Private Eye

Masks of Nyarlathotep

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If all is well, tomorrow night.... d6 Powers Nedor Heroes (specifically Pyroman and The American Eagle) clash with evil cultists of ancient Gods in our new Saturday Morning Serial, Masks of Nyarlathotep....

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:eek:

 

That’s an awesome concept and one I would desperately love to read about. Please keep us posted, I need to know every detail!

 

:gl:

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Sounds like it could be all sorts of fun. Would love to hear how it goes.

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ok, just finished, so here goes. Warning - there are spoilers here for the Masks of Nyarlathotep campaign for CoC.

 

The heroes are loosely adapted from Ken Hite's excellent Adventures into Darkness (Truth and Justice Edition). For a different version of this adventure, played with T&J rules and a different group, there is a write up over at rpg.net

 

The Characters

 

Pyroman (alias graduate student Dick Martin)

Reflexes 4D, brawling 5D, dodge 4D+2, flying 5D+1

Coordination 3D, marksmanship 4D+1

Physique 4D , stamina 5D

Knowledge 3D+2, electrical engineering 5D

Perception 3D+2, investigation 4D+1, repair 4D

Presence 4D, charm 4D+2, willpower 5D+2

 

Electrical Manipulation 6D - 6D electrical bolts, energy absorption (ability enhancement), electrical energy field -3D

Magnetic Manipulation 8D - 4D magnetic force bolts, flight 40m/round, magnetic force field -8D from metal attacks -4D from others, lift and throw ferrous objects at range

 

Move 10 (40 flying)

Strength Damage 2D (8D)

Fate points 1

Ka Points 7

Character Points 5

Body Points 33

 

 

American Eagle (alias government scientist Tom Standish)

 

Reflexes 3D, brawling 4D+1, dodge 4D, flying 5D+1

Coordination 2D

Physique 9D, lifting 10D

Knowledge 4D+1, science! 5D+2

Perception 3D, investigation 4D, search 3D+1

Presence 3D, persuasion 3D+2, willpower 4D+1

 

Extra Body Points R3 (+ half Physique dice rounding up)

 

Flight 10

Body Armour 2D (head armour doesn’t work against stunning blows, and Physique only counts as 2D)

 

Move 10 (200)

Strength Damage 9D

Fate points 1

Ka Points 6

Character Points 5

Body Points 67

 

 

Background

 

The Great War affected many people, including the characters. Drawn together by their unique talents they fought German agents at home and abroad, under the aegis of the United States Government. After the war they continued their fight - this time against the forces of chaos within - organised crime, grandiose villains, and stranger foes along with other science heroes and mystery men as part of the Justice Brigade.

 

One of their number was Jackson Elias (see below). After the War, Jackson devoted much of his time to research and scholarly studies, virtually abandoning his role as The Green Wizard. At the beginning of the story the characters have not heard from him for some time.

 

Jackson has turned his attention to scholarly pursuits and has written a number of books.

 

All his books illustrate how cults manipulate the fears of their followers. Insanity and feelings of inadequacy characterize death cultists, feelings for which they compensate by slaughtering innocents to make themselves feel powerful or chosen. Cults draw the weak-minded, though cult leaders are usually clever and manipulative. When fear of a cult stops, the cult vanishes. Despite his astonishing mental powers, Elias never found proof of supernatural powers, magic or dark gods - he remains a sceptic.

 

All his books have been published by Prospero Press of New York City, and all have been edited by owner/editor Jonah Kensington. Kensington is a good friend of Jackson Elias, and the characters know him well - in fact he knows of their heroic identities...

 

 

Jackson Elias - The Green Wizard

 

Reflexes 4D+2, brawling 5D+1, dodge 5D

Coordination 4D, firearms 5D+1

Physique 3D+2

Knowledge 5D+2, scholar (arcane lore) 6D+2

Perception 4D+2, search 5D+2

Presence 3D+2, disguise 4D+2, willpower 5D

 

Telepathy 10D (512 miles range)

Telekinesis 8D

 

Move 10

Strength Damage 2D

Fate points 1

Ka Points 7

Character Points 5

Body Points 31

 

We started with two flashback scenes - the first set in 1917 when the trio were battling German agents planting a bomb in the stock exchange. American Eagle was at veery little risk from the agents and their hand weapons, and effectively took one out every time he landed a blow. The Green Wizard floated elegantly above the floor and used telekinesis to bang heads together, while Pyroman whipped the villains' guns away magnetically before blasting them with lightning bolts. When the bomb was inadvertently

triggered, Pyroman also used his magnetic abilities to raise it high above the city, so no damage was done on detonation. The scene ended with the characters receiving the thanks of the city police.

 

The second flashback involved a battle against organised crime - taking out a bootlegging gang at the docks. Pyroman again used lightning bolts, American Eagle punched the living daylights out the foes facing him, and The Green Wizard used telekinesis to hurl foes out into the harbour. Again the characters receive the thanks of the city.

 

The story proper begins on Jan 14 when Tom and Dick each receive a telegram from Jackson. It reads as follows:

 

"Have information concerning Carlyle expedition. Need reliable team. Arrive January 15. Jackson Elias"

 

Dick is sure he has come across the Carlyle name in the business news, but can't remember any more.

 

Tom recalls that the Carlyle name was linked with an expedition that vanished in strange circumstances a few years ago.

 

Both decide independently to look into matters, and head for the library. Here they run into each other at the inquiry desk, and quickly discover that they have both received the same telegram. They then spend the rest of the day on research.

