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  1. - Top - End - #1
    Bugbear in the Playground
     
    OrcBarbarianGuy

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    Default M&M 2e Tower o' Power

    Hello and welcome, thank you for your patience. I look forward to playing with you all and I hope you enjoy the campaign!

    It’s a bright, shining morning in Grid City. People are bustling to and fro, leaving their homes and joining their efforts together in the harmonious thrum of efficient toil.

    Wearing his unique dark blue autographed Professor Plasma t-shirt, intrepid explorer Geoffrey Erickson returns from his latest adventure, this time in the heart of African jungle, to visit his long-time best friend, the aforementioned Plasma. The two have enjoyed many escapades around the world, from the cold wastes of Antarctica to the burning sands of the Sahara. The two have battled some of the worst in the world, from Netheros the Black, against the trio of bandits known as the Fangs, to Silver Dragon’s nemesis the Baboon.

    Pulling off of the Electron Freeway, Erickson can see the Tower of Power clearly up ahead, the monument to all of Plasma’s genius and greatness, a gift to the peoples of Grid City. Free clean power flows from the tower to any who want it, along with a place of employment for over 300 researchers, scientists, janitors, and heroes. Triangular in appearance, the only way for anybody to access it is via the three sky-rails that connect to entrances on the 80th floor.

    Unaware that the traffic light has died, a tractor-trailer runs the intersection, abruptly and permanently ending Erickson’s happy reminiscence.

    All across the city, the vital power stutters and fails, causing countless accidents and trapping thousands in their homes and offices. The back-up power in hospitals and fire stations slowly but surely begins counting down towards oblivion.

    With a loud clang, the three doors to the tower lock shut, and Grid City grinds to a screeching halt.

    It doesn’t take long for the city’s resident thugs and criminals to take advantage of the situation, looting banks and stealing from the innocent with nary anyone to stop them.

    A desperate cry goes out from Grid City to all the heroes of America: “Can someone, anyone, come and save the city?”

    Many answer the call, but few get far in solving the mystery, thwarted by the Tower’s still-active defenses and the need to police the rampant crime rate. Some return to their homes, called away to answer their own crises.

    Some die before they can ever make it home.

    Elsewhere in the nation, five heroes heed the call and journey to Grid City to see if they can save the day!

    You can narrate how and when you hear the distress call and how you respond to it. Feel free to embellish as you see fit.
    Last edited by Julian84; 2012-07-10 at 10:42 PM.

  2. - Top - End - #2
    Ogre in the Playground
     
    HalfOrcPirate

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    Default Re: M&M 2e Tower o' Power

    "Mom, I am going and that is final. I have something that Grid City needs and it is my duty to give it," Jonas shouts at his mother as she is brought to tears. She fears loosing her son to the dangers the unruly city will provide. It has been only days since the distress call was given, calling for the nation's heroes. Jonas knew only that he had something to provide and felt that it would only get worse for others if the trouble wasn't stopped in Grid City.

    That afternoon he grab a bag packed with a few clothes and his "costume." He hustled to the end of town and then started leaping across the landscape in large bounds. Jonas felt that he could get to Grid City faster by bounding through the countryside than by taking a bus. After a short time of hopping, Jonas came to a stop shortly outside the city. He then changed into his hero costume and put his bag on his back. "Where do I even start," he mutters to himself.

    Walking through town he heads toward the tower, hoping that when he gets there he will be able to do something.
    www.eldeberon.com

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    Yuri

  3. - Top - End - #3
    Barbarian in the Playground
     
    RedWizardGuy

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    Default Re: M&M 2e Tower o' Power

    Aden at on the ledge of a skyscraper looking across his city. Years had past quickly while he had struggled to return to this world. He returned to this realm with powers and became known the hero Soul Fire. The city had changed in the four years he was dead. Now Earl was dead, but it was likely the bastard would be back. His city was finally safe from those demonic forces. Crime was down and things were turning quite good for this place.

    When Aden came to be told of the troubles in another city he knew it was his duty to help. Without a secret identity Aden had no real need of costumes or to hide. So indeed he flew at full speed towards the Grid leaving a trail of heat less blue and white flame behind him as he flew faster than at least commercial flights.

