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SQUK: another Queen Victoria adventure

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Post by kevinrolfe 5th September 2012, 19:57

This is what i am currently working on.. your thoughts

Queen Victoria: Edens Gate

Overview of the Adventure.
This is an adventure set over two time zones and a couple of dimensions. I have included a number characters form various published adventures as well as people and places from Celtic Myth. I have tried to limit the number of liberties with history. I have also tried to link things by the number three. The Historic Characters i have liberally sprinkled over the place are all in the right place; Richard Wagner did indeed go to see the Powell’s Grail in 1855, as research for Parsifal. There is a link between Morlais Castle and Suez. Lady Guest was linked to Disraeli as a potential suitor. She went to Merthyr and at Dowlais house translated the Mabinogion, she then did some of the first archaeology on Morlais Castle, as did CJ Clark.
As for where this sits in the Legacy Campaign, well, it kind of acts as book ends. Linking elements form QV&HG, Legacy of Eagles and Lancelot Caper. With the odd bit from here and there. It also sets up a Hitler and the Holy Grail adventure, that i have been working on.

Key Points/Events/brief overview

Act 1 Scene 1: Sept 3rd 1855 – “What the Dickens”

The PC’s are in the employ of Charlie Fields private inquiry agency. They set out to police the very last Bartholomew Fair, they have lunch with Messer’s Dickens and Collins, but are requested to return to Charlie Fields offices (minor fights with low life’s in and around the fair)

Act 1 Scene 2: Sept 3rd 1855 – “At the offices of Charlie fields”
where the Pcs are reassigned to investigate the Great Train Robbery, they meet Mr Rees the Railway investigator

Act 1 Scene 3: Sept 3rd 1855 – “The Great Train (Gold) Robbery”
Off to Kings cross to meet Sgt Cuff who points them to a missing Railway worker. This lead leads to the Under city and a number of tussles with more low lifes. An old hag tells them of an impending event, and they fight a vampire in a graveyard whilst chasing grave robbers. This all leads to a suspect and a Location....Merthyr Tydfil. But they must report back to Charlie Field

Act 2 Scene 1: Sept 3rd 1855 – “By Royal Request”

Upon hearing that its Merthyr, Charlie informs the palace, and the team are requested to see her majesty. As something big happened in Merthyr a few years ago. Possible meeting with what Charles Babbage has become

Act 2 Scene 2: 1855 “The Steam Train to Merthyr”
They get the train to Merthyr and meet Richard Wargner on the train along with Sgt Cuff who is looking for a stolen stone he calls the Moonstone.

Act 2 Scene 3: 1855 – “CSI-Merthyr”
In which the PC run around Merthyr chasing the clues they have

Act 3 Scene 1: “Lady Charlotte Guest”

Lady Guest requests the team at her house to watch her sign over control of the Ironworks to CJ Clark. And all hell breaks loose. Talk of watchers and one eyed giants in the train tunnels... a letter to Disraeli

Act 3 Scene 2: 1855 – “Trevithick’s Workshop”

A siege, some giants a taking Salmon, a man from another dimention with a time machine a villain from another adventure, a hero in a Bell jar and the release of the Enchantress of numbers, and mention of a Future EAGLE. Next stop Morlais Castle and the final Battle

Act 3 Scene 3: 1855 – “The Maid of Orleans”
Big reveal at the pit, large battle. With multiple endings, will it be Welsh Dragons, Lugh or will Joan of Arc be release from her prison???? Or will the team make a time jump

Eden’s Gate (time jump option)
Act 4 Scene 1: (Sept 3rd )1956 – “Project Black Knight”

Saunders-Roe Rocket lab. East Cowes, Isle of White. Home, to the UK’s Project Black Knight rocket program. Deep below, on level 4 is a large laboratory, the Secret Laboratory of The Clockwork Ouroboros.
The team are expected by John Bull who is waiting for them. Having meet them in 1922 (you got so drunk you tried to shoot Carter in the head). He debriefs the team and they make there way to Highcliff on the edge of the New Forest to meet with the Burley Witches. Someone attacks (a villain from the PCs past) and a battle take place. By making the time jump they, without knowing disrupt Shadow V who have been sent to 189X by Royal request. Which causes the Paradox. That same letter to Disraeli

Act 4 Scene 2: 1956 Anthony Eden and the Shadow War

Big revels, lots of interesting stuff... (this maybe replaced with a jump to 1922, and the the opening of king tuts tomb)

Act 4 Scene 3: 1956 Suez, Crisis, What crisis.
John Bull is harassed by former members of the Stern Gang. As the team arrive at the Shadow gate just as it opens. The “Big Bad Guy” is revelled.

