Tex's Turf An Ops & Tactics Adventure Module For 1-4 Players Overview: The player characters will become trapped inside the restaurant and attacked by various malevolent animatronics. Over the course of the adventure, the player characters can, if they survive, choose to either destroy all the animatronics and re-open the restaurant, or use the keys found in the office to escape the retaurant and optionally destroy it using the detonator carried by Harry Hare. Player's Introduction: Tex's Turf takes a party of player characters through a night of deadly terror, as they become trapped inside a restaurant filled with murderous animatronic mascots, and have to fight to survive. Player Character Guidelines: Recommended Player Character Level: 4 for parties of 3 or 4. 5 for parties of 2. 6 or more for parties of 1. Most creatures encountered during this adventure will have a battle value between 40 and 55. Ability Scores: Ability Scores for new characters created for Tex's Turf can be generated using any method listed in the core rulebook, but the standard 30 point-buy method is recommended. Starting Wealth: Character starting wealth is doubled for Tex's Turf. Books in Use: Players can use equipment and options presented in Core, Armory, Modern Magika, and Advanced Arms to build their characters. Scenario: You, and various business partners, have recently purchased the deed to Tex's Turf at an estate sale, along with the intellectual property rights of various related media like the characters and the cartoon series. Tex's Turf was a western themed restaurant for families with small children. It's food was mostly chilli based, i.e Chilli Dogs, Chilli Burgers, Chilli Cheese Fries, as well as Chilli served in either a bowl or breadbowl. The main attraction and marketing point was a cast of cartoon mascots and a number of animatronic puppets based on them, the stars of which are Tex Tortoise and Harry Hare, both of which dress like cowboys and wield old-fashioned six-shooters. Now closed, the restaurant was once scheduled to be demolished, but such plans never came to fruition and Tex's Turf has now been abandoned for many years, but the property has just recently been acquired by the PCs, who hope to restore, rennovate, and re-open the business. However, before the process can begin, it needs to be thoroughly inspected, and possibly cleared of squatters or criminals who might be dwelling within, as various lights, music, and even gunshots have been seen and heard coming from the property at night. Knowledge Checks The Animatronics in Tex's Turf are based on cartoon characters from a likewise named saturday morning cartoon series. Using a Knowledge (Popular Culture) check, a character can remember some key detail from the show that will hint towards an Animatronic's abilities or functions. Even if a given player character has never seen an episode of the Tex's Turf cartoon series, it is played continuously on various televisions mounted on the walls of most of the restaurant's rooms, and a player character can substitute an intelligence check to remember something relevant from what they've seen. Chapter 1: The Restaurant The restaurant is very sturdily constructed out of brick and concrete, but it's design is very atypical for a restaurant. Originally intended as a nuclear fallout shelter, elements of that can be seen from it's wide, flat construction with no ground-level windows and it's single set of heavy, steel doors that don't even have exterior handles on them. On the rear of the building, there is a ladder leading to the roof, which is typical of commercial buildings. There's a large sign featuring the eponymous tortoise, various HVAC units that no longer function after the building's years of disuse, and three skylights placed over the Dining Room, Bar, and Arcade. Nothing appears to be unusual about the restaurant when viewed from the skylights, though the lights and arcade machines are noted to turn on at night. Care should be taken if the PCs do venture onto the roof, however. The part of the roof over the ball pit is visibly sagging and will collapse if more than one character walks over it at a time. Likewise, the glass of the skylights is not able to support the weight of a character at all, and will similarly collapse. Characters falling into the ball pit have their fall broken and take no damage, but characters who fall through a skylight take 2d6 fall damage, plus an additional 1d6 slashing damage from the broken glass. The Parking Lot Located at the southern side of the restaurant, the parking lot is lit by street lights. While Tex's Turf once had an elaborate western themed plaster facade around it's front entrance, much of it has crumbled, revealing the faded red brick underneath. The heavy steel front doors are unlocked and hang slightly ajar, and various lights and sounds echo from within the windowless building. The restaurant's doors feature ultra-high security locks [TN 50] The Dining Room The first room the PCs are likely to enter. When the PCs enter from the front door, the stage lights are on, and the following animatronics are on the stage at the rear: Tex Tortoise, Harry Hare, Deuce the Dragon, Cassidy Coyote, Snappin' Sam, and Busty Buzzard. After the PCs enter, the stage lights briefly go out, plunging the dining room into darkness. When the light returns, only Cassidy Coyote remains on the stage, and the restaurant's front door is now shut and securely locked. Cassidy, who is standing in front of a microphone, starts to sing a song about all the animals he's eaten, and that he wants to eat you next. Cassidy will attempt to terrify the PCs with a presence check, before leaping from the stage and prompting an initiative check with combat. On all subsequent visits to the dining room, there is a 75% chance that the stage lights will again briefly go out and a random animatronic will appear on the stage to attack the PCs, unless the PCs are carrying the key to the front door, in which case there will be three random animatronics in the dining room to block their path. The dining room is connected to the Kitchen and the Supply Closet on the west, the ball pit on the east, and the hallway to the north. The Kitchen The restaurant's kitchen is relatively safe, as none of the animatronics will enter it unless pursuing a player character in combat. The primary danger of the kitchen is that one needs to pass through the dining room when they leave, which is likely to involve being attacked by an animatronic. The Kitchen is connected to the dining room and the supply closet. While there's no edible food to be found, a thorough search of the kitchen will reveal multiple useful objects. 