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Dr. Hercules

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Everything posted by Dr. Hercules

  1. Re: Unusual Magic Items Well I never got a chance to use it, but it would have been in a room or chamber in the dungeon off the beaten path. The characters would have to discover it by chance, wich is appropiate. And there would be no normal way to get rid of it. They would have to go on a quest to the jungles on the other side of the world and throw it in a volcano, are something. See, instant plot hook.
  2. Re: [Campaign] DEFENDERS CONGREGATE!! Just a little note. While Templar has been running his Starcraft Star Hero campaign (which has been a blast) I've been working on Season 7 of the Defenders, since i'll be taking overas GM once we are ready to play some supers again. I've advanced the timeline one year and as soon as I get what happened in the missing year typed up i'll post it here also. I'll probably have to give a little summary of the Season 6 finale too, unless Templar would like to finish it up. Anywho, i'm kind of exhausted so i'll hit the sack and hopefully have some stuff later. Long Live the Defenders!
  3. Re: Unusual Magic Items I don't remember if i came up with this one on my own are was inspired by the internet, but I was going to use this in a D&D game once, years ago: Fate's Fickle Blade The characters would find this sword just out of reach of a skelatal hand sticking out from under a cave-in or large boulder or maybe sticking out of a pool with the skelton trapped under water. The first character that picks up the sword becomes bonded with it. He can never get rid of it now. If he sells it or tosses it into a river it always reappears in his scabbard. While he wields it in his hand he will be extremely lucky in deathly situations. example: If he is on a collapsing rope bridge, his foot will get caught on the good rope and he doesn't plunge to his death. The downside? Someday the sword, like fate itself, will betray him and he will die a horrible, horrible death. The characters umm...fate, as it were, was sealed once he picked up the sword.
  4. Re: [Campaign] DEFENDERS CONGREGATE!! I had my original Tomorrow Boy sheet as of a couple weeks ago but I was cleaning out my game folder and might have thrown it away. I think TB is right around 500pts are close to it but i started later In the campaign, so some might be higher.
  5. Re: [Campaign] DEFENDERS CONGREGATE!! That whole sub-basement thing is also a running joke. Were sure Dr. D's base is some around sub-basement 6.
  6. Re: Swords of Lemuria Okay, Still typing up the second half of "The Mother In The Ruin" (been a little sidetracked:o) Plus we played in the second adventure a little while back so I've got to get the first part of that one down as well. I have my notes I just have to get them on the computer. While we are waiting, I can start posting stuff about the setting. Here are the common human player races: Races of Lemuria Almost all the known human races can be found in and around Lemuria. They can be broken down into six broad categories, which are also the names for the known languages. Abyznians: These are the ancestors of the peoples of India. They are known for their turbaned warriors and their shaven-headed priests, who are masters of dark arts. Angalla: These are the people who are the ancestors of the South & South West African people. Barshi: These are the ancestors of several dark skinned people found in modern south East Asia, as well as aboriginal Australians, and some pygmy races. Dhazzhi: This is a very broad group of people who are the ancestors of the peoples of the Caucasus region. These include Armenians, Assyrians, Mediterranean, and Turkish peoples. Kherulhi:These people are the ancestors to the East Asian, South East Asian peoples. Shuzakh: These people are the ancestors of the Central and southern African peoples.
  7. Re: Quote of the Week from my gaming group... Here's a couple of qoutes from the Defenders Congregate! game last night. Nighthawk: I don't know morse code. Fantastic Man: WHAAAT! You can talk to me in atlantean, but you can't send a simple morse code message? The Defenders are facing off against a powered armor Meglomaniac in the antartic when he begins to start to monologue. Apocolypse: Do you know how many coincidences it took for Shirak the Destructor to be thrown clear of the destruction of Lemuria, drift throught the ocean undamaged for centuries before finding its way here to be completely incased in ice? Rampant Lion: Ummm.....three?