 

In the newspaper archives they find that Roger Carlyle was a wealthy NY playboy who left on an expedition to Egypt together with several colleagues, including Hypatia Masters, Jack Brady, Dr Robert Huston and Sir Aubrey Penhew. After some time excavating in the desert, they left for a "holiday" in Africa. In Nairobi they vanished. Afterwards Roger's sister Erica instigated investigations, and bodies of the expedition were discovered (though the white members bodies may not have been discovered). Subsequently local tribesmen were tried and hanged for the murders and Erica inherited the Carlyle fortune and business interests.....

 

 

After they conclude their research, they change into costume and fly across the city to the HQ of the Justice Brigade, occupying a floor of the Heterodyne building. No-one else is present, and the pair spend some time reminiscing about the old days and their adventures with Jackson....

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After they have whiled away a few happy hours the heroes return to their own homes for a good night's sleep.

 

The next day, both decide to stay at home to await any contact from Jackson. At precisely 11am they both receive a telepathic communication from their friend. He asks them to meet him at his hotel room at 8pm (room 410 at the Chelsea Hotel). To their surprise they pick up feelings of anxiety, and even fear - an emotion alien to Jackson.

 

Tom rings Dick, and they agree to meet at the hotel at 730 pm.

 

After meeting up, they make their way up to Jackson's room. Here there knocks are unanswered. Tom is concerned by the absence of any response, and while Dick stays at the door, he dashes to the end of the corridor, opens the window and flies around the side of the building, looking for the window to room 410.

 

He sees a fire escape, and sees a figure heading down it, while another climbs out of the window. He swoops to the attack, the figure climbing from the window drawing a knife. The fight is one-sided and he easily disarms the figure before grabbing it by the neck. He is surprised to see the figure is wearing a strange mask with a strip of red cloth hanging from the forehead like a large tongue. Meanwhile he gives the Justice Brigade secret danger whistle (don't ask!) to warn Dick.

 

Outside the room, Dick hears the signal and blasts the door open with a lighting bolt. He is promptly attacked by another masked figure wielding a large knife. He defends himself with his force field before taking the knife-wielder out with a single lightning bolt.

 

On the fire escape, Tom is attacked by a gigantic, powerfully muscled figure. However his first punch is easily absorbed by Tom's body armour, and he retaliates by swinging the figure in his hand like a weapon, knocking out the smaller figure and tumbling the larger down the fire escape to the next floor. Tom drops the unconscious body on the fire escape and steps through the window, just as Dick enters the room.

 

The room has clearly been ransacked, but to their horror, on the bed lies the body of Jackson, his chest mutilated and ripped open, and a strange symbol carved into the flesh of his forehead.

 

Both heroes are shocked, but succeed in a will power roll and manage to control themselves.

 

 

 

The session took two hours (played on Skype) and we decided this was a good place to conclude this episode (we wanted to keep the story episodic like a TV show or Saturday morning film serial). We also tried to co-author a lot of elements, especially in the preliminary flashback scenes.

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This game sounds very cool so far! I must admit to being pretty intrigued by the idea of throwing supers into the Cthulhu-verse. How is the game progressing?

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Xmas preparations have intervened a bit, but a session should be in the offing shortly once the kids are back for the holidays.

 

So far it is proving a hit with the players.

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At first, Tom and Dick are at a brief loss. Then Tom suggests calling Justice Brigade headquarters to see if there is anyone else who they call on for assistance - especially any of their number with knowledge of occult matters or mystery cults. By a stroke of good luck, the Dream Master (aka Randolph Carter) answers. He agrees immediately to join them. A disciple of sorcery, he casts a spell to grant himself the power of flight, and flits across the city, joining the other two by entering through the window.

 

After getting over his shock at the scene, Dream Master quickly identifies the symbol carved in Elias's forehead, as one associated with The Cult of the Bloody Tongue - a cult originally driven out of dynastic Egypt and now thought to be centred in Kenya. He is unable to say more, but is aware of a number of libraries where he might be able to find out more.

 

Meanwhile the other two search the room and turn up a number of clues (I won't list all these, as there are a fair number). They decide to start by following up any clues that relate to New York - but first they have to decide what to do about involving the authorities. A debate ensues, but eventually they decide to tie up the unconscious cultist blasted by Pyroman, take the important clues, and report the crime by telephone, leaving a Message by way of the official Justice Brigade Card (again, don't ask...). In tying up the cultist, they discover that the other cultists (left unconscious by American Eagle) have vanished.

 

They decide to immediately follow up a clue at a warehouse known as Emerson Imports. In their civilian identities they make their way there as quickly as possible. For American Eagle and Dream Master (still under the influence of his flight spell) this is fairly easy. Pyroman leaves a crackling electrical contrail when he flies, so his usual technique is to land some distance off, and make his approach on foot (at least when he is trying to be stealthy).

 

The warehouse is in darkness. American Eagle and Dream Master fly silently to the roof. Pyroman approaches the main door on foot. American Eagle easily forces the skylight with his superstrength, and he and Dream Master glide to the floor. At the same time, Pyroman uses his Magnetic Manipulation to open the metal lock, and enters on foot.

 

The warehouse has a number of crates, sacks, barrels etc. A flight of steps lead up to offices on the first floor overlooking the warehouse proper. The heroes divide their efforts to search the building. Examination of the warehouse contents show a number of goods imported from exotic locations - the company seems to specialise to a certain extent in bringing in collectors items of various types from places like Africa, India , Egypt etc. In the offices, a search reveals important documentary material - the manager's diary shows that Jackson Elias visited the day before and was provided with information about a store specialising in selling African folk memorabilia, known as the Ju-Ju house, located in Harlem. The threesome decide to follow this up immediately, locking up the warehouse behind them as they leave...

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The next scene starts with the characters on a rooftop looking down onto the shadowed little square that houses the Ju-Ju House. By now it is late at night, and all is in darkness. The shop appears deserted, but suddenly a light appears - apparently a lantern, as it moves to the door, where the sound of bolts being drawn back can be heard. At the sound, a number of shadowy figures emerge from the darkness of the narrow entrance to the square. They enter the shop and the door is locked once more, followed by the light slowly receding and disappearing into the shop...

