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Showing posts with label Immortal Spartans. Show all posts
Showing posts with label Immortal Spartans. Show all posts

Friday, 7 August 2026

Who ate all the spies?

My roleplaying group used to cut loose up to four times a year with seasonal one-shots. It's a tradition that died out in the pandemic never to fully resume, though we still try to fit in a special around Christmas -- almost the only roleplaying I get to do these days.

Fifteen years ago I ran a scenario called “A Long Time Dying”. The idea was based on another Christmas tradition, at least of my childhood Christmases, when there would always be a James Bond movie on TV between Christmas Eve and Boxing Day. I don’t think it’s essential for Christmas movies or Christmas one-shot games to be set at Christmas, although for this scenario I buckled. Cold War stories always benefit from a touch of frost.

The game is set in 1962 and the player-character cast list will give you the general idea:

I thought that would tell my players what to expect, but I’d forgotten that most of them weren’t born until the 1970s, so probably only Smiley meant anything at all. That may explain why the game veered off into a rather Roger Mooreish arched-eyebrow take on Cold War espionage, but – well, these one-shots were never fully serious. I know a lot of people prefer silly games, but for me there's no point in roleplaying unless you're going to take it seriously. Specials like this, though, are just for fun.

I've changed the scenario title to justify a Shirley Bassey theme song. So here's

THE RHYTHM DIVINE

Monday, Dec 17, 1962                    

(Music track: Nunc Dimittis by Arvo Pärt.)

(This is a “pre-title” sequence that is presented to the players without them being present in character. Normally I’d have no truck with such metafictional malarkey, but it’s a one-shot. Come to that, I don’t normally include music tracks in my scenarios either.)

A railway station near Haskovo, southern Bulgaria. It’s the early morning, just before daybreak. Troops from the nearby 4th Fighter-Bomber Air Base wait in the cold. Gritty snow falls, skittering like dust over the icy cold platform.

Then: the sound of a train horn. Lights appear out of the blue pre-dawn dusk. The train pulls into the station. Red Army soldiers jump down and the two commanders salute each other.

A tarpaulin is removed from one of the carriages to reveal a large bomb, about 8m long by 2m wide, with the single word царь painted on the side.

Sergeants shout orders, their voices sounding short-tempered and nervous. A crane is lowered and begins to unload the bomb, which swings wildly to one side, the support frame just missing a row of soldiers who have to throw themselves to the ground.

The crane sweeps across the platform, smacking the bomb into the station wall. The frame buckles and the bomb falls. Absurdly, given the size and nature of the bomb, everyone dives for cover. The bomb strikes the iron-hard ground –

And cracks, with the sound of splintering wood. The Soviet colonel picks himself up, sweeps the snow off his coat, and strides over. In gloved hands he lifts part of the wreckage: painted wood, filled with sand for ballast.

He looks into the east, where the dull glimmer of dawn barely penetrates the heavy shelf of snow clouds, and perhaps imagines the gulag where he will be sent for this.

Music as we fade to black: On Her Majesty’s Secret Service


THE SETTING: 1962

This is the year of the Cuban Missile Crisis. Both the USA and the USSR are aware of the need to safeguard against such incidents in the future, so when a new threat emerges only a couple of months later, the best operatives from both sides of the Iron Curtain are assigned to an international team to track down the diabolical mastermind behind it.

NATO

  • USA                President: John F Kennedy
  • GB                   Prime Minister: Harold Macmillan
  • France:            President: Charles de Gaulle
  • W Germany:   Chancellor: Konrad Adenauer

EASTERN BLOC

  • USSR               First Secretary: Nikita Khrushchev; Chairman of the Presidium: Leonid Brezhnev
  • Rumania:        General Secretary: Gheorghe Gheorghiu-Dej
  • Bulgaria:         General Secretary: Todor Zhivkov

NON-ALIGNED

  • Yugoslavia      Marshal Josip Tito
  • Albania           First Secretary: Enver Hoxha
  • Tunisia            President: Habib Bourguiba

Thursday, Dec 20      

(Music track: The Avengers theme.)                                                      

Whitehall on a grey morning with snow falling outside. Control waits with George Smiley and Colonel Ross. John Steed arrives and the introductions are made. A few minutes later, Harry Palmer looks around the door – “Late as usual, Palmer,” says Ross irritably, waving him to a chair.

