Pulp Alley After Action Reports including Vice Alley 1970's Police campaign, Zombie Alley, Raiders of the Tomb of the Serpent God and many more...
The first scenario I have planned for DCS Foyle and Hastings CID is the search for a technician testing a top secret radar fammer in a dornier bomber shot down above the south downs before the German E boat crew sent to silence him can find him.
Three of the plot points are going to be German aircrew.
Pulp Alley Cluedo at BLAM 2015
The Friday before BLAM saw the Cluedo Mansion with 3 rooms still to be wallpapered, along with the normal Sally 4th orders to get cut and dispatched. The plan was to pick up Ann, straight after school and head down to spend the night with her sister and family before I continued on by train to Berrylands and BLAM 2015 with the Pulp Alley Cluedo game. I was only half an hour late picking Ann up and heading off because, as usual model making always takes just that little bit longer than planned. Sorry Ann!
An overview of a game in progress in the Mansion.
The scenario was run as a modification of the standard 'Trail of Clues' scenario from the main rulebook. Players role for initiative, and in Cluedo style may position their characters at the ends of corridors, apart from the guest detectives who start at the front door, of course. We had a choice of four guest detectives. Miss Marple, Sherlock Holmes, Poirot and DCS Foyle & Sam from Foyles War. Once the characters were in position the initial plot points were placed on the table, these were the weapon pieces from the Cluedo set, and their location was decided by drawing one of the Cluedo room cards.
Here we see the smallest two rooms in the Cluedo mansion, in one of the games the downstairs’ toilet was a potential crime scene. Once a weapon clue had been solved, by resolving it as a plot point, a second clue was placed on the table. This was a potential crime scene clue. The location of this was determined by drawing a Cluedo room card at random (a blank card was inserted to represent the toilet / staircase area). A chalk outline token was the placed as the minor plot point, as can be seen in the photograph of the dining room.
The four household staff (cook, butler, chauffer & handyman) provided perilous area's. They resented the disturbance to their daily routine so potentially disrupted the investigation. Each member of staff was placed an a random room (determined by a Cluedo room card draw), then a second room was drawn. This was the room that they were going to. At the end of the turn they each moved 6" towards their destination room. When they got their a new destination room was drawn for them. The room or corridor section they were in became a perilous area, so the other players could play a peril if a character moved into, or activated in that area. This mechanism worked very well.
Here Mis Peacock seeks refuge in the kitchen to recover from a nasty assault.
Over the day the scenario was run four times. Dirk liked it a lot and played in two different games.
I made a model clapperboard that was give to the player who was the director at that moment. At the start of the game this is the player who won the initiative roll, but is then given to another player if they have resolved a plot point or clearly won a fight.
In order to be able to run the game with between 2-7 players, I defined the 6 Cluedo Players as both Leaders and Sidekicks. In that way the game could be run with 5-7 players with each player having one leader character (the 6 Cluedo Characters plus a guest detective), or with 2-4 players each player either had a Cluedo character leader and sidekick or a guest detective. The Cluedo character cards were made double sided with Leader stats on one side and sidekick on the other. These were then dealt out at random and the player could decide which character was to be the leader and which was to be the sidekick.
The rules used were Pulp Alley - Click here for details of Pulp Alley Rules
The Cluedo Mansion was constructed from Terra-Blocks - Click here for details of the Terra-Block range.
Ann and I have been busy this week building our copy of the Cluedo Mansion to take down to BLAM at the weekend.
The Mansion is made from standard Terra-Blocks, the only new piece we designed was the large paned window that we will make available on the web site in the next week or so.
We have all of the rooms that appear on the Cluedo board, plus an extra two very small rooms behind the stairs that the original architect seemed to have left of his plans. I mean, all those guests, they need to go somewhere!
Construction is very straightforward. It uses the techniques we introduced with Fothrington Gall, Tomb, Dungeon etc. of printing out covering papers and pasting on.
We have made some nice new wallpaper and floor coverings to try to match the original Cluedo board. We will make those available as free downloads from our web site, and if enough people email me we will put a box set together with all the pieces needed to make the Mansion!
