Episode I - Lower Wolves Part 1

 

Adventure Notes

Summary

The heroes are part of the Canceron resistance. As such, they attempt to salvage equipment, give solace to refugees, and develop a plan for the future, whether that's escape from the planet, continued existance, the destruction of the invaders, or some combination of the three. After a successful rendevous with a refugee group, and a minor tangle with the Cylons, the group gleans some information from their new charges, including a secret weapons cache and a hidden aircraft hangar. Clues at these facilities lead them to a Manasseh resistance group in the area. Cooperation with this group and their strange leader reveals information that may assist the group in their overall goals, but also threatens to entangle them with Canceron's warring religious factions.

 

Background

 

 

 

GM Notes

This episode is presented in a somewhat free-form format. The characters may or may not have interest in the plotline as it develops, though they may be forced to care by the end. The only necessary scenes in this episode are the first two and the last one, as they support the ongoing season. The next episodes can diverge wildly, depending on the group's actions here, though the overarching events (and the destruction of Canceron) are foregone conclusions with or without the group's involvement. In addition to loading the characters into this over-arching plot, this episode has the following goals:

 

  • Introduce the characters to each other and the harrowing situation after the Cylon war.
  • Provide some material resources (an atmo capable ship and some heavy weapons, information resources, and a safehouse).
  • Provide some personnel support (Professionals -- in the refugee pool, Manasseh resistance)
  • Give them an inkling of the remaining complications in the Canceron political situation.
  • Get them moving toward a goal -- Escape, destruction of the Cylons, or continued existance...or some combination.

 

If the group is more interested in a different campaign, such as extended military resistance game, the information here can also support that, though future episodes may not.

 

Scene 1:

Canceron - Exterior - Day - Four months after Cylon Invasion

 

Sitrep

The characters are part of the resistance on Canceron. They have just moved into a remote area to receive a group of refugees and are moving them back to the safehouse.

 

Action!

The group is moving through a box canyon when a squad of Cylons attack. Roll Notice to avoid the ambush and gunplay ensues.

 

6 Centurions (Mark I)

 

On each character's first action, we cut to:

 

Character profile - Name, rank (if applicable), two-sentence description of

person/background.

 

One of the Cylons is marked with a symbol (Notice). The symbol is a special Cylon unit that hunts and kills rogue Cylon

agents (the skin toasters) -- Knowledge: Cylons. The information is also available in the Canceron datastores with a Research check -3.

 

Scene 2:

Canceron - Interior: Safehouse - Day

 

The group has a chance to talk to the refugees and do some research.

 

One of the refugees is an ex-spacecraft engineer. It is well known that most of the spacecraft on Canceron were destroyed in the intial attack. The Cylons have systematically destroyed the rest through research and interrogations. The engineer managed to escape this, and knows where a cache of non-functional ships exists. It's his estimate that the ships can be scavenged to build one or two functional craft. One, certainly, that could get the refugees off planet. Research TN 5 (on the datastores) reveals a passable satellite image of the underground hanger.

 

One of the refugees is a Manasseh. A birthmark on her arm causes an Oracle moment for the Oracle. The oracle sees an intense eyed young man gathering data from a datastore. The images that flash are of the theories (in mathematical formulas, overlaying a massive bluish cloud that melts all that it touches.) The creaking and groaning of Cylons can be heard in the background and just before the vision ceases the oracle sees a burning Cylon Basestar, caught in the pull of Canceron, falling toward the planet, which is barren and black below it. Daughter of one of the Opercula technicians who's whole family was killed. She knows almost nothing about the group. Her parents were operatives for the Opercula and died in a terrorist attack on a spaceliner when he was 5. She was a ward of the state for most of her life. She has some information on Gaal from her father's journals, which she still has, notes here talk of massive stashes of anti-radiation drugs and other supplies. The journal has a photograph of the group (girl's father and mother, with other technicians and Gaal -- Oracle will recognize him from the vision. NOTE: There is no mention of the name of the group...this is gleaned from the Manasseh in the next scene).

 

One ex-soldier knows about a major weapons cache that has been overlooked. Gunnery Sergeant Slaid Givens and his troop armed themselves there just a few weeks ago before they were attacked. He is the only survivor, but he can lead the group there.

