Saturday, January 26, 2019

Jumbo Comics #12 - pt. 2

We'll pick up soon after where we left off in Hawks of the Seas. To recap, Hawk and his small group of castle defenders are in a stand-off, holding onto only the armory/powder room, besieged by pirates who have taken the rest of the castle. Here we get a reverse exploration scenario -- instead of finding their way into the castle, they have to sneak around the castle from one room, gathering the food and supplies they'll need to hold out.

There's also a great example here of outside-the-box thinking when it comes to multi-level hideout exploration; you can always go outside and move from window to window (though you may leave yourself vulnerable to missile attacks!).

I would say that taking a gunshot wound, while swinging on a rope one-handed, would require a save vs. science to keep your hand on the rope. 

Normally, you don't have to worry in Hideouts & Hoodlums about bleeding out and losing more hit points over time, but the Editor can assign this to non-Heroes, as happens here to Tito.
Throwing a curtain on your opponent is certainly cinematic, but how effective is it as a combat tactic? It won't blind or ensnare your opponent for long, as it certainly can't take more than 1 30-second game turn to get a curtain off your head.

However, if you consider the opponent prone, because the opponent cannot see to defend himself, that could mean a +2 attack bonus for the curtain-thrower, on the following turn. If running away, like Hawk is, then the opponent would be getting a -4 penalty to hit for not being able to see (but +1 for attacking from behind), and that is assuming a successful skill check first to hear that Hawk is running and where.

Kudos to Hawk's player for not using player knowledge about what happened to Tito when he tried that same move.
You just don't see hatchets getting used much, exception by Asians and American Indians. How refreshing to see one in pirate hands (even if the scene is unusually violent for the refined Will Eisner).
The pirates have become drunken hoodlums in time for the big brawl, making them slightly tougher foes.

Move silently is an expert skill check, though as a half-pint Jeremy may have a "racial" bonus.

Shoulder paralysis is a complication not normally given to Heroes who have been stunned.

How typically random, like any game session -- the main bad guy goes down right away, and then it's his flunkies who wind up TPK'ing the party.

Hawks appears to be dead at the end of this installment. It will be interesting to see what happens next issue!


Wilton of the West finds a treasure map, purporting to show the way to an unlikely lost Aztec City as far north as Texas.
We have seen before hideouts that can only be entered via water, but not one that requires swimming such a long route underwater to get to, where the chance of drowning before you reach the Aztec city is a dangerous possibility.




As cool as it may be to have your Heroes encounter a step pyramid made entirely out of gold, it's really not a good idea to put that much wealth in front of them and make them greedy. Your entire scenario could become derailed by them trying to steal as many bricks from the pyramid as they can carry.
Getting kings to fail morale saves is highly profitable.

Natives act an awful lot like superstitious hoodlums sometimes. I'm starting to wonder again if I can even distinguish superstitious hoodlums as a separate mobstertype.
This is Stuart Taylor's feature, though he's nowhere to be seen here. Instead, we have Scarpo, an alchemist, Mephisto (the actual demon Mephisto), some unnamed 14th century queen (Queen Philippa?), and a lot of hideout dressing (for torture rooms).

(Scans courtesy of Digital Comic Museum.)





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