Outback Interlude

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The key takeaways are that agents are sent on a mission to Australia to intercept a deal between arms dealer Terrance Adams and shady figure Lothario Lex for the sale of surface-to-air missiles. Capturing either individual would help authorities.

The agents are sent on a mission to Australia to make contact with arms dealer Terrance Adams, posing as prospective clients to intercept a deal for the sale of surface-to-air missiles between Adams and Lothario Lex. Their goal is to intercept the missiles and arrest Adams to be turned over to Australian authorities, and capturing Lex would be an added bonus for interrogation.

The two individuals that control the trade of military-grade weapons to terrorists are an international arms dealer named Terrance Adams and a shady figure named Lothario Lex.

A Living Spycraft Mission for Level 3 Agents A Living Spycraft Mission for Level 3 Agents

Outback Outback
Interlude Interlude
by Megan C. Robertson by Megan C. Robertson

his is a standard RPGA Network tournament

T for a team of up to six 3rd-level agents


(though the serial’s challenges and XP
rewards are tiered so that the serial can be played by
up to six agents of levels 8, 13, or 18 as well). See the
Living Spycraft website, or the Living Spycraft master
rules document (February 2003 Edition), for which
agents may play at each of these target average agent
levels. Set aside a four-hour time block for this event.
Instruct the players to leave the character sheets face
down until you have read the introduction.
The actual playing time should be about three
hours. Make sure to let the players use the last 20 to
30 minutes of the event time block to briefly describe
their characters for each other, and to vote on each
others’ performances during the mission. Use the
standard RPGA Network voting procedures. Make sure
you have finished voting before you collect the play-
ers’ voting sheets, so you won’t be influenced by their
votes and comments.
A note about the text in this module — some of it
is written so that you may present it to the players,
while other text is for your eyes only. Text for the play-
ers is presented in shaded boxes throughout the seri-
al. It’s strongly recommended that you paraphrase the
player text, instead of reading it aloud; some of the
text is general and must be adapted to the specific sit-
uation or to the actions of the agents.

TM TM

Requires the use of the Spycraft™ Espionage Handbook, Requires the use of the Spycraft™ Espionage Handbook,
published by Alderac Entertainment Group, Inc., and the published by Alderac Entertainment Group, Inc., and the
Dungeons & Dragons® Player’s Handbook, Dungeons & Dragons® Player’s Handbook,
Third Edition, published by Wizards of the Coast.® Third Edition, published by Wizards of the Coast.®

1800-09
© 2003 Alderac Entertainment Group, Inc. All rights reserved.
1 2

How to Use This Product GC Introduction


Abbreviations There is growing disquiet within government and security
This adventure uses standard Spycraft NPC abbreviations, circles about the number of military-grade weapons finding
as follows: their way into terrorist hands. Recent intelligence suggests
Atk Attack that two individuals control a large proportion of this trade
Def Defense — an international arms dealer named Terrance Adams and
Fort Fortitude a shady figure by the name of Lothario Lex.
Init Initiative Adams is well known within the arms trade, and ostensi-
Ref Reflex bly lives on the right side of the law, observing government
Spd Speed restrictions and selling only to buyers with recognized “end-
SV Save user certificates." He lives a playboy lifestyle in Australia,
v/wp vitality / wound points spending freely on his main passion — horse racing. When
Will Willpower not at the races, Adams is usually to be found on his outback
Ability scores are abbreviated as normal (see the Spycraft ranch, where he conducts most of his business.
rules). Depending upon whom you talk to, Lex is alternately a
dedicated terrorist, an opportunist, a greedy opportunist, and
To prepare to run this serial, you should read it completely at an unscrupulous dealer in death. Truth be told, there are ele-
least once. You may wish to photocopy the map at the end of the ments of all these traits in his personality. What is certain is
download for ease of use as well. that Lex has contacts literally everywhere, trading hardware
and information at all corners of the globe. Lex’s origins are
uncertain; some believe him to be Middle Eastern, others
Spycraft assume he’s South American. In fact, he’s Yugoslavian, born
This module requires the use of the DUNGEONS & DRAGONS® in Macedonia. His loyalties, however, are solely his own.
PLAYER’S HANDBOOK, THIRD EDITION, published by Wizards of the Adams recently acquired a surplus of surface-to-air mis-
Coast,® and Spycraft™ Espionage Handbook, published by Alderac siles, which Lex wishes to acquire for some of his ‘clients’ in
Entertainment Group, Inc. You won’t be able to run this adventure South America. The Agency has received word of this deal,
without it. and wishes to intercept the missiles and arrest Adams, whom
Spycraft, Shadowforce Archer and all related marks are ™ and they intend to turn over to the Australian authorities.
© 2003 Alderac Entertainment Group, Inc. All rights reserved. Capturing Lex would be an added bonus — he would be
returned to the home office for interrogation.
The agents are to travel to Australia and make contact
Outback interlude with Adams, introducing themselves as prospective clients. If
Author: Megan C. Robertson this meeting goes well, the team is invited back to Adams’
Art Director: jim pinto property, where he arranges a missile test firing for Lex. At
Brand Manager: Patrick Kapera this juncture, the agents may also encounter a tribe of abo-
Editor: Patrick Kapera rigines, upon whose ancestral lands the test site is located.
Creative Director: Mark Jelfo Lex, meanwhile, receives word from his contact that
Graphic Design: Justin Lawler Adams’ new friends aren’t what they seem, and decides to
Cover Illustration: Storn Cook take extreme measures…
Interior Artwork: Richard Pollard, Jeff Wright
Cartography: Cris Dornaus Serial Synopsis
Mission Briefing and Gearing Up: The characters receive
their briefing at their Agency HQ. They may requisition gear
normally, and are told that it will be delivered to them upon
their arrival in Brisbane, Australia. The team is ordered to
prevent all arms deals, recover the weapons involved, and
arrest the arms dealers (Adams and Lex in particular). They
are also informed that their contact in Brisbane is Loren
Higgenson, a native specialist who can arrange the team’s
introduction to Adams as ‘potential customers.’ This cover’s
precise details are left to the agents.
3 4

Scene One — G’Day at the Races: In Brisbane, a man in a “We’ve received word that an unscrupulous arms dealer by the
loud shirt — Higgenson — greets the team, providing their name of Terrance Adams has… ahem, acquired a rather large
gear and taking them to Doomben Race Course. Adams’ box shipment of surface-to-air missiles. Moreover, a considerable
is high in the Members’ Grandstand overlooking Winning number of these weapons have been sold to Lothario Lex, a
Post Lawn, where proper introductions are made. man you may know as an equipment and information broker
Unfortunately, Higgenson is not as well connected with to several diverse terrorist groups. We believe that the missiles
Adams as he led the Agency to believe, and the team must are currently secreted somewhere on Adams’ Australian prop-
convince Adams of their identity and aims quickly, or risk erty, outside Brisbane, and that Lex will shortly take delivery.
being seen to the door.
“Your mission is to intercept this delivery, preferably before
Scene Two — Lighting up the Barbie: Assuming the agents’ the missiles leave Adams’ estate. You’re also to apprehend
attempt to convince Adams of their sincerity is successful, Terrance Adams and discover where he’s hidden the remain-
they are invited to his property and offered transportation in ing missiles.
the dealer’s private plane. Guests are served a fine barbeque
lunch and left to their own devices for the rest of the day. Lex “We’ve hired a specialist who claims that he can arrange an
arrives in the evening, and the demonstration is scheduled introduction with Adams — one Loren Higgenson — who will
for the following day. Adams obligingly points out the test meet you at the airport. We suggest that you pose as prospec-
site on the map, should anyone care to go and inspect it tive customers, though you have full discretion concerning
beforehand. your cover identities and approach.
If the team arrives independently, they find the grounds to “That’s all, agents. Good luck."
be a flat landscape broken only by one towering rock out-
cropping. This is not only the most obvious location for mas-
termind’s lair in the area, but also the planned missile test The briefing officer supplies dossiers for both Adams and
site and the ancestral grounds for a tribe of native aborigines. Lex (see pages 17–18 for handout versions), as well as
The aborigines want Adams to stay off the outcropping, and tickets to Brisbane, Australia.
although previous appeals to the dealer have fallen on deaf
ears, the tribe is willing to try asking — one last time. If the
agents reveal that they want to stop Adams, the aborigines
Gearing Up
are likely to assist them — provided the tribe is treated with
The agents may gear up immediately after the briefing.
respect
This mission is Code: Yellow.
Scene Three — Stand Well Back: Two things happen during
The agents may requisition any standard-issue gear with-
the team’s first evening on site — Lex arrives and the aborig-
out restriction, but may only requisition gadgets and vehic-
ines present their demands. The aborigines are, of course,
ular gadgets of up to 2 GP in cost (each).
given short shrift. Lex is already aware that the Agency has
The agents are encouraged by Control to requisition a for-
learned of the deal, though he has no backup with him when
mal cover identity as well (see the Pan-Asian Collective
he arrives. Recognizing the agents for what they are, he sends
Chamber Book, page 60, for more information about cover
for additional personnel to thwart the team.
identities). If the Pan-Asian Collective Chamber Book is
Scene Four — Light Up the Sky: The following day, matters unavailable for any reason, the cost of a cover identity is as
come to a head. Lex’s backup arrives and, unless the team is follows.
evident, begins a search of the area. Should Adams be host-
Power Rating BP Cost
ing the team as guests, he insists that they be left unmolest-
1 10
ed unless they betray his courtesy (the team may overhear an
2 20
argument between the two men to this effect). Regardless of
3 30
their standing with Adams, the team remains under close
4 50
observation during this time. Meanwhile, the aborigines
5 80
come to the conclusion that polite requests are useless and
prepare an ambush at the test site. The agents may not requisition a cover identity with a
Amidst all this, it’s up to the team to complete their mission. power rating over 5 for this mission.
Personal gear to be transported to Australia must be
placed in designated secure containers within the next hour,
Mission Briefing and all gear requisition requests are due within the same time
The agents are summoned to their home office for a brief- frame.
ing, where they are met by a briefing officer of the GC’s
choice (visit the Living Spycraft website for examples pre-
sented by region). The briefing officer provides the following
mission introduction.
5 6

