Tuesday, 23 June 2015

Perilous Island: The Temple Of Futility


After an unplanned but predictable hiatus, Bryan and I returned to Perilous Island this weekend. We played at Bryan's house and took the game in a slightly different direction than previously: this time, we set up a huge dungeon using Bryan's Dwarven Forge sets and fought it out in there.

We chose the Jungle Trail scenario, which seemed appropriate to appropriate for this setting. The scenario has the leagues chasing "Native Youths" around the table, trying to catch them and question them. It looked like it was going to be easy for us to corner the youths in the dungeon, with the limited paths available, so we decided that the youths knew secret passages and tunnels that let them travel freely. More on this later...

The initial layout. The She-Wolves of the SS entered the table at south center, and The Shadow entered from the northeast. The Native Youths started in the northwest and southeast corners of the temple.

Black Sascha and the She-Wolves approach the entrance with optimism. Native youths? Easy!
A few of the She-Wolves head off to catch the Youth in the northwest. "Hey, I thought this temple was abandoned? What's with the raging fires?"
The Shadow heads for the Youth in the southeast, easily avoiding the perils of the fire. The Youth cowers, Blair-Witch-style, with his head in the corner.
Black Sascha and her lieutenant, meanwhile, head off The Shadow's two lieutenants and some of his mooks at a central doorway. It will soon prove to be a black day for the various junior members of the two leagues...
The Youth in the northwest has just popped through a hidden passage and landed quite close to Emma and Inge. They get ready to leap into action and subdue him!

The Shadow is less lucky, as his quarry actually climbs out of the temple altogether and starts running around on the lawn outside. Damn kids!
Things begin heating up in the center! Black Sascha and Gertie jump on Andre, while two German troopers exchange fire with Mr. Wu and The Shadow's less-glamorous hangers-on. The dead cultist with the dagger was a hostile bystander who suddenly appeared from the shadows and interfered with Mr. Wu just long enough for the She-Wolves to set up a blockade in the doorway.
In the northwest, what looked like a fairly ordinary perilous fire suddenly exploded, thanks to a card played by Bryan, applying the fire's peril to everyone within 3 inches, and rendering that area extremely perilous for the rest of the game. Despite some heroic, escapes and even more heroic returns into the inferno, none of the people you see here ended up surviving. Half of the She-Wolves team, felled with one card!
In the north, the Youth pops through another wall, leaving him just inches as the crow flies from the burning She-Wolves, but several long turns of running through the corridors, even if the She-Wolves still had their skins and eyes and a desire to run. Still, one German trooper gamely runs north, trying to head him off.
When a team catches a Youth, a new one spawns nearby. When one team has caught three Youths, they win the scenario. At this point, maybe six turns in, neither team has even come close to catching one of the Youths.
Mookageddon has come in the center - Andre lies wounded next to a dead German trooper, more mooks are bleeding out in the corridor, while Gertie faces off against a wounded Shadow. Mr. Wu takes off, making a play for one of the Youths, but BS runs him down and begins flogging him mercilessly with her whip.
The Shadow tries to beat up on Gertie, but...
...he is not particularly successful.
Gertie returns the favor, landing a solid blow! When The Shadow tries to shrug it off...
...he is not particularly successful.
Meanwhile, outside the temple to the north, Boy Tarzan (a temporary recruit to The Shadow's team) tries to reason with the Native Youth. This is the first and only time one of the characters manages to make contact! This could be the game winning play!
Unfortunately, he is not particularly successful.
The game ended with everyone on The Shadow's team dead or dying, and just Black Sascha, Gertie, and an irrelevant German trooper left standing on the She-Wolves' side. The leagues managed to capture zero Plot Points between them, and retreated shame-faced from the Temple of Futility.

8 comments:

  1. The Goddess of Futility must be unusually powerful.

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  2. This is the part of the movie where you play the carnival tunes and speed up the film so everyone looks ridiculous.

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  3. Very atmospheric, this terrain is awesome!

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  4. Temple of Futility indeed! Brilliant stuff...and that Dwarven Forge set-up is just gorgeous!

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  5. Ha ha! Great report. Mookageddon - gold.And the Shadow needs new dice.

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  6. Fabulous report! Great looking table and miniatures as well!

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  7. Wow, that's one heckuva game!

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  8. "Mookageddon" indeed! Please consider any & all Intellectual Property Rights to that word violated Preacher!!

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