Showing posts with label Doomed Peaks. Show all posts
Showing posts with label Doomed Peaks. Show all posts

Friday, June 7, 2013

Expedition to the Doomed Peaks--Original Maps

Fantasy Core RPG
© Jerry Harris 2013
Published here as Open Game Content.
(This link will take you to the Fantasy Core Index.)

Adventure Index

ORIGINAL MAPS

These are the original, unaltered maps I got from the unknown book

UPDATE: Found the book: The Handbook for Space Pioneers.

Residential Deck



Residential Apt First Level



Residential Apt Second Level



Crew Deck



Crew Deck Apt



Computer Deck



Command Deck



Hope you enjoyed this little mash up.  While it's a dangerous adventure in places, I'd definitely play up most of the encounters for laughs.  The setting certainly lends itself to humor.

Up next, they're out of date, they're old, they're musty, they never should have seen the light of day, but here they are: the Retro-Blogs. 

Fear.







Thursday, June 6, 2013

Expedition to the Doomed Peaks--Extra Adventurers 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


Extra Adventurers
Part Two


Ranger
+3 Str, Con, and Dex bonus
7th level (80 XP), Hp 53, AC 16 +1 Leather, AC 14 vs firearms
Fort +8, Ref +8, Will +2
Melee: Longsword +10 to hit 1d8+3, (Parry 1st missed melee, Dagger +6 to hit 1d4+3)
Ranged: +2 Longbow, 2 att, +12/+8 to hit 1d8+2, 20 arrows

Skills: First Aid, Stealth +7, Detection +6, Track +6


Thief
+3 Dex, +2 Wis, Cha, and Int bonus
7th level (80 XP), Hp 32, AC 16 +1 Leather, AC 14 vs firearms
Fort +2, Ref +8, Will +4
Melee: +1 Short Sword +5 to hit 1d6+1 (Backstab 14 dam, Sneak 7 dam)
Ranged: +1 Short Bow +11 to hit 1d6+1

Skills:
+6 Detection (Traps, ambushes), Detection (Trapped items), Disarm Traps, Find (Secret doors and items)
+7 Stealth (Hiding, sneaking), Pick Locks, Escape Artist, Forgery, Pick Pockets
+6 Acrobatics (Balancing, jumping), Climb
+6 Fast Talk, Haggle, Disguise, Intimidate (Psychologically), Charm
+5 Intimidate (Physically)


Wizard
+4 Int bonus
7th level (80 XP), Hp 24, AC 14 Leather and +2 Ring, AC 12 vs. firearms
Fort +2, Ref +2, Will +5
Melee: +1 Dagger +3 to hit 1d4+1
Ranged: Ice Blast Wand 1d8x4 (DC 16 Ref Sv), 10 charges

Spells: +8 to cast, 3 failures per turn/encounter

1st level, DC 13
-Comprehend Languages: You understand all spoken and written languages. 1 turn/level (7).
- Hold Portal: Holds door shut. 1 turn/level (7).
- Magic Missile: 1d6 per ½ level (4d6) magic damage. RS
- Shield: Invisible disc gives + 4 to AC, blocks magic missiles. Encounter.
- True Strike: +20 on your next attack roll (may be cast on another).

2nd level, DC 14
- Acid Arrow: 1d8 per ½ level (4d8) acid damage. RS
- Arcane Lock: Magically locks a portal or chest. Permanent. CC
- Blur: Successful attacks miss subject 25% of the time. Encounter.
- Glitterdust: Blinds creatures, outlines invisible creatures. Fills confined area or 20' sq. Encounter. RS
- Knock: Opens locked or magically sealed door. CC
- Web: Fills 20-ft.-radius spread with sticky spiderwebs. Entangled 1 rd + ½ level (5 rds). RS to avoid. DC 18 Str to break or Escape Artist skill.

3rd level, DC 15
- Clairaudience/Clairvoyance: Hear or see at a distance for 1 rd./level (7). Line of sight, through 1 wall.
- Fireball: 1d8 per ½ level (4d8) fire damage per level, 20-ft. radius. RS ½ dam.
- Fly: Subject flies at speed of 60 ft./rd, 1 turn/level (7).
- Gaseous Form: Subject becomes insubstantial and can fly slowly. 1 turn/level (7).
- Lightning Bolt: Electricity deals 1d8 per ½ level (4d8) damage. RS ½ dam.
- Magic Weapon, Greater: +1 per two levels (+3). Encounter.
- Summon Monster III: Calls 3HD extraplanar creature to fight for you. Encounter. Forbidden spell. Ceremony Spell. (3HD, Hp 24, +3 BAB, AC 13, damage 1d6+3)
- Tongues: Speak any language. 1 turn/level (7).

Wednesday, June 5, 2013

Expedition to the Doomed Peaks--Extra Adventurers 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


Extra Adventurers
Part One

This group could be used by players to go through the adventure (though they are a bit sub-par). They can be used (all or in part) for the Adventurer encounters on the ship. They’ll work as replacement characters or as nasty foes. If used as characters starting the adventure, they should be equipped with some common gear of the player’s choice. Otherwise, assume they have none, as well as no firearms or other advanced gear (they lost it running from monsters). If this group is encountered on higher levels, assume that they got there by following after the player characters opened the way.


Barbarian
+3 Str and Con bonus
7th level (80 XP), Hp 69, AC 17 Chainmail, AC 12 vs firearms
Fort +8, Ref +2 Will +2
Melee: +1 Great Axe +11 to hit 1d12+4, Rage (Natural 13 up) 16 dam
Ranged +1 Spear +8 to hit 1d8+1

Detection +4
Die Hard 3 rds before unconscious


Paladin
+3 Str, Con, and Wis bonus
7th level (80 XP), Hp 61, AC 18 Splint and +2 Shield, AC 12 vs firearms
Fort +8, Ref +2, Will +8
Melee: +1 Longsword +11 to hit 1d8+4, Smite (undead, demons) 12 dam
Ranged: Holy Water (undead, demons) 2d4+4, 7 vials

Immunities: fear, charm, and disease effects.
First Aid Skill
Magical Healing: x 3 day, all Hp damage

At Will Spells:
- Bless Water: Makes holy water. At will, but only 1 vial/level (7) may be active per day. 2d4 + 1/2 level points of damage (2d4+4) to an undead creature or a demon.
- Detect Lies: Detects knowingly told falsehoods.
- Detect Magic: Detects spells and magic items and creatures within 60 ft.
- Detect Poison: Detects poison in one creature or object.
- Detect Undead/Demonic/Celestial: Reveals creatures, spells, or objects, 10' radius/level (70’).
- Divine Light: Object shines like a torch. At will. May be dismissed at will. Undead, demons, and heliophobic creatures will be stunned for a rd. This works once per encounter.

Encounter Spells: +7 to cast
May be attempted once per turn/encounter, DC 12 to cast.