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Post by kevinrolfe 5th September 2012, 20:09

First draft of Act 1

Act 1 Scene 1:
Sept 3rd 1855 – “What the Dickens”


The Adventure begins with the PC’s in the employ of Charlie Fields private inquiry agency. Charles Fields is a former detective, who after leaving the Police force, set up one of the very first detective agencies.

Charlie can be described as a collector; he collects talented gentleman and ladies. He does this on behalf of the crown, in secret. The PC’s are the current crop of “Talents” at the agency. The last crops of Talents are off in the Crimea.
The PC’s first came to the attention of Mr Fields during the William Palmer (“The Rudgeley Poisoner”) case in 1855. The PC’s where attempting to solve the case, but they were quite clueless. Charles immediately offered the group a job as Private Inquiry Agents. After a short period of training in the detection arts they are given their first case The Devils Footprints.

[GM’s note, you could either run a mini origins adventure, were the players play through the events details above, or allow the Player to each come up with a version of what their Character did during the investigation, this can then be used in a later section, where Dickens will ask the team what happened. With each team member having a different version of events will add to the idea it was their first case which did not work out to well.]

After their investigation of the “The Devils Footprints” in Devon the PC’s return to London to find that due to their handling of the case they need to be supervised on their next case. Which is why, their next job is to help police the very last Bartholomew Fair, supervised by Ignatius “Polly” Pollaky the Hungarian, Charlie’s second in command.


The Hungarian has set up a sort of forward command post in the ruins of the Watch House on Giltspur Street. Polly has used a large sheet to create a roof; the building itself collapsed in 46 so is not the safest of building, but all he could find.
During the Fair a wagon with a cage will be stationed outside the Watch House, this is where any criminals that are captured, will be put.
Just before the PC’s leave the private inquiry offices, Charlie will tell them that they have a lunch date with a couple of writers he knows, Mr Collins and Mr Dickens. The lunch is set for 12 and will take place at a local tea house

The Bartholomew Fair
Summer is over; the foul stench of the Thames is replaced with the pungent odour of Smithfield’s market and the fragrance hanging in the air around Bartholomew’s.
A shadow of its former self this is the last fair, having lost its magic, having been closed down due to the fair sinking into drunken vulgarity and widespread debauchery. A magnet for thief’s, and worse.
[Gamesmasters note: the morning part of the adventure can be run in a number of ways; you can run parts as a narrative with just the Lunch date as actual role-playing or as a full encounter. If played as part narrative then the GM can describe a number of villains or criminals who get captured. Otherwise the PC’s arrive at 8am so have 4 hours to patrol the fair, being supervised by “Polly”. This will allow plenty of opportunities of “Thief Taking”.

The lunch time meeting takes place in a tea house overlooking the Last Bartholomew Fair close to Cock Lane near the Tents marked “Soiled Doves”, the Team are guests of Charles Dickens and Willkie Collins, Dickens and Collins have invited the PC’s to question them about their exploits and abilities. Charles is very friendly with Charles Fields; the pair spent a few nights on patrol when he was a Police Inspector.
If the first segment of the adventure is run as a narrative, this is a perfect moment to get the players to introduce themselves to each other, if they are a new team or to run through some previous adventures (either actual or ones tied to players backgrounds), both Charles and Willkie will drill the players for information about their methods and techniques. They will ask about their investigation of the “The Devils Footprints” which were found in Devon in February (Dickens presumes the team investigated).

[The GM could make a long list of both inane and interesting questions to ask, treat both men as very well educated and well-read fan boys, excited over the smallest detail. Willkie can be played as a little high as he has a small Laudanum addiction.]

After all the niceties are covered, Charles will stand up and raise his cup and declare a toast to the Talented Gentlemen. Just as everyone raises there cups (or glasses) a woman screams outside. And Both Dickens and Collins will goad the group into go outside and help, they will merrily cheer and whoop, crying for deeds of Daring-doo.

Outside, a simple case of a cutpurse stealing a ladies purse, as the group get outside a crowd will cheer and point to the direction of the thief, they will be cheering things like, “here come the Thief Takers”, “He went that way” and “E’s for the Gallows” etc. The thief will be as easier than or as hard to catch as the GM sees fit, (the thief could have speed level 1 if need be).
After the kerfuffle has died down and the thief taken away (the thief will probably be hung or deported to Australia, this could be used as a role-playing tool to tug on the morals of the Heroes. “Please don’t turn me over to the peelers they’ll deport me or worse ‘ang me. And me with a 15 kids to feed and clothe, sir)

As the group return to the tea room they are met by both Dickens and Collins, who have a young street urchin with them. Collins will pipe up before Dickens has a chance to open his mouth, “Gentlemen, it seems you are needed elsewhere”
The urchin has a note, from Charlie Fields.

