Project Asclepius
An adventure for 4th to 9th level characters
by
Vathara

Content created with Dundjinni 1.0
www.dundjinni.com

Documentation
Map

 Notes
See Project Tatterdemalion for background.


Room 1: Shinigami Main Tent

 Notes
This is where everything but the non-sensitive equipment is located for the shinigami.

 Objects
 Chair (x5)
 Crate: Sensitive equipment
 Sword Crate: Crate containing the swords
 Ether Crate: Crate containing the ether
 Desk
 Petrillos' Laptop: Black-Ops type laptop, belonging to the striker team.
 Sample Fridge: The sample fridge for the shinigami and Retsu.
 Kisuke's Laptop
 Yumichika's Sleeping Pallet
 Ikkaku's Sleeping Pallet
 Shinigami Generator: The generator running the shinigami camp.
 Tent
 Isshin's TV Set: TV set that Isshin managed to scare up somehow.
 Cushions (3) (x2)
 Sleeping Pallet (x12)
 Main Tent: The main shinigami tent.


Room 2: Hospital Barracks

 Notes
All seriously injured are here rather than in the barracks; also, suicide watch patients.

 Objects
 Sample Fridge: The hospital's sample fridge.
 Hospital Microwave
 Hospital Laptop #1
 Hospital Laptop #2
 Hospital Laptop #3
 Hospital Laptop #4
 Hospital Barracks: Hospital set up.
 Hospital Barracks Generator


Room 3: Command Centre

 Notes
This is where the command team (including Yamamoto-Genryuusai, Hughes, Rollefson, etc.) have their offices. Nanao is set up in here.

 Objects
 Yamamoto's Laptop
 Nanao's Laptop
 Rollefson's Laptop
 Command Centre: Incorporates Yamamoto-Genryuusai's office.
 Command Centre Generator


Room 4: Mess Tent

 Notes
Mess tent with attached storage shed. Can feed 1/3 of the camp's population (not counting shinigami) at once.

 Objects
 Mess Bench (x20)
 Mess Fridge
 Mess Microwave
 Mess Table (x10)
 Mess Stove
 Mess "Tent"


Room 5: Barracks

 Notes
Sleeping barracks for all non-shinigami personnel; mostly occupied by disaster relief and outside security crews at the moment, since the injured are in the hospital.

 Objects
 Barracks #1
 Barracks #2
 Barracks #3


Room 6: Secondary Shinigami Tent

 Notes
Here's where the group of Isshin, Masaki, Kisuke and Yoruichi (and now Retsu) are storing their "not immediately required" equipment. Also the shinigami kitchen area.

 Objects
 Crate: Crate containing sensitive equipment
 Shinigami Fridge: Bar fridge for the shinigami - for food.
 Striker Pulse Rifle (x4): Pulse rifle commonly used by strike teams.
 Shinigami Microwave
 Tent


Room 7: Seireitei Base Camp

 Notes
Base Camp of what is to become Seireitei - without the shinigami.

 Objects
 Fence Metal (x61)
 Transport Shuttle: The shuttle that brought the disaster relief team in.
 Barracks #3
 Barracks #2
 Mess Tent
 Command Centre: Incorporates Yamamoto-Genryuusai's office.
 Hospital Barracks: Hospital set up.
 Command Centre Generator
 Barracks #1
 Generator: Generator used by both the barracks and the mess tent
 Hospital Barracks Generator
 Rattus norvegicus: A much too curious, omnivorous rat.

 Monsters
COMBAT: A Hollow likes to perch near the ceiling, often at intersections, archways, wells, or staircases, and reach down to attack its prey. A Hollow attacks creatures of almost any size, but prefers lone prey of its size or larger. If one is very hungry, it may attack a group, but it waits to grab the last creature in line.
Constrict (Ex): A Hollow deals 1d3+3 points of damage with a successful grapple check against a Large or smaller creature. Because it seizes its victim by the neck, a creature in the Hollow's grasp cannot speak or cast spells with verbal components.
Improved Grab (Ex): To use this ability, a Hollow must hit a Large or smaller opponent with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Hollows receive a +4 racial bonus on grapple checks, which is already included in the statistics block.
Quickness (Su): Although not particularly dexterous, a Hollow is supernaturally quick. It can take an extra standard action or move action during its turn each round.
Skills: A Hollow has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

 Hollow: hp 16


Room 8: Shinigami Camp

 Notes
Where the shinigami have gathered - separated from the main base camp.

 Objects
 Crate (x2): Non-sensitive equipment
 EM-Hardened Sensor Array (x13): Sensor array type generally used by special forces teams, hardened against EMP.
 Tent (x2)
 Main Tent: The main shinigami tent.
 Picnic Table


All Monsters
 Hollow: CR 2; Medium Aberration; HD 3d8+3; hp 16; Init +6; Spd 20; AC 17; Atk: +6 (1d3+3, 2 tentacles); SA: Improved grab, constrict 1d3+3; SQ: Darkvision 60 ft., quickness; AL CN; SV: Fort +2, Ref +5, Will +4; STR 16, DEX 14, CON 13, INT 4, WIS 13, CHA 7.
Skills: Climb +13, Hide +10, Move Silently +6.
Feats: Improved Initiative, Lightning Reflexes, Stealthy.