Capture the Batman!


Arkham Asylum Roll Call:

The Joker * Two-Face * Catwoman * Clayface * The Riddler * Mr. Freeze * Clock King * Scarecrow * The Penguin * The Ventriloquist/Scarface * Bane * Killer Croc

Round One -- Arkham Anarchy

Whenever people are crazy enough that they become a danger to others, they have to be locked away. When they become criminals that are a danger to all of Gotham City, then they are locked in Arkham Asylum.

You are in your cell. It’s not really home, but it doesn’t look like you’re going anywhere soon. Like most nights at the Asylum its lights out at 11:00. Any noises past that time earn the inmates mandatory and immediate punishment.

At 1:12 a.m. you hear a high pitched noise coming from the commons. The automatic cell doors suddenly unlock. You leave your cell (who wouldn’t?) and make your way to the commons. You see you're not the only one who followed the noise -- so who or what is causing this? Then a large silhouette of a person appears in front of you.

"Little Creations. I have come to free you."

The Clock King nervously cleans his glasses, hoping that it will help him see past the silhouette to the person speaking. "Who are you?"

"I am your savior. That is all you need to know."

The Joker runs his gloved hands through his bright green hair as if massaging his brain. "Hee Hee Hee... So you’re just letting a bunch of nutcases -- and me -- loose for no reason?"

"I said nothing of that. You will return the favor of your freedom by repaying me with the Batman. I want him captured by one of you and brought to me, preferably alive."

Back in the corner stands a meek, harmless-looking man holding a ventriloquist’s dummy. The dummy, dressed like a 1930’s gangster, looks anything but harmless, and you’re not surprised when it starts speaking on its own. "Well I’m not listening to some mysterious coo-coo," it says in a gravely voice. "I’m leaving"

The Ventriloquist holding it shakes his head. "Scarface... I think you should listen to the man, boss."

The dummy’s head swivels to look at the man holding it. "Shut up, lunkhead! I listen to no one"

"’Tis a pity."

A flash of light streaks across the commons and through Scarface. The Ventriloquist falls to the ground.

"I hope no one else has any problems? The first to grant me with the Batman will receive their greatest wish. And I can deliver."

Mister Freeze, unconcerned with Scarface’s demise, steps forward. "I cannot leave here without my suit."

"I give you your suit. Bane, I have a month's worth of Venom for you. I am also giving each of you a car and a driver that will make sure you don’t stray from my orders, or try to leave the city."

In a flash of light you disappear and find yourself in a car somewhere in Gotham city. Your driver is a stocky man that refuses to talk to you. What the heck -- you’re out of Arkham, and you’d get Batman for your own reasons, no matter what some powerful magician wants. Now is the time to put your plans into motion...


Player Response 1 -- Two-Face's Plan

“I have thought long about the dual identity of the Bat. The mask he wears is but one identity -- there is another beneath the mask. He also is a man of two faces.

“After much thinking, it has become obvious that whoever that second man is, he knew me as Harvey Dent. Batman’s frequent attempts to “help” me; the fact that he always calls me “Harvey”; his familiariy with dear Grace -- these all point to someone I knew well. But who? The answers must lie in the past, before the stroke of chance that made me Two-Face.

“I shall seek out those of my past, and I shall seek them out in pairs: first one enemy, then one friend. For only those two types of people knew me so well. And while I take my revenge upon those who attacked or aided me, I shall also see what they know of the Bat; I shall use them to lure him out; and should he emerge, or his other face be revealed, then the coin shall determine his fate: death or capture. Then we shall see what the shadowy silhouette has to say.”

Two-face will spend the first few days after his release from Arkham researching his first target, his greatest enemy from the past: crime boss Rupert Thorne. He will study Thorne’s movements to see when would be the best time to kidnap him. Two-Face will also have his men recruit whoever of Thorne’s men are willing to be bought out, the better to set up the snatch. Two-Face will wait for a good opportunity to nab Thorne, and one that involves the number two. (Like kidnapping him at a Gotham Twins game, or at 2am on Tuesday, etc). If this means waiting past the first three days, he will. But he will not wait longer than two sessions, the equivalent of six game days.

Then he will kidnap Rupert Thorne, and rob as much of Thorne’s organization as he can. Thorne will be brought to the factory where the accident that made Harvey into Two-Face occurred. There Two-Face will grill him about Batman.

He will put Thorne into a death-trap where tons of sludge -- the same sludge that scarred Harvey Dent -- will pour down upon the crime boss. With any luck, the Batman will show up and will make it two-for-one. But whatever, Two-Face plans to dispatch Thorne and take over his organization.


Gamemaster Response

You are able to gather about 45 men to work for you, and if need be, probably more. You also have a nice uptown apartment as a headquarters that the cops and the Bat never learned about.

Using underworld connections and your resources you are easily able to buy off a few mid-level soldiers of Rupert Thorne's. You learn from them that Thorne will be attending a baseball double-header in a few days [next session]. He will be in a private booth. You also learn that Thorne will have beefed-up protection, since he has learned that Clayface has escaped Arkham Asylum.

Additionally, you know that Bane, Riddler and Joker have been in contact with some of Thorne's and your men. It appears from Scarface's men that he is missing and might not have made it out of Arkham.



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Batman, Two-Face and all related characters are © and ® 1997 DC Comics.