The Pale Flame of Blackmoor

Dark Fantasy

The players have been hired by Ervin Thrace, a wool merchant, to recover his daughter Lysa from the Cult of the Pale Flame — a death cult that has taken over the long-abandoned Blackmoor Manor on the edge of a cursed moor. The party approaches the manor at dusk on the second day of their journey.

BobVAREK
Scarred sellsword veteran
BODY d10MIND d4SENSE d6SISU d6
HP 10, FP 10, Armor 2 (medium, speed 5)
Longsword (d8, bulky)
Blade Master, Iron Resolve
Reckless — prone to acting before thinking
JaneSYLA
Disgraced military scout
BODY d8MIND d6SENSE d6SISU d4
HP 10, FP 10, Armor 1 (light)
Bow (d6, bulky), Knife (d4)
Range Master, Stealthy
Distrustful — slow to accept help or take obvious approaches
SimonALDRIC
Disgraced court scholar
BODY d4MIND d10SENSE d6SISU d6
HP 10, FP 10, Armor 0
Staff (d4)
Book Smarts, Investigator
Cowardly — disadvantage on SISU checks when clearly outnumbered
GaryMORD
Quick-fingered cutpurse and fence
BODY d6MIND d6SENSE d8SISU d4
HP 10, FP 10, Armor 1 (light)
Dagger (d4)
Deceiver, Lockpicker
Greedy — must make a MIND check (4+) to resist unguarded valuables

THE MOOR ROAD

GMAlright, the light is fading fast. The road you've been following for two days has dwindled to a rutted track swallowed by black mud. The Ashfen Moor stretches out to your left — an ugly grey flat smelling of rot and stagnant water. Somewhere in the distance, frogs croak and something larger splashes. Then, on a low hill ahead, you see it: Blackmoor Manor. Three storeys of cracked limestone, half the roof caved in on the east wing. Dead ivy covers the walls like a funeral shroud. The windows on the ground floor are lit by pale, cold light. What are you all doing as you approach?
BobVarek is studying the front of the building, hand on his sword hilt. He's looking for sentries.
GMGood. Make a SENSE check — you're scanning for guards. Target is 4.
BobI've got a d6 in SENSE. [rolls — gets 4] That's a 4.
GMA 4 gets you something. You make out a single figure standing by the main gate — or what used to be the main gate, now just a gap in a crumbled stone wall. The figure is robed, hood up, and you can see something long at its hip. Could be a sword, could be a rod of some kind. You don't see any others from this angle.
JaneSyla's hanging back in the scrub, off the road. She wants to work around and get eyes on the side of the building.
GMThat'll take a few minutes. Anyone else?
GaryMord sidles up next to Varek. [as Mord] "One man at the gate. Too easy." He's rubbing his hands together.
SimonAldric is at the back of the group, hood up, trying not to look at the moor. Is there anything I might recognize — anything supernatural about this place? Something a scholar would know?
GMMake a MIND check for me.
SimonOkay, MIND is my best stat — d10. [rolls — gets 9] Nine!
GMA 9 is an excellent result. Aldric, you've read enough cursed-site accounts in the Imperial Archive to recognize the signs immediately. The moor grass around the manor is completely dead in a rough circle — not just yellow, but blackened and pressed flat, as though scorched from below. The pale lights in the windows aren't quite the right color for candles or lanterns. And beneath the bog reek, there's something acrid, like burned bone. You've read descriptions of ritual sites where death magic has been worked extensively. This place has that signature. Whatever the cult has been doing here, they've been at it for months.
Simon[out of character, uneasy] Great. So my guy is absolutely terrified.
Gary[laughing] Mord glances over at the pale scholar. [as Mord] "You all right there, mate? You look like you saw a ghost."
Simon[as Aldric] "I may have, in a manner of speaking. This ground is unclean. I would prefer not to linger here."
BobCan I ask — Varek's Reckless. He wouldn't let that stuff bother him consciously, right?
GMExactly right. Carry on.
BobSo he just rolls his shoulders. [as Varek] "One man at the gate. We walk up. Anyone objects to us being here, I handle it."
JaneSyla comes back from her scouting. [as Syla] "Side door, east wing. Locked. No guards visible on that flank. Windows on the east side are dark." [out of character] She is absolutely side-eyeing Varek's plan. Distrustful flaw — obvious approaches make her nervous.
GMYou have options: walk up to the front gate and deal with the guard directly, try to talk your way in, or use the side entrance Syla found.
GaryMord votes side door. [out of character] Can I use Lockpicker to get through a locked door?
GMThat's exactly what it's for.
Gary[rubbing hands] Thought so.
BobVarek is outvoted. He goes along but he's grumbling the whole way. [as Varek] "If this turns into a mess, remember it was your idea."

