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Steve

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  1. Haha
    Steve reacted to Bazza in Marvel Cinematic Universe, Phase Three and BEYOOOOONND   
    So it would be like No Ordinary Family, but better & in the MCU, and on D+. 
  2. Like
    Steve reacted to Tjack in Marvel Cinematic Universe, Phase Three and BEYOOOOONND   
    Patton Oswalt as MODOK and Nathan Fillion as Wonder Man!    Wah-Hooooo!
  3. Like
    Steve reacted to Bazza in Marvel Cinematic Universe, Phase Three and BEYOOOOONND   
  4. Haha
  5. Like
    Steve got a reaction from Hermit in Campaign: The Rescued   
    I was thinking to use either Powerful Heroes or Very Powerful Heroes points-wise, but there would be an expectation to use some of those points for things like Positive Reputation, Perks and Contacts, as well as skills from their original world that might still have some usage in a new world. Since languages would not be the same in this world, it would require spending points on any from our world they would like to keep, albeit with some caveats. Being able to speak in English to each other when no one around them could understand would be a benefit worth points. But I would not charge a character to know how to speak French or Japanese if they were the only one that did. It’s just flavor then.
     
    For really good concepts, I would allow what I call Hero Debt, extra points that they can use at character creation for things that fit the character that would be paid back by half or more of their experience points before they can spend them on new things. The character is older or more experienced, but they grow more slowly.
     
    Each player would have to mentally construct two characters and then merge them, so they can keep whatever skills they want from their old world. Maybe one player wants to be a shy engineering student from Australia now in the body of a skilled thief with a reputation as a womanizer and the charm to match, but who never learned to read. Or a retired housewife from New Jersey finds herself in the body of this world’s version of Red Sonja in her physical prime.
  6. Thanks
    Steve got a reaction from Hermit in Campaign: The Rescued   
    Unfortunately, I never got a chance to run it. It remains as ideas on paper and in the back of my mind.
  7. Thanks
    Steve got a reaction from Tjack in Campaign: The Rescued   
    Actually, the Rescued are an experiment by the gods, so the PCs will (likely) be the only people from our world inhabiting bodies on this one.
     
    The "revised" heroes are intended to think outside the box that a native of this world wouldn't be able to. It may even be a new game the gods are trying out.
     
    I suppose its a little like the "Guardians of the Flame" books by Joel Rosenberg mixed up with the "River of the Dancing Gods" series by Jack Chalker.
  8. Thanks
    Steve got a reaction from Tjack in Campaign: The Rescued   
    Suddenly transferred into a medieval fantasy setting, a handful of people from our world find themselves inhabiting the bodies of powerful heroic figures there.
     
    For their own reasons, the gods of this fantasy world selected people whose personalities matched certain criteria they were looking for and were about to die in our world. Perhaps one was flatlining on an operating table, another was seconds away from a fatal car crash. Plucked from our world, they are given a choice: accept the death that was coming for them or take a chance on this new world.
     
    The bodies they are given to inhabit are individuals who have the right skills and abilities to get the job done that the gods want taken care of, but their minds are too much a part of the world. In a sense, the gods wanted heroes who could bring fresh perspectives to problems. The spirts of those heroic figures were taken by the gods and went on to their rewards, leaving a still-living body behind, complete with all of the memories and abilities of the former person.
     
    Not every life being given to the Rescued is a heroic one. Some may have lived lives of villainy, forcing that Rescued person into dealing with bad past choices. The bodies given them may be older or younger than the ones they had or may not even be the same gender. Maybe they are even non-human. Of course, all of this is determined by each player when they build their characters.
     
    To make things easier, they are transported from wherever in the world they are to a central meeting point and shown images of their future teammates.
     
    Because the gods have a sense of humor and understand fantasy cliches to some degree, everyone gets to meet at a tavern.
  9. Like
    Steve got a reaction from Durzan Malakim in Campaign: The Rescued   
    Unfortunately, I never got a chance to run it. It remains as ideas on paper and in the back of my mind.
  10. Like
    Steve got a reaction from Durzan Malakim in Campaign: The Rescued   
    Suddenly transferred into a medieval fantasy setting, a handful of people from our world find themselves inhabiting the bodies of powerful heroic figures there.
     
