eechoeschoes - watermark.rpgnow.com · who is no longer entirely in control of his mind. the...

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BY PAUL “WIGGY” WADE-WILLIAMS BY PAUL “WIGGY” WADE-WILLIAMS EDITING & PROOFREADING: SCOTT ALAN WOODARD EDITING & PROOFREADING: SCOTT ALAN WOODARD COVER, GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT COVER, GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT COVER ART: MARK HYZER COVER ART: MARK HYZER INTERIOR ART: AARON ACEVEDO, AARON PANAGOS, DAVI BLIGHT, LEANNE BUCKLEY, INTERIOR ART: AARON ACEVEDO, AARON PANAGOS, DAVI BLIGHT, LEANNE BUCKLEY, DIEGO GISBERT, MICHAEL JAECKS, RETO KAUL, OJO DE KUERVO, LUIS NUNEZ DE CASTRO, DIEGO GISBERT, MICHAEL JAECKS, RETO KAUL, OJO DE KUERVO, LUIS NUNEZ DE CASTRO, DANIEL RUDNICKI, CHEYENNE WRIGHT, CELIA YOST, DAREK ZABROCKI DANIEL RUDNICKI, CHEYENNE WRIGHT, CELIA YOST, DAREK ZABROCKI WWW.TRIPLEACEGAMES.COM WWW.TRIPLEACEGAMES.COM ©2010 TRIPLE ACE GAMES. NECROPOLIS 2350 AND ALL RELATED MARKS AND LOGOS ARE TRADEMARKS OF ©2010 TRIPLE ACE GAMES. NECROPOLIS 2350 AND ALL RELATED MARKS AND LOGOS ARE TRADEMARKS OF TRIPLE ACE GAMES. ALL RIGHTS RESERVED. TRIPLE ACE GAMES. ALL RIGHTS RESERVED. THIS GAME REFERENCES THE SAVAGE WORLDS GAME SYSTEM, AVAILABLE FROM PINNACLE ENTERTAINMENT GROUP AT WWW.PEGINC.COM. THIS GAME REFERENCES THE SAVAGE WORLDS GAME SYSTEM, AVAILABLE FROM PINNACLE ENTERTAINMENT GROUP AT WWW.PEGINC.COM. SAVAGE WORLDS AND ALL ASSOCIATED LOGOS AND TRADEMARKS ARE COPYRIGHTS OF PINNACLE ENTERTAINMENT GROUP. USED WITH PERMISSION. SAVAGE WORLDS AND ALL ASSOCIATED LOGOS AND TRADEMARKS ARE COPYRIGHTS OF PINNACLE ENTERTAINMENT GROUP. USED WITH PERMISSION. PINNACLE MAKES NO REPRESENTATION OR WARRANTY AS TO THE QUALITY, VIABILITY, OR SUITABILITY FOR PURPOSE OF THIS PRODUCT. PINNACLE MAKES NO REPRESENTATION OR WARRANTY AS TO THE QUALITY, VIABILITY, OR SUITABILITY FOR PURPOSE OF THIS PRODUCT. PERMISSION IS GRANTED TO PRINT THIS BOOK FOR PERSONAL USE ONLY. PERMISSION IS GRANTED TO PRINT THIS BOOK FOR PERSONAL USE ONLY. ECHOES ECHOES Sample file

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Page 1: EECHOESCHOES - watermark.rpgnow.com · who is no longer entirely in control of his mind. The artifact, actually a Zal device buried eons ago, fl ooded the thief’s mind with images

BY PAUL “WIGGY” WADE-WILLIAMSBY PAUL “WIGGY” WADE-WILLIAMS

EDITING & PROOFREADING: SCOTT ALAN WOODARDEDITING & PROOFREADING: SCOTT ALAN WOODARD

COVER, GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTTCOVER, GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT

COVER ART: MARK HYZERCOVER ART: MARK HYZER

INTERIOR ART: AARON ACEVEDO, AARON PANAGOS, DAVI BLIGHT, LEANNE BUCKLEY, INTERIOR ART: AARON ACEVEDO, AARON PANAGOS, DAVI BLIGHT, LEANNE BUCKLEY, DIEGO GISBERT, MICHAEL JAECKS, RETO KAUL, OJO DE KUERVO, LUIS NUNEZ DE CASTRO, DIEGO GISBERT, MICHAEL JAECKS, RETO KAUL, OJO DE KUERVO, LUIS NUNEZ DE CASTRO,

DANIEL RUDNICKI, CHEYENNE WRIGHT, CELIA YOST, DAREK ZABROCKIDANIEL RUDNICKI, CHEYENNE WRIGHT, CELIA YOST, DAREK ZABROCKI

WWW.TRIPLEACEGAMES.COMWWW.TRIPLEACEGAMES.COM

©2010 TRIPLE ACE GAMES. NECROPOLIS 2350 AND ALL RELATED MARKS AND LOGOS ARE TRADEMARKS OF ©2010 TRIPLE ACE GAMES. NECROPOLIS 2350 AND ALL RELATED MARKS AND LOGOS ARE TRADEMARKS OF

TRIPLE ACE GAMES. ALL RIGHTS RESERVED.TRIPLE ACE GAMES. ALL RIGHTS RESERVED.

THIS GAME REFERENCES THE SAVAGE WORLDS GAME SYSTEM, AVAILABLE FROM PINNACLE ENTERTAINMENT GROUP AT WWW.PEGINC.COM. THIS GAME REFERENCES THE SAVAGE WORLDS GAME SYSTEM, AVAILABLE FROM PINNACLE ENTERTAINMENT GROUP AT WWW.PEGINC.COM. SAVAGE WORLDS AND ALL ASSOCIATED LOGOS AND TRADEMARKS ARE COPYRIGHTS OF PINNACLE ENTERTAINMENT GROUP. USED WITH PERMISSION. SAVAGE WORLDS AND ALL ASSOCIATED LOGOS AND TRADEMARKS ARE COPYRIGHTS OF PINNACLE ENTERTAINMENT GROUP. USED WITH PERMISSION.

PINNACLE MAKES NO REPRESENTATION OR WARRANTY AS TO THE QUALITY, VIABILITY, OR SUITABILITY FOR PURPOSE OF THIS PRODUCT.PINNACLE MAKES NO REPRESENTATION OR WARRANTY AS TO THE QUALITY, VIABILITY, OR SUITABILITY FOR PURPOSE OF THIS PRODUCT.

PERMISSION IS GRANTED TO PRINT THIS BOOK FOR PERSONAL USE ONLY.PERMISSION IS GRANTED TO PRINT THIS BOOK FOR PERSONAL USE ONLY.

ECHOESECHOES

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WAR MASTER’S NOTESWAR MASTER’S NOTESWelcome to Echoes, a standalone scenario

written for the Necropolis 2350 campaign set-ting.

If you intend to play in this adventure, you should stop reading now. Advanced knowledge of the scenario will only spoil your enjoyment of the game.

The WM should read the entire adventure before play begins. Knowing the basic fl ow and details in advance will greatly speed up play and make the game run smoother.

REQUIRED MATERIALSREQUIRED MATERIALSYou need a copy of the Savage Worlds rule-

book, the Necropolis 2350 Savage Setting, and the 2351-55 Update to run this adventure. Necropolis Figure Flats are recommended, though any suitable sci-fi or dark future minia-tures will suffi ce. The adventure Opener of the

Ways contains useful background information on the Sacri Ordines and their role as Lictor offi -cers, as well as information about how policing works within a Preceptory’s estates.

CHARACTERSCHARACTERSThis adventure is designed for a Lance of

four Knights of any character Rank from any of the Sacri Ordines. Use the archetypes from the Necropolis 2350 setting book if you need pre-generated characters. Each archetype has been designed as a starting character.

