Tag Archives: TSR

Indiana Jones: Sands of Adventure

I picked up this board game not too long ago, and I decided to paint the miniatures as part of my “Paint 100 Miniatures You Already Own Before Buying Anything New” challenge to myself. As of my last post, I had only painted two miniatures so far this year. Pretty dismal output, but hopefully that’s on the upswing.

As you can see, these miniatures aren’t too bad. They’re about 40mm or so, but don’t quote me on that as I didn’t actually measure them. The game is based on the first (and best) Indiana Jones movie: Raiders of the Lost Ark. You can play as Indy, Marion, Sallah, or Marcus Brody (who else were they gonna choose, Jock?).

Here are my painted versions.

I’m mostly happy with them, except I might need to tidy up Indy’s raccoon eyes a bit. The astute among you may notice this game (which I haven’t played) comes with some kind of apparatus for tipping the hourglass, which presumably contains the eponymous Sands of Adventure. I plan on painting this too, maybe as part of the Season of Scenery.

But wait! There’s more! Not one to miss an opportunity, I decided that while I was painting these, I could paint their smaller counterparts, i.e., these old Indiana Jones TSR Miniatures from 1985. After all, I was using the right colors already…

As you can see, most of these miniatures suck. They’re also made of that shitty metal TSR used in their miniatures line. I have railed about this shitty metal before, that it’s prone to metal rot and seemingly defies paint. The miniatures I have are actually rot-free (so far), so I wasted no time in priming and rebasing them.

Anyone else notice Indy can tie his shoes without bending over? Look at the arms on him!

The boxed set contains miniatures from the first two movies. I decided to paint the Raiders miniatures first. I’ll get to Temple of Doom soon. The first three were conveniently also part of the Sands of Adventure game, so I painted them right alongside each other.

Some folks will never have their face melted off for gazing upon the true face of God, and then there’s these three: L-R: Colonel Deitrich, Belloq and Toht. I lost count of how many times I re-primed and painted Toht’s hat brim. Damn thing just didn’t want to accept paint at all.

This little project brought my total painted miniatures this year from 2 to 12 (so far). Still not a great output, but I’m on my way. In other news, I’m also challenging myself to “Read 100 Books You Own Before You Buy Any New Books”. I’m on book 22 so far, and I’m reading stuff that’s been on my to-be-read shelf for years (in some cases, decades), so I seem to be doing better at that.

The Adventures of Indiana Jones RPG; or, I’ve Officially Lost My Mind.

Folks haven’t seen hide nor hair of me around here (or anywhere else on the Internet) for almost three months. I’d like to say it’s because I’ve been busy painting miniatures, specifically a dragon or two, but I can’t say that, because I have painted a total of four miniatures this year, and none are dragons. Instead, I have been mostly playing Red Dead Redemption 2 (at last), and writing scenarios for RPGs I will likely never run or play. Case in point: The Adventures of Indiana Jones; published by TSR in 1984, which is when I bought it at the tender age of 11.

The TSR Indiana Jones RPG has a bit of a reputation, and it’s for being a piece of dogshit. I find that assessment a tad harsh, but it is not a good game by any means. It’s got some serious problems, most infamously the lack of a character creation system. Players take on the roles of Indiana Jones and his friends. Since the game was published shortly after the second Indiana Jones film, Indiana Jones and the Temple of Doom, Indy’s friends are made up of his companions in the first two movies (sadly, no Henry Jones, Sr.). Marion Ravenwood and Sallah from Raiders of the Lost Ark, and Willie Scott and Short Round from Temple of Doom. I guess TSR thought five characters wasn’t enough, so they also included statistics for Jock Lindsey, the pilot from the beginning of Raiders (“There’s a big snake in the plane, Jock!”) and Wu Han, the waiter from Club Obi-Wan who gets shot amidst a cacophony of champagne corks almost immediately in Temple of Doom. Both these characters have maybe three lines of dialogue and less than two minutes of screen time in their respective films, but either one of them is preferable to playing the insufferable Willie Scott.

Herein lies the problem. The question rapidly presents itself: who wants to play a game about Indiana Jones and not play as Indiana Jones? What person is going to want to devote an evening of roleplaying to playing Willie Scott? Not too many people, judging by the dismal sales of the game at a time when both TSR’s boxed games and the Indiana Jones IP were both extremely popular. There was even a TV commercial about them.

The game had a few published adventures, but two of them were just the first two movies adapted as RPG adventures. (How fun!) The game was designed with miniatures in mind, and both the core box and all the published adventures had cardboard, trifold miniatures of characters, NPCs, and even scenery. There was one box set of metal miniatures released as well, and they’re pretty hard to come by (I have them).

So what are the other problems? Well, in addition to no character creation, there’s no character development, either. Indiana Jones and friends will always have the same statistics and know the same languages and skills no matter how many adventures you play. Skills are pretty basic, yet there are skills in the book that no player character has. There’s no mechanic to learn a new skill or language, or use one you don’t have (unless you roll a Lucky Break, which is a 5% chance of success).

The boxed set contains a rulebook, a character dossier booklet (the cover of which doubles as a battle map for miniatures), and a GM screen. You can get away without using the battle map or the miniatures (we never did), but you need everything else to play the game. Several important tables only appear on the GM screen and are not printed in the core rulebook (who knows why?). This means, of course, that if you’re looking for this game on the secondary market, it will be unplayable unless you have a complete game. No getting away with just the rulebook.

So what’s GOOD about it? Well, not much. I recall running it a few times, but with only one player (who played Indy, of course).The introductory adventure is meh and somewhat problematic (it takes place in Africa and features a villain named Solomon Black who is, of course, Black; as well as some questionable depictions of tribesmen), but it does a good job of teaching the rules. It’s designed for one player and one GM and is presented in chapters throughout the rulebook, each one focusing on the preceding relevant rules section. There’s also a pretty interesting chase mechanic in the game that uses a chase flow chart to simulate random twists, turns, dead-ends and hazards. I don’t think we ever used it, but I’d give it a go now, maybe even for use in another game. That’s about it.

