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Pulp Project
04-28-2011, 12:25 AM
Post: #5
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:
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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