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Back to
Basics
by Patrick Kapera
Back to
Basics
by Patrick Kapera
Spycraft
This module requires the use of the DUNGEONS AND DRAGONS
PLAYERS HANDBOOK, THIRD EDITION, published by Wizards of the
Coast, and Spycraft Espionage Handbook, published by Alderac
Entertainment Group, Inc. You wont be able to run this adventure
without it.
Spycraft, Shadowforce Archer and all related marks are and
2002 Alderac Entertainment Group, Inc. All rights reserved.
Back to Basics
Author: Patrick Kapera
Project Manager: Patrick Kapera
Editor: Dave Lepore, Dave Salisbury
Creative Director: Mark Jelfo
Graphic Design: Steve Hough
Cover Illustration: Richard Pollard
Interior Illustration: Storn Cook, Richard Pollard
and Mike Sellers
Cartography: Cris Dornaus
Serial Synopsis
This serial deals with the fanatic plans of a criminal
mastermind named Philip Rhodes, a neo-Luddite dedicated to
reversing the technological advances of the modern age.
Rhodes is not featured in this serial, but one of his favored
henchmen is an ex-NASA technician who has been
convinced of Rhodes mission. This henchman, Anthony
Blake, is described at the end of this mini-serial, along with
his minions. By not including Rhodes here, the Game Control
is left to use him again at a later time (or as part of a longer
season involving this serial).
The action begins as the agents are sent to investigate the
apparent theft of several thousand pounds of rocket fuel,
a relatively low-key task. But the situation rapidly becomes
critical as the agents come to realize that the rocket fuel is
being used by Blake to propel a tactical nuclear bomb into
the outer atmosphere, where it will be detonated to release a
massive Electro-Magnetic Pulse (EMP) through the worlds
satellite system. The nuclear device is dirty (i.e. built to
leave a great deal of residual radiation behind), preventing
most manned space flights. If successful, Blakes plan will set
space travel and global communications back decades.
Blakes plan is scheduled to coincide with a test of a new
global satellite feed, during which many of the worlds
various satellite systems will be linked together. Blake hopes
that the EMP will travel through the linked system, shorting
out all the satellites at once. His timing must be precise,
however. The window for launching the rocket with the
nuclear device is only a few hours. This also means the
agents must reach Blakes secret base before the rocket is
launched. Presently, the launch is three days away.
The majority of this serial involves the agents tracking
down leads first to find the fuel and then to find the base
where it has been taken. Unfortunately, a tactical team hired
by Blake is systematically erasing or destroying these leads.
This team is comprised of ex-terrorists and rogue Special
Forces operatives from around the world, and commanded by
a former U.S. counter-terrorist field agent named Logan
Kinkaid. These are effectively a second henchman and his
minions, and are further described at the end of this serial.
In Scene 1, the agents visit the fuel storage facility, just
north of Madrid, Spain. There they discover that a hacker
recently accessed the security system to assist the theft.
As they search the premises, Logans men attack them. Logan
is nearby, but does not engage the agents directly; the agents
may only learn of his presence as he makes radio contact
with his men, or if they are lucky enough to spot him from a
distance.
Scene 2 focuses on the hacker identified in Scene 1,
a college student named Simon Noble currently attending the
Universit de Caen in northern France. By observing or
questioning Noble, the agents discover that his actions are
guided by one of his professors, Mary French, with whom he
is having an illicit affair. Professor French is another of
Blakes tools, forced to help him in exchange for the safe
return of her cousin, Calvin, held captive by Logan Kinkaid.
Troubleshooting
The greatest potential difficulty of this serial is the chain
of clues, which lead the agents from one suspect to the next
until they encounter Blake in his Scottish lair. The Game
Control must strive to ensure that the serial does not stall if
the agents miss a vital clue (such as the hacker involvement
in Scene 1). If this happens, the GCs best course of action
depends on his players style. Groups who take their cues
from the home office may find it helpful to speak with
Control, who can pass along clues the Agency has discovered. Self-reliant mission teams may have to be gently
nudged in the proper direction. In the case of the hacker
involvement in Scene 1, for example, the GC might play up
interactions with the installations Security Chief, Alejandro
Garza, who is familiar with the computer-driven systems
on-site.
