Post by Catsmate on Aug 23, 2021 19:15:00 GMT
The Adventures of the Achronic Omnibus.
Yep, I've decided to write up a few of our games, based on my notes and some contributions from the players.
I generally GM.
The Secret of Debensea.
Debensea is a fictional town on the Cumbrian coast, the setting of the eponymous scenario, written for the old BTRC TimeLords RPG1 (not to be confused with Virgin’s Time Lords, it was nothing to do with the Whoniverse).
The scenario is set, fairly arbitrarily, in the year 989CE, during the reign of King Æthelred, later called “The Unready” (but certainly not at the time).
There’s actually no reason the setting can’t be changed, perhaps with the Vikings changed to other raiders.
There is a river Deben in Suffolk, which seems to have no connection.
Background.
The scenario was a fairly gentle one, with the PCs encountering the locals, noticing some minor anachronisms, learning of a nearby site of mythical import and then being on the receiving end of a Viking raid intended to motivate them to investigate.
I made a number of alterations to fit the adventure into the Whoniverse. A major change was the presence of another time traveller, who’d been attracted to the location by the same odd effect that diverted the PCs; the malfunctioning of a temporal device in a hidden base, established in the early days of the Time Agency, but long forgotten.
This character was intended to join the party as a sixth PC.
The universe, and even the Earth, were not at stake. Just a couple of hundred people threatened by Vikings with arson, rape, torture and murder.
Dramatis Personae.
To recap our party consists of:
They generally operate from a number of bases, the principal one being a property owned by Alicia in slightly near future Scotland (complicated by the on-going transition to independence2) which she won from a Russian oligarch in a card game3. Along with a number of Faberge eggs. She likes shiny things.
The main theme of the game is exploration. World/galaxy/universe level threats are very rare, perhaps one or two per 'season'. The PCs have good relations with several other players in the Quiet Game of espionage, aliens and time travel, and can call on some assistance if needed.
Act One - Arrival.
The Achronic Omnibus4 juddered to a bumpy, not-at-all-a-crash landing in open ground, on the top of a small hill, about five hundred metres above the surrounding land. It appears quite pleasant; the climate is temperate with sunshine, a brisk breeze makes the 25°C temperature feel rather cool. There is no alarm from the bus’s environmental sensors, hence the atmosphere is human breathable with no detectable contaminants; there is a persistent beeping from the Tensen, showing a slight distortion in local space-time. This could be a purely natural effect, or an indicator of something odd…
A quick look around from the roof, with image stabilised binoculars, showed a lot of grass, some smaller hills, scattered trees (a skill roll revealed they were mostly oak and hazel). Below the hill, slightly north of east, was a settlement near the coast with thatch roofed huts, plots of cultivated land and several small sailing craft out at sea. Guestimated population a couple of hundred and the technology level to be "medieval".
The terrain and flora suggest fairly clearly northern Europe, probably Britain or Ireland.
The travellers gear up (and yes that includes weapons).
Act Two - The Mysterious Monk.
They head down to the village, having determined that they’ve landed on the west coast of England, north of Wales.
On the way they meet the track (not at all a road) seen from the hill and follow it’s curving path as it heads down, assuming it leads to the village. Around a curve in the track they see a monk, cloaked and with a staff propped, sitting on a rock seemingly lost in thought, or perhaps at prayer. Stopping they ask if he can tell them where they are as they are travellers and somewhat lost. He tells them that they are on the path to the village of Debensea in Cumbria; it’s about a quarter-hour’s walk. He’s a traveller himself, from the monastery at Dacre.
Attempting to establish the date they ask who is the king of England is. He answers, seemingly surprised, that it’s Æthelred, who succeeded his martyred brother Edward5 some ten years ago. Of course if they go much further north they’ll be in Alba, ruled by Kenneth.
While Xavier taps discreetly at a tablet, the monk stands and gathers himself, picking up his staff. He bids them good day and sktches a blessing in the air before walking off. Meanwhile the PCs are arguing, figuring out that it’s probably around 977 and they're in Cumbria about sixty kilometres from what will become Sellafield6, in a few centuries time.
The conversation got loud and the monk seems to have heard this, stopping and turning around. Lowering ‘his’ cowl to show a female face with an impish grin she tells them that it’s June of 989 before bowing and walking around the curve in the road.
Genny jogs over to investigate and gestures the others to join her; they find the monk be gone, disappeared.
End of Part One.
More to come, on no particular schedule.
1. It's in Time Capsules 2 and also Adventure Pack 1.
2. A background detail which is surprisingly fertile for ideas and complications.
3. She cheated. So did he, but she was better.
4. Blame the token Arts student
5. Actually his half-brother. Edward's murder was said to be on the orders of his stepmother (Elfthryth) who intended to put her own son (Æthelred) on the throne. Edward is generally regarded as a pretty poor king.
6. Sellafield is utterly irrelevant to the plot, but the reference helps instill a healthy degree of paranoia.
Yep, I've decided to write up a few of our games, based on my notes and some contributions from the players.
I generally GM.
The Secret of Debensea.
Debensea is a fictional town on the Cumbrian coast, the setting of the eponymous scenario, written for the old BTRC TimeLords RPG1 (not to be confused with Virgin’s Time Lords, it was nothing to do with the Whoniverse).
