Fantasy Core RPG
© Jerry Harris 2013
Published here as Open Game Content.
(This link will take you to the Fantasy Core Index.)
Adventure Index
LEVEL 2: CREW DECK
Part Two
5-Library (0 XP): A somewhat antiquated concept, but there are a couple hundred books on the selves. They’re all in the Alien Language of course. They’re sectioned into a hodge-podge of subjects. The Occult/Religion section has been seriously disturbed and the books are lying on the floor. One of them is open to a page describing the Floater demon, along with a picture. Another is open to a page describing the Arch Baron and a picture. And one more is describing the characteristics of the Frogdemoth with a picture.
Each of these books also contains a high-level spell of 6th level. Chain Lightning (DC 18 to cast, 1d12 per ½ level damage (max 5). RS ½ dam). Contingency (DC 18 to cast, sets trigger condition for another spell. Permanent, but only 1 at time). Flesh to Stone (DC 18 to cast, turns subject creature into statue. Permanent. WS, CC to dispel, Reverse spell provided (Stone to Flesh) automatically dispels it). (See #2 Captain’s Quarters for the note on spellcasting.)
6-Casino (1 XP if the players play along with the concept): This room is locked via a glowing keycard slot and can’t be forced. It can only be opened with the captain’s card. Inside it’s brightly lit with fairly low-key music in the background. The characters are locked in after entering, though that won’t be apparent unless try to leave. There are 3 visible Androids in the room. They can be controlled with a Control Wand.
A waitress Android will come up and offer to take their coats and ask if they would like a drink (in the Alien Language of course). If any characters indulge in more than two drinks, their BAB will be at 0 for 1 turn while they’re drunk. A pit-boss Android behind bars in the treasury room will get their attention and tell them that they’ll need at least 1000 gp stake to play. They might have to pawn off weapons or armor to make it. (Or control the boss and make him give you a 1000 in chips.)
Finally, there is a snooty French-sounding (even in the Alien Language) dealer Android, who will ask them if they want to play or just watch. From here, you can be creative. Depending on your knowledge of various casino games, you might want the characters playing craps, blackjack, roulette, something else, or something you make up yourself. Failing that, just roll dice, high score wins. The characters will need to bet before each play. (Controlling the dealer here, probably won’t be worthwhile, since the games are chance, and you can’t tell really tell him to lose. If controlled, he will say, “Monsieur, one must play in order to win.”)
The group doubles their wager with each win, and they lose everything wagered on a loss. If the characters can win three times in a row or even win by “going all in” with at least 5000 in chips, the dealer will announce, “Monsieur has broken the bank.” Immediately the lights go out and all the androids shut down. The front doors open, as well as the treasury room door. They can recover their goods and 1,000 gp in diamonds as well.
If the characters have a bad run and lose everything, the dealer will announce, “Monsieur is bankrupt.” Everything still happens, but an armored plate drops down on the treasury room and will prove impervious to harm.
7-Exit Elevator (3 XP): There’s a keycard slot on the outside, but it’s not glowing. When the characters successfully exit the casino, they notice a bright a golden glow outside in the central hub. Resurrector stands in front of the open elevator doors. His first act is to resurrect any dead monsters in the immediate area. (If the central hub has been the site of a major battle, bring up those. Otherwise, bring out a Mixed Bag gang.) If the monsters get seriously thinned out, have Resurrector bring back at least half of the fallen. Likewise, remember that he can completely heal himself. I’d recommend only doing these tricks 1 time a piece.
Resurrector’s death will accomplish two things. One, the elevator shaft will be clear and the characters will gain access to the next level. Two, its death will keep the dead on the ship from respawning. If the characters make a return trip to the spaceship, go ahead and work out exactly how many Zombies, Hissers, other monsters, and weapons and ammo are on the first two levels.
Friday, May 17, 2013
Thursday, May 16, 2013
Expedition to the Doomed Peaks--Level Two-Part 1
Fantasy Core RPG
© Jerry Harris 2013
Published here as Open Game Content.
(This link will take you to the Fantasy Core Index.)
Adventure Index
LEVEL 2: CREW DECK
Part One
Player Map
Ref Map
Though the urge to explore may be irresistible, the characters will be wise to escape here as quickly as possible. Many of the keyed encounters aren’t that dangerous, but the wandering encounters are can be extremely resource draining. Monsters in rooms don’t respawn, but the wandering creature gangs do.
1-Entry (1 XP): This level is all in the dark, except where indicated. The doors are closed, unless otherwise stated. The map of the level is posted on the outside of the elevator as before. The taunting voice-in-the-head invites the characters to get comfortable and to explore to their heart’s content. But if they wish to leave, they’re going to have to win the game.
A single Hisser lopes into the area, but somewhere behind him, the characters can plainly hear a multitude of them, hissing and tossing fireballs. The scout does not initially see the group, and they can easily escape him if they want. The remainder of the gang appears 2 rds later. There are 10 Hissers total in the gang. Consider these guys the welcome wagon.
Corridor Table (0 XP to 1 XP depending on the encounter): Roll once per turn or when exiting a room. You should vary how any encounters take place. For example, monsters could be charging directly at the characters, moving away from them, just standing around, fighting each other, making out with each other, or perhaps even they’re friendly (and invite the characters join in).
