TEXT: THE BATHS OF LONDINIUM
  Alt -2, 8, Ring Station, Status: Locked: Level 1
  Dominant Language: Brythonic (British Celtic) with heavy Latin influence.
  Available team vehicles: Bicycles and the MRM-30A, diesel APC, amphibious
  Weapons: XM8 Carbine or PDW, Glock 27, Survival Knife
  Budget: 100,000 € ($112,500)
  PREAMBLE
   
   INTRODUCTION
   
   
  The IDET team’s mission is to investigate the alternate world tagged with the 
  identification of “Alternate -2, 8”. A previous scouting of the world didn’t find any high 
  technology in use, but that the dominant language of the region was a heavily Latin-
  influenced Celtic: British Celtic, Brythonic. UNIDA decides to further investigate this 
  world. The team’s task was to investigate this world and find out who and what is there. 
  The team also has the Muscovy diesel APC, (MRM-30A), which they have been 
  using on and off for the past couple of trips. It was used on the initial scouting mission to 
  this world. The players can outfit their Muscovy with whatever they can buy with their 
  budget and personal wealth.
  SCOUTING MISSION 1
  A month ago, a different IDE team unlocked the portal and found that the ring 
  portal was in a cavern. The exit to the cavern was blocked by a cave-in, but it was easily 
  cleared with a little grunt work. Outside the cavern, the tunnel led to an underground 
  river, too deep and too swift to ford on foot, but the Muscovy is watertight, so the team 
  used it to ford the stream to the outside world. The team set up near the exit of the 
  underground river and this where the initial scouting was done. No radio, television, or 
  other EM transmissions were detected. The air sample showed that coal was being 
  burned, but not in industrial quantities. No chemical signatures of modern industry were 
  found in air or soil samples. But from their location, they could see cultivated fields and 
  farm buildings of sorts. Photographs matched reconstructions of Roman occupation era 
  buildings in Europe. 
  A language recording was made from team members who recited a number of 
  words and words such as computer, radio, nuclear did not have local equivalents, but 
  Latin and Greek versions of other words were present. There were words for muskets, 
  canon, and gunpowder, but not for rifle, pistols, or machinegun. The language was 
  determined to be a heavily Latin influenced version of the Celtic Brythonic, and that the 
  current technology level was between 11th and 14th century Prime. The team returned to 
  the platform, locked the portal, and returned to Hatsumi to report on their findings.
  SCOUTING MISSION 2
  UNIDA decided that Alt -2, 8, is worthy of a more in depth investigation. 
  Especially as the Roman influence to the language and the visible architecture, lead a 
  couple of experts, Drs. Josephs and Kline, to speculate that this world may have a 
  
  longer lasting, more stable version of Rome on this world. Geographical details indicate 
  that the location might be near the Thames and the city of Londinium. Chemical analysis
  of the river water collected by the other team indicated that it was from the River Peck.
  The heroes’ team is outfitted with a variety of period clothing, mostly tunics, 
  breeches, and dresses appropriate for Roman era occupation and post Roman 
  occupation of England. The clothing was obtained from the wardrobe departments of 
  several television series and movies. The team is also provided with 1/2 pound of gold 
  slugs (40 in total) and 5 pounds of silver slugs (500 in total). Total buying power in terms 
  of dollars, roughly $10,000 in silver and $20,000 in gold. (The gold is valued at $8,800 in
  Prime dollars, and the silver at $1,360).
  They have a portable coin minter, and a system to create the necessary dies 
  from scans taken from at least a dozen coins with the same faces. Then they can use 
  the machine to mint as much coinage as they need. The minter runs off of the Moskovi’s 
  generator, so it has to be off the Fringe platform to operate. No one will admit where the 
  portable minter came from, but some of the parts are marked in Cyrillic characters.
  Along with the minter, they have the laptop, and XM8 rifles in either the carbine 
  or the PDW configuration for each team member, with sufficient ammunition for each. 
  These are to be left in the Moskovi. The team is allowed to carry their personal sidearm 
  and their survival knife. 
  They can request any special equipment under 100,000 € in price. They will be 
  encouraged to stay “in period” for any vehicle request, though if they want a Bayliner 
  motorboat, with 250HP engines, they’ll see what they can do. Period boats are available,
  or can be manufactured during the month they are in training for this mission. They can 
  get one period boat big enough to hold the team while they are in training.
  The mission objectives in order of precedence are:
  1.
  Gather information on this world. 
  2.
  Locate any Fringeworthy on this world.
  3.
  Determine if the local Fringeworthy can be contacted and used as a local 
  source of information and initiate contact with the local Fringeworthy. 
  4.
  Determine if contact with the local government is advisable and initiate first
  contact. 
  5.
  Return safely to Hatsumi base.
  SCENE 1
  The team returns to the -2 Alternate platform and enters the 8 o’clock portal. The 
  cavern is just as the previous team had left it, no noticeable changes or out of place 
  items. They can choose to leave the Moskovi in the cavern, or drive it out down the 
  channel as was done before. In any case, the legionnaire stationed at the mouth of the 
  underground river will hear the engine noise and send out the alert. 
  If the team boats down the Peck, they will easily evade the legionnaires and 
  arrive in Londinium in under an hour. As they tie up their boat and bargain over the 
  moorage rates, they will see a centurion (60 legionnaires) towing their Moskovi down the
  Peck and to a Londinium boat landing. With a lot of work, they will get it on dry land and 
  then haul it off to Cripplegate Camp.
  
