Wednesday, December 13, 2006
The .45 Pulp Campaign that we had been playing over the last couple of months came to a grand finale last night, with all three teams somehow making it to the tomb.
Stu had once again set up a great scenario that saw a staggered entry into the tomb, well almost. All three heroes became bottlenecked at the door, as the Brit seemed unable to open it with his own strength, and required the help of his friends.
Of course, once in, the two ‘allied’ heroes ran off to the left whilst the stealthy German took a right, and then a left down a dark corridor full of traps, that his keen sense of survival managed to overcome, making him the first into the tombs chamber.
It was only when the pesky allied adventurers saw that the nasty Nazi might get away with all the plunder did they shamelessly attack the Hero of the Fatherland. Of course this proved to be an ill-fated move.
When the final two allied adventures made it to the door, and when I say adventurers, I say it with a pinch of salt as one of them was a mere dog, they were soon joined by the Grade 2 German who was promptly set upon, and thus had no alternative but to fight back. In the ensuing struggle however, he dropped his grenade that exploded, killing the American dog and British adventure, and seriously wounding the German.
The British ‘Hero’ in the meantime had uncovered the first of three pieces of valuable artefact, and the Americans went on to uncover the next two in the inner chamber, but in the process unwittingly awoke the Zombie King.
But because the Yanks weren’t able to pick up any treasure, the Zombie King went after the stupid Brit ‘Hero’ who was holding the only piece of loot. This sufficiently scarred the pom that he began by throwing his dice into his freshly delivered cup of steaming hot coffee and bring the game to a temporary halt whilst everyone else cracked up laughing.
The Germans had a plan however, and shot out one of the few remaining lanterns and waited till The Yankie ‘Hero’ had dispatched of both the Zombie and that pesky, racist Brit, then with the clueless Yank being easy to see (as any man holding a lantern in a dark tomb is) he would also be easy to shoot.
But alas, as soon as the Zombie King had been sent back to the grave, the tomb started to cave in, putting everyone’s lives in danger. The Yank typically sent his lady friend to battle the Nazis while he made his escape, and the Nazis made light work of her, stealing her loot and rendering her incapable of fighting.
But with the dastardly American hero out of the Tomb, and my men needing to feel their way out in the dark, we called it a night.
Overall the game was great. It had action aplenty, surprises, and plenty of laughs. The .45 Pulp systems once again proved to be very entertaining.
If there were any tweaks to be suggested, they would be thus:
There would be as many entrances as there were teams, so that there would be no bottlenecks at the main entrance, but as soon as the Zombie King was killed, all but one entrance would cave in instantly.
Who was and who wasn’t holding a lantern needs to be more visually apparent, as my number two fellow – I discovered when I got home and looked at the score sheet – never put his down, and miraculously was still holding his lantern after the grenade exploded and thus could have shot the Daniel’s man from a distance.
But hey, these things can only ever be called after playing the scenario, and as it was, the campaign as a whole, and every different scenario was fun to play, and that in the end is all that matters.
Grown men having fun with very little toys.