Advertisement
Guest User

DnD Scifi Notes

a guest
Sep 30th, 2016
72
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 10.74 KB | None | 0 0
  1. SESSION 1 NOTES
  2.  
  3. Setting: The city-state of New Telluri was designed as a set of zones layered in concentric rings, like a bullseye. There are
  4. six rings, with the first being the immigration, emigration and trade ring, the second through fourth being increasingly
  5. classy residential zones, the fifth being the one-percenter zone and the innermost ring being the capital.
  6.  
  7. Party Members:
  8.  
  9. - Calamity Jane, Chaotic Good Tiefling Wizard, School of Enchantment
  10. - Aima Hadarian, Chaotic Neutral Half-Elf Rogue
  11. - Fennel Sweetgale, Neutral Good Halfling Cleric, Nature Domain
  12. - Dwayne Johnson, Chaotic Good Mountain Dwarf Fighter, Eldritch Knight
  13.  
  14. Notable NPCs first session:
  15.  
  16. - Jane Brown, elf, New Telluri P.D. detective & unknown-class magic-user
  17.  
  18. Transcript of events:
  19.  
  20. - Party members individually hired by a private-sector casino in the Fourth Ring, start session on a bullet train inbound
  21. for the city
  22.  
  23. - Party introduces themselves to each other; it is revealed that Calamity and Aima are partners in crime
  24.  
  25. - Aima and Dwayne notice a pair of suspicious-looking thugs wearing red rubber wristbands leave the car; Aima recognizes
  26. the bands as some kind of gang symbol, and notifies Calamity that things might be about to go down
  27.  
  28. - Calamity summons her raven familiar and sends it after the two thugs; it follows them to the front of the train
  29.  
  30. - The thugs stop in the doorway to the last passenger car and start whispering in hushed tones to each other; the
  31. familiar slips past to see inside the car and notices an old lady on her phone sitting alone
  32.  
  33. - The old lady notices the familiar and banishes it
  34.  
  35. - Aima decides action should be taken, gets Calamity to fake a purse-snatching by using Silent Image to create an illusory
  36. "thief" to chase
  37.  
  38. - The plan is that the image will run past the guards and that Calamity will "accidentally" trip and fall into a thug,
  39. disarming him in the confusion
  40.  
  41. - plandidn'taccountforcrits.jpg
  42.  
  43. - Nat 20 on a check to manipulate image means it appears to leap between the thugs into the doorway
  44.  
  45. - Nat 1 on a check to convincingly fake a trip means she leaps sideways into the thug
  46.  
  47. - Nobody is fooled
  48.  
  49. - Aima, who has been recording this to put on the setting's version of WorldStar, decides to intervene and fails
  50.  
  51. - Initiative is rolled
  52.  
  53. - Seven rounds later and four thugs (there were two more waiting in the back of the train) are unconscious, the cops
  54. have been called, the old lady turned out to be a detective, and she's revealing that the private-sector casino that
  55. hired them was owned by the city of New Telluri
  56.  
  57. - Reveals that they're working for New Telluri as "specialized consultants" (read: basically the A-team)
  58.  
  59. - Also informs the party that the gangers they stopped belong to a mysterious group known only as the Red Bands, for their
  60. wristbands that denote membership
  61.  
  62. - Detective then tells party that their first mission will be stopping a heist on the casino
  63.  
  64. - End session one
  65.  
  66. SESSION TWO NOTES
  67.  
  68. [Side note: Only Aima and Dwayne's players attended this session]
  69.  
  70. - Calamity and Fennel go off with Jane to settle living arrangements within the city whilst Aima and Dwayne go to look
  71. up the former's criminal contacts in New Telluri
  72.  
  73. - Aima calls up his information broker, "Wheezy Jake", and asks for an "in" to the city's criminal network
  74.  
  75. - Wheezy directs him to a laundromat in the Second Ring which is a front for criminal activity
  76.  
  77. - The rogue and fighter are followed on the way there by three shadowy characters; Dwayne keeps an eye on them once the two
  78. arrive
  79.  