 

After all becomes quiet again, Dream Master produces a piece of chalk from his jacket pocket and starts to mark out a circle of symbols and runes around himself. Meanwhile, American Eagle takes off and silently circles the area from the air, looking for possible alternative entrances to the building. Finding none, he returns to the rooftop where he left his companions. Here he finds that Dream Master has completed his mystic circle and is seated in it, cross-legged, chanting softly under his breath. At the end of his chanting, he falls silent and American Eagle and Pyroman catch only a faint flicker as he separates his Astral Form from his body, and flits, ghost-like into the Ju-Ju House.

 

Inside all is in darkness, with strange African carvings and artifacts lining the walls on shelves. There is no sign of life, but behind the counter a rug has been pulled to one side, and a trapdoor is visible in the floor. Dream Master leans over and pushes his face through the trapdoor. Below, stairs lead down - drifting through the floor, Dream Master descends the stairs into a corridor lit by paraffin lamps. At the far end is a large wooden door. As he draws near Dream Master hears the sounds of muffled drums and chanting coming from beyond - he pushes his face through the door to see what is going on.

 

Inside he sees a large room again lit by paraffin lamps - at one end are 6 half-naked figures crouched over the drums that they are playing. All appear to be of African descent an d are chanting in a foreign tongue. At the other end of the room 2 more are working the windlass on a wooden derrick and slowly lifting a large iron-bound wooden plug from some kind of pit in the floor. From under the plug a strange ululating cry emanates, that sends shivers up Dream Master's ghostly spine. Across the room from the door is a pair of curtains, behind which one or more figures seem to be moving. Believing he has seen enough, Dream Master retreats to his body to tell his comrades what he has seen...

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The three heroes decide to raid the mysterious ritual being enacted in the cellar. Dream Master prepares himself by using his sorcery to cast a spell of invulnerability on himself, checks his revolver is loaded, and steps off the edge of the building, plummeting to the ground, where he cracks the paving slabs with his impact. American Eagle lifts off and swoops down, crashing straight through the window. He is followed closely by Pyroman, crackling with electromagnetic energy, and by Dream Master on foot.

 

Inside, Dream Master points out the trapdoor, and opening it, they descend, moving towards the door, from which the chanting and drumbeats still emanate, but now accompanied by the strange ululating noise, now louder than before. After a few moments conferring, they decide on their plan of action, and on a count of three, they assault the door - American Eagle's punch tearing it off its hinges and hurling it across the room to crash against the far wall. The chanting and the drums fall suddenly silent, exposing the threesome to the full impact of the strange wailing - a pit in the floor has been uncovered, and the large wooden plug now swings free. Eyes bulging, with sweat starting on their faces, they stand rooted to the spot - during the lull, the cultists suddenly pull knives and lunge to the attack. At the same time, the curtained alcove opens and a small, wizened black man and a tall, muscular African step out, with surprise on their faces.

 

American Eagle shakes off his moment of frozen fear, and wades into the cultists, fists swinging like mauls. With each blow a cultists crashes unconscious to the ground. At the other end of the room, Pyroman disarms cultists by snatching their weapons away magnetically.

 

The large African mutters a strange phrase and gestures at the alcove behind him. Four swaying figures shamble out of the alcove and into the light, their dead flesh a nauseous green in the light of the paraffin lamps - Zombies! Shrugging off his paralysis, Dream Master steps forward and opens fire with his revolver.

 

Over the next few blurred moments American Eagle takes out the remaining cultists with his powerful fists. Dream Master plugs one of the zombies with his pistol - and handily shoots the big man in the leg just as he starts to gesture towards the heroes and chant - he goes down with a cry of pain, and writhes on the stone slabs. The wizened old man cries out in terror and makes a run for the door, as does one of the remaining cultists. Pyroman first flings two of the cultists knives magnetically, maiming two of the remaining zombies before he streaks in pursuit of the fleeing duo, and catching them in the corridor, blasts the cultist with a lightning bolt before grabbing the old man and trussing him up with makeshift bonds.

 

Back in the ritual chamber, Dream Master finshes off the cultists, and is forced to shoot the big man again as he lurches to his feet and tries to resume his attack. Finally, Dream Master makes his way to the pit and lowers the plug back into place - but not before he has caught sight of the seething mass of flesh, with faces forming and reforming within it as it roils and bubbles in the pit. Shaken to his core he makes his way back to the other two.

 

American Eagle and Pyroman search the alcove. Dream Master decides to interrogate the old man. Initially he seems to be getting nowhere, so casts a spell of Mind Reading, and clapping his hand to the old man's forehead, begin a mental struggle to try to extract information from him. The battle rages silently back and forth, but ultimately the effort proves too much for the old man - suddenly blood gushes from his nose and mouth and he expires at Dream Master's feet....

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In the alcove the heroes find a number of artefacts, including a copper bowl, a metal headband, a strange African mask and sceptre, and a book apparently stolen from Harvard - the title (Africa's Dark Sects) corresponds with a book mentioned in a letter they found in Elias's Hotel Room, from a Miriam Atwright. Dream Master gets an unsettling feeling from the mask, so decides to leave this behind. However, the rest of the artefacts he bundles up and takes with him.

