And we come to the last solo game of this Pulp Alley campaign called Perilous Island, our heroes reach the interior of the city of Irem, the city of a thousand pillars, in their search for the missing archaeologist Lord Donovan Darrow ...
Will they find him alive?
Will they get out of the cursed city alive?
PERILOUS ISLAND -SCENARIO 8
HELL UNLEASHED
He seems to be wearing a kind of yellow robe, and you can see that in his hands he holds a kind of scepter with a green stone that glows, and from the entrance of the temple he looks at them astonished.
"What are you doing here? You are in Irem ... don't you understand that everyone who enters ends up buried by the sands? It's too late for me ... tell my daughter Elizabeth that I love her ..."
With a crack in his voice he falls to the ground curled up, with convulsions ... for a moment they only see the yellow robe, when suddenly they see how black tentacles begin to appear from under the robe, raising the robe in the air and being able to see that the archaeologist has become a kind of shapeless mass from which a large number of tentacles emanate, remaining levitating in the air a few centimeters from the ground.
The being wears the green stone that glows light on his chest, the adventurers understand that this stone may be the source of the evil that has turned Lord Donovan Darrow into that kind of monster.
The characters must approach the being that remains immobile in the air and snatch the sacred stone, for this they must make four successful rolls (not necessarily consecutive or even the same character).
It seems like an "easy" task until mummified warriors begin to emerge from the sand, raising their swords in the air, and opening their jaws at the adventurers.
On turn 1, the adventurers and mummies advance between the columns seeking a deadly clash.
The being that once was Lord Donovan Darrow remains motionless floating in the air.
On turn 2, our adventurers bring down the four mummified warriors as they advance towards the being, ending very near the ally Madeleine Carson.
On turn 3, more undead emerge from the arena, which will attack the members of the expedition.
The two followers attack the undead, causing casualties among their ranks, and our hero Roger Carlyle advances up to the very same staircase, but shooting the mummies, causing two of them to fall. This maneuver gives the ally a free pass to try to snatch the magic stone from the being that is floating in the air.
The ally Madeleine Carson reaches the being, grabbing the stone and trying to snatch it from him, although she does not succeed, she continues trying (she achieves two rolls of the four necessary).
On turn 4, quite a few undead beings emerge from the sand, raising their claws towards the adventurers. Also, in the sand they can see how areas are formed in which the sand begins to sink, as if it were water swallowed by a giant sink, dragging everything that is close and burying it in the sand.
Randomly, several areas have been arranged that appear marked in dark brown that symbolize those areas in which the sand is swallowing everything, being close will make it necessary to roll to avoid being swallowed by the desert.
The two followers try to shoot down the two zombies that are closest to the ally and the hero, failing both rolls, and in an attempt to protect both, I decide to advance the two followers and put them between the zombies and the two ally / hero.
The idea is that the zombies are brought in close combat with the followers and thus the ally and the hero buy time to be able to get the scepter with the sacred stone.
The hero Roger Carlyle reaches the being and manages to snatch the stone from the being in his first attempt, causing the being to disappear into a kind of whirlpool of wind and sand and to become Lord Donovan Darrow again, who falls to his knees and pray:
"Please tell my daughter ... tell my daughter that I love her ..."
To fall to the ground and die exhausted.
Roger Carlyle holds her head while the archaeologist breathes his last, thinking that perhaps this is not the best time to tell him that his daughter was eaten by zombies at the entrance of the temple ...
Once with the sacred scepter in his hands, suddenly an earthquake begins to be noticed every time stronger, the columns begin to wobble, statues fall to the sand with a crash, the holes in the ground get bigger and bigger, swallowing everuthing and burying it underground ...
With zombies everywhere, the sand opening up and swallowing everything, the temple collapsing in on itself, and the scepter with the holy stone in its possession, Roger Carlyle runs off as if there is no tomorrow trying to escape the temple before it is swallowed up by the desert sands.
The zombies advance on our heroes, and two zombies come to melee on the two followers, injuring both of them.
Turn 5 begins with more areas in which the sand is swallowing everything, in two more turns, there will hardly be a game board left on which to stay.
Roger Carlyle runs as the devil, managing to leave the board through one of the doors with the holy scepter in his possession.
Madeleine Carson, in an action like no other, runs across the board as the temple begins to collapse, collapsing columns and opening larger and larger holes in the sand.
Remember that the ally Madeleine Carson has an amulet that gives a +2 "to movement, that is why she is able to cross so much distance in a single turn (that and some successful rolls).
Our followers, wounded and locked in melee with two zombies, try to flee the temple before it collapses.
Unfortunately, one of them (the brave soldier of the Afrika Korps) falls under the wounds suffered by the attack of the zombies.
The other Follower manages to flee, although injured as he is, he can run little to get away.
Only our hero Roger Carlyle and his ally Madeleine Carson make it out of the city of Irem alive.
Crowds of zombies emerge from the sand, being buried by gigantic columns that fall, the sand opens up showing unfathomable abysses that devour everything ...
Our heroes run towards the camels avoiding dangers as they watch as the city begins to sink into the sand ...
In a few minutes, the mighty Irem, the city of a thousand pillars, the Atlantis of the sands, is buried under the sand, disappearing from the face of the earth ...
For now ...
And that's how we ended the Pulp Alley campaign, very fun, really ...
It lends itself a lot to solo play, and after eight games, I have to say it's really, really fun.
This is not to say that the adventures of the Carlyle expedition are over, i fact I have some crossover idea with the weird ww2 campaign and I just got the Tomb of the Serpent campaign from Pulp Alley, so I think we will continue to see our heroes for a while, although maybe now is the time to let them rest for a while ...
I've followed along with great interest, your twist on the campaign bring it to a different setting worked very well.
ResponderEliminarIf I remember rightly you've used the Chaos in Cairo to run this, was there much involved in making it work ?
Your terrain was very impressive throughout & the temple in the last episode really gave the viewer the felling of it been what it was meant to be.
Well done & I look forward to more adventures :)
Thanks a lot for your support!!
EliminarThe rules are just the engine that makes the game work, but the most important part is the story.
You can use pulp Alley's rules, chaos in Cairo, perilous tales, strange aeons.... But the main part of the game is the story, and this campaign is really enjoyable...
Thanks a lot for the compliments on terrain, I try to make my best, but remember that I am alone, I don't have a club or anybody helping with the terrain, so I hope you can forgive any mistake or anything poorly done.
I'll keep posting adventures as I play them, I think I'm giving a go to the weird ww2 campaign...
Thanks for following the blog!!
I couldn't agree with you more about the story being the main thing & as a solo gamer myself I know only to well about the difficulty of having to do everything yourself.
EliminarHello, your adventure is gorgeous, just perfect. Go on. Thanks.
ResponderEliminarThanks a lot!!!
EliminarHope you like it!!
That was very enjoyable. Shame about Elizabeth Darrow, her father and the followers but at least Madeline got away. I wasn't so fussed about Carson.;)
ResponderEliminarThanks a lot!!!
EliminarHope you enjoyed reading it as much as I enjoyed playing the campaign...
And once it is finished...
Stay tuned, because there will be more pulp games and the weird ww2 campaign will go on
Cool! I look forward to seeing what happens next. Madeline needs a promotion. lol 😀
EliminarExcellent as always!!! Looking forward to more Weird WWII. What figure did you use for the tentacled 'Darrow'?
ResponderEliminarNext games will continue the weird ww2 campaign, and I'm making and painting minis and terrain for those games...
EliminarThe miniature that I used for the "evil" Darrow was one from the deep madness boardgame.
I backed the kickstarter and gave a load of "dark" miniatures