Modern Dispatch 027 - Sea Rescue.pdf

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The Modern Dispatch
Sea Rescue
By Charles Rice
Introduction
Adventure Setup
Sea Rescue is an adventure for Modern d20 system
games. Sea Rescue pits the PCs in a race against time
to save a damaged ocean liner filled with college
students and requires that the PCs have access to a
boat fast enough to intercept the foundering ocean
liner. This adventure is designed to best suit PCs of
between 6 th and 9 th levels though by adjusting the
level of the combatants found in the adventure’s
finale the adventure can accommodate a wider range
of PC levels.
The MV Odyssey is a privately owned passenger
liner that runs a unique passenger service. The
Odyssey serves as a “university at sea”, taking
students on a journey to many places around
the world to expand their knowledge, as well as
providing comprehensive university facilities,
allowing the students to attend classes between ports
of call.
#27
Content�Manager:�
Charles�Rice,�Chris�Davis
Layout:�
Chris�Davis
Requires the use of the d20 Modern Roleplaying
Game, published by Wizards of the Coast, Inc.
d20 Modern and Wizards of the Coast are
trademarks of Wizards of the Coast, Inc. in the
United States and other countries and are used
with permission. ‘d20 System’ and the ‘d20
System’ logo are trademarks of Wizards of the
Coast, Inc. and are used according to the terms
of the d20 System License version 6.0. A copy
of this License can be found at www.wizards.
com/d20.
Sea�Rescue
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The Modern Dispatch
The Odyssey departs from Vancouver and is slated
to call on the following ports during its “semester”
long journey: Busan, Korea; Kobe, Japan; Shanghai,
China; Hong Kong; Ho Chi Minh City, Vietnam;
Madras, India; Mombasa, Kenya; Cape Town, South
Africa; Salvador, Brazil; La Guaira, Venezuela and
finally returning the students home when it calls at
Fort Lauderdale, Florida.
The Odyssey’s itinerary is slated to run from mid
January to late April.
The following information can be learned by PCs
participating in the adventure on a Research skill
check (DC 15) providing the character making the
check has access to a computer with internet access.
The DC is the same for a PC without a computer but
will take double the standard time for a Research
check.
the last engine goes the ship could be seriously blown
off course or even broach and capsize.
Since that message attempts to hail the Odyssey
have failed and a repair team (including the PCs) is
dispatched.
When the PCs arrive at the ship, at the height of
the storm, they will find another vessel tethered to
the converted ocean liner. Any hopes that this second
vessel is another ship answering the Odyssey’s
distress call will be dashed as the PCs explore the
ship. Drug smugglers seeking to use it to move a
large amount of their product into the United States
have commandeered the Odyssey.
Complicating matters further are the fact that the
students have been crammed into two of the hallways
under armed guard. While the students outnumber
their kidnappers by over 10 to 1 a single spray of fire
from the guards’ SMGs could kill dozens of students.
As if that weren’t enough, the engine troubles are
real. Several of the smugglers are down in the engine
room with the Odyssey’s real Captain and Engineer
attempting to get one or more of the engines working
again. As the storm intensifies the Odyssey might
suffer the fate of her distress call, of broaching to and
capsizing in the storm.
to bring them in most cases. If the weapons are
requisitioned from an agency or the military they will
only be allowed a sidearm or two, no heavy weapons
(the SAW will have to stay at home sorry).
If the PCs have privately owned heavy weapons
(such as assault rifles and grenade launchers) the
game master should have the master of the boat
carrying the PCs to the Odyssey ask them to leave
such “unnecessary” weapons behind. Of course if the
PCs have their own ship and attempt the rescue as
private good Samaritans they should be allowed to
bring whatever they wish.
My kingdom for a ship
The PCs will need a ship to intercept the Odyssey
for Sea Rescue to take place. There are several
ways the game master could provide the PCs with
a ship and allow them to take part in the adventure.
The first would be to have an organization the PCs
work for provide one. If the PCs are a member of a
military or paramilitary organization this is especially
appropriate.
Secondly a friend of the PCs that belongs to such
an organization could ask the PCs for help. Perhaps
he has no one of the proper expertise to repair the
ship or suspects trouble and wants some combat-
capable backup.
As a last resort, if the game is such that any help
from the military or coast guard would be unwelcome
by the PCs, game masters looking to run Sea Rescue
could place a relative or loved one of a PC on the
ship and simply encourage the characters to “borrow”
transportation.
Physical Details: MV Odyssey
The Odyssey is a German passenger liner converted
to serve her unique function as a mobile university.
