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7315 Celtic Double Cross[]
http://img63.imageshack.us/img63/9131/sr7315celticdoublecrossdf9.th.jpg Kliknij
Released: 1993
Authors: Carl Sargent & Mark Gascoigne
ISBN: 1-55560-221-5
Price: $8.00
Pages: 80
Edition: Second (with Rigger Black Book vehicle stats)
Status/Availability: in print/uncommon
Plot: Pat MacNamara is running for mayor of New York City, and wants to play up his Irish heritage, and thus get votes from descendents of Irish immigrants, by setting part of his campaign in Tír na nÓg. He owes some favors to the Mafia, though, who want him to dig up dirt on someone. MacNamara hires the PCs as bodyguards for his trip to the Tír because, with the Mafia involved, he doesn't trust his normal security staff. When one of MacNamara's aides, MacSweeney, goes to deliver the data to the Mafia, the runners are to act as muscle; during the meet, terrorists attack. They were tipped off by MacSweeney, who wants MacNamara to go down while MacSweeney himself makes a lot of money. The runners are left behind in a forest in Tír na nÓg after the raid, and have to avoid the terrorists as well as the police, who have been made to believe the runners are members of the terrorist organization. However, the runners have no real idea of what's going on (they were just security, after all), but it's in their best interests to find out. If they play it right they can clear MacNamara and place the blame on MacSweeney, but ironically, to do this they will need to be able to blackmail MacNamara themselves.
Thoughts: Like other adventures set in foreign countries, the runners can be a little (or a lot) out of their depth in this one. They have no access to their normal contacts and resources, and in a country like Tír na nÓg they will have a lot of trouble getting things done.
Additional Thoughts by Mark Steedman: This adventure is nothing like as bad as its reputation, though putting "Double Cross" in the title really was not a good idea. It is quite feasible to finish it. My principal complaint is that the adventure hinges around a very specific timeline occurring when the terrorist hit goes down. Unfortunately the bad guys need in the order of 30 seconds or so while the PCs just stand there looking like idiots to make that work — the bad guys are using helicopters when transporters (as per Star Trek) are what they require to have a hope! The gamemaster needs to think over this encounter and be prepared for the fact the incoming helicopters will probably get shot at by the PCs for several combat turns and also ensure there is some way the players will have an idea about how much trouble they are then in.
Similar Products: none
Survey Rating: 6.2 (12 votes)
Notes: Tír na nÓg is useful when running this adventure.
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