by Greg Smith
Event 1: Assassin The PCs stand on the steps of the dais beneath the gaze of Kyalla Centrella. Their weapons were taken from them as they entered the throne room, and placed in a locker in the foyer by a steward. (Everyone else's weapon was similarly treated). Throne Room and Rooms Around It ( On a successful LRN roll in the throne room , the PCs will notice two crossed swords behind the throne, ceremonial cutlasses.) The Magestrix is just about to pin their awards onto their uniforms when two shots ring out. Two bullets slam into the throne just behind the Magestrix. Immediately, the throne room comes alive. (On a Dex plus 2 roll, the PCs may attempt to grab the cutlasses). Four guards rush to the dais and shepherd the Magestrix through the door behind it, protecting her with their bodies. Members of the court mill around in confusion and fear. Two guards struggle to push the heavy doors closed at the far end of the throne room. Now the PCs spot the assassin running. He dodges through the gap between the huge wooden doors D as they are closing and sprints away. Nobody chases him. Encourage the players to give chase. It takes 2MP to move through the crowded room at a walk and 3 MP using any other movement option. Door C is barred from the other side, if anyone tries it. The guards will have opened the doors again by the time the PCs reach them; the guards will follow the PCs into the foyer. As the PCs leave the room, they will be fired on by the assassin, who is kneeling at point A, and who has taken careful aim at the point where the PCs come through the curtain. He will then run away down the corridor. If it occurs to the PCs to retrieve their weapons, the steward who has the combination to the weapons locker will be in shock; he will not be able to get their weapons for them at this time. Whether or not they lose time trying to recover their personal weapons, the assassin will be out of sight for a few vital moments. He will be found dead at point B. He was killed by a laser shot in the face. His features have been obliterated; of course he has no ID. There is no sign of the assailant or the weapon. Several doors and cross-corridors open out of the corridor he is found in. The players will not find any trace of the assassin's killer. The assassin's death is necessary to the scenario. If the players mange to capture him, the palace guards will take him from them immediately, and the PCs summoned to the Magestrix. He will not be questioned. He will be killed by persons unknown before he can be interrogated. Event 2: Consultation with the Magestrix Almost immediately following Event 1, the PCs are given a message by a page. It is from the Magestrix, requesting that they follow the page to her chambers. They will not be allowed to bear arms in her chambers. She thanks them for coming, and tells them she needs their help. One attempt has been made on her life; she believes there will be more. She has many enemies in the court, one or more of whom must be behind the attempt. She needs the PCs to undertake the investigation because they will not be mixed up in the politics of the court, so she can count on their loyalty. If the players are unaware of the assassin's death, she will tell them. She makes no mention of payment, but it the PCs press the matter she will offer 5,000 C-bills for each of them. She will supply them with a list of her prime suspects. Finally she tells them to conceal the fact that she has employed them. She chooses the male PC with the highest charisma to be their contact. She will pretend to an intimate relationship with him to avoid suspicion; he will have to sleep in her chambers (on the couch), and sit next to her at tonight's banquet. Rooms will be made available in the palace for the other PCs. Event 3: The Banquet The banquet, followed by a ball, is in honor of the Ambassador from the Free Worlds League. Everyone who is anybody will be there. This is an ideal opportunity for the PCs to question suspects or informants. Most of the suspects are present. There is poison in the Magestrix' food. It is slow-acting, so it will not affect her until the ball. She opens the ball (dancing with the Ambassador), then circulates. If any of the PCs asks her to dance, she will, but otherwise she talks to one guest after another for about an hour. She then begins to feel ill. She will leave the ball to consult her personal physician. He administers an antidote, then informs her 'lover', the PC. She is confined to her bed while she recovers. Next, one of the PCs is approached by a female servant named Tau Pok. She uses all her abilities to become friendly with him. She tries to get him to discuss the Magestrix' secret hoard of 'Mech parts. She is a ROM agent; she has nothing to do with the assassination attempt. Event 4: The Arrest At court the next morning, Emma Centrella takes her mother's place. She announces that her mother was poisoned, but she is recovering. The poison taster has been arrested. She then adjourns the session. Schedule of EventsDay 1
Day 2
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