Another potential problem may involve the agents
speeding too quickly through the serial with the help of
either the Agency or modern technology and information
gathering techniques. The most destabilizing scenario might
find the agents insisting upon favor checks to acquire spy
satellite data through the Agency so they can visually track
the fuel after it is airlifted away from the El Molar base.
While this is a perfectly reasonable request, it effectively
circumvents Scenes 2 and 3, leading the agents directly to
Mission Briefing
By superspy standards, the briefing for this mission is
straightforward, even boring. Control orders the agents to
investigate the theft of several thousand pounds of rocket
fuel, taken from a joint European military installation in El
Molar, Spain. Only the precision with which the heist was
conducted obviously the work of professional thieves with
substantial resources warrants their attention.
The reason Control is sending the team on this mission has
everything to do with timing and politics. With the
International Space Station (ISS) a not-so-distant reality and
the test of a new global satellite data feed planned in three
days, the theft of rocket fuel has the Agency worried that
someone intends to interfere (theyre right).
Control gives the agents the names of all the personnel
employed at the El Molar installation (see below), along with
a blueprint of the interior (provided as a list of rooms, also
below). He also tells them not to attract attention during their
investigation and that only the Security Chief, Alejandro
Garza, knows who they are and what they are doing. Finally,
Controls asks that the agents leave daily updates of their
progress on a secure answering service and gives them a code
word to use if they need immediate assistance (Halloween).
The agents should work the code word into their message if
they run into trouble.
Should the characters use this code word, Control contacts
them by secure cell phone communication within 1d6+4
minutes.
El Molar Employees:
Carmen Luna, Installation Chief
Fritz Christoph, European Union Representative
Jean-Pierre Baptiste, Lead Technician
Iago Salvador, Technician
Sara Milagros, Technician
Alejandro Garza, Security Chief
Emilio Salvador, Guard
Augustin Benitez, Guard
Mannie Modesto, Guard
El Molar Areas of Interest:
Backup Mission Control
Security Headquarters
Guard Checkpoints (4)
Storage Bay 1
Storage Bay 2 (where the fuel was kept)
Research Lab 1
Research Lab 2
Living Quarters 1
Living Quarters 2
Power Shed
Gearing Up
This mission is Code: Yellow, though events in later scenes
may raise the raise the Agencys level of concern to Code:
Red or even Code: Black, authorizing additional mission
budget for the agent team.
There are no restrictions to gear selections for this mission,
though the agents are likely to choose gear that is unsuited
for later scenes, given the operations misleading mission
briefing. The Game Control should prepare for the team to
contact the Agency during the mission (perhaps between
Scenes 3 and 4) to requisition additional gear, and should
allow them leeway to do so up to 50% of the budget point
and gadget pick allotments.
GC Description
The El Molar research and storage facility is a third-tier,
backwater hole in the woods of Western Europe, where
projects and scientists are not assigned, but rather banished
or discarded. Only the untimely theft of rocket fuel so close
to a major satellite system test has peaked any interest, and
then mainly from the Agency. Other organizations assigned
to follow up with the theft are completely satisfied when
the Agencys faux inspectors swoop in from a perfectly
legitimate private consortium attached to the European
Union, and take the assignment off their hands.
Physically, the El Molar installation consists of several
acres of fairly dense forest land, surrounded by a thinly
patrolled chain link fence and signs warning against
trespassing. Once central building holds all facilities but the
power shed, with wings devoted respectively to research
(Labs #1 and #2) and storage (Bays #1 and #2). These wings
are largely isolated from the central building, where the
security headquarters, backup mission control, and living
quarters are located.
