An exploration of the Golden Age of Comics, through the lens of Hideouts & Hoodlums, the comic book roleplaying game.
Showing posts with label Skip Schuyler. Show all posts
Showing posts with label Skip Schuyler. Show all posts
Thursday, November 1, 2018
Adventure Comics #46 - pt. 2
Steve Carson of Federal Men has an awful easy time investigating this one. When a judge appears to have been kidnapped, Steve naturally suspects the most current criminal defendant and just happens to spot two well-known mobsters outside the man's office. He follows them to a well-known pool-parlor (apparently pool hall is not a common term yet) frequented by the underworld. Now, how does Steve recognize all this? Maybe the Editor gave all that information away as freebies. Maybe he made Steve make skill checks to know it. Or, if Steve's player requested information, and the Editor could not decide if Steve should know it or not, the situation should be resolved by saves vs. plot instead. At lower levels, a basic skill check is easier than most saving throws to make, but an expert skill check is harder than both, so players might do well to be inquisitive and risk that saving throw.
Steve is shown to use an automatic pistol in this story. The judge was actually not kidnapped but was hiding out on his own after thinking he'd run someone over and killed him. The fake accident was arranged by the man on trial. Interestingly, the judge does not recuse himself, but continues with sentencing.
Socko Strong has a strange working relationship with Jerry Indutch; in addition to being Socko's trainer, Jerry is a photographer for the Daily Bulletin. Jerry and Socko are both lured out of town before a match by fake telegrams, but they luckily run into each other on the road as Jerry is driving back. The odds of that seem low, but a basic skill check could be allowed for each of them to recognize the other's car en route. A lucky encounter reaction roll from a motorcycle cop gets them a police escort back to the match (going over 80 MPH, no less -- must have rolled double 6's!).
Captain Desmo's adventure takes place at "latitude 70 degrees, longitude 30 degrees," which is odd because that's nowhere, but if you flip latitude and longitude it would be in modern-day Pakistan, which makes perfect sense for the adventure. The villain in this piece is Vasili Gerke, the sort of Golden Age villain name that is almost impossible to take seriously. Vasili has yet another of those rayguns that can make planes stop flying, but also has a complex irrigation system that allows him to drain lagoons and make them look like suitable landing fields, then flood them again later to hide the evidence. I'm hard-pressed to think of any other adventures where a mastery of irrigation made a villain dangerous...
Skip Schuyler is referred to as a lieutenant in this story, but I had to go back nine issues to find a reminder that Skip works for the U.S. Intelligence Service. Skip is romancing a general's niece outside a party and goes back in to get punch when she is kidnapped and dragged off. Skip can see the evidence of where she was dragged away, but apparently blows his skill check and is unable to track them further. Skip covers for his failure later when talking to her uncle, saying it will be easier to find them in daylight...you know, hours later when they could have done anything to her. Her uncle doesn't seem remotely worried; when Skip tells him he just goes "Hmm..." like he'd just been told a good brain-teaser.
While flying around over the area in his plane, the only clue Skip gets is seeing the sun flash off of something metal among the trees. Skip's player meta-games and assumes this is too important to pass up. Sure enough, that was exactly where the girl, Linda, was taken. Though the story began in the real city of Shanghai, it moves now to the fictional island of Hanyow. The kidnappers try to move Linda again by boat, but Skip makes his skill check this time to spot her. The kidnappers have a repeating rifle (automatic rifle?). Skip flies too fast for the rifleman to aim, but Skip has no trouble hitting their boat at the same speed -- this could be easily explained by the luck of the dice, though.
Skip's shots disable to the boat, but the kidnappers bring up a good point -- Skip isn't flying a seaplane, so he can't get to them and it's a stalemate. The scenario is effectively over for Skip at that point, who has to radio in Army seaplanes to finish his rescue for him.
Rusty and His Pals are in England (still? I'm pretty sure this isn't where they started, but their parents must not be missing them). To get out of the rain, they have to go try to find shelter at a spooky old mansion. I think I've written about this before, but in comic books, if it's raining, you have to save vs. plot to resist seeking shelter. The old man in the mansion seems paranoid, until his bodyguard (not much of a bodyguard) is dropped by a dart to the neck, and then the old man has a heart attack (Editor's fiat, no game mechanics apply to heart attacks).
