Banco Cartella de Colombie Internationale.

An eigth level, 2nd edition dungeons and dragons bank for the Party to rob. By Wellard A Obbit. Talysarn Jan 2001. wellardobbit@freeuk.com This material is uncopywrited. Do what the heck you like with it, (you will anyway). If you can make money with it, let me know, I need a job.

Banking arrives in the Century of the Small Furry Mammal. A far cry from traditional money changing and laundering, BCCI offers a wide range of financial services in a comfortable and relaxed atmosphere. As little as one hundred gold pieces a month, buys a place for your family fortune, in our high security vault. Protect your savings with the best in modern methods and technology. Our locks are custom made by Dwarven craftsmen at the Halls of Thod, they could be protecting your heirlooms. Advances in cloning technology enables us to employ the best warriors from history to guard your finances. You can rest assured in the knowledge that the legendary Eric the Miffed is guarding your fortune. For a more discreet service why not ask about our Safety Deposit Boxes. Offered from a very competitive 500 GP a month. Banking hours nine thirty to three thirty. Lunch noon till one.

INTRODUCTION DISCLAIMER My Lot did this Dungeon at about eighth level. BUT My Lot of Players tend to be stupidly well armed. I also think I am a very soft DM. Even if you only consider the weapons used by the bank staff, I can see that their possession by a party would be dangerously unbalancing in a low magic world. Ive decided to leave it as written and let the DM decide. Maybe restrict them to one extra magic item per player. Beware this is a Treasure rich Dungeon. Good Parties that need an excuse to rob a bank are reminded that certain Holy Orders and Gods would very much like to destroy the dagger in Safety Deposit Box Three. The bank should be placed in a reasonably sized city, or very large town. One cartographic error to correct, despite what is implied by the maps, the external walls of the bank are three feet thick.

BANKS NEIGHBOURHOOD

YING WAH CANTONESE CUISINE A Chinese restaurant. Very good. Ying Wah is a Ninja (of course), that had an accident. This changed his outlook on life and he is now Lawful Good. He spends his spare time spying on the local criminal population. The town guard don't know where the mysterious tip offs come from, but they know they are always right. He makes the best egg fu young this side of Abu Dhabi.

TIMS THUMATIC SUPPLIES Magical Material Components. If he doesn't have it in stock, he will order it. Expensive as heck.

SIMONES LEATHER EMPORIUM Leather goods.

BOBIKIN MUSICAL INSTRUMENTS A front for an Italian Mafia family. Signor Bobikin is so deep into organised crime that he has a spotless police record and is a Pillar of the local community.

NEW CHATSWORTH HOTEL A No stars, thirty room hotel with appalling service. Run by a Mr Basil Flawty. Expensive.

HOUSE OF THE GOAT Three star Brothel.

POSH RENTAL Twenty flats in all. Expensive to rent. Most of the bank staff live in this block of flats.

VICTORIA PARK A patch of lawn with trees round it. Down and outs sleep on the benches at night.

SLIPPERY JIMS ADVOCACY A tolerably good lawyer.

BLODWYN MENHIR The Blodwyn tribe has been making Druidic religious stones since stonehenge was built. They also do other stone masonry.

SECURITY MEASURES Staff are NEVER reprimanded for a false alarm and those unfortunately killed in the line of duty are Resurrected. They have been told to raise the alarm if there is absolutely anything out of the ordinary. The Doorman lost his bonus by opening the door to the Manager a full five minutes before he should have while the Cleaner won a bonus for raising the alarm over a jug of milk mistakenly delivered to the back door. To ensure a prompt turn out all town Guard members presenting "In Position" near the bank, within ten minutes of the alarm going off, get paid a 50 GP bonus by the bank.

