Tuesday, February 5, 2019

40K Tuesday: Chaos Daemons Update




I spent a fair amount of time in 2018 building up this army alongside the Grey Knights and while it's still a work in progress I did at least make some progress.  I have all of the pieces I want, for now, and I managed to get the Nurgle half just about finished a while back.

As far as that Nurgle half Chapter Approved 2018 dropped the cost significantly. Now, 3 Soul Grinders and a Daemon Prince add up to 729 points where they were over 900 before. I'm not really looking to add any Plague Bearers or Nurglings or Beasts right now so that frees up some room for more Khorne.

The Khorne "half" looks like this right now:

  • Daemon prince
  • Blood Throne
  • 30 Bloodletters
  • 10 Bloodletters
  • 10 Bloodletters
  • Karanak
  • 3 units of 5 Flesh hounds each
  • Option A:
    • A Jugger Herald
    • 5 Bloodcrushers
  •  Option B:
    • 3 Skull Cannons
So yes it's a Bloodletter bomb with some smaller units plus a speedy swarm of hounds. With the Grinders providing a solid fire base my Khorne units are free to rush over and engage the enemy force up close. My main plan is to take the Jugger squad as a fairly tough mobile unit (upgraded to 4 wounds each in Chapter Approved) but the cannons could be a nice "extra-shooty" option as well. The hounds, cannons, and juggernauts each run 250-300 points so I can arrange as needed. All of those are Acquired, all but the throne are Built, and I'd call Painting about halfway done on this bunch. They should get finished up the first part of this year and then I'll put up some pictures.



Future plans: At some point I need to get one (or three) of the big plastic Bloodthirsters but right now all I have are 3 of the older metal ones. I may have to test those out and see how they do after their big point drop in Chapter Approved as well. One of them could swap out with any of those modules mentioned above ... or ... they could swap out with the Nurgle force and let me go full Khorne. It's good to have options! 

Monday, February 4, 2019

BatRep of the Week: Imperium vs. Khorne

This one is from Tabletop Tactics and it looks like they are having a ton of fun in this one. Also: comically bad dice rolls!



Tuesday, January 29, 2019

40K Weekday: Grey Knights Update



I really really like the Grey Knights lore in 40K I remember them being an interesting unit in Rogue trader and then in Epic where they were a single unit you might take if fighting Chaos but not an army on their own. Then came 5th edition when they received a separate Codex and suddenly they were a whole separate force with some really nice miniatures all their own. It's a great look, a great theme, and a great concept for an elite strike force in the game.

In 5th they were a top-tier army.

In 8th ... they are widely regarded as the bottom tier army of the game.

This is sad on one level but it also opens up some possibilities as there have been Grey Knights all over eBay for the last year. It occurred to me that since they are an elite army and there are a lot of them showing up for sale online it might not be too hard to acquire them in nicely painted form at a reasonable price.  I've been interested in adding them to the house armies for a while so this seemed like a great opportunity to do that.

So ... the goal: Build a fully painted Grey Knights army without ever lifting a brush to paint them myself and without paying a premium for having it done. This was to be a total refugee army.

I started looking last January, and this first month of 2019 has seen the final acquisition needed to make my Grey Knights army really playable in 8th edition 40K: A third strike squad! This opens up the Battalion option and a decent number of Command Points when fielding them. It's a nice milestone to have achieved.


The force now:

  • Grandmaster Voldus
  • 2x Terminator Librarians
  • 2x Grand Master Dreadknights
  • 3x Strike Squads
  • 3x Interceptor squads
  • 1x Paladin squad
  • 1 Venerable Dreadnought
  • 3x Razorbacks*
Now I like the silver look for these guys, not the literal grey look, and that seems to be the default color scheme along with red and white heraldry. It's been fairly easy to acquire and there are still a lot of options out there. I don't have any air units, I don't have a land raider, and I could always use another Dreadknight and some more Paladins. 

*I'm cheating a little bit on the Razorbacks. They are not painted. I brought them over from another army and I will probably end up painting them myself.

It's around 2300 points right now so I can play pretty much any normal scenario and have some options on what to bring. The core of the force is 3 strike squads in the razorbacks who sport lascannons to give some usable heavy firepower. Pretty much anything in the force can deep strike either from the unit rules, a psychic power, or a stratagem so the rest of it is pretty flexible. The dread is also carrying a double lascannon as well. The recent buff to bolters makes everyone in the army a little better too.