    For their own reasons, the gods of this fantasy world selected people whose personalities matched certain criteria they were looking for and were about to die in our world. Perhaps one was flatlining on an operating table, another was seconds away from a fatal car crash. Plucked from our world, they are given a choice: accept the death that was coming for them or take a chance on this new world.
     
    The bodies they are given to inhabit are individuals who have the right skills and abilities to get the job done that the gods want taken care of, but their minds are too much a part of the world. In a sense, the gods wanted heroes who could bring fresh perspectives to problems. The spirts of those heroic figures were taken by the gods and went on to their rewards, leaving a still-living body behind, complete with all of the memories and abilities of the former person.
     
    Not every life being given to the Rescued is a heroic one. Some may have lived lives of villainy, forcing that Rescued person into dealing with bad past choices. The bodies given them may be older or younger than the ones they had or may not even be the same gender. Maybe they are even non-human. Of course, all of this is determined by each player when they build their characters.
     
    To make things easier, they are transported from wherever in the world they are to a central meeting point and shown images of their future teammates.
     
    Because the gods have a sense of humor and understand fantasy cliches to some degree, everyone gets to meet at a tavern.
  11. Thanks
    Steve reacted to Hermit in Campaign: The Rescued   
    Okay. I confess, I've been feeling the urge to run or be in a game like this, then low and behold- a search yields results that others have already considered it years ago! I can't say I'm surprised but I am delighted to have other brains to pick. Steve did you ever get further with this? 
  12. Like
    Steve got a reaction from Hermit in Campaign: The Rescued   
    Suddenly transferred into a medieval fantasy setting, a handful of people from our world find themselves inhabiting the bodies of powerful heroic figures there.
     
    For their own reasons, the gods of this fantasy world selected people whose personalities matched certain criteria they were looking for and were about to die in our world. Perhaps one was flatlining on an operating table, another was seconds away from a fatal car crash. Plucked from our world, they are given a choice: accept the death that was coming for them or take a chance on this new world.
     
    The bodies they are given to inhabit are individuals who have the right skills and abilities to get the job done that the gods want taken care of, but their minds are too much a part of the world. In a sense, the gods wanted heroes who could bring fresh perspectives to problems. The spirts of those heroic figures were taken by the gods and went on to their rewards, leaving a still-living body behind, complete with all of the memories and abilities of the former person.
     
    Not every life being given to the Rescued is a heroic one. Some may have lived lives of villainy, forcing that Rescued person into dealing with bad past choices. The bodies given them may be older or younger than the ones they had or may not even be the same gender. Maybe they are even non-human. Of course, all of this is determined by each player when they build their characters.
     
    To make things easier, they are transported from wherever in the world they are to a central meeting point and shown images of their future teammates.
     
    Because the gods have a sense of humor and understand fantasy cliches to some degree, everyone gets to meet at a tavern.
  13. Like
    Steve got a reaction from Lord Liaden in What are Eurostar's strategy, logistics, operations, and tactics?   
    Eurostar in the modern era seems like it could work better as a more outward-looking villain group. Rather than attacking places in Europe, they go after those Fiacho perceives as harming Europe's united interests (Brexit supporters, China, the USA). This has the advantage of putting them at odds with foreign superteams.
     
    I've run several Champions campaigns over the years, and Eurostar was not really a big part of any of them because they were far away in Europe and didn't come to bother America.
     
     
  14. Thanks
    Steve reacted to DShomshak in What are Eurostar's strategy, logistics, operations, and tactics?   
    Speaking of Esperanto, one of my former gaming buddies taught himself Esperanto and claimed it had this utility: There are Esperanto clubs all over the world. That means wherever you go (at least in good-sized cities) there are people you can talk to, who might be willing to help someone who shares their peculiar hobby that most people think is insane.
     
    Sort of like HERO System gamers, except with greater certainty of communication, and easier to locate in directories.
     
    I don't know if this actually works, but it might make an amusing benefit for any character willing to spend points on an otherwise useless language, whether Esperanto, Elvish or Klingon, like a Contact of Positive Reputation.
     
