Goldsworn 5 – The Corrupted Palace of Jean De Gamurre

[An Ironsworn pirate adventure set in the fictional Islas Nuevas archipelago]

Previous Events: The Danish captain Haf Moriensen arrives to the Roca Larga island from Europe on his ship, the Rebis. His goal is finding an Atlantean source of occult power hidden somewhere in the archipelago. Haf’s younger sister Miranda and part of the crew disappear from the ship. The Captain swears a vow to find Miranda. The girl has been imprisoned by Sir Alban Kinry, the English governor of the island: he will free her after the Rebis has secretly taken him to a nearby island and back. Haf agrees and the Rebis sails towards Isla de la Fuente. They are attacked by English pirates, but the Danish win the fight and capture their ship. Haf finds among the loot an alchemical book related with his mystical quest. When they reach Isla de la Fuente, Haf accepts to help Kirby recover his baby son Hermes from the palace of the French governor Jean De Gamurre.


Main character: Captain Haf Moriensen
Edge:+1 Heart:+1 Iron:+2 Shadows:+3 Wits:+2
Health:5 Spirit:3 Supply:3 Momentum:6
ASSETS
Path – WATERBORN Gather Information, Face Danger and Secure an Advantage at +1 when using water-related knowledge and skills.
Ritual – DIVINATION Gather Information by a blood-form of bibliomancy.
Custom – BATTLESHIP Mighty: Strike and Clash at +1 and to +1 harm in naval combat. Ship Health: 5
BONDS
Miranda (Haf’s sister) [oracle: a young and kind bandit, i.e. pirate]
Ithela (quartermaster of the Rebis) – an African warrior fond of bone amulets [oracle: a Dangerous and Artistic Hunter]
Morien (Haf’s father) a Danish occultist and merchant [oracle: Confident and Adventurous]
Other NPCs
Sir Alban Kinry – the jealous and stubborn English governor of Roca Larga
Brian Reese – an English pirate defeated by the Rebis


VOWS
Background Vow: – Epic. Seize an Atlantean source of occult power that must be hidden somewhere in the Islas Nuevas. Progress: 0.25
Dangerous Vow: Find Miranda. Progress: 4

________________________________________________________________

Haf uses his Divination skill to perform a blood ritual with Kinry: they want to know more of where the baby Hermes is.

Challenge:2,2 Action:2+1 Heart STRONG HIT and MATCH
Haf’s bibliomancy book shows a skull with a hour-glass: they are running out of time. They must act tonight. The skull in the engraving says that the baby is in the palace of the governor Jean De Gamurre, but it is guarded by the powerful sorcerer Father Solanas and his acolytes.

[This will be a Formidable Delve into a Corrupted Stronghold; in order to simulate the sense of urgency due to the divination response, I decide they will have to roll for their objective as soon as Progress=7; also, I will mostly use Edge in Delve moves]

At night, Haf, Ithela and Kinry reach the palace. A side entrance is guarded by a single man who is easily dispatched. They pick the lock and enter the building.

*1* DELVE C:2,9 A: 6+3Shadow=9 WEAK HIT Progress:1
They enter a storage room, but a second guard is in there!

FACE DANGER: C:7,7 A:4+3 MISS and MATCH
The guard is well awake: he runs out of the room giving the alarm. It doesn’t start well….

*2* DELVE C:6,8 A:1+1 Edge MISS
They enter a long corridor. A cleric in a purple robe stops their way.

BATTLE C:6,7 A:1+2Iron MISS
The cleric casts an invisible knife and hits Haf (Health -2, now 3). Ithela kills the cleric.

*3* DELVE C:4,5 A:4+1Edge=5 WEAK HIT Progress: 2
Another storage room.

*4* DELVE C:2,5 A:6+1=7 Progress=3 STRONG HIT Progress:3
Opportunity: they gain some insight about the place.
The room is dominated by the large statue of a native toad divinity. In the room, they find several purple robes similar to what the cleric was wearing. They will try to use them as a disguise.

*5* DELVE C:1,8 A3+3Shadow WEAK HIT Progress:4
Danger: they are caught in the open by a second cleric
Is the cleric fooled by the purple robes they are wearing? [50/50] YES
They move forward without speaking

*6* DELVE C:5,7 A:1+1Edge MISS
Another corridor. A servant armed with a sword.

BATTLE C:5,4 A:2+2 MISS
Ithela is wounded!

*7* DELVE C:1,8 A*6+1 WEAK HIT
Double Progress, now 5
Danger: they are attacked by a Thrall!

Battle: 3,7 A:3+2Iron WEAK HIT
Haf is wounded in the fight (Health now 1)

*8* DELVE C;8,10 A:1+1 MISS
Another mystic chapel with the statue of a chihuahua god
Danger: your way is blocked
The door shuts close. They waste time to unlock it.
I will roll for the objective when Progress=6

*9* DELVE C;4,7 A:5+1Edge WEAK HIT
Progress: 6
LOCATE OBJECTIVE: 2,6 vs 6 WEAK HIT

They have found the baby, but Father Solanas also is in this bedroom.

