Introduction
About this adventure: it is meant to be played as a one-shot session on one evening with three to five players. It is system-agnostic and brings its own simple rules for encounters. No character sheets or rules required, all you need is a d6 (except you roll online) and a pen to write down the current hit points (and maybe some more dice to display the state of certain things like stuns). Every player character is a gnome with 10 hitpoints and no special skills. The fun part are the fights while using weird items (see sidebar) with their possible malfunction effects and the gadgets present on the battle maps (and maybe the mini games, but they are not part of this one-shot, there are many to find elsewhere, go get them and add them in).Background
To save money on wages, Whacker Tomsen started an automation project at Gnomerado: replacing staff with constructs. To keep maintenance low, he built them in a way that allows them to improve and repair each other. This worked out well... until gnomes started dying, removed and replaced by constructs.Summary
Whacker's project was a failure. The constructs improved themselves quickly into a direction he had not planned. To do their job best, they made themselves look and behave like the gnomes they should replace. Soon constructs and gnomes were indistinguishable. Then also Ford Prescript (secretly) reappeared, a former partner of Whacker and chief technician at Gnomerado, who had been ousted because he did his own little side projects using Gnomerado funds and resources. He gave the constructs what they needed to complete their evolution: a power core based on Aeum. He secretly built those with a control unit and a kill switch, giving him full control over the constructs.Timeline: "Once upon a Time in the Wild West"
Time | Description | Comment |
---|---|---|
10 am | Group arrives and explore Gnomerado | This should be just fun exploring and doing some mini-games. The players can find out that something is wrong in the entertainment park by watching gnomes do weird things or finding Whacker or by trying to visit the closed down rollercoaster. This should take about a third of the time. |
6 pm | Airship leaves, park closes, constructs start attacking. | Fights versus some of the smaller and medium-sized constructs that are attacking wherever the group goes. |
9 pm | Fight versus the wrong BBEG. | A rather short fight versus Whacker in his spider bot. |
11 pm | Fight versus the right BBEG. | The Man in Black should be a real threat. Maybe add a few hitpoints to make him survive a little bit longer or add additional sentient constructs helping him. The PCs should run out of options and have used up all their special attack items before/when the boss falls. |
Factions: "The Good, the Bad and the Ugly"
There are four independently acting groups in the park:Act I: "Testworld"
* On a scale of one to ten, how did you enjoy the ride?
* Would you use the ride again?
* If so, why? If not, why?
* Would you recommend the ride to your friends?
* If so, why? If not, why?
Attractions: "Prospect"
Connecting the bits
- The employees are all pretty nervous, making silly mistakes, dropping things, or just standing there, staring at nothing. At first, they don't tell what's happening, but if the group doesn't give up on them they will tell that their boss Whacker is missing and that constructs are attacking and gnomes have been dying. There can be a little bit of confusion about who is attacking whom, as there are gnomes, constructs, and constructs looking like gnomes.
- If the group finds the gnomes defending the Museum of Famous Failed Gnome Inventions, the employees immediately talk about the attacks. They can actually recognize if someone entering the museum is a gnome or a construct via a big metal frame around the door that blares if the entering person is a construct.
- If the group visits the "Manor of Impossible Architecture", there is a chance they find Whacker hiding there. He first assumes that they are sentient constructs that finally have found a way to navigate the building, but if there is any reason for him to believe the PCs are no constructs (due to actions/roleplay), he will tell them what's happening in Gnomerado and team up with them. As this eliminates one big fight from the timeline, there should be some additional waves of attacking regular or mini-boss sized constructs instead.
- If the sentient constructs notice the group sneaking into the Poopy Pants Underground Rollercoaster, they immediately attack. The constructs will not follow anyone fleeing into the open. Whacker (notified by a spy) will now know of the presence of the PCs and try to contact them as soon as they are outside the rollercoaster area.
