TitansGrave: The Winds of Chaos – Chapter Three of Twelve

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Chapter Three – The Broken Gear Safe-house

The last chapter should have ended with the PCs spotting, or being guided towards, a small figure fleeing from Dek’s shop and heading further into the city. The gang member has stolen an ancient magical item and is making his way towards a safe-house as quickly as he can. The following chase always ends at the safe-house, it is the winner of the chase that determines the difficulty of the rest of the chapter.

Once the PCs have entered the safe-house, they are in a hostile environment that is trapped and host to NPCs that will attack them on sight. The chapter ends with the PCs fleeing an approaching cyborg security force into a mysterious passage.

Scene One – Combat

The opening scene of this chapter is a foot chase through the city as the PCs follow a fleeing member of the Broken Gear gang. In game terms, after all characters have rolled initiative this scene acts as a TN 13 Constitution (Running)/Dexterity (Acrobatics) advanced test with a success threshold PER CHARACTER of 20.

Should the gang member (using the profile found in the ‘NPC Profiles’ section below) reach this threshold first, they are free and clear. The player characters see the gang member closing the front door of a ramshackle building on the outskirts of Vorakis a few yards ahead of them. In this case, the item the gang member has stolen is found at the end of the chapter, where indicated, and the gang is considered On Alert.

Should one or more of the PCs reach this threshold first, they catch the fleeing gang member as they reach the door of the building. If this is the case, the gang member will ask for mercy and tell the PCs anything they want to know as well as surrendering the item they stole from Dek’s shop.

The building is a Broken Gear safe-house and the gang headquarters for this district. The gang member was told to retrieve an item and get it back to this building as soon as possible so the gang could pass it on to their client.

The item itself is a large pendant covered in arcane glyphs and sigils that is obviously missing a large crystal in its centre. PCs are welcome to attempt to identify what it is but the most they can determine is that it has something to do with ‘control’, this requires a successful TN 11 Intelligence (Arcane Lore required).

The Chase

The gang member will flee on their turn in the initiative order. They have access to the following Stunts.

SP Cost Stunt
1 VAULT: Gain +1 towards the Success Threshold. Can only be taken once per turn.
3 SPRINT: Gain +2 towards the Success Threshold. Can only be taken once per turn.
2 or 3 OBSTACLE: Lose 1 Success or 2 Successes from the Success Threshold and create a -1 or -2 modifier for the PCs that lasts until the start of your next turn.
6 CYBORG PATROL: A cyborg patrol appears in front of the PCs. They must individually sacrifice a success or suffer a -3 penalty to their next roll.

Players may do anything they wish on their turn. The gang member benefits from +2 Defence for the duration of this scene as they continue to run and may only be attacked once per turn. Should the players manage to reduce the gang member to 0 health, they fall in front of the Broken Gear safe-house with a note on their body containing their orders as described above. In addition to this, every turn the player attacks without giving chase, the gang member has a Defence increase/decrease equal to the difference in the Success Threshold of the gang member vs. the attacking player.

Should a PC give chase, they have access to the following Stunts:

SP Cost Stunt
1 VAULT: Gain +1 towards the Success Threshold. Can only be taken once per turn.
3 SPRINT: Gain +2 towards the Success Threshold. Can only be taken once per turn.
2 or 3 OBSTACLE: Lose 1 Success or 2 Successes from the Success Threshold and create a -1 or -2 modifier for the gang member that lasts until the start of your next turn.

Scene Two – Exploration, Combat (optional)

The front door of the safe-house opens into a long hallway, the only visible exit a staircase at the far end. The floor is a series of hexagonal tiles covered a light layer of dust, each one inlaid with the Broken Gear symbol of the gang.

Succeeding on a TN 15 Perception (Seeing) test will reveal that some effort has been made to sweep the tiles clear of dust. Succeeding on another TN 13 Perception (Seeing) test will reveal that each inlaid gear (with the exception of one tile as described below) has a single broken tooth out of the six that adorn them. This is the key to making it across the floor without triggering the trap. Each broken tooth points to an adjoining hexagonal tile.

If you want to make this map yourself, the floor is comprised of nine rows of hexagonal tiles, with five tiles to a row. Each tile, as expected, is connected to six other tiles (with the exception of those on the first and last rows) and the broken teeth on the gears point towards the correct tile to step on. A third successful TN 13 Perception (Seeing) test will reveal that the gear inlaid into one tile in the first row is surrounded by has all but one tooth broken. This is the first tile in the sequence, the single tooth points towards the correct tile to stand on.

If a PC steps on any tile other than the one indicated by a broken gear tooth, they trigger a bell that can be heard throughout the building and the gang members are considered On Alert.

Crossing the floor reveals that the staircase is, indeed, the only exit from this hallway. The stairs themselves are in good repair and lead into a large open plan room that takes up most of the top floor of the building. This room is a combined kitchen/leisure area and has several storage lockers along one wall. These lockers are unlocked and are full of tinned food and bottled drinks.

The opposite wall to the storage lockers has a single door in it as does the wall opposite the entrance. Succeeding on a TN 11 Dexterity (Stealth) test allows the PCs to cross the room silently towards either of these doors, two failures (one failure by two PCs) grants the gang members the On Alert condition.

The door opposite the storage lockers is unlocked and leads into a barracks of sorts. Succeeding on a TN 11 Perception (Hearing) test allows a PC to hear the sounds of slow, muffled breathing coming through this door if the gang members are not considered On Alert. If they are, no sounds can be heard through the door.

Opening the door reveals a series of bunk beds and foot lockers. If the gang members are not On Alert, there are six gang members asleep in this room. If the players choose to attack a sleeping gang member with anything other than a mêlée weapon, or a silent spell, have them roll initiative with the gang members being surprised for the first round of combat. Mêlée attacks, and silent spells, hit automatically and kill the target in one hit.

