Remember, Remember
A Guy Fawkes Scenario for 2-4 players by Pete Murray
Swashbuckling Adventure in the Age of Kings
Remember, Remember A Guy Fawkes Scenario for 2-4 players by Pete Murray
Swashbuckling Adventure in the Age of Kings
Copyright © 2006 Rattrap Productions LLC Users can print copies for their own use, but the distribution either electronically or in printed format is strictly prohibited. More information for Gloire can be found at: www.rattrap-productions.com
Introduction “...they shall recyve a terrible blowe this parleament and yet they shall not seie who hurts them...” Thomas Knyvet looked up from the letter into Monteagle's eyes. “Had you any notice or warning beyond the contents of this anonymous letter?” he asked with steel in his voice. Monteagle toyed nervously with his hat. “None at all, and I shewed it at once to m'lord Salisbury. Surely it is a vacant threat, one devoid of substance,” he added hastily. Knyvet shook his head. “Your brow and countenance suggest you feel differently.” He rose, and strapped on his sword. “I am going to inspect the undercrofts in Whynniard's cellar.” ... Henry de Vere and his cousin, Percival Golding were walking when they spotted their father's old nemesis, Thomas Knyvet, walking swiftly through the London streets. “What I wouldn't give,” said de Vere, “To catch Tom remiss in his duties! That would make my father's ghost smile, even in hell.” “Why not follow him?” asked Golding. “Surely a justice of the peace in that much haste, and with a deputy, is in the act of arresting a man. Should that man flee, and should you catch him, why then all the credit should fall honestly to you.” “True!” laughed de Vere. “Then let's follow that old goat into yon house.” ... Sir Thomas Fleming had decided that the hardest part of being the Chief Baron of the Exchequer was that you were required to keep up with the Lord Chief Justice, Sir John Popham. An afternoon of collegial carousing had led to a game that seemed to involve riding horses at a gallop through the streets of London, shooting at random objects. Suddenly, Popham reined in his horse and surveyed something down the street. “Fleming,” he said in magisterial tones, “I have seen four rogues, armed, enter a house down the street. I suspect them to be house-breakers. We are going to arrest them.” And with that, Popham charged down the street again, foam flying from his horse's flanks. Fleming stared after the Lord Chief Justice. One day, thought Fleming, that man is going to fall off his horse and not stop until he hits hell. ... “...thirty-four, thirty-five, thirty-six barrels,” Said the man known to his landlord as John Johnson. “All accounted for.” Hugh Owen cocked his head. “Do you hear footsteps?” he asked.
The Scenario On the eve of the convening, Guy Fawkes has come to inspect the gunpowder that will blow up the Parliament. Three separate groups want to arrest him, so as to gain the fame of having foiled the plot. Thomas Knyvet is the Justice of the Peace assigned to inspect the cellar under Parliament. Henry de Vere, the son of his old enemy, is there to upstage Knyvet, having inherited his father's feud. The Lord Chief Justice Sir John Popham happens to have witnessed the scene, and is investigating on his own. Guy Fawkes must sabotage as many clues as possible, and escape arrest as best he can.
Victory Conditions The objective of this game is to score as many Victory Points as possible by acquiring many pieces of incriminating evidence. In addition, each faction can earn Victory Points as follows. If Guy Fawkes escapes, then his player earns 3 Victory Points. If Guy Fawkes ever loses a duel or is taken captive (by being wounded to unconsciousness, or unable to fight or move) then his player earns 1 Victory Point as Fawkes goes down in a martyr's blaze. If Thomas Knyvet's player captures more pieces of incriminating evidence than Henry de Vere's player, then Knyvet's player earns 3 Victory Points. Likewise, de Vere's player earns 3 Victory Points if he finds more evidence than Knyvet's player. If Sir John Popham's player manages to incapacitate (by wounding to unconsciousness or the point of being unable to move or fight) models from any two factions, then that player earns 3 Victory Points by virtue of heroic defense of the law. The game ends when no combat can occur, Guy Fawkes escapes, or when one player has a preponderance of Victory Points.
The Board The game is played on a 24” by 24” board, representing the cellar where the gunpowder was concealed. A suggested layout of the board is presented here, but any board that partially subdivides the cellar into small rooms would work. Starting location for Guy Fawkes and Hugh Owen are indicated by a “G”. The other three sides start at any of the “X” marks. The cellar has only one exit.
