Tuesday, June 14, 2011

Dungeon Crawl Classics

Game Date: 6/11/2011
DM: Rusty
Party: Cliff, Jesse, Matt, & Nick (3 characters each)

The Game:
Instead of jumping right into our normal campaign, we agreed to devote part of our session to Dungeon Crawl Classics.  This is an old-school style RPG, currently in open beta.  DCC uses rules similar to D&D 3.5, but a lot of the rules are an intentional throwback to the earliest days of D&D.  Instead of planning a character, you start out as a level 0 nobody, and everything about you is rolled randomly.  Which stats you excel at will help you decide what class to choose later, when you reach level 1.

This is a bare-bones system, and that's considered a feature, not a bug.  It only takes a few minutes to generate your character, and combat is also very quick.  There are no feats and no skills.  For skill challenges, you just roll using the appropriate ability modifier, with a possible bonus if you can justify it as relating to your occupation. 

You start with very few hit points, and the game is quite deadly.  The idea is that you roll up and run multiple characters simultaneously, and the ones that survive a few levels are the ones that actually become heroes.  Currently the system only goes up to level 5, but it's still early in the game's development.

The Session:
We played a module called "Legends Are Made, Not Born."  We started out in the small town of Dundraville, which was living under the thumb of a local Ogre.  The townsfolk had previously been tolerating the Ogre's small demands, which was usually just supplies or ale.  But recently the Ogre started demanding bigger things, like gold and captives.  After the Ogre kidnapped a few of Dundraville's citizens, the town held a meeting to discuss the problem.  Our characters were the last ones to arrive at the meeting, and found that we'd been elected to go negotiate with the Ogre.  So the moral is, always be punctual.

Along the way, we met a Hobgoblin sheep herder, who worked for the Ogre.  He seemed somewhat ambivalent about our mission; he seemed to enjoy his work, but recognized the Ogre wasn't always such a nice guy.  His life's dream was to be a mushroom farmer.

We watched the Ogre's den until nightfall, when the Ogre rolled a large stone in front of the entrance.  We pushed the stone aside and began exploring the lair.  The rest of the adventure took place...

 
We soon encountered the Ogre's pet wolf, who we killed, concerned that the sounds of battle would alert the Ogre.  We needn't have worried.  When we found the Ogre, he was fast asleep at the dinner table.  We tried to quietly steal his club so he would be unarmed when we fought him.  We managed to get the club, but we made enough noise to wake him.

On my turn, one of my characters (Paul), poured some oil onto the Ogre.  Another of my characters (Mary) hit the Ogre with a torch, causing him to catch fire for some ongoing damage.  While Mary had the lowest strength score in the group (5), she actually proved to be a bit of a bad ass several times during the session.  After a few more rounds, the Ogre went down.

We kept exploring the lair, and found some secret doors and other cave passages.  We fought a few fire beetles, and were later attacked by some centipedes while looting an old corpse.  In one room we saw a dire skunk, but we backed off before it got agitated.

In another cave passage, we found some rooms that appeared to be part of a Wizard's lair.  We were attacked by a magic broom, which we deactivated and kept.  In the Wizard's personal chambers, we fought some animated books.  We opened one treasure chest to find that the loot was being guarded by a viper.  Who uses a viper to guard their valuables, really?


Down another corridor, we opened a portcullis and found a couple of missing townsfolk.  There was also a Dwarf building more cages.  When we ordered him to stop, he charged at one of Jesse's characters.  Jesse managed to hit the Dwarf first, rolling a crit which killed the Dwarf in one hit.

Down another hallway we set off an alarm in the form of a Shrieker (screaming mushroom).  While Jesse's solder (Sven) stabbed at the mushroom, one of Cliff's characters tried a ranged attack.  In this edition, firing into melee gives you a chance of hitting your ally, which he did.  Sven, probably the most powerful character in our group, went down from friendly fire.

In the next room, we fought the evil Wizard who owned the place.  One of my characters (Peter) rolled a fumble, and as a result, killed another of my characters (Paul). 


But after a few rounds we did kill the Wizard, with 7 characters left from the original 12.  We gathered up our loot and headed back to town, where we all leveled up.  Mary has decided to become a Cleric, and Peter will become a Wizard.

Surviving characters: Chappy, Gizmo (Cliff); Achmend, Slappy (Nick); Mac (Jesse); Peter, Mary (Matt).  That's actually more than survivors than I was expecting, since we started with such low hit points.  But of course we greatly outnumbered our enemies.  Even the really hard monsters could only kill one of us per round, while we were making 7-12 attack rolls per round.  And two of our five deaths came at the hands of our own teammates.

Afterthoughts:
I don't hate it, and I would definitely play it again. However, it would not be my first choice for a long-term campaign. This system is designed to appeal to nostalgia. I wasn't playing D&D during the early years (though I would have liked to), so the sentimental angle is lost on me. Nevertheless, I did find the concept entertaining. I think it's neat how character creation is like part of the game itself, with everything being so random. It's fun starting out at level 0, with an occupation instead of a class. It reminds me of the computer game Dungeon Siege, where you start out as a farmer and develop your combat specialty as you play. I'd love to take that concept, simplify it even further, and turn it into a board game like Wrath of Ashardalon. I'd increase the XP rate if I did so, so that you'd go from 0 to retirement every time you play - first player to hit level 5 wins. But I think that goes to show that I don't take this game very seriously.

I also like how the combat doesn't take very long, though I would still prefer to use miniatures. I don't care if the combat is simple enough not to need them. I don't even care if the minis are placed on an actual combat grid. I just like having something to represent where the characters are standing. I have trouble following combat in my head, and minis help me remember details like how many enemies are still alive, how far away they are, and so on.

The game is highly unbalanced, but again, that's considered a feature. Early editions of D&D weren't exactly fair, either. Some classes were easier than others. Since you don't get to pick your stats in DCC, you might not get much of a choice when choosing your class. Again, I wouldn't mind seeing that in a board game, many of which revolve around pure chance (there's not much real strategy in "Sorry!"). But for an RPG, generally I like to know my role before I sit down. D&D is practically a different game for the different classes (especially in pre-4e editions). Some people might not enjoy playing certain classes, and it's unfair to expect them to show up every week to play something they hate, just because they rolled badly during character creation.

One of my more anal nitpicks is the use of so many uncommon dice. The luck chart has 30 items, the equipment chart has 24, and the fumble chart has 16. So if you don't have a d30, d24, or d16, you have to do clever things with your other dice. I actually collect strange dice, and even I don't have a d16 (yet). What, they couldn't think of 4 more types of fumbles to round out a 20-entry fumble chart? When I was DMing, I made up a 100-point fumble chart for my group, and I'm not even a professional game designer. Personally, I think if you truly can't think of four more simple ways of dropping a sword, then you're an uncreative hack who's in the wrong business. Little blemishes like that make me look down on the rest of the entire game, because I know if they fail there, then I'm going to run into bigger problems down the road.

But overall, I think this is shaping up to be a pretty decent game... just not necessarily one that's right for me.

Sunday, June 12, 2011

ToEE: Lots of Running

Game Date: 6/11/2011
DM: Rusty

The Party:
Calla Noble (Matt): Human Knight
Ember (Leigha): Tiefling Wizard
Joanna Winters (Jesse): Human Archer Ranger
Jerry (Nick): Human Cleric

The Session:
We started the day by playing Dungeon Crawl Classics for a couple of hours.  This RPG is a work-in-progress that currently has open playtests.  I will blog it separately when I have more time.  One player left after the DCC game, leaving us with a smaller-than-usual party and a late start for the regular game, so we didn't uncover too many rooms this session.

Last session, Joanna came into possession of a cursed stone which kept her slowed.  The rest of us have since been wondering why she moves so slowly.  Joanna wasn't very forthcoming in explaining her problem.  That's part of the curse: wanting to keep the stone, not wanting others to see it, and thinking everything is perfectly normal.  Joanna didn't even notice she was slowed.  But with a high insight check, Jerry understood the problem and sought help.

We took her to the Druid in Hommlet, who did a fancy ritual for us.  He told us the magic was too powerful for his skills, and suggested we take her to Mother Screng.  Once in Nulb, Screng had a much easier time lifting the curse, and Joanna is now free.  He headed on to the Temple.

When we reached the Temple, we saw more of those annoying birds on the wall.  We considered fighting, but decided to run instead.  We fled through the tall grass, toward the one door we knew to be unlocked.  A few birds swooped down and did a small amount of damage, but we made it without any actual fighting.  Calla was the first to open the door, triggering an explosive trap.  Ouch!