4 Rolling Pins (Improvised Light Club) 20 Kitchen Knives (Improvised Survival or Field Knife) 8 Frying Pans (Improvised Heavy Club) ~100 expired cans of canned food (Bricks) The refrigerator, surprisingly, is still in working condition. It contains: 60 Expired Canned beverages (Bricks, or Ammunition for the Can-Cannon) A foil lined Day Pack, which contains a dozen alchemical potions. The daypack has a tag noting that if lost or stolen it should be returned to the 13th police precinct. Each of the potions is labeled with their flavor and effects, as well as the text "PRODUCT SAMPLE; FOR REVIEW PURPOSES ONLY; NOT LABELED FOR SALE;". While the effects seem quite useful, the flavors are all questionable things like "Strawberry & Garlic" or "Gasoline". There are 4 potions each of Cure Critical Wounds, Cure Deadly Wounds, and Cure Bleeding The Supply Closet The Supply Closet, like the kitchen, is relatively safe, and none of the animatronics will enter it unless following a PC in combat. Like the kitchen, the supply closet contains a large number of potentially useful objects along it's shelves: A pair of heavy toolboxes that contain small mechanical and electronics toolkits 6 Brooms & Dustpans 6 Mops & Buckets 4 Plungers 12 wet floor signs 2 Tex's Turf signboards (Improvised Heavy Wooden Shield) 2 Tool Hammers 1 Sledgehammer 4 rolls of Duct Tape A 20 ct. box of 12ga shotgun slugs, which is placed conspicuously next to a pile of pipe fittings, nails, glue, and dowels. A TN 15 Kn.(Tactics) check will realize that the pipe fittings can be readily assembled into two improvised shotguns. (12 ga, coach cut barrel, pistol grip, single shot, 0% err range, 10' range increment). Attacks from such shotguns will count as attacks from improvised weapons for the purposes of overcoming a malevolent animatronic's DR. 40 aerosol spray cans containing various paints, cleaners, deodorizers, and insecticides, all of which are highly flammable. A 30lb bag of charcoal briquettes A bottle of lighter fluid A set of 4 long handled safety lighters 4 small dark green propane tanks 1 large white propane tank A box of road flares (8 total) A locked [TN 25] Aluminum Travel Case containing a custom AR-15. It has a semi-automatic Designated Marksman Rifle Lower, and an X Products Can-Cannon upper. Also in the case is a 100 rd. M4/M16 magazine filled with 5.56 blanks Improvised Flamethrower (Improvised flamethrower rules written by cdru#3144) The improvised flamethrower is an aerosol can with a flame (usually a lighter) held or attached in front of it. It shoots a 5-foot wide, 5-foot long line of flame that deals 1d4 points of fire damage to all objects and creatures in it's path. No Attack roll is necessary. Any creature caught in the line of flame can make a Reflex Saving Throw [TN15] to take half damage. Creatures with cover get a bonus on their Reflex Saving Throw. Any creature that takes damage from the improvised flamethrower must make a Reflex Saving Throw [TN15] or catch fire, but taking 2d4 damage instead of 2d6. It can fire 3 times before being depleted, and cannot be refilled. No proficiency is required to use the improvised flamethrower, but it otherwise follows the rules for a flamethrower. Damage - 1d4 Damage type - Fire Rng - 5' max RoF - Semi Magazine - Int:3 Sz - S Wt - 0.5 Cost - 1 (does not include a flame source) Rest - None The Ball Pit Every child's favorite, this room once featured an enormous ball pit. Unfortunately, years of neglect and a faulty roof mean that the ball pit is now full of water, and with all of the balls floating on top, it is almost impossible to see what lurks below the surface. The water is 8' deep and must be traversed by swimming, though the room containing the ball pit has a narrow walkway along the edges. Any character attempting to cross the ball pit room will be attacked from the water by an animatronic, either Rattling Randy, Orpheus the Octopus, or both. If one or both of these animatronics has already been defeated, then Snapping Sam can be substituted in their place. 1 or 2 PCs: Attacked by Orpheus or Randy (50% chance of either) 3 or 4 PCs: Attacked by both. The Arcade This large room is filled with rows of arcade machines and awash with flashing lights and the sounds of electronic games. At the southern end of the room, there was once a counter where one could trade tickets won from the various machine for prizes ranging from colorful pencils, to stuffed animals, to costumes resembling the cast of Tex's Turf, and for very large numbers of tickets, one could receive a prize like Guitar or a Youth model shotgun or rifle chambered for .410 or .22 respectively. Unfortunately, the prize counter and all of the shelves of prizes are nothing more than piles of smashed debris on one end of the room. Notably, the machine that exchanges cash for arcade tokens is at the top of one of the piles, and it's door hangs open, revealing that it still contains a sizable amount of currency. If approached by the PCs, however, a random animatronic bursts forth from the piles of debris and attacks. After combat, 30 WP worth of bills and coins can be retrieved from the token machine. The Hallway This long, narrow hallway connects to most of the rooms in Tex's Turf, with the only exceptions being the ball pit, the supply closet, and the Kitchen. The hallway is dark, with most of it's lightbulbs long since smashed or burned