Recommended Gadgets After the agents are prepared (or at a point determined by
the GC), Higgenson takes them to the Doomben Racetrack. En
If time is short or the GC wishes to get straight to the
route, he explains what they can expect at their destination.
action, it’s encouraged that he assign gadgets from the fol-
lowing list, or allow the agents to normally requisition gad-
gets from these options. “Adams will be sitting in his usual box at the top of the
Members’ Stand overlooking Winning Post Lawn. He sorta
• Standard attaché case (1 GP) with booby-trapped (+1 GP), safe passage holds court up there, with people coming and going all the
unit (+1 GP), or submachinegun (+1 GP) options. time. I’ll take ya up, ‘n give ‘im the spiel about who youse are,
• Grenade cigarettes (2 GP each). but the res’ s’up to you."

• Standard clothing liner (1 GP) with armor (+2 GP) option.


Doomben Racetrack is a bustling hive of activity. Signs
• Other-directional glasses (1 GP). proclaim the day as “Brisbane Turf Club’s 12th Annual Silver
Cup," and most patrons have turned out in smart attire for
• Standard shoes (1 GP) with suction (+1 GP) option.
the occasion. Despite heavy security at the gate, Higgenson
• Weapon enhancement: cloaking option (2 GP per weapon). is waved through into the Members’ car park, where he leads
the agents past the towering grandstand, the bookmakers,
and the Tote, to the Members’ Stand.
Scene One: The Members’ Stand foyer is carpeted in deep golden yel-
G’Day at the Races low, with racing prints adorning the walls. Fresh flowers are
seen everywhere.
GC Description A young man in a dark brown blazer approaches as the
As indicated, Loren Higgenson awaits the team at Brisbane agents enter.
Airport. He lounges against a pillar in the Arrivals
Concourse, wearing a loud red, orange, and green button- “Good afternoon. May I help you?" the greeter asks.
down shirt which hangs over a pair of tan slacks. After the
team clears Immigration and Customs, Higgenson leads the Higgenson replies that he has an appointment to see ‘Mr
agents out to a waiting van. Although it’s parked illegally, Adams’ and the young man checks a clipboard. “What
patrolmen seem to ignore the vehicle. name?"
Higgenson glares at him. “Not everybody gets logged.
“G’day, folks," Higgenson greets you. “Adams will visit the You should know that."
races today, and you gotta couple of hours iffen you want to
Cowed, the young man backs away, gesturing to a nearby ele-
clean up before I takes you over there. Got yar cover story
vator bank. “Top floor," he calls to the lift operator.
sorted?"
As you board the elevator, you notice the greeter pluck a
The van has sufficient seating for Higgenson and the phone from its cradle. The elevator doors close before he
entire team. The Agency’s secure shipping container is locat- speaks into the receiver.
ed in the back, unopened. Suspicious agents find that their
personal and requisitioned gear is all present and correct. Adam’s box is exceptionally fine, featuring a floor-to-ceil-
Higgenson offers to ferry the team either to a hotel or to what ing window with a panoramic view of the racetrack, centered
he describes as “my facility" — a scruffy bungalow behind over the finishing line. The floor is carpeted with a golden-
which is located a large shed where the agents can sort them- orange carpet woven with red, black and white Aboriginal
selves out. The shed contains a shower and toilet, as well as designs, and the walls are paneled with light colored wood.
a hotplate, basic cooking facilities, and several camp beds. The furniture is leather and chrome, of modern design but
Should the agents inquire, Higgenson can provide general comfortable.
background information about Brisbane, especially the The only person present in the box when the agents enter
Doomben racetrack and the local underworld (Higgenson’s is Terrance Adams himself, wearing a light grey suit and a
more of a crook than a spy, after all). Higgenson can relate pale blue shirt and tie. He invites the team to sit down, then
anything detailed in Adams dossier, though he expresses glances to Higgenson and dismisses him with a firm, “That
himself somewhat more colorfully, and far more loudly, than will be all."
the raw text. After Higgenson departs, Adams asks the agents if they
Higgenson can lay his hands on any standard-issue gear desire any refreshment and leaps into conversation.
for the team, acting as a 1st-level fixer for the purposes of
using the procure ability. The agents must still pay the full
cost of all gear they requisition, even if they call upon
Higgenson to acquire it for them.
7 8

“G’day," says Adams. “Now that we’re eliminated the middle


man, we can get down to business." Interlude: Travelling
The agents must succeed with an identity check before With Adams: This is the Life
Adams will speak candidly with them (for more about identi- If the team impresses Adams and accepts his invitation to
ty checks, see the Pan-Asian Collective Chamber Book, fly with Adams to Mount Worsnop, the most eventful part of
page 60). The agent doing the majority of the talking (as the journey is smuggling any dangerous or unusual gear
determined by the GC) makes a Bluff check, adding the power aboard the plane. The GC should refer to the Spycraft gear
rating of the cover identity purchased during the Gearing Up concealment rules (see the Modern Arms Guide, page 22),
phase to his result (see page 4). His total is opposed by minding the official errata for this section, if the agents
Adam’s Sense Motive skill. attempt to bring weapons, obvious gadgets, or other poten-
With success, Adams takes the team’s ruse at face value. tially questionable items aboard. If discovered, questionable
With failure, Adams asks the agents to leave, saying… items are confiscated with the promise that they will be
returned when the agents leave Adam’s Mount Worsnop
“Gentlemen, I’m afraid you’re wasting my time. I don’t know compound.
what you thought you could achieve here, and I don’t care, Adams’ plane is remarkably inviting, with comfortable
but you’re clearly out of your league, and I want you out of leather chairs, plenty of legroom, a well-stocked bar, and an
my face. Now, please GO!" attentive steward to look after the team’s needs. Adams
retreats into a private section at the rear of the plane early
into the flight, asking the agents to forgive his absence — if
If the team lingers, Adams calls for the guards outside his
he attends to business during the flight, he can be sociable
box to escort the team out. One of these guards calls down to
when they land.
the Racetrack security office before entering, losing his first
The team may do as they please during the journey.
half action. 1d4+2 rounds later, a number of Racetrack secu-
Anyone who demonstrates knowledge with planes and flying
rity guards equal to twice the number of agents present
them — i.e. anyone who succeeds with a Pilot check (DC
arrives to assist Adams’ goons. None of the guards engage
10/15/20/25) — is welcome on the flight deck, though no one
the agents in combat unless they’re attacked first, but they
is allowed to take the controls. Those who wish to communi-
resort to Intimidate checks and grappling attempts if they
cate by airphone or email may do so, though all such trans-
agents resist their demands.
missions are monitored. The agents notice the taps with a
Should the agents attack the guards, the GC should refer
successful Computers or Listen check (DC 15/20/25/30) and
to the statistics for Adams’ security guards on page 24. The
may circumvent them with a successful Electronics check (DC
police are also called, resulting in a citywide alert for the
15/20/25/30). The circumvention check requires access to an
agents’ arrest (see the Fixer/Pointman Class Guide, page 69,
electronics kit.
for more about police action and alerts).
Assuming the agents satisfy Adams’ early inquiries, they Without Adams: Doing it the Hard Way
find the broker a genial host. During the conversation, he
If the team doesn’t travel with Adams, their task is much
tells that although he often meets with business associates at
harder. Adams’ Mount Worsnop property is literally in the
the track, he prefers to enjoy “true racing" and discuss "more
back end of nowhere, located deep within the Gibson Desert.
serious matters" elsewhere. If they’d care to join him for such
A single-track dirt road — the Gunbarrel Highway — is the
an outing, they’re welcome to accompany him to his proper-
only means of approach by ground vehicle (though the
ty in Western Australia — his private plane waits at the air-
agents may think of several other options by air or on foot).
port and there is plenty of room for all of them.
The track is well marked, but of variable quality, and results
Also during the conversation, Adams periodically steps
in 1 point of damage to each vehicle tire over the course of
into a side room (“Just minor matters to attend to, please do
the journey.
not disturb yourselves," he explains). The team is free to
The trip takes just under 3 days from the nearest point of
wander around Doomben Racetrack while the remaining
‘civilization’ — Eagle Bore Camp, which has a small dirt
matches run through, and there is ample time for them to
airstrip. If the team travels via this route, the following
retrieve any personal or mission gear left at Higgenson’s
events at Adams’ property are delayed until they arrive.
bungalow before joining Adams at the airport.
Local wildlife includes mosquitoes, wild camels, kanga-
Adam’s private plane leaves at 6:30 pm, with or without
roos, snakes, and many varieties of birds. Daytime tempera-
the agents.
tures range from 32° to 40° C (90° to 104° F), and thunder-
storms are frequent.
The GC should feel free to expand on either travel
sequence as needed, depending on his estimate of the serial’s
remaining events versus the time remaining in the event
round.
9 10