BATTLE C:1,8 A:1+2 WEAK HIT
Before vanishing in a cloud of black smoke, Solanas touches and kills one of the characters.
Ithena or Kinry? [50/50] Kinry is killed!

They ESCAPE retracing their steps.
C: 7,9 A:4+2Wits MISS
They are confronted by another Thrall: Ithena is also killed!

Haf leaves the palace and runs towards his ship, holding the crying Hermes in his arms.
I mark Progress:2 on the Vow to free Miranda. But Kinry’s death will have consequences….

Having witnessed the magics of Solanas also contributes to Haf’s Epic Background Vow of investigating the mysterious source of occult power in the Argipelago (Progress now 0.5).

________________________________________________

Current situation:
Health:1 Spirit:3 Supply:3 Momentum:6
“Health” of the Rebis: 5
Epic Background Vow: (source of occult power) Progress:0.5
Dangerous Vow (free Miranda) Progress:6

Opokt Campaign finale

A solo campaign based on OPR Grimdark Future Firefight  and Nine Steps and a Bloody Heart (NSAABH). Campaign set-up details here.

Background and previous events: 1988 – hypergates appear in different places of the Earth. The gates lead to what apparently is a different version of our planet in which elements of the present world mix with elements from the remote past and from what possibly is a remote future. From the hyperplanet, invading armies, dinosaurs and giant golems attack our world. The governments of the Earth send SWAT squads through the gates: their task is to explore the hostile planet on the other side and hopefully find a way to shut the hypergates and stop the invasion.
Sgt.Ephraim and his comrades  must shut-down an unstable wormhole which has been reported in the Opokt area. The wormhole is under the control of Damocles Garth, a renegade marine who has joined the collaborationists. The earthlings have been informed by an anonymous source in Damocles’ army: who is this person?
I use the NSAABH card deck to answer these three questions:
(Clubs) Where exactly is the wormhole?
(Diamonds) How can it be shut-down?
(Spades) Who is the anonymous informant?
(1) Five of spades – the anonymous informant is not a robot.
Ephraim’s squad recovers a memory deck whose position had been revealed by the informant. He sent the earthlings a handwritten note: so he/she is not a robot. Ephraim fails a 50-50 roll to discover a second card.
(2) Two of spades – the informant isn’t Damocles’ sidekick Tia. Ephraim’s squad is confronted by a group of gaters lead by Tia: clearly, she is loyal to the collaborationists.
(3) Ace of diamonds – the wormhole cannot be shut-down by explosives. Our heroes are defeated in an attempt to break through the defence of the gaters. They receive new from their HQ that the wormhole is supposed to be resistant to explosives.
(4) Ace of Clubs: the wormhole is not in the dungeons below Opokt. The team explores the dungeons and find nothing bug bugs and collaborationists. They win the fight, and, by questioning a prisoner, Ephraim also discovers that
(4b) 4 of Spades: the mysterious informant is not a civilian, but someone in the blue army.
(5) 2 of Diamonds: the earth HQ dig more valuable intelligence out of the memory deck: the wormhole cannot be shut-down by a technological interface.
(6) Ace of Spades. The informant is not Damocles. Only one spades card is left. The informant is a blue soldier: Ephraim’s team recovers him.
(7) 4 of clubs – the team explores an island in the Opokt river, but the wormhole is not there.
(8) 2 of clubs – the wormhole is not carried around in a vehicle. It must be in Damocles’ Headquarters.

__________________

Last card: 4 of Diamonds. The wormhole cannot be shut-down by a physical key. There are two options left: to close it, it is necessary some kind of spell, or one must kill Damocles.

The last fight is at Damocles’ HQ and our heroes face Damocles in person (the paper mini near the wormhole). I decided to give them a chance to kill Damocles and see if that is enough to close the wormhole. I played this game without a turn limit.
Damocles stats: Q:4+ D:4+, one close-combat attack; no ranged attacks.

For the last fight, the green army is augmented with two more Infantry Squads and sniper (for a grand total of 210 points).
I randomly rolled and randomly deployed a similar Blue army:
Damocles, two veterans, blue and red golems, rhino, robot, an infantry squad and a sniper.
I randomly rolled for the green entry board: the centre of the lower side. In the pictures, the Green leader Sgt.Ephraim is marked by the green circle.

The green sniper (scout) deploys inside Damocles’ HQ.

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Turn 1: the green sniper shoots at Damocles and misses. Damocles charges and puts him out of combat. The robot charges one of the green infantry squads. Ephraim and most of the green army move towards the East entrance, shooting at the blue infantry guarding it.

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Turn 2: the blue Veterans inside the building move towards the East door to stop the green attack. The blue infantry at the door is destroyed, but Ephraim is wounded by the blue sniper, shooting from behind the corner. The golems are slow, but they are closing in: their D:3+ allows them to move forward between the bullets of the green infantry. The robot and the rhino badly damange one of the green infantry squads: a single stunned man remains.

