Thursday, June 13, 2019

Robomeck RPG Sample Adventure: Geezer’s Revenge Setup

Though this set of rules haven’t been playtested, this adventure has actually been run twice with different Players.  The rules were actually a homebrew adaptation of Paranoia if you can believe it.  Both times, strangely, the adventure finished in the same dramatic way, so I’m pronouncing it successful.  The hitch here is that I actually don’t have the original adventure anymore, just the map, so I’m going with memory here.  While this is a very basic beginning scenario in the most obvious of settings, it should be a good start to bigger things. 

I posted my original maps for this RPG setting a couple of years ago here.  There’s an internal layout of a certain giant earth defense ship, an airbase, and a rebel base.  I might make up a little intro adventure for the other settings (Space War I, Reconstruction, and Space War II), if I can come up with a good idea for each.    


Adventure Setting: Hive occupied earth.  The Characters are a group of rebels fighting them.  This adventure is written with four Characters in mind.  Foes can be fairly easily increased or decreased.  (This adventure isn’t meant to be hugely challenging.)

Mission Objective (2 XP): A Delta Fighter was recently observed crashing near a small Hive research station.  Find out the status of the craft and recover it if possible. 

Locations: A small town, Moriah, is nearby.  The Hive lab is located in the foothills outside of town.

Character Background: I don’t want to wedge anybody in here.  This might be an independent group of rebels or a cell of a larger movement.  Your call.  Their individual Character backgrounds are completely up to the Players, as well as how they came together.  It would probably be a good idea that at least one of the Characters be a military pilot at the start.  Should the group have any Support Characters?  That’s up to you too.  This adventure may be where they meet and recruit them.  Of course, you can just blow off any Character background stuff and just jump right into playing.  If you like the game, then maybe do the backstories, if you want. 

For this starting adventure, each of the Characters should have Typhoons (their choice of type with full armaments for each) and a G3 gun with a rifle stock.  They should also have an appropriate kit to go with their type of Character and any personal gear the Players choose.  They can be EEF or a Rebel.  They could even be older ANS or EMDF who have somehow survived to this day.  They could pick having a regular motorcycle, a hovercyle, or a light truck as their special gear.  Having a non-Proto-fueled vehicle could useful.

Player Knowledge/Character Knowledge: As distasteful as this might be to the Ref, the Characters for this adventure should start off knowing the following: Eye shots can kill Hive Drones and the Hive can sense Proto-fueled weapons and vehicles at short range.  This knowledge will move events and combat along a little better.

Adventure Background: This is top secret/Ref only/sneaky Players butt-out material.  Actually, this is the seed for future adventures.  It’s a mystery that won’t payoff in this adventure, but down the road.  The Hive Queen is experimenting with Hive evolution and playing with human form hybrids.  One of her early prototypes is Menus.  What the Queen hasn’t figured out yet is that these Hive/Humans might be loyal to the Hive, but very much have minds of their own. 

Menus is running a little shadow operation within the Hive.  He/She (your call, could even be hermaphroditic, or lacking gender altogether being a prototype) is continuing hybrid experiments with a captured human scientist, Doctor Yan Dmitri.  These two NPC’s motivations are up to you, but at the least, they should be very internally conflicted individuals.  This lab is one of Menus’ project sites.  The Hive troops present have been mind controlled by Menus and are only loyal to him/her/it.  Neither Menus nor Dmitri is present here (maybe?) during the adventure, but clues to their existence can be found.
 
Adventure Start: The group starts near the town of Moriah, heading towards a rumored rebel base in the mountains.  They are looking for a contact named, “Geezer,” who has a lead on a possibly salvageable Delta fighter.  Unfortunately, they don’t know him or exactly where he is, since he lives in the hills, but he does routinely come into Moriah for supplies.

All of this does imply that the Characters are a dedicated group of freedom fighters and have sources of information in the resistance.  I could see having a pre-adventure with no combat (or only non-lethal personal combat) where the Characters meet each other in the larger neighboring city of Mountain Town, and form a group.  (This is a devastated city, of course.  Feel free to change the name and place it wherever you want.)  They could meet a contact, who gives them the rumor about the Delta, and perhaps have a run-in with a Hive sympathizer gang.  You can make up your own adventure for that, based on the Characters’ backgrounds.  You should award 1 XP for such an introductory adventure.     


Scene 1: Moriah
(Award 1 XP for getting a meeting set up with Geezer and not getting into a shootout with the locals.  Here the Characters will have some opportunity to use those Social Interaction skills to influence them.  Award 1 XP for some productive role-playing if merited.) 

Yeah, it’s your stereotypical one-horse Old West Hive-Era town.  (In other words, it’s a complete oxymoron for a sci-fi show, but you know how the show was.)  There’s a dusty main street with some shops and a few private homes in the area.  Maybe it’s an old movie set that got turned into an actual town after the Hive invasion (I’m just kidding).    

Depending how the group is dressed, nobody should notice them.  Even someone in an EEF uniform isn’t going to attract attention, unless they’re armored up.  Yeah, that’s going to be a no-no.  Unless you’re entering a completely lawless gang town, if the group comes in brandishing arms, the populace is going to assume you’re a bunch of bandits about to pillage them.  You will be met with armed resistance immediately in most places with any civility left.

