TEXT: 1
  A Big 
     Misunderstanding
  
  2
  By Austin Witt
  A Big Misunderstanding is an adventure for Tephra: The     
  STeampunk rpG using the Clockwork System. It contains 
  write-ups, maps, non-player characters, and all the information 
  you need to run this adventure aside from the Playing Guide 
  (of which, one Playing Guide per player is recommended for 
  ease of use at the table).
   
  This Tephra adventure is designed for two level 1 ad-
  venturers. It offers a single combat opportunity and should take 
  between 1 to 2 hours to complete. 
  The Briefing
  Two adventurers are walking the streets at night, each going 
  about their own business. As they pass each other, the building 
  on the other side of the street explodes and is rapidly engulfed 
  in flame. A hulking Figure stumbles out of the front door, yells 
  an ominous Greeting (see the “Figures” sections), and launches 
  into a furious assault. Further explosions engulf the Figure and 
  adjacent buildings in flames, obscuring the source of the pro-
  jectiles from view but doing little to stop them. As the inferno 
  quickly intensifies and explosions continue to bursts from the 
  building, the Figure yells out a direct Threat, and the adventur-
  ers flee.
  The Background
  This adventure can take place in any major city in Rilausia that 
  offers dense urban areas and narrow alleyways. Razule would 
  be a prime candidate, but any industrialized city will suffice. 
  All that matters is that the Narrator has a vision of the area that 
  the adventurers will be moving through. The Overview will 
  provide a sample setting in Razule.
   
  In the city where the adventure takes place, an organi-
  zation has been pouring a lot of resources into a mad scientist’s 
  promise of a new and improved means of creating super soldiers 
  Author  Austin Witt
  Executive Editor  Daniel Burrow  
  Editing  Rachel Merrill & Kevin Walkup
  Illustrations  Victor Helton
  Maps  Austin Witt
  Feedback  Spencer McAdams
  Copyright 2016 Parlor, LLC doing business as Cracked Monocle
  This adventure is designed for Tephra: The STeampunk rpG 
  using the Clockwork System.
  Maps are included for the adventure and may be copied  for personal 
  use.
  Contents
  Table of Contents 
  2
  The Briefing 
  2
  The Background 
  2
  Hooks 
  2
  Overview 
  2
  Abandoned Building  
  5
  Subway Station  
  7
  Apothecary  
  8
  Office Building  
  9
  Opera House  
  10
  Figure 1: Franz Herschel  
  12
  Figure 2: Trim Vank  
  14
  Figure 3: Squibbles  
  16
  Figure 4: Lt. Ateran Medres  
  18
  Conclusion  
  20
  LEVEL
  PLAYERS
  1-2
  2
  A BIG 
  Misunderstanding
  When mad science goes wrong, two innocent strangers are drawn into a fight for their lives!
  
  3
  A Big 
     Misunderstanding
  the likes of which Rilausia has never seen. They’ve been unscru-
  pulous about acquiring test subjects, and one of them has taken 
  advantage of their newfound strength to break out, leaving the 
  building in flaming ruin behind them.
  Hooks
  This adventure is intended to unite two adventurers who have 
  not previously met against a mysterious assailant. Each adven-
  turer is free to come up with their own reason for wandering 
  through whatever part of the city that the adventure takes place.
   
  This adventure can be used as a one-off or as a means 
  of introducing a new adventurer into a pre-existing group. 
  While one adventurer of the group is off running errands during 
  Downtime, they encounter the new adventurer and fate brings 
  them together.
   
  In place of traditional hooks, here are some reasons 
  why the escaped captive may target the adventurers:
  Uncanny Resemblance
  One or both of the adventurers may bear an uncanny resem-
  blance to some of the VIPs in the research facility, and in the 
  chaos of the escape have been mistaken for one of the parties 
  responsible for the escapee’s imprisonment.
  Stranger in a Strange Land
  The escapee has been taken far from their homeland. The cloth-
  ing and architecture is unfamiliar to them, so they have trouble 
  distinguishing the features of their captors and prison from 
  innocent persons and buildings in this strange new land. The 
  adventurers are dressed in the same style of clothes, and they are 
  outside buildings that look the same as the research facility, so 
  they must be in on it.
  Blind with Rage
  The escapee has killed every living thing in the research facility. 
  Between the blinding rage and the searing flames they may not 
  even realize they’ve exited the building. The adventurers are just 
  the next two poor souls to kill.
  Overview
  As mentioned in the Background, this adventure could take 
  place in any city, in any country. For example, the following city 
  layout could work:
  Square-wide paths are streets, half-square paths are alleyways, and 
  brackets [ ] are doorways.
  Each square is about 25 feet on each side. The arrangement of 
  streets and alleys in the bottom 7 rows should probably be the 
  same in every instance of this adventure, though the labels on 
  the buildings that aren’t on fire can change, as can anything 
  beyond the edges of the provided map.
   
