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8/12/2019 Shadowforce Archer - Adventure - Double Blind
1/16 2002 Alderac Entertainment Group, Inc. All rights reserved.
Welcome back, agents As you know, theShops defection last year was a majorblow to the Archer Foundation, and more
specifically, the Company. My predecessor as Controlof this organization, Dennis Gray, led the betrayal;worse, the Company is now riddled with Shop moles.Thanks to our compromised security, mounting opera-
tions against the Shop in Company territory is diffi-cult at best, explosiveat worst.
Fortunately, weve caught a break. Recently, anotherof our field teams shut down a Shop operation in SanFrancisco. The fallout of that incident has afforded uswith our first real chance to take the fight to theenemy.
Unfortunately, I cant tell you more than that at thistime. Even here, at the Kennel, theres a chance theenemy has eyes and ears about, and Im not willingrisk tipping our hand before were ready to ante up.
Within this packet are the details of Operation:TURNABOUT. The security tape is not to be removeduntil you are en route to your destination. Your pilotwill be briefed about your target destination once youare in the air.
Weve got the tiger by the tail agents: for once,we have the initiative.
Dont blow it.
A Mission for 35 Agents of Levels 46A Mission for 35 Agents of Levels 46
Double
Blindby B.D. Flory
Double
Blindby B.D. Flory
Double
Blindby B.D. Flory
Double
Blindby B.D. Flory
Requires the use of the Spycraft Espionage Handbook,
published by Alderac Entertainment Group, Inc., and the
Dungeons & Dragons Players Handbook,
Third Edition, published by Wizards of the Coast .
Requires the use of the Spycraft Espionage Handbook
published by Alderac Entertainment Group, Inc., and the
Dungeons & Dragons Players Handbook,
Third Edition, published by Wizards of the Coast .
1000-021000-02
TM TM
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This serial begins in Los Angeles, near the Marina Del R
where the agents must identify and apprehend Peregrine
former member of the now defunct Eyes of Argus (see
Shadowforce Archer Worldbook, page 152). Unfortunat
the agents must also contend with a Shop strike team sen
eliminate Peregrine before he can jeopardize their schem
After the search for Peregrine concludes, the action movesTaipei, Taiwan, where the Shop is conducting an experim
in behavior modification intended to culminate in a f
scale Chinese invasion of Ta i wan .
GC Introduction
With the revelation that Lord Reginald Savage is the en
matic revolutionary Argus (see the Shadowforce ArcWorldbook, page 153), the self appointed watchdog w
forced into hiding. Many of the remaining members of
investigative network, the Eyes of Argus, have since mov
on with their lives, though theyre regularly monitored
those still loyal to the cause. Aside form Savage himself, tEyes are still missing Jonathan Black, who vanished sho
ly before Savage was smoked out, and Savages man ins
the U.S. intelligence community, an informant known only
Pere gr in e.
In the relatively short time that he worked with the Ey
Peregrine developed a strong sense of mission. While serv
as a CIA analyst, he was often removed from the realities
field activity, and this insulation rapidly eroded his ideali
To Peregrine, his work became little more than an abstr
e xercise. But the Eyes changed all that. Suddenly, he disc
ered wheels within wheels, and worldwide conspiracies wo
ing behind the scenes to manipulate the course of human h
to ry. Peregrine was outraged, and saw the Eyes of Argus a
chance to peel back the layers of conspiracy, and expose
men and women who, in his mind, occupied their time
playing games with the future of the world.
With the advantage of his CIA security clearan
Peregrine granted the Eyes access to classified material t
would have otherwise been out of reach. Otherwise, Per e g r
maintained a cautious distance from the Eyes, for fear
exposing himself to prosecution for espionage, or wo
treason. Nonetheless, when the Eyes disbanded, Per e gr
was unwilling to give up the cause. He continued to assist
leaderless band of conspiracy chasers for many weeks, p
viding invaluable intelligence about the many chinks appeing in the Archer Conspiracys formidable shell since
Shop break.
Then, one morning, he simply disappeared.
Peregrine has since kept a low profile, and has virtua
dropped off the Archer Foundations radar. His disappeara
was an annoyance, but of the Eyes, only Savage is yet c
sidered a true threat, thanks to his intimate knowledge
Foundation activities. Peregrine used this anonymity to
advantage, going to ground where he believes hell be able
collect much more critical information about the Conspira
1
How to Use This Product
Double Blind is designed for use with the Spy c ra ft d20espionage rules and the Shadowforce Archer campaign
setting. Unlike traditional serials, Double Blindis interactive(that is, the GC and players make choices that affect the
ongoing Shadowforce Archer campaign storyline, andupcoming Shadowforce Archer game products). Though this
is the second SFA Interactive serial, its only part of S FA
Interactive Episode #2, which also features numerous multi-option plot hooks available through the Shadowforce ArcherThreat Center. For more about the SFA Interactivec a m paig n,visit the official website at www.shadowforce arch er.com.
A bbr evia t ionsThis adventure uses standard Spycraft NPC abbreviations,
as follows:A t k Atta ck
D e f D e fen seF o rt F ortitudeInit In i t i ativeRef Ref lexSpd Sp eedSV Sa vev /w p vitality / wound pointsW ill Willpower
Ability scores are abbreviated as normal (see the Spycraftr u les ) .
To prepare to run this serial, you should read it completely atleast 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 bookcan be read to your players to introduce them to the serial. Afterthat, youre ready to begin. Good luck!
S p y c r a f t
This module requires the use of the DU N GEON S & DRAG ONSPLAYERS HANDBO OK, TH IRD ED ITI ON, published by Wizards of theCoast, and Spy craft Espionage Handbook, published by AlderacEntertainment Group, Inc. You wont be able to run this adventurewithout it.
Spycraft, Shadowforce Archerand all related marks are and 2002 Alderac Entertainment Group, Inc. All rights reserved.
double blind
Author: B.D. Flory
Art Director: jim pinto
Brand Manager: Patrick Kapera
Editor: Patrick Kapera
Creative Director: Mark Jelfo
Graphic Design: Justin Lawler
Cover Illustration: Paul H. Way
Cartography: Cris Dornaus
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I I. If this option is selected, what is the Sho
interest in a unified China?
Its a small step toward one united wo
g overn men t.
The Archer Conspiracy (and specifically
Pan Asian Collective) relies heavily
Taiwans independence from mainlaChina. The Shops plan is to throw
Conspiracys regional activities into chao
None, specifically. The Shop hopes that
threat of a Chinese invasion will force
United States to intercede, destabiliz
diplomatic relations between the Chin
and American super powers, and forcing
Foundation to commit more resour
to maintaining stability in the regi
Co nsequen tly, the Shop gains more ope
tional latitude in the area.
Though the answers to these questions do not direcaffect the events of Double Blind, they help to determine
Shops true purpose, as well as the organizations gene
operational dicta.
Serial Synopsis
The clue chain in this serial is relatively direct, though
team may be distracted by the Scene 1 revelation that
research facility near Los Angeles in fact belongs to the Sh
That aside, the agents proceed from the Roadside Inn in
Angeles (Scene 1) to the nearby Marina Del Rey (Scene 2
run down area of Taipei (Scene 3).
During the first Los Angeles scene, the agents are char
with apprehending Peregrine. In and of itself, this isnt dicult: the team is provided with his room number, making h
easy to locate. But their behavior in this scene greatly inf
ences Peregrines attitude toward the agents (and therefo
the Foundation) over the course of the serial, which can h
or hinder the agents during later scenes. Further, Pere gr i n
loyalties are determined by one of Double Blinds interac t
elements, and may affect the course of the Foundatio
ongoing battle with the Shop in future S FA Interace piso de s .