When the agents ask to see Adams’ range master, Howarth


Scene 2: introduces them to Guy Heathcote, a small, balding fellow
Lighting up the Barbie wearing a checkered shirt and jeans, and carrying a cus-
tomized laptop (power rating +5). From his accent, it’s clear
With Adams: On the Inside Looking Out to the agents that Heathcote is either a U.S. citizen or spent
a great deal of time in the nation.
If the agents arrives at Mount Worsnop as Adams’ guests,
they’re greeted at the landing strip by a convoy of luxuri-
ously appointed off-road trucks and taken back to the com- “Hello," the range master greets you. “I’m Guy Heathcote, Mr.
pound’s main building, a wood and stone mansion. The team Adam’s inventor director. Would you like to see the cata-
is accommodated in the guest wing, a modern addition to the logue? I have it right here…"
structure featuring light wood fixtures, chrome furniture, and
soft furnishings in a range of green shades. Each agent is Guy opens the laptop and turns it toward the agents. The
shown to a single personal suite containing lush furnishings screen displays a comprehensive list of small arms and crew-
and a large screen TV, DVD player, high-end sound system, served weapons, as well as many vehicles and other military
and personal computer (power rating +2, with a monitored equipment (assume that anything available in the Modern
internet connection). The first floor entries and second floor Arms Guide and Soldier/Wheelman Class Guide is shown
balconies of all the agents’ suites open onto a common here). Heathcote makes notes of any weapons that the team
atrium. takes an interest in, and answers questions as needed (he’s
Guards are numerous within Adams’ compound, but unob- extremely knowledgeable about arms, though he seems to
trusive — provided nobody wanders away from the guest know little about anything else).
wing. Team members found straying away from the guest The team is otherwise left to its own devices. If the
wing are escorted back, politely but firmly. Adams’ guards agents decide to take a vehicle out to Mount Worsnop, they
are dressed in a pseudo-military uniform consisting of a pale arrive in about 20 minutes (see below for more about this
green shirt and dark green pants, black belt and boots. All are destination).
armed with Glock 17s, batons, and MP5 submachine guns
(see page 24 for more about these guards). Without Adams:
The team is given approximately one hour to settle in On the Outside Looking In
before a gentleman butler dressed in a black tail coat and If the agents makes their own way to Adams’ Mount
striped pants enters and announces that “Mr Adams requests Worsnop property, they find the last few miles of their
the pleasure of your company for drinks." The butler leads approach dominated by the Mount itself, and the edge of the
them from the guest wing into the mansion’s main building, property marked by a large sign declaring the area to be
where Adams awaits them. “PRIVATE PROPERTY — KEEP OUT. TRESPASSERS WILL BE
The room in which the team is received is large, with pic- SHOT." At this point, the approaching track splits, one
ture windows overlooking a wild landscape — flat, and dom- branch heading straight toward the Mount and the other
inated by a single towering rock spire, several miles from the toward a large mansion surrounded by gardens and out-
compound. The room is paneled and floored in hard wood, buildings. Even at this distance, it’s clear that no expense has
and Aboriginal patterned rugs adorn the floor. Chairs are been spared on the mansion.
leather and comfortable. With a successful Search or Spot check (DC 15/20/25/30),
the agents notice guards in paramilitary uniforms patrolling
As the butler serves everyone their drink orders, Adams points the mansion grounds on foot and in off-road trucks. They
out of the window, toward the rock spire. "That, gentlemen, carry holstered handguns and submachineguns. There is no
is Mount Worsnop, or, if you prefer, my test range. Tomorrow, sign of life on Mount Worsnop.
I will host a demonstration — another customer, who’ll be The terrain surrounding the mansion is flat, but with suf-
arriving later this evening, wants to see some of my wares in ficient scrub and rock that cautious agents may attempt to
action. I’ll be happy to demonstrate whatever items you’re approach without notice. This requires a successful vehicle
interested in as well. My range master will be available later skill check (or Hide skill check if the agents approach on
this evening to make arrangements. foot), opposed by Adams’ compound guards’ Spot skill.
Within 100 feet of the mansion grounds, the agents must also
“We have two hours before dinner. I welcome you to enjoy my contend with an improved motion sensor (see the Spycraft
hospitality until then. You’ll find a swimming pool on the Espionage Handbook, page 236). This sensor sounds an audi-
property, or we can arrange a vehicle so you can explore the ble alarm if triggered, summoning 1d4 mansion guards every
local scenery. You’ve likely already found the entertainment 3 rounds until it’s turned off
facilities in your quarters. Howarth, my butler, can provide
you with a selection of viewing material in a wide range of
categories."
11 12

Aborigine Terms
For those who are interested, the names chosen for this serial
have the following meanings.
Katandrarong: “Place of the sound of many birds".
Goonagulla: “Sky".
Merinda: “Beautiful woman".
Mereki: “Peacemaker".

Scene 3: Stand Well Back


GC Description
At nightfall, the agents notice a light aircraft arriving at
the compound’s dirt airstrip. A single figure exits — a tall and
slim man, dressed in dark clothing (if the agents are close
enough or have the necessary gear to discern the newcomer’s
features, they recognize him as Lothario Lex). With imperi-
ous gestures, Lex directs some of Adams’ security guards to
unload several flight cases from the light aircraft before it
takes off and flies away on an Eastern course. Thereafter, Lex
and his cargo are escorted to the mansion’s guest wing and
Visiting Mount Worsnop provided an entire circle of atrium suites adjacent to the
If the characters choose to visit Mount Worsnop during agents’ lodgings.
their first evening at the compound, either using an off-road If the team is in the guest wing when Lex arrives, they notice
truck from Adams’ property or by sneaking in on their own, Adams emerge from his office to welcome his newest guest. If
they encounter a tribe of aborigines. Within the first ten min- the agents make their presence known, Adams introduces them
utes of their visit, a figure suddenly arises from the scenery, to Lex as well, using the cover names he’s been given.
seemingly out of nowhere. Within moments, a female of the Whether the agents greet Lex or not, the newcomer asks to
same tribe follows suit. speak with Adams privately. The agents may attempt to
eavesdrop, an action that requires a Listen check (DC
The figure is a bizarre mix of the traditional and the contem- 10/15/20/25).
porary. Clearly aboriginal, he wears a loincloth and beads, but With success, the agents hear the following.
carries a mobile phone on his belt. He smiles at the team and
says, “Welcome to Katandrarong… perhaps. I am Goonagulla, Lex: My appliances inform me that a team of enemy ‘inquisi-
and this is my wife, Merinda Mereki. Maybe you can tell us — tors’ has been sent to put a wrench in our works. Have you
and the spirits — why you are here." heard anything about this?
Adams: No. No I haven’t. How reliable is your information?
Goonagulla listens to the agents’ explanations. If they
mention Adams or weapons testing, Goonagulla’s expression Lex: It’s uncontested. How much do you know about these
grows hard with concern. new ‘clients’ you’ve acquired?
Adams: They were introduced by one of my Brisbane con-
“These ancestral spirit lands are polluted by weapons of death tacts. He’s a rogue, but I have no reason to doubt his loyalty
and destruction," he says. “By request, by law, we ask this — yet. I’ve sent requests through the standard channels to
Adams to leave this place, but he will not. We ask one last verify their legends, but so far they’re clean.
time, and if you have any influence with him, we ask that you
Lex: You’ll excuse my skepticism, Terrance, but anyone from
exert do the same. Else we must take more extreme measures,
the intelligence circuit has a better than fair chance of dup-
however unfortunate they may be."
ing the usual checks and balances. I’m sure you won’t mind
if I have my own people run them though the paces…?
If the team offers another explanation for their presence,
Goonagulla urges them to leave, lest they fall victim to the Adams: Of course, Lothario. I wouldn’t have it any other way.
same horrible weapons that have recently taken so many of Shortly thereafter, Adams and Lex emerge from the study.
his people. If pressed for details, Goonagulla points to Adams apologizes for the private meeting, explaining that it
Adams’ compound as the source of the trouble, assuring the was “just a few last minute details".
agents that if it doesn’t soon stop, “that we will have to put
a stop to it — for good and all." “Now, gentlemen, if you’d care to join us for dinner?"
13 14

