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Pulp Project
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05-08-2011, 03:57 PM
(This post was last modified: 05-08-2011 04:04 PM by Old Dwarf.)
Post: #9
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RE: Pulp Project
The Catacombs of Terror Missions:
. All use The Catacombs of Terror Objectives:These Missions are done in sequence & if any unsuccessful (with the exception of #3 )must be repeated the next time a Mission at these locations is rolled. Note these are a series of joined Quests with a common theme even though each is at a different Nazi Expedition Site. Preparation of The Quest deck for these Missions 1.Only the Dread Kings Throne Objective Room is used, set aside that card plus Hall of Death,Chasm of despair & Flames of Khaza cards 2.Shuffle & deal out 9 Dungeon cards 3.Then shuffle in the Hall of Death, Chasm of Despair & Flames of Khaza cards into the deck so you have 12 cards.Now proceed as normal. 4.Deal out 6 dungeon cards & shuffle in Dread Kings Throne 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. In all the above Missions the following floor tiles represent the following: Hall of Death:This Room has seen so many rituals & sacrifices that it is steeped in Terror.Even the Nazis tend to avoid it.When the Team enters this Room don't roll on for Events during Events Phase. Instead every Event Phase Team is in Room(or Team Member if others have moved on)must make individual Courage test* fail the Terror of the Room causes Team Member to die of terror.To leave Room each Team Member also must make Courage roll if pass may exit room if fail can't leave that turn.Can never search this room. *Courage Test roll d10 and fig Strength if # 12+ success.Note a roll of 1 always is a success. Flames of Khaza(Flames of Eir) : As these strongholds were originally built by Vikings this small chamber represents a shrine to Eir Goddess of healing the Shrine still has power.Upon entering any Wounds (strength)are restored to original levels.If the entire Team is in this room don't roll for Event in Event Phase. Also can never search this Room. Chasm of Despair:If in combat on bridge & forced back roll d6(before Wound roll made)if a 1 rolled that fig falls off bridge instead (consider killed) Note the Catacombs of Terror also has 6 Dungeon Counters (Chits)if the Mission says there used put them face down in a cup & draw as the mission indicates the chits have # on them & one has a skull) The Orb when obtained is given to the Team Captain but may be handed off to any Team Member that is adjacent to a fig with the Orb. #1-Find the Orb of Skadi: (uses the Dungeon Counters) Rumors have reached the Security Service, dark tales of a brooding evil in this cursed fortress. The Occult Lore specialist feel it may be Loki trying to escape his underground prison with the help of Nazi Occultists.The the Lore specialists set about finding a Talisman that could be used to prevent Loki from returning & learn from old texts that the Orb of Skadi,the Goddess who sentenced Loki to his punishment exists in a museum in Denmark Alas when the Orb is sent for it is discovered to have been taken several months ago.Nazi artifact hunters were the presumed culprits but as the Orb's importance was not understood it was never considered important enough to report. The Security is able to track down the Nazi artifact hunters now decides to send a Team to the Nazi stronghold from where the thieves came from to try to recover the Orb. Objective Room:If NECESSARY Team must enter overcome any Nazi Forces ,get the Orb & then retrace steps to Entrance & Exit. Special Rules: Party searches any ROOM tile they are in during Exploration Phase (& no Nazi Forces on tile) as follows: 1.Roll d6 then draw a Dungeon Counter from the cup add the #'s together if =8+Orb is found.Assign it to a Party member. 2.If # less than 8 keep Dungeon Counter face up alongside cup.When get to another ROOM search as above except to d6 roll add the face up counters plus the one you draw from the Cup. 3.If the Skull counter Drawn means Room DOES NOT have Orb also any d6 Roll of 1 means Room DOES NOT have Orb(don't draw counter this turn). If Team gets Orb must now retrace steps to Entrance to and Exits. If Party doesn't find Orb before getting to Objective Room it will Find the Orb there no need to Search see Objective Room above. #2-The Orb & Loki: (use Dungeon counters) The Recovered Orb reveals the Location that Loki is materializing at & a Team is sent out to attempt to seal the Dark Throne he is using as a focus.The Team Captain is entrusted with the Orb. The Team must enter Objective Room overcome any Nazis (& maybe even Loki!)If successful in sealing the throne a hidden passage revealed to Exit. If fail to seal throne & survive must flee back the way the came to entrance & Exit. Special Rules: The Orb besides its ability to seal off Loki's focus nexus has 2 other effects on the Mission: 1=as its presence can be detected by Loki on the Event Phase Roll an Encounter will happen on a roll of both 1 & 2. 