THE SIDE DOOR

GMYou move along the back of the low hill, keeping low, skirting the dead grass. The east wing looms over you. Up close the stonework is worse than it looked from the road — there are old scorch marks above every window, as though something burned hot inside, years ago. The side door is iron-banded wood set into a shallow arch. A heavy padlock hangs on it. Mord, what do you do?
GaryI crouch down and examine the lock. Is it old? Rusted?
GMMake a MIND check. Lockpicker gives you a +4 bonus to the result.
Gary[out of character] Nice. MIND is d6. [rolls — gets 3] That's a 3, so 7 total with the bonus.
GMMord can tell the lock is old — wrought iron, not the newer cast style. Maybe three tumblers, nothing fancy. Pickable. The lock is also slightly warped from weather, which could help or hinder.
GaryI pull out my picks. [as Mord] "Give me thirty seconds." [out of character] Can I go ahead and pick it?
GMYes. Same check — d6 plus your +4 Lockpicker bonus. Using the skill costs 1 FP.
GaryFP down to 9. [rolls d6 — gets 4] That's 8 total.
GMThe lock gives with a soft iron clunk. The door swings inward on silent hinges. [pause] Someone has oiled those hinges recently.
Gary[out of character] Wait — the hinges are oiled?
GMSomeone uses this entrance regularly.
SimonSo the murder cult uses the back door. Completely normal.
Jane[as Syla] She holds up a fist — halt signal — and peers into the darkness. Can I detect anyone inside before we enter? SENSE check?
GMThe darkness is thick. I'll set the target at 5.
JaneSENSE is d6. [rolls — gets 3] Three. Not great.
GMYou can't tell. You might hear something, might not. It's ambiguous.
Jane[out of character, sighing] [as Syla, quietly] "Can't tell. Could be nothing. Could be waiting."
BobVarek just steps inside. [out of character] This is his flaw.
GM[laughing] That checks out. Varek walks into a dark room. And Gary — mark off that 1 FP for the Lockpicker skill.
SimonAldric grabs Varek's arm. [as Aldric, whispering] "Before we go further — let me look around in here. Ten minutes, no more. We should know what we are walking into."
BobVarek looks like he wants to argue. He nods.
GMSimon, Aldric's going to Investigate the scullery?
SimonYes. Using the Investigator skill.
GMThat costs 1 FP. You're rolling MIND with a +4 bonus. Target is 6.
SimonFP to 9. Rolling d10 and adding 4... [rolls — gets 8] That's 12!
GMTwelve — excellent. Here's what Aldric pieces together: the stone troughs have been used recently to process something foul. You recognize the residue — rendered fat mixed with a sulfurous compound described in a treatise on undead-animating rituals. And in the floor — deep scratches forming a partial symbol you know. A preparation glyph. Used when someone is about to be transformed. Not killed. [pause] Transformed.
Jane[out of character] Oh no.
Simon[as Aldric, pale] "We need to hurry."

THE GREAT HALL

GMYou ease the far door open. A long corridor — stone floor, bare walls, low ceiling. Three pale-flame lanterns hang at intervals, giving off that cold, wrong light. At the far end, the corridor opens into what was once a great hall. That's where the chanting is coming from. The hall doors are cracked open. Inside, you can see robed figures gathered in a circle, facing inward — maybe a dozen of them. In the center, raised on the hall's great stone table: a young woman, unconscious, arms and legs bound by iron chains. That's Lysa Thrace.
BobI want to charge them.
Jane[out of character] Of course you do.
GMYou could. But those twelve chanters in the hall will hear the noise.
Bob[out of character] Yeah, but Varek doesn't know that.
GaryMord grabs Varek's shoulder. [as Mord, whispering hard] "Wait. Wait. If we hit those two and make noise, the rest come pouring out of that hall. Let me try something."
Bob[as Varek, through gritted teeth] "Thirty seconds. Then I'm going."
GaryMord straightens up, adjusts his coat, and walks calmly up the corridor like he belongs here. He's going to bluff these guards — act like a cult initiate running an errand.
GMAlright. Make a SENSE check with your Deceiver bonus — that's +2. The guards will roll MIND to see through you; they need a 5. If you beat 5, they buy it.
GarySENSE is d8, plus 2 from Deceiver. [rolls — gets 6] Eight total.
GMAnd the guards — they've got d4 MIND. [rolls for them] Three. Your deception is clean. Mord walks right up. What does he say?
Gary[as Mord, bored and slightly irritated] "Archpriest Korvaan wants two more for the outer ring before the third bell. Move." [out of character] And I jerk my thumb back toward the hall.
GM[as Guard, uncertain] "Already? The rite's barely begun —"
Gary[as Mord, cutting him off] "Don't argue with me about his schedule. Argue with him."
GMThe guards exchange a look and shuffle off toward the great hall, muttering. The corridor is clear. You've got maybe two minutes before they figure out there is no third bell.
Jane[out of character] That was genuinely incredible.
Gary[as Mord, strolling back] "We've got two minutes. Maybe less."
Simon[as Aldric] "How do we get Lysa without facing all fourteen of them?"
Bob[as Varek] "We don't. We get in, grab the girl, and get out before they stop us." [out of character] Is there another exit from the great hall?
GMMake a SENSE check — you're eyeballing the room from the corridor. Target is 4.
Bobd6 SENSE. [rolls — gets 5] Five.
GMA second set of doors on the far side of the hall — servants' entrance. Also, the high windows on the east wall are broken, but they're eight feet up.
JaneSyla spots the windows. [out of character] She wants to propose a distraction. Can she get outside, go around, and fire an arrow through one of those windows?
GMYou'd need to go back out the side door and work around the building. About a full minute.
JaneShe'll do it. [as Syla, quietly urgent] "Give me sixty seconds. When you hear the shot, move."
Gary[out of character] How does that help us?
Jane[out of character] It pulls their attention to the far side of the room. Varek uses that moment of confusion to rush the table and cut Lysa's chains.
BobOh, that's good. I like it.
Simon[out of character] Can I make a MIND check to identify a safe path through the room once the chaos starts?
GMSure. You're assessing the situation — MIND check, target 5.
Simond10... [rolls — gets 4] Four. Miss.
GMAldric is too anxious to get a clear read. Too many moving parts.
Simon[as Aldric, frustrated with himself] "I can't — I'm sorry."
GMThe clock is ticking. Jane, you're moving.