Dinner is of exceptional quality, consisting of deep-fried And Meanwhile…


Camembert cheese with raspberry coulis, lobster, and choco-
Lex makes contact with his people. Either he transmits
late fudge cake, served with an Australian Cabernet
information about Adams’ other guests, or about the white
Sauvignon red wine followed by coffee and brandy. The ser-
folks that called along with Goonagulla — either way, he is
vice is similarly outstanding, and dinner conversation ranges
informed that the team are agents of [insert agency name]
from world politics to travel stories and art. Adams and Lex
rather than arms dealers or aborigine sympathizers. His
both deftly avoid all talk of weapons and the tests to come
response is to summon a squad of men — something equiva-
the next day, preferring to keep the conversation light and
lent to a SWAT team — to deal with them… terminally. These
jocular.
people will arrive the following morning, a 10-person team
After the meal, Lex excuses himself, explaining that he
with good armor and weapons.
still has business to conclude before bed.

In the Outback Scene 4: Light Up The Sky


Should the team spend the evening with Goonagulla, he
This serial’s climax has the potential to explode into a
offers them traditional aborigine fare — juicy fat white grubs!
major firefight with very little provocation. Lex doesn’t
(He offers standard military rations to the squeamish.)
inform Adams of his (quite accurate) findings about the
Thereafter, it’s made clear that the team is welcome to stay
agents, instead making arrangements to deal with them on
with the tribe for the night.
his own. Adams, therefore, assumes that all is well (unless
Grant Us a Hearing Scene 3 sparks into early violence), and prepares to the
promised weapons demonstration on Mount Worsnop.
As the evening wears on, Goonagulla makes one final
Meanwhile, Goonagulla plans a final demonstration — he
attempt to persuade Adams not to use the ancestral spirit
and his people intend to make the futile gesture of standing
grounds for weapons testing. If the agents are staying the
between Adams’ weapons and the sacred rocks. They march
night with the aborigines, Goonagulla imposes upon them to
onto the field moments before the first test firing, forming a
accompany him, perhaps to assist. “Those not of the Land
line two deep along the spire’s southernmost edge.
often listen to their own before all others," he tells them. If
Heathcote prepares two missile salvos (plus whatever the
the agents are staying at the mansion compound, they are
team wishes to see, if appropriate). All his effort is focused
awakened by the commotion of Goonagulla’s arrival, allow-
on his test firing. He isn’t prepared to fire into the aborigines,
ing them to venture down to view the meeting.
which initially halts the test (though Adams has no such
Adams receives Goonagulla like a monarch holding court,
scruples and fires the missiles himself when it becomes clear
from the comfort of the throne-like armchair in his study. He
that Heathcote won’t).
listens to the visitors’ words in silence before he responds. “I
Lex’s troops arrive during the round before Adams fires on
believe…," he pauses for a moment before continuing, “that
the aborigines, or during the first round of combat, whichev-
there is no point in living in any past, no matter how super-
er comes first. Since Lex hasn’t informed Adams of the strike
stitious. If you can’t be bothered to adapt to progress, then
team’s approach, the first warning that anyone other than
you’ll be left behind as a curiosity. Tell your spirits that I own
Lex has of its arrival is a spattering of small arms fire near-
your mountain now, and I will drive interlopers from my ter-
by, as Adams’ security details spot and engage the intruders.
ritory with any means necessary."
(If the agent team has little combat experience, the GC can
Guards are summoned to enforce Goonagulla’s departure
use this early combat to thin the strike team’s numbers,
— roughly. If the agents intervene, the guards’ reactions
evening out the odds a bit.)
depend on the team’s relationship with Adams to date.
The strike team finishes off the security detail in two
• If the agents are staying with Adams, then they’re warned to stay out of rounds and launches into combat against the agents, seeking
the matter, lest they cross a dangerous line. If the agents persist, they’re to fulfill their orders as quickly and cleanly as possible.
treated with as much disdain as Goonagulla and told to leave. Further Although he deals in death, Adams isn’t really prepared to
conflict sparks violence, likely starting the potential violence described in ‘mix it up’ himself, though he does use any armaments
Scene 4. Heathcote has prepared to defend himself — foremost, against
the invading strike team and then against the agents (the
• If the agents are staying with Goonagulla, then they’re automatically
order of attack is reversed if the agents have previously
treated with equal disdain and told to leave. Refusal results in violence,
betrayed Adams). If it looks as if Adams will lose the fight,
as described above.
he flees, seeking to bribe either Lex or the team, if necessary,
to allow him do so.
Special Note: According to Australian law, aboriginal
rights — in particular those relating to ancestral lands — must
always be respected. Indeed, nobody should even set foot on
Mount Worsnop without the express permission of local trib-
al leaders.
15 16

The aborigines are brave, but not foolhardy. Once the B. Circumventing the surveillance taps on the phones and internet lines:
shooting starts, they take cover. This likely does not protect 50/100/200/500 XP per agent.*
them from the onslaught of a direct missile hit; each missile
* These may not be combined with identical XP rewards from other scenes
inflicts 50% casualties among their number, and destroys
in this serial.
another chunk of Mount Worsnop. (The missiles require two
full actions each to launch — one for prep and one for tar- Scene 3
geting and triggering the firing sequence.)
Sure of his own victory, Lex takes command of his troops A. Overhearing Adams and Lex speak privately: 25/50/100/125 XP per agent.
when they arrive, directing them to slaughter the agents.
A. Defending the aborigines against Adams: 50/100/200/500 XP per agent.
Rewards A. Noticing the surveillance taps on the phones and internet lines:
Keep track of the agents’ accomplishments throughout this 25/50/100/125 XP per agent.*
serial and reward them with the following XP at its end. In
B. Circumventing the surveillance taps on the phones and internet lines:
this serial, the GC should give out the first-tier reward if this
50/100/200/500 XP per agent.*
serial if played at 3rd-level, the second-tier reward if the ser-
ial is played at 8th-level, the third-tier reward if the serial is * These may not be combined with identical XP rewards from other scenes
played at 13th-level, and the fourth-tier reward if the serial in this serial.
is played at 18th-level.
All XP rewards have an associate letter (“A", “B", “C", etc.), Scene 4
indicating their difficulty and benefit within a ‘mini-tree’ of
A. Killing Terrance Adams: 50/100/200/500 XP per agent.
XP rewards. Though the agents might complete multiple
objectives within a tree, they only ever earn the XP for the B. Capturing Terrance Adams: 100/200/400/500 XP per agent.
highest letter of any tree for which they qualify.
A. Killing Lothario Lex: 50/100/200/500 XP per agent.
Example: When an agent completes a “C"-class objective,
he earns the “C"-class reward only. He may not also gain the B. Capturing Lothario Lex: 100/200/400/500 XP per agent.
XP reward for any other lettered objective in the same mini-
A. Killing one or more of Adams’ security guards: 25/50/100/125 XP per
tree (in this case, he may not also earn the rewards for either
agent.
the “A"-class objective or the “B"-class objective.
Note: Living Spycraft experience is never earned until the B. Capturing one or more of Adams’ security guards: 50/100/200/500 XP per
end of a serial, and agents may never gain levels during the agent.
course of a Living Spycraft serial.
A. Killing one or more of Lex’s strike team operatives: 25/50/100/125 XP per
Scene 1 agent.