I've been collecting them for a year but I have yet to play a game with them so I cannot tell you how they play - but that should change this week! I'll put up a report when it happens and hopefully it will be the first in a new series.

Monday, January 28, 2019

The RPG Catch-Up post




Despite the silence this month I have managed to get in some games - here's what's been going on at the beginning of the new year:


  • I'm actually playing in two games! At the same time! Not literally!
    • Paladin Steve's Pathfinder campaign is about to make it's 5th anniversary. We're 10th level now and even playing once a month, roughly, it does feel like a nice long continuous campaign. It's clearly going to outlive the system that spawned it ... and I don't care at all.  
    • Variable Dave has been running his 50 Fathoms campaign weekly for around 10 sessions now and it's going really well. I have not played in an extended Savage Worlds game in a very long time - actually never this long - and it's cool to see the intended progression at work. Playing a squid-faced water mage and ace swordsman has been a ton of fun. People always know when I'm speaking in character because I put my hand in front of my face and wiggle my fingers like tentacles and it cracks us up every time.
    • In general it's really nice to be playing in some games regularly for a change. I've been a constant DM for so long it's good to have that perspective from the other side of the table and it helps remind me of the way the fun works on that side of things too.
  • The main campaign which has run mostly consistently every two weeks is the "Classic Cormyr" 5th Edition D&D game. 
    • I really liked running Storm King's Thunder but I felt like I needed to focus on just running one D&D game for a while -not the 3 I was attempting- to keep on some kind of regular schedule. The players liked playing through Keep on the Borderlands and when I explained my thinking on what other old classic modules we could play through as this campaign the immediately voted to make it "the game". Most of them have not played through these old adventures because they are too young or if they did it was back in 1st or 2nd edition and it's pretty fuzzy. 
    • It's fun for me because it gives me a framework to build around but the process of updating to 5th gives me some space to flex my creative muscles in tweaking the encounters and working up some hopefully memorable characters to encounter, both good and bad.
    • They are now finished with the Keep and next on the agenda is The Isle of Dread which starts later this week! Down the road we will probably encounter some Giants and then likely Descend into the Depths of the Earth.
  • As a holiday one-off I ran Day of the Swarm for ICONS - yes, a Supers game again! It went pretty well so I expect ICONS will show up again as an ad-hoc game.
  • I also managed to run another session of our extremely intermittent Marvel Heroic game! I will write it up in the future but the start of a new Event saw the return of Hercules, new writers for Colossus and Iron Man, and the first appearance of Wolverine. It took some time to shake off the rust but we had fun and this may turn into a once-a-month game to try and keep the rust off.
For the rest of the year I would like to keep these things stable and work in more as much as I can. Hopefully SKT will drop back into the rotation at some point, Savage Rifts is still being asked for regularly, and I'd love to run another fixed-run Star Wars game. We will see but it all looks pretty promising at this point. 

Wednesday, January 2, 2019

Beginning Year 10 of the Tower



I started writing here in 2009 as an outlet for my game related-thoughts and that's continued every year since. Last year was a terrible year and posting fell way down, but as I climb out of the hole I intend to keep the blog here as a part of my online life. I'm still running games, I'm still playing games,  so I should have some things worth sharing. I figure 2-3 posts a week will put me back where I'd like this to be so that's the goal for this year.




Currently I'm mainly running 5th Edition on a regular basis finishing up a retro-run of Keep on the Borderlands. We could have gone in several directions but this is what my players wanted to play! It actually started in 2017 then had a long dry spell and picked up again this year and has become the main game - we've even managed something approaching a regular every-two-weeks schedule! As we wrap this up we do have plans to move into the next chapter of the 5E retro tour ...



Besides D&D, in the last six months I've run sessions of ICONS (first run in years - yes!), the Sentinels of the Multiverse RPG (Starter kit - looking forward to the full game), and Labyrinth Lord (Barrowmaze - lots of fun).

For the future I'm hoping to keep the D&D game going and work in a once a month Supers game somehow too. We will see. I'm sure the plans will change - they always do!

I'm still playing in Paladin Steve's Kingmaker campaign. After 4 years we are 10th level with only one character death! It's still fun and all of the original players are still playing.

I'm also playing Variable Dave's new 50 Fathoms campaign! I say new - it started in November and has run consistently since then. I have to say it is a lot of fun finally playing Savage Worlds - not just running it.



