Heroes Unlimited: Operation Übermensch

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Moderator: Augur

Heroes Unlimited: Operation Übermensch

Postby Augur » Tue Jun 28, 2016 5:55 pm

Heroes Unlimited: Operation Übermensch

Link for game invite: https://app.roll20.net/join/1494451/vWCHhg

Character Policy: As there are no pre-gens for this game, the character made by a player is playable only by that player and no NPCing of that character will be done by anyone. No duplication of character classes will be allowed. Each character should seem truly unique and special. First come, first served!

Character Creation:
    All characters start at 1st level.
    Insanities are not required.
    Skill and equipment selection is restricted by common knowledge & availability of the historic period: 1939.
    Character education level is random unless specified otherwise in the character class.
    Education Level Table
      01-10%: Street Schooled
      11-40%: High School Graduate
      41-60%: Military
      61-90%: Trade School or OJT
      91-00%: Military Specialist
      College (any level): restricted to Natural Genius and Immortal classes only.

All character submissions are to be posted here.

All other aspects of character creation are the same as posted here.

XP and Benny Tracker
0-3: 1st level
4-6: 2nd level
7-9: 3rd level
10-12: 4th level
13-15: 5th level
16-20: 6th level
21-25: 7th level
26-30: 8th level

Reynauld Becks: Magic Weapon: Pete 17 XP 14 bennies
Marcus "Deadwood" Davidson: Hardware: Weapons Expert: John 20 XP 5 bennies
John Jones: Psionic (Natural Psychic): Alex 8 XP 2 bennies
Earl Sauer: Physical Training: James 18 XP 4 bennies
Seamus Fitzalan: Immortal: Eric 11 XP 5 bennies
James Templar: Super Soldier: Alan 5 XP 5 bennies
Ian Fleming: Secret Operative: Nichole 19 XP 7 bennies
Wyrm: Minor Hero: Lindsy 9 XP 9 bennies
Jack Kilroy: Experiment: Steve 18 XP 6 bennies
Lee: Ancient Master: Tony 2 XP 3 Benny

Available for immediate play!
Nigel Farringdon: Hunter
Alge Howard: Mystic Study

Heroes Unlimited
  • 1st Level Players: may create/play a new character of one of the following classes:
    • Ancient Master
    • Hardware
    • Hunter
    • Magic
    • Minor Hero
    • Natural Genius
    • Physical Training
    • Psionics
    • Secret Operative
    • Super Sleuth
    • Supersoldier
    • Weapons Training
  • 2nd Level Players: have all the previous available options and also may create/play a Experiment or Mutant (human) class character.
  • 3rd Level Players: have all the previous available options and also may create/play an Empowered or Immortal class character.
  • 4th+ Level Players: have all the previous available options and also may create/play an Alien or Symbiotic class character.
    Power Categories Not Available
  • Bionics, Robotics, Super-Invention, Eugenics, Gestalt, Imbued, Mega-Hero
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Re: Heroes Unlimited on Roll 20

Postby Augur » Wed Dec 28, 2016 11:40 pm

Allied special operations command has some dangerous missions for a few special persons...

Operation Icarus: Mission Complete

Operation Goldenrod: Mission Complete

Operation Endzeiten: Mission Complete

Operation Homefront: Six months have passed since the Nazis began this war. Much of continental Europe has either fallen, declared neutrality, or else are locked in a fight for their lives. We've been conducting mostly covert operations in active combat zones and behind enemy lines up until now, but the Ministry of War has informed us that the Nazis have managed to return the favor, and are sending in air support to invade our island. Stop them!

Operation Heavy Water: Allied intel has discovered a secret facility located on a remote island in the Barents Sea. Why have the Nazis decided to build a submarine base there? What secrets are buried on the island? What threat to the allies could be awakened there? Intel needs answers, and the Allied heroes have to deliver.

Operation Iron Trident: Naval intelligence has discovered a well guarded anti-naval artillery battery located on the west coast of France. Can the allied heroes take it out in time to prevent the deaths of countless Marines?

Operation Eisenberg: Resistance fighters have reported a well-guarded structure located in the Carpathian Mountains. Allied command would like to know why the Nazis have decided to build it beside the ruins of an old Transylvanian castle? What do they seek beneath the castle?
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Re: Heroes Unlimited on Roll 20

Postby Augur » Fri Dec 30, 2016 10:09 am

Background

Early in the first world war, David Lloyd George died in an automobile accident, and H. H. Asquith resumed his earlier post as British Prime Minister upon the insistence of his Liberal Party. Under Asquith's principled leadership, conscription never occurred, but the Kitchener Army was expansive, totaling some three million fighting men. The war concluded when, after three years of brutal and devastating stalemate, PM Asquith negotiated a separate cease fire with the German Kaiser. Each of the other Allied powers quickly followed suit, and the war came to less bloody, but no less disillusioning end. The United States never entered the Great War as Woodrow Wilson was soundly defeated by incumbent President Taft when third party candidate, and former President, Teddy Roosevelt, was assassinated during the 1912 election season.

These events all set the stage for World War II.

The German government, under the rather incompetent leadership of Kaiser Wilhelm II, still fell at the end of the Great War, and due to social and political pressures the Weimar Republic was created. This government too, fell after a short, tumultuous existence from the effects of the stock market crash of 1929 and the ensuing economic depression which swept the still recovering German nation. A brief timeline of ensuing events follows:

1923
November 8/9 - Hitler's Beer Hall Putsch.

1925
July 18 - Hitler's book "Mein Kampf" published.

1926
September 8 - Germany admitted to League of Nations.

1929
October 29 - Stock Market on Wall Street crashes.

1930
September 14 - Germans elect Nazis making them the 2nd largest political party in Germany.

1932
November 8 - Franklin Roosevelt elected President of the United States.

1933
January 30 - Adolf Hitler becomes Chancellor of Germany.
February 27 - The German Reichstag burns.
March 23 - Enabling Act gives Hitler dictatorial power.
April 1 - Nazi boycott of Jewish owned shops.
May 10 - Nazis burn books in Germany.
July 14 - Nazi Party declared Germany's only political party.