The ship has nine fully functional classrooms, a full
library, computer lab with internet access, a student
union, snack bars, two cafeterias, swimming pool,
gymnasium and a campus store. The ship also has 6
decks of passenger space, broken up into dormitory-
style rooms containing two beds, two dressers and a
bathroom with shower.
The ship is 590 feet long and boasts a cruising
speed of 28 knots (extremely fast for a commercial
passenger liner of its size).
Running Sea Rescue
Sea Rescue poses some unique challenges to the
game master, chief among them the presence of
guns, the requirement for a ship and the difficulty of
mapping such a large vehicle.
Adventure Synopsis
Armed or Unarmed?
Sea Rescue starts out as ostensibly a repair mission.
Player characters tend toward the paranoid (with
good reason in this case) and may wish to bring
weapons with them. If the characters have weapons
of their own, they should certainly be allowed
Map Quests
Given the size of this adventure, a map of such a
large vessel as the Odyssey is not practical. This
could make running Sea Rescue a challenge. To aid
the game master, the following tables are provided:
The adventure begins with a distress call from the
MV Odyssey stating that the ship has run into a nasty
storm while en route to Fort Lauderdale and that three
of her engines have been blown. The Captain feels if
Sea�Rescue
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The Modern Dispatch
Searching for a particular room
If the PCs are looking for a specific place (the bridge,
the engine room, the classrooms) assume it takes
them 2-20 minutes to find it and make their way to
that location. An intelligence check (DC 15) reduces
this time by half. If the PCs have been to the location
already assume they can find their way back in 5
minutes or less (depending on how far away it is).
Storm Noise: The waves buffeting the sides of the
ship create a lot of noise making it difficult to hear
anything happening on a different deck of the ship,
even gunfire. All Listen skill check DCs are increased
by +10. Also the difficulty of hearing something on
the next deck is double that of hearing through a solid
wall (+30). This means that hearing a gunfight one
deck away has a Listen skill DC of 20.
Don’t Rock the Boat: The ship underneath the
characters is quite unstable. Each round of combat
a character must make a Balance check (DC 15) or
be flatfooted for that round. If a character has spent
enough time on board a ship to have “sea legs” he
may ignore this. While this is entirely the GM’s call
certain feats or abilities such as a Surface Vehicle
Operation feat or the Amphibious Warfare feat (from
Blood and Guts) should always grant a character sea
legs.
All the pirate and ship’s personnel NPCs are
considered to have their sea legs, which could put the
PCs at a serious disadvantage when fighting them. If
the PCs are having a tough go of the adventure the
game master could have the storm lessen, reducing
the DC of the check or causing the PCs to not have to
make it at all.
Several locations are detailed below. These
locations should figure prominently in the adventure:
Ship Critical Room: This would include the
ship’s communication room, engine room or
bridge.
8
Episode 1: Cry in the Dark
The following message will be received by the PCS
(or played for the PCs when they are invited to assist
the Odyssey):
Random Search:
d8 Location
This is MV Odyssey, en route to La Guaira. We have
lost three engines in heavy storm conditions and
require immediate assistance.
Bedroom: These rooms are not safe and no
students or pirates will be found here. As ships
the size of the Odyssey are stable in almost all
conditions none of the furniture is secured and
these rooms are nightmares of sliding glass
tables, dressers and beds. Each round a PC
stays in one of the bedrooms he suffers 1-6
points of damage unless he succeeds at a Reflex
saving throw. Search checks are impossible in
these conditions as the contents of the room are
continually shifting.
Examining the tape: Clever PCs might decide from
the beginning there is more going on in this cryptic
message than meets the eye. Those who take the
time to do some research on the Odyssey’s crew will
find that the crew is made up of Britons (including
the Captain), Canadians and a few Frenchmen. The
accent of the person sending the distress call was a
thick Hispanic accent.
An extremely close analysis (requiring audio
analyzing technology or a Listen check DC 25) will
reveal the sound of gunfire in the background.
1-2
Cafeteria/Student Union/Library/Sundries
Store: Since there are only one or two each of
these locations pick a different one each time
this result is rolled.
3-4
Hostage Hallways
Each of these rooms is packed with the hundreds of
students attending the “university at sea” cruise. One
hallway contains all the male students and one all
the female students. There are four guards watching
each hallway, armed with SMGs, 2 at each end of
the students. The vast majority of these students are
retching and in no condition to move, much less fight
and they are so closely packed together that only
the ones on the outside edges could even get to their
captors.
Episode 2: Exploring the
Odyssey
Hallway: Each round the PCs move down a
long ship’s hallway there is a 50% they will
find stairs going up or down (equal chance).