  It’s night time, so offices and businesses are closed and 
  empty, and their doors are locked. The abandoned building and 
  subway depot are boarded up and locked too, but they have not 
  been maintained.
  The Large Figure
  The Figure can be any adversary that comes in a “powered-up” 
  flavor against whom the adventurers have almost no chance, 
  and a “powered-down” flavor against whom the adventur-
  ers will be evenly matched. Once the Figure has lost sight of 
  the adventurers and the adventurers have lost sight of it, the 
  Figure will change to its powered-down form. Several Figures 
  are provided, but feel free to create your own.
  
  4
  By Austin Witt
   
  As the adventurers pass each other on the street at the 
  spot indicated, the Burning Building will explode and burst 
  into flames. The Large Figure will appear where indicated and 
  welcome the adventurers with their Greeting. The Figure will 
  charge at the adventurers with terrifying speed before secondary 
  explosions engulf the building in flames, hiding the Figure from 
  view and singeing the adventurers. From within the flames, 
  the adventurers can hear a clear Threat from the Figure, but it 
  is temporarily out of view. Boxed in by the Figure to their left, 
  flaming wreckage to their right, and the exploding inferno in 
  front of them, they have nowhere clear to flee except up the al-
  leyway between the Opera House and the Office Building.
  Part 1 - Flight or Fight or Out of Sight
  If the adventurers are not phased by the Figure’s appearance and try to 
  fight, they will enter Part 2a: The Long-Odds Showdown against the 
  Figure.
   
  If the adventurers take fleeing to the extreme and step out-
  side the provided map, their path will be blocked by the Figure and the 
  adventure will proceed to Part 2a: The Long-Odds Showdown.
   
  Otherwise, the adventure proceeds to Part 2b: Lying in 
  Wait.
  Part 2a - The Long-Odds Showdown
  If the adventurers do not stay out of sight of the Figure, it will 
  not have a chance to decrease in power and the adventurers will 
  have to fight the full-power Figure.
  Conclusions
   
  Victory: If the adventurers do manage to defeat the Fig-
  ure, they will each gain 2 experience points and the Long Odds 
  story.
   
  Defeat: The adventurers lie beaten and bruised in the 
  streets. Just as the Figure is about to make the killing blow, the 
  local law enforcement shows up and drowns the Figure in a hail 
  of projectiles, driving it away. The adventurers will each earn 1 
  experience point and the Forged in Fire story. They will wake 
  up in a hospital some days later and learn from the news outlets 
  about how the Figure was apprehended shortly after they fell.
   
  As an alternative, the Figure could escape entirely and 
  make a reappearance in an adventure of the Narrator’s own 
  devising.
  Part 2b - Lying in Wait
  The adventurers have ducked out of sight, and must now gather 
  their wits before facing their unknown enemy. Adventurers may 
  craft during this time if they can find the necessary materials.
   
  While the adventurers prepare for battle in various 
  ways - arranging cover, brewing alchemical weapons, assembling 
  automatons, laying traps, or scrounging for supplies - the Figure 
  will continue to search the area for them.
   
  During this time, the Narrator should occasionally 
  interject background noises of the Figure searching; things like 
  smashing, yelling, explosions, and footsteps to maintain the 
  adventurers’ sense of urgency.
   
  If adventurers have snuck into a building without leav-
  ing external indications that they are inside, the Figure may take 
  up to 20 minutes to locate the adventurers, searching buildings 
  at random. After that time has passed, the Figure will enter the 
  building in which the adventurers have hidden. If their pres-
  ence is not immediately obvious, they may try to remain hidden 
  and buy themselves additional time - provided they noticed the 
  Figure approaching their hideout.
   
  If the adventurers have left a trail behind them (such 
  as by breaking and entering), the Figure will find them quite 
  quickly (as few as 5 minutes), and the adventurers will have to 
  play cat-and-mouse in their chosen building, attempt to remain 
  hidden, or be ready to confront the Figure.
   
  Once the Figure locates the adventurers, Part 3: The 
  Hastily-Laid Trap begins.
  
  5
  A Big 
     Misunderstanding
  The empty building is recently abandoned, so it is in only slight 
  disrepair. A Tier 2 Lockpicking or Brute result is all that’s neces-
  sary to gain entry.
   
  The building appears to have been a hospital before it 
  was abandoned. Signs to this effect are visible in the lobby, so so 
  no Cunning check is required.
  The Surgeries
  The surgeries on the first floor are full of old surgical equipment and 
  some medicines. An alchemist may be able to identify something of use 
  and any blade-throwing characters may be interested in some of the 
  cutting implements. 
  Storage
  The Storage room has the highest concentration of useful materials, 
  including some very poisonous and volatile chemicals. An alchemist 
  could find useful supplies they need in the Storage room.
  Offices
  The Offices are full of what used to be nice furniture, but rats and time 
  have ruined them. Adventurers might find a few valuable personal 
  effects that once belonged to medical professionals in the cabinets or 
  desks if they choose to look.
   
