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Author Topic: Guardians Issue Summaries
Majestic
Cosmic Superhero
Posts: 3401
Post Re: Guardians Issue Summaries
on: June 26, 2016, 15:08

As it became apparent that the villains were going to lose, Oni bugged out (using his Jump Jets, raining sparks down on those below). Yamikuzure came to (woke up, after being paralyzed by Contagion), but the heroes saw it and felled him a second time. Tetsuronin leaped over to jump aboard one of the fire trucks. Anything but a roll of a 1 and he would do so impressively: and I rolled a "1". So he wasted his action climbing up there, while Raijin shouted at him that he had no honor (for breaking off their duel). It was very difficult for him to do so, but he finally chose to flee, promising Raijin that they would face again soon!

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V&V GM and player since 1982 (my current campaign is 22 years old); also run West End Games d6 Star Wars monthly, as well as the occasional The One Ring and Marvel Heroic Roleplaying game

Majestic
Cosmic Superhero
Posts: 3401
Post Re: Guardians Issue Summaries
on: July 8, 2016, 14:44

#407 – A Walk in the Park– After receiving a call about a “pack of werewolves”, Helios flies Kensai to Gaithersburg, Maryland, where police have surrounded a pawn shop. Joined by the hero Tank, they engage the maniacal lycanthrope Jackal Jester and seven of his transformed Cadaver Dogs. The store is heavily damaged in the melee, but the three are able to take down the beasts. Delphi relays an emergency call about trouble back in D.C., so Helios races them to the Swampoodle neighborhood, where they find ninjas confronting a young man (Walter Hubblet) in Liberty Park! When the ninjas refuse to back down, the heroes make short work of them. A woman (Pretender) watches the fight with binoculars, but immediately leaves when Kensai spots her. She sends a text to one of the unconscious ninjas, leading the trio to nearby Vinny’s Meat Market. The adventurers challenge five security guards on the back loading dock, then swiftly defeat them when they decide to fight.

V&V GM and player since 1982 (my current campaign is 22 years old); also run West End Games d6 Star Wars monthly, as well as the occasional The One Ring and Marvel Heroic Roleplaying game

Majestic
Cosmic Superhero
Posts: 3401
Post Re: Guardians Issue Summaries
on: August 9, 2016, 12:40

#408 – Throw the Dog a Bone – Pilot Hammond brings Psypher and Spirit via the Guardian Angel, and Tank has to leave. The heroes find a trapdoor in Vinny’s Meat Market that leads down into a basement, where they surprise three men playing cards. Only one decides to fight and is quickly dispatched. They take an elevator down deeper into the Dog House, disable an energy rifle that pops out of a wall, then detonate disintegration bombs, destroying all secrets within a telecommunications room. Forcing their way into the security room, the adventurers overpower Dog, his pet boxer, Champ, and three more guards. They rescue thankful bookstore owner Abner Veith, who clearly was being tortured. Veith tells them about the book that the criminals appear to be after, and reveals where he got the tome (the estate sale of eccentric inventor, Dr. Erwin Wetsel), who he sold it to (Walter Hubblet, a regular at his store, The Story), and where they are likely headed next (Layman’s Auction House). A nearby pad of paper reveals the probable name of the book they seek: ClockWork Portal.

V&V GM and player since 1982 (my current campaign is 22 years old); also run West End Games d6 Star Wars monthly, as well as the occasional The One Ring and Marvel Heroic Roleplaying game

Majestic
Cosmic Superhero
Posts: 3401
Post Re: Guardians Issue Summaries
on: September 7, 2016, 16:34