“Lads, return to my offices, i have a job for you, give my kind regards to Messer’s Dickens & Collins.

CF.”



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Post by Renny 11th September 2012, 21:00

Nardles....how did I miss this?

Sounds very exciting. I assume that you will want the characters to be more League Of Extraordinary gentlemen than Justice League. I don't see that energy blasting lycra clad supers will fit in this world, whereas Tibetan trained martial artists, chemical induced beast men and shadow hopping revenant characters will fit right in.
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Post by kevinrolfe 11th September 2012, 21:31

The PCs (pre-gens) will have ben born in late 1830 to mid 1840. but not historical people.

i wouldnt mind a read/run through at some point and if you are up for it a character creation session?

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Post by Renny 11th September 2012, 21:37

Count me in. I'll PM you later
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Post by kevinrolfe 11th September 2012, 21:59

Cool

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Post by agentofping 30th September 2012, 01:20

Heh, you're like a cross between Russell T. Davies and Marcus L. Rowland.

Here are some thoughts based on what you have posted. Apologies if I have the wrong end of the stick about much of this.

I'm assuming that this setting is more superhero than mundane which is why you are using GH rather than the many other Victorian systems that don't cater to the sufficient power levels?

First thing that strikes me is maybe include just a little more action in the first half so the scenario; alternating investigation/roleplaying with action/dice rolling is a good measure. GH isn't really a skill set game system and given that most of the rules are to do with super powers and slugfests a few more punch-ups might be in order. Also the investigating sections are going to make (I guess) strong use of the detective point/campaign ratings system. The ratings aren't usually that high for beginning characters that have yet to establish themselves through play. Not sure how you would deal with this. One would to be generous at character gen and boost these ratings, the other would be to maybe include opportunities to boost these values before the CSI section - perhaps awarding them at the end of each act rather than at the end of the scenario as normal. Both options are a little 'broken' IMHO, but it is something to be aware of I think, otherwise the PCs could get frustrated during the investigation parts of the game and the fail to find clues. If they PCs are all to pre-gens however, problem solved.

Act 1 Scn 1: I could be getting the tone completely wrong but I would include more of a set piece in this section. Rather than just beating up no-name low lifes and drunks, include something a little more demanding. If that is the level of opposition, policing the fair can be done by any ordinary person, why involve 'Remarkables'? The obvious thing would be a villain fight, but a disaster like a fire could also serve. Perhaps there's been a tip off and the police are unwilling (or unable) to handle it. Also having an actual 'affair' at the fair kicks proceedings off with a bang and gets the player's straight into the the action. And it also gives you an opportunity to show the tone of the setting straight off and gives the players a good feel for it up front - not a bad thing because this setting is not your ordinary four-colour modern game.

This first encounter does not have to be anything concerned with the main plot, simply a fun, one-off event; like the sequence you get before the main credits roll and the story begins. Also doesn't need to be a full on supervillain showdown, just something with a bit of flava. Some sort of minor (3 frame) villain or superthug with some character and background would be good. With the addition of some henchman and an actual agenda - even if that agenda is a simple as stealing money - it would provide for a good start to the scenario. If you go for the fight option the main bad-guy could be a proper iconic villain, or simply a very tough individual; "Oh Dredger..." Regardless it should be something a little out of the ordinary that requires the unique expertise of the PCs to handle, without getting busted up too badly of course. Having an actual definitive and identifiable threat to deal with also gives the players something to get the their teeth into straight away and makes things nice and simple; there's the danger, now do something about it. Rather than having them swan around with only a vague notion of their direction and purpose.

The Dickins/Collins business feels a little tacked on - though the idea of them being 'fan-boys' is a fun one. Its not really a big deal, but integrating this element/encounter into this scene a bit more would seem like a good idea. Indeed this could be done simply by making the first encounter a bit more than just hauling away gin addled drunks and cut-purses and more of an event/spectacle. It would give the writers and excuse to approach the PCs and invite them to dine with them (or perhaps they get carried away, wade in to assist "Charles Dickens, at your service" and then need to be rescued by the PCs). If the affair mentioned actually involves or centres around the writers so much the better. That gives more of a reason for the player's to actually interact with such personages. And meeting ones heroes is one thing, seeing them in action another, but what 'fan-boy' would not want to be saved by their heroes.

The Devils Footprints seems almost too good to be used as a throwaway event. It almost demands a scenario in its own right.

