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Ceramic DM Modern/Spycraft (need 3 more)
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<blockquote data-quote="Rune" data-source="post: 1056152" data-attributes="member: 67"><p>"Getting Smart (and 99)," an introductory Spycraft adventure in the style--and setting--of <em>Get Smart</em>.</p><p></p><p><strong>A note on the tone:</strong></p><p></p><p>This adventure is intended to be played with tongue planted firmly in cheek. Like the show that it is based on, </p><p></p><p>situations should not be overly believable, nor should they be too terribly dramatically intense. In addition, it </p><p></p><p>would be in the Game Control (GC)'s best interest to foster the right type of tone and mood for this game. Spycraft </p><p></p><p>suggests that extra action dice be awarded for cleverness--it is all the more important in this scenario to award such </p><p></p><p>quick and witty thinking.</p><p></p><p><strong>Briefing:</strong></p><p></p><p>The PCs--all new agents, fresh out of training--are summoned before the Chief of Control. He tells them that, with </p><p></p><p>their training almost complete, they are to perform one minor task in the field. It seems that Agents 86 and 99 have </p><p></p><p>been put in a compromising situation. While investigating intelligence that KAOS has constructed a new submarine </p><p></p><p>base, the two agents have been captured and are certain to be executed in a most drawn out and impractical manner. </p><p></p><p>The PCs are to infiltrate the base and aid in the escape of the two agents. The PCs will have gear and gadgets </p><p></p><p>available to them as appropriate for first level characters in 1967, some of which must include diving gear. The </p><p></p><p>threat code level is equivelant to Yellow.</p><p></p><p><strong>Infiltration:<strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>The PCs are taken to a remote atol in the Pacific Ocean via motorboat (dropped off from an air-freighter in the </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>vecinity). <strong>See picture 5, for inspiration.</strong> A spot check at DC 20 will allow the PCs to notice that they are </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>being followed at a great distance--a few hundred yards, or so--by another boat. It is possible that the PCs may </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>decide to double back and attempt to intercept the pursuers. In this case, the pursuers will fall back and attempt to </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>stay out of range at all costs. Since they are so far back, this should be no difficult task, but a chase is not out </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>of the question. The pursuers have other plans, however, and, while they do intend to intercept the PCs, have a </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>different battleground in mind.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Eventually, the PCs will have to go underwater to enter the base. They will need to do this in diving gear; their </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>motorboat has the capability of becoming a submarine, but for one minor flaw. The engine is not water-proofed. If </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>(when) the PCs have begun their descent into the atol, their pursuers will also dive into the atol. These are four </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>level 2 Soldiers equiped with water-proofed guns. Which, given the setting, work just fine. They will initiate a </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>chase, if the PCs do not turn back to meet them. Their ultimate goal is to kill the PCs. <strong>See Picture 1, for </strong></strong></strong></p><p><strong><strong><strong></strong></strong></strong></p><p><strong><strong><strong>inspiration.</strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>About 150 yards below the surface of the ocean, the KAOS base clings to the sides of the atol. It is impressively </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>large, spanning the entire area of the atol. An air-lock entrance is fairly easy to find (Search DC 5), as it is </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>clearly marked with bold writing. "Welcome to KAOS Submarine Atol Base. If you are close enough to read this, you </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>had better be a KAOS agent."</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Once the pursuing agents are dealt with, the PCs will likely try to get into the base (at least, that's what they've </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>been ordered to do). They may open the air-lock in a number of ways. If they have a lockpick-expert, the DC is 25. </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>IF they have a computer expert, there is an input device by the door, and the DC is only 20, but the computer expert </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>had better have some kind of waterproof cards, as regular cardstock can't be used down here. Because, of course, </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>computers have input cards with holes in them, let's not forget!</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><strong>Extraction:</strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Once inside the base, the PCs should feel free to explore the complex. It is layed out in a fairly straightforward, </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>sterile manner, with most of the chambers filled with laboratory equipment, containment cells, or computers, which </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>generally each take a room. In one of the hallways, the PCs should come across two women in a fist fight. <strong>See </strong></strong></strong></p><p><strong><strong><strong></strong></strong></strong></p><p><strong><strong><strong>Picture 4, for inspiration.