Ideas for a Pulp Heroes Campaign

Averine

First Post
So, after a long time, I'm finally getting my friends excited about Pulp Heroes from Polyhedron (the first version, not d20 Modern). I jumped on writing the plot but I've hit a brick wall. I know I want the campaign to end with the PCs fighting Nazis (probably in a castle) while a beam or gate or something starts bringing martian warriors to the Earth to help the Nazis fight. A Nazi Martian tag-team if you will. I like what I have so far but am not sure where to take it from here. Any suggestions? The plot so far is as follows:

Mission 1: The King of the Underworld
Synopsis: The PCs are all attending an anthropological exhibition at Ivyport University where wonders from around the world are being displayed at the behest of Dr. Henry Crawsley, famed explorer and anthropologist recently returned from an expedition to the Ivory Coast of Western Africa. After the PCs mingle and establish their characters, Dr. Crawsley stands to make a speech. He is cut off but a powerful voice from the rafters: Hades, the masked vigilante and underworld kingpin. After a brief dramatic speech Hades men open up the wall with a few sticks of dynamite and chaos ensues. The PCs wade through the tide of his mobster goons and eventually the smoke clears, revealing several pieces missing and Hades nowhere to be found.
Dr. Crawsley approaches the players begging for the return of a very important African amulet which was taken. The players are also approached by a doe-eyed coffee heiress named Delilah Harker; Delilah asks the players to return a pearl ring of Chinese origin that was also taken in the scuffle. The PCs only have time to track down one item before they are contacted by Sergeant Dashiel Godfrey, the police chief of Ivyport who wants their help in capturing Hades and bringing him to justice, as he has made of with the Amazon Heart, a Brazilian emerald of strange powers and immense value.

Mission 1.5: A Slight Detour
Synopsis: The PCs are asked by both Dr. Crawsley and Delilah Harker to recover certain objects that were stolen: the Dr. would like an African amulet, which he acquired on his most recent travel, returned to him while Delilah asks for a pearl ring recovered on an expedition, funded by her father, to the coast of China. The PCs have only time enough to help one of them, and this sets up a minor villain for the rest of the campaign.
Helping the Dr. eventually brings the PCs to a strange ritual being performed in the Ivyport Botanical Gardens that night. A group of dark-skinned men and women are gathered around the sundial, chanting strange verses in an unknown African tongue. The PCs most likely shoot first and ask questions later, mortally wounding some of the priests and recovering the amulet, though the high priest escapes. If the PCs stop to talk with the cultists, they learn that the amulet belonged to a terrible African prince rumored to be a vampire, and that these men stowed away on a ship to reach the USA in the hopes of destroying it. The truth is that the amulet has cursed Dr. Crawsley, making him obsessed with it and slowly turning him into a vampire, called a sasabonsam, the longer he and it are separated. If the PCs aid in the amulet’s destruction the leader, an elderly priest named Gathee, asks them to remain in contact with him. He and his men are masquerading as dockworkers and his alias is George Goodman.
Helping Ms. Harker is a much longer investigation which eventually takes the PCs to China town, which is in the full swing of Chinese New Year (it is the year of the tiger). After getting through several obstacles the PCs are alerted to a small temple where a secret passage reveals a trapped room containing the pearl ring. After retrieving it, the PCs wander out into the streets and most likely partake in the festival; they are ambushed by a pair of monks dressed in blue and black robes. The monks fight with the mantis style, very dexterous and accurate, and try everything in their power to steal the ring back from the PCs. They will not use lethal force unless they are damaged by it themselves, and mainly rely on stunning and non-lethal strikes. They hound the PCs mercilessly through the streets of Chinatown, possibly through the parades, but after a while will simply disappear. If reasoned with they will explain that they were transporting the ring from Shanghai to Northern China when they were ambushed and it was stolen. They have never heard of the Harker family but promise to remain in contact with the PCs incase of anymore disturbances; their names are Bai Zhao kuo, the older of the two brothers with a shaven head and a no-nonsense attitude, and Zhang Kong she, the younger of the two with scruffy black hair and a sunny disposition. If the PCs manage to escape China town with the ring and deliver it to Delilah Harker at the Harker Estate, she is overjoyed and gives them a windfall as well as future employment, though the PCs should be only guessing at her many criminal ties and seedy dealings.