Act 1 Scn 2: Is this the Connery Great Train Robbery? I'm guessing its not the Dalton Gang or Ronnie Biggs... Anyway I think extraordinary individuals require extraordinary challanges. Again I could be getting the tone well wrong, but I think some spice needs to be added to make this case worthy of such talents. Some hint of the astounding or the macabre should be added at this point that baffles Scotland Yard and requires 'special measures'. If it is too mundane a crime why involve the PCs?

Act 1 Scn 3: This reads a bit like a dead end - although its hard to tell from a couple of sentences of course. The inclusion of the vampire at first glance almost seems like a wandering monster encounter though it may have more to do with the plot than I can guess. However if all that is required of this section is to fight nameless thugs and point to Merthyr then there might be simpler and quicker ways of putting the PCs on the scent than adding a completely new and unique setting so briefly and then leaving it.

Act 2 Scn 2: Does anything happen on the train apart from meeting more historical figures? Is the Moonstone involved with the main plot? Perhaps Cuff was involved with tracking down the Moonstone in Act 1 Scn 3 and the players stumble upon him and his quest by accident and help/rescue him in the undercity. This would provide more of a reason to include that section in the scenario - even though it may be unrelated to events in the game. Either way I feel that something should be added to this train ride that involves action or violence (or both) either as a post script to the undercity encounter ("How the Devil did they get on the train?!") or a forshadowing of further interference with the PCs investigations. Or perhaps their is some incident on the line; the train de-rails, a railway bridge/tunnel collapses or there is a land slide, something to engage the PC's mind/muscles. Either that or just pass this section off with a hand wave and do away with the Wagner section - unless it has direct relevance to the scenario.

Act 3 Scn 1: Is there a particular reason why the PCs should be invited to watch her sign a document other than the PCs need to be there for plot? It just strikes me as a rather odd thing for the PCs to be doing in the middle of an investigation.

Wouldn't like to say too much about the rest of the outline because I'm not sure of the details. One closing thought however; I wouldn't go too overboard with the historical elements. They're nice if they complement the plot, but having them just for the sake of having them is another matter. Most players are looking for an exciting superhero adventure, not a history lesson. I'm sure some will enjoy these historical nuggets, but in all honesty most people will probably not know/care what it is all about. To me such elements are the icing on the cake, not the cake itself.

Cheers!
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Post by kevinrolfe 2nd October 2012, 23:51

I will attempt to answer this paragraph by paragraph
This is a SquardonUK adventure ready for 2nd edition, set in 1855/1956.
As this is initially a game I will be running at Dragonmeet it will be a set of Pre gens, once that is out of the way I will be adding an “origins” section dealing with becoming heroes, meeting Fields and the first adventure which will be the Devils foot prints/Spring heeled jack.
This adventure is based on the Celtic idea that 3 is magical number, so where possible each element is linked in three ways, or will be. the old Druidic idea of Ceugant is part of this

Act 1 Scene1
The reason for the PC’s being sent to the fair is to be supervised by “Polly” and receive basic training, as it is assumed the Devils foot prints went badly. The fair runs over 2 days so for the full package there is a larger section. This is part of the plot, as Spring-heeled Jack release three guys from the cage and they all turn up later in the Graveyard, when jack is looking for his Brother the Vampire of Highgate.
Dickens and Collins as an idea came first, both men are friends with Charlie fields the PC’s boss, Dickens would at the time entertain London detectives. Some of Dickens literary creations are based on Fields, with Mr Witcher being the basis for Collins “Sgt Cuff”. They act as book ends as the final scene will be back in the café with Dickens and Collins, when you read what Dickens wrote of Fields he does come across as a fan boy. Cuff/Witcher appears later on. This also give the players a chance to make up what happened during the Devils foot prints adventure is they did not play through it.

Act 1 scene 2
yes this is the Great Train robbery of 1855 the Crimean Gold. Which the film/book are based on. In the September the French Gov. were blaming the English and the UK Gov. was blaming the French, which is why Mr Rees goes to the Private Inquiry agency for help. And yes there is more to it than just a train robbery.

Act 1 scene 3
very important section. At the time there were reports of a Highgate Vampire, who is Spring-heeled Jacks brother, they were both part of Wombwells travelling show. Jack is in Highgate trying to dig up his brother who he thinks is buried here. Wombwell used to go to the Bartholomew fair.
One of the grave robbers saw the great train robbery and the player had captured him in scene 1. But SHJ released him.
The undertaker sets up Merthyr, he lets the PC know about “Red Flag” a potential ally. It leads to Queen Victoria and the events in Morlais

Act 2 scene 2.

