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An Introductory Mission for Level 1 Agents

Back to Basics by Patrick Kapera

Requires the use of the Dungeons & Dragons ® Player’s Handbook, Third Edition, published by Wizards of the Coast .®

An Introductory Mission for Level 1 Agents

Back to Basics by Patrick Kapera

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elcome, agents… Yesterday, several thousand pounds of rocket fuel went missing from a joint European Union military installation in El Molar, Spain. This would not normally fall under our purview but with the International Space Station close to completion and a new global satellite data feed planned to go on-line in three days, it becomes critical that we know what — or who — we’re dealing with. Your mission is not only to recover the fuel, but also to track those who stole it and determine their intentions. If they are a danger to us, or the world, you are to shut them down using any means necessary. As usual, the agency will deny involvement, but you can expect our support throughout — and the usual assortment of advanced experimental gear, of course… Good luck, agents, and God’s speed. This serial begins at a remote installation in Spain where a mystery hides a dangerous plan of global import. Agents travel to Caen and then Deauville, France, and finally to Kinbrace, Scotland, where a new threat lurks, waiting to send the world collapsing back into a new Dark Age.

Requires the use of the Dungeons & Dragons ® Player’s Handbook, Third Edition, published by Wizards of the Coast .®

© 2002 Alderac Entertainment Group, Inc. All rights reserved.

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How to Use This Product Back to Basics is designed for a team of 3-5 agents of level 1, and may be played as a standalone adventure or dropped into any ongoing campaign setting. Abbreviations This adventure uses standard Spycraft NPC abbreviations, as follows: Atk Attack Def Defense Fort Fortitude Init Initiative Ref Reflex Spd Speed SV Save v/wp vitality / wound points Will Willpower Ability scores are abbreviated as normal (see the Spycraft rules). To prepare to run this serial, you should read it completely at least once. You may wish to photocopy the map in the center of the book for ease of use as well. The text on the back of the book can be read to your players to introduce them to the serial. After that, you’re ready to begin. Good luck!

Spycraft This module requires the use of the DUNGEONS AND DRAGONS® PLAYER’S HANDBOOK, THIRD EDITION, published by Wizards of the Coast,® and Spycraft™ Espionage Handbook, published by Alderac Entertainment Group, Inc. You won’t be able to run this adventure without it. Spycraft, Shadowforce Archer and all related marks are ™ and © 2002 Alderac Entertainment Group, Inc. All rights reserved.

Back to Basics Author: Patrick Kapera Project Manager: Patrick Kapera Editor: Dave Lepore, Dave Salisbury Creative Director: Mark Jelfo Graphic Design: Steve Hough Cover Illustration: Richard Pollard Interior Illustration: Storn Cook, Richard Pollard and Mike Sellers Cartography: Cris Dornaus

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Serial Synopsis This serial deals with the fanatic plans of a criminal mastermind named Philip Rhodes, a neo-Luddite dedicated to reversing the technological advances of the modern age. Rhodes is not featured in this serial, but one of his favored henchmen is — an ex-NASA technician who has been convinced of Rhodes’ mission. This henchman, Anthony Blake, is described at the end of this mini-serial, along with his minions. By not including Rhodes here, the Game Control is left to use him again at a later time (or as part of a longer season involving this serial). The action begins as the agents are sent to investigate the apparent theft of several thousand pounds of rocket fuel, a relatively low-key task. But the situation rapidly becomes critical as the agents come to realize that the rocket fuel is being used by Blake to propel a tactical nuclear bomb into the outer atmosphere, where it will be detonated to release a massive Electro-Magnetic Pulse (EMP) through the world’s satellite system. The nuclear device is “dirty” (i.e. built to leave a great deal of residual radiation behind), preventing most manned space flights. If successful, Blake’s plan will set space travel and global communications back decades. Blake’s plan is scheduled to coincide with a test of a new global satellite feed, during which many of the world’s various satellite systems will be linked together. Blake hopes that the EMP will travel through the linked system, shorting out all the satellites at once. His timing must be precise, however. The window for launching the rocket with the nuclear device is only a few hours. This also means the agents must reach Blake’s secret base before the rocket is launched. Presently, the launch is three days away. The majority of this serial involves the agents tracking down leads — first to find the fuel and then to find the base where it has been taken. Unfortunately, a tactical team hired by Blake is systematically erasing or destroying these leads. This team is comprised of ex-terrorists and rogue Special Forces operatives from around the world, and commanded by a former U.S. counter-terrorist field agent named Logan Kinkaid. These are effectively a second henchman and his minions, and are further described at the end of this serial. In Scene 1, the agents visit the fuel storage facility, just north of Madrid, Spain. There they discover that a hacker recently accessed the security system to assist the theft. As they search the premises, Logan’s men attack them. Logan is nearby, but does not engage the agents directly; the agents may only learn of his presence as he makes radio contact with his men, or if they are lucky enough to spot him from a distance. Scene 2 focuses on the hacker identified in Scene 1, a college student named Simon Noble currently attending the Université de Caen in northern France. By observing or questioning Noble, the agents discover that his actions are guided by one of his professors, Mary French, with whom he is having an illicit affair. Professor French is another of Blake’s tools, forced to help him in exchange for the safe return of her cousin, Calvin, held captive by Logan Kinkaid.

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Mary French is responsible for the nuclear bomb already en route to Blake’s secret base in Scotland by the time the agents enter this scene. Her usefulness at an end, Logan Kinkaid arranges a meeting with her in the nearby luxury port town of Deauville, ostensibly to return her cousin. She is leaving for this meeting as the agents investigate her student, Simon Noble. If the agents move quickly enough, they might be able to catch up with her before she reaches Deauville; otherwise, they enter Scene 3 in a far more precarious position and with less information about Blake and his devious master plan. During Scene 3, Professor French meets with Logan Kinkaid at the Deauville yachting harbor. Logan’s trap springs, perhaps catching the agents unawares as well. With daring and a little luck, the agents can intercede and save her, after which she and Calvin can provide vital information about Logan and his superior, Blake. While the Agency tracks down all available leads to Blake, the agents are directed to continue their investigation at the Glentibbot Distillery, one of the mastermind’s recent acquisitions believed to be the location where Logan passed on the nuclear bomb. A careful investigation reveals that the distillery is not all that it seems, and industrious agents can even find their way into Blake’s secret base, hidden deep below the idyllic Scottish countryside. Once inside the base, the action is brisk, and leads to a blockbuster climax as the agents attempt to prevent Blake from achieving his mad scheme. This serial should run approximately 1 standard session (3-5 hours), assuming it is run at a reasonably active pace.