Miniatures-wise I've pretty much let Age of Sigmar, Kings of War, Frostgrave, Bolt Action, X-Wing, Attack Wing, and Armada fall by the wayside. The focus is on 40K, both playing it and getting some of those armies perpetually "under construction" finished - at least to the point of having a painted, playable, 2000 point army. I'll post more about that on Friday. I do hope to work some of those other games back in to some kind of rotation throughout the year but for now it's all about the GrimDark Far Future.

Boardgames-wise I've played more Smash-Up this past year than anything else. It's a good game, especially with kids.



Online I take occasional dips into Star Trek Online but I'm mostly playing World of Warships. It scratches a historical itch and is a lot of fun to play, especially when I have a group of friends playing it too.

Anyway there's the state of things as the year begins. I'm looking forward to getting back into the blog and everything else that goes with it.


Monday, December 31, 2018

Greatest Hits #31 - Ye Olde Fumble Table

In honor of the kind of year 2018 has been for me, this is the most appropriate way to end the year:

In the interest of contributing something at least semi-useful to other people I present Ye Olde Fumble Table.



This is something I put together back around 2001-2002 when I was running a 3rd Edition campaign every two weeks with 6-8 players and we thought the game just cried out for something to balance out the spectrum with the Critical Hit rule. I'm not as big on things like this now as it can slow down the game but we did have quite a bit of fun with it. If I end up running Pathfinder or a 3.5 game again at some point I might break it back out and expose a new generation to the joys of damaging oneself. I believe v1.2 was the final version after we discovered some results needed more clarity or to be simplified.  If anyone is interested I can probably turn this into a PDF and put it up on Dropbox or Google Docs in a more printable format than this.

Looking over it again for the first time in a while, this really would not e difficult to translate into 4th Edition - all those wonderful conditions could fill out a fumble table quite nicely. Hmmmm.

Sunday, December 30, 2018

Greatest Hits #30 - Modern Marvels Session 3 - Enter Hercules!

The third session of one of my favorite campaigns ... and I'm sure we played a fourth that I never wrote up! I'll have to rectify that!



We had a chance to get a game together but not all of our Pathfinder crew was available so we settled on ... Marvel Heroic! I ran it as a continuation of our previous games which you can see here:

Yes, it has been a couple of years since we last played. I wasn't going to let that stop me - the boys are still interested, I have notes/recaps, and I'm making more of an effort to finish things I start 

With Paladin Steve joining the campaign he was going to need a character and I had one in mind as soon as the option to play Marvel came up - Hercules! He's brash, he's bold, he's unquestionably a good guy, and while his usual approach is to punch things he almost lives like he's playing in a big game - I knew my friend would have a good time playing him and that he would add a lot to the team. Steve took him on with no hesitation.

Apprentice Blaster continued with Black Panther while Apprentice Who continued with Colossus.

In a cut scene, Zeus summons Hercules then tells him that foolish mortals are monkeying around with the Serpent Crown again and it's time to intervene. "Go and get it before they hurt themselves or do something even more foolish" is the gist of the conversation. Herc is more than ready to help!

Emerging from a mystical gate hidden deep in a cave the prince of power isn't exactly sure where to go but the closest landmark to him is a large structure best described as an ice fortress. Closing in on it he notices two flamboyantly dressed men also approaching the place and decides to introduce himself as only the mighty Hercules can!

A brief but loud conversation (complete with backslaps and strong handshakes and promises of shared drinks later) ends up with Herc's new friends "Black Panther" and "Colossus" agreeing to investigate the ice fortress as they too seek the Serpent Crown.

Seeing no obvious entrance Hercules challenges Colossus to a contest - "Let us smash our way through this ice" - basically the first one to something interesting, like an interior room, wins.


This is one of the reasons I love Marvel Heroic's milestone system - it directly ties XP into character traits like this in a really fun way.

Swinging away, the two mighty-thewed heroes bash a tunnel into the ice and The Mighty Hercules is just mightier enough that he smashes into a large open cavern/room first! Black Panther follows at some distance, mostly trying to stay clear of flying ice chunks. Emerging from the tunnel, they see a large ice/stone room with a throne-like seat. A man sits upon the throne:



He has long, shaggy hair, an equally unkempt beard, a yellow costume, and a blue cape. When he shifts in the chair, they see an S upon his chest. They have no idea who this is. Warily, they approach.

