The lair of eucalyptus a cy_borg heist If pc's doubt: he will say: <<i could have given you the head of the dragon. >> gacho will then leave. If he's asked again or is forced to reveal anything else, will share big boss trap location only. in this adventure, you will face close encounters with the rulers of cy_. Assault their ghostly dwellings but, behold! The hills abound in living urban legends. These sophisticated terrors are inspired by the ancient colombian tradition. <<will you take the chance to overthrow a lord of dark legend? [the lair of eucalyptus] is an independent production by [santiago bustamante gonzalez] and is not affiliated with stockholm kartell. It is published under the cy_borg third party license. Cy_borg is 2022 stockholm kartell. <the job> a lucky chance at a gas station near the border of the hills, the pcs are approached by a young beggar named gacho, a noble drapped in misery. This copper thief is the heir of a big piece of land, son of a wealthy landowner. Mad as he appears, seeks a weapon to settle some debts. Gacho requests a weapon. a. Give a weapon b. Ignore request. (see big boss for resolution.) either way he tells of his ancient inheritance. He speaks of his two cousins assassinated. The silence of the community because they all knew who ordered the executions. Gacho does not plead nothing but offers <<the biggest loot ever desired.>> No one has been allowed to wander except him. <<have seen it all>>, he says. If pc's accept, he will provide precise map points of d4: big boss lesser boss 1 lesser boss 2 lesser boss 3 Pc's may verify info: if pcs inquire further around the station, gas manager/billar owner/ware seller tells that the beggar's cousins were thieves. They were cleaned up. A well-known case among neighbors. Horrible but unstoppable. Just touching the matter of the about the perpetrators, a rumor/gossip (low alarm) is spread against them, d4 big boss lesser boss 1 lesser boss 2 lesser boss 3 will be aware and send local private security to trace them and keep track of their doings. They will ambush and skirmish pc's (probably assault them on the road). Under coercion or after a successful negotiation, gas manager/billar owner/ware seller says <<it is impossible to tell. It's just private.>> PC's contacts will tell: PC's contacts refer a time when civil cleansing was implemented. <<The designers of evil and violence live in that neigborhood. Ask no further questions. It's The Hills, damn, it. These enemies are too big for you>>. Contacts will betray characters at dm's discretion. An alert (assassin squad) is spread against them. First impression test is required to devise their false behaviour. Pc's contacts reveal d4: 1 <<it is impossible, due to the enemies involved. Sargeant (whistler 3) is your man. Tell him you can help with the dog lover thing. Sargent will accept.>> 2 <<there is a place>>. Will reveal big boss trap location. 3 <<high risk, but the power plant is near. Problem is, airport is just next to it. Special forces can act in seconds. Careful! The flower army is secret and letal. (whistler 2)>> 4 <<total war and chaos will be denotated if a violent attempt goes public. I will get you a contact. (whistler 1)>> <<< 1 >>> 4 local private security hp8 morale7 vest-d2 3 ancient revolvers d6, 1 shotgun d8 people responsible for theft of land. (every boss you bring to her gives bonus mission points! ) she will also trick greedy pcs. 3) Some mansions have huge pastures and camps can be made during the night! 4) A stable with fabulous horses (bonus mission point if you all ride them during the rest of the mission!) 3 assassin squad hp14 morale9 vest-d4 2 assault rifle d8a, 1 smg d6a, d4-1 flashbangs random encounters d4 trap d4: waste time, minimal damage: players may circumvent. 1) A talking donkey wanders in prairies. It got lost looking for big boss. 2) In the night a woman screams. A ghostly woman is seen running the streets carrying a baby. Her screams require moral test from pcs otherwise panic/runaway/damage stuff/call attention. This woman is said to have killed her baby and committ suicide after news arrive to her telling her husband is returning from war. If someone grabs the baby, pc becomes the possessor of evil and becomes new <<la llorona>>, screaming with horrendous dispair. 3) Whistles attract pcs into the wilderness. Sound like a funny chicken. Once in the forest thing from another plane will devour them. 4) A dark man with black sombrero, riding a black horse, will be watching. Two black dogs tied to chains. As told by legends from the locals, this man looks for drunks and evildoers, and will tell them: <<you are on the wrong track>>. You may offer him your soul for power, and have it back in exchange for a pure, baby's soul. He has no head. obstacle d4: natural hazard that must be crossed: 1) Idle too much driving and cops/traffic/security will approach you. 2) Cold wheather with storms, an ugly road with macabre illumination, driving tests are required to transit. 3) Drug sellers become aware of pcs, ask discreetly <<do you need anything? >>. Pcs roll first impressions test. These gang structure leads to the flower army (boss b). 4) When any kind of violence is mentioned aloud, private security will follow pcs. empty room/delay d4: 1) While stuck in traffic, it is possible you need to get assaulted by gangs in bikes. This could lead to their bosses. 