Before I launch into the latest round of hooks I wanted to update that this should be my last post for a while as I go into a “tunnel” phase of intensive work on a few projects I have been working on the background for a the last few months.
Hopefully I will make good progress, get some positive playtesting, and be able to announce some new stuff; but it is possible the outcome will be that I’m not happy enough to continue with these. (Which is why I’m being so vague for now).
Knowing this would by my last post for a while, I wanted to do something special, hence the current extra long hook featuring almost every villain from the core rulebook.
Also, regardless of the outcome of my mysterious project, I intend to return to writing this series of hooks latter in the year so I would be interested in hearing which hooks you enjoyed the most, and what sort of hooks you would be interested in seeing in the future.
Now, without further ado let us turn to the adventure:
No City for Old Heroes
Years ago Arch-Enemy managed to forge an alliance of virtually every extant villain to overwhelm the world’s heroes. After a string of epic battles the villains were triumphant, driving the few remaining heroes underground.
The villainous alliance then turned their attention to the worlds’ governments who rapidly fell before their might. However upon the eve of his victory Arch-Enemy was slain by a last desperate strike by elite GLOBE agents.
Now deprived of both their leader and their common enemy the villains proceeded to fall upon each other, eventually carving out their own fiefdoms.
Doctor Caldas now rules South America, filling its jungles and mountains with his monstrous progeny which hunt the few remaining humans who have fled the bonfires of the continent’s former cities. The Chessmaster has seized control of California, with the aide of The Anachronism. His domain is now patrolled by his dreaded Bishops who enforce his strict edicts against computers while his towering clockwork Knights and Rooks guard the borders.
The rest of the western seaboard has been conquered by Doctor Kur who continues seeking to build his perfect society. Although his shining mountaintop cities of superscience are tyrannical and inhuman refugees from all over the Americas flock towards them since at least Doctor Kur’s computers try to make things better for humans.
Heading further east much of Canada has fallen to savage werewolves, and east of the Winnipeg the god Zarkus commands their own murderous theocracy. The American Midwest is dominated by the followers of Brother Balance who preach that the downfall of civilisation was brought about by sin, and only through strict nobility and preparation can they avoid the next apocalypse. Although other cults, including one town under the thumb of Motherload, flourish elsewhere.
The North-Western United States superficially resembles a return to pre-Alliance America : reasonably comfortable with reasonable infrastructure beneath the thumb of corporate overlords. Even the ethnic tensions of pre-Alliance America have an analogy in the tensions between well established inhabitants of these states and the refugees who have fled the annihilation of most of the south east. Notable among these corporate overlords is Paperclips in Philadelphia and Visor Global in Providence. These corporations all work with The Docgineer and Graverobber who work together in Stamford to train a new generation of mad doctors and engineers.
Seeing the same sinister hands that took Dizzy from her behind the corporations and theocracy of the North East Sister Dismal leads a band terrorists, notably including Flare and Angry John against Paperclips, Visor Global and Zarkus.
After seizing control of Atlantis Lord Atlas has sharply restricted travel across oceans, but there is little hope to be found elsewhere. Estle and Sea Boss have managed to reach an understanding with Lord Atlas which grants a near monopoly to their formidable fleet of military and merchant vessels – based in Malta which is now their personal fiefdom.
Most of Europe is controlled by a succession of strongmen secretly backed by MARLOW, and openly backed by Dagmara and her Zmora. In something of a return to the feudal model these strongmen frequently war against each other, providing plenty of work for mercenaries and enforcers of all sorts.
Thanks to the efforts of Revenant the Undead Horror and Dark Lord Aravon the gates of Hell were torn open across the Middle East which is now overrun by demons bent upon the destruction of the numerous holy sites across this region. The eastward expansion of these demons has been checked by The One who has manifested on Earth to conquer India. Those few parts of the Indian subcontinent not destroyed by his struggle with The Ever are now entirely given over to vast shrines to his might, or factories manufacturing weapons for his war with The Ever’s proxies the Himalayas and Eastern Africa.
Across the rest of Asia Amrak has been subtly twisting the authorities into increasingly tyrannical and unreasonable positions – leading to ever greater repression, discontentment and ultimately waves of famine and civil war.
No cosmic entity is shielding North Africa from demons so much of the Sahara is now a warzone between brave, but largely outmatched, soldiers and the hordes of Hell itself. In Sub- Saharan Africa Paragon (after playing dead for a few years) has re-emerged. He claims to be forming an alliance to reclaim the world, but is increasingly not shy about destroying those who cross him and remains utterly unwilling to pick a fight with either the demons (who are of course experts at torture) and The One who may be able to destroy even him.
Finally Australia has been conquered by a host of mercenaries and defectors from the world’s crumbling armed forces led by Doctor Death and the Postmodernist. They now run vicious bloodsports (death races, gladiatorial arenas, simply setting people free and letting dogs run them down, etc) and pay bounty hunters handsomely to find the few remaining heroes to add to the spectacle.
