Saturday, June 6, 2020

Esoteric Enterprises - Abattoir

I developed a few custom dungeon areas for No Town Like Cow Town. I wanted to see if I could take the tools presented by the EE book and iterate on them to make something new. The main thing I wanted to improve is the guidance presented for using a specific mix of dice to achieve a desired result. I also gave page number references for all the monster manual entries to make referencing the book easier.

The abattoir is the first one I created, and also the first one the players visited, so now I can post it. It's based on the original Oddworld game, with a little inspiration from Pathologic.

Also available as a google doc here


GENERATING AN ABATTOIR
Choose what animals you want in your slaughterhouse. Hogs or cattle are the likely suspects.

Choose your dice based on how fantastical you want the result to be. Entries 1 to 12 on the table are  mundane. A handful of D6s with a few D12s mixed in create a down to earth slaughterhouse. Throw in some D20s to add some weirdness. Use all D20s to create a sticky, bloody mess.

CONNECTIONS
If both rooms are 6 or lower, the corridor connecting them is wide enough to drive a truck down, with mechanical shutters instead of doors. Otherwise, the connecting corridors are normal hallways with human size doors.


INHABITANTS
If the plant is active, rooms 14 and lower have D6-2 busy SLAUGHTERHOUSE WORKERS if it’s a work area or USELESS CIVILIANS (Page 191) if it’s an office. A room with 4 workers has a MEAT BOSS overseeing them.

The Abattoir has 2D6 SECURITY GUARDS (page 188) with Tasers (+1, d6 damage, Save vs Stunning or lose next action), or half as many when the plant is not active.

If the alarm is raised, roll 2D6 for each of them to see how many rounds they take to arrive on the scene. If the players have guns or are really scary, they fall back and phone the real cops. Use the rules on Page 116 for Police Response Times.

SLAUGHTERHOUSE WORKER
Slaughterhouse Workers wear disposable scrubs and masks with splash guards. They’re sweaty, physically and mentally exhausted, and don’t really care what you’re doing in the plant, as long as you stay out of the way and don’t wave a gun around. They fight in self defense, or if led by a Meat Boss.
4 flesh (1 dice), 2 grit (1 dice). AC 12 (PPE). Saves 17+.
Butcher Knife (d10 damage) or Cattle Prod (d6 damage, Save vs Stunning or lose next action)


MEAT BOSS

Meat Bosses are the muscle of the operation. They’re big, beefy, and covered in blood. They take offense to outsiders waltzing through the work area, contaminating the meat. Suiting up like a worker escapes their notice, unless you get close enough for their beady eyes to notice you aren’t one of them. They threaten intruders, demand bribes not to call security, and lead the workers from the front in a fight.
5 flesh (1 dice), 10 grit (2 dice). AC 14 (Apron and a Layer of Fat). Saves 15+. STR and CON 13
Chainsaw or Beef Splitter (+2, d12 damage, target begins Bleeding Out on damage to Flesh)


CHAMBERS IN ABATTOIRS
1: A shipping dock where animals are unloaded, either from trains or trucks. Fences to direct the animals.

2: A holding pen for animals. Smells like shit and fear. A catwalk above the pens allows humans to move around.

3: A killing floor. Has sledgehammers, captive bolt pistols, shechita knives, or whatever else the slaughterhouse uses for killing. Blood gutters in the floor. Meat hooks on railings attached to the ceiling for moving the fresh kills out of the room.

4: A butchery where the carcasses are separated into their component cuts. Has chainsaws, large sharp objects, blood gutters, curtains, meat hooks on railings.

5: Cold storage. A forest of dangling cuts of meat. The air vent for the big HVAC unit leads outside the building if the grates are removed.

6: A packaging floor. Meat is weighed, measured, packaged and wrapped for storage, shipping and sale. Forklifts, pallets and crates.

7: A locker and shower room. Roll a few times on the I Search The Body table on Page 136, using the Civilian column, for what’s in the lockers.