2) In the wilderness: an elegant woman dressed with leaves shows up asking to bring to her presence the surprise/ambush d4: 1) A woman with one leg will chase you in the wilderness. She will suck you dry like a vampire. 2) You will be subject to an arbitrary vehicle inspection. 3) You will be approached by several charismatic people who will entertain the pcs and separate/distract them. They will be poisoned with a drug called escopo (dr15) and will wake up in the bathtub of a local hotel. A note says, <<thank you for your kidney>>. 4) A nasty looking guy will come out of nowhere and stab pc's with acid/permanent poison/damage pcs appearance (presence -1). Megacorps involved: Presence of heavy industry premises and commercial offices, guarded accordingly. There are loots to be made! d4 1) Alliansen sport centers have underground research labs for mega soldiers. 2) Cynergy handles watery systems: poison main pipes to deliver fast apocalipsis! 3) Herls of Kergoz supplies raw materials and maintenance for the forge at the lab. You get a stealth chance! 4) Royal West stores goods of these corrupted haragans. Gangs involved: these institutions will apprach pc's in a discreet way and offer their goods. Chips, apps, even data may be exchanged at dm's discretion. These people are always tricky d3 1) pc appear as envoys for industry investors and will take them to their bosses.Their bosses ride horses, wear hats and carry loaded guns. 2) As buyers of exotics, gangs will offer drugs. 3) The gang in in the middle of a mission. Radar has detected two half-golems assaulting the slave neigborhood around bosses lairs. pcs find traces leading to the lake (hard mission, trace of the animals cross the whole map!) <<< 2 >>> <the targets> a dark chain the area is a fertile plain with rivers and green mountains. These are the remnants of an artificial paradise built to breath clean air and drink pure water. Mansions surrounded by vast prairies with horses and cows, all secured by cameras. Area encompasses around 20 km radius. Vicious, perilous transport routes connect the airport and the commercial zone. Once the area is accessed, all seems placid and agreable. Closer look reveals vigilance and servitud around the rich. Not yet inside the hills. Free transit is allowed in vehicles within routes only, No wandering. Any trespassing into fences along the roads will trigger police alarms. big boss is an powerful man. He's been seen living in his mansion with his wife and progenie. Dogs and servitude accompany him everywhere around his mansion inside the jungle. From the roads a fence constitutes the only protection. But a heavy wall of vigilance in three layers covers the entire perimeter. Only three entrances are accessed by his own voiced- authorization. The mansion is a trap, as another house on top serves as headquarters for his exclusive elite security. It includes sniper squad, mech with chainsaw, drones and milcorp gunship. big boss is protected by robot servitude assassin maids with four hands each for fine cutlery (refer to big boss trap location). Target will try to activate mech/escape in a milcorp gunship towards air force base behind the airport. A stealth approach, with perfect capture, gives CAMPAIGN POINTS! 4 assassin maids hp18 morale-- metal plating-d6 machete d6, 2 hits per turn 5 elite squad hp16 morale 9 stealth combat suit-d6 silenced assault rifle d8a, d4-1 flashbangs stealthy, highly trained <<< 3 >>> A stealth approach, with perfect capture, still requires heavy negotiation/coertion skills. Depending on the success, this old guy reveals d4: <<you may indeed detonate a civil war. How much cred are you worth. Speak a number.>> <<i am afraid you will have to keep me safe and treat me well, whatever you decide. Otherwise you are dead here and in the afterlife. Not before you suffer much after resurrection, which i am capable of.>> <<security was alerted the moment i saw your eyes and heard your voice. I am connected. Yes, they are comming. What a I worth to you.>> <<the safe you seek is not here. Besides, it requires the minds of all my associates too. Here is the list and the addresses, if you're interested. They live quite near. The vault is in the lake, but i'm afraid there is no time.>> the vault vault is located in the lab next to the lake. As told by big boss, to access the vault, a login is required from this main access point, using a piece of one of his associates. The id required is different for each boss: an eye, a finger, the voice. If pc's go to the lake now, jump to <<the lair>>. They won't be able to access it, though. clue 1 leads to lesser boss a This new contact can be found by footwork (cruising and scanning the area). Roll for random encounter. An old antenna will be visible in a hidden location in the root of the mountain where water is born. He becomes visible from the church too. The boy tells he has been capturing radio waves in an old antenna device. He will maintain annonymity. He will say nothing about himself, except he owns the piece of land where the cousins were killed. <<yes, the cousins were thieves. Yes, they were cleared-out. The people who established these laws live around here. I know two houses (boss A, big boss). i hear sometimes they discuss losses and cruel achievments. This intel i have gathered through