Attack of the World Watchers - Big Damn Trilogy

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Attack of the World Watchers - Big Damn Trilogy

Postby nighthunter » Mon Sep 24, 2007 7:29 pm

A Mutants & Masterminds 2E Adventure for 4-6 PL 10 characters.

This adventure assumes the heroes have been working as a team for a while and is likely to be called on in the case of a major disaster. If not perhaps the first disaster is what brings the heroes together and perhaps saving the world will clue them in that maybe working together might have something to it.

Table of Contents:

Part 1 - The Imperfect Storm - Begins Below

Part 2 - Marooned in the Land of the Lost

Part 3 - Break the World


Synopsis

A universal tribunal of self-appointed judges of civilization have deemed humans unworthy of their own planet. They set into motion a planetary extinction event to wipe earth clean so that a new intelligent species can one day claim dominance over Earth.

To the people of Earth it seems the entire planet has turned against them. Natural disasters spring up all over the globe and when the heroes are called to help stop one of the terrible events they meet one of the orchestrators of humanity's last days.

They discover some clues that lead to an island not shown on any maps, where a group of alien scientists are creating a planetary avatar programmed to damn humanity for its crimes against nature. While the heroes are probably to late to stop its creation they may be in time to reprogram it and possibly create another hero to stop the aliens third line of attack.

Deep within the Earth's core the World Watchers have built a base capable of simultaneously erupting the earths most powerful and volatile volcanoes. It is up to the heroes to keep the aliens from allowing their plans to come to fruition and keep all life on the surface of the Earth alive as we know it!

Part 1: The Imperfect Storm

You sit in the crisis-room of Battleship, the worlds largest superhuman command center, high above you are literally hundreds of screens documenting world-wide disasters, while spandex-clad heroes attempt to treat the symptoms of a world thats turned against civilization.
Standing before you is General Diane Thunder, and you can tell that behind her bluster she is a person who is scared that she won't be able to do enough to save the world.
"Every major city seems to be hit by some major disaster, fire, flood, earthquake, avalanche. I'm just glad that we haven't had to deal with major volcanic activity. No villain seems to be claiming responsibility for these acts. It just seems like the world is a crazed bronco trying to buck us off its back." General Thunder shakes her head sadly.
"I know your tired from diverting that Avalanche in Sweden but something has just come up. Since this event hit we've had our precog division working overtime and I don't want to be caught with my skirt around my ankles again. We're sending you to Neon City, apparently the worst storm in human history is going to hit a gambling city in the middle of the desert. If that doesn't scream unnatural disaster I don't know what does. We have a Screamjet ready above, I'm sure you have some questions before you get going lets make it fast so you can get to Neon City. I want you to find what's causing the storm and stop it. Or at the very least try to save as many people as you can from dying."


The heroes are sure to have questions about the disasters. Here is what General Thunder knows -
:arrow: The Disasters started about 5 days ago, hitting major cities all over the world.
:arrow: The mathematicians say the pattern of disasters seems deliberately wide, so that any help would arrive too late to prevent the brunt of damage to man-made structures.
:arrow: Before every disaster there seems to be a strange gravimetric energy signature picked up by world-wide satellites. So far with everything going on nobody has successfully tracked the signature.
:arrow: The heroes probably won't be able to count on back up as most of the worlds heroes are out dealing with their own disasters at the moment, trying to save lives where they can.

If the heroes don't have any tech-savvy heroes or heroes with weird senses who might be able to pick up the energy signature General Thunder gives the brains of the team a Gravimeter-meter, to aid in finding a cause to these disasters. The Gravimeter-meter requires a Knowledge (Technology) Check DC 15 to use or an Intelligence check DC 20.

The Screamjet takes only minutes to reach the city of a million lights, use this time to have the characters get acquainted or come up with some kind of plan to track the gravimetric signature. Dubbed the Other Vegas, Neon City is a sad sight to behold in the mid afternoon light. The PCs get a Notice Check (DC 10) to realize that the sky around Neon is cloudless at the moment.
The streets in the center of the city seem very empty, but the highway out of town is backed up with thousands of cars, all trying to get out of the city at the same time.
While the heroes await the storm allow them a chance to find and stop trouble, have the heroes roll Notice checks their results determine the random encounter as follows:

