Saturday, 9 March 2019

Secret of Corpse Dimond Temple Reel 4

After the ship was loaded Chip & Tasha were brought on-board, it took 3 days for the ship to reach (name) island, without a harbour large enough for the ship to dock all the cargo had to transferred to a smaller boat to be taken the rest of the way, Chip & Tasha were put on the first boat & once a shore blinded folded, lead away & then locked in a small room.
Before I started the game I let Chip have a brains test to see if he noticed he was going underground, had he passed it would have given him a +1 bonus at the first junction to pick which way to go, sadly he failed. 
Turn 1 Chip"We need to get out of here"
Tasha"That shouldn't be a problem" & with that she removed her hairpin which was really a lock-pick & set about opening the door, in no time there's a little click.
Tasha"Got it"
Chip & Tasha have 20 turns to try to reach the main room & stop Archie's plans, after the 20th turn Archie will role  at the end of each turn to try to get his new giant robot to work, needing a 6 on the first roll,  decreasing by 1 each turn he rolls, a long the way each time they get line of sight to a new part of the board 2d6 will be rolled, with a double meaning there's a grade 1 tug in that area, also when they enter a room they can search them, there are 6 possibles, explosive's,their weapons & a plan of the complex, 2 that are nothing & 2 that are grade 1 tugs, to search a room needs a brains test.  
As Tasha opens the door Chip see's one of the tugs in the corridor &
First roll for an area & its a double, while it made sense that there would be someone on guard, it wasn't the start I was hoping for :)
Chip rushes at the tug & with a quick one two knocks him cold.
Turn2
Chip heads to the junction followed by Tasha

Chip fails the brains test, which then meant a dice roll to see which way he went to take.
Turn 3
Chip turns left & heads up the corridor,
The doors maybe be locked or unlocked, this is decided by a dice roll

by Tasha.
Turn 4
The door is unlocked so chip opens it & heads on.


Turn5
Reaching the door Chip opens it, its leads to the outside.
Chip" Tasha we've come the wrong way head back.
Tasha turns & runs back the way they've come.
I used a rule that when backtracking the characters could use the run rule
Turn6
As Tasha get to the door she finds it locked.
Tasha has the safe-cracker ability which along with her lock-pick gives her a +2 to opening locked doors.  
Turn7 Tasha gets the door open in no time &
steps in followed by Chip.
Turn8 No sooner had they started to search the room when another door opened & a tug is stood in the doorway.
The goon turning up was a result of the search
Turn9 Tasha been a natural acrobat flips over the guy leaving him for Chip to deal with him.
Tasha has an acrobat ability which allows her to flip off someone on a successful dodge test, if she fails they get a free attack on her.
Chip rushed the goon & while he lands a good blow on him its is not enough to put him down.
Turn 10 As the goon takes a swing at Chip he ducks under it & coming up lands a knock out blow, while Tasha gets the door open up ahead.
Turn 11 By the time Chip gets to the room Tasha has already had a good look around but found nothing.
Tasha"What keep you ?"
Chip"That guy just didn't want to see things my way, but in the end he agreed"
The search of this room was one of the nothing results. 
Turn 12 Tasha"Which way do we go Chip?"
Chip"This way & he opens the door & heads off
Turn 13 Tasha turns & calls after him "Are you sure ?"
"Pretty sure" Chip replies as he opens the door to the next room.
Turn 14 Searching the room Chip finds some explosives, these could come in handy he thinks.
Turn 15  As Tasha joins him in the room Chip"Here take some of these" & he hands her some explosives.
Tasha"Thanks, you really know how to show a girl a good time Chip"
Chip"Don't mention it,now see if you can open this door as its locked"
Turn 16 Tasha sets to work on the door but this one is a bit of a bugger & it takes all her years of practice to get it open, at the end of a short hall is another door.
Turn 17 This door is unlocked & opening it they step into another room were they find their weapons & a plan of the complex on one of the walls.
Turn 18 The door they wish to take is also unlocked, opening it they here a humming noise as they head down a corridor.
Turn 19 as they follow the turning corridor the noise gets louder.
Turn 20 Opening yet another door they enter a large room & there at one end at some control panel is Archie
Chip fires off a shot & yells"More away from there Mr" Archie pays him no heed & carries on.
While Chip only had his eye's on Archie, Tasha looks down at the other end of the room.
Tasha" What in hell's unholy name is that thing ?"
Turn 21 Chip"You try & get the explosives on to that thing while I try to stop Archie" but it looks like Tasha will have to deal with the small bot first, she fires as it advances towards her but to no avail.
& with that he runs towards the scientist, landing a couple of blows on him & pushing him back from the controls.
Archie could only roll for to active the giant robot if  hes in contact with the control panel.
The smaller bot slashes out at Tasha with tentacles, but she dodges them.
Tasha now tries to break away from the combat but gets hit on the arm for her troubles.
 Over confident, Chip gets sucker punch by Archie & staggers back a couple of feet.
Turn 22 This give Archie the chance he needs & he punches some buttons on the control penal &
with that the great machine comes to life.

