Wednesday 12 October 2016

Alyeskan Tales: Fool's Errand Part 4

Here be the fourth and final instalment of the Fool's Errand series of adventures.

We have seen our heroes sent out to the Wulflands to retrieve an item only for the job to go south when a rival crew and some even less friendly critters showed up. Forced to return empty handed to their crime lord employer, our heroes were given the chance of redemption (in their boss' eyes at least) and tasked with recovering the item. Their chase has led them on a path of peril to the Bastion Peaks and to the hive of scum and villainy known as Broken Spires...

Act Four: Showdown At The Spires

Whether its Karla or the Rival Crew that the players are after, a raise on a Streetwise roll with a -2 penalty will led them to a tavern where their target is located. Regardless of whether its Karla or the Rival Boss leading them, there will be d4+2 thugs (use stats from Part 1). If the players try using diplomacy then use the Social Conflict rules in the SWD, though the players will suffer a -2 penatly on their rolls due to being outnumbered. Otherwise go straight to combat.

The thugs will try to swarm the players, though the fight will go out of them if they lose over two-thirds of their numbers. The Rival Boss will hang back until half his men are down at which point he'll enter the fray, though if the thugs' leader is Karla she'll hang back for a couple of rounds before trying to sneak out of the tavern. After 2d4 rounds of combat the door of the tavern will explode, treat this as a Medium sized blast that does 3d6 damage and its centered on the door. This heralds the rival of a squad of ten (10) black-clad, armoured and SMG armed soldiers led by a similarly attired officer who's orders are to liquidate everyone in the tavern and take the item. Obviously the players' goal is to get the item and get the heck outta dodge with as few bullet holes as possible.

Any surviving thugs will fight the soldiers, though this will be the only luck that the players will have as it'll give them a window of opportunity to grab the item. If Karla/Rival boss are still alive then they would've fled into one of the upstairs rooms, especially after the soldiers arrive. They hand over the item with only a small amount of encouragement (right now they'll be more interested in saving their own skin), explain that its an Ancient Terran artefact (hence why everyone is so interested) and if left alive they'll alert the soldiers to the fact that the players now have the item (because they're such a nice person).

Once they've recovered the item the players can attempt to leave, though any surviving soldiers will attempt to give chase (use the rules for a Standard Chase). Once outside the tavern the players will be greeted with a scene of chaos; a aerial brawl is being raged above the streets of Broken Spires and around a gray coloured zeppelin that sorts a large black anvil on either side. A Knowledge (Criminal Underworld) roll will reveal this as the mark of the Blackforge Consortium, a crime synidcate that is infamous throughout Alyeska and isn't a very good sign. A squadron of 14 Kestral fighters sporting similar markings are busy engaging whatever aircraft the locals of the Spires can get airborne at short notice, though it does mean that the airfield is largely untouched and a number of aircraft (including the players' own cargo plane) are still intact.

Once airborne in their aircraft of choice (their own or otherwise) a pair of Blackforge fighters will give chase as the players try to escape. Run this as a Dogfight chase that ends when the two Blackforge fighters are lost and/or destroyed, though there is a -4 penalty on Piloting rolls due to the terrain round Broken Spires. If the players somehow survive then their next job is to head back to Ferret and collect their reward, though if they mention the Blackforge Consortium then the crime boss will want shot of the item soon as and task the players with taking it to a fence who can sell it on. Otherwise Ferret will organize an auction for the item, though that will be an adventure for another day.


Aircraft, see; Aircraft of the Commonwealth Air Force 

Blackforge Soldier

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d8, Intimidation d6, Notice d8, Shooting d8, Stealth d6, Survival d6, Throwing d4
Charisma: 0; Pace: 6; Parry: 6; Toughness: 8 (2)
Edges: Bock, Combat Reflexes, Marksman, Quick
Hindrances: Vow
Gear: SMG (12/24/48, 2d6+1, RoF 3, 30 shots, AP 1, Auto), Bayonet (Str+d4), Flak Jacket (+2/+4, Covers Torso)

Blackforge Officer - Wild Card

Attributes: Agility d8, Smarts d10, Spirit d10, Strength d8, Vigor d8
Skills: Fighting d8, Intimidation d8, Knowledge (Battle) dd10, Notice d8, Shooting d8
Charisma: 0; Pace: 6; Parry: 6; Toughness: 8 (2)
Edges: Command, Hold the Line!, Nerves of Steel
Hindrances: Vow
Gear: Machine pistol (12/24/48, 2d6-1, RoF 3, 30 shots, AP 1, Auto, Flak Jacket (+2/+4, Covers Torso)

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