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Remember, Remember A Guy Fawkes Scenario for 2-4 players by Pete Murray Swashbuckling Adventure in the Age of Kings

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A Guy Fawkes Scenario for 2-4 players

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Page 1: Remember Remember

Remember, Remember

A Guy Fawkes Scenario for 2-4 playersby Pete Murray

Swashbuckling Adventure in the Age of Kings

Page 2: Remember Remember

Remember, RememberA Guy Fawkes Scenario for 2-4 players

by Pete Murray

Copyright © 2006 Rattrap Productions LLCUsers can print copies for their own use, but the distribution either electronically or

in printed format is strictly prohibited.

More information for Gloire can be found at:www.rattrap-productions.com

Swashbuckling Adventure in the Age of Kings

Page 3: Remember Remember

Introduction

“...they shall recyve a terrible blowe this parleament and yet they shallnot seie who hurts them...”

Thomas Knyvet looked up from the letter into Monteagle's eyes. “Had you any notice orwarning beyond the contents of this anonymous letter?” he asked with steel in his voice.

Monteagle toyed nervously with his hat. “None at all, and I shewed it at once to m'lordSalisbury. Surely it is a vacant threat, one devoid of substance,” he added hastily.

Knyvet shook his head. “Your brow and countenance suggest you feel differently.” Herose, and strapped on his sword. “I am going to inspect the undercrofts in Whynniard'scellar.”

...Henry de Vere and his cousin, Percival Golding were walking when they spotted theirfather's old nemesis, Thomas Knyvet, walking swiftly through the London streets.

“What I wouldn't give,” said de Vere, “To catch Tom remiss in his duties! That wouldmake my father's ghost smile, even in hell.”

“Why not follow him?” asked Golding. “Surely a justice of the peace in that much haste,and with a deputy, is in the act of arresting a man. Should that man flee, and should youcatch him, why then all the credit should fall honestly to you.”

“True!” laughed de Vere. “Then let's follow that old goat into yon house.”...

Sir Thomas Fleming had decided that the hardest part of being the Chief Baron of theExchequer was that you were required to keep up with the Lord Chief Justice, Sir JohnPopham. An afternoon of collegial carousing had led to a game that seemed to involveriding horses at a gallop through the streets of London, shooting at random objects.

Suddenly, Popham reined in his horse and surveyed something down the street.“Fleming,” he said in magisterial tones, “I have seen four rogues, armed, enter a housedown the street. I suspect them to be house-breakers. We are going to arrest them.” Andwith that, Popham charged down the street again, foam flying from his horse's flanks.

Fleming stared after the Lord Chief Justice. One day, thought Fleming, that man is goingto fall off his horse and not stop until he hits hell.

...“...thirty-four, thirty-five, thirty-six barrels,” Said the man known to his landlord as JohnJohnson. “All accounted for.”

Hugh Owen cocked his head. “Do you hear footsteps?” he asked.

Page 4: Remember Remember

The Scenario

On the eve of the convening, Guy Fawkes has come to inspect the gunpowder that willblow up the Parliament. Three separate groups want to arrest him, so as to gain the fameof having foiled the plot.

Thomas Knyvet is the Justice of the Peace assigned to inspect the cellar under Parliament.Henry de Vere, the son of his old enemy, is there to upstage Knyvet, having inherited hisfather's feud. The Lord Chief Justice Sir John Popham happens to have witnessed thescene, and is investigating on his own. Guy Fawkes must sabotage as many clues aspossible, and escape arrest as best he can.

Victory Conditions

The objective of this game is to score as many Victory Points as possible by acquiringmany pieces of incriminating evidence. In addition, each faction can earn Victory Pointsas follows.

If Guy Fawkes escapes, then his player earns 3 Victory Points. If Guy Fawkes ever loses aduel or is taken captive (by being wounded to unconsciousness, or unable to fight ormove) then his player earns 1 Victory Point as Fawkes goes down in a martyr's blaze.

If Thomas Knyvet's player captures more pieces of incriminating evidence than Henry deVere's player, then Knyvet's player earns 3 Victory Points. Likewise, de Vere's playerearns 3 Victory Points if he finds more evidence than Knyvet's player.

If Sir John Popham's player manages to incapacitate (by wounding to unconsciousness orthe point of being unable to move or fight) models from any two factions, then that playerearns 3 Victory Points by virtue of heroic defense of the law.

The game ends when no combat can occur, Guy Fawkes escapes, or when one player hasa preponderance of Victory Points.

Page 5: Remember Remember

The Board

The game is played on a 24” by 24” board,representing the cellar where the gunpowder wasconcealed. A suggested layout of the board ispresented here, but any board that partiallysubdivides the cellar into small rooms wouldwork. Starting location for Guy Fawkes and HughOwen are indicated by a “G”. The other threesides start at any of the “X” marks. The cellar hasonly one exit.

