
Good Knight Gracie |

Here is the post with the info on where we need to go.
The last one is the Antarctica one--Nullatempus. BTW, I've used the Board's "list" feature to keep this post on hand--we probably won't need it again once we finish, but just in case.
Before we move on we need to work out with the elves if we can take the Bloodstone with us or not.

Eoten - Giant of Antiquity |

@All/ST: I've added an the Morph into The Devourer (and associated power ups) into Eoten's profile.
Eoten as he stands is a heavy hitting 117 PP whilst The Devourer ups this to 152PP.
Noted the Morph is Uncontrolled, as I read this it is essentially a GM caveat to allow the transformation to take place.
Not preempting anything in this encounter, but did have a chuckle that Max would have given the big fella the Bloodstone :)

Echos Myron |

happy holidays.
through out the chaos that is the holiday season for me, i caught the covid and have been out of commission. luckily I'm not experiencing some of the harsher symptoms, but there has not been enough hours in the day for the rest I've been needing this last week. i didn't think the fatigue would be as bad as it actually is. will try to get a post up tonight

Eoten - Giant of Antiquity |

To one and all I say: Lang May Yer Lum Reek!
Have a great Hogmanay and even better 2022.

GM SuperTumbler |

What's the plan?
Do you want to teleport straight into the crater of the volcano?
Nearby and scope it out?
In somewhat related news, I was reading the current run of Avengers, somewhere around issue 9, maybe 8. They go into the ocean to face off against Namor, and Cap and Black Panther suddenly have tech that let them function underwater. There is 0 mention of how this happens. Cap's suit looks like of like armor, so maybe it is something Tony designed. Black Panther is all technology adept, so he probably build his own thing, which is just sort of a shoulders and head covering kind of thing.
Since this has come up so much in this campaign, it got me pondering how that would look in the game. I don't think Cap's player spent points for him to have life support all the time, but maybe. Maybe T'Challa's player has a variable tech pool so he can do all of his various tricks, or maybe he did a power stunt and spent a Hero Point to avoid the negative results.

Eoten - Giant of Antiquity |

I think he was saying he was born in The Fens.
Indeed - Eoten was born amongst the fens and mire of ancient Albion. Was playing off Oz's comment for some light relief :)

Good Knight Gracie |

I thought I'd posted a reply to that but it looks like it got eaten. (It got eoten? Sorry.)
I think generally Avengers comics has established that they have any tech they need for air/sea/space travel provided by Stark and other tech giants and the occasional alien. Sort of a variable resource pool everyone can tap into--would make sense to attach it to headquarters perhaps than require a given character to have the ability.
We could just say the Nexus has provided us whatever we need to travel to the three locations (since we knew all the places we were going) before we left. I'm really cool with handwaving that so we can press forward in going to the final place.
As for the plan, I'd suggest we teleport nearby and scout rather than drop ourselves straight into a volcano, but as Max is the teleporter, it's ultimately up to him.

GM SuperTumbler |

I don't think that is a thing you can do with Hero Points, but please someone correct me if I'm wrong.
She hasn't actually reaped the benefits of casting them into the volcano yet, so you could definitely intervene.
You would expect that a similar effect to what happened before will happen, the energy will be broken out of the stones, but she doesn't have the spell matrix to channel the energy.

