From: "CHRISTINE M THOMPSON" To: Subject: Chaosium Digest v 33.06 Date: Thursday, April 19, 2001 10:56 PM Chaosium Digest Thursday, April 19, 2001 Volume 33, Number 06 RISE OF THE OPHIDIAN EMPIRE: PART ONE (Continued) by Mervyn Boyd - jack@ktana.freeserve.co.uk Player Introduction London, England. 10:15am Tuesday, May 3, 1887 A random player is approached by Debra Jo Barberton, the wife of Frank - a friend of his. She's anxious and worried. The odour of cigarette smoke attests to her worry. Normally Debra Jo never smokes, and neither does Frank. Only when she is very upset does she smoke. She explains Frank disappeared several days ago, and after a brief police investigation she believes they are none too bothered about the whole thing. They seem more intent on believing that it's all a misunderstanding - a family quarrel, and he'll come back home when it suits him. Prior to his disappearance, she will admit that he became cold, distanced, and secretive, and went out more often than usual. These led to several arguments. As a result she wishes to form her own investigation, but she's at a loss as what to do. At first she won't offer money but will appeal to their sense of honour and compassion as friends of her husband. If the players are truly mercenary she will offer a sum of money, though it won't be much and relations between her and the characters will become lukewarm. She also says she had strange visitations from several men asking stranger questions, such as: Do you know where your husband is?, Do you know where he might've gone?, Did he say anything to you before he disappeared?, Did he leave you / send you anything after his disappearance? She fears he may have fallen in with a bad crowd. The descriptions she gives for these men are unfortunately vague and nondescript - save for the ugly pasty-faced one who had a large scar on his left cheek. He never spoke much, always hovered in the background, looking menacing. Then, today she came back from shopping and found that her house had been broken into and searched. Ransacked actually. She contacted the police again, and they came out and had a look about. Enquiries were made with the neighbours, but apparently no one seen or heard a thing. Notes were taken. Then Debra Jo was then told to fix the place up and see if anything was missing. If there were, she should contact the police, and until then there was nothing for them to do. Going straight round to her house they see the mess. Drawers pulled out, their contents dumped on the floor; furniture moved away from the walls and upended. Pictures removed from the walls. Books pulled out from shelves. Emptied waste paper baskets. The players can search about for as long as they please but there is nothing for them to find. There is no wall safe. Money and jewelry seems to be untouched. Scattered but not stolen. Clearly robbery was not the main idea. Closely looking at the jewelry, those with an appropriate skill can determine them to be real, not paste or otherwise fake. Locked drawers have been busted open, splintering the wood around the lock. Debra Jo will be very grateful if the players offer to help her in tidying the place up. She won't be pleased if they make more of a mess, by lifting the carpet, looking for loose floor boards, secret compartments, pulling pictures out their frames, slashing cushions or start rummaging through the loft or her private stuff. The character may even wish to investigate the gardens to see if anything has been disturbed, dug up or buried. A SPOT HIDDEN and/or IDEA check concludes nothing has been disturbed, dug up or buried. Who exactly is Frank Barberton? Things the player will know. Frank and the character have been friends for as long as the keeper desires. He works as a clerk for Hicksley, Forder & Williams - a small insurance agency found on Oxford Street. The players know he was content with his life, however he yearned for a life of adventure, blazing a trail across America, shooting large game in Africa... that sort of thing. He never got into trouble, wasn't a great drinker - only on special occasions and never smoked - believing it was bad for your health. He wasn't exactly the out going type - quiet and reserved He was excellent at playing cards and was often accused of dodgy deals, though no sign of cheating was discovered. He wasn't part of any social clubs. The last time the character saw Frank was a couple of weeks ago at a poker game, and he didn't say or do anything unusual to signify he was in trouble or having problems. Assorted questions the players might ask: PSYCHOLOGY checks may be had for each answer. All answers given are the truth. Answers to other questions the players ask must be made up by the keeper. As the interrogation proceeds, Debra Jo becomes more and more stressed out to the point where she breaks down into a sobbing heap. Didn't Frank say anything prior to his disappearance. He didn't mention any names of people or places...? No. When I tried to talk to him about such things, he became tight-lipped and wouldn't say anything. Do you have any inkling at all to what he may have been involved in? None whatsoever, except that he may have fallen in with a bad crowd. Like who? I don't know. Blackmailers. Gamblers. Somebody. I don't know. Why would anybody blackmail him? I don't know. Did he keep a diary? No, but I do. Can we see it? Debra Jo will ask if that's really necessary. The players being adamant forces her to go look for it, but oddly enough it's not