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A Living Spycraft Mission for Levels A Living Spycraft Mission for Levels

3, 8, 13, and 18 Agents 3, 8, 13, and 18 Agents

The Beast Of The Beast Of


Dunvegan Dunvegan
by Andy & Jeny MacPhee by Andy & Jeny MacPhee

his is a standard RPGA Network tournament for

T a team of four to six 3rd-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 lev-
els 8, 13, or 18 as well). See the Living Spycraft website,
or the Living Spycraft master rules document (February
2003 Edition), for which agents may play at each of these
target average agent levels. Set aside a four-hour time
block for this event. Instruct the players to leave the
character sheets face down until you have read the
introduction.
The actual playing time should be about three hours.
Make sure to let the players use the last 20 to 30 min-
utes of the event time block to briefly describe their
characters for each other, and to vote on each others’
performances during the mission. Use the standard
RPGA Network voting procedures. Make sure you have
finished voting before you collect the players’ voting
sheets, so you won’t be influenced by their votes and
comments.
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 gen-
eral and must be adapted to the specific situation or to
the actions of the agents.

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.®

1800-10
© 2003 Alderac Entertainment Group, Inc. All rights reserved.
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GC Introduction
How to Use This Product Dunvegan Castle is situated north of Inverness in the
Abbreviations Scottish Highlands. The Ministry of Defence (MOD) uses the
This adventure uses standard Spycraft NPC abbreviations, castle as a facility for weapons development and testing. The
as follows: only civilians who live close by are the inhabitants of the
Atk Attack small fishing village of Fuilden (see GC handout #1 for more
Def Defense details on Fuilden and the local area). The locals know that
Fort Fortitude the castle is a military installation, but are encouraged to
Init Initiative believe that it’s a remote listening post for monitoring com-
Ref Reflex munications. Lt. Colonel Fraser Campbell, an officer of the
Spd Speed Highlanders Regiment, commands the facility.
SV Save Efforts at the facility are being focused on development of
v/wp vitality / wound points a resonance weapon. A breakthrough has recently being
Will Willpower made by Dr. Roger Bainbridge, a chief scientist on the project,
Ability scores are abbreviated as normal (see the Spycraft making construction of the weapon viable. This work is very
rules). high security, as the UN has strict restrictions on developing
this type of weapon, and the MOD would rather they didn’t
To prepare to run this serial, you should read it completely at find out. Unfortunately, Professor Norman Whyte, the pro-
least once. You may wish to photocopy the map at the end of the ject’s other chief scientist, is a double agent. Recruited sever-
download for ease of use as well. al years ago into W.A.R.D. (Worldwide Alliance for Regional
Domination), Prof. Whyte has informed his superiors of the
existence of the weapon.
Spycraft W.A.R.D. has decided to steal the weapon’s plans for itself.
This module requires the use of the DUNGEONS & DRAGONS® This will enable it to construct the weapon, and also allow
PLAYER’S HANDBOOK, THIRD EDITION, published by Wizards of the blackmail of the British government, which won't want
Coast,® and Spycraft™ Espionage Handbook, published by Alderac details of its questionable research to be made public. Whyte
Entertainment Group, Inc. You won’t be able to run this adventure has insisted that he goes along with the plans, as he does not
without it. want to remain and risk being discovered as a traitor.
Spycraft, Shadowforce Archer and all related marks are ™ and In order to obtain the plans, W.A.R.D. has sent in an
© 2003 Alderac Entertainment Group, Inc. All rights reserved. extraction team to get Whyte out. Security measures in place
mean that it would be impossible for Whyte to simply leave
via the front door with the plans. W.A.R.D. has recently
The Beast Of Dunvegan placed an agent in the area, in the form of the new local
Author: Andy & Jeny MacPhee postmistress, Sandra McGregor. She arrived in Fuilden from
Brand Manager: Patrick Kapera Inverness six months ago to replace the previous postmaster.
Editor: Scott Gearin Her role is to act as a contact for Whyte and the rest of the
Creative Director: Mark Jelfo team; she does not know the details. This enables Whyte to
Art Director: jim pinto regularly receive W.A.R.D.'s instructions via an innocent
Cartography: Andy & Jeny MacPhee weekly visit to collect his packet of biscuits, shipped every
Art: Jason Walker Thursday morning like clockwork.
Whyte contacted W.A.R.D. with information on the break-
through via Sandra McGregor and has been waiting for con-
tact with the extraction team. The first member of the team
to arrive is the spotter who sets up in an isolated position in
the moors around the castle, maintaining a watch. He main-
tains contact with Sandra McGregor, via secret meetings on
the moor, finding each other by prearranged light signals.
This has caused some consternation among the locals, as the
strange lights have not gone entirely unnoticed. There is a
local legend about the Beast of Dunvegan - a savage creature
that wanders the moors at night looking for victims. The
spotter is using these tales to his advantage, and has acquired
an enormous wolfhound to wander the moors and perpetuate
the legend.
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The spotter has also established a camp under the castle in Scene 2: A Trip to the Shops. In Fuilden, the agents can
old smugglers caves, long since deserted and forgotten. The learn more about the bad feeling between the locals and sol-
caves once connected to the castle, but the tunnel had later diers, including some recent punch-ups, although everyone is
caved in. He has repaired the damage to the tunnel, with shocked about the murders. Older inhabitants whisper about
Whyte working from the inside to conceal the entrance to the the return of the Beast of Dunvegan. There will also be an
castle basement. opportunity to meet Sandra McGregor. Agents who visit the
Several incidents have combined to cause serious prob- moor may attract the attention of the spotter and his trained
lems for the carefully planned extraction. A routine patrol by attack dog.
the Highlanders stumbled across the spotter’s hideout, forc- Scene 3: Endgame. When the agents gain access to the
ing him to turn his dog on them. The bodies were left on the basement, Whyte has taken the opportunity to disappear. The
moors in order to fuel rumours of the Beast of Dunvegan. The agents should mange to locate the secret passage — Whyte
dog has also killed a local farmer, whose sheep wandered too has not covered his tracks very well. The team must battle
close to the spotter’s hideout. Secondly, Dr Bainbridge dis- through the W.A.R.D. extraction team, whilst Whyte is
covered that Whyte was planning on stealing the resonator preparing to make his getaway on the Zodiacs. A chase along
coil, and confronts him. Whyte overcomes him, and with the the jagged coastline chase ensues.
help of the spotter, disposes of the body. This has increased
the urgency of the extraction — it will only be a matter of
time before someone is dispatched to investigate the disap-
Mission Briefing
pearance of the doctor. The agents have been summoned to London Office for a
The rest of the W.A.R.D. extraction team arrives the day briefing.
before the agents. They land in the smuggler’s cave in two Read the following to begin the mission.
Zodiacs (motorized dinghies) and prepare for Whyte to make
his escape down the prepared tunnel into he caves. However, You are escorted by the secretary who greeted you on arrival
even the weather appears to be conspiring against them. along a corridor and up a flight of stairs. She stops in front
There have been storms for the past 2 days; causing high of a door marked Mr Grey, and knocks once. A voice from
tides and flooding the caves for at least twelve hours after the inside calls “Come in”. As you enter the office, your first
agents arrive. Whyte is trapped and has to wait to make good impression is of large picture windows that dominate the far
his escape. Worse, Whyte had sabotaged the next test to wall, allowing an excellent view of London’s distinctive sky-
guarantee the value of the research he was stealing. He was line. In the centre of the room sits a large round table with
supposed to be gone already, but now he’s going to have to eight chairs. Sitting at the table is a small man, bald and
use the chaos of the failed test to cover his escape. Until then, rather portly. He smiles as you enter.
his plan is to delay the investigation long enough to get “Good morning gentlemen (and ladies). Allow mw to intro-
away. duce myself — I am Reginald Grey, Liaison Officer with the
MOD. I apologise for the short notice in bringing in you in,
Serial Synopsis but a matter of some urgency has arisen — a Code Yellow.
The Beast of Dunvegan follows the standard Living Please, won’t you all be seated?”
Spycraft serial format, and is divided into an introduction
and 3 scenes. The second scene has several elements that can The following are the main points of the briefing — pre-
be played in any order. sent them as you wish. Encourage the agents to ask
Mission Briefing and Gearing Up: The agents are sum- questions. The most likely questions and answers are sug-
moned to a briefing. They are to travel to Dunvegan Castle to gested below. Any information not given in these notes is
investigate the disappearance of a top scientist, along with either on a need to know basis, or information that Grey sim-
the death of several soldiers in mysterious circumstances. ply doesn’t have.
Time is of the essence — it’s not going to be possible to keep
the deaths hushed up for ever. • The British Government has a top-secret weapons research installation,
Scene 1: The Bleak Fortress. The agents arrive at Dunvegan codenamed Grey 3. It is located in the north of Scotland, at a rather des-
and meet with the commander, Lt Colonel Campbell. The olate place named Castle Dunvegan. The research conducted their is
agents also meet with Prof. Whyte for the first time. He tries highly sensitive, and of a need-to-know nature. The agents do not need
to delay the agents without raising their suspicions. The to know the nature of the research.
agents cannot get access to the scientific facilities (and hence
• Over the past week, two of the soldiers assigned to the base have been
the secret passage to the basement) due to delicate experi-
killed while on patrol on the adjoining moor, apparently savaged by a
ments taking place, and must start their investigation else-
wild animal. For now, the matter is being kept quiet while the military
where. The agents will have the opportunity to talk to the
investigates, but this state of affairs can’t last forever. Their bodies have
soldiers about the murders, hear about Prof. Whyte’s regular
been removed to a military base outside Inverness.
trips to the Post Office and find out about tensions between
locals and the soldiers. • Three days ago one of the top research scientist disappeared after a
major breakthrough in the research.
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• The facility commander — Lt. Colonel Sir Fraser Campbell of the Scottish A Note for Visiting Agents
Highlanders has so far been unable to discover what is going on and has
In England, the naming of floors is different than prac-
resisted MOD offers of help. Naturally, the Agency is very concerned
ticed in the United States. The lowermost floor is the ‘ground
about a possible infiltration of the base. That’s why the decision has been
floor’ and the floor above that is referred to as the ‘first floor’
made to send in a team to investigate.
(which would be called the ‘first floor’ and ‘second floor’
• Find the missing scientist and make sure there is no threat to the secu- respectively in the USA). The English terms are used through-
rity of the base. If the mystery deaths can also be solved, this would be out this adventure.
a bonus, but ensuring that the security has not been compromised is the
primary objective.
Scene 1:
• Lt. Colonel Campbell will be informed of the agent’s arrival, but is unlike- The Bleak Fortress
ly to be happy about it – they will have to tread carefully.

