Tuesday, May 14, 2013

Expedition to the Doomed Peaks--Level One-Part 4

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 Four


Random Zombie Respawn
(Roll 1d3 = number of times to roll on table, max 20 Zombies)

01-50 Slammer Zombie (1d10)
51-75 Gunner Zombie (1d6) 1 will have a laser sight
76-90 Shotgunner Zombie (1d4)
91-00 Chaingunner Zombie (1)


Zombie Random Gear

01-50 Nothing
51-60 Pistol with full clip
61-70 1d4 Clips
71-80 1d10 shotgun shells
81-90 Healspray (labeled in the alien language, application heals all hp damage and any diseases)
91-00 Vibro Knife (the battery will drain after 2d6 encounters, and becomes a regular dagger. The battery life counter is displayed on the knob. It automatically turns on when unsheathed and shuts off if ungripped.)


Random Items Found

01-25 Nothing obviously useful
26-30 Weapon: roll 1d6, 1-2 Vibro Knife, 3-4 Shockrod, 5-6 Pistol with 1 full clip
31-35 Healspray
35-40 Gen-booster (These are labeled but in the alien language. There is one for each ability stat. An application boosts a stat to +4 bonus for the day and wears off with extended sleep. There is a warning to only take 1 per day, otherwise there’s no effect.)
41-45 Fire Extinguisher (extinguishes fires, will stun 1 rd if fired at an opponent, 4 shots)
46-50 Backpack (very tough and lightweight with a high carrying capacity)
51-60 Flashlight (illuminates area pointed at, assume unlimited charges)
61-65 Lantern (illuminates area, assume unlimited charges)
66-70 IR Goggles (can see in dark and heat signatures, assume unlimited charges)
71-75 Sonic Screwdriver (can unscrew or open closed items, assume unlimited charges)
76-80 Laser Torch (can cut through items, too slow to use as a weapon, charge would be good for cutting 1 man-sized hole through an inner wall)
81-85 Dried survival food package and water bottle (equal to 1 meal)
86-90 Envirosuit (+1 to AC, other armor may be worn over it. Works against gunfire and plasma blasts, resists normal fire, cold, gas, electric shock, (this is spelled out on the warranty tag on the suit) and 1 hr air supply. DC 12 to activate air supply, which is labeled, when the air starts to run out, there is an audio 5-minute warning. Requires a 1 turn recharge in clean air to resume operation.)
91-95 Jewels (100 x 1d4 gp value)
96-00 Roll twice

Note: On this level and the next, characters can possibly acquire a whole bunch of the stuff. On this list, only the lantern, Envirosuit, and fire extinguisher would be considered bulky. The rest are fairly small. Use some common sense about what characters can carry. Jewels, diamonds, and other valuables aren’t big, but do take up space in quantity. Pistols, Vibro Knives, and Shock Rods are one-handed weapons. The shotgun, chaingun, chainsaw, and plasma rifle are two-handed, though they can slung over the shoulder. Ammo is fairly small, except in quantity.

The group may want to cache extra gear and especially treasure in a spot they think might be secure. Unless some other adventurers come along, the monsters inside should leave it alone. Going back to get it could be dangerous. Encourage the players to stay light and keep all the ammo with them.

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