(read at fullcomic.pro)
Labels:
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Skip Schuyler,
Socko Strong,
trophy items,
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weapons
Tuesday, October 4, 2016
Adventure Comics #41 - pt. 2
Anchors Aweigh starts with a wandering encounter instead of a plot hook -- a known spy just happens to walk by! But it's to lure Lt. Com. Don Kerry and Red into a trap. It's a goofy sort of trap, though, as they run into a glass wall that somehow knocks them unconscious. How fast were they running?
Don and Red wake up in a deathtrap an hour later. Sin Yen, the spy, has them in an arena where they'll have to fight monstrous beasts until Don tells Sin what he wants to know. The first opponent is a large ape; at 7' tall, the ape should be 4 or 4+1 HD (being halfway in size between an ordinary ape and a prehistoric ape). Other opponents include a spider-snake (it's a huge spider with a snake tail, I guess, not sure what the advantage of that combination is!), and an octo-dile (a crocodile with eight tentacles -- new version of a carrion crawler, anyone?). Further complicating the trap is more traps within the trap, including spiked pit traps, and a glass wall that slides down so one half of the arena can be flooded with water.
Skip Schuyler is given an interesting scenario to problem solve his way through: hi-tech cattle rustlers are using planes to make cattle stampede away from ranches, and then rounding the cattle into trucks, and guarding the trucks with machine guns. Interestingly, Skip doesn't even try to stop all the rustlers; he considers the pilot the weak link and goes after the rustler's plane. He engages the pilot repeatedly in a recklessly dangerous game of chicken with a plane of his own and causes enough failed morale saves that he forces the pilot to land. Then Skip hits the pilot with a rock and ignites the gas in the plane so the rustlers can't use it anymore. Skip is apparently fine with letting the local law handle the guys with machine guns...
In Rusty and His Pals, Rusty and his pals are lost at sea and spend three days drifting until a ship bound for Liverpool passes them and picks them up. Plot contrivance, or random encounter? Could the Editor have planned for several options, or even just rolled randomly between a choice of ports? Or was the next adventure pre-set for Liverpool?
I suspect the last option, as there's a bad guy waiting for them in Liverpool with a connection to their last adventure. Indeed, it's often a good idea to have at least one bad guy per scenario with a connection to the last adventure, as it helps keeps the adventures linked into an overarching campaign.
Cotton Carver meets a priestess who takes him through a secret door from the Shrine of Dagan to an underground river and a magic boat that travels on its own with just a command. They reach a magic gate that also opens when a command word is spoken (should I treat that as a trophy item too?). Elara the Priestess takes Cotton to a castle and a tomb where she gives him a magic sword called "Malar". Malar is the only weapon that can kill the Scarlet Seeress -- and that is the quest she gives him! She also gives him a "good luck" bracelet (a luckstone?).
Cotton journeys through an underground forest (how does that work? Is this a hollow world setting?). He is caught in a trap (a giant glass jar) and ...hypnotized? Charmed? ... by the Scarlet Seeress. The Seeress just leaves then to go lead her army towards world domination. Later, an old man uses a magic divining plate (like a crystal ball) to show Cotton where his sword went to while he was asleep, then offers to drive Cotton after the Seeress in his magic flying ...car?
I don't know what to make out of the "dark horde" the Seeress leads. Dark-skinned men? Demons? It's so hard working from summaries!
(Read as summaries at DC Wikia.)
Don and Red wake up in a deathtrap an hour later. Sin Yen, the spy, has them in an arena where they'll have to fight monstrous beasts until Don tells Sin what he wants to know. The first opponent is a large ape; at 7' tall, the ape should be 4 or 4+1 HD (being halfway in size between an ordinary ape and a prehistoric ape). Other opponents include a spider-snake (it's a huge spider with a snake tail, I guess, not sure what the advantage of that combination is!), and an octo-dile (a crocodile with eight tentacles -- new version of a carrion crawler, anyone?). Further complicating the trap is more traps within the trap, including spiked pit traps, and a glass wall that slides down so one half of the arena can be flooded with water.