01-50 No activity
51-55 1 Security Android, armed with Vibro Knife and Shotgun (20 extra shells, will self-destruct if at 5 hp or less) (1 XP)
56-60 1d4 Hissers (0 XP)
61-65 Hisser Gang (10 Hissers, 1 scouting ahead) (1 XP)
66-70 1d4 Overbiters (0 XP)
71-75 1d4 Ghost Biters (0 XP)
76-80 1d4 Hissers, 1 Overbiter (0 XP)
81-90 Zombie Gang (Roll once on the Random Zombie table) (0 XP)
91-00 Mixed Bag (1d4 Hissers, 1d6 Slammer Zombies, 1 Overbiter) (1 XP)
2-Captain’s Quarters (0 XP): This room is locked, but can be forced if the touch plate is broken and something metal or electrical is put inside to short it out, or the sonic screwdriver is used on the plate, or use a Knock spell. Inside is a Plasma Gunner Zombie. He is the captain and dressed as such. As the group enters, they will find him seated at the Computer Desk. As his back is to the characters, they won’t be able to see that he’s a zombie initially. He will spin and fire on the characters. He’ll try to escape and stalk the characters outside.
On the desk is an occult book open to a picture of the Resurrector, but its characteristics page has been torn out. Marking the place in the book is the keycard to the casino. Also found in the book is a 7th level spell Banishment (DC 19 to cast, Banishes 2 HD/level of extraplanar creatures. WS.) On the computer screen is a view of the bridge. The Frogdemoth himself squats on the captain’s chair. He will turn to the camera and the voice in the characters’ heads suddenly says, “Why, hello there,” and then laugh. The video feed goes out.
(Spellcasting Note: Normally it takes a day of training and practice to learn a new spell. Presumably the characters aren’t going to have that opportunity, nor can they wait. A wizard can roughly try to memorize the spell with 1 turn of concentration. If they cast it and the Spell Check fails, the wizard is knocked out for a 1 hour. The spell will have to be re-memorized before every attempted use.)
3-Spa (0 XP): The room is well lit, but is enveloped in a steamy fog. It also has an extremely damp floor requiring a DC 12 Ref Sv to avoid falling. 4 Hissers are inside enjoying the steam bath, though they can’t be initially seen. They will attack from surprise, DC 18 to detect the ambush.
4-Ruined Game Room (1 XP): The door is standing open. The room is completely burned out. The reason for this is the 8 Hissers inside. There are 4 on either side of the room and they will try to catch the party in a crossfire after they enter.
© Jerry Harris 2013
Published here as Open Game Content.
(This link will take you to the Fantasy Core Index.)
Adventure Index
LEVEL 2: CREW DECK
Part One
Player Map
Ref Map
Though the urge to explore may be irresistible, the characters will be wise to escape here as quickly as possible. Many of the keyed encounters aren’t that dangerous, but the wandering encounters are can be extremely resource draining. Monsters in rooms don’t respawn, but the wandering creature gangs do.
1-Entry (1 XP): This level is all in the dark, except where indicated. The doors are closed, unless otherwise stated. The map of the level is posted on the outside of the elevator as before. The taunting voice-in-the-head invites the characters to get comfortable and to explore to their heart’s content. But if they wish to leave, they’re going to have to win the game.
A single Hisser lopes into the area, but somewhere behind him, the characters can plainly hear a multitude of them, hissing and tossing fireballs. The scout does not initially see the group, and they can easily escape him if they want. The remainder of the gang appears 2 rds later. There are 10 Hissers total in the gang. Consider these guys the welcome wagon.
Corridor Table (0 XP to 1 XP depending on the encounter): Roll once per turn or when exiting a room. You should vary how any encounters take place. For example, monsters could be charging directly at the characters, moving away from them, just standing around, fighting each other, making out with each other, or perhaps even they’re friendly (and invite the characters join in).
01-50 No activity
51-55 1 Security Android, armed with Vibro Knife and Shotgun (20 extra shells, will self-destruct if at 5 hp or less) (1 XP)
56-60 1d4 Hissers (0 XP)
61-65 Hisser Gang (10 Hissers, 1 scouting ahead) (1 XP)
66-70 1d4 Overbiters (0 XP)
71-75 1d4 Ghost Biters (0 XP)
76-80 1d4 Hissers, 1 Overbiter (0 XP)
81-90 Zombie Gang (Roll once on the Random Zombie table) (0 XP)
91-00 Mixed Bag (1d4 Hissers, 1d6 Slammer Zombies, 1 Overbiter) (1 XP)
2-Captain’s Quarters (0 XP): This room is locked, but can be forced if the touch plate is broken and something metal or electrical is put inside to short it out, or the sonic screwdriver is used on the plate, or use a Knock spell. Inside is a Plasma Gunner Zombie. He is the captain and dressed as such. As the group enters, they will find him seated at the Computer Desk. As his back is to the characters, they won’t be able to see that he’s a zombie initially. He will spin and fire on the characters. He’ll try to escape and stalk the characters outside.
