Last Saturday I played the seventh scenario of my rogue trader (Pulp Alley rules) campaign.
As usual I will include a new turn for each new post.
Background:Night. Somewhere in a deep forest of Sylvania.
The Necromancer was annoyed...
His undead servants brought bad news:
Some unwelcome visitors were coming.
Who could dare to disturb his studies?
Maybe some boring Witch Hunter or worse... maybe another necromancer...
He was so close to finally find the Key of Graciale!
Fine. he thought.
The intruders will learn that is dangerous to cause the disappointment of a necromancer...The inquisitor and his retinue were looking at the creepy tower overhanging the trees.
Arago:
"Then that is the forbidden tower shunned by the superstitious natives...
There we should find the necromancer that know where the Key of Graciale is hidden... Maybe our quest is finally close to an end...
Follow me my loyal companions, it's time to fullfill our duty..."Netherworld Cabal (my league)
Perk (3): Well Armed, Company of Heroes
Leader (0): Inquisitor Arago, the Mouth of the EmperorH d10 B 3d10 S 4d10 D 2d8 M 3d10 F 3d8 C 3d10
Abilities: Intimidating, Ispiring, Commander
Optional Kit: Sci Fi
Weapon kit: Heavy
Sidekick (3): Kayura, the Amazon WarriorH d8 B 5d8 S 2d6 D 4d8 M 2d6 F 3d8 C 2d6
Abilities: Quick Strike, Fierce, Moxie
Optional Kit: Sci Fi
Sidekick (3): Daimon the Renegade Chaos ChampionH d8 B 5d8 S - D 2d6 M 5d8 F 3d8 C 2d6
Abilities: Brute, Animal, Bodyguard
Optional Kit: Fantasy
Weapon kit: Heavy
Ally (2): Krana, the Rogue EldarH d6 B 1d6 S 3d6 D 1d6 M 1d6 F 4d6 C 1d6
Ability: Speedy, Savvy, Daredevil, Sharp
Optional kit: Sci Fi
Ally (2): Kratos, the Rogue Grey KnightH d8 B 3d6 S 3d6 D - M 3d8 F 4d6 C 1d6
Ability: Armored, Marksman, Big, Fierce
Optional kit: Sci Fi
Ally (2): Rajura, the Renegade Dark EldarH d6 B 1d6 S 3d6 D 1d6 M 1d6 F 3d6 C 1d6
Ability: Speedy, Eagle Eyed
Optional kit: Sci Fi
Weapon kit: Submachine Gun
Models: 6 figures
lvl 1 Backup:The Sheriff NataliaH d6* B 1d6 S 2d6 D 1d6 M 1d6 F 1d6 C 1d6
The Jokerz (the league used from my player)
Perk (0): None
Leader (0): JokerH d10 B 2d8 S 4d10 D 4d10 M 2d8 F 4d10 C 3d10
Abilities: Speedy, Lucky Devil, Agile, Trick
Optional Kit: Sci Fi
Sidekick (3): Harley QuinnH d8 B 4d8 S 3d8 D 4d6 M 2d6 F 3d8 C 2d6
Abilities: Speedy, Agile, Moxie
Optional Kit: Sci Fi
x2 Allies (4): Deilia & Deidra, the Dee Dee SistersH d6 B 3d6 S 3d6 D 2d6 M 1d6 F 2d6 C 1d6
Ability: Agile, Savvy, Fierce
Optional kit: Sci Fi
Ally (2): HarleenH d6 B 3d6 S 4d6 D 2d6 M 1d6 F 1d6 C 1d6
Ability: Fierce, Marksman
Optional kit: Sci Fi
Follower (1): JollyH d6* B - S - D 4d6 M 1d6 F 3d6 C 2d6
Ability: Animal, Sly
Optional kit: Sci Fi
Models: 6 figures
Overview of the board:
Special Rule: Night, all the character could not shoot over 12".
Major Plot point and hostile bystander: Necromancer
Special Rule: Until the necromancer is free, the zombies that are KO could arise again with a die of 4+.
Minor plot point and perilious area: Wine Barrels and giant rats
Minor plot point and perilious area: amphorae and giant rats
Minor plot point and perilious area: Woman on spit and beastmen
Minor plot point: Beastgirl
Perilious area: Swarm of Batz
The undead village
Special Rule: 1d3 zombies will come out from each building the first time a character move inside the village area.
The zombies will move (but not run) and attack the nearest character.
Zombie: HD6* B2d6 S- D1d6 M1d6 F1d6 C1d6 Ability: Reanimated