Babes in London: Act Three, Scene 1B (Part 1: Attack on the Artist—The Action)


“The sketches!” Markovin cries as he disappears back into the studio. Following him, you see him disappear through a door leading into a large office. A steel set of map drawers takes up one wall and you catch a glimpse of a desk and bookshelves along another and a window at one end. What really catches your attention, however, are the two dark figures going through a filing cabinet, while the third is pulling open a drawer labeled: ‘Unicorn Dreaming’. “What do you think you’re doing?” Markovin roars.

Have the PCs roll for initiative. If they beat the artist, they have time to grab him before he charges the Setite nearest the map drawer. The Setites, of course, attack.

Markovin’s Tactics: Short of stopping these dark-clad strangers from getting to his precious sketches, David hasn’t thought what he is going to do once he has their attention. He tries to grapple with opponent/s in order to push them away from the map drawers, and then out the door. He will, if the opportunity arises, pursue any intruder through the studio, throwing whatever comes to hand – paint brushes, palettes, water jars and so forth.

Setite Tactics: The Setites have come to discover where the unicorn painting was painted. They have not overheard the conversation with the PCs. Noticing that David was busy, they moved through the studio and into the office and tried to discover the painting’s history without disturbing the artist. They figure they can always come back and kidnap him, later, when he’s on his own. However, now that they have been disturbed, they attempt to grab the artist and flee with him. Any PC looking out the window notices the gate to the back garden is open, and a white mini-van stands beyond a gate in the tall wooden fence between the house and the street. On the second round, three more assassins enter the artist’s studio. At the sound of David’s cry, they come through into the office, and join the melee. The assassins only use deadly force if they have to, preferring to try and sneak up on the fight in the office and dart the PCs and David with tranquillizers. Unless they are keeping watch, PCs must make an opposed Air (Senses) TH4 test to catch sight of the Setites sneaking up.

Mischief and Malady: Mischief sneaks up the stairs to see what is going on and then back downstairs to call the police. Malady was having a long, hot soak and has come out in a bathrobe to see what the ruckus is about. She watches the battle until she is noticed by one of the Setites, when she attempts to flee back through the kitchen to her private quarters in the hope of locking them out while she calls the police. (One of the Setites pursues and attempt to subdue her with a tranquilizer dart.)

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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