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- SESSION 1 NOTES
- Setting: The city-state of New Telluri was designed as a set of zones layered in concentric rings, like a bullseye. There are
- six rings, with the first being the immigration, emigration and trade ring, the second through fourth being increasingly
- classy residential zones, the fifth being the one-percenter zone and the innermost ring being the capital.
- Party Members:
- - Calamity Jane, Chaotic Good Tiefling Wizard, School of Enchantment
- - Aima Hadarian, Chaotic Neutral Half-Elf Rogue
- - Fennel Sweetgale, Neutral Good Halfling Cleric, Nature Domain
- - Dwayne Johnson, Chaotic Good Mountain Dwarf Fighter, Eldritch Knight
- Notable NPCs first session:
- - Jane Brown, elf, New Telluri P.D. detective & unknown-class magic-user
- Transcript of events:
- - Party members individually hired by a private-sector casino in the Fourth Ring, start session on a bullet train inbound
- for the city
- - Party introduces themselves to each other; it is revealed that Calamity and Aima are partners in crime
- - Aima and Dwayne notice a pair of suspicious-looking thugs wearing red rubber wristbands leave the car; Aima recognizes
- the bands as some kind of gang symbol, and notifies Calamity that things might be about to go down
- - Calamity summons her raven familiar and sends it after the two thugs; it follows them to the front of the train
- - The thugs stop in the doorway to the last passenger car and start whispering in hushed tones to each other; the
- familiar slips past to see inside the car and notices an old lady on her phone sitting alone
- - The old lady notices the familiar and banishes it
- - Aima decides action should be taken, gets Calamity to fake a purse-snatching by using Silent Image to create an illusory
- "thief" to chase
- - The plan is that the image will run past the guards and that Calamity will "accidentally" trip and fall into a thug,
- disarming him in the confusion
- - plandidn'taccountforcrits.jpg
- - Nat 20 on a check to manipulate image means it appears to leap between the thugs into the doorway
- - Nat 1 on a check to convincingly fake a trip means she leaps sideways into the thug
- - Nobody is fooled
- - Aima, who has been recording this to put on the setting's version of WorldStar, decides to intervene and fails
- - Initiative is rolled
- - Seven rounds later and four thugs (there were two more waiting in the back of the train) are unconscious, the cops
- have been called, the old lady turned out to be a detective, and she's revealing that the private-sector casino that
- hired them was owned by the city of New Telluri
- - Reveals that they're working for New Telluri as "specialized consultants" (read: basically the A-team)
- - Also informs the party that the gangers they stopped belong to a mysterious group known only as the Red Bands, for their
- wristbands that denote membership
- - Detective then tells party that their first mission will be stopping a heist on the casino
- - End session one
- SESSION TWO NOTES
- [Side note: Only Aima and Dwayne's players attended this session]
- - Calamity and Fennel go off with Jane to settle living arrangements within the city whilst Aima and Dwayne go to look
- up the former's criminal contacts in New Telluri
- - Aima calls up his information broker, "Wheezy Jake", and asks for an "in" to the city's criminal network
- - Wheezy directs him to a laundromat in the Second Ring which is a front for criminal activity
- - The rogue and fighter are followed on the way there by three shadowy characters; Dwayne keeps an eye on them once the two
- arrive
- - The laundromat is an ancient brick building with bars on the windows; it has a distinctly uninviting air, and the inside
- isn't much better, the cold, pale tile floors suggesting multiple washes with bleach
- - The proprietor, a half-orc named Paul in a light blue polo shirt, leers down at them from behind the counter; Aima
- speaks with him (while Dwayne sits in a chair by the window and keeps watch) and discovers that the wristbands contain
- small chip drives inside that hold a small amount of "clean" (read: untraceable) credits, as well as a tracker that
- detects other bands (there's not a buzzer or any visible indicator, however)
- - Aima also inquires about "my suit", mentioned by Wheezy, and Paul enters the back room for a minute, returning with
- a pair of bulky, packaged pieces of clothing, which he gives to Aima
- - At this point, two of the shadies from earlier enter - an elf with sharp features and a pointy nose, and a human with
- a buzz cut and black turtleneck; they confront Paul before talking to Aima
- - The elf (calls himself "Spindle") knows of Aima, reveals that he knows of the party's affiliation with NTPD, and warns
- that his sources say big things are coming for the city
- - After the shadies leave, Paul tells Aima to look up someone named "Five-Eyes" in the Fourth Ring, and that the above
- runs a tech store and can help them with the bands' trackers
- - Aima and Dwayne visit the shop, Chevron Technologies, but Five-Eyes isn't in, so they leave a message with the manager
- - Aima and Dwayne open their packages and discover some goodies within - Aima gets a fancy reinforced suit, a set of thieves'
- tricks and tools, and a revolver named Hammertongue which used to be his
- - Dwayne gets an armored jacket and a shotgun