4-5
Encounter: Equal odds for encountering a
group or pirates or a group of students who
have managed to evade the pirates.
When the PCs arrive at the Odyssey they will find
another boat tethered to the ship. This might be their
first clue that the adventure will not merely be a ship
in distress adventure. While the PCs are on board, the
following special rules apply:
6
Hostage Hallways: Each of these two hallways
is crammed with hundreds of students and half
a dozen armed smugglers.
7
Sea�Rescue
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The Modern Dispatch
Radio Shack
This room contains the ship’s radio (destroyed) as
well as the body of one of the pirates (the person who
made the distress call).
Combat Options: Crossfire
In an adventure like Sea Rescue with so many hostages in between warring parties, the fate of those
hostages when the bullets start flying should become a serious issue. The following optional rule is
presented from Blood and Guts to make the PCs lives a little more difficult (ok a lot more). For the battles
in the hallway, where there will be dozens of hostages within one range increment kind GMs may decree
that only 1 NPC per round be subjected to crossfire (if you’re one of those nice GMs).
Bridge
This room contains the smugglers’ second in
command and 3 other smugglers, watching over the
Odyssey’s first officer (who is currently piloting the
ship). The first officer knows that the captain and the
leader of the smugglers are down in the engine room
attempting to get the damaged engines working once
again.
This rule is designed to make combat a little dicer for the PCs, and a lot dicer for Ordinaries. Thus, this
rule makes hostage rescue operations particularly difficult. This rule is based on an unfortunate reality of
modern combat: modern firearms have so much power, that even when they hit, they pass through targets,
ricochet off objects, pass through walls, and so forth.
Any Ordinary within one range increment of a firefight (based on the shortest range of any weapon
being used) has to make a Reflex save every round to avoid taking 1d12 Crossfire damage (this damage
represents that bullets can lose velocity, strike at odd angles, or that the character is being hit by a shell
casing or chunk of debris). The DC of this save is determined by the conditions of the battle, as shown on
the table below.
Engine Room
This room contains the leader of the smugglers, the
ship’s captain, 6 standard smugglers as well as the
body of the ship’s chief engineer. The chief engineer
refused to repair the engines in an attempt to force the
smugglers off the ship and has paid for his heroism
with his life.
Battle Conditions
Reflex DC
Two sides involved in firefight
10
Three sides involved in firefight
15
NPCs
Four or more sides involved in firefight
20
Each attack that misses its target this round
+1
Eduardo Escobar
Eduardo Escobar is an up and coming figure in the
South American drug trade. He only needs one big
score for his small “gang” to qualify as a full-fledged
Cartel and he sees the Odyssey as his ticket to taking
that step into the big time. He is a man of enormous
ambition who sees himself being a ruler behind the
scenes in Venezuela and eventually all of South
America, picking judges, police captains and even
presidents.
Each attack that is a Natural 1 this round
+5
Init +2; Spd 25 ft; Defense 23, touch 17, flatfooted 21
(+0 size, +2 Dex, +5 class, +6 equipment); BAB +6;
Grap +6; Atk +7 melee (1d6+2/19-20, Machete), or
+9 ranged (2d4+2, Skorpion); FS 5 ft by 5 ft; Reach 5
ft; SQ ; AL none; SV Fort +7, Ref +7, Will +2; AP 4;
Rep +-1; Str 10, Dex 15, Con 13, Int 12, Wis 8, Cha
14.
Occupation: Criminal (Forgery, Knowledge
[Streetwise])
Skills: Bluff +8, Climb +1, Demolitions +7,
Diplomacy +8, Drive +8, Forgery +10, Intimidate +8,
Knowledge (Business) +7, Knowledge (Streetwise)
+7, Knowledge (Tactics) +10, Survival +2
Feats: Advanced Firearms Proficiency, Archaic
Weapons Proficiency, Armor Proficiency (light),
Armor Proficiency (medium), Combat Martial Arts,
Exotic Firearms Proficiency (grenade launchers),
Low Profile, Personal Firearms Proficiency, Weapon
Focus (Machete)
Talents (Strong Hero): Melee Smash, Improved
Melee Smash
Talents (Charismatic Hero): Coordinate,
Eduardo Escobar (Strong Hero 3/Charismatic
Hero 3/Soldier 3) CR 9; Medium-size humanoid;
HD 3d8+3 plus 3d6+3 plus 3d10+3; HP 51; Mas 13;
Sea�Rescue
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The Modern Dispatch
Inspiration
Talents (Soldier): Weapon Focus (Skorpion),
Weapon Specialization (Skorpion)
Possessions: Tactical Vest, Machete, Skorpion
Typical Smuggler Muscle (Strong Ordinary 3)
CR 3; Medium-size humanoid; HD 3d8+6; HP
20; Mas 14; Init +1; Spd 30 ft; Defense 15, touch
13, flatfooted 14 (+0 size, +1 Dex, +2 class, +2
equipment); BAB +3; Grap +5; Atk +6 melee
(1d6+2/19-20, Machete), or +4 ranged (2d4+0,
Skorpion); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL none;
SV Fort +4, Ref +2, Will +2; AP 1; Rep +0; Str 15,
Dex 13, Con 14, Int 8, Wis 12, Cha 10.