The agents arent the only ones looking for the form
analyst, either. The Shop dispatches a strike team to sile
Peregrine by any means necessary. Though this team arri
ahead of the agents, its uncertain of Peregrines precise lotion (specifically, his room number), and keeps the mo
under surveillance throughout Scene 1. While its possi
the agents may spirit away Peregrine without attracting
Shop teams attention, the odds of getting through the sc
without violence are low. Obviously, this triggers
Conspiracys prime mandate to keep suspicion about
activities a secret. This problem is further exacerbated
Peregrines lack of cooperation his resistance alone mi
be enough to tip off the Shop team, who converge
the agents location as soon as the informants location
confirmed.
3
R ecen tly, Peregrine stumbled upon what he believed to be
a Foundation operation in Los Angeles, and spent the month
prior to this mission gathering intelligence about it. Hes
almost ready to go public, and has promised the Los AngelesT im e s an exclusive, provided he remains a silent informer.
Unfortunately for Peregrine, various news organizations
worldwide are riddled with Foundation informants, not theleast of which is IRIS the International Reporting and
Information Service (see the Archer Foundation ChamberBook, page 34) which tipped the Lords about Pe regrin e sactivities. But Peregrines planned expose isnt what prompts
this mission the Lords are more worried about the fact that
theres no record of the Los Angeles operation with any
Conspiracy Chamber. Whatever Peregrines stumbled across
it isnt an Archer operation. The Lords want the agents to
investigate just what Peregrines found and deal with the
errant Eye as well.
In reality, Peregrine has discovered evidence of a Shop
operation still using resources suspected by the Eyes to be
subverted by the U.S. arm of the Archer Conspiracy. ThisShop operation has just completed development on a device
designed to broadcast extremely low-frequency sound waves
intended to pacify civilian populations. The Shop intends to
conduct a field test of the device a few days from now, on the
island of Taipei. This field test is geared to facilitate a Chinese
invasion of the island (One step in a larger scheme at least
partially designed by you, the fans see below). Following
their encounters in Los Angeles, the agent team has the
opportunity to intervene, preventing this field test and a sub-
sequent Shop attack on Taipei. This forms the climax of this
SFA Interactive serial, but just the beginning of your
involvement with the design of the Shop threat visit the
Threat Center in Winter 2002 for a list of ways you can help
construct the Shop organization from the ground up!
GC Interactive Options
Before kicking off this serial, the GC needs to make an
important decision regarding the Shops motivation. This
question has a major impact on the threats development,
specifically concerning its goals, and how it intends to
achieve them.
1. What is the devices ultimate purpose?
a . Its one facet of a wider program intended to develop
behavior modification technology.
I. If this option is selected, to what purpose is theShop developing this technology?
Once the Shop achieves its goal of world
domination, behavioral modification is one
of the keystones through which it plans to
maintain its dominance of a weak, passive
p o pulat ion.
The Shop plans to use the technology to
both foment wars and dictate the course of
these conflicts.
b. Though the devices eventual applications may be
wide, it was specifically developed to aid an inva-
sion of Taiwan by mainland China.
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Interrogating Peregrine after the Scene 1 battle garners
clues leading the agents to the home of Dr. Ian Starling, a
Shop researcher near the Marina Del Rey the man chiefly
responsible for the pacification sound wave technology. Dr.
Starling isnt easy prey he leads the agents on a merry
chase through the citys streets, ultimately trying to escape
by boat. After the agents curtail his escape, however, theagents can pry the details of the Shops ultimate plan from
him and head off to Taipei.
The Taipei test area is well guarded by Shop troops, and if
the agents have wasted any time earlier in the serial, the test
may already be underway. With an (unlikely) early arrival,
the agents may infiltrate the area and locate the device
before all hell breaks loose; otherwise, they face off against
a heavily armed Shop combat team, the fates of hundreds of
innocent civilians hanging in the balance.
Its possible the agents investigation uncovers the loca-
tion of the Shops L.A. research facility. If the team informs
the home office about this, a Conspiracy team sweeps the
building, taking prisoner the few Shop guards and techni-cians who havent yet evacuated. Alternately, if the agents
follow up after their trip to Taiwan, they find the base desert-
ed, sanitized by Shop cleaners.
This serial should run 12 standard sessions.
T r o u b l e s h o o t i n g
Successfully completing this serial relies heavily on the
agents ability to gather human intelligence. Specifically, if
either Peregrine or Dr. Starling is killed or escapes the agents,
vital information slips from their grasp. There are, however,
a couple shortcuts for the GC in this event.
Peregrine documents all his activities (to release to the
public in case hes apprehended or worse). He hasnt had the
opportunity to send his last batch out to allies, and theyre
currently located in his motel room (for specifics, see page 7).S im ilar ly, Dr. Starlings home computer can also reveal the
Taipei operation, but if the agents are forced to use this
resource, they lose valuable time and arrive after the Shops
plans are already in motion.
Mission Briefing
The file folders provided by Col. Deitrich contain both
mission objectives (locate Peregrine and determine what hesfound), as well as all the Eyes current location the Los
Angeles Roadside Inn, Room 27. Unfortunately, the
Foundation is unaware of Peregrines true identity, providing
only his moniker the agents must confirm his identity on
their own.
The folder also contains a signed affidavit Peregrine gave
his contact at the L.A. Times. This document threatens toexpose part of a global conspiracy pulling the strings behind
the scenes for more than 50 years, and mentions the name
Archer several times. The import should be obvious the
agents must act quickly to protect the Cloak.
Deitrichs instructions indicate that Peregrine is to sim
vanish the agents are not to harm him, but simply pick h
up and detain him. Company spin doctors will follow up w
the Time s, ensuring that Peregrine is disregarded as j
another crank with a conspiracy theory.
As time is short, the Foundation cannot provide the age
with prepared cover identities, and the team must makeon the fly. Whether they approach Peregrine disguised as
enforcement officer, reporters, or simply choose to extr
him by force is left to their discretion.
Gearing Up
This mission is Code: Red.
Not only is the Foundations Cloak of secrecy in jeopar
but its vital that the agents discover whos really beh
Peregrines conspiracy" as soon as possible.
There are no restrictions to gear selection for this missi
Scene 1: The Roadside InnLos Angeles, California
Agent Description
Read the following aloud to the players when they arr
in this scene.
The Roadside Inn is almost remarkably unremarkable. A du
brown motel in a commercial district on the outskirts of L
Angeles, its just one of a series of like establishments sca
tered among car dealerships, restaurants, bars, and strip club
The L-shaped building brackets a small, asphalt parking lothe surface of which is in dire need of repaving. A short acce
road circles around the rear of the building, providing seco
story guests with parking space close to the stairs.
GC Description
Consult the map on pages 2122 for an overview of
Roadside Inn, as well as important locations therein.The agents likely either head for the motel office or dire
ly to Peregrines room. In the office, they find the m
ow ner, a surly, overweight man named Gerrold Horstma
Gerrolds eyes remain glued to the mens magazine h
perusing throughout the agents stay. Rooms are 40 bucknight or 20 bucks an hour," he grumbles into the pages. T
Roadside Inn currently has two vacancies rooms 18 and
If the agents simply question Gerrold about the guest
room 27, hes less than cooperative (his starting disposit
is unfriendly). Agents who display some proof of authority
convince Gerrold theyre the police earn his total attent
and cooperation (and a starting disposition of neutral
though not without complaint. Gerrolds has a Sense Mot
skill bonus of +4, and calls the police the moment hes alo
if the agents arouse his suspicion.
