Astoria, Oregon – 24 December 2017
Another write-up I’ve not finished. But here are the game notes I ran the adventure from:
24 December 2016, 16:18 – You have just returned from dealing with a train derailment on the eastern edge of the city… no deaths, no significant environmental damage, and only minor injuries, but it did help to break up the boredom of this gray early-winter Saturday.
Winter has definitely settled upon Astoria like a dark, grey shroud. The leaden sky has been spitting bursts of freezing rain onto the streets, creating a chill that settles into the bones and spirit. Now, as the feeble daylight fades, an icy fog has begun to settle over the city. It’s clear the people of Astoria feel the oppressive weight of winter, too, as they huddle into coats, hats, and scarves, scuttling about their dreary business, scarcely even looking up to the grey sky above. Night is coming, and there seems little to look forward to except another evening of patrolling the streets for signs of trouble, which has become increasingly common, as it always does at this sad, grey time of year…but really, what else can you do?
If any of the players ask exactly when in December it is, mention it’s the early evening of December the 24th. If any of them note that it’s Christmas Eve, or ask about the holiday season, or Christmas in any fashion, just give them a blank look and say, “Christmas? What’s that?” Indeed, make it clear the heroes, at least, have no recollection of any such holiday or time of the year, nothing that breaks up the endless monotony and bleakness at the start of the long, dark winter months.
Before the players have too much time to wonder about this oddity, however:
Sure enough, you haven’t long to wait for trouble to arise. Dispatch informs you that an alarm is sounding from the Northwest Diamond Exchange at the corner of 3rd & Amethyst, on Diamond Circle. Police sirens can be heard wailing in the distance, but this sounds like a job for the Vanguard!
Scene 2:
NW Diamond Exchange, Diamond Circle (Combat)
16:24 – A group of six thugs are robbing the Diamond Exchange. They’re armed with pistols and wearing ski-masks and their getaway car is running outside the building. Needless to say, the robbers are not prepared to deal with an entire team of superheroes; treat them as minions, meaning one hit is enough to take them down. But they hired a metahuman to cover their asses in case of just this situation.
Unfortunately, the meta is Foxfire, who is more interested in fun than money; she’ll put up a token fight but will vanish soon enough, leaving her would-be employers in the lurch. She’s wearing a different body, so it’s unlikely any of the heroes will recognize her from their previous encounter. This encounter isn’t really meant to challenge the heroes in any case, just give them a little warm-up and the opportunity to show off their powers. Once the group has mopped up the bad guys:
Suddenly, there is a shimmer in the air in front of you, and you brace yourselves for more trouble. What could it be now?
The shimmer takes the form of a man in a long, flowing cloak of dark blue, clasped at the throat with a circular silver amulet with a triangle inscribed inside it. You recognize him immediately: Arkanos, the Magus Prime of Earth! His image remains translucent, as he spreads his cloak and holds out a hand towards you.
“My friends,” he says in a hollow and spectral voice, “I have paused this moment in time to reach out to you.” Indeed, as you glance around, you see everything and everyone else frozen, motionless. Even scatterings of snowflakes hang still in the air.
“There is a great disturbance in the natural order,” the master mage says. “Some force has disrupted reality and things are not as they should be. Whoever, or whatever, is responsible for this alteration to reality has chosen their timing well – I away from Earth’s dimension, in a far nether realm, and facing a critical battle – but I have managed to send my astral form to you. I need your aid to right this disturbance and restore the cosmic balance. If you are willing to help me, then quickly reach out and take hold of my cloak.”
Totem is most familiar with the Magus Prime, and will certainly encourage the others to accede to his wishes. When the heroes touch Arkanos’ cloak, it feels only vaguely substantial. The world swirls around them like a blizzard and they are instantly whisked…elsewhere.
Scene 3:
Realm of Myth and Archetypes (Combat / Roleplaying)
Time unkonown – A chill wind swirls around you and the world fades as if behind a wall of snow and mist. When it clears, you find yourselves standing outside on snow-covered ground in a mountain pass of some sort. Arkanos’ phantasmal form hovers above, a look of strain on his face.