Inside the Temple, we saw a couple of Ghouls on the top floor.  They didn't see us yet, so we hid behind some columns and attacked.  We did really well against the first two, but four more came charging down the hall to join the battle.  Still, it wasn't that bad a fight; nothing we haven't handled before.  We didn't even bother to use minis.

Towards the end of the encounter, one of the Ghouls started calling for reinforcements.  Once they were all dead, we heard more noises that might have been approaching backup, so we fled once again down the stairs to Level 1.  We took refuge in the Southwest armory, for a short rest.  Then we headed North.  About halfway up the length of the level, we encountered a Gelatinous Cube.  It was difficult to fight, since most of us couldn't even see it.  Joanna got sucked in, but managed to fight her way out.  We finally got far enough away from it that it couldn't keep up with us, and we fled yet again.  With all the fleeing this session, it's a good thing Kossack wasn't here.  He's trying to impress his sentient armor, which punishes him if he flees too often.

We took a different route through the hallways, making our way towards the spiral staircase in the Northwest.  We headed down the stairs, and set foot on Level 2 for the first time.


From the stairs (A), we took the Southwest hallway and found a rectangular room (B).  There was a statue of an evil Minotaur king standing in a dry fountain.  We noticed a secret door to the East, and heard some murmuring from the other side.  We burst through the door and attacked the guards on the other side.  We fought several guards and bandits (C).  One fled into room D, so we finished off the rest of the room before following him.  After the battle, we opened the door (D), and saw another door on the opposite side.  We would have opened the other door and kept following, but we were running out of session time.  Experience has taught us that these bandit rooms just keep going on and on with more doors full of more bandits, and we didn't want to start that just yet.

 As we finished up, we were deciding whether we're going to take a short rest in room B, or just keep following the bandit when the next session starts.

Friday, June 10, 2011

Are We Having Fun Yet?

So, playing the PnP version of the The Temple of Elemental Evil put me in the mood for other media.  I've started reading the novel, and I've reinstalled the old PC game.  It's not that I'm going nuts over the story or anything, it's just that I figure I'm going to read/play them eventually, so now it's the perfect time.  When we're playing the PnP module, it helps me see everything more vividly after playing the PC game.  It also helps me remember the names of the NPCs when I've learned more about them in the book.

I was a little concerned about the possibility of spoilers, and the temptation of metagaming.  But I've always been very good about not acting on out-of-character knowledge.  Besides, at the rate I'm going, I doubt I'll pass our PnP game in either format.  I only get to read for about an hour each week, and I'm taking my time in the computer game as well.

By the way, is it just me, or does Burne look like Nathan Fillion?



Playing the PC game, which is based on D&D 3.5, one thing that's struck me is how much I appreciate 4e.  I've played this game before (though I didn't get very far the first time), and I also put many hours into NeverWinter Nights (which is also based on 3rd edition).  I liked them a lot at the time.  Heck, I still enjoy them now.  But it amazes me how much crap gamers put up with before Fourth Edition.

I've got a wizard in my party, and I can't stand how few spells she can cast per day.  I'm sorry, if you can only cast a few magic missiles a day, you're not really a wizard.  You're just a weak crossbow enthusiast who dabbles a little in magic.  Heck, I didn't even understand it at the time, and I do remember ranting about this well before 4e came out.  If so many pre-4e wizards end up carrying a crossbow, which does 1d6 damage, why not just give them an unlimited-use "magic bolt" spell which does the same damage?  Just work it out so the math is the same (maybe even make it a full-round action to make up for the reloading), and let them have the flavor.  It's much more exciting, and the game loses nothing.

So, I'm adjacent to three enemies, I switch targets, and... I provoke an OA?  What's that about?  I'm required to attack the same enemy each round, even if others are adjacent to me?  Were the designers of 3e actively trying to discourage combat strategy? It's like that annoying rule in checkers that says you have to jump someone if you can.  I despise rules like that, because it encourages people to think less.  When you limit the number of things someone can do on their turn, it's like you're designing a game that plays itself.  If you're really so keen on not making decisions during battle, then stop playing games and watch a movie instead.  It's obviously what you were really in the mood for.

I might be wrong on some of this - I don't remember all of 3e's rules that well, and I might be misinterpreting what I'm seeing in the game.  But it seems like there's an insane number of things that provoke OAs.  Standing up from prone, reloading crossbows, drinking a healing potion, sometimes even just running straight up to an enemy to attack them.  And of course the normal stuff that still provokes in 4e - moving away from an enemy, using a ranged attack or spell next to an enemy, etc.  Even some spells that are designed for close range seem to provoke attacks - specifically Burning Hands, which is a blast attack so it ought to be safe.  Oddly, switching out weapons does not provoke (but it does use up your movement).

And movement gets used up pretty quickly.  There never seems to be enough time in a round.  I don't feel like pulling out the 3e books again to confirm it, but instead of standard/move/minor, it seems more like standard/move (with minors taking up movement time).  Personally, I think I ought to be able to move, reload my crossbow, and fire it in one turn.  I don't care if it's unrealistic; it's heroic.

I've found that some undead can't be damaged unless you have at least a +1 magic weapon, and those magic weapons are pretty rare (at least early on).  So what happens if my level 1 party gets surrounded by undead?  Well, we pretty much have to flee.  Or keep taking our lumps until the one party member who can actually damage them has had enough turns to kill them all.  Yay, that's so exciting.  *yawn*

And healing.  NeverWinter Nights did a smart thing by realizing it was a video game, and letting you heal by resting for about 10 seconds.  But the ToEE game goes a bit more by-the-book.  You can still heal by resting at the Inn, but it often takes a week or more to get you back to full hit points.  This would make sense if hit points represented actual injuries, but - and I hate to repeat myself here - hit points should represent stamina more than damage.  While movie characters often shrug off shots to the shoulder, in real life any significant injury tends to end the battle.  If that first hit doesn't kill you, it at least makes it easier to land the rest of the hits.

Instead, I usually envision you blocking the first few hits, which uses up your stamina.  When you get bloodied, that's the first hit that actually broke the skin.  When you hit 0, that's the hit you were too tired to block, the one that lays you flat.  Again, 4e has spoiled me here, but I have a hard time respecting any system where hit points are supposed to represent lacerations and broken bones.  Unless there's a plot reason to give me a broken leg, I'd like to be able to fight again after a few minutes rest.

Maybe part of that spoilage is that I always expect to start each battle with max hit points.  To me, it's common sense:  max hp means "ready for action".  I suppose in the old days being down a few points is the 4e equivalent of being down a few surges - you keep exploring until they're almost gone.

No matter what you do, some people are going to complain that it isn't realistic.  I'm not a huge fan of realism, as reality has little use in a game where people throw fireballs at bugbears.  Like most people with double standards, I only use the phrase "it's more realistic" when it helps me win the argument.  A lot of the time, people complaining about realism have no idea what realism actually means.  The fact is, everyone has a different reality threshold. Some people want to describe every meal their character eats, but skip things like bathing or using the chamber pot.  Some gamers like to count their arrows, and even roleplay collecting arrows after each battle and fixing them up.  Hey, if that's what you find fun, more power to you.  But other players consider that a waste of time that could have been spent killing things. 

In our current campaign, when the time came to start making a map of our environment, everyone around the table suddenly shouted, "Not it!"  When you have a game element that is so universally avoided, this should be a clue - to players and game designers alike - that something about this game isn't fun.

Note, I'm not saying this to complain about my role as mapper. While there have been some communication issues over the length of some hallways, overall I don't mind drawing the maps. And I definitely think I'm the logical choice, since I tend to repost our progress on the blog.  But it can be frustrating and time consuming.  My ideas for improving our mapping system:

1. Have the DM do it. I don't like giving the DM extra work, but he's got the map right there. If we used some semi-transparent graph paper for our map, the DM could just grab it and trace the next room real quick whenever we look around the corner. It might make it easier for him as well, because he wouldn't have to spend as much time telling us the boring directional details of the hallway, when he would rather be describing the aesthetics of the masonry and architecture.  He would spend less time saying "no, turn it the other way" when we're laying down tiles, too.

2. Just give us the damn map. Maybe early on, our party could find a parchment map of the Temple. The map wouldn't contain any actual info, just the layout of the hallways and rooms, with some letters or numbers here and there. Then we could just tell him, "We're going down hallway H, and peeking into room J." Then he could tell us what we see. Obviously hidden doors and secret rooms wouldn't be on the map.  As we clear out the rooms, we'd put X's or other notes in the rooms we've visited.  I understand this can be a little spoilerific, since it shows us the size of the Temple.  But most of us already have a pretty good idea of the Temple's size.