The Game Controls responsibility during this scene is to
discreetly direct the agents toward the tell-tale signs of
recent computer sabotage on site, then hit them hard with the
Special Forces teams sent by Logan Kinkaid. The action here
should be slow and building until the attack, after which it
should be fast and furious.
Following the leads given to them during their mission
briefing, the agents encounter the following
El Mol ar Employ e e s
Carmen Luna: Chief Officer Luna is an efficient bureaucrat.
She avails herself to the agents in every way possible,
believing them to be inspectors sent by the Union to follow
up on the missing fuel. She offers the agents a grand tour of
the building (all locations are listed below), making sure to
introduce them to Security Chief Alejandro Garza, whom she
believes will eventually take the fall for the theft. CO Luna
can answer any questions the agents have about the installation, and its surroundings. She was off-site over the weekend when the break-in occurred, and has graciously allowed
Fritz Christoph to take the lead with local investigations.
Fritz Christoph: This wiry administrator is untrusting and
overcautious, believing everyone to be as underhanded and
deceitful as he is. He resents the agents presence, believing
them to be another nail in his careers coffin. He has,
nonetheless, compiled a meticulous report of his findings on
the matter of the missing fuel, which he reluctantly shows to
the agents. It rules out the possibility of help from the
El Molar locals, all of whom were at a religious retreat at
the local mission over the weekend. Christoph, who is
notoriously suspicious of computers, left the buildings
automated security systems for last, and hasnt ticked them
off his ten-page checklist yet.
Blakes
Secret
Base
Camoflaged Heliport Ha
Silo
Elevator
Ops
(Side View)
Rocket
Service Ring
Service Ring
Service Ring
Service Ring
Maintenance
(Overhead View)
Silo
Rocket
Base Floors
Service Ring
Glentibbot
Distillery
atch
Heliport
Air Raid
Shelter
Common Rooms
Service Ring
Private Quarters
Service Ring
Barracks
Service Ring
Research and
Development
Service Tunnel
Service Ring
Rocket Support
Fuel Storage
Map Key
Elevator
Door
Scaffolding
Trapdoor
Stairs
Stairs
Extending
Platforms
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Threats
Once the agents have discerned where to go next (the
Universit de Caen), the installation is attacked by five
squads of Special Forces Troops (see New Henchmen at the
end of this serial), who are intent upon killing everyone in
the building and destroying all evidence of the theft. Logan
Kinkaid keeps his distance during the attack, directing his
troops from a hilltop several miles away via a secure twoway radio link. The agents may potentially spot him, but
should not be able to catch up to him here. If the agents
pursue him, he leaps into a waiting helicopter and takes off
for Deauville (and Scene 3).
The GC should pit some of the mercenaries and base
guards against one another to depict the free-for-all nature
of the battle as a backdrop for the agents actions. Consult
Guard Checkpoints (above), to determine how many guards
remain.
Should Benitez combat the agents, use the following
statistics.
Augustin Benitez, v/wp: 23/13; Init +5 (+3 class, +2 Dex);
Spd 30 ft.; Def 14 (+2 class, +2 Dex); Atk: 9x19mm +2 (1d10);
SV Fort +3, Ref +3, Will +1; Str 10, Dex 15, Con 13, Int 14,
Wis 9, Cha 14; Skills: Bluff +8, Computers +5, Cultures +3,
Diplomacy +7, Disguise +7, Languages +6, Open Lock +6,
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Rewards
If you are playing the full (published) version of Spycraft,
reward your agents with experience if they accomplished the
following tasks.
Arriving in this scene: 10 xp per agent
Discovered how the theft happened: 25 xp per agent
Discovered origin of hack: 50 xp per agent
Survived the fight: 100 xp per agent
Flushed out Benitez: 25 xp per agent
Captured Benitez: 50 xp per agent
Helped Emilio keep his job: 25 xp per agent
Development
If Benitez involvement in the theft is revealed, he
attempts to run, using his chameleon suit to aid his escape.
