Very Hot Topic (More than 25 Replies) Exploits Issue Summaries (Read 13792 times)
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Exploits Issue Summaries
May 11th, 2011 at 10:21pm
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Over in the Fortress of Solitude, I had a thread detailing Exploits, which is our "comic" that covers mostly solo tales and issues with (usually non-mainstream) heroes from the campaign that don't really fit into the regular issue title(s).  So if one hero or two go on an adventure, it usually falls there.  Likewise, when a collection of heroes tackles an adventure, but they mostly are made up of non-Guardians (and if the story doesn't fit into the larger Guardians campaign tapestry), then I put it into Exploits.

Over on the thread linked above, I detailed out the first 17 issues.  Now that I'm going back and finishing up some old notes and getting this project complete, I will be revising some of that.  Three new issues are being inserted, and I hope to have that done in the next few days.  So for now I'll post issue #16, and then what was posted before as issue #16 "Blackjack" and #17 "To Catch a Thief" will be renumbered to #19 and #20, respectively.
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Re: Exploits
Reply #1 - May 11th, 2011 at 10:22pm
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#16 – Mexico City – C.H.E.S.S. sends novices Thunderbird, Mischief, L-Force, Enigma, CyberKing, and ToonMaster to Mexico City to investigate the burning death of Rook Henry Torrence.  Torrence had been keeping an eye on Cambridge Professor Maurice Somerset, who was suspected of being the next target in a series of disappearances of top international nuclear physicists.  The team meets Police Captain Raoul Perez and wealthy heiress Arlayne Abrest and checks into the Hotel Rey del Sol.  They identify Torrence's body, check his effects, and see a picture of him with Abrest.  With the others down at the hotel pool, Abrest and CyberKing are attacked in her room by F.I.S.T., Yeoman, Mace, and Aztech.  The others respond, Aztech flees, and after a short fight the remaining criminals are detained.  Yeoman is found to have Torrence’s blaster pistol and a note about a meeting at Xochimilco (local floating gardens), but a motive for the attack is not learned.  Local media and police focus on the new superheroes, and ToonMaster attempts to deflect attention away from the misfit group.
« Last Edit: May 13th, 2011 at 10:49pm by Majestic »  
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Re: Exploits
Reply #2 - May 11th, 2011 at 10:27pm
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This adventure was a converted one, and the original was made for the James Bond 007 RPG.  It was one of my favorite modules for that game (called The Midas Touch), so I had fun adding supervillains to it and converting it for play with V&V.

This group was affectionately called "The Misfits" by all of us, but they were never really a team.  They went on this adventure (which led them all around the world) and then a couple of years later a number of them reunited for a Con adventure centering around minor league baseball ("Misfits of Summer").  This goof troop was a barrel of laughs (mostly due to the odd collection of characters) and I'll have a funny story to relate when we get to the finale (hopefully in a few days on issue #18).

When we recently ran through In Broad Daylight, that group was eclectic enough that it reminded some of us of the Misfits, but only one of those former members was a participant.    Cheesy
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Re: Exploits
Reply #3 - May 13th, 2011 at 12:14am
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I made a few edits to issue #16, and I'm pretty sure this adventure is going to run four issues now, so that means the two renumbered issues (in the old thread) will now be issues #20 and #21 (for anyone following along at home).
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Re: Exploits
Reply #4 - May 13th, 2011 at 12:31am
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#17 – Teotihuacan – ToonMaster and L-Force check out Xochimilco and briefly spot Aztech before being chased by criminals in speed boats through the exotic, flowered canals.  The pair takes out the hoods and dunks Aztech’s boat, but the villain flies away again and the thugs know nothing of his plans.  During dinner at the hotel the entire team keeps an eye on Somerset and his beau, Satin D’Or (actually an undercover French secret agent) and Thunderbird deduces that he is going to a secret rendezvous at the ruins of San Juan de Teotihuacan.  Later that evening the group tails him to the ancient ruins north of Mexico City. After a Light and Sound Show, they again follow the professor, and in caves underneath the Pyramid of the Sun he meets up with a man named Esteban Diamante.  As the heroes spy on the pair viewing and discussing Aztec hieroglyphics (forged) that tell of transmuting gold, Aztech suddenly traps them in the cave with a large rock.  They break free, but hear the duo kidnap Somerset and mention someone named DuLac as their next target.  The adventurers race upstairs, only to run into Shee-Ariel, R.A.M. 101, Psi-Phon, the god Quetzalcoatl (an illusion), and mercenaries Death Adder, Sam Winds, and Niles Foxworth.  The two sides clash, and the severely outmatched vigilantes are forced to flee.
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Re: Exploits
Reply #5 - May 13th, 2011 at 3:10pm
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#18 - The Running of the Bulls – While L-Force and ToonMaster recover in the hospital, the others meet with police and then return to the hotel.  In Somerset's room they find a postcard from scientist Rene DuLac referencing the two meeting the next day at Te Gustamos, a restaurant in Spain.  Accompanied by Abrest, the team makes the long flight to Madrid, then another to Pamplona, where they arrive amidst the Festival of San Fermin.  CyberKing meets DuLac at the crowded restaurant, but the scientist is drawn away by a child and snatched by Diamante.  CyberKing and ToonMaster attempt to stop the kidnapping, but Winds and another mercenary fight them off.  R.A.M. 101 traps Abrest and Mischief with energy webs back at their hotel while Thunderbird, L-Force, and Enigma join the other two.  The five heroes trace Diamante to one of his warehouses, but they are surrounded and captured by Diamante, Winds, Foxworth, Death Adder, and three other thugs, as well as paranormal backup Kali and Psi-Phon (both illusions from a nearby Psi-Phon).  The misfits are prepared to fight, but stand down when police arrive.  The police are revealed to be illusions, and the champions are tied up and injected with drugs.  The next morning all but L-Force are doused with pheromones and forced out into the street, near the start of the famous Running of the Bulls.  Mischief joins her fellow adventurers as they break free and dodge the enraged bovines as well as bravely assist numerous endangered civilians.  When they return to the warehouse, they find Diamante and his three men dead and L-Force still unconscious.  Two clues mention locations in Turkey and suggest a connection to the legend of King Midas.  Back at their hotel, Abrest appears to have quickly checked out.
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Re: Exploits
Reply #6 - May 14th, 2011 at 6:32pm
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#19 – The Midas Touch – The team flies to Ankara, then drives for a few hours until they reach the small Turkish village of Dobrosk in the mountains.  Townsfolk draw a map to the Cenotaph of Midas, which they believe to be cursed.  The group drives to the River Pactolus, then journeys on foot along a trail through clearings and forest.  As they emerge into a large meadow and approach the ancient ruins of the monument, the watching guards are confused as they observe Mischief acting strangely; ToonMaster and CyberKing also mimic her silliness.  The squad evades alarms and finds a hidden elevator, which the six heroes take down into an underground base.  They make their way through the complex, but Venefica uses a spell to instantly age and incapacitate the invaders.  Nightshade then boasts about how she has discovered a way to transmute iron into gold, but the clever champions don't fall for the ruse, and when given the opportunity to escape refuse to run and warn the authorities.  They confront and swiftly decimate Nightshade, Aztech, Venefica, and many guards, and also capture Abrest (who had been misleading them for Nightshade all along).  Nightshade's plot to artificially affect the price of gold is uncovered, the brainwashed scientists are rescued, and C.H.E.S.S. secures the facility.
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Re: Exploits
Reply #7 - May 14th, 2011 at 6:53pm
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Earlier I mentioned a really funny scene at the conclusion of this spy-type adventure.  So before I describe it, let me set the scene.  The heroes (who I'll give details on in a minute) have just traveled all over the world in an international plot.  They've been to ruins in Mexico, run with the bulls in Spain, and now made their way across Turkey.  They've traveled for hours (by car) to reach this secret base, and have hiked for a few more hours by foot to this mountain meadow.