The only thing worse than being identified as bandits, would be rebels.  One problem the Character group is going to have constantly is that of Hive Sympathizers.  Mass resistance to the Hive is over.  Many in the populace would rather turnover or turn away rebels than let them in.  Moriah has some small amount of autonomy because the Hive mostly just terrorizes the more populous Mountain Town.  There are regular Hive patrols over Moriah and they raid the town for a small number of slaves once a year, but otherwise leave the town alone.    

Thus, the group will be confronted by the town Sheriff upon entry.  His name is Andy (Police Officer Support class, Expert level).  Now, he seems really down home and laidback, but depending on how the group looks and acts, he may inform them that they are in the sights of four snipers.  (If the group looks around, they only see two, but there are four.  They’re first level Thugs with AK-47’s.)  Let this be a little primer for the group on the people they’re fighting to liberate. 

Sheriff Andy has accepted that he can do nothing about the Hive, but he can at least keep his citizens safe from predatory humans.  Perhaps his mind could be changed about fighting the Hive if he could see them defeated in a battle.  Or, maybe he’ll actively sabotage anybody trying to fight them.  These are things to keep in mind if the Characters have more interaction with him after this adventure.  

If the group can either look and/or act harmless enough (Social Interaction, ahem), the Sheriff will relate that some citizens have recently disappeared from town and that the people are a bit on edge.  The possibility of Hive involvement has ended his investigation.  He’ll tip his hat and motion them to the bar if they’re thirsty and maybe looking for a job.  Hopefully, the party is polite and doesn’t get into a firefight before making it to the bar.  Andy will be keeping an eye on the group while they’re in town. 
        
Welcome to the Last Gulp Saloon (unless the party has a better idea of what they want to check out).  Sam the Barkeep is your source of information in town, as long as you’re paying for drinks.  (Just assume everyone has some pocket change.)  He’s got an ANS-inspired tat on his left arm.  He was a radar tech during Space War II (Tech Support class, Beginner level).  Now he tends bar with a surly attitude and a bad limp (“The only thing I got from the war.”)  Is Sam burning for a chance at revenge on the Hive or will he cravenly sellout anybody fighting them to stay safe? 

He knows Geezer, but points the group to Keileigh the Mechanic down the street, as someone who knows him better.  If asked about the people who have disappeared, he mentions that scavengers have often disappeared in the hills, but lately people around town have disappeared too.  The Hive normally just come down Main Street and grab people, so it doesn’t seem like them.  These four people just disappeared all at once. 

Also present in this overly stereotypical Western bar, is, of course, the town Madame, Charlotte (Rebel Sympathizer/Connection, Expert level).  I’m not going to assume your tastes, so design her as you will.  In any case, she will personally offer herself to whoever seems to be the leader of the group.  She’ll get fairly insistent and will finally lean close and whisper this person’s name to get them to come upstairs with her.  If the party doesn’t want to be split (like good D&D players), she’ll tell them they can come up and watch, for an extra fee.

In Charlotte’s boudoir, she motions them to be quiet and turns on a recording of . . . some vigorous activity.  With that, Charlotte speaks quietly in the leader’s ear, “I was told to expect your group by   She can tell them that Geezer lives up in the hills and that he claims to have seen a Delta fighter crashland near one of his observation posts.  The issue is that there’s a Hive Lab there.  There’s something odd about it though.  It’s keeping a very low profile to the point of being nearly undefended, which is why this recovery operation is being attempted.        

Charlotte suggests meeting with Keileigh to arrange a meeting with Geezer, as he isn’t partial to strangers.  And with that, your time is up.  She will want some payment (for appearances, of course).  She’ll leave the group with a couple of bucks.  Charlotte is indeed working with the rebellion, but is really working for herself.  She could certainly be useful to a rebel group, but would always be questionably trustworthy. 

Being a one-horse town, finding the town garage and mechanic isn’t too difficult.  Keileigh the Mechanic (Mechanic Support class, Expert level) is an adorable, plucky, upbeat individual.  She can give the group directions to a rendezvous point with Geezer.  She’ll contact him to let him know that they’re coming.
   
Keileigh would like to join the rebellion, but is obligated to stay in town and work to take care of her little sister, Jade.  Her sentiments might make her a target for Hive sympathizers, but she’s the only person in town who can keep the machinery going, so she’s actually pretty safe.  Right now, she’s kind of upset because Jade was one of the people abducted yesterday.  Geezer thinks the people taken went to the Hive Lab, but he’s not sure.  Obviously, she’d like the group to check it out.  Time is of the essence.      

A stern middle-aged man hails the group after they meet with Keileigh.  He’s Caster (Medic Support class, Beginner level), the town doctor, who’s standing outside his shingled office.  He’ll ask the group what they’re doing here in town, but will answer for them, “I think you’re here to cause trouble.”  He’ll warn them to keep a low profile, not to involve the people here in whatever they’re involved with, and then to move along.  Caster has a family and cares about the community more than any fool uprising. 