Control relates what Smiley has found out from his Bulgarian contacts about the stolen bomb. Control and Smiley have made an approach to the KGB to assist them in looking for the bomb. The Soviets have agreed, but on the condition that their man will head up the joint operation. Steed, Palmer and Smiley are to fly to Berlin, where they will meet up with two more international operatives codenamed “Tailor” and “Thief”.

  • London to Berlin: flight 2 hrs.
  • Paris to Moscow: flight 4hrs; train 36 hours; car 72 hours averaging 60 mph.
  • Berlin to Moscow: flight 3 hrs; train 27 hrs; car 49 hrs averaging 60 mph.

Thursday, Dec 20

(Music: The Man from UNCLE theme.)

It’s mid-afternoon when they reach Berlin. It’s icy cold but not snowing. Their liaison in Berlin is Dr Franz Six, a former Nazi who now works for British Intelligence.

Smiley, Steed and Palmer are to make contact with their colleagues at the Adlon Kempinski Hotel. At reception they are told that “Herr Solo” is in the coffee bar. Smiley goes through and nods to Napoleon Solo just as a man coming in off the street recognizes Smiley, sees that he knows Solo (whom he was coming to meet) and rushes out.

The man is Otto Vessler, an East German spy whom Solo has been reeling in for weeks. In the west he poses as an industrialist, but with his cover blown he’s going to make a dash for the Wall. He grabs a motorcycle and the chase is on…

(Music: The Saint.)

Halfway through the chase, Simon Templar turns up. He’s been tracking Vessler as part of his own private investigation, so may take some convincing to team up with the others.


Their flight leaves Berlin at 5:30, arriving in Moscow at 11:30 pm (ie 3 hours ahead of Berlin time).


Thursday, Dec 20

(Music: Diamonds Are Forever.)

Midnight in Red Square. Snow on the ground, but a crystal clear sky full of stars above the Kremlin – and among those stars the small but growing collection of satellites launched by the superpowers, including Telstar which was put up in the summer.

They are taken to meet Illya Kuryakin, along with an academician called Andrei Sakharov, who explains:

“The bomb is based on the Teller-Ulam design and has a yield of 100 megatons. That’s three thousand times the combined yield of the Hiroshima and Nagasaki bombs – or, to put it in terms of conventional explosive, twenty times the total of all explosives used in WW2. The explosion would cause third degree burns at a distance of 100 km, stone buildings would be destroyed up to 55 km. Two such weapons would equal the detonation of Krakatoa.”

Brezhnev comes in. He’s wrapped up in a thick fur coat and there’s a waft of vodka on his breath. “We have a captive spy at the Black Sea facility. He could be useful and it’s on your way, a bit. You’ll have to spring him, though, as SMERSH will never give the nod to releasing him.”

  • Moscow to Odessa: flight 2 hrs; train (HSR) 8 hrs
  • Odessa to The Village: 2 hrs by car
  • Berlin to Moscow: flight 3 hrs; train 27 hrs; car 49 hrs averaging 60 mph.

Incidentally this is the first time Solo and Kuryakin have met each other. U.N.C.L.E. is still a few years in the future, and in fact this adventure paves the way for its formation.

THE VILLAGE                              midday, Dec 21?

(Music: The Prisoner.)

To get Number Six away from the village, they need to get past Rover (the Water Balloon Monster):


Whether Number Six’s real identity is John Drake is up to the player to decide.


THE TRAIN ROUTE

10 hours across Romania

(Music: From Russia With Love)

They set out from Kharkiv in the south-west USSR, via Kirovohrad and Chisinau, into Romania at Iasi and then via Bacau and Brasov.

Just beyond Zarnesti in Romania, the train carrying the bomb entered a mile-long tunnel through the Carpathians. Thereafter it went via Bucharest without stopping, crossed the Bulgarian border at Ruse, and from there via Veliko Tarnovo and Stara Zamora to its destination.

Investigation inside the tunnel at Zarnesti discovers an apparatus built into the tunnel roof. The mechanism has been removed but it was obviously recently excavated and a large piece of machinery was housed here. Caves lead off from the excavated area.

Investigation: Some discarded screws. Engineer roll to conclude they are West German.

Investigation: Part of the apparatus is found – part of a plate scraped off against the rough walls of the cave, stamped with “CHIRO-” (from Chiroptics GmbH).

Investigation by questioning the driver (Engineer Boris Utkin) or officer in charge (Col Yuri Lagunov) reveals that the line was blocked by a fallen tree just after the tunnel, forcing them to stop for about fifteen minutes while it was cleared.