Skip Schuyler is given an interesting scenario to problem solve his way through: hi-tech cattle rustlers are using planes to make cattle stampede away from ranches, and then rounding the cattle into trucks, and guarding the trucks with machine guns. Interestingly, Skip doesn't even try to stop all the rustlers; he considers the pilot the weak link and goes after the rustler's plane. He engages the pilot repeatedly in a recklessly dangerous game of chicken with a plane of his own and causes enough failed morale saves that he forces the pilot to land. Then Skip hits the pilot with a rock and ignites the gas in the plane so the rustlers can't use it anymore. Skip is apparently fine with letting the local law handle the guys with machine guns...
In Rusty and His Pals, Rusty and his pals are lost at sea and spend three days drifting until a ship bound for Liverpool passes them and picks them up. Plot contrivance, or random encounter? Could the Editor have planned for several options, or even just rolled randomly between a choice of ports? Or was the next adventure pre-set for Liverpool?
I suspect the last option, as there's a bad guy waiting for them in Liverpool with a connection to their last adventure. Indeed, it's often a good idea to have at least one bad guy per scenario with a connection to the last adventure, as it helps keeps the adventures linked into an overarching campaign.
Cotton Carver meets a priestess who takes him through a secret door from the Shrine of Dagan to an underground river and a magic boat that travels on its own with just a command. They reach a magic gate that also opens when a command word is spoken (should I treat that as a trophy item too?). Elara the Priestess takes Cotton to a castle and a tomb where she gives him a magic sword called "Malar". Malar is the only weapon that can kill the Scarlet Seeress -- and that is the quest she gives him! She also gives him a "good luck" bracelet (a luckstone?).
Cotton journeys through an underground forest (how does that work? Is this a hollow world setting?). He is caught in a trap (a giant glass jar) and ...hypnotized? Charmed? ... by the Scarlet Seeress. The Seeress just leaves then to go lead her army towards world domination. Later, an old man uses a magic divining plate (like a crystal ball) to show Cotton where his sword went to while he was asleep, then offers to drive Cotton after the Seeress in his magic flying ...car?
I don't know what to make out of the "dark horde" the Seeress leads. Dark-skinned men? Demons? It's so hard working from summaries!
(Read as summaries at DC Wikia.)
Friday, August 12, 2016
Adventure Comics #40
We've already seen The Sandman once, but here he is, debuting in his regular berth for the first time, Adventure Comics. There's a delightful slow build to the story after Wesley Dodds gets his plot hook. He spends some time mulling it over, while lounging in the dark in his smoking jacket. We meet his butler, Humphries. We get some unusual insight into Wesley's character, when he puts a doll representing himself in his bed, as if psychologically transferring his identity before becoming The Sandman. Before The Batman, The Sandman is the first crimefighter to have a secret underground laboratory (but not an underground lair; that would The Clock).
The Sandman is shown mixing his own chemicals for his gas gun. Last time, I said I was comfortable not giving Sandman levels in the Scientist class, but here he really does seem to be earning at least one level.
There's also a very interesting caption about color. "Then he dons all black apparel", the caption says, yet The Sandman is wearing yellow gloves, an orangish- tan coat, and a purple cape. It seems clear that authors had little input on the coloring of their own characters; the caption was overruled, but the wording was left there anyway.
The Sandman uses stealth (move silently?) to sneak around unobserved, climbing to get to an upper story window, and finds a secret door.
Another interesting detail is that the smell of his sleep gas reminds its victim of violets.
In Barry O'Neill's ongoing adventure, he has just been doused with gasoline and Count Guniff is about to light him on fire - but it turns out he had the wrong bucket and that was just water. A little help from the Editor, or game mechanics? I have had a player suggest the save vs. plot should work like that, with the player suggested an alternate explanation and allowing the player to roll for it. I'm personally opposed to giving the player veto power over the game Editor...but that does seem to be a reasonable explanation for what I've read here...
Steve Carson of Federal Men has fallen far from taking on giant robots to being knocked unconscious by two counterfeiters, one hitting him with a block of wood. I do envision Hideouts & Hoodlums to be a game that can move effortlessly between challenge levels. Maybe I shouldn't be entirely opposed to hoodlums having a special ability of "backstabbing" Heroes for additional damage, and a quick knockout...
