| Display a Printer Friendly Version Hidden Enemy [comments:(16),
views:(11806), rating:(6.8)] Author: Ralph Dula Homepage: http:// System: Marvel Super Heros Type: Scenario Category: Super Hero Requirements: four to six characters. Hidden Enemy is a Marvel Super Heroes Adventure Game scenario for four to six characters. The villains in this story are of a power level appropriate for street-level heroes, such as Captain America, Daredevil or Spider-Man.
Graphic: Hydra Base
“And so you go forth now, to slay one of the most dangerous enemies that Hydra has, one even more dangerous than the hated Fury! Go forth and slay the vile Doctor Strange! Hail Hydra!”
“Hail Hydra!”
The man at the podium watched as the handpicked team of assassins set out for New York City, smiling at the thought that soon his most loathed foe would be destroyed. Once they had all left he set out for his personal quarters. As he traveled though the halls of the subterranean complex all who he passed stopped whatever they were doing and groveled to him to the best of their ability. He never acknowledged them, enjoying their fear that their acts of respect weren’t good enough, and that they might disappear like Base Commander Thompson did.
As soon as the door to his (formerly Thompson’s) quarters closed he activated the DNA manipulator, restoring his body to its original form. It was a minor device, more than enough to fool the humans that he was their overlord Baron Strucker, but to the inhabitants of this planet it was amazing. Once Strange was gone none could oppose him, and then this world would be his . . .
Hidden Enemy is a Marvel Super Heroes Adventure Game scenario for four to six characters. The villains in this story are of a power level appropriate for street-level heroes, such as Captain America, Daredevil or Spider-Man. If the players insist on playing high-powered characters along the lines of the X-Men or Fantastic Four increase the damage bonuses of the villains’ weapons by 1-2 points, or even give them light armor with a +2 Defense Bonus, rationalizing it away as improved equipment provided by the false Baron Strucker. Under no circumstances should ultra-powerful heroes such as Thor or the Silver Surfer be allowed to be played in this adventure, as they would run through the scenario like a bull through a china shop.
Hanging Out in Central Park
For whatever reason your heroes are in Central Park at night. Perhaps they are out patrolling, looking for villainy to thwart, or perhaps they are on a date and enjoying a horse-drawn carriage ride. Let the players tell you why their characters are there and role-play it for a few minutes. Then whatever they are doing is interrupted as the night sky is lit up by laser beams, which come from behind a clump of trees near the heroes. None of the beams are aimed at the heroes; indeed, the majority of the beams seem to be being fired into the sky, as if to bring something down.
Needless to say this bizarre display provokes cries of distress from the parkgoers around the heroes, distress which becomes outright panic as Doctor Strange flies through the trees, gaining altitude for but a moment before plummeting to Earth and lying quite still. Bursting through the trees after him is a group of Hydra agents, carrying rifles and pistols the likes of which the heroes have never seen before. Several of them begin firing on anyone they see, hoping to kill all witnesses, while the rest prepare to kill Strange; of course, if any of the heroes are in costume the Hydra agents focus all their attacks on them, recognizing the greatest threat.
Hydra Assassins (Two per Hero, including Strange): Strength 5D, Agility 5B, Intellect 4X, Willpower 3C, Health 17. Skills: Brawling, Contingent Attack, Intimidation, Marksmanship, Military, Thievery. Equipment: Laser Rifle +5 damage, Disintegration Pistol +6 damage, Cerebral Nullifier (see below).
These Hydra assassins will not flee, no matter how badly they are outclassed, having been informed that slow death awaits them if they return without slaying Strange.
Aiding Strange
Any hero checking on Strange finds him disoriented, unable to stand up or even speak more than a few one-syllable words at a time. Use of the Medicine skill or Healing powers do nothing to help Strange or even diagnose his condition; the only way for a hero to help Strange is if they are able to bequeath an Invulnerability to Poison upon him. The Cerebral Nullifiers carried by the agents of Hydra are causing this condition, as explained below.
