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<  FAN SECTION  ~  The Deathly Abyss - mini campaign

PostPosted: Wed May 12, 2010 2:28 pm
User avatarGuardian of PulpPosts: 4526Location: House of Jade LanternsJoined: Thu Aug 09, 2007 11:16 am
Following a post a few days ago by another board member, I have been thinking about writing up a mini-campaign of linked scenarios. So folks, I present:

The Deathly Abyss!

I will post the rules here in this thread, but I also plan to make a PDF for download for people who like stuff like that. Note that the scenarios are not perfectly balanced, as each side is favoured in one encounter or another.

So here goes:

The Deathly Abyss ? mini-campaign

The Deathly Abyss is a series of linked games taking a battle between Heroes and Villains from the mysterious Twilight Hills on the outskirts of Pulp City to the barren outlands of the Necroplane. A portal between worlds has been opened and both sides vie to ensure their desires: the Heroes to banish the portal and protect the city, the Villains to use the portal as a bridge between realms to allow a future invasion to be enacted.

Campaign Encounter Level: 12; only the final scenario includes the entire team, other scenarios include smaller Teams. One player must play as Heroes, the other as Villains.
Heroes: a Team comprising whatever Heroes and Hero/Villains as the player prefers; at least half must be of Mystery Origin, and each Encounter must include at least one Blood Watch Supreme. The Hero Team will need models with skills such as Blink, Flight, Levitation and/or Wall Crawler to achieve the victory conditions of the final Encounter. If this Team does not include a Level 3 Supreme, then the Hero player benefits from the ?Desperate Heroes!? special rule in the final scenario.
Villains: a team comprising whatever Heroes and Hero/Villains as the player prefers; at least half must be Necroplane, and each Encounter must include as many Necroplane Supreme Levels as non-Necroplane.
Main Objective: Close the Portal (Heroes), Use the Portal (Villains).
Special Rules: the following special rules are in effect:
    ? No Agendas or Citizens are used in any of the ?Deathly Abyss? scenarios.
    ? Any models Incapacitated or Eliminated in the previous game are considered ineligible in the following scenario encounter. If this means that a player has insufficient models available to form a Team of the appropriate size, then it may be assumed that some allies were recovered at great cost. Models Incapacitated or Eliminated in the previous game included in a Team to make up sufficient numbers start with d3 less Damage Points, and in addition the Resource Pool is reduced by 1 per Supreme Level of models brought back in this way.
    ? Desperate Heroes! - if unable to field a Level 3 Supreme in the final game, the Hero player receives 3 free re-rolls that can each be used for a single die roll in that game.

The Campaign is divided into several phases:
Campaign Phase 1 ? Mustering the Forces: each player creates a full Encounter level 12 Team as above, but does not have to allocate Resources at this time.
The Deathly Abyss: Dark Portals and Revelations (scenario 1); Encounter Level 7.
The Deathly Abyss: the Dark Crossing (scenario 2); Encounter Level 9.
The Deathly Abyss: Into the Depths of Darkness (scenario 3); Encounter Level 12.


Last edited by pulpcitizen on Wed May 12, 2010 3:01 pm, edited 2 times in total.


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PostPosted: Wed May 12, 2010 2:43 pm
User avatarGuardian of PulpPosts: 4526Location: House of Jade LanternsJoined: Thu Aug 09, 2007 11:16 am
The Deathly Abyss: Dark Portals and Revelations

A group of Villains are fleeing to the Necroplane from a failed assault on Pulp City; perhaps a foiled robbery of one of the city museums; maybe they were seeking to gather intelligence and information; or perhaps they conducted a failed attack on one of the great and the good for some unknown reason.

The Heroes are in dogged pursuit. It soon becomes clear that the Villains have identified a temporary dimensional portal that has opened between the Earthly realm and the Necroplane as their best means of escape. The portal is out in the wilds of Twilight Hills and both sides race against time to achieve their aims.

However it soon becomes apparent that the portal may not be as temporary as first believed?