The champions are:

Thunderbird: A very fast (but overweight) Native American who can control the weather.
CyberKing: An Elvis impersonator who can fire lightning.
Enigma: A major league baseball player who has the ability to absorb other powers.
L-Force: a young man who has green scales and armor, and who also shoots electricity.
ToonMaster: A cartoonist who has the amazing powers of creating solid illusions of anything he wants!  He tends to do silly things like having a lightbulb appear over his head when a good idea comes along, makes an anvil over the bad guys heads, which suddenly drops on them, or creates known live cartoons (favorites were Captain Caveman and the Powerpuff Girls) that fight for him.
Mischief: a gorgeous and flirtatious girl that is very agile and can vibrate through things; she also has an energy carrier attack called a Hand Spear (sort of like Iron Fist).

So this eclectic group is making their way across the meadow, and as they near these ruins they realize that they may be being watched by hidden cameras.

Despite yet another discussion/argument about Evasion (Mischief always evades, even though she is nearly impossible to be hit), the player of Mischief (a meta-gaming, power gamer munchkin) decides he wants to have her evade.  I, as the GM, explain to him yet again how he has to be aware of an attack to get any benefit from evasion (that only Heightened Defense and Level modifiers worked against all attacks, regardless of whether you know about them or not).  The player insists that he still wants Mischief to evade, and this means that she begins rolling around and running in an evasionary pattern (picture Captain Kirk doing one of his silly, zig-zag runs).

ToonMaster, who is silly to begin with (see above) suddenly appears in lederhosen, and floats along loudly bellowing "The Sound of Music", as he figures "What the heck? If she can be goofy, then so can I!!!".  CyberKing, our Elvis impersonator, decides to join in on the fun and starts singing Elvis tunes ("A little bit of conversation, a little more action....").

The others in the group look around at these three members of the team singing and dancing in the middle of this beautiful mountain scenery, and probably shake their heads in bewilderment (as do the guards who are watching on video monitors).    Cheesy

Mischief ended up getting a Charisma negative for acting so strangely right in the middle of a crucial operation.    Smiley
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Re: Exploits
Reply #8 - May 15th, 2011 at 11:09pm
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Issues #20 and #21 were already posted before (see the first post in this thread), so I'll skip right through to issue #22.

#22 - …and the Children Shall Suffer – A wave of kidnappings claims several children of U.S. Senators and Representatives; the ransom demands are for America to release prisoners held under the Patriot Act.  When his son James is kidnapped, Dr. Desist (the King of C.H.E.S.S.) gathers a team to assist him.  Joined by Dr. Mercury, Fourarm, and Lin Pei, the group figures out that the children are being held by a neo-Nazi, white supremacist group at a compound in rural Idaho.  They hit the place hard, and using broad powers granted under the new legislation Desist and Mercury crack one of the members, learning that they are but patsies and that the kids are held by an occult group in the Swiss Alps.  The heroes rush to the mountain castle and fight their way through the cultists, some of whom wield eldritch magic.  They reach the basement just in time to save the children, who were about to be sacrificed in an unholy ceremony.
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Re: Exploits
Reply #9 - May 16th, 2011 at 12:46pm
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#22 – We Five Kings – President George W. Bush, watching the Army of Elvii at the Flamingo Las Vegas hotel casino, loses his teddy bear (containing the ‘Nuclear Football’, the launch codes for authorizing a nuclear attack).  Elvis Presley (performing as Sebastian Haff and considering himself a federal agent since he was deputized by President Nixon) calls in fellow Five Kings Investigations associates CyberKing and MindKing.  The three agents weave their way through double and triple crosses, as well as an old conspiracy involving the 60's Rat Pack.  Eventually the three Elvii follow the evidence trail to a mansion near the California-Nevada border, where they take out Red Chinese agents.  Haff defeats the body-swapping Chinese cyborg Colonel Tom Parker in a climactic kung fu battle, and the team recovers the bear.  In Boston, teen paranormal Charlotte Sparrow (Snowflake) comes to the aid of a bullied girl, driving her tormenters away.
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Re: Exploits
Reply #10 - May 17th, 2011 at 3:49pm
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#24 – Misfits of Summer – Thunderbird and Maccane (from Sleeper’s Paranormal Detective Agency) go undercover to investigate possible illicit activity at the International League tournament in Buffalo, New York.  Joined by Mischief, L-Force, and Enigma (playing for the Ottawa Lynx in his civilian identity, Phil Campbell), the adventurers enjoy the minor league baseball and spy on those behind the scenes.  During the semi-finals, the entire Buffalo Bisons team (heavily favored to win the event) comes down with food poisoning, leading the sleuths to suspect that the games may be fixed.  The Russian mafia (gambling on the Durham Bulls) then attempts to eliminate Campbell, and Maccane foils an attack by paranormal Yakuza mobsters (backing Ottawa).  The heroes make their presence felt at the championship game to prevent further trouble, where Durham (led by a Johnny Maxwell) beats Campbell’s Lynx to win the Governor’s Cup.
  