  The offices are on the left side of the building, adjacent to the 
  Burning Building, and will catch fire around the time that the Figure 
  enters the Abandoned Building. If the adventurers have not looted 
  them before their confrontation, they will be unable to do so after-
  ward.
   • Being near the west wall will expose combatants to the risk of Tier 
  1 burns.
   • After 3 rounds the burning area (left-most 2 columns) will be 
  covered in smoke and provide light cover to everyone inside.
  The second floor of the hospital is open, full of disused hospital 
  beds in varying states of cleanliness from “slightly dusty” to 
  “something bled out here.” It is also full of rats who will keep 
  their distance from the adventurers and watch from the shad-
  ows. The rats will swarm on any food that lands on a bed or on 
  the floor.
   
  An adventurer that attempts to commune with the rats 
  may achieve the following results:
  Abandoned Building
  
  6
  By Austin Witt
  Spirit Tier Results
  Tier 1
  The rats give you wide berth, allowing you plenty 
  of room to move about the space. The first time an 
  enemy sets foot on the second floor they will find 
  the rats cause unstable footing and must make a 
  Dexterity resist against this Spirit roll or fall prone.
  Tier 2
  A noise outside causes the rats to emit a frenzy of 
  soft squeaks. They’ll be able to give you advance 
  warning if anyone approaches the building.
  Tier 3
  The mass of rats swirls over the floor, revealing a 
  path across the floor to one of the beds. Underneath 
  the bed is a bear trap.
  Tier 4
  The rats squeak attentively and follow your gaze 
  and gestures. You can direct the rats one time to 
  attempt to knock someone prone. To avoid being 
  knocked over, that person must resist this Spirit roll 
  with their Dexterity. The rats will follow you even if 
  you leave the building.
  Bear Trap
  When stepped on, the target may resist its damage with their 
  Brute or Dexterity:
  Bear Trap Resist Results
  Tier 1
  9 damage
  Tier 2
  6 damage
  Tier 3
  3 damage
  Tier 4
  0 damage
  Moving Beds for Cover
  If the adventurers try to rearrange the beds to provide cover, the 
  quality of the cover depends on their Brute success.
  Brute Tier Results
  Tier 1
  Any of the beds can be rolled around the room 
  and tipped over to provide poor cover.
  Tier 2
  The beds can be stacked two-high to provide 
  light cover.
  Tier 3
  The beds can be stacked two-high and two-thick 
  to provide medium cover.
  Tier 4
  The adventurers can construct a makeshift fort 
  of hospital beds to provide heavy cover.
  Figure 1: Franz Herschel
  
  7
  A Big 
     Misunderstanding
  The subway station has been empty for much longer than the 
  Abandoned Building, and as such the boards that covered its 
  windows and doors have been pried open many times before 
  and are quite loose. No Brute or Lockpicking is required to peel 
  back a plank or two and slip inside. This method of entry will be 
  largely unnoticeable from the street.
  Ticket Counters
  The turnstiles are full of quarter-dukes, around 40 each in both 
  turnstiles, should the adventurers pause to get inside. A Tier 2 
  Sciences roll will grant access to the money and earn the greedy 
  adventurer(s) the Pilferer story. Alternatively, the turnstiles 
  each have 80 hit points and a soak class of 3 if the adventurers try 
  to force them open. The brute-force approach will be quite noisy.
  Shop
  There are some victuals to be found in the Shop. An adventurer 
  that stops to eat may recover a few hit points.
  Cafe
  There is plenty of inflammable cooking oil in the kitchen area of 
  the Cafe. 
  Storage Closet
  The Storage closet has a stock of cleaning fluids that would facili-
  tate a Gas, Acid, or Poison Brewer.
  Service Counter
  There is a mannequin wearing a suit of Super-Heavy Plate 
  Mail posed with a Super-Heavy Battle Axe behind the Service 
  Counter where the ticket master would have stood. The armor 
  should comfortably fit most adventurers between 5’ 7” and 6’ 2” 
  in height. There is a thick layer of dirt and dust which would be 
  easily stirred up into a blinding cloud.
  Stairs
  The stairs down to the subway tracks have caved in. There are 
  plenty of rocks to be had for a Hurl or Improv Fighter.
   
  If an adventurer tries to move some of the rubble from 
  the cave-in, they may be able to assemble cover depending on 
  their Brute roll:
  Brute Tier Results
  Tier 1
  The adventurer is able to relocate small pieces of 
  the rubble to create uneven footing in a 5x5 area. 
  Anyone moving into, out of, or through the rubble 
  must resist this Brute roll or fall prone.
  Tier 2
  The adventurer is able to shift larger pieces of rubble 
  to assemble Poor Cover in a 5x5 area.
  Tier 3
  The adventurer is able to shift large pieces of rubble 
  to assemble Light Cover in a 10x10 area within 40 
  feet of the stairs.
  Tier 4
  The adventurer is able to shift huge pieces of the 
  rubble to assemble a 10x10 area of Medium Cover 
  anywhere in the abandoned subway station. 
  Subway Station
  
  8
  By Austin Witt
  The apothecary’s shop is closed for the day, but it has plenty of 
  herbs and medicines which a Medicine Brewer can use. There 
  are also plenty of knives and animal parts. The cash register is 
  intact and contains a princely sum of 7 princes and 5 dukes. If 
  the adventurers opt to burgle the apothecary, each adventurer 
  that pockets some cash will earn the Pilferer story.
   
