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“I say, Holmes old boy, we’ve been transported back in time almost a century” cried the excitable Watsorc. “My dear Watsorc, have you been at my laudanum again?” asked Holmes somewhat wild-eyed, pausing to crack Holmes on the head with his violin. “The last time you were seeing flying machines and little green men, now it’s time travel. It’s time for your brain medicine again" With that Holmes stomped off into the back room of the Bakur Street* flat for Watsorcs treatments, twenty minutes later Watsorc had clamed down and was once again writing his journal... It was late in the evening when the good Inspector Le Strange arrived from Joccia yard to ask for Mr Holmes’ help with a puzzling case. Several young ladies of the evening had gone missing near the notorious Whitetemple area. The area was constantly shrouded in smog from the coal fires from the nearby Brassington munitions factory and was a haven of vice and criminality. It was a testament to the locals’ imagination that they had invented new crimes to commit after getting bored with the current laws. After some further questioning Holmes travelled to the area accompanied by myself, still somewhat stunned by the treatments, where we both began to search for clues. Through some cunning deduction on Holmes part involving a piece of string and a dead rat, the trail led us to a disused warehouse in an area full of slaughterhouses and cattle pens. Help was summoned from Joccia Yard and soon inspector Le Strange arrivesd with several officers lead by the good Sergeant Corner. They quickly forced the rather sturdy locks (which were no doubt necessary in this area) and we broke down the door. Nothing quite prepared us for the grisly sight within. We were greeted by the sight of a tall figure bent over a table who appeared to be conducting an autopsy. The situation was made more nefarious as there was a pile of cadavers stacked next to the table and two vile looking Dwarves in leather aprons are carrying in yet more corpses. Behind the table stood six raggedly dressed figures, partially hidden by the clouds of smoke emanating from the strange device attached to the slab. The tall figure slowly raised his skeletal head and turned in our direction, a mild look of surprise crossed his desiccated features. With that he turned away from the table, and promptly ran away. The police attempted to catch him as he ran from the room through a back door, but the two dwarves and the six raggedly dressed figures intervened. The game was truly afoot. * The street was named after the famous gun maker, who tested out his latest prototype rifle on an overly loud busker just three doors down. The denizens of the area were so impressed by the shot that they renamed the street and kept their heads indoors. Map & Setup
There is no map provided for this scenario. There should be a room setup as described in the text above with Holmes and his compatriots deployed near the door and the Dwarves and zombies in the centre of the room with Doktorov just behind them.The back door has a 20cm tunnel which leads to freedom for Doktorov. Scenario Forces Holmes, Watsorc and The Police Sherloque Holmes [Veteran Regular Orc] Sword, Standard Pistol Holmes is a master swordsman and has an additional +2 bonus with the weapon. No morale checks as is totally selfconfident. 15% chance that he is on laudanum, +1 range to all shooting, +1 to melee bonus.
Dr. John Watsorc {Experienced Regular Orc] Standard Pistol, Elephant Gun The Elephant Gun 0-5 = 80/10 10-15 = 65/8 15-20 = 50/7
The elephant gun holds three shots and may be fired every other round. However every time the good Doctor fires it, he is thrown back 2D6 cm with the recoil. He suffers no injury from this, thanks to some of Holmes’ laudanum he has helped himself to, for purely medicinal reasons, of course… Inspector Le Strange [Experienced Regular Orc] Standard Pistol, Sword PC Plod [Average Ogre] Standard Pistol, Rifle, Club (Small Improvised Weapon) PC Clod [Raw Orc] Standard Pistol, Rifle, Club (Small Improvised Weapon) PC Dodd [Raw Orc] Standard Pistol, Rifle, Club (Small Improvised Weapon) PC Mc’Tavish [Raw Highland Rat Guerrilla] Standard Pistol, Claymore (+3) His claymore is definitely not regulation issue. Doktorov and his Minions The Doctorov [Experienced Liche] Scalpel (small improvised weapon) The Dwarf assistants 2 x Average Dwarf Regulars Meat Cleavers (+3). No morale checks.