Some purists might consider mapping to be part of the challenge, but if it's a challenge nobody wants, why is it in the game?  I look at it this way:  my character would be much better at map-making than I am.  For one thing, they're actually there, seeing it with their own eyes, while I'm just having the room described to me.  Also, my character does this kind of thing for a living.  In real life, I'd get lost in downtown Nashville (a city where I've spent most of my life) with a map and a GPS.  So having a simpler, more accurate way of generating our map would actually be more in-character.

Okay, once again I may have wandered away from my point, if I ever had one to begin with. (Point? What's that? Must be something they do on other blogs.)  Oh, yeah, games should be fun.

One problem I have with serious, hardcore roleplayers is this concept of, "It's not supposed to be fun, it's a game!" Okay, nobody actually uses those exact words, but I have run into a lot of gamers who seem to follow the philosophy. For example, I used to play on a NeverWinter Nights server called "The Silver Marches". It was a fun module, with a lot of interesting areas to explore, and it had a large player base consisting of many exceptional roleplayers. The problem was that the owner was a bit anal about realism and Forgotten Realms lore, resulting in a lot of strict roleplay/gameplay rules. I won't go into detail, but these rules made the server a lot more realistic and a lot less fun. If they'd spent a bit of time studying the concept of Acceptable Breaks from Reality, they might have kept more players.

I don't spend $100 on a game and all its expansion packs if I'm not going to have fun. Nor do I give up my Saturdays to drive across town to play D&D if I'm not going having a good time. The #1 rule for all game designers (whether video game or PnP RPG) should be the Rule of Fun. For every element of gameplay, from character creation to boss fights, the designers should test it out and ask themselves, "Am I having fun?" Okay, so some people have different ideas of what's fun, but they should at least try to weed out the stuff that they know everybody hates. For example, it's been universally understood for years that everybody hates escort missions in video games, so I'm absolutely floored when I still see them in new games. I can't tell you how many time I'll get past a certain point in a video game, save my game, and think, "I'm so glad I'll never have to do that level again." Games are for fun; you should never have thoughts like that about any level.

While writing this blog, checked the "Rule of Fun" link above, I was very pleased to find that D&D 4e was listed as an example. To quote, for those who don't follow links (or those who are afraid of being sucked into the TVTropes vortex):

The goal in overhauling the rules for the 4th edition of Dungeons and Dragons was to strip out the tedious elements and focus on the fun simplifying character builds and fight mechanic while retaining options and even expanding tactical opportunities. The debate comes from stripping out mechanics that supported non combat/adventure situations and limiting certain character build decisions. Roleplayers argue that this either removes support for anything aside from combat or frees them from the constraints of things like mechanics based parley.

Basically, if you're a gamist, 4th edition is probably a move in the right direction, if you're a simulationist, you're less likely to be happy.
So apparently I'm not the only one who feels this way.

Confession time:  This actually started out as two separate blogs.  One was going to be about playing the computer game, the other was going to be about mapping the Temple.  I think the "fun" thing tied them together pretty well, but it occurs to me that I don't really know how to end the thing.  So I was thinking, maybe - What the hell is that behind you!  *hides*

Sunday, June 5, 2011

ToEE: Raging Bull

Game Date: 6/4/2011
DM: Rusty

The Party:
Artimus (Rick): Revenant Hexblade
Calla Noble (Matt): Human Knight
Ember (Leigha): Tiefling Wizard
Joanna Winters (Jesse): Human Archer Ranger
Jerry (Nick): Human Cleric
Kossack (Cliff): Minotaur Fighter

1 square = 10 feet (click to see larger)

The Session:
When we left off, we had just found a major haul of treasure while digging through the Earth Temple pyramid.  Among other fine items, we found the Invulnerable Coat of Arnd, which we gave to Kossack.  This is a very nice piece of armor with a lot of great abilities.  However, the armor has a will of its own, and it wants to belong to a hero.  In order to keep the armor happy, Kossack must be a valiant warrior.  So now we're seeing him take a lot of risks in order to be a hero.



Our party (mostly Jesse) was determined to finish this floor of the Temple tonight.  We started by checking out a room to the North (A), where Joanna triggered a tilting floor trap.  It flung her into a pit full of rats swarms.  Artimus and Kossack pulled her back out with a rope, and Ember stepped up to the front.  Swarms are her specialty.  She killed the entire room on her turn, with a Burning Hands, Action Point, and Fire Sphere.

We then explored another NW hallway (B), which ended in a spiral staircase going down.  We now know of three sets of stairs leading down to level 2, so we'll have a tough decision to make in the future.

Next we explored an East hallway (C).  We found some pretty messy rooms at point D (one of which had a rather ominous eye on the ceiling), then went on to E, where we found a magically sealed door.  Artimus and Ember both rolled poorly on their Arcana rolls, so we couldn't undo the magical trap.  We knew it was risky, but Kossack volunteered to take the damage and bash the door down.  The door let out an arcane blast that hit most of us, critting on two of its rolls.  Artimus and Ember were both paralyzed.  Ember made a saving throw, but Artie ended up turning into a statue made of ice.

 
Joanna used thievery to open the door, and we found a crypt full of sarcophagi (F).  Grave robbers that we are, we found some amulets to sell later, and a magic cloak.  Joanna played with the door until she was sure nobody was going to lock us in, and we took an extended rest.  During the rest, Artimus turned back to normal.  Kossack, Joanna, and Ember contracted mummy rot, but luckily Jerry had a lotion for that.

Next we went down a diagonal and found a round starlit room (G), like a planetarium.  In the next room (H), had an evil altar.  Jerry sensed some sort of power, so he started asking the room questions.  "Who is M?"  Answer: "Shun secret artifacts."  We wondered what artifacts it might be referring to, and all eyes turned to Kossack and his new armor.  (Though in retrospect, it also might have been referring to a cursed stone we found later.)  Jerry asked again, "Who is M?" and got the answer, "Oppose the Mystic Being."  Finally Jerry asked, "Are you evil?" and heard, "Possibly."

Through a secret door to the South, we found an Octagonal room full of stirges (I).  There were 2 large stirges, and about 14 small ones.  We debated for a while about whether to fight them or just go around.  But Jerry, or wonderful cleric, wanted the XP.  Joanna started off by using one of her powers that hits multiple targets.  One of her rolls fumbled.  Her fumble card had her hitting Kossack instead, and critting.  Matt: "Did you add your extra die for magic weapon?"  Cliff: "Shut up!"  The attack did a ton of damage, probably the highest single-hit damage Joanna's done in her career so far, and it dropped Kossack.  Which is not good for keeping his armor happy.  (It's even funnier because we use those crit cards, so we don't max our damage when we crit.  But Jesse still rolled the max damage on all his weapon dice.)

After a few turns four ghouls came running up the opposite hallway to join the battle.  Ember took out several stirges with her burning hands, but caught Joanna in the blast, dropping her (karma, thou art a harsh mistress).  There were a lot of crits and fumbles in this battle. 

After the battle, we connected a few points on the map, found an empty library (J), and went back to the Earth Temple to check out the doors we hadn't opened.  The big door was sealed by a powerful magic, and gave us a sense of foreboding.  We decided to come back to that sometime in the future.  We opened one of the small doors (K) and found a small room full of stones.  Artimus picked up a magic rock, and suddenly decided he had to keep it.  We asked to see it, and he said "No!  Mine!" and stuck it in his pocket.  Joanna picked his pocket, and now she won't surrender the stone either.  This cursed lodestone gives Joanna a penalty to her movement speed.

On the back of the door to that room, there was a note written to "Romag", reminding him to pay fealty to the Water Temple.  Or maybe just reminding him to pay his water bill, I don't remember.  We then tried the other small door (L), and found some cloaks.

We walked around a bit more to fill out the map, and finally went to point M to try the one door we hadn't yet tried.  We opened the door, and saw four guards.  We made short work of them, but the rooms behind it had sixteen more bandits, some hiding behind a shield barrier (N).  As the battle wore on, more doors opened, and more enemies joined: a Lieutenant (berserker), a female Commander, Romag, and Hartch.


Joanna managed to shoot some of the enemies through the arrow slots on the shield, Ember did a lot of damage with her blasts, and Kossack fought as bravely as he could to impress his clothing.  When there were just a few left, Hartch, Romag, and two bandits started to flee towards a curtain at the back of the room (O).


Meanwhile, Artimus was down to 1 hit point, flanking the Commander with Calla.  He sustained a Daily power he'd used earlier, damaging the Commander.  Artimus knew this was a risk, because this Commander had a tendency to attack whoever was making her the most angry despite Calla's defender aura.  On the Commander's turn, she critted Artie, which would have killed him due to massive damage.  But not so fast!  Calla's OA is an interrupt, and luckily it was just enough to finish off the Commander before her crit actually connected with Artimus.

