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A Living Spycraft Mission for Level 2 Agents A Living Spycraft Mission for Level 2 Agents

A Routine A Routine
Operation Operation by Shawn Carman by Shawn Carman

T
his is a standard Living Spycraft mission for a
team of up to six 2nd level agents. Set aside a
four-hour time block for this event. Begin by
asking everyone to present their agents and introduce
themselves. Make sure to inspect each agent’s history
to ensure it’s legal to play.
If someone arrives without a prepared Living
Spycraft agent, you may allow them to design a
1st-level agent using the standard Living Spycraft
agent creation rules while the others prepare for the
mission.
It’s a good idea to ask each player to use a name
tag. The tag should have the player's name at the bot-
tom, and the agent’s name, department, and gender
at the top. This makes it easier for the players to keep
track of who’s playing which character.
The actual playing time should be about three
hours. Make sure to let the players use the last 20 to
30 minutes of the event time block to briefly describe
their agents for each other, and to vote on each oth-
ers’ performance during the mission. Use the standard
RPGA Network voting procedures. Make sure everyone
has finished voting before you collect the players’ vot-
ing sheets. This way you won’t be influenced by their
votes and comments.
Shaded text within should be read to the players.
All other text is for the GC only.

TM
TM

Requires the use of the Spycraft™ Espionage Handbook, Requires the use of the Spycraft™ Espionage Handbook,
published by Alderac Entertainment Group, Inc., and the published by Alderac Entertainment Group, Inc., and the
Dungeons & Dragons ® Player’s Handbook, Dungeons & Dragons ® Player’s Handbook,
Third Edition, published by Wizards of the Coast .® Third Edition, published by Wizards of the Coast .®

1800-04
© 2002 Alderac Entertainment Group, Inc. All rights reserved.
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How to Use This Product GC Introduction


Abbreviations Not all adventures begin in glamorous fashion. Espionage
This adventure uses standard Spycraft NPC abbreviations, agencies perform a wide variety of relatively unexciting
as follows: activities on a daily basis, from long-term low-importance
Atk Attack surveillance to record sweeps to casual tails targeting unim-
Def Defense portant suspects. Most agents consider these tasks to be
Fort Fortitude mind-numbing drudgery and avoid them at all costs.
Init Initiative Unfortunately for new recruits, this is precisely the type of
Ref Reflex operation that the Agency assigns low-ranking agents, hop-
Spd Speed ing to cut their teeth before sending them on matters of glob-
SV Save al import. (The Agency also assigns these missions to experi-
v/wp vitality / wound points enced agents with poor performance records, as well as those
Will Willpower who arouse the ire of their superiors.)
Ability scores are abbreviated as normal (see the Spycraft The agents begin this serial assigned to just such a
rules). mission.
Frederick Williams is just a shade above being a common
To prepare to run this serial, you should read it completely at thug. Gifted with an amazing degree of natural dexterity,
least once. You may wish to photocopy the map in the center of Williams has managed to overcome his considerable person-
the book for ease of use as well. The text on the back of the book al shortcomings to become a relatively successful “second
can be read to your players to introduce them to the serial. After story man” (i.e. low-rent cat burglar). But Freddy has been
that, you’re ready to begin. Good luck! fortunate enough to find his niche in the world: he breaks
into the homes of successful businessmen, corporate moguls,

Spycraft
and lawyers, steals sensitive personal and professional data,
and resells it to a network of information brokers he’s devel-
oped over the years. This isn’t a particularly lucrative busi-
This module requires the use of the DUNGEONS & DRAGONS® ness, but it’s a regular source of income and it keeps Freddy
PLAYER’S HANDBOOK , THIRD EDITION, published by Wizards of the from having to make an honest living.
Coast,® and Spycraft™ Espionage Handbook, published by Alderac Freddy is obviously beneath the Agency’s interests, but
Entertainment Group, Inc. You won’t be able to run this adventure one of Freddy’s information brokers has garnered Agency
without it. attention — a stylish and streetwise woman named Lonnie
Spycraft, Shadowforce Archer and all related marks are ™ and Benson, who’s recently started pedaling information to many
© 2002 Alderac Entertainment Group, Inc. All rights reserved. nefarious organizations opposing world peace and security.
Other Agency operative teams have launched the operation

