tag:blogger.com,1999:blog-84055022476457786732024-02-18T20:07:50.360-08:00Armored InkWargaming Minitaures and Terrain Modeling for Scenics you can make! Pictures can be Clicked on to Enlarge.Alfrikhttp://www.blogger.com/profile/06442592658588328724noreply@blogger.comBlogger405125tag:blogger.com,1999:blog-8405502247645778673.post-49834946567817684732015-03-07T09:55:00.000-08:002015-03-07T09:55:02.306-08:00CONAN , the board gameSome friends who bought into the Conan board game kickstarter printed out the starter gameboard, cards an other items, made a dice conversion sheet and we got a game going with 4 adventurers to rescue the princess from the evil Picts!<br />
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The start, My wizard was the fellow in red robes, the Blue was a Thief, Conan and Valeria are up in the upper right. <br />
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Here they come! I open up with a mighty calling of Lightening Storm on the picts one zone away and roll for tons of damage............needing 6's (ones are the only fail/miss for the color dice Im rolling).. and I roll 2 D6s for:............</div>
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Yep, whiff............... I spent points and rolled again!!!! and got a One and a Two.... welcome to my world.........</div>
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Game proceeded along with Conan and Valeria slashing their way to a hut and ... no princess. Then they got to the center of the Village and the Giant Snake attacked!</div>
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The snake and the Shaman inspired Conan to ... er... retire to another zone to think up a battle plan to lead us to Victory, leaving Valeria to face the Snake, the Shaman and a Heavy Pict who joined in.... looked like serious trouble.</div>
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My dice warmed up finally and I was destroying the groups of Picts as I could see them to cast. Conan reprised his earlier tactic of slashing through all opposition (rolling high numbers) I waded into the group to seek cover but got targeted... and made some rather nice armor saves.</div>
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The Thief finished off the Shaman, Valeri got his head chopped off for Conan's side quest. Game moved along pretty well as we got the rules sorted out. A few good questions were fielded for Nils to ponder over. </div>
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The activation cards for the Picts.... when a group is activated, their card goes to the end of the line, they can spend their points to activate a card in their line up, those at the head take 1 point to activate and do "their thing" but then drop to the end so that if they want to do something in the next turn, it costs 9 points to activate them! I suggested for his convention game that some of the picts could just stay hidden in the huts, let the adventurers enter to look for the Princess and then some hacking and slashing could ensue... Also they have a "Reinforcements" card that they can buy "dead" and have them enter in from the starting points on the edge of the battle area, to "herd" the players in and prevent, somewhat, their standing and range and shooting/casting so much. </div>
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Not a bad game format, rules are fairly easy and straight forward, though I suspect their are several subtleties I missed but would pick up on as I play more games. </div>
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Alfrikhttp://www.blogger.com/profile/06442592658588328724noreply@blogger.com0tag:blogger.com,1999:blog-8405502247645778673.post-55972457760563274532014-11-25T07:47:00.000-08:002014-11-25T07:47:14.339-08:00Here's a nice video on how to make "bottle brush" type trees from Gutter Brushes... that are used to keep leaves out of rain gutters:<br />
<a href="http://www.miniaturewargaming.com/index.php/mwg/comments/making_cheap_trees_from_gutter_brushes/">http://www.miniaturewargaming.com/index.php/mwg/comments/making_cheap_trees_from_gutter_brushes/</a><br />
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And here is home made flock:<br />
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<a href="http://www.youtube.com/watch?annotation_id=annotation_1233706865&feature=iv&src_vid=ntmEP46g40Q&v=5jNiiTr8Lq8">http://www.youtube.com/watch?annotation_id=annotation_1233706865&feature=iv&src_vid=ntmEP46g40Q&v=5jNiiTr8Lq8</a><br />
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Think I'll try them out.Alfrikhttp://www.blogger.com/profile/06442592658588328724noreply@blogger.com0tag:blogger.com,1999:blog-8405502247645778673.post-66861370579244055372014-11-02T12:00:00.001-08:002014-11-03T06:08:56.665-08:00A collaborative campaign Battle Report The Clan of the Winds, still reeling back from their defeat by the Humans have a Pillar of Power Chaos army cross their borders and press hard for the Fortress of Bitterdorf. The Orc leader decides to battle on the Plains of Wind rather than immediately fort up.<br />
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Orcs on the left, Chaos on the right. Chaos weighted their left with their Knights while the Orcs placed their Heavy Boar Riders on their right to meet the Knights. Centers were mostly Foot troops, though the Orcs had a large number of Massed Bow units and Choas fielded to Elite Handweapon units.<br />
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Chaos Left Flank<br />
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Chaos Right Flank</div>
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Orc Left Flank</div>
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Orc Right Flank</div>
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Orc Center with Balrog</div>
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Orc Right Flank Savage Heavy Boar Riders</div>
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Boar Riders and Knights crash together</div>
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Swarms of Spider Riders try to stop Chaos Right Flank forces</div>
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Orc Right Flank Crumbles, Foot is moved to block Chaos Knights</div>
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The Chaos Beasts (classed as Small Monsters) suffered terribly, being swept from the field as the first casualties. The Orc right/Chaos Left slammed together in a massive blood letting/armor smashing impact that the orcs suffered the worst of when their attempt to Rally off Disorder rings totally failed the first round!</div>
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The Chaos Center suffered from the Massed Bow units showering Disorder markers helter skelter down the ranks, breaking up their forward progress. The Chaos general threw caution to the wind and charged forward as he could to stop some of the barrage! <br />
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Slowly but steadily the Orc flanks crumbled, then the Chaos Foot was burst through by the Orcs Balrog!!! and right into the open... and the full sight of the Chaos Sorcerers!! (Massed bow units) who concentrated their fire on the now fully exposed and unsupported Balrog.... and he was sent back to the shadows!<br />
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Reforming what formations he could the Orc commander looked over his dispositions ...</div>
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With the Chaos Knights about to get a full un impeded charge into his foot units to his right flank and the Chaos Reserves pushing into an undefended gap in his center the Orc commander sounded the Retreat Horns and fell back on his fortress!</div>
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Alfrikhttp://www.blogger.com/profile/06442592658588328724noreply@blogger.com0tag:blogger.com,1999:blog-8405502247645778673.post-45618447980991580682014-10-30T22:52:00.003-07:002014-10-30T22:52:44.969-07:00Chapter 5 Finale Volcano God Appeasment! So, the team needed to rescue one of their own from the Pygmy Tribe before she could be sacrificed to the Volcano God! Setting out from their ramshackle rooms at Trader Joe's Beach Side Resort they trekked through the jungle, beating off some giant snakes, and proceeded to enter the Cave of Tunnels that led to the Volcano's top where the sacrifice was to be held.<br /><br />Traveling through the winding tunnels, they mostly managed to avoid the perilous collapsing floor sections that would have dropped them into a lower tunnel over run with .... creatures!<br /><br />Arriving at the top of the Volcano Cone ... Behold:<br />
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Team Bob is to the right, Lily is on the alter to the left. Statues of Lava Men are to the top and bottom of the huge Lava pool. As they moved closer, the could spot the Pygmy's dancing and chanting. At first Chip opened fire on one of the statues of the Lava Men to find that ... they were statues of stone and nothing else!<br /><br />Moving around the south end of the Lava pool they drew the notice of the Real Lava Men in the pool!<br />
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The Pygmy's offer little resistance as they prepare to throw Lily into the fire! As they get her to the lip of the pit her clothing starts to smolder and she screams as the heat gets intense! Then, the Idol of the Volcano God stirs and attacks Amanda and Sarge, who have moved past it to take out the remaining pygmy's.<br /><br />They realize the Lava Men cannot leave the pool! They finish off the last Pygmy but fail to take out the Shaman who disappears in a cloud of smoke! "PARLEY!" ... The Volcano God speaks with his only voice and all the team members have to take an Extreme Peril Check! and with the In action, the Idol goes dormant!!!<br /><br />Lily is saved!<br />