On the desk is an occult book open to a picture of the Resurrector, but its characteristics page has been torn out. Marking the place in the book is the keycard to the casino. Also found in the book is a 7th level spell Banishment (DC 19 to cast, Banishes 2 HD/level of extraplanar creatures. WS.) On the computer screen is a view of the bridge. The Frogdemoth himself squats on the captain’s chair. He will turn to the camera and the voice in the characters’ heads suddenly says, “Why, hello there,” and then laugh. The video feed goes out.
(Spellcasting Note: Normally it takes a day of training and practice to learn a new spell. Presumably the characters aren’t going to have that opportunity, nor can they wait. A wizard can roughly try to memorize the spell with 1 turn of concentration. If they cast it and the Spell Check fails, the wizard is knocked out for a 1 hour. The spell will have to be re-memorized before every attempted use.)
3-Spa (0 XP): The room is well lit, but is enveloped in a steamy fog. It also has an extremely damp floor requiring a DC 12 Ref Sv to avoid falling. 4 Hissers are inside enjoying the steam bath, though they can’t be initially seen. They will attack from surprise, DC 18 to detect the ambush.
4-Ruined Game Room (1 XP): The door is standing open. The room is completely burned out. The reason for this is the 8 Hissers inside. There are 4 on either side of the room and they will try to catch the party in a crossfire after they enter.
Wednesday, May 15, 2013
Expedition to the Doomed Peaks--Level One-Part 5
Fantasy Core RPG
© Jerry Harris 2013
Published here as Open Game Content.
(This link will take you to the Fantasy Core Index.)
Adventure Index
LEVEL 1: RESIDENTIAL DECK
Part Five
Alien Language: The characters will need some magical help to completely understand or converse in it. Characters knowing more than language and/or having a +1 Int bonus may learn simple words @ DC 12/word (DC 18 otherwise).
Control Wand: The device is labeled in the Alien Language as an Android Control Wand. A Control Wand (always on) will immobilize the nearest Android if prominently displayed to them and make them susceptible to orders. (It will say in the Alien Language, “Awaiting your orders.”) Commands must be given in the Alien language, though it can be simple, pidgin language with hand signs and pointing. They are reasonably bright and will follow commands fairly accurately.
If no commands are given within 2 rds, the Android resumes its previous activity. It may be released from service by leaving the area and not giving it orders to follow, the Android then resumes its previous programming.
Equipment: Generally just requires pressing a button to turn it on or off, a DC 12 Int check. If there is a possibility of harm, it occurs on a failed attempt of a natural 5 or less. Feel free to add more items and embellish on their operation.
Armor: Archaic armor (like what the characters are wearing) provide no protection against any type of firearm. If the armor is magic, the magic bonus will provide protection, but not the armor itself. The Kevlar armor and shields found aboard will be effective against firearms, but not plasma rifles. Ceramic armor and Envirosuits will also work against plasma blasts. Kevlar armor and Envirosuits may be worn by wizards and thieves without penalty.
Firing a gun: Characters will need to have observed someone else doing to it to have a chance of figuring it out. DC 12 Int check. Helpers with +3 or +4 Int bonuses add +1 to the attempt, up to +4. One attempt can be made per turn. Failure on a natural 5 or less means the character has shot themselves (roll damage). When one character figures it out, they expend a shot doing so, and they can show others how without a roll. Each type of gun requires a separate check, but after figuring out any type, add +1 to attempts at figuring out others. A used/recovered weapon will have 5 shots in it, which the will be clearly visibly displayed to the character. Firing a gun is BAB + Dex bonus.
Firearms may be enchanted by the Magic Weapon spell so they can be used against creatures requiring magic to hit. However, this ability will only last for 1 encounter. Plasma weapons will effect anything, even without enchantment.
Reloading a gun: Characters will need to have observed someone else doing to it to have a chance of figuring it out. DC 18 Int check. Helpers with +3 or +4 Int bonuses add +1 to the attempt, up to +4. One attempt can be made per turn. Failure on a natural 5 or less means the character has shot themselves (roll damage). When one character figures it out, they can show others how without a roll. Each type of gun requires a separate check, but after figuring out any type, add +1 to attempts at figuring out others. Assume any found clip is full.
© Jerry Harris 2013
Published here as Open Game Content.
(This link will take you to the Fantasy Core Index.)
Adventure Index
LEVEL 1: RESIDENTIAL DECK
Part Five
Alien Language: The characters will need some magical help to completely understand or converse in it. Characters knowing more than language and/or having a +1 Int bonus may learn simple words @ DC 12/word (DC 18 otherwise).
Control Wand: The device is labeled in the Alien Language as an Android Control Wand. A Control Wand (always on) will immobilize the nearest Android if prominently displayed to them and make them susceptible to orders. (It will say in the Alien Language, “Awaiting your orders.”) Commands must be given in the Alien language, though it can be simple, pidgin language with hand signs and pointing. They are reasonably bright and will follow commands fairly accurately.
If no commands are given within 2 rds, the Android resumes its previous activity. It may be released from service by leaving the area and not giving it orders to follow, the Android then resumes its previous programming.
Equipment: Generally just requires pressing a button to turn it on or off, a DC 12 Int check. If there is a possibility of harm, it occurs on a failed attempt of a natural 5 or less. Feel free to add more items and embellish on their operation.