PANIC BUTTONS All staff, even the cleaner wear a bracelet with the company Logo on. It is worn at ALL times, even off duty. When the raised letters of the logo are pressed the Alarm goes off in the town guard ready room and all the other bracelets start to tingle, thereby alerting the other staff to the alarm. The Official Emergency Regulations state that, In the event of anything out of the ordinary, staff are to push their panic button (the bracelets), and then delay the robbers, while keeping the robbers as ignorant of the situation as possible. Mr. Hamilton, the vampiric day manager, prefers to delay the robbers by attacking them. He enjoys a good fight. The Cleaner will act senile and deaf, but if they offer their throat well... The Manager is constantly testing security. About once a month he purposefully does something "out of the ordinary" to test staff. There is a large budget allocated by head office to pay for the resulting bonuses. Although the constant testing leaves the Guard with the impression that this alarm, is only another exercise, they still race to the bank to collect their money. When escorting clients to the safety deposit boxes the manager will use one of thirty seven "password routines" with the guards behind the steel doors. The password routines are changed every month. A typical routine is given below:

MANAGER Three knocks, "Morning Bill"

GUARDS "Good morning Sir, How is Mrs. Hamilton today"

MANAGER "Oh fine, her impetigo cleared up lovely"

What sounds like social chatter is in fact part of the password. If any word, knock or cough is out of place the guards will push the panic button and start delaying, by in this case, saying that the door is stuck again.

WATCHERS Scattered about the bank are statues. All of these act like closed circuit television cameras. They send an image to a window on the wall of the Town Guards ready room. This window is normally left to cycle through the different statues but can be set to the one.

CHESTER TOWN GUARD Security procedures at BCCI ultimately rely on the Chester Town Guard. There are 50 officers of the Watch. The twenty of the Night Shift are asleep during the day. The thirty officers of the day watch are split into two identical groups that take it in turns to go out on patrol. So during the day there are 15 officers in the ready room doing paperwork, eating donuts and playing darts. An identical 15 are out on patrol, (three squads patrol, three squads eat donuts). At night ten play darts, and ten patrol.

FIVE MAN SQUAD There is an officer, a sergeant and three squaddies in a five man squad.

OFFICER 8th level fighter AC 1, (+2 Plate) Hit points 8D8 plus 16. THACO 12 Damage 2D4 +2, Hand and a half sword. +2 to hit. (strength bonus and well made +1 sword) Wand of lightening bolts, save vs spells for half of 8D6 damage.

SERGEANT 4th level fighter AC 1, (+2 Plate) Hit points 4D10 plus 8. THACO 16 Damage 2D4 +2, Hand and a half sword. +2 to hit. (strength bonus and well made +1 sword) Heavy cross bow. One shot a round, D6 damage plus D10, explosive tipped. 12 explosive bolts.

SQUADDIE 2nd level fighter AC4 chainmail and shield Hit points 2D10 +4. THACO 20 Damage 1D8 axe or sword. Heavy crossbow, one shot a round D6 damage, 24 normal bolts.

EXTERNAL APPEARANCE The two storied Banco Cartella de Colombie Internationale nestles between Bobikin Musical Instruments and the New Chatsworth Hotel on Short Street. It is made from interlocking granite blocks that are so precisely cut that you could not slip a knife into the join. The walls are three feet thick. Also note that a 30th level Magic User has used a Wish on the external walls. Any attempt to Teleport or Dimension door inside or into the bank will be redirected to The Sea of Storms on the Moon. If you try to teleport into the vault, you will find yourself on the moon gasping for breath. Vacuum damage (explosive decompression), is one D8 per round. Depending on moon local time of "day", (i.e., how would the DM like to disfigure the PC), there is a choice of sunburn or frostbite, also one D8/round.

CLEANER Armour Class: 6 Move: 12 Hit Dice: 3D6 (14) THACO 18 No. Attacks: 2/round Damage/Attack: D6 Special Attacks: none Special Defences: none Magic Resistance: normal Intelligence: High Alignment: Chaotic Neutral Size: Man-sized

Mrs. De La Rue is the Eighty year old cleaner, who lets herself in the back door one hour before the bank opens at nine thirty. Her cleaning gear is kept in the cupboard on the upper first. She never goes downstairs. Her senility and deafness is an act. She is as bright and lively as an eighteen year old. Martial artist 3rd level Kung-Fu. An aged and colourfully attired Doorman stands directly in front of the welcoming glass double doors.

