Sons of Erin, The

Written by Mark Baker for ME v2.0, ©1998
Page Count: 27
Mission Length: Potentially more than one session
Cell Experience Level: Operative – Veteran 3, and well-balanced

There is an uneasy truce between the Army and the Irish Republican Army in the run-up to Easter, in Ireland… until the Sons of Erin launch a rocket attack on the car of James Cavendish MP, Minister for Northern Ireland. But who are the Sons of Erin? And was the Minister their real target?

Beautifully and fully constructed, outlined in the Clue Tree style outlined in Millennium’s End v2.0 by Charles Ryan.

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Sequotia Ridge

Written by Kris Miller, ©1997, and published initially by Chameleon Eclectic
Page Count: 12
Mission Length: One session, though it could be extended
Cell Experience Level: Rookie

Having recently completed BlackEagle’s basic training and eager to jump into the middle of a complicated assignment, a group of rookie operatives is instead sent on a camping trip to “get to know one another.” But the operatives may get more than they bargained for when their trip embroils them in a terrorist plot that only they can stop…

As one of the first official Chameleon Eclectic adventures for Millennium’s End it is, of course, superbly laid out and complete, though with shortened statistics for important NPCs. Though it is designed to be a one-shot, the creative GM or un-cooperative player group could make it last longer. One alternate means of running the adventure is to start it as something of a SERE (Survival, Evasion, Resistance, and Escape) training mission, which would fit perfectly after initial B/E training.

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Our Man in West Africa

Written by Dom de Bechi for ME v2.0, ©2001, and originally published on Mission Priorities
Page Count: 10
Mission Length: One session, though potential for assignment extension exists
Cell Experience Level: Operative – Veteran 2

A top television news reporter and her film crew have disappeared in Sierra Leone. The operatives need to find her, and quickly…

This adventure is extraordinarily in-depth, well-written, and makes for a logical journey from inception to completion. However, there are no developed statistics for NPCs and no maps or player handouts.

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Extreme Prejustice

Written by Roger Stenning for ME v2.0, ©1999 – 2000, and published initially by the Impossible Scenarios Group
Page Count: 21
Mission Length: Two plus sessions
Cell Experience Level: Rookie – Operative

A couple of weeks ago, all over the live TV news, a U.S. Border Patrol officer and his partner were blown to bits by a booby-trapped drug cartel’s blockade runner’s car…

Now one of the men’s widows wants revenge…

Originally written for GenCon UK 2000, it’s designed to be played over two, three to four-hour sessions, so information is somewhat quick to come by, and generally leads from clue/action point to clue/action point in a linear fashion. Maps are real-world and developed for the adventure, along with a short time-line, but with no characters developed outside references to the Rulebook or GMs Companion.

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Ghost in the Machine

Written by Unknown for ME v2.0
Page Count: 5
Mission Length: Potentially more than one session
Cell Experience Level: Operative – Veteran 2

The PCs, working in Miami, receive a mysterious email video from beyond the grave asking them to find a hacker’s killer. Walking in the steps of a dead man isn’t the best way to stay safe, but it’s the only way to catch the murderers and claim the prize.

This adventure is more like a beta version than a completed edition, as there are no character statistics, and the plot rings somewhat hollow. However, this ground work would make an excellent beginning for the inventive completion minded GameMaster.

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Blood on the Snow

Written by Charles Ryan, ©1997, and originally published by Chameleon Eclectic
Page Count: 9
Mission Length: One shot, likely not extending beyond a four-hour session
Cell Experience Level: Any of Veteran 1 and below

What the hell does the Ukraine want with an Antarctic research station? They didn’t say – and they didn’t say dying was part of the contract…

This is one of the missions from Chameleon Eclectic’s Worldwide Web Game Archives and, even as an early mission, it is complete and relevant to our present, though it was written nearly two decades ago. Hijinks ensue quickly in this one-shot mission, which may turn out to be a high-intensity defensive run from betrayal. Important NPCs are pulled from the ME v2.0 rulebook, but the adventure includes maps of the Adelie 14 station.

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