Nice setup. Thanks for sharing the details, and I hope that I can help.
Act 1 - Rats from the floor OR open the door already! - This is already done by PCs. The way is blocked by a closed "lock". "Dang it" yelled Lefty. "It was scheduled to be open. I guess we go around." Decker says he will get door open and heads back to a small control room they passed earlier. While his is working on control room door and then hacking the "Lock" control. Devil rats pour from the floor out of a broken grate.
I threw 6 Devil rats at them. The rats never hit, nor had a chance. However, they were dang hard to hit when you interrupt with dodge for them. Ideas on how to use devil rats and rats to PC ratios?
I find that about 4 devil rats + 1 demon rat is a good ratio for my average group. The acid damage from the demon rat can really ruin people's days. If the demon rat is smart about it, he'll try to melt the PCs armor and such, then send in a swarm of rats to pick the weakened players to pieces.
Act 3 - Going for a Swim? After enough turns and level changes to make the dwarf get lost on his map, the group finds itself heading down one of the more narrow, more rank, shed water tubes. As the group passes by one of the many rusted valve pipes, there is a distinct metallic clank. Lefty stops in his tracks. The AR above the pipe fades from CLOSE to OPEN. The Maintenance lights turn from YELLOW to RED. Left yells "RUN!!!".
Ideas on how to run this? I was thinking Running+Agility[Physical](12,1 Turn) extended test. At start of turn 4 the water is rushing at their feet and have to make a gymastics(2) to stay on feet to make last chance for test. At start of turn 5, anyone not completed extended can make a gymnastic(4) to grab a pipe or rail to avoid being send down the pipe. Those who fail, net difference x 15 meters down pipe. They are soggy, might be missing gear (just have to look for it) and 2 Stun from Fatigue.
I would probably have them do some tests to outrun the water, with the decker needing to open the lock in front while closing the lock in back. Obviously make things challenging - maybe the door doesn't close all the way or something. Maybe the hydraulics that control the lock are broken after the lock is opened. Either way, they start to get really wet. The whole time, the team is trying to find ways to open and seal the doors, getting soaked, etc. You may not need too many tests in this type of situation, which could probably be done entirely cinematically.
Scene 4 -
Coming your way...You decide to take a much needed break, try to eat a little snack while trying not to gag. The are you are in has about 8 inches of muck and water moving at a brisk pace towards the west. You are all relaxing on an elevated metal floored platform. The dwarf has found another terminal, (if interested). The area has two large seal Locks, to the east and to the west. Both are open to accommodate the water.
Perception Hearing (3) - sound of gunfire in distance. (4) Hard to tell with tunnels, but seems pretty distant. (5) 3 rnd burst fire, mechanically spaced(could set your watch by the pauses) a few secs apart. apart.
Lefty comes running through the west Lock, trying to stay out of the water in center of pipe, with 1d12 friends (Feral Ghouls close behind him) Perception (3) They are not after him or following him. They are spooked from something behind them. Lefty is yelling" Close the dang Lock!"
- Ghouls make perception to notice group (3). Astral are +2 dice. Otherwise the keep running. When they succeed, the go after group.
- Lock- Not running Silent. Get a Mark, Control Device. Brute Force or Hack on Fly vs. Device Rtg + Firewall (3+3) to get mark. Any hit by device creates OS score. Control Device (free action?) 1 Mark Required - EW+INT vs. 3 + 3. Any hit by device creates OS score. Lock will cycle closed by end of two turns after action completed. Every turn the Lock is open, 1d12 ghouls get through.
Idea behind this encounter is unknown to the PC's, Seattle Water Works has hire KE to clear tunnels. KE has sent in sweepers. Sweepers are armed roto-drones with shoot on sight for bio-life in the tunnels. The ghouls get shot at by drones and are spooked to stampeding down the tunnel. They only stop when they notice there is a food source (aka PCs)
Last act would be encounter with drones.
Ideas, comments? Encounter numbers to large to small? I was trying to get players to have have a few combats, hack a few terminals, astral combat the mage with the ghouls (cuz he is fast in astal and they can get hit in astral) and make some skill rolls. On the otherside of this run is going to be another Coyote that will take them on the "Long Run" via a van. They are heading to New Orleans for the real campaign, jsu thought I would have some fun getting them there.
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I especially love this last scene. Definitely digging this whole thing - let me know how it works for your group.