there. It's been stolen. Did he bring home anybody (or anything) you never saw before or thought was suspicious? I don't think so. No. Nobody / nothing. You're not being helpful? No. Sorry. Has he sent you anything since he disappeared? No. Do you know where he might've gone? Friends? Relatives? A special place to you or him? No. He could be anywhere. Getting names of friends and relatives is easily done and canvassing them takes all day, after which nothing comes of their investigation. Questioning the neighbours Neighbours, if they are treated with the respect they deserve will be forthcoming and helpful. They explain that they have already given statements to the police. Overall, they are of no help. No one saw or heard anything they thought suspicious. A successful PSYCHOLOGY check confirms this. Hicksley, Forder, & Williams The insurance company provides all kinds of insurance and was founded in the 1750's. It premises are found on Oxford Street. The building itself is compact, brown, dreary and colourless. A young 20-something receptionist looks up when the players enter. "Yes", she asks "how can I help you?" After explaining who they are here and what they want she rises, glides over to a door, knocks then enters, closing the door behind her. A few moment later she reappears and tells the characters that they are to go right in. They are met by one of the current proprietors, Mr. Morris Williams Esq.. He's in his late thirties, early forties and is a small weasel-faced guy with small beady eyes, long thin nose and pointy ears. He wears gold rimmed spectacles. He's as slimy as he is smarmy - easy to take a disliking to and thoroughly corrupt, often overcharging policies to make large sums of money from gullible elderly people. Upon meeting Morris the players see (SPOT HIDDEN) that his is flushed, and a PSYCHOLOGY check reveals him to be a little flustered. Enquiring about Frank Barberton, Morris will apologize and explain that he's not in today, he'll then complain that he is extremely unreliable of late, this is the fifth time in two weeks he's been tardy; words will have to be had. That said, he'll ask if there's anything that he can do. He'll genuinely be surprised to learn of his disappearance and knows nothing of how it may have happened. If the players are forthright and create a good impression, Morris will talk, though guarded. PSYCHOLOGY checks reveal his body language suggests that he is fishing for a bribe of some kind. If nobody notices this he'll drop numerous hints. Only with a suitable cash donation (or violence) can the players search Frank's work station, but there is nothing unusual to find. Pointing out Morris's agitation he says that, just moments ago, there was another gentleman here looking for Frank. He was extremely agitated and kept demanding to know where he was, then left rather abruptly. Asking for a description of this man Morris says that he was a tall, rather gaunt and sallow looking gentleman. Smart suit, bowler hat and carried an umbrella and spoke with an accent that seemed odd in some (indefinable) way. Perhaps he was foreign. The man did not leave a name, nor did he say why he wanted to see Frank, though he did want to search his office. Oh, and he had a scar on his face. Going to the police Unless the players have due reason for their interest in talking to the investigating officer who dealt with Debra Jo, they will be given the brush off. Only by forcing the issue (FAST TALK, not persuade, and if applicable CREDIT RATING) can they manage to talk to the investigating officer, who explains that he busy investigating other "more serious" crimes, and that Debra Jo's predicament is only one of many and he can't spare the men or the time in dealing with it at this time. PSYCHOLOGY checks reveals him to believe that it's only a domestic dispute and things'll sort themselves out. Other than this there is nothing else that he knows. He knows as much as the players. What Now? After their brief investigation the players find that their is nothing to go on, and should extend their apologies to Debra Jo and leave disheartened at not being able to help. But not all is lost. In two days time, May 5, Debra Jo receives a hand delivered letter (pushed through the letter box at any applicable time) from Frank (player handout 1)... she rushes round to her friend. The letter briefly explains the reason behind his absence, which greatly unsettles Debra Jo, and throws up one tantalizing thing in which the players can look into: The Hermetic Order of the Golden Dawn. The mention of the Bolshevik revolution is common knowledge and widely accepted by the masses, as is the fact that the Government is inept, though it is up to the players whether they believe the Bolshevik theory or not. Should the players be interested in look into things, here is what they can find: Examining the letter The letter, in Frank's hand-writing is enclosed in a plain envelop, which simply has Debra Jo's name written on it and nothing more. No stamp, no address. No secret messages written in lemon juice. Hermetic Order of the Golden Dawn The HOOTGD, or Stella Matutina is a new Society that has just recently opened its doors in London (17 Fitzroy Street) under the name Isis-Urania Mother Lodge. It doctrine is the study of magic and the occult, brought together by Kabbalistic cosmology, ritual magic, Egyptology, astrology, tarot, and various other magical and occult streams. Established by London coroner, and student of the Occult and