Bulldog Martin is overpowered by three thugs (a pretty tough encounter for a solo, low-level Fighter!), but escapes from being tied up by rope by carrying a nail file on him. He foils a plot to murder a racehorse with a fake camera that can shot a poison needle (trophy weapon, but pretty useless to a Hero if you don't allow them to use poison).
Skip Schuyler is in Hawaii, helping a scientist who has made tiny explosives with the power of artillery shells. We also see a good hiding place to search in a scientist's house, the inside of a lampshade.
Rusty and His Pals is at a climactic scene rarely seen in comics -- an earthquake is destroying the island the whole scenario is taking place on, there's a single seaplane that can get people off, and various factions are racing to get to it. One could make a board game out of this scenario. Combat plays a minor part, but it's movement rate that really wins the scenario here.
Anchors Aweigh is on a new scenario. Don and Red get captured by thugs (that seems to happen a lot -- thugs are tough!) and are left in an uncommon deathtrap -- an island that will flood when the tide comes in, and then sharks will show up. They're tied up so they can't swim away, but escape using the old "focusing light with a pair of glasses". I don't think we need an escape artist game mechanic; rather, any idea you come up with to get out of ropes should just automatically work.
There's also an octopus -- and a normal one, not a giant one!
(Sandman adventure read in Golden Age Sandman Archives vol. 1; summaries of the rest read at DC Wikia.)
The Sandman is shown mixing his own chemicals for his gas gun. Last time, I said I was comfortable not giving Sandman levels in the Scientist class, but here he really does seem to be earning at least one level.
There's also a very interesting caption about color. "Then he dons all black apparel", the caption says, yet The Sandman is wearing yellow gloves, an orangish- tan coat, and a purple cape. It seems clear that authors had little input on the coloring of their own characters; the caption was overruled, but the wording was left there anyway.
The Sandman uses stealth (move silently?) to sneak around unobserved, climbing to get to an upper story window, and finds a secret door.
Another interesting detail is that the smell of his sleep gas reminds its victim of violets.
In Barry O'Neill's ongoing adventure, he has just been doused with gasoline and Count Guniff is about to light him on fire - but it turns out he had the wrong bucket and that was just water. A little help from the Editor, or game mechanics? I have had a player suggest the save vs. plot should work like that, with the player suggested an alternate explanation and allowing the player to roll for it. I'm personally opposed to giving the player veto power over the game Editor...but that does seem to be a reasonable explanation for what I've read here...
Steve Carson of Federal Men has fallen far from taking on giant robots to being knocked unconscious by two counterfeiters, one hitting him with a block of wood. I do envision Hideouts & Hoodlums to be a game that can move effortlessly between challenge levels. Maybe I shouldn't be entirely opposed to hoodlums having a special ability of "backstabbing" Heroes for additional damage, and a quick knockout...
Bulldog Martin is overpowered by three thugs (a pretty tough encounter for a solo, low-level Fighter!), but escapes from being tied up by rope by carrying a nail file on him. He foils a plot to murder a racehorse with a fake camera that can shot a poison needle (trophy weapon, but pretty useless to a Hero if you don't allow them to use poison).
Skip Schuyler is in Hawaii, helping a scientist who has made tiny explosives with the power of artillery shells. We also see a good hiding place to search in a scientist's house, the inside of a lampshade.
Rusty and His Pals is at a climactic scene rarely seen in comics -- an earthquake is destroying the island the whole scenario is taking place on, there's a single seaplane that can get people off, and various factions are racing to get to it. One could make a board game out of this scenario. Combat plays a minor part, but it's movement rate that really wins the scenario here.
Anchors Aweigh is on a new scenario. Don and Red get captured by thugs (that seems to happen a lot -- thugs are tough!) and are left in an uncommon deathtrap -- an island that will flood when the tide comes in, and then sharks will show up. They're tied up so they can't swim away, but escape using the old "focusing light with a pair of glasses". I don't think we need an escape artist game mechanic; rather, any idea you come up with to get out of ropes should just automatically work.
There's also an octopus -- and a normal one, not a giant one!