Evacuating Bystanders
Most of the bystandards are wisely fleeing the area, but a few are stricken with fear or so awed by the sight of their favorite heroes in action that they are standing still smack dab in the middle of things. Emotion Control, Mind Control, or sheer charisma (Challenging Willpower action, with Leadership reducing the difficulty by one level) can convince the bystandards to flee. All save one, that is. Enrico Mason is a Maggia enforcer with an ego the size of Montana. As soon as a hero approaches him he whips out a .357 Magnum and opens fire, yelling that “nobody is gonna get me” as he does, sure the hero recognizes him and is trying to arrest him.
Enrico Mason: Strength 5B, Agility 3D, Intellect 2X, Willpower 4D, Health 17. Skills: Brawling, Intimidation, Knives, Marksmanship, Wrestling. Weapon: .357 Magnum +4 damage.
After the Battle
Once the battle ends the heroes can interrogate their foes. While Enrico has nothing of importance to say the Hydra agents are a wealth of information. Regardless of whether the heroes use a skill such as Intimidation or a power such as Mind Control they find learning anything from the would-be killers is a Daunting task; somehow these men have been conditioned to resist interrogation to superhuman levels! Once the mental blocks are broken the following facts can be learned;
-Baron Wolfgang von Strucker himself sent them to assassinate Strange, calling him the greatest threat to Hydra ever.
-The Baron showed up at their base almost two months ago, and immediately began preparing them for the assassination of Strange. Since the training began the base has been under a communications blackout.
-If asked about their weapons the assassins explain that the Baron himself produced them, designing them in the base’s laboratory. The assassins were quite surprised by this display of technical knowledge by the Baron, as are any heroes who have encountered Strucker before; he’s known for using high-tech weapons, not building them.
-The assassins can also give the location of their base, a hundred miles west of New York City, underneath a farmhouse.
Anyone who examines the assassins’ weapons and succeeds in an Average Intellect check can say that not only are the rifles and pistols more advanced than anything they have encountered before, they are also crafted with a synthesis of human technology and some other, unknown form. Those heroes who have previously encountered alien races may make an Easy Intellect check to determine they do not come from any of the races they have met. Before the heroes can closely examine the Cerebral Nullifiers ( Which are softball-sized spheres attached to each assassin’s uniform) Strange recovers somewhat, imploring the heroes to take him to his brownstone, where he might gather his strength and heal. As police sirens draw near it would be a safe assumption that the boys in blue can take charge of Enrico and the defeated assassins.
At Home with Wong and Strange
Arriving at Strange’s sanctorum the heroes are greeted by Wong, who at the sight of his fallen master bids the group to enter, going so far as to ask one of the heroes to help him carry Strange to his bedroom upstairs. Though still feeble, Strange’s health has improved somewhat and he thanks the heroes for aiding him in a time of need. He asks them to return the next day, confident that the healing postules Wong is preparing will have restored him to health by then. He asks that the heroes wait until then to punish Hydra for their deed (he heard the location of the base being given away during the interrogation), as he wishes to help in the punishment of those that tried to kill him. With that Strange bids them good night, and has Wong show them out.
Investigations
While the Sorcerer Supreme may have made them promise not to assault Hydra without him, this does not mean the heroes have to rest on their laurels. Among the things they can do are:
Examine the Cerebral Nullifiers: Only heroes who possess both Biochemistry and Super-Physiology have a chance of understanding these devices, and even then it is a Daunting task; perhaps a trip to visit Reed Richards is in order? Success reveals that the devices are of such complexity and so vile a purpose that only a madman on par with Doctor Doom could invent them. The devices contain a chemical which they release into their surroundings, deadening the brain’s ability to act, slowing thought processes and preventing the concentration necessary to call upon skills, mental powers, or even magic. Even more amazing is that the chemical has been designed to affect only one person, leaving all others unharmed! Analysis of the chemical’s remnants reveals that the chemical naturally breaks down after several hours, leaving the victim exhausted but otherwise unharmed.