B. Capturing one or more of Lex’s strike team operatives: 50/100/200/500


A. Convincing Adams that the team’s cover identities are genuine:
XP per agent.
50/100/200/500 XP per agent.
A. Saving half of the aborigines: 75/150/300/375 XP per agent.
A. Noticing the surveillance taps on the phones and internet lines:
25/50/100/125 XP per agent.* B. Saving all of the aborigines: 150/300/600/750 XP per agent.

B. Circumventing the surveillance taps on the phones and internet lines: A. Saving Mount Worsnop from another test firing: 150/300/600/750 XP
50/100/200/250 XP per agent.* per agent.

* These may not be combined with identical XP rewards from other scenes Debriefing
in this serial.
At the successful completion of this mission (i.e. by elim-
Scene 2 inating the threat posed by Adams and Lex, and confiscating
their illicit arms), each agent receives an additional
A. Setting up the weapons deal: 50/100/200/500 XP per agent. 150/300/600/750 XP.
The Agency regrets any loss of life at Mount Worsnop —
A. Encountering Goonagulla (without bloodshed): 25/50/100/125 XP per
even that of Terrance Adams and Lothario Lex — and makes
agent.*
anonymous reparations to sustain aborigine territories across
* No XP is rewarded for this chain if the agents are somehow responsible Australia if the agents fail to save Goonagulla’s tribe.
for Goonagulla’s death. If there is extra time, feel free to role-play the debriefing
and have Control assess the group’s performance. Then have
A. Noticing the surveillance taps on the phones and internet lines:
the players fill out their RPGA forms and wrap up the ses-
25/50/100/125 XP per agent.*
sion.
Name: Terrance Adams Name: Lothario Lex
DOB: July 27, 1947 DOB: April 16, 1944
Occupation: Arms Dealer Occupation: Arms Dealer
Resident: Mount Worsnop, Australia Resident: Unknown

Adams was born 27 July 1947 in Sydney, Australia. He Lex’s origins are uncertain. It’s believed that he was born
saw service in Vietnam, where he spent more time dealing Charles Abraham Fangarn, the son of a lecturer at the
with the Saigon underworld than fighting the war, leading to American University in Beirut, Lebanon, sometime in the
a dishonorable discharge and a jail term. Upon his release in 1960s (though no supporting documentary proof existing to
1973, he teamed up with old military contacts and members support this). Professor Fangarn was killed in 1977 during a
of the Australian underworld and began trading in missile attack in Beirut, his wife having already left him. Her
surplus weaponry. His organizational skills and nose for a location is as yet unknown.
good deal guaranteed his success, and he soon generated suf- Lex has been connected with many varied international
ficient income to indulge his fondness for fine living and terrorist groups, including several Irish and Islamic groups.
gambling. He runs a legitimate ‘military surplus’ business as Ideology does not appear to play a part in his schemes — he
well as the ‘no questions asked’ side of things in which the follows money and violence alone. It is not known if Lex has
real profits lie. conducted any terror operations himself, although he is
understood to have spearheaded several successful assassina-
tions, mostly of African and South American targets.
It is believed, however, that his main contribution is as a
‘consultant’ during mission planning and as a supplier of the
hardware and intelligence necessary for successful terrorist
operations.
Intelligence agencies the world over would like to see Lex
stopped. While he doubtless has information that would
prove vital to anti-terror measures, it’s imperative that he be
removed from the scene by any means necessary.
19 20

Outback Near Mount Worsnop


Western Australia

Gary Highway
Windy Corner

e
ut
Ro
ck

Eagle Bore
to
gS

Camp Warakuma
in
m
m
Ga

way
rel High Heather
bar Highway Jackie Junction
Carnegie Gun
Station
Mount Waterburton
Worsnop
y
Wiluma wa
igh
lH
ntra Tyukayirla
Ce Northern
t
ea Australia
Leinster Gr
Cosmo Anne De
Newberry adell Hig
hway
Yamama
Neal
Junction
Laverton
Leonora
hway

Western Southern
Australia Australia
Sue Hig
Connie

Kalgoorlie
Coolgardie

Trans Australian Railway


Kambalda

Norseman

Indian Ocean
Ravensthorpe
Esperance

The Gunbarrel Highway is marked, the those teams who make an independent approach.

* Permission to photocopy pages 19-22 is granted for personal use only.


N
= approx. W E
10 feet Doomben Racecourse S

Finishing
Line Racetrack
Winning Post
Lawn
21

Para
de R
ing
Ground Level
Mem
bers
Gran Level 1
dsta
nd
Level 2

Gunsynd
Gardens Main Grandstand

* Permission to photocopy pages 19-22 is granted for personal use only.


Parade Main Tote Area Car park
Ring Bookmakers

Main Entrance

To Nudgee Road Hampden Street


22

TM
23 24

Star Service, Jump Up, Personal Staff, Play The Odds, Point Blank
STATISTICS Shot. Gear: Weapons, fine clothing appropriate to the situation, cell
phone, tactical radio.
Terrance Adams Adams’ Security Guards
Terrance Adams is a superb host. He keeps in good condi-
Despite their paramilitary appearance and weapons,
tion, but more through time in the gym than dedicated train-
Adams’ guards are basically high-rent security men. They
ing and action. He’s something of a chameleon, easily slip-
follow orders, but don’t show much initiative — especially if
ping into his surroundings, though he prefers to mold the
confronted with determined armed opposition. However, they
environment to suit his own tastes for luxurious living and
are trained to look impressive and appear more competent
urbane courtesy — provided that he always gets his own way.
than they actually are.
If crossed, Adams’ rage proves spectacular.
Adams’ Guards (first-tier — target average agent level 3), 1st-
Terrance Adams (first-tier — target average agent level 3),
level minions (minions, squads of 6): CR 1/2. SZ M; v/wp 6/11;
2nd-level soldier/3rd-level fixer: CR 5. SZ M; v/wp 39/12; Init +5
Init +2 (+1 class, +1 Dex); Spd 30 ft.; Def 11 (+0 class, +1 Dex);
(+3 class, +2 Dex); Spd 30 ft.; Def +6 (+4 class, +2 Dex); Attacks:
Atk: baton +1 (1d6), Glock 17 +2 (1d10 +1), H&K MP5A3 +1
Glock 17 +6 (1d10+1) with 1 extra magazine; Face 1 square; Reach
(1d10+1); Face 1 square; Reach 1 square; SA None; SQ None; SV
1 square; SA per classes; SQ per classes; SV Fort +6, Ref +7, Will
Fort +2, Ref +1, Will +0; Str 10, Dex 13, Con 11, Int 11, Wis 11, Cha
+1; Str 14, Dex 15, Con 12, Int 15, Wis 10, Cha 12; Skills: Appraise
10; Skills: Balance +2, Climb +1, Driver +2, First Aid +1, Intimidate
+7, Bluff +8, Driver +5, Forgery +10, Innuendo +7, Intimidate
+3/+3, Jump +2, Profession (Security) +2, Spot +2, Swim +1. Feats:
+11/+10, Listen +8, Move Silently +9. Feats: Card Shark, Charmer,
None. Gear: Weapons, uniforms, tactical radios.
Point Blank Shot. Gear: Weapons, fine clothing appropriate to the
situation, cell phone, tactical radio. Adams’ Guards (second-tier — target average agent level 8),
5th-level minions (minions, squads of 6): CR 4. SZ M; v/wp
Terrance Adams (second-tier — target average agent level 8),
12/11; Init +4 (+3 class, +1 Dex); Spd 30 ft.; Def 13 (+2 class, +1
2nd-level soldier/8th-level fixer: CR 10. SZ M; v/wp 66/13; Init
Dex); Atk: baton +5 (1d6), Glock 17 +6 (1d10+1), H&K MP5A3 +5
+7 (+5 class, +2 Dex); Spd 30 ft; Def +9 (+7 class, +2 Dex);
(1d10+1); Face 1 square; Reach 1 square; SA None; SQ None; SV
Attacks: Glock 17 +9 (1d10+1) with 1 extra magazine; Face 1
Fort +2, Ref +1, Will +0; Str 10, Dex 13, Con 11, Int 11, Wis 11, Cha
square; Reach 1 square; SA per classes; SQ per classes; SV Fort +8,
10; Skills: Balance +7, Climb +6, Driver +5, First Aid +6, Intimidate
Ref +10, Will +3; Str 14, Dex 15, Con 13, Int 15, Wis 10, Cha 12;
+7/+7, Jump +6, Profession (Security) +4, Search +3, Spot +7,
Skills: Appraise +10, Bluff +11, Driver +8, Forgery +14, Innuendo
Swim +3. Feats: Point Blank Shot. Gear: Weapons, uniforms,
+10, Intimidate +12/+11, Knowledge (Black Market) +5, Listen +10,
tactical radios.
Move Silently +11, Search +6, Spot +6. Feats: Alertness, Card Shark,
Charmer, Jump Up, Point Blank Shot. Gear: Weapons, fine clothing Adams’ Guards (third-tier — target average agent level 13),
appropriate to the situation, cell phone, tactical radio. 10th-level minions (minions, squads of 6): CR 9. SZ M; v/wp
18/11; Init +7 (+6 class, +1 Dex); Spd 30 ft.; Def 15 (+4 class, +1
Terrance Adams (third-tier — target average agent level 13),
Dex); Atk: baton +11 (1d6), Glock 17 +11 (1d10 +1), H&K MP5A3
3rd-level soldier/10th-level fixer/2nd-level snoop: CR 15. SZ M;
+10 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ None;
v/wp 98/13; Init +10 (+8 class, +2 Dex) Spd 30 ft; Def +13 (+11
SV Fort +4, Ref +2, Will +1; Str 10, Dex 13, Con 11, Int 11, Wis 11,
class, +2 Dex); Attacks: Glock 17 +12 (1d10+1) with 1 extra maga-
Cha 10; Skills: Balance +10, Climb +9, Driver +8, First Aid +9,
zine; Face 1 square; Reach 1 square; SA per classes; SQ per classes;
Intimidate +10/+10, Jump +9, Listen +5, Profession (Security) +7,
SV Fort +9, Ref +13, Will +7; Str 14, Dex 15, Con 13, Int 15, Wis 11,
Search +6, Spot +10, Swim +5. Feats: Alertness, Point Blank Shot.
Cha 12; Skills: Appraise +14, Bluff +14, Diplomacy +6, Driver +8,
Gear: Weapons, uniforms, tactical radios.
Forgery +16, Innuendo +10, Intimidate +16/+15, Knowledge (Black
Market) +10, Listen +10, Move Silently +11, Search +9, Spot +10. Adams’ Guards (fourth-tier — target average agent level 18),
Feats: Alertness, Card Shark, Charmer, Filthy Rich, Five Star Service, 15th-level minions (minions, squads of 6): CR 14. SZ M; v/wp
Jump Up, Play The Odds, Point Blank Shot. Gear: Weapons, fine 24/11; Init +10 (+9 class, +1 Dex); Spd 30 ft.; Def 19 (+8 class, +1
clothing appropriate to the situation, cell phone, tactical radio. Dex); Atk: baton +15 (1d6), Glock 17 +16 (1d10 +1), H&K MP5A3
+15 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ None;
Terrance Adams (fourth-tier — target average agent level 18),
SV Fort +6, Ref +4, Will +2; Str 10, Dex 13, Con 11, Int 11, Wis 11,
3rd-level soldier/15th-level fixer/2nd-level snoop: CR 20. SZ M;
Cha 10; Skills: Balance +13, Climb +12, Driver +11, First Aid +12,
v/wp 119/13; Init +13 (+10 class, +3 Dex); Spd 30 ft; Def +18 (+15
Intimidate +13/+13, Jump +12, Listen +8, Profession (Security) +10,
class, +3 Dex); Attacks: Glock 17 +17 (1d10+1) with 1 extra maga-
Search +10, Spot +13, Swim +8. Feats: Alertness, Lay Down Fire,
zine; Face 1 square; Reach 1 square; SA per classes; SQ per classes;
Point Blank Shot. Gear: Weapons, uniforms, tactical radios.
SV Fort +11, Ref +15, Will +9; Str 14, Dex 16, Con 13, Int 15, Wis
11, Cha 12; Skills: Appraise +14, Bluff +17, Diplomacy +14, Driver
+9, Forgery +16, Innuendo +10, Intimidate +17/+16, Knowledge
(Black Market) +15, Listen +10, Move Silently +12, Search +9,
Spot +10. Feats: Alertness, Card Shark, Charmer, Filthy Rich, Five
25 26