(Sandman adventure read in Golden Age Sandman Archives vol. 1; summaries of the rest read at DC Wikia.)
Labels:
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Barry O'Neill,
Bulldog Martin,
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scenarios,
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Skip Schuyler,
Steve Carson Federal Men
Monday, July 18, 2016
Adventure Comics #39
Barry O'Neill begins having post-Fang Gow adventures, though Count Guniff seems to be cut from the same mold. Indeed, when Guniff traps O'Neill and LeGrand in a water trap, Barry would have been within his rights to go "What, again?"
Two things worth pointing out from this story: one, it is one of the first time in comic books where the hero runs out of bullets; and, two, Guniff's second death trap for O'Neill and LeGrand is a much simpler affair -- he douses them with gasoline and is going to brings a match towards them. That's a pretty serious death trap -- serious enough that I'd probably have it do 1-10 points of damage per minute to heroes until they can somehow extinguish themselves (like a save vs. science to smother the flames by stop, drop, and rolling).
Cotton Carver continues exploring his Don Dixon-like lost world environment. One thing to notice is that the hideout/dungeon Cotton is exploring is taking him down quite a few levels, by stairs and slides, but his encounters are not getting significantly more challenging. He gets to a dead end where he cannot proceed without having a special stone with him that fits into an indentation in the wall -- a classic dungeon trick.
Cotton fights a half-cat, half-man called a Watcher. Watchers must be pretty tough; this thing takes multiple arrow hits without going down, and is probably at least 3 Hit Dice. They're also Lawful because, if you defeat one and leave it alive, it agrees to repay the life-debt by serving you (or maybe Cotton just had cat treats in his pocket).
The animated statue Cotton meets seems straight out of Dungeons & Dragons. I wonder if it's a living statue, a golem, or if I'm going to be disappointed next issue by it getting explained away as ventriloquism...
In Federal Men, we learn more about how reefer works in the comic book world. It's "the drug that causes the smoker to lose all moral restraint". So, if you smoke marijuana and fail a save vs. science, you become okay with killing others (just like most of my players) and don't have to save vs. plot before you can take a life.
Jack Woods (fresh over from More Fun Comics) faces a bandit and an unusual dilemma -- a victim who isn't glad he was saved. Soon he's confronted with another dilemma much like one I recently used in my Monday night campaign. The Hero is hired to deliver something under suspicious circumstances. Does the Hero do the job and go home, investigate the sender, or investigate the receiver? It's a nice scenario because the Hero is free to choose and shouldn't be railroaded into investigating one before the other.
Steve Malone finds a cuff link. This is important because a cuff link is never mentioned in a story unless it's a clue. If your Editor so much as says "cuff", you'd better be ready to take notes.
Steve does a lot of searching. He finds the first cuff link searching by a gong (not where you'd normally expect to find one), but finds the second one searching a bedroom where you'd expect to find one (maybe at a +1 bonus then?). There is a secret compartment hidden in a model castle and, unless the Hero has reason to suspect it's there, the chance of finding it is the same as a secret door.
Tom Brent is sailing down a jungle river, seeing no natives, but they see him and track his boat's movement. Which might not bear mentioning, except that there seems to be a lot of natives and they evade being noticed for quite some time. Maybe natives need to have a better (3 in 6?) chance of surprise?
The Skip Schuyler story has him pitching for the Yankees during a special game for charity. Which might not bear mentioning, except that it's so rare for a real baseball team to be named, and real players (Lou Gehrig and Joe DiMaggio) cameo. Of course, in your home campaigns, whether you go with real historical figures, characters obviously based on real historical figures (with similar names, like Jim DiMaggia?), or entirely fictional characters is entirely up to you.
In Anchors Aweigh, because the Editor clearly doesn't have a new plot for them lined up, Don and Red decide to go hunt up some experience points, literally, by hunting crocodiles off the Panama Canal. They meet a wandering encounter while hunting who turns out to be a mad engineer who makes bombs (I can't decide if that qualifies him to be a mad scientist (Book II), a madman (Supplement V), or even an anarchist (Supplement I). Once the encounter has been rolled up, the Editor has to think up an excuse for the engineer to be there, so he concocts a plot on the spot for foreign powers to have hired him to blow up the Canal.