Ann, hard at work cutting and pasting - the good old fashioned way!
First draft of Cluedo style characters for Pulp Alley
These are my first thoughts for a Foyles War Pulp Alley League.
The plan is to give the League Company of Heroes (2pts) for a 2nd sidekick and then either Call to Arms or Network of Supporters (2pts) to represent the various minor characters that help the team out. These could be Home Guard, Police Sgts, PC's, American Servicemen, Ex SOE agents, MI5 desk officers etc.
I've just finished painting and basing Artizan Miniatures Pack PLP589
Although these miniatures are labelled 'Scotland Yard Detectives' you'd have to be blind not to see that they serve the good people of Hastings.
I'm planning to put together a Pulp Alley league based around these, as Foyles War is one of my favourite TV shows. I just love the moral clarity of the DCS Foyle character. He often does not have a lot to say, but what when he speaks it is insightful, pithy and 'the right thing to say'
His trusty sidekick DS Paul Milner, left the force at the outbreak of hostilities to serve the colours. Invalided out after the Norway campaign after losing a leg. Foyle persuades him to rejoin the Force and we soon find that Foyles confidence was not misplaced.
Sam Stewart from The MTC. What can we say about her? A plucky and resourceful gal if ever their was one.
Last Monday, Doug and I played the 4th scenario in our Vice Alley campaign set in the crime city of Sandford during the 1970's.
The scenario choosen was 'Trail of Clues', which meant that at the start of the scenario two minor plot points are placed on the table, once resolved a subsequent minor plot point is placed. The major plot point is not placed on the table until a league has solved two minor plot points.
This weeks action takes place around the normally peaceful Parish Church of St Mary's, Sandford, where some unsavory and quiet out of place individuals have been reported through to the desk sergeant. The initial minor plot points are a couple of dogs (of the canine variety), known associates of Mr Raymond 'The Cane', an unsavory local entrepeneur that DI Mike Fenton had been after for some time.
DS Carver makes the initial attempt to aprehend the dog, but even with a bit of inspiration from the Guvnor (to give him an extra dice) he fluffs it. Luckily DC 'Nobby' White is within 12" and has not activated, so can play 'Helping Hand' which gives him just enough successes to solve the plot point. True team work!
Meanwhile, Doug's band of Sandford villians break into the church. The 'goons' left to guard their escape route come under heavy fire from DI Fenton and some uniformed back up.
The second minor plot point is one of Mr Raymonds working girls, who is quickly apprehended and is very happy to tell DI Fenton her bosses where abouts.
The Sandford villains round up the second of Mr Raymonds dogs to earn them their only plot point for this game.
DS Carver shows Mr Raymond his badge and invites him to accompany him to the station while DC White and DI Fenton engage the villians at the church.
Game over... Suspects are bundled into the area car for questioning back at 'the factory'. Final Score DI Fenton Major & 2 Minor Plots Points, Sandford Villains 1 Minor Plot Point.
Once again Pulp Alley provided an exciting evenings entertainment down at the club, and it was great to use the soon to be released Sally 4th Norman Church as the focal point for the scenario.
On Saturday Lewis and I had a great game of Pulp Alley set in an Egyptian Tomb, 'The Tomb of the Serpent God' to try out the new Sally 4th 'Tomb of the Serpent God' Terra Block Set. The set includes some special pieces; a secret door, two stone portcullis sections, a stake trap and four wall sections with sand traps and four wall sections with asp traps. We put together a special scenario to make use of some of these pieces. The Tomb includes a stairway and an extra passage section to enable it to be constructed as either a below ground or ground level tomb. On this occasion we went for a below ground tomb.
The tomb consisted of a stairway going down to an entrance chamber, a long passageway that was protected with a sand trap and a pair of stone portcullis, an ante chamber two small storage alcoves, a false tomb, tomb and treasure chamber. The tomb was situated behind the false tom and accessible only by a hidden secret door. In the bazaar was a local who had information about an excavation that provided a secondary access point to the tomb complex. If this plot point was completed a pair of D6 were rolled to provide the 'x' and 'y' co-ordinates of the hole in the roof. Roping down, via this opening counts as an extreme peril. The other minor plot points were the doors to the entrance chamber and the false tomb and the secret door to the tomb. The major plot point was the door to the treasure chamber.
