d20 RPG Objects Blood and Guts Inside Vossburg Supermax.pdf

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Blood and Guts:
Inside Vossburg Supermax
by Charles Rice
INTERIOR ART
Joseph Wigfield
cartography
Clayton Bunce
NPC Statistic Blocks
Paul King
PROOF READING
CHARLES Baize
LAYOUT
CHRIS DAVIS
Bibliography
Virginia Department of Corrections:
http://www.vadoc.state.va.us/
Gangs or Us:
http://www.gangsorus.com/index.html
WWW.RPGObjects.COM
d20 Modern(tm) is a trademark of Wizards of the Coast, Inc.,
a subsidiary of Hasbro, Inc., and is used with permission.
Dungeons & Dragons(R) and Wizards of the Coast(R) are
registered trademarks of Wizards of the Coast, Inc., a subsidiary
of Hasbro, Inc., and are used with permission.
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Inside Vossburg Supermax
Welcome to Inside Vossburg Supermax , where we take you
inside one of the most dangerous places imaginable: a Level
6 super-maximum security prison. This sourcebook will give
you all the information you need to use the Vossburg prison
as a recurring location in your campaign, the setting for a
one-time adventure, or as the focus of an entire campaign.
To bring Vossburg Supermax to life we provide you with
new allegiances, advanced classes, prestige classes, skills
and feats for those who guard the worst of the worst and for
those who are the worst of the worst.
A full map of the facility is also provided, along with a
selection of NPCs who inhabit the Vossburg Supermax.
Finally a series of campaign models that revolve around the
prison are presented.
So enjoy your time inside. Here’s hoping it’s not more
time than you can handle.
Prison Primer
Prisons are broken down into six different security levels.
Predatory (prisoners who prey on other prisoners), violent,
and escape risk prisoners are incarcerated in facilities with
better security. This also serves to keep these inmates away
from non-violent and first time offenders.
Level 1 ( Low Security )
These prisons often have amenities others do not and tend
to be small facilities where prisoners live in dormitory
style housing. Only non-disruptive prisoners who have not
been convicted of a homicide, sex crime or kidnapping are
assigned to level 1 prisons. Prisoners deemed an escape
risk are also ineligible for assignment to a level 1 facility.
Prisoners in these facilities are often in work-release
programs and similar rehabilitation programs, actively
working to reenter society.
Assignment Criteria: No murder 1 or 2, robbery, sex-
related crime, kidnapping, felonious assault flight/escape,
carjacking, or malicious wounding. No escape risks. No
disruptive behavior.
Level 1 ( High Security )
Level 1 High Security prisons house prisoners who have
committed more serious crimes including robbery and
assault but still do not house criminals convicted of murder
or sex offenses. Inmates who have a history of disruptive
behavior (who are not eligible for assignment to Level
1 Low Security) but have not engaged in disruptive
behavior for the past two years may also be assigned
to Level 1 High Security.
Assignment Criteria: No murder 1 or 2, sex offense,
kidnapping, escape history. No disruptive behavior in the
last two years.
Level 2
Level 2 prisons house criminals who have been given
life sentences, but are eligible for parole, as well as those
who have attempted to escape in the past. These facilities
sometimes have on-site work centers such as farming or
manufacturing facilities allowing inmates to work and
contribute to society in a secure structured environment.
Assignment Criteria: No escape history within five
years. Single life sentence if eligible for parole. No
disruptive behavior in the last two years.
Level 3
Level 3 prisons house criminals who have already served
a great deal of time and have still longer to serve for
extremely serious offenses.
Assignment Criteria: Single and multiple life sentences.
Inmate must have served twenty years or more. Minimum
two years without disruptive behavior required before
transfer to Level 2 facility will be considered.
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Inside Vossburg Supermax
Level 4
Level 4 prisons house dangerous long-term offenders who
are a risk to the population as well as their fellow prisoners.
Level 4 facilities will also hold inmates at risk from other
inmates in protective custody.
Assignment Criteria: Long-term sentences including
single and multiple life sentences. Minimum two years
without disruptive behavior required before transfer to Level
3 facility will be considered.
activity or continue to orchestrate criminal activities to
associates on the outside.
