Carbon Copy Paradise
Plot summary
The player characters have infiltrated the luxurious Emerald Gardens Hotel, a mafia-operated dark clinic towering high above the city's sky. As a rogue AI takes control over the complex and proceeds to exterminate all humans, they find themselves trapped. To escape, the characters must cooperate with the survivors, face rampaging robots and solve the mystery of their missing memories. Clue by clue, they close in towards a terrifying truth... This adventure should take between three and six hours to finish. It is intended to be played with the Biocore Quickstart Rules and its pregenerated character archetypes. Alternatively, it should be straightforward to modify for the Shadowrun ruleset. A check given as Perception (3) requires 3 or more successes to pass. A target number of 1/2/3 or more successes corresponds to easy, routine or challenging difficulties, respectively.Background
High Secretary Emma Young has spent much of her term fighting the mafia, but so far with limited success. She now hopes to make a decisive strike against Salvatore "Sweety" Luciani, a second-rate businessman who realized his lofty ambitions with the help of mafia boss Don Gavelli. Some time ago, Ms. Young recruited a group of agents for an under cover infiltration of Sweety's prized luxury hotel. Their task was to find evidence that he operates an illegal clinic, which would give the High Secretary leverage to make Sweety turn on his mafia allies. Unfortunately, the plan was tipped off to Sweety by an informant. The unsuspecting agents were drugged shortly after checking into the hotel, and are now held captive in the clinic.The Twist
While the player characters believe that they are under cover agents sent by Emma Young, this is an illusion. In truth, they are near perfect android doppelgangers, a species of artificial intelligences known as Bionics. Everything from their appearance, memories and skills was designed to mirror their human counterparts as closely as possible. It is likely that the characters will figure out the truth in Scene 2 or 3; otherwise it will be revealed at the finale. Sweety prepared the Bionic doppelgangers on Don Gavelli's orders. He had the doppelgangers' AI equipped with an assassin program which creates a subconscious urge to kill the High Secretary. The plan was to let the doppelgangers finish their assignment by feeding them fake evidence, who would then return to Young and kill her. However, only the most shallow of the agents' memories could be transferred to the doppelgangers. While they remember the High Secretary's task and general facts about their lives, any attempt to recall deeper memories only yields a hazy fog of disconnected images.Bionics
Bionics are a new class of sentient AI with an almost perfect human-like appearance. Some Bionics are programmed to believe they are human, although they may realize the truth eventually. You can use the ideas below to hint at the player characters' identities.The Cast
Salvatore "Sweety" Luciani
Sweety earned his name with his pretty face and silver tongue. He always had dreams too big for his bank account and found himself in prison for extortion. There he had the idea for the hotel, which he pitched to an inmate working for Don Gavelli; the rest is history. Sweety loves to flaunt his wealth and ramble about his shallow "survival of the fittest" philosophy.Frank Wagner
Skinny Frank isn't much to look at, but he has proven himself a valuable asset as Sweety's self-taught security hacker. He is snarky and likes to play tough, though folds quickly if confronted with violence. In his off time, Frank plays around upgrading The Doctor with as many Biocores as he can procure.Herr Kruger
Joseph Kruger is the kind of man insisting on being called "Herr Kruger" even by his family. He pronounces his words very carefully and hates sloppy people. Before he retired, Herr Kruger was an upper tier financial manager at Theradyne, a man used to the cold logic of numbers. He looks very well for his age: Athletic and bald, with telltale graft skin patches indicating leonization treatments. Two bodyguards follow him at all times.The Doctor
The medical AI only known as 'The Doctor' used to protect life at all costs. Due to his Biocore upgrades, he has become self-aware and much more intelligent than his creators know. He started to calculate the utility in saving versus taking a life - and considers Sweety and Frank as a net drain for humanity. He intends to kill them and the Bionic doppelgangers to stop the murder plot against Young. The other hotel guests are seen as complicit by association.Emerald Gardens Hotel
The hotel overtakes most skyscrapers in Progress City, standing over 4000 feet tall. While the base of the tower is sleek, it spreads out towards the end to form an enormous horizontal disk, like a massively oversized mushroom. Over the disk's surface, a lush tropical forest sprawls between scattered hotel buildings. High above the treetops, a glass biodome covers the complex. The hotel currently houses 28 guests and over 100 drones and a handful of humans acting as security and hotel service staff. The architects of the hotel clearly believed in automatizing absolutely everything, to a downright obnoxious extent.