Troubleshooting The greatest potential difficulty of this serial is the chain of clues, which lead the agents from one suspect to the next until they encounter Blake in his Scottish lair. The Game Control must strive to ensure that the serial does not stall if the agents miss a vital clue (such as the hacker involvement in Scene 1). If this happens, the GC’s best course of action depends on his players’ style. Groups who take their cues from the home office may find it helpful to speak with Control, who can pass along clues the Agency has discovered. Self-reliant mission teams may have to be gently nudged in the proper direction. In the case of the hacker involvement in Scene 1, for example, the GC might play up interactions with the installation’s Security Chief, Alejandro Garza, who is familiar with the computer-driven systems on-site. Another potential problem may involve the agents speeding too quickly through the serial with the help of either the Agency or modern technology and information gathering techniques. The most destabilizing scenario might find the agents insisting upon favor checks to acquire spy satellite data through the Agency so they can visually track the fuel after it is airlifted away from the El Molar base. While this is a perfectly reasonable request, it effectively circumvents Scenes 2 and 3, leading the agents directly to

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Blake’s Kinbrace installation with only one clue. Worse, it alerts the Agency of the distillery’s importance, leading to logical paramilitary support that overshadows the team’s actions at the site. GCs who find this climax appealing — and who don’t mind ignoring the established clue chain — should allow the agents’ request to succeed, and proceed directly to the end of the serial. For others, it is easy enough to assume that Blake, whose experience with NASA taught him a thing or two about satellite surveillance, planned for this eventuality, and scheduled the heist for a period when no satellites were scheduled to observe the El Molar area. Further, the GC can assume that Blake sent the cargo helicopter directly into normal flight paths across Western Europe, where it blended in with expected flights until it was well away from Spain. The agents may also stray from the beaten path by attempting to contact air traffic control centers or local ports of call to deduce the route of the missing fuel. Once again, GCs who don’t mind skipping two scenes may simply allow such an investigation to succeed, drawing the agents across or around England and into Scotland for the final confrontation. Otherwise, you may simply assume that Blake used only private transportation between El Molar and Kinbrace.

Mission Briefing By superspy standards, the briefing for this mission is straightforward, even boring. Control orders the agents to investigate the theft of several thousand pounds of rocket fuel, taken from a joint European military installation in El Molar, Spain. Only the precision with which the heist was conducted — obviously the work of professional thieves with substantial resources — warrants their attention. The reason Control is sending the team on this mission has everything to do with timing and politics. With the International Space Station (ISS) a not-so-distant reality and the test of a new global satellite data feed planned in three days, the theft of rocket fuel has the Agency worried that someone intends to interfere (they’re right). Control gives the agents the names of all the personnel employed at the El Molar installation (see below), along with a blueprint of the interior (provided as a list of rooms, also below). He also tells them not to attract attention during their investigation and that only the Security Chief, Alejandro Garza, knows who they are and what they are doing. Finally, Controls asks that the agents leave daily updates of their progress on a secure answering service and gives them a code word to use if they need immediate assistance (“Halloween”). The agents should work the code word into their message if they run into trouble. Should the characters use this code word, Control contacts them by secure cell phone communication within 1d6+4 minutes.

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El Molar Employees: Carmen Luna, Installation Chief Fritz Christoph, European Union Representative Jean-Pierre Baptiste, Lead Technician Iago Salvador, Technician Sara Milagros, Technician Alejandro Garza, Security Chief Emilio Salvador, Guard Augustin Benitez, Guard Mannie Modesto, Guard El Molar Areas of Interest: Backup Mission Control Security Headquarters Guard Checkpoints (4) Storage Bay 1 Storage Bay 2 (where the fuel was kept) Research Lab 1 Research Lab 2 Living Quarters 1 Living Quarters 2 Power Shed

Gearing Up This mission is Code: Yellow, though events in later scenes may raise the raise the Agency’s level of concern to Code: Red or even Code: Black, authorizing additional mission budget for the agent team. There are no restrictions to gear selections for this mission, though the agents are likely to choose gear that is unsuited for later scenes, given the operation’s misleading mission briefing. The Game Control should prepare for the team to contact the Agency during the mission (perhaps between Scenes 3 and 4) to requisition additional gear, and should allow them leeway to do so — up to 50% of the budget point and gadget pick allotments.

Scene 1: El Molar, Spain Agent Description Read the following aloud to the players when they arrive in this scene. The city of El Molar is less than half an hour’s drive from Madrid, during which your team has time to consider lastminute cover details and develop a strategy for determining where the rocket fuel has gone. The Agency has provided you with passports and supporting documentation identifying you as inspectors from a private security corporation hired by the European Union. The hope is that your perceived clout, along with the obvious tension at the installation following the theft, will get your foot in the door. Whether you convince the station personnel to show you around or force your way in and start rummaging through their records is up to you…

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GC Description The El Molar research and storage facility is a third-tier, backwater hole in the woods of Western Europe, where projects and scientists are not assigned, but rather banished or discarded. Only the untimely theft of rocket fuel so close to a major satellite system test has peaked any interest, and then mainly from the Agency. Other organizations assigned to follow up with the theft are completely satisfied when the Agency’s faux inspectors swoop in from a “perfectly legitimate” private consortium attached to the European Union, and take the assignment off their hands. Physically, the El Molar installation consists of several acres of fairly dense forest land, surrounded by a thinly patrolled chain link fence and signs warning against trespassing. Once central building holds all facilities but the power shed, with wings devoted respectively to research (Labs #1 and #2) and storage (Bays #1 and #2). These wings are largely isolated from the central building, where the security headquarters, backup mission control, and living quarters are located. The Game Control’s responsibility during this scene is to discreetly direct the agents toward the tell-tale signs of recent computer sabotage on site, then hit them hard with the Special Forces teams sent by Logan Kinkaid. The action here should be slow and building until the attack, after which it should be fast and furious. Following the leads given to them during their mission briefing, the agents encounter the following…

El Mol ar Employ e e s Carmen Luna: Chief Officer Luna is an efficient bureaucrat. She avails herself to the agents in every way possible, believing them to be inspectors sent by the Union to follow up on the missing fuel. She offers the agents a grand tour of the building (all locations are listed below), making sure to introduce them to Security Chief Alejandro Garza, whom she believes will eventually take the fall for the theft. CO Luna can answer any questions the agents have about the installation, and its surroundings. She was off-site over the weekend when the break-in occurred, and has graciously allowed Fritz Christoph to take the lead with local investigations. Fritz Christoph: This wiry administrator is untrusting and overcautious, believing everyone to be as underhanded and deceitful as he is. He resents the agents’ presence, believing them to be another nail in his career’s coffin. He has, nonetheless, compiled a meticulous report of his findings on the matter of the missing fuel, which he reluctantly shows to the agents. It rules out the possibility of help from the El Molar locals, all of whom were at a religious retreat at the local mission over the weekend. Christoph, who is notoriously suspicious of computers, left the building’s automated security systems for last, and hasn’t ticked them off his ten-page checklist yet.

