Showing posts with label Astronut. Show all posts
Showing posts with label Astronut. Show all posts

Tuesday 1 March 2011

The Ministry of Blades : The Madness of Angels, episode 5

Prentiss flattens a steward; Curruthers shoulders the load.

Played

3rd February 2011.

Dramatis Personae

Lady Antonia deVore - a Heavily-armed Aristocrat (player not present).
Captain Benson Curruthers - a Military Policeman.
Doctor Zephaniah Pleasant - a Sinister Surgeon.
Miss April Sharpe - a Self-taught Inventor.
Jack Prentiss - a Dodgy Pedestrian.
Mr Erasmus Rooke - the Boss.
Henderson - a Dedicated Cryptologist.
The Chief Verger of St Paul's Cathedral.
Several Members of Staff at the Capitoline Club.
Lewis - an Unsuccessful Burglar.

Plot

Following their rebuff by the President of the Capitoline Club, Captain Curruthers and Prentiss determined to enter the premises by other means, opting for the hitherto-unheard-of disguise of workmen making a delivery. Acquiring some work clothes from a nearby shop, along with a long crate, they returned to the rear entrance to the Club. Knocking on the door, they informed the steward who opened it that they had a delivery for the Very Reverend Greenfield. When the confused young man disappeared off to confirm this, they sidled in and, using the crate as a cover, headed towards the front of the building. Finding their way up to the first floor (lounges and games rooms) and then the second (bedrooms), they were caught trying door handles by one of the stewards. Their attempt to explain that they were trying to make a personal delivery was justly ignored as they were ordered back downstairs. Prentiss lost interest and knocked him out. They dumped the unfortunate man in one of the bedrooms they’d discovered, taking his keys, but further explorations proved pointless as they were unable to discover anything new.

Curruthers and Prentiss returned to the Ministry just as Miss Sharpe and Dr Pleasant returned from their own excursion. Meeting with Lady Antonia, they found she had continued her research and had turned up some interesting information concerning Wren’s interest in sacred geometry, although it seemed he was less interested in using it for power, more as an architectural aid. They discussed the day’s discoveries and learnt of the collapse of another Wren church, before being interrupted by the somewhat manic appearance of Henderson, waving some paper about. It transpired that he had decoded some of Greenfield’s notebook, having solved a kind of enciphered shorthand. He had broken his usual habit of waiting until he had finished the whole job before reporting the results, realising that this was quite urgent. Looking at the most recent entries first, he had discovered that Greenfield had been suspicious of the activities of one Dr Jacob Sorenson, the Head Choirmaster, who had been appointed about six months earlier. While Dr Sorenson had acquitted his duties as Choirmaster admirably, he had also taken a very intense interest in the structure and history of the building. He was forever being encountered in obscure corners of the galleries, taking rubbings or drawing sketches; once or twice, he was found knocking on wooden panels and listening to the echoes. He did nothing that was actually inappropriate, at least by the [INDECIPHERABLE]'s standards, and Greenfield had been advised to wait and watch by his colleague 'ER', but then his name turned up authorising a docket for work on the walls: Greenfield had been a bit bemused by this, as that should have been the Verger's responsibility. The last entry in the diary mentioned his plan to investigate the site of the works after the masons had gone home to see if there was anything odd about them.

The team now realised that Greenfield had merely discovered the plot, not instigated it.

With time ticking on to their appointment with the employer of Lewis, they collected the luckless criminal from his cell and headed for the indicated tavern. Upon entering, they seated themselves around the lounge so as to have all fields of view covered. Curruthers then became aware that a familiar figure was trying to catch his attention from an inner doorway: it was Erasmus Rooke. Bringing them all into the private room, he paid off Lewis and sent him home. Sitting down, he explained that he had been the one that hired the burglar. Rooke and Greenfield, it appeared, were both members of a group dedicated to keeping the world safe from supernatural dangers, although Rooke refused to give any more information on this. Realising that Curruthers’ investigation would lead him to search the Dean’s home, and believing that the regalia associated with the organisation would cause an unnecessary and pointless diversion, he had arranged to remove them. Unfortunately, Lewis had been caught before he could finish the job, instigating the very situation his employer had been trying to avoid. With the most recent reports from the team indicating the scale of the situation, Rooke had decided to reveal what he knew. Between his information and what the team had discovered, they figured out the story.

It appeared that Sorenson had realised that an archangel was bound to the cathedral, in order to prevent its elaborate structure from collapsing. That archangel was also lending its strength to the rest of Wren’s London churches. Over two centuries of captivity, however, the archangel had become somewhat insane and was trying to escape. Sorenson wanted to release it and bind it to his own service, which would both collapse the churches and give him great power - assuming the archangel didn’t break free and lay waste to London first.

The team decided it was time to track down Sorenson. Heading immediately for the Cathedral, they contacted the Chief Verger, discovering that Sorenson had vanished the day the Dean died. Obtaining his home address, they gained entry to the premises, finding that they had been deserted. Curruthers did discover a map, with a crude pentagram drawn out on it, centred on Lincoln’s Inn Fields.

Suspecting trouble, they gathered weapons and headed for Holborn becoming aware of choral singing as they arrived. Venturing into the park, they saw torchlight at the bandstand, which was surrounded by choirboys, while two hooded figures were chanting in the bandstand itself.

Finding their lines of fire obstructed by apparently innocent choirboys, the team closed for hand-to-hand combat. Pleasant did his best to put the choirboys, who appeared to be possessed, out of the fight bloodlessly, while Prentiss found himself engaged in a fistfight with the larger of the two hooded figures. Curruthers brought down the chanting Sorenson with a double shotgun blast, in spite of his magical protection, but it was too late, as a misty figure began to form over the carved stone block at the centre of the ritual. Miss Sharpe’s orgonator now became useful as it wore down the spirit’s still coalescing physical form, allowing Curruthers to disperse it with a final blast from his firearm.

With the choirboys apparently safe and both villains under control, the team returned to headquarters with the stone, apparently the focus for the spirit’s bindings. The heroes passed on responsibility for the stone to Rooke who ultimately returned it to the church, in order to shore up the cathedral until it could be strengthened physically.

Notes

This episode started out fairly rushed, as I had promised to finish the whole thing this week. This meant that a number of investigations had to be completed in quick succession and I was worried it wouldn't be possible. Luckily, despite the vast amounts of exposition, the players put the details together very quickly. The final fight was nice and quick.

Next time, my investigative plots will be better planned: I'd got so far with this one, then dropped the ball, having to play catch-up. Given that the original idea was to not railroad the players, it came dangerously close towards the end.

Friday 11 February 2011

The Ministry of Blades : The Madness of Angels, episode 4

April spies a spirit; Dr Pleasant meets an eccentric.

Played

27th January 2011.

Dramatis Personae

Lady Antonia deVore - a Heavily-armed Aristocrat.
Captain Benson Curruthers - a Military Policeman.
Doctor Zephaniah Pleasant - a Sinister Surgeon.
Miss April Sharpe - a Self-taught Inventor.
Jack Prentiss - a Dodgy Pedestrian.
Mr Erasmus Rooke - the Boss.
Sir Colin Mortimer - an Eccentric Architect.
Henderson - a Dedicated Cryptologist.
Lord Abergavenny - an Irritable Noble.
William Body - a Timid Workman.
Charlie Body - another Timid Workman.
The Chief Verger of St Paul's Cathedral.
The Distraught Vicar of St Ninian's Church.
Several Members of Staff at the Capitoline Club.
Lewis - an Unsuccessful Burglar.
The Corpse of Martin Geffey.
A Young Constable.
Two Athletic Bobbies.

Plot

Following the examination of Martin Geffey’s body, the heroes reassembled at the Ministry. It was late, but before turning in for the night, Curruthers wrote out his report of the day’s events, while Lady Antonia and Dr Pleasant both made attempts to decipher some of the Dean’s books.

The following morning, Curruthers led the charge to the breakfast table where news was spreading of the sudden collapses of St Ninian’s and St Colstan’s churches in North and South East London, respectively. Rumours were also circulating of paranormal events at the Cathedral. Accordingly, they decided to pay a visit to St Paul’s, pausing to deliver Greenfield’s enciphered diary to Mr Henderson, a somewhat unusual, but very talented, individual.

Arriving, they found the building empty, with staff, worshippers and onlookers surrounding it in a big circle. They were hailed by the Chief Verger, who explained about strange figures in the aisles, mysterious shrieks and whispering in the galleries and odd lights under the dome. They decided to enter and, despite their efforts to avoid notice, were cheered on by the crowds.