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U l timat ely, Gerrold isnt much use to the team he insists
he doesnt pry into his guests affairs" (he emphasizes the
word affairs with a decidedly disgusting chortle), and hes
basically telling the truth. All Gerrold knows is that
Peregrines been living out of room 27 for the last month,
and that hes never had any guests. Gerrold can provide the
agents with one additional piece of information, thoughi nad ve r te nt l y. The agents arent the first to ask around. A
couple of strange fellas in suits asked about the guests earli-
er tonight," he says. They werent cops though, so I didnt
say nothin." Despite his cooperative attitude, Gerrold doesnt
turn over his spare key without a search warrant (or a forgery
thereof). Gerrolds Forgery skill bonus is +5.
Gerrolds earlier visitors were Shop agents (see Threats,
below), and managed to plant a bug in the motel office. Theagents may locate the bug hidden in the leaves of a tall
plastic plant with a successful Surveillance check (DC 20).
If the agents reveal the bug to Gerrold, his comment is telling
of his opinions about spies: Friggin feds."
If the agents simply knock on Peregrines door, theres noanswer (though he is inside). Peregrine doesnt recognize the
agents when he peers through the peephole, and he doesnt
take any chances. Instead, he waits for the agents to give up,
then attempts to sneak to his car with his bags and simply
move on. Enterprising agents, of course, probably attempt to
gain entry to Peregrines room in his absence". This requires
a successful Open Lock (DC 20) or Break Object (DC 15)
check, and may tip off the Shop cleaner team to their activ-
ity (again, see Threats below).Despite posted signs insisting that the motel parking lots
reserved for patrons only, its regularly full of cars driven by
those at nearby establishments.
The motels other guests are impatient with the agents if
bothered (their starting dispositions are hostile), and none
have any useful information to offer.
T h r e a t s
As the agents arrive, the Roadside Inn has been under sur-
veillance by two Shop cleaner teams for almost 48 hours.
These teams arent sure of its targets identity, and have
planted a bug in the motel office and taken up positions
nearby to flush him out. One team is located in a diner across
the street, observing the motel through a window; while the
second team is in plain sight a man and a woman smok-
ing in the motel parking lot. From these two positions, theShop operatives can observe the entrance to every second
story motel room.
The GC should only allow a Spot or Surveillance check to
notice the Shop operatives if the agents specifically request
one, and any such check is opposed by a Surveillance check
made by the Shop operatives (see page 26 for the operatives
st a ti st ic s) .The Shop team in the parking lot investigates any suspi-
cious statements made in the office and all noteworthy
actions taken within either teams line of sight. If the agents
find and disable the office bug, or the bugs signal is other-
wise interrupted, the cleaners take note of everyone in
office at the time and follow them all, assuming they
lin ked to their quarry.
Agents who attempt to break into Peregrines room sho
make Hide and Move Silently checks opposed by the park
lot teams Surveillance skill. If the Shop team notices
en tr y, the parking lot team investigates.At any time, if the Shop teams verify Peregrines locat
or any Shop operatives enter combat, all remaining Sh
agents immediately converge on the location. The Sh
teams primary mission is silencing Peregrine, but they att
the agents as necessary as well. Should Peregrine be ki
during any combat, all Shop agents immediately attempt
pull out and return to a nearby safe house.
Peregrine flees all violence, taking cover whenever po
ble. He only attacks if directly threatened, and only if he c
reach his target without exposing himself to additional d
g er. Otherwise, he keeps his head down.
S e c u r i t y
The Roadside Inn doesnt feature much in the way of se
r ity. A simple mechanical lock protects each room (DC 15
bypass or break down), and the motel office sports a secu
ty camera overlooking each floors central hallway. The ca
era, however, is just for show, a hollow facsimile intended
discourage would-be robbers.
R e w a r d s
Immediately reward your agents with experience if th
accomplished the following tasks during this scene:
Arriving in this scene: 25 XP per agent
Gaining Dr. Starlings address from Peregrines no50 XP per agent
Gaining Dr. Starlings address from Peregrine: 100
per agent
Disabling or using the Shop bug to the teams advanta
75 XP per agent
Killing one or more Shop operatives: 50 XP per agen
Capturing one or more Shop operatives: 100 XP
a gen t
Completing the scene without alerting the Shop: 150
per agent
Convincing one or more Shop operatives to reveal th
base: 200 XP per agent*
Completing the scene with one or more dead civilia0 XP per agent
Completing the scene with one or more wounded ci
ians: 25 XP per agent
Completing the scene with no wounded civilians: 100
per agent
* Visiting the base is worth no xp, as it defies a di
or de r.
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Even if Peregrine escapes the agents, is killed, or is oth
wise unavailable to help after the fighting, all is not lost.
keeps a ledger in his room, which the agents may find w
a successful Search check (DC 15). All of the aforemention
discoveries are described within, though a success
Cryptography check (DC 15) is required to decip
Peregrines personal cipher.
Questioning Captured Shop Agent
Should the agents manage to capture one or more Sh
agents, they might think to ask them where their safe house
home office is. Surprisingly, the Shop agents know thou
they arent eager to give this information up to the agen
A successful Intimidate check opposed by the Shop age
Will save is required to gain the address of the Shop ope
tives safe house, as well as a research facility in Studio Ci
As described in the serial synopsis, the agents home of
demands that the team follow up with the Dr. Starling le
assuring the agents that the Shop base will be checked out
another team. Should the agents visit the Shop facility aw a y, they find it in a state of emergency evacuation, w
only 1d12+4 guards and 1d8+2 technicians still on site. Al
they arrive late for Scene 3 (see page 15).
I n t e ractive Options
The questions that need to be answered about this sce
i nclud e
1 ) Was Peregrine killed, freed, captured by the Foundati
captured by the Shop, or taken into police custody at
end of the scene?
2 ) If Peregrine is alive, check his loyalty as described
page 248 of the Spycraft Espionage Handbook, modiing the roll as follows.
Pe r eg ri ne s Disposition Mo d ifi erAd ve r sa ry Loyalty roll is automatically
Ho s tile 4
U nfrien dly 2
N e u tr a l +/0
Frien dly +2
H e l pful +4
Al l y Loyalty roll is automatically
3 ) What happened at your table? Who, if anyone, w
killed? What important events occurred? A section of response sheet will be set aside for you to answer t
question in your own words.
D e v e l o p m e n t
Peregrines attitude toward the agents varies widely based
mainly on how the agents behave during this scene, primar-
ily how mindful they are of his safety. Initially, Peregrin e s
disposition toward the agents is unfriendly. The agents may
attempt to modify this normally per the rules starting on
page 270 of the Spycraft Espionage Handbook, applying thefollowing cumulative modifiers.
Agent Action M odi fie rAttacking Per eg r i ne Adv e rsar y*
Breaking Peregrines door down 2
Carelessly injuring Peregrine 2
(e.g. Peregrine is hurt by an agents grenade)
Picking Peregrines door lock 1
Unnecessarily endangering Peregrine 1
(e.g. fire at an adjacent Shop agent)
Handcuffing or otherwise restraining Pe reg rine 1
Lying to Per eg ri ne 1
Endangering civilians 1(including the use of blast weapons)
Guarding Peregrine during combat + 2
Attempting to intimidate Peregrin e 1
* Peregrine instantly becomes an adversary toward the
agents and attempts to flee at the first opportunity, refus-
ing all subsequent offers of explanation and reconcilia-
tion. This may result in Peregrine assuming hes safer with
the Shop operatives than with the agents, in which case he
seeks (temporary) asylum with them.
