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A Living Spycraft Mission for Level 5 Agents A Living Spycraft Mission for Level 5 Agents

Operation Operation
Snow Pigeon Snow Pigeon
by Liam R. Watts by Liam R. Watts

his is a standard RPGA Network tournament

T for a team of four to six 5th-level agents (though


the serial’s challenges and XP rewards are tiered
so that the serial can be played by up to six agents of
levels 10, 15, or 20 as well). See the Living Spycraft
website, or the most recent Living Spycraft Master
Rules Document, for which agents may play at each of
these target average agent levels. Set aside a four-
hour time block for this event (though six hours is
recommended). Instruct the players to leave the
character sheets face down until you have read the
introduction.
A note about the text in this module — some of it is
written so that you may present it to the players, while
other text is for your eyes only. Text for the players is
presented in shaded boxes throughout the serial. It’s
strongly recommended that you paraphrase the player
text, instead of reading it aloud; some of the text is
general and must be adapted to the specific situation
or to the actions of the agents.
Statistics and XP rewards are included at the end of
the serial, along with brief notes about each character
and minion squad’s backgrounds, personalities, and
goals. Maps and any certs are also included in the rear
of the serial, for your convenience.
Enjoy the serial!

L I V I N G L I V I N G
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.,
Dungeons & Dragons® Player’s Handbook, and the Dungeons & Dragons® Player’s Handbook,
Third Edition, published by Wizards of the Coast.® Third Edition, published by Wizards of the Coast.®

1800-27
© 2004 Alderac Entertainment Group, Inc. All rights reserved.
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How to Use This Product GC Introduction


Abbreviations Special Note: This is a direct sequel to the Living Spycraft
This adventure uses standard Spycraft NPC abbreviations, serial, Nest. Though agents who have not participated in Nest
as follows: may run through this serial, they may not play Nest after-
Atk Attack ward. Every agent who participates in this serial must
Def Defense possess one of the following allegiances: “Intelligence
Fort Fortitude Division,” “Operations Division,” or “Freelance.” Any agent
Init Initiative without one of these allegiances must choose one before play
Ref Reflex begins.The GC must write, in pen, “Allegiance: Intelligence
Spd Speed Division”, “Allegiance: Operations Division”, or “Allegiance:
SV Save Freelance” in the Certs section of each agent’s Career Dossier.
v/wp vitality/wound points
The Situation At Hand…
Will Willpower
Former U.S. Senator Lawrence Johnson is a dedicated
Ability scores are abbreviated as normal (see the Spycraft Agency operative who’s worked as a double agent for nearly
Espionage Handbook). twenty years: first for the KGB, then briefly for the siloviki,
and now for a shadow cell formed by disenfranchised
To prepare to run this serial, you should read it completely at
splinters of former Soviet governments — or so he thinks. In
least once. You may wish to print extra copies of the Belarus
reality, this shadow cell is part of a much larger organization
region and warlord’s base maps for ease of use as well.
known collectively as ”The Franchise.” As revealed in the
Living Spycraft serial, Nest, The Franchise is now the focus of
Spycraft most Living Spycraft agents’ interests, with everyone
racing to discover the organization’s true masters and
This module requires the use of the DUNGEONS & DRAGONS®
motives. Now, they may finally have their chance.
PLAYER’S HANDBOOK, THIRD EDITION, published by Wizards of
As a recent appointee to the U.S. Embassy in Ukraine,
the Coast,® and the Spycraft™ Espionage Handbook, published by
Lawrence Johnson is in a prime position to accelerate
Alderac Entertainment Group, Inc. You won’t be able to run this
Franchise efforts to undermine democratic action in former
adventure without it.
Soviet countries, both through conventional espionage and
Spycraft, Shadowforce Archer and all related marks are ™ and support of rebel military factions. He is also able to regular-
© 2004 Alderac Entertainment Group, Inc. All rights reserved. ly and covertly communicate with the outside world, sending
reports to the Agency about his encounters with The
Franchise. Most recently, one of his reports indicated that he
Operation: Snow Pigeon was about to finally be accepted into the Russian shadow
Author: Liam R. Watts cell’s command structure, which would give him the infor-
(based on an original idea by Patrick Kapera) mation needed to begin filtering additional deep cover oper-
Art Director: jim pinto atives into the organization at the ground floor.
Brand Manager: Patrick Kapera Unfortunately, that was the last report the Agency
Editor: Patrick Kapera received from him, and it hasn’t had the chance to follow up.
Creative Director: Mark Jelfo As seen in Nest, the Agency has been suffering its own woes
Graphic Design: Rodney Sáenz of late, its two most prominent divisions splitting into rival
Cover Illustration: A4H Designs factions. Shortly before this serial begins, a mysterious figure
Cartography: Cris Dornaus calling himself “Paradox” contacts both divisions, as well as
many highly competent freelance operatives, with a reminder
about the Agency’s missing deep cover operative. Paradox
hints that finding Johnson will provide the means to take the
offensive against the Franchise, an organization with which
he seems intimately familiar, but to which he is far from
loyal.
Paradox reveals that Johnson was on board a business jet
bound for Kiev, which was shot down in the secluded Belarus
hills north of Minsk. According to available intelligence, a
local warlord dominates this area — a former Russian
Captain named Mistislav Arkadyevitch, who enlisted with the
Russian Army only a year before the Soviet Union’s dissolu-
tion, and felt greatly betrayed by what he saw as The Mother
Country’s ultimate failure. Despite his bitter feelings, however,
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Arkadyevitch remained in the service beyond his requisite with people loyal to Arkadyevitch, including corrupt author-
commitment, quickly rising through the Russian Army’s ities looking to capture the team to boost the ransom
ranks — until he grew tired of the policy makers’ needless demands and heavies looking to win the warlord’s favor by
prattling and branched out on his own, putting down stakes killing his enemies. Eventually, these NPCs — or clues in their
and raising a private militia. homes and on their bodies — point the team toward an iso-
Paradox claims that Arkadyevitch shot down Johnson’s lated base deep in the Belarusian hills.
plane as retribution for withdrawing his support of the war- If the agents linger too long in town, they may run afoul
lord’s burgeoning forces. Somehow, Johnson survived the of a pair of Franchise shadow cell cleaners, who like them are
crash; a shadow cell transmitter embedded beneath the skin searching for Lawrence Johnson — only they wish to silence
of his neck sent his vitals and location back for nearly half him once and for all. These formidable opponents are the
an hour afterward. Unfortunately, the signal has since been agents’ first true encounter with Franchise power, and are not
lost, and Johnson’s current location is unknown. Paradox easily defeated.
and the agents’ superiors assume he’s alive, however, as Scene 3: Mountain Showdown. Arkadyevitch holds
Arkadyevitch is now ransoming him for enough money to Johnson at his mountain headquarters, a former Soviet Block
fund a full-scale army. outpost and KGB training facility housing 20 of his most
Having successfully interrogated Johnson, Arkadyevitch loyal and capable men. The agents must find a way to extract
knows about “The Agency” and assumes it to be a U.S. orga- Johnson without the warlord killing him out of spite, and
nization. He also knows that the information Johnson pos- before the shadow cell cleaners arrive to sanitize the instal-
sesses about this “Franchise” is valuable enough to the oper- lation and everyone in it.
ative’s superiors that they will consider bartering with him,
despite the U.S. policy of non-negotiation with terrorists.
Arkadyevitch recorded a videotape of Johnson reading his
Mission Briefing
demands and sent it to the U.S. embassy in Moscow, where it Read the following aloud to begin this serial.
was intercepted by Paradox and intentionally distributed to The last month has been troubling. Following the conclusion
both former Agency divisions. of the Wainwright affair in New York City, the Agency seems
At the start of the serial, the agents are on a clock. There’s to have dissolved into two bickering rival factions, one head-
only so much time before the information Johnson possesses ed by the former Operations Division (which sent you on your
becomes obsolete. If the agents’ superiors are to act on it, the previous missions), and the Intelligence Division (which pro-
agents must work together to get Johnson back, alive, as vided intelligence and briefing notes, and collected data for
soon as possible. you to act upon in the field).
The cause of the split seems to involve a new player on the
Serial Synopsis global espionage scene, a shadowy criminal organization
Operation: Snow Pigeon follows the standard Living known as “The Franchise,” and each Division’s attitude
Spycraft serial format, and is divided into an introduction toward dealing with the enemy. Operations sees The Franchise
and three scenes. as yet another opponent to be vanquished, but Intelligence
Mission Briefing and Gearing Up: The agents meet with Division, while also seeking to take the enemy down, wishes
Paradox in Minsk, where he explains the situation to them to pick at its corpse, incorporating the fantastic technology
and offers to help them find Johnson (and hold open the win- provided to Wainwright and others into the Division’s arsenal.
dow of opportunity for using his information to infiltrate the Each of you is caught in the middle, forced to choose sides in
Franchise as long as possible). In exchange, Paradox an intelligence war of someone else’s choosing. Some of you
demands that both divisions share all intelligence gained have sided with your immediate former superiors, the field
from Johnson, and that he (Paradox) be involved in any infil- Controls of Operations Division…
tration prompted by it. Both divisions grudgingly agree and
Paradox agrees to provide the agents with mission gear in the The GC should pause here and signal for Operations Division
local town of Kimlebsk. agents to identify themselves.
Scene 1: Fallen Angels. The team locates the downed busi-
ness jet’s wreckage, finding a powerful explosive planted at Some have sided with Intelligence Division, hoping to rebuild
the site that failed to detonate. Hard choices must be made as the Agency as a more aggressive force for peace in our time…
the agents also find two severely wounded innocents on
board. Evidence points the agents toward Kimlebsk, where it The GC should pause here and signal for Intelligence Division
seems Johnson has been taken. agents to identify themselves.
Scene 2: Pit of Vipers. In Kimlebsk, the agents search for
clues about Johnson’s whereabouts. Also, if the team brought Others have chosen to distance themselves from the conflict,
the survivors found in Scene 1 with them, they may find forging out on their own as freelance operatives with their
questionable ways to get them medical treatment and evacu- own agendas and arguments about the Agency’s actions and
ation out of the area. Unfortunately, the town is crawling mounting enemies…
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The GC should pause here and signal for Freelance agents “Johnson survived the crash, only to be captured by
to identify themselves. Arkadyevitch’s men. The warlord is now ransoming him to the
U.S. government, which he assumes is in control of your
Today, you find yourselves in the fledgling European country
Agency. We know that as of yesterday, Johnson is still alive,
of Belarus, in the ancient town of Minsk, where your Division
as Arkadyevitch delivered a video recording of Johnson read-
commanders have tasked you with meeting a man calling
ing his demands beside the day’s morning paper. What we
himself “Paradox” about an opportunity to infiltrate the
don’t know — what even I don’t know — is where Johnson is
Franchise. Information about your mission is sketchy, and
being held. Arkadyevitch maintains many bases in the area,
information about Paradox seems to be non-existent. All you
some of which were built before the Franchise took an inter-
know for sure is that the situation involves an Agency deep
est in him.
cover operative named Lawrence Johnson, who seems to have
infiltrated a Franchise shadow cell in Russia, only to go silent “That’s where you come in. I’m taking a great risk meeting
just before the Agency schism. Johnson’s whereabouts are you here, but this is as close to the affair as I wish to get. The
currently unknown. Franchise has decided to sanitize the situation, bringing in
cleaners to eliminate Johnson and everyone he’s touched
If the team is comprised of agents possessing two or more since the plane went down. I’ve used these men before and
allegiances, read the following to finish the mission briefing. they are not to be trifled with. I myself am unwilling to per-
sonally take the risk to save Johnson, and his gateway into
the Franchise, but you… I’m sure your superiors would be
You’re scheduled to meet Paradox in an alley at the north end
willing to risk you… After all, they already have.
of the town, between an abandoned factory and a quiet
office building. The arrival of agents outside your faction is “Please. Contact your superiors. Extend to them this offer: I
surprising but the fact that you all worked together less than will help you find Lawrence Johnson. I will also help keep his
a month ago, and the mutual knowledge that the rivalry is for gateway into the Franchise open, at least until we find out
the most part happening at a higher level within your respec- whether he’ll live long enough to use it. I have two condi-
tive organizations, is enough to keep things civil. tions. First, If Johnson lives, his information must be shared
with both errant Agency Divisions. Second, I must know the
After a few anxious moments, a figure steps out of the shad-
identity of each operative to infiltrate the Franchise shadow
ows beside you, seemingly appearing out of thin air. He wears
cell. I can help you bring this wicked entity down, but only
a long dark blue trench coat and a low hat that casts his face
on my terms. Go on. Tell them. I suspect they’ll agree…”
in shadow, and when he speaks, his voice is hollow and metal-
lic, as if filtered through a faulty voice modulator. If the team is comprised of agents possessing only one
“Agents,” he says, “I contacted your superiors because time is allegiance, read the following to finish the mission briefing.
very, very short. As I suspect you already know, one of the
You’re scheduled to meet Paradox in an alley at the north end
Agency’s deep cover operatives has been inducted into a
of the town, between an abandoned factory and a quiet
shadow cell controlled by the organization each of you hunts,
office building. After a few anxious moments, a figure steps
and can bring others into the cell behind him. Lawrence
out of the shadows beside you, seemingly appearing out of
Johnson is a former U.S. Senator and an experienced spy
thin air. He wears a long dark blue trench coat and a low hat
trained by the CIA and later, during his undercover years, with
that casts his face in shadow, and when he speaks, his voice
the KGB. He is a remarkable man, but his morals sometimes
is hollow and metallic, as if filtered through a faulty voice
overwhelm his common sense.
modulator.
“Two months ago, Johnson withdrew support of Mistislav
“Agents,” he says, “I contacted your superiors because time is
Arkadyevitch, a local warlord whose personal aspirations sur-
very, very short. As I suspect you already know, one of the
passed his loyalty to the Franchise, which funded the private
Agency’s deep cover operatives has been inducted into a
militia he commands. The warlord responded by making an
shadow cell controlled by the organization each of you hunts,
attempt upon Johnson’s life as his plane flew over this area.
and can bring others into the cell behind him. Lawrence
The plane went down 75 miles north, in the hills near the
Johnson is a former U.S. Senator and an experienced spy
town of Kimlebsk.”
trained by the CIA and later, during his undercover years, with
Paradox hands you a satellite map of the area, with one 25- the KGB. He is a remarkable man, but his morals sometimes
mile radius clearly marked as the crash site. overwhelm his common sense.
“Two months ago, Johnson withdrew support of Mistislav
Give the players the Belarus region map at this time. Arkadyevitch, a local warlord whose personal aspirations sur-
passed his loyalty to the Franchise, which funded the private
militia he commands. The warlord responded by making an
attempt upon Johnson’s life as his plane flew over this area.
The plane went down 75 miles north, in the hills near the
town of Kimlebsk.”
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Paradox hands you a satellite map of the area, with one 25- • 1 set of snow boots per agent.
mile radius clearly marked as the crash site. • 1 set of protective goggles per agent.

