| Author | Topic: Exit 23: Alternity Dark Matter adventure converted (Read 243 times) |
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|  | Exit 23: Alternity Dark Matter adventure converted « Thread Started on Jun 1, 2006, 10:37pm » | |
The following posts are my True20 conversion notes for "Exit 32," a free downloadable adventure available here:
http://alternityrpg.net/downloads/source....asic_rules).pdf
Exit 23 was originally written as a fast-play adventure for the Alternity rules set and the Dark Matter setting... (a modern day conspiracy/horror setting).
Exit 23 Conversion notes: Note: the Adventure begins on page 21 of the PDF after the Alternity Fast Play rules (though according to the page numbers it is page 26). You need to download a copy of the adventure for these conversion notes to make sense.
*****INCLUDES SPOILERS!!!*****
Exit 23 is an adventure for beginning level characters, meant to introduce them into a world of dark secrets, conspiracy and horror.
Scene 1: A Gristly discovery
Helping Riley: Riley is “Dying.” A Difficulty 15 medicine check will stabilize him. Any medicine checks made in the dark are at a -2 penalty unless the heroes specify that they are providing light somehow. Otherwise he must make a Difficulty 20 constitution check to stabilize. If this fails he gets a Difficulty 10 constitution check each round to survive until the next round (his con bonus is +1). Riley’s statistics are not important as he is pretty much going to be unconscious and helpless for the duration of the adventure (if he lives at all).
Checking Out the Scene: These are the difficulties for noticing clues at the scene: Difficulty 10 Notice check: The hero notices that a fine layer of frost covers the entire room. This was not present the last time one of the heroes visited the facility; the rest room is much, much colder than it should be. (Most heroes notice this.) Difficulty 15 Notice check: The hero to notes that no icicles large enough to kill someone have formed anywhere on the building, and certainly not in the rest room. Difficulty 20 Notice check: The hero realizes that Riley’s attacker most likely hit him from the front, probably as he stood near the sink, judging by the blood splatters on the wall. Difficulty 25 Notice check: The hero also notices that while Riley’s coat hangs on a hook on the wall, no other personal belongings from either victim are in sight.
Hidden Clues: These are the difficulties for searching for and finding items in the room: Difficulty 15 Search check to find the briefcase in the trash (this is an automatic success for any hero that specifically declares they are searching the trash.) Difficulty 20 Search check to find the footprint in the puddle of blood surrounding John Black’s body. It seems to be the print of a large wolf or maybe a small bear.
Scene 2: Danny Wood Calming Danny down takes a Difficulty 14 Diplomacy check. Threatening Danny into staying put is a Difficulty 15 Intimidate check (with a +2 bonus for an obvious authority figure such as a uniformed police officer). This is an automatic success for anyone brandishing a gun. Getting Danny talking takes a Difficulty 15 Diplomacy or Intimidate check… the Difficulty drops to 13 if the heroes have managed to calm danny down.
Finding Out what he saw It takes a diplomacy check to get Danny to reveal each bit of knowledge (the difficulties are described above).
Do I know anything About This? A Difficulty 10 Knowledge (current events) or Knowledge (civics) check allows a character to know that there have not been any similar attacks in the area.
Characters who have read Riley’s notes can make a Difficulty 15 Knowledge (supernatural) check to come to the conclusions listed on page 31 of the adventure: • If Galvin was a diabolist (an evil sorcerer), the creature that attacked Riley and Black may have been some kind of demon. Such things come in many varieties, and ice-demons or winterdemons have been described in some obscure occult texts. • Demons or spirits are often bound to specific missions or tasks, such as the destruction of a particular person or the recovery of a specific object. • Demons may be invulnerable to normal weapons, but sometimes possess other weaknesses—a susceptibility to silver weapons, fear of bright light, and so on. Scene 3: Who Goes There?