TSR lost the license to this game fairly quickly and the game didn’t last long. Nothing was released after 1985, and I don’t think it was ever supported in Dragon magazine. No (legal) PDF exists, and the game isn’t available for download at any of the usual sites. It’s a dead game–until now. Last week I dug out my boxed set and had a look through it. I even found one of the old adventures I wrote as a teenager (Indy goes looking for an old Spanish galleon). Then I got inspired, and for the past week and a half, I’ve been writing a NEW Indiana Jones adventure for use with this game.

To be clear: no one I know (besides me) still owns this game. No one I know (besides me) is producing any content for it. No one I know (besides me) likes anything about it, if they know anything about it at all. And finally, no one I know (besides me) actually wants to play it ever again. No one is asking for this. And yet I’m still working on it, and loving every minute of it.

There’s one word for that: crazy.

Orctober 2023 and a NEW challenge on the horizon…

I’ve never really participated in the yearly “Orctober” challenge before, wherein one paints orcs during the month of October. This year I figured I’d give it a shot. I have no idea who is hosting this challenge (I assume there is more than one person), so this isn’t a formal thing for me. I just feel like painting some orcs.

Contrary to what 90% of participants choose to paint, I will not be painting any orcs made by Games Workshop. Although I have a veritable assload of 40K Orks in metal and in plastic (still on the sprue, in most cases), I am choosing to indulge myself in some old-school lead once again.

Behold! One of the first miniature sets I ever purchased, back when I was a wee lad just learning to play Red Box D&D. I painted these guys before, way back in the 80’s, using my tried (and failed) Testor’s enamel paints, which of course looked hideous. I stripped them about 15 years ago, intending to paint them again someday. That someday has arrived.

Pretty sure the date on the bottom is 1981; which fits with the classic gold-box era of Grenadier. No idea who sculpted these, but my money is on Andrew Chernak. Oddly enough, orcs in D&D back then were depicted as the classic, pig-faced variety; but these are more simian in appearance, kind of like the flying monkeys of Oz. Anyway, I like them.

Although, 40+ years later I still have a full set, this fellow lost his axe-head at some point. I gave him a new one from the bitz box.

I figured if I actually posted about my painting goal this month, it might motivate me to, you know, actually DO it. Here’s hoping I break out of this slump!

Also: I’m hoping to host another painting challenge next month in honor of Movember, the month where men everywhere grow their facial hair to support men’s health. Well, men other than me, anyway. I hate facial hair. I cannot grow a beard for longer than two weeks without wanting to claw it off my face. BUT…I do love Dwarfs, and dwarfs love facial hair. Sooooooo…

DWARVEMBER, anyone?

Star Frontiers: The Miniatures

Finally, to wrap up my three-part Star Frontiers posts, an actual post about miniatures! (Yes, I still do that here.)

Back in the mid-80s, TSR released a couple of boxed sets and blisters of Star Frontiers miniatures, both for the Alpha Dawn game and the Knight Hawks spaceship expansion. Let me skip to the end, here: like most TSR miniatures, they suck.

I have vented my spleen about the TSR line of miniatures before. In addition to Star Frontiers, TSR released miniature sets for Marvel Super Heroes, Indiana Jones and Advanced Dungeons & Dragons. They all suck. Awkward poses, poor sculpts, no sense of scale…all made out of what has to be the shittiest white metal alloy ever produced. It’s too soft, holds paint like shit, and is prone to metal rot. This was not a good era.

The best Star Frontiers miniatures by far are the spaceships for Knight Hawks. Although also prone to metal rot, these are in scale with each other (mostly). Spaceships in Star Frontiers don’t have artificial gravity, rather, gravity is achieved from the centrifugal force generated by the spinning of the ship on its axis. All the interior decks of the ship are perpendicular to the ship’s body. The miniatures look pretty good, but then again the sculpts should be hard to fuck up, considering they’re mostly cylindrical as a result of this gravitational concept.

Which brings us to the modern era of miniatures. Star Frontiers definitely has a retro vibe to it. Although there are several companies that make terrific retro sci-fi models (like Hydra Miniatures, Killer B Games, and Black Cat Bases; not to mention our own friend Roger from the now-sadly-closed Wargames Supply Dump), none of these really capture the feel of Star Frontiers, which has a retro vibe firmly rooted in the 1980’s. It seems like there just weren’t any good options, until now.

Behold! Reaper’s Chronoscope line has done it again, coming out with a Korkosan Explorer (a not-Yazirian if ever there was one) and an Argamite Explorer (a not-Dralasite). Together with their “Rand Daingerfield, Smuggler” this trio could have walked off the pages of any Star Frontiers book published back in the 80’s.

Check out that vest and those metal pants on Rand! Sadly, there’s no “not-Vrusk” miniature yet; but I’m holding out hope, as Vrusk are by far my favorite species in Star Frontiers.

I painted the Argamite and the Korkosan last year with the intent of doing a Star Frontiers post for the Year of Pop Culture; but since I didn’t have Rand painted yet I put it off. I only just got around to painting him last month.

I converted the Korkosan by removing his pistol and giving him a GW laspistol, then adding some wire as a power cord connected to a beltpack. (Everyone knows beltpacks are the way to go. They hold five times as many SEUs as a clip.)

This brings me to the end of my Star Frontiers retrospective. Maybe I’ll get around to running that game this year. Best way to find out is to join my Discord server and keep your eyes peeled in the announcements channel!

Star Frontiers: Part 2

I love this picture, painted by the great Larry Elmore. I was fortunate enough to meet him at Gen Con in 2012, and I bought this signed print from him. It was the cover art for the second edition of the Star Frontiers RPG, renamed Star Frontiers: Alpha Dawn. Until then, the only sci-fi RPG of note was Traveller, which many people found somewhat inaccessible. This game was marketed to a younger crowd, and the system was much less complicated than Traveller (which isn’t really saying much).

A separate, compatible game, Star Frontiers: Knight Hawks, was released a year later in its own box, and dealt specifically with spaceships and space combat. Although it also had roleplaying elements, it was a spaceship combat wargame that used cardboard counters on a hex mat. I played a lot of Alpha Dawn but only dabbled in Knight Hawks. (We really just used the rules for ship design.) Both games enjoyed a decent amount of product support in the form of adventure modules and articles and scenarios published in Dragon Magazine.