  The apothecary is not a difficult building to break into, 
  but if the adventurers opt for the brute-force approach, the door 
  has 50 hit points and a soak class of 2.
  Shelves
  The shelves reach almost to the ceiling. 
  Counters & Display Cases
  The counters are four feet tall. There are many premade medi-
  cines in the display case, but they aren’t labeled. 
   
  If an adventurer wishes to discern what a potion does 
  with a Sciences roll or use their intuition with a Spirit roll:
  Sciences Tier Results
  Tier 1
  You spot two common poisons (Corrosive, 
  Marque I). You know not to drink them.
  Tier 2
  You spot an additional, stronger poison (Cor-
  rosive, Marque II, Contact). This one might be 
  quite handy in a fight!
  Tier 3
  You are able to identify the Tier 1 and Tier 2 poi-
  sons and are fairly certain that there are a pair of 
  Marque I Push potions on the shelf.
  Tier 4
  You are able to identify all of the previous po-
  tions, and in addition can determine that one 
  particular vial of liquid will evaporate into a gas 
  when uncorked (Sticky gas, Marque II, Area of 
  Effect).
  Spirit Tier Results
  As narrator, you should only tell the adventurer about the gut 
  feeling they get when selecting their liquid; they won’t know 
  for sure if their intuition led them true until they try to use the 
  liquid.
  Tier 1
  You confidently select one of the liquids from 
  the shelf (fruity-flavored drink).
  Tier 2
  You have a very good feeling about this liquid 
  (Marque I, Push: Medicine).
  Tier 3
  You have a nasty feeling about this liquid 
  (Marque I, Contact, Corrosive: Poison).
  Tier 4
  You have an evil churning feeling about this liq-
  uid. It should probably be thrown at an enemy 
  far away from yourself (Marque II, Internal 
  Burning: Gas).
  Back Room
  The back room is full of bookshelves, and the cunning adven-
  turer may notice articles of value.
  Apothecary
  
  9
  A Big 
     Misunderstanding
  Cunning Tier Results
  Tier 1
  Herbalist’s Guide to the Empire
  Tier 2
  A labeled potion
  Tier 3
  HOFAZ Publication - IA
  Tier 4
  Shop Catalog
  Herbalist’s Guide to the Empire
  A first edition copy of Nicholai Alighieri’s alchemical refer-
  ence that, due to its edition, may actually be worth a significant 
  amount. An adventurer who can appraise the book will find out 
  that it’s worth 10 princes to the proper buyer. Most bookstores 
  would pay 5 for it. Without an appraisal, though, the best offer 
  an adventurer will receive is a single duke - though it will grant 
  +1 to their Alchemy when in a natural setting during their 
  Downtime.
  Labeled Potion
  Finally, a label in this darn place! It’s a large bottle labeled 
  “Blinding Fog ~ Uncork ~ Enjoy.”
   
  This bottle, when uncorked, will produce a Marque II, 
  Blinding, Area of Effect gas centered around itself. The perfect 
  ingredient for an ambush!
  HOFAZ Publication - IA
  This book was clearly hand-written and hand-bound by an 
  unskilled binder. It’s written with an alphabet that neither 
  adventurer will recognize unless they have a Story that begins 
  with “HOFAZ.” The book has no monetary value to ordinary 
  folk, but is probably one-of-a-kind. Taking it could be very risky 
  or very rewarding - it’s impossible to tell at this point.
  Shop Catalog
  Here it is! Color pictures of all of the shop’s potions, labeled with 
  what they do and how to use them.
   
  The adventurers may turn to the “Alchemy” section of 
  their Playing Guides and each choose 2 brews (Acid, Poison, Gas, 
  or Medicine) with up to 2 Marque II augments. While there are 
  many more potions in the apothecary, they don’t have time to 
  go through the whole catalog: The Figure will appear once both 
  adventurers have acquired their selected potions and Part 3: The 
  Hastily-Laid Trap will begin.
  Office Building
  The office building looks like it houses some service-oriented 
  company, maybe an insurance company, rail, or airship manage-
  ment office. There are lots of nice furniture pieces which may be 
  rearranged to create cover, plenty of meeting rooms, and upscale 
  interior decor. There are not many valuables, though an adven-
  turer that searches diligently may find the odd pistol or shotgun 
  that can be jury-rigged into a trap.
   