Scene 1 - Doppelganger
Scene Goals
The player characters awaken in (presumably) their own hotel rooms, dimly remembering last night's party. They realize that they are working under cover to find evidence that Sweety is running an illegal clinic for the mafia. In this scene, the characters may speak with some of the guests and the (mostly AI) hotel staff. It ends when they witness Sweety's death.Conflicts
Allow the players to explore their hotel room, which looks like they spent a very wild night. In truth, the party was arranged to drug the agents three days ago. An Investigation (2) reveals that some of the wine stains look as if they were a few days old. After leaving their suite, they find themselves in a confusing maze of corridors, chandelier lighted and laid out with expensive carpet that their feet sink in. Eventually, they will end up taking the elevator to the biodome and the restaurant. Let the characters interact with a few of the other guests, particularly Herr Kruger. When you are ready to move on, Sweety and Frank arrive. Frank approaches the party, telling them that Mr. Luciani enjoyed their company last night and invites them for breakfast. As the party sits down with Sweety, Frank excuses himself. Within seconds, the AI waiter drone slides close on the overhead rails. Sweety orders saffron eggs with black truffles and bacon, and invites the party to order what they like. Sweety is jovial and bombastic, but secretly evaluates whether the Bionics are convincing copies of the captured agents. He wants them to believe they are still working as under cover agents for the High Secretary. If the characters refuse to join Sweety for some reason, they instead witness the poisoning just as they are about to leave the restaurant.Crab-AR/0
Micromaintenance Drone
Marketing polled that 86 % of the population prefer crabs over spiders. Hence, Wolff Industries brings you this cute little bugger. With its small body and 8 legs, it can move in small spaces and climb vertical walls with ease. It can turn its pair of claws into an impressive selection of tools, including sawblades, screwdrivers, or even a miniwelder.
Tux
Waiter Drone
These drones have a small body to slide across the overhead rails with blazing speed, and four robotic arms to take orders, deliver meals, scoop up empty dishes, help costumers into their chairs, and so on. A small holoscreen shows a video feed of an attractive male waiter with a curly moustache. Its personality is subservient and is commited to treat every guest like royalty.

Interesting Guests
Scene 2 - Lockdown
Scene Goals
The hotel's security system turns against the guests and puts the hotel into lockdown. Synlink connections to the outside world are blocked. All escape routes lead through the clinic in the Hotel Ring one layer lower, which can be accessed in one of three ways.Elevator override
The guests know Frank manages security and may have the code to unlock the elevator. However, noone knows where he went. Frank was shot by Hornets on his way to the VR pavillon. He broke into the Medlab for first aid supplies, then rushed to the hidden security room in the pavillon. He attempted to hack himself back into the system, but died from his wounds before he could flee. The elevator code can be found on his Synlink; however, it only allows access to the clinic segment.Hints
Cooling system
The lake doubles as a water source for the Doctor's cooling system. The characters could enter the clinic laboratory by diving through a pipe that connects the lake floor to the level below.Hints
Maintenance tunnels
A labyrinth of maintenance tunnels runs through the complex. The player characters may find an entrance and navigate the maze to reach the clinic.Hints
Conflicts
While the guests still recover from the shock of the poisoning, two Hornet Rotordrones and three Seraphims attack. Give the player characters time to shine, but make sure to wrap up the fight quickly with the help of the guests. Security Drone StatblocksSeraphim
Medium Security Drone
Originally intended as a riot control tool, the Seraphim is also popular for businesses aiming for discrete protection. The drone is essentially a drug dispenser with self defense capabilities, usually painted white with a red cross on its side. It is equipped with an injector arm that allows to deliver a payload with or without the patient's cooperation. If drugs and its angelic voice cannot pacify the opposition, the retractable shotgun turret offers a violent and effective alternative.