 

Meanwhile the others grab the living cultists and carry them out into the court yard, where they truss them up ready for the police. They are then left with the problem of the horror in the pit. A lengthy discussion ensues, but eventually they decide the only sane solution is to set fire to the cellar and hope the thing is either destroyed by the flames or killed by collapsing timbers and/or stonework. Still under the influence of his invulnerability spell, Dream Master volunteers to set the fire and heads back into the cellar where he starts hurling the paraffin lamps to the floor. The ensuing fires soon catch on the wooden plug - and Dream Master realises that the roof of the cellar room is made of wooden joists and planking - the fire catches quicker than they anticipated and the three end up rather non-heroically fleeing the scene by flight, with Dream Master riding on a manhole cover magnetically lifted by Pyroman.

 

Figuring that they've probably done enough (or at least caused enough destruction) for one night, they decide to retire to their beds and regroup the next day.

 

The following morning the papers all lead with the story of Ellias's death - "Famous Author Killed - Justice Brigade on the case!". The fire at the Ju-Ju House is relegated to page 3 - the building seems to have been gutted, and there is no report of any deaths, yet alone any "monster" being found in the ruins.

 

Dream Master decides to follow up the Harvard lead - and take the opportunity to do some research on some of the artefacts recovered form the Ju-Ju House. Afterwards he intends to go on to Arkham to visit Professor Anthony Cowles, who recently gave a lecture in New York for which a flyer was found in Elias's Hotel Room.

 

Meanwhile American Eagle and Pyroman (in their civilian identities) decide to pay a visit to Elias's publisher, Jonah Kensington of Prospero Press...

 

 

In order to focus on the pulp elements in the campaign, we decided that clues would effectively always be found - so the various visits were successful and revealed the following:

 

- the book was one Elias has sought to borrow, but had gone missing from the library under strange circumstances. Dream Master gets permission to hold onto the book for a while.

 

- the copper bowl resembles one allegedly used in mystic rituals, which is currently held in the Penhew Foundation in London.

 

- the mark on Elias's forehead is the mark of the Bloody Tongue cult, originally of Egypt but now believed based in Kenya. Further details may be available in the G'Harne Fragments, a copy of which is held by the Penhew Foundation.

 

- Elias had indicated to his publisher that he was onto something big - a conspiracy of some sort, with links to London, New York, Egypt and the mysterious East - he was frightened for the future, but also claimed to have evidence that at least one of the ill-fated Carlyle expedition (Jack Brady), survived the massacre and had been seen in Hong Kong....

 

- Sadly Professor Cowles (other than having an attractive daughter) seems to have little to offer, being principally interested in aboriginal legends and song cycles and certain Polynesian myths.

 

Regrouping, the heroes decide to take passage to England to investigate the mysterious Penhew Foundation.....

 

 

 

 

For those who are interested here are the stats for Dream Master (played by my third son who decided to join the fun)

 

Dream Master (alias Randolph Carter)

Reflexes 3D, dodge 4D

Coordination 3D, marksmanship 4D+1

Physique 2D+2,

Knowledge 3D+1, scholar (antiquarian) 4D+1, scholar (occult) 5D

Perception 4D, artistry (spell crafter) 5D+2, dream travel 7D

Presence 3D, willpower 4D+2

 

Sorcery 5D

 

Move 10

Strength Damage 1D

Fate points 1

Ka Points 7

Character Points 5

Body Points 30

 

 

Here are some of the anatgonists

 

 

Cultists

 

All abilities 2D, physique damage 1D

 

(we are using the chess piece mook rules from Psibertroopers

 

 

Zombies

 

Reflexes 2D, brawling 3D

Coordination 1D

Physique 2D, lifting 3D

Knowledge 1D

Perception 1D, search 3D, tracking 3D

Presence 1D, intimidate 6D

 

Move 10

Strength Damage 2D

Body Points 13

 

 

Mukunga, High Priest

 

Reflexes 3D, brawling 5D, melee combat 5D, sneak 4D, dodge 4D

Coordination 3D

Physique 4D+1

Knowledge 3D+2, scholar (occult) 4D+2

Perception 2D+2, artistry (spell crafter) 4D+2

Presence 3D, willpower 4D

 

Sorcery 6D

Usual spells: Blast, Drain, Hex

Summoning 6D

 

Move 10

Strength Damage 2D

Body Points 30 - 3

 

 

Silas N’Kwane

 

Reflexes 2D+1, melee combat 3D, sneak 3D, dodge 3D

Coordination 2D

Physique 1D+2

Knowledge 4D, scholar (occult) 5D

Perception 2D+2

Presence 3D, willpower 3D+2

 

Move 10

Strength Damage 1D

Body Points 25

 

 

Chakota (the thing in the pit)

 

Reflexes 2D, brawling 3D

Coordination 1D

Physique 7D

Knowledge 1D

Perception 2D

Presence 6D, intimidate 7D

 

Body Armour 3D

 

Move 1

Strength Damage 7D

Body Points 50

 

The Chakota’s wails need a Presence - willpower roll (diff 20) to avoid being frozen with horror for 2 rounds - the heroes failed which is why the cultists had the chance to recover from their surprise and attack - much good though it did them.

 

Little do they know, but the opposition in London is going to be considerably tougher - especially as the cultists now know they are on their trail.

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Owing to the absence of one player, only Pyroman and American Eagle embark for London - Dream Master stays behind to cary out further research - promising to let them know if he turns up anything useful.

 

The sea journey is uneventful, and culminates in a train trip to London, and the characters booking into a relatively upmarket hotel. Once they have booked in they decide to waste no time in visiting the Penhew Foundation. Here they meet Mr Gavington, the director of the Foundation. He tells them more about the Carlyle expedition, and the mysterious African woman, who seemed to mislead them and abscond with much of the expedition's ready cash. They ask about the G'harne Frgaments, and whether these were consulted by Elias on his visit. Gavington pomises to check the Foundation's records and asks them to return the next day. They leave, convinced that he is being less than open with them. They discuss clandestinely entering the Foundation premises that night, but decide against it until they have given Gavigan one more chance. After a hearty meal they retire for an early night.