Investigation further along the track after the tunnel reveals a disused branch line that has been recently uncovered – the line towards Yugoslavia, sealed off when the two countries fell out in the 1950s. It leads to Dubrovnik.

Investigation before the tunnel reveals a siding where a train was recently (engine oil on ground). Somebody waited a while (cheroot stubs; Connoiseur roll to identify as 25-cent Marsh Wheeling stogies).

WHAT ACTUALLY HAPPENED:
Boswell Brontë’s mercenaries (all ex-US special forces, led by a stogie-smoking WW2 commando called Major Dugan) swapped the bomb for their fake, then when the train had gone they brought up their own carriage, loaded the bomb, went on and used to branch line into Yugoslavia, hooked up with a train carrying the circus troupe, and smuggled the bomb out as fireworks bound for Venice.

Investigation of ships out of Dubrovnik into western ports on Dec 18-19: the Suske, carrying the Carobnaci od Vatromet circus troupe, arrived in Venice on Dec 19.

Monday, Dec 24

Venice. A cold wind blows across the lagoon. The local CIA agent is Candy Sweetmeat, a young “swinger” type. She’s eager to please and very nice, so no doubt the bad guys must kill her at some point. (Or try to kill her, if she’s a player-character.)

Boswell Brontë is giving a fireworks display on the Grand Canal on Christmas Eve, which also happens to be the night of the new moon. If the characters attend, they will see Brontë give a rambling speech about how he met his wife “here in Europe” seven years ago tonight. That’s followed by Mrs Brontë lighting a champagne-bottle-styled firework that begins the show.

One part is particularly impressive: the Yugoslav acrobat troupe do a trapeze juggling act over the canal, throwing lit fireworks to each other that are timed to go off in mid-air at the exactly right moment and orientation to create the highlights of the display.

If the characters have been at all indiscreet about their investigations, Miss Hazzard sneaks in while they’re watching the fireworks and plants a bomb in their hotel suite (Observation roll at -5 to spot, character involved only.)

OR

They might sneak into the Brontës’ suite (though in fact they’re going back to the yacht after the show) in which case they may have to deal with Miss Hazzard and an appropriate number of mooks.

EITHER WAY

They get to discover some finely ground glass that seems to have been trodden into the carpet on somebody’s shoes.

Investigation of the glass factory on Murano owned by Chiroptics GmbH discovers glass with microcracks (Observation roll) caused by sonic effects (Physics roll). The sonic equipment itself has been moved out. (This was where Brontë’s scientists worked out the correct array of parabolic reflectors.)

If Brontë needs a rapid departure from the city, either as an outright escape or simply if the referee wants to create a dramatic moment if the characters are closing in with a view to confronting him, he leaves by hydroplane on the Grand Canal.


CRUISE TO TUNIS                      takes 48 hours -> arrive midday Friday 28th

Investigation: if they talk to Boswell, they discover that he is fascinated by Rome’s struggle for supremacy with Carthage, and how he admires Hannibal – who nearly dealt with “those upstarts”.

The Jericho leaves Venice at 9am on Dec 26 and arrives in Tunis midday Dec 28.

Investigation: Brontë International has a facility 50 miles south of Tunis where they are building arches of various sizes using synthetic rock (similar to sandstone).

  • Observation and Physics/Engineer: the arches are curved and would fit together to create a large parabolic surface with a radius of over 50m.

Investigation: the company books show that enough arches were made here to build hundreds of similar parabolas.

  • Physics/Engineer roll at -5: An array of such reflectors would have an effect similar to one enormous reflector hundreds of miles long.
  • Physics roll at -5: The size of the parabolas suggests they are designed to focus or reflect sound of low wavelength.

Investigation: an Accountant looking into Brontë’s business discovers he has a network of shell companies in the finance sector. On a roll at -5 they can see that many of these companies have been shorting US stocks and bonds.

The opening night of the opera is 8pm on Dec 29. The stage is spectacular, being a floating platform hundreds of feet across set in the bay, complete with replica backdrop of ancient Rome.

The opera is attended by Tunisian President Habib Bourguiba, Foreign Minister Mongi Slim, and King Mohammed Idris of Libya. (There is talk of the two countries merging into one, which would signal a rise in the price of oil, but that’s actually a red herring.)

The opera stage is self-propelled and submersible, docking with Boswell’s undersea base (see below) in which the bomb is located. Of course, at the time the bomb detonates (6am on Dec 31) he plans to be safely inland at his villa in Corsica.