We all started to follow the fleeing enemies.  Kossack managed to catch up with Hartch and kill him.  The bandits made it through the curtain and we haven't seen them since.  They probably fled down to level 2, to warn them of our party.  This could complicate things.  Meanwhile, Romag made for the Earth Temple, where he climbed to the top of the pyramid, weeping.  He prepared to kill himself, and we ended the session.

Level one is officially mapped out.  Now we have to decide which of the three sets of stairs to take down to level 2.  We also might consider heading back to Hommlet to do a bit of buying/selling, so we're as fresh as possible for level 2. We plan to work out the rest of the details by e-mail.

Sunday, May 29, 2011

ToEE: Pyramid of Earth

Game Date: 5/28/2011
DM: Rusty

The Party:
Artimus (Rick): Revenant Hexblade
Calla Noble (Matt): Human Knight
Ember (Leigha): Tiefling Wizard
Joanna Winters (Jesse): Human Archer Ranger
Jerry (Nick): Human Cleric
Kossack (Cliff): Minotaur Fighter
Malagar (Bryan): Drow Thief

1 square = 10 feet (click to see larger)

The Session:
Last session, we left off taking a short rest in a rather unhygienic kitchen area.  We proceeded to room A, where we found a torture room.  Malagar sneaked ahead, peeking around the corner to see a torturer and a bugbear administering pain to someone chained to a rack.  Also in the room were two cells.  One held a few human prisoners, the other contained a couple of orcs.  Malagar shot the torturer in the back, and the rest of us joined the battle.

The torturer went down pretty quickly, but the bugbear hid behind the torture rack, and actually turned out to be a pretty good sneak for such a large creature.  Unable to see the bugbear on his turn, Malagar unlocked the orc cell while the rest of us finished off the enemy.  Unfortunately for the orc prisoners, Joanna didn't trust them so she executed them.  But we did free the human prisoners and the torture victim.  The guy on the rack turned out to be Rick's new character, a Revenant Hexblade named Artimus (who we like to call "Artie").  We found his gear nearby, and he joined the party.  The human prisoners agreed to follow while we explored a bit more, and we promised to escort them back to town on our next trip.

Next we looked at corridor B, but didn't follow it all the way to the end.  We were more interested in hallway C, which was full of prison cells.  The three cells on the East wall contained huddling people, but they turned out to be fiendish undead.  We killed the ones in the Southernmost cell (like shooting fish in a barrel), but left the rest alone.  In one of the Western cells, we saw a sack with something moving in it.  Due to our justifiable paranoia, we had Ember use Mage Hand to open the sack from a distance.  It held a Gnome named Wonnilon.  He claimed to be a fighter, so we put him in charge of protecting the humans we'd rescued.

We found Wonnilon's gear behind a curtain in corridor D, and then we found a secret door at point E.  In room F we fought three Bugbears.  Artimus won initiative, and with Rick's first attack roll for his new character, he rolled a crit on an Encounter power.  Let's hope that's a good omen.

During the battle, Jerry fumbled twice in the same round.  Then a bugbear grabbed him and used him as a human shield.  Calla rather stupidly attacked the bugbear and ended up dropping Jerry to 0 with her hit.  A few turns later, Ember used a power that would have hit two bugbears, and fumbled both.  Despite all the bad die rolls, we won the battle and revived Jerry.

We found a big hallway at point G, but we were getting antsy so we decided to head back to town.  We took hallway H to see if it connected to some of the hallways we already knew, which it did.  Once we were out of the temple we found that our cart and horses were no longer where we left them.  We let Joanna, our expert tracker, lead us to the culprits.  We found Mother Screng, the herbalist hag from Nulb, tending to our horses and cart.  She claimed to have defeated some bandits who had tried to steal it.  We believed her, and Jerry even apologized for being a jerk to her earlier.  Screng gave Jerry a coin to give to the church of Hommlet.

We headed back to Hommlet, where we heard some details about gnoll attacks to the South.  Joanna got more info from the village druid, while Jerry took the coin to the church and learned more information about the Temple of Elemental Evil.  We headed back to the temple, and went straight to the big hallway at point G.  There we fought five gnolls (2 War Fangs, 3 Deathpledged).  Afterwards we went to the North end of the hallway, and found a big curtain leading to room I.  In the center of this huge room was pyramid made of dirt, which appeared to be some sort of altar.  Four Earth Elementals rose from the ground, but did not immediately attack us.  Kossack poured some flammable oil on the head of one.

When they finally started to move, we attacked the nearest two.  They had a high AC and did some powerful attacks, and we knew we couldn't defeat all four at once.  But during the battle, we noticed something strange.  The two we weren't fighting didn't join the battle, they just kept walking in a pattern.  So, once we killed the two we'd already engaged, we were able to fight the final two one at a time.  It still wasn't easy, but we managed it.  After the battle we opened a chest at the base of the pyramid.  It was full of weapons and other items, all made of bronze.  Then we started digging in the pyramid, and found a lot of loot.  The haul included a major artifact, the Invulnerable Coat of Arnd.

We ended the session in that room.

Sunday, May 22, 2011

ToEE: Pit Fighters

Game Date: 5/21/2011
DM: Rusty

The Party:
Calla Noble (Matt): Human Knight
Ember (Leigha): Tiefling Wizard
Joanna Winters (Jesse): Human Archer Ranger
Jerry (Nick): Human Cleric
Kossack (Cliff): Minotaur Fighter


The Session:
There's not too much to report; most of this session was simply clearing out more rooms in the temple.  First we heard noises from room A, so we burst open the door and surprised six Ghouls.  The final one opened a door to room B, where two Ghasts joined the party.  Calla came very close to death in this fight.  After the battle we found a treasure chest, which we dragged back to room C (where we had found some prisoners in an earlier session).  We took an extended rest in the cell, and decided to explore the Westernmost hallway.  We saw some bandits coming around the corner at point D, and made short work of them.

Then we went down corridor E, and fought two more Ghasts in room F.  Then we decided to go up hallway G.  Right before the door to room H, we discovered (the hard way) a pit trap.  The pit began filling up with water, as a cover closed over it, sealing a couple of party members inside.  We hacked open a hole in the cover, but that didn't mean our pit problems were over.  Then the door to room H opened, and some bandits started shooting at us.


Ember killed most of the minions with a fire spell, and Calla tried jumping over the pit to finish off the rest.  Unfortunately she fell into the pit, but Kossack helped her out a round later.  Then ten more bandits joined the battle from behind us.  Jerry and Ember went down, while Kossack and Joanna were trying to get out of the trap, and Calla was stuck on the wrong side of the pit with no useful ranged attacks.  For a few rounds things looked pretty grim.  But Kossack finally got out of the pit, threw a healing potion down Jerry's throat, so Jerry could turn around and heal Ember.  The battle didn't last much longer after that.

In room H we found the controls to the pit, as well as to another pit to the South of the room.  We continued to explore, going through corridor I, discovering a secret door (S) that led back to corridor G, and finding a very securely locked door at point J.  We'll have to remember to check that out when we have a thief in the party again.  Finally we checked out room K, where we fought two more Ghouls and a Viper.  After that, we called it a night.

Rewards (As compiled by Nick):
+610xp each

(5/21) Monetary Totals:
PP: 16
GP: 196
SP: 860

(5/21) Monetary share, split between those present this session:
PP: 4
GP: 49
SP: 215

(5/7; Calla, Jerry, Joanna, Ember, Phredd, Inphy, Krusk, Malagar, and Kossack) Party Sack:
SP: 4
CP: 7
Old Cloak 
Boots of Striding (On the corpse of Krusk, next recipient TBD)
Ivory Statue 85       gp

(5/21; Calla, Jerry, Joanna, Ember, and Kossack) Party Sack:
Bronze Medallion 20       gp
Bronze Medallion 20       gp
Brooch (Coat of Arms) 750     gp
Silver Scroll Case 10       gp
Bloodstone 50       gp
Gold chain w/ 3 rubies 10,000 gp
Dirty Ring ???      gp
Magical Large Shield (Fire) ???      gp     Went to Calla
Undead Ward (Ritual Scroll)130     gp     Went to Ember

Friday, May 13, 2011

Itropa Module: Zombie Cyborgs From Outer Space

This module takes place in my sci-fi setting, Itropa.  We played the first half of this module on 2/27/2011.  I originally wrote the module itself for one of my Praktas sessions, but never got around to running it.  It was going to be called "The Sunken Temple of Pelor", and involved searching for rare book to break a young girl's curse.  But when I decided I'd rather run a sci-fi session, I broke the story apart and put it back together again.  These are my original notes from when I was writing up the session, in case someone wants to run something similar.  The stuff in parentheses is stuff the players might say or do.  The pictures are not from actual gameplay; they're shots I took during a practice run-through to test all the props.