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An action shot of some of the group working for Lily's rescue! The lady on the right played her first game as the captive Lily..... I had prepared a script for her to voice act for the group during the action... often breaking everyone up... she did rather well after we explained the format... Saturday afternoon matinee of the action hero's girlfriend in danger type situations! <img alt="Laugh" border="0" src="http://www.lead-adventure.de/Smileys/frankenstein/lol.gif" /> <img alt="Laugh" border="0" src="http://www.lead-adventure.de/Smileys/frankenstein/lol.gif" />Alfrikhttp://www.blogger.com/profile/06442592658588328724noreply@blogger.com0tag:blogger.com,1999:blog-8405502247645778673.post-20853302130490408182014-10-28T07:50:00.002-07:002014-10-28T07:50:43.190-07:00Tug Boat Mystery So we applied a different approach to our regular game. A mystery killing of one of the crewmen on the Tug Boat Team Bob is traveling on. <br /><br />3 colors of poker chips with 3 each of that color. Each color was marked with a Who, What or Where clue. These I scattered through out the boat. Players could travel 6 inches a turn. Black chips represented an unknown encounter but not a peril check. When a player was sure he had found the pertinent clue for a color of chip he could ignore any he had not checked out and search others, thereby making it possible to not have to check all 9 chips. <br /><br />Unknown encounter was the shadowy suspect who had 4D10 shooting and was triggered when a player announced he was going to cross over a black chip that blocked the passage way. He would roll and the players could attempt to dodge only, make any required health checks, then he "disappeared into the shadows".............(Players were not allowed recovery checks or cards that allowed them to recover!)<br /><br />What Chips: Wrench, Club, Bloody Knife : easy to figure which was used for the crime<br />Who : Hapless Crewman , Clueless Crewman, No Alibi<br />Where: Tidy work space, All in Order, Signs of a fight<br /><br />The WHO chips had to be interrogated using Cunning or Finesse with 2 Success or 2 health checks when the subject got violent for a bit, though in the next turn you could put him to the question again as you didn't get to roll attacks on him. <br /><br />So, traveling about the ship, collecting clues and sometimes some damage Chip (sidekick of Lily) ran afoul of the Shadowy Suspect and was gunned down. Atchison took a beating and Amanda a black eye. Bob called Finished! First and was right, Sarge second and was right, Amanda 3rd and was wrong.....<br />
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The pictured pieces all stack up and assemble into the complete Tug Boat.Alfrikhttp://www.blogger.com/profile/06442592658588328724noreply@blogger.com0tag:blogger.com,1999:blog-8405502247645778673.post-39935346951085743412014-10-10T07:40:00.001-07:002014-10-10T07:40:11.328-07:00Chapter 5, Episode 3, Denizens in the Deep!((preamble, deep sea diving suits pose a risk to the players, if they get a puncture they have to make a simple peril check of one success on their finesse or they are auto Knocked out of action. Also each had to chose what to take down, a hauling hook and a knife...the hook for attaching to a chest to be hauled up or a spear gun only. Also, once under water the players are given dry erase boards and a pen to write/communicate with one another... heh))<br /><br />On a recovery mission Team Bob is sent off the island a short ways to deep water to recover scattered metal locker boxes from the bottom. <br />
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Movement was 3 inches a turn as they slogged along, locating boxes till.... duh duh doooooo<br />
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The sharks get closer and closer, then one attacks! then another ! Chip's suit is punctured and .... uh oh, he fails his check and is KOA!! Amanda makes her save as does Iron Kidney Joe! Sharks are speared and knifed till only a few are left ... and they are feeding on all the dead sharks. <br /><br />Recovery of cases continues until they get to close to a set of ruins....<br />
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Iron Kidney Joe is grappled and being pulled into the giant maw of the horror! He makes his Might check and breaks free, signaling to the ship above to pull him in. The rest of the team decides now is a good time to head up as well!!! As they start their assent they notice bodies floating down to the depths ... dead bodies of natives and ships crew!!!<br /><br />Stay Tuned for the next exciting episode!!!Alfrikhttp://www.blogger.com/profile/06442592658588328724noreply@blogger.com6tag:blogger.com,1999:blog-8405502247645778673.post-8513584736363128292014-09-29T11:52:00.002-07:002014-10-01T07:43:58.442-07:00Chapter Five.............. Off to the South Pacific.Upon the completion of the Air Pirates Super Weapon the Commission decided to send the Team Bob to the South Pacific to aid an older member of the Commission with a problem his Hotel had being attempting to deal with.<br />
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TEAM BOB: you are being dispatched to Toratunga, a small island in the south pacific where you will assist George Dukedem with a local problem he has himself been unable to settle out. <br />
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Your methods, whether negotiation or armed conflict, to resolve the issue is up to you. Transport has been arranged and accommodations at a 3 star hotel lined up.<br />
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Air line tickets will get you to your transfer point and then a state of the art sea plane will get you the last leg of the distance. Once there you will meet with Sydney Trifoil at the Hotel and resolve his issue. It is possible further contacts with HQ will occur during your stay.<br />
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Upon completion of your mission you will be returned with all haste for further assignments.Alfrikhttp://www.blogger.com/profile/06442592658588328724noreply@blogger.com0tag:blogger.com,1999:blog-8405502247645778673.post-3500031857299040722014-09-29T11:08:00.001-07:002014-09-29T11:36:50.734-07:00Chapter Finale : Attack on the Super WeaponThe defensive equipment shipment got through, though at the cost of many civilian casualties on the train during the intense efforts of the Barons Air Pirates to take the train or destroy the shipment. On arrival the shield was installed and an air fleet sought out and engaged the Barons Air Pirate fleet with its accompanying super weapon. During the battle, the super weapon was damaged and force landed to be repaired, the Allied fleet withdrew due to damage suffered and the Commission was requested to send in a elite strike team to destroy the weapon and capture the lead scientist overseeing the repairs. <br />
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The Team Bob was selected to take down the super weapon. It was composed of the leader character for each player. Their Brief for the mission included information about the Baron and his hate of the Commissions interference to his world domination efforts to date.<br />
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The Team was parachuted in (using small pieces of paper to be dropped to figure out their landing spots.) Lily choose to drop just about on the weapon itself and engage the close in guards with her katana!<br />
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Bob landed to the east behind a hill, the rest of the team to the west of the weapon. Working their way in they realized that there were further out forces deployed waiting for the..... IT WAS A TRAP!!<br />
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Cultists came from the west, Air Pirates from the East, Thule Agents from the south, apparently called in by one Air Pirate at the tent encampment, who stayed on the radio for nearly the entire fight!<br />
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Bob crests the hill as the Air Pirate squad moves to engage him... choosing self sacrifice he detonates his explosive charge in an attempt to take out the squad............... and he managed to make a series of saving throws that left him stunned, vaulted him down the slope and escaped alive!!!<br />
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Various team members make it to the site, capture the scientist, plant and detonate charges, Weapon Destroyed! As the team made their exfiltration, Atchison decided to take out the radioman at the encampment, only to discover he was the Baron himself! After a rough and tumble fight in which Atchison go the worst of it, he managed to Break Away and high tail it off the field.Alfrikhttp://www.blogger.com/profile/06442592658588328724noreply@blogger.com0tag:blogger.com,1999:blog-8405502247645778673.post-67791282648801911472014-09-05T16:52:00.001-07:002014-09-05T16:52:27.399-07:00AAR : A Train to Trieste, Chapter 4, episode 4 .... <div class="separator" style="clear: both; text-align: center;">
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((Here is the set up, the players are defending the trains shipment of equipment to be used as a defensive screen vs the Barons Anti Airship Super Weapon beam! Traveling through the mountains on their way to Trieste from Germany, a trip of several days, they are hoping to get past the Barons total control of the air by using rail. Secret Agents, spy's and saboteurs.. will make things difficult and of course the Barons forces have control of the air!))<br /><br />The train pulled away from the station towards night fall. The Team put together a patrol list of who was on guard, who was off duty and who was asleep. ((random diced when action took place to keep them from arranging their "best" coverage))</div>
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Overhead a Zeppelin lowers towards the train, many ropes drop and Air Pirates zip towards and land on top of the train. Bob, leader of this teams Mission, responds to the sound of multiple boots hitting the roof overhead by leaping up and grabbing the stop cord and yanking it, response to the action is the train slamming on the breaks! Several air pirates tumble over the edge of the cars, several others are left hanging on to the edge of the roof!</div>
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Lily is on duty and races to the top of the train and engages air pirates as she works her way down the roof line, dispatching several with her katana.</div>
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<br />Amanda (in a stylish blue dress) also on duty climbs onto the roof of the lead passenger car and blazes away at air pirates near the engine.</div>
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((not having made roofs for the cars lead to using some of the Pulp Alley cards to hold the roof top people up out of the cars to reduce confusion on who was where))<br /><br />The slowing of the train led to the Zeppelin overshooting but it corrected its reactions and landed another wave of boarders. In the mean time in the passenger cars, civilian riders were milling about when several threw open their coats and pulled pistols out and a fierce gun battle ensues!<br /><br />******************game held over due to time of night************ so a cliff hanger ending for the nights play for 2 weeks till everyone can get together again to finish the action packed episode!!!!</div>