  8. Re: Swords of Lemuria Okay, sorry about that. Been a while. Real Life has intruded again. its' kind of like gamer's kryptonite. ( I think I just found a new sig). Anyway here's part ofthe first session in Swords of Lemuria. Session I ‘The Mother in the Ruin” Those who sought adventure….. Bendan Telgar: Fugitive minstrel archer with some sorcery and the power to “touch you in song.” Lothar: Manhunter and mercenary with a dark past. “unnamed barbarian”: Last of his clan freed from the gladiatorial pits. Grangnar: A time tossed Drakine wizard. The Ul-Karg Jungle. East of the Aslak Sea and West of The Great Plains of Klaar. The thriving jungle sounds cascade through the dense foliage with bird songs, screeching monkeys, and howls of predators echoing off the trees. The sounds are interrupted as birds, monkeys and lemurs suddenly burst from the underbrush, flying or scurrying away in fright. Crashing through the jungle emerge two figures running at break neck speeds. One is a burly Dhazzhi barbarian, his greatsword recklessly drawn as he runs. The second is rather strange. Keeping pace with the barbarian is a draconic humanoid dressed in robes. His reptilian head darting behind periodically as they run. In the jungle behind them can be heard human howls and cries in the distance. This is the sounds of their savage pursuers. “Just couldn’t leave the female alone could you?” Gragnar the Drakine hissed between breaths as they ran. The Dhazzhi barbarian’s thought shifted back momentarily to how Grangnar and he rescued three Hyperborean warriors from a massive river dragon. One of those warriors was the son of the Zulmec tribe’s chieftain. The grateful warriors invited the barbarian and his “pet” back to their village. There the chief and his people thankfully accepted him as friend (and reluctantly Grangnar). He also met the chiefs beautiful, and very flirtatious daughter. Turns out she was promised in marriage to another chief’s son of a rival tribe as sign of good will. Well, she would have been if he hadn’t been caught in the blankets of her tent later that evening. “You were supposed to warn me if someone was coming, remember?” He said as they paused at the large trunk of a fallen jannibar tree. Catching his breath, he looked around. They needed to shift direction, maybe west, to shake their pursuers. “You were supposed to stand guard outside the tent. Where did you go anyway?” “Even my kind has to relieve themselves once and awhi….” The sound of the spear piercing the trunk, its shaft vibrating between them, punctuated their predicament. “Rest times over. We got to go.” The barbarian said as they turned and began sprinting west. Meanwhile, in the Ul-Karg Jungle to the west, Lothar the Kherulhi couldn’t believe his run of bad luck. Bendan Telgar and he were running through the jungle being pursued by a very persistent company of the Prince’s Army of Shembis . Lothar thought that once they had gotten some distance from the city that the company would have given up. He was wrong. So both men decided to turn east into the Ul-Karg Jungle, in hopes of losing their pursuers there. But by All the Thieves of Sakaar, if the company just didn’t follow them right into the jungle. Curse the bones of this Dhazzhi minstrel. If Telgar hadn’t insulted the Prince of Shembis with one of his songs, in front of the Prince’s very nephew, he might be back swilling ale and counting the money from this job. Of course, the job was to find a missing merchant from the city of Kathool. The trail led to a local noble’s house in the city of Shembis, who was having a banquet. Needing time to search the manor he had sent Telgar in as a distraction. Telgar sang a vulgar song about the Prince’s dalliance with his nephew. Who knew the nephew would be in attendance? Enraged the nephew ordered them apprehended. They were able to escape but with in a few hours the whole city was looking for them. When they fled they were being pursued by this unshakable company. Worse, upon reaching the jungle they let their guard down and were almost set upon by the men from the company. So they found themselves fleeing through the jungle, swords at their backs. “This could be worse you know,” Telgar said between breaths as they ran. “How?” Lothar spat. “We could already be in the belly of a Chala-lion”, Telgar said with a smile. Despite himself Lothar laughed. Lothar and Telgar suddenly found themselves bursting into a jungle clearing. At the