Special Favors Agent Description


The agents spend a few uncomfortable hours in the back
The GC should inform the agents of two favor checks spe-
of a Lynx Helicopter flying north toward Scotland.
cific to this mission they may make at this time.
Experienced agents may wish to do some research about the
• With a successful information favor check (DC 15/15/20/20), an agent area en route. The pilot, John McTavish, knows very little
may request a detailed autopsy of the killed soldiers be forwarded to about the mission, he was just ordered to take them to Castle
them in the field. Details are found under Development in Scene 1. Dunvegan. He knows the castle is some top-secret place, full
of boffins, but that is all. He did hear a rumour once that the
• With a successful clearance favor check (DC 15/15/20/20), an agent may
area was supposed to be haunted or something, but these
request that Lt. Colonel Campbell not be informed of the true size of the
rumours are ten a penny in the north of Scotland.
agent team, omitting one agent from the team roster. This agent will not
They can also search the Internet. A successful Search
be able to deal with the Lt. Colonel officially, but may be able to inves-
or Computers check (DC 15/15/15/15) generates a hit in
tigate more discretely in town. This may impact both Scenes 2 and 3.
Professor Darwin’s Catalogue of Paranormal and Supernatural
Occurrences in Scotland. This describes the legend of the
Gearing Up Beast of Dunvegan, which is said to roam the moors around
the castle, and was responsible for the death of the last Laird
The GC should provide the agents with a time limit of 20-
over 80 years ago. There is no reference to the work carried
30 minutes to choose gear and gadgets.
out at the castle.
This mission is Code: Yellow.
If an agent choses to go in unofficially, he is dropped off
The agents may requisition any standard-issue gear they
outside of town, and may approach the town or castle on
wish, but may choose no individual gadget above 2 GP.
foot.
Additionally, any requests for a personal weapon above 25
The weather remains overcast, with occasional bursts of
BP or tactical personal weapons are denied.
rain throughout the agent’s stay (see the Spycraft Espionage
If time is short or the GC wishes to get straight to the
Handbook, page 232).
action, it’s encouraged that he assign gadgets from the fol-
As the agents arrive at Dunvegan, read the following.
lowing list, or allow the agents to normally requisition gad-
gets from these options. You peer out of the window as the helicopter descends into
the castle courtyard. The ancient structure looms in front of
• Standard grappling hook belt (1 GP). you, looking desolate and bleak against the slate grey sky.
• Tie camera (1 GP). A soldier pulls the door to the helicopter open, and icy rain
blasts you in the face. You step out, and are escorted across
• X-ray lenses (2 GP). wet cobblestones and up a flight of stairs into the great hall-
• Standard shoes (1 GP). way where you are met by a pasty faced young Lieutenant.
He introduces him self as Lt. Alistair McPherson and informs
• Standard watch (1 GP). you that the base commander, Colonel Campbell, is waiting
• Hypnosis lenses (2 GP). for you in his office. Without any further delay he leads you
up the main flight of stairs to the first floor. A sentry stands
• Standard attaché case (1 GP). outside a door, marked Base Commander. He knocks, then
• Taser cufflinks (+0 GP to any clothing option). opens the door and announces your presence. Inside the small
room are two individuals. The first, dressed in a perfectly
• Lapel pin gun (1 GP). turned out uniform, is obviously the Colonel. He sits behind
a large desk, and does not rise to greet you, his expression
grim. Off to one side, gazing out of the single window is an
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unkempt man with greasy hair wearing a crumpled lab coat. • While they’re not especially welcome, there are no guest rooms in town.
The Colonel addresses you in a voice more suited to the The agents will have space set aside for them to stay in the barracks for
parade ground than a private conference. the duration of their investigation.
“Gentlemen (and ladies), have a seat. I’m sorry that I could • The agents don’t need to know what is being developed here. There are
not meet you in person but I have been rather busy this players that will try to find out anyway. If they can access Campbell’s
morning, and since I was not informed of your arrival until office without being seen, a successful Open Lock check (DC
just a few hours ago, I’m sure you will understand. I must tell 20/25/30/35) gives them access to the man's filing cabinet revels a memo
you that I am not at all happy with your intrusion into my about the breakthrough on the resonance coil, an important part of the
orderly run installation. Simply put, I don’t think that you are “device”. This is all the information he has.
needed here. I am already conducting my own investigations
into the matter, and will send off my findings to the MOD in GC Description
due course. So, as you can see, you are somewhat surplus to Whyte was supposed to be in the lab today, but “missed his
requirements.” appointment” because he had sabotaged the test and didn’t
The Colonel gives you a sharp glance and adds want to be in side the labs when the resonator self-destruct-
“Of course if you still want to waste your time I’ll understand, ed. If separated from the commander’s shelter presence, he
but I warn you not to interfere in the important business will have no credible justification for his missing the tests,
going on here, otherwise you’ll find yourself removed.” other than having been “caught up in some reading.” He had
not counted on outside agents been sent in, and is holding
It should be obvious to the characters that they are not on to his calm only barely. A successul opposed Sense Motive
going to get anywhere with the Colonel, he is just too pig- check reveals that he's hiding something, but no amount of
headed to admit he needs help. They can of course ask him prodding pries it from him at this time.
some questions, but he knows only what is presented below. The caves are draining even now, so all the commander
has to do is wait for the lock to open. He is trapped in the
• His companion is Prof. Whyte, currently the head of the scientific team, castle until then, since the foul weather has prevented him
following the disappearance of Professor Roger Bainbridge. If the agents from making his way to the cave via boat. Cancelling the
wish to carry out any investigations into the lab, or speak to the rest of experiment now would look suspicious, all he can do is avoid
the scientific team, then they must speak to Whyte first. As far as the agents long enough to make his escape.
Campbell is concerned Whyte is a good guy, and a key player in the suc-
cess of this base’s research. He will certainly not countenance any dis- Map Key
paraging remarks or accusations against him without strong evidence. The castle is split into five different areas (see pages
33–34 for a plan). Refer to the text here during this open-
• The agents are free to look around the castle, and talk to the soldiers, as
ended encounter. There are a number of personalities to be
long as they do not interfere with their duties. The scientists and their
encountered in this section, and their location is detailed
lab are off limits until later tonight. The scientists are testing “the
later in this text, as is the information that they have and will
process” and the door to the Lab will be on a timed locking mechanism.
reveal in conversation. Make the agents work for information
• Two of the soldiers and a civilian have turned up dead, with strange bite – don’t just present it as written, or reduce it to gather infor-
wounds on their bodies, and one of the chief scientists has disappeared. mation checks (unless you’re very pushed for time).
The colonel has not reported the sheep farmer’s death to the MOD, hop-
The Keep: The Keep is three stories high, but the uppermost
ing that it is unconnected.
floor is barely used; the rooms are mostly empty and used it
• Campbell has hastily put together a theory that explains what has been as storerooms, especially since the Lab occupies the base-
happening at his base. He is worried he will be replaced if it is found that ment.
he was lax in any way. His explanations are simple and straight forward,
Ground Floor: The ground floor is always a bustle of activ-
and he does not wish to hear any theories concerning the beast of
ity. As well as the great hall, which is dominated by both the
Dunvegan. To sum up his ideas : “The two dead soldiers were quite obvi-
great staircase and the huge stuffed bear, there is the soldiers’
ously killed by some local ruffians over at the Smuggler’s Den. There has
mess, the kitchens and the guardroom. Two sentries always
been some tension lately, mainly due to the lads’ involvement with some
man the guardroom, while another two are stationed at the
of the local women. They must have got into a bit of a brawl and one
bottom of the stairs. The guardroom is littered with monitors,
thing led to another. One particularly large fellow there going by ‘Big
feeding images from all over the castle (except the basement).
Tam’ has been trouble before. As for the bite marks, maybe badgers or a
From here the officer of the watch can co-ordinate the secu-
fox gnawed on the bodies after they were dead?”
rity of the castle. Breaking into the guardroom is far more
• As for Professor Bainbridge, well, he was getting a bit absentminded in trouble than it is worth. The officer of the watch (Corporal
his old age and he liked to walk along the cliffs. It’s obvious that he sim- Anderson) is more than happy to help the agents in their job.
ply fell in and drowned. His body will no doubt turn up, washed ashore
1. Kitchen — A standard army field kitchen, it contains
along the coast somewhere.
everything you would expect. There is a dumbwaiter to
the floors above and an interconnecting door to the Mess.
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2. Mess — The room is fitted out with long trestle tables. Second Floor: The second level is abandoned. It is used
There is enough room here to feed about 60 at a time. mostly for storage by the guardsmen, including blankets,
food, officer’s wine etc.
3. Guard Room — Two sentries are always stationed here.
They are both armed and have orders to patrol the The Basement: There is of course another floor in the cas-
ground floor at irregular intervals. tle — the basement laboratory. The agents should already
know that access is prevented on their first visit as the time
4. Stairs Up — This is the great staircase leading up to the
locks are still in place. This may not deter some agents from
floors above. Two guards are permanently stationed
trying to obtain entry. The door is located beneath the great
here.
staircase in the main hall. The first thing the agents need to
5. Welcome Room — Both the great staircase and a huge do is come up with a way to distract the sentries at the main
stuffed bear dominate Great Hall. Many swords and staircase. If they come up with a suitably cinematic plan,
shields and ancient banners decorate the walls. great — let them go for it. Bear in mind that they may have
to explain this to Colonel Campbell later, and he will not hes-
6. Stairs to Basement — Below the great staircase, there is a
itate to eject them from the base.
smaller staircase leading down to the basement, behind
Opening the door requires a successful Electronics check
a time-locked steel door.
(DC 35/40/45/50). The other way is to gain access to the com-
First Floor: The first floor is used almost exclusively by puter network and bring the whole system down. This
Campbell and his officers. Campbell’s office, the officer’s requires 4 rounds, and a succesful Computers check (DC
mess (McPherson is here) and the Library dominate this floor, 35/40/45/50).
along with a few bedrooms. There is only one guard on this If they succeed, proceed to Scene 3, but make the scientists
floor, and he stands outside Campbell’s office. He will not a lot more unhelpful, since they just had their experiment
desert his post in any circumstance short of a full-scale evac- ruined. At the first sign of trouble, Whyte will make his
uation. escape down to the cave.
13. Antechamber — The stairs lead to a small observation
7. Stairs Up.
room. There is a rows of benches filled with computers,
microscopes, and other pieces of standard lab equipment.
8. Library — The library is rather well stocked with techni-
cal manuals, science textbooks and the colonel’s own
14. Main Laboratory — This is the main lab where the
collection of historical military books.
Resonator weapon is being tested.
9. Admin Office — Several admin officers work out of here.
15. Secret Door — Leading to the caves.
There is a small computer workstation here, as well as a
main line phone connection. The filing cabinets contain
16. Office — General open plan offices containing numerous
details of requisition orders by the scientists for special-
technical drawings.
ist’s technical equipment. If the officers are distracted,
a task requiring two agents to succeed with one Bluff
17. Office — General open plan offices containing numerous
check each (DC 10/15/20/25), the cabinet may be pilfered
electronics schematics.
with a successful Sleight of Hand check (DC 5/10/15/20).
Within, a file includes requests for components towards
18. Empty Lab.
construction of “Resonance Prototype 4”. A successful
education check (DC 20/20/20/20) suggests that this is
19. Empty Lab.
research into weapons banned by the UN.
The Garage: The garage contains three Land Rovers, one of
10. Colonel’s Office — The Colonel will almost always bee in which the agents can requisition for the duration of their
here working. He is very anxious to get the investigators stay, and two large army Bedford trucks. Jimmy Douglas, the
out of his command and will not have much time to mechanic, will be found here. He’s attempting to tune up one
spare to aid them in their quest. of the big trucks, and having no luck, so will be quite abrupt
when dealing with the agents. If anyone helps him with a
11. Officers Mess — If the agents are looking for something successful Mechanics check (DC 18/23/28/32), he's a lot more
to eat, they will be directed here. Tonight’s menu forthcoming.
includes roasted duck and pate fois gras.
The Barracks: The barracks are equipped to accommodate
more than thirty soldiers. If the agents are looking for any off
12. Guard — The colonel always has a guard stationed out-
duty personnel, the chances are they will be here, and since
side his office. This is more for form’s sake than any real
they are off duty, and out of sight of their superiors they are
need for protection.
more likely to be talkative. Adam Smith and Andrew
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Fitzpatrick are found here. The team will be shown a cluster that allowing the agents access too soon will allow them to
of bunks near the back that have been cleared for their use find the tunnel and hence the secret base, making for a very
while in the area. short adventure! If agents do force the door, the sabotaged
resonator goes off just as they are opening the door!
The Courtyard: The courtyard is both wet and slippery,
that’s why the two soldiers stationed by the front door tend Development
not to leave the guard huts unless they really have to. This
After questioning the castle staff and security, the agent’s
duty is usually thought to be the worst assignment. This
only avenue is to venture into the nearby town. If an agent
makes them less likely to want to stop and chat — they real-
came in secret, he should have the opportunity to link back
ly don’t want reassignment to this duty in a hurry. The walls
up with the team at this point. Agents should be aware of
of the courtyard are some twenty feet high with battlements
possible leads in the form of the past altercations with the
all around. Two sentries are supposed to be patrolling this
patrons of the Smuggler’s Den, and curious about the third
area, but they will have taken shelter in the tower.
death, that of the local sheep farmer. If agents successfully
The Old Tower: The old medieval tower overlooks the requested an autopsy of the soldiers during the mission brief-
bluffs below. It has a wonderful view of the cliffs and the ing, they receive a phone call from the home office as they
tremendous waves that crash against them. The two roving are leaving the castle, passing on the news that the soldiers
patrols have taken shelter out of the howling winds in here, were mauled by a very large animal, likely some sort of
but if they hear anyone coming they quickly go back to their canine, but one of the soldiers also had a fresh bullet wound
patrols. If cornered by the agents they tend to be very talka- from a high calibre rifle…
tive since they don’t want to be reported for dereliction of
duty. They include Gareth Russell and David Booth.
Scene 2:
Threats A Trip to the Shops
There are no threats in the castle unless the agents choose
to create one by attacking the security forces or scientists. GC Description
If they do, it is unlikely they with be able to defeat the 30- This scene is spilt into 4 locations. Threats and agent
man force on the site. The soldiers attempt to capture the information are listed separately for each as necessary.
agents if no one has been seriously injured, but if they kill The small village of Fuilden lies only a mile down the road
someone, the kidd gloves come off, and it's very likely the from the Castle. The agents may walk, or requisition a vehi-
team will die before things are straightened out. cle from the castle. The only places of any interest are the
Post Office and the local Pub — the Smuggler’s Den. If agents
Security wish to inquire about the dead sheep farmer, the good doctor
The exterior walls of the castle are well worn, allowing Avery lives on the south end of town. The residents don’t
agents to ascend them with a successful Climb check have much of value to further their investigations. The only
(DC 15/15/15/15). Security cameras make doing so without residents available for questioning are the old ladies from the
being seen quite difficult however — agents ascending the post office and the barman in the Smuggler’s Den (see below
castle walls must succeed with a Hide check (DC for what they know). Questioning either of these will gener-
20/25/30/35), or be spotted by guards at the Admin office ate the following information.
(see the First Floor, location #3).
The garage and main gate are secured with simple Agent Information
but sturdy padlocks that require a successful Open Lock
• With regards to the Beast of Dunvegan - Ooh, it’s a beastie alright, some
check (DC 10/15/20/25) or a succesful Break check (DC
kind o’ demonic hound that prowls the moor, and eats the livin’.
13/18/23/28) to bypass. Exterior doors require a successful
Open Lock check (DC 13/18/23/28) or a succesful Break check • What do you know about the dead soldiers/ missing scientist?” Well I
(DC 15/20/25/30) to bypass. Interior doors require a success- think them there soldiers were eaten by the beastie, that’s why the sol-
ful Open Lock check (DC 8/13/18/23) or a succesful Break diers up at the castle are keeping a’thing so quiet. Whit missing scientist,
check (DC 10/15/20/25) to bypass. dinna ken (don’t know) anything aboot missing scientists?

