So here we are again, the gang are back ready to find more loots. For those the missed the first episode, this is my own solo campaign following Necrothrall and a bunch of survivors trying to survive the zombie apocalypse.
At the end of the last episode the gang escaped almost empty handed. So this game might be a bit difficult.
So here we are on the highway. There's plenty of loot markers and few random equipment markers kicking around. The majority of which are next to the taco truck, which is surrounded by walkers.
Gloria tosses her grenade near the taco truck. It knocks a bunch of walkers down and unfortunately most of them get back up. The noise from the explosion draws a few of the walkers in the middle away.
The gang creeps up and Necrothrall finds a molatov.
Fifi exploits a gap in the walkers and finds a gun.
Necrothrall and Clementine get fired amongst the walkers and push them back.
Fifi hands the gun to Gloria, who sneaks round the side. Necrothrall and Clementine continue to push the walkers back and force their way up.
Necrothrall and Clementine gang up on the walker hovering around the loot and shunt it out the way. Gloria sneaks round the back and finds some gory clothing. Fifi starts panicking at this point.
Clementine finds some emergency rations that heals everyone nearby. Gloria caps the troublesome walker in the head...
And draws the horde in.
Necrothrall takes advantage of this and finds a machete. Oh yeah!
The gang sneaks past the walkers. Except Fifi who runs off the board due to an event card.
An event causes Necrothrall to cause mayhem, probably shouting after Fifi. This draws the taco truck mob in.
Decide that discretion is the better part of valour everyone legs it after Fifi.
Gloria is looking a bit more dangerous now.
As is Necrothrall.
So game 2 went a lot better than game 1. I didn't find any survivors, but the gang actual stand a chance of killing something now. Lets see what happens next.
Showing posts with label Battle Report. Show all posts
Showing posts with label Battle Report. Show all posts
Tuesday, 4 February 2020
Friday, 3 January 2020
Walking Dead Campaign #1
Happy New Year! I'm not dead, I just took a bit of time off because my computer was on the fritz, but it's all fixed now.
So I played a game of a what I want to be an on running campaign a good few weeks ago and this will be the write up.
I've started the game with one character; Nerothrall, and sprinkled some randoms about the map. Everyone is unequipped, and equipment is scattered around the map too. The supply counters can also be random survivors who may or may not be hostile. To determin this roll a blue dice, on a blank it's a survivor, every other result is a supply card. If a survivor is generated roll a black dice, on a blank the survivor is hostile.
Shall we begin
The dead walk. The reports on the news of the dead comming back to life and attacking people are true. No one knows the reason why, but they do know the bites are fatal. The outbreak is beggining to spread. Necrothrall knows he has to get home, grab some supplies and get the hell out of dodge.
We start the game with Necrothrall discovering that the outbreak has spread to his neighbourhood. Some of his neighbours have spilled into the streets pursued by the walkers.
Necrothrall and Clementine draw the walker away from Fifi, who then uses the distraction to loot the supply counter. She finds a hand grenade.
Necrothrall and Clementine knock the walker on its arse.
Morgan loots the supply counter and finds some emergency supplies, while Fifi finds some meds. Meanwhile Necrothrall and Clementine continue their assault on the walker.
Necrothrall and Morgan head off to search another house while Clementine and Fifi head towards the back door.
Morgan finds a sledgehammer whereas Necrothrall finds Gloria, who wants to get the hell out of here.
Clementine and Fifi attempt to sneak past another walker.
Necrothrall and Gloria head to the back door while Morgan tests out his hammer. Fifi sneaks in and grabs a police jacket.
Necrothrall and Gloria move up the back of the houses. Morgan heads into the next house. Fifi grapples with a walker while Clementine makes a break for it. The weather takes a turn for the worst.
Morgan heads towards the equipment card. Necrothrall and Gloria move at speed towards the escape point. Fifi escaped her walker and heads after Clementine. A car alarm goes off drwaing all the the nearby walkers toward it.