DOORMAN 10 Level Fighter Armour Class: 1 Move: 10 Hit Dice: 10 (76) THACO 10 No. Attacks: 3 attacks every 2 rounds Damage/Attack: D8 +2 Special Attacks: +2 to hit Special Defences: none Magic Resistance: Normal Intelligence: Human normal Alignment: Lawful Neutral Size: Man-size

Kevin is forced to wear a very colourful uniform. Its got more gold braid than an Admiral at Trafalgar and was probably designed by a peacock. Its made of Kevlar and acts like chain mail without the weight. Ring of plus four protection. Non magical long-sword, tungsten alloy, +2 to hit +2 damage Kevin has an attitude problem. This was why he got the job. He divides the world into Rich people with refinement and manners, and Scum. Scum are not allowed into His Bank with their dirty smelly boots. He has a tendency to make snap judgments based on appearance. If the party is mistaken for scum by their appearance, large amounts of gold will have to be displayed to obtain his respect. Loiterers at the banks entrance will be met with "Piss off Scum", or "Good Morning, How May I Help You?", depending on Kevin's attitude. On a chain attached to his trousers Kevin has the ONLY key to the front door which he keeps locked. He opens the bank each morning arriving a few minutes before the Managers. The large double doors are made of glass steel. A transparent substance with the chemical and mechanical properties of hardened steel. The lock itself is Dwarven non magical, made from extremely high quality alloys and Minus 100% to pick. Beyond the glass doors all is opulence. A roaring log fire on the left faces a large mahogany desk. The sofa is covered in arctic woolf pelt. Very good copies of famous works of art adorn the walls. Behind the desk is the day manager. he will rise and offer you his kid-gloved hand to shake.

DAY MANAGER Mr. Hamilton Vampire. Armour Class: -1 Move: 12 Hit Dice: 8+3 (74) THACO 10 No. Attacks: 3 Damage/Attack: D6 +4 Special Attacks: 2 level life force drain +2 to hit Special Defences: only hit by magical weapons,regenerates 3 hit points/melee round Magic Resistance: Immune to sleep, charm and hold, half damage from spells based on cold and electric. Intelligence: Genius Alignment: Lawful Evil Size: Man size

Essex Karate Champion, Year of the Warthog. 3 attacks a round, -2 armour class. 18(76) strength gives +2 to hit, +4 damage, He wears kid gloves to prevent the accidental draining of life force from the customers, it will take him one combat round to remove them. He deals with the little stuff in the bank. He is wearing sunglasses and has a gold pen in his top pocket.

S'HADES : Dark Glasses. This magic item confers a complete immunity to sunlight and holy religious symbols. In the case of un-dead they also confer an immunity to "Turning". They additionally act as a detect magic. Note that an invisible person will therefore appear as a disturbance in the aether.

FOUNTAIN PEN : A gold plated expensive fountain pen. Fully working. Fires one magic missile that always hits for 8D8 damage. It is empathically aimed. The user simply forms an image of the target in their mind, and if the range is less than one kilometer and the flight-pathclear, it WILL hit the target. It is recharged in the same manner as a wand of magic missiles.

NIGHT SECURITY Ms. Widdicam. A Succubus, (Type of Demon) Out of banking hours Ms.Widdicam stalks the bank. Usually on the ethereal plane. Armour Class: 0 Move: 12"/18" Hit Dice: 6 (36) THACO 12 No. Attacks: 2 Damage/Attack: D4 +1 Special Attacks: Energy drain kiss Special Defences: +1 weapon to hit Magic Resistance: 70% Intelligence: Exceptional Alignment: Chaotic Evil Size: M (6')

Ruby false fingernails. D4 +1 damage, +1 to hit. An inch of sharp ruby fingernail, on each finger. She is able to perform the following at will: Darkness 5', Charm person, ESP, clair-audience, suggestion, shape change to humanoid of similar size, become ethereal, as per oil of etherealness and a 40% chance to gate in another Demon, (type IV 70%, type VI 25%, Lord or Prince 5%).