"I do not know who you are or why you have disturbed my solitude but go now and you may leave in peace. I wish to remain alone, not to fight, but I will fight if I must."
  • Hercules is confused - he doesn't really understand brooding
  • Black Panther is interested but wants to know who this guy is before getting too involved
  • Colossus is concerned and breaks out the armchair psychology
Colossus only gets so far before the multiple mentions of the "terrible things I've done" starts to get in the way of further conversation. Befuddled, Peter pauses ...

...and Hercules takes over! Falling back on what he knows best Herc touts the virtues of wine and song and comradeship and beating badguys and good times and drink and winning in general. Faced with this unstoppable torrent of optimism, the stranger's "... almost godlike assurance that he’s guilty" is overwhelmed by Hercules Godlike Positivity!

He stands, brushed the hair out of his face, walks over to Herc, smiles, and puts a hand on his shoulder: "Perhaps you are right old friend. Perhaps I have forgotten how good life can truly be. Perhaps it is time I returned to the world. Thank you." With that, he flies straight up and out of the room into the sunlit sky.

Hercules is extremely pleased with himself. Panther still wants to know who that was. Colossus wants to know what he meant by "old friend". Still pondering, they head for the large skull-shaped mountain in the distance, certain that their goal lies there.

At the foot of the mountain they find a village - a primitive village. As the heroes approach, a group of inhabitants gather. Many have obvious mutations. A four-armed giant of a man moves to the fore and points back the way the party came - "go".

Hercules asks for the ancient custom of hospitality. "Go".

Herc asks again. "Go".

Sensing trouble, Panther fades into the nearby foliage.

Annoyed, Hercules announces/lectures that it is customary for villagers to welcome travelers with food and drink. "Go".

As the last straw breaks, Herc punches the village champion. The mob gasps! Panther moves out of the bushes and into the village, leaping to the top of a hut.

Wrong heroes, but you get the idea
Then Colossus punches Hercules and a huge brawl erupts!

  • The big mutate drops, flattened in one punch by the mighty Hercules
  • The mob charges the mighty Hercules
  • Hercules grabs his jaw - "so that's it, eh?" and slugs Colossus back
  • A sniffing sound at the base of his hut causes Panther to leap into action against a particularly animal-like mutate
  • One mutate with an oddly shaped head tries to mess with the King of Wakanda's mind
Hercules versus Colossus quickly becomes Herc versus Colossus versus the mob as the two titans beat on each other without regard for the swarm of bodies around them. Colossus feels Hercules struck without provocation while Herc feels that the villager was rude and insulting and so the punch was completely justified. over the next few minutes they agree to disagree and to handle the mob together and they quickly bash the primitive brutes into submission.

Panther's leap from the rooftops dispatches his wolflike opponent in one move. Feeling himself under mental attack he picks out the mental mutate and the "Peerless Strategist" faces off with a "Super-Genius". It ends a minute later with Panther reversing a surprisingly strong attack and knocking out the mentalist.

As the heroes gather together Herc is hit by a psychic attack - it wasn't just the one mentalist! Seeing a woman peering from the door of a hut Herc throws a rock at her, cursing her interference! Panther joins in and throws a rock and insults her as well. Somewhat reluctantly, Colossus does the same thing and the woman runs out of the village, crying out in fear and shame.

The heroes pause to catch their breath.



Then Hercules punches Colossus, and the heroic contest resumes. Panther watches silently, arms folded, tapping his foot. Herc eventually wins using some Greco-Roman wrestling tricks Peter had never seen before. It ends with a handshake, much backslapping, and promises of drinks together.

The skull mountain awaits ...




Saturday, December 29, 2018

Greatest Hits #29 - Modern Marvels - Session 2 "Into the Savage Land"

Second session of one of my favorite and all-too-limited runs with a great game ...




We open with a Transition Scene: Knowing they were dealing with a magical artifact the team contacted the only expert they knew - Dr. Stephen Strange. He traced the location of the item to Antarctica but could not pinpoint it. He offered to teleport the heroes but admitted he was not sure he could return them given the fuzziness of the signal. He gave them a card - "Nick Fury - Director of SHIELD" - and suggested that they contact this person and explain the situation. He would be interested in the situation and it was likely he could provide transport.
I decided Strange was at least sort-of-known as an expert on the occult to local NYC heroes, even the new ones.



Meeting with Mr. Fury the next morning he had already talked to Strange and agreed that the threat should be pursued. He shares that he has a file on all three of them and is willing to "deputize" them and provide them with transport to the Antarctic. 