    Dean Shomshak
     
     
  15. Like
    Steve reacted to Sketchpad in What are Eurostar's strategy, logistics, operations, and tactics?   
    On the subject of Eurostar being a team for a bygone age. What about evolving them? Taking Fiacho and turning him more into a Baron Zemo pastiche who puts together these "Conquerors of Crime" sort of groups that are funded by Eurostar as a multi-layered agency? On one level, you've got the Euro-Baddies, but on another, maybe a larger company that, in turn, funds a modern techno-terrorist group that employs soldiers, hackers, and rogue engineers. The thought of Eurostar as a villain group was lost in the past. No one believes they're still around, and even if they were, they don't deem them a threat... except they're more of a threat now than ever. Now they deal in cryptocurrencies, the dark web, and have their fingers in the dark dealings within all of Europe. New members, villains who don't even know who's pulling the strings, and bank accounts that go dry without a trace. All of this because Fiacho has finally achieved his mastermind plot of controlling the world...
  16. Like
    Steve reacted to ShelleyCM in Shelley McTyre's Champions game   
    Nah, not much these days.   My husband was running a GURPS fantasy game when the pandemic started (just family, to get the kiddo gaming) and that worked right up until he got sick last summer (that was...not fun). Since then the closest we get is watching my daughter bluff her way through Among Us. 😇
     
    You? 
  17. Like
    Steve reacted to ShelleyCM in Shelley McTyre's Champions game   
    I am so glad you're having fun with it! I recently dug out some of my really old gaming stuff (like...play by snail-mail?! My dude, I am *SO OLD NOW*) to show my daughter and it's really neat to have the written record!
  18. Like
    Steve reacted to ShelleyCM in Shelley McTyre's Champions game   
    Hey!! I feel like a prodigal daughter! ❤️
     
    Also, you guys are making me look cool in front of my teenager and for that you all rock! 😂
     
    -SCM
  19. Thanks
    Steve reacted to ShelleyCM in Shelley McTyre's Champions game   
    You GUYS! Thanks, this made my day (and thanks @Sketchpadfor letting me know about the thread). If there is a thing you're looking for specifically, let me know and I can go through backups. (I'd intended to take down everything except for Red October but couldn't bring myself to do it.)
     
    -SCM
  20. Like
    Steve reacted to Jhamin in What are Eurostar's strategy, logistics, operations, and tactics?   
    Wow, going back to colonialism, but from a united Europe instead of competing empires?  That is exactly the kind of comic book supervillainy I'm looking for from Eurostar.
    Keep Fiacho (or replace with his daughter, I like Hermit's idea), and shift the rest of the team to not just be thugs from various places in Europe to instead be representatives of the past Empires.  English, German, French, Italian, Spanish, Portugal, etc
     
  21. Like
    Steve reacted to Hermit in What are Eurostar's strategy, logistics, operations, and tactics?   
    I've actually been tempted to make Eurostar the Next generation, where Fiacho's own daughter, now full grown, arranged for UNTIL and UNITY to catch Eurostar with their proverbial pants down. 
    With the Eurostar name still having it's power, she assembles a new team more in line with her own views and with UNTIL none the wiser, has the new Eurostar pull off a major crime as she arranges for the destruction of a major US Military base somewhere in Central Europe.
     
    Burned in the wreckage of the base, large words one can see from a helicopter view- Europa Victorious!
     
     
     
  22. Like
    Steve reacted to Drhoz in Quote of the Week from my gaming group...   
    Pathfinder - The Mummy's Mask - Boss Fight
    We've reached the culmination of the entire campaign - one last level of the Sky Pharaoh's pyramid, and a confrontation with the cruel undead ruler himself. It's probably a good point to take stock of our abilities and resources. Over the last three years of play we've gone from 1st level to 16th Lvl Mixed Combat Archeologists, and would probably be even more experienced (and scarred) if we didn't keep avoiding side quests and obstacles, and using diplomacy instead of weapons.

    Nemat Merituzat, AKA Nemat of Valat: Now very much an Inquisitor of Wadjet, and more than enough power to back up his support of the Old Pantheon. Popular combat tactics include growing to enormous size and enchanting his weapon of choice with whatever Aspects are going to make his target most unhappy.

    Onka the Half-orc Spell Sage: His mastery of magical theory and animated constructs has probably saved our lives more than once, given we went into the campaign armed to face undead and keep running into assorted golems, living statues, and automata. Still wearing the eponymous Mummy’s Mask, which contains Hakotep’s ka and hopefully won’t lead to any issues later.

