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Pulp Project
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05-01-2011, 02:10 PM
(This post was last modified: 05-01-2011 02:44 PM by Old Dwarf.)
Post: #7
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RE: Pulp Project
The Idol Chamber Missions:
#1-The Sacrifice: The Nazis have captured a kinsman of a powerful Native Tribe who have been interfering with their Expedition & its obvious at the full moon a terrible fate awaits. The Natives have appealed to the British ,so A Team is formed to rescue by his brother before a dark sacrifice can take place. Special Rules:Once on the Mission Site each before each Event Phase each Team member rolls 3d6-if all 3 die come up the same # that Member nerve gives out as he/she hears the victim's screams & flees ,remove that fig from the game. Objective Room:Team enters overcomes any Nazi Forces ,once no Nazi figs on objective Room tile Victim auto freed & shows Party a secret way out to exit. #2 Desecration: An old temple under exploration by the Nazis holds a vile Idol,the Native population believing in the power of the Idol are now in thrall to the Nazi Forces.The Security Service alarmed such a baneful effect of the Idol will slowly extend its influence to British possessions. A Team is formed to slip into the stronghold & destroy the Idol . Objective Room:Once the Team enters the objective room & overcomes the Nazi Forces it must topple the Idol to show the Natives it has no power. Special rules:To overturn the Idol all Party members must stand in base to base contact with it & each roll d6:adding their strength to the rolls.If the total of all the rolls =25+ the Idol falls ,24 or less it stands. If the Idol stands the Team may try once per exploration phase to topple . Once the Idol falls or not enough Party members to generate a 25+ the Team must flee the Objective Room using a secret passage way known only to them from a study of the Temple plans. #3-Kill the Prophet of Darkness: A charismatic prophet backed up by Nazi Zeppelin Forces is stirring up the Natives with hate filled tirades against the British.His dark cult is growing & could cause major problems as he is continuing his bombast toward the British. A Team is organized to go find this prophet & kill him thus cutting off the head of the problem. Objective Room:The Team must enter the objective room overcome the Nazi Forces & kill the Prophet then slip out the passage in the back of the Idol and exit. Note if the Prophet not present(you get no Capt.result on the Objective Room Event Card Section)the Team has missed their man & the Mission fails & once the Nazi Forces are driven off the Objective Room tile the Team Exits as above. Special set up rule:Force card #10 is not used. #4-Demon Summoning: A pitiful ruin of a man is found by a British Garrison ,he is an escaped Native slave from a Nazi Expedition. Gasping out his last breath he warns the British of an ancient Evil a demon is about to be unleashed. This demon trapped by Native Shamans centuries ago been found by the Nazis encased in a Idol. They now are preparing for a ritual to free this terror. Due to the unease this could cause in the region a Team is sent to seal the Idol & keep the demon a prisoner using a banishment chant given to them by the Natives. Special rules:When the Team enters the Objective Room ,if the SoTC Event Card does not include a Nepharite (Capt) add the fig to the reinforcements. The Reinforcements figs are place as per the usual rules but the Nazi Capt. is placed on the plinth next to the brazier.He will not move unless attacked as he is preparing the ritual to release the demon. The Team upon entering the room rolls a die 6+ 3 this is the number of turns the Party has to kill the Nazi Forces.If they do they recite the banishment chant ward they all learned from the Shaman before stating out,so if at least 1 Party Member is still alive to recite it the Idol will be sealed,If the Party runs out of time the demon will enter the world at the start of the Nazi Turn. The Ritual however is too rushed & the Demon is uncontrolled it devour any fig on the plinth,if none it will attack the nearest fig.