QUESTIONING NPCSQUESTIONING NPCSThere are several lines of investigation open

to the Knights. Every relevant NPC the heroes may interact with has notes regarding informa-tion they can pass to the heroes. It is important to note that the NPCs are largely reactive—they respond to certain lines of questioning rather than just blurt out information. Furthermore, some information an NPC knows can only be accessed after other clues have been found.

For example, the local Lictor Primus knows of Pete Moulton by name, but he has not yet linked him to the case. Unless the Knights bring up Moulton’s name, the police chief does not reveal any facts.

PLOT OVERVIEWPLOT OVERVIEWKnights are not just combat troops—they also

serve as law-enforcement offi cers within the Preceptory estates. While this duty commonly falls to Sergeants known as Lictor Sergeants (or just Lictors), there are times when the services of the Knights are required. Set entirely in a city or large town within the Preceptory’s boundar-ies, this adventure is primarily an investigative mission.

Six months before the start of the adventure, a team of archaeologists from the local museum embarked on a dig in southern Nova Europa, searching for evidence of mankind’s earliest colonies on Salus. Although the mission failed to uncover a cache of treasure, it did discover

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ECHOESECHOES

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an artifact of apparent non-human manufacture. This was returned to the local museum for study and display.

The actual mission begins, as far as the plot is concerned, one week before the main events take place. A local news story carries an interview with the archaeologist who led the team that located the artifact and gives the Knights their fi rst glimpse of it. One week later, a related news broadcast carries a story on the theft of the arti-fact and the murder of a museum employee. The Knights become directly involved at this point.

The investigation into the theft and murder takes the Knights on a hunt for the killer, a man who is no longer entirely in control of his mind. The artifact, actually a Zal device buried eons ago, fl ooded the thief ’s mind with images. Effectively corrupted, the thief has become a Dark Prophet, convinced that the Rephaim are mankind’s sav-iors and will soon make him a god and punish humanity for its collective sins.

Initial investigations demonstrate to the Knights that the killer is no ordinary man—writ-ing found on the museum in the victim’s blood shows the killer has a knowledge of Cryptspeak, a talent very few humans possess, and was willing to commit appalling acts of violence. The local Lictor Sergeants are convinced they are looking for a heretical psychopath.

Following the leads brings the Lance into close contact with Doctor Andersen, the team leader, and her young daughter, Paige. Aside from giving the Knights information about the artifact, Andersen is also a victim—destined to be attacked by the killer, but not badly hurt. Her daughter, Paige, also tries to seduce one of the Knights, causing friction between the doctor and the team, but providing some good role-playing opportunities.

Further investigation leads the Knights into an armed confrontation with what appears to be security staff from Asgard’s embassy to the Vatican. These are in fact Lazarite agents working on Project Revelation (see below). Another lead takes the Knights to a local antique shop, whose owner has been paid to produce a copy of the artifact. This again is part of Project Revelation

The Knights should begin to understand that the artifact is more important than they fi rst real-ized and that capturing it before the other group is of paramount importance. Unfortunately, events conspire against them and the Knights end the adventure with only half of the artifact in their possession.

The Knights themselves may not actually end the fi nal battle against the Dark Prophet. Holding a hostage on a church roof, the prophet (who is destined to die there) may be killed by one of the Lazarites seeking the artifact, or the Knights themselves, depending on how events conspire.

PROJECT REVELATIONPROJECT REVELATIONOffi cially, the Third Reformation Church

actively denies the possibility of alien life. Those who espouse such ideas publically are not branded heretics, but, if their position is one of public trust, are ridiculed through media chan-nels. Unoffi cially, the Church is open to the idea of aliens. However, given the religious upheaval the discovery of Salus caused, the Church has no desire to suffer a similar fate should evidence be uncovered.

In order to conceal any information relating to possible alien life, the Lazarites and CIS formed Project Revelation. An ultra top-secret project, Revelation exists to suppress knowledge of alien artifacts. Until recently, they have had little to do except crush theories put out by scientists on the odds of aliens existing. They are not subtle—any indiscretion committed by an outspoken scien-tist quickly becomes public knowledge, and if no indiscretion exists, they happily invent one, complete with documented “evidence.”

