The trouble with the Chaubrettans......
Background:
A few days ago Gunnar Hasbakk, a Kurlish merchant, was in town trading furs and, unknown to most of his associates, attempting to relay information to a fellow Kurlish spy.
While he haggled late into the night with his contacts at the Grey Goose Inn, he got more than a little drunk and was persuaded to hire a working girl named Molly. Molly caught on that the information Gunnar was carrying was very important and very valuable. After the merchant lapsed into unconsciousness, Molly slipped out with the majority of his florins and the doeskin package containing the information: the orders and information requests for a, not as loyal as he appears, a steward high up in Hadrics court.
Her plan is to sell the information to Betsy Cooper, a local madam and information broker, take the money and flee with her young daughter, Kelly back to her parents holdings in Baron Aldreds barony.
Hasbakks first mate, Eli, discovered this lapse on his masters part and immediately pounced upon the chance of seizing the ship for himself and moving up in the esteem of the Kurlish nobility.
He plans on hiring a group to find the information and get it to him so that he can humiliate his boss and be the hero. Hasbakk has hired his own team of ne'erdowells, however, to retrieve the package.
The local Chaubrettan spy-ring, however, has also been notified of this debacle through the infamous Betsy Cooper, hoping to make a sale. They have no intention of bargaining, however, when politics are at stake. They plan on taking the package by force and gaining the upper hand on both the Albish and the Kurlish.
Part 1.The Companions are told through a contact that a gentleman has heard of their prowess and has arranged a table at the Owl and Badger to discuss a new job. It's a simple job:
"Retrieve a stolen item from a woman named 'Molly.' Return said item to me in a days time to receive 200 florins each."
Eli is flamboyant and outlandish, he is dressed in bright colors of red and purple and his blue-tinted facial tattoos and ragged, gold ringed ears attract a lot of attention. His smugly sarcastic attitude can barely hide his nervousness.
"Molly is a whore. Her address is unkown. There are no descriptions of her that I have been able to find. She was last seen working at the Grey Goose four nights past. Her fate is inconsequential to the job but it is preferred that she not be harmed.'
' I have to go now, but I will be here tomorrow at this time to collect my package, at which point the money will be handed to you. Please do not try to contact me, follow me, or double-cross me."
"Good Luck."
Eli
Stats: Int: 12, Ref: 8, Psy: 5, Str: 14, Looks: 5,
Combat Stats as 1st rank Barbarian.
Part 2.
The Grey Goose
A few questions in the right ears will reveal that the fellow running the ladies of the night at the inn is an ex-Clysteran named John Willson.
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John Willson
Stats:
Int: 18, Ref: 10, Psy: 6, Str: 13, Looks: 13,
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Wilson will at first try to get one of the PCs to "borrow" one of his girls.
When, if?, they don't oblige, he gets really pissed off. Then after a minute or two he collects himself and relaxes. If pressed he will reveal, "Damn you to hell, you bastards are worse than those Chaubrettan scum that came by an hour ago! Yeah, I know Molly! She still hasn't paid me for that favour I did her with the guards. She isn't around and she hasn't been working. I'm losing money. If you find her worthless arse, tell her I'm gettin' impatient?"
"Wheres she livin? Hells, I don't kn- Wait! I think I remember goin' there once."
" Little place on the east Side of the Lungbarrows, near the tanneries, I think. Big building, warehouse, kinda run-down?" A successful chat with any lower-class contacts, or lower class PCs will reveal the building as an old warehouse, abandoned due to rumours of plague which houses a large number of itinerent labourers and the like.
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Part 3: Followed by the Chaubrettans
A successful Perception check vs. Jean Croix's Stealth of 10 will alert the PC's that they are being followed. If discovered a short gentleman in a long-coat and unruly hair will be seen to be following about 300m behind.
If the PC's take any action, Croix must make an Perception (17) vs. their Stealth if they are attempting to hide their interest. If successful, he will duck into a nearby building or shopfront and hides.
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Jean Croix
5th rank Assasin.
Stats:
Int: 9, Ref: 18, Psyc: 14, Str: 7, Looks: 9,
Gear:
Leather armour.
Shortsword.
Throwing knives(shuriken).
He will throw knives a few times and escape out the back. He will make use of his climbing abilities to disappear up walls and across rooftops.
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Part 4: A home by any other name......
The PC's get to the warehouse building. A bit of a scare put into any urchins playing in the street or any neighbors will reveal her hovels location.
The door is hanging open, the piece of wood bracing it in splinters. The inside is trashed. A successful Perception check vs. 15 will reveal someone lying under a pile of furniture and trash. It is Mick, blasted out of his skull on cheap booze.
"Angels, heh heh.....they spoke to me, ! But they, like sounded like demons! Three lovely angels........"
"And they wanted Molly? She must be chosen by the Lord!"
" You got any booze?'