Caster doesn’t want any part of a rebellion, which he guesses they’re part of given who they were talking to.  Of course, that opinion could change, if something happens to change his mind.  If properly politely chatted with (more Social Interaction), Caster will open up a bit.  He is worried about the abductees though and will ask if they know anything.  He’ll mention there was a fifth person that was nearly taken.  He treated the woman.  A Hive Regulator had been seen with an unidentified accomplice, but they were scared off by a passerby (not at all Hive behavior).  The woman had been hit by a tranquiller dart of human-make, not Hive. 

(Note: Obviously, don’t force all of these encounters.  You can suggest them or skip some to move things along.  Charlotte, Caster, or Sam can also set the meeting with Geezer indirectly.  You know your playing group better than I do.  Maybe you want to add some more townspeople.)   


Scene 2: Hive Patrol in the Hills
(Award 1 XP for getting past this patrol, the easy way or the hard way.)

If the Players weren’t sure who was in charge here, the purpose of this encounter is to educate them.  The group will be travelling in the foothills outside town towards a shelf mesa.  Travelling down a ravine, they will hear the familiar whine of a Hive patrol coming towards them.  There’ll be 2 rds before the Hive and the group see each other.  The Players know that the Hive can detect their Proto-fueled powered mecka and weapons if they’re turned on.  There’s plenty of scrub brush in the area.

The patrol is 3 Scout Drones.  If the group chooses to hide (the smart option), roll a Stealth check for the group (DC 12).  If necessary, someone might need to use an FP to succeed.  If they blow the Stealth check, they’ll have to spend the first rd of combat, turning on their mecka.  If the group chooses to fight, they may be in trouble right out of the gate and everybody may be using FP.  If they’re really having some bad luck, suddenly a rocket attack from behind them hits one of the Drones.  They will be stunned and attempt to find the attacker.  Next rd, they’re attacked from another flank.  Unable to find a target, they’ll retreat (for reinforcements).         

Either way, the group will then be hailed by an old man waving a rocket launcher.  “I figured you guys might be attracting some trouble!”  He’ll wave them over to a dilapidated shack overlooking the shelf mesa.


Scene 3: Geezer’s Shack
(No XP, but the group will be given some armaments.  I don’t know why I thought “Geezer” was a good name back in the 80’s.  We’re stuck with it.)


The old man introduces himself as “Geezer.”  He’s spirited old codger to put it mildly.  (Feel free to play up him as being crazy.)  The small, ramshackle wooden shack has weapons haphazardly piled in a corner.  He describes this as one of his “Observation posts.”  (He actually lives in a cave in the area with an arsenal.)  From this perspective, the group can get a good look at the Hive Lab sitting on the shelf mesa.  (Let them see the map.)

Geezer has had this complex under observation for about a month.  A small force of Hive showed up and took the squatters there into custody.  They then quickly converted the farm house.  “They been doin’ some weird sh*t in there.  Unnatural sh*t.  I’ve seen ‘em tossin’ bodies out like trash.”  Last night, he observed four captives being taken inside.

It gets weirder though.  “There were humans with ‘em.  Workin’ with ‘em.  Bastards!”  He’s seen two of them specifically: a guy in a lab coat and somebody else wearing shinny, weird armor.  The guy in the lab coat took off this morning with some Hive Drones.  He’s not sure whether the other one left or not.  Even more strange, the Hive there don’t patrol.  There are guards, but when a Hive patrol like the one the group just faced comes by, they hide. 

In any case, the group can make some plans here.  (Every PC plan of assault: “Let’s charge uphill, guns blazing!”)  Given that the Hive can see the same in the light or the dark, there’s no reason to wait for sundown.  Geezer has seen a couple of Urban Regulators that hang out in the Well House.  There are some Regulators in the house.  There’s two Drones around somewhere, but he’s not sure where at the moment. 

The Delta is behind the Lab complex in a ravine.  That fighter tried to stop the Hive from taking the farm and was shot down.  Geezer watched the fight.  He was able to sneak into the ravine later.  The pilot and the Typhoon were gone, but the fighter landed there, so it’s probably okay, just mostly out of ammo.  There’s no way to move it without getting into a fight, though, and without missiles or guns it’s just going to be a target.         

Geezer supplies the group with some explosives to help.  (Gee, how unexpected that this guy likes to play with explosives.)  He gives them:

2 Cobalt mines (these mines can be set and remote detonated or set to go off if stepped on)
2 Cobalt grenades
4 Rocket launchers

How the group uses them is up to them.  (There’s no accounting for what kind of hair-brained schemes a bunch of Players will come up with.  They’ll probably blow themselves up.  Have replacement Characters ready.)  Geezer, himself, will be “supervising” the operation.  He’ll be observing the complex and giving the Characters a heads up on things moving around there.  Obviously, we want the Characters doing the action.  Also, this gives us an option to cheat later.  (Which is what I did both times I played out this scenario.  Actually, I had Geezer fake his own death before the attack.  Don’t do that.  After the Lab raid, the group will find 2 Rocket launchers, 1 Cobalt grenade, and 1 Cobalt mine in the shack if they go back and look.)

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