Tuesday, May 21, 2013

Expedition to the Doomed Peaks--Level Two-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 2: CREW DECK
Part Four


16-Survival Chamber: Water bottles and rations piled up inside. There’s a large number of opened and eaten packages. In the bathroom is a charred Hisser corpse standing over the toilet. He’s holding a match. In the toilet, among the (ahem) voluminous debris is a 1,000 gp diamond.


17-Thieves Vault: 10,000 gp in jewels and precious gems is in a small vault in the closet. It is DC 18 to safecrack (Pick Lock) by a thief. Alternately, the only other thing that could probably crack it would be a shot from a Plasma Rifle. Roll on the Corridor Table immediately if that’s tried.


18-Pet: A small cat is the sole occupant of this room. If fed and cared for, it will follow the characters around and warn them of any traps or approaching monsters. It will run from any fight and reappear afterward.


19-Hoarder: Room is completely packed with items. One of each from the Random Items Table, but will take 5 turns to find them. Roll twice on the Corridor Table when exiting.


20-Fire Room: The Living Room door is the hot to the touch and fused shut. The other door will open to reveal an extensively fire damaged Sleeping and Bath area. In the Living Area, there’s a plasma fire raging from a busted conduit, 1d12 damage each rd, unless wearing an Envirosuit. There’s clear evidence of an explosion in the kitchen, with a crater where the Food Master was. Embedded in the ceiling is a 1,000 gp diamond that will take three rds to dislodge.


21-Gas Room: There’s a powerful bad smell in this apartment, DC 12 Fort Sv or stunned 1 rd (puking), unless wearing Envirosuit with the air supply on. In the bathroom, it’s worse, DC 18 Fort Sv or stunned 1 rd. There on the toilet is a dead Overbiter in (ahem) repose. He’s holding a newspad, which says (in the Alien Language) “Beware the Resurrector!”


22-Dumb Zombies: Here we find several Slammer Zombies in embarrassing situations. One has his head in the oven. Two are helplessly floating in the Sleep Field, unable to get out. One is hugging the toilet. One is masturbating in front of the Holovision. One has slipped in the tub and keeps slipping when he tries to get out. One is trapped in the closet with a steamer trunk on top of him. One is endlessly looking at itself, primping in the dresser mirror. None will attack. Painted on the wall is a rough map of the level. The Casino and the Captain’s Cabin are highlighted with red “x’s.”


23-Poker Game: Low lights are on. 3 Slammer Zombies are playing an intense game of poker. One character may join in with a 100 gp stake, otherwise the Zombies won’t notice the group. There are 1000 gp in diamonds in the kitty. Play out a hand or two as you want. You can even just roll dice, high score wins. While the Zombies are happy to take the character’s money, the first time the character wins a hand, the Zombies get up and call him a no-good cheater (in the Alien Language) and attack. An Overbiter suddenly charges out of the closet after the fight starts.


24-Viewing Party: Lights and Holovision are on. 4 Slammer Zombies are gathered around it on the couches. They are laughing and talking and eating snacks. They are watching some sort of sporting event. They will ask the group if they are Purple fans (in the Alien Language). If the characters say they are, they are invited to watch and eat. The characters may leave at any time. Otherwise, they attack immediately.


25-Adventurers’ Room (0 to 1 XP depending on how it is played, the group should be much better armed than the Adventurers by this point): Again, possible replacement characters or some other encounter with Adventurers. If an Adventurer encounter isn’t desired, then the room is empty.

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