  This is a newer building and its lock is complex, which 
  will lower the Lockpicking tier of the adventurers by 1 to a 
  minimum of Tier 1, but its glass doors will give way to a simple 
  thrown brick or stern bludgeoning.
  
  10
  By Austin Witt
  Conference Room
  The conference room contains a large conference table. It can 
  easily be flipped to provide Medium Cover.
  Storage Room
  The storage room has plenty of food, paper, and office and clean-
  ing supplies that an Acid, Poison, or Gas brewer will be able to 
  use.
  Back Office
  In the back office across from the storage room there is a small 
  cannon alongside a stack of cannonballs. If the adventurers 
  choose to inspect the cannon, they may use either their Sciences 
  or Cunning. For each tier of success, the adventurer will learn 
  the information from all previous tiers as well.
  Cunning Tier Results
  Tier 1
  This cannon is a type that was used on seafar-
  ing ships about a century before the Hurricane 
  Wars.
  Tier 2
  This cannon has a ship name - “PRN Dreadfire” 
  - embossed on the side. The Dreadfire was an 
  infamous Paldoran privateer vessel.
  Tier 3
  This cannon is in fact a real cannon salvaged 
  from an old ship-of-war.
  Tier 4
  This cannon is in full working order and ready 
  to be fired if only it had some gunpowder.
  Sciences Tier Results
  Tier 1
  This cannon is a type that was used onboard 
  seafaring ships around a century before the Hur-
  ricane wars.
  Tier 2
  This cannon appears to be in remarkably good 
  condition for its age: It looks like the owner has 
  restored it.
  Tier 3
  This cannon is in full working order and ready 
  to be fired, if only it had some gunpowder.
  Tier 4
  This cannon is in full working order, ready to be 
  fired (if only it had some gunpowder), and if you 
  fire it yourself you receive a +2 to the first roll 
  required.
  If the adventurers wish, one of them may give up all of the am-
  munition for one of their firearms to muster enough gunpowder 
  for a single cannon shot. They will then be unable to use that 
  firearm until they can obtain additional rounds.
   
  The cannon has a range of 400 feet and a damage class 
  of 12, requires 3 AP to ready, and may be aimed as an improvised 
  Super-Heavy Firearm. If the target of the cannon manages to 
  evade the ball they will nonetheless be shocked by the blast, suf-
  fering a -2 to Accuracy and Evade until the next time their action 
  points refresh.
  Opera House
  The opera house is a dilapidated affair. It can’t seat many people 
  and has a cramped stage. Backstage is even smaller, with just one 
  oversize dressing room and a prop storage room of the same size. 
  There are two ladders backstage that lead up to catwalks above 
  the main thrust.
   
  The stage manager forgot to lock up tonight, so the 
  back door will swing open if the adventurers try it. The front 
  door is locked; to enter from the outside the adventurers may 
  pick the lock or try to break the door down. The door has 100 hit 
  points and a soak class of 2.
  
  11
  A Big 
     Misunderstanding
  As the opera house is across the street from the burning building 
  it will soon catch fire. If the Figure makes its entrance from back-
  stage, it will do so accompanied by flames and the final combat 
  will occur in a building whose back third is alight:
   • The burning area will be covered in smoke and provide light cover 
  to everyone inside.
   • After 3 rounds, being near walls will expose combatants to the risk 
  of Tier 1 Burns (which they may tier down with their Brute) at 
  the start of each of their turns.
  Box Office
  The door to the box office is locked. It has 50 hit points and a 
  soak class of 1. The metal cover over the service counter of the 
  box office is also locked and has 25 hit points with no soak class.
   
  Inside, there are 20 half-dukes which, if stolen, will 
  earn the adventurers the Pilferer story.
   