Freemason, Dr. William Wynn Wescott. Not much can be said about the society since it is new, albeit it is drawing the curious, dabblers, and those learned in the Kabbalah. To gain membership it is necessary to demonstrate a sincere interest in the occult. Since the HOOTGD is a dead end and has nothing to do with the scenario, it is left to the keeper to make up what happens if the players take an interest in investigating the society - or even consider joining. Harvey's Pub A small hatch opens and a pair of steely eyes appear looking out, examining each player in turn. "Yeah?" asks a gruff voice. Mentioning Broadsman at any time results in each character being closely scrutinized before the hatch is shut, several deadbolts being pulled back then the door opens. The characters and Debra Jo are admitted into a dingy back room of a pub with crates and boxes of supplies. A couple of crude and rugged men sit around playing cards. A SPOT HIDDEN check allows observant characters to notice a couple of police truncheons and knuckle dusters laying around. A trap door is opened and everyone is motioned to descend into the lantern lit cavern. Down in the cellar Debra Jo is met by a grubby man dressed in inexpensive clothes and cloth cap. He's middle aged, portly and sports a big bushy beard. He introduces himself as Mark Thompson. He eyes the players suspiciously as Debra Jo introduces them before accepting them on her trust. She then asks to know what's going on... At first Thompson is hesitant, thinking how best to put it then he speaks, launching into a rant... A mechanical cranking clanking sound can be heard from some room close by. The players can find propaganda leaflets, a printing press, inks, and paraphernalia. The leaflets call for civil rights for the lower man. A better judicial system, the abolition of the social class system, and other such inequalities. Your husband Frank, was recruited into our organization because he had expressed an opinion which we advocate. We are a small group, but growing group of idealists, if you will, who wish nothing more than to see the end of the class-based regime where the rich get richer and the poorer get poorer. Where the working man is practically enslaved and bound in servitude for his working life for a pittance, where after working 45 years of toil you've got nothing to show for it. We work while "they" get rich at our expense... and should we dare to ask for better wages or better working conditions.... HA. We should be so lucky to be not fired on the spot for insolence. And should we try to better ourselves we are slapped down for trying to get above our station. Why shouldn't we ask for more wages, when they command the highest selling price. Should the players be upper-class gentry themselves, or run their own sweatshops, they, upon a successful PSYCHOLOGY check, find that a great deal of scorn, resentment, and accusation is directed their way. It is quite clear to all that Thompson passionately believes in what he's saying. There are those who wish to retain the status quo. This so called industrial revolution is only the beginning. There are those who would like nothing more than to see a one party state. An autocratic rulership, of two classes. The tiny minority who rule and those, us, the masses, who serve. Where we the underlings, the undesirables, are kept in our place, and if we should do anything about it we are labeled trouble makers, anarchists, or worse and are liable to arrest and imprisonment. As for Frank, he was probably arrested handing out leaflets or at one of our rallies, and is now being detained at Her Majesties pleasure somewhere for questioning. That is why provisions were made. If they begin to suspect you of subversive acts, you too will be arrested. That is why Franks wants you to leave. Talking to Thompson about the current situation and asking him to elaborate on it, he'll be at a loss. Somebody, somewhere is trying very hard to undermine his efforts. All this violence and strife is somebody else's doing, they say its a Bolshevik ploy, they say this, they say that, but nobody really knows what's going on. Mostly it appears to be rogue factions, and the criminal underground airing their grievances. It's beginning to split families, on the one side are those who want reform, and on the other are those who view us as trouble makers or traitors, and sadly we are all lumped into the one pot. Secret PSYCHOLOGY rolls at this point allows empathic characters to feel he's troubled about something. Pressing the issue, Thompson explains its just an unshakeable feeling that all this is too coincidental to be going on at the same time, as though it's an orchestrated coup d'état of some sort. In any event, Debra Jo decides not to leave, and offers to help out if she may, offering some of her money in support. Mark declines trying to dissuade her, suggesting she take the advice of Frank. They debate the issue then finally he gives in to her, however, the players can interject and decide the matter one way or another. For all intents and purposes Debra Jo has no further part in the scenario. Mark, then turns to the players and tells them there is a meeting later that night at 7.30pm if they are interested. He waits for a reply. Showing their interest the players are told the location (Warehouse 147a, St. Katherine's Docks) before being shown to the door since Mark's got to prepare for the evening. Warehouse 147a, St. Katherine's Docks Impatient players may wish to scout out Warehouse 