out. Any time the PCs enter the hallway, there is a 25% chance that Deuce the Dragon is lurking just beyond one of the hallways' numerous corners. In this narrow hallway, his breath weapon is exceptionally dangerous. While PCs can potentially escape Deuce's fiery breath by ducking inside of of the other rooms, most of the rooms in Tex's Turf contain their own dangers, so it may become case that they've jumped out of the fire and into the frying pan. The Party Rooms Used for special events like birthday parties, the party rooms were rented by large groups, and each one contained it's own gimmick. Each party room has a similar layout with three tables, several chairs, and a prominently placed lever that activates 'Party Mode' which has different effects for each room. The combat encounters contained in the party rooms are optional, but reward various useful items afterwards. With the conclusion of 'Party Mode' in either room, 3d6 giftwrapped presents fall from trap doors built into the ceiling. Each of the presents, when opened, contain a random item determined by rolling on the following table: 1 1x EMP Grenade 2 1x set of ceramic armor plates, as well as a molle vest & plate carrier pouch to carry them in. 3 1x Firearm Magazine of a type used by a weapon the player characters are carrying. It is of the largest size available for it's particular firearm, and it is fully loaded with FMJ ammunition. 4 An IFAK 5 1 box of armor piercing ammunition, in a caliber used by a weapon carried by one of the PCs. 6 A tube containing two scrolls written on wood pulp paper. The first contains a necomancy spell that resurrects a single creature, and the second contains a conjuration spell that heals a single creature of 6d12 HP. Party Room 1 The floor in Party Room 1 is made of a now rusty metal grating, and below this grating are large fans. In several places, the floor grates are severely degraded and there is a 25% chance whenever a character moves more than 10' during their turn that their foot and leg will fall through, unless the character succeeds at a TN 18 Reflex Save. When the fans are off, the worst that can happen is that a character trips and falls prone, but during "Party Mode" the fans are spinning and a failed save results in 3d6 slashing damage to one of the character's legs. On the eastern wall, between the two tables, is a large mechanical lever (marked by a yellow symbol on the map) accompanied by a sign reading "Pull this lever to start your Party!" If the player characters pull the lever, then 'Party Mode' will begin. Party Mode lasts for 10 rounds, during which the door to the room is locked, loud music begins to play, the fans begin to spin at very high speed, and a huge quantity of glitter, confetti, streamers, etc. is dumped into the room from a series of dispensers near the ceiling. The particulate is continuously circulated by the room's large fans and obscures all sight beyond 5'. During "Party Mode" the players characters are attacked by a Random Animatronic. At the end of party mode, the fans turn off, the door unlocks, and the particulate in the air settle to the floor. Party Room 2 Party Room 2 has a mirrored layout to party room 1, with an arrangement of tables, chairs, and an ornate lever accompanied by a sign indicating it will start your party. The sides of Party Room 2 are decorated by various colorful tubes. While they originally faced the ceiling, now many of the tubes are bent and directed away from the wall. If Party Mode is activated, the door to the room is locked, the same loud party music is played, and it becomes apparent that the tubes are pyrotechnic displays, which activate on alternate sides of the room and expel an impressive shower of burning sparks. Similar to Party Room 1, Party Mode lasts for 10 rounds. On the first round of party mode, the pyrotechnics are launched the tubes on the western wall (Marked on the map by an arrow pointing to the right) and anyone directly in line with the pyrotechnics takes 1d4 fire damage, and risks being set on fire. On the second round of party mode, the same thing happens, except the pyrotechnics are launched from the tubes on the eastern wall (each marked by an arrow pointing to the left.). This pattern repeats a total of 5 times, with the pyrotechnics on the east and west walls firing in alternating rounds. Starting on the third round of party mode, a random animatronic enters the party room from an air vent and attacks the player characters. The Staff Room Accessible only from the westernmost end of the hallway, the staff room's door has a sign next to it that reads "NO ENTRY, STAFF ONLY" and the door itself is criss crossed with black and yellow tape displaying the words "CRIME SCENE", "POLICE LINE", and "DO NOT CROSS". Beyond the door, is a relatively unremarkable office. On the west side of the room, there are three desks in a row, all lit by green shaded banker style lamps and literred with old, yellowed papers, while on the eastern side of the room there is a long, wrap around desk with multiple obselete looking computer workstations lined up on it, universally a yellowed beige in color with darkened CRT monitors and dot matrix printers, half of which seem to have been rendered inoperable from very severe paper jams. There is currently one computer running, and it's monochrome amber display is showing a very simple command prompt, in addition to the date and time (which are both wrong) and the computer's uptime (Which is frozen at a number consisting entirely of 9s). On the North end of the staff room is a separate office that can be seen through two windows. The office has a heavy high security door, and the windows are evidently bulletproof, as they are splattered with dried bloodstains and gunshot impacts, yet apparently no worse for wear. Directly in front of the security door is a chalk outline of person next to a little yellow placard with the number 1 on it. The security door to the office is locked [TN35], and requires a key held by Tex Tortoise to open. The Office Visible