Journey aboard the SS Ariadne, a marvelous private airship owned by Thomas Edison, to investigate a strange new volcano erupting off the coast of Iceland. Arcane mysteries and secret plots abound.
Description:
A new volcano has just begun to erupt off the coast of Iceland. Initial reports from the site suggest that strange manifestations of arcane power have been accompanying the eruption. You’ll be one of a group of select guests and crew on board the SS Ariadne, a marvelous private airship owned by Thomas Edison, and under orders to investigate. The famous Mr. Edison has invited a collection of the most interesting people in the world to come view the marvelous and strange volcanic activity. Agents of great powers and secret societies will plot and scheme, while joining an array of media figures, scientists, and eccentrics in admiring the anomaly and in savoring the luxuries and delights to be found on board Mr. Edison’s most unusual airship.
You are officers of the night police in Berlin. A suicide takes you out into a cold March night. The case quickly gets political. One wrong move could plunge the German Empire into chaos.
Description:
You are officers attached to the 17th Kriminalpolizei precinct in Berlin. You’ll be confronted with the most complicated and dangerous case of your careers, and one misstep could destroy you and plunge the German Empire into chaos. Your prestigious precinct covers the embassy district and is normally a plum assignment, but you are the investigators and technicians on the night shift. You handle the sordid little cases that the shining stars of the precinct can’t be bothered with. Tonight, however, you have been called in by the Shutzpolizei who patrol the streets to investigate a body found on the shore of the Wannsee. The initial report says he committed suicide but you know that, with your luck, the case won’t be so simple. With a chorus of sighs, you put down your Bavarian crème pastries, pack up your forensic kits and head out into the cold and damp March night.
You've been hired by the occultist Aleister Crowley to steal arcane artifacts from the Cologne Cathedral. Oh, and while you're there you must "persuade" a certain eminent physicist to return with you.
Description:
You've been hired by the Great Beast himself, the infamous occultist Aleister Crowley to carry out a mission of great importance and secrecy. Your goal is to infiltrate the Cologne Cathedral and steal the relics of the Three Magi. Mr. Crowley claims these relics are, in actuality, arcane artifacts that will be used in the inaugural ritual of his new arcane society, Argenteum Astrum (Latin for Silver Star). As if that were not enough, Crowley has also tasked you with "persuading" a certain eminent physicist to return to London with you. Apparently this gentleman is an expert in something called "quantum," which Crowley believes will assist his arcane research. You are to accomplish all of this without creating an international incident between the British and German Empires. Did we mention the pay is quite good?
You are British agents in Egypt. You've been dispatched to the oasis settlement of El-Kharga, where something has gone terribly wrong. Head into the desert to uncover secrets, old and new.
Description:
You are agents of the British crown, attached to the governor’s office in Cairo. A dispatch has just arrived from the oasis settlement of El-Kharga, where something has gone terribly wrong and violent riots have broken out. You have just been summoned to the governor’s office. You can put two and two together, and you can already see the short end of the stick heading in your direction. El-Kharga is normally a very peaceful town, but you’ve heard rumors that the Austrians have set a revolution in motion, that the black plague has re-surfaced, and that an ancient rift to a nearby dimension filled with unspeakable horrors has re-opened. Hopefully, some of those rumors are false. Still, you have no choice but to pack your bags and head deep into the depths of the desert to uncover secrets, some fresh and new, some old as the tombs of the vanished Egyptian Pharaohs.
Assume the roles of delegates, diplomats, and agents provocateur as peace is negotiated between the Republic of Texas and the Empire of Aztlan. Help determine the course of Brass & Steel history!
Description:
Six weeks ago a squad of Texas Rangers discovered an Aztec invasion force on the western Texas frontier and escaped to get word to Austin. Given time to mobilize, the military of the Republic of Texas has held the Aztecs at the River Pecos. The conflict has stalled and the British government has offered to mediate a conference to end the hostilities. A rich and well-connected rancher turned oilman, William P.H. McFaddin, has arranged to host the conference at his beautiful new Beaux-Arts mansion in Beaumont. It is the evening of the second day of the conference and, with little progress made, McFaddin has insisted on a formal ball to lighten the mood and ostensibly put the delegates at ease in a social situation. Tonight is the night the peace will be brokered, or not. Bring your copy of "The Prince" and help determine the course of Brass & Steel history!
The quarreling denizens of Camden Street witness bizarre events unfold at the local market. Can they set aside their differences & solve the mystery before the community succumbs to madness & terror?
Description:
The quarreling denizens of Camden Street witness bizarre events unfold at the local market: A renowned apothecary begins giving her wares away for free. A group of street urchins begin stealing jewelry in lieu of food. A normally docile old woman bursts into a fit of inexplicable rage & violence. The local constable suddenly becomes more interested in wind chimes than preventing crime. Amid the chaos, a motley crew of neighbors discovers they alone are immune. Can they set aside their differences & solve the mystery before the community succumbs to madness & terror?
A brilliant German scientist has slipped his minders and is en route to Constantinople. Can your team of British agents keep the defector safe against German agents, mad scientists, and more?
Description:
An operative of the War Office’s newly constituted intelligence service, working in British-occupied Constantinople, has just received an encrypted cable from London containing rather startling news and instructions. An extremely high level scientist in the German military research apparatus has made known his intent to defect. The scientist has somehow slipped his minders during a scheduled rest at a resort in the Bavarian Alps and is at this moment en route to Constantinople via airship. The orders are to drop everything and assemble a team of local agents to meet the scientist at the smugglers airfield outside the city and keep him safe until transport to the UK is arranged. Complicating matters is the fact that Special Branch has somehow found about this matter and insists on having some of their constables involved.
Thieves raided the British Museum and made away with a unique object. As Scotland Yard detectives, you are to apprehend the perpetrators and recover the object using any and all means necessary.
Description:
Last night, thieves raided the British Museum in Victorian London and made away with a single unique object – bypassing dozens of more valuable artifacts. As Scotland Yard finest (available) detectives, you are to apprehend the perpetrators and recover the object using any and all means within your budget.
Grounded! -or- All right, who stole the damn airship?
Summary:
Your gang of smugglers was supposed to be making a clean getaway after a job in Constantinople. Your airship has vanished, however. Find it and get away while dodging police and other criminals.
Description:
You’re the crew of a tramp freighter airship. You aren’t exactly pirates, and you aren’t exactly smugglers, but you have a flexible attitude toward the acquisition and sale of cargo. You were in Constantinople for a little bit of R & R, when a contact fed you a juicy, juicy tip about a hidden art treasure. You ran the heist perfectly, but you’ve just arrived at the hidden airship field where the Bonnie Prince Charlie was supposed to be waiting... and seen only cows and a few surly peasants. You’ll need to find your airship (smuggling without an airship is just far too much work, after all), and you’ll need to avoid whatever goons and thugs have been put on your tail by a very unhappy art collector while you do so.
Employ steam-powered gadgets to heist a valuable mysterious object from the British Museum for anonymous buyer(s), alongside cohorts who are disreputable, dishonest, and inept. What could go wrong?
Description:
In Victorian London, you have been hired alongside cohorts who are disreputable, dishonest, and inept to heist a priceless and mysterious unique object. The catch: it’s on display at the highly secure British Museum. Choose to play a gadgeteer, second-story man, pickpocket, or safe-cracker and elude two notorious detectives of Scotland Yard, who are known to employ dreamers and arcanists to pursue the criminal element.