- Consecrate: Fills a room or a 30' square area in the open (use a common sense measurement given the situation) with positive energy. Undead and demons of less HD than the paladin flee or cower for 1 turn.
- Gentle Repose: Preserves one corpse. Permanent.
- Neutralize Poison: Detoxifies venom in or on subject.
- Remove Disease: Cures all diseases affecting subject.
- Remove Fear: Suppresses fear in a subject.

Daily Spells: +7 to cast
May be attempted once a day, DC 18 to cast.

- Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrifaction. This is a ceremony spell, which requires 1 turn to cast. Lost for the day if interrupted.
- Commune: Deity answers one simple question. This is a ceremony spell, which requires 1 turn to cast. Lost for the day if interrupted.
- Dismissal/Exorcism: Forces a demonic creature or possessing spirit to return to its native plane, must have less HD than caster (7).
- Hallow: Designates location as holy. Keeps out demons and undead for one day. This is a ceremony spell, which requires 1 turn to cast. Lost for the day if interrupted.


Knight
+3 Str and Con bonus
7th level (80 XP), Hp 61, AC 17 Half Plate, AC 10 vs firearms
Fort +8, Ref +2, Will +2
Melee: +1 Great Sword, 2 att, +11/+7 to hit 2d6+4
Ranged: Longbow +7 to hit, 1d8, 20 arrows

Magic Helm of Comprehend Languages



Tuesday, June 4, 2013

Expedition to the Doomed Peaks--Monsters-Bots & Brain Lasher


Fantasy Core RPG
© Jerry Harris 2013
Published here as Open Game Content.
(This link will take you to the Fantasy Core Index.)

Adventure Index

Monster Index


Androids, Security Bot, Spider Bot, and the Brain Lasher


Android  (Borrowed and adapted from Mutant Future)
Humanoid robot, typically dressed for function, such as Worker, Valet, Programmer, Security Officer

HD 8, Hp 50, AC 14, Has +4 Dex and enhanced initiative (Androids will not wear armor)
Fort +10, Ref +6, Will +1
Melee: +8 to hit, Fist 1d6, or Shock Rod DC 18 Fort Sv or stun 1d4 rds, or Vibro-Knife 1d10
Ranged: Pistol +10 to hit (+2 with laser sight, which Androids will always have) 2d6 (10 shot magazine), or +8 to hit Shotgun 2d10 (10 shells), or Plasma Gun +8 to hit 3d6 x 2 (10 bursts)

Immune to illusions and gas.
Self-destruct: 1 rd to arm with audio warning, 2d10 damage 20’ radius, (DC 12 Ref Sv ½ damage). Androids may or may not self-destruct depending on their programming or insanity. They may be ordered to self-destruct by a Control Wand holder.


Spider Bot
Small arachnid robot

HD 2, Hp 10, AC 17
Fort +5, Ref +8, Will +0
Melee: None
Ranged: Built-in mini Plasma Gun +2 to hit 3d6

Plasma Cell can be recovered if pried open
Immune to illusions, gas, and Control Wands.


Security Bot
Floating cylindrical robot with grappling tentacles.

HD 9, Hp 65, AC 18* (Magic or plasma to hit)
Fort +10, Ref +0, Will +0
3 Attacks per rd-both melee and chaingun
Melee: 2 Shock Tentacle attacks +9 to hit 1d6 + DC 18 Fort Sv or stun 1d4 rds
Ranged: Built-in Chaingun +10 to hit 2d8 x 2. Gun cannot be removed, but if pried opened, 1d4 ammo drums can be recovered.

Immune to normal weapons, illusions, gas.
A displayed Control Wand will immobilize the Security Robot for 1d4 rds, once. (User will not be able to control the Robot.)
Self-destruct 1 rd to arm, 3d10 damage 20’ radius, (DC 12 Ref Sv ½ damage)


Brain Lasher
Humanoid creature with a squid-like head. (Borrowed from Mutant Future, who adapted it from the famous D&D creature.)

HD 9, Hp 30, AC 14
Fort +3, Ref +3, Will +6
Melee: Suck brains on unconscious opponents, takes 1d4 rds.
Ranged: Mind blast DC 12 Will Sv or KO 1d4 rds.
Or can use modern weapons if supplied with one +9 to hit.

Possession: DC 18 Will Sv or controlled for 1d4 rds. Lasher may not attack while controlling.
Plane Shift: Will escape immediately if outside of the ship’s force fields, namely if he enters the Command Bridge, takes 1 rd concentrating.

Monday, June 3, 2013

Expedition to the Doomed Peaks--Monsters-Undead


Fantasy Core RPG
© Jerry Harris 2013
Published here as Open Game Content.
(This link will take you to the Fantasy Core Index.)

Adventure Index

Monster Index


Undead


Stalker (Feral Vampire)
Animalistic-looking humanoid undead.

HD 4, Hp 29, AC 15* (Magic, silver, or plasma to hit)
Fort +1, Ref +5, Will +5
Melee: Claw +5 to hit 1d8 + Energy Drain DC 12 Will Sv or stun 1 rd and lose 1d4 XP. A hit on a natural 17 and up, the Stalker has also grappled, DC 18 Str or Escape Artist check to break. Next rd, victim is helpless, automatic hit (1d8) and XP drain (1d4). (Stalker is at AC 10 while feeding.)

Stealth +5
Can crawl on walls and ceilings
Metaconcert-Can work together with a group mind


Ghost
Translucent undead humanoid.

HD 10, Hp 60, AC 13* (Magic to hit)
Fort +0, Ref +0, Will +10
No Melee or Ranged attack
Invisible and intangible at will (0 BAB to attack)

Fright: On initial visible appearance in Encounter, DC 18 Will Sv or panic 1d4 rds.
Moan Scare: When visible, the Ghost can make an audible moan, DC 18 Will Sv or panic 1d4 rds. (Paladins are immune.)
Possession: When visible, the Ghost may attempt to move into a person and take them over. DC 18 Will Sv or controlled for 1d4 rds. Smite, Divine Light, Consecrate, Exorcism, magic weapons, and magic spell attacks on the host will affect the Ghost instead (use Ghost stats), but any other type of attack damages the host (use host stats).


Poltergeist
Invisible psychic force.

HD 1, Hp 8, AC 10* (Magic to hit)
Fort +0, Ref +0, Will +1
Melee: None
Ranged: Flinging objects, 4 attacks in rd at +5 to hit 1d6 (small objects) + DC 12 Will Sv or panic 1d4 rds.
Or 1 attack +10 to hit 1d10 (large objects) + DC 18 Will Sv or panic 1d4 rds. (Paladins are immune.)

Invisible and intangible (0 BAB to attack)


Shadow
Black shadow in humanoid shape.

HD 3, Hp 19, AC 13* (Magic to hit)
Fort +1, Ref +3, Will +4
Melee: Touch +3 to hit Stun 1 rd + DC 12 Fort Sv or lose 1d4 XP
Can Fly

Stealth +10 in dark rooms


Wraith
Flashing undead energy force.

