Thursday, March 29, 2018
Daring Mystery Comics #1 - pt. 3
Monako casts Mirror Image to fool the mobsters waiting at the bottom of the pit trap, then attacks them with what appeared to be a new spell that I think I would call Flying Fists. It would make a pair of fists appear in the air and both attack for the caster, per turn, allowing the caster to continue to do other activities. I would probably make this a 4th level spell.
Despite how powerful Monako is (he must be at least 8th level?), when a steel cage drops over him, he appears to be powerless.
Monako and Josie's brother are put in a deathtrap where they are strapped to a table and a razor-shape axe swings lower towards them. Monako, who has apparently been biding his time all this time -- despite the fact he just watched Josie's brother getting whipped -- now casts another new spell to get them out of the deathtrap. The spell appears to be Speak with Weapons -- the caster can talk to the weapon and convince it to serve him, and empowers the weapon to float through the air and attack or cut things on its own. This has got to be a 5th level spell.
I've seen stories before where the villain has a back-up hideout, but this is the first story where the a hideout is on a tugboat. I guess it's more of a "hide in plain sight" plan rather than a "get away at top speed" plan.
Muro sets up a very unusual deathtrap for Josie. She's tied to a chair with a keg of gasoline next to her and a lit fuse on the keg. Okay, that part makes sense...but it's a two-hour fuse. Is Muro that unsure about going through with this? And the fuse doesn't even look that long -- how on Earth does it take a whole two hours to burn?
At her brother's lab, Monako casts a series of protective spells on the canister holding the secret explosive powder. One is a Magic Mouth spell that makes the canister appear to speak. Two is an odd one -- it seems to be Heat Metal, making the canister too hot to hold, but that seems like an awfully dangerous thing to do to a canister holding an explosive powder in it. So...the heat must be illusory heat? A low-level illusion spell like Phantasmal Image can't do that...maybe a higher level one, though. And then the third spell is a Phantasmal Image of Monako himself.
I don't have a lot to say about Phantom of the Underworld...except what a jerk he is. He takes the place of a doctor in order to infiltrate a mob looking to recruit the doctor -- all well and good -- but then he allows himself to get captured and lets the newspapers report that the doctor turned criminal, ruining the man's reputation.
The "Phantom" -- though he's actually called "Doc" Denton all through the story -- has a solution he can give people that makes them temporarily blind. Then, after blinding the mobsters, he simply pretends to have a gun and gets them all to fail their morale saves.
Lastly, Barney Mullen, Sea Rover, has an unusual sea journey, starting in Lisbon and ending in Rotterdam to deliver some gold. At this time, The Netherlands were still neutral in the war. Barney has to deal with German cruisers that try and stop his steamship, French officials who try to con him out of his gold, and a mutinous crew (though, c'mon, guys; this is a "you knew the job was dangerous when you took it" situation...).
One of the cruisers is evaded thanks to thick fog, which should add a high modifier to evasion rolls.
(Read at Marvel Unlimited.)