Castle bows out at this point - he has a war to wage here, not at the other end of the world.
Apprentice Who decided that he wanted to take a different hero for this mission

Iron Man says he has to check in with his employer first and heads out. 
Apprentice Red had to go to work earlier so he was not available

Fury announces he's bringing in another "resource" to help out as he doesn't want Panther going alone and can;t spare any of his normal agents. He introduces T'Challa to Peter Rasputin, code name "Colossus". They jump into a (Flying Car? Does SHIELD still use those? Momentary confusion, ended up giving them something like a quinjet. I figure it's an earlier version that Stark has developed and the more advanced one will eventually end up used by the Avengers.) SHIELD jet and head south - waaay south!


Apprentice Who decided he wanted to try out Colossus instead of Punisher so now we have an interesting situation where Colossus has ties to Nick Fury and SHIELD - do the other X-Men fit into this too or is it just Peter? What about Professor X? Is SHIELD behind the X-Men somehow? We will have to explore this some more down the road a bit.

The estimated location of the Serpent Crown has been loaded into the S-Jet's Nav system so navigation is not an issue. Panther makes an easy Vehicles check against the Doom Pool. 


Unexpectedly, in the middle of the icy wasteland the whiteness gives way to a verdant green valley! This is where the Crown is located! Is it responsible for this tremendous climate change?

Attempting to get the lay of the land they spot 3 areas of interest: a mountain with a skull carved into it, something that looks like some kind of ice fortress, and something that looks like a modern-ish installation. The jet is acting up so they decide to land an equal distance from all three structures to minimize travel time. The VTOL system engages and they land in a clearing, in the jungle ... in the middle of what should be Antarctica.
Scene Distinctions now in effect: "Dense Jungle" and "Dangerous Flora and Fauna"


Feeling that the jungle is at least something like familiar territory, however unexpected, Black Panther debarks the jet and climbs a tree to take a look around. Colossus loiters near the jet and is suddenly jumped by 3 velociraptors! Shifting to metal form the "Russian Farmboy" uproots a nearby tree and tree-slaps all 3 of them into next week! Panther looks down in amazement - he didn't even have time to jump out of the tree.
This was creative action and an awesome roll by Who backed up by some pretty vivid descriptions of what he was doing and a nice justification of how  "Russian Farmboy" applies to fighting dinosaurs in Antarctic jungles. The answer is that he pulled up a lot of trees working on the farm and used to swing them around like baseball bats for fun - sounds good to me!

Fortunately for Panther's ego, 3 more raptors emerge from the jungle, this time circling and approaching more warily "Surrounding" the metal man. (Imposing the "Surrounded" condition on Colossus) Panther leaps out of the trees, sinking his daggers into one of the beasts - he's never fought dinosaurs so he's not taking any chances.

Line of the night, Apprentice Blaster:"... that's a d6 Weapon for my daggers because I'm going to stab him, then a d8 for Enhanced Strength, because, uh, I'm going to stab him really hard ..."


The remaining 2 dinos attack Colossus whose steely skin resists their tearing teeth.
Apprentice Who learns the awesomeness of the "Invulnerable" SFX: Spend a Plot Point to ignore physical stress or trauma unless caused by electromagnetic effects" - yeah. The dinos don't have a chance after that. The kid gets pretty giddy because he has about 5 Plot Points when he discovers that.

Colossus finally gets to go and sensing his chance he leaps into the air, snatches a Pterodactyl, lands back on the ground, and proceeds to beat a raptor senseless with it.

He wants to use the "Dangerous Flora and Fauna scene distinction to do this - WTF? I made a face, and then it was pointed out to me that he's playing a metal man fighting dinosaurs in a jungle in the middle of antarctica. I decided to allow it Heck, that one is right out of the basic book and dangerous doesn't have to mean only to the player characters..


Black Panther goes next and throws a dagger "really hard" and takes down the remaining raptor.
T'Challa is pretty vicious in melee

Raptors handled, the heroes turn to discover the face of a huge T-Rex peering at them from behind some trees - then it emerges from those tress and steps on their jet!

"Threat to Wakanda!"
'Denied! - with the jet destroyed he's stuck here just like you so Wakanda is safe!"

Colossus is kicked like a football into the jungle when the beast charges. Panther runs up the dino's back and looks for a good place to execute his tried and true anti-dinosaur strategy. Then with a roar of full-throttle boot jets, Iron Man flies in!
Apprentice Red is home now and jumps right in!


