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Post by Adminenkainen on Jul 29, 2015 14:36:57 GMT
The initial scenario for the campaign has been an expansion of the end scene from All-Star Comics #4, with the JSA assembling to raid Fritz Klaver's mansion and end the threat of the Greyshirts. I simply expanded the mansion downwards to include a two-level underground hideout to explore! The campaign started on April 7, 1941. I've ...actually been a little remiss in keeping track of game time that's passed, but about two weeks have passed so far, with the JSA spending their downtime in nearby Toledo, Ohio. Currently, the following subplots need to be looked into: - You have some identified items (you don't know what spells the wands have, and you don't know anything about the Dimension Z prisoner's items).
- There is Fritz Klaver to go interrogate.
- There is also the alien the Flash captured. We glossed right over that to stay focused on the hideout crawl, but it really is a big deal. None of your Heroes have ever met an alien before.
- There is raiding Dimension Z to consider, as well as finding out how much the FBI knows about magic.
Hourman plans to talk to the alien and Green Lantern is going to "read" the wands. Still don't know what Flash and Sandman want to do, but they can join in late to either scene or start a new one of their own. Resolving these scenes will help us plan for what we'll do on our next live session.
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Ward
Good Member
Posts: 6
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Post by Ward on Jul 29, 2015 16:35:04 GMT
I think Flash should talk to the two magicians he captured (while Green Lantern was in the hospital) as well as the three in the hideout and see what their involvement with Dimension Z is all about. Are they opening the portal and/or assisting the Dimension Z beings? Why and what is their end game? Of course, Flash doesn't mind taking any of them for a quick run up and down the side of a tall building to "Loosen" up their tight lips, if need be.
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Post by Adminenkainen on Jul 29, 2015 16:41:31 GMT
Good call, Ward-Flash! I'd failed to consider that the five magicians must hold secrets you'd like to know...
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Ward
Good Member
Posts: 6
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Post by Ward on Jul 29, 2015 21:36:18 GMT
I had the "unpleasure" of being on a large team call for 2 hours today. 99% of the call had nothing to do with me and my job. So, out of defiance for having to attend the call, I decided to work on a little side project I thought of last night. After about 20 minutes of Photoshopping, gluing and cutting... Behold the JSA tokens! They are about 1.5 inches across, printouts glued to chip-board (the back of an old notepad). I thought we could use them to keep track of our marching order and/or use them in scenarios where placement of our heroes is super important. Or if no one cares for them we can just throw them at Green Lantern next time he is unconscious. Ward
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Post by Adminenkainen on Jul 29, 2015 22:23:22 GMT
Gorgeous work! Bound to be worth XP!
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Post by 2ndscott on Jul 30, 2015 13:56:50 GMT
Very nice tokens!
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Post by Sandman on Aug 12, 2015 12:32:01 GMT
Great tokens Ward.
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Post by Adminenkainen on Sept 3, 2015 2:17:22 GMT
This last Monday was our 5th session! The JSA has tracked down Mr. X to a subterranean lair (or have they? Everyone down there says they've never seen Mr. X!) under New York City.
The Flash (whose player was absent) raced long-distance to pick up Hourman and then needed to go off and rest. Hourman followed the trail of unconscious mobsters to Sandman, Green Lantern, Hawkman, and Atom, who were clearing out their third large, but under-inhabited barracks room. The scale of the hideout was huge, as if Mr. X was planning on filling it someday with a small army...
The Heroes decided to go up some stairs they had passed before and found a throne room. The throne was actually part of an elevator system that, when Hourman hopped onto the chair, carried him down to a secret passage that led to the burial chamber of a Revolutionary War general -- and met his ghost! After threatening Hourman for awhile, the ghost changed his mind and charmed Hourman into staying with him.
Meanwhile, the other Heroes were stumped for awhile on how to rescue Hourman. They searched for a lever that would bring the elevator back up. They tried beating up some mobsters guarding a workshop they found through a secret door. Finally, Green Lantern thought to use a crowbar from the workshop to pry open the shutter over the elevator shaft. Soon, they were all down below with the ghost -- and running from the ghost up some stairs!
Of course, the stairs were trapped -- and Hawkman fell down a 20' pit trap and got hurt pretty bad. After they exited the stairs, they found they were back in the throne room, having come through a stone door they had passed over before.
From here, they moved through the south and east sides of the hideout, discovering that many of the remaining, museum-like rooms housed magic treasures, like a giant crystal cube, or a statue of a 13th century warrior (Galahad, but is he *the* Galahad...?) who turns to flesh and serves as his own guardian. Green Lantern charmed Galahad and made friends with him, while the others met a suicidal hoodlum in a restroom, who warned them of the huge monster on the other side of a door.
Everyone was real concerned about the monster, so Green Lantern willed the Atom to be invisible. The Atom found it was a troll! He brought in all the other Heroes and they teamed up on it, but it was hard to take the troll down. Before it fell, it had bashed Hawkman unconscious and injured Sandman. Luckily, Green Lantern could will Hawkman to be healed.
The last room they explored had a crystal ball guarded by two skeletons. They bashed the skeletons to pieces, but each time the skeletons tried to reform into more skeletons, until Green Lantern grabbed a dagger hanging from a chain in the ceiling and used it to break the crystal ball. It not only stopped the skeletons, but they retrieved three gems, the first of which healed Green Lantern.
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