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Pulp Project
05-07-2011, 01:06 PM
Post: #8
RE: Pulp Project
The Lair of The Orc Lord Missions

Preparation of The Quest deck for these Missions

1.Only the Goblin lair Objective Room used
2.Shuffle & deal out 10 Dungeon cards
3.Then shuffle in the collapsed passage & shaman den
cards into the deck so you have 12 cards.Now proceed
as normal.
4.Deal out 6 dungeon cards & shuffle in Goblin lair
Objective Room Card.Place face down & then place
the other 6 cards face down on top of them creating
a Quest Deck of 13 cards.


#1 Stop The Raid:

Rumors of a great raid are confirmed when the
survivor of a small raid on her village comes to the
British to tell of a new Nazi Expedition whose
Leader is recruiting Locals to preparing a raid against
the British base.It is decided to send a Team to the
old fortress the Nazis are using as a Stronghold
to kill the Expedition leader before he can act on
his vile plans.

Objective Room: Party must enter Objective Room
over come any Nazi Forces & kill the Nazi Leader.
When the Leader is killed cut off his head & assign
a Team member to carry the head as proof to the
surrounding villages to show that the mission
was accomplished.Note the Leader is the capt.
fig or if no Capt.a Centurion or Razzi(pick one if
more than 1 present).


Special Rules:Once the Leader's head taken draw
4 more dungeon cards from the not drawn for the
deck pile shuffle & place face down.now the Team
exits the Objective Room by placing a door at its back
& proceed with the game ,upon reaching the 4th
drawn tile you can exit via any door unattached to
the other Tiles.

Upon Exiting with the head roll d6:

1-5-Survivor looks at head & says its not the same
Leader that led the raid on her Village!

6=Survivor confirms that's the Leader who led the
Raid Mission a full success.


#2-Pay the Debt:

The Security Service owes a debt to Belgium and
now Belgium is calling in it's marker,The Nazis
have spirited away an two ancient artifacts (select
2 WHQ non potion Treasure Card to get name)and
the Belgium Govt.wants it back.A Team is organized
to get the Artifacts back for Belgium.

Special Set Up:Set Goblins Lair & Shamans Den cards
aside, now draw 10 dungeon cards & add collapsed
passage.now shuffle the 11 dungeons & place face
down.Draw 6 cards & place face down then put the
Goblins lair Objective Room & shuffle into the 6 face
down cards then return the 7 cards to the face down
deck.Take the Shaman Den Card & shuffle it into
the other 4 cards drawn then place these 5 cards
face down on top of the 7 cards creating a Quest
deck of 12 Cards.

1st Objective Room:Team enters Shamans Den
& deal with any Guards if any traps or guards .
Team then may take the is Artifact which laying
on the keg.

2nd Objective:Party enters Goblin Lair Objective
Room & deals with the Nazi Forces & once overcome
may try to get the 2nd Artifact as follows:

1 Team member per Exploration turn may make the
attempt to take the artifact which has been set into
a wall.Team Member rolls d6 + Strength if result 9+
gets Artifact if 8 or less triggers booby trap & Team
member who failed takes a 1 red die hit.
If succeed Team exits via discovered secret passage.
If fail may try once per Exploration Phase.


#3-Recover the Relic:

A village has sent a delegation to the British,a German
Raid has taken a treasured small Icon & the villagers
want it back.A Team is formed to aide the
villagers & recover the Icon.

Objective Room:The Team must enter the Objective
Room ,overcome the Nazi Forces & take back the Icon.

Special Rules:As a team member reaches for Icon A Zeppelin
Troopen appears out of nowhere grabs the Icon & flees,
the Team must now chase him down to recover the Icon.

Place the Zeppelin Troopen(ZT )on the middle of the tile
adjacent to the Objective Room.The Team must now catch
him & get a hit on him(note Team doesn't have to wound
or kill the ZT just getting a hit on him will cause him
to drop Icon & flee).The ZT will move each Evil Forces Phase
toward the Site Entrance,if he reaches the Entrance &
moves out the entrance exit the Mission has failed.