Contacting SHIELD: Heroes might decide to visit Nick Fury, either to talk about Hydra to have the Cerebral Nullifiers analyzed. SHIELD has already taken the assassins into custody, but have learned nothing more from them than what they told the heroes. SHIELD was already aware of the Hydra base west of New York City before the assassins attacked Strange. The base had been identified about a year ago and kept under surveillance, since in recent times SHIELD’s resources have been too stretched to spend on shutting down a small-time transportation research facility. Two months ago the base cut off all communication with other Hydra bases, and spying suggests the rest of Hydra has no idea what is happening there. If told that Strucker is at the base Fury will laugh in the hero’s face, telling him that Strucker has never been near the base in all the time it has been kept under surveillance, and he has been spotted in Asia several times over the last few weeks. Any attempt to convince Fury his boys may have missed Strucker at the base gets the offending person a mouthful of #!@ and !!@ as the warhorse tells the yahoo his men are the best and would not make mistakes like that.
Return to the Sanctorum
When the heroes return to Strange’s abode the next day they find the sorcerer in much better health, though still pale and sweating. After again thanking the heroes for their aid and once Wong has offered refreshment to each hero Strange tells the heroes what he has done to research yesterday’s attack. Read the following to the players:
“All though the night I was in a delirium, and even with Wong’s care it was very lucky of me to have survived. By morning my mind was clear again, and though my body was still weak I put myself to the task of finding out why Hydra would attack me. I have never clashed directly or indirectly with those terrorists, though on three separate occasions I’ve helped their arch-foe, Nick Fury. I felt that the quickest way to find out the purpose behind the assault was to locate Hydra’s leader, Baron Wolfgang von Strucker, and pick the truth from his mind. I invoked the Spell of Detection this morning, only to be flabbergasted, for my arcane arts informed me there are two living, thinking, breathing beings known as Baron Wolfgang von Strucker, each completely identical physically! One of them is in Hong Kong, while the other lies west of here 100 miles. No doubt this is the Hydra base the assassins last night referred to.
“My plan is simple. While you investigate the Hydra base west of here I shall send forth my astral self and investigate the Hong Kong Strucker. If it turns out he is responsible for the attack I shall return to my body and summon you, so that we might travel to Hong Kong together to deal with this foe. If he is not responsible I shall return to my body and meet you at the other Strucker’s lair, to see what you’ve found.”
No doubt lone wolf or naturally authoritative heroes (Wolverine or Luke Cage, for example) will be upset by the way Doctor Strange is ordering them around. With good role-playing Strange will admit that the reason he is working with the heroes at all is because he is still weak (15 Health, -8 to Magic Power) from the Cerebral Nullifiers, and fears he would be unable to handle things himself; being Sorcerer Supreme means never showing your weaknesses to friend or foe, as previous events in his life have taught him, and he instinctively slipped into his leader persona so that the players’ heroes would not notice.
Approaching the Base
As the assassins had said their subterranean base lies beneath a farmhouse, which appears to have been left to rot many years ago. The several acres of land around it are barren of any kind of plant life, which would be a problem if the land across the road from the farm wasn’t full of apple trees, making stealthy observation of the farmhouse easy. With an Average Intellect check the heroes will be able to tell that four Hydra agents are within the farmhouse, presumably guarding an entrance to the base. Of course the Hydra agents are keeping an eye out for suspicious characters like superheroes or SHIELD agents, so each hero must make a Challenging Agility roll to not be noticed or else the Hydra guards come charging at them, guns blazing. True, it would make more sense for several of the guards to enter the base and warn their comrades while the others delay the heroes, but Hydra has never made it a point of hiring smart thugs, and this batch is no exception.