Encounter Markers

This scenario uses 12 Encounter Markers, distributed evenly across the board. When amodel comes to an Encounter Marker, the number of that encounter is shown or a playingcard is drawn at random and the corresponding event is revealed (use all but the Ace froma single suit of cards in this case).

1. (Two): A careful search reveals nothing of value or interest here.2. (Three): A dozen barrels of powder! You find twelve kegs of gunpowder concealed

beneath some firewood. The barrels are too large and too numerous to move, and youcannot risk setting off an explosion in this confined space. Guy Fawkes' side may notsabotage this evidence. If any other model finds it, it is worth 1 Victory Point.

3. (Four): Conspirator's letter! You find a letter from one of the conspirators discussingthe details of the plot. The letter is openly names individuals involved. Guy Fawkes'side may sabotage this letter for 2 Victory Points, but it is worth only 1 Victory Pointto any other faction.

4. (Five): A careful search reveals nothing of value or interest here.5. (Six): Swarm of rats. The search disturbs a seething mass of rats, and they attack the

intruder. The model suffers d10 bite attacks at BD = 3 and WS = 2, after which the ratsscurry off.

6. (Seven): A dozen barrels of powder! You find twelve kegs of gunpowder concealedbeneath some firewood. The barrels are too large and too numerous to move, and youcannot risk setting off an explosion in this confined space. Guy Fawkes' side may notsabotage this evidence. If any other model finds it, it is worth 1 Victory Point.

7. (Eight): A careful search reveals nothing of value or interest here.8. (Nine): Conspirator's letter! You find a letter from one of the conspirators discussing

the details of the plot. The letter contains only initials and pseudonyms. Guy Fawkes'side may sabotage this letter for 1 Victory Point, and it is worth 1 Victory Point to anyother side. However, on a successful BR test, the model decodes the pseudonyms andthe letter is now worth 2 Victory Points.

9. (Ten): Conspirator's letter! You find the plan for the day of the opening of Parliament,scheduled down to the minute. Guy Fawkes' side may sabotage this letter for 2 VictoryPoints, and it is worth 1 Victory Point to any other side.

Page 6: Remember Remember

10.(Jack): A dozen barrels of powder! You find twelve kegs of gunpowder concealedbeneath some firewood. The barrels are too large and too numerous to move, and youcannot risk setting off an explosion in this confined space. Guy Fawkes' side may notsabotage this evidence. If any other model finds it, it is worth 1 Victory Point.

11.(Queen): Conspirator's letter! You find a letter from the conspirators describing theuprising they hope to foment after Parliament is blown up. The letter lists the locationof arms caches throughout the Midlands. Guy Fawkes' side may sabotage this letter for2 Victory Points, and it is worth 1 Victory Point to any other side.

12.(King): Suspicious tools! You find a dark lantern, slow match, and striking paper. Bythemselves, these would be innocent items, but in a cellar packed with gunpowder,they betray sinister intent. These items are worth 1 Victory Point when discovered.

Special Rules

If a model is knocked unconscious, another model may loot all letters off the body. If amodel loses a duel, it forfeits any letters it might be carrying. A model on Guy Fawkes'side must spend a full action to sabotage a conspirator's letter or the suspicious tools—after that they are destroyed and may not be looted. If a model escapes out of the cellarvia the steps, it is assumed to have escaped with any evidence it may be carrying and theplayer is awarded those Victory Points.

Page 7: Remember Remember

The Characters

Each player controls a Grade 3 character and his Grade 2 servant. The groups are asfollows:

Thomas Knyvet, Justice of the Peace(Courtier)

• Long Blade• Short Blade• Torso Armor DR +2• Ambidextrous• Fencing +1• Genius +1• Tactics +1• Nerves of Steel +1• Sprint +1

Auld Ben, Puisne Deputy (Sherrif)• Blunderbuss w/ Extra Ammo• Short Blade• Sharpshooter +1• Savvy• Ignore Pain

Henry de Vere (Courtier) • Long Blade w/ +1 TH and +1 WS• Pistol• Head Armor DR +1• Torso Armor DR +1• Cappelli's School +1• Sang-Froid• Lucky (Vain)• Majestic

Percival Golding (Fop)• Long Blade• Pistol• Torso Armor DR +1• Quick +2• Deception• Observant

Sir John Popham, Lord Chief Justice(Highwayman)

• Brace of Pistols w/ Extra Ammo• Long Blade w/ -1 TH• Torso Armor DR +2 • Powder Monkey• Sharpshooter +2• Tactics +1

Sir Thomas Fleming, Chief Baron of theExchequer (Doctor of Letters)

• Long Blade• Short Blade• Head Armor DR +1• Torso Armor DR +1• Genius +1• Iron Will• Sprint +1

Guy Fawkes (Military Officer)• Long Blade w/ +1 TH• Pistol w/ +1 WS• Battle Cry• Rush Attack• Sang-Froid• Tactics +2• Nerves of Steel +1

Hugh Owen (Valet)• Long Blade• Pistol w/ Extra Ammo• Fencing +1• Sharpshooter +1• Devotion• Undying Loyalty