Ive not had chance to post the second Pulp game my brother and I played back in April. I hope you've been looking forward to how it ends.
As we left it, Professor Hemmingway and stalwart companion Mr Singh have survived their crashed plane, collected what equipment they could and escaped both unhappy locals and a vicious sandstorm. Unfortunately, their third companion and pilot had to be left behind!
As it turns out, what appeared to be an uninteresting crevice opens out into a hidden cave system. Ever curious, our heroes head out to explore, after pausing to lick their wounds and take some tea of course. Here they are at the top, while shadowy figures patrol a large cavern below.
As they work their way down the rocky paths, they discover some small, hardy-looking ponies (yes, ponies. Though they might look like dogs, they are ponies, honest). These might come in useful. Our heroes take no chances and open fire on the locals. But the numbers of enemies could well take their toll.
Locals close in, as the camerawork takes turns all vintage.
As our heroes fight off the angry locals, bad luck heaps upon bad luck, with a very peeved-looking tribal heavy emerging from his tent (perhaps the shooting woke him up), backed up by two bodyguards. Singh takes aim and fires, emptying his pistol. The heavy hesitates, buying our heroes a few seconds, but then recovers from a full panic. Damnation! The Professor makes a dash for the ponies, hoping Singh is close behind.
Urging his mighty(?) steed on, the Prof flees towards the entrance. Meanwhile, Singh falls under the weight of the tribal horde. This appears to be a theme for Singh. These most recent travels have not started well.
A few lessons from this game. The heroes were well underpowered, coming into the second scenario two men down. Also, the Prof isn't much of a combat character, being about as much use as a chocolate teapot when the firing starts in earnest. I the we'll have to tweak the satlines and write in some more mid-level combat characters. We're finding that Level 3 combat heroes are too powerful, but Level 2 non-combat characters are a bit weak (we use the .45 Adventure second edition rules, including character design).
It should also be noted that we had a poor draw of encounter cards, with what I'm told was all three antagonist cards coming out in the first four draws. Though we use a pre-set encounter deck, perhaps we need to tweak things on the fly if this happens again. And the final lesson - My brother needs to mention that he's written horses into the encounters - I've had to dig some spares out to add to the painting pile.
I mentioned an ending, but unfortunately, that's as far as we've got. Things are looking decidedly bad for our heroes at the moment, an escape will have to be planned before the next instalment in June sometime. If we survive this we might one day make it to India!
A Hobby blog about wargaming, miniature painting, board gaming and other musings. Why magpie, I hear you ask? Simple: I'm constantly being distracted by new shiny things. Come in, make yourself at home and feel free to leave a comment. Caw!
Showing posts with label Zuzzy. Show all posts
Showing posts with label Zuzzy. Show all posts
Thursday, 3 May 2012
Thursday, 26 April 2012
Pulp Adventures AAR: Where in the World are we?!
A big gaming weekend for me, not only did we have Salute, later that evening my brother and I managed two short Pulp games, a continuation of our recent adventure.
We left our adventurers having failed to identify their current nemesis and return the missing artefacts. So, our old friend the Director of Antiquities had a new errand for the party - which happened to be in rural India, jewel in the Empire's crown! The Professor readily agreed, having spent some of his earlier years of military service there he was keen to investigate this most mysterious of countries further.
After pausing in Egypt to refuel, the plan had engine difficulties from the scorching heat over Arabia, leading to a less than comfortable landing. Lost, battered and carrying limited supplies, to make matters worse a vicious sandstorm looked to be closing in!
Our adventurers regain their senses around their wrecked plane.
After much searching, the Professor finds our heroes' weapons, as some unfriendly-looking locals close in...
Sdn Ldr Michaels spots something sticking out of the sands and rushes to investigate. Felling one local with his gun, he hauls what turns out to be their badly wounded pilot towards safety. But the sandstorm is now closing in fast - will they make it in time?
As winds rage and the vicious sandstorm swirls, the Professor and Mr Singh desperately flee for the cover of what looks to be a cave. Michaels and the wounded pilot are too far behind to make it - lets hope they were able to find some shelter and fend for themselves...
This first game was great, short and snappy, with a few objectives and a little impending doom before our heroes' narrow (and partial!) escape. The green gems were our encounters, containing kit that had survived the crash and other events. The sandstorm moved to cover an extra D10 + turn number of square inches each turn. We were wrapped in under an hour.
I should close with a huge thanks to my brother for the terrain - impressive work to scratch-build this in six weeks while doing father duties for his 3-month old! The 2' x 2' mat is a new purchase from Zuzzy in the US, and lovely it painted up too.
Part two to come soon!
We left our adventurers having failed to identify their current nemesis and return the missing artefacts. So, our old friend the Director of Antiquities had a new errand for the party - which happened to be in rural India, jewel in the Empire's crown! The Professor readily agreed, having spent some of his earlier years of military service there he was keen to investigate this most mysterious of countries further.
After pausing in Egypt to refuel, the plan had engine difficulties from the scorching heat over Arabia, leading to a less than comfortable landing. Lost, battered and carrying limited supplies, to make matters worse a vicious sandstorm looked to be closing in!
Our adventurers regain their senses around their wrecked plane.
After much searching, the Professor finds our heroes' weapons, as some unfriendly-looking locals close in...
Sdn Ldr Michaels spots something sticking out of the sands and rushes to investigate. Felling one local with his gun, he hauls what turns out to be their badly wounded pilot towards safety. But the sandstorm is now closing in fast - will they make it in time?
As winds rage and the vicious sandstorm swirls, the Professor and Mr Singh desperately flee for the cover of what looks to be a cave. Michaels and the wounded pilot are too far behind to make it - lets hope they were able to find some shelter and fend for themselves...
This first game was great, short and snappy, with a few objectives and a little impending doom before our heroes' narrow (and partial!) escape. The green gems were our encounters, containing kit that had survived the crash and other events. The sandstorm moved to cover an extra D10 + turn number of square inches each turn. We were wrapped in under an hour.
I should close with a huge thanks to my brother for the terrain - impressive work to scratch-build this in six weeks while doing father duties for his 3-month old! The 2' x 2' mat is a new purchase from Zuzzy in the US, and lovely it painted up too.
Part two to come soon!
Subscribe to:
Posts (Atom)