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A Jungle Scenario for

Quest for La Calavera Negra de la Luna


a Jungle Scenario for

By Richard A. Johnson

Copyright 2005 Rattrap Productions LLC Users can print copies for their own use, but the distribution either electronically or in printed format is strictly prohibited.

Introduction
Deep in the jungles of South America, there is rumored to be a skull of jet-black stone that is a source of immense power. According to legends, the stone fell screaming from the moon a millennia ago. When left in the sun for an hour it would give off enough heat to warm a palace all night. The skull was passed from ruler to ruler through the ages and was lost during a civil war that pre-dated the rise of the Incas. If an artifact such as this were to truly exist, its potential as a source of energy would be limitless. A small piece, charged with electricity could power an aircraft across the oceans. Bombers, capable of reaching anywhere on the planet without the need to refuel, could hold any country hostage. Three weeks ago, an explorer by the name of Jonathon Grimes emerged from the jungle after a six-week expedition. He began quietly soliciting funding for another expedition and rumor spread quickly that he had discovered La Calavera Negra. On the eve of his departure, he was found murdered in his hotel room. His body was twisted and all of his organs had been liqueed. In scouring his notes numerous references were made to La Calavera Negra but no location was given. However, he did mention three reference markers that would lead to its nal resting place. His notes also make vague references to deadly guardians and devious traps, but such bunk always surrounds great treasures. Now, several groups have mounted expeditions to the deep jungle to nd the Black Skull. Whoever recovers the skull could achieve power and wealth far beyond their dreams. But what will prove more deadly... the denizens of the jungle, the traps set forth by an ancient culture, or those who seek the Skull alongside you?

The Scenario
Two to six teams race against one another and the harsh jungle to secure La Calavera Negra de la Luna. To nd it, players must rst locate the three markers that point the way to the Black Skull. Two groups are provided here representing German Special Forces and the American commandos. Players with the rulebook can create additional sides to add to the mayhem. Or players can create their own teams and make this scenario part of an ongoing campaign.

The Table
The table for this scenario is 4 x 4. Other than general jungle and rough terrain, there are no special features that are required. If there are only two players, then the board size can be reduced to 2 x 2.

A sample jungle set-up. This one uses trees, small plants and some multi-level plateaus to break up line of sight and give the feel of a jungle.

Set-Up
Each team should start at least two feet from any other player and up to 8 from the table edge. If just two players are involved, they should be on diagonally opposing corners of the board.

Victory Conditions
The player who exits the board with the Black Skull is the winner. If you wish for the game to play quicker, it can end with the rst model to exit the designated temple area with the skull. If this scenario is used as part of a larger campaign, the Skull can be taken from the winner by opposing forces during the interlude between scenarios or the next scenario could involve the opposing side trying to steal it back. The temple area in this photo is the two-tier altar that the Black Skull rests on. To speed up game play and keep the scenes moving, the players can choose to have the scenario can end when one player exits this area with the skull.

Encounter Markers
There are nine encounter markers for this scenario. Three of them are no effect, three of them are markers pointing to the resting place of the Skull, and the last three are traps. Players do not need to build special pieces for the traps and markers, however, they do lend a more visual appeal to the game and help keep everyone in character while playing. The Traps Pit Trap - When this trap is sprung, all models within 2 of the encounter chit, must make a DG test. If they fail, they fall into the pit. The pit is deep enough to trap the model but not deep enough to wound them. Once a model is trapped, they will need to climb out (see Climbing under Actions in the rulebook). Two actions to climb out is sufcient for a pit which causes no damage. Dart Trap - For this classic trap, the dart is red with an HT score of 5 and no range modier (the trigger is assumed to be close to the ring mechanism) like a regular ranged combat attack. The dart has a WS of 1. Players can add a knock-out compound to the dart. For this, the model that is hit must make a BW test. Failure renders the model unconscious (see Unconscious p. 10 of the rulebook). Deadfall - The deadfall is a large tree trunk suspended from above. When a model triggers this trap, the tree falls, causing damage to the gure unlucky enough to be underneath it. The model must pass a DG test or take a WS 8 hit to a single location. If the model survives, it is pinned in place until it or another friendly model in base contact with the trap, can pass a BW test to push the tree off the victim. The Markers There are three markers pointing to the location of the Black Skull. When all three markers have been located, then the model that discovered the last marker can attempt a BR test to place the skull. If the model fails than any model in base contact with any marker can attempt a BR test on their activation. The skull should be placed within the triangle formed by the three markers and no closer than 6 to any model. If the markers form a very narrow triangle, the skull can be placed anywhere at least 9 from a table edge and 6 from any model.

