Skadi’s first urge is to search for her father’s tomb, in order to break him free after years of banishment.
Skadi swims to the bottom of the Pacific Ocean and through some massive marine serpents to reach an Asgard SERPENT-MARKED HATCH. Inside she finds the serpent and frees him to the world, after millennia of banishment in the ANCIENT MYSTIC TOMB at THE BOTTOM OF THE OCEAN.
The Asgardian heroes, still following her tracks (no resource collected as they are not in contact with Odin due to the rush in which they followed her) are just behind her but while they are swimming IN THE DEEPEST OF THE OCEANS in PITCH-DARK AND FREEZING WATERS, they’ll be attacked by the two GARGANTUAN MARINE SERPENTS (4D8) that act like tomb’s guardians.
As soon as the Serpent and Skadi will be out of the Asgardian Warrior’s grasp, the Serpent will show his powers by summoning his seven Hammers of the Worthy, that from the space will land in different places on Midgard.
The Avengers are hosted in Asgard, unaware that the Serpent is resurrecting.
In Asgard, the Avengers are hosted in the MAIN DINING ROOM of the ASGARDIAN CASTLE, sharing stories and bonding with the Asgardians. If they have planned something to help Asgard and the Asgardians, the general attitude would be WELL DISPOSED, otherwise neutral or BADLY DISPOSED if Odin has been confronted already.
Once the serpent awakes, Odin and Heimdall are promptly aware of the resurgence. Odin decides immediately to leave Earth to its destiny but Thor confronts him. Odin slaps him and Thor hits him with Mjolnir, but Odin deactivates it soon after and knocks Thor unconscious. Asgardians then leave Earth and Thor is IMPRISONED, leaving the Avengers speechless and most likely doomed while the Hammers of the Worthy fall on Earth.
Again, this assumes Thor is not one of the players.
Play two Worthy Scene as the main group. Split the characters t into two groups and provide some supporting characters. If your are playing with an extra Asgard group, play another scene or two in the same way as for the main group.
One of the optional Worthy hammer scenes.
In the middle of the AMAZON FOREST, Bruce Banner and Betty Ross are spending time resting, until a hammer falls into a SMALL POND at the BOTTOM OF A WATERFALL.
Banner transforms into Nul, Breaker of Worlds upon touching the hammer.
A group composed of Red She-Hulk, Wolverine, War Machine, will fight him in a SMALL WOODEN VILLAGE, in the forest with plenty of CIVILIANS AND MISSIONARIES, still in the AMAZON FOREST.
Nul should be the first to start, unless someone has quicker reflexes (consider spending a doom die to act first) and his first round will be to Grandstand to immediately create a scene complication BURNING FOREST.
The heroes will try to oppose him but you should be able to see him winning. If he does, or the scene complication is stepped up past D12 let them wake up in the middle of an INFERNO D12 and have them removing the complication to either save themselves and the forest. Every end of the turn, step up the complication with a D6 from the doom pool.
One of the optional Worthy hammer scenes.
Juggernaut is training at the Raft as part of the Thunderbolts rehabilitation schema, when a hammer falls down near him. He feels drawn to it and touching it triggers a transformation that makes him Kuurth, Breaker of Stone. He will then jump out the complex and reach San Francisco by flying. He will aim at disrupting the San Andreas Fault to create massive damage to all the West Coast.
A group composed of Colossus, Magik and Shadowcat will fight him on THE HILL OVERLOOKING SAN FRANCISCO, on a STEEPED ROCKY HILLSIDE, AT MIDDAY.
Kuurth should be the first to start, unless someone has quicker reflexes (consider spending a doom die to act first) and his first round will be to Grandstand to immediately create a scene complication EARTHQUAKE, that involves overstimulating the San Andreas Fault with seismic activity and posing a threat to many lives.
The heroes will try to oppose him but you should be able to see him winning. If he does, or the scene complication is stepped up past D12 let them wake up in the middle of an SAVE SAN FRANCISCO D12 complication and have them removing the complication to try and save lives. Every end of the turn, step up the complication with a D6 from the doom pool, if needed, to simulate the increased level of danger or explosions of oil tanks and similar.
One of the optional Worthy hammer scenes.
One of the Worthy Hammers falls in the middle Pacific Ocean, along the east coast of Asia and Australia. Many of the islands in the archipelagos witness the fall and Namor, the King of Atlantis, send his best warrior with a Atlantean militia to investigate. Unfortunately Attuma feels a powerful desire to hold that hammer and when he does, he transforms into Nerkodd, Breaker of Oceans. He first slays his Atlantidean soldiers and then swim towards the BIGGEST OIL AND GAS INSTALLATION in the Pacific Ocean.
A group composed of Namor, Invisible Woman and Beast, will reach the installation, plunge into the DEEPEST OF THE OCEAN and protect the LABIRINTH OF PIPELINES.
