MISSION IDEA

 

 

Setting            Hospital/Mental Asylum

 

Story               Garrett needs to break into a hospital and break out a friend, who knows some thiefs-pawns who could replace Cutty.  The hospital is for both the wealthy and the poor.  The wealthy get treated, the poor go there to die.  Garrett needs to break into the hospital, and convince the friend to leave with him.  However, he gets there to find that the friend is too ill to move – only a healing potion will heal him.  However, when he gets to the apothecary he finds that the potions are locked away, but that more can be made in Soulforge-like machines.  Putting food and elemental crystals in can make all sorts of potions.  Garrett does this, then steals a set of nobles clothes.  He gives the clothes to the friend, who can now walk out the front door while Garrett leaves by the back

 

Features         Soulforge-like machines to make potions.  A mini-asylum for mental cases.  Secrets in the basement where doctors try out new potions on patients and loot the bodies for organ transplants, possibly allowing the inclusion of zombies there.  Doctors and patients walking about, guards to protect the nobles from other occupants.  An ER / A&E with guards suffering from arrow wounds.  Dispensary and kitchens where Garrett can gather ingredients.  Large apothecary with frob-inert glass cupboards with loads of potions behind.  Side objective to look for information to blackmail nobles (i.e. sexual diseases, taking fake sick leave, or having an affair with one of the nobles)

 

Setting            Large hospital in centre of city, possibly old stately home.  Wing for poor, rest for nobles.  Mortuary for dead, possibly zombies.  Hammer chapel, with priests walking around giving last rites.

 

Products          Suggested: Healing P = Earth crystal + food, Speed P = Fire + Food, Breath P = Air + Food, Slowfall P = Earth + food, Invisibility P = All crystals + food.  Also new ones programmed into engine: super-healing potion; potion which can be added to water fountains (which guards drink from) to make unconscious or drunk; alcohol; dexterity potion (faster lockpicking)