Where it says a monster is "based on" another monster, that's just the monster where I got the starting stats. With some, I added/changed a few powers to fit the flavor better, but I tried not to adjust their difficulty.  For example, the Cryobots are pretty much exactly Blazing Skeletons, but with fire changed to cold.  But I had to make a lot of changes to the Sahuagin Raiders to turn them into Flying Sharks, such as taking away their ranged attacks, increasing their swim speed, adding a fly speed, and adding a couple of powers from the Flesheater Shark.

It's up to you whether your characters already knew each other or just met for this job. It's up to you whether you're poor citizens of Trasa or just passing through or whatever. In any event, you are currently in the town of Trasa, and you're looking for a way to make some money.

Scattered throughout town are computer terminals hooked up to the JobNet BBS, which those who can read check daily for work opportunities. One morning you wake to see the following post:

WANTED - BRAVE MERCENARIES FOR DANGEROUS MISSION.
MUST NOT BE SUPERSTITIOUS.
DEATH WISH A PLUS.

PAYS 7000 CREDITS PLUS EXPENSES.
APPLY IN PERSON AT 42 GILDED WAY (IN BACK).

It's the address that really catches your eye. You immediately recognize it as being on the wealthy side of town. Those people don't usually hire the poor. If they need labor, they buy a robot. If they need justice, they call the bounty hunter guild. You have no idea what this could be about, but the pay is the highest you've ever seen.

(take it) You print out a job ticket. In addition to the address, it has an appointment time printed on it. You need to be there in two hours.

(go there) You walk through Trasa's slums, heading towards the Eastside district. Eventually you reach the large wall that divides the posh side of town from the slums. You approach a massive gate, and a robot guard stops you to ask your business. You show them your job ticket, and they let you pass. Once you enter Eastside, the difference is like night and day. The streets are clean, none of the windows are broken, and not a single person pees on you. As you walk down the street, many well-dressed citizens keep their distance while giving you fearful looks.

You finally reach your destination. It is a house the size of a city block. You estimate that every person in Westside could comfortably sleep in there. But that would probably upset the owners.

(front or back) You see a button on the wall next to the door.

(ring/knock) A speaker next to the door beeps once, and "Welcome to the x estate. Please state your business." (players speak) (If front) "Please come to the back door." (back) "Please wait." A few seconds later, the back door opens, and a gold-plated robot leads you through the house. You are taken to a large study, with several comfortable chairs. The robot says, "The master will be with you shortly."

(look around room) It's very sparsely furnished, as if someone had recently moved in or was in the process of moving out. There are a lot of empty shelves along one wall. No pictures hang on the walls, and the floor is plain hardwood. The only furniture is a large desk and several chairs.

(examine bookshelf) The books are very old, which isn't surprising since few paper books are printed these days. There doesn't seem to be any common theme to the collection, or even the order in which they are arranged on the shelves. You imagine they are just there for show, and you doubt that the owner has read any of them.

(anything else you want to do while waiting?) After a few minutes, the master of the house enters the room. He's middle-aged, fit, with dark brown hair and fair skin. He is wearing an expensive robe, but it's wrinkled as if he's been wearing it for days. His hair is unkempt, and he looks like he hasn't slept in a while. He looks you over, then turns to his robot servant. "Caddersburg, please make sure they aren't wearing any listening devices." An antenna extends from the robot's head, and you hear a short whine.

"All clear, sir," the robot answers.

The man nods and turns back to his guests. He opens his mouth, pauses like he can't decide what to say, and finally says, "I'll cut right to the chase. It's my daughter. She's dying... from a computer virus."

(Explain) "I wasn't always rich. Ten years ago, I was barely breaking even each month. And then my infant daughter was in an accident that would have left her paralyzed from the waist down. It took every penny I had, but I got her the medical attention she needed. Several parts of her body had to be replaced with cybernetic attachments and implants, including a section of her spine. The cybernetic components are wirelessly linked to a computer chip in her brain. The problem is, I could only afford the cheapest parts at the time, some of which were refurbished from salvaged tech. Some of the components actually predate the War... and that's the problem. A few weeks ago a she started getting headaches, followed by memory loss. And now she's in a coma. The doctors were stumped at first, until we realized the chip in her brain had a computer virus. I've tried the best programmers I could find, but they can't fix it. It looks to be a heavily-encrypted military-grade virus, developed as a weapon during the War."

(What kind of accident?) "When they were first building the BotCo factory, there was an explosion. It got me too, see?" He pulls up his right sleeve, and you see a seam going across his arm, just below the elbow. The skin below the seam is a slightly different color than the skin above, and you notice he has no arm hair below the seam. (I thought you put all your money into your daughter's health, but that arm looks expensive) "At first I didn't even get an arm, and just lived with it. Later, once I was rich and my daughter was healthy, I indulged myself."

(Why can't you get a new chip?) "I actually have replaced some of the components of the spinal unit, a few times. But the chip in her brain can't be removed without killing her. She was so young when it was installed, that it's pretty much part of her brain now."

(Other info if needed) Rich guy's name is Thaddeus Tinsmythe, but his friends call him Tad. The daughter's name is Krianna. She is currently in her bedroom, being tended to by a doctor named Doctor Sylban. Krianna's mother, Lyranna, refuses to leave the daughter's side. Tad got rich by suing BotCo Industries when his daughter was injured, then later bought stock in the company. He's not very proud of the fact.

(If players try to negotiate for more money) "I can go up a little bit, but I have to be honest, my daughter is under some very expensive care right now. I've already sold off a lot of my possessions. I'm most likely going to lose the house before this is over. But I know you're not the only ones from Westside hurting for money. If you can't do the job for what I'm offering, I'll find someone else who can."

(What do you need us to do?) "I need you to find a datachip. North of town there is... supposedly... an old underground military bunker, from the War. We* believe this virus originated from that bunker, and hopefully there will be some sort of counter-program stored there. I need you to go there, break in, and find the source code for this virus."

(*Who is "we"?) "The programmers I hired to help my daughter."

(Why us?) He sighs. "It's in the Wilds, in a... legally ambiguous area. I've tried going through official channels, but that bunker is out of their jurisdiction. The mayor himself told me he doesn't have the power to authorize any activity there. I tried going through the Bounty Hunter guild, but they say they're not allowed to operate in that area for some reason. I sent a couple of mercenaries, but they never returned. I tried to send another mercenary, but he wouldn't do it because... (pause)... well, he believes the area is haunted. can you believe that? Haunted!"

(Haunted?) He rolls his eyes. "There's a graveyard near there, from the War. Some people believe the area is haunted by the spirits of dead soldiers. They even say they've seen the dead walking around. I HATE superstitous people. But superstition or not, there have been some unsolved deaths reported in the area." (I thought you said people weren't allowed in that area.) "Well, that's probably one of the reasons why."

(What dangers might we face?) "Well, you'll be going into the Wilds, which is a lawless area. There could be wild animals of some sort. The bunker itself might have a security system. I don't know what else."

(What are "The Wilds"?) Out of character: Anything that isn't in a city, or at least a within a city's property line, is often called The Wilds, to indicate they aren't bound by any laws.

(We'll take it.) "Wonderful. Now listen, there's no way to teleport to that area, because there's no Destination Point. However, it's not far from the Magnarail that runs from here to Alta. I have a transport that can take you to the general area, but it can't leave the Magnarail. From there, you'll have to walk. Take this GPS device, it will guide you the rest of the way. Once you are in the bunker, look for a room called 'Data Storage'. Here is the Virus ID, you can search the Data Archives for this number." He hands you a small card with a long number printed on it.

Encounter 1: Magnarail - Bandits
2 Inner Eye Speeders (Based on Human Rabble)

1 Inner Eye Biker (Based on Human Bandit, riding large hoverbike)
3 to 5 Inner Eye Bandits (Based on Human Bandit)
1 Giant Rabbit (Based on Dire Rat)



You are riding in a transport, which glides a few feet above a large magnetic rail. There's not a whole lot to the vehicle; it's basically a long rectangular shelf. It was designed to transport goods instead of people, so it's not a particularly comfortable ride, either. For the first hour or so, the Magnarail cut through a grass plain surrouned by farmland, but now you are riding through the forest. There's about 25 feet of clear grass on each side of the rail, after which you see nothing but thick trees on both sides.




