Tuesday, 5 December 2017

Pulp Alley Scenario Transylvanian Camp Ground


Pulp Alley Scenario for 2-5 players: Transylvanian Camp Ground

Scenario Background:

It is Halloween, October 31, 1938, Lady Elaine, the daughter of a Lord Halifax, has been lured away from home, by a charismatic Gypsy named Lash. She has taken important documents with her as well as her valuable jewelry and gold.   Lady Elaine now finds herself in a campground in Transylvanian, an area known to be haunted, and is in danger. The forces of good, Alain Quartermain's Explorers and Roosevelt's Angels,  have been dispatched   to rescue her and return her home while the forces of evil (Vampires and Werewolves) have other intentions. Convincing Lady Elaine to leave may not be easy.  Four Leagues have set out to find Lady Elaine, plus some of her friends have set out independently including Lady Ponsonby; and Casey DeLancey as well as some sinister Halloween creatures including a Succubus and a Scarecrow.  (Scenario based on Pulp Alley: “Hidalgo Fire” in the Perilous Island Campaign). 
Overview




Major Plot Point:  (worth 3 victory points)

     Lady Elaine near the Gypsy Caravan

Minor Plot Points (worth 1 victory point each):

 1. Elaine’s red folder that contains important diplomatic documents

 2. Elaine’s Gypsy companion - Lash Rushay 

 3.  Elaine’s purse containing valuable items

 4. Elaine’s Jewelry, worth a fortune



Plot Points

The Leagues:

1.    Roosevelt’s Angels 

Formed by the American OSS and commanded by General Eisenhower the Angels consisted of 3 combat trained female agents: Jill (a crack shot blonde with 2 guns), Kelly (a redheaded marksman) and Sabrina (the clever brunette) 
Roosevelt's Angels 


2.    Allan Quartermain’s Expeditionary force (The Explorers)

Under the command of Allan Quatermain, with his faithful servant Job, this league includes: detective Jesse Huston, Captain Leo Vincey (a crack shot with his pistol), Sergeant Lewis with his light machine gun, and Corporal Jones with his trusty rifle and bayonet. 
Allan Quartermain's Explorers


3. Asian Vampire League
The Asian Hopping Vampire along with an ancient Mummy in a Jade suit make a powerful flying duo who can call upon Minions such as a skinwalker and a scholar. 
Skinwalker, Asian Vampire & Jade Mummy
4.    The Werewolves
From the back lot of Universal Studios this group of two Werewolves (who can transform into humans) and two wolves makes a vicious league. 
Werewolves and Wolves


Bystanders:

There are four Bystanders (Followers): Lady Ponsonby, Casey De Lancey, a Succubus, and a Scarecrow (Jumping Jack Flash). They are not worth victory points but players may try to convince them to join their leagues to provide support. In the event of a tie in victory points the league with the greater number of bystanders finishes ahead in the rankings.
Lady Ponsonby, Casey De Lancey, Succubus & Jumping Jack Flash


Turn 1:

After placing the 4 minor plot points and bystanders the Leagues deployed near as they could to the plot points surrounding the encampment that included a gypsy wagon and Lady Elaine. The swamp looked particularly perilous as it was inhabited by hopping vampires and the red book would be a hard item to pick up amongst all those spiders.
Deployment turn 1 


Eisenhower moves toward Lady Elaine while the explorers attempt to contact Casey De Lancey one of the bystanders.


Action near the cam


  Turn 2:
Roosevelt’s Angels surround Lash, attempting to capture him.

Lash is surrounded


Meanwhile the Asian Vampires use one of their minions, the skinwalker, to secure Lady Elaine's purse while the Mummy approaches the camp and Lady Elaine. One of the Werewolves in human disguise tries to convince a Succubus to join forces with them.

Asian Vampire emerges from behind the Pumpkin patch
At the camp the plot thickens as the Mummy approaches Lady Elaine, a Werewolf is taken down and one of the Werewolves in human form grabs the red book.

Heavy fighting near the camp
In the farmers filed Alain Quartermain’s Butler attempts to convince a very reluctant scarecrow to join his master’s cause.
The Butler encounters and unwilling recruit.
Near the Pumpkin patch the Asian Vampire plots more conquests.
Hopping Vampire plots behind the Pumpkin Patch


Turn 3

The Asian Mummy is initially unsuccessful in capturing Lady Elaine but eventually succeeds.  The Werewolf in human form has success recruiting the succubus and one of the other Werewolves manages to get the red book.


Elaine is captured by the Mummy
Meanwhile Roosevelt’s Angels manage to recruit Lady Ponsonby. 


Turn 4:

Large dice use to mark turns
Dusk arrives, and ghost emerge causing havoc among the leagues.  Roosevelt’s angels must contend with a ghost in the form of a halberd carrying warrior -  they pass the challenge.