  One of the people on the dock will remark, “They found the iron wagon by Jove!” 
  if questioned, they will say, “The iron wagon? It showed up about a month ago and some
  odd people came out of it. It stayed for a while before heading back up the Peck into the 
  Mouth of Hades hidden inside the hill. 
  If the team was smart enough to take some of their silver and gold stores with 
  them, they can try and find a moneylender to exchange the silver slugs 1 for 1 for 
  denarii, 1 slug for 4 sestertii, or 1 slug for 16 copper asses. A gold slug will trade for 25 
  denarii, 100 sestertii, or 400 asses. Most prices are in asses or sestertii. 
  Finding a moneylender will be easy. A twenty something young man, by the 
  name of Spurius Blandius will offer to show them to an honest moneylender for a small 
  fee of a couple of sestertii. He will bargain for a decent price. But no more than four 
  sestertii and he will accept as low 10 asses. He say goodbye to his mates and lead the 
  team off to the moneylenders. 
  SCENE 2
  After the team leaves the moneychangers, Spurius Blandius will be waiting for 
  them, along with his gang of thugs that will try to ambush the players further down the 
  street or in an alleyway. Spurius Blandius is a local leader of a gang of rough and tumble
  types. They are always on the lookout for some likely marks. And the team looked like 
  likely marks. They work more on intimidation than on raw power. Only Spurius Blandius 
  will push it too far. If Spurius Blandius is taken down, the rest will run. If they spare 
  Spurius Blandius’ life, later on they will be treated better than if they kill him.
  If the team tries to intimidate the thugs with a pistol, the thugs will think it’s some 
  sort of tool or bit of metal. If they fire the pistol, that will shock the thugs, but their natural 
  reaction will be “He’s got is shot off, rush him before he can reload.” It’s when the 
  character gets second shot off, without reloading, will the thugs turn tail and run for it.
  NPCs: Spurius Blandius Buteo is a henchman armed with a knife, & 1 thug 
  armed with a cudgel for every player character.
  SCENE 3 
  After they deal with Spurius Blandius and his boys, they find themselves in South
  Londinium, the warehouse and docks district. First thing they realize is that the clothing 
  UNIDA provided them is inappropriate. There was no time for UNIDA to fabricate 
  authentic clothing, so they sought and received clothing from television shows set in the 
  Roman era. 
  However, while there are several makers of cloth and clothing, there is no such 
  thing as “off the rack” clothing in Londinium. But, there are shops that sell used clothing. 
  They can trade their existing clothing for used clothing with no problem. In fact, the 
  shopkeepers will remark how well made the team’s clothing is. They will comment on 
  how tight the weave is in the cloth, how fine the fabric is, especially the fabric that’s 
  made from polyester fibers. The proprietor will offer to modify their clothing so that is 
  more “modern” in styling and fit for a reasonable price. About a sestertius per article of 
  clothing.
  
  After they change their clothes, they will need to find a place stay the night and 
  plan their next actions. They need to make a Streetwise roll. If they fail the roll, they find 
  a really nasty looking place, with even nastier looking clientele. A passerby will suggest 
  that they go elsewhere. He’ll recommend The Freeman Inn. 
  If they make their Streetwise roll, they find Gaius Vitruvius Cervesarius’ tavern, 
  the Freeman Inn. Gaius Vitruvius will comment on the fact that the non-white members 
  of the team speak Brythonic like a native. Most notably, the PC with the crystal gets a 
  “twinge” every time Vitruvius gets within 10 feet of him. 
  The Freeman Inn is a two-story building, 14” by 14” in size. The tavern portion is 
  5” wide, by 12” long. There are several tables set about and three booths 2” by 2” in size
  and can seat 6 people comfortably, with a modicum of privacy. 
  The rest of the inn is given over to multiple rooms, 6 rooms on the ground floor, 
  and 10 rooms on the second floor. Most of the rooms have three or four beds apiece and
  they are typically either 4” by 4” or 3” by 4” in size. There’s one set of toilets on the 
  ground floor and one set of toilets on the second floor. Running water continuously 
  flushes them and there is no privacy. Each room consists of 2” bench with four holes in 
  it. There are two spongia, (a sponge on a stick) per toilet room and a running water 
  basin to rinse the spongia in between uses. There is no door to this room, and folks will 
  walk in, talking and waiting their turn. For the men, there is a group urinal.
  The Twinge
  The first time the player gets the “twinge”, he or she will think they know Gaius 
  Vitruvius. There is something about him that’s familiar, but they can’t place it. Of course 
  it’s impossible, there is no way they could know him… Right?
  The second time, this feeling is stronger that he’s someone the PC should know. 
  But try as they might, they can’t remember ever meeting him before.
  The third a final time, the thrill of feeling the crystal key passes through their 
  body, as the crystal key amps up the “twinge”.  If that doesn’t work, have them make a 
  Notice roll with a 2 TN. 
  At anytime the PC with the crystal key walks up to Gaius Vitruvius with the crystal
  key in their hand, it will let them know that a Fringeworthy person is within 10 feet of 
  them. Dropping the crystal key in his hand will send a thrill through him and it will pulse 
  peacefully, satisfied in a job well done.
  A New Friend?
  It’s up to the team as to whether or not they take Gaius Vitruvius into their 
  confidence. He, however, will sit down with them and pour them a cervisia. He will note 
  how the team is, well, different. They all have the bearing of Roman nobles, but only a 
  couple of them could possibly be such. 
  He will then venture that they are very rich, just “slumming” in this part of 
  Londinium. That, or they are members of the “Night Watch” or the “Vigilis Nox”, the 
  Imperial secret police.
  