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Alfrikhttp://www.blogger.com/profile/06442592658588328724noreply@blogger.com0tag:blogger.com,1999:blog-8405502247645778673.post-66697833262246199922014-09-03T17:27:00.002-07:002014-09-03T17:27:47.650-07:00New Engine Modifications are done except a painting touch up on the new version of the Train To Triesta engine.<br />
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Gave it a more European look. On to the modified cars:<br />
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Flat car and two passenger cars. I started making domed roofs for the passenger cars... then realized they would stay on for about the first 30 seconds of the game till the players needed to move their characters about! On wards with out.Alfrikhttp://www.blogger.com/profile/06442592658588328724noreply@blogger.com1tag:blogger.com,1999:blog-8405502247645778673.post-72708616515640024282014-09-02T14:53:00.000-07:002014-09-02T14:53:04.332-07:00Time for a train Ride.. hmmm all I have is this wild west train set...<br />
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For 28mm figures ... bit way to small, cars are about 6 inches of train car and short hook up assemblies.... so..<br />
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Train Cars are now about 11 inches long. Planning on 2 passenger cars, 2 box cars and 1 flat car that the Team will be escorting... secretly on a regular passenger train.... what could possibly go wrong!???<br />
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Filled in side walls. This is the basic form for the passenger and box cars.<br />
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Next.... work on some windows and such for the passenger cars... nope, not going to cut them out...print and glue is the way to go with the short time frame I have......<br />
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Alfrikhttp://www.blogger.com/profile/06442592658588328724noreply@blogger.com0tag:blogger.com,1999:blog-8405502247645778673.post-2103405343500923132014-08-29T18:59:00.000-07:002014-08-29T18:59:11.369-07:00Storming the Cliffs of Dispair! Chapter 4, Episode 3The teams mission is to knock out 3 sensor platforms on the cliff sides to allow a zeppelin force to bombard the Air Pirate Base on the very top of the cliffs as a precursor to taking on the Barons Super Weapon! Then they were to take and search the Sensor Control Blockhouse on top of the cliff to earn extra advantage in the next scenario.<br /><br />(( The party had to list, in general, what they were taking with them to scale the cliff side. Their instructions included Radio contact for when the sensors were down. 3 sub teams of two players were to select a route up the cliff side, take out their sensor target in a coordinated blast and then repel down the cliff side to make their escape. They were given a climbing skill that was the average of their might and cunning skill dice size and totals. Each turn of climbing was considered to be a extreme peril unless they were on a ledge of some sort. ))<br /><br />Arriving in the vicinity of the Sensor array the 3 sub teams split up and made their way slowly up the cliff face.<br />
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On the left is Amanda and Sarge, to the right is Professor Ice and Iron Kidney Joe, further on down the cliff face is Moren and Atchison. <br />
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((I made push pin platforms to hold the figures as they "climbed" by pushing them into the paper machete)) Here Ice and Kidney climb on up while Sarge and Amanda close in on the lowest platform, only to fail a peril check and starts an alert!.... Ack! The sensor platform is a decoy setup!<br />
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((Here's a pic of the entire cliff face...my arm and some of Mo.....))<br />
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Ice and Iron make the top of the cliff and right into a hail of fire from Air Pirate Security members!<br />
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Here Atchison and Mo top the cliff into ever more Air Pirates responding to the alarm! A gun battle ensues until Mo decides she will run through the buzzing swarm of hot lead and try to plant her demo charge on the sensor! Atchison dodges and weaves while laying down the best covering fire he can....but to no avail and goes down but not over the cliff... KOA! <br /><br />Ice also races to his sensor platform and begins planting his demo charges. With no chance to use a delayed timer, the opt to set their repelling gear, set off the blasts while flinging themselves off the cliffs! Ice executes his maneuver and 3 peril checks flawlessly! Mo... well she gets away from the blast but slams against the side of the cliff and is knocked senseless, and falls to a KOA status....<br /><br />((3 platforms were the minor plot points, a block house on top of the cliff was the Major plot point. They failed to take out the blockhouse so will not get the extra advantage it would have given them in the next scenario.....................A Train to Trieste!))<br />
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Below we see Amanda and Sarge making their escape down a cliff ladder with the unconscious Atchison!<br />
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Alfrikhttp://www.blogger.com/profile/06442592658588328724noreply@blogger.com1tag:blogger.com,1999:blog-8405502247645778673.post-33475517696664377972014-08-26T18:44:00.003-07:002014-08-26T18:44:35.048-07:00Cliffs of Dispair updateSurface basics done and a coat of paint.<br />
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Now I can get to the Kel Seal and fix up spots that look to much like tape or paper!Alfrikhttp://www.blogger.com/profile/06442592658588328724noreply@blogger.com1tag:blogger.com,1999:blog-8405502247645778673.post-91474205455561768052014-08-26T12:48:00.001-07:002014-08-26T12:48:36.847-07:00Cliffs of DispairStarted up a fast cliff side board measuring 2 feet by 4 feet for the next episodes adventure, where the team will have to scale the cliffs, destroy sensor arrays and over see the destruction of the sky pirate base! First of course is the construction of the cliffs......<br />
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Here is the art board with to back braces. Angle is about 45degrees. Figure in the foreground is 28mm Pulp Action figure for scale.<br />
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Underlayment supports. Styrofoam hot glued into place.<br />
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First layer of paper machai applied. <br />
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And then the second<br />
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Drying time... well, have a fan on it outside so hopefully by later tonight it will be ready for a quick spray coat so I can add some texture where needed.Alfrikhttp://www.blogger.com/profile/06442592658588328724noreply@blogger.com0tag:blogger.com,1999:blog-8405502247645778673.post-79911312637394139472014-08-20T12:53:00.000-07:002014-08-20T12:53:12.066-07:00Characters and WreckageLong summer break, back to Pulp Alley , next episode to get ready for. First off some wreckage of a crashed prototype super zeppelin destroying weapon to be investigated.<br />
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Here is the base and a card board tube sliced up and hot glued down. Everything, except the figure are primed with spray paint to give a structure to mount the broken debris in. For the surface I used some aluminum foil to give it a crumpled look.<br />
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Bah , blurry photo, but it gives the idea. Painted it all grey and then highlighted with silver to pick out the crumpled edges where the paint would have flaked off after the crash and fire.<br />
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Assorted bits hot glued together and then inserted. I left the hot glue stringers dangling where they fell, then pushed them around when cooled off to give the effect of wiring. Sprayed the entire interior with a flat black, then dark metal dry brush followed by a silver dry brush of prominent edges. <br />
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Base still to work up with plowed piles of dirt etc. <br />
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Characters. Several of the players lack the skill and resources to assemble their own character figures so I chipped in and here we go.<br />
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Iron Kidney Joe, an attempt at a super soldier that sort of panned out. Extra die in brawling, and one less in shooting and spotting rolls are reduced by one due to his being nearsighted to the point of needing large lens goggles............ <br />
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Lily, a take charge and hands on problem solver.<br />
And here's Amanda's side kick Fenris<br />
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And a final group shot.<br />
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Alfrikhttp://www.blogger.com/profile/06442592658588328724noreply@blogger.com2tag:blogger.com,1999:blog-8405502247645778673.post-32363379789760915932014-06-30T18:07:00.001-07:002014-06-30T18:07:48.587-07:00Zepplins!Taking time to make some modular Gondola sections for 4 different zeppelin gondolas. So just this hasty note , hope to have pictures in next day or two.<br />
Alfrikhttp://www.blogger.com/profile/06442592658588328724noreply@blogger.com0tag:blogger.com,1999:blog-8405502247645778673.post-28434615118992622612014-05-27T16:05:00.001-07:002014-05-30T19:41:06.322-07:00Chapter 3 Episode 3 Meanwhile In Cairo<br />
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<span style="font-size: 12pt;"><span style="font-family: Calibri;">The Team is assembled at
the Commission HQ to go over the action plan that the high command has come up
with to thwart the Thule Society and their plan to summon … something of great
power. Various Ideas are tossed around but an action plan to hit them hard is
adopted. The Team equips up including explosives to undertake the job. Hurriedly
as the sun is setting, the team heads out to the edge of the city in 2 trucks.<o:p></o:p></span></span></div>
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<span style="font-size: 12pt;"><span style="font-family: Calibri;">“Hey sarge, can you slow
this thing down some? Geez the road is rougher than hell.”<o:p></o:p></span></span></div>
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<span style="font-size: 12pt;"><span style="font-family: Calibri;">“You said you wanted to be
there with the sun up and its going to be close.”</span></span></div>
