The cave complex and the temple |
Werewolves
Your minions have brought two maidens to you at great cost.
Many of your werewolves have been slain, and you are down to the last of your
brood, the bloodline has become weak.
In order to spawn stronger creatures the maidens must be
changed into wolfkind so they can breed with you and produce a purer strain.
They have been bitten and are secured to columns in your mountain temple. At
the appointed time (10 o’clock) the moon will shine through a portal in the
roof of the cavern on to the pillars and their fates (far worse than death)
will be sealed.
You have under your command the remains of your pack and
some Cossacks who serve you loyally as long as they get paid.
The Rescuers
The surviving soldiers and gypsies treat their wounded. Having recovered the silver weapons from the gypsy and werewolf corpses they track the werewolves back to their lair. They look on as one of the creatures disappears into a mountain side cave, the entrance to which is guarded by a pair of swarthy Cossack guards.
Two of the gypsies dispatch the guards but not before one of them fires off a shot. From within the cave, the haunting howl of wolves can be heard...
Beshaley, leader of the gypsies knows that this is the “Night of Changing”, the one time of the year when new female werewolves can be created. Beshaley, Captain Frederickson and Lt Holtzmann swear vengeance and lead their force into the caves to attempt to free Drina and Alicia.
The captives. Alicia and Drina with the Werewolf Lord awaiting their fate. |
Werewolves and wolves rush from the temple to meet the rescue party |
Beshaley orders his people forward |
And they are the first to encounter the wolves |
Beshaley (far right) encourages the rest of the gypsies forward |
More wolves lie in wait |
The soldiers cannot help forming line to volley the wolves in the rocks |
Lt Holtzmann leads his jagers towards the temple |
The gypsies make it to one side of the temple. |
On the other, the soldiers come under fire from the Cossack Guards |
The Werewolf Lord bides his time and lurks behind the temple doors... |
...and prepares to pounce as one of the gypsy blacksmiths reaches Drina. |
He pounces on the brave blacksmith who miraculously survives but is pushed away from Drina towards Alicia. |
The soldiers finally break through the Cossack's stubborn resistance. |
As the moon begins to move across the portal in the temple ceiling, the gypsies rush in and get into position to free the two girls. |
Needing only one activation to free the girls, the Gypsies roll a double one. |
Wow, what a close game this was. Fear and Faith (as do all Ganesha rules) always seems to produce these great Hollywood moments.
The two double ones on the last turn by the Rescue Party was unbelievable.
Well played Mark (Werewolves), Julian (Beshaley's Gypsies) and Ralph (Holtzmann and Frederickson and their soldiers) for playing the game in great spirit as always. I was worn out just umpiring and cheerleading!
Forces used - Werewolves
Werewolf Lord Quality 2+ Combat Value 4
Abilities: Very Fearful, Leader, Long Move, Savage, Danger
Sense, Werewolf
2 Werewolves Quality
3+ Combat Value 4
Abilities: Long Move, Werewolf
6 Wolves Quality
3+ Combat Value 3
Abilities: Long Move, Forester
Cossack Guard Captain Quality
4+ Combat Value 2
Abilities: Leader Weapons:
Sword and Pistols
8 Cossack Guard Quality
4+ Combat Value 2
Abilities: None Weapons:
Musket
After 5 Good turnovers another werewolf with 4 wolves entered the caves behind the rescue party.
Forces used - Rescuers
Capt Jochen Frederickson Quality
3+ Combat Value 2
Abilities: Leader (soldiers only), Silver Weapon (sword),
Strongwilled, Tough
Weapons: Sword, Pistol
Lt Anders Holtzmann Quality
3+ Combat Value 3
Abilities: NCO (soldiers only), Hero, Silver Weapon (sword),
Strongwilled, Tough
Weapons: Sword, Pistol
12 Soldiers Quality
4+ Combat Value 2
Abilities: Steadfast (+1 to morale rolls)
Weapons: Musket
Beshaley Quality
3+ Combat Value 3
Abilities: Leader (gypsies only), Hero, Silver Weapon (knife),
Strongwilled, Tough
Weapons: Knife, Musket
2 Gypsy Knife Throwers Quality
4+ Combat Value 3
Abilities: Danger Sense, Silver Weapon (knife), Strongwilled
Weapons: Throwing Knives
2 Gypsy Blacksmiths Quality
4+ Combat Value 2
Abilities: Strong, Tough, Silver Weapon (knife)
Weapons: Hammer
3 Gypsy Fighters Quality
4+ Combat Value 2
Abilities: Strongwilled, Silver Weapon (knife)
Weapons: Pistol, Throwing Knives
1 Gypsy Dancer Quality
4+ Combat Value 1
Abilities: Acrobat, Silver Weapon (knife)
Weapons: Throwing Knives
it sounds like the game was a blast to play. Those were some seriuos puppies and minions at work.
ReplyDeleteAwesome game dude!
ReplyDeleteThe scenery and minis are fantastic, are they all yours?
Hi chaps, thanks for the compliments. Yes Ace the toys are all mine. My collection will be expanding soon having signed up to the West Wind Kickstarter and the North Star Nickstarter.
ReplyDeleteAwesome report! Looking forwards to the next chapter, hint hint.
ReplyDelete