News of the existence of the golden artifact came to their attention through an informant. Rapidly spurred into swift action, the team con-cocted a plan to acquire the artifact. Using a false name designed to incriminate Asgard, if their plans went awry, they began covertly question-ing the museum curator. Next, they set up a plan to have a fake artifact created, which they were planning to substitute for the original. Unfor-tunately, the murder and theft has completely ruined their plans. In true Lazarite form, they are now prepared to use whatever force is necessary to acquire the relic.

THE HISTORY OF THE FIELD TRIPTHE HISTORY OF THE FIELD TRIPJust over six months ago, the local museum

sent a fi eld team of eight archaeologists to search for a “lost” colony constructed during the fi rst wave of colonization. Although the team did not expect to fi nd the ruins during their fi rst season, they did hope to make headway, enabling future expeditions to carry on from their work.

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NECROPLIS 2350NECROPLIS 2350

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The team set up its base camp near the border with the Alvam Pocket, convinced by evidence found by Doctor Alexandria Andersen, the team leader, that the ruins they sought lay in the scrubland to the east. The fi rst few months of the season were spent with one-half of the team searching the region for clues and the other half going over old records in the hope of fi nding further evidence pointing to the location of the colony. In the fi rst week of the fi fth month of searching, the team excavated an area and found a small structure, possibly a house.

The team had not expected to uncover a trea-sure trove, but was disappointed to discover the structure held little of value besides a few pieces of household cutlery and some old Earth coins. Ironically, the colonist site the team sought was quickly abandoned in favor of a natural cave system not many miles away. With no interesting fi nds in the colony, the team switched to hunting for fossils of Salus’ ancient life forms. And deep inside the cave, in strata dated to around 70 million years old, the team discovered a strange golden object.

The team was naturally excited, for the artifact was of unknown design and obviously extremely valuable. Church law is notoriously vague when it comes to alien artifacts, primarily because the Church has no belief in aliens. As an independent museum, the archaeologists furthermore had no legal requirement to inform the Department on Antiquities.

The plan was to fi nish excavating the site and then return home, taking their treasure with them. Over the next week, three of the diggers were killed by scorpions and one of the team was killed by a snake while organizing supplies. Doctor Andersen pulled the plug on the opera-tion and the team returned home early.

The newspapers, both locally and abroad, reported the deaths. Few outside of the scientifi c community saw much about the expedition in the media, and even fewer know of the deaths.

THE ARTIFACTTHE ARTIFACTThe statue is actually a Zal data storage device,

a leftover from the ancient days when the Zal briefl y inhabited Salus. Contained within its memory banks were Zal propaganda images. When connected to a powerful energy source, the device allowed the technologically superior aliens to broadcast the images contained in its memory directly into the minds of races they

wished to conquer. The images showed the Zal fl eet arriving in orbit over several worlds and bombing them into submission. These were intended to weaken enemy resistance by show-ing the futility of defying the Zal.

Pete Moulton, a thief, drug addict, and latent psychic, accidentally activated the artifact through his own innate psychic powers when he tried to steal it from the museum. In so doing, the visions fl ooded his mind. Unable to comprehend the images contained within, he went insane, his mind concocting its own story to fi t the scenes of destruction. Moulon became a dark prophet. Having known only war since his youth, Moult-on’s brain automatically equated the Zal with the Rephaim. In this, he has taken a dramatic leap toward a truth unknown to the rest of humanity. Confused and insane, he believes the Rephaim are gods, coming in force “from the heavens” to take over the world. He has been singled out as their chosen spokesman, to be elevated to god-hood when they fi nally arrive.

THE MUSEUMTHE MUSEUMThe local museum is funded by private inves-

tors and the local Preceptory, and maintains small collections on Egyptian, Greek, Roman, and Central and Native American artifacts. The Department of Antiquities has frequently tried to gain control of the museum, but its presence on Preceptory lands has thwarted each attempt.