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Jean-Pierre Baptiste: On loan from a French medical lab for the duration of the ISS program, Jean-Pierre is eager to leave Spain, a country he finds distasteful. Jean-Pierre is haughty, superior, and believes in intimidation over diplomacy. He claims that he and his assistants (Iago Salvador and Sara Milagros) were busy in Research Lab 2 all weekend. Their meals were delivered and they slept on cots near their workstations. If pressed, he demands that the agents check the video cameras, “which the Spanish pigs keep on us every moment!” Iago Salvador: Iago is a pleasant man, full of mirth and lively good humor, which may come as a sharp contrast to the agents if they meet Jean-Pierre first. He confirms that the technical crew worked round the clock over the weekend and — except for the few hours he was asleep — can truthfully say that no one left Research Lab 2 — save himself. Iago’s brother Emilio — a narcoleptic — was recently hired as one of the base’s guards and he makes a habit of checking on him every couple hours to make sure he hasn’t dosed off. The family is already losing faith in Emilio, and cannot afford for him to lose another job. The night of the theft, Iago went to check on Emilio around midnight and again around 3:30, returning fifteen minutes later each time. Iago does note that Emilio seemed “really sleepy” that night, and was hard to wake up the first time. “If I didn’t know better, I’d say he was on something.” Sara Milagros: Sara, a vibrant young Spanish woman with bronze skin and alluring raven locks, covers for Iago when he slips off to wake his brother, keeping Jean-Pierre busy with trivial questions and double-checks (supplemented with just enough flirting to keep him interested). Sara is Iago’s lover, and hopes to travel with him to England when he is accepted to University there. She is young, idealistic, and charming. Alejandro Garza: Security Chief Garza is the agents’ only established contact in the area, having worked as a specialist for the Agency once before. He knows little of espionage, but is a competent investigator, and an asset during this scene. He is also quite familiar with the El Molar grounds, and can answer any question the agents ask. Unfortunately, he has latched onto Emilio Salvador as the prime suspect for what he believes “must have been an inside job” (primarily because Emilio’s access card was used to open the cargo doors through which the fuel was stolen — see Augustin Benitez, below). He has taken the guard into custody and is “sweating him out” until he talks. Iago has come to his brother’s aid, but so far, Chief Garza is not listening to the alibi he offers. Emilio Salvador: Poor Emilio Salvador can be found handcuffed to a ring imbedded in the floor of the security office, nervous and expectant. Never a bold fellow, Emilio has retreated from the situation, muttering and constantly rubbing his face. He does these things out of fear — of losing his job, of what his family is going to do to him. But Security Chief Garza takes them as signs of his guilt, and is holding

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Emilio “until he cracks.” A brief interview and a Sense Motive check (DC 15) are enough to tell that Emilio is telling the truth, however. Emilio does not remember anything important about the night of the theft. He fell asleep twice — the first time just before midnight and the second just after 3 in the morning. Iago woke him both times (just after midnight and around 3:30, respectively). Augustin Benitez: Benitez was not scheduled to arrive for duty until 5 a.m. the night of the theft, but he arrived early. Using a chameleon suit (see his statistics under Threats, below, for details), he approached Emilio while he was napping and used a chloroform-soaked rag to send him into a deeper sleep than usual. Then he disabled the security cameras in Research Lab 1 and Storage Bay 2 and used Emilio’s access card to let Blake’s thieves into the complex. Unfortunately for him, he forgot to disable the camera watching the station where he worked (see Security Headquarters, below). Mannie Modesto: Mannie did not come on shift until 5 p.m. the day after the theft, and was out in Madrid the night before, visiting “a lady friend.” His story checks out, with a couple hours and a Gather Information check (DC 15).

El Molar Areas of I nterest Backup Mission Control: This is one of two areas that are off-limits to El Molar personnel — even the security guards. According to Garza, it is electronically sealed and monitored 24 hours a day. Checking the system at Security HQ reveals no disturbances during the day of the theft. Security Headquarters: Garza can explain the El Molar security system, which consists of video surveillance with digital backup and computerized logs of all system access. Using the security system requires no Computer check, though certain tasks require rolls. Most likely, the agents start by checking the cameras of the storage bay where the fuel was stored (which were disabled — no check required), then begin asking questions from there. Assign DCs ranging from 10-20 for all uses of the on-site security system. If the agents ask to check all system access during the night of the theft, they find that the system has been hacked and all relevant data has been erased. No files can be recovered, but there are two obvious options — trace the hack or scan all the cameras throughout the night of the theft. The first (Computers check, DC 20) reveals that the hackers used the server at the Université de Caen in France (and triggers the arrival of Logan’s men — see Threats, below). The second (Spot check, DC 15) reveals what appears to be an invisible man (Benitez using his chameleon suit) assisting the hackers and erasing the video footage from a workstation inside the building. Guard Checkpoints (4): These contain no important clues. At any time, there are 1d8+4 guards on duty patrolling the base’s outer perimeter, plus two more who don’t leave the front gate and two within the complex. When Logan and his men attack, they immediately get the drop on 1d4 of these

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Camoflaged Silo Hatch

Blake’s Secret Base

Camoflaged Heliport Ha

Silo

Elevator

Ops

(Side View) Rocket Service Ring

Service Ring

Service Ring

Service Ring

Maintenance (Overhead View) Silo Rocket Base Floors

Service Ring

* Permission to photocopy pages 8-9 is granted for personal use only.

