Showing posts with label Captain Haddock. Show all posts
Showing posts with label Captain Haddock. Show all posts

Saturday, 7 July 2018

Batrep: Tintin in Tunisia

Introduction

Another Thursday, another night at the Helensburgh games club.  This time, it's Pulp Alley again, with a 4-player game set amidst the ancient ruins of a Carthaginian or Greek colony in Mediterranean North Africa.  We had 2 of the same players as the last game which involved these leagues; the other 2 players were new to Pulp Alley.

The Setup


In the remote, ruined town of Hadrumetum, someone has been conducting unauthorised excavations.  According to local reports, this was a large, well-organised group - possibly from somewhere in central Europe.  Rumours suggest that they weren't interested in the archaeology but were instead looking for something very specific, though no-one knows what was their target.

It appears that the foreigners have left their camp temporarily; no-one knows why.  This would be a good time to descend upon it and find out what's happening!

The table is set up as follows:

Objectives:

  • The major plot point is the loaded truck in the middle of the site.  It's full of crates and looks as if it is ready to depart.  Perhaps the site owners found what they were seeking and it's in one of the boxes?  Got to be worth a look!
  • 4 diggers/camp servants are minor plot points.  They might be able to tell something useful about recent events, if you can speak their language (and not scare them too much!).
  • The camp radio and a packed suitcase are minor plot points; they could have clues as to the identity of the Europeans.
  • This is an ancient and interesting site: the ancient pile of skulls may reveal information about the original site's history.  There's also a rare purple orchid growing here; it's said that the pollen from this flower has medicinal properties, or perhaps it can be used for dark science.  Both of these are further minor plot points.

Dangers:

  • The camp fire is still smoking and occasionally spitting out embers; it is perilous.
  • The amphitheatre has steep side walls.  Attempting to cross these where there are no steps is perilous.
  • Climbing one of the ruined pillars (should anyone care to try it!) is also perilous.
  • The area is infested with poisonous snakes.  Swarms of these move at the end of each turn (1d6" in a random direction); any model which activates within 3" of such a swarm will be subject to extreme peril.

Combatants:

The semi-deserted site and its mysteries have attracted the attention of four leagues:

Idaho Smith (and the M.I.T. Archaeolgical Society)

Idaho Smith, Marion Allen, Kerem, Indiana (the bloodhound), Mother and Lady Constance
Idaho used his Network of Supporters to recruit Lady Constance, a keen amateur historian and accomplished shot.

The Mummy

The Mummy, and 3 fearsome Tomb Guardians.  He also has a scarab swarm (not shown in this picture)

Tintin

Tintin, Snowy, Captain Haddock, Professor Calculus

Doctor Demento

Doctor Demento and 4 of his Zorgl slave creatures.  The Doctor hasn't waited for the start of the game, but is already investigating the purple orchid with a view to extracting rare & deadly chemicals from it.

The Game


Before Tintin could even move, his followers were beset by horrors!  A skeletal warrior clawed its way up from the sands to attack Snowy [courtesy of a hostile Fate card], whilst a scarab swarm scuttled towards Professor Calculus.



Snowy dodged his boney attacker easily enough, then Tintin emptied an entire clip of bullets into it to destroy it for good.



On the other side, Captain Haddock ran to the rescue of Professor Calculus.  He stomped all over the beetle swarm, dispersing it temporarily.

These actions didn't injure any of TinTin's followers, but they did delay them considerably.  It looks as if someone was trying to interfere with their plans!



In another opening skirmish, a Tomb Guardian charged and felled Kerem, but was then shot down by Marion Allen.



Elsewhere, Doctor Demento wasn't even slightly bothered by the approaching snakes.  Kicking the nearest serpent out of the way, he collected the purple orchid with ease.



Not so the Mummy!  The undead lord approached the camp radio, but he just couldn't figure it out.  Hardly surprising, really: they don't have such things where he comes from...



Things were still not going well for Tintin's followers.  Professor Calculus approached an Arab digger, but the rough workman knocked him down [the Professor failed a peril when attempting this plot point].