1934
June 30 - The Nazi "Night of the Long Knives."
July 25 - Nazis murder Austrian Chancellor Dollfuss.
August 2 - German President Hindenburg dies.
August 19 - Adolf Hitler becomes Führer of Germany.

1935
March 16 - Hitler introduces military conscription.
September 15 - German Jews stripped of rights by Nuremberg Race Laws.

1936
February 10 - The German Gestapo is placed above the law.
March 7 - German troops occupy the Rhineland.
May 9 - Mussolini's Italian forces take Ethiopia.
July 18 - Civil war erupts in Spain.
August 1 - Olympic games begin in Berlin.
October 1 - Franco declared head of Spanish State.

1937
June 11 - Soviet leader Josef Stalin begins a purge of Red Army generals.
November 5 - Hitler reveals war plans during Hossbach Conference.

1938
March 12/13 - Germany announces 'Anschluss' (union) with Austria.
August 12 - German military mobilizes.
September 30 - British Prime Minister Chamberlain appeases Hitler at Munich.
October 15 - German troops occupy the Sudetenland; Czech government resigns.
November 9/10 - Kristallnacht - The Night of Broken Glass.

1939
January 30, 1939 - Hitler threatens Jews during Reichstag speech.
March 15/16 - Nazis take Czechoslovakia.
March 28, 1939 - The Spanish Civil rages on as a sort of proxy war precursor to open hostilities
May 22, 1939 - Nazis sign 'Pact of Steel' with Italy.
August 23, 1939 - Nazis and Soviets sign Pact.
August 25, 1939 - Britain and Poland sign a Mutual Assistance Treaty.
August 31, 1939 - British fleet mobilizes; Civilian evacuations begin from London.
September 1, 1939 - Nazis invade Poland.
September 3, 1939 - Britain, France, Australia and New Zealand declare war on Germany.
September 30, 1939 - Operation Pike is executed, bombing the oil fields of Azerbaijan in the Soviet Union, disrupting the oil supply to the Nazis, and cementing Soviet ties with Nazi Germany.
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Re: Heroes Unlimited: Operation Übermensch

Postby Augur » Fri Jan 06, 2017 8:15 am

Useful Info for the Warfighter

Ammo and Damage

Penetration Values
Penetration Values (P.V.) apply to the penetration of a round/bullet through materials other than soft flesh and clothes. The higher the number, the greater the penetration.
Penetration Values (P.V.)
    1. Poor: Deflects off bone
    2. Fair: Deflects off bone.
    3. Adequate: May lodge in bone
    4. Good: May break bone
    5. Very good: Shatters bone, wood, goes through cinderblock.
    6. Excellent: Shatters bone, wood, goes through 1/4 inch armor
    plate steel.
    7. Superior (.50 caliber): Goes through brick, thin metal.

General Damage Ratings
    1. Barely Adequate----1D6
    2. Fair----1D8
    3. Good----2D6
    4. Very Good----3D6
    5. Excellent----4D6
    6. Very Excellent----5D6
    7. Superior----6D6
    8. Light Machine Gun----1D4X10
    9. Heavy Machine Gun----1D6X10
    10. Heavier Caliber Machine Gun----1D6X10+10
Note: Both 9 and 10 will shoot through a car engine block.

Revolvers: Cartridges & Damage
(1) .22 Short, P.V. 1: Very little penetration. Little or no nerve trauma.
(2) .22 Long, P.V. 1: Slightly more powerful than the .22 short and the .25 (especially in long barreled guns). Better expansion properties of bullet results in greater tissue and nerve trauma.
Penetration is poor due to the soft mushrooming of the bullet which tends to disintegrate on heavy bone.
(3) .22 Long Rifle, P.V. 2: When used as a rifle round, the performance of this cartridge enjoys increased penetration.
(1) .25 A.C.P. (6.35 mm), P.V. 1: (Note: A.C.P. stands for Automatic Colt Pistol). Adequate for self-defense if shots are placed in the face, head, neck or body areas with no bones to deflect the small projectile, adequate penetration.
(2) .32 A.C.P. (7.65 mm), P.V. 3: Fair to good protection when used in a high capacity automatic. Decent penetration with little or no expansion, typical of the jacketed projectiles used in automatics.
(2) .32 Long (7.65 mm), P.V. 4: (Revolver) Better velocity and penetration. More variety of loads increase its deadliness. offensive capabilities.
(4) .38 (Power), P.V. 5: More power than the standard .38 with better expansion and penetration.
(5) .357 Magnum, P.V. 5: An excellent choice for offense and defense. This cartridge produces great amounts of tissue damage, has excellent stopping power, and has great penetration, even
when using hollow point rounds. An excellent hunting round. The weapon itself has been found to be an easier handgun to master than the 9mm, .45 auto., .41 Magnum and .44 Magnum for both men and women.
(5) .45 A.C.P., P.V. 4: Introduced in 1911, this shell has proven itself to be a man-stopper. This cartridge was created to be used against human adversaries and has little or no hunting value. A
wide wound channel is caused by this wide, heavy, cartridge resulting in severe nerve trauma (shock).
(5) .45 Long, P.V. 5: Rates the same as the .45 A.C.P., but has better penetration.
(5) .41 Magnum, P.V. 6: High velocity, excellent penetration, a very good man-stopper, and fine hunting round. Despite this, the cartridge has never been very popular; the .357 and .44 magnum are in much greater demand.
(6) .44 Magnum, P.V. 6: An excellent handgun cartridge. The large, heavy slug does large amounts of damage to tissue and bone. It has great penetration and stopping power. Even if a person were only wounded, the damage inflicted would severely hamper any retaliation (this is also true with the .357 and .41 Magnum, but to a lesser degree). A very good hunting cartridge.