Give the players the Belarus region map at this time. • 1 set of cross-country skis and poles per agent.

• 2 ice axes.
“Johnson survived the crash, only to be captured by
Arkadyevitch’s men. The warlord is now ransoming him to the • 2 portable heat sources.
U.S. government, which he assumes is in control of your • 2 flashlights.
Agency. We know that as of yesterday, Johnson is still alive,
as Arkadyevitch delivered a video recording of Johnson read- • 8 lengths of rope (50 ft. each).
ing his demands beside the day’s morning paper. What we • 2 survival kits.
don’t know — what even I don’t know — is where Johnson is
being held. Arkadyevitch maintains many bases in the area, • 2 first aid kits.
some of which were built before the Franchise took an inter- • 2 liquid skin patches.
est in him.
• 1 stimulant shot.
“That’s where you come in. I’m taking a great risk meeting
you here, but this is as close to the affair as I wish to get. The • 2 doses of insulin (Johnson is a known diabetic).
Franchise has decided to sanitize the situation, bringing in • Directions to Vasi Gubin’s home in Kimlebsk.
cleaners to eliminate Johnson and everyone he’s touched
since the plane went down. I’ve used these men before and Paradox promises to provide additional gear in the local
they are not to be trifled with. I myself am unwilling to per- town of Kimlebsk, after the agents have visited the crash site
sonally take the risk to save Johnson, and his gateway into (i.e. during Scene 2). He gives the team the name of his con-
the Franchise, but you… I’m sure your superiors would be tact in the town (Vasi Gubin), to whom the gear will be deliv-
willing to risk you… After all, they already have. ered, and who can provide the team with a local safe house.
Though the gear provided by Paradox varies slightly based
“Please. Contact your superiors. Extend to them this offer: I on the team’s BP and GP allotments, its selection is fixed and
will help you find Lawrence Johnson. I will also help keep his may not be changed.
gateway into the Franchise open, at least until we find out In addition, at this time, each agent may request that
whether he’ll live long enough to use it. I have two condi- Paradox secure 1 non-gadget item for him. This item must
tions. First, If Johnson lives, his information must be shared cost no more than 2 × the agent’s class BP bonus; agents may
with both errant Agency cells. Second, I must know the iden- not combine items to raise this limit. Further, each agent’s
tity of each operative to infiltrate the Franchise shadow cell. I choice must be made now, before Scene 1 begins; Paradox
can help you bring this wicked entity down, but only on my doesn’t intend to venture into the hills himself, leaving the
terms. Go on. Tell them. I suspect they’ll agree…” hunt for Johnson entirely to the agents and local contacts
once the team leaves Minsk. Paradox promises that each
Agents of either former Agency division are assumed to agent’s item choice will be included in the gear provided dur-
possess an encrypted means of communicating with their ing Scene 2.
superiors, and when they do so, they find Paradox’s predic-
tion to be correct. Both sides agree; the opportunity to infil-
trate a Franchise shadow cell is far too important to chance.
Scene 1: Fallen Angels
Neither side seems to trust Paradox, but both seem willing to
work with him for now (a fact that may lead the agents to Agent Description
believe that this is not the first time Paradox has joined Read the following aloud when the agents enter this scene.
forces with the Agency).
Like an icy sea, the Belarusian hills are snow-swept waves
Gearing Up frozen in time across the horizon. The helicopter Paradox pro-
vided you in Minsk fights against heavy winds and extremely
This mission is Code: Black. low visibility as it trudges across the barren landscape, search-
This serial features no dedicated Gearing Up phase. ing for a fallen angel…
Instead, each agent begins Scene 1 with his personal gear
only. Additionally, Paradox gives the following cold weather Hours after the search begins, you spot the business jet’s tail,
survival gear to the entire team (not to each agent) before spiking out of a recent snowdrift. The helicopter can’t land
they leave Minsk. and being low on fuel, can’t linger, so each of you gathers
your gear and rappels onto the fresh powder, then wave
• 1 set of trendy ski clothes per agent. goodbye as your ride in vanishes into the falling static sky. As
• 1 heavy parka per agent. planned, you’re on your own now.
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At least you have somewhere warm to head to when you’re ting in one of the seats when the plane crashed got up, stum-
done searching the plane. Kimlebsk is only three hours’ hike bled to the tear in the fuselage, and ran back into the plane,
along the Vilija River… toward the cockpit. He was shot mid-run. This is an accurate
assessment of Johnson’s actions after the crash, though the
only way the agents can confirm this on board is by search-
GC Description ing the flight attendant’s station, where a note in wax pen on
The greatest danger during this scene is the cold. The a wall-mounted seat diagram shows a diabetic in the same
agents arrive in the midst of a heavy snowstorm, with just seat.
over 3 ft. of snow recently deposited on the ground. Outside, Besides Lawrence Johnson, two men survived the crash.
visibility is reduced to 20 ft. and each agent suffers a –8 cir- One is Miklos Tomsky, a Russian diplomat who was traveling
cumstance penalty with all Search and Spot checks. Further, with Lawrence Johnson. Miklos has fallen into a deep coma
each agent suffers a–2 circumstance penalty with all Listen since the crash and without medical attention he dies 1d4
checks and hurled attack rolls, and the winds instantly put hours after the agents arrive. Stabilizing him requires a suc-
out all unprotected flames. cessful First Aid check (DC 25/30/35/40). Unfortunately, the
Fortunately, the clothing Paradox provided during the agents may choose not to save him, as he’s currently dressed
Gearing Up phase protects the agents from the elements at like a local guerilla fighter. The second survivor, one of
first, but if they linger outside for 4 hours or more, night Arkadyevitch’s men named Erkin Solovi, became separated
falls, visibility drops to 10 ft., and the temperature drops from the others during Johnson’s capture and fell off a rise,
below 0º Fahrenheit. At this point, and once per hour here- breaking his leg. He was abandoned by the other militiamen,
after, each agent must make a Fort save (DC 15 +1 per pre- but managed to crawl back into the plane’s fuselage, where
vious save) or suffer 1d6 normal damage. Each agent gains a he awaited rescue by someone from Kimlebsk. Erkin switched
+2 synergy bonus with this save for every 5 full ranks he clothes with Miklos hoping to avoid capture by the local
possesses in the Survival skill. Without the cold weather authorities, but he uses the guise to convince the agents that
clothes, agents must begin making this save as soon as they he’s an innocent diplomat in need of help.
land, and must make the save once every 10 minutes after Erkin claims that he tried to escape, but injured himself on
nightfall. a ridge nearby and crawled back inside the plane to await
This gives the agents 1 hour from their arrival to get mov- rescue. The physical evidence supports this part of his story,
ing toward Kimlebsk. Any delays reaching the town could be as it’s what happened (though not for the reasons he claims
fatal. it happened). He tells the agents that after the plane crash, a
The interior of the plane may be reached through a gaping group of men came and took one of the passengers away
hole blown through its side. Any agent may make a (though he can’t name the passenger, which may arouse the
Demolitions check (DC 10/15/20/25) to discern that the plane agents’ suspicion, and he omits the fact that Johnson was
was shot down by a Russian military rocket launcher, though shot during his capture, which doesn’t match some of the
the exact model escapes notice. Inside the vehicle, the agents supporting evidence). He doesn’t mention the C4 the militia
are protected from the elements — they could even spend the planted beneath one of the main cabin’s seats (see Security,
night within without suffering ill effects from the cold, page 11), but if the team finds it and tries to disarm or sal-
assuming they huddle under blankets — but the scene is grisly. vage it, he becomes noticeably nervous, and if the timer
The pilot’s body is severed in two at the waist, each half counts down past “00:28” he starts screaming that it will
lying in frozen blood in the cockpit. The copilot remains in destroy the whole plane, and tries to crawl back outside.
his seat, having died of hypothermia after the crash. Also in None of this is out of character for his deception, of course,
the cockpit, with a successful Search check (DC 10/15/20/25), but may still give the agents pause.
the agents may recover the flight recorder, which confirms The agents have one mechanical chance to notice the
the plane was attacked by someone from the ground, and deception (though the players may realize it anyway). With a
that a group of men speaking Belarusian boarded the plane successful team Sense Motive check opposed by Erkin’s Bluff
after it crashed. A scuffle ensued as a man speaking English skill bonus of +8/+12/+16/+20, the team spots beads of sweat
tried to get away from the intruders, and a single shot was forming along his hairline and that his jaw shakes a bit when
fired (after which the English stopped and something heavy they’re looking at him — classic tells that he’s lying.
hit the ground). Splinting Erkin’s leg requires a successful First Aid check
The body of a 30s-ish female flight attendant in a simple (DC 15/20/25/30). Thereafter, he can hop along at 5 ft. per
uniform lays in the main cabin, about which papers and full move action, or be safely carried on a makeshift stretch-
items are haphazardly scattered. By appearances, she died er to Kimlebsk (though this reduces the team’s speed to 1/2
from severe blunt trauma, jerked around inside the cabin as standard, which will get them to the town 3 hours later, well
the plane went down before she could get back into her seat. after nightfall). Whether the agents risk remaining out in the
With a successful Search or Spot check (DC 15/20/25/30), cold after nightfall to save the survivors is a crucial decision
the agents notice additional blood splatter in the cabin, for them during this scene, and one that can directly affect
indicative of a severe gunshot wound, as well as signs of a the action during Scene 2.
struggle leading up to the injury. It seems that someone sit-
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If the Agents search the area surrounding the crash, they Zandi. The doctor extracted the bullet easily enough, but had
may make a cooperative Search check (DC 20/25/30/35). to order insulin from nearby Lepye to treat Johnson’s dia-
With success, they find a set of snowmobile tracks leading betes.
east, toward the frozen Vilija River, mainly sticking to high- Vasi Gubin, Paradox’s contact, noticed the militia’s arrival
er ground where the snow pile is less severe (which is the and snuck into Obilic’s home to investigate. Unfortunately,
only reason the tracks survived the storm). one of Arkadyevitch’s men found and killed him, and his
body is now stuffed into a steamer trunk stored in the base-
Security ment.
The only security on board the plane exists in the form of As the agents arrive, nothing seems amiss in Kimlebsk, but
1 lb. of C4 planted by Arkadyevitch’s men. It should have with a team of Franchise cleaners on its way, the area will
gone off 30 minutes after they left, destroying any remain- very shortly become a killing zone (see Events, page 16). At
ing evidence on the plane, but the cold caused the timer to first, the agents are most likely to either visit Vasi Gubin’s
malfunction. The timer attached to it flashes “00:31… 00:30… home or strike out to find a local doctor, which leads them to
00:29… 00:28… 00:31… 00:30… 00:29… 00:28… 00:31…” and the home of Kheder Zandi.
so on. If left undisturbed, the device continues to cycle indef- Vasi Gubin’s home is located at the outskirts of town, and
initely. With a successful Demolitions check (DC is easily found with directions provided by Paradox during
25/30/35/40), the agents may salvage the explosive for later the Gearing Up phase. It consists of a main building and a
use, though the timer is worthless. With an error, however, barn. Outside a cup of herbal tea sitting untouched on the
the countdown resumes and the C4 goes off when it reaches kitchen table, the main building contains nothing of interest
0 (5 rounds later). With a critical failure, the C4 immediately to the agents. Inside the barn, however, the agents find a bro-
goes off, killing both survivors if they remain in the main ken down truck raised up on blocks over a makeshift irregu-
cabin, and inflicting 16d6 normal damage using the standard lar hole in the bare ground. If an agent hops down into this
blast rules. hole and makes a successful Search check (DC 20/25/30/35),
he finds a trap door hidden beneath a large, open tool chest.
Development Moving the tool chest and opening the trapdoor reveals a set
Once the team heads to Kimlebsk, proceed to Scene 2. of creaky wooden stairs leading down into a 20 ft. × 30 ft.
bomb shelter — clearly the safe house Paradox mentioned
during the Gearing Up phase.
Scene 2: Pit of Vipers A large amount of gear is stashed along the bomb shelter
walls and stacked on shelves, as follows.
Agent Description • 2 ballistic vests.
Read the following aloud when the agents enter this scene.
• 1 stealweave vest.
Kimlebsk is a quiet town of only a few thousand, hibernating • 1 Dragunov SVU sniper rifle.
beneath a thick layer of snow for the winter. The nearby ice-
covered river and a few lonely trees are the only breaks in an • 1 box of 7.62×54mm Soviet military ball ammunition (50 shots).
otherwise bleak landscape in all directions; if not for the • 3 tactical radios.
occasional movement from building to building, any outsider
might assume the people here were simply waiting for the • 4 liquid skin patches.
cold to consume them. • 2 stimulant shots.
The people of Kimlebsk appear to be quite used to the cold, • 1 electronics kit.
however, and as you approach within 100 ft., you see smoke
rising from several chimneys, children playing in an open • 2 flashlights.
barn, and a handful of snow-capable vehicles parked within • 1 standard suppressor.
piles of fresh flakes.
• 1 laser sight.

GC Description • 1 set of night vision goggles.