"Oh, Molly, right! She said she was goin' out. Said somethin' going to happen. Then...... She's gone!.......Then the Angels came!..........The angels came and asked me where Misty was, then.....then......she sent her little girl to play at Betsys house'
He lapses into unconciousness. Any PC with knowledge of the local area knows who Betsy is.
As the PCs leave they hear a noise on the rear stairs. On the way down, they find Anya and her mercenaries with Molly. Misty is being beaten. A fight should ensue.
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Part 5:
Anya, Kurlish She-wolf.
4th rank Barbarian.
Stats:
Int: 13, Ref: 17, Psyc: 13, Str: 8, Looks: 13,
Skills:
Track, Speaks: Albish, Kurlish, Chaubrettan.
Gear
Chainmail ( Maille)
Two handed Sword.
Maria
2nd rank Knight.
Int: 14, Ref: 10, Psych: 9, Str: 12, Looks: 10.
Padded Armour.
Shortsword.
Slava
1st rank Knight.
Stats:
Int: 8, Ref: 9, Psych: 10, Str: 7, Looks: 9.
Gear:
Padded Armour.
Shortsword.
Owl
2nd rank Mystic.
Stats:
Int: 12, Ref: 11, Psych: 14, Str: 14, Looks: 9
Gear:
Crossbow.
Dagger.
Mace.
Hardened Leather.
Molly.
Stats:
Int: 13, Ref: 9, Psych: 8, Str: 6, Looks: 8,
Note: Misty is a non-combatant in this scenario. After being beaten up she is at 1 hp. Any further damage may kill her.
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Anyas tactics:
Attack the nearest sorceror
Slava attacks anyone with missile weapons.
Maria attacks any one closing.
Owl uses a spell.
Everyone takes off, getting to the next level and splitting up. Owl gets down the hall, behind some cover, and casts a delaying spell.
They've already gotten what they want to know. Mollys daughter has the package and is probably already on her way out of the city headed for home.
Molly, however, is done for. She has been stabbed, kicked, knocked around a little and punched in the belly. She is hurt really bad and will die in 1 to 10 hours without the attentions of a competant leech or magical aid.
The PC's are given a choice, go get the package across from across town or save Molly.
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Part 6: Sweeter than Honey
Anya and her group will regroup near the Grey Goose.
They know:
Molly handed the package to her daughter.
Her daughter must go to someone to fence the goods.
The closest person capable of fencing such information loot is Betsy.
Their new plan:
Go to Betsy, find out if she still has the package. If so, buy it back for as cheap as possible. If not, contact their employer and have the money raised to be able to purchase it.
If the package is not in her possession, find either the girl or the new owner and take it back, killing the owner if necessary.
They go to Betsys, hoping to find it, only to find the PC's there already.
The PC's should go to Betsys. All weapons are held at the door.
The 4 guards will stop any PC's concealing any weapons, otherwise, they just want to know what they're up against cybernetically.
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Queen Bee
Init: +10, Save: 10, BTM: -3.
SP: 25 all areas.
Stats:
Int: 7, Ref: 10, Tech: 8, Cool: 5, Attr: 4, Luck: 6, MA: 4, BT: 8(10), Emp: 4.
Skills:
Streetdeal +9, Trade +8, Pilot +13, Persuasion +7, Spanish +8.
Cyberware:
Twin optics with Infrared, Targeting Scope, and Dodgeball. Skinweave, grafted muscle.
Gear:
Light armor jacket.
Notes: Queen Bee is not a fighter and has a team of solos called the Drones who devotedly fight to the death for her.
Mr. Cheung
Init: +10, Save: 4, BTM: -2.
SP: 10 all areas except for head.
Stats:
Int: 10, Ref: 10, Tech: 10, Cool: 7, Attr: 3, Luck: 3, MA: 10, BT: 4, Emp: 2.
Notes: Interface +8. Mr. Cheung serves mainly as a plot device in this scenario. He is constantly plugged into a computer contolling every aspect of the environment around Queen Bee. He never opens his eyes, preferring instead to view the world through the eyes of the many security cams he's set up or the visual sensors of whatever vehicle he's controlling.
Kelly Brock
Init: +10, Save: 3, BTM: -1.
SP: torso 15, arms 15.
Stats:
Int: 8, Ref: 10, Tech: 3, Cool: 3, Attr: 5, Luck: 8, MA: 10, BT: 3, Emp: 9.
Gear:
Squirtgun (+10 to hit, no damage)
Notes: Suburban Ninja +15, Dodge +16. Kelly is just an innocent little girl, but she's not stupid. She knows that what she's carrying is valuable and knows how to exploit the situation for a profit, or at least for survival.
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Queen Bee will try to bargain for the Biochip. She wants 750,000 E$. The PC's, of course, can't pay. If they try to take it by force the drones will stop them. Mr. Cheung will immediately activate the sprinklers so that Kelly and Queen Bee can get away. Otherwise, after a few moments of bickering and dealing, Engel comes in, what a cozy suprise!