Automatic Pistols: Cartridges & Damage
(1) 5.45mm, P.V. 1: Poor stopping power, with poor to good accuracy.
(2) 7.62mm Nagant, P.V. 1: A service round used by the Soviet countries and in gas-seal target revolvers.
(2) 7.63mm Mauser, P.V. 2: Standard U.S.S.R. pistol and sub-machine gun round, under the name of 7.62 Tokarev.
(3) 7.62mm Parabellum, P.V. 2: Used by central European police and security forces.
(3) 7.65mm Long, P.V. 3: Unique to French forces. Comparable in power to the contemporary 9mm Browning long cartridge. (The Browning being the world standard for pocket pistols).
(2) 9mm Short, P.V. 4: Used in U.S. and in central Europe. This cartridge has reasonable stopping power with a low velocity which reduces the risk of ricochet.
(3) 9mm Standard, P.V. 5: Used by many armies, this cartridge may one day replace the venerable .45 Colt in the U.S. Army because of its better penetration of body armor. Yet, since it does not expand (like all autos), it does not inflict the trauma effect that the fat, stubby .45 round does traveling at a slower speed.
(3) 9mm Police, P.V. 4: Used by several European police forces.
(3) 9mm Makarov, P.V. 4: Not yet made outside the Soviet countries. For use with the Makarov pistol.
(4) 10mm Colt, P.V. 5: Used in the U.S. and in Central Europe. This cartridge has good stopping power and penetration. Fairly recent.

Rifle Cartridges & Damage
(4) .256 Mannlicher-Carcano, P.V. 4: It is doubtful that any of the rifles for which this cartridge was designed are in service. It was used by the Italian military.
(6) 5.45mm Soviet, P.V. 6: For use with the AK-47 Rifle from the U.S.S.R.
(5) 7.62mm Soviet Model 1943, P.V. 5: Standard infantry cartridge of the Soviet countries. It is in widespread use by third world countries.
(5) 7.62mm Mosin-Nagant, P.V. 4: Still in service with the Soviets and other countries, eg., Finland and China.
(5) 7mm Spanish Mauser, P.V. 5: No longer used in first line weapons. Still serves in several countries with police and security forces.
(6) 7.5mm French MAS, P.V. 6: Used by the French army and ex-French possessions.
(6) 7.5mm Swiss, P.V. 6: Standard Swiss round.
(5) .30-06 Caliber Springfield, P.V. 6: A widely distributed cartridge.
(4) .30 Caliber Carbine, P.V. 4: Originally developed for the U.S. carbine M-1. A moderately effective, short range cartridge.
(5) 7.65mm Argentine Mauser, P.V. 5: Widely adopted in South America. It is also used elsewhere in the world.
(5) .303 British, P.V. 5: Standard British and Imperial cartridge from 1889 to the 1960's. Best reports indicate that it has never been made in steel-cased form. Excellent range and accuracy.
(6) 7.92mm Mauser, P.V. 6: Probably the most widely distributed military rifle cartridge in history.
(5) 8mm Lebel, P.V. 5: Developed by France and still in use by former French countries.
(5) 8mm Mannlicher, P.V. 5: Until recently, the standard Hungarian round.
(8) 12.7mm Soviet, P.V. 5: Used mainly by the Soviet and satellite countries. The case is usually made of brass, but some small batches made of steel have been found.
(8) .50 Caliber Spotting Rifle, P.V. 7: This bullet is a special design of observing-tracer which carries a spotting charge of incendiary material in the front section so that the strike of the
bullet is signaled by a flash and a puff of smoke.
(8) .50 Caliber Browning, P.V. 7: A machine gun cartridge adopted by almost every army outside the Soviet Bloc. Steel-cased cartridges have been made, but brass-cased are the most common.
(9) 14.5mm Soviet, P.V. 7: A machine gun cartridge currently manufactured by the Soviets and China. It is usually brass-cased.
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Re: Heroes Unlimited: Operation Übermensch

Postby Augur » Sat Jan 07, 2017 8:44 am

Semi-Automatic Weapons
Each individual shot counts as one melee attack/action.

Fully Automatic Weapons

Bursts
A "burst" involves shooting several rounds, immediately one after another at a single target. The act of shooting several rounds makes aim more hasty and the recoil moves the weapon with each shot, reducing the accuracy. The concept is that, while accuracy is reduced, the odds of hitting one's target with multiple rounds is increased because more shots are fired. Note: Roll to strike once for the entire burst. Do not roll for each individual bullet. If the burst misses its target, then all the rounds in that burst miss.
Modifier: +1 to strike.
  • Short Burst: damage x2, expends 20% of the magazine; costs 1 APM.
  • Long Burst: damage x5 for magazines with 30-50 rounds, or x2 if the magazine has 15 or less rounds; expends 50% of the magazine; costs 1 APM.
  • Entire Magazine: damage x10 for magazines with 30-50 rounds, or x5 if the magazine has 15 or less rounds. expends 100% of the magazine. Costs 3 APM.

Sprays
A "spray" involves shooting several rounds continuously in a general arc over a given period of time. Unless otherwise declared, all firing arcs are assumed to be 90° centering on the primary target.
Modifier: If the character has a W.P. for that particular type of weapon there is no modifier for shooting wild - straight, unmodified roll of the dice (the GM can add a -1 to -4 penalty for extenuating circumstances or extreme difficulties). Otherwise, the character is "shooting wild" and incurs a -6 to strike modifier.
  • Short spray: damage from one round to 1d4 targets (Approx. 8-12 rounds)
  • Long spray: damage from one round to 1d8 targets (Approx. 30-50 rounds)
  • Entire Magazine Spray: damage x2 to 2d8 targets (50-300 rounds depending on the weapon and ammo-feed system)

Example:
Ingram Model 10 SMG (aka: Mac-10)
• Range: 450'
• Damage: 4D6 (for a single round)
• RoF & Damage:
• • Short Burst: 8d6 (5 rounds)
• • Long Burst: 2d6x10 (10 rounds)
• • Short Spray: 4d6 to 1d4 targets (5 rounds)
• • Long Spray: 4d6 to 1d8 targets (10 rounds)
• • Empty Burst: 4d6x10 (30 rounds fired, all A.P.M.)
• • Empty Spray: 8d6 to 2d8 targets (30 rounds fired, all A.P.M.)
• Payload: 30 round box magazine (.45 ACP)
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Re: Heroes Unlimited: Operation Übermensch

Postby Augur » Thu Jan 18, 2018 3:10 pm

After Action Reports: Operation Icarus

+1 Benny to each player who recounts the events of the mission from his or her character's perspective.
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Re: Heroes Unlimited: Operation Übermensch

Postby Ian » Sat Jan 27, 2018 3:58 pm

Project Icarus:
Ian was shot and is likely bleeding. He's hiding behind sandbags, and first action is to patch himself up! The current goal is to allow the team to distract the Germans whilst he goes after the intel.