Hydra Guards: Strength 3X, Agility 3D, Intellect 4D, Willpower 5D, Health 17. Skills: Espionage, Marksmanship, Observation. Equipment: Standard Hydra Laser Rifle +4 damage.
Once the guards have been defeated the heros can search the building, and with an Easy Willpower check can find the entrance to the base behind a refrigerator. The portal descends into a well-lit hallway fifty meters long; refer to the map and the following key as the heroes explore the complex. Smart heroes will disguise themselves in the uniforms of the guards.
1. Entrance: Guarding the portal into the base are two Hydra agents (same statistics as the farmhouse guards), ready to shoot anyone that comes down the entrance hall. Of course wearing a Hydra uniform, shorting out the lights to plunge them into darkness, or even the non-creative “sneak up while invisible” plan will be enough to get close enough to silence the goons and procure the passcards they carry to gain access to the complex and open doors within it.
2. Laundry:
This room is filled with bins of dirty clothing, along with several washers and dryers.
What leader of a costumed terrorist organization wants his minions to wear soiled uniforms? Certainly not Baron Strucker, whose penalty for untidy uniforms has included death on occasion. No one is present when the heroes enter this room, which contains more than enough uniforms in all sizes for them to wear to infiltrate the complex. Unknown to the heroes is that this is an all-male Hydra base, so the likes of the Black Widow or Elektra will find it a Daunting Intellect task to impersonate a Hydra agent in the base; males have an Average time of it, as none of the terrorists are fond of one another and so pay little attention to each other.
3. Cafeteria:
This is a cafeteria, with three long tables surrounded by chairs filling the room. The northern wall is where the line forms for food, and you can see into the kitchen. Though no one is visible, you hear voices coming from beyond the serving line.
None of the base’s forty occupants are present when the heroes enter, and a search of the room turns up nothing. The voices heard are the two Hydra agents preparing the next meal in the kitchen. The serving line is easily jumped, for those heroes who wish to surprise the pair with a bit of flair.
4. Kitchen:
It’s obvious from the ovens, stoves, and refrigerators in this room that this is the base’s kitchen. Two Hydra agents, oblivious to your presence, stand with their backs to you as they chop carrots and talk to each other.
While the obvious course is to take down the pair before they even know the heroes are there, smart heroes will hide behind tables and stoves (an Easy Agility action, as the men aren’t expecting any trouble) and eavesdrop on them. At first their talk is nothing more exciting than how they have been forced to prepare food for the complex from emergency rations since Strucker sealed the complex, but gradually the talk becomes more interesting. All the Hydra agents are having trouble following the changes Strucker has made to the laboratory, changes they would have considered ludicrous and worthless if not for the fact that Strucker now uses it to produce the amazing weapons they now possess. After this tidbit is revealed one of the men turns around and sees the heroes, prompting combat. Use the following stats for these Hydra agents and any others that the heroes encounter in the complex.
Hydra Soldier: Strength 3X, Agility 3X, Intellect 5B, Willpower 5D, Health 10. Skills: 3 Different Science skills, Observation. Equipment: Standard Hydra Laser Pistol +2 Damage.
5. Communications Center:
This room is filled with the amazingly sophisticated communication gear a terrorist group like Hydra needs to keep in constant contact worldwide. None of the equipment is currently in use, as the three occupants of this room are too busy sitting on the floor playing poker. They must be playing for some pretty heavy stakes, as none of them glance up to look at you when you enter.
Since the being posing as Strucker ordered all communication with the outside world to cease the men who normally kept in constant contact with the rest of Hydra have taken to slacking off. They are so engrossed in their game, in fact, that the heroes automatically gain complete surprise on them when they act. If the heroes are unable to overcome the men in one exchange one will hit an alarm button, bringing the remainder of the complex’s occupants (excluding “Strucker”) running. “Pile-On,” anyone?
Incidentally, this place is great to contact SHIELD from once everything is over so they can mop up.
