Friday, May 10, 2013

Expedition to the Doomed Peaks--Level One-Part 2

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 1: RESIDENTIAL DECK
Part Two




All Residence Rooms: There is a touch pad beside each door on the outside and the inside. If it’s glowing, then the door is shut, and it can be opened by simply touching the outside pad. If the inner pad is touched, it can be shut again. Doors slide open to the side, not opening in or out. If the pad is dark, then the door is open and cannot be shut. (All the doors on ship work as such unless otherwise stated.) The lights are off inside the rooms and the bath and kitchen facilities do not function, unless otherwise stated.

The inside of any apartment is generally a complete wreck. Characters can roll on the Random Items Found table if they are searching. Figure 4 characters may completely search 1 room in 1 turn.


E-Unnumbered Rooms (0 XP): The Ref may fill these spaces as they want. Otherwise, these rooms are open 50% of the time. They are unoccupied 50% of the time. If occupied, 50% of the time it is a Stalker nest (1 inside). Otherwise, roll once on the Zombie Respawn table. The disposition of any monsters is left to your imagination. (Hey, maybe they’re friendly.) In all cases, roll on the Random Items Found table for each room searched.


4-The Game Room (0 XP): The door is initially closed, but will automatically open if approached. Outside Zombies won’t enter this room. The second floor is accessed via the stairs outside (the other Game Room is the same). This room is filled with many video game-like devices. They are all functioning and lighting up the otherwise dark room with flashing, strobing, multi-colored lights. There is also strange music and sound effects of battle going on from the games. Some are sitdown models and others are standup models.

About half of the machines are occupied by Gamer Zombies. They will keep playing regardless of the character activity unless disturbed, in which case they will say, “Dude, wait your turn,” in the alien language, and continue playing. There is also an attractive female-looking android who will approach the characters and offer beverages and snacks in a flirtatious manner (in the alien language). The food and drink taste fine, but it is unhealthy junk, which may have dire effects on the characters later in life. She can be controlled by a Control Wand.

Characters wishing to give the games a shot must make a DC 18 Int check, others with a +1 Int bonus may help and add +1 to the roll, up to +4. Successfully playing for a turn will give the character a +1 bonus to figuring out any technology on board. However, they must also roll a DC 12 Will Sv, or they will want to keep playing and will have to be physically dragged away. (This is a relatively safe room for the group if they wish to shelter here.)


5-The Last Stand (2 XP): This Game Room was the obvious site of a major battle. The door is wide open and outside Zombies won’t enter. There are bullet holes and burn marks all over. Everything inside has been trashed. The second floor has mostly collapsed into a large pile of debris in the center of the room. A balcony of sorts now overlooks the first floor. Immediately upon entry, 4 Gunner Zombies will start attacking. The next rd, a Machine Gunner Zombie crawls out of the debris. Next, 3 Shotgunner Zombies charge from the rear of the room. Finally, a Plasma Gunner Zombie opens up from the balcony.

Besides the Zombies’ gear, a search of the area (which will take 3 turns/4 characters because of the debris) will yield 5 pistols, 7 magazines, 1 shotgun, 20 shells, 1 machine gun drum, and 2 plasma cells.


6-Robo Homicide (1 XP): A well-dressed Valet robot greets the characters in the Alien language when the door is opened. He offers to take their coats and to pour them drinks. He also has a Control Wand imbedded in his chest, which occasionally issues a spark. He will escort the characters around the apartment, asking if they need help. Upstairs, the family members are found beheaded and tossed into functioning sleep fields. There is also a decapitated android in the Master Bath, whose head is still shouting out warnings about the other android. The Valet will whip out a Vibro Knife and attack as soon as the other android is found. The headless android rises and attacks the next rd, also with a Vibro Knife (@ 0 BAB). This one will self-destruct if reduced to 5 hp or less with an audio warning. The head will shout out a warning. If the Control Wand is removed from the chest of the Valet, both androids shutdown. The Wand may be used on other Androids.


7-Party Room (1 XP): Here we have a complete disaster area. The whole apartment is filled with spoiled beer-ish fluids, rotten food, and half-naked Zombies. There are 6 Slammers who activate 1 rd after entry. A pant-less, fat Zombie wearing a pair of pistols and a cowboy-ish hat waddles out the next rd (he attacks with pistols twice per rd). The stairs going up have a curious trail of body parts littered upon them. In front of the Bath 2 is a single armored Zombie surrounded by body parts, upon seeing the players he will activate his (wait for it) CHAINSAW! And proceed to attack the characters.

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