![[image]](http://i36.photobucket.com/albums/e3/ConanMK/WinterDemon.jpg) Winter Demon Type: 3rd Level Outsider (Cold, Extraplanar, Vice) Size: Large Abilities: Str +5, Dex +2, Con +3, Int -1, Wis +3, Cha +0 Feats: Power, Skill Focus (Intimidate) Skills: Intimidate 6 (+9), Knowledge (Supernatural) 6 (+5), Notice 6 (+9), Search 6 (+5), Stealth 6 (+4) Traits: Cantrip, DR 4/(fire, silver or supernatural), Powers (rank 6, Wis, save Difficulty 14, Cold Shaping +9), Snow-cloud Form, Storm Strength, Vulnerable to Silver and Fire. Combat: Attack +4 (+2 dex, -1 size), Damage +6 (claws, icicles), Defense +4 (+2 dex, -1 size), Init +2 Saves: Toughness +8 (+3 natural, +3 con, +2 size), Fort +6 (+3 base, +3 con), Ref +5 (+3 base, +2 dex), Wil +6 (+3 base, +3 wis)
This nightmarish monstrosity looks like a large, wolflike biped with claws of ice and a gaping jaw filled with needle-sharp fangs. Cantrip: The demon can use an action to create a minor supernatural effect (flickering lights, frightening sounds, gusts of wind) within 30 ft. This requires a successful Difficulty 10 Wisdom ability check. Snow Cloud Form: The winter-demon can use a standard action to dissolve into a cloud of ice and snow that can’t be affected by any damage except fire, although this prevents the creature from attacking. It can resume its physical form by spending another action to do so. Storm Defense: The demon gains a +2 bonus to initiative and a +2 bonus to its defense (both dodging and blocking) while it is outside in a snowstorm.
Scene 4: Smoke ‘Em Out The heroes have 6 rounds to make 10 successful checks related to putting out the fire. Any hero can use a skill challenge to add an additional +5 to the difficulty of a task to gain two effective successes. Beating out the flames: Difficulty 15 Strength check. Anyone who roles a natural one catches on fire! (see page True20 Adventure Roleplaying pg 112) Getting a fire extinguisher takes 1 round to find and one move action to get back to the fire where it can be used. The hero can then use standard actions to make a Difficulty 10 dexterity check to put out some of the flames. Use water or snow: It takes one round to find a bucket. Getting to a source of water or snow takes a move action, and filling the bucket takes a standard action. They must then move back towards the fire and take another standard action to make a Difficulty 12 strength check to splash the water and sow across a big enough area to put out some of the flames. Moving flammables away from the fire: Each time a hero spends a round moving flammable objects away from the fire buys everyone an additional round before everything goes up in smoke.
Scene 5: Firebug
![[image]](http://i36.photobucket.com/albums/e3/ConanMK/JacobDunmont.jpg) Jacob Dumont Type: 1st Level Humanoid (Human, War 1) Size: Medium Abilities: Str +3, Dex +2, Con +1, Int +0, Wis +3, Cha -3 Feats: Armor Training (Light), Attack Focus (light pistol), Firearms Training, Skill Focus (Intimidate), Tough Skills: Drive 4 (+6), Intimidate 4 (+4), Knowledge (Supernatural) 4 (+4), Notice 4 (+7), Stealth 4 (+6) Traits: Human Background Traits Combat: Attack +3 (+2 dex) (+4 with light pistol), Damage +3 (light pistol), Defense +3, Init +2 Saves: Toughness +5 (+1 con, +1 tough, +3 bullet proof vest), Fort +3 (+2 base, +1 con), Ref +2 (+2 base), Wil +3 (+3 wis)
Scene 6: Les Trieze Corbins
Getting Ready: A torch does +2 fire damage Treat molotov thingytails as fragmentation grenades that do +3 fire damage (remember that the winter demon is vulnerable to fire and takes double damage) If the hero rolls a natural 1 on their attack roll, the thingytail blows up before they can throw it!
Scene 7: Fire and Ice (remember that the winter demon is vulnerable to fire and takes double damage)
Warding: The winter demon must make a difficulty 17 will save to approach any hero holding it at bay with a torch or cross/blessed object. Douse and Light: It takes a successful attack roll to douse the demon with gasoline, and another successful attack to light it on fire (see True20 Adventure Roleplaying pg 112). Molotov thingytails: Treat molotov thingytails as fragmentation grenades that do +3 fire damage. If the hero rolls a natural 1 on their attack roll, the thingytail blows up before they can throw it! Aerosol Sprays: An aerosol can and lighter could be used to make an improvised flame thrower with a damage bonus of +3 and a range of 5 ft.
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|  | Re: Exit 23: Alternity Dark Matter adventure conve « Reply #1 on Jun 1, 2006, 10:38pm » | |
The following are conversions of the pre-generated characters that come with the adventure:
![[image]](http://i36.photobucket.com/albums/e3/ConanMK/JaneMcDermott.jpg) Jane McDermott Type: Level 1 Human Warrior (State Trooper) Size: Medium Abilities: Str +2, Dex +1, Con +0, Int +0, Wis +3, Cha +0 Skills: Climb 4 (+6), Drive 4 (+5), Intimidate 4 (+4), Knowledge (civics) 4 (+4), Notice 4 (+7) Feats: Armor Training, Attack Focus (pistol), Firearms Training, Improved Strike, Precise Shot Traits: Human Background Traits Combat: Attack +2 (+1 dex) (+3 w light pistol), Damage +3 (light pistol or unarmed), Defense +2 (+1 dex), Initiative +1 Saves: Toughness +0, Fort +2, Ref +1, Will +3
Equipment Undercover Vest*, light pistol with 15 rounds, flashlight, handcuffs (two sets), personal radio, police cruiser with 12 gauge shotgun* and 20 shells*, police radio, toolkit. *The vest is stored in the trunk of her car and can be worn under her uniform. The shotgun and ammunition are also in the trunk.
Background and Personality Jane McDermott grew up in Boise, Idaho. After attending a local community college for two years, she took the Idaho State Trooper exam and passed with flying colors. She’s been out of the academy for about a year and a half now, which is long enough that her peers don’t call her “rookie” anymore unless they’re trying to get under her skin. In fact, her fellow officers made a point of giving her a necklace with a silver bullet on it to commemorate the time she saved a man from a rabid coyote that attacked him while he was changing his tire on the roadside. Officer McDermott is tall and athletic. She has always enjoyed physical challenges, and she spends a lot of her off-duty time rock climbing and working on her tae kwon do. She’s very stubborn and self-reliant, and strongly inclined to handle situations by herself instead of calling in help if it’s at all possible. That might get her into trouble someday. . . .
![[image]](http://i36.photobucket.com/albums/e3/ConanMK/WillWheeler.jpg) Will Wheeler Type: Level 1 Human Warrior (Militaman) Size: Medium Abilities: Str +3, Dex +2, Con +3, Int +1, Wis -1, Cha -2 Skills: Climb 4 (+7), Drive 4 (+6), Jump 4 (+7), Medicine 4 (+3), Notice 4 (+5), Stealth 4 (+6), Survival 4 (+5) Feats: Firearms Training, Precise Shot, Skill Training, Tallented (Notice and Survival), Track Traits: Human Background Traits Combat: Attack +3 (+2 dex), Damage +3 (light pistol or unarmed), Defense +3 (+2 dex), Initiative +2 Saves: Toughness +3, Fort +5, Ref +2, Will -1
Equipment Lighter and pack of cigarettes; light pistol with 6 rounds, carried in an ankle holster; assault rifle with 30 rounds, in lockbox in the truck; beat-up 4WD Suburban with police band radio and CB radio; 500 antigovernment pamphlets, in truck.
Background and Personality Will Wheeler is a native of Moscow, Idaho. He joined the Army right out of high school and served for a four-year enlistment before coming back home to work on his father’s ranch. When the ranch failed and tax collectors confiscated his family’s land, Will decided that he didn’t need to support the government with his tax dollars anymore. He’s drifted through a couple of militia groups and is currently living in an isolated “free haven” run by a group calling itself the Liberty Church. Will’s also a little bit wanted by the Bureau of Alcohol, Tobacco, and Firearms, but they haven’t posted an APB on him yet. Will is a short, broad-shouldered man built like a baby bull. He dresses in camo pants, Army boots, and T-shirts, and he wears his hair shoulder-length. He’s paranoid and angry, and he’s got a lot of guns. But he honestly believes that America could be a better place, and he’s willing to do anything to make it all happen.
![[image]](http://i36.photobucket.com/albums/e3/ConanMK/DrNadineNeary.jpg) Dr. Nadine Neary Type: Level 1 Human Expert (Doctor) Size: Medium Abilities: Str -2, Dex +2, Con -1, Int +4, Wis +2, Cha +1 Skills: Acrobatics 4 (+6), Bluff 4 (+5), Computers 4 (+8), Concentration 4 (+6), Diplomacy 4 (+5), Drive 4 (+6), Knowledge (Behavioal Sciences) 4 (+8), Knowledge (Life Sciences) 4 (+10), Knowledge (Physical Sciences) 4 (+8), Medicine 4 (+11), Notice 4 (+6), Search 4 (+8), Sense Motive 4 (+6) Feats: Defensive Roll, Dodge Focus, Edetic Memory, Talented [Medicine & Knowledge (Life Sciences)], Skill Focus (Medicine) Traits: Human Background Traits Combat: Attack +2 (+2 dex) (-3 with a weapon), Damage -2 (unarmed), Defense +3 (+2 dex, +1 dodge), Initiative +2 Saves: Toughness +0 (+1 defensive roll, -1 con), Fort -1, Ref +2, Will +4
Equipment Doctor’s bag, personal alarm in purse, beeper, late-model Volvo with cell phone, luggage, road survival kit including 6 road flares, 4 hazard markers, a space blanket, and a gallon of antifreeze.
Background and Personality Dr. Neary lives in Rochester, Minnesota, where she works at the Mayo Clinic. Her specialty is infectious diseases, and she often consults with the CDC—the Centers for Disease Control. She grew up in Iowa and attended Iowa State on a gymnastics scholarship before she went to medical school; she’s still in good shape, and she likes to exercise to get her mind off her work. Dr. Neary is currently headed for Seattle, where she is scheduled to speak at a microbiology conference. Nadine Neary is a small, slender woman with short-cropped hair and a friendly, open manner. She has a knack for putting people at ease.
![[image]](http://i36.photobucket.com/albums/e3/ConanMK/DonnaTruitt.jpg) Donna Truitt Type: Level 1 Human Expert (Thief) Size: Medium Abilities: Str +0, Dex +3, Con -1, Int +3, Wis +0, Cha +1 Skills: Acrobatics 4 (+7), Bluff 4 (+5), Climb 4 (+4), Computers 4 (+7), Disable Device 4 (+7), Drive 4 (+7), Escape Artist 4 (+7), Jump 4 (+4), Knowledge (Streetwise) 4 (+7), Notice 4 (+4), Slight of Hand 4 (+7), Stealth 4 (+7) Feats: Defensive Roll, Dodge Focus, Evasion, Firearms Training, Improved Strike Traits: Human Background Traits Combat: Attack +3 (+3 dex), Damage +3 (light pistol), Defense +3 (+3 dex), Initiative +3 Saves: Toughness: +0 (+1 defensive roll, -1 con), Fort -1, Ref +5, Will +0
Equipment Break-in bag with lockpicks, grapple pistol (30 meters of nylon rope), night-vision goggles, magnetic card for door locks, black jumpsuit, light pistol with 5 rounds in purse, cell phone, 2001 Chevrolet Corvette (fire engine red).
Background and Personality Donna Truitt is a professional burglar. She specializes in corporate espionage and similar high-security break-ins, stealing research data, account information, and similar materials on a contract basis. She was recruited and trained by the CIA out of college, but she left the Agency several years ago to pursue a freelance career. While she’s capable of defending herself if discovered, Donna is very careful to avoid hurting people; she even refuses to work for people who might use the material she recovers to harm innocent people. Donna currently resides in Seattle, since many of her jobs take her to various high-tech corridors around the Pacific Rim. Donna is a physically fit woman with long, dark hair and a disarming smile. She’s very cynical and suspicious of people representing business or government interests. She usually tells people that she works as a security consultant.