from the staff room through two large bulletproof windows, the office seems particularly upscale for a restaurant. Featuring elegant antique furnishing, the desk has a marble top, the chair behind it is high backed and upholstered in leather. There are two bookshelves on either side of the room containing various items, including a small safe. On the wall behind the desk, there are mounted and stuffed trophies of several large animals, including a moose head, elephant's tusks, and the jaws of what appear to be a trememndous shark. Besides the trophies, there is a large key attached to a placard that reads "Front Door", as well as a very very large gun, which was presumably used to obtain the trophies on the wall. Room Contents: The shelves contain assorted valuables that suggest some kind of involvement in the occult and an interest in various forms of magic: 1 blank spellbook, containing 20 pages of bonewood paper, 30 of vellum parchment, and 200 of normal parchment. 3 brick sized ingots of Adamantine, Mithril, and Nullsteel 6 Shadowstones 20 reference books on varying subjects. A heavy steel safe featuring a combination lock [TN 30 to open]. The safe is cuboid, roughly 16 inches in each direction, and weighs 200 lbs. The Safe, if opened, contains various magical artifacts. The following are listed as examples, but feel free to choose options that suit your game and party. A Monochrome puzzle cube (MM pg. 80) One Copy of the Ammonomicon (Literally a copy. It seems that each page was carefully xeroxed and placed in a matte black, metal 3-ring binder. The front of the binder has even been carefully painted with an image of a bullet. Other than these cosmetic differences, this book functions identically to the ammonomicon presented in Modern Magika pg. 78) 1 Crystal Gem ( MM Pg. 77-78 The GM should choose one appropriate to the PC's proficiencies and preferences.) One Satchel of Carrying. The large rifle hanging on the northern wall of the office, next to the front door key, is a custom made Grandmastercraft +2 Double Rifle chambered in .700 Nitro Express. It has a single/double fire rate, and a 200' range increment. It is a huge weapon, weighs 12lbs, has two precision barrels, a bipod, a patrol sling, and is currently loaded with two 700 nitro express (6d12+8/-15) rounds. There are no other .700 nitro express rounds anywhere else in the restaurant. For the purposes of feats, it is considered a target rifle. The Bar Located directly north of the dining room, the Bar has a sign on the door specifying that only adults are permitted. Inside is very classically stylized bar, which wraps around the west and north ends of the room, and is flanked by various stools toped with red velvet cushions. Originally a place for parents and other adults to relax while out of reach of noisy children, it has fallen into the same kind of disrepair as the rest of Tex's Turf, with half the shelves having fallen down, and shards of broken glass bottles literring the floor. Currently, it is the lair of Tex's long time rival 'Harry Hare', who will appear and attack the PCs from behind the bar to the west if they enter. If there are 3 or more PCs, then Horny the Horned Toad will join him and attack from behind the bar to the north. If Horny has already been killed, then a random animatronic can be used to replace him. The Restrooms Men's Restroom In the Men's Restroom, the PCs can be attacked by a random animatronic (except for Busty Buzzard). If the PC's open one of the bathroom stalls, the animatronic will immediately emerge from the other one and begin it's attack. Women's Restoom In the Women's Restroom, the PCs will be attacked by Busty Buzzard in a specific fashion, if she has not already been killed. The stalls on the map are numbered from 1-6, and Busty will begin in a random one. During her turn, she will open one of the stall doors, fire a potshot from her shotgun at one of the PCs, close the stall door, and then use vent travel to relocate to a random stall, determined by rolling 1d6 Chapter 2: The Characters Tex's Turf is home to a large cast of animatronic characters, all of whom will try to kill the player characters when encountering them. While they have varying appearances and abilities, all of them are based on the generic "Malevolent Animatronic" stat block, which is presented at the end of this section in the event the GM wants to further customize the adventure. Knowledge Checks The Animatronics in Tex's Turf are based on cartoon characters from a likewise named saturday morning cartoon series. Using a Knowledge (Popular Culture) check, a character can remember some key detail from the show that will hint towards an Animatronic's abilities or functions. Even if a given player character has never seen an episode of the Tex's Turf cartoon series, it is played continuously on various televisions mounted on the walls of most of the restaurant's rooms, and a player character can substitute an intelligence check to remember something relevant from what they've seen. Random Encounters: Sometimes a room will call for an encounter with a random animatronic. In that case, roll a 1d10 on the following table. If an animatronic that has already been deafeated is rolled, then Tex Tortoise will appear in it's place. If Tex has already been defeated, then roll again. 