Whilst a furious battle raged between government forces and the nefarious Cult of Kutulu in and around the cesspit town of Marshport, the real battle was about to take place among Dagon's Teeth, a nest of rocky outcrops huddled by the coast.
The agents of the Occult and Scientific Reserve plunged towards a hidden temple where a foul ritual was underway, as the last remnants of the Cult of Kutulu attempted to bring Great Kutulu himself into the world and, undoubtedly, end the world in madness and despair.
We have finally reached the finale of the Lurkers from the Deep feature pack for 7TV. Matt and I have battled through the slum streets of Marshport to determine the fate of the Cult of Kutulu...and the world.
The villains had the upper hand in three of the four scenarios we'd played, but several of those games had been very close. Also, the only impact of the villains victory in the last scenario, Turning Tides, was that they would get an extra Fishfolk Devil and would take the first turn.
The board layout saw the temple of Kutulu in the centre, surrounded by a dangerous sea and rocky islands that were all counted as difficult ground.
The heroes would be deploying at specific points around the edge, whilst the villains would be in the centre trying to complete a ritual. The ritual would be enacted by keeping enough Acolyte extras (the red robed cultists) next to the six pillars each turn to complete a countdown. The heroes needed to stop this from happening.
We made a couple of slight changes to the game: the sea was dangerous to enter, but we ruled that models with the aquatic special effect would not be affected by this; we also decided to allow the Tentacles of Kutulu to begin in the water, as that made sense.
Doctor Fiske (Star)
This was a great game. The best of the campaign.
Although Matt had all of the guns, he was really impeded by terrain and my minions early in the game, was struggling for plot points and couldn't get clear shots on the Acolytes.
I was racking up ritual points and plot points due to the Acolytes serving as nothing short of batteries for me and the situation was made even worse for Matt when I used the Necronomicon to bring back pretty much all models he had killed. Injury was added to insult when the High Priestess took out Howard Ashton with a little help from a misplaced torpedo from the Navy.
However, as he closed in, the Acolytes ran out of places to hide and the Soldiers of Fortune took a heavy toll, ending the ritual just two points from completion.
The final struggle saw us both desperately trying to axe the other cast and get statuses on each other's stars and co-stars, resulting in a 3-1 minor victory to Matt.
This was a suitable climactic finale to the campaign and a really close run thing. 7TV really suits narrative campaign play and I can highly recommend Lurkers from the Deep, which I believe is being updated for the new edition of the game.
With the fantastical adventures of Orsa the Fearless, and the eldritch horrors of Lurkers from the Deep behind us, our next 7TV campaign pack adventure will take place during World War II, when some heroic, if bumbling, Home Guard defend their small seaside town from the undead in Vlad's Army.
Great end game to the adventure, and seemed to swing both ways as the game progressed
ReplyDeleteIt was a really good game. Initially it felt like the heroes stood no chance and I was rattling through the ritual. However, once they got a bead on the Acolytes things changed rapidly. Glad you enjoyed it.
DeleteSensational! Really enjoyed this and love the report presentation.
ReplyDeleteThanks. I've tended to find that this format really works for more narrative games in the pulp/superhero genres.
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