(Summaries read at DC Wikia)
Two things worth pointing out from this story: one, it is one of the first time in comic books where the hero runs out of bullets; and, two, Guniff's second death trap for O'Neill and LeGrand is a much simpler affair -- he douses them with gasoline and is going to brings a match towards them. That's a pretty serious death trap -- serious enough that I'd probably have it do 1-10 points of damage per minute to heroes until they can somehow extinguish themselves (like a save vs. science to smother the flames by stop, drop, and rolling).
Cotton Carver continues exploring his Don Dixon-like lost world environment. One thing to notice is that the hideout/dungeon Cotton is exploring is taking him down quite a few levels, by stairs and slides, but his encounters are not getting significantly more challenging. He gets to a dead end where he cannot proceed without having a special stone with him that fits into an indentation in the wall -- a classic dungeon trick.
Cotton fights a half-cat, half-man called a Watcher. Watchers must be pretty tough; this thing takes multiple arrow hits without going down, and is probably at least 3 Hit Dice. They're also Lawful because, if you defeat one and leave it alive, it agrees to repay the life-debt by serving you (or maybe Cotton just had cat treats in his pocket).
The animated statue Cotton meets seems straight out of Dungeons & Dragons. I wonder if it's a living statue, a golem, or if I'm going to be disappointed next issue by it getting explained away as ventriloquism...
In Federal Men, we learn more about how reefer works in the comic book world. It's "the drug that causes the smoker to lose all moral restraint". So, if you smoke marijuana and fail a save vs. science, you become okay with killing others (just like most of my players) and don't have to save vs. plot before you can take a life.
Jack Woods (fresh over from More Fun Comics) faces a bandit and an unusual dilemma -- a victim who isn't glad he was saved. Soon he's confronted with another dilemma much like one I recently used in my Monday night campaign. The Hero is hired to deliver something under suspicious circumstances. Does the Hero do the job and go home, investigate the sender, or investigate the receiver? It's a nice scenario because the Hero is free to choose and shouldn't be railroaded into investigating one before the other.
Steve Malone finds a cuff link. This is important because a cuff link is never mentioned in a story unless it's a clue. If your Editor so much as says "cuff", you'd better be ready to take notes.
Steve does a lot of searching. He finds the first cuff link searching by a gong (not where you'd normally expect to find one), but finds the second one searching a bedroom where you'd expect to find one (maybe at a +1 bonus then?). There is a secret compartment hidden in a model castle and, unless the Hero has reason to suspect it's there, the chance of finding it is the same as a secret door.
Tom Brent is sailing down a jungle river, seeing no natives, but they see him and track his boat's movement. Which might not bear mentioning, except that there seems to be a lot of natives and they evade being noticed for quite some time. Maybe natives need to have a better (3 in 6?) chance of surprise?
The Skip Schuyler story has him pitching for the Yankees during a special game for charity. Which might not bear mentioning, except that it's so rare for a real baseball team to be named, and real players (Lou Gehrig and Joe DiMaggio) cameo. Of course, in your home campaigns, whether you go with real historical figures, characters obviously based on real historical figures (with similar names, like Jim DiMaggia?), or entirely fictional characters is entirely up to you.
In Anchors Aweigh, because the Editor clearly doesn't have a new plot for them lined up, Don and Red decide to go hunt up some experience points, literally, by hunting crocodiles off the Panama Canal. They meet a wandering encounter while hunting who turns out to be a mad engineer who makes bombs (I can't decide if that qualifies him to be a mad scientist (Book II), a madman (Supplement V), or even an anarchist (Supplement I). Once the encounter has been rolled up, the Editor has to think up an excuse for the engineer to be there, so he concocts a plot on the spot for foreign powers to have hired him to blow up the Canal.
(Summaries read at DC Wikia)
Labels:
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drugs,
Federal Men,
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mobsters,
new mobsters,
scenarios,
searching,
Skip Schuyler,
Steve Malone,
Tom Brent,
tricks
Sunday, June 12, 2016
Adventure Comics #38
Yesterday, I was wondering if surprise should not offer more advantages game mechanics-wise. In "The Original Game" that inspires Hideouts & Hoodlums, the side that has surprise before combat not only gets a free turn to act, but goes first in the next turn of combat. I always thought that was inherently unfair, though, and everyone should have the chance to have the advantage of going first, each turn. But...I am seeing an awful lot of evidence in the comic books of surprise giving Heroes big advantages.