Although nowhere near as large as the Smith-sonian, the museum does boast some impressive works of art, mainly supplied through the private investors whose families transported the artifacts to Salus. Local archaeological teams have discov-ered dozens of items dating back to mankind’s fi rst exploration of Salus.

The museum is situated in the northern suburbs of the city, opposite a Preceptory Estate offi ce. It is open from 9:30 am to 12:30 pm and then again from 2:30 pm to 5:30 pm daily. Admis-sion costs 5 Miters and is purchased either from the booth at the museum entrance or through one of the tourist information bureaus dotted throughout the city. The director of the museum is Doctor Ernest Watkinson. He can generally be found in his offi ce during business hours.

Security within the museum is quite high and consists of a dozen private security guards who pay close attention to the artifacts they are watching. Cameras and a number of infrared

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alarms are also used to maintain security. All of the cases are wired to sound an alarm if they are lifted or the glass is broken.

Aside from housing the artifacts from the dig, the museum itself has very little to do with the mission. The staff can be questioned over events that take place there, but the Knights should only need to spend a token amount of time investigating the museum itself.

HOOKSHOOKSThe Knights are introduced to the mission

and gather background material. The WM should copy relevant player handouts and dis-tribute them at this time. Some of the handouts are only available if the Knights actively request further information from the various Preceptory databases.

THE POWER OF THE MEDIATHE POWER OF THE MEDIAThe mission begins, whether the Knights real-

ize it or not, with the broadcast on the Church news channel of a local event. This event should take place at least a week before the Knights actually begin investigating the murder and the strange symbols.

The news starts with one of the presenters standing on the steps on the local Museum of Antiquities. A small number of the general public stand beside him, queuing at the doors that, unusually for this time of day, are shut. A few seconds pass before the presenter begins speak-ing.

“Good afternoon viewers, I’m Clint Parker

and this is the latest news, live from the [insert

Preceptory name] Museum of Antiquities. As

some of you may be aware, the Museum is

today revealing a series of artifacts discov-

ered by Doctor Alexandra Andersen. Doctor

Andersen has spent the last six months exca-

vating a previously unknown lost colony

settlement in the jungle. We hope to be talking

to her later on in the program.

“We can confi rm that artifacts are being

housed in the new Weisman Wing, which

was built specifi cally to house new fi nds and

was recently opened by Mr. George Weisman

himself.”

The doors behind the presenter open and

the public begin to fi lter in. The presenter casts

a quick look behind him and then returns to

face the camera.

“It looks like we’ll be able to go inside

soon and talk to Doctor Andersen about her

work. The artifacts are naturally under heavy

guard, while a team of experts debates their

value, culturally, scientifi cally and fi nan-

cially. Yes, the small queue, who are not here

to visit the artifacts by the way, is clearing so

we’ll go inside now.”

With that, the presenter and cameraman

go inside, pass through the lobby, down a

long corridor fi lled with display cases, and

through a door marked “Weisman Wing,”

which is fl anked by two armed security

guards. Inside, the main lights are turned

down low. Small spotlights in the ceiling high-

light several display cases. A single unlit case

stands in the centre of the room, too sparsely

illuminated for its contents to be seen.

The camera zooms in on a few of the dis-

plays, revealing a golden item of unknown

purpose and a few pieces of broken pottery.

A small group of fi gures (including a striking

woman in a black business suit) stands at

the far side of the room discussing the gold-

colored artifact, which rests in a nearby case.

In the background, a pretty teenage girl can

be seen lurking around the display cases. The

presenter approaches the main group and the

camera pans to include the woman and the

presenter in frame.

“Doctor Andersen? Hi, I’m Clint Parker. I

understand that you’re busy, but I wondered

if I might have a quick word? Can you tell us

the signifi cance of these fi nds?”

The woman turns to face the camera,

smiles briefl y, and begins talking.