Snowy ran up to help, but was subjected to a desperate, flailing charge by a Zorgl.  The little dog didn't jump out of the way quickly enough and took a nasty buffet to the side of the head.



After a couple of turns, this is how things stood:
  • Tintin himself had moved only a short way before he was attacked by a pair of Tomb Guardians.  Someone really has it in for him!
  • Zorgls advanced quickly; they seemed to be everywhere; chasing Snowy, grasping at an Arab digger and uncovering a pile of skulls!  One of them was even reaching for the door of the truck in the centre of the campsite.
  • The Mummy was still struggling with the new-fangled technology of the radio.
  • Idaho Smith and most of his group were conferring on how best to avoid the spluttering camp fire on one side and the nest of vipers on the other.  They did at least pick up the luggage which had been left nearby.


The Zorgl continued to chase Snowy, but this time the little dog evaded the clutches of the hairy monster.  It was then attacked and knocked down by an unlikely alliance of Captain Haddock attacking it from one side and a Tomb Guardian on the other.  However, the Zorgls in our games have an incredible reputation for passing health checks for recovery; the creature just stood up again.



Tintin evaded the other Tomb Guardian and ran towards the truck.  As he did so, he heard the crack of a rifle - but the shot wasn't aimed at him.  Instead, it bowled over the Zorgl who was on the other side of the vehicle [I told you that Lady Constance was a fine shot...


  
...and that was her last bullet.  Things were looking up!]



Tintin's optimism was short-lived, though:
  • The Mummy finally figured out the radio; he then decided that he was now familiar enough with machinery to approach the truck.
  • Tintin was still under threat; this time it was a Zorgl which left the Arab digger it had been pestering in order to attack the boy reporter.
  • Snowy, newly recovered from the ringing in his ears, raced around the ruins towards the now-unclaimed digger.
  • Doctor Demento strode purposefully into the centre of the amphitheatre and unleashed a mind blast on all those around.  Whilst this affected a goodly number of foes [i.e pretty much all of The Mummy's and Tintin's leagues!], most of them were stout enough to avoid any ill effects.


Indeed, Doctor Demento spent pretty much the entire second half of the game amusing himself in this manner; standing in the same spot and issuing blast after blast to discomfort all those within the central area.  There were usually at least one or two enemies each turn who just couldn't take the pressure in their brains, though the repeated blasts of psychic energy were probably an irritant rather than a game-changing tactic.



Idaho Smith and his group had finally plucked up courage to pass by the campsite snakes.  However, Mother wasn't careful enough; she was bitten by a particularly aggressive asp and collapsed immediately [a "3 successes or take 3 hits" peril is almost impossible for a mere follower to pass; she was very unlucky to draw this].



Once past the snakes, Indiana charged the nearest enemy.  This happened to be one of the (many!) Zorgls who were clustered around the truck.  The wily dog showed several moves [Old One-Two, One Way or Another] before sinking his teeth into the hairy monster's leg - only to find that his best bite had no effect after all [Hit or Miss]!



Finally, one of Tintin's group attempted a plot point!  Snowy grabbed at the hem of an Arab digger's rode - only to find that the "digger" was just a dummy, a crudely-made scarecrow.  Strange...



After his initial rush, Indiana was unable to keep up the momentum.  He was knocked down by the Zorgl, but Idaho Smith raced in to help his beloved dog and flattened the Zorgl in return.

Meanwhile, the nearest other Zorgl had recovered from its bullet wound and was trying again to get into the truck's cab.

At the back, Marion Allen had decided to start up the other, unladen truck in the hope of ramming & disabling the laden one in case anyone else looked like they were going to drive it away.  It was a good plan, but the door to this second vehicle seemed to be a bit stiff...



In a desperate attempt to talk to one of the last unclaimed Arab diggers, Captain Haddock sucker-punched the Zorgl who stood in his way, before playing a "Stay Down" card to prevent it from recovering immediately.  However, the good Captain then had an attack of the vapours [i.e. one of Doctor Demento's mind blasts got through to him] and by the time he had recovered from that it was too late to complete that plot point successfully.