  Dressing Room
  The dressing room has cosmetics and cheap, light furniture. 
  Those pieces won’t provide much cover but could be broken into 
  improvised weapons.
  Prop Storage
  This room has a variety of costumes and paraphernalia for 
  making stage effects. The Cunning adventurer may notice the 
  following useful items:
  Cunning Tier Results
  Tier 1
  There are lots of costume pieces here - enough that 
  both adventurers could disguise themselves as any 
  kind of race or person they wanted. As long as they 
  stay in low lighting, they’ll probably pull it off.
  Tier 2
  There are two smoke bombs, likely used for stage 
  effects. They will produce Marque I, Blinding, Area 
  of Effect gas.
  Tier 3
  The smoke bombs have a warning printed on them: 
  “Fire hazard: this end up!” Inverting the smoke 
  bomb will cause it to burst into flame. An inverted 
  smoke bomb will function as an un-augmented 
  Marque I explosive.
  Tier 4
  In the back corner behind a densely packed rack of 
  clothes is a control box for the on stage backdrops 
  that can lift, lower, or detach them. The buttons are 
  clearly labeled as to what section of the stage they can 
  lower (or drop) a backdrop.
  Stage
  There are large sandbags and stacks of pig iron secured with rope as 
  counterweights for several heavy backdrop murals. They are articu-
  lated from above, some 25 feet up in the catwalks.
  Catwalks
  The adventurer that climbs up to the catwalks will find that their 
  Dexterity will let them cause the scenery (or counterweights, as ap-
  propriate) to come crashing down to the stage below at an opportune 
  moment. These heavy objects have a damage class of 6.
  Dexterity Tier Results
  Tier 1
  The backdrops and counterweights are located as 
  far upstage as possible; the adventurer will be able 
  to precisely drop one on anyone standing directly 
  underneath.
  Tier 2
  The adventurer will be able to maneuver the scenery 
  to drop on or up to 5 feet downstage of the back stage 
  line.
  Tier 3
  The adventurer can coordinate the counterweights 
  and scenery to drop a heavy weight on anyone on or 
  up to 15 feet downstage of the backstage line.
  Tier 4
  The adventurer will be able to drop piece of scenery 
  or counterweight anywhere on stage.
  Part 3: The Hastily-Laid Trap
  The Figure has finally arrived at the building in which the ad-
  venturers have hidden and resumes its pursuit. Unlike the previ-
  ous encounter, this time the Figure is a less-powerful version of 
  its former self and the adventurers stand a fighting chance.
   
  If the adventurers’ first act of aggression is an attack 
  (and not a trap), the first attacker may take a +2 to their Ac-
  curacy. Once the Figure lays eyes on the adventurers, the final 
  combat begins.
  
  12
  By Austin Witt
  Franz
  Herschel
  Figure #1
  
  13
  A Big 
     Misunderstanding
  Greeting
  “I will not spare anyone! Not the subjects, not the re-
  searchers, and not even you!”
  Threat
  “Run, little kiddies! Franz is coming for you!”
  Playing Franz Herschel (powered down)
  Once Franz’s potions are exhausted he has very little staying 
  power in combat. He knows this and will try his best to remain 
  hidden, in cover, and out of melee range.
   
  Franz will start a fight with a Blinding Gas vial, then 
  dodge around the adventurers and take potshots at them with 
  his revolver. He will continue to deploy Blinding Gas through-
  out the fight, striving to keep the adventurers inside its effects. 
  If an adventurer gets too close he will throw one of his Poison 
  Vials at them. He will use his Push Medicine whenever he has 
  at least 8 HP missing.
  Background
  Franz Herschel is a lithe, short, and scrawny satyr. He is dressed 
  in a beat-up leather jacket that is too wide for his small frame. 
  The tips of his horns curve backwards, completing a full circle 
  and coming to rest just above their base. He has unkempt, ample 
  facial hair that matches his fur.
   
  Franz was a content moonshiner and tinkerer from 
  Arakrith before he was captured and forced to put his alchemical 
  and mechanical talents to use for the group that was conducting 
  experiments inside the now-burning building. He did a bit of 
  extracurricular alchemy in his time there, and eventually had 
  the right complement of potions to torch the whole building, 
  get into a prototype exosuit, and make his way out of the inferno 
  and past the guards. He doesn’t recognize anyone or anything in 
  this strange new city, and there are more than a few alchemical 
  concoctions swimming through his bloodstream, so he’s not in 
  the most stable of mind sets at the moment.
   
  Shortly after his initial encounter with the adventurers, 
  the exosuit will reach the limit of its endurance, and the flames, 
  bullets, and wreckage will disable it, forcing Franz to pursue the 
  adventurers on foot.
  Playing Franz Herschel (powered up)
  Franz will advance towards the adventurers 10 feet per turn, if in 
  combat, while terrorizing them with the suit’s Grenade Launcher fol-
  lowed by two shots from his Gatling Gun. If he takes any damage from 
  an adventurer he will retaliate with a full turns’ worth of Gatling Gun 
  fire split between the adventurers.
   
  While Franz still has grenades, adventurers who charge 
  at Franz with melee weapons will be met with a Steam Surge, after 
  which Franz will walk the exosuit backwards until he is 20 feet away, 
  then resume firing his Gatling Gun.
   
  Once Franz is out of grenades, he will advance toward 
  adventurers at full speed and wield the Grenade Launcher as a melee 
  weapon. If the adventurers move away from him he will fire the 
  Gatling Gun at them until they stand still.
  
  14
  By Austin Witt
  Trim Vank
  Figure #2
  Playing Trim Vank (powered up)
  The hulking Trim will favor her fists and essence augmentations in 
  combat, rushing up to the nearest adventurer and pummeling them. 
  The other adventurers will be targeted by Trim’s ranged essence aug-
  ments. She will take every opportunity to meet an opponent’s attack 
  with an attack from her crossbow, though she won’t use the crossbow 
  on her own turn so long as she has more than 20 HP remaining. She 
  will use her Free Movement to avoid being in melee range of more 
  than one adventurer at a time.
  Greeting
  “Time for hurting is over! Time for payback is now!”
  Threat
  “There is no escape! Not for them, and not for you!”
  Pictured on the Cover
  
  15
  A Big 
     Misunderstanding
  Background
  Trim is short even for a gnome, standing just 1’ 3” tall. She 
  wears a black, tattered one-piece garment that clings to her skin. 
  It stretches easily and will adapt to her larger form. Trim has 
  thick black hair that now reaches down to her shoulders - in her 
  enlarged form it will only come to her ears. She has no shoes, 
  but doesn’t mind.
   
