Post by renegadetimelord on Jan 23, 2010 23:14:17 GMT
The TARDIS arrives in late 19th century France aboard a locomotive, surrounded on all platforms by crowds of cheering well-wishers. The travellers appear to have landed in some sort of communal sleeping berth.
As the train pulls away from the station, it becomes apparent they have materialised in a servants' carriage on a train, which promptly passes from daylight into the murk of the Channel Tunnel - an engineering feat not meant to be built for another century.
Little contact with the passengers on the train reveal that a very important person is on board and the time travellers come under scrutiny as a potential threat. However, some distance into the tunnel, the whole train grinds to a halt as French soldiers block the line and force their way onboard under the pretence of searching for anarchists.
The French soldiers are armed and dangerous, with explosives and even a machine gun; but their plan is far more subtle. The time travellers now discover the important person onboard is in fact Queen Victoria, and the French plan to take her hostage to gain them access to the other end of the tunnel and overthrow the security there - on threat of Her Majesty's life.
The French intend to use their hostage to nullify the security at the English end of the tunnel and then allow access to an invading force who will put an end to the Great British Empire once and for all - utterly changing the timeline of the future.
Antagonists and things to tackle: Suspicious royal security. French soldiers. Machine guns. Explosives. Long tunnels under quite a lot of water!
Problems: The train has ten carriages with various servants, train crew and a few members of the Queen's security retinue and police. The train - and the tunnel - provide places to hide, but explosives could cause considerable damage - and a big bang in the tunnel could flood it. The French need to be stopped and the Queen saved, without putting lives unnecessarily at risk.
Things that need prepared: A broad idea of who is where on the train - both English and French - will help when handling actions by the time travellers. Avoiding getting shot, minimising danger to one and all, could prove complicated.
Continuing the Adventure: How, might you ask, did the Channel Tunnel get dug so early? Well, a little matter of Queen Victoria's Torchwood Institute and their early discovery's might explain that - but what else has changed and why doesn't the timeline feel right? Who else might be behind this?
Additional Complexities: Replace a few of the rank-and-file French soldiers with Clockwork Robots, copies created from one or more of the devices previously left in pre-Revolutionary France.
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Thought it was worth putting this in the standard format, but I have to admit the idea isn't mine! I simply read it and thought it might work as a short adventure.
You can download the short adventure from Drive Thru RPG for nothing:
Taking the Tunnel
(I could also upload it here, if anyone wants it, as the document is free for distribution by permission of the author)
One of Marcus L Rowland's excellent Forgotten Futures products - and completely free - the whole line has potential to be mined for 'historical' adventures, especially if you're inclined to allow for an alternate reality or two (maybe a roaming visit to a Parallel Universe, if you have your game set before the Time War, after the return of the Time Lords, or perhaps in a completely different game setting at odds with continuity).
As the train pulls away from the station, it becomes apparent they have materialised in a servants' carriage on a train, which promptly passes from daylight into the murk of the Channel Tunnel - an engineering feat not meant to be built for another century.
Little contact with the passengers on the train reveal that a very important person is on board and the time travellers come under scrutiny as a potential threat. However, some distance into the tunnel, the whole train grinds to a halt as French soldiers block the line and force their way onboard under the pretence of searching for anarchists.
The French soldiers are armed and dangerous, with explosives and even a machine gun; but their plan is far more subtle. The time travellers now discover the important person onboard is in fact Queen Victoria, and the French plan to take her hostage to gain them access to the other end of the tunnel and overthrow the security there - on threat of Her Majesty's life.
The French intend to use their hostage to nullify the security at the English end of the tunnel and then allow access to an invading force who will put an end to the Great British Empire once and for all - utterly changing the timeline of the future.
Antagonists and things to tackle: Suspicious royal security. French soldiers. Machine guns. Explosives. Long tunnels under quite a lot of water!
Problems: The train has ten carriages with various servants, train crew and a few members of the Queen's security retinue and police. The train - and the tunnel - provide places to hide, but explosives could cause considerable damage - and a big bang in the tunnel could flood it. The French need to be stopped and the Queen saved, without putting lives unnecessarily at risk.
Things that need prepared: A broad idea of who is where on the train - both English and French - will help when handling actions by the time travellers. Avoiding getting shot, minimising danger to one and all, could prove complicated.
Continuing the Adventure: How, might you ask, did the Channel Tunnel get dug so early? Well, a little matter of Queen Victoria's Torchwood Institute and their early discovery's might explain that - but what else has changed and why doesn't the timeline feel right? Who else might be behind this?
Additional Complexities: Replace a few of the rank-and-file French soldiers with Clockwork Robots, copies created from one or more of the devices previously left in pre-Revolutionary France.
----
Thought it was worth putting this in the standard format, but I have to admit the idea isn't mine! I simply read it and thought it might work as a short adventure.
You can download the short adventure from Drive Thru RPG for nothing:
Taking the Tunnel
(I could also upload it here, if anyone wants it, as the document is free for distribution by permission of the author)
One of Marcus L Rowland's excellent Forgotten Futures products - and completely free - the whole line has potential to be mined for 'historical' adventures, especially if you're inclined to allow for an alternate reality or two (maybe a roaming visit to a Parallel Universe, if you have your game set before the Time War, after the return of the Time Lords, or perhaps in a completely different game setting at odds with continuity).