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Reply #11 - May 18th, 2011 at 2:40pm
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#25 – In Darkness Lurks the Slime Devil – In Boston, L-Force is informed by Scott Hastings, a reporter for the Stoneham Independent, that somebody broke into their newspaper offices and wiped out some files, which included information about him.  A young boy, Bobby Norton, then approaches the hero and asks for his help in finding his missing father, Arthur.  L-Force, joined by local vigilante Snowflake, discovers that the newspaper break-in was done by Hornet (whose assignment was to erase information about T.O.T.E.M.).  They track down the supervillain, and after a long fight the two youths take down the criminal and his four henchmen.  L-Force then investigates the disappearance of Arthur Norton and learns that he was last seen working with a repair crew in the city’s sewer system.  Taking Bobby with him, he descends into the sewers, but the two are attacked and chased off by a hideously mutated creature!  L-Force is able to convince fellow C.H.E.S.S. agent Lin Pei of the danger in the Boston sewers, and weeks later she and Dr. Mercury accompany him back to the area.  The three find a large nest in the sewer and destroy the beast, as well as the serpents and eggs that it apparently spawned.  As C.H.E.S.S. and the local authorities clean up the mess, they find a number of human bodies and discover that illegal dumping of chemicals likely created the monster.
  
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Re: Exploits
Reply #12 - May 19th, 2011 at 4:23pm
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I set the date on this next one as back in 2007, but we just played them over the last few weeks (you might notice some villains that only just came out).  So in other words, I back-filled them into the campaign.   Smiley

#26 – Supernatural Foes – Enigma happens across Boogeyman wiping out rival gangsters in the streets of the Bronx.  He takes out two blinded criminals, then dispatches the Irish supervillain after absorbing his flame attacks.  C.H.E.S.S. agent G-Force responds to a robbery of a bookstore in Nantes, France.  He confronts the mystical Hellons: Styx, Phelgathon, and Lethe, but is knocked out by Styx’s magical scythe.  He awakens and follows a trail of bodies to a nearby shopping center, where he swiftly takes out all three terrorists and recovers the ancient book they had stolen.
  
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Reply #13 - May 20th, 2011 at 1:02pm
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#27 – The Next Generation – Off-duty hospital security officer Scythe interrupts a robbery by gang members in downtown Washington, D.C.; he uses the flat side of his katana to defeat all seven opponents.  In the dimension of Atoll, the giant Goliath takes out the colossal Slayer when the dangerous madman goes on a rampage, attacking civilians at a shrine.  The supervillain Recluse uses hired muscle to run scams and set up a protection racket in a retirement community in Binghamton, New York.  Goliath and Scythe, joined by new superheroes Psi-Blade, Karma, and Spectre, discover what is going on and attack the criminals at an outdoor pool.  Recluse flees, but all of the other thugs are defeated and captured.
  
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Re: Exploits
Reply #14 - May 21st, 2011 at 5:58pm
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It's nice being completely caught up with every summary for our 20+ year old campaign.  This one is the most recent entry in Exploits, even though it's only a partial issue (at this point).

#28 – A Dish Best Served Cold – After a rampage in which she took out a number of police officers, Ebony Angel is quickly dispatched by Sir Rathos inside a mini-mart.
  
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Re: Exploits
Reply #15 - Jul 17th, 2011 at 3:58pm
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At GuardianCon 9 we played a few more adventures that are best categorized under "Exploits", the title that encompasses the material that doesn't best fit into the Guardians issues themselves.

#28 – Secrets of the Knights - Vampires of the Bloodsworn clan are spotted in Milan, Italy, so the Freemasons send one of their best vampire hunting teams to the city to investigate.  William Stedman (Brit) leads Gary Thomas (Tool), Tory Johnson (Hacker), and robot I.C.E. (Invulnerable Cybernetic Enforcer), along with two emissaries representing the Catholic Church’s Illuminati: Father Allen O’Reiley and Markus Muller (Stalker).  At an apartment building the group dispatches human familiars and fights Anneke, Lazarus, and Guillermo, but the three undead warriors flee into hidden passageways.  The team finds that a bigger plot is unfolding at an abandoned Catholic monastery in the Italian Alps, so they venture there.  Inside they battle a werewolf and vampires Gideon and Phillipe, but the Bloodsworn leader Selena seduces their isolated members one by one.  The entire team nearly falls under her sway, but hold out just long enough to force the villainess and her minions to flee with a secret artifact.  Uncovered evidence reveals that during the Crusades the Church experimented with vampire blood to create a super warrior.
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Re: Exploits
Reply #16 - Jul 18th, 2011 at 11:51am
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#29 – Vindicators, Guardians, and Villains, Oh My! – After a rampage in which she took out a number of police officers, Ebony Angel is quickly dispatched by Sir Rathos inside a mini-mart.  Guardians Kubera and Knight Shade and ally Mr. Electric find themselves transported into a dimension that resembles their own.  They form an uneasy alliance with vigilantes Rockasaurus, Stone, and Frostbite, and together the heroes take down Lord Malek, a powerful vampire.
  