As they entered, they became aware that the building was much darker than it should have been. It was also cold and, as they left the porch, the main door shut with a loud bang. Prentiss and Miss Sharpe were somewhat shaken by this, but decided to press on. They were greeted by odd noises, but were unable to trace the source and, advancing to the space under the dome, they caught a glimpse of a faint figure just beyond the range of their torchlight. Miss Sharpe turned on her Detecteronatron and saw a demonic face screaming in the smoke, bearing a similarity to the face she had seen the morning before in the roof. They became aware of a shaking in the floor and dust began to fall from the arches. A brief attempt to investigate the upper levels was thwarted by the sudden appearance of a huge crack across the floor and they decided discretion was the greater part of valour, resisting the urge to flee outright as a sudden cackling emanated from the air around them.

As they emerged from the South Door, they were hailed by the Chief Verger, who immediately introduced them to the Bodys. The workmen had finally emerged from hiding and were desperate to relate their tale of uncovering a stone block bearing a carving of a Green Man. Not long afterwards, a number of odd events had occurred, culminating in the appearance of a ghostly figure in the cavity within the wall. They had fled, although Geffey had attempted to face down the entity before chasing after them. They had seen him collapse in the alley behind them and had assumed he’d been attacked and killed, hence their hiding.

Returning to the Ministry, Curruthers sought out Mr Rooke, asking him about the Capitoline Club. Rooke expanded a little on the establishment, explaining its status as a gentleman’s club, and told him that his Ministry status wouldn’t get him in. Curruthers and Prentiss decided to try anyway and, after briefly calling in on Henderson and getting the impression he did not want to be disturbed, they headed for Kensington. They were invited into the lobby and were shown to a side room, where they were met by the President of the Club, a curmudgeonly noble known as Lord Abergavenny. He flatly refused to help them, so they left, circling around to the rear of the building, where they debated forcing an entry.

The other three heroes opted for library research. After a brief and unsuccessful investigation of possible rituals that might prevent the collapse of St Paul’s, Pleasant joined Miss Sharpe in examining the history of Green Man carvings. They discovered that they were common in medieval churches and were apparently placed by professional masons. Theories connected them to a pagan underground and they may have had some ritual purpose: either protecting the building from vengeful local spirits or possibly binding the church with the power of those same spirits. Interestingly, they discovered that Christopher Wren flatly refused to include such carvings in any of his buildings, regarding them as pagan abominations (a not uncommon opinion in the aftermath of the Commonwealth). Lady Antonia investigated Wren’s career and the building of the cathedral, unearthing his connections to Isaac Newton and to a more mystical intellectual tradition.

Miss Sharpe and Pleasant then visited the site of the collapse of St Ninian’s, one of Wren’s other London churches. Talking to the vicar, they found out that the building had no history of instability, but were then approached by a somewhat crazed individual who informed them that Wren had been up to no good, using “occult practices” to shore up impractical designs. Despite his introducing himself as Sir Colin Mortimer of the Imperial Institute of Architects, Pleasant dismissed him as “odd”.

Notes

This game was a lot of fun from my point of view, despite the lack of actual action. For some reason, I was finally able to over-emphasise the peculiarities of some of the NPC’s (Mortimer and Henderson especially), which seemed to go down well. I intend to try this more often, it’s frequently offered as a way to make sessions more memorable.

On the downside I didn’t get as far through the investigation as I would have liked. This led to some compromises in the effort to finish the story the next week.

Wednesday 26 January 2011

The Ministry of Blades : The Madness of Angels, episode 3

Dr Pleasant shows his power; Prentiss is nearly brought down by a garden implement.

Played

13th January 2011.

Dramatis Personae

Lady Antonia deVore - a Heavily-armed Aristocrat *.
Captain Benson Curruthers - a Military Policeman.
Doctor Zephaniah Pleasant - a Sinister Surgeon.
Miss April Sharpe - a Self-taught Inventor.
Jack Prentiss - a Dodgy Pedestrian.
Rodney Marsh - a Partially-reformed Thief *.
Lewis - an Unsuccessful Burglar.
The Corpse of Martin Geffey.
A Young Constable.
Two Athletic Bobbies.

Plot

Prentiss was running as soon as his feet hit the path, chasing after the burglar he had seen dropping past the study window. Unfortunately, it was dark in the yard and an unseen rake nearly knocked him out. The thief took the opportunity to try and climb over the back wall, but his initial leap fell short, squandering his advantage.

Curruthers, having ascertained that the thief was being chased, headed for the front door, intending to cut the villain off at the end of the alley. Dr Pleasant and Miss Sharpe followed, leaving Lady Antonia to keep an eye on the study. That they might not pick the right end of the alley did not occur to them.

Hitting the ground on the far side of the wall, Prentiss doggedly renewed his pursuit, catching the burglar in a bear hug after he skidded in a puddle. Curruthers and his team appeared at the nearest end of the alley, having made the right decision, just as the thief broke loose, sprinting in the other direction. Pleasant reacted immediately, calling on Malphas, the Tower Builder, to intervene: a burst of blue light and an accompanying thunderclap nearly stunned the villain, but he shook it off and ran on. Curruthers calmly put a bullet in his shoulder, slowing him down enough for Prentiss to catch him again.

The team assembled and examined their captive: a shabby looking little man with oddly rodent-like features. They found themselves reminded of Marsh, although this was definitely not him. Attempting to get some information out of him, Curruthers attempted to persuade them that things would go better if he talked. All the while, Prentiss loomed over them in an intimidating manner, although this was compromised somewhat as Dr Pleasant attended to his developing black eye, muttering about tasks that were “beneath him”. Eventually, offered a deal, the criminal, Lewis, admitted to being hired by a mysterious figure. He had broken into the house to steal several specific objects and had been permitted to take anything else he wanted in order to muddy the picture.

He produced a bag from under his coat and revealed a number of odd objects: two sets of elaborate black robes, an elaborate chain of office (although not for any recognisable organisation), a private journal. He also had jewellery and other items of value. He was supposed to locate a small silver key, but had been unable to find it.

Extracting the location of the pub where Lewis had met his patron and where he was due to hand over the loot, the team headed back towards the West End. As they passed the Cathedral, they were accosted by a constable, who informed them that they’d found the body of Martin Geffey. Pleasant and April went with him while the others took Lewis on to the Ministry. The body lay in an alley near St Paul’s, at the end of an increasingly wild set of tracks, as though he had stumbled the final steps. Like the good Dean, it bore an expression of terror. Pleasant rapidly came to the conclusion he had died of a seizure, probably brought on by fear. Miss Sharpe used her Detecteronatron, to hunt for spirits, but was unsuccessful.

As the pair returned to the Ministry, they caught a glimpse of Marsh. As they attempted to hail him, they heard whistles and the pounding of heavy boots. Looking wildly around him, Marsh fled into the fog!

Notes

This was the first time I had attempted to use the chase system, widely touted as one of Savage Worlds’ more useful features. It was a little confusing at first, as the whole thing is written in terms of car chases, even though it was explicitly for foot chases as well. I found myself having to decide exactly what “Seriously Out of Control” meant for a pedestrian (stumbling) and exactly how climbing a wall might affect proceedings. I’m still not sure the system reflected Prentiss’ superior pace well enough or the effect of attacking while running, but it’s another system that will benefit from practice. Next time, there will definitely be more obstacles!

Had Marsh been present, he would have recognised Lewis as a former associate and probably have gotten more information out of him. As it was, it was largely irrelevant.

(* - player not present.)

Monday 24 January 2011

The Ministry of Blades : A Frosty Reception at the Ministry (an Untold Tale of the Ministry)

April blows up a door; Antonia kills a chair

Played

16th December 2010.

Dramatis Personae

Lady Antonia deVore - a Heavily-armed Aristocrat.
Captain Benson Curruthers - a Military Policeman.
Miss April Sharpe - a Self-taught Inventor.
Jack Prentiss - a Dodgy Pedestrian.
A Bad-tempered Norwegian Sprite.
Assorted Notables and Minions of the Ministry.

Plot

It had been a warm, wet winter and it was particularly foggy as the team returned to the Ministry on Christmas Eve. Delayed by the wrap-up for a persistent case, they were anxious to get back into the warmth, where the annual Christmas Dinner was being held. They were somewhat bemused to discover the building dark and locked-up.

Trying the front door, they became aware that it was much colder than the outside air. It was locked. The windows were dark and, on close examination, seemed to be frosted on the inside. Finding the main gates to the yard locked as well, the team ventured to the alley behind the building with the intention of climbing over the wall. The yard itself seemed fine, if quiet, and the horses in the stables were wrapped up warm against the cold. Checking the carriages and other equipment, they uncovered some warm clothing and blankets and, assuming the cold extended throughout the building, undertook appropriate preparations.

The back door was locked, but Prentiss had little difficulty forcing it open, letting the group into the kitchen. The room had been abandoned, although half-prepared food lay on the tables. The oven was cold and there was no sign of the staff. Everything was covered in frost. Choosing a door at random (this not being an area any of them were familiar with), they ventured into the central lobby of the building. Everything was covered in a thin layer of ice and the carpet crunched underfoot. The gas lights were turned on, but no gas issued from the tubes and they were cold and dark.