    Asrian al-Adjir: Has had a bunch of mental adjustments over the past couple of years. She's fallen in love, gained a new level of determination to protect her loved ones, and her body image issues have, through the encouragement of her friends and lover, been significantly reduced. She has also taken her art of combat to levels she has never conceived of before, and reached the pinnacle of her mystic abilities. She isn't quite sure what she's going to do now, aside from marrying Zenobia.

    Zenobia the Gnoll: Still firmly faithful to the Cleansing Light, Sarenrae, although under increasing stress every time she sees her fiance and found family put themselves in harm’s way. Does have some plans for after the wedding, assuming she can keep everybody alive until then.

    We’ve amassed a large number of useful magical items, some acquired, some created to order by Onka in his hyperbolic time chamber, and some purchased on quick teleportation trips back to town. And we can use Portable Holes, Create Constructs, Summon Planar Ally, and Summon Monsters, to get all our allies and Hakotep’s disgruntled former employees together and accrue more. And if the Sky Pharaoh is one of those undead that regenerate, we have some 100 needles designed to stop assassination victims coming back to complain. With any luck we now outnumber anybody left in the Pyramid, and Hakotep will roll over to avoid a much-deserved beatdown.

    Zenobia: Lets find him, talk him down, and resolve all this peacefully.
    Onka OoC: Spoken like a true Sarenite who will be going last in the initiative order.

    It seems unlikely that anybody else in the party will GIVE Zenobia a chance to parley with the Final Boss. Even assuming we survive that long - the gynosphinx that Nemat summons with a request for assistance has a LONG list of Hakotep’s most favoured minions and monsters that we haven’t encountered yet. Zenobia’s face becomes increasingly aghast at the recitation of horrors.

    We descend into the horrible depths, with superhero landings. This might have been unwise given Onka is back in his Ancient Osiriani Mecha Suit.

    Zenobia: This big crack in the floor wasn’t from you landing, was it?

    We’ve landed in what appears to be some kind of engine room, possibly, although one of the engines is broken and spewing pink smoke. There’s also some kind of spirit engineer, who appears to be a tad cranky with Hakotep, and a bit cranky with the state of the pyramid.

    Ghost: I take it you’re here to take the Pharaoh ‘out’.
    Onka: Absolutely.
    Asrian: That’s the plan.
    Zenobia: I keep suggesting we talk to him first but they don’t agree.
    Nemat: Not This Time!

    Nemat: We need to put him down and send him on to his reward.
    Onka: I think you mean his Just Desserts.

    She’s a Shory Engineer.

    Nemat: But the Shory are long dead.
    Asrian & Zenobia: So’s she.

    She’s also Jeshura’s sister, and had been murdered by her, so it’s just as well we didn’t bring Jeshura into the pyramid for the final fight. Zenobia nearly blabs that we know her, until Asrian shuts her up.

    Zenobia: Would you like us to help you on to your final rest?
    Shory Engineer: I wouldn’t mind seeing my husbands again. Assuming they weren’t too stupid to find the door to the afterlife.
    Onka: Part of me wants to bottle her and take her home with me.

    We’ll probably have to destroy the pyramid’s power source to release her ghost. We press on - using the door in the other direction we intended, on the ghost’s recommendation - she designed the pyramid after all.

    Shory Engineer: Have fun storming the castle.

    We do the obvious thing, and try to go through the wall instead. It turns out the designers of the traps thought of the obvious thing too, and a Symbol of Insanity goes off.

    Shory Engineer: I wouldn’t do that if I w- oh dear.

    It also appears that the ghost’s information is out of date - the short corridor beyond is lined with sealed chambers, that Nemat can check for undead without even opening the doors. That doesn’t stop him drilling holes in said doors to check. It would appear that one chamber has a teleportation circle, but there’s no safe way to check where it goes, and while the spell in question prevents teleportation anywhere innately dangerous, there’s still plenty of ways they can kill you.

    Zenobia: Such as onto a frictionless floor overlooking a chasm?
    Nemat: Or just to a point several miles above the ground.

    On the other hand we still have Overland Flight going. Still probably wiser to check the other corridors first.

    Zenobia: I wonder how that gynosphinx does her make-up, with paws.
    Nemat: Prestidigitation.
    Onka: Maybe she’s born with it.
    Nemat: Maybe it’s Maybelline.

    GM: This next bit was supposed to be a cool reveal, but you WOULD summon somebody with Legend Lore.
    Zenobia OoC: We always do our research first. It’s like having a high Library Use skill in Call of Cthulhu.