Angels do combat with a ghost.



The Jade Mummy manages to pass the challenge and capture the jewelry chest.
Meanwhile a wraith like ghost attacks the Mummy who shields Lady Elaine.  A Werewolf looks on eyeing Casey DeLancey.


Mummy shields Lady Elaine from the Wraith

The Werewolf holding the redbook is knocked out in a battle with one of Roosevelt’s angels.
In the farmers field Eisenhower accompanied by his bystander allies attempt to recruit the scarecrow and after a vicious fight they succeed.


Vicious fight in the field

Turn 5
Another melee takes place near the camp, a werewolf is knocked out and the Mummy and one of the Angels exchange blows.
The Werewolf gets the worst of it


Another of the angels grabs the red book from the unconscious werewolf.

Turn 6 


The Mummy makes a grab for the Red book but the Angel cant shoot him as she can no longer use her firearm thanks to a horror card “on the edge” inflicted by a ghost.   However she will not be mugged by the creature and uses her judo.

"Hands off my boo
The explorers tried to gain some of the treasure but were foiled, the dice gods laughed at  them.
  
Alain Quartermain confronts the Vampire but the elusive creature escapes.

Quartermain foiled as a ghost looks on


Of all the bystanders only the Succubus remained unattached to any league, spurning all advances - she even refused to allow my camera to focus properly.


Succubus



A massive electrical storm hit the area forcing all characters to take cover and bringing the scenario to an end.




Wrap up and Victory Points

Victory goes to the Hopping Vampire and Jade Mummy who gained: Lady Elaine, the purse and the jewelry chest (5 victory points).


Skin Walker, Asian Hoping Vampire and Jade Mummy



Roosevelt’s Angels came in second having gained the red book, Lash the Gypsy, Lady Ponsonby, the scarecrow Casey DeLancey  (2 victory points, 3 bystanders)
.
Angels and their treasure plus bystanders.
The Explorers and Werewolves came in tied for third, failing to gain any victory points or bystanders.
Werewolf League with no plot points or bystanders

Explorers: gained no plot points or bystanders



Comments:

The speed, decsiveness and luck of the Vampire League and Roosevelt’s angels helped them achieve victory.

I spent a fair bit of time getting a Pumpkin patch ready for the game, but sadly it played no major role.  Next time the GM will place a plot point in it rather than let the players decide! 
Pumpkin Patch
As always the challenge of being the GM, running a league and taking pictures meant the latter was not always up to the standard I would have liked. I am hoping one of the other players will add in some of his pictures.
This was our first chance to try out the new Pulp Alley horror deck and it added an extra dimension very appropriate to the scenario. 


Horror Deck

I included the bystanders to add some additional Halloween flavour, and they would also act as tie breakers, in that if two Leagues had the same number of victory points the one that had acquired the more bystanders would finish ahead in the rankings.  There was also the possibility these leagues might continue in a campaign and the bystanders would end up joining the leagues for future games.  However one thing about the bystanders is they can take up valuable time, the Explorers League sent one of its allies off to capture a bystander and he spent the rest of the game in a fruitless effort to do so.  I did plan a new version of the scenario, based on lessons learned from this last game, and one change would be to have the plot points with fixed challenges and guarded by bystanders.


Everyone enjoyed the game, the rules are fast and fun, captured the spirit of Hallowen and we will certainly be playing more Pulp Alley. 

The next game will have s Christmas theme.






8 comments:

Dave said...

Fantastic! THANKS for playing and sharing Pulp Alley!

Dave
Pulp Alley

Unknown said...

Sounds like it was a real hoot Brian. Count me in for the next one! Tracy

Frank O Donnell said...

Good stuff Brian, lovely models & terrain plus extra points for adding the bystanders which is not something I've gotten around to yet.

I've found with perilous area's that unless players really have to go into it they won't no matter how great a job you did on it, next time if you can try putting a plot point in it :)

Lord of the Western Keep said...

Thanks for the comment and compliments Frank. The players placed the plot points in this scenario (I should add that to the write-up). In the improved version of the scenario the GM will place them (and 1 will be in the Pumpkin patch) plus bystanders will guard the plot points.

Lord of the Western Keep said...

My pleasure, hope I can get a Christmas themed game ready in time. Thinking of trying a variant of the "Haunted hall" for 4 players. Any ideas?

Lord of the Western Keep said...

Excellent, likely the last weekend in December.

wardy-la said...

Great stuff. Pulp Alley is one of my next projects - I have been wanting to play for ages!
Can I ask where the 'Jade Mummy' miniature comes from?
Mark

Lord of the Western Keep said...

Sorry for the tardy reply. Thanks for the compliments, the Mummy figures belonged to a friend and I don't recall where he purchased them. Try asking him here: https://jiangbeiwushilangren.blogspot.com/