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The Pangolin Saloon
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Mega-Battle Scenario - Nicholas Kelsch

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Mega-Battle Scenario
Scene: A mining town. The town is in the mountains of a planet Hexon 6. Hexon 6 is an imperial world and has no alien infestation or anywhere near the battle front. The players get a news report and a mission card.

News Report: There was a theft of a large amount of imperial weapons. Also, a new Mob boss has taken over the area and wiped out all opposition. It is rumored that the gang is not human, possibly alien or heavily influenced by Chaos. There was only one survivor of the robbery, and when he was found, his legs were torn from his body.
Teeth marks were found in the soldiers armor. It was dark and the Soldier only saw one of the group, but he seemed to have been the leader. He described him as "over 15 feet tall, armored head to toe..."

The table consists of 4 main areas (each 4x4)

1: The bazaar (shopkeeps, weapon dealers and bars and such)
2: Residential area (and a transport that comes and goes, how players enter the game)
3: Industrial area (has a powerplant that powers the cities shields and other buildings)
4: The mines (this is where the city gets its wealth)

So it is a 4x16 table

The table has 2 GMs and about 20+ NPCs. Most NPCs are MOOKS and only get 1 action a turn (they are in no hurry and are just going around) but the primary NPCs act like normal characters.

Each player who enters the game gets a mission. Depending if they are pure at heart or evil, they get a different mission.so if there are 6 people on the table, there are six different missions. Some of the missions have overlapping objectives while some set player against player.
Also, some objectives can help out other players if they are observant. Most of the missions revolve around a local mob boss and if they try to attack them head on, they will get killed (NPC character)

It really makes players need to gather information and accomplish missions (like cutting power, or trading for items from NPCs. Also, no player knows what another players objectives are so players can really play mindgames. You don't know if what you are doing will HELP or HURT the other players on the board.

Good missions:

Hunt for the wanted:
You have been sent to the town to hunt down a wanted criminal. (chosen by GM) He is wanted alive. The local police force may be corrupt and may not support you in apprehending the criminal.
You have a rare posion that you can lace your weapons with that will immobilize the target, making it easy to capture him. (choose one weapon, if that weapon does damage to a character, he is automaticly stunned for 1 turn)
Win mission: Capture the criminal
Draw Mission: Kill the Criminal
Lose Mission: The criminal gets away

Lie down with dogs:
A you have been sent to investigate a local crime-ring that has taken over the trade of this area and wiped out all the other syndicates. It is rumored that they are working out of this town.
You need to go undercover and gain acceptance into the gang to find out where they are storing a stolen shipment of imperial arms. Place the beacon on goods without being noticed and get out.
Win Mission: Find gang, and gain access to the imperial goods.
Draw Mission: Find the gang and report them to authorities
Lose Mission: get yourself whacked and never be heard from again

Transporter investigation:
You have been given the location of the headquarters of the local crime-rings base. They hide out in the back room of the local bar. Every time authorities have raided the place, they have found nothing but an empty room with a transporter pad. To expose the base, you must accomplish a dual mission.
First, you must shut power off to the town from the reactor to shut down the transport. Also, you must lead a force of Imperial officials on a raid before the mob members escape.
Win Mission: Disrupt the gang's daily activities and expose their location, recover the goods
Draw Mission: Shut off the power, but the gang gets away with the goods
Lose Mission: You get caught or killed.

Dark Missions:

Wanted:
You are a wanted criminal. You hoped to escape hunt by coming to the town, but you hear a hunter has been sent after you. You may or may not be able to take care of him yourself, and you hear they may have precautions to catch you. The local town has a crime ring that may be able to offer you 'protection' for a fee, but they do not seem interested in money. Meet with the mob's leader and find out what he wants and how to get it.
Win Mission: Gain the mobs protection or kill the person hunting you.
Draw Mission: Get out of town by the transport
Lose Mission: get captured or killed

A mysterious stranger:
A hooded figure approaches you and asks you to 'kidnap' someone for him. He is very 'vauge' in his descriptions, but he says 'you will know what I am talking about when you see them.' He wants you to capture a pet belonging to the local mob boss. No one has ever seen the boss and those who have act as if they didn't.
He gives you no help on how to capture the beast, but he lends you 2 of his Archo-flagellents to help 'Protect' you. What do you need protection from?
Win Mission: Capture the beast
Draw Mission: Do nothing
Lose mission: Get killed

Rob the Robbers:
A shipment of imperial Arms was stolen from a transport moving through this town. You intend to steal it for yourself and sell it to the highest bidder. You know the Local Barkeep knows something about the theft but will not cooperate with authorities. You must find the stolen goods and get out of town with it.
Win Mission: get out of town with goods
Draw Mission: Find goods
Lose Mission: find nothing



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