Curruthers took the lead as they headed for the main staircase to the first floor and was the first to be attacked by the zombies. Prentiss, at the rear, found more and battle broke out. The walking dead were frozen solid and difficult to damage, but tended to shatter when a solid hit was made. Making short work of the corpses, one of which was recognizable as the werewolf they killed in Highgate Cemetery, they reached the balcony. The ice was thicker here, coating the doors, walls and other woodwork. It was several inches thick on the doors to the Library and Council Chambers, which is where the dinner was to be held.

Deciding they needed heavier tools, they headed for the basement stores, getting distracted momentarily by the possibility of getting gunpowder from the armoury. Unfortunately, the doors were too well secured, so they fell back on the original plan of making use of picks and hammers.

Returning to the Library door, they set to work. Prentiss smashed a lot of ice off the door, fatiguing himself, but allowing them entry. The ice inside was thicker towards the door of the Council Chamber, but nothing could be heard. They spent some time examining the room for signs of summoning or of other dodgy books, but it seemed Madame Delgal had been tidying with her usual efficiency.

They began taking turns hacking at the Chamber door. After a couple of attempts, a head formed from the ice and, after giving them all a disdainful look, told them to stop making so much noise and go away. Further attempts to remove the ice resulted in the arrival of a four-foot tall figure of ice, which they smashed. This was followed by a series of lethal eruptions of ice shards. Dodging the bursts, they managed to remove a panel of the door and Prentiss packed it with black powder from his blunderbuss. Miss Sharpe then ignited the powder with a blast from her gun, blowing the door off its hinges.

Inside, they found the rest of the staff frozen at the table and covered in thick ice. While they stared at the scene, Miss Sharpe used her detecteronatron to locate a spirit sitting in a frozen chair watching them. She pointed it out to the others and large chunks of ice began to fall from the ceiling, narrowly missing several of the heroes, as Lady Antonia unloaded her LeMats at the chair. While the chair was completely demolished, the spirit appeared to be completely unaffected; worse, it was audibly cackling at them!

While various weapons discharged around him, Curruthers looked for the thickest concentration of ice, spotting it on the specially-imported Norwegian Spruce. Assuming a connection, he led the others in launching a hail of fire at it, eventually resulting in its destruction. The spirit promptly dissipated and the ice began to sublimate into the air.

Sensing an opportunity, the heroes started to decorate the frozen staff in a comical fashion, intending to blame the spirit when they woke up…

Notes

As a mostly-improvised session (I had a basic idea of the plot, plus a rough idea of the layout of the building), this worked very well. I hadn’t planned how they would defeat the spirit, but I love the solution they came up with and just ran with it.

This is the first time I’d ever run a seasonal special and, although Christmas is particularly important in a Victorian setting, I didn’t want to fall into the usual cliché of the Christmas Carol rip-off. If it’s not clear, the spirit was the Scandinavian equivalent of a dryad, connected to the imported Christmas tree; it wasn’t happy with the noise and heat and decided to freeze all involved.

One thing I discovered with this game is that sometimes miniatures are very important, even in simple fights. Confusion rained during the fight with the zombies as to who was where and next to whom…

Thursday 9 December 2010

The Ministry of Blades : The Madness of Angels, episode 2

Dr Pleasant is introduced; Prentiss chases a burglar.

Played

18th November 2010.

Dramatis Personae

Lady Antonia deVore - a Heavily-armed Aristocrat.
Captain Benson Curruthers - a Military Policeman.
Doctor Zephaniah Pleasant - a Sinister Surgeon.
Miss April Sharpe - a Self-taught Inventor.
Jack Prentiss - a Dodgy Pedestrian.
The Chief Verger of St Paul’s Cathedral.
The Foreman of Burland’s Contractors.
Mrs Geffey, a Worried Wife.
Mrs Bodie, an Unconcerned Wife.
The Very Reverend Greenfield's Valet.

Plot

The team descended to the central area under the dome, where they found a tall, dark figure waiting somewhat impatiently. Introducing himself as Dr Zephaniah Pleasant, another Ministry agent, he demanded to know why he had been dragged out of bed at such an ungodly hour. While Marsh ducked out into the streets to pursue some leads of his own, Curruthers brought him up to date on the mystery and their discoveries so far. Pleasant requested access to the body and proceeded to carry out a more thorough examination; although he was able to learn little new, he was able to confirm the others’ suspicions.

The team decided it would be helpful to examine the Dean’s office. Taken upstairs to the west wing of the building, they found a smart but somewhat sterile room. A detailed examination of the furniture and window frames and a search for secret panels discovered little of interest. Musing that he would have kept anything of interest at home, Curruthers realised that the key in the pocket book was for the front door of a house. Deciding to investigate this later, they asked the Chief Verger about the works in the roof.

The Verger took them to the Records Office, situated in the Chapterhouse nearby, where he pulled out a ledger and tracked down the works order for the job. As the office of the contractor was close by, they headed there first. Upon arriving, they found the foreman looking rather annoyed: it seemed three of his workmen had failed to report in this morning, and while he expected this kind of behaviour from Bill and Charlie Bodie, he thought better of the senior mason, Martin Geffey. It didn’t take long for the team, posing as a Metropolitan Police investigative team, to discover that these were the workers from the Cathedral project and to obtain their addresses. They moved on to Geffey’s address, a decent, if small, terraced house in the East End, where they found his wife beside herself with worry: he had failed to return home last night and she was worried something had happened to him. Asked if he ever stayed late at the pub, she told them that he was not a heavy drinker and was devoted to his family. Mrs Bodie, meanwhile, wife of Charlie and daughter-in-law of William, was completely unworried; while both men had failed to come home, this was hardly unusual and she was much happier when they weren't cluttering the place up.

The team decided to move on and investigate the victim’s private residence in Islington. Once more presenting themselves as members of the Met, they were admitted by his valet, who they questioned with care, discovering that the staff were very upset by the news. He agreed to let them examine the Dean’s study, leaving them to take their time. Carrying out a thorough search of the room, they turned up a bundle of personal letters, a series of personal journals, a collection of reference works on the study of the angelic hierarchies (from several different traditions) and a pair of hefty looking tomes in Hebrew. Miss Sharpe tried her Detecteronatron again, detecting a faint aura around the Hebrew works, which Dr Pleasant now took an interest in.

After they had searched for half an hour or so, several of them heard noises from upstairs, not unlike furniture being moved. Curruthers reacted immediately, heading out and up the stairs at the double. He found the door to the room above closed and knocked, listening for a response. He heard the sound of footfalls, moving away from the door, and tried to open the door, planning to give chase. Unfortunately, the door was locked but Prentiss, currently standing idle, was looking out of the window and saw a pair of boots descending from above. Wrenching the window open as their owner dropped past him, he sprang out to give chase…

Sunday 28 November 2010

The Ministry of Blades : The Madness of Angels, episode 1

Marsh follows his nose; Miss Sharpe tries out her new toy.

Played

4th November 2010.

Dramatis Personae

Lady Antonia deVore - a Heavily-armed Aristocrat.
Captain Benson Curruthers - a Military Policeman.
Miss April Sharpe - a Self-taught Inventor.
Jack Prentiss - a Dodgy Pedestrian.
Rodney Marsh - a Partially-reformed Thief.
Mr Erasmus Rooke - the Boss.
The Chief Verger of St Paul’s Cathedral.
A number of Industrious Cleaners.

Plot

Shaftesbury Avenue, October 1888.

Returning from Highgate Cemetery with the corpses of the werewolves stowed in the Ministry’s own hansom cab, the group were asked to produce their reports as soon as possible. Once this was completed, they were asked to come into Mr Rooke’s office.

Their superior informed them that he had just heard about the apparent suicide of the Dean of St Paul’s Cathedral, the Very Reverend Reginald Green. As the Dean was a good friend of his, he wanted to send his best team to investigate; unfortunately, they were occupied with the Ripper case at the moment, so he was having to send Captain Curruthers’ team instead. Rooke did not believe it was a suicide, so they were to take special care to confirm that this was a murder and find the culprit - starting immediately.

Picking up Marsh outside the Quartermaster’s Office, the team headed for the City. Entering the Cathedral, they were introduced to the hassled-looking Chief Verger, who said he had been expecting them, immediately raising some suspicions given the lack of Police on the scene. The Chief Verger was somewhat surprised when Lady Antonia and Captain Curruthers complained about the removal of the body to the Crypt and subsequent cleaning of the floor. He explained that early services would be starting soon and that this couldn’t be allowed to disturb the congregation.

