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  • Writer's pictureNick Shepley

Adventure Ten: Dark Alliance



Introduction


A group of villains called the Dark Alliance, once formed by Victor Kane before they turned against him, plan a coordinated attack on key government facilities. The PCs must infiltrate the alliance and foil their plan. Meanwhile, the PCs are given their new HQ for the New Heroes Initiative, but they face teething troubles with the technology. The Dark Alliance plans a simultaneous raid on the compound and other military bases to seize weapons and find a sample of the gold dust, which they believe will help them conquer the world.


Act One: Teething Troubles


Scene 1: New HQ Introduction. The PCs are given a tour of their new HQ for the New Heroes Initiative. They are introduced to the various facilities and technological marvels available to them, but it quickly becomes apparent that there are a number of issues that need to be addressed. Communications, Defences and vehicles are all affected by mystery software glitches.


Scene 2: Fixing the Technology. The PCs must work together to identify and resolve the technological problems within their new HQ. As they work, they discover a digital supervillain, Vyrus has hacked them to prevent the New Hero Initiative from foiling his and his villain team's plans. By defeating Vyrus using computer or psionic skills, the PCs uncover intelligence about the Dark Alliance and their plans to attack government facilities.


Scene 3: Infiltrating the Dark Alliance. The PCs must devise a plan to infiltrate the Dark Alliance, perhaps after hacking into Vyrus and bringing him under their control. They will need to be in disguise in order to gather more information about the exact locations of planned attacks. They must balance their efforts between fixing their HQ to ready it for a possible raid by the Dark Alliance and thwarting the villains' plans.


Act Two: Uncovering the Plan


Scene 1: Gathering Intelligence. The PCs successfully infiltrate the Dark Alliance and gather crucial intelligence about their plans. They learn about the simultaneous raid on the compound and other military bases, as well as the villains' quest for the gold dust.


Scene 2: Thwarting the Raids. Armed with the information they've gathered, the PCs must work together to stop the Dark Alliance from successfully raiding the government facilities. They must split their efforts between defending their new HQ and protecting the other targets.


Scene 3: Protecting the Gold Dust. The PCs discover the location of the gold dust sample that the Dark Alliance is seeking. They must protect it and prevent the villains from using it to conquer the world.


Act Three: Confronting the Dark Alliance


Scene 1: The Final Showdown The PCs confront the leaders of the Dark Alliance in a climactic battle. They must use their skills and teamwork to defeat the villains and foil their plans. They might also have to ask Victor Kane for any information he can give them on the identities of the gang, should they uncover a connection to Kane. The gang are made up of:

  • Frostbite

  • Psychlone

  • Shatterstorm

  • Venomshade

Plus two dozen assorted jobbers. Kane and Frostbite have a long and tormented history of rivalry and antagonism.


Scene 2: The Aftermath With the Dark Alliance defeated, the PCs assess the damage caused by the raids and the impact on the government facilities. They must also deal with the consequences of their actions and the potential fallout with Victor Kane.


Scene 3: Securing the Gold Dust The PCs secure the gold dust sample and decide how to handle this powerful resource. They must choose whether to use it for their own purposes, turn it over to the government, or destroy it to prevent it from falling into the wrong hands.


Resolution:

The Dark Alliance has been defeated, and their plans to attack government facilities and use the gold dust to conquer the world have been foiled. The PCs have proven their worth as part of the New Heroes Initiative and continue to protect the world in the wake of the Vanishing. However, they must remain vigilant, as new threats are always on the horizon, and their actions have surely drawn the attention of both allies and enemies


Name: Frostbite

Power Level: 10

Powers: Cryokinesis (Ice manipulation), ice armor, ice constructs, cold immunity

Abilities: Strength 2, Agility 4, Fighting 6, Awareness 4, Stamina 4, Dexterity 4, Intellect 2, Presence 2

Skills: Acrobatics 4, Athletics 4, Close Combat (Unarmed) 4, Deception 4, Intimidation 4, Perception 4, Ranged Combat (Ice blast) 6, Stealth 4 Advantages: Power Attack, Ranged Attack 6, Improved Initiative

Equipment: None

Offense: Unarmed +10 (DC 17), Ice Blast +10 (DC 25)

Defense: Dodge 10, Parry 10, Toughness 10, Fortitude 8, Will 8


Name: Psyclone

Power Level: 10

Powers: Telekinesis, flight, force field, mind blast Abilities: Strength 2, Agility 4, Fighting 4, Awareness 6, Stamina 4, Dexterity 4, Intellect 4, Presence 4

Skills: Close Combat (Unarmed) 4, Deception 4, Expertise (Psychology) 4, Insight 4, Intimidation 4, Investigation 4, Perception 4, Persuasion 4, Ranged Combat (Mind blast) 6, Stealth 4 Advantages: Power Attack, Ranged Attack 6, Improved Initiative

Equipment: None

Offense: Unarmed +8 (DC 17), Mind Blast +10 (DC 25)

Defense: Dodge 10, Parry 10, Toughness 10, Fortitude 8, Will 10


Name: Shatterstorm

Power Level: 10

Powers: Energy manipulation (Electricity), chain lightning, electric blasts, energy absorption Abilities: Strength 4, Agility 4, Fighting 6, Awareness 4, Stamina 4, Dexterity 6, Intellect 2, Presence 2

Skills: Acrobatics 4, Athletics 4, Close Combat (Unarmed) 4, Deception 4, Intimidation 4, Perception 4, Ranged Combat (Electric blasts) 6, Stealth 4 Advantages: Power Attack, Ranged Attack 6, Improved Initiative

Equipment: None

Offense: Unarmed +10 (DC 19), Electric Blasts +10 (DC 25)

Defense: Dodge 10, Parry 10, Toughness 10, Fortitude 8, Will 8


Name: Venomshade

Power Level: 10

Powers: Shadow manipulation, darkness generation, teleportation (shadow stepping), enhanced strength and agility

Abilities: Strength 4, Agility 6, Fighting 8, Awareness 4, Stamina 4, Dexterity 4, Intellect 2, Presence 2

Skills: Acrobatics 4, Athletics 4, Close Combat (Unarmed) 4, Deception 4, Intimidation 6, Perception 4, Stealth 6 Advantages: Power Attack, Ranged Attack 6, Improved Initiative, Evasion 2, Hide in Plain Sight

Equipment: None

Offense: Unarmed +12 (DC 19)

Defense: Dodge 12, Parry 12, Toughness 10, Fortitude 8, Will 8

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