After capturing Johnson at the crash site, Arkadyevitch’s Unfortunately, neither the bomb shelter nor any other part
men brought him to Kimlebsk, hoping to patch him up before of Vasi Gubin’s home offers any indication of where he is.
taking him to the warlord’s mountain fortress. They weren’t Openly asking around for the local doctor generates
supposed to injure the double agent, and were therefore pret- Zandi’s name in 10 minutes, but automatically alerts the
ty desperate when they arrived in town. They set up a tem- authorities of the agents’ presence. Alternately, if the agents
porary base at the home of Anica Obilic, one of specifically declare that they’re trying to find a doctor with-
Arkadyevitch’s local supporters, and had her summon the out arousing suspicion, they may make a team Gather
town’s doctor, a washed up Iranian surgeon named Kheder Information check (DC 15/20/25/30). This check requires 20
13 14

minutes and may be retried. Each agent gains a +2 synergy • Second Floor: Kheder Zandi operated on Lawrence Johnson in one of the
bonus with this check for every 5 full ranks he possesses in two bedrooms on this floor. The bed upon which he laid is still caked with
the Diplomacy skill. With success, the agents obtain Zandi’s dried blood, but new sheets have been spread over it. The successful
name without automatically alerting the authorities, though Search check allows the team to notice the strong acrid scent of blood
Arsen Korotich and his deputies may still notice the agents in the room, and the new sheets may tip them off to look underneath.
moving around town. For more information about these Anything more than a cursory investigation of the bed reveals something
authorities, see Threats, page 14. left behind by Johnson as he was resting after the surgery — a tiny
Kheder Zandi is a hopeless but functional drunk, having Agency-issued gadget camera with no shots remaining. Any agent pos-
lost his tenure at a Cairo hospital after he botched a simple sessing 1 or more ranks in the Craft (Photography) skill may spend 20
surgery on a deep bender. He is qualified, possessing First Aid minutes setting up a makeshift development room in the basement using
and Profession (Doctor) skill bonuses of +12 each, but he’s chemicals from Anica’s kitchen, and may thereafter develop the pictures
unconscious beside an empty bottle of Vodka when the team in 1 hour’s time. Johnson took the pictures just before the business jet
arrives. Merely waking him requires a successful First Aid crashed; they depict parts of the frozen tundra between Glubokoye and
check (DC 10/15/20/25), after which he suffers a –8 circum- Dokshitsky where Arkadyevitch’s base is located, and with any map of the
stance penalty with all skill checks until and unless the region and 30 minutes, can be used to pinpoint the base’s exact location.
agents spend 20 minutes sobering him up with coffee and a
• Ground Floor: One of the ground floor’s corridor closets contains a false
cold shower.
rear wall leading to a small one-person relay station — a table, chair, and
Zandi can patch up Solovi in 20 minutes (or 40 if he’s
shortwave radio. If the agents turn the radio on without first changing
drunk), but Tomsky’s injuries are more severe, requiring 1
the frequency, they immediately hear radio traffic in Belarusian. The
hour if he’s sober (in which case the surgery is successful and
voices are guards patrolling the are surrounding Arkadyevitch’s mountain
Tomsky lives), or 2 hours if he’s drunk (in which case Zandi
base, and offer a few clues about the base’s whereabouts — the names
botches the surgery and Tomsky dies). Either way, Tomsky
“Arkadyevitch,” “Dokshitsky,” and “Glubokoye” are mentioned frequently.
doesn’t wake up during the serial — any recovery he is
Checking the map provided by Paradox during the Mission Briefing, the
afforded will be long term.
agents should be able to glean that Arkadyevitch has most likely taken
If asked about Johnson (or someone matching Johnson’s
Johnson to the area between the cities of Dokshitsky and Glubokoye, to
description), Zandi becomes obviously agitated. He stops
the north of Kimlebsk. Asking any local what the names mean also points
whatever he’s doing — which might cause a real problem if
in this direction.
he’s asked during surgery — and reaches for an IMI Uzi ser-
vice pistol he keeps taped beneath his surgery table. Zandi’s • Basement: The steamer trunk containing Gubin’s corpse has been shoved
total ranged attack bonus is –2 (which is reduced to –10 if beneath the stairs leading down from the ground floor kitchen, and signs
he’s drunk), so he isn’t a major threat, but the severity of his of its move after the body was stuffed into it are still visible along the
reaction should be a dead giveaway that he knows some- floor. Outside providing closure about Gubin’s disappearance, this dis-
thing. With a successful Diplomacy or Intimidate check (DC covery doesn’t help the agents toward completing their mission objec-
15/20/25/30), he can be coerced to reveal that he operated on tives. In the basement’s corner, however, the agents also find a pile of
Johnson at Anica Obilic’s home, near the center of town. If bed sheets recently stained with blood. If the agents pull the sheets out
Zandi is drunk, the agents may only attempt to Intimidate of the cardboard box in which they’ve been discarded, two items drop to
him for this information. the floor and roll to a stop at their feet. One is the bullet Zandi removed
Another clue to Zandi’s connection to Johnson is the pres- from Johnson’s side and the other is the tracking device removed from
ence of a bottle of insulin with 1 dose missing on the floor his neck (see the Mission Briefing, page 4); both were picked up with the
near his traveling medical case. Finding the bottle requires a sheets when Anica quickly cleared the second floor bed where Zandi
successful Spot check (DC 15/20/25/30), and grants a +5 cir- operated.
cumstance bonus with the Diplomacy or Intimidate check
Each Search check requires 10 minutes, and unless the
made to prompt his admission.
house’s occupants have been eliminated or subdued, requires
Anica Obilic’s home is far nicer than either Gubin’s or
a successful Move Silently check opposed by the occupants’
Zandi’s, being located near Kimlebsk’s few established busi-
Listen skill bonuses. If the authorities are still active and
nesses. Unfortunately, it’s also closest to Arsen Korotich’s
located at their office, the agents must also make a success-
office, providing the best chance that the authorities notice
ful Hide check opposed by the authorities’ Spot skill bonuses
the agents and move to investigate (or capture them, if
to move around in Anica’s home unnoticed. Details about
they’ve already been identified as enemies of Arkadyevitch).
how each of these groups reacts to the agents are provided
For details, see Threats, page 14.
under Threats (see below).
The building is two stories with a cement-reinforced base-
ment intended to provide nominal protection during a battle Threats
or bombing. Entrances are located at the front and back, with
The primary threats in this scene are Anica Obilic, her
no direct basement access. Investigating each floor requires a
brothers, and the local authorities, led by Arsen Korotich.
successful Search check (DC 15/20/25/30), and provides the
The former group consists of Anica and two younger male
following.
siblings, each of whom remains at Anica’s home throughout
15 16

this scene unless lured somewhere else. Anica uses her broth- Finally, if the agents linger in town too long, they must
ers as gophers, ruffians, and general handymen, and assigns contend with the Franchise cleaners (see Events, page XX).
any task that doesn’t immediately require her attention to
one or both of them. Should she become aware that the Events
agents are searching for Johnson, she sends her brothers after The Franchise cleaners arrive two hours after the agents.
the team, destroys the radio in her hidden ground floor relay Whether the agents are still in town or not, the cleaners move
station, and gets in her snowmobile to head toward directly to Arsen’s office, gunning his deputies down and
Arkadyevitch’s base. In this case, a successful Search of the brutally interrogating him for information about
ground floor reveals the destroyed radio and the snowmobile Arkadyevitch’s friends in town. Ten minutes later, once the
tracks (which are an easier clue to pursue than the guard cleaners are satisfied that they’ve gained everything they can
statements anyway). Should Anica or her brothers notice the from Arsen, they shoot him as well and set his office on fire.
agents invading their home, their response is much more Thereafter, they head over to Anica’s home, where they kill
abruptly violent, as they charge the team trying to quickly her brothers and interrogate her for information about
overwhelm it. Arkadyevitch and Johnson’s location. Ten minutes later, they
The latter group consists of Arsen and two deputies, each kill her and set her home on fire as well. Then they visit
well armed and benefiting from ex-Russian military training. Kheder Zandi, repeating the process. Thirty minutes after
This group moves around throughout this scene, patrolling at they arrive, the cleaners are gone, heading toward
first but quickly descending upon any location where suspi- Arkadyevitch’s mountain base — that is, unless the agents
cious activity is going on. As the team arrives in town, and intervene.
each time the agents move from one location in town to
another, this group makes a Sense Motive check against Troubleshooting
either the team’s Bluff check result (if the agents declare that Agents who didn’t find evidence of a gun shot wound at
they’re trying to fit in), or 5 + the lowest Bluff skill bonus the crash site, and who didn’t rescue the survivors found on
possessed by any single agent (otherwise). With success, the plane, may not think to visit Dr. Zandi, and may not try
Arsen or one of his deputies notices something suspicious to find Arkadyevitch’s supporters in town. In this case, the
about the agents (per the conditions and the GC’s discretion), cleaners arrive on schedule, giving the agents the chance to
radioing to the others for help. The other authorities arrive follow them to the mountain base.
1d4+6 minutes later and the group moves in to question the Should the agents be captured by Arsen and his men, they
team. are thrown in cells at the back of his office. Breaking out of
During this interview scene, the GC should consult the this cell requires a successful 10-minute Open Lock check (DC
rules on page 74 of the Faceman/Snoop Class Guide. If this 20/25/30/35). Unfortunately, the agent’s gear is taken and
book is unavailable, the authorities make Gather Information placed on a desk across the room, and unless one of the
checks opposed by the agents’ Bluff skills. For each success- agents specifically tried to hide something on his person and
ful Gather Information check, the authorities find one minor Arsen failed to find it, there’s little chance the team possess-
flaw in the team’s presentation. The interview lasts for 1d6+4 es a lockpicking kit. Without one, the agents suffer a –4 cir-
rounds, and if the authorities find 3 or more flaws in the cumstance penalty with this Open Lock check. In this case,
team’s presentation, they assume the team to be criminals the team may still be on the premises when the cleaners show
and attempt to capture them. up, in which case they witness the cleaners interrogate Arsen
If the agents venture into Anica’s home and Arsen’s group about Arkadyevitch’s local contacts (at which point he gives
notices them (see page 13), they immediately move to appre- up Anica and her brothers). As described under Threats, the
hend the team, assuming them to be common thieves. cleaners kill Arsen and set his office on fire. At no point do
Fortunately, in this case, Arsen’s men assume that the agents they look in the Arsen’s cells, so the agents may simply avoid
are unarmed and try to subdue them without using firearms notice by remaining quiet, but the fire is a concern. If things
— at least, until and unless the agents fire back. have escalated this far, Kheder Zandi arrives at Arsen’s office,
If the agents brought Erkin Solovi back from the crash site, and in a fit of heroism, rams his car through the wall lead-
he attempts to slip away at the first available opportunity, ing to the cell. Of course, this attracts the cleaners’ attention
hobbling to or calling Anica’s house (to warn her of the from Anica’s house, leading to a confrontation in town
agents’ intentions as he understands them), or failing that, before the agents can proceed to Scene 3.
hobbling to or calling the authorities (to warn them that the
agents are “criminals hiding out at Gubin’s house,” or wher- Development
ever they’re located). If noticed and threatened, Solovi stops Once the agents head toward Arkadyevitch’s mountain
trying to escape but refuses to talk (though the agents can base, proceed to Scene 3.
force him to do so with a successful Intimidation check (DC
15/20/25/30)). Solovi can not only identify Anica and her
brothers in Kimlebsk, but can also give the agents precise
directions to Arkadyevitch’s mountain base.
17 18

shuts down all electric devices in the appropriate building.


Scene 3: Mountain 1. Bunker House: This small bunker-like building current-
Showdown ly contains nothing but a large metal table. Once, however, it
was used as a first line of defense, and its construction is for-
midable. Each of its walls possesses a hardness of 8, 200
Agent Description wounds points, and no Break DC, and each of its windows
possesses a hardness of 6, 25 wound points, and no Break DC.
Read the following aloud when the agents enter this scene.
The southern window may be opened, allowing a tactical
weapon with a bipod to be braced on the sill. This allowed
Nestled in the rolling, snow-covered hills of northern Belarus, the base’s original occupants to flank visitors arriving at the
Arkadyevich’s headquarters is a flashback to the days of Cold gate, and the agents may use a similar tactic against the
War espionage. No elaborate defenses, no fantastic weapons base’s current guard complement.
to be seen. Just three low concrete buildings and a generator 2. Guard Shack: A bright sodium lamp hangs over this
cage surrounded by a razor wire-capped fence and a couple location, extending the range of standard vision to 60 ft. The
dozen guards armed with assault rifles. Somewhere inside, guard shack contains nothing but a lone chair, shortwave
Johnson awaits rescue… radio, and the controls to electronically open the base’s main
gate. The top and bottom halves of the door on the shack’s
GC Description north side may be opened independently, offering some pro-
tection from the cold as a guard within greets an arriving
The agents may reach Arkadyevitch’s base on their own or
vehicle. This location is occupied by 1 guard who radios to
by following Anica or the cleaners, as follows.
one of the 2 guards inside the fence to investigate unidenti-
• If the agents found the base’s exact location during Scene 2, they may fied sights and sounds. If the guard here notices intruders, he
arrive with up to 2 hours’ darkness remaining before dawn; otherwise, alerts the entire base (see Threats, page 21).
they arrive at (1d6+6)am, after dawn. 3. Garage: Two box trucks and three two-man snowmo-
biles occupy this building, one of each currently inoperable
• If the agents pursue either Anica or the cleaners, they arrive 2 hours
as 2 guards repair them. A “parts room” located at the back
before dawn, but must make two team Hide checks along the way, each
of this building contains 2 spare engines (one for each vehi-
opposed by their prey’s Spot skill bonus. With failure, the NPCs notice the
cle type), as well as enough tools to pull together 3 complete
team is pursuing them; in this case, Anica begins a standard chase and
Mechanics kits and 1 complete Electronics kit in 10 minutes.
the cleaners move to eliminate the agents.
4. Generator Cage: A bright sodium lamp hangs over this
At night, all characters at or around the base gain the ben- location, extending the range of standard vision to 60 ft.
efits of one-half concealment beyond 30 ft. Also, day or Another 10-ft. fence completely encircles this location, its
night, the howling winds apply a constant –8 circumstance gate protected by a padlock requiring a successful Open Lock
penalty with all Listen checks made outside. check (DC 15/20/25/30) to bypass. Once inside, the agents
may clip the power lines to all of the base’s buildings with 1
Map Key: Warlord’s Base full action and no skill check. Also, they can rig the gas and
The mountain base consists of four buildings, a guard propane tanks to detonate with any explosive generating 20
shack, and a fuel and generator cage. During the Cold War, it or more points of normal damage at ground zero. This
served as a remote KGB training camp and listening outpost. prompts a chain reaction that inflicts 20d6 blast damage with
Even then it was considered redundant and of little use, so its a range increment of 5 ft. (1 square).
existence was easily hidden and forgotten after the fall of 5. Briefing Room: A 3-ft. elevated wooden porch leads into
Communist Russia. Captain Arkadyevitch has turned the base this location from the south. This porch is slick with ice; each
into an efficient commando training camp for Franchise time an agent performs a charge or run action over it, he
operatives. Within months, however, he expects to convert it must make a Balance check (DC 15/20/25/30). With failure,
into a proper military base at the head of his new private he falls prone, losing the rest of his action and suffering 1d4
army. subdual damage.
Unless otherwise specified, each of the base’s doors is Inside, this location contains metal desks and chairs
unlocked and wooden, possessing a hardness of 5, 10 wound against the east and west walls, and chalk and cork boards
points, and a Break DC of 13. Each of the base’s windows is against the southeast and northwest corners. Unless their
frosted over and frozen shut, possessing a hardness of 1, 1 attention is drawn elsewhere, the 4 guards located here are
wound point, and a Break DC of 8. The base’s walls are made playing cards over a space heater as the agents approach.
of hardened, weatherproofed wood possessing a hardness of Any unidentified noise from outside draws only 1 of the
6, 40 wound points, and no Break DC per 5-ft. length. guards, with the others remaining inside unless they’re need-
Finally, power lines are strung from the generator cage to ed. All 3 remaining guards investigate if the first doesn’t
the guard shack and each of the other three buildings inside return within 2 minutes (20 rounds).
the fence. Clipping each of these lines requires 1 half action The door leading east from this location is newer than the
and no skill check, and completely douses all the lights and
19 20

