Babes in London: Act Two, Scene Three C (Anika’s House, Part 9: Flashback—Friends of Kredak: The Battle)


If PCs decide to do battle: Give players the choice of what form to use in the battle to come and role initiative. (For new characters/players, go to the Notes for New Characters Sidebar II.)

NOTES FOR NEW CHARACTERS SIDEBAR II: New players/characters may not know they can use their draconic form in this battle so have them turn to their dragon descriptions and read, or paraphrase the following:

With the beating these things are giving that dragon, you’d be a fool to take them on in any other form—and you are sure you were something else, when you last met them in combat. You feel your bones shifting as you leap into the fray with a roar.

If PCs decide not to do battle: read or paraphrase the following: No, that’s not how it happened. There was a battle, a glorious battle and you won the admiration of your host, as well as a new friend. The creatures were destroyed, shattering into so many shards of sand as each death blow fell. They died and Kredak became your ally. The world turns on the memory of his name. As you realize this, you find you are, once again, standing in Anika’s ransacked room. (NOTE: If PCs choose not to fight the Red Boars of Set, they do not receive the heritage AP for the battle, even though they still become known as Friends of Kredak.)

Era Mythic; Race Mythic supernatural being; APL 3; Aspects Fire 5 (3), Water 4 (1), Air 3 (1), Earth 3 (1); Init. 8, Health 3m; <3 / 4+ / 8+ / 12+ / 16+ / 20+ / 24+ / 28+; (the four Boars facing Kredak are currently on three wound dice, while the four facing the PCs are on two), Size/Reach 1 / 5; Armor 5 (cloth + natural hide); Karma 15 (currently 5); Stride 50 ft. (Moderate)
Fist (2) 3/L, Kick (2) 4/M, Scimitar 9/M, Medium Spear 7/M, Sequences Rank & File, Long Arm
Skills : Athletics 2, Knowledge: Set 2, Melee 3, Senses 2, Stamina 2, Will 2;
Edges: Aggressive 1, Brutal 2, Deft 1, Resilient 1
Powers: Swift 2, Undeterred 2
Traits: Alternate Form 2, Ferocity 1,

Era Mythic; Race Mythic supernatural being; APL 4; Aspects Fire 5 (4), Water 4 (2), Air 3 (1), Earth 3 (1); Init. 8, Health 3m; <3 / 4+ / 8+ / 12+ / 16+ / 20+ / 24+ / 28+; (currently on 1 wound dice), Size/Reach 1 / 5; Armor 5 (cloth + natural hide); Karma 15 (currently 5); Stride 50 ft. (Moderate)
Fist (2) 3/L, Kick (2) 4/M, Scimitar 9/M, Medium Spear 7/M, Sequences Rank & File, Long Arm
Skills: Athletics 6, Knowledge: Set 3, Melee 5, Senses 3, Stamina 4, Will 4;
Edges: Aggressive 2, Brutal 3, Deft 2, Resilient 2
Powers: Swift 2, Undeterred 2
Traits: Alternate Form 2, Ferocity 1

Era Mythic; Race Noble Beast Dragon; APL ; Aspects Fire 3 (3), Water 6 (4), Air 5 (3), Earth 5 (4); Init. 8, Health 5m; <6 / 6+ / 12+ / 18+ / 24+ / 30+ / 36+ / 42+ (currently at 2 wound dice); Size/Reach 4 / 20; Armor 8; Karma 50 (currently 15); Stride: 90 ft. (Speedy), Fly 45 ft. (Slow, mnv 4)
—Foreclaw: 12/M
—Hindclaw: 18/M (Grab move ready requirement)
—Bite: 18/H
—Gore: 21/H
—Sweeping Tail: 18/Size 5 (Weapon Sweep move)
Sequences: Barroom Brawling, Swift (Archangel, Underhanded)
Skills : Athletics 3, Casting 3, Interaction 6, Knowledge: Atlantean Culture 3, Knowledge: Geography 3, Knowledge: Kehebite Culture 3, Knowledge: Kehebite Language 3, Knowledge: Set 3, Medicine 3, Quickness 6, Ranged 6, Senses 6, Stealth 6, Trickery 6, Will 3;
Spells: Aegis AB, Catcher’s Creation ABCD (Coruscating Bolt AB, Flash ABC)
Edges: Adaptive 3, Casting 5, Deft 4, Stealthy 2, Trivia 1
Powers: Alternate Form 5, Group Mind 2, Heightened Senses: Hearing 1, Heightened Senses: Scent 1, Heightened Senses: Sight 1, Heightened Senses: Touch 1, Metabolic Control 4, Nobility 3
Legacy: Shapeshifter
Traits: Heightened Senses, Horned Skull, Sweeping Tail
Hoard: 3

Red Boar Tactics: The Boars have been sent to destroy Kredak, who has been investigating their activities on behalf of his brood. They have the Undeterred power until his death and the return of his head to the High Priest of Set; this makes them particularly difficult to kill. They continue to attack Kredak in preference to any other attacker but, as only four can get to the dragon at any one time; that leaves four to deal with any PC interference. On reaching their death, they shatter into an exploding whirlwind of sand, which stings, but deals no damage. The Red Boars fight back-to-back in two rows, with one row attacking Kredak, and the other row defending against the PCs. The captain of the Boars is in the row facing the PCs.

Kredak’s Tactics: Kredak has spent the last three days trying to outrun these creatures. He has used every trick of stealth he knows, and still the boars have found him. So far, he has managed to take down enough of the creatures to escape, but this hunting party caught him by surprise, chasing him through the storm, until they caught up with him. Kredak is tired, and in desperate need of his brood. He is using his Group Mind ability to call them for aid. He has been calling them for the last three days, but doubts they will reach him in time. With the arrival of the PCs Kredak’s only goal is to survive long enough to leave a message for his brood.

The Rooftop: The rooftop is shared by a long row of buildings. It is twenty-feet deep and about eighty-feet long. Kredak is currently pinned in one corner, but PCs have enough room to come at his attackers from three sides.

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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