Events • Is there anyone new in the village at the moment?” Nae, no one…unless
you count the new postmistress. She’s been here a few weeks, bit o’ a
Roughly 10 hours after the agents arrive, the time lock on
strange one, looks bored all the time, funny accent, she isn’t from around
the door to the basement will release. This sets in motion the
here.
events of Scene 3.
• “Where can we find Big Tam?” Oh him probably propping up the bar
Troubleshooting some. You wanta to watch yourself though, he’s a wild one. Took a swing
The actual timing of the entry to the lab is entirely up to for Sally McGowan’s young man, so he did.
you as the GC. If the game is getting bogged down, then sim-
ply run Scene 3 when you want to. However, bear in mind
13 14

The Post Office into custody Sandra reveals nothing about the extraction
team, as she knows she is a dead woman if she does. She will
Agent Information put up no resistance to any force come along quietly, but will
not betray W.A.R.D.
“As you enter the quaint little shop a small bell tinkles above
the door. There are several older women standing by the
The Smuggler’s Den
counter. A beautiful young woman stands behind it, sorting Even in this remote town, the pub is still the major stop
through some papers. The older women appear to have been over for many of the town’s working folks, and a sure place
having a heated conversation as you enter, and you are sure to find loose tongues. With the recent death of the soldiers
you heard the word ‘beast’, but as you enter they simply shut and one of their own, the town pub is more prosperous than
up and give you nervous stares. They mumble something to usual, and crowded with all sorts at all times of day.
the young woman behind the counter and then beat a hasty
retreat around you and out of the door. The postmistress
GC Information
turns her attention to you with a welcoming smile. “Good Whether the agents are looking for Big Tam or not, they
morning stranger, how can I help you?” will find him in here. He has been here drinking for most of
the day. Local gossip suggests that he may know more about
GC Information the murders on the moors than he’s admitting. He is certain-
ly not in the mood to answer any questions the agents may
The Post Office provides the main and connection to the
have to put to him. If the agents persist in trying to question
outside world and is the only shop in the village. The new
him, he will try to intimidate them. However, he is a typical
Post Mistress, who arrived six weeks ago, is in fact an agent
bully, and if threatened with superior force, will back down.
for W.A.R.D. She also happens to be the mistress of the
Regional W.A.R.D. commander for Europe, Sir Simeon • Did you fight with the soldiers? Yeah, sure I did, them soft southerners,
Smythe. Smythe has ordered her to assume the persona of thinkin’ they are betta’ than us ‘ere, well we showed them!
Sandra McGregor, in order to take over the rather conve-
• Why were you fighting with them? Well, they were comin’ on too strong
niently timed vacancy when the previous postmistress died of
onto the women weren’t they!
a heart attack. Sandra has been actively collecting rumours
and information about the local area, and storing it on her • When was the last time you saw them alive? ‘Twas the last time they
laptop, but her main task has been to meet regularly once a came inta town fer a night oot, Well we sure drove them oot, its nae
week with Whyte as he collects his biscuits. He gives her the wonder they havna been back!
latest news and passes on any important information deemed
• Did you kill them and then dump them in the moors? NO, of course not,
necessary to pass on up the chain of command. Now the
we would’ve beat them up, but kill them, what do you think we are?
extraction team has arrived, Sandra is more than happy, it
means that she will soon be out of this backwater, and back • Do you own a dog? Na, can’t stand dogs.
at Sir Simeon’s side. Sandra is incredibly beautiful, even
without her designer wardrobe and personal hairdresser. Threats
If the agents have some reason to search her home before Tam does not pose a real threat to the party – make it
she leaves for Inverness they will find several items reveal- clear, if necessary, that it would be wildly inappropriate to
ing her dual nature. The equipment includes three passports seriously wound or kill him. If the agents attack, a large
in different names, and a 9mm Beretta. There is also her lap- number of the Den’s patrons will come to his aid. If subdued
top computer. This has a high-level encryption code requir- by then, he will of course tell the agents everything that he
ing a succesful Cryptography check (DC 25/30/35/40) or a knows, unfortunately that is not very much at all.
successful Computers check (DC 30/35/40/45) to bypass.
The computer contains are emails regarding “the extraction The Doctor’s Home
team”, and mention of “an advanced spotter” to “take up One of the larger homes in Fuilden, Dr. Thomas Amery
position on the moors”. serves as both the village doctor, veterinarian, and to his sor-
row, coroner.
Threats
Sandra will answer any question that the agents put to her, GC Information
but as soon as they start to quiz her she will instantly work Dr Amery is mildly suspicious of unexpected visitors, and
out whom they are. Once the party leave she will close up the still sullen over the recent death of one of the town’s sheep
shop as normal for the afternoon. She will then pack what farmers (and a personal friend of his). He won’t offer any
she needs and drive to Inverness to catch the morning sleep- information over the phone, but if approached in person and
er for London. handled carefully — with a successful Diplomacy check
Unless the agents trick her into revealing herself or they (DC 10/25/20/25) — he provides the pathology report follow-
come back later they will not find out about her duplicity ing the farmer’s death (see Player Handout #2). Even a casu-
until the debriefing. Even if they find some reason to take her al examination will show that the Lt. Colonel’s “chewed by a
15 16

