Professional Documents
Culture Documents
Blacktie Formal
Blacktie Formal
T
his is a standard Living Spycraft mission for a
team of up to six 2nd level agents. Set aside a
four-hour time block for this event. Begin by
asking everyone to present their agents and introduce
themselves. Make sure to inspect each agent’s history
to ensure it’s legal to play.
If someone arrives without a prepared Living
Spycraft agent, you may allow them to design a
1st-level agent using the standard Living Spycraft
agent creation rules while the others prepare for the
mission.
It’s a good idea to ask each player to use a name
tag. The tag should have the player's name at the bot-
tom, and the agent’s name, department, and gender
at the top. This makes it easier for the players to keep
track of who’s playing which character.
The actual playing time should be about three
hours. Make sure to let the players use the last 20 to
30 minutes of the event time block to briefly describe
their agents for each other, and to vote on each oth-
ers’ performance during the mission. Use the standard
RPGA Network voting procedures. Make sure everyone
has finished voting before you collect the players’ vot-
ing sheets. This way you won’t be influenced by their
votes and comments.
Shaded text within should be read to the players.
All other text is for the GC only.
TM
TM
Requires the use of the Spycraft™ Espionage Handbook, Requires the use of the Spycraft™ Espionage Handbook,
published by Alderac Entertainment Group, Inc., and the published by Alderac Entertainment Group, Inc., and the
Dungeons & Dragons ® Player’s Handbook, Dungeons & Dragons ® Player’s Handbook,
Third Edition, published by Wizards of the Coast .® Third Edition, published by Wizards of the Coast .®
1800-06
© 2002 Alderac Entertainment Group, Inc. All rights reserved.
1 2
Spycraft
the Chemical Distribution Missile Augmentation System
(CDMAS), an experimental chemical device designed to
couple with a conventional ICBM. When armed and mount-
This module requires the use of the DUNGEONS & DRAGONS® ed, the CDMAS spreads its deadly cargo behind the missile
PLAYER’S HANDBOOK, THIRD EDITION, published by Wizards of the even as it speeds towards its target, potentially infecting
Coast,® and Spycraft™ Espionage Handbook, published by Alderac hundreds of thousands along the missile’s flight path before
Entertainment Group, Inc. You won’t be able to run this adventure detonation. Ivan’s quiet inquiries throughout the black
without it. market have yielded several offers, though he’s accepted
Spycraft, Shadowforce Archer and all related marks are ™ and none. His inquiries have also drawn the Agency’s attention,
© 2002 Alderac Entertainment Group, Inc. All rights reserved. which leads to the agents being sent in to find and disable
or destroy the device.
Blacktie Formal
Ivan himself provides a perfect cover for the operation. His
incredible profits have gone to his head, and he’s arranged
a gala to display several pieces of art recently acquired with
Author: Chad Brunner his illicit earnings. The party is by invitation only, and Ivan
Art Director: jim pinto invites only society’s upper crust, many of whom he’s never
Brand Manager: Patrick Kapera met before. The agents need only join the festivities.
Editor: Patrick Kapera The party is to be held in three days.
Creative Director: Mark Jelfo
Graphic Design: Dave Agoston Serial Synopsis
Cover Illustration: Jason Walker Black Tie Formal follows the standard Spycraft serial
Cartography: Cris Dornaus format, and is divided into an Introduction and three Scenes.
Scene One — RSVP: The agents are transported to a city many European notables, most of which we’re pretty sure he
near Ivan’s manor. They have three days to arrange methods doesn’t know personally. You’ll be among the guests.”
to enter the building, since the skills of the entire team will
be needed once inside. The image switches again to display a large manor house,
surrounded by a tall stone wall.
Scene Two — Dry Clean Only: During the gala, the agents
explore Ivan’s facilities. They must escape the ongoing cele- “The showing takes place in three days, which should give you
bration, avoid the guards, search the building, and destroy plenty of time to prepare. You’re to infiltrate the manor house
the CDMAS. during the gala, complete your mission, and withdraw with-
out notice.”