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Reply #17 - Apr 4th, 2012 at 3:57pm
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#30 – Spyder Bite – Maccane assists C.A.P.E.S. (Chicago Area Police Enforcement Squad) paranormals Avenger, Sgt. Stone, Ivanhoe, and Hardrock in attempting to locate the powerful mercenary Spyder, who has reportedly been seen in the Windy City.  Joined by Rune, the group takes down masked thugs outside a bank, then finds that they have military-grade explosives.  The adventurers allow one to leave, and Maccane tracks him to a closed gas station in an abandoned section of town.  After spying on the small building, the team attacks.  Spyder and Shadowjack flee, but Crossfire and Bandit are captured after a short skirmish.  Crossfire reveals that Spyder has been targeting an armored truck delivery the next day, intending to steal a prototype weapon aboard.
  
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Reply #18 - Apr 4th, 2012 at 3:57pm
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#31 – Spyderwebs – The prototype weapon is replaced with a fake, and Rune, Avenger, Sgt. Stone, and Southpaw (newly arrived from the same dimension as Makeshift) stake out a laundromat across from the strike point.  Shortly after the armored truck arrives, a spherical hovercraft appears on scene, and Spyder, Annihilation, Fire-Fly, Kachandra, and her pets T-479 and Semdifor spill out and hammer the force field protecting the vehicle.  The vigilantes counterattack, only to find that a massive Earth Monster lumbers their way, causing massive destruction!  After a lengthy slugfest, Spyder is forced to flee, but all of the others combatants are dispatched or surrender.  An exhausted Mirage (unseen by the heroes) also escapes, and her illusion of the Earth Monster disappears as well.
  
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Reply #19 - Jun 14th, 2012 at 6:10pm
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#32 – Won’t You Be My Wingman? – Numerous vigilantes respond as the supervillain Revenger and six Wingmen rob a Technology Depot in Washington, D.C.  Sentinel Goliath, his former teammate Jedi Guardian, Makeshift, and new hero Spirit interrupt the thieves, and during the battle Summoner arrives and assists in taking all of them down.
  
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Re: Exploits
Reply #20 - Jul 16th, 2012 at 2:17pm
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Though both of these are included in the GuardianCon 10 thread, I figured I'd update them here as well:

#33 – Signs of the Zodiac – Multi-millionaire business tycoon Andrew Topple honors Oz, Sir Rathos, and Spartan (and many other civic heroes) at a lavish Inspiration Celebration aboard his yacht, the Rebel.  After they depart from Baltimore, the ceremony is held, then Topple baits the heroes into expending lots of energy showing off, Sir Rathos gets drunk, and a disguised Scorpio and Virgo slowly poison each of the adventurers.  Meanwhile new vigilantes Wraith and Contagion investigate a strange break-in at the Crowley skyscraper downtown, where earlier Cancer had stolen plans for Topple’s Equalizer armor from a secure vault.  The two follow the yacht in a motorboat to a distant sand bar, where most of the passengers observe from land as Topple is confronted on the docked Rebel by Taurus, Pisces, and Cancer.  The new Zodiac criminals had conspired with Topple, but decided not to throw the fight after learning he planned to betray them.  Wraith and Contagion arrive and join Equalizer (Topple’s bodyguard) and the other three in contesting the villains, who swiftly decimate all who oppose them.  The six members of the Zodiac (including the hidden Capricorn) flee with the money Topple was supposed to pay them, spoiling the CEO’s clever plan to spotlight his Equalizer armor.

#34 – Knight of the Seductress – The Freemason Alpha Team flies to Tokyo, but are unable to contact team leader Brit.  Hacker, Tool, Father, Stalker, I.C.E., and new members Silversmith and Ghost find clues in his hotel room that lead to a private underground night club run by Anneke.  At the club, where humans are herded like cattle, they take out many vampires, but Anneke escapes.  Notes lead to the Matsura corporate building, the base of the Bloodsworn in Japan.  Bypassing elaborate security, the group finds Brit under Selena’s sway.  They battle the Contessa, her werewolf, Phillipe, Gideon, and many vampire minions and defeat nearly all of them.  Only Gideon and Selena escape, with Hacker under her control.

  
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Re: Exploits
Reply #21 - Aug 27th, 2012 at 6:02pm
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While out of town camping this weekend, I threw a quick and dirty encounter together for my son, two nephews, and brother-in-law (with characters the latter three had played once - also while camping - three years ago).  I used Mystico from Most Wanted Volume 1 and the street gang the Morbid from Citizen Report.

#35 – Morbid Fascination - F.I.S.H. asks Spartan, Spectre, Karma, and Psi-Blade to investigate the Morbid, a dark and sinister New York street gang, after an undercover agent goes missing.  The four heroes invade an abandoned theater in the Bronx and take down Mystico, his zombie, and a large group of the gothic criminals.  They learn that the agent was killed earlier, and recover a large quantity of illegal drugs.
  