The characters who decides to play this scene will have to hold their breath or have immunity. Alternatively they can create some sort of asset or collect a Med, Science, Tech (or Vehicle) resource to breathe and move normally underwater. With a resource they’ll be granted the SFX: Immunity from drowning and effect of water.
Nerkodd should be the first to start, unless someone has quicker reflexes (consider spending a doom die to act first) and his first round will be to Grandstand to immediately create a scene complication COMPROMISED PIPELINE.
The heroes will try to oppose him but you should be able to see him winning. If he does, or the scene complication is stepped up past D12 let them wake up in the middle of an OIL AND GAS DISASTER D12 and have them removing the complication to either save themselves and especially the environment. Every end of the turn, step up the complication with a D6 from the doom pool.
One of the optional Worthy hammer scenes.
Titania and Absorbing Man were supervising a BLOOD DIAMOND MINE in South Africa while one of the Worthy Hammers fell in the middle of an open-sky mine. She touches and transform in Skirn: Breaker of Men and then perceives that Victor Creed is the chosen one for another Hammer and uses her powers to fly to Dubai and leave him there to fulfill his role.
Once back to the mine she starts compromising the stability of the mine, which is SURROUNDED BY WATER by raising the water level around it and melting the mine in a MUD AND SAND.
Ironfist, Power Man and Spider-Woman will reach the mine to try and save the workers.
Skirn should be the first to start, unless someone has quicker reflexes (consider spending a doom die to act first) and his first round will be to Grandstand to immediately create a scene complication MUD AND SAND VORTEX.
The heroes will try to oppose him but you should be able to see him winning. If he does, or the scene complication is stepped up past D12 let them wake up in the middle of an WASHED AWAY WORKERS D12 and have them removing the complication to either save themselves and the forest. Every end of the turn, step up the complication with a D6 from the doom pool.
One of the optional Worthy hammer scenes.
After Titania had gained the Worthy powers, she points Absorbing Man, her partner, to Dubai where he could pick up the next hammer. She then flies him there with the aid of her newly acquired hammer. Upon contact, Absorbing
Man transforms into Greithoth, Breaker of Wills, and Titania leaves to go back to her designed path of destruction.
A group composed of Hank Pym, She-Hulk, Marvel Boy will fight him in a COMPLEX HIGHWAY INTERSECTION, in the MIDDLE OF THE CITY OF DUBAI, during RUSH HOUR.
Greithoth should be the first to start, unless someone has quicker reflexes (consider spending a doom die to act first) and his first round will be to Grandstand to immediately create a scene complication COLLAPSING BRIDGES, that involves a multilevel intersection weakened structure and the threat to many lives.
The heroes will try to oppose him but you should be able to see him winning. If he does, or the scene complication is stepped up past D12 let them wake up in the middle of an SAVE THE INNOCENT D12 complication and have them removing the complication to try and save lives. Every end of the turn, step up the complication with a D6 from the doom pool, if needed, to simulate the increased level of danger or explosions of oil tanks and similar.
One of the optional Worthy hammer scenes.
Grey Gargoyle is in France after he escaped prison for being associated with the Hood after his fall and living a quiet life there thanks to some extradition agreements. He also become quite popular for bearing a resemblance to the Gargoyles in Notre Dame and he is considering making money with National TV rather than criminal life.
At the moment, he is shopping in a CROWDED SQUARE, where there is an OUTDOOR FOOD MARKET. A worthy hammer falls on the floor and he transforms into Mokk: Breaker of Faith as soon as he touches it.
A group composed of Iron Man, Spider-Man and Invisible Woman will enter the square with the intent of prevent the city of Paris from becoming the BIGGEST STATUE MUSEUM ON EARTH.
Mokk should be the first to start, unless someone has quicker reflexes (consider spending a doom die to act first) and his first round will be to Grandstand to immediately create a scene complication STATUE MUSEUM.
The heroes will try to oppose him but you should be able to see him winning. If he does, or the scene complication is stepped up past D12 let them wake up in the middle of an and have them removing the complication BIGGEST STATUE MUSEUM ON EARTH D12, most likely to be stepped down step by step, to revert to normality the square or the city of Paris.
One of the optional Worthy hammer scenes.
In the middle of Manhattan, one other Hammer falls, but the Fantastic Four respond quickly to the problem. The Thing is the first one to get there to YANCY STREET METRO STATION, and touches the hammer when the others reach the area, transforming into Angrir: Breaker of Souls.
The group joining the CURIOUS CROWD in the UPSIDE DOWN STREET is composed of Mr. Fantastic, the Human Torch and Spider-Woman.