Encounter Markers This scenario uses 12 Encounter Markers, distributed evenly across the board. When a model comes to an Encounter Marker, the number of that encounter is shown or a playing card is drawn at random and the corresponding event is revealed (use all but the Ace from a single suit of cards in this case). 1. (Two): A careful search reveals nothing of value or interest here. 2. (Three): A dozen barrels of powder! You find twelve kegs of gunpowder concealed beneath some firewood. The barrels are too large and too numerous to move, and you cannot risk setting off an explosion in this confined space. Guy Fawkes' side may not sabotage this evidence. If any other model finds it, it is worth 1 Victory Point. 3. (Four): Conspirator's letter! You find a letter from one of the conspirators discussing the details of the plot. The letter is openly names individuals involved. Guy Fawkes' side may sabotage this letter for 2 Victory Points, but it is worth only 1 Victory Point to any other faction. 4. (Five): A careful search reveals nothing of value or interest here. 5. (Six): Swarm of rats. The search disturbs a seething mass of rats, and they attack the intruder. The model suffers d10 bite attacks at BD = 3 and WS = 2, after which the rats scurry off. 6. (Seven): A dozen barrels of powder! You find twelve kegs of gunpowder concealed beneath some firewood. The barrels are too large and too numerous to move, and you cannot risk setting off an explosion in this confined space. Guy Fawkes' side may not sabotage this evidence. If any other model finds it, it is worth 1 Victory Point. 7. (Eight): A careful search reveals nothing of value or interest here. 8. (Nine): Conspirator's letter! You find a letter from one of the conspirators discussing the details of the plot. The letter contains only initials and pseudonyms. Guy Fawkes' side may sabotage this letter for 1 Victory Point, and it is worth 1 Victory Point to any other side. However, on a successful BR test, the model decodes the pseudonyms and the letter is now worth 2 Victory Points. 9. (Ten): Conspirator's letter! You find the plan for the day of the opening of Parliament, scheduled down to the minute. Guy Fawkes' side may sabotage this letter for 2 Victory Points, and it is worth 1 Victory Point to any other side.
10.(Jack): A dozen barrels of powder! You find twelve kegs of gunpowder concealed beneath some firewood. The barrels are too large and too numerous to move, and you cannot risk setting off an explosion in this confined space. Guy Fawkes' side may not sabotage this evidence. If any other model finds it, it is worth 1 Victory Point. 11.(Queen): Conspirator's letter! You find a letter from the conspirators describing the uprising they hope to foment after Parliament is blown up. The letter lists the location of arms caches throughout the Midlands. Guy Fawkes' side may sabotage this letter for 2 Victory Points, and it is worth 1 Victory Point to any other side. 12.(King): Suspicious tools! You find a dark lantern, slow match, and striking paper. By themselves, these would be innocent items, but in a cellar packed with gunpowder, they betray sinister intent. These items are worth 1 Victory Point when discovered.
Special Rules If a model is knocked unconscious, another model may loot all letters off the body. If a model loses a duel, it forfeits any letters it might be carrying. A model on Guy Fawkes' side must spend a full action to sabotage a conspirator's letter or the suspicious tools— after that they are destroyed and may not be looted. If a model escapes out of the cellar via the steps, it is assumed to have escaped with any evidence it may be carrying and the player is awarded those Victory Points.
The Characters Each player controls a Grade 3 character and his Grade 2 servant. The groups are as follows: Thomas Knyvet, Justice of the Peace (Courtier) • Long Blade • Short Blade • Torso Armor DR +2 • Ambidextrous • Fencing +1 • Genius +1 • Tactics +1 • Nerves of Steel +1 • Sprint +1 Auld Ben, Puisne Deputy (Sherrif) • Blunderbuss w/ Extra Ammo • Short Blade • Sharpshooter +1 • Savvy • Ignore Pain
Henry de Vere (Courtier) • Long Blade w/ +1 TH and +1 WS • Pistol • Head Armor DR +1 • Torso Armor DR +1 • Cappelli's School +1 • Sang-Froid • Lucky (Vain) • Majestic Percival Golding (Fop) • Long Blade • Pistol • Torso Armor DR +1 • Quick +2 • Deception • Observant
Sir John Popham, Lord Chief Justice (Highwayman) • Brace of Pistols w/ Extra Ammo • Long Blade w/ -1 TH • Torso Armor DR +2 • Powder Monkey • Sharpshooter +2 • Tactics +1 Sir Thomas Fleming, Chief Baron of the Exchequer (Doctor of Letters) • Long Blade • Short Blade • Head Armor DR +1 • Torso Armor DR +1 • Genius +1 • Iron Will • Sprint +1
Guy Fawkes (Military Officer) • Long Blade w/ +1 TH • Pistol w/ +1 WS • Battle Cry • Rush Attack • Sang-Froid • Tactics +2 • Nerves of Steel +1 Hugh Owen (Valet) • Long Blade • Pistol w/ Extra Ammo • Fencing +1 • Sharpshooter +1 • Devotion • Undying Loyalty