#409 – Clockworks – Psypher leaves to protect Hubblet as Spirit, Helios, and Kensai fly to Layman’s Auction House in Newington, Virginia. When they interrupt ninjas siphoning gas from company trucks, more martial artists attack from the adjacent warehouse, including ninja leader Tojo. After a long battle, the nearly exhausted heroes overcome the fifteen Shadow operatives. Owner Daniel Layman, clearly having been recently beaten, staggers from the warehouse office handcuffed to a chair, alerting the heroes that his family is being held captive in his house! The adventurers race the fifty yards to his residence and engage the six ninjas inside. One by one the champions fall, though Kensai is able to hide the five family members outside before he drops. Helios’ unconscious body continues to burn upstairs, inadvertently starting a fire. The Shadow agents spread the flames until Kensai wakes up and rescues his allies. He also dispatches the last of the enemy and saves everyone from the burning house as two ninjas escape. Mr. Layman tells them of a supervillain named Havoc, accompanied by armored soldiers, after a “fancy clock” recently purchased by a Desmond McBride. Helios and Spirit, battered and near death, are raced to medical attention, while Pretender delays Havoc in order for the vigilantes to catch up. Reinforcements Angelus and Phase join Kensai, and the group flies to McBride’s home in D.C. They drop in on a pair of Powered Trooper sentries on the roof, and two more Powered Troopers, along with Havoc and Mzz Blazzter, emerge from the dwelling. The two sides skirmish, but as the heroes begin to get the upper hand, the Shadow operatives decide to cut their losses and flee. McBride shows up with the actual ClockWork Portal artifact, as well as the book of the same name, and turns them over to authorities from F.I.S.H., C.H.E.S.S., and other agencies when they arrive moments later.

V&V GM and player since 1982 (my current campaign is 22 years old); also run West End Games d6 Star Wars monthly, as well as the occasional The One Ring and Marvel Heroic Roleplaying game

Majestic
Cosmic Superhero
Posts: 3401
Post Re: Guardians Issue Summaries
on: October 10, 2016, 16:05

This next one is from our "Exploits" series: tales that don't fit into one of the main titles.

I finally did a summary of the event at this year's GuardianCon (in June), which I didn't play in. My son and another friend were co-GMs, and it was a massive, sprawling tale with an extremely intricate plot (even with the details of this write-up, there's lots that was not found out by the players). They are considering doing a sequel, to explore more of it.

[Editor's Note: Delta is the name of my son's 'universe', for his V&V campaign. So this was a "crossover" even with PCs from both games/universes, the Vindicators and the Guardians]

#43 – Excavated Evil – Prologue: In Delta, twin brothers battle each other for centuries, Aelmar eventually taking the form of a paladin and Belarious that of a large dragon. A magical curse causes them to switch bodies; the paladin calls himself Valgar and the dragon Pendragon. In the present, Ryoma Okita (Kensai) fights off strange ninjas at his work office, but drops after being poisoned. Galahad dispatches a number of street punks, and a mysterious man claiming to be a servant of Merlin asks for his help. In Delta, heroes Archon, Ad-versus, the Damned, Anomalous, and Nox are assembled to confront a great evil: Archon takes out a purse thief, but the victim knocks him out with a weapon. Ad-versus is summoned to the dean’s office at his community college; he declines a robed man’s request for help and in turn is rendered unconscious. At a laundromat, a man appears and gives Ricky Wilson (the Damned) an airline ticket to a fantastic resort island. A woman convinces Anomalous to leave a bar, but before he can depart he passes out from his poisoned drink. Nox investigates the kidnappings of various paranormals, and soon finds himself alongside the missing four, Kensai, and Galahad on a plane headed to an unknown destination overseas. A disturbance jars the aircraft as it passes between dimensions (back into Delta), and many of the adventurers suddenly observe different people sitting next to them. As the craft is rocked by more turbulence, the bewildered vigilantes unsuccessfully struggle to repair the vessel, but cannot keep it from crash landing on an island! The heroes aid the injured, but most of the passengers are found to be dead. As the others set up a camp and gather survivors while tending to the wounded, Anomalous and Archon explore an apparently empty compound to the north. The camp is attacked by zombies, who prove to be much stronger and faster than expected. The champions fight off wave after wave of the undead, allowing the innocent civilians to flee into a cave. Just as they are about to be overwhelmed, the zombies stop, becoming completely motionless! Unnerved, the party moves north to the encampment, resting on the roof of one building and sharing with each other how they each came to be on the plane. Ad-versus explores, and in an excavation tent encounters Pendragon. The reptile admits to controlling the undead, and commands Ad-versus to break an ancient obelisk to the north. The hero attempts to comply, but is stopped by the others. The group continues to explore, discovering state-of-the-art equipment and facilities. Notes from head researcher Dr. William Huxley hint at a recently unearthed dragon that controls zombies. In the most extravagant room of the compound they meet Valgar, who tells them the evil dragon must be destroyed, not the obelisk. Pendragon communicates through Ad-versus, but the team refuses to listen to him. They search more, and in a cave find the obelisk, as well as stone tablets that tell of a battle between a paladin and a dragon millennia ago. Pendragon (Aelmar) tells the explorers that the paladin Valgar (Belarious) is not to be trusted. The Damned confirms with the cosmos that they can believe both, but Galahad senses evil in each of them. The superheroes discuss their options in depth, and then break the obelisk (against Belarious’ wishes, freeing Aelmar). Galahad offered Aelmar freedom, but, overcome with rage, instead of leaving, he attempts to kill his captor instead, and the pair continues their ancient fight.