HD 5, Hp 32, AC 13* (Magic to hit)
Fort +1, Ref +4, Will +6
Melee: Touch +5 to hit 1d4 + Energy Drain DC 18 Will Sv or stun 1 rd and lose 1d8 XP

Can Fly

Friday, May 31, 2013

Expedition to the Doomed Peaks--Monsters-Demons


Fantasy Core RPG
© Jerry Harris 2013
Published here as Open Game Content.
(This link will take you to the Fantasy Core Index.)

Adventure Index

Monster Index


Demons


Hisser
Leathery skinned humanoid with forked tongue and red eyes.

HD 2, Hp 12, AC 15
Fort +5, Ref +1, Will +1
Melee: Burning Touch +2 to hit 1d6
Ranged: At-will Fireball spell 3d6 (DC 12 Ref Sv)

Immune to fire attacks.


Overbiter
Big pink, muscular creature that’s nearly all mouth.

HD 4, Hp 29, AC 16
Fort +6, Ref +0, Will +1
Melee: Bite +4 to hit 2d8


Ghost Biter
Same as an Overbiter, but invisible.

HD 4, Hp 29, AC 16
Fort +6, Ref +0, Will +1
Melee: Bite +4 to hit 2d8

Invisible, DC 18 to detect ambush, 0 BAB to hit, unless the creature is somehow visibly tagged (spell, paint, etc).


Floater
A big red armored floating creature with one big eye and a big smiling mouth full of razor sharp teeth.

HD 7, Hp 45, AC 18 (Eye AC 14 Called Shot)
Fort +7, Ref +7, Will +7
Melee: Bite +7 to hit 3d8
Ranged: Energy Blast +7 to hit 4d6 (DC 12 Ref Sv ½ damage)


Resurrector
8’ tall gold skinned, big headed, near skeletal being.

HD 8, Hp 50, AC 13* (Magic or plasma to hit)
Fort +11, Ref +4, Will +3
Melee: Claw +9 to hit 1d6+6
Ranged: Energy Blast +8 to hit 4d8 (DC 12 Ref Sv ½ damage)

Can Regen all lost hp with DC 18 Fort Sv, takes full rd.
Can Respawn dead creatures in area immediately, takes full rd.


Arch Baron
10’ tall red skinned goat man with horns, furry legs, and cloven hooves.

HD 10, Hp 70, AC 18* (Magic or plasma to hit)
Fort +10, Ref +3, Will +10
Melee: Slap +10 to hit 1d10+5 + Stun 1 rd (knockback)
Ranged: Energy Blast +10 to hit 3d6 x 2 (DC 18 Ref Sv ½ dam)


Frogdemoth
Giant 12’ tall, fat evil-looking frog.

HD 12, Hp 90, AC 20* (Magic or plasma to hit) Always strike last in rd.
Fort +14, Ref 0, Will +12
Two Attacks/rd Melee Bite and Acid Spit/Tongue Shot
Melee: Bite +12 to hit 1d10+10
Ranged: Acid Spit +10 to hit 5d8 (DC 18 Ref Sv ½ dam), will also dissolve any non-magical armor it hits (shields go first, then other armor, one layer at a time)
Tongue Shot +10 to hit (DC 18 Str check or Escape Artist to break), AC 14, 10 hp, Swallow next rd.

Thursday, May 30, 2013

Expedition to the Doomed Peaks--Monsters-Zombies


Fantasy Core RPG
© Jerry Harris 2013
Published here as Open Game Content.
(This link will take you to the Fantasy Core Index.)

Adventure Index


MONSTER INDEX
Demons
Undead
Bots and Brain Lasher


Zombies

Slammer
HD 2+3, Hp 11, AC 11, Always strike last in rd.
Fort +0, Ref –1, Will +3
Melee: Slam +2 to hit 1d6+1


Chainsaw
HD 2+3, Hp 16, AC 17 (Ceramic armor AC +6), Always strike last in rd.
Fort +0, Ref –1, Will +3
Melee: Chainsaw +2 to hit 2d8 (The battery will drain after 2d6 encounters)


Gunner
HD 2+3, Hp 11, AC 13 (Kevlar Shield AC +2) Always strike last in rd.
Fort +0, Ref –1, Will +3
Melee: Shock Rod +2 to hit DC 18 Fort Sv or stun 1d4 rds (The battery will drain after 2d6 encounters)
Ranged: Pistol 0 to hit (+2 with laser sight) 2d6 (10 shot magazine)


Shotgunner
HD 2+3, Hp 11, AC 15 (Kevlar AC +4) Always strike last in rd.
Fort +0, Ref –1, Will +3
Melee: Vibro-Knife +2 to hit 1d10 (The battery will drain after 2d6 encounters and become a regular dagger)
Ranged: Shotgun 0 to hit 2d10 (10 shells)


Chaingunner
HD 2+3, Hp 16, AC 15 (Kevlar AC +4) Always strike last in rd.
Fort +0, Ref –1, Will +3
Ranged: Chaingun 0 to hit 2d8 x 2 (drum, 10 bursts)


Plasmagunner
HD 2+3, Hp 16, AC 17 (Ceramic AC +6) Always strike last in rd.
Fort +0, Ref –1, Will +3
Ranged: Plasma gun 0 to hit 3d6 x 2 (glowing, blue cell, 10 bursts)

Wednesday, May 29, 2013

Expedition to the Doomed Peaks--Level Four-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 4: COMMAND DECK
Part Two


8-Briefing Room 1-Dangers of Halon Meeting (1 XP if the characters convince the Android to willingly join them): An Android inside is giving a Halon X safety lecture to a room full of desiccated corpses. Ted2 will be pleased to see that the characters (presumably wearing Envirosuits) have suitably taken precautions against the gas and ask if they have any questions (in the Alien Language). The Android is susceptible to a Control Wand, but would also be willing to join the party if properly motivated (namely he’s into ship safety, DC 12 Charm or some other influencing attempt). If convinced, Ted2 could be used as a replacement character. Currently, he is unarmed.


9-Briefing Room 2-Death to All Organics Meeting (1 XP): Here the Spider Bot clan is plotting their eventual takeover the ship. The lecturer is describing (in chattering machine talk) the weak points for various creatures on board using a slide show projector. There are 7 Spider Bots in the room and their attention is completely on the screen. The characters will either have the drop on them, or (more intelligently) leave them alone. (On any return trip to the ship, the characters will have to deal with more of these creatures.)


10-Briefing Room 3 (0 XP): This room is empty or make up your own encounter.


11-Briefing Room 4-One of Each Meeting (1 XP): Inside we find a Slammer Zombie giving a lecture to a bunch of other monsters. He is using a pointer at a video screen showing footage of the characters gunning down and killing a bunch of monsters. “This is what I’m talking about people, a lack of teamwork. We have got to do better!” he sees the characters come in, “Oh crap.” The obligatory fight begins, the lecturer exhorts the group to remember what he told them about working as a group. (They don’t of course. Hopefully the players take out their pent up aggression from this level and the last out on them.) Inside the room is a Slammer Zombie, a Gunner Zombie, a Shotgunner Zombie, a Chaingunner Zombie, a Chainsaw Zombie, a Plasma Gunner Zombie, a Hisser, an Overbiter, a Stalker, and a Ghost Biter. [This is my favorite encounter, by the way.]