The Mummy's scarab beetles approached another Arab with a view to carrying him off for a terrifying questioning by their boss at a later stage.  Only here's the thing: this "digger" was also a scarecrow, a poorly-dressed imitation of a real man.  What on earth was going on?  [No, seriously - there aren't many Red Herring cards in the rewards deck, so how did we manage to draw two of them so close together?].


"Everybody was Zorgl fighting..."
As the end of the game approached, the Mummy decided to stop the Zorgl who was trying to make off with the truck.  The undead lord ignored the other nearby squabbles (Tintin vs a Zorgl, Idaho & Indiana vs a Zorgl) and instead marched towards his chosen victim.

Firstly, he moved close and issued the Mummy's Curse [because otherwise that turn he'd have had to charge the closest enemy - Tintin].  The curse incapacitated the Zorgl temporarily; when the creature stood up again at the end of the turn, the Mummy charged into combat and felled the hairy beast [he used a "Finish It!" fate card to make certain that the Zorgl wouldn't just get back up].

Incredibly, the Mummy took some hurt himself from this encounter!



Idaho and Indiana backed away from the remaining Zorgl, freeing it up to attack the Mummy.  Between this melee and Idaho's shooting, the Mummy took another hit and started to look a lot less tough than he had before.  Importantly, this had preventing him from reaching the truck door - so far.



Sensing an opening, Idaho set his dog on the stumbling Mummy; if Indiana could just clear the enemy out of the way then Idaho would have one chance to reach the truck.  He even made the fight a bit more vicious by playing a "Rivalry" card - but nothing came of it.  The bloodhound and the reanimated corpse remained locked in combat with neither side prevailing.  There was no way past for the archaeologist to claim the prize.



Marion Allen had managed to start up the second truck, though she hadn't yet had time to move it and achieve the rest of her plan (to block the laden truck & prevent it from leaving).

Finally, there were only two characters left to activate in the very last turn of the game.  The last Zorgl attacked Tintin, but this time the young man fought back.  He slammed its head against the side of the vehicle and the monster slumped down, temporarily unconscious.

That left Tintin as the only character still to have a go in the last turn of the game.  So far, his league had failed to claim any objectives, but he now had a clear route to the truck.  That's a major objective; if Tintin could claim it then the 3 victory points would be enough to win the game.  No other league had more than 2VP at this point...



Nothing could stop Tintin now!  He leaped into the truck and looked for the button to start the engine.

The truck's controls were smashed and broken.  Glancing behind him, Tintin could see that all the crates and boxes in the rear were empty and torn.  The whole thing was a setup!  But who had known they were coming, in order to populate such a ruse?  And why?

[Another Red Herring?  What are the odds of that?!   Hmm, it looks as if there is more to this than meets the eye...]


Final results


It's a tie for first place!  Doctor Demento achieved 2 plot points (the purple orchid and the pile of skulls)...



...and Idaho Smith also had 2 minor plot points (the luggage and an Arab digger - a real man rather than one of the scarecrows used to confuse everyone else).



The Mummy's crew had just a single plot point (the radio)

Lastly, Tintin and his followers didn't achieve any plot points at all.


Conclusion

That was a thrilling game, but with a totally unexpected twist at the end!  Of the 8 minor and 1 major objectives, only 5 minor plot points were achieved.  3 of the rest were Red Herrings; the final minor plot point was not attempted successfully.  It seems that there are other forces at work here.  Perhaps those mysterious central Europeans who set up this dig aren't all they seem?  But then what are they trying to achieve?

Zorgls are tough!  They passed every single recovery roll that they made; if they were knocked down then they just got back up; I lost count after 5 recoveries in a row.  At 50% odds, you'd think they would fail some of these rolls occasionally, but in this game the only time a Zorgl was knocked out permanently was when someone played a Fate card to prevent it from even making a recovery roll.  Something very similar happened in the last game too [and this is how reputations born...].