double blind
and put all the pieces into play; now all that’s required is to
apprehend Benson to prevent her from alerting her associates
to the Agency’s hunt.
Author: Shawn Carman Of course, even the most routine operations have a way of
Art Director: jim pinto going bad, and this mission’s no exception. Just as the char-
Brand Manager: Patrick Kapera acters prepare to move in on Freddy and Benson, an explo-
Editor: Patrick Kapera sion devastates the entire building where the two are meet-
Creative Director: Mark Jelfo ing, killing them both instantly and leading to two critical
Graphic Design: Dave Agoston questions: Who would want them dead, and why?
Cover Illustration: Paul H. Way
Cartography: Cris Dornaus Serial Synopsis
A Routine Operation follows the standard Living Spycraft
serial format, and is divided into an Introduction and three
Scenes.
Mission Briefing and Gearing Up: The agents receive a very
simple mission briefing from Control detailing the mission’s
basic nature and methodology. They’re informed that the
mission is one very small part of a much larger operation, but
that success is vital to the larger operation’s overall success.
The team’s mission is to conduct surveillance on a clandes-
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tine meeting between cat burglar Freddy Williams and infor- Alexander nervously hands out a series of folders, each one
mation broker Lonnie Benson. After the meeting, the agents bearing the somewhat innocuous title “Operation #2518”.
are to take both into custody and return them to an Agency Each folder contains a series of numbered photographs, and
safe house for questioning. several accompanying memos. “The first page,” Alexander
The Agency doesn’t tell the agents that Benson gathers drones, signaling the first memo, “is a picture of one Frederick
intelligence for Frontier Technologies Unlimited, a massive Williams. Freddy Five-Fingers, as he’s known in some circles,
corporation with questionable business practices and known is a moderately successful burglar with a preference for steal-
contacts amongst the world’s most dangerous criminal ing information from the rich and powerful.”
organizations.
Alexander flips the page crisply and continues. “This woman,”
Scene One: Things Go Wrong places the team at observa- he says, indicating a young and sharply dressed brunette with
tion points surrounding the meeting site, equipped with short, stylish hair, “is Lonnie Benson, an intel broker of far
high-end electronic surveillance gear. After the transaction, higher stature than Williams. Recently, and for unknown rea-
the agents are ordered to move in. Unfortunately, that sons, Benson has taken Williams under her wing.”
action’s interrupted by a massive explosion that completely
wipes out the café where Williams and Benson are meeting. “Your mission is to monitor a scheduled meeting between
In the aftermath, the agents attempt to sort out what hap- Williams and Benson tomorrow. Once their transaction is
pened and why, only to be find themselves attacked by complete, both are to be taken into custody. We’ve estab-
Benson’s bodyguards, who assume the agents to be the lished a cover for you as a local law enforcement team. It’s
bombers. imperative that you maintain this cover at all costs.”
Scene Two: Sorting through the Wreckage follows the
team’s investigation following the explosion. Resistance Alexander levels an even stare toward the group. “Any ques-
is met in the form of enemy agents sent by Frontier tions?”
Technologies Unlimited and local security at the investiga-
tion sites. Alexander answers the agents’ questions to the best of his
Scene Three: Endgame pits the team against the party abilities, though his disinterest in the operation is obvious
responsible for the bombing and the subsequent operations — throughout. Control has little additional information beyond
a new and lethal threat to the Agency and its operations. the briefing, offering only the following specifics:

Mission Briefing
• Williams and Benson are scheduled to meet at 12:30 pm tomorrow at a
small outdoor café called Amore. Meetings between them are known to
last no more than 30 minutes.
Read the following to begin this serial.
• Between six and eight armed bodyguards protect Benson during any pub-
You know the mission’s going to be nothing more than rou- lic meet. Agency intelligence indicates that she normally sends two under-
tine when you’re summoned to a non-secure conference cover bodyguards into the meet location up to 20 minutes before the
room rather than a remote briefing theater. You know that actual meeting, and assigns between two and four as a security perimeter
the Agency only hosts mission briefings in non-secure loca- around the area. The rest remain at her side throughout the meeting.
tions when they simply don’t care if someone eavesdrops.
• Benson has unconfirmed ties to many criminal organizations, including
Control enters the room, a stack of folders haphazardly Frontier Technologies Unlimited (see page 3). Benson’s capture is vital to
tucked under one arm. His suit is well tailored, but obviously larger Agency efforts against this and connected enemy groups.
not well kept, featuring numerous wrinkles and fraying
threads. The mid-ranking home office agent straightens his
glasses and clears his throat noisily. “Good afternoon, agents. Gearing Up
You may call me Mr. Alexander. I’ll be coordinating your
efforts for this assignment.” The GC should provide the agents with a time limit of
20–30 minutes to choose gear and gadgets.
Alexander. You know Alexander, too. Exiled to one mindless
assignment after another, he’s only back into the fold now by This mission is Code: Yellow.
riding on the coattails of a few truly gifted operatives. You’ve The agents may requisition any standard-issue gear they
never met him before, but his reputation precedes him — he’s wish, but they may choose no individual gadget valued
lazy, unobservant, and dismissive. above 2 GP (except vehicles). Due to the Agency’s simple
expectations for this mission, all requisition orders for per-
This mission’s got to be less than routine. What did you do to sonal or vehicular ordinance are denied, as are all orders for
deserve this? tactical personal weapons and any personal weapon valued
at more than 25 BP.
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Scene 1: Things Go Wrong


