Keera the Sunderer 8 – Vel and Perca counter-attack

An Ironsworn solo campaign, with battles fought with the Commands and Colors Ancients and Scenario-X boardgame rules. I have reduced armies to 10 units (instead of the standard 12 in Scenario-X) and set the end of the game to 5 victory points (aka Banners) instead of 6. Hex-Crawling is based on the Macchiato Monsters Map Generator by Eric Nieudan. See campaign set-up here. [This is a gaming campaign: please do not expect historical accuracy]


Previous Events: Keera is the leader of a Gallic clan: the Sunderers. She allies with the Wind-Riders, lead by Mogurix, in order to march South towards the richest lands that are now controlled by the Romans. Keera swears to find the tomb of their mythical ancestor Dag. While the two clans travel South, the druid Beltros announces he must leave to follow a mysterious quest: he names the young Anunna as his replacement. After several fights against the Romans, the Gauls reach the tomb of Dag, on the Southern shore of a large lake. They attack the Etruscan city of Axevena, but are defeated by the princes Vel and Perca.

NPCs:

Mogurix; the leader of the Wind-Riders, a clan allied with Keera’s Sunderers

Lavinia:  Mogurix’ wife. A Healer who was born a Roman but was adopted by the Gauls when a child.

Beltros: a Druid and the oldest member of Keera’s Sunderers. He disapproves the expedition South, believing that the risks of war should be avoided whenever possible.

Anunna: a young and honest priestess who replaces Beltros when he leaves he clan.

Vel: an Etruscan prince from Axevena. After fighting for years as a mercenary for the Romans, he rebelled against them and declared Axevena a free city.

Perca: Vel’s ambitious twin sister; she rules Axevena together with her brother.

_people4


[binary oracle] Is the next battle against the Etruscans (likely) or the Romans? Etruscans

Vel and Perca push forward, chasing the retreating Gauls.

The two armies face each other in a marshy area: all river hexes count as marsh.
At the centre of the field there is a farm, whose conquer is worth 1 victory banner. The first side to conquer 5 banners wins.

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Keera deploys at the centre and Mogurix on the right.
Perca has the disadvantage of deploying behind the marshy river. Vel starts from the Etruscan camp (which is also worth 1 banner, if conquered by the Gauls).

Perca leads her soldiers through the marshes. Some join Vel on the left wing. She charges directly across the marshes and finds tough opposition by the Celtic warriors. The Gauls loose one of their units, but their Light Infantry occupies the farm [Gauls:1; Etrurians:1]

06.jpgLAT8
The Gauls conquer the farm

The Etrurian Auxilia are destroyed while trying to dislodge the Gauls from the farm [Gauls:2; Etrurians:1]. The Etrurians insist in their attack and finally the Celtic Infantry has to retreat [Gauls:1; Etrurians:1]. A Celtic cavalry unit is destroyed and Vel’s elite Infantry also defeats Keera’s warband [Gauls:1; Etrurians:3]

10.jpgLAT8

The Gauls reconquer the farm with Mogurix’ Cavalry [Gauls:2; Etrurians:3], an Etruscan infantry unit is also destroyed [Gauls:3; Etrurians:3]. But Vel leads the final charge: Mogurix’ infantry is destroyed and the farm reconquered [Gauls:2; Etrurians:5].

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Keera lost the battle and she must
Pay the Price: -1 Supply, now at 0 (I mark Unprepared)
I also check the Pay the Price Oracle: A surprising development complicates your quest.
Action/Theme oracle: Challenge Strategy

Someone question’s Keera’s strategy.
[binary oracle] Is it Mogurix (likely) or Anunna? Mogurix

Mogurix openly says that attacking the Etruscans was a mistake. The Romans are their true enemy. They should negotiate an alliance with Vel and Perca.