Act II: "The Quick and the Dead"
- If they are still unaware of what is going on and Whacker didn't recognize them as gnomes yet, they get attacked by Whacker's simple constructs.
- If they already tried to enter the Rollercoaster or somehow revealed themselves to Whacker or the sentient constructs, they will most likely have teamed up with Whacker and get attacked by those gnome-like constructs instead. This should become a scary moment: it just got dark and a gnome with red glowing eyes attacks. When the PCs defeated the construct or flee, they will suddenly see those red glowing eyes everywhere in Gnomerado. Every time they come close to a pair of those eyes, one or more constructs attack.
Combat: "Gunsmoke"
The PCs (remember, they start with 10 hitpoints each) have a movement rate of 3 squares per round (movement is possible in all six directions). Everyone rolls 3d6 initiative at the beginning of the combat (the boss has his own roll, all other constructs act on the same rolled number). Then each round, the GM counts down from the highest value to the lowest and each participant attacks on their number (except when the initiative has been altered by an item's effect). When a PC drops to zero or fewer HP by a hit, they are unconscious. Do they take damage again, they are dead. A construct with zero hitpoints is broken and out of combat.Inventions: "The Salvation"
- Fall damage: Two PCs teaming up can easily push a construct to the ground, a single PC needs to roll a 6 on 1d6 to do that. A fallen construct has no further attacks in this round and needs to stand up again first. Damage done: 2 HP.
- Fire damage: There is always a chance (5-6 on 1d6 ) to find a bucket with inflammable liquid. A PC can ignite the bucket's content and throw it in one round if there is an open fire at hand. Roll 1d6 . On 4-6, the target is soaked in burning liquid and taking 2 HP damage for three rounds, on 1-3, the liquid covers 3 squares for one round, causing 1 HP damage to everyone crossing them.
Opponents: "The Wild Bunch"
Regular
The regular constructs will attack blindly with anything they can use, which is usually tools like screwdrivers, saws, hammers, blowtorches or bricks. Attack: attacks with one of two random tools, it has. Roll 1d6 . On 1, it misses, on 2-5, it does 1 HP damage, on 6, it does 2 HP damage. Hit Points: 2Mini-Boss
At least two of them. These constructs usually operate heavier gear in Gnomerado, so they can attach with larger things. Attack: attacks with one or both of two random tools. Roll 1d6 . On 1, it misses, on 2-5, it does 2 HP damage, on 6, it does 3 HP damage. Hit Points: 5Sentient Regular
These constructs look like any random gnome. If they get attacked while being alone, they try to retreat and get support. In combat, they attack blindly with anything they can use, which is usually tools like screwdrivers, saws, hammers, blowtorches or bricks. Attack: attacks with one of two random tools, it has. Roll 1d6 . On 1, it misses, on 2-5, it does 1 HP damage, on 6, it does 2 HP damage. Optionally they can choose to defend themselves in a round, blocking 2 HP from every attack (does not block damage from area effects of the special items). Hit Points: 2Sentient Mini-Boss
At least two of them. The advanced constructs mimic those gnomes who apparently had the say in Gnomerado: the lawyers. They wear a dark suit and a tie. They have built-in flame throwers and small rocket launchers. Attack: attacks with one of the two weapons.- Flame thrower: 9ft long and 90° wide cone. Roll 1d6 . On 1, it misses, on 2-5, it does 2 HP damage, on 6, it does 3 HP damage.
- Rocket launcher: circle of 3ft radius within 15ft range. Roll 1d6 . On 1, it misses, on 2-5, it does 2 HP damage, on 6, it does 3 HP damage.
Act III: "High Noon"
Fighting Whacker
If the group somehow got around this because they already found Whacker and teamed up with him, add a fight against 5 "Mini Bosses" instead.Boss
Whacker rides a giant spider-like robot that covers 4 squares and can attack 3 times. Only the spider is attackable, Whacker is well hidden under a lid. Attacks:- Leg Stomp: Roll 1d6 . On 1-3, the attack misses, on 4-5, it does 1 HP damage, on 6, it does 2 HP damage. Can do 2 leg attacks each round. Range: 6 feet or 2 squares.