Professor Snow, Dr Jones and their chums set off from their camp towards the pair of statues guarding the stairs down to the tomb.
Professor Snow, leads the way and soon works out how to open the mysterious portal that had remained locked for centuries.
Dr Jones and Gilbertson follow the professor into the tomb.
Davies, Blythe and a local fellow Jemail take up position using the statues for cover to defend the entrance to the tomb. A wise move because it is not long before Manfreds hench-women Lillianne and Gwainor show up with some local muscle.
Manfred however has a plan, and hurries purposefully to the bazaar to track down a man rumoured to know of another way into the 'Tomb of the Serpent God', a little fast talking, a few pieces of silver and he leaves with a scrap of parchment in his hand.
Meanwhile at the tomb entrance Gwainor finds the stairs unexpectedly perilous. She trips (her robes do look quite inappropriate for this sort of venture), falls to the bottom of the stairs and is out cold for the duration.
Manfred finds that the parchment takes him to a spot on the surface where a stone slab has been exposed from it's sandy covering, a little crowbar action reveals the false tomb, 20' beneath his feet. Rope attached he safely climbs down to beat Snow and Jones to the haul.
Arriving at the doorway to the false tomb, Professor Snow uses his cunning to overcome the traps the Egyptians had left. The door swings open, only to reveal that Manfred had somehow got there before him. Meanwhile Dr Jones, running to catch up had triggered the ancient stone portcullis, which had crashed down behind him. Luck was on his side, as he rolled through it unscathed.
Luck was doubly on the side of the Snow expedition when Gilbertson, normally such a liability, worked out how to reverse the mechanism and lift the mighty stone back to its original position.
Lillian also triggers a Portcullis trap and is trapped on the wrong side of it.
Manfred searches the false tomb but is unable to locate any thing that looks like a secret door before the floor and walls start groaning and shaking indicating it is time to beat a hasty retreat.
For now, the 'Tomb of the Serpent God' has kept its treasures intact.
The final result was two minor plot points for Snow's Royal Archaeological Society and one for Manfred and his shady crew.
As we have just released the first wave of Sally 4th Terra-Block Shopping Mall terrain, we could not resist a break from our Perilous Island campaign for a bit of Zombie Fest action down at the Mall.
My friend Nick joined Lewis and I on Sunday afternoon to check out how Pulp Alley handled the Zombie Apocalypse.
We used the standard Smash & Grab scenario with 5 plot points. The major plot point was a vending machine containing the last packet of Prawn Cocktail Crisps left in the City. Secondary plot points were 2 injured survivors, another vending machine and a crate containing generator spares. The zombies were D6 all attributes but needed 2 hits (a head shot) to put them down. They had the Reanimated ability and shuffled 6" towards the nearest character they could see, or rushed if within range. At the start of the game we each drew a fortune card and placed 'X' number of Zombies on the board, on future turns each player also placed the 'X' value of the Fortune Card they had drawn but they had to be placed within 6" of an opening or doorway and not within 6" of a character. As a pre-scenario event, low visibility was drawn so the lights were out in the Mall, reducing visibility to 12". Enclosed rooms were declared as perilous areas, as who knows what's lurking behind the door!
My league was led by Echo, who knew the way to the promised land. She's the little girl with a big handgun and a red ribbon in her hair, multiple personalities and combat muscle memory loaded via a 'wedge' into a host body. She'll return the body when she's got her friends to safety. Her initial plan to split the league to search twice as fast was thrawted by this room becoming a zombie filled bottleneck. Her Ally Jane Reaves is temporarily 'down' but does recover and make it out.
Nick's league, led by Samson (a quick shooting, lucky devil) decides to head for the main entrance. Aunt Beth leads the way, chainsaw at the ready, while Agent Florence prepares to give covering fire.