(Who has the highest passive perception?) You start to notice something in the distance. As it gets closer, you realize it's another vehicle. (PC action?) It's some sort of large hoverbike. As it gets closer, the vehicle appears to be misshapen, as if it was assembled from the scrapped parts of various older vehicles. The large vehicles is flanked by two smaller hoverbikes. You can now make out details on the drivers. (General Knowledge check) They are wearing the armor of a the Inner Eye, which is an organization of criminals.





(Who has the highest passive perception?) You start to notice something in the distance. As it gets closer, you realize it's another vehicle. (PC action?) It's some sort of large hoverbike. As it gets closer, the vehicle appears to be misshapen, as if it was assembled from the scrapped parts of various older vehicles. The large vehicles is flanked by two smaller hoverbikes. You can now make out details on the drivers. (General Knowledge check) They are wearing the armor of a the Inner Eye, which is an organization of criminals.

(If they wish to stop the vehicle) That will be a minor action. There's a computer screen at the front of the vehicle, and the option to stop the vehicle is plainly visible. You select the option, and it begins to slow down. It will take another round to come to a complete stop. You notice, however, a flashing light on the screen. A warning pops up that says, "Obstruction detected ahead." (Look up) In the distance, but rapidly getting closer, you see something lying across the rail.

(Can I jump off the transport?) I wouldn't recommend it, but yes. You'll take some falling damage. Also keep in mind that all the vehicles are moving very fast, so the battle will quickly leave you behind.

(If they don't stop vehicle, speeders chase PCs for a few rounds, shooting at each other.) You hear the computer say, "Obstruction detected. Vehicle stopping." Ahead of the transport, you see something lying across the Magnarail. The transport begins to slow down. (One more round.) The transport finally comes to a stop. You see part of a huge tree lying across the rail, and more outlaws standing on each side. One of the bandits has a large pet rabbit.






(When a bandit is hit by a critical hit, player may choose to trigger one of his frag grenades.) You hit one of the frag grenades on his bandolier, which explodes. (In addition to player's max damage, does burst 1 explosion that all in burst, including wearer.)

(When small rider is hit.) He loses control of his bike, flies off into the trees, exploding in a shower of flaming wreckage. (#2) You hit him right in the chest, piercing his armor and killing him instantly. He falls off his bike, which flies off into the forest. You hear an explosion in the distance as it hits a tree.

(When small rider's bike is hit.) Your shot takes out his steering control, and he flies off into the trees. Ka-boom. (#2) Your shot hits his fuel tank, causing the bike to explode.

(When large rider is killed.) As an immediate reaction to reaching 0 hit points, he pushes a few buttons on the control panel before falling over dead. You barely hear the bike's onboard computer announce, "Self-Destruct Sequence Activated." Then it starts beeping. (Takes 1 full round. Next round:) The beeping sound gets faster and faster until it is just a long tone. Suddenly it explodes.

(If rabbit is killed but owner is still alive.) As an immediate reaction to the rabbit getting killed, his owner calls you a jerk and gives you an obscene gesture. He is basically "marked" by you until one of you dies, or until someone else marks him.

(If rabbit's owner is killed, on rabbit's next turn.) The rabbit was psychically linked with its owner, and therefore will not fight without its owner present. It bounds off into the woods.

(When down to last bandit, if battle was too easy.)  The final bandit backs away a few steps.  As a minor action, he pulls a large vial of silver liquid from his bandolier, and drops it to the ground.  The liquid bubbles and expands, quickly forming into the shape of a humanoid.  (If bandit is ranged, summoned creature is melee, and vice versa.  See stats below under treasure.)







Treasure:  Each bandit is wearing +1 light armor.  One was using a +1 blaster with ammo (same stats as light crossbow w/ 99 bolts).  You find 2 frag grenades (Burst 1 in 10, +6 vs Reflex, 1d6+4 Fire Damage).  You also find 2 vials of silver liquid, each labeled "Liquid Metal Buddy".  This is a one-time use item that summons a minion.  It's a minor action to activate, and the Buddy appears in an adjacent square.  The Buddy lasts until he is hit, or until the end of the encounter.  Once summoned, you use your minor actions to issue orders to the Buddy (works similar to the Onyx Dog and other Figurines of Wondrous Power, see Adventurer's Vault page 180.)

The Liquid Metal Buddy comes in two styles - Marksman and Brute. 
Stats: HP 1, Speed 6, AC 20, Fort 18, Reflex 15, Will 15
Marksman Laser (Ranged 15/30): +9 vs AC, 1d8+2 damage
Brute Club (Melee):  +12 vs AC, 1d10+2 damage


Handout - Various Treasure
 (If any hoverbikes still work, players may use them, but each is only made to seat one. Two could squeeze, but not safe. Plus going into forest, which is dangerous if you're not trained to ride these things.)

(Can I take his bike?)

Yes, but:
1. It only seats one person.
2. Science check to use it. If you fail, then you can't figure the controls. Someone else in the party might be able to teach you how to use it, but it will take a couple of hours.

Handout - Hoverbike

(Continue on) You push the tree off of the track, and the computer says, "Obstruction cleared. Please board the vehicle." As soon as you are all on the transport, it continues. About half an hour later, it stops again. "You have reached your destination." This area doesn't look any different than what you've been seeing for the last few hours. There is thick forest on both sides of the track. The GPS device directs you to enter the forest to the East.

In about 20 minutes you start seeing gravestones mixed in among the trees. The GPS instructs you to continue through the forest. (Go around?) It's not really an organized graveyard. It might have been at one time, but now it's hard to tell where the boundries of the area once were. You do your best to give it a wide berth, but as you get closer to the bunker, you find that there's simply no way to completely avoid the graveyard area. It surrounds the bunker. (Go through) The gravestones are very old, and the forest has grown so much that it now looks like the graves are just randomly placed around the forest. After another half hour of walking, you start to hear rustling noises in every direction. In the distance you see something moving between the trees. From the opposite direction you hear a low moaning. Then, inches away from your foot, you see the dirt move. Three graves away, a hand bursts through the dirt. Soon you find yourself surrounded by what you could only describe as... zombies!

Encounter 2: Cyborg Zombies
5 to 8 Soldier Zombies (Based on Zombie Rotter)
1 Zombie General (Based on Wight)
2 Cyborg Zombies (Based on Boneshard Skeletons)






(Place minions in circular pattern, allowing them to slowly close in on all sides.  Describe them as you are placing them on the board) These eight just look like rotting dead people. They are dressed in soldier uniforms, or at least what's left of soldier uniforms. (Place the two Cyborg Zombies on opposite sides of the party.)  These two are also zombies, but they have cybernetic implants. Whether they were actually cyborgs in life, or the implants were added after their death, you really couldn't say. (Place the General anywhere.)  This one is dressed like a general. He also has some cybernetic parts.

(Zombies saw the party first, but are slow, so no suprise round for either. However, since the zombies didn't suddenly all pop out at once, some could start prone. Judge based on difficulty.)

(The first time a Cyborg Zombie explodes) You hit a vital cybernetic component, and it sends out a shower of sparks that hits everyone in the area.

(When Cyborg Zombie dies) You hit another vital component. The zombie explodes in a shower of metal shards and body parts.

(When General steals healing surge) He touches you, and one of his short-circuiting cybernetic components sends a jolt of electricity running through your body. You lose a healing surge.

(After battle, examine bodies) Most are dressed in soldier fatigues. Considering the War was so long years ago, you're a bit surprised that there's any clothing left. Or that there's still so much meat on their bones. In fact, a few of them look like they died within the past month. You find a keycard on one of the corpses. (Read keycard) "Private Eli Cranston. Security Clearance D."

(Continue?) You continue to follow the GPS. It leads you to something that, at first glance, appears to be an old overgrown stump, covered with vines and leaves. But you soon realize that this is just camoflage for a steel bunker. You find the door. (P. Perception) Unlike the rest of the bunker, the door isn't covered with vines. And you notice some footprints in front of the door. It looks like someone has been here recently. (open door) The door is locked. There is an electronic box next to the door. It has a keypad on it, and a keycard slot on one side. (Hacking or Engineering is DC20. Can be tried over and over until successful. Or if they search the graveyard, they might find a soldier's keycard.)

A light on the keypad flashes green, and there is a mechanical whirr as the door slides open. Tou see a long set of metal stairs decending into the darkness. Some light panels on the walls gradually flicker to life. The stairs appear to go on for a very long time. (Listen) There is no noise other than the low hum of the lights. (Descend) Your footsteps echo loudly on the metal stairs. It seems like it takes forever to get to the bottom, but you finally do. There is a short hallway, ending at a door. There is another keypad next to the door, but this one is already flashing green. As you approach, the door slides open automatically. There is another hallway, and in the distance you can see that it opens into a large main hall. You think you see some human-like figures on the upper level of the main hall. (Perception or move closer) You were wrong, they're not that humanlike. They appear to be robots.

