moif
RM1 Rocketman
Introduction
In Europe and in the east, dark forces are gathering strength for an impending war that will change the course of all human history. France and Italy conclude a pact to respect each other’s colonial territories, Mao Zhedong assumes leadership of the Chinese communist party, in Germany the Luftwaffe is created. Italy invades Ethiopia and Anthony Eden becomes foreign secretary of Great Britain.
It is a time of adventure and invention when, Amelia Earhart becomes the first person to fly solo from Hawaii to California and AC Hardy patents the spectrophotometer. In the United States the Hoover dam is finally completed and in Great Britain the first Hawker Hurricane prototype flies at Brooklands.
It is 1935, and as the storm clouds begin to gather over Europe, several cars drive along the rain sodden grass of RAF Brookehurst’s quiet fields. Passing an imposing line of Bristol Bulldogs and a single, battered Tigermoth, the four cars pull up at a lone hanger which stands back from the main grounds, partly hidden behind a line of old tree’s. Awaiting the new arrivals are two figures. A pretty young woman and a silver haired gentleman in his late fifties.
From a chauffeur driven Rolls Royce, a tall, expensively dressed gentleman emerges and waving aside an umbrella he strides across the gravel to the hanger smiling with easy confidence at the delightful young lady who stands waiting and deftly kisses her offered hand.
Behind him three other men emerge into the rain and exchanging fond greetings they are about to follow their hosts into the building when the distant roar of a powerful engine arrests their attention. As a man they all turn to regard the brilliant racing green MG C type which hurtles across the air field, past the lines of silver fighters to skid to a stop amidst a shower of gravel before them.
A tall masculine man in a flying jacket and white scarf steps from the C type and with boyish humour grins at his old friends. Laughing they clap his shoulders as he moves amongst them, and for a moment all four share a quiet greeting before they enter the dark hanger. The new comer is the last to enter. As his friends preceed him, he takes a quick calm look about the airfield, then disappears into the darkness of Hanger 19.
At Schloss Schöenberg the Baron sits in his library, smoking a cigarette and listening to the Tannhäuser overture with closed eyes. By his side lie several grey folders bearing the eagle and swastika emblem of the newly formed Luftwaffe. Each is marked in red, Geheime Kommandosache… Top Secret!
As the music swells, the Baron raises his head and a single hand dances in the air. His enjoyment however is disturbed by a cautious knock at the door, and opening his eyes in irritation he glares in anger for a brief second before calling out, “Yes?”
The Butler, Josef appears with an apologetic air and passes the Baron a telegram marked Most Urgent!
Swiftly the Baron reads and his eyes narrow as the importance of the message bears itself upon him. For a few seconds he lets the impact wash over him, then waving away the Butler he sets himself to think. With an almost inhuman calm he relaxes and lets the music once again take a hold of his imagination, only now, instead of floating in a sea of sound, his great intellect is brought to bear on the disastrous news from Berlin.
So… Aaron Rosenblum, Professor of archaeology at the University of Berlin has escaped Hausenberg’s clutches. Obviously Professor Rosenblum would try to escape Germany the Baron muses, the Nazi’s would never allow him to remain at liberty, and neither must he, though for quite different reasons entirely. Rosenblum must be brought back to Berlin as soon as possible, but it is imperative that the Nazi’s do not get their hands on him! After a few minutes of calm deliberation the tall Prussian aristocrat rises to his feet and removes the needle from the record.
From his comprehensive memory he brings forth the telephone number of his contact in the Jewish pipeline then picks up the telephone receiver. As he waits for the call to go through he formulats the final details of his plan… Rosenberg’s escape is nothing short of a disaster for the Nazi’s. For von Schöenberg however it could quite possibly be an advantage since it means the Baron will no longer have to deal with the intolerable Geheime Staatspolizei.
Back at RAF Brookehurst...
“First of all gentlemen, let me thank you all for coming here today. I know the summons was at short notice, but I’m afraid something has happened which makes it necessary for me to discard my plans for further testing and move straight to deployment.”
The five other men in the room sat straighter as they heard the Professors words and saw the look of stern consternation upon his face.
“What exactly has happened” The tall well-dressed gentleman speaks in the clipped accent of the city. The professor pauses before speaking again and it is clear to all that he is mastering some great emotion that lies barely concealed beneath his noble English features.
“You have no doubt heard of the monstrosities which are being visited upon Jews and intellectuals in Germany in these bitter times?”
They all nod soberly, and the tall gentleman raises his head to regard the Professor with concern.
“Well, I’m afraid all the rumours are true. This morning I received a letter from an old friend
Aaron Rosenblum, with whom I studied at Oxford, although he studied history and is a year older than me but we both had a love of Opera and we used to ride into London together to see the great works performed… such days!”
From his waistcoat pocket, the Professor pulls forth a slip of paper and unfolding it he passes it to the tall gentleman who receives it with a worried face.
“Read it” The Professor waves a hand at the letter as if dismissing it then turned his back on the room to regard the rainy summers day and the hazy row of biplane fighters.
