Thieves raided the British Museum and made away with a unique object. As Scotland Yard detectives, you are to apprehend the perpetrators and recover the object using any and all means necessary.
Description:
Last night, thieves raided the British Museum in Victorian London and made away with a single unique object – bypassing dozens of more valuable artifacts. As Scotland Yard finest (available) detectives, you are to apprehend the perpetrators and recover the object using any and all means within your budget.
Grounded! -or- All right, who stole the damn airship?
Summary:
Your gang of smugglers was supposed to be making a clean getaway after a job in Constantinople. Your airship has vanished, however. Find it and get away while dodging police and other criminals.
Description:
You’re the crew of a tramp freighter airship. You aren’t exactly pirates, and you aren’t exactly smugglers, but you have a flexible attitude toward the acquisition and sale of cargo. You were in Constantinople for a little bit of R & R, when a contact fed you a juicy, juicy tip about a hidden art treasure. You ran the heist perfectly, but you’ve just arrived at the hidden airship field where the Bonnie Prince Charlie was supposed to be waiting... and seen only cows and a few surly peasants. You’ll need to find your airship (smuggling without an airship is just far too much work, after all), and you’ll need to avoid whatever goons and thugs have been put on your tail by a very unhappy art collector while you do so.
Employ steam-powered gadgets to heist a valuable mysterious object from the British Museum for anonymous buyer(s), alongside cohorts who are disreputable, dishonest, and inept. What could go wrong?
Description:
In Victorian London, you have been hired alongside cohorts who are disreputable, dishonest, and inept to heist a priceless and mysterious unique object. The catch: it’s on display at the highly secure British Museum. Choose to play a gadgeteer, second-story man, pickpocket, or safe-cracker and elude two notorious detectives of Scotland Yard, who are known to employ dreamers and arcanists to pursue the criminal element.
Serving as functionaries in the new antiquities museum in Constantinople should be a low-stress position, but the director has a job for you - jewels are missing, and they must be recovered!
Description:
Serving as a functionaries in the new British Oriental and Occidental History Museum in Constantinople should be a low-stress position for a well-educated, efficient group such as you. But Sir George Winston, the museum director, has a job for you. A fabulous suite of jewels from Persia are missing and you must help recover them. The museum is just beginning to win respect and acclaim, and the scandal of a police investigation is to be avoided. This isn’t your area of expertise, but you’re the only people for the job. No, really, you’re the only people for the job. Register now to take part in this fast-paced investigation through the best and worst parts of Constantinople. Find the jewels for the museum, for the Queen and for the Empire!
Your team isn’t the first choice of the crown, but you’re already in Egypt and time is short. Intercept the Austrian tomb raiders and secure the tomb of Althan-Ya for the glory of the British Empire.
Description:
A spy has informed Special Branch that archaeologists working for the Austrian Ministry for Arcane Services (Ministerium für obskure Dienstleistungen) have made a startling discovery in the Syrian desert. In the ruins of the ancient Mesopotamian city of Mari they have uncovered a cuneiform tablet revealing the location of the tomb of the great Akkadian sorceress Althan-Ya. The tomb is located somewhere in Lower Egypt. You and your team of - ahem - amateur archaeologists are already in Cairo. Your team isn’t exactly the first choice of the crown, but time is short and one works with the tools at hand. Find and intercept the Austrian tomb raiders and secure the secrets of the tomb of Althan-Ya for the glory of the British Empire.
Dreams…Everyone has them, you want to control them! Whispers have come to you via the dreaming realms of a place of ancient power in Arcadia, Greece. Can it be found? Your party will find out.
Description:
Dreams…Everyone has them, you want to control them or at least get paid very well to help those who do! Whispers have come to some of you through the dreaming realms of a place of power in the ancient province of Arcadia, Greece - a place the locals call the Valley of Dionysus. A collector of rare dreams has gathered a group of like-minded dreamers, a guide, and a bodyguard to seek out this hidden grotto of the god of wine. If it could be found, imagine the power and influence you and your allies would have……for the British Empire of course. The call, the temptation for the dreamers is strong; for the others the pay is generous for a simple ride through the Greek countryside. No airship can navigate the narrow and wild confines of the mysterious Valley of Dionysus, so you will have to follow the ancient paths that the locals have used for ages. What could possibly go wrong?
Dreams…Everyone has them, you want to control them! Whispers have come to you via the dreaming realms of a place of ancient power in Arcadia, Greece. Can it be found? Your party will find out.
Description:
Dreams…Everyone has them, you want to control them or at least get paid very well to help those who do! Whispers have come to some of you through the dreaming realms of a place of power in the ancient province of Arcadia, Greece - a place the locals call the Valley of Dionysus. A collector of rare dreams has gathered a group of like-minded dreamers, a guide, and a bodyguard to seek out this hidden grotto of the god of wine. If it could be found, imagine the power and influence you and your allies would have……for the British Empire of course. The call, the temptation for the dreamers is strong; for the others the pay is generous for a simple ride through the Greek countryside. No airship can navigate the narrow and wild confines of the mysterious Valley of Dionysus, so you will have to follow the ancient paths that the locals have used for ages. What could possibly go wrong?
The Texas Rangers keep the peace on the border between the Republic and the Empire of Aztlan. Locals near White Sands reported strange lights and your squad is sent to figure out what’s going on.
Description:
It is the job of the famous Tejas Rangers to keep the peace along the border between the Republic and the Empire of Aztlan to the southwest and the Apache Nation to the northwest. The saber-rattling between the U.S. President Teddy Roosevelt and the belligerent Aztecs is making the higher-ups back in Austin nervous and patrols along the long border have been increased. Locals up near the White Sands dunes, on the edge of Apache territory, have reported seeing some strange lights at night and your squad is charged with figuring out what the fuss is all about. Perhaps you’ll get a chance to test out some of the newfangled clockwork gear and weapons the U.S. Army gifted to the Rangers a few months ago.
You’re among the lowest of the low, but even the lowly have some pride. You are the Rat King, London’s strangest beggar, and his outcast allies, out to avenge the death of one of your few friends.
Description:
Cat Hollis was a sweet girl who shared the cellar with all of you. The Rat King saw three well-dressed gentlemen accost her in an alley. The police won’t listen to the likes of you, however. You’ve fallen too far to be believable. If there’s going to be any justice for Cat, it’s up to you to provide it. You will find ways to use your odd but considerable talents to find Cat’s attackers, and then bring them to justice, however you choose. You’re the wretched and lowly of the earth, but a few posh gentlemen are about to discover that even gutter rats have teeth. Of course, it might help if you also had allies or weapons. Being able to go out on the streets without making little children run away in terror would be nice, too, but you can’t have everything.