The Lost Valley outline and senario.

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White Nun
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The Lost Valley outline and senario.

Post by White Nun » Fri May 06, 2011 11:39 pm

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All events, manovers, live firing, running about & etc takes place inside the valley in this senario. There are are no Dinosaurs in the area (coz I ain't got none at the moment), but there is a high likelihood of treasure to be found in the valley.

In the photo in the very far corner can be seen the mysterious Temple of Argh on the shores of the lake. Nearby is a small stand of trees and a ruin which has sandbags at the base. Much of the valley is grasslands, but there are stony outcrops and areas of rocky ground.

There are areas of wetland swamp and soft muddy ground near most bodies of water, these are areas of slow going for troops on foot, impassible to wheeled vehicles unless towed or pushed, but are of no concern to walking machines who have the horsepower and stride to push on through.

Pools of water and the lake should be treated as deep - ie. at least over a mans head in depth.

The large dead tree near the centre of the valley is just that, - a dead tree. Troops, civilians, passers by, NPCs & etc may climb the tree to enhance line of sight, hide, or use it as a sniper's position. Two people in the dead tree's branches is the maximum. People may also hide in the small stand of trees near the temple.

The large rock-like looking objects here and there about the valley are dinosaur do-do. These should be avoided because they are very stinky and sticky and anybody who gets covered with it will be shunned by his (or her) fellows until they wash in one of the pools. People covered in dinosaur do-do also are unable to hide in cover because they smell so bad.

In the far left corner of the valley is a cleft in the rock wall which leads to the only path for foot traffic into the valley. People on foot and on horseback can enter this cleft, but not walking machines, motor vehicles or large creatures like dinosaurs or elephants.
Walking machines can enter the valley via the lake (and the river beyond) or the wetlands at the left front corner of the valley. Anything else would have arrived in the valley by riverboat or barge, walking machine, or aeroplane. Aircraft can only really land on the large grassy area at the centre of the valley. Anywhere else is too risky.

At the centre front are the gates to the Lost City. They are tightly closed for this senario and no-one can enter.

For your information each hex measures 1 & 3/4 inches across.

Next will be detail photos and the various factions, interested parties and ner'do wells whom you can select as your player characters.
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Post by White Nun » Sat May 07, 2011 1:22 am

Each faction starts with 100 pounds sterling value in cash, bright glittery things, gold or found tech. At the end of their turn they may roll a D6 to see if they've found anything else of value. '1' is nuffing, '6' is 25 pounds sterling and anything else is the same as the number rolled.

Once you have chosen your faction you may choose ONE human member to be your Hero or Heroine.
Where no names have been given to characters you may claim naming rights for your chosen faction.


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The gates to the Lost City; - not very welcoming at all. Note the pile of dinosaur do-do.

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The dead tree with yet more dinosaur do-do around it (don't fall out of the tree folks). Here is the first faction. Lord Sam Sinister with Six-gun Pete and Dynamite Doug. The car was brought up-river by Itchy Dave's freight walker. All are armed with 6 shot revolvers, - two for Six-gun, one each for the others. They have three large bundles of dynamite and a 'T' bar igniter thingy for setting off explosive charges. They are treasure hunters.

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The Germans. There are two troopers and a sergeant (in white) as well as a driver for the steam walker and a specialist driver mechanic. The walker is armed with a close combat claw and a heavy machinegun. The troops all have machine pistols and the sergeant also has a grenade launcher with 3 grenades. (sorry about the lack of proper wysiwyg period correct weapons :oops: )

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This is the Temple of Argh. It is being investigated by Major Thingummy and his niece Pippin Reed (in green) and they are watched over by Babloo the elephant driver and hired guard. I've no idea what the elephant's name is.
Pippin has her camera and the Major his magnifying glass and binoculars; - they are otherwise unarmed. Babloo has a scimitar and a 6 shot revolver. They are British citizens.
There is a mysterious stranger in a camoflaged boat near the temple. He has two rifles. If danger threatens roll a D6 to see if he will help. '4-5-6' he helps, '1-2-3' he doesn't.