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Glentibbot Distillery

atch

Heliport

Air Raid Shelter

Common Rooms Service Ring

Private Quarters Service Ring

Barracks Service Ring

Research and Development

Service Tunnel Service Ring

Rocket Support

Fuel Storage Map Key Elevator

Door Scaffolding Trapdoor

Stairs Stairs

Extending Platforms

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guards, killing them or knocking them unconscious. The remaining guards become aware of the attack depending on their positions around the base, and arrive in pairs every 1d3 minutes following the assault. Storage Bay 1: Empty at present. Storage Bay 2: Empty since the theft. Research Lab 1: This lab is the second area off-limits to El Molar personnel — and where the thieves entered the building (through a keycard-secured side entrance) after Benitez cut the video cameras that watch the area. Convincing Garza to allow a search of the room requires an Intimidate or Bluff check (DC 15), and discovering the thieves’ point of entry requires a Search check (DC 5). Another visual search at the door where the thieves entered the building (no DC — automatic success) reveals tire tracks, which vanish once they reach a paved highway fifteen miles away. (The fuel was delivered to a cargo helicopter an hour’s drive from the El Molar complex.) Research Lab 2: Medical research on the effects of space on cosmonauts is conducted here. Nothing of interest (save an irritable Jean-Pierre) can be found here during the agents’ investigation. Living Quarters (both): These contain no important clues. Power Shed: A Search check (DC 15) reveals Benitez’ chloroform rag and chameleon suit, unless he has already been alerted that his cover is blown, in which case he has taken the suit and fled (see Development, below).

Threats Once the agents have discerned where to go next (the Université de Caen), the installation is attacked by five squads of Special Forces Troops (see New Henchmen at the end of this serial), who are intent upon killing everyone in the building and destroying all evidence of the theft. Logan Kinkaid keeps his distance during the attack, directing his troops from a hilltop several miles away via a secure twoway radio link. The agents may potentially spot him, but should not be able to catch up to him here. If the agents pursue him, he leaps into a waiting helicopter and takes off for Deauville (and Scene 3). The GC should pit some of the mercenaries and base guards against one another to depict the free-for-all nature of the battle as a backdrop for the agents’ actions. Consult Guard Checkpoints (above), to determine how many guards remain. Should Benitez combat the agents, use the following statistics. Augustin Benitez, v/wp: 23/13; Init +5 (+3 class, +2 Dex); Spd 30 ft.; Def 14 (+2 class, +2 Dex); Atk: 9x19mm +2 (1d10); SV Fort +3, Ref +3, Will +1; Str 10, Dex 15, Con 13, Int 14, Wis 9, Cha 14; Skills: Bluff +8, Computers +5, Cultures +3, Diplomacy +7, Disguise +7, Languages +6, Open Lock +6,

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Sense Motive +4. Feats: Point Blank Shot, Speed Trigger. Gear: Chameleon suit (as a free action, the wearer may turn invisible — all people attacking him while he is invisible suffer a –4 penalty to their attack rolls; invisibility lasts 10 minutes, after which the suit must recharge for one full day).

Benitez takes damage as a mastermind or henchman (i.e. he is not automatically reduced to 0 wound points when he suffers a critical hit).

Rewards If you are playing the full (published) version of Spycraft, reward your agents with experience if they accomplished the following tasks. • Arriving in this scene: 10 xp per agent • Discovered how the theft happened: 25 xp per agent • Discovered origin of hack: 50 xp per agent • Survived the fight: 100 xp per agent • Flushed out Benitez: 25 xp per agent • Captured Benitez: 50 xp per agent • Helped Emilio keep his job: 25 xp per agent

Development If Benitez’ involvement in the theft is revealed, he attempts to run, using his chameleon suit to aid his escape. The agents may try to stop him. He will fight, but not die, to get away. If captured, he knows only that his leader (Logan) only as “WOLFE” and believes that the mercenary used to work for the U.S. government. He can also offer a reliable description of the terrorist. Should the agents capture Benitez’ chameleon bodysuit, they find that it has been severely damaged (either during the final assault of this scene or accidentally during the fuel theft, as the GC’s desires). Further, the bodysuit has a number of unique design features the Agency’s R&D department find intriguing, and is confiscated by the team’s superiors at the end of this mission. The statistics for the bodysuit are included as part of Benitez’ Gear (see above). Should Benitez escape, he may be encountered later, in Scenes 3 or 4, as one of Logan’s men or a minion at Blake’s rocket shelter. The agents may attempt to indirectly trace the hackers or break into the Caen University computer system, thus gaining much information about Scene 2 before they ever leave El Molar. With a successful Computers check (DC 25), they can deduce the real name of the hacker, one Simon Noble, and pull down his class schedule and student information. They also find that Noble has missed every class since the theft. While this may help them locate the hacker on campus once they arrive, and offers circumstantial evidence of his involvement in the theft, all other information available in Scene 2 must be found in person.

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Scene 2: Caen, France Agent Description Read the following aloud to the players when they arrive in this scene. The University of Caen, France. The hackers who infiltrated the El Molar installation’s security system and erased visual records of the rocket fuel theft are here, somewhere. You know where they were working — the computer lab in the Sciences building — but who were they working for, and why?

GC Description Situated along the placid banks of the Orne River in northern France, Caen is a modern urban center dominated by towering Romanesque abbeys, secluded meadows, and grand, ancient chateaux. Local specialties include cheese, cider, and calvados (apple brandy). The city is only two hours drive from Paris, with daily ferry rides to the British Isles. The Université de Caen is located in the center of the city and hosts nearly 16,000 students each year. Unlike the first scene, this one and the next are quick and clean. There is little investigation involved in any of them, and the action is fast and easy to follow. The focus of this scene is tracking down the hackers who broke into the El Molar installation security system and aided Augustin Benitez’ cover-up of the fuel theft. The first step is isolating those who were using the computer labs at the time of the theft. It was early afternoon on a weekend, so the number is manageable. This establishes the agents’ suspect pool. From there, the agents can check which terminal was used (Computer check, DC 10), and ask around to see who was using it (Gather Information check, DC 20, –5 per four hours of asking). Asking around campus without first checking the lab yields much less chance of discovering the culprit (Gather Information check, DC 30, with no adjustments for time spent asking). The person using the terminal in question was a student — Simon Noble — who signed in as working on an assignment for Professor (Mary) French. Tracking Simon down is fairly easy: Using the college computer registry has a DC 25 for unauthorized use or DC 10 if the agents are able to sneak into an administration office and use an open terminal. Obtaining Simon’s dorm assignment and class schedule from Administration is a little more difficult, but not impossible (Bluff or Diplomacy check, DC 20 or Intimidate check, DC 25), or the agents can simply ask around for that, too (Gather Information check DC 15). Mary French is on campus when the agents arrive, but she is just leaving to meet Logan Kinkaid at the Deauville yachting harbor (see Scene 3). She is rather jumpy about the El Molar theft, and runs as soon as the agents begin asking questions