Guy Heathcote Lothario Lex


Rarely parted from his laptop and a collection of gun- Lex Lothario exudes quiet confidence and control in every
smithing tools, Guy is painfully shy — unless you get him situation. He prefers to remain in the background, but is
talking about firearms. Ironically, Guy’s not very keen to inclined to take charge of events when things start to go
actually use most of what he specializes with (except on the awry. His voice remains quiet and level at all times and he
testing range), as he’s in fact a humble, gentle person. never becomes visibly excited or angry.
Guy Heathcote (first-tier — target average agent level 3), 3rd- Lex Lothario (first-tier — target average agent level 3), 3rd-
level wheelman: CR 3. SZ M; v/wp 16/12; Init +5 (+2 class, +3 level soldier/2nd-level faceman/1st-level snoop: CR 6. SZ M;
Dex); Spd 30 ft; Def +5 (+2 class, +3 Dex); Attacks: Benelli MP90S v/wp 32/12; Init +9 (+6 class, +3 Dex); Spd 30 ft; Def +5 (+2 class,
+7 (1d4+2); Face 1 square; Reach 1 square; SA per class; SQ per +3 Dex); Attacks: knife +6 (1d4+2), Sig Saur P-220 in .45 ACP +7
class; SV Fort +1, Ref +6, Will +3; Str 13, Dex 17, Con 12, Int 16, (1d12), Steyr AUG assault rifle +7 (4d4); Face 1 square; Reach 1
Wis 17, Cha 10; Skills: Craft (Gunsmithing) +6, Driver +6, square; SA per classes; SQ per classes; SV Fort +6, Ref +6, Will +4;
Demolitions +6, Electronics +3, Mechanics +6, Open Lock +6, Str 15, Dex 17, Con 12, Int 13, Wis 10, Cha 13; Skills: Balance +10,
Surveillance +6. Feats: Baby It, Grease Monkey, Instant Hotwire. Bluff +7, Computers +10, Demolitions +6, Disguise +7, Driver +6,
Gear and Vehicles: Off-road truck, weapons, laptop (power rating Hide +11, Listen +6, Move Silently +8, Sense Motive +6, Tumble +7.
+5), electronics kit, mechanics kit, survival kit. Feats: Darting Weapon, Expertise, Point Blank Shot, Punching
Basics, Silver Tongue. Gear: Weapons, designer clothing (black), cell
Guy Heathcote (second-tier — target average agent level 8),
phone, tactical radio.
5th-level wheelman/3rd-level armorer: CR 8. SZ M; v/wp 48/12;
Init +8 (+5 class, +3 Dex); Spd 30 ft; Def +8 (+5 class, +3 Dex); Lex Lothario (second-tier — target average agent level 8),
Attacks: Benelli MP90S +11 (1d4+2); Face 1 square; Reach 1 5th-level soldier/3rd-level faceman/2nd-level pointman/1st-
square; SA per class; SQ per class; SV Fort +4, Ref +7, Will +5; Str level snoop: CR 11. SZ M; v/wp 51/13; Init +12 (+9 class, +3 Dex);
13, Dex 17, Con 12, Int 16, Wis 17, Cha 11; Skills: Computers +7, Spd 30 ft; Def +8 (+5 class, +3 Dex); Attacks: knife +10 (1d4+2),
Craft (Gunsmithing) +11, Driver +11, Demolitions +11, Electronics Sig Saur P-220 in .45 ACP +11 (1d12), Steyr AUG assault rifle +11
+11, Listen +8, Mechanics +11, Open Lock +11, Surveillance +11. (4d4); Face 1 square; Reach 1 square; SA per classes, SQ per classes;
Feats: Baby It, Grease Monkey, Instant Hotwire, Perfect Stance, SV Fort +9, Ref +12, Will +7; Str 15, Dex 17, Con 13, Int 13, Wis
Rocket Basics. Gear and Vehicles: Off-road truck, weapons, laptop 10, Cha 13; Skills: Balance +13, Bluff +10, Computers +13,
(power rating +5), electronics kit, mechanics kit, survival kit. Demolitions +9, Disguise +10, Driver +9, Electronics +5, Hide +14,
Jump +5, Knowledge (International Terrorism) +5, Listen +9, Move
Guy Heathcote (third-tier — target average agent level 13),
Silently +11, Open Lock +5, Sense Motive +9, Tumble +10. Feats:
5th-level wheelman/8th-level armorer: CR 13. SZ M; v/wp 71/13;
Combat Instincts, Darting Weapon, Expertise, Point Blank Shot,
Init +11 (+8 class, +3 Dex); Spd 30 ft; Def +11 (+8 class, +3 Dex);
Precise Shot, Punching Basics, Silver Tongue. Gear: Weapons,
Attacks: Benelli MP90S +15 (1d4+2); Face 1 square; Reach 1
designer clothing (black), cell phone, tactical radio.
square; SA as class; SQ as class; SV Fort +6, Ref +8, Will +6; Str 13,
Dex 17, Con 13, Int 16, Wis 17, Cha 11; Skills: Computers +12, Craft Lex Lothario (third-tier — target average agent level 13), 8th-
(Gunsmithing) +16, Driver +16, Demolitions +16, Electronics +16, level soldier/5th-level faceman/2nd-level pointman/1st-level
Listen +13, Mechanics +16, Open Lock +16, Search +7, Spot +7, snoop: CR 16. SZ M; v/wp 95/14; Init +15 (+12 class, +3 Dex);
Surveillance +16. Feats: Alertness, Baby It, Double Tap, Grease Spd 30 ft; Def +10 (+7 class, +3 Dex); Attacks: knife +14 (1d4+2),
Monkey, Instant Hotwire, Perfect Stance, Rocket Basics. Gear and Sig Saur P-220 in .45 ACP +15 (1d12), Steyr AUG assault rifle +15
Vehicles: Off-road truck, weapons, laptop (power rating +5), elec- (4d4); Face 1 square; Reach 1 square; SA per classes; SQ per class-
tronics kit, mechanics kit, survival kit. es; SV Fort +13, Ref +13, Will +9; Str 15, Dex 17, Con 14, Int 13,
Wis 11, Cha 13; Skills: Balance +16, Bluff +13, Computers +16,
Guy Heathcote (fourth-tier — target average agent level 18),
Demolitions +14, Disguise +13, Driver +12, Electronics +8, Hide
5th-level wheelman/10th-level armorer/3rd-level snoop: CR 18.
+17, Jump +8, Knowledge (International Terrorism) +10, Listen +11,
SZ M; v/wp 93/13; Init +14 (+11 class, +3 Dex); Spd 30 ft; Def +15
Move Silently +14, Open Lock +10, Sense Motive +13, Tumble +10.
(+12 class, +3 Dex); Attacks: Benelli MP90S +17 (1d4+2); Face 1
Feats: Assassin, Combat Instincts, Darting Weapon, Expertise,
square; Reach 1 square; SA as class; SQ as class; SV Fort +8, Ref
Master Assassin, Point Blank Shot, Precise Shot, Punching Basics,
+11, Will +9; Str 13, Dex 17, Con 13, Int 16, Wis 17, Cha 12; Skills:
Silver Tongue, Surge of Speed. Gear: Weapons, designer clothing
Computers +17, Craft (Gunsmithing) +21, Driver +21, Demolitions
(black), cell phone, tactical radio.
+21, Electronics +21, Listen +18, Mechanics +21, Open Lock +21,
Search +12, Spot +12, Surveillance +21. Feats: Alertness, Baby It,
Double Tap, Grease Monkey, Instant Hotwire, Perfect Stance, Rocket
Basics. Gear and Vehicles: Off-road truck, weapons, laptop (power
rating +5), electronics kit, mechanics kit, survival kit.
27 28