  80. - The laundromat is an ancient brick building with bars on the windows; it has a distinctly uninviting air, and the inside
  81. isn't much better, the cold, pale tile floors suggesting multiple washes with bleach
  82.  
  83. - The proprietor, a half-orc named Paul in a light blue polo shirt, leers down at them from behind the counter; Aima
  84. speaks with him (while Dwayne sits in a chair by the window and keeps watch) and discovers that the wristbands contain
  85. small chip drives inside that hold a small amount of "clean" (read: untraceable) credits, as well as a tracker that
  86. detects other bands (there's not a buzzer or any visible indicator, however)
  87.  
  88. - Aima also inquires about "my suit", mentioned by Wheezy, and Paul enters the back room for a minute, returning with
  89. a pair of bulky, packaged pieces of clothing, which he gives to Aima
  90.  
  91. - At this point, two of the shadies from earlier enter - an elf with sharp features and a pointy nose, and a human with
  92. a buzz cut and black turtleneck; they confront Paul before talking to Aima
  93.  
  94. - The elf (calls himself "Spindle") knows of Aima, reveals that he knows of the party's affiliation with NTPD, and warns
  95. that his sources say big things are coming for the city
  96.  
  97. - After the shadies leave, Paul tells Aima to look up someone named "Five-Eyes" in the Fourth Ring, and that the above
  98. runs a tech store and can help them with the bands' trackers
  99.  
  100. - Aima and Dwayne visit the shop, Chevron Technologies, but Five-Eyes isn't in, so they leave a message with the manager
  101.  
  102. - Aima and Dwayne open their packages and discover some goodies within - Aima gets a fancy reinforced suit, a set of thieves'
  103. tricks and tools, and a revolver named Hammertongue which used to be his
  104.  
  105. - Dwayne gets an armored jacket and a shotgun
  106.  
  107. - Aima and Dwayne are messaged by Calamity and told to meet them at an apartment; they arrive just as the detective, who
  108. was waiting with the girls, opens the door to the apartment
  109.  
  110. - End session two
  111.  
  112. SESSION THREE NOTES
  113.  
  114. [Side note: Fennel didn't attend]
  115.  
  116. - Detective briefs party on their mission - the Grand Royale Casino is going to be raided in two days, and the party is
  117. needed to stop them
  118.  
  119. - They will be visiting the casino in the morning to scout the area and form a plan
  120.  
  121. - After Jane leaves, the party goes to sleep
  122.  
  123. - In the middle of the night, someone attempts to spy on Aima's room but is discovered and flees; party gives chase
  124.  
  125. - He is eventually cornered on a rooftop and hauled back to be interrogated; he reveals that he was hired by Spindle to
  126. plant a bug to listen in on the party's conversations
  127.  
  128. - Party threatens to have the spy's failure revealed to Spindle unless he f*cks off and lies to Spindle about their actions
  129.  
  130. - The spy is then shooed off and the party returns to sleep
  131.  
  132. - End session
  133.  
  134. SESSION FOUR NOTES
  135.  
  136. SOLO SESSION W/ AIMA
  137.  
  138. - In the middle of the night, about two hours after the spy leaves, Aima gets an anonymous text telling him to come to a
  139. club in the Fourth Ring called The Glow
  140.  
  141. - Aima arrives at the club, which earns its nickname with all the neon lights, and meets with a cloaked, hooded figure
  142. using a mask with a machine to disguise their voice
  143.  
  144. - Stranger reveals that they know of Aima, and asks him to assist them on a mission to hijack a deal going down not far
  145. from the club, where medicinal drugs will be illicitly traded for large amounts of money
  146.  
  147. - Aima agrees, meets the stranger hiding at the target location - a T-shaped alley intersection between two streets
  148.  
  149. - Three people emerge from each side of the T - one group well-dressed, looking like something out of The Godfather, and
  150. carrying a briefcase
  151.  
  152. - One group less well-dressed, looking like something out of Malibu's Most Wanted, and one guy carrying a large plastic
  153. container (think Sterilite)
  154.  
  155. - The Thugs trade with the Mafioso guys - the thugs leave with the cash, and the suits with the drugs
  156.  