 

The next day, following up one of the leads given to them by Jonah Kensington and they head for Fleet Street to speak to the editor of The Scoop, one Mickey Mahoney.

 

They track Mickey down to a seedy office, and find that Elias visited him, talking of an apparently "well connected" cult operating in London - but he never came up with the goods. Mickey is able to refer them to three stories published by The Scoop in which Elias showed particular interest - a story about a London artist painting strange pictures, a tale about mysterious murders apparently connected to a mysterious beast in Lesser-Edale (a country village) and a series of so-called "Egyptian murders" being investigated by Inspector Jams Barrington of Scotland Yard. Recognising the name as another contact mentioned by Jonah Kensington, they decide to visit him.

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The heroes make their way to Scotland Yard, and after a deal of waiting about, are finally escorted into a small, cramped office where they meet Inspector James Barrington.

 

A slightly prickly conversation ensues, but eventually they manage to win a degree of trust from the Inspector - especially when they promise to share any information they discover with him. They move on to discuss Elias and his sad death.

 

Barrington tells them he has been investigating a string of killings known as the "Egyptian Murders", so called because many of the victims were of Egyptian descent, or regulars at a favorite Egyptian nightclub - the Blue Pyramid Club in Soho. Elias told him the murders were ritual killings by the Brotherhood of the Black Pharaoh, an Egyptian Death cult. Barrington interviewed Edward Gavigan of the Penhew Foundation about this, but he denied the cult had any modern-day equivalent, or that the murders resembled the methods of the ancient cult.

 

Barrington investigated the Blue Pyramid Club, but the police learned nothing. The only clue from any of the victims, was that one of them reportedly cried "Hotep" before he died - allegedly an ancient Egyptian word meaning "rest in peace" according to Edward Gavigan.

 

The police also interviewed a spice dealer, Tewfik al-Sayed - he once guided an Egyptian expedition for the Penhew Foundation. Tewfik also denied that the Brotherhood of the Black Pharaoh still existed - a police tail learned nothing.

 

Following the interview, and a spot of dinner, the twosome decide to visit the Blue Pyramid Club.....

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At the club the pair spend some time trying to strike up conversations with various members of staff and with guests, with a singular lack of success - at least at first. Finally Dick (Pyroman) strikes it lucky with a young (and attractive) dancer called Yalesha, who asks to meet him out back. Dick eagerly agrees, and finds himself waiting in a dark (smelly) alley.

 

After a few minutes Yalesha emerges, and tells him of the recent death of her boyfriend at the hands of the Brotherhood of the Black Pharaoh, and her desire for revenge. She actually knows rather less than it seems, but is able to tell him that every month a lorry picks up about 20 people from the club, and heads out of London. Unfortunately she runs back into the club before Dick has a chance to ask her when the next lorry is due.

 

Meeting up with Tom (American Eagle) Dick tells what he knows, and they decide to wait for Yalesha after the club closes. Waiting in the shadows, they eventually watch the club close down at about 1 am. About half an hour later, Yalesha (dressed in ordinary clothes) leaves and walks briskly down the street. As they watch, Dick suddenly spots 3 shadowy figures following after her, with knives in their hands. He alerts Tom, and seconds later the 3 men break into a run - Yalesha becomes aware of her pursuers and breaks into a run....

 

Tom takes off and swoops after two of the men, with Dick just behind him. By bad luck the rustling of his approach alerts the two, who spring to one side, just avoiding him. The third man is not so lucky, and Dick fetches him low with a single blow to the jaw. Tom swoops back and seizes one of the remaining thugs and hurls him into a brick wall, knocking him out. The remaining thug lunges at Dick with a knife, but Dick activates his force field, against which the knife splinters. Moments later the last thug is taken out by a lightning bolt from Dick's hand.

 

Yalesha has watched the unequal battle with open mouth - she recognises the two fro the bar (though she does not know their names). After a brief discussion they agree to escort Yalesha to Scotland Yard, placing her in protective custody with one of Inspector Barrington's colleagues with a promise of further information to come. Thry also find out from her that the next lorry is due in three days.

 

Leaving Scotland Yard, and the night still being young, they decide to break into the Penhew Foundation building, and take off, swooping through the London night sky.....

 

Landing on the roof of the foundation, Dick decides (using electrical engineer) that the skylight is not alarmed, and uses his magnetic manipulation to draw the bolts. Entering, the two drift to the floor, and begin to search the building.

 

At first all seems totally innocent and above board. However, on the ground floor they find a secret door and hidden stairs to a secret basement ("Tom, there's always a secret basement").

 

Here they discover some unsettling pictures (which especially affect American Eagle) and statuary, as well as cash, a revolver and ammunition, and a number of false passports with Gavigan's photo but a variety of names. They also find a number of strange books, texts and scrolls, including the G'harne Fragments - which they decide to take.

 

Finally two crates yield some clues in the adresses of the senders, and the strange contents - a bizarre bloated woman statue and a weird tentacled idol).

 

Satisfied with the night's work, they leave, Pyroman re-locking the skylights behind them. They head back to their hotel to snatch a few hours rest before breakfast.

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OK, a bit hectic at home and work at the moment, so we only managed a fairly short session.

 

Dick and Tom head back to the hotel after leaving Yalesha (hopefully) safe in the hands of Scotland Yard. Tired after their endeavours they sleep in a little the next day, and over breakfast decide to visit Gavigan at the Penhew Foundation to see what he will tell them about the G'harne Fragments - they expect a lie, as of course they have the document themselves.

 

At the foundation, Gavigan is apparently away, but has left a letter for them on expensive paper, and written with a beautiful copperplate hand. He tells them he has confirmed that a private scholar associated with the foundation has the G'harne fragments on long term loan - of course he cannot tell them who, as that would be a "breach of trust". Thoughtfully the pair leave.