Ian managed to stop his bleeding and sneak inland a bit. There are searchlights about a mile in; keeping an eye on the skies. There are patches of trees here and there that might make good cover. Made it to the airfield. There are buildings to the SE and the hanger in the NE. The runway is V shaped; one unremarkable plane on the southern portion. The hanger is seemingly buzzing with activity. There are trees to the W, and a searchlight (manned by two Germans) in the NW. The group has decided to start in the SE; searching the buildings for bomber plans and/or crypto.

Nothing to be found in the church. There's a generator and what may be a comm shack nearby. Marcus and Ian set out for it, but got caught in the spotlight and gunfire. Earl dragged Ian to safety and Ian managed to patch himself up...again. Alarms are sounded! Nigel shoots the cable on the shack's antenna, possibly disrupting their comms. Nazis are approaching! One seems to be invulnerable and able to redirect kinetic energy. And the Nazis are using mortar fire to boost his power! Ian was able to stun him somewhat with knockout gas. Earl was finally able to get his hands on the battleship. Ian has his knife poised to take the guy's life!

Ian tried to slice the battleship's throat; however, his knife simply slid off his neck. Bullets? Blades?! Nothing seems to hurt him! Earl threw him far, but like a bad penny, he showed up again. The experimental bomber moved to the runway. The cockpit caught on fire. The fight doesn't seem to show signs of stopping as there's an occultist raising the dead! He ran into the burning plane. We can't steal the bomber, so it looks like we'll have to find the plans or a bit of crypto to take back with us. There's nothing left for us in the hangar, but the comms building to the south of it seems promising.

Discovered the design plans for the bomber in the comms building, along with some operations intel and a curious machine (a crypto device most likely). We managed to kill or capture the rest of the Nazi soldiers; Herr Panzer was among the POWs. The intel was safely ushered back to the manor. The bomber also made it back home. I'd say that this mission was a success.
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Re: Heroes Unlimited: Operation Übermensch

Postby Dime Store Magic » Wed Feb 07, 2018 11:47 am

Operation Icarus - After action report by Renauld Becks

In some undisclosed manner, my identity is known to to the Allied forces. Probably magic. I was 'invited' to join a group of individuals with exceptional abilities.

Arriving at a rundown mansion on the edge of a storm swept cliff. Myself and the others were given (what I was told later) a ludicrously incomplete briefing about an island with a Nazi airfield. Our mission was to be air dropped near the island, make our way to the island, find the base, and steal the plans to a prototype aircraft and destroy the aircraft. A secondary objective was to actually steal it. Available equipment was minimal, all of us made due with our own personal gear.

Our arrival at the island was inauspicious, we made the drop into the sea and began paddling in on two inflatable rafts. We noticed spot lights on the island and in a moment of 'inspiration' one of the team decided to stab the boat so it would deflate. It's at this point we find out that most of the team can't swim. I had hoped to conceal my abilities for a bit longer, but at this point I had to transform into Vindicata, and I flew towards the island while two of our team pulled the rafts to shore, one by swimming, and the other flying.

Once at the cliff, the team had to climb up to which we found a small squad of troops manning the spotlights. After a brief skurmish we were victorious though a number of us were shot. I believe some of it may have been friendly fire.

From there we made our way to the base, and attempt to sneak into the buildings to search them. This plan was quickly abandoned. These Nazi's were very capable and were backed by a super powered individual and occult adepts. While the team engaged the enemy, the Nazi's were able to start their plane and began to taxi down the runway.

An artillery piece was fired at us, destroying part of a building. Seeing the opportunity to achieve the objective of destroying the aircraft, I flew over to the cannon and took out the guards there. I turned the cannon on the aircraft. Being unfamiliar with the weapon, the first shot hit, but went through the mostly empty space of a wing. I was able to quickly reload the weapon and fired it through the cockpit killing the pilot inside stalling the plane.

The Nazi super villain had some sort of energy absorption power. Whatever hit him, he could return more powerfully. With some strategy and a small bit of luck, my new team was able to subdue him. We eventual defeated the remaining troops and occultists. The plans were found, and the aircraft was flown back to Britain.
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Re: Heroes Unlimited: Operation Übermensch

Postby Cairo » Sat Feb 10, 2018 5:34 pm

OPERATION ICARUS -- An Aussie's Summary

Now, there are those who question the sanity of folk who jump out of perfectly good aeroplanes. I guess I have always chased the thrill of excitement, from the Rugby pitch, to the roar of the wind at the doorway as you approach a landing-zone relying on a strip of fabric to save you from the idiocy of challenging gravity from 3.5 kilometers (I guess that's 2 of your English miles) up in the air.

Anyways ... over on the Atlantic side of the world, our brothers and sisters of the UK were attacked by the same damn delusional Krauts as in the 'Great War' (WW1) that lopped off my old Da's foot, and his Majesty (George VI) called in a few more favors to get the some reinforcements up from Down-Under. Brisbane thought it'd be a good idea to see if a few men with specialized talents could tip the scale before the Japanese grind their way down the coastline and try their luck at making sure that the war effort's resources had a clean and easy route to Australia.

