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Indy Cast


Last Updated: 11/22/2009

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Gender: Male
Status: Married
Age: 73
Sign: Virgo

State: Victoria
Country: AU
Signup Date: 3/14/2008
Sunday, April 20, 2008 

Indy-Cast listener Wayne sent in his unused treatment for an Indiana Jones West End game - Wayne writes:

"Ed, here is the original summary I wrote up for it for GenCon for West End Games. They don't own the rights or anything so if you'd like to post it you can. It was originally done for the Masterbook Indiana Jones Rules. Easily convertible to other systems I'm sure."

Indiana Jones and the Piper's Flute

Summary:

The characters are trouble-shooters for the Smithsonian in Washington D.C.. They work for Mr Grey the director of the special exhibits department. He has received a telegram from his friend Doctor Erick Strihuffer in Hamlin Germany asking for aid with a mysterious discovery he's recently uncovered. The Telegram is mysterious, asking him to send along a box of cigars. Mr. Grey gives the characters a finely carved cigar box that Dr. Strihuffer found years ago and gave to Grey for safekeeping. The characters fly to Germany and arrive in Hannover large northern town from there they take a bus to Hamlin where they are greeted by Dr Strihuffer and two Nazis, Captain Schmidt and Sergeant Shultz. Shultz is to escort the Doctor and his guests to the dig site in the waiting military staff car. The Doctor explains that the government is funding this excavation, he will not answer any more questions while Schmidt or Shultz are watching. Schmidt takes his own staff car ahead to prepare for the arrival of the guests. Shultz loads the equipment and passengers into the car and drives.

In the car the Doctor tries to tell the trouble-shooters his predicament but Shultz is very nosy so the players must distract him. He explains that he's found the key to finding the Pied Piper's grave, but doesn't want the Reich to get the Piper's Flute. The flute is said to be a very powerful magic item and he doesn't want Hitler to get it. He asks if the characters brought the cigars and is releived when they confirm it. He points out the digsite on a hill in the distance. About then the car comes to a halt. Shultz complains about car troubles and gets out to fix them. This is prime time for any questions and they ask away.

Atop a hill nearby a staff car sits. Captain Schmidt stands watching a car by the river, he signals and a soldier pushes a plunger down.

The players hear what they think is an explosion and find they are in an avalanche, with moments to spare they run from the car to shelter as the rocks destroy their car. Shultz is nowhere to be seen and the doctor wasn't so lucky. Taking a rock in the head before getting to cover. A quick search of the doctor reveals his wallet and a large finely carved key. They recover their gear from the remains of the staff car as they hear a truck pull up on the roadside. A peek reveals Nazi's and lots of them. A fight ensues and the characters now have Weapons, uniforms and a truck. The characters drive into Hamlin and start their search for clues. Using the Doctors Identification in his wallet they find his house, but to their surprise it is being emtied as they watch by Nazi troopers. The Nazi's finish and the characters can now break in to see what's left.

They check out the house discovering a secret floorboard that contains a Map of Hamlin with a circle in the middle of town around the town hall. Also a picture of Town hall and it's beutiful clock that tells the tale of the Piper, the times the clock chimes are written on the picture. Noon and five O'clock.Also there is an Odd note translated from Old German. Curious about the cigar box they soon discover that the outside has reliefs of the town from a high vantage point with a Cross nearby. It shows the clock and the town and surrounding mountains. An examination reveals a secret panels in the box that contains 3 coins of varrying sizes. the coins when handled contain covered holes in the center and fine teeth along the outer edge. They assume that the coins are actually gears. and proceed to the clock.

Getting into the clock proves challenging, the lower level or town hall portion has been converted into a Nazi HQ. The only way into the clock is through the church that sits close to it. They bluff their way past the priest and onto the roof of the church and jump across to the clock. Insode the clock they discover all the figurines including the one of the Piper. Opening the gear hatch on the back of the piper they replace the gears with the new gears which are different and wit for the show to begin. When noon rolls around the clock chimes and goes off telling it's tale. About this time the Nazis decide to change shifts calling roll call in the courtyard outside. During the clocks tale the piper suddenly spins around and his flute points in an odd direction. one of the characters has to sneak out and get a bearing on where the flute is pointing in broad daylight above the heads of Nazis. They get a bearing on the hill next to the actual digsite and realize the Nazis are sigging in the wrong spot.

Taking everything they proceed to the correct hill and discover a keyhole that the key fits into. It opens a giant doorway into the mountain. Through a cavern and into a tunnel tha proceeds up into the mountain. They reach the end of the tunnel to find a drop. The floor is covered by rats a torch dropped down to the floor scares the rats away and they see at the other end of the cavern the remains of the Pied Piper still clutching his flute. They pull the flute from his hands and discover theat a trap is set off. The pipers tomb drops into the floor and a rush of water streams out of the hole it left. the chamber is quickly filling and the characters must get out and out run the water before it overtakes them. They race into the original chamber to discover it full of Nazis and Captain Schmidt. Shooting their way out is suicide so they try to play the flute. It sounds horrible and Schmidt give the order to some of his men to shoot them. Suddenly the dust on the floor starts to swirl and form into the faces of little children that tease and poke at the troopers startling them. The charcters run for it. Before exiting the cave they see the children ghosts form into horrible monsters further scaring the Nazis. The characters lock the door sealing the Nazi's in for eternity. They find a small airport on the outskirts of town and steal a plane and take the flute back to DC.