  4. - Top - End - #4
    Troll in the Playground
     
    Lizardfolk

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    Default Re: M&M 2e Tower o' Power

    Argus Rustman answers his phone at his office to hear a dame's voice at the other end. It's always a dame. It was the mayor's secretary, the mayor wanting to get help for kooky business going on at that nutty tower.

    Putting on his trench coat and fedora, Argus the turns to his partner.

    "Lets go Karl, we'll take the autogyro We have work to do."

  5. - Top - End - #5
    Bugbear in the Playground
     
    OrcBarbarianGuy

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    Default Re: M&M 2e Tower o' Power

    Stanleyindraven - As you move through the city you see the tell-tale signs of chaos and crime. Some citizens absent-mindedly walk down the street, some trying to clean up some of the wreckage, some simply trying to remove themselves from the situation.

    Continuing onwards, you come into a main plaza on the east side of the tower, wherein you see two brightly-clad combatants swinging blows at each other. You recognize one, Helix, as a villain who terrorized Las Casas only a year ago, though you don't recognize his opponent. Suddenly, Helix lands a mighty blow, sending the other fighter flying straight into a large statue of Professor Plasma, pushing it to the teetering edge, threatening to crush innocent bystanders below!

    At the same time Helix begins edging towards a side street that will let him get safely away. What do you do?

    Strainseir - You arrive in Grid City to find it in absolute disarray. Cars overturned, buildings smashed, and dazed people everywhere. As you fly over you can sense multiple sources of magic, some seemingly benign, others filled with lethal intent. As you follow one lead, you see police cars weaving through the wreckage in the streets to intercept one of those magical sources. Do you follow?

    Lizard Lord - Karl nods and you ascend the stairs to the top of your building, where the autogyro awaits.

    Karl turns to you grimly. "With the power outage, we have to be careful about not draining the power pack on this thing, so we shouldn't rely on it." He climbs into the pilot's seat. "Where to? The Mayor's office? Or the tower?"

  6. - Top - End - #6
    Ogre in the Playground
     
    HalfOrcPirate

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    Default Re: M&M 2e Tower o' Power

    "The Fist" will leap into action and grab the statue, trying to push it into a safe position. Once it is more or less secured he will look at the other 'hero' and then toward Helix. "Stop right there," he will shout across the courtyard.
    www.eldeberon.com

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    Yuri

  7. - Top - End - #7
    Barbarian in the Playground
     
    RedWizardGuy

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    Default Re: M&M 2e Tower o' Power

    The lethal intent draws him in like a magnet. He flies towards it but he stops at every car or rubble along the way to see if there is anyone that is trapped. If they are capable of being torn free by his strength he will go insubstantial and pull them out. This will continue until he eventually finds the lethal magic so that he might gaze upon it's source.

  8. - Top - End - #8
    Bugbear in the Playground
     
    OrcBarbarianGuy

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    Default Re: M&M 2e Tower o' Power

    Stainseir: You don't see any civilians in need of rescue. Following the lead, you fly into a square plaza, where you see someone pushing a statue back into place. Across the plaza is a black-haired man with a long face wearing an odd white and blue costume. The magical entity is definitely here, but the presence is so oppressive you cannot tell who the source is.

    Stanleyindraven:You manage to push the statue back into place with minimal effort, though it's wobbling a little more than you might like. (You can notice check if you want, DC 10 on whether or not you see Strainseir's arrival.) Anyhow, as you glance to the hero who hit the statue, you see that he is dead, his chest caved in and a look of shock pasted on his face.

    Across the plaza Helix laughs menacingly. "Really boy? After what I did to Captain Chrome, you want to take me on?! Alright then." He chuckles low, and his body suddenly ripples and grows, muscles stretching and distorting. He is now twice as tall as you, his biceps as thick as your chest, a wicked smile slashed across his face. "Come on then! LET'S FIGHT!" (Make a knowledge: current events check, along with an initiative check)
    Last edited by Julian84; 2012-07-14 at 06:54 PM.

  9. - Top - End - #9
    Titan in the Playground
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    Default Re: M&M 2e Tower o' Power

    "Finally," Joe muttered to himself as he finally found a parking space.