Occupation: Criminal (Gamble, Knowledge
[Streetwise])
Skills: Climb +4, Craft (structural) +2, Knowledge
(Streetwise) +2, Knowledge (Tactics) +2
Feats: Archaic Weapons Proficiency, Armor
Proficiency (light), Personal Firearms Proficiency,
Weapon Focus
Talents (Strong Ordinary):
Possessions: Pull-up Pouch Vest, Machete,
Skorpion
Captain Ron Higgenbotham (Fast Ordinary 1/
Smart Ordinary 1) CR 2; Medium-size humanoid;
HD 1d8+0 plus 1d6+0; HP 9; Mas 10; Init +1; Spd
30 ft; Defense 14, touch 14, flatfooted 13 (+0 size,
+1 Dex, +3 class); BAB +0; Grap -1; Atk -1 melee
(1d6+-1, weapon), or +1 ranged (1d6+0, weapon);
FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL none; SV Fort +0,
Ref +2, Will +1; AP 1; Rep +1; Str 8, Dex 13, Con
10, Int 10, Wis 10, Cha 12.
Occupation: Blue Collar (Craft [mechanical],
Drive, Repair)
Skills: Computer Use +3, Craft (mechanical) +4,
Drive +6, Knowledge (Technology) +3, Navigate +4,
Profession +4, Repair +4
Feats: Surface Vehicle Operation (Powerboat),
Surface Vehicle Operation (Ship)
Esteban Escobar
Eduardo’s quiet, younger brother, Esteban provides
his brother with reliable, effect muscle. Completely
devoted to his brother, Esteban is, if anything even
more ruthless.
Esteban Escobar (Strong Hero 3/Soldier 3) CR 6;
Medium-size humanoid; HD 3d8+3 plus 3d10+3;
HP 37; Mas 13; Init +1; Spd 30 ft; Defense 18,
touch 15, flatfooted 17 (+0 size, +1 Dex, +4 class,
+3 equipment); BAB +5; Grap +5; Atk +5 melee
(1d6+2/19-20, Machete), or +7 ranged (2d8+2, AK-
47); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL none; SV
Fort +5, Ref +4, Will +3; AP 3; Rep +0; Str 10, Dex
12, Con 13, Int 14, Wis 13, Cha 8.
Occupation: Adventurer (Drive, Pilot)
Skills: Craft (structural) +8, Demolitions +5, Drive
+10, Intimidate +2, Knowledge (Streetwise) +8,
Knowledge (Tactics) +11, Navigate +8, Pilot +7,
Survival +4
Feats: Advanced Firearms Proficiency, Aircraft
Operation (Helicopters), Archaic Weapons
Proficiency, Armor Proficiency (light), Helicopter
Vehicle Weapons, Personal Firearms Proficiency,
Surface Vehicle Operation (Powerboat)
Talents (Strong Hero): Melee Smash, Improved
Melee Smash
Talents (Soldier): Weapon Focus, Weapon
Specialization
Possessions: Undercover Vest, Machete, AK-47
First Officer (Fast Ordinary 1) CR 1; Medium-size
humanoid; HD 1d8+0; HP 5; Mas 10; Init +1; Spd 30
ft; Defense 14, touch 14, flatfooted 13 (+0 size, +1
Dex, +3 class); BAB +0; Grap -1; Atk -1 melee (by
weapon -1), or +1 ranged (by weapon); FS 5 ft by
5 ft; Reach 5 ft; SQ ; AL none; SV Fort +0, Ref +2,
Will +0; AP 0; Rep +0; Str 8, Dex 13, Con 10, Int 10,
Wis 10, Cha 12.
Occupation: Blue Collar (Craft [mechanical],
Drive, Repair)
Skills: Craft (mechanical) +4, Drive +5, Navigate
+2, Profession +4, Repair +4
Feats: Surface Vehicle Operation (Powerboat),
Surface Vehicle Operation (Ship)
Sea�Rescue
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