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Shadowforce Archer - Adventure - Double Blind

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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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    2

    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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    4

    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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    65

    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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    87

    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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    9 1 0

    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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    1 21 1

    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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    2 82 7

    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.

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    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

    The Open Game LicenseThe following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wof the Coast, Inc (Wizards). All Rights Reserved.

    1. Definitions: (a) Contributors means the copyright and/or trademark owners whocontributed Open Game Content; (b) Derivative Material means copyrighted mincluding derivative works and translations (including into other computer langupotation, modification, correction, addition, extension, upgrade, improvement, compabridgment or other form in which an existing work may be recast, transformadapted; (c) Distribute means to reproduce, license, rent, lease, sell, broadcast, p

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    2. The License: This License applies to any Open Game Content that contains aindicating that the Open Game Content may only be Used under and in terms License. You must affix such a notice to any Open Game Content that you Use. Nomay be added to or subtracted from this License except as described by the Litself. No other terms or conditions may be applied to any Open Game Content distusing this License.

    3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceof the terms of this License.

    4. Grant and Consideration: In consideration for agreeing to use this LicensContributors grant You a perpetual, worldwide, royalty-free, non-exclusive licensthe exact terms of this License to Use, the Open Game Content.

    5. Representation of Authority to Contribute: If You are contributing original material aGame Content, You represent that Your Contributions are Your original creation You have sufficient rights to grant the rights conveyed by this License.

    6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portionLicense to include the exact text of the COPYRIGHTNOTICE of any Open Game CYou are copying, modifying or distributing, and You must add the title, the copyrighand the copyright holders name to the COPYRIGHTNOTICE of any original Open

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    using the name of any Contributor unless You have written permission froContributor to do so.

    12. Inability to Comply: If it is impossible for You to comply with any of the terms of this Lwith respect to some or all of the Open Game Content due to statute, judicial orgovernmental regulation then You may not Use any Open Game Material so affect

    13. Termination: This License will terminate automatically if You fail to comply with alherein and fail to cure such breach within 30 days of becoming aware of the breasublicenses shall survive the termination of this License.

    14. Reformation: If any provision of this License is held to be unenforceable, such proshall be reformed only to the extent necessary to make it enforceable.

    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


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