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SE:20 Adventures: The Unusual Suspects Pay What You Want
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SE:20 Adventures: The Unusual Suspects
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SE:20 Adventures: The Unusual Suspects
Publisher: Sundered Epoch: Generations
by Bob V. G. [Verified Purchaser]
Date Added: 04/01/2023 17:22:18

During the last few days I have soloed my way through a fun adventure The Unusual Suspects (26 pages). It is interesting that when you solo it you have no idea who the villain is until later in the adventure. This adventure is designed for SE:20 Roleplaying System, but I used Heroes & Heels (134 pages). This game is a 5e compatible role playing game set in a generic super-heroic setting. To play it, you will need the Fifth Edition D&D Player’s Handbook. To solo it, I used the Solo Investigator’s Handbook (Paul Bimler). I created five first level characters. Their hit points were in the range of 11 to 13.

The first scene started with the PCs receiving their mission. Next, they drove to Chicago. Their first lead took them to a homeless shelter (building) where they talked to Rebecca. This led them to a nightclub that evening called The Den. Here they discovered that one of the vampires there had had a fling with Rebecca. They set up a meeting for the next day (mid-morning) and tried to get some sleep at the Hilton Garden Inn. There was an anti-robot mob commotion, but the PCs let the police handle it.

On the second day they went and had a chat with the Cook County Medical Examiner. He had examined the three bodies which had started this entire investigation. The three bodies attacked the PCs. The PCs killed the zombies and examined the clues: hex bags and missing blood (from the bodies). Because they were wounded, the PCs rested and received medical/mechanical treatments. At 8 P.M. they met with a woman who has the skill psychometry. They were informed of the address of a witch’s ritual and instructions to visit the sister of this psychic.

On the third day they met with the sister and purchased a Technomage’s Databanks. This device will allow a character to hack any computer, device, or network with ease. She seemed to be in a big hurry to get rid of it. Next, in the evening, they arrived at the witch’s site, and old house. The PC Hap, a flying robot, scouted out the yard, saw the aggressive Doberman Pinscher, and killed it. As the rest of the PCs tried to unlock the front door, he flew up to the second floor window and went into the master bedroom. He triggered a teleport trap and found himself in New Orleans. Below, the PCs gave up on the front door and went in through a window. The PC Brother of Chains killed the second aggressive dog inside the house. The four PCs went upstairs and the two witches escaped through a secret passage. The healer (NPC), who was waiting outside in a locked car, watched the witches go into an even older house. He called the PCs who called for police backup (yes, they do have the authority). The police surrounded the house and the four PCs went in. They killed another three zombies and encountered the two witches. Each witch got hit with a bullet and they gave up. The witches were arrested and the two houses were searched. The PCs found the missing blood and other ritual components. They took a blood sample and poured the blood down a toilet. They took pictures and then destroyed the ritual components. They did find pictures of four more witches. The last scene was of Hap partying on Bourbon Street.



Rating:
[5 of 5 Stars!]
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