Keera’s current situation:

Stats – Edge:1 Heart:2 Iron:2 Shadow:3 Wits:1
Health:5 Spirit:5 Supply:0 Momentum:4
UNPREPARED
Assets: Loyalist, Sunderer, Shadow-Walker
Vow: find the tomb of Dag in the South (Dangerous) – ACHIEVED
Vow: establish a settlement near the lake (Dangerous) – Progress:2
Background Vow: plunder a major Roman city (Extreme) Progress:1

Keera the Sunderer 7: defeat at Axevena

An Ironsworn solo campaign, with battles fought with the Commands and Colors Ancients and Scenario-X boardgame rules. I have reduced armies to 10 units (instead of the standard 12 in Scenario-X) and set the end of the game to 5 victory points (aka Banners) instead of 6. Hex-Crawling is based on the Macchiato Monsters Map Generator by Eric Nieudan. See campaign set-up here. [This is a gaming campaign: please do not expect historical accuracy]


Previous Events: Keera is the leader of a Gallic clan: the Sunderers. She allies with the Wind-Riders, lead by Mogurix, in order to march South towards the richest lands that once were Gallic and are now controlled by the Romans. Keera swears to find the tomb of their mythical ancestor Dag. While the two clans travel South, the druid Beltros announces he must leave to follow a mysterious quest: he names the young Anunna as his replacement. After several fights against the Romans, the Gauls reach the tomb of Dag, on the Southern shore of a large lake. They are confronted by the Etruscan princes of the city of Axevena and defeat them.

NPCs:

Mogurix; the leader of the Wind-Riders, a clan allied with Keera’s Sunderers

Lavinia:  Mogurix’ wife. A Healer who was born a Roman but was adopted by the Gauls when a child.

Beltros: a Druid and the oldest member of Keera’s Sunderers. He disapproves the expedition South, believing that the risks of war should be avoided whenever possible.

Anunna: a young and honest priestess who replaces Beltros when he leaves he clan.

Vel: an Etruscan prince from Axevena. After fighting for years as a mercenary for the Romans, he rebelled against them and declared Axevena a free city.

Perca: Vel’s ambitious twin sister; she rules Axevena together with her brother.

_people4


The Gauls proceed East along the Southern shore of the lake, determined to attack the city of Axevena, ruled by the twin princes Vel and Perca.

They face the Etruscan army below the walls of the city [bottom right of the board].
[The Gauls have 4 Command Cards; the Etruscans 5; victory requires 5 banners; the Gauls receive two banners for each unit that successfully climbs the city walls]

01.jpgLAT8

Both armies deploy their cavalry in the Northern part of the field. Keera leads the Celtic warriors at the centre, opposite to the Etruscan elite infantry lead by Vel.

05.jpgLAT8
Mogurix’ first charge; the Etruscan Auxilia conquer the hill

Mogurix leads his cavalry in an early charge: both sides loose cavalry unit. Perca is forced to retreat and join a light infantry unit [Gauls:1 Etruscans:1]. The Etruscan Auxilia is attacked by the Celtic warriors on the hill at the centre of the board: the attackers are destroyed [Gauls:1 Etruscans:2]

08.jpgLAT8
Mogurix and Perca repeatedly clash

The battle is furious on the Celtic left flank: both sides loose 2 infantry units in the fight [Gauls:3, Etruscans:4]. Mogurix insists in his direct attack against Perca and destroys another Etruscan Medium Infantry unit [Gauls:4, Etruscans:4], but the princess manages to escape again.

09a.jpgLAT8

Perca resits a last charge and fights back forcing Mogurix to retreat. Her brother leads the final attack: Mogurix is forced to retreat again and finally a last Celtic warrior unit is destroyed [Gauls:4, Etruscans:5]. The first defeat ever for Keera!

09b.jpgLAT8
Vel’s final attack

Keera must Pay the Price [Oracle: the current situation worsens]
The Gauls are forced to retreat to the marshes near the Tomb of Dag: they are almost out of supplies [-1 now:1].