The tall gentleman cleared his throat softly and then reas aloud…
My dear old friend
Forgive me for not having written sooner. My excuse is the appalling difficulties one has when attempting a communication with the outside world from the uncivilised depths of the African continent, which I assure you are of the most confounding variety!
Unfortunately I write to you in troubled times, and I am most distressed to inform you that I have been summoned back to Berlin where I am now awaiting an interview with the Staatspolizei. My friend, I am not ashamed to admit that I am afraid for my life as I write this letter. Berlin is filled with a cloud of fear the like of which I have never before encountered. I had heard rumours of course, Africa is far away, but the supply plane brought the occasional newspaper from the outside world and I understood what was happening… but the reality far exceeds even my worst fears.
People I once knew and regarded as friends refuse to acknowledge me. My university credentials have been suspended and worst of all, families I knew before I left for Africa have disappeared. Many have taken flight for France or Switzerland or even America and I fear a great violence will soon come to Germany and devour all who stand in its path.
But I must tell you of why I have been recalled back to Berlin. My friend I have discovered something that will make all the world take note! I have made the greatest discovery of this age of men and could I but write what that discovery was you would realise the truth behind these words. But I dare not commit to paper what I have discovered, save that it is vitally important it never falls into the hands of the German government.
I know is a great thing to ask of you, but as you hold our friendship dear, you must help me. The very fate of the world may depend on it.
I am fleeing Germany today. Even as I write this letter I am on a train travelling south and bearing false papers. If they catch me I shall doubtless be taken back to Berlin in chains and I fear I may never see freedom again.
I am making for the house of YBY and I hope to arrive on the fourteenth of next month. If you can, and will, then meet me there.
Your friend AR
The muscular young man who had arrived in the C type interrupts the thoughtful silence, “Where is this house of YBY?”
“In Alexandria… in Egypt” The Professor turns from the window with moist eyes.” Yusef Ben Yechiel is another old friend from Oxford. His family owns a small shipping company and I don’t doubt that he has arranged to smuggle Aaron out of Europe”.
“Alexandria!” the tall Gentleman speaks in surprise. “If you are going to do what I think you are suggesting then you are going to need air transport.“
“Yes” The Professor replies, “and I think its also time we introduced our little surprise to the world…
RM1.1 Rocketman
Death on the High Seas
Professor Rosenblum has escaped by means of a secret Jewish underground pipeline. After leaving Germany he travelled by train to Austria, and from Vienna to Budapest, Belgrade and Sofia to the Black sea. Using a fake French passport he managed to evade all scrutiny and at Varna he boarded a steam ship owned by YBY shipping, the SS Diana. Thus far his escape had been a success, or so he thought. Unbeknownst to the Jewish underground, their organisation has been compromised by a traitor working for von Schöenberg.
The Baron however is not interested in Jews, nor is he a Nazi. As the Hochmeister of Die Scwartzekreutz Bruderschafft he is following a far older and much more important agenda and privately considers the Nazi’s to be the very untemenneshe they themselves accuse the Jews of being. For the Baron, all humanity is below the will of God, and the will of God must be obeyed. As a servant of that will he will use any and all means at his disposal to serve God.
Having learned of Professor Rosenblum’s route, the Baron summons his immediate forces and orders the airship LZ119 Graf Frederick to be prepared for immediate departure.
Due to the immediacy of the operation he is unable to summon the full strength of the Black Arrows however so the forces at his disposal number twenty Black Arrow paratroopers and two aircrew. Also on board are Helga, Sturmbannfuhrer von Friik of the Gestapo and Doctor Alfred Metzger.
The LZ119 has tracked the SS Diana to the Aegean Sea and as the sun slowly sinks beneath the horizon, the great air ship looms over the tiny steamer.
Aboard the SS Diana are several other passengers. These are mostly refugee’s fleeing the Nazi’s, none of whom will surrender to the German paratroopers boarding the ship. They will fight with extreme aggression, to the last man if necessary.
Player One Player Two Player Three Player Four
Captain Moshe Harel Mordecai Avshalom Baron Gottfried Helga
8 x crew Heinrick Avshalom von Schöenberg Doctor Alfred Metzger
Al Hirsch Sturmbannfuhrer von Friik 5 x Black Arrow paratroopers
Marie ‘Belle’ Perlmann 5 x Black Arrow paratroopers
Avram Rubenstein
+
Professor Rosenblum
Elements in bold text are officers.
Professor Rosenblum has escaped by means of a secret Jewish underground pipeline. After leaving Germany he travelled by train to Austria, and from Vienna to Budapest, Belgrade and Sofia to the Black sea. Using a fake French passport he managed to evade all scrutiny and at Varna he boarded a steam ship owned by YBY shipping, the SS Diana. Thus far his escape had been a success, or so he thought. Unbeknownst to the Jewish underground, their organisation has been compromised by a traitor working for von Schöenberg.
The Baron however is not interested in Jews, nor is he a Nazi. As the Hochmeister of Die Scwartzekreutz Bruderschafft he is following a far older and much more important agenda and privately considers the Nazi’s to be the very untemenneshe they themselves accuse the Jews of being. For the Baron, all humanity is below the will of God, and the will of God must be obeyed. As a servant of that will he will use any and all means at his disposal to serve God.
