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Very Hot Topic (More than 25 Replies) Sentinels Issue Summaries (Read 13799 times)
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Re: Sentinels Issue Summaries
Reply #70 - May 24th, 2018 at 2:36pm
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Tuesday night I got to play in my first Sentinels adventure, as my son was the GM.

#17 – We Are Not Our Brothers’ Keeper – A person dressed as Rejuvenator hosts a party in the old garage portion of the Sentinels’ base, welcoming ColdSnap to the team and making Final Pulse a junior member.  Amongst the loud music and alcohol, a tattoo artist inks guests in one corner.  The festivities also serve as a recruiting drive, and numerous paranormals attend, alongside many ordinary people.  Midna watches as newcomer Solomon Kane expresses mistrust about magical Flashbot.  Hired by the host, blue-skinned Frostgem slips away with ColdSnap into a back room for his first intimate encounter.  Alarms sound, causing Rejuvenator to clear the regular people from the facility.  Final Pulse drives a Marauder with Midna, ColdSnap, Flashbot, and Kane to a nearby police precinct, where there is a large hole in the wall and numerous casualties.  The vigilantes race inside and fight the powerful Dreadnought and hired thugs with energy blasts, who all have glowing tattoos.  Flashbot’s light flash inadvertently blinds Final Pulse permanently!  The hirelings flee, as does a temporarily blinded Dreadnaught, who is chased down and captured by ColdSnap.  As the glow from the tattoos fades, the villain shrinks down into a troubled 12-year-old boy.  He had gotten tattoos that act like an addictive drug, but also give powers.  Flashbot drives them back to the Sentinels’ base, where in the former garage they see Rejuvenator (actually Revitalizer) guarded by four minions and getting tattooed by the Artist.  Revitalizer and the Artist wield experimental Dragon Tong weaponry.  When confronted, Revitalizer shoots his hirelings, which causes them to mutate and grow claws.  Another flash of light from Flashbot blinds ColdSnap and Revitalizer, and the latter is taken out by Kane.  The Artist mind controls the Puritan hunter, who then drops Flashbot.  One by one the heroes fall in a fierce battle, until Kane snaps free and dispatches the Artist.  Again all of the thugs get away.  The heroes learn that Revitalizer is Trey, a third personality of Rejuvenator/Revivicator!  He was the mastermind behind the tattoos, which were an attempt to perpetually subdue the more noble personas within himself.
  
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Re: Sentinels Issue Summaries
Reply #71 - May 25th, 2018 at 1:48pm
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I believe we had more crits than any other MP game I've been involved with.

One player critically fumbled, so was permanently blinded by another PC's blinding flash.

My PC - Solomon Kane - has a negative chance to dive clear from a Siphon Area Attack, partly because he had to jump so far (6") to get out of the blast radius.  But I rolled a 1, then rolled another 1, for a crit success!  Only a 1 in 144 chance, but he pulled it off!
  
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Re: Sentinels Issue Summaries
Reply #72 - Nov 21st, 2018 at 5:07pm
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Some here might recognize this latest issue as an homage to part of the adventure that a number of us played in, run by Bill Willingham back at Gary Con 3 in 2011.

I changed things around a little bit, but it was very close to what happened then; in our game continuity that adventure happened in the same place 5 years previously, and the pocket dimension has deteriorated since.  Two heroes from that game have passed over into our world (Makeshift and Southpaw).

#18 – Tempest in a Teacup – Flashback: 25 years ago in Miami, C.H.E.S.S. agent David Sweet and multiple Knights and Rooks square off in a parking garage with a controlled Knight and the supervillain Menton, who is accompanied by a small child.  Superhero Tempest swoops in carrying Menton’s unconscious wife, Morningstar, and takes down the felon when he refuses to surrender.  The youngster (Psilight) is conflicted, after witnessing his idol fight his parents.  Present Day: Sweet informs Psilight that Tempest (long retired) has been abducted to another (unknown) dimension.  After assembling the team at their base, Traveler arrives and gives them eight tickets for the Cosmic Train.  He creates a gateway and the seven adventurers step through into an arid, rocky wasteland.  Psilight raises Final Pulse high into the air with telekinesis, and with his new cybernetic eyes he is able to see something far off to the west.  Via a sled, ColdSnap carries them swiftly to a primordial jungle surrounded by a dried-up lake, where they find the dead body of a young girl, her throat slit.  They carefully recover her and venture into the forest, where in a clearing by a dilapidated train station they encounter four strange beings having a tea party.  Midna is eager to join them, but Psilight opens a dialogue, and two more bizarre creatures arrive.  Raijin spots Tempest in a tree, unconscious and strapped into an unusual apparatus, and begins freeing him.  The captors object, explaining that they need the hero’s weather powers to combat their drought, and in moments the battle begins.  Jabberwock flies in, joining the other Carrollers: Mad Mimsy, Slithy Tove, Jub Jub Bird, Mome Rath, Bandersnatch, and Borogove.  Numerous combatants fall as Rejuvenator drains energy from participants on both sides.  Flashbot blinds Jabberwock, Psilight proposes a truce, and their adversaries accept.  Raijin continues to fight, but relents when Psilight insists.  The teammates discover that Final Pulse is dead.  They attempt to bargain with the ghosts on the Cosmic Train, but the spirits insist that dead bodies still require a ticket.  Forced to leave the corpse of the girl, they return home with the rescued Tempest and Final Pulse’s remains.  Epilogue: The Sentinels learn that they had visited a pocket dimension in the shape of a giant teacup.
  