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about it. This likely prompts a chase sequence — by foot at first, but quickly elevating to a Jeep as soon as she makes it to the campus parking lot. Simon Noble has missed all his classes since the theft. Originally convinced to invade the El Molar installation’s security by virtue of Professor French’s natural charms, he has since realized just how much trouble both of them may be in. He is currently hiding out in his dorm room, half hoping the police will come for him so the nervous waiting will end. Unless the agents give him reason to believe otherwise, Simon assumes they are police or agents of the French or Spanish government come to arrest him, and freely gives himself up, pleading that they “help Ms. French before she gets herself killed.” Questioning Simon reveals that Mary French visited him just two hours ago, leaving her private laptop with instructions to read all the files in a directory bluntly called “The Truth” if she didn’t return by midnight. The directory contains French’s plans for the nuclear bomb she built for Logan, as well as a full confession that exonerates Simon, portraying him as a “clueless pawn, duped by her shameless advances.” This confession mentions everything that Mary French knows about her cousin’s abduction, Logan Kinkaid, the theft at El Molar, and the nuclear bomb. Statistics for both Mary and Simon can be found under Threats, below. Use typical statistics for the professor’s vehicle, if needed.

Threats Though not threats so much as leads and potential obstacles, Mary French and Simon Noble’s statistics follow. Mary French, v/wp: 20/12; Init +4 (+1 class, +3 Dex); Spd 30 ft.; Def 13 (+1 class, +2 Dex); Atk: punch +2 (1d3); SV Fort +1, Ref +6, Will +2; Str 11, Dex 16, Con 12, Int 16, Wis 14, Cha 16; Skills: Bluff +2, Bureaucracy +2, Computers +2, Cryptography +2, Driver +5, Spot +4. Feats: Mobility. Gear: None. Simon Noble, v/wp: 10/14; Init +2 (+1 class, +1 Dex); Spd 30 ft.; Def 12 (+1 class, +1 Dex); Atk: punch +1 (1d3+1); SV Fort +2, Ref +2, Will +1; Str 12, Dex 13, Con 14, Int 17, Wis 11, Cha 11; Skills: Computers +4, Concentration +3, Jump +2, Tumble +2. Feats: Sidestep. Gear: Mary French’s laptop.

Both Mary and Simon take damage as minions (i.e. they are automatically reduced to 0 wound points when they suffer a critical hit).

Security There is no security of consequence in this scene.

Rewards If you are playing the full (published) version of Spycraft, reward your agents with experience if they accomplished the following tasks.

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• Arriving in this scene: 25 xp per agent • Tracking down Simon Noble: 25 xp per agent • Tracking down Mary French: 25 xp per agent • Capturing Mary French: 50 xp per agent (plus Development, below)

Development Ideally, the agents should not be allowed to lose Mary French. If the chase results indicate that they do, however, they can still deduce her destination — Pier 34 of the Deauville yachting harbor at 6 pm — from an email she sends to her laptop before she leaves the university campus. Knowing that she might be walking into a trap, Mary took the precaution of ensuring that if her laptop made it to the authorities, so would her final destination. Her password is saved into her email browser, so no Computers check is required to retrieve her email from the college server. If the agents fail to catch Mary French or find Simon Noble, Simon breaks down and reads the information in the Truth directory. Seeing the horrible depths he and the professor have slipped into, he calls the police and reveals everything. The call is picked up by Europe’s ECHELON system, and flagged by the Agency, who in turn contact the team about the current situation. The GC determines how much time the agents have to reach the yacht harbor before the meeting between Mary and Logan, though their arrival should allow for very little preparation. Should the agents capture Mary French, they stand to enter Scene 3 in much better shape than as written, chiefly because they can plan to ambush Logan with Mary’s help. Unfortunately, Mary is far less assuming or trusting than her young lover, and is also frantic that the agents may cause her to miss her meeting with Logan. She’s sure that if she fails to show at 6pm, Logan will simply murder her cousin, especially since he already has the bomb (she naively acquiesced when he demanded it the previous day). The agents must somehow assure Mary of their good intentions, and convince her that they can help rescue her cousin, in order to gain her trust. This requires a reasonable explanation for their presence and knowledge of recent events, and a successful Bluff or Diplomacy check (DC 20), depending on the honesty of their claims. With a critical success, Mary is so sure of their intentions that she offers to help them. A critical failure, on the other hand, indicates that she believes the agents are lying — or worse, working with Logan — in which case she actively seeks a way to escape them, or bring them into conflict with local police. With any other success, she is convinced to lead the agents to the marina, but not to risk her cousin’s life (or her own) under any circumstances. In fact, she may even risk the agents’ lives in the course of trying to rescue her cousin. In this way, Mary can become a potential impediment during Scene 3.

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Scene 3: Deauville, France Agent Description Read the following aloud to the players when they arrive in this scene. Professor Mary French was easy to track, but it’s her destination that worries you. This mission is rapidly turning into something far more than simple theft, and if the ugly feeling at the pit of your stomach is any indicator, it’s only going to get worse. Ahead of you, Mary French’s jeep pulls into the Dauville yachting harbor. She parks, then makes her way toward a luxury houseboat lashed to Pier 34.

GC Description Deauville hosts the rich and famous along the Normandy coast, featuring some of France’s finest hotels, casinos, nightclubs, and theatres. Wide expanses of sunny beaches, sprawling golf courses, world-renowned racetracks, and a thriving community of chic fashion icons and the business elite draw thousands of tourists each year. The yachting harbor featured in this scene parallels a long boardwalk, bustling with activity nearly 24 hours a day. This scene focuses on the meeting between Mary French and Logan Kinkaid, where she hopes to be reunited with her kidnapped cousin. The crux of the action is simple — the agents may sit back and watch the exchange, then follow Logan back to Kinbrace, intercede and try to capture him, or devise another plan of their own. (See Events, below, for a description of what happens if the agents simply watch.)

