CYBER-PULP FANTASY CORE
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)
The offices and break room have nothing of value, but in the
back is a set of stairs going down. At
the bottom is what seems to be a small basement. There’s a set of shelves with paperwork on
the walls. However, one section of the
wall is actually an illusion. It’s
magical. The illusion can be detected by
spell or a Psi-Hacker. (If this proves
too challenging, 1 of the security guards jumps out of the wall, automatically
surprising the group. He’ll duck back
inside after firing once. The force
field will be down though.)
There’s an opaque force field right behind the
illusion. It can be dispelled with a DC
16 Caster Check, saying “Ophidian” again, or just flipping the glowing (magic
detected) light switch on the wall.
Behind the screen are several more rows of shelving eventually leading
to a large vault in the back. (Flipping
the switch has the benefit of turning on the lights there, otherwise it’s pitch
black.)
Unfortunately, shutting off the force field will bring 2
Dwarvish security guards to investigate.
The group will hear the sound of large, heavy door opening and closing,
but the guards will be trying to sneak up and flank the group. Their gunfire is glowing, which usually
indicates the shooter is using magically enchanted weapons or ammo (in this
case, it’s the bullets). They will try
to kill the characters, though (if things go really bad for the group) they
might instead capture them and take them into the vault.
The vault has a physical combo lock (DC 18 to crack). Blowing it up, unless somebody has the
Demolitions Skill, will likely have a comical result (for the Ref) and leave
the door still standing. It can also be
popped with a Knock spell, but has to beat a DC 16, since it has an Arcane Lock
on it as well. The two guards also have
the combo, which could be gained if captured or via séance, if dead. In the worst case scenario, one of them has
the combo written down in their pocket.
It’s pretty dark inside.
The large vault is only lit by brazier.
There’s a strong smell of incense and something else (probably narcotic)
in the air. (You can add a DC 12 Fort Sv
for the characters to avoid losing their BAB and other complex skills if you
want to make this potentially more difficult.)
An Occultist will recognize this as a magical ceremony. There are 4 stoned Suits (Elves and Humans)
huffing on hookahs and intermittently chanting, who seem only vaguely aware of
the characters. The Drow Soul Crystal
sits in the middle of complicated looking glowing magical ward on the floor.
There is a video screen on the wall with the face of a
Snake-man observing the scene. When the
characters are discovered, he hisses several words in an unknown language. The ward on floor glows and summons a Higher
Demon to the scene. The next rd, the
Snake-man then tells the demon to deliver the Soul Crystal to him and get rid
of the evidence (in this case, everyone in the room). The video immediately goes out.
The next rd, the demon will grab the Crystal .
(So essentially the group has two rds to try and do something
first.) Next, it will try to kill the
Suits, who will only start running after one of them has been killed (any hit
will kill a Suit here). Next, it will go
after the characters. Ultimately, the
demon will prioritize getting the Soul Crystal and making off with it,
especially if it’s being seriously harmed.
No comments:
Post a Comment