The real draw of Star Frontiers, at least for me, is the setting. It takes place in a region of space known as The Frontier, where the boundary of known space meets whatever else is “out there”. Players create characters from four playable races: Humans, who are pretty much like us, but live longer; Vrusk, a race of insectoid beings that resemble mantids, only without the big claws; Dralasites, an amoeba-like race that can change their physical form; and Yazirians, a race similar to flying monkeys, only with anger issues.

These races worked together almost immediately, freely exchanging information and technology, sharing scientific advancements and generally getting along. They formed the Pan-Galactic Corporation (PGC), a massive conglomerate that, like it’s name implies, spanned the galaxy. They even developed a language called Pan-Galactic (PanGal) that all four races could speak which allowed them to effectively communicate, given their differing anatomy and communication methods. It was a pretty good time.

Of course, good times don’t last forever, and another alien race, known as the Sathar, suddenly attacked the Frontier with what seemed like the intent to destroy everything the PGC had built. The Sathar are a wormlike race with strange telepathic powers who are aggressively xenophobic. No one knows much more about them, because any Sathar will kill itself rather than be taken captive, and they’re not much for chit-chat. To combat the Sathar threat, the PGC formed a combined military force called the United Planetary Federation, or UPF (not to be confused with the United Federation of Planets, which would have probably got TSR sued by the Star Trek guys over at Paramount). The UPF managed to drive the Sathar back to wherever they came from, but not for long.

Knowing that they can’t take the UPF in a fight, the Sathar have since turned to espionage and treachery to topple it from within. Sathar agents from all the frontier races actively work to undermine the UPF, so the UPF created another organization: Star Law. Star Law Rangers travel the galaxies looking for these agents in order to bring them to justice.

And that’s Star Frontiers in a nutshell. The published adventures assume your players will work for either the PGC or Star Law; but nothing says you have to stick to that. You can be pirates, privateers, salvage crews, planetary explorers or even military agents of the UPF. I’m pretty sure my group was a group of mercenaries, because it was the 80’s and I live in America and that was pretty much every movie of the Reagan era; but the game actively discourages this. The first adventure, Crash on Volturnus, effectively strips your characters of all their weapons and useful equipment right at the beginning, forcing them to survive on a hostile planet using their wits and diplomacy; a big departure for groups used to kicking in doors, killing everything in sight and looting the bodies.

There are a couple of big problems with the game. The system is a percentile-based system: roll under your attribute or skill and you’re successful; over and you fail. Pretty standard for TSR boxed games of the time, and still used by many games today. That being said, the system is sometimes a bit more complicated than it needs to be, especially where skills are concerned. Each character can picks a Primary Skill Area, such as Military or Science. Each one of these PSAs have a group of skills under their umbrella, each with a rating of 1-6. Each of these skills are improved individually and usually offer a 10% bonus per level of the skill. The problem is there are too many skills, so advancement takes a long time.

Combat is another matter. It takes forever because of clunky design, and if there’s one thing I can’t stand in games, both as a player and GM, it’s combat that drags on forever (J’accuse, 5E!). There are a ton of different weapons in Star Frontiers, each of which does a different type of damage (electrical, energy, sonic, projectile, etc.) There are an equal amount of defensive suits and screens, all of which are usually effective against only one type of damage. Having the right defense for the right attack is tedious and pretty much down to luck; but equipped properly, your characters can trade shots all day with little danger of dying. Even if not properly equipped, your characters can take a few shots before they have to worry, because most weapons that aren’t energy weapons do shitty damage.

Energy weapons and defensive screens use power tracked by Standard Energy Units (SEU). Tracking SEU use is a bit of a chore. In the case of weapons, the damage you inflict is directly proportionate to how many SEU you expend. For example, a standard laser pistol has a damage rating of 1d10 per SEU (max 10 SEU), and a standard ammo clip contains 20 SEU. That means you could get twenty 1d10 shots out of a clip, or you could burn the entire clip in two 10d10 shots before you’d need to reload.

Either way, you’re unlikely to kill your target. Most characters have an average of 60 hp (their Stamina score). The average d10 roll is a 5.5, rounded up to 6. I suppose it’s possible that a character could burn 10 SEU (10d10 damage) and get a result over 60, which would kill someone with 60 hp (assuming you hit), but it’s unlikely. It becomes even more unlikely when you factor in defensive screens and suits, which will reduce the damage even further. Why anyone would bother shooting a 1d10 shot is beyond me. Even at maximum damage (10) that’s not enough to be more than an irritation. If the target is wearing any kind of defense whatsoever, forget it. You’re just wasting ammo.

Both these issues are easily fixable with some house rules which I use. First, I cut down the number of skills. The military PSA as written, for example, contains a separate skill for each type of weapon, which is ridiculous. Is it safe to assume that military-trained characters know how to shoot all kinds of guns? Yeah. I’d say so. So let’s just group all those separate skills together and call it “firearms” skill. For combat, no more adjustable shots based on SEU use. Laser pistols, for example, do 5d10 damage and a clip contains 10 shots. That makes them more dangerous and more effective then they are in the rules. I use two types of defensive screens: energy and inertia, not an individual one for every conceivable type of attack. Inertia protects against projectiles and explosives, energy protects against electricity, energy and sonic attacks. Two screens, no more. Same with suits. One for energy, one for inertia. Mix and match as you like, but no more nonsense.

It should be noted that combat in Star Frontiers was probably not intended to be deadly. Like I said, it was marketed to a younger crowd. There are plenty of non-lethal weapons in the game: stunners, needler guns, and the iconic doze and tangler grenades, which render an opponent unconscious or immobile, respectively. The equipment lists are both futuristic and a bit dated…for example characters are often equipped with a chronocom, which is a wristwatch/ video communicator with a range of…wait for it…10 whole kilometers! It’s an amusing reminder of when the game was written, long before cell phones were commonplace or the internet even existed.

I’m not the only one who has a love of Star Frontiers, not by a long shot. There are two fanzines that are regularly published: The Star Frontiersman and Frontier Explorer, both of which have a ton of fan-generated content that’s worth looking at. Both of these zines used to be free, but now they’re available for sale at (sigh) DriveThru RPG. The original Star Frontiers rules are also available there in PDF and Print on Demand format.