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Turn 3: the robot finishes the infantry man. Ephraim enters the building, but is wounded again by the veterans. Pierre also receives two wounds from the sniper and the blue golem.

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Turn 4: Ephraim heroically manages to put out of combat both veterans in hand-to-hand combat: he is now facing Damocles! The green infantry kills the rhino and the blue golem. Victory seems near.

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Turn 5: Ephraim faces Damocles, but he is immediately put out of command by the fresh opponent. Pierre also enters the building, while Calaf takes cover at the door and tries, unsuccessfully, to kill the sniper. The red golem is stunned. The robot attacks a second infantry squad.

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Turn 6: Damocles stuns Pierre. The green infantry charges the stunned red golem and put it out of combat. The other infantry squad repels the tough robot, inflicting two wounds.

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Turn 7: Calaf joins the hand-to-hand fight against Damocles, but the villain put out of combat both him and Pierre. Since all our three heroes have been defeated, I decided to assign to Damocles the victory in this campaign. The wormhole has not been closed.

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After the game, I checked the last card. Killing Damocles would not have been enough to close the wormhole. An unknown spell is necessary. Something to keep in mind if I decide to give this setting another go in the future…

 

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Opokt Campaign 8/9: The abandoned factory

A solo campaign based on OPR Grimdark Future Firefight  and Nine Steps and a Bloody Heart (NSAABH). Campaign set-up details here.

Background and previous events: 1988 – hypergates appear in different places of the Earth. The gates lead to what apparently is a different version of our planet in which elements of the present world mix with elements from the remote past and from what possibly is a remote future. From the hyperplanet, invading armies, dinosaurs and giant golems attack our world. The governments of the Earth send SWAT squads through the gates: their task is to explore the hostile planet on the other side and hopefully find a way to shut the hypergates and stop the invasion.
Sgt.Ephraim and his comrades  must shut-down an unstable wormhole which has been reported in the Opokt area. The wormhole is under the control of Damocles Garth, a renegade marine who has joined the collaborationists. The earthlings have been informed by an anonymous source in Damocles’ army: who is this person?
I use the NSAABH card deck to answer these three questions:
(Clubs) Where exactly is the wormhole?
(Diamonds) How can it be shut-down?
(Spades) Who is the anonymous informant?
(1) Five of spades – the anonymous informant is not a robot.
Ephraim’s squad recovers a memory deck whose position had been revealed by the informant. He sent the earthlings a handwritten note: so he/she is not a robot. Ephraim fails a 50-50 roll to discover a second card.
(2) Two of spades – the informant isn’t Damocles’ sidekick Tia. Ephraim’s squad is confronted by a group of gaters lead by Tia: clearly, she is loyal to the collaborationists.
(3) Ace of diamonds – the wormhole cannot be shut-down by explosives. Our heroes are defeated in an attempt to break through the defence of the gaters. They receive new from their HQ that the wormhole is supposed to be resistant to explosives.
(4) Ace of Clubs: the wormhole is not in the dungeons below Opokt. The team explores the dungeons and find nothing bug bugs and collaborationists. They win the fight, and, by questioning a prisoner, Ephraim also discovers that
(4b) 4 of Spades: the mysterious informant is not a civilian, but someone in the blue army.
(5) 2 of Diamonds: the earth HQ dig more valuable intelligence out of the memory deck: the wormhole cannot be shut-down by a technological interface.
(6) Ace of Spades. The informant is not Damocles. Only one spades card is left. The informant is a blue soldier: Ephraim’s team recovers him.
(7) 4 of clubs – the team explores an island in the Opokt river, but the wormhole is not there.

______________

Opokt Campaign 8/9: The abandoned factory

New Card: 3 of clubs. The wormhole is not in an abandoned factory.

Ephraim searches an abandoned factory. He founds the following collaborationist opposition:

2 Veterans
2 Giant Bugs
2 Robots
An Infantry Squad
A Sniper

The objective is seizing ground by taking control of as many as possible of the six blue cubes.  The opponent sniper and robots have the scout special ability and take control of three the objective. The green start at a clear disadvantage.

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Turn 1 and 2: Ephraim, Pierre and Calaf climb the stairs nearest to their entry point. Ephraim is wounded by the sniper, but kills him in return. The giant bugs attack the green Infantry Squad, which kills one of the two. The blue veteran take control of the cube at the centre of the board.

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Turn 3: the surviving bug moves (fast) to the objective at the top left. The green infantry squad engages a firefight with the blue veteran: one of the green men goes down. One of the robots tries to recapture the objective that was held by the sniper: it start a melee fight with Ephraim. Pierre shoots towards the other robot across the board, but it’s a miss. Calaf rushes towards one of the free objectives.

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Turn 4: Ephraim defeats the black robot and takes hold of the objective. Calaf also reaches his objective. Pierre and the Infantry Squad do not manage to put out of combat any of the opponents. At the end, the blue still control 3 cubes vs the 2 seized by the green. It’s a blue victory.