Special Rules
Jungle: The jungle undergrowth is thick, so all line of sight is reduced to 18. If players are playing on a 2 x 2 board, this can be further reduced to 12, but that is at the discretion of the players. There is no movement modier for the jungle terrain. The Giant Spider The Giant Spider appears as soon as a model comes into base contact with the Black Skull. A models movement ends when it reaches the Black Skull, regardless of how much movement it had remaining. The Giant Spider always activates after all player models have moved and will charge into close combat with

whoever has the black skull. If there is no model currently in base contact with the Black Skull, it will charge the model closest to it, as long as that model is no more than a single move away. Otherwise it remains by the Black Skull. If the Spider is being shot at by models outside its charge range it will move out of the line of re and seek cover. If the spider cannot get out of the line of re, it wil attack the model closest to it that is shooting. It will break off an attack or movement away from the Skull, should anyone then move back into base contact with the Black Skull. The spider gets two attacks each activation, one with fangs and one with claw. See the chart below for the Giant Spiders stats. The Spider nust take Morale (GT) tests when wounded like any other model. If it panics, it moves in the safest direction (ie. the direction that takes it away from the most number of models.)

The Giant Spider! Players can use any model to represent this giant arachnid, but it should not be more than about three times the size of a 25/28mm model.
Name: Giant Spider
Base BR=1 BW=6 GT=9 SH=7 DG=6 SP=8 DR 3 6 BR=1 BW=6 GT=9 SH=7 DG=6 SP=8 BR=1 BW=5 GT=7 SH=5 DG=6 SP=7 Dead BW=3 GT=5 SH=3 DG=5 SP=6 BW=1 GT=3 SH=1 DG=4 SP=5 Dead

Class:

Arachnid

Location (Die Roll) Eyes (1) Torso (2-3)

Wound Level

Legs (4-10)

DG=4 SP=4

DG=3 SP=3

DG=2 SP=2

DG=1 SP=1

Skills: Poison Bite (on any successful attack with the fangs, wounded model must take a BW test or fall unconscious) , Web (if a model is unconscious and in base contact with the spider and no other model is attacking the spider, it will begin encasing the unconscious model in webbing---model must take a BW test at -2 to break free)
Weapon Close Combat
Range
Fang Claw 0 2

Short
Range
---

Medium
WS
---

Long
WS
---

TH
0 +2

WS
7 5

TH
---

Range
---

TH
---

Range
---

TH
---

WS
---

Sample Black Skull Recovery Teams


Two sample Black Skull recovery teams are provided below. One is a group of American GIs and the other is a group of German Troopers. These total 6 Grade Levels each and can be used for many other scenarios besides the one provided here.

American GIs
Name: Captain Miller
Base BR=3 BW=3 GT=7 HT=5 SH=4 DG=3 SP=5 DR 5 4 4 4 BR=3 BW=3 GT=8 HT= 7 SH=4 DG=5 SP=5 BR=2 BW=2 GT=8 HT=7 SH=4 DG=5 SP=4

Class:

War Veteran (3)

Location (Die Roll) Head (1) Torso (2-4) Arms (5-7) Legs (8-10)

Wound Level Unconscious BW=2 GT=8 HT=6 SH=3 DG=5 SP=3 BW=1 GT=7 HT=5 SH=2 DG=4 SP=2 Unconscious HT=4 SH=1 DG=3 SP=1 No attacks Cannot carry Crawl Only

Skills: Helmet (head +1DR), Quick (+2), Sharpshooter (+2), Tactics (+1), Ignore Pain, Nerves of Steel (+1)
Weapon Close Combat
Range
Fist Pistol (+1 WS) 1 0

Short
Range
-10

Medium
WS
-5

Long
WS
-5

TH
+1 -1

WS
BW+1

TH
-+2

Range
-18

TH
-0

Range
--

TH
--

WS
--

Weapon: Pistol Weapon:

Ammo: Ammo:

Name:

Sgt. OMalley
Base BR=3 BW=3 GT=6 HT=4 SH=3 DG=3 SP=5 DR 5 4 4 4 BR=3 BW=3 GT=6 HT= 5 SH=3 DG=3 SP=5 BR=2 BW=2 GT=6 HT=5 SH=2 DG=3 SP=4

Class:
Wound Level Unconscious BW=1 GT=5 HT=4 SH=2 DG=2 SP=2 Unconscious HT=3 SH=1 DG=1 SP=1

Police Sgt. (2)

Location (Die Roll) Head (1) Torso (2-4) Arms (5-7) Legs (8-10)

No attacks Cannot carry Crawl Only

Skills:

Helmet (Head +1DR), Sharpshooter (+1), Streetwise, Devotion

Weapon

Close Combat
Range TH
+1 --

Short
Range
-10

Medium
WS
-6

Long
WS
-5

WS
BW+1

TH
-+2/x2

Range
-20

TH
-0/x2

Range
--

TH
--

WS
--

Fist SMG

1 --

--

Weapon: SMG Weapon:

Ammo: Ammo:

American GIs
Name: Private Higgins
Base BR=3 BW=3 GT=5 HT=3 SH=3 DG=3 SP=5 DR 4 4 4 4 BR=3 BW=3 GT=6 HT= 3 SH=3 DG=3 SP=5 Killed BW=2 GT=5 HT=3 SH=3 DG=2 SP=4 KIlled HT=1 SH=1 DG=1 SP=2 No attacks Cannot carry Crawl Only