Lex Lothario (fourth-tier — target average agent level 18), Punching Basics. Gear: Weapons, SWAT-style paramilitary uniforms
12th-level soldier/5th-level faceman/2nd-level pointman/1st- (black), tactical radios.
level snoop: CR 20. SZ M; v/wp 130/14; Init +19 (+16 class, +3
Lex Troopers (fourth-tier — target average agent level 18),
Dex); Spd 30 ft; Def +13 (+10 class, +3 Dex); Attacks: knife +18
18th-level soldiers (minions, squads of 4): CR 18. SZ M; v/wp
(1d4+2), Sig Saur P-220 in .45 ACP +19 (1d12), Steyr AUG assault
101/13; Init +16 (+14 class, +2 Dex); Spd 30 ft; Def 19 (+7 class,
rifle +19 (4d4); Face 1 square; Reach 1 square; SA per classes; SQ
+2 Dex); Attacks: Sig Saur P-220 in .45 ACP +20 (1d12), Steyr AUG
per classes; SV Fort +15, Ref +13, Will +12; Str 15, Dex 17, Con 14,
assault rifle +20 (4d4); Face 1 square; Reach 1 square; SA None; SQ
Int 13, Wis 11, Cha 13; Skills: Balance +19, Bluff +16, Computers
None; SV Fort +12, Ref +8, Will +7; Str 15, Dex 15, Con 13, Int 12,
+19, Demolitions +17, Disguise +16, Driver +15, Electronics +13,
Wis 12, Cha 10; Skills: Balance +12, Climb +15, Demolitions +15,
Hide +20, Jump +10, Knowledge (International Terrorism) +13,
Driver +12, First Aid +12, Intimidate +15/+13, Jump +13, Profession
Listen +14, Move Silently +18, Open Lock +13, Sense Motive +16,
(Mercenary) +15, Spot +14, Tumble +14. Feats: Alertness, Point
Tumble +13; Feats: Assassin, Combat Instincts, Darting Weapon,
Blank Shot, Punching Basics. Gear: Weapons, SWAT-style paramili-
Expertise, Marksman, Master Assassin, Point Blank Shot, Political
tary uniforms (black), tactical radios.
Favors, Precise Shot, Punching Basics, Sharp-shooting, Silver
Tongue, Surge of Speed. Gear: Weapons, designer clothing (black), Loren Higgenson
cell phone, tactical radio.
Loren Higgenson is almost a caricature of the perceived
Lex’s Strike Team “loud-mouth Australian". A con-man and swindler, well
plugged-in to the swirling depths of Brisbane’s seamier side,
Lex’s strike team consists of well-trained and competent
Loren lives and dresses the part of a gangster down under.
mercenaries recruited from elite military formations around
His attire tends to the loud, including colorful shirts, small
the world (Lex may deal with terrorists, but prefers trained
hats, baggy suits, and small cigars (though he appears to
soldiers over idealists at his back). These men are well-paid
carry no visible weapons). Loren talks a lot, and tends to
and loyal, and accept the realities of their profession; being
wave his hands around to emphasize points.
prepared to fight and win (or die) whenever the situation
requires. Loren Higgenson (first-tier — target average agent level 3),
2nd-level fixer: CR 2. SZ M; v/wp 6/10; Init +2 (+1 class, +1 Dex);
Lex Troopers (first-tier — target average agent level 3), 3rd-
Spd 30 ft; Def 13 (+2 class, +1 Dex); Attacks: fist/punch +1 (1d3+1
level soldiers (minions, squads of 4): CR 3. SZ M; v/wp 16/13; Init
subdual); Face 1 square; Reach 1 square; SA per class, SQ per class;
+5 (+3 class, +2 Dex); Spd 30 ft; Def 13 (+1 class, +2 Dex); Attacks:
SV Fort +2, Ref +4, Will +0; Str 13, Dex 12, Con 10, Int 13, Wis 10,
Sig Saur P-220 in .45 ACP +5 (1d12); Steyr AUG assault rifle +5
Cha 13; Skills: Appraise +2, Bluff +6, Boating +5, Bureaucracy +3,
(4d4); Face 1 square; Reach 1 square; SA None; SQ None; SV Fort
Computers +2, Diplomacy +3, Driver +3, Forgery +6, Gather
+4, Ref +4, Will +2; Str 15, Dex 15, Con 13, Int 12, Wis 12, Cha 10;
Information +3, Innuendo +4, Intimidate +2/+2, Knowledge
Skills: Balance +3, Climb +7, Demolitions +7, Driver +3, First Aid
(Brisbane Area) +5, Knowledge (Australian Underworld) +5,
+3, Intimidate +6/4, Jump +4, Spot +5, Tumble +3. Feats: Alertness,
Languages +4, Listen +2, Read Lips +2, Sense Motive +4. Feats:
Point Blank Shot, Punching Basics. Gear: Weapons, SWAT-style
Blocking Basics. Gear and Vehicles: Battered van, marked deck of
paramilitary uniforms (black), tactical radios.
cards, loaded dice, bottle of whiskey, box of cigars, loud (average)
Lex Troopers (second-tier — target average agent level 8), 8th- clothing.
level soldiers (minions, squads of 4): CR 8. SZ M; v/wp 40/13; Init
Loren Higgenson (second-tier — target average agent level 8),
+8 (+6 class, +2 Dex); Spd 30 ft; Def 15 (+3 class, +2 Dex); Attacks:
5th-level fixer/2nd-level wheelman: CR 7. SZ M; v/wp 28/12; Init
Sig Saur P-220 in .45 ACP +10 (1d12), Steyr AUG assault rifle +10
+4 (+3 class, +1 Dex); Spd 30 ft; Def 16 (+5 class, +1 Dex); Attacks:
(4d4); Face 1 square; Reach 1 square; SA None; SQ None; SV Fort
fist/punch +5 (1d3+1 subdual); Face 1 square; Reach 1 square; SA
+7, Ref +4, Will +3; Str 15, Dex 15, Con 13, Int 12, Wis 12, Cha 10;
per class; SQ per class; SV Fort +4, Ref +8, Will +2; Str 13, Dex 12,
Skills: Balance +6, Climb +10, Demolitions +10, Driver +6, First Aid
Con 11, Int 13, Wis 10, Cha 13; Skills: Appraise +7, Bluff +11,
+6, Intimidate +9/+7, Jump +7, Profession (Mercenary) +5, Spot +8,
Boating +8, Bureaucracy +6, Computers +6, Diplomacy +6, Driver
Tumble +8. Feats: Alertness, Point Blank Shot, Punching Basics.
+8, Forgery +11, Gather Information +11, Innuendo +9, Intimidate
Gear: Weapons, SWAT-style paramilitary uniforms (black), tactical
+5/+5, Knowledge (Brisbane Area) +10, Knowledge (Australian
radios.
Underworld) +10, Languages +10, Listen +7, Move Silently +10,
Lex Troopers (third-tier — target average agent level 13), 13th- Read Lips +5, Sense Motive +7, Sleight of Hand +4. Feats: Blocking
level soldiers (minions, squads of 4): CR 13. SZ M; v/wp 72/13; Basics, Lane Dancer, Undermine. Gear and Vehicles: Battered van,
Init +12 (+10 class, +2 Dex); Spd 30 ft; Def 17 (+5 class, +2 Dex); marked deck of cards, loaded dice, bottle of whiskey, box of cigars,
Attacks: Sig Saur P-220 in .45 ACP +15 (1d12), Steyr AUG assault loud (average) clothing.
rifle +15 (4d4); Face 1 square; Reach 1 square; SA None; SQ None;
SV Fort +9, Ref +6, Will +5; Str 15, Dex 15, Con 13, Int 12, Wis 12,
Cha 10; Skills: Balance +9, Climb +13, Demolitions +13, Driver +9,
First Aid +9, Intimidate +12/+10, Jump +10, Profession (Mercenary)
+10, Spot +11, Tumble +11. Feats: Alertness, Point Blank Shot,
29 30