Maybe another game is needed to settle this once and for all?!

Sunday, 17 June 2018

Tintin and the Pharaoh's Sword

Introduction

Last Thursday at the Helensburgh games club, my son and I introduced two new players to Pulp Alley in a thrilling 4-way adventure in the jungle.  The scenario wasn't anything particularly exciting (just various random plot points scattered around the board), but everyone had a great time.  Here's what happened...



The Leagues

So, we had 4 new leagues, all designed by myself and using my own models:

Tintin

Not the greatest of photos - and Professor Calculus has wandered off again!
Tintin should need no introduction really!  This is a league representing the young Belgian reporter and his closest associates.  It's a League of Heroes, so it has fewer members than average, but they're generally higher level characters than is common:
  • Tintin: the leader of this league is good at solving puzzles and following clues.  He can shoot too, but isn't a specialist fighter.
  • Snowy: Tintin's faithful companion is extremely smart for a dog.  He's got Finesse and Cunning, though in a fight his best defence is his very high Dodge ability.
  • Captain Haddock: Oddly, Tintin's best friend is an aging, alcoholic sailor.  He's good in a fist fight, but isn't particularly subtle.
  • Professor Calculus: Calculus is the epitome of the absent-minded academic.  He's as likely to wander off to follow a rare butterfly as he is to invent a new form of ultrasonic weapon.

The M.I.T. Archaeological Society


This league is formed around an intrepid adventurer/archaeologist and his various hanger-ons.  He's more at home chasing rogues, thieves, pirates and Nazis (or being chased by them) than he is digging and cataloguing artifacts carefully at a year-long site.
Perk: Network of Supporters [although we forgot to apply this at the start of the game]
Catchphrase: "It belongs in a museum!"
  • Idaho Smith: A dashing, inspirational leader, though prone to letting his fists and/or Colt .45 do the thinking for him.
  • Marion Allen: Idaho's on/off girlfriend, best described as feisty.  And then some...
  • Indiana: The family's bloodhound.  Not particularly smart, and liable to wander off.
  • Kerem: A Turkish policemen and excellent shot, totally devoted to Idaho after that incident in Smyrna some years ago.
  • Mother: Idaho's mother often seems to get tangled up in his adventures.  She's occasionally helpful, but more often needs rescuing...

Doctor Demento

Note that one of the Zorgls suffered an accident just before the game started and lost both its arms.  This didn't seem to affect its performance, however...
I'm not sure if the good Doctor is an alien in disguise, or just your typical mad scientist with dreams of glory.  Either way, he has a small army of creatures at his beck and call.
  • Doctor Demento: the leader of this league is Clever and Impervious; he can also affect enemies' minds.  Presumably his powers derive from scientifically-advanced artifacts rather than being supernatural in origin.  His dress sense is a bit...megalomaniac!
  • 4 Zorgls: It's not obvious whether these hairy monsters are biological experiments or an alien slave race.  Either way, Zorgls are tough fighters - if none too bright.

The Mummy


Amenhotep was an ancient Egyptian priest some 3,000 years ago, but now he's a resurrected horror followed by totally loyal servants from the grave.
  • Amenhotep: The mummy is tough, cunning and very dangerous.  His Achilles' heel might be that he doesn't have any ranged weapons - unless issuing curses at people counts.
  • 3 Tomb Guardians: These reanimated skeletons are slow, but very hard to damage.
  • Scarab swarm: A swarm of voracious beetles; they're difficult to hit and perilous on contact.

The Setup

We decided that the board would be defined thus:
  • The major plot point was placed in the centre, at the top of the pyramid.
  • 8 minor plot points (2 for each player) were placed around the board.
  • Climbing up or down the pyramid's sides would be perilous, unless the staircase was used.
  • The quicksand and the pit beast (and the areas around them) would be extremely perilous.
  • A leopard started in the middle of the board.  At the end of each turn, it would move 2d6 inches in a random direction.  It would be extremely perilous to anyone who activated within 3" of the model.  [Note: the peril isn't necessarily the same leopard each time; the jungle is full of such beasts and they come and go as they please]
  • Moving through one of the large, dense patches of jungle would be perilous.