  Trim was more in touch with her ability to shift and 
  control her size than most gnomes, and lived contentedly in a 
  Zelhost forest, until one day she was bushwhacked by a group 
  of paramilitaries, confined in the now-burning building, and 
  subjected to a great many essence-manipulation experiments 
  and alchemical serums.
   
  Eventually, the scientists pushed Trim’s body to such 
  extremes that they could no longer contain her. Trim, now a 
  hulking super-soldier standing over nine feet tall, is unable to 
  shrink her body, and possesses moderate pyrokinesis. She laid 
  waste to the facility and blazed a trail to the exit. Her creators 
  probably would have felt pride in their last moments, had there 
  been room for it next to the pain and terror. No laboratory 
  between Trim’s cell and the exit was spared, and all who stood in 
  her way are now dead.
   
  The months of experimentation, essence manipula-
  tion, and psychological conditioning have warped Trim’s mind, 
  and she now suffers from moderate paranoia. She perceives all 
  beings as threats that wish to return her to his cell and continue 
  the experiments.
   
  Shortly after Trim loses sight of the adventurers a 
  significant portion of her soldier boosts will wear off, reducing 
  her from an unstoppable fiery juggernaut to simply an enraged, 
  bloodthirsty gnome.
  Playing Trim Vank (powered down)
  Once Trim’s essence augments fade away, she will rely much 
  more on her Gnomish form to stay out of sight and stalk the 
  adventurers, taking potshots with her Crossbow from afar and 
  using her Free Movement to stay out of melee range. If an 
  adventurer lands a melee attack, Trim will grow to her Enlarged 
  form and dish out melee attacks in retaliation. When a ranged 
  attack forces her to use Minimize, she will scamper away and 
  resume the use of her Crossbow.
   
  If subdued or restrained, Trim may be convinced to 
  perceive her situation accurately and surrender.
  
  16
  By Austin Witt
  Squibbles
  Figure #3
  Playing Squibbles (powered up)
  Squibbles’ primary method of attack will consist of phase-stepping to 
  an opponent, dropping a great number of squibs, then phase-stepping 
  into cover or a hiding place. When possible, she will attack from and 
  retreat to locations over the adventurers’ heads.
   
  When she runs out of squibs, she’ll turn to her trusty throw-
  ing dagger. She’ll do everything she can to stay concealed, phase-step-
  ping multiple times if necessary.
  Greeting
  “Wonderful! Fresh meat!”
  Threat
  “You can run and you can hide, but the shadows belong 
  to me!”
  
  17
  A Big 
     Misunderstanding
  intimidated she will lie and deceive her opponents until an op-
  portunity to turn the tables presents itself.
  Background
  Female ayodin, 5’ 10”, at least 25 years old. Dressed in a tight 
  black suit with a myriad of holsters for squibs. She wears form-
  fitting leather toed boots that allow her to fully utilize her digits 
  while climbing.
   
  Squibbles was abducted at a very young age and has 
  been a subject of alchemical, bio-flux, prosthetic, and psycho-
  logical experiments for most of her life. She was recently trans-
  ferred to the now-burning building for a new program. Through 
  years of being addressed by her subject number, ceaseless new 
  concoctions being introduced into her bloodstream, and a rigor-
  ous conditioning program both physical and mental, she has 
  long since forgotten her real name. “Squibbles” was a nickname 
  that one of the other subjects gave her after witnessing one of 
  her test performances, and she latched onto the name.
   
  Squibbles was a docile, obedient subject for years, co-
  operating with all tests and never offering any resistance. A few 
  months back, one of the essence augmentations changed that 
  and replaced her calm, stoic demeanor with a sadistic rage. Her 
  performance at her evaluations improved markedly afterwards, 
  and the augmentation was hailed as a success.
   
  The researchers were playing with fire, however, and 
  the new Squibbles, who had long ago been skilled enough to 
  make an escape attempt, was now eager to taste her captors’ 
  blood. 
   
  Freed at last from shackles both physical and mental, 
  Squibbles is out to wage her very own Hurricane War on the rest 
  of the continent.
  Playing Squibbles (powered down)
  Shortly after she loses sight of the adventurers, the fatigue of her 
  escape will start to set in. Her missing action point and decreased 
  stats will lead her to prefer climbing over the adventurers’ heads, 
  tossing squibs willy-nilly in an attempt to flush the adventurers 
  out.
   