I took a plane, to a boat, to a plane, then another ... all to end up doing a solo-jump to try and catch up with a bunch of green recruits who had been pulled from England, France, and a bunch of Yanks on this mission to try and sabotage development of some kind of Nazi-bomber. It turns out I damn near caught up, they'd gone in maybe 10-15 minutes before. Dropped in off the coast, got into boats, then they had a puncture or something. I dropped in solo in the middle of some kind of firefight, and I was lucky field introductions went well enough since one twitchy fellow had already brought friendly fire into the mix, and they have this fella Earl who can lift a damn jeep along. I've walked away from a dozen 300ft falls without a scratch, and I still wouldn't want that guy's ham fist anywhere near my jaw. We secured a few prisoners and popped them through a gateway back to HQ in England, which reminds me, we should requisition some guards and folks who can be ready to take prisoners when we find em ... that or I need to set myself a Gateway about 500 yards off some coast so I can toss folks out into the ocean somewhere. Maybe I'll bring a board and make em walk the Plank like a pirate hehehe ...

We eventually Roo-d across ... I guess you blighters call it leap-froggin ... across the Island when I set an anchor gateway on one side, then me and some flying bloke dropped in on the far side of the camp and managed to let the others through via gateway. You would think this would have made things easy as all hell, but all sorts of Krauts started popping up with powers and heavy machine-guns ... I swear it was like everyone had a damn Maschinegewenhr. That's what they call-em. Anyways, after a bit of sneaking, some guy with a bow, yeah I said a bow, he ended up catching the eye of some sentry and the stealth section looked all blown to wallaby-sh*t again. A few of us split off and tried moving different routes to get through the sentries and the damnable entrenched guns. To be perfectly honest, I don't think I ever got anywhere near the mission objectives at the end, just drew out a bunch of fire and attention away from those making the attempt to pull secure the Plane and the plans. I just ate alot of bullets, and when I say that, I mean hundreds ... and those things frakking sting. Don't laugh, I mean it. I'm not a regular guy anymore, but damn I was glad when that firefight ended. Feels like I did the Blue Ensign proud ...
2nd Lt. Cairo Xanreys
Current Details
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Natural AR: 12
H.P.: 262/262
S.D.C.: 1450/1450

Constant Conditions:
Impervious to [Mind] Control & Possession; Impervious to Radiation/Depressurization/Cold; Breathes without Air (& can speak in a Vacuum); Resistant to Gravity Based Attacks [½ Damage/Effects]; Supervision: Spectrum Vision (Able to see energy magnetic fields, the electromagnetic spectrum, radio waves, electricity, microwaves, phase fields, force fields, x-rays, and all forms of radiation, 180ft); Regenerates 30/Hr (HP or SDC); Fatigues at 1/3 Normal Rate, Nightvision: 600', Sensitive Hearing (20 decibels beyond normal human range)
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Re: Heroes Unlimited: Operation Übermensch

Postby Augur » Fri Mar 16, 2018 8:02 am

After Action Reports: Operation Goldenrod

After action report submissions for the last mission are now closed and bennies paid out.

+1 Benny to each player who recounts the events of the mission from his or her character's perspective.
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Re: Heroes Unlimited: Operation Übermensch

Postby Ian » Fri Mar 16, 2018 8:31 am

Operation Goldenrod:

We are travelling to Belgium to rob a bank of its gold before the Nazis even realize it's there. The vault we want is located on the first floor of the bank.

We entered the city from the west and started to sneak in slowly. I made an attempt to blend in with the Nazi forces and learned from a soldier that the bank is about 1,000' to the east of our ingress point. However, the conversation was rudely interrupted by an alarm being sent out upon the team's discovery. My false papers have been left behind. While there's a distraction, Q and I intend on finding that bank. Hopefully we can find Jack and make use of his portals. A knife throwing woman seems to have a thing for Q and there may be others to the southeast.

The blonde woman seemed to have a way to make us feel...funny. But we had no time to dwell on it; there was a blast nearby. Q and I started running south, to escape both the dame and the firefight. We ran into a couple of Nazi soldiers, but I easily convinced them to head north and out of our way. The blonde followed us. She tried to take Q and I down with a little help from a gunner stationed nearby. I managed to flip her to the ground and knock her out. Q was hurt pretty badly, but I was able to patch him up nicely. We stripped the blonde of her revolver and knives and continued our search for the bank.

Nearly to the bank...climbed a taller building near it. Sneaking around to get a better look.

Q and I moved east. Before I could patch Q up, we were attacked by a zombie! I threw him to the ground and Q gave him a severe case of lead poisoning. We continued east (new map). We managed to sneak across a park near the canal. Q and I have decided to cross (belly crawl) a foot bridge to avoid a tank and to use the museum nearby as cover.

Q and I managed to cross the foot bridge; however, the tank took aim and fired after Nigel fired upon it. We moved to the next bridge just in time! We made it across the second bridge and climbed up onto the overpass before a few Nazi soldiers could give us a bad case of lead poisoning. As we scrambled up, the others managed to drown a tank. A second tank was apparently waiting for us on the overpass. Mist.

For a moment, I was staring down the barrel of a panzer! Q quickly took control of the tank, killing the entire crew. I'm sure it's rather messy in that bloody machine now! Still, it would have been neat to dodge a blast that crumbled the wall behind me...make a grand escape through the museum. Oh well. We need to head east and to the bank!

We made it into the bank...finally! Scouted around a bit and managed to find the vault quickly. We also ran into a few Nazis. I tried to hoodwink them a little, even pretended to arrest Q, but they saw through it all and attacked. We managed to get two of them out of the way with Jack's help! A third one seems to have the powers of invisibility and some sort of paralysis attack? Q is down. Jack is under fire. Hopefully, Rey will have the vault door open soon!

