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Pulp Project
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04-28-2011, 12:25 AM
Post: #5
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RE: Pulp Project
The Fountain of Light Missions:
#1-Blocked Source Nazi Forces have blocked the source of much of the Regions water.A great aquifer that the Natives had tapped with a fountain.The Team must go to the fountain & unseal the blocked fissure. Objective Room:Team must enter overcome the Nazi Forces & move into base to base with the fountain. If at least 2 Team members are in base to base with the fountain they may to try to lift seal. Each Team member in base to base with the fountain(minimum of 2)must roll d10 + their combined Strength if result 15+ succeed & the seal is broken & the fountain unblocked. Fail can try again next Turn as long a 2 figs in base to base contact with fountain & no Nazi forces in room. .When succeed Team may now exit hex via a small door in the back of the room. #2-The Evil Curse: Nazi Forces have poisoned the water supply of the Region with cattle carcases & worst causing sickness downstream of the fountain source.The Nazis intend to clear the Region of Natives to create a Zeppelin Base. The Team must go to the Source Fountain,overcome the Nazi Forces there & remove the the foul material from the waters. Objective Room:The Party once the Nazi Forces are overcome must spend 1 turn in base to base contact with the fountain removing the materials,if at 3-4 Team members,If only 2 Team member must spend next 2 turns.If only 1 Team member present takes 3 Turns. Once Fountain cleared Team must retrace its steps back out to the Entrance & exit via Entrance tile Special Rule:When Mission Set up place don't place SoTC Event card in Objective Room just place 1 Force Card.Place per usual rules & once Team kills can begin to cleanse fountain as above. #3-Waters of Fate: This is a two part Mission Part 1:All signs point to a great gathering of Nazi Artifact hunters preparing to strike but nothing to indicate the where & when.The Security Force have decided on a long shot,"The Fountain of Fate"a legend haunted ancient Shrine. The fountain when gazed into is suppose to allow one to see forthcoming events.The Team is sent to this place of legend even though its occupied by Nazi Forces to reach the fountain & view the coming Artifact Raid so that a defense can be prepared. The Team must enter the Objective Room,deal with any Nazi Forces & then each fig may stand in base to base with the fountain & gaze into its waters.Each fig rolls d-6:1-3 nothing revealed,4-6 the waters reveal the gathering forces & how/when /Where they will strike attack.Note only 1 Team member needs to make a successful roll. If all fail may try again the next Exploration phase but if that fails also must leave.Note if "The Weather Witch"is with the Team waters automatically reveal knowledge. Part 2:As soon as Team gets information from the fountain(or fails after trying twice)a door in the far wall is discovered.Take d6+2 Dungeon Cards(no Objective Room ones)& create a new Site Deck. Then proceed as usual to "explore"these new tiles representing the way the Team must go to exit the Site.Upon entering the last room the Team sees sun light shining through the ruined roof & they exit . The mission is a success if at least 1 Party member returns with the information(if no information found Mission a failure). #4-The True Weapon: Draw a weapon Treasure Card for name & type of Weapon. The great relic rescued from the Nazis has come into question,as some question if indeed it is the talisman of Light & the bane of Evil its been purported to be. The only way to prove its authenticity according to Legends to plunge it into the Fountain of Light which will reveal it to be true or destroy it if it's false. A Team is entrusted with the weapon & shown the old maps to the location of The Fountain of Light which unfortunately in a chamber now under Nazi control. The Team must enter the Objective Room overcome the Nazi Forces & then standing in base to base with the fountain plunge the "weapon"into the waters. Note the Captain is entrusted with the relic weapon, if he/she is killed on the Mission Site another party member may be given it. Special Rule:When the weapon is plunged into the fountain an earth shattering roar occurs Roll d6: 1-3=the Chamber is flooded with light as the water & weapon glow-its the "True"Weapon 4-6=the Chamber is filled with a greenish vapors & the weapon shatters-each Team member in room take 3 Red die (roll for each Team member) hit. Now door to outside revealed & Party exits . Special follow up:If the party is killed off on the Mission Site before reaching the Objective Room. The Nazi Forces will place the Weapon in the objective Room.The next time the Fountain room Mission comes up it will automatically be this mission.A party will be sent to recover the weapon & finding it in the Objective Room with the fountain will proceed to test it as above. #5-The Plague: The Plague has hit the Region shortly after Nazi Zeppelins were reported in the Region.It appears they are again trying to drive Natives out the area so they can plunder at will.The only hope is to find & acquire water samples from an ancient mineral springs in an abandoned ruin hold now occupied by Nazi Forces. A Team is sent to get samples of the water so that a cure may be effected. Objective room:After the Party has overcome the Nazi Forces.Each member must stand in base to base contact with the fountain & fill their water skins with its waters,then they exit via a small door in the back of the room .A successful Mission gets at least 1 water skin back to the Haven. #6-Destroy the Fountain: Even Nazis need water,an especially nasty Nazi Stronghold has proved impossible to root out. A Team is formed to go destroy its water supply,an old fountain sunk deep within the caverns of the earth. Objective Room:Once the Party overcomes the Nazi Forces any Party member in base to base contact with the fountain may attempt to seal it. Roll d6 on roll of 1-2 Team member succeeds in breaking the old mechanism & diverts the stream back to its original deep underground channel. If fail may attempt the next exploration Phase but if fail twice must leave Site. Upon destroying or failing to destroy the fountain the Party members must retrace their steps back to the entrance of the Site & then exit via the Entrance Tile. Sighing like the night wind and sobbing like the rain,— Wailing for the lost one that comes not again: |
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Messages In This Thread |
Pulp Project - Old Dwarf - 04-18-2011, 11:51 AM
RE: Pulp Project - Old Dwarf - 04-24-2011, 03:08 PM
RE: Pulp Project - Old Dwarf - 04-25-2011, 02:39 AM
RE: Pulp Project - Old Dwarf - 04-27-2011, 12:03 AM
RE: Pulp Project - Old Dwarf - 04-28-2011 12:25 AM
RE: Pulp Project - Old Dwarf - 04-30-2011, 02:19 PM
RE: Pulp Project - Old Dwarf - 05-01-2011, 02:10 PM
RE: Pulp Project - Old Dwarf - 05-07-2011, 01:06 PM
RE: Pulp Project - Old Dwarf - 05-08-2011, 03:57 PM
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