Good Knight Gracie |

I think Max is thinking of the Seize Initiative advantage (feat) which allows you to spend a victory/hero point to move your initiative to first. Edit: While you can spend victory points to give yourself some types of advantages, this is a fortune advantage which you can't spend a point to give yourself. I don't think it would work anyway since you have to activate Seize Initiative at the start of combat.
Could you use a point to give yourself Improved Initiative to temporarily move yourself 4 spaces ahead in Initiative? Or is that a little too twinky?
If it's helpful to anyone in this gaming group (since we are in a pretty major fight), here's the rules for hero/victory points (the SRD has them as victory points to avoid violating IP, hence my mentioning them):
USING VICTORY(HERO) POINTS
Unless otherwise noted, spending a Victory point is a reaction, taking no time, and you can spend as many Victory points as you have. You can spend Victory points for any of the following:
EDIT SCENE: You can “edit” a scene to grant your hero an advantage by adding or changing certain details.
HEROIC FEAT: You can spend a Victory point to gain the benefits of one rank of a advantage you don’t already have until the end of your next turn (see Advantages). You must be capable of using the advantage and cannot gain the benefits of fortune advantages, only other types. If the advantage has any prerequisites, you must have them to gain the benefits of the advantage as a heroic feat.
IMPROVE ROLL: One Victory point allows you to re-roll any die roll you make and take the better of the two rolls. On a result of 1 through 10 on the second roll, add 10 to the result, an 11 or higher remains as-is (so the re-roll is always a result of 11-20). You must spend the Victory point to improve a roll before the GM announces the outcome of your initial roll. You cannot spend Victory points on die rolls made by the GM or other players without the Luck Control effect (see Powers).
INSPIRATION: You can spend a Victory point to get sudden inspiration in the form of a hint, clue, or bit of help from the GM. It might be a way out of the villain’s fiendish deathtrap, a vital clue for solving a mystery, or an idea about the villain’s weakness. It’s up to the GM exactly how much help the players get from inspiration and how it manifests, but since Victory points are a very limited resource, the help should be in some way significant.
INSTANT COUNTER: You can spend a Victory point to attempt to counter an effect used against you as a reaction. See Countering Effects in Powers for details.
RECOVER: You can spend a Victory point to recover faster. A Victory point allows you to immediately remove a dazed, fatigued, or stunned condition, without taking an action. Among other things, this option allows you to use extra effort (previously) without suffering any fatigue. Spending a Victory point to recover also lets you convert an exhausted condition into a fatigued condition.
While we're at it, there's also things you can do with extra effort, at the cost of becoming fatigued.
Extra Effort
Players can have their heroes use extra effort simply by declaring they are doing so. Extra effort is a free action and can be performed at any time during the hero’s turn (but is limited to once per turn). At the start of the turn immediately after using extra effort, the hero becomes fatigued. A fatigued hero who uses extra effort becomes exhausted and an exhausted hero who uses extra effort is incapacitated. If you spend a victory point at the start of the turn following the extra effort to remove the fatigue, the hero suffers no adverse effects. (Fatigued=Hindered=moves at half normal speed (–1 speed rank); Exhausted=Hindered+Impaired=half speed + –2 circumstance penalty on checks. Effects removed w/ 1 hour of rest.)
A hero using extra effort gains one of the following benefits:
ACTION: Gain an additional standard action during your turn, which can be exchanged for a move or free action, as usual.
BONUS: Perform one check with a bonus (+2 circumstance bonus) or improve an existing bonus to a major bonus (+5 circumstance bonus). This bonus can also negate a penalty (–2 circumstance penalty), allowing you to perform the check with no modifier, or reduce a major penalty from a –5 penalty to a –2 penalty.
POWER: Increase one of your hero’s power effects by +1 rank until the start of the hero’s next turn. Permanent effects cannot be increased in this way.
POWER STUNT: Temporarily gain and use an Alternate Effect (see Alternate Effect in Powers). The Alternate Effect lasts until the end of the scene or until its duration expires, whichever comes first. Permanent effects cannot be used for power stunts.
RESISTANCE: Gain an immediate additional resistance check against an ongoing effect. If you’re compelled or controlled, the fatigue from the extra effort doesn’t affect you until you’re free of the effect; this is so you can’t resist yourself to exhaustion as a way of avoiding being controlled!
RETRY: Certain effects (see the Powers) require extra effort to retry after a certain degree of failure. The extra effort merely permits another attempt to use the effect; it grants no other benefits.
SPEED: Increase the hero’s speed rank by +1 until the start of the hero’s next turn.
STRENGTH: Increase the hero’s Strength rank by +1 until the start of the hero’s next turn.