Peregrine doesnt attack anyone except in self-defense,
and even then only if he believes hes otherwise in danger
of death or serious injury. After all, hes just an analyst.
Questioning Peregrine
Assuming the agents have the chance to speak freely with
Peregrine, a successful Diplomacy check (DC 15 + disposition
modifiers) convinces him to reveals that his Foundation"
has developed some sort of mind-altering broadcast device,
and that it plans to test it in the next couple of days."
Peregrine has no idea where the device will be tested, but
knows that a Dr. Ian Starling" is heading up the research
project somewhere in Los Angeles. Only within the last 12
hours, Peregrine has learned Starlings address near Marina
Del Rey.All this should make the teams next step pretty obvious,
though they need to decide what to do with Peregrine. They
have several choices, including taking him along to visit Dr.
Starling, turning him over to the Foundation, turning him
over to the police, killing him, or releasing him. The first and
fourth options arent desirable Peregrines not a field agent,
and eliminating him is reprehensible, flying in the face of the
Archer Pact. The agents best option is to simply turn him
over to the Company.
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Scene 2:Starling Home Marina
Del Rey, Los Angeles
Agent Description
Read the following aloud to the players when they reach
this scene:
GC Description
The meat of this scene, as implied by the agent description,
is a chase with the agents as the predator and Dr. Starling as
the prey. Use the standard sports car template for Dr.
Starlings Porsche. All streets in the immediate area are con-
sidered close terrain, and the starting lead is determined
using the rules for a prey-initiated chase.
What makes this chase unusual is Starlings destination
he makes for Marina Del Rey at top speed, where he drives
the Porsche off the longest pier. The vehicle converts into a
speedboat in mid-air and splashes down onto the water,
immediately shooting out over deep water (Use the rules fora Proteus package see page 153 of the Spycraft EspionageHand boo k).
The first five rounds of pursuit follow Pacific Avenue to
Washington Boulevard to Palawan Wa y, which leads into the
Marina, culminating in an elliptical road a little over a kilo-
meter in circumference. Provided the chase hasnt ended by
the end of Round 5, Dr. Starlings Porche hit the pier at full
speed and launches into the air, converting before it lands.
From here, the agents must either acquire a vessel or con-
tinue their pursuit in a hybrid ground/water chase. The for-
mer can be achieved in two ways. The agents can simply
hotwire a convenient speedboat (requiring a Mechanics check
with a DC of 15 and 1d4 rounds to accomplish), or they can
attempt to convince a boat owner that theyre with the policeand must commandeer his vehicle. This second option
requires a Bluff, Diplomacy, or Intimidate check with the
following DC and time requirement.
S k il l DC TimeBluff 16 4 rounds (2 to get the keys, 1 to
start the boat)
I nt im idat e 20 3 rounds (2 to get the keys, 1 to
start the boat)
Dip lomacy 24 2 rounds (1 to get the keys, 1 to
start the boat)
A critical success with any of these checks reduces the
essary time to only 1 round. A critical failure, however, m
that not only does the agent fail to convince the ves
owner of his credentials, but is caught in a pointless argum
or similarly inconvenienced, wasting and extra 1d2 round
the process.
The Sta n dard Marina Chase
Full-fledged water pursuits in the marina are handled
mally. Dr. Starlings lead carries over from the ground c
to the water, and he gains 1d4 additional leads each round
agents are stuck at the docks without a way to pursue.
The Hybrid Marina Chase
If the agents elect to pursue Starling on land (or fai
obtain a water vehicle), they must drive along the Ma
docks, which are considered tight terrain (the water is con
ered close terrain).
For simplicitys sake, in this hybrid chase, both pred
and prey are allowed to select maneuvers as normal, withe xception of finishing maneuvers the only option avail
to the predator is Steady..." (see page 29). This restrictiolifted if the predator has the Daredevil class ability, in w
case the predator may simply launch his ground vehicle
over the water to end the chase. Of course, the GC shoul
mindful of the logistics involved, and apply modifiers
success and failure conditions accordingly. Even with
Daredevil ability, however, if a predator attempts and fa
finishing maneuver, is attempted and failed, the preys bo
to lead is doubled. This represents the predator recouping f
the failed attempt (e.g. circling back around after deci
that the launching trajectory toward Dr. Starlings boat is
Further, if the predator suffers a critical failure with any
ishing maneuver, the chase ends immediately as the preda
car tumbles into the marina waters (and the vehicle and
occupants suffer normal crashing damage).
Dr. Starlings Esca p e !
Since the marina only has one point of access to o
waters, Dr. Starling may not attempt finishing maneuver
all. Instead, after 10 chase rounds, his boat hits open w
and the agents may no longer pursue.
T h r e a t s
Outside chase obstacles (e.g. police, a marathon or race, etc.), the agents need not deal with direct threats du
this scene. The action is entirely devoted to recovering
Starling.
R e w a r d s
Immediately reward your agents with experience if
accomplished the following tasks during this scene:
Arriving in this scene: 25 XP per agent
Catching Dr. Starling during the water or hybrid ch
100 XP per agent
Clearly, the Shop treats Dr. Starling quite well, speaking strict-
ly from a financial standpoint. His Pacific Avenue home is
built on an expansive property, and an ornate, wrought iron
fence surrounds the well-manicured lawn. You have little time
to admire the scenery, however, for as you arrive, Starlings
forest green Porsche screeches out of his driveway and
screams down the road. Hes been tipped that youre coming!
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Catching Dr. Starling before he reaches the marina: 200
XP per agent
Discovering the Taipei connection with Dr. Starlings
computer: 50 XP per agent
Convincing Dr. Starling to reveal the Shop base: 200 XP
per agent*
* This bonus is not cumulative with the same bonus in
Scene 1.
D e v e l o p m e n t
Questioning Dr. Starling is relatively painless he folds
easily under interrogation (i.e. with a successful Intimidate
check with a DC of 15). Bluff and Diplomacy are somewhat
less effective (its difficult to convince anyone to betray the
Shop through mere conversation or trickery) both these
checks are opposed by Starlings Sense Motive skill. In both
cases, the agents suffer a 8 circumstance penalty if they
dont offer Dr. Starling asylum from the Shop.
A l ter nat e l y, the GC may wish to call for skill checks foreach question, or groups of questions. This option works
particularly well when the scene is roleplayed following the
die rolls, the GC feeding information to the agents in pieces
through in-character dialogue.
Assuming the agents convince Dr. Starling to talk, the GC
should use the following as a gauge for his answers.
Q: What does this mind-altering device do?"A: The Civil Pacification Wave Generator broadcasts
extremely low-frequency sound waves designed to dis-
rupt the brains fight or flight reflex. Though designed for
use on human subjects, the device functions adequately
on lower orders of life as well. In the lab, the Wa ve
Generator leaves subjects essentially bereft of their
survival instincts, without fear in the face of physical,
even potentially lethal, harm."
Q: Why design such a device?"A : Its usefulness should be self-evident: imagine the mili-
tary applications alone! Under the Wave Generators
influence, military forces throw down their arms, civilian
populations submit to provisional governments, and
occupying forces need not deal with partisan uprisings
In theory, anyway. "
Q: In theory?"
A: The Wave Generator has yet to be field tested thoughthis will be rectified in short order. "
Q: How?"A: As we speak, a cleaner team is preparing a field test."
Q : What sort of field test?"A: Im unclear on the precise nature of the operation,
though the Wave Generator was shipped to Taipei.