The Unibeam charges up and unloads - doing absolutely nothing! Those Rexes are deceptively quick! 

A ferocious furball of snapping jaws of giant teeth, punching metal fists, stabbing daggers, and more metal punches end with a T-Rex on the ground and 3 slightly battered heroes still standing  The Doom Pool ends at 2d6 and a d10. In the distance, three interesting structures beckon ...

Notes: Progress continues and this one went much smoother. The basics are down. I added the scene distinctions this time and they actually saw use! I am using elements of both the RPG.net campaign I mentioned in Session 1 and the material in the basic rulebook that is Act 2 of Breakout - if you have it you might as well use it!

Blaster got in a bit of a rut with Panther's dagger attacks and I pointed out he might as well play Wolverine, but he did handle the plane stuff and did some scouting around as well.

Plot Points flowed freely - Apprentice Who rolled three "1's" at one point - and the Doom Pool was rising. Who sat on his quite a bit to keep his new favorite ability going. Red and Blaster got pretty comfortable with theirs, spending them on stunts and adding in extra total dice too.

I really like the concept of "Scene Distinctions" as a way to include the setting and the scenery in the game mechanically. I think any location deserves at least one and they will be a part of my notes from now on.

I'm still figuring out Complications. I went with "Surrounded" as the three dinos closed in but as soon as Panther dropped one the question came up: Is he still surrounded with only two? I said he was but then once we're down to one it doesn't really make sense anymore. There's a fairly subtle note there that I think a complication really has to apply only to the target, without requiring anything further of the inflicting party, or it can fall apart in the next round. Typically I think the target should have to use some kind of effect to offset or counter the Complication but against weaker foes it may just be easier and quicker to wipe them out in spite of the complication, rather than wasting a round to undo it. I need more practice here.

I also need more practice using Hordes (like the raptors) and Large Threats (like the T-Rex) as I thought it was all clear then once the game started I got a little fuzzy on how it all worked. I'm sure we will see more of each type. 

Finally, we all  still keep forgetting to use an opponent's condition against them. Hopefully we will get past this eventually.

The best part - we kept laughing all through the game as it was a blast. Something about the Marvel thing combined with the mechanics of the game leads to a very different atmosphere when we're playing this one, even over ICONS and it's fairly relaxed structure. I think it's that Marvel is something we all are familiar with to some degree and so we all "get it" when someone makes a reference or does something interesting with a "known" character. I can't really pin it down just yet but it's just a lot of fun.

Next up: Exploring the Savage Lands! What could they possibly find down there?



Friday, December 28, 2018

Greatest Hits #28 - Modern Marvels - Session 1

One of my favorite systems of the last 5-ish years and one everyone who has tried it has thoroughly enjoyed ...

----------

This campaign began a few weeks before the announcement that the latest Marvel RPG was kaput. I'm pretty disappointed with that as I think with some time the game could have made some serious inroads amongst that section of the RPG playing crowd that likes different mechanics, narrative play, and has at least some interest in superheroes. Unfortunately it won't have any more time, but I've rarely let a game's production status decide whether we play it or not so this campaign will be going on for some time. I've sketched out 6 events with around 3 acts each for our "Season 1". As long as the boys are interested, we will continue.


I am totally stealing the campaign concept from this thread on RPG.net. The more I read it the more I loved the idea so that's what I used. The main conceit is that the time is now but the Marvel Universe is just getting started - the Fantastic Four have been around for about a year, Tony Stark's bodyguard about the same, there are some rumors about a secret mutant group running around, and a few costumed villains have appeared and robbed banks and the like but there's been no big, open, super-event to bring it all together. SHIELD is a covert organization that has been assigned to stay on top of these new powered types and find out what's going on.

Our initial cast:
  • Iron Man, played by Apprentice Red
  • Black Panther, played by Apprentice Blaster
  • The Punisher, played by Apprentice Who
(Of course this means that our version of the Avengers may end up with Punisher as a founding member. It's weird but we will manage.)


The legendary Serpent Crown is about to be placed on display at the New York Museum of Fictional History. A private party for donors and bigwigs associated with the museum is the kickoff for this exhibition.