The crates you can just see at the top of the photo belong to the British Empire Royal Marines. You may try your luck to see if you can steal any of their stores without getting shot at if you want.

The elephant cart is loaded with treasure finding tools. If any tool or tools are captured/stolen/'borrowed' it increases treasure found per turn by two.

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Itchy Dave's mobile scrapyard. This is an important part of the valley as most factions won't have access to a mechanic and none have access to a doctor. Itchy Dave will send one of his boys over to fix whatever is broke for 25 pounds sterling. There's a doctor at Itchy Dave's yard waiting for a ride out of the valley, but for 25 pounds sterling he will risk life and limb travelling with one of Itchy Dave's boys to make a 'housecall'. It is assumed that teams have a flare pistol, signal flags, capacity to make smoke signals or whatever to summon either a mechanic or a doctor if they need one.
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Shooting at Itchy Dave or his boys or the doctor is a sure fire way to have them not call by if you need them. Itchy Dave & co are not a faction and are not involved in any of the fighting/arguing/disagreements/punchups & etc that concern this senario.

'Dinosaur Hunter' is under repair in the yard at the moment. It will be repaired by the beginning of turn three. You may hire 'Dinosaur Hunter' and its crew, Biggles McCree and Mad Jim for 75 pounds sterling after turn three, but all their mechanic's and doctor's bills must be paid for by the faction that has hired them. They won't fire a shot at any British citizen btw no matter how much you pay them (sound of 'Land of Hope and Glory is heard softly playing....)

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Next to 'Dinosaur Hunter' is a small fast Otto cycle walker (red) belonging to two Boer treasure hunters. They have just entered the valley by crossing the extensive wetlands bordering the river that flows into the valley. The walker itself is armed with a Gatling gun and a light cannon. They have three shells for the cannon. The treasure hunters themselves are armed with a hunting rifle with telescopic sights and an automatic pistol.
They are a competing faction in the valley.

More factions to come I'm not done yet.

The British.

The Chinese.
Last edited by White Nun on Sat May 07, 2011 1:26 am, edited 1 time in total.
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Zupponn
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Post by Zupponn » Sat May 07, 2011 1:24 am

Looks like it will be great. I think that the big tree in the middle coming alive at some point would be awesome. :)
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Zahru II
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Post by Zahru II » Sat May 07, 2011 1:31 am

the Temple of Argh
I giggled at this one.
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Post by Killer Karetsu » Sat May 07, 2011 5:53 am

Looks exciting.
NO!THERE ARE NO POLAR BEARS IN FINLAND!!!
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Post by BFenix » Sat May 07, 2011 6:49 am

This will be fun, the scenario settings are excellent White Nun, good job!
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White Nun
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Post by White Nun » Sat May 07, 2011 7:21 am

Thankyou :D

My camera's battery has gone flat so I can't take anymore photos tonight. I spent some time putting together another Royal Marine trooper because the Brits were a little down on numbers. I have no idea what the torsos I'm using were originally intended for, but they are spot on for my Royal Marines. Very easy to handpaint plain black torsos to look the same too.

As you might've guessed I'm not trying to make each faction balanced or the same number of points or anything like that. There's a random element to each faction as well as definite strengths and weaknesses in people as well as equipment they have.
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Post by Magic Soap » Sat May 07, 2011 2:51 pm

Interesting stuffed animals on your bed :D

Nice setup, the hex tiles make a nice arena/terrain/map.

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Post by MasterEcabob » Sun May 08, 2011 1:14 pm

Glad to see this is getting underway! Shame about the lack of Dinos, but I'm sure that this fight will be interesting enough without them.
jifel wrote:"Any fool can make something bigger and more dangerous, but it takes an intelligent man to do the opposite."

As if we care. More explosives!

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Post by White Nun » Sun May 08, 2011 3:51 pm

MasterEcabob wrote:Glad to see this is getting underway! Shame about the lack of Dinos, but I'm sure that this fight will be interesting enough without them.
Well I could use large generic toyshop rubbery plastic dinosaurs as stand ins and operate them Dungeon Master style with scatter dice and a dice roll at each turn round to see if a dinosaur will show up.
One problem would be that a dead dinosaur would create a significant barrier to movement unless towed away by a walker or other vehicle. Though (brain working now) they could also be sold to Itchy Dave who could tow them away with his big freight walker.