I suspect it is to be tested on a civilian population."
Q : Where in Tai p ei ? "A: Huan Ho Road at Yan Sin Road, I believe. A destitute
section of the city."
Q: Where exactly is the device?"A : A Shop safe house, the tallest building in the area. T
provides maximum coverage for the device. As a pro
type, this version of the Wave Generator lacks the bro
cast power to be effective without that advantage."
Q : What about the civilian lives?"A: That really isnt my concern. Im a scientist. The path
progress is paved with conflict, the toll paid in blood a
bo ne."
Q: Are you insane?"A : Certainly not. You simply lack vision. Your kind
whelps of the weak-minded Archer Conspiracy h
always lacked vision."
Q : Is there a countermeasure to the Generators effect?"A : Of course!"
Q : Tell us what the countermeasures are!"A : Our personnel are provided with radio headsets t
include integral white noise generators to counter Wave Generators effects."
If the agents specifically ask Dr. Starling about the lo
tion of the Shop facility at which he works (and they succ
with one of the skill checks described on page 13 after acircumstance penalty is applied), the scientist tells the age
where to find the base. This information is unavailable in
files located at his home (see below).
Losing Dr. Starling
If the agents fail to capture Dr. Starling, they can find
relevant information by tossing his home. His personal co
puter holds all of the information described above, mostlydeleted email that can be recovered with a success
Computers check (DC 25). If the agents are forced to take t
route, however or if the agents are delayed in Scene 1,
both they arrive late in Scene 3 (see page 15). Further,
Starling reports the agents to his superiors, insuring that
Shop is expecting the team when they arrive in Taipei.
I n t e ractive Options
The questions that need to be answered about this sc
i nclud e
1 . Was Dr. Starling captured or killed, or did he escape?
2. Did the agents discover the Shops L.A. facility?3. Whether discovered or not, the Shops L.A. facility is
a. A dedicated research facility.
b. The nerve center for the Shops west coast operatio
c. One of countless Shop cells in the United Sta
each of which operates independently of the r
Each cell headquarters serves as research facil
operational headquarters for field teams, and so
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Scene 3: Taipei, Taiwan
Agent Description
Read the following aloud to the players when the agents
arrive in this scene:
If the agents were delayed in either previous scene, read
the following as well.
GC Description
This scene takes place in a poor Taipei neighborhood,
where the streets are crowded and buildings are packed tight-
ly together. The Shop safe house is nestled into a "commer-
cial" area of the district, and this is the busiest time of day.
1. Residential Apartments: These single story apartmentsare cramped and ill furnished. Each features two or three
sleeping mats rolled up in a corner, a low table, and a cabi-
net or two for storing personal effects.
2. Tailo rs Residence: This apartment belongs to a tailor,his wife, and their three children. There are no interior walls,
though the couples sleeping quarters are separated from the
rest of the apartment by a thick curtain. Beyond is what pass-
es for a sitting room, childrens sleeping area, and living
room combined. As this neighborhood goes, the apartment is
fairly well furnished, featuring a hardwood table, sitting
cushions, and mattresses.
3. Tailor Shop: Owned and operated by the occupants oflocation #2 (all of them the children are not yet old enough
to work), this shop is something of a landmark in the district,
well known for its quality garments and friendly own
Goods are stacked on tables for sale, arranged in rows. A
ting room takes up the southwest corner of the store.
4. Private Home: This home is occupied by the tailors and his wife, and is furnished similarly to the tailors o
residence. Some of the tailors garments are boxed in o
c or ner, ready for his son to bring to market in a different p
of the district, where he maintains a street vendor stall.
5. Shop Safe House (Exterior): If the agents search for tallest building in the area," as by Dr. Starling described
Scene 2, this three-story structure obviously fits the bill.
local Shop operation is housed in a small building, indist
guishable from its surroundings. Though it looks like a
other overcrowded home, a small door leads to location
This door is protected by an electronic lock requiring
successful Electronics check (DC 30) to bypass. Inside,
building is merely a shell a small loft serves as a seco
s tory, with one ladder leading down to the ground a
another leading through a trap door in the roof.
6. Mission: This building is ostensibly a Catholic missistaffed only by a British missionary and his wife. In real
it more often serves as a shelter for those too poor to aff
their own homes, and is always exceedingly crowded
including today.
7. Abandoned Building: Its impossible to tell what purpthis building once served, as it was abandoned long a
Extensive fire damage is clearly visible across the structu
Though agents inside the building are in no danger
unstable sections have long since collapsed and settled
those who move across the roof must make a Balance ch
(DC 20). Failure indicates the roof collapses beneath them
and results in the agent suffering 2d6 damage from the
(1d6 for the distance fallen, plus another 1d6 when he la
on the debris below). With a successful Tumble check,
damage is reduced to half (rounding down).
8. Restaurant: Despite its limited and generally unaptizing selection, this unnamed restaurant has a steady flow
customers due to the nearby market and its rock-bott
p rices .
9. Shop Safe House (Interior): This apparently abandobuilding is boarded up and largely ignored by the local p
ulation and generally overlooked by squatters and criminThe few who try to break in find the boards nearly impo
ble to break in reality, these are steel plating coated wit
thin veneer of wood, and welded in place. Breaking throu
this barricade which covers all entrances require
successful Break check (DC 30). The barricades each hav
hardness of 18 and 75 wounds.
The safe house features cramped living quarters, but
the comforts expected of a global criminal organization
a well-stocked armory containing a variety of comm
ammunition types, 1d6 spare Daewoo DP 51 service pist
and 1d4 spare NORINCO QBZ-97 assault rifles (see page
for these weapons statistics). Agents who toss the safe ho
Despite its disheveled and generally run down appearance,
this neighborhood of Taipei is alive with activity, the hustle
and bustle of daily life. Children play in the wider streets,
weaving in and out of vendor stalls and haggling customers,
and individual conversations are lost in the clamor of busy
open-air markets. Even the side streets are crowded, as pedes-
trians and bicyclists attempt to avoid the general confusion of
the main thoroughfares. Clotheslines, signs, and ramshackle
walkways that crisscross the streets overhead, forming a
second city twenty feet in the air.
Suddenly, the staccato rattle of automatic weapons fire rips
through the racket of the marketplace. A moment later, more
gunfire joins the macabre chorus, and the buzz of countless
conversations and arguments erupts into hundreds of terrified
screams. As people scatter in panic, you feel an almost imper-
ceptible vibration, gentle and calming. Though the harsh
snarling of machine guns continues unabated, the frenzied
screams of frightened people wither to murmurs of fear, and
finally die altogether.
The field test has begun
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also find one set each of Bundles A, B, and C (see theSpycraft Espionage Handbook, page 106), as well as a cellu-
lar video phone, personal computer, cot, and mini-fridge.
The safe house is currently unoccupied, though until
r e cen tly, it was the home of Viper, a Shop henchman in com-
mand of the field test, and his minions. By the time the
agents arrive in this scene, Viper is on the roof of location#5, preparing to turn on the Wave Generator.
T h r e a t s
If the agents arrive before the field test begins, they have
the chance to reach the Wave Generator before the slaughter
commences. Unfortunately, several obstacles stand in the
way. As depicted on the area map on pages 23-24, Viper has
set up checkpoints at each intersection surrounding the Shop
safe house. Each of these checkpoints is manned by two of
his minions, who observe the intersection from nearby
rooftops. Though theyre heavily armed, these minions gen-
erally go unnoticed by the local populace theres simply
too much happening on the street level for people to paymuch attention to the minions nests.
