Cluedo

Heroes: Jag, Balarai Snowe, Atobe Keigo, Dust, and Pacci
Enemies: Enemy Snipers, General Motors and Colonel Mustard


Jag – Officer’s Dispatch 23

Recent Duties: You and the forces under your command have entered the city of Crescentia, but not exactly in the manner that you’d planned. For one thing, you’ve had to cut a deal with that disreputable ‘Captain’ Smith. Oh, and by the way: the Khan sent his riders to kill you! You can only surmise his intent is to divide and conquer the Conventionals and Special Forces. Fortunately, you’re on to his plan, and he must know you’re gonna stop him.

Troop Status

-Supplies: Schmitzer SMGs, Armored Flak Vests, Deluxe Laywers’ suits, Field Medkit, Healing Syringes and briefcases full of legal documents.

-Morale: Mattar is critical of your cutting a deal with Smith without consulting him first. Of course, you’d sooner consult your college buddies than allow Mattar to pretend he has any sort of authority.

Health: Those tunnels that Smithie led you through were dark, narrow and dangerous. Harvey Birdman barely made it through, and kept surmising that the walls would start to close in and crush you any minute. You have to admit, it even made your own skin crawl, knowing that those very same tunnels had been used to smuggle illicit goods into the city.

Military Communiques

-Your primary mission objective remains the capture of the three Senators, Lorum, Lorinda and Lamika. Kilant has made it very clear to you that he wants the politicians alive – not that you’d have it any other way, of course. Unfortunately, you still don’t know the location of the Senators. You’ll have to comb the city and find them fast before Conventional reinforcements arrive, or anything else unforeseen happens.

Personal Notes

-The behavior of the Senate continues to appall you. McMason has reported that several civilians have been kept by the Conventional snipers scattered throughout the urban landscape – not exactly as ‘hostages,’ per se, but to prevent you from being able to smoke out the snipers with shelling and artillery. Such civilians must be retrieved and removed from the warzone with all possible haste.

-Terrible news: one of Lt. Brick’s artillerists has already been killed since arriving in the city. You knew there were Conventional snipers about, but you had thought you and your men reasonably safe in your current fortified position. It seems you’ll have to be even more careful than you thought.

Mini-Objective

-Find all the civilians kept in this sector of the city and bring them to safety.

Balarai Snowe – Officer’s Report 22

Recent Duties:Once again, you find yourself in a rather dangerous predicament. Although the Zebra did indeed try to kill you, you suspect the planned bank robberies were on the Khan’s own orders. Fortunately, you’ve got a good out – all you have to do is make the Zebra take the fall, claiming that he planned to betray the Khan and take the money for himself. The fact that he’s dead should make it pretty hard for him to defend himself from these allegations.

Troop Status

-Supplies: Heavy Field Mortars, 2 Remote Mines, Gortex winter parkas and snowshoes, a ‘dangerous’ dunebuggy which is not nearly as dangerous as your own employer and a life-size statue of a Denchulli ‘Brave’.

-Morale: Your boys weren’t quite sure what to think about rounding up the Zebra’s men, but you’ve told them he was a traitor to the Khan and that seems to have calmed them a little.

-Health: Your men are dining on top dollar, having raided the pantry of the small manorhouse which they’ve occupied. Unfortunately, that also means they’re moving rather slow at the moment, but you trust that Fats should be able to devour all the food in sight before the other guys put on TOO many pounds.

Military Communiques

-After looting and burning the outskirts of the city, the Mongol riders and the other Auxiliary forces seem to have pulled back. Although some might be relieved by this, you think it’s bad news: they must know something you don’t.

-Since you are in an expensive aristocratic community, the Evil Baron Waldorf has demanded that you bring back some decorations for his quarters. So far, though, the city’s suburban area seems to already have been looted pretty well, mostly by your own men, and probably Zeke’s bikers too, since they’ve been nowhere to be seen since the explosion at the bank.