1-10 No encounter, as the heroes fly through the streets it seems the city is deserted.
11-15 Regular Looters - The empty city has of course attracted Looters. A group of 1d20/2 thugs (use statistics from the back of the M&M book) are laughing it up as they attempt to leave the Crystal Casino with bags of money they are throwing into the back of an armored security car. Stopping the thugs earns the heroes a Hero Point.
16-20 My kitty! - A little girl is crying as her family desperately tries to get her out of a tree after she tried to rescue her cat from it. Unfortunately a hero dressed in costume only seems to provoke further hysterics. A DC 15 diplomacy check is required to get the girl calm enough to bring her to Earth. If a hero tries to forcibly remove her from the tree, have them make an Attack Roll vs Defense of 10 as the little girl squirms out of the hero's arms (or telekinetic bubble) and falls. Saving the girl without dropping her earns the hero a hero point.
21+ Finally Its All Mine! - Mister Maniac (Bachelor of Fine Arts) has captured a group of 5 hostages and has them tied up in the amphitheater at the front of the Roman Themed casino Remus'. He is expounding about how he finally has the city to rule and that his loyal subjects will be rewarded with fine entertainments! At which point he pushes a button and opens up the two cages on the floor of the amphitheater. A pair of tigers step out of the first cage, and a pair of terrified magicians step out of the other. If the heroes manage to stop Mister Maniac's mad plan they earn a hero point.
Mr. Maniac (BFA) I love Gladiator Sports, they're Grrrrreat!- Use Assassin Statistics.
Tigers x2 - Use Lion Statistics

Once the heroes have earned at least 1 hero point have the Gravimeter-meter or whatever they are using to track the Gravimetric energy signature start to go off. A series of angry storm clouds seem to be forming in the center of the city, drawn at terrifying speeds from across the sky. Twisting downwards above the Space Oddity Casino.

The Space Oddity Casino
A casino with an alien/government conspiracy theme the Space Oddity Casino is near the center of Neon City. When the heroes arrive it is surrounded by a twister, flying pieces of debris smash into nearby buildings and vehicles. Getting through the swirling tornado will require some fancy flying/driving/moving. All the sensory equipment the players have should point to the Gravimetric signal coming from the eye of the twister. To get past the debris have them make a pair of skill checks.
Have the heroes make 2 Acrobatics, Drive or Power Checks (Whatever is appropriate) at DC 25. Failure determines the effect -
:arrow:Failure by 5 or less - The hero or their vehicle is struck by a small piece of debris Toughness DC 20.
:arrow: Failure by 6-10 - The hero or their vehicle is struck by a medium piece of debris and is buffeted by the powerful winds. They must make a Toughness save at DC 20 and must pass an additional Skill check to successfully navigate the twister.
:arrow: Failure by 11+ - The hero or their vehicle is struck by a large piece of debris, like a truck. They must make a Toughness save at DC 25 and the hero is thrown clear of the storm. They must start again to get through the storm.
If any of the heroes have weather control powers they might try to negate the twister. The Power Check DC is 25, which negates the twister for 2 rounds. After which there is a Gravimetric pulse from the UFO parked at the top of the Casino's central tower and the Twister resumes its deadly assault. The power check is enough to allow the heroes to reach the heart of the storm without making the other checks.

The Big Fight!
Once the heroes reach the heart of the storm they'll finally be able to deal with the cause of the disasters. The World Watcher's UFO. The great spinning disc floats above the tower of the Space Oddity Casino. Chunks of the fake UFO that once sat there litters the ground outside the building.
It should be pretty clear that the UFO is the source of the storm, as it randomly pulsates light into the sky which causes the hurricane surrounding the building to increase in magnitude.
The World Watcher gets a Notice check opposed by the hero's Stealth checks. If it fails the heroes get to act first, else there is no surprise round.

Disaster Making UFO Use the Stats for A Fighter Jet with the following modifications. The UFO can hover. Has Telekinesis 10 and Weather Control 15. Its machine guns are a series of mini-laser blasts. Its air to air missiles are Ionic Rays. Once every 3 rounds it can call down lightning (Blast 15).

Whi-djet The World Watcher - Use Shapeshifter Statistics at the front of the M&M book. With the Additional skills of Pilot 10, Knowledge (Life Sciences) 10, Knowledge (Earth Sciences) 10, Computers 10. Its Shapeshift is limited to biological forms only (it is not limited by terrestrial animals). Whi-djet has the complication that if it is made to laugh it is unable to keep transformed.

Tactics: Whi-djet fights from the protection of his UFO for as long as possible. If it seems the heroes are getting the upper hand then he puts the UFO on auto-pilot and ejects from the ship to get his own hands dirty. He attempts to take the heroes down as efficiently as possible. Attempting to become poisonous creatures to knock out his opponents and where that fails he becomes creatures with high grapple bonuses and squeezes the life out of them. He apologizes as he drops each hero.