Mission 2: Toppling the King
Synopsis: The PCs must go on a chase around the city trying to locate Hades’ hidden base of operations. They talk to various other underworld kingpins in the hopes of forming an alliance. Finally, they discover the base hidden among the other buildings of the docks and have several ways of entering it: disguise, stealth, or a frontal assault. If they choose disguise they must dress as criminals and gain the trust of Hades and his mobsters. If they choose stealth then they must sneak past various groups of guards to get to Hades’ inner sanctum. If they choose a frontal assault there is a good chance they will be in over their heads unless they recruited allies (i.e. other mobs, police, or Pinkertons). The PCs finally confront Hades while he is engaged with a mysterious German woman who displays magical powers. After combat break out, Hades either escapes on a speed boat while swearing his revenge or is killed or captured by the PCs. The Amazon Heart is recovered, but not for long.

Break for a Level and a Windfall!

Mission 3: The Distant Shore
Synopsis: The PCs have now acquired somewhat of a reputation around town and a month or so after the affair with Hades, they receive letters asking them to join an expedition to Africa led by the famed British explorer Sir Hugo Munroe. He promises them great treasure and notoriety if they join aboard his crew which has discovered a massive cave system on the Ivory Coast which is teeming with crystals and rare metals. Any explorers would give anything to go on just one expedition with Sir Hugo and the PCs would be fools to turn him down. Other NPC allies greatly encourage the PCs to travel with Sir Hugo; Delilah Harker may ask a PC to serve as a representative of her family on the expedition and Dr. Crawsley has already returned to Africa to continue his research, most likely asking for the help of some PCs. The PCs are introduced to the crew and the ship, The Queen Erica, sets sail two days later. The journey to Dabou takes approximately 2 weeks.
 

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First, Welcome to ENWorld!

Second, that's some interesting stuff.

You reminded me of something I did in a campaign I ran that you may be able to use. Historically, the Nazis are reputed to have had a strong connection to occultism.

I took this a step further by positing that the objects they sought- The Spear of Destiny, splinters from the True Cross, the Holy Grail, etc., and others like Excalibur and whatever else I cared to cull from literature- were all REAL. Their true natures were merely obscured, and one of the campaign objectives was to collect some or all of these objects in order to combat forces of evil.

If you don't want your Pulp campaign to become too Pulp/Fantasy, you may want to tone down their powers- perhaps the secret of Excalibur is that it makes for an extremely potent symbol of good and right, but it has no actual power of its own. Or maybe its a focus of power, not a powerful object in its own right (to use 4Ed terminology, its an Implement).

As for your Martians, you might get a kick out of mining S.M. Stirling's [ame="http://www.amazon.com/Courts-Crimson-Kings-S-M-Stirling/dp/0765314894"]In the Courts of the Crimson Kings[/ame] for ideas, especially for the nature of their technology (his Martians use bioengineered tech).
 

Thanks for the warm reception. I was thinking of basing the Martians on the ones from A Princess of Mars, because its a bit of a bonding point between a player and I. What if the portal opens and Martians come out, but along with some white apes (totally girallon)! Crazy free-for-all!
As for the Nazis, I really like your ideas. My original idea was to have emeralds be the power source of the Martian transporter machine, but I like the treasure hunt setup that I get with the various artifacts. Maybe the emeralds in the Holy Grail serve as the main focus of the Interplanetary Molecular Transporter Ray (too cheesy?)? Or the Nazis are like, "We are dezended from ze god of war, Marz!" and Martians one visited the Earth and left the objects behind so seed a plot to take over the Earth? I also want to put in the occultism, but I can't figure anything besides wizards and stuff. Nazi demons? Escaped Nazi genetic experiment? I want to keep the magic more subtle.
Also, is there a character sheet for this system?
 

Character sheets? I suppose you'll find them with whatever RPG system you're using. Do you have a system in mind?

As for subtle magic, that's probably the way to go. Nazis (and anyone else) with demonic (or divine) ancestry might be stronger or tougher than usual, and any sign of that otherworldly ancestry would be almost un-noticeable . Nephilim with angelic ancestry might have unruly blonde hair that gives kind of a halo effect when backlit. Someone demonic might have an unpleasant body odor and breath...or odd colored eyes.

