Wednesday 14 September 2016

Alyeskan Tales: Fool's Errand Part 1

This is a multi-part Alyeskan Tales with a new part going up each week until the campaign is finished.

Its envisioned for there to be three parts covering an adventure where the players are first hired to track down an item out in the Wulflands, only for them to get double crossed. The second act will see the players trying to get even and track down their rivals who stole the item in question, eventually ending up in the sky pirate haven of Broken Spires. Final act will hopefully see the players recover the item and attempt to flee the Spires as other parties move in to gain the item for their own ends.

Act One: Wulf Town Heist

The players are approached by the crime boss Ferret with an offer that they can't refuse.

Ferret has recently learnt the location of a valuable item that is worth a king's fortune to certain interested parties and wants to get his hands on it yesterday. The snag is that there MAY be others looking for the same item...oh and tis in the middle of the Wulflands. Ferret will state that it is believed that the item is contained within an old bank vault but won't reveal any information on potential buyers or who else is looking for the item.

Flying out to the location is fairly straight forwards, though things could be spiced up a little by either a military patrol or a sky pirate attack. The location itself is a ghost town, abandoned when the Wulflands were overrun by the Wulvers and home to the occasional scavenger. Thankfully Ferret's information is correct about the item being in the vault of the town's bank, also there doesn't seem to be any Wulvers in the local area. Ferret has sent along his own safecracker with the group to open the vault for them.

After the vault is opened and the item found the players' plans will feature a...slight hiccup, namely a rival crew laying in wait outside of the bank (Rival Boss and d4 Thugs per character). The rival crew will demand that the item is handed over, the players can hand the item over or try and fight their way out. Though regardless of whether or no they hand the item over the boss of the other crew will order his thugs to kill the players. If the players manage to keep hold of the item, then the safecracker will steal it either during the fight or at the first opportunity and disappear. After 2d6 rounds a pack of Wulvers will be drawn to the fighting prompting all parties to make a hasty exit.

Cast of Characters

Rival Thug

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d6
Skills: Driving d4, Fighting d8, Gambling d4, Intimidation d6, Shooting d4, Streetwise d4, Taunt d6
Charisma: -2; Pace: 6; Parry: 6; Toughness: 5
Hindrances: Mean, Wanted (Major or Minor)
Gear: Rifle (24/48/96, 2d8, RoF 1, 10 shots, AP 1, Snapfire), knife (Str+d4)
Notes: One Thug will be armed with a Machine Gun instead (40/80/160, 2d8, RoF 3, 47 shots, AP 2, Auto, Snapfire)

Rival Boss - Wild Card

Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d8, Notice d6, Persuasion d4, Shooting d6, Streetwise d6, Taunt d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
Edges: Connections, Strong Willed
Hindrances: Arrogant, Wanted (Major or Minor)
Gear: Machine pistol (12/24/48, 2d6-1, RoF 3, 30 shots, AP 1, Auto)

Karla, Safecracker - Wild Card

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d6, Lockpicking d6, Notice d6, Stealth d8, Shooting d6, Streetwise d6, Charisma: 0; Pace: 6; Parry: 5; Toughness: 4
Edges: Assassin, Thief
Hindrances: Cautious, Small, Stubborn
Gear: Pistol (12/24/48, 2d6, RoF 1, 6 shots, Revolver)

Wulvers - Wild Card

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+2, Vigor d10
Skills: Climbing d8, Fighting d12+2, Intimidation d10, Notice d12, Swimming d10, Stealth d10, Tracking d10
Pace: 8; Parry: 9, Toughness: 7
Special Abilities
* Bite: Str+d6
* Claws: Str+d8
* Infravision: Wulvers can see heat and halve penatlies for bad lighting when attacking living targets.

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