Necrothrall and Gloria knock a stray walker on its arse. Morgan finds a gun.
The walkers continue to be drawn towards the car alarm.
Night falls as Necrothrall, Gloria and Clemetine make a break for safety. Morgan looks to sneak out as the threat quickly begins to ramp up.
Fifi makes it to safety while Morgan moves toward the escape point.
Morgan panics and screams... shit
A walker is drawn to him.
The event deck can be cruel.
The threat tracker hits 18. The game ends and Morgan is left behind. Is he dead? or will he return with a grudge? Only time will tell.
We start the next game with 4 survivors, armed with shit all. I spread what equipment they have between them. Looks like they'll be going on another supply run.
So I played a game of a what I want to be an on running campaign a good few weeks ago and this will be the write up.
I've started the game with one character; Nerothrall, and sprinkled some randoms about the map. Everyone is unequipped, and equipment is scattered around the map too. The supply counters can also be random survivors who may or may not be hostile. To determin this roll a blue dice, on a blank it's a survivor, every other result is a supply card. If a survivor is generated roll a black dice, on a blank the survivor is hostile.
Shall we begin
The dead walk. The reports on the news of the dead comming back to life and attacking people are true. No one knows the reason why, but they do know the bites are fatal. The outbreak is beggining to spread. Necrothrall knows he has to get home, grab some supplies and get the hell out of dodge.
We start the game with Necrothrall discovering that the outbreak has spread to his neighbourhood. Some of his neighbours have spilled into the streets pursued by the walkers.
Necrothrall and Clementine draw the walker away from Fifi, who then uses the distraction to loot the supply counter. She finds a hand grenade.
Necrothrall and Clementine knock the walker on its arse.
Morgan loots the supply counter and finds some emergency supplies, while Fifi finds some meds. Meanwhile Necrothrall and Clementine continue their assault on the walker.
Necrothrall and Morgan head off to search another house while Clementine and Fifi head towards the back door.
Morgan finds a sledgehammer whereas Necrothrall finds Gloria, who wants to get the hell out of here.
Clementine and Fifi attempt to sneak past another walker.
Necrothrall and Gloria head to the back door while Morgan tests out his hammer. Fifi sneaks in and grabs a police jacket.
Necrothrall and Gloria move up the back of the houses. Morgan heads into the next house. Fifi grapples with a walker while Clementine makes a break for it. The weather takes a turn for the worst.
Morgan heads towards the equipment card. Necrothrall and Gloria move at speed towards the escape point. Fifi escaped her walker and heads after Clementine. A car alarm goes off drwaing all the the nearby walkers toward it.
Necrothrall and Gloria knock a stray walker on its arse. Morgan finds a gun.
The walkers continue to be drawn towards the car alarm.
Night falls as Necrothrall, Gloria and Clemetine make a break for safety. Morgan looks to sneak out as the threat quickly begins to ramp up.
Fifi makes it to safety while Morgan moves toward the escape point.
Morgan panics and screams... shit
A walker is drawn to him.
The event deck can be cruel.
The threat tracker hits 18. The game ends and Morgan is left behind. Is he dead? or will he return with a grudge? Only time will tell.
We start the next game with 4 survivors, armed with shit all. I spread what equipment they have between them. Looks like they'll be going on another supply run.
Thursday, 13 August 2015
Warhammer Quest; Daemon Summoning
When we last left our adventurers they had just accepted a quest to investigate some strange lights coming from a nearby abandoned manse.
Having traveled for most of the day our intrepid band of heroes arrived at the gates of Vretund Hall just as the sun was beginning to set. The rumours of mysterious lights proved true. The windows of the manse were glowing a baleful green.
"The winds of magic are flowing here like a river." Said Milia "I believe someone is attempting to summon a daemon of immense power."
"Well we cannae let them dae that, eh lass." grunted Snorri "Right lads! We'd better stop these bastards before they can hurt onybody!"
Onwards to glory.