rest of the base, reinforced with steel and sporting a new ity, but any error with a physical action or skill check results
electronic lock requiring a successful Electronics check (DC in him pulling his stitches and re-opening his wound.
25/30/35/40) to bypass. The door is always locked and pos- Thereafter, he may only take 1 half action during each round.
sesses a hardness of 10, 80 wound points, and no Break DC. Johnson’s disposition toward the agents begins at neutral.
All of the base guards know the code to open its lock and Unless the agents are needlessly violent or otherwise portray
may be persuaded to reveal it with a successful Intimidate themselves as villains, Johnson willingly goes with the team
check (DC 18/23/28/33). — even if they don’t identify themselves as Agency opera-
6. Armory: Metal shelves run along the walls of this win- tives. If they do identify themselves, he demands the
dowless room, upon which are stacked many weapons and Agency’s most recent identification codes, which the agents
supply crates labeled in Russian. Rifling through the crates fortunately know. Providing him with the codes improves his
requires 5 minutes and yields the following gear. disposition toward the team to friendly.
Whatever his disposition, Johnson asks for a weapon,
• 8 Kalashnikov AK-74 assault rifles with 25 clips of standard 7.62×39mm
offering to help the team on the way out. If the agents refuse,
Soviet military ball ammunition (30 shots each).
his disposition toward them worsens by 2 grades (he also
• 12 Glock 17 service pistols with 50 clips of standard 9mmP military ball tries to palm a weapon from the armory on the way out). If
ammunition (17 shots each). this brings his disposition to hostile or worse, he attempts to
flee at the first available opportunity, fighting to escape the
• 12 .45 ACP H&K SOCOM service pistols with 50 clips of standard .45 ACP
team, but not risking his life in the process.
military ball ammunition (12 shots each).
If the agents inform Johnson of the Agency schism, he
• 1 compound bow with 50 standard arrows and 5 signal arrows. expresses concern and asks to know which side the agents
are on. If he discovers that agents possessing multiple alle-
• 5 lbs. of C4 (in 1/4-lb. bricks).
giances are present, his dispositions toward each allegiance
• 20 sticks of dynamite. are thereafter tracked separately, allowing for him to turn on
one part of the team, siding with the other — though only if
• 8 fragmentation grenades.
the agents on one side prompt him to do so.
• 4 concussion grenades. 8. Lavatories/Showers.
9. CO Quarters: This room and location #10 are protected
• 8 ballistic vests.
by 2 very watchful guards, each of whom gains a +2 circum-
• 20 sets of kevlar BDUs. stance bonus with all Listen, Search, Spot, and Surveillance
checks. These guards do not leave their posts unless Captain
• 20 sets of combat boots.
Arkadyevitch directly orders them to.
• 20 sets of thermal underwear. The room within contains a simple bed, dresser, metal
chair, and end table, as well as a small washroom to the east.
• 20 pairs of insulated gloves.
This furniture contains Arkadyevitch’s personal effects, but
• 4 magnetic compasses. nothing of interest to the agents.
10. CO Office: This room and location #9 are protected by
• 30 glow sticks.
2 very watchful guards, each of whom gains a +2 circum-
• 5 first aid kits. stance bonus with all Listen, Search, Spot, and Surveillance
checks. These guards do not leave their posts unless Captain
• 5 stimulant shots.
Akadyevitch directly orders them to.
• 10 survival kits. The room within contains a metal desk, 2 filing cabinets,
and 2 metal chairs. Unless an alert has been raised,
• 5 pairs of binoculars.
Arkadyevitch is located here, recording his follow-up ultima-
• 1 thermal imager. tum to the U.S. government in front of a tripod-mounted
video camera.
If the agents spend less than 5 minutes looking through
11. Sub-Commander’s Office: This room contains a metal
this location, the GC should limit what they find, grouping
desk, a filing cabinet, and 2 metal chairs. Arkadyevitch
like items together (e.g. the agents might find all of the ser-
recently had his sub-commander shot and all his possessions
vice pistols but none of the grenades, for instance).
collected and burned (the pile of frozen ashes is still visible
7. Brig: The back (west) half of this windowless room is a
outside location #12, the mess hall). He has not chosen a
prison cell with floor-to-ceiling bars and a locked door
replacement, and this room is consequently devoid of per-
requiring a successful Open Lock check (DC 25/30/35/40) to
sonal effects, documents, and the like.
bypass. Johnson languishes within; unless an explosion, gun-
12. Kitchen and Mess: A 3-ft. elevated wooden porch leads
fire, or a like turmoil has happened outside, he wakes from a
into this location from the east. This porch is slick with ice;
nap as the agents enter. He possesses no gear and is dressed
each time an agent performs a charge or run action over it,
in his bloody, tattered civilian clothes and a fresh parka. His
he must make a Balance check (DC 15/20/25/30). With fail-
injury is healing well, and he can move and act at full capac-
ure, he falls prone, losing the rest of his action and suffering
21 22

1d4 subdual damage. kill them if forced. Captured agents are locked in the sub-
This large room contains 5 picnic-style metal tables with commander’s office (location #11), where Arkadyevitch inter-
built-in chairs, a separate kitchen area that allows guards rogates them about their reason for invading his headquar-
and other residents to be served food directly from the cook- ters. During this interrogation scene, the GC should consult
ing area, and a walk-in pantry and storage room extending the rules on page 66 of the Fixer/Pointman Class Guide. If
to the north, toward the barracks. Unless an alert has been this book is unavailable, Arkadyevitch makes Intimidate
raised, 4 guards are eating here before going on shift at the checks opposed by the agents’ Will saves. For each success-
briefing room (location #5). These guards carry all their stan- ful Intimidate check, Arkadyevitch learns something about
dard gear and are fully alert, though distracted by their food, the agents’ true motives. The interrogation lasts for 1d6+4
suffering a –1 circumstance penalty with all Listen, Search, interrogation rounds, and if Arkadyevich learns 3 or more
Spot, and Surveillance checks. things about the team’s motives, he decides they’re worth as
13. Barracks: This room contains enough beds and foot- much to the U.S. government as Johnson, throws them in the
lockers for 18, though only 2 guards are asleep here as the brig, and triples the amount of money he demands in
agents approach. Having just come off shift, these guards are exchange for their lives. If by the end of the interrogation
difficult to rustle, only waking with a successful Listen check, sequence Arkadyevitch has yet to determine why the agents
with which they suffer a –4 circumstance penalty. The GC are here, he hands them to a squad of 4 guards and tells them
sets this Listen check’s DC, using the information provided in to take them out into the hills and kill them, bury them, and
the Spycraft Espionage Handbook or the Stargate SG-1 return.
Rulebook. The footlockers contain a variety of personal Finally, if this scene continues too long, and any cleaners
effects, but nothing of interest to the agents. survive from Scene 2, they arrive to sanitize the base (see
Events, page XX).
Security
The fence around the base requires a successful Climb check Events
(DC 15/20/25/30) to get over. With an error, the agent becomes If the agents follow the Franchise cleaners to the base, the
entangled in the razor wire capping the fence, suffering 1d6 nor- cleaners spend 10 minutes surveying the base to learn the
mal damage and losing the rest of his actions during the current guard positions and other salient details. At that point, they
round. With a critical failure, the agent suffers 1d8+2 normal coolly storm the front gate, killing the guard in location #2
damage, loses the rest of his actions during the current round, and before he can raise his rifle toward them. They focus their
must make a successful Climb check (DC 15/20/25/30) to attack on the building containing location #s 5–11, recog-
escape. nizing that Johnson won’t be held in either of the other
structures (the barracks and the garage). As they enter loca-
Threats tion #5, one of the guards inside manages to get a shot off,
The base is at partial capacity at the moment, and though alerting the base that something is wrong and wounding one
nearby hills shelter it from most of the blasting wind, the of the cleaners (reducing his wound points by 10). All but one
cold makes it difficult for the guards to remain vigilant. Even of the cleaners — including the wounded one — guard the
so, with the arrival of Lawrence Johnson and Arkadyevitch’s doors to location #5 while the remaining one breaks into the
subsequent ransom plot, the guards are on edge and general- armory and brig, where he kills Johnson. On the way back,
ly cautious. At any time, in addition to the 15 guards inside he sets the explosives in the armory to go off 1 minute later.
the buildings (see the map key on page 17), 2 guards patrol By the time he gets back, 15 rounds after he headed into the
inside the fence and 1 guard stands watch from the guard building, the base guards have yet to make it into the room
shack at the front gate. but 1 of the cleaners has been critically injured. The others
All exterior guards automatically notice any snowmobile shoot him on the way out and carve a path through the
advancing within 1 mile of the base, and make standard remaining guards, heading back out the way they came. Less
Listen, Search, Spot, and Surveillance checks otherwise (with than 20 minutes after they arrive, the cleaners are gone,
the aforementioned modifiers from the wind and lighting con- heading back to their Franchise masters — that is, unless the
ditions — see GC Description, page 17). agents intervene.
If any guard notices intruders, he alerts the entire base, at If the agents arrive ahead of the Franchise cleaners, fol-
which point all guards except those in location #s 2 and 5, lowing directions leading to the base’s exact location, they
and outside location #s 9 and 10, spill outside. If the origin have 2 hours before the cleaners arrive, after which the
point for the alert is known, all of these guards head toward cleaners act as described in the previous paragraph (chang-
there; otherwise, they begin searching for the source of the ing their strategy based on the circumstances at hand).
disturbance. The guards break into squads of 4 (with one If the agents arrive ahead of the Franchise cleaners, fol-
squad containing less, as necessary), making one team lowing directions leading to the base’s approximate location,
Search check per squad every round, each opposed by a sin- they have only 1 hour before the cleaners arrive, after which
gle team Hide check. the cleaners act as described in the previous paragraph
The guards try to capture the agents, but don’t hesitate to (changing their strategy based on the circumstances at hand).
23 24

B. Capturing Erkin Solovi (once he is known to be a


Rewards threat)*: 100/150/200/250 XP per agent.
A. Finding the gadget camera left behind by Johnson:
Keep track of the agents’ accomplishments throughout this
50/75/100/125 XP per agent.
serial and reward them with the following XP at its end. In
A. Finding Anica Obilic’s hidden relay station:
this serial, the GC should give out the first-tier reward if this
50/75/100/125 XP per agent.
serial if played at 5th-level, the second-tier reward if the ser-
A. Finding Vasi Gubin’s body: 50/75/100/125 XP per
ial is played at 10th-level, the third-tier reward if the serial is
agent.
played at 15th-level, and the fourth-tier reward if the serial
A. Killing Anica Obilic and/or one or more of her
is played at 20th-level.
brothers*: 50/75/100/125 XP per agent.
All XP rewards have an associate letter (“A”, “B”, “C”, etc.),
B. Capturing Anica Obilic and/or one or more of her
indicating their difficulty and benefit within a ‘mini-tree’ of
brothers*: 100/150/200/250 XP per agent.
XP rewards. Though the agents might complete multiple
A. Killing Arsen Korotich and/or one or more of his
objectives within a tree, they only ever earn the XP for the
deputies*: 50/75/100/125 XP per agent.
highest letter of any tree for which they qualify.
B. Capturing Arsen Korotich and/or one or more of his
Example: When an agent completes a “C”-class objective,
deputies*: 100/150/200/250 XP per agent.
he earns the “C”-class reward only. He may not also gain the
A. Killing one or more Franchise cleaners*:
XP reward for any other lettered objective in the same mini-
100/150/200/250 XP per agent.
tree (in this case, he may not also earn the rewards for either
B. Capturing one or more Franchise cleaners*:
the “A”-class objective or the “B”-class objective.
200/300/400/500 XP per agent.
Note: Living Spycraft experience is never earned until the
A. Completing the scene without the authorities inves-
end of a serial, and agents may never gain levels during the
tigating the team: 100/150/200/250 XP per agent.
course of a Living Spycraft serial.
A. Completing the scene before the Franchise cleaner
Action Dice arrive: 150/225/300/375 XP per agent.
* This award may only be gained once during this serial,
Each player gains the following XP rewards, as well as an
even though it’s repeated in multiple scenes.
amount of XP equal to the number of action dice you award-
ed him × 25 XP (to a maximum of their agent level × 25 XP). Scene 3
Scene 1 A. Rescuing Lawrence Johnson: 400/600/800/1,000 XP
per agent.
A. Recovering the flight recorder: 50/75/100/125 XP
A. Killing Anica Obilic and/or one or more of her
per agent.
brothers*: 50/75/100/125 XP per agent.
A. Discovering physical evidence about what happened
B. Capturing Anica Obilic and/or one or more of her
to Johnson: 50/75/100/125 XP per agent.
brothers*: 100/150/200/250 XP per agent.
A. Rescuing Miklos Tomsky: 50/75/100/125 XP per
A. Killing Arsen Korotich and/or one or more of his
agent.
deputies*: 50/75/100/125 XP per agent.
A. Rescuing Erkin Solovi: 50/75/100/125 XP per agent.
B. Capturing Arsen Korotich and/or one or more of his
A. Disarming or salvaging the bomb on board the
deputies*: 100/150/200/250 XP per agent.
wreckage: 100/150/200/250 XP per agent.
A. Killing one or more mountain base guards:
A. Discovering the Erkin Solovi is a threat*:
50/75/100/125 XP per agent.
100/150/200/250 XP per agent.
B. Capturing one or more mountain base guards:
A. Killing Erkin Solovi (once he is known to be a
100/150/200/250 XP per agent.
threat)*: 50/75/100/125 XP per agent.
A. Killing Mistislav Arkadyevitch: 100/150/200/250 XP
B. Capturing Erkin Solovi (once he is known to be a
per agent.
threat)*: 100/150/200/250 XP per agent.
B. Capturing Mistislav Arkadyevitch: 200/300/400/500
* This award may only be gained once during this serial,
XP per agent.
even though it’s repeated in multiple scenes.
A. Killing one or more Franchise cleaners*:
Scene 2 100/150/200/250 XP per agent.
B. Capturing one or more Franchise cleaners*:
A. Discovering Vasi Gubin’s gear cache: 50/75/100/125
200/300/400/500 XP per agent.
XP per agent.
A. Completing the scene before the Franchise cleaner
A. Finding Kheder Zandi: 50/75/100/125 XP per agent.
arrive: 150/225/300/375 XP per agent.
B. Getting Kheder Zandi to help Miklos Tomsky:
* This award may only be gained once during this serial,
100/150/200/250 XP per agent.
even though it’s repeated in multiple scenes.
A. Discovering the Erkin Solovi is a threat*:
100/150/200/250 XP per agent.
A. Killing Erkin Solovi (once he is known to be a
threat)*: 50/75/100/125 XP per agent.
25 26