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<span style="font-size: 12pt;"><span style="font-family: Calibri;"></span></span> </div>
<span style="font-size: 12pt; line-height: 115%;"><span style="font-family: Calibri;">The 3
building complex is at a crossroad of sorts and is approached at speed by the truck
convoy. As they near the complex they see scattered dead people, torn to
ribbons! The various members making a last check of their weapons when the lead
vehicle is taken under fire from a sub machine gun! </span></span><br />
<span style="font-size: 12pt; line-height: 115%;"><span style="font-family: Calibri;"></span></span><br />
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<span style="font-size: 12pt; line-height: 115%;"><span style="font-family: Calibri;"><o:p></o:p></span></span><br />
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<span style="font-size: 12pt; line-height: 115%;"><span style="font-family: Calibri;">(figures
beside the trucks are the drivers and front passengers.)<o:p></o:p></span></span></div>
<span style="font-size: 12pt; line-height: 115%;"><span style="font-family: Calibri;">The fire
slightly damages the lead truck but the driver is hit and passes out, causing
the truck to swerve out of control but it rolls to a stop. The following truck
sees the fire and the driver yells for the riders to bail out before he has to
drive through the burst himself!<o:p></o:p></span></span><br />
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<span style="font-size: 12pt; line-height: 115%;"><span style="font-family: Calibri;"><o:p></o:p></span></span> </div>
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<span style="font-size: 12pt;"><span style="font-family: Calibri;">The lead truck swerves to
it left out of the intersection and a group of Cultists take it under fire. The
second truck swerves through the Burst template and takes damage to the engine
and steering, causing it to careen off to its right and it crashes into the
Thule’s parked sedan rendering the remaining rider downed but the driver bails
out.<o:p></o:p></span></span></div>
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<span style="font-size: 12pt;"><o:p><span style="font-family: Calibri;"> </span></o:p></span></div>
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<span style="font-size: 12pt;"><span style="font-family: Calibri;">The Sun sets at that
moment!<o:p></o:p></span></span></div>
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<span style="font-size: 12pt;"><o:p><span style="font-family: Calibri;"> </span></o:p></span></div>
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<span style="font-size: 12pt;"><span style="font-family: Calibri;">Night Gaunts appear and
close in!<o:p></o:p></span></span></div>
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<span style="font-size: 12pt; line-height: 115%;"><span style="font-family: Calibri;">Combined
fire allows Sarge to finish one of the devils off!<o:p></o:p></span></span></div>
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<span style="font-size: 12pt; line-height: 115%;"><span style="font-family: Calibri;">One lands on
top of the truck involved in the pile up and it takes down one agent after a
short brawling. Amanda invokes Mystical Fires and attempts to burn it down… to
no avail (made all its health checks) Then she remembers they attacked only
with the coming of darkness and whips her flash bulb camera up and takes a
shot, the Flash startles the beast into flying off!<o:p></o:p></span></span></div>
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<span style="font-size: 12pt; line-height: 115%;"><span style="font-family: Calibri;">The search
for documents scattered about the area until a crashing sound alerts them that
they are still not alone. From the rubble of the buildings, 2 creatures emerge,
composed of teeth and claws, long sharp claws. <o:p></o:p></span></span></div>
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<span style="font-size: 12pt; line-height: 115%;"><span style="font-family: Calibri;">Sarge makes
for a parked car but hasn’t time to search for keys, instead he throws a
grenade hoping to stop its approach.<o:p></o:p></span></span></div>
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<span style="font-size: 12pt; line-height: 115%;"><span style="font-family: Calibri;">Other agents
add to the carnage to try to help Sarge. He gets into the vehicle and searches
for the keys (random peril).<o:p></o:p></span></span></div>
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<span style="font-size: 12pt; line-height: 115%;"><span style="font-family: Calibri;"><o:p></o:p></span></span> </div>
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<span style="font-size: 12pt; line-height: 115%;"><span style="font-family: Calibri;">Sarge plays
a timely Trip Up to get the last bit of time he needs to get away from the
creature.<o:p></o:p></span></span></div>
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<span style="font-size: 12pt; line-height: 115%;"><span style="font-family: Calibri;"><o:p></o:p></span></span> </div>
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<span style="font-size: 12pt; line-height: 115%;"><span style="font-family: Calibri;">The rest of
the team pile into the remaining truck and barely make good their get away,
leaving the Thule’s failed summoning to be dealt with by someone else!<o:p></o:p></span></span></div>
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<span style="font-size: 12pt; line-height: 115%;"><span style="font-family: Calibri;"><o:p></o:p></span></span> </div>
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<br />
Game setting pic<br />
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Alfrikhttp://www.blogger.com/profile/06442592658588328724noreply@blogger.com1tag:blogger.com,1999:blog-8405502247645778673.post-87260696722863201492014-05-16T14:18:00.000-07:002014-05-16T14:18:26.409-07:00The Pulp Alley Team!Here they are:<br />
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Leader Robert Howard (side kick is Margret Howard) (sitting), Professor Ice (sidekick is Iron Kidney Joe), Atchison Thomas Moore III (side kick is David Barrow Smith), Amanda Smyth(the one and only!), Franz (side kick is "Sarge"), and new to the team is Lily Hanley. Alfrikhttp://www.blogger.com/profile/06442592658588328724noreply@blogger.com0tag:blogger.com,1999:blog-8405502247645778673.post-6900992820087812422014-05-12T16:13:00.002-07:002014-05-12T16:13:51.800-07:00Chapter 3 Episode 2: AAR Sand in Their Shoes a Pulp Alley AAR The Team has been dispatched to Cairo to rally with support elements already in place. Team leader Robert Howard (Bob) studied the sigils on the stele from the park from photographic copies on file with the Parks Service. His hope is that what they might mean is the basis of what the Thule Society was up to at the Park Site. <br /><br />So this flight is to Egypt to explore and get more of the sigils recorded so they might possibly be translated and crack the case. To aide in this effort, Amanda Smyth has been attached to the team as an archivist/linguist and just happens to be the niece of one of the largest monetary backers of the Commission. <br /><br />After a long boring flight they were met by a equally bored minor official, Ahkmed, from the Cairo Headquarters.<br /><br />Upon their arrival in Cairo, Ahkmed walked them through customs and had organized transport to the local Commission HQ, a small building stuck in a side street. As the team enters the building they find it is under staffed with only a handful of people working there. The staff provides Bob with a map….. a papyrus map and a scroll case for it. The map is rather sparse on details with a general outline of some mountains, major gullies as land marks and an X with the name Thosus.<br /><br />“What or where is this Thosus, Ahkmed?”<br />“Information on Thosus is from legendary sources that it once was an outpost of a pre-Sudanese people. Nothing much is left but a few crumbling ruins that the natives refuse to go near, claiming it is “Cursed by the Gods”… rather than by “God”. There is reported to be a temple there with a stone Idol and sigils inscribed on it as well as on the temple walls. The hills around it team with nomadic people that care little for the laws of Egypt.”<br /><br />“How long to get there?”<br />“ It is 230 miles or so to the southwest of Cairo. I have arranged supplies and 2 Trucks with petrol to be ready in the morning for you.”<br />“Any chance of a local guide to go with us?”<br />“Attempts to secure a local guide have proven fruitless when the destination is known. I am sorry.” <br /><br />The morning of the departure, the Leader and side kicks roll out early and the agents straggle in.<br /><br />Morning sees the Team assemble to depart except to two agents that have come down “sick” and are in the infirmary, out of action. Ahkmed provides 2 replacement agents of dubious quality but assures Bob that they can drive, shoot and are “reliable”…..<br />
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Driving slowly across mostly arid desert countryside for 12 hours, the Team decides to make camp, having covered half the distance to the site. Camp is pitched, food prepped and watches assigned. Deep into the night a Nomad group surges out of the darkness and attacks the camp. <br /><br />Margret Howard, primary assistant to Bob sees the shadowy forms swarming towards the camp in the crescent moon feeble light and opens fire with her rifle, missing her target but alerting the camp to the attack by “something”.<br /><br />The sleeping members of the team swarm out of the tent and scatter in various directions! Sarge shouts “which truck are the bloody grenades in??!!”<br /><br />Atchison dashes to a truck and plans to mount up and fire it up, possibly to hurl it into the attacking mobs….but fumbles his keys! (peril check fail)<br /><br />Bob dashes around the side of one of the boulders and opens fire with a burst of smg fire…. Taking down many of the attackers. Others pour in their rifle and pistol fire… to little avail as the Nomads close to hand to hand fighting, wielding no more than finger nails and filed teeth!!!<br /><br />But the weight of fire winnows them down and the last Nomad is pummeled down. Examination of the “nomads” shows they have slightly scaly skin, sharp teeth and rudimentary clothing… The two agents filling in claim to have no knowledge of what they are, only that they are some of the people Ahkmed warned them about.<br /><br />Next morning they break camp earlier than was their plan and continue on to the site of the ruins, arriving a couple hours before nightfall, having been delayed somewhat by having to carefully traverse some serious gullies along the way. (Peril check passed)<br />