Up next: a short coda to the Star Frontiers posts, as I discuss…the miniatures!!!!

Star Frontiers: Part 1

Back in the 80’s, during the heyday of roleplaying games, TSR Hobbies released a ton of RPGs in addition to Dungeons & Dragons: original properties like Gamma World, Top Secret, Boot Hill, and Gangbusters; and licensed games like Marvel Super Heroes, Indiana Jones, and Buck Rogers. These games were sold as boxed sets, just like the Basic and Expert D&D games. With the exception of Indiana Jones, the rest of these games were successful enough to warrant at least a second edition (some, like Gamma World and Gangbusters, would get more than that) in addition to a line of adventure modules and sourcebooks.

I never played Gamma World or Buck Rogers. I played Boot Hill, Gangbusters and Top Secret, and I enjoyed them all very much. I played Indiana Jones, and…well…let’s just say I played it. But my favorites, hands-down, were Marvel Super Heroes and Star Frontiers. I love MSH so much I still play it. In fact, I just ran Marvel Super Heroes in February for a group of Instagram friends over on my Discord server. I also planned on running Star Frontiers last year, but it never happened. The last time I played the game was a few years ago; but it wasn’t technically Star Frontiers. Like many of these 80’s TSR games, the system was a bit basic and we wanted more, so my friend converted it to GURPS. It was a lot of fun to revisit the setting, but we didn’t play for very long.

A couple of years ago, I heard a new version of Star Frontiers was in the works and I grew excited; at least until it turned out to be a racist, homophobic shit show of a game.

Here’s a summary, best as I can deliver it. Keep in mind, this is my opinion, and my knowledge, such as it is, may not be 100% accurate. If you really want to know, check the internet yourself.

TSR Hobbies, the original company that published Dungeons & Dragons, went out of business in 1997, and was acquired by Wizards of the Coast, the company that, until then, was most famous for publishing Magic: the Gathering. WotC was later acquired by Hasbro, and is a shitty company with a history of trying to fuck over creators, but that has no bearing on the rest of this story. It’s just me stating my opinion.

Anyway, back in 2011, Gary Gygax’s sons, Luke and Ernie Jr., along with another guy started a company called TSR Games in order to publish a new Top Secret game. Apparently, Luke and the other guy missed a trademark filing date in 2020, so Ernie Jr. filed for the TSR name and the two brothers cut ties with each other. It seems to be a bit acrimonious, as now there are two companies with the TSR name run by two brothers who apparently don’t much like each other. WotC doesn’t seem to like either of them, either.

While promoting his new company, Ernie did an interview where he made racist remarks about Native Americans, mocked Trans people and people who support them, and implied that being anti-racist is bad; and people who agreed with him should be very happy with “his” TSR. It got so bad that his brother Luke and a ton of well-known names in the hobby industry, like Jeff Dee and Skip Williams, officially cut ties with Ernie Jr. Larry Elmore even returned money Ernie had paid him for work he had done already.

Which brings us to Star Frontiers. Ernie Jr. decided he was going to revive Star Frontiers, and came up with a new game called Star Frontiers: New Genesis. A playtest doc for that game leaked and…well, shit. It wasn’t the Star Frontiers game of old, that’s for sure. There’s a lot of explicitly racist stuff in it, like how Humans are now split into sub-races, one of which is inherently superior to the other in every way. One of these sub-races is described as Nordic, and the other is described as Negro. Care to take a guess which one is said to be the superior race by racist asshole and known Caucasian Ernie Gygax, Jr.?

Wizards of the Coast has filed a lawsuit against Ernie’s TSR, not wanting to be associated with his bigotry and apparent assholishness. They want to make sure the game never gets published; and they claim they are the true owners of the Star Frontiers IP and the TSR logo, both of which they purchased when they bought the original TSR back in 1997.

My feelings on censorship are well-known. I think it sucks. I feel that Ernie Gygax, Jr. can say whatever shit he wants, and that includes racist, transphobic stuff. He can make games about it and publish them, and if people want to play them because they share his racist, transphobic, alt-right views, they can.

Unless, of course, WotC owns the trademarks. In which case, fuck Ernie Gygax, Jr.

Well, this was supposed to be a post about my love of the OLD, ORIGINAL, not intentionally racist Star Frontiers RPG, and I have veered off the mark. Guess I’ll make this a part 1 and talk about the game I actually like in the next post.

Adventuring Cleric

For my Character of the Month, I decided to do a cleric. This is an old TSR miniature from the “Heroes” set, released in 1983.

I have made my derision plain regarding this era of D&D miniatures. There’s very little to like. Most of the TSR miniatures look stupid; scale is an afterthought; and they are made of a strange metal that does its damndest to repel paint. In short, they suck.

The Heroes set is the best of the TSR D&D boxed sets, though. Most of the miniatures in the set manage to not look completely like ass. I actually like this cleric, which is why I chose to paint him.

I’m not at all sure what that thing he’s holding is supposed to be, so I painted it like a candle or a lamp. Could be a weird holy symbol…who knows?

Back, foul thing!

Anyway, that’s for Tom’s #paintanadventuringparty challenge over on Instagram. My next post will be the rest of my Monster May(hem) efforts, as well as a round up of everyone else who contributed!

Marvel Super Heroes: Taken to Task: Conclusion!

“HULK…SMASH…HULK…SMASH…” The robotic Hulk grabs a nearby crate and hurls it at the heroes.

“I’ll say one thing for Machinesmith,” says Hawkeye, ducking, “he really nailed Hulk’s personality.”

“Relax,” says Spider-Man. “It could be worse. We could be fighting the actual Hulk.”

“You fought the…?” asks Power Man, circling the green behemoth, awaiting an opening.

“Yep,” says Spidey. “It was very un-fun.”

“Time to introduce this robotic wannabe to my steel-hard skin…” begins Power Man.

“…and 300 lbs. of solid muscle,” finishes Cyclops, distracting the robot with a full-force optic blast. “Yeah, we know. Go for it.”