Experienced agents are likely to place monitoring devices
within the café before Williams and Benson arrive. The cost
of these devices must be paid for out of the agents’ BP and
GP pools, as usual. The GC is encouraged to make the skill
checks to place these bugs before the serial begins, logging Agent Description
the results and revealing them during play. Read the following to the agents as they arrive at the café.
In addition, the team is assigned a full-size van (see the
Soldier/Wheelman Class Guide, page 98), equipped with a The open-air café called Amore sits at the center of a quiet
full range of audio and video surveillance equipment (power downtown intersection. The lack of traffic and the shade from
rating +5, range increment 50 feet). The cost of this van and tall surrounding buildings add a characteristically charming
its surveillance gear is not deducted from the agents’ BP and ambiance. The staff consists of half a dozen people during
GP pools. the lunch hour, all trained to ignore the actions and conver-
Also, the agents are provided clothing and forged identifi- sations of their customers. As you arrive, seven patrons are
cation to support their cover as police officers. Each agent seated at discreet locations throughout the café.
may choose whether he is outfitted as a plain clothes or uni-
formed officer. As with the van, this clothing and ID is pro-
vided at no cost to the agents. The identification is created GC Description
with a Forgery result of 30, making it extremely difficult to This scene portrays a routine operation going horribly
spot as fake. wrong. With any luck the agents are lulled into a false sense
Finally, the agents should be allowed to reassign as many of security due to the serial’s name and nature of the brief-
BP or GP as they wish between Scenes 2 and 3, when the ser- ing, allowing the GC the best chance of surprising them dur-
ial’s true threat is ascertained. Additionally, the serial’s threat ing play.
code is elevated to Red at this point, providing additional Williams and Benson meet at a small, outdoor café called
resources to the team. Amore — a trendy spot, but one that isn’t well known and
thus rarely has more than a handful of patrons at any time.
Recommended Gadgets Two of Benson’s highly trained bodyguards arrive at the café
If time is short or the GC wishes to get straight to the 45 minutes in advance of the exchange. Both men do their
action, it’s encouraged that he assign gadgets from the fol- best to blend in, but they can’t disguise their decidedly omi-
lowing list, or allow the agents to normally requisition gadg- nous looks — the agents spot them with either a successful
ets from these options. Spot or Surveillance check (DC 15).
Williams arrives shortly before noon and indulges in a
At the serial’s start: rather expansive lunch (the staff have to move a second
small table to him in order to accommodate all his plates,
• Standard attaché case (1 GP), possibly with the counter-surveillance magazines, and newspapers). Williams’ manners and conduct
unit (+1 GP) and surveillance unit (+1 GP) option. are obnoxious in the extreme, but the staff is trained to
• Tracking device business cards (1 GP each). ignore him and the other customers seem to look the other
• Tie camera (1 GP). way as well. This gives the agents an opportunity to confirm
• Taser cufflinks (+0 GP to any clothing option). all audio and video equipment is functioning properly
• Telescopic lenses (2 GP). (though they should only be allowed to do so if they ask;
• X-ray lenses (2 GP). otherwise, any malfunctioning gear is noticed when used).
• Standard shoes (1 GP per pair) with shock-tip option (+1 GP). Benson arrives promptly at 12:25pm with her entourage in
• Non-sinusoidal transmission option for any standard-issue surveillance tow. The two bodyguards she keeps with her are immediate-
gear (2 GP per bug). ly obvious, while the remaining four are well concealed
• Peizo-bug (2 GP per bug). around the perimeter of the café. These flanking guards pres-
• Silenced revolver (1 GP). ent an ongoing threat to the agents throughout this scene,
making Spot checks to notice the agents every 15 minutes. If
Between Scenes 2 and 3: at least one of the agents stands watch against enemy sur-
• Standard belt (1 GP) with lockpick set (+1 GP) or razor’s edge (+1 GP) veillance, use the opposed awareness rules provided on page
options. 228 of the Spycraft Espionage Handbook to resolve this
• Micro-grenade earrings (1 GP each). encounter as the backdrop to the central action of the scene.
• Magnetic flask (2 GP each). Allow the agents to set up one or more surveillance roosts
• Micro-burst gel (4 GP per 5 uses). around the café’s perimeter as they choose, although they
• Hypnosis lenses (2 GP). should be mildly discouraged from sending anyone inside the
• Starlight lenses (1 GP). café itself (the mission briefing paperwork warns that
• Standard shoes (1 GP per pair) with gun (+1 GP) option. Benson’s bodyguards are notorious for their attention to
• Quick mines (2 GP each). detail, as is Benson herself). Beyond optimum use of the elec-
tronic surveillance gear at their disposal, the team’s primary
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Scene 2: Sorting through