Having learned of Professor Rosenblum’s route, the Baron summons his immediate forces and orders the airship LZ119 Graf Frederick to be prepared for immediate departure.
Due to the immediacy of the operation he is unable to summon the full strength of the Black Arrows however so the forces at his disposal number twenty Black Arrow paratroopers and two aircrew. Also on board are Helga, Sturmbannfuhrer von Friik of the Gestapo and Doctor Alfred Metzger.
The LZ119 has tracked the SS Diana to the Aegean Sea and as the sun slowly sinks beneath the horizon, the great air ship looms over the tiny steamer.
Aboard the SS Diana are several other passengers. These are mostly refugee’s fleeing the Nazi’s, none of whom will surrender to the German paratroopers boarding the ship. They will fight with extreme aggression, to the last man if necessary.
Starting
Von Schöenberg and his men start by landing on the rear deck of the SS Diana. There are two ways they can accomplish this. They can either parachute from a great height or they can swoop closer to the steamer in the Graf Frederick and abseil down onto the deck either way is perilous.
Parachuting will give them the element of surprise, which means that the ships crew must first break out their weapons before they can fight, however it also means that the parachuting element might miss the ship altogether! Roll a D6 for each element to determine whether or not they land in the sea. The roll of a 1 misses the ship and the element is lost. If the Germans parachute, then the ships crew and passengers must start in various cabins and quarters and will not suspect a thing until the alarm is given.
Abseiling down onto the ship is a lot safer, however it means that the Graf Frederick must fly closer to the ship and this will alert the ships crew giving them the chance to arm themselves by the time the Germans have landed.
In the event of a parachute assault, the Ships crew start in three separate locations. Three elements including the Captain start on the bridge. Four start in the main crew quarters, and two start in the engine room. The Passengers start in their cabins. All are unarmed except for the Captain who carries a sidearm. To arm the crew and passengers, they must either go to the ships weapons locker/ strong room, or to the hold where a crew member must be present to hand out weapons.
In the event of an abseil assault, the crew start with weapons, on the bridge. The passengers who are also armed at the beginning of the game, start wherever they wish.
Victory Conditions
Von Schöenberg wins if he captures Professor Rosenblum. To do this he must capture him by one of the German elements touching bases with the Professor and removing him from any allies he may be with. Once ‘grabbed’ the Professor will resist, but must roll a 6 on a D6 each round to extricate himself from his captor.
The Crew and passengers win if they down eight of the Germans forcing them to retreat. If the Germans are forced to flee, then they only have one way of doing so, by taking a lifeboat and abandoning the ship until the Graf Frederick can pick them up
Special Notes
Lowering one of the ships life boats takes six rounds, and two people to operate the booms.
RM1.2 Rocketman
Man Hunt
After having flown south across Europe, Dan Mansfield and his companions, Professor Summers, Audrey Summers and George Macarthur land at a small air field outside of Alexandria where they are met by Mansfield’s old friend, Marcel Messnier.
Messnier is a dark haired Corsican who sometimes works for the French government. Quite what he’s doing in Egypt is not made clear, but as the plane touches down on the hard dirt airstrip, there he stands by an ancient Bedford truck with a large smile on his tanned Mediterranean face.
Professor Summers immediately makes a telephone call to YBY shipping only to find that the SS Diana has not reached Alexandria, but has instead diverted to Haifa due to vague and only partially explained reasons. Confusion reigns but it appears the steamship was attacked by an airship… of Professor Rosenblum there is no news…
For a while it appears as if the long journey may have been in vain, and as Messnier drives the Bedford into the city the professor slumps in his seat.
“What the Dickens do we do now?” he mutters in despair.
“Fear not Professor” Messnier replies with a Gallic gesture, “I shall make inquires tonight amongst the locals and find out what I can. Meet me at midday tomorrow in the bar at the Hotel Alexander.”
The professor nods wearily. He glances at the Frenchman’s face in the gathering dusk wondering if he might trust this stranger.
In the bar, Messnier arrives looking excited and upon ordering a cup of Turkish coffee he relates his discoveries.
“No one knew where Professor Rosenblum was digging I’m afraid, but it was far far to the south, probably not even in Egypt at all.”
The companions mutter and cast dark looks amongst them selves. The trail seems dead and cold, but Messnier, sipping brightly at his coffee continues.
“Merde! But this is good coffee!” he chuckles. “Do not look so glum my friends. There is a man who can maybe help us, but I fear we must first help him!”
“What do you mean!?” Mansfield and the Professor both exclaim.
“The good professor, he had a guide with him when he went south. An American called Mitchell. According to my contacts, he is a big game hunter and adventurer who lives here in Alexandria and who is known to many as ‘Mad Dog’ ”
“Good heavens! Professor Summers interjects. “And he’s here in Alexandria, right now you say?”
“Indeed he lives here… but I’m afraid all is not well. Mitchell is at his house on the Rue de Alfi Bey but others have been asking about him… “
“What others?” Audrey Summers asks breathlessly, “The Germans?”