“I have expended my energies,” the Magus Prime says. “I must return to my physical body at once, in preparation of my upcoming battle. The forces that have derailed the natural order are close at hand, however. It is now up to you, my friends. You must put things right once more!”
Before you can respond, Arkanos’ astral form fades and is gone. A cold wind swirls through the pass, whipping up the snow, and thunder rumbles somewhere in the distance.
Although he hasn’t time to explain to the heroes, Arkanos has in fact transported them to another plane of reality, a kind of “dream realm” where the archetypes of human myth and consciousness are real. In particular, they are near a mythic representation of the North Pole, the home of Santa Claus! Initially, the world appears quite normal, but things quickly make it clear the heroes are not in Astoria any longer.
One particular thing the heroes discover immediately is their movement powers don’t work: they can’t fly, teleport, run at super-speed, and Jonny can’t take on his plasma form. This is because of the unique nature of the realm. The same is true of any unusual sensory powers like Remote Sensing or Post-Cognition, which allow the heroes to sense beyond their immediate area/time. There’s no immediate explanation why these powers don’t work, they just don’t. So, for the time being, the heroes have to make their way through the pass on foot.
Award the players a hero point for this complication.
As the heroes make their way through the pass, they’re affected by Desparia’s increasing influence over the realm and are set upon by her hobgoblin minions. Fortunately, they get some aid from an unexpected quarter. Read the following aloud to the players:
The air is freezing cold in the mountain pass and you’re wishing Arkanos had provided you with some winter gear before he disappeared. The snow reaches up to your knees and it’s slow going trudging through it to who-knows-where. It’s rapidly growing darker as night begins to set in and curtains of green and gold light begin to appear in the dark sky above you, flickering and shimmering in a gorgeous display. But despite the beauty of the scene, you have the disturbing feeling that you’re being watched.
As the rough stone sides of the pass loom up overhead, the wind whistles and moans through the narrow gap. Suddenly, burning red eyes gleam from the shadows and a pack of grey-furred wolves with eyes like burning coals rushes to attack!
The winter-wolves are Desparia’s minions, ordered to keep intruders away from the North Pole and the Workshop. There are at least twice as many of them as there are heroes. What’s worse is the wolves’ attacks appear to ignore mundane defenses. Non-Innate Protection powers are largely useless against them, providing no reduction to their damage. The heroes should discover this the first time they are scratched by a wolf’s claws or teeth. The creatures are not immune to counterattack, but they are supernaturally tough. The heroes should put up a good fight, but they should also feel outnumbered and out of their depth.
Award the players another hero point for this complication.
If the fight begins turning against the heroes, or if the heroes gain a significant edge over the wolves, a new element will enter the picture:
Suddenly, from the rocky crags up above, comes a volley of missile fire! One wolf is struck by a half dozen darts tipped with suction cups and falls over in the snow. Another is pelted by water balloons, which begin instantly freezing its fur, while others are bombarded by snowballs, foam-darts, wiffle-balls, footballs, soccer balls, and a variety of other things. Howling and shying away from the sudden rain of attacks, the wolves quickly withdraw.
“That’s got ‘em,” a high-pitched voice says from above you, “but they’ll be back soon enough.”
You glance up to see a small figure, about three feet tall, standing on an outcropping of rock, hands on his hips. He’s dressed in a bright green coat with brass buttons, red and white stripped stockings, and curly-toed green shoes. A jaunty green hat rests on his shock of red hair, supported by a flaring pair of pointed ears. Similarly dressed little figures emerge from cover behind the rocks.
“What’s the matter?” the little guy asks with a grin. “You look like you’ve never seen an elf before.”
The heroes’ rescuers are indeed Santa’s elves, or at least those elves that escaped Desparia’s takeover of the Workshop. They’ve been hiding out in the wilderness and organizing resistance, but haven’t been able to do much more than evade the sorceress’ minions. With outside aid, however, they may be able to do more.