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<br />Arriving, they establish their camp adjacent to the ruins and begin an examination of them, Amanda setting of nearly continuous flashes from her camera. While this is going on a creature breaks out of the sandy soil and charges into the camp…. Atchison sees the beast and recoils from it, emptying his revolver at it! Sarge and Bob open fire, slowing the beast and then finishing it out before it could come to grips with any team member! <br />
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Amanda deciphers most of the sigils and runes but the crucial last bit has been lost to the wall having collapsed but it seems there is another copy underground in the caverns below that may still be intact!! (Major Peril passed) <br /><br />The entrance is found by Amanda’s fiddling with the stele and then almost falling into the dark hole (peril check passed) it reveals while the team dispatches the beasty. <br />
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Flashlights and ammo are passed around, and they spiral down into the depths. Arriving at the base of the stairs Sarge warns them to “stay alert and maybe we get out of here alive!”…. To which Amanda snaps a photo…. Setting off a powerful Flash! (She was taking pictures all the time, calling POOF!! (signifying when she sets off the power full Flash Bulbs.) Now and again, leaving several players groaning…or laughing most of the game.)<br />
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Amanda proves to be a bit flighty (she was an assigned continuing Minor Peril point!) She spotted something moving on the wall and screamed, bolting away from it and towards the front of the party. (another member failed their random peril check to “save her” ..)<br />
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Meanwhile the form that moved on the wall slid to the floor and began oozing towards the party! Doctor Ice engaged it with his pistol to little effect! Sarge opened fire with an SMG burst and tears it apart…. But the firing has a side effect, echoing in the cavern passages and alerts a larger threat that there is a source of ….. food coming!<br />
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Amanda shrieks again and an agent saves her from a vicious spider (peril check passed: Amanda vocal calls for help and shrieks was played by my lovely half, Mrs Alfrik) Suddenly a huge creature ambles out of the shadows towards them, clacking its paws(<img alt="Huh?" border="0" src="http://www.lead-adventure.de/Smileys/frankenstein/huh.gif" />) at them, which is too much for one of the Cairo agents who screams “run for your lives! This place is Cursed!!!!” He breaks and runs back towards the entrance, …. Never to be seen by the team again! Amanda fires her camera and a small pepper-pot pistol as she hastily backs away and manages not to fall down.<br />
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Bob calls for everyone to open fire at the beasty, Bob taking the time to load his “special ammo” (a special Gear added to the list that requires a random peril check to see if it will add more shooting dice to the attack due to its Special ingredients or not) and then open fire, finding that the special loads have a better effect than standard bullets!! He’s rightly thankful to the research department and the slugs slam into the creature. (red rings are dice level reductions)<br />
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Its downed but stumbles back up, where upon Sarge yells “to hell with this” and chucks a grenade at it while Bob unleashes another burst of smg fire! It’s Down and now out. <br />
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Amanda and the team in turn do find the other set of sigils and runes where upon she takes pictures and notes…<br />
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“What’s it all mean Amanda?” asked Bob.<br /><br />“I have to finish the translation when I can get my hands on several books back at the HQ, I just don’t have enough here to finish it other than I can tell you the “newest” language there is an early cuneiform, the next is a Antiluvean language, the last line is the sigil language, so let’s head back as soon as we can!”<br /><br />The intrepid adventurers head back towards Cairo.<br /><br />---------------------------------------------------------------------------------------------------------------<br /><br />Addendum:<br /><br />Dearest Archibald, <br /><br />I am so glad our Fathers allowed me to go with this group of Specialists. I have seen amazing things! I have incredible pictures that the headquarters assures me they will use in the article I am composing in a prestigious Scientific Journal. My journalistic adventure and career is off to an amazing start! <br />Assure our fathers that their investments are being put to good use and I’m sure many things will be brought back for the Museums and their private collections. <br />I do wish that the accommodations were better than the tents I have had to use so far. They don’t even carry a bath! Well, some sacrifice must be met for History. I suppose a river swim is in order later.<br /><br />Love. Your devoted fiancé, Amanda.Alfrikhttp://www.blogger.com/profile/06442592658588328724noreply@blogger.com0tag:blogger.com,1999:blog-8405502247645778673.post-19901790121165354232014-05-03T13:28:00.001-07:002014-05-03T13:28:14.513-07:00Chapter 3, Episode 1: A Walk In The Park
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<span><span style="font-family: Calibri;">Setting: Commission
Headquarters Germany, city Munich, outskirts of, this building overlooks one of
the local city park.</span></span></div>
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</span></o:p></span><span><span style="font-family: Calibri;">Mission: During an
evenings debrief of their latest action the teams are in the second story of
the HQ attending a meeting when out the windows, in the small but ancient city
park, strange lights are seen. The Commission Lead opens the window to hear a Woman's
screams for help.... The Teams leap into action.<o:p></o:p></span></span><br />
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<span><span style="font-family: Calibri;">Leader Jorge shouts to the
assembled agents (includes sidekicks) to grab what they can from the downstairs
armory and don't forget some Flashlights!<o:p></o:p></span></span></div>
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<span><span style="font-family: Calibri;">Exiting the HQ, (long
greystone building in the far picture edge) they fan out into the street, with
the woman still screaming for help in the near distance. Night time, with a
light mist rising and limited street lights reduces clear vision.<span style="mso-spacerun: yes;"> </span>As they approach the park, they get a clearer
idea of what it is, rather than just some quaint patch of green with an old
statue they have driven past numerous times without a second thought.<o:p></o:p></span></span><br />
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<span><span style="font-family: Calibri;">Suddenly the woman’s
scream is cut off with a horrible gurgling sound. The agents swarm into the
park as the ground vibrates and a hole appears in the ground before them, down
which two robbed figures flee.<o:p></o:p></span></span><br />
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<span><span style="font-family: Calibri;">Advancing across the
grass, Jorge notices that there are now glowing greenish lines on the ground,
some strange sigils or such, in front of the ancient stele stone. The body of
the hapless victim is bound to the base of the stele, her blood pooling into
the sigils.<o:p></o:p></span></span><br />
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<span><span style="font-family: Calibri;">"Take them
down!" Jorge bellows, and stops short as a Hairy beast breaks from cover and
with a great roar charges the leading agents, wielding wicked talons! From
across the street a lone cultist cackles with glee as he rushes into range with
his SMG and opens fire on the bunched agents!<o:p></o:p></span></span></div>
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<span><span style="font-family: Calibri;">"Fan Out You Lunk
Heads!!! Remember your training!"<span style="mso-spacerun: yes;">
</span>Franz vaults over the wall and unfortunately slips on the slimy moss
covered stone fence and he performs a face plant on the turf to the laughter of
some of his fellow agents. <o:p></o:p></span></span></div>
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<span><span style="font-family: Calibri;">A cultist goes down the
fists of "Iron Kidney Joe", a devastating flurry (followed with Out
of Action). Joe eyes up the beast and charges in. They exchange blows without
regard to defense or blocking! Joe is knocked down but also dislodges the head
piece of the cultist costume, revealing it’s all for show with a big burly
brawler trying to scare off the weak willed!!<o:p></o:p></span></span></div>
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<span><span style="font-family: Calibri;">Further blows take out the
faux-beast as a local contact runs in and adds a round of pistol fire into the costumed
cultist, a courageous act for such a one as he. <o:p></o:p></span></span></div>
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<span><span style="font-family: Calibri;">The hole in the ground
reveals a set of stairs, the local young agent calls out "its dark down
there, we need li" his sentence cut short as tentacles shoot out and wrap
about him, his weak struggles to free himself of no avail!<span style="mso-spacerun: yes;"> </span>He's yanked from sight, his screams fading,
fading into the stygian darkness of the depths.<o:p></o:p></span></span></div>
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<span><span style="font-family: Calibri;">"Okay men, if we want
to save your fellow that got yanked down there, and find out just what the
devil is going on here, we can either fall back to the armory and lose time or
just go on with what we have."<span style="mso-spacerun: yes;">
</span>Murmuring of voices sides with pushing on!<o:p></o:p></span></span></div>
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<span><span style="font-family: Calibri;">Down they spiral for a
distance till the stairs end and a series of caverns are revealed. The walls
have a series of statues along them, though hard to make out.(pitch black
reduces visibility to 12") They push on, finding a large pile of Huge
humanoid skulls, strangely misshapen (minor plot point) One of the young agents
picks one up and looks into its eye sockets muttering "their so deep,....