V&V GM and player since 1982 (my current campaign is 22 years old); also run West End Games d6 Star Wars monthly, as well as the occasional The One Ring and Marvel Heroic Roleplaying game

Majestic
Cosmic Superhero
Posts: 3401
Post Re: Guardians Issue Summaries
on: October 11, 2016, 13:05

About two weeks ago we finished off "Rising Sun" (written by dsumner) by doing the finale, on the ship as the villains flee. We had a PC die (legitimately, which is rare in V&V), but I'd just nerfed his overpowered Paralysis Ray, and the player was eager to make a new PC anyway.

#7 – Battle at Sea – A U.S. Navy submarine and experimental military satellite provide the location of the Rising Sun’s submersible transport, the Sea Dragon, as it heads east. F.I.S.H. flies Contagion, Psilight, and Raijin out over the Pacific Ocean, after the Sea Dragon was brought aboard the high-speed catamaran, the Daisuke. The trio parachutes down, but Raijin and Psilight land in the water and are forced to scramble aboard near the anchor of the large boat. They search the lower levels of the vessel and take out one crewmember. Contagion makes his way into the secure bridge near the top, disabling the captain and first mate, then changing the ship’s course to slowly return to the States. Unable to find the supervillains, the three make their way to the open upper deck and call out the enemy; Tetsuronin and Oni arrive soon after. The heroes drop Oni instantly, but Tetsuronin proves difficult to defat, parrying away most of their attacks. Contagion is hit and sent flying overboard, soon tragically lost to the ocean depths. Soon after Raijin is also knocked into the sea, so Psilight disengages and disables the boat’s engines. By the time he rescues Raijin, Tetsuronin has escaped again via the Sea Dragon.

V&V GM and player since 1982 (my current campaign is 22 years old); also run West End Games d6 Star Wars monthly, as well as the occasional The One Ring and Marvel Heroic Roleplaying game

Majestic
Cosmic Superhero
Posts: 3401
Post Re: Guardians Issue Summaries
on: October 13, 2016, 14:16

Last Friday another GM (first chance I've got to play V&V in quite awhile) ran the start to a multi-part storyline (which will end up being interspersed between other adventures):

