Part Two of the Alyeskan Tales: Fool's Errand series.
In the first instalment the players were commissioned by the crime boss Ferret to retrieve an item from a ghost town out in the Wulflands. Though despite finding the item in question the players will return empty handed, leaving their employer less than impressed.
Act Two: Cold Betrayal
The second act opens presuming that the players have lost the item, though how isn't important just yet, and return to Ferret to explain what happens. As expected the crime boss is less than happy with the turn of events, though he'll be even more displeased if the players wait for more than a day and will track the players to let his displeasure made clear. Though angry he will hear the players out if they come see him sooner rather than later, the end result will be the players being sent out to get the item back from whoever took it with a deadline to do so...though if the players handed the item over the rival crew Ferret will reduce the payment he'd offered for the job.
If The Rival Crew Took The Item:- The players will have to do some legwork visiting taverns or tracking down connections in Alyeska's criminal underworld. This will entail three successful Connection (Criminal) or Streetwise based rolls at a -2 penalty to both, though it can be a mixture if the GM so wishes. Though a failure will draw unwanted attention from d4 thugs (use Rival Thug stats from Act One) per player. Once the players manage three successful rolls they will discover that the Rival Crew flew out to the Bastion Peaks, if Karla is still with the party she will take this opportunity to leave and make her own way to Broken Spires to tip off her employer.
If Karla Took The Item:- Ferret suggests that the players check out Karla's lodgings, these are a bit easier to find but by the time the players get there they have been recently cleared out of what meagre processions that Karla owned. There isn't much of interest aside from a discard note found if one of the players does a Notice roll at a -4. The note finalizes an agreement that Karla had with another party, basically asking her to bring the item to the sky pirate haven of Broken Spires. A Streetwise roll at the local airfield will confirm that a woman matching Karla's description recently boarded a flight to a town near the Bastion Peaks.
The players' next step is to make their own way to the Bastion Peaks, presumably with their own aircraft. When they do decide to head to the Peaks they'll be met by a bunch of thugs (like the ones from earlier but d6 per player) who'll try to warn them to drop their pursuit, if the players have skipped meeting Ferret then these thugs will be his henchman instead. If the latter then the players will have alot of explaining to do for Ferret will think the players have double crossed him, long as the players can talk their out of it then hopefully it won't end up as a gunfight.
Cast of Characters
Ferret - Wild Card
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d4, Notice d6, Persuasion d6, Shooting d6, Streetwise d6, Taunt d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
Edges: Connections, Quick
Hindrances: Cautious, Greedy (Major or Minor)
Gear: Machine pistol (12/24/48, 2d6-1, RoF 3, 30 shots, AP 1, Auto)
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