  Depending on how the players react to the name, Gaius Vitruvius will react in 
  one of two ways:
  If they react with ignorance, he will look at them like they are from Mars. 
  Everyone knows about the Vigilis Nox. They are the Imperial secret police and have 
  carte blanche to haul you off to some gaol for “questioning” and when you come back, if 
  you come back, you are almost always a broken man or woman. Luckily, the Vigilis Nox 
  is not directly involved in this adventure. (Most of what’s known about the Vigilis Nox is 
  propaganda created by them. Most folks who are taken in for questioning voluntarily talk 
  out of fear. They don’t use torture; they use psychological techniques to get people to 
  talk openly. They are quite pleasant and only kill when they view you as a direct threat to
  the Empire. Then heaven help you.)
  If the players try to fake knowing what or who the Vigilis Nox is, he will think that 
  they are Vigilis Nox agents operating undercover and treat them very well, answering 
  any questions they put to him like his life depended on it. Which means, he’ll lie, distort 
  and outright make up things, just to make sure he stays on their good side.
  If the players take him into their confidence, he will be flustered and 
  flabbergasted. “Other Earths? There’s only one Earth?” He’ll suffer a minor bought of 
  Alter Shock and then recover.
  At this point, the players may ask him to help them recover their vehicle. He’ll 
  sigh and say “Not bloody likely. I’m just a brewer and innkeeper. I’m not a thief. Your iron 
  wagon is in the hands of the Legion in the Cripplegate Camp. Unless you’re planning to 
  lay siege the camp, no one is going to be getting at your vehicle.” However, there are 
  some folks that might be able to help. It will take him a bit to let them know that their 
  skills are needed, but he’ll see what he can do.
  He then tells the players that the local populace already knew about them. The 
  River Peck enters the outside world at a base of a hill, on top of which is a villa and farm.
  The farmer heard their vehicle exit the mouth of the cave and observed the Moskovi the 
  first time they appeared. By the time he gathered his wits about himself, he was too late 
  in getting word to the Legion. But their found tracks from the Moskovi and sent squad 
  into the dark of the underground river to see where it came from. They found the Ring 
  Station and the tracks leading into it. Watchers were posted near the underground river’s
  exit and when they returned, the Legion was quickly notified. It was by the grace of 
  Jupiter that the team wasn’t there when the legionnaires arrived.
  After several pitchers of cervisia and at least one meal of fish stew and bread, he
  will bid them good night. He has room enough to put the females of the party in one 
  room and the males in the other and thinks that the players are perverts if they want to 
  be in one room. The rooms are on the second floor of the inn.
  The Next Day
  At this point, the team has to decide on their plan of action: 
  ●
  Retrieve the Moskovi from the Legion.
  ●
  Continue with their mission and gather information on the locals.
  ●
  Contact the authorities and establish diplomatic relations.
  ●
  All of the above.
  
  ●
  Something else.
  The Vigilis Nox, while not actively looking for the team, will not turn a blind eye to 
  anyone posing as them. An agent will observe the team and unless they pull out some 
  bit of high tech, they will written off as some locals pulling a scam, and that a “scare” will 
  needed to put things “right”. The scare will be a visit from a Vigilis Nox agent in the 
  middle of the night, informing them to stop what they are doing, or they will be hauled in 
  before a magistrate and convicted of impersonating agents of the Imperial Inquistiion. 
  The agent is dressed all in gray and is wearing chain under a gray tunic. 
  If they threaten him, he will remind them that if he knows where they are, the rest
  of the Vigilis Nox knows where they are, and that’s all he’ll say. Threatening him doesn’t 
  work, he is quite confident that he can get out of the room before the characters can do 
  anything to stop him. This may not be the case, if a character pulls a gun and shoots 
  him, but still, he’ll try to get out of the room by going through the window and making his 
  escape that way.
  Retrieve the Moskovi
  Retrieving the Moskovi is a nearly impossible task on the surface: It’s inside a 
  large Roman Legionnaire fortress, the Cripplegate Camp. It holds a full legion in reserve 
  to the other two legions that are deployed to the north of Britannia. It is a star fort, laid 
  out to protect the camp and the walled portion of Londinium. Inside its walls is a full 
  legion, some 5,200 men and their auxiliaries train and ready themselves for duty in the 
  north against the Picts. In this world, Rome has conquered the length and breath of the 
  British Isles. The Picts are nominally under Roman rule, but there are uprisings every so 
  often and the three legions stationed in Britannia have to put them down. 
  For the past 4 years, the Legio XV Æthiopia has been station in Londinium, 
  waiting on their next deployment north. Prior to this, they had served 5 years in Rome as
  the imperial guard. This legion had originally been raised in Æthiopia and was 
  responsible for the pacification of several African tribes. The Legio XV is lead by Titus 
  Justus Æthiopiacus, an African Prince who served as a tribune in Legio X Africanus 
  before raising the Legio XV at the blessing of the previous emperor.
  To be blunt, they are not the crack legionnaires that they used to be. 9 years of 
  barracks duty, along with 40% change in personnel, has taken the edge off the Legio XV.
  So while they look deadly dangerous in their battle armor, they have gotten lackadaisical
  in their security and tend to hold parties and invite civilians inside the camp.
  Now, with the capture of the “iron war wagon”, and the possibility of a visit by the 
  Emperor himself, centurions are cracking the whip and getting the troops into line. This 
  doesn’t mean that their won’t be any parties in the next two weeks waiting on the arrival 
  of the Emperor, it’s just that they will be a bit more on the QT. So it might be possible for 
  the team to wrangle an invite to a party.
  Another way to gain entry to Cripplegate Camp is through the tradesmen 
  entrance. The legion’s quartermaster offices are outside the camp and are the domain of
  Tribune Gaius Julius Caesar. Gaius Julius is related to his ancestor, but any questions 
  about a man 1,500 years dead won’t get any useful answers. 
  
