Lead Adventure Forum
Miniatures Adventure => Pulp => Topic started by: Alfrik on March 03, 2014, 01:42:30 AM
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After almost and literally throwing together the first Chapter scenarios, Ive spent some time laying out the ground work for all the Next Chapter Scenarios and the Chapter final scenario in advance this time so I can get a bit more time to do the needed scenic bits and the inevitable figure orders / painting. So here at a glance is whats ahead:
CHAPTER 2
Episode 1 Brazilian Skullduggery
Some where in the Amazon Jungle lies something the GEE* agents are searching hard for. What ever it is, it must be secured first by the agents of the Commission
Episode 2 The Case of the German Moles
Commission Agents are dispatched to infiltrate an Auxiliary Headquarters of the GEE to secure documents and a Scientist and bring them back to France.
Episode 3 The Bavarian Escapade
Commission Agents are sent deep into the forests near Bavaria investigate a rumored German Flight test center where it is believed that strange test aircraft are being developed with information gathered by the GEE!
Episode 4 Lost in the Antarctic
Commission Agents must struggle against all odds to escape from the Antarctic GEE base and the brutally harsh snow fields of the Antarctic with their hard won documents!
Chapter Conclusion
The Heavens only Knows!..........................
!* (Geheimnis Ermittlungsbefugnisse Einheit - Mystrey Investigative Unit)
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Looks like lots of two-fisted fun!
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Sounds like some great games in the pipeline.
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Looking forward to hearing how this turns out.
Pete
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Episode 1 Brazilian Skullduggery
Some where in the Amazon Jungle lies something the GEE* agents are searching hard for. What ever it is, it must be secured first by the agents of the Commission
Plot Points 4 Minor= 1 Reward each, relics, pottery, small idol, obsidian dagger
Major Plot Point = Alien Artifact (Access Key for Bridge Controls on a UFO)
Perils: Platform has a single simple 1 Cunning check to move each over each tile, there are 6 tiles to reach the center of the platform to avoid a 2 Finesse check peril or 2 health checks. Player may choose to add up as many steps in one try as they want to so as to reduce overall approach turn count.
The pedestal has a final Extreme Peril check of 3 Cunning check or 3 health check if failed to free the Alien Artifact. There are no peril checks if the character exits the platform along the same path he entered it from, if not, he has to check his way out as well.
Hostiles: 6 to 8 natives armed with bows lurk in the forest as basic level threats. They will avoid hand to hand and rather pot shot the agents. The natives are led by a GEE agent leader in full black uniform and his Adjunct Archeologist side kick.
Scenario special rules: Native bow fire ignores the benefit of Cover normally provided. Natives have only a health die of 6, shooting value of 3D6. Poison arrows that hit cause any health check to be made at 1 die size smaller for that check.
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Nice, Alfrik! Lots of cool ideas. I like your rules for the poison darts.
HAVE FUN