 

The safe house has a copy of Canceron's datastores. Before the fall, the computer/engineer PC managed to secure the back up files for the government's main computer system. It's basically a snapshot of data 28 hours before the attack. The spy PC can access information on the Cylon symbol with a TN 4 computer knowledge or espionage knowledge.

 

 

Scene 3:

Canceron - Exterior Day - Secret Hangar

 

Note: This scene occurs anytime the characters decide to investigate the secret hangar information provided by the engineer NPC.

 

Sitrep

The group decides to investigate the secret hangar with the intention of building/repairing a ship that would give them better transportation and possibly evacuate the planet.

 

The hangar sits inside a low hill and is accessible via a hidden passage in a copse of trees by a nearby stream. Within the hangar are three disabled ships, two of which are nothing more than wrecks. The surviving ship is a Raptor class ship that can be modified relatively easily to take up to 20 passengers. Unfortunately, this hangar has been discovered by the Cylons and most of the electronic parts have been trojaned.

 

Action!

The engineer NPC along with the computer tech PC should be able to put a workable ship together in about 10 days. This requires a TN12 Knowledge (engineering) check per day (anyone with the skill can 'gang up' to add to the primary engineer's roll -- beating a TN4 adds +1 to the primary engineer's role and reduces the work by one day -- maximum +6 and 6 days).

 

Unfortunately, with the parts and ships available, they will not be able to make the ship spaceworthy here. They must find a drydock with additional parts. The ship will fly fine in atmo.

 

Ships

 

A raise allows the following breakthroughs:
1 Ship runs 'silent' - Notice -4 on Cylon sensors.
2 Sensor breakthrough - add d6 to Notice using sensors.
3 Weapons breakthrough - add d6 to damage.
4 Detection! - The Trojaned computer parts are detected (before or after the ship is fired up - depending on the situation). Computer Knowledge TN 10 (ganging up can give max +3 to roll) to disable. A raise can send disinformation to the Cylons - player's choice - for 1 day. A double raise can attack the Cylon computer systems reducing their security drone's attacks and sensors (notice) by 1 for a full day).

 

Note: If the Trojaned parts are undetected, jump to the Chase scene.

 

Scene 4:

Exterior - Night - Weapons Cache

Note: This scene occurs anytime the characters decide to investigate the weapons cache information provided by Gunny Givens.

 

Sitrep

 

The weapons cache is located in a warehouse in a small town on the outskirts of one of Canceron's major cities. Though all of Canceron's cities are mostly deserted and doused in lethal levels of radiation, the outlying areas were mostly spared. What people remained were rounded up and imprisoned. The warehouse is easily found from the information given by Gunnery Sergeant Givens.

 

The group travels to the cache either overland or via their new ship (if they've gone to the hangar first). There is a possibility that events from the Chase scene spill over here.

 

The warehouse is not locked and the weapons are stored in an attic crawlspace in bulky weapons crates.

 

Action!

 

The weapons crates contain the following:

 

  • 20 submachine guns
  • 5 heavy machine guns
  • 2 anti-aircraft missile tubes
  • 1 anti-materiel rifle
  • 2 anti-materiel rocket tubes

 

Note: The missile and rocket systems are trojaned by Cylon viruses. These trojans report the weapons' coordinates to a central satellite relay. Electronic countermeasures skills can detect the trojan on a skill check raise. Disabling the trojan can be achieved on a Lockpicking raise. In order to report faulty information to the Cylons (trojan the trojan) it takes a raise on a computer or Electronic countermeasures skill check of TN 6. Failure of the skill check alerts the Cylons to the tampering attempt. Failure of a raise just results in failure of the operation.

 

 

A long forgotten computer system sits here that has additional information the

heroes can access:

 

  • Accessing the system requires a Lockpicking check.
  • Accessing general information about the warehouse or the town requires a Research check.
  • On a raise, the researcher runs across a reference to Daelarus.
  • On a second raise, the researcher learns that a space station Daelarus still sits in orbit, though that orbit is degrading and will result in the station's destruction in Canceron's atmosphere in two weeks.
  • On a third raise, the researcher learns that the station is deactivated and fully functional.
  • On a fourth raise, the researcher learns that the station has FTL capabilities.