![[image]](http://i36.photobucket.com/albums/e3/ConanMK/DrPhilipAkens.jpg) Dr. Phillip Akens Type: Level 1 Expert (Parapsychologist) Size: Medium Abilities: Str +0, Dex -3, Con -1, Int +5, Wis +3, Cha +2 Skills: Computers 4 (+9), Concentration 4 (+7), Diplomacy 4 (+6), Drive 4 (+1), Gather Information 4 (+6), Knowledge (Behavioral Sciences) 4 (+12), Knowledge (History) 4 (+9), Knowledge (Linguistics) 4 (+9), Knowledge (Supernatural) 4 (+12), Knowledge (Theology & Philosiphy) 4 (+9), Medicine 4 (+7), Notice 4 (+7), Search 4 (+9), Sense Motive 4 (+7) Feats: Contacts, Eidetic Memory, Master Plan, Skill Focus [Knowledge(Behavioral Sciences)], Skill Focus [Knowledge(Supernatural)] Traits: Human Background Traits Combat: Attack -3 (-3 dex)(-8 with a weapon), Damage +0 (unarmed), Defense -3 (-3 dex), Initiative -3 Saves: Toughness -1, Fort -1, Ref -3, Will +5
Equipment Tape recorder; camera; specimen collection kit; laptop computer with cellular modem, database of paranormal activity patterns; blessed silver crucifix; luggage; VW Microbus with 150,000 miles on it.
Background and Personality Dr. Akens has been studying paranormal activity for more than twenty years. He started out by investigating alleged haunted houses and psychic phenomena as a graduate student, and he’s become one of the foremost experts on ghosts, hauntings, and occult traditions in the Midwest. Most academics don’t take him seriously, of course, but Dr. Akens is one of the more reputable specialists in his field. He teaches anthropology and linguistics at Marquette University in Milwaukee in order to maintain some credibility with the college administration and to fund his occult investigations. Dr. Akens is a tall, dignified man forty years of age, with a thoughtful manner and a deep, pleasant voice. He always takes people at their word and assumes that they’re telling the truth about their experiences until hard evidence proves otherwise. Dr. Akens is currently traveling to Portland to look into a reported haunting. He’s accompanied by Doug Nichols, a photojournalist.
![[image]](http://i36.photobucket.com/albums/e3/ConanMK/DougNichols.jpg) Doug Nichols Type: Level 1 Expert (Photojournalist) Size: Medium Abilities: Str +1, Dex +2, Con +1, Int +0, Wis +2, Cha +0 Skills: Climb 4 (+5), Computers 4 (+4), Diplomacy 4 (+4), Drive 4 (+6), Gather Information 4 (+4), Notice 4 (+6), Profession (Photographer) 4 (+9), Search 4 (+4), Stealth 4 (+6) Feats: Contacts, Move-by Action, Quick Draw, Skill Focus [Profession (Photographer)], Trailblazer Traits: Human Background Traits Combat: Attack +2 (+2 dex)(-3 with a weapon), Damage +1 (unarmed), +2 (+2 dex), Initiative +2 Saves: Toughness +1, Fort +1, Ref +4, Will +2
Equipment Professional-grade camcorder; tripod; still camera; tape recorder; laptop computer with video editing software; cellular phone; luggage.
Background and Personality Ever since he was a kid, Doug Nichols has loved cameras and journalism. He worked on his school paper, served a tour in the Navy as a journalism specialist, and started freelancing as a photographer as soon as he got out of the service. He’s been all over the world, specializing in archaeology shoots and nature documentaries. Documentary work pays the bills, but Nichols has another hobby— ghost-hunting. When he can find the time, he tries his hand at paranormal investigation, hoping to catch an image of something that’s never been photographed before. Nichols is a rangy, big-boned man in his late twenties. He has a laid-back manner, and he enjoys outdoor sports of all kinds. He’s currently traveling with Dr. Phillip Akens, a paranormal investigator who intends to check out a reported haunting in Portland. But after that, Nichols hopes to get in some mountaineering, extreme skiing, and hiking around the southern Cascades before heading home.
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