This is scenario #2 from the Perilous Island expansion for our Pulp Alley game… THE FINAL FLIGHT!
Some of the pics are a bit blurry, but there were so many games going on this weekend that it was hard to keep up with snapping pictures.
Following your only lead to Athens, you are forced to make an unplanned stop in Casablanca. Increasing rebel attacks have thrown the city into chaos, severely limiting the options to get back out of the city. Racing to the airport, you find it packed with those trying to flee the city.
The enormous crowd appears to be on the brink of a riot while soldiers struggle to maintain order. Will Elaine make her flight? Will it be sabotaged? With vigilant French soldiers present, open fighting is sure to be even more dangerous…Flight 113 (Major Plot Point) — This Trimotor plane is the last flight out of Casablanca before a full military lockdown of the entire region. Will your league escape on the plane or ensure that it never reaches its destination? This plot point may not be attempted until other points are completed –
> One league must collect their Tickets, join up with Lady Elaine, and then board the plane. Sounds easy!
> The opposing league must collect the hidden Package, meet the Mechanic, and go to the plan. Simple!
The Tickets (Plot Point) — The first step to escaping on Flight 113, you must obtain tickets by intimidation, bribery, or theft. Working through the desperate throng can be as dangerous as any jungle.
The Package (Plot Point) — An anonymous tip leads you to a small package hidden amongst the cargo crates and baggage. An attached note provides further instructions.
The scenario starts with the leagues deploying in opposite corners. Each league moves towards their initial objectives…
Pulp Girl leads her colleagues towards the ticket clerk, working through the crowd…
Badonka leads her band towards a pile of crates to search for the hidden package…
Chaos surrounds the ticket desk, and Pulp Girl’s crew fail to convince the clerk to hurry them through…
On the other side of the table, Badonka has no trouble uncovering the hidden package and reading the coded message. Badonka spots the “mechanic” and signals her crew to move…
Tuppy wanders away from Pulp Girl, to look for adventure on his own…
Pulp Girl’s colleagues continue to be frustrated by the clerk and draw the attention of nearby legionnaires. Mike matches the description of a local criminal and is taken away for additional questioning (KO’d by a peril)…
As Tuppy wanders around the plane he spots some unsavory types engaged in some unsavory activities, and he jogs in to investigate…
Badonka approaches the mechanic and makes the secret signal. The mechanic nods knowingly and casts a shifty glance towards the plane. “You bring the package?” he whispers…
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Back at the ticket table, Pulp Girl is ‘Distracted’ by the sight of more legionnaires closing in. Pulp Girl attempts to calm things down, but Mak’s hot temper gets the better of him. Mak draws his pistol and begins waving it threateningly at the ticket clerk…
Badonka and her crew walk casually towards the plane, but Tuppy senses that they’re up to no-good!
Tuppy runs to some nearby legionnaires to inform them of his suspicions “Bark!”…
Badonka wastes no time reaching the plane, and goes about her nefarious work of sabotage…
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Meanwhile, back at the ticket desk, Pulp Girl has another problem. She’s been talking to the wrong clerk! “No, no, mademoiselle. The Ticket Clerk is over there – beside the baggage…” (Mila finally completed the plot point but then drew the Red Herring card!)…
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One of Badonka’s henchmen, distract the legionnaires and draw them away from the plane. This buys Badonka just enough time to finish sabotaging the aircraft. “This plane won’t be going anywhere, at least not today.”
This scenario ends when the plane is sabotaged, and Badonka made it just in time.
So many folks tell us how much they enjoy this scenario, mainly because it is quite challenging to complete in the time allowed. Also because it is very different and can be played in so many different ways.
One thing that makes this scenario so different is how much a league’s non-combat skills and abilities are used. And fighting may not be the best option when you have a dozen legionnaires ready to put a stop to such behavior.
Badonka’s superior Cunning and Finesse served her well dealing with the Secret Agent and finding/identifying clues. Pulp Girl, on the other hand, is the cat’s nightwear when it comes to fighting, but her league struggled when faced with challenges that they could not brawl/shoot.
This week we wrapped up Scenario #2 and #3 for the Perilous Island campaign. I’m hoping I can get Mila to write up the AAR for scenario #3 in Athens…
Chapter 3 -- AT DEATH’S DOOR!
Coming soon to a forum near you…THANKS!