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CthulhuAd

HERO Member
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    http://www.theblackseal.org

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  • Biography
    Survived a very close call
  • Occupation
    IT Wage Slave

CthulhuAd's Achievements

  1. Re: Looking for a copy of "Lands of Mystery"
  2. Re: Tell us about your Pulp game! I have a Wednesday Night Pulp hero game running right now. We’re 10 episodes in, currently going through “The Malay Coins” adventure. The group consists of: Mike “the Muscle” Mitchell (former circus strongman now working for Lord Basil) Squadron Commander Flashpants (ex-RAF, daring pilot, crack shot and ladies man; friend of Lord Basil) Eduardo Sampson (a wandering highly skilled Mr. Fix-it) Dexter Riley (reclusive gentleman inventor gadgeteer, zeppelin owner; friend of Lord Basil) Nathaniel the gamekeeper (ultra sneaky employee of Lord Basil’s) Hon. Hugh Winstanley-Chalmers (Oxbridge blue, Ancient History student; used to date Lord Basil’s niece, Lulu) and of course, Lord Basil Uttington-Yeull (rich, upper-class career diplomat and utter utter cad) The group seemed to coalesce around Lord Basil as the figurehead at group creation, but as Lord Basil’s player is on paternity leave from gaming at the moment (off-scene Lord Basil was sent on a prolonged diplomatic mission) it hasn’t been too hard to hang plots on the other characters as well. The game started in 1932, and we’re moving ahead a month with each new scenario. So far they have… … found Lord Basil’s missing niece Lulu, ... solved a series of hypnotism inspired assassinations by a Comintern agent (who escaped), … thwarted the machinations of the Cloud Commander, … recovered a meteorite from the Atlas mountains for the richest man in Britain, … helped Hon. Hugh Winstanley-Chalmers recover a priceless family heirloom from the clutches of Lulu, … caught the Radio Marauders, or at least stopped them (but the mad prof crashed into the Thames and they never found his body), … shot up the Flying Scotsman non-stop express and stopped the auto-gyro-borne reivers thereby saving London from aerial assualt, … caught a mad ape driven mad by weird science in Oxford, … and saved the Prince of Wales from brainwashing and kidnap by crazy Comintern agents.
  3. Re: Expanding "The Malay Coins" adventure The party have finally left the country - first stop Damascus. For some reason they really, really want to talk the delaer who sold William Grossman his coin. Not really sure whether to expand Damascus out or not as a serious encounter. I'm thinking out send more of Cheng Tsai's men after the dealer in Damascus as all coin leads are followed up, the players will of course have to rescue him...
  4. I’ve just started my Wednesday night group of Pulp Heroes on “The Malay Coins” adventure that’s available for download from Hero games. The players are in possession of the coins from the museum and are about to find Yen Lo Chen and ask him about all the armed chinese that recently assaulted them. Now there are a number of leads in the adventure. As written they are rather short and I’d like to expand them out into more fully fledged adventures. And lastly, the players will almost undoubtedly take the zeppelin – I’m looking for ideas to make it an *eventful* voyage. First lead: Yen Lo Chen is working for Cheng Tsai in Shanghai. This is a short lead. After this adventure I want to run a bunch of stuff centred on Shanghai, so I’d like to develop Cheng Tsai a lot more. My first idea is Yen Lo reveals his employer to the players as he sees a chance to remove him and advance up the triad ranks – I’m intending he gives the players a booby trapped present to give to Cheng. What they do with it will dictate Cheng's reaction to them later. Second lead: Chitrash Muthanna in Delhi. The scenario suggests he may want the players to do him a favour; as he’s upset the Thuggee or something. Whilst this is all very Indy and the Temple of Doom, I’d like to do something a bit more unpredictable. Anyone got ideas for an Indian adventure circa 1932? Third lead: Hwa Zhya-Sung in Shanghai. Just rescuing him and his grand-daughter seems a bit a lame after all the trouble travelling to get to him. And I’m thinking of moving his location to Hong Kong or Singapore to put some space between him and Cheng Tsai. So I need some ideas to involving an elderly rich coin collector and a bunch of trigger happy heroes... And lastly: getting there. It’s going to take a couple of weeks to get to India and South China Sea from Europe, even by zeppellin. Something’s got to happen on the way but what?
  5. Re: Stopping a Zeppelin following a Zeppelin? Last night worked out quite well. The super-zep headed for the storm clouds coming from the North Sea gaining distance and height from the slower players' zep. The master criminal sent four fighters back to mark and/or deter the following zep. A dogfight ensued with the sole player ace and four professionals. The player ace took out one bird with a strafe but was himself shot down with two hits - .50 cals are nasty. He had to bail out. We used the rule book dog-fight rules. It was the first time we had used them. I liked them. Ace player didn't. One fighter was able to drop a tracking beacon on the players' zep, but it was later recovered, examined and terminated. However master criminal found out who his pursuers were as they were plastered all over the front pages the next day - ace player called the press before the police when he landed The super-zep was able to lose the players' zep as soon as they entered the storm clouds. It will be coming back....