Development: Once the heroes have destroyed the UFO the storm seems to dissipate on its own. If Whi-djet is alive afterwards it might be possible to interrogate him.
The UFO's onboard computers are also a wealth of information, but the highly advanced alien systems require that the heroes pass DC 25 computer checks to retrieve each piece of information. Here is what Whi-Djet and the UFO's computers know:
:arrow: Whi-djet is a World Watcher, one of many allied alien species which monitor civilized worlds.
:arrow: The World Watchers are tasked with eliminating intelligent species which are approaching space faring age but have not yet reached a heightened level of spiritual evolution.
:arrow: The World Watchers are organized by a vast artificial intelligence network which roughly translates as The Mega-Brain. Every World Watcher ship is connected to every other ship.
:arrow: There is a vast processing core somewhere on Earth from which Earth's World Watchers are being organized.
:arrow: The disasters are only phase 1 of the World Watchers plans. There are 3 phases and the 2nd phase has already begun.
What only Whi-Djet knows:
Whi-Djet did not want to destroy humanity, he believed that there was still time before they became a galactic threat and that it was possible to influence the majority of the race to spiritual growth. Over-ruled by the Mega-Brain Whi-Djet was downranked to Pilot and forced to start disasters.
Whi-Djet was actually the cause of the avalanche in Sweden (where the heroes were before the adventure started). He is prepared to die, and is truly sorry that his species is doomed.
It might be possible to get Whi-Djet to turn on the World Watchers with a Diplomacy check (DC 20) and an impassioned speech.
What the computer knows:
Phase 2 has already begun and it is on an uncharted island somewhere in the Bermuda triangle.
It is possible to feed an advanced computer virus into the entire Disaster network via the UFO with a successful DC 30 computers check.
To obtain this information the PCs will need a DC 20 Computers check.

Concluding Part 1:
The heroes have saved Neon City and are now armed with some information. If the PCs are unable to send a virus through the Disaster system and shut the disasters down then the information that UFOs are causing the disasters is enough information to allow other teams to end the disasters.
The heroes won't have a lot of time to rest, because in a couple of weeks the location of the uncharted island where Phase 2 has started will be uncovered. Wherein our heroes will face giant monsters, alien menaces and the world's greatest threat yet.

So stay tuned for Attack of the World Watchers Part 2: Marooned in the Land of the Lost!
Last edited by nighthunter on Sun May 04, 2008 4:33 am, edited 4 times in total.
"What a man does for pay is of little significance. What he is, as a sensitive instrument responsive to the world's beauty, is everything!" -H.P. Lovecraft

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Postby mancerbear » Mon Sep 24, 2007 10:49 pm

Nicely done nighthunter. Consider this well and truely yoinked!

Damn, I wish you were down here in Melbourne. I could use a GM like you to take over from me every once in a while.

Cheers,
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Postby broken serenity » Tue Sep 25, 2007 2:13 pm

i wonder how this adventure would work if the heroes were teens? :D
or worse yet set it in the iron age and watch the heroes try to shoot or blow up the devices :) im gonna have to yoink this aswell coz its given me some really good ideas that i can spin outta this set up, nice one

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Postby nighthunter » Wed Sep 26, 2007 12:27 am

Thanks for the praise guys.

And Broken Serenity, the adventure should work just fine with Teen Heroes, all you need is a decent set-up. The villains are possibly a little under-powered for the adventure so you should be able to deal with Lower PL characters.

If you want to toughen the adventure up a little, just add a couple of Power Levels to Mr Maniac (BFA) and Whi-Djet.

Part 2 - Marooned in the Land of the Lost!

Synopsis
By now our heroes should have come up with a solution to the Disaster Making UFOs and are probably being hailed as heroes. While the world breathes a sigh of relief The World Watchers are planning the next step in a global human extinction event.

The World Watchers have decided that perhaps they can convince humanity to destroy itself. Throughout the world the Shape-shifting World Watchers have started dangerous and far reaching suicide cults. These cults believe they worship Gaia the spirit of the Earth and that only by sacrificing themselves can they summon Earth's greatest champion to undo the terrible destruction humans have plagued the planet with.

When the heroes stop a record number of people from leaping from the highest building in Deep City they discover that the leader of the Cult of Gaia is in fact a member of the World Watchers. Tracing the World Watcher's communication signal the PCs learn that a World Watcher base is located somewhere in the Bermuda Triangle.

