Saturday, July 30, 2016
Wonderworld Comics #3 - pt. 2
Death is an imposing character, one of my favorite villains from the Golden Age. By the 1970s, Marvel Comics will be full of metaphysical characters like this, but for 1939 this is really different. When Death manifests in mortal form, he is killable (though I'd still be pretty charitable with the Hit Dice), but also kills at will with a gaze attack.
So let's look at what Yarko has to counter that with. He casts something that seems to be a more powerful version of Mirror Images (it can conjure up to a dozen illusory images of the caster). Maybe Mirror Images should be bumped up to a 3rd level spell for this. Yarko can cast a Wall of Force -- 5th level spell!
I'm not entirely sure what to make out of Yarko's first spell. Create Water seems a little weak for what it's being used to do here. Maybe this is what Dispel Magic looks like, when used on magic fire? The Devil goes bye-bye -- without having done anything other than tell his hoodlums what to do -- thanks to Yarko's Dispel Evil spell. I still don't put much stock in that being the actual Devil -- more likely an incubus or yaksha (the two weakest demon types I statted in Book III: Better Quality).
But what is that? Did Yarko just use wrecking things to pull himself free from the wall? No Magic-User spell duplicates that (yet). Either I need to consider a new spell, or I need to give Yarko a level in Superhero!
I've used that panel before of Yarko walking on water to illustrate the Ring of Water Walking. There is still no spell for Hideouts & Hoodlums for water walking -- just the ring. I guess I have time to think about that again now.
The next spell Yarko casts is either some Mass Levitate or Mass Telekinesis spell - neither existing in H&H as of yet.
It may seem too cliche to have the bad guy drop a note that explains everything the Heroes need to know, but that doesn't mean it isn't appropriate to use it!
Just like the ol' "constrictor snake coming through the window" trick is fair game!
It's a tricky call for the Editor to make. It could end the scenario prematurely to blow up the lab. It could be a total party kill if the explosion does too much damage to the Heroes! Or it could be anti-climactic if nothing happens at all. With so many options to consider, it might be best to leave it to a 50/50 chance...or, put the ball back in the player's court by saying "Save vs. plot -- if you succeed, the transformer blows!"
(Scans courtesy of Comic Book Plus)