Friday, May 24, 2013

Expedition to the Doomed Peaks--Level Three-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 3: COMPUTER OPERATIONS
Part Two


5-Chief Programmer’s Office (0 XP): Door is locked, but can be forced if the touch plate is broken and something metal or electrical is put inside to short it out, or the sonic screwdriver is used on the plate, or use a Knock spell. Inside, a half-naked, sexy girl, an Orc, and a little flying Pixie are gathered around the conference table, while a small dragon is curled up in the corner. They are all arguing in the Alien Language, but will stop when interrupted and acknowledge the characters. Each of them will have different attitudes towards the characters and try to engage them. They will tell the group that they must go on a mystical quest to prove their worthiness before they can go to the next level.

They are, of course, hologram illusions. DC 18 Wis Sv to disbelieve them (don’t roll unless the players say to). If it’s demonstrated that they’re illusions, they disappear. If the characters are all fooled, the Voice in the head returns and laughs at them, and then the illusions disappear (but try to keep the gag going for a few rds). A Keycard for the Master Switch is lying out on table. There’s nothing else of value in the room, except for some collectibles of Alien pop culture.


6-Central Processing Unit (1 XP): The CPU is a massive piece of equipment with a myriad of flashing, sparkling lights. A Keycard for the Master Switch lies on the floor at the far end of the room. Moving towards it, there will be a slight crackling noise from the computer. Actually taking the Keycard, unleashes the Lightning Poltergeist, 1d10 damage to everyone in the room. Anyone in an Envirosut is safe. This is a Trap Room, there’s nothing here the characters can fight against. Shooting or unplugging the machine does no good. If they run flat out of the room, the characters will be hit one more time, otherwise they are hit every rd they are inside.


7-Lounge (0 to 1 XP depending on how it’s played): Last chance for possible replacement Adventurers are found here. God knows how they got here. It can also be empty if an Adventurer encounter isn’t desired. The vending machines in there can be broken into for some unhealthy snacks, if the characters are desperate for them. There’s even coffee and a coffee maker. 4 doses of Gen-Booster are on top of the cabinet. They are just Int boosters though. There are also 3 Heal Sprays in a Med Kit.


8-Switching Units (0 XP): These units produce a low, steady hum, as the lights on the front pulse in unison. There is also a pulsing spot of light overhead that isn’t part of the lighting structure. This is a Wraith, who will swoop down and attack as soon as it is noticed. There is nothing of value in this room.


9-Facilities (1 XP if the characters get the Android to voluntarily join them): This area is well lit. In one of the stalls is a nervous Android sitting on the toilet. Sam1 is hiding from his insane brothers. He can be controlled by a Control Wand. If properly approached, Sam1 might be persuaded (in the Alien Language) to join even without being controlled (DC 18 Charm or some other influencing attempt likely focusing on getting revenge on the other Androids, can be used as a possible replacement character if successful). If attacked, he will simply run and hide elsewhere. He is unarmed.


10-Test Bench Area (2 XP): Entry to this room is at the south end. This place is a disaster area of random computer equipment in various stages of repair. There are 3 sonic screwdrivers lying around if the characters are searching and have seen one before. There are also 2 Heal Sprays in the area (for minor cuts). There is one person laboring away on a machine at the center of the room. A Keycard for the Master Switch is lying on table before him. Any attempt to engage the person or grab the Keycard reveals that it is actually a Ghost. Any person grabbing a Keycard will be an immediate target for possession by the Ghost, who then fling the Keycard further back into the room. It will be actively trying to keep the Keycard away from the characters.


11-Long Term Stores (0 XP): This room is ominously dark. The machines here are simply steel cabinets without any lights on them. After they’ve been inside for 1 rd, the characters will suddenly notice that the shadows on the wall from their lights are moving and seemingly dancing on their own. 4 Shadows will leap off the wall and attack. They will then leap back into the shadows and try to attack from surprise. There’s nothing of value inside.


12-Maintenance Area (1 XP): This place is filled with stacks to Mag reel tapes, punch cards, floppy disks, and antiquated storage devices. There are also 4 dead bodies inside, one of which has a Keycard to the Master Switch hanging around his neck. If the characters start to get the Keycard, the body will rise off the floor and begin dancing like a puppet on a string, and then be flung at the characters. Other items in the room will start flying at the group. This is the work of a Poltergeist haunting the room. The body with the Keycard won’t be tossed around again (the other bodies should be). If the characters wish to grab the Keycard and run, that’s a good strategy.


13-Programmers’ Consoles (0 XP): These areas have a clear, impenetrable wall on the outside. There is nothing interesting in them, but they are safe zones. Any insane Androids will stand in front the wall and look in at the characters, but will run off if the characters exit.


[I was out on family business Thurday and  forgot to put up a note that I wasn't going to be able to post.  Sorry about that.  I'll also be out on Monday for the holiday, but should be right back Tuesday.]

No comments:

Post a Comment