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Syndicate

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0% found this document useful (0 votes)
11 views

Syndicate

Uploaded by

jeanluke1997
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as ODT, PDF, TXT or read online on Scribd
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The Syndicate is a group of powerful criminals who control a large portion of the black market on

the frontier. They are rumored to be working on a secret project that could give them a decisive
advantage in the war. The project is a device that was discovered on a distant, abandoned world by
a team of Syndicate operatives. The device is a relic of an ancient race known as the Xaraxians,
who were a technologically advanced civilization that flourished millennia ago.
The Syndicate has managed to keep the device a secret, and they are using it to their advantage in
their dealings with the other factions. The other factions, however, are not aware of the Syndicate's
possession of the device. They are fighting for something else that has been discovered on the
frontier: a powerful energy source that is believed to be a relic of the Xaraxians.
The energy source is highly coveted by all of the major powers, as it could give them a decisive
advantage in the war. It is believed to be located on a distant, uncharted world that is controlled by
a small, independent faction. The major powers are all competing to be the first to locate and
secure the energy source, and they are willing to go to great lengths to do so.
The Syndicate, meanwhile, is using their secret possession of the Xaraxian device to their
advantage, as they seek to profit from the conflict and manipulate the other factions to their own
ends. They are a shadowy force that is playing a dangerous game on the frontier, and no one is sure
what their ultimate goals are.

Dante Moreau is the charismatic leader of the Syndicate, a powerful criminal organization
that operates on the war-torn frontier. A skilled operative and master manipulator, Dante is always
one step ahead of his enemies and allies alike. He is a tall, handsome man with piercing blue eyes
and a sly smile. Despite his smooth exterior, Dante is a cold-blooded killer who will stop at nothing
to get what he wants. His Xaraxian plasma pistol and plasma sword are always by his side, ready to
deal swift justice to anyone who stands in his way. Dante is also protected by a powerful Xaraxian
shield, which helps him weather the toughest battles. Even his allies fear and respect Dante,
knowing that he is not afraid to betray them if it serves his own interests.

Dante Moreau, Syndicate Leader:


Medium humanoid (human), 15th level operative
Armor Class: 18 (light armor, Xaraxian shield) Hit Points: 130 (15d8+60) Speed: 30 ft.
STR: 10 (+0) DEX: 17 (+3) CON: 14 (+2) INT: 16 (+3) WIS: 12 (+1) CHA: 16 (+3)
Skills: Acrobatics +9, Bluff +9, Computers +9, Culture +9, Diplomacy +9, Disguise +9,
Engineering +9, Intimidation +9, Medicine +9, Perception +9, Piloting +9, Profession (merchant)
+9, Sense Motive +9, Stealth +9
Feats: Dual Talent, Skill Focus (Bluff), Weapon Focus (pistols)
Talents: Assurance, Evasion, Improved Evasion, Trick Attack +5d8
Equipment: Xaraxian plasma pistol (Range 120 ft., Damage 1d6+4, Critical 20, Energy), light
armor with energy shielding (Energy Resistance 10), chrono band with extra-dimensional storage
(capacity 10 items), data spike with encrypt/decrypt software, Xaraxian shield (Armor Class +2,
Energy Resistance 10), Xaraxian plasma sword (Damage 1d8+4, Critical 18-20, Energy)
Special Ability: Shadow Step (Su) Once per day, Dante can use a move action to teleport up to 20
ft. to an unoccupied square that he can see.
Special Ability: Plasma Burst (Su) Once per day, Dante can use a standard action to release a
burst of plasma energy from his Xaraxian plasma sword Plasma Burst is a special ability
that allows Dante to release a burst of plasma energy from his Xaraxian
plasma sword. This burst is a 15-ft. cone that deals 8d6 points of energy
damage (Reflex DC 15 for half). Creatures that fail their Reflex save are also
blinded for 1 round.

Sophia Rossi, Syndicate Second-in-Command:


Medium humanoid (half-elf), 15th level mechanic
Armor Class: 16 (light armor) Hit Points: 97 (15d8+30) Speed: 30 ft.
STR: 10 (+0) DEX: 16 (+3) CON: 14 (+2) INT: 16 (+3) WIS: 12 (+1) CHA: 14 (+2)
Skills: Acrobatics +9, Computers +9, Engineering +9, Medicine +9, Perception +9, Physical
Science +9, Piloting +9, Profession (merchant) +9, Stealth +9, Survival +9
Feats: Dual Talent, Skill Focus (Engineering), Weapon Focus (rifles)
Talents: Assurance, Evasion, Improved Evasion, Trick Attack +5d8
Equipment: custom rifle, light armor, chrono band, hacking toolkit