Cuff/Whitcher appear looking for the Moonstone, Lady Ade Lovelace is trapped in the Moonstone and is in Lady Guests office. Wagner/Powel/Parcivel link in to the Hitler and the Holy Grail adventure, which will be a sequel.
There are a number of travel options open to the players each with a different set of potential encounters. Including the return of Spring-heeled jack

Act 3 sc1
Lady Guest is a Collector she has had a number of Heroes pass through Dowlais house and given the “Kudos” of having Talented Gentlemen co sign the document it gives the player the opportunity to be pushed in the right direction by meeting the Priest who knows loads. Also they will get to see the “Letter to Disraeli” which feeds in to the meeting with Eden and John Bull and the Suez crisis in 100 years time. Disraeli brought the stake in the canal on the back of the letter from Guest, they used to be suitors.

The main bad guys are the Black Druid, Chameleon (from Lancelot caper) but these are working for a bigger bag guy.







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Post by Renny 3rd October 2012, 08:35

Kev

I'm hoping to make Dragonmeet this year. At this point, Maddie wants to go which means I won't sign up for the game as I guess she won't want to be stuck at a table with me for a couple of hours. If that plan changes and there is space then I will join in. If you still want to get together for some character generation, let me know.

Russ seems to have covered this in far more depth than I could. I assume that a lot of the historical detail will be glossed over in the Dragonmeet session. Nothing wrong with diving in for the book version. This is what you know and what you're passionate about, so you should write it. If anything, my only comment would be to make it slightly bigger in scale. This is an adventure for a superhero rpg, so you may want to up the superheroics a bit. Otherwise, it may end up reading more like a Victoriana adventure than a Squadron UK one.
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Post by agentofping 5th October 2012, 22:50

kevinrolfe wrote:This adventure is based on the Celtic idea that 3 is magical number,
I thought that was De La Soul?? Smile

Will you be running a cut down version of this at Dragonmeet? I don't know what your time slot is but that is a lot of adventure for a con game - it is more like a mini-campaign in some respects. It still seems to me that there should be more action and less history, but I don't know the big picture and as Steve says write what you know and care about.

I would like to make one suggestion however. In Act 1 Scn 1 you have SHJ release some prisoners (I'm guessing he has a reason for doing so that I am not aware of). One thing you might consider is not having him in this scene at all and use some other characters for the fight. My reasons are twofold.

First Act 1 Scn 3 requires that Jack be around; he is the major protagonist for this part of the adventure - this means that whatever the PCs do in this first scene, Jack must win (or at least escape). If the PCs manage to capture/defeat him, you will need to have him free for the later encounter. This means either making it impossible for the PCs to win that first encounter (never underestimate the ingenuity of players or their hatred of rail-roaded) or they succeed and you then 'handwave' his escape - which could be a bit, annoying... if not handled well. If the players feel that whatever they did in that scene they were going to lose it could start things off on the wrong foot. There are of course a number of ways of handling these 'must happen' situations in games, but not having the PCs encounter him yet is probably the most straightforward.

The second reason is more from story telling perspective. I wouldn't be in such a hurry to introduce such a well-known character into the game. If you leave him out of the first encounter you can still provide hints that SHJ was behind the events at the fair. This could be via; captured underlings talking, general modus operandi, Spring Heeled Jack themed thugs, or some other clues that point to him as being the mastermind behind events. By creating more of a looming threat you could build up a bit of suspense until they actual main encounter with him in scene 3 and from a technical standpoint it wouldn't matter whether the PCs succeed or failed in the first scene as the third scene can take place regardless.

Cheers
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Post by kevinrolfe 6th October 2012, 08:13

Spring heeled jack does release the criminals but off camera, those same villains turn up in the graveyard with jack, the pcs will See the criminals having thought that they were banged up, it adds a little confusion, a WTF moment. The release takes place whilst they are with Dickens, or latter that day.
So the first time they see him will be in the graveyard. But as a full product the pc will meet him or potentially meet him in Devon
SHJ is not a major player, but can be a nuesence if need be.




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Post by kevinrolfe 6th November 2012, 08:08

The team that will be used for Dragonmeet are the group that Queen Victoria sent back in time. there were 4 offical heroes sent but 2 unofficial ones. one of which is American Eagle who is being hidden after an attempt on his life by the US during the Korean war, you seen America Eagle has a dark secret, someone he helped get out of Germany during Operation:Paperclip.

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Post by Renny 6th November 2012, 09:00

Looking forward to playing it.
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Post by Renny 3rd December 2012, 19:51

I enjoyed playing it (see what I did there?).
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Post by kevinrolfe 5th December 2012, 05:29

Thanks,

The Dickins/Collins scene in both sessions this went down very well.






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