Structure
Exposition
Burglary
Level 2
The PCs are attempting to burgle the workplace of an infamous researcher and zombifier named Phthalo. The reasons and motives are determined by the GM or players: Conflict
Surgery
Level 3
The party awakens with noticeable headaches and are currently restrained on operating tables. The would-be victim of their crime walks in and explains that their bodies have been slightly modified to fulfill a task he has for them: The PCs have 7 days (2 days to arrive and 2 days to return) to retrieve the blood of a rare breed of tin crabs that have taken up residence close to the Water Margin.
These modifications include:
- Impossible for the PCs to harm the professor in any way
- If the PCs refuse or take too long, a suicide rune grafted behind their necks will kill them instantly
- One of their eyes (player decides which) can now detect invisible opponents if those targets have 12 INT or less and fail a DC 20 WIS (Perception) check
Rising Action
Darkness
Level 4
This portion primarily includes travel, and possibly camping in the wilderness for at least one night, and 1-2 widerness encounters.
If the GM believes that the party's journey to their destination was not exciting enough, they can include a preliminary or foreshadowing enounter with 1 reawakened fighter during a blizzard.
These fighters are members of a group of former zombie slaves who had been subjected to years mistreatment that they were perfectly conscious of. When they had reawakened; they managed to escape from their overseers, only to realize that (for one reason or another) they could never return to their old lives. Rather than despair, they banded together to achieve some manner of justice for themselves by killing the architect of their misery.
Invisible Tin Crabs ( d6min4 )
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
7 (-2) | 15 (+2) | 12 (+1) | 11 (+0) | 10 (+0) | 8 (-1) |
HP: 31 ( 7d6+7 )
Speed: 30ft
Proficiency Bonus: +2
Skills: Perception +4, Stealth +6, Survival +2
Abilities:
Climax
Returning
Level 5
As the party is returning from their successful harvest, they are attacked by mute and abnormally tall men. If the PCs lose, they are knocked unconscious; and if they win, the ground gives way under them and they fall unconscious either way.
Afterwards, they wake up in a cage as capitives to a band of reawakened zombies who seek vengeance for their years of toil.
The band's leader interrogates the PCs; demanding to know their identities and to explain their service to the professor. Should the PCs break free, they find that they also cannot attack the leader via the same effect that prevented them from attacking Phthalo.Reawakened Fighter ( d3 )
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 10 (+0) | 17 (+3) | 8 (-1) | 10 (+0) | 8 (-1) |
HP: 82 ( 11d8 )
Speed: 30ft
Saving Throws: INT +2, WIS +3
Proficiency Bonus: +3
Abilities:
Falling Action
Retaliation
Level 6
Minus the ones destroyed by the PCs in the first scene, all the same monsters are there to oppose the party. Once they are all defeated, the party will find Phthalo somewhere in the castle. When they do, the GM can tailor the difficulty by choosing just one of the stats listed as Phthalo. The GM can also decide to utilize one and reassign the other to that of a medical assistant.Relations
Competitors
Eerie's hard white body appears painstakingly repaired with grafts and clockwork prosthetics; the result of experimentation by Phthalo:
- brass vertebrae glint at her throat
- her left eye is a glowing cybernetic lens
- a muffled generator whirs softly in her abdomen
- her voice has a mechanical drone to it
Eerie the Band Leader
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
19 (+4) | 9 (-1) | 18 (+4) | 6 (-2) | 10 (+0) | 5 (-3) |
HP: 46 ( 11d8 )
Speed: 30ft
Proficiency Bonus: +3
Abilities:
Adversaries
Phthalo (Stat 1)
HP: 66 ( 12d8+12 ) Speed: 30ft Saving Throws: CON +3, WIS +5 Proficiency Bonus: +2 Skills: Medicine +5, Nature +6, Perception +7 Abilities: |
Phthalo (Stat 2)
HP: 105 ( 14d8+42 ) Speed: 30ft Saving Throws: CON +6, INT +6, WIS +7, CHA +4 Proficiency Bonus: +3 Skills: Magic +6, Medicine +7, Nature +6, Survival +7 Abilities: |
Backdrops
Locations
Fire Castle
The castle is but a small portion of the circular Fire Wall. It is an elongate building consisting of several individual structures: towers, turrets and gables. Its first and second floors are fill with failed and successful experiments - reprogrammed test subjects augmented with alchemical fluids and enhanced mechanics.Threats
Blizzards
For 2d4 hours, PCs are:- limited to 100ft of hearing
- disadvantage on ranged attack rolls
- disadvantage on WIS (perception) checks that rely on hearing
- have advantage when tracking through snow
Encounters
Little Brother
Armour Class: 14
HP: 68 ( 8d10+24 )
Speed: 50ft
Proficiency Bonus: +2
Abilities:Bite: d8+3 piercing damage Claw: d6+3 slashing damage Tail Range 200ft: d8+3 piercing damage
Brain-in-a-Jar & Obsidian Bat
Armour Class: 11
HP: 55 ( 10d6 )
Speed: 0ft
Saving Throws: INT +6, CHA +4
Proficiency Bonus: +2
Skills:
Abilities:Advantage on saving throws against magic effects (Recharge 5 - 6). Holder must succeed on a DC 14 INT saving throw or take 3d8+4 damage and be stunned for 1 minute. They can repeat the saving throw at the end of each of their turns.