fox” theory is obviously rubbish. Dr. Amery has no more the hill. The hound is a specially bred dog from W.A.R.D.’s
information to offer, but will lend his opinion that “the laboratories on Malta. It is the size of a small pony, jet black,
Beast” is very out of place for the small island – there have with slavering jaws, and large eyes.
not been any deaths among the sheep population to support The Spotter has picked his redoubt well. Whichever direc-
a large predator… tion the agents come from they will have to climb the 150
feet to the redoubt. The only cover on the hill, other than the
The Moor redoubt, is some rocks at the base of the northern side,
The largest feature of the region, agents may wish to go almost 80 ft. away from the top. The rocks are large enough
out to where the bodies where found. to provide total cover to two agents, and three-quarter cover
to two more. The spotter’s nest provides him with three-quar-
Agent Information ter cover. Combined with the sniper rifle he carries, this
makes him a very dangerous threat if cornered. If agents are
The stretch of land between the castle and the village looks able to get into the redoubt and disarm him, he will surren-
both bleak and depressing. All around you are gentle rolling der. If the spotter is killed, the hound will flee, and go into
hills covered in the same brown grass, and intermittent hiding.
clumps of heather. The land is also treacherous — bogs and If the agents do manage to capture him alive, he can
muddy pools litter the area, proving deadly to those that reveal surprisingly little about the organisation he works for,
don’t know their way around. To make matters worse, the other than the name, W.A.R.D.. His mission was to open the
howling wind rolls across the moor making it difficult to hear tunnel between the caves and the castle and liaise with his
anything at any distance. Added to this the hail and snow controller in the village. He knows that there is something in
that are threatening to fall and you have one of the most mis- the castle that his employers want, but doesn’t know what.
erable locations you have ever witnessed. Surely an ideal envi- Yes he killed the soldiers; they came too close and could have
ronment for the ‘beast’ to hide out in. The only real landmark reported him. The idea of the ‘beast’ came from the post-
is the Tap of Dunvegan, a small hillock halfway between the mistress, who brought him the dog a few weeks ago. He has
castle and the village. Suddenly the quiet is shattered by the been here nearly a month. He also knows that another team
eerie howl of an animal. is due here any time in order to extract something from the
castle. He contacted the postmistress through pre-arranged
GC Information torch signals every third night. The spotter will only provide
This encounter only occurs if the agents choose to exam- this information if pressed by the agents, through some kind
ine the moor. If it goes badly for the agents then the GC can of trickery or intimidation.
have help arrive in the form of a patrol from the castle. Two
Highlanders out patrolling the countryside hear the fight and Threats
will come running. If the agents do not need help the patrol The spotter will try to take out as many of the agents as
arrives at the conclusion of the encounter and can be left to he can from a distance, no matter which direction they
deal with the body of the spotter (assuming he is dead), or decide to come up from. If the party is not wary, and have
can take him into custody. not indicated they are expecting trouble, then the spotter will
If the characters fail to find the tracks of the ‘beast’, or the gain the element of surprise for the first round. Burst of
redoubt of the spotter then the W.A.R.D. agent will do little heavy rain strike the hillside every two to three rounds, dou-
to reveal himself, it is not necessary for the characters to find bling all range penalties, and reducing movement rates to
him in order to complete their mission. one-half standard (rounded up).
The howl is that of the spotter’s dog, having picked up the
scent of the agents and alerting its master. The spotter now Troubleshooting
knows the agents are there and makes his way to the redoubt All clues, and the townsfolk's whispered comments, even-
on the top of the hill. There he spies on the agents with his tually point to the moors. If the agents insist on remaining in
binoculars. Anyone observing the hill and succeeding with a town, one of the soldiers they spoke to in a friendly fashion
Spot check opposed by his Hide skill bonus of +6/11/16/20 during the day will call them by cell phone shortly before the
notices him (the camouflaged redoubt grants the spotter a +4 time lock releases and ask them to return to the castle
gear bonus with all Hide checks). If agents stay in the area because “Something’s going on down-.” There is a bizarre
for more than 5 minutes, they notice large paw prints scat- hum on the line, and then it goes dead.
tered around the area, which may be tracked back to the tap
with a successful Track check (DC 15/15/15/15). Development
If the agents spot anything or simply decide to explore the It's possible that the agents will discover the presence of
hill then the spotter will unleash his hound, but stay hidden W.A.R.D. agents in the village or on the moors. In any event,
himself on top of the hill. If the party drive away or kill the they should return to the castle to either brief the Lt Colonel
hound and continue up the hill, he will conclude that his of their findings or to rest up in preparation for the follow-
cover has been blown, and do his best to take out the agents. ing day’s activities.
He will only fire if he is convinced they are going to climb
17 18

• What happened? Uh, well, it went into a feedback cycle. Rather cata-
Scene 3: Endgame strophically. This is going to put us back years…

Back at the castle things are going awry. Whyte’s sabotage • What are you building? Well I’m not at all sure I should tell you…but
has caused the resonator to not only fail, but violently self since your one of the security chaps, it’s a… well, in layman’s terms a res-
destruct! onator generator. You see everything will disintegrate at a certain sonic
level, much like the way an opera singer can shatter glass. Well this
Agent Description device can shatter anything at a certain sonic level. Top secret though,
mum’s the word.
A faint pure note fills the castle, alerting everyone that some-
thing not quite right is going on. It builds in volume to • Where is Dr. Whyte? Haven’t see him all day… Well he’s probably around
resemble a full-blown rock concert pounding through the here somewhere. Perhaps in his office, or seeing the Commander. We
stones of the castle, sending down streamers of dust from the were expecting him back by now though, a little bit annoying, but I’m
ceiling. The simple tone suddenly turn into a cacophony of glad he wasn’t around to tell the truth. My ears are still ringing…
grinding, clashing notes and swells even louder for a • Where is Whyte’s office? Just down the corridor there – 2nd on the right.
moment… Before dying away abruptly. Ears ringing, it’s clear
that the sound came from beneath the keep. Then a second • Why were you arguing/ what is wrong with the machine? Oh well, ever
rumble is heard, but this from the old tower collapsing i since Bainbridge disappeared, we haven’t been able to get it working
nto the courtyard. In moments the castle is a scene of confu- properly. Now the whole thing’s shot. Needed his expertise I suppose.
sion — and the root of it must be the laboratories under • What happened to Bainbridge? Must have been an accident – he liked
ground. wandering along the cliffs, a keen birdwatcher so I believe. Some of the
Unopposed by the Highlander soldiers, you make your way to chaps here think he may have been kidnapped because of his work, but
the entrance to the labs. that’s ridiculous.
The door opens with a hiss of air, and beyond lies a set of
stairs that spiral down into the gloom. At the bottom you find • Do you know anything about the spotter on the moor/Sandra McGregor?
yourselves in a small room, filled with laboratory benches, Sorry old chap, can’t help you with that.
covered in computers and complex electrical equipment. Dust Dr. Carson joins his team upstairs once the agents are
and moans fill the air. A door on the right hand wall is marked though with him. Whyte’s office isn’t locked, and he obvi-
“Offices”. A second door is on the far wall; it is closed but you ously isn’t there. The office is empty and appears to have
can see through the remains a glass panel into a large cham- been vacated fairly recently. On the cluttered desk sits a pile
ber. Glass shards litter the floor. In the centre stands the ruins of empty file sleeves. Behind the desk is an overturned case
of a massive gun-like construction, cable hanging limply to for disks, now quite empty. A large tapestry covers one wall.
connect it to a bank of computers standing against the near The office is fairly standard; desk, chair, computer etc.
wall. Several scientists are sprawled over the computers, They can check out the computer if they wish, but it’s been
dazed, unconscious and even bleeding. One of the scientists wiped. Each agent should make a Wisdom check (DC
looks up and stumbles you. 12/12/12/12) to notice that a draft seems to be coming from
“You’ve got to help them!” the far wall, behind the hanging. A casual search — no skill
check required — reveals a passage behind the hanging.
GC Description Whyte was obviously in a hurry to leave – he hasn’t bothered
to close the passage behind him.
When the agents finish their other investigations, the time
Read the following to the agents.
lock opens, granting them access to the basement labs (some
determined agents may arrive here a little early by breaking
in during Scene 1 — in this case, assume that Whyte has Peering through the opening you can see a small winding
somehow been alerted to the team's activities, and play the stone staircase leading down into a narrow tunnel lit by lights
encounter as written). strung along the wall at head height. Footprints are visible
Dr. Carson is not having a good day – since Bainbridge’s in the sandy floor. After about 30 metres the tunnel appears
disappearance, his team has been having problems getting to open out into a cavern. Figures are visible moving around
the resonator to function properly. Now the device has torn the cavern.
itself to pieces, and injured some of his team. Also, he was
Assuming that the agents decide to follow the tunnel, read
expecting Dr. Whyte to be here to assist in analysing the
the following.
results, but he hasn’t been seen since early afternoon. He is
rattled by the accident, but basically unhurt. He will co-oper- At the far end of the cavern you can see Dr Whyte running
ate with the agents once everyone else has been evacuated towards several figures dressed in wetsuits. As you enter,
from the basement. With soldiers helping haul people out, it’s he sees you and points towards you shouting, “That’s them.
relatively easy for Whyte to slip past in the chaos. Dr. Carson We must get away. Follow us after they are dealt with.”
knows nothing about the dead soldiers, and but can provide
the following details.
19 20

Whyte then runs into a small passageway with two of the craft. If this happens, then the team has lost — each agent
mysterious figures. Two others take up sentry positions should make a Swim check (DC 15/15/15/15). with success,
behind rocks at either side of the passageway, whilst the the agent finds some wreckage to hold onto as he watches
remainder snatch up spear guns and head towards you. the trawler whisk Whyte and the plans away.
The agents need to get past the W.A.R.D. team as quickly as If the agents manage to catch up to Whyte then he will
possible. Assuming they make it, they will find that the other realise that the game is up, but he will not attempt to sur-
two soldiers and Whyte have fled down the passage into a render while the W.A.R.D. soldiers are there to protect him.
partially submerged underground cave open to the sea. They Ideally, the agents need to stop Whyte from getting away.
have powered up one of the Zodiacs and are making ready to
escape in it. To catch Whyte, the agents will need to defeat
Threats
the rear guard and chase after him in the other Zodiac. The W.A.R.D. team are professionals, and quite capable of
giving the teams a serious fight. Dr. Whyte is at wits end with
the pressures of the last week and particularly today. He has
The agents need to get past the W.A.R.D. team as quickly
no other goal but to escape.
as possible. Assuming they make it, they will find that the
other two soldiers and Whyte have fled down the passage Troubleshooting
into a partially submerged underground cave open to the sea.
If one agent was not staying at the castle (having been
They have powered up one of the Zodiacs and are making
omitted from the DOM’s agent list), allow him to have
ready to escape in it. To catch Whyte, the agents will need to
entered the cave from the ocean side (possibly brought in by
defeat the rear guard and chase after him in the other Zodiac.
Big Tam, who knows of the sea cave), coming up on the
The final chase should be played at break neck speed.
W.A.R.D. troops from behind. No agent should be left out of
Don’t allow the characters too much time to debate what is
this fight, and the crossfire may help even the odds.
going on, as if they do then Whyte and his guards will sim-
ply get away.
Read the following to the agents. Rewards
You finish dealing with the guards and glance to where Whyte Keep track of the agents’ accomplishments throughout this
and his guards fled. Dashing after them you find yourself in serial and reward them with the following XP at its end. In
a secondary chamber. Beached in front you is a single Zodiac this serial, the GC should give out the first-tier reward if this
and speeding out towards the safety of the North Sea is a sec- serial if played at 3rd-level, the second-tier reward if the ser-
ond Zodiac with Whyte and the frogmen. ial is played at 8th-level, the third-tier reward if the serial is
played at 13th-level, and the fourth-tier reward if the serial
is played at 18th-level.
Regardless of what the characters are going to do now,
All XP rewards have an associate letter (“A”, “B”, “C”, etc.),
they are at least 8 lengths behind the escaping Zodiac, and
indicating their difficulty and benefit within a ‘mini-tree’ of
with each round the party spend debating the issue Whyte’s
XP rewards. Though the agents might complete multiple
craft gains an extra length. This should play out as a chase
objectives within a tree, they only ever earn the XP for the
scene using the rules in Chapter 7 of the Spycraft handbook.
highest letter of any tree for which they qualify.
Assume for the first three rounds that Whyte’s Zodiac will
attempt to pull ahead. One of the W.A.R.D. soldiers will be Example: When an agent completes a “C”-class objective,
doing the driving. If anything happens to him, the second he earns the “C”-class reward only. He may not also gain the
soldier will take over. If not, he will be using a field radio in XP reward for any other lettered objective in the same mini-
the zodiac to keep the pick up vehicle informed of their posi- tree (in this case, he may not also earn the rewards for either
tion. Meanwhile, Dr. Whyte will attempt to pick off the the “A”-class objective or the “B”-class objective.
agents by shooting at their Zodiac.
Note: Living Spycraft experience is never earned until the
Zodiac, Gear Points, 3; Size, Large; Handling +3; Speed 120 ft; end of a serial, and agents may never gain levels during the
MPH 12/24; Defence 12; WP, 20; Hardness 1. OPT (25%). course of a Living Spycraft serial.
After five rounds have elapsed, assuming the chase is still Action Dice
going, the agents can spot a larger ship on the horizon. After
Each player gains the following XP rewards, as well as an
seven rounds the characters will be able to tell it is some kind
amount of XP equal to the number of action dice you award-
of fishing trawler. After ten rounds they will clearly be able
ed him × 25 XP (to a maximum of their agent level × 25 XP).
to spot the Russian flag on the trawler (Russian fishing
trawlers are fairly common on the North Sea). Finally, after
fifteen rounds, if the agents have not caught up with Whyte
then the chase is over. The trawler actually has a twenty-
pound deck gun mounted on the prow. They start shooting at
the agents' zodiac, likely having no problem sinking the tiny
21 22

