This weekend Lewis and I tried out a new scenario we had devised set in a Terra-Block Shopping Mall.
'The Summoning'; after the apocalypse an evil cult has made the mall their base of operations and is at the point of realising their diabolic intentions of summoning a slimy tentacle old one from the depths of time and space to enact terrible retribution on a wayward humanity. At this point two groups of survivors led by 'The General' a 'Commander' of some note and the charismatic but 'Intimidating' chainsaw wielding Hayley decide to make a smash and grab raid on the Mall to replenish their supplies.
A major plot point (a crate of filtration plant spares) and four minor plot points (two vending machines full of supplies and two injured survivors) were placed on the table. The major plot point in the centre of the table and the minor plot points at least 6" away from other plot points and the edge of the table. Fortune cards were then drawn, the 'X' value on the last card drawn defining how many evil cultists each player was to place on the table. Cultists could not be placed within 6" of a plot point or table edge or when the game had started, a player character.
Their were 3 types of cultists;
The High Priest Health: D8, Shoot 3D6, Dodge 2D8, Brawl 2D6, Might 2D6, Finesse 3D8, Cunning 3D8.
Abilities : Summon Shogoth & Shock. A running tally of the 'X' values on Fortune cards drawn was maintained. As an action the High Priest could attempt to summon when 'X' had reached 20. Success on D10 required. On success he would be replaced with a tentacle terror. Up until that point as an action he would use 'Shock' of an enemy was within 12", otherwise shoot.
Shootists - 2D6 Shoot. As an action they would shoot closest enemy moving to get a LOS in necessary.
Brawlers - 2D6 Brawl. They would move towards nearest enemy and rush them if within 12"
Cultists were activated after all player activation completed.
At the start of each turn when Fortune card was drawn 'X' replacement Cultists were placed on table.
The General, accompanied by his trusty side kick Melanie (with the sports longbow).
Hayley has brough along Aunt Beth who shares her facination with the combat potential of the domestic chainsaw.
Leagues deploy within 6" of a table corner. The Generals league advance warily toward the Mall entrance.
All enclosed rooms were defined as being perilous areas and the pre-scenario event had made them all extremely perilous and had delayed the arrival of one of Hayley's league.
Plate glass windows do not block line of site and shooting makes the passable (but they count as perilous areas).
Mary Beth becomes the first casualty of this costly encounter as she trades rounds with a hooded Cultist.
Hayley's league attempts to rescue an injured survivor on the upper floor. Unfortunately for them this evil cultist has had 3 Weetabix for breakfast. After surviving 3 combats, he is attacked again, dodges and retreats into the store room against all odds!
The evil high priest uses his shock ability to keep the area around him clear of characters who may cheat him of his destiny.
Hayley puts her chainsaw down for a moment to administer first aid to this wounded survivor thereby gaining a minor plot point.
Melanie, Trudy and Sarah Jane clear the upper level and resue another survivor to bag a minor plot point. Melanie subsequently sprints down the elevator and prises open the case of spares to take the major plot point as well.
The General shoots it out with Cultists at close range in the food court.
Oh dear, the survivors were too interested in their own goals to save humanity from this terror. The high priest completes his summoning and becomes the first to be devoured.
Seeing the way that events were unfolding in the Mall, 'The General' signalled for his league to retreat with the loot they retrieved, unfortunately Melanie and Robertson were the only ones to make it out alive, and even then they were pursued by Hayley and her chainsaw in a last ditch attempt to swing the balance in her favour.
Another brutal, but highly enjoyable game of Pulp Alley which never fails to deliver an exciting afternoons gaming with everything in the balance until the final die rolls have settled.