The agents may try to stop him. He will fight, but not die, to
get away. If captured, he knows only that his leader (Logan)
only as WOLFE and believes that the mercenary used to
work for the U.S. government. He can also offer a reliable
description of the terrorist.
Should the agents capture Benitez chameleon bodysuit,
they find that it has been severely damaged (either during the
final assault of this scene or accidentally during the fuel
theft, as the GCs desires). Further, the bodysuit has a number
of unique design features the Agencys R&D department find
intriguing, and is confiscated by the teams superiors at
the end of this mission. The statistics for the bodysuit are
included as part of Benitez Gear (see above).
Should Benitez escape, he may be encountered later,
in Scenes 3 or 4, as one of Logans men or a minion at
Blakes rocket shelter.
The agents may attempt to indirectly trace the hackers
or break into the Caen University computer system,
thus gaining much information about Scene 2 before they
ever leave El Molar. With a successful Computers check
(DC 25), they can deduce the real name of the hacker, one
Simon Noble, and pull down his class schedule and student
information. They also find that Noble has missed every class
since the theft. While this may help them locate the hacker
on campus once they arrive, and offers circumstantial
evidence of his involvement in the theft, all other information available in Scene 2 must be found in person.
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GC Description
Situated along the placid banks of the Orne River in
northern France, Caen is a modern urban center dominated
by towering Romanesque abbeys, secluded meadows, and
grand, ancient chateaux. Local specialties include cheese,
cider, and calvados (apple brandy). The city is only two hours
drive from Paris, with daily ferry rides to the British Isles. The
Universit de Caen is located in the center of the city and
hosts nearly 16,000 students each year.
Unlike the first scene, this one and the next are quick and
clean. There is little investigation involved in any of them,
and the action is fast and easy to follow.
The focus of this scene is tracking down the hackers who
broke into the El Molar installation security system and aided
Augustin Benitez cover-up of the fuel theft. The first step is
isolating those who were using the computer labs at the time
of the theft. It was early afternoon on a weekend, so the
number is manageable. This establishes the agents suspect
pool.
From there, the agents can check which terminal was used
(Computer check, DC 10), and ask around to see who was
using it (Gather Information check, DC 20, 5 per four hours
of asking). Asking around campus without first checking the
lab yields much less chance of discovering the culprit (Gather
Information check, DC 30, with no adjustments for time
spent asking).
The person using the terminal in question was a student
Simon Noble who signed in as working on an assignment
for Professor (Mary) French. Tracking Simon down is fairly
easy: Using the college computer registry has a DC 25 for
unauthorized use or DC 10 if the agents are able to sneak into
an administration office and use an open terminal. Obtaining
Simons dorm assignment and class schedule from
Administration is a little more difficult, but not impossible
(Bluff or Diplomacy check, DC 20 or Intimidate check, DC
25), or the agents can simply ask around for that, too (Gather
Information check DC 15).
Mary French is on campus when the agents arrive, but she
is just leaving to meet Logan Kinkaid at the Deauville yachting
harbor (see Scene 3). She is rather jumpy about the El Molar
theft, and runs as soon as the agents begin asking questions
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Threats
Though not threats so much as leads and potential
obstacles, Mary French and Simon Nobles statistics follow.
Mary French, v/wp: 20/12; Init +4 (+1 class, +3 Dex);
Spd 30 ft.; Def 13 (+1 class, +2 Dex); Atk: punch +2 (1d3);
SV Fort +1, Ref +6, Will +2; Str 11, Dex 16, Con 12, Int 16,
Wis 14, Cha 16; Skills: Bluff +2, Bureaucracy +2, Computers
+2, Cryptography +2, Driver +5, Spot +4. Feats: Mobility.
Gear: None.
