Thursday, May 16, 2013

Expedition to the Doomed Peaks--Level Two-Part 1

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 One

Player Map

Ref Map


Though the urge to explore may be irresistible, the characters will be wise to escape here as quickly as possible. Many of the keyed encounters aren’t that dangerous, but the wandering encounters are can be extremely resource draining. Monsters in rooms don’t respawn, but the wandering creature gangs do.


1-Entry (1 XP): This level is all in the dark, except where indicated. The doors are closed, unless otherwise stated. The map of the level is posted on the outside of the elevator as before. The taunting voice-in-the-head invites the characters to get comfortable and to explore to their heart’s content. But if they wish to leave, they’re going to have to win the game.

A single Hisser lopes into the area, but somewhere behind him, the characters can plainly hear a multitude of them, hissing and tossing fireballs. The scout does not initially see the group, and they can easily escape him if they want. The remainder of the gang appears 2 rds later. There are 10 Hissers total in the gang. Consider these guys the welcome wagon.


Corridor Table (0 XP to 1 XP depending on the encounter): Roll once per turn or when exiting a room. You should vary how any encounters take place. For example, monsters could be charging directly at the characters, moving away from them, just standing around, fighting each other, making out with each other, or perhaps even they’re friendly (and invite the characters join in).

01-50 No activity
51-55 1 Security Android, armed with Vibro Knife and Shotgun (20 extra shells, will self-destruct if at 5 hp or less) (1 XP)
56-60 1d4 Hissers (0 XP)
61-65 Hisser Gang (10 Hissers, 1 scouting ahead) (1 XP)
66-70 1d4 Overbiters (0 XP)
71-75 1d4 Ghost Biters (0 XP)
76-80 1d4 Hissers, 1 Overbiter (0 XP)
81-90 Zombie Gang (Roll once on the Random Zombie table) (0 XP)
91-00 Mixed Bag (1d4 Hissers, 1d6 Slammer Zombies, 1 Overbiter) (1 XP)


2-Captain’s Quarters (0 XP): This room 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 is a Plasma Gunner Zombie. He is the captain and dressed as such. As the group enters, they will find him seated at the Computer Desk. As his back is to the characters, they won’t be able to see that he’s a zombie initially. He will spin and fire on the characters. He’ll try to escape and stalk the characters outside.

On the desk is an occult book open to a picture of the Resurrector, but its characteristics page has been torn out. Marking the place in the book is the keycard to the casino. Also found in the book is a 7th level spell Banishment (DC 19 to cast, Banishes 2 HD/level of extraplanar creatures. WS.) On the computer screen is a view of the bridge. The Frogdemoth himself squats on the captain’s chair. He will turn to the camera and the voice in the characters’ heads suddenly says, “Why, hello there,” and then laugh. The video feed goes out.

(Spellcasting Note: Normally it takes a day of training and practice to learn a new spell. Presumably the characters aren’t going to have that opportunity, nor can they wait. A wizard can roughly try to memorize the spell with 1 turn of concentration. If they cast it and the Spell Check fails, the wizard is knocked out for a 1 hour. The spell will have to be re-memorized before every attempted use.)


3-Spa (0 XP): The room is well lit, but is enveloped in a steamy fog. It also has an extremely damp floor requiring a DC 12 Ref Sv to avoid falling. 4 Hissers are inside enjoying the steam bath, though they can’t be initially seen. They will attack from surprise, DC 18 to detect the ambush.


4-Ruined Game Room (1 XP): The door is standing open. The room is completely burned out. The reason for this is the 8 Hissers inside. There are 4 on either side of the room and they will try to catch the party in a crossfire after they enter.

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