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Re: Exploits
Reply #22 - Nov 3rd, 2012 at 2:33am
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I'm posting pictures in its own thread, but I started out a session for two of my PCs by running them through "No Crime like the Present" (from "Always Outnumbered"), and then folded that right into "Mind Over Matter" (the mini-adventure in the back of "Vigilantes International").  Here's the part we've done so far:

#36 – No Crime Like the Present – Dr. Augustus Swakhammer visits an evening show at a planetarium in Orlando.  When the criminal Miz Happ fills the building with clouds to mask her theft of meteorites from the exhibit hall, he races outside to enlist his car (and extraterrestrial companion) Halley, becoming the superhero Perihelion.  New vigilante Psypher happens by and joins in taking down the villainess and her getaway driver, Farce.  Numerous members of the media question Perihelion, but Psypher chooses to avoid the exposure.  Soon after the pair leaves in Halley, they happen upon robbers exiting a bank.  In short order they disable their van and dispatch the Squire and a half-dozen thugs.  Meeting with Commissioner Rollands at the mid-town precinct, they learn that a crime wave has been taking the shape of a capital letter “C” across the city, and agree to stakeout the bank believed to be the next target.
« Last Edit: Dec 19th, 2012 at 3:34pm by Majestic »  
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Re: Exploits
Reply #23 - Nov 26th, 2012 at 6:34pm
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I skipped an issue in order to allow for the second half of "Mind Over Matter".

And I'll do pictures in a separate thread.

#38 – Tattoos – A private charity event to benefit victims from Superstorm Sandy is held on the lawn at the residence of wealthy Carl Caskey in Orlando, gathering paranormals from all over the country.  After numerous superheroes display their abilities, a commotion is heard inside the mansion, and Spirit, Helios, Makeshift, Psypher, Scythe, and Perihelion race inside.  They confront three masked thieves upstairs, but the criminals are able to phase through a shielded vault and escape with many expensive paintings valued at millions of dollars.  Police Commissioner Rollands contacts Perihelion and Psypher, alerting them that a severed leg has been found in concrete at an abandoned warehouse nearby.  The vigilantes check things out and theorize that someone lost the leg while phasing like the thieves.  Clues lead them to Leonidas High School not far away, and as they investigate the group begins to suspect three high school students who have recently exhibited augmented physical traits.  The trail leads to the tattoo parlor Kinetink, where proprietor Ivan Voloshchuk proves to be extremely evasive.  The investigators turn up the heat, but Voloshchuk calls police, then flees by phasing through the ground shortly after law enforcement arrives.  Half of the stolen paintings are found inside a safe at the shop.  Voloshchuk calls and arranges a meeting in the school parking lot the next day, agreeing to give up his minions in exchange for the art.  When Voloshchuk and his three teenaged minions arrive, the heroes attempt to take them down, but are shocked when Scythe turns on them and fights on the side of the enemy!  The two sides battle, and the champions are able to defeat and capture all of the lawbreakers.  Afterwards, it is learned that the crooks gained superhuman abilities from mystical Russian tattoos.  Caskey graciously rewards the adventurers for their recovery of his prized possessions.
« Last Edit: Nov 26th, 2012 at 8:05pm by Majestic »  
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Re: Exploits
Reply #24 - Dec 18th, 2012 at 5:46pm
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Finished up playing "Mind Over Matter" this last weekend:

#37 – Mind Over Matter – Psypher and Perihelion stake out the bank for two days.  When it is robbed on the second night, they tail the gray sedan of the crooks across the city.  The car disappears into an alley, but the two sleuths find a clandestine door leading into an underground basement.  They make their way to the roof of the McGregor Building and find the six thugs in a penthouse office speaking to company president Scott McGregor.  The thieves confess without prompting, but suddenly the villain Ironmane springs from a secret elevator and attacks the pair!  The vigilantes double-team the attacker, inadvertently killing their foe.  During the fight the villainous Conscience descends in an elevator from an adjacent hidden office into a secret garage in the basement.  Determining that McGregor and the robbers appear to have been mentally controlled, the investigators search the plush office and find another hidden door into the Conscience’s headquarters.  They discover that the mentalist was running a criminal empire from within the building, which he had built to his specifications.
« Last Edit: Dec 19th, 2012 at 3:33pm by Majestic »  
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Re: Exploits
Reply #25 - May 14th, 2013 at 10:15pm
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These and the other "Exploits" make for fascinating reading. Makes me wish I were at your game table. Are most or some or all of these from published modules? I recognize some of the plots.

If I can get a game going locally or online, I will have to refer back to this for inspiration.
  
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Reply #26 - May 16th, 2013 at 1:42pm
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Thanks, Matt!  Smiley

Like the Guardians issues (our "main title"), they're a combination of printed or published adventures and stuff made up by us.  We all take turns running, so that provides a lot of variety.  Right now there's 7 regulars, but at one time we had 10 active participants, with each of them having GMd before (some more than others, but all multiple times).
  
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Re: Exploits
Reply #27 - May 16th, 2013 at 7:39pm
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That sounds like a lot of fun. My luck and lot seems to dictate that I always wind up the Dungeon Master as most of the players I've played with don't want to or just haven't been very good and realized it. Right now I get to be a player in a monthly D&D game but my heart is with super hero role-playing.

I've been reading some of your Guardians synopses. They're really fun and make me want to get a campaign going long-term (best I've managed is about 6 months due to players moving away and what not). Is there a list of members somewhere? I have trouble keeping track of who's who.
  
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Re: Exploits
Reply #28 - May 17th, 2013 at 12:16am
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Thanks for that, Matt.  I really appreciate it!  Smiley

I wish I'd spent the time to spotlight more of the individual characters on our website, but alas, there's so many so it's a big project.

You can see a few of them here.  It's got to be hard to keep all of the (many) characters separate!  Feel free to ask if you have any questions about any of them, as I love talking about them!  Smiley
  
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Re: Exploits
Reply #29 - Jul 11th, 2013 at 11:59am
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This last issue was the only V&V played at GuardianCon 11 this year (the first year I haven't ran the game there).  I/we finally assigned a name to the dimension of my son (Nemo_the_Clown)'s campaign (his Vindicators game, which can be read about here): Gamma.