 

They decide to follow up the leads given to them by Mickey Mahoney, and take a taxi to Soho to check out the artist, Miles Shipley, and his strange pictures. The house is locked up like a drum with bars at the windows, and drawn curtains. Knocking eventually results in the door being opened by an old lady (apparently Miles' mother) who takes them into the parlour where they meet Miles - crazy by any definition. Strangely, the whole house smells like the reptile house at the zoo....

 

They are taken up to the blacked-out garrett, where they are shown some of Miles' pictures. These are unsettling but have no major adverse affects (good willpower rolls by the players - but they only got the message after looking at the third picture, which showed a mountain, probably in africa, with a horde of cultists dressed like the ones they initially encountered in NY wearing bloody tongue masks, and with a huge figure bestriding the mountain, with similar features)

 

Miles offers to show them his "masterpiece" and moves to open a locked cupboard in the corner of the room - only to be stopped by a gutteral (and totally out of character) command from his mother. Declining to buy any of the paintings, Dick and Tom decide to take their leave, but to possibly follow things up that night....

 

Lunch and a further discussion follows. They remember that Inspector Barrington mentioned a spice dealer, Tewfik al-Sayed, who had a shop in Soho. As they are in the area they decide to look him up, and soon find themselves in his unassuming little shop. They ask him about his relations with the Penhew Foundation, and Elias, but it is difficult as they constantly interrupted by a steady stream of customers. Eventually they arrange to come back that evening - Tewfik lives above the shop and promises them "tea".

 

Returning to the hotel they try to decipher the G'harne Fragments, but neither has any skill with languages or the occult (a lucky break, as it happens!). They wonder about sending the book back to NY for Dream Master to look out, but take no action on the point (perhaps lucky for DM).

 

Eventually, at the hour appointed, they return to Tewfik's shop. As their taxi drives off into the diatance, they are surprised by a large group of thugs who appear from side streets, blocking the way in both directions. Faces hidden by hoods, they advance, brandishing guns and knives....

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The heroes face off against the thugs, and stand back to back. American Eagle, hoping to avoid conflict tries to reason with them, but to little effect. As they stare at the thugs, there is a sudden flash of green fire which blasts a small crater in the ground at their feet. This seems to be a signal of some sort, and the thugs rush to the attack.

 

A rapid but frenzied battle ensues. Pyroman activates his force field, then blasts one of the thugs into unconsciousness with a lightning bolt. He then glances round looking for the source of the green flame, and sees a figure stood in the upstairs window of the spice shop, arms half raised.

 

American Eagle takes out one thug with an elbow smash to the face, but misses grabbing a second. Next moment there is the sudden sound of gunfire as the thugs level their pistols at the pair and shoot. One of the bullets aimed at Pyroman goes wide, the other bounces off his force field. The two shots aimed at American Eagle both hit, but thanks to his Body Armour and high body points, only inflict flesh wounds.

 

In the next exchange, Pyroman takes out his remaining foes with a dramatic double attack, the lightning bolt arcing from one victim to the second. American Eagle grabs one of his remaining foes and dashes him into a brick wall, knocking him out. The final thug drops his gun and runs off into the night.

 

Before either hero can pursue him, another bolt of green flame, this time clearly emanating from the figure in the window, strikes American Eagle. Bypassing his Body Armour, it brings him to his knees and leaves him tingling with a strange cold fire. Pyroman takes off and heads for the window as the figure retreats into the house. Hurtling inside, he unfortunately gets tangled in the curtains and lands to free himself. Down in the street, American Eagle shrugs off the effects of the green blast, and flies up, following Pyroman into the house. Inside, as Pyroman disentangles himself from the curtains, they both see Tewfik fleeing further into the house. Without hesitation, American Eagle follows him.

 

The final confrontation takes place in the bedroom: Tewfik conjures a strange silver nimbus around his hands and lunges at American Eagle, who manages to dodge. The Eagle retaliates by trying to hurl the bedclothes over Tewfik -who dodges in turn. Pyroman dashes down the hall, activating his electrical aura, and kicks Tewfik hard, causing him to lose concentration. The nimbus around his hands dissipates, and American Eagle looms over him, demanding that he "talk".

 

The Eagle roles a spectacular intimidate against a rather feeble willpower roll by Tewfik, who dissolves into tears demanding police protection. After a few moments discussion, the heroes mask up and fly Tewfik to Scotland yard, hoping to meet up with Inspector Barrington.

 

Next: terror at Scotland Yard.

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Arriving at Scotland yard, they have a slightly hard time with the desk officer (they after all wearing ordinary clothes with super-hero masks). Eventually, the officer sends a constable to see if Barrington is still around (he is technically off-duty) and asks the heroes to take a seat.

 

After a few minutes, They become aware of a chill in the air, and a smell like..... burnt hair..... from the main entrance a few wisps of fog start drifting into the building. Tewfik starts shaking and blubbering in apparant terror, and begs for them to "protect him" and that "it's outside". The desk sergeant rolls his eyes and steps outside "for a quick look around". Everything goes silent.

 

After a minute or two, Pyroman steps towards the door - but is shaken by a blood curdling shriek from outside. Taking American Eagle by surprise, Tewfik slips his grip and flees through the door leading deeper into the building. The sound of activity within (murmured voices, footsteps etc) stops suddenly with the shriek...... Pyroman activates his electrical field and steps out of the door. The immediate area is illuminated by the glow of his field, and over to the left he sees a huddled form on the ground - and a hideous, writhing, tentacled form crouched over it. Pyroman snaps (fails his willpower roll) and takes to the air, fleeing back inside the building, slamming the doors magnetically behind him. For a moment American Eagle finds himself alone in the reception room. Deciding to follow Tewfik he plunges further into the building to find his quarry in the grip of two burly constables, and with Pyroman hovering nearby, eyes bulging with fear. Down the corridor comes Inspector Barrignton, with the constable sent to find him.

