In the Batcave a shrieking sound suddenly blares! It’s source is uncertain. Maybe it is coming from one of Batman's many souvenirs from his many adventures or even from a Batmobile? Whatever the source, our heroes dive into action...
THE CAST
This series uses a combination of the DC Universe (by Knight Models) for rules and Pulp Alley solo cards for the scenario. Characters have Pulp Alley stats added for challenges: Cunning, Finesse and Might. Character stat cards shown above indicate how many dice they roll for challenges/perils and drawn cards will indicate which of the three types can be used and how many successes are required. Rolls of 4+ are successful. The first 3 heroes and villains draw a card and resolve the top section (the peril). And draw a card when investigating a plot point. From the DC Universe rules we pull token from a bag for activations. This is unnecessary in turn one as we only have heroes on the board.
Setup: At the start of the game the board is divided into 9 tiles. Each character is placed in a random tile. There are 6 clue markers (possible shrieking sound sources) placed on the table indicated by neon foot prints. The colors do not matter to this scenario. The token are on (1) the giant penny, (2) animatronic T-Rex, (3) vintage Batmobile, (4)modern Batmobile, (5) power generators and (6) disabled H.A.R.D.A.C. computer.
Goal: Characters may spend 5 power to investigate a suspect marker and take a challenge. If the token matches a random dice roll of undiscovered token it is found (I.e. on token 5 if a five is rolled). Once the source is discovered, analyze at the Batcomputer with an additional challenge card to win. If the token is not retuned and scanned by the end of turn 5 the heroes fail.
ROUND ONE
Batman activates first and draws the Furious card. He rolls 3d10 cunning and passes, gaining the card ignoring multiple enemy penalties. Batman spends 1/10 action points to make a short move to investigate the machinery. He spends 5 action points to investigate, drawing Furious, prying open the machines with success. This is the 6th token on the board and a roll of 3, not matching the token number confirms this is not the source. Batman end the turn with 4 actions points remaining.
Robin is chosen to activate next. His challenge card is No Shot (cannot shoot this turn). He is within 1” for the batmobile and investigates. The challenge card requires 3 successes in any category. Robin chooses Finesse and scores only 2, taking 3 damage. They end their turn with 3 action points.
Alfred activates and draws Quirk of Fate, removing all cards from play. Ideally he should move to the Batcomputer to grant rerolls to Batman and Robin but since he is so close to the disabled animatronic T-Rex plot point he moves 6” and investigates. He draws All Clear using finesse and rolls the required 1 success. This is the 2nd token on the board and a roll of one indicates this isn’t the source of the sound. Ideally Alfred should move to the Bat computer as his ability is to grant cunning and finesse rerolls to other characters while with 1”.
ROUND TWO
Story: Green electricity emerges out of the floor and crackles to life. It rushes toward token 4 with a roll of 10”. The electricity hits the long disabled H.A.D.R.A.C computer AI and a 4 automatons (roll of 4 on a 1D6) emerge dragging their limbs. Was this the source of the sound? And what created this energy? Surely the shrieking sound and this energy are related!
ROBOTS (Finesse: 2D6, Might: 2D8, Cunning: 2D6, Walk: 2”, Run: 4” and Endurance:?)
A random activation token is pulled and the villains go again. 4 villain tokens are added to the bag. A robot activates and draw the Decoy card: choosing might, 2D8. Does not score the two successes and cannot run. It has 2” walk and ends it activation with 4 power remaining.
Another robot activates. Draws Sprint and runs 4” + 3” towards vintage Batmobile (closest marker). Ending it’s turn with 3 power.
Hero’s drawn a activation token and choose Robin to activate. He draws Held in Place and cannot move this turn! He tries to investigate for the source of the sound. He chooses Finesse and rolls 3D8 and succeeds. This is the source! Marker 3 and rolling a 3 on ½D6. Robin grabs a strange metal object from the undercarriage of the batmobile, yelling to Batman and Alfred that he got it. He runs towards the Batcomputer for analysis for 2 power, with 1 remaining.
Next robot activates and draws the final villain card for the turn, On Guard. They fail Might roll and stay still.
Final robot activates and runs in Robin’s direction.
Batman and Alfred can activate. Batman draws a activation card, Shortcut. Batman chooses Cunning and rolls 3D10. He succeeds and uses the one per turn Batclaw to displace 12” towards the Batcomputer. He has 7 power remaining.
Alfred is last to go and draws Watchful Eye and gains a +1 to perils.
ROUND THREE
Robin activates and draws Held in Place and cannot move!
Robot draw When it Counts and runs 4”.
Robot fails Shot Cut for 2 damage.
Batman draws The Calm! No characters can move, ending the round.
ROUND FOUR
A robot activates and draws Quirk of Fate discarding all cards. They run 4”.
Robin activates and draws Watch Your Step and passes with cunning. They run to the Batcomputer but cannot use the computer this turn due the card.
A robot draws Watch your Back and fails taking a hit.
Batman draws On Guard, passes and uses the Batclaw reaching the Batcomputer. As the Challenge to analyze the screeching metal device he draws Cunning and passes.
Epilogue: the cracking energy dissipates and the robots each fall to the floor, mechanical parts clattering across the floor. Batman holds the seamless chrome orb over the sensor area of the batcomputer. After scanning, the chrome ball melts disappearing into Batman’s costume. For all accounts it is gone! Batman scans himself and as he fears there are strange readings. It is part of him now. More disturbing is that he feels completely fine as if nothing has happened.






















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