Power Man charges the Hulk robot, giving it his best Sunday punch. He connects solidly, knocking it back a full ten feet, splintering crates and dropping it to its knees. Sparks fly from the exposed robotic “brain” as it slowly stands upright. “Nope,” says Hawkeye firing an incendiary arrow. “Definitely not the Hulk.”

Daredevil’s radar sense reveals something odd. “This room is a lot bigger than it looks,” he says.

“One thing at a time,” says Cyclops, firing at the Hulk robot again. The green machine seems to be shrugging off most of the damage, until Spider Man decides to attack the head directly. Unshielded, the delicate mechanisms that animate the robot begin to fail. All five heroes concentrate their attacks on the head, until a few minutes later when the robot suddenly stops moving and falls over stiffly, managing a final “HULK…SMASH…” before falling permanently silent.

With the help of Cyclops’s optic blasts and Power Man’s fists, the heroes break through a series of false walls that lead into what was, until recently, the Machinesmith’s secret lab. Scattered among robotic schematics and diagrams are several unfinished robotic frames and one robotic head bearing the likeness of Machinesmith himself. Hawkeye picks it up and stares at it.

“Alas, poor Machinesmith…” he begins, before Cyclops snatches it from him irritably. “There’s a camera in here, recording everything, ” the X-Man says.

“That explains why they were watching us,” says Power Man. “Machinesmith is making movies. Why would he do that?”

“Someone paid him to, it seems,” Daredevil says. “Stands to reason it would be the same person who hired the Circus of Crime to attack you and Hawkeye. Machinesmith is long gone now. His consciousness could be anywhere, in any robotic body. How are we going to find out who’s really behind this?”

Spider-man, hanging upside-down on his webbing, slowly descends into the midst of the group. “I think I know where to look,” he says, holding up a map of Coney Island, circa 1945.

“Coney Island?” asks Cyclops. “Why there?”

“Because some fool circled a warehouse here with a big, fat, red magic marker,” says Power Man, pointing at the map. “Looks like a clue to me, Scoob.” He turns around, coming face to upside-down face with Spider-Man. The two stare at each other for a moment.

“You want to kiss me, don’t you?” asks Spider Man. “It’s ok. I get that a lot when I’m in this position.”

Cage grins. “It’s gonna hurt real bad when I hit you, wall-crawler.”

“Coney’s not that far away,” Cyclops says. “Let’s go.”

About half an hour later, the heroes arrive at the address in Coney Island to find yet another warehouse, one that was once converted into a factory. It looks to be condemned, but some bricks have crumbled on the facade, revealing an old faded marquee for Cheezo the Clown’s Coney Island Circus Show. Seems the Circus of Crime used the name deliberately.

“Should we knock?: asks Hawkeye. Power Man tries the security door. It opens easily. Inside, all is in darkness. Daredevil senses mostly open space. Hawkeye is about to fire off a flare arrow when the lights suddenly come on, revealing the main factory floor has been converted into a three-ring circus ground! A series of raised catwalks crisscrosses the floor, forming a mazelike upper level.

Cyclops barely has time to notice that his portable Cerebro unit is active; indicating there is a mutant of significant power nearby, before a gravelly voice comes over a hidden loudspeaker. “Hawkeye. Power Man. Good to see you again. I have been watching your performances with great interest, as well as that of your friends. But I have friends too! Meet my star performers!”

One by one, a spotlight illuminates each of the rings, revealing a figure standing within.

“Blacklash! Master of the bullwhip!

“Huh.” Power Man cracks his knuckles. “I slapped this fool silly once already,” he says.

“I did it first!” says Spider-Man.

Oddball! The deadliest juggler in the world!

“The ‘deadliest juggler in the world’? Seriously?” says Cyclops. “You know I’ve fought Magneto, right?”

And last, but certainly not least: Trick Shot! The greatest of all archers. But wait…isn’t that supposed to be you, Hawkeye? Ha Ha Ha!”

“Friend of yours?” asks Daredevil. Hawkeye scowls at the sight of his former mentor, but says nothing.

Suddenly, another spotlight illuminates the catwalk network above. Standing high overhead, the skull-visaged face of Taskmaster leers down at the heroes in triumph. “By all means, fools, let us fight,” he says, “as gladiators did in circuses of old. This whole arena has been wired with cameras. Upon your defeat I will be able to study every move you make, so that my photographic reflexes can ensure that your skills become mine!”

“You have to beat us first,” says Hawkeye, nocking an arrow. Before he can fire, however, he is struck by a razor-tipped arrow fired from Trick-Shot’s bow! A few inches to the right, and it would have been curtains for the Avenger! Spider-Man bounds up to the catwalk to face Taskmaster while Power Man charges Oddball!

Daredevil leaps into action, hurling his billy club at Blacklash and following up with an acrobatic flying kick that knocks the villain clear out of the ring and into the darkness beyond. Some would hesitate to pursue; but darkness is no hindrance to a blind man, and so Daredevil follows him as he does all things…without fear!

Power Man doesn’t quite reach Oddball before the evil juggler tosses an explosive ball directly at him. Not missing a beat, Cage catches the ball and hugs it close, containing the blast as best he can. It stings, but it’s nothing he can’t handle. A moment later and he has hold of Oddball, crushing him in a bearhug that robs the juggler of his breath! He collapses, colorful balls falling to the ground around him like…well, like a lot of balls falling to the ground at once.

Spider-Man takes a swing at Taskmaster, but the mutant mercenary easily avoids it. “You forget, Spider-Man…I’ve studied you already. I know your every move. Much like Captain America!” He hurls his steel-alloy shield at the wall-crawler, who manages to catch it. “You can’t possibly beat–ARRRRRGH!” Taskmaster screams as Cyclops opens up with an optic blast from the ground floor. He wasn’t expecting it, and that leaves him vulnerable. Spider-Man promptly smacks Taskmaster with his own shield!

Meanwhile, Hawkeye decides it’s time to put down Trick Shot for good. Unfortunately for him, Trick Shot thinks the same about Hawkeye. The two trade explosive arrows, and both hit! If Hawkeye wasn’t already wounded, he may have been able to withstand the blast; but instead both hero and villain are knocked unconscious! Somewhere in the darkness, Blacklash is trying desperately to see Daredevil. But he can’t whip what he can’t see; and he soon falls beneath the merciless fists of the Devil of Hell’s Kitchen!