147a right away. The warehouse (nestles in a quiet area in amongst a group of disused warehouses, easily accessible via alleys. Each are rectangular, two story, buildings of concrete and iron sheeting some distance from the river. Litter blows through the cold alleyways and several rogue dogs run amok. A few homeless desolates are the only other living things seen. There are no windows at ground level, but there are a couple on the second floor. Two large main doors appear to be the only ways in, and both are wise open. The main warehouse is open and largely empty, the concrete floor is stained, pitted and worn. The upper level of the building comprises a couple of 10' by 8' offices, with nothing of interest in either of them save for a couple of tables, filing cabinets and junk. Around 6.30 that night Mark Thompson and a few aides arrive to set up a small podium, some lights, and see that things are to their liking. People begin to assemble at 7.15, and generally stand around talking amongst themselves waiting for the meeting proper, having been greeted by one of Mark's aides. By 7.30, 35 disillusioned people have gathered in the warehouse then the doors are shut. A few women are so in attendance, one of whom may be Debra Jo. Mark descends from the second floor to his podium and gives profuse thanks to everyone who's here. He welcomes a few old familiar faces and extends his welcome to include the new faces... nodding to the players. Those mingling with the crowd beforehand may see two individuals who seem to be keeping to themselves. (The keeper should roll any SPOT HIDDEN checks). A further PSYCHOLOGY check (which the keeper should also roll) allows observant characters to notice that they seem fidgety. Any attempt to engage them in conversation elicits the response that this is their first such meeting and they don't know what to expect. What happens if the police raid the joint? Further conversation is stilted. If anyone looks closely they may see (if they specifically ask for a spot hidden roll) bulges beneath the men's jackets. Concealed guns??? Before the players get too surly or belligerent Mark makes his entrance. Mark launches into a speech the players heard earlier today, largely word for word. Perhaps he was practicing on them... though this time he includes the fact about income tax and how it was introduced by Pitt the Younger in 1798 as a temporary measure when he was fighting a Napoleon. That's right temporary. And today parliament still votes every year on whether to abolish it. This is met with murmurs and grumbles, He then informs them of a plan to introduce an inheritance tax. The government plan to tax you when you earn your money, tax you when you spend your money, tax you when you save your money, and by god if they get their way they'll tax you when you're dead and gone. This does not go down well within the rank and file. As he progresses he is greeted with the occasional spontaneous clap or shout of support. If left to run its course, the two fidgety men mentioned earlier make their way closer to the podium (seen on a spot hidden check - but only if they were seen earlier, otherwise they go unnoticed since Thompson's aides are moving about). Once in place both men are close enough, both pull out two revolvers each. One man covers the crowd, ordering no one to move; the other blasts away at Thompson... The crowd scatters, shots are fired, gunman one panics, feeling threatened and begins to fire randomly into the crowd as the two men make their escape. (Each man has extra ammunition should anyone run out.) Characters are hit with a bullet for 1d10 damage should they fail a LUCK roll, lest they manage to scramble behind cover. If the players intervene, and the two men manage to get outside, they will split up and try to make it back to a rendezvous. They'll flee on foot, up alleys and side roads, giving covering fire if necessary. If one, or both of the gunmen are successfully captured for interrogation, they at first, will be surly and uncooperative, but with a little persuasion this is what can be learnt: Both men are local boys (mid twenties, or older) and live somewhere in the slums and work as building site laborers, dock hands or whatever menial task is applicable. Both sport tattoos on their knuckles, and arms, though these are run of the mill back street scratchings and/or jailhouse tats of poor quality. They say they were approached by some guy in a pub. He paid us £10.00 each to come here and kill him. He didn't say why and we didn't ask questions. £10 these days is a lot of money. Players can get a description of the guy, though its pretty nondescript. The name of the pub can also be learnt (The Coach and Horses in Fulham Road), should the players be interested in checking it out. Searching both men the players find: their guns and any ammunition left. They also have two crisp five pound notes in their pockets. The notes are fake, perfect reproduction copies. Practically flawless, with the exception of the paper quality, and inking . The forgery isn't easily noticed and would involve careful examination to spot, though bankers may spot the difference right away.. Thompson's last gasp By some grace of god, Thompson is barely alive despite being shot more than six times. He lingers, bleeding badly. With his last breath he delivers his deathbed word of warning to whoever will listen to him, PC or NPC, but if nobody is interested, he simply dies. The crowd has scattered, not willing to be associated with