Personal Notes

-Seravian has already proved quite useful in mopping up the Zebra’s men stationed in Crescentia; unfortunatley, he’s informed you that a small number of them managed to escape into the city and have gone into hiding. You can’t afford to let them get back and tell the Khan anything you don’t want him to hear. They must be eliminated, at any cost.

Mini-Objective

-Eliminate any remnants of the rogue Auxiliaries hiding in the city.

Atobe Keigo – Officer’s Report 22

Recent Duties: One thing’s for certain: this place is going to be a lot more interesting now that Smithie’s around again. Jag of course seems displeased, but he’s probably just upset at how Smithie claims to ‘outrank’ him. With his help, you’ll find those snivelling cowards of Senators in no time, and you can’t wait to see the looks on their faces when you do.

Troop Status

-Supplies: FLAME-THROWERS, crimson uniforms, kamikaze headbands, LUBOSH, your personal tennis trainer (sadly, seemingly indefinitely), and Crimson Armor of the Republic.

-Morale: Seigaku was rather disgruntled before at being kicked out of the big party, and several doses of mustard gas since then haven’t helped matters, not to mention all the lawyers bossing them around. This has put them in a rather glum mood, which you really can’t afford, not with Lorinda nearly in your grasp.

Seigaku is at –1 Morale for this Adventure.

-Health: Stenda is rather concerned about the longterm effects of that mustard gas on your troops, particularly that it might stunt their growth, what with them being underage and all. Surely that sort of thing has to be against the Geneva Convention.

Military Communiques

-None

Personal Notes

-The town of Crescentia is supposed to be quite the posh locale, and many important families keep private residences here. The Atobe family used to as well, until they were forced to sell it several years back due to financial difficulty. As such, seeing all the fancy-shmancy homes owned by these other undeserving nobles makes you angry, and when you’re angry, it gets hard to control your…urges. Surely, with all this looting going on, no one would notice just a few…

-You’d heard that since your family moved out of this town, however, that more than a few nobles have sold out to big business. A couple of major business moguls now own a fair portion of the town, although you’re not quite sure who.

Mini-Objective

-Burn down as many of the city’s wooden buildings as possible.

-Find a way to re-inspire Seishuen Gakuen.

 

 

Dust – Officer’s Report 21

Recent Duties: You are not liking this turn of events at all. Not only do you square off against the father of your own Sergeant on the field, but now you have a horde of angry Mongol horsemen on your tail, apparently set on wreaking the Khan’s wrath upon you. As far as you’re concerned, the sooner you can find those Senators and get out of this blarney city, the better.

Troop Status

-Supplies: SIR Rifles, Camouflage Scout Uniforms, Sniper Scopes, and Climbing Spikes. Unfortunately, all your remaining hops of Charlie Mops’ appear to have been used up in the big party Unsurprisingly, they were more popular than Steveweiser.

-Morale: Dijon is outraged that you and your troops have been fighting against his father, Colonel Mustard, in spite of this latter’s rather dubious reputation. You’ll have to do something to calm him down before he incites the Boyos into an outright panic (fortunately, they’re much to timid to even consider revolt).

-Health: Your men’s knees just won’t stop shaking. It’s practically a chronic disease – you call it ‘Khanophobia.’

Military Communiques

-Not surprisinly, you’ve been rather cut off from the standard Conventionals channels. However, it’s clear that the snipers stationed throughout the city are a delaying tactic, to prevent you from mounting an effective search of the city for the Senators. What exactly they’re delaying FOR, you don’t know, and you don’t want to find out.

Personal Notes

-Even here on assignment in Crescentia, you haven’t forgotten your new role as chairman of the Fredo Foundation. Phil is pleased you’ve been taking the job so seriously, though you have a sneaking suspicion he may not be quite so pleased when he sees your plans for the organization come to fruition. Regardless, the first thing the Foundation needs is funding, and lots of it. Surely in a rich city like this, there have got to be some people around willing to donate to such a ‘charitable’ cause.

-You’ve only been stationed in your current position in the manorhouse a few hours, but already one of Lt. Brick’s artillerists has been found dead. Perhaps the other Conventional snipers are better than you thought. At least, you don’t think Seamus is responsible for this one, although frankly you wouldn’t put it past him.

