Things
That Go Boom In the Night
If
the pilots follow the advice of Pankhurst, Mctavish can be found over in the
isolated ordinance shed to the rear of the aerodrome. Private Mctavish is a short oil stained
Glaswegian with tools and bits of wire poking out of every open pocket of his
uniform.
If
the group asks him to take a look at the bomb, his eyes glaze over and he
gratefully accepts it and immediately starts looking it over. After a few minutes, he stops, sniffs and
says.
"Aye, yon's a strange
beastie t'be sure. F'all need tae tak a
wee shoofty at it."
He
carefully carries the bomb inside to a sectioned off work area, immaculately
clean and places it carefully in a vise.
He
adjusts a spanner and places it midway down the casing of the bomb and tightens
it till it's gripping the section. He
then takes another longer spanner and grips the nose of the device.
"Plese Sah, if y'id be sae
kind. Tek yon spanna and give her a rare
tug. Carefil mind"
He
steps back and allows one of the pilots to take the other wrench.
This
requires a successful strength roll as both spanners are twisted clockwise and
counter clockwise, unscrewing the casing.
Inside
the casing is a carefully bracketed piece of twisted, heat scorched metal about
6 inches in length. Wrapped around the
metal is a piece of stained parchment covered in pictograms similar to the ones
on the outside of the casing.
With
a successful notice roll it can be discovered that the twisted metal has a
stamped serial number on it.
LZ33 -
L8
If
the group decide to investigate the matter further, Parkhurst can use his
connections to have the air ministry look up the serial number, alternately, a
pilot with knowledge (battle) can roll at -2 to discover the same information.
The
restraining spar belongs to the Graf Schmidt, an Imperial German Zeppelin that
was lost with all hands in March.
The Graf Schmidt.
First flight 17th December 1914,
Primarily used for reconnaissance and bombing missions along the Western
front. Brought down by anti-aircraft fire to the West of Mametz on 5 March
1915. The crew of 21 were all killed.
Later
that evening, Parkhurst joins the squadrons in the officers mess, guest of
Captain Herbert. As the pilots relax and
drink, Parkhurst and Captain Herbert gab away. Out of the corner of their eye,
they see a small brough-ha-ha in by the door to the mess. Notice rolls reveal its Mctavish arguing with
the mess waiter.
"Pash!, away an sook ya
heid, ye Teuchter! ah'm no wantin' te see yous, Captain! Captain!"
He
furiously points at the ranking officer of the flight as the waiter physically
ejects him from the mess.
If
the group intervene he thanks them, and adds:
"Yon's an awffie wee man,
Awfy sorry te' bother ye's, but ah needs yer"
He
grabs the officer's arm and points
"Look!"
From
the ordinance shed, a sickly red pulsing light is seeping from under the door
and through the window.
As
the airmen decide what to do next, roll notice.
On
a successful roll, they can hear a powerful engine drone from above, near the
end of the North airstrip, a thick yellow fog is seeping across the field,
covering the nearby trees . From the
leading edge of the fog, a conical form emerges, the huge nose of a
Zeppelin. On the front is painted a
sneering enormous shark mouth. Ground
tethers drag across the field, gouging deep scars in the earth. From either side of the gondola, machine gun
fire erupts strafing the fleeing group personnel and buildings.
After
a moment's hesitation, Captain Herbert joins the stunned airmen,
"Chaps, get into the air,
bag that bugger and we'll have a nice wee campfire, what?"
The
pilots need two successful sprint rolls to get to their planes and take
off. As they launch into the air, they
can see the Zeppelin has begun to rain bombs down on the airfield. As they circle the airfield and move into
attack positions, roll notice. On a
success they realise that the gondola and airbag of the airship are bullet
scarred, with glass shot shattered in the window frames and great rends in the
hydrogen filled airbags. The damned
thing should not be in the air. As they
fly past the ship avoiding machine gun fire they can see the crew manning the
guns are all dressed in rotting Imperial German army uniforms, and their flesh
is decayed and missing in some places revealing white bone underneath. Green fire smoulders hatefully in their
rotting eyes.
