GREYFARLIN Mini Campaign

This is a mini campaign that will begin anywhere in the north-east of America, progress to Old Detroit and eventually lead to England. I will try to give as much information as possible in case some people do not have the RIFTS England sourcebook. This mini-campaign can also be used to introduce characters into a bigger campaign that can begin from their first adventure. The whole campaign gradually becomes more difficult but is accessible even to beginning characters.
This campaign has a recurring NPC called Dreyfuss. You will encounter him regularly and find him both a nuisance and a help. This campaign also introduces a new race known as the Greyfarlin. As the campaign moves along the characters will learn more about both Dreyfuss and the Greyfarlin.


The Adventures :
  1. First Blood
  2. Guarding Dreyfuss

First Blood (1,m,1st)

Scenario : Medium sized city. The characters are commissioned by either their boss or a new/old employer, to find where enemy plans have been hiddenand retrieve them. The only clue is a man known as Dreyfuss. He is an enemy spy and will know where the plans are hidden. The character(s), after finding the location, infiltrate the base where the plans are hidden and exchange the plans for the money reward.

The Commission : Whomever employs the character(s) will set the price for the hidden plans at 1000 credits per average level of the character(s). When commissioned, the character(s) will be given an address to locate Dreyfuss.

Dreyfuss : At first level Dreyfuss is only a small time spy and has no bodyguards. At higher levels Dreyfuss needs more protection at the rate of one guard per level.

Dreyfuss HP : 15+ SDC : 30+
Light MDC armor MDC : 40
No weapons

Guards HP : 20+ SDC : 45+
Light MDC armor MDC : 40
NG-33 Laser Pistol, 2 Clips (pg. 225)
+ 1 str

Add D6 to HP and SDC, each level after one. This man is capable of lying and if he sees that the characters won't kill him he will try to give the character(s) bad information. He can be used again in another adventure, maybe coming after the character(s) better prepared, to get revenge.

Infiltration : The site of the camp where the plans are held, is far from the occupied part of the city, most probably in an area of abandoned warehouses. The camp should contain :

At least two guards are on duty at the base. Increase this number by one for each extra character, and at levels 3,5,7,etc.
The storeroom is filled mostly with useless files, only the solitary folder on the table is important enough to guard(as Dreyfuss will tell his attackers). The baracks have beds for each guard as well as toilet facilities and a kitchen/dining room. The front gate has an alarm that, when tripped, will alert any guards at the storeroom and in the baracks to trouble at the front gate. The A.T.V. is fully functional and mounted with a SAMAS rail gun and 2000 rounds. Surrounding buildings lean over the electric fence in certain places and the whole compound is cement based.
Shots will alert the entire compound to the attackers. Outsiders will not respond.

The Exchange : If the character(s)' boss is used, the price offered will be paid on delivery. If an employer is used they may or may not haggle over price or even forcibly take the plans. This is more likely to occur if a new employer is used and can lead to other adventures.


Guarding Dreyfuss (3,m,1st)

Scenario : As the characters are walking around a medium sized town one of them (choose the most likely) realises they are being followed. The characters must deal with their follower, but should eventually find out that a Mr Dreyfuss would like to see them). Dreyfuss, who will tell them that he harbors no hard feelings (and he almost doesn't), would like to employ them to protect him over the next four days. After then they are to escort him to a caravan that will take over his protection. To begin his protection they must first take him to a secret hideaway he has in the mountains. He will bribe the characters handsomely, even offering vehicles, magic, cybernetics and body armor. For each character this should add up to 40,000 credits. Along the way they encounter a massive D-Bee who will attack and chase them into a cave system near the hideout. Travelling in the cave they come across a pool of water and a lady who gives them a glance at their future and begs them for their help. Finally they make it out the cave system and find themselves in the valley where Dreyfuss' hide-out is. After a couple of days a small group of, Dreyfuss' pursuers, attack. When they are defeated the characters then escort Dreyfuss to the caravan but encounter whats left of the D-Bee.

The Hideout : The hideout is in a small valley, with only a path to the south and a cave to the north viable entrances/exits. The house is a log cabin, complete with fireplace, stove, canned food, old clothes and the rusted body of a pre-rifts Mitsubishi Colt. The area around it is heavily wooded and behind the house a small orchard is growing. The building is an SDC structure (600) as well as the door(170) and car body(100).

