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« Reply #15 on: June 07, 2011, 09:31:01 PM » |
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All my Pulp Heroes have large weapons...
...except the lady ones.
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Aaron
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« Reply #16 on: June 07, 2011, 09:53:01 PM » |
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Im happy for the game not to be accurate for figures...
I dunno. I quite like the idea of not having large weapons except those that are found as that makes them more valuable but I suppose a free 3 point weapon is still pretty handy BTW you can barter the supplies you recover from the ship with each other.
Lets say if you purchase 2 handed weapons for your grade 2 they will be available in following scenarios (assume your lackie recovered them before manning the lifeboat).
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Jonathan
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« Reply #17 on: June 07, 2011, 10:27:33 PM » |
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My figures have never been accurate for the game....
Both Grade 2 and Grade 1 done.
Lets just hope they work well!!!
(are explosives considered small weapons....)
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« Reply #18 on: June 07, 2011, 10:43:43 PM » |
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Wait, I thought it was a Grade 2 only?
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Aaron
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« Reply #19 on: June 07, 2011, 11:04:10 PM » |
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We only need one grade 2 tonight but would be good if you can arrange the one grade 1 too. Just to ensure no shenanigans occur but no drama.
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Aaron
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« Reply #20 on: June 13, 2011, 10:53:38 PM » |
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The captain swayed gently as the tramp steamer rolled heavily in the leasening swells... He gazed thoughtfully out the porthole towards the retreating lifeboats. No one had died in the storm, although initially he thought 1 of the women had gone overboard. Most of the parties had recovered a small part of their equipment but foolishly they all appeared to have gone for the weapons first. "Guns wont help where they're go'in" he murmured to himself.
He turned away from the porthole and limped back towards the engine room. "Time to get the boilers started, no way those fools will make it back to the ship against the swell." he thought "Hell I'll probably still beat them to shore"
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Aaron
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« Reply #21 on: June 14, 2011, 06:52:00 PM » |
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EPISODE 2
You escaped the ship in what appeared to be the nick of time but as you look back over your shoulder you realise the tramp steamer is still some way off shore. How can that be? You saw it run aground!! Didn't you... The storm is lessening quickly as you row away from the ship and within minutes of starting the storm has dissipated to cloudy skies. You get strange weather off the coast of Africa…
You make it to shore within minutes of the other adventurers but as you look along the beach it is eerily quiet. The fishing boats are all drawn up on the beach but the place is deserted, last time you visited M'Kimbo there had been flocks of kids and animals. Perhaps they headed to town when they saw the storm?
Following the track through the jungle to town you are again struck by the silence. It is dead calm; no bird is singing or cricket chirping. The only noise comes from the other explorers as you hustle along trying to be the first to town. The Professor told you that the path to the hidden temple started in M'Kimbo so you'll need to talk to the locals, maybe find a guide or visit the museum.
You emerge from the jungle onto the main road from the port to M'Kimbo and stop in your tracks. Stalls and houses are open, washing is hung up, food is laid out but there is nobody around. The town is totally deserted! What could have happened?! It looks like everyone simply vanished.
With no one to ask the only slim chance to find the way to the temple is at the museum. You'll have to find your way there as quickly as possible if you hope to recover the treasure before the other adventurers.
Objective You must recover 2 direction markers (found in Random Encounters) and make your way to the location revealed as the Museum.
Layout A modern (1920s) African style township. Approximately 3 foot square with a reasonable number of buildings to represent shops, houses & the Museum.
Special Rules
Rest & Recover Between games you recover all lost wounds; in addition you receive 2 Hero Points to add to your current total.
We got 'ere first! The start of this game is staggered based on the finishing positions in the last game. The first player to make it to the Life Boats gets the first turn with remaining players entering play in subsequent turns equivalent to the difference in turns between the players reaching the Life Boats. Hero Points cannot be spent until all parties are on the board.
Find the Museum. You must obtain 2 sets of directions to pin-point the location of the museum. If you "Marked it on the map" when escaping from the ship in Episode 1 you only need to locate 1 item. Directions are carried by the person who investigated the encounter marker. If that figure is killed or knocked unconscious the directions can be looted from the body however the surviving members of the party still know where the museum is. (IE once you've found the museum you don’t forget where it is even if you lose 1 or both sets of directions).
Victory The first player to get the Level 2 Character into the museum building is the victor and gains a significant bonus in the next game.
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« Reply #22 on: June 14, 2011, 07:15:30 PM » |
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Wait, so how many turns I gotta wait before I get to do anything?
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Aaron
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« Reply #23 on: June 14, 2011, 09:11:03 PM » |
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We are using the second game so you go first followed 2 turns later by J & I at the same time.
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Aaron
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« Reply #24 on: June 15, 2011, 04:18:43 PM » |
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ENDING You've made it to the museum first but the others can’t be far behind. Opening a side door into the manager’s office you see The Captain from the tramp steamer rifling through a book case. He pulls out a small red, leather bound book and the bookshelf clunks and swings open. You grunt in surprise and the The Captain spins round drawing a gun. He opens fire forcing you to duck back through the doorway. When you peer cautiously through the door the bookshelf is back in place and The Captain has gone.
You quickly search the shelves and find the lever to open the secret passageway. Inside is a dark flight of stairs leading into a basement. You descend the steps and find a row of torches hanging by a heavy wooden door. You partner tumbles down the steps into the basement as you light the lamp and climb quickly back up the stairs to close the secret door but you aren't quick enough the other adventurers have reached the Museum!
Full credit to Stu for winning last night, it was totally deserved after all the mad leaping antics! Sadly Jonathan got forced into playing a defensive waiting game which almost paid off. And probably would have If I hadn’t foolishly declared the ability to go through the trapdoor on the roof and Stus madness at leaping like 20ft (scaled) on to the roof of the museum whilst being shot in mid air and landing in a puddle of blood on the roof.
I think the scenario worked well and it ended up in the shoot-out I expected based on the scenario design. Next we must follow the secret path through the catacombs to the temple.
What will we find? Traps? Monsters? Cultists? Where did the villagers go? And what is that steamer Captain up to?!
Dunno yet.
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« Reply #25 on: June 15, 2011, 04:33:21 PM » |
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That last leap was a total Indy leap. That's what inspired me to try it really. Da na na na DA NA NAAAAA da na na na NA NA NA NA NAAA!
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« Reply #26 on: June 15, 2011, 04:39:37 PM » |
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And goddamn will SOMEBODY please SHOOT THAT CAPTAIN. Jonathan I'm volunteering you for that job.
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