 

Barrington listens for a moment, then draws a revolver from his pocket and heads for the door. The Eagle, and Pyroman (who has managed to get a grip on himself), follow. Outside, all the fog (and the tentacled horror) have gone. All that remains is the body of the sergeant, apparently asphyxiated. Barrington gets Pyroman to help take the body inside, and American Eagle takes off to search the area - but with no luck.

 

Later, Barrington and the heroes try to question Tewfik, but he is in a pitiful state, and Barrington arranges for the Police Surgeon to administer a tranquiliser and places him under heavy police guard in a cell. The surgeon also dresses American Eagles wounds, including the strange "burn" left by the green flame that struck him. It is clear that Barrington has a fair idea who they are, and arranges to meet them the following morning, to question Tewfik again. The two heroes leave, takin to the air, and decide to search Tewfik's flat before returning to their hotel.....

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Arriving, they find that Barrington has posted police guarding the building - but with instructions to allow them in, as long as they do not remove any evidence. They agree to this arrangement, and Constable Jones allows them in.

 

The whole flat is decorated with a heavy Egyptian theme. In the living room is a large, slightly odd-looking mirror on one wall, a glass cabinet containing various egyptian statuary - though none that stands out as unusual, and a large writing desk. The latter is locked, but American Eagle forces the lock with the slightest exertion of his super-physique. Inside are papers relating to the spice shop - invoices, accounts, orders etc - all look completely above board. However, as they examine the desk Pyroman spots a mark on one of the shelves, that looks like the mark left by multiple finger marks. Pyroman grasps the shelf in the same position, and finds it pulls out with a slight click. this releases a secret drawer in the side of the desk....

 

Inside they find a number of curious items, including: a black silk robe, an inverted ankh on an iron chain, two sandstone jars containing respectively a red liquid and a strange powder that seem unknown to contemporary science, two curious metal rods, a silk headdress with inverted ankhs embroidered on it, and an ancient papyrus scroll. Puzzled by their findings, they unroll the ancient, crumbling scroll, but find it is written in ancient Egyptian heiroglyphs, which they are unable to read. They decide to put everything back where they found it, but leave the drawer open for Inspector Barrington's benefit. They decide to retire to the hotel to rest up for the rest of the night, and keep their appointment with Barrington in the morning, and see is he is able to arrange for the scroll to be translated......

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OK, bit of a hiatus due to pressures of work etc. However, off we go...

 

The following day, they rise fairly late, and after breakfast, take a taxi to Scotland Yard. As they arrive they notice that there is a lot more activity than they expected, and the Yard itself is almost besieged by members of the press. Its almost impossible to push through the crush, but one helpful reporter tells them that there has been a murder - at Scotland Yard itself. They decide they have to get in, and walk off until they find a secluded alley, where they both rise into the air and fly up the side of the building, hoping to enter through the roof. Swooping down onto the roof of Scotland Yard, they are (slightly) surprised to see Inspector Barrington, sitting on a chair, obviously waiting for them.... He looks tired and drawn, but smiles when he sees them. They land, noticing in passing a large piece of machinery on the corner of the roof, covered by a tarpaulin, which looks like a gigantic searchlight.

 

Barrington takes them down to his office, and tells them the news - Tewfik Al-Sayed is dead. He was placed in a cell under close guard (and heavily sedated). About 4am the officers on duty outside the cell heard an dreadful cacophony of screams from the cell. thy immediately rushed to open the cell, but by the time they did so, it was all over - Al-Sayed was dead, strangled and with what appeared to be a broken back (the autopsy results are awaited). There was no sign of anyone (or anything) else in the cell....

 

The three discuss the case for some time. The remaining leads they have are Gavigan and the Penhew Foundation, and the mysterious trucks that leave the Blue Pyramid (due to take place tomorrow night). Barrington confirms that Yalesha has been installed in a safe house. He also thanks them for leaving the hidden drawer at Tewfik's, open for him to find

 

Eventually they decide to stake out the Penhew Foundation that night and Barrington agrees to provide two undercover men - McGuffin and Blake, and they arrange to met them at a local pub. They decide to spend the rest of the day at the British Museum. Here, by luck they spot some Egyptian papyrus that bears a resemblance to the one in Tewfik's flat. The translation suggests that it might represent a curse of some type, relating to an obscure demon, or spirit, or god...

 

Eventually evening comes, and they meet McGuffin and Blake as planned - the pair stick out a bit as although they wear suits, they also have police issue hobnail boots....

 

They split up into two teams - American Eagle and McGuffin watch the front, and Pyroman and Blake, the back. As the evening wears on, a fog starts to rise..... Eventually they find themselves having to change position in order to keep the building's exit in view. Round the back, they are in the process of shifting to a better vantage point, when they become aware of a large (for the era) truck coming along the road. Swiftly taking cover, they watch the truck draw up outside the Foundation. Three burly men emerge and the pair watch as they manhandle a crate out of the building, and into the truck. Pyroman sends Blake to tell American Eagle and McGuffin what's going on - he disappears on his errand, trying to be as stealthy as possible (which means he doesn't strike too many sparks from his hobnailed boots...)

 

Round the front, McGuffin and American Eagle hear Blake's approach, and he quickly tells them what's going on. Eagle suggests they inform Barrington of developments and that he should stand by - they head off to do so, and American Eagle (taking the pair by surprise) rises into the air before swooping over the rooftops towards the back of the building. Meanwhile the crate has been loaded, the three thugs board the vehicle, and with a rumble of the engine, it starts to head off down the street. Pyroman glides into the air to follow....