1 Snapping Sam 2 Horny The Horned Toad 3 Black Hat Cat 4 Prospector Porky 5 Busty Buzzard 6 Stealin' Steed 7 Sten the Steer 8 Orpheus the Octopus 9 Rattling Randy 10 Bandit Barker Tex Tortoise (Medium Construct) A large tortoise themed animatronic produces a distorted prerecorded voice as it points it's comically large six-shooter in your direction. "I'm Tex, the sherriff in these parts, and you're coming with me, dead or- dead or - dead or- dead or- dead- dead- dead- dead..." HD 8d10 CHP 78 CP 16 BV 54 STR 18 DEX 18 CON - INT - WIS 12 CHA 18 Structure Bipedal (Humanoid) Initiative +7 Defense 20 (+4 Dex, +6 Natural), Flat Footed 16, Touch 14 Fortitude +2 Reflex +6 Will +3 BAB +6, Grapple +11 Attack(s) Slam 2CP Light Attack, +10, 1d4-1 Bludgeoning damage 3CP Normal Attack, +10, 1d4+2 Bludgeoning damage 5CP Heavy Attack, +10, 2d4+2 Bludgeoning damage 10CP Full Attack, +10, 3d4+6 Bludgeoning damage Six-Shooter 20' range increment (Single Action, 3d4+4/-5) 8 CP Single Shot, +11 3d4+4 5 CP 2 Round Fan, +10 5d4+4 6 CP 3 Round Fan, +9 6d4+4 Feats: Improved Initiative Skills: Athletics +16, Perception +13, Perform(Sing) +16, Presence +16, Stealth +16 Special Qualities Extra Hit Points, Darkvision 60', Construct Immunities, Repairable, Hide in Plain Sight, EMP Resistance, Damage Reduction DR10/All, Vent Travel, Bonus Feat, Tortoise Shell Weaknesses Unarmed & Improvised Weapon vulnerability Bonus Feat(+2 BV): Tex's signature attribute in a fight is his quick draw, as such he gains Improved Initiative as a bonus feat. Tortoise Shell (+2 BV) Tex's shell protects him from attacks targeting his rear side. Against such attacks, his damage reduction is increased to DR15/All (But it still doesn't apply to attacks made unarmed or with improvised weapons.) Posessions: Tex carries the key to the Office on his gun belt, which contains the keys to the front door. Therefore, whether the PCs plan to escape or not, Tex is a required encounter. Harry Hare (Medium Construct) HD 8d10 CHP 78 CP 16 BV 50 STR 14 DEX 22 CON - INT - WIS 12 CHA 18 Structure Bipedal (Humanoid) Initiative +6 Defense 20 (+6 Dex, +4 Natural), Flat Footed 14, Touch 16 Fortitude +2 Reflex +5 Will +3 BAB +6, Grapple +11 Attack(s) Slam 2CP Light Attack, +11, 1d4-1 Bludgeoning damage 3CP Normal Attack, +11, 1d4+2 Bludgeoning damage 5CP Heavy Attack, +11, 2d4+2 Bludgeoning damage 10CP Full Attack, +11, 3d4+6 Bludgeoning damage Six-Shooter 20' range increment (Single Action, 3d4/-3) 8 CP Single Shot, +13 3d4 Ballistic 5 CP 2 Round Fan, +11 5d4 Ballistic 6 CP 3 Round Fan, +9 6d4 Ballistic Skills: Athletics +14, Perception +13, Perform(Sing) +16, Presence +16, Stealth +18 Special Qualities Extra Hit Points, Darkvision 60', Construct Immunities, Repairable, Hide in Plain Sight, EMP Resistance, Damage Reduction DR10/All, Vent Travel, Rabbit's Feet Weaknesses Unarmed & Improvised Weapon vulnerability Rabbit's Feet (+2 BV): Harry Hare is particularly nimble, and can move at a rate of 10' per 1 CP spent, but loses this ability if it's feet or legs suffer extremity damage. Posessions: Harry Hare wears the detonator around his neck like jewelery. The detonator is set to activate a very large quantity of explosives that had previously been set up to demolish Tex's Turf. However, the demolition company's foreman was shot dead in the staff room by Tex and Harry. Harry took the detonator, Tex took the key to the office, the following police investigation went cold, and nobody cared to venture into a building rigged with explosives when the detonator is MIA. The detonator consists of a large remote featuring a large red button that is protected against accidental activation by sturdy metal cage. The back of the device features very clear instructions on how to use the device, as well as very clear warnings about what is does and what constitutes a safe distance from an explosive demolition. If the button is pressed, then a large amount of explosives planted in the foundation of the building will detonate, and the resulting explosion is almost guaranteed to kill any character inside the building, and if not, then being buried until the building's remains definitely will. Cassidy Coyote (Medium Construct) HD 6d10 CHP 61 CP 14 BV 40 STR 18 DEX 14 CON - INT - WIS 12 CHA 18 Structure Bipedal (Humanoid) Initiative +3 Defense 17 (+3 Dex, +4 Natural), Flat Footed 14, Touch 13 Fortitude +2 Reflex +4 Will +3 BAB +4, Grapple +8 Attack(s) Slam 2CP Light Attack, +8, 1d4-1 Bludgeoning damage 3CP Normal Attack, +8, 1d4+2 Bludgeoning damage 5CP Heavy Attack, +8, 2d4+2 Bludgeoning damage 10CP Full Attack, +8, 3d4+6 Bludgeoning damage Bite 2CP Light Attack, +8, 1d8+5 Piercing damage 3CP Normal Attack, +8, 1d8+8 Piercing damage 5CP Heavy Attack, +8, 2d8+8 Piercing damage 10CP Full Attack, +8, 3d8+12 Piercing damage Skills: Athletics +14, Perception +11, Perform(Sing) +14, Presence +14, Stealth +12 Special Qualities Extra Hit Points, Darkvision 60', Construct Immunities, Repairable, Hide in Plain Sight, EMP Resistance, Damage Reduction DR8/All, Vent Travel Weaknesses Unarmed & Improvised Weapon vulnerability Deuce the Dragon (Medium Construct) HD 4d10 CHP 44 CP 14 BV 52 STR 14 DEX 14 CON - INT - WIS 12 CHA 18 Structure Bipedal (Humanoid) Initiative +2 Defense 16 (+2 Dex, +6 Natural), Flat Footed 14, Touch 13 Fortitude +2 Reflex +5 Will +3 BAB +3, Grapple +5 Attack(s) Slam 2CP Light Attack, +7, 1d4-2 Bludgeoning damage 3CP Normal Attack, +7, 1d4+1 Bludgeoning damage 5CP Heavy Attack, +7, 2d4+1 Bludgeoning damage 10CP Full Attack, +7, 3d4+5 Bludgeoning damage Breath Weapon (once per 1d4 rounds) 7 CP, 30' line of 6d6 Fire, reflex TN 12 halves Skills: Athletics +10, Perception +9, Perform(Stringed Instrument) +12, Presence +12, Stealth +10 Special Qualities Extra Hit Points, Darkvision 60', Construct Immunities, Repairable, EMP Resistance, Damage Reduction DR6/All, Vent Travel, Energy Resistance 10/Fire Weaknesses Unarmed & Improvised Weapon vulnerability Horny The Horned Toad (Medium Construct) This reptilian animatronic is covered in leathery skin and has big bulging eyes. Similar to a horned toad, this animatronic fires a red, viscous liquid from it's eyes at you, but at dangerous pressures that resemble some kind of industrial cutting tool. HD 6d10 CHP 61 CP 14 BV 43 STR 16 DEX 16 CON - INT - WIS 12 CHA 18 Structure Bipedal (Humanoid) Initiative +3 Defense 17 (+3 Dex, +4 Natural), Flat Footed 14, Touch 13 Fortitude +2 Reflex +5 Will +3 BAB +4, Grapple +7 Attack(s) Slam 2CP Light Attack, +7, 1d4-2 Bludgeoning damage 3CP Normal Attack, +7, 1d4+1 Bludgeoning damage 5CP Heavy Attack, +7, 2d4+1 Bludgeoning damage 10CP Full Attack, +7, 3d4+5 Bludgeoning damage Eye Liquid (20' range increment, Single/Double, SxS, Range incement applies penalty to damage) 7 CP Single Shot, +7 