Upon arriving at the hidden Island the heroes are beset by horrible toxic monstrosities. The product of man-made nuclear weapons testing. Finding their way to the center of the island they come upon a Crystal Palace. Inside a team of alien scientists are using the captured death energies of the successful suicide cults to create a living avatar of earths classical elements. It is up to the heroes to pull the plug on the aliens plans and deal with an entirely new superhuman as an ally or enemy.

Part 2-1: Magic Rings for Special Young People

If the last adventure was the PCs first adventure perhaps General Thunder has requested that the heroes remain a team, she feels that the heroes are capable and she needs metahumans she can trust. The PCs more than proved themselves capable after all.
Since the previous adventure the heroes have become celebrities. Constantly interviewed and scrutinized by the media some heroes may enjoy the attention and others may dislike it. In any case the entire team of heroes is being interviewed about their involvement in stopping what is being called the 2007 Cataclysm. In any case the heroes are behind a table on a podium while the press are in the audience below calling out questions some might include each question has a way of giving the answering hero a hero point:
"You managed to end one of the most far-reaching global disasters that man kind has yet faced! Have you managed to capture those responsible yet?" *If the heroes answer truthfully and still let the public feel safe then give them a hero point.
"How do you feel about the corporate sponsored Tekmen also stopping one of the Disaster Makers in Egypt?" *Diplomatically answering this question without deliberately inciting a rivalry with the two teams earns a hero point. Causing a rivalry also earns a hero point and makes a great complication for later.
"Who designed your costume?" *If the hero creates a good sound bite then hero point.
"Mother Nature has said that superheroes are just false idols who do good only for the adoration of the public? How do you respond to the Mother?" *Mother Natures is the head of the Spiritual Volunteers of Gaia, this sometimes violent Eco-Religious organization feeds on controversy. If the heroes don't fuel the Mother's fire they get a hero point. There's more on Mother Nature below.
"Rumour has it that you are taking over the role that the Infinites once had? If so are you the New Infinites?" *If the heroes take on the mantle of the New Infinites, or manage to answer in such a way that won't deliberately annoy any surviving members of the original team then give them a hero point.
At some point probably during one of the more inane questions or when it appears the heroes are starting to bore of the constant questioning, have a hero with some kind of super sense or who would be the most observant make a Notice check DC 25. Somewhere in the back of the room a disheveled looking man opens his coat revealing a bomb strapped to his chest.
"I OFFER TO MOTHER GAIA THE GIFT OF FIRE AS THOSE IN DEEP CITY SHALL OFFER THEIR GIFTS OF AIR AND EARTH! AND THUS END THE REIGN OF FALSE IDOLS, BIRTHING EARTH'S ONE TRUE CHAMPION!"
At which point have the characters roll Initiative with the mad bomber. The Bomber has an initiative bonus of +2. The Bomb strapped to the crazed individual's chest has a damage bonus of +6 and explodes in a 50ft area (more than enough to hit every individual at the press conference).
The bomb has a fairly simple design and is a DC 12 Disable Device check to disable. But because the heroes only have one round to disable the bomb the PC suffers a -20 penalty to the check. Now might be a good time to use those hero points if the heroes can.
If the bomb explodes the heroes get a Notice Check to spot a beam of energy flying from Marty's ring finger out into the sky.

If the heroes prevent the zealot from blowing up the place then they can proceed depending on their success.
:arrow: Mad Bomber Lives - First give the PCs a hero point. If they managed to disable the bomb and keep its occupant alive then they can interrogate him. The Mad Bomber is a zealot and hates the heroes with a passion, his attitude starts at Hostile.
What the bomber knows -
His name is Marty Wheeler.
He believes that his suicide would give his life power to Gaia's planetary avatar who would undo the terrible destruction humanity has wreaked on the planet.
He believes his holy symbol is what sends his power into the planetary avatar. The symbol is his ring with a symbol of Fire embedded into the top of it.
He knows that there are others in his cell who are going to give their lives to raise the avatar later that day in Deep City. "Sunset in Deep City will beget Sunset for the world!"
:arrow: The Mad Bomber Dies - If the heroes only managed to contain the blast its possible that the Mad Bomber is dead. In which case then they'll need to examine the physical evidence for clues.
The charred remains of the Mad Bomber's wallet show a couple of crispy one dollar bills and a mostly melted drivers license which reads Marty Wheeler, his home address is in Deep City.
The Ring that Marty wears is actually a highly specialized energy transmission device, a Knowledge (Physical Sciences) or Craft (Electronics) Check at DC 20 allows a player to know this. Beating the DC by 5 or more allows the player to realize that it transmits life-force as it leaves the body at the point of death.