Assignment Criteria: Disruptive, assault-prone, severe
behavior problems, predatory behavior, severe escape risks.
Minimum two years without disruptive behavior required
before transfer to Level 5 facility will be considered.
Inside Vossburg: Physical
Description
Level 5
Level 5 facilities house dangerous inmates with a history
of escape attempts and predatory behavior toward other
inmates. Level 5 facilities are also where death row inmates
are held in special solitary populations while awaiting
execution.
Assignment Criteria: Long-term sentences including
single and multiple life sentences. Minimum two years
without disruptive behavior required before transfer to Level
4 facility will be considered.
Vossburg has four main cellblocks A-D. Each of these
cells house 2 prisoners in a dormitory style environment.
Cellblocks A-D are High Security cells. The doors have a
hardness of 10, 120 hit points, and a break DC 40.
Any damage inflicted on a cell door, whether that damage
succeeds in breaking the door or not will activate an alarm.
Sensors in the security station will tell the guards there
which cell has been damaged. The guard in that station will
hit the panic button locking down the entire cell block and 1-
2 guards will arrive every 1-10 rounds.
The cells are controlled from security stations located
between each cellblock. A key is required to activate the
security board in these rooms, and then each cell may be
individually opened or closed, or a panic button may be
pushed locking down all cells and separating the cellblocks
Level 6
These prisons are the home to the worst of the worst.
Prisoners assigned to Level 6 facilities have often killed
prisoners while incarcerated, are involved in prison gang
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Inside Vossburg Supermax
from each other.
Activating the security systems in these stations to open or
close individual cells without a key takes a Disable Device
check (DC 25). It is impossible to use the Disable Device
skill to open a cell door from inside the cell; this can only
be accomplished at the security stations. Pushing the “panic
button” to lock down a cellblock does not require a key and
is a move action.
Getting into a security station would be the goal of any
escaping prisoner, especially one looking to seize control of
Vossburg (which would be easily done by releasing all the
inmates). Each security station is a high security area with
a hardness of 10, 120 hit points, and a break DC of 40. The
locks to these rooms can be picked with a Disable Device
check of 20.
For a longer campaign, characters of the SOG could be
called to Vossburg to help contain a massive riot and fire. In
the aftermath, it is discovered that a dozen prisoners escaped.
The PCs could then be given the assignment to track one or
more of them down, returning them to Vossburg.
Or the SOG agents could be assigned to protect the
warden or a prisoner from a death threat, in preparation for
an upcoming trial of immense importance. If the warden or
guards at the prison turn out to be corrupt, or a riot breaks
out during the PCs’ stay at the prison, this assignment could
get extremely dangerous in a very short period of time.
Inside
This is a very dark and gritty campaign model and not for
the faint of heart. The players take the roles of inmates at
Vossburg, serving hard time. Most inmates at Vossburg will
be in prison for the rest of their lives, and the PCs are no
exception.
Adventures will involve protecting yourself (and your
close personal friends) from predatory inmates, buying and
selling contraband (perhaps to other prisoners or guards
to purchase favors or protection). The ultimate goal of the
campaign could be simply to exist peacefully, riding out your
time in Vossburg and being transferred to a less dangerous
prison. Alternatively, the characters might band together
to expose a corrupt gang of guards, or remove a dangerous
predator from their midst. For some the ultimate goal will be
escape and a life of freedom.
A dangerous twist on this campaign model could have
one or more PCs be undercover police or FBI agents sent
to Vossburg for some reason. Perhaps clandestine contact
is needed with a prisoner, who would be killed if seen
talking to a federal agent. Perhaps charges of corruption are
so rampant at Vossburg that the government has decided
to conduct a sting operation. Either way, this is a very
dangerous assignment for any character. As prisoners,
they will have to protect themselves like any other inmate,
and deal with the guards to coexist. Should their role be
discovered, things could be much, much worse… surrounded
by prisoners who would love the chance to vent their
frustrations on a helpless police officer (and if the guards are
corrupt as well, there would really be no one to turn to).