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Yet Ephraim has his third opportunity to gain an extra card: a 50/50 roll and it’s a success!
2 of Clubs: the Wormhole is not a portable device, carried around in a van. Ephraim finds a map on the body of the sniper: the wormhole is at Damocles’ HQ, whose position is clearly described.

The next game will be located there: we will see if Ephraim will find a way to shut-down the wormhole.

NSAABH:
Clubs: Where exactly is the wormhole?
1. — Underground: below Opokt town.
2. It is a portable device, carried around in a van.
3. In an abandoned factory.
4. On an island of the Opokt river.
5. In Damocles’ HQ.

Diamonds: How can it be shut-down?
1. — Blasting it with explosive.
2. By a technological interface.
3. Some kind of spell.
4. A physical key.
5. Killing Damocles.

Spades: Who is the anonymous informant?
1. Damocles.
2. — Damocles’ sidekick Tia.
3. A  collaborationist soldier.
4. — A civilian.
5. — A robot.

Opokt Campaign 7/9: the Opokt island

A solo campaign based on OPR Grimdark Future Firefight  and Nine Steps and a Bloody Heart (NSAABH). Campaign set-up details here.

Background and previous events: 1988 – hypergates appear in different places of the Earth. The gates lead to what apparently is a different version of our planet in which elements of the present world mix with elements from the remote past and from what possibly is a remote future. From the hyperplanet, invading armies, dinosaurs and giant golems attack our world. The governments of the Earth send SWAT squads through the gates: their task is to explore the hostile planet on the other side and hopefully find a way to shut the hypergates and stop the invasion.
Sgt.Ephraim and his comrades  must shut-down an unstable wormhole which has been reported in the Opokt area. The wormhole is under the control of Damocles Garth, a renegade marine who has joined the collaborationists. The earthlings have been informed by an anonymous source in Damocles’ army: who is this person?
I use the NSAABH card deck to answer these three questions:
(Clubs) Where exactly is the wormhole?
(Diamonds) How can it be shut-down?
(Spades) Who is the anonymous informant?
(1) Five of spades – the anonymous informant is not a robot.
Ephraim’s squad recovers a memory deck whose position had been revealed by the informant. He sent the earthlings a handwritten note: so he/she is not a robot. Ephraim fails a 50-50 roll to discover a second card.
(2) Two of spades – the informant isn’t Damocles’ sidekick Tia. Ephraim’s squad is confronted by a group of gaters lead by Tia: clearly, she is loyal to the collaborationists.
(3) Ace of diamonds – the wormhole cannot be shut-down by explosives. Our heroes are defeated in an attempt to break through the defence of the gaters. They receive new from their HQ that the wormhole is supposed to be resistant to explosives.
(4) Ace of Clubs: the wormhole is not in the dungeons below Opokt. The team explores the dungeons and find nothing bug bugs and collaborationists. They win the fight, and, by questioning a prisoner, Ephraim also discovers that
(4b) 4 of Spades: the mysterious informant is not a civilian, but someone in the blue army.
(5) 2 of Diamonds: the earth HQ dig more valuable intelligence out of the memory deck: the wormhole cannot be shut-down by a technological interface.
(6) Ace of Spades. The informant is not Damocles. Only one spades card is left. The informant is a blue soldier: Ephraim’s team recovers him.

__________________________

New card: 4 of clubs – the wormhole is not on an island on the Opokt river.

The informant tells the earthlings that the wormhole might be on an island on the Opokt river. Ephraim’s team go and check the place: they don’t find the wormhole, but there could be something of interest to retrieve. I set up the encounter as a treasure hunt: the six blue markers correspond to potential locations for the
objective.

Blue opposition:
a Veteran
an infantry squad
two snipers
a mutant rhinoceros

The two snipers are “scouts” and they are directly deployed near two of the points of interest.
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Turn 1: the blue sniper on the lower-left immediately finds and grabs the objective! All the other units advance towards the center of the island.

Turn 2: the blue sniper with the target object begins retreating towards his exit. The two infantry squads exchange shots and one of the green man goes down. Calaf charges the blue Veteran.

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Turn 3: Ephraim shoots at the retreating sniper but misses; then he is cornered by the blue infantry. Calaf and the veteran are still engaged in melee. The rhino charges the green infantry. Pierre tries to get a clean shot to the retreating sniper.

Turn 4: Pierre manages to take down the sniper! The target is available, but no green figure is close enough to try and pick it up. Ephraim is put out of combat by the green infantry. Finally, Pierre is stunned by the second sniper.
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None of the two sides managed to recover the target; but the green suffered more losses than the blue.

NSAABH:
Clubs: Where exactly is the wormhole?
1. — Underground: below Opokt town.
2. It is a portable device, carried around in a van.
3. In an abandoned factory.
4. On an island of the Opokt river.
5. In Damocles’ HQ.
Diamonds: How can it be shut-down?
1. — Blasting it with explosive.
2. By a technological interface.
3. Some kind of spell.
4. A physical key.
5. Killing Damocles.
Spades: Who is the anonymous informant?
1. Damocles.
2. — Damocles’ sidekick Tia.
3. A  collaborationist soldier.
4. — A civilian.
5. — A robot.