12-Bathrooms (0 XP): A Slammer Zombie has been stuffed, head first into the toilet. He’s struggling to get out.


13-Flight Control-The Fish Tank Room (0 XP): This room apparently filled with water, though it has a strange reddish hue. There are bodies floating in it, along with other debris, such as 6 glowing Plasma Cells and 1,000 GP in diamonds scattered on the floor. The door is, of course, stuck. It can be forced with a Knock spell, or a DC 18 Str check (up to 3 people with +1 Str bonuses may try it together), or some player-inspired plan. On any successful attempt, the entire transparent wall will start to give, but the door won’t open. If another attempt is made (whether successful or not), the entire wall comes down.

3d10 Damage if standing next to wall. Even if you’re standing well away from it, you’re going to take collateral damage, 1d10. No save. The next rd, you discover that it wasn’t filled with water, it was a weak acid. Again, those next to the wall get it worse, 2d8 damage, whatever non-magical armor you’re wearing is reduced by 1 (including Android AC), any non-magical organic items are now ruined. To those further away, 1d8 damage. And the next rd, the Security Bot arrives.


14-Command Bridge (3 XP): This area is under security lockdown. Clear, impenetrable walls have sealed the bridge from the rest of the deck. They cannot be opened from the outside. The bridge is clear of gas and the inside can be seen clearly. The Frogdemoth squats over captain’s chair, seemingly oblivious. The other stations can be seen, along with the Command Elevator (make sure to mention that elevator).

Daylight is visible (or perhaps nighttime darkness) in this chamber. There is a large clear bubble 15’ overhead that has been shattered that is letting in natural light and air. It’s not a very big object, so it hasn’t been seen by anyone viewing the mountain or hasn’t been found by anyone climbing it. There is a brackish mess of shallow water on the bridge that is stagnant rainwater that has fallen in.

Whenever the party finally gets inside, the Frogdemoth swivels around to face them, and he laughs. The characters will get in the first shot. Then, he fires a Tongue Shot at someone (like the Brain Lasher if he’s there). If it hits, the victim has 1 chance to either break free (DC 18) by Str or the Escape Artist skill. Until it’s the Frog’s turn again, the tongue may be attacked and if depleted, the character is freed (the tongue regenerates immediately for the next attack). But when it’s the Frog’s turn, the victim is dragged into his maw, and is dead, goodbye.

For subsequent rds, the Frogdemoth makes two attacks per rd, either an Acid Spit and a Bite, or an Acid Spit and a Tongue Shot. (I’d recommend rolling 1d4 and using the Tongue on every 1.) Remember that the Acid dissolves non-magical armor in layers, in addition to hp damage. For example, first shot ruins the Kevlar shield, the next, ruins the Ceramic armor, the next ruins the Envirosuit.

Androids can be commanded or if being played as a character to act as a suicide bomber. The Android must grapple the Frog (Melee attack plus a DC 12 Str feat @ +9). It then must hold on for 1 rd (DC 18 Str feat) as the Frog attempts to shake him off. (Other suicidal characters may pitch in to try and stop it from shaking the Android off.) The Android explodes the next rd.

If the Frogdemoth is killed, he may attempt a death speech, where he will begin reciting details about the survivors’ mother’s anatomies and sexual habits. The characters should know what do to get him to shut up, permanently.


Afterward and Escape

If the players come up with any way of escaping through the broken bubble over the bridge, let them go. They’ll be able to work their way back down the mountain fairly easily, and they’ll know where to go to get in from the top for a return trip. Alternately, they could go back down through the ship and escape back through the bottom, which is now open. However, they’ll have to fight their way through, but at least everything killed at this point, stays dead. You’ll want to come up with some hard numbers for the monsters for any return trip. Of course, there’ll probably meet some more adventurers (or even humanoids, like Orcs) on the way through the ship on any return, and surely some of them will have figured out how the guns work.

Tuesday, May 28, 2013

Expedition to the Doomed Peaks--Level Four-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 4: COMMAND DECK
Part One

Player Map

Ref Map



The good news is that this level is actually well lit. The bad news is that it’s filled with a hazy, poisonous gas. It’s not totally obscuring the view, but you can’t see clearly more than 30’ away. The ship control rooms and the bridge, all have transparent walls, allowing a view of the inside. These walls are essentially impenetrable to weapons fire, and have to be entered via door. The doors here are conventional and open to the inside. It should also be noted that many of the rooms on this level are an exercise in curiosity (or greed) killing the cat.

There is no safe place here for an extended rest with the gas present. The group, assuming they’re wearing Envirosuits, will have a 5-minute warning whenever their air is running out to get back below.

There is only 1 Wandering Monster on this level, but it’s important. The Security Bot is essentially a floating trashcan with a pair of tentacle arms and turret head. The Bot makes a peculiar humming noise, so the characters will hear it coming (or going). If defeated, the Security Bot will fall over and a Keycard to the CE (Bridge Elevator) will pop out of its chest with a ding (and then issue a self-destruct warning once it’s been pulled).

Roll 1d6 each time the characters exit a room (not when they first enter the level though) or anytime the characters make a ruckus. On a 1, the Security Bot appears. If not drawn to a fight, 50% chance that the Bot is moving away from the characters on its usual patrol circuit, but they see it and hear it.


1-Entry (0 XP): Once again, the level map is on the outside of the elevator. This level is filled with Halon X (essentially a Halon, mustard gas combination, a side effect of the Halon is that no fire can be started on this level). Entering this level without an Envirosuit is potentially lethal. First rd, DC 12 Fort Sv or knocked unconscious, next rd, DC 18, next rd, you’re dead. We’ll assume for the rest of this level description that the players figure out that characters need to be in Envirosuits. The taunting voice returns and tells the group that now they should pray to be killed quickly, because if they survive to meet him, they’ll end up as a meal. The voice may also offer clues if players get stuck, just to move things along.


2-Communications (1 XP if the Brain Lasher joins the group): The group can see someone seated at a console doing something, but can only see him from behind. Inside, they find a Brain Lasher slurping coffee and trying to work with the computer. Freud promptly does a spit take, and then in an attempt at being commanding, demands that, “Lesser species, you will now escort me from this insane facility at once.”

How this creature got here is up to you. Perhaps he’s related to the similar creature from the original adventure. Anyway, Freud’s stuck here and is willing to work with the group to get out. Consider a DC 12 Charm or some other influence attempt to get him to join the group, if they’re promising to help him out. He’s not going to want to fight, but will if prodded, possessing the weakest willed member with the biggest gun to turn on the group. He also doesn’t have anything on him worth taking. If the attempt fails, Freud will dismiss the group and continue working.

