Author Topic: Kidnapped Scientist Campaign  (Read 1963 times)

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jacemachine

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Kidnapped Scientist Campaign
« on: June 22, 2009, 04:10:40 PM »
As you can see, I'm dusting off old campaigns. THIS one though was my VERY first attempt to run d20 MODERN, and my first GMing of d20 period.

This adventure was run weekly at the local game & comic store BOOK & GAME EMPORIUM. The following is my copy of the Adventure Notes. I'm pretty sure these game session took place during 2003.

I was a really fresh GM at this point, and I was HORRIBLE at railroading at the time, yet the players kept showing up.

Feel free to criticize anything rules-wise, or offer what you would have done as an alternative to avoid railroading. This stuff is OLD so I won't take a drop of offense. I like to think that I'm a much better GM now anyway :).

----------------------------------------------------------------
Act I
Getting the Band Together

The team, codenamed CHROME-8, consists of the following Specialists:


Vermilion
- Explosives (NPC)
Jack - Eponymously named, Jack-of-All -Trades
Sam - Former military and a meathead
Eric Reigns - Sharpshooter and sniper.
Sasha - A practitioner of Ninjutsu
- the team's Wheelman
Diana - Subterfuge and seductionist
Taylor Hayes III - Computer mastermind
James Fowler - B&E expert
« Last Edit: June 24, 2009, 11:39:04 PM by jacemachine »
Current PbP Games
The Artifact (Prologue) as GM
[d20M] Isle Noir: Bad Karma as GM

The Good, the Bad, and the Undead, playing as Father Ezekiel Ambrose

"When the GM smiles, it's already too late." --Anonymous Doomed Gamer

jacemachine

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Re: Kidnapped Scientist Campaign
« Reply #1 on: June 22, 2009, 04:10:52 PM »
Act II
The Market Street Office

FOYER
SECURITY GUARD


The security guards really hate their jobs, but instead of getting lax, they crack down, becoming Policy Nazis. They get their kicks from making everyone else miserable through their lack of kindness and understanding. Despite the fact they hate their jobs, they end up doing it a little too well.

Pizza GirlThe Back AlleyHomeless Jones
« Last Edit: June 23, 2009, 02:55:17 PM by jacemachine »
Current PbP Games
The Artifact (Prologue) as GM
[d20M] Isle Noir: Bad Karma as GM

The Good, the Bad, and the Undead, playing as Father Ezekiel Ambrose

"When the GM smiles, it's already too late." --Anonymous Doomed Gamer

jacemachine

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Re: Kidnapped Scientist Campaign
« Reply #2 on: June 23, 2009, 02:53:57 PM »
Act III - The Job InterviewDR. BULLINGS


BARNES


DR. BULLINGS


BARNES



DR. PESTRATTO


DR. BULLINGS
Quote
SPECIAL SITUATION TABLE: ONE
Easy 1-5
Average 6-10
Tough 11-15
Challenging 16-??
___________________________________

The number rolled for the initial check determines the DC for the second check. Got it? Good.

The more suspicious Anthony looks, the tougher it will be to bluff the techie.

BLUFF CHECK:

Not too suspicious----------- (DC 10)


Bill will pop up from the bathroom, and will believe whatever the PC has to say... for now. Then Bill will ask the player about his availability, and the interview will be over. Bye-bye hilltop lab. See ya tonight!


WTF style suspicious----------(DC 20)


Bill shows up again, and will seem  to buy whatever the PC is selling. But suffice to say, the interview is now over. The Security Chief Barnes will approach, and silently follow as the player leaves the office building.

As The PC walks to his vehicle, the security chief watches. The player will notice that he opens his cell phone and makes a call...

The Player will notice on the way out that the office hours are posted. 8AM - 5PM, MON thru FRI.
Current PbP Games
The Artifact (Prologue) as GM
[d20M] Isle Noir: Bad Karma as GM

The Good, the Bad, and the Undead, playing as Father Ezekiel Ambrose

"When the GM smiles, it's already too late." --Anonymous Doomed Gamer

jacemachine

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Re: Kidnapped Scientist Campaign
« Reply #3 on: June 23, 2009, 02:54:37 PM »
Act IV
What Lies Beneath--
Quote
Below are the stats for both the Twisted monkey creation(s) and the Security jobbers in attendance)

Twisted Creation (1a)   HP: 20
ATK: +2   Bite: 2d4
DEF: +2   Claw:   1d4
SPD: 40   Climb: 30
Twisted Creation (1b)   HP: 16
ATK: +2   Bite: 2d4
DEF: +2   Claw:   1d4
SPD: 40   Climb: 30

CR 1/2; Medium Animal ; HD 1d8+1   (Animal) ; Init + 2; Spd 40, Climb 30; AC 12; Atk + 2 base melee, + 2; SA: Rage (Ex); SQ: Scent (Ex); AL N; SV Fort + 3, Ref + 4, Will + 1; STR 15, DEX 14, CON 12, INT 2, WIS 12, CHA 4.
Skills: Climb + 10, Hide + 4, Jump + 4, Listen + 4, Move Silently + 3, Spot + 3.
Description: Baboons are powerful and aggressive monkeys adapted to life on the ground. They prefer open spaces but climb trees to find safe places to rest
overnight.
       A typical baboon is the size of a big dog. Males can weigh as much as 90 pounds.
   This creature resembles more closely, the misshapen baboon from The Fly. It is hairless, fleshless, and extremely pissed off. It hisses out of anger and aggression, screaming in an unnatural screech as it attacks.

