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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. [ Pobierz całość w formacie PDF ] |
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