Armor: Archaic armor (like what the characters are wearing) provide no protection against any type of firearm. If the armor is magic, the magic bonus will provide protection, but not the armor itself. The Kevlar armor and shields found aboard will be effective against firearms, but not plasma rifles. Ceramic armor and Envirosuits will also work against plasma blasts. Kevlar armor and Envirosuits may be worn by wizards and thieves without penalty.
Firing a gun: Characters will need to have observed someone else doing to it to have a chance of figuring it out. DC 12 Int check. Helpers with +3 or +4 Int bonuses add +1 to the attempt, up to +4. One attempt can be made per turn. Failure on a natural 5 or less means the character has shot themselves (roll damage). When one character figures it out, they expend a shot doing so, and they can show others how without a roll. Each type of gun requires a separate check, but after figuring out any type, add +1 to attempts at figuring out others. A used/recovered weapon will have 5 shots in it, which the will be clearly visibly displayed to the character. Firing a gun is BAB + Dex bonus.
Firearms may be enchanted by the Magic Weapon spell so they can be used against creatures requiring magic to hit. However, this ability will only last for 1 encounter. Plasma weapons will effect anything, even without enchantment.
Reloading a gun: Characters will need to have observed someone else doing to it to have a chance of figuring it out. DC 18 Int check. Helpers with +3 or +4 Int bonuses add +1 to the attempt, up to +4. One attempt can be made per turn. Failure on a natural 5 or less means the character has shot themselves (roll damage). When one character figures it out, they can show others how without a roll. Each type of gun requires a separate check, but after figuring out any type, add +1 to attempts at figuring out others. Assume any found clip is full.
Tuesday, May 14, 2013
Expedition to the Doomed Peaks--Level One-Part 4
Fantasy Core RPG
© Jerry Harris 2013
Published here as Open Game Content.
(This link will take you to the Fantasy Core Index.)
Adventure Index
LEVEL 1: RESIDENTIAL DECK
Part Four
Random Zombie Respawn
(Roll 1d3 = number of times to roll on table, max 20 Zombies)
01-50 Slammer Zombie (1d10)
51-75 Gunner Zombie (1d6) 1 will have a laser sight
76-90 Shotgunner Zombie (1d4)
91-00 Chaingunner Zombie (1)
Zombie Random Gear
01-50 Nothing
51-60 Pistol with full clip
61-70 1d4 Clips
71-80 1d10 shotgun shells
81-90 Healspray (labeled in the alien language, application heals all hp damage and any diseases)
91-00 Vibro Knife (the battery will drain after 2d6 encounters, and becomes a regular dagger. The battery life counter is displayed on the knob. It automatically turns on when unsheathed and shuts off if ungripped.)
Random Items Found
01-25 Nothing obviously useful
26-30 Weapon: roll 1d6, 1-2 Vibro Knife, 3-4 Shockrod, 5-6 Pistol with 1 full clip
31-35 Healspray
35-40 Gen-booster (These are labeled but in the alien language. There is one for each ability stat. An application boosts a stat to +4 bonus for the day and wears off with extended sleep. There is a warning to only take 1 per day, otherwise there’s no effect.)
41-45 Fire Extinguisher (extinguishes fires, will stun 1 rd if fired at an opponent, 4 shots)
46-50 Backpack (very tough and lightweight with a high carrying capacity)
51-60 Flashlight (illuminates area pointed at, assume unlimited charges)
61-65 Lantern (illuminates area, assume unlimited charges)
66-70 IR Goggles (can see in dark and heat signatures, assume unlimited charges)
71-75 Sonic Screwdriver (can unscrew or open closed items, assume unlimited charges)
76-80 Laser Torch (can cut through items, too slow to use as a weapon, charge would be good for cutting 1 man-sized hole through an inner wall)
81-85 Dried survival food package and water bottle (equal to 1 meal)
86-90 Envirosuit (+1 to AC, other armor may be worn over it. Works against gunfire and plasma blasts, resists normal fire, cold, gas, electric shock, (this is spelled out on the warranty tag on the suit) and 1 hr air supply. DC 12 to activate air supply, which is labeled, when the air starts to run out, there is an audio 5-minute warning. Requires a 1 turn recharge in clean air to resume operation.)
91-95 Jewels (100 x 1d4 gp value)
96-00 Roll twice
Note: On this level and the next, characters can possibly acquire a whole bunch of the stuff. On this list, only the lantern, Envirosuit, and fire extinguisher would be considered bulky. The rest are fairly small. Use some common sense about what characters can carry. Jewels, diamonds, and other valuables aren’t big, but do take up space in quantity. Pistols, Vibro Knives, and Shock Rods are one-handed weapons. The shotgun, chaingun, chainsaw, and plasma rifle are two-handed, though they can slung over the shoulder. Ammo is fairly small, except in quantity.
The group may want to cache extra gear and especially treasure in a spot they think might be secure. Unless some other adventurers come along, the monsters inside should leave it alone. Going back to get it could be dangerous. Encourage the players to stay light and keep all the ammo with them.
© Jerry Harris 2013
Published here as Open Game Content.
(This link will take you to the Fantasy Core Index.)