Threats The most significant threats in this scene are, of course, Logan and his men, who are lethal soldiers, trained to kill quickly and quietly. Logan has two squads of Special Forces Troops with him here — all located on a yacht anchored at Pier 34. All carry silenced 9mm pistols (+4, 1d10).

Events If the agents do nothing, they observe Mary French board the yacht, speak briefly (and derisively) with Logan Kinkaid, and then disappear below-decks with him. Logan’s troops unlash the boat from the pier and slip away into the evening mist of the English Channel. Acquiring a vehicle to follow them requires several hundred dollars and a Diplomacy or Intimidate check (DC 20) — unless the agents already have one, or simply steal one from a neighboring pier. Once they have their own boat, catching up with Logan and his crew is easy, though the agents are well advised to discreetly follow them until both ships are out of sight of the harbor and close Channel traffic, lest the resulting firefight draw unwanted attention — and the port police.

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Creeping behind Logan’s yacht to avoid detection requires a Boating check opposed a Spot check made by one of the minions. This check must be made every hour for the threehour voyage to Portsmouth, England, where Logan and his men slip away to London by local transportation and Kinbrace by plane. The agents are unlikely to follow them this far, however, as shortly after the first hour of the trip across the Channel, Logan’s men throw Mary French — drugged and quite unconscious — into the icy water. If the agents don’t immediately pull ahead to save her, thus revealing their positions to the mercenaries, she’ll die. Ultimately, the agents are likely to slug it out with Logan and his men somewhere between Deauville and Portsmouth. Logan and his men are not above using the lowest of tactics to ensure their safe escape, and will even use Mary as a hostage, if she hasn’t yet been thrown overboard. Logan himself refuses to be taken alive, and casually kills any of his men who attempt to surrender or flee the fight.

Rewards If you are playing the full (published) version of Spycraft, reward your agents with experience if they accomplished the following tasks. • Arriving in this scene: 10 xp per agent • Killing Logan Kinkaid: 75 xp per agent • Capturing Logan Kinkaid: 100 xp per agent • Capturing troops for interrogation: 25 xp per agent • Preventing any troops from getting away: 50 xp per agent • Recovering Calvin French alive: 50 xp per agent • Determining the location of Blake’s base: 75 xp per agent • Recovering the security keycard: 50 xp per agent

Development In the unlikely event that Logan is successfully followed to Kinbrace, proceed to Scene 4. If Logan is captured, interrogations yield nothing, though the Agency can provide several important facts about him that can lead to the final scene. If any of Logan’s men is captured, they can easily be interrogated (Intimidate check, DC 15), though they only know that Blake plans to use the nuclear bomb to “send the world into a new Dark Age.” None of the minions know where Blake’s secret base is located. Two important discoveries can be made following this scene. The most vital is Logan’s last location — and the next step in the agents’ investigation — which can be reasoned in two ways. First, Logan wears a hip flask at all times, filled with a very distinctive 21-year old Scotch, available only from one distillery in the world — the Glentibbot Distillery in Kinbrace, Scotland. Any agent succeeding with an education check (DC 15) can instantly recognize the whisky brand, from scent alone.

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Another method for tracking down the Kinbrace lead is through Blake’s payments to Logan and his mercenary crew. While filtered through several dummy corporations and offshore accounts, the Agency can (with a little time) trace this money back to Anthony Blake. Pulling the mastermind’s dossier, the Agency finds that Blake’s company has many holdings across the globe, including a variety of commercial, industrial, and private properties, among them the Glentibbot Distillery. In this case, the Agency asks the agents to investigate the distillery — the closest of Blake’s properties to their current location, and the site where they believe Logan handed off the bomb. Meanwhile, other agent teams are dispatched to the rest of Blake’s holdings around the world. The second discovery following this scene is a keycard that can help the agents bypass some of the security at Blake’s base. The keycard is located on Logan’s person (if he is taken off the yacht), or in his private suite on board (if he is taken before the ship lands in Portsmouth). Calvin French knows of the card, having witnessed Logan hand off one of two keys to the troops who delivered the nuke. Mary French demands to go with the agents, still hoping to be reunited with her cousin. The agents may accept her company in Scene 4, especially if they believe the distillery is merely a point of exchange between Logan and Blake and not a place of greater danger. If they do — and they allow her to accompany them into the base once they find it — they can call upon her expertise to disable the bomb before the rocket is launched. (See Scene 4 for more about this procedure.)

Scene 4: Kinbrace, Scotland Agent Description Read the following aloud to the players when they arrive in this scene. The Glentibbot Distillery is world renowned for its fine whiskeys, particularly its single malt Scotch. When the remote family business was purchased by the multinational conglomerate Blake Subsidiaries, many believed it was the end of Glentibbot’s supremacy in the field. But the new management has proved well suited for the business of making fine Scottish brews, and remains among the top five distillers in the world. Logan Kinkaid had a taste for Glentibbot whiskey. Perhaps the hired assassin’s masters do as well…

GC Description Remote and idyllic, the highlands of Kinbrace, Scotland feature endless rolling hills, quiet, isolated towns, stately country mansions, and regal historic castles. The Glentibbot Distillery, founded in 1853 and purchased by Anthony Blake in 1987, is central to an enormous plot of land spread across almost 30 square miles. Though its borders are not fenced off (the public is welcome for tours of the distillery), few make