  6. Re: Stopping a Zeppelin following a Zeppelin? Thanks guys! All your suggestions have been helpful. Still not sure what I'm going to do tomorrow night but its not as bleak as I thought it might be...
  7. I’ve got myself into a bit of a pickle. Whilst introducing my players to the sky pirates during a museum robbery, the players are hard on the tail of the escaping sky pirates and their criminal mastermind, in his super-zeppelin. One of the players, a gadgeteer, has just invented radar and wants to follow them in his war-surplus zeppelin, which I foolishly allowed to be moored to his private tower block (he’s filthy rich as well). Another player wants to use the underslung plane on the gadgeteer’s zeppelin to chase and engage the super-zeppelin. This I have no problems with, as I have plans for him to engage with four fighters sent out from the super-zeppelin to stop him. He hasn’t asked if it’s armed yet Now the problems/doubts I have are as follows: 1. Do I just let the super-zeppelin outrun the gadgeteer’s zeppelin? It’s a super-zeppelin after all. And the gadgeteer’s zeppelin is carrying a plane as well. Well for a short while anyway. 2. Are there any limitations I can put on the effectiveness of the gadgeteer’s radar? It comes out of his powers pool. At the moment I’m treating like very early radar so there are problems in interpretation and range. This engagement was just supposed to be an introduction but it’s turned into a full blown scenario, and I’m not sure where to take it now. However I don’t want to go a confrontation with the criminal mastermind – I’d like that to be a few scenarios later. Anyone got any ideas how I can end the game without irritating the players or giving too much of the plot away?
  8. Re: Zeppelins! Thanks everyone. Following Edsel's suggestion I searched the Pulp hero forum for previous posts on zeppelins. The only thing I could find that was specifically PH-stat worthy was this thread: Has anyone worked up a Zeppelin? Where I discovered that John Desmarais had done virtually everything I needed. Thanks John. Also Steve Long: in the thread above you mention the Pulp Resource Guide. Is this do-do dead or King Arthur dead? I've seen references to the project's demise but I can't find anything definite. Maybe a PDF only release? Does this mean that Lands of Mystery 2e is also cancelled? I've got the first edition and that was great.... Also 2: this is the fourth time I tried posting this only to recieve a message saying moderators have to approve my post, which they haven't done after three days. Is it the link (which I have now removed) to the thread that's causing the problem?
  9. Re: Zeppelins! Thanks everyone. Following Edsel's suggestion I searched the Pulp hero forum for previous posts on zeppelins. The only thing I could find that was specifically PH-stat worthy was this thread: Has anyone worked up a Zeppelin? http://herogames.com/forums/showthread.php?t=40553 Where I discovered that John Desmarais had done virtually everything I needed. Thanks John. Also Steve Long: in the thread above you mention the Pulp Resource Guide. Is this do-do dead or King Arthur dead? I've seen references to the project's demise but I can't find anything definite. Maybe a PDF only release? Does this mean that Lands of Mystery 2e is also cancelled? I've got the first edition and that was great.... Also 2: this is the third time I tried posting this only to recieve a message saying moderators have to approve my post, which they haven't done after three days. Is it the link to the thread that's causing the problem?
  10. Re: Zeppelins! On Edsel's suggestion I have found this single thread in the Pulp forums: "Has anyone worked up a Zeppelin?" which sort of has what I looking for, but not quite as it is specific rather than generic. I have also discovered references to the 'Pulp Reference Guide' book. Has this book been published or cancelled? As it sounds like it could be quite useful.
  11. CthulhuAd

    Zeppelins!

    One of my players has got himself a zeppelin. The zeppelin listed on page 311 of Pulp Hero is a good start and around the right size, but are zeppelins further detailed in any other Hero supplement? I'm looking for detail as found in the Pulp Hero Vehicle Sourcebook. Cheers in advance.
  12. Re: Pulp Hero Everyman skills? Anyone got a copy of Justice Inc and care to share the skill names? Here or by PM? Please?
  13. Re: Pulp Hero Everyman skills? Are the skills in JI differently named to warrant purchase? Also is JI worth it if I already have Pulp Hero? Plus there isn't a single copy of it on eBay right now... so I suspect that it might be quite rare and therefore quite expensive.
  14. Re: Pulp Hero Everyman skills? OK, cool. If that's what the official line is then I'll use that instead. Still doesn't feel quite pulpy enough though... oh well.
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