    The next chamber contains that Herald of Hakotep we’re run into before - although it appears her rather attractive appearance in those previous meetings was because she was wearing somebody else’s skin as a costume. She doesn’t look nearly as appealing now, unless you like flayed corpses. We’re not about to kinkshame you.

    Ain-Mekh: It was my belief we would meet again. Welcome to the workshop of Anubis - Anubis as he should be. Soldiers of the Sky Pharaoh! Slay these intruders so that we might add their numbers to our strength!

    Zenobia OoC: My go now?
    Nemat OoC: What? No, it’s Asrian’s turn - you’re merely engaged, you’re not a single organism yet.
    Zenobia OoC: We’re only joined at the hips sometimes.*lewd smile*

    Asrian casts Wall of Sound across the room - which is especially effective since the herald’s back-up archers keep setting it off again and hurting their boss more. We very probably could have killed her by throwing handfuls of pebbles through the barrier.

    GM: At this rate she’s going to be killed by her own henchmen.
    Nemat: Par for the course with us.

    Zenobia OoC: That herald of Hakotep frightened my fiance. So, hopefully the boundless love and mercy of Sarenrae will render her down to her constituent atoms.*Channel Ray of Positive Energy, with added Sun’s Blessing and Beacon of Faith*

    Onka: I wish wizards had some kind of magical sleeve we could pull Rods and Wands out of as needed.
    Nemat: We do, it’s the Wizard’s Golfbag. Also known as the Efficient Quiver.

    In the end we barely need to do anything to her henchmen - they follow their previous orders and march straight through the Wall of Sound and blow themselves to pieces.

    Asrian: That spell was a lot more effective than I thought it would be. Not that I’m complaining.

    Among the valuables we sieve out the debris are a couple of interesting spell scrolls. Some of them rendered illegible because of exploded pickled viscera, but Prestidigitation deals with that problem instantly. The next chamber is knee-deep in mummified bodies, more bodies hanging from chains, hieroglyphs apparently drawn in blood, and ominous glowing sigils.

    Zenobia: … can we NOT go through this room?

    Even if it was merely the site of a major industrial necromancy accident, we can avoid it using Tef-naju’s Stone Shaping abilities, and we don’t even have to go all the way through in one go - letting Nemat use his Tombsight through a now paper-thin wall will help avoid any surprises. In fact, whoever is on the other side of the wall is going to be more surprised when we bypass half the pyramid. In fact, since Tef-Naju has unlimited uses of Stone Shape and the pyramid’s engineers can’t have installed Symbols of Insanity EVERYWHERE, we can install our own secret tunnels inside every wall, like a party of heavily armed termites.

    Asrian: More like a worm through an apple.

    And with a Silence spell up nobody is going to hear us tunneling away and drilling spyholes. Localised Silence will also be useful if we have to use Wall of Sound again. The power of the undead and constructs Nemat can detect strongly suggests we’re about to burst out of the wall right behind Hakotep’s throne. Alternatively, Asrian can just roll a coin enchanted with Magnifying Chime out into the room and do even more damage. Although we might have to back off in a hurry since after a few rounds of Chime the walls and ceilings are going to be coming down too.

    The GM has gone rather quiet.

    Nemat’s Player: Well, I’m going to go get a drink while the GM works out how much damage that did.
    Asrian’s player: Me too.
    Zenobia OoC: So Mr. GM, how many weeks of play have we just bypassed?
    GM: No. Comment.

    Especially if we use the Limited Wish scroll to ensure Hakotep fails his Spell Resistance check.

    Zenobia: I’m glad I thought of that.
    Nemat, Asrian, etc:*pleased agreement*
    Zenobia’s Player: Hooray! Zoidberg is useful.

    Chiming Coin: womWomWOMWOMMWOMM!!WOMMM!!!!!!
    Nemat: You might want to come over here, Zenobia.
    Onka OoC: ‘Does this sound like thermonuclear detonation to you?’

    Nemat: I don’t know how they expected us to deal with this, but I’m glad we did it this way.
    Onka: Make of me still wants to have cast Magnifying Chime on the Mech suit and march it into the room. ‘You still want your mask back?’
    Nemat: But it would still take damage.
    Onka: Nope - the spell radiates out.
    Nemat: Good point.
    Onka: ‘Ok, everybody budge in here with me.’

