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Friday, June 30, 2017

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.



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