this. Only a few stunned individuals and friends of Thompson remain. He says: Listen. I'm done for . They killed me. It was only a matter of time. This is only the beginning . I was onto something. Something big. That's why I was targeted. This wasn't just some random hit. Go go to my home. Find my records and continue our work. It's in the bottom drawer. There's a traitor within the government. Be wary, or you will suffer the same fate as me...... Searching Thompson, the players find: two keys, one of which is a house key, the other looks as though it could fit a padlock; a wallet containing £1, Seven shillings and sixpence; and some prompt cards outlining points of topic for tonight's meeting. Fortunately, one of those concerned people who are still hanging around is a friend of Thompson and can provide his home address (13 Hackney Road). 13 Hackney Road Gaining entrance is easy if they use their key. Proving they are not acting suspiciously they will not draw undue attention. Thompson's home is a modest affair, though a little untidy. One room in particular draws their attention - a small back room converted into a small workspace, where rough workings of speeches and topics are found, as well as bundles of propaganda leaflets. A typewriter sits on a desk, with a blank piece of paper loaded. A wastepaper basket has a few crumpled discarded bits of paper. Nothing that'll interest the players. Searching the bottom drawer the players draw a blank. The ledgers that Thompson spoke of are not to be found where he said they would be. There's mostly junk in the drawer. The ledgers, in fact, are to be found beneath the bottom drawer. Allow 10-15 minutes of rummaging about before they are interrupted. SPOT HIDDEN and/or LISTEN (as appropriate) alert characters to two police carriages stopping on the cobbles outside and 8 burly officers emerge Foot falls coming up the path, then the door being splintered off its hinges. These police are raiding Thompson's home for seditious material, which includes one diary the players are looking for. They've been sent from somebody from within the government. Perhaps the police are likewise alerted to the presence of the players. Is there a carriage outside waiting, was somebody seen through a window, is the front door slightly ajar. Each policeman is armed with a truncheon and a set of handcuffs. This, anyway is what they can find in the limited time available: a note book with entries (player handout 2), 1d10 pounds, 1d20 shillings and 1d12 pennies. Other stuff is left for the keeper to throw in. Providing the players are quick they can get out and away without further confrontation. Legging it out the nearest window is easily done, though those on the second floor require a JUMP roll to land safely. Failure results in 1d6 damage. A six, results in a twisted ankle which reduced the players movement by 1 for 24-PC's CON in hours. Those staying for a confrontation are truly brave or stupid, or both. Characters who are overpowered are arrested and taken for questioning, and may be later released on bail - or not. The Coach & Horses The pub on Fulham Road is a rough place. Spit bowls and sawdust. A wretched hive of cutthroats and vagabonds, where anything can be bought - for a price. Fist fights, stabbings and broken glasses rammed into the face is a common occurrence. Occasionally, bodies are usually carted off to the docks and thrown into the Thames for the tide to deal with. The pub is a dead end, nobody's going to talk (no matter what attempts are made, or bribes offered), and if the players are not careful they will attract the wrong kind of attention. Interested parties will take note if the players are wearing flashy clothes, or give the appearance of carrying a lot of money. The code of the underworld is strong here. The players are treated with suspicion as soon as they step inside. Unless they have business to attend to it would be best if they do not stay too long. Perhaps a drunkard takes an extreme disliking to a character and spoils for a fight. Any dapper gent with a pretty-boy appearance of 15 or more is a prime target. Woman are welcomed with whistles, crude sexual innuendoes and the occasional touch-up Queen Victoria Railway Station The 3.30 train bound from Gravesend is on time. The platform is busy with people who are here to greet loved ones, friends, family. Hansom cabs line the street outside with cabbies waiting patiently or grouped together having a smoke and conversation. As the characters watch the mass of dismounting passengers they see a few, who for whatever reason, stand out from the rest of the crowd: A mother and son, who've come back early from a day trip somewhere. The three year old is throwing a tantrum much to the annoyance of other passengers and the embarrassment of the mother whose wits are so much at their end that she wants to throttle him; A fat balding red-faced man struggling with too many cases being hen-pecked by his wife; An elderly man in a bath-chair is lifted from the carriage, who is then wheeled away by a young plain-looking attendant. Hidden in amongst the passengers a well dressed businessman who carries a walking stick, and a briefcase. (Continued) -- To unsubscribe from the chaos-digest ML, send an "unsubscribe" command to chaos-digest-request@chaosium.com. Chaosium Inc., Call of Cthulhu, and Nephilim are Registered Trademarks of Chaosium Inc. Elric! and Pendragon are Trademarks of Chaosium Inc. 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