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Drone #1, Tyson
Init: +14, Save: 8, BTM: -3.
Stats:
Int: 3, Ref: 6 (8), Tech: 3, Cool: 10, Attr: 5, Luck: 5, MA: 5, BT: 8, Emp: 3.
.Mac 14 (+15 to hit, 4d6, ROF:10, 20 rounds).
SP: head 10, torso 20/18, arms 20/18, legs 20/18.
Drone #2, Felix
Init: +11, Save: 8, BTM: -3.
Stats:
Int: 4, Ref: 6 (8), Tech: 3, Cool: 9, Attr: 5, Luck: 5, MA: 7, BT: 8, Emp: 3.
Minami 10 (+15 to hit, 2d6+3 AP, ROF: 20, 40 rounds).
SP: head 10, torso 20/18, arms 20/18, legs 20/18.
Drone #3, Edina
Init: +14, Save: 6, BTM: -2.
Stats:
Int: 3, Ref: 7 (9), Tech: 3, Cool: 10, Attr: 4, Luck: 5, MA: 5, BT: 6, Emp: 3.
Colt AMT 2000 (+22 to hit, 4d6+1 AP, ROF: 1, 8 rounds.)
SP: head 10, torso 20/18, arms 20/18, legs 20/18.
Note: The Drones will fight to the death defending Bee's escape.
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Engel and her solos are confident. There is really no need for fighting at this scene.
If they PC's describe their employer at any point, Engel laughs. "Mister Y" works for EBM. In fact, "Mister Y" works for Engel's employer! Unfortunately, She is getting paid much more by someone higher up on the EBM corporate food chain, so the PC's have lost. She buys the biochip, game over... until the French attack!
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Part 7: Party Crashers
Jean Paul Croix
Init: +12, Save: 5, BTM: +0.
Stats:
Int: 9, Ref: 8, Tech: 4, Cool: 7, Attr: 7, Luck: 8, MA: 6, BT: 5, Emp: 6.
X-9mm Autopistol (+17 to hit, 2d6+1, ROF: 2, 11 rounds).
SP: Torso 20, arms 20, legs 20.
Francois
Init: +10, Save: 9, BTM: -3
Stats:
Int: 4, Ref: 5, Tech: 4, Cool: 8 (10), Attr: 4, Luck: 4, MA: 4, BT: 9, Emp: 3.
Sternmeyer Type 35 (+12 to hit, 3d6 AP, ROF: 2, 8 rounds).
SP: torso 20/10, arms 20/10, legs 20/10.
Notes: Combat Sense +5.
Pepe
Init: +13, Save: 4, BTM: -1.
Stats:
Int: 6, Ref: 7, Tech: 4, Cool: 7 (9), Attr: 5, Luck: 4, MA: 8, BT: 4, Emp: 6.
MPK9 (+15 to hit, 2d6+1 AP, ROF: 1/3/25, 35 rounds).
SP: torso 20/10, arms 20/10, legs 20/10.
Notes: Combat Sense +6.
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A Frag grenade goes off at the stairway. The Union Corse are attacking. They don't see why they have to pay for anything they can just take. Damn Europeans.
Kelly takes her Biochip back from Bee and disappears into the shadows. She slips out the cargo door and onto the loading dock in the parking garage. The goons battle each other. Engel, Jean Paul, Queen Bee, and Mr. Cheung all flee the battle to find Kelly. Mr. Cheung, before unplugging himself from the computer, activates the sprinkler system, turns off all the lights, and brings Bee's car around in the parking garage.
Kelly heads down the ramp, around the corner, over the short wall, and runs for the stairs back up to the street.
Bee and Mr. Cheung get in the waiting car and go up the ramp into the street.
If Kelly isn't captured, she will head to the docks across the now crowded Stadium parking lots. If she makes it, she will threaten to drop the Biochip into the water unless she is paid 500,000 Euro and allowed to leave.
If the PC's are smart, they'll get rid of everyone else and deal with Kelly. Secretly, Edgar is reluctantly willing to pay an addtional 250,000 Euro for the chip, though his job would be placed in jeapordy. He will do it, if he has to, but only if the PC's know it's a Biochip, only if everyone else has been dealt with, that a little girl has it, and if the PC's know Edgar's own boss wants it far worse than he does. If the PC's don't know all that, or if they don't have possession of the Biochip, he wil l hire others to kill the PC's, find the girl, kill her, and take the Biochip. If anything happens to him, EBM will be after anyone responsible.
Once he gets the chip, minus 250,000 Euro or otherwise, he'll be happy and leave. He has the goods on his boss, Gunther Hausmann, who lost the Biochip to Misty when he hired her as a prostitute. He'll remember the PC's and their attitudes next time he needs a job done.
If the PC's deal with Kelly, give her at least 100,000 Euro, and help her any other way, they each receive +10 IP. If they just kill the girl and hand over the Biochip, they'll get paid their 2000 each and receive no extra IP. Game Over.