Loren Higgenson (third-tier — target average agent level 13),


The Open Game License
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards
7th-level fixer/5th-level wheelman: CR 12. SZ M; v/wp 52/11; Init of the Coast, Inc (“Wizards”). All Rights Reserved.
+7 (+6 class, +1 Dex); Spd 30 ft; Def 19 (+9 class, +1 Dex); Attacks: 1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have
fist/punch +10 (1d3+1 subdual); Face 1 square; Reach 1 square; SA contributed Open Game Content; (b) “Derivative Material” means copyrighted material
including derivative works and translations (including into other computer languages),
per class; SQ as class; SV Fort +5, Ref +10, Will +5; Str 13, Dex 12, potation, modification, correction, addition, extension, upgrade, improvement, compilation,
abridgment or other form in which an existing work may be recast, transformed or
Con 11, Int 13, Wis 12, Cha 13; Skills: Appraise +12, Bluff +16, adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly
Boating +12, Bureaucracy +8, Computers +7, Diplomacy +7, display, transmit or otherwise distribute; (d) “Open Game Content” means the game
mechanic and includes the methods, procedures, processes and routines to the extent
Disguise +4, Driver +13, Forgery +16, Gather Information +7, such content does not embody the Product Identity and is an enhancement over the prior
Innuendo +15, Intimidate +12/+12, Knowledge (Brisbane Area) +15, art and any additional content clearly identified as Open Game Content by the Contributor,
and means any work covered by this License, including translations and derivative works
Knowledge: (Australian Underworld) +15, Languages +16, Listen under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means
product and product line names, logos and identifying marks including trade
+13, Move Silently +16, Read Lips +12, Sense Motive +13, Sleight dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dia-
of Hand +9, Swim +16. Feats: Blocking Basics, Firm Hand, Handler, logue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats,
poses, concepts, themes and graphic, photographic and other visual or audio representa-
Lane Dancer, Persuasive, Speed Demon, Undermine. Gear and tions; names and descriptions of characters, spells, enchantments, personalities, teams,
Vehicles: Battered van, marked deck of cards, loaded dice, personas, likenesses and special abilities; places, locations, environments, creatures,
equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs;
bottle of whiskey, box of cigars, loud (average) clothing. and any other trademark or registered trademark clearly identified as Product identity by
the owner of the Product Identity, and which specifically excludes the Open Game
Loren Higgenson (fourth-tier — target average agent level 18), Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used
by a Contributor to identify itself or its products or the associated products
10th-level fixer/8th-level wheelman: CR 18. SZ M; v/wp 85/10; contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using”
means to use, Distribute, copy, edit, format, modify, translate and otherwise create
Init +10 (+9 class, +1 Dex); Spd 30 ft; Def 24 (+13 class, +1 Dex); Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms
Attacks: fist/punch +13 (1d3+1 subdual); Face 1 square; Reach 1 of this agreement.

square: SA per class; SQ per class; SV Fort +7, Ref +14, Will +6; 2. The License: This License applies to any Open Game Content that contains a notice
indicating that the Open Game Content may only be Used under and in terms of this
Str 13, Dex 12, Con 10, Int 13, Wis 12, Cha 13; Skills: Appraise +18, License. You must affix such a notice to any Open Game Content that you Use. No terms
may be added to or subtracted from this License except as described by the License
Bluff +18, Boating +16, Bureaucracy +11, Computers +11, itself. No other terms or conditions may be applied to any Open Game Content distributed
Diplomacy +11, Disguise +8, Driver +20, Forgery +20, Gather using this License.

Information +10, Innuendo +14, Intimidate +16/+16, Knowledge 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of
the terms of this License.
(Brisbane Area) +18, Knowledge (Australian Underworld) +18, 4. Grant and Consideration: In consideration for agreeing to use this License, the
Languages +21, Listen +16, Move Silently +20, Read Lips +16, Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with
the exact terms of this License to Use, the Open Game Content.
Search +7, Sense Motive +12, Sleight of Hand +14, Swim +16.
5. Representation of Authority to Contribute: If You are contributing original material as Open
Feats: Blocking Basics, Card Shark, Defensive Driving, Firm Hand, Game Content, You represent that Your Contributions are Your original creation and/or You
have sufficient rights to grant the rights conveyed by this License.
Handler, Jackrabbit Start, Lane Dancer, Persuasive, Speed Demon,
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this
Undermine. Gear and Vehicles: Battered van, marked deck of cards, License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content
loaded dice, bottle of whiskey, box of cigars, loud (average) clothing. You are copying, modifying or distributing, and You must add the title, the copyright date,
and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game
Content you Distribute.
Goonagulla 7. Use of Product Identity: You agree not to Use any Product Identity, including as an
indication as to compatibility, except as expressly licensed in another, independent
Goonagulla is both a traditional aborigine and a modern Agreement with the owner of each element of that Product Identity. You agree not to
environmentalist and campaigner. He prefers cultural dress indicate compatibility or co-adaptability with any Trademark in conjunction with a work con-
taining Open Game Content except as expressly licensed in another, independent
and body paint, but isn’t above using a mobile phone. He is, Agreement with the owner of such Trademark. The use of any Product Identity in Open
Game Content does not constitute a challenge to the ownership of that Product Identity.
however, a pacifist and won’t engage in anything but debate The owner of any Product Identity used in Open Game Content shall retain all rights,
and passive resistance. The same goes for other aborigines title and interest in and to that Product Identity.
with him. 8. Identification: If you distribute Open Game Content You must clearly indicate which
portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions
of this License. You may use any authorized version of this License to copy, modify and
distribute any Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open
Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content
using the name of any Contributor unless You have written permission from the Contributor
to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License
with respect to some or all of the Open Game Content due to statute, judicial order, or
governmental regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms
herein and fail to cure such breach within 30 days of becoming aware of the breach. All
sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision
shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICES
Open Game License v1.0a Copyright 2000, Wizards of the Coast, Inc. System Rules
Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte
Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.
Star Wars roleplaying game, Copyright 2000, Wizards of the Coast and Lucasfilm Ltd.;
Authors Andy Collins, Bill Slavicsek, JD Wiker. Spycraft Espionage Handbook, Copyright
2002, Alderac Entertainment Group, Inc.; Authors Patrick Kapera and Kevin Wilson.
Shadowforce Archer Worldbook, Copyright 2002, Alderac Entertainment Group, Inc.;
Authors Patrick Kapera and Kevin Wilson.

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