FOREIGN EXCHANGE CAGE: The bars to this area are inch thick steel, set into the floor and ceiling. At a small desk sits a Clerk. He is a normal human, with no weapons apart from the panic button bracelet. He deals with the money changing. He carries the only key to the door in the cage. The safe contains a wide selection of foreign coins, a selection of gems and a pile of vellum notes. These are promissory notes, a bit like IOU's.They are cashable at most banking establishments. They typically say something like "Johnson, Johnson, Blenkinthorpe and associates, promise to pay the bearer. A Thousand Klatchian pieces of gold, on production of this certificate." Although traceable, the notes are as good as cash. Foreign coins 3 000 GP, Gems 5 000 GP, Banking Notes 5 000, GP The safe is a combination lock. ONLY the Clerk knows the combination. Moving the dials outside of banking hours sets off the alarm in the Town Guard ready room.

UPPER FIRST Mr. Aitkin senior Manager. Vampire. He spends most of his time in his office doing paperwork. He does all the banks, major financial dealings and financing, mainly in arms, drugs and slaves.It is he who personally escorts clients to the safety deposit vault. Armour Class: 1 Move: 12 Hit Dice: 8+3 (63) THACO 10 No. Attacks: 1 Damage/Attack: D6 +4 Special Attacks: 2 level life force drain +2 to hit Special Defences: only hit by magical weapons,regenerates 3 hit points/melee round Magic Resistance: Immune sleep, charm, hold, half damage from spells based on cold and electric. Intelligence: Genius Alignment: Lawful Evil Size: Man-size

S'Hades and fountain pen like the day manager. He does not wear gloves, he is very careful. The statue in his office is of a Paladin. There are two enormous arm chairs as well as two ordinary chairs.

THE CONFERENCE ROOM is uninteresting. The marble table is nice but you wouldn't get it home. The window here is inch thick glass steel, as is the one in the Managers office. Neither can be opened.

THE CLEANERS CUBBYHOLE contains brooms, dusters etc. Spare chairs for the conference room.

FIXED SPIRAL STAIRS lead up onto the roof garden.

ROOF This has been planted as a simple garden. An oval lawn is surrounded by a thick bed of assorted flowers. Mostly Black Roses, but other plants are grown. if it bites, scratches or stings the gardener has tried to grow it here. Poison ivy abounds, as does tropical stinging nettle and deadly nightshade. Around the edge of the building grows what looks like Ivy. An fourth level Druid has a ten percent chance of realising that it is not ivy. It is actually "Razor Vine", this carnivorous plant will attempt to grab any animal that climbs over it. It rolls "to hit" as an eight hit dice monster and does three points of damage for every point on the dice, over that required to hit. Damage is incurred from the razor like leaves. Eg. If the plant rolls a fourteen against a thief of armour class four, it will do the thief eighteen points of damage, as it only needs an eight to hit AC 4. It can be chopped back as easily as any plant. The statues are Watchers. One is of a Dragon the other a child beggar. The gardener Mr. Mugumbagee comes in once a week. He is human.

LOWER FIRST The statue at the bottom of the stairs is of a Celtic Warrior painted blue.The large door into the room containing the un-dead is two yards in diameter and two feet thick. It is best Dwarven steel. There are three locks to the door, all oversized. Dwarven workmanship again causes any thief a minus 100% penalty in attempts to pick them. The door is kept locked at all times. When the door to this room is opened, if the first person through it ISN'T the Manager, the un-dead will attack. The Manager is extremely careful about this. Room contains a dozen Juju Zombies (MM 2), and a stone troll for operating the spiral staircase. {Tori brothers} 12 identical clones of the famous Dwarven axe murderer Toni the Tori, have been animated into Juju Zombies Armour Class: 1 Move: 9" Hit Dice: 3 +2 (19) THACO 11 No. Attacks: 1 Damage/Attack: 3D4 +4 Special Attacks: no Special Defences:see below Magic Resistance: see below Intelligence: Low Alignment: Neutral Evil Size: M They wear chain mail and have a strength of 18 (88), +2 to hit, +4 damage. They attack as a six hit dice monster. Only hit by magical weapons, piercing or blunt weapons do half damage. Immune to; Magic's affecting the mind, poison, electricity, magic missiles, death and cold spells. Fire does half damage. They are treated as a spectre with respect to being turned by a cleric.