#39 – Ritual of Kings – Warp and novice hero Kensei suddenly find themselves in a Double Tree hotel, then discover that they are in a world similar to but different than their own (Gamma, the dimension of Lord Malek).  Simultaneously, in a bank on the ground floor of the same building, Vindicators Alcatraz, Visual Eminence, Mr. Fahrenheit, and Nightstalker, as well as new paranormal Aquaflash arrive after a robbery attempt by common thugs.  Shortly after, all of the paranormals meet each other and decide to work together.  When the bank’s vault is opened, a trio of unearthly, angelic-like beings (Athkin) are found inside.  Soon after, when a strange device appears and is picked up, the entire group (including the Athkin) finds themselves transported elsewhere.  One after another, the party faces and overcomes difficult challenges and puzzles as they make their way through an underground labyrinth, discovering a couple of slain titans  (Mohan-Vor) along the way.  Later, they encounter Solor, a chained demonic-looking giant who claims to have been cursed and imprisoned there for over 500 years.  Davios, the captain of the Athkin, is not comfortable helping Solor, but the vigilantes have trouble deciding and continue.  In the large adjacent chamber, they find a gigantic, mystical Spirit Tree (which had drawn Warp and Kensei to this plane).  Unbeknownst to the adventurers, the Athkin (who had staged the bank robbery) and Mohan-Vor had used them to get past the traps to reach the living Spirit Tree, for a rejuvenation ceremony to heal their dying leaders.  Three Mohan-Vor warriors arrive behind the team and free their commander, Solor.  Now in the final chamber, the heads of the three alien clans (Solor, Davios, and Boug), each bound to the Tree, seek its healing energies for their own restoration.  The heroes join the Athkin and Mohan-Vor and battle the dark sorcerer Boug and his Onusk demons.  During the fight, the Spirit Tree begins rejuvenating each of the leaders.  Boug transforms into a large, black serpent, but Visual Eminence decapitates him and the Onusk surrender.  The aliens thank their new allies, and Warp and Kensei are returned home.
« Last Edit: Jul 11th, 2013 at 3:39pm by Majestic »  
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Re: Exploits
Reply #30 - Dec 30th, 2013 at 6:56pm
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#40 – This Nut’s Not Sweet – Just as Wraith and Contagion meet newly awakened pirate Blackbeard at a café in Baltimore, the Spirit of Christmas appears.  The ghost asks them to stop an imposter who parodies the champion of Christmas in their city.  Racing to Casey’s, a nearby department store, the group learns that children have been taken hostage inside.  The trio efficiently defeats Santa Claws, Raindeer, and the madman’s Noels, his eight minions dressed as Santa’s reindeer, and rescues the captives.
  
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Re: Exploits
Reply #31 - Jun 28th, 2015 at 3:55am
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I just tacked on an ending for issue #40 that we played tonight:

A year later, Contagion, Blackbeard, and new superhero Psilight attend a F.I.S.H. conference in Oakland, California.  In the evening they respond to a burglary in progress at a closed office building nearby.  Blackbeard crashes in through a window, and the three quickly take down villain Darc Warp and five thugs that were in the process of robbing the place.  Darc Warp is tied up with his own jacket, but wakes up and escapes by falling through a portal underneath himself.
  
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Re: Exploits
Reply #32 - Jun 28th, 2015 at 3:56am
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And here's issue #41, played a week ago at GuardianCon 13, that I originally (accidentally) posted in the Guardians thread:

#42 – Firestorm – Aries, Leo, Sagittarius, Aquarius, Gemini, and Libra of the Zodiac Syndicate ambush a military convoy transporting classified prototype technology in rural Chesterfield County, Virginia.  Libra secures one of their objectives (prototype X269, a serum), while Leo leaps on a Humvee escaping with the other (X312, a miniature battery/energy projector).  Leader Aries, not wanting Leo to secure their other target by himself, rams the vehicle, which leads to an intense argument between the two supervillains.  As they bicker, the four soldiers in the damaged Humvee escape into the nearby town of Fairview.  Libra proposes a contest: the others in the Zodiac will not allow the military to escape Fairview as Aries and Leo track down the other prototype.  Aquarius hits the local three cell towers with lightning, cutting it off from the rest of the world, and the rest of the Zodiac spread out around the community.  F.I.S.H. calls in available heroes from the area, and Partisan, Tank, Psilight, Galahad, Blackbeard, and Z-Spiker respond, meeting on the helipad at Medstar Georgetown University Hospital in Washington, D.C.  They are briefed by Army Major Shane Ellis en route to the ambush site by helicopter, then find a wounded combatant along the path to Fairview.  Lieutenant Alber provides more details on the raid before losing consciousness.  They continue into the small town, which is pelted by heavy rains.  Psilight swiftly reconnoiters the area and the group splits up, visiting the police station and Holy Trinity Church.  They discover that Father Jerome has provided refuge to another of the four, a burned Captain Gibbons, who gives them more information.  They decide to take out a lone sentry on the eastern edge of the city, but when they arrive they find the Zodiac ready for them.  The two sides battle, and eventually the heroes drop Leo and Aries.  The others manage to flee, and the team learns that Lieutenant Max Pincombe was transformed by the forearm bracer (the other prototype) he put on as he fled.  Nanoids have transformed the soldier into a paranormal!

[Edit: Changed #41 to #42]
« Last Edit: Oct 10th, 2016 at 4:52pm by Majestic »  
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Re: Exploits
Reply #33 - Jul 1st, 2015 at 1:10pm
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I did another session that took place before "Firestorm", so that one is now issue #42.

This time it was three heroes (two of them my kids) against free FGU villaness Marie La Rouge.