Freelance agent may not choose to join up with either the


Debriefing Intelligence or Operations Divisions, nor may an agent of one
Division shift to the other Division.
Following this serial, Paradox makes good on his word,
Agents of all allegiances may participate in the same seri-
supporting a massive effort to infiltrate the Russian
als throughout the Terrortory season, as their Krypt and shad-
Franchise shadow cell using Lawrence Johnson’s gateway. As
ow cell superiors are unaware of their biases and pair them
the agents soon learn, this shadow cell is operating within a
as needed for each mission at hand. Additionally, Terrortory
legitimate world defense organization known as The Krypt.
serials contain special mission briefings, intelligence, goals,
During the infiltration — which is a long-term operation
and gear for agents possessing each allegiance, and the
involving literally every Living Spycraft agent in existence —
Terrortory season as a whole offers agents of each allegiance
the agents undertake some missions for the good of the world
new agent actions and over-arching goals. All this adds a
and other missions to gain standing within the shadow cell.
new layer of depth and intrigue to each of this season’s mis-
The former are typical Living Spycraft events involving hero-
sions.
ic missions and deeds, while the latter often involve dubious
Download the Living Spycraft Master Rules Document
goals and conflicting mission objectives as the agents bal-
(MRD) v1.7 for more information about this landmark
ance their dedication to world safety with pleasing their
campaign event!
criminal superiors.
All of this forms the backbone for the first major Living
Spycraft storyline season, Terrortory, which runs from Statistics
January to August 2005 (with six serials releasing from
Special Note: Though this serial was not designed using the
February to July and a two-month break following the
Mastermind System, mastermind point (MP) costs are included
release of Spycraft 2.0 so players can update their charac-
for all characters herein so that you can easily port them into
ters).
your Mastermind System-designed home games with ease.
As with the events of the previous Living Spycraft serial,
Nest, the events of this serial are assumed to affect every Scene 1: Fallen Angels
Living Spycraft agent unilaterally, even if they don’t partici-
Erkin Solovi possesses statistics identical to any mountain
pate herein. From 1/1/05 to 8/31/05, every Living Spycraft
base guard (see page 34).
agent is assumed to be infiltrating the Russian Franchise
shadow cell and every Living Spycraft event played during Scene 2: Pit of Vipers
this period is assumed to be launched out of this cell.
The following NPCs are encountered during the scene 1 and
Here’s how this plays out in practice:
later as described in the serial text.
• Each Living Spycraft event that is physically labeled a Terrortory serial is
a mission the agents undertake for the shadow cell during this season. As Kheder Zandi
stated before, these missions are given by criminal superiors and gener- Kimlebsk’s resident physician is a washed up alcoholic with
ally involve the agents balancing their ethics with the need to penetrate a questionable past. He keeps to himself except when needed,
the organization’s higher ranks. Each agent’s rank within the shadow cell and then he usually relies upon his reputation as a local hero
rises after each Terrortory serial played, providing the agent more and to keep people from asking too many questions. Kheder is
more resources and latitude within the criminal organization (for more entirely non-combatant, attempting to flee every time he’s
information, see the Living Spycraft Master Rules Document (MRD): GC faced with violence.
Info, v1.7).
Kheder Zandi (first-tier — target average agent level 5), 4th-
• Each Living Spycraft event that is not physically labeled a Terrortory level professional (standard NPC): CR 3. SZ M; v/wp 7/8; Init
serial is a mission the agents undertake for the Krypt during this season. +3 (+3 class); Spd 30 ft.; Def 12 (+2 class); Atk: fist/punch +2
As stated before, these missions are given by well-meaning Controls not (dmg 1d3 subdual, error 1); Face 1 square; Reach 1 square; SA
unlike the agents’ superiors at the Agency before the schism. These None; SQ None; SV Fort –3, Ref +4, Will +3; Str 11, Dex 11,
serials play out exactly as Living Spycraft serials have played out since Con 8, Int 16, Wis 12, Cha 10; Skills: Concentration +3, Craft
the campaign’s inception. (Gardening) +9 (threat 19–20), Diplomacy +2, Driver +2, First
Aid +8, Gather Information +4, Hobby (Drinking) +7 (threat
Each agent’s allegiance remains in place for the duration
19–20), Listen +3, Profession (Criminal) +5 (threat 19–20),
of the Terrortory season, with one exception: at the start of
Profession (Doctor) +10 (threat 19–20), Spot +3. Feats: Armor
any serial played from 1/1/05 to 8/31/05, any agent possess-
Group Proficiency (Light), Ordinary Past, Weapon Group
ing either the Intelligence Division or Operations Division
Proficiency (Handgun, Melee). Gear: Average clothes, first aid
allegiance may choose to strike out on his own, replacing his
kit, whisky flask. Vehicles and Gadgets: None.
current allegiance with the “Freelance” allegiance. The GC
must write, in pen, “Allegiance: Freelance” in the Certs sec- Kheder Zandi (second-tier — target average agent level 10),
tion of the agent’s Career Dossier. Each agent may make this 9th-level professional (standard NPC): CR 8. SZ M; v/wp 15/8;
choice only once — thereafter, the agent must retain his cho- Init +7 (+7 class); Spd 30 ft.; Def 15 (+5 class); Atk: fist/punch
sen allegiance until the end of the season. Further, a +4 (dmg 1d3 subdual, error 1); Face 1 square; Reach 1 square;
27 28

SA None; SQ None; SV Fort +0, Ref +6, Will +5; Str 11, Dex 11, Dex, +3 class); Atk: fist/punch +5 (dmg 1d3+2 subdual, error
Con 8, Int 16, Wis 12, Cha 10; Skills: Concentration +5, Craft 1), Mateba Model 6 Unico service revolver +5 (dmg 3d4+1 nor-
(Gardening) +15 (threat 18–20), Diplomacy +4, Driver +4, First mal, recoil 17, error 1, threat 20, range 30 ft. — 6 shots of stan-
Aid +13, Gather Information +11 (threat 19–20), Hobby dard military ball ammunition); Face 1 square; Reach 1 square;
(Drinking) +13 (threat 18–20), Listen +5, Profession (Criminal) SA None; SQ +2 department bonus with all skill checks made
+8 (threat 18–20), Profession (Doctor) +16 (threat 18–20), Spot when arranging or cutting street deals; SV Fort +4, Ref +3, Will
+5. Feats: Advanced Skill Mastery (Ordinary Past), Armor +4; Str 14, Dex 14, Con 13, Int 10, Wis 12, Cha 12; Skills:
Group Proficiency (Light), Ordinary Past, Weapon Group Appraise +2 (untrained, threat 19–20), Bureaucracy +3
Proficiency (Handgun, Melee). Gear: Average clothes, first aid (untrained), Diplomacy +3 (untrained), Driver +4, Forgery +2
kit, whisky flask. Vehicles and Gadgets: None. (untrained, threat 19–20), Gather Information +5 (untrained,
threat 19–20), Innuendo +5, Intimidate +10/+10, Knowledge
Kheder Zandi (third-tier — target average agent level 15),
(Underworld) +7, Sense Motive +3, Spot +3. Feats: Armor
9th-level professional/5th-level EMT (standard NPC): CR 13. SZ
Group Proficiency (Light), Master Fence, Weapon Group
M; v/wp 35/8; Init +10 (+10 class); Spd 30 ft.; Def 18 (+8 class);
Proficiency (Handgun, Hurled, Melee, Rifle). Gear: Weapons,
Atk: fist/punch +6 (dmg 1d3 subdual, error 1); Face 1 square;
bad suits. Vehicles and Gadgets: Dark Sedan (commuter car —
Reach 1 square; SA None; SQ Healer +2; SV Fort +3, Ref +9,
sedan): SZ L, Occ 1/3, Hnd +1, Spd 550 ft., MPH 55/110, Def 10,
Will +9; Str 11, Dex 11, Con 8, Int 16, Wis 12, Cha 10; Skills:
WP 100, Hrd 6, qualities and mods: None.
Climb +2, Concentration +7, Craft (Gardening) +15 (threat
18–20), Diplomacy +4, Driver +9, First Aid +18, Gather Anica Obilic and Brothers (second-tier — target average
Information +11 (threat 19–20), Hobby (Drinking) +13 (threat agent level 10), 10th-level gangsters (henchman — 20 MP
18–20), Jump +2, Listen +5, Profession (Criminal) +8 (threat each): Department: Organized Crime (Russian Mafia). CR 10. SZ
18–20), Profession (Doctor) +16 (threat 18–20), Search +5, Spot M; v/wp 63/14; Init +10 (+2 Dex, +8 class); Spd 30 ft.; Def 18
+10, Survival +3, Swim +2. Feats: Advanced Skill Mastery (+2 Dex, +6 class); Atk: fist/punch +9 (dmg 1d3+2 subdual,
(Ordinary Past), Armor Group Proficiency (Light, Medium), error 1), Mateba Model 6 Unico service revolver +9 (dmg 3d4+1
Bandage, Ordinary Past, Weapon Group Proficiency (Handgun, normal, recoil 17, error 1, threat 20, range 30 ft. — 6 shots of
Hurled, Melee). Gear: Average clothes, first aid kit, whisky standard military ball ammunition); Face 1 square; Reach 1
flask. Vehicles and Gadgets: None. square; SA Vicious attack; SQ +3 department bonus with all
skill checks made when arranging or cutting street deals, made
Kheder Zandi (fourth-tier — target average agent level 20),
man; SV Fort +6, Ref +5, Will +6; Str 14, Dex 14, Con 14, Int
9th-level professional/10th-level EMT (standard NPC): CR 18.
10, Wis 12, Cha 12; Skills: Appraise +2 (untrained, threat
SZ M; v/wp 52/8; Init +13 (+13 class); Spd 30 ft.; Def 21 (+11
19–20), Bureaucracy +3 (untrained), Diplomacy +3 (untrained),
class); Atk: fist/punch +9 (dmg 1d3 subdual, error 1); Face 1
Driver +7, Forgery +2 (untrained, threat 19–20), Gather
square; Reach 1 square; SA None; SQ Healer +4; SV Fort +5,
Information +5 (untrained, threat 19–20), Innuendo +9,
Ref +11, Will +12; Str 11, Dex 11, Con 8, Int 16, Wis 12, Cha
Intimidate +16/+16, Knowledge (Underworld) +12, Sense
10; Skills: Climb +5, Concentration +10, Craft (Gardening) +15
Motive +6, Spot +6. Feats: Armor Group Proficiency (Light),
(threat 18–20), Diplomacy +4, Driver +14, First Aid +23, Gather
Master Fence, Weapon Group Proficiency (Handgun, Hurled,
Information +11 (threat 19–20), Hobby (Drinking) +13 (threat
Melee, Rifle). Gear: Weapons, bad suits. Vehicles and Gadgets:
18–20), Jump +5, Listen +5, Profession (Criminal) +8 (threat
Dark Sedan (commuter car — sedan): SZ L, Occ 1/3, Hnd +1,
18–20), Profession (Doctor) +16 (threat 18–20), Search +8, Spot
Spd 550 ft., MPH 55/110, Def 10, WP 100, Hrd 6, qualities and
+15, Survival +6, Swim +5. Feats: Advanced Skill Mastery
mods: None.
(Ordinary Past), Armor Group Proficiency (Light, Medium),
Bandage, Coolness Under Fire, Ordinary Past, Weapon Group Anica Obilic and Brothers (third-tier — target average agent
Proficiency (Handgun, Hurled, Melee). Gear: Average clothes, level 15), 10th-level gangsters/5th-level heavies (henchman —
first aid kit, whisky flask. Vehicles and Gadgets: None. 30 MP each): Department: Organized Crime (Russian Mafia). CR
15. SZ M; v/wp 105/14; Init +13 (+2 Dex, +11 class); Spd 30 ft.;
Anica Obilic (and brothers) Def 20 (+2 Dex, +8 class); Atk: fist/punch +14 (dmg 1d3+2 sub-
Smalltime Belarusian criminals looking for a shot at the big dual, error 1), Mateba Model 6 Unico service revolver +14 (dmg
time, Anica and her brothers support Arkadyevitch’s operations 3d4+1 normal, recoil 17, error 1, threat 20, range 30 ft. — 6
in the area in order to pave the way for greater positions with- shots of standard military ball ammunition); Face 1 square;
in his new army. They adhere to the old ways of doing things, Reach 1 square; SA Knuckle punch +14 (dmg 1d3+5 subdual,
and have fabricated a life for themselves in the gangster vein, error 1), palm strike +14 (special), vicious attack; SQ +4 depart-
living and killing as the great heavy hitters of organized crime ment bonus with all skill checks made when arranging or cut-
always have. ting street deals, made man; SV Fort +10, Ref +6, Will +9; Str
14, Dex 14, Con 14, Int 10, Wis 12, Cha 13; Skills: Appraise +2
Anica Obilic and Brothers (first-tier — target average agent
(untrained, threat 19–20), Bureaucracy +3 (untrained),
level 5), 5th-level gangsters (henchman — 10 MP each):
Diplomacy +3 (untrained), Driver +9, Forgery +2 (untrained,
Department: Organized Crime (Russian Mafia). CR 5. SZ M;
threat 19–20), Gather Information +7 (untrained, threat 19–20),
v/wp 31/13; Init +6 (+2 Dex, +4 class); Spd 30 ft.; Def 15 (+2
Innuendo +10, Intimidate +25/+25, Knowledge (Underworld)
29 30

