Monday, May 20, 2013

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



Crew Apartments (All of the numbered encounters are 0 XP, except for the last one): These generally work about the same as the Residence apartments, only being smaller and one level. If the group is starting to acquire too much crap gear, roll instead on the Random Zombie Gear Table. Here are some suggestions for the occupied apartments. You can also use the Corridor Table to roll for occupants for other rooms (0 to 1 XP). Use the Random Items Table for any searches for those rooms. For a mega-dungeon, you’ll want to fill the map with more planned encounters.


8-Surprise: The door opens as soon as a character steps in front of it and an Overbiter attacks. There is also one hiding in the closet.


9-Orgy: 2d4 Slammer Zombies having sex in a working Sleep Field. Characters will have the drop on them for 1 rd, until they shut off the field and attack.


10-Hot Room: Heating controls out of control. DC 18 Fort Sv each rd or 1d6 damage, unless wearing an Envirosuit. Inside, the Holovision is showing a live feed of the Computer Center level. Describe various specific parts of the level for each rd watching.


11-Cold Room: Cooling controls out of control. DC 18 Fort Sv each rd or 1d6 damage, unless wearing an Envirosuit. DC 12 Ref Sv to walk across icy floor. 5 Plasma cells are embedded in ice in kitchen.


12-Flooded Room: Will see a puddle of water at the door. 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. If the lock or door is forced, the door collapses and releases a flood, causing 1d10 damage and knocking everyone down and washing them down the hall. Roll twice on the Corridor Table.


13-Fog Room: There’s virtually no visibility inside from a thick water vapor. What a terrible place for the group to encounter 2 Ghost Biters. DC 18 to detect the ambush. They can attack and retreat at will with no penalty as there’s no way to see them until they’re attacking. If one is killed, the other will stop attacking and shadow the group outside and attack at a bad moment.


14-Stuffed: There are 20 Slammer Zombies packed inside. They will pursue into the corridor. There are 3 Plasma cells inside and 2 Healsprays.


15-Makeshift Armory: 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, jackpot! 6 pistols (all with laser sights), 10 clips, 3 shotguns, 40 shells, 4 Vibro Knives, 4 Shock Rods, 1 Plasma Gun, 5 Cells, 2 Kevlar armor vests (+4 AC), 1 Ceramic armor suit (+6 AC).

No comments:

Post a Comment