Angrir should be the first to start, unless someone has quicker reflexes (consider spending a doom die to act first) and his first round will be to Grandstand to immediately create a scene complication COLLAPSED METROPOLITAN STATION.
The heroes will try to oppose him but you should be able to see him winning. If he does, or the scene complication is stepped up past D12 let them wake up in the middle of a UNDERGROUND DEATH TRAP and have them removing the complication to either save themselves and the other trapped underground. Every end of the turn, step up the complication with a D6 from the doom pool.
Odin seems to be immovable on his position not to help Midgard but there is still someone who does not agree.
Loki gathers Thor’s friends, who had been previously assigned to prevent the Serpent resurrection but are now on imposed rest by Odin, in order to rescue Thor from his imprisonment. By putting some guards asleep with some poisoned food and drinks he frees Thor from his imprisonment but he is not able to stand properly due to some emotional trauma. They then meet with the rest of the crew and Heimdall in order to teleport on Midgard and join the Avengers in the fight against the Serpent. Odin, who sees it all in Asgard, enter the room and confront once and for all the Asgardians involved in the plot, giving one last chance to them to obey and abide to his dictate.
Odin commands that the Asgard World will be rebuilt as a war machine that will obliterate Midgard and its inhabitants before the Serpent will acquire too much power dwelling and feasting on human’s fear and horror.
Combat. Just before the meeting with Thor, Loki and the other Asgardian champions, you go into the Asgardian armoury to talk to Festus, a master dwarf smith from Etiri’s court who is there to provide his help in the reconstruction or Asgard. He provides an indestructible Dwarven chain mail and a mace/hammer resource to fight the Serpent, and suggests that a prophecy exists which involves the Son of Odin slaying the Serpent that has Midgard in his grasp. He will give directions to his Palace in Antarctica.
Cosmic. Heimdall has been watching the rise of the Serpent on Midgard since before had happened and knows everything about his Palace in Antarctica. Also, he can keep open the Bifrost for a bit while they are fighting him or his hordes, in order to let them benefit from the connection with Asgard as a resource. Last he will hint that Thor is the only one who has a chance to fight the Serpent but the Prophecy is a dark one, without specifying.
Menace. The same but involves intimidating Festus.
Mystic. Same as with the Dwarves but with Freya and a mystic amulet or a spell of protection. Same about the Prophecy but she knows that is going to be Thor’s defeat as well if the resource is from a D10 speciality.
Psych. Freya, with a bit of persuasion, can provide some info about the Serpent, his power and his location, by using his clairvoyant magic. In this way he discloses the location of the Serpent’s palace or Worthy Hammer and says that Thor will be able to fight the Serpent as the prophecy says. With D10 Psych you’ll find out that Thor will also die in the fight. She will provide the same Mystic Amulet as for the Mystic resource.
Soon after the Worthy start wreaking havoc, Skadi attacks the symbol of American’s power and government, the White House.
The Serpent needs to gain power by inducing fear on earth’s population and decides is a good moment to allow Skadi to attack the SYMBOL OF AMERICAN POWER, the White House. She suggests that in this way he will be able to show a fraction of the power of his army to the world. A mob of 5d8 Hydra Robots captained by Skadi is teleported to Washington where begins to destroy everything in their path, while marching through the SOUTH LAWN onto the White House. Captain America (Bucky Barnes), Falcon, Valkyrie and Black Widow respond quickly to the assault and try to save those who can be saved.
The first aim of the heroes should be the one to reduce, step by step a complication SAVE THE CIVILIANS! D12. The approach could be subtle if the team is stealthy, so that heroes could focus on the complication first before getting spotted by the Mob of Robots who will be actively patrol the area each round at the end of the turn until they find them.
Skadi does nothing but Grandstanding at the beginning of the fight, whilst the mob keeps the others busy, preparing the doom pool for when she will have to fight against them but also, to simulate the increased generalised fear on which the Serpent will feast.
The mob will try to protect Skadi if seems like a good tactic, or will grow the doom pool by Grandstanding, increasing the level of chaos around.
You can to spend a D10 to include another 5d8 mob of robots, or 3d8 for a D8 die.
Once the doom pool grows by three dice, you can spend a doom die to create a complication SHATTERED DREAM which represents the state in which the White House and the annexed symbols of power dwell. Once stepped up past D12, the White House explodes and Washington is lost to the Serpent. Roll with the doom pool and inflict emotional stress to everyone in the scene with the effect die.
This scene is a perfect scene to try and inflict some sort of emotional trauma to characters. Consider killing a character, a hero (Bucky Cap), another player character, a large mob of civilians or the president, in order to trigger the Sacrifice Milestone and end the Act I in the most emotional way.
Did I just miss the datafile for the GARGANTUAN MARINE SERPENTS (4D8)? I didn’t see it in the Mobs or any of the worthy’s wright ups.