The Game: First Half


Professor Calculus was the first character to move in turn 1, but he didn't get very far before he tripped over a hidden root [another player was very quick to use a fate card - which caused the good professor to take a peril - which he failed].  Not wanting to roll for a 50% chance of recovery, I responded with an I'm Alright card of my own.



Tintin raced straight up the steps of the pyramid, but the other players weren't letting him off easily.  A failed challenge injured the young man, though he did recover Pharaoh's Sword a turn later.



On the other side of the pyramid, a Zorgl climbed up to retrieve a tasty-looking giant snail.  When Amenhotep attempted to intervene, other Zorgls intercepted him.  This started an epic fight between the forces of Doctor Demento and the Mummy which lasted right to the end of the game.



Elsewhere, the scarab swarm attacked Kerem.  Although he shot at it repeatedly (and no doubt killed a few individual bugs), the swarm was only driven off - temporarily - when Indiana (the bloodhound) joined in.



Captain Haddock attempted to talk to the native guide, but was immensely frustrated to find that the plot point challenge required a significant amount of Finesse or Cunning - neither of which were the good Captain's strongest abilities!



Meanwhile, Doctor Demento glided over the quicksand and grabbed the pouch of diamonds from the drowning man.  Even the doctor, with all his powers, found the going tough here; it took him a couple of turns to exit the sticky mess.



About half-way through the game, this was the situation:
  • Most of the Zorgls were engaged in a battle royale against Amenhotep and his Tomb Guardians to the east of the pyramid.
  • In the north, the fourth Zorgl had picked up the journal plot point, but was being stalked by the leopard.  It seemed as if this supposedly-random peril was dogging the Zorgl's footsteps, as it followed him everywhere.  Indeed, in the turn after this, the leopard knocked out the Zorgl and then vanished into the undergrowth, not bothering anyone else for the rest of the game.
  • To the south, Idaho Smith was wavering over whether he should enter the lair of the pit beast to retrieve the crate of rifles plot point.  He did eventually shoot down a tomb guardian which threatened his followers instead.
  • Kerem and Indiana had (temporarily) seen off the scarab swarm.
  • Marion Allen was unchallenged in her attempt on the dynamite plot point, but Mother (who had been with her just moments before) vanished into the undergrowth [in other words, I know she's somewhere at that end of the board, but I cannot see the model in the picture and I can't remember exactly where she was!].
  • In the west, Tintin's league were unmolested as they attempted multiple plot points.  Professor Calculus dusted himself off after his earlier fall.

The Game: Second Half


Tintin had found the all-important Pharaoh's Sword, so he ran for the exit.  At the same time, Snowy recovered a hat and whip, only to be confronted by a middle-aged woman.  "Those are my son's things!" she exclaimed.  "Come here, little dog,  Drop them!" she commanded.  But Snowy wasn't having any of that; he backed off, dodging and weaving when Mother tried to grab him.  She didn't really stand a chance of catching the agile terrier!



Idaho Smith wasn't having a good time!  He had run out of ammunition after shooting a Tomb Guardian to pieces and had decided to go for the crate of rifles after all.  He fought his way into the pit beast's lair, not without some difficulty, only to discover that the crate of rifles wasn't real!  The beast had misled him with some of the remains of a previous victim, laid out artfully to entice him in.



Back on the lower slopes of the pyramid, the Zorgl/Mummy slugfest continued.  The hairy monsters didn't manage to put any hurt onto the hard-as-nails Amenhotep, but they made a stupendous number of recovery rolls to stay in the fight themselves.



The scarab swarm came forwards again; this time Kerem vanished beneath the seething mass of bugs and didn't reappear.  Indiana, the dog, was fine though; the insects couldn't quite figure out whether he was an enemy or just a neutral bystander.