same time directly across from them, was a greatsword wielding Dhazzhi and some sort of robed lizard man. They were all obviously out of breath. Both parties eyed each other for a few seconds then Telgar spoke. “Who is chasing you?” “People.” said the barbarian. “Who is chasing you?” “Other people,” Telgar quipped. “Look,” Lothar spoke up. “We have people chasing us. You have people chasing you. It seems to me that this clearing would be good place for both groups to suddenly clash. We should leave, but stick together in case we have to fight off any stragglers.” “Agreed” Gragnar hissed. The four strangers quickly found an overgrown path north of the clearing and took it. The path led down a slope, around a bend and ended at a ruined temple. The temple looked old, weathered worn, with large roots growing through parts of the crumbling steps. At the top of the steps was a darkened archway leading into the temple. Back up in the clearing, shouts could be heard followed by the sounds of a skirmish. “Sounds like our friends have found each other.” Lothar said looking towards the way they came. “I say we go in here. It’s a good place to lay low till things settle down. Plus it is very defensible.” The barbarian said, pointing at the temple with his greatsword. “Why not” said Telger. The four began to ascend the steps of the ruined temple. To be continued
  9. Re: Swords of Lemuria No, there isn't an online game. This is a table top game for when we are short players in our regular Champions game. I was planning to post session logs but first I thought I would post the campaign guide line, so everyone could have a look. I just got too tired to post anymore last night. Sorry about any confusion. I should be able to post the characters and our first adventure later. Edit: I've edited my first post to hopefully make it a little more clear Also added the PCs there at the end. Next up: The first session "The Mother In the Ruin"
  10. Last saturday we started my comic book sword & sorcery pick-up game, for when not all of us can make it for the Defenders Congregate! game. This campaign is set in the ancient past of the Defenders universe on the continent of Lemuria. Influenced by Savage Sword of Conan and The Warlord, I borrowed heavily from the Barbarians of Lemuria free PDF (which is based on the writings of Lin Carter), Pathfinder, Planet Algol website, etc. We had a character building session and then played for a couple of hours. I plan on using this thread to post our adventures and setting info (since the games are probably going to be infreqent). First up is my Ground Rules Sheet which I handed out to my players: General Description This is a classic comic book Sword & Sorcery mini-campaign inspired by such books as Dc’s The Warlord and Marvel’s Savage Sword of Conan. The PCs will be barbarians, warriors, thieves or any other profession that might fit. They will fight thieves, warriors, cults, and evil sorcerers. Sometimes they will fight monsters, supernatural and mundane. Importance of the Player Characters The Characters should be pretty “bada$$” in their own right but not necessarily important in the greater scheme of things. They might topple a king or dispose of high priest but these can be replaced without world shattering consequences. Even when they are facing very powerful enemies they will still rely on their wits, skills, and a good sword arm to allow them to survive. Campaign Tone Morality: Good verses evil might be clear cut, but the characters and their motivations will be “morally grey” Realism: Romantic, i.e. suspension of realism in various situations Outlook: Successes balanced by failures Seriousness: Mostly serious but occasional light-hearted Continuity: Episodic Physical World Description The campaign takes place in 35,000 BC on the lost continent of Lemuria, in a standard super hero universe. While most of the world is in the midst of the Stone Age, civilization in and around Lemuria resembles late bronze/ early iron age. Most cities are decadent and corrupt. Magic exists but most people don’t understand it and fear it. Though there are different types of magic the general populace usually lumps them all together as sorcery. Character Building Guidelines (use High Powered Hero Template on Hero Designer) Starting Points for Player Characters: 200* Maximum Disadvantage Point: 150* Maximum Points from 1 Disadvantage Category: 50 Characters Automatically have NCM Disadvantage