Spells shouldn't be the kind of thing you use in combat. They should be ritual in nature, taking time and a great deal of mental and physical effort to complete.

I don't have a problem with using some kind of crystal to power tech, but use something more exotic than emeralds. Try looking at Pallasites like the Esquel meteor strike, or perhaps Opals. The occult stuff should probably not be directly linked with the Martians themselves- they should remain a terrestrial resource.
 

I agree with the subtle magic thing. I'm thinking of eliminating the mystic class, as its just the psion. By the way, the system uses D&D 3.0 rules, but with a different skill set and some variant rules. Hence the different character sheet.
I love the Nephilim and had a weird idea. What if the Martians came to Earth and spread "martian crystals" around which grew over time. They appear as emeralds with golden specks in them. This was a precaution to Mars running out of the crystals. Now that Martian society has collapsed and the crystals are gone, the now primitive Martians have contacted the Nazis who are being led by a Nephilim (which in this case is a human with some Martian blood making him very strong). They use weird technology to convince him that they are the Ubermen. For reference here is what the Princess of Mars Martians look like:

john-carter-kayanan.jpg


The Amazon Heart is a large piece of this "martian crystal" needed to power the Interplanetary Molecular Transporter Ray. When the PCs get to the Ivory Coast, they discover a mine going deep into the world where much of this crystal is growing. Down there, they get their first taste of anti-Nazi action. And maybe they find a Martian skeleton while they're down there. I'm thinking "Journey to the Center of the Earth" meets Aguirre: Wrath of God here. Maybe Sir Hugo is going mad. Or maybe he's just another Nazi.
 
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The more I read this and think about your campaign, the more I think you'd like to mine Five Million Years to Earth (a.k.a. Quatermass and the Pit) for ideas.

Not only is it a damn good movie, but it has Evil Martians planning to invade the Earth via genetic manipulation of humans back in prehistory, making (engineered) humans into perfect vessels for Martian psyches. The nifty thing is, these Martian minds are psychic. They have some TK and mind manipulation ability. And it is ONLY the "Man-martians" who have that kind of power. Normal humans are completely non-psychic.

THERE are your Martian Nephilim! The main change you'd have to make is that the humans in 5MYtE are not in control of their abilities- they are entirely enslaved by the resurrected Martian minds. They're puppets That wouldn't fly too well in an RPG. Perhaps some minds would still be in thrall, but some of the more powerful Nephilim have actually mastered their mental abilities.

(FWIW, similar elements can be found in the SM Stirling book I mentioned before, BTW...which also has elements of the John Carter books as well.)

And this actually sets up an interesting tension: Martian-derived psychic ability & tech vs human tech and magic.

As for the difference between the Martians of 5MYtE vs those of the John Carter stories? The backstory on Mars is the same as it is for the Terran invasion...millions of years before their mission to Earth, alien intelligences manipulated the Martian genome in the same way so that now there is a psychic ruling class and a relatively brutish race of 4-armed humanoids in their thrall. With Mars dying, the aliens are hoping to make the jump to Earth.

And the ultimate origins of the alien intelligences? Well, that's up to you, but it sounds like the Cthulhu Mythos resonates with this plotline very well.
 
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I'm loving this. I'll just throw the various psychic templates in the Advanced Bestiary on the Nazi leaders and maybe the Martians. For the woman with Hades, I'll make her psychic instead of a mystic. Every time I need magic, I can just make it psychic. I also wanted the final villain to be a crazy Nazi scientist with lightning bolt gloves or a giant robot. The Nazi's are psychic and scientists while the good guys are mystics, have monk abilities, etc.
I actually think magic is okay with guys like Gathee and the vampire, more King Solomon's Mines and Indiana Jones magic. I'm a bit worried that the vampire is going overboard. I was planning to have Dr. Crawlsey turn into a vampire while they're all in Africa and hunt them through the jungle. Also, maybe a Nazi genetic experiment lab where the Nazi's accidentally got killed by/turned into dinosaurs. I'm trying to fit every aspect of the Pulp genre into this campaign.
 


Thanks so much man. I couldn't have done it without your help. If Nazis are driving a jeep at us on a rope bridge over a giant canyon in the Amazon, I'll totally go back for you if you trip.
 


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