“Perhaps… I’m not sure. There are many strange and dangerous people in the Orient my dear. All I know is some one was also making inquiries about the good professor and whom he had dealt with here in the city… The Germans also have contacts in the allies and bazaars!”
“What do you say Marcel?” Mansfield stands abruptly. “Should we get over to the Rue de Alfi Bey right away?”
“I think we may find we are too late, but yes, we must hurry!”
“Then Professor lets get the ‘package’ ready shall we?”
“Oh yes... yes indeed” Professor Summers face lights up with anticipation…
Meanwhile…
In the darkest stretches of the city’s heaving underworld, Heinz Schultz, a secret agent of the Brotherhood of the Black Cross has received a very short telegram from Antalya in Turkey.
Remove all pawns from the board. Stop.
Schultz nods to himself then reaches up to the top shelf in his study and removes an old shoebox from atop the dusty tomes. Inside is a small black leather book and a Luger automatic pistol. Leafing quickly through the pages, he comes to the first name on his list… the American.
Slipping on his worn jacket and old hat, Schultz slips out the back of the ancient building and makes his way through the warren of small alley ways until he comes to the small smoky den of local crime boss Murmar the Turk.
As he steps into the small crowded room, the assembled men fall silent and several draw away from him.
“Brother Harrison!” Murmar calls out in a false joviality that contradicts the heavy scowls of the dark faces around him. Schultz acknowledges the code name and follows Murmar through a heavy beaded curtain into a small dirty kitchen. Sitting at a table are two other men.
“I need your help” Schultz tells the fat Turk, ignoring the evil look of the two men at the table.
“But of course Brother Harrison” Murmar leers as he eases into a seat. He waves away the two onlookers and motions for the German agent to take one of the vacated seats... “What do you need?”
“The death of this man” he slips a grainy photograph across the table and Murmar squints at it with interest.
“The Big Americano?”
“Yes.”
“No worries Brother. It shall be done.”
“Today. Now.”
“Now?”
“Yes, now. I shall accompany you to the place where Mr Mitchell lives and you and your men will kill him.”
“And his family?”
“You may do with them as you wish. They are no concern of mine”. Schultz stands up and lights a cigarette.
Murmar nods slowly, scratching his unshaven face. Daylight gunfights in the richer suburbs are not exactly in his line of business… but the man who pretends to be English pays extremely well, and it is time for his men to do something useful for once instead of just lounging around smoking all day.
“Ali! Hasan! Achmet!” he calls out.
Three men appear in the doorway, one fingering a large and sharp knife.
“Get the guns…”
Player One Player Two Player Three Player Four
Rocketman Captain Adi Saveer Heinz Shultz ‘Mad Dog’ Mitchell
George Macarthur 8 x militia guards Murmar Salim
Professor Summers Ali Ali Hassan
Marcel Messnier Hasan Doctor Basmaji
Audrey Summers Achmet Abu Fouad
Starting
In this game the players play in a slightly different style than in Chapter One. This is in order to promote a role-playing element to the game. Player 1 and Player 3 will play opposing sides, and players 2 and 4 will play the various independent characters.
Each player has his/ her own agenda and victory conditions.
Rue de Alfi Bey is a long dusty road over looking the distant rail shunting yards. There are only buildings along one side of the road. These are;
Nr1, Ali Hassan the spice merchant’s house. (Medium sized stone house with rear garden)
Nr3, Ali Hassan’s small storage building. (Small square stone building)
Nr5, Doctor Basmaji’s house (Large stone building with central courtyard)
Nr7, Mitchell’s house. (Large stone building with central courtyard)
Nr9, Abu Fouad the tinker’s house. (Small square building)
Only Player 4 should know who lives in which house since the other players must try and find out who lives where before the other players do.
Player 1 starts in round one at the beginning of the street in any order they like.
Player 2 starts exactly three rounds after the first shot is fired.
Player 3 starts in round four at the beginning of the street in any order they like.
Player 4 starts in round one, with each element in his own house. Once any firing starts the neighbours will come to Mitchell’s defence.
Victory Conditions
Player 1. Rocketman and his companions win if they manage to get into Mitchell’s house and convince him to show them where Professor Rosenblum was working. To do this they will have to incapacitate him and Salim or convince him by role-playing means.
Player 2. Captain Saveer and the militia win if they manage to kill or arrest over ten of the other three players elements.
Player 3. Schultz and Murmar win if they manage to find and kill Mitchell.
Player 4. Wins by preventing all the other players from winning.
Special Notes
Who ever is running the game should be player 4 and should try to remain as neutral as possible.
Player 2 should also try to be as neutral as possible.
RM1.3 Rocketman
La Vallee Maudite
“It is no good!” Metzger declares. “Rosenblum refuses to talk! Not even the sodium pentabarbathol has had the desired effect… perhaps I should begin physical torture?”
Baron von Schöenberg, a careless cigarette smoking from his fingers, shakes his head sadly.
“It will be a great loss for archaeology I am sure.”
Strapped to the dentist’s chair with crude straps, Rosenblum’s eyes widen as the Baron rises to his feet.