Scene Three — Party Crashers: A sudden complication
arrives in the form of several well-armed rebels who attempt “We’ve provided floor plans for the manor that we believe are
to take Ivan and his guests hostage, using them as chips at least marginally accurate, and you may draw upon R&D as
to barter the release of several of their comrades currently usual. Security should be lowered during the art showing, but
held in a nearby Chechnyan prison. The agents must deal I advise against taking hardware that might attract attention.
with the rebels and arrange for an appropriate escape from
the embassy. “That’s all agents. Make us proud.”
Mission Briefing
The plane lands in Chechnya, approximately an hour
by vehicle to the safe house assigned to the agents until the
evening of the gala.
Gearing Up
Read the following to begin this serial.
• Standard shoe option (1 GP per pair) with blade (+1 GP) or shock-tip (+2 2. Forging an invitation: Agents who inquire in town about
GP) options. invitations to the art showing are directed to the local
• Radio tooth (2 GP). print shop, which is happy to show the agents one of the
samples, but refuse to part with it. The agents may easily
Scene 1: RSVP
break into the shop at night to acquire one or more
of these samples. The door lock has a hardness of 4 with
20 wound points and a Break DC of 15, and no addition-
al security. Forging an invitation from memory after
Agent Description a visit to the print shop is relatively easy as well, having
Read the following to kick off the action in Scene 1. a DC of 15.
Scene 2: Dry Clean Only With introductions aside, Stratovich proceeds back up the
stairs and disappears into the darkness of the third floor.
9pm Stratovich Personally Le a d s
Agent Description Tour o f Manor
The gala begins promptly at 8 pm. Read the following
as the agents arrive. At precisely 9 pm, Stratovich once more appears, this time
smiling and motioning for the guests to follow. His tour of
Your Agency-provided towncar pulls up to the Stratovich the manor includes comments on each of his prized acquisi-
manor, finally through the long queued stream of cars and tions in detail (often with incorrect facts, you notice). The
limosines winding their way down the wide trail and through guests proceed along at a slow pace, smiling and nodding
the enormous gate arching over the thick stone walls that ring occasionally at their host’s exubberant anecdotes.
the building. The manor is brilliantly illuminated by spotlights
which have no doubt been brought in just for the occasion.
10pm Tour Concl udes and Dinner
At the entryway, two men open your car’s doors and escort
Begins
you into the building…
The tour concludes in the dining room, where the table is laid
out with an exquisite variety of foods from all around the
GC Description world. Stratovich mingles among the guests as they move to
A map of the manor house is provided on page 21-22, and sample the delicacies.
the accompanying map descriptions included later in this
scene offer guard locations and Stratovich’s placement dur- 10:30pm Rebels atta c k
ing the gala and the rebel attack.
This is a time-driven scene, and the GC should be careful This event is left optional in case the first two scenes leave no
to keep track of the time and include it regularly in his time for another. In this case, proceed to the debriefing.
descriptions. Taking 10 or 20 with skill checks is dangerous Otherwise, proceed to Scene 3 for a description of this event.
here, potentially triggering Scene 3 before the agents are
ready to deal with the rebels.
9 10
Full-fledged water pursuits in the marina are handled nor- attracting attention. The room isn’t part of the tour, during
mally. Dr. Starling’s lead carries over from the ground chase which it’s full of servants preparing the room for the meal to
to the water, and he gains 1d4 additional leads each round take place afterwards.
the agents are stuck at the docks without a way to pursue.
1E. Kitchen: The manor’s kitchen bustles with activity
Map Key throughout the evening. Servants are busy preparing trays of
The following map key provides descriptions of each drinks and appetizers while the cooks frantically prepare for
manor location, as well as details about the movements the gala’s formal dinner. Agents who enter this area may
of guards and spectators. Please refer to this text while run- initially attract the servants’ attention, but they are soon
ning this open-ended scene. after ignored, as the staff has far more important matters
to deal with.
