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Traps, Traps and more Traps

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Traps, Traps and more Traps

Postby NightJim » Mon May 09, 2011 8:48 am

OK guys, our current GM has had to bow out at the last minute due to other concerns and our time gaming together now has an end date the honour has fallen on me this week to run my usual campaign in order to bring the finish line closer.

This is an adventure I've had in my head for ages, but I kept delaying the actual running of it for other concerns and lack of planning. Now in just about 24 hours I'll be finally letting the players in. Part of it is that I have the team's base taken over by nanobots and the team have to fight their way into the centre to get to the source of their power (a former colleague).

My problem is, what are the problems they face and how to replicate them in game? I've got a couple of ideas but nothing game worthy yet. Any suggestions?
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Re: Traps, Traps and more Traps

Postby Corebrute23 » Mon May 09, 2011 9:29 am

Lazer grid defense similar to numerous spy movies? You know, the super hot lazers aranged in such a way that if you touch it you die, so you have to move very carefully. Dex checks, but deflection works too. Especially when you get the cybernetic swarm of mosquitos to chase them, they have to turn the lazers against them/run faster.

Nanobot copies of their most powerful/infamous enemies, making it harder for them to figure out who is doing this. Or even make it copies of the characters themselves.

Various civilians kidnapped by the nanobots, while others are cloned by nanites. The heroes have to figure out which are the real ones, and which aren't (getting more RP interaction with the NPCs, and see how well they really know them).

Have the heroes designed any security systems for the place, or taken any doomsday weapons from villains? Use those against them, even turning the devices themselves into robots. "Oh no Dr Malevolence's time machine is shooting tricerotops at us!" "Is it Thursday already?"

That's about all I got. Let me know if it was helpful.
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Re: Traps, Traps and more Traps

Postby FuzzyBoots » Mon May 09, 2011 9:38 am

Go to GImmick's Gadgets on the Mutants and Masterminds site and look at the free 2E adventures, specifically The Trouble with Toys. There's a section near the end where the heroes get stuck in a maze full of traps. It ought to give you some concrete ideas.
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Re: Traps, Traps and more Traps

Postby NightJim » Wed May 11, 2011 6:36 am

Thanks Fuzzy Boots. I ended up just ripping that whole maze out of Trouble with Toys since it seemed to fit perfectly.

However, we didn't even get to that point, the characters were about to reach there when we ended. Corebrute's lazer grid and nano-swarm is going to feature as well.
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Re: Traps, Traps and more Traps

Postby Corebrute23 » Wed May 11, 2011 9:39 am

Terrific. Be sure to tell us how it goes. I'm not saying do a detailed write up but...it wouldn't be unappreciated. ;)
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Re: Traps, Traps and more Traps

Postby insaniac99 » Thu May 12, 2011 10:42 am

Corebrute23 wrote:Terrific. Be sure to tell us how it goes. I'm not saying do a detailed write up but...it wouldn't be unappreciated. ;)

I'd be interested as well.
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Re: Traps, Traps and more Traps

Postby NightJim » Wed May 18, 2011 9:36 am

As requested, here's the groups attempt at the trapped area from Trouble With Toys. I've included a little bit before it for setting. For the whole story go to:
http://www.obsidianportal.com/campaign/ ... the-robots

Now quick break down of the team:
M0-HAWC - Think Mr T becomes the Rocketeer, because that is exactly the character. Although Mr T is slowly becoming Samuel L. Jackson these days.
Filament - M0-HAWC's new sidekick, the player also uses him for comedic effect quite a lot.
Psyman - Team's psyhic and TK, also the longest serving member and tends to be de-facto leader
Soyuz - an elemental and an actor who doesn't like to be wrong
Xeo - newest member of the team, ice manipulator and slightly violent PI

Link and Captain Education - were once a PCs now NPCs. Basically they're now the support team in the field. Link used to have nanites that formed armour around him. When the player left we had his nanites infected with a virus, which I promptly turned into a plot point for the rest.

The team set course back to Dominion City and the Mansion to drop the jet off before facing Technocrat. As they fly towards the hangar, nothing happens and the door refuses to open. Psyman just manages to pull up at the last minute, no answer comes through when trying to radio someone inside and Psyman’s ESP won’t penetrate into the main facility. They let the other team members know that the mansion has been compromised and they’re looking into it. Filament and Xeo get out in the grounds and make their way to front door, Psyman flies to the hangar where he and Soyuz get out and manage to slip through a gap in the door. The plane climbs to high altitude where M0-HAWC also climbs out and circles waiting to fly to Filament and Xeo’s aid if needed or to take an alternate route.