Mini-Objective

-Obtain as many donations for the ‘Fredo Foundation’ as possible.


Pacci – Officer’s Report 14

Recent Duties: What’s going on??! (You know, it’s remarkable how often your reports begin with a statement expressing confusion or confoundment). You had thought that the Auxiliaries were supposed to be on your side, but in that battle they just started attacking everyone in sight. Surely there must have been some kind of mistake, you’ll have to sort it out the next time you see them.

Troop Status

-Supplies: PK-33 Handguns, SIR Rifles, Bright Yellow Deluxe Uniforms, and a fashionable European carry-all which now contains several Energeon Cubes, a Verizon wireless cell-phone, and an amazing vintage Pacman arcade machine.

-Morale: Unlike many people, the Pac isn’t so concerned about those crazy Mongol horsemen as they are about the evil Soundwave and his cassette tapes. You just don’t know how anyone could follow an uncharismatic bore like him!

-Health: A few of your Pacmen are a little sick from joyously running into remnant clouds of mustard gas and trying to spread it on their rations. They were very disapointed to find out that the name is very misleading. That Col. Mustard is such a mean man to be tricking people like that!

Military Communiques

-Not surprisinly, you’ve been rather cut off from the standard Conventionals channels. However, they seem to have left snipers scattered around the city, waiting in ‘ambush’ for anyone to come into sight. Fortunately, thanks to Pinky, that’s a tactic with which you’re very familiar.

Personal Notes

-Bumblebee was rather concerned to see his old nemesis, Soundwave, leading the charge on the battlefield. Apparently, he’s an evil mercenary from Tortalus who always used to pillage deep sea oil-drilling rigs before moving away to avoid the humidity. You don’t know how the Republic army could’ve hired such a mean man, but then again, they seem to have made quite a few mistakes like that.

-Watching from one of the windows of the manorhouse, you could swear you saw an ominous purple flying saucer descending into the city just a short time ago. That can only mean one thing: mad scientist Dr. Wily is here! And he probably has more of his evil robots with him. If you want to have any hope of getting out of this city, you’ll have to defeat them and absorb their powers.

Mini-Objective

-Defeat at least one of Dr. Wily’s evil robots.