“You should not have tried to escape us Professor” he smiles coldly. “Co-operation brings rewards, but defiance merits no mercy I’m afraid.”
Aaron Rosenblum shivers as the tall Prussian stands over him. He recalls how easily the Germans had tracked him down. How their airship had found the Diana, and how his brief flight through the back alleys of Haifa had ended in swift capture at the hands of local bounty hunters.
“I’ll tell you nothing!” he cries.
The door opens and the blonde woman with the hard eyes enters the room followed swiftly by the eager faced Gestapo man.
“Look!” he cries. He holds out a piece of paper and Rosenblum’s heart sinks within him. It is the letter he had written last night to Morgan Summers.
Baron von Schöenberg takes the letter and reads it swiftly. As he reads his lips slowly draw back into a triumphant smile.
“Ah, Professor. How fortunate for us both!”
“What does it say?” Metzger asks.
“Why, the good professor has provided us with the location of his archaeological discovery and in doing so has preserved the use of his hands” the Baron replies. He turns to the soldier who has stood silently by the door.
“Tell the others to be ready to depart within the hour!”
“Jawohl!” the paratrooper salutes and leaves the room and the blonde woman calmly takes the Baron's coat from its peg by the door and holds it open for him.
“Thank you my dear”
“What shall we do with him?” von Friik points at Rosenblum with an appalling eagerness.
“We shall of course bring him with us” the Baron answers with a smile.
Three days later, the Graf Frederick passes over the Egyptian Sudanese border to arrive above Lake Nubia. Then it turns westward and heads out across the wastelands of Ash Shamaliyah. In all directions the broken landscape stretches away to the horizon, but five hundred kilometres due west are a series of broken hills and sharp valleys and it is towards these that the Graf Frederick makes its ponderous way. Within hours the Germans find themselves looking down on a long slender valley. Like a rip in the barren and inhospitable landscape its edges appear as if torn from the earth itself but within its confines are trees, vegetation and water
Looking through binoculars, Baron von Schöenberg spies a small village just beyond the valley and points it out to the helmsman. Slowly the airship turns and passes over the mud huts and as the villagers flee in terror fourteen parachutes drop from the hovering leviathan.
Player One Player Two Player Three Player Four
Baron Gottfried Helga 1 x Female bug Gutaale
von Schöenberg Doctor Alfred Metzger. 2 x Male bug Madoowbe
Sturmbannfuhrer von Friik 5 x Black Arrow paratroopers 12 x medium drones Wiil Waal
5 x Black Arrow paratroopers + Raage
Numerous giant Caterpillers Laba sacle
Starting
This game is in two parts.
Part one is the role-playing aspect and requires no map.
Part two is the entry into La Vallée Maudite.
Who ever is running the game should be player 4.
During the first part, the Germans must negotiate a price with the locals. The Baron requires several guides, but none of the locals have any wish to enter the valley. They shake their heads in fear. The valley may look green and fecund they say, but it is inhabited by vile demons and hideous monsters.
The Germans must pay a considerable amount of money, or force the locals to show them the way. The difference is crucial for if the Germans choose to pay, then the locals will stand by them and fight, but if they are forced into showing the way then they will desert the Germans at the first chance they get.
Victory Conditions
In order to win the Germans must cross the map and enter the cave. The Baron and at least one other named character must survive. It is also important that the German players understand that they will only be able to play game 5 with those elements that survive this game!The Bugs will win if they manage to prevent the Germans from reaching the cave, or simply by killing and eating them all.
Special notes
Player Fours characters, are local Sudanese tribes men whose names mean:
Madoowbe (very black),
Raage (he who delayed at birth),
Wiil Waal (crazy boy).
Laba sacle (the man with only two cows)
Gutaale (Leader of armies)
Bahdoon (The one who looks for his clan)
The Valley
Life in the valley appears to have undergone some kind of strange metamorphosis. This becomes apparent as the group enters the valley by means of the slender northern pass. What appeared at first to be tree’s are in fact giant bushes which have taken on the stature of tree’s though they retain their original leaf sizes. The grass on the other hand is very strange for it appears to have been scaled up four or five times and in all directions it rises from the ground in steadily swaying dagger like blades. Every where, there are giant caterpillars. Some are dark and hairy, others are banded, but they are all huge, easily as long as a man’s arm!
Floating lazily in the breeze are pollen spores as large as cabbages and in the shadows are spiders webs that span twenty feet or more.
The locals explain that they have never been into the valley because awful monsters live there and those that venture into the giant bushes never return.
The Germans of course snort in derision and check their weapons are loaded. The valley stretches away for many kilometers, growing ever wider, but a mere two hundred paces away is a cave entrance, besides which stand several crates and digging tools. Obviously the archeological dig is in that cave it is decided…
The bugs
The bugs are a strange amalgamation of insects that defy any rational scientific descriptions. They resemble large ant like beetles in that they have a carapace, six legs, mandibles and so forth, but they move rather slower than an insect would. Indeed the larger bugs are quite cumbersome. They should not be played in the manner of ‘Starship Troopers’ type Arachnids since -ROCKETMAN- is based on 1920’s pulp literature, so they ought really to be more like men in rubber suits than actual monsters.