Leave this with me........ :wink:
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Post by White Nun » Sun May 08, 2011 10:52 pm

Ok........ I've purchased some toyshop Dinosaurs. Some might be slightly smaller than they should be, but those can be the ones that didn't listen to their Mums and go to bed early and eat up their broccoli.

This is an optional senario overlay btw; - if you don't want it this time around that's wot we'll go with.

One dinosaur arrives on the wide green grassy area in front of the gates of the Lost City at the roll of a six (one D6) at the beginning of each turn cycle. I have 4 different species of dinosaur, two plant eaters and two meat eaters and I get to roll a D4 to see which one turns up.

ONE:
Euoplocephalus. (Translation: Well Protected / Armored Head)
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A heavily armoured plant eater with a serious sized bony club on the end of his tail. Generally won't attack if you don't annoy it or get too close (inside half its movement circle). Sells for 60 pounds Sterling when dead due to value of armour plates in gentlemens personal sporting protector manufacturing.
Size 4 Creature. Movement 10. Armour 12. Damage 2D6.

TWO:
Styracosaurus. (Translation: Spiked Lizard)
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A plant eater with several sharp horns around the edge of its armoured skull ridge and a sharp horn on top of its nose. Generally won't attack if you don't annoy it or get too close (inside half its movement circle). Sells for 50 pounds Sterling when dead due to value of ivory horns in piano key manufacturing.
Size 4 Creature. Movement 10. Armour (frontal only) 12. Anywhere else 6. Damage 2D6.

THREE:
Daspletosaurus: (Smaller T-Rex cousin)
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Daspletosaurus means 'Frightful Flesh-Eating Reptile' so if that doesn't give you fair warning I don't know wot does. Will definitely attack if you get too close (inside full movement circle) and is highly likely to attack anyway if it catches sight of you. This includes other animals including plant eating dinosaurs
Sells for 90 pounds Sterling dead due to value of its huge sharp teeth to the souvenir trade.
Size 4 Creature. Movement 10. Armour 6. Damage 3D6.


FOUR:
Dilophosaurus:
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The model Dilophosaurus I've got is plainly based off similar mould sizings as Daspletosaurus above so it's not quite so convincing, but it does have the ridges over the eyes like it's supposed to. Its name means 'Double-Crested Reptile' so it's not quite as mean to my way of thinking. Will definitely attack however if you get too close (inside full movement circle). This includes other animals but doesn't include the two plant eating dinosaurs in the game (too big and mean when annoyed).
Sells for 60 pounds Sterling dead because the meat is great in curries for some unknown reason.
Size 3 Creature. Movement 10. Armour 5. Damage 2D6

If the dinosaur is still alive at the end of the turn it remains in the valley. At the beginning of the next turn a scatter dice will be rolled to see which way it goes and how far; - then a new D6 dice roll is made to see if another dinosaur will enter the valley as before. If the scatter dice roll takes a dinosaur off the edge of the board then the dinosaur has gone for good.

Edit: Oh and of course I forgot to mention that the dead dinosaurs do get sold to Itchy Dave who will haul them away with his freight walker.
Last edited by White Nun on Mon May 09, 2011 7:49 pm, edited 3 times in total.
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White Nun
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Post by White Nun » Sun May 08, 2011 11:23 pm

And all dice rolls will be made under Police supervision :wink:

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Post by BFenix » Mon May 09, 2011 1:47 pm

Pics aint workin :(
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Post by Magic Soap » Mon May 09, 2011 2:08 pm

And your gif signature BFenix has stopped working, and RJ had a problem with my photobucket, and there's been supposed PM problems... time for some janitorial work, Stubby?

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Post by enders_shadow » Mon May 09, 2011 4:06 pm

Aye, the dino's all look the same right now, like little gray boxes :D

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