The GC should make a secret Spot check for the agents as
they pass each checkpoint, opposed by the Shop cleaners
Hide skills. With success, the agents notice the Shop agents
before theyre spotted themselves. Provided the entire team
ducks for cover rather than striding brazenly into the open,
the agents remain unnoticed. Conversely, if the agents fail
the opposed check, the Shop team spots them first. Unless
every agent is disguised, the minions notify Viper and the
test commences immediately. If every member of the team is
in fact disguised, the minions must succeed with a Search
check against the agents Disguise check result, as described
on page 50 of the Spycraft Espionage Handbook, to notice theteam and warn Viper.
Located on the roof of location #5, Viper and the Wa v e
Generator are well out of sight from anyone on the ground.
Any agent who climbs above street level a task merely
requiring a successful Climb check (DC 5) due to the many
r i c kety ladders, piled crates, and the like providing access
should make a Spot check opposed by Vipers Hide skill. With
success, they see the Generator and the Shop henchman atop
the three-story building. (Unfortunately, anyone on a roof
within line of sight of one of the minion teams is automati-
cally spotted as well.)
Agents hoping to take Viper by surprise may sneak intolocation #5 and ascend the ladder to the rooftop trap door.
As the agents ascend the second ladder, they must make a
Move Silently roll opposed by Vipers Listen skill, failure
indicating that he hears them coming and begins the test. In
the event that the team reaches the rooftop without alerting
the Shop henchman, the GC should check for surprise as
described on page 228 of the Spycraft Espionage Handbook.During combat, Vipers uses his first half action to activate
the Wave Generator (see page 28 for the effects of this device)and his first free action to radio a command to his minions,
ordering they commence the test.
In addition to the gear listed on page 26, the minions
this scene wear Kevlar BDU armor.
S e c u r i t y
The Taipei Shop cell doesnt intend to remain in the c
long enough to warrant security systems.
R e w a r d s
Immediately reward your agents with experience if t
accomplished the following tasks during this scene:
Arriving in this scene before the test begins: 50 XP
agen t
Arriving in this scene after the test begins: 25 XP
a ge nt
Sneaking past the Shop sentries without notice: 50
per agent
Sneaking into the Shop safe house without notice:
XP per agent
Killing one or more Shop minions: 50 XP per agent Capturing one or more Shop minions: 100 XP per ag
Killing Viper: 100 XP per agent
Capturing Viper: 200 XP per agent
Ending the threat with one or more civilian casualt
50 XP per agent
Ending the threat without civilian casualties: 100 XP
ag ent
Preventing Viper from launching the field test: 200
per agent
E v e n t s
Once the field test begins, the Shop minions at each che
point drop down to street level and move toward the shouse, methodically taking a 5 ft. bonus step each round a
devoting the rest of their actions to attacks against targets
they present themselves. Civilians are easy prey, and anyo
who fights back (read: the agents) become priority targ
The field test is scheduled to last one minute (10 rounds),
which time the eight Shop minions are scheduled to j
Viper on the roof, and the whole lot of them are airlifted
of the area, along with the Wave Generator.
A true count of casualties inflicted in the area is a gr
deal of trouble to track. We recommend you dont roll
Shop attacks against NPCs during this scene instead, s
ply assume that each round a Shop minion isnt otherw
occupied while the Wave Generator is active (i.e. each routhe minion isnt combating an agent, unconscious, or dea
the minion kills two civilians. If the Wave Generator is de
tivated or destroyed, this number is reduced to one civil
per round, as people start to panic and scatter for cover
simply flee the scene. Finally, an agent can keep one or m
minions distracted from killing civilians by engaging th
directly in combat or luring them into a foot chase throu
the neighborhood.
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Combat during this scene should be confusing and diffi-
cult, thanks to the terrain and to the crowds. All firearms
attacks suffer the standard 4 circumstance penalty to fire
into combat unless the GC determines otherwise. Further, any
time an agent suffers an error with a firearms attack roll, the
GC may spend one action die to cause the attack to hit a
civilian. The GC may either have the agent roll damage nor-mally (each civilian has 6 vitality and 9 wounds) or simply
assume the civilian is killed. Similarly, any firearms attack
that misses an agent due to the firing into crowds penalty
hits and kills one civilian.
Example:An agents Defense is 15. A minion rolls a 17 toattack him, but this total is reduced to 13 by the 4 firing
into crowds modifier. This attack hits and kills one civilian.
Attacks against characters located above street level and
in areas the GC determines are sparsely occupied are not
reduced by the firing into crowds penalty, nor do they hit
and kill civilians if they miss.
One minute (10 rounds) after the field test begins, a heli-copter arrives to evacuate the Shop personnel. It hovers over
the appointed rendezvous site (location #5), dropping a rope
ladder to any Shop personnel on the roof. The helicopter is
a modified military model (use the statistics on page 101of the Soldier/Wheelman Class Guide), armed with one
7.62mm vehicular machine gun (see page 102 of the
Soldier/Wheelman Class Guide). The helicopter remains in
position until all Shop personnel are aboard (excluding the
dead and unconscious) or until its reduced to 25 wound
points or less, at which point it leaves the area.
Viper doesnt deactivate the Wave Generator until he
boards the helicopter, at which point a winch is lowered to
lift the bulky device into the vehicles cargo bay. See page 28
for a description of the devices effects on the agents.
D e v e l o p m e n t
Following this serial, the GC should determine the follow-
ing and report all interactive results through the online
Threat Center at w ww.s ha d owfo rcea rc h er.com.
1) Was Cobra captured, killed, or did he escape?
2) How many civilian casualties did the Shop minions inflict?
3) Did the agents secure the Civilian Pacification Wav e
Generator? If so, it is important to note whether the device
was merely deactivated in the course of the scene, ordestroyed (see page 28).
D e b r i e f i n g
Reward the agents 500 xp each for successfully complet-
ing this mission.
This serial provides the agents with a number of opportu-
nities to affect the Foundations ongoing struggle against the
Shop. First, Peregrine can become a valuable asset to the
Foundation if he can be convinced theyre the good gu
The agents behavior during Scene 1 has a great deal of in
ence on his decision, but the ultimate test comes over
weeks and months following this mission. Especially in li
of upcoming SFA Interactive events, Peregrine will hmany opportunities to consider his position, and there will
many chances for GCs to bring him back into the act(some potentially scripted, if he survives in the global ca
paign, most of the GCs own design).
The most important piece of information to report b
through the Threat Center is the result of Peregrines loya
roll, as follows
Loyalty Result Ef f ectup to 5 Peregrine eventually decides to help
the Conspiracy, and reveals much h
discovered about the Shop, assuming
the organization to be loyal to Arch
6-15 Peregrine remains unconvinced of th
Conspiracys good intentions, and assign of good faith from the Lords, h
released and clandestinely monitore
16 + Peregrine displays open antipathy tow
the Archer Conspiracy, threatening th
many of the organizations secrets wil
revealed unless hes released. Hes held
custody until his claims are verified.