LZ 119 Graf Frederick
Named after a founding member of the Order of the Teutonic Knights, the Graf Frederick is a rigid dirigible airship, built secretly by Zeppelin on the request of Baron Mannfred Alexander von Schöenberg in 1915. Officially the LZ 119 was never built, but in fact it was secretly constructed at a hidden aerodrome in the extensive Prussian woodland estate of Schloss Schöenberg.
The airship was built for a clandestine expedition to distant Siberia to investigate the story of the Tunguska incident but the First World War intervened and the airship first fulfilled its purpose in 1919. However, the mission failed to find what it had set out for and in 1920 the Graf Frederick was put away in ‘storage’ in its hidden hanger, deep in the forests.
Now, the Graf Frederick is being used again since it is the only vessel available to Baron von Schöenberg with the range needed to reach central Africa at any speed. This means risking detection by the Luftwaffe, but the Baron has deemed it necessary. Fortunately the airship has been well maintained.
The LZ 119 is a L100 class airship, indeed it was the prototype for the class, however the costs of building it were so heavy that its sister ships the LZ 120, Bodensee and LZ 121 Nordstern/ Esperia were much smaller constructions.
The Graf Frederick has a hydrogen gas capacity of 35,220 m3 in 18 separate gas cells. It is 208m long and has a diameter of 26m. Typical gross lift is 40,000 kg. There is cabin space for 26 people.
Maximum range is 10,700km.
Power is provided by 4 Maybach MB IVa engines providing 980 CV. The airship carries no fixed weaponry.
It should be noted that the airship itself does not feature in any of the games as a direct element. Its purpose is strictly as a background prop.
RM1.4 Rocketman
Mad Dogs and Englishmen
Upon hearing of Professor Rosenblum’s fate, Mitchell immedietely agree’s to take Rocketman and his friends to the site of the archeological dig. “It’s a long way” he cautions, “Far out across the Sudanese desert, to a barren wasteland called Ash Shamaliyah.”
“I know it well” Marcel Messnier says. “I know a man who trades there, along the old camel roads.”
“Maybe he can help us?” Professor Summers asks.
“I’m sure he can, if the price is right,” Messnier laughs. “I shall telegraph his office at once and have him ready for us at Lake Nubia”
“Lake Nubia!” Audrey Summers laughs, “oh how very exciting!”
Professor Summers turns to Mitchell and fixes him with a curious eye.
“Do you know what it was Aaron found out there in the sand?”
Mad Dog Mitchell regards the astute Englishman and nods.
“That I do sir. That I do”
“What was it?” Mansfield and Messnier both ask eagerly.
“Well, it was a tomb of sorts, I don’t rightly know the whole story, but here is what Professor Rosenblum told me. A good few years ago, Rosenblum was working on a dig at Thebes when a fellow archaeologist there discovered an onyx stele which contained the story of a great power stolen from the gods at kept at Abu Simbel… apparently this other archaeologist had read of this from some old Aramaic parchment he’d found and he’d been trying to track this mysterious power down for a good couple of years but he couldn’t decipher the Egyptian writing that had been used. He said it made no sense at all. So, he asked Rosenblum for help since he’d heard the Professor was a great one for ancient Egyptian writing and…”
“Just a moment” Professor Summers interjects, can you remember the name of this other archaeologist?”
Mitchell scratches his chin thoughtfully… “Not quite… He was a rusky I believe… Kaminskov? Kaminski? Something like that… anyways, he was a bad lot it turned out and he was always drunk. Not long after he’d spoken to the Professor he was found with his throat cut in some brothel or other.
The Professor still had the stele though but he’d not had time to examine it properly. Not long after the Russian was murdered he came to me and told me to pack for a long journey into the Sudan. I asked him why of course, but he wouldn’t say much. He made a reference to the strange script though… said he’d figured it out or some such thing. I didn’t ask.
Well, we set out with camels and trucks from Lake Nubia and sure enough we came to Ash Shamaliyah, and a more deserted, God forsaken place I’d never seen. All desert and strange rocks as far as the eye could see.
Then eventually we came to a long line of large hills that stretched right across the horizon and following his notes, Professor Rosenblum led us to a small cave in a cliff face where we found ancient steps leading down into a series of underground tombs. The Professor, well he got mighty encouraged by them tombs, and as I recall we were all pretty excited. The whole place seemed to be full of… a strange happiness that sort of gripped you when ever you went in there… you could feel it straight away…
Well, any way. Some of the passageways were collapsed and we set to digging them free again. Everything seemed to be going just fine until about two weeks into the dig when another guy turned up… some friend of Rosenblum’s or other... a kraut. This fella, he made a sort of inspection of the site and the next day Rosenblum pulled us all out. He said something about funding or we needed more money or something and he had to return to Berlin.
So we sealed the cave up and I went back to Alexandria to wait for the Professor, and that’s all I know. I was still waiting when you folks came by and shot up my house”
For the next three days the party travels south on the Nile express railway, finally reaching Lake Nubia on a glaringly hot morning.