Here's a summary (pictures to follow):

#41 – Marie La Rouge – Alerted to the possibility of a raid by pirates on the Hermosa Yacht Club in Isla Vista, California, Blackbeard, Psilight, and new adventurer Chronovator set up early one morning and await their arrival.  A ship arrives from sea, but when Chronovator circles around beneath it in her submersible, the L’Engle, the Flying Dutchess rises up into the air!  Cannons on the enemy vessel demolish cars in the parking lot, and Marie La Rouge shouts demands from the deck of her ship.  The heroes make their way aboard and take out the villainess and her crew of female pirates.
  
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Re: Exploits
Reply #34 - Jul 2nd, 2015 at 1:10pm
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I love reading your exploits.  I've grabbed a few of the ideas for my own. 

Also, when I read 'exploits' as the title, I thought this would be a thread about things like combining Heightened Speed and Ice Powers, or Size Change larger and Heightened Endurance lol.  Glad I was wrong.
  
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Re: Exploits
Reply #35 - Jul 2nd, 2015 at 5:22pm
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Thanks, Phrennzy.  Glad you like them, and it's cool that the ideas are inspiring for others' games.
  
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Re: Exploits
Reply #36 - Oct 10th, 2016 at 5:05pm
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I finally did a summary of the event at this year's GuardianCon (in June), which I didn't play in.  My son and another friend were co-GMs, and it was a massive, sprawling tale with an extremely intricate plot (even with the details of this write-up, there's lots that was not found out by the players).  They are considering doing a sequel, to explore more of it.

[Editor's Note: Delta is the name of my son's 'universe', for his V&V campaign.  So this was a "crossover" even with PCs from both games/universes, the Vindicators and the Guardians]

#43 – Excavated Evil – Prologue: In Delta, twin brothers battle each other for centuries, Aelmar eventually taking the form of a paladin and Belarious that of a large dragon.  A magical curse causes them to switch bodies; the paladin calls himself Valgar and the dragon Pendragon. In the present, Ryoma Okita (Kensai) fights off strange ninjas at his work office, but drops after being poisoned.  Galahad dispatches a number of street punks, and a mysterious man claiming to be a servant of Merlin asks for his help.  In Delta, heroes Archon, Ad-versus, the Damned, Anomalous, and Nox are assembled to confront a great evil: Archon takes out a purse thief, but the victim knocks him out with a weapon.  Ad-versus is summoned to the dean’s office at his community college; he declines a robed man’s request for help and in turn is rendered unconscious.  At a laundromat, a man appears and gives Ricky Wilson (the Damned) an airline ticket to a fantastic resort island.  A woman convinces Anomalous to leave a bar, but before he can depart he passes out from his poisoned drink.  Nox investigates the kidnappings of various paranormals, and soon finds himself alongside the missing four, Kensai, and Galahad on a plane headed to an unknown destination overseas.  A disturbance jars the aircraft as it passes between dimensions (back into Delta), and many of the adventurers suddenly observe different people sitting next to them.  As the craft is rocked by more turbulence, the bewildered vigilantes unsuccessfully struggle to repair the vessel, but cannot keep it from crash landing on an island!  The heroes aid the injured, but most of the passengers are found to be dead.  As the others set up a camp and gather survivors while tending to the wounded, Anomalous and Archon explore an apparently empty compound to the north.  The camp is attacked by zombies, who prove to be much stronger and faster than expected.  The champions fight off wave after wave of the undead, allowing the innocent civilians to flee into a cave.  Just as they are about to be overwhelmed, the zombies stop, becoming completely motionless!  Unnerved, the party moves north to the encampment, resting on the roof of one building and sharing with each other how they each came to be on the plane.  Ad-versus explores, and in an excavation tent encounters Pendragon.  The reptile admits to controlling the undead, and commands Ad-versus to break an ancient obelisk to the north.  The hero attempts to comply, but is stopped by the others.  The group continues to explore, discovering state-of-the-art equipment and facilities.  Notes from head researcher Dr. William Huxley hint at a recently unearthed dragon that controls zombies.  In the most extravagant room of the compound they meet Valgar, who tells them the evil dragon must be destroyed, not the obelisk.  Pendragon communicates through Ad-versus, but the team refuses to listen to him.  They search more, and in a cave find the obelisk, as well as stone tablets that tell of a battle between a paladin and a dragon millennia ago.  Pendragon (Aelmar) tells the explorers that the paladin Valgar (Belarious) is not to be trusted.  The Damned confirms with the cosmos that they can believe both, but Galahad senses evil in each of them.  The superheroes discuss their options in depth, and then break the obelisk (against Belarious’ wishes, freeing Aelmar). Galahad offered Aelmar freedom, but, overcome with rage, instead of leaving, he attempts to kill his captor instead, and the pair continues their ancient fight.
  
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Re: Exploits Issue Summaries
Reply #37 - Mar 22nd, 2018 at 3:15pm
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Two weeks ago was Gary Con 10, and there were two 3.0/Mighty Protectors games, the first an 8-hour one, and the second a normal, 4-hour affair.

I went ahead and incorporated them into my campaign (with a few minor tweaks), being as the GMs allowed everyone to bring their own 150 CP characters (I even made one for myself, just for this).
  
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Re: Exploits Issue Summaries
Reply #38 - Mar 23rd, 2018 at 5:24pm
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Now for recaps of the MP games run at GaryCon X.  This first one, "Daughter of Dagon" was 8 hours, so I broke it down into two separate issues.

#45 – Attack of the Cyber-Squid! - Revivicator, ColdSnap, Apparition, Quake, Foggy, and Nightstalker respond when a giant squid attacks the pier at Fisherman’s Wharf in San Francisco.  Apparition paralyzes the beast, and the group finds that the creature’s lower half is mechanized.  Inside the Cyber-Squid they discover empty seats, and the language of the interior technology reveals an Atlantean dialect.  Police Lieutenant Black asks for assistance from the vigilantes when armored soldiers begin searching the city.  That night the makeshift team rushes to an underground rave, which partygoers spill out of in terror.  They make quick work of a squad of six Lemurians, and afterwards one explains that they are searching for the missing Princess Rel.  After learning that Rel has been singing with a local band called Afros and Tattoos, messages are left with the band’s manager, Zero.  The adventurers try to convince the underwater dwellers that force is not the answer to recovering the missing girl, and continue to coordinate with Black to keep the city safe.
  