A second matter involves the Shops field test, the pub
perception of which depends on the teams success dur
Scene 3. If ten or fewer civilians are killed during the test,
Foundation manages to completely cover for the incid
If between 10 and 25 civilians are killed, the Foundat
cant suppress the information, and news reports attribute
deaths to a particularly virulent flu strain made lethal by
poor living conditions in the area. If 25 or more civilians
killed, news reports cover the incident in complete and ac
rate detail, including eyewitness descriptions of the Sh
cleaners and the helicopter. The Foundation has to cond
extensive damage control, and fallout will affect the Cl
(and future SFA Interactiveserials) for months to come.Teams who uncover the location of the Shops L.A. fac
ty are heartily thanked by Control, and informed that
resulting sweep is the first huge break in the long strug
against the traitors. Though the base is largely evacua
before the Foundation can arrive, advance word from Company retrieval teams is that the base was actually lin
to at least three other Shop cells. Depending on the course
your campaign, its quite possible the agents may be assig
to infiltrate, attack, or otherwise interfere with these ot
cells. The game is once again afoot and the Arc
Conspiracy finally has a few pieces on the board again!
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* Permission to photocopy pages 21-22 is granted for personal use only.
Scale in Feet
0 5 10 20 N
S
W E
Roadside InnLos Angeles, CA
Upper Level
Ground Level
Peregrines Room
Windows
BathroomCloset
Bed
TVStand
Parking Lot
Staircases to Upper Level DoorsRear Parking Lot
WindowsWindowsLawnLawn
LawnLawn
Bedside Table
OwnersRom
* Permission to photocopy pages 21-22 is granted for personal use only.
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Shop Safe House and EnvironsTaipei, Taiwan
Scale in Feet
Curtain Clotheslines
Checkpoint
Fence
Crate
Barrel
VendorStalls/Carts
FittingRoom
Loft
BackLoft
Trapdoorto Roof
Kitchen
Stairs Ladder
PalmTreeWell
0 5 10 OverheadWalkway
N
S
W E
1 0
1 0
1 01 01 0
1 0
8
7
9
5
6
3
4
2
1
1
1
1
1
1
1
11
1
* Permission to photocopy pages 23-24 is granted for personal use only.
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New Henchman
Xing Zhi Heng (Viper)
Part of the new breed" of Shop operatives, Xing Zhi Heng
never served the Archer Conspiracy. Recruited and trained
secretly as the Shop prepared to secede from its parent orga-
nization, Zhi Heng is a native of mainland China, born and
raised in appalling poverty. When he was only 17, he ran
aw a y, and eventually made his way to Hong Kong. Desperate
for money and respect, he quickly fell into the Hong Kong
underworld, where he distinguished himself serving as a
Triad enforcer. On more than one occasion, this led him into
conflict with operatives of the Archer Conspiracy, most fre-
quently the Pan-Asian Collective, and it wasnt long before
the Foundation maintained an extensive intelligence file on
him.
Selected from this file for his skill and ruthlessness, Zhi
Heng was an easy mark for Shop recruitment. He waspromised two things: financial security and far more
importantly the chance to help destroy the Archer
Foundation, which the Shop claimed secretly manipulated
the course of history world wide, and indirectly blamed for
the poor living conditions in which Zhi Heng had spent most
of his life.
No w, Zhi Hengs entire life is dedicated to two things
combating the Archer Conspiracy and training to combat the
Archer Conspiracy. Zhi Heng neither knows nor cares to
know why he does what he does. Its enough for him that he
is told to do it.
Despite his humble origins, Zhi Heng doesnt empathize
with the victims of his latest assignment. He dragged himselfout of poverty by sheer force of will, and he holds only dis-
dain for those who cant do the same.
Shop Cleaners: Despite the name, Shop cleaners have liin common with their Conspiracy counterparts. Though b
are deployed when its vital to remove a possible threat
their respective organizations secrecy, Shop cleaners f
quently tend to employ permanent" solutions over sa
well-meaning tactics. Murder is their favorite tool, and th
arent particularly shy about it. These troops care liwhether they leave a mystery or a mangled body, so long
the Shops secrets remain safe.
Shop cleaners must be capable combatants, as they
often deployed in situations expected to erupt into sm
scale wars (such as Scene 3 of this serial).
Shop Cleaners (minions), 4th level minions (standard minions,
squads of 6 34 MP). CR 4. SZ M; v/wp: 4d8+4 (26)/12; Init +3
(+3 class, +2 Dex); Def 13 (+1 armor, +2 Dex); Atk: NORINCO QB
97 +6 (4d4, error 1-2, threat 20); Face 1 square; Reach 1 square;
SA None; SQ None; SV Fort +5, Ref +4, Will +2; Str 11, Dex 14, C
12, Int 14, Wis 12, Cha 10; Skills: Balance +4, Climb +3,
Demolitions +2, Driver +6, First Aid +3, Hide + 2, Intimidate +3,Jump +4, Search +2, Spot +6, Surveillance +5, Survival +2, Swim
+2, Tumble +5. Feats: Talented (Surveillance). Gear: Weapo ns,
Tuxedo liner.*
* The troops encountered during Scene 1 wear tuxedo liners. Both
sets of troops have the same Defense statistic.
New Henchman
Dr. Ian Starling
Ian Starling has always been fascinated with the hum
mind, and devotes most of his time to studying howoperates. Hes convinced that instinct can (and should)
discarded in favor of reason, and much of his research p
sues this ideal. Unfortunately, as a Shop technician, h
afforded little leeway to pursue his personal passion. Dur
his tenure as part of the Archer Conspiracy, his time w
mainly occupied fulfilling requisitions for new and uni
gadgets for Archer field teams, and his personal intere
werent considered appropriate by his superiors. The ar
ment against his research on the grounds that the hum
mind is not to be toyed with is hypocrisy to him what
t e l e p a t h y, which the Foundation studies extensive
So when he was approached to join the traitors shortly bef
the break, he leapt at the chance.Starling conceived and developed the Civilian Pa cifi cat
Wave Generator, but hes quick to point out that what
Shop does with it is not his concern. Hes proud of his c
ation, believing it to be the first logical step to aid mank
in overcoming millennia-old conditioned responses, and t
it represents a triumph of intellect over instinct.
6th-level Soldier
(Henchman 12 MP)
Size: Medium
Vit a lity /Wounds: 47/14
Initiative: +7 (+5 class, +2 Dex)
Speed: 30 ft.
Defense: 14 (+2 armor, +2 Dex)
Attack: Fist/punch +10 (1d8+8),
foot/kick +10 (1d8+6),
Daewoo DP 51 +8 (1d10+ 1,error 1-2, threat 20)
Special Attacks: Per class
Special Qualities: Per class
Saves: Fort +7, Ref +5, Will +3
Abilities: Str 18, Dex 14, Con 14,
Int 10, Wis 12, Cha 12
Skills: Balance +8, Climb +9,
Demolitions +2, Driver +5,
First Aid +2, Intimidate +9,
Jump +8, Spot +6, Survival +2,
Swim +5, Tumble +5
Feats: Five-Style Adept, Holding
Basics, Kicking Basics, Martial
Arts, Punching Basics,
Throwing Basics, We a ponSpecialization (Unarmed)
Gear: Weapons, Kevlar BDU
a rmo r
Gadgets and Vehicles: Standard
belt, shock-tip shoes
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4th-level Snoop
(Henchman 8 MP)
Size: Medium
Vi tali ty / Wounds: 22/11
Initiative: +4 (+2 class, +3 Dex)
Speed: 30 ft.
Defense: 16 (+3 class, +3 Dex)Attack: Fist/punch +2
(1d3 subdual)
Special Attacks: Per class
Special Qualities: Per class
Saves: Fort +1, Ref +5, Will +4
Abilities: Str 10, Dex 16, Con 11 ,
Int 18, Wis 14, Cha 11
Skills: Boating +11, Bureaucracy
+5, Computers +11 ,
Concentration +7,
Cryptography +7, Diplomacy
+2, Driver +10, Electronics
+11, First Aid +4, Gather
Information +3, Knowledge
(Psychology) +11, Languages
+5, Listen +6, Mechanics +11 ,
Search +6, Sense Motive +9,Spot +6
Feats: Lane Dancer, Talen te d
( B o ati ng)
Gear: None.