THE MASTER PLAN

Boswell plans to detonate the bomb on the sea bed, where an array of parabolic reflectors will direct the resulting pressure wave through the Straits of Gibraltar, and across the Atlantic, where it will create a tsunami that will wreak devastation along the eastern seaboard of the United States. Boswell has heavily shorted US stocks and the dollar, and stands to make billions when Wall Street crashes.

THE UNDERWATER BASE

The “stage” docks with the underwater base where the bomb is located. Brontë plans to detach from the bomb housing, return to the surface, escape by helicopter, scuppering the stage so that it sinks to the sea bed with the characters trapped on board.

The characters will need to break out of the stage, survive the pressure (luckily they’re on the saddle of seabed connecting Tunisia and Sicily, not on the deep bed), get to the bomb base, gain entry, disarm the bomb, and return to the surface.


THE CORSICAN VILLA

Visitors arrive by helicopter. It’s a replica of Nero’s palace in the Bay of Naples.

Monday, 11pm, New Year’s Eve: FINAL JEOPARDY IN MONACO                       

Three of the circus acrobats come to kill whichever of the characters is “man of the match” – so out-of-game it’s kind of a reward. Think of the final jeopardy scenes traditional in 007 movies.

That character is taking a shower while the others are waiting in the casino. He notices a slight ruffling of the shower curtain as the balcony door is opened and closed.


Game notes:

The players were all characters in our long-running Immortal Spartans campaign, although this tongue-in-cheek one-shot was not canonically part of the "real" campaign. That explains the title, "A Long Time Dying", which felicitously both sounds like a Bond title and describes a 2500 year lifespan.

Being Spartans from Thermopylae, all the characters were male even though the players were not. But that fits with the assumptions of high adventure in 1962. If you have players who prefer female characters there are some from the period who you could use, eg Dr Cathy Gale from The Avengers. 

The scenario originally appeared on my Patreon page; you can join as a free member if strapped for roubles.

The stats are given in GURPS 4e terms because that's what I used originally, but it should be simple enough to adapt the scenario to any system. (Other options: Classified, Cold Shadows, and Mercenaries, Spies & Private Eyes.) I usually don't care for what are now called narrative games (it's good that they encourage improvisation, but I prefer character-playing to storyteller-playing) and the only capers I enjoy are the sort that go on pizzas, but I recently played in a Blades '68 one-shot that was a real hoot and a thorough pleasure, a kind of gaming crossbreed of Spy and Hudson Hawk, and I can't deny that those Forged in the Dark based rules deliver a lot tighter and brisker gaming experience for one-shots. Given that you're only going to be playing these characters the once and they're all daft caricatures of the classic fictional originals, it's barely roleplaying anyway. So why not?

Regarding the music, if you're not a purist then there are some funked-up versions of some of the tracks here.

Finally, if your players attempt to defuse to bomb at the bottom of the Mediterranean, as mine did, here's the track for that.

Friday, 21 August 2020

To live forever (scenario)


Having recently described an encounter my Immortal Spartans characters had with She, I dug out the adventure where they first met her. This is not written to be a complete ready-to-run scenario. Some assembly is required. If you plan on running it you’ll need to decide how it's going to work as part of a meta-campaign. Probably it will be the pilot episode, so you're laying the hints of a much bigger mythos here, and as you'll be developing that mythos over adventures spanning centuries you need to give it some thought. Certainly you'll want to change the adventure considerably from the version written for my campaign, especially in the final part, and it’s worth reading H Rider Haggard’s novel before you start. Just don’t expect great literature.

I ran the game as one of our Sunday specials, starting at midday and playing through till the evening. So you could fit it into about eight hours, either in one epic session or two or three regular ones. The characters don't have to start as immortals, but if they play their cards right they could end up that way, thus kicking off a meta-campaign that could run right through from 800 AD onwards. The setting is historical SF. There are some psionics, often regarded by the player-characters as witches, but in fact this is not fantasy and there is no actual magic.