</strong> One is Control Agent 99. The other is a massively powerful woman with blond braids </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>and lederhosen. She is Helga, the Administer of Order and Compulsion in the KAOS Submarine Atol Base, the right-hand </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>woman of the base's head administrator. Agent 99 has escaped from captivity and was attempting to find Agent 86 when </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>she was confronted by the mighty Helga. Agent 99 is managing to hold her own, but not much better. With the PC's </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>help, Helga should probably be fairly easily subdued, at which point, she may (or may not) be questioned. During the </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>fight, Helga insults and curses frequently in German and, since Agent 99 speaks German, she retorts.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>If questioned, Helga will reveal the following information, when properly motivated:</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>[*]The whereabouts of Agent 86 (Other side of the base, naturally).</strong></strong></p><p><strong><strong>[*]The identity of the head administrator of the KAOS Submarine Atol Base (Sigfried, but not the Sigfried that Agent </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>86 and Agent 99 are familiar with. In fact, it is his previously unknown, and entirely more psychotic, evil twin </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>brother).</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>and, just maybe, if circumstances allow it,</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>[*]that one of the agents is kneeling on her chest (preventing her from being particularly audible).</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>The next order of business is to locate and rescue Agent 86. This is a simple matter of searching room by room, </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>unless Helga yielded information about his whereabouts. Fortunately, Agent 86 isn't being guarded, currently. In </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>fact, there is a suspicious lack of KAOS personelle everywhere within the base. There is a reason for this--Sigfried </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>(the evil twin) is such a terrible (psychotic) employer that most KAOS agents transfer out of the base as quickly as </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>they can (if they can), which leaves the base quite under-staffed.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Once Agent 86 is rescued, he will insist upon completing the mission that Agent 99 and he were sent on before leaving </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>the base. The PCs may or may not aid in the task, but their orders are to aid in the escape of the agents, so they </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>had better not be going anywhere without them. That is, assuming that they do not wish to face the wrath of the </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Chief! The very exasperated, weary wrath of the Chief, but still...</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>It seems that KAOS has stolen some technology from CONTROL and is in the process of developing it at this base. </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Neither Agent 86, nor Agent 99 know what that technology is, nor does, presumably, anyone at CONTROL. The agents are </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>to find this out and, if possible, sabotage the development.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Eventually, Agent 86 and Agent 99 will confront Sigfried (the evil twin, version) and the PCs will, as well, if they </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>accompany the two agents. While vaguely similar to his brother, this Sigfried is clearly much less pleasant to be </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>around. He has a nose that has been broken too many times, and tatoos proclaiming loyalty to a loathsome reich that </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>he no doubt would have served, if circumstances had allowed it. Where the other Sigfried is somewhat likeable for a </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>psychopath, this one should be entirely unsettling. In fact, if the tone of the adventure takes a drastic turn toward </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>darkness, this should not be surprising. <strong>See Picture 3, for inspiration.</strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Sigfried is overseeing the development of a certain piece of technology stolen from CONTROL. It is, in fact, a </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>nuclear reactor. Well, no. Would you believe, a new type of smart weaponry? How about a monkey with a bad attitude?</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Actually, it is none of these things. What KAOS has stolen from CONTROL is no less than the...</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>...CONE OF SILENCE!</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>There are several scientist noncombatants in the room who will try to avoid being killed in the very likely fight to </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>follow. Also present are several (six, actually) henchmen of Sigfried (the evil twin), All are Level 3 Soldiers.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Agent 86 and Agent 99 will move to confront Sigfried immediately. The henchmen will move to engage the PCs, if they </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>are present, but the PCs may choose to ignore them and aid Agent 86 and Agent 99 with dispatching Sigfried, if they so </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>choose.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><strong>Debriefing:</strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Ultimately, the two CONTROL agents will distroy the prototype cone of silence and flee the base with the PCs </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>(although, they will need to find their diving equipment in order to do so; this should be no major problem, as it was </strong></strong></p><p><strong><strong></strong></strong></p><p> <strong><strong>stored in rooms adjecent to their holding cells).