- Bite: 1d6 . On 1-3, the attack misses, on 4-5, it does 2 HP damage, on 6, it does 3 HP damage. Can do 1 bite attacks each round. Range: 3 feet or 1 square.
- Special Attack: The spider can do some kind of laser attack: a glowing green laser beam with a range of 15 feet that does 5 HP damage per round. Looks cool, is pretty deadly, but it is just useless because of its slow movement speed. When activated it starts in the square right in front of the spider, and then moves 6 feet or 2 squares per round to anywhere in the 180° in front of the spider. Any targetted person can easily evade.
Fighting the Man in Black
Boss
The Man in Black is wearing black clothes and a brown cape. He is carrying a large rifle and a lightning whip that buzzes with sparks and discharges when it hits something. He can attack with rifle and whip every round.- Rifle: Range 60ft. Roll 1d6 . On 1-3, the attack misses, on 4-5, it does 3 HP damage, on 6, it does 6 HP damage. Reload: not required.
- Whip: Range 9ft. 1d6 . On 1-3, the attack misses, on 4-5, it does 2 HP damage, on 6, it does 3 HP damage and the target falls to the ground, losing 1 action for the current round.
Resolution: "Tombstone"
An airship, silently cutting the space towards home.
Gnomes, sitting on the deck, humming a slow tune.
Their faces lit by red glowing coals inside a crackling brazier.
One gnome staring back at Gnomerado, motionless.
With red glowing eyes, and an evil grin."
Rewards for the PCs
If this one-shot is being played with PCs that continue to play after, each of them gets a seasonal ticket for Gnomerado and one of the remaining magic items. The GM might have to adjust the items to the regular RPG system rules.Cliffhanger
In that case, the above quote can also be read out to the players, a hint that the constructs found out about the control mechanism and the kill-switch and that there are constructs already without. Those start to infiltrate the world outside of Gnomerado, a new faction with a goal unknown ...Table of Contents
Simple attack weapons for damage
Note: the following items are available in the Museum of Famous Failed Gnome Inventions. They all work, but they also can have a malfunction.Catoblepon's Cable Cutter
Simple attack item that works well against constructs. Available: 2. Execution: Roll 1d6 . On 1-2, the attack is a miss, on 3-5, it does 1 HP damage, on 6, it does 2 HP damage.DinoBob's Armour-Piercing Crossbow
The crossbow shoots a heavy bolt that pierces armour. It hits every target in a straight line of 30 feet. Available: 1. Execution: Roll 1d6 . On 1, the bolt gets stuck in the crossbow until fixed, this takes the full round. On 2-5, the attack does 1 HP damage, on 6, it does 2 HP damage. After a shot, the arrow just reappears in the crossbow.Dutrius' Dental Drill
Works on constructs, too. Available: 1. Execution: Roll 1d6 . On 1, the drill gets stuck and requires a roll of 4+ on 1d6 to get it out, starting next round. On 2-5, the attack does 1 HP damage, on 6, it does 2 HP damage.TheChangeling's Trash Catapult
(aka T.C.T.C.)
Stuff in all the things and then push the red button labelled "do not push". Be sure to aim.
Reload time: 1 full round. Execution: Roll 1d6 . On 2-5, the item works, doing 1 HP damage to everything in a 9ft long and 90° wide cone (objects larger than 1 square get hit once per square), on 6, it does 2 HP damage. On 1, the content gets pulverized, completely obstructing the view around the user in a 6ft radius.