“Well… Clint was it? The site was discov-

ered in an area of Salus that is not associated

with any of the main colonist landings of

Salus’ early history. My team hasn’t yet come

up with any defi nite proof of who built the

structure but it is defi nitely old. It might date

to one of the very fi rst colonies. Little in the

way of visible dating evidence survives, espe-

cially in the way of writing or technology. I’m

hoping to go back next season and continue

my work.”

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NECROPLIS 2350NECROPLIS 2350

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“What about the object in that case?” Clint

asks, pointing to the darkened display case.

“Is it true it is solid gold? Do you have any-

thing to say about its supposed origin?”

The woman places her body between the

camera and case. “I’d love to chat some

more,” she smiles coldly, “but I’ll have to end

the interview there. I have work to do before

the opening. Thanks.”

With that, the woman turns away from the

camera and continues her conversation with

her colleagues. The presenter looks rather

hurt, but faces the camera with a typical

news presenter’s smile.

“Well, that’s about it for now. The exhibi-

tion opens to the public in three weeks, when

we’ll carry the whole event live. Now back to

the studio for the sports results with Andrea

Hogan.”

Shortly after this, the Knights should be sent on a short duration mission (no longer than a week), thus preventing them from asking too many questions at this stage.

MURDER AT THE MUSEUMMURDER AT THE MUSEUMThe second, and most important, part of the

hook happens one week later, the day before the grand opening at the museum. The Church news reports another story tied to the museum and the artifacts recovered by the expedition. The event takes place at whatever time the Knights watch the local news and is the lead story.

“And now for the latest news, read by

Douglas Chick.”

<Camera zooms in to show a well-groomed

man sitting behind a desk. A picture behind

him shows the front of the museum.>

“Good evening. Tonight’s main story…a

break in at the museum ends in murder.

Sometime in the early hours of this morn-

ing, intruders broke into the <Preceptory

name> Museum of Antiquities. At some point

during the robbery, Doctor Michael O’Shea,

a local archaeologist who was working late

on the artifacts recently brought back from

southern Salus, disturbed the intruders.” The

picture behind the newsreader changes to

that of a white male in his late Forties wear-

ing glasses.

“Doctor O’Shea was found dead this morn-ing by museum staff reporting for work, and several of the artifacts, including a valuable gold piece, are missing. A Preceptory spokes-man has revealed that Doctor O’Shea, a local man who leaves a wife and three young chil-dren, was stabbed to death. Early reports are that no other items were taken.

“An inside source has revealed to us that strange symbols were drawn in Doctor O’Shea’s blood, although the Lictors have not commented on this. A citywide search has commenced. No one from the museum was available for comment and the museum remains closed indefi nitely as Lictors comb the area for clues.

“Other news…we reveal the contents of a secret Corporate report into food additives used in chicken feed...”

Within minutes, the Knights receive orders to haul their butts to the Preceptor Master’s offi ce immediately! As they are shown in by the Preceptor Master’s adjutant, their commander is dressing down the Preceptor Intelligence Offi -cer.

BRIEFINGBRIEFING“I don’t give a damn! You’re supposed to

be in charge of intelligence in this Precep-tory. How is it the fi rst I hear of a high profi le murder is on the main news channel? Dear God, what am I going to hear next on the news? That we’ve been overrun by Rephaim? You get your butt back to your offi ce and you get me answers! Dismissed!”

As the PIO slips out the offi ce, the Preceptor Master turns to address you.

“Now, sit down and listen good! I know you’ve heard the news and I won’t waste time with background details. You’re assigned to investigate this murder. All other duties are cancelled—I want you 100% on this as of fi ve minutes ago. Lictor Primus Novak, the local Lictor chief, has been informed you’re assum-ing control of the case. He knows to cooperate with you to his fullest extent.

“I want you in town within the hour armed for a hearts-and-minds operation, not war. Things are bad enough without you lot packing enough heat to take out a Rephaim stronghold and scaring the public half to death. Do I make myself clear, Knights?”

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