Our last session of Clint’s New Centurions campaign had us finish off the battle against the huge warbeast and its escort from the previous session. S.P.E.C.-T.E.R. and Widowmaker had been knocked off the howda on top, and were trailing along the streets after the thing. Along the way, we ran into some flying female demons ((This was S.P.E.C.-T.E.R.’s moment of excellence – he threw a cast iron bathtub into the flying demons, taking out two of them at once. Yay for hero dice and hero points!)), and just managed to catch up with the rampaging warbeast as it met a heavily armoured opponent in the middle of the street.
Turns out this mystery figure was a Templar knight. She and her order had been preparing for… something big and bad, and they figured this was it. Once we dispatched the warbeast, she led us back to Temple Church, where we were given blessings and talismans that seemed to counteract the negative effects that the rising magic levels were having on our technology. After some discussion, we decided that we should try and get the various defensive factions – the Templars, the army, the Royal Champions ((The local superhero team.)) – to coordinate their actions. It took a little running around, and a little politicking, and a little bit of combat with dragons, but we got them all working together to protect people.
We found out some interesting things along the way. For example, the creatures coming through the gateways were formorians ((This may seem like a strange coincidence, considering what went on last session in the Feints & Gambits game, but really, you can’t have a game in the British Isles involving elves and magic without the formorians coming into it somehow. They’re just too cool to ignore.)), and that the rising magic levels, while boosting the mystical abilities of some people, robbed other people of their magical powers. And then the fey came for us.
It was a single messenger, a mother whose child had been taken hostage to force her to carry a message to us. We arranged the return of the child, then followed the fey kidnapper to the park, where we met with the Green Knight. This fellow told us that he had come to take his queen back home. Now, this was fine, but it just so happened that the faerie queen was sharing body/mind/soul space with Queen Elizabeth II. So, Death Nell was not disposed to helping in this.
Of course, the Green Knight wasn’t going to take our word for it, so we arranged a meeting between him and the Queen. S.P.E.C.-T.E.R. wasn’t terribly keen on the prospect of assisting people who would use kidnapping as a tool to deliver a simple invitation. But this wasn’t his country, so he kept his mouth shut. In the end, the Queen told him to bring the elves to our world, and to have them fight the formorians. The Green Knight agreed to this, and went to gather his forces.
And that’s about where we left things.