3-Guns & The Big Steal (Tephra Adventure) (6517327)
3-Guns & The Big Steal (Tephra Adventure) (6517327)
3-Guns & The Big Steal (Tephra Adventure) (6517327)
This Tephra adventure is designed as a quick (2-3 hour) adventure for a group of wandering heroes. Its best suited for 3-5 players at first level.
Background
Inside the town called Douglass City, a gang lead by the infamous 3-Guns Charlie has seized the Trust Bank and is robbing
the vault. Its taken a couple hours to get into the vault, so people
are well aware of whats going on. Members of his gang patrol
the road outside, well armed and making sure nobody interferes.
The towns lone sheriff is currently holed up in his office with his
young deputy, nursing some wounds inflicted by the gang.
Overview
The goal of this game is to introduce people to the rules and experience a bit of roleplaying and strategic thinking.
The first combat is a simple one, with the heroes being
pitted against a gang of gunfighters outside of the bank.
The second combat is much more complex. A mad
scientist with a flamethrower-wielding automaton is inside the
bank, and hes using all of the bank employees as human shields.
The players will have to either deal with the threats separately or
immediately go for the scientist who is controlling the automaton
at the risk of hurting the hostages.
The third combat will involve them going down under
the bank, to the vault, where 3-Guns Charlie is just getting the
vault door open. 3-Guns Charlie is an elven gunman with two
mechanical arms. Hell use the vault layout to his advantage and
attempt to gun down the heroes.
After the adventure, the surviving heroes will be treated
well by the town and will be rewarded kindly, unless of course
they failed to protect the hostages...
Introduction
Youve reached Douglass City, a town not hardly large enough
to warrant being called a city. Its a dusty, dry day, and the
air is blurred from heat rising off the dirt. The town is little
more than a single dusty street lined with wooden buildings.
Theres a small crowd gathering off to the side of one of the
buildings and a handful of rough, armed men walking up
and down the street.
Looks like trouble.
The Town
The crowd is gathering behind the sheriffs office, and his back
door is open. Fearful townspeople cycle in and out. The sheriff
is inside, an older gentleman named Thomas Gallagher. He sits
fidgeting at his desk, blaming his inaction on the agony of the
crippling wounds inflicted upon him by the outlaws.
He has a sole deputy named Card, a man who is only
16 and barely worth his salt in a fight. He is a bit presumptuous,
however, and scoffs at the sheriffs excuses, eagerly whispering
to the party that the he was only barely grazed and is simply too
afraid to stand up to the gunmen.
Also in the office is the Trust Bank Chairman, a man
named Hollace Estherbrook. Hes a middle-aged man with a
strong moustache and dark hair. He talks smart and holds his
chin high. He asks for their help, though does not immediately
offer a reward. If pressed, hell offer them 25 princes each, plus
10 princes per outlaw they take out (per hero). With a good argument or a tier 3 cunning result, he could be talked up to 50
princes each, but not a single mark more!
Outside the bank are 4 outlaws. Two slowly walk the front perimeter of the building, rifles in hand, while another stands at the
top of the banks steps. A fourth sits in a chair to the right of the
steps, head hung low, his hands resting on the two shiny pistols
in his lap. Theyre not much for talkers - they take threats seriously, theyre on edge, and theyll warn people to get off the road
quickly or get shot.
The heroes can approach this situation from a variety
of angles. There are, however, another 3 outlaws inside the bank
who will come outside if theres any commotion or fighting. If the
heroes are subtle in their tactics, the outlaws inside the bank will
probably just walk outside randomly, though somewhat curious
as to what happened to their colleagues.
Outlaw Guard
Guard
Attacks
Rifle
(2 AP, 1 AP to ready)
Revolver
(2 AP)
Special Actions
The outlaw can make a ranged attack that ignores (marksmanship +2: 2 |
4 | 6 | 8) points of damage soak.
