Fortune and Glory - PBF Game 1

Oh no: chasing a local hoodlum after an attempted robbery, Dudley slips and makes a … Missed Jump! This is a Cliffhanger, so Dudley’s turn ends now and will resume next round to see what happens!

On to Zhukov (@RogerBW) now, and … Doctor Zhukov and the Valley of Hades!

This is a Temple adventure with 6 Fortune available, so we start with the first Danger, which is …

  • Dark Deal (Danger, Mob, Treachery) Forced into a black car and delivered to a smokey nightclub, you are presented with an offer that might be hard to refuse. Talk your way out, take the deal or throw the first punch. This test has three options - EITHER Cunning 6+ X OR Discard (Pay) 2 Fortune OR Fight Mobsters. The reward is 3 Glory.

How does Zhukov wish to handle this?

If you wish to take some advice, … and wish a speedier passage, I think we could probably afford to pay the 2 Fortune, bearing in mind we have a good lead over the Axis at the moment and that you’ll immediately get one of those Fortune back being on a Temple adventure.

With Cunning 5, target 6, 1 pass needed, I think I only have about a 60% chance of success. Yes, let’s pay the Fortune.

Good idea. Zhukov uses his cunning wisely, coughing up 2 Fortune - immediately getting one back though - and reserving 3 Glory.

Will you Press On then to the second Danger?

Press on indeed.

Zhukov and Reggie head out from the nightclub after their dodgy deal running straight into a …

  • Late Night Encounter. There’s something out there … in the dark. It’s getting closer! This test is EITHER Agility 5+ XXX to escape it OR draw an Enemies card and Fight it, and the reward is 4 Glory, or whatever is on the Enemies card.

What will the Doctor do?

Hmm. Even with Timmy… sorry, Reggie… Agility is not my strong suit; I’ll go for the fight.

“Good work, Timmy! Now you can show them how a hero of the Revolution dies!”
“It’s Reggie, Dr Zhukov.”
“You are all Timmy to me. It saves time.”

2 Likes

@gmwhite999 asked for a die roll:
Zhukov and Reggie/Timmy prepare themselves - and will face …

  • Thugs. They have 4 Fight Dice and 4 Wounds, but only Hit on a roll of 5+. The reward for defating them is 2 Glory.

First Fight Round then:

  • Zhukov and Reggie roll pool 7: 1, 2 × 2, 2 × 4, 2 × 6
  • Thugs roll pool 4: 2 × 2, 5, 6

@gmwhite999 asked for a die roll:
Zhukov gets a couple of shots off before the Thugs close range, doing 2 Wounds to them leaving 2 left. He takes two hits in exchange though, taking 1 Wound and leaving him/Reggie with 7 left.

Fight Round 2:

  • Zhukov/Reggie roll pool 7: 2, 3, 4, 5, 3 × 6
  • Thugs roll pool 4: 3 × 1, 2

Okay, the remaining Thugs are beaten off, scarpering away into the darkness. Zhukov reserves 2 more Glory, making 6 Glory earmarked in total, and gains 1 more Fortune.

Will he Press On to Danger number 3 or Camp Down?

There are four Dangers total, aren’t there? Camp Down and lock this in.

No - Temples work a little differently, especially using the Rise of the Crimson Hand expansion rules which make Temples more sturdy. There is basically one danger per Fortune, so in this case 6, but the danger value is used to determine the likelihood of a collapse, whcih is rolled for if a cliffhanger occurs.

So, potentially, there are 4 more Dangers to pass, unless a Villain starts adventuring here, which at the earliest will be next turn or if you draw one during a Danger.

Hmm, all right. I’ll try just one more wafer-thin Danger.

1 Like

@gmwhite999 asked for a die roll:
Okay. Zhukov and co arrive at the entrance to the Valley but quickly find themselves in …

  • Quicksand. (Danger, Quicksand) You’ve stumbled into quicksand. Get free before you sink. This test is Agility 5+ XX (would be XXX in a Jungle) and the reward is 3 Glory. If you fail though, you must discard an Ally and then try the test agaiin. If you fail and have no Allies then you go to the Cliffhanger.

So, luckily you may have Reggie’s help in several ways!

You attempt to escape, rolling pool 3: 2, 3, 5

@gmwhite999 asked for a die roll:
One success, so rolling again … pool 3: 2 × 1, 2

@gmwhite999 asked for a die roll:
While trying to help Zhukov escape, poor Reggie succumbs to the sinking sands! Now Zhukov has to try again - by himself!

Zhukov rolls pool 2: 3, 4

@gmwhite999 asked for a die roll:
Oh dear! Poor Zhukov is sinking fast too - and goes to a Cliffhanger next round, finding himself Over Your Head!

Now on to the Villain Phase, starting with the Villain Event which is …

  • Malaria. Any Hero in a Jungle space immediately takes d6 Hits.

Luckily there are no Heroes in such spaces.

Now for the Outpost/Secret Base and Zeppelin. The Secret base roll first, which is … pool 1: 6

@gmwhite999 asked for a die roll:
Another Axis Soldier appears, this time in … (draws Location card)Scandinavia.

Now the Zeppelin is directed to travel too … (another Location card)Bayou. It’s movement roll is pool 1: 5.

Okay the Zeppelin completes its flight so it and an Axis Soldier are now in the Bayou.

Finally, the main Villains adventure. Herr Teufel changes his status from Delayed to Ready, and Tresa changes from Ready to Deployed, and ventures to the Amazon Jungle to search for the Hammer of the Ancients.

Back later with the board state for the start of Round 5.

1 Like

A tough round for our Heroes there but onward to Round 5. Here’s the board at the start of the Round.

@gmwhite999 asked for a die roll:
Here is the inventory of Common Items available to buy in Cities too.

We start again with the Initiative Phase, which results in …