Wednesday, May 11, 2016
Adventure Comics #36 - pt. 1
Barry O'Neill goes in disguise and it's a merchant disguise he's apparently worn before. Maybe disguises could be treated like outfits that can just be bought -- merchant disguise, old lady disguise, hoodlum disguise, etc.
Cotton Carver is still on a lost world adventure. He enters the domain of the White Warriors -- some pretty wimpy warriors who still have some remarkable advanced technology for some reason. They have paralyzing ray guns (though maybe not all their soldiers do), and some of them ride around in something called a "Vicla" -- a red tornado (no, not the Red Tornado, she comes later!) -like ...thing that you float inside and control by thought. The Vicla goes fast, but not extremely fast (maybe a 24 Move?), and seems to offer little cover (soft cover?) to the occupant.
Cotton also encounters a dwarf that sounds like he's straight out of Tolkien's Middle Earth.
Tod Hunter moves through a trapped temple in his adventure. One of the traps is a heated floor ("Volcanically" heated -- so hot enough to do 1-10 damage? I recently used a similar trap in one of my home campaigns, where the floor magically burst into fire under people's feet if two or more people entered it).
Tod runs into a magic-user, but we have to wait until the next installment to find out what spells the magic-user can cast.
No game referee likes it when the players bring along too much help. A squad of cops or a couple of G-Men take some of the element of danger off of the heroes and makes the game less challenging for the players. Dale Daring and Don Brewster take that notion and crank it up a notch when they have trouble with a bunch of ivory smugglers -- and recruit an entire Naval regiment to aid them (Dale must have rolled 12 on her encounter reaction check!). The Editor can do two things at that point; he can either kiss his scenario good-bye, or he can up the threat level. In this story, the smugglers -- who had a hard enough time with Dale and Don in the past four installments of this story -- suddenly have mines they can use to try and sink the approaching naval vessels.
Don and Dale also use a cabin cruiser, which makes another transportation item that needs to be statted.
Captain Desmo flies into the Himalayas this time and encounters a new threat we haven't seen before in comics -- cold damage to planes. It's true, I have considered assigning hit points to vehicles for vehicular combat. I don't know how that would work yet. Hit points for living things is based on the mechanic of 1 hit point = 30 lbs of weight (roughly), but that would make for cars with 100 hp! Maybe the weight allowance would double for each hp -- so 1 hp = 30 lbs, 2 hp = 60 lbs, 3 hp = 120 lbs, and so on. That would put the average 1940 car around 8 hp, but a small passenger plane would be far more vulnerable with 4-5 hit points.
Regardless, another way to deal with this would be to simply tell Capt. Desmo's player that ice is forming on the wings, and ask him to save vs. plot or something bad might happen because of this.
Desmo hires guides and porters once his mountain trek starts. Obviously, porters are there to keep heroes from traveling encumbered, while guides give you extra rolls for noticing things along the way, like tracks, concealed cave mouths, and so on.
The footing is treacherous on the mountain, though. There is probably a 2 in 6 chance of someone falling into a snow-concealed crevice (like Irma Gladstone almost does in the story), so the more guides and porters you bring, the more likely you are that someone is going to fall, in that circumstance.
(Summaries read from DC Wikia)