6. Lockers/Showers:
This room’s walls are covered in lockers, and the sounds of running water and singing can be heard from a doorway on the far side of the room.
Four Hydra agents are busy practicing good hygiene, allowing heroes to take their clothes, passcards, and pistols if desired.
7. Laboratory:
In this room six Hydra scientists sit behind computer terminals, sending commands to robotic wielding units to manufacture machine parts. As soon as you enter the men notice you and begin typing furiously. Any question of why is answered as the robots suddenly stop working and begin moving towards you, firing their lasers at you as they do!
The machines (one for each scientist) have the power Energy Blast at 9, a Material Strength of 14, and an Ability Score of 5 to use to hit the hero; this ability reflects the mind of the Hydra scientist running the machine, who also have the difficulty of their attacks reduced a level due to their skill in robotics. If any scientist is knocked out his corresponding robot will shut off, lacking the continuous stream of commands that it needs to operate.
Interrogating the scientists after the battle reveals a number of interesting facts. Among them:
-The original purpose of the base was to uncover new methods of transportation for Hydra. Teleportation was the primary focus of research, with minor study into spacecraft.
-Until two weeks ago the head of the base was Willard Thompson. Thompson was an accomplished scientist, and would often work on experiments independent of his subordinates. Two months ago the occupants of the base awoke to find Thompson’s latest private experiment a charred wreck in one corner of the lab, and Thompson apparently sealed in his private quarters, unresponsive to attempts to converse with him. It wasn’t until the end of the day that the door to Thompson’s chambers opened, and Baron von Strucker emerged! He explained that Thompson’s private experiments had been unauthorized, and that Thompson had been executed for it. Everyone was quite surprised when the Baron then announced he would not only personally take control of the base, but all communications with the outside world was banned on penalty of death.
-While known for his skill at leading men and instilling terror, no one had known of Strucker’s mechanical genius. Under his guidance the weapons the Hydra assassins used were built, and he had the lab overhauled to produce various pieces of machinery none of the scientists understand. Strucker takes all the machinery produced to his quarters (formerly Thompson’s) and it is unknown what he does with them there.
-Since he arrived the Baron has continually ranted about Steven Strange, calling him his worst foe that ever existed. No one in the base had heard of Strange before the Baron arrived, and all fear the Baron will kill anyone who dares ask him why.
Anyone examining the production equipment finds it resembles the strange technology the Hydra assassins used. If the few completed pieces of machinery are examined a Superhuman(24) Intellect check will reveal that the objects are components of a device that, theoretically, manipulates time itself.
8. Barracks:
No less than twenty Hydra agents lounge in here, sleeping in bunk beds, playing cards, and watching television. None seem to have noticed you as of yet.
It will take one exchange for each agent to grab his weapons and start shooting once the heroes are noticed. Nothing of importance can be found here, unless the heroes are still in need of uniforms or passcards.
9. Generator:
Five Hydra agents are busy working on a massive generator that takes up almost all the space in this room. They constantly move about, turning valves, inputing data on keypads and glancing at the notepads they carry. You notice that atop the machine sits a separate, spider-like device, made of a highly polished metal.
The spider-shaped device is absorbing and sending away much of the generator’s power, and if not for the constant recalibrations by the scientists the generator would burn out. If the heroes go ahead and knock the men out the generator will burn out, leaving the heroes not only in the dark but in a sealed complex whose air recyclers are shut off; repairing the generator would be a Superhuman Intellect effort, but so long as the device is attached the generator will still have to be continually adjusted. Also note that even if the generator is destroyed the false Strucker has built up more than enough power to use his Time Warp device, as described below.
The device attached to the generator has a Material Strength of 15, and anyone attempting to examine it finds it fires an Energy Blast with a skill and intensity of 10 once an exchange, until either it or its target is destroyed. If the device is destroyed and the remains examined a Superhuman Intellect check can reveal that the device was absorbing the energy from the generator and transforming it into temporal energy, then shunting it to another location. Such a device might only be found on Earth from the likes of Doctor Doom or Reed Richards, not Baron Strucker!