Curruthers dismissed the cleaners while they attempted to divine what they could from the blood stains between the tiles. The body had landed almost directly beneath the open central occular of the dome: either the Dean had made a prodigious leap from the Whispering Gallery or he had fallen from the walkway around the occular Inspecting the body, they confirmed that he had indeed fallen from a great height (and rather messily). The Dean had been a very tall, thin gentleman in his sixties, bald, with a fringe of white hair. His face appeared to be locked in an expression of extreme fear and there was a fresh, horizontal wound across his forehead, such as might be inflicted by a club.

Proceeding upstairs, they investigated the Whispering Gallery, confirming that there was no evidence of him jumping from there. Curruthers spotted a staff doorway leading to a spiral staircase up into the dome, so they made this their next destination, discovering a five foot wide walkway around the occular at the top of the dome. It was little-used and covered by a thin layer of dust, showing up footprints clearly, and they found a scuff of the right size on the ballustrade, which seemed to indicate he had jumped. Miss Sharpe, meanwhile, decided that this was an ideal opportunity to test her new device, Sharpe’s Detecteronatron, designed to detect spirits and other magical emanations; she did not detect anything, other than an odd glow from Marsh, indicating a need for further tinkering, perhaps? Taking a copy of the footprint, they located more prints on the stairs, indicating someone running up them, a prodigious feat for an elderly minister. Marsh remained on the walkway, planning to shapeshift into his rat form and sniff around. Distracted by a strong smell of cheese and nearly killed by a powerful rat trap, he abandoned this approach rather quickly.

The remainder of the team followed the footprints back out onto one of the walkways above the false ceiling of the Church, winding in and out of a series of low beams and rafters. Locating a bloodstain on one of them, indicating that he may have hit his head, the found that the trail ended at a fenced off area at the far end of the roof. Some maintenance work had been taking place here and stonemason’s tools were scattered around an opening in the facing of the wall, which revealed the rubble infill. They determined that something (a block about 18 inches square) was missing from the infill, but were unable to locate it. Miss Sharpe tried her gadget again and, momentarily, thought she saw a screaming face in the mists inside, but was unable to get it to come back. Shaken, she switched the device off, turning to see Lady Antonia and Marsh extracting what appeared to be a pocket book, complete with a key ring, from under the eaves.

Tuesday 2 November 2010

The Ministry of Blades: The Werewolves of Highgate

Curruthers scores a bullseye; Antonia takes the charge.

Played

21st October 2010.

Dramatis Personae

Lady Antonia deVore - a Heavily-armed Aristocrat.
Captain Benson Curruthers - a Military Policeman.
Jack Prentiss - a Dodgy Pedestrian.
Miss April Sharpe - a Self-taught Inventor.
A Bloodthirsty Werewolf.
An Unfortunate Wolfman.

Plot

As the leaves began to fall in the autumn of 1888, London was gripped by the lurid tales of the exploits of Jack the Ripper. The Ministry, suspecting a supernatural involvement, assigned its best agents to the case.

Captain Curruthers's team meanwhile, was assigned to investigate an apparently unrelated series of attacks in North London. Taking place on the nights around the full moon in late August, the assaults had been bloody but not yet fatal. They were centered on Highgate Cemetery and were reportedly carried out by a “large man-like beast”. Judging that a lycanthrope was involved, the team, excluding Marsh, who was suffering from an unknown malady, and Miss Spit, currently assigned to work with the REG's Psychical Research Team, went loaded for wolf.

Arriving at the South Gate of the cemetery not long after nightfall, Currruthers and Lady Antonia began scouring the mud for unusual tracks, while Prentiss warmed up for a fight and Miss Sharpe fiddled with her latest equipment. Curruthers discovered the fresh prints of a large dog leading into the cemetery and, on further investigation, noticed that there were no front paw prints - the creature walked upright like a man! Now convinced that their target was a werewolf, the team ensured their weapons were loaded with silver bullets and pressed on into the dark graveyard.

Despite the fog, the tracks were easy to follow and led straight to the far corner of the enclosure, as yet unused for burials. As the silver fog snaked between the bushes, they spotted a powerfully-built humanoid figure ahead of them. As it raised its muzzle to sniff the air, it became obvious it was not human, and Curruthers fired a single bullet. The figure fell and, as they drew closer to the body expecting it to rise and attack them, it became clear that he had pulled off an amazing shot, hitting it between the eyes with a single shot from thirty paces - in the dark.

Unfortunately, they did not have long to congratulate each other on their immediate success, as a snarling sound preceded a rushing attack from the bushes to one side. Lady Antonia was clawed from behind and stumbled, saved from a mortal wound only by her heavy coat, as the attacker rushed on towards Curruthers. More shots were fired, and shrugged off, before they were able to surround it. Miss Sharpe finally got her Orgonator working and opened fire, catching the beast in a crossfire with Curruthers and Lady Antonia. It continued to fight, finally going down only when Curruthers hit it in the back of the head from near point-blank range with his pistol.

Both werewolves had reverted to human form upon death and, while one of them was naked in the traditional manner, the second wore a wolfskin as a headdress. The team decided to take both corpses back for further examination.

Notes

As before, this arc began with a simple fight unrelated to the rest of the story. In part, this was necessitated by the award and expenditure of experience at the beginning of the evening and it also provided an opportunity for us all to refamiliarise ourselves with the rules before we got in with the main plot.

There were two kinds of beasts involved here: the first was a wolfman, the victim of a werewolf attack, while the second was an actual werewolf, a human that actively seeks to become a wolf using magic. Rippers often provides different levels of monster like this, and it's handy when you want to have a boss and one or more minions.

Curruthers’ perfect shot was the result of an excessively high damage role - the lesson of this being that you should never get to attached to a villain in this game. Both sides spent large numbers of bennies to aid their survival during the fight and, for the first time, I finally felt able to try and actively kill the characters (and that I didn't have to pull my punches).

Friday 2 July 2010

The Ministry of Blades : The Pyramids of Hertfordshire, episode 6

Antonia and Marsh play with really big guns; Constantina takes a tumble.

Played

17th June 2010.

Dramatis Personae

Lady Antonia deVore - a Heavily-armed Aristocrat.
Miss Constantina Spit - a Rebellious Debutante.
Captain Benson Curruthers - a Military Policeman.
Jack Prentiss - a Dodgy Pedestrian.
Miss April Sharpe - a Self-taught Inventor.
Rodney Marsh - a Partially-reformed Thief.
Mr Erasmus Rooke - the Boss.
Mr Chester - a Foreign Gentleman of the Scientific Persuasion.
Jackson - an old Associate of Curruthers.
Two Anonymous Scientists.
A Sceptical Commandant.
A number of Heavily-armed ‘Gamekeepers’.
A large number of Shambling Corpses.

Plot

Prentiss sprinted for the powerhouse, bursting through the door, then ducking at the last moment to avoid losing his head to a shovel wielded by a panicking stoker. Marsh arrived behind the zombie fighting Curruthers, returned to human form and, nearly decapitating it, followed up by bowing ironically to his combat trainer. Lady Antonia decided to try and help the guards while Miss Sharpe powered up her weapon and aimed it at the top of the mast, soaking it in a stream of corrosive liquid. Miss Spit followed Prentiss into the powerhouse, arriving just in time to see him pull a thick cable out of the steam-powered dynamo, causing a massive shower of sparks which made up for the lights going out.

Prentiss staggered as the engineer whipped a huge spanner across his throat from behind and attempted to strangle him while the dynamo sped up, its whine rapidly rising in pitch. He managed to turn his attacker to take the full brunt of the blast as the building exploded in a shower of flames and shrapnel…

Miss Spit was still standing in the doorway and was thrown in a spectacular arc across the square, landing with catlike grace near the transmission mast. Prentiss was apparently buried in the rubble.

All around them, the zombies pressed their slow but relentless attack; small groups of soldiers desperately trying to hold the gaps between buildings against up to twice their number. As the remainder of the team tried to decide what to do, several of the soldiers went down screaming and Curruthers and Lady Antonia leapt to help shore up the defences, closely followed by Miss Sharpe and Miss Spit, each heading for a different group. Marsh, spotting the collapsed guard tower, reverted to rat form and scurried out of the battle zone.

Lady Antonia grabbed up one of the large rifles used by the soldiers, a magazine-fed elephant gun, and put her marksmanhip skills to good use, blowing several zombies to pieces in quick succession. Miss Sharpe made similar use of her ‘ectoray orgonator’ while Miss Spit, using her deflection spell to avoid damage, charged straight into battle swinging a makeshift club. Curruthers arrived just in time to see three men fall and found himself holding the defence together, using the bayonet on the end of his elephant rifle.

Prentiss pulled himself out of the ruins of the powerhouse and, grabbing the huge spanner as a club, looked around to take in the situation. Spotting Marsh in the ruins of the tower, he burst through the line of zombies to join him, where he found the little thief attempting to set up a Maxim machine gun. Between them, they got it braced and proceeded to spray the nearest group of zombies with bullets, stopping frequently to unjam the weapon.

