On Thursday Lewis and I got together (over Zoom) to play one of our favourite miniatures’ games, Pulp Alley. We have played Pulp Alley in countless historical, fantasy and sci-fi genres, but Thursday's setting was the Marvellous World of Ozz. We've been thinking about this for a long time as I have been involved in the Wars of Ozz project for several years now and as well as the many units for mass fantasy battle, have a great collection of individually mounted Ozz miniatures.
We came up with a scenario based on 'The Lost Keys' scenario from the Pulp Alley Rulebook. Dorothy and Admiral JinJar are both searching for the Munchkin witch, Yellow Star as a terrible calamity has befallen the Land of Harvest and Pumpkin’s are rotting in the field rather than being transformed into Pumpkin folk. Dorothy & JinJar are friendly, so their leagues cannot take combat actions against each other until one of them has recruited Yellow Star (resolved the major plot point). The four minor plot points were Munchkin villagers who could be talked to and might share some information about Yellow Stars where abouts (if the minor plot point was resolved). A character cannot attempt to talk to Yellow Star (major plot point) unless they had a clue from a villager (resolved a minor plot point)
At the end of each turn any unresolved plot points would wander D8 inches in a random direction. The Munchkin houses were all guarded by huge ferocious hounds, a couple of rocky areas were infested with snakes and there was a large patch of sleep-inducing poppy fields. These were all perilous areas. There were also two scary forests. These creatures were very scary so had the Horror 3 trait meaning all characters apart from Dorothy needed to pass a health check when activating within 12" or draw a card from the Horror deck. There were also 2 Angry Apple Trees which on their activation threw their apples at the nearest character within 12".
Dorothy, Toto and Scarecrow enter on the Yellow Brick Road.
Admiral JinJur and her crew of female pirates from all the peoples of Ozz were represented by a League of Legends, i.e. four sidekicks: Admiral JinJur the nominal leader, Ma Might, Mombi and Jellie Jamb. Here we see Ma Might and Mombi heading in the direction of a friendly villager while trying to avoid the fierce dog.
All appears to be peaceful in the Land of Ozz.
Tinman, Lion and Joseph, a Munchkin villager head towards the crossroads and are dismayed to find their way blocked by some scary forest.
Not quite having enough time to talk to the friendly villager this turn, Dorothy tests out her pistol by firing at the scary forest.
The scary forest is assaulted from all sides, at one point it looks like it had been severely damaged, but as if by magic the felled limbs grew back in place (it passed its end of turn recovery check!)
The brave lion rushes the scary forest and engages it in fisticuffs.
Both Toto and The Lion are temporarily knocked out by blows from the Scary Forest.
At this, scarecrow loses his nerve and heads of back down the Yellow Brick Road overcome by 'Blind Panic'
Dorothy thinks that she has it cracked, engages the villager in friendly conversation, only to find that she does not actually know where Yellow Star is (the reward card drawn was a Red Herring).
The Scary Forest proves to be a tough adversary. At this point every member of Dorothy's league, apart from Dorothy herself are suffering from a horror effect, after failing a horror check.
Eventually Dorothy does find a villager who knows the whereabouts of Yellow Star.
Up until the last turn of the game, it appeared that Admiral Jinjur had a definite lead. Three of her team had successfully gathered information from villagers and where heading in the direction of Yellow Stars last known location.
Here we see Jinjur rushing as fast as her short Munchkin legs could carry her, only to find that Dorothy had got there a fraction of a moment earlier!
On the last turn, Dorothy automatically overcame the peril associated with the plot point, as one of her abilities was 'Danger Sense. The plot point challenge drawn was a mere one success with Finesse. Dorothy normally gets to roll 3D8 for Finesse checks, but has the Quick-Witted ability that allows her, once a turn to exchange 3D8 for 5D6. This is what she did and managed to roll 4 successes for a convincing conversation with Yellow Star and the major plot point reward.
I have made all of the Wizard of Ozz character cars available as a free download, click here to access them.
Dorothy’s League was based on the five miniatures (Dorothy, Toto, Tinman, Lion and Scarecrow) from the Adventures of Ozz figure pack.
Admiral Jinjurs league was made from figures from the Admiral Jinjurs Pirate Crew Pack..
Click here to take a look at the complete range of miniatures available for Wars of Ozz gaming.
The terrain is all built on Terra-Former Modular Terrain boards.
Click here to visit our Pulp Alley store.