2.) Spades—Enemies: One of your enemies has suddenly appeared on scene, can you resist the temptation to take them out, or will they recognize you and put an end to your covert operation?
3.) Hearts—NPCs: You came across a friendly or at least neutral npc from your past. Will they betray you, perhaps not for a price. They may even help you.
4.) Diamonds—Fortune: You find something of value, it might not help you now, but it could help you in the future.
Scenes: Each scene gets a 1d4 roll using the above to determine what happens at the scene during the job. While all characters are at all scenes, please only be the primary roller in one scene to give everyone a chance to shine! Also please pay attention to the scene notes in the adventure thread ( To come mid week, sorry the sever issues sort of threw us off). I need one player to roll 8d4, essentially drawing a card for each scene.
- Note: If you preped for one scene you can feel free to switch it up and be the primary actor on a different scene.
- The sniper nest on the top of the building, it uses semi-permanent invisibility spell to keep the occupant hidden from view
- Spade
- The main guards outside the front door, usually 2-3 thugs that have a rotating watch.
- Diamonds
- A special Arcane signature is given to all those who pass through the main front doors, this signature allows access to certain levels.
- Club
- Second floor security room has at least 10 special force guards, with remote viewing sensors of the loading dock, main lobby, and front walkway. Alarms triggered will give the guards +2 to the first round of combat.
- The loading dock, 1 shipment per day of black ore from their arcane portal in the center of the mining sector arrives at the back do k.. The dock door is secured with a dark fire security grid. Dark-fire is capable of melting dragon scale.
- Three fire golem sentries patrol or stand watch in the main lobby, Alarms triggered will give golems the greater smite ability and a +2 on the first round of combat.
- The dimensional portal at the end of the lobby that takes you to the lower level that requires an access stone that only specific employees carry.
- The lower levels are a maze filled with identical red doors designed to confound and confuse. Alarms triggered prior to gaining access to the correct red door will make your task in this section an additional -4, 1 extra card draw for complications, as further security measures are engaged.
- The right red door, opens up to a 50ft open air chasm filled with vibro sword sharp cob webs, and across the way is an impenetrable red vault, made by the TW Diamond Clad. It is a dimensional vault, capable of holding vast amounts of information and retrievable by entering the correct combination on the doors dials. Entering the vault presumably will let you access the stored information ( such as the nefarious dealings of the Arcane Company and current location of the members of Black Company) as well as the stolen credits.