    FINALLY, said the constant voice of the angry god. THIS WASTE OF TIME CAN GET STARTED.

    It had been a long trip to get to Grid City, made all the worse when he actually made it to the city itself and the traffic was a crawl. It had been hours until he found a place to hide his car where hopefully no one would loot, steal, or destroy it.

    Ok Joe, here we go, he thought to himself as he turned to the back seat of the car and reached for the Spear. Here, I can do some good.

    BAHH, WE SHOULD BE USING THIS CHAOS TO CONQUER. THEY ARE WEAK, THE WILL BE FORCED TO KNEEL BEFORE THE MIGHT OF A GOD.

    For the thousandth time Joe fought the wrath of the god as his hand touched the spear, and for the thousandth time he emerged triumphant. The Warlord stepped out of the car and started to head for the tower.
    Last edited by Dienekes; 2012-07-15 at 12:19 AM.

  10. - Top - End - #10
    Bugbear in the Playground
     
    OrcBarbarianGuy

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    Default Re: M&M 2e Tower o' Power

    Dienekes: There is little to impede your progress to the tower. You perhaps notice police cars whirring past you to some emergency or another, or citizens trying to repair what they can, but for the most part everything is quiet and at peace.

    And finally, you reach the Tower. Constructed from an odd blueish grey plate metal, the tower now seems to be more an imposing monolith than a beacon of hope. High above on the eightieth floor, you can see one of the entrances and the skyline that connects it to a junction a few miles behind you. The cablecars aren't moving, but someone could possibly shimmy up the wires.

    As you stand there, you feel an odd presence. (Notice check)
    Last edited by Julian84; 2012-07-16 at 07:51 AM.

  11. - Top - End - #11
    Ogre in the Playground
     
    HalfOrcPirate

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    Default Re: M&M 2e Tower o' Power

    Knowlege CE (1d20+8)[25]
    Notice (1d20+9)[17]
    Initiative (1d20+2)[7]


    "I am not afraid of you. You will be brought to your knees," The Fist shouts at helix.
    www.eldeberon.com

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    Yuri

  12. - Top - End - #12
    Titan in the Playground
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    Dec 2008

    Default Re: M&M 2e Tower o' Power

    Notice check
    (1d20+16)[22]

  13. - Top - End - #13
    Troll in the Playground
     
    Lizardfolk

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    Default Re: M&M 2e Tower o' Power

    "We will be heading straight to the tower. The autogyro should take us to the 80th floor were we can get in."

  14. - Top - End - #14
    Bugbear in the Playground
     
    OrcBarbarianGuy

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    Default Re: M&M 2e Tower o' Power

    Stanleyindraven: You notice another hero enter the plaza behind you, though you aren't certain who he is. You should be glad for the help though, because you just remembered that when Helix was terrorizing Las Casas, it took five heroes to bring him down.

    And he just won initiative.

    Helix charges you with a roar, but you manage to jump out of the way at the very last second. Your turn.

    Dienekes: For a second you think you see a wavering image, but it quickly disappears. Overhead, an autogyro comes into view.

    Lizard Lord: Karl nods and finishes the pre-flight check. "A'right, but let's be careful, the tower still has defenses running hot from what I've heard."

    The autogyro takes off and wheels towards the tower. As you approach the platform, though, two turrets pop out and pivot towards you.

    Karl gulps. "Uh-oh."

    The turrets fire, deadly red rays arcing towards you. "BRACE FOR EVASIVE MANEUVERS!", Karl shouts.

    He arcs over and around the beams like a pro, but more turrets are popping out.

  15. - Top - End - #15
    Troll in the Playground
     
    Lizardfolk

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    Default Re: M&M 2e Tower o' Power

    "Listen kid, you need to try and those things down. I can fly this thing if ya need me to."



    Spoiler
    Show
    Karl will use comprehend machines to convince the turrets we are on there side. Not sure if this would be a bluff (in which case Karl can use disable device) or a diplomacy check (in which case I use the computers skill). If it can be either or I will choose bluff since Karl has more ranks in disable device.

    If Karl can't fly the plane and use comprehend at the same time Argus can use his Jack of All Trades feat and fly it himself, but only if Karl can't do both since he is the better pilot.