As it is all the evidence points to the heroes getting to Deep City and fast! If the PCs don't have their own means of transportation then waiting outside is General Diana Thunder, with a Screamjet on the road.
"I was watching the broadcast from my nifty command center and saw the whole deal! You folks better get moving! We've been watching the Volunteers of Gaia for a while now, while I personally wouldn't mind seeing them voluntarily leave Earthly jurisdiction, there's no telling what this will do for the international psyche after that whole Cataclysm thing!"

Deep City - Once home to a fierce protector of the night, his death marked the city as fair game for every nut job in the great US of A. Fortunately untouched by the Cataclysm, the place is so low on hope that an event like a mass suicide in the middle of the street could destroy the city's fragile psyche.

When the heroes reach Deep City finding the Volunteers is relatively easy, they have hijacked Strom Tower and are now standing at the edges of the pentagonal building holding hands and singing their praises to Gaia. Standing in the middle of the pentagon is Mother Nature leading the prayer. Meanwhile hundreds of stories below there are fire-fighters and police officers all holding rescue trampolines and their breaths. Outside the dangerous perimeter the building is surrounded by hundreds of gawkers, onlookers, bystanders and rubberneckers.

Mother Nature's plan is simple really. The Spiritual Volunteers of Gaia will pray until sunset at which point they will all leap simultaneously from the building offering their life to the Earth. Mother Nature absolutely believes that anyone jumping must do so of their own free will.
Each of the three standard entrances to the building is guarded by a suicidal Bomber, each packing enough explosive to destroy the entire building from the bottom up. (Damage Bonus +12 (combined +16)). The heroes must either Sneak past (Opposed Sneak vs. Notice +0). Or just bypass the exploding cultists entirely via flight, clinging, teleportation or any other means they may have.

There is a couple of ways to prevent the tragedy from occurring, when the heroes arrive they only have less than an hour to stop these people from jumping off the edge. There is 100 people on the edge of the building thats a lot for even the fastest hero to catch.
:arrow: Diplomacy - Not every Volunteer of Gaia is as willing to die as their peers, but cults and peer pressure being what they are each of the easily influenced young people are going to do something very stupid. By arguing with Mother Nature they might convince some of the people to step back from the edge. Essentially have the players roll opposed interaction checks (Bluff, Diplomacy, Intimidate and Sense Motive) vs. Mother Nature, for every Point that the players beat Mother Nature 5 people step back from the edge. The players can only make 3 such checks before Mother Nature loses her patience.
:arrow: Force - Telekenesis, Air Control, Blasts and Grabbing People at Superspeed is another way to prevent people from doing stupid things to themselves. Have the players make Power Checks each round, with the result/2 being the number of people they manage to prevent hitting the pavement.
:arrow: Subterfuge - Any heroes with ranks in Knowledge (Religion) might make a check to trick people into thinking the Planetary Avatar has already awoken. In which case Bluff/Disguise and a lot of fast talking could convince all of the cultists to stop the madness immediately. They only really have to fool Mother Nature who is just a pawn in the World Watcher's plans anyway.

Mother Nature
"The powers is Gaia's I am merely her servant."
PL 10
Str 10 Dex 14 Con 14 Int 14 Wis 8 Cha 20
Combat: Attack +7 (Damage Bonus +11) Defense 17 (FF 13)
Saves: Toughness +9/+2, Fortitude +2, Reflex +2, Will -1
Skills: Bluff +13 (+17 vs Men), Diplomacy +13 (+17 vs Men), Intimidate +13 (+17 vs Men), Knowledge (Religion), Sense Motive +7
Feats: Attractive, Challenge (Multiple Diplomacy), 0Fascinate (Diplomacy) (Extras: Area), Inspire 2, Leadership 2, Minions 10, Ritualist, Skill Mastery (Bluff, Diplomacy, Intimidate, Knowledge (Religion), Teamwork 2, Trance.
Powers: Environmental Control 11 (Extras: Blast), Plant Control 11 (Extras: Force Field 7 Create Object Plants (Flaw: Must have seeds or organic plant matter).
Tactics:
Mother Nature attempts to fascinate the group's best orator (the character with the highest interaction skills) first. After which she continues to argue against the other player characters about this being for the greater good. Gaia doesn't want to kill herself, she believes she is still needed to further the cause of the Volunteers. If the players convince all of the cultists to not jump off the building then Mother Nature begins to cry. She realizes that she has lead her flock astray and attempts to fling herself off the building.
If the characters attempt to use Force to prevent the mass suicide or Mother Nature sees through their subterfuge then she grows angry with the players. She orders her followers to "SMITE THE UNBELIEVERS!" She uses all of her powers, she prefers to throw seeds to entangle characters so that her followers have an easier time shooting at the PCs. She makes full use of her leadership ability.
There are only 20 dangerous Cultists at the top of the building use Cultist Stats for those people, the other 80 people are bystanders and if a fight breaks out they mostly panic and attempt to make their way into the building, some will of course try to make their way down the side of the building.