Gradually, the tide of battle turned, although by the time the zombies were all destroyed, so were all but four of the soldiers.

As a result of running out of time, the following was not actually played through.

Once the battle was over, the survivors picked through the bodies, separating the wounded from the dead and the undead. With his remaining troops securing the perimeter, the Commandant gathered the team together in the mess to thank them for their help in fighting off the zombies. Overcoming his pride, he admitted that they had been right and that there was obviously a link between the experiments and the zombies. Turning to the scientist, Mr Chester, he informed him that the experiments were over until they had been thoroughly examined by other military scientists. Chester, his temper flaring, stalked out of the room, swearing to take his ideas to the Americas where they would “appreciate the genius!”

The team were escorted back to London by the Commandant himself, where reports were made to Mr Rooke, and matters between the Ministry and the Royal Esoteric Guards were taken ‘upstairs’. The team were congratulated on their handling of the affair and Curruthers, Marsh and Lady Antonia were finally promoted to full Field Agent status.

Notes

The Royal Esoteric Guards are the military equivalent to the Ministry and form the sixth of the elite Guards regiments. As well as regular soldiers of the line, trained in combatting supernatural as well as mundane foes, their organisation includes a number of autonomous research and intelligence teams, enabling them to deal with most problems without help from other military units that might not be able to cope with the same kind of conditions. If Curruthers had remained in the Army, he may well have joined them. Obviously, they are still capable of making mistakes.

As mass battles go, this one actually went quite quickly, it just didn't seem like it.

Savage Worlds is definitely quite good at handling large numbers of battling characters; the “two hits and you're down” approach to Extras is much easier to track than hit points, just requiring markers for Shaken figures. The players quickly realised that ganging up on opponents is the key to success, both for the +1 multiple attackers bonus and for the guaranteed kill on a Shaken Extra. I was also able to hand groups of five soldiers to individual players to manage, taking some of the pressure off me.

The problem was basically with the number of players. We had an extra player this week, taking us to seven, which slowed things down enough to get in the way. The playing card initiative system can also cause delays, as players frequently forget to hand them back after their action or at the end of the round. Even handing the whole initiative system to a player didn't work as well as I'd have liked. Chatter amongst the players is always a distraction and the only way I can see around this would be to reduce the numbers - or start deliberately killing off characters!

One element that didn't get to play out was that Prentiss and Miss Sharpe's two-pronged attack on the electrical transmission system was successful: the zombies were about to collapse of their own accord when the battle ended for the evening. In retrospect, I probably should have upped the number of zombies to increase the apparent danger then had them collapse at a suitable dramatic moment, but I'm trying to avoid too much GM's fiat - even for effect.

We didn't quite finish in the main session, although the battle was virtually over, so the wrap-up was kind of assumed.

The game is now on hold until the autumn.

Wednesday 9 June 2010

The Ministry of Blades : The Pyramids of Hertfordshire, episode 5

Curruthers meets an old colleague; Prentiss pulls the plug.

Played

3rd June 2010.

Dramatis Personae

Lady Antonia deVore - a Heavily-armed Aristocrat.
Miss Constantina Spit - a Rebellious Debutante.
Captain Benson Curruthers - a Military Policeman.
Jack Prentiss - a Dodgy Pedestrian.
Miss April Sharpe - a Self-taught Inventor.
Rodney Marsh - a Partially-reformed Thief.
Mr Chester - a Foreign Gentleman of the Scientific Persuasion.
Jackson - an old Associate of Curruthers.
Two Anonymous Scientists.
A Sceptical Commandant.
A number of Heavily-armed ‘Gamekeepers’.
A large number of Shambling Corpses.

Plot

After the night's exertions, the team headed for the darkened lounge of the Inn and several members consumed a stiff brandy (at least three in Marsh's case). They prised Marsh's discoveries out of him and decided that they would visit the mysterious camp in person the following day, making no secret of their true authority.

They hired some riding horses and, after much deliberation over the best route, led them by the known forest trail over the ridge. They hit a well-packed gravel road to the north-east of the camp at around 1 pm and, surmising that it led to the camp, followed it to the south and west. Marsh followed them separately though the woods, acting as a kind of back-up.

After ten minutes of travel, they encountered a border-style checkpoint and were hailed by a man dressed in tweeds, armed with what appeared to be a very large double-barrelled shotgun. Curruthers immediately assumed an air of authority and demand access in the name of the Ministry. The man looked confused, but asked them to wait while he headed inside a hut by the side of the road. The heroes could hear him talking to someone whose voice couldn't be heard. A moment later, another man in tweeds poked his head out of the door and, this time, Curruthers recognised him instantly as Jackson, a Colour Sergeant he had known in India. They exchanged some pleasantries while the one-sided conversation in the hut continued, then Jackson returned to the hut and joined that conversation. After a minute or so, he returned, saying that the ‘Commandant’ had agreed to see them.

He accompanied them along the mile or so to the camp, which was revealed in daylight to be quite a defensive structure. A long earth ramp led to the main gate of the facility on the central rise, broken only by a makeshift drawbridge. A twenty-foot high guard tower containing two guards with a machine gun overlooked the main approaches and the bushes around the edge of the rise provided natural crenellations hiding snipers.

Watching from the woods, Marsh saw them cross the ‘moat′ and follow their guide into what appeared to be a guardhouse. Jackson asked them to wait while he fetched the Commandant.

The Commandant turned out to be a traditionalist type who immediately began to butt horns with Curruthers, pointing out that the project was a top secret operation of the War Office and that the Ministry (which seemed to know about) had no authority there. After much argument, he agreed to show them the experiments, on the basis that they were nearly completed anyway.

They were led to the open square at the centre of the camp, situated between four prefabricated structures, one of which appeared to contain a steam-powered electrical generator, and containing a tall mast, linked by cables to the powerhouse and the building opposite. Knocking on the door of that building, the Commandant entered and returned, accompanied by a short, moustached man, who he introduced as Mr Chester. Chester turned out to be Hungarian, judging from his accent, but was soon persuaded to explain how they were experimenting with broadcasting electrical power through the æther to vehicles and other devices.

This was then demonstrated as the generator was started up, causing hairs to rise on everyone, before one of his companions drove an electric vehicle out from behind one of the buildings. Miss Sharpe discussed the theory with Chester, putting forward the theory that the broadcast electricity was responsible for animating the zombies; both Chester and the Commandant rejected the idea as impossible and refused to consider the idea.

The Commandant now informed them that they would not be allowed to leave until the final experiments were finished and locked them in what appeared to be a barracks. The group immediately began looking for a way out, checking the floor, door and windows.

Outside the camp, Marsh became aware of movement around him and spotted numerous zombies shambling towards the camp. He panicked, transformed, after a brief stutter, into a rat and bolted for the camp.

Inside the barracks, the team were preparing to break the door down, when they became aware of gunfire, increasing in volume and rate of fire, and soon accompanied by the chatter of the tower-mounted machine gun. A number of screams were also heard and it became apparent that the guards were being overwhelmed. They renewed their efforts with repeated charges, then Curruthers bust the door open and was nearly flattened by a walking corpse. As he battled for his life, aided by Lady Antonia, the others tried to figure out how to shut down the electrical broadcast. Around them, the guards were attempting to hold a perimeter against the shambling attackers.

Prentiss sprinted for the powerhouse, bursting through the door, then ducking at the last moment to avoid losing his head to a shovel wielded by a panicking stoker. Marsh arrived behind the zombie fighting Curruthers, returned to human form and nearly decapitating it, followed up by bowing ironically to his combat trainer. Lady Antonia decided to try and help the guards while Miss Sharpe powered up her weapon and aimed it at the top of the mast, soaking it in a stream of corrosive liquid. Miss Spit followed Prentiss into the powerhouse, arriving just in time to see him pull a thick cable out of the steam-powered dynamo, causing a massive shower of sparks which made up for the lights going out.

The dynamo sped up, its whine rapidly rising in pitch, until the building exploded in a shower of flames and shrapnel…

Notes

Ooh! A cliff-hanger!

Will Prentiss and Miss Spit survive the explosion? Has Marsh finally taunted Curruthers one too many times? Did Miss Sharpe really understand anything Mr Chester said? What will happen if Lady Antonia gets her hands on a really big gun?

Find out in the next thrilling instalment of…

The Pyramids of Buckinghamshire!

Wednesday 2 June 2010

The Ministry of Blades : The Pyramids of Hertfordshire, episode 4

Marsh dodges a bullet; April puts the boot in.

Played

20th May 2010.