Our heroes come across the first batch of guards. A horrifying horde of snotlings. Guess what happens? Yup, they get wiped out in one round.
Our heroes bust into the next room. Unfortunately the floor was littered with scorpions. So they start stamping on them. The were so busy killing the scorpions that they didn't notice the goblins lining the room. And they were none to please that a bunch of "do gooders" busted up their scorpion race. The shaman called upon his god, Mork (or possibly Gork), for aid, thus creating a magical blast wave that knocked the party on its collective arse.
A few goblins met their end in retaliation.
The goblin shaman calls down the foot of Gork (or possibly Mork) and squashes Snorri into dwarf jam. He is now drinking with his ancestors in Grimnir's Halls.
"HEY! GOBLIN SHAMAN!" *sound of an arrow loosing* "You just got elfed!"
And in the next room...
More goblins. A whole four of them. They didn't last long.
A few empty corridors later and we find the culprits. A horde of loathsome Skaven.
A handful of stormvermin lead the verminous horde.
Our heroes carve their way through the Skaven.
After a long and bloody battle our heroes prove victorious, and disrupt the summoning ritual. They would receive a hefty reward once the got back to town. But first they would raise a mug of Bugman's to Snorri's memory.
Having traveled for most of the day our intrepid band of heroes arrived at the gates of Vretund Hall just as the sun was beginning to set. The rumours of mysterious lights proved true. The windows of the manse were glowing a baleful green.
"The winds of magic are flowing here like a river." Said Milia "I believe someone is attempting to summon a daemon of immense power."
"Well we cannae let them dae that, eh lass." grunted Snorri "Right lads! We'd better stop these bastards before they can hurt onybody!"
Onwards to glory.
Our heroes come across the first batch of guards. A horrifying horde of snotlings. Guess what happens? Yup, they get wiped out in one round.
Our heroes bust into the next room. Unfortunately the floor was littered with scorpions. So they start stamping on them. The were so busy killing the scorpions that they didn't notice the goblins lining the room. And they were none to please that a bunch of "do gooders" busted up their scorpion race. The shaman called upon his god, Mork (or possibly Gork), for aid, thus creating a magical blast wave that knocked the party on its collective arse.
A few goblins met their end in retaliation.
The goblin shaman calls down the foot of Gork (or possibly Mork) and squashes Snorri into dwarf jam. He is now drinking with his ancestors in Grimnir's Halls.
"HEY! GOBLIN SHAMAN!" *sound of an arrow loosing* "You just got elfed!"
And in the next room...
More goblins. A whole four of them. They didn't last long.
A few empty corridors later and we find the culprits. A horde of loathsome Skaven.
A handful of stormvermin lead the verminous horde.
Our heroes carve their way through the Skaven.
After a long and bloody battle our heroes prove victorious, and disrupt the summoning ritual. They would receive a hefty reward once the got back to town. But first they would raise a mug of Bugman's to Snorri's memory.
Friday, 24 July 2015
Warhammer Quest: The Deathking
The Greenshields were a mercenary regiment that was tasked too guard Blackfire Pass from greenskins. Unfortunately for them they were all but wiped out. The remnants of which are now wandering the Border Princes looking for work. These adventurers are the heroes of this tale. We have Rolf Gunderson the Norscan barbarian, Snorri Whitebeard the dwarf (no relation to the legendary white dwarf, although he does look like him), Ithalaen the elf, and Milia Sharif the Wizard.
Our merry band, well most of them are merry, Snorri is a grumpy bastard, was recruited by a local lord to take the Deathking's sword to his tomb and slay the draugr once and for all. This is where we pick up the tale. Let us enter the tomb of the Deathking.
After several boring empty corridors, our heroes came across a pair of hobgoblins. These mighty monsters (sarcasm alert) were no match for Rolf's axe and Ithalaen's bow. Or to put it another way they hobgoblins were playing dice before they were set upon by a multi-cultured mob of racists.