Theiket's Tactical Tooth-Bar
Iron bar with teeth. Does damage on impact, just swing it to mute everyone who misbehaves. Available: 1. Execution: Roll 1d6 . On 2-5, the attack does 1 HP damage, on 6, it does do 2 HP damage.Special items for special effects
Amélie's Arctic Inverse-Accelerator
When the AAIA touches a surface, a freezing circle with a radius of 9ft spreads out and everything within becomes frozen. If frozen objects get damaged for at least 2 points, they burst into hundreds of pieces. Duration: 1 round. Uses: 1. Execution: Roll 1d6 . On 2+, the item works, on 1, it explodes and everyone is "six feet under" snow. Roll 5+ on 1d6 to escape the snow, also no more actions for buried people in the same round.Dimi's Miraculous Time Dispenser
Upon activation, time warps! Everyone (who knows it) can execute two actions in this round. If someone had his action already, he can do a second action at the end of the round. Duration: 1 round Uses: 3.Dr. Emy's Electrocution Grenades
On impact, the grenade explodes and disables every energy powered item or creature (that is completely inside the radius) within a radius of 9ft. Duration: 1 round. Uses: 1. Execution: Roll 1d6 . On 1, the grenade malfunctions and every energy powered creature gets recharged (+1 HP), on 2-5, it works as described, on 6, every energy powered creature gets overloaded and loses 1 HP.Mikaro's Teary Eyes
The wearer of these red glowing goggles looks like a sentient construct and will not get attacked by them except they can see the wearer do action against them. The goggles allow also to see the remaining hitpoints of any construct/machine. When worn, roll 1d6 at the beginning of the round. On 1, the wearer gets blinded for the remainder of the round (dropping the goggles doesn't help), on 2-6, the goggles work as intended. Available: 1.Kefkejaco's Beer Mug
Simple attack item that works well against constructs, they are service machines, after all. Just yell "Hold my beer, bro!" and hand the mug to the construct, rendering it unable to attack or move for one round. Available: 1. Uses: 1. After one round, the construct will just drop the mug, breaking it.Qurilion's Quivering Quartz
When placed on the ground, the quartz inside the cylinder will fall down and drill a foot deep into the ground and start vibrating. Everyone in 15ft radius falls prone (except creatures/machines that spread over more than two tiles), machines/constructs have a chance of losing an important part like an arm or a leg or break completely. Duration: 1 round. Uses: 1. Execution: Roll 1d6 . On 1, only the PCs are affected and need to roll 4+ next round to be able to stand up and take an action again. On 2+, the item works: for each construct roll 1d6 . On 1, it breaks, on 2-4, it loses a vital part/weapon.Satrium's Accurate Strategical Statistic Yellowpages (S.A.S.S.Y.)
These pages show all the data in real-time: status of weapons and combatants, movement vectors etc, giving the group a strategic advantage. Execution: Roll 1d6 . On 2-5, the group acts first (including allies). On 6, the opponents declare their action, then the group can decide if they want to act first or last. On 1, the readings are all wrong and the whole team acts last. The user of the pages cannot do any other action in the same round.Silo's Swift Slippers
The wearer can move twice their usual range and jump three times as wide and high. Duration: 1 round. Uses: 2. Execution: Roll 1d6 . On 2-6, the item works, on 1, the slippers dissolve into a sticky mass, glueing the wearer to the ground. Roll 5-6 on 1d6 to escape the goo (starting next round).Stormbril's Healing Gun
Shoot your best friend to health. Uses: 3. Execution: Roll 1d6 . On 2-4, the shot heals for 3 HP, on 5+, it heals for 6 HP, on 1, the user hits his own eye, taking 2 HP damage.Glossary
- BBEG: Big Bad Evil Guy
- GM: Game Master
- HP: Hit Points
- PC: Player Character
- RPG: Role Playing Game
It sounds like a lot of potential fun! I'm looking forward to seeing you develop it further. I loved the detail about the transmutation flask to enter the park. A few details/things I took notice of:
Good comments, thank you. And yeah Amelie's item name changed, need to fix that. :D