at no cost: Yes Characters can carry normal technology at no Cost: Yes * Yes I know, 350pts. I got this by averaging all of surbrook's Sword & Sorcery builds here: http://surbrook.devermore.net/adaptationsbook/bookchar.html And I threw in John Carter as well and it came out to be 359pts. So i figured what the hell. I also averaged their stats and came up with the table below. (Max by the way is Conan) AVERAGE Min-Max STR Range: 15 9----25 DEX Range: 19 14—23 CON Range: 17 11---25 BODY Range: 13 10---20 EGO Range: 17 12---21 PRE Range: 19 15---25 PD Range: 6 3---8 ED Range: 6 3---8 SPD Range: 4 3---4 REC Range: 7 4---10 END Range: 38 26---50 STUN Range: 32 21--46 CV Range: 6 5---8 Damage Classes: 5 3---7 ----Martial Arts DC +1 Active Points: 5---25 Skill Rolls (Min/Max): 11-/15- ----Combat Skill Lvls: HTH/Ranged (All/or weapon) +4/+4 (+2/+2) ----Penalty Skill Lvls: Hit Location Mod/Ranged Mod +4/+4 Resistant Defenses: Special (Armor) 1-5 House Rules Combat Luck (Recommended): whether you call it Nary A Scratch, Just a Loin Cloth, Lithe as a Cat, or Chainmail Bikini the maximum you can have is 3r, and it has to have limitation: Only in effect while not wearing armor greater or equal to your Combat Luck (-1/2) Custom Talent (optional): Deadly Blow: + 1d6 (Any HTH Weapon or Any Ranged Weapon; Any Circumstance) 10pts (or limit: specific weapon, specific enemy [i.E. beasts only], or in a giving circumstance [enraged, berserk, etc]) Plot Points: Plot Points can be used to alter unfavorable dice rolls in a session. The Characters will start every adventure with 5 Plot points. No matter how many PPs a character spends in an adventure, at the beginning of a new adventure they will automatically be reset to 5 points. Characters do not receive any new plot points as they advance and they cannot be converted into XP. Limited Pushing: A character may push his strength up to 5 points with a successful EGO roll. Also, he can Push 1 point more than 5 for every 1 point the EGO roll is made by. He expends 1 extra point of END for every 1 point the STR is pushed in addition to the normal END expenditure. Now for the PC themselves. Those Who sought Adventure.... Bendan Telgar: The alias for a Dhazzhi* minstrel who is on the lam. He is a superb archer as well as bard, who has the mutant power to influence people through song. He has some sorcery skills taken from a scroll he took from a Lemurian named Zoran. Strangely, for being a fugitive, he has befriended..... Lothar: A Kherulhi* manhunter and mercenary. This former assassin has shadowy connections and a darker past. "Unamed Barbarian" (the player is still working on that): A burly Dhazzhi* warrior whose clan was decimated when attacked by slavers. He was sold to the gladitoral pits. He was eventually freed by..... Grangnar: A time tossed Drakine (dragon man) wizard from ancient days. He is skilled in the use of earth magic and wizardry. He wears a magical cloak which renders him "mundane" and allows him to be barely noticed walking the streets. For his own reasons he freed "Unamed Barbarian" and they have been adventuring in and around the Ul-Karg Jungle. *Dhazzi are the ancestors of Armenians, Assyrians, Mediterranean, and Turkish peoples. Kherulhi are the ancestors of East Asian and South east asian peoples. Both the terms Dhazzhi and Kherulhi I found here: Races of Algol
  11. Re: Steampunk-like world setting needs hero/power ideas I've always had this victoiran supers idea bouncing around in my head. Eurostar, with some work could be easily fit into such a world. Let's see, I had: Count Fenris (Fiacho): Major Danar Voss, formerly of the Danish army. Mastermind Lady Zephir (Bora): Lady Irene Bertholt of Germany. Wind contolling powers. The Living Pyre(?not sure on this name) (White Flame): Lord Johnathon Dunwich from Britian. Controls hellfire. Panthera (Pantera): Helene Kannotos from Greece. Were-panther. Docteur Sonnez (Ultrasonique): Jean Dubois, French scientist speicalizing in sound waves. Madame Mentalla (Mentalla): Isabella Medina, Spainish fortune teller and mistriss of hyptnotisism. Mr. Scourge (The Whip): Carlo Romanov, Gypsy master of the bullwhip. Mr. Durak (Durak): Ivan Durak, large, ugly russian. Muscle.
  12. Re: Steampunk - Source Material I'm suprised nobody posted this: [ATTACH=CONFIG]35763[/ATTACH] Steam Punk JLA. Super Heroes and steam Punk I find fascinating, I think its the detail in costumes, you know away from the standard spandex.