  157. - Aima and the stranger follow the suits and ambush them; there's a struggle, the stranger tries multiple times to pin
  158. a suit and fails every time, Aima just shoots them all in the legs and runs with the package
  159.  
  160. - Stranger is hit with a bullet in the fight, mask damaged; gets dizzy and vocoder dissolves into static
  161.  
  162. - Once the two are away from the scene, the stranger texts their contact while Aima mocks their poor combat skills
  163.  
  164. - When the contact - a gaudily-dressed man in an equally gaudy SUV - arrives, Aima reports his involvement while the
  165. stranger affirms statements by nodding
  166.  
  167. - The man is disappointed in his "employee", but pleased that things worked out, and gives Aima a sizable sum for his
  168. assistance, before taking both wounded and package and leaving Aima to his thoughts
  169.  
  170. - End session with Aima back in bed, putting his phone on "silent"
  171.  
  172. HEIST PLANS
  173.  
  174. NOTES
  175.  
  176. - To pass the gate to the vault elevator two keycards are required; the guards each have one
  177.  
  178. - Once inside the vault room there is a pressure-sensitive floor disarmed by a keypad. The code is only known to a few
  179. (security officer, managers, owner) but someone with a high Knowledge (Technology) or hacking tools can force it or even
  180. disarm it by rewiring it
  181.  
  182. - Vault has a standard combination lock on the door. ONLY the managers and owner know the code, but, again, someone with
  183. high checks (Arcana to sense the imprints of someone who opened it, Investigation to search out hints on the knob,
  184. Sleight of Hand/Perception to simply crack it) can safely ignore this. HOWEVER after three failed checks the knob opens
  185. to reveal a Glyph of Warding inscribed with Hold Person, and an alarm goes off
  186.  
  187. - One of the guards is corrupt and accepted a bribe of 20k credits to go along with the heist. The party can learn this by
  188. talking to the guard or viewing the camera records. He can be ousted, or counter-bribed (40k cred) or persuaded (DC18 Speech,
  189. DC15 if blackmailed) to do his job anyway
  190.  
  191. - The vault cameras are bugged to loop on a sixty-second period once a trigger is activated. The bug can be discovered by
  192. performing a Perception (DC17) check on the cameras themselves or a Knowledge (Tech) (DC16) check on the computers in the
  193. security room. Knowing about the bugs via the latter makes it easy enough to find them on the cams without a check.
  194. They can be removed (DC12 Acrobatics to reach them without a ladder), deactivated (DC12 Tech/Hacking), or rigged (DC16
  195. Tech/Hacking) to never start the loop, and alert the camera user when the bugs are triggered
  196.  
  197. - The rear entrance door has a keycard lock, but the lock doesn't work anymore. A DC15 Perception check can spot this, but
  198. the party doesn't have the tools to fix it. The maintenance man can be informed, however, and he'll have it fixed by the
  199. end of the day
  200.  
  201. ENEMY HEISTERS
  202.  
  203. - Thomas "Spindle" Pindell, Elven Warlock (Archfey)
  204. STR 10, DEX 15, CON 9, INT 12, WIS 12, CHA 18, 23 HP
  205.  
  206. - Arcadia "Nimble" de Rosa, Tiefling Rogue (Arcane Trickster)
  207. STR 12, DEX 18, CON 10, INT 14, WIS 12, CHA 10, 28 HP
  208.  
  209. - Elliot "Five-Eyes" Bree, Halfling Wizard (Technomancy)
  210. STR 8, DEX 14, CON 10, INT 20, WIS 12, CHA 12, 22 HP
  211.  
  212. - William "Piper" Hamelin, Half-Elf Sorcerer
  213. STR 10, DEX 12, CON 12, INT 12, WIS 12, CHA 18, 27 HP
  214.  
  215. - Jake "Hammer" Delaney, Half-Orc Fighter (Champion)
  216. STR 18, DEX 14, CON 14, INT 10, WIS 10, CHA 10, 44 HP
  217.  
  218. - also five Thugs
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement