Tuesday, March 25, 2014

CYBER-PULP FANTASY CORE-Sample Adventure-Warehouse Part 2

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

Overview Index 

Adventure Index 



The Warehouse
2 Orcs work the hanger doors in the front of the warehouse.  There’s 1 Orc guarding the rear door, and he has the key to it (DC 12 to pick).  Inside, there’s 1 more Orc guard on the catwalk above the floor.  There are two offices side by side inside the warehouse.

The warehouse is mostly an empty hanger inside.  Lucky for the group, whether they raid the place day or night, most of the cell, including Man-Zero, is away.  4 Goblins are excitedly working on a car bomb (1d4 x 10 damage) with an old junker.  (Gosh, I wonder if this situation could be exploited by the characters?)

More menacingly, there are 4 Gnolls playing some sort of dice game on the other side of the building.  Don’t let that fool you.  Any sort alarm will instantly have them grabbing their nearby weapons and looking to flank whoever’s attacking.  This group will also investigate any loud disturbances outside the building.  Play them as smart as possible.  (And the rest of the Humanoids, as dumb as possible, up to the point of even accidentally shooting at each other.)

Armory
One of the offices has armored over windows and a heavy steel door.  The door has a DC 18 physical lock.  Inside is a jackpot of weapons.  4 RPG’s, 6 Assault Rifles (10 full clips), 4 Assault Pistols (10 full clips), and 4 small bombs (1d4 x 10 damage).  Those bombs are a little touchy and may arm themselves if bounced around too much (1 in 4 chance).  There is an audio warning and a blinking countdown indicator that go off if it is triggered (detonating in 2 rds).  Also keep in mind, this stuff isn’t light.  It’s going to take a few trips to carry it, thus giving time for the police or Man-Zero to show up.

Man-Zero’s Office
One of the offices has bars over the windows.  The heavy steel door has a DC 18 physical lock.  Inside is a messy, nasty office space.  There’s nothing of value lying around (he even keeps his data pad with him), but there is a safe in the corner.  It’s not a vault, but it’s too big and heavy to move.  There’s a DC 18 physical combo lock on it.  If someone has the Demolitions skill and explosives, they could blow it safely.  Failing that, an RPG hit (figure AC 10 to hit) or a small bomb (found in the Armory next door) will do it.  However, the office will collapse (hopefully nobody’s inside the blast radius), everyone will be stunned for 1 rd, and it will take 3 rds to clear the debris to get into the safe.

The Drow Soul Crystal is in vault.  Thankfully, it’s immune to non-magical damage.  (If the characters opened up the safe with an explosive magic spell, I guess that could be problem, but they’ll still find the debris of it.)  There’s also 4 XP in gold inside (the players will have to decide on how they want to divide that up) and 6 Stimpacks.  If the characters go ahead and contact Virtual Lila here and show her the Crystal, she’ll forward the rest of the job money to them.  She also says she’ll take care of Man-Zero. 



Complication
You didn’t think it was going to be that easy did you? 

Right after they blow or open the safe, the group will hear a couple of cars driving up and screeching to a halt.  Loud voices can then be heard, along with guns being locked and loaded.  It’s the rest of the Radicals.

Here’s a good place to pause the game for minute.  The Ref needs to tell the players two things here.  One, these are the kind of encounters where somebody really should be keeping a lookout.  I’m fairly certain they didn’t do that here, unless they read this beforehand.  Two, if they’ve found the Soul Crystal and contacted Virtual Lila, they’ve gotten the XP.  There’s not going to be any bonus XP for increasing the body count.  (Not to mention, you’re not going to be spending that XP if you don’t escape.) 

In two rds, 4 Orcs are going to charge through the hanger doors.  A rd later, 4 more Orcs are going to come through the back door.  In another rd, Man-Zero and another Orc, will be up in catwalk, having come through a window.  There’s also 1 Orc guarding a vehicle in the back and another guarding two vehicles up front.  They’re out for blood.  The cops should show up as well at some point.  If the group contacted Lila after getting the Soul Crystal, she’ll have sent them as a distraction to help the group get away.  Good luck!

Outcome
If Man-Zero isn’t killed in a gun battle, the next day he finally finds the activation code for his Black Ice program waiting in his e-mail.  When he uses it, the Black Ice promptly activates and kills him.  The Radical Humanoids’ plans on his computer are then uploaded to the police, who promptly raid the warehouse.  The B-Board will be reporting all this.   

If Man-Zero is killed in this fashion, his brother, Zig (with identical stats), will be looking for anybody involved in his death.  (He won’t be part of the Radicals, though.  They’ll blame the Half-Orc leader for the cell’s disruption and not let him join up.)

Twist
This is encounter is designed as just a straight up combat scenario, but feel free to put your own clever twist into it.

Alternately
If the Soul Crystal isn’t here, then let the group escape before reinforcements show up.  Realistically, Man-Zero isn’t going to have any idea who killed Lila or who has the Crystal.  At this point, the group could receive a distress call from Virtual Lila leading them to another site, or if the group found other clues, they could follow up on those. 


No comments:

Post a Comment