So begins my first attempt at a Pulp Alley campaign using the solo deck...
The background story can be found here http://saturdaymornings13.blogspot.com/2017/02/pulp-alley-back-story-curse-of-anubis.html
Chapter 1 - Mayhem at Musgrave Manor
The Quest gang has just arrived at Musgrave Manor.
But unknown to them, at the same time on the other side of the courtyard, so have Dr. Kazem's henchman!
I had 4 perilous areas around the manor, but this was the only one that really came into play though. I had a mysterious gunman in the second floor window of the manor - who is this person, what is he after, and more importantly who's side is he on??!!
Kazem's men, lead by Andreas McLagan, won initiative (by a roll of the D10) and split up moving towards both the main house and the carriage house in an attempt to grab plot points. McLagan was successful on his first challenge "Stand Firm" - which allowed him to shift his recovery checks up 1D type, though he never even came close to needing it.
The Quest gangs first turn saw everyone run towards plot points except for Race. Dr. Quest and Hadji made a beeline towards the manor to get to the professor and his wife first.
While Jonny used his ability - The Jonny Slide (Speedy, level 1) - to run 16" across the courtyard to the corner of the carriage house. And of course Bandit followed :)
Turn 2 had the bad guys pull the "Surprise Twist" card, which meant their activation stopped immediately and allowed the Quest gang to go first instead. This allowed Jonny to get to a minor plot point, which he ended up taking next turn.
Two henchman made it into the carriage house but Bandit was there blocking the path to Jonny - he was able to dodge both attacks from them! Good boy Bandit!
Meanwhile, Race continued to pick off bad guys, I don't know, like it was his job or something :)
Inside the manor, Hadji was able to get to the professor first and by luck got a free pass challenge! Sim sim sala bim! The Quest gang now had two minor plot points and on their way with the professor to grab the major plot point.
With the professor secured, Dr. Quest thought he'd attempt to move the piano in front of the door to block McLagan from his pursuit. Make use of your surroundings I always say. But of course the Dr. failed his might challenge!
Meanwhile, Amon Sighn made his way into the manor in an attempt to take Hadji and Dr. Quest from behind. McLagan and Sighn now had our heroes in tough spot for sure!
Hadji in panic mode made a mad dash with the professor through the door and up the stairs, in an attempt to get the professor to his office and to the sarcophagus.
Knowing that Hadji was in a real bind inside the manor, Race made his way towards a rescue attempt. Unfortunately Race came under fire from that mysterious gunman and failed his challenge right outside the door.
Sighn made his way into the foyer and threw his knife knocking Hadji out and now leaving the professor free as a plot point again.
It was here that the Quest gang realizing that game was nearing it's final turn, that they played the "Decoy" card which after passing their challenge added one more turn onto the game. This was going to be their only chance of stopping McLagan!
Race burst through the door and was able to take out Amon Sighn.
And Jonny was making his way back towards the manor.
Hadji made it to the luggage on the final turn and secured the map after passing his challenge - so three plot points for the Quest gang!
McLagan's challenge to take the major plot point was two successes with might, finesse, or cunning...
And he scored successes on all three dice! A minor plot point and the major plot point for the bad guys!
Wow, a bad guys victory; I certainly didn't have that as one of my possible outcomes when I started the game. Dr. Quest failing that might challenge really changed the game for the good guys. Had he been able to push that piano in front of that door, McLagan would have been locked out of that room and wouldn't have been able to burst in and take out Dr. Quest, or basically get the free pass to grab the professor and the information on the sarcophagus.
But I think that's what I really like about Pulp Alley - the story really morphs into its own thing as you play through the game. I definitely had an outline and things to push the story along, but now... this just opens up all kinds of different directions to go into for chapter two! How is the Quest gang going to get the information that was on the sarcophagus? Have the professor and his wife been kidnapped? Who was that mysterious gunman on the second floor? Stay tuned!
As always, thanks for looking!
Ivor
Fantastic! I could really imagine an episode of Johnny Quest playing on tv. THANKS for playing and sharing your Pulp Alley games.
ReplyDeleteDave
Pulp Alley
Thanks Dave! Great stuff from your end made it possible :)
DeleteLovely figures, lovely terrain and scenery, lovely game...lovely overall 😊!
ReplyDeleteThanks for posting!
Much appreciated Captain!
DeleteSmashing stuff, where did you get those building's from ?
ReplyDeleteThanks Frank! All the buildings are from 4Ground, they can be found under their WWII range but they get way more work in pulp era games for me :)
DeleteThanks Ivor, I'll have to take a look.
DeleteNo problem! Lots of 4Ground buildings and accessories throughout most of my posts - check out my older posts and you can find lots of the Old West, WWII, and The Chicago Way line kits, that I've reviewed and shown builds and modifications for.
DeleteFantastic! Looking forward to the next installment!
ReplyDeleteThanks Gordon! I've been looking into the comic book editing software - I really think that the presentation would have been so much better if it was done like your AAR's :) Hopefully before the final chapter I'll have some software in hand.
DeleteSounds like lots of fun, Ivor. It looks brilliant too! Those interiors are really good. Bill.
ReplyDeleteThanks my friend! There is always that fine line to walk with the interiors of buildings - where you can easily cross into that 'doll house' territory :)
Delete