That leaves Taskmaster alone, and quite outnumbered. The canny mutant knows he has lost, and knows the time has come to flee. He whips out his sword and lunges at Spider-Man, hoping to force the web-swinger to retreat. It doesn’t work. Spider-Man dodges easily, and, still holding the Taskmaster’s own shield, uses it to knock the villain out cold and off the catwalk in one smashing blow!

Later, after the NYPD has been called and the villains have been carted off, the five heroes regroup outside what was once Cheezo the Clown’s Coney Island Circus Show.

“Not bad for a day’s work,” Hawkeye says, sighing.

“Yeah?” asks Power Man. “I get paid when I work, Avenger. Doesn’t look like anyone’s paying me today. Only one who looks happy is web-head over there.”

“Wealth and fame, he’s ignored,” says Daredevil. “Action is his reward.”

Cage nods. “To him, life is a great big hang-up.”

And wherever there’s a hang-up, True Believers, you’ll find the Spider-Man!

END

Marvel Super Heroes: Taken to Task Part 2!

“Ok, fellas,” Spider-Man says, “I’m gonna see if I can get a fix on our bearded, junk-food loving friend. Try to keep up.” Spider-Man leaps a full 30′ straight up, then fires a web at a nearby flagpole, zip-lining across the street.

“Sweet Christmas!” says Power Man. “How are we supposed to keep up with that?”

“Easy,” says Daredevil, grinning. “I’ll follow him, and you can follow me.” Without waiting for an answer, he nimbly scales a nearby fire escape, landing on the roof seconds later.

“I knew I should have brought my skycycle,” Hawkeye sighs.

Meanwhile topside, Spider-Man quickly homes in on the buzzing of his spider-tracer. A few minutes later, he catches sight of his quarry: the same bearded, trenchcoat-wearing man he saw earlier, still holding a stick of what was once ice cream in his hand, now-completely melted. The man is walking away from the CTB Center grounds; not rushing, but definitely moving with purpose. Spider-Man follows for while, keeping out of sight on the rooftops. Daredevil uses his radar sense to keep tabs on Spider-Man while keeping in sight of the other three heroes, who follow along on the ground as fast as they can.

After a few minutes, the man suddenly stops, turns and stares directly at Spider-Man; then takes off at a speed far beyond that of a normal human. Were it not for his spider-tracer, Spider-Man would be left in the dust. The mysterious man makes a beeline southeast, quickly reaching speeds of almost 40mph at a run with no sign of tiring. It’s all Spidey can do to keep up as the man runs parallel to FDR drive, heading through Midtown to the Lower East Side before crossing the Manhattan Bridge into Brooklyn some 20 minutes later.

“I guess you can travel faster on foot than I thought,” says Spider-Man, coming to a rest on one of the bridge pylons to wait for the others. Once they are all together again, Spider-Man follows the tracer to a warehouse in Red Hook, where the heroes find the man and three others who look just like him awaiting them on the roof of a warehouse that looks to be abandoned. All of the men remove their overcoats and hats, revealing one-piece coveralls underneath.

“Check out those beards. Those are serious facial accessories,” Hawkeye says aloud. Daredevil has no comment. Three of the men spread out in a triangular pattern, each fixating on one of the heroes, while the fourth moves quickly to the rooftop door into the warehouse. “We’ve got a runner!” Cyclops says.

“I’ll head him off at the pass,” Spider-Man replies, bounding off the side of the building.

“I don’t like how they’re just staring at us,” says Power Man. “Gives me the creeps.”

“I’ll lay down some modesty for you, big guy,” says Hawkeye, loosing a smoke arrow.

As the purple vapor begins to billow throughout the area, Daredevil notices something peculiar with his enhanced senses: none of these men have a heartbeat! “They’re not human!” he exclaims. “They’re robots!”

“Then that makes things a lot easier,” says Cyclops, adjusting his visor and letting fly an optic blast.

“Time to introduce these turkeys to my steel-hard skin and 300 lbs. of solid muscle!” says Power Man, moving towards the trio.

Behind his hand, Hawkeye theatrically whispers to Daredevil: “He really needs to work on that battle-cry.”

The battle on the roof is brief, and the heroes pull no punches. Daredevil accounts for one, while Luke Cage and Cyclops both battle the others before Hawkeye puts them both down for good with electro-arrows, short-circuiting their systems. Once again, Daredevil’s senses alert him of danger just in the nick of time; and he exclaims “They’re going to explode!” mere seconds before they do…

Meanwhile, the fourth man rushes into the rooftop entrance to the warehouse and down the stairs, barely having time to reach the second floor catwalk before Spider-Man crashes through a boarded-up window on the side of the building!

“Hiya, Baldy!” Spider-Man says, “Miss me?” Inside, the warehouse looks disused and mostly abandoned; although there are crates and boxes covered with dusty tarpaulins scattered about the ground floor, some of them quite large. Both Spider-Man and the mysterious man face each other on a second-story catwalk that runs the perimeter of the interior. Spider-Man’s spider sense warns him just before the man lunges at him. Spidey evades him easily and gives him a light smack in return, which is when he notices the man’s skin is harder than normal; in fact, it’s completely artificial.

“Heeyyyyy….” he says, “you’re one a them there robots, a’int ya?” Armed with that knowledge, Spider-Man makes quick work of him, putting him out of commission just as a huge explosion blows a whole in the ceiling, tumbling The remaining four heroes inside. Sizing up the situation, Cyclops blasts the prone body of Spider-Man’s opponent, reducing it to debris before it, too, can explode.

The heroes barely have time to catch their breath when a mechanical voice is heard from a hidden loudspeaker:

“Well, well…I must commend your resourcefulness, heroes…I truly didn’t think you’d make it this far. But where others may panic, I see further opportunity for profit!”

“The Machinesmith!” Daredevil exclaims. “I recognize the voice!”

“I remember, now,” says Hawkeye. “He’s in the Avengers’ files. Captain America told me about him. How come you didn’t recognize him from all his robots?”

“I…uh…didn’t get a good look at him,” says Daredevil.