OK, so it was 80 years before the Constantinople campaign, and the characters were living in Baghdad in the reign of Harun al-Rashid. In an ill-starred foray to the ruins of Uruk, three of the Spartans had lost their regenerative ability. Now mortal and aging, they were willing to clutch at any straw when their agents brought them stories of an undying ruler in Africa. Hoping that she had the secret of immortality and (an even longer shot) that she’d be willing to share it, they set out…

IN SEARCH OF THE ETERNAL FLAME

At Sohar , which at this time (800 AD) is a small port, they are warned of bad weather in the southern seas for the next month or so. But time is of the essence. Having established the rumoured location of the kingdom of Kôr (roughly in modern Zambia) they decided the logical beachhead for their expedition would be the islands of Zanzibar, where they should at least find some people who speak Arabic as the local jumbees, or chiefs, occasionally sell slaves to Arab traders. They set sail.

ZANZIBAR
The jumbe (chief) is Uwal. He greets them in a wicker domed hut (tunnel-like entrances low so you have to bow, smoky interior) and recognizes any characters who frequently sail these waters. He asks if the jumbe Haroun of Baghdad got his gifts – “When will he come? I will kill twenty goats and twenty pigs for him, and open forty jars of wine.”

Uwal knows about the Amahagger (“the people of the caves”) who live in the interior of the mainland but has no dealings with them, except for once long ago when his people bought a mummy from the Amahagger for medicinal purposes. “But it was never ground up for medicine. One of our ancestors fell in love with it, so now the mummy has her own hut and speaks to the wise woman Kitar.”

The mummy (known as Hiwah) is perfectly preserved. Around its neck is a crystal pendant in the shape of an eye.

Other townsfolk if names are needed: Bonash, Gurt, Kolo, Febil.

DOWN THE COAST
Three days out from Zanzibar, they catch sight of two vessels that the lookout thinks are suspicious. These are indeed pirate ships, crewed by Africans and escaped Arabian slaves. In my game there were about a score of them, but you'll tailor them to your own player-characters.

The pirates will try to board. However, in the midst of the battle huge black storm clouds sweep down from the north. The characters will need all their sailing skills to avoid a wreck: three ship-handling rolls at -3. Unless any are critical successes, the ship will still limp damaged to the mouth of a wide river where they see the following breathtaking feature.


THE CLIFF FACE
A massive cliff carved with the face of a man or sphinx. The river leads to an islet that they may (Architecture or Engineer roll) recognize as man-made, albeit very ancient. Beyond stretches a marsh.

They can follow the river for a few miles until it is impossible to get the ship further. They can take a small boat upriver from here, every so often encountering shallow areas where they need to drag it over. The river here leaks out into miles of marshland.

As the temperature and humidity rise, to say nothing of the difficulty of the terrain, overheating becomes a problem:

  • 2-pt armour => Fatigue Points at 70% of normal
  • 3-pt armour => Fatigue at 60%
  • 4-pt amour => Fatigue at 50%
  • 5-pt armour => Fatigue at 40%
  • 6-pt armour => Fatigue at 30%
This is in addition to the encumbrance penalty of equipment, which is doubled.

CROCS AND HIPPOS AND GNATS, OH MY
The crocodiles and hippos are the biggest threats on the lower reaches of the river. If characters are out hunting, they have a 1 in 6 chance of being ambushed by a croc (Stealth 19) and there is really nothing to do but run.

Mosquitoes become an increasing problem as the river peters out into a network of reed-choked canals that eventually merge with the swamp. Characters have a 1 in 3 chance of contracting fever each day.

The swamps are impassable unless you either know the route or have the eye-shaped crystal pendant from Zanzibar, which will reveal a trail where Hiya has sent her far-visioning effect. The latter doesn’t tell you where firm ground is, of course, but at least it gives a bearing for the direction of Kôr. Also, if somebody is looking through the pendant when Hiya is actually watching them remotely it will give the user a glimpse of her.

THE AMAHAGGER
A party of Amahagger come upon them, led by Bilali, a white-bearded elder. Speaking in Ancient Arabic, he says that “the Goddess” has sent him to escort them to her.

The Amahagger are tall, saffron-brown skinned people with handsome but sullen faces. The womenfolk seem to have considerable freedom and even authority compared to life in Muslim lands.

At the home of this “household” of Amahagger, who live in tombs left by the ancients (there are ten households in all), they encounter a woman called Ustane. (See She for how you might use her in the game.)

Bilali says he must travel to see the Goddess, Hiya, to ask her instructions with regard to the strangers. He will be back in five days.

HUNTING AND HOTPOTTING
The other Amahagger are far less friendly to them than Bilali. Their expressions suggest a sort of aloof contempt. Possibly somebody will suggest going hunting to prove themselves.