The woman in the stairwell has some sort of magical (?) armor field. When I shot at her, the bullet just seemed to ricochet off of it. Bloody hell! Where did that monster come from?!! Another Nazi ran into Q and knocked him down. I was able to body flip him out the broken window...the woman withdrew from the fight. Now to deal with the monster! No matter what I try, I can't seem to hit the monster!! And the woman reappeared! The tart sliced me with some sort of magical sword! She tried to go for Q, but slipped in my blood! Ha! But, damn! I tried to shoot her again and she knocked the gun out of my hand. Thankfully I was able to parry her next attack.

I was able to clear the monster from my head, regain my feet and pistol. The Nazi dame ended up slipping away from us, but we were able to escape the hallway and one very large mecha. In the vault, Jack was able to open a portal and Earl moved the gold quickly to the manor. We followed along without delay. I'd say the mission was a success overall.
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Re: Heroes Unlimited: Operation Übermensch

Postby Dime Store Magic » Mon Apr 09, 2018 10:50 am

After action report by Reynauld Becks

Operation Goldenrod


Our next mission was to retrieve a supply of gold held in a Belgium bank before the Nazis could take it for themselves.

We made it to the outskirts of the city before we encountered our first real obstacle. We ran into a patrol of soldiers in a bombed parking lot. Ian and Marcus attempted to bluff their way past the soldiers, but the rest of us...well we are not spies nor stealthy. A fire fight ensued. Other than regular soldiers and a tank, there was at least one super human, a giant man, and someone in a mechanical armored suit. The man was immobilized by magic and the mechanical man was disabled by cutting various hydraulic lines. I encountered one zombie that I was able to take out quickly.

We were able to make our way further into the city when we encountered another patrol at a park by the canal. Again we tried to sneak past them to no avail. We encountered more occultists plus a super human speedster. The speedster was captured by Jack and drowned. By the powers granted to me by Hera I was able to withstand much of the magic draining their energy, but eventually my luck failed and I was blinded and caught in some sort of magic net and blinded. Since I was airborne, I was able to fly away until the effects wore off.

From there we were able to make it to the bank unseen. We entered the building from the roof and quickly scouted the floor and a vault was found. I recognized the model and knew of away to discern the combination with a bit of work. During this we were discovered and the rest of the team held off the nazis so I could open the vault. There was an occultist wandering around the floor invisibly and a woman with some sort of evil eye and a sword of energy almost got the best of us. The occultist attempted to sneak up upon me, but I was able to spot him out of the corner of my eye. Lightning quick, Vindicata leaped to my defense and stabbed the villain through the eye. The woman was forced to retreat due to the combined efforts of my teammates.

It took but a moment more for the last tumbler to fall in place, I opened the safe to find a large room filled with six neatly stacked waist height bars of gold. That was when the building began to shake. The safe now opened I beckoned Jack to use his power to open a portal home while I took his place guarding the hallway. The rumble that we'd heard was caused by another mechanical monstrosity almost as large as a house that had crashed through the walls of the lower floor. Knowing we had an escape route, we all moved back into the vault. We determined this would be the safest place since the floor and walls had to be reinforced to hold the huge quantity of gold.

We could hear the nazis working frantically outside the vault door attmepting to get it open, however, with Earl's great strength, he was able to tip the pallets into the portal and we made it safely home.


-----


Rey wearily puts the pen down. Writing had never been his strong suit. Sports had always been what he'd been most interested in. Alone in his room, he was not in his superhuman persona, Vindicata. He stared at the red stained blade on the table next to him. Hera! We were victorious, but the Nazis knowledge of magic and science is formidable. The power to heal from damage has been a great boon, but I fear it is not enough. How can I be the champion of the weak and defenseless? If I fall before vengeance is brought upon these evil men, is there another to take my place? I beseech you my lady, please continue to grant me the strength to persevere.

The room is silent for a time, then the mind voice that only Rey could hear says, You have done well child. Your work continues to please Hera. You and I shall continue to do her will.
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Re: Heroes Unlimited: Operation Übermensch

Postby Cairo » Sat Apr 14, 2018 5:50 pm

After action report by Jack Kilroy

Operation Goldenrod

These folks were apparently getting a bit worried about the Germans getting hold of a stash of Gold to finance their operations, they sent us to clean out a Belgian bank before the Nazis. I suppose in the future after this War ends, me and that big Yank, Earl, could make a killing as cross-country movers. Maybe even round-the world types.

Anyways, we encountered our first pack of these brainwashed dingo-doggers as we come up on the outskirts of the city, a patrol of soldiers in a bombed-out parking lot. Not sure if it was us that bombed them out, or if they bombed the waffle-men out and were patrolling their newly taken space. Anyways we got to trade a good scrap with a some kind of mechanical suit-man, some kind of Giant (he might not have been magic, probably some kind of Experiment or Mutant ... not bad unless you are looking to be able to sneak, or find decent fitting clothes), and a tank. They kept folks pinned down for a good while until the Giant was immobilized by magic and the mechanical man had some internal workings wrecked up.

Making our way further into the city when we encountered a couple canals, some of the German Furor's (the little guy with the Chaplin moustache) favorites (the guy likes Magic), another tank, a rather unreasonable number of heavy machine-gunners, and a frighteningly fast fellow in purple. I mean bullet-quick, with a sword. Well I am not sure how, maybe some kind of Spell-gone-wrong or something, because for a few brief minutes I was able to create a beam to seize and hold things at range which let me grab hold of the plum-looking fellow and hold his jumpy ass in a canal. I can't seem to do it anymore, so I guess it must have been a mistakenly aimed spell-thing.

From there we went East to the bank itself by leapfrogging from roof to roof using my Gateways. We broke in and explored the top floor, located the Vault (where we assumed the Gold was), and held off a platoon of Nazis, more of Hitler's-Favorite spell slingers, and a second more building-sized mechanical monstrosity type thing. I think It was styled like a ... wolf or something. We managed to get the Vault open, so it seemed best to duck inside and leave them outside trying to knock knock their way in while we used a Gateway out to HQ with all the gold.
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Re: Heroes Unlimited: Operation Übermensch

Postby Augur » Sat Feb 09, 2019 4:37 pm

After Action Reports: Operation Goldenrod

After action report submissions for the last mission are now closed and bennies paid out.