    Four rounds later stone is starting to crack, but it’s not until the 5th round that Hakotep figures out what’s happening. But the effect is now wide enough that he can’t flee around the edges and get away.

    Nemet: See, I told you the throne room was through there - once you’re seen enough Ancient Osirion architecture it gets a bit predictable.

    GM: I can’t believe you cast this at 16th Level.
    Onka: Be glad it wasn’t me casting it or it would be Level 20 with my Spell Sage feats.
    Zenobia: I wonder if this is going to flood the throne room with lava from the fire level.
    Onka’s player: Well we can always do it again - we can use Hero Points to restore the spell slot.
    GM: What?? WHAT????
    Asrian’s player: And I still have 6th Level slots free anyway.

    Alas, his throne room is large enough that if he cowers right in a corner he’ll only be affected by the final round of damage.

    Zenobia: Well, at least we made him hide in a corner.
    Hakotep The First: I am the Sky Pharoah, master of the worl- what’s that noise?

    Hakotep’s throne room is thoroughly trashed. Unfortunately, our tunnel is revealed as well, so sniping the Sky Pharoah in the back of the head with a Greater Arrow of Undead Slaying, through another spyhole, is probably off the table. Alas, his four golems are all the clay variety, and completely undamaged by sonic effects, and are immune to most other magics well. On the other hand, Clay Golems are also notorious for going berserk mid-battle, and half the golems have already gone berserk and started attacking the splinters of Hakotep's throne since there was no other target in sight when Hakotep realised how much trouble he was in. In fact, Hakotep doesn’t even know we’re there until HE staggers past the hole.

    Zenobia: I guess this is where we found out what the Ancient Osiriani for WTF???? Is.

    Hakotep stares down the tunnel, completely ignoring Tef-Naju, Mohebi the sphinx, and our entire party, with the exception of the Bronze Sentinel mecha suit that Onka has been piloting for months now, and within which Onka is still wearing the Mummy’s Mask that the entire campaign is named after.

    Hakotep I:*snarls* My Ka!*casts Meteor Swarm*

    Which may have been a mistake on his part since he’s in range of his own fireball, but doesn’t help us in the slightest.

    GM: The guy had a super-impressive speech he was going to say from his throne, but NOOO, you had to throw a coin at him.

    Onka: I’m surprised he uses clay golems - actually, no I’m not, he has a history of bad decisions. He was blessed by the Bad Decision Fairy when he was born.

    One of those bad decisions was choosing to stand between us, and one of the Clay Golems that Onka just assumed control of. Targeting Asrian with a Boneshatter spell was probably a bad decision too, since it will probably ensure Zenobia tears his head off and shoves up his wrinkled, mummified arse.

    Zenobia does need to tap Asrian with a Wand of Restoration, first, to remove her Fatigued condition.

    Zenobia: I’m sure that wand will be useful on our wedding night, too.

    The last golem still under Hakotep’s control chooses this moment to go berserk. Not ideal, but probably more useful than letting Hakotep keep hold of its leash. Hakotep finds himself in a not-very-good position.

    Hakotep I: Who let a sphinx in here??
    Nemat OoC: He’s currently being attacked by a sphinx, a tomb guardian, an angry archaeologist, one of his own golems, and... A ninja?
    Zenobia OoC: Garlic Woman.
    Nemat OoC: And there's a gnoll up the back there that’s carrying a symbol of Sarenrae???

    Hakotep attempts to retreat, despite all the rubble. We, of course, are still flying.

    Zenobia: Flee and die a coward!

    And die he does, as Nemat descends on him like the wrath of God. Which as an Inquisitor of Wadjet, he is, since no Pharoah rules without Wadjet's blessing. He ends the Forgotten Pharaoh in his own throne room.

    Nemat: In the name of Wadjet, I deny your rule!
    Zenobia: May the mercy of Sarenrae guide you to your final rest, whatever rest you deserve.

    Presumably, the next few hours will be spent sending the rest of his undead minions after their master, making absolutely sure Hakotep can’t come back, and then getting on with our personal plans.

    Zenobia: Four funerals and a wedding.
    Onka: I’ll have to make you a house.
    Zenobia: We can get one in Wati easily enough.
    Nemat: Just give it chicken legs.
    Onka: There’s a perfectly good flying pyramid available - one previous owner.