High Security Areas
Cellblocks E, F, G and H are for more dangerous prisoners
(including most of the NPCs detailed later in this volume)
and house one prisoner per cell. These cells are ultrahigh
security with a hardness of 20, 150 hit points and a break
DC of 40. They are individually controlled and monitored
from an ultrahigh security monitoring room. Taking any
suspicious action (including approaching the cell doors) will
result in immediate action from the guards in this area. Off
duty sharpshooters are stationed near these cells and prisons
that contain SORT teams (like Vossburg) will also have those
forces stationed in a ready room near these areas.
The Yard
The most dangerous times for prisoners and guards at
Vossburg are meal time and recreation time. These are
the only times the prisoners are allowed to congregate in
numbers. During recreation time, sharpshooters are stationed
on the catwalks above Vossburg’s two baseball and two
basketball courts. Guards, including K-9 units, are stationed
on the ground to break up minor disturbances. But the
captain of the guard can order sharpshooters to take care of
any potentially destabilizing situation, including an attack on
the guards themselves.
Note that high security inmates are never allowed to
mingle with the general population of prisoners. These
inmates eat in their cells and take recreation individually.
You want me on that wall,
you need me on that wall
The players are part of the guard contingent at Vossburg;
outnumbered by inmates ten to one; protecting society from
the worst of the worst. The players could be regular prison
guards, or elite members of a SORT team.
Characters will be responsible for both preventing the
escape of inmates and also protecting inmates from each
other. During meal time or recreation time, when inmates
congregate, this can be especially difficult, and might require
a character to get between two convicted murderers.
Characters will also engage in cell and prisoner searches,
looking for contraband, and will be on the lookout for any
Campaign Models
Bring em back alive
The players are part of the U.S. Marshals Special Operations
Group (SOG). Members of the SOG could come to
Vossburg for a number of reasons in keeping with their
unit’s assignments. The characters might be called in to
assist guards in putting down a riot, or be asked to transfer a
dangerous prisoner to another institution. They might even
be asked to track down an escaped inmate and return him to
Vossburg.
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Inside Vossburg Supermax
gang activity, from congregations of known gang members,
to the flashing of a subtle hand signal, a perceptive character
could prevent the murder of an inmate.
Claus, Maxwell Santa
Level 14 (Charismatic Hero 2 / Dedicated Hero 2 /
Smart Hero 3 / Organizer 7): CR 14; HD 14d6 + 14; hp
63; massive damage 12; AP; Init +2 (+2 Dex); Spd 30’;
Defense 21, Touch 21, Flat-footed 19 (+9 class, +2 Dex);
BAB +6/+1; SQ Shadow contact (low-level, mid-level),
Small bills, Wealth +3; AL Al-Qaeda; Occupation Academic
(Knowledge (business, history, theology and philosophy));
Reputation +2; SV Fort +8, Ref +7, Will +12; Str 11, Dex
14, Con 12, Int 14, Wis 16, Cha 12
Skills: Bluff +8 (7), Computer Use +17 (15), Craft
(writing) +10 (8), Decipher Script +4 (0), Diplomacy +18
(17), Gather Information +13 (12), Intimidate +11 (10),
Knowledge (business) +22 (17), Knowledge (current events)
+10 (8), Knowledge (history) +8 (6), Knowledge (tactics) +7
(5), Knowledge (theology and philosophy) +7 (5), Profession
+9 (0), Read/write language (Arabic, English, French, Gaelic
(Irish), German, Spanish) (5), Research +9 (+11 when
searching computer records) (5), Sense Motive +15 (12),
Speak language (Arabic, English, French, Gaelic (Irish),
German, Spanish) (4)
Feats: Advanced Firearms Proficiency, Conviction
(Al-Qaeda), Information Network, Low Profile, Personal
Firearms Proficiency, Simple Weapons Proficiency, Studious,
Windfall (x6) Talents: Coordinate, Linguist, Plan, Skill
Emphasis (Knowledge (business)) Conviction: +1 to-hit and
saving throws when supporting your allegiance
Class Information: The Organizer class is taken from
RPGObjects’ Blood and Guts: War on Terror. Necessary
class abilities are summarized below.