decades. More i have none: a minister of war and his associates live nearby. They visit the club regularly, protection is runned by the flower army>>. This contact a leads to contact 2, and will not betray the pc's. He just asks for silence and a gun. a. Give a weapon b. Ignore request. (perversed by cold weather and solitude, npc will offer to come along and help pcs 'cause hell comes.) lesser boss a Lesser Boss A ordered the killing of gacho's cousins. Lives in a fortress surrounded by the valley around. Even a stealth approach requires a skirmish (short combat, low lethality, drain resources and delay), with boss's private security. Avoid alarms otherwise military search is activated. Coward as he is, may negotiate terms under violence/fear. He will not go into the lair and will not give away his eye: boss will attempt to escape and fly into space from the air force base. Boss will lead pc's towards big boss's trap location. If players ask about the corpses, if there is a successful negotiation, will mention corpses in the lake. Item to activate: pc's find cool app/infested item clue 2 leads to lesser boss b Hacker stuff to find traces of a veteran journalist living on top of a mountain. Renting a piece of wilderness. She types in typewriter and sends doves with messages to go. She gathers intel from social reunions and delivers it to terrorists groups. On the net, she becomes visible as a red dragon without head. She fights against plantations of flowers from which chemicals are extracted for drugs and nano stuff. Great amounts of wealth are made of these vicious flowers. She asks for silence and a deck to help. A. Give a deck b. Ignore request. (npc will aid deactivating local alarms and isolate polic/military/airforce, only private security remains.) this contact b leads to contact c, and will not betray the pc's. lesser boss b She owns most of the farms and has his own private flower army. She lives in the club, where she feels safer. It contains a lake, a golf area and private airport for small aircrafts around his medieval castle replica of stronghold (time for an assault from the future!). The flower army resides in the club. Drones and helicopters fly low and fast, searching. Three waves of increased assault until pc's are captured/killed. Her husband leads the flower army. An old veteran. His son is a mongoloid-reckless general. A illegal item is hidden. Stealth skirmish: short combat, high lethality. Drain resources and delay. Otherwise you are too late and alerts detonate. The flower army is activated. <<< 4 >>> Melee: deplete party resources/health. Explicit, logical tactics from the foe: She will attempt to escape and fly into space. You must capture her and convince her to speak as voice recordings detect unwillingness! After capturing her, she will lead pc's towards big boss's trap location. If players ask about the corpses, if there is a successful coertion, they will mention the two weird animals wandering the flower army hp6 morale 7 vest -d2 smg d6a clue 3 leads to boss c contact c is a sargeant at the police station, an infiltrated cop who will advise the following: <<dark traces reveal dirty networks of depraved habits of the rich. One nasty orgy has captured my attention: it involves arousal with killer dogs and social cleansing.>> pay sargeant with the capture of boss c. If you bring the finger and give it to him, he will allow free pasage to big boss in a deployment undercover. lesser boss c boss c is the dog lover. Boss c is found at his stronghold. Vigilance connected to local private security. He is not entirely loyal to his big boss and, due to secrets shared, would rather see him vanish. Ows him the secrecy for his numerous murders of vanished youngsters. To access, a road climbs steeply towards the top. The road ramifies with locals who will die to protect their overlord. This local gang rides bikes. skirmish: short combat, high lethality. Drain resources and delay. Otherwise you are too late and alerts detonate and the flower army is activated. melee: deplete party resources/health. Explicit, logical tactics from the foe). After capturing boss, he will lead pc's towards big boss's trap location. If players ask about the corpses, if there is a successful negotiation/torture, they will mention a golem but nobody believes him. item to activate: item 1 - a sniper-vantage point from there to all importat places of the setting! This view reveals how corpses are carried in construction trucks and triven into a road all the way around and inside the lake. You require top-grade scopes, though. Item 2 - his personal dog whisltle. You may command now 1d6+1 fucked-up worgs! As a finger is required and you may cut it, but all the worgs will go berzerk and eat the rest of the body and the finger itself. Sargeant will not grant favours and will not believe the dog ate the homework! bring lesser boss c to the sargeant sargeant will then suggest: <<to get captured for a minor offense in the area and getting locked inside the police station. Just in front lives big boss. I can leave the gates open and give access to weapons. as evidence is required along with capture of big boss, you must upload proofs to me. if stuff goes public, you must hold the package hostage from every-thing that comes. Every piece of living/crafted/dead thing will try to seize this man. hold him until real police arrives with lawly capture order. It is a chance to hit the head of the bull.