Outside the station, two vehicles, an old citreon sedan and a patched up GMC stand awaiting. Messnier gives a gallic cry and embraces a large fat arab with an emourmous moustache.
“Omran, mon ami!”
“Ah Monsiour Marcel!”
The two men embrace laughing and Omran turns to regard the sunburnt English adventurers.
“Welcome to the desert my friends! Please put your baggage in the back of my truck and climb aboard, This is Bassam, he will drive the car and the fellow with the rifle is Mehdi.”
Player One Player Two Player Three Player Four
Rocketman ‘Mad Dog’ Mitchell Ali Baba Mu'awiyah ‘The Mad Fox’
George Macarthur Omran 4 x tea Thieves 4 x tea Thieves
Professor Summers Mehdi
Audrey Summers Bassam
Starting
The party leaves Lake Nubia at 11 o’clock and by 2 o’clock they are well out into the desert heading west. At first the roads are pretty bad but then they cease to exist and Omran drives out across the sands using the terrain as best as he can.
Suddenly as the vehicles drive along a dried out valley, a shot rings out and the Citroen comes to an abrupt halt.
“By the prophet!” Omran shouts as he reaches for a revolver, “it is that filthy dog Ali Baba!”
“Ali Baba?” Professor Summers exclaims in some confusion “The chap from the story?”
“Oh no… this is Ali Baba the tea thief. For two years now he has been stealing spices and tea and other exotic goods from the lake people and selling them to the tribesmen of the desert”
Several more shots ring out and a small hole appears in the windshield.
“Good God their firing at us!”
Players 1 and 2 start in the vehicles in the centre of the road at the bottom right hand corner of the map (south east)
The players can decide for themselves which members of their groups they wish to have in which vehicles, but Omram is driving the truck, and Professor Summers is next to him in the cabin, and Bessam is driving the Citroen.
Player 3 (Ali Baba and his 4 tea thieves) starts on the ridge and amongst the rocks to the north of the road.
Player 4 (Ali Baba’s second in command: the Mad Fox) starts on the ridge and amongst the rocks to the south of the road.
Victory Conditions
Rocketman and his companions will win by defeating the bandits, and/ or by crossing the map in the truck.
It is important to note however that any casualties will not be able to participate in Chapter 5
The bandits will win by capturing the truck, intact.
Special Notes
The truck is a 1930 GMC. It can accomidate 2 people in the cabin and four on the bed (with the various goods and spices)
It offers some protection but is not armoured. It will be able to drive until it has sustained four direct hits, there upon it will stall. Both sides however want the truck intact.
RM1.5 Rocketman
The Divine Light
“Into the cave Verdamt!”
The Germans scrabble past the last quivering corpses and dash from the undergrowth where the sounds of more approaching feet can be heard. Behind them, the last soldier fires wildly scattering the giant terror bugs.
“Mein Gott!” von Friik forgets his nazi tendencies as he mops his sweaty brow, “What are they?”
Baron von Schöenberg smiles coldly at the Gestapo man and lights a Juno. Several of the survivors also light up cigarettes nervously.
“What ever they are, they show that we are very close to our prize!”
“You mean, to the Fuhrers prize!?” von Friik’s voice halts all movement in the cave and the Schwartzepfeile all turn to regard him with mildly amused eyes.
“Mein herr?”
“My dear Sturmbannfuhrer, I’m afraid your glorious Fuhrer won’t be receiving any prize from this expedition.”
Von Friik stares at the Baron with eyes pale with anger but the Baron’s strength of character overwhelms him and he falls back in consternation.
“Nein! It shall not be” he suddenly cries and pulls out his Luger only to find Helga holding the muzzle of her automatic Mauser to the back of his head.
“What is this treachery?” he cries.
“I’m afraid your services are no longer required Sturmbannfuhrer”
The Baron gives a brief nod and Helga knocks Von Friik out with deft blow to the back of his head. The Gestapo officer drops to the ground without a sound, and the Baron, pausing to blow smoke from his lips, regards the motionless figure.
“Did you kill him?”
“No. He’ll live” Helga notes with clinical detachment.
“Excellent” The Baron turns to examine the cave, “Tie him up and lets be on our way”
Helga nods to one of the paratroopers who immediately begins to tie the unfortunate man’s arms and legs.
“Schnell!”
Meanwhile, a few miles to the east, Rocketman and his companions arrive at the entrance to Professor Rosenblum’s dig. Here they find the remains of the original camp still intact, and Mitchell points to a jagged tear in the nearby cliffs.
“That there’s the tomb”
“All the way out here?” Audrey Summers looks about at the harsh unforgiving landscape. “What a strange place to bury any one! I’ve never heard of the Egyptians having buried anyone so far from the Nile before. Are we sure this is an Egyptian tomb?”
“Well the professor was sure” Mitchell replies.
“Hey you” Rocketman prods their local guide.
“Yes?”
The guide leers at Audrey Summers as if it were she who had poked his arm.
“Pay attention by Gad, or I’ll teach you some manners!” Rocketman pushes the man towards the cave. “Now lead the way!”
