Tuesday, 9 June 2026

Weird War I action

Tuesday evening is game night with Arthur's friend Oliver and his dad Tyler.  This week, Arthur came up with a novel setting - somewhere on the Western Front in WWI, nefarious cultists are trying to complete some mystic rites to summon strange creatures from beyond the veil.  Arthur took the scenario from the Fistful of Lead supplement Tales of Horror but changed the setting to the Western Front.  


Arthur set up three factions.  First up, army troopers including a chaplain with special abilities to counter the summoned creatures.


Four cultists - a leader and three guards.


And a selection of creatures that can be summoned.  The spiders need one successful test to summon, the apparition needs two successes and the big beastie needs three consective successes across multiple turns.


The guards line up in the trenches as their leader begins summoning at the altar.


The guards get into a firefight with the advancing soldiers.  Puffs of smoke signify shock.  The officer uses the abandoned artillery piece as cover, but is still wounded.


The cultists summon giant spiders, which wound one of the soldiers.


Despite his wound, the officer moves up to rescue his wounded trooper.


Fierce fighting in the trenches as the cultist guards hold off the soldiers, allowing time for their leader to summon a greater monster.


After three consecutive successes over three turns, the greater beast is summoned!  I was able to use cards that allow rerolls to help get those successes!


The beastie instantly turns on the cultist that summoned him!


He tries to defend himself, but is quickly defeated and is soon monster food.


The soldiers pour fire onto the monster as the chaplain works to undo the summoning.


After some tense conflict, with the monster distracted by gunfire, the chaplain successfully banishes the beastie back to its home dimension.  The Earth is safe, for for how much longer?

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