FS Adventure 1

Each of your players should receive a letter from Brother Sebastian asking them to come to Criticorum to meet him. The players should be encouraged to feature an element of their characters that connects them, or indebts them, to Brother Sebastian at some time in their past. This can be twisted around if you like.

In my group one of the players was a Decados Noble who was actually a replacement for the real person, who had been questioned to death by accident. She was to infiltrate the group and report on what Brother Sebastian was upto. His death only made her position easier as the others did not know who she was.

The group of players should arrive over several nights around the target date. They will gain accomodation in the area and frequent the tavern each night. You should quickly have them recognise each other, although you might throw in a herring, and get them all waiting for Brother Sebastian. You might use the wait time to describe the beauties of the capital of Criticorum and its background (al-Malik world, heavily populated, robust economy, lots of ploitical intrigue).

No particular date is given for BS to show up but after a few days you can start a bar room brawl as an introduction to the combat system, and as a lead to a side story.

The Nude Dog Tavern should be a medium sized place that holds around 30 people. It will have booths and tables and a bar. Doors should lead to the front street, rear alley and rear offices. On this night there should be a dozen or so patrons present as well as the players. Most likely the players will seek a booth to hide in. At some point during the night a group of six or so rough looking types should enter and take up in a booth opposite where ever your players are. They might throw somebody already there out. They will be loud and obnoxious, just the sort of people players love to beat up on.

The basic idea is to start a fight between the two groups to get your players into the combat system. The toughs will be part of a local gang of no great consequence.

In my game one of the players was a Vorox bodyguard wearing good armour. This made it a little difficult to start a fight that wasnt going to risk death (which I didnt want). To stop the Vorox the gang had to have guns of some sort or more support. I ended up sending for more support and bringing in two shotguns (using Slapper rounds) to soften the Vorox up enough to make things interesting.

I started the scene up with a couple of the toughs approaching and making jokes about the big pussycat, but the Vorox intimidated them quickly and they backed off untill reinforcements arrived.

You might also find it useful to remind your players of the warning against using the Militia from BS. You could do this by having a bartender come over and ask that they not start any trouble with the gang, saying to them that the local law is pretty nasty to offworlders and aliens, maybe suggesting the gang will have protection or contacts.

Once a big fight gets going you should pick sometime to introduce the arrival of the law, either by approaching whistles or sirens. The response should be pretty quick, maybe the bartenders ring up before things get started as a precaution. The players should be presented with an option to flee out the back or stay and face the law. Most of the taverns patrons should have already left, or be leaving out the back way already.

In my group they had a noble (only a knight) and they were initially going to face the law until I reminded them of the letter.

Once they flee out the back they should be presented with a number of alleyways to run down, followed by several more left or right options. All the time the sound of the law should not be far away, or may be coming from some directions ahead. The idea is simply to direct them into a dead end where they will have a few options.

The alley will have three possible exits: back the way they came, through a basement door, or up a fire escape. Visible windows will all be heavily barred.

Retreat back the way they came should be discouraged by the sound of pursuit.

Access to the fire escape is via a rusted pulldown ladder that will require someone to reach up 10ft. It will need a STR+VIG roll with 3 VPs to get it to release. The doors leading off the escape will be looked and bolted (no fire standards here!) and will need a similar roll to force them. It should be pointed out that a group of adolescents can be seen up on the roof top looking down and watching the unfolding events. If the players begin climbing then they will retreat. If the players reach the roof then they will encounter this group of 15 year olds, calling themselves The Tugars (see below).

With my group they completely ignored the Tugars, so one avenue of information was missed. Thats okay, it wasn't needed for the overall plan. Try to keep the big picture in mind and allow things to go by if the players dont pick things up immediately. My players didnt followup the dead body lead for quite a time, but eventually they came back to it when I dropped a later clue about a ship being built at the Nalhin Shipyards... By using the clue sheets (see scans) I gave the players information they rarely forgot because they were too slack to write it down.

The basement door is locked and will require 3 VPs to force. A second person can apply their STR to the value used as a complementary roll. This is the primary option the GM should encourage the players to take as it leads to a clue. Once past the door they will enter a corridor that is blocked by a large number of heavy boxes and crates. A single door leads off the corridor. They may use a box or crate to block the exit door.

If they check this new door then it is open and leads downward into the basement, it is dark and the light switch does not work (the bulb is lose, they may bump into it if they go down and have no light source). The sound of the law outside should encourage them to enter the basement.

In the basement they should provide their own light, or bump into the lose bulb. The basement of a plain square room some 20ftx20ft. They only other exit is a door at the far end that goes upto the street at the front of the building. The room is bare except for four larger cardboard cartons that are positioned exactly in the centre of the room, covering a 10x10ft area. Close inspection of one of the cartons will reveal a dark stain at its bottom (a blood stain). If the cartons are moved the floor will be revealed to have a large drawing painted onto it (in blood if they look closely). If a priest is present they may roll to recognise it, but should be difficult. This is an ANTINOMIST glyph (picture), used to summon a demon and allowing the demon to assume the form (and memories) of a living being who has just been sacrificed.