STONE TROLLS Only recently discovered, the Stone Troll is a native of Discworld. At this point in time information about the species is scant, rumours talk of diamond teeth. They appear to be a silicon based form of life, incredibly strong, and interestingly more intelligent at low temperatures. Armour Class: 1 Move: 12" Hit Dice: 10 (75) THACO 7 No. Attacks: 2 Damage/Attack: D10 +8 Special Attacks: Head-butt 2D8 +8 Special Defences: See below Magic Resistance: See below Intelligence: Low Alignment: Neutral Size: M

The troll gets a +3 to hit due to strength of 20. As with a Stone Golem, a stone troll is only affected by; rock to mud - slows troll by 50% for 2D6 melee rounds, mud to rock -restores all damage suffered by the troll, stone to flesh -makes the troll vulnerable to normal attacks in the following round.

MOVEABLE SPIRAL STAIRCASES These are big heavy iron spiral staircases that revolve around the central pillar which has a screw thread on it. In the same way that a nut moves along the bolt when you turn it, the stairs, move slowly up and down as you spin them. It takes a person of 16 strength five minutes of hard work to fully raise or lower the stairs. When lowered the base of the stairs snugly fit the whole in the floor.

LOWER SECOND FLOOR At the base of the stairs you will notice a full suit of armour in a tall glass case. The suit has large chunks bitten out of it. Claws have slashed rents in the steel breastplate as if it was cloth. You will then hear the growling.If you have seen the "Tasmanian Devil" in the American cartoons, you should get the right idea. You can hear what appears to be a large enraged animal attempting to bite its way out of a cage. The Manager will answer no questions about the suit of armour or "animal" as he does not discuss security details. (Smile). These steel doors are a foot thick and fit snugly into the slots in the wall. During the day, only three of the steel doors are closed. The password routine (see security) is gone through once, and the doors opened. The doors are all spring loaded but the guards crank them manually, so that the customer doesn't realise. As the last door is cranked aside you will see a large cloth covered crate on the floor. Underneath the black covering the cage is jumping about and shaking alarmingly. The straining of tortured metal is added to the noise of snarling. It is a recording. Beneath the covering is an ordinary looking, empty cage that is making the noise and shaking. The cage contains a Cannon. Traditionalists may wish to use a fire ball machine or a lightning bolt machine. The guards will wait until the robbers have reached the last steel door. This will then be pulled aside, using the spring loading. The cannon will be fired. The guards will then rush the party. The cannon is loaded with grapeshot. Everyone in the corridor takes 8D8 damage, or save for 3/4. The Manager is the only person with the keys to the, two foot thick, triple locked, -100% to pick, Dwarven steel door.

ERIC THE MIFFED CLONES "Advances in cloning technology enables us to employ the best warriors from history to guard your finances. You can rest assured in the knowledge that the legendary Eric the Miffed is guarding your fortune,"

Eric the Miffed is an 18(00) Strength, 18 Constitution Dwarven fighter. There are nine clones of his here. Three are using an axe, three a short sword, and three a sledgehammer. They all wear Full Plate armour. Armour Class: 1 Move: 4" Hit Dice: 8 (8D10 +64) THACO 11 No. Attacks: 3 every 2 rounds Damage/Attack: Axe D8 + 6, Sword D6 + 6, Sledgehammer 2D4 + 6 Special Attacks: +3 to hit due to strength Special Defences: none Magic Resistance: normal Intelligence: Low Alignment: Lawful Neutral Size: S

LOWER THIRD Note that there is no Watching statue in the anteroom of the safe deposit vault. The Manager did not want the Town Guard, watching what went on too closely. The big vault door is another Dwarven steel two foot thick job. For variety, and also to make a fundamentally different lock, the triple locks were made by a Gnome. (A Tinker). Minus 100% to pick.

