Wednesday, December 18, 2024

Perilous Tales: Wolves in the Streets

 I'd left my set-up from last night's game in place on the table, and was able to have a second game of Perilous Tales tonight. I removed the ponds and added a bit more scatter; I kept my crew of heroes largely unchanged as well. After selecting the Wolf Man as tonight's villain, I used the recommended method of selecting my objectives, by drawing cards.

The results that came up were "Set the Explosives," "Call for Help," and "Destroy the Idol." A narrative began to suggest itself...

The Las Lobos used to be just another street gang. Then they stole the Cursed Idol of Ish-Kabibble, and things got...hairier. The Las Lobos were soon living up to their name, possessed by wolf spirits and terrorizing anyone who approached the blocks they claimed as their territory. A group of concerned citizens have taken it on themselves to deal with the Las Lobos once and for all - destroying the Idol, dynamiting their hideout and calling the police to clean up the mess. 


Our heroes began to advance across the board cautiously, with Maria moving ahead to trigger the nearest threat marker - a wolf darting out in front of the bingo hall and lunging at her. 


Maria disengaged and stepped back, shooting at the wolf before Jean-Baptiste finished it off. Moving forward, Larry triggered the next threat marker - another wolf, quickly dispatched.


Maria continued towards the pay phone to begin calling for help, while Billy Ray hefted his wrench with an eye towards smashing the Cursed Idol. Unfortunately, Maria triggered three threat markers at once - all three of which were Perils instead of Villains. I drew three cards to see what they would be; "Unsteady Underfoot" (revealer has to make a skill check or be knocked prone), "A Thousand Cuts" (revealer takes a skill 3 attack), and "Creeping Horror" (skill checks at disadvantage). All three of these are persistent Perils, creating a zone surrounding the payphone AND the Cursed Idol where anyone entering has to check against being knocked prone and has disadvantage on that check, AND potentially takes damage. 

Let's call that a ruptured sewer line to cover all three Perils. 


Larry and Cliff both failed Horror checks and started to retreat towards the starting board edge, while Maria advanced towards the pay phone and Billy Ray approached the Idol. Jean-Baptiste approached the taco truck to plant explosives but failed to do so before another wolf lunged at him. 




Meanwhile, Cliff quickly ran afoul of a Young Werewolf, quickly getting bitten:


Billy Ray took a swing at the Cursed Idol, but in so doing drew the attention of the Master Werewolf.


The Master Werewolf swung ineffectively at Billy Ray; meanwhile Maria and Larry managed to plant batches of explosives. 


Cliff, stumbling back from the Young Werewolf, managed to shoot it enough times to kill it. 


Larry ducked around the fight against the Master Werewolf to try and plant the final set of explosives, but failed to do so before time ran out. 


So let's tally up points! One point for all of my team members surviving, another for my leader surviving, another for the "Thrown Together" template. Two points for the two bundles of explosives planted. And another three points for team members alive after the successful Call for Help. That's 8 points! That qualifies as "A Tale Fit for the Telling," and I'm pretty happy with that. 

I might manage another game on Saturday, but we'll see how things go. 

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