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  • Etherscope Just a Delivery, Podreczniki RPG, Etherscope

    [ Pobierz całość w formacie PDF ]

    An EthErscopE 
    AdvEnturE for LEvELs 1-3
    JUST A DELIVERY
    a
    JUST A DELIVERY
    InTRoDUcTIon
    W
    elcome to
    Etherscope
    ! This exciting adventure is your introdution to a world of cyberpunk Vitoriana.
    The adventure is designed for a team of four to six low-level charaters (1t through 3rd level). The
    player charaters will have a chance to experience the fantatic realm of Etherspace, as well as get their fingers dirty
    in the politics of the alternate Vitorian age of 1984 — if the y don’t get killed in the process.

    ADVEnTURE SUmmARY
    T
    he charaters are given an opportunity to help deliver a
    package for an old private invetigator. hey mut ind the
    package and ultimately decide who should possess it. Several
    agencies want the package and try to get it through diplomacy,
    theft, or force of arms.

    EncoUnTER TAbLE
    H
    ere is a quick reference table so you can see all of the
    CHARACTERS
    AstheGamesmaster,youshouldreadandbecomefamiliarwiththe
    adventurebeforerunningit.Alsobeawareoftheplayercharacters’
    backgroundsandinluences.CharacterswiththeCriminalinlu-
    encemayalreadyknowBurkForerightortheGreyDeath.Charac-
    terswiththeMilitaryinluencemayhaveheardofDomingo.Char-
    acterswiththeAcademicinluencemayknowtheFlatRiders.
    Wealthycharactersmaystartwithaconsiderablearrayofweap-
    ons,butyoucanlimittheiruse.Forinstance,characterscannot
    takeweaponsintoBradford&Barclay’sBank,ensuringtheywill
    havefewerweaponsfortheirstencounter.Also,theconstabulary
    willtakeadimviewoftheplayers,wherevertheygo,iftheyare
    equippedlikeasmallarmyandwillseektoconiscatesuchweap-
    ons.Thisadventureshouldtakeonlyafewdaysofin-gametime.
    Thislimitstheamountoftimecharactershavetoattempttopur-
    chaseweapons.
    Jeeves:
    Ifanycharacterhassigniicantwealth—say,aWealth
    bonusofatleast+20—hecanstartplaywithacarandthedriver
    Jeeves.Jeeves’statscanbefoundneartheendoftheadventure.
    Thecarshouldbethepropertyofoneofthecharacters’parents
    withJeevesworkingforthefamilyandaskedtowatchoutforthat
    character’swell-being.Jeevesmayalsoproveusefulinothercapac-
    ities,asmentionedthroughouttheadventure.
    GM Characters:
    StatisticsanddescriptionofalltheGMchar-
    actersin“JustaDelivery”appearattheendoftheadventure.
    PG
    TYPE
    ENCOUNTER
    CR
    3
    D/P
    Walker’sPub
    2
    4
    D/C
    TheFlatRiders
    2
    4
    D
    Bradford&Barclay’sBank
    2
    6
    C
    Muggers
    4
    6
    C
    ThugsatGreywall’slat
    4
    7
    D/C
    TheGreyDeath
    4

    PART 1: STARTIng
    ThE ADVEnTURE
    T
    he adventure begins when the charaters meet with Edi-
    D
    RayDomingo
    5
    son Greywall at his retirement lat in London. (he initial
    contat is up to the Gamesmater. Perhaps Greywall is already
    acquainted with one or more of the charaters, either as an ally
    or foe, or his reputation as a notorious invetigator in his day
    has piqued the charaters’ curiosity.) He resides in a classic cof-
    in of a lat, with room for a bed, a few dressers, and a table with
    some malfuntioning equipment on it. here is a metal frame
    balcony but no ire escape. He does, however, keep a supply of
    liquor nearby, quite againt rules, and he’ll readily share this
    with the charaters.
    Greywall reveals, with some self-importance, that age is inal-
    ly creeping up on him, and he wants to take care of some loose
    ends, yet he can no longer do so by himself. He tells them of a
    Cc
    encounters at a glance.
    pg
    — the module page number
    that the encounter is found on.
    type
    — this indicates if the
    encounter is a trap (T), puzzle (P), diplomatic (D), or combat
    (C) encounter.
    Encounter
    — the key adversaries or location in
    the encounter. Italicized names are classed GM charaters.
    cr
    — the challenge rating for that encounter.
    8
    JUST A DELIVERY
    a
    GREYWALL’SFLAT
    ery done. My old partner, bless his soul,
    hid the package. he address is hidden in
    Walker’s Pub, in the Scope, on the back
    of the mirror behind the bar. It’s a place
    where hackers socialize and trade secrets.
    It’s a good place to learn a thing or two. I
    hope you guys have your own Scope tabs
    so you can get there, because I’m sure not
    giving you any.”
    I
    f the charaters ask where the pack-
    Metal
    Balcony
    SCALE
    Table
    =5ft
    Dressers
    door
    opens out
    1001 1002 1003 1004 1005 1006
    1007 1008 1009 1010 1011
    1012
    age is to be delivered to, Greywall
    says he’ll inform them after they get
    the package. (He knows where he wants
    them to deliver it; he is jut being overly
    cryptic and cautious.)