3d4 Piercing Damage 6 CP Double Fire, +7 3d4 Piercing Damage twice 6 CP Double Tap, +7 5d4 Piercing Damage 4 CP Potshot, +4 3d4 Piercing Damage Skills: Athletics +13, Perception +11, Perform(Stringed Instrument) +14, Presence +14 Special Qualities Extra Hit Points, Darkvision 60', Construct Immunities, Repairable, EMP Resistance, Damage Reduction DR8/All, Vent Travel Weaknesses Unarmed & Improvised Weapon vulnerability, Voicebox Malfunction Voicebox Malfunction Horny is unable to conceal his presence, as once he becomes aware of an enemy, he repeatedly introduces himself at a high volume with the phrase "HI! I'M HORNY!" Orpheus the Octopus (Medium Construct) HD 4d10 CHP 44 CP 14 BV 44 STR 18 DEX 16 CON - INT - WIS 12 CHA 18 Structure Bipedal (Humanoid) Initiative +2 Defense 17 (+3 Dex, +4 Natural), Flat Footed 14, Touch 13 Fortitude +2 Reflex +5 Will +3 BAB +3, Grapple +7 (+11 with tentacle) Attack(s) Slam 2CP Light Attack, +7, 1d4-2 Bludgeoning damage 3CP Normal Attack, +7, 1d4+1 Bludgeoning damage 5CP Heavy Attack, +7, 2d4+1 Bludgeoning damage 10CP Full Attack, +7, 3d4+5 Bludgeoning damage Tentacle (15' Reach) 2CP Light Attack, +7, 1d4+1 Bludgeoning damage 3CP Normal Attack, +7, 1d4+4 Bludgeoning damage 5CP Heavy Attack, +7, 2d4+4 Bludgeoning damage 10CP Full Attack, +7, 3d4+8 Bludgeoning damage Skills: Athletics +12, Perception +9, Perform(Percussion) +12, Presence +12, Stealth +11 Special Qualities Extra Hit Points, Darkvision 60', Construct Immunities, Repairable, EMP Resistance, Damage Reduction DR6/All, Vent Travel, Improved Grab (+3 BV) Weaknesses Unarmed & Improvised Weapon vulnerability Rattling Randy (Medium Construct) This cartoonishly proportioned animatronic rattle snake has a mouth wider than a man's shoulders. HD 4d10 CHP 44 CP 14 BV 47 STR 18 DEX 16 CON - INT - WIS 12 CHA 18 Structure Snake/Worm-like (with a head) Initiative +2 Defense 17 (+3 Dex, +4 Natural), Flat Footed 14, Touch 13 Fortitude +2 Reflex +5 Will +3 BAB +3, Grapple +7 (+11 with Bite) Attack(s) Slam 2CP Light Attack, +7, 1d4-2 Bludgeoning damage 3CP Normal Attack, +7, 1d4+1 Bludgeoning damage 5CP Heavy Attack, +7, 2d4+1 Bludgeoning damage 10CP Full Attack, +7, 3d4+5 Bludgeoning damage Bite 3CP Light Attack, +7, 1d8+5 Piercing damage 4CP Normal Attack, +7, 1d8+8 Piercing damage 6CP Heavy Attack, +7, 2d8+8 Piercing damage 11CP Full Attack, +7, 3d8+12 Piercing damage Skills: Athletics +12, Perception +9, Perform(Percussion) +12, Presence +12, Stealth +11 Special Qualities Extra Hit Points, Darkvision 60', Construct Immunities, Repairable, EMP Resistance, Damage Reduction DR6/All, Vent Travel, Improved Swallow Whole(DEF 10, Damage 8, +6 BV), Improved Grab (+3 BV) Weaknesses Unarmed & Improvised Weapon vulnerability Improved Swallow Whole: Rattling Randy's cartoonish proportions allow him to open his mouth far wider than a normal creature, and thus he can swallow a creature of up to medium size. Randy's gullet can hold 1 medium, 2 small, 4 tiny, or 8 diminutive or smaller creatures. Creatures swallowed by Randy take 1d4+4 bludgeoning damage per round Prospector Porky (Medium Construct) This bulky humanoid porcine animatronic carries a fearsome pickaxe over it's shoulder. HD 8d10 CHP 78 CP 14 BV 45 STR 20 DEX 16 CON - INT - WIS 12 CHA 18 Structure Bipedal (Humanoid) Initiative +3 Defense 17 (+3 Dex, +4 Natural), Flat Footed 14, Touch 13 Fortitude +2 Reflex +5 Will +3 BAB +6, Grapple +11 Attack(s) Slam 2CP Light Attack, +11, 1d4-1 Bludgeoning damage 3CP Normal Attack, +11, 1d4+2 Bludgeoning damage 5CP Heavy Attack, +11, 2d4+2 Bludgeoning damage 10CP Full Attack, +11, 3d4+6 Bludgeoning damage Prospector's Pickaxe (2d6 Piercing, critical 13-18) 3 CP Light Attack, +11, 2d6+4 Piercing Damage 4 CP Normal Attack +11, 2d6+7 Piercing Damage 6 CP Heavy Attack +11, 3d6+7 Piercing Damage 11 CP Full Attack +11, 4d6+11 Piercing Damage Skills: Athletics +17, Perception +13, Perform(Wind Instruments) +16, Presence +16, Stealth +15 Special Qualities Extra Hit Points, Darkvision 60', Construct Immunities, Repairable, Hide in Plain Sight, EMP Resistance, Damage Reduction DR10/All, Vent Travel Weaknesses Unarmed & Improvised Weapon vulnerability Black Hat Cat (Medium Construct) This cat themed animatronic has black fur, a black cowboy hat, glowing green eyes, and a set of dangerously sharp looking claws on either of it's two hands. HD 4d10 CHP 44 CP 18 BV 40 STR 16 DEX 20 CON - INT - WIS 12 CHA 18 Structure Bipedal (Humanoid) Initiative +5 Defense 19 (+5 Dex, +4 Natural), Flat Footed 14, Touch 15 Fortitude +1 Reflex +6 Will +2 BAB +3, Grapple +6 Attack(s) Slam 2CP Light Attack, +11, 1d4-1 Bludgeoning Damage 3CP Normal Attack, +11, 1d4+2 Bludgeoning Damage 5CP Heavy Attack, +11, 2d4+2 Bludgeoning Damage 10CP Full Attack, +11, 3d4+6 Bludgeoning Damage Claw (single) 2CP Light Attack, +6, 1d6 Slashing Damage 3CP Normal Attack, +6, 1d6+3 Slashing Damage 5CP Heavy Attack, +6, 2d6+3 Slashing Damage 10CP Full Attack, +6, 3d6+7 Slashing Damage Claws (TWF) 3CP Light Attack x2, +6, 1d6 Slashing Damage 4CP Normal Attack x2, +6, 1d6+3 Slashing Damage 6CP Heavy Attack x2, +6, 2d6+3 Slashing Damage 11CP Full Attack x2, +6, 3d6+7 Slashing Damage Skills: Athletics +11, Perception +9, Perform(Stringed Instrument) +12, Presence +12, Stealth +13 Special Qualities Extra Hit Points, Darkvision 60', Construct Immunities, Repairable, Hide in Plain Sight, EMP Resistance, Damage Reduction DR6/All, Vent Travel Weaknesses Unarmed & Improvised Weapon vulnerability Stealin' Steed (Medium Construct) The speaker on this horse faced animatronic plays the same pre-recorded whip crack sound effect every time it swings the oversized bullwhip in it's hand, which it uses to steal items carried by others and stash them inside the wooden barrel it carries like a backpack. HD 4d10 CHP 44 CP 14 BV 47 STR 18 DEX 18 CON - INT - WIS 12 CHA 18 Structure Bipedal (Humanoid) Initiative +5 Defense 18 (+4 Dex, +4 Natural), Flat Footed 14, Touch 14 Fortitude +1 Reflex +5 Will +2 BAB +3, Grapple +7 Attack(s) Slam 2CP Light Attack, +7, 1d4-1 Bludgeoning