SAFE DEPOSIT VAULT The boxes look like lockers or filing cabinets. Made from thin low grade steel, the boxes have two locks. One for client, one for the manager, both are needed to unlock the box. Or to save time the box can be opened with an axe quite easily. There are fifty boxes, of varied sizes some empty. A big one yard cubed box against the far wall, is a concealed door that leads to the vault. Just underneath the Bomb.

SAFETY DEPOSIT BOXES

1) Urn market "Margaret" containing ashes. Margaret was / is a vampire. "Droppeth not, blood on the dust of a Vampire"

2) Tins marked Beaf containing a red meat, that is actually Troll. It will start to regenerate when the tin is opened. leave it long enough and you will have a fully working and angry Troll on your hands.

3) DM choice: EITHER: Aztec dagger six inches of obsidian blade and a handle of amethyst. A crappy +2 to hit +2 damage dagger,

OR: A wooden box, covered in Holy symbols. Very very old. Attempts to pick the box up will crumble the box into dust. This is unfortunate as spells on the box were shielding its presence from the knifes rightful owners. Thousands of miles away the high priest of Ilya, will pause in the act of worship, raise his bloody dagger to the heavens and exclaim "IT WILL BE MINE". All followers of this sect are pulled towards the knife like salmon are pulled to their spawning grounds. No matter the cost, no matter the distance, messenger's will be sent forth, rewards will be declared, the knife WILL return. If the DM is willing to run the hot pursuit, this knife is a bundle of laughs. The hunt will start that night, with the Priest showing up in the carriers/owners dreams and demanding the return of the knife. The High Priest of Ilya will haunt the characters dreams while it remains in their possession. The knife radiates extreme Evil and cold. It drains one life energy level every time it hits by the same process that vampires drain life energy levels, as well as D4 damage. Merely pressing this knifes blade to your flesh will loose you 100 experience points a round. A lovely knife for the back-stab.

4) Set throwing daggers. 13 assorted sizes from 3 inches long to 18 inches long. Non magical, fancy titanium alloy, +2 to hit, +2 damage.

5) Halfling sized suit plastic chainmail. Non magical, it acts like normal but has no encumbrance.

6) A bag of 45 Mantrap seeds.

7) Golden Thieves Picks and tools, +20%.

8) Bottle labeled "do not drop", and contains green mist. Type four Demon imprisoned in a glass bottle.

9) Biological warfare kit. A doctors (Gladstone), bag with eight medicine bottles, carefully wrapped with coconut matting for protection. Contents of the bottles varies, some are powders others liquids. Designed to be "delivered" through the water supply, the bottles will cause the following epidemics. Cholera. Black Death, Anthrax, Ebola, Lhasa Fever, Leprosy, Smallpox and Lethal Infectious Uncontrollable Laughter.

10) Golden chest 2 X 1 X 1 feet, worth 3000 GP, with a rock in it. The rock is useless.

11) Bag of continuous/everful copper pieces. Never run out of pennies again.

12) Everful Lunch Box, One tuna sandwich, one bag of crisps, one orange. Every time you open it.

13) 1 yard cube crate. Labeled "Danger" in 250 languages. Crate contains a metallic box, and an intricate clockwork timing mechanism attached to the bigger box. Workmanship is Dwarven, the clockwork mechanism is good for twenty four hours. It is a one megaton atomic bomb.

14) Medusa's head in a sack. Never look upon the face of the Medusa, save vs petrifaction or turn to stone.

15) Sword of the Kobald Lords. Crappy looking short sword. When wielded by a Kobald it is +6 to hit, +12 damage, Heals wielder once a round and raises moral of wielders side by 300%. Worth lots, and recognisable by any Kobald anywhere.