The scenario is set, fairly arbitrarily, in the year 989CE, during the reign of King Æthelred, later called “The Unready” (but certainly not at the time).
There’s actually no reason the setting can’t be changed, perhaps with the Vikings changed to other raiders.
There is a river Deben in Suffolk, which seems to have no connection.
Background.
The scenario was a fairly gentle one, with the PCs encountering the locals, noticing some minor anachronisms, learning of a nearby site of mythical import and then being on the receiving end of a Viking raid intended to motivate them to investigate.
I made a number of alterations to fit the adventure into the Whoniverse. A major change was the presence of another time traveller, who’d been attracted to the location by the same odd effect that diverted the PCs; the malfunctioning of a temporal device in a hidden base, established in the early days of the Time Agency, but long forgotten.
This character was intended to join the party as a sixth PC.
- Yep the bus is getting crowded, luckily she brought her own room.
The universe, and even the Earth, were not at stake. Just a couple of hundred people threatened by Vikings with arson, rape, torture and murder.
Dramatis Personae.
To recap our party consists of:
- The Honourable Alicia deVere. Small, slight, blonde and not at all fluffy. Sort-of leader, amateur but highly skilled cat burglar. More Phryne Fisher than Lady Christine.
- Genny Dirk, Alicia’s wife and physical opposite; a starfaring scout from the far future.
- Xavier Trelgor, a burned out physicist who found a second life aboard a bus displaced to a distant planet.
- Nicholas Talbott, an overwhelmed techno-geek with a knack for seeing things others miss,
- Franklin Kalik, an inquisitive physician stranded a long way from home.
They generally operate from a number of bases, the principal one being a property owned by Alicia in slightly near future Scotland (complicated by the on-going transition to independence2) which she won from a Russian oligarch in a card game3. Along with a number of Faberge eggs. She likes shiny things.
The main theme of the game is exploration. World/galaxy/universe level threats are very rare, perhaps one or two per 'season'. The PCs have good relations with several other players in the Quiet Game of espionage, aliens and time travel, and can call on some assistance if needed.
Act One - Arrival.
The Achronic Omnibus4 juddered to a bumpy, not-at-all-a-crash landing in open ground, on the top of a small hill, about five hundred metres above the surrounding land. It appears quite pleasant; the climate is temperate with sunshine, a brisk breeze makes the 25°C temperature feel rather cool. There is no alarm from the bus’s environmental sensors, hence the atmosphere is human breathable with no detectable contaminants; there is a persistent beeping from the Tensen, showing a slight distortion in local space-time. This could be a purely natural effect, or an indicator of something odd…
- The PCs checked the device and figured that the effect was partially natural (a 'valley' in time basically) but there was something causing ripples (like minor earth tremors). While the could leave it would be more difficult than usual.
A quick look around from the roof, with image stabilised binoculars, showed a lot of grass, some smaller hills, scattered trees (a skill roll revealed they were mostly oak and hazel). Below the hill, slightly north of east, was a settlement near the coast with thatch roofed huts, plots of cultivated land and several small sailing craft out at sea. Guestimated population a couple of hundred and the technology level to be "medieval".
The terrain and flora suggest fairly clearly northern Europe, probably Britain or Ireland.
The travellers gear up (and yes that includes weapons).
Act Two - The Mysterious Monk.
They head down to the village, having determined that they’ve landed on the west coast of England, north of Wales.
On the way they meet the track (not at all a road) seen from the hill and follow it’s curving path as it heads down, assuming it leads to the village. Around a curve in the track they see a monk, cloaked and with a staff propped, sitting on a rock seemingly lost in thought, or perhaps at prayer. Stopping they ask if he can tell them where they are as they are travellers and somewhat lost. He tells them that they are on the path to the village of Debensea in Cumbria; it’s about a quarter-hour’s walk. He’s a traveller himself, from the monastery at Dacre.
Attempting to establish the date they ask who is the king of England is. He answers, seemingly surprised, that it’s Æthelred, who succeeded his martyred brother Edward5 some ten years ago. Of course if they go much further north they’ll be in Alba, ruled by Kenneth.
While Xavier taps discreetly at a tablet, the monk stands and gathers himself, picking up his staff. He bids them good day and sktches a blessing in the air before walking off. Meanwhile the PCs are arguing, figuring out that it’s probably around 977 and they're in Cumbria about sixty kilometres from what will become Sellafield6, in a few centuries time.
The conversation got loud and the monk seems to have heard this, stopping and turning around. Lowering ‘his’ cowl to show a female face with an impish grin she tells them that it’s June of 989 before bowing and walking around the curve in the road.
Genny jogs over to investigate and gestures the others to join her; they find the monk be gone, disappeared.
End of Part One.
More to come, on no particular schedule.
1. It's in Time Capsules 2 and also Adventure Pack 1.
2. A background detail which is surprisingly fertile for ideas and complications.
3. She cheated. So did he, but she was better.
4. Blame the token Arts student
5. Actually his half-brother. Edward's murder was said to be on the orders of his stepmother (Elfthryth) who intended to put her own son (Æthelred) on the throne. Edward is generally regarded as a pretty poor king.
6. Sellafield is utterly irrelevant to the plot, but the reference helps instill a healthy degree of paranoia.