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An Introductory Mission for Level 1 Agents

Back to
Basics
by Patrick Kapera

Requires the use of the


Dungeons & Dragons Players Handbook,
Third Edition, published by
Wizards of the Coast .

An Introductory Mission for Level 1 Agents

Back to
Basics
by Patrick Kapera

elcome, agents Yesterday, several


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

Requires the use of the


Dungeons & Dragons Players Handbook,
Third Edition, published by
Wizards of the Coast .

2002 Alderac Entertainment Group, Inc. All rights reserved.

How to Use This Product


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

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.

Mary French is responsible for the nuclear bomb already en


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

Troubleshooting
The greatest potential difficulty of this serial is the chain
of clues, which lead the agents from one suspect to the next
until they encounter Blake in his Scottish lair. The Game
Control must strive to ensure that the serial does not stall if
the agents miss a vital clue (such as the hacker involvement
in Scene 1). If this happens, the 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

Blakes Kinbrace installation with only one clue. Worse,


it alerts the Agency of the distillerys importance, leading to
logical paramilitary support that overshadows the teams
actions at the site. GCs who find this climax appealing and
who dont mind ignoring the established clue chain should
allow the agents request to succeed, and proceed directly to
the end of the serial. For others, it is easy enough to assume
that Blake, whose experience with NASA taught him a thing
or two about satellite surveillance, planned for this
eventuality, and scheduled the heist for a period when no
satellites were scheduled to observe the El Molar area.
Further, the GC can assume that Blake sent the cargo helicopter directly into normal flight paths across Western
Europe, where it blended in with expected flights until it was
well away from Spain.
The agents may also stray from the beaten path by
attempting to contact air traffic control centers or local ports
of call to deduce the route of the missing fuel. Once again,
GCs who dont mind skipping two scenes may simply allow
such an investigation to succeed, drawing the agents across
or around England and into Scotland for the final
confrontation. Otherwise, you may simply assume that Blake
used only private transportation between El Molar and
Kinbrace.

Mission Briefing
By superspy standards, the briefing for this mission is
straightforward, even boring. Control orders the agents to
investigate the theft of several thousand pounds of rocket
fuel, taken from a joint European military installation in El
Molar, Spain. Only the precision with which the heist was
conducted obviously the work of professional thieves with
substantial resources warrants their attention.
The reason Control is sending the team on this mission has
everything to do with timing and politics. With the
International Space Station (ISS) a not-so-distant reality and
the test of a new global satellite data feed planned in three
days, the theft of rocket fuel has the Agency worried that
someone intends to interfere (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.

Scene 1: El Molar, Spain


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

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.

Jean-Pierre Baptiste: On loan from a French medical lab


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

Emilio until he cracks. A brief interview and a Sense


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

El Molar Areas of I nterest


Backup Mission Control: This is one of two areas that are
off-limits to El Molar personnel even the security guards.
According to Garza, it is electronically sealed and monitored
24 hours a day. Checking the system at Security HQ reveals
no disturbances during the day of the theft.
Security Headquarters: Garza can explain the El Molar
security system, which consists of video surveillance with
digital backup and computerized logs of all system access.
Using the security system requires no Computer check,
though certain tasks require rolls. Most likely, the agents start
by checking the cameras of the storage bay where the fuel
was stored (which were disabled no check required), then
begin asking questions from there. Assign DCs ranging from
10-20 for all uses of the on-site security system. If the agents
ask to check all system access during the night of the theft,
they find that the system has been hacked and all relevant
data has been erased. No files can be recovered, but there are
two obvious options trace the hack or scan all the cameras
throughout the night of the theft. The first (Computers check,
DC 20) reveals that the hackers used the server at the
Universit de Caen in France (and triggers the arrival of
Logans men see Threats, below). The second (Spot check,
DC 15) reveals what appears to be an invisible man (Benitez
using his chameleon suit) assisting the hackers and erasing
the video footage from a workstation inside the building.
Guard Checkpoints (4): These contain no important clues.
At any time, there are 1d8+4 guards on duty patrolling the
bases outer perimeter, plus two more who dont leave the
front gate and two within the complex. When Logan and his
men attack, they immediately get the drop on 1d4 of these

Camoflaged Silo Hatch

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

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

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

10

guards, killing them or knocking them unconscious.


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

Threats
Once the agents have discerned where to go next (the
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,

11

Sense Motive +4. Feats: Point Blank Shot, Speed Trigger.


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

Benitez takes damage as a mastermind or henchman (i.e.


he is not automatically reduced to 0 wound points when he
suffers a critical hit).

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

Development
If Benitez involvement in the theft is revealed, he
attempts to run, using his chameleon suit to aid his escape.
The agents may try to stop him. He will fight, but not die, to
get away. If captured, he knows only that his leader (Logan)
only as WOLFE and believes that the mercenary used to
work for the U.S. government. He can also offer a reliable
description of the terrorist.
Should the agents capture Benitez chameleon bodysuit,
they find that it has been severely damaged (either during the
final assault of this scene or accidentally during the fuel
theft, as the 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.

