Quaanaaq
Infiltrate a Base
Briefing
You are tasked with discreetly infiltrating a secret Machiavellian facility in northern Greenland. It is suspected that flight suits were recently taken to the location for analysis by a senior flight technician. It is your mission to sneak in and to take over the base. However if you can infiltrate the base without being detected you might save the data. You will be sent with a thumb drive containing a trojan program to accomplish this and additionally try to corrupt their systems. If necessary you may destroy the base to prevent the insurgents from being able to use the information they are gathering against us. This mission is likely to include stealth, espionage, and quiet combat.
All weapons chosen are equipped with silencers.
Information past this point is for the game Master Only
On the Ground
You arrive in Qaanaaq and from there journey northward. After some time you come up on a fjord. Nestled on the opposite side of the water you see the facility disguised by snow and ice.Thermal imaging technology has given you a vague sense of the layout of the base, including a few rooms which appear to have higher than normal heat signatures.
The facility protrudes slightly from the cilf to envelop some of the water of the fjord potentially allowing for an underwater entrance. Additionally, in the clifface there are also several caves which could lead to potential other entrances. How do you proceed?
Scenario notes
Before starting either decide or roll randomly to assign the high heat rooms.
High heat rooms can be
Barracks
A room with a sleeping grunt, a restroom, and a 5 other bunk beds, also has clothes for disguise
Security room
The security room has a locked door with an unthinkable Hacking check or a daunting strength check in a flight suit. The Idle guard and the head scientist both have keycards to unlock it. Inside there is a technician, and controls for the whole building, and monitors for the cameras.
Server room
Contains the Head Scientist, one technician, one hover drone, and assault drones so that the total number of enemies are equal to the number of players +1
Brig.
The door is locked with a challenging electronic lock. Contains a prisoner with a camera pointed at the cell. This camera is hidden and can be missed unless searched for before fully entering the room. There is a sedated prisoner in the room (revivable by medic). If they are revived, they will identify the other hotspots.
There are cameras only by cave entrance and brig, and the laboratories, with intercoms throughout the facility. The intercoms can be hacked to give access to the voice system and the emergency shutdown system, but they are not connected to the main servers. To get into the facility via the water entrance you need to either hack or blow it up but blowing it up will create whoever is in the adjacent room to investigate
The security room has a locked door with an unthinkable Hacking check or a daunting strength check in a flight suit. The Idle guard and the head scientist (found in the server room) both have keycards to unlock it.
The ventilation is only large enough for a crawling drone to traverse.
The doors are like airlocks on a ship and, other than the door to the cave entrance, are effectively unlocked.
The blue circle represents the underwater entrance, the brown triangle represents the caves entrance.
The underwater entrance has locked doors with no discernable handle or way to enter them. If you bust through them in some fashion whoever is the room next to the water entrance investigates. The players can stakeout the location and see a drone approach the hatch and seemingly open it remotely. Someone with a flying drone can then use this information to try to see if they can broadcast the radio frequency to open the hatch (doable intelligence check.)
The cavern entrance, if the players are going through it carefully, you see a door with a camera that is moving between two cave pathways. The camera can be snuck up on with a challenging Agility roll, and hacked with a Challenging intelligence check. The front door can be hacked with a challenging hacking roll, or burst open with a doable fortitude check in a flight suit (though this will draw whoever is in the room next to the entrance to investigate).
In this mission the environment table determines the general status of the rooms. You can roll the rooms beforehand, or do it as the party goes. For each room you will roll for materials and encounters.
There are intercom terminals in each room, these can be hacked with a doable check. This reveals that it is an intranet that does not connect to the main servers, but you can block a lockdown from occurring with a challenging roll (or undo one with a daunting roll).
Any and all personnel in the base have armbands which appear to have some kind of tech in them. On a challenging intelligence check, the players can discern that these armbands emit a radio signal. If worn any active enemy drones will regard you as friendly and not be suspicious.
At an hour and a half into the scenario, the flight suit data will have been sent to Machiavellian HQ.
Each specialist is able to do something unique in this scenario.
Hacker: can attempt to hack locks
Medic: Can revive prisoner
Pilot: The controls in the security room are all repurposed to pilots controls.
Drone Controller: Can investigate enemy drones for vulnerabilities, and open submersible entrance
Demolitionist: Can blow open unstable room
Infiltrator: Disguises from barracks take no penalties. If players use disguises without an infiltrator they take -2 on any wit rolls to pass as normal guards.
Environment Table(s)
Materials
Laboratory (Max 2) Roll, 1-2 robotics beyond your comprehension, 3-4, Stun Baton, 5-6 Find an extra flight suit
Storage (Max 3) You find 1-3 nothing of particular interest, 4 pistol, 5-6 assault rifle
Damaged room (Max 1) Can be blown open by engineer
Robotics (1 Max) Engineer can set a trap
Common area/Kitchen (2 Max) Can find Shift rotations to figure out how many people are in the compound
Hydroponics (Max 1) Equipment can be broken to lure technician
Encounters
Unoccupied (3)
Engaged worker (max 2) (no armor 2 health, doable stealth check to sneak past) (one)
Idle guard (Max 1) (2 health,2 armor, assault rifle, walkie-talkie, challenging stealth roll
Inactive drone (1) (can be investigated by someone with drone proficiency)
Worker Drone (2) (can be snuck past with disguise, or a doable stealth roll
3 off duty technicians.(Max 1), only one is armed with a pistol, but instantly notice the group on entering their area and go for the intercom.
Enemies
Mac Grunt:
Armor 2
Health 2
Machine Gun
Speed 7
Mac Tech:
Armor 1
Health 2
Pistol
Speed 8
Hostile Scout Drone:
Makes substantial noise when moving more than 3 feet a second
Has 180 degree array
1 Armor, 1 health
Speed 9
Assault drone:
Has 360 sensors, wields combat knife
2 armor 1 health
All attacks are one tier easier and harder to hit by one tier
Speed 11
Head Technician:
2 Armor (hidden)
2 Health
Pistol
Speed 9
Orders all drones
Scoring
Prevent the data transfer: +2
The Data is transferred -2
Successfully insert the trojan device: +2
Rescue the captive +2
Get to the server room undetected +2
Leave undetected +2
The base goes into lockdown -1
Ranking
S: 7
A: 6
B: 5-4
C: 3
D: 2-1.
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