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Chaosium Digest Volume 33 Number 06
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 <gasp>. They killed me. It was only a matter of time.
This is only the beginning <splutter>. I was onto something. Something big.
That's why I was targeted. This wasn't just some random hit. Go <cough> 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)
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