Opokt Campaign 6/9: fight for the informant

A solo campaign based on OPR Grimdark Future Firefight  and Nine Steps and a Bloody Heart (NSAABH). Campaign set-up details here.
Background and previous events: 1988 – hypergates appear in different places of the Earth. The gates lead to what apparently is a different version of our planet in which elements of the present world mix with elements from the remote past and from what possibly is a remote future. From the hyperplanet, invading armies, dinosaurs and giant golems attack our world. The governments of the Earth send SWAT squads through the gates: their task is to explore the hostile planet on the other side and hopefully find a way to shut the hypergates and stop the invasion.
Sgt.Ephraim and his comrades  must shut-down an unstable wormhole which has been reported in the Opokt area. The wormhole is under the control of Damocles Garth, a renegade marine who has joined the collaborationists. The earthlings have been informed by an anonymous source in Damocles’ army: who is this person?
I use the NSAABH card deck to answer these three questions:
(Clubs) Where exactly is the wormhole?
(Diamonds) How can it be shut-down?
(Spades) Who is the anonymous informant?
(1) Five of spades – the anonymous informant is not a robot.
Ephraim’s squad recovers a memory deck whose position had been revealed by the informant. He sent the earthlings a handwritten note: so he/she is not a robot. Ephraim fails a 50-50 roll to discover a second card.
(2) Two of spades – the informant isn’t Damocles’ sidekick Tia. Ephraim’s squad is confronted by a group of gaters lead by Tia: clearly, she is loyal to the collaborationists.
(3) Ace of diamonds – the wormhole cannot be shut-down by explosives. Our heroes are defeated in an attempt to break through the defence of the gaters. They receive new from their HQ that the wormhole is supposed to be resistant to explosives.
(4) Ace of Clubs: the wormhole is not in the dungeons below Opokt. The team explores the dungeons and find nothing bug bugs and collaborationists. They win the fight, and, by questioning a prisoner, Ephraim also discovers that
(4b) 4 of Spades: the mysterious informant is not a civilian, but someone in the blue army.
(5) 2 of Diamonds: the earth HQ dig more valuable intelligence out of the memory deck: the wormhole cannot be shut-down by a technological interface.

_____________________________

New card: Ace of Spades. The informant is not Damocles. Only one cards is left: the informant is a blue soldier.
I set up a scenario in which one of the two sides will be in control of the informant, escorted by an Infantry Squad. The other side must eliminate the Infantry Squad to take control of the informant. A 50-50 roll assigned the informant to control of the Gaters blue squad: The informant has been uncovered and Ephraim’s squad must recover him.
The informant is the figure marked with a pink cube. The blue enter from the South. In addition to the infantry squad, they have two veterans (running men), a sniper (crouching) and a flying bug. The Sniper has the scout ability and takes position on the relatively high building. This turned out to be a poor decision: he never had a clear line of sight to any opponent.

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The squad with the objective moves towards the right. So does the green army. The two sides soon exchange shots in the narrow area near the wrecked yellowish car. Pierre takes two wounds from the two blue veterans. Calaf takes down the first of the three infantry men escorting the informant. The flying bug initially moved to the left, and at turn two it is still a the center of the board, far from the action.

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Pierre is engaged in a double fight against the veterans and the flying bug: he doesn’t inflict any damage, but he survives all the attacks.
This allows Ephraim, Calaf and the green infantry squad to focus on the main objective. The task is tougher than it seems. The last infantry man is killed by the very last shot of the fourth turn. The informant is now safely in the hands of the Green army!

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I must say that this time I played the blues quite poorly: both the bug and the sniper were not used at full potential. On the other hand, the veterans had some lucky shots, so it turned out to be an engaging fight anyway.

NSAABH:
Clubs: Where exactly is the wormhole?
1. — Underground: below Opokt town.
2. It is a portable device, carried around in a van.
3. In an abandoned factory.
4. On an island of the Opokt river.
5. In Damocles’ HQ.
Diamonds: How can it be shut-down?
1. — Blasting it with explosive.
2. By a technological interface.
3. Some kind of spell.
4. A physical key.
5. Killing Damocles.
Spades: Who is the anonymous informant?
1. Damocles.
2. — Damocles’ sidekick Tia.
3. A  collaborationist soldier.
4. — A civilian.
5. — A robot.

Opokt Campaign 5/9: two robots too much

A solo campaign based on OPR Grimdark Future Firefight  and Nine Steps and a Bloody Heart (NSAABH). Campaign set-up details here.