The Lasher is an insufferable bore and should be played as such. (By the way, he’s immune to the Halon X gas.) If with the group, he will offer prudent advice in such a way that it’s unlikely to be followed. He does know about the Security Bot and other level features. He is an overly cautious fighter, but capable. If present at the showdown with the Frogdemoth, Freud may take one or two shots at it (depending on his relationship with the group), but since the area is free of the ship’s force fields, he will try to Plane Shift and escape (and make a perfect a target for the Frog when he does).


3-Nav-Terrarium Room (0 XP): It’s a jungle in there. It’s filled with vines, plants, and flowers. Entering the room, it’s also filled with 6 Plant Zombies, who attack from surprise from around the room (DC 18 to detect). They’re essentially camouflaged Slammer Zombies, but on any hit, the victim must make a DC 12 Fort Sv or be infected with a nasty virus. On failing the save, the victim’s ability stats all go to 0. 1 turn later they fall unconscious. They can be healed with a Healspray, Paladin healing, or a Paladin heal disease spell. Otherwise, they’ll recover with a day’s rest. The Zombies are all tethered to the plant growth via vines. If cut (AC 10, Hp 1), they immediately fall dead.

However, a new vine will immediately attack upon the death of a Zombie. DC 12 Ref Sv to dodge, otherwise the victim is bound and takes 1d8 damage each rd. DC 18 Str check to break free or Escape Artist skill. Can be cut easily (AC 10, Hp 1), but another vine attacks immediately. There’s nothing of value in the room.


4-Bathrooms (0 XP): There is a Plant Zombie hanging over a toilet with an attached vine going up overhead into the vent (the plants have gotten into the ductwork of this level). He attacks like a marionette. Cutting the vine releases a vicious slimy Bathroom Mold culture from the ceiling upon everyone inside. DC 12 Ref Sv to avoid. DC 18 Fort Sv if hit. On failing the save, the victim’s ability stats all go to 0. 1 turn later they fall unconscious. They can be healed with a Healspray, Paladin healing, or a Paladin heal disease spell. Otherwise, they’ll recover with a day’s rest. (It’s related to the Terrarium Room virus.)


5-Refreshment/Rest (1 XP): There are vending machines here with tasty snacks to be had inside. Unless you break into them, in which case you discover there’s a pissed off Spider Bot inside. Spider Bots will then break out and attack from the other three machines. There is a med kit in the Rest Area with 2 Healsprays.


6-Warp Control-The Fingerpainting Room (0 XP): Much of the transparent walls have been covered over from the inside with multi-colored paint, crudely applied by hand, totally obscuring the inside. The door to the room is stuck and will have to be forced open. Inside, we find the tragic results of a warp field accident. The entire room and everything in it has been hideously twisted into a variety of bazaar shapes. The fingerpainting is actually a person, who has been smeared across the transparent wall. Unfortunately, there are several other people inside who have also been horrifically disfigured. Even worse, a couple of them, melded into the machinery, appear to be alive somehow and screaming for help.

Everybody entering the room needs to make a DC 18 Will Sv, or they go temporarily mad (1 turn) and will run screaming from the room. (Paladins are immune.) What a terrible time this would be to run into the Security Bot. (Especially since the characters will simply keep running.) There is nothing of value in this room.


7-Bathrooms (0 XP): A Slammer Zombie is meticulously applying makeup in the mirror, oblivious to the characters.

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.]

Wednesday, May 22, 2013

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

Player Map

Ref Map



The main lights are off on this level, but all of the computer equipment has filled the level with small, flashing, multi-colored lights. The flooring is clear over the pathway leading to the Master Switching Unit, revealing pulsing, flickering fiber optic cables. Unless otherwise indicated, doors on this level open automatically when approached. The level is filled with computers and electronics equipment, none of which the Medieval character group will be able to figure out or use.


1-Entry (2 XP): Once again, the level map is on the outside of the shaft. The taunting voice returns. This time he sounds a little pissed. “You’re not getting any farther than this. Prepare to die!”

After the characters enter, they become the quarry of 4 insane Androids with plasma guns. Because of the visual riot of flashing lights, it is DC 18 to detect the ambush. They are stationed around the four corners of the main chamber. They will attack one at a time, in a harassing manner, trying to pick the characters off, running to a new location, while another android attacks. It should be made difficult for the characters to figure out how many droids they are being attacked by.

Any naturally rolled miss of 5 or less with a firearm hits a computer bank and shorts it out. There will be 1d6 electrical damage to everyone in the area of the shot. Androids will be stunned for 1 rd. The Androids can also be stunned for 1 rd by a Control Wand once each, but not controlled. They will self-destruct at 5 hp or less and will try to kill as many as possible in the attempt. They carry 3 Plasma Cells with them. They won’t pursue anyone ducking into a room.


2-Master Switching Unit (1 XP for the players figuring out for themselves that they need to gather Keycards, 3 XP for defeating the Arch Baron): This artifact is hard to miss in the room. It is a large column going up to the ceiling and filled with blinking lights. There are 4 glowing Keycard slots protruding out of it at chest level, also hard to miss. If the characters don’t get the hint, the Voice in the head may taunt them with a more obvious hint.

If the 4 Keycards found on the level are placed into the slots, all the power in the room goes out and everything goes dark. The pillar lowers from the ceiling with the Arch Baron demon right on top of it. It reaches the floor in 1 rd, and then the demon attacks. Upon his death, the Exit Elevator opens with a ding.


3-CE Command Elevator (1 XP if the players figure out for themselves that they need to come back to this level to get into the bridge): In the Alien Language, this elevator is labeled, “To Bridge.” There is a glowing cardslot on the outside requiring the Security Bot keycard from the Command Deck level. No other card will work.


4-Exit Elevator (1 XP if the players put on the Envirosuits before going up to the next level for the first time): The cardslot on the outside is not glowing. Surrounding the elevator are six dead bodies wearing Envirosuits. 4 have fully loaded pistols with laser sights, 1 has fully loaded shotgun, and the other has a fully loaded chaingun. Their suits are all fully functional as well. (These guys were all massacred by the Androids before they could confront the Frogdemoth, by the way.)

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.

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).

Friday, May 17, 2013

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


5-Library (0 XP): A somewhat antiquated concept, but there are a couple hundred books on the selves. They’re all in the Alien Language of course. They’re sectioned into a hodge-podge of subjects. The Occult/Religion section has been seriously disturbed and the books are lying on the floor. One of them is open to a page describing the Floater demon, along with a picture. Another is open to a page describing the Arch Baron and a picture. And one more is describing the characteristics of the Frogdemoth with a picture.

Each of these books also contains a high-level spell of 6th level. Chain Lightning (DC 18 to cast, 1d12 per ½ level damage (max 5). RS ½ dam). Contingency (DC 18 to cast, sets trigger condition for another spell. Permanent, but only 1 at time). Flesh to Stone (DC 18 to cast, turns subject creature into statue. Permanent. WS, CC to dispel, Reverse spell provided (Stone to Flesh) automatically dispels it). (See #2 Captain’s Quarters for the note on spellcasting.)