Andre Deschamps, Syndicate Chief Engineer:


Medium humanoid (kasatha), 15th level technomancer
Armor Class: 16 (light armor) Hit Points: 97 (15d8+30) Speed: 30 ft.
STR: 10 (+0) DEX: 14 (+2) CON: 14 (+2) INT: 18 (+4) WIS: 12 (+1) CHA: 14 (+2)
Skills: Acrobatics +8, Computers +10, Culture +10, Engineering +10, Medicine +8, Perception +8,
Physical Science +10, Profession (merchant) +8, Survival +8
Feats: Dual Talent, Skill Focus (Computers), Weapon Focus (heavy weapons)
Talents: Assurance, Evasion, Improved Evasion, Trick Attack +5d8
Equipment: custom heavy weapon, light armor, chrono band, hacking toolkit

Minions:

• Ryo Tanaka, Syndicate Enforcer: Medium humanoid (human), 8th level solarian
• Helene Rousseau, Syndicate Assassin: Medium humanoid (half-elf), 8th level operative
• Marcus Wu, Syndicate Hacker: Medium humanoid (human), 8th level technomancer
Lieutenants:

• Sabine Duval, Syndicate Lieutenant: Medium humanoid (half-elf), 12th level mechanic
• Jin Lee, Syndicate Lieutenant: Medium humanoid (kasatha), 12th level solarian
• Kaela Nguyen, Syndicate Lieutenant: Medium humanoid (human), 12th level operative

Unique Characters:

• Sable, Syndicate Pirate Queen: Medium humanoid (half-elf), 16th level captain
• Nakamura, Syndicate Ninja: Medium humanoid (human), 16th level ninja
• LaCroix, Syndicate Spymaster: Medium humanoid (human), 16th level envoy

One Shot

Adventure Title: "The Syndicate's Heist"

Synopsis: The players are hired by a wealthy merchant to recover a valuable artifact that was stolen
by the Syndicate. The artifact is said to have powerful magical properties, and the merchant is
willing to pay a hefty reward for its safe return.
Act 1: The players are hired by the merchant and given information about the Syndicate and the
location of the artifact. The players must use their skills and resources to gather more information
about the Syndicate and the heist.
Act 2: The players infiltrate the Syndicate's base of operations and discover that the artifact is being
held in a secure location guarded by powerful minions and lieutenants. The players must use stealth
and cunning to avoid detection and make their way to the artifact.
Act 3: The players confront the Syndicate's leader, a 3rd level operative named Marie Dubois.
Marie is armed with a custom pistol and is determined to keep the artifact and will stop at nothing
to keep it out of the players' hands. The players must use all of their skills and abilities to defeat
Marie and recover the artifact.
Act 4: The players return the artifact to the merchant and collect their reward. However, the
adventure does not end there, as the Syndicate will surely seek revenge on the players for foiling
their heist. The players must be ready for further conflicts with the Syndicate in the future.

Enemies:
Marie Dubois, Syndicate Leader:
Medium humanoid (human), 3rd level operative
Armor Class: 14 (light armor) Hit Points: 30 (3d8+9) Speed: 30 ft.
STR: 10 (+0) DEX: 14 (+2) CON: 14 (+2) INT: 14 (+2) WIS: 10 (+0) CHA: 14 (+2)
Skills: Acrobatics +6, Bluff +6, Computers +6, Culture +6, Diplomacy +6, Disguise +6,
Engineering +6, Intimidation +6, Medicine +6, Perception +6, Piloting +6, Profession (merchant)
+6, Sense Motive +6, Stealth +6
Feats: Dual Talent, Weapon Focus (pistols)
Talents: Assurance, Evasion, Trick Attack +1d8
Equipment: custom pistol with advanced targeting system (Range 120 ft., Damage 1d6+2, Critical
19-20), light armor with energy shielding (Energy Resistance 10), chrono band with extra-
dimensional storage (capacity 10 items), data spike with encrypt/decrypt software
Special Ability: Shadow Step (Su) Once per day, Marie can use a move action to teleport up to 20
ft. to an unoccupied square that she can see.