Adventure Index
LEVEL 1: RESIDENTIAL DECK
Part Four
Random Zombie Respawn
(Roll 1d3 = number of times to roll on table, max 20 Zombies)
01-50 Slammer Zombie (1d10)
51-75 Gunner Zombie (1d6) 1 will have a laser sight
76-90 Shotgunner Zombie (1d4)
91-00 Chaingunner Zombie (1)
Zombie Random Gear
01-50 Nothing
51-60 Pistol with full clip
61-70 1d4 Clips
71-80 1d10 shotgun shells
81-90 Healspray (labeled in the alien language, application heals all hp damage and any diseases)
91-00 Vibro Knife (the battery will drain after 2d6 encounters, and becomes a regular dagger. The battery life counter is displayed on the knob. It automatically turns on when unsheathed and shuts off if ungripped.)
Random Items Found
01-25 Nothing obviously useful
26-30 Weapon: roll 1d6, 1-2 Vibro Knife, 3-4 Shockrod, 5-6 Pistol with 1 full clip
31-35 Healspray
35-40 Gen-booster (These are labeled but in the alien language. There is one for each ability stat. An application boosts a stat to +4 bonus for the day and wears off with extended sleep. There is a warning to only take 1 per day, otherwise there’s no effect.)
41-45 Fire Extinguisher (extinguishes fires, will stun 1 rd if fired at an opponent, 4 shots)
46-50 Backpack (very tough and lightweight with a high carrying capacity)
51-60 Flashlight (illuminates area pointed at, assume unlimited charges)
61-65 Lantern (illuminates area, assume unlimited charges)
66-70 IR Goggles (can see in dark and heat signatures, assume unlimited charges)
71-75 Sonic Screwdriver (can unscrew or open closed items, assume unlimited charges)
76-80 Laser Torch (can cut through items, too slow to use as a weapon, charge would be good for cutting 1 man-sized hole through an inner wall)
81-85 Dried survival food package and water bottle (equal to 1 meal)
86-90 Envirosuit (+1 to AC, other armor may be worn over it. Works against gunfire and plasma blasts, resists normal fire, cold, gas, electric shock, (this is spelled out on the warranty tag on the suit) and 1 hr air supply. DC 12 to activate air supply, which is labeled, when the air starts to run out, there is an audio 5-minute warning. Requires a 1 turn recharge in clean air to resume operation.)
91-95 Jewels (100 x 1d4 gp value)
96-00 Roll twice
Note: On this level and the next, characters can possibly acquire a whole bunch of the stuff. On this list, only the lantern, Envirosuit, and fire extinguisher would be considered bulky. The rest are fairly small. Use some common sense about what characters can carry. Jewels, diamonds, and other valuables aren’t big, but do take up space in quantity. Pistols, Vibro Knives, and Shock Rods are one-handed weapons. The shotgun, chaingun, chainsaw, and plasma rifle are two-handed, though they can slung over the shoulder. Ammo is fairly small, except in quantity.
The group may want to cache extra gear and especially treasure in a spot they think might be secure. Unless some other adventurers come along, the monsters inside should leave it alone. Going back to get it could be dangerous. Encourage the players to stay light and keep all the ammo with them.
Monday, May 13, 2013
Expedition to the Doomed Peaks--Level One-Part 3
Fantasy Core RPG
© Jerry Harris 2013
Published here as Open Game Content.
(This link will take you to the Fantasy Core Index.)
Adventure Index
LEVEL 1: RESIDENTIAL DECK
Part Three
8-Empty Room (1 XP if they figure out how to use the symbol): This is curious. The apartment is devoid of any furniture, any random items, and the lights are on. The characters’ noses will start bleeding 1 rd after entry (1 hp), then their ears next rd and every rd on the lower floor (2 hp), then they start crying bloody tears if they go upstairs (3 hp each rd). Anyone wearing an Envirosuit is immune to these effects. In the upstairs Bath 2, an arcane symbol has been drawn on the mirror in blood along with fingerprints burned in where it was touched. On the floor of the bathroom is a deceased Zombie (roll for random gear) with its fingers burned off.
A wizard may copy this symbol down in 2 rds. If the symbol is drawn in blood on parchment (the characters should have plenty of that flowing out at this point), it can be used to stun undead or demons for 1 rd if prominently displayed (works once per page). If drawn on a melee weapon, it will cause x 2 damage on the first hit against undead or demons. The symbol may be re-copied by a wizard onto the weapon (in 1 hp of blood), but will take 2 rds and can’t be done in direct combat.
9-Doctor’s Room (1 XP): This place is a mess as the entire lower level has been turned into some kind of disaster triage for the wounded. There are 12 corpses inside that become Slammer Zombies in 2 rds after entry. There are also 7 Healsprays spread around the area. Upstairs, in the Master Bedroom, the blood-soaked doctor can be found in the Anti-Grav field area. It’s been turned off and he’s hung himself inside it. He doesn’t turn into a zombie, but an examination of his body reveals a full set of 6 Gen Boosters (+4 Bonus to a stat for the day, see description in Random Items Table).
