Tuesday, May 28, 2013

Expedition to the Doomed Peaks--Level Four-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 4: COMMAND DECK
Part One

Player Map

Ref Map



The good news is that this level is actually well lit. The bad news is that it’s filled with a hazy, poisonous gas. It’s not totally obscuring the view, but you can’t see clearly more than 30’ away. The ship control rooms and the bridge, all have transparent walls, allowing a view of the inside. These walls are essentially impenetrable to weapons fire, and have to be entered via door. The doors here are conventional and open to the inside. It should also be noted that many of the rooms on this level are an exercise in curiosity (or greed) killing the cat.

There is no safe place here for an extended rest with the gas present. The group, assuming they’re wearing Envirosuits, will have a 5-minute warning whenever their air is running out to get back below.

There is only 1 Wandering Monster on this level, but it’s important. The Security Bot is essentially a floating trashcan with a pair of tentacle arms and turret head. The Bot makes a peculiar humming noise, so the characters will hear it coming (or going). If defeated, the Security Bot will fall over and a Keycard to the CE (Bridge Elevator) will pop out of its chest with a ding (and then issue a self-destruct warning once it’s been pulled).

Roll 1d6 each time the characters exit a room (not when they first enter the level though) or anytime the characters make a ruckus. On a 1, the Security Bot appears. If not drawn to a fight, 50% chance that the Bot is moving away from the characters on its usual patrol circuit, but they see it and hear it.


1-Entry (0 XP): Once again, the level map is on the outside of the elevator. This level is filled with Halon X (essentially a Halon, mustard gas combination, a side effect of the Halon is that no fire can be started on this level). Entering this level without an Envirosuit is potentially lethal. First rd, DC 12 Fort Sv or knocked unconscious, next rd, DC 18, next rd, you’re dead. We’ll assume for the rest of this level description that the players figure out that characters need to be in Envirosuits. The taunting voice returns and tells the group that now they should pray to be killed quickly, because if they survive to meet him, they’ll end up as a meal. The voice may also offer clues if players get stuck, just to move things along.


2-Communications (1 XP if the Brain Lasher joins the group): The group can see someone seated at a console doing something, but can only see him from behind. Inside, they find a Brain Lasher slurping coffee and trying to work with the computer. Freud promptly does a spit take, and then in an attempt at being commanding, demands that, “Lesser species, you will now escort me from this insane facility at once.”

How this creature got here is up to you. Perhaps he’s related to the similar creature from the original adventure. Anyway, Freud’s stuck here and is willing to work with the group to get out. Consider a DC 12 Charm or some other influence attempt to get him to join the group, if they’re promising to help him out. He’s not going to want to fight, but will if prodded, possessing the weakest willed member with the biggest gun to turn on the group. He also doesn’t have anything on him worth taking. If the attempt fails, Freud will dismiss the group and continue working.

The Lasher is an insufferable bore and should be played as such. (By the way, he’s immune to the Halon X gas.) If with the group, he will offer prudent advice in such a way that it’s unlikely to be followed. He does know about the Security Bot and other level features. He is an overly cautious fighter, but capable. If present at the showdown with the Frogdemoth, Freud may take one or two shots at it (depending on his relationship with the group), but since the area is free of the ship’s force fields, he will try to Plane Shift and escape (and make a perfect a target for the Frog when he does).


3-Nav-Terrarium Room (0 XP): It’s a jungle in there. It’s filled with vines, plants, and flowers. Entering the room, it’s also filled with 6 Plant Zombies, who attack from surprise from around the room (DC 18 to detect). They’re essentially camouflaged Slammer Zombies, but on any hit, the victim must make a DC 12 Fort Sv or be infected with a nasty virus. On failing the save, the victim’s ability stats all go to 0. 1 turn later they fall unconscious. They can be healed with a Healspray, Paladin healing, or a Paladin heal disease spell. Otherwise, they’ll recover with a day’s rest. The Zombies are all tethered to the plant growth via vines. If cut (AC 10, Hp 1), they immediately fall dead.

However, a new vine will immediately attack upon the death of a Zombie. DC 12 Ref Sv to dodge, otherwise the victim is bound and takes 1d8 damage each rd. DC 18 Str check to break free or Escape Artist skill. Can be cut easily (AC 10, Hp 1), but another vine attacks immediately. There’s nothing of value in the room.


4-Bathrooms (0 XP): There is a Plant Zombie hanging over a toilet with an attached vine going up overhead into the vent (the plants have gotten into the ductwork of this level). He attacks like a marionette. Cutting the vine releases a vicious slimy Bathroom Mold culture from the ceiling upon everyone inside. DC 12 Ref Sv to avoid. DC 18 Fort Sv if hit. On failing the save, the victim’s ability stats all go to 0. 1 turn later they fall unconscious. They can be healed with a Healspray, Paladin healing, or a Paladin heal disease spell. Otherwise, they’ll recover with a day’s rest. (It’s related to the Terrarium Room virus.)


5-Refreshment/Rest (1 XP): There are vending machines here with tasty snacks to be had inside. Unless you break into them, in which case you discover there’s a pissed off Spider Bot inside. Spider Bots will then break out and attack from the other three machines. There is a med kit in the Rest Area with 2 Healsprays.


6-Warp Control-The Fingerpainting Room (0 XP): Much of the transparent walls have been covered over from the inside with multi-colored paint, crudely applied by hand, totally obscuring the inside. The door to the room is stuck and will have to be forced open. Inside, we find the tragic results of a warp field accident. The entire room and everything in it has been hideously twisted into a variety of bazaar shapes. The fingerpainting is actually a person, who has been smeared across the transparent wall. Unfortunately, there are several other people inside who have also been horrifically disfigured. Even worse, a couple of them, melded into the machinery, appear to be alive somehow and screaming for help.

Everybody entering the room needs to make a DC 18 Will Sv, or they go temporarily mad (1 turn) and will run screaming from the room. (Paladins are immune.) What a terrible time this would be to run into the Security Bot. (Especially since the characters will simply keep running.) There is nothing of value in this room.


7-Bathrooms (0 XP): A Slammer Zombie is meticulously applying makeup in the mirror, oblivious to the characters.

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