concern should be to cut off possible avenues of escape and

the Wreckage
to provide suitable coverage for team members assigned to
intercept Benson and Williams following the exchange.
By approximately 12:50 pm, assuming the agents are con-
ducting surveillance as instructed, any Surveillance check
result above 15 records the necessary sound bytes to confirm Agent Description
the transaction is complete. At this point, both Williams and Read the following to the agents as a bridge between
Benson rise to leave (Benson paying the tab), and both make Scenes 1 and 2.
their way toward the café’s exit. This should signal the team
to move into action. What began as a routine operation has now quite literally
At the start of the following round, however, a massive exploded in your faces. Smoldering shards of wood and glass
explosion rips through the café, decimating the structure and shower around horrified onlookers, littering the intersection
instantly killing virtually everyone within 50 feet. The where Amore once stood. The gunfight with Lonnie Benson’s
charges are shaped, and there’s remarkably little damage out- bodyguards only makes the scene appear more like a war
side the immediate blast area. Benson and Williams are both zone, bullet holes riddling the surrounding scenery. As you
killed, as are Benson’s close bodyguards, all the café staff, take stock of the situation, you hear sirens closing in…
and all but two of the other patrons, both of whom suffer
severe concussion and burn damage.
Any agents inside the café when the explosion goes off GC Description
suffer 4d10 normal damage. As a cinematic nod (and to pre- Once the immediate threat is neutralized, the agents may
vent curious agents from being killed outright), each agent investigate the scene as they desire. No one attempts to stop
within the café may make a Reflex save (DC 15) to reduce the them, especially if their cover as police is obvious or pre-
damage to half (rounded down). Additionally, each agent sented. Emergency personnel arrive very shortly, but they
caught in the blast may spend up to 2 action dice to reduce only interfere with the agents if they see through the false
damage in this one instance only — the result of each action uniforms and ID. Even then, the agents may spend an action
die spent is deducted from the damage he suffers. die to make an intervention favor check (DC 15). With suc-
Optionally, each agent within the café when the explosion cess, their authentic government credentials convince the
goes off may attempt to rescue up to three civilians by real police and emergency crews to let them be.
increasing his Reflex save DC by 5 per civilian the agent The presence of Benson’s armed guards convinces local
chooses to shield from the blast. If an agent dies while trying police that the explosion was a terrorist action of some kind.
to save one or more civilians, his team should gain the cor- Consequently, a tight security cordon is erected out to two
responding XP bonus, even though his effort technically blocks in every direction within 1 hour. The FBI arrives an
fails. hour and a half after the explosion — Control directs the
agents to be gone by then.
Threats
If Benson’s perimeter guards notice the agents before the Check ing in with Control
explosion, they attempt to sneak up on one of the team’s sur- Though Alexander is irate that the agents have “botched
veillance roosts and subdue those present. Otherwise, after the simplest operation they’ve ever received,” he instructs the
the explosion, they recover from the shock of the explosion agents to gather all intelligence possible on scene, and to fol-
after 1d2 rounds and move into the café. They fire upon any low up all leads per standard Agency protocols.
obvious law enforcement agents without hesitation.
The Scene of th e Crime
Perimeter Guards, 2nd-level minions (minions, squads of 2, 4 in The agents have full access to the smoldering ruins of
all — 24 MP). CR 1. SZ M; v/wp 14/14; Init +4 (+2 class, +2 Dex), Amore until emergency personnel arrive on scene 10 minutes
Spd 30 ft.; Def 13 (+1 class, +2 Dex); Atk: Beretta Model 92 +4 (100 rounds) later.
(1d10+1, error 1–2, threat 20, range increment 25 ft.); Face 1
square; Reach 1 square; SA None; SQ damage reduction 2/—; SV Searching for Survivors
Fort +5, Ref +4, Will +1; Str 14, Dex 13, Con 14, Int 10, Wis 12, Searching for survivors isn’t easy. The ruins’ residual heat
Cha 10; Skills: Intimidate +7/+5, Knowledge (Underworld) +2, and flames couple with the unstable rubble to make the area
Search +2, Sense Motive +3, Spot +6. Feats: None. Gear: Weapons, very dangerous. For every full minute spent searching the
stake-out vest. Gadgets and Vehicles: None. rubble, each agent may make a Search or Listen check (DC
20). With success, the agent discovers one of the two sur-
Development vivors currently trapped within the rubble. Extracting each
This scene leads directly into Scene 2 without interruption survivor requires a Strength check (DC 30). Any number of
or delay. The only potential development involves Benson’s agents can cooperate to make this Strength check. Any agent
bodyguards — if any of them escape alive, they warn their may convince one or more bystanders to assist in the rescue
allies at Benson’s base of operations (see page 10). by making a successful Diplomacy check (DC 10). Each
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Diplomacy check requires 30 seconds, and each successful Freddy Williams’ residence is simple enough to locate —
check convinces one bystander to help, plus a number of the Agency acquired the address as part of its initial back-
bystanders equal to the number by which the agent beats the ground check. No favor check or action die expenditure is
DC (rounded up), to a maximum of 15 bystanders total for all required to glean this information — merely a phone call to
successful checks. Each bystander has a Strength bonus of the home office.
+0, and helps using the standard cooperation rules (see the Williams’ apartment is located in a surprisingly upscale
Spycraft Espionage Handbook, page 39). part of town (his criminal endeavors are more profitable than
the Agency guesses). The apartment’s décor is tasteful and
Assessing the Rubble expensive, and not a little lewd. The agents may pursue a
A successful Demolitions check (DC 10) quickly reveals the number of possible leads here:
explosion’s center (a central crater only concealed by debris
from the central structure). Determining the nature of the • Williams’ computer: A successful Computer check (DC 15) reveals the
explosion, however, is substantially more difficult, requiring only file of any importance to the agents’ current investigation — a
a successful Demolitions check (DC 25) and at least 15 min- Wordpad note regarding the time and location of his meeting with
utes spent examining the explosion’s center. With success, Benson, and a note to “demand more money!” at the meeting.
the agents learn that the explosion was caused by a substan-
tial amount of military-grade plastic explosive sculpted as a • Williams’ wall safe: The agents must succeed with a Search check (DC
shaped charge. Furthermore, success reveals that the detona- 25) to locate this hidden safe, which is located in the shower stall behind
tion was set off by a short-range radio signal, indicating that a flawlessly inserted porcelain panel. Penetrating the safe requires a suc-
the person responsible was likely within a city block (and cessful Open Lock check (DC 20). A critical failure with this check sets of
possibly even line of sight) when the explosion took place. a small incendiary device within the safe, destroying the contents. The
safe contains a CD copy of the data Williams planned to sell to Benson
Apartment Fire — a corporate document from the home of Alfred Schumann, an
Five minutes after the explosion consumes Amore, a dis- Executive Vice President of Dynamic Genetics, Incorporated (DGI). The
tant scream alerts the team to the presence of a fire in a near- document is very clearly marked “FOR INTERNAL DISSEMINATION ONLY”,
by building — an apartment fire seemingly caused by fallout and contains information regarding several illegal (and highly unethical)
from the blast. Some agents may question why the fire breaks biological warfare experiments.
out so long after the blast — in truth, Jonathan Gareth, the
person responsible for detonating the blast, watched the The GC should allow each agent to make an education
scene unfold from this apartment, and starts the fire to check (DC 15). With success, the agent knows that DGI is a
destroy his equipment and cover his escape. The apartment global medical firm known for several high-profile vaccines
building is old, however, and the fire spreads quickly, threat- approved by the FDA over the last twenty years.
ening to engulf the entire structure in a raging inferno. Every agent knows that the document contained in the
The agents can alert all unaware occupants of the building safe would cause untold political and financial damage to
by running through the corridors, banging on doors (a DGI — likely even shutting the conglomerate’s doors.
process that requires five minutes), or though means of their
own creation. Following the Trail – Benson
Gareth fights to escape, but won’t sacrifice his life in the Investigating Benson’s personal holdings proves substan-
process, surrendering when he’s reduced to half his wounds tially more difficult than investigating Williams’, but the
(rounded up). If defeated, he reveals that he was hired to per- rewards are potentially just as illuminating. As with
form the hit two days previously, and infiltrated the café the Williams’ home address, the location of Benson’s suspected
night before to plant the explosives. He doesn’t know who base of operations is known to the Agency, and agents may
contacted him — only that they called him from a private cell gather this information with just one phone call. The build-
line at designated times. No further communication is sched- ing is an unobtrusive brownstone just outside the corporate
uled with the Gareth’s employers. sector, within a well-bred and highly secured neighborhood.
The burning apartment contains the transmitter necessary
to trigger the explosion, advanced surveillance equipment Exterior Security
(equal in power rating and range increment to the agents’ The external security team assigned to Benson’s brown-
gear), and a backup plan — an FN Model 30-11 sniper rifle stone is identical in all respects to the team of bodyguards
with a 9x telescopic sight, and tripod mounted on the win- that provides security for her when she travels. Four guards
dow sill. patrol the building’s perimeter, though only one is obvious as
a guard at the front door — all others are spotted with a suc-
Following the Trail – Williams cessful Search, Spot, or Surveillance check (DC 15). A fifth
Williams’ body was devastated by the blast, and so the guard is stationed on the building’s roof and coordinates
actual local police don’t pursue leads back to his home until with the rest of the team by headset radio every 15 minutes.
12 hours after Scene 1 (more than likely plenty of time for
the agents to complete their search of the premises).
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The guards do not receive confirmation of Benson’s death P u tting it To g e t h e r


