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Issue #6, Vol. 2 (April 28th, 2007) |
Heroes Rise, Continents Fall |
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Much like the last game of the first campaign, I had to reconstruct this long, long after it happened. In this case, nearly 6 years. I'm going mostly from a combination of the outline of where things were headed and what I can remember. | |
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RIDING THE MIDGARD SERPENTThe characters get into the Sub "Jormungandr", a sub far larger than any they've ever even heard of, having been on the surface when it transported itself through time back to 1943. Now they need to seize the controls at take this thing away from the Nazis as well as the cargo of modern information that could alter the space-time continuum. Some of the people they encounter and fight are Jotun ("Giant", a huge brick), Parzifal (Like "Percival" of Arthurian legend), Die Spine ("The Spider", a martial artist with gadgets). In addition to the villains and their Nazi minions, there are a few other things encountered:
The Temporal Drive System turns out to not be an engine at all. Inside the locked room labeled as the TDS is instead a disembodied BRAIN suspended in a tube of fluid. The brain communicates some information.
ANACH disintegrate any tech and anachronistic knowledge they find. As they do this, the heroes travel to the future (or rather, return to the "present"). The team are underwater but surrounded in a bubble created by the Brain. Then, finally something I can quote! This is directly from the game: "At first the area is exceedingly dark. But as your eyes adjust you can see that below you in a distance are bits of coral, bright and phosphorescent. [Like the coral the PCs found on the godzilla analogue they fought near Lazarus.] There's a slight motion to the group of you as if the bubble in which you stand is drifting slightly. As you try to get your bearings, something approaches. Out of the swirling darkness above come a dozen or so figures, quite obviously swimming easily. They are sporting spears and tridents, a few trail nets behind them. They circle and point their weapons at you and the globe in which you are tenuously suspended. they are speaking to one another, their voices carrying in the water and even into the bubble in which you stand." The players made no aggressive moves and went with them and found themselves in an audience with the Queen of Atlantis. ATLANTEAN TALESThere is a massive labyrinthine maze that covers most of the area around Atlantis, a remnant from the days when one had to walk rather than swim. Interestingly, there are signs of recent combat and in the gargantuan coral are a number of enormous footprints. Nearby there is a spot that used to be a monument. Now there is just a plaque and the remains of the metal frame that once held it. The Plaque reads "In remembrance of the Allied Victory over the Axis powers and the defeat of the deep-sea going vessels at Titan's gulch." The metal framework matches the strange metal that had been attached to the bottom of the wrecked sub in the harbor of Lazarus. Seems that during a fight here with an enormous amphibious creature, it got within feet of the main building before being repelled, teleported away... to where the player characters encountered it. It's massive feet dragged the small sub monument from its mooring and took it with it. The players are dealing with the guard captain, a large, strong young man in an armor helm. After some discussion you find out that they have of late fought with Atlantean rebels led by Murk the Usurper, the treacherous brother of the now-dead Atlantean king. An oral history of Atlantis is read out. (I'll attached that as a separate document here: ATLANTEAN HISTORY.) Queen Mara has plenty of questions and answers:
The characters get to meet the Oracle of Atlantis. He is identified as a very, very old Illithid. Thok has heard of Illithid that can grow to an insanely old age, but they are rare, the race being so Machiavellian toward one another. His brain is swollen very large, enough so that some of it is exposed, and his time under the sea and possibly his diet, has caused him to be a shade of green. He introduces himself as simply "The Oracle" and says his ship wrecked on Earth long ago and that he was saved by the Atlanteans who thought perhaps he was a form of Mollusk. They brought him back to health from near death and he has since abandoned the backstabbing of his own peoples and his diet of juicy, delicious human brains. The Oracle relays the following.
In order to slow the progress toward revealing themselves to the surface, she has to put down the rebels. Queen engages the heroes as emissaries. They go to the site of the current incursion and prepare to take on the bad guys if necessary. Turns out they don't want to talk much. Among them are Murk the Usurper, a powerful warlord and gladiator. Beside him, the sorcerous leader of the Nazi contingent, Ernest Thule. And last but not least, one "Evil" Geoff Gardner. Seems that Geoff's attempt to time travel resulted differently than he thought. He was essentially split. The obstinate, old fashioned, steampunky one came here. The other, angry from his failure, corrupted by various forces he would employ in the studies that came next, is nothing but a decrepit old man. However, he has linked what's left of his body into a powered exoskeleton. He is the one responsible for Atlas (in the underground at Lazarus) and is the one they call Herr Uhrwerk. I remember this being a pretty decent fight. I also remember the heroes handing the bad guys their asses. Here are things I ultimately can't remember:
Back on the surface, the team gave their report to Uncle Slam, who now knows he may have a child down there. Not long after this he announced a run for President. |
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