>> if you give the finger to sargeant sargeant will attempt to enter the vault in an undercover mission. sargeant will hire pcs to assist in the raid. no is not an option and will aprehend them. the lair a three layer security surrounds the mansion like a wall. Vigilance cameras and sensors are connected all around this vast field. Each layer provides a different kind of sensor. Once inside, the field is quiet like a jungle. A vast field on plain grass with rivers and paradise trees. Fruits bloom and animals graze. Players may camp here. Inside this perimeter security is much reduced to old mayordomos with machetes. Roll for random encounter. big boss trap location desperation: location given by bosses lead to mansion that evokes terror, despite its tranquil appearance, as replicas of big boss and his wife supplant their lives in this trap mansion. Big boss' real location lies in the lab below the lake. That is why his own elite squad (located in the headquarters just above the false mansion), feeds to the air force base and may deliver missile-support. <<< 5 >>> To deactivate, an incursion into the net is required, or an infiltration to one of the two bases. Stealth approach is possible taking over the headquarters first! The subject enters the forge. Nano stuff impregnates them and become---. Lab shows plans of horrid worgs. Mass produced and shipped to cy_. Also, plans for wicked perversions: pcs will know that the two sons of big boss became greedyhunchbacked-half golems under a failed sorcery. They lay here, inside the lab, protecting the vault. Test for suprise! Now d6+1 worgs and 2 halfgolems show up. And should be put to rest in melee battle! false big boss: if given a gun, gacho appears and attempts to murder big boss and reveal it is a robot. Nevertheless, this produces war. false wife: once the characters order them the presence of the real people, she turns into a 5th level nanomancer. This gives time for false big boss to access the mech. the elite squad his private elite squad consists of wild infantry with machetes and a cavalry on mounted guns. On top of the false mansion, three robo-snipers are constantly surveying the area, from this military headquarters deguised as country house on top of the mountain. Dilemma: time becomes precious. Enemies become increasingly difficult. A potentially fatal obstacle surrounds them. Aircrafts and drones from gangs zoom looking for them. the lake inspection reveals anomalies in the lake. This horrid place surrounded by tall, menacing eucalyptus. Underneath the lake, structures of a proccessing plant dissappears into the darkness of the ground. If pc's take big boss to the lab and open its entrance --a passage inside through a gate (like pools do). Pcs require the eye, the finger or the voice of the woman to open this entrance. Tunnels lead underneath. A facility inside hosts a lab. And, visible from huge windows, a secret high-class nano forge. This leader found a way to make use of the corpses gathered daily: they nurture a stone golem that runs wild around the forge. In this facility, social cleansing is recicled into private security monsters! This state-of-the-art forge requires moral judgment. A golem wanders inside, lots of corpses feed it. Otherwise gets angry. the lab the lab is half-way down the hole, directing the forge from its quantum computers. Inspection reveals inside a torus chamber: some substance in capsules (found in the vault) is released in nano spores according to the creature desired. the vault a private office with forniture for small gatherings. Paintings, a mobile bar, a fireplace. A wooden desk with a hidden golden gun, good for anything. And a boxed-set of two capsules of transparent liquid (hold these capsules until the mission ends and you reach a safe place for bonus campaign points!). Pcs may attempt to use this and transform themselves. This should be strongly encouraged! Once the vault is accessed, big boss's contains documents of the state, along with nasty property papers of corps. But also the designs of his turning into stone golem. A note along: <<war is on your hands--->> in case files are made public in the net, sargeant reminds big boss should be preserved from attacks, now that every gang knows about the capture. Big boss has indeed many enemies who would like a piece of him. Nobody wants a golem, though. Corps are interested in this new development and deploy squads, each possessing contradictory intel. Pcs must then decide whether to protect the real big boss and hold the news of war. Protect the lab and the forge. Wait until sargeant finds legal ways to aprehend him. Hold the fort now and gain a legendary status! deception: not what it seems. Big boss needs his deeds made public, his scientific findings praised. But he wants to be protected and regain his human form. Anyway, it's hard to reason with a golem. If pcs escape they will be chased. finale stone golem gets missiled by air-force if taken outside (use mech? ). Destruction of the nano forge will lead to a final completion of the mighty sphinx. The rock golem transforms into a clever, flying sphinx, with a weakness towards ancient dynamite (one of the bosses/contacts has a stack of dynamite somewhere in their basements, you know). <<< 6 >>>