Whether through time travel, dimension leaping, cryogenics or simply being born into this world your protagonists find themselves in this hellish landscape. They might seek to set up their own community guarded against these villains, launch their own guerilla war, hunt for a way out or simply pursue personal errands (what happened to our supporting cast?) but no matter what their goals are our heroes must battle against a world fixed on destroying them.
Twist
1.ArchEnemy faked his own death and went into hiding to let his alliance of villains tear themselves apart. He continues secretly building up his new powerbase, waiting for the most powerful villains to fall before he makes his move and finally consolidates his position as master of the world.
2.ArchEnemy faked his own death as above, but never plans to openly move to conquer the world. Instead he has been discretely eliminating major villains and replacing them with his own minions.
3. Arch Enemy was never the real mastermind. Aravon arranged the alliance, plunging the world into its current spiral leading to literally falling into Hell.
4. This world is regularly shaken by colossal earthquakes and monstrous storms as the epic final battle between heroes and villains unleashed forces great enough to tear the whole planet apart and the world’s rulers have been too distracted by their petty wars to stop it.
Complications (Generic)
1. Arch-Enemy’s spies (or people who think they are Arch-Enemy’s spies if you aren’t using twists 1&2) spy on the heroes. They have orders not to interfere but are liable to induce paranoia.
2. Bounty hunters pursue the heroes seeking to drag them to the arenas of Australia. Initially these bounty hunters will merely be men with shotguns, nets and tasers but once it becomes clear the pcs are real superheroes serious bounty hunters such as Black Dog and Major Devastation shall join the hunt.
3. The characters encounter folk who recognise them. They are either accosted and condemned for failing to stop the villains or praised as Arthurian returning heroes here to save the world.
4.The characters are waylaid by bandits.
5. Something ( a vehicle or gadget preferably) breaks down and needs fixed.
6. A passing shot in the last superbattle destroyed the characters’ supplies (of food, fuel, ammunition, medicine or whatever else they need) and they must stock up.
Complications (South America)
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The characters come across the ruins of a town, still filled with the scent of unburied corpses as birds and small lizards feast on the devastation Doctor Caldas left behind.
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As the characters wind through a narrow mountain road, alongside a dizzying cliff, they are assailed by flocks of vicious Pterodactyl.
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A colossal tyrannosaurus hunts the characters through the jungle.
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The characters pass a convoy of heavily armed soldiers, all now dead. Soon they realise they have been infected with the same lethal bioweapon Doctor Caldas used on the convoy which only affects humans.
Complications (California)
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The characters stay in a farm house with a family that seems unsettlingly familiar, until they eventually realise the eldest members of the family were once famous Silicon Valley entrepreneurs before being brought low.
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Uniformed Pawns conscript labourers from all over California to labour in the gold and salt mines created from The Anachronism’s passage through Silicon Valley.
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The characters are approached by a merchant who wants help smuggling a laptop across the country. This merchant is secretly a Bishop (one of Chessmaster’s secret police) running a sting operation, hoping that the heroes can help lead them to cells of dissidents.
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As the characters attempt to cross the border a colossal steam belching engine comes storming towards them. This is a Rook, a clockwork, tracked battleship responsible for confronting Chessmaster’s enemies.
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As the characters camp for the night their rest is interrupted by the arrival of two ticking monstrosities of scything blades- Chessmaster’s Knights sent on a mission of assassination.
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The characters reach Hollywood – which under the influence of The Anachronism has reverted to the traditional days of big studios, black and white filming and the Hay’s Code.
Complications (Western Seaboard)
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Drones soar overhead, spying upon the heroes. If the heroes destroy them armies of robots shall be teleported in to capture them but if they leave the drones be their movements shall be known to Doctor Kur.
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The characters’ passage is blocked by robots who demand an explanation of their movements and identities. If they are able to give convincing accounts they can move on. If they are exposed as liars, or attempt to fight through, more robots teleport in to destroy or detain them. If they are discovered as pre-Alliance heroes more robots will teleport in to escort them to Doctor Kur who seeks to convince them of the virtue of his civilisation.
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The characters encounter a convoy of refugees who are struggling to prove themselves worthy of being accepted into the guarded cities.
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The characters’ passage is blocked by construction work as men and robots alike slave over a massive construction project (usually new defences).
Complications (Canada)
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A pack of werewolves hunts the characters.
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The characters approach a small village, filled with well armed woodsmen who have survived so long solely by virtue of paranoia.
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A hungry bear hunts the characters.
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The characters are confronted by a priest of Zarkus and a band of fanatic cultists who seeks to capture the characters and take them to a temple where they shall be judged, found to be “irredeemably corrupt” and sacrificed.