</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>If Sigfried escapes this adventure with his life, he should likely become a recurring villain, as few could be more </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>dispicable than he. If Helga survives, and is in CONTROL's captivity, she may convert, or she may attempt to escape. </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Or both. If she is not taken into captivity, she will instead try to rejoin KAOS at some later point and will hold a </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>grudge against Agent 99 for years to come.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><strong>NPCs:</strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><em>Maxwell Smart, Agent 86</em> should actually be around a level 10 Pointman (for the Serendipity class ability, </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>mainly), but it's probably more reasonable to keep him at around level 5 for this adventure.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><em>Agent 99</em> should probably be about a level 9 Point(wo)man/Snoop, but, again, level 4 is probably more reasonable </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>for this introductory adventure.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><em>Helga</em> is originally from West Germany, Helga joined KAOS because of a burning desire to join an evil </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>organization of espionage. She was introduced early in her career to the demented twin brother of Sigfried, Sigfried, </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>with whom she immediately bonded. She respects him for his ruthlessness, his psychosis, and his rugged features. </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>There is, as they say, no accounting for tastes. Helga is a Level 4 Soldier.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><em>Sigfried (the eviler twin of Sigfried)</em> is the...uh, eviler twin of the Vice President of Public Relations and </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Terrorism for KAOS, Ludwig von Sigfried (or is it Conrad Sigfried?). Like his brother, he was raised in Florida, but </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>unlike his brother, he was kept in the basement. All of the more promenent brother's issues are well documented. </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Let's just say that the twin is even more screwed up. Sigfried (the eviler twin) is a level 5 Pointman. Or something like that.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><strong>Pictures used:</strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><strong>Picture 1</strong> The chase in the atol.</strong></strong></p><p><strong><strong><strong>Picture 3</strong> Sigfried's eviler twin.</strong></strong></p><p><strong><strong><strong>Picture 4</strong> Agent 99 and Helga fighting.</strong></strong></p><p><strong><strong><strong>Picture 5</strong> The Atol.</strong></strong></p></blockquote><p></p>
[QUOTE="Rune, post: 1056152, member: 67"] "Getting Smart (and 99)," an introductory Spycraft adventure in the style--and setting--of [i]Get Smart[/i]. [b]A note on the tone:[/b] This adventure is intended to be played with tongue planted firmly in cheek. Like the show that it is based on, situations should not be overly believable, nor should they be too terribly dramatically intense. In addition, it would be in the Game Control (GC)'s best interest to foster the right type of tone and mood for this game. Spycraft suggests that extra action dice be awarded for cleverness--it is all the more important in this scenario to award such quick and witty thinking. [b]Briefing:[/b] The PCs--all new agents, fresh out of training--are summoned before the Chief of Control. He tells them that, with their training almost complete, they are to perform one minor task in the field. It seems that Agents 86 and 99 have been put in a compromising situation. While investigating intelligence that KAOS has constructed a new submarine base, the two agents have been captured and are certain to be executed in a most drawn out and impractical manner. The PCs are to infiltrate the base and aid in the escape of the two agents. The PCs will have gear and gadgets available to them as appropriate for first level characters in 1967, some of which must include diving gear. The threat code level is equivelant to Yellow. [b]Infiltration:[b] The PCs are taken to a remote atol in the Pacific Ocean via motorboat (dropped off from an air-freighter in the vecinity). [b]See picture 5, for inspiration.[/b] A spot check at DC 20 will allow the PCs to notice that they are being followed at a great distance--a few hundred yards, or so--by another boat. It is possible that the PCs may decide to double back and attempt to intercept the pursuers. In this case, the pursuers will fall back and attempt to stay out of range at all costs. Since they are so far back, this should be no difficult task, but a chase is not out of the question. The pursuers have other plans, however, and, while they do intend to intercept the PCs, have a different battleground in mind. Eventually, the PCs will have to go underwater to enter the base. They will need to do this in diving gear; their motorboat has the capability of becoming a submarine, but for one minor flaw. The engine is not water-proofed. If (when) the PCs have begun their descent into the atol, their pursuers will also dive into the atol. These are four level 2 Soldiers equiped with water-proofed guns. Which, given the setting, work just fine. They will initiate a chase, if the PCs do not turn back to meet them. Their ultimate goal is to kill the PCs. [b]See Picture 1, for inspiration.[/b] About 150 yards below the surface of the ocean, the KAOS base clings to the sides of the atol. It is impressively large, spanning the entire area of the atol. An air-lock entrance is fairly easy to find (Search DC 5), as it is clearly marked with bold writing. "Welcome to KAOS Submarine Atol Base. If you are close enough to read this, you had better be a KAOS agent." Once the pursuing agents are dealt with, the PCs will likely try to get into the base (at least, that's what they've been ordered to do). They may open the air-lock in a number of ways. If they have a lockpick-expert, the DC is 25. IF they have a computer expert, there is an input device by the door, and the DC is only 20, but the computer expert had better have some kind of waterproof cards, as regular cardstock can't be used down here. Because, of course, computers have input cards with holes in them, let's not forget! [b]Extraction:[/b] Once inside the base, the PCs should feel free to explore the complex. It is layed out in a fairly straightforward, sterile manner, with most of the chambers filled with laboratory equipment, containment cells, or computers, which generally each take a room. In one of the hallways, the PCs should come across two women in a fist fight. [b]See Picture 4, for inspiration.