Syndicate Minion:
Medium humanoid (human), 1st level solarian
Armor Class: 12 (untrained) Hit Points: 6 (1d8+2) Speed: 30 ft.
STR: 10 (+0) DEX: 14 (+2) CON: 14 (+2) INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0)
Skills: Acrobatics +4, Bluff +2, Culture +2, Diplomacy +2, Intimidation +2, Perception +2, Sense
Motive +2, Survival +2
Feats: Weapon Focus (energy rifles)
Equipment: energy rifle (Range 100 ft., Damage 1d8, Critical 20, Energy), light armor with energy
shielding (Energy Resistance 10)
Sable, Syndicate Captain:
Medium humanoid (half-elf), 1st level captain
Armor Class: 14 (light armor) Hit Points: 12 (1d10+2) Speed: 30 ft.
STR: 10 (+0) DEX: 14 (+2) CON: 14 (+2) INT: 14 (+2) WIS: 10 (+0) CHA: 14 (+2)
Skills: Acrobatics +4, Bluff +4, Computers +4, Culture +4, Diplomacy +4, Disguise +4,
Engineering +4, Intimidation +4, Medicine +4, Perception +4, Piloting +4, Profession (merchant)
+4, Sense Motive +4, Stealth +4
Feats: Dual Talent, Weapon Focus (energy rifles)
Talents: Assurance, Evasion, Trick Attack +1d8
Equipment: energy rifle (Range 100 ft., Damage 1d8, Critical 20, Energy), light armor with energy
shielding (Energy Resistance 10), chrono band with extra-dimensional storage (capacity 10 items),
data spike with encrypt/decrypt software
Special Ability: Assist (Ex) Once per round, Sable can use a swift action to grant one of her allies a
+2 bonus on their next attack roll or skill check.
Nakamura, Syndicate Lieutenant:
Medium humanoid (human), 1st level ninja
Armor Class: 14 (light armor) Hit Points: 10 (1d8+2) Speed: 30 ft.
STR: 10 (+0) DEX: 14 (+2) CON: 14 (+2) INT: 14 (+2) WIS: 10 (+0) CHA: 14 (+2)
Skills: Acrobatics +6, Bluff +6, Computers +6, Culture +6, Diplomacy +6, Disguise +6,
Engineering +6, Intimidation +6, Medicine +6, Perception +6, Piloting +6, Profession (merchant)
+6, Sense Motive +6, Stealth +6
Feats: Dual Talent, Weapon Focus (katanas)
Talents: Assurance, Evasion, Trick Attack +1d8
Equipment: katana (Damage 1d6+2, Critical 18-20), light armor with energy shielding (Energy
Resistance 10), chrono band with extra-dimensional storage (capacity 10 items), smoke bomb
(Range 20 ft., 1d4 rounds of smoke)
Special Ability: Shadow Step (Su) Once per day, Nakamura can use a move action to teleport up to
20 ft. to an unoccupied square that she can see.

Base Layout:
1. Entrance: The players must pass through a guarded entrance to get into the base. The guards
are Syndicate minions equipped with energy rifles.
2. Main Chamber: The main chamber is a large, open area where the Syndicate's lieutenants
and unique characters often gather. The players may encounter Sabine Duval (mechanic),
Jin Lee (solarian), Kaela Nguyen (operative), Sable (captain), Nakamura (ninja), or LaCroix
(envoy) in this area.
3. Armory: The armory is where the Syndicate stores its weapons and equipment. The players
may encounter Syndicate minions armed with energy rifles and explosives in this area.
4. Barracks: The barracks are where the Syndicate's minions and lieutenants sleep and rest.
The players may encounter Syndicate minions in this area.
5. Storage: The storage area is where the Syndicate keeps its valuable loot and artifacts. The
players may encounter Syndicate minions guarding the artifact in this area.
6. Leader's Quarters: The leader's quarters are where Marie Dubois, the Syndicate's leader,
resides. Marie is armed with a custom pistol and is determined to keep the artifact at all
costs.
7. Armory: This room is stocked with weapons, armor, and other equipment for the
Syndicate's minions. It contains several energy rifles, katanas, and other common weapons,
as well as a few custom-made items. The room is guarded by two Syndicate minions and a
clockwork drone.
1. Barracks: This room is used as a dormitory for the Syndicate's minions. It contains several
bunk beds and footlockers, as well as a small bathroom. The room is guarded by a
Syndicate lieutenant and a group of mutated goblinoids.
2. Communications room: This room is used for the Syndicate's communication and hacking
operations. It contains several computers, servers, and other electronic equipment, as well
as a few Syndicate minions who are responsible for maintaining and using the equipment.
The room is guarded by a Syndicate scientist and a young adult dragon.
3. Storage room: This room is used for storing supplies and equipment. It contains several
crates and boxes, as well as a few Syndicate minions who are responsible for inventory and
distribution. The room is guarded by a Syndicate lieutenant and a group of clockwork
drones.
4. Laboratory: This room is used for conducting experiments and developing new technology
for the Syndicate. It is guarded by a Syndicate scientist and several minions. The room also
contains a few sample creatures that the Syndicate is experimenting on, such as a group of
clockwork drones or a group of mutated goblinoids.
5. Boss room: This is the private office of the Syndicate's leader, Marie Dubois. It contains a
desk, a few chairs, and a safe. Marie is usually accompanied by one or two lieutenants, such
as Kaela Nguyen or Nakamura.
Characters
Astrid, 3rd level human soldier:
Armor Class: 16 (light armor, cybernetic arm) Hit Points: 30 (3d10+6) Speed: 30 ft.
STR: 14 (+2) DEX: 14 (+2) CON: 14 (+2) INT: 10 (+0) WIS: 12 (+1) CHA: 8 (-1)
Skills: Acrobatics +4, Athletics +4, Perception +3, Survival +3
Feats: Weapon Focus (plasma rifles), Power Attack
Talents: Combat Medic, Weapon Specialization (plasma rifles)
Equipment: plasma rifle (Range 100 ft., Damage 1d8, Critical 20, Energy), light armor with energy
shielding (Energy Resistance 10), cybernetic arm with built-in plasma cannon (Range 20 ft.,
Damage 1d6, Critical 20, Energy)