  The Quartermaster Office procures supplies for the legion and establishes 
  contracts from local tradesmen, farmers, weavers, etc. to keep the legion well supplied. 
  It is not unusual for a local supplier to approach the Quartermaster Office to provide 
  services and or goods.
  The players can try to gain access to the camp through the quartermaster offices 
  by posing either as a supplier or as representatives of Gaius Vitruvius. Convincing the 
  quartermasters will require a successful persuasion roll versus a target number of 6. 
  Depending on the story they used, they will either have to deliver the goods or services 
  to the camp, or they will have to make an early morning delivery of cervisia.
  Continue with their mission and gather information on the locals
  If they choose to continue on with their mission, they will observe and take notes 
  on the locals and in general learn a lot about Roman society in Londinium. Depending 
  on how much money they brought with them, they may have to find a job of some sort to
  make ends meet. This is where their individual talents will save the day as they try to use
  them in the Londinium marketplace. 
  There is always a need for the following: Artists, Singers, Actors, and Painters. 
  There are many rich patrons, including Justus Æthiopiacus and Julius Caesar. Getting 
  employment with one of these two or both of them will place the characters in a unique 
  position to find out more about the Roman Legions than any place else. These jobs 
  either pay a sestertius a day, or a lump sum when the job is complete. A talented painter 
  can make up to 20 sestertii for a decent painting. On a raise for a successful Craft 
  (painting) roll, they can make an additional 15 sestertii.
  Other jobs include day laborers, dockworkers, and other tough, grueling work. 
  Slaves perform most of the nastiest jobs, but a freeman can find work doing some dirty 
  jobs. These pay only 8 asses a day, at best. 
  Carpenters are always in demand, making 12 asses a day, up to sestertii a day if 
  they roll a raise on their Craft (carpenter) or Craft (woodworking) roll. Furniture makers 
  will only make a good living if they stick to current styles and types of furniture. If it 
  doesn’t look like what the Julias have, then they won’t have it. But if they do a good job, 
  they can make 15 sestertii per piece, and an additional 5 sestertii on a raise on their 
  Craft (furniture) roll. Cost of materials will range between 2 sestertii to 10 sestertii for the 
  finest woods and material. 
  Contact the authorities and establish diplomatic relations
  Contacting the authorities can be tricky. The concept of alternate worlds is a hard
  one for folks who still haven’t discovered that the lights in the sky are planets, stars and 
  that the Earth revolves around the Sun, not the other way around.
  The other tricky bit is that they arrived in a war wagon. The Romans will make 
  short work of the locks on the XM8s and they will look at wonder at the other high tech 
  items in the Moskovi. They will learn how to use the XM8s and think dark thoughts over 
  any of the remaining silver and gold slugs that the team left behind. They are the right 
  size for minting coins.
  