6-Casino (1 XP if the players play along with the concept): This room is locked via a glowing keycard slot and can’t be forced. It can only be opened with the captain’s card. Inside it’s brightly lit with fairly low-key music in the background. The characters are locked in after entering, though that won’t be apparent unless try to leave. There are 3 visible Androids in the room. They can be controlled with a Control Wand.

A waitress Android will come up and offer to take their coats and ask if they would like a drink (in the Alien Language of course). If any characters indulge in more than two drinks, their BAB will be at 0 for 1 turn while they’re drunk. A pit-boss Android behind bars in the treasury room will get their attention and tell them that they’ll need at least 1000 gp stake to play. They might have to pawn off weapons or armor to make it. (Or control the boss and make him give you a 1000 in chips.)

Finally, there is a snooty French-sounding (even in the Alien Language) dealer Android, who will ask them if they want to play or just watch. From here, you can be creative. Depending on your knowledge of various casino games, you might want the characters playing craps, blackjack, roulette, something else, or something you make up yourself. Failing that, just roll dice, high score wins. The characters will need to bet before each play. (Controlling the dealer here, probably won’t be worthwhile, since the games are chance, and you can’t tell really tell him to lose. If controlled, he will say, “Monsieur, one must play in order to win.”)

The group doubles their wager with each win, and they lose everything wagered on a loss. If the characters can win three times in a row or even win by “going all in” with at least 5000 in chips, the dealer will announce, “Monsieur has broken the bank.” Immediately the lights go out and all the androids shut down. The front doors open, as well as the treasury room door. They can recover their goods and 1,000 gp in diamonds as well.

If the characters have a bad run and lose everything, the dealer will announce, “Monsieur is bankrupt.” Everything still happens, but an armored plate drops down on the treasury room and will prove impervious to harm.


7-Exit Elevator (3 XP): There’s a keycard slot on the outside, but it’s not glowing. When the characters successfully exit the casino, they notice a bright a golden glow outside in the central hub. Resurrector stands in front of the open elevator doors. His first act is to resurrect any dead monsters in the immediate area. (If the central hub has been the site of a major battle, bring up those. Otherwise, bring out a Mixed Bag gang.) If the monsters get seriously thinned out, have Resurrector bring back at least half of the fallen. Likewise, remember that he can completely heal himself. I’d recommend only doing these tricks 1 time a piece.

Resurrector’s death will accomplish two things. One, the elevator shaft will be clear and the characters will gain access to the next level. Two, its death will keep the dead on the ship from respawning. If the characters make a return trip to the spaceship, go ahead and work out exactly how many Zombies, Hissers, other monsters, and weapons and ammo are on the first two levels.

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.

Wednesday, May 15, 2013

Expedition to the Doomed Peaks--Level One-Part 5

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 1: RESIDENTIAL DECK
Part Five


Alien Language: The characters will need some magical help to completely understand or converse in it. Characters knowing more than language and/or having a +1 Int bonus may learn simple words @ DC 12/word (DC 18 otherwise).


Control Wand: The device is labeled in the Alien Language as an Android Control Wand. A Control Wand (always on) will immobilize the nearest Android if prominently displayed to them and make them susceptible to orders. (It will say in the Alien Language, “Awaiting your orders.”) Commands must be given in the Alien language, though it can be simple, pidgin language with hand signs and pointing. They are reasonably bright and will follow commands fairly accurately.

If no commands are given within 2 rds, the Android resumes its previous activity. It may be released from service by leaving the area and not giving it orders to follow, the Android then resumes its previous programming.


Equipment: Generally just requires pressing a button to turn it on or off, a DC 12 Int check. If there is a possibility of harm, it occurs on a failed attempt of a natural 5 or less. Feel free to add more items and embellish on their operation.


Armor: Archaic armor (like what the characters are wearing) provide no protection against any type of firearm. If the armor is magic, the magic bonus will provide protection, but not the armor itself. The Kevlar armor and shields found aboard will be effective against firearms, but not plasma rifles. Ceramic armor and Envirosuits will also work against plasma blasts. Kevlar armor and Envirosuits may be worn by wizards and thieves without penalty.


Firing a gun: Characters will need to have observed someone else doing to it to have a chance of figuring it out. DC 12 Int check. Helpers with +3 or +4 Int bonuses add +1 to the attempt, up to +4. One attempt can be made per turn. Failure on a natural 5 or less means the character has shot themselves (roll damage). When one character figures it out, they expend a shot doing so, and they can show others how without a roll. Each type of gun requires a separate check, but after figuring out any type, add +1 to attempts at figuring out others. A used/recovered weapon will have 5 shots in it, which the will be clearly visibly displayed to the character. Firing a gun is BAB + Dex bonus.

Firearms may be enchanted by the Magic Weapon spell so they can be used against creatures requiring magic to hit. However, this ability will only last for 1 encounter. Plasma weapons will effect anything, even without enchantment.


Reloading a gun: Characters will need to have observed someone else doing to it to have a chance of figuring it out. DC 18 Int check. Helpers with +3 or +4 Int bonuses add +1 to the attempt, up to +4. One attempt can be made per turn. Failure on a natural 5 or less means the character has shot themselves (roll damage). When one character figures it out, they can show others how without a roll. Each type of gun requires a separate check, but after figuring out any type, add +1 to attempts at figuring out others. Assume any found clip is full.

Tuesday, May 14, 2013

Expedition to the Doomed Peaks--Level One-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 1: RESIDENTIAL DECK
Part Four


Random Zombie Respawn
(Roll 1d3 = number of times to roll on table, max 20 Zombies)

01-50 Slammer Zombie (1d10)
51-75 Gunner Zombie (1d6) 1 will have a laser sight
76-90 Shotgunner Zombie (1d4)
91-00 Chaingunner Zombie (1)


Zombie Random Gear

01-50 Nothing
51-60 Pistol with full clip
61-70 1d4 Clips
71-80 1d10 shotgun shells
81-90 Healspray (labeled in the alien language, application heals all hp damage and any diseases)
91-00 Vibro Knife (the battery will drain after 2d6 encounters, and becomes a regular dagger. The battery life counter is displayed on the knob. It automatically turns on when unsheathed and shuts off if ungripped.)


