: 400 points per player - Attackers (3 players) Smoke Jaguars: 500 points per player - Defenders (2 players). Team has 12 Battlefield Support points. Limits: Players may not have more than (1) Skill 1 mechwarrior in their force. Table Setup:  The table will be set up with three distinct urban areas surrounded by rolling hills and light woods. The Urban areas are designated as the Airfield, Command Base and Infantry base. All objec

The Second War of Futuris Clevelandis

The Second War of Futuris Clevelandis Narrative Campaign Coming this Winter to Drawbridge Games. This is a three part narrative campaign that will be taking place on alternating Thursdays  The Second War of Futuris Clevelandis: Violent warp storms have erupted around the Ohioa System.  The warp instability has damaged and cut the transit of a number of chaos and xenos ships causing them to be trapped in the system requiring repairs. Luckily an Imperial world with sufficient manufacturing capability is within the system, Futuris Clevelandis.  The ships limp towards the planet intent on taking what they need to escape the system.  Though some may just decide planetary conquest will be more fun. ___ What do players need? Commander: Pick and name an HQ unit to be their forces commander to be used in games.  While the commander is alive during a game he grants 1 extra command point per game.    Injuries - If a Commander unit is defeated during a game, th