Encounter Level: 7
Heroes: a team comprising whatever Heroes and Hero/Villains as the player prefers from the selection chosen in Campaign Phase 1 ? Mustering the Forces; at least half must be of Mystery Origin, and the Team must include at least one Blood Watch Supreme.
Villains: a team comprising whatever Villains and Hero/Villains as the player chooses from the selection chosen in Campaign Phase 1 ? Mustering the Forces ; at least half must be Necroplane, and the Team fielded in the Encounter must include at least as many Necroplane Supreme Levels as non-Necroplane.
Main Objectives: Hold the Gate (Heroes); Retreat (Villains).
Game Length: 5 Game Rounds.
Set-Up: the terrain should represent the largely unpopulated area near Pulp City that is Twilight Hills, on a board of between 2? x 2? and 2? x 3? in size, subject to mutual agreement. Place an objective marker to represent the mystical Gate at the centre of the board. This should be placed in an area of terrain that is not considered Impassable; if it is impossible to place it due to the centre being Impassable Terrain, then place the objective as close to the centre as possible.
There are two deployment zones, each along the opposing longest board edges. Teams may deploy anywhere within 6 inches of their board edge. The Villains are in full flight, so are set up first (subject to any special rules for Team Powers etc); this does not affect the Starting Roll for the first Game Round.
Special Rules: the following special rules are in effect:
    - The objective should be at least 30mm across at its base (and no more than 100mm), is considered to be wholly indestructible, and provides a +3 cover bonus due to the vast mystical energies coursing through it.
    - To step through the Gate requires that a model must be in Base to Base with the objective. To successfully cross through (removing the model from the board, thus contributing no AP to the AP Pool in the following round unless possessing an ability to the contrary), the Model must use the Cross Through the Gate action (AP 1; Movement Action) and requires a roll on a d6 equal to or less than the Supreme?s SPIRIT; this d6 roll is at +1 per Supreme who has successfully crossed through the Gate already in the current Game Round, thus making it harder to cross the Gate in rapid succession. At the end of the game any Villains that are unable to cross through the Gate are considered to be Eliminated for the purposes of the next game.
Victory Conditions: if more than half of the Supreme Levels of Villains escape through the Gate (Retreat), the Villain player wins. If none escape the Hero player wins (Hold the Gate). If some but less than half of the Supreme Levels of Villains escape the encounter is considered a draw. Minions are not considered for victory.
Victory Bonus: Villains win ? receive 1 additional Resource Point in the following game. Heroes win - receive 1 free re-roll that can each be used for a single die roll in each subsequent game in the campaign. Draw ? no bonus to either team.
In addition the winning side has access to the following Resource (at the usual cost) which may only be used during the course of the Campaign:


Empowered by the Gate
Heroes, Villains Misc
Personal/One use/Mystery only, level 1

The arcane and esoteric powers of the Gate align to enhance your efforts. Discard this resource to add 1d3 to a single Opposed Roll, which may stack with Power-Up and other bonuses.


Last edited by pulpcitizen on Wed May 12, 2010 2:55 pm, edited 1 time in total.


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PostPosted: Wed May 12, 2010 2:50 pm
User avatarGuardian of PulpPosts: 4526Location: House of Jade LanternsJoined: Thu Aug 09, 2007 11:16 am
The Deathly Abyss: the Dark Crossing

Villains have fled to the Necroplane. In their wake Heroes have recognized that a semi-permanent bridge has formed between the desolate and monstrous wilds of the Necroplane and the Twilight Hills region near to Pulp City. This portal could act as a beach-head for possible future invasion. The Heroes were unsuccessful in their subsequent attempts to simply shut down the portal with their arcane talents.

It is revealed that the means to close the gate may lie in the dark depths of the Necroplane itself. A brave band of heroes soon forms as a team to assail the wastelands before them, as they seek to establish the source of the mechanism to finally close the portal before it is turned to use for a full-scale invasion. This team is necessarily small in order to operate as quickly as possible. Meanwhile, the Villains become aware that Heroes may be abroad in their own territory, and so set out to destroy them?