Finally, Captain Haddock thought he'd managed to communicate with the native guide.  However, he was exasperated when the man simply nodded, turned and stalked off into the jungle.  Shouting at him had been going so well up till then...



Idaho managed to extricate himself from the pit beast, though not without much difficulty.  Indeed, I suspect that he had to leave his jacket and most of his shirt behind [Multiple players added Fate cards to the basic "extreme peril" in an attempt to make it easier or harder for him to escape.  This all added up to a very tense and complicated climax to the struggle!].



In another part of the jungle, Professor Calculus stumbled across an old journal just lying in the middle of the path.  "Hmm, this look interesting" he thought, as he picked it up [without any difficulty at all, thanks to a FREE PASS challenge].  He probably didn't notice the bloody streaks in the grass where the leopard had dragged away the Zorgl who had been the journal's previous owner...



In a fit of ungentlemanly pique, Captain Haddock ran at Mother in an attempt to remonstrate with her for persecuting Snowy.  The woman was terrified into submission by the sudden appearance of the rough-looking, large man and his stream of invective.  I'm sure he didn't actually hit her...



And still the battle between the Zorgls and the Mummy's forces continued, with neither side prepared to give an inch.  One of the Tomb Guardians had been destroyed, but every time a Zorgl was knocked down, it would just get back up and stay in the fight!



In the last turn, Idaho turned his attention to the dinosaur footprint.  He was shaken and injured from his encounter with the pit beast; this didn't help and he failed to grasp the significance of this plot point.  Hearing his master's voice, Indiana joined in as well - but the bloodhound was less than impressed by the muddy footprint and took himself off into the undergrowth instead [in other words, Indiana failed a peril and was "knocked out" by it].



Amenhotep finally gave up wresting with the Zorgls.  Calling his one remaining servant to his side, he charged the newly-approaching Doctor Demento instead.  However, this boss fight was simply too late to achieve anything and the Doctor dodged away, still holding his pouch of diamonds.



In the last act of the game, Marion Allen was looking for Mother.  She saw Captain Haddock shouting at the old lady and so she shot him in the back.  This was just a scratch, though; the enraged captain saw red, charged Marion and flattened her with a swift pair of fists.  He probably breathed on her as well; his whisky-charged breath could fell an ox...



So, at the end of turn 6 there weren't quite as many models on the board as there had been at the start of the game!


Conclusion

There was lots of derring-do and mayhem, but how did each league fare at the end:
  • Tintin: Tintin's league made off with the Pharaoh's Sword (3VP), the hat and whip (1VP) and the journal (1VP) for a total of 5VP.  No-one was knocked out, at least in part because they didn't really get into many fights.
  • Doctor Demento: The Zorgls stood up to everything that the Mummy could throw at them and came out (mostly) standing - though without the giant snail which they had intended to collect.  Demento himself had acquired the pouch of diamonds (1VP), which would no doubt help further his researches.  Of course, one Zorgl was taken by a leopard, so they must have a hidden vulnerability...
  • The Mummy: Amenhotep and his followers fought both most of Doctor Demento's league and a significant portion of the M.I.T. Archaeological Society.  They held their own - they inflicted as many casualties as they took - but were unable to claim any plot points at all.
  • M.I.T. Archaeological Society: Idaho Smith himself had a terrible time fighting the pit beast and barely escaping.  Indeed, this league had rotten luck with plot points; they failed to solve the dinosaur footprint, they had the dynamite in their grasp until Marion Allen tangled with Captain Haddock and dropped it - and the crate of rifles proved to be a trap.  Kerem vanished under a swarm of insects and both Mother and Indiana have vanished into the jungle and are lost!
So, technically Tintin won by a landslide, but that's not really fair on everyone else as several of the other players were raw beginners.  Did we have an exciting game?  Yes!  Was there plenty of narrative, with each league having its own successes and setbacks?  Yes!  Did everyone go away happy?  Yes, I believe so!  From that point of view, it was a universal win.  Pulp Alley delivers yet again!