Damage 3CP Normal Attack, +7, 1d4+2 Bludgeoning Damage 5CP Heavy Attack, +7, 2d4+2 Bludgeoning Damage 10CP Full Attack, +7, 3d4+6 Bludgeoning Damage Whip 2CP Light Attack, +7, 1d4+1 Bludgeoning Damage 3CP Normal Attack, +7, 1d4+4 Bludgeoning Damage 5CP Heavy Attack, +7, 2d4+4 Bludgeoning Damage 10CP Full Attack, +7, 3d4+8 Bludgeoning Damage 5CP Disarm Attack +11, Steal weapon or item Feats Improved Disarm Skills: Athletics +12, Perception +9, Perform(Wind Instruments) +12, Presence +12, Stealth +12 Special Qualities Extra Hit Points, Darkvision 60', Construct Immunities, Repairable, Hide in Plain Sight, EMP Resistance, Damage Reduction DR6/All, Vent Travel, Kleptomania, Bonus Feat Bonus Feat(+2 BV): Stealin' Steed receives Improved Disarm as a bonus feat. Kleptomania (+3 BV): Stealin' Steed uses his whip to steal items and equipment from those he faces in combat, most commonly weapons. His first attack every round will always be a disarm attack, and Stealin' Steed receives a +4 bonus on his attack roll when making a disarm attack with his whip, and when successful, the disarmed or stolen item is sent flying into the large wooden barrel that he carries on his back. Weaknesses Unarmed & Improvised Weapon vulnerability Sten the Steer (Medium Construct) This cartoonish cow themed animatronic opens fire on you with what appears to be a completely normal and not cartoonish at all Sten Mk V submachine gun. HD 4d10 CHP 44 CP 14 BV 50 STR 20 DEX 16 CON - INT - WIS 12 CHA 18 Structure Bipedal (Humanoid) Initiative +3 Defense 17 (+3 Dex, +4 Natural), Flat Footed 14, Touch 13 Fortitude +1 Reflex +4 Will +2 BAB +3, Grapple +8 Attack(s) Slam 2CP Light Attack, +7, 1d4-1 Bludgeoning Damage 3CP Normal Attack, +7, 1d4+2 Bludgeoning Damage 5CP Heavy Attack, +7, 2d4+2 Bludgeoning Damage 10CP Full Attack, +7, 3d4+6 Bludgeoning Damage Sten Mk V: 9mm (2d6/-2), 40', OB:SL/Auto(S), Large Size, 7.1lbs, 80 WP cost, 10% error range) 4 CP Spray Fire +4, 6d6 Ballistic Damage 6 CP Autofire, +6, 2d6 Ballistic Damage in a 10' x 10' area, Reflex Save TN 15 halves. 9 CP Suppressive Fire, Will Save TN 18 7 CP Single shot, +6, 2d6 Ballistic Damage Special Qualities Extra Hit Points, Darkvision 60', Construct Immunities, Repairable, Hide in Plain Sight, EMP Resistance, Damage Reduction DR6/All, Vent Travel, Unlimited Ammo Weaknesses Unarmed & Improvised Weapon vulnerability Unlimited Ammo (+6 BV): Sten uses a Sten Mk V submachine gun in combat, and like other ranged weapons used by malevolent animatronics, Sten never needs to reload his sten. However, if he is defeated and his Sten is taken by the PCs, it behaves in all ways as a normal Sten Mk V, using ammunition as normal. When taken, the machine gun has a full 32 round magazine, which is jungle taped to a second full 32 round magazine. Posessions: Sten Mk V submachine gun with 2 jungle taped 32 round magazines Bandit Barker (Medium Construct) This dog themed animatronic has large, floppy ears on the side of it's head, and it might be considered cute if not for the huge, bloodstained hammer it's also carrying. HD 4d10 CHP 44 CP 17 BV 45 STR 18 DEX 18 CON - INT - WIS 12 CHA 18 BAB +3, Grapple +7 Initiative +4 Defense 18 (+4 Dex, +4 Natural), Flat-Footed 14, Touch 14 Fortitude +2, Reflex +6, Will +3 Attack(s) Slam 2CP Light Attack, +4, 1d4+5 Bludgeoning Damage 3CP Normal Attack, +4, 1d4+8 Bludgeoning Damage 5CP Heavy Attack, +4, 2d4+8 Bludgeoning Damage 10CP Full Attack, +4, 3d4+12 Bludgeoning Damage Hammer (Critical on 13-18) 3CP Light Attack, +4, 2d6+9 Bludgeoning Damage 4CP Normal Attack, +4, 2d6+12 Bludgeoning Damage 6CP Heavy Attack, +4, 3d6+12 Bludgeoning Damage 11CP Full Attack, +4, 4d6+16 Bludgeoning Damage 4CP Sunder Attack, +8, 4d6+24 Feats Power Attack, Sunder Skills: Athletics +14, Perception +11, Perform(Stringed Instruments) +14, Presence +14, Stealth +14 Special Qualities Extra Hit Points, Darkvision 60', Construct Immunities, Repairable, Hide in Plain Sight, EMP Resistance, Damage Reduction DR6/All, Vent Travel, Bonus Feats, Breaker Weaknesses Unarmed & Improvised Weapon vulnerability Bonus Feats(+4): Bandit Barker gains Power Attack and Sunder as bonus feats. Breaker(+2 BV): When it comes to smash & grabs, Barker greatly prefers the smashing part. Bandit Barker's first attack in any round will always be a sunder attack against a weapon or other item that his enemy is holding or carrying. Additionally, Barker will always use the maximum power attack penalty he is capable of. Snapping Sam This green snapping turtle animatronic says nothing as it advances towards you. With it's oversized metal jaws, it seems like it could crush bone, or even steel. HD 8d10 CHP 78 CP 12 BV 46 STR 20 DEX 16 CON - INT - WIS 12 CHA 18 Structure Bipedal (Humanoid) Initiative +3 Defense 17 (+3 Dex, +4 Natural), Flat Footed 14, Touch 13 Fortitude +2 Reflex +5 Will +3 BAB +6, Grapple +11 Attack(s) Slam 2CP Light Attack, +11, 1d4-1 Bludgeoning damage 3CP Normal Attack, +11, 1d4+2 Bludgeoning damage 5CP Heavy Attack, +11, 2d4+2 Bludgeoning damage 10CP Full Attack, +11, 3d4+6 Bludgeoning damage Bite 4CP Light Attack, +11, 1d8+7 Bludgeoning Damage 5CP Normal Attack, +11, 1d8+10 Bludgeoning Damage 7CP Heavy Attack, +11, 2d8+10 Bludgeoning Damage 12 CP Full Attack, +11, 3d8+14 Bludgeoning Damage Skills: Athletics +17, Perception +13, Perform(Wind Instruments) +16, Presence +16, Stealth +15 Special Qualities Extra Hit Points, Darkvision 60', Construct Immunities, Repairable, Hide in Plain Sight, EMP Resistance, Damage Reduction DR10/All, Vent Travel, Turtle Shell Weaknesses Unarmed & Improvised Weapon vulnerability Turtle Shell(+2 BV): Snapping Sam has a shell that protects him from attacks targeting his rear side. Against such attacks, his damage reduction is increased to DR15/All (But it still doesn't apply to attacks made unarmed or with improvised weapons.) Busty Buzzard (Medium Construct) 4d10, bird theme, ranged weapon, single barrel shotgun. Dressed in a cartoonish corset & petticoats under two bandoliers of shells, this shotgun brandishing carrion bird themed