+14, Sense Motive +8, Spot +8. Feats: Armor Group Proficiency +5, Will +1; Str 16, Dex 13, Con 14, Int 12, Wis 10, Cha 16;
(Light, Medium), Master Fence, Punching Basics, Weapon Skills: Appraise +9, Balance +3, Bluff +11, Craft (Gunsmithing)
Group Proficiency (Handgun, Hurled, Melee, Rifle). Gear: +3, Demolitions +7, Driver +3, Electronics +3, Forgery +9,
Weapons, bad suits. Vehicles and Gadgets: Dark Sedan (com- Innuendo +4, Jump +5, Languages +2, Listen +2, Move Silently
muter car — sedan): SZ L, Occ 1/3, Hnd +1, Spd 550 ft., MPH +3, Open Lock +5, Search +3, Sleight of Hand +5, Spot +6,
55/110, Def 10, WP 100, Hrd 6, qualities and mods: None. Tumble +5. Feats: Armor Group Proficiency (Light), Improved
Initiative, Quick Draw, Weapon Group Proficiency (Handgun,
Anica Obilic and Brothers (fourth-tier — target average agent
Hurled, Melee, Rifle). Gear: Weapons, 18 extra shots of .357
level 20), 10th-level gangsters/5th-level heavies/5th-level con-
hollow point ammunition, 21 extra shots of 23mm shot ammu-
tract killers (henchman — 40 MP each): Department: Organized
nition. Vehicles and Gadgets: None.
Crime (Russian Mafia). CR 20. SZ M; v/wp 141/14; Init +17 (+2
Dex, +15 class); Spd 30 ft.; Def 22 (+2 Dex, +10 class); Atk: Arsen Korotich and Deputies (second-tier — target average
fist/punch +19 (dmg 1d3+2 subdual, error 1), Mateba Model 6 agent level 10), 9th-level fixer/1st-level officer (special NPC):
Unico service revolver +19 (dmg 3d4+1 normal, recoil 17, error CR 10. SZ M; v/wp 74/14; Init +11 (+2 Dex, +5 class, +4 feat);
1, threat 20, range 30 ft. — 6 shots of standard military ball Spd 30 ft.; Def 19 (+2 Dex, +7 class); Atk: fist/punch +6 (dmg
ammunition); Face 1 square; Reach 1 square; SA Knuckle 1d3+3 subdual, error 1), .357 Magnum Research Desert Eagle
punch +19 (dmg 1d3+5 subdual, error 1), palm strike +19 (spe- service pistol +8 (dmg 3d4+4 normal, recoil 15, error 1–3,
cial), sneak attack +1d6, vicious attack; SQ +6 department threat 19–20, range 30 ft. — 9 shots of hollow point ammuni-
bonus with all skill checks made when arranging or cutting tion), Gurza KS-23 pump action shotgun +8 (dmg 6d4+1 nor-
street deals, made man; SV Fort +14, Ref +7, Will +10; Str 14, mal, recoil 25, error 1–2, threat 18–20, range 35 ft., qualities
Dex 14, Con 14, Int 10, Wis 12, Cha 15; Skills: Appraise +2 and mods: AD, AK, SG — 3 shots of shot ammunition); Face 1
(untrained, threat 19–20), Bluff +4, Bureaucracy +4 (untrained), square; Reach 1 square; SA Sneak attack +4d6; SQ Dexterous,
Demolitions +2, Diplomacy +4 (untrained), Disguise +4, Driver encouragement, evasion (no damage with successful save), pro-
+9, Forgery +2 (untrained, threat 19–20), Gather Information cure, special ability (fast movement, stash it), tactics 1/session,
+8 (untrained, threat 19–20), Hide +7, Innuendo +12, uncanny dodge (Dex bonus to Defense, can’t be flanked); SV
Intimidate +28/+28, Knowledge (Mistislav Arkadyevitch) +2, Fort +5, Ref +5, Will +1; Str 16, Dex 14, Con 14, Int 12, Wis
Knowledge (Underworld) +14, Move Silently +7, Sense Motive 11, Cha 16; Skills: Appraise +10, Balance +4, Bureaucracy +5,
+8, Sleight of Hand +4, Spot +10. Feats: Armor Group Bluff +11, Craft (Gunsmithing) +3, Demolitions +8, Diplomacy
Proficiency (Light, Medium), Killer, Master Fence, Point Blank +11, Driver +5, Electronics +3, Forgery +9, Innuendo +5,
Shot, Punching Basics, Weapon Group Proficiency (Handgun, Intimidate +7/+6, Jump +5, Knowledge (Military History) +3,
Hurled, Melee, Rifle, Tactical). Gear: Weapons, bad suits. Languages +2, Listen +3, Move Silently +4, Open Lock +6,
Vehicles and Gadgets: Dark Sedan (commuter car — sedan): SZ Profession (Military) +6, Profession (Smuggler) +2, Search +3,
L, Occ 1/3, Hnd +1, Spd 550 ft., MPH 55/110, Def 10, WP 100, Sleight of Hand +6, Spot +6, Tumble +6. Feats: Armor Group
Hrd 6, qualities and mods: None. Proficiency (Light), Hard Core, Improved Initiative, Persuasive,
Quick Draw, Weapon Group Proficiency (Handgun, Hurled,
Arsen Korotich (and deputies) Melee, Rifle). Gear: Weapons, 18 extra shots of .357 hollow
Mistislav Arkadyevitch undermined Kimlebsk’s law enforce- point ammunition, 21 extra shots of 23mm shot ammunition.
ment long ago, when he was still part of the KGB. Even then, Vehicles and Gadgets: None.
the villain needed a safe haven for his private operations;
Arsen Korotich and Deputies (third-tier — target average
today, Arsen Korotich and his men act as watchdogs and minor
agent level 15), 9th-level fixer/5th-level officer/1st-level smug-
problem solvers for him. When needed, they can even kill for
gler (special NPC): CR 15. SZ M; v/wp 108/14; Init +15 (+2 Dex,
him, though they generally find murder distasteful. Savage
+9 class, +4 feat); Spd 30 ft.; Def 21 (+2 Dex, +9 class); Atk:
beatings are a guilty pleasure, but murder… that’s a half step
fist/punch +9 (dmg 1d3+3 subdual, error 1), .357 Magnum
across the line for them.
Research Desert Eagle service pistol +11 (dmg 3d4+4 normal,
Arsen Korotich and Deputies (first-tier — target average recoil 15, error 1–3, threat 19–20, range 30 ft. — 9 shots of hol-
agent level 5), 5th-level fixer (special NPCs): CR 5. SZ M; v/wp low point ammunition), Gurza KS-23 pump action shotgun +11
38/14; Init +7 (+1 Dex, +2 class, +4 feat); Spd 30 ft.; Def 15 (+1 (dmg 6d4+1 normal, recoil 25, error 1–2, threat 18–20, range
Dex, +4 class); Atk: fist/punch +6 (dmg 1d3+3 subdual, error 35 ft., qualities and mods: AD, AK, SG — 3 shots of shot ammu-
1), .357 Magnum Research Desert Eagle service pistol +4 (dmg nition); Face 1 square; Reach 1 square; SA Lead the charge
3d4+4 normal, recoil 15, error 1–3, threat 19–20, range 30 ft., (damage), sneak attack +4d6; SQ Blood of heroes +4, border
qualities and mods: no damage to hard targets — 9 shots of hol- crossing 1/session, dexterous, encouragement, evasion (no
low point ammunition), Gurza KS-23 pump action shotgun +4 damage with successful save), field logistics, procure, special
(dmg 6d4+1 normal, recoil 25, error 1–2, threat 18–20, range ability (fast movement, stash it), tactics 3/session, uncanny
35 ft., qualities and mods: AD, AK, SG — 3 shots of shot ammu- dodge (Dex bonus to Defense, can’t be flanked); SV Fort +9, Ref
nition); Face 1 square; Reach 1 square; SA Sneak attack +2d6; +11, Will +8; Str 16, Dex 14, Con 14, Int 12, Wis 12, Cha 16;
SQ Dexterous, evasion (no damage with successful save), pro- Skills: Appraise +14, Balance +4, Bureaucracy +9, Bluff +15,
cure, uncanny dodge (Dex bonus to Defense); SV Fort +5, Ref Craft (Gunsmithing) +3, Demolitions +8, Diplomacy +15, Driver
31 32

+7, Electronics +4, Forgery +10, Innuendo +6, Intimidate Franchise Cleaners (first-tier — target average agent level 5),
+9/+8, Jump +5, Knowledge (Military History) +5, Languages 5th-level soldiers/2nd-level cleaners (special NPCs, 2 squads of
+3, Listen +9, Mechanics +2, Move Silently +4, Open Lock +6, 2): Department: KGB (First Chief Directorate). CR 7. SZ M; v/wp
Profession (Military) +7, Profession (Smuggler) +8, Read Lips 82/15; Init +8 (+2 Dex, +6 class); Spd 30 ft.; Def 13 (+2 Dex,
+2, Search +4, Sleight of Hand +6, Spot +6, Tumble +6. Feats: +1 armor use); Atk: fist/punch +8 (dmg 1d3+2 subdual, error
Armor Group Proficiency (Light), Hard Core, Improved 1), 2 × silenced H&K SOCOM service pistols +10 (dmg 1d12+5,
Initiative, Persuasive, Quick Draw, Safe House, Weapon Group recoil 15, error 0, threat 19–20, range 25 ft., qualities and
Proficiency (Handgun, Hurled, Melee, Rifle). Gear: Weapons, 18 mods: WL, IN laser sight and suppressor, linked targeting sys-
extra shots of .357 hollow point ammunition, 21 extra shots of tem, magnum chamber, match grade weapon, palmprint iden-
23mm shot ammunition. Vehicles and Gadgets: None. tifier (“blowback” edition), ported barrel, weapon accurizing,
no damage to targets possessing 8 or more points of damage
Arsen Korotich and Deputies (fourth-tier — target average
reduction — 12 shots of disintegrating nozzler ammunition);
agent level 20), 9th-level fixer/5th-level officer/6th-level
Face 1 square; Reach 1 square; SA Accurate; SQ Armor use +1,
smuggler (special NPC): CR 20. SZ M; v/wp 132/14; Init +19
damage reduction 1/—, damage reduction 3/CE, MIB, priority
(+2 Dex, +13 class, +4 feat); Spd 30 ft.; Def 23 (+2 Dex, +11
request +4; SV Fort +8, Ref +5, Will +5; Str 12, Dex 15, Con
class); Atk: fist/punch +13 (dmg 1d3+3 subdual, error 1), .357
15, Int 12, Wis 14, Cha 10; Skills: Bluff +11 (threat 18–20),
Magnum Research Desert Eagle service pistol +15 (dmg 3d4+4
Bureaucracy +2, Demolitions +6, Diplomacy +6 (threat 18–20),
normal, recoil 15, error 1–3, threat 19–20, range 30 ft. — 9
Driver +5, Gather Information +2, Innuendo +5 (threat 18–20),
shots of hollow point ammunition), Gurza KS-23 pump action
Intimidate +12/+11 (threat 16–20), Listen +7, Search +6, Spot
shotgun +15 (dmg 6d4+1 normal, recoil 25, error 1–2, threat
+7, Survival +7, Tumble +9. Feats: Advanced Skill Mastery
18–20, range 35 ft., qualities and mods: AD, AK, SG — 3 shots
(Persuasive), Ambidexterity, Armor Group Proficiency (Light,
of shot ammunition); Face 1 square; Reach 1 square; SA Lead
Medium, Heavy), Confident Charge, Handler, Persuasive, Point
the charge (damage), sneak attack +4d6; SQ Blood of heroes +4,
Blank Shot, Traceless, Two-Weapon Fighting, Weapon Group
bolt, border crossing 2/session, dexterous, encouragement, eva-
Proficiency (Handgun, Hurled, Melee, Rifle, Tactical). Gear:
sion (no damage with successful save), field logistics, illicit
Weapons, 48 extra shots of disintegrating subsonic .45 ACP
barter, in the market 1/session, jackrabbit start (+1d6), money-
ammunition, tactical deployment vest, trench coat, low-brim
maker (2 days), procure, special ability (fast movement, stash
hat, mirrored sunglasses, 3 liquid skin patches. Vehicles and
it), tactics 3/session, uncanny dodge (Dex bonus to Defense,
Gadgets: H.U.D. lenses, suicide tooth, black helicopter (military
can’t be flanked); SV Fort +9, Ref +11, Will +8; Str 16, Dex 14,
helicopter): SZ L, Occ 1/1, Hnd +8, Spd 800 ft., MPH 80/160,
Con 14, Int 14, Wis 12, Cha 16; Skills: Appraise +19, Balance
Def 17, WP 50, Hrd 4, qualities and mods: VTL.
+4, Bureaucracy +13, Bluff +19, Craft (Gunsmithing) +3,
Demolitions +9, Diplomacy +19, Driver +7, Electronics +5, Franchise Cleaners (second-tier — target average agent level
Forgery +19, Innuendo +6, Intimidate +13/+12, Jump +5, 10), 8th-level soldiers/4th-level cleaners (special NPCs, 2
Knowledge (Military History) +10, Languages +3, Listen +13, squads of 2): Department: KGB (First Chief Directorate). CR 12.
Mechanics +3, Move Silently +4, Open Lock +6, Profession SZ M; v/wp 135/16; Init +12 (+3 Dex, +9 class); Spd 30 ft.; Def
(Military) +12, Profession (Smuggler) +13, Read Lips +7, Search 15 (+3 Dex, +2 armor use); Atk: fist/punch +13 (dmg 1d3+2
+5, Sleight of Hand +6, Spot +10, Tumble +6. Feats: Armor subdual, error 1), 2 × silenced H&K SOCOM service pistols +16
Group Proficiency (Light), Card Shark, Charmer, Hard Core, (dmg 1d12+5, recoil 15, error 0, threat 19–20, range 25 ft.,
Improved Initiative, Persuasive, Quick Draw, Safe House, qualities and mods: WL, IN laser sight and suppressor, linked
Weapon Group Proficiency (Handgun, Hurled, Melee, Rifle). targeting system, magnum chamber, match grade weapon,
Gear: Weapons, 18 extra shots of .357 hollow point ammuni- palmprint identifier (“blowback” edition), ported barrel,
tion, 21 extra shots of 23mm shot ammunition. Vehicles and weapon accurizing, no damage to targets possessing 8 or more
Gadgets: None. points of damage reduction — 12 shots of disintegrating noz-
zler ammunition); Face 1 square; Reach 1 square; SA Accurate;
Franchise Cleaners SQ Armor use +2, damage reduction 1/—, damage reduction
These rough and tumble troubleshooters grew up inside the 3/CE, “I was never here” +2, MIB, priority request +4, red her-
KGB, learning how to cover their tracks during the waning rings, ruthless (half round), weapon specialization (H&K
years of the Cold War. Today, they’re the Franchise’s expert SOCOM service pistol); SV Fort +12, Ref +8, Will +7; Str 12,
sanitation crews, capable of eliminating all witnesses and evi- Dex 16, Con 16, Int 12, Wis 14, Cha 10; Skills: Balance +7,
dence at a scene or surrounding an event. Typically, their Bluff +12 (threat 18–20), Bureaucracy +4, Demolitions +10,
arrival is marked by brief surveillance followed by ruthless pre- Diplomacy +6 (threat 18–20), Driver +6, Gather Information
cision attacks. As with nearly all Franchise operatives seen to +8, Innuendo +8 (threat 17–20), Intimidate +14/+13 (threat
date, these operatives are heavily supported by lethal gadgets 15–20), Listen +8, Search +8, Spot +10, Surveillance +3,
and other high-tech options, most of which self-destruct before Survival +8, Tumble +12. Feats: Advanced Skill Mastery
falling into enemy hands. (Persuasive), Ambidexterity, Armor Group Proficiency (Light,
Medium, Heavy), Confident Charge, Double Tap, Handler,
Improved Two-Weapon Fighting, Persuasive, Point Blank Shot,
33 34