    We grab Hakotep’s remains and leave the golems to their crazed devices.

    Zenobia’s player: It’s a bit strange that it’s clay golems that go berserk - historically speaking those were the most reliable golems.

    GM: The fact that you’re going backwards through the rest of the rooms makes most of the traps redundant.
    Zenobia’s player: Good.
    Nemat’s Player: Sorry, not sorry.

    We do run into one of Hakotep’s generals.Riding a chariot at 100kph along the roof of a large chamber. So it’s more likely she’s going to run into us.

    Asrian: Hold, general! There is no need for us to fight!

    She doesn’t seem amenable. The Wall of Stone Tef-Naju creates in front of her isn’t very amenable to being hit at 100kph either. Being hit by Sarenrae’s Tactical Nuke (Sunburst) probably even less so. Further, Onka’s mecha suit is mostly immune to her attacks, especially since his poppets keep opening and closing the firing hatches. But at least Asrian gave General Tarawet a chance - maybe Zenobia’s morals are rubbing off on her. In the end it’s some offensive Healing that takes Terawet down, but it’s Nemat not Zenobia that does it.

    We still have to find Hakotep’s wife, the cultist.

    Nemat: She’s going to be a problem in her own right.
    Zenobia: And I don’t want her crashing the wedding.
    Onka: That’s why you put a permanent Symbol of Healing on the venue.

    One of the other guardians accuses us of being intruders, but we confuse it briefly by pointing out that we’re leaving the throne room. Unfortunately it still attacks and constricts our new gynosphinx ally. And starts dehydrating everybody nearby. And regenerates as fast as we can hurt it. And has horrible spells.

    Nemat OoC: I think we’ve found the Secret Boss of this level.

    Thankfully, Onka can banish it to an extradimensional Maze it will be too stupid for solve for 10 minutes, given us a chance to heal up and Restore ourselves, and prepare our best attacks for the moment it reappears. But even with the prep time, we’re extremely lucky that Zenobia offensive Heal does 150HP damage and Onka’s Acid Arrow finishes it for good. It’s probably just as well we went after Hakotep first, because some of his underlings are a lot more dangerous than he was.

    Of course, Nemat’s extensive knowledge of good burial practice does tell us that the only way to put Hakotep to permanent rest is to restore him to his sarcophagus, along with all his assorted parts, so with any luck will find that somewhere down here too.

    Zenobia: It would be amusing if we think we’re leaving the pyramid and we actually stumble across his tomb chamber by mistake.

    One possible hidden chamber is protected by a riddle. The obvious answer doesn’t work, surprisingly - when you live in a country like Osiria, that’s been having riddle contests for thousands of years, the old classics tend to be pretty well known. Happily, we have a sphinx in the party.

    Onka: Hey, Mohebi, do you know this one?

    Onka: Let’s do our usual thing and go through the wall.
    Nemat: We haven’t got this far by using doors.

    Zenobia looks like she’s going to seek parley with the next bunch of undead, but pauses.

    Zenobia: Do you think gnolls can be redeemed?
    Nemat: Of course.
    Asrian: You’re not an undead monster.
    Zenobia: Many people would say my kind are monsters. And we’ve given undead a chance before.
    Nemat: The Undead we have parleyed with before were undead through no fault of their own - these individuals willingly chose their path.
    Zenobia: I see. It’s not that they were born monsters, but chose to become them.
    Nemat: Monsters aren’t born
    Zenobia: *twitch*
    Nemat: Well, goblins. But most ‘monsters’ simply need an opportunity to learn a better path.
    Zenobia: As I did. I see. You have relieved many of my concerns, friend Nemat.

    There’s another alchemical barrier, which Onka investigates.

    Onka OoC: Well, I can tell what it is by taste but I am now dead.

    It’s Nemat’s Tombsight that saves us again, because it makes it quite difficult for any kind of undead to sneak up on us. At least the undead in question is intelligent enough to be sneaky, which makes an interesting change. Most of Hakotep’s minions aren’t exactly subtle. Although this one is not exactly as threatening as Imhotep’s sandstorm form from the movie.

    Zenobia: He’s an itty-bitty little sandstorm.
    GM: He is, he’s Small.
    Zenobia OoC: Does anybody have a DustBuster?

    Zenobia: Well, it’s intelligent enough to sneak up on us.
    Nemat: Which doesn’t necessarily mean much - it’s not intelligent enough to realise that sneaking up on this party is a bad idea.