Skills Attributes
Agility: +1 Brute: +1
Brawl: +2 Cunning: +1
Expertise: +1
Dexterity: +3
Marksmanship: +2 Spirit: +0
Sciences: +0
Reference
Hank McGridgit
Guard
Attacks
Revolver
(2 AP)
Skills Attributes
Agility: +1 Brute: +1
Automata: +5 Cunning: +0
Armsmith: +3
Dexterity: +2
Gadgeteer: +3 Spirit: +0
Marksmanship: +1 Sciences: +11
Resilience: +1
Reference
McGridgits Automaton
Type: Beta Steamer
Wounds: 50 Speed: 10 feet
Guard
Attacks
Flamethrower
Acc: +0
Damage: 7 | 14 | 21 | 28
Notes: Depending on the tier of damage dealt, it does that tier of burns
Wrapping it Up
If there are no wounded hostages, the hostages will both rejoice and
flee after being saved, heading straight for the sheriffs office. They will
also inform the heroes that there is a door hidden under the rug. The
rug covers a thick metal door that opens to a stairway leading into the
basement. The door leads to the vault and 3-Guns Charlie.
3-Guns Charlie
The stairs lead down into the vault. The vault has a row of metal
bars (like a prison) between the stairs and the thick vault door.
The vault door is slightly ajar, but the door through the metal
bars has been closed and locked.
3-Guns Charlie is down there, a hideous, hulking elf
with a giant cloak tossed over him. Hes carrying a single double-barreled, sawed-off shotgun. He secretly has two mechanical
arms attached to his back, each holding a rifle, though he wont
bother keeping them secret for long.
He wont argue or talk much - hes aggressive, angry,
and paranoid (what other kind of personality would get two guntoting arms surgically attached to their back?). Hell use the bars
to keep any melee fighters away from him, and hell hide behind
the door (giving him light cover - a +4 on his evade).
The door made from bars can be broken open with a tier
2 brute result or by dealing them over 12 damage in one hit.
3-Guns Charlie
Guard
Duster (minimal organic armor)
Eva: +0 Def: +0
Soak: 1 | 2 | 3 | 4
Attacks
Double-Barreled Sawed-Off
Rifles
(2 AP)
(2 AP)
(2 AP)
Acc: +5 Stk: +4
Damage: 7 | 14 | 21 | 28
Special Actions
3-Guns will open with a shot from his sawed-off, then follow up with 2 attacks, each for 1 AP, with his two rifles held by his mechanical arms.
Skills Attributes
Agility: +1 Brute: +9
Expertise: +3 Cunning: +3
Marksmanship: +8
Dexterity: +12
Overpower: +3 Spirit: -3
Resilience: +4 Sciences: +0
Swashbuckling: +3
Reference
Specialties: Dual Strikes, Free Movement, Instant Draw, One-Handing It, Snap
Reload, Weapon Appropriations
Conclusion
Saving Douglas City
Experience: 3-4
Loot
The gadgets and automaton creations of Hank McGridgit were
all pieced together and poorly built. They can barely be sold for
parts. The goggles can be used, but 3-Guns Charlies arms and
the automaton wont work well (if at all) within a couple hours
of the combat. At their best price, the heroes might be able to
get the following:
Automaton: 100 princes
McGridgits Goggles: 12 princes
Charlies Arms: 20 princes each
Alternatively, for all of the firearms and other things they can
loot, you could just offer the heroes a lump sum of 200 princes
for everything.
Story Rewards
If somebody successfully shot and killed the mad scientist,
Hank McGridgit, with a high enough accuracy so that they didnt
wound any of the hostages, they receive the following story:
Hostages? No Problem
Achievement Story
Whenever a villain is using a poor hostage as a human shield,
chances are good that you wont hit the innocent. If you accidently shoot an innocent person whos unwillingly covering
somebody, you may roll one more time for your accuracy, trying
to prevent from hitting them again.
If somebody accidentally (or purposefully) shot one of the hostages that Hank McGridgit was using as a bullet shield, they
receive the following story:
Reckless Endangerment
Achievement Story
Whenever a villain is using an unfortunate hostage as a human shield, who cares? The cover provided by that innocent is
dropped by one degree (from light to poor, or medium to light,
et cetera).
If someone chooses to steal from the vault, it wont be long before the Trust notices the missing money. This causes the thief
Theres always the chance that the heroes turn less heroic and to recieve the following story:
jump at the chance to steal from the Trust Bank (since, afterall,
n trust worthy a
the vault is wide open and nobodys watching). Thats fine, thats
their choice - but the Trust is large and powerful, and being out- Achievement Story
lawed by the Trust leaves a person followed by some rather large You got on the bad side of the international financial superpower
bounties.
known as the Trust. You cant use any of its services, including
withdrawing any money from accounts you had open from them
and cashing any bank notes you receive as payment for completed jobs.
U -