  • Black Panther is there because the name "Serpent Crown" triggered some vague memories of some old Wakandan legends. He is not in costume but is instead attending as a Wakandan diplomat.
  • Tony Stark is there because it's a party and there will be free drinks and he might want to buy the crown for his collection.
  • Frank Castle is there because he figures someone is bound to try and steal the thing or maybe just rob the patrons and he can make a very public example of anyone who tries this.
(Yes, I made the boys come up with reasons for their characters to attend. They did a good job)

There is some general hobnobbing then a group of large men shove their way to the front of the large room. One seizes the crown from it's display case (SMASH!) , places it on his head, then announces he is their new ruler. His men begin pushing the crowd back.



Frank gets the party started right by pulling dual .45's from beneath his long coat and unloading on one of the thugs in a very Matrix-esque move.


T'Challa pulls up his hood, sheds his jacket, then leaps onto the platform, claws out. He attacks and wounds Paul Destine, new holder of the Serpent Crown!


Stark steps out into the hall, opens his briefcase and armors up!



The villains go next as Destine and Sidewinder take on Panther, Cobra goes after the Punisher, and a woman starts herding the crowd to one side of the room.

(Here we learned about bad decisions and the interesting MHR initiative system as the bad guys got to go twice before the heroes got to go again at all)


Punisher and Cobra are tied up in a duel of guns and fangs and Frank declares war on these serpent guys. Panther declares Destine a Threat to Wakanda and is in a brutal close-quarters slugfest with him and Sidewinder who constantly teleports behind the beleaguered king.


Iron Man rockets into the room and is promptly grabbed by the female villain's stretchy arms - Anaconda!


After a momentary struggle he breaks free and blasts Destine with his repulsors. Enraged, Destine flies up (another power of the crown) and smashes a display case over Iron Man's Iron Noggin' - which does absolutely nothing! Seeing his chance, the Invincible One fires up the unibeam and blasts Destine with maximum firepower!



In mid-air Destine, realizing this is not his time (and realizing he has d8 emotional stress and d10 physical stress) raises his arms, begins to chant, and then he and his 3 minions disappear in a flash - gone!


DM Notes: This was a straight-up fight as we get back into the Marvel system, but it was a lot of fun. There is a learning curve with the game but it only takes a session or two to get the basics down. I really could have added some scene distinctions like "panicked crowd" or "large high-ceilinged exhibit hall" but we didn't really notice the lack. I was mainly focused on getting the basics of the system down - totals, effects, plot points, and the doom pool - so we left a lot of the flashy stuff for next time. We also kept forgetting to use an opponents stress dice, but we will be watching for that next session. By the end Punisher & Panther both had some stress and Iron Man had none.

My goal was to get the doom pool to 2d12 as soon as possible so I could end the scene before Destine was defeated as this would make the next scene and the rest of the event a lot tricker to set up. It's nice to have a mechanic to do that beyond just "the DM says he leaves" - there are actual mechanics at work in building up the pool and mechanics for spending those dice. It ads a little structure to it and puts a clock on the scene that everyone can see - Nice!

Fun moment: As we're getting started the boys are checking out milestones and figure out that if Stark drank too much at the party (he gets XP for this), then Punisher could call him weak and pathetic for doing so (he gets XP for that) then Panther could declare Drunken Iron Man a Threat to Wakanda (XP for Panther) and so everyone could gain some XP before anything else happened! They thought that was both very funny and pretty cool.

Thursday, December 27, 2018

Greatest Hits #27 - Spirit of '77 Adventure Seeds

I almost ran one of these over Thanksgiving but we decided to go another way - regardless, I still like these ideas ...




I was doodling a bit the other day and started coming up with one-liners I thought would make a good title for an adventure for Spirit of '77. These are in no particular order and may of them are clearly mixing some familiar things:

  • Land of the Lost Saucer
  • Space: 1977
  • The Outlaw Mary Tyler Moore
  • Interstate '77
  • Cloned to Run
  • Schoolhouse Rockets
  • The Poseidon Inferno
  • Any Which Way You Can Lose
  • Capricorn Dos
  • How the West was Run
  • The Galileo '77
  • The Shiner Syndrome
  • Kotter vs. Kotter
  • May the Magnum Force Be With You
  • The Computer Wore Racing Slicks
Now those alone might be enough to start your wheels turning, but here's what I came up with for them as I thought through it a little more. I may have individual entries on them down the road when the final rules come out.