Random Items Found

01-25 Nothing obviously useful
26-30 Weapon: roll 1d6, 1-2 Vibro Knife, 3-4 Shockrod, 5-6 Pistol with 1 full clip
31-35 Healspray
35-40 Gen-booster (These are labeled but in the alien language. There is one for each ability stat. An application boosts a stat to +4 bonus for the day and wears off with extended sleep. There is a warning to only take 1 per day, otherwise there’s no effect.)
41-45 Fire Extinguisher (extinguishes fires, will stun 1 rd if fired at an opponent, 4 shots)
46-50 Backpack (very tough and lightweight with a high carrying capacity)
51-60 Flashlight (illuminates area pointed at, assume unlimited charges)
61-65 Lantern (illuminates area, assume unlimited charges)
66-70 IR Goggles (can see in dark and heat signatures, assume unlimited charges)
71-75 Sonic Screwdriver (can unscrew or open closed items, assume unlimited charges)
76-80 Laser Torch (can cut through items, too slow to use as a weapon, charge would be good for cutting 1 man-sized hole through an inner wall)
81-85 Dried survival food package and water bottle (equal to 1 meal)
86-90 Envirosuit (+1 to AC, other armor may be worn over it. Works against gunfire and plasma blasts, resists normal fire, cold, gas, electric shock, (this is spelled out on the warranty tag on the suit) and 1 hr air supply. DC 12 to activate air supply, which is labeled, when the air starts to run out, there is an audio 5-minute warning. Requires a 1 turn recharge in clean air to resume operation.)
91-95 Jewels (100 x 1d4 gp value)
96-00 Roll twice

Note: On this level and the next, characters can possibly acquire a whole bunch of the stuff. On this list, only the lantern, Envirosuit, and fire extinguisher would be considered bulky. The rest are fairly small. Use some common sense about what characters can carry. Jewels, diamonds, and other valuables aren’t big, but do take up space in quantity. Pistols, Vibro Knives, and Shock Rods are one-handed weapons. The shotgun, chaingun, chainsaw, and plasma rifle are two-handed, though they can slung over the shoulder. Ammo is fairly small, except in quantity.

The group may want to cache extra gear and especially treasure in a spot they think might be secure. Unless some other adventurers come along, the monsters inside should leave it alone. Going back to get it could be dangerous. Encourage the players to stay light and keep all the ammo with them.

Monday, May 13, 2013

Expedition to the Doomed Peaks--Level One-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 1: RESIDENTIAL DECK
Part Three

8-Empty Room (1 XP if they figure out how to use the symbol): This is curious. The apartment is devoid of any furniture, any random items, and the lights are on. The characters’ noses will start bleeding 1 rd after entry (1 hp), then their ears next rd and every rd on the lower floor (2 hp), then they start crying bloody tears if they go upstairs (3 hp each rd). Anyone wearing an Envirosuit is immune to these effects. In the upstairs Bath 2, an arcane symbol has been drawn on the mirror in blood along with fingerprints burned in where it was touched. On the floor of the bathroom is a deceased Zombie (roll for random gear) with its fingers burned off.

A wizard may copy this symbol down in 2 rds. If the symbol is drawn in blood on parchment (the characters should have plenty of that flowing out at this point), it can be used to stun undead or demons for 1 rd if prominently displayed (works once per page). If drawn on a melee weapon, it will cause x 2 damage on the first hit against undead or demons. The symbol may be re-copied by a wizard onto the weapon (in 1 hp of blood), but will take 2 rds and can’t be done in direct combat.


9-Doctor’s Room (1 XP): This place is a mess as the entire lower level has been turned into some kind of disaster triage for the wounded. There are 12 corpses inside that become Slammer Zombies in 2 rds after entry. There are also 7 Healsprays spread around the area. Upstairs, in the Master Bedroom, the blood-soaked doctor can be found in the Anti-Grav field area. It’s been turned off and he’s hung himself inside it. He doesn’t turn into a zombie, but an examination of his body reveals a full set of 6 Gen Boosters (+4 Bonus to a stat for the day, see description in Random Items Table).


10-Wealthy Room (1 XP): This is a really nice apartment. The furniture and décor are tasteful and elegant. This apartment is also unspoiled, except for some curious large burn marks on the walls and furniture. Those marks come from a security android armed with a plasma rifle (also carries 2 glowing, blue cells for the gun), who’s been guarding the place. The group will have about 2 rds before the android investigates from the Master Bedroom. He will use hit and run tactics and not pursue outside the apartment.

Any search of the bedrooms will reveal 1d4 jewels @ 1d4 x 100 gp each. This room is also filled with fine art in the form of paintings (12 @ 1d8 x 100 gp each), large rugs (4 @ 1d4 x 100 gp each), and sculptures (3 @ 1d6 x 1000 gp each). The problem with all of these will be transporting them. The sculptures in particular are heavy and somewhat fragile. A search of the Master Bathroom will reveal 6 doses of hallucinogenic drugs, which are unlabelled, unlike other pharmaceuticals found on the ship. Application will essentially incapacitate the user for 1 hr. There is also an Android Control Wand floating in the Anti-grav field. Any character stepping into the field will be more-or-less trapped there until they are pulled out.


11-Adventurers Room (0 to 2 XP depending on how it is played): This encounter is going to be left somewhat ambiguous. Depending on how well the party is doing, this is where they can find replacement characters or maybe an extra character. Alternately, it could be a nasty fight scene. Or, the adventurers could all be found dead, which case they will respawn and attack. In any case, the adventurers have barricaded themselves in against attacks. They do not have any advanced weapons. If an Adventurer encounter isn’t desired at this point, the next two levels also have them listed.


12-Vampire Nest (2 XP): If the characters are having a hard time and the players are getting frustrated (or whenever you want to move the game along faster), go ahead and have the voice in the head give the characters directions to this room. Alternately, it could be the one room with a blinking touch pad and stands out.

Five Stalkers lay dormant in this room. They are scattered around the room, but attacking one, or making a bunch of noise, activates all of them. They don’t all attack immediately, they’ll hide and pick their openings. One of them wears the remnants of a white officer’s uniform and has the elevator keycard around its neck. The nest of the officer stalker contains 10 jewels (worth 1d10 x 100 gp each) and 5 glowing plasma cells.

Friday, May 10, 2013

Expedition to the Doomed Peaks--Level One-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 1: RESIDENTIAL DECK
Part Two




All Residence Rooms: There is a touch pad beside each door on the outside and the inside. If it’s glowing, then the door is shut, and it can be opened by simply touching the outside pad. If the inner pad is touched, it can be shut again. Doors slide open to the side, not opening in or out. If the pad is dark, then the door is open and cannot be shut. (All the doors on ship work as such unless otherwise stated.) The lights are off inside the rooms and the bath and kitchen facilities do not function, unless otherwise stated.

The inside of any apartment is generally a complete wreck. Characters can roll on the Random Items Found table if they are searching. Figure 4 characters may completely search 1 room in 1 turn.


E-Unnumbered Rooms (0 XP): The Ref may fill these spaces as they want. Otherwise, these rooms are open 50% of the time. They are unoccupied 50% of the time. If occupied, 50% of the time it is a Stalker nest (1 inside). Otherwise, roll once on the Zombie Respawn table. The disposition of any monsters is left to your imagination. (Hey, maybe they’re friendly.) In all cases, roll on the Random Items Found table for each room searched.


4-The Game Room (0 XP): The door is initially closed, but will automatically open if approached. Outside Zombies won’t enter this room. The second floor is accessed via the stairs outside (the other Game Room is the same). This room is filled with many video game-like devices. They are all functioning and lighting up the otherwise dark room with flashing, strobing, multi-colored lights. There is also strange music and sound effects of battle going on from the games. Some are sitdown models and others are standup models.

