Clean Slate, Chapter Two Planning

Planning continues for this week’s session. We’re down one player due to work – Sofia, which lets me punt slightly for her – but presumably, the other three are still going to be present. If one of them drops, then we’ll have to cancel this week and two of those players are notorious for dropping at the last second, so I’ll say there’s a better than fifty percent chance that this will be a bye-week. I’m really hoping that this isn’t going to be a repeat of Volume 3 where we actually gamed like every other week due to absences.

Anyway, the following is basically what I’ve now got in mind for chapter two. Some of this has shown up before in previous posts, but now I’m fleshing stuff out since we’ve started playing.

 

 

Scene 1 will pick up with Colin. As noted in the adventure recap, I changed the Dragon who originally owned the casino (an idea ripped off from Larry Correia’s “Monster Hunters: Legion“) to a representation of Coyote; the interesting element here that Colin is unaware of due to his lack of knowledge about Native American mythology is that the casino (Riverwind) is owned by the Chickasaw Nation … and Coyote is not part of their mythology. This is intentional and not an error on my part, but ultimately not relevant. Basically, this scene is going to be a data dump regarding the City Below while also putting Colin onto the road to adventure. I will probably start the Chase (Action 2) once he gets to the Black Road, but I have to figure out the exact nature of the things pursuing him. They need to be from Native American myth, so I’ll likely have a post on that later this week.

Scene 2 was originally going to be Sofia meeting with Auric Craft at Neutral Grounds where he explains that his master – Wizard Montjoy, who is referenced in “Summer Knight” as doing some research thing in the Yucatan – has been captured by the Red Court. Since her player is unavailable, I’ll be pushing that off to next week.

Now, Scene 2 is going to resolve the cliffhanger stairwell shoot-out that I left Jack involved in. He was wearing his “pay no attention to me” cloak and was one landing above the two bad guys (both now armed and ready) with Woo entering the stairs a landing below the bad guys along with some reinforcements. I don’t expect this shoot-out to last very long – the bad guys are frankly in a shit location – but as soon as the guns start firing, Jack (and Woo) will know that they have to move against the rest of the bad guys in the penthouse now.

Scene 3 then jumps to Lee on a stakeout at the Howell Estate (which is going to be prominently featured in the climax of “Clean Slate.” I’m first going to reveal that his fight club encounter last session was actually a week earlier than game-time (October 30, 2016) and he’s basically been staking this place out for almost an entire week. As a result, this will be mostly a data-dump over what he’s learned with his stake-out (the Howells are clearly obedient to a Black Court vampire) with a guest appearance of Aoibheal to reveal that she put him onto the Shay Mackenzie case, but I want to work in some action here somehow but I’m still unclear how to do so. Ideally, I’m going to use this scene to introduce the Wolfram & Hart lawyer firm which will set up future developments that Lee’s player and I have already discussed.

Scene 4 is likely going to be the longest part of the session and will involve the OSBI agents (and others) storming the penthouse to face off against the Children of Janus guys. There are going to be some civilian casualties here, probably all of the people in Petersen’s penthouse, because Jack sprang into action so quickly which means he’s going to be pilloried in the press for his role in this … which means that come volume 7 (“Dead Line”), he’s going to have been suspended for a while. Amusingly, at this rate, by the time we get to volume 8 or 9, nobody is going to still be at OSBI. Regardless, this firefight is going to be, at a minimum, two PCs plus some NPC assistance, storming a fortified position held by four to six armed and fanatic bad guys who fight to the death. Ideally, I’d like to end this chapter with a cliffhanger as well and right now, I’m thinking that one of the bad guys who goes down earlier has a grenade and does a “For the honor…” kind of thing. This will definitely kill off at least one of the NPC police officers who the characters have interacted with before. At any rate, I’ve already established the intended floorplan of the penthouse, so that part is squared away.

  • 5-7 Shooters – these men are members of the “Children of Janus” cult that Carter has dealt with several times over the last couple of years.
    • ST 12; DX 12; IQ 10; HT 12.
      Damage 1d-1/1d+2; BL 29 lbs.; HP 12; Will 10; Per 10; FP 12.
      Basic Speed 6; Basic Move 6; Dodge 8.
      5’11”, 190 lbs.
      Advantages/Disadvantages: Combat Reflexes; Fanaticism
      Skills: Area Knowledge (City)-10; Fast-Draw (Ammo)-14; Fast-Draw
      (pistol)-14; Forced Entry-13; Guns (Pistol)-12; Guns (Rifle)-13;
      Karate-13; Wrestling-13
      Equipment: Colt M4 (sk: 13, 4d+2 pi); Glock 17 (sk: 12, 2d+2 pi); Assault
      Vest (DR 12/5, torso, groin)
  • The Leader – this is the guy in charge. Honestly, he’s not that much different from the punks he leads.
    • ST 12; DX 12; IQ 12; HT 12.
      Damage 1d-1/1d+2; BL 29 lbs.; HP 12; Will 12; Per 12; FP 12.
      Basic Speed 6; Basic Move 6; Dodge 8.
      5’11”, 190 lbs.
      Advantages/Disadvantages: Combat Reflexes; Fanaticism; High Pain Threshold
      Skills: Area Knowledge (City)-12; Fast-Draw (Ammo)-14; Fast-Draw
      (pistol)-14; Forced Entry-13; Guns (Pistol)-12; Guns (Rifle)-13;
      Karate-13; Wrestling-13
      Equipment: Colt M4 (sk: 13, 4d+2 pi); Glock 17 (sk: 12, 2d+2 pi); Assault
      Vest (DR 12/5, torso, groin)

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