COMBAT

GMJane, you slip back out the side door and work around the east face of the manor. You position yourself beneath a broken window. You can see figures moving inside in that pale, dead light. The others are stacked at the corridor door, waiting.
JaneBODY is d8, plus 2 from Range Master. [rolls — gets 7] Nine total.
GMClean shot. The arrow punches through a rotted shutter and cracks off the far stone wall inside the hall. The chanting breaks. You hear shouts, confused movement, figures turning toward the east windows. That's the moment. Bob — go.
BobVarek kicks the corridor door open and runs for the table.
GMEveryone, roll initiative! Highest SISU acts first.
BobVarek's SISU is d6. [rolls] Three.
SimonAldric's SISU is d6. [rolls] Five.
GaryMord's SISU is d4. [rolls] Two.
JaneSyla is outside. SISU is d4. [rolls] One.
GMThe cultists roll d6 for initiative. [rolls] Four. Lysa is unconscious and doesn't act.
Simon[out of character, a little panicked] Oh. Um. Aldric is not a fighter. He moves toward the servants' door at the back — can he reach it?
GMThat's about 20 spaces from where you are. Your speed is 6. Not in one move. But you can get partway there, to that stone pillar, with your move action.
SimonMove to the pillar. [as Aldric, urgent whisper toward the others] "I'll hold the far exit! Someone hand me Lysa when she's free!" [out of character, quieter] I am completely terrified but I am being useful.
GM[grinning] That tracks. Now — two cultists break from the crowd and rush Varek, the most obvious threat in the doorway. Short swords, d6 attack die. The rest of the cult is in a muddle — some moving toward the east windows, only two reacting clearly this round.
BobBODY is d10, armor is +2. [rolls — gets 7] Seven plus 2 is 9.
GM9 defense versus 6 attack — no damage. Varek bats the blade aside without breaking stride. Second cultist: [rolls] a 3. Same defense check, Varek.
Bob[rolls] 8 on the d10, plus 2 armor is 10.
GMNothing. They can't touch him. Varek's turn.
BobVarek goes straight for the chains on Lysa's wrists. He's going to cut through them with the longsword. [out of character] Can I use Blade Master for this? It's a hack, not a fight, but...
GMThat's clever. The chains are iron. I'll allow it. This is a damage check against the chains — target 7 to cut through in one blow. Roll your BODY die and your longsword die, take the highest, then add your +2 Blade Master bonus.
BobBODY is d10, longsword is d8. [rolls both] Five on the d8, nine on the d10. Highest is 9, plus 2 is 11.
GM[pause] The longsword comes down on the chain binding Lysa's wrists. The iron shatters. The cultists nearest the table stumble back in shock. Lysa's arms fall free.
Bob[as Varek] "On your feet! Time to go!"
GMShe's still unconscious. Her legs are still chained to the table.
BobCan I cut the leg chains as a bonus action?
GMThat's a full action, not a bonus. You've used yours this turn.
BobAlright. Bonus action: Varek shouts to Mord. [as Varek, low and urgent] "Get over here!"
GMGary — Mord's turn. You heard that.
GaryHow far am I from the table?
GMYou're in the corridor doorway. The table is about 15 spaces. Your speed is 6 — you can reach the table if you spend both your move and your action to sprint.
GarySprinting to the table. Burn both.
GMYou reach Lysa's side. The leg chains are padlocked — same style of lock as the side door.
Gary[immediately] Lockpicker. Using it.
GM1 FP. Roll d6 plus 4, target 6.
GaryFP to 8. [rolls d6 — gets 4] Eight total.
GMBoth padlocks pop open. Lysa is free — but she's still dead weight, completely unconscious. You're going to have to carry her, Mord. That halves your speed and gives you disadvantage on any attacks you need to make.
GaryFine. Mord hauls her up over one shoulder. [as Mord] "Got her! Go, go, go!"
GMSyla — you're outside at the window. You can see Mord grab the girl. What do you do on your turn?
JaneFire another arrow to keep heads down while they move! [out of character] That's my action. BODY d8 plus 2 Range Master, target 5.
GMRoll it.
Jane[rolls — gets 6] Eight total. Hit!
GMDamage — bow is d6.
Jane[rolls d6] Five.
GMThe cultist defends — d4 BODY... [rolls] Two. No armor. Five minus 2 is 3 damage. One of them takes an arrow in the shoulder and stumbles.
Round TWO
GMThe cult is reorganizing. Four cultists are peeling off to block the path between Mord and the servants' exit. The two who attacked Varek press in again. And at the back of the hall, a figure steps forward from behind the circle — taller than the rest, black robes trimmed in pale white. She throws back her hood. Her eyes are completely white.
Simon[out of character] There are four cultists between Mord and the door where I'm standing. [as Aldric, urgent stage-whisper] "The servants' door! There's no one between you and me! I'm holding it open!" [out of character] And I want to find something nearby I can wedge under the door to prop it. Can I improvise that?
GMMake a SISU check — you're improvising under pressure. Target 4.
Simond6 SISU... [rolls] Five.
GMThere's a broken table leg just inside the doorway — thick hardwood. You grab it and jam it under the door to hold it open.
Simon[out of character] Small thing, but it matters.
GMNow the Archpriest acts. She points at Varek — the one most directly threatening what's left of her ritual. She chants a short phrase and her arm swings toward him.
Bob[out of character, grimacing] My MIND is a d4. [rolls] One.
GM[long pause] A natural 1. And she rolled high. Varek is Frightened. While the Archpriest is visible, you have disadvantage on all checks and attacks, and you cannot willingly move toward her.
Bob[groaning] Varek — who is afraid of nothing — is afraid.
GM[in character] She doesn't even look at you. She looks through you.
Bob[out of character] Right. With Frightened, I can still fight the cultists near me — I just can't move toward her?
GMCorrect. The two cultists beside you are right there. Attack with disadvantage because the source of your fear is visible — roll your attack dice twice and take the lower result.
BobI'm using Blade Master. That still applies?
GMYes, skills still apply. Roll your BODY die and longsword die as normal twice over, take the lower set's highest, then add your +2.
Bob[rolls two sets] First set: 3 on the d8, 6 on the d10 — highest is 6. Second set: 8 on the d8, 5 on the d10 — highest is 8. Take the lower — that's 6. Plus Blade Master is 8 total.
GMThe cultist defends — d6 BODY, d4 armor. [rolls d6] Four, plus 1 armor is 5. 8 minus 5 is 3 damage. The cultist staggers.
BobGood. But the fear is really costing him.
GMMord — you've got Lysa over your shoulder. Four cultists are moving to cut you off. What do you do?
GaryCan I try to dodge around them rather than fight through them?
GMThat's a BODY check to dash through a hostile crowd while carrying someone. Target 6. You're at disadvantage while encumbered — roll two d6s, take the lower.
Gary[rolls two d6s] Four and five. Lower is 4. That doesn't hit 6.
GMTwo cultists get their arms out and grapple Mord. You're not going anywhere. [out of character] Mord is Grappled — speed drops to 0. To break free you'll need a BODY check against the cultists' BODY.
Gary[stressed] Can someone help me?
Round THREE
GMAldric, you're at the servants' door. Mord is grappled ten spaces away. Two cultists have him. What do you do?
Simon[out of character] Aldric has a staff and a d4 BODY. This is going to look embarrassing. But he's going to swing at one of the cultists grappling Mord to break their grip.
GMAttacking a distracted target — roll BODY die and staff die, both d4, take the highest. Target to hit is 3.
Simon[rolls two d4s] Three and four. Highest is 4!
GMJust! Roll damage — same check, so 4. The cultist defends: d4 BODY, no armor. [rolls] Three. 4 minus 3 is 1 damage. Aldric bonks a cultist on the back of the skull with his walking staff. It doesn't do much — but the cultist flinches, turns to stare at this terrified skinny scholar in absolute disbelief, and his grip on Mord loosens.
Simon[as Aldric, with surprising intensity] "GO!"
GM[grinning] One cultist is distracted. Mord, only one has the grapple now. Make a BODY check to break free — beat their BODY roll.
GaryBODY d6. [rolls] Six.
GMThe cultist rolls their d4 BODY... [rolls] Two. Mord breaks free.
GaryMORD RUNS. Full move straight to the servants' door.
GMYou make it. Aldric, Mord, and Lysa are at the door. Varek?
BobI need to disengage and run. [out of character] Can I try to shake off the Frightened condition? I think that's a MIND check?
GMYes, target 6, you can try at the start of your turn.
BobMIND is d4. [rolls] Four. Miss.
GMVarek is still frightened. You can move away from the Archpriest though — the condition only prevents moving toward her.
BobFighting retreat. [rolls attack dice twice for disadvantage — gets lower set highest of 7] Plus Blade Master: 9. Damage — [rolls d8] Seven.
GMCultist defense — [rolls] Five plus 1 armor is 6. 7 minus 6 is 1 damage. The cultist goes down with a bloodied leg. Varek, you use your move to back toward the servants' door.
JaneSyla sees Mord and the girl near the far exit. She shifts her aim to the Archpriest. That's the real threat.
GMHigh-value target. She's moving, partially screened by cultists. Target is 7. Range Master still applies.
JaneBODY d8 plus 2. [rolls — gets 8] Ten. Easy hit.
GMDamage — bow d6.
Jane[rolls d6] Six! Maximum!
GM[pause]
Jane[out of character, excited] I want to fire again!
GMThat was your action. And you used your move to reposition this round. Next turn. Varek — you're nearly at the door.
Round FOUR
GMAldric, Mord, Lysa — you're at the servants' door. Aldric, what do you do?
SimonGet out of the building! Move action down the hall, out the back.
GMThe servants' door opens to a pantry and a short corridor straight to the manor's rear exit. One move gets you outside.
SimonGone. Aldric is outside.
GaryMord is right behind him.
GMVarek — you're still inside. Two cultists, the Archpriest with an arrow in her shoulder, and half a dozen more stirring.
BobVarek backs toward the servants' door. He's not staying for this. [out of character] He won't fight if he doesn't have to. But his flaw is going to make it hard to walk away. Is there a check?
GMMake a SISU check — this is a genuine act of will for a Reckless man to walk away from a standing fight with an enemy who frightened him. Target 4.
Bobd6 SISU. [rolls] Five.
GMVarek grits his teeth. He turns his back on the Archpriest. He walks out. The two cultists pursue to the doorway — and stop there, not following into the dark outside.
JaneRunning.
GMEveryone is out. The manor behind you erupts with screaming — not in pain. In argument. The cult is in pieces. Lysa is in Mord's arms, breathing, unconscious but alive.
Bob[after a beat, out of character] That's terrifying.
GM[grinning] The moor road is behind you. You've got Lysa. You've got a very long walk back to town. And the wound on the Archpriest won't keep her down for long.
GaryMord is fine on HP. FP is down to 8 from the two skill uses.
SimonAldric is full HP, FP at 9.
JaneSyla is at full HP and full FP — no damage taken.
BobVarek took no HP damage either. Is the Frightened condition still active?
GMThe Archpriest is no longer visible, so the penalties are lifted. But the condition technically lingers — if she appears again before Varek passes that MIND check, it triggers back.
Bob[as Varek] He hasn't said a word since they left the building. He's walking very fast and staring straight ahead.
Simon[as Aldric] "Varek. Hey. Varek."
Bob[as Varek, very quiet] "Shut up, Aldric."
Simon[as Aldric, gently] "...Yes. Agreed." [out of character, laughing] I love this game.