Development:
If the heroes managed to stop everyone from dying (including Mother Nature), give them a Hero point. If they managed to do so without resorting to violence give them a Hero Point. If Mother Nature lives she will know the following -
"I started the Spiritual Volunteers of Gaia years ago. I was trekking through Alaska when I was touched by the Northern Lights and gained my powers over the natural world. I didn't know what I needed to do with them until the next year when I trekked back and Gaia drew me into the sky and spoke to me. She told me that I was to become a great spiritual leader, that my powers were her blessing and that she could no longer stand the terrible destruction plaguing our planet. She needed the life energy of humanity to put right what we had made wrong and so showed me how to forge the magic rings that send our soul into the Planetary Avatar when we die. She also gave me this," She shows the players a strange crystal fragment, "she told me that I could communicate directly to her via this."
The players might recognise some of the symbols on the crystal as being similar to those of the UFO they destroyed in the previous adventure via a DC 10 Intelligence check. Anyone with a Knowledge (Physical Sciences) or Craft (Electronics) Check (DC 20) would recognize the device as some form of communication device. At which point the characters might want to devise some kind of way to track the communication signal of the crystal communicator. If they don't have the requisite skills themselves, then they might try General Thunder, her science division would be able to crack the signal in a matter of 1d20/2 days.
Furthermore she tells the heroes that Gaia's plan is nearly complete and that this sacrifice of Spiritual Energy would make The Planetary Avatar an unstoppable force of nature instead of a mere natural disaster.
In any case the crystal communicator's signal leads to a point in the Bermuda Triangle where no land appears. If the characters have no way to get there themselves then General Thunder might provide a means of transportation via a Screamjet.

Part 2-2 The Lost Island

If the players are flying to the Lost Island read or paraphrase the following:
"Following the co-ordinates provided by the Crystal Communicator you fly through a thick fog, you are barely able to make out much in front you when suddenly the fog disappears and your aircraft is dwarfed by the massive enormity of the dreaded DEMOSAUR!"
The Demosaur is a dumb brutish beast that is an accidental sin against man and nature. It is a huge scaled bipedal lizard, with enourmous twisted horns growing out of its head and gnarled bony spikes coming out of its back. It breathes hellish nuclear fire and despises every man made creation. It recognizes aircraft as the thing that destroyed its mother Devisaur in Tokyo in the mid 50's.
Demosaur Use Dragon Stats, but remove Flight 3 and add 4 more Ranks in Growth. This changes its stats as follows - Str 50, Con 35. Attack +4 (includes -10 due to size), Damage +20, Defense +2 (includes -10 due to size), Initiative +0. Saving Throws: Toughness +20 Fortitude +14.

Demosaur is so vast and huge that if the players leave the plane it won't even notice, once the plane is downed or destroyed Demosaur resumes its slumber. Fighting Demosaur is inadvisable but if the players insist then warn them that the creature has destroyed entire cities single-footedly and that they are wasting precious time while this 'Gaia' person is in the middle of something truly sinister.

The Lost Island is a unique place, filled with the remnants of strange scientific testing and pulp adventures. Technically a pocket dimension of its own some powers work differently on the island:
The fog surrounding the island is a soft edged portal into strange island. So the characters are technically in another dimension.
Anyone with Flight but no wings can fly no higher than the highest canopy as a weird magnetic disturbance causes the character to stall when they reach such a height.
Anyone with teleportation finds that they can not teleport past the fog surrounding the island.
The island's territories are divided up among various factions:
-Half the Island belongs to the Demosaur, the creature eats surprisingly little (fueled by an unnatural nuclear power reactor it requires little in the way of sustenance), but it is a foul tempered beast and the 'intelligent' denizens try to avoid it at all costs.
-A Third of what remains is ruled by Empress Airheart. When Amelia Earheart crashed on the island in 1937 she tried everything she could to get home but the island's strange magnetic properties and the savage local's reliance on wierd crystalline technology forced her to stay. She spent many years fighting against the Snake Emperor and his kin. She forged a strong relationship with the mighty Savage Hrondan. When Amelia finally destroyed the Snake Emperor's hold over the land she married Hrondan and became Empress. She died many years later in childbirth to her daughter whom Hrondan named Airheart.
-Another Third is ruled by nazi scientist Commandant Zerstörung and his aryan mutate clones. Each one is blue eyed and blonde haired and has a different horrible mutation that mars their perfection, but they are powerful. The Commandant constantly attacks at the Airheart Empire to gain more and more test subjects.
-The final third is pure wilderness what the locals call "The Deep Jungle", wierd energies have transformed and disfigured the wildlife to dangerous and deadly forms. Giant Laser Bats and Miniature Explodaphants are common sights in the Deep Jungle. It is here that the World Watcher calling herself Gaia has set up her crystal laboratories.

