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This short

adventure for the


Judge Dredd
Monkey
BusinesS
and the Worlds
of 2000 AD
roleplaying game
is designed to be
played as a one-
shot. It is perfect
for convention you prefer, you can create new characters at
demos, or introductory game sessions. The Grade 5. While this adventure is designed for a
adventure features a group of Judges dealing group of Judges, it could also be played as a
with a gang of apes which has taken over a rival perp gang engaged in territorial warfare, or
department store, Bronson & Sons. It is even citizens fighting back against the local ape
designed for a group of four starting characters, gang.

and is intended to be a fairly easy encounter.

The Apes
Characters The apes comprise a small gang seeking to
It is recommended that the players use the make a name for themselves. They consist of
pregenerated Judges from the core rulebook. If four chimps and one gorilla.

Chimps
The chimps — Duggie, Burt, Fredo, and their // Medium Sentient Humanoid (5d6)

boss, Bob Hope — are dressed in Prohibition- STR 6 (3d6) AGI 10 (4d