Babes in London: Act Two, Scene Four (Leyila’s House, Part 7: Setite Attack—Introduction and Action)
SCENE FOUR C: SETITE ATTACK
Before you are able to turn the page, a soft knock at
the door heralds the return of DI Mullins: “If you’ve quite finished…” he says.
NOTE:
Allow PCs to start to interact with the DI, and
then have them make an Earth (Senses) TH4 test to hear the arrival of the
assassins in the kitchen. If they make the test and head downstairs to
investigate, or follow the DI downstairs immediately without discussing
anything with him, the PCs will meet the assassins as both parties enter the
dining room. If they do not hear the assassins, or stay discussing things with
the DI, they are alerted to the attack by a shout of alarm from Leyila’s
father. The combat runs slightly differently for both. If PCs respond
immediately, go to Coming Downstairs
Straight Away after Hearing the Sound. If they delay, go to Not Hearing the Sound, or Delaying.
The
Sound: It’s no louder than a whisper but
you hear it anyway. Below you, a door to the house opens and closes quietly. A
foot slides against a tiled floor and nudges something into the wall.
Give the PCs time to react. DI Mullins does
not hear the sound.
Coming
Downstairs Straight Away after Hearing the Sound: You step into the dining room just as the door from the kitchen opens
part way. It pauses for a moment before opening the whole way and a darkly-clad
figure steps through. Two paces it moves, then three, heading for the atrium,
turning its head and body to survey the dining room as it passes.
NOTES:
Unless PCs find a miracle, or are taking
extraordinary precautions, the assassin sees them as it half-turns to face the
alcove where stairs join the dining room. Roll initiative. DI Mullins is
following the PCs.
Assassins’
and DI Mullins’ Tactics:
Round
1: The first assassin attacks. A second assassin
enters the room behind it, and joins the attack. DI Mullins calls the
constables outside on the radio. (He has followed the PCs out of Leyila’s room
and down the stairs, and is at the back of the party.)
Round
2: Two more assassins attempt to slip past the
battle, via the entry hall, or dining room, whichever entrance the PCs did not
use. If the PCs have both entrances covered, the assassins come in through the
window behind the Andrews. Have PCs make an Earth (Senses) test at +3
difficulty (due to the fact they are engaged in combat) against these two
assassins’ Air (Stealth) TH3 tests. DI Mullins calls for back-up, the assassins
now have five minutes. (The constables outside are out for the count and have
been hidden from view from the street.)
Round
3: Unless the PCs interfere, the last two assassins
make it to the lounge room, where they will attempt to capture Leyila’s
parents. DI Mullins takes out his sidearm and either shoots an attacking
assassin (if he can get a clear shot) or tries to work his way around the melee
to the lounge room in order to protect Leyila’s parents. Go to Leyila’s Parents Vs the Assassins.
Not
Hearing the Sound or Delaying: PCs who don’t hear
the sound will be alerted as follows: Downstairs, there is a scream of frustration
and fear, followed by the sound of something breaking. DI Mullins swears and
bolts for the door. Have them roll initiative at this point.
Combat
After Hearing Mrs Andrews Scream: PCs miss the
first three rounds as described above. They arrive at the lounge room as the
action begins in the section titled: Leyila’s
Parents Vs the Assassins. Run the combat from there, but make the following
alterations:
(i)
DI Mullins does not get the
chance to radio for help so no cavalry is on its way;
(ii)
Add two more assassins to the
lounge room scene.
Beyond this, the assassins’ tactics and
goals remain the same.
Leyila’s
Parents Vs the Assassins: It takes the assassins
five rounds to subdue Leyila’s parents and get them out the front door to the
car waiting in the street.
If the PCs get to Leyila’s parents before
the assassins subdue and remove them, then read or paraphrase the following: Mrs
Andrews has picked up a lamp. Pale-faced and as determined as before, she has
hold of the shade and is swinging the heavy end at one of the assassins. Mr
Andrews is brandishing a cushion, although a shattered teapot lies on the floor
nearby. The two assassins facing them seem intent on driving them back towards
the open window and, as you watch, a third assassin rises out of the shrubbery
beyond holding a long tube to its lips. DI Mullins lies next to the door, a
livid bruise covering one side of his face.
If the PCs fail to get to Leyila’s parents
before they are taken, read: Car doors slam in the street and you glance
through the open door in time to see a white delivery van drive quickly away
from the front of the house. Before you can reach the door, it turns a corner
and is gone. In the distance, you can hear the sound of approaching sirens.NOTE: This adventure is not sanctioned in any way, shape or form by Fantasy Flight. It is not an official product, and I am in no way affiliated with them or they with me. There is no relationship between us. This adventure is mine, for fun, and for you, because some of you asked me to finish it.
Also, if you like this adventure and want
to play it, please go buy the official rulebooks from somewhere where the
original creators and publisher of the setting will be paid. I got mine from a
Melbourne game store, but I’ve found PDF versions of the Player's Handbook and the Gamemaster's Handbook are now available from
DriveThruFiction. If you enjoy their world, this is the best way to thank them.
Comments
Post a Comment