Monday, August 12, 2013

DCC: Invasion of the Saucer Men


Rumors of bronze men who kidnap villagers are being heard in the town of Ravenshire. A saucer craft from the outer dark has crashed  near Ravenshire, and the saucer men are attempting to repair their craft and return to whence they came.
The craft requires rare minerals and crystals for repairs. Also, the saucer men require blood for sustenance. Thus, they send their bronze mechanical men to search for materials for repairs and people as food.

Intro encounter-
While searching for the bronze men, or travelling to their next destination, the party encounters a group of 3 bronze men carrying unconcious villagers back to the craft.
Bronze Man
Init +3, Atk  stun beam +3 ranged 10/20 (1d6+2 non-lethal damage) or claw +3 melee (1d6+2 dam), AC 13, HD 3d6, HP 10 ea, MV 25' Act 1d20
SV Fort +3, Ref 0, Will +-2, AL L
After rescuing and reviving the villagers, they can learn a bit about the attack. The bronze men attacked while they were herding sheep. They stunned the villagers.
A sucessful track roll vs DC 10 will lead the party to the crashed saucer.

1. Entrance.
The saucer has a single hatch that remains open so the Bronze Men can come and go. There are two laser beam turrets in the entrance room that will attack any intruders who are not saucer men or their servants.
Laser Beam Turret
Init +2, Atk  laser beam +3 ranged 10/20 (2d6+2 damage), AC 12, HD 2d6, HP 8 ea, MV 0' Act 1d20
SV Fort +2, Ref -6, Will 0, AL N
2. Room of strange rods.
There is a console in this room with 3 rods made of gemstone. If a character touches or handles a rod, roll on the following tables.
Ruby Rod: 2d6
2: Lose one point of Stamina permanently
3-11: Gain 1d10 temporary hit points.
12: Gain 1d4 permanent hit points.
Sapphire Rod: 2d6
2: Lose one point of Intelligence permanently
3-11: Gain +1d4 to spell checks for the next 24 hours.
12: Gain a permanent +1 to spell checks.
Emerald Rod: 2d6
2: Lose one point of Strength permanently
3-11: Gain +1 to hit and damage for 24 hours.
12: Gain a permanent +1 to Strength
After being handled 3 times, a single rod will burn out and go dark. It will not affect the character until it regenerates after 24 hours.
Removing a rod requires a Strength check at DC 25. The rod will go dark after being removed and have no special effects, but each rod is worth 100 gp.
3. Engine room.
This room is full of strange energies emanating from the cylinders that drive the saucer's otherworldly engines. Anyone tampering with the cylinders must make a Luck save vs DC 15 or take 2d4 electric damage. There are 8 cylinders, and each has AC 15 and 20 hp. Destroying a cylinder will create an explosion that deals 3d8+5 damage to everyone in the room, and has a 1 in 4 chance of setting off a chain reaction that will destroy the entire ship. Characters caught in this blast will be killed with no save, along with the saucer and everyone else inside.
4. Examination room.
There are various tables and examination tools here. A dwarf lies on one of the tables, dead and in the process of being dissected by two of the saucer men. A bullete is restrained in a cage. The saucer men will attack, and fight to the death. The bullete can be released by levers along the wall. Any character tampering with the levers has a 1 in 4 chance per attempt to open the cage and release the bullete. The dwarf's gear is here on another table. He had 3d6x10 gp in gems, quality chain mail (+1 non magical armor), a crossbow with 12 quarrels +2 of lycanthrope slaying (lycanthropes hit by these quarrels must make a Fort save vs DC 18 or be slain. A sucessful save means 3d6 extra damage), and a snuff box half full of snuff worth 12 sp.
Bullete
Init +5, Atk  melee bite +5 (2d8+4 damage) or claw +3 melee (1d6+2 dam), AC 18, HD 6d10, HP 45, MV 40' or burrow 20', Act 1d20+1d16+1d6 (bite, claw, claw)
SV Fort +4, Ref +2, Will +2, AL N
Saucer Men
Init +3, Atk  stun beam +3 ranged 10/20 (1d6+2 non-lethal damage) or claw +3 melee (1d6+3 dam), AC 15, HD 4d8, HP 20 ea, MV 20' Act 1d20+1d20
SV Fort +4, Ref 0, Will +5, AL L
5. Harvesting room.
This room has 2 saucer men feeding on blood taken from various humanoids. There is an orc, elf, and two humans in this room. They are half alive, and hooked up to machinery that drains their blood, depositing it into cansiters for the saucer men to drink from. If rescued, they are in no condition to fight, but can flee the saucer.
Saucer Men
Init +3, Atk  stun beam +3 ranged 10/20 (1d6+2 non-lethal damage) or claw +3 melee (1d6+3 dam), AC 15, HD 4d8, HP 20 ea, MV 20' Act 1d20+1d20
SV Fort +4, Ref 0, Will +5, AL L
6. Storage.
There are boxes, barrels and containers of all sorts. The items stored here are not understandable by the inhabitants of this world, buy may be of interest to a curious sage. Such a buyer will pay 3d6x100 gp for the documents and artifacts that can be transported out of the saucer. There are 2 Saucer Men and 2 Bronze Men here, guarding the lift to the bridge.
Bronze Man
Init +3, Atk  stun beam +3 ranged 10/20 (1d6+2 non-lethal damage) or claw +3 melee (1d6+2 dam), AC 13, HD 3d6, HP 10 ea, MV 25' Act 1d20
SV Fort +3, Ref 0, Will +-2, AL L
Saucer Men
Init +3, Atk  mental blast ranged 20/40, or claw +3 melee (1d6+3 dam), AC 15, HD 4d8, HP 20 ea, MV 20' Act 1d20
SV Fort +4, Ref 0, Will +5, AL L
SA Mental blast- Target must save vs Will at a DC equal to 1d20+4. Failure means taking 1d6 attribute damage to Intelligence.
The saucer man can either attack with claw or use it's mental blast per round.
7. Lift room.
This room has a pad in the center, with a regular, hexoganal pattern made of crystal. Anyone stepping onto the pad will be transported to room 8.
8. Bridge.
From this room, the Saucer Man leader coordinates his underlings. There is the Saucer Man leader, one Bronze Man, and one Saucer Man in this room. They will fight to the death.
Saucer Man Leader
Init +6, Atk  mental blast ranged 25/50 , and claw +4 melee (2d6+2 dam), AC 18, HD 6d10, HP 45 ea, MV 20' Act 1d20+1d20
SV Fort +5, Ref -1, Will +6, AL L
SA Mental blast- Target must save vs Will at a DC equal to 1d20+6. Failure means taking 1d6+1 atttribute damage to Intelligence.
The saucer man leader can make both a claw attack and a mental blast attack in the same round.
Saucer Men
Init +3, Atk  mental blast ranged 20/40, or claw +3 melee (1d6+3 dam), AC 15, HD 4d8, HP 20 ea, MV 20' Act 1d20
SV Fort +4, Ref 0, Will +5, AL L
SA Mental blast- Target must save vs Will at a DC equal to 1d20+4. Failure means taking 1d6 attribute damage to Intelligence.
The saucer man can either attack with claw or use it's mental blast per round.
Bronze Man
Init +3, Atk  stun beam +3 ranged 10/20 (1d6+2 non-lethal damage) or claw +3 melee (1d6+2 dam), AC 13, HD 3d6, HP 10 ea, MV 25' Act 1d20
SV Fort +3, Ref 0, Will +-2, AL L


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