10-Wealthy Room (1 XP): This is a really nice apartment. The furniture and décor are tasteful and elegant. This apartment is also unspoiled, except for some curious large burn marks on the walls and furniture. Those marks come from a security android armed with a plasma rifle (also carries 2 glowing, blue cells for the gun), who’s been guarding the place. The group will have about 2 rds before the android investigates from the Master Bedroom. He will use hit and run tactics and not pursue outside the apartment.
Any search of the bedrooms will reveal 1d4 jewels @ 1d4 x 100 gp each. This room is also filled with fine art in the form of paintings (12 @ 1d8 x 100 gp each), large rugs (4 @ 1d4 x 100 gp each), and sculptures (3 @ 1d6 x 1000 gp each). The problem with all of these will be transporting them. The sculptures in particular are heavy and somewhat fragile. A search of the Master Bathroom will reveal 6 doses of hallucinogenic drugs, which are unlabelled, unlike other pharmaceuticals found on the ship. Application will essentially incapacitate the user for 1 hr. There is also an Android Control Wand floating in the Anti-grav field. Any character stepping into the field will be more-or-less trapped there until they are pulled out.
11-Adventurers Room (0 to 2 XP depending on how it is played): This encounter is going to be left somewhat ambiguous. Depending on how well the party is doing, this is where they can find replacement characters or maybe an extra character. Alternately, it could be a nasty fight scene. Or, the adventurers could all be found dead, which case they will respawn and attack. In any case, the adventurers have barricaded themselves in against attacks. They do not have any advanced weapons. If an Adventurer encounter isn’t desired at this point, the next two levels also have them listed.
12-Vampire Nest (2 XP): If the characters are having a hard time and the players are getting frustrated (or whenever you want to move the game along faster), go ahead and have the voice in the head give the characters directions to this room. Alternately, it could be the one room with a blinking touch pad and stands out.
Five Stalkers lay dormant in this room. They are scattered around the room, but attacking one, or making a bunch of noise, activates all of them. They don’t all attack immediately, they’ll hide and pick their openings. One of them wears the remnants of a white officer’s uniform and has the elevator keycard around its neck. The nest of the officer stalker contains 10 jewels (worth 1d10 x 100 gp each) and 5 glowing plasma cells.
Friday, May 10, 2013
Expedition to the Doomed Peaks--Level One-Part 2
Fantasy Core RPG
© Jerry Harris 2013
Published here as Open Game Content.
(This link will take you to the Fantasy Core Index.)
Adventure Index
LEVEL 1: RESIDENTIAL DECK
Part Two
All Residence Rooms: There is a touch pad beside each door on the outside and the inside. If it’s glowing, then the door is shut, and it can be opened by simply touching the outside pad. If the inner pad is touched, it can be shut again. Doors slide open to the side, not opening in or out. If the pad is dark, then the door is open and cannot be shut. (All the doors on ship work as such unless otherwise stated.) The lights are off inside the rooms and the bath and kitchen facilities do not function, unless otherwise stated.
The inside of any apartment is generally a complete wreck. Characters can roll on the Random Items Found table if they are searching. Figure 4 characters may completely search 1 room in 1 turn.
E-Unnumbered Rooms (0 XP): The Ref may fill these spaces as they want. Otherwise, these rooms are open 50% of the time. They are unoccupied 50% of the time. If occupied, 50% of the time it is a Stalker nest (1 inside). Otherwise, roll once on the Zombie Respawn table. The disposition of any monsters is left to your imagination. (Hey, maybe they’re friendly.) In all cases, roll on the Random Items Found table for each room searched.
4-The Game Room (0 XP): The door is initially closed, but will automatically open if approached. Outside Zombies won’t enter this room. The second floor is accessed via the stairs outside (the other Game Room is the same). This room is filled with many video game-like devices. They are all functioning and lighting up the otherwise dark room with flashing, strobing, multi-colored lights. There is also strange music and sound effects of battle going on from the games. Some are sitdown models and others are standup models.
About half of the machines are occupied by Gamer Zombies. They will keep playing regardless of the character activity unless disturbed, in which case they will say, “Dude, wait your turn,” in the alien language, and continue playing. There is also an attractive female-looking android who will approach the characters and offer beverages and snacks in a flirtatious manner (in the alien language). The food and drink taste fine, but it is unhealthy junk, which may have dire effects on the characters later in life. She can be controlled by a Control Wand.
Characters wishing to give the games a shot must make a DC 18 Int check, others with a +1 Int bonus may help and add +1 to the roll, up to +4. Successfully playing for a turn will give the character a +1 bonus to figuring out any technology on board. However, they must also roll a DC 12 Will Sv, or they will want to keep playing and will have to be physically dragged away. (This is a relatively safe room for the group if they wish to shelter here.)
5-The Last Stand (2 XP): This Game Room was the obvious site of a major battle. The door is wide open and outside Zombies won’t enter. There are bullet holes and burn marks all over. Everything inside has been trashed. The second floor has mostly collapsed into a large pile of debris in the center of the room. A balcony of sorts now overlooks the first floor. Immediately upon entry, 4 Gunner Zombies will start attacking. The next rd, a Machine Gunner Zombie crawls out of the debris. Next, 3 Shotgunner Zombies charge from the rear of the room. Finally, a Plasma Gunner Zombie opens up from the balcony.