The voice continues. “Unfortunately, I must depart, as my benefactor now has his merchandise. In the meantime, I’ve arranged to broadcast this bonus material to him, so be sure to put on a good show! Mu hu ha ha ha ha ha!”

Suddenly, one of the large crates bursts open to reveal the unmistakable form of the Incredible Hulk! Or it would be unmistakable, if it had an actual head instead of two visual diodes suspended on a robotic frame. Apparently this particular robot is unfinished. A bestial roar erupts from where the green giant’s throat would be as he lunges to attack!

“HULK…SMASH…HULK…SMASH…”

Marvel Super Heroes: Taken to Task: Part 1!

It’s a bright, sunny July day in Manhattan, a good day for a celebration. The Cyrus Theophilus Bartlett Community Center is finally open. Made possible by a grant from the Rand-Meachum corporation, the CBT Center promises opportunities for growth and outreach among those residents of Harlem who most need the services. The CBT will offer adult education classes, child care and social services; as well as a free clinic that will provide the uninsured access to health care and preventative medicine. Nelson and Murdock, PC will also offer pro-bono legal services to those who qualify. The residents of Harlem have turned out in droves for the official ribbon-cutting ceremony, which features music, free food, entertainment and appearances by prominent community professionals, including Hero-for-Hire Luke Cage, a.k.a. Power Man; lawyer Matt Murdock; and Daily Bugle editor and Harlem native Joe “Robbie” Robertson; who is the featured keynote speaker.

To keep the crowd contained, an entire city block has been cordoned off; the perimeter manned by NYPD police, some from on horseback from the mounted division. Most of them are holding coffee cups, munching on fried dough and street food. It’s a festive atmosphere, and everyone seems to be having a good time.

Much of the entertainment is being provided by Cheezo the Clown’s Coney Island Circus Show; which has erected a scaffolding and a makeshift Big Top on the main stage. It features aerialists, a fire-breather, a strong man (who seems a bit self-conscious with Power Man here), and, of course, Cheezo the clown himself. But the real main event of the day is an appearance by the Avenging Archer, Hawkeye; who has promised to entertain the crowd with his amazing marksmanship, and even sign autographs afterwards!

Both Luke Cage (in costume) and Matt Murdock (not) share the stage with “Robbie” Robertson and the Reverend Placide Puree of the 138th St. Baptist Church. Robbie is supposed to be the keynote speaker of the event, as he is the only one who actually knew community activist Cyrus Bartlett; but the Reverend Placide Puree and his epic jheri curl has hijacked the dedication for his own self-aggrandizing purposes. Meanwhile, Cheezo the Clown and his Coney Island Circus Show await backstage with Hawkeye, going over their plans for the entertainment soon to follow. Hawkeye will dazzle the crowd with some trick shots, while the aerialists, the cowboy and the strong man all do their thing. Cheezo himself will juggle while riding his unicycle; he’ll throw some bowling pins high in the air so the Avenger can shoot them and make the kiddies laugh.

In the crowd, meanwhile, Scott Summers, a.k.a. Cyclops, regards his portable Cerebro device. Professor Xavier told him there was a good chance Angela Ivers, a teenager who has recently demonstrated some mutant abilities, may attend this event. Professor X knows her newly-manifested powers have frightened her and he wants to be sure she receives some guidance and support from the X-Men. So far, Cerebro has been quiet. (Unbeknownst to Cyclops, Angela got grounded yesterday and has not been allowed to attend the ceremony.)

Peter Parker is also in the crowd, on assignment from the Daily Bugle to get some photos of the opening of the CBT center and his editor Robbie’s speech. A man jostles him, ruining his shot. The man heads off into the crowd with a mumbled apology. Since Peter failed his Intuition roll, he takes no notice of how the man is dressed in an overcoat and hat; odd considering the warm weather; or how he’s holding an ice cream bar that has melted all over his hand, and doesn’t seem to care. He does notice the man’s old-fashioned facial whiskers, but quickly forgets about them.

The Reverend Placide Puree introduces Hawkeye while back-handedly apologizing for the absence of the Human Torch, who was the first choice for the event’s headliner. The Human Torch along with the rest of the Fantastic Four is busy, says the Reverend, but Hawkeye the Avenger will certainly do his best to entertain the crowd.

And entertain them he does; briefly, at least.

Spider-Man’s spider sense barely tingles before suddenly, the cowboy dazzling the crowd with rope tricks loops his lariat over Power Man, pinning his arms to his chest! Power Man has just enough time to chuckle in surprise, thinking it’s all part of the act, before 40,000 volts of electricity surge through the cable. If it wasn’t for his steel-hard skin and 300 lbs. of solid muscle, Luke Cage would be toast! Meanwhile, the twin aerialists leap from the scaffolding and maneuver a huge cannon to point at Power Man, while the clown blows a comically-large horn, discharging a cloud of high-potency knock-out gas directly at Hawkeye! The Avenging Archer begins to sputter and cough; but manages to fight off the effects of the gas as the Strong Man heads towards him with malicious intent and the clown follows up with a weighted tenpin, beaning Hawkeye off the noggin!

Peter Parker’s spider-sense is blaring klaxons now; so he takes the opportunity to duck under the stage to change into his Spider-Man costume. Cyclops likewise finds an out of the way corner; but Matt Murdock, on stage with Power Man; has nowhere to go. Instead he “accidentally” blunders into the cowboy, smacking him with his blind-man’s cane hard enough to hurt!. Power Man is shocked again by the electric lariat; but he soon has bigger problems than that: the cannon booms, and a brightly-costumed man with a bullet-shaped helmet rockets into Power Man with incredible force! Sadly, the Human Cannonball didn’t reckon on steel-hard skin and 300 lbs. of solid muscle. He ricochets off the Hero-for-Hire, barely managing to budge him. but definitely making him mad!

