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Etherscope: Just a Delivery
An EthErscopE 
AdvEnturE for LEvELs 1-3
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JUST A DELIVERY
a
JUST A DELIVERY
InTRoDUcTIon
W elcome to Etherscope ! This exciting adventure is your free 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
takeweaponsintoBradfordandBarclay’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
BradfordandBarclay’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
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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.
AfterthecharactersenterBradfordand
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-
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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.
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
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
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
wings, require a DC 30 check.
Entering the Scope
he Scope tab dissolves under your tongue
and the real world falls away almot imme-
diately. 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.
he Scope resembles the Great
Metropolis — to a point. Incredible
Walker´s Pub
W alker’s is a rutic little recreation
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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 and 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 AnD
bARcLAY´S
B radford and 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.)
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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