Ground Fl oor
The ground floor is filled with guests and servants 1F. Pantry: This storage area contains dry foods and other
throughout most of the evening. Four guards walk the floor non-perishables. The room’s only visitors are occasional ser-
in pairs of two. They’re dressed casually, but the GC should vants, searching for something needed for the dinner menu.
make Spot checks (DC 15) to see whether each agent notices
them. With a Spot check result of 20 or more, the agent also 1G. Game Room: This room is clearly not very often used,
notices a well-concealed Glock 18 under each guard’s vest. housing a number of abandoned musical instruments, the
The majority of the ground floor is composed of visiting centerpiece of which is a finely crafted antique harpsichord.
rooms, dining areas, and staff areas (including the kitchen). No NPCs enter this room during the gala.
The center stairway leads up to the second and third floors,
and a small stairwell beneath a trapdoor in the southwest 1H. Servant’s Quarters: This area contains the sparse quar-
leads to the cellar and basement. ters for the home’s male servants. No NPCs enter this room
during the gala.
1A. Antechamber: Two servants greet guests here, check-
ing their invitations and offering to take their coats, which 1I. Servant’s Quarters: This area contains the sparse quar-
are taken to location #1K. Two guards stand near the ters for the home’s female servants. Just outside this room,
entrance to the Main Hall in formal military attire, their along the home’s servant corridor, is a trapdoor leading
weapons clearly visible. No one checks for weapons, so the to a stairwell down into the cellar and the locked armory.
agents are able to smuggle in any weapons of Small size No NPCs enter this room during the gala.
or less without suspicion. Most guests pause only briefly
in this room before proceeding into the manor house proper. 1J. Sun Room: This room is designed to take full advan-
tage of the north and eastern sunlight, with impressive
1B. Main Hall: The majority of the festivities take place stained glass windows along both walls. Near the windows
in this massive 40-ft. long hall, flanked on both sides by are box planters and hanging baskets, along several couches.
staircases that wind up through the manor’s center to the Tables were placed here recently, upon which are various
second and third floors. Guests fill this chamber, and the small pieces of attractive art. During the evening, guests
newest of Stratovich’s acquisitions line the walls. Agents can move freely between the ballroom and this chamber. This
move quite easily through the area and up the stairs without is the third and final room visited during Stratovich’s tour.
attracting any attention. This is the first room visited during
Stratovich’s tour. 1K. Informal Dining Room: Normally used by Stratovich
when he’s not entertaining, this area has been converted into
1C. Ball Room: The floor of this ornate ballroom has been a makeshift coatroom. The table is strewn with stylish hats,
cleared and now hosts a series of tall bar-style tables, upon coats and furs, and a servant stands nearby at all times
which rest many decorative sculptures. Guests fill this room to make sure no one leaves with someone else’s belongings.
as well, standing near the tables, sipping drinks and using the Agents may move freely into this chamber, but should they
carelessly laying their appetizer plates on the pedestals. take too great an interest in the items here, the servant kind-
Agents can move freely through the area without attracting ly asks them to leave.
any attention. This is the second room visited during
Stratovich’s tour, and the destination of many guests during 1L. Lounge: This small room contains several comfortable
dinner. When the rebels attack, the guests are held hostage couches and tables, with a wide variety of general interest
here. books and magazines liberally sprinkled throughout. Though
mainly unused by Stratovich, the servants enjoy the room
1D. Dining Room: The dining room houses a long, elegant when guests aren’t about, and keep it clean and inviting.
table that can seat nearly 30, exquisitely decorated for the No NPCs enter this room during the gala.
evening. Agents can move freely through this area without
11 12
1M. Portrait Room: The lighting in this room is kept dim. 2F. Nursery: A reminder of the Stratovich family’s history,
Portraits of Stratovich’s ancestors (some dating back several and the room where Ivan himself grew up, this room contains
hundred years) are interspersed with classic oils bought with a crib, a child’s bed, and several dressers along one wall.
the General’s ill-gotten black market earnings. The centerpiece A toy bin holds finely crafted wooden playthings, all decades
here is a portrait of Stratovich himself, standing proudly in full old. No NPCs enter this room during the gala.
military garb. No NPCs enter this room during the gala.
