Monday, May 13, 2013

Expedition to the Doomed Peaks--Level One-Part 3


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 Three

8-Empty Room (1 XP if they figure out how to use the symbol): This is curious. The apartment is devoid of any furniture, any random items, and the lights are on. The characters’ noses will start bleeding 1 rd after entry (1 hp), then their ears next rd and every rd on the lower floor (2 hp), then they start crying bloody tears if they go upstairs (3 hp each rd). Anyone wearing an Envirosuit is immune to these effects. In the upstairs Bath 2, an arcane symbol has been drawn on the mirror in blood along with fingerprints burned in where it was touched. On the floor of the bathroom is a deceased Zombie (roll for random gear) with its fingers burned off.

A wizard may copy this symbol down in 2 rds. If the symbol is drawn in blood on parchment (the characters should have plenty of that flowing out at this point), it can be used to stun undead or demons for 1 rd if prominently displayed (works once per page). If drawn on a melee weapon, it will cause x 2 damage on the first hit against undead or demons. The symbol may be re-copied by a wizard onto the weapon (in 1 hp of blood), but will take 2 rds and can’t be done in direct combat.


9-Doctor’s Room (1 XP): This place is a mess as the entire lower level has been turned into some kind of disaster triage for the wounded. There are 12 corpses inside that become Slammer Zombies in 2 rds after entry. There are also 7 Healsprays spread around the area. Upstairs, in the Master Bedroom, the blood-soaked doctor can be found in the Anti-Grav field area. It’s been turned off and he’s hung himself inside it. He doesn’t turn into a zombie, but an examination of his body reveals a full set of 6 Gen Boosters (+4 Bonus to a stat for the day, see description in Random Items Table).


10-Wealthy Room (1 XP): This is a really nice apartment. The furniture and décor are tasteful and elegant. This apartment is also unspoiled, except for some curious large burn marks on the walls and furniture. Those marks come from a security android armed with a plasma rifle (also carries 2 glowing, blue cells for the gun), who’s been guarding the place. The group will have about 2 rds before the android investigates from the Master Bedroom. He will use hit and run tactics and not pursue outside the apartment.

Any search of the bedrooms will reveal 1d4 jewels @ 1d4 x 100 gp each. This room is also filled with fine art in the form of paintings (12 @ 1d8 x 100 gp each), large rugs (4 @ 1d4 x 100 gp each), and sculptures (3 @ 1d6 x 1000 gp each). The problem with all of these will be transporting them. The sculptures in particular are heavy and somewhat fragile. A search of the Master Bathroom will reveal 6 doses of hallucinogenic drugs, which are unlabelled, unlike other pharmaceuticals found on the ship. Application will essentially incapacitate the user for 1 hr. There is also an Android Control Wand floating in the Anti-grav field. Any character stepping into the field will be more-or-less trapped there until they are pulled out.


11-Adventurers Room (0 to 2 XP depending on how it is played): This encounter is going to be left somewhat ambiguous. Depending on how well the party is doing, this is where they can find replacement characters or maybe an extra character. Alternately, it could be a nasty fight scene. Or, the adventurers could all be found dead, which case they will respawn and attack. In any case, the adventurers have barricaded themselves in against attacks. They do not have any advanced weapons. If an Adventurer encounter isn’t desired at this point, the next two levels also have them listed.


12-Vampire Nest (2 XP): If the characters are having a hard time and the players are getting frustrated (or whenever you want to move the game along faster), go ahead and have the voice in the head give the characters directions to this room. Alternately, it could be the one room with a blinking touch pad and stands out.

Five Stalkers lay dormant in this room. They are scattered around the room, but attacking one, or making a bunch of noise, activates all of them. They don’t all attack immediately, they’ll hide and pick their openings. One of them wears the remnants of a white officer’s uniform and has the elevator keycard around its neck. The nest of the officer stalker contains 10 jewels (worth 1d10 x 100 gp each) and 5 glowing plasma cells.

No comments:

Post a Comment