10. Armory:
Obviously the base’s armory, this room is wall to wall with weapons.
Almost any conventional weapon with a damage bonus of no more than +4 can be found here, for those heroes partial to such things.
11. Storeroom:
This room is half-filled with boxes of food, water, and sanitary supplies.
12. Heliport:
A large transport helicopter sits atop an elevator platform. Above it rises a shaft, presumably ending in a concealed exit at the surface.
The helicopter was used to ferry in supplies of both food and equipment for the base, but since Strucker’s arrival it has sat unused.
13. Strucker’s Chamber:
This room is totally dark when the heros enter, even to those with additional or enhanced senses. After all the heroes have entered there is a kaleidoscope of light. Read the following aloud:
You gradually recover from the strange display of light, only to find yourselves unable to move! Perhaps that is for the best, as reality shifts all around you, as geometric shapes, Vikings, and dinosaurs whirl into and out of existence around you. After an immeasurable time your surroundings settle into one concrete form, though it was not what you expected when you entered the quarters of Strucker. The room is easily as big as a football field, and is filled with strange machines of all shapes and sizes. Across from the platform you stand on is a large silver chair, in which is seated a bald man in a featureless green uniform, unlike any you have ever seen on a Hydra agent before. Something about him seems odd, as if he weren’t quite real, but the pistol he has trained upon you looks too real for comfort.
“You fools seem puzzled,” he croaks, and then his face brightens. “Of course! You were expecting someone else!” He touches a finger to his right hand and glows for a moment before turning into Baron Strucker. “Is this more to your liking,” he asks, before breaking off into laughter.
While unable to move or activate their powers the heroes are able to speak, allowing them to ask the shapeshifter what is going on. His reply is as follows:
“I am Yandroth, the Scientist Supreme. I come from the farthest reaches of the universe, where a multitude of worlds fell before my unmatched intellect! My robots, my genetically-enginnered diseases, even the minor weapons I gave to my slaves and followers; all were superior to anything that ever existed before! By all rights I should be a happy emperor, watching with pleasure as world after world falls to me! But that is not so, because of the fiend called Doctor Strange that your world birthed!
“He came to my world in search of an Earthling called Victoria Bentley, a woman of such beauty that her appearance earned her the right to be my bride. But Strange dared to try and take my bride-to-be away, before she could realize the honor being offered to her. His arcane knowledge clashed with my scientific marvels, and our battle took us to the Dimension of Dreams, where anything created by the sleeping mind becomes reality. Through trickery Strange defeated me, and I became one with the Dimension of Dreams, unable to escape.
“After an undefinable amount of time I found myself here, on Earth. The commander of this base had secretly been building a dimensional teleporter, to prove it could be done. He somehow attuned to me and drew me to this world. I quickly subdued him and interrogated him, and he told me enough to get by on this primitive world. I disposed of him once he became worthless to me, and with the aid of my amazing technology I assumed the form of Baron Strucker, allows me to rule the fools in this complex. And you have arrived in time to witness the conquest of your world!
My Time Warp device holds you out of sync with regular time. I would have used such a device to conquer your world as soon as I arrived, but your technology is so anagonizingly primitive compared to what I possessed on my worlds that I have only just perfected it. Within the hour it will build to full power, at which point I can render the entire world as powerless as you, and I and my Hydra dupes shall make this world mine!”