deep...." and has to be slapped about to get him back to the here and now.<o:p></o:p></span></span></div>
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<span><span style="font-family: Calibri;">In the inky darkness they
hear Clik Clik....... Clik Clik, not a metallic sound but… something, and its
getting closer. Sarge takes point and is the first to make out the forms advancing
on them.<o:p></o:p></span></span></div>
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<span style="font-family: Calibri;">Huge insectoid humanoids
sway as they shamble down the cavern towards them. <span style="mso-spacerun: yes;"> </span>Sarge lets off with a burst from his SMG, to
no apparent effect. Uh oh! He falls back to the main group who join <span style="font-size: 20pt;"><span style="font-size: small;">the fire fight, which only
seems to slow them down.</span><span style="mso-spacerun: yes;"> </span><o:p></o:p></span><br />
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<span><span style="font-family: Calibri;">"Fall back! We don't
have what we need here!" <o:p></o:p></span></span><br />
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<span><span style="font-family: Calibri;">A hasty retreat leaves the
things in darkness but the Clik Clik sound becomes a staccato of cliks, as the
band of agents falls back to the stairs only to see 2 of the monsters have cut
them off and are advancing.<o:p></o:p></span></span></div>
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<span><span style="font-family: Calibri;">Jorge has the 2 SMGs
overlap their bursts, those with a rifle or pistol open up as well, staggering
one of the creatures. The other barely wounded, advances on the trapped agents
until it gets close to Sarge, whose jaw drops (failed finesse check=scenario
temp loss of 1D finesse) and whimpers about his mom before he rallies enough to
not get eaten.<o:p></o:p></span></span></div>
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<span><span style="font-family: Calibri;">Joe leaps in to pummel the
monster and knocks it down but starts to drool a bit and looks about
frantically for a way out. He bolts for the stairs, dodging the other creature’s
grab for him with a long sucking snout coming out of its head!<o:p></o:p></span></span></div>
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<span><span style="font-family: Calibri;">"Up the stairs if you
want to live" screams an agent and they push and shove their way up to
more sane climes. <o:p></o:p></span></span></div>
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<span><span style="font-family: Calibri;">"Go to the HQ and get
your sedan, Franz and bring it back here, NOW!"<span style="mso-spacerun: yes;"> </span><o:p></o:p></span></span></div>
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<span><o:p><span style="font-family: Calibri;"> </span></o:p></span><span><span style="font-family: Calibri;">Franz returns in a minute from
where he parked his Bentley and Jorge directs him until the front end blocks
the hole to the stairs. <o:p></o:p></span></span></div>
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<span><span style="font-family: Calibri;">Reporting back to the HQ,
the Commission Commander is called and advised. He orders a large explosive
from the armory to be lowered down the hole and blown to seal the passage. <o:p></o:p></span></span><br />
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<span><span style="font-family: Calibri;">Most of the park, the
stele and the glowing sigils collapse into the crater, leaving the populace
unaware of the terrors that had lain beneath the city.<o:p></o:p></span></span></div>
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(((I purposely hurried the players to make decisions, which were for the most part on par with their needs, not knowing what awaited them, but 3 characters only had knives or bare fists, several had pistols, 2 rifles and 2 smgs....one taken from the fallen cultist. When they decided to go or fall back to the armory, the penalty would have been, fall back = lose action cards in hand to that point, push on = keep action cards already held.<br /><br />Falling back on the old "sanity check" required when they got to with in 6 inches of a creature, They needed 2 success to adapt to seeing the creature, fail meant -1D for the rest of the scenario and additional checks till they passed one or ran out of Finesse dice. Out of dice meant that the would bolt to the safest direction they could. If they had only 1D finesse, they needed to pass that to just "hold on man!" but could not get a the required 2 to adapt to the presence of the creatures...and would most likely break and run away" The Creatures are Dreamblade figures pressed into service, I gave them 1D12 health, and 3D10 brawl, they could spring 24 inches if Unseen and then 6 inches as they approached their prey. <br /><br />This Chapter has the teams pitted against the Thule Society at locations around the world as they attempt to thwart the Society and their allies from what ever their dastardly plan is!</div>
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Alfrikhttp://www.blogger.com/profile/06442592658588328724noreply@blogger.com0tag:blogger.com,1999:blog-8405502247645778673.post-74515437477529279602014-04-24T07:36:00.002-07:002014-04-24T07:36:33.178-07:00Chapter 2 Finale, Nazi's in Space The Commission Team, having escaped in a UFO allow its auto programing to take it to the GEE Base on the Moon! As they approach this base they see that there is a shimmering field that the ship slows and slides through, then settling to the ground. They are met by an officer who inquires about the delays, the robot attack and where the rest of the squad that should be on the craft are. (A Peril that is passed) They tell the tale convincingly about the base being over run by robots, and their escape, but that the alien craft seems to be having some electrical problems (Extreme Peril to fix - FAILED)<br />
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Having their stories worked out they are told the ship will be made ready and repairs attempted. The officer escorts them to the GEE Agent at the center of the base who is studying an alien command consul and the iridescent field beyond it. They are also warned to stay out of the craters to the south side of the base as they have "things" in them that have cracked the sanity of a couple of their scientists......<br />
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They retell their tale of the Antarctica Base and their narrow escape, update the Agent on the debacle of the Bavarian Flight Center convincingly. (Peril Passed) They are then shown the Barracks Building where they have a chance to clean up, get a meal and look about a bit. In the Mean time a team of scientists are sent to the craft to get it ready for a return mission to rescuer the Antarctica Base. But... the pressure mounts on them as they are also informed that the craft will not be coming back to the Lunar Base for a Month or more! At this point their desire to destroy the base, grab information and items and make an escape from the Lunar base on the UFO begins to get less manageable. Further the off duty Guards tell them that the base scientists have re assembled some of the robots that they had destroyed at the base and improved them with SMGs mounted in the chest cavities, but the draw back is they have to be controlled by a handler. <br /><br />Putting their heads together they decide they have to move fast or risk being found out during a month since their two new mercenary members speak no German and are extremely nervous about causing incidents..... To ACTION, they quickly overpower the 2 off duty guards and then ask the guard at the door to enter (Peril check-Passed) He enters, but warily, having heard some scuffling about. Jorge attempts to disarm and subdue him (Peril check - FAILED!) and the guard gets of a burst of shots into the wall and is then pummeled down. The Jig is UP! Guards from around the base move in on the Hut!<br />
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Shooting from either side of the open doorway they trade fire with the approaching guards, downing several. One Blond She Wolf uses a jet pack to land to the right of the doorway as one of the mercenary's charge out and brawl another guard.<br />
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The mercenary downs his opponent, but the She Wolf lobs a grenade to the doorway, it goes off and most of the Team is in the blast, having clustered near the door for its thin cover!! A serious tactical error on their part. Several injuries are inflicted!!<br />
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The team decides to break cover and take the GEE Agent down, who upon seeing his men being dispatched left and right screams "You Wont Take this BASE!" and runs to the consul and starts activating controls... The shooting stops as the force field near the consul drops, rumbling is heard south of the huts, in the craters....though the scientist readying the ship continues and his 3 GEE Robots approach the ship....<br />
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<br />Shooting starts again as the Cyborg Alien who has been released from his Stasis fires his beam weapon and dissolves the GEE Agent, and then the last guard in the field as the closest targets!<br />
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From the craters erupt 2 massive mining robots that head straight for the Huts, tearing into them!<br /><br />The Team tries the old plan of "Run like Hell for the Ship!"<br />