Aftermath: SHORT REST

GMThree hours later. You're sheltered under a mossy overhang beside a creek, two miles from the manor. Lysa has regained consciousness. She's pale, shaking, with ink-black ritual markings drawn on her forearms — but she's aware and breathing. She doesn't remember how she got to the manor. The last thing she recalls is walking to market in her father's city.
AllYes.
GMOne hour, light activity. Roll d4 for HP recovery. All FP restores automatically.
Bob[rolls d4] Three. Back to 10 HP.
Simon[rolls d4] One. Was already at 10.
Gary[rolls d4] Two. Was already at full HP. FP back to 10.
JaneFull across the board.
GMAlso — those ink-black markings on Lysa's forearms. They didn't wash off when Syla tried cleaning them in the creek. I'll just leave that sitting there.
Jane[out of character] Oh, that's ominous.
GaryMord is definitely staring at those marks. [as Mord, low] "Hey. Aldric. Scholar. Come look at this."
SimonAldric crouches beside Lysa and examines the marks carefully. [out of character] Using Investigator — is that appropriate here?
GMYes. You're investigating a location's worth of ritual work. MIND plus your +4 Investigator bonus, target 6. Costs 1 FP.
SimonFP to 8. d10 plus 4... [rolls — gets 9] Thirteen!
GMAldric recognizes it immediately. Those are Binding Glyphs — specifically, a design used to tether a soul to a location. Lysa's soul has been partially unmoored from her body. If she returns within roughly a mile of Blackmoor Manor, the tether will pull her back. She won't be able to resist. She'll just... walk. Walk back.
Simon[slowly, to the others] "We need to find a way to remove these markings before we bring her anywhere near that place again."
Bob[as Varek, staring into the dark in the direction of the manor] "We need to burn that place to the ground."
Gary[as Mord, very quietly, still watching Lysa's arms] "Yeah." [pause] "Yeah, we do."
GM[smiling] End of session. Everyone gets a character upgrade for completing the rescue — we'll handle that next time.