Once he has finished his tirade Yandroth returns to calibrating his machine, ignoring the heroes as goes about his business. The heroes are free to attempt to break free of the stasis hold they are in, but no matter what they try to do their being out of phase with regular time dooms them to failure. Allow them to try an escape attempt or two, then read the following:
Suddenly the room is bathed in a crimson glow, causing Yandroth to break off from his work and look about in panic. Then a shadow forms in the center of the room, and from it emerges Doctor Strange. Still pale from the attempt on his life, his health is even more in question now due to the numerous cuts and gashes that cover him. “I would have been here sooner,” he says, “but I uncovered a nest of demons in Hong Kong that had to be stopped.” He turns his attention to Yandroth, asking “Are you the being who would dare try to have the Sorcerer Supreme killed?” Yandroth shakes with fury, shouting “Strange, it is I, Yandroth the Scientist Supreme! I will destroy you as revenge for my defeat at your hands!” Strange looks puzzled for a moment before recognition dawns on him. “Yandroth? I had forgotten about you! I see your exile to the Dimension of Dreams has done nothing to diminish your lust for conquest.”
In response Yandroth adjusts the controls on his machinery, and Strange is surrounded by a field of temporal energy. Strange responds with his magics, and a colorful display of light assails your senses. Minutes crawl by, and slowly but surely Strange is overwhelmed, frozen in time just as you are. Actually, just as you were, as Yandroth has redirected so much power to contain Strange that the field holding you has broken down!
The heroes are free to act, and their first goal should be to subdue Yandroth. Clever players may think to destroy the machinery to set Doctor Strange free. The machinery has a Material Strength of 15 and should be considered to have a Health of 30. Once Strange is free it will take him several minutes to recover, so shame on players who thought they could free Strange and let him take care of Yandroth.
Yandroth: Strength 4X, Agility 4X, Intellect 14A, Willpower 10X.
2 Edge * Hand Size 4(25)
Skills: Scientific Genius (Biochemistry, Biology, Chemistry, Computers, Dimensional Geography, Mechanics, Physics, Robotics, Super-Physiology, Weapons Systems)
Powers: Hyperlinguistics 20
Equipment:
Armored Clothing: +3 defense, total defense 7
DNA Manipulator: Shapeshifting 18
Q-Ray Blaster: Firebeam (Energy Blast 12), Disintegration Ray (Disintegration 14, Stunt- Ray)
Time Warp: Time Control 10, only to use the Paralysis stunt. Note the power level would be higher, but most of its energy is being used to contain Strange.
Calling: Universal Domination
Personality: Egotistical, believes high intelligence equal infallible power, convinced of science’s superiority over magic. After a device fails him tends to discard it, rather than keeping it and using it again or refining it.
Once Yandroth is defeated and Strange has had time to recover read the following:
Strange walks over to the defeated Yandroth, looking at him with pity. “You are a sad creature, Yandroth. You were one with the Dimension of Dreams, you had the ability to taste of all the goodness and joy all thinking beings love and strive for. Instead you clung to your desire for power. I can not allow an evil of your magnitude to exist on this planet, therefore I banish you back to the Dimension of Dreams!” Before Yandroth can respond he is gone, one again part of the Dimension of Dreams.
Aftermath
Once Yandroth is gone Strange uses his magic to restore the room to its original dimensions, explaining how Yandroth warped time and space so he could properly channel the energy of his Time Warp device. Strange will ask heroes with the Dimensional Travel or Time Control powers to aid him (an Average task). Once done Strange will depart, thanking the heroes for their aid and asking that they don’t mention his involvement when they turn the Hydra agents over to the proper authorities. He uses his magic to erase all knowledge of his existence from the Hydra agents’ minds and the complex’s records.
Even though the heroes saved Strange and vanquished Yandroth many possibilities are left open at the end of the adventure. Will Strucker hunt them down to find out why the Hydra base broke off contact with the world? Has Fury decided that your heroes would be the perfect operatives on his next assignment? Will the Roxxon Corporation learn of the advanced technology created by Yandroth, and do their best to obtain it? That’s up to you, Narrator, just remember to have fun and know when its clobberin’ time.
Note: For those interested in learning more about Yandroth the author of this adventure advises you to check out Strange Tales volume one, issues 164-168.
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