Once in the hangar, Psyman and Soyuz realise that the room looks different to when they left a few hours ago. Touching the wall Psyman found his hand being enveloped by the metal. Soyuz was able to blast him free, but he noticed that the other walls were closing rapidly in on them. The two make a dash for the door and they just make it through as the room slams together.

Xeo and Filament are quickly targeted by the newly installed defense system but they are able to over come the sentry guns in no time. Not waiting around the two kick the main door down and make their way to the secret elevator located near the kitchen. Just as they are about to reach it they are attacked a construct made up of kitchen appliances. Xeo is able to disable the fridge that was sitting at the centre of the machine and the construct went down quickly after that.

Seeing Xeo and Filament enter the mansion, M0-HAWC heads for the garage that has the vehicle elevator leading to the workshop. With the garage door locked Ruckus’ takes the quick way to open and activates one of EMP grenades. Unfortunately, this also disables the elevator and M0-HAWC is left taking the service ladder.

PART 2
Reaching the bottom, M0-HAWC is faced by his own van whose engine starts, but before it can do anything he drops another EMP. Heading out the door he finds himself at the opposite end of a corridor to Psyman and Soyuz, the corridor is criss-crossed with lasers and another corridor heading for lift at the middle of the one they are stood in. Soyuz hears a buzzing behind them, looks behind to see a swarm of metallic insects heading for them, shouts run at Psyman and takes his liquid metal form to get through the lasers unharmed. M0-HAWC, confused at the sudden urgency of his team mates, he is shocked when he is enveloped by bugs at his side too. Acting quickly he drops his last EMP, taking out the swarm and quite a number of the laser on his side as well. He heads off as quickly as possible towards the other corridor.

The three of them round the corner, Psyman smacking the call button for the elevator with his TK to make sure it was ready and waiting. It opens to reveal a rather shocked looking Xeo and Filament, and the other three pile in and close the door before the swarm can catch them up.

The lift opens up on what should be the main floor of the underground facility, but they are faced with a layout none of them have seen before, with the option of taking eight different corridors. Before they can step out of the elevator M0-HAWC manages to receive a signal from the Jet indicating that there are unknown contacts heading for the mansion and will get there in three minutes. Deciding the quickest way to cover the ground they split up, each taking a corridor. Soyuz, Filament and Xeo find mazes of corridors, while Psyman comes into a large open space with five combat droids in it that immediately open fire on him. He calls out to the others to help him out but only M0-HAWC who’d picked a corridor that was a dead end was able to make his way to him straight away and the two took out the robots with little trouble. The other three members manage to get to the room just as the fight finishes.

The team are faced with five directions, one of which is blocked off by a huge stone slab. Deciding that this was clearly hiding the correct way, Psyman drags the block out the way with his TK revealing a bottomless pit behind it and a door on the other side. Psyman heads over but is unable to get the door to open. Xeo forms a bridge for the others to cross but the nanites start breaking it down, though it looks like it’ll hold for a short time. Soyuz and Filament decide to go investigate one of the other corridors but just find another maze. Xeo’s unable to get the door to open and in frustration Psyman fires at it, knocking it off it’s hinges. Inside they find Link suspended in some sort of field, a machine in the corner and Half Life and Captain Education attached to a wall. M0-HAWC and Soyuz fly across to join them while Filament keeps looking in case they’ve missed something.

M0-HAWC realises that the machine in the corner is actually the shield generator that is keeping Link, Psyman mentions destroying it, but M0-HAWC advises against it, as the shield generator might not be to keep Link in but the nanites out. Meanwhile, Filament has come across a corridor full of lasers, and the only hope that was to crawl through it. However, Filament reasoned that lasers are simply heat, and he's immune to heat. Unfortunately he was mistaken and burnt himself. (the player forgot his immunity was simply to the enviroment condition and not the damage type.

They manage to revive Education who explains that shortly after the others left Zelda started acting strangely, then Link was totally cut off from his nanites. He was trying to reestablish that when everything went crazy and Education lost conciousness. Making a decision M0-HAWC disables the shield generator. Link falls to the ground, moaning in pain and shouts for a computer. Soyuz hands him a PDA and Link quickly gets Zelda to form out of the floor. He jams his hand into her face which slowly crawls up his arm, resembling his old armour. He declares he’s got control of the nanites and when he’s told of the incoming robots he also manages to get the defense system back up and running with just under 30 secs left on the clock.

Link asks how the investigation went but the others look at him in disbelief as how he lost control seems more important. He explains he has a theory, checks something on the PDA and states that the signal that was received before everything kicked off was an activation code for the virus he caught when they first fought the Technocrat, luckily the information gained from their future selves had caused him to build in a lot more saftey measures.



The team actually got through the maze in just over a minute, but when Captain Education started talking they got into a big debate, all in character. Feeling this was going against the time limit
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