Without their Airplane its up to you what kind of encounter you want to place here. Essentially this encounter sets the tone for the Island and allows the heroes some quick hero points.

- A scream from nearby alerts to the heroes that something is amiss. 60 feet away in the dense jungle a group of Aryan mutates carry a hapless young woman towards Commandant Zerstörung's territory. (Use Thug statistics but describe the gun blasts as bone shooting from their mouths, or something equally disturbing and Lovecraftian). Afterwards the girl leads the heroes to her village where in thanks the village's best guide (the girl's fiance) offers to lead the heroes to the crystal palace through the Deep Jungle.

- A group of Airheart imperial savages are attempting to take down a Mastadon (use Elephant statistics but add +2 to its damage and -2 to its attack). If the heroes help the savages become friendly and their best guide and tracker offers to lead the heroes through the Deep Jungle towards the crystal palace.

Shavuti the Guide Use Soldier statistics but Assault Rifle is replaced with a Bow, he lacks grenades and the body armor is made of dinosaur hide. The guide also has Survival +10.


The Crystal Palace (BIG FINALE)
Great Jagged Crystals seem to jut from the jungle soil, broken trees and branches attest to the newness of the structure. It looks as if it sprung up suddenly. The crystals themselves seem to glow with a strange energy all of which seems to flow into the central crystal pillar.

Surrounding the Crystal palace are robotic sentries called DOGs (Digitally Organised Gadgetbots). They look everything like bipedal anubis robots.
DOGs Use Robot Statistics, Give them Notice +6 and Supersenses (Heat Detection, Scent, Sonar).

Inside the Crystal structure lines of quartz wiring all seem to lead to a central location. Inside which the creature that has been calling itself Gaia is working on its greatest creation. The characters interrupt the alien while it is reporting to its master.

"What have you to report Watcher Gizmo?" The pleasant female electronic voice asks, from the giant screen. Shown on the screen is nothing more than a giant brain.
"Phase 2 is nearly complete. A creature composed of planetary elements and life energy has been created. All that remains is to program and awaken it and the people of Earth will be damned by their own guilt!"
The Giant Brain pulses briefly:
"Query - Is planetary avatar capable of destroying the humanform type - Heroes?"
"Most definitely, the planetary avatar is capable of transforming into and controlling every Earthen element. The filthy huuumans will be destroyed within a single Earth year by this unstoppable being of pure elemental malice. Once I of course program in the malice."
The Giant Brain pulses again.
"This avatar creature poses no threat to intergalactic peace?"
"Of course not! Since it was created with human life energies when the last human is dead it will destroy itself. The plan is flawless."
The Giant brain briefly pulses.
"We concur. If successful you shall be promoted to System Watcher ELSE phase 3 must begin and you will be demoted to Molecule Watcher."
"I will not fail Megabrain," says Gizmo, as the Brain disappears of the screen.


In a crystal tube in the center of room is a vague female form, she seems to be coloured in tones of light blue, deep red and grass green. Gizmo is programming the woman with images of human violence, depravity and destruction.

At this point the heroes need to act and fast.

Tactics and Development: Gizmo doesn't want anything interfering with the programming of the planetary avatar. If the heros make themselves known then he immediately calls 3 DOGs per hero to his aid. Which come from entrances all around the room. The DOGs replenish once every 3 rounds until 30 DOGs are destroyed or the players shut off the alarm system on the computer with a DC 20 Computers check.
Reprogramming the computer to change the planetary avatars programming requires Computers checks - Use the Diplomacy Table to determine success, the avatar starts at hostile towards humanity. The check requires a full round action and the characters have 5 rounds before the avatar awakens.

Watcher Gizmo Use Mad Scientist Statistics.