Background and previous events: 1988: hypergates appear in different places of the Earth. The gates lead to what apparently is a different version of our planet in which elements of the present world mix with elements from the remote past and from what possibly is a remote future. From the hyperplanet, invading armies, dinosaurs and giant golems attack our world. The governments of the Earth send SWAT squads through the gates: their task is to explore the hostile planet on the other side and hopefully find a way to shut the hypergates and stop the invasion.
Sgt.Ephraim and his comrades  must shut-down an unstable wormhole which has been reported in the Opokt area. The wormhole is under the control of Damocles Garth, a renegade marine who has joined the collaborationists. The earthlings have been informed by an anonymous source in Damocles’ army: who is this person?
I use the NSAABH card deck to answer these three questions:
(Clubs) Where exactly is the wormhole?
(Diamonds) How can it be shut-down?
(Spades) Who is the anonymous informant?
(1) Five of spades – the anonymous informant is not a robot.
Ephraim’s squad recovers a memory deck whose position had been revealed by the informant. He sent the earthlings a handwritten note: so he/she is not a robot. Ephraim fails a 50-50 roll to discover a second card.
(2) Two of spades – the informant isn’t Damocles’ sidekick Tia. Ephraim’s squad is confronted by a group of gaters lead by Tia: clearly, she is loyal to the collaborationists.
(3) Ace of diamonds – the wormhole cannot be shut-down by explosives. Our heroes are defeated in an attempt to break through the defence of the gaters. They receive new from their HQ that the wormhole is supposed to be resistant to explosives.
(4) Ace of Clubs: the wormhole is not in the dungeons below Opokt. The team explores the dungeons and find nothing bug bugs and collaborationists. They win the fight, and, by questioning a prisoner, Ephraim also discovers that
(4b) the mysterious informant is not a civilian, but someone in the blue army.

________________________________

New card:
2 of Diamonds: the wormhole cannot be shut-down by a technological interface.

The scenario is a classical “size ground” with five objectives (the pink cubes). I roll for random opposition and get:
Tia (Damocles’ sidekick) same stats as Ephraim
A fast flying bug
Two robots (who have the “scout” special ability and Tough:3)

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The two scout robots can be deployed anywhere, and they immediately secure the two buildings with objectives.

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Turns 1 and 2: Ephraim and Calaf face the green robot near the building on the right. The robot receives two hits, but Calaf is stunned in the fight.
Pierre shoots a well aimed rocket at Tia, who is over-confidently advancing in the open. She is Tough:3 two, gets two wounds but still stands.
The infantry team fights the black robot on the left. Both sides take damage.

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Turn 3: The green robots stuns Calaf again. Ephraim shoots at him but misses.
Pierre also misses his last chance to put Tia out of combat. She retreats behind the red van, also securing an objective.
The fight on the left side doesn’t go well for the earthlings: they loose another soldier and the third is stunned.

Turn 4: The flying bug, who had been quite behind cover the whole time, flies to one of the objectives. Tia and the robots control an objective each: the earthlings have none.

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This was a humiliating defeat for the green army. Yet they receive news from their HQ: new data have been extracted from the memory deck. The wormhole cannot be shut-down via a software interface.

 

NSAABH:
Clubs: Where exactly is the wormhole?
1. — Underground: below Opokt town.
2. It is a portable device, carried around in a van.
3. In an abandoned factory.
4. On an island of the Opokt river.
5. In Damocles’ HQ.
Diamonds: How can it be shut-down?
1. — Blasting it with explosive.
2. By a technological interface.
3. Some kind of spell.
4. A physical key.
5. Killing Damocles.
Spades: Who is the anonymous informant?
1. Damocles.
2. — Damocles’ sidekick Tia.
3. A random collaborationist soldier.
4. — A civilian.
5. — A robot.

Opokt Campaign 4/9: Opokt Dungeon!

A solo campaign based on OPR Grimdark Future Firefight  and Nine Steps and a Bloody Heart (NSAABH)

Background and previous events: 1988: hypergates appear in different places of the Earth. The gates lead to what apparently is a different version of our planet in which elements of the present world mix with elements from the remote past and from what possibly is a remote future. From the hyperplanet, invading armies, dinosaurs and giant golems attack our world. The governments of the Earth send SWAT squads through the gates: their task is to explore the hostile planet on the other side and hopefully find a way to shut the hypergates and stop the invasion.
Sgt.Ephraim and his comrades  must shut-down an unstable wormhole which has been reported in the Opokt area. The wormhole is under the control of Damocles Garth, a renegade marine who has joined the collaborationists. The earthlings have been informed by an anonymous source in Damocles’ army: who is this person?
I use the NSAABH card deck to answer these three questions:
(Clubs) Where exactly is the wormhole?
(Diamonds) How can it be shut-down?
(Spades) Who is the anonymous informant?
(1) Five of spades – the anonymous informant is not a robot.
Ephraim’s squad recovers a memory deck whose position had been revealed by the informant. He sent the earthlings a handwritten note: so he/she is not a robot. Ephraim fails a 50-50 roll to discover a second card.
(2) Two of spades – the informant isn’t Damocles’ sidekick Tia. Ephraim’s squad is confronted by a group of gaters lead by Tia: clearly, she is loyal to the collaborationists.
(3) Ace of diamonds – the wormhole cannot be shut-down by explosives. Our heroes are defeated in an attempt to break through the defence of the gaters. They receive new from their HQ that the wormhole is supposed to be resistant to explosives.