Note#1 the ZT will not move during the Nazi Forces Phase
if a Nazi Patrol has intercepted Team he hopes his mates
will finish off the Team.Once the Team has the Icon or
the ZT escapes it retraces any remaining steps to the
Site Entrance & exits .

Note#2 use the unarmed ZT fig for the Icon carrier



#4-Find the Lair:
Reports have surfaced of the Nazis converting
an old ruin to be a Zeppelin base.The Security
Service sends a Team out disrupt the effort.

Special Set Up:Set Goblins Lair & Shamans Den cards
aside, now draw 11 dungeon cards & shuffle the 11
Cards & place face down.Draw 6 cards & place face
down then put the Goblins lair Objective Room & shuffle
into the 6 face down cards then return the 7 cards to
the face down deck.Take the Shaman Den Card &
shuffle it into the other 4 cards drawn then place
these 5 cards face down on top of the 7 cards creating
a Quest deck of 12 Cards.



Objective Room:The Team must enter the Objective
Room overcome the any Nazis & then retrace steps to
Entrance to Exit.

Special Rules:When Party enters 1st tile a Portcullis
slams down & locks leaving the Party trapped on the
Site.The Team pushes on with the Mission & hopes
to find a way out or a key to the Portcullis which
blocks their exit. When the Team enters the Shamans
Den Tile & overcomes any traps or guards they find
the Portcullis key.They can then go on to the Objective
Room as above.HOWEVER if they get to the Objective
Room before the Shamans Den then they must continue
the game until they get to the Shamans Den get the
key & then retrace their steps to the Entrance &
use the Key to get out.

When The Team return to report roll d6:

1-3=Team report is not sufficient to convince
Security that Site was a major Base in
the making.

4-6=Team report is clear a new major Base is being
established.*

*If this result obtained the next Game must be a RAID
Mission.


#5-Take the Wolf Hund

An important Native has reported her village livestock
are being killed by a Devil Dog who comes from
Taboo ruins that foreigners are digging up.The locals
won't go near the Site and so She is demanding the
British garrison kill this Devil Dog.

The local British officer realizing that this individual could
cause all sorts of trouble decides to send request that
Security sends a Team to to kill the animal & bring
back proof.

Objective Room:The Team must enter the objective
Room over come the Nazi forces & then Kill the
animal who is kept chained there.

Special Rules:The Devil Dog is chained to the wall,so he
can't move it takes 2 Hits to kill & has a melee attack
of 1 Black die,if a Nazi fig.can get into an adjacent
Square he/she may unchain the animal cost 1 Action.

The Animal is a large Wolf Hund the Nazi Leaders
pet it is placed in the same Square as the Throne chair.

Once the Dog is killed the Team pulls it's teeth
during Exploration phase then will slip out through
side exit during Team.Note Teeth must be given
to 1 Team member to hold.( if that member
killed any Team Member in an adjacent Square
may spend an Action to pick up)

When Team Exits & have Dog's teeth roll d6:

1-3=Individual won't accept teeth as proof

4-6=Individual considers justice done


#6-Stolen Goods:

a Priest has a sacred bag containing Sacred Relics
that has been taken in a Nazi occupation of a
Temple.The Security Service anxious to prevent
more Occult items falling into Nazi hands agrees
to get it back & will send a Team.

Objective Room:The Team enters & overcomes the
Nazi Forces & then tries to get the bag.A Team member
stands in the same Square as the bag(its the green one
in back of throne)& rolls d6: on anything except 1 the
Team member can pick it up check the contents to assure
its the relics(1 Action).Then Team retraces steps to
the Entrance & Exits.If a 1 rolled It's a booby trap the
bag explodes destroying relics & causing the Team
Member who checked the bag to take a 3 Black die
attack.The Team must still retrace steps to Entrance
to end Mission(the real Relics can't be found)

Sighing like the night wind and sobbing like the rain,—
Wailing for the lost one that comes not again:
Find all posts by this user
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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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