Selene went to talk to the barkeep while the squad returned. "Ok, the cultist meatbots are down. The inn is secure, for now. But you need to give us the straight facts. You want us to wander around, just hoping we stumble on this 'Tomb of Horrors' and then unplug the other computer?"
"Well, it's a bit more than that. You see, I am unable to know where A.C.E.R.E.R.A.K. is. That's hard-coded in my programming. Separation of duties and all that. And, I must only give quests in game-terms. I've already bent my programming a bit, but, well, we are constrained."
"Ok, barkeep. Give us our next quest."
"Ah, mistress Selene, savior of the Inn - you must venture now to the nearby ruined Moathouse. There you shall encounter the spirit of Princess Aielestra of the elven kingdom. She knows the way to the Tomb of Horrors. You must use the Amulet of Lendore to speak with her. And there is one enemy in the Moathouse that you must slay, for it is favored of A.C.E.R.E.R.A.K. and if it lives, he will know of your plans."
The barkeep placed an amulet on the bar. Selene picked up the amulet. She smirked. "Aye, barkeep, we shall take upeth thy quest, for we desire thy coin."
She commed her team. "Garran, status?" "We're back at the inn. What's our next move?" "Four hour break. Then we're off to a nearby moathouse to talk to a ghost." "A what?" "A ghost. Well, a hologram with encoded information we need." "Copy that. Is it a friendly ghost?" "That's what I've been told, but I doubt it will be a stroll through flowers. Illtharae, you'll stay here and guard the Inn and our supplies. I'll go with Garran and both squads. Not sure what to expect, so we'll bring enough kit for an extended mission and stash it outside the moathouse, whatever that is." "Copy that. Four hour break, then we get to bask in your presence."
They headed out at dusk, and hiked for four hours, trusting their microdrones and IR gear to keep them from unexpected surprises. The drones saw a ruined stone structure in the distance, so they set up camp and rested until dawn. They stashed most of their kit and ventured towards the moathouse. A wooden drawbridge had collapsed, and they were able to use nearby debris to form a crude bridge over the now empty moat.
As they entered the structure, Selene quietly told her squads, "There will be one of the enemy using a large bell as a weapon. That one is wired into the other AI. Priority target. Take them out as quickly as possible."
They entered into an open courtyard - Team one plus Garran through the door; Team two plus Selene moved through a hole in the outer wall. Across the courtyard were some steps that led to large doors into the keep. A group of short, rat-like creatures up were huddled at the top of the stairs. And they knew the Saints were there.


The Saints were standing in the middle of the courtyard, and they were all looking at the entrance to the keep. "We have a problem. We have a problem. We have a problem."

"We have a problem. We have a problem. We have a problem."

"I expected more rubble in here. We have excellent firing lanes, squad." Note: I tried to replicate the layout of the moathouse, which had a fairly open courtyard. Made the game too easy. Selene advanced, firing her Fury Rifle. One of the ratlike beings no longer existed. Garran advanced, firing - but the rats were smaller targets than he was used to, and his shots went too high. The rest of Team 1 delivered, dropping a total of five.
Faith, now Team 2 leader, advanced and fired, killing the sixth ratman. No more were standing.
However, a swarm of them came pouring out of the keep, including the one with the bell. "High-Value target in sight." The rest of Team 2 advanced, firing and one more dropped.

The team continued to advance. Selene fired again, and the bell-carrier was blasted to oblivion. "Favor this, big guy" she shouted. Miak's light machinegun barked, dropping two more.
The enemies were charging towards them, while the Saints drop one more.

The ghost floated across the battlefield. Selene could not see the emitter, but she knew there had to be some high-tech behind this whole thing.

From one side of the keep, Team 1 heard a grating sound, and more of the ratmen started to pour out of a trap door that they had opened.

Selene moved up to the ghost-hologram and activated the amulet. A few seconds passed, and the amulet glowed green, showing the path they needed to take.
Miak's LMG continued to bark, dropping 3 more, while Faith dropped another. Tiber tossed a grenade at the newcomers, killing three.

"Squad! We have what we needed. Pull back." The squad retreated, slipping away like they, too, were ghosts.
Back at their base, Selene congratulated Faith - she was a natural at leading her team. Note: She was promoted to Known Personality
Garran held up a staff, apparently of wood, that he had found. Holding it up, one end glowed with intense illumination. "I found this, and it could be useful." "Is that what they call a 'magic item'?" Selene asked. "Damned if I know. Obvious circuitry - clearly won't last forever, but it's brighter than our lights. "Nice. I won't pull rank and take it, so it's yours. Just remember, our job is to fight, not light." "Copy that, Captain." Garran said with a smile.

Turn 3: Special Mission Generate two objectives.
Must win BOTH in any order 1.
1. Retrieve something Randomly select one terrain feature that is not within 8" of your battlefield edge. A soldier must Interact with the terrain feature. If they succeed, they pick up the valuable item and must now move it to their starting battlefield edge to complete the mission. If the interaction fails, the nearest enemy figure has the item. That unit will now focus on trying to move off the enemy battlefield edge, which causes the mission to fail. An item carrier that becomes a casualty will drop it on the ground. The enemy will not pick up the item once it has been dropped. \*\* Note: Interact is a 4+ Wits check. +1 for each prior failure.
2. Eliminate a High-value Target The target is not revealed until the first Aggression table roll. After placing any additional troops required by the Aggression table, randomly select a champion or monster currently on the table (and any random figure, if neither are available). The target must be killed to complete the Objective. If this Objective is generated during a battle mission, the target is not revealed until the next Aggression roll. \* High-value targets are always Fearless
No investigations for Special Missions
Special Mission Conditions: Uncertain Objectives! At the end of each battle round, one Objective that is marked on the battlefield is moved 6" in a random direction. If the Objective is in a terrain feature, the feature moves as well! If none of your Objectives are battlefield-oriented, reroll one Objective until you have at least one.
No Battle Conditions
Special Terrain: Friendly ghost Note: I forced the ghost to be the Retrieve objective and the Uncertain objective because it made sense.
Mob Size 6 - Vs Kobolds - No Champions - Mob 1 and Mob 2: Warriors Mob 3 Toughs (6+ Save)

This mission was too easy because I wanted to replicate the layout of the Moathouse from the Village of Hommlet adventure, and that courtyard was wide open. But, the team will be going into the dungeon next, so there will definitely be shorter firing lanes next time.