The main hall is a large open room, with a central staircase leading up to a catwalk, which goes around three walls of the room. There are two other doorways on the lower level, and three on the upper level. There is a computer on one wall. On the upper catwalk, you see three robots walking around. They appear to be worker robots, the kind you might see in a factory. You see two large, very scary-looking robots on the lower level, standing at attention against the wall. You also see something mechanical standing behind two of the posts holding up the catwalk, but you can't get a good view. (Knowledge check, upper level robots.) Specifically they look like they were designed to function in freezing temperatures, like the type of robots you might see working in a cryo vault. (Knowledge check, large robots on lower level.) These are Battlebots, which have been designed for war. (Knowledge check, if they can see robots behind posts.) These are Hammerbots, which were designed for factory work.

(Enter the main hall) As you step into the room, all the robots turn to face you. Their eyes light up red, and they shout, "Intruder Alert!" Roll for initiative.

Encounter 3: Main Hall - Auto Defenses

2 or 3 Cryobots (based on Blazing Skeletons, change heat powers to cold)
1 or 2 Battlebots (based on Orc Berserker)
2 Hammerbots (based on Dwarf Hammerer)











(If game is running long, players may attempt to use the computer to disable the robots, but it takes a high Hacking Check, and a separate check [full round each] for each robot type.  If you want to adjust the length of the entire module, change the number of occupied rooms in the compound.  The rest of the base could be empty except for the final encounter, or it could have security bots in every room.)

(Use computer) The screen displays an interactive map of the facility. You have the option of printing out a copy of the map to take with you.  There are a few other options on the screen, but most of them require security clearance. (Hack or keycard) There's an option to disable the robots in the main hall. There's an option to unlock all doors in the facility, but only Clearance Level C and below. And there's various other minor options that don't really stand out. (Like what?) Just things like turning lights on and off, adjusting the temperature, communications, cryogenic life support, monitor brightness, screen saver, and so on. (Use communications) The communications screen loads up. A bar loads across the screen, then it just says, "Unable to connect to server. Working offline." You surmise that it was trying to connect to whatever communications hub they used during the war. (Use crygenic life support) It asks for higher level clearance than you have. (If they come back later with higher clearance.) Apparently, somewhere in the facility are some cryo tubes with people in them. From this computer you can turn those tubes on or off, or activate revitilization mode, or even adjust some of the other settings. (Turn off.) You turn the cryo tubes off. You might have just killed several people. (Do I get XP for that?) No.

Handout - Map


1 - Main Hall
2 - Barracks
3 - Training Room
4 - Mess Hall
5 - Showers
6 - Security Checkpoint A
7 - Security Checkpoint B
8 - Weapons Storage
9 - Aquatic Labs
10 - Bio Labs
11 - Data Storage
12 - Cryo Vault
13 - Kennel
14 - Stockade
15 - To Surface
R - Restrooms
S - Storage
O - Offices
E - Escape Tunnels

(Check Map for Data Archives) You see the Data Archives Room on the map.

(Take North corridor to Security Checkpoint B) As you enter the hallway North of the Main Hall, you find the hallway has collapsed. All you can see is a wall of rubble; you can't tell how far back it extends. (Note: The collapse is centered just below the Stockade, see pic below.)


 


(Go to Weapons Storage) - There's not much left in here. You find a few guns, but they're basic issue - out of character that means no plusses, so they're probably not even as good as what you're already carrying. You do find a few assorted grenades, though. You also find a gun designed to fire sharks. However, it only has one round of ammo.


(Examine weapon) It's a long metal tube with a couple of buttons and a trigger. It seems simple enough to use. Inside is a small, crygenically-preserved amphibious flying shark. As the shark is launched from the chamber, it is also injected with a drug that instantly brings it fully awake, and fills it with rage for the first creature it sees.  (When they use on a creature later) You pull the trigger, and a small angry shark bursts forth from the barrel. (If it hits) The shark's jaws latch tightly on to the foe. (Creature's next turn) The enemy takes 6 damage as the shark continues to gnaw on his arm. (Save ends) The enemy finally shakes off the shark. The shark hits a nearby wall, then recovers and flies out the nearest door, disappearing down the hallway.


(Go to Cryo Vault) - As you approach the door to cryo storage, you are overwhelmed by a powerful odor. You can go in if you want, but I think it's safe to say that the cryo compartments have failed. (Go in) As it turns out, this room was used to store both frozen foods and frozen soldiers. However, it looks like the machines shut down at least a few days ago, and now everything has expired. Give me a perception roll. (Low) You find a lot of rotten food, and a few dead people. All are partially decomposed. Most are still sealed, but a few of the seals have broken, creating that lovely smell you're enjoying. (High) They're faint, but you see some footprints. Some are bootprints, and others look like robots tracks. They're going back and forth from some of the empty cryotubes that probably once housed soldiers. You also see some odd lines that might indicate someone was dragging something.  (If they look more closely at the empty cryo tubes.)  Each of them has small card stuck to it, with the name of the person inside.  The closest empty tube has the name "Doctor Ricter Jenson" on it.  (If they ask for other names)  Most of them have the of soldiers, like "Private Dade Marsall" or "Lt. Rone Pelson". 
(If they check out Barracks, Training Room, Mess Hall, Showers, Restrooms, or other misc rooms, they find nothing of value. Put a few random treasures in the Storage rooms, like Stim Tabs or Frag Grenades.)

(Head to Security Checkpoint A.)  As you enter the room, you hear the now-familiar whirr of robotics coming to life.  You see a couple of security robots in the room.  There's another hallway on the opposite end of the room, and something large comes running down the hall.  (Examine Lazerbots) These look like actual security robots, and are the first bots you've seen that actually looked like they belonged where they were. (Examine Bladebot) This robot was designed for cutting and digging. (Examine Brutebot) What looks like a robot is actually a set of power armor, designed to be worn by soldiers in combat.

Encounter 4: Security Checkpoint
1-2 Lazerbots (Based on Gnoll Huntmaster)
1 Power Armor (Based on Bugbear Warrior)
1 Bladebot (Based on Tiefling Darkblade)



 








(After battle, explore exits.)  There is a doorway to the north marked "Aqua Lab: High Security Area." There is a small hallway leading to the East, marked "Offices".

(Open up the Brutebot's Armor.) You find another zombie inside.  .(Does the zombie attack?)  It was badly smashed up in the battle, so it's no longer a threat to you.  This one is a lot fresher than the soldier zombies you fought outside.  This one is wearing a lab coat, and he could have just died yesterday for as little as he's decayed.  (Then how do I know it was a zombie, and not just some guy?)  Well, first off, you do see some signs that he's been dead at least a few hours - like bloating, rigormortis, and discoloration.  Secondly, there's a burn wound to his chest, which you didn't make.  He was probably shot to death with some sort of energy weapon.  (Look for ID Badge/Card)  It says his name is Doctor Rictor Jensen.  (Note: If they've already checked out the cryo vault, it's the same name as one of the bodies missing from there

(Can I repair the Bladebot and have it tunnel through the collapsed tunnel?) You can, but it would probably take you several hours to repair it, and several days for it to tunnel through the hallways.

Encounter 5: Security Checkpoint (Puzzle)
This puzzle has two possible solutions.  If they discover the zombie body inside the Brutebot Battle Armor, they can use its eyeball on the retina scanner.  They can also find a higher level keycard, and use it with a specific computer to add one of the PCs as a new personnel.  If you want to make the module longer, then don't hide the solution to this puzzle in this room. Instead, put the scientist zombie (or a keycard, etc) somewhere in the West side of the complex, and add more encounters there.

(Open door to Aquatic Lab) There is a sign on the door which read, "Restricted Area. Security Clearance B or above required." There is a retina scanner on the wall next to this door.

(Use retina scanner.) "Record not found."

(Use a zombie soldier eye.) It's too far gone to get any data.

(Use the zombie scientist eye.) "Identity verified.  Welcome, Doctor Jensen."  The door opens.  (This is optional; if you want to force the PCs to use the method below, you can make this eye too far gone as well.)

(Hack.) It is beyond your ability to hack this terminal. Plus, there's no keypad or anything to hack.

(Use keycard.) There is no keycard slot on this door.

(Use other computer.) This computer appears to contain data on personnel. Unfortunately, your keycard doesn't have the clearance required to use it.