Besides the Zombies’ gear, a search of the area (which will take 3 turns/4 characters because of the debris) will yield 5 pistols, 7 magazines, 1 shotgun, 20 shells, 1 machine gun drum, and 2 plasma cells.
6-Robo Homicide (1 XP): A well-dressed Valet robot greets the characters in the Alien language when the door is opened. He offers to take their coats and to pour them drinks. He also has a Control Wand imbedded in his chest, which occasionally issues a spark. He will escort the characters around the apartment, asking if they need help. Upstairs, the family members are found beheaded and tossed into functioning sleep fields. There is also a decapitated android in the Master Bath, whose head is still shouting out warnings about the other android. The Valet will whip out a Vibro Knife and attack as soon as the other android is found. The headless android rises and attacks the next rd, also with a Vibro Knife (@ 0 BAB). This one will self-destruct if reduced to 5 hp or less with an audio warning. The head will shout out a warning. If the Control Wand is removed from the chest of the Valet, both androids shutdown. The Wand may be used on other Androids.
7-Party Room (1 XP): Here we have a complete disaster area. The whole apartment is filled with spoiled beer-ish fluids, rotten food, and half-naked Zombies. There are 6 Slammers who activate 1 rd after entry. A pant-less, fat Zombie wearing a pair of pistols and a cowboy-ish hat waddles out the next rd (he attacks with pistols twice per rd). The stairs going up have a curious trail of body parts littered upon them. In front of the Bath 2 is a single armored Zombie surrounded by body parts, upon seeing the players he will activate his (wait for it) CHAINSAW! And proceed to attack the characters.
© Jerry Harris 2013
Published here as Open Game Content.
(This link will take you to the Fantasy Core Index.)
Adventure Index
LEVEL 1: RESIDENTIAL DECK
Part Two
All Residence Rooms: There is a touch pad beside each door on the outside and the inside. If it’s glowing, then the door is shut, and it can be opened by simply touching the outside pad. If the inner pad is touched, it can be shut again. Doors slide open to the side, not opening in or out. If the pad is dark, then the door is open and cannot be shut. (All the doors on ship work as such unless otherwise stated.) The lights are off inside the rooms and the bath and kitchen facilities do not function, unless otherwise stated.
The inside of any apartment is generally a complete wreck. Characters can roll on the Random Items Found table if they are searching. Figure 4 characters may completely search 1 room in 1 turn.
E-Unnumbered Rooms (0 XP): The Ref may fill these spaces as they want. Otherwise, these rooms are open 50% of the time. They are unoccupied 50% of the time. If occupied, 50% of the time it is a Stalker nest (1 inside). Otherwise, roll once on the Zombie Respawn table. The disposition of any monsters is left to your imagination. (Hey, maybe they’re friendly.) In all cases, roll on the Random Items Found table for each room searched.
4-The Game Room (0 XP): The door is initially closed, but will automatically open if approached. Outside Zombies won’t enter this room. The second floor is accessed via the stairs outside (the other Game Room is the same). This room is filled with many video game-like devices. They are all functioning and lighting up the otherwise dark room with flashing, strobing, multi-colored lights. There is also strange music and sound effects of battle going on from the games. Some are sitdown models and others are standup models.
About half of the machines are occupied by Gamer Zombies. They will keep playing regardless of the character activity unless disturbed, in which case they will say, “Dude, wait your turn,” in the alien language, and continue playing. There is also an attractive female-looking android who will approach the characters and offer beverages and snacks in a flirtatious manner (in the alien language). The food and drink taste fine, but it is unhealthy junk, which may have dire effects on the characters later in life. She can be controlled by a Control Wand.
Characters wishing to give the games a shot must make a DC 18 Int check, others with a +1 Int bonus may help and add +1 to the roll, up to +4. Successfully playing for a turn will give the character a +1 bonus to figuring out any technology on board. However, they must also roll a DC 12 Will Sv, or they will want to keep playing and will have to be physically dragged away. (This is a relatively safe room for the group if they wish to shelter here.)
5-The Last Stand (2 XP): This Game Room was the obvious site of a major battle. The door is wide open and outside Zombies won’t enter. There are bullet holes and burn marks all over. Everything inside has been trashed. The second floor has mostly collapsed into a large pile of debris in the center of the room. A balcony of sorts now overlooks the first floor. Immediately upon entry, 4 Gunner Zombies will start attacking. The next rd, a Machine Gunner Zombie crawls out of the debris. Next, 3 Shotgunner Zombies charge from the rear of the room. Finally, a Plasma Gunner Zombie opens up from the balcony.
Besides the Zombies’ gear, a search of the area (which will take 3 turns/4 characters because of the debris) will yield 5 pistols, 7 magazines, 1 shotgun, 20 shells, 1 machine gun drum, and 2 plasma cells.
6-Robo Homicide (1 XP): A well-dressed Valet robot greets the characters in the Alien language when the door is opened. He offers to take their coats and to pour them drinks. He also has a Control Wand imbedded in his chest, which occasionally issues a spark. He will escort the characters around the apartment, asking if they need help. Upstairs, the family members are found beheaded and tossed into functioning sleep fields. There is also a decapitated android in the Master Bath, whose head is still shouting out warnings about the other android. The Valet will whip out a Vibro Knife and attack as soon as the other android is found. The headless android rises and attacks the next rd, also with a Vibro Knife (@ 0 BAB). This one will self-destruct if reduced to 5 hp or less with an audio warning. The head will shout out a warning. If the Control Wand is removed from the chest of the Valet, both androids shutdown. The Wand may be used on other Androids.