12

Scene 2: Caen, France


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

GC Description
Situated along the placid banks of the Orne River in
northern France, Caen is a modern urban center dominated
by towering Romanesque abbeys, secluded meadows, and
grand, ancient chateaux. Local specialties include cheese,
cider, and calvados (apple brandy). The city is only two hours
drive from Paris, with daily ferry rides to the British Isles. The
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

13

about it. This likely prompts a chase sequence by foot at


first, but quickly elevating to a Jeep as soon as she makes it
to the campus parking lot.
Simon Noble has missed all his classes since the theft.
Originally convinced to invade the El Molar installations
security by virtue of Professor Frenchs natural charms,
he has since realized just how much trouble both of them
may be in. He is currently hiding out in his dorm room, half
hoping the police will come for him so the nervous waiting
will end. Unless the agents give him reason to believe otherwise, Simon assumes they are police or agents of the French
or Spanish government come to arrest him, and freely gives
himself up, pleading that they help Ms. French before she
gets herself killed.
Questioning Simon reveals that Mary French visited him
just two hours ago, leaving her private laptop with instructions to read all the files in a directory bluntly called
The Truth if she didnt return by midnight. The directory
contains Frenchs plans for the nuclear bomb she built for
Logan, as well as a full confession that exonerates Simon,
portraying him as a clueless pawn, duped by her shameless
advances. This confession mentions everything that Mary
French knows about her cousins abduction, Logan Kinkaid,
the theft at El Molar, and the nuclear bomb.
Statistics for both Mary and Simon can be found under
Threats, below. Use typical statistics for the professors
vehicle, if needed.

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.

Both Mary and Simon take damage as minions (i.e. they


are automatically reduced to 0 wound points when they
suffer a critical hit).

Security
There is no security of consequence in this scene.

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

14

Arriving in this scene: 25 xp per agent


Tracking down Simon Noble: 25 xp per agent
Tracking down Mary French: 25 xp per agent
Capturing Mary French: 50 xp per agent (plus
Development, below)

Development
Ideally, the agents should not be allowed to lose Mary
French. If the chase results indicate that they do, however,
they can still deduce her destination Pier 34 of the
Deauville yachting harbor at 6 pm from an email she
sends to her laptop before she leaves the university campus.
Knowing that she might be walking into a trap, Mary took
the precaution of ensuring that if her laptop made it to the
authorities, so would her final destination. Her password is
saved into her email browser, so no Computers check is
required to retrieve her email from the college server.
If the agents fail to catch Mary French or find Simon
Noble, Simon breaks down and reads the information in the
Truth directory. Seeing the horrible depths he and the
professor have slipped into, he calls the police and reveals
everything. The call is picked up by 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.

15

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.

16

Creeping behind Logans yacht to avoid detection requires


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

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

17

Another method for tracking down the Kinbrace lead is


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

Scene 4:
Kinbrace, Scotland
Agent Description
Read the following aloud to the players when they arrive
in this scene.
The Glentibbot Distillery is world renowned for its fine
whiskeys, particularly its single malt Scotch. When the remote
family business was purchased by the multinational
conglomerate Blake Subsidiaries, many believed it was the
end of 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

18

the trip outside curious stockholders, adventurous travelers,


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

19

Private Quarters: The bases technicians (and Blake) sleep


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

Threats
Whenever the agents enter a new room in 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

20

entrance into their private quarters, R&D, and the lower


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

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

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

Development
If the agents disarm the device but the rocket launches,
there is a brief rumor of secret UK space projects, then a quiet
cover up. If the agents prevent the launch but fail to disarm
the device, 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.

21

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,

Cryptography +8, Electronics


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

Minions: Base Technicians


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

Minions: Base Guards


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

22

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

Skills: Boating +5, Climb +6,


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

Minions: Special Forces Troops


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

23

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.

OPEN GAME CONTENT


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

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

24

The Open Game License


The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards
of the Coast, Inc (Wizards). All Rights Reserved.
1. Definitions: (a) Contributors means the copyright and/or trademark owners who have
contributed Open Game Content; (b) Derivative Material means copyrighted material
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potation, modification, correction, addition, extension, upgrade, improvement, compilation,
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adapted; (c) Distribute means to reproduce, license, rent, lease, sell, broadcast, publicly
display, transmit or otherwise distribute; (d) Open Game Content means the game
mechanic and includes the methods, procedures, processes and routines to the extent
such content does not embody the Product Identity and is an enhancement over the prior
art and any additional content clearly identified as Open Game Content by the Contributor,
and means any work covered by this License, including translations and derivative works
under copyright law, but specifically excludes Product Identity. (e) Product Identity
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2. The License: This License applies to any Open Game Content that contains a notice
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You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this
License to include the exact text of the COPYRIGHTNOTICE of any Open Game Content
You are copying, modifying or distributing, and You must add the title, the copyright date,
and the copyright holders name to the COPYRIGHTNOTICE of any original Open Game
Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an
indication as to compatibility, except as expressly licensed in another, independent
Agreement with the owner of each element of that Product Identity. You agree not to
indicate compatibility or co-adaptability with any Trademark in conjunction with a work
containing Open Game Content except as expressly licensed in another, independent
Agreement with the owner of such Trademark. The use of any Product Identity in Open
Game Content does not constitute a challenge to the ownership of that Product Identity.
The owner of any Product Identity used in Open Game Content shall retain all rights,
title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which
portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions
of this License. You may use any authorized version of this License to copy, modify and
distribute any Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the
Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content
using the name of any Contributor unless You have written permission from the
Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License
with respect to some or all of the Open Game Content due to statute, judicial order, or
governmental regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms
herein and fail to cure such breach within 30 days of becoming aware of the breach. All
sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision
shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHTNOTICEs
Open Game License v1.0a Copyright 2000, Wizards of the Coast, Inc. System Rules
Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte
Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.
Star Wars roleplaying game, Copyright 2000, Wizards of the Coast and Lucasfilm Ltd.;
Authors Andy Collins, Bill Slavicsek, JD Wiker.

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