Showing posts with label Gypsy. Show all posts
Showing posts with label Gypsy. Show all posts

Tuesday, 20 April 2021

Cthulhu: Death May Die - The Ballroom Shuffle

Keep up with the quick beat of this killer song!

A board game session from Cthulhu: Death May Die.

Morgan (DL), Safir (Mom), Miss Ives (wifey), Adam (me) and Rasputin (Juris) were dressed nicer than usual as they entered the mansion where the party was already in full swing with dancers, cultists and exotic animals already all over the place. To stop this ritual, they would need to find the four sorcerers hiding among the dancers and get them all to the waterfront to be eaten by deep ones. Rasputin has some whacked out plans.

With no time to waste the team split up, Rasputin taking on a hunting horror while Miss Ives and Safir investigating the main ballroom leaving Adam and Morgan to handle the dancers upstairs. Finding the sorcerers is time consuming and just as all are found the ritual nears completion and a FULLY POWERED and IMMORTAL Cthulhu appears, right on top of Rasputin! "PAY BACK TIME, BITCH!" it yells, but not in a tounge anyone can understand.

It lands a mighty murderous blow but Rasputin is unfazed, as the (one shot) magic armor he had found and was wearing absorbed all the damage! The others are quick to usher the last sorcerer to the waterfront, fighting off stray deep ones in the process which reduces Cthulhu to his weakened, mortal state just as Rasputin leads him into range of Miss Ives' new hand cannon. The ancient one is sent reeling and retreats upstairs where his forces amass at the blue gate.

With no choice (since the doom track is almost finished), Morgan, Rasputin and Safira all charge the monstrous horde forcing Cthulhu to abandon his allies and flee to the entry way. Alas all three, along with Safira's gorilla bodyguard and flamboyant peacock are slain in the melee. This leaves Miss Ives and Adam to blast away at the ancient one... leaving him with one hit point just as the doom track is about to finish (and end the game in defeat - luckily the next card DOES NOT advance it)!

With his victory in sight, Cthulhu is laid low by a moment of de ja vu: Rasputin who has revived (only one death this game) flies down the stairs and punches the ancient one in the face - defeating it!


Epic victory after a first round loss!

MISSION SUCCESS (after one failure where we ran out of time, but I did shoot a king cobra out of my rifle at a hunting horror that round :P)!

Insight: Try to keep the sorcerers away from any "face down" dancers or they could try hide in the crowd again. Also, go fast. Time is really against you this mission.

Monday, 19 April 2021

Cthulhu: Death May Die - Dark Cata-Tomes

Reading books in the dark is bad for your eyes.

A board game session from Cthulhu: Death May Die.

To make up for their lost members from the last outing, Rasputin (Juris) had sent Morgan (DL) to do some recruiting - collecting another gypsy named Safir (Mom) and two hired guns Miss Ives (wifey) and the narcoleptic Adam (me). Having tracked new cultists to some catacombs, they needed to loot the correct sigils from them to be able to collect two of the four tomes powering another summoning ritual.

Adam was quick to show off his skills, eliminating all the nearby guards with his rifle and promptly falling catatonic just as a confused Cthonian (giant alien type critter) arrived to investigate the noise (enemies don't attack catatonic people - LOL). Rasputin and Morgan beat this horror down and advanced with Safir deeper in the darkness while Miss Ives covered the entry way with her pistol.

These cultists were certainly better armed, bringing tommy guns and unstable grenades but it was relatively easy for the squad to find what they needed - even while fighting past ghouls that shambled ever closer. As Safira picked up the second tome a weakened Hastur was summoned into existence! While the King in Yellow managed to snap Rasputin's neck, he was no match for the firepower brought against him (including a grenade thrown by Safira and Adam's powerful rifle - when he was awake anyway). 


Hastur seems to have more tentacles than Cthulhu...

Hastur fled behind a contingent of ghouls and cultists but still couldn't take the punishment meted out against him. Rasputin even managed to land a few blows before being immolated and dying again (by now he had leveled up to revive again anyway) before Safira, having been patched up by Miss Ives' medical kit, back stabbed the King in Yellow, defeating him - causing the ghouls to crumble and die and the remaining cultists to flee. Rasputin would wake up later with a slight headache.