Encounter Level: 9
Heroes: a team comprising whichever Heroes and Hero/Villains as the player prefers from the selection chosen in Campaign Phase 1 ? Mustering the Forces; at least half must be of Mystery Origin, and the Team must include at least one Blood Watch Supreme. See ?Special Rules? for the effect of including previously Eliminated or Incapacitated models.
Villains: a team comprising whichever Villains and Hero/Villains as the player chooses from the selection chosen in Campaign Phase 1 ? Mustering the Forces ; at least half must be Necroplane, and the Team must include at least as many Necroplane Supreme Levels as non-Necroplane. See ?Special Rules? for the effect of including previously Eliminated or Incapacitated models.
Main Objectives: Cross the Wastelands (Heroes); Hunt Them Down! (Villains)
Game Length: 6 Game Rounds.
Set-Up: a battlefield of at least 2? x 3? and no more 3? x 3? as agreed mutually by the players; terrain should represent dark and barren wastelands of the Necroplane. Due to the hostile nature of the area, each player places one area of terrain that is no more than 8 inches by 8 inches; these terrain pieces are considered to be Difficult and Dangerous as well as being immovable by any means. The Villain player places an additional such piece of such terrain. Make Starting Rolls for set-up and the first Game Round as normal.
Special Rules: the following special rules are in effect:
    - Models Incapacitated or Eliminated in the previous game included in a Team to make up sufficient numbers start with d3 less Damage Points, and in addition the Resource Pool is reduced by 1 per Supreme Level of models brought back in this way.
    - Any Heroes moving into contact with the opposing board edge are immediately removed from the battlefield. Unless they have any special abilities that specify otherwise, they do not contribute to the AP Pool in the following Game Round.
Victory Conditions: If more than half of the Supreme Levels of Heroes reach the opposing board edge (Cross the Wastelands); then the Hero player wins. If the Villain player Eliminates or Incapacitates more than half of the Supreme Levels of Heroes, then the Villain player wins. If neither side achieves their Victory Condition, then the game is considered to be a draw.
Victory Bonus: Villains ? receive 1 additional Resource Point in the following game. Heroes - receive 1 additional Power-Up die in each subsequent game in the campaign. In addition the winning side can replace a single Eliminated Supreme with any previously unselected model for selection for the final scenario. If the game is drawn ? each team can recover a single Incapacitated or Eliminated Supreme to suffer no penalty (as per the campaign special rule) in the following Encounter.


Last edited by pulpcitizen on Wed May 12, 2010 3:16 pm, edited 1 time in total.


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PostPosted: Wed May 12, 2010 3:00 pm
User avatarGuardian of PulpPosts: 4526Location: House of Jade LanternsJoined: Thu Aug 09, 2007 11:16 am
The Deathly Abyss: Into the Depths of Darkness

The Heroes believe they have at last found the means to finally close the portal. There is an arcane device ? the Lost Artifact - cast aside long ago into a deep Abyss within the desolate reaches of the Necroplane, and the Heroes have learned of this. If they can reactivate the Lost Artifact, the Heroes believe the portal will close soon after. So they set off to penetrate the Abyss as soon as they can manage, all of their hopes pined on this desperate act.
Meanwhile, the forces of the Necroplane have been gathered against them?

Encounter Level: 12
Heroes: a team comprising the characters chosen during Campaign Phase 1 ? Mustering the Forces. See ?Special Rules? for the effect of including previously Eliminated or Incapacitated models.
Villains: a team comprising the characters chosen during Campaign Phase 1 ? Mustering the Forces. At least half must be Necroplane, and the Team must include at least as many Necroplane Supreme Levels as non-Necroplane. See ?Special Rules? for the effect of including previously Eliminated or Incapacitated models.
Main Objective: Reach Into the Abyss (Heroes ? see special rules below), Stop Them! (Villains).
Game Length: 6 Game Rounds.
Set-Up: the battlefield should be at least 2? x 3? as mutually agreed by both players. The terrain selected should represent the dark and forbidding wastelands of the Necroplane. The long table edges are used for the deployment zones (models may normally be deployed with 4 inches of the table edges). In addition the Abyss runs the middle length of the board, parallel to and between the two deployment zones, of between 4 and 6 inches in width. See below for special rules regarding the Abyss. Determine choice of board edge and all Starting Rolls as normal.
Special Rules: the following special rules are in effect:
    ? The Abyss ? models can normally only move in or out of the Abyss with one of the following skills: Blink, Flight, Levitation and/or Wall Crawler. Any models without these skills moved or forced wholly or partially into the Abyss are removed from the table unless they can roll equal to or under their AGILITY Trait on a d6. If successful, they are moved the shortest distance to be out of the Abyss and cannot activate again in the current Game Round. Models safely in the Abyss thanks having any of the Blink, Flight, Levitation and/or Wall Crawler skills cannot be attacked, targeted or otherwise affected by any actions at all, and they cannot use any actions except Movement Action (or Search ? see below) until they exit the Abyss. Any model in the Abyss during the effects phase suffers d3 points of damage that cannot be prevented or ignored.
    ? Reach Into the Abyss - (Heroes) to reactivate the Lost Artifact a Hero must move into the Abyss using one of Blink, Flight, Levitation and/or Wall Crawler. They must then perform a Search (AP 4) action. To successfully Search, the Hero must make a MIND vs. SPIRIT Opposed Roll against a Villain model of its controller?s choice. If successful the Hero is considered Burdened with the Lost Artifact (which can be dropped and picked up by other models). The Lost Artifact must be removed from the immediate vicinity of the Abyss (must be carried beyond Base to Base with the Abyss). To then activate the Lost Artifact, a Hero must use the Close the Portal (AP 3) action to make a MIND vs. MIND Opposed Roll against a Villain model of its controller?s choice; it is activated if the Hero is successful (see victory conditions).
    ? Models Incapacitated or Eliminated in the previous game included in a Team to make up sufficient numbers start with d3 less Damage Points, and in addition the available Resource Pool is reduced by 1 per Supreme Level of models brought back in this way.
    ? Desperate Heroes! - if unable to field a Level 3 Supreme in the final game, the Hero player receives 3 free re-rolls that can each be used for a single die roll in that game.
    ? Foot-Soldiers of the Necroplane ? the usual limit of 1 copy of any Resource or Minion card does not apply to the Villain player where those Resources are non-Exclusive and Necroplane only.
Victory Conditions: if the Heroes activate the Lost Artifact, they win. If they fail before the conclusion of the game, the Villains win.
Victory Bonus: none, but other games could follow, depending on the outcome (see below).