There are also rhinos, but no sense in even giving stats for those.

If they offend the household, there will be a hot-potting ritual. A firepit is prepared, and jars of corn liquor handed around. Each man has his spear beside him.

One guy: "Where is the flesh that we shall eat?"

All stretch out their right arms towards the fire and reply: "The flesh will come."

First guy: "Is it a goat?"

All: "It is a goat without horns, and more than a goat, and we shall slay it."
Turning half round they one and all grasp the handles of their spears with the right hand, and then simultaneously let them go.

First guy: "Is it an ox?"

All: "It is an ox without horns, and more than an ox, and we shall slay it.”
Again the spears are grasped, and again let go. Then they will start to caress and speak endearments to the one they mean to sacrifice.

First guy: "Is the meat ready to be cooked?"

All: "It is ready; it is ready."

First guy: "Is the pot hot to cook it?"

All: "It is hot; it is hot."

First they entangle the victim in a net (GURPS page 441). Then, taking iron pincers, they remove a heated pot from the fire and clamp it over the victim’s head. There are a couple of dozen Amahagger warriors here:


Hopefully Bilali will return before anybody is actually killed.

OFF TO SEE THE GODDESS
Bilali says he will take them to Hiya, but they must leave all their belongings and weapons here.

If they refuse, he says he will not take them. If they threaten him, he warns them that Hiya can see all and will slay them before they have gone half the distance. “And she would kill me, her servant, if I were to capitulate to thy demands. Thus I advise thee to accept the invitation of the Goddess and do as she commands, for thus far thou hast earned only her curiosity and not her wrath.”

They are made to strip and are reclothed in yellow linen robes, and given wooden staves, then put into litters and carried towards a region of miasmic swamp.

BILALI TAKES A TUMBLE
Crossing the swamp, a snake bites one of the bearers of Bilali’s litter and he goes into the water. If not rescued, he is sucked down into the mud and drowned.


THE CITY OF KÔR
Built inside a high-sided crater, which the characters might assume is volcanic. The walls of the crater were excavated long ago, making a tunnel right through the side.

Inside, the Amahagger of the main “house” live in the tombs left by the ancient civilization of Kôr.

Far off in the centre of the crater (about three miles away) lie the ruins of Kôr. This is where Hiya lives with her deaf-&-dumb servants, guarded by the Fanewatch (her elite Amahagger bodyguard, numbering about fifty).


The walls of Kôr itself are toppled now, but once must have been mightier than any city built since. At the gates (a collapsed arch) stands the Vaal.

THE GODDESS APPEARS
Hiya will use her projection device to appear floating in the air surrounded by a white tesla-coil type aura.

Hiya

Hiya (= “She”) is ruler of the lost civilization of Kôr in the heart of Africa. She was born Aisha bint Harb, 900 years ago in Arabia, a child prodigy who was raised with the best education possible, and on her parents’ death outfitted her own expedition to Kôr where she came across a crashed alien starship, was bathed in the radiation of its autodoc, and became immortal. Around the crater she found other artefacts of ancient alien technology and has been busy learning about them ever since. (Of course, her understanding of these artefacts is not that they are of extraterrestrial origin, but simply that they are left over from a very ancient civilization.)

Her goal is to sweep away religions and kingdoms to create a new world order in which women have equal status to men. This is not so much for moral reasons, though she certainly remembers and resents how neighbours in Arabia treated her as a young girl with an education. Her aim, having seen what technology is capable of achieving, is to build a society in which learning is paramount so that those ancient marvels can be replicated and surpassed.

She has a Chamber of the Far-Travelling Carpet with a pattern of tiles on the floor that create a dimensional “carpet” which allows her to travel across great distances. The effect is like teleportation, and the portal remains hanging in the air until she returns to it. Using this, she has been disrupting the Silk Road trade from a hidden mountain fortress above Samarkand.


Her own primary skills are Stealth, Acrobatics and Aikido-style martial arts. She only loses -2 per successive Dodge.

Her main ability is Altered Time Rate, allowing her to act two times faster than normal. Usually she’ll all-out defend (+2), use extra effort (+2), and retreat (+3) while looking to get away – which she can do fast.

If forced to attack, she’ll use a baton in each hand (ambidextrous, trained in off-hand use) allowing her four strikes per round (extra -2 to hit location when aiming to use Pressure Points).

