Friday, 18 March 2022

Silent Legions solo - Part 15: We're really doing this...

Cat has some calls to make. Amit listens in, absently unrolling the wad of bills that Angharad had given him and counting it. He'd not asked how much it was. It was fat enough he thought it impolite. Especially as she'd said there's more to come.

The call to Elgin is quick. Cat gives him a name, voices her suspicions. He says he should have an answer in a few hours.

Mary, on the other hand, has a lot to say. And just wants to talk, besides. Cat doesn't have the heart to tell her to stay focussed, and lets her ramble. In the end, she does come back to the matter of the kitchen, and says she compared notes with reports of officers who raided the place plus the coroner's report, and has also done some digging into the ownership of the building besides. It's a tangled web of holding companies, but she's nearly joined up the dots connecting it to a certain ex-DI Frost ("I know, right?") who went over to the other side, and now operates out of the East End -- and she now knows his exact location, thanks to Cat. She's pulling all his old case files for further evidence of dodgy dealings whilst he was still on the force, and thinks she can bring him in on concrete charges before Christmas.

[Angharad's meeting with Frost is scheduled for 1d8=4 days hence.

Mary is using her Leading Whispers class ability to investigate.
Q: does she find trail to Enemy? 50/50 (4+): O4 C3 - yes, but... investigation reassigned from above, moved over to serious crimes -- Secret being protected (this will come up later)

Elgin stays up late looking at family history records: Int/Research 6+: 2d6+2=12 Cat's suspicion is correct]


. . .

Cat wakes the next morning to a text message from Elgin: You called it, it's a family name. There's a great-great aunt buried in a vault in Highgate. Fancy a little London tourism?


[Scene 11

Investigation scene: The Place where the clue is has been sealed up by public order, whether due to it being a crime scene, its advanced state of dereliction, its owner’s desire for it to remain undisturbed, or some other reason. Some group stands watch over it, such as police or hired watchmen, and they may be innocent bystanders to the situation.]
30 November 3:28pm

The burial vault is in the west side of the cemetery, so they can only visit as part of a guided tour. Probably for the best, as they don't want a giant Karl Marx staring down at them disapprovingly.

Elgin brings his good camera to snap lots of pictures, and gives Amit an older one to do the same. Luckily, they have ample opportunity, and playing tourist is a believable cover. Plus, Cat desperately wants a picture of herself at the tomb of Radclyffe Hall.

[Rolling with the best mods in the party:
Int/Perception 6+ to find the right place (even though they can't get inside the catacombs today, and know better than to ask): 2d6+2=9, ok
Wis/Perception 8+ to find fastest way out: 2d6+1=12]


The next day sees various trips to DIY shops and ironmongers, separately, of course. Elgin buys bolt cutters, some chain, two locks, and rope (as a certain kind of fetishist, he's done this before, so they're used to him down the shop). Cat buys a crowbar, Amit buys a hammer and chisel, and a crowbar of his own.
2 December 1:54am

Cat, Amit, and Elgin arrive separately with backpacks full of supplies. They meet on the north side near the church, then head down the road on the long, steep hill that divides the eastern and western halves of the cemetery. It's late, and there's almost no traffic. But this is London, so a car could come at any moment. They'd best be quick.

Elgin throws a rope over the wall.

[6+ STR/Athletics. 1d6 damage on a failure, with an Evasion save to roll with the fall for half damage. Partial success (3-5) = stumble/setback & roll for traffic passing (1-in-6)

C 2d6+2=6, E 2d6-1=9, A 2d6-1=5... (no traffic) 2d6-1=7]


Cat's feet slip a bit on the anti-climb paint, but she's over the wall without serious delays. Amit is up and over with surprising grace. Elgin nearly doesn't make it, but in the end they're all stood amongst the graves in the inky darkness.

[From here on out, there's going to be a fair few easy skill rolls. Partial Success on any of them (i.e. failure by up to 3 below the Target Number) will force an encounter check or complication.
Encounter checks are 1d6: 1 patrol, 2 lights in distance, 3-6 nothing

best Wis/Perception 10+ to hear anyone about: 2d6+1=10

Q: Anyone immediately about? unlikely (5+): O1 C7 - no.]
They pause and listen, and search the blackness for light or movement, finding nothing. Elgin lights a weak torch, and they set off. They creep forward, keeping off the path as much as possible, trying not to trip over gnarled roots, low and crumbling gravestones, and tangles of weeds.

[INT/Survival 6+ to follow their route properly: 2d6+0=5 partial success: wrong turn

1d6=2 lights in distance

WIS/Survival 7+ to get back on the right path : 2d6+0=7]


After a few minutes, it's obvious they've mad a wrong turn. Lights in the distance force them to hide behind a monument. They pass tense minutes in the dark, until the lights recede. Elgin relights his torch, and studies the map until he's certain he knows where they've gone wrong. They double back and find right route, still staying as much off the path as possible.