  13. Re: Arabian Knights If you don't mind, I might swipe these as NPC in a Sword & Sorcerey game I'm working on.
  14. Re: The City of ???? You know, one way to get the city filled up with inhabitants is to have the government have to relocate a whole population because of a disaster or some such. Say, hurricane Katrina was even more devastating and completely sunk New Orleans so it is permantly underwater. Maybe the government was better about evacuating the population so 80-90% survived. Now you have a huge homeless population and this huge empty city waiting to be populated. I could see the government offering these people incentives to move there.
  15. Re: Captain Crustacean Sadly, I no longer have a copy of that character sheet. That was back in '93-'94. I do remember he had super-strength, a Green Lobstermobile, and a Buck Rogers ray gun. How he used it with his claws I don't remember.
  16. Re: Captain Crustacean I once had a caracter for a Tick-like campaign called the Green Lobster. He was a radioactive mutated lobster who glowed green.
  17. Re: Beating Dr. Destroyer...how do (or did) you do it? One time, when we were facing off against DR. D, Tomorrow Boy was frantically trying to modify a gadget to teleport the good Dr. into space. It was going to be a delaying tatic, the theory being that Destroyer could survive in space but it would take him awhile to get back so we could take care of the mcguffin and get out of there. (Yes, I know that DR D would probably teleport back lickety-split, but TB has arrogant and overconfidence as disads). Unfortunatly, the rest of the team defeated him before I could finish even crunching the numbers, and he turned out to be a robot. A robot that started counting down...... We have always been wary of DR. D, even afraid when he shows up, no matter how many times we drive him off. Even with our higer power levels we stil are like "Oh, &*%$! It's Dr. Destroyer!" Probably because the Gm threw him at us at somewhat lower levels. Nothing motivates one to victory like thinking how one is going to save ones a$$.
  18. Re: Beating Dr. Destroyer...how do (or did) you do it? The Defender's have fought Dr. D several times, foiled his plans and gone toe to toe with him. Note we never actually ever knock him out or anything but we do get him to intiate his escape plans (and by that time half the team is unconcious). But if I remember the last time we fought, after going several turns of combat Fantastic Man actually knocked off half of Dr. D's helmut, showing his scarred visage underneath..(and FM might have been pushing, i don't remember). The GM stated that FM had actual gotten body though on that one. Keep in mind though that the Defender's Congregate game has been going on for a looong time and FM has been their since the begining. Hell, Tomorrow Boy is close to breaking 500pts and he is way behind on Fantastic Man or Nighthawk for that matter.
  19. Dr. Hercules

    Pulpy Art

    Re: Pulpy Art Nice! I Like the lightning ensignia for the Danger Patrol. The DP rules look fun too. I always thought that if i ran something like this i would populate my setting with all the supporting characters from Buck Rogers, Flash Gordon, Dan Dare, Space Patrol etc. Would be fun.
  20. Re: Quote of the Week from my gaming group... Some more from last night Defender's Congregate game: Trolls are meaner than cyclops because they have depth perception Powersuited Mastermind: Stick to the plan Cyber-Mind Knighthawk: You brought Black Harlequin and Cyber-Mind, You obviously don't have a plan! Warforge: are we going to phase 12? I need to know before I do something stupid.
  21. Re: Pulpy Plot Hooks I don't know about the rest of these titles but that last one is posted up top with the rest of them. The Man Who Murdered Time”: An embittered scientist attempts to prevent his own death using a time machine that causes the entire world to relive the same day in perpetuity
  22. Re: Quote of the Week from my gaming group... From Last nights Defenders Congregrate game: While hacking into PRIMUS' mainframe looking for Mechanon, I discover that he is in our base computer and is tring to infect PRIMUS' computers. While attempting to stop him, I made my Security System/Computer Programming roll ridiculously high, like by 14 or 15. GM: So what are you actually going to do? Tomorrow Boy (OOC): I crash the PRIMUS mainframe, of course. We still haven't heard back from PRIMUS but I suspect They are in complete chaos While investigating a downed aircraft we discover that some of the debris is radioactive. Fantastic-Man has a vulnerablity to radiation that renders him powerless. Rampaint Lion: Is there anyway we can detect where the radiation blast came from? Warforge: We could just have Fantastic-Man fly around until he falls out of the sky. Tomorrow Boy (OOC in best David Caruso imitation): Well, Frank..With all this radiation around we'll need to get the lead out. (cue CSI: Miami theme)
