Babes in London: Act Four, Scene 1B (Part 3: Kew Gardens—In Case of the Gehenna Consortium)
If PCs call the Gehenna Consortium for back-up:
Alice
McIntyre arrives with her goon squad. She comes on
foot, accompanied by half a dozen men, but, before negotiations reach a point
where opposed Trickery tests are required, the Consortium sends a retrieval
team. The team arrives in two helicopters, and the PCs might notice that these
are approaching. Give them a short time to react to the helicopters’ approach,
if they do. A successful opposed TH4 Air (Senses) test alerts them to the fact
Alice is watching the machines approach, and seems to expect them. Anika and
Leyila make a break for it as soon as the helicopters stop overhead. Alice
orders the PCs to help capture the children and bring them back. The PCs can
either choose to aid Gehenna in capturing the girls, or they can hinder them
and help the girls escape. There are consequences for either path. If they help
the Consortium, they retain any standing they might have with the group, but they
lose the Modern Era status of friendship with the girls. (i.e. They lose the
benefits of Friend of Anika Collins or Friend of Leyila Andrews.) Their actions
do not affect their Mythic era status with the brood, however. If they choose
to help the girls, they lose any standing and benefits they might have with the
Gehenna Corporation, including the Modern rewards of: Friend of the Gehenna
Consortium, and gain entry into the Gehenna
Redemption scenario.
If
the PCs are successful in helping the children escape:
Anika leads them through a garage, and
several back gardens (via loose boards in fences, or gaps in hedges), until
they come to an abandoned potting shed, which she secures after they have all
gone in. It’s cramped, but seems safe enough. At this point, she asks the PCs
what they think they should do next, who the ‘bad guys’ were, and if they know
of somewhere safe the children can wait while the PCs rescue their parents.
Right now, they all want to go home, and, if the PCs dither too long in deciding,
Lewistrom throws a tantrum about wanting his mother. He calms only if they
promise to take him to her. At this point, the characters can either return
Lewistrom (Act 5, Scene 1); go to
Leyila’s parents (Act 5, Scene 2);
or attempt to hide the children in their own place (Act 5, Scene 3C). PCs lose all friendly standing with the
Consortium and are no longer considered Friends, or Better Friends of the
Gehenna Consortium.
If
the PCs are successful in helping to capture the children:
Anika regards them with horror at their
betrayal, and they lose any Modern day rewards regarding friendship with the
girls or the brood, until they redeem themselves. Go to Act 5, Scene 3A, and modify as required.
If
the PCs are captured helping the children but the children escape:
The PCs wake up in cells, either in a
shipping container in the Connix Haulage Ltd. yard at the Eastway Commercial
Centre, or in holding cells at Genesis Ltd in Innova Park, where the Consortium
plans to keep them until they have learned what they can of the PCs’
supernatural abilities, and either turned them into loyal Consortium agents, or
they PCs are no longer useful in Genesis Ltd.’s stem cell and viral research.
How they escape from this facility, where it is, and the nature of its
business, is up to the GM—as is how to bring the adventure back on track.
(Although reinserting them in Act 6,
Scene 1, is always a possibility, should their escape either the shipping
container or holding cell be successful.) PCs are no longer considered Friends
of/Better Friends of the Gehenna Consortium, and lose these awards and all
accompanying benefits.
If
the PCs fail to help the children escape and they are all caught:
Go to Act
5, Scene 3A, and modify as necessary. Note, also, that the PCs have been
stripped of their standing as Friends of/Better Friends of the Gehenna
Consortium, and, although the Consortium is happy to use them to retrieve
Anika’s parents and keep the children happy until the two groups can be
separated, they plan to capture them and use them in their human-viral genome
experiments as soon as the Consortium no longer has a use for them being ‘in
the wild’.
If
the PCs fail in their attempts to help capture the children:
They lose any Modern friendship status with
the children, and skip most of Act 5. The Gehenna Consortium, however, wants
them to find Anika’s parents, as they have had prophecies revealing that the
PCs’ assistance is of the greatest importance to winning the children to their
side, although, once this is done, they have other plans involving the PCs’
DNA. The PCs are told to win the children’s affections, and convince the
families to seek shelter with the Consortium’s subsidiary, Genesis Down Under.
Go to Act 5, Scene 1, letting PCs
choose an option of where to go first. Gehenna’s preference is Anika’s house, Act 5 Scene1B, although the PCs might have other ideas.
If
the PCs called the Gehenna Consortium:
The Consortium does not believe in taking
chances. They have sent their best, including a number of ex-military types who
have found it more profitable to make a living doing what they know for
‘private’ firms, than working for the government. The Consortium folk, however,
are slightly less organised than LN7, with no designated team to go for the
girl, or to provide cover, so all agents are focussed on capturing the
children, and they keep to this goal, unless the PCs do something to get their
attention, or get in their way.
Consortium
Soldiers (5):
Use the same stats as the Soldier (Cypher)
entry in the Gamemaster’s Handbook.
Thugs
(10):
Use the Thug stats from the Gamemaster’s
Handbook. Note that these mooks are armed with Browning PRO-40 pistols,
rather than chains, and will use them against the PCs. They try to capture the
children by grabbing them, and will use the following sequence, or a variation
to catch them:
Stride-Grab-Hold
Effect: The target is considered pinned and suffers
a +2 penalty to break the Grab in addition to other penalties imposed by size,
or Presses that followed this sequence – as per the Grab rules.
Hedge
Wizards (4): use the states in the Gamemaster’s
Handbook.
Alice
McIntyre
Era Modern; Race Natural
being; APL 1; Init 8; Aspects Fire 2,
Water 3, Air 4, Earth 3; Health 3m;
<3 / 3+ / 6+ / 9+ / 12+ / 15+ / 18+ / 21+; Size/Reach 0 / 2; Armor 0;
Karma 15; Stride 20 ft. (Moderate)
Colt
Python Elite 24 ~ range 150 ft. ~ reload 1/6 Fist 3/L, Kick 4/M, Sequences Nil
Skills
Athletics 2, Casting 4, Interaction 4, Ka 2,
Knowledge: Ancient Cultures 2, Knowledge: London 4, Knowledge: Occult 2,
Knowledge: Religion 2, Melee 2, Quickness 2, Ranged 2, Senses 2, Trickery 3,
Will 3; Edges Allies 3, Casting 2,
Mentor 2, Network: Occult 2, Network: Academic World 2; Spells Rank 1 – Beguile, Buzz Kill (A); Rank 2 – Aegis (B), Slow
the Living (D); Traits Supernatural
heritage (fae)
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.
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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