Take, for instance, Inspector Kent of Scotland Yard. In this issue, Kent charges through a secret door, sees the secret plans on the table, runs up, grabs the secret plans, and runs back out through the secret door before anyone can stop him. I don't think all of that should happen in just a surprise turn, but even if Kent has the initiative on the following turn, I'm surprised none of the spies at the table get free back attacks on him when he turns to run.
Tod Hunter has the spell Phantasmal Force/Silent Image cast at him, but sees through it (got a save vs. spells to disbelieve) because the bowmen firing arrows at him make no sound. Without resolving this storyline, the wizard simply disappears and Tod leaves to go exploring elsewhere. He finds a wanted poster that mentions rape, the first time this subject is ever addressed in a comic book. At the end of the story Tod is shot -- and is never seen again! Tod Hunter is not the first Hero to have his series canceled in comic book history, but he is the first one to apparently die in his last appearance.
District Attorney Steve Malone is handy in a scenario without being present; he tracks reports of fleeing armored truck robbers by radio, compares them on a map, and tries to predict where they are heading next. This could be a good puzzle for H&H players to try and solve (particularly if there is no wrong answer and the bad guys head where ever the players guess).
Captain Desmo's player might be calling shenanigans in this story -- Desmo and Gabby come across Tartar warriors raiding a village and drive them off. Before the warriors all leave, though, some of them somehow managed to get behind Desmo and snatch Marie, one of his new traveling companions. It's a plot device, clearly, but did not need to be. The Editor could have mapped out the scene, placed all the combatants and noncombatants on the map, and made it clear that Desmo had the double priorities of defending the villagers and his own supporting cast. Could Desmo keep from being outflanked?
Tom Brent is in trouble when he is captured by mobster Vic Gano, but Tom talks his way out of it, pretending to want to join Vic's operation, and thereby gets a new encounter reaction roll out of it, modified by Tom's Charisma.
Vic takes Tom to Vic's boss, or at least a swank apartment where a woman speaks to Vic through a wall. Now, Tom could probably follow up on any number of clues at this point, like finding out who owns that apartment, but Tom chooses instead to get invited to a swank party that night, figuring anyone with that swank an apartment would be invited to it. And turns out to be right!
Skip Schuyler is also captured, but in his case he's tied to a chair and whipped until he has scars on his face. Although rare in comics, maybe there is starting to be some evidence here that there should be a small chance of permanent scarring on Heroes.
Anchors Aweigh reminds us of another use for flashlights: sending Morse code messages to each other (and every Hero seems to know Morse code!).
(Summaries read at DC Wikia)
Take, for instance, Inspector Kent of Scotland Yard. In this issue, Kent charges through a secret door, sees the secret plans on the table, runs up, grabs the secret plans, and runs back out through the secret door before anyone can stop him. I don't think all of that should happen in just a surprise turn, but even if Kent has the initiative on the following turn, I'm surprised none of the spies at the table get free back attacks on him when he turns to run.
Tod Hunter has the spell Phantasmal Force/Silent Image cast at him, but sees through it (got a save vs. spells to disbelieve) because the bowmen firing arrows at him make no sound. Without resolving this storyline, the wizard simply disappears and Tod leaves to go exploring elsewhere. He finds a wanted poster that mentions rape, the first time this subject is ever addressed in a comic book. At the end of the story Tod is shot -- and is never seen again! Tod Hunter is not the first Hero to have his series canceled in comic book history, but he is the first one to apparently die in his last appearance.
District Attorney Steve Malone is handy in a scenario without being present; he tracks reports of fleeing armored truck robbers by radio, compares them on a map, and tries to predict where they are heading next. This could be a good puzzle for H&H players to try and solve (particularly if there is no wrong answer and the bad guys head where ever the players guess).