Clean Exit

Modern Thriller / Corporate Espionage

The players have been contracted — anonymously, through a dead-drop messaging app — to infiltrate Veridian Systems, a biotech firm occupying floors 12 through 19 of the Aldgate Tower in downtown. The target: a proprietary data package on the 14th-floor server, containing what the client describes only as "research the public deserves to know about." The building has a manned lobby, keycard elevators, camera coverage on every floor, and a dedicated security detail. The job pays well. Nobody's asking questions.

BobREX
Former private security contractor
BODY d10MIND d4SENSE d6SISU d6
HP 10, FP 10, Armor 1 (concealed vest, light)
Handgun (d6)
Range Master, Iron Resolve
Reckless — acts before thinking, especially under pressure
JaneKAI
Ex-military intelligence operative
BODY d8MIND d6SENSE d6SISU d4
HP 10, FP 10, Armor 0
Handgun (d6)
Stealthy, Precise
Distrustful — slow to delegate or rely on others' plans
SimonFELIX
Former corporate IT security analyst
BODY d4MIND d10SENSE d6SISU d6
HP 10, FP 10, Armor 0
None (carries a small folding knife, d4)
Hacker, Investigator
Cowardly — disadvantage on SISU checks when clearly outnumbered
GaryNADIA
Professional con artist and social engineer
BODY d6MIND d6SENSE d8SISU d4
HP 10, FP 10, Armor 0
Knife (d4)
Smooth Talker, Deceiver
Greedy — must make a MIND check (4+) to leave valuables unattended

THE PARKING STRUCTURE ACROSS THE STREET

GMIt's 11:40 PM on a Tuesday. You're on the third level of the parking structure across from Aldgate Tower, looking through binoculars and a long lens at Veridian's building. The lobby is lit up bright — all that glass. You can see the security desk from here: two guards, a badge reader turnstile, cameras at the entrance and behind the desk. The upper floors are mostly dark. The 14th has a faint glow — a handful of lights still on. What are you all doing?
BobRex is counting guards and watching the rotation. How often does someone move through that lobby?
GMMake a SENSE check — you're tracking patterns. Target is 4.
Bobd6 SENSE. [rolls — gets 5] Five.
GMGood enough. Over the past forty minutes you've clocked a guard rotation: one walks a loop that takes him out of the lobby every twelve minutes — rear stairwell to the loading dock and back. During that gap, there's only one guard at the desk. You also notice the lobby camera sweeps a 120-degree arc but there's a dead zone near the left side of the entrance — just to the right of a support pillar.
Bob[as Rex] "Twelve-minute window. Camera blind spot left of the pillar. One guard at the desk solo."
JaneKai's been watching the elevators. Can I tell if they're keycard restricted, or just the floor buttons?
GMMake a SENSE check, target 5 — the elevator panel is partially visible when the doors open.
Janed6 SENSE. [rolls — gets 3] Three. Not enough.
GMYou can't tell from this angle.
Jane[out of character] Frustrating. [as Kai, to the group] "Assume the elevators are locked. Plan around it."
SimonFelix has been on his laptop since they got here. He's running a passive scan of the building's wireless networks. [out of character] Is that an ability check?
GMThat's a MIND check — target 5. You can use Hacker on this, which costs 1 FP and adds +4.
SimonWorth it. FP to 9. d10 plus 4. [rolls — gets 6] Ten.
GMTen is excellent. Felix picks up three networks: a guest network (unsecured, lobby only), the corporate network (WPA2-Enterprise, strong), and a third network — isolated, weak signal, probably local to a single floor. No SSID broadcast. That third one is interesting. It's a closed air-gap network, and it's coming from the direction of the 14th floor.
Simon[out of character, leaning forward] Oh. That's the server room. Air-gapped means I can't hack it remotely — I'd need to be physically connected to a terminal inside.
GMCorrect.
Simon[as Felix, already typing] "Physical access only. I need to be in that room."
GaryNadia's been quiet. [out of character] She's been putting together a cover story. She wants to pose as an emergency IT contractor — someone Veridian's own after-hours help desk would have called. Can I set that up as a preparation thing before we go in?
GMAbsolutely. That's a SENSE check using Deceiver to build a convincing false identity — fake work order, spoofed company ID, the whole package. Target is 6. Takes about twenty minutes. Smooth Talker doesn't apply to the prep, but it will apply when you're face to face.
GarySENSE d8 plus 2 from Deceiver. [rolls — gets 7] Nine total.
GMNine. Nadia puts together a very convincing package — she spoofs a work order number from a real IT maintenance firm that actually has a contract with Veridian (that detail cost her a few minutes digging through Felix's corporate database access). She's got a laminate badge, a clipboard, and a believable story about an emergency storage array alert that came in at 11:30 PM.
Gary[as Nadia, satisfied] "We're going in through the front. Felix, you're my technician. You look nervous and tired. That's authentic."
Simon[as Felix, dryly] "I am nervous and tired."
BobWhat about Rex and Kai?
GMThat's the question. The lobby approach only really supports two people without raising suspicion. Rex and Kai would need to find another way in.
Jane[out of character] There's a loading dock Rex spotted. Can Kai scout that as a secondary entry?
GMYou can work around to the loading dock while Nadia and Felix go through the front. The dock would be unguarded during that twelve- minute window — but you'd need to get through a service door. Probably a keycard lock. Or a manual override if you find one.
BobRex is fine with that. He'll follow Kai's lead on the entry.
Jane[as Kai, quietly skeptical but not stopping it] "We trust the twelve-minute window. We go when Rex calls the rotation."