"Eldritch" Max Sinclair |

@GM OK, since Eldritch cannot save the Bloodstones, can he use Move Object to throw HellQueen at Gracie? He has Teamwork advantage, so is his attack at +5?
Like a fastball special except throwing Hellqueen, or would it be easier to throw Gracie at HQ?
thanks

Good Knight Gracie |

I would rather not be thrown or have HQ be thrown at me, as I have the last bloodstone. I don't mind fly-by attacking her, but if we're tossed into the same space she might pick up on the fact that I have it and try to push me in.
It also sounds like you might be able to still do your original plan on your initiative based on what Tumbler said:
She hasn't actually reaped the benefits of casting them into the volcano yet, so you could definitely intervene.

Good Knight Gracie |

I don't have a ranged attack, but I can do what I did in my last round--I have the Move-By Action advantage so I can leap, swing at her halfway through, and land away from her. It means I still get close to her for a second but we're not occupying the same area for more than the time it takes me to attack.
Appreciate the effort at teamwork, I'm just thinking that it may be to our disadvantage if I end up adjacent to her. Looks like you have found a good alternative.

Eoten - Giant of Antiquity |

If its any use tactically, once he's free of the demons Eoten can likely bombard her with sizeable chunks of volcanic stone and debris.

Eoten - Giant of Antiquity |

Afternoon folks - just a heads up that Storm Corrie knocked out power and comms lines here in the bonnie North East o' Scotland.
As such posting will be limited to when I'm in work and not busy (which is rarer than hen's teeth). Please bot me as required til I'm back up and running (likely mid-weekish).

Good Knight Gracie |

Cesarina,you there? Wondering since they've been having internet issues recently if we should bot if they don't post in a couple days.

GM SuperTumbler |

We are close to wrapping up this module. I'm not a huge fan of the next one in terms of opponents and style, and it isn't going to fit your characters very well. So I am going to rewrite it considerably and reskin a lot of things.
At this point, you guys have done enough stuff with these characters that I can draw upon those previous adventures for plot hooks. I have some things in mind, but if there is anything you especially want to do/explore, or anything you want to stay away from, please let me know.
If you just want to post plot threads that you are interested in, that works, too.

Storm Dragon |

Hm. A more inter-planar adventure seems the natural next step? We had an adventure set mostly in one city, and then another that was more globe trotting, so going off-planet or out of plane seems the natural next step.
A note on my end, I don't think many of my Complications have really had an opportunity to come into play. Primarily the lack of secret identity, ties to the church (and enemies that may bring), or the opportunity to interact with many benevolent non-humans I can be naturally prejudiced against, save the one at the start of this adventure.
Not that all of them need to be touched on at once or anything, but I'd be down for anything that intersects with those facets.

"Eldritch" Max Sinclair |

Thanks ST. Will think a bit, but I would support Storm's direction to explore the Church and stuff.
For this adventure, two things:
1. The HellQueen is actually a demon inhabiting a human woman. Max would examine Alex for similar taint
2. Don't we have an extra Bloodstone to redo Alex?
cheers

Good Knight Gracie |

We do have an extra bloodstone (Grace has it). Whether it should be used on Alex again is probably a conversation to have IC.

GM SuperTumbler |

Eldritch (Max) could probably upgrade his benefit to 3:
Status 3 (Heir Apparent): Most beings in the magical community recognize the hero’s name or reputation, and generally accept that they will become the next Master Mage. They may try to ingratiate themselves or go out of their way to target the hero.

"Eldritch" Max Sinclair |

Eldritch (Max) could probably upgrade his benefit to 3:
Status 3 (Heir Apparent): Most beings in the magical community recognize the hero’s name or reputation, and generally accept that they will become the next Master Mage. They may try to ingratiate themselves or go out of their way to target the hero.
Thanks

GM SuperTumbler |

That is an interesting thought. Transform doesn't work on living beings, so that one won't work. While you could build curses with an affliction and remove them with healing, I'm not sure exactly how to attack a curse like this from a rules perspective.
I was thinking of the "Alex problem" as more of a story problem, like you could deal with this Seth whatever/whoever they are. But that is certainly a bit of a sidequest, so we could include it in the plot or not. It seems to have caught the interest of some of you, so I'm game for it if you want to pursue it.