And the two submissions posted previously have been paid.
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Re: Heroes Unlimited: Operation Übermensch

Postby Augur » Sat Feb 09, 2019 8:31 pm

After Action Reports: Operation Endzeiten

+1 Benny to each player who recounts the events of the mission from his or her character's perspective.
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Re: Heroes Unlimited: Operation Übermensch

Postby Spiderweb » Sun Feb 10, 2019 10:23 am

James Templar

I arrived late to the party. Those who arrived before me had already done most of the work, removing the Nazi thugs from the surface of the island and finding their way into the underground regions. All I had to do was follow until I caught up. Thank goodness I am faster than a normal bloke.

So, having no fear of the dark, I entered the underground and rushed forward, only to promptly be shot in the leg. It did not really hurt me much, but it knocked my leg out from under me when it was supporting me and I wound up flat on my face. Hardly the best way to impress my new troop.

I got back up and knocked the Kraut who shot me so hard I think I killed him. Then I jumped over this fire ring to enter inside, but there was no one there so I jumped to the other side and hit the Kraut there. One of the others finished that one off.

Next I started pounding on this Nazi, but he had some kind of rippling blue field and my blows kept sliding off. I decided that, if I can not hurt him with a blow (not even after I charged my Heavy Steel Gloves with destructive energies), I would have to try other means, I wrestled him into a nearby pool and started trying to drown the bloke. He hits me with a flash of bright light and I could barely see anything through the spots in front of my eyes after that. Night vision is great for a lot of things, but not for blinding lights.

I did not see much after that, but I heard someone screaming in German and a lot of shooting. I lost my grip on the Nazi and started blindly jumping around, making myself a hard target. By the time my vision recovered the last Nazi had surrendered and we were taking this weird body back to base to study.
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Re: Heroes Unlimited: Operation Übermensch

Postby Cairo » Sun Feb 10, 2019 11:11 pm

After action report by Lt. Jack Kilroy

Operation Endzeiten

So. Magic is a real thing. I suppose since we have that Rey fellow enlisted on our side and he has that Magic sword. Anyways HQ picked up intelligence indicating that the Nazis were searching for magic artifacts on an island to use in some kind of ritual. Not sure what the goal was, but we were sent to suss it out and put the Kaibosh on their plans. In the end I think the Goose-Steppers probably pulled the trigger quicker than they should have, but I will get back to that in a bit.

Our insertion was done via a pair of inflatable boats coming in off the Southwestern edge of the island. We came in off the water and climbed the cliff on that side.
Neutralized a couple scouts in pretty short order and were trying to sneak our way through the jungle ant through some ruins. By the way some of this lot is better at the process than others. That said, we made it a fair piece across the island before things ended up going to piss. We ran across a big mechanical monstrosity like a legged-tank with a buncha-big-guns strapped on-it, couple of their elite folks too, y'know powered folk like this one fellow who could Fly liken a cannonball or a ... I dunno what else. Anyways they had a couple monstrous bastards around, and at some point I think we were under artillery fire. We scrapped our way across to the Northeastern edge ...found a cave that contained more ruins and one of their enhanced soldiers with some kind of darkness power. That one seriously messed everyone up until we managed to get her immobilized and shoved her through a portal that dropped her a few miles out to sea. She still might be swimming back, I don't rightly know.

We located 1 artifact that seemed important, so I put it through a Gateway back to Australia for safe keeping. It seemed like if they needed all of the pieces, then by putting 1 on the far side of the world we could forestall completion. Anyways Ian, Earl, Rey and I were separated from that Q fellow, the one with his special armor-suit? We managed to find him down thorough some kind of an underground river-channel that took us back into an area with what seemed like a hidden temple area. He was fighting a couple Nazis who had already located the temple ... honestly this started to be a very disturbing part because there were a bunch more of Hitler's-Favorite spell slingers down there hanging out in a circle of fire ... very ungodly, you know. Even seemed to bring a couple dead Nazis back for a bit, not back to life ... more like put them back in service for a short time. They seem to have then summoned up a devil from another world using a number of artifacts that matched the first one found. 10-foot creature kept trying to break into our minds or something.

The Nazis were running amok like they had set the dingoes loose in their own damn henhouse ... I mean it I think some of them ran out just crying and they was screaming something fierce. I mean I don't speak German or nothing but that was not the Swaztikers ordering a servant to do something, what we saw was the aftermath of stickin their dicks in a hornet's nest.

Now I am not sure how to rightly describe the fight with the big Demon-thing except me, Q, and Earl ended up just sending hundreds of bullets into this thing until it succumbed to a lead allergy.

Once we put it down, we sent the body back here to HQ for inspection along with a couple surrendered Nazis, and shoved the Artifacts, now a matched set over to Australia.




Augur per endgame proposal:
I propose 400 lbs of Gold coin at the back of the Temple.
It appears Gold was ~$35.00/Ounce ( https://www.thebalance.com/gold-price-history-3305646 )
Should make for a good split among those who went on the mission (after the War). At today's rates it would be much more impressive but ... y'know.
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Re: Heroes Unlimited: Operation Übermensch

Postby Dime Store Magic » Mon Mar 04, 2019 12:21 pm

After action report by Reynauld Porter:


After our victories against the Nazis by obtaining the plans and plane, then reallocating the gold from the Belgium bank, our next mission was to stop those Nazis from obtaining some magical artifacts.

We arrived on the island and made our way inland. Again we encountered ubermensch and technology the likes of which we had never seen. We didn't see the mechanical suit, but did come across another one of those walking tanks that crashed into the bank. We were able to take it out by getting within the effective range of its weapons. Still on open plain with little to no cover, I bet that thing could do serious damage. In addition to normal troops there was an ubermensch who was blue and could fly faster than I could see. He was incredibly strong and severely wounded Earl. I was able to follow him to a submarine over the eastern coast and fought him, luckily I was a bit more agile than him and able to dodge his blows and inflict some harm on to him before he rocketed away.