Scene 1: The Bleak Fortress Debriefing


The main goals of the scenario are discovering the nature
A. Diplomatically handling the Colonel: 50/100/200/250 XP per agent.
of the killer (the modified dog on the moors) and identifying
security risks (in the form of Dr. Whyte) and securing the
A. Finding information about tension with locals: 25/50/100/125 XP per
plans for the resonator weapon before they could be stolen
agent.
(succeed in prevent Whyte’s escape).
Control’s reaction varies depending on whether the agents
A. Finding information about Whyte’s regular trips to the village:
stopped from Whyte escaping or not. It is also assumed that
25/50/100/125 XP per agent.
the party did not arrest Sandra McGregor. If they did then at
some point before the debriefing she manages to escape from
A Finding information about the Beast: 25/50/100/125 XP per agent.
the authorities, after the agents hand her over. If for some
reason the characters actually killed her then it is assumed
A. Getting information about the deaths on the moors: 25/50/100/125 XP
that she was only critically injured, and somehow she man-
per agent.
aged to survive.
If the agents successfully stopped Whyte, they are con-
A. Breaking into the Colonel’s office and getting information about the
gratulated on dealing with a potentially disastrous security
weapon: 25/50/100/125 XP per agent.
breach. If they did not, they are thanked anyway for uncov-
ering a mole, but get the impression they will be assigned to
A. Breaking into the basement laboratory: 50/100/200/250 XP per agent.
routine missions for quite some time. They also learn that
there was another W.A.R.D agent working in the area (assum-
Scene 2: A Trip to the Shops ing that the agents did not uncover Sandra McGregor). Either
way, her description was matched to that of an ex KGB oper-
A. Finding out Tam isn’t involved: 25/50/100/125 XP per agent.
ative named Anna Fedorowicz. It is believed that ever since
the collapse of the Soviet Union she has been selling her
A. Working out Sandra is involved: 25/50/100/125 XP per agent.
skills to the highest bidder, and now apparently works for
W.A.R.D.
B. Finding proof that Sandra is involved: 50/100/200/250 XP per agent.
If there is extra time, feel free to roleplay the debriefing
and have Control assess the group’s performance. Then have
A Killing Sandra: 25/50/100/125 XP per agent.
the players fill out their RPGA forms and wrap up the ses-
sion.
B. Capturing Sandra: 50/100/200/250 XP per agent.

A. Killing the spotter on the moor: 100/200/400/500 XP per agent. GC Aid #1


The following are several personalities from the castle
B. Killing or capturing the modified hound: 150/300/600/750 XP per agent.
guards. All of the soldiers belong to the Highlander
Regiment, and most resent their posting to this remote and
C. Capturing the spotter on the moor: 200/400/800/1,000 XP per agent.
desolate site. Use the common stats to represent any of the
soldiers.
Scene 3: Endgame
Private First Class James Douglas — James is more com-
A. Putting together the clues and working out Whyte is involved: monly known as Jimmy and is the base mechanic. He is very
50/100/200/250 XP per agent. busy, repairing one of the bases broken vehicles. The charac-
ters may get information out of him, if they offer to help him
A. Killing extraction team: 100/200/400/500 XP per agent. fix the truck. He knows that some of the soldiers have been
making trouble in town, something about the girls in the
B. Capturing one or more of the extraction team: 200/400/800/1,000 XP per fishing village. It’s the same old story unfortunately, small
agent. town and jealously over the few free women in the village. If
the characters are looking for trouble in town, then Big Tam
A Killing Whyte: 100/200/400/500 XP per agent. is the one to look for. If anyone was responsible for the
deaths of the soldiers it was him.
B. Capturing Whyte: 200/400/800/1,000 XP per agent.
Private First Class Adam Smith — Adam is a very loud and
brazen young soldier. He was hopeful of fun and excitement
A. Plans are lost at sea: 25/50/100/125 XP per agent.
when he joined the army, but now he is stuck out here in a
dead end assignment and is very bored. Smith is one of the
B. Plans rescued: 100/200/400/500 XP per agent.
soldiers that had a run in with Big Tam and his hooligans,
they tried to throw their weight around, but Smith and the
23 24

lads showed them the error of their ways. No way they could
have been responsible of the deaths of the lads, he’s all talk. Statistics
Smith also witnessed an argument between Whyte and the
Special Note: Though this serial was not designed using
missing scientist Bainbridge, but that was nothing unusual,
the Mastermind System, mastermind point (MP) costs are
Bainbridge argued with everyone.
included for all characters herein so that you can easily port
Private First Class David Booth — David is rather a super- them into your Mastermind System-designed home games
stitious man. He has been growing more and more nervous with ease.
about his posting. He had heard the tales of the Beast of
Dunvegan before he came here. It is something of a hobby Scene 1: The Bleak Fortress
for him. His private research indicates that a mysterious beast
murdered the last Laird of Dunvegan, and all of his family. Highlander Soldiers
Booth doesn’t want to meet the same fate.
The resident guardians of the Grey 3 research site, these
Private First Class Gareth Russell — Gareth is quiet and soldiers are professional and well organized, but slightly
unobtrusive but will help the agents if he believes they have bored with their remote duty assignment. Still, they handle
the authority to ask him questions. He knows that Whyte themselves well in a crisis, and let their training take over
goes into town every Thursday to get his especially imported when something unexpected happens. Lt. Colonel Campbell
biscuits from Harrods. But Russell thinks it’s just an excuse uses the same stats, but at one tier higher (to a maximum of
to visit the postmistress, she’s hot. 4th tier).
Corporal Andrew Fitzpatrick — Andrew is rather a dishev- Highlands Soldiers (first-tier — target average agent
elled individual who slimes his way through life in the army. level 3), 2nd-level mercenaries/2nd-level operatives (minions,
Doing just enough to get away with it and still keep his squads of 5 — 44 MP): Department: Special Forces. CR 3.
stripes, he is not the most reliable individual. He hates Lt SZ M; v/wp 28/12; Init +4 (+2 Dex+2 class); Spd 30 ft.; Def 14
McPherson and will not so subtly try to implicate him in the (+2 Dex, +2 class); Atk: fist/punch +4 (dmg 1d3+1 subdual),
murders of the soldiers. “Well he didn’t like them there sol- knife +4 (dmg 1d4+1, error 1, threat 20, range 10 ft.) MP5SD
diers too much did he, they were going to report his incom- submachinegun +4 (dmg 1d8, accuracy –1, error 1–2,
petent backside they were, he must have done; it stands to threat 20, Range 25 ft., qualities and mods: CS, DP, RG, SS,
reason”. In muzzle brake and suppressor — 30 shots); Face 1 square;
Reach 1 square; SA None; SQ None; SV Fort +5, Ref +3,
Corporal Anderson — Anderson is a incredibly hardnosed
Will +5; Str 12, Dex 14, Con 12, Int 10, Wis 12, Cha 9;
individual. A veteran of the Gulf War, he is a no nonsense
Skills: Climb +2, Demolitions +5, Driver +4, Hide +6, Listen +2,
soldier who is both very competent and capable. Anderson is
Move Silently +8, Search +1, Sense Motive +2, Spot +3,
the real reason the base is run smoothly from the day to day.
Surveillance +2, Survival +2, Tumble +3. Feats: Point Blank
If Lt. MacPherson is given a command it usually falls to
Shot, Sidestep, Stealthy. Gear: Weapons, 50 extra shots of FMJ
Anderson to make sure that it is carried out. As a result he
ammunition, combat boots, entry team bundle. Vehicles and
has become very important in the base, far more than his
Gadgets: None.
rank should indicate. Anderson feels very sorry for
McPherson, and will not say anything against his superior Highlands Soldiers (second-tier — target average agent
officers. However, he will talk to the agents if he is convinced level 8), 4th-level mercenaries/4th-level operatives (minions,
that they are truly here to help, and not make a report on the squads of 5 — 60 MP): Department: Special Forces. CR 7.
inefficiency of the officers of the base. Anderson has his SZ M; v/wp 50/12; Init +6 (+2 Dex, +4 class); Spd 30 ft.;
doubts about Whyte; he is the only one of the scientists to Def 16 (+2 Dex, +4 class); Atk: fist/punch +8 (dmg 1d3+1),
actually leave the base on a regular basis. Why does he need knife +8 (dmg 1d4+1, error 1, threat 20, range 10 ft.) MP5SD
these special biscuits anyway? What is wrong with the ones submachinegun +8 (dmg 1d8, accuracy –1, error 1–2,
in the tearoom? threat 20, Range 25 ft., qualities and mods: CS, DP, RG, SS,
In muzzle brake and suppressor — 30 shots); Face 1 square;
Junior Lieutenant Alistair McPherson — Alistair is some-
Reach 1 square; SA sneak attack +1d6; SQ DR 1/—;
what out of his depth here. He has not long been promoted
SV Fort +7, Ref +8, Will +5; Str 12, Dex 14, Con 12, Int 10,
and is still unsure of his way around in command. Alistair is
Wis 12, Cha 9; Skills: Bluff +2, Climb +3, Demolitions +9,
very nervous about the happenings around the castle, and is
Diplomacy +1, Driver +6, Hide +8, Listen +3, Move Silently
concerned about his own safety. He is not at all willing to
+11, Search +2, Sense Motive +3, Spot +5, Surveillance +3,
help the agents. They are not part of the chain of command
Survival +5, Tumble +4. Feats: Point Blank Shot, Sidestep,
and therefore he sees their presence as an intrusion. Alistair
Stealthy. Gear: Weapons, 50 extra shots of FMJ ammunition,
is very loyal to the Colonel and will report back to him on all
combat boots, entry team bundle. Vehicles and Gadgets: None.
of the activities of the agents make.
25 26