The eskatonic priest in my group showed the picture to a brother priest almost straight away, so I had to remind them of the Inquisitions nature and the general reaction of the public to such items. A deep sense of paranoia is worth instilling into the players until they can absorb the atmosphere of the Known Worlds.

Three of the cartons will be empty and fairly light. The fourth will be heavy, it contains a bundle of black robes and a large plastic bag. Inside the plastic bag is the two day old remains of a man (Nathaniel Borman). The body will be missing heart, eyes, tongue and genitals. It has no ID.

If the players have quickly discovered this then you can move them along with the arrival of the law at the alley door, bashing it. The players should be encouraged to use the street exit. As they leave however point out the young people on the roof top watching them.

In anycase the police will eventually search the place during the night and discover the gruesome remains. This will trigger the introduction of an Inquisitorial Squad to find and burn the devil worshippers. The next day newspapers will announce to all that this has happened, and that unknown people fleeing the site last night are wanted for questioning.

My group contained a Vorox so that gave the police a good starting point, and forced some of the players into hiding.

The players will elude the police at this point. They may return to their rooms, or they may seek out "Red Harry", the only other contact they have. They might also try to findout things about the basement now that they are involved.

If they return to the basement it will be cordoned off and guarded by police for the next 3 days. After that it will be left open but a silent alarm will be installed to trap them. This will result in a dozen police and Inquisitors arriving ready to burn!

Facts that they may gather are as follows:

From the Tugars: A group of robed men were seen there 2 days ago at 11pm. They arrived singularly mostly and there were around 10 of them. They all had head coverings. Two did arrive supporting a third. One of the men did not cover his head and had a large tattoo on his bald head, something like a circle (you can point out to the players that it is not uncommong for priests to shave their heads and have a holy gate symbol tattooed on it.) This clue is a fake, the antinomist did it deliberately to give a false lead. One man had a limp on the left side and made an unusual clicking noise when he walked.

The building is mostly abandoned and owned by one Gergio Manato, a middle class real estate agent/owner. He is one of the coven but knows very little. If they try to contact him at his office it not answer. If they ring at his home they will get his wife who will say ring work. If they say he is not there then she will bitterly say he is probably off with his secretary. A sympathetic ear will get her to talk and say he was supposed to have been working late the night the coven gathered, but she rang and he wasnt there.

If the players do talk to the wife then Georgio will be found dead the next day. A suicide note will say he was ashamed of cheating on his wife (he will be killed by the coven).

If the glyph (picture) is researched it will turn out to be an ANTINOMIST glyph, used to summon a demon and allowing the demon to assume the form (and memories) of a living being who has just been sacrificed. How they might find this out will be very interesting. Asking a priest will lead straight to the Inquisition. Checking at libraries etc will likely lead to the same (if they can find anything). The only safe way to find out about it is through Red Harry, who will lead them to Marius Tolob.

At any rate, a day later they will learn in the news papers that Brother Sebastian has been assassinated at BII (he was actually killed several days before but news travels slowly). This should get the players to Red Harry.

The Next Step

By the end of all this the players will probably be wanted by the law and the Inquisition, although their exact identities will not be certain. Red Harry should be used to offer them an escape route via a transport ship going to BII. Another reason for going there can be provided in that the Sanctuary Aeon temple there may have information on the current whereabouts of Sister Maria (who is on Artemis). Tracking Sister Maria could be difficult but the following details should be clearly given to the players:

The date of the picture taken on Nowhere. Good records are kept of everyone going there by Brother Battle.

Red Harry can provide her age (same as BS, 35).

She is a Sister of the Sanctuary Aeon order.

Other facts of interest you should keep in mind are: Thomos Ulkania, who is the leader of the coven. The players will likely interact with him sooner or later (some later clues refer back to him).

Goto Episode Two

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%$#%#%$@%^@%!$^@%$$@^^!^^@ complete.

15:33:00 Monday October 15 4996.

My friends,

I have arranged for some of you to travel to Critcorum. Once there you should

to to the Nude Dog Tavern each night around 7pm. This is near the spaceport and

within League territory. Be on the lookout for each other, I am sure you will all

stand out from the ruffians that normally abide here. As an extra I suggest you

all wear a blue headband or facial mark.

I will try to join you there and explain all. Dark forces are at work and I

fear we lack much time.

Be sure not to attract the attention of the local Muster, they are particularly

ruthless and show little respect for Church or Noble. A dead man has no rank.

Do not use the local Militia, I fear agents have infiltrated most noble

security forces - as they have my own.

If I do not show up you may presume I am dead. In that case contact Old Harry

"Red" Eye in the Agora. I will leave what I can with him, in case.

Trust no one. Beware the Dark

Your friend

Brother Sabastian

Eskatonic Order of Byzantium Secundus.