D-Bee Attack : Because of the gradient and narrowness of the track vehicles must be left behind in the town. While following the path the characters get only a hint of crashing trees before they are attacked (unless they have abilities to sense the supernatural, in which case they should be given extra warning). The creature is huge with two heads and small, useless, bat shaped wings. Its body is covered in dull grey scales and a thick hide. Its stats:

MDC : 1200+ HF : 16
Height : 25' Weight : 6 Tonne
Attacks : 2 PS : 35 (supernatural) SPD : 15
Bite : 2D6+20 MD Claw : 3D6+20 MD

The creature gets an added bonus of 100MDC at levels 2,5,8,etc. The beast is a mindless killer, gone insane after its latest rift experience. The characters (or at least Dreyfuss) should quickly recognise they have no chance head to head vs the beast, and will run. The monster will try to keep up with the characters and steer them away from the conventional path. Eventually they will come across a cave bigger enough for them but small enough to keep the D-Bee out. The beast will remain outside the cave entrance, hidden from view by the trees and scattered boulders. It will stay for as long as the characters remain in the mouth of the cave.
As the characters venture down the path when they return to town they will encounter the beast again. The creature is badly damaged and has only 100 MDC/character. Add 100 MDC at levels 3,6,9,etc. The bodies of 2 bad guys for every character lay trampled, their equipment broken beyond repair, as well as broken trees, and the surrounding forest is scored by laser fire, indicating a fierce battle.

Spelunking : With the cave entrance guarded by the D-Bee, Dreyfuss will suggest that they investigate the cave and see if it leads into his valley. A lot of the cave system is empty and the first thing the party will come across is a room 40' long and 20' wide nearly covered in water. Standing in the pool, emanating a dull blue light, is a 6'5" woman with dark blue skin, a beautiful body and a gorgeous face surrounded by black shoulder length hair. She speaks to the characters in a language known as Greyfarlin (so they probably wont understand), "Watch! See your future". The characters are then visited by three visions.
The first vision is of a desolate city, destroyed by the rifts. The vision glides into the city and comes to a large rock protruding through a decayed street. The second vision is of a parade of blue skinned humanoids walking naked towards the rock singing in beautiful voices. In the middle of the parade, sitting upon the shoulders of the six largest men, is a palaquin (kind of like a throne/carraige). Sitting in the ruby cushion confines of the massive palaquin is the same lady that stands before them, dressed in white, flowing silk robes. Suddenly a man on the back of a pegasus flies in and fires a flaming arrow at the lady's heart. The arrow hits but the flames don't catch. Hundreds of skinny green eyed, hunch backed humanoids spew forth from the broken buildings and attack. The blue skinned warriors back towards the rock and fight off the onslaught as the largest warrior carries the lady through a hidden opening in the rocks outer defences. When the warrior returns the battle is almost won, the green creatures using their overwhelming numbers to bring down their stronger foes. The last of the blue skinned warriors stands tall and holds a netball sized orb above his head. The green beasts try to pull him to the ground as the orb bursts with white light. All life is destroyed and standing in the middle of the carnage is a dusty white statue of the powerfully built man holding the untarnished orb high in the air. The third vision is of the characters. They stand gathered together around the orb, inside a dark room with smooth plaster walls decorated by pictures of blue skinned people singing, laughing and playing music. The orb glows a bright blue as it glides above the lady and seperates her soul from her body and releases her body to the ravages of time.
When finished the lady speaks softly again, this time she uses a language the characters understand. She says "I am the last of the Greyfarlin. I want to be with my people. Seek the ruins of Old Detroit. Give me peace and you will be rewarded greatly."
"You will be rewarded".
Her voice and image slowly fade away. Dreyfuss scoffs at the vision and tells the characters not to waste their time believing it(secretly he believes).
The caves continue, and the characters should come across, 3 cave bears. Two have 110 SDC and do 3D6+15 SD, and one has 40 SDC and can do 3D6+5 SD. After getting past the bears, the characters will be in the valley.

The Pursuers : In the valley, it is two days before the group sees anyone again. Men run into the valley and Dreyfuss recognises the uniforms of his previous employer. He informs the characters that they can earn their fee now. The rag-tag group hold smoking barrels and fidget with their E-clips. They seem scared and distracted, some shaking their heads before they realise the characters are there. When they catch their breath and look up they will notice the characters and Dreyfuss, and they will attack. Stats :

HP : 20 SDC : 30
Heavy MDC Armor MDC : 60
NG-P7 Particle Beam Rifle, 2 clips (pg. 225)
Hand Grenade 2D6, 20' radius range :40-50ft
2 attacks +1 str, +4 par/dod, +2 roll

There is two bad guys for every character. Extra one at levels 3,5,7,etc.



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