Gadgets and Vehicles: Por s ch e
sports car with Proteus
Pack a g e
Dr. Starling has no minions
of his own.
5th-level Snoop
(Foil 5 MP; loyalty 5)
Size: Medium
Vi tali ty / Wounds: 26/11
Initiative: +4 (+3 class, +1 Dex)
Speed: 30 ft.
Defense: 15 (+4 class, +1 Dex)
Attack: .22 LR pocket pistol +3
( 1d6 +1 )
Special Attacks: Per class
Special Qualities: Per class
Saves: Fort +1, Ref +5, Will +4Abilities: Str 10, Dex 12, Con 11,
Int 19, Wis 16, Cha 14
Skills: Appraise +6, Bureaucracy
+8, Computers +11 ,
Concentration +10,
Cryptography +12, Cultures
+ 10, Diplomacy +7, Driver +
Electronics +9, First Aid +5,
Gather Information +8, Hide
+4, Languages +6, Listen +1
Mechanics +6, Move Silentl
+4, Read Lips +7, Search +1
Sense Motive +8, Spot +9,
Surveillance +9
Feats: Alertness, Ta lent e d
( S ur veil lance)
Gear: Weapons, Bundle B(see the Spycraft Espionage
Handbook, page 106 ), Lapto
Computer (power rating +3)
Gadgets and Vehicles: None
New Foil
David Chambers (Peregrine)
In 1968, when David Chambers was 9, hed just finished
reading a letter from his brother in Vietnam. Jason Chambers
was on leave, and enjoying his time away from the front. Its
not like in country," he wrote. It feels almost like the world."
An hour later, a pair of soldiers stood at Davids door,
and told him his brother was dead. David didnt understand,
but he would. He swore that he would. In the following years,
David learned everything he could about Vietnam, and about
the Tet Offensive, in which his brother had died. The
Vietcong had distracted the United States by launching
a tremendous assault in a region called Khesanh, and had
succeeded in drawing U.S. attention away from major popu-
lation centers, leaving them open to attack. Jason was on
leave in Saigon.
Jason was killed in Saigon.
As David learned more about the Offensive, David
concluded (correctly) that Tet would not have been nearly
so devastating, but for the failure of the U.S. Intelligence
apparatus to foresee the operation. His brother and countless
others were dead because something, somewhere, was
missed. He decided then and there that he wanted to help
make sure it never happened again.David got his wish when he was recruited into the CIA
directly out of college not as a field agent, but as an ana-
lyst. He put the pieces together, he saw the future, and he made
sure that no more 9-year olds opened the door to
soldiers with empty words and a letter from a commanding
officer.
Over time, though, David lost his focus. The job became
abstract nations became nothing more than pieces of a
constantly shifting puzzle and armies, soldiers, and spies
became nothing more than pieces in a global game that had
to be won at all costs. Somewhere along the line, David for-
got why he chose intelligence in the first place.
Then Argus found him. The revolutionary touched all
right buttons hed lost his own wife because of what
called the Game," and hed given up on the system to cre
a new path. Argus offered David a chance to help him cre
this new path, a chance to topple the puppet masters fr
their perch. David jumped at this chance, too, and becam
founding member of the Eyes of Argus.
New Gadget
Civilian Pacification Wave Generato
The Wave Generators effect covers the entire area
which Scene 3 takes place, so no agent is beyond its reunless he leaves the map. That said, Viper and each of
Shop minions in the scene, as well as the pilot and co-p
of the evac chopper, are protected from the effects by wh
noise generators built into their radio headsets (which
agents may steal and use themselves during the scene).
Unless protected, each agent must make a Will s
(DC 10) at the beginning of each round. With failure,
agent suffers a 1 circumstance penalty to every roll m
for the duration of the scene. This penalty is cumulative,
an agent who fails three saves whether theyre consecut
or not suffers a total circumstance penalty of 3. A
agent who takes a radio headset from a Shop agent is
longer required to make these saves, and any penalty preously incurred is immediately dropped.
If the Wave Generator is disabled or deactivated, all pen
ties are dropped and no further saves are required. Deactivat
the device requires a full round action, during which the ag
must not be successfully attacked. At the beginning of
initiative count during the following round, the agent m
make an Electronics check (DC 25) to deactivate the dev
Success indicates the device is shut down for the duration
the scene; it requires several hours to prepare for operati
and therefore cannot be reactivated immediately. Alternat
the agents may simply do enough damage to the Generato
destroy it. The device has a hardness of 5 and 25 wounds.
8/12/2019 Shadowforce Archer - Adventure - Double Blind
16/16
3 02 9
New PredatorChase Maneuver
Steady" (Finishing)
Rather than attempting to end the chase by forcing the
prey to a halt, the predator pulls alongside the prey and
attempts to match his speed as closely as possible. This
allows other agents in the predators vehicle to leap aboard
the preys vehicle. While this maneuver presents a great deal
less risk to both vehicles, an agent leaping from one vehicle
to another during a high-speed chase is in great danger.
Le ad : 5 lengths or less. Further, Steady" is only consid-ered a finishing maneuver if there are no passengers in the
preys vehicle, in which case the agent who successfully
m akes the leap may attempt to force the vehicle to a halt.
This requires a successful Strength check opposed by the dri-
vers Strength. In this case, the defending driver suffers a 5
penalty to his Strength check result as he steers the vehicle.If the prey vehicle contains passengers when someone suc-
cessfully leaps into it, the chase continues as normal as com-
bat likely erupts inside the prey vehicle. If all of the passen-
gers within the prey vehicle are defeated, the chase ends as
the agent (or agents) force the driver to a halt.
Succes s:Any agent in the predators vehicle (including thedriver) may make a Jump check to board the preys vehicle.
The DC of the jump check is equal to 25 minus the difference
between the maneuver checks made this round. If the prey
vehicles driver attempts this check, the vehicle and any
remaining passengers immediately suffer the effects of a
failed crash check (though passengers may make a Jump or
Tumble check (DC 15) to reduce damage, as normal see theSpycraft Espionage Handbook).
S pe c ial : Steady" interacts with the various prey maneu-vers as detailed below. Treat the following information as
an additional column on the master Chase Maneuvers table
(see the Spycraft Espionage Handbook, pg. 188 and the
Soldier/Wheelman Class Guide, page 62).
Chase Maneuver M o di fi erBarn s torm 0 / 0
Bl oc k 0 / 6
Bootleg Reverse 0/4
Come Around
Duck Out Exten d
Gift Wrap 6 / 0
Hairpin Turn
L u re 0/0
Pull Ahead 2 / 0
Shake 2/0
Set Up 0/0
Stunt
Van ish
Z ig- Zag 0 / 0
Thats Impossible!" 0/0
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15. COPYRIGHTNOTICESOpen Game License v1.0a Copyright 2000, Wizards of the Coast, Inc. System RuDocument Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, MCook, Skip Williams, based on original material by E. Gary Gygax and Dave ArnesStar Wars roleplaying game, Copyright 2000, Wizards of the Coast and Lucasfilm Authors Andy Collins, Bill Slavicsek, JD Wiker. Spycraft Espionage Handbook, Co2002, Alderac Entertainment Group, Inc.; Authors Patrick Kapera and Kevin WilsonShadowforce Archer Worldbook, Copyright 2002, Alderac Entertainment Group, Inc