Monday, March 17, 2014

CYBER-PULP FANTASY CORE-Sample Adventure-Savantech Office Part 2

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

Overview Index 

Adventure Index



The Basement
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
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. 

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