THE LOBBY

GM11:58 PM. Felix and Nadia are in the lobby. The guard at the desk — middle-aged, thick-necked, name tag says BRAUER — looks up from a monitor as you walk in. The lobby is marble and glass and very quiet. [as Brauer] "Building's closed."
GaryNadia doesn't break stride. [as Nadia, brisk, a little harassed] "I know it is. Aldgate Emergency Services sent us — we've got an alert on storage array cluster three, 14th floor. It's been throwing errors since 11:30 and if it cascades we're looking at data loss your people will be dealing with for a week." She slides the fake work order across the desk.
GM[as Brauer, picking it up, suspicious] "I didn't get a notification about any contractors tonight."
Gary[as Nadia, not missing a beat] "Your ops team probably called it in directly — they usually do when it's past shift change. Call it in if you want to verify, but whoever picks up at midnight is going to be very unhappy to hear you held us up over a file check."
GMHe's skeptical. Make a SENSE check — Smooth Talker applies, +2. I'll put this at a 6 because Brauer is professionally cautious.
GarySENSE d8, plus 2 Smooth Talker. [rolls — gets 5] Seven. Just over.
GMBrauer looks from the work order to Nadia, then to Felix. [as Brauer, grudgingly] "Both of you need to sign in. Contractor log, not the guest sheet. And your tech needs to stay with you at all times on 14."
Gary[as Nadia, already signing] "Obviously."
GMHe badges you through the turnstile. The elevators, as Kai suspected, do require keycard — but Brauer calls up the elevator for you and uses his master keycard to set the destination to 14. You're in.
Simon[out of character, relieved] I can't believe that worked.
Gary[out of character, grinning] Smooth Talker. Mark that 1 FP. [FP to 9]
GM[over comms to Rex and Kai] Meanwhile — the loading dock. Rex, you watched the patrol guard exit through a fire door at 11:52. You've got roughly ten minutes.
BobRex is watching the door. [as Rex] "Dock's clear. Moving."
JaneKai is already at the service door. [out of character] I want to check if there's a manual override or a way to bypass the keycard before we try anything drastic. MIND check?
GMMIND for assessing the mechanism — target 4.
Janed6 MIND. [rolls — gets 5] Five.
GMKai spots it immediately. This is an older building — the loading dock door has an emergency egress bar on the inside. But there's also a maintenance override panel on the outside, behind a small metal cover. A fire code requirement: the panel unlocks the door if you input the right code.
JaneCan Kai try to figure out the code? Like, look for worn keypad buttons?
GMNice thinking. That's a SENSE check — you're reading physical wear on the buttons. Target 4.
Janed6 SENSE. [rolls — gets 4] Exactly 4.
GMThe 4, 7, and 1 are noticeably more worn than the others. That's a four-digit code with three repeated digits. Could be a few combinations.
BobRex just tries them. [out of character] Is that a SISU check? Improvising solutions?
GMSure, target 4 — you're running combinations under time pressure.
Bobd6 SISU. [rolls — gets 6] Six.
GMFirst combination you try — 1-4-7-1 — clicks open. You're in the service corridor. Dimly lit, smells of cleaning supplies. Stairs at the far end.
Bob[as Rex, quietly smug] "Easy."
Jane[as Kai, into comms, dry] "Nadia, Felix — we're on the stairs. What floor are you on?"

THE FOURTEENTH FLOOR

GMBoth teams converge near the 14th floor. Felix and Nadia come out of the elevator into a short reception area — dark except for emergency lighting and a blinking status light above a door marked SERVER ROOM / AUTHORIZED PERSONNEL ONLY. Rex and Kai emerge from the stairwell door about thirty feet down the hall.
Jane[immediately] Kai flattens against the wall near the stairwell door. [out of character] Stealthy — can she get into cover and pull Rex with her?
GMRex is right there — yes, you can both get behind the stairwell door before the guard reaches this end of the corridor. Make a BODY check for Kai, Stealthy applies, target 5. Rex, you too — BODY check, target 5, no bonus.
JaneBODY d8 plus 2 Stealthy. [rolls — gets 4] Six total. Clear.
Bobd10 BODY. [rolls — gets 7] Seven.
GMBoth of you are behind the door. The guard walks past, sweeping a flashlight down the corridor. He pauses at the elevator landing, checks the reception area — Nadia and Felix are standing there with clipboards looking bored and professional.
Gary[as Nadia, barely glancing up] "Storage array on cluster three. Could be an hour."
GM[as Guard, unimpressed] "Sign-in log's at the desk."
Gary[as Nadia, tapping the clipboard] "Already done. Brauer in the lobby."
GMHe nods and keeps walking. Doesn't stop. Doesn't radio in. Rex and Kai, you let him pass, then move up.
Simon[out of character] My heart would be pounding if I were Felix.
Gary[out of character] Nadia is completely calm. This is Tuesday for her.
GMThe server room door. Keycard access plus biometric — thumbprint scanner, green light on standby. Felix, this is your problem.
Simon[out of character] Okay. So — the biometric scanner is the hard part. I can't hack that remotely, but can I access the door control system if I jack into the keycard panel directly?
GMMake a MIND check to assess the panel. Investigator gives you +4.
SimonFP to 8. d10 plus 4. [rolls — gets 5] Nine.
GMFelix can see the panel is running a standard access control firmware — a brand he recognizes. There's a diagnostic port behind a small cover on the underside of the panel. If you can get a cable into that port, you can push a firmware command that marks the biometric as "calibrating" — which drops it to keycard-only temporarily.
Simon[quietly delighted] I have a cable for that.
GMOf course you do. Make the Hacker check — MIND plus +4, target 7. Costs 1 FP.
SimonFP to 7. [rolls d10 — gets 7] Eleven total.
GMClean. The biometric light blinks amber — calibrating — and the door shifts to keycard-only. But you don't have a valid keycard for this door. Nadia?
Gary[out of character] Does Nadia's fake contractor ID work as a keycard here, or is it floor-general?
GMIt's a cloned generic contractor card — it got you through the lobby elevator, but this is a restricted sub-zone. Won't work.
Gary[as Nadia, under her breath] "Felix."
Simon[as Felix] "Working on it." [out of character] Can I clone the guard's keycard signal from the panel access? Like, replay the last valid swipe?
GMOh, that's clever. That's another Hacker check — MIND plus +4, target 8. It's harder because you're replaying encrypted credentials, not just killing a sensor.
SimonFP to 6. [rolls d10 — gets 4] Eight. Exactly 8.
GMThe door clicks. You're in.
Bob[out of character] Felix is carrying this whole operation.
Simon[out of character, quietly pleased] I spent all session being Cowardly for this moment.

