Assassins Trilogy Pt2: Crystal Fetish
Assassins Trilogy Pt2: Crystal Fetish


Power Rating: **
Level of Exp: 6-10
Campaign Members: 3-6
Requirements: Same Requisits as Pt1 of the Assassin's Trilogy. However if the Assassins or Bounty Hunters involved have no skills in stealth/theiving, then it would not be suggested to continue to this part.
Avg Campaign Length: One or Two 4 hour gaming sessions.
Hook: A well known friend of the the Council of Learning member, Plato, has recently aquired an item of power that has been sought by Mr.Dee for some time.
Line: Mr.Dee is willing to pay the adventurers a decent amount for the "friendly aquisition" of this coveted item. It will not be easily aquired as the man who possesses this item has it well guarded, using both magic techniques, and a series of technological locks, in addition to fair to mediocre guards.
Sinker: The item spoken of is an odd multi faceted crystal, blue in color, with eight bulges along the outside edges of the crystal. The crystal itself weights nearly 30Lbs and is the size of a basketball.
GM's Note: The Crystal is not all that it seems. It is an alien form of energy known to few races on Earth, among them are the Kitani and what few Mechanoids that may remain on Earth. (See Atlantis for Kitani, and Sourcebook 2: The Mechanoids for them.) It is a powerful energy source that contains within the power of an entire Star! This, in the right hands could either construct a weapon capable of leveling entire cities, or power a technological city for centuries. If somehow destroyed (150MDC), there is a 01-45% chance that it will explode in a massive energy explosion, destroying everything within a five mile radius. (The crater will be a full 50' deep!)
Defenses: The powerblock should be well defended, but adjusted according to the player groups capabilities. Things that may be included as parts of the defense are, high tech computerized locks, laser traps (ie silent alarms), diabolist wards, wizard locks, basic traps such as poison darts, collapsing portions of floors, ect. In addition to a variety of guards in and around the building. Also adjust the adventure as to how much the characters demand as payment. If it's allot of credits, make it tough as hell, thereby allowing them to earn it, if it's only a small amount, well, you might want to make it a challenge, but not down right DEADLY. 1
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