Bat Out of Hell: Chapter 1: Players Intro
From SSDC, Inc.
You have been hired by SSDC, Space Systems Development Corporation, and have signed away 6 years of your life to their service. Your new boss, a Human by the name of Izeah Blackman, calls you in to the meeting room. He is a 6-foot tall black man, wearing a shirt and a tie-dyed tie with swirling yellow, red, and orange colors. He turns to your group.
"Now mon, you may be havin' you qualms about me, but I be no brain dead company mon. I be just gettin' a check. But fo' you, I be here. Your job is to get one of us back. We sent in one o' you merc spy guys, Otto Von Helsing, and he no be reportin'. We know he be captured, and in 3 days, he be movin' to a more secure facility. So you be bustin' him out tomorrow. Got it mon?"
"He be in a BioCyberdyne biological and chemical weapons production facility. We no care what you blow up, but you might. Got my drift mon? They be makin' some bad stuff there. We been arragin' fo you to be part of the next shipment. That is, you be goin' in the stock room door in the back of the big delivery truck. From there, you betta make like a bat out of hell, fo' that be one secure complex. We be makin' a diversion to stall the police for 3 hours or so. After that, the truck and your return trip be outta there, and the cops be in there."
He shakes his head. "Oooo ... Bad karma."
"This thing should go quick. If any decisions need to be made, [LEADER NAME] will lead. If he or she be out of the land o' the livin', [SECOND-IN-COMMAND] shall be rulin'. Got me?"
Izeah hands the Team Leader a folder. Inside is a picture of a human, along with some personnel information.
"Be you gottin' any questions mon?"
Ask where the characters want to be positioned in the 18-wheeler. The cab can hold a size class 4 individual. The rest must go in the back. The rear is pitch black and is 8' by 36'. The characters share the back with various crates, of which they can arrange as they wish. The contents can be checked below.
Random Crates (roll d20):
| 01-02 | Thick yellow liquid (see below) |
| 03-04 | Thin purple liquid (bursts into flame with contact with #1. It causes 1d6 points of fire damage to anyone stupid enough to hit both). |
| 05-06 | Hydrogen gas (describe as "apparently empty cylinders"). The next spark nearby causes 3d6 points of concussion damage |
| 07 | Empty glass containers |
| 08-09 | Hydrochloric acid. 1d6 points of acid damage to AI per section it contacts. |
| 10 | Water |
| 11 | Clear and slippery lubricating oil. It burns for 1d2 points of damage if ignited. |
| 12 | Turpentine |
| 13 | Raperwork, nothing important, just bureaucracy at work. Few figures are accurate. |
| 14 | Grenade subcomponents and machinery replacement parts. |
| 15-16 | Sealed metal cans that billow out smoke. Treat as smoke grenades. |
| 17 | Pressurized canisters of neutralizing foam |
| 18 | A clear, poisonous liquid |
| 19 | Cans of white and yellow paint |
| 20 | A computer |
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Bat Out of Hell: Chapter 2: BioCyberdyne
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