Hiya's bodyguard
As well as the Fanewatch, Hiya has three automata* she has salvaged from the alien ship:


Hiya's special items**
Her ancient devices (weapons of a people she calls the Strangers) are:

  • A belt of shield
  • A ring of force
  • A blaster gun
  • A teleportation ring (to a preset location within 5 km)
Each has twenty charges and can be recharged in the “Eternal Flame”, ie the alien ship’s power source.

Blaster Gun
A heavy item that must be held along one arm. The beam will blast open any door, push down walls of  mortar or stone, or smash a 3m tunnel through solid rock. It is aimed, striking a single target at a range of up to 15m. Damage is 20d up to 3m, then 2d less per extra metre.
To activate this “on the fly” requires a critical IQ roll to “remember” its operation, otherwise practice with it and reroll every week.

Shield
This creates an invisible barrier at a distance of 1 metre from the user that reduces the momentum of any rapidly incoming (not outgoing) object or attack. Projectiles are automatically stopped, but slow-moving attacks such as lava or poison gas are not impeded. Enemies must spend six rounds pushing through this force field before they can attack the user. Lasts ten minutes per charge.

Ring of Force
It flings the target away (the intensity is optional, from a strong wind to a Ben Grimm sized clobber) but doesn’t necessarily damage them.

She also has:

  • Far-vision screen    Can send out an invisible “camera” – but has to be sent laboriously to a location at a maximum speed of 100 mph because the calibration doesn’t work.
  • “Magic carpet”    A device that creates a circular pattern of whirling coloured lights that she can step to anywhere in the world, but always must return to the device here in Kôr.***

THE THRONE ROOM
This is a chamber that runs central to the warren of burial chambers and embalming rooms (now used by the Amahagger as apartments). It may once have been a kind of temple, as there is a dais at the far end where Hiya has her throne. She will only come here in person if people are to be tried for crimes.

On the dais is an inscription in a pictographic language that they may recognize as that of “the ancients”. Hiya will translate:

"In the year four thousand two hundred and fifty-nine from the founding of the City of imperial Kôr was this cave (or burial place) completed by Tisno, King of Kôr, the people thereof and their slaves having laboured thereat for three generations, to be a tomb for their citizens of rank who shall come after. May the blessings of the heaven above the heaven rest upon their work, and make the sleep of Tisno, the mighty monarch, the likeness of whose features is graven above, a sound and happy sleep till the day of awakening, and also the sleep of his servants, and of those of his race who, rising up after him, shall yet lay their heads as low."

And if the characters are interested in that, she crosses to the left-hand side of the cave (looking towards the entrance) and signs to the mutes to hold up the lamps. On the wall is something painted with a red pigment in similar characters to those hewn beneath the sculpture of Tisno, King of Kôr. She translates it thus:

"I, Junis, a priest of the Great Temple of Kôr, write this upon the rock of the burying-place in the year four thousand eight hundred and three from the founding of Kôr. Kôr is fallen! No more shall the mighty feast in her halls, no more shall she rule the world, and her navies go out to commerce with the world. Kôr is fallen! and her mighty works and all the cities of Kôr, and all the harbours that she built and the canals that she made, are for the wolf and the owl and the wild swan, and the barbarian who comes after. Twenty and five moons ago did a cloud settle upon Kôr, and the hundred cities of Kôr, and out of the cloud came a pestilence that slew her people, old and young, one with another, and spared not. One with another they turned black and died--the young and the old, the rich and the poor, the man and the woman, the prince and the slave. The pestilence slew and slew, and ceased not by day or by night, and those who escaped from the pestilence were slain of the famine. No longer could the bodies of the children of Kôr be preserved according to the ancient rites, because of the number of the dead, therefore were they hurled into the great pit beneath the cave, through the hole in the floor of the cave. Then, at last, a remnant of this the great people, the light of the whole world, went down to the coast and took ship and sailed northwards; and now am I, the Priest Junis, who write this, the last man left alive of this great city of men, but whether there be any yet left in the other cities I know not. This do I write in misery of heart before I die, because Kôr the Imperial is no more, and because there are none to worship in her temple, and all her palaces are empty, and her princes and her captains and her traders and her fair women have passed off the face of the earth."

THE DANCE OF TIME
This is performed one evening by the Amahagger in the space outside the caves. The characters are led to chairs, facing out into the twilight. They watch groups of dancers waiting far off as the sky grows dark.