After the planetary avatar awakens the fight changes. If the characters succeeded in reprogramming the Avatar then she awakens and attempts to aid the heroes in capturing Gizmo.
If the avatar awakens hostile then she attempts to destroy the heroes and Gizmo. Because she is just awakened and the heroes prevented the mass suicide in deep City she is only at around PL 13.

Use the Elemental Controller from the Front of the M&M book (add +3 to attacks and damage) and also give her Alternate Forms (Any Elemental). If the planetary avatar is killed she dissipates into hundreds of beams of elemental energy which explode outwards and drag the entire Island into the real world.

Concluding Part 2
With Watcher Gizmo's plan stopped and the avatar either destroyed or reprogrammed the heroes have prevented yet another global assault and possibly have a new ally.
The Avatar helps the heroes leave the island as she has a 'natural sense' of her home plane and the heroes arrive safely in the middle of the desert somewhere in Australia.

General Thunder of course wants to know everything that occurred on The Lost Island and wants to interview the avatar herself before she decides on whether the girl can be trusted or not. Either way the Avatar likely sees the heroes as surrogate 'parent' figures. How she reacts to being the container for hundreds of sacrificed souls is up to the GM to determine.

The World Watchers have had enough of Earth and its human threat. They tried to lessen the impact by destroying only humanity and its signs of civilisation, but that has failed. The Megabrain means business, the world will survive a massive global volcanic disaster. Life deep within the oceans will have millions of years to re-evolve into a more peaceful species ready to greet the universe with a peaceful and ecologically friendly civilization.

If the heroes thought they saved the world they are in for a rude shock.
"What a man does for pay is of little significance. What he is, as a sensitive instrument responsive to the world's beauty, is everything!" -H.P. Lovecraft

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Postby Libra » Wed Sep 26, 2007 7:02 am

Groovy stuff Nighthunter! :D
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Postby nighthunter » Fri Sep 28, 2007 5:44 am

Thanks Libra.

Tomorrow night I'm putting up part 3. Then I'm going back and putting in new stats for all the World Watchers. I have some nifty ideas, but when I write adventures I hate having to stop and stat.

Anyway each part of the adventure can be used on its own or as part of a campaign arc. I'm going to be making some modifications and using it as the opening arc for a campaign in a couple of days time. Colour me psyched!

Incidentally does anyone know of any free PDF making software? I'm thinking after I finish making this adventure I'll put some art together give it a spit shine and make it available for free. That is if anyone would be interested in a free epic adventure filled with natural disasters, space aliens and the birth of a sexy new superhero.
"What a man does for pay is of little significance. What he is, as a sensitive instrument responsive to the world's beauty, is everything!" -H.P. Lovecraft

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Postby Libra » Fri Sep 28, 2007 10:40 am

That is if anyone would be interested in a free epic adventure filled with natural disasters, space aliens and the birth of a sexy new superhero.


We're on the Atomic Think Tank. Enjoying that sort of thing is probably mandatory. 8)
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Postby nighthunter » Sat Sep 29, 2007 8:02 pm

Ugh, hung over.

Part 3 monday.
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Postby Libra » Sun Sep 30, 2007 8:46 am

That's why I don't drink alcohol. 8)

I can't wait to see what you come up with next Nighthunter. :D
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Postby nighthunter » Mon Oct 01, 2007 4:29 am

Neither do I, but I usually end up with a headache due to the late night drunk-shepherd duties.

Anyways. Turns out I'm a liar, last part will be up Tuesday, but it might still be Monday somewhere in the world so maybe I'm not as big a liar as I say I am. But then how could you believe me, I already admitted to being a liar.
But if I admit it and its the truth does that not make my statement false.

In conclusion! Someone saying: "You couldn't eat 2 pizzas" is not a challenge and you should at avoid attempting to prove them wrong at all costs.
"What a man does for pay is of little significance. What he is, as a sensitive instrument responsive to the world's beauty, is everything!" -H.P. Lovecraft

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Postby mancerbear » Mon Oct 01, 2007 4:31 am

I'm happy to wait NH.. this is quite good stuff.

Cheers
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Postby Libra » Mon Oct 01, 2007 7:40 am

I'm not happy, but I'll still wait. :evil:

( :wink: )
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Postby Rubber Baron » Mon Oct 01, 2007 4:19 pm

Libra wrote:I'm not happy, but I'll still wait. :evil:

( :wink: )


There's a choice?
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Postby Libra » Tue Oct 02, 2007 2:20 am

No, no there isn't. The temptation is too much! :P
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Postby Bravo » Tue Oct 02, 2007 3:36 am

Might as well chime in too - very much looking forward to the 3rd and final part of this outstanding adventure.... Cheers
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