Isis and the Seven Scorpions
14th July 2019
It's a Sunday lunchtime and it's 'The Sovereigns' in Woking.
We should be playing 50 Fathoms, but plans can go awry.
Instead we're playing a 'oneshot' adventure called 'Isis and the Seven Scorpions', a pulp action adventure set in the world of 'Spirit of the Century.
Our diligent heroes begun their adventure in London.
As members of the glamorous 'Century Club', a gathering place for the derring-do and adventurous. We had been invited to a presentation about 'Isis and the Seven Poisons'. However destiny intervened and the presenter was poisoned and fire started! The poison was not treatable by conventional medicine, but we vowed to find a cure.
Our investigations led us to the conclusion that we needed to go to Turkey. Our journey was uneventful and bought us to an antique shop. After some intense 'negotiation' we managed to secure the item vital to our task. We managed to evade the nefarious agents sent to foil us.
Next stop Egypt!
Upon reaching Egypt, we found the trail led into the wilderness of the desert. This took up to some ruins. They were guarded by a band of German soldiers.
We managed to sneak past and our searching found a hidden trapdoor. Descending, we encountered an elaborate puzzle.
Our investigating and puzzle solving led us to the conclusion that the 'Seven Poisons' was a reference to the 'Pandora's Box' of legend and ultimately led to the creation of the box.
Continuing to investigate, we explored further and found a mysterious box.
We chose to not open it...
We managed to further evade the German guards and left the ruins. We took the box with us and returned to London and handed it over to the Century Club for safety.
The knowledge that we had accumulated allowed us the formulate a cure to the poison and the victim made a recovery.
Years later, we would discover that after the outbreak of what would we called 'World War II' mysterious and terrible plague would strike in central Europe in Germany. Bringing the war to an early conclusion...
As previously stated, this scenario was in the 'Spirit of the Century' setting. It's a 1930's pulp action setting of dramatic, rip-roaring adventure and larger than life heroes.
The default rules for the RPG are FATE. But because time was tight. Ares the GM decided to use a 'bespoke' system to facilitate quicker play - which worked out fine.
Fun was had by all.
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