Security Guard (Ed) HP: 14
Outside Smoking
ATK: No Bonus   
DEF: 10   
SPD: 30
Security Guard (Larry) HP: 18
Reading Porno in Reception
ATK: No Bonus   
DEF: 10   
SPD: 30   
Security Guard (Chuck) HP: 18
Playing Cards w/Sal
ATK: No Bonus   
DEF: 10   
SPD: 30   
Security Guard (Sal) HP: 16
Playing Cards w/Chuck
ATK: No Bonus   
DEF: 10   
SPD: 30   
Security Guard (Perry) HP: 15
On Patrol (d20 location)
ATK: No Bonus   
DEF: 10   
SPD: 30   
Security Guard (Michael) HP: 13
On Patrol (d20 location)
ATK: No Bonus   
DEF: 10   
SPD: 30   


Security Guard (Stinky) HP: 11
Pooping
ATK: No Bonus   
DEF: 10   
SPD: 30   
Security Guard (Harry) HP: 14
The Hole
ATK: No Bonus   
DEF: 10   
SPD: 30   

General Information
CR 1; Medium-Sized Human ; HD 1d8+2 Plus 1d10+2; HP 14; Mas 15; Init + 1; Spd 30 ft, DEF 10; Touch 13; flat-footed 13; (+2 Class, +1 Dex); BAB +1; Grab +3; Atk + 4 melee(1d6+2 nonlethal, unarmed strike), or +4 melee (1d4+2/19-20, knife);  Full Atk +4 melee (1d6+2 nonlethal, unarmed strike) or +4 melee (1d4+2/19-20, Knife), or +2 Range (2d6, Colt M1911); FS 5 feet X 5 feet; Reach 5 feet; AL any; SV Fort +4, Ref +1, Will +0; AP 0; Rep +0; STR 14, DEX 12, CON 15, INT 13, WIS 10, CHA 8
Skills:
Craft (Mechanical) +5
Drive +5
Intimidate +3
Knowledge (Pop Culture) +2
Knowledge (Streetwise) +2
Profession +4
Read/Write English
Read/Write Spanish
Repair +2
Speak English
Speak Spanish
Swim +3
Feats:
Brawl, Personal Firearms Proficiency, Simple Weapons Proficiency.
Possessions:
Security Guard uniform, Colt M1911 (.45 autoloader), 7 rounds (in gun), Genetech Security Badge, Pass Card, Wallet w/ 1d4x10 Dollars, Motorola Radio, Key Ring w/ home and car keys.
Current PbP Games
The Artifact (Prologue) as GM
[d20M] Isle Noir: Bad Karma as GM

The Good, the Bad, and the Undead, playing as Father Ezekiel Ambrose

"When the GM smiles, it's already too late." --Anonymous Doomed Gamer

jacemachine

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Re: Kidnapped Scientist Campaign
« Reply #4 on: June 23, 2009, 02:56:02 PM »
Current PbP Games
The Artifact (Prologue) as GM
[d20M] Isle Noir: Bad Karma as GM

The Good, the Bad, and the Undead, playing as Father Ezekiel Ambrose

"When the GM smiles, it's already too late." --Anonymous Doomed Gamer

jacemachine

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Re: Kidnapped Scientist Campaign
« Reply #5 on: June 23, 2009, 02:57:12 PM »
Act VI
Rescue At 4:20--
Lookie what I found!As well as a single TESLA DISCHARGER, a top-secret prototype stun weapon that fires an arc of electricity 15 feet. Players using it will be at a -3 disadvantage to hit due to the fact that none of them have ever seen it before. It does 1d6 Damage and a struck character needs to make a Saving Throw as if they were struck by a taser or stun gun/baton. There is enough energy for 10 shots before the energy source runs too low. Also, it takes a single round to recharge. (Attack, Wait, Attack) It is large and requires two hands to fire it.
So there.
« Last Edit: June 23, 2009, 02:59:08 PM by jacemachine »
Current PbP Games
The Artifact (Prologue) as GM
[d20M] Isle Noir: Bad Karma as GM

The Good, the Bad, and the Undead, playing as Father Ezekiel Ambrose

"When the GM smiles, it's already too late." --Anonymous Doomed Gamer

jacemachine

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Re: Kidnapped Scientist Campaign
« Reply #6 on: June 23, 2009, 02:57:30 PM »
Act VII
When the Shit Hits the Fan



Okay, do to the magic of GM improve, this is the situation, we have:

The Insertion Team
Vermillion
Jack
Sam
Eric Reigns
Sasha


The Extraction Team
MEANWHILE...
« Last Edit: June 23, 2009, 03:00:25 PM by jacemachine »
Current PbP Games
The Artifact (Prologue) as GM
[d20M] Isle Noir: Bad Karma as GM

The Good, the Bad, and the Undead, playing as Father Ezekiel Ambrose

"When the GM smiles, it's already too late." --Anonymous Doomed Gamer

jacemachine

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Re: Kidnapped Scientist Campaign
« Reply #7 on: June 23, 2009, 02:59:21 PM »
Current PbP Games
The Artifact (Prologue) as GM
[d20M] Isle Noir: Bad Karma as GM

The Good, the Bad, and the Undead, playing as Father Ezekiel Ambrose

"When the GM smiles, it's already too late." --Anonymous Doomed Gamer

jacemachine

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Re: Kidnapped Scientist Campaign
« Reply #8 on: June 23, 2009, 07:31:36 PM »
okay-- I finished up with the immediate edits, and I split each act apart for easier reading. Also, I rewrote the intro sequence of the game, so now if you've read any of this before, you can now know HOW everyone got to the safe house.
Current PbP Games
The Artifact (Prologue) as GM
[d20M] Isle Noir: Bad Karma as GM

The Good, the Bad, and the Undead, playing as Father Ezekiel Ambrose

"When the GM smiles, it's already too late." --Anonymous Doomed Gamer