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Re: Exploits Issue Summaries
Reply #39 - Mar 26th, 2018 at 5:41pm
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#46 – Daughter of Dagon – Working through the night, the six heroes make their way to an apartment in the Tenderloin district, where the band’s lead singer Angel appears to live with many other young people.  Clues indicate that Rel and Angel are songwriting partners and live together in the bathroom.  Realizing that the pair has fled, they track down drummer Gell at a train station, and he spills that the couple are hiding at Angel’s parents’ house outside the city.  The adventurers hurry there, where they find Angel and Princess Rel held captive by Lemurians alongside Angel’s parents in the basement!  As the group takes down the adversaries, the Lemurian villainess Itrea arrives and joins the soldiers.  The superheroes prove triumphant, and after the battle King Dagon shows up, demanding that his daughter return to their underwater kingdom.  The victors insist that the choice is hers, as she has reached adulthood, and encourage her to do what she chooses.  The Princess decides to remain on the surface world, and gives up her royal position back home.
  
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Re: Exploits Issue Summaries
Reply #40 - Mar 29th, 2018 at 1:10pm
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By the last day of Gary Con (Sunday), everybody is pretty wiped out and exhausted.  This last game wasn't that great, as the GM was entirely winging things.  It was pretty obvious to all of us as we noted that he never wrote anything down, looked at notes, or consulted any rules.  We hustled to get to the event at 9 in the morning, but then spent more than 1-1/2 hours as two players created characters.  Then we played the adventure, which was the GM improvising the whole time.  He seemed like a really nice guy and was extremely entertaining (would be a great guy to grab a beer with), but he also was distracted super easily, and got off on tangents without much effort.

Eventually in that first encounter, I figured out that we were dealing with an illusion (another player should have had a chance to learn this when he Siphoned Power from it).

In the end, the GM apologized that he didn't know the game system better, and said he hoped to learn more about it before he runs it at Gamehole Con.

#47 - A Not So Secret War – In Milwaukee with F.I.S.H., Rejuvenator, ColdSnap, Nightstalker, and Apparition respond alongside Magnatron and Pero Syte to a massive multi-car accident on Interstate 94, including a large truck embedded in the side of a building.  The heroes watch as a small, blue creature in the midst of the chaos is hit by lightning and grows in front of them.  Their attempts to reason with and attacks on the strange being prove futile, as it gets bigger and changes with successive electrical strikes.  Eventually the assembled adventurers deduce that most of the scene, including their opponent, is an elaborate illusion.  Magnatron rescues the crashed truck.  ColdSnap recovers a small, mechanical sphere, which brings a young male paranormal to the scene to recover his technology.  The teen explains that he caused the accident and illusions in order to steal materials needed to save his dying sister.  He summons a remarkable vehicle, which he flies everyone in to Columbia Saint Mary’s Hospital, where they learn that he was telling the truth.  Using the recovered items, a cure is attempted, but the girl transforms into a winged, horned monster and flies away!
  
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Re: Exploits Issue Summaries
Reply #41 - Jul 17th, 2018 at 5:16pm
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I had just two players on Friday (multiple others were out of town), so I finished off the final part I hadn't done from "Always Outnumbered". 

For this game I used 2.1, rather than 3.0, since none of the characters involved had been converted yet, and it was just easier.

Kudos to polarboy for another excellent and fun adventure.  One of the reasons I like running published adventures is that they're often storylines or plot twists that I'd never have come up with myself.

#48 – True Believer – On the same night as a mass shooting in an Orlando nightclub, new hero Pioneer downs an entity called Lightning-Lych at Clockwork Orange, another club across town.  Psypher returns home, and is suspicious when Perihelion shows her the news clip of the incident.  As they drive downtown, they witness Pioneer flying above them as a man hops off a motorcycle, grows larger, and bashes in the front door of Another Era Stamps & Coins.  Pioneer flies down and explains that he sensed the attack, but the experienced pair clears customers from the shop as Halley guards the entrance and Psypher’s pegasus Princess keeps watch overhead.  After a brief fight, Psypher and Perihelion convince Scrimmage to surrender, but Psypher remains skeptical of their ally.  Lightning-Lych reappears and begins to fight with all three adventurers, but Psypher suspects Pioneer of being behind it.  Photojournalist R.M. Ingram snaps pictures by the front door, so Princess scoops him up and flies him high into the sky!  Ingram (secretly the supervillain Haste) uses his mental powers on Princess, which causes the winged horse to fly chaotically, terrifying her passenger.  Scrimmage spills that he was working with Pioneer, and after the energy creature is destroyed Psypher confronts their associate.  When Scrimmage reveals that Pioneer has criminals at his hideout, the “hero” rationalizes them as his captives.  The two explain that he needs to go into custody until the situation can be straightened out, but he flees, only to be swiftly caught.  Princess brings Ingram down, and Perihelion recognizes her compulsive behavior as being what he felt years earlier, after his first incident with the press.  When he challenges Haste, the exposed villain races away.  F.I.S.H. arrives, along with Commissioner Rollands, who gives them authority to enter Pioneer’s residence.  Across town, they enter the Homestead Hostel (a converted firehouse), and Psypher heads upstairs as Perihelion hacks into computers below.  Conscience (wearing no costume) takes control of Psypher’s mind, then sends her back down to the garage to take out Perihelion.  She shoots her old partner, but he is able to quickly snap her out of it.  The pair head to the upper level, where Conscience and Magnanimous give up without a fight.  They learn that Pioneer had been working with criminals, serving as a lookout and telepathic aide and providing a haven for them in the area.

  
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