Balthazar, 3rd level android operative:


Armor Class: 16 (light armor, stealth field generator) Hit Points: 22 (3d8+6) Speed: 30 ft.
STR: 10 (+0) DEX: 16 (+3) CON: 14 (+2) INT: 14 (+2) WIS: 10 (+0) CHA: 8 (-1)
Skills: Acrobatics +5, Computers +6, Perception +3, Stealth +5
Feats: Weapon Focus (pistols), Improved Initiative
Talents: Low Profile, Trick Attack +1d8
Equipment: custom pistol (Range 50 ft., Damage 1d6, Critical 20, Energy), light armor with energy
shielding (Energy Resistance 10), stealth field generator (provides 20% concealment), data spike
with encrypt/decrypt software

Cassius, 3rd level human technomancer


Armor Class: 14 (light armor) Hit Points: 26 (3d8+9) Speed: 30 ft.
STR: 10 (+0) DEX: 12 (+1) CON: 14 (+2) INT: 16 (+3) WIS: 10 (+0) CHA: 8 (-1)
Skills: Computers +6, Engineering +6, Perception +3, Stealth +3
Feats: Skill Focus (Computers), Weapon Focus (stun batons)
Talents: Technomancy, Overload
Spells Known (Technomancer spells, DC 14):
1st level (3 slots): hack, static shock, upgrade 2nd level (2 slots): control flames, overload system
Equipment: drone companion (programmed with Attack, Defend, and Heal commands), stun baton
(Range 10 ft., Damage 1d6, Critical 20, Stun), light armor with energy shielding (Energy
Resistance 10), chrono band with extra-dimensional storage (capacity 10 items)

Darya, 3rd level human envoy:


Armor Class: 14 (light armor) Hit Points: 22 (3d8+6) Speed: 30 ft.
STR: 10 (+0) DEX: 12 (+1) CON: 14 (+2) INT: 10 (+0) WIS: 12 (+1) CHA: 16 (+3)
Skills: Bluff +6, Diplomacy +6, Perception +3, Persuasion +6
Feats: Skill Focus (Bluff), Improved Initiative
Talents: Fast Talk, Fascinate
Equipment: holoskin disguise (provides +4 bonus to Disguise checks), stun grenade (Range 20 ft.,
Damage 1d6, Critical 20, Stun), light armor with energy shielding (Energy Resistance 10), chrono
band with extra-dimensional storage (capacity 10 items)

Erik, 3rd level human mechanic:


Armor Class: 18 (powered exosuit) Hit Points: 40 (3d10+15) Speed: 30 ft.
STR: 18 (+4) DEX: 12 (+1) CON: 14 (+2) INT: 12 (+1) WIS: 10 (+0) CHA: 8 (-1)
Skills: Athletics +6, Engineering +5, Perception +3, Survival +3
Feats: Power Attack, Weapon Focus (shock mauls)
Talents: Overload, Weapon Specialization (shock mauls)
Equipment: powered exosuit with energy shields (Armor Bonus +4, Energy Resistance 10), shock
maul (Range 10 ft., Damage 1d10, Critical 20, Electricity), chrono band with extra-dimensional
storage (capacity 10 items)

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