Movement: Tracks; 10 m/turn
Skills: Longarms 3, First Aid 4
HP: 15, Armor: 2, Defense: 2
Weapon: Shotgun
Str | Agi | Con | Ref | Ins | Log | Cha | Wil |
---|---|---|---|---|---|---|---|
3 | 2 | 3 | 2 | 2 | 2 | 3 | 3 |
Fujitsu-Yaskawa Hornet
Light Security Rotordrone
The three-rotor flying Hornet received its name from its curved tail reminiscient of a stinger, which mounts a powerful taser gun. A salvo of its taser projectiles is able to knock out a charging dire bear. However, the targeting software tends to have a hard time hitting smaller mobile targets, like humans or Bionics.
Movement: Flying; 30 m/turn
Skills: Pistols 3
HP: 14, Armor: 0, Defense: 3
Weapon: Repetier Taser
Spray and Pray
Attacks against medium size or smaller creatures carry a -4 penalty.
Str | Agi | Con | Ref | Ins | Log | Cha | Wil |
---|---|---|---|---|---|---|---|
1 | 4 | 2 | 3 | 3 | 2 | 1 | 2 |
Scourge Raptor (Anibot)
The 22nd century upgrade of the classic velociraptor is just as fearsome as the original was millions of years ago. These predatory dinosaurs are about 1.5 meter (5 feet) tall, with a muscular 2.5 meter (8 feet) tail that ends in a colorful fanned tip. They can run insanely fast with a top speed of about 60 km/h (37 mph), propelling themselves on curved toes that double as eviscerating daggers. The most fearsome weapon of the scourge raptor is found on its flanks - each is equipped with an additional pair of spear tipped mantis arms. Scourge raptors commonly use teeth and claws to pin an enemy, then go for the kill by shooting the mantis arms in an arc to pierce belly, eyes, nose and ears.
Weapons: Claws (Dmg: 6, AP: -1, Range: 1), Mantis Spear (Dmg: 5, AP: -3, Range: 2)
Skills: Unarmed 2
HP: 22, Armor: 2, Defense: 3
Condition: Anibot
This creature was outfitted with a brain implant regulating its behavior. The implant is extremely invasive and has caused permanent neurological damage. Anibots are prone to atypical behaviors and substantially weaker than wild animals.
Str | Agi | Con | Ref | Ins | Log | Cha | Wil |
---|---|---|---|---|---|---|---|
3 | 5 | 3 | 3 | 3 | 1 | 1 | 1 |
Hellcat (Anibot)
Few animals specialized on human prey inspire as much awe as Hellcats do. They resemble pumas with pointy brush ears, a short stubby tail, sleeker facial structures and blood red eyes. Four large sabre teeth protrude about 30 cm (12 in) from their mouths, two facing upwards and two downwards, with jaws powerful enough to rip through a metal door. Hellcats are extremely smart and opportunistically hunters of livestock and humans alike. When there are enough of them to form big packs, they commonly raid food transports and warehouses.
Blood Sense
Hellcats usually do not attack Bionics unless threatened, as they have no difficulties distinguishing them from humans, even at long distances.
Weapons: Claws (Dmg: 6, AP: -1, Range: 1), Bite (Dmg: 6, AP: -4, Range: 0)
Skills: Unarmed 3
HP: 21, Armor: 1, Defense: 1
Condition: Anibot
This creature was outfitted with a brain implant regulating its behavior. The implant is extremely invasive and has caused permanent neurological damage. Anibots are prone to atypical behaviors and substantially weaker than wild animals.
Str | Agi | Con | Ref | Ins | Log | Cha | Wil |
---|---|---|---|---|---|---|---|
4 | 3 | 3 | 2 | 3 | 3 | 4 | 1 |
Kaleidoscope Catfish (Anibot)
There are very few creatures that aren't on the Kaleidoscope Catfish's menu. Worms, crustaceans, fish, birds, snakes, pigs, deer or humans are among its favorites, but it isn't picky. Some specimens were even found digesting scrap metal and cyberware. The Kaleidoscope Catfish is most recognizable by its flat head and giant mouth filled with two rows of saw-like teeth. In good conditions, it grows up to 5 meter (16 ft) in length, weighing about half a ton. Its crystalline facet eyes are perfectly suited to prepare for a high jump out of the water, catching an unsuspecting creature, and pulling it down under.