  23. Re: [Campaign] DEFENDERS CONGREGATE!! Look, a new update. Now things are cooking!
  24. Awhile ago I found The Shadow radio dramas at my local library. While listening to them I read a little booklet that came with it wich talked about the history of the program and such. It also had a listing of each episode with a little "TV Guide" blurb about each episode. It came to me how these blurbs were perfect little plot hooks for a campaign. Some could be used as just side treks but others could be develpoped into full adventures by GMs with a little creativity. So, naturally I wrote them down. They have been sitting on my computer for almost a year now so I thought I would pull them out, dust them off, and post them here for your use. Note: When writing these I kept the title to the original Shadow episode, and pretty much kept the blurb as written. The only thing i really changed was when the Shadow, his alter ego or Margo Lane was mentioned I replaced it with PCs, PC, or DNPC. I give you 60 of The Shadow Radio Drama Plot Hooks: “The Death House Rescue”: The PCs use their abilities to search for the evidence needed to prevent the execution of an innocent man “The Circle of Death”: A crowd-hating terrorist sets off bombs in densely populated areas---but how? “The Death Triangle”: Death follows a trio of escapees from Devil’s Island “The Society of the Living Dead”: A suicide sets the PCs on the trail of an organization supplying fake identities to criminals “ The Plot Murder”: An innocent officer is court-martialed for sabotage, but the frame-up conceals a plot to assassinate the president and vice-president “The White Legion”: The White Legion avenges injustice but the vigilantes also have a darker hidden agenda “The Hypnotized Audience”: A mentalist kidnaps the governor to delay the execution of his brother “Message from the Hills”: The PCs learns of a diamond mine robbery via mental telepathy “Traffic in Death”: Sanitarium patients die at the hands of a human vampire “Night Without End”: The City is paralyzed with fear as it is enveloped by a mysterious black fog controlled by an extortionist “Appointment With Death”: A convict escapes from prison and leaves a trail of corpses to lure the PCs to an island death trap “Can the Dead Talk”: A mentalists discovery of one of the PCs true Identity results in the apparent death of the PC “Mansion of Madness”: The PCs encounter a strange family when they’re forced to take refuge in an old castle “The Shadow Returns”: The PCs investigates malady that claims the limbs and lives of seamen “The Sandhog Murders”: Tunnel workers are being killed, PCs are trapped in a tunnel of death “The Voice of Death”: A deranged scientist attempts to transplant a DNPCs vocal cords into his pet cat “ Joey’s Christmas Story”: The PCs bring Christmas cheer to a newsboy and his impoverished family “The Shadow Challenged”: A murderous PC imposter uses his abilities for evil and sets a death trap for the rest of the PCs “ The Chess Club Murders”: A feuding chess club’s membership is reduced by a series of murders “The Ghost Walks Again”: An assassinated mob boss is resuscitated by a scientific experiment, and sets out for revenge “The Case of the Three Frightened Policemen”: The PCs are drawn into a case of parole violation and murder “The Ring of Light”: A magical ring sought by murderous crooks brings death to those who try to despoil it “The Wailing Corpse”: A man orders a special glass coffin outfitted with a telephone before his mysterious death. Does he intend to place calls from beyond the grave? “ The Gibbering Things”: The PCs investigates the mystery of the haunted woods while visiting a PCs relative “Death to The Shadow”: A television camera enables a master criminal to tune in to anything….even the PCs “The Living Head”: Extortionists threaten their victims with the prospect of becoming living decapitated heads “The Valley of the Living Terror”: The PCs search for a missing scientist in the jungles of South America “Blood Money”: The Murder of an engraver sets the PCs on the trail of a counterfeit racket “Gang Doctor”: A crook with an altered face sends the PCs in pursuit of a child killer “The Devil Takes A Wife”: A swamp curse claims the members and servants of a bayou family “The Scent