Captain Desmo's player might be calling shenanigans in this story -- Desmo and Gabby come across Tartar warriors raiding a village and drive them off. Before the warriors all leave, though, some of them somehow managed to get behind Desmo and snatch Marie, one of his new traveling companions. It's a plot device, clearly, but did not need to be. The Editor could have mapped out the scene, placed all the combatants and noncombatants on the map, and made it clear that Desmo had the double priorities of defending the villagers and his own supporting cast. Could Desmo keep from being outflanked?
Tom Brent is in trouble when he is captured by mobster Vic Gano, but Tom talks his way out of it, pretending to want to join Vic's operation, and thereby gets a new encounter reaction roll out of it, modified by Tom's Charisma.
Vic takes Tom to Vic's boss, or at least a swank apartment where a woman speaks to Vic through a wall. Now, Tom could probably follow up on any number of clues at this point, like finding out who owns that apartment, but Tom chooses instead to get invited to a swank party that night, figuring anyone with that swank an apartment would be invited to it. And turns out to be right!
Skip Schuyler is also captured, but in his case he's tied to a chair and whipped until he has scars on his face. Although rare in comics, maybe there is starting to be some evidence here that there should be a small chance of permanent scarring on Heroes.
Anchors Aweigh reminds us of another use for flashlights: sending Morse code messages to each other (and every Hero seems to know Morse code!).
(Summaries read at DC Wikia)
Labels:
Anchors Aweigh,
Captain Desmo,
clues,
encounter reactions,
injuries,
Inspector Kent,
languages,
player tips,
puzzles,
saving throws,
scenarios,
Skip Schuyler,
spells,
Steve Malone,
surprise,
Tod Hunter,
Tom Brent
Sunday, May 29, 2016
Adventure Comics #37 - pt. 2
Skip Schuyler works for the U.S. Intelligence Service and hunts spies...but when he needs a dictaphone planted in a spy's room, he doesn't do it himself -- he asks for help from a dictaphone installation specialist. That's a type of supporting cast member I never expected to need in the game, particularly since the last time I discussed dictaphones here, I said the odds of discovering one should be entirely random. Since all Skip's expert, Garth, does is hide it behind the radiator, I'm not convinced I was wrong.
Skip also uses a skeleton key instead of trying to pick the lock on his own. I believe I have talked before about adding this as a minor trophy item.
Rusty and His Pals deal with a drunken hoodlum and his superstitious hoodlum underlings -- by having an old man put white powder on himself and pretend to be a ghost. Everyone blows their morale saves but the two main villains, only one of whom is armed with a hunting rifle. This scenario awfully pretty easy, even for 1st-level Heroes.
And lastly, Anchors Aweigh -- which I felt had started so strongly -- seems to have come to a weak finish to its first storyline. Don Kerry guesses the identity of El Diablo on rather flimsy evidence -- that El Diablo seemed to have been trying to conceal a German accent, and there's only one German character who's figured into this story so far. Never mind the fact that it could have been another German Don hadn't met yet, or a clever villain disguising his voice to sound like he was concealing an accent; Don just attacks the nearest German and turns out to be right. It's almost like the Editor didn't even know who El Diablo was and let the player decide for him -- which you could do in your game.
(Summaries read at DC Wikia)
Skip also uses a skeleton key instead of trying to pick the lock on his own. I believe I have talked before about adding this as a minor trophy item.
Rusty and His Pals deal with a drunken hoodlum and his superstitious hoodlum underlings -- by having an old man put white powder on himself and pretend to be a ghost. Everyone blows their morale saves but the two main villains, only one of whom is armed with a hunting rifle. This scenario awfully pretty easy, even for 1st-level Heroes.
And lastly, Anchors Aweigh -- which I felt had started so strongly -- seems to have come to a weak finish to its first storyline. Don Kerry guesses the identity of El Diablo on rather flimsy evidence -- that El Diablo seemed to have been trying to conceal a German accent, and there's only one German character who's figured into this story so far. Never mind the fact that it could have been another German Don hadn't met yet, or a clever villain disguising his voice to sound like he was concealing an accent; Don just attacks the nearest German and turns out to be right. It's almost like the Editor didn't even know who El Diablo was and let the player decide for him -- which you could do in your game.
(Summaries read at DC Wikia)
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