2G. Stairwell: The manor’s central stairwell is a series
1N. Library: This library is lined wall to wall, floor to of winding wooden steps leading from the first floor through
ceiling, with rows of books, the majority of them at least 50 the second and up to the third. Anyone on the stairs is usu-
to 100 years old. In truth, Stratovich rarely enters this room, ally visible from this location and anywhere on the stairs, but
as he keeps a private library on the third floor (location #3F). careful agents may make a Hide check opposed by observers’
No NPCs enter this room during the gala. Search or Spot skills to move along the stairs without being
seen from another floor. Each floor is 10 feet above the level
1O. Trophy Room: The walls of the trophy room are lined below, and adventurous agents should have little trouble
with the heads of animals bested by Stratovich’s ancestors. jumping down between the staircases an emergency (making
Stratovich doesn’t consider himself much of a hunter, a Tumble check to reduce or negate damage as described
though, and so this room has fallen into neglect. Though the on page 66 of the Spycraft Espionage Handbook.
servants work to dust and maintain the items here, it’s clear
this room isn’t used often. No NPCs enter this room during Third Floor
the gala. The third floor houses all of Stratovich’s private rooms,
including his library, study, and bedroom. All of his business
Second Floor matters are kept on file here in his study’s personal comput-
The manor’s second floor contains a number of attractive er. Two guards are supposed to be on watch here through the
bedrooms, though Stratovich sleeps on the third floor. These evening of the gala, but they in fact play cards whenever
bedrooms are currently reserved for guests of the gala, Stratovich isn’t around. The guards only leave the parlor
though no one has officially taken Stratovich up on the offer if they hear a noise, or if someone opens the parlor door.
as yet, so the rooms remain empty of personal belongings. Before the tour, Stratovich can be found in his study,
No NPCs enter this room during the gala. finalizing the details of the CDMAS sale.
2A. Gentleman’s Bedroom: This bedroom contains a single 3A. Bedroom: Stratovich’s bedroom is a vast, opulent
bed, a writing desk along one wall, and a dresser. It’s well affair, anchored by a king-sized four-poster bed. The walls
maintained, but hasn’t seen a guest in several weeks. No are decorated with paintings of Stratovich in various military
NPCs enter this room during the gala. poses and scenes, and sculptures dedicated to military
prowess rest on pedestals in each of the chamber’s corners.
2B. Ladies Bedroom: This bedroom contains a queen-sized Stratovich only uses this room to sleep, preferring to work
four-poster bed, a vanity along one wall, and a dresser. in the study (location #3C) or the media room (location #3D).
It’s well maintained, but hasn’t seen a guest in several weeks. No NPCs enter this room during the gala.
No NPCs enter this room during the gala.
3B. Waiting Room: Stratovich commonly uses this room
2C. Gentleman’s Bedroom: This bedroom contains a single to entertain guests while he conducts affairs elsewhere.
bed, a writing desk along one wall, and a dresser. It’s well Several desks line the walls, each with modem and DSL
maintained, but hasn’t seen a guest in several weeks. hookups, and a large screen TV with a direct satellite feed is
No NPCs enter this room during the gala. situated in the corner.
2D. Ladies Bedroom: This bedroom contains a queen-sized 3C. Study: Stratovich conducts his personal business in
four-poster bed, a vanity along one wall, and a dresser. this room dominated by a large, oak desk. Bookcases flank
It’s well maintained, but hasn’t seen a guest in several weeks. the desk against the walls, containing recent business,
No NPCs enter this room during the gala. finance, and modern arms and military equipment books.
A laptop computer sits on the desk throughout the gala.
2E. Couples Bedroom: Designed for married couples It contains all of Stratovich’s files on the CDMAS, including
staying over at the manor, this room houses a king-sized the bidders’ contact information. Other files list the contents
four-poster bed, with both a writing desk and a vanity, and of the armory in the basement (location #4E), and potential
a set of dressers. No NPCs enter this room during the gala. buyers for most of this hardware.