Simon Noble, v/wp: 10/14; Init +2 (+1 class, +1 Dex); Spd 30
ft.; Def 12 (+1 class, +1 Dex); Atk: punch +1 (1d3+1); SV Fort
+2, Ref +2, Will +1; Str 12, Dex 13, Con 14, Int 17, Wis 11,
Cha 11; Skills: Computers +4, Concentration +3, Jump +2,
Tumble +2. Feats: Sidestep. Gear: Mary Frenchs laptop.
Security
There is no security of consequence in this scene.
Rewards
If you are playing the full (published) version of Spycraft,
reward your agents with experience if they accomplished the
following tasks.
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Development
Ideally, the agents should not be allowed to lose Mary
French. If the chase results indicate that they do, however,
they can still deduce her destination Pier 34 of the
Deauville yachting harbor at 6 pm from an email she
sends to her laptop before she leaves the university campus.
Knowing that she might be walking into a trap, Mary took
the precaution of ensuring that if her laptop made it to the
authorities, so would her final destination. Her password is
saved into her email browser, so no Computers check is
required to retrieve her email from the college server.
If the agents fail to catch Mary French or find Simon
Noble, Simon breaks down and reads the information in the
Truth directory. Seeing the horrible depths he and the
professor have slipped into, he calls the police and reveals
everything. The call is picked up by Europes ECHELON
system, and flagged by the Agency, who in turn contact the
team about the current situation. The GC determines how
much time the agents have to reach the yacht harbor before
the meeting between Mary and Logan, though their arrival
should allow for very little preparation.
Should the agents capture Mary French, they stand to
enter Scene 3 in much better shape than as written, chiefly
because they can plan to ambush Logan with Marys help.
Unfortunately, Mary is far less assuming or trusting than her
young lover, and is also frantic that the agents may cause her
to miss her meeting with Logan. Shes sure that if she fails to
show at 6pm, Logan will simply murder her cousin, especially
since he already has the bomb (she naively acquiesced when
he demanded it the previous day).
The agents must somehow assure Mary of their good
intentions, and convince her that they can help rescue her
cousin, in order to gain her trust. This requires a reasonable
explanation for their presence and knowledge of recent
events, and a successful Bluff or Diplomacy check (DC 20),
depending on the honesty of their claims. With a critical
success, Mary is so sure of their intentions that she offers to
help them. A critical failure, on the other hand, indicates that
she believes the agents are lying or worse, working with
Logan in which case she actively seeks a way to escape
them, or bring them into conflict with local police. With any
other success, she is convinced to lead the agents to the marina, but not to risk her cousins life (or her own) under any
circumstances. In fact, she may even risk the agents lives in
the course of trying to rescue her cousin. In this way, Mary
can become a potential impediment during Scene 3.
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Scene 3:
Deauville, France
Agent Description
Read the following aloud to the players when they arrive
in this scene.
Professor Mary French was easy to track, but its her
destination that worries you. This mission is rapidly turning
into something far more than simple theft, and if the ugly
feeling at the pit of your stomach is any indicator, its only
going to get worse.
Ahead of you, Mary Frenchs jeep pulls into the Dauville
yachting harbor. She parks, then makes her way toward
a luxury houseboat lashed to Pier 34.
GC Description
Deauville hosts the rich and famous along the Normandy
coast, featuring some of Frances finest hotels, casinos,
nightclubs, and theatres. Wide expanses of sunny beaches,
sprawling golf courses, world-renowned racetracks, and a
thriving community of chic fashion icons and the business
elite draw thousands of tourists each year. The yachting
harbor featured in this scene parallels a long boardwalk,
bustling with activity nearly 24 hours a day.
This scene focuses on the meeting between Mary French
and Logan Kinkaid, where she hopes to be reunited with her
kidnapped cousin. The crux of the action is simple the
agents may sit back and watch the exchange, then follow
Logan back to Kinbrace, intercede and try to capture him, or
devise another plan of their own. (See Events, below, for a
description of what happens if the agents simply watch.)