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Re: Sentinels Issue Summaries
Reply #73 - Apr 25th, 2019 at 4:52pm
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This Tuesday my son ran some of us through the latest adventure for the Sentinels.  There were others that wanted to play, but he capped things with six players (a good problem to have!).

I thought he did an outstanding job, especially in spotlighting my daughter's PC (Princess Midna); often she's not that invested in the game, but this time she was really, really into it, and the session was tense and exciting!

He also returned a couple of PCs (for two other players) that had been believed to be dead for many years (they went out with a vampire villain); in this one he revealed that they had been shunted to this place, where time passed differently.  So he brought back a major villain for his game, but also resurrected two deceased PCs.

Lastly, he brought back the Pet of one of his old PCs, saying that in the years since he played it, this chimaera (heads of a goat, lion, and dragon) had died and was now an undead minion serving his villain.

#19 – Unexpected Returns – While dining at a restaurant with Flashbot, Princess Midna is surprised by a message in her native language via her Sentinel communicator indicating that the Wellspring of her home world (Mu) has been tainted.  She requests assistance from her teammates and allies.  Responding to the team’s base is Solomon Kane and a new ally he just met at a library, the mouse-like Basil, as well as Raijin and his friend Nigel (Mindgasm).  Part of a doorway to Mu forms there, and Midna completes it, allowing the six heroes to travel through.  Four royal guards accompany the princess and the others into the underground chamber of the Wellspring, where there are shallow channels of water, force field walls, and a large, robotic guardian in the center.  Magical pillars throughout with (Earth-like) symbols and candles are spaced around the large room.  As sand passes through an hourglass and tremors shake everything, Raijin and Mindgasm deduce the order of lighting the candles, and the force fields drop.  Flashbot finds an adjacent secret room with bodies of numerous slain royal guards.  Dangerous ghost-like shades emerge from the outer walls and menacingly float toward them all.  The adventurers begin pushing the large guardian onto nearby pressure plates, but Midna calls many rocks onto it instead and the entire center section drops them all deeper underground.  They move down a passage into a large room, where the disembodied head of Lord Malek floats.  Water drips on him from the Wellspring high above, and the impish Skarhone hangs upside down nearby.  The royal guards with them suddenly turn on Midna, but are swiftly taken out by Frostbite and Rockasaurus, who along with Malek had been trapped in this place for many years, supposedly deceased.  Four shades observe, while Malek is assisted by two specters and his new guardian, the now undead chimaera Dark Guthix.  The vigilantes begin to battle the villains, and Skarhone teleports away.  Things look bleak for the champions after many of them are hindered, some inadvertently blinded by Flashbot and some turned against their friends by Lord Malek.  Shades surround Midna and help break her free of the vampire’s control.  Terrified by Kane’s staff, Dark Guthix flees through a portal, and shortly after a battered Malek also goes through, promising to return.  Rockasaurus and Frostbite, both controlled by Malek, attempt to leave as well, but Midna prevents it with a magnetic wall.  Afterwards, her people honor Midna for her courageous deeds.  The original message summoning her home is found to have been sent by Skarhone.
  
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Re: Sentinels Issue Summaries
Reply #74 - May 16th, 2019 at 1:02pm
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On Tuesday, we played the latest issue of the Sentinels.  The villain for this one was based on one of Tim Hartin's characters, found on his website.

#20 – Low Down Mission – In northern Manitoba, trapper John Welton destroys an inukshuk (an Inuit stone statue) and is possessed by a rage spirit.  The cursed man, transformed into the large, polar bear-like Cold Rage, blacks out and goes on a rampage.  After losing contact with best friend Shumaila Miller, C.H.E.S.S. Rook Linda Casey meets ColdSnap in downtown San Francisco at Tacorgasmico.  She implores him to check on their mutual friend, currently stationed at a secret parapsychology outpost in Canada, but asks him to be discreet, not utilizing famous Sentinels or informing C.H.E.S.S.  Also at the restaurant, new allies Mindgasm and Basil race outside with ColdSnap when an alarm sounds, and the three rapidly corral eight robbers fleeing D&H Jewelers up the street.  ColdSnap enlists the pair’s aid and the three fly in a cargo plane hired by Casey to the far northern territory, where they observe a path of destruction.  They set down outside the building, and ColdSnap rescues two severely injured Knights as Cold Rage attacks!  In short order he fells ColdSnap and Basil, but is unable to harm the intangible Mindgasm.  Though not seriously harmed by his adversary’s psychic blasts, Cold Rage eventually figures out that fighting the hero is pointless and storms off.  Inside, somehow surviving, they rescue C.H.E.S.S. Rooks Miller and Arturo Avilez.
  
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Re: Sentinels Issue Summaries
Reply #75 - May 19th, 2019 at 6:43pm
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So I'm guessing we'll see Cold Rage again.
  

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Re: Sentinels Issue Summaries
Reply #76 - May 21st, 2019 at 4:30pm
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Oh yeah.  It left a bad taste in the mouth of at least one of the players, and I expect them to get a larger force and head north to tackle him again.
  
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