  • "The Computer Wore Racing Slicks" - The world's first intelligent car is being tested - then it takes off! The PC's are hired to secretly (SECRETLY!) bring it back "alive". The car appears to have an agenda of its own and there may be more going on than simple advanced electronics. There are also other parties interested in acquiring the vehicle for themselves, some far less scrupulous than the party.
  • "Land of the Lost Saucer" - An old friend of one of the PC's, a crazy scientist, has been working on a wrecked alien spacecraft and its robotic crew. When terrorists interrupt his first attempt to power up the craft, the crew takes a journey to ... somewhere else. Somewhere with dinosaurs, furry humanoids, scaly humanoids, and strange crystal-filled pylons.
  • "Space: 1977" -  Organized crime has taken a crew of NASA astronauts hostage. They are the only ones trained to fly a new experimental spacecraft and with the launch only days away the agency needs them back, pronto! One of them may have escaped - and is now hiding on the tour bus of a famous rock band.
  • "The Galileo '77" - a massive, high-tech airship named "Galileo" is taking its maiden voyage from LA to Honolulu and the PC's are invited. While on board they get to know the other members of the inaugural passenger list and everything seems fine until a storm and a series of equipment failures force the airship down onto a strange island filled with strange, savage inhabitants. Can the PC's keep the peace? Can they get everyone working together to repair the craft? Can they protect everyone from the savage inhabitants?
  • "The Outlaw Mary Tyler Moore" - An old reporter friend of the PC's shows up on the FBI's ten most wanted list. Has this once happy big city girl gone rogue and fallen in with kidnappers? Is it case of stockholm syndrome? Or is there more to this than meets the eye? 
  • "Interstate '77" - in a nod to the wonderful 90's PC game Interstate 76 the team crosses paths with Groove Champion and Taurus for some automotive mayhem out west.
  • "Cloned to Run" - a new criminal gang is causing trouble back east and when the PC's intervene and get a chance to remove some perpetrators' helmets it turns out they are identical! A science experiment gone wrong falls into the hands of organized crime and it's up to our heroes to clean up the mess.
  • "Schoolhouse Rockets" - A high school auto shop class in the inner city has become affiliated with a powerful local gang. When the PC's intervene to save a kid brother, the gangs don't take it well. Lessons are learned and extreme property damage is inflicted. An ABC Afterschool special produced by Michael Bay.
  • The Poseidonworld Inferno - The PCs are on vacation at a massive underwater resort which suffers a few problems when a nearby underwater volcano erupts. Also, why is the robotic waiter looking at us that way?
  • "Every Which Way You Can Lose" - Clyde the Yeti has escaped and taken up with a trucker and part-time brawler out west. Add in a animal activists, corporate repo men, vengeful motorcycle gang, a legend ready to retire, and some rival girlfriends and things get complicated quick. (PC hooks include contact by the biologist or being old friends of the trucker) Lots of room for a sequel too.
  • "Capricorn Dos" - A fringe reporter friend of the PC's has photographic evidence that an astronaut who supposedly dies in an accident years ago is actually alive and living in Mexico. He wants the PCs to head south of the border and find out what's going on.
  • "The Shiner Syndrome" - In the wake of widespread reports about the appalling conditions of the big corporate breweries the best little brewery in Texas is trying to expand -  but the Big Beer Companies are trying to buy them out (to water them down like any other corporate beer) and the PC's are called in to help out and deliver a special shipment to a potential benefactor across the country.
  • Kotter vs. Kotter (double sequel) - A high school teacher meets himself walking into class one morning. A science prodigy with a thing for the teacher's wife accidentally clones the teacher instead. Ties back to "Schoolhouse Rockets" and "Cloned to Run"
  • "May the Magnum Force Be With You" - San Francisco's greatest inspector runs thinks he's investigating a series of grisly killings but this time the perps are Not From Around Here and this time the .44 Magnum, the most powerful handgun in the world, may not be enough.
  • How the West was Run - A greatest hits adventure as all of the notable NPC's from all of the other adventures - and some new ones - come together for a "friendly" race across the country. A big "season finale" adventure that's going to take multiple sessions to complete. It should also lay the groundwork for some future encounters too. Featuring:
    • The Car from Computer Wore Racing Slicks 
    • The Mad Scientist from Land of the Lost Saucer who shows up in an unusual prototype
    • Groove Champion and Taurus
    • The High School crew from "Schoolhouse Rockets" has an entry - possibly the cloned teacher from K vs, K
    • The main NPC from EWWYCL (and Clyde?). The motorcycle gang will probably show up somewhere along the way too. 
    • Reformed bad guy from Shiner Syndrome shows up as another driver
    • Outlaw Mary could be an entry
    • A famous Russian race driver
    • A British secret service agent