  If she spots the adventurers she’ll use her Jellyskin es-
  sence augment to disguise herself as a third innocent adventurer 
  and approach them, then attack and Phase Step away.
   
  Squibbles will prefer to avoid open combat, climbing 
  and Phase Stepping into cover whenever the adventurers catch 
  sight of her. Since she only needs 2 AP to attack (1 to phase 
  step in, 0 to drop squibs, and 1 more to escape), she will almost 
  always use her reflexive deflection.
   
  Squibbles will fight to the death. If she is successfully 
  
  18
  By Austin Witt
  Lieutenant 
    Ateran     
    Medres
  Figure #4
  Playing Lt. Ateran Medres (powered up)
  Ateran will first enter her Merciless stance, then rush to an adventurer 
  and attack. If she doesn’t have enough AP to attack with her blade, 
  she’ll stow it (for 0 AP) and punch. The important thing is to land a hit, 
  activating her Neuromuscular Incapacitator, so she can use her Merci-
  less stance to boost her accuracy. 
   
  Once she’s near an opponent she will  make repeated called 
  shots to disarm and disable them.
   
  If the adventurers flee, Lt. Medres will abandon the chase to 
  attend to her burning building and send two Haudi Stormtroopers 
  into the night to search for them.
  Greeting
  “I require more subjects! You two there, you’ll do nicely! 
  Hold still while I make the first incision!”
  Threat
  “Men, find them!”
  
  19
  A Big 
     Misunderstanding
  Playing Haudi Stormtrooper (powered down)
  6’ 5” females, clad in a lighter, more muted version of Lt. Me-
  dres’ armor, minus the gold trim.
   
  At first only one of the soldiers will encounter the ad-
  venturers. She will signal her comrade, then take up her Turret 
  stance. Once they’re together, one of them will remain in the 
  Turret stance while the other moves to optimize their attacks. 
  They will swap roles if necessary.
   
  Each soldier will fight until they are no longer able to 
  wield a weapon (or have been disarmed of all their weapons), at 
  which point they will surrender.
  Background
  Human female, 32 years old, 7’ 1”, 230 lbs. Haudi, follower of 
  Jinzium. Thick leather strips merge with light metal plates to 
  form a full suit of armor that is lightweight but sturdy, affording 
  full range of movement while still offering much protection. 
  Gold and red trim highlight the intersection of the materials. 
  Both of her legs and her left arm are prosthetics, painted an off-
  white color that complements the few pieces of visible clothing. 
  Her prosthetics are obvious - shaped like human limbs but omit-
  ting skin and with large joints to tolerate adverse conditions.
   
  Lieutenant Medres was raised in a Jinzist sect whose fo-
  cus was both on the way of Jinzium and on returning the Haudi 
  Empire and the Empress to their former glory and rightful place 
  as rulers of Rilausia. While she had the potential to rise to great 
  heights in the Siyeshi army, her ulterior motives steered her to 
  a slower ascension that put her in contact with certain strategic 
  individuals. For just over a year she has been under the wing of 
  an admiral who shares the vision she was raised with: A Rilausia 
  united under a new Haudi empire. 
   
  She was in charge of managing, advancing, protecting, 
  and hiding the research that was occurring in the now-burning 
  building. Research which included covert, illegal, treaty-violat-
  ing, unethical, and otherwise abhorrent experimentation on 
  live subjects in the name of developing new soldier augments. 
   
  She has been granted a good degree of autonomy, and 
  hopes she can replace the subjects that were lost in the fire and 
  resume operation before the next time a superior officer checks 
  in on her, so that she might avoid disciplinary action that would 
  jeopardize her life’s work.
  
  20
  By Austin Witt
  Conclusion
  Defeating the Figure in combat will earn the adventures 2 expe-
  rience points. Any items they acquired along the way are theirs 
  to keep so long as they flee quickly. It won’t be long before the 
  authorities arrive in force, and they don’t take kindly to looters.
  Story Rewards
  If the adventurers confront the powered-up Figure and are 
  defeated, they will earn this story.
  ForGed in Fire
  You stood fast in battle with a stranger and you both nearly died. 
  Whenever you are in combat with that person as your ally, your 
  first wound effect is reduced to a called shot instead.
  If the adventurers defeat the powered-up Figure, they will earn 
  this story.
  LonG oddS
  You entered a fight that you had no hope of winning, but some-
  how came out on top anyway. You’ve got guts and some serious 
  brass. Once per combat, you may use Heroics on a non-resist roll 
  (such as accuracy, strike, evade, et cetera).
  If an adventurer steals for the sole purpose of enriching them-
  selves (rather than to defend against the Figure), they will earn 
  this story.
  piLFerer
  Once upon a time, the conditions were just right for you to 
  snatch someone else’s valuables and get away with it. It only gets 
  easier: the next time you try to commit an incidental theft (that 
  is, a theft that is not a key part of an adventure), you gain +2 to 
  avoiding detection both during and after the fact.
  
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