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Due to the low gravity, in their haste 2 members go sprawling and lose time (Peril Check - Failed for them). The rest arrive at the ship and tell the scientist, who is about to load the GEE Robots to defend the base! (Peril Check Passed) He redirects the robots with a hand held communicator device. <br />
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In the mean time the Mining Bots destroy the huts and then turn towards the ship!<br />
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The GEE Robots open fire, to little effect against the Massive Mining Robots. In the background the base domes begin to light up, a loud humming fills the domes airways!<br />
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The Team boards while the GEE scientist fails to grasp the uselessness of his robots against the titans rumbling down on him. The Ship Lifts off! The hastily assembled cargo of weapons of all sorts slide about....<br />
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The ship slides through the Base Dome Force Field and accelerates back towards earth. The Team are ecstatic that they have so much recovered items and weaponry on the ship!<br /><br />"Jorge! that panel that was smoking on the flight here....(that peril fail at the beginning....) Its sparking and seems to be failing!"<br /><br />"Damn, can we make it back?"<br /><br />"Ja, but Im not sure about the landing choices, the navigation system seems to be failing, we may have to settle for anywhere we can land!"<br /><br />The ship enters the atmosphere, several panels explode and the ship skews about and comes in at a shallow angle, skimming over the pacific ocean! PLLLuuuusssshhhh, the ship is down and taking on water.... (extreme peril checks all around-passed) the ramp drops and they rush off the sinking craft. Jorge is beside himself that they have to swim for it and cant take anything more than a pistol with them, having to abandon all the artifacts, and heavy weapons!!!<br /><br />Rescued by a passing tramp freighter they make their way back to the west coast US and report in.<br /><br />Next: A Dry Climate is Good for your Health Chapter 3Alfrikhttp://www.blogger.com/profile/06442592658588328724noreply@blogger.com2tag:blogger.com,1999:blog-8405502247645778673.post-42423556506493284002014-04-19T12:42:00.000-07:002014-04-19T12:42:38.441-07:00Web Comic for Pulp StoriesHere's the link:<br />
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<a href="http://www.the19xx.com/bookthree/comics/2-3/">http://www.the19xx.com/bookthree/comics/2-3/</a>Alfrikhttp://www.blogger.com/profile/06442592658588328724noreply@blogger.com1tag:blogger.com,1999:blog-8405502247645778673.post-48729687923373032352014-04-11T16:18:00.001-07:002014-04-11T20:50:28.807-07:00Episode 4, Chapter 2 LOST IN ANARTICA!Having escaped the Bavarian Test Flight Facility with 2 squads of guards breathing down their necks, Franz, Jorge and Doctor Eric boarded the Test Vehicle 1 and activated it. Upon learning that the good doctor could not in fact "pilot" the vehicle but had simply hit the auto route controls.... they flew at low altitude for approximately six hours and touched down at a GEE Base in Antarctica! Upon exiting the vehicle, 2 things became quickly apparent. The GEE force at the base was massacred and that there were alien buildings present.<br />
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As they start their investigation of the base they hear voices from the small Quonset hut near the landed craft. As they approach it, a series of mechanical clicks is heard and their Test Vehicle 1 lifts off on auto return!!!!<br />
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The Test Vehicle travels a very short distance, when from the top of the largest dome a beam lashes out and destroys it in a shower of sparks and fire, it crashes several miles out in the snow field. <br />
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With a weary shrug they head for the Quonset hut, which is labeled STORAGE, and reach the door just in time for snow to start falling in Ernst... limiting visibility to 12".....<br />
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At the storage hut they find Roger and Dick, two mercenaries that had been delivering supplies to the base by dog sled. Conversation quickly reveals that several JU 52s wrecks are also out in the snow field that had attempted to fly out after flying to the base with materials and supplies.. Why the base only shoots at out going craft is never solved. <br />
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Further, the GEE team had somehow triggered the Base Defense Mode or some such and had been attacked by Killer Robots that had simply crushed those that they caught. Their implacable rate of movement, unhindered by the deep snow finally caught all the GEE team and killed them as well as their dog sled teams. Roger and Dick hid in the Storage hut, with out using the heater and had been there for the last 4 days.... surviving on German army rations and Jaeger Meister brandy......Roger and Dick decide to throw in their lot with the trio and they make their way to the first Large Quonset hut labeled BARRACKS.<br />
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At the Barracks, they search and turn up extra arms and supplies. Jorge fires up a stove and prepares a meal, their first in over a day..... (ominous music ensues..)<br />
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Having gotten some cold weather gear and food, the party heads to the HEADQUARTERS hut, pushing their way through chest deep snow when a very loud humming almost deafens them! Out through the walls of the domes walk ROBOTS which head for them. They quickly break into the HQ and out of sight of the Robots that.... turn and head to the Barracks? Searching the HQ they discover that the GEE has managed to activate the flight craft found at the site and have traveled several times to the Moon!!! Establishing a base there and if the reports that Franz scans quickly are true have discovered several earth shaking new pieces of technology!!!!! The team hears crashing and smashing sounds back towards the Barracks.<br />
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Dick looks out the Door and yells back " The Barracks is On fire!!" The robots are smashing everything near the end where the stove was!!"<br />
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Franz opinions "they must have heat sensors to home in on the stove.... and US!!!" he turns in time to see that Jorge has fired up the buildings heaters.... and discovered a huge explosive trap that he has to now disarm or risk blowing the entire hut...and the party... to flaming bits! (Passes the peril check)<br />
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They confer and take several actions. Doctor Eric will attempt to get the base radio going and send a call for help to the Commission headquarters, Jorge will reconstruct the explosive device at the doorway, Dick and Roger with take the fire axe and cut a hole through the opposite end of the hut, closest to the Strange craft indicated on the base map layout.<br />
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"Oh CRAPPERS" cries Jorge as he fails to set the jerry cans of fuel up properly and retreats from the flames that spread quickly..... "Come in CHQ!!!"<br />
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"CHQ here, where the blazes are you fellows your way over due, the rest of your team has returned their their forward base with out you"<br />
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Jorge runs by and out the new exit, followed by Dick and Roger. Doctor Eric says "CHQ, triangulate our location from our signal, send help, alien craft and were going to investigate a GEE Base on the Moon!!!"<br />
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Franz grabs Doctor Eric and drags him out of the building as the fire spreads!<br />
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"Ill slow the robots with a bigger fire" cries Jorge who fires his pistol at several of the jerry cans that are not involved yet.... (He fails a task check) and the Jerry can EXPLODES!!! Hurling Jorge away from their new exit and out into the snow! (passes peril check)<br />
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Pushing through the deep snow towards a strange craft on a nearby hill, they spot several more robots around them! <br />
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Franz yells, make for the craft, Doctor Eric should be able to figure out a way in, Ill deal with the Robots" where upon he pulls out Special Object Number 2 (SO2) and takes aim, pulls the trigger and watches the nearest robot stagger, start to spark and burst into flame!!! But the ray gun grip rises in temperature with each use! <br />
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As the party closes on the craft Franz continues to fire, destroying several Robots.<br />
(Franz in black) though one robot keeps coming on, Roger opens fire with his rifle and gets 2 hits, staggering the robot! (Stunned card played)<br />
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"Well, we can forget about waiting for a rescue, most of the base is on fire!" shouts Dick, still clinging to the fire axe, brandishing it about.<br />
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One last shot and Franz takes out the Robot guarding the door of the craft, but has to drop the pistol to let it hang by its lanyard as it becomes to hot to hold with his glove! <br />