    PART 2:
    InTo ThE ScoPE
    T
    he charaters are free to explore
    package that he wants delivered, and he
    plays it up as something of great impor-
    tance. (he atual content of the pack-
    age is entirely up to you, but it should
    be important, perhaps more than even
    Greywall realizes.)
    Unfortunately, Greywall does
    not know where the package is. His
    deceased partner atually hid it years
    ago. After a round of drinks, he reveals
    that the location of the package is writ-
    ten on the back of a mirror in Walker’s
    Pub, which is in the Scope. (Greywall
    is the only one who knows how to deci-
    pher the code the package is written in,
    but he does not tell the charaters about
    this at this time.)
    “I’ve got a package needs delivering. I don’t
    plan on paying you, but if you want in on
    the whole show with lots of ation, it’s there
    for the taking. If you do this proper, you
    can build a rep for yourself and maybe
    name your own price down the road. I’m
    too old and too messed up to get the deliv-
    and learn more about the Great
    Metropolis and Edison Greywall. At
    some point, they will want to visit the
    Scope and visit Walker’s Pub. his is a
    chance for the GM to place people in the
    pub who can provide more information
    to the charaters, or even plant seeds for
    subsequent adventures.
    How the charaters get to look at the
    back of the mirror behind the bar is up
    to them. If they tart a ight or break the
    mirror, they may not be welcome back
    into the pub without an apology. Earnet
    Pink is jut as likely to show them the
    back of the mirror if they ask and explain
    their reasons, jut out of sheer curiosity.
    WATCHED
    ANDFOLLOWED
    The characters spend the adventure
    watchedandfollowed.Astheymeetdif-
    ferent groups, these groups try to keep
    tabsontheparty.Thepackageisimportant
    andworththeefortoffollowingitandthe
    peoplewhocontrolit.
    OncethePCsvisitWalker’sPubinPart2,
    FlatRiderswillbewatchingtheparty.The
    FlatRidersusetechnologytofollowthem
    atadistance.Theywatchthroughbinocu-
    larsfromzepcars,fromfar-awayapartment
    windowsorfromazeppelinthatEarnestPink
    co-owns.Theyalwayshaveanescaperoute
    planned,givingthema+10bonusonHide
    andMoveSilentlychecksforthepurposes
    ofescaping.TheFlatRiderscanriglightsto
    lickeron,orof,inaseeminglyrandomway,
    sothecharacterscanbebetterobserved.
    EarnestPinkwantstoknowaboutthispack-
    age,butsofarhe’ssimplycurious.TheFlat
    RidershaveSearchandSpotchecksof+4
    whenfollowingthegroupinthecityand
    areunlikelytofollowthegroupoutsideof
    city—therearen’tenoughavailableescape
    routes.
    AfterthecharactersenterBradford&
    Barclay’s Bank in Part 3, Burk Foreright
    sends thugs to follow the characters as
    longastheyareinthesouthernpartsofthe
    GreatMetropolis.Thesepeopleknowthe
    streetsandarediiculttolose.Working
    togetherwithinthecity,theyhaveHide,
    Knowledge(currentevents),MoveSilently,
    Search,andSpotchecksof+10.Thischeck
    bonusdropsto+5inthenorthernhalfof
    theGreatMetropolisandto+2outsideof
    thecity.Theyarereluctanttoleavethecity
    unlessForerightdecidesgettingthepack-
    ageisofgreatimportance.
    IfthecharactersencounterRayDomingo
    and/ortheGreyDeath,morepeoplewill
    takeaninterest.Domingosendsservantsto
    followtheparty.(Theseusethesametac-
    ticsandstatisticsasthethugs.)TheGrey
    Deathwatchesthepartyitself.
    ters, they each need a Scope tab,
    a small drug-containing pill to get into
    the Scope. here are other methods of
    entering the Scope but Scope tabs are
    the simplet. A Scope tab alters the
    tate of conscious thought, allowing the
    user to mentally appear in the Scope as
    an avatar until he wishes to leave.
    he charaters each need a Scope tab
    to the city of Haven. However, Scope
    tabs are illegal. One of the charaters
    mut make a DC 10 inluence check
    with the Crime or Street inluence, or
    a DC 15 High Society check to locate
    a dealer willing to sell them a Scope tab
    Scope Tabs
    A
    s Greywall explains to the charac-
    JUST A DELIVERY
    a
    STREETMAP
    SCALE
    GMCHARACTERS
    Characters, both those the players
    controlandthosetheGMcontrols,are
    importantin
    Etherscope
    .Thestatistics
    anddescriptionsforallGMcharacters
    inthisadventureappearattheend.
    =20ft
    Restaurant
    Restaurant
    N
    Gentleman’s
    Club
    Bradford
    & Barclay’s
    High
    Society
    Store
    Store
    Store Store
    Store Store
    GETTINGOUT
    Playersmightwonderhowtheircharac-
    terscangetoutoftheScopeiftheyare
    onatabtrip.Fourpossibilitiesexist:
    •Waitforthetabtowearof,which
    couldtakehours.
    • Force your way out through sheer
    willpower(unlikelyfor1st-levelchar-
    acters,asdoingsorequiresaDC35
    ScopeResiliencecheck).
    •Killyouravatar(whichleavesyoua
    bitstaggeredandbewilderedwhen
    youwakeup,asusualfordyinginthe
    Scope).
    •Constructanexitpoint,whichrequires
    20minutesandaDC14ScopeUse
    (eitherimmersedorremote)check.
    Apartment
    Apartment
    Apartment
    Apartment
    Greywall’s Flat
    Warehouse
    Warehouse
    Brass
    Fittings
    Co.
    Carpenter
    Apartment
    Warehouse
    Burk’s Warehouse
    Apartment
    Construction
    Warehouse
    Lumber
    Warehouse
    Fire Dept. Apartment
    Grain Storage
    Construction
    Abandoned
    to Haven. he dealer is able to sell them
    one or two Scope tabs for each member
    of the party. he DC for the acquisi-
    tion check is 15 (but remember that this
    does not lower the buyer’s Wealth rat-
    ing unless he takes 20 to purchase it).
    Charaters can add their ranks in Crime
    or Street inluence to the acquisition
    checks to purchase Scope tabs. Once
    a charater successfully purchases one
    Scope tab, the ret of the tabs can be pur-
    chased for the same price, and the other
    charaters don’t need to make checks.
    Jeeves:
    If the charaters do not have
    the necessary inluence or otherwise
    cannot get Scope tabs, Jeeves can sup-
    ply them.
    he Scope resembles the Great
    Metropolis — to a point. Incredible
    buildings tretch up towards a green
    clouded sky. he designs are more fan-
    tatic than reality, some defying the
    normal laws of physics. It is not crowd-
    ed, but there are people of all shapes and
    sizes walking along the treets or mov-
    ing in trange vehicles. Everyone looks
    healthy and trong and rich. Some peo-
    ple are giants, others have glowing white
    angel wings. A lady made of translucent
    glass is walking down the treet. People
    licker in and out of exitence as they
    enter and leave the Scope. A hint of
    mint touches your nose.
    A
    ppearance:
    Charaters initially
    wings, require a DC 30 check.
    Examining the scope:
    Scope Aware-
    ness replaces Spot, Liten, and all Dex-
    terity-based checks. Charaters inter-
    at with the world as if it were the real
    world. hey can see people hiding and
    hear people sneaking up on them, but
    they use their Scope Awareness to make
    these checks in the Scope.
    of a pub that burned down in
    Cornwall, if you believe the sign out
    front. It contains a little bit of hitory
    in its cosy conined paces and it never
    seems to ill up no matter how many
    Scope riders mosey on in. Earnet Pink
    runs the place and is seemingly there
    all day long, seven days a week, leading
    many to peculate about who or what
    he is. A hacker’s delight, Walker’s is an
    information torehouse and safe meet-
    ing place with some impressive security
    safeguards. For intance, as it is located
    Entering the Scope
    T
    he Scope tab dissolves under your
    appear as themselves. As a full-
    round ation, they can change their
    appearance with a Scope Resilience
    check. Minor changes, such as color,
    facial features, or hair length, require
    a DC 10 check. Moderate changes,
    such as gender, size, ethnicity, or glow-
    ing eyes, require a DC 20 check. Major
    changes, such as pecies, appendages, or
    tongue and the real world falls away
    almot immediately. here is a green haze
    and a moment of disorientation and then
    you ind yourself tanding on a green-grey
    cobbletone treet in the Scope with your
    fellows.
    Walker´s Pub
    W
    alker’s is a rutic little recreation
    JUST A DELIVERY
    a
    Storage
    Room
    Mirror
    scope riders:
    Dubbing themselves
    the Flat Riders, this band of techno-
    geeks, headed by Earnet Pink, tarts
    following the charaters after they visit
    Walker’s Pub. hey are named after
    a program they developed that allows
    them to jump from lat to lat within the
    Scope. hey use binoculars and other
    technology to follow the charaters.
    hey avoid physical encounters, but
    the average tats of a Flat Rider appear
    at the end of the adventure jut in case.
    he Flat Riders are simply intereted in
    the charaters, but their presence can
    add a sense of paranoia and conpiracy
    to the game. hey are also a resource
    and potential ally should the charaters
    ind and contat them; otherwise, the
    Flat Riders only watch and record the
    charaters’ ativities through the adven-
    ture.
    he Flat Riders are a secretive organi-
    zation. A DC 20 Intelligence or Street
    inluence check is required to contat
    a Flat Rider. However, if the charac-
    ters use Walker’s Pub to try to contat
    a member, the check is automatically a
    success.
    Storage
    Room
    Bar
    Booth
    and table
    SCALE
    =5ft
    table and
    chairs
    door
    opens out
    Main Entrance
    Sidewalk
    WALKER’SPUB
    in a type E environment, patrons mut
    walk to the pub, hence its name. (See
    Chapter VI: he Scope in the
    Ether-
    scope
    core book for more information.)
    Walker’s Pub is a short walk from
    where the charaters initially arrive. A
    DC 10 Scope Awareness check allows a
    PC to pot the pub.
    combat in the pub:
    Besides Ear-
    net Pink, a number of Scope riders are
    hanging out in the pub when the PCs
    arrive. Use the tats for a Flat Rider (at
    the end of the adventure), although not
    all of the occupants are atually mem-
    bers of that group.
    Location of the package:
    On the
    back of the mirror is a set of numbers.
    he numbers provide the location and
    security code of a safety deposit box at
    a private bank in the Great Metropo-
    lis, Bradford & Barclay’s. A DC 10
    Research check allows a PC to discover
    this information.
    Getting the Number:
    he player
    charaters have a number of options to
    discover the number on the back of the
    mirror. he mot traightforward is to
    lay wate to everything in sight, though
    doing so attrats a lot of attention and
    the enmity of any Scope riders the PCs
    blow back to Prime Reality.
    Another option is to simply ask Ear-
    net to look at the back of the mirror.
    Earnet is amiable but curious; part of
    his business is to know secrets, and if
    the PCs ask to look at the mirror, he
    looks as well, though he doesn’t know
    what the numbers mean. He asks many
    quetions of the PCs, some of which
    they may not be able to answer. A DC
    10 Diplomacy check convinces him to
    allow the PCs a look, but they need a
    DC 25 Diplomacy check to get them of
    their backs afterward.
    A third possibility is to ditrat Ear-
    net (and the clientele) in order to sneak
    a peek. For intance, charaters might
    alter their avatars to appear to be con-
    tabulary members, or they might tage
    a ight outside the pub, drawing people’s
    attention.
    Clever players will think of many oth-
    er ways to resolve this problem; reward
    intelligent resolutions.
    W
    alker’s pub Layout (haven

    PART 3:
    bRADfoRD &
    bARcLAY´S
    B
    radford & Barclay’s is a private bank
    in an old brick building. It is highly
    secured with two guards out front and
    a hot of security inside. he interior is
    well decorated indicating the inancial
    tatus of this bank. It boats deep red
    carpets and velvet covered seats. Guets
    are given tea and treated as nobility.
    his is a chance for the charaters to
    experience the air of nobility, but they
    mut be dressed properly, in something
    at leat approximating formal wear.
    hey cannot jut come waltzing in of
    the treet till bleeding and carrying
    an assortment of weapons. A DC 15
    Diplomacy check or DC 10 High Soci-
    ety inluence check at a gentlemen’s club
    or similar location can get them tempo-
    rary clothing. (If they beat this DC by
    10 or more, they can keep the clothes.)
    If the charaters pend too long or give
    city):
    Walker’s has a single bar
    in the back with bartools, two tor-
    age rooms, and a number of tables and
    booths for cutomers. Beside the mir-
    ror behind the bar are contemporary
    art pieces diplayed on the walls. he
    mock windows look out on diferent
    setions of the Great Metropolis. hese
    windows atually serve to warn Scope
    riders if anyone is approaching their
    location outside of the Scope, but few
    cutomers know this and those that do
    are unlikely to reveal this secret. Some-
    times when a new cutomer comes in
    and sits down near a window, the view
    outside changes.
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