Complications (Midwest)
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The people of the Midwest are helpful and hospitable, as long as you are a follower of Brother Balance. Anyone who does not continue to express support for his cult faces ostracism and refusal of service at a bare minimum.
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The characters pass rows of dissenters and petty criminals tied to crucifix and exposed to the elements as punishment. Interfering is unlikely to help either the characters of the condemned but few heroes can comfortably pass this sight.
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Brother Balance knows he is unlikely to best the characters in an open confrontation and sends his minions to steal their equipment and supplies, hoping to weaken and distract the characters before he can strike.
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Zarkus sends missionaries into the Midwest, leading to violence as the supporters of the two faiths clash.
Complications (North-West US)
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The characters are seen as refugees and receive a warm welcome in the refugee shanty towns but are confronted with prejudice whenever they encounter longer established families.
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Characters witness corporate police harassing a crowd of refugees.
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Agents from Stamford occasionally simply snatch people from the streets to feed the insatiable demand of the mad biologists for bodies to experiment upon.
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To get anywhere in North-Western society characters must show brand loyalty – by purchasing products and festooning themselves in branding.
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The characters cross paths with Sister Dismal, Flare and Angry John on the way back from a raid. If the characters’ can’t convince them of their hatred of the megacorps the trio will attack. However little short of joining these supervillains with their campaign of terror will convince them of their sincerity.
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Explosions shake a town the characters pass through as Sister Dismal strikes again. Regardless of the characters’ reaction the local security forces will seek them out as suspected collaborators.
Complications (Oceans)
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The characters are stopped by Atlantean soldiers seeking confirmation that their vessel has permission to sail – and a bribe.
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The characters encounter a cargo ship carrying slaves to Australia.
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A frigate from Sea Boss’s fleet moves to intercept the pcs’ vessel.
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The characters pass an island, its inhabitants all wiped out by some catastrophe or another.
Complications (Europe)
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A fleet of agents in cars seeks to run down and box in the characters.
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The road ahead is blocked by a rally one of the continent’s many strong men is holding.
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The characters’ dreams are invaded by Zmora.
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Two strongmen prepare for war, leading to borders being closed and spot checks on travellers as security is ramped up.
Middle East/North Africa
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The characters hear howls in the distance as hellhounds close in.
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A herald stands waiting at the cross roads to tempt travellers.
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A bus lies on its side, inside are a band of bedraggled men and women tormented by unclean spirits.
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The characters are attacked by fanatical soldiers convinced they are possessed by demons.
Complications (India)
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The Ever haunts the characters’ dreams enjoining them to attack a temple to the One.
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The One teleports the characters to an arena where they are forced to fight a succession of hideously mutated tigers and elephants.
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The characters witness a temple to the One collapse, trapping hundreds of slaves beneath rock. However if they use their powers to help they shall almost certainly face unwelcome attention.
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Several of the One’s slaves seek to escape, and beg the characters to guide them away from the factories they are trapped within.
Complications (Central and Eastern Asia)
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The land the characters is now passing through does not allow foreigners to travel so they must either blend in or pass through entirely unseen.
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The characters pass a mass grave filled with hundreds of starved corpses.
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The characters witness brutal police officers metting out collective punishment to the inhabitants of a village suspected of hosting “counter revolutionary discussions.”
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Two villages fight each other for increasingly scarce food.
Complications (South Africa)
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The Ever’s proxies shall seek out the characters, imploring them to aid them in their wars against The One and the demons.
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When he learns that the characters are in Africa Paragon shall seek them out, ostensibly to recruit them as allies but in truth seeking the destruction of potential rivals.
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The characters settle down in a town for the night, but hear howling as demons fall upon them.
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An injured hero seeks out the pcs, condemning Paragon and seeking their aid in overthrowing him.
. Complications (Australia)
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On the horizon the characters can see a massive edifice, which is drawing closer. Soon they realise this bizarre ramshackle structure is a mechanical walking mansion. What they may not realise until too late is that the walking mansion is in fact Love-Lace and within it dwells Miss Fortune as the two villains combine their powers and love of collecting – including collecting hero memorabilia like the characters’ costumes.
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The characters witness a hunt as several prisoners flee across the outback, pursued by hounds and men on motorcycles.
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When Doctor Death learns the characters are in Australasia he decides to draw them out by staging increasingly outrageous atrocities and inviting the heroes to come and stop them.
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The characters encounter a biker gang who demand the characters prove themselves in a race.
Adaption
Once you have figured out how this mini-campaign fits into your broader campaign (is it a possible future, an alternate universe, simply the premises of the entire campaign) the most obvious adaption needed is to fit in the key characters of your own campaign.
You should work with the players to figure out if their rogues are barons of their own territories (and if so where), free roaming hunters like Black Dog and Love-Lace above, or if they are fighting their erstwhile allies like Sister Dismal’s gang.