of Death”: An empty perfume bottle sets the PCs on the trail of a serial killer “Spider Boy”: A deranged weaver obsessed with spiders spins a deadly web to ensnare DNPC “The Phantom of the Lighthouse”: The dying vow of a pirate captain brings death to those who inhabit an ancient lighthouse “The Curse of the Gypsies”: A mentally ill heiress is frightened by a gypsy who appears to have returned from the grave “Murder of the Medium”: The PCs investigates a spiritualist’s connection to a recent murder “The Chill of Death”: An Eccentric couple murders their maids for the insurance money “The Bones of the Dragon”: Chinatown’s New Year celebration provides the backdrop for one of the PCs strangest cases “Death and the Black Fedora”: An emotionally disturbed man believes he’s guilty of murder “One Dead and Two to Go”: A captured criminal pleads guilty but the PCs suspects there is more to the story “ Preview of Terror”: A thunderstorm, an old house and its strange inhabitants add up to a night of mystery and mayhem for the PCs “The Temple Bells of Neban”: While Investigating a drug ring, a PC encounters somebody from their mysterious past who possesses the ancient magic that can destroy his main power “The Phantom Voice”: An honest politician is being framed. Who is behind it and how did they get a recording of his voice confessing to the crime? “The Bride of Death”: A religious cult led by “The Prophet” prepares a minister’s daughter for human sacrifice “The Black Abbot”: A Black Abbot seemingly returns from the grave to kill the workers restoring an ancient church “Prelude to Terror”: Gangsters create a reign of terror, using a murdered scientist’s invention to turn light bulbs into deadly instruments of destruction “The Man Who Murdered Time”: An embittered scientist attempts to prevent his own death using a time machine that causes the entire world to relive the same day in perpetuity “Dead Men Talk”: What is the connection between the disappearnce of a derelict’s corpse and the reported death of a political boss? “The Phantom Fingerprints”: Fingerprints indicate that the murder of the city’s veteran medical examiner is the work of a killer executed eight years earlier “The Curse of Shiva”: The PCs attend a séance of death “The Leopard Strikes”: A series of murders in the zoo sets the PCs on the trail of a leopard cult “Death Gives an Encore”: The Hands of an Executed Killer mysteriously disappear. Is there a connection with a scientist who claims to perform “living transplants”? “The Little Man Who Wasn’t There”: A series of robberies by an “Invisible man” gives the PCs no end of trouble “The Curse of the Cat”: A Young Woman suspects she is becoming a cat woman following her mother’s death “Etched with Acid”: Mobsters use the threat of disfiguring acid attacks to extort money from socialites “Death in a Minor Key”: A young friend of one of the PCs insists that his uncle and a physician are plotting to defraud him of his inheritance---and killing sanitarium patients “Murders on the Main Stem”: The PCs investigate a series of murders in the Broadway theater community “The Fine Art of Murder”: A mad artist searches for the perfect model to paint at the moment of death “The Shadows Revenge”: An escaped convict is determined to exact revenge on the PCs “Reflection of Death”: A newlywed purchases an ancient mirror that reveals the images of those about to die “Firebug” A serial arsonist terrorizes the city. Is his targets truly random or is there another motive to his madness?
  25. Re: Quote of the Week from my gaming group... Here's a couple from the long awaited Defenders. From last nights game- The pcs beleive that Tomorrow Boy, at least if not directly, created Mechanon. As we are fighting him I blurt out this: Tomorrow Boy: Mechanon, go to your room! ---------- Tomorrow Boy(OOC): Let me get this straight. Mechanon has just knocked out the world's greatest hero, Fantastic Man. Warforge, our brick is in GM discreation, and I, the super-genuis, am not only entangled but unconscious as well. That leaves Nighthawk and Rampant Lion, our non-powered members, left standing to defeat Mechanon? Fantastic Man (OOC): Yea, I know what you mean. I'd feel better if it was just Nighthawk.
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