Our group is playing in in a variant HeroQuest game involving Elizabethan super-spies and superhumans in the 1580s, as the newly emerged 'gifted' begin to change the shape of Europe (as mentioned in an earlier post).
The Four have found themselves on the wrong side of Andrew Thomas, master psychic, and after a brief tussle at his London residence, they retreat to Whitehall while Thomas flees to his Hampshire manor house. Talking to Sir Francis Walsingham, Elizabeth's spy master and their boss, they discover that at least two of the bottle imps from the Tindall affair are kept under the palace of Whitehall as weapons of last resort. The bottle imps are insanely powerful superhumans trapped in bottles, djinn-style, and driven mad by the experience. They ask for, and receive, permission to take one bottle to use against Thomas. Janas van den Blenk (Alex's PC) also appropriates a Baconian musket with special ammunition from the guard on the bottle imp. There's nothing like a little extra fire power, don't you know.
While preparing to spherewalk to Thomas' home van den Blenk discovers the carriage with Thomas on the road, racing towards Hampshire (ah the advantages of a complete victory on the reconnaissance roll). The group decide to lay an ambush and place the bottle imp in the path of the oncoming carriage, cleverly disguised to avoid it being seen until it is too late. They retreat into van den Blenk's otherworldly 'purple-land', leaving the groups's ghost, Greville Fairbrother (Sam's PC) to watch the proceedings and call for reinforcements the moment the imp is released.
The carriage rattles into view, barrels along the road and strikes the bottle squarely, shattering it easily and releasing the imp in an almighty flash of light, accompanied by a devastating blast of heat and pressure. Once the smoke clears, all that is left is a 100' crater in the road, and assorted fragments of carriage and passengers. Standing in the middle of the crater is a perfectly featureless white figure. As the Four tumble through van den Blenk's portal the figure leaps from the crater and, pausing only briefly on the rim to get its bearings, shoots into the sky at tremendous speeds, disappearing from sight in moments, arcing like an arrow towards the coast and the English Channel. The sonic boom deafens all present.
Open questions remain about the white figure. I'm toying with the idea that Thomas transferred his mind into the assassin imp as he died, leaving a new super villain to deal with. The group got a Major victory on the assassination attempt, so there's a little room for a comeback. Having mentioned it here, I'm bound to receive representations from the players involving stout sticks and promises of beatings.
The players all seem to be expressing interest in expanding their characters' powers and range of abilities, which suggests that they're interested enough in the game to be thinking of future play. This lifts my spirits, but leaves me having to figure out what difficulties to throw their way next. I'm sure they'll come up with a few choice ones of their own, though, so I'm not too worried.
The Four have found themselves on the wrong side of Andrew Thomas, master psychic, and after a brief tussle at his London residence, they retreat to Whitehall while Thomas flees to his Hampshire manor house. Talking to Sir Francis Walsingham, Elizabeth's spy master and their boss, they discover that at least two of the bottle imps from the Tindall affair are kept under the palace of Whitehall as weapons of last resort. The bottle imps are insanely powerful superhumans trapped in bottles, djinn-style, and driven mad by the experience. They ask for, and receive, permission to take one bottle to use against Thomas. Janas van den Blenk (Alex's PC) also appropriates a Baconian musket with special ammunition from the guard on the bottle imp. There's nothing like a little extra fire power, don't you know.
While preparing to spherewalk to Thomas' home van den Blenk discovers the carriage with Thomas on the road, racing towards Hampshire (ah the advantages of a complete victory on the reconnaissance roll). The group decide to lay an ambush and place the bottle imp in the path of the oncoming carriage, cleverly disguised to avoid it being seen until it is too late. They retreat into van den Blenk's otherworldly 'purple-land', leaving the groups's ghost, Greville Fairbrother (Sam's PC) to watch the proceedings and call for reinforcements the moment the imp is released.
The carriage rattles into view, barrels along the road and strikes the bottle squarely, shattering it easily and releasing the imp in an almighty flash of light, accompanied by a devastating blast of heat and pressure. Once the smoke clears, all that is left is a 100' crater in the road, and assorted fragments of carriage and passengers. Standing in the middle of the crater is a perfectly featureless white figure. As the Four tumble through van den Blenk's portal the figure leaps from the crater and, pausing only briefly on the rim to get its bearings, shoots into the sky at tremendous speeds, disappearing from sight in moments, arcing like an arrow towards the coast and the English Channel. The sonic boom deafens all present.
Open questions remain about the white figure. I'm toying with the idea that Thomas transferred his mind into the assassin imp as he died, leaving a new super villain to deal with. The group got a Major victory on the assassination attempt, so there's a little room for a comeback. Having mentioned it here, I'm bound to receive representations from the players involving stout sticks and promises of beatings.
The players all seem to be expressing interest in expanding their characters' powers and range of abilities, which suggests that they're interested enough in the game to be thinking of future play. This lifts my spirits, but leaves me having to figure out what difficulties to throw their way next. I'm sure they'll come up with a few choice ones of their own, though, so I'm not too worried.
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I'm more interested at the moment in exploring the ramifications of the spread of superhumans and their effect on 16th Century Europe. I have this image of Bacon developing a moon-going vehicle using the combined powers of the Four. Fairbrother the ghost does EVA, Williams the telekinetic provides propulsion, Pringle the scanner is sensors while van den Blenk provides oxygen via a portal. I wonder how good a seal Tudor technology could produce.