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Campaign Example: The Infiltrators Adventure 1

Last night on twitch.tv/time2tabletop I got the opportunity to start bringing Legends of Today to life! This was a first Open Legend game for all the players and one of the first RPGs ever for 2 of the players.
With that in mind I simplified out the magical races and just focused on 'normal' characters. So this was a proof of concept for the modern setting, not the idea of including magic.
I learned a few things:
1. Loose notes are good notes. I kept the things the players liked best and skipped anything they didn't.
2. Fights in Open Legend can be brutal! This might be luck, but last time I ran OL, the party ran right over the opposition. This time, I immediately exploded the dice in a big way against a PC. They were knocked unconscious immediately.
3. Unsurprisingly, there is a big difference between a Power Level 7 and Power Level 5. The attacks made at Power Level 7 proved unstoppable against Level 1 players.

I took note of the names the players wanted to use but didn't note anything else down. If it had been a longer game I would have needed some NPC names.

With those brief notes in mind, this is what I had going into the game:

Overview
The Infiltrators need to enter the offices of Asura Corporation to learn about a new process that is causing people to become catatonic.
Asura Corporation is a major, evil corporation that exploits magical materials and people to dominate the market. This product causes magical people who use cell phones to become catatonic, while not affecting mundanes.
This adventure requires the players to enter the Asura Corporation offices, find the source of the technology and extract or disable it.

Part 1. The Hook
The team is given the mission. Infiltrate Asura Corporation Corp Office, reach the objective, extract or destroy it.

Part 2. The Job
There are three obstacles between the team and the objective site, which is Asura Corp Level B-2.

Street level
    The street level of the job focuses on getting into the building and into the lower levels.
Obstacles
Three security guards at the front counter for check in. Check in expects guests to have an appointment which includes the name of the person being visited. Guests are badged and escorted to the elevators. At night, this goes down to two guards.
The elevators are activated externally using a badge. There is a bank of 4 elevators that go from B1-15 in the center of the building. There is a service elevator at the back of the room that goes B1-15 but uses a different badge.
Complications
Suspicious guards
Overly helpful employees
Lots of cleaning equipment – floor polisher, trash cart
Security badge doesn't scan

Basement level 1
    Basement level 1 uses conventional security; there isn't critical information stored here.
Obstacles
Security guards are actively moving around this floor outside the security labs. There are 2 guard stations each manned by a single guard at all times. There are 4 guards that roam in a rotation around the lab floor. They don't go into the area where the elevator to B2 is. At night, they might check the elevator bank to upstairs. The guards have security cameras on the entire level inside labs and walkways but not in the closets or bathrooms.
This floor is for research in conventional chemistry. The scientists here are active during the day. There are two labs each with 4 employees. One lab has 3 people that can access the lower floor. The labs are B1A and B1B. Each has amenities like an eyewash station and computers. There are 2 shared bathrooms. There is a storage closet for janitorial/custodial and a supply closet for the labs.
Outside the B2 elevator there is a simple laser system. At night this is active and visible. In the day this is reduced to a single set of lasers in the corridor directly outside the elevator.
Separate elevator that uses a special badge. Two guards have this badge. There are also 3 scientists on this level that have access to B2: a senior and two assistants. They have badges as well as charms that allow passage through the magical wards.

Complications
The guards become alerted to the presence of the team.
The scientists become alerted to the presence of the team.
The scientists think the team are part of a new research unit and begin training them.
The guards think the team are security replacements and put them in rotation.
The laser grid system is activated improperly (flip day/night).

Basement level 2
    B2 is used for magical research. The floor is divided into an upper level and a lower level accessible by catwalks and industrial lifts. On the lower level there is an interior chamber that is approximately 30 feet on each side. It has tall smoked glass walls without visible doors. Security here is more direct. There are no guards; instead the floor is armed with sophisticated security systems and magical wards.
Obstacles
There are security cameras around the upper level. They have thermographic imaging to view heat as well.
Going from the upper level to the lower level by use of catwalk or lift requires a keycard. If no keycard is used on the catwalk, the pressure sensors are active. If no keycard is used on the lift, it does not activate.
Magical wards are placed on the lower level. These are just a few feet beyond the catwalks/lifts. The charms that the scientists on B1 carry allow them access. This magical ward needs to be circumvented or broken. The wards that cause the barrier are scribed on the walls of the interior room.
Reaching the interior chamber, the chamber does not have doors that are accessed. There are access panels that control the chamber. When activated, the walls sink into the floor.
Complications
The cameras pick up the team.
The motion sensors pick up the team.
The magical wards alert the demon inside.

Part 3. The Target
Inside this chamber is a tall bulletproof lexan chamber. This chamber traps sound but there are vital sign monitors outside. There are also speakers on all sides of the chamber. There is a large, heavyset man sitting on a metal shop stool in the room. He is dressed in biker leathers and has long greasy gray hair. This man is a disguised demon who is charged to defend the target.
The target is a siren, kept in a sounding chamber that amplifies and redirects her song. This song is piped out into the product stream but not into the surrounding building, except if the immediate surround chamber is enabled.
The sound system for the siren's chamber can be activated remotely, which will cause the team to have to resist a Stunned bane. The siren has Power level 5.
Complications
Demon transforms
Siren begins singing
Alarms go off
Guards reinforce

Part 4. The Consequences
The team rescues or eliminates the siren. Asura is a definite enemy now.

Guards
HP: 12, Guard: 14, Toughness: 12, Resolve: 10,
Might 3, Agility 4
Weapon: Taser(Agility), bane specialty: Stunned,
Nightstick(Might), bane specialty: Slowed
Bane Focus(Stunned): with Taser

Security Demon
HP: 70, Guard: 16, Toughness: 16, Resolve: 18
Might 7, Presence 5, Energy 5
Boss Edge 2
Banes:
Demoralized 6: Might v. Resolve
Fear 5: Might v. Resolve
Persistent Damage 5: Energy v. Guard
Boons:
Aura 4
Heal 5

Demon Guard Minions
HP: 3, Guard: 12, Toughness: 10, Resolve: 10
As Guard

Comments

  1. Holy cow! Thanks for the synopsis! Really means I gotta up my own game!!

    ReplyDelete
    Replies
    1. Thanks for the kind words! I love that Open Legend works for me as a loose framework. It lets me focus on the players and what they add. Appreciate your comment!

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