Keera’s current situation:

Stats – Edge:1 Heart:2 Iron:2 Shadow:3 Wits:1
Health:5 Spirit:5 Supply:1 Momentum:4
Assets: Loyalist, Sunderer, Shadow-Walker
Vow: find the tomb of Dag in the South (Dangerous) – ACHIEVED
Vow: establish a settlement near the lake (Dangerous) – Progress:2
Background Vow: plunder a major Roman city (Extreme) Progress:1

Keera the Sunderer 6: the Tomb of Dag

An Ironsworn solo campaign, with battles fought with the Commands and Colors Ancients and Scenario-X boardgame rules. I have reduced armies to 10 units (instead of the standard 12 in Scenario-X) and set the end of the game to 5 victory points (aka Banners) instead of 6. Hex-Crawling is based on the Macchiato Monsters Map Generator by Eric Nieudan. See campaign set-up here. [This is a gaming campaign: please do not expect historical accuracy]


Previous Events: Keera is the leader of a Gallic clan: the Sunderers. She allies with the Wind-Riders, lead by Mogurix, in order to march South towards the richest lands that once were Gallic and are now controlled by the Romans. Keera swears to find the tomb of their mythical ancestor Dag. They advance slowly, with frequent fights against the Romans, in which the Gauls are always victorious. After a few days, the druid Beltros announces he must leave the clan to follow a mysterious quest: he names the young Anunna as his replacement. The Gauls reach a large lake: they find that the tomb of Dag is not far. They are again confronted by the Romans: another great victory for Keera.

NPCs:

Mogurix; the leader of the Wind-Riders, a clan allied with Keera’s Sunderers

Lavinia:  Mogurix’ wife. A Healer who was born a Roman but was adopted by the Gauls when a child.

Beltros: a Druid and the oldest member of Keera’s Sunderers. He disapproves the expedition South, believing that the risks of war should be avoided whenever possible.

Anunna: a young and honest priestess who replaces Beltros when he leaves he clan.people2_1200


Undertake a journey: Challenge:9,6 Action:4+1=5 Weak hit (Supply -1, now 3)
Journey Progress now: 8

Reach Your Destination: Challenge:7,4 vs 8 STRONG HIT

The Gauls proceed West around the lake. The area is still marshy. When they reach the Southern shore, the ground rises somehow. They find a high heap of stones, some with engravings they recognize. It’s the tomb of Dag!

Keera and Mogurix agree that some celebration is due, but they know that they do not have much supplies and the area does not offer much. Keera is decided to find somewhere near where they can establish a permanent settlement. At the end of the celebrations, she swears a vow to do so:

Swear a Vow to establish a Celtic settlement near the lake: Challenge:3,4 Action:2+2(Heart)+1(Bond)=5 STRONG HIT
(+2 Morale, now 4)

Since the Gauls have managed to travel this far into Roman territory, I will also mark 1 progress on Keera’s background goal to plunder a major Roman city.

[I decided to roll on Settlement trouble for inspiration about the new challenges for the Gauls]
Oracle: 99 (roll twice)
18: Revolt against a leader
50: Provisions are scarce

The Gauls proceed East, along the Southern shores of the lake, looking for a place where they can settle. They meet some Etruscans fishermen and they come to know that the nearby Etruscan city of Axevena has revolted against the Romans. The rebels are lead by  two twin princes:

Vel [Weary Adventurer] has been abroad for years, fighting as a mercenary in the Roman army;
Perca [Aloof Guide] when Vel returned to Axevena, she convinced him to use his military skill against the Romans, who were distracted by the incursion of the Gauls.

vp

The next day, the Gauls are confronted by an Etruscan army lead by the two twins.

[Based on ScenarioX Army 68:
1 Medium Cavalry (Perca)
3 Light Infantry
4 Medium Infantry
2 Heavy Infantry (Vel)
1 Auxilia]

I rolled that the Etruscan will have one unit more than the Gauls (11 vs 10). They also have one command card more (5 vs 4). Victory is set at five banners.

00.jpgLAT8

Mogurix leads the cavalry on the left flank; Keera the warriors at the centre. Light infantry is deployed on the right.
Opposite to Mogurix, Perca leads the Etruscan Cavalry and Light Infantry. Vel is at the centre, leading the Etruscan Heavy and Medium Infantry.

06.jpgLAT8

Mogurix leads the first attack against both Light Infantry on the flank and Vel’s main forces. The Light Infantry evades, almost unharmed. The clash at the centre is more effective: two Etruscan Infantry units are destroyed, but they fight back effectively, annihilating a unit of Gaul warriors [Gaul:2, Etruscan:1]. But three more Etruscan units are left badly damaged at the centre of the field, with Vel forced to retreat back.

07s.jpgLAT8
Three damaged and isolated Etruscan units, with their leader Vel forced back

Keera attacks with all her might [and the super-powerful “I am Spartacus” card] destroying two of the damaged units. She also loses a second group of warriors [Gaul:4, Etruscan:2]

The fifth and last banner is acquired in a Coordinated Attack, with Mogurix again leading the decisive charge. [Gaul:5: Etruscan:2]

09.jpgLAT8

Another Strong Hit for the Gauls. Their streak of victories is impressive.

I mark progress on the Settlement Vow (now:2).

Keera’s current situation:

Stats – Edge:1 Heart:2 Iron:2 Shadow:3 Wits:1
Health:5 Spirit:5 Supply:3 Momentum:4
Assets: Loyalist, Sunderer, Shadow-Walker
Vow: find the tomb of Dag in the South (Dangerous) – ACHIEVED
Vow: establish a settlement near the lake (Dangerous) – Progress:2
Background Vow: plunder a major Roman city (Extreme) Progress:1

Keera the Sunderer 5: the great lake

An Ironsworn solo campaign, with battles fought with the Commands and Colors Ancients and Scenario-X boardgame rules. I have reduced armies to 10 units (instead of the standard 12 in Scenario-X) and set the end of the game to 5 victory points (aka Banners) instead of 6. Hex-Crawling is based on the Macchiato Monsters Map Generator by Eric Nieudan. See campaign set-up here. [This is a gaming campaign: please do not expect historical accuracy]


Previous Events: Keera is the leader of a Gallic clan: the Sunderers. She allies with the Wind-Riders, lead by Mogurix, in order to march South towards the richest lands that once were Gallic and are now controlled by the Romans. Keera swears to find the tomb of their mythical ancestor Dag. They advance slowly, with frequent fights against the Romans, in which the Gauls are always victorious. After a few days, the druid Beltros announces he must leave the clan to follow a mysterious quest: he names the young Anunna as his replacement.

NPCs:

Mogurix; the leader of the Wind-Riders, a clan allied with Keera’s Sunderers

Lavinia:  Mogurix’ wife. A Healer who was born a Roman but was adopted by the Gauls when a child.

Beltros: a Druid and the oldest member of Keera’s Sunderers. He disapproves the expedition South, believing that the risks of war should be avoided whenever possible.

Anunna: a young and honest priestess who replaces Beltros when he leaves he clan.people2_1200

 


 

Undertake a Journey: Challenge:5,6 Action:6+1=7 a Strong Hit! (progress on the journey towards the tomb of Dag: 2)
Keera leads the Gauls through a an increasingly marshy landscape. The area appears not to be inhabited: no signs of Roman presence.

Undertake a Journey: Challenge:6,4 Action:4+1=5 Weak hit (-1 Supply; journey progress now 4)

Undertake a Journey: Challenge:2,2 Action:3+1 Strong Hit and Matching Dice!
They reach the shores of a great lake. They meet some Etruscan fishermen which are quite friendly: they have heard rumours of the victories of the Gauls against the Romans and they are pleased with the news. They tell Keera that the tomb of Dag is not far from the Southern shore of the lake.
(journey progress now 6)

They proceed West, close to the lake. The area is still occupied by marshes.

_map

Undertake a Journey: Challenge:4,5 Action:2+1 Miss
After about one week of undisturbed advance, they make camp in an area with some sparse woods, but still adjacent to the marshes. A large Roman farm has been spotted and they plan to attack it early next day. But, once again, they are faced by a Roman army.

Keera deploys on the right flank, behind a small river (treated as marshes in CCA). Mogurix is at the extreme left, next to the woods. The Gallic camp is in the middle. One of the two Roman leaders is attached to a Cavalry unit, deployed in front of Keera. The second leader is at the centre, together with the Roman elite infantry.

[I am using a slightly smaller Commands and Colors board (10×9 hexes instead of 13×11) – I randomly rolled for the number of cards for each side (4 or 5) – the Romans have 5 command cards, the Gauls only 4 – the farm at the centre of the board is treated as clear terrain and worth a victory banner – the battle will end when one of the two sides conquers its fifth banner]

00.jpgLAT8

The Gauls advance more quickly, even if crossing the marshes causes some losses. The Roman cavalry lead by the general also advances, aiming at a clash with Keera.

06.jpgLAT8
Keera crossing the marshes, ready to face the Roman cavalry

The Roman cavalry is repelled and two Roman infantry units are destroyed; the Gauls occupy the farm, but not without losses [Gauls:3; Romans:1]

07.jpgLAT8
The farm is conquered!

With a classical pincer manoeuvre, Keera and Mogurix attack on both flanks the Roman units that were already damaged by the previous fights near the marshes and the farm. Each of the leaders destroys an enemy unit and secure one more victory for the Gauls [Gauls:5; Romans:1]. This is a strong hit (+2 Momentum).

08.jpgLAT8
Two more Roman infantry units are destroyed

Keera’s current situation:

Stats – Edge:1 Heart:2 Iron:2 Shadow:3 Wits:1
Health:5 Spirit:5 Supply:4 Momentum:2
Assets: Loyalist, Sunderer, Shadow-Walker
Vow: find the tomb of Dag in the South (Dangerous) – Progress:6
Background Vow: plunder a major Roman city (Extreme) Progress:0

The Call of Darkness: steps 3 and 4

This game is based on Cthulhu Dark by Graham Walmsley and Nine Steps And A Bloody Heart (NSAABH) by Lino Pang aka Riccardo Fregi. I am also using the subset of the Game Master’s Apprentice (GMA) deck from Alone (Larcenous Designs) for inspiration.

__________________________________

Since Gwendolyn seems so passionate about their investigation, Carlos and Bessie ask her to find someone skilled in the Hebraic language to read the rest of Abel’s notes.

[This is an attempt to draw an additional card: something that NSAABH allows to do once during each group of scenes 1-3, 4-6, 7-9, and, optionally, when drawing the Ace of Hearts. To make things interesting, I decided that the heroes must roll a 6 to have access to the extra card. They cooperate in convincing Gwendolyn, also rolling an Insight die.

Carlos:5 Bessie:3 Insight:4 – not enough]

Gwendolyn says she has no idea where to find someone qualified and trustworthy. She will try asking her connections in the next days.

Step 3 – Card: Ace of Diamonds. The Horror is not the Great Cthulhu, but some lesser creature

[I think I need an NPC who has witness the rites of the cult. Oracle: is it Farema or a new NPC (50/50) New NPC Male or Female? A man GMA: Bargain Religious Knowledge ]

The City Newspaper publishes an article about an English student gone lunatic. Livius Lyndon studies anthropology at the City University: he contacted the police narrating a story about a group of people worshipping blood-thirsty aliens of maybe demons. He was terrified, possibly under the effect of drugs. Livius was promptly assigned to the local mental asylum. Gwendolyn this time is able to help: she has a friend in a leading position at the asylum. She obtains permission for Carlos to visit the patient.

[Investigate: Human die + Insight die: 1 + 2. Carlos will find out very little]

Livius is still terrified. He refuses to speak with Carlos. As speaking to himself, he says half sentences like: “they called that thing and it came…. it spoke to them… I even paid to be there, my greed for knowledge has doomed me…”

Step 4 – Card: 4 of Clubs – The main meeting point of the cult is not at a warehouse

_warehouse

On a free night, Carlos and Bessie explore the industrial area, where the deceased Eruk (see Step 1) used to work as a security guard. They hope to hear the mysterious pounding music reported by Eruk.

[Investigation Carlos:1 Bessie:2 Insight:6 – they found more than they wanted to, and they will need to roll and Insight test. GMA: meet fraudolent]

They hear noises from inside a warehouse: when they look inside, they see smugglers unloading crates of tequila from a truck. The men see them and chase them. [GMA: stones of all shapes and sizes]

Bessie and Carlos manage to hide in a yard full of building material. In the dark, they stumble upon a heap of dismembered bodies.

[Insight test – Carlos:6 (new Insight level:3) – Bessie:6 (new Insight level:4)]

The two heroes are totally terrified.

[Since this double 6 roll is so exceptional, I decide it’s a good moment to try getting the bonus card for steps 4-6. Investigation – Human dice + Insight die: 3,5,6 – Success! But a new Insight test will be needed. Carlos: 5 (new level:4) Bessie:4 (level unchanged:4)]

Bonus Card – 2 of Spades – A Clergyman

[Oracle: Christian or Zoroastrian? (50/50) Christian]

Carlos recognizes the head of Father Miguel, a priest at a Catholic church he sometimes frequents.

Investigation deck summary:

Who is the leader of the cult? – SPADES: 1.Sen.Irving; 2.A Clergyman or woman; 3.An Artist; 4.The Owner of the Sun Palace Hotel(Gwendolyn); 5.Prof.Heidelberg [Only 3 suspects remain as the leaders of the cult: the Senator and the Professor suggested by Gwendolyn and as still mysterious Artist]

What is their main meeting place? – CLUBS: 1.A Mountain Lake; 2.A Graveyard; 3:A Mansion; 4.A Warehouse; 5.The Sun Palace Hotel; 6.A Church

What is the inhuman horror they serve? – DIAMONDS: 1.Cthulhu; 2.Fthaggua; 3.The Deep Ones; 4.The Mi-Go

The Call of Darkness: steps 1 and 2

My contribution to #SHOCtober II. See set-up here.

This game is based on Cthulhu Dark by Graham Walmsley and Nine Steps And A Bloody Heart (NSAABH) by Lino Pang aka Riccardo Fregi. I am also using the subset of the Game Master’s Apprentice deck from Alone (Larcenous Designs) for inspiration.

Nine steps and a bloody heart is based on steps, each of which includes one or (if the bloody heart card is drawn) more scenes. During each step, a card is drawn from the investigation deck: Bessie and Carlos find the corresponding element is not part of the cult discovered by Abel.

[Before drawing the first card, I have a question: Do Bessie and Carlos read anything in Abel’s diaries requiring an Insight roll? Oracle:NO]

Scene 1 – Card: 6 of Clubs – A Church

temple500

A few months earlier, a Zoroastrian temple opened in the City. The press wrote extensively about the event. Might Zoroastrianism be the bizarre cult mentioned by Abel? Carlos and Bessie cooperate in the Investigation [each rolling their “human” dice, according to Cthulhu Dark]:

[Carlos:3 Bessie:6 Rolling a 6 means they discover something disturbing enough to require an Insight roll]

When they visit the temple, a funeral rite has just finished, there is a small crowd in front of the building. The deceased was Eruk, a security guard. Bessie manages to enter the conversation of a group of women.

[GMA: Cheater’s game, weighted dice] Farema works as a waiter at a gambling-house. She was friends with Eruk.

[GMA: Pounding, discordant music] Eruk told her that, while working at night in different areas of the City, it happened to him to hear a distant, disturbing music. It was growing louder from night to night, but he was unable to trace its source. He was determined to understand where it came from. Eruk has been found dead in his house: his body was dismembered and his heart appeared to be missing. Eruk’s death was not reported in the press: who cares about the death of an Indian immigrant?

