It’s a typical summer day in Greendale for you and your friends. Classes are out, and since your parents all left to attend a conference for BioTech Industries, you chose to spend the day in a local music shop, The Brass Bugle. Down in the basement, huddled inside one of the small sound-proof rooms, your small group enjoys one of your favorite tunes.

As daylight begins to fade into twilight, you prepare to head back home for dinner. You reach for the door of the sound booth. Suddenly, your heart jumps. You curl over, eyes bulging. You and your friends drop to the floor in agony. The air is filled with a sound so loud and maddening that your mind begins to sear with pain. There is only cacophony.

For what feels like an eternity, the sound pries at your brain. And then a loud burst. A sound like the explosion of a large gun echoes through the air. A large pop.

And then, silence.


This adventure uses its own game system:

Players play as themselves in the game. When building a character, keep in mind that stats should be reflective of a person’s own self-image.

Characters have basic stats similar to DnD 3.5 as well as a general list of skills and ‘saving throws’:

STATS
  • Strength
  • Dexterity
  • Stamina
  • Wisdom
SAVES
  • Fortitude
  • Reflex
  • Will
SKILLS
  • Knowledge: Local
  • Knowledge: Science
  • Knowledge: Nature
  • Move Silently
  • Hide
  • Proficiency: Firearms
  • First-Aid
  • Search
  • Spot
  • Listen
  • Thievery

The purpose of these stats is only to be served as a reference. For the most part, a character’s ability to accomplish any given task should be based on their real life ability to do so. Should the DM and player disagree on the specific skill a person has, these stats help quantify a player’s ability.

Stats initially begin at zero. Each level of stat has a representation equivalent to the following: 0 – Clumsiness or ineptitude in the given area. Never before attempted or experienced. 1 – Slight experience or familiarity with the task. The equivalent of having done a task before, but not enough to be considered skillful. 2 – Considerable experience and familiarity. The task has been attempted many times and has reached a point of confidence. 3 – Beyond what could be gained by experience. The task or area has been engaged in with a studious eye or through training. Years of experience. 4 – A trainer in a given field. Highly trained. Years of experience and teaching experience. This status level is unlikely for a given person to obtain. 5 – An expert in the field. A lifetime of study and teaching. Personal advances in the field. This status SHOULD NOT be obtained by a player.

Most skill checks, again, are based on a player’s individual ability to perform a given task.

COMBAT

When engaging in combat, players may resort to a variety of means to defend themselves.

Punching and Kicking has an attack roll of (STR + DEX) and deals (STR) damage.

Various objects throughout the setting will have various attack bonuses, but can generally be considered to have some set value plus strength and dexterity for an attack roll and a set value plus strength for a damage roll. Improvised weapons will work in similar ways. The DM will dictate the values for a given item.

Guns are special. Because weapons are more variable, their attack roll is based on a die roll plus the player’s proficiency in firearms. The size of the die is based on the specific weapon used. Damage is also based on a die roll. All weapons have a reload time (in rounds, usually less than or equal to a round), and a carrying capacity. Ammo is limited, but can be found within the campaign setting.

Health is semi-realistic. Players can be hurt through normal means and will react similarly (an injury to the arm, depending on the severity, might result in the inability to use an arm). However, various items in the game and the first-aid skill can return usefulness to injured ligaments. Players hurt in critical locations may permanently suffer penalties, despite any specific form of healing. A players reaction to damage will be specified during gameplay.

INVENTORY All players can carry up to 3 items with them at any time (Two hands, and wherever else you can stuff a third thing). Note that this is only semi-strict: if a player is holding three things, and they need to open a door, or set something down momentarily to hold something else, the inventory limit is flexible.

Greendale