(A prequel campaign, this was used as a ‘tester’ of the adapted Stargrunt II rules at a wargames weekend several years ago)
That ‘Man of Blood’ is loose again in the world. After his deprivations in Imperial China – taking advantage of the feuding Governors and Warlords – he’s now believed to be running opium again back into Western Europe. It’s also believed that Von Ludecke is still with him – Beck is reputed to be somewhere in North America & D’Allange is said to be in the Middle-East.
Deveraux has been gathering his forces of anarchy and mayhem, and the Imperial Powers have managed to set aside their differences and recognise his threat to all their regimes.
His many acts of outrage – the raiding and sinking of French steamships in the Gulf of Lyons, the bombing of the Hotel Excelsior in Sarajevo, the abduction and subsequent ransom of Princess Elenia of Moldavia, and the derailment of the Ottoman Army’s Smyrna Military Train – are just the latest in a long line of sinister events all perpetrated by Deveraux and his minions, Les Enfants Perdu. Their exploits blaze across the front pages of the Western Press and all clamour for direct action against the Arch-fiend.
Now, strange sightings of lights afloat in the darkness off the East Anglian coast has prompted Horseguards to send some officers to Saxmundham to investigate. Before they are able to arrive however, the train journey is interrupted.
The northward train has been stopped just south of Saxmundham by unknown hijackers, who have removed the engine and tender, leaving the passenger carriages stranded. The party of officers have then resorted to walking up the line, in the dead of night, to the station and there they meet the Stationmaster and two Police Constables. On the Platform stand Detective Inspector Symonds and Judge Cooper, who address the assembled throng of servicemen in the Passenger Waiting Room. The London-bound Express has also lost its engine and tender, blocking the line coming south from Norwich.
Peculiar happenings have also been occurring in this area, in the dead of night, close to the shoreline, and two Police Constables managed to signal earlier using Morse Code with their patrol lanterns, that they have under guard a valuable yet delusional witness. Gun flashes and then a considerable noise of gunfire were observed and heard from their direction, and Symonds now needs assistance in finding and bringing back his two Constables and their valuable witness.
To that extent, Judge Cooper has just proclaimed the Local Emergency Powers Act in the town’s marketplace and a small band of volunteers have been gathered, some armed with shotguns, to assist. What’s desperately needed though, is leadership and military training and that’s why the Judge and Symonds are glad of the officers arrival.
The town is buzzing with unusual night-time activity, the gaslights are burning brightly tonight, and the townspeople move about the shadows with a determined purpose – what mystery waits out there in the darkness. Some of the apprentice boys have been dispatched westwards, on bicycles, to pass on news of the situation and to seek more assistance.
This was the first part of the briefing for the game weekend and was resolved with some combined ‘kriegspiel’ and role-play, along with a few tabletop skirmishes. The participants soon got ‘into character’ – it only needed some reminders of Jeremy Brett and Basil Rathbone as that man Sherlock, and away the game went.