Monday, March 10, 2014

CYBER-PULP FANTASY CORE-Sample Adventure-Lila's Apartment

CYBER-PULP FANTASY CORE
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)

Overview Index 

Adventure Index






Hook to Site
The characters are given Lila’s address and door code when they accept the job.

Location Description
Lila’s apartment is in the bad, Humanoid section of town.  This is one of those areas where being openly armed is a good idea.  Half-Elves and Dwarves will attract unwanted attention.  The apartment is on the third floor in a non-descript, four-story brownstone building.  Its most obvious feature is the 2 Orc guards standing at the front door.  You see, this is also the home of a Radical Humanoid cell, which is located on the fourth floor. 

The rest of the occupants are sympathizers, but basically indifferent unless directly attacked.  (Feel free to discomfort the characters with random, annoying neighbors.)  They actually appreciate the extra security (which comes with a fee).  The good news is that you won’t have to worry about the police showing up if there’s a firefight.  The bad news is that the Humanoids don’t have to worry about it either.     

Reconnaissance
It’s assumed that the characters will be visiting the building at night (soon after the meeting), but it really doesn’t make much of a difference in the encounter.  Neither of the outside Orcs are brandishing weapons, but it’s pretty obvious they’re guards, though not very attentive.  The characters will have an easy time observing the building, unless they just drive up and try to walk in.  With a little extra surveillance, they’ll be able to notice that there’s another Orc just inside the doorway.

Entry
The players should be encouraged to come up with their own plan for entry.  These are some obvious options.  Bribery, charm, and sneaking are viable, though any Elvish or Dwarvish presence in the group will cause a problem in negotiating.  Rushing the guards will alert the rest of the cell above and bring outside reinforcements.  Scaling the building is also a good option, even in daylight.  Figure a 1 in 4 chance of being observed (by an Orc guard or even a bystander) per person climbing during the day (no problems at night).  (The front and rear fire escapes can be used, but the group will be noticed by the building’s occupants.)  The outside windows are locked, but can be broken into fairly easily.  Climbing up the rear of the building will bring the characters to the bedroom part of the apartment.  1 in 8 chance of attracting attention from the Cell above with a noisy entry.

Radical Humanoid Cell
There are 4 Goblins and 1 Orc in their fourth floor studio apartment.  They’re indifferently planning their next terrorist attack.  They aren’t expecting any combat, but can be armed and ready in two rds.  If given time, they’ll also call in reinforcements.  In two turns, 4 more Orcs will drive up outside.  The apartment also contains a computer with information that the police or Samantha at the B-Board would find interesting (DC 12 to hack).  They have a small armory in the closet: 2 assault rifles, 10 clips, 2 boxes of grenades, 1 RPG, 1 C-4 charge.  (Using explosives here will bring police involvement.  And if the characters try to carry all this out at once, it’s going to be cumbersome.) 

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