 

To fully research the Daelarus takes 4 hours. Any failed check alerts the Cylons to the computer activity (the system is still tied to an underground planet-wide network. This results in an attack scene.

 

The Manasseh cell led by Satinê has recently been here. They left their symbol spray-painted on the inside of the crawlspace door (which can be freely seen when the hatch is pulled open). (Notice TN 4). Identifying it as a Manasseh symbol takes a Common Knowledge TN 4 check - It's obvious that the mark has been made after the invasion. Realizing that the symbol is actually a map to the Manasseh stronghold takes a Knowledge (Manasseh) TN 4. One of the heroes has a contact in the Manasseh cell.

 

Scene 5:

Exterior - Night - Manasseh Rendevous

 

Note: This scene is designed to be run after the group discovers the Manasseh symbol in the hidden hangar.

 

Sitrep

One of the characters has a contact in the Manasseh. Once the Manasseh cell symbol is found at the secret hangar, the group may decide the contact the cell. With a Knowledge (Manasseh) check, the character can follow the proper protocols for contacting the cell (dead-drop, certain symbols or signals at certain times, etc). It is of note that the Manasseh do not communicate over radio frequencies, regardless of security level. All of their inter-cell communications are via analog means.

 

This cell, led by a woman calling herself Satinê, has specific tactical information on the deployment of Cylons in the area, as well as some information about wider operations on Canceron.

 

The scene begins in an open field ten miles from the safehouse, and assumes that a meeting has been set up.

 

Action

Satinê seems to materialize out of the long grass along with five of her lieutenants. The entire area is covered by other hidden Manasseh snipers and heavy weapons specialists.

 

NOTE: At the beginning of this scene, start a timer. At the ten minute mark, jump to the end of this scene...

 

Satinê only agrees to meet with the group in trade for half of the weapons cache (they used the cache off and on, usually storing extra captured weaponry here). She has no ill will concerning the loss of the warehouse (if the group was attacked there) or the fact that the group took the cache. For the weapons cache, she'll give the group information on any two of the following topics (though they have to ask specifically):

 

Drydock...there are rumors of a hidden drydock in the Onychia island chain in the southwestern hemisphere of Canceron.
Manasseh birthmark...Satinê becomes rather agitated. Unless one of the characters can persuade her otherwise (a raise on Persuasion), she terminates the meeting. On a double raise, she reveals that the symbol is not a birthmark but a tattoo indicating affiliation with a Manasseh group called the Opercula.
Daelarus...she knows nothing of the space station, and in fact, wants to know more. This information can be used to get additional intelligence concerning Cylon skin-jobs as described below.
Cylon operationsShe can deliver the order of battle for this region, including regular patrols, known Cylon skin-jobs, Cylon bases, etc.
RefugeesShe knows the location of a small refugee camp, however, she also knows that they are fairly self-sufficient and don't take kindly to strangers.
Additional SuppliesSatinê has a few caches of medicines, food, and the like, but she would not provide these without a like quantity of weapons, ground transport, fuel, and the like.

 

For information on the Daelarus, offers of transport off-planet, or additional resources (such as radiation meds, ammo and the like), Satinê reveals the following:

 

Gaal, an Opercula spacecraft engineer, could help make their ship spaceworthy. A message from him revealed that the Opercula survived bombardment, though their island, Chaldea, was mostly destroyed.

 

After ten minutes of talking with the Manasseh, have everyone make a Listen check. On a raise, the listener can pinpoint the exact location of the sound, otherwise, everyone hears a whining that soon becomes the roar of Cylon raiders. Those that make their check are not ambushed.

 

At the beginning of the battle, have Satinê make a Notice check (if Givens is present). As the ambush begins, she realizes that he is a Cylon skin-job and shouts a warning before firing at him. Whether he escapes or not, he still appears in the final scene of this Episode.

 

Run the Chase scene.

 

Scene 6:

 

Interior/Exterior - Day/Night - Attack Scene

 

NOTE: This scene is meant to be a drop-in any time the group breaks operational security or otherwise encounter the Cylons. Use this scene to keep the action moving.

 

Sitrep

 

At any point that the group is detected by the Cylons or whenever you want to get the action moving, run one of the attack scenes below. For varieties sake, there are several situations, enemy compositions and information to be gleaned from each.

 

Action!

