Post by Dragonspawn on Jun 1, 2006 22:37:29 GMT -5
The following posts are my True20 conversion notes for "Exit 32," a free downloadable adventure available here:
alternityrpg.net/downloads/sourcebooks/Alternity_RPG_Fastplay_DarkMatter_(free_basic_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?
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
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.
alternityrpg.net/downloads/sourcebooks/Alternity_RPG_Fastplay_DarkMatter_(free_basic_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?
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
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.