Opening your correspondence, you find a letter from your old friend Lord Marly. He is asking for your help in interpreting a map that he has found while on a hunt in Burkina Faso. He believes he has found an old Islamic map that shows the way to the mythical lost kingdom of Emerku. If true. this could be an archeological find as great as the Pyramids of Giza.
His letter also warns that something supernatural sets to be happing, as his team has seemed to incur the wrath of large numbers of Gorillas. The Gorilla being the patron god of Emerku must just be a coincidence! These attacks have become so frequent and large, he now needs to be rescued from his estate outside of Ouagadougou. Its time to get in touch with some of your adventuring chums from the military and help out an old friend (and maybe get rich in the process). However, one worry keeps gnawing at you. The letter looks like it was already opened and resealed…. Is there someone else looking to snatch the glory and riches for themselves? No time to waste. the game is afoot.
It was Pulp Tuesday and time for another 7TV Pulp game. I decided it was time to break out my Crescent Root Villa terrain again for the game. I was unclear on how many payers I would have, so tried to set up the forces to allow for some variation. I also incorporated a third “board” force to allow for players that came in later.
The scenario was the straight forward Mcguffin hunt. I pulled out five objective markers and placed them on the board. Which one ws the Mcguffin was hidden. Each objective was worth a point and the Mcguffin was worth D6.
The “good” force was was broken up into two teams, each led by a star and supported by some troopers. The “baddies” were set up the same way. The on board forces were represented by gorilla packs located around the table.
The board force would roll each turn to see if they moved first or last. The would get D6 activations during act one, 2D6 during act two and 3D6 doing the final act. Until they were activated, they would move D6 inches in random directs each turn. Once the mcguffin was uncovered, a giant python would also make an appearance.
The two human forces would get VPs for objectives and wounds caused against stars and co-stars. The board would get points caused to stars and costars and if they stopped the mcguffin from being taken away.
The game started with both groups closing in on the villa and focusing on each other. With some low die rolls, the gorillas seemed not to much of a threat. The fight then started in the villa courtyard, at which point the gorillas took some notice! As we got into the second act, the players realized that the gorilla menace was not to be taken lightly and they needed to adjust tactics! It was also found that I gave the wrong card for the large gorillas (there were two sizes in the game) and these were too powerful. I made a quick adjustment, blamed it on the gods and we moved forward.
As we got into the final act, casualties were starting to mount and the fight over the mcguffin was getting nasty! everyone that picked it up, ended up having to drop it (along with themselves). The game came down to the last action and some skilled placement of figures as blockers. In the end, the baddies had triumphed by the skin of their teeth. Lord Marly was not please!
- Manteuffel
A great looking game, the Crescent Root buildings are outstanding!
Yes they are!