Knowing the game was up Chip"Tasha we've got to get out of here" & he turns from Archie.
Tasha"I hate to fight & leave but maybe another time"
As Chip reaches the door,
she does a couple of back flips away.
Their only hope now is that the ship hasn't left yet & to somehow make it back to it.
As they run Chip thinks, Fifty bucks a day isn't enough to take on that thing.
Cut
Designers note.I really enjoyed this game & the 45 Adventure rules work excellently for it, the hardest part of setting the whole thing up was trying to work out how many turns to play out before Archie would try to get the giant robot to life, to many turn's & it would be to easy for Chip & Tasha, to few & they never make it.

After working out that if everything went perfectly they could make it to the room in 15 turns, I decided to go for 20 which as it turns out was the amount of turns it took, so that brings this little tale to a close & over all I think it worked very well & hope you guys enjoyed following as much as I enjoyed playing it out :)

As always my thanks for dropping in & if you'd care to be a movie critic you comment would be welcomed :)



















15 comments:

  1. Looks/sounds fun. Sounds like Tasha and Chip were pretty well skilled for the adventure. Too bad they had to skedaddle without putting the contraptions out of business.

    What are the corridors, rooms and doors from?

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    1. Thanks Fitz, Chip is a PI grade 3 character while Tasha is a PA grade 2, I built them based on the back rounds I dreamed up for them, Chip came from the slums of Newyork & his strongest point would be brawling.
      So loosing a round of combat against Archie who while also a grade 3 character would be a combat wimp was not part of the plan, but that the way the dice rolls sometimes :)

      Tasha on the other hand comes from an altogether different back round so has a different type of skills set, the plan was that they complement one & another game wise.

      The rooms, corridors & doors are from a GW game called spacehulk & work very well for this type of thing imo.

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    2. Hi Fitz, I forget to point out that the bigger room tile is from a different GW game.

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  2. Great story there, loved the giant robot. looking forward to the next adventure.

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    1. Thanks Martin, I don't think your meant to love giant evil robots mate :)

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  3. I thoroughly enjoyed reading this, Frank. You captured the Pulp feel of it very well. I don't recognise the big robot. Could you tell me who produces it?

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    1. Thanks Bryan, the big robot model is from Forgeworld which is a subsidiary Games Workshop, I thought it looked the part for what I needed :)

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  4. Another great offering from the script writers Frank, but the props department definitely stole the show for me on this one :-)
    Roll on the sequel!

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  5. What an excellent romp, with a nail-biting finish- I really liked the robot crtitters a lot and well done with the use of tiles for the corridors too!

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  6. Thanks Joe, its nice to get stuff out that hasn't seen the light of days for a few years :)

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  7. Great to see you back Frank, and a cracking story as well :) I'm liking the tile sets. They can make the set designs team life a lot easier for sure!

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  8. Thanks Ivor, Yep they sure do, ideal for lazy people who use clear bases :)

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  9. Hi Frank
    I'm only just getting round to catching up on various things after the move. Excellent story again, I had to go back to reel 1 to read the whole storyline so far, as I'd forgotten what was going on. Fragile memory!! Well worth it as I got to read the 3 previous episodes again.
    Hope to catch up on some more later, but it looks like this was the last episode so far.
    Pleased you have found a set of rules that work for you and look forward to the next gripping tale.
    I've not played a game apart from some Wings of War since the move so nothing to blog about, it looks like it will be some time before that happens. C'est la vie.
    Take care.

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    1. Thanks John, great to hear from you & happy your all moved & settled mate, as I know you like stories above all else there is the start of one for you to read (HEX campaign) but be warned things are on hold so it might be best for you to wait until I get back & then start it then.

      I can wait for you to be ready to start making movie's again mate just don't make me wait to long :)

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