for 12 hours after the explosion, though they become suspi- The information collected from both sites should give the
cious after she and her bodyguards don’t return at the sched- agents an accurate picture of what’s taken place.
uled time 4 hours after the meeting. If the agent team allows
any of Benson’s bodyguards to escape during Scene 1 (see • Williams stole the damning memo from the Alfred Schumann’s home.
page 7), then the guards at this location learn the truth only • Schumann was either killed by Williams during the theft or eliminated by
1 hour after the explosion. his company to tie up loose ends.
The agents must succeed with Move Silently checks • Someone at DGI commissioned the hit on Williams and Benson to elim-
opposed by the guards Spot skills. If forewarned of Benson’s inate the last outsiders with knowledge of the document or its contents.
death, the guards are especially careful, gaining a +4 cir-
cumstance bonus to this opposed check. Should the guards Whether the agents piece it together or not, they’re
notice the agents, they attack immediately. Unless the guards recalled to the home office or a local safe house for the time
know of Benson’s death, they strive to capture the agents and being. The action picks up again the following day, as the
hold them within the building; otherwise, they attempt to Agency sends them against the serial’s true threat — Dynamic
neutralize the agents by any means necessary. Genetics, Incorporated.

Interior Security Threats


Benson’s brownstone is protected by a sophisticated secu- Jonathan Gareth, the bomber encountered early in this
rity system that’s been substantially modified to deter inva- scene, is a skilled gunman with only marginal melee and
sions rather than summon the authorities. To bypass the key- hand-to-hand abilities.
pad entry system, the agents must succeed with an
Electronics check (DC 20). Failure with this check notifies the Jonathan Gareth, 2nd-level mercenary (standard NPC). CR 2. SZ
guards within the building to the attempt, while a critical M; v/wp 17/13; Init +4 (+1 class, +3 Dex), Spd 30 ft.; Def 14 (+1
failure results in a series of steel-reinforced bars dropping class, +3 Dex); Atk: FN model 30-11 +5 (4d4+2, error 1, threat
down over all doors and windows. These bars have a hard- 18–20, range increment 175 ft.) / Browning High Power +5
ness of 10 with 15 wound points and a Break DC of 30. They (1d10+1, error –, threat 20, range increment 25 ft.); Face 1 square;
also apply a –10 circumstance penalty to all Electronics and Reach 1 square; SA None; SQ None; SV Fort +4, Ref +3, Will +4; Str
Open Lock checks made to get in through any of the build- 12, Dex 16, Con 13, Int 11, Wis 15, Cha 11; Skills: Demolitions +2,
ing’s windows or doors. Diplomacy +2, Driver +5, Listen +4, Sense Motive +4, Spot +4,
The brownstone’s interior consists of several sparsely fur- Surveillance +4. Feats: Far Shot. Gear: Weapons, advanced surveil-
nished rooms, including an office where her computer station lance equipment (equal in power rating and range increment to the
is located. A successful Computers check (DC 15) unlocks her agents’ gear).
email server, revealing that she has been corresponding with
one Alfred Schumann for months. All their conversations The security guards protecting Lonnie Benson’s base of
revolve around him purchasing data Benson’s recovered. The operations have identical mechanics to her bodyguards in
last email — dated yesterday — focuses on something Scene 1. These guards, however, take greater care to conceal
Frederick Williams stole from his home (“papers of an their weapons and are far less eager to leap into combat, lest
exceedingly sensitive nature originating from my employer’s the police descend upon them.
offices”).
Another piece of the puzzle is discovered within a news- Security Guards, 2nd-level minions (minions, squads of 2, 4 in
paper article lying on Benson’s desk. The article details the all — 24 MP). CR 1. SZ M; v/wp 14/14; Init +4 (+2 class, +2 Dex),
untimely death of “Alfred Schumann, Executive Vice Spd 30 ft.; Def 13 (+1 class, +2 Dex); Atk: Beretta Model 92 +4
President of Research & Development at Dynamic Genetics, (1d10+1, error 1–2, threat 20, range increment 25 ft.); Face 1
Incorporated”. According to the article, Schumann collapsed square; Reach 1 square; SA None; SQ damage reduction 2/–; SV
during dinner at one of his favorite restaurants, a high-priced Fort +5, Ref +4, Will +1; Str 14, Dex 13, Con 14, Int 10, Wis 12,
French bistro in the most expensive region of the city. No Cha 10; Skills: Intimidate +7/+5, Knowledge (Underworld) +2,
obvious cause of death is yet known, the article says, but Search +2, Sense Motive +3, Spot +6. Feats: None. Gear: Weapons,
according to police sources, “there’s no reason to suspect foul stake-out vest, concealable holster mark I, radio headset. Gadgets
play”. A DGI press release insists that “the corporation will and Vehicles: None.
miss Schumann terribly, and that in recognition of all his
accomplishments the company will establish a college schol- Events
arship in his name.” Throughout this scene, a team of DGI corporate mercenar-
ies operate in the shadows, sanitizing the homes of both
Williams and Benson. Barring agent intervention, these
enforcers arrive at Williams’ home 2 hours after the Scene 1
explosion, and arrive at Benson’s home 2 hours after that (4
hours after the Scene 1 explosion).
13 14

Should the enforcers determine that the agents know of Control reclines in his chair, steepling his fingers while deep
Williams, Benson, or the stolen DGI documents, they attack in thought. “The problem,” he says after a moment, “is that
the team, planning to take them out quickly and discreetly DGI was recently awarded several development contracts with
dispose of the bodies. our allies in the government and private sectors. We can’t
attack DGI directly without risking the loss of invaluable
Corporate Enforcers. 3rd level operatives (minions, squads of 3, resources already devoted to several crucial projects.
6 in all — 34 MP). Department: Urban Assault. CR 3. SZ M; w/wp:
15/13; Init +4 (+2 class, +2 Dex); Spd 30 ft.; Def 14 (+2 class, +2 “The solution is simple. You will infiltrate the least secure DGI
Dex); Atk: Colt Commando SMG +3 (4d4, error 1–2, threat 20, holding within the city, which we have long since profiled for
range increment 45 ft.); Face 1 square; Reach 1 square; SA None; our archives, and access their mainframe. You will download
SQ None; SV Fort +3, Ref +4, Will +3; Str 13, Dex 14, Con 13, Int all information regarding the projects in development with
10, Wis 12, Cha 12; Skills: Bluff +3, Climb +3, Demolitions +3, our allies, then upload a two-fold worm virus. First this virus
Driver +4, Hide +5, Move Silently +5, Search +2, Spot +4, will destroy every file with mention of any of these projects,
Surveillance +3, Tumble +4. Feats: Point Blank Shot, Stealthy. Gear: as well as any that has electronically linked with any of those
Weapons, radio headset (encrypted). Gadgets and Vehicles: None. project files. Then it will spread through the DGI network,
locating and sending all files containing mention of their bio-
Development logical warfare division to our friends at NSA and the nation-
Given that Scene 3 begins the following day, with the al media. The problem should resolve itself.”
Agency redirecting the agents toward a ‘new enemy’, this
scene may end at any time during the agents’ follow-up Control leans forward to regard you intently. “Do you have
investigation, per the GC’s discretion. any questions?”

Scene Three: Endgame Map Key


The following map key provides descriptions of each
manor location, as well as details about the movements
Agent Description of guards and spectators. Please refer to this text while run-
Following their investigation and reports to Control, the ning this open-ended scene.
agent team is recalled to base for a mission update. After a
very short reprieve at the home office or a local safe house, GC Description
during which the team can catch their breath, regroup, and Control supplies the team with a map of the target DGI
possibly requisition new gear (see page 4), they’re summoned office facility (the GC may simply hand the players a copy of
to a new briefing room. pages 17–18), as well as a realistic estimate of the site’s
Read the following at this time. expected security.
A remarkably small office complex within the business
Your operations must have suddenly become important — this district, the DGI facility serves primarily as a meeting place
time, you’re summoned to a secure Agency briefing room. for executives, investors, and important guests, but also dou-
Your previous Control is replaced by a nameless, faceless bles as a headquarters for one of the corporations’ data
bureaucrat in a black suit — more evidence of the mission’s analysis divisions. Information collected from dozens of cor-
new importance. You’ve never seen this man before, and he porate laboratories across the globe cycles through this office
doesn’t bother to introduce himself. every day for analysis, computation, and comparison.
Despite its small size, the facility is strikingly important for
“The situation is this:” he begins with little preamble, “a top to DGI, and as such is protected by considerable security
secret internal communication between employees of measures.
Dynamic Genetics, Incorporated was stolen from the home This scene requires at least one agent with superior com-
office of the firm’s Executive Vice President. The thief, and a puter skills (i.e. a Computers skill rank of +5 or better). If the
target of your recent surveillance mission was the late team doesn’t currently contain at least one such agent, they
Frederick Williams. He attempted to sell the document to the are placed in radio contact with a hacker who works from a
late Lonnie Benson, your other target. We believe that some- secure vehicle nearby. While the hacker’s in contact with the
one at DGI arranged both their’ deaths to cover up the cor- team, he makes cooperation checks using his Computers
poration’s illegal — and highly dangerous — testing of bio- bonus of +8 to add circumstance bonuses to the agents’
logical weapons. Computers skill checks.

“Agents, we want DGI shut down.”


15 16

Once the agents get to a location where they can upload the facility’s day-to-day functions. Each of these offices
the worm virus (either of the executive offices — see location contains a computer (without direct access to the main-
#5, page 16), the process takes 1 full minute (10 rounds). The frame), as well as several personal affects.
GC should continue to make Listen or Spot checks as normal
during this time (see below), though he may optionally spend 4. Conference Rooms: The gigantic mahogany tables in these
one action die each round to make an additional Listen or expansive rooms are clearly intended to make a statement
Spot check using the same rules. about DGI’s prominence in the field of biological research
and the business world in general. Neither of these loca-
The DGI Fa c i l i t y tions has direct computer access.
All external doors require a successful Electronics check
(DC 30) to open, while all internal doors require a successful 5. Executive Offices: These ostentatious areas are reserved for
Electronics check (DC 15) to open. Failure with any of these DGI’s highest ranking executives, and are only used when
checks sets off the site’s alarm system — thundering waves of one of them arrives to conduct an inspection or host a
sound are heard for blocks and obnoxious klaxons emerge meeting. None of these rooms is permanently assigned,
from facility’s wall panels, dousing every room is alternating and therefore none contain any personal affects. Each is
pink filtered light and shadow. furnished with an executive desk, bookshelves (all cur-
All computers on site are password-encrypted, requiring rently stocked with generic medical reference texts), and a
the agents to succeed with a Computers check (DC 10) to gain secure computer (with full access to the off-site corporate
access. mainframe). These computers are the agents’ destination
Finally, a number of security guards are stationed at the during this scene — they’re the only nodes with the access
facility equal to three times the number of agents present. All required to deliver the virus.
of these guards are blissfully unaware of their employers’
unethical activities, and are generally unobservant, knowing 6. Data Analysis Center: Easily the largest of the facility’s
that there are far too many of them for such a small complex. rooms, this office space contains 48 cramped workstations
When the alarm sounds or gunfire erupts, however, these distributed in small cubicles across four large tables. Each
men fall back on the killer instincts that secured their posi- workstation has a computer hooked up to the corporate
tions at the facility, ruthlessly hunting down all intruders and mainframe, but each of these nodes is capable only of
eliminating them before the police arrive. downloading information (and is therefore useless to the
As the agents make their way through the facility, the GC team). Two guards are on duty in this room at all times.
should make a Listen or Spot check for the security guards.
He makes one of these two checks every minute, and the 7. Supply Closet: This small room contains many cleaning
result of each becomes the DC for the agents’ Move Silently chemicals and various janitorial supplies.
or Hide skills, as appropriate. Should the agents fail any of
these checks, they’re spotted by the guards within their cur- Threats
rent location, or a random patrol of 1d4+1 guards. The number of DGI security guards equals three times the
The locations of some guards are documented in the map number of agents sent in during this scene.
key section, below; the rest wander the facility on patrol —
these are the first to arrive when an alarm is sounded (arriv- DGI Security Guards, 1st-level shocktroopers (minions, squads of
ing in squads of 3, one squad per round, beginning the round 3, variable number in all — 28 MP). CR 1/2. SZ M; v/wp 12/14;
after the alarm sounds). Init +2 (+1 class, +1 Dex), Spd 30 ft.; Def 11 (+1 Dex); Atk: taser +2
(1d8 + Special, error 1, no threat, no range increment), Ruger P97
Map Key +3 (1d12, error 1–2, threat 19–20, range increment 25 ft.); Face 1
The following map key provides descriptions of each facil- square; Reach 1 square; SA None; SQ None; SV Fort +3, Ref +1,
ity location. Please refer to this text while running this open- Will +2; Str 12, Dex 12, Con 14, Int 10, Wis 11, Cha 10; Skills:
ended scene. Balance +2, Demolitions +1, Forgery +1, Intimidate +2/+1,
Jump +2, Sport (Basketball) +2/+2, Spot +1, Survival +1.
1. Lobby: This stylish room is tastefully decorated with a Feats: Weapon Focus (Ruger P97). Gear: Weapons, radio headset
variety of appealing art and comfortable furniture. During (encrypted). Gadgets and Vehicles: None.
the day, a trio of receptionists work the desk. At night,
they are replaced by three security guards. Rewards
Keep track of the agents’ accomplishments throughout this
2. Hallway: A guard is positioned at the farthest end of each scene and reward them with the following XP at the serial’s
hallway at all times, day and night. end accordingly.
All XP rewards have an associated letter (“A”, “B”, “C”,
3. Minor Offices: Little more than cubicles — albeit comfort- etc.), indicating their difficulty and benefit within a ‘mini-
able cubicles — these working cells are assigned to various tree’ of XP rewards. Agents only ever earn the highest letter
unimportant bureaucrats and administrators who over see within any mini-tree.
17 18

Example: When an agent receives a “C”-class reward, he B. Capturing one or more of Benson’s bodyguards after the explosion: 100
cannot gain the “A”-class reward, the “B”-class reward, or XP per agent
any other reward within the same tree.
Note: Experience is not rewarded until the serial’s end, and Scene 2
agents may not gain levels during a serial.
A. Rescuing one or more civilians from the rubble: 50 XP per agent
Scene 1
A. Determining the cause and nature of the explosion: 50 XP per agent
A. Acquiring the necessary surveillance sound bytes: 25 XP per agent
A. Alerting the apartment building’s occupants to the fire: 50 XP per agent
A. Defeating Benson’s bodyguards in combat before the explosion: 25 XP per
agent A. Killing Jonathan Gareth: 25 XP per agent

B. Avoiding detection by Benson’s bodyguards before the explosion: 50 XP B. Capturing Jonathan Gareth: 50 XP per agent
per agent
A. Investigating the café scene without suspicion: 75 XP per agent
A. Rescuing one or more civilians from the explosion: 50 XP per agent
A. Discovering one or more clues within Williams’ apartment: 50 XP per
A. Killing one or more of Benson’s bodyguards after the explosion: 50 XP per agent
agent

0 5 10
DGI FACILITY N
W E
Scale in Feet S

3 3

2 7

3 4 4

6 2

1 5 5
19 20

A. Discovering one or more clues within Benson’s base of operations: 50 XP The Open Game License
per agent The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards
of the Coast, Inc (“Wizards”). All Rights Reserved.
1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have
A. Putting the clues together and proceeding to Scene 3: 50 XP per agent contributed Open Game Content; (b) “Derivative Material” means copyrighted material
including derivative works and translations (including into other computer languages),
potation, modification, correction, addition, extension, upgrade, improvement, compilation,
A. Killing one or more of Benson’s security guards: 25 XP per agent abridgment or other form in which an existing work may be recast, transformed or
adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly
display, transmit or otherwise distribute; (d) “Open Game Content” means the game
B. Capturing one or more of Benson’s security guards: 50 XP per agent mechanic and includes the methods, procedures, processes and routines to the extent
such content does not embody the Product Identity and is an enhancement over the prior
art and any additional content clearly identified as Open Game Content by the Contributor,
A. Killing one or more DGI corporate enforcers: 50 XP per agent and means any work covered by this License, including translations and derivative works
under copyright law, but specifically excludes Product Identity. (e) “Product Identity”
means product and product line names, logos and identifying marks including trade
B. Capturing one or more DGI corporate enforcers: 100 XP per agent dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dia-
logue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats,
poses, concepts, themes and graphic, photographic and other visual or audio representa-
Scene 3 tions; names and descriptions of characters, spells, enchantments, personalities, teams,
personas, likenesses and special abilities; places, locations, environments, creatures,
equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs;
and any other trademark or registered trademark clearly identified as Product identity by
A. Entering the DGI facility with one or more casualties: 25 XP per agent the owner of the Product Identity, and which specifically excludes the Open Game
Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are
used by a Contributor to identify itself or its products or the associated products
B. Entering the DGI facility with damage, but no casualties: 50 XP per agent contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using”
means to use, Distribute, copy, edit, format, modify, translate and otherwise create
Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in
C. Entering the DGI facility without detection: 100 XP per agent terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice
indicating that the Open Game Content may only be Used under and in terms of this
A. Uploading the worm virus: 150 XP per agent License. You must affix such a notice to any Open Game Content that you Use. No terms
may be added to or subtracted from this License except as described by the License
itself. No other terms or conditions may be applied to any Open Game Content distributed
A. Killing one or more DGI security guards: 50 XP per agent using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance
of the terms of this License.
B. Capturing one or more DGI security guards: 100 XP per agent 4. Grant and Consideration: In consideration for agreeing to use this License, the
Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with
the exact terms of this License to Use, the Open Game Content.

Debriefing 5. Representation of Authority to Contribute: If You are contributing original material as Open
Game Content, You represent that Your Contributions are Your original creation and/or
You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this
Ultimately, this mission’s primary goal is uploading the License to include the exact text of the COPYRIGHTNOTICE of any Open Game Content
virus into the DGI facility’s computer system, then escaping You are copying, modifying or distributing, and You must add the title, the copyright date,
and the copyright holder’s name to the COPYRIGHTNOTICE of any original Open Game
alive. If the agents are successful in this goal (and they per- Content you Distribute.
formed well during Scenes 1 and 2), Control congratulates 7. Use of Product Identity: You agree not to Use any Product Identity, including as an
indication as to compatibility, except as expressly licensed in another, independent
the team on their ability to roll with the punches and make Agreement with the owner of each element of that Product Identity. You agree not to
the most of a disastrous situation. indicate compatibility or co-adaptability with any Trademark in conjunction with a work
containing Open Game Content except as expressly licensed in another, independent
If there’s extra time, feel free to roleplay the debriefing Agreement with the owner of such Trademark. The use of any Product Identity in Open
Game Content does not constitute a challenge to the ownership of that Product Identity.
and have Control assess the group’s performance. Then have The owner of any Product Identity used in Open Game Content shall retain all rights,
the players fill out their RPGA forms and wrap up the ses- title and interest in and to that Product Identity.
sion. 8. Identification: If you distribute Open Game Content You must clearly indicate which
portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions
of this License. You may use any authorized version of this License to copy, modify and
distribute any Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the
Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content
using the name of any Contributor unless You have written permission from the
Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License
with respect to some or all of the Open Game Content due to statute, judicial order, or
governmental regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms
herein and fail to cure such breach within 30 days of becoming aware of the breach. All
sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision
shall be reformed only to the extent necessary to make it enforceable.
15.COPYRIGHTNOTICES
Open Game License v1.0a Copyright 2000, Wizards of the Coast, Inc. System Rules
Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte
Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.
Star Wars roleplaying game, Copyright 2000, Wizards of the Coast and Lucasfilm Ltd.;
Authors Andy Collins, Bill Slavicsek, JD Wiker. Spycraft Espionage Handbook, Copyright
2002, Alderac Entertainment Group, Inc.; Authors Patrick Kapera and Kevin Wilson.
Shadowforce Archer Worldbook, Copyright 2002, Alderac Entertainment Group, Inc.;
Authors Patrick Kapera and Kevin Wilson.

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