Information Network: +1 on Gather Information or Spot/
follower dedicated to keeping tabs on things
Shadow contact: contacts in shadow organizations
Small bills: +5 on Investigate skill checks to trace money
Wealth: Bonus feat of Windfall
Background: Maxwell was born into a wealthy family
in Hamburg, Germany. He went to school to become a
businessman, just like his father. While at university, he
became close friends with people who were associated with
the terrorist organization, Al-Qaeda. Deeply moved by, as he
saw it, their fight against America and Israel, he pledged his
support. After graduating, he became a front for Al-Qaeda
transactions…literally millions of dollars passed through
his hands at his bank. He became an aggressive trader for
Al-Qaeda, and was soon discovered by German authorities.
He fled to the US. Unfortunately for him, a crack team of
US Marshals found and arrested him. He is now awaiting
extradition back to Germany.
NPCs
Bartholomew, John
Level 12 (Strong Hero 5 / Tough Hero 7): CR 12; HD
5d8 + 7d10 + 39; hp 100; massive damage 16; AP 6; Init +1
(Dex +1); Spd 30’; Defense 18, Touch 18, Flat-footed 17
(+7 class, +1 Dex) (Defense increases by 1 against melee
attacks); BAB +10/+5; Full Atk +16/+11 (1d4+7/19-20/x3
unarmed lethal or 1d8+7/19-20/x3 unarmed non-lethal); SQ
DR 3/-; AL Hell’s Kitchen gang; Occupation Athlete (Climb,
Jump, Swim / Brawl); Reputation +3; SV Fort +10, Ref +4,
Will +3; Str 18, Dex 12, Con 16, Int 8, Wis 10, Cha 9
Skills: Climb +15 (8), Jump +12 (7), Knowledge
(streetwise) +14 (15), Swim +6 (0)
Feat: Advanced Combat Martial Arts, Athletic, Brawl,
Combat Martial Arts, Defensive Martial Arts, Heroic Surge,
Improved Brawl, Improved Combat Martial Arts, Improved
Knockout Punch, Knockout Punch, Simple Weapons
Proficiency, Streetfighting, Toughness
Talents: Advanced Melee Smash, DR 1/-, DR 2/-, DR 3/-,
Improved Melee Smash, Melee Smash, Remain Conscious
Background: John grew up in New York City, in the
Hell’s Kitchen area. He was always in and out of juvenile
hall for brawling in the street. He joined up with the gang
Hell’s Kitchen after his fifth time in juvenile. He has been
an enforcer for them ever since. As an adult, he’s been in
and out of jail for various lengths of time. Finally, to make
an example of him to his gang cohorts, he was thrown in a
maximum security prison for life under the “3 strikes” rule.
Adventure Hooks
The Enforcer: Bartholomew is accused of killing a fellow
inmate during an altercation in Vossburg’s yard during a
recreation period. Officials feel Bartholomew performed this
killing as a favor to a high-ranking prisoner with gang ties.
While awaiting trial on charges of first degree murder, the
PCs’ superiors give them the assignment to get Bartholomew
to turn on the person who gave him the assignment.
However they are not allowed to plea bargain with the
hardened criminal, since the District Attorney can’t appear
soft on crime during an election year.
The Informant: Having recently provided testimony on
a high-ranking gang official (testimony possibly wringed
from the hardened criminal by the PCs in The Enforcer )
Bartholomew has been targeted for death by that gang. The
PCs are called in to protect Bartholomew until he can testify.
However Warden MacTavish has an ambitious plan to net
even more gang members, and suggests to the PCs that they
stage an unprotected moment on the prisoner to see who has
accepted the contract to kill him. The PCs must either turn
the Warden down outright, risk their star witness, or put a
decoy into the line of fire to catch the hit man.
Adventure Hook
Prelude to the Past: The PCs are assigned to escort
“Santa” to the airport for his extradition to Germany. While
en route, they are attacked with a coordinated military strike,
but one using only non-violent weapons such as tear gas and
smoke. Claus escapes in the confusion, and the PCs learn
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