2 x Moskovo Grenadiers [Fresh] Standard Musket, Bayonets 2 x Fresh Zombies Large Improvised Weapons 2 x Worn Zombies Large Improvised Weapons Special Rules The mist from the machine means that all firing at more than 10cm range is treated as 1 range band higher. The fleeing Doktorov will not stop unless caught in hand to hand, but will stop to defend himself and cannot flee again until his opponent is killed or wounded or attacked by someone else. If Doctorov manages to escape out of the door and gets to the end of the tunnel he has escaped and if the Orcs manage to subdue the Dwarves and Zombies they rapilypursue Doktorov and it leadsus neatly into...
Act II: The Creepy Crypt From the journals or Doctor John Watsorc: We pursued Doctorov out the back door and down a stinking tunnel, sadly he vanished without trace. But not to be detered we fetched torches and follwed the tunnel network. As we emerged from the end of the tunnel into it was Holmes who identified the land as the residence of the Witchlands ambassador, Count Von Helsing. The Witchlands ambassador did not mind that the garden, once belonged to (and in fact, now containing) the house’s previous owners, the Ratbones. However what was now the grounds to the Ambassadors residence, due to neglect, resembled nothing more than an old graveyard. The weather had not improved and the night was still shrouded in mist. As we explored, Holmes noticed that the only part of the graveyard that showed recent activity was at the end nearest the house, where he showed us fresh footprints in the mud. The path led us to a small building, a crypt bearing the family crest of its occupants, the Ratbones. However, as we soon discovered, the Ratbones, once an old respected Joccian family, now had a name which was more of a fitting description due to evil administrations of Doktorov. And we also soon realised The Ratbones did not like having their rest interrupted by outsiders and arised to eject us. As we stood dumbfounded with horor six rat-like skeletons lurched out of the tomb to attack us. Map & Setup
There is no map provided for this scenario. There should be a graveyard setup as described in the text above with Holmes and his compatriots deployed near one edge and the Ratbones and the Crypt in the centre of the table. Scenario Forces Holmes, Watsorc and The Police Any characters which survived Act I are present in this scenario and are armed as above. The Ratbones 6 x Worn Skeletons 4 wounds each but +1 toughness because they are Joccian All armed with the claymores they were buried with (+3). What happens next... If the heroes defeat the Skeletons, a search of the crypt reveals a recently built stairway down into a modern looking laboratory, filled with vials and chemicals which leads us into... Act III: The Grand Finale Doctorov is here organising resistance, in the form of eight Ghouls. The ghouls attack as soon as the police enter. Time is against the Orcs however as dawn is fast approaching and they have no authority here as the Ambassador’s residence is part of the Starwraith’s domain. They must defeat the Undead and search the lab within 10 turns or have to flee. The Doctorov will stand and defend his territory this time however and fight to the last. Map & Setup
There is no map provided for this scenario. There should be a laboratory setup as described in the text above with Holmes and his compatriots deployed near one edge by the entrance, Doktorov and his Ghouls can set up any where they choose as they are expecting company. Scenario Forces Holmes, Watsorc and The Police Any characters which survived Act II are present in this scenario and are armed as above. Doktorov and His Ghouls 3 x Average Ghouls Standard Musket, Bayonet 3 x Raw Ghouls Standard Musket, Bayonet Doctorov [Experienced Liche] Standard Pistol, Sword Victory Conditions
If the Orcs are victorious, a search of the lab will reveal the Doctorov’s dastardly plan. He was trying to reanimate ladies of the evening to use as spies. They were to infiltrate the court and report what they learned back to him. He was having problems trying to make them look lifelike rather than zombies, and bits kept falling off which, together with the smell, is a bit disconcerting… If the Orcs prevailed, they must cover up their incursion, as there had now jurisdiction here. Dr Watsorc, ever a repressed arsonist, suggests a nice cheery chemical fire, and Holmes, in a drug addled state concurs. If the Orcs were defeated however, the lab will be concealed, but no complaint made, as that would draw unwelcome attention. Webmaster's NotesThe above was first published in Alternative Armies Loque & Load magazine in the Spring of 2003. I have re-written small parts of it to make the tale more gripping, I think that justice has been upheld in regards to the integrity of the original. The picture of Doktorov and the Graviski Reanimator is taken from the Alternative Armies website and is © Alector Ltd 2007. |