    Disable device: (1d20+11)[14]
    Computers:(1d20+5)[10]
    Argus's Pilot: (1d20+3)[15]
    Karl's Pilot: (1d20+9)[17]

  16. - Top - End - #16
    Barbarian in the Playground
     
    RedWizardGuy

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    Default Re: M&M 2e Tower o' Power

    Initiative (1d20+3)[10]
    Attack (1d20+11)[24]

    Soulfire watches for just a moment until he decides to join in the battle. Flying into range his outstretched arm suddenly turns into a torrent of blueish-white flames in the shape of a clawed hand streaming outward over four hundred feet headed right towards Helix.

  17. - Top - End - #17
    Ogre in the Playground
     
    HalfOrcPirate

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    Default Re: M&M 2e Tower o' Power

    "You will not win Helix," The Fist calls out.

    The Fist will then throw his fist at Helix, hoping to land a solid hit.

    Attack(1d20+15)[29]
    Last edited by stanleyindraven; 2012-07-17 at 07:11 AM.
    www.eldeberon.com

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    Yuri

  18. - Top - End - #18
    Bugbear in the Playground
     
    OrcBarbarianGuy

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    Default Re: M&M 2e Tower o' Power

    Strainseir: Your white fire leaps forth from your palm and smashes into Helix, blasting him into the tilestone.

    Toughness fail by 6 - Helix is now bruised and stunned.

    Stanleyindraven: Even throwing all of your strength into that punch, Helix barely notices it. "W-when I get back up, I'm going to put you in a world of hurt!"

    Since Helix is stunned, we skip his turn. Strainseir, you can make another action, then it is Stanleyindraven's turn.

    Lizard Lord: "Alright, take the wheel!" Karl shouts. He reaches a hand out towards one cluster of turrets, concentrating hard for a few moments.

    The turrets stall for a second, then fire again.

    Taking your earlier pilot check into account, a few shots manage to hit you. Your autogyro's toughness fails by four, putting a dent in the hull.
    Last edited by Julian84; 2012-07-17 at 09:01 AM.

  19. - Top - End - #19
    Barbarian in the Playground
     
    RedWizardGuy

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    Default Re: M&M 2e Tower o' Power

    Soulfire Suddenly changes everything but his hands become insubstantial. Those he wraps in the same flame and comes flying at Helix with his full flying speed of 500 miles an hour Slamming his fist into Helix not only with with his Flaming soul but with his mighty fist.

    Attack(1d20+11)[29]
    Last edited by Strainseir; 2012-07-17 at 05:22 PM.

  20. - Top - End - #20
    Bugbear in the Playground
     
    OrcBarbarianGuy

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    Default Re: M&M 2e Tower o' Power

    Quote Originally Posted by Strainseir View Post
    Soulfire Suddenly changes everything but his hands become insubstantial. Those he wraps in the same flame and comes flying at Helix with his full flying speed of 500 miles an hour Slamming his fist into Helix not only with with his Flaming soul but with his mighty fist.

    Attack[roll0]
    Your soulfire strike damage is 20, and since you have the mighty feat that's....+7... You don't have sufficient space to use your flight ranks for damage, look up the full action Slam on page 158. Basically, you'd have to move 5000 feet backwards first, and then attack.

    So. That's 27 damage with a 29 to hit.

    He fails his toughness by 19. Alright, combat teaching moment is over.

    ---

    Strainseir: You hurtle into the reeling Helix with destructive force, blasting him back into the tilestone he had barely managed to climb out of.

    This attack causes a large shockwave, destroying most of the plaza in an instant. The blast triples the size of the crater and knocks you both straight through into the sewer below.

    Helix is unconscious.

    Stanleyindraven: Make a reflex check, DC 20.

  21. - Top - End - #21
    Barbarian in the Playground
     
    RedWizardGuy

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    Default Re: M&M 2e Tower o' Power

    (( OOC: I was just doing the flight for Ascetics sorry I should have mentioned that. ))

  22. - Top - End - #22
    Barbarian in the Playground
     
    RedWizardGuy

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    Default Re: M&M 2e Tower o' Power

    Soulfire Looks to this supervillian that moments before had killed a hero, and most likely would again. Slowly stretching his hand out he spoke the words," Whoso sheddeth a man's blood, by man shall his blood be shed." Before unleashing his fiery soul upon the villain.