THE SERVER ROOM

GMThe server room is cold — noticeably cold, like stepping into a refrigerator. Rows of black server racks hum and blink in the dark. Blue and green status lights. The air smells like warm electronics and recycled cold. There's a single workstation at the near end, screen on standby.
SimonFelix goes to the workstation. [out of character] Using Investigator to identify the right system and the right files before I start hacking. That's the investigate step.
GMGood call. MIND plus +4, target 6. 1 FP.
SimonFP to 5. [rolls d10 — gets 8] Twelve.
GMWith a 12, Felix locates the file structure very quickly — and he finds something extra. Project Helix isn't just on this server. It's mirrored to an offsite backup, and there's a deletion queue running — someone scheduled this archive to be wiped at 3 AM. The client's source must have known. More importantly: Felix can see the file is protected by a second layer of encryption with a six-character key. He won't be able to crack it here, but he can pull the encrypted package and let the client deal with the key. The extraction itself will take about four minutes.
SimonPlug in the drive. Start the transfer. [out of character] Is that an action or do I just wait?
GMIt runs in the background — you're just watching the progress bar. But four minutes is a long time in a building like this. Everyone, what are you doing while Felix waits?
BobRex is at the door, watching the corridor through the gap.
JaneKai is checking the room for any secondary exits or threats. [out of character] SENSE check?
GMTarget 4 — just a scan.
Janed6 SENSE. [rolls — gets 3] Three. Miss.
GMNothing obvious catches Kai's eye.
GaryNadia is watching the guard rotation from a window — is there an exterior window?
GMSmall frosted windows, high on the wall. Not useful for watching the street. But she can hear a radio transmission from somewhere on the floor.
Gary[tensing] Does it sound like it's moving toward us?
GMMake a SENSE check, target 5.
Garyd8 SENSE. [rolls — gets 6] Six.
GMThe radio is moving. And it's getting closer. The guard that passed them earlier is making a second sweep earlier than expected.
Bob[out of character] Rex has been watching the door. [as Rex, low voice] "Company coming. Two minutes out, maybe less."
Simon[out of character, anxious] The transfer is at 40 percent.
GMOkay. You have a choice: close the server room door and hope the guard doesn't check it, or one of you intercepts him before he gets here.
GaryNadia goes out to intercept. [out of character] I want to stop him in the corridor and keep him occupied for two minutes.
GMSENSE check — Smooth Talker applies, +2. Target is 7 this time. The guard is on his second sweep specifically because something felt off to him. He's looking for a reason.
Gary[out of character] Oh that's higher than before. SENSE d8 plus 2. [rolls — gets 3] Five. Not enough.
GMNadia steps into the corridor and opens her mouth — and the guard is already on the radio before she finishes the first sentence. [as Guard, hand on radio] "Hold on — you're not supposed to be out here. Server room access is escorted only. Who cleared you?"
Gary[as Nadia, trying to recover] "My tech needed a minute alone with the system — I stepped out to give him space to work —"
GM[as Guard, not buying it] He gets half a word into his radio call.
Bob[out of character] Rex is not waiting. He comes out of the server room.
GM[out of character] You're sure?
BobReckless flaw. Rex is already moving.
GMRex steps into the corridor. [pause] The guard sees him. A second guard appears at the far end of the hallway — the one from the lobby rotation, right on schedule. Both guards. You're outnumbered. [to Simon] Felix, how's that transfer?
Simon[out of character, teeth clenched] 65 percent.
GMEveryone roll initiative. SISU dice.
Bobd6 SISU. [rolls] Four.
Janed4 SISU. [rolls] Three.
Simon[out of character] Felix is not fighting anyone. d6 SISU just in case. [rolls] Two.
Garyd4 SISU. [rolls] One.
GMGuards roll d6... [rolls] Five for Guard One (near Nadia and Rex), three for Guard Two (far end of corridor).