16) Ebony chest. 13 dark glass bottles. Blade poison. One bottle will coat one ten foot, two handed sword, and last for 24 hours. You can stab as many people as you like, it will not wipe off. Poison does 3D8 damage. Once opened a bottle must be used within ten days, or it "goes off" forming an oily non poisonous liquid.

17) Book. "Lets Summon Daemons". Details methods for summoning first, second and third level demons. Book omits any information concerning summoners safety, or the dispelling of the Demon afterwards.

18) Cuddly teddybear of Antioch. Viewer must save vs spells or experience an uncontrollable urge to hug the cute little teddy bear. Aah.

19) Male Red Dragons egg. In suspended animation.

20) Begging Bowl of the Buddha. Viewer saves vs spells, or places half the money they have on them in the simple wooden bowl.

21) Human sized, Rupert the bear, arctic sleeping bag. Pictures of Rupert Bear on a very serviceable, cold weather sleeping bag. Water and hurricane proof.

22) Book "Obbit Battle Tactics". Readable more than once. Minus 2000 Experience points for fighters who read it and minus 500 experience points for other classes. Since when has there ever been a famous Halfling General?

23) Box of useless phials. Covered in ancient and magical sigils and writing, this rosewood box contains twelve glass phials. The phials all contain an oily yellow liquid (sunflower oil). The liquid tests positive for magic (strongly) and Good (weakly).

24) Book. "Riot Tactics and Mob Warfare". 1000 experience points for a fighter reading it. Book can only be read by the same person once, and will fall to bits after the fourth reading.

LOWER FOURTH The Vault. The statue of a vampire, is another watcher. The control panel is labeled in ancient dark elfin. Four labeled levers and one hundred numbered buttons, in ten rows. Containment on/off Status fill/empty Locks on/off Doors open/closed Combination. The present state of the panel is containment on, status full, locks on, Doors closed and combination 0123456789. Actual combination 0987654321.

The room labeled "airlock" is currently filled with high pressure (4 atmospheres), monatomic fluorine. Fluorine is similar to chlorine but more so. This stuff is actually more chemically reactive than normal fluorine. The gas is composed of individual ions of fluorine, and is very electrically charged (negatively). The walls of the airlock constitute a magnetic bottle. This is the containment mentioned on the control panel. The walls are negatively charged so that the negative ions of fluorine don't touch them. Turn this off and the place fills with fluorine, best pump it out first (status empty). Switching the doors lever to open, will open the doors, if the locks are off. If the combination is set wrong, when the doors are open, the alarm in the Town Guard ready room will go off. Very highly reactive, monatomic fluorine will attack ANYTHING. Objects must save vs acid, each combat round or be destroyed utterly. Characters take 2D8 damage per combat round. A save vs poison reduces damage to half.

The vault contains a quarter of a million gold pieces. About half of the dosh will be in gems. The rest gold bars. Also contained in the vault are what appear to be somebody's crown jewels. Two crowns King/Queen, and a fancy ceremonial sceptre. This sceptre is a yard long and made from one piece of quartz. It is worth more than the two crowns combined as they are gold plated lead with glass diamonds. The ermine trim is worth 30 GP.

END GAME Well, you did your best, but it wasn't good enough. Never mind. The head office of BCCI in Bogota is not going to let its reputation for reliable banking go down the pan because of the robbery. Both legal and "other" methods will be used to track down the party. Its entirely possible that in five years time, Colombians in Smart Suits will be battering down the door claiming that a certain person at head office wishes to have a quiet chat...

EXPERIENCE Cleaner 400, Kevin 1500, Vampiric Day Manager 4600, Vampiric Senior Manager 4556, Ms Widdcam Succubus 2316, Tori brothers Juju Zombies 200 each, Stone Troll 5000, Eric Clones 1500, Robbing the safety deposit vault 10,000, Robbing the vault 10,000, Town Guard Officer 800, Town Guard Sergent 400, Town Guard Squaddie 200

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