#410 – Precurser – Unusual technical glitches plague the Okita Robotics Company (O.R.C.) facility in Sempai, Japan, and when the supernatural is suspected, Kensai requests help from the Guardians. In Paris, Rune warns him about the danger from the curse made by Pharaoh in ancient Egypt. As Quiasar flies Helios, Makeshift, and old ally Paradigm to Japan in the Guardian Angel, they get word of a moderate earthquake that has hit the island nation, centered near Mito. They divert and provide aid to many casualties, alongside Kintetsu and other O.R.C. rescue robots. Having lost communication with the O.R.C. compound in Sempai, the team races there, finding the generator building destroyed, apparently attacked by the company’s own robots. They find wreckage outside the engineering shop and confirm that some of O.R.C.’s ordinarily pacifistic automatons are now hostile. As the team takes out multiple types, an invisible Kintetsu unit teleports away, and they find that sand has spilled out of some of the defeated machines. Helios burns a hole through an upper window, and Quiasar lifts them all up and inside. In command and control, they find that lots of robots have taken over the nearby factory; Delphi identifies one as a modified military bot. Quiasar charms his way past a Guardbot into the office of Ryoma Okita (Kensai), where they find the beleaguered hero. Kensai tells them of the battle that forced him to retreat there, and how the factory is now quickly producing robots not programmed by O.R.C. He also speculates about the Egyptian curse. The O.R.C. exec stays back as the other four assault the factory from different positions. They defeat many different robots, who all focus on Helios, and when they take out the Milbot, the others immediately stop. Lots of sand leaks from the Milbot, and shortly after the mystical energy powering the factory ends as well. The group speculates that Kensai and possibly the others who traveled to ancient Egypt might be targets, and decide to warn them. They also learn, from a Medicalbot who had surreptitiously drawn blood from Kensai earlier, that he has hybrid Gorene blood (like Kubera).

V&V GM and player since 1982 (my current campaign is 22 years old); also run West End Games d6 Star Wars monthly, as well as the occasional The One Ring and Marvel Heroic Roleplaying game

Majestic
Cosmic Superhero
Posts: 3401
Post Re: Guardians Issue Summaries
on: November 21, 2016, 17:13

#411 – Schemes and Plots – The Egyptian curse is found to be tied to a relic somewhere, and is believed to be intelligent, opportunistic, adaptable, and ruthless, meant to cause suffering and death. The team learns that all Guardians (in addition to Kensai and Ryutsume) are likely in danger. The Council meets with all active members and discusses the peril. Ryutsume’s crimefighting exploits are learned by Kageryu and Majestic, who take further steps for their young daughter’s protection. It is determined that Kensai, more active than most members of the team, will be encouraged to become a full-time mission specialist. In response to a paranormal rampage, pilot Hammond flies Phase, Araneae, and Angelus in the Guardian Angel to Manchester, Connecticut. Police have squared off with the massive Troll, but Phase swiftly calms the simplistic brute. Moments later, Energion arrives and possesses one of the policemen. Araneae restrains him with webbing, so he body jumps over into Troll. During the following short fight, Phase attaches jumper cables to Troll’s back, which later ends up injuring the energy being and forcing him to flee. The N.S.A. contacts the heroes and informs them of a nearby blind spot in their satellite view of the area, and the adventurers soon find a walled compound nearby, guarded by lions. As they wait on animal control, they investigate further, learning that they are unable to phase through the complex, above or below ground. Angelus also spots a pair of robots. Araneae begins to suspect manipulation, considering the odds of so many strange occurrences within a small proximity.

V&V GM and player since 1982 (my current campaign is 22 years old); also run West End Games d6 Star Wars monthly, as well as the occasional The One Ring and Marvel Heroic Roleplaying game

Majestic
Cosmic Superhero
Posts: 3401
Post Re: Guardians Issue Summaries
on: December 8, 2016, 13:48