(Search Right Hall) - This short hallway leads to four offices, probably used by high-ranked officers. Each room has a desk, some shelves, and some filing cabinets.  There's a large shared bathroom at the end of the hall. (Search) In one of the desks, you find an ID Card. It looks like it once belonged to someone named "Director Aarik Olsan", and it has the letter "A" stamped on it.

(Use personnel computer with Olsan's keycard, or hack personnel computer.) The computer boots up. A welcome screen says, "Welcome, Director Olsan." A menu comes up with several options. From this screen you can review existing personnel, and add new personnel, edit existing personnel, delete personnel, and so on.

(Add new personnel.) It goes through a few screens asking you to input information about the new personnel. At one point it asks you to set their security clearance. Then it asks you to have the new personnel scan their retina. "Recording... Done. New personnel data saved."

(Log off and use retina scanner next to Data Archives door.) "Identity verified." The door opens.

You enter the Aquatic Lab. Half of the room is a large tank of water, the water's surface being level with the floor you're on. Ahead of you, there is a set of stairs leading up to a bridge, which leads to the room's other exit. However, the exit door is blocked by two Hammerbots.

Encounter 6: Flying Sharks
2 Hammerbots (Based on Dwarven Hammerer)
2-4 Flying Sharks (Based on Sahuagin Raider / Flesheater Shark)





(Hammerbots will hold their actions until PCs are on the bridge, and will then attempt to push them into the water using their Hammer Bash power. Once the PCs are on the bridge, or if PCs move to the edge of the water, or if PCs attack Hammerbots from a distance, the sharks enter the battle.) You see a couple of fins break the surface of the water. They move in rapid circles under the bridge (or near the edges of the water, if PCs are standing near there.) Suddenly a shark jumps out of the water... and stays there, hovering.

(The Flying Sharks are unable to fly as high as the bridge, but they can hover above the floor that's even with the tank. They can also hover up the stairs if they really want on the bridge, but for the most part they remain a hazard to the PCs who fall into the water, or those who choose not to climb the stairs.)

(After Battle, head to hallway before Bio Lab)  You are in a small hallway. To the North is the Bio Lab. To the West there's another Security Checkpoint, and the Kennel is to the East. You hear some loud noises coming from the Kennel, but your map says you should go North.

(Go to Kennel) This room smells awful. This looks to be where they kept the animals they were using for lab experiments. Half of the room is lined with animal cages of multiple sizes. Most are empty, but a few hold the skeletal remains of various animals. The other half of the room holds a single container - a huge metal box, big enough to hold an elephant and then some. There are a few air holes here and there, and small feeding slot in the door, but otherwise the box looks sturdy and solid. From inside, you hear a deep growling, followed by a loud scratching sound on the door. The entire box shakes as something heavy thumps against the door. (Try to look in the airholes) It's too dark to see anything. (Put a light through one of the holes.) You can't get a good view of whatever is in there. You see some blue fur, and what looks like shiny metal. (Try other angles) You shine the light through a different hole. The creature turns toward you, and for a second it looks straight at you. It's green eyes glow in the light, the slitted pupils glaring at you angrily. Before you can get a really good look, the creature shimmers, then vanishes.  You can still hear it growling and moving around in the box, but you can no longer see it.  Occasionally you see a strange warping of the the light, but nothing more.  (Nature check to identify the glimpses or the growls)  You get the impression that it is some sort of jungle cat, but it's much larger than you would expect.

(Note, this creature is meant as an optional extra boss, if the session ends early and you need one more encounter. The DM may not wish the PCs to release the creature at this time. If so, when they try to open the door to the box) It has an alphanumeric keypad lock, requiring a 10-digit code. It would take a long time for you to try all the combinations. (How strong does the box look?) The box and its door are made of thick virtrinium steel, which is some of the toughest stuff on the planet. (If they try to blow the door open) There's a loud boom and a lot of smoke. The creature inside the box hisses angrily. When the smoke clears, you see that the box is still standing, the door is still firmly locked, but the keypad is no longer functional.

(If the DM decides to allow the PCs to successfully open the door) Suddenly the door bursts open, and you hear the invisible creature jumps out of the cage. You see the air shimmer as it darts past you, squeezing through the kennel doorway and pouncing down the South hall towards the Aquatic Lab. (If they try to shoot the creature through the air holes) This makes the creature very angry. There are several loud thumps at the door, each louder than the last. Suddenly the door bursts open, and the creature jumps out of the darkness. You see the air shimmer as it darts past you, squeezing through the kennel doorway and pouncing down the South hall towards the Aquatic Lab.

(If the PCs insist on chasing the cat through the compound, have them find some footprints here and there.  Easy nature check reveals it to be large catlike prints.  If the PCs go through the Aquatic Lab, the will find that one of the sharks they killed earlier has been partially eaten.  They might chase the cat's footprints all throughout the complex only to find the cat has already found a way to escape to the woods.  Or you might decide to start Encounter 8 early.)

Encounter 7: Biolab - Boss
1 Doctor ViTalus (Based on Tal Lorvas from Dungeon Delve p. 40)
1 Doctor's Creation (Based on Zombie Hulk)
3 or 4 Soldier Zombies (Based on Decaying Skeletons)





The door opens, and you see a small hallway. On the other side is the biolab. As the door opens, you see that the light is already on. You see two other exits from the room, doors marked Data Archives and Emergency Escape Tunnel. Along two of the walls you see some large glass tubes filled with bubbling green liquid.  Three of them have some sort of humanoid inside, one of which is extremely large. There are two tables in the middle of the room, and there is a zombie soldier lying on each one. In front of one of the tables stands a person, his back to you. He was using some sort of medical instrument on one of the zombies, but he starts to turn around when he hears the door open. He is short, and wearing a some sort of jumpsuit. As he turns toward you, you see that he has greyish-purple skin and large round eyes. You've never seen anyone of his race before, or anything that looks like him on this planet.

"Who are you?" he asks, in an otherworldly accent.

(Players get him talking.) "I am Doctor ViTalus. I was the only survivor when my ship crashed on this miserable planet. But using nanotechnology to regenerate dead tissue, I'm creating an undead army which will conquer... Wait a minute, why am I telling you this?" He gestures to his zombie soldiers. "Kill them," he orders.  The zombies on the tables start to rise.  The glass tubes open up, their liquids spilling out and revealing more zombies.  From one of the tubes steps a giant humanoid creature, who appears to be stitched together from many dead bodies.

If players offer deal for the information, reply, "Negative! I claim all the data stored at this site! And I leave no witnesses alive!"

(After battle, explore Data Archives) You check the room marked Data Archives. There are shelves on every wall, and more shelves in the center of the room. Each shelf is filled with clear plastic clamshell sleeves that contain computer chips, discs, and other types of storage media. Each storage sleeve has a catalog number printed on the spine. Using the Virus ID number you were given, you easily find the datachip you need.

(If the Cybertooth Tiger escaped down the hall earlier, and the PCs want to hunt it down, they can't find it anywhere in the compound. With a Nature check, they might be able to track the animal far enough to find it has left the compound using the original entrance. Any closed doors are now busted open.)

(Take Escape Tunnel) You find a long vertical tunnel, with metal rungs. When you grab the first rung, the entire set of rungs starts quickly moving upward on a track. All you have to do is hold on. A hatch opens up as you get close. You climb out of the hole, and find yourselves in a small cave. Once all of you have exited the Escape Tunnel, the hatch seals behind you, blending in to the rock perfectly.
(Take original stairs) You walk back through the compound, and take the long flight of stairs back up to the surface. You're relieved to finally see daylight again.

Encounter 8: Cybertooth Tiger (Optional)
1 Cybertooth Tiger (Based on Spectral Panther)




As you begin to walk away from the bunker, you hear a rumble behind you. You turn around to see the Zombie Hulk from the Bio Lab, climbing out of the ground. His wounds have partially healed, and he appears to have mutated even further. He's now much bigger and stronger looking.  He is about to charge when you hear a growl from behind the zombie.  The air shimmers for a second, and a giant blue cyborg cat gradually appears.  Before the zombie can react, the cat bites it in half, chewing the undead monster hungrily.

(If there's time for a final encounter)  The cat then turns to you, roars, and prepares to pounce.  Roll initiative.

(If you'd rather just finish the module)  The cat gives you a warning glare, as if to say "hands off my dinner."  It then picks up the rest of the zombie in its mouth, and runs off into the forest.

Conclusion

The walk back to the Magnarail is uneventful. You find your transport right where you left it, and take it back to town. The cure works - using the datachip you found, the doctors are easily able to save the little girl's life. Your employer is so grateful that he gives you an additional 1000 credits on top of what he had promised you before.