The Graf
Schmidt
Area
Appearing: Western
front.
Acc/Top
Speed: 2/44;
Toughness:
16 (0); Crew:
18
(Commander, 2 pilots, navigator, wireless operator, bombardier, 4 mechanics, 4 riggers,
4 gunners), +2d6
other
damned souls who serve as guards.
Notes:
Aircraft,
Climb –2. Flight range is
seemingly
limitless.
Armament:
6
pintle-mounted MG08 machine guns on top, 2 forward gondola, 2 rear gondola, tail
(each has limitless ammunition)
Ordnance:
3,500 lbs. of
bombs. Those killed by the Graf Schmidt’s bombs arise as walking dead
(see Savage Worlds).
Special
Abilities:
• Night Flyer: The Graf Schmidt only
flies
at
night. When touched by the rays of the
sun,
the vessel vanishes, only to reappear
elsewhere
after twilight. This may leave
behind
any intruders or foreign matter
within
the craft at the time it disappears—
in
mid-air, of course— adding a ticking
clock
to any attempt to board the zeppelin.
• Spectral Durability: The Graf
Schmidt
may appear
derelict, but
it
is actually quite difficult to
disable
due to the supernatural
forces
that have permeated every
bolt
and spar. It has an increased
Toughness,
already reflected in the
statistics
above.
• Weakness: The Graf Schmidt’s
reign
of terror will only cease
when
Captain Schmidt is slain.
Run
this as a normal fight, with the pilot making a piloting roll to close range to
the airship, a success means no penalty to shooting, a failure means -2 to the
roll because they're out of position.
Assuming they manage to destroy the Zeppelin, as it starts to fall from
the sky, the yellow fog starts to dissipate, and the ship itself starts to fade
to nothing as it crashes into the ground, leaving behind nothing but tendrils
of fog over the airfield and smoking craters and fires. Luckily, no one from the aerodrome was
killed.
Further
Investigations
After
the battle is over, Captain Herbert and Parkhurst approach the pilots as they
land. Parkhurst holds his hat against
the prop wash, and speaks.
"We clearly need to get
that damn thing out of here, it's acting like a bally beacon for that
monstrosity. We all saw the thing
disappear, for all we know it might come back.
It's therefore imperative we find out more about the markings and how to
counteract them. Speaking to Captain
Herbert, we've decided you need to take that damn thing to Father O'Connor in
Paris. The good Father is an ally of our
department, and has helped us in an advisory capacity in the past. If anyone can understand that damn thing,
it's him. Time may well be a factor,
from your report and the attack last night it seems that the Graf Schmidt only
flies at night. Get that bomb to Paris
and speak to O'Connor. We can discuss the
matter further when you return for good old Paris, hopefully armed with some
information about how to stop this unholy thing."
He
continues,
"Get some sleep, get yourselves washed
and fed, then we can get you on your way to Paris. Time is of the essence here,
so take your kites. You should be able
to land at the Paris aerodrome with no bother, I'll arrange that, commandeer a car or truck, find Father
O'Connor, we believe he was working in the secure document section stored in
Notre Dame on the behalf of the Vatican."
The
next morning after a fitful sleep, the pilot assemble on the airfield. Over night the sappers have hastily refilled
the craters and removed all the debris from the field. Two of the mechanics hand the flight leader a
small crate with the bomb casing inside.
Heading
south over Amiens, the C flight can follow the line of the trenches towards
Paris, after an uninterrupted flight of just over two hours, they can see the
sprawling city of Paris with the Eiffel tower spearing the centre. The city is in a state of preparedness for
the war, with cannon and anti-aircraft emplacements strategically placed, even
the Eiffel tower has machine gun nests.
This whole thing has been spectacular.
ReplyDeleteThank you very much, not written anything for ages, and my group annoyingly are loving Weird War 1, so i'm having to make a lot up as i go along :)
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