#412 – The Main Curse – Araneae is baffled by the sophisticated touch screen entry to the high-tech building, and the robots power down. Animal control secures the big cats, and the heroes decide there is not cause to force their way inside. Kensai accepts membership, agreeing to live in the U.S. part-time, and is asked to become a mentor for Ryutsume. Surveillance, both technical and magical (with help from C.H.E.S.S.) is set up to monitor for unusual activity in Washington, D.C., Cairo, and Paris. While Kensai sets up a meeting with Rune in Cairo to discuss the curse, the team decides to temporarily move out of their base, to potentially minimize danger to civilians. All active teammates, along with the Carter family (Majestic, Kageryu, and Ryutsume) move to Mindbender’s small island off the Atlantic coast. The Guardians are informed of never before seen, unearthed artwork of giant beings in Luxor tombs, and hear that artifacts and mummies have recently been sent to the Smithsonian. Their sensors alert them of a tiny spike in Cairo, and a much bigger one back home in D.C., so pilot Hammond flies Phase, Compass, Helios, and Araneae back in the Guardian Angel. They enter the second floor of the museum, where they protect civilians by taking out numerous mummies and animals, though many are still slain. Afterwards they race to the basement, where they find the undead sorcerer Badjed and more mummies. As they fight, three of the mummies transform into Gorene-human (ancient Egyptian) hybrids. Araneae reaches inside the magician and grabs the hourglass-shaped relic in his chest, and when he is finally able to crush it, the conjured enemies all appear to disintegrate. The team learns that Badjed was himself a reluctant minion, cursed by Pharaoh.

V&V GM and player since 1982 (my current campaign is 22 years old); also run West End Games d6 Star Wars monthly, as well as the occasional The One Ring and Marvel Heroic Roleplaying game

Majestic
Cosmic Superhero
Posts: 3401
Post Re: Guardians Issue Summaries
on: January 4, 2017, 10:58

#413 – Blood and Sand – In Egypt, Rune researches Badjed, learning that he was a loyal minor mage in Ramses’ court who became vulnerable to the curse. The intent of the curse for the Smithsonian attack was maximum civilian casualties, while Badjed’s aim was to create super-mummies that could defeat the Guardians. Investigation by the team reveals that Badjed’s organ receptacles are missing, as is a life-sized clay statue of the sorcerer. At C.H.E.S.S. headquarters in Washington, D.C., Kensai, Rune, Helios, Phase, Compass, and Araneae discuss the curse with consultant Dr. Nadja Magd and Zhi Ling. Dr. Magd leaves and Kensai introduces his Tamonten drone, JT-05, which houses most of Jay Harris’ consciousness! They contact Quiasar, but before they can meet up Rune senses the presence of Badjed and the group realizes the evil mage has stolen the heart of JT-05! Tracing the spell, Rune teleports the seven to a closed-down World Health Organization research facility in Manhattan. Rune guards the exterior while Helios provides entry into the upper level of the two-story building. In the mad scientist’s lab is a clay golem of Badjed and JT-05 plugged into a computer. The heroes easily dispatch the golem, interrupting the wizard’s ritual merging magic and technology to gain immortality. This decisively kills Badjed and nearly destroys the crystalline heart of JT-05, but Zhi Ling magically protects the heart at the last second! Though it is saved, the consciousness appears to be gone, as Kensai announces that he no longer has a mental link with his drone. In a second tank with the unneeded tissue, fluids, and other dross they find a teenaged Jay Harris, with intact limbs, no cybernetics, and many scrambled memories. Later, Araneae is contacted by N.S.A. operative Timothy Hernandez, who explains that three words (‘Cryptera’, ‘Shangri-La’, and ‘Cosmic Train’) were recovered from the destroyed interior of the strange complex the Guardians were unable to enter recently in Connecticut. Weeks later, Paradigm searches the dark web and learns of rumors about the Cosmic Train: an expensive, unearthly locomotive, crewed by ghosts, that travels between dimensions.

V&V GM and player since 1982 (my current campaign is 22 years old); also run West End Games d6 Star Wars monthly, as well as the occasional The One Ring and Marvel Heroic Roleplaying game

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