7-Party Room (1 XP): Here we have a complete disaster area. The whole apartment is filled with spoiled beer-ish fluids, rotten food, and half-naked Zombies. There are 6 Slammers who activate 1 rd after entry. A pant-less, fat Zombie wearing a pair of pistols and a cowboy-ish hat waddles out the next rd (he attacks with pistols twice per rd). The stairs going up have a curious trail of body parts littered upon them. In front of the Bath 2 is a single armored Zombie surrounded by body parts, upon seeing the players he will activate his (wait for it) CHAINSAW! And proceed to attack the characters.
Thursday, May 9, 2013
Expedition to the Doomed Peaks--Level One-Part 1
Fantasy Core RPG
© Jerry Harris 2013
Published here as Open Game Content.
(This link will take you to the Fantasy Core Index.)
Adventure Index
LEVEL 1: RESIDENTIAL DECK
Part One
Player Map
Ref Map
The lobby of this level is bathed in a low, blue light. This is a bad thing because the group will see that it’s swarming with zombies. This is who the group will get its guns and armor from, but sheer numbers are going to wear the characters down if they engage them every time.
1-Entry (0 XP): If this adventure is being used as the top levels of the original, then the characters have somehow gotten into the top of the elevator shaft just inside the entrance. (The other three shafts do not connect.) They’ve climbed up and found shaft doors ajar. (These are the first class accommodations, as opposed to the steerage class below, so they’re normally locked.)
Used independently of the original, the open elevator shaft is visible from the floor of a cave in the mountains. There is already a rope leading down from it. (Yes, the characters aren’t going to be the first ones in. Here’s where your potential replacement characters came from. Don’t worry, they haven’t killed and plundered everything.)
If you’re playing this as a mega-dungeon, then the characters can come and go as they please. However, the rest of this adventure assumes that as the characters exit the shaft, a sphincter hatch closes behind them. It is sealed with a force field and impenetrable. The characters are trapped. From here, comparisons with the original cease, and things only get worse for the characters.
2-Common (0 XP): On the outside of the elevator shaft is a map of the level, which may be roughly copied in 1 turn. Also on the outside is a thin, rectangular slot along with a diagram showing a person slipping a card into it to open the doors (this is important for later).
Once the characters have all entered (and are trapped), they should hear a voice in their heads (in their own language). It is a booming, taunting voice welcoming them to the ship and hoping their stay will be pleasant. Should the characters wish to come up for a visit, they merely need to locate the Yeoman Purser, and he will give the characters access to the upper levels. Enjoy your stay.
The Common area is lit by an eerie blue glow from the flickering illusionary fountains. There are the subtle sounds of birds and gushing water. The floor is a somewhat dingy ceramic mosaic over a metallic deck. There are dead potted plants all around the platform. Once the characters eyes have adjusted to light or gotten their torches or lanterns going, they suddenly notice the whole Common area is littered with dead human bodies.
Roll on the Random Zombie Respawn table (at the end of this level description) to see how many and what kind of Zombies activate in the characters’ presence. They attack mindlessly and will not pursue the characters if they enter a room. Zombies in the rooms do not respawn, only those in the Common area.
If the characters kill all of the Zombies in the Common area and loiter around, roll on the Respawn table after 1 turn. Every time the group re-enters the Common area (assuming at least 1 turn away), roll again on the Respawn table. Disregard Zombies left alive (Alive? Not dead? Whatever) from the previous Respawn and replace them with a fresh roll. Industrious characters will want to search the bodies of killed Zombies. In addition to whatever weapon they are wielding, roll on the Zombie Random Gear table to see what else they have.
During any battle with Zombies, some will probably be using some type of firearm. At least once during any firefight, one of the Zombies should stop fighting and reload. Roll 1d4, reload on a 1, but only do this for 1 Zombie combatant per rd, not all of them. Seeing these actions allows the characters a better chance of figuring out how to use guns themselves. After the characters learn how to use firearms, it should also be demonstrated that the modern armor the Zombies have provides some protection against gunfire. (They’ll have already figured out that their archaic armor isn’t.) This operation will be covered at the end of this level description.
3-Exit Elevator (3 XP): The other four spaces on the platform are support pillars. The Exit Elevator is like the entry elevator, however the rectangular card slot is glowing. Once the proper key card is inserted inside the slot, the doors open with a ding. The voice in the head returns and tells the group to await service from the doorman. In this case, the doorman is the Floater demon. The group will hear an ominous hissing sound coming from shaft. It will immediately attack the first person entering the shaft and then exit to fight everyone. This would also be a great time for the Zombies in the Common to start respawning.
The inside of the shaft has two sets of handles going up 25’ that can be used to climb up to the next level, where the elevator doors are standing open. When the ship was fully functioning, the elevator shaft was an anti-gravity area and the handles moved up and down. Grabbing a handle allowed the user to be pulled along and float to the desired level.
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