The red-headed elf and leader of the small band of rebels introduces himself as Herbie, although the other elves all call him “Doc.” (If any of the heroes happen to ask Herbie what he’s a doctor of, he curtly answers “dentistry.”) The elves are holed-up in a nearby cave in the mountains, where they’ve stockpiled various toys as weapons against Desparia’s minions.
More importantly, the elves have a small amount of Santa’s magic corn, which Herbie correctly suspects will restore the heroes’ powers, at least temporarily. It tastes like candy-corn and restores the heroes’ memories and abilities, allowing them to recall Santa Claus and Christmas and to use their powers normally.
NOTE: Chuck has been feeling a strong sense of deja vu since the group arrived in the Mythic Realms, especially when he gets occasional glimpses of a tall, jagged mountain range far to the southeast (insofar as compass directions mean anything here). If he asks the elves about it, they’ll explain that the range marks the edge of another realm, that of Jotenheim, home of the terrible Frost Giants. If pressed, they’ll say that while there’s no love lost between the North Pole and the land of the giants, they’ve had a peace treaty for many centuries now, if little regular intercourse beyond occaional trade delegations. Once Chilz makes an appearance the elves will be surprised; if the hero makes a DC20 Perception Roll he will notice their reaction and may ask about it. If he fails the roll, or doesn’t follow up on a successful one, they will not offer any comment, being too polite. But if he asks they’ll say he looks like a tiny version of one of the many varieties of Frost Giants.
Scene 4:
Elves’ Cave / Santa’s Workshop (Roleplaying / Combat)
Time unkonown – Once the heroes are ready for action, after eating the elves’ magic corn, Herbie tells them the situation:
“It all happened just a few days ago, but it seems like it’s been forever. We were getting things ready for the big Christmas run when she showed up. Came right out of a swirling blizzard, she did, with those wolves and hobgoblin soldiers behind her. We tried to protect the Workshop, of course, but she’s a sorceress and her power…”
Herbie sighs deeply. “She calls herself the Ice Queen Desparia. She captured both Santa and Mrs. Claus. He told us to run, to save ourselves, and we fled out into the storm… all we could hear as we ran was her laughter on the wind, mocking us. We need to free Santa and the Missus, but all we’ve managed to do so far is stay out of the clutches of the sorceress’ minions. We’ve developed a plan, but we just don’t have the elf-power to pull it off, even with the reindeer who escaped… but with your help, it just might work!”
Herbie explains the basic plan: the heroes create a distraction, drawing out Desparia and her minions, while an elite group of elves slip into the Workshop to free Santa and Mrs. Claus. Let the players offer suggestions and their own plans. They can investigate or attempt some reconnaissance, if they’d like.
When the heroes want to create a distraction, all they need to do is offer a show of power, or even just appear within sight of Santa’s Workshop, to draw the attention of Desparia and her minions. The sorceress confronts the heroes, proclaiming loudly how they cannot defeat her and Christmas will never come again. Her not-inconsiderable Toughness and Magic rank make Desparia a formidable foe. Feel free to use complications to provide Desparia with enough successful resistance checks to weather the heroes’ initial attacks, and to allow her to overcome some of the heroes with her powers.
The hobgoblins are vaguely ape-like creatures, with thin limbs, distended bellies, and heavy green fur. Their faces are distorted with rage and their eyes burn with an unholy yellow glow. Feel free to arm the hobgoblins with melee weapons, or even to give them Ranged Combat skill and things like crossbows or nets to make them more of a challenge, if you like.
Scene 5:
Santa’s Workshop (Challenge / Roleplaying)
Let the fight against Desparia and her minions play out for as long as it’s interesting, or until one side clearly gains the upper hand, then:
Suddenly, the howling wind dies down, the growls and grunts of Desparia’s minions are silenced, and a single voice booms out.