About half of the machines are occupied by Gamer Zombies. They will keep playing regardless of the character activity unless disturbed, in which case they will say, “Dude, wait your turn,” in the alien language, and continue playing. There is also an attractive female-looking android who will approach the characters and offer beverages and snacks in a flirtatious manner (in the alien language). The food and drink taste fine, but it is unhealthy junk, which may have dire effects on the characters later in life. She can be controlled by a Control Wand.

Characters wishing to give the games a shot must make a DC 18 Int check, others with a +1 Int bonus may help and add +1 to the roll, up to +4. Successfully playing for a turn will give the character a +1 bonus to figuring out any technology on board. However, they must also roll a DC 12 Will Sv, or they will want to keep playing and will have to be physically dragged away. (This is a relatively safe room for the group if they wish to shelter here.)


5-The Last Stand (2 XP): This Game Room was the obvious site of a major battle. The door is wide open and outside Zombies won’t enter. There are bullet holes and burn marks all over. Everything inside has been trashed. The second floor has mostly collapsed into a large pile of debris in the center of the room. A balcony of sorts now overlooks the first floor. Immediately upon entry, 4 Gunner Zombies will start attacking. The next rd, a Machine Gunner Zombie crawls out of the debris. Next, 3 Shotgunner Zombies charge from the rear of the room. Finally, a Plasma Gunner Zombie opens up from the balcony.

Besides the Zombies’ gear, a search of the area (which will take 3 turns/4 characters because of the debris) will yield 5 pistols, 7 magazines, 1 shotgun, 20 shells, 1 machine gun drum, and 2 plasma cells.


6-Robo Homicide (1 XP): A well-dressed Valet robot greets the characters in the Alien language when the door is opened. He offers to take their coats and to pour them drinks. He also has a Control Wand imbedded in his chest, which occasionally issues a spark. He will escort the characters around the apartment, asking if they need help. Upstairs, the family members are found beheaded and tossed into functioning sleep fields. There is also a decapitated android in the Master Bath, whose head is still shouting out warnings about the other android. The Valet will whip out a Vibro Knife and attack as soon as the other android is found. The headless android rises and attacks the next rd, also with a Vibro Knife (@ 0 BAB). This one will self-destruct if reduced to 5 hp or less with an audio warning. The head will shout out a warning. If the Control Wand is removed from the chest of the Valet, both androids shutdown. The Wand may be used on other Androids.


7-Party Room (1 XP): Here we have a complete disaster area. The whole apartment is filled with spoiled beer-ish fluids, rotten food, and half-naked Zombies. There are 6 Slammers who activate 1 rd after entry. A pant-less, fat Zombie wearing a pair of pistols and a cowboy-ish hat waddles out the next rd (he attacks with pistols twice per rd). The stairs going up have a curious trail of body parts littered upon them. In front of the Bath 2 is a single armored Zombie surrounded by body parts, upon seeing the players he will activate his (wait for it) CHAINSAW! And proceed to attack the characters.

Thursday, May 9, 2013

Expedition to the Doomed Peaks--Level One-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 1: RESIDENTIAL DECK
Part One

Player Map


Ref Map



The lobby of this level is bathed in a low, blue light. This is a bad thing because the group will see that it’s swarming with zombies. This is who the group will get its guns and armor from, but sheer numbers are going to wear the characters down if they engage them every time.

1-Entry (0 XP): If this adventure is being used as the top levels of the original, then the characters have somehow gotten into the top of the elevator shaft just inside the entrance. (The other three shafts do not connect.) They’ve climbed up and found shaft doors ajar. (These are the first class accommodations, as opposed to the steerage class below, so they’re normally locked.)

Used independently of the original, the open elevator shaft is visible from the floor of a cave in the mountains. There is already a rope leading down from it. (Yes, the characters aren’t going to be the first ones in. Here’s where your potential replacement characters came from. Don’t worry, they haven’t killed and plundered everything.)

If you’re playing this as a mega-dungeon, then the characters can come and go as they please. However, the rest of this adventure assumes that as the characters exit the shaft, a sphincter hatch closes behind them. It is sealed with a force field and impenetrable. The characters are trapped. From here, comparisons with the original cease, and things only get worse for the characters.


2-Common (0 XP): On the outside of the elevator shaft is a map of the level, which may be roughly copied in 1 turn. Also on the outside is a thin, rectangular slot along with a diagram showing a person slipping a card into it to open the doors (this is important for later).

Once the characters have all entered (and are trapped), they should hear a voice in their heads (in their own language). It is a booming, taunting voice welcoming them to the ship and hoping their stay will be pleasant. Should the characters wish to come up for a visit, they merely need to locate the Yeoman Purser, and he will give the characters access to the upper levels. Enjoy your stay.

The Common area is lit by an eerie blue glow from the flickering illusionary fountains. There are the subtle sounds of birds and gushing water. The floor is a somewhat dingy ceramic mosaic over a metallic deck. There are dead potted plants all around the platform. Once the characters eyes have adjusted to light or gotten their torches or lanterns going, they suddenly notice the whole Common area is littered with dead human bodies.

Roll on the Random Zombie Respawn table (at the end of this level description) to see how many and what kind of Zombies activate in the characters’ presence. They attack mindlessly and will not pursue the characters if they enter a room. Zombies in the rooms do not respawn, only those in the Common area.

If the characters kill all of the Zombies in the Common area and loiter around, roll on the Respawn table after 1 turn. Every time the group re-enters the Common area (assuming at least 1 turn away), roll again on the Respawn table. Disregard Zombies left alive (Alive? Not dead? Whatever) from the previous Respawn and replace them with a fresh roll. Industrious characters will want to search the bodies of killed Zombies. In addition to whatever weapon they are wielding, roll on the Zombie Random Gear table to see what else they have.

During any battle with Zombies, some will probably be using some type of firearm. At least once during any firefight, one of the Zombies should stop fighting and reload. Roll 1d4, reload on a 1, but only do this for 1 Zombie combatant per rd, not all of them. Seeing these actions allows the characters a better chance of figuring out how to use guns themselves. After the characters learn how to use firearms, it should also be demonstrated that the modern armor the Zombies have provides some protection against gunfire. (They’ll have already figured out that their archaic armor isn’t.) This operation will be covered at the end of this level description.


3-Exit Elevator (3 XP): The other four spaces on the platform are support pillars. The Exit Elevator is like the entry elevator, however the rectangular card slot is glowing. Once the proper key card is inserted inside the slot, the doors open with a ding. The voice in the head returns and tells the group to await service from the doorman. In this case, the doorman is the Floater demon. The group will hear an ominous hissing sound coming from shaft. It will immediately attack the first person entering the shaft and then exit to fight everyone. This would also be a great time for the Zombies in the Common to start respawning.

The inside of the shaft has two sets of handles going up 25’ that can be used to climb up to the next level, where the elevator doors are standing open. When the ship was fully functioning, the elevator shaft was an anti-gravity area and the handles moved up and down. Grabbing a handle allowed the user to be pulled along and float to the desired level.