animatronic is proof that all animators are probably perverts. HD 4d10 CHP 44 CP 18 BV 42 STR 16 DEX 16 CON - INT - WIS 12 CHA 18 Structure Bipedal (Humanoid) Initiative +3 Defense 17 (+3 Dex, +4 Natural), Flat Footed 14, Touch 13 Fortitude +2 Reflex +5 Will +3 BAB +3, Grapple +6 Attack(s) Slam 2CP Light Attack, +6, 1d4-1 Bludgeoning Damage 3CP Normal Attack, +6, 1d4+2 Bludgeoning Damage 5CP Heavy Attack, +6, 2d4+2 Bludgeoning Damage 10CP Full Attack, +6, 3d4+6 Bludgeoning Damage Busty Buzzard's Blunderbus (12 ga, single shot, 20' range increment, #9 Bird shot only.) 7 CP, Single Shot, +12 2d6 Ballistic Damage 4 CP, Potshot, +6 2d6 Ballistic Damage Skills: Athletics +11, Perception +9, Perform (Sing) +12, Presence +12, Stealth +11 Special Qualities Extra Hit Points, Darkvision 60', Construct Immunities, Repairable, Hide in Plain Sight, EMP Resistance, Damage Reduction DR6/All, Vent Travel Weaknesses Unarmed & Improvised Weapon vulnerability Posessions: Busty Buzzard wears two shell bandoliers with 60 12ga #9 birdshot shells each, but never actually uses any of them to reload her weapon. If she is defeated, both bandoliers can be taken by the PCs. Malevolent Animatronic (Medium Construct) This is a robotic mascot character, typically seen performing at restaurants catering to children. Usually they have alliterative names related to whatever kind of cartoon animal they're meant to resemble, such as Freddy Fazbear, Willy Weasel, or Chuck E. Cheese. HD 8d10 CHP 78 CP 14 BV 45-52 (Exact BV depends on Variable Form option) STR 20 DEX 16 CON - INT - WIS 12 CHA 18 Structure Bipedal (Humanoid) Initiative +3 Defense 17 (+3 Dex, +4 Natural), Flat Footed 14, Touch 13 Fortitude +2 Reflex +5 Will +3 BAB +6, Grapple +11 Attack(s) Slam 2CP Light Attack, +11, 1d4-1 Bludgeoning damage 3CP Normal Attack, +11, 1d4+2 Bludgeoning damage 5CP Heavy Attack, +11, 2d4+2 Bludgeoning damage 10CP Full Attack, +11, 3d4+6 Bludgeoning damage Skills: Athletics +17, Perception +13, Perform(Sing) +16, Perform(Stringed Instrument) +16, Perform(Wind Instruments) +16, Presence +16, Stealth +15 Special Qualities Extra Hit Points(+1 BV), Darkvision 60'(+2 BV), Construct Immunities(+3 BV), Repairable(+1 BV), Hide in Plain Sight(+3), EMP Resistance(+3 BV), Damage Reduction DR10/All(+10 BV), Vent Travel(+3 BV), Variable Form (+5 to +12 BV) Weaknesses Unarmed & Improvised Weapon vulnerability A Malevolent Animatronic can speak, but not read or write, one language of the GM's choice. Hide in Plain Sight (+3 BV) A Malevolent Animatronic can use the stealth skill to hide, even while being observed by other creatures. Vent Travel (+3 BV) A Malevolent Animatronic has an uncanny ability to fit through spaces it shouldn't reasonably be able to. A Malevolent Animatronic can travel through spaces no more than 6" wide, such as a typical air vent, and suffers no penalties to attacks or defense while doing so. A malevolent animatronic can squeeze itself into such a space for 2 CP, move through it for their normal movement cost, and emerge from such a space for 1CP. EMP Resistance (+3 BV) A malevolent animatronic has a body made of metal and circuits, but what compels them to action is some force more sinister than electricity. When a malevolent animatronic is affected by an EMP, is is stunned for 1d3 rounds, rather than being disabled. Unarmed & Improvised Weapon Vulnerability Malevolent Animatronics are strangely vulnerable unarmed attacks, as well as attacks with objects that aren't normally considered weapons, especially janitorial supplies, such as mops, plungers or bags of canned beverages. Unarmed Attacks and attacks with improvised weapons deal 50% more damage to a malevolent animatronic, deal lethal damage even if they would normally deal non-lethal, and are not reduced by it's damage reduction. This vulnerability also extends to certain weapons that aren't considered "improvised weapons" but aren't intended as weapons, such as Tool Hammers, Sledgehammers, Chainsaws, or Plastools. Additionally, if a single unarmed or improvised weapon attack deals more than [Animatronic's HD * 1.5] damage, the Malevolent Animatronic must make a Fortitude Saving Throw [TN18]. If it fails the Saving Throw, it is stunned for 1d4 rounds. Variable Form (BV + Varies) Malevolent Animatronics come in many shapes and sizes, but typically have a cartoonish and animal-like appearance. A Malevolent Animatronic gains one of the following attacks (chosen by the GM): (BV +5 BV) A bite that deals 1d8 + 2x STR Mod Piercing or Bludgeoning damage and is considered a large melee weapon. (BV +7 BV) Two Claws that deal 1d6 slashing damage each. A Malevolent Animatronic with claws can use them with two-weapon fighting with no penalty to attack. (BV +9 BV) A tongue, whip, or tentacle, which has a 15' reach, deals 1d4 bludgeoning damage, and can be used to grapple. When grappling a creature with it's tongue or tentacle, the Animatronic has a +4 bonus to it's grapple modifier and is not considered grappled itself. (BV +6) A melee weapon wielded in one hand, that typically takes the appearance of a cartoonish sword, hammer, or other armament. Contrary to it's often comical appearance, it deals 2d6 damage (Either bludgeoning, piercing, or slashing, as appropriate to it's appearance) and threatens a critical hit on a natural roll of 13-18. (BV +7)A ranged weapon wielded in one hand, which might be a cartoonishly proportioned gun, bow & arrow, or other ranged weapon. It deals 3d4 Ballistic or Piercing damage depending on it's appearance. Ranged weapons used by a malevolent animatronic require no ammunition to attack, but are usually unable to be used by creatures other than a Malevolent Animatronic. Ranged weapons used by Malevolent animatronics have a range increment of 20' (BV +12) A Breath Weapon. Once every 1d4 rounds, for 7 combat points, a malevolent animatronic can breathe a 30' line of 6d6 element damage. The element type is chosen by the GM and can be Fire, Cold, Acid, or Electricity. The Reflex Saving Throw TN is (10 + ½ the construct's HD)