Adventure Edition: Fireborn - Babes in London: Little Girls Lost - Overview
You can find the introduction to the Babes in London adventure sequence HERE and the background to Act One HERE.
To play or run this game you will need the following:
PLAYERS: Fireborn Player's Handbook;
GAME MASTERS: Fireborn Player's Handbook; Fireborn Gamemaster's Handbook;
DISCLAIMER: This is a piece of fan fiction. It is NOT endorsed or acknowledged by Fantasy Flight Games; it is IN NO WAY official; it DOES NOT indicate any form of relationship between myself and Fantasy Flight Games; and I DO NOT CLAIM any of the setting specific material or setting specific concepts as my own.
Next week, I will post the Act One, Scenes 1-2 of Little Girls Lost.
To play or run this game you will need the following:
PLAYERS: Fireborn Player's Handbook;
GAME MASTERS: Fireborn Player's Handbook; Fireborn Gamemaster's Handbook;
DISCLAIMER: This is a piece of fan fiction. It is NOT endorsed or acknowledged by Fantasy Flight Games; it is IN NO WAY official; it DOES NOT indicate any form of relationship between myself and Fantasy Flight Games; and I DO NOT CLAIM any of the setting specific material or setting specific concepts as my own.
PLAYERS SHOULD NOT READ BEYOND THIS POINT
OVERVIEW:
Act One begins with the characters
searching for the Seer of Cathach in South London.
It is assumed they are aware of their draconic natures at this stage, although
some notes are provided to adapt the module for those who aren’t. In the first
scene, the characters notice two girls in a playground. As they look at the
closely-huddled youngsters, the characters flash back to a scene where two
dragons are looking back at them with the same expressions on their faces.
In this
encounter, the PCs defeat an attack from some blue imps mounted on blue
scorpions and are alerted to an enemy they might face in the modern era.
Characters ‘return’ from the flashback just as the girls’ parents arrive,
scolding them for being out so late in the afternoon. The PCs do not receive an
opportunity to speak with the children at this time because of the events that
occurred a year before, although the parents will agree to an interview if a
character with a law enforcement background (or a plausible story) approaches
them correctly. If the characters interact with the parents, or follow the
children to their homes, they notice that other groups are interested in the
families. Those characters that have links to LN7 and/or the Gehenna Consortium
might recognize these organizations at work here.
Act Two opens
with the PCs learning of the disappearance of the two girls. Since they were
seen near the girls in the afternoon (whether or not they tried to speak with
the children or their parents), the police pay at least one of them a visit and
request the party’s presence down at the station. During their interaction with
the police, the PCs learn that the girls have disappeared and are told not to
leave town. If they have law enforcement contacts, are private investigators,
teachers or of some respected profession, they can offer to help look for the
children.
The investigation
begins with the children’s homes. At Anika’s home, the PCs discover that
Anika’s parents have disappeared and the house shows signs of a struggle. They
also find the Book of Law that the child has been writing and this triggers a
flashback to a time when the PCs were hunting and delivering a criminal to be
tried under one of the laws Anika mentions in her book.
In this flashback
the PCs may earn the title Hounds of the Law and learn of one of the human
identities that Anika wore. Upon their return from the flashback, they discover
an identity disc used by the Servants of Set – the first clue to the third
group interested in the girls. This disc triggers another flashback in which
the PCs are asked for sanctuary by a dragon called Kredak who is being hunted
by the Servants of Set; it indicates that an enemy from their past has
resurfaced in the present. The final item found at Anika’s house is the
children’s drawing of a well-known piece of fantasy art that their parents
cannot identify.
Scene Four sees
the PCs continue their investigations at Leyila’s house where they find her
Book of Songs which triggers a flashback to mythic Keheb where the girl was
once a Dancer of Prophecy in a Kehebite temple. In this flashback, the PCs must
prevent a Setite assassin from murdering her as she dances a new prophesy in a
packed temple. Success at this mission gains the mythic Leyila’s gratitude for
the brood and begins to build a picture of how longstanding is the alliance
between the PCs’ brood and the feud between them and the cultists of Set.
Scenes Three and Four can be played back-to-front, depending on the PCs' choices.
Scenes Three and Four can be played back-to-front, depending on the PCs' choices.
If the PCs have played ‘The Fire Within’
- Learning of the Seer of Cathach: If the group has played The Fire Within module, they may have learned of the Seer of Cathach from Emblae (The Fire Within, 2004:36-37). How he conveys this information to them depends on you, the GM. He may have ‘heard it in a dream’ or he may recall it as a vision when asked.
- Dealing with the Gehenna Consortium: If the group is currently being patroned by the Gehenna Consortium, they become the operatives in the park. They are protecting Alice McIntyre as she searches the area for the ‘source of power’ the Consortium has detected in there. Alice does not participate in any flashback scenes unless otherwise specified. GMs will have to make minor modifications to the scene to incorporate this.
- Dealing with LN7: If the group has been given a ‘friendly’ assessment at the end of The Fire Within, the LN7 operative assigned to them is also in the coffee shop, but at a different table to Newspaper Guy. This operative is not interested in the children, only in the PCs; he, or she, has no contact with the other LN7 operatives in the area. If the PC group has been given a ‘neutral’ assessment at the end of The Fire Within, the fact they are near the girls the night before they disappear is enough for them to earn the ‘containment required’ designation. If they earn ‘containment required’ or have already been assigned the label, LN7 puts the pieces in place and springs an ambush to capture the PCs once they have reunited the families (at the end of Girls and Boys go off to Play). If the PCs end up working for LN7 during the scenario, and perform satisfactorily, the ‘containment required’ designation may be downgraded to ‘neutral’ or even ‘friendly’. If the PCs end up working for LN7 during the scenario but continue to display the behaviors that earned them the containment designation in the first place, then the ambush will go ahead as before and GMs may wish to run the adventure series titled Designation: Containment Required.
END OF ACT ONE OVERVIEW
Next week, I will post the Act One, Scenes 1-2 of Little Girls Lost.
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