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Midpoint<br />

Scene tV<br />

Pinch II<br />

Plot Turn II<br />

CT 111 {The llestluUt.na<br />

set, and ready to go, 1s loaded on with the others No one has noticed the heroes' modifications, but<br />

you bet the heroes will be able to find it again, at the nght time.<br />

- The heroes are loaded onto the Zeppelin, and forced into a locked room, with a guard waiting outs1de,<br />

to awa1t the big show To complete the adventure, the heroes must get out <strong>of</strong> their cell. There are<br />

a lot <strong>of</strong> ways they mtght accomplish this. Not all <strong>of</strong> the Matn Cast need be captured. Someone might<br />

sneak away in time, and would then be able to find the1r way onto the Zeppelin before it takes <strong>of</strong>f,<br />

ready to come to the rescue <strong>of</strong> the others (we like th1s one a lot). Several <strong>of</strong> the Main Cast have<br />

mechantcal Skills, and may be able to pick the lock on their cell, or even go through one <strong>of</strong> the room's<br />

rivited walls. One <strong>of</strong> the heroes may be able to keep a secret hold-out gun, providing an opportunity<br />

to shoot their unfortunate jailer, drag him to the cell, and grab his uniform and weapons before the<br />

reinforcements arrive. One way, or another, this is wl'lere the action really begins<br />

- Th1s is a long, deadly, running gunfighl There are SS troupers all over the ship. The Main Cast will<br />

want to make their way towards the bombs (to blow up the Zeppelin), or towards a plane in the Hangar<br />

Deck (to escape), or both. The first few encounters may allow the heroes some stealth, as the ship<br />

will not yet be alerted, which will also allow the heroes to arm themselves. Sooner, or later though,<br />

they're going to make a mistake, a guard is going to sound the alarm, etc. Then the Colonel will come,<br />

again, and again. This Scene takes up the space between the heroes' escape, and when they<br />

Inevitably alert the rest <strong>of</strong> the ship to their presence (which could be almost emmediately if they've<br />

made a noisy getaway).<br />

- The Main Cast will eventually have to find a plane and get <strong>of</strong>f the Zeppelin. If they're bright, they'll<br />

also use one <strong>of</strong> the 'timed-bombs' to blow the Zeppelin up behind them (doing this complicates the<br />

Ep1sode, and is worth more points). They must fight their way towards each <strong>of</strong> their goals. The second<br />

time the Colonel shows up is the right time for a dramatic Scene that we'll call Pinch II. Where are<br />

the heroes at this point? Well, we suggest they be in a particualrly dangerous and sensitive area <strong>of</strong><br />

the ship. The heroes route through the OberZeppelln will be mostly a matter <strong>of</strong> improvisational play.<br />

Th1s gives you the freedom to set this important fight in a location like the Main Control Room, where<br />

gunftre can send the a1rship careening and pitching, throwing men through glass windows to their<br />

doom, or, In the Engine Room, where whirling turbine blades, and pipes fuJI <strong>of</strong> pressurized steam<br />

can prov1de adequately dramatic hazards Either way, the OberZeppelin should be out <strong>of</strong> control after<br />

this encounter That will make the Colonel really mad.<br />

- The heroes will be harried by gunfire, assaulted by the Colonel, battered, brusied, and really pissed<br />

<strong>of</strong>f. They'll eventually make it to the Hangar Deck. If you want a longer Episode, and the Main Cast<br />

have thought <strong>of</strong> the bombs, then you can have the 'timed-bombs' separated from the planes, not yet<br />

loaded This will make the heroes fight their way to the bombs, find the one they were working on<br />

before (the others will take too much time to modify, and they can always find 'their' bomb again),<br />

and set it to go <strong>of</strong>f at some time in the future. The heroes will then have to make their way to the<br />

Hangar Deck, and get <strong>of</strong>f the ship in a plane, before the bomb explodes. Every delay will be really<br />

nerve-wracking, which makes this a fun option to use. However, if you don't have the time, or the<br />

Main Cast doesn't think <strong>of</strong> blowing up the OberZeppelin, then the bombs may be in the Hangar Deck<br />

with the planes, ready to be loaded on for the drop. If the Main Cast is really out <strong>of</strong> it that day, then<br />

a mechanic in the Hangar Deck can have just noticed thetr tampered bomb, as the heroes enter,<br />

which should serve as a clear reminder <strong>of</strong> their forgotten plan. The heroes will have just set the 'timed­<br />

bomb', pulled parachutes out <strong>of</strong> planes. or sabotaged them, and are preparing to leave. when the<br />

Colonel shows up again (if they haven't already killed him) Either the Colonel, or a patriotic German<br />

pilot (if the Colonel is dead), will do the honor <strong>of</strong> chasing down the Main Cast for the aerial dogfight.<br />

Scene I - This is the big finale If you only have an Ace German Pilot to threaten the Main Cast with, then you'll<br />

140 Theatrlx - The Core Rules<br />

have to make do as best you can If the Colonel is still up and kicking (he hasn't yet been Blackmailed<br />

to death), then he'll hang on until the last possible moment. Using the grappling hook in his<br />

mechanical arm, he'll leap to heroes' plane when his goes down. He'll engage in fisticuffs on the wing<br />

<strong>of</strong> their plane. Make the dogfight, and the ensuing hand to hand action, worthy <strong>of</strong> the best you've seen<br />

or read Your Actors will love you for it.

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