(Team or Nazi).If a fig is on the plinth the Demon just devours it and then the next Nazi turn proceeds to move & attack as above. The Demon uses 4Th Level Nepharite Stats w/o any Range Attack)-weapons gnashing teeth (we use the Flying polyp model from HP Lovecraft RP Game)-in the Nazi Phase per the usual rules. The Party may choose to flee out the door behind the Idol if not in base to base with the demon. If the the demon is killed it flees back into the Idol which could then be sealed as above.In any case once the Team uses the back door Exit & the Mission is over.The Demon if still alive would then return to the Idol due to the flawed Ritual. Note-The Demon moves first in the Nazi Turn. Once the Demon appears any Nazi figs not in base to base contact flee the board & all Nazi figs/Force Cards are removed from the Game. #5-Close the Books: An old Security Force Expedition Site has recently been occupied by Nazi Zeppelin Troops on their own Expedition.The British found nothing of occult value,even the large Idol in a worship chamber was mundane.They made the Idol chamber their base of operations while on Site & used the Idol,whose empty secret compartment to store the Code ciphers used for communications between the Expedition & London. The Security Office has now realized that the Code Ciphers were never removed from the Idol when the Expedition broke camp.If the Nazis l forces learn of the secret Idol compartment & find the Ciphers could compromise the entire Security Service Occult Project.A Team is organized to recover the Ciphers & bring it back to London. Objective Room:The Team entering the Objective Room & overcoming the Nazi guards automatically remove the Ciphers & exit through a back door of the Idol Chamber. Note the "Cipher's "must be assigned to 1 Team member to carry.If he/she is killed before reaching the Exit another Member must spend an Action in base to base contact with the dead Team member to pick up the Cipher books. #6-The Great Game: The Nazi Occult Hunters are well aware of Britain's secret war against them and both sides often commit acts of bravado to show up the other. A Security Service Team headed by a British Peer was ambushed & wiped out by the Nazis.The Peers Signet Ring was taken and they have also placed on the Peer's body an insulting letter.The letter offering the Signet Ring back if someone wants to go to their Expedition Site & take from the arms of their Idol in which they have placed it. This act calls for revenge & Security decides to send a Team to reclaim the Signet Ring by stealth rather than a foolhardy major assault the Nazis wish to provoke to expose the British Occult efforts. Objective Room:The Team must enter the objective Room overcome the Nazi forces & then attempt to recover the Signet Ring..To do so a Party member must stand in a square adjacent to the Idol & roll d6 +his Strength any result of 8+removes the Signet Ring if less than 8 but more than 4 the Signet Ring won't budge this turn, if 4 or less it triggers a trap & that Team member takes a 4 Red die attack. Only 1 Team Member may try per Exploration phase. Once Signet Ring is free the Team Member who has it must take it to the Exit.To Exit the Team must retrace it Steps to the Site Entrance. If the ring holding Team Member is killed before reaching the Exit another Member must spend an Action in base to base contact with the dead Team member to pick up the Signet Ring. These Mission are twice converted,there the orginial WHQ Missions,that were converted to a Lord of the Ring Quest Missions home brew Game & from them to Pulp. I've tried to limit "magic Stuff"to no more than an Indiana Jones Level,but I figure a Demon or willful spirit would still work with the Pulp theme.I did include a magic user for each side,as otherwise I had no use for the Molly fig & the Ilsa fig was too cool to pass up(of course that leaves me with 4 "Extra"Nazi Chick figs. which I'll probably work in (Pulp Figures-She Wolves Pack#1) . WHQ had 2 Expansions "Lair of the Orc Lord & Catacombs of Terror" which each have 6 Missions I still have to convert.The Catacombs one is really 1 long campaign. Fig wise I slowly getting a few packs.I have the Lucky Lady Crew Complete and the Crash Conner Team complete.The Nazis need around 28 figs,I have the basic grunts "Zeppelin troops(12), a Zeppelin Captain, Nazi Officers(3),Ilsa,Nazi Machine Gun Crew,but I still need 3 packs of Nazi Soldiers(9 figs + 2 with bayonets). I'm still working on what "Native"packs to represent the various oponents for the outdoor encounters. OD 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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