Precise Shot, Traceless, Two-Weapon Fighting, Weapon Group points of damage reduction — 12 shots of disintegrating noz-
Proficiency (Handgun, Hurled, Melee, Rifle, Tactical). Gear: zler ammunition); Face 1 square; Reach 1 square; SA Accurate;
Weapons, 48 extra shots of disintegrating subsonic .45 ACP SQ Armor use +3, damage reduction 2/—, damage reduction
ammunition, tactical deployment vest, trench coat, low-brim 3/CE, “I was never here” +6, MIB, must complete the mission,
hat, mirrored sunglasses, 3 liquid skin patches. Vehicles and one in a million, portable cover (one-quarter), priority request
Gadgets: H.U.D. lenses, suicide tooth, black helicopter (military +8, red herrings, ruthless (free action), “this meeting never took
helicopter): SZ L, Occ 1/1, Hnd +8, Spd 800 ft., MPH 80/160, place”, weapon specialization (fist/punch, grapple, H&K
Def 17, WP 50, Hrd 4, qualities and mods: VTL. SOCOM service pistol); SV Fort +16, Ref +12, Will +10; Str 12,
Dex 18, Con 16, Int 12, Wis 14, Cha 10; Skills: Balance +12,
Franchise Cleaners (third-tier — target average agent level
Bluff +16 (threat 17–20), Bureaucracy +8, Demolitions +18,
15), 11th-level soldiers/6th-level cleaners (special NPCs, 2
Diplomacy +8 (threat 17–20), Driver +12, Gather Information
squads of 2): Department: KGB (First Chief Directorate). CR 17.
+15, Innuendo +12 (threat 15–20), Intimidate +16/+15 (threat
SZ M; v/wp 190/16; Init +17 (+3 Dex, +14 class); Spd 30 ft.;
12–20), Listen +12, Search +12, Spot +16, Surveillance +12,
Def 15 (+3 Dex, +2 armor use); Atk: fist/punch +16 (dmg
Survival +10, Tumble +19. Feats: Advanced Skill Mastery
1d3+4 subdual, error 1), 2 × silenced H&K SOCOM service pis-
(Persuasive), Ambidexterity, Armor Group Proficiency (Light,
tols +19 (dmg 1d12+5, recoil 15, error 0, threat 19–20, range
Medium, Heavy), Bullseye, Confident Charge, Double Tap,
25 ft., qualities and mods: WL, IN laser sight and suppressor,
Faceless, Grand Skill Mastery (Persuasive), Handler, Improved
linked targeting system, magnum chamber, match grade
Two-Weapon Fighting, Innocuous, Mobility, Nobody,
weapon, palmprint identifier (“blowback” edition), ported bar-
Persuasive, Point Blank Shot, Precise Shot, Sharp-Shooting,
rel, weapon accurizing, no damage to targets possessing 8 or
Traceless, Two-Weapon Fighting, Weapon Group Proficiency
more points of damage reduction — 12 shots of disintegrating
(Handgun, Hurled, Melee, Rifle, Tactical). Gear: Weapons, 48
nozzler ammunition); Face 1 square; Reach 1 square; SA
extra shots of disintegrating subsonic .45 ACP ammunition,
Accurate; SQ Armor use +2, damage reduction 2/—, damage
tactical deployment vest, trench coat, low-brim hat, mirrored
reduction 3/CE, “I was never here” +4, MIB, portable cover
sunglasses, 3 liquid skin patches. Vehicles and Gadgets: H.U.D.
(one-quarter), priority request +4, red herrings, ruthless (half
lenses, suicide tooth, black helicopter (military helicopter): SZ
action), “this meeting never took place”, weapon specialization
L, Occ 1/1, Hnd +8, Spd 800 ft., MPH 80/160, Def 17, WP 50,
(fist/punch, H&K SOCOM service pistol); SV Fort +13, Ref +10,
Hrd 4, qualities and mods: VTL.
Will +8; Str 12, Dex 17, Con 16, Int 12, Wis 14, Cha 10; Skills:
Balance +10, Bluff +16 (threat 17–20), Bureaucracy +6, Scene 3: Mountain Showdown
Demolitions +14, Diplomacy +8 (threat 17–20), Driver +8, The following NPCs are encountered during the scene 1 and later
Gather Information +10, Innuendo +10 (threat 16–20), as described in the serial text.
Intimidate +16/+15 (threat 13–20), Listen +10, Search +10,
Spot +12, Surveillance +6, Survival +10, Tumble +15. Feats: Mountain Base Guards
Advanced Skill Mastery (Persuasive), Ambidexterity, Armor (and Erkin Solovi)
Group Proficiency (Light, Medium, Heavy), Bullseye, Confident
Arkadyevich’s guards have joined his army for power, glory,
Charge, Double Tap, Faceless, Grand Skill Mastery (Persuasive),
and sometimes fun. They’re the kind of mercenary troopers that
Handler, Improved Two-Weapon Fighting, Persuasive, Point
are now found at nearly every Russian and Asian port, search-
Blank Shot, Precise Shot, Sharp-Shooting, Traceless, Two-
ing for work in a post-war age. They are loyal out of fear,
Weapon Fighting, Weapon Group Proficiency (Handgun,
greed, and occasionally pride, but ultimately value their own
Hurled, Melee, Rifle, Tactical). Gear: Weapons, 48 extra shots of
lives above all else.
disintegrating subsonic .45 ACP ammunition, tactical deploy-
ment vest, trench coat, low-brim hat, mirrored sunglasses, 3 Mountain Base Guards (first-tier — target average agent level
liquid skin patches. Vehicles and Gadgets: H.U.D. lenses, suicide 5), 3rd-level strong minions (minions, squads of 4 — 18 MP):
tooth, black helicopter (military helicopter): SZ L, Occ 1/1, Hnd CR 2. SZ M; v/wp 25/13; Init +5 (+2 Dex, +3 class); Spd 30 ft.;
+8, Spd 800 ft., MPH 80/160, Def 17, WP 50, Hrd 4, qualities Def 13 (+2 Dex, +1 class); Atk: fist/punch +5 (dmg 1d3+2 sub-
and mods: VTL. dual, error 1), survival knife +5 (dmg 1d6+2 normal, error 1,
threat 20, thrown range 5 ft. — 1 shot), Kalashnikov AK-74
Franchise Cleaners (fourth-tier — target average agent level
assault rifle +5 (dmg 3d6+1 normal, recoil 12, error 1, threat
20), 14th-level soldiers/8th-level cleaners (special NPCs, 2
20, range 175 ft., qualities and mods: RG — 30 shots of stan-
squads of 2): Department: KGB (First Chief Directorate). CR 22.
dard military ball ammunition); Face 1 square; Reach 1 square;
SZ M; v/wp 250/16; Init +21 (+4 Dex, +17 class); Spd 30 ft.;
SA None; SQ None; SV Fort +4, Ref +4, Will +1; Str 14, Dex
Def 17 (+4 Dex, +3 armor use); Atk: fist/punch +21 (dmg 1d3+4
14, Con 13, Int 11, Wis 11, Cha 10; Skills: Balance +5,
subdual, error 1), 2 × silenced H&K SOCOM service pistols +25
Demolitions +3, Driver +5, Intimidate +5/+3, Profession
(dmg 1d12+5, recoil 15, error 0, threat 19–20, range 25 ft.,
(Guard) +4, Spot +4, Survival +4. Feats: Weapon Focus
qualities and mods: WL, IN laser sight and suppressor, linked
(Kalashnikov AK-74 assault rifle). Gear: Weapons, 60 extra
targeting system, magnum chamber, match grade weapon,
palmprint identifier (“blowback” edition), ported barrel,
weapon accurizing, no damage to targets possessing 8 or more
35 36

shots of standard 5.45×39mm Soviet military ball ammunition, Mistislav Arkadyevitch


military uniform, tactical radio, pack of cigarettes. Vehicles and Mistislav Arkadyevitch is overconfident and driven, with
Gadgets: None. grand dreams of power at the head of his own private army. A
formidable opponent with a wide range of abilities, he com-
Mountain Base Guards (second-tier — target average agent
mands the battlefield with the authority he believes he should
level 10), 8th-level strong minions (minions, squads of 4 — 23
have seen in the broken Russian military. The agents provide
MP): CR 7. SZ M; v/wp 55/13; Init +8 (+2 Dex, +6 class); Spd
him with a worthy adversary, and if they illustrate this to him
30 ft.; Def 15 (+2 Dex, +3 class); Atk: fist/punch +10 (dmg
and he has the chance, he may even arrange to prolong his bat-
1d3+2 subdual, error 1), survival knife +10 (dmg 1d6+2 nor-
tles with them.
mal, error 1, threat 20, thrown range 5 ft. — 1 shot),
Kalashnikov AK-74 assault rifle +10 (dmg 3d6+1 normal, recoil Mistislav Arkadyevitch (first-tier — target average agent
12, error 1, threat 20, range 175 ft., qualities and mods: RG — level 5), 5th-level soldier/2nd-level tactician (mastermind — 35
30 shots of standard military ball ammunition); Face 1 square; MP): Department: D-2: Military Operations. CR 7. SZ M; v/wp
Reach 1 square; SA None; SQ None; SV Fort +7, Ref +6, Will 69/12; Init +9 (+3 Dex, +6 class); Spd 30 ft.; Def 16 (+3 Dex,
+2; Str 14, Dex 14, Con 13, Int 11, Wis 11, Cha 10; Skills: +3 class); Atk: fist/punch +9 (dmg 1d3+2 subdual, error 1), .40
Balance +7, Demolitions +5, Driver +7, Intimidate +7/+5, S&W CZ 75 service pistol +10 (dmg 1d8+2 normal, recoil 16,
Profession (Guard) +8, Spot +8, Survival +8. Feats: Weapon error 1, threat 20, range 25 ft., qualities and mods: DS, SL, TD
Focus (Kalashnikov AK-74 assault rifle). Gear: Weapons, 60 — 15 shots of Teflon-tipped ammunition), Kalashnikov AK-74
extra shots of standard 5.45×39mm Soviet military ball ammu- assault rifle +10 (dmg 3d6+1 normal, recoil 12, error 1, threat
nition, military uniform, tactical radio, pack of cigarettes. 20, range 175 ft., qualities and mods: RG — 30 shots of stan-
Vehicles and Gadgets: None. dard military ball ammunition); Face 1 square; Reach 1 square;
SA None; SQ Accurate, armor use +1, damage reduction 1/—,
Mountain Base Guards (third-tier — target average agent
stratagem (self), wily; SV Fort +7, Ref +8, Will +5; Str 14, Dex
level 15), 13th-level strong minions (minions, squads of 4 — 28
17, Con 12, Int 14, Wis 14, Cha 12; Skills: Appraise +4, Bluff
MP): CR 12. SZ M; v/wp 85/13; Init +12 (+2 Dex, +10 class);
+3, Climb +3, Concentration +4, Craft (Gunsmithing) +3,
Spd 30 ft.; Def 17 (+2 Dex, +5 class); Atk: fist/punch +15 (dmg
Demolitions +4, Diplomacy +3, Driver +5, First Aid +6, Gather
1d3+2 subdual, error 1), survival knife +15 (dmg 1d6+2 nor-
Information +3, Intimidate +10/+9, Knowledge (Military
mal, error 1, threat 20, thrown range 5 ft. — 1 shot),
History) +4, Languages +3, Listen +4, Pilot +5, Profession
Kalashnikov AK-74 assault rifle +15 (dmg 3d6+1 normal, recoil
(Mercenary) +6, Search +4, Sense Motive +3, Spot +6, Survival
12, error 1, threat 20, range 175 ft., qualities and mods: RG —
+8, Swim +4, Tumble +6. Feats: Armor Group Proficiency
30 shots of standard military ball ammunition); Face 1 square;
(Light, Medium, Heavy), Combat Instincts, “Completely
Reach 1 square; SA None; SQ None; SV Fort +9, Ref +8, Will
Outnumbered!”, Coolness Under Fire, Human Wave, Point
+4; Str 14, Dex 14, Con 13, Int 11, Wis 11, Cha 10; Skills:
Blank Shot, Speed Trigger, Surge of Speed, “We Have You
Balance +9, Demolitions +7, Driver +9, Intimidate +9/+7,
Surrounded!”, Weapon Group Proficiency (Handgun, Hurled,
Profession (Guard) +12, Spot +12, Survival +12. Feats: Weapon
Melee, Rifle, Tactical). Gear: Weapons, 60 extra shots of stan-
Focus (Kalashnikov AK-74 assault rifle). Gear: Weapons, 60
dard 5.45×39mm Soviet military ball ammunition, 45 extra
extra shots of standard 5.45×39mm Soviet military ball ammu-
shots of .40 S&W Teflon-tipped ammunition, tactical radio.
nition, military uniform, tactical radio, pack of cigarettes.
Vehicles and Gadgets: None.
Vehicles and Gadgets: None.
Mistislav Arkadyevitch (second-tier — target average agent
Mountain Base Guards (fourth-tier — target average agent
level 10), 7th-level soldier/5th-level tactician (mastermind — 60
level 20), 18th-level strong minions (minions, squads of 4 — 33
MP): Department: D-2: Military Operations. CR 12. SZ M; v/wp
MP): CR 17. SZ M; v/wp 115/13; Init +16 (+2 Dex, +14 class);
110/12; Init +14 (+4 Dex, +10 class); Spd 30 ft.; Def 20 (+4 Dex,
Spd 30 ft.; Def 19 (+2 Dex, +7 class); Atk: fist/punch +20 (dmg
+6 class); Atk: fist/punch +14 (dmg 1d3+2 subdual, error 1), .40
1d3+2 subdual, error 1), survival knife +20 (dmg 1d6+2 nor-
S&W CZ 75 service pistol +16 (dmg 1d8+2 normal, recoil 16,
mal, error 1, threat 20, thrown range 5 ft. — 1 shot),
error 1, threat 20, range 25 ft., qualities and mods: DS, SL, TD
Kalashnikov AK-74 assault rifle +20 (dmg 3d6+1 normal, recoil
— 15 shots of Teflon-tipped ammunition), Kalashnikov AK-74
12, error 1, threat 20, range 175 ft., qualities and mods: RG —
assault rifle +16 (dmg 3d6+1 normal, recoil 12, error 1, threat
30 shots of standard military ball ammunition); Face 1 square;
20, range 175 ft., qualities and mods: RG — 30 shots of stan-
Reach 1 square; SA None; SQ None; SV Fort +12, Ref +10, Will
dard military ball ammunition); Face 1 square; Reach 1 square;
+6; Str 14, Dex 14, Con 13, Int 11, Wis 11, Cha 10; Skills:
SA None; SQ Accurate, ambush tactics, armor use +1, break
Balance +11, Demolitions +9, Driver +11, Intimidate +11/+9,
away (retreat), damage reduction 1/—, soldier’s soldier (1
Profession (Guard) +16, Spot +16, Survival +16. Feats: Weapon
grade), stratagem (self), weapon specialization (Kalashnikov
Focus (Kalashnikov AK-74 assault rifle). Gear: Weapons, 60
AK-74 assault rifle), wily; SV Fort +11, Ref +11, Will +7; Str 15,
extra shots of standard 5.45×39mm Soviet military ball ammu-
Dex 18, Con 12, Int 14, Wis 14, Cha 12; Skills: Appraise +5,
nition, military uniform, tactical radio, pack of cigarettes.
Bluff +5, Climb +5, Concentration +5, Craft (Gunsmithing) +5,
Vehicles and Gadgets: None.
37 38