Ranged weapons hit and kill automatically but trigger combat as described above. Note, players may opt to merely lock the door with a successful TN 11 Dexterity (Lock Picking required) test. If they come up with an alternate method for closing the door (which opens into the barracks), reward them for their creativity.

If the gang members are On Alert, this room is empty of gang members. The footlockers contain various personal items of little value (although you are welcome to embellish what is within them and tailor their contents to your campaign) but among them are 15 gold pieces, one blaster, five Fulgin M batteries and a set of Scout Armour.

The other door leads to another staircase, this one leading down.

Scene Three – Combat

The stairs lead down into a large room with tables and chairs scattered all over. A large board on one wall has a floor plan of what the PCs may recognise as Dek’s shop pinned onto it. Several doors are circled and a map next to it shows what seems to be a variety of escape routes through the city. Opposite this board is a curtained off area, currently dark, and between the two (opposite the staircase) is a wooden door next to a weapon rack.

This is a planning/briefing room and, if the gang members are On Alert, is where the six gang members from the barracks are waiting, along with a taller man wielding a two-handed sword. If the gang members are not On Alert, the room is empty save for the tall man (in actuality, a half-orc) who is bent over a large table studying a detailed map of some sort of maze. His sword is in a weapon rack next to the only visible door leading out of this room. When combat begins, he will spend his first action crossing the room to arm himself.

Any player who succeeds on two TN 15 Dexterity (Stealth) tests may sneak around the edges of the room (if the gang is not On Alert) and steal this sword. Succeeding on this also allows them to attack the half-orc once before combat begins.

The combat itself functions as a normal fight, using the appropriate profiles found in the ‘NPC Profiles’ section. The cluttered state of the room means all characters move at half their speed, but provides limited cover. If a character ducks behind a desk, they gain a +2 bonus to their Defence against ranged attacks, as well as +2 Armour against all attacks, until they stand up. It costs a Minor Action to duck in this manner, but standing is treated as a Free Action.

The half-orc’s sword is a power weapon (included in the profile below) that can run for two minutes (eight rounds of combat) before its battery runs out. After this, it is treated as a normal two-handed sword until the half-orc spends a Minor Action to replace the battery, giving it another forty rounds of power.

Once the combat has been resolved, the players are now free to explore this room. If the half-orc’s body is examined after death, he has two Fulgin M batteries upon him, as well as his power sword and a light blaster pistol.

The curtained off area, if explored, is revealed to be a small office with a desk, a chair and a hand-held communicator. The desk has two drawers in it, one of which holds three Fulgin M batteries and the other contains a note (see Handout One), as well as the item stolen from Dek’s shop.

The door opposite the stairs leads into a small storage area containing boxes of food and supplies.

When the PCs leave this storage room, they hear a quiet grinding sound as the back wall slides to one side and reveals a darkened tunnel leading down into the earth.

When a PC leaves this room, read the following:

As your foot crosses the threshold into the main room, two things happen. The first is that a quiet click and grinding sound comes from behind you. You turn to look and see a section of the wall has disappeared, to be replaced with a dimly lit tunnel leading downwards.

As you turn, the second thing reminds you of the vicious justice you saw meted out earlier in the day. A chorus of mechanical voices rings out loud and clear.

“This is the Vorakis Security Force. Please remain calm and await pacification.”

As the harsh tones fade away there is a loud thump and a crack appears in the far wall of the room, the room you guess to lead to the street. There is another thump and the crack widens, dust spilling into the room.

NPC Profiles

Broken Gear Gang Members
Abilities (Focuses)
2 Accuracy (Blaster Pistols)
0 Communication
1 Constitution
2 Dexterity
2 Fighting
0 Intelligence
1 Perception (Seeing)
1 Strength
1 Willpower
Speed Health Defence Armour Rating
12     / 15 12 3
Weapon Attack Roll Damage Range
Light Blaster Pistol +4 1d6+3 10/20
Dagger +2 1d6+2
Favoured Stunts: Knock Prone, Lightning Attack

Talents: Armour Training (Novice)

Weapon Groups: Brawling, Light Blades, and Blaster Pistols

Equipment: Light blaster pistol, light leather armour, dagger

Gang Members
Vartak Half-Ear
Abilities (Focuses)
2 Accuracy
0 Communication
1 Constitution
2 Dexterity
3 Fighting (Heavy Blades)
0 Intelligence
1 Perception (Seeing)
3 Strength
1 Willpower
Speed Health Defence Armour Rating
12     / 20 12 3
Weapon Attack Roll Damage Range
Light Blaster Pistol +2 1d6+3 10/20
Two-handed Sword (powered) +5 3d6+5
Two-handed Sword (unpowered) +5 3d6+3
Favoured Stunts: Knock Prone, Mighty Blow

Talents: Armour Training (Novice)

Weapon Groups: Brawling, Heavy Blades, and Blaster Pistols

Equipment: Light blaster pistol, light leather armour, two-handed power sword

Bruiser

Handouts

Handout One:

Found in a folder labelled ‘Kertin’.

Vartak,

As per our usual arrangement, I have an item of interest I wish you to obtain. The amulet can be found in Dek Steelhand’s shop in the Grime. The attached picture contains all the information you need about how the item looks.

Payment will be through the usual channels.

K.”


Read Chapter Four here.

Any feedback would be greatly appreciated.

– Bubbles

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One response to “TitansGrave: The Winds of Chaos – Chapter Three of Twelve

  1. Pingback: TitansGrave: The Winds of Chaos – Chapter Two of Twelve | That's How We Roll

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