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"Ive got the door open! Everyone in!" Doctor Eric yells. (Peril check 3 Finesse check passed)<br />
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(Due to the activation sequence though Dick is left outside with the Doctor as a robot lumbers into the attack..... or was about to when it seemed to get caught in an orders loop (Parley was played on it).<br />
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The Doctor grabs Dick and they both enter the craft and cycle the door closed. With the help of some taped on labels on the control panel in German they are able to start the craft and lift off....crossing their fingers the base won't shoot them down (Extreme Peril passed!)<br />
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Chapter Finale next: NAZI's In SPACE!Alfrikhttp://www.blogger.com/profile/06442592658588328724noreply@blogger.com0tag:blogger.com,1999:blog-8405502247645778673.post-63266049300264067772014-04-07T17:49:00.000-07:002014-04-07T17:49:30.332-07:00Pulp Alley Scenery Items for coming MissionsThought to post a few pictures of items I have been assembling for upcoming Pulp Alley games:<br />
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An alien craft. Assembled from GI Joe kids binoculars and some lego bits.<br />
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The Gateway Time Forgot. Some old skeletor item from a discount Bin, cut down and converted.<br />
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<a href="http://3.bp.blogspot.com/-UzOm-k0AB-I/U0NBTIqcvhI/AAAAAAAAD2s/MF652odHEwI/s1600/003.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-UzOm-k0AB-I/U0NBTIqcvhI/AAAAAAAAD2s/MF652odHEwI/s1600/003.JPG" height="480" width="640" /></a></div>
Work in Progress. A cave with sigils carved. I have used a foam block for the center, and covered it with cast Resin rock pieces and some spackle. Thinking to put a finger light up through the floor to give it an eerie effect for during the game.Alfrikhttp://www.blogger.com/profile/06442592658588328724noreply@blogger.com3tag:blogger.com,1999:blog-8405502247645778673.post-626358690290185112014-04-04T16:34:00.001-07:002014-04-04T16:34:40.130-07:00Chapter 2, Episode 3, The Bavarian Option[[[[[[ The first part of the mission objectives are: Locate the undercover Scientist "Eric", uncover any blueprints, objects of interest and the Flight Activator, get the Scientist (major plot point) and the items out of the building The second objective after the Scientist is secured is to assault the base, blow the buildings and test vehicle. Pre scenario set up allowed them to hide an Agent on the base but not inside the building. ]]]]]<br />
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The two Commission agents arrived at what they thought was the main building of the Flight Test Facility No. 1, where they passed the Identification checks and waited patiently until their escort arrived.<br />
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<a href="http://3.bp.blogspot.com/-UNeh1f6vUHY/Uz8um1C6UhI/AAAAAAAAD0Y/r0M5UVhcMDQ/s1600/001.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-UNeh1f6vUHY/Uz8um1C6UhI/AAAAAAAAD0Y/r0M5UVhcMDQ/s1600/001.JPG" height="480" width="640" /></a><br />"Ah good, your here on time, I hope you had a pleasant drive, so if you would please follow me"<br />"Hmm and where are we going? I thought this was the Flight Center?"<br />"All in good time sir."</div>
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He leads them to the slanting tunnel entrance where, inside, out of view, he has them climb aboard a small shuttle which silently lifts up and moves forward at great speed, down into the earth!<br /><br />About 10 minutes later they rise up and exit the tunnel, the vehicle comes to a stop and they are surrounded by guards who check everyone's papers.</div>
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<br />The approach the Only building in site on the base, which has no windows and apparently only one door......</div>
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Entering inside, their papers are checked again and a clerk shows them to a flight of stairs leading down.<br /><br />They ask about the current work location of Doctor Eric and the Escort takes them to him, where upon they make small talk for a bit and ask about any progress on the Test project. Doctor Eric is busily working on an item as they arrive.<br /><br />"And what is it your working on?"<br />"A unit to activate the flight consul for the test flight" (a minor plot point)</div>
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{{The escort is the black hat with briefcase, Doctor Eric is the grey coat, Franz the flat cap black clad german and Jorge, the Archeologist is the Grey haired fellow}}</div>
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Doctor Eric takes them down to the basement level where he indicates an emergency project has stopped the planned actual test flight for the day. <br /><br />"Oh, and what emergency is this all about?"<br />"We received a radio call for some sort of weapon to interfere or destroy electrical devices, we tried to get more specifics but the call ended suddenly."</div>
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Doctor Eric leads them past interminable numbers of guards, each checking their papers, "a tiresome affair Im afraid, but necessary after the Incident at the last facility" says Doctor Eric.<br /><br />"Ah here we are, Herr Doctor Sven, please show what progress you have made with the Object requested"<br />Doctor Sven leads them to a rather sad looking consul and points the object at it, presses a stud, (looking nervously at it). A Sound fills the air and the consul starts to spark and smoke, shuddering, it goes dark. </div>
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"Very good Doctor, is this the only one?"<br />"Nine, there is another in the Secure Room"<br />"Is it the same?"<br />"Nine, it is bulkier, this is somewhat simplified"<br />"Lead on then"</div>
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They enter another long room which is a shooting range.</div>
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"A moment good Doctors" Franz and Jorge put their heads together for a brief discussion and then spring into action.<br />The Escort is pummeled by Jorge and downed.</div>
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Franz trades blows with the Guard while Eric plays Parley on the scientist! Another round sees Jorge and Franz beat the remaining guard senseless. They tie up all three and stuff them into the Weapons lockers, after taking a brief case of ammo and pistols. In an attempt to get past the guards they have Doctor Eric put on the Escorts uniform to try and bluff their way back out...and in so doing find the blue prints on the Escort! All is going well at this time as the concert walls muffle the sounds of the fist fights.</div>
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On their way up to the next floor, the weakness of their plan is revealed as each of them makes their identity checks...except for the good Doctor Eric..... where upon the guard hits the alarm switch! The jig is up! They overcome the guard in a flurry of blows. Dashing up the final flight of stairs the clerks in the ground floor are sitting at their chairs, stunned. Outside a pair of guards makes for the door and the agents yell that a gunman is loose on the 2nd level! (finesse check passed) The guards run on in while the move outside.</div>
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Sarge, the hidden agent plants a satchel charge at the base of the radio tower, sets the timer and bugs out....</div>
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<br />Meanwhile the Agents and Doctor move on towards the Test Vehicle where the guards challenge them to Halt!</div>
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Upon halting they raise their hands, but the timer on the satchel charge counts down and goes off!!! KABOOM!!!<br />The radio tower falls and the side of the building collapses!! The guards stand stunned! (fail random peril in reaction to the blast)</div>
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Taking advantage of the guards momentary distraction to the blast they run up the ramp and into the vehicle.<br /><br />They are faced with electrical equipment with smooth rounded sides, glowing lights and soft sounds. One side of the largest of them is crudely cut open and a boxy unit affixed with wires strung here and there.<br /><br />"Eric, do you know how to fly this?"<br />"I Think this activator goes .... here....so"<br />Bullets are springing off the vehicle.<br /><br />"Ah, and I think I depress these toggles.....so" (shoving aside some tangle of wires)<br /><br />A powerful humming fills the vehicle and it LIFTS OFF!</div>
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"Where in blazes are we going???"<br />" hmmmmm if this map display is correct....... South, we are going south"<br /><br />"Im sorry Doctor, south to .. WHERE??"<br />"Im sure we will find out, it seems to be some sort of .... Im not sure, a preset flight? or its ... Im really not sure"<br /><br />6 hours later, the craft lands..... In Antarctica....<br />They open the hatch and look out at the snow, a German base, with alien structures scattered about and... dead bodies frozen in the snow... everywhere they look, dead bodies, crushed and frozen....<br /><br />Stay tuned to next weeks Episode LOST IN ANTARCTICA !</div>
Alfrikhttp://www.blogger.com/profile/06442592658588328724noreply@blogger.com0