2=it has the ability to fill the Team with resolve if called upon. The Team at any time may call upon Orb & for that Phase ONLY increase all Team members die roll by 2 die.This is a time one use only ability. Sealing the Throne:Team Member with Orb must stand adjacent to Throne & receive a 2 Red Die Attack.If not hit Orb placed & throne sealed.See obj Room above to exit. Each Nazi Phase that Party is in Objective Room & Throne not sealed draw a Dungeon Counter from the Cup.If its a # just set aside its out of the game. If it's the skull LOKI materializes & will try to attack the team. Loki due to HIS long banishment is now in a very weakened form.He uses Legionnaire stats & has no Range attack.He has 3 wounds & causes Terror.All Team members must take a Courage* check fail they flee(remove from Board & consider killed). Loki can't move from the Throne once he is reduced to 0 wounds he flees back into the throne nexus. *Courage Test roll d10 and fig Strength if # 12+ success.Note a roll of 1 always is a success. #3-Banish the Spirit: Loki has been trapped in the void nexus of the Dark Throne but his malign spirit is seeking greater powers to help him reform.A church was unknowingly built over a much darker shrine & its pocket of vile Evil has attracted Loki questing spirit. The result has been ghastly apparitions & vile signs at the Church's Catacombs causing the priest to request help only to have the Nazis come in & take over the Church. The Priest appealed to the British and the Security Service Lore Specialist recognized the signs of Loki & organize a Team to exorcise the Site. Special Set Up:Take the Fountain of Light(Nerthus- Goddess of Fountains)) Objective Card & shuffle it into the deck with the 5 cards drawn.Place these 6 cards on top of the 7 cards including the Dread Kings Throne Objective Room. NOTE you do NOT use the Chasm of Despair or Hall of Death Cards in this Quest Deck. Objective Room:Team must enter Objective Room overcome the Nazi Forces & purge the Throne with the Waters of Nerthus .Note to Purge Throne at least 1 Party Member must stand adjacent to the Throne & empty his Water Skin this closes off site to Loki.Once Throne purged Team leaves via a small door in the back. Special Rules:Party when reaches the Fountain of Light Room & overcome any Nazi Forces Team fills up water skins with the Fountains water of Nerthus -to do so each Party member must stand adjacent to Fountain.See Objective Room above for use. #4-Retrieve the Grimorie: Traitors under the influence of Loki have secretly stolen the Grimorie Necris from Security Forces forbidden collection.This tome is a terrible Evil book, that the Nazis hope to use to restore Loki. The Traitors are sorted out and the location of where the Nazis have taken the Necris is revealed.A Team is sent our to retrieve the book before it can be put to foul purpose. Objective Room:The Party must enter overcome Nazi Forces & kill the the Occultist(Bertha Kessler). Then seize the Necris & assign to a team member. If Team succeeds or fails & survivors flee must retrace steps to entrance with the book Exit. Special Rules:When Objective Room Entered place Nazi Sotc Event Card figs as usual except also place Oculists & Necris adjacent to throne she is carrying out a ritual from the book to restore Loki. The Team upon Entering the Objective Room rolls 2d6 the # will be the amount of turns the Party has to overcome the Nazi Guards & kill the Occultist. The Oculist will not join the fight unless attacked & uses 3 white Die stats for melee / range attack &. she has 1 wound.She will not move. If time runs out the ritual succeeds in summoning Loki who appears & operates the same as in Mission #2.If defeated he flees back through the throne nexus. (For Loki we use the Barbarian from HQ. & for Bertha Kessler the pistol armed She Wolf fig) #5-Escape from the Depths: (uses the Dungeon Counters) The Team was ambushed upon returning from a Mission,the awake in a dank cell with another Prisoner. He tells them of a secret way out but he has been afraid to use it as its through the Dark Throne Room. He explains that the Nazi Occultist have been sacrificing Prisoners in nightly rituals to appease & summon Loki.The Team breaks out & finds their weapons & with the Prisoner proceed to try the secret way out. Special Rules: 1.The Quest Site is set up as usual but he Team is assumed to start from a guard room where they recovered their weapons.Select a regular Room Tile & place the Team figs on it.Note there are 3 Team Members & a Native (use fig of Region Mission Located in) 2.Each time Party rolls a 1 on the Event Phase Roll resolve as usual but also draw a Dungeon Counter from the Cup.DON'T Look at the Counter just place it face down by the Cup. Objective Room:Team enters & Nazi Forces placed as usual.Then turn over all Dungeon Counters outside the Cup,if one is the Skull ,Loki as responded to the sacrifices & has materialized.See Mission #2 for Stats & actions.If defeated he flees back through the throne nexus.The Team once dealing with the Nazi Forces finds the Secret way out & Exits. #6-Final Conflict: (Dungeon Counters used) The Occult Specialist have finally discovered a reference to a Weapon that will banish Loki for good "Sword of Tyr"*the Problem is the Sword are held by Nazis where Loki is reforming(they intend to use it to control the God) A Team is sent to find the Sword & then use it on Loki. Special Rules:Whenever the Team draws an E Card on the Event Roll draw, deal with the traps & then draw a Dungeon Counter if the Skull id drawn the Sword is found assign it to a Team Member. If no Skull just remove that Dungeon Counter from the game. Objective Room:Team enters deals with any Nazi Forces,Loki will be there on The Throne using the same stats & actions as Mission #2.If the Team has the Sword & its bearer can kill Loki in Melee ,he is forced back to his underground prison.If the Team doesn't have the Sword they can only reduce Loki to 0 wounds & force him to flee back into the thrones power nexus. In either case the Team must retrace steps to Entrance & Exit. *The Sword of Tyr-use SotC-Violator Sword at Rank 3 Level(use Red Die) Well thats all the Missions from WHQ & it's two expansions.I've proofed them out like replacing Nazi for German & Team for Party. I also revamped the Adventure Game to follow WHQ Sequence,I had tried the version thats given the 4/24/11 Post that used a Seige of the Citadel Sequence but it just didn't mesh.So basically the Adventure Game is WHQ but with SotC combat stats & resolution (Love those Hit Die). OD Sighing like the night wind and sobbing like the rain,— Wailing for the lost one that comes not again: |
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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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