    IF needed I will roll attack

    (1d20+11)[16]

  23. - Top - End - #23
    Bugbear in the Playground
     
    OrcBarbarianGuy

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    Default Re: M&M 2e Tower o' Power

    Uh... No... that's called a coup de grace. Instant critical hit, so... 25 damage for a 40 toughness DC.

    Strainseir:

    The fire leaps from your palm, burning Helix away until he is but ash. Slowly, the pooling water carries him past you into the depths of Grid City's underbelly.

    You can take a break until Stanleyindraven posts, he's needed before we can continue this part of the plot.

  24. - Top - End - #24
    Titan in the Playground
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    Default Re: M&M 2e Tower o' Power

    What is that thing? Joe raises his hand to shield his eyes from the sun as he looks up at the autogyro, and watches as it gets attacked by the turrets. Unfortunately there was not much he could do to help the flying contraption.

    With nothing left to do he continues to head toward the Tower of Power.

  25. - Top - End - #25
    Ogre in the Playground
     
    HalfOrcPirate

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    Default Re: M&M 2e Tower o' Power

    Reflex (1d20+7)[21]

    EDIT: OOC: Now that I seem to have passed the roll.

    The Fist will try to keep from being crushed by the surrounding rubble. Frozen in shock at seeing the fiery blast and then the burning of Helix, he was unable to object to the complete destruction of the villain.

    "Well, thank you, I guess. I am The Fist, and who are you," he says to the new hero with a sound of distaste evident.
    Last edited by stanleyindraven; 2012-07-18 at 07:59 AM.
    www.eldeberon.com

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    Yuri

  26. - Top - End - #26
    Bugbear in the Playground
     
    OrcBarbarianGuy

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    Default Re: M&M 2e Tower o' Power

    Dienekes: You're already there. You see no entrances, and the tower itself appears impregnable.

    Stanleyindraven: Not so fast.

    While you manage to leap out of the way just in time, the bystanders in the plaza weren't so lucky. Soulfire's attack destroyed most of the plaza and killed many of the innocents still inside.
    Last edited by Julian84; 2012-07-18 at 07:19 AM.

  27. - Top - End - #27
    Titan in the Playground
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    Dec 2008

    Default Re: M&M 2e Tower o' Power

    Joe looks around for possibly any windows or ledges he could grab onto higher up.

    Notice: (1d20+17)[18]

  28. - Top - End - #28
    Barbarian in the Playground
     
    RedWizardGuy

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    Default Re: M&M 2e Tower o' Power

    Soulfire Curses under his breath. He had not expected the area to have been so weakened. There were far to many casualties that were his fault. Going fully insubstantial he began to fly through the rubble trying to find anyone that might still be alive. At this moment he was just as bad as Helix.

  29. - Top - End - #29
    Barbarian in the Playground
     
    RedWizardGuy

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    Default Re: M&M 2e Tower o' Power

    (1d20+13)[29] notice

  30. - Top - End - #30
    Bugbear in the Playground
     
    OrcBarbarianGuy

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    Default Re: M&M 2e Tower o' Power

    Dienekes: There are no windows, or ledges, just smooth plates of metal all the way to the top. There are slight grooves between each plate, but one would have to be a pretty excellent climber.

    Strainseir: There are multiple people trapped in rubble around you. As you go and begin the rescue effort, you are bathed in a soft golden light. Motes of sparkling gold dust fall around you, though you seem the be the only one who sees this.

    A voice booms through your head. "Soulfire. 'Who so sheddeth a man's blood, by man shall his blood be shed'. Your words, Soulfire. Hypocrite. You bear great power of realms beyond mortal reckoning, and we are displeased with your use of it. Know this, 'hero', that if you shed the blood of an innocent again, the Highest will judge you unworthy, and act accordingly. Keep your path, or lose your soul forever."

    The golden light fades, and you return once again to the grim reality around you. Police cars are screeching to a halt at the edge of the devastated plaza. You rescue the last of the survivors, but they're in pretty bad condition.

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