Dramatis Personae

Lady Antonia deVore - a Heavily-armed Aristocrat.
Miss Constantina Spit - a Rebellious Debutante.
Captain Benson Curruthers - a Military Policeman.
Jack Prentiss - a Dodgy Pedestrian.
Miss April Sharpe - a Self-taught Inventor.
Rodney Marsh - a Partially-reformed Thief.
A Cynical Landlord.
Two Shambling Corpses.
A Panicked Rifleman.
Several Less-panicked Riflemen.
Three Bushy-moustached Scientists.

Plot

Following their visit to the Manor, the team deliberated their next move over dinner, eventually deciding to try to locate and scout the camp in the forest that evening. Grabbing copious supplies of tea to keep them awake, they armed themselves and headed out into the gathering fog. Prentiss took the lead with his ground-eating pace, but Lady Antonia had to prevent him drifting off the faint path; in the meantime, Marsh's attempts to move quietly parallel to the group combined with his lack of wilderness skills led to him trailing them by quite a distance. They arrived at the ridge after darkness fell completely, settling down to wait for a few hours while Marsh scouted out the camp location.

Around midnight, they saw the lights appear over the valley, manifesting in several locations within the cloud before swirling together. There was no obvious source, but the effects were clearly centred on the camp. They could also feel the vibrations in the ground start up as they appeared. Curruthers tried to get a good look at the camp using his binoculars, but nearly blinded himself despite his best efforts. With nothing else happening, Curruthers and Prentiss both attempted to get some sleep.

Marsh arrived at the camp, which was situated on a small plateau, surrounded by a 10-foot bank, and followed the perimeter around, taking the occasional peek over the bank to survey the area. Noting the bright lights emanating from the camp itself, he was extra careful, but his second attempt was nearly his last: he was looking almost directly down the muzzle of an elephant rifle held by a well-hidden sentry. Luckily he was not spotted and was able to drop out of sight.

Back on the ridge, Miss Spit became aware that the surrounding woods were very quiet, then heard crashing noises in the fog. She quickly warned Lady Antonia and Miss Sharpe, then woke Prentiss and Curruthers to wait for the visitor. After a few minutes of watching, Miss Spit became impatient and used a spell to illuminate the area below the ridge and clear the fog, revealing a zombie.

At first, they hoped it was going to ignore them, and wander past, but to their chagrin, it began to climb the slope. Lady Antonia prepared to shoot it, but Curruthers reminded her that the shot would be heard across the valley, so she lobbed a rock at it instead, failing to do any damage. Several attempts were made to prevent it succssfully cimbing the slope, but it demonstrated dogged persistence, taking a swipe at Miss Spit as it arrived, but she had cast another spell to disguise her location so that it missed. Lady Antonia tripped it up, with some effort, and Curruthers pinned it to the ground with his sword. It continued to try and hit them, but they pounded it with rocks and batons (Prentiss sitting on its leg) and, eventually, April connected with a steel toe-cap and caved the side of its skull in.

It stopped moving.

In the valley, Marsh continued to silently skirt the camp, then stepped on a twig, causing a loud crack. This was immediately followed by a deafening blast and something whistled past about five feet away, while the lights went out. Thinking the shot was aimed at him, Marsh panicked and ran for the trees, while more bullets whizzed past him. He turned into a rat, then realised he was not the target as he saw several zombies heading towards the camp. The sentries were destroying them quite effectively with their large-calibre rifles, so Marsh decided to take advantage of the confusion and sneaked up onto the plateau, changing back to human to scout the camp itself.

As the lights came back on, he noted a central fenced-off area, containing two barracks buildings or offices, a steam-powered electric generator, some kind of laboratory and the mast. Standing in the central square were several soldiers and three gentlemen who appeated to be scientists by their dress. Marsh decided discretion was the better part of valour and, having memorised the layout, he returned to the ridge, where his colleagues, a little worried after the gunfire, were waiting for him.

Notes

I find zombies and fog always go well together… It took a while to take down the lone zombie - bad die rolls seem to cause lots of problems in this game, but it was nice to see Constantina's magic finally getting an outing.

Monday 24 May 2010

The Ministry of Blades : The Pyramids of Hertfordshire, episode 3

Antonia visits the Manor; Curruthers sends a telegram.

Played

6th May 2010.

Dramatis Personae

Lady Antonia deVore - a Heavily-armed Aristocrat.
Miss Constantina Spit - a Rebellious Debutante.
Captain Benson Curruthers - a Military Policeman.
Jack Prentiss - a Dodgy Pedestrian.
Miss April Sharpe - a Self-taught Inventor.
Rodney Marsh - a Partially-reformed Thief.
Sir Upton Scudamore - a Self-made Eccentric.
Villiers - a Butler of Few Words.
Madamoiselle Melissa D'Arqué - a Governess.
Alice and Peter - Sir Upton's Grandchildren.
Assorted Cooks, Grooms, Groundsmen and Navvies.

Plot

While Miss Sharpe attempted to figure out what had gone wrong with her weapon, Prentiss began to poke through the remains of the formerly-animated mummy. Upon receiving a nasty acid burn, he began poking more carefully, uncovered four bronze statuettes and a number of small clay tablets, all of which he pocketed for later examination.

The group decided that they had done enough for one night and Captain Curruthers confidently led them back towards the Inn. They realised they were lost as they crested a rise, emerging from the trees to gain a moonlit view of their surroundings. The village lay behind them, Avery Manor and its pyramid to their right, and a small, but brightly lit, clearing to the north. Using binoculars, they could see signs of arc floodlights, temporary buildings and a tall mast of some description. Taking their bearings and noting the position of the clearing, they tried again to get back to their beds.

In the meantime, Lady Antonia tried to wake the church verger but had no success, despite pelting his window with gravel. Giving up, she returned to the graveyard and found the group had left. Following them, she discovered the remains of the mummy, then tracked the team up the hill, where they finally reunited.

They returned to the Inn at about four in the morning and got some sleep, before discussing their next steps over breakfast. While Miss Sharpe began repairing her weapon, the remainder of the team set out to try and locate the clearing in daylight. They had little trouble, but as they approached, they were confronted by a hunting-tweeds—clad gamekeeper, armed with a shotgun, who informed them it was private land and asked them to leave immediately. Curruthers noticed odd movements in locations where he would have placed hidden sentries; noting that the gamekeeper seemed familiar, he decided it was advisable to leave. Suspecting some kind of secret government research installation, Curruthers sent a telegram to the Ministry upon their return to ask if they were aware of any such thing.

In the meantime, the team decided a visit to the Manor to investigate the pyramid and its eccentric builder was in order. Using their existing disguise as a group of upper- and middle-class occult enthusiasts, they sent Prentiss, in the guise of a servant, to request permission to visit. Upon arrival, Prentiss encountered the butler, Villiers, then returned with an invitation. The visiting party consisted of Lady Antonia, Curruthers and Miss Spit, with Prentiss as the driver and Miss Sharpe as maid to the ladies. Marsh was to sneak onto the grounds to explore the pyramid building site.

Sir Upton Scudamore turned out to be an aging railway tycoon, working-class in origin, but made a Baronet for his services to the country. He was very welcoming and only too willing to give the ‘enthusiasts’ a personal tour of his extensive Egyptian collection, while describing his interest. Remarking that he was now retired and that his son, Charles, ran the company, Sir Upton explained that he was planning his funeral, hence the pyramid; he didn't believe in any of this nonsense about mystical pyramid powers, just liked the idea of being buried in a pyramid. He was somewhat annoyed about the theft of his latest mummy from the outbuilding where it was being stored while its display case was completed. Prentiss and Miss Sharpe were invited to wait below stairs and took the opportunity to talk to the servants; they found that they knew little more than anyone else about the goings-on in the area, maintaining that Sir Upton was good boss, if a little eccentric.

The team eagerly accepted when their host offered them a tour of the pyramid site and, given the distance, they travelled over by carriage. On the way out through the front doors, they were introduced to Sir Upton's grandchildren and their French governess, Madamoiselle D'Arqué. Marsh had successfully infiltrated the pyramid site, skulking betwen piles of building materials and rubble, but was unable to discover anything more unusual than a pyramid being built on a 19th century English estate. The rest of the team also came to the conclusion that this was just an architectural folly. Casual conversation revealed that Sir Upton knew nothing of the facility in the clearing, even though it was his land.

Discussing what they had learned as they returned to the Hangman's Dance, the group's suspicions turned to Sir Upton's son. They found an answer to their earlier telegram to the Ministry, saying there was no government installation in the area, and sent a further enquiry for more information on Charles Scudamore.

Notes

With the missing players back in town, this session was mostly talk, concentrating on a hitherto ignored branch of the investigation.

Friday 14 May 2010

The Ministry of Blades : The Case of the Jade Dragon (an Untold Tale of the Ministry), episode 1

Marsh encounters a dragon, Prentiss swings a boathook.

Played

8th April 2010.