“Ho, ho, HO!” laughs the jolly old gent in the red suit trimmed in white fur. “What have we here? You’ve been a very, very sad and naughty girl, Heather, now haven’t you? Do you really want to ruin Christmas for all the boys and girls of the world?”
“Why not?” Desparia sneers, face twisted with anger. “It was ruined for me! Why did my mommy and daddy have to die? Why? It’s not fair!”
Desparia’s tall, pale form seems to shrink in on itself, becoming more like a thin little girl with a tearstreaked face. As she starts to sob a burst of black smoke, smelling of brimstone, appears next to her, and a dapper man dressed in a dark suit steps out of it, one eyebrow raised in a sardonic expression.
“Because life isn’t fair, my dear,” he says. “Not for you, anyway, so why should it be for anyone else?”
This is primarily a roleplaying scene. Once Trastada Infante appears, the players should have some idea of what’s going on. If they don’t, play out the conversation between Heather, Santa, and Infante a little longer, until they understand “Desparia’s” motives better. The revelation that the “evil sorceress” is just a sad little girl should restrain the heroes’ desire to simply beat her into submission.
The ideal way of handling the problem is, of course, to encourage Heather to deal with her pain and reject Infante’s gift of power of her own free will. While interaction checks are entirely appropriate, you don’t have to make it all about which character has the higher Presence or Persuasion rank. Let the players offer heartfelt speeches on the true meaning of the holidays, family, and forgiveness. Infante plays devil’s advocate (rather literally), countering the heroes’ arguments and encouraging Heather to take up the power at her command and wipe out Christmas once and for all. Still, the terrible tempter’s words ring hollow sooner or later. All he really has to offer Heather is vengeance and power over her monstrous minions. He can’t give her real happiness or a family to replace the one she lost.
CHALLENGE: To convince Despairia to reject Infante’s power and to encourage Heather to deal with her pain in a healthy way. The challenge is DC 15, requiring six successes before three failures. Encourage players to use the Hero Points they earned during their battles earlier to help persuade Heather to help them.
If the players falter, or seem intent on using brute force to solve the problem, Santa Claus steps in to offer a word or two of fatherly advice. The old fellow certainly won’t condone the heroes using violence against a confused young girl, and you can be certain that Mrs. Claus will soundly scold anyone who even contemplates it! It’s best to allow the heroes to do the convincing rather than having Santa step in to save the day, of course, but it’s an option for a quick and easy ending to the scenario.
Desparia starts out at “Hostile,” and must be moved to “Helpful” to succeed:
“Hostile” – Desparia will order a renewed attack the heroes by her minions after any failure that leaves her in this state or that returns her to it.
“Unfavorable” – Desparia will not attack the heroes first, but will keep her minions ready. If attacked she will fight back (and move one level up, to Hostile).
“Indifferent” – Desparia will relax her guard, but if attacked will defend (and move up to Unfavorable).
“Favorable” – Desparia will send her minions away, disolving them into mist with a wave of her hand and a sad smile, but will herself remain in her “adult” form, with all its powers.
“Helpful” – Desparia will revert to Heather, and Trestada Infante will give an insouciant shrug and a wry smile, saying “Win some, lose some… but the Game goes on eternally,” as he vanishes.
Then it’s back to the Claus’ house for milk and cookies before the big guy has to leave on his yearly run. As he drives out of sight the heroes will find themselves returned to JJ’s condo, where it’s Christmas Day. Moments after they return a knock at the door Meg and Álvaro, followed over the next few minutes by Eddie “Paragon” Ritter, Cassandra “Ghostlight” Hartwel, and Chris “Kid Singularity” Terrazo. Several of the support staff from the Tower also show up, as does Penny Monet, Sang Smith, and Kevin “Stormlord” Kasperbauer, all ready for the X-mas breakfast buffet JJ had invited them to. Everyone is in a particularly festive, thankful, and joyous mood, althought they can’t quite say why…
Maybe hint that the Vanguard visit the Danvers Orphanage, out in Bethlehem Flats, and bring a little holiday joy to Heather Landers and the other children there, if none of the players think of it…