__________________________

(4) Ace of Clubs: the wormhole is not in the dungeons below Opokt.

I set up a “size ground” scenario in a dungeon below Opokt: the side controlling most of the pink cubes wins. I decided that I will roll each turn to see what opposition is found. The green were lucky in their deployment roll and got the best entrance.

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Turn 1: they are lucky again and meet no opposition. The Infantry Squad sizes the objective area in the first room.

Turn 2: Two giant bugs enter the scene.

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Turn 3: Our heroes kill the bugs. Ephraim is wounded in the fight, but he manages to move towards the objective in the South-East room. A blue sniper takes position in the North-West room and wounds Pierre.

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Turn 4: The green control four of the five objectives. The sniper hits Pierre again and Tia (Damocles’ sidekick) appears together with four veterans, but it is too late to make any difference. Calaf also takes down one of the enemies with a well-aimed shot.

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Since this is the first of the three central “act”, I give Ephraim a chance to discover an extra clue. I roll a 50% die, and this time Ephraim is successful!
4 Of Spades: One of the blue soldiers is captured and questioned. He tells Ephraim that there is a traitor among the blue army: the mysterious informant is not a civilian.

NSAABH:
Clubs: Where exactly is the wormhole?
1. — Underground: below Opokt town.
2. It is a portable device, carried around in a van.
3. In an abandoned factory.
4. On an island of the Opokt river.
5. In Damocles’ HQ.
Diamonds: How can it be shut-down?
1. — Blasting it with explosive.
2. By a technological interface.
3. Some kind of spell.
4. A physical key.
5. Killing Damocles.
Spades: Who is the anonymous informant?
1. Damocles.
2. — Damocles’ sidekick Tia.
3. A random collaborationist soldier.
4. — A civilian.
5. — A robot.

Opokt Campaign 3/9: Blue Breakthrough

A solo campaign based on OPR Grimdark Future Firefight  and Nine Steps and a Bloody Heart (NSAABH)

Background and previous events: 1988: hypergates appear in different places of the Earth. The gates lead to what apparently is a different version of our planet in which elements of the present world mix with elements from the remote past and from what possibly is a remote future. From the hyperplanet, invading armies, dinosaurs and giant golems attack our world. The governments of the Earth send SWAT squads through the gates: their task is to explore the hostile planet on the other side and hopefully find a way to shut the hypergates and stop the invasion.
Sgt.Ephraim and his comrades  must shut-down an unstable wormhole which has been reported in the Opokt area. The wormhole is under the control of Damocles Garth, a renegade marine who has joined the collaborationists. The earthlings have been informed by an anonymous source in Damocles’ army: who is this person?
I use the NSAABH card deck to answer these three questions:
(Clubs) Where exactly is the wormhole?
(Diamonds) How can it be shut-down?
(Spades) Who is the anonymous informant?
(1) five of spades – the anonymous informant is not a robot.
Ephraim’s squad recovers a memory deck whose position had been revealed by the informant. He sent the earthlings a handwritten note: so he/she is not a robot. Ephraim fails a 50-50 roll to discover a second card.
(2) two of spades – the informant isn’t Damocles’ sidekick Tia. Ephraim’s squad is confronted by a group of gaters lead by Tia: clearly, she is loyal to the collaborationists.

(3) new card: Ace of diamonds – the wormhole cannot be shut-down by explosives.
The earthling HQ is working on the memory deck retrieved by Ephraim. They find information that confirm beyond any doubt that no type of explosive can damage wormholes: the energy of the blast is simply carried to the other side.

I set up a breakthrough scenario. Ephraim, Claude, Pierre and the usual infantry squad must cross the board and exit from the opposite (South-East) corner. The opposing blue army consists of:

  • A giant golem (Q:4+ D:4+ giant fists:A2 rending)
  • Two veterans
  • An infantry squad

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Pierre (bazooka) targets the golem and kills him!
All the others advance towards the center of the board.

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The blue infantry charges: Calaf is stunned. Pierre shoots a second rocket towards one of the blue veterans, but misses.

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The green infantry charges the blue veteran near the stairs, who resists the attack and kills one of the green soldiers. The blue infantry squad moves towards their objective (North-West corner)

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Pierre kills the veteran in front of the gray car. Calaf shoots to the other veteran but misses. The blue manage to reach their target area with three figures (the whole infantry squad) while the green (having lost an infantry men) reach their exit with only two figures.

The blue win by a narrow margin.

Opokt Campaign 2/9: Tia queen of the hill

A solo campaign based on OPR Grimdark Future Firefight  and Nine Steps and a Bloody Heart (NSAABH)

Background: 1988: hypergates appear in different places of the Earth. The gates lead to what apparently is a different version of our planet in which elements of the present world mix with elements from the remote past and from what possibly is a remote future. From the hyperplanet, invading armies, dinosaurs and giant golems attack our world. The governments of the Earth send SWAT squads through the gates: their task is to explore the hostile planet on the other side and hopefully find a way to shut the hypergates and stop the invasion.
Sgt.Ephraim and his comrades  must shut-down an unstable wormhole which has been reported in the Opokt area. The wormhole is under the control of Damocles Garth, a renegade marine who has joined the collaborationists. The earthlings have been informed by an anonymous source in Damocles’ army: who is this person?