[Evasion saves at +4 not to trip & fall: C&E succeed, A nat 1 - takes 1d3=1 damage (to 9hp)]

Progress is slow and steady, but still Amit trips over an iron chain, stumbling and bashing his knee on a stone slab. Cat drags him to his feet and pulls him behind an immense stone coffer. They hide for a minute at least in case anyone heard Amit's swearing.
[Q: Anyone attracted by noise? Unlikely (5+): O5 C5 - yes.
+Event:  Horror - PC (Mary) - draw / Lady (see next post)

Dex/Stealth +1 (ample cover) vs. patrol's Perception rolls--
Patrol (both 2d6+1): 4,7
C 10, E 9, A 8]


Torchlight plays over the branches above their heads. They cower in the darkness as voices draw nearer, then footsteps crunching on the gravel path. The watchmen come close enough that Cat can smell their cologne on the breeze. But they pass by oblivious. When she can no longer hear the in-depth analysis of Arsenal's chances this year, Cat motions to continue.

They follow the watch at a great distance for a while, keeping the their lights just in view. Their path eventually brings them close to the catacombs. When they're sure the guards are nowhere nearby, they scurry up to the entrance. It's barred by an iron gate, and locked with a padlock and steel chain.

"Here," whispers Amit, handing Cat the bolt cutters.

"Do I hafta do everything?"

"You're well strong, Cat. Remember that party where you ripped Leila's bedroom door off the hinges?"

"Er, not really. I seem to recall hearing a rumour afterwards. I was seriously off my face that night."

"Ssshhhhh!" scolds Elgin.

Cat has them both hold onto the chain so it doesn't fall and make a noise.

[STR/Athletics 6+: 2d6+2=11]

The lock breaks with a dull crunch, then Cat pulls the door open just enough to slip through. It lets out a terrible creak, but the guards are too far off to hear [d6=4 no encounter]. Once inside, they pull it very slowly closed, and wrap the chain round again so it isn't immediately conspicuous.
[Q: Anything immediately weird inside the catacomb? Unlikely (5+): O2 C6 - no.

Wis/Perception 10+ to find the right grave (check until success, +1/further attempt)

2d6+1=9, d6=3 no encounter
again: 8+1=9, d6=2 lights

Perception check 10+ for guards: 2d6+1=8, fail

more searching: 10+2, success]


They move slowly and methodically, trying not to scrape their feet along the dusty stone floor. They examine each vault door in turn, straining to read age-worn inscriptions and rusting iron placards by feeble torch light.

At last they find the one they need, fortunately towards the end of the cavernous hall. They spend several minutes look for a secret catch, but there isn't any. [The cultist used magic to get in]

"Good thing we came prepared," says Elgin.

"This is going to make a lot of fucking noise," says Cat.

"I'll keep watch by the gate," says Amit. "I'll flash you with my torch if I spot anyone coming."

Elgin holds a dim light so Cat can set about opening the tomb.

[She needs to roll 8+: +1 for STR, -1 for lack of skill (I'm not sure which skill this counts as (Profession/gravedigger?), but it's deffo not on her character sheet): 2d6+0=8]

She uses the chisel to break up the concrete round the marble slab enough to get the crowbar under it, then prises it out. She teases it out slowly and gratingly, then uses puts all her weight against it so as not to let it fall flat on the floor. Elgin helps her lower it the last few inches, but it still makes an awful thud when they release it -- but better that than broken fingers.
[Str/Athletics 8+ (including E's help): 2d6+2=9
1d6=4 no encounter]


When the billowing tomb dust settles, they peer into the vault. A set of rough stone steps leads downwards.

[Q: what's it like at the bottom? Bleakly / Faded]

The brickwork vault is lined with coffins set on low shelves. A thick blanket of dust shrouds every surface, save for a few places where it has been swept perfunctorily away. In one corner is a pile of dead batteries, empty crisp packets, and candle stubs.

The great-great-aunt's coffin is at the very back, having been slid half-way out of its shelf onto a makeshift bier. The lid had been swept clean, and evidently used as a desk, for atop it sits an electric lantern, more candles, a pile of books, and an archive box.

[Q: Is there anything of importance other than the manuscript? 50/50 (4+): O1 C3 - no, but...
Q: Does anything guard the manuscript? Certain (2+): O4 C3 - yes, but... only triggered by studying (roll a Curse, SL p169)
Q: Do they make it back out without incident? 50/50 (4+): O6 C1 - yes, and...]


Elgin briefly peruses the pile of books; they're all ordinary books on eastern esotericism, mostly in paperback, all dog-eared and scribbled in. He elects to take them just in case the notes prove useful.

The true prize is in the archive box, a palm leaf manuscript covered in dense, blocky Sanskrit. Elgin can almost hear it whispering his name. He stares at it, letting the words dance through his vision, feeling the ecstatic rhythm of its song. Then Cat is tugging at his arm, pulling him out of the trance.

"Hey, Elgin, time to go. You can read that later over a nice cuppa. But we need to get out of here."

They pack up their gear, and Elgin stows the archive box carefully in an empty backpack. They replace the marble slab as best they are able, then slink away into the night.


next post: bad dreams   

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