Threats
The most significant threats in this scene are, of course,
Logan and his men, who are lethal soldiers, trained to kill
quickly and quietly. Logan has two squads of Special Forces
Troops with him here all located on a yacht anchored at
Pier 34. All carry silenced 9mm pistols (+4, 1d10).
Events
If the agents do nothing, they observe Mary French board
the yacht, speak briefly (and derisively) with Logan Kinkaid,
and then disappear below-decks with him. Logans troops
unlash the boat from the pier and slip away into the evening
mist of the English Channel.
Acquiring a vehicle to follow them requires several hundred dollars and a Diplomacy or Intimidate check (DC 20)
unless the agents already have one, or simply steal one from
a neighboring pier. Once they have their own boat, catching
up with Logan and his crew is easy, though the agents are
well advised to discreetly follow them until both ships are out
of sight of the harbor and close Channel traffic, lest the
resulting firefight draw unwanted attention and the port
police.
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Rewards
If you are playing the full (published) version of Spycraft,
reward your agents with experience if they accomplished the
following tasks.
Arriving in this scene: 10 xp per agent
Killing Logan Kinkaid: 75 xp per agent
Capturing Logan Kinkaid: 100 xp per agent
Capturing troops for interrogation: 25 xp per agent
Preventing any troops from getting away: 50 xp per
agent
Recovering Calvin French alive: 50 xp per agent
Determining the location of Blakes base: 75 xp per agent
Recovering the security keycard: 50 xp per agent
Development
In the unlikely event that Logan is successfully followed to
Kinbrace, proceed to Scene 4. If Logan is captured, interrogations yield nothing, though the Agency can provide several
important facts about him that can lead to the final scene.
If any of Logans men is captured, they can easily be
interrogated (Intimidate check, DC 15), though they only
know that Blake plans to use the nuclear bomb to send the
world into a new Dark Age. None of the minions know
where Blakes secret base is located.
Two important discoveries can be made following this
scene. The most vital is Logans last location and the next
step in the agents investigation which can be reasoned in
two ways. First, Logan wears a hip flask at all times, filled
with a very distinctive 21-year old Scotch, available only
from one distillery in the world the Glentibbot Distillery in
Kinbrace, Scotland. Any agent succeeding with an education
check (DC 15) can instantly recognize the whisky brand,
from scent alone.
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Scene 4:
Kinbrace, Scotland
Agent Description
Read the following aloud to the players when they arrive
in this scene.
The Glentibbot Distillery is world renowned for its fine
whiskeys, particularly its single malt Scotch. When the remote
family business was purchased by the multinational
conglomerate Blake Subsidiaries, many believed it was the
end of Glentibbots supremacy in the field. But the new management has proved well suited for the business of making
fine Scottish brews, and remains among the top five distillers
in the world.
Logan Kinkaid had a taste for Glentibbot whiskey. Perhaps
the hired assassins masters do as well
GC Description
Remote and idyllic, the highlands of Kinbrace, Scotland
feature endless rolling hills, quiet, isolated towns, stately
country mansions, and regal historic castles. The Glentibbot
Distillery, founded in 1853 and purchased by Anthony Blake
in 1987, is central to an enormous plot of land spread across
almost 30 square miles. Though its borders are not fenced off
(the public is welcome for tours of the distillery), few make
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Threats
Whenever the agents enter a new room in Blakes headquarters, roll a d20 if the roll is 6 or less, they encounter
1d3 of his minions, whose presence should be appropriate to
their locale (minions relax in the lounge, patrol the halls,
etc.).
Security
Blakes base utilizes a number of devices, all created in its
R&D labs
All doors throughout the base are Hardness 10 and 70
Wound Points. They normally require a keycard to pass
through. The card the agents potentially recovered in Scene
3 grants them access to the base and communal rooms.
All other doors require a keycard of a higher clearance (there
are three). Technicians carry the second type, which allow
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Events
Once the agents are discovered in the base, Blake begins
the launch. From that time, they have ten minutes to get to
Operations and stop it, disarm the nuclear device on the
rocket, or both. Countdowns to launch are fed through the
base PA system right up until the final moments.