I use the NSAABH card deck to answer these three questions:
(Clubs) Where exactly is the wormhole?
(Diamonds) How can it be shut-down?
(Spades) Who is the anonymous informant?

(1) five of spades – the anonymous informant is not a robot.
Ephraim’s squad recovers a memory deck whose position had been revealed by the informant. He sent the earthlings a handwritten note: so he/she is not a robot. Ephraim fails a 50-50 roll to discover a second card.

New card: two of spades – the informant isn’t Damocles’ sidekick Tia.
I set up a “king of the hill” scenario: the side with more figures on the top of the central building at the end of turn 4 wins.
The “collaborationist” opposition is formed by:

  • Tia (the paper mini): same stats as Ephraim (Sergeant)
  • two Veterans (running guys): same stats as Calaf
  • three bugs (Assault Grunt stuts: Q:5+ D:5+ Claws(A2) Fast, Strider)

 

The earthlings (green) have a slightly higher point count (120 vs 105). But when I rolled for entry sides, the collaborationists (blue) got the more advantageous right side. All buildings and stairs are difficult terrain.
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The three bugs are fast and ignore difficult terrain (strider): they start climbing the stairs. All the others advance.
GAMMA1_a.jpgSLANT.JPGRES
Calaf and Ephraim kill the giant ant. The green infantry squad and Pierre (bazooka) try shooting at the cricket, but fail. Tia and the two blue veterans use the second stair to reach the target area.
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The cricket blocks the road to the green infantry: the humans charge, but with no effect. Ephraim and Calaf run behind Tia towards the stairs on the right. Pierre shoots and misses again.
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The green infantry men are badly damaged by the cricket (2 figures down). Ephraim and Calaf engage a firefight with the veterans: Ephraim takes one wound, Calaf and one of the blue men are stunned. It’s a clear blue victory, with four unstunned figures at the top of the building.

GAMMAdetRES

Opokt skirmish / NSAABH Campaign 1/9

First session in my new OPR Grimdark Future Firefight skirmish campaign. I draw a card from the Nine Steps and a Bloody Heart (NSAABH) deck: five of spades – the anonymous informant is not a robot.

Set-Up: “1988: hypergates appear in different places of the Earth. The gates lead to what apparently is a different version of our planet in which elements of the present world mix with elements from the remote past and from what possibly is a remote future. From the hyperplanet, invading armies, dinosaurs and giant golems attack our world. The governments of the Earth send SWAT squads through the gates: their task is to explore the hostile planet on the other side and hopefully find a way to shut the hypergates and stop the invasion”.

Sgt.Ephraim and his comrades  must shut-down an unstable wormhole which has been reported in the Opokt area. The wormhole is under the control of Damocles Garth, a renegade marine who has joined the collaborationists. The earthlings have been informed by an anonymous source in Damocles’ army: who is this person?

I will use NSAABH card deck to answer these three questions:

(Clubs) Where exactly is the wormhole?
(Diamonds) How can it be shut-down?
(Spades) Who is the anonymous informant?

Ephraim receives a message from the Earthlings HQ: the informant has pointed to an area in Opokt where a memory deck with important data can be found. Strangely, this information has been delivered by means of a hand-written card: it is not clear if the writer was a man or a woman.

Ephraim (Sergeant with pistol) reaches the area, together with Pierre (bazooka guy) and Calaf (running veteran) and a riflemen squad. They find a strong opposition by the blue insurgents: three veterans, a soldier armed with a bazooka, an infantry squad and the usual robot.

 

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I have randomly placed six markers representing possible locations for the memory deck (the green pebbles). Entry points for the two armies are also random: the Ephraim enters from the North-East, the blue men from the South-West. The robot has the “scout” special ability and is directly deployed next to an objective marker.

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Turn 1: several units from both sides reach objective markers. The green infantry squad is the lucky one: they find the memory deck inside the orange car.

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Turn 2: the robot charges the green infantry, but the earthling manage to resist the assault and stun the robot. Calaf and one of the blue veterans fight hand-to-hand inside the building. Ephraim and Calaf start a furious fire-fight with the rest of the blue army: they are both wounded (both are Tough and can take 3 hits) but also the blue take damage (an infantry man and one of the veterans).

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Turn 3: The green infantry retreats towards their exit point. Calaf kills the blue veteran. Epharim receive one more wound, but the mission is now accomplished and our heroes can retreat.

Since Epharaim won this encounter, I decided to roll to see if I can draw another card. He inspects the memory deck trying to extract information from it. I simply give him a 50-50 chance of success, but the roll fails. I will uncover the second card when it will be time to set-up the second session…