13 14
4F. Equipment Storage: This room is secured with a stout Within the room are several disassembled weapons parts,
lock requiring a successful Open Lock check (DC 18) to and large binders containing notes regarding the design and
bypass. Within are shelves containing miscellaneous equip- creation of chemical and biological distribution systems.
ment the guards don’t typically carry, as follows. It should be clear to visiting agents that Stratovich is not
only intent upon selling the CDMAS, but also wishes to
• 6 batons mass-produce it. Along the southern wall is another heavy
• 8 kevlar vests steel door (see above for statistics).
• 2 gas masks No NPCs enter this room during the gala.
No NPCs enter this room during the gala. 4L. Vault: This room is locked with an electronic keypad,
to which only Stratovich knows the code (this code is differ-
4G. Guard Barracks: This bedroom houses six of the twelve ent from location #4K). The lock is extremely well crafted,
guards living in the manor. They sleep in bunk beds, with requiring a successful Electronics check (DC 20) to bypass,
lockers at the end of each to store personal effects. None and the door is made of heavy steel (it has a hardness of 15
of these personal effects are of use to the agents. No NPCs with 50 wound points and a Break DC of 30).
enter this room during the gala. The CDMAS is found here, sitting on a large and extreme-
ly sturdy table coated with aluminum (hardness 7 if the
4H. Heavy Arms Storage: This room is secured with a stout agents decide to use it as cover). As described in the agents’
lock requiring a successful Open Lock check (DC 20) to briefing packet, the CDMAS is a series of steel canisters
bypass. Within is the heavy military gear that Stratovich fastened to a heavy mounting harness. The device is com-
plans to sell off to the highest bidder. The weapons are stored pletely harmless, and easily destroyed beyond repair with
in unlocked crates stacked against the walls. The crates con- a successful Electronics or Mechanics check (DC 10).
tain the following. No NPCs enter this room during the gala.
Ground Floor: 6 guards (2 at location #1A, 4 patrolling Through the open doorway, four figures storm into the
in pairs). manor. Dressed in fatigues and carrying heavy assault rifles,
Second Floor: No guards. the men rush in, shouting for the guests to move into the
Third Floor: 2 guards (at location #3E). dining room.
Basement: 4 guards (2 at location #4I, 2 patrolling).
The manor guards are instructed to avoid gunfire (so as
not to spook the guests), but if they see firearms, they don’t GC Description
hesitate to shoot first. Unless the agents are careful, the situ- Should the agents play along, continue with the following
ation may very well escalate out of their control rather text:
quickly. The GC is provided with one powerful tool to quell
open hostilities — for a time, at least — in the form of the As the last of the guests are rounded up, one of the soldiers
rebel attackers (see page 19). steps forward to speak. The others keep their rifles at the
ready.
Rewards
Keep track of the agents’ accomplishments throughout this “We are holding this manor hostage,” the attacker says, “until
scene and reward them with the following XP at the serial’s our brethren are freed from their unjust captivity!”
end accordingly.
Note: Experience is not rewarded until the serial’s end, and The rebels refuse to speak with anyone. They treat the
agents may not gain levels during a serial. hostages well, and do not attack unless provoked.
After an hour, one of the rebels inside the manor sets up a
• Destroying the CDMAS: 150 xp per agent video camera and films the hostages, then records a message
• Destroying the files on Stratovich’s computers: 100 per agent for the undisclosed nation in possession the rebels’ allies.
• Destroying the material in the weapons lab: 75 per agent Should the agents do nothing through all of this, the Agency
• Killing one or more of the manor guards: 25 xp per agent launches a counter-assault shortly before dawn the following
• Capturing one or more of the manor guards: 50 xp per agent morning, taking out both rebels outside. Should the agents
• Completing primary mission without combat: 100 per agent still do nothing, an Agency strike team — disguised as a para-
military unit sent by an unidentified European action force —
Development breaks in through the manor’s front doors 10 rounds later.