COMBAT

GMGuard One drops the radio and draws a collapsible baton. He's on Nadia — she's the most exposed target. He swings.
Garyd6 BODY. [rolls] Two.
GM5 minus 2 is 3 damage. The baton catches Nadia on the forearm. HP drops to 7.
Gary[out of character, hissing] Ow.
GMRex — your turn.
BobRex is going for the guard batons Nadia, grabbing his arm to disarm him. [out of character] That's a BODY check to grapple, right? Not an attack?
GMGrappling someone is a BODY check opposed by their BODY roll. If your result is higher, they're grappled. Target is their BODY die result.
Bobd10 BODY. [rolls] Eight.
GMGuard One rolls BODY... [rolls d6] Four. Rex gets an arm around the guard, yanks him off balance. Guard One is Grappled — speed drops to 0. He's not hitting anyone else this round.
Bob[as Rex, very calm] "Stay down."
GMKai — Guard Two is coming up fast from the far end of the corridor, drawing a baton. What do you do?
JaneKai moves to intercept before he can get to Nadia or the server room door. Full move action toward him.
GMYou close the distance. He's got his baton up.
Jane[out of character] I want to try to disarm him before he can swing — BODY check? Precise might apply for the dexterity aspect.
GMSure. Opposed BODY check, Precise gives you +2. His BODY is d6.
Janed8 BODY plus 2 Precise. [rolls — gets 5] Seven.
GMGuard Two rolls BODY... [rolls d6] Three. Kai snatches the baton mid-draw and pins his wrist against the wall. He's not disarmed but he can't swing. [out of character] I'll treat that as Restrained rather than Grappled — his arm is pinned, attack checks against him have advantage, and his attacks have disadvantage.
SimonFelix is staying in the server room door. [out of character] He's watching the transfer. 80 percent.
GaryNadia backs up against the wall, cradling her arm. [out of character] She's going to try to talk Guard Two down. He's restrained — is he accessible for a SENSE check?
GMHe's pinned by Kai and scared. This is actually a good moment for it. Target 5 — his adrenaline is working against you, but he's also not in a great position.
GarySENSE d8 plus 2 Smooth Talker. [rolls — gets 6] Eight.
GM[as Guard Two, wrist pinned, breathing hard] His eyes are wide. [as Nadia] What do you say?
Gary[as Nadia, very quiet, very steady] "Nobody wins this. You're one guard and we're four people. You can call it in and see how that goes for both of us, or we walk out in three minutes and you never saw anything. Your choice."
GMHe doesn't answer. But he stops pulling against Kai's grip. [out of character] Guard Two is not escalating. He's waiting.
Bobd10. [rolls] Nine.
GMNot going anywhere. Rex holds him.
Simon[out of character] Come ON.
GMGuard One reaches with his free hand and grabs Rex's jacket. He's trying to drag Rex down with him. [rolls for the attempt] Four. Rex, BODY check to stay upright.
Bobd10. [rolls] Ten. Maximum.
GM[pause] That's the highest possible roll on your BODY die. When you roll all maximum — Guard One's attempt fails spectacularly. Rex uses the guard's own momentum, pivots, and puts him face- first into the corridor wall. Hard. Guard One is Stunned — he's incapacitated, can't move, can only speak falteringly. Attack checks against him have advantage. [as Guard One, slurring slightly] "...ngh."
Bob[out of character] I was not trying to do that.
GMReckless characters get results.
Bob[as Rex, looking at his hands, mildly surprised]
Round TWO
GMTransfer complete.
Simon[out of character] Felix grabs the drive and closes the terminal session. Is there a log he needs to clear?
GMMake a Hacker check — MIND plus +4, target 6. Quick wipe.
SimonFP to 4. [rolls d10 — gets 3] Seven. Clear.
GMNo trace on the local system. Felix has the drive. Guard One is stunned and on the floor. Guard Two is pinned against the wall by Kai, breathing hard but not fighting.
BobRex lets Guard One go and steps back. [as Rex] "We're leaving. Don't make it weird."
JaneKai releases Guard Two slowly, keeps herself between him and the corridor. [as Kai] "Radio stays holstered until we're in the elevator. After that, do what you need to do."
GM[as Guard Two, staring at Nadia's forearm where the baton landed, then at Guard One on the floor] He doesn't reach for the radio.
GaryWe walk. Don't run.
Bob[as Rex, already moving] "Agreed."
GMNadia — the Greedy flaw. As you pass a framed piece of hardware on the wall — a prototype circuit board, mounted in a glass case, clearly expensive — I need you to make a MIND check. Target 4 to resist the urge to grab it.
Gary[out of character, groaning] Oh no. d6 MIND. [rolls] Three.
GM[grinning] The case is right there. The board looks like it's worth something.
Gary[as Nadia, stopping, staring at it] [long pause] [out of character] She keeps walking. She absolutely wants to take it. She keeps walking.
GMDo you keep walking?
Gary[out of character] I'm choosing to keep walking. But it costs her. She looks back twice.
Simon[out of character] That felt like a character moment.
GM[smiling] It was. The elevator comes. Brauer in the lobby looks up as you exit — all four of you, which is two more than went up. He opens his mouth.
Gary[as Nadia, before he can speak] "She was on 14 already — same client account. All signed." [out of character] Deceiver — keeping the cover story clean. SENSE plus 2.
GMTarget 5. He's tired and it's midnight.
Gary[rolls d8 — gets 4] Six total.
GMHe looks at the sign-in log. He looks at the four of you. [as Brauer] "Have a good night."

THE PARKING STRUCTURE

GMYou're back across the street. The van's engine is running. Felix has the drive in his hand. Nadia is holding her forearm — the baton hit is bruised, not broken, but it hurts. Rex is completely fine. Kai is already watching the tower from the van window.
Bob[as Rex, watching in the side mirror] "Called it in faster than I expected."
Jane[as Kai, flat] "We had six minutes. We used four."
Simon[out of character] Felix is holding the drive like it might bite him. [as Felix] "I want to know what's on this. Before we hand it over."
Gary[as Nadia, rubbing her arm] "That is not what we were paid to do."
Simon[as Felix] "We were paid to steal research the public deserves to know about. That was the exact phrase."
GM[letting that sit] The dead-drop app on Felix's phone shows a new message from the anonymous client. Three words:
Gary[out of character] Is it clean?
GM[counting up] Guard One had a rough night. Guard Two is shaken but fine. Nadia took 3 damage. And there's a deletion-scheduled archive that is no longer being deleted.
Bob[as Rex, leaning back in the seat] "Clean enough."
SimonFelix types back: "Package recovered. Pending delivery."
GM[grinning] End of session. Let's do bookkeeping — then we'll talk about upgrades.
SimonFP is at 4. HP is fine.
GaryHP at 7. FP at 8.
BobFull across the board. Rex had a good night.
JaneFull HP and FP — somehow never took a hit.
GMTake a short rest on the drive out of the city. Everyone rolls d4 for HP, all FP back automatically.
Gary[rolls d4] Three. Back to 10 HP.
SimonAlready full. FP back to 10.
GMGood. And — there's the question of what's actually on that drive. The client didn't tell you. Felix just flagged the deletion queue. And someone at Veridian Systems scheduled a 3 AM wipe of exactly that archive.
Bob[out of character] Rex doesn't care.
Jane[out of character] Kai cares. She's already distrustful of the client to begin with.
SimonFelix cares a lot.
Gary[as Nadia, still thinking about that circuit board] "...I should have taken it."
Simon[out of character, laughing] That was the best part of the session.
GM[out of character] Everyone gets a character upgrade. We'll open next session with what Felix finds on the drive — after he spends about forty minutes arguing with himself about whether to look.