8: A break room. Roll a couple times on the Things to Burgle table on Page 135

9: A security office. Spare access badges, security monitors, and communications systems. D4 Tasers in a locked locker worth $150 each

10: A suite of offices, clean and carpeted. Roll a couple times on the Things to Burgle table on Page 135. The room also has computers holding $1000 of financial information, but retrieving it requires either a Technology roll or handing off the physical hard drives to an interested buyer.

11: A series of gantries and platforms over enormous vats, where butchered leftovers are rendered down to fat. The vats are open topped, reeking, and deal 4D6 damage per round to anything that falls in.

12: A bone crushing machine. Conveyers feed bones into a set of giant rollers, which reduce them to meal. Anything going into the rollers takes 4D6 damage.

13: A giant mechanical sausage grinder that reduces whole animals into a homogenous mass of minced meat. Anything that goes into its maw takes 4D6 damage.

14: A vast gutter filled with ground meat, flowing like a river from a pipe in one end of the room to a drain on the other side. Workers sift the matrix for impurities and brush the flies off.

15: A waste outflow pipe from the butchery blood gutters. Entrances secured with watertight hatches. Infested with a SWARM of bugs, rats, spiders or bats (roll a D4). Their bite carries a disease they picked up from the torrent of rancid blood.

16: Maintenance room converted into a shrine by traumatized employees. A meat idol made of offal and some liturgical writing painted in blood on the walls. D6 meat cultists (a single MEAT BOSS and the rest SLAUGHTERHOUSE WORKERS, all w/ 2 in 6 chance to cast Bleeding Curse or Cure Wounds)

17: An enormous chamber where a titanic underworld beast has been pinned in place by giant restraints. D4 MEAT BOSSES and 2D6 SLAUGHTERHOUSE WORKERS climb ladders to cut slices off its body, which rapidly regenerates. The thing is about as intelligent as a whale, in constant pain, and would greatly appreciate being freed.

18: A secret fleshsmith laboratory. A sorcerer-scientist skims spare parts off the slaughterhouse operation, using them to create monstrosities. 3 in 6 chance they have an arrangement with corporate, otherwise they aren’t supposed to be here and fear discovery.

A VIVIMANCER or FLESHCRAFTER, and D4 ALTERED MEDICS work in the lab. 4 in 6 chance that each one is present when the players arrive, otherwise they’re out in the city somewhere.

The lab contains D4 CHIMERAS in pits, pens or cages - results of the fleshsmith’s experiments.

19: A shop for butchering things besides mundane animals. Either underworld creatures or humans, depending on what you roll on the random encounters table (pg 182-187). At least $500 times the creature’s HD in butchered meat, organs etc, possibly with magical properties. 2 in 6 chance one of them is still alive in a cage, jail cell, vat, etc, awaiting butchery.

A MEAT BOSS, D4 SLAUGHTERHOUSE WORKERS and D4 ORGAN HARVESTERS (page 190) work the shop. They attack intruders to protect their secret, unless they think the players are here to shop rather than narc.

20: A greenhouse, with a smeared and sooty glass roof to let the sun in, and the stench of iron and mulch. Sprinklers and misters feed the soil with blood. D4 SLAUGHTERHOUSE WORKERS feed and care for 2D6 CARNIVOROUS PLANTS (page 266). The glistening fruits of these plants are worth $600 a piece, if plucked without smashing them or getting eaten.

Other: The door lets out onto a ledge over an enormous pit of offal, where the leftovers from the abattoir are illegally dumped. Decades of rotting meat and bones make for an ungodly stench.

Because nobody has ever cleaned out the pit, assorted riches can be seen sticking out of the piles, like boats capsized in a sea of gore. Roll several times on the Treasure in the Undercity table on page 134, and the Occult Treasures table on page 135 for what’s down there.

Anyone descending into the pit without proper PPE must save or contract a disease. D6 FLESH HULKS (Page 201) and 2D6 BLOAT-ZOMBIES (same) lie dormant in the pit amid the mounds of offal, but will awake if anyone sets foot in the pit.

2 comments:

  1. Yeah, that level of The Knife of Dunwall was pretty cool, wasn't it?

    ReplyDelete
    Replies
    1. Never heard of it. What level are you referring to?

      Delete