If the agents destroy the CDMAS (and potentially the files This team takes out the rebels with only minimal casualties
in Stratovich’s office) before the rebel attack, the team likely (per the GC’s discretion, not including the agents).
attempts to leave the party. The GC has two options at this
point. If there’s time enough left in the round, he can move Threats
the rebel attack up to just before the agents make it out of Two of the rebels remain in the dining room guarding the
the manor. In this case, proceed to Scene 3. hostages. The other two roam the manor grounds outside,
watching for reprisal. The primary reason that these rebels
Scene Three:
pose a threat is their weaponry — even in the hands of low-
Party Crashers
level characters, assault rifles are formidable weapons.
Debriefing 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance
of the terms of this License.
This mission’s primary goal is the destruction of the 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
CDMAS and all linked documentation. If the agents are the exact terms of this License to Use, the Open Game Content.
successful in this goal, Control congratulates the team on 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
their espionage and sabotage skills. Reward an additional You have sufficient rights to grant the rights conveyed by this License.
200 xp to each agent. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this
License to include the exact text of the COPYRIGHTNOTICE of any Open Game Content
If the agents break their cover or make their presence You are copying, modifying or distributing, and You must add the title, the copyright date,
known to Ivan Stratovich or the guests, Control informs the and the copyright holder’s name to the COPYRIGHTNOTICE of any original Open Game
Content you Distribute.
team that extensive resources must be expended to cover the
7. Use of Product Identity: You agree not to Use any Product Identity, including as an
Agency’s trail. Reward an additional 100 xp to each agent. indication as to compatibility, except as expressly licensed in another, independent
If the agents had to be rescued by the Agency strike team, Agreement with the owner of each element of that Product Identity. You agree not to
indicate compatibility or co-adaptability with any Trademark in conjunction with a work
Control gives them a firm tongue lashing — and a week off 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
“anywhere I don’t have to look at you.” Reward no addition- Game Content does not constitute a challenge to the ownership of that Product Identity.
al xp to each agent. The owner of any Product Identity used in Open Game Content shall retain all rights,
title and interest in and to that Product Identity.
If there’s extra time, feel free to roleplay the debriefing 8. Identification: If you distribute Open Game Content You must clearly indicate which
and have Control assess the group’s performance. Then have portions of the work that you are distributing are Open Game Content.
the players fill out their RPGA forms and wrap up the 9. Updating the License: Wizards or its designated Agents may publish updated versions
of this License. You may use any authorized version of this License to copy, modify and
session. distribute any Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the
Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content
using the name of any Contributor unless You have written permission from the
Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License
with respect to some or all of the Open Game Content due to statute, judicial order, or
governmental regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms
herein and fail to cure such breach within 30 days of becoming aware of the breach. All
sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision
shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHTNOTICES
Open Game License v1.0a Copyright 2000, Wizards of the Coast, Inc. System Rules
Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte
Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.
Star Wars roleplaying game, Copyright 2000, Wizards of the Coast and Lucasfilm Ltd.;
Authors Andy Collins, Bill Slavicsek, JD Wiker. Spycraft Espionage Handbook, Copyright
2002, Alderac Entertainment Group, Inc.; Authors Patrick Kapera and Kevin Wilson.
Shadowforce Archer Worldbook, Copyright 2002, Alderac Entertainment Group, Inc.;
Authors Patrick Kapera and Kevin Wilson.
21 22
0 5 10 20
Stratovich
GC Map
Manor Scale in Feet
1D 1J
1C
2A 2B 2C
Stairs
1F Up to
1L 3rd Floor
1K
Stairs 1E
Up to
2nd Floor
2G
Stairs
1B Down to
1H 1N Ground
Floor
2D 2F
1G 1M
2E
1I 1A 1O
Trapdoor to Basement
4I 4H
4G 4J
3A 3B 3C
Stairs
Down to
2nd 4F
Floor
3G 4K
4D
4E
3D 3F
3E
4A 4C 4L
4B
Stratovich Manor
0 5 10 20
Unknown
Main
Hall
Bedroom Bedroom
Bedroom
Entryway
Third Floor
Waiting
Room
Bedroom Bedroom
Media Library
Room Parlor