[Insight rolls – Carlos:5, new Insight=2; Bessie:6, new Insight=2]

That evening Carlos and Bessie discuss their findings: the City really is a more frightening place than they previously thought. Likely, Eruk’s death has nothing to do with what Abel discovered, but what if it does?

Scene 2 – Card:4 of Spades – the Owner of the Sun Palace Hotel

[Is the Owner a man or a woman (50/50): Woman]

Gwendolyn Dubonnet, owner and directory of the Sun Palace Hotel, summons Carlos and Bessie to her office. She knows they are the heirs of Abel, who worked for her for more than a decade. She had noticed that Abel looked worried in the last months, but she could not find a way to help him. She says she feels somehow responsible for his death and wishes she can do something to honour his memory. Is she sincere?

[Bessie uses both her “human” intuition and Insight to assess this point – human:6 insight:5. Again, rolling a 6 means the heroes will experience something relevant to their goal but disturbing]

Bessie feels Gwendolyn is sincere and tells her something about the contents of Abel’s diaries and what they found about Eruk’s death. She is upset to hear of the cult and she start crying. She just cries and mumbles incoherently for several minutes. Apparently, she had nightmares about demons killing people and eating their hearts: this must be what is happening. Bessie and Carlos had always seen Gwendolyn as a cool, rational person: their are upset in their turn by her reaction.

[Insight rolls – Carlos:2, unchanged Insight=2; Bessie:3, new Insight=3]

When Gwendolyn recovers, she says that there are habitual guests of the Hotel who could be related with the cult:

Professor Heidelberg [GMA: halt pandemic] a German epidemiologist who is visiting the local University.

Senator Irving [GMA: the aroma of wine] who regularly visits the City, where he enjoys the several revelries he is so fond of.

The Call of Darkness: 0 set-up

This game is based on Cthulhu Dark by Graham Walmsley and Nine Steps And A Bloody Heart (NSAABH) by Lino Pang aka Riccardo Fregi.

Sun_Palace_Hotel.jpgRES

Initial game set-up is inspired to the opening of the Call of Cthulhu novel by HPL.

A City on the Pacific coast of the US, 1949.
Abel Gammell, head waiter at the Sun Palace Hotel, dies after a short illness. His testament leaves all he had to two of his co-workers at the Sun Palace, the heroes of this story:

Bessie, lead singer of the hotel band (and amateur boxer)
Carlos, accountant (previously student at a seminary)
Both start the game with Insight (aka Insanity) = 1. This is the only stat in Cthulhu Dark.

Among the scarce possessions of Abel, there is a large box full of diaries and notes, going back to when Abel lived in Germany, before the war. Some of the notes are in Hebrew, but most of the diaries are in English. The last pages show that Abel was troubled by the discovery of some kind of secret society, or cult, well rooted in the City. In particular, he suspected this organization to be responsible for the death of one of his few friends, David Bukowski. David disappeared a few months earlier and Abel was sure he was killed.

people2

As Bessie and Carlos don’t know yet, this cult is at the service of inhuman entities. Following the card-based NSAABH system, the heroes will investigate this mysterious cult trying to discover:

Who is the leader of the cult
SPADES: 1.A Politician; 2.A Clergyman or woman; 3.An Artist; 4.The Owner of the Sun Palace Hotel; 5.A Professor

What is their main meeting place
CLUBS: 1.A Mountain Lake; 2.A Graveyard; 3:A Mansion; 4.A Warehouse; 5.The Sun Palace Hotel; 6.A Church

What is the inhuman horror they serve
DIAMONDS: 1.Cthulhu; 2.Fthaggua; 3.The Deep Ones; 4.The Mi-Go

As can be seen, I slightly modified the number of cards in each group with respect to the 5,5,5 standard. I do not want to have too many options for mythos creatures, so I only use four cards for them, adding a sixth option to the “place” suit. The total still is unchanged: 15 cards; no particular adjustment to NSAABH is required.