The next room was a guard room. All guardrooms in the dungeons of the Warhammer world have a checkerboard floor. And guarding this guard room were Skaven, eight of them to be exact.
After one round of combat Snorri had destroyed four of them in one mighty blow. Rolf killed a few, and Ithalaen and Milia killed the last two. Skaven are pussies.
Hopping through the door into the next room our heroes encountered some orcs, which were promptly frozen solid by Milia.
And onwards up the stairs.
Oh no! A chaos dwarf ambush.
After a long grueling battle the heroes finally got the upper hand.
Now for some winding, empty, boring corridors. Enough of them that Milia managed to heal the party up to full health.
At the end of this tunnel was the Deathking's Tomb. And guarding it was a brace of badly painted minotaurs (it wasn't me I got them in the game).
Two rounds later Rolf dispatched his opponent. Now it's Ithalaen's turn.
"You just got elfed!"
Having killed the guards all that was left was to dispatch the Deathking himself. A dice was rolled for each warrior, if the total was greater than 13 they would over come the Deathking's mind controlling magic. If they failed they would become his slaves.
Well he's fucked.
Rolf plunged the tip of Deathking's sword down through the draugr's rotten heart with such force that he nailed it's corpse the the stone sarcophagus. Lying next to the Deathking was a blade that gave of a fiery heat. It was none other than the Hellfire Sword. The party decided that none of them were suicidal enough to use such a destructive weapon, so the pawned it and kept the profits.
Having raked in considerable coin Ithalaen hit the training fields, ranking up to be slightly more badass than everyone else. The others just lounged about in the hamlet tending to their wounds. One their final day in the village they heard rumours of strange lights coming from a nearby deserted manse, and set off to investigate. But that is another tale.
Our merry band, well most of them are merry, Snorri is a grumpy bastard, was recruited by a local lord to take the Deathking's sword to his tomb and slay the draugr once and for all. This is where we pick up the tale. Let us enter the tomb of the Deathking.
After several boring empty corridors, our heroes came across a pair of hobgoblins. These mighty monsters (sarcasm alert) were no match for Rolf's axe and Ithalaen's bow. Or to put it another way they hobgoblins were playing dice before they were set upon by a multi-cultured mob of racists.
The next room was a guard room. All guardrooms in the dungeons of the Warhammer world have a checkerboard floor. And guarding this guard room were Skaven, eight of them to be exact.
After one round of combat Snorri had destroyed four of them in one mighty blow. Rolf killed a few, and Ithalaen and Milia killed the last two. Skaven are pussies.
Hopping through the door into the next room our heroes encountered some orcs, which were promptly frozen solid by Milia.
And onwards up the stairs.
Oh no! A chaos dwarf ambush.
Now for some winding, empty, boring corridors. Enough of them that Milia managed to heal the party up to full health.
At the end of this tunnel was the Deathking's Tomb. And guarding it was a brace of badly painted minotaurs (it wasn't me I got them in the game).
Two rounds later Rolf dispatched his opponent. Now it's Ithalaen's turn.
"You just got elfed!"
Having killed the guards all that was left was to dispatch the Deathking himself. A dice was rolled for each warrior, if the total was greater than 13 they would over come the Deathking's mind controlling magic. If they failed they would become his slaves.
Well he's fucked.
Rolf plunged the tip of Deathking's sword down through the draugr's rotten heart with such force that he nailed it's corpse the the stone sarcophagus. Lying next to the Deathking was a blade that gave of a fiery heat. It was none other than the Hellfire Sword. The party decided that none of them were suicidal enough to use such a destructive weapon, so the pawned it and kept the profits.
Having raked in considerable coin Ithalaen hit the training fields, ranking up to be slightly more badass than everyone else. The others just lounged about in the hamlet tending to their wounds. One their final day in the village they heard rumours of strange lights coming from a nearby deserted manse, and set off to investigate. But that is another tale.
Subscribe to:
Posts (Atom)

