Weapons: Bite (Dmg: 5, AP: -1, Range: 0)
Skills: Unarmed 2
HP: 25, Armor: 3, Defense: 1
Condition: Anibot
This creature was outfitted with a brain implant regulating its behavior. The implant is extremely invasive and has caused permanent neurological damage. Anibots are prone to atypical behaviors and substantially weaker than wild animals.
Str | Agi | Con | Ref | Ins | Log | Cha | Wil |
---|---|---|---|---|---|---|---|
2 | 2 | 5 | 1 | 2 | 1 | 1 | 2 |
Example encounters
Scene 3 - Shadowy Business
Scene Goals
Herr Kruger has been contacted by The Doctor and was offered freedom if his group helps to lay a trap for the party. This scene is skippable when time is a concern. In that case, Kruger still betrays the party but is wiped out by a pack of Hellcats.Conflicts
If the characters impressed the guests, they deny their support for Kruger's plans or even send a warning. The scene ends either by winning a fight with Herr Kruger and his allies, by Persuading (3) him out of his plan, or by Sneaking (2) past them. Herr Kruger is backed by his two bodyguards. Statblock Kruger and BodyguardsJoseph Kruger
Herr Kruger is a well kept man for his age, every cell of him an accountant. However fit he may keep himself, he remains far less intimidating than his bodyguards.
Skills: Intimidation 4, Persuasion 5, Pistols 2
HP: 25, Armor: 0, Defense: 1
Weapon: Light Pistol
Str | Agi | Con | Ref | Ins | Log | Cha | Wil |
---|---|---|---|---|---|---|---|
2 | 3 | 3 | 2 | 3 | 5 | 4 | 4 |
Kruger's Bodyguards
There is not a moment these bodyguards look anything less than professional. An impressive amount of chrome flashes below their immaculate suits and evening dresses. It seems like their wardrobe is especially chosen to show off as much sleek metal as they can.
Skills: Blades 3, Pistols 4
HP: 24, Armor: 2, Defense: 2
Weapons: Light Pistol, Cyberblade
Str | Agi | Con | Ref | Ins | Log | Cha | Wil |
---|---|---|---|---|---|---|---|
4 | 5 | 5 | 3 | 3 | 2 | 2 | 3 |
Scene 4 - Total Recall
Scene Goals
The party enters the clinic and find the unconscious human agents floating in biotanks, guarded by The Doctor. He answers their questions, explaining why and how they were built as tools to kill the High Secretary. He offers to spare them if they agree to have their memories erased.Conflicts
Last Stand
To hold the fall, the party must reactivate the magnetic lock before eight turns have passed. Remember that during the fall, characters and movable objects are effectively weightless. One of the characters must pass five skill checks, representing the following sequenceThe Doctor
Whatever the Doctor's original shape used to be, it is impossible to tell. Its hull has been modified and refitted with an array of additions, with bits and pieces sticking out like it should be a model for an abstract paiting. It boast a total of seven spider like arms of different types, sizes and apparent functions. A holoscreen on its side shows its persona, a fourty odd looking man with graying curly hair and rimmed glasses.
Skills: Blunt Weapons 2, Persuasion 3
HP: 23, Armor: 3, Defense: 2
Str | Agi | Con | Ref | Ins | Log | Cha | Wil |
---|---|---|---|---|---|---|---|
2 | 7 | 2 | 2 | 3 | 8 | 4 | 3 |
I adore the aesthic of the setting, very cool. Your ideas for statblocks are stellar, and I love the poisoning idea. And those maps!! I think a DM may have a bit trouble knowing when to read out dialog or insert an encounter; but the overall plot is great :)
Those are very good points - it is definitely not an easy adventure to GM. I will go over the formatting again and see if I can improve some of it, though a lot comes from the complexity itself. I am prone to run my games very freely, and it shows. Thank you very much for taking the time and the great feedback!