Adventure Summary

  • The two parties enter different sectors of the city: the Auxillaries to the south-west, and the Special Forces and Conventionals to the south-east.
  • The south-east group commandeers a mansion to use as a temporary planning and strategy HQ. The Auxillaries comandeer a bar.
  • Dust takes off to look for antique firearms; Jag is not amused, despite the Denchuli's protest that they'll be liquidated to provide capital for the Fredo Foundation.
  • Shortly after, Lt. Brick enters, and tells the group that one of his men has been gunned down by a sniper somewhere in the ruins of the city. The Conventionals and Special Forces form up, and head out, relaying this information to the Auxillaries.
  • Both sides make their way slowly through the city, with Dust, McMason, and O'Malley firing back at those who reveal their location by firing at the heroes. While moving through the city, they come across a number of people. Pacci meets Mrs. Peacock, who reveals the location of several others. Pacci asks her if she's seen any evil robots, and she replies that there have been some spotted: in the balloon factory, in the race track, and in the clock tower. Pacci heads towards the clock tower.
  • While Snowe moves stealthily through the streets, Seravian has far more difficulties, and crashes the dunebuggy as he is gunned down. Snowe, not wanting to let the dunebuggy again fall into the hands of Captain Smithie, tells Kupp to retrieve it.
  • Dust and Jag clear the snipers out of the University of Crescentia, only to find a bespectacled Professor Plum. Dust manages to get him to donate to the Fredo Foundation by telling him that they'll be opening a zoo and will require university-educated interns.
  • Keigo cuts a broad swath of destruction among the more wooden buildings in the area, employing a scorched-earth policy.
  • Snowe makes his way into a red house with many rose bushes around it, only to find one Monsieur Rouge. His daughter, Miss Scarlet, is being held elsewhere, he says, and gives Snowe the coordinates.
  • Jag manages to get Mr. Green out of his corporate office, and orders him back to HQ.
  • Snowe and Jag meet up in that building and indeed find Miss Scarlett held by a number of ruffians. However, the door is kicked in, and a massive Dortalian man wielding a pair of battle-axes appears: it's none other than Dorn, baby, and Miss Scarlett's about to be in Mansville. He and the others take care of the captors, and move out.
  • Meanwhile, Pacci makes his way up to the top of the clock-tower of Big Ben, the largest clock in Crescentia. Entering through a gate, he finds himself face-to-face with the dastardly Flash Man, who holds a stopwatch in one hand and a PK-33 in the other. The two have it out, with the Time Stopper stopping Pacci in his tracks, the Electran man unable to realize that nobody can actually stop time. Still, in the end, Pacci (barely) stands over the robotic body of Flash Man, and is equipped with Time Stopper.
  • After this, they all meet back at the base, and there is bad news waiting. The M1A1 Abrams, pride of the Electran military, are heading towards the city, and will arrive in a few short hours. Kilant radios them to say that anything they can buy will be airlifted before the tanks strike, and that heavy weaponry will be essential.
  • The troops train immediately. Dorn teaches the Avalanche how to use Bombardier Field Artillery, and after training conditioning, the Boyo Scouts become proficient in the use of Field Mortars. Seigaku learns Demolition Charges, and both Pacci and Jag have miserable luck training their men.
  • The battle begins in the ruins of the city. The Avalanche and Boyo Scouts take refuge in buildings on the rear edge, with the Shark Pack, the Pac, the Rose Legion, a Seravian-led unit of Special Forces Skirmishers, and Seigaku closer to the front lines. Facing them are three M1A1 Abrams tanks led by General Motors, General Emissions' jeeps, Richan's sharpshooters, Varin's Lightning Fist, and a unit of Conventionals Swordsmen.
  • From the get-go, the heroes focus on the three massive M1A1 Abrams, firing mortars and artillery, and planting demolition charges. In response, heavy firepower from the tanks and jeeps decimates Snowe's men. Charging up, the Rose Legion manages to pin down General Emissions' jeeps, then handing that job over to Seravian's skirmishers while she keeps Richan out of the the rooftops, causing Dust to focus mortar fire on the Tortalian's unit.
  • After prolonged fire, the heroes manage to take out the tanks, with considerable damage to both sides. While some units, such as the Boyo Scouts, took minimal losses (one boyo scout), the Avalanche lost more than a dozen men, losing more than half of the unit. As well, Varin's Lightning Fist is completely wiped out after he charges towards Snowe's position, with the Shark Pack and the Pac concentrating heavy fire on the Conventionals unit. Most are shocked to have to face former friends in combat.
  • With the battle done, and the pride of the Conventionals' armour smoking and smoldering, the PCs head back towards the temporary HQ, where they meet Professor Plum, Mr. Green, Mrs. Peacock, and Miss Scarlett. Apparently, more than just one of Lt. Brick's men is dead: there have been a number of murders around the high-profile Boddy manor. The group decides to check it out.
  • Arriving there, they find none other than the dastardly Col. Mustard of the Conventionals. He runs out of the room quickly, leaving the investigators without a clue. They run to different rooms, not finding him. Seeing his chance, he sneaks into the library, brains Dust with a lead pipe, and sneaks away.
  • The game is on. The remaining invesigators search frantically, sometimes finding him, sometimes not. Each time they fail to find him, however, he sees a chance to murder one of them, inflicting horrific amounts of damage with a variety of murder weapons. In the end, with few left standing, Col. Mustard is defeated, bringing a close to the adventure and closing the curtain, at least for now, on the city of Crescentia.

Major Characters this Session

Dorn
Race: Dortalian
Rank: Man
Affiliation: Red Bear Village

The only thing you really need to know about Dorn is that he's a MAN. A man destined to have certain high profile descendants all of the same name. A huge adventuring barbarian from Dortal, he fights with a pair of giant axes that can double-swing down anything in the path between him and a woman.



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