    He’s certainly wildly outmatched by opponents that can walk in and out of the walls at will, or bunker down inside nearly impregnable armour, or blast them with Positive Energy around corners. Being mostly composed of dust would appear to leave him quite flammable, too, at least once Zenobia’s Channel Positive Energy is applied. A few items are acquired that would probably have been quite useful if we’d gone through the pyramid in the order the creators intended.

    Zenobia: Well, at least it will be an interesting curio for the museum…they won’t be able to Clone Hakotep from this, will they?
    Asrian: I think they require a pound of flesh for that. But it all ends up with pitchforks and torches.

    At least we find the right sarcophagus, eventually.

    Zenobia: Do we have any way to properly record the moment? We are sending the Forgotten Pharaoh to his final rest. Anybody want to say anything?
    Asrian: I have some final words - let me check for traps first.
    Onka: Are those your final words?

    They might well have been her final words if she hadn’t been that cautious. The Pharaoh spared no expense on this room. Of course we have enough excavating equipment on us, including block and tackle and animated ropes, to set off the traps without danger to us. Time to refill that fancy coffin with a mixed assortment of Pharaoh-bits.

    Zenobia: Any last words?
    Asrian: Good riddance you stupid loser.
    Zenobia: … fair enough.

    We do have one problem - Onka seems really, really, REALLY reluctant to take off the Mummy’s Mask. At least until he uses his four-leafed clover.

    Nemat: I was going to cast Remove Curse.
    Asrian: I was just going to sleight-of-hand it off him.
    Zenobia: You okay there, friend?
    Onka: Like I wasn’t prepared for that - I made an anti-possession amulet the week we got the mask.

    GM: The Mask of the Forgotten Pharaoh now covers the visage of the one for whom it was fashioned 6,000 years ago. For a moment, all is silent in the crypt. Then, light seems to flicker within the mask’s sightless eyes before slowly expanding to cover its entire golden surface.
    A ghostly figure rises above the pharaoh’s dead body—Hakotep as he appeared at the height of his reign: strong, determined, and ruthless. His eyes glare at the Covenant of Wati in pure contempt. But then the form begins to dissipate, lose shape, and slowly blow away like rings of smoke in a breeze. Faint whispers of diminishing protest drift about the crypt, until they too disappear, leaving only the silence of a grave.
    At long last, the soul of the Sky Pharaoh passes on into the afterlife and the judgment that awaits there. And as the apparition fades away -
    Zenobia: We catch a glimpse of a long line of people putting on brass knuckles?
    Nemat: No no, a set of scales, and a feather. We know he’s going to fail, but he still gets tested.

    There IS an unearthly, blood-curdling scream from somewhere in the pyramid the moment Hakotep disperses for good.

    Onka OoC: Right, let’s go find his wife and get a Level Up.
  23. Like
    Steve reacted to Terminax in Which Viper?   
    This is the one I like. Couldn't find the B&W version I was trying to describe.
  24. Like
    Steve reacted to Sketchpad in Which Viper?   
    Hmm... I don't know. A bit of modification on the modern one and they look pretty cool as Viper Agents.

     

  25. Like
    Steve reacted to Duke Bushido in Modern Champions   
    I solved this one in the late 0s, because I had a new player that was driving me nutty with "I use my phone to google that!"
     
    I built a toy bomb.  It worked, mind you, but rather than explosives I used a piezo electric buzzer a 24v red indicator light  (I don't know if I mentioned this, but I used to be partnered up in a DC electrical shop).  So I puttered around for a few hours, and built as fine a "terrorist device" as you might see in a movie or on television, complete with digital countdown and fancy wires, nicely coiled and running here and there.  The wires I friction fit so they could be pulled loose instead of cut; I wanted everyone to have a turn.
     
    I offered my computer, and I had a couple of players that had "computer phones" instead of flip phones.
     
    The timer was set for twenty minutes.  Three players tried to internet the solution "how to defuse a bomb."   We "died" three times that night.
     
    And "I google the solution" never came up again.
     
     
    Oh-- if you were wondering about the solution:
     
    There was a pair of buttons on the bottom of the bomb disguised as little rubber feet.  Turn it over, lift it up-- take pressure of one or the other-- but not both-- and you could pull all the wires without setting it off.
     
     
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