- - Aima and Dwayne are messaged by Calamity and told to meet them at an apartment; they arrive just as the detective, who
- was waiting with the girls, opens the door to the apartment
- - End session two
- SESSION THREE NOTES
- [Side note: Fennel didn't attend]
- - Detective briefs party on their mission - the Grand Royale Casino is going to be raided in two days, and the party is
- needed to stop them
- - They will be visiting the casino in the morning to scout the area and form a plan
- - After Jane leaves, the party goes to sleep
- - In the middle of the night, someone attempts to spy on Aima's room but is discovered and flees; party gives chase
- - He is eventually cornered on a rooftop and hauled back to be interrogated; he reveals that he was hired by Spindle to
- plant a bug to listen in on the party's conversations
- - Party threatens to have the spy's failure revealed to Spindle unless he f*cks off and lies to Spindle about their actions
- - The spy is then shooed off and the party returns to sleep
- - End session
- SESSION FOUR NOTES
- SOLO SESSION W/ AIMA
- - In the middle of the night, about two hours after the spy leaves, Aima gets an anonymous text telling him to come to a
- club in the Fourth Ring called The Glow
- - Aima arrives at the club, which earns its nickname with all the neon lights, and meets with a cloaked, hooded figure
- using a mask with a machine to disguise their voice
- - Stranger reveals that they know of Aima, and asks him to assist them on a mission to hijack a deal going down not far
- from the club, where medicinal drugs will be illicitly traded for large amounts of money
- - Aima agrees, meets the stranger hiding at the target location - a T-shaped alley intersection between two streets
- - Three people emerge from each side of the T - one group well-dressed, looking like something out of The Godfather, and
- carrying a briefcase
- - One group less well-dressed, looking like something out of Malibu's Most Wanted, and one guy carrying a large plastic
- container (think Sterilite)
- - The Thugs trade with the Mafioso guys - the thugs leave with the cash, and the suits with the drugs
- - Aima and the stranger follow the suits and ambush them; there's a struggle, the stranger tries multiple times to pin
- a suit and fails every time, Aima just shoots them all in the legs and runs with the package
- - Stranger is hit with a bullet in the fight, mask damaged; gets dizzy and vocoder dissolves into static
- - Once the two are away from the scene, the stranger texts their contact while Aima mocks their poor combat skills
- - When the contact - a gaudily-dressed man in an equally gaudy SUV - arrives, Aima reports his involvement while the
- stranger affirms statements by nodding
- - The man is disappointed in his "employee", but pleased that things worked out, and gives Aima a sizable sum for his
- assistance, before taking both wounded and package and leaving Aima to his thoughts
- - End session with Aima back in bed, putting his phone on "silent"
- HEIST PLANS
- NOTES
- - To pass the gate to the vault elevator two keycards are required; the guards each have one
- - Once inside the vault room there is a pressure-sensitive floor disarmed by a keypad. The code is only known to a few
- (security officer, managers, owner) but someone with a high Knowledge (Technology) or hacking tools can force it or even
- disarm it by rewiring it
- - Vault has a standard combination lock on the door. ONLY the managers and owner know the code, but, again, someone with
- high checks (Arcana to sense the imprints of someone who opened it, Investigation to search out hints on the knob,
- Sleight of Hand/Perception to simply crack it) can safely ignore this. HOWEVER after three failed checks the knob opens
- to reveal a Glyph of Warding inscribed with Hold Person, and an alarm goes off
- - 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
- talking to the guard or viewing the camera records. He can be ousted, or counter-bribed (40k cred) or persuaded (DC18 Speech,
- DC15 if blackmailed) to do his job anyway
- - The vault cameras are bugged to loop on a sixty-second period once a trigger is activated. The bug can be discovered by
- performing a Perception (DC17) check on the cameras themselves or a Knowledge (Tech) (DC16) check on the computers in the
- security room. Knowing about the bugs via the latter makes it easy enough to find them on the cams without a check.
- They can be removed (DC12 Acrobatics to reach them without a ladder), deactivated (DC12 Tech/Hacking), or rigged (DC16
- Tech/Hacking) to never start the loop, and alert the camera user when the bugs are triggered
- - The rear entrance door has a keycard lock, but the lock doesn't work anymore. A DC15 Perception check can spot this, but
- 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
- end of the day
- ENEMY HEISTERS
- - Thomas "Spindle" Pindell, Elven Warlock (Archfey)
- STR 10, DEX 15, CON 9, INT 12, WIS 12, CHA 18, 23 HP
- - Arcadia "Nimble" de Rosa, Tiefling Rogue (Arcane Trickster)
- STR 12, DEX 18, CON 10, INT 14, WIS 12, CHA 10, 28 HP
- - Elliot "Five-Eyes" Bree, Halfling Wizard (Technomancy)
- STR 8, DEX 14, CON 10, INT 20, WIS 12, CHA 12, 22 HP
- - William "Piper" Hamelin, Half-Elf Sorcerer
- STR 10, DEX 12, CON 12, INT 12, WIS 12, CHA 18, 27 HP
- - Jake "Hammer" Delaney, Half-Orc Fighter (Champion)
- STR 18, DEX 14, CON 14, INT 10, WIS 10, CHA 10, 44 HP
- - also five Thugs
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