  In any case, the team will have to research the local government and who should
  contacted first. The Emperor’s visit is not generally known, and would only come up in 
  conversation with certain individuals. 
  The city is nominally under civilian rule; the city council is made up of 12 elected 
  councilors. Currently, the Londinium City Council is lead by Secundus Equitius 
  Priscillian, a landed noble who does not live in the city at all, instead lives in a large villa 
  outside the city.
  The next important government representative is the Imperial Procurator, 
  Numerius Inventius Caesar, no relation to Julius Caesar. His job is to oversee the city 
  finances and tax collection. He may be on the take, but so far, no evidence has ever 
  been found to prove this.
  The final individual in the civilian branch of government is the Provincial 
  Governor, Gnaeus Stertinius Bestia. For various reasons, Londinium is not the provincial
  capital. Instead Camulodunum is the seat of government. (Camulodunum is modern 
  Colchester, in Essex in the UK.) He is both the supreme civilian authority and is in 
  charge of the three Roman Legions stationed in Britannia. He will be notified that the iron
  war wagon was retrieved and in the Legion’s hands.
  On the military side, is Titus Justus Æthiopiacus, Legate of the Legio XV 
  Æthiopia and Gaius Julius Caesar, First Tribune of the Legio XV Æthiopia. Both men are
  well placed, and both are on a praenomen basis with the Emperor. 
  Contacting any of these people will not be easy. The team will have to find a way 
  to let them know that they are foreigners on Roman soil and that they represent a foreign
  power. If they ask around, a normal Streetwise roll, they will find out that they will have to
  send a gift to the individuals that they want to speak to. Then they will have to hold a 
  party. However, that party will have to beis Titus Justus Æthiopiacus, Legate of the Legio
  XV Æthiopia and Gaius Julius Caesar, First Tribune of the Legio XV Æthiopia. Both men 
  are well placed, and both are on a praenomen basis with the Emperor. equal in its 
  extravagance as the rank of the person being invited. A party for a city councilman would
  cost about 100 denarii, and could be held in the Freeman Inn. A party for the governor 
  would cost at the very least 1,000 denarii, and must be held in a villa or a set of noble 
  apartments in town. Such a party would use up half of the team’s gold supply to pay for 
  everything.
  For the military leaders, a party for Julius Caesar would run about 150 to 200 
  denarii. A party for Titus Justus would cost about 300 denarii. Both would require a villa 
  or a fine set of apartments for the party.
  If they go this route, they will need a solicitor to make the arrangements. Gaius 
  Vitruvius’ own solicitor, one Lucius Metilius Severlinus, will gladly assist for 5% the cost 
  of the party. (On a successful Streetwise roll, the percentage drops to 4%, on a raise, to 
  2.5%, but he will want to attend the party.) He will find the team a villa at a low cost on 
  the outskirts of Londinium. That they happened to belong to a client of his who was in 
  arrears is just a coincidence.
  The villa belongs to Sextus Aurelius Aurelius and his lovely wife, Aurelia Aurelia 
  Milvia. They have 100 slaves working in the fields and another 8 for the household. But 
  of course, 8 slaves will not be enough, decries Aurelia Aurelia, we must have more! They
  
  will “rent” another dozen or so more slaves for the party. Aurelia Aurelia will insist on 
  picking the entertainment, the dishes, even where everyone will lounge when the meal is
  served. Think of Aurelia Aurelia as a Roman version of Millicent Bucket of the British TV 
  show Keeping Up Appearances. 
  In truth, the Aurelii are farmers, not nobles, but Aurelia Aurelia is putting on airs 
  and wants an in on Roman society. Her husband is happy to be a farmer, but not his 
  wife. Sextus Aurelius is henpecked and will do and spend whatever his wife demands. 
  Figure that the Aurelii will add another 200 denarii to the value of the party out of their 
  own pockets. They are out to make an impression.
  The party will go off without a hitch. (Except for the incident with Aurelia Aurelia’s 
  sister showing up with her husband, both of who Aurelia Aurelia consider to be 
  bumpkins. It’s a minor issue and the guest of honor graciously invites them in to the 
  party, forcing Aurelia Aurelia to swallow her pride and admit familial relationship to her 
  sister.)
  It’s during the party that the announcement of the Emperor’s impending visit will 
  be revealed. This will cause much consternation amongst the assembled guests. The 
  last time an Emperor visited Britannia was a hundred years ago. 
  Once this party is out of the way, negotiations will begin in earnest. The Romans 
  will want to keep the Moskovi and the weapons, but can be convinced to release the 
  vehicle, as long as they can keep the advanced weaponry.
  OPTIONAL SCENE 4
  Enter Flavius
  Flavius Varius Falx, both a local mob boss born in Italia, and disciple of Jesus of 
  Nazareth, a Nazarene. After Spurius Blandius was taken down, his agents found and 
  then followed the players. There were several and they traded off following them to help 
  hide the fact the players were being tailed. 
  He will arrange an “accidental” meeting with the team. Either he bumps into them
  in the market or, more likely, pull up in a horse drawn carriage and offer them a ride. He 
  will be very impressed with how the team dealt with Spurius Blandius, and will offer to 
  make them a deal. 
  Additionally, if one of the players has crystal key on their person, they will feel 
  that they know him. Yes, Flavius Varius Falx is Fringeworthy. How the players will deal 
  with that is up to them. But if they try to talk to each other in anything other than the local
  tongue, Flavius will “dissuade” them. 
  Flavius thinks that perhaps they are Atlanteans, survivors of the great cataclysm 
  so long ago. There are seafarer tales of far off lands across the great ocean. Perhaps 
  they are from there. Using a magic gate to travel from their colonies to find out what 
  happened to Europa after their departure. 
  He is more than happy to help them retrieve their property. For a price. He wants 
  his own magic muskets. Muskets that can fire bullets without flint and fling them like a 
  stream of water from a fountain. For a hundred magic muskets and sufficient ammunition
  for them, he will gladly help them return to Atlantis. 
  
  His plan is simple, Legionnaires like to drink cervisia and Gaius Vitruvius has lots 
  of that. 6 barrels on a wagon, and with one of his men in the camp forging an order for 
  the cervisia, they can enter the Cripplegate Camp and find their iron wagon. He can 
  make sure that Gaius will provide them with the necessary cervisia barrels.
  Once inside they can make their way to where their “iron war wagon” is kept and 
  they can then escape with their vehicle. Flavius will meet them at the Freeman Inn and 
  they can make arrangements for the magic muskets.
  If the team has already met and talked to Titus Justus or Julius Caesar, they can 
  easily report meeting with Flavius, and the Vigilis Nox will deal with Flavius, as he is a 
  wanted man. Otherwise go to Scene 5 and play out the scenario that way.
  SCENE 5
  Cripplegate Camp
  After loading up the wagon with 6 barrels of cervisia, the group heads across the 
  Londinium Bridge and into the city proper. The camp is actually a fort, and it’s a star fort. 
  That’s an important distinction. Cannon are quite visible, but don’t look like cannon that 
  the players are familiar with. The gate guards accept the forged order for the cervisia, 
  and let the wagon in.
  The camp is laid out in a logical grid, with each century housed in separate 
  barracks. A section of the camp is dedicated to firearms training and that’s where the 
  Moskovi is parked.
  After they deliver the cervisia to the stores nearest the firing range, Flavius’ man 
  will provide them with an excuse to move about the camp and to make their way to 
  where their vehicle is. 
  Three men are puttering around the Moskovi, two Europeans and one African. 
  They are dressed simply in tunics, breeches and they all wear swords. As soon as one 
  of the players is visible or fails a stealth roll, the African will look up, hand on sword and 
  ask them who they are. 
  If they attack, they will find that they made a big mistake. He is Titus Justus 
  Æthiopiacus, Legate of the Legio XV Æthiopia. He got to where he was because he is 
  good and so are his two men at either side. One is his tribune, Gaius Julius Caesar; the 
  other is the head of the Imperial Inquisition, AKA the Night Watch, Kaeso Modius 
  Fortunatus. And second, he will raise an alarm, and many more legionnaires will arrive, 
  some armed with muskets.
  Titus Justus is a smart man and he is willing to negotiate with the team. He wants
  to understand where this vehicle and all the wonderful gear inside came from. He knows 
  that it’s not of this Earth, he just doesn’t know that’s it’s from another Earth. 
  If the players try to con him, they will find that he’s a close listener and will 
  question every detail of their story. 
  He is loath to lose the iron war wagon, especially after contacting the Emperor 
  via signal towers. Emperor Tiberius Plinius Spartacus. The Emperor was in Gaul looking 
  after some of his interests, and is only a week’s travel time to Londinium. But Kaeso 
  
  Modius will argue that this is chance to capture Flavius and his men. And that Flavius 
  would not be above using Gaius Vitruvius and his family as hostages, and that they are 
  Roman citizens and the legion must protect them.
  Therefore, if the team is straight with Titus Justus and tell him about Flavius and 
  his deal with them, he will hatch a plan, if the players are willing to let a few legionnaires 
  to ride with them.
  NPCs: Titus Justus Æthiopiacus, Gaius Julius Caesar, Kaeso Modius Fortunatus,
  2 legionnaires per PC.
  Beware of IDETs bearing gifts
  Normally, a Moskovi has room for 7 passengers, but, if you don’t mind standing 
  with a square-jawed, broad shouldered Legionnaire, you can fit 12 people in the 
  Moskovi. 
  Titus Justus stages a breakout. The IDET team, with their extra passengers, will 
  drive out of the camp, under a hail of musket rounds and shouting legionnaires. Titus will
  follow them the best he can through Londinium, across the Londimium Bridge, into 
  South Londinium. 
  Arriving at the inn, they will be presented with a problem: A barricade and armed 
  men. Additionally, there is a cannon. Where Flavius got it will be a mystery, but he has 
  one and has orders it to destroy the iron wagon if they do not surrender it to his men.
  Flavius has wisely left the inn in his men’s capable hands. His location will be 
  unknown, unless someone uses the Locate Fringeworthy crystal key power. He will be at
  the edge of detection for a few moments, heading West.
  The Moskovi has gun ports on both sides, four on each. None have a forward 
  arc. There is a pintle mount for a machine gun, but there is only partial cover for anyone 
  who pops up and fires from that position.
  Because it takes a fraction of a second to fire the cannon, and if the Moskovi is 
  moving at least at 10” speed, any driver with Ace, Alertness, or Combat Driver, can make
  a driving roll to dodge the cannon fire. On a success, the cannon ball grazes the side of 
  the Moskovi, and on a raise, the cannon misses completely. Since only one man knows 
  how to reload the cannon, it’s a one shot weapon.
  If they fail the roll, the cannon ball clips the end of the Moskovi and forces the 
  driver to make an immediate control roll at -2. Rolling the Moskovi will definitely injure 
  the passengers.
  There are five men with the artillerist, armed with a musket each. In the inn, five 
  more men watch from the windows, each armed with muskets. The family is tied up 
  behind the bar. Gaius Vitruvius minor, (Son of Gaius Vitruvius), has secreted a knife on 
  his person and will use it to cut himself free and use the bolt hole in the wine cellar to 
  escape the building while the combat ensues outside.  Gaius Vitruvius has a door in his 
  wine cellar that opens on to the sewer. It’s barred from the inside and the door was 
  made of thick oak planks. 
  
  The five men outside will be behind cover (-3 to hit), taking a turn to aim at a 
  target, before firing. The legionnaires will do the same, but they will fire en masse, draw 
  their swords and engage the men in hand to hand combat. They will try to force the 
  followers of Flavius to surrender, but these men are martyrs and will fight to the death if 
  at all possible.
  The men inside the Inn will try to provide cover fire and keep the team’s and the 
  legionnaires’ heads down. They have hard cover, -4 to hit, and definitely will take a turn 
  aiming. They will threaten to kill Gaius Vitruvius and his family unless the team turns 
  over the iron wagon. 
  That will be Gaius Vitruvius minor’s cue to pop out of sewer grating and let 
  everyone know that there is another way in to the Inn other than the entrances. 
  Sneaking in will require a distraction for those people sneaking in through the sewers.
  Inside the Inn, the men are crouching by the windows, with a spare musket by 
  their feet so that they can get more than one shot off at a time if they have to. Otherwise,
  they will spend time to reload their musket they just fired. If kept occupied, they will be 
  inactive guards to actions within the Inn. The men inside are higher up the food chain in 
  Flavius’ organization, they plan to use the bolt hole to escape the situation if it turns bad, 
  but they really want to get the Moskovi for their master. They will surrender if the team 
  gets the drop on them.
  NPCs: 5 thugs, one firing the cannon, 5 Henchmen with two muskets each.
  WRAPPING IT UP
  Titus Justus and his men arrive just after the action has finished and Gaius 
  Vitruvius’ family has been rescued. Titus Justus’ men will take the surviving members of 
  Flavius’ henchmen into custody. 
  Then things can get ugly at this point. Titus Justus really doesn’t want to give up 
  the iron wagon, especially with the Emperor due for a visit. However, he says the 
  decision is not up to him. It’s up to the Emperor to decide. If they want to leave, they can,
  just not with the wagon. He knows that the wagon is beyond their ability to replicate, but 
  the Emperor wants to see it and the fantastical weapons as well. He also wanted to meet
  with the owners of these devices. 
  If the team stays, they can stay at the Freeman Inn and the Moskovi will be taken
  back to Cripplegate Camp. The team will have a squad of legionnaires assigned to 
  protect them and they are free to explore the city. Flavius has gone to ground and won’t 
  be a problem while the team stays in Londinium. Gaius Vitruvius and his family are also 
  protected. 
  Titus Justus will start construction of a tunnel to the Ring Station. He will want to 
  know all about who the PCs are what can Rome expect from UNIDA. It will take him a bit
  to understand the concept of alternate worlds, but he will eventually come around. Gaius
  Vitruvius will sit in on many of these discussions, learning more about that he is as a 
  Fringeworthy.
  The Emperor arrives will much pomp and circumstances. He holds court in the 
  Officers Quarters in Cripplegate Camp. The governor of Britannia, Gnaeus Stertinius 
  Bestia is also present. Emperor Tiberius Plinius is a young man, around 35, but he has a
  
  questioning mind.  He examines the Moskovi, takes a turn firing an assault rifle, and just 
  being amazed at all the gear the PCs have in the Moskovi. He is not Fringeworthy, but 
  he does elevate Gaius Vitruvius to a knight. 
  He does take umbrage that the team was “spying” on Rome, but he understands 
  the need to investigate before contacting his representatives. And, reluctantly, he will let 
  them take the Moskovi back, but he wants to send his emissary, Gaius Vitruvius back 
  with them to treat with the UN as his representative. He also will provide gifts to the UN 
  president, though he’s not too clear on the concept of a democratic leader. 
  BACKGROUND INFORMATION: THE FOLLOWERS OF JESUS
  There are three sects that are followers of Jesus of Nazareth: The Nazarenes, a 
  small, but militant sect, looking to overthrow the empire and establishing a new world 
  order based on their interpretations of the prophet Jesus. Flavius is a Nazarene. 
  The other militant sect is the Messianics. The Messianics want to liberate Judea 
  from Roman rule, and feel that the Nazarenes are fools. They believe that Jesus was the
  Hebrew Messiah and that while he failed it was up to them to free Judea.
  The last and largest sect is the Judasenes. They follow the teachings of Jesus’ 
  only surviving apostle, Judas Iscariot. He helped Jesus to escape from the Romans in 
  Jerusalem, and the two, with their followers, lead a rebellion in Judea. A rebellion that 
  made even the strongest Roman weep with shame. It was the first non-violent rebellion, 
  with Judasenes serenely marching up to be beat down by their Roman oppressors. 
  Rank after rank, batons swinging, blood flying, and they kept on coming. 
  The rebellion lasted for five years and stopped only after Jesus and his upper 
  echelons were captured and crucified. Judas survived this purge, as well as Jesus’ 
  children. The Judasenes are lead by the descendents of Jesus, though they do not 
  possess his abilities to perform miracles. They live in peace with Rome, and try to use 
  political means to free Judea, and make it an autonomous client state. 
  DRAMATIS PERSONAE:
  Gaius Vitruvius Cervesarius (Novice 10 points)
  Rank: Novice, Experience: 0
  Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6 Charisma 0; Pace 6; 
  Parry 6; Toughness 5; Resilience 5
  Skills: Fighting d6, Gambling d6, Healing d4, Knowledge (Brewing) d8, Language 
  (Brythonic) d8, Language (Latin) d6, Notice d8, Persuasion d6, Riding d4, Streetwise d4
  Hindrances: Curious, Enemy (minor) Governor Gnaeus Stertinius Bestia, Stubborn
  Edges: Fringeworthy, Connections (Londinium Brewers Guild), Handyman
  Crystal Power Points: 10
  Crystal Key Powers: Locate Portal, Find Fringeworthy
  
  Possessions: Workday clothes, knife, fine toga, Brewers' tools
  Height: 5ft 4”; Weight: 160lbs; Hair: Black; Eyes: Brown; Age: 35
  Flavius Varius Falx
  Rank: Veteran, Experience: 45
  Attributes: Agility d6, Smarts d8, Spirit d10, Strength d4, Vigor d6 Charisma +2/0; Pace 
  6; Parry 6; Toughness 5; Resilience 6
  Skills: Fighting d4, Language (Brythonic) d8, Language (Latin) d6, Knowledge 
  (Nazarenes) d8, Knowledge (Rome) d6, Notice d8, Persuasion d12, Riding d4, Stealth 
  d8, Streetwise d8
  Hindrances: Enemy (Major) The Night Watch, Delusional (minor), Stubborn
  Edges: Fringeworthy, Connections (Londinium Crime lords), Charismatic, Command, 
  Inspire, Fanatic
  Crystal Power Points: 10
  Crystal Key Powers: Locate Portal, Find Fringeworthy
  Possessions: Fine clothing, Imperial toga, knife
  Height: 5ft 9”; Weight: 260lbs; Hair: Black; Eyes: Brown; Age: 47
  Titus Justus Æthiopiacus, Legate of the Legio XV Æthiopia
  Rank: Veteran, Experience: 40
  Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6 Charisma 0; Pace 6; 
  Parry 7; Toughness 8 (+3); Resilience 6
  Skills: Fighting d10, Intimidation d6, Language (Brythonic) d6, Language (Latin) d8, 
  Language (Æthiopian) d8, Knowledge (Æthiopia) d4, Notice d8, Persuasion d6, Riding 
  d6, Shooting d8, Stealth d8
  Hindrances: Code of Honor, Loyal, Curious
  Edges: Command, Natural Leader, Inspire, Combat Veteran
  Possessions: Military uniform, armor (+3 torso & head), sword (2d6), musket (10/20/40,
  2d8)
  Height: 6ft 1”; Weight: 200lbs; Hair: Black; Eyes: Brown; Age: 40
  Gaius Julius Caesar, First Tribune of the Legio XV Æthiopia
  Rank: Seasoned, Experience: 30
  Attributes: Agility d8, Smarts d8, Spirit d6, Strength d8, Vigor d6 Charisma +2; Pace 6; 
  Parry 5; Toughness 8 (+3); Resilience 5
  
  Skills: Fighting d8, Language (Brythonic) d6, Language (Hebrew) d6, Language 
  (Gaulish) d6, Language (Latin) d8, Knowledge (Gaul) d6, Notice d6, Persuasion d8, 
  Riding d6, Shooting d8, Stealth d6, Streetwise d6
  Hindrances: Overconfident, Loyal, Stubborn
  Edges: Command, Noble, Quick Draw
  Possessions: Military uniform, armor (+3 torso & head), sword (2d6), musket (10/20/40,
  2d8)
  Height: 5ft 7”; Weight: 180lbs; Hair: Brown; Eyes: Blue; Age: 29
  Kaeso Modius Fortunatus, Imperial Inquisition (AKA The Night 
  Watch)
  Rank: Seasoned, Experience: 40
  Attributes: Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d6, Charisma 0; Pace 6; 
  Parry 5; Toughness 8 (+3); Resilience 5
  Skills: Fighting d10, Intimidation d8, Language (Brythonic) d6, Language (Hebrew) d6, 
  Language (Gaulish) d6, Language (Latin) d8, Knowledge (Rome) d6, Notice d8, 
  Persuasion d8, Riding d4, Shooting d8, Stealth d10
  Hindrances: Code of Honor, Loyal, Cautious 
  Edges: Level Headed, Florentine, First Strike
  Possessions: Military uniform, armor (+3 torso & head), sword (2d6), musket (10/20/40,
  2d8)
  Height: 5ft 8”; Weight: 190lbs; Hair: Blonde; Eyes: Hazel; Age: 39
  Thug 
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d8
  Skills: Fighting d6, Intimidation d6, Notice d6
  Charisma: –2; Pace: 6; Parry: 5; Toughness: 6
  Hindrances: Mean
  Edges: —
  Gear: Improvised club (Str+d4), knife (Str+d4), sword (Str+d6), or musket (10/20/40, 
  2d8, takes 2 actions to reload)
  Henchman
  Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d8
  Skills: Fighting d8, Intimidation d6, Notice d6, Shooting d6
  
  Charisma: 0; Pace: 6; Parry: 6; Toughness: 6
  Hindrances: Loyal
  Edges: —
  Gear: Knife (Str+d4), sword (Str+d6), or musket (10/20/40, 2d8, takes 2 actions to 
  reload)
  Roman Legionnaire
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
  Skills: Fighting d6, Guts d6, Intimidation d6, Notice d4, Shooting d6, Stealth d4
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 9(3)
  Hindrances: Loyal
  Edges: Steady Hands
  Gear: Sword (Str+d6), bayonet (Str+d6), musket (10/20/40, 2d8, takes 2 actions to 
  reload), Lorica segmentata, armour, (+3)
  
SOURCE: textdata/thevault/Fringeworthy/3rd Party/Scenarios/Fringeworthy - The Baths of Londinium.pdf