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Pyroman and American Eagle hover above the vehicle, and shadow it from the skies as it rumbles through the foggy streets. Eventually they find themselves winding through the Limehouse district to the docks. Here the truck pulls up in front of a large warehouse. The door opens and several lascars emerge, armed with large curved blades, and proceed to remove the crate, placing it on a small trolley, while their leader, a small swarthy man, pays off the truck driver. Afterwards, the truck rumbles off again, and the lascars push the trolley into the warehouse. Pyroman and American Eagle drift up to the roof - from here they can see the dockside, and that a tramp freighter is being loaded - it is to here that the lascars convey the crate.

 

The heroes decide to board the ship clandestinely, and fly a large circular course out on to the river, before coming in fast and low over the water to the side of the ship away from the shore. They find that most of the crew are busy with the loading on the other side of the vessel, and they manage to get on board without much difficulty. Here they decide to descend below decks and find there way into the holds to see what the ship contains..... The first stage passes without a hitch and they make their way forward without significant difficulty. They find themselves at a large door leading into the forward hold, and make their way inside, slipping into the shadows.

 

From here, they spend some time watching, and looking over the cargo. Amongst the boxes and crates they find collections of metal plates, which American Eagle realises are a titanium alloy - strong, light and very expensive. They also find powerful, but light liquid pumping equipment, and Pyroman discovers electrical apparatus which he recognises as a device designed to track and detect movement in 3 dimensions - it could be for use in a submarine or aircraft. Moving around the hold, they discover a huge pile of cylinders, labelled as containing hydrogen - as they stand looking at this, they are discovered by a crew member, who steps forward, brandishing a pistol, and calling for help. Pyroman, eager for a fight, leaps forward and knocks the thug unconscious with a single blow, but behind him, numerous crew men are closing in, some armed with pistols, others wielding crowbars...... behind them lie the pile of hydrogen cylinders.....

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Pyroman activates his force field, just in time, as a bullet pings off it and whines away into the hold. Above, a voice calls down not to shoot, because of the hydrogen cylinders, and the sailors close in, swinging their weapons. American Eagle decks a couple then leaves the rest to Pyroman and takes off, heading for the source of the commands, who he takes to be the leader. Below, Pyroman uses his magnetic powers on the metal weapons of the crew and takes several of them out with ease, before the rest start to back off warily. That is when he notices a faint chill wind blowing, and a small vortex of dust and debris starting to form in the centre of the hold. Somewhere, someone is chanting in a weird tongue.....

 

Up above, American Eagle confronts the ship's captain - and takes a bullet from his revolver (he has only 2D Armour, so takes some damage, but as he has plenty of hit points this hardly bothers him). He responds in kind, and the captain crashes to the deck, unconscious.

 

Down below, the crew have made themselves scarce, and Pyroman gawps in amazement at the strange, tentacled THING forming in the vortex. It is hideous beyond belief, but Pyroman manages to somehow keep his mental "cool" (with a lucky willpower roll). The thing lashes out with its tentacles, and Pyroman takes to the air, toppling a pile of cylinders on the thing with his magnetic powers. It seems to shrug off the attack and starts after him, crawling up towards the deck of the ship....

 

American Eagle catches the full horror of the thing as it lurches into view, and his nerve snaps - with a shriek he hurtles into the air and streaks across the ship's rail, heading downriver at high speed. Left on his own, Pyroman fights on, until the thing rips up one of the crane supports, and bats Pyroman out across the river (though he takes little damage thanks to his force field). As he rights himself and heads back into the fray, he is joined by a slightly shaky American Eagle, who has managed to shake off his fears and regain a little of his normal self-control. The two hurtle back towards the ship - which is now chugging away from the dock, but apparently with no-one at the wheel, most of the crew having leapt overboard rather than face the thing.

 

Suffice it to say that an all-out battle takes place involving lightning bolts, super-strength punches and tentacle-dodging, culminating in a colossal explosion as Pyromn inadvertently causes a fire, ultimately detonating the hydrogen..... The thing perishes in the ensuing conflagration, the ship sinks, and debris from the explosion rains down across London, causing several fires. The duo rather shamefacedly help the fire crews to rescue trapped victims and extinguish fires before sneaking off to their hotel to lick their wounds....

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I don’t know how to express how awesome you are. :)

 

 

This is awesome stuff

 

 

well done sir

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well done sir

 

Thanks - I must say we have had a real blast with this one.

 

I'm an old-time gamer and bought the original Star Wars rpg when it came out. I've been an intermittent D6 fan ever since, but I think D6 Powers (revised) is my favourite version - slightly odd perhaps, because I didn't really rate DC Universe.

 

The players are my 2 eldest sons - and the eldest confesses that D6 is his favourite system - pretty good for a system that came out before he was born!

 

And many thanks to yourself, for the rules - excellent stuff. All I need now is a comprehensive pulp/golden age sourcebook - or maybe a D6 version of Adventures into Darkness!

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For the curious, the stats for the Thing:

 

Reflexes 3D+1, melee combat 5D, dodge 4D+1

Coordination 3D

Physique 9D

Knowledge 2D

Perception 4D+2

Presence 6D, intimidate 7D

 

Invulnerability 2D

 

Move 10

Strength Damage 9D

Fate Points 0

Ka Points 12

Character points 2

Body Points 50

 

I use intimidate against the character's willpower (or presence) as a substitute for sanity rolls - failure results in a fight or flight reaction (or gibbering catatonia), with a roll every round to recover, with a steadily increasing chance of success. The idea is to threaten the characters with loss of ability to act properly in the scene, but with ultimate inevitable recovery, with no long term harm (unless of course they choose to roleplay a permanent problem!)

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