The Strong Man tries to grapple Hawkeye, but the Avenger evades him long enough to put a blunt-tipped arrow directly into the clown’s breadbasket at point-blank range, knocking him clear off his unicycle! Power Man flexes his muscles, loosening the lariat and slipping free! Matt Murdock swings his cane wildly, “accidentally” knocking the cowboy completely out cold as Power Man charges the Human Cannonball and grabs hold of him! The twin aerialists leap once again into the scaffolding above, as Hawkeye fires an explosive arrow at the Strong Man’s feet. The resulting blast puts the Strong Man down for the count! Matt Murdock takes the opportunity to slip offstage, but not before he notices that someone in the crowd is acting strangely: his radar sense picks up one man standing stock still, watching the action; while all around him, a sea of spectators is milling about in excitement and the beginnings of panic as they realize what they’re seeing on stage isn’t mere entertainment!

Luke Cage swings the Human Cannonball like a club, connecting solidly with one of the aerialists. Both villains careen wildly offstage, while the remaining aerialist reaches the rafters. Spider-Man and Cyclops emerge from their hiding places just as a disturbance parts the crowd. A sultry woman throws off her cape, revealing a slinky costume that barely covers enough to keep this event family-friendly. Coiled around her as she undulates towards the stage is an enormous, 20′ long python! Standing next to her, a man in an old-fashioned, vaudeville suit with an oily, handlebar moustache places a large top hat on his head…

“Wallopin’ Websnappers!” exclaims Spider-Man as he leaps into the rafters after the remaining aerialist. “This is no Coney Island Circus Show…it’s the Circus of Crime!”

“The Circus of what, now?” asks Cyclops. At least the villains the X-Men face usually have cooler names, he thinks, as he notices a red-whiskered man in the crowd staring fixedly at him, loosely holding a bag of popcorn, almost as an afterthought. In fact, most of it has spilled on the ground in front of him.

“The Circus of Crime,” says Daredevil, seemingly appearing from nowhere. “Ringmaster, Princess Python…and, uh…the rest of them.”

“Buncha low-life turkeys!” says Power-Man. “Picked the wrong party to crash!”

Hawkeye wastes no time and fires a bola arrow at Princess Python, completely entangling her and her snake; while Cyclops unceremoniously optic-blasts the Ringmaster, blindsiding him and knocking him out before he can even fit the hat on his head. Faced with overwhelming odds the remaining aerialist, Luigi Gambonno, surrenders.

While the NYPD rounds up the Circus of Crime, the five heroes meet in the midst of the trashed stage amidst resounding cheers from the crowd. Before he can protest, Hawkeye is quickly led away on the arm of Reverend Placide Puree to sign autographs. Spider-Man waves to the crowd and begins bowing theatrically, but stops short when he sees that same red-whiskered man in the crowd that jostled him before, still holding a melted ice cream bar, staring directly at him. His spider-sense is quiet. Still, he decides it might be a good idea to see what’s up.

A leap and bound later, and Spider-Man stands in front of him. “Hey, buddy,” Spidey says, “a bit warm for a coat, don’t ya think?” Immediately, the man turns and begins to walk away. Spidey watches him go, but not before he tags him with a spider-tracer. Best to keep an eye on this guy.

Back onstage, the heroes interrogate the Circus of Crime, now handcuffed and awaiting the paddy wagon. A hatless Ringmaster, hands cuffed behind his back, stares with unconcealed hatred at Spider-Man.

“You,” he spits. “Always it’s you, wall-crawler.”

“Oooo,” Spider-Man says, “you really should twirl your moustache when you say that, Ring-o. It’s so villainous! Here,” he says, “lemme get that for you.” He reaches out and twists Ringmaster’s moustache, while Daredevil, casually leaning against the scaffolding nearby, chuckles audibly.

“Curse you!” sputters Ringmaster. “You weren’t even supposed to be here!”

The heroes exchange looks. “Who wasn’t supposed to be here?” asks Cyclops.

Ringmaster stares defiantly at Spider-Man, ignoring Cyclops. “I’ve got nothing else to say.”

Luke Cage steps closer, loudly cracking his knuckles. “Hey, web-head…how many punches does it usually take to get this pigeon talkin’?”

“He’s a stubborn one,” says Spider-Man, sighing. Ringmaster stares at Power Man in abject terror. “Might take a few. Plus, once you start, you just can’t stop.”

Ringmaster slumps in defeat. “What do you want to know?”

“Well, we already know you’re an idiot, Ringmaster,” Daredevil says, ” so you can skip that part. Someone put you and the rest of these clowns (pardon the expression) up to this. Who was it? And don’t lie. I’ll know.”

“I don’t know who he was. We were just supposed to attack Power Man and Hawkeye, then leave after a little while. He never said anything about three more heroes! It’s his good luck we got caught. Now we can’t collect, and I’d demand more money now!” Daredevil listens for the telltale skip in heart rate that would indicate a lie, but there isn’t one. Ringmaster really doesn’t know.

“You mean you ain’t even been paid yet?” Power Man says, laughing aloud. “Man, you’re just sad.” Ringmaster flushes scarlet, but stays silent.

“What did he look like?” asks Cyclops, scanning the crowd.

“Bald. Red whiskers,” says Ringmaster. “But not a full-beard, just side-whiskers. He looked ridiculous.”

“Listen to Oil Can Harry with the handlebar moustache, here, giving out fashion advice,” says Hawkeye, having disengaged himself from Reverend Placide Puree for the moment.

“I saw that guy,” says Cyclops. “He was standing over there, just staring at me. Stared so hard he spilled his popcorn everywhere. Guess I’m an interesting fellow.”

“I saw him too,” says Spider-Man. “But he was over there, and he had ice cream. It was melting all over his hand.”

“The same guy can’t be in two places at once”, says Power Man.

“Make it three,” says Daredevil. “I noticed someone watching me too, but I didn’t get a good look at him.”

“Let me guess,” says Power Man. “Funnel cake?”

Daredevil grins. “I didn’t notice.”

“So someone, probably these guys, hires these idiots to attack me and Power Man,” says Hawkeye. “Why? I never even met you before today.”

“It ain’t like we travel in the same circles, Avenger,” agrees Cage.

“I think we can find out pretty easily,” says Spider-Man. “It looks like the NYPD can handle things from here. I can follow Ice Cream Man’s trail. You all can follow me.”

“That’s if you’re done signing autographs, archer,” Cyclops says with a smirk.

Hawkeye glances apprehensively at Reverend Placide Puree, who is looking in his direction, and nods. “Let’s get out of here.”