Dramatis Personae

* Lady Antonia deVore - a Heavily-armed Aristocrat.
* Captain Benson Curruthers - a Military Policeman.
* Jack Prentiss - a Dodgy Pedestrian.
* Rodney Marsh - a Partially-reformed Thief.
* Mr Erasmus Rooke - the Boss.
* A Mysterious Chinese Gentleman.
* Several Burly Guards.
* Eight Tong Gangsters.

Plot

A couple of weeks before dealing with the Highbury Horrror, the team (who had yet to encounter Miss Sharpe and Miss Spit) were assigned to watch the unloading of, identify and possibly secure, a package from a ship newly-arrived from the Orient. Although Mr Rooke seemed to know which ship and when and where it would dock, he was not forthcoming with the nature of the cargo.

Heading into Limehouse as night fell, the group quickly located the target dock and Marsh quietly broke into a neighbouring warehouse. They climbed the interior staircases and took up residence on the flat roof, from which they could watch the unloading of the Orient Star.

The ship was not long in arriving, and a number of Chinese dock workers appeared as it tied up at the wharf. Gangplanks were run out and a steam-powered crane brought into operation under the bright arc-lights of the dockyard. The team watched as thirty crates of varying sizes were removed from the hold, and also took note of the presence of a tall, elegant individual in Chinese dress watching from the bridge of the ship, flanked by heavyset guards. Marsh attempted to get closer to the ship, but was nearly spotted by the guards and had to leave rapidly. Eventually, the dock workers finished unloading the vessel, were paid and left, along with most of the guards and the observer. Prentiss decided to follow the observer, assuming he was some sort of boss, as he got into a carriage and was delivered to a luxurious hotel nearby.

When he rejoined them, the team crossed to the roof of the next warehouse, in which the goods were being stored, and descended to explore. They found the crates on the ground floor and while Lady Antonia kept watch, Prentiss began examining them, discovering a quantity of souvenirs, food and other trade goods.

Curruthers and Marsh checked out the office overlooking the ground floor and found a cabinet full of papers written in Chinese, of which some bore a mark also found on one of the crates being unloaded. Deciding this was significant, they returned to the floor and located that crate. Levering it open, they uncovered a statue of a Chinese dragon carved out of a single huge block of jade; as Marsh examined it, a pale replica, apparently made of mist, coalesced above it and struck at him, knocking him out. The others leapt in to help and Curruthers forced the lid back down on to it, just as the doors banged open and a gang of eight Chinamen ran in brandishing wicked-looking meat cleavers.

Battle began following a shouted challenge and the team shot half the attackers before they reached the crates. A confused meleé broke out, and the heroes prevailed, despite the attackers' spectacular high kicks. Marsh recovered in a timely fashion and used his rat amulet to sneak up behind one of the attackers, who had an injured Lady Antonia at his mercy. Wielding a boathook in an impressive fashion, Prentiss managed to force one to surrender (the others died of their injuries).

Notes

I ran this story because two of the players had the temerity to take a two week trip to Japan. The flashback story has no bearing on the current Pyramids of Hertfordshire storyline, but is more of a Marvel-style ‘untold story’. The plot itself reflects the kind of things these people do when they're not chasing vampires and is derived from the unused tong/underworld war plot I wanted to use in the Temple Vampire. This was intended to be a one off, but the Eyjafjallajökull volcano had other ideas…

Tuesday 4 May 2010

The Ministry of Blades : The Pyramids of Hertfordshire, episode 2

Prentiss dodges a mummy; April accelerates its collapse.

Played

25th March 2010.

Dramatis Personae

Miss Constantina Spit - a Rebellious Debutante.
Captain Benson Curruthers - a Military Policeman.
Jack Prentiss - a Dodgy Pedestrian.
Miss April Sharpe - a Self-taught Inventor.
Rodney Marsh - a Partially-reformed Thief.

Plot

As Lady Antonia headed off to locate the verger to inform him of the grave robbery, the rest of the team slowly became aware of a throbbing vibration in the ground and of a green glow from above the hill. With the fog and mud making it impossible to make out much in the way of details, they investigated, heading back up to the woods in search of clearer air and firmer ground.

Prentiss pressed on ahead as the main group got caught up in mud and a tangle of roots and, separated from the rest of team, found himself confronted by a strangely-aseptic smelling figure. Turning his torch on the figure's face, he found himself confronted by a horrific sight: a dry, crumbling, parchment-like visage wrapped in yellowing bandages. Panicking as the figure took an ungainly swipe at him, he hit at it with his cudgel and ran back to the group, nearly toppled by a powerful blow as he went.

Miss Spit magically-illuminated the scene as he returned, immediately regretting it as the creature lumbered into view, now clearly identifiable as an animated Egyptian mummy. Marsh was immediately immobilised by the shock, but the rest recovered and a confused battle ensued. Prentiss let fly with his blunderbus and Curruthers leapt forward with his swordstick, stabbling it through the chest. Marsh recovered from his bout of sickness and ran around to attack from behind with his daggers. Nobody seemed to have much effect, as blades slipped easily through the bandaged without disturbing them and bullets passed through with little impact, until Prentiss realised that fire might work. He opened and emptied a cartridge of black powder over the creature, just as Miss Sharpe finally got her mysterious weapon to work, discharging a corrosive substance at the mummy. This reacted with the creature's preservatives and it caught fire, encouraged by the black powder. A second blast put it out of the running for good, although Miss Sharpe's weapon then promptly failed with a spectacular shower of sparks and a worrying grinding noise.

Notes

Making up for the previous session's lack of action, this was basically an all-out fight. The mummy had the upper hand until the players figured out how to damage it, whereupon it went down quite fast. This was basically the plan. I had no urges to fudge the dice rolls, which was quite pleasing!

Sunday 25 April 2010

The Ministry of Blades : The Pyramids of Hertfordshire, episode 1

Curruthers meets a detective; Marsh trips over a corpse.

Played

11th March 2010.

Dramatis Personae

Lady Antonia deVore - a Heavily-armed Aristocrat.
Miss Constantina Spit - a Rebellious Debutante.
Captain Benson Curruthers - a Military Policeman.
Jack Prentiss - a Dodgy Pedestrian.
Miss April Sharpe - a Self-taught Inventor.
Rodney Marsh - a Partially-reformed Thief.
Mr Erasmus Rooke - the Boss;
Mr Hinton Waldrist - a Ministry Observer.
Detective Alton Barnes - of the Yard.
A Carriage Driver.
A Corpse.

Plot

Fresh from their triumph over the Highbury Horror, the team were briefed for a new mission that would take them out of London. Rooke tasked them with investigating some strange events taking place in and around the village of Aldermansford in Hertfordshire. A series of strange lights and glows had been seen above the woods to the north of the community, usually accompanied by low frequency vibrations. Occasionally, when the lights were quite bright, human figures were seen moving through the mist between the trees.

The team were to meet to catch the noon train from Euston to Berkhamsted. Marsh arrived late and they only just caught the train. As the train entered rural Hertfordshire, Marsh began to claim that the whole place smelt funny.

Arriving in Berkhamsted, they rode a carriage to Aldermansford itself, a small village built around a millpond and set under a forested hill. On the way into the village, they passed Avery Manor, the residence of Sir Upton Scudamore, Bt., and noted the presence what appeared to be a half-built pyramid behind it. The driver commented that Sir Upton was a bit eccentric, but very generous to the village.

Having scared off the local children by attempting to talk to them, the invstigators took up residence in the four rooms they had booked in the Hangman's Dance, the local coaching inn. While everyone else got settled in, Prentiss and Curruthers decided to visit the local Ministry observer, Hinton Waldrist, who filled them in on the details of the mystery. The weird phenomena consisted primarily of bright blue and green glows in the night sky to the north of the Manor. Those living or walking in the area had reported a low throbbing noise that sounded like the “chanting of the sacraments at the church of a Sunday morning, as heard from several hundred yards away”. Bright lights had been seen shining out of the woods covering the hills in the north of the estate, broken by shadowy figures moving about within them. Waldrist had a number of theories as to their origin, mostly revolving around ancient ruins that may have been associated with fairies.

They also learnt about the recent murders of Ansty Coombe, one of the estate gamekeepers found near the pyramid, Maggie Burton, a young local woman who appeared to have died gathering flowers in the woods, the Reverend Harold Norris, a visiting clergyman staying at the Parsonage and found in the Manor's ornamental lake, and Coney Furlong, a poacher found in a ditch in the woods. All had been beaten to death with a couple of heavy blows within the last couple of weeks. Scotland Yard had sent a detective to investigate.

Marsh and Miss Sharpe, meanwhile, descended to the bar where Marsh became aware of the presence of Detective Alton Barnes of the Yard, the man who had finally ended his criminal career. Knowing that Barnes had wanted to see him hang, Marsh decided to try to avoid him. Curruthers and Prentiss rejoined the group for dinner, filling them in on their discoveries. Curruthers decided to have a brief chat with Barnes, policeman to policeman but learnt nothing new: Barnes was investigating the murders and considered the lights to be a local fairy tale.