“But of course, as sir wishes…”
Inside the cave, the party is met by the unmistakable signs of Egyptian hieroglyphs.
“Oh look!” Audrey Summers points to a large partly covered mural.
“What does it say?” the others ask.
“Well.. all sorts of things really. It seems to be quite a long story and I can’t quite decipher it all, but it seems to be about a pilgrimage to visit, the holy light of Ra!”
“The What?” Rocketman blinks in confusion.
“The holy light of Ra!” The Mad Fox sighs to himself.
“That’s all it says.. this last piece has been damaged.. but this bit here appears to be saying that the holy light or Ra is to be found at Mocoscus? Moscus? …Its hard to translate.”
“Could it mean here?”
“I suppose so… it’s a bit ambiguous. I’d need to go over the entire text and translate it all, and that might take some time.”
“Never mind Miss Summers” Marcel Messnier shrugs, “let us see what is afoot inside this tomb.”
Deep beneath the earth, the queen trembles in fear and anger. Never before has the nest suffered such an intrusion. Swiftly she sends out messages, pheromones that move along the drafts of the tunnels calling her remaining males to her.
Intruders are approaching the egg chamber!
Player One Player Two Player Three Player Four
Rocketman 1 x Female bug Baron Gottfried Helga
George Macarthur 2 x Male bug von Schöenberg Doctor Alfred Metzger
Professor Summers 12 x medium drones + any surviving Black Arrow + any surviving Black Arrow
Audrey Summers paratroopers & African guides paratroopers & African guides
‘Mad Dog’ Mitchell + Sturmbannfuhrer from Chapter 4 from Chapter 4
Marcel Messnier von Friik
+ Any Surviving Arab
guides from Chapter 4
Starting
Each side starts at either end of the map. The Germans approaching from the west, Rocketman and his friends from the east.
The Terror bugs are already in place, so they can start anywhere they wish.
Round 1 begins with the Germans entering the caverns from the western cave. They leave Von Friik tied up behind them and proceed into the depths.
Round 4 begins with Rocketman and his friends entering the caverns from the Egyptian tomb.
Victory Conditions
The Germans or Rocketman win if they reach the egg chamber and touch the divine light first.
At that point the epilogue should be read out loud to finish the game.
The terror bugs will win by destroying all the other elements.
Special notes; the map of the caverns
Each square of the map represents an A3 sheet of paper.
1. Cave chamber. Filled with stalagmites and stalagtites.
2. Cave chamber.
3. Cave chamber.
4. Cave chamber.
5. Light chamber. A warm light emanates from this chamber and heats up the egg chamber.
6. Cave chamber.
7. Cave chamber.
8. Egg chamber. Filled with hundreds of football sized eggs.
9. Cave chamber.
10. Egyptian tomb.
11. Cave chamber.
12. Cave chamber.
13. Egyptian tomb.
14. Egyptian tomb.
15. Egyptian tomb.
16. Egyptian tomb.
17. Egyptian tomb.
The Egg chamber and the Holy Light
The Egg chamber is a large unusual cavern that contains many eggs. These are round milky white spheres with a surface texture like dried slime. They are dotted about chamber nr 8 and are about the size of foot balls.
The floor of the cavern however appears to made of metal, and jutting from the walls are the remains of some sort of metallic support struts that give the entire chamber a ribbed appearance. (In fact Chamber nr 8 is the heart of a UFO crashed on Earth many millions of years since, when Ash Shamaliyah was the sea bed of a long forgotten ocean. Chamber nr 8 is all that is left of that long dead spacecraft and the ‘holy light’ is in fact an ancient power source designed to maintain itself and all things around it.)
The whole of cavern nr 8 is bathed in the warm radiance that emanates from chamber nr 5 where a sphere of pure light hangs suspended, by no visible means, in the air. This is the ‘holy light’ and if any one touches it, the game ends as described by the epilogue.
Epilogue
If some one touches the holy light, it will flare up and send a warm pulse of heat through the room. Every one will freeze in place and be unable to move for a few seconds. Then gradually the light will fade and who ever is touching the light will feel a surge of power throughout their body.
If that Person is the Baron, then he will begin to laugh in a strong and rejuvenated voice. The lines of his face will fade away and his chest will expand slightly. His monocle will drop from his eye and his hair will change colour from iron grey to blonde.
If that Person is Helga, she will feel nothing but a sense of satisfaction at a job well done.
If that Person is Metzger, he will feel an overwhelming pressure on his brain, and with a sudden cry will drop to his knees, clutching at his head. For a few long moments he will stare at the cavern ceiling screaming “Mein Gott, its full of Stars!” * before dropping dead. The light will then resume its previous position.
If that Person is Rocketman or one his friends or an Arab / African guide, they will feel a sense of strength and tranquillity lay a hold of their mind. Suddenly they will see their surroundings with a clear mind and they will feel the presence of another mind close to theirs. They will understand how important the holy light is to the Terror Bugs and they will know that to take the light will destroy the giant insects. Its up to the play to decide whether or not to keep the power of the light, but should they do so they will see the eggs in the chamber fading even as they watch.
* Sorry. I couldn’t resist.