Rewards
If you are playing the full (published) version of Spycraft,
reward your agents with experience if they accomplished the
following tasks.
Arriving in this scene: 10 xp per agent
Stopping the launch: 100 xp per agent
Disarming the nuclear device: 100 xp per agent
Killing Anthony Blake: 100 xp per agent
Capturing Anthony Blake: 150 xp per agent
Development
If the agents disarm the device but the rocket launches,
there is a brief rumor of secret UK space projects, then a quiet
cover up. If the agents prevent the launch but fail to disarm
the device, theyll be at ground zero of the worst disaster ever
on UK soil.
Debriefing
If you are playing the full (published) version of Spycraft,
reward each agent with 300 xp at the end of this serial,
plus another 100 if they prevented the rockets launch and
another 100 if they safely disarmed the nuclear device.
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New Henchman
Anthony Blake
Anthony Blake relishes the idea of using technology
against itself. Marathon conversations with Philip Rhodes
about the decadence of modern society fuel his hatred of the
developments he previously based his career around.
Today, Blake is a willing tool of Philip Rhodes, developing
ways to cause technology to implode, to collapse under its
own weight. The plan showcased in this serial is only the
beginning; Blake has provided Rhodes with dozens of
alternate scenarios, any of which might help to bring about
a new Stone Age. Game Controls who like the idea of basing
a season of play around Rhodes can easily create new henchman to employ these alternate plans.
Vitality/Wounds: 23/13
Initiative: +4 (+2 class, +2 Dex)
Speed: 30 ft.
Defense: 15 (+3 class, +2 Dex)
Attack: .45 ACP pistol +4
(1d10+2)
Saves: Fort +2, Ref +4, Will +5
Abilities: Str 12, Dex 14, Con 13,
Int 17, Wis 16, Cha 12
Skills: Computers +9,
Concentration +5,
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New Henchman
Logan Kinkaid
Logan spent many years as a secret weapon of the U.S.
military in foreign territories, conducting sensitive missions
that would cost the government face if they were discovered.
He worked for the CIA, NSA, and the military (often all at
once), and performed his job with maximum efficiency and
minimum fuss. After he was nearly killed on an operation in
Asia and nursed back to health at a reclusive monastery,
he acquired a new perspective. He came to appreciate the
perfect balance in nature and the horrible threat modern
technology posed against it. This mindset made him the
perfect soldier for Philip Rhodes cause, which Logan has
since adopted as his own.
Vitality/Wounds: 27/16
Initiative: +5 (+3 class, +2 Dex)
Speed: 30 ft.
Defense: 13 (+1 class, +2 Dex)
Attack: Silenced .45 semi-automatic pistol +5 (1d10+2) /
composite bow +6 (1d6+3)
Saves: Fort +6, Ref +4, Will +4
Abilities: Str 16, Dex 15, Con 16,
Int 13, Wis 14, Cha 11
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Alderac
Entertainment Group
Alderac Entertainment Group, Inc. (AEG) is an awardwinning industry leader in the collectible card game,
roleplaying game, and miniatures game categories. AEG
develops and publishes popular game-based entertainment
products, including: Warlord: Saga of the Storm, Legend of
the Five Rings, 7th Sea, Doomtown, Farscape, Spycraft,
Shadowforce Archer, and the Clan War miniatures game.
For more information on AEG, visit the companys website at
www.alderac.com.
LEGAL STUFF
Dungeons and Dragons and Wizards of the Coast are
trademarks of Wizards of the Coast, and are used in accordance with the Open Game and d20 Licenses.
Links to the full text of both the Open Game and d20
licenses, when available, can be found on the Alderac
Entertainment Group web site, and are hereby incorporated
by this reference as if fully set forth herein. Future versions
of this adventure will contain the entire text of those licenses,
once finalized.
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