Then there are eruptions of sparks. Men dance nearer, waving their spears, and as they come they set fire to corpses that were staked out for the purpose (the embalmed bodies burning easily). Behind them, the fires mark out the stars of the constellation Mulgirtab (as it was known to the Babylonians) or Scorpio or al-‘Aqrab as they know it today. (This is the direction of the galactic core.)

Coming near to a dais where women pour water and pick fruit, the warriors are seen to be covered with scale-like symbols painted in white. They circle the dais and leave three of their number, apparently to guard the women. Then another group (painted in whorls and wave-symbols) rush in from all directions to attack the first, and the fighting is carried off into the darkness. The three left guarding the dais stare off into the dark, spears raised defensively at each cry in the distance, and sparks fly up but no fire catches.

Then they hear others approaching – but it is their enemies. They fight them off, but are mortally wounded. One of the women comes to tend to the last of the scale warriors, who presents her with his torch.

THE ETERNAL FLAME
However the characters interpret the dance, they can find out from Hiya about the starship (she calls it “the metal egg”) lodged in caverns in the far wall of the crater. This is where she acquired immortality.

The starship was the cause of the crater. Millennia ago it impacted the ground inside its collapsing energy shield, which liquified the rock but left the ship itself relatively unharmed. It then skidded into the wall of congealing lava at the crater rim and, as the shields finally went down, the ship’s reactor core vented through the lava forming a dendritic network of tunnels – which was how the intrepid Aisha (as she was then) was able to reach it.

The immortality treatment that she received inadvertently was inspired, not to say stolen, from Larry Niven’s novel A World Out Of Time. The journey through the caverns I swiped wholesale from HRider Haggard, adding only a protean creature called the Nammu for the sake of giving them a thrilling battle before they could enter the ship. Tekumel players will recognize that the Nammu is based on the nshe. The rationale for it being here is that it was an artificial sentinel created to protect the ship, dormant at the time of the crash, and something Hiya did on her previous visit here reactivated it.

The Nammu
Tentacles   ATTACK 16    damage: 3d+3  [and acid slime]
Armour 5 (maximum of 1 HP from any missile)
HIT POINTS 60

It will extrude 1-4 tentacles each round, generally using these to strike at different targets (but see below). 

Acidic coating
  • Each tentacle is coated in an acidic jelly and will continue to burn through a character's armour after he is touched.  The jelly does 2d in the first round, then 1d. If it has not burned its way through the armour by then, the character will take no damage. Each time armour is burnt through, it permanently loses 1 Armour Point. 
 Disjection
  • Nammu can apply this power in any round in which it extrudes three or more tentacles. The chance it will choose to do so is 45%. The chance of the target evading the tentacles is as a -5 Dodge for three tentacles, -10 for four tentacles. Nammu does not need to make any roll to hit. 
  • The target is lifted aloft if he has not dodged, and Nammu attempts to sunder him limb from limb. Each round, the seized character can attempt to resist by making a -5 HT check. If he fails he takes 4d damage, but if he succeeds he only takes 2d. Armour doesn't count, of course. 
  • While disjecting a character, Nammu cannot extrude further appendages to strike at his companions. Nammu will not normally drop a character it is disjecting until it has reduced the character to zero HP.  However, a single hit for more than 10 HP will cause it to do so; also, the character can try to break free by making a -10 ST check each round.
 Engulfment
  • Rather than attacking with its tentacles, Nammu may choose to apply its power to Engulf a character.  This is checked for at the start of each round (unless it is already in the process of disjecting someone); the chance is 30%.
  • Engulfment affects a 3m area (roughly 1-6 people). A target who fails to dodge is caught in a cohesive blob of water in which he may drown.  He makes a HT check each round: first with no modifier, then at -3, then -6, etc.  A failed roll means 2d damage (no armour) and the victim is also drowning (see below).
  • Drowning: roll Swimming every 5 seconds or inhale water, losing 1 FP. When FP = 0 you black out and will soon drown.
  • To break free of Engulfment, critical Swimming. You can also fight back to injure Nammu from within, but this counts as Close Combat and half damage.
Footnotes
* Tekumel players may recognize the assassin android as the Alluring Maiden of Nga, but in fact Prof Barker was inspired by the Silver Maid in Alexander Korda's 1940 movie The Thief of Bagdad. The Vaal was originally inspired by ru'un.
** Most of these will be familiar to Tekumel players as equivalent to some of the "Eyes".
*** My conceit here was to have a device that could be described as a magic carpet, as a nod to the Arabian Nights, without actually having it be a piece of flying cloth.