5 room Dungeon for Stalker Game – Session 01. Lab beneath St Pauls’ School. Time will progress at about an hour per scene, and you’ll roll on the weather table every hour:
Weather tables – roll 1d6
|Mist for -10 to awareness|
|Fog -20 to awareness. Max range 50m.|
|Chemical fog. As above, but take 1d3 damage per hour your exposed.|
|Rain – test toughness if you get wet.|
|Rain – test toughness if you get wet.|
|Clear and Calm.|
Game should take about 4 hours.
Threshold – Scene 1
See a dead body, partially eaten. In a Stalker Suit. Get a PDA if they search – his name is DRIP. Dead dogs. And a trail of blood. Bullet casings, tracks… and an overgrown shipping containter. Looks like this was once a football field. The footprints lead to a small cluster of buildings.
As the party is walking along, they come across a wounded stalker, near death. This is NIMBLE. He was attacked by wild dogs on the way back from a raid, and the rest of his team had to leave him there while they went for aid. He’s on a raised platform, like one of those storage containers, or on the second floor of the house. He will call for aid. The wild dogs return while the party decide what to do with him. If they are good stalkers, they’ll heal him. They may kill him, or ignore him altogether otherwise. The dogs attack at the next junction, or if a lot of noise is made. After 5 rounds, or a suitable junction, AVALANCHE and his 2 stalkers arrive back.
12 blind dogs. 6 hit points. Their bite does 1d6 damage. They move fast. They will flee if you kill or injure 50% of them, as they are beasts. Play up their strange senses. Should be lead by a bigger, scarier looking one.
- Wildlife is dangerous.
- Code of the Free Stalker – help your brothers, get rich.
- Friendly stalkers will give you advice and trade.
Leader of NIMBLE’s group is an experienced stalker with an assault rifle and modified Stalker suit called AVALANCHE.
He warns about the cordon ahead, the bandits in Clontarf. Leader of the bandits is a guy called MONK. He will lead the party some of the way, and demonstrate some of the effects of anomalies and artefacts. But only if they aid NIMBLE.
RP, or puzzle – scene 2
Corrupt military have set up a roadblock beneath a collapsed railway bridge. The party must talk their way through, pay them off, fight their way through or go around. They want about €200 a head. At a tense moment, a helicopter will pass overhead, heading deeper into the Zone.
About 5-6, in cover. Pissing them off will trigger the SAFE raid on the players.
They have 10 hitpoints each, do 1d10+2 damage, and their stats are same as a Fighter’s profile. They will be hard to shift, as there is nowhere to retreat to for them. They may surrender if outmanuevered.
- The military are not friends of free stalkers, and won’t hesitate to shoot if you try funny stuff.
- There is always a way around.
- There is a special forces unit by the name of SAFE – Synchronised Armed Forces Europe. They are ambushing and killing stalkers.
Going above exposes the party to a high level of radiation and an encounter with an anomaly. They must trace out its active range. This introduces bolts, artefacts and anomalies if they did not encounter AVALANCE.
Setback or Twist – scene 3
They reach their location, the School, but the poltergeist in the building makes it almost impossible to get in. There are some free stalkers camped out. There are some artefacts in the nearby buildings: Pellicle can be harvested if they can find a way to get it off the chemical anomalies.
The other stalkers will leave after a 3 hour rest – they are trying to rescue their friend from the Garbage in St. Anne’s Park, who is being kept as a slave by MONK’s bandits. They give clues about the monster – active only in the building, it screams “BRING IT BACK TOGETHER” and attacks by hurling items and with psychic phenomena.
Once they enter the building, a ghostly wind sweeps through the building and their Geiger counters spike. Small objects at first rise from the ground, hover for a round, then hurl themselves at the players. Especially heads of stalkers and monsters. The monster is only active within school itself. Looking in the window, the players will see lots of effigies of headless creatures. And scattered heads. Lots of spook value, play up the horror element. The poltergeist can be pacified by finding the art room and putting heads on the decapitated statutes.
They should test their willpower or be stunned for several rounds in fear if they fail badly.
Poltergeist: 15 HP. Throw small item like a head or bottle 1d6, large item like a or chair table 2d6, enormous item like a locker 2d10. 1 turn to levitate the item, thrown next turn. Can be parried with fighting skill if you have a close combat weapon drawn. Can be shot, knocking the floating item to the ground. Incorporeal, so can’t be directly targeted. Can see through walls.
When the players approach the art room, a Snork should appear from the basement. 12HP. It can leap several meters and attack at +20 Fighting. After that, it can attack for 2d6, twice per round. It will attempt to dodge using agility, but cannot parry. When heavily wounded, it will retreat to the lab. Killing it and looting the body will give the players a dog tag of a missing Irish soldier from the initial evacuation.
The poltergiest will continue to pelt the party with stuff throughout. If they are clever, they might try dodging the items and letting the snork take the blows.
If the players can solve the mystery, they will get access to the basement below. They discover a prototype psi-protection helmet and lots of research. All of this is very valuable. If players wear the helmet, they can see the poltergeist.
- Poltergeist itself is about 15 wounds, incorporeal. Will throw 2 items for 1d6. Or throw a large item for 2d6, or a giant for 2d6! The items can be shot to knock them down.
If they did not pacify the monster, they will need to face it as they emerge from the dungeon. Killing the monster reveals it to be a legless, mutated man.
Note that if the heads are knocked off the statues, the poltergeist will be enraged! My players used this to delay the military strike team
As the party leaves the basement lab, they hear the helicopters again. A military raid by SAFE special forces on their position has begun! If they helped the stalkers earlier, the other Free stalkers will assist them to escape the area.
If they did not annoy the military, the bandits will ambush the party as they head back through the village. The Free stalkers will aid them if they assisted them earlier.
- The party will not be able to kill the military, but they should be able to run.
- The bandits are lead by a man named Sultan, they can talk, but will be entirely hostile. You can walk away if you are able to convince them.
Anomalies and Artefacts:
Mosquito: a 3m wide graviconcentrate that flings items thrown into it in a random direction at high speed, but rarely back in the direction of the thrower. Almost definitely lethal. Occasionally captures debris, flesh of victims and crushes them into an artefact. Generates Wrenched, which looks like a lump of coal, flecked with gold. Gives off high radiation, but makes bullets more likely to miss the user.
Hints: a mosquito buzzing sound, a divot in the ground, fluttering grass and trees that bend towards the anomaly.
Electrostatic: A lightning storm that strikes whatever enters for lethal damage. Can be triggered with thrown bolts. Unknown what artefacts it generates.
Hints: your hair stands on end.
Chemical Fog: Much of Dublin Bay is now a giant chemical anomaly, and the breeze blows a corrosive fog over the city. A warning siren will sound – you should seek cover if you hear it.
Fruit Cordial: a liquid chemical anomaly that dissolves whatever it touches. Not detected by most detectors – but usually confined to flooded areas. Generates Pellicle, a rubbery skin artefact that seems to protect from chemical burns.
Hints: sounds of hissing and popping.
Pins and Thorns: two radiation-sapping artefacts that are pressed into the skin. Makes you bleed from your ears, and doubles the bleeding damage you take. But will take you down a level on the radiation scale within an hour. Stalkers usually find them amidst old needles. If they are dropped on their sharp point, they bounce back to the exact same height, seemingly violating physics.
Black Sprays: a black glassy substance in demand for jewellery. Light is delayed when passing through, making them sparkle with a red light. Very valuable, and safe to handle.