Highlands Soldiers (third-tier — target average agent French) +6, Open Locks +4, Sense Motive +4. Feats: The Look,
level 13), 8th-level mercenaries/4th-level operatives (minions, Training. Gear: Weapons, 13 extra shots of military ball
squads of 5 — 76 MP): Department: Special Forces. CR 11. ammunition, laptop computer (power rating +1). Vehicles and
SZ M; v/wp 76/12; Init +11 (+2 Dex, +5 class, +4 feat); Gadgets: Poison lipstick (3 uses).
Spd 30 ft.; Def 19 (+2 Dex, +7 class); Atk: fist/punch +12
Sandra McGregor (second-tier — target average agent
(dmg 1d3+1), knife +12 (dmg 1d4+1, error 1, threat 20,
level 8), 10th-level femme fatale (henchman — 20 MP):
range 10 ft.) MP5SD submachinegun +12 (dmg 1d8,
CR 10. SZ M; v/wp 48/10; Init +9 (+3 Dex, +6 class);
accuracy –1, error 1–2, threat 20, Range 25 ft., qualities and
Spd 30 ft.; Def 21 (+3 Dex, +8 class); Atk: fist/punch +7
mods: CS, DP, RG, SS, In muzzle brake and suppressor — 30
(dmg 1d3), Glock 23 service pistol +10 (dmg 1d8+2, recoil 20,
shots); Face 1 square; Reach 1 square; SA sneak attack +1d6;
error 1, threat 20, range 25 ft., qualities and mods: AA, CP, DT,
SQ DR 1/—; SV Fort +9, Ref +10, Will +7; Str 12, Dex 14,
TD — 13 shots); Face 1 square; Reach 1 square; SA +2d6 sneak
Con 12, Int 10, Wis 12, Cha 9; Skills: Bluff +2, Climb +3,
attack; SQ evasion; SV Fort +3, Ref +8, Will +6; Str 12,
Demolitions +12, Diplomacy +3, Driver +8, Hide +10,
Dex 16, Con 10, Int 10, Wis 12, Cha 17; Skills: Bluff +15,
Listen +5, Move Silently +12, Search +2, Sense Motive +5,
Disguise +9, Driver +8, Diplomacy +10, Listen +6, Profession
Spot +7, Surveillance +3, Survival +5, Tumble +5. Feats:
(Espionage) +8, Perform +10, Innuendo +11, Languages
Improved Initiative, Point Blank Shot, Sidestep, Stealthy. Gear:
(Russian, English, Polish, French) +6, Open Locks +6, Sense
Weapons, 50 extra shots of FMJ ammunition, combat boots,
Motive +6. Feats: Charmer, The Look, Training. Gear: Weapons,
entry team bundle. Vehicles and Gadgets: None.
13 extra shots of military ball ammunition, laptop computer
Highlands Soldiers (fourth-tier — target average agent (power rating +2). Vehicles and Gadgets: Poison lipstick
level 18), 10th-level mercenaries/6th-level operatives (3 uses).
(minions, squads of 5 — 92 MP): Department: Special Forces.
Sandra McGregor (third-tier — target average agent
CR 15. SZ M; v/wp 98/12; Init +14 (+2 Dex, +8 class, +4 feat);
level 13), 10th-level femme fatale/5th-level faceman
Spd 30 ft.; Def 22 (+2 Dex, +10 class); Atk: fist/punch +15
(henchman — 30 MP): CR 15. SZ M; v/wp 75/10; Init +13
(dmg 1d3+1), knife +15 (dmg 1d4+1, error 1, threat 20,
(+3 Dex, +10 class); Spd 30 ft.; Def 24 (+3 Dex, +11 class);
range 10 ft.) MP5SD submachinegun +15 (dmg 1d8,
Atk: fist/punch +10 (dmg 1d3), Glock 23 service pistol +13
accuracy –1, error 1–2, threat 20, Range 25 ft., qualities and
(dmg 1d8+2, recoil 20, error 1, threat 20, range 25 ft.,
mods: CS, DP, RG, SS, In muzzle brake and suppressor — 30
qualities and mods: AA, CP, DT, TD — 13 shots); Face 1 square;
shots); Face 1 square; Reach 1 square; SA sneak attack +1d6;
Reach 1 square; SA +2d6 sneak attack; SQ evasion; SV
SQ DR 2/—; SV Fort +11, Ref +13, Will +11; Str 12, Dex 14,
Fort +6, Ref +9, Will +9; Str 12, Dex 16, Con 10, Int 10,
Con 12, Int 10, Wis 12, Cha 9; Skills: Bluff +2, Climb +4,
Wis 12, Cha 17; Skills: Bluff +20, Disguise +13, Driver +11,
Demolitions +16, Diplomacy +4, Driver +10, Hide +12,
Diplomacy +13, Listen +9, Profession (Espionage) +11,
Listen +6, Move Silently +15, Search +3, Sense Motive +6,
Perform +13, Innuendo +16, Languages (Russian, English,
Spot +9, Surveillance +4, Survival +6, Tumble +5. Feats:
Polish, French) +9, Open Locks +9, Sense Motive +9.
Improved Initiative, Point Blank Shot, Sidestep, Stealthy.
Feats: Charmer, The Look, Training. Gear: Weapons, 13 extra
Gear: Weapons, 50 extra shots of FMJ ammunition, combat
shots of military ball ammunition, laptop computer (power
boots, entry team bundle. Vehicles and Gadgets: None.
rating +2). Vehicles and Gadgets: Poison lipstick (3 uses).
Scene 2: A Trip to the Shops: The Post Sandra McGregor (fourth-tier — target average agent
Office level 18), 10th-level femme fatale/10th-level faceman
(henchman — 40 MP): CR 20. SZ M; v/wp 103/10; Init +17
“Sandra McGregor” (+3 Dex, +14 class); Spd 30 ft.; Def 27 (+3 Dex, +14 class);
As the mistress of one of W.A.R.D.’s most powerful opera- Atk: fist/punch +14 (dmg 1d3), Glock 23 service pistol +17
tional directors, “Sandra” normally has her pick of assign- (dmg 1d8+2, recoil 20, error 1, threat 20, range 25 ft.,
ments. Her placement in such a backwater is a sign of the qualities and mods: AA, CP, DT, TD — 13 shots); Face 1 square;
importance W.A.R.D. places on the Grey 3 research… Reach 1 square; SA +2d6 sneak attack; SQ evasion;
SV Fort +8, Ref +11, Will +11; Str 12, Dex 16, Con 10, Int 10,
Sandra McGregor (first-tier — target average agent
Wis 12, Cha 17; Skills: Bluff +25, Disguise +20, Driver +13,
level 3), 5th-level femme fatale (henchman — 10 MP):
Diplomacy +15, Listen +11, Profession (Espionage) +13,
CR 5. SZ M; v/wp 21/10; Init +6 (+3 Dex, +3 class); Spd 30 ft.;
Perform +16, Innuendo +19, Languages (Russian, English,
Def 17 (+3 Dex, +4 class); Atk: fist/punch +4 (dmg 1d3),
Polish, French) +10, Open Locks +11, Sense Motive +11.
Glock 23 service pistol +6 (dmg 1d8+2, recoil 20, error 1,
Feats: Charmer, The Look, Training. Gear: Weapons, 13 extra
threat 20, range 25 ft., qualities and mods: AA, CP, DT, TD —
shots of military ball ammunition, laptop computer (power
13 shots); Face 1 square; Reach 1 square; SA +1d6 sneak
rating +2). Vehicles and Gadgets: Poison lipstick (3 uses).
attack; SQ None; SV Fort +1, Ref +6, Will +4; Str 12, Dex 16,
Con 10, Int 10, Wis 12, Cha 17; Skills: Bluff +10, Disguise +8,
Driver +4, Diplomacy +8, Listen +4, Profession (Espionage) +5,
Perform +8, Innuendo +6, Languages (Russian, English, Polish,
27 28

Big Tam and Friends Gear: Weapons, backpack with several changes of clothing,
waterproof cloak, camouflage netting, binoculars, survival
Big Tam (all-tiers), 2nd-level minion (standard NPC —
rations (4 days), camera, 1 pair of rabbits. Vehicles and
17 MP): CR 1. SZ M; v/wp 10/12; Init +3 (+2 Dex, +1 class);
Gadgets: Off-road bicycle, parachute (folded).
Spd 30 ft.; Def 12 (+2 Dex); Atk: fist/punch +4 (dmg 1d3+3);
Face 1 square; Reach 1 square; SA None; SQ None; SV Fort +3, The Spotter (third-tier — target average agent level
Ref +3, Will -2; Str 17, Dex 15, Con 12, Int 10, Wis 7, Cha 8; 13), 8th-level soldier/1st-level pointman/4th-level
Skills: Boating +6, Driver +3, Profession (Fisherman) +2, sniper (henchman — 26 MP): CR 13. SZ M; v/wp 89/12;
Spot +1. Feats: None. Gear: None. Vehicles and Gadgets: Init +13 (+4 Dex, +9 class); Spd 30 ft.; Def 20 (+4 Dex,
Private Fishing boat. +6 class); Atk: fist/punch +13 (dmg 1d3+1), Beretta 9000S
backup pistol +17 (dmg 1d10+1, error 1, threat 20, range
Tam’s Friends (all-tiers), 1st-level minions (minions,
25 ft., qualities and mods: SG — 12 shots), Sig-Sauer SSG
squads of 4 — 11 MP): CR 1/2. SZ M; v/wp 6/10; Init +0;
3000 sniper rifle +18 (dmg 4d4+4, accuracy +1, error 1,
Spd 30 ft.; Def 11 (+1 class); Atk: broken bottle +1 (dmg 1d4,
threat 18–20, range 175 ft., qualities and mods: CU,
error 1–3, threat 20); Face 1 square; Reach 1 square; SA None;
IN 6× telescopic sight — 5 shots); Face 1 square;
SQ None; SV Fort +2, Ref +2, Will –1; Str 10, Dex 13, Con 10,
Reach 1 square; SA None; SQ DR 1/—; SV Fort +9, Ref +12,
Int 8, Wis 8, Cha 9; Skills: Boating +4, Driver +2, Profession
Will +5; Str 12, Dex 18, Con 12, Int 10, Wis 13, Cha 9;
(Fisherman) +3, Spot +1. Feats: None. Gear: Improvised
Skills: Balance +12, Climb +3, Driver +6, First Aid +6,
weapon (broken bottle). Vehicles and Gadgets: None.
Handle Animal +8, Hide +15, Intimidate +8/+6, Move
The Spotter Silently +11, Spot +8, Surveillance +15, Survival +10.
Feats: Advanced Skill Mastery (Stealthy), Extreme Range,
One of W.A.R.D.’s most reliable field operative, this want-
Far Shot, Increased Precision, Marksman, Point Blank Shot,
ed criminal is known only by the precision of his work.
Precise Shot, Run, Stealthy, Swamp Training, Training.
The Spotter (first-tier — target average agent level 3), Gear: Weapons, backpack with several changes of clothing,
3rd-level soldier (henchman — 6 MP): CR 3. SZ M; waterproof cloak, camouflage netting, binoculars, survival
v/wp 11/21; Init +6 (+3 Dex, +3 class); Spd 30 ft.; Def 14 rations (4 days), camera, 1 pair of rabbits. Vehicles and
(+3 Dex, +1 class); Atk: fist/punch +4 (dmg 1d3), Beretta Gadgets: Off-road bicycle, parachute (folded).
9000S backup pistol +6 (dmg 1d10+1, error 1, threat 20,
The Spotter (third-tier — target average agent level
range 25 ft., qualities and mods: SG — 12 shots), Sig-Sauer
18), 11th-level soldier/1st-level pointman/6th-level
SSG 3000 sniper rifle +7 (dmg 4d4+2, accuracy +1, error 1,
sniper (henchman — 36 MP): CR 18. SZ M; v/wp 116/12;
threat 18–20, range 175 ft., qualities and mods: CU,
Init +16 (+4 Dex, +12 class); Spd 30 ft.; Def 23 (+4 Dex,
IN 6× telescopic sight — 5 shots); Face 1 square; Reach
+9 class); Atk: fist/punch +18 (dmg 1d6+3, threat 20),
1 square; SA None; SQ DR 1/—; SV Fort +4, Ref +5, Will +2;
Beretta 9000S backup pistol +22 (dmg 1d10+3, error 1,
Str 12, Dex 16, Con 11, Int 10, Wis 13, Cha 9; Skills: Balance
threat 19–20, range 25, qualities and mods: SG — 12 shots),
+5, Climb +3, Driver +5, First Aid +3, Handle Animal +2,
Sig-Sauer SSG 3000 sniper rifle +23 (dmg 4d4+4, accuracy
Hide +7, Intimidate +3/+1, Spot +7, Survival +3. Feats:
+1, error 1, threat 17–20, range 175 ft., qualities and mods:
Far Shot, Point Blank Shot, Precise Shot, Training. Gear:
CU, IN 6× telescopic sight — 5 shots); Face 1 square;
Weapons, backpack with several changes of clothing, water-
Reach 1 square; SA None; SQ DR 2/-; SV Fort +11, Ref +14,
proof cloak, camouflage netting, binoculars, survival rations
Will +7; Str 12, Dex 18, Con 12, Int 10, Wis 13, Cha 10;
(4 days), camera, 1 pair of rabbits. Vehicles and Gadgets: Off-
Skills: Balance +15, Climb +6, Driver +6, First Aid +9,
road bicycle, parachute (folded).
Handle Animal +10, Hide +16, Intimidate +9/+7, Move
The Spotter (second-tier — target average agent level Silently +13, Spot +12, Surveillance +20, Survival +12.
8), 5th-level soldier/1st-level pointman/2nd-level sniper Feats: Advanced Skill Mastery (Stealthy), Aquatic Training,
(henchman — 16 MP): CR 8. SZ M; v/wp 48/11; Bullseye, Extreme Range, Far Shot, Grand Skill Mastery
Init +10 (+4 Dex, +6 class); Spd 30 ft.; Def 18 (+4 Dex, (Stealthy), Increased Precision, Marksman, Martial Arts,
+4 class); Atk: fist/punch +8 (dmg 1d3+1), Beretta 9000S Mobility, Point Blank Shot, Precise Shot, Run, Sniper, Stealthy,
backup pistol +12 (dmg 1d10+1, error 1, threat 20, range Swamp Training, Training. Gear: Weapons, backpack with
25 ft., qualities and mods: SG — 12 shots), Sig-Sauer SSG several changes of clothing, waterproof cloak, camouflage
3000 sniper rifle +13 (dmg 4d4+2, accuracy +1, error 1, netting, binoculars, survival rations (4 days), camera, 1 pair
threat 18–20, range 175 ft., qualities and mods: CU, of rabbits. Vehicles and Gadgets: Off-road bicycle, parachute
IN 6× telescopic sight — 5 shots); Face 1 square; Reach (folded).
1 square; SA None; SQ DR 1/—; SV Fort +5, Ref +10, Will +3;
Str 12, Dex 18, Con 11, Int 10, Wis 13, Cha 9; Skills: Balance The “Beast” of Dunvegan
+9, Climb +3, Driver +6, First Aid +3, Handle Animal +6, Not a legendary creature at all, this product of W.A.R.D.’s
Hide +12, Intimidate +6/+4, Move Silently +6, Spot +8, biolabs still fulfils the role of Dunvegans ancient terror quite
Surveillance +11, Survival +4. Feats: Far Shot, Marksman, Point skilfully.
Blank Shot, Precise Shot, Run, Swamp Training, Training.
29 30