Lewis' league is led by another chainsaw wielding maniac, Miss Valkerie. The chainsaw makes her 'intimidating' and as you can see she is also fairly 'rugged'. They head straight for the packing crate of generator spares and try to figure out how to disarm a booby trap placed on it. Melany (the sidekick with the sports bow) has made a good start on disarming it when the are disturbed by approaching 'zeds'
Meanwhile at the front entrance Samson heads over to a survivor to adminster some first aid, while his Ally James Martin (the one with the multi-coloured hat) protects his back.
The Valkerie leagues progress with the packing case is severely disrupted by an influx of Zeds. Miss Valkerie blocks them off and the cuts them down to size with her chainsaw, while Melany takes out those approaching from the front. Unfortunately Daphne is not so lucky and goes down and out.
During a lull in zombie activity, Echo's sidekick Rex Trotsky legs it to the vending machine and cunningly prises it open to pocket the major plot point. This signals a change of tactics from the other leagues who turn their attention to gunning down Rex and the rest of his buddies rather than retrieving minor plot points. Human nature at it's worse, as if we all did not have enough problems with the zombies!
Rex takes cover in the photo booth to consider his options and wait for a magazine change before making a run for freedom, while Juliet (another of Echo's sidekicks) double taps Aunt Beth before she can interfere with her chainsaw.
Samson on the other hand is now concerned for his own safety and decides it best to open a door to block the line of sight of a shambling zombie hoard.
The central area of the Mall becomes a killing zone as hot lead bounces around during the final throws off the game.
Echo’s league finishes the game cornered, but in possession of the major plot point and Samson’s league rescued an injured survivor to give them a secondary plot point.
Once again, Pulp Alley has proved it's versatility, providing a fun afternoons gaming in an alternative genre, filled with the usual Pulp Alley tension and excitement right down to the last roll of the dice.
The miniatures used for the game were all re-based onto Sally 4th clear Terra-Bases so that they would match in with the indoor setting. Click here for further information on clear bases.
The terrain used was from the Terra-Block range. Click here for further details on Terra-Block terrain.
Professor Snow's and Manfred’s expeditions to find the missing Professor Darrow appear to be approaching a conclusion, last week Snow discovered a fourth page to Darrow's diary giving the explorers sufficient clues to locate the gateway to the long lost 'Forbidden City'. Having been warned about the difficulties they would face in these final encounters Professor Snow and Manfred decided to pool their knowledge and resources and work together to find their way through the mysterious gate with its Juggernaut of a guardian.
As the jungle cleared three alters were spotted in front of the huge walls and the huger guardian, a 30' high immortal metal construct; The Golden Guardian.
As both Professor Snow and Manfred were now Friends of the Nghai, both leagues benefited from a Nghai Hunter as a welcome boost to their league. Before leaving for the city both leagues traded with their Nghai hosts, exchanging their rewards for crude maps, native guides and a charmed fetish.
Snow and Manfred appraised the situation and came up with a simple plan. Anyone who has a chance of understanding the mysterious alters, crack on. Anyone else lay down concentrated fire on the Golden Guardian so as to bring it down by sheer weight of firepower.
The less robust or experienced members of the league were quickly cut down by the relentless return fire from the Guardian, but most recovered eventually.
The weight of fire combined with a little Voo-Doo magick from Lillianne was sufficient to bring the guardian crashing down after a couple of turns.
As each league had a guide and a map which effectively unlocked the secrets of the first two alters it was only the third alter that posed a significant challenge. Dr Jones eventually figured it out and the giant gates swing open. The leagues rush towards the gates in fear that they will not cross these portals before the slam shut again.
Thinking the construct had rasped it's last metallic breath the explorers stream towards the gateway, only to see it's metallic eyes flicker as the construct powers up and creaks to it's feet.
The machines return is short lived as again all guns are trained on it. It drops back to it's knees for good this time... or so they think.
The only two who do not make it to the gate's before they slam shut are Professor Snow and Lilliane, both slowed by the after effects of to much Poogo juice. Let's hope their friends find a way to rescue them before their next exciting adventure.