THUGEE RISING
By
Michael Chumbler
[Historical
note: The R101 was an actual rigid airship built in Britain with the express
purpose of starting transcontinental air service between England and India. The
ship departed with much fanfare on 4 October 1930 only to crash into a hillside
near Beauvais, France on 5 October 1930 killing 48 of the 54 persons aboard.
The official inquiry stated that the heavy diesel engines providing too little
thrust for their weight. Also the total lift provided by the gasbags was far
too light for the load carried, despite the gasbags being dangerously
overfilled. These two flaws resulted in a ship too heavy and under powered to
fly properly. The ship ran into some rain while in France and the added weight
of the waterlogged cover prevented the ship from being able to climb high
enough to avoid crashing. However, in the rough and tumble world of the pulp
action adventure hero, things are rarely what the seem on the surface.]
The
long anticipated and highly publicized voyage of the R101 Airship bound from
Britain to India has piqued the interest of Sanji Nharr a brilliant devotee of
Kali. He has decided to use the westerners own technology to throw off the
colonial shackles and lead India to a resurgent Kali and return India to its
proper place in the world and of course Sanji Nharr will be the leader of this
new Indian regime.
Nharr
has a dozen Thugee cultists with him in England, two of which have been planted
in the crew of the R101. Using ancient
rituals (hypnotism) and a special potion (The Mist of Kali, a quick acting
gaseous sleep agent requiring a health roll at
–3 that, if failed, leaves the person susceptible to post-hypnotic
suggestions. Attacks that cause at least one body breaks the effect.) Nharr’s men have successfully controlled six
additional crewmen and, shortly after the PCs arrival, the ship’s navigator
Davies Thorndyke. Nharr has also mind
controlled Sir Hillery Biggleswade-Scott (A prominent businessman with many holdings
in India) and will be aboard the R101 as trusted servant Omar.
Sir
Hillery has been forced to transfer large sums of money from his European
holdings to “increase my presence in India, big things are coming and the R101
is just the beginning, don’t you know, eh what?” Sir Hillery’s funds have financed Nharr’s excavation of one of
Kali’s lesser temples that was spared the brunt of the British and local fury
when the Thugs were swept from India.
Nharr’s grandfather was the temple’s leader and passed on the traditions
and location of the temple when he was forced to flee the mob that attacked the
temple. The guards in the temple drove
off the mob with a huge explosion of gunpowder that collapsed the narrow canyon
that led to the temple. The British
commander who surveyed the site the following day was convinced that the temple
was destroyed as well. In actuality the temple survived with only minor damage,
it was however sealed off. Nharr used Sir Hillery’s money to fund an
archeological dig to clear a path to the temple. Using the secret books of knowledge found there, Nharr has
recreated the ancient mind control drugs to begin his conquest of first the
British parasites then to bring all India under his control.
The
PCs are drawn to England to witness the departure of the R101. An old friend contacts the PCs (R101’s
navigator Thorndyke) when the flight engineer is found murdered near his flat
in one of London’s seamier neighborhoods. Scotland Yard suppressed details in
the paper, yielding only that the engineer was found dead and an autopsy will
be performed later. Thorndyke, who is
quite rattled, says the engineer was found garroted. He also found some
brownish powder found at the crime scene that Thorndyke was sure was brown
sugar (Indian savoir-faire at –3, Area
knowledge: India at –5, or trip to library taking 1D3 hours will yield that the
Thugs feasted on brown sugar when someone was killed in ritualistic fashion).
Thorndyke
was the one who found the body and although he was bound to silence, he knew
his friends were in town and could help the stumped police. Police will not verify a Thug connection
unless PCs can make a roll in Diplomacy, Administration –3, or
Fast-talk
at –6. If they fail, they will be detained for questioning as well. Thorndyke will not verify story, as he would
be fired for having leaked vital information.
The ships imminent departure keeps Thorndyke busy on the R101 until the
ship departs. When the PCs finally get
a chance to speak with their old friend, a sight at –3 will notice friend seems
a little “wooden,” but PCs will not have a chance to follow up before having to
leave.
PCs
will have to stowaway or find someone to sponsor him or her aboard. No crewman or officer will sponsor
PCs or allow stowaways. The new chief
engineer is controlled by Nharr and has the whole crew on alert. PCs will require a diversion of some form in
order to get aboard. (I.e.: some PCs
hide while others cause a diversion, then hiding PCs sneak aboard. Without a diversion, PCs trying to sneak
aboard R101 will have a –2 to their Stealth rolls. If a Stealth roll fails they are spotted and an alarm is
sounded. PCs can flee, but if they
fight, they will be caught and arrested.
Arrested PCs will be fined £50 ($240 or $4,800 in today’s money) and
will be released after R101 departs.
PCs better have a plane (or steal one) to try and catch R101.
Any
PC that tries to see Sir Hillery will have to make a Administration or
Diplomacy roll to get past Secretary Omar (Fast-talk will not work). If PCs are reluctant to mention Thugs in
Omar’s presence, Sir Hillery will insist that Omar is completely trustworthy
and they can say anything in front of him.
If PCs do mention Thugs, Nharr will signal Sir Hillery to sponsor PCs. Nharr wants these meddlesome people where he
can see them. They will also make a
fine sacrifice to Kali.
Once
aboard R101, passage to Paris is uneventful.
PCs who failed to get sponsored or sneak aboard will have one last
chance in Paris. However, due to tight
schedules seeing Sir Hillery is at –2 on all rolls. Sneaking aboard is easier as the flight engineer has relaxed. No
diversion is needed and Stealth is at normal. (Unless there was a failed
stowaway attempted in England then rolls are as above). If PCs fail to get
aboard this time, their only hope is to use an airplane to try an air to air
boarding (using climbing, or jumping at –3, acrobatics at –1) crew of R101 is not
on guard for this and plane will not be spotted.
Once
R101 leaves Paris, Sanji Nharr makes his move.
His Thugs hidden aboard the ship and the controlled crewmen try to
hijack R101. PCs can assist in
defending the bridge, however due to historical preemptive, R101 is doomed.
During the fight an attacking Thugee misses a PC with a sword and ruptures gas
bag and either a gunshot, engine spark, or sparks from Marconi set (radio)
cause fire and complete loss of the ship. PCs can make jumping or acrobatics to
escape the flaming ship. PCs still inside the bridge must make 3 Dexterity
rolls to escape the flames. PCs inside
hull only have to make 2 rolls to escape. Crash does 6D-12. Flames do progressive damage. First failed Dexterity does 1D-3. Second failed Dexterity made at –3 does
2D3. Third failed Dexterity made at –5
does 3D6 from flames and falling girders, as R101 crashes into the side of the
hill.
(PCs
that only have to make two rolls roll at normal taking 1D–3 and at –3 taking
2D6)
Unless
previously and undeniably killed by a PC, Nharr escapes in confusion to become
a recurring nemesis.
The
Thugee Cultists are Skilled Normals with the following stats:
STR
13, DEX 11, CON 13, BODY 10, INT 10, EGO 10, PRE 10, COM 10, PD4, ED3, SPD 3,
REC 5, END 26, STUN 24.
Skills:
WF Common melee and all firearms. Stealth at 11or less.
Disads:
Hunted by Scotland Yard 11 or less