The Beast (first-tier — target average agent level 3), Norman Whyte (second-tier — target average agent
altered animal (special NPC — 4 MP): CR 2. SZ M; level 8), 10th-level academic (henchman — 20 MP):
v/wp 14/15; Init +3 (+2 Dex, +1 other); Spd 40 ft.; Def 14 CR 10. SZ M; v/wp 26/10; Init +7 (+1 Dex, +6 class);
(+2 Dex, +2 other); Atk: bite +3 (dmg 1d4+1, threat 20); Spd 30 ft.; Def 19 (+1 Dex, +8 class); Atk: Beretta Cheetah
Face 1 square; Reach 1 square; SA None; SQ +4 to tracking backup pistol +6 (dmg 2d4, error 1, threat 20, range 15 ft.,
checks; SV Fort +5, Ref +5, Will +1; Str 15, Dex 15, Con 15, qualities and mods: FL — 8 shots); Face 1 square;
Int 2, Wis 12, Cha 6; Skills: Listen +5, Spot +5, Swim +5, Reach 1 square; SA None; SQ None; SV Fort +3, Ref +4,
Survival +1. Feats: Track. Gear: None. Vehicles and Gadgets: Will +9; Str 9, Dex 12, Con 10, Int 16, Wis 15, Cha 10;
None. Skills: Bureaucracy +8, Concentration +17, Driver +6,
Electronics +13, Knowledge (Biology) +17, Knowledge
The Beast (second-tier — target average agent level 8),
(Chemistry) +17, Knowledge (Physics) +17, Languages +8,
altered animal (special NPC — 12 MP): CR 6. SZ M;
Profession (Scientist) +12. Feats: Advanced Skill Mastery
v/wp 38/16; Init +5 (+2 Dex, +3 other); Spd 40 ft.; Def 16
(Scholarly), Grand Skill Mastery (Scholarly), Scholarly.
(+2 Dex, +4 other); Atk: bite +7 (dmg 1d6+3, threat 20);
Gear: Weapon, stolen files. Vehicles and Gadgets: None.
Face 1 square; Reach 1 square; SA None; SQ DR 1/—,
+4 competence bonus with Track checks; SV Fort +7, Ref +7, Norman Whyte (third-tier — target average agent level
Will +3; Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6; 13), 10th-level academic/5th-level explorer (henchman
Skills: Listen +8, Spot +6, Swim +6, Survival +3. Feats: Track. — 30 MP): CR 15. SZ M; v/wp 53/10; Init +11 (+1 Dex,
Gear: None. Vehicles and Gadgets: None. +10 class); Spd 30 ft.; Def 22 (+1 Dex, +11 class); Atk: Beretta
Cheetah backup pistol +10 (dmg 2d4, error 1, threat 20,
The Beast (third-tier — target average agent level 13),
range 15 ft., qualities and mods: FL — 8 shots); Face 1 square;
altered animal (special NPC — 22 MP): CR 11. SZ M;
Reach 1 square; SA None; SQ uncanny dodge; SV Fort +6,
v/wp 55/16; Init +6 (+2 Dex, +4 other); Spd 40 ft.; Def 18
Ref +8, Will +12; Str 9, Dex 12, Con 10, Int 16, Wis 15,
(+2 Dex, +6 other); Atk: bite +12 (dmg 1d8+4, threat 20);
Cha 10; Skills: Bureaucracy +12, Concentration +18,
Face 1 square; Reach 1 square; SA None; SQ DR 2/—,
Cultures +6, Driver +12, Electronics +18, First Aid +4,
+4 competence bonus with Track checks; SV Fort +10, Ref +9,
Knowledge (Biology) +18, Knowledge (Chemistry) +20,
Will +6; Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6;
Knowledge (Physics) +22, Languages +10, Profession
Skills: Listen +10, Spot +7, Swim +7, Survival +4. Feats: Track.
(Scientist) +15. Feats: Advanced Skill Mastery (Scholarly),
Gear: None. Vehicles and Gadgets: None.
Grand Skill Mastery (Scholarly), Run, Scholarly, Weapon Focus
The Beast (fourth-tier — target average agent level 18), (Beretta Cheetah backup pistol), World Traveller.
altered animal (special NPC — 30 MP): CR 15. SZ M; Gear: Weapon, stolen files. Vehicles and Gadgets: None.
v/wp: 70/16; Init +7 (+2 Dex, +5 other); Spd 40 ft.; Def 19
Norman Whyte (fourth-tier — target average agent
(+2 Dex, +7 other); Atk: bite +16 (dmg 1d10+5, threat 20);
level 18), 10th-level academic/10th-level explorer
Face 1 square; Reach 1 square; SA None; SQ DR 3/—,
(henchman — 40 MP): CR 20. SZ M; v/wp 100/12; Init +15
+4 competence bonus with Track checks; SV Fort +12,
(+1 Dex, +14 class); Spd 30 ft.; Def 25 (+1 Dex, +14 class);
Ref +11, Will +8; Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6;
Atk: Beretta Cheetah backup pistol +14 (dmg 2d4, error 1,
Skills: Listen +12, Spot +8, Swim +7, Survival +4. Feats: Track.
threat 20, range 15 ft., qualities and mods: FL — 8 shots);
Gear: None. Vehicles and Gadgets: None.
Face 1 square; Reach 1 square; SA None; SQ uncanny dodge;
Scene 3: Endgame SV Fort +10, Ref +11, Will +14; Str 9, Dex 12, Con 12, Int 16,
Wis 15, Cha 10; Skills: Boating +10, Bureaucracy +12,
Norman Whyte Concentration +20, Cultures +16, Driver +12, Electronics +18,
First Aid +5, Knowledge (Biology) +18, Knowledge (Chemistry)
If Norman escapes, the UK’s research into resonance tech-
+20, Knowledge (Physics) +27, Languages +11, Profession
nologies is crippled, and W.A.R.D. will have sole control over
(Scientist) +15, Swim +4. Feats: Advanced Skill Mastery
the final work of Dr. Bainbridge.
(Scholarly, World Traveller), Grand Skill Mastery (Scholarly),
Norman Whyte (first-tier — target average agent level Great Fortitude, Run, Scholarly, Side Step, Weapon Focus
3), 5th-level academic (henchman — 10 MP): CR 5. (Beretta Cheetah backup pistol), World Traveller.
SZ M; v/wp 14/10; Init +4 (+1 Dex, +3 class); Spd 30 ft.; Gear: Weapon, stolen files. Vehicles and Gadgets: None.
Def 14 (+1 Dex, +3 class); Atk: Beretta Cheetah backup pistol
+3 (dmg 2d4, error 1, threat 20, range 15 ft., qualities and W.A.R.D. Extraction Team
mods: FL — 8 shots); Face 1 square; Reach 1 square; SA None;
Extraction Team (first-tier — target average agent level
SQ None; SV Fort +1, Ref +3, Will +4; Str 9, Dex 12, Con 10,
3), 3rd-level minions (minions, squads of 2 — 29 MP):
Int 15, Wis 15, Cha 10; Skills: Bureaucracy +3, Concentration
CR 2. SZ M; v/wp 17/11; Init +5 (+2 Dex, +3 class); Spd 30 ft.;
+9, Driver +3, Electronics +7, Knowledge (Biology) +9,
Def 13 (+2 Dex, +1 class); Atk: survival knife +5 (dmg 1d6, error
Knowledge (Chemistry) +9, Knowledge (Physics) +9,
1, threat 20, range 5 ft.), Glock 23 service pistol +5 (dmg1d8+2,
Languages +6, Profession (Scientist) +5. Feats: Scholarly.
recoil 20, error 1, threat 20, range 25 ft., qualities and mods:
Gear: Weapon, stolen files. Vehicles and Gadgets: None.
31 32

AA, CP, DT, TD — 13 shots), spear gun +6 (dmg 1d6, error 1, The Open Game License
threat 20, range 10 ft. — 2 shots); Face 1 square; Reach The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of
1 square; SA None; SQ None; SV Fort +3, Ref +4, Will +1; the Coast, Inc (“Wizards”). All Rights Reserved.
1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have con-
Str 14, Dex 14, Con 11, Int 10, Wis 10, Cha 10; Skills: tributed Open Game Content; (b) “Derivative Material” means copyrighted material including
Balance +3, Boating +4, Climb + 2, Demolitions +1, Driver + 3, derivative works and translations (including into other computer languages), potation, modi-
fication, correction, addition, extension, upgrade, improvement, compilation, abridgment or
First Aid + 1, Intimidate +4/+2, Spot, +1, Swim +4, Tumble +2. other form in which an existing work may be recast, transformed or
Feats: Training, Weapon Focus (spear gun). Gear: Weapons, adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly dis-
play, transmit or otherwise distribute; (d) “Open Game Content” means the game mechanic and
night vision goggles, SCUBA suit. Vehicles and Gadgets: None. includes the methods, procedures, processes and routines to the extent such content does not
embody the Product Identity and is an enhancement over the prior art and any additional con-
Extraction Team (second-tier — target average agent tent clearly identified as Open Game Content by the Contributor, and means any work covered
by this License, including translations and derivative works under copyright law, but specifi-
level 8), 8th-level minions (minions, squads of 2 — cally excludes Product Identity. (e) “Product Identity” means product and product line names,
logos and identifying marks including trade
34 MP): CR 7. SZ M; v/wp 40/11; Init +8 (+2 Dex, +5 class); dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue,
Spd 30 ft.; Def 14 (+2 Dex, +2 class); Atk: survival knife +10 incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts,
themes and graphic, photographic and other visual or audio representations; names and
(dmg 1d6, error 1, threat 20, range 5 ft.) Glock 23 service pistol descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and
+10 (dmg 1d8+2, recoil 20, error 1, threat 20, range 25 ft., special abilities; places, locations, environments, creatures, equipment, magical or supernatur-
al abilities or effects, logos, symbols, or graphic designs; and any other trademark or regis-
qualities and mods: AA, CP, DT, TD — 13 shots), spear gun +11 tered trademark clearly identified as Product identity by the owner of the Product Identity, and
which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names,
(dmg 1d6, error 1, threat 20, range 10 ft. — 2 shots); Face mark, sign, motto, designs that are used by a Contributor to identify itself or its products or
1 square; Reach 1 square; SA None; SQ None; SV Fort +6, the associated products
contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means
Ref +6, Will +2; Str 14, Dex 14, Con 11, Int 10, Wis 10, Cha 10; to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material
Skills: Balance +5, Boating +7, Climb + 2, Demolitions +6, of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice
Driver + 3, First Aid + 1, Intimidate +9/+7, Spot +5, Swim +3, indicating that the Open Game Content may only be Used under and in terms of this License.
Tumble +2. Feats: Training, Weapon Focus (spear gun). You must affix such a notice to any Open Game Content that you Use. No terms may be added
to or subtracted from this License except as described by the License
Gear: Weapons, night vision goggles, SCUBA suit. Vehicles and itself. No other terms or conditions may be applied to any Open Game Content distributed
Gadgets: None. using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the
Extraction Team (third-tier – target average agent level terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors
13), 13th-level minions (minions – squads of 2 – 42 grant You a perpetual, worldwide, royalty-free, non-exclusive license with
MP): CR 12. SZ M; v/wp 64/11; Init +12 (+2 Dex, +10 class); the exact terms of this License to Use, the Open Game Content.
Spd 30 ft.; Def 16 (+2 Dex, +4 class); Atk: survival knife +15 5. Representation of Authority to Contribute: If You are contributing original material as Open
Game Content, You represent that Your Contributions are Your original creation and/or You
(dmg 1d6, error 1, threat 20, range 5 ft.), Glock 23 service pistol have sufficient rights to grant the rights conveyed by this License.
+15 (dmg 1d8+2, recoil 20, error 1, threat 20, range 25 ft., 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 You are copy-
qualities and mods: AA, CP, DT, TD — 13 shots), spear gun +16 ing, modifying or distributing, and You must add the title, the copyright date, and the copy-
(dmg 1d6, error 1, threat 20, range 10 ft. — 2 shots); Face right holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you
Distribute.
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with the owner of each element of that Product Identity. You agree not to
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Driver + 3, First Aid + 5, Intimidate +9/+7, Sport (SCUBA taining 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
Diving) +5, Spot +5, Survival +5, Swim +3, Tumble +2. Feats: does not constitute a challenge to the ownership of that Product Identity. The owner of any
Product Identity used in Open Game Content shall retain all rights,
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Gadgets: None. portions of the work that you are distributing are Open Game Content.
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level 18), 18th-level minions (minions, squads of 2 — 47 10. Copy of this License: You MUST include a copy of this License with every copy of the Open
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Spd 30 ft.; Def 19 (+2 Dex, +7 class); Atk: survival knife +20 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.
(dmg 1d6, error 1, threat 20, range 5 ft.)Glock 23 service pistol
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License
+20 (dmg 1d8+2, recoil 20, error 1, threat 20, range 25 ft., with respect to some or all of the Open Game Content due to statute, judicial order, or
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qualities and mods: AA, CP, DT, TD — 13 shots), spear gun +21
13. Termination: This License will terminate automatically if You fail to comply with all terms
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1 square; Reach 1 square; SA None; SQ None; SV Fort +11, licenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall
Ref +10, Will +6; Str 14, Dex 14, Con 11, Int 10, Wis 10, Cha 10; be reformed only to the extent necessary to make it enforceable.
Skills: Balance +5, Boating +12, Climb + 2, Demolitions +6, 15. COPYRIGHT NOTICES
Driver + 3, First Aid + 5, Intimidate +10/+8, Sport (SCUBA 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,
Diving) +10, Spot +7, Survival +5, Swim +8, Tumble +5. 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
Feats: Aquatic Training, Training, Weapon Focus (spear gun). Collins, Bill Slavicsek, JD Wiker. Spycraft Espionage Handbook, Copyright 2002, Alderac
Gear: Weapons, night vision goggles, SCUBA suit. Vehicles and Entertainment Group, Inc.; Authors Patrick Kapera and Kevin Wilson. Shadowforce Archer
Worldbook, Copyright 2002, Alderac Entertainment Group, Inc.; Authors Patrick Kapera and
Gadgets: None. Kevin Wilson.
33 34

Dunvegan Keep
35 36

Dunvegan Keep

Ground Floor Stairs Up To


7
first Floor
Third Floor

3 9

Stairs Down To
Stairs Up To
11 Ground Floor
Second Floor

2
4 5

10
Open Over
Great Hall

1 12 8

6 Stairs Down
To Basement

Stairs Down To
Second Floor Secod Floor Stairs Up To
Basement
Ground Floor
(ABANDONED)

13 14

16 17 18 19

15

Passage to
Smuggler’s Den

Door to Ramparts and Helipad


(see Dunvegan Castle Map)
Player Handout #1 Player Handout #2

Case File: ZZ2125 The local Doctor Raymond Deviers has always been a
fan of crime thrillers. As such, when the position of local
Classification: Top Secret
coroner became available, he jumped at the chance.
Code Level: Yellow Colonel Campbell called in Dr. Deviers to have a look at
the farmer when his bodies were found. The removal of
Subject: Dunvegan Castle
the soldier’s bodies from the region has made hi all the
Dunvegan Castle — top-secret MOD installation classi- more curious. This is his preliminary report.
fied as a development centre for new technologies.
Pathologist’s Report
Department: Her Majesties Government, Ministry of
The victim’s was dead between twenty and twenty six
Defence
hours. Cause of death remains hard to identify - massive
Location:
loss of blood, probably due to several deep lacerations to
Fuilden is a sleepy village, where nothing ever
the throat. He has been savagely mauled in the manner of
occurs. The village maintains a small fishing fleet, who
an animal wound. Yet the cut runs very deep, no known
catch their wares in the Cromarty firth and sell the fish
animal native to the Scottish highlands could have made
in Inverness. The only buildings of any interest are the
such a wound. This reminds me of a case in Sutherland,
village hall, the church, and the local Pub, the
where local farmers complained of some strange giant cat
‘Smugglers Den’.
like creature killing their cattle. Perhaps a large cat then
There is only one shop in the village. This is both could have caused this wound, though I feel this to be
the Post office and local grocers. The only public call very unlikely. DNA samples have been sent to Aberdeen
box is also located here. Post arrives on Monday, University for analysis. Recommend that further tests of
Wednesday and Friday mornings only, by van from the wounds be carried out before an official cause of
Inverness. There is no police station in Fuilden; the death can be determined.
closest full time station is thirty miles away in
Dingwall. This of course dies not bother the residents,
the last reported crime here was some twenty years
ago, and there has never been any major crime. There
is a resident doctor, who also doubles as the village’s
coroner.
Fuilden is cut off from the mainland for much of the
time. It is connected to the mainland by a low spit of
land, which is covered by water at high tide. Local
fishermen may be persuaded to ferry people to and
from Fuilden for a price if the causeway is submerged.
The small peninsula on which Fuilden stands is rela-
tively flat, no more than three miles long, most of it
taken up by the Muir of Fuilden, a dank and depress-
ing moor, covered in mist and ravaged by the winds
off the sea. There are a few sunken coves, and some
gravel beaches along the coast, and a small copse of
trees to the northern tip of the peninsula. The only
other major land feature is the Tap of Dunvegan; the
hill forms the centre of the island and rises up several
hundred feet.
39 40

Agent Commendation Certificates


Gratitude of Q Branch Enmity of W.A.R.D.
The agents may have discovered the secrets tests carried The agent named above has drawn the attention of the
out by Q-Branch in the Scottish Highlands, but in exchange senior commanders of W.A.R.D. In future W.A.R.D. will dis-
for their silence they gain the following bonus. Once only seminate the descriptions of the heroes to all their field com-
the Agents may request additional gear from Q-Branch and manders. This will mean that all agents will suffer a –1
have a Q operative equip them in the field. The agents can penalty to all Bluff, Gather Information, Disguise and
either choose to have 2 Gadget points OR 10 budget points. Diplomacy skills when dealing with all agents of W.A.R.D.
This can be added to the starting amounts, OR the characters This cert may have additional effects in future serials.
can choose to have them delivered during the middle of
an adventure at no penalty (as if the agent had the procure
ability).

AGENT AGENT
COMmendation COMmendation
Certficate Certficate
This designates THAT Living This designates THAT Living
SPYCRAFT Player SPYCRAFT Player
Possesses Possesses
Illus. Paul H. Way © 2003 AEG
Illus. Paul H. Way © 2003 AEG

Gratitude of Q Branch* Enmity of W.A.R.D.*


Benefit Benefit
GC/Judge: GC/Judge:

RPGA/Other #: RPGA/Other #:

Convention: Convention:
RPGA is a registered trademark RPGA is a registered trademark
of Wizards of the Coast, Inc. DATE: of Wizards of the Coast, Inc. DATE:
a subsidiary of Hasbro Inc. a subsidiary of Hasbro Inc.

Used Date: Authorization: Used Date: Authorization:


* See page 33–34 of The Beast Of Dunvegan adventure for a discription. * See page 33–34 of The Beast Of Dunvegan adventure for a discription.

AGENT AGENT
COMmendation COMmendation
Certficate Certficate
This designates THAT Living This designates THAT Living
SPYCRAFT Player SPYCRAFT Player
Possesses Possesses
Illus. Paul H. Way © 2003 AEG
Illus. Paul H. Way © 2003 AEG

Gratitude of Q Branch* Enmity of W.A.R.D.*


Benefit Benefit
GC/Judge: GC/Judge:

RPGA/Other #: RPGA/Other #:

Convention: Convention:
RPGA is a registered trademark RPGA is a registered trademark
of Wizards of the Coast, Inc. DATE: of Wizards of the Coast, Inc. DATE:
a subsidiary of Hasbro Inc. a subsidiary of Hasbro Inc.

Used Date: Authorization: Used Date: Authorization:


* See page 33–34 of The Beast Of Dunvegan adventure for a discription. * See page 33–34 of The Beast Of Dunvegan adventure for a discription.

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