We
played a Pulp Alley-game in club last week,
a continuation of our home-brewed campaign. I wrote the scenario and this first
post will describe that. Next post will be the AAR.
The scenario:
A
portal to an unknown dimension has opened over the sleepy New England town of
Little Solberga. By a strange coincidence a couple of leagues were in the town
licking their wounds from the earlier encounter
with a strange meteor. It is rumoured that some of the leagues
hold a very low profile due to some unfortunate shooting at members of law
enforcement…
By
what is probably not a coincidence, there seem to be an awful lot of cultists
in the town and as a portal opened over the centre of the town they started to
try to invoke a creature from beyond time and space – a Star Vampire.
Special rules:
-
Board - 3’x3’. A small town in New England with houses spread over the board.
No perilous areas.
-
Cultists - Two cultists per player is placed on the board as per the rules for
plot points. Each cultist is a minor plot point and is considered extremely
perilous as they are surrounded by a vampiric aura. When a cultist-plotpoint is
taken it is not lost when a character falls.
-
The Star Vampire – The cultist succeed in summoning the Star Vampire, a major plotpoint.
It flies from the gate over the town and lands in the middle of the board and
then flies 4+1d6” in a random direction.
The
Star Vampire is surrounded by a major vampiric zone that sucks the life-force
from all living creatures in it. The area 3” around the Star Vampire is extremely
perilous and every creature that enters it any time (for example when the star
vampire moves by and the character is hit by the aura) will have an immediate
peril. As usual characters will also have a peril when they activate and also
when they try to solve the major plotpoint.
At
the end of each round the star vampire moves 1d6” in a random direction and it
will then attack the closest character with vampirism, sucking his/her
lifeforce – that means another peril on that character.
-
Lesser Vampiric Zones – The prayers of the cultists call forth lesser vampiric
zones. Each cultist has a 1/3 chance per round (at the start of the round
before heroes activate. Even on the first round) to call one forth. The zones
are 3” diameter, extremely perilous and are placed around the summoning
cultist. The zones move 2+1d6” in a random direction at the end of each round.
They move through walls, houses etc.
The
Star Vampire buds a lesser vampiric zone at the start of each round.
Each
league places one zone anywhere on the board (but at least 6” from a board
edge) before the leagues are placed.
Moving
into a zone or activating in one gives an automatic peril.
Zones
that are at least 50” off the edge of the board are immediately removed
-
A character that has taken a plot point gets the power to eliminate Lesser
Vampiric Zones in LOS. This is an action and is resolved by drawing a random
challenge. If it is passed the zone is eliminated. This is a one-shot thing –
if you miss the challenge you will have to draw a new challenge next try.
An
eliminated Lesser Vampiric Zone gives the league 1 Tip to be used in later
scenarios.
This
scenario is heavily influenced by the excellent scenario and AAR Hildegaard’s Horrible Hex by Rags. Check it out.
Welcome
follower Jimboba at Warchest with
blog Warchest. It’s a
very nice blog indeed and well worth a visit.
Sounds like a tough one, but fun. Looking forward to the report.
ReplyDeleteIt was not a walk in the park...
DeleteLooking forward to this...
ReplyDeleteI'll just have to write it up. Monday, hopefully Monday.
DeleteLooks like this will be another fantastic ride :) Great looking photos so far too!
ReplyDeleteI hope it will be enjoyable, our game certainly was.
DeleteAwesome report! Might borrow some ideas, if you dont mind)
ReplyDeleteHi. Glad you like like, there's another one coming soon (I forgot to write it). Do borrow anything you like, that is sort of the idea.
Delete