Armour Class: 16
HP: 17 ( 5d4+5 )
Speed: fly 30ft
Proficiency Bonus: +2
Abilities:Target takes d6+1 piercing damage and must succeed either on a:
Reanimated Spider
Armour Class: 13
HP: 44 ( 8d8+8 )
Speed: 30 ft., climb 30 ft.
Proficiency Bonus: +2
Skills: Perception +3, Stealth +4, Survival +3
Abilities:Bite: d8+2 piercing damage Claw: 2d4+2 slashing damage -2 penalty on attack rolls, saving throws and ability checks
Hologram (1/PC)
Armour Class: 12
HP: 22 ( 5d8 )
Speed: fly 50ft
Proficiency Bonus: +2
Abilities:Can move through others and objects as if they were difficult terrain. The target must succeed on a DC 10 CON saving throw or their hp maximum is reduced by 3d6 . This reduction lasts until the target finishes a long rest. The target dies if this effect reduces their hp maximum to 0. While in light, the hologram has disadvantage on attack rolls and WIS (Perception) checks that rely on sight
Brain-Controlled Mech
Armour Class: 20
HP: 90 ( 12d8+36 )
Speed: 30ft
Saving Throws: INT +6, CHA +4
Proficiency Bonus: +2
Skills: Magic +8, Perception +5, Insight +5
Abilities:Advantage on saving throws against magical effects When in a disruption field, must succeed on a DC 16 + caster level CON saving throw or fall unconscious for 1 minute Melee Touch: Target takes 3d6 cold damage and must succeed on a DC 16 CON saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of their turns (Recharge 5-6). Targets in a 60-ft cone must succeed on a DC 16 INT saving throw or take 4d8+4 mental damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of their turns. Longsword: d8+4 slashing damage, or d10+4 slashing damage if used with two hands
Energy Pillar (2)
Armour Class: 13
HP: 40 ( 9d4+18 )
Speed: 0ft
Proficiency Bonus: +2
Skills: Magic +5, Perception +2
Abilities:Sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. It can switch between the options as an action. Advantage on saving throws against magical effects Range 30ft: 3d6 lightning damage
It is not necessarily a permanent punishment, but a select few who reawaken testify to being aware of everything as they were happening. The establishment does not acknowledge that any conscious awareness remains within the victims' mind.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 16 (+3) | 17 (+3) | 7 (-2) | 12 (+1) | 8 (-1) |
HP: 68 ( 8d10+24 )
Speed: 50ft
Proficiency Bonus: +2
Abilities:
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
1 (-5) | 3 (-4) | 15 (+2) | 19 (+4) | 10 (+0) | 15 (+2) |
HP: 55 ( 10d6 )
Speed: 0ft
Saving Throws: INT +6, CHA +4
Proficiency Bonus: +2
Skills:
Abilities:
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 13 (+1) | 12 (+1) | 5 (-3) | 14 (+2) | 3 (-4) |
HP: 17 ( 5d4+5 )
Speed: fly 30ft
Proficiency Bonus: +2
Abilities:
- DC 10 INT saving throw or they can't take a reaction until the end of their next turn. On their next turn, the target must choose whether it gets a move, an action, or a bonus action; they gets only one of the three.
- DC 10 CON saving throw or be restrained. The target must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a fail, the target is petrified for 10 minutes.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 15 (+2) | 13 (+1) | 7 (-2) | 12 (+1) | 8 (-1) |
HP: 44 ( 8d8+8 )
Speed: 30 ft., climb 30 ft.
Proficiency Bonus: +2
Skills: Perception +3, Stealth +4, Survival +3
Abilities:
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
1 (-5) | 14 (+2) | 11 (+0) | 10 (+0) | 10 (+0) | 11 (+0) |
HP: 22 ( 5d8 )
Speed: fly 50ft
Proficiency Bonus: +2
Abilities:
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 13 (+1) | 16 (+3) | 19 (+0) | 14 (+0) | 10 (+0) |
HP: 90 ( 12d8+36 )
Speed: 30ft
Saving Throws: INT +6, CHA +4
Proficiency Bonus: +2
Skills: Magic +8, Perception +5, Insight +5
Abilities:
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
1 (-5) | 17 (+3) | 14 (+2) | 16 (+3) | 10 (+0) | 11 (+0) |
HP: 40 ( 9d4+18 )
Speed: 0ft
Proficiency Bonus: +2
Skills: Magic +5, Perception +2
Abilities:
Amorality
People are turned into robots. In the dark reaches of clockwork halls; dissidents, vagrants and the frail are turned into tralls of the state. The process recycles death into an invasive type of mind control in order to get workers for infrastructure projects. In so doing, the body is subjected to enormous amounts of stress and trauma.It is not necessarily a permanent punishment, but a select few who reawaken testify to being aware of everything as they were happening. The establishment does not acknowledge that any conscious awareness remains within the victims' mind.
Plot type
Assaut Heist
Related Organizations
Wenge
HP: 72 ( 8d8+36 ) Speed: 30ft Saving Throws: INT +7, CHA +3 Proficiency Bonus: +2 Skills: Deception +3, History +7, Insight +7, Investigation +9, Perception +5, Persuasion +3, Sleight of Hand +4, Stealth +4 Abilities:
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