Aftermath and Follow-up: a number of games could be played as an optional follow-up:
    ? Escape From the Necroplane ? whether they achieve their final objective or fail in trying, the Heroes must escape to the earthly plane. This may be to reach the portal before it closes or even to find another temporary bridge to their home.
    ? Assault on Pulp City! ? if the Villains win the final scenario, a follow-up game could be played on the streets of Pulp City as a full-scale invasion ensures; use as many models as possible (Encounter Level 13 and above), as well as Citizens and Agendas, and allow the mayhem to begin.


Last edited by pulpcitizen on Wed May 12, 2010 3:16 pm, edited 1 time in total.


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PostPosted: Wed May 12, 2010 3:09 pm
User avatarGuardian of PulpPosts: 4526Location: House of Jade LanternsJoined: Thu Aug 09, 2007 11:16 am
And for those who like such things, a more nicely laid out PDF version:

The Deathly Abyss pdf



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PostPosted: Wed May 12, 2010 3:56 pm
HeroPosts: 209Joined: Mon Sep 28, 2009 9:39 pm
leonmallett wrote:
And for those who like such things, a more nicely laid out PDF version:

The Deathly Abyss pdf


Thanks very much! This is good stuff.

Cheers,

Chris



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PostPosted: Wed May 12, 2010 3:58 pm
User avatarGuardian of PulpPosts: 4526Location: House of Jade LanternsJoined: Thu Aug 09, 2007 11:16 am
abbysdad wrote:
leonmallett wrote:
And for those who like such things, a more nicely laid out PDF version:

The Deathly Abyss pdf


Thanks very much! This is good stuff.

Cheers,

Chris


Glad to oblige - but it is your fault I got distracted from my painting with writing it! :P

:D



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PostPosted: Wed May 12, 2010 5:25 pm
HeroPosts: 209Joined: Mon Sep 28, 2009 9:39 pm
Well color me surprised!

Usually the surest way to make sure I don't get something I want is to ask for it. Time to see if this run of good luck applies only to mini games or if I can have a vacation to hawaii miraculously appear :)



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Painting - Rooftop Heroes Team for Pulp City
Sculpting - Aliens for AE-Bounty
Writing - Fiction and books for Darkson
Sleeping - Actually, yes!
Working - Feverishly to appease the dark gods of the US federal govt, still. Sigh...
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PostPosted: Sat May 15, 2010 5:45 pm
User avatarHeroPosts: 257Location: Kensington, MD, USAJoined: Wed Aug 19, 2009 3:34 pm
I'm proud to seize my portion of the blame. You really took my one-line idea and ran with it, great work.



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PostPosted: Sun May 16, 2010 8:23 am
User avatarGuardian of PulpPosts: 4526Location: House of Jade LanternsJoined: Thu Aug 09, 2007 11:16 am
Scorpio wrote:
I'm proud to seize my portion of the blame.


I am glad you guys are taking ownership of the blame! :P



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