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the trip outside curious stockholders, adventurous travelers, and Blake’s minions. The distillery ships its exclusive vintage around the world beginning at a public airfield some 50 miles away. At this point in the serial, it is probable that the agents have a guess or two about Blake’s plan, but the details are still a mystery. Further, they possibly stumble into his secret base unexpectedly, thrusting them into the thick of the action without warning. Likewise, Blake is unaware of who the agents work for, or that they have discovered his base — though he knows of their involvement from an encrypted communication sent by Logan after Scene 1. How this scene unfolds is entirely dependent upon the agents’ actions. There is no follow-up, so the action is completely open-ended; anything can happen, and probably should. The agents’ goals are clear: shut down the rocket and/or disable the nuclear device, which is located inside the rocket housing (see below). Glentibbot Distillery: This large building contains a sparse visitor’s center (generally only interesting to whisky enthusiasts), a small administrative office (with only meager equipment and mundane, non-incriminating records), and a vast, open two-story room containing the distillery’s mill, fermenting tanks, and other equipment. This room is always filled with noise and often obscured by a cloud of flour dust, and workers wear filters over their nose and mouth, and earplugs. Only the manager of the distillery, Gates Heleroy, knows the true nature of the site — only he is present when helicopters arrive with supplies for those within the base, or new materials vital to Blake’s master plan. Heleroy can communicate with base Operations via a video link disguised on his seemingly archaic computer’s desktop. The base entrance (an unassuming, non-trapped secret door) is hidden behind an enormous (10-ft. tall) cask in the basement, and is opened when the keycard acquired during Scene 3 is slid through a concealed reader on the cask’s side, or with a successful Electronics check (DC 15). Heleroy also has a keycard, which he keeps in his wallet at all times. Air Raid Shelter: This simple 30-ft. by 20-ft. room was built during WWII to protect from German bombings, but has since been refurbished, apparently as a workshop. The only notable feature is an electrified floor trap (see Security). Heliport: This large chamber has hydraulic lifts for two helicopters (both with the standard statistics), which rise through the false grasslands above when needed. Service Rings: These long rectangular tunnels allow entry to the far side of the rocket silo for service technicians. Communal Rooms: This is where most personnel spend their off-hours. Rooms found here include a lounge, three meeting rooms, a large mess hall, a dispensary, and an infirmary.

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Private Quarters: The base’s technicians (and Blake) sleep and store their personal effects here. Blake’s room requires a keycard only he carries and sounds an alarm if opened without it. The alarm requires a Search check (DC 30) to spot and Electronics check (DC 25) to disarm. Blake’s room contains several hundred thousand dollars in stolen technological devices and (if the GC wishes to continue the season against Philip Rhodes) a communication with another one of Rhodes’ henchmen. Barracks: Here all the guards sleep, in long lines of pseudo-military cots that fold out of the walls. This area also contains training areas for gunplay, melee weapons use, and an armory. Research and Development: This is where Blake’s technicians devise and construct the gadgets he and his operatives use in the field, plus all the security systems seen here in this base. A “clean” (sanitized, hermetically sealed) room is part of this department. Service Tunnel, Rocket Support, Fuel Storage, and Maintenance: These areas are always busy, especially as the launch approaches. Technicians bunk in spare space here. Rocket Silo: This area is sealed (with blast doors of Hardness 12 and 675 Wound Points) during the last minute before launch. Until then, steel platforms may be extended out to the rocket from the various service entrances, allowing technicians access to the scaffolding around the rocket for last minute changes and repairs. Scrambling around the scaffolding requires a Climb check (DC 10) every Round. Accessing the rocket interior requires a technician keycard or a STR check (DC 25). Disabling the nuclear device requires an Electronics check (DC 25). Operations: This is the heart of the base, where the rocket launch is authorized, or canceled (Computers check, DC 20), alarms may be triggered or canceled (DC 15), and traps may be shut down (DC 15). Of course, the agents must first break into the system (DC 25).

Threats Whenever the agents enter a new room in Blake’s headquarters, roll a d20 — if the roll is 6 or less, they encounter 1d3 of his minions, whose presence should be appropriate to their locale (minions relax in the lounge, patrol the halls, etc.).

Security Blake’s base utilizes a number of devices, all created in its R&D labs… All doors throughout the base are Hardness 10 and 70 Wound Points. They normally require a keycard to pass through. The card the agents potentially recovered in Scene 3 grants them access to the base and communal rooms. All other doors require a keycard of a higher clearance (there are three). Technicians carry the second type, which allow

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entrance into their private quarters, R&D, and the lower service tunnels and rocket support areas. Guards (and Blake) carry the highest clearance cards, which grant access to any location in the base. Air Raid Shelter: This room has three separate electrified floor panels (each ten by ten feet). These floor plates are activated by an electric eye located in the spiral staircase below the farmhouse. Electric Eye: Whenever someone passes within this device’s 90-degree arc of vision, the device makes a Spot check with a +4 bonus opposed by the target’s Hide skill check. If the eye is successful, the floor trap (below) is triggered. A Search check (DC 20) is required to find the eye, and an Electronics check (DC 20) is required to disable it. Electrified Floor Trap: Anyone stepping across this paneling without proper grounding (such as rubber-soled shoes) suffers 3d10 points of damage. A Reflex save (DC 10) is granted to take half damage, rounding down. A Search check (DC 20) is required to find the electrified floor trap, and an Electronics check (DC 20) is required to disable it.

Events Once the agents are discovered in the base, Blake begins the launch. From that time, they have ten minutes to get to Operations and stop it, disarm the nuclear device on the rocket, or both. Countdowns to launch are fed through the base PA system right up until the final moments.

Rewards If you are playing the full (published) version of Spycraft, reward your agents with experience if they accomplished the following tasks. • Arriving in this scene: 10 xp per agent • Stopping the launch: 100 xp per agent • Disarming the nuclear device: 100 xp per agent • Killing Anthony Blake: 100 xp per agent • Capturing Anthony Blake: 150 xp per agent

Development If the agents disarm the device but the rocket launches, there is a brief rumor of secret UK space projects, then a quiet cover up. If the agents prevent the launch but fail to disarm the device, they’ll be at ground zero of the worst disaster ever on UK soil.

Debriefing If you are playing the full (published) version of Spycraft, reward each agent with 300 xp at the end of this serial, plus another 100 if they prevented the rocket’s launch and another 100 if they safely disarmed the nuclear device.

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New Henchman Anthony Blake Anthony Blake relishes the idea of using technology against itself. Marathon conversations with Philip Rhodes about the decadence of modern society fuel his hatred of the developments he previously based his career around. Today, Blake is a willing tool of Philip Rhodes, developing ways to cause technology to implode, to collapse under it’s own weight. The plan showcased in this serial is only the beginning; Blake has provided Rhodes with dozens of alternate scenarios, any of which might help to bring about a new Stone Age. Game Controls who like the idea of basing a season of play around Rhodes can easily create new henchman to employ these alternate plans. Vitality/Wounds: 23/13 Initiative: +4 (+2 class, +2 Dex) Speed: 30 ft. Defense: 15 (+3 class, +2 Dex) Attack: .45 ACP pistol +4 (1d10+2) Saves: Fort +2, Ref +4, Will +5 Abilities: Str 12, Dex 14, Con 13, Int 17, Wis 16, Cha 12 Skills: Computers +9, Concentration +5,

Cryptography +8, Electronics +9, Gather Information +8, Hide +5, Knowledge (Astrophysics) +9, Listen +7, Mechanics +9, Move Silently +5, Spot +6. Feats: Sidestep, Surge of Speed. Gear: Weapons, geiger counter, electronics and mechanics kits Gadgets and Vehicles: Grappling gun belt.