We made it to the northeast corner of the island, I was able to find a small obelisk shaped object with strange symbols that one of the Nazis' occultist had discovered. We sent it through one of Jack's portals. Then discovered an underground passage that lead to a forgotten temple complex. There were a tense few minutes inside there, we met a woman with some strange power over darkness. I was able to immobilize her while the rest continued to search but in the process I had dropped my sword. There wasn't much I could do with her other than hold her. Luckily we did the trick we've done a few times already and sent her through a portal to the other side of the island. More troops were defeated and then we came to the central chamber and encountered a man who could summon a ring of fire. From there it's a bit hazy, but a tremendous amount of gunfire occurred and then it was over.


....

Back in his room, Rey tosses his pack to the floor and his sword on the bed. It thuds dully, the shiny red blade glinting at him under the single bare bulb of the room. They barely acknowledge magic is real, but there's no way I could tell them what really happened when I lost my sword. The idea that there isn't just one god, but many is too much for them. I don't know exactly why I froze, maybe it's because I had thought I had lost Vindicata in the stream and was worried about losing it again, but I didn't drop Vindicata, it leapt from my hand. The answer it gave after the fighting was over was infuriating.


Why did you leave me Vindicata? That woman was more dangerous than anyone I had met. Without you, I could not see or fly, if I hadn't entrapped her, I would most likely be dead, Rey asked.

I can not strike the innocent, the sword said into Rey's mind.

"What?" Rey thought as he looks at the blade cradled in his hands.

The child is innocent, the blade clarified.

"What child?" Rey said aloud, those next to him turning and looking in wonder. I don't understand. She was a Nazi and that creature, it had to have been a demon of hell, she was no innocent, Rey mental replied.

She carried a child in her womb. I do more than avenge the innocent, I spare them as well. Child, Hera knows your pain, but she cares for more than just one life. The child while may be born of darkness, may choose good if given the chance. You did well by finding another means to defeat the woman, but her life, was not ours to take, not when it meant the death of the baby she carried Vindicata replied.
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Re: Heroes Unlimited: Operation Übermensch

Postby Ian » Sat Mar 09, 2019 8:59 am

After action report, Operation Endzeiten, Lieutenant Commander Ian Fleming:

We've been sent to the Channel Islands. The Nazis seem to be searching for something on one of them. They took some artifacts from a museum and it looks like they are after more. We landed safely on the island in question (no knives this time!) and climbed the cliffs without raising the alarm...mostly. Two Nazi soldiers (that could have provided more intel!) were killed. We discovered that there may be some stone ruins (a temple perhaps?) and more Nazis to the east, so we started moving in that direction. Out of nowhere, the sound of a rocket streaked by us!

We moved towards the ruins and found a 20' robot and a few Nazis. I was able to sneak around a pillar and knock out one of the soldiers before Master Lee could take him down. The master complimented me on my training. Anyhow, the robot was a bit too close for my comfort, so I grabbed the soldier, pulled him back to safety and disarmed him (gaining an MP-40). Hopefully, I'll be able to interrogate him for more information about why the Nazis are on this bloody island with artifacts. Q ran after the robot. No doubt he wants to try his hand at piloting that thing.

Wie heißen Sie? Was machen Sie hier? Und die Artefakte? Wie viele Artefakte haben Sie gefunden? Was machen Sie mit den Artefakten?

I questioned the low ranked Nazi soldier first. His name was Fritz, or at least that's what he told me. He was basically useless; only mentioned that he was patrolling the island while scientists were working nearby. They must be after the artifacts, but Herr Fritz couldn't provide more information. I knocked him out, so he ought to be safe. Next, I went to question the lieutenant trapped under Jack. The bugger managed to wiggle himself free and shot me in the process! Earl caught him and kindly held him down for me. He mentioned that the artifacts might be used to summon something. I knocked him out. A very large, very fast, very angry flying man (I suppose he's a man, but he was blue!) landed a sucker punch on Earl. Earl nearly hit me while trying to punch the super back. I was able to get closer to Jack and woke him up with some smelling salts.

As soon as Jack was on his feet, Big Blue went on the attack. Earl pulled me back some distance. We managed to take a few shots at Blue, but nothing seemed to work. I was able to patch myself up a little after Earl toppled an ancient pillar onto Blue. Blue flew off after that. Shortly after, we were nearly hit by artillery. Earl, Jack and I ran north to catch up with the rest of the team. Reynauld discovered a vine-covered cave that led into the island itself! Once inside, we discovered some stairs cut into the rock, a cliff of sorts and water pooling nearby. Q headed for the stairs and disappeared into some sort of unnatural darkness (a fog?). Rey found a junior officer for interrogation. Herr Kleinhofer was willing to tell me that he was part of the team hunting for artifacts on the island. The artifacts were to be used to summon a god. They were searching for four artifacts, possibly five. He indicated that the summoning ritual could work with as little as two artifacts. Kleinhofer wasn't interested in answering any more questions, so Jack sent him back to the manor via a portal. On his way out, Kleinhofer said, "Auf Wiedersehen, Frau Spooky!"

Although Earl was quite hurt, he jumped across the water and climbed up the cliff. Wyrm, Jack and I followed in our own ways. Blue found us again and made his attack whilst we were climbing. When I made it up the cliff, Blue had Jack and Wyrm busy. I ran past them to catch up with Earl. And that's when we stumbled into some sort of underground temple of some sort.

Earl and I moved deeper into the temple and found a dead end. We made our way back and ran into Jack. The three of us decided to cross the water ahead of the falls. Jack created a portal to do away with Rey’s lady friend and we moved our way up the river to catch up to Q. He had found another part of the temple and managed to take care of a couple of Nazis on his own. We arrived just in time too! There was a man (or four?!) standing in a ring of fire at the end of the hall. I stayed behind to tend to the downed Nazis and the others rushed ahead to deal with those with magical powers.
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