[/b] One is Control Agent 99. The other is a massively powerful woman with blond braids and lederhosen. She is Helga, the Administer of Order and Compulsion in the KAOS Submarine Atol Base, the right-hand woman of the base's head administrator. Agent 99 has escaped from captivity and was attempting to find Agent 86 when she was confronted by the mighty Helga. Agent 99 is managing to hold her own, but not much better. With the PC's help, Helga should probably be fairly easily subdued, at which point, she may (or may not) be questioned. During the fight, Helga insults and curses frequently in German and, since Agent 99 speaks German, she retorts. If questioned, Helga will reveal the following information, when properly motivated: [*]The whereabouts of Agent 86 (Other side of the base, naturally). [*]The identity of the head administrator of the KAOS Submarine Atol Base (Sigfried, but not the Sigfried that Agent 86 and Agent 99 are familiar with. In fact, it is his previously unknown, and entirely more psychotic, evil twin brother). and, just maybe, if circumstances allow it, [*]that one of the agents is kneeling on her chest (preventing her from being particularly audible). The next order of business is to locate and rescue Agent 86. This is a simple matter of searching room by room, unless Helga yielded information about his whereabouts. Fortunately, Agent 86 isn't being guarded, currently. In fact, there is a suspicious lack of KAOS personelle everywhere within the base. There is a reason for this--Sigfried (the evil twin) is such a terrible (psychotic) employer that most KAOS agents transfer out of the base as quickly as they can (if they can), which leaves the base quite under-staffed. Once Agent 86 is rescued, he will insist upon completing the mission that Agent 99 and he were sent on before leaving the base. The PCs may or may not aid in the task, but their orders are to aid in the escape of the agents, so they had better not be going anywhere without them. That is, assuming that they do not wish to face the wrath of the Chief! The very exasperated, weary wrath of the Chief, but still... It seems that KAOS has stolen some technology from CONTROL and is in the process of developing it at this base. Neither Agent 86, nor Agent 99 know what that technology is, nor does, presumably, anyone at CONTROL. The agents are to find this out and, if possible, sabotage the development. Eventually, Agent 86 and Agent 99 will confront Sigfried (the evil twin, version) and the PCs will, as well, if they accompany the two agents. While vaguely similar to his brother, this Sigfried is clearly much less pleasant to be around. He has a nose that has been broken too many times, and tatoos proclaiming loyalty to a loathsome reich that he no doubt would have served, if circumstances had allowed it. Where the other Sigfried is somewhat likeable for a psychopath, this one should be entirely unsettling. In fact, if the tone of the adventure takes a drastic turn toward darkness, this should not be surprising. [b]See Picture 3, for inspiration.[/b] Sigfried is overseeing the development of a certain piece of technology stolen from CONTROL. It is, in fact, a nuclear reactor. Well, no. Would you believe, a new type of smart weaponry? How about a monkey with a bad attitude? Actually, it is none of these things. What KAOS has stolen from CONTROL is no less than the... ...CONE OF SILENCE! There are several scientist noncombatants in the room who will try to avoid being killed in the very likely fight to follow. Also present are several (six, actually) henchmen of Sigfried (the evil twin), All are Level 3 Soldiers. Agent 86 and Agent 99 will move to confront Sigfried immediately. The henchmen will move to engage the PCs, if they are present, but the PCs may choose to ignore them and aid Agent 86 and Agent 99 with dispatching Sigfried, if they so choose. [b]Debriefing:[/b] Ultimately, the two CONTROL agents will distroy the prototype cone of silence and flee the base with the PCs (although, they will need to find their diving equipment in order to do so; this should be no major problem, as it was stored in rooms adjecent to their holding cells). If Sigfried escapes this adventure with his life, he should likely become a recurring villain, as few could be more dispicable than he. If Helga survives, and is in CONTROL's captivity, she may convert, or she may attempt to escape. Or both. If she is not taken into captivity, she will instead try to rejoin KAOS at some later point and will hold a grudge against Agent 99 for years to come. [b]NPCs:[/b] [i]Maxwell Smart, Agent 86[/i] should actually be around a level 10 Pointman (for the Serendipity class ability, mainly), but it's probably more reasonable to keep him at around level 5 for this adventure. [i]Agent 99[/i] should probably be about a level 9 Point(wo)man/Snoop, but, again, level 4 is probably more reasonable for this introductory adventure. [i]Helga[/i] is originally from West Germany, Helga joined KAOS because of a burning desire to join an evil organization of espionage. She was introduced early in her career to the demented twin brother of Sigfried, Sigfried, with whom she immediately bonded. She respects him for his ruthlessness, his psychosis, and his rugged features. There is, as they say, no accounting for tastes. Helga is a Level 4 Soldier. [i]Sigfried (the eviler twin of Sigfried)[/i] is the...uh, eviler twin of the Vice President of Public Relations and Terrorism for KAOS, Ludwig von Sigfried (or is it Conrad Sigfried?). Like his brother, he was raised in Florida, but unlike his brother, he was kept in the basement. All of the more promenent brother's issues are well documented. Let's just say that the twin is even more screwed up. Sigfried (the eviler twin) is a level 5 Pointman. Or something like that. [b]Pictures used:[/b] [b]Picture 1[/b] The chase in the atol. [b]Picture 3[/b] Sigfried's eviler twin. [b]Picture 4[/b] Agent 99 and Helga fighting. [b]Picture 5[/b] The Atol.[/b][/b] [/QUOTE]
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