MISSION SUCCESS (first try)!

Insight: Our tactic of having a harvest squad and a ranged cover squad seemed to work well here, with the cover squad basically only holding either the start room or the central chamber.

Sunday, 18 April 2021

Cthulhu: Death May Die - Burning Insanity

When a burning building isn't burning enough!

A board game session from Cthulhu: Death May Die.

The university building was already on fire when they arrived, just as the gypsy Fatima (Mom) predicted. Behind her was their leader, the pyromaniac Russian Rasputin (Juris), who had assembled this merry band with the sole purpose of preventing the ancient ones from emerging into this reality. The other recruits were a crazy knife wielding nun (me), Morgan the safari master (DL) and crack shot Lucky Liz (wifey).

A janitor fleeing for his life was quick to tell them about the alchemical rituals being performed by the robed nut jobs and the team knew time was of the essence to wreck their labs... because the fire wasn't wrecking them fast enough! In a mad rush upon entry, they split into two teams: the nun and the gypsy stabbing the cultist guards while the others easily destroyed two of their targets.

The main stairwell became the rally point for both the team and the cultists though, with a flaming fire vampire (slug) and hideous star spawn (mini Cthulhu)  joining the ranks of cultists to hold the line. With cover fire from Lucky Liz's revolver, Morgan advanced cracking his whip at the creatures while the gypsy and the nun continued their stabbing spree.

This gave Rasputin an opening to run past them, and they all gave chase right to another alchemic table guarded by a byakhee (man bat). Before they could do anything, Rasputin destroyed the table with his fire, the explosion killing most of his pursuers - and his pyromania killing everything else!

Morgan, Fatima and Lucky Liz used the opportunity to take the stairs up while the nun remained to hold off more cultists spawning from the gates. She was quickly overwhelmed and stabbed to death just as Liz fired an impossible shot to destroy the final lab which brought Cthulhu into the staircase next to her - but in a weakened, mortal form.

While Liz barely survived the creature's attacks, she did not expect Rasputin - burning brightly from the flames that engulfed him, to charge up the stairs and use flaming magical Krav Maga on the ancient one, causing the entire staircase to explode and ending Liz's lucky streak as she too burned to a crisp! Terrified, Cthulhu fled but was pursued by the crazed Russian who once more pummeled the creature into further retreat.

The cultists covered their god's escape by stabbing Rasputin to death, but didn't realize Morgan and Fatima had caught Cthulhu at the entryway. In the melee Cthulhu managed to grap hold of the gypsy and devour her in his tentacled maw and then turned to focus on Morgan, who excelled at tanking damage. The squid face was caught totally off guard when familiar threat had returned.


The map tiles are quite small compared to some figures...

Rasputin had come back to life (that character's special ability), and nearing the edge of insanity charged one final, flaming time at the elder being... and killed him (without going crazy). With Cthulhu and his monstrous allies banished to the void once more, Morgan and Rasputin quickly left the building and sealed the doors from the outside - trapping the remaining panicked cultists within to die: once from the smoke inhalation, twice from the fire, and a third time for good measure as the building collapsed on top of them.

MISSION SUCCESS (after two+ failures where we were still learning)!

Insight: Use the fire to go crazy faster. Also, "recurring trauma" is almost an instant lose card. Just be aware of that.

Sunday, 15 March 2020

Enderal: Treomar

[Part of the Cursed story line]

While Pahtira secures the relic, I myrad on near the next quest spot of Fogville - fighting both Lost Ones and Arps (goblinoids) to retrieve more research and mushroom samples that could be used to heal a section of cursed wood, or as a bioweapon.

I opt to think on what to do with it at the Frostcliff tavern where a traveling gypsy named Esme challenges me to a game of Gwent "Battle for Treomar" - a card game involving armies. It goes without saying that I lose spectacularly. Esme eventually asks for my help in searching for her girlfriend who was a passenger on the Morning Dew (what are the odds).

It's like Gwent basic.

She's heard rumor that the ship ran aground near the frozen north of the island and I promise to look into it if I ever head that way. Not right now though, as I want to get back to Ark and hand those shrooms in for destruction. I don't think Enderal can handle any more plagues at this point!

Insight: Meshing works properly in this game and by that I mean you can shoot through a cracks in a wall or through a jail cells if you aim well enough. It also means head shots count - usually scoring as critical hits.

Saturday, 16 August 2014

The Hunchback of Notre Dame (Disney, 1996)

[Post #17 of the Blaugust Challenge!]

Hidden away in the bell towers of Notre Dame is the disfigured Quasimodo, a monster with fricking strong arm muscles, a great singing voice, and a heart of gold. He longs to mingle with the rest of the people in Paris but is rightly afraid that he'd be treated as an outcast so he instead spends his days looking down on them with only his (possibly imaginary) gargoyle friends to keep him company. A string of events lead him to meet the gypsy Esmeralda, who becomes his first true non-gargolye buddy. Alas, gypsies aren't tolerated for very long within the city as the main villain,  Judge Frollo quite enjoys setting them on fire.

That is a -very- rough outline of the movie's setup, and to be honest I was a bit surprised at how well all the main characters are developed. Being a Disney movie there's a LOT of singing, a lot of comedy, a fair bit of dancing, and a very light violence. I'm just curious as to why the movie wasn't titled "Esmeralda" as she is the main crux upon which Judge Frollo, Quasi and Phoebus (my favourite dude) revolve around. Basically they all want to get into her pants. Go DISNEY! :P

There's even a pole dance sequence!

I guess I should also mention that with Notre Dame taking center stage there are a few songs and themes involving religion, in case that should bother anyone. Last thing I want to talk about is the animation. For the most part it's very good as per usual for Disney but there's a little bit near the start where I felt they were using what I call "reserved animation" too much. The city is made with layering paintings and the animated characters in between them didn't quite seem to gel. That's quickly fixed in the next 4/5ths of the movie though so I just found it odd they didn't fix it fully. Regardless I thought it was a very enjoyable and entertaining flick and give it four bells out of five.

Blaugust Bonus: I go to mass every week. Never been to Notre Dame though. When I was very little I actually wanted to become a priest! That wouldn't have worked out so well I think, the world doesn't need another psycho preaching to the masses. Sooo, instead I setup a blog to do exactly the same thing. LOL. 

Monday, 9 December 2013

Today I Smiled: Reading the Narrative

A big thanks to Jeromai who blogged about his experiences in the game "Sleuth", in which he randomly put some blogger names in as participants - myself included! If you haven't read them yet, I suggest you do. It certainly put a smile on MY face this morning. :)

Let’s Play: Sleuth (Sometimes The Simplest Games Create the Best Narrative)
Let’s Play: Sleuth (Who Murdered Gypsy Syl?)

I totally feel bad now that his character got killed in my latest Darklands post... :P

Sunday, 24 November 2013

Darklands: You begin in a Tavern

This is part of The Darklands story.

It was a strange dream of a gargoyle that inspired the 40 year old, retired bishop named "Syp the Elder" to go adventuring. He felt it was a message from heaven itself to help cure the land of its sin. Unwilling to see the many good reasons to enjoy retired life, one of his students named "Ravanel Swift" decided to accompany him to try keep him out of trouble. Being twenty years younger meant she was far more sprightly than the old bishop, but Syp knew they'd need a guide to lead them through the wilderness that the other two had been sheltered from their whole lives.

Fortunately Ravanel knew of just the person to help, "Gypsy Syl" a bard and vagabond of 30 years whose tales Ravanel would often listen to at taverns after her lectures. The worldly Syl was a bit hesitant to join the group at first especially being at odds with the pious bishop but was convinced by the younger girl to stay.

The final member of the group was one recruited by Syp. He knew that apart from a guide they would also need a strong guard to help protect them as they travelled the lands to do God's work. The only one available who was up to such a task was the 35 year old veteran soldier "Bhagpuss Catman". A stern warrior proficient in many forms of weaponry.

With the team assembled, the question that everyone asked simultaneously was... what now?

Syp had a follow up question.