Enclosed:

Charioteer Contract, Bearer to Have Passage to Criticorum,

Economy Class,

Expediency Plus Pak.

Enclosed:

Credit slip from Brother Battle Bastion - Byzantium Secundus -

100 FB. Bearer redeemable at any Bastion.

Episode II______________________________________________________________

The Tugars:

The Tugars are a group of young people who spend most of their time on top of the local buildings just watching and having fun. They have a "home" at the top of the building with the fire escape. If the players climb up there the gang will retreat to hideouts whilst the Leader will get out his pistol and try to keep the strangers at a distance. He is not really prepared for a fight but will act tough etc.

The players may try to befriend the kids, in which case they will become a useful source of street info that may be utilised anytime they come to Criticorum.

Nathaniel Boreman.

Was killed by the coven as a sacrifice. The coven is lead by Thomos Ulkania who is also a partner in the NALHIN SHIPYARDS. In fact it is Thomos who siezes Nathaniels assets, adding to his control of the shipyards.

Thomos Ulkania:

STR

5

12

Is a partner in the Nalhin Shipyards (independent yards). He is typically a silent partner but once possessed he will begin accumulating control of the yards. His plan is to build a warship that will be able to slip past Byzantium Secundus defences and drop a plague bomb on the planet. This plan is long term, like 3-5 years.He has human and demonic form. To use any physical demonic powers he must manifest at least part of his demonic nature and his aura. Whilst manifest anyone within 10ft will feel panic and helplessness (CALM+FOCUS to stop fleeing).

His aura is alien. He has a stigma that causes his eyes to turn blood red if he uses any powers.

He can defy some natural laws for short periods if the GM needs him to.

He can only be harmed by silver, all other weapons doing only one damage. Energy weapons cause pain but no harm at all.

If the players return to Criticorum at some time they may learn that Thomos was not killed after all. The body was a very much like him but he living presence discounts this. The police mever discover who the body was.

By the time they do return he will have progressed his plans, gained more control of the shipyards and greater wealth. He will be difficult to get to. If the players push it then they will be attacked by a strong group of thugs to kill them or warn them off (or both).

DEX

5

10

END

4

14

WITS

6

9

PER

5

8

TECH

5

3

CHARM

5

-5

DODGE

5

8

FIGHT

4

10

IMPRESS

5

-3 / 8

MELEE

4

10

OBSERVE

5

8

SHOOT

3

2

SNEAK

4

9

VIGOUR

5

10

RED HARRY (Harry "Red Eye").

Harry is the elder brother of BS. He is a black sheep of the family as he became a League man, joining the Engineers Guild and becoming quite highly placed before retiring. His retirement is a large junk yard in a poorer part of town, but close to the space port. His yard is packed full of junk, but this is a cleverly disguised repair yard to advanced technology. Harry is an expert in High Tech and carries on a secret trade in repairing and investigating them. He is backed by his Guild and is influential within it. He will not reveal this to the players.

He has one friend, SHAK the Gannock, who helps him with his work.

In my game SHAK took to tormenting the Vorox, setting his backside on fire with a welding torch, dropping objects on him while he was on guard. Giving him a tin with spring snakes in it etc etc.

Harry is partly cybered, with a cyber eye etc. His real eye however was damaged in the operation and is permanently blood coloured, hence his name.

Harry will not trust the players when they show up unless the news of BS death has already arrived. Even then he will be hesitant about trusting them. He has four clues from BS that he will hand over to the players once he is convinced they are the real people - good oppurtnity to get each player to tell of his relation to BS.

The four clues are:

A picture of BS and a Sanctuary Aeon nun at the Nowhere Gargoyle.

Harry will know the Nun was a close friend of BS and her name is Sister Maria. The picture is dated 5 years ago - october 4991.

A dead Vau crystal

Vau crystals are meant to glow when shaken, converting vibration into energy. They are known to fade with time. This crystal however was given to BS by the Vau, it has been attuned to the emanations of demons and will glow black and get warm when within 10ft of one.

A symbol on a sheet of paper (symbol is of the Invisible Path).

BS learned that the Invisible Path had infiltrated the Imperial Eye, and who one of their Cell Leaders was. It was this that resulted in his assassination, not the Vau problem.

A fusion torch (ala welding torch).

This is actually a joke by Gannock who slipped it into the parcel before Harry knew it. It could be useful but is not a clue. It is powered by fusion cells.

Harry is also good for the following stuff:

He will have a friend in the local government who can find out who owned/rented the building where the dead body was found.

He can put them onto a Reever - Justin Alvarez - who specialises in information gathering. This will be a safe way to learn what the glyph is (but will cost 25FB). Justin will be able to recommend one Marius Tolob as a source of more detail about the glyph. Marius is a mystic who tells fortunes to the rich for a living (he is also a telepath).

Harry can get them off world via a transport ship whenever they need to.