 

 

 

LocationOrganizationTrickInformation
Air Two Cylon Raiders Jam the ship controls Notice (raise using ship computer) initiation sequence for the 'virus.' +1 to resist in the future
Ground - Shattered Urban Area Squad of Cylons with a Mark 2 AgentSkin job pretends to be a refugeeInvestigation (using medical tools in the safehouse) reveals that the agent is a cylon (raise indicates that this is not a typical skin-job)
Ground - Rural Area Two squads of Cylons (one in overwatch and hidden)Second squad attempts to get the drop while the other squad engagesNo additional information
Ground - Rural AreaCylon war machineAppears to be deactivated. Attempts to investigate bring the thing to life and alerts two squads of Cylons that arrive in 2-5 minutesWarmachine appears to be living (like a raider).

 

 

 

Scene 7:

 

Interior/Exterior - Day/Night - Chase Scene

 

NOTE: This scene is meant to be a drop-in any time the group breaks operational security or otherwise encounter the Cylons. Use this scene to keep tension high and to move the party along.

 

Sitrep

 

The group has alerted the Cylons in some major way. This may be detection of their ship if they've successfully built one, a major operation against known Cylon resources (if they've thrown in with the Manasseh), or any time the GM wants to get the characters moving toward (or away from) an objective.

 

Action!

 

Since the setting may vary, below are suggested encounter areas, enemy strength and situations that could prove troublesome.

 

Note: If the group leads the Cylons back to their safehouse, the toasters inexplicably pull back. This might be a good time to run Betrayed, below).

 

SituationAssetsEnemy StrengthDevelopment
Group is flying to or from a destination and are detectedRaptor class shipTwo squadrons of Cylon raiders supported by ground-based anti-aircraft missilesComputer interaction with Cylons could lead to bonuses or penalties in future engagements
Group is moving to or from an objective in ground-based transportationSome ground-based transportA company-strengthed force of Cylons (Mark II) with a squad of Mark I led by two Mark II Cylon Agents-- mountedTriangulation of Cylon comm frequencies could locate a major Cylon base.
Group is investigating an urban areaPossibly ship or ground transport; possibly Manasseh helpSquad of Cylon Agents (Mark II) with several hidden squads of Cylons (Mark II).Investigation of the area exposes a Cylon plan to infiltrate the resistance on a grand scale.
Group is investigating a rural areaPossibly ship or ground transport; possibly Manasseh help; antiaircraft weapons systemsTwo squadrons of Cylon Raiders supported by two Cylon Heavy RaidersChase could end at a hidden Manasseh base, or some other hidden location.

 

Scene 8:

Safehouse - Interior Day/Night

 

Sitrep

 

When the GM feels that the group has enough information to proceed to Episode II, Givens springs his trap. He is a Cylon agent Mark I and has been gathering information for his masters. He finally gets what he needs (Opercula rumors, Manasseh resistance group location, the presence of a Manasseh oracle -- either the girl or one of the PC's...or both). At some point he stays behind (or infiltrates the facility if he's been found out) at the safehouse and rigs the joint to explode. Having already sent the information up the chain through his handlers, he waits for the group to return.

 

Note: This scene works best if the group has become involved with the Manasseh resistance and they are onsite. If not, his short speech below is meant for the Manasseh PC and the refugee. If the soldier has been identified by Satinê or otherwise revealed, he still appears here (even if presumably killed, previously).

 

Action!

As soon as the group returns to the safehouse, Givens makes the following announcement over the safehouse intercom system:

 

Traitors to your planet and your peoples: The Manasseh scourge must be destroyed. They are a blight on everything the Colonies hold dear and cannot be allowed to continue.

 

Note: The two hatches in the safehouse have been magnetically locked. They are keyed to the explosives such that if the hatch is forced, the explosives go off. Defeating this requires a raise on a Lockpicking skill check or Givens' magnetic passkey. Failure on the check detonates the explosives. A success without a raise alerts the assailant to the attempt.

 

Determine initiative. If Givens acts before the group, he arms the timer on his explosives and runs for the door (he has a bypass key for his magnetic triggering system). If he is cornered in the radio room, he stands with a triggering device in hand. The device is rigged to trigger when he takes his thumb off of the button.

 

This scene should end the Episode.


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