Minions: Base Technicians These are the men and women who give shape to Blake’s fantasies of global technological deconstruction. They are brilliant, culled from the best universities, industrial combines, and research firms in the world, and have devoted their lives to Rhode’s vision. Base Technicians, minions (squads of 1); v/wp: 2d4 (6)/10; Init +2 (class); Spd 30 ft.; Def 11 (class); Atk: punch +2 (1d3); SV Fort +3, Ref +2, Will +4; Str 10, Dex 11, Con 10, Int 17, Wis 14, Cha 12; Skills: Computers +5, Concentration +4, Electronics +5, Hide +2, Knowledge (Astrophysics) +4, Knowledge (Blake’s Base) +5, Mechanics +4. Feats: Confident Charge. Gear: None of any import.

Minions: Base Guards These men also live on site, though small cadres of them travel to nearby towns for supplies twice a month — in disguise, of course. Base Guards, minions (squads of 2); v/wp: 1d10+2 (12)/14; Init +3 (+1 class, +2 Dex); Spd 30 ft.; Def 13 (+2 Dex, +1 armor); Atk: 7.62x39mm automatic rifle +3 (2d8); SV Fort +4, Ref +3, Will +1; Str 12, Dex 14, Con 14, Int 10, Wis 10, Cha 10; Skills: Balance +4, Climb +3, Computers +1, Jump +3, Knowledge (Blake’s base) +4, Listen +1, Search +1. Feats: Point Blank Shot. Gear: Weapons, kevlar vest.

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New Henchman Logan Kinkaid Logan spent many years as a “secret weapon” of the U.S. military in foreign territories, conducting sensitive missions that would cost the government face if they were discovered. He worked for the CIA, NSA, and the military (often all at once), and performed his job with maximum efficiency and minimum fuss. After he was nearly killed on an operation in Asia and nursed back to health at a reclusive monastery, he acquired a new perspective. He came to appreciate the perfect balance in nature — and the horrible threat modern technology posed against it. This mindset made him the perfect soldier for Philip Rhodes’ cause, which Logan has since adopted as his own. Vitality/Wounds: 27/16 Initiative: +5 (+3 class, +2 Dex) Speed: 30 ft. Defense: 13 (+1 class, +2 Dex) Attack: Silenced .45 semi-automatic pistol +5 (1d10+2) / composite bow +6 (1d6+3) Saves: Fort +6, Ref +4, Will +4 Abilities: Str 16, Dex 15, Con 16, Int 13, Wis 14, Cha 11

Skills: Boating +5, Climb +6, Demolitions +6, Intimidate +5/+2, Jump +5, Knowledge (Special Forces Tactics) +4, Listen +4, Move Silently +4, Tumble +4. Feats: Far Shot, Point Blank Shot. Gear: Weapons, binoculars, survival kit, headset radio. Gadgets and Vehicles: None.

Minions: Special Forces Troops These faithful men have all worked with Logan before, and have been hand picked by the mercenary because they are sensitive to his new agenda (or blindly loyal) and have the skills needed to pull off the dangerous undercover missions he assigns. All are consummate professionals who would die for him. Special Forces Troops, minions (squads of 2); v/wp: 1d10+1 (11)/13; Init +3 (+1 class, +2 Dex); Spd 30 ft.; Def 13 (+2 Dex, +1 armor); Atk: 9x19mm submachine gun +3 (1d10); SV Fort +3, Ref +3, Will +2; Str 14, Dex 14, Con 13, Int 10, Wis 12, Cha 10; Skills: Balance +4, Boating +3, Climb +4, Demolitions +2, Hide +4, Knowledge (Special Forces Tactics) +1, Listen +2, Tumble +3. Feats: Jump Up. Gear: Weapons, kevlar vest, headset radio.

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Alderac Entertainment Group Alderac Entertainment Group, Inc. (AEG) is an awardwinning industry leader in the collectible card game, roleplaying game, and miniatures game categories. AEG develops and publishes popular game-based entertainment products, including: Warlord: Saga of the Storm, Legend of the Five Rings, 7th Sea, Doomtown, Farscape, Spycraft, Shadowforce Archer, and the Clan War miniatures game. For more information on AEG, visit the company’s website at www.alderac.com.

OPEN GAME CONTENT All material in the module that is indented and printed in the sans serif typeface is considered Open Game Content, except for the proper names of NPC’s, and may be used pursuant to the Open Game License. Material contained in the New Henchman and New Minion sections is also Open Game Content. Illustrations on those pages are not Open Game Content and are owned solely by Alderac Entertainment Group, Inc. In addition, to the extent any material is derived wholly from the d20 SRD and/or the Dungeons and Dragons® Player’s Handbook, Third Edition, such as feat names and skills, that material is also designated as Open Game Content. All other content is designated as closed content, including but not limited to: NPC and Pre-generated character names, character background text, villain descriptions and all other module text not otherwise required to be Open Games Content. Alderac Entertainment Group (AEG) reserves the right to publish addenda and/or modification to the designation of Open Game Content within this adventure on our web site if either by the unilateral action of AEG, by agreement of parties (including AEG) or by operation of law there is a change to the designation of Open Game Content.

LEGAL STUFF Dungeons and Dragons® and Wizards of the Coast® are trademarks of Wizards of the Coast, and are used in accordance with the Open Game and d20 Licenses. Links to the full text of both the Open Game and d20 licenses, when available, can be found on the Alderac Entertainment Group web site, and are hereby incorporated by this reference as if fully set forth herein. Future versions of this adventure will contain the entire text of those licenses, once finalized.

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The Open Game License The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b) “Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game Content” means the game mechanic and 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 content 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 specifically excludes Product Identity. 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COPYRIGHTNOTICEs Open Game License v1.0a Copyright 2000, Wizards of the Coast, Inc. System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. Star Wars roleplaying game, Copyright 2000, Wizards of the Coast and Lucasfilm Ltd.; Authors Andy Collins, Bill Slavicsek, JD Wiker.