Later that evening, the team headed out to see what they could find and in the hope that the lights might decide to manifest. Trudging up into the woods at around 10 pm, they encountered a thickening fog and Marsh, attempting to move quietly away from the rest of the team in case of an ambush, became separated from them. They only became aware of his location when he tripped over a corpse and screamed. Gathering around, they noted that the corpse looked like it had been buried in a coffin for several months (being relatively dry, with little sign of insects) and was wearing good boots and a suit, implying it had had a funeral. Once he had finished bringing up his dinner, Marsh mused over the possibility of taking them, but decided they were a little too rotten.

The investigators looked around for drag marks and found none, but did note a single set of boot prints leading up the hill from the graveyard. Following them back, they found a grave that looked like it had been opened from the inside. Lady Antonia decided to inform the verger, in spite of the time, that one of his graves had been robbed.

Notes

The mystery begins!

This was a very talky session, setting the scene for the later investigations and (I hope) horrors. Aldermansford is supposed to resemble one of those Miss Marple-type murder locations and is deliberately set on the edge of the ‘Avengers Triangle’. The lights in the woods are inspired by those torch and aliens scenes in the X-Files.

Marsh's connection with Barnes was not planned, but was one of those spur-of-the-moment ideas that just seemed to make sense. Tripping over the corpse was the result of yet another fumbled roll.

Wednesday 21 April 2010

The Ministry of Blades : The Highbury Horror

Marsh provokes a brawl; April gains a stalker.

Played

25th February 2010.

Dramatis Personae

Lady Antonia deVore - a Heavily-armed Aristocrat.
Miss Constantina Spit - a Rebellious Debutante.
Captain Benson Curruthers - a Military Policeman.
Jack Prentiss - a Dodgy Pedestrian.
Miss April Sharpe - a Self-taught Inventor.
Rodney Marsh - a Partially-reformed Thief.
Mr Erasmus Rooke - the Boss;
A Large Gentleman.
Another Large Gentleman with a Short Temper.
Assorted Pub-goers.

Plot

It was three months after the case of the Temple Vampire. Following a dressing-down over their precipitous conclusion to the case, Professor Wyntermere and Doctor Crabb had temporarily withdrawn from active service, leaving Marsh and Lady Antonia to babysit a quartet of junior agents through a series of basic surveillance and information-gathering tasks.

Their latest mission took them out to Highbury, where there had been reports of a brutal individual of great stature terrorising the local inhabitants. Several women had gone missing and the Metropolitan Police, as usual, were at a loss to stop the attacks. The Ministry was taking an interest because the descriptions of the attacker bore a great resemblance to the perpetrator of the Hyde Attacks a couple of years before. The team were assigned to survey the situation, gather intelligence on the attacks and, if possible, identify the attacker so that a task force could remove him from the public arena.

After briefly exploring the area, the team decided to try asking the locals what they knew. Spotting a public drinking establishment on a nearby corner, they divided into two teams: Miss Sharp, Prentiss and Marsh would enter the bar, while Miss Spit and Captain Curruthers would ask questions in the more genteel surroundings of the lounge. Lady Antonia decided this was not the place for an aristocrat and remained outside, prepared for trouble. Things went well for half an hour or so: buying the occasional drink, Curruthers, Miss Sharpe and Prentiss spoke to a number of the clientele, while Miss Spit rapidly found herself at the centre of a group of admirers. Marsh toyed with starting a game of chance, then decided on a more direct approach, asking if any large ugly types had been seen in the area: at this point, it all went downhill, as he found himself standing next to a large ugly gentleman.

Lady Antonia was briefly shocked by the sound of breaking glass, then realised that Marsh had joined her in the street. The rest of the team decided discretion was the greater part of valour and they met up to compare notes. Four attacks had taken place in an area a quarter of a mile square, all but one fatally; the lady in question was in shock and seeing no-one, but had spoken of being grabbed by a large, well-dressed man with calloused hands. All attacks had taken place late at night and had involved individuals, except in one case where a couple was murdered.

The team decided to try to lure the attacker out to see if they could identify him and divided into three teams: Miss Spit and Curruthers, Miss Sharpe and Prentiss and Lady Antonia and Marsh. In each case, the female member walked apparently alone while her colleague followed at a discrete distance. The plan worked: Miss Sharpe was promptly grabbed from within a shadowed alley by a huge figure. She screamed for help and pulled out her pistol as Prentiss rushed to the rescue; the others, all operating on nearby streets, also raced to the scene. Miss Sharpe was finding that her pistol was having little effect, the bullets getting lost in her attacker's voluminous cloak, while Prentiss began trying to club him over the head. Marsh arrived and laid into him with his knives, before Curruthers and Lady Antonia were able to take potshots with their own weapons.

The attacker proved to be incredibly tough, but eventually they brought him down through sheer persistence, drugged and cuffed him and then dragged him back to the Ministry. By the time they had arrived, the attacker had mysteriously shrunk and was now a scrawny young man. Prentiss remarked that he had seen something similar before and Mr Rooke confirmed that there had been a small number of sightings of creatures bearing similar abilities and appearance to the mysterious Mr Hyde of several years previous. The monster was taken away for examination and the team commended for their success, before being asked to return the following morning for their next briefing.

Notes

This mission was intended to perform the same role as the battle with the rat-men at the beginning of the Temple Vampire: shake-down the new characters and give the new players a chance to get used to the combat system. The investigation seemed to get a little involved as I was expecting the team to explore the streets first and just get attacked, but the final version allowed for another classic Marsh foot-in-mouth incident so was a definite improvement. The new characters got a chance to show what they were made of and establish their personalities, but as usual, the fight went on slightly too long, partly because I forgot the monster was an Extra, rather than a Wild Card, and gave it too many wounds.

I'm getting better at this, though!

Friday 16 April 2010

The Ministry of Blades

The Movie Pitch

Steed and Mrs Peel meet Dracula.

The Elevator Speech

Agents of a secret government agency use magic, gadgets and fisticuffs to battle the forces of darkness in the fog-shrouded streets of Victorian London.

Tone

Pulp horror, with strong helpings of fisticuffs, weird science and stiff upper lips.

System

Savage Worlds.

Player Character Roles

Junior agents of the Ministry of Blades, officially known as the Esoteric Research Office. Agents are drawn from all walks of British society, but all have been exposed to the horrors of the night and have not only survived, but have shown courage in fighting back.

Adversaries

Vampires.
Werewolves.
Distorted products of twisted science.
Ghosts.
Sinister criminal-types.
Fiendish foreign agents.

Locations

Assorted evil-infested locations across London and the British Isles, including:
Sewers.
Rookeries.
Mansions.
Dimly-lit streets.
Museums, cathedrals and other historic buildings.
Occasional forays into the wider Empire and world.

Appendix N

The League of Extraordinary Gentlemen (comics rather than the movie).
Sherlock Holmes.
Dracula.
Dr Jekyll and Mr Hyde.
The works of Edgar Allan Poe.
The Avengers (television).
Adam Adamant.
Doctor Who.
Castle Falkenstein.
The Brothers Grimm.



The initial idea for this came from an organisation briefly described in the Victorian Age Vampire Storyteller's Handbook, but rapidly evolved into a Victorian-era cross between the Avengers, James Bond and Dracula. I prefer it that way (they probably ship the emotionally-damaged off to a small village in North Wales)... The game style itself is very cinematic, I'm trying to encourage over-the-top action (players will not be penalised if they fail to achieve something spectacular) and ridiculous coincidences (the players can use Bennies to adjust the plot - although not at this stage of the campaign). Rules additions are coming from Rippers, the Savage Worlds Victorian horror campaign, and Thrilling Tales, Adamant Entertainment's pulp supplement. I'm not sure whether this counts as "Gaslight Fantasy" or "Steampunk" but I'm happy with either appellation; I'm terming it "SteamPulp" as that seems to reflect the more action-oriented approach I'm taking.

The format of this summary was inspired by posts on I waste the Buddha with my Crossbow.

The Story So Far

The details of the team's first mission and their encounter with the Temple Vampire can be found on the links below:

Welcome to the Ministry
A brief introduction to the Ministry of Blades, as delivered by Major Keithley.

The Temple Vampire, episode 1
Lady Antonia has a bite; Dr Crabb meets a new patient.

The Temple Vampire , episode 2
Professor Wyntermere and Dr Crabb go for a coffee; Marsh meets a lady of the night.

The Temple Vampire, episode 3
Professor Wyntermere catches some ruffians; Lady Antonia blows them away.

The Temple Vampire, episode 4
Dr Crabb conducts an interview; Marsh plays the mime.

The Temple Vampire, episode 5
Marsh tracks a vampire; Curruthers sets it alight.