Class:
Wound Level

Police Ofcer (1)

Location (Die Roll) Head (1) Torso (2-4) Arms (5-7) Legs (8-10)

Skills:

Nerves of Steel (+1)

Weapon

Close Combat
Range TH
0 --

Short
Range
-12

Medium
WS
-6

Long
WS
-5

WS
BW --

TH
-+1

Range
-24

TH
-+2

Range
-36

TH
-+1

WS
-5

Fist Rie

0 --

Weapon: rie Weapon:

Ammo: Ammo:

German Troopers
Name: Trooper Braun
Base BR=2 BW=3 GT=5 HT=4 SH=3 DG=3 SP=5 DR 4 4 4 4 BR=2 BW=3 GT=6 HT=4 SH=3 DG=3 SP=5 Killed BW=1 GT=4 HT=3 SH=1 DG=2 SP=2 KIlled HT=1 SH=1 DG=1 SP=1 No attacks Cannot carry Crawl Only

Class:
Wound Level

Gat Man (1)

Location (Die Roll) Head (1) Torso (2-4) Arms (5-7) Legs (8-10)

Skills:

Nerves of Steel (+1)

Weapon

Close Combat
Range TH
0 --

Short
Range
-10

Medium
WS
-6

Long
WS
-5

WS
BW --

TH
-+2/x2

Range
-20

TH
-0/x2

Range
---

TH
---

WS
---

Fist SMG

0 --

Weapon: SMG Weapon:

Ammo: Ammo:

German Troopers
Name: Major Strasser
Base BR=4 BW=3 GT=7 HT=5 SH=4 DG=3 SP=5 DR 4 4 4 4 BR=4 BW=3 GT=8 HT= 6 SH=4 DG=4 SP=5 BR=3 BW=3 GT=8 HT=5 SH=4 DG=4 SP=4

Class:

Foreign Agent (3)

Location (Die Roll) Head (1) Torso (2-4) Arms (5-7) Legs (8-10)

Wound Level Unconscious BW=2 GT=8 HT=4 SH=3 DG=3 SP=3 BW=2 GT=7 HT=4 SH=3 DG=3 SP=2 Unconscious HT=3 SH=2 DG=2 SP=1 No attacks Cannot carry Crawl Only

Skills:

Ambidextrous, Quick (+1), Sharpshooter (+1), Hunter, Tactics (+1), Nerves of Steel (+1)

Weapon

Close Combat
Range TH
+1 -1 -1

Short
Range
-10 10

Medium
WS
-5 5

Long
WS
-5 5

WS
BW+1

TH
-+2 +2

Range
-18 18

TH
-0 0

Range
--

TH
--

WS
--

Fist Pistol (+1 WS) Pistol (+1 WS)

1 0 0

5 5

Weapon: Pistol Weapon: Pistol

Ammo: Ammo:

Name:

Lt. Bauer
Base BR=3 BW=3 GT=6 HT=5 SH=4 DG=3 SP=5 DR 5 4 4 4 BR=3 BW=3 GT=6 HT= 6 SH=4 DG=5 SP=5 BR=1 BW=3 GT=6 HT=5 SH=4 DG=4 SP=4

Class:
Wound Level Unconscious BW=2 GT=4 HT=4 SH=3 DG=4 SP=2 Unconscious HT=3 SH=2 DG=3 SP=1

Enforcer (2)

Location (Die Roll) Head (1) Torso (2-4) Arms (5-7) Legs (8-10)

No attacks Cannot carry Crawl Only

Skills:

Helmet (Head +1DR), Quick (+2), Sharpshooter (+1), Intimidate

Weapon

Close Combat
Range TH
+1 -1

Short
Range
-10

Medium
WS
-5

Long
WS
-5

WS
BW+1

TH
-+2

Range
-18

TH
-0

Range
--

TH
--

WS
--

Fist Pistol (+1 WS)

1 0

Weapon: Pistol Weapon:

Ammo: Ammo:

Beyond La Calavera Negra


So, youve made it through this game and you want to know whats next? Thats the beauty of a pulp game, whats next is whatever you want it to be. Here are some ideas to help you get started: 1. A game taking place in a border town or port town in which the group that escaped the jungle with the skull is now trying to get it out of the country. The side with the skull places six markers. Two are traps/allied townspeople/whatever, two are nothing and two tell which character has the skull. The side with the skull cannot move until at least one marker has been revealed by an opposing player. Then it is a race off the board. 2. The Skull is a source of great power. the side that escaped with it is using it for a powerful weapon, plane engine, etc. They start the game in the center of the board in a warehouse or laboratory. The other players must get in and steal the skull or destroy the weapon/engine. The side with the skull places the markers and all its models start on guard duty. 3. A third group steals the skull during the interlude between games. They take it back to their secret lair and the other players try and sneak in and recover the skull before it can be moved again.

Finis

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