Demolitions +8, Diplomacy +5, Driver +5, First Aid +8, Gather 12, error 1, threat 20, range 175 ft., qualities and mods: RG —
Information +5, Intimidate +10/+9, Knowledge (Military 30 shots of standard military ball ammunition); Face 1 square;
History) +8, Languages +5, Listen +8, Pilot +5, Profession Reach 1 square; SA None; SQ Accurate, ambush tactics, armor
(Mercenary) +8, Search +8, Sense Motive +7, Spot +8, Survival use +3, break away (assist prey, retreat), damage reduction 2/—
+10, Swim +4, Tumble +7. Feats: Armor Group Proficiency , no escape, portable cover (one-quarter), seize the moment,
(Light, Medium, Heavy), Combat Instincts, “Completely soldier’s soldier (2 grades), stratagem (self, team), tempo (share),
Outnumbered!”, Coolness Under Fire, “Give It Up!”, Human weapon specialization (fist/punch, grapple, Kalashnikov AK-74
Wave, Point Blank Shot, Precise Shot, Speed Trigger, Surge of assault rifle), wily; SV Fort +18, Ref +15, Will +11; Str 16, Dex
Speed, “We Have You Surrounded!”, Weapon Group 18, Con 12, Int 14, Wis 14, Cha 12; Skills: Appraise +8, Bluff
Proficiency (Handgun, Hurled, Melee, Rifle, Tactical), Wolfpack +8, Climb +8, Concentration +8, Craft (Gunsmithing) +10,
Basics, Wolfpack Mastery. Gear: Weapons, 60 extra shots of Demolitions +15, Diplomacy +8, Driver +6, First Aid +9, Gather
standard 5.45×39mm Soviet military ball ammunition, 45 extra Information +8, Intimidate +14/+13, Knowledge (Military
shots of .40 S&W Teflon-tipped ammunition, tactical radio. History) +10, Languages +7, Listen +12, Pilot +5, Profession
Vehicles and Gadgets: None. (Mercenary) +14, Search +12, Sense Motive +12, Spot +12,
Survival +10, Swim +6, Tumble +12. Feats: Armor Group
Mistislav Arkadyevitch (third-tier — target average agent
Proficiency (Light, Medium, Heavy), Combat Instincts,
level 15), 9th-level soldier/8th-level tactician (mastermind — 85
“Completely Outnumbered!”, Contempt, Coolness Under Fire,
MP): Department: D-2: Military Operations. CR 17. SZ M; v/wp
Coordinate Fire, “Give It Up!”, Human Wave, Lay Down Fire,
150/12; Init +17 (+4 Dex, +13 class); Spd 30 ft.; Def 23 (+4
Perfect Stance, “Pin Them Down!”, Point Blank Shot, Precise
Dex, +9 class); Atk: fist/punch +20 (dmg 1d3+5 subdual, error
Shot, Speed Trigger, Surge of Speed, “We Have You
1), .40 S&W CZ 75 service pistol +21 (dmg 1d8+2 normal, recoil
Surrounded!”, Weapon Group Proficiency (Handgun, Hurled,
16, error 1, threat 20, range 25 ft., qualities and mods: DS, SL,
Melee, Rifle, Tactical), Wolfpack Basics, Wolfpack Mastery,
TD — 15 shots of Teflon-tipped ammunition), Kalashnikov AK-
Wolfpack Supremacy. Gear: Weapons, 60 extra shots of stan-
74 assault rifle +21 (dmg 3d6+1 normal, recoil 12, error 1,
dard 5.45×39mm Soviet military ball ammunition, 45 extra
threat 20, range 175 ft., qualities and mods: RG — 30 shots of
shots of .40 S&W Teflon-tipped ammunition, tactical radio.
standard military ball ammunition); Face 1 square; Reach 1
Vehicles and Gadgets: None.
square; SA None; SQ Accurate, ambush tactics, armor use +2,
break away (assist prey, retreat), damage reduction 1/—, no
escape, soldier’s soldier (1 grade), stratagem (self, team), tempo Lawrence Johnson
(share), weapon specialization (fist/punch, Kalashnikov AK-74 Lawrence Johnson has been on the inside for so long he’s
assault rifle), wily; SV Fort +14, Ref +12, Will +9; Str 16, Dex started to forget who he once was. If he survives this latest
18, Con 12, Int 14, Wis 14, Cha 12; Skills: Appraise +8, Bluff adventure and helps the Agency establish an infiltration gate-
+8, Climb +8, Concentration +8, Craft (Gunsmithing) +8, way into the Franchise shadow cell, he looks forward to a time
Demolitions +10, Diplomacy +8, Driver +6, First Aid +8, Gather when the organization falls so he can retire. Toward this end,
Information +8, Intimidate +12/+11, Knowledge (Military Johnson is likely to become one of the agents’ most ardent sup-
History) +8, Languages +6, Listen +10, Pilot +5, Profession porters during the Terrortory season.
(Mercenary) +10, Search +10, Sense Motive +9, Spot +10,
Lawrence Johnson (first-tier — target average agent level 5),
Survival +10, Swim +5, Tumble +8. Feats: Armor Group
5th-level faceman (special NPC): Department: D-1: The Power
Proficiency (Light, Medium, Heavy), Combat Instincts,
Brokerage. CR 5. SZ M; v/wp 37/12; Init +6 (+2 Dex, +4 class);
“Completely Outnumbered!”, Contempt, Coolness Under Fire,
Spd 30 ft.; Def 15 (+2 Dex, +3 class); Atk: fist/punch +3 (dmg
“Give It Up!”, Human Wave, “Pin Them Down!”, Point Blank
1d3 subdual, error 1); Face 1 square; Reach 1 square; SA None;
Shot, Precise Shot, Speed Trigger, Surge of Speed, “We Have
SQ Adaptable, backup 1/session, cold read 1/session, linguist
You Surrounded!”, Weapon Group Proficiency (Handgun,
+3, quick change 2/session; SV Fort +4, Ref +3, Will +6; Str 10,
Hurled, Melee, Rifle, Tactical), Wolfpack Basics, Wolfpack
Dex 14, Con 12, Int 14, Wis 16, Cha 18; Skills: Bluff +12,
Mastery, Wolfpack Supremacy. Gear: Weapons, 60 extra shots
Bureaucracy +8, Computers +6, Diplomacy +14, Forgery +8,
of standard 5.45×39mm Soviet military ball ammunition, 45
Gather Information +8, Innuendo +6, Intimidate +4/+8,
extra shots of .40 S&W Teflon-tipped ammunition, tactical
Knowledge (Politics) +5, Languages +6, Perform (Public
radio. Vehicles and Gadgets: None.
Speaking) +6, Profession (Politician) +6, Read Lips +6, Sense
Mistislav Arkadyevitch (fourth-tier — target average agent Motive +7. Feats: Armor Group Proficiency (Light, Medium),
level 20), 12th-level soldier/10th-level tactician (mastermind — Credible, Political Favors, Rousing Speech, Weapon Group
110 MP): Department: D-2: Military Operations. CR 22. SZ M; Proficiency (Handgun, Hurled, Melee, Rifle). Gear: Tattered
v/wp 185/12; Init +22 (+4 Dex, +18 class); Spd 30 ft.; Def 25 designer clothes, parka. Vehicles and Gadgets: None.
(+4 Dex, +11 class); Atk: fist/punch +25 (dmg 1d3+5 subdual,
Lawrence Johnson (second-tier — target average agent level
error 1), .40 S&W CZ 75 service pistol +26 (dmg 1d8+2 normal,
10), 5th-level faceman/5th-level politico (special NPC):
recoil 16, error 1, threat 20, range 25 ft., qualities and mods:
Department: D-1: The Power Brokerage. CR 10. SZ M; v/wp
DS, SL, TD — 15 shots of Teflon-tipped ammunition),
69/12; Init +8 (+2 Dex, +6 class); Spd 30 ft.; Def 19 (+2 Dex,
Kalashnikov AK-74 assault rifle +26 (dmg 3d6+1 normal, recoil
+7 class); Atk: fist/punch +5 (dmg 1d3 subdual, error 1); Face
39 40

1 square; Reach 1 square; SA None; SQ Adaptable, acquain- The Open Game License
tances, backup 1/session, bulletproof reputation (1 grade), cold The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards
read 1/session, deep pockets, entourage (Personal Staff), favor of the Coast, Inc (“Wizards”). All Rights Reserved.
1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have
for a favor, friends on embassy row +4, linguist +3, quick contributed Open Game Content; (b) “Derivative Material” means copyrighted material
change 2/session, statesman; SV Fort +5, Ref +4, Will +10; Str including derivative works and translations (including into other computer languages),
potation, modification, correction, addition, extension, upgrade, improvement, compilation,
10, Dex 14, Con 12, Int 14, Wis 16, Cha 19; Skills: Bluff +16, abridgment or other form in which an existing work may be recast, transformed or
Bureaucracy +12, Computers +10, Diplomacy +20, Forgery +10, adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly
display, transmit or otherwise distribute; (d) “Open Game Content” means the game
Gather Information +10, Innuendo +10, Intimidate +6/+10, 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
Knowledge (Politics) +8, Languages +8, Perform (Public art and any additional content clearly identified as Open Game Content by the Contributor,
Speaking) +8, Profession (Politician) +8, Read Lips +8, Sense and means any work covered by this License, including translations and derivative works
under copyright law, but specifically excludes Product Identity. (e) “Product Identity”
Motive +10. Feats: Armor Group Proficiency (Light, Medium), means product and product line names, logos and identifying marks including trade
Credible, Flawless Identity, Political Favors, Red Flag, Rousing dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dia-
logue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats,
Speech, Weapon Group Proficiency (Handgun, Hurled, Melee, poses, concepts, themes and graphic, photographic and other visual or audio representa-
tions; names and descriptions of characters, spells, enchantments, personalities, teams,
Rifle). Gear: Tattered designer clothes, parka. Vehicles and personas, likenesses and special abilities; places, locations, environments, creatures,
Gadgets: None. 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
the owner of the Product Identity, and which specifically excludes the Open Game
Lawrence Johnson (third-tier — target average agent level Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are
15), 10th-level faceman/5th-level politico (special NPC): used by a Contributor to identify itself or its products or the associated products
contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using”
Department: D-1: The Power Brokerage. CR 15. SZ M; v/wp means to use, Distribute, copy, edit, format, modify, translate and otherwise create
101/12; Init +12 (+2 Dex, +10 class); Spd 30 ft.; Def 22 (+2 Dex, Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in
terms of this agreement.
+10 class); Atk: fist/punch +9 (dmg 1d3 subdual, error 1); Face 2. The License: This License applies to any Open Game Content that contains a notice
1 square; Reach 1 square; SA None; SQ 1,000 faces 1/session, indicating that the Open Game Content may only be Used under and in terms of this
License. You must affix such a notice to any Open Game Content that you Use. No terms
Adaptable, acquaintances, backup 2/session, bulletproof repu- may be added to or subtracted from this License except as described by the License
tation (1 grade), cold read 1/session, deep pockets, entourage itself. No other terms or conditions may be applied to any Open Game Content distributed
using this License.
(Personal Staff), fake it 2/session, favor for a favor, friends on 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance
embassy row +4, linguist +4, quick change 4/session, states- of the terms of this License.
man; SV Fort +7, Ref +6, Will +12; Str 10, Dex 14, Con 12, Int 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
14, Wis 16, Cha 20; Skills: Bluff +21, Bureaucracy +16, the exact terms of this License to Use, the Open Game Content.
Computers +12, Diplomacy +26, Forgery +15, Gather 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
Information +16, Innuendo +12, Intimidate +10/+15, You have sufficient rights to grant the rights conveyed by this License.
Knowledge (Politics) +8, Languages +8, Perform (Public 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this
License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content
Speaking) +9, Profession (Politician) +8, Read Lips +10, Sense You are copying, modifying or distributing, and You must add the title, the copyright date,
Motive +15. Feats: Armor Group Proficiency (Light, Medium), and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game
Content you Distribute.
Charmer, Credible, Flawless Identity, Political Favors, Red Flag,
7. Use of Product Identity: You agree not to Use any Product Identity, including as an
Rousing Speech, Safe House, Weapon Group Proficiency indication as to compatibility, except as expressly licensed in another, independent
Agreement with the owner of each element of that Product Identity. You agree not to
(Handgun, Hurled, Melee, Rifle). Gear: Tattered designer indicate compatibility or co-adaptability with any Trademark in conjunction with a work
clothes, parka. Vehicles and Gadgets: None. containing Open Game Content except as expressly licensed in another, independent
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.
Lawrence Johnson (fourth-tier — target average agent level The owner of any Product Identity used in Open Game Content shall retain all rights,
20), 10th-level faceman/10th-level politico (special NPC): title and interest in and to that Product Identity.
Department: D-1: The Power Brokerage. CR 20. SZ M; v/wp 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.
132/12; Init +14 (+2 Dex, +12 class); Spd 30 ft.; Def 26 (+2 9. Updating the License: Wizards or its designated Agents may publish updated versions
Dex, +14 class); Atk: fist/punch +12 (dmg 1d3 subdual, error 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.
1); Face 1 square; Reach 1 square; SA None; SQ 1,000 faces
10. Copy of this License: You MUST include a copy of this License with every copy of the
1/session, Adaptable, acquaintances, backup 2/session, behind Open Game Content You Distribute.
closed doors, bulletproof reputation (2 grades), cold read 1/ses- 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
sion, deep pockets, dressed to impress, entourage (Personal Contributor to do so.
Staff, security team), executive decision 1/session, fake it 2/ses- 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License
sion, favor for a favor, friends on embassy row +8, linguist +4, 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.
quick change 4/session, statesman; SV Fort +9, Ref +8, Will 13. Termination: This License will terminate automatically if You fail to comply with all terms
+16; Str 10, Dex 14, Con 12, Int 14, Wis 18, Cha 20; Skills: 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.
Bluff +25, Bureaucracy +20, Computers +16, Diplomacy +30,
14. Reformation: If any provision of this License is held to be unenforceable, such provision
Forgery +20, Gather Information +20, Innuendo +15, shall be reformed only to the extent necessary to make it enforceable.
Intimidate +15/+20, Knowledge (Politics) +10, Languages +10 15. COPYRIGHT NOTICES
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.
41 42

Belarus Region

Latvia
Russia

Lithuania Glubokoye

Dokshitsky Lepye

Borisov

Minsk

BELARUS

0 50 100
0 7.5
SCALE IN MILES

SCALE IN MILES

Kimlebsk

Probable
Vilija river Crash
Area

Elevations
+20 m
+40 m
+60 m
+80 m
+100 m
43 44

Warlord’s Base q = 5 Ft

13

12

9 10 11

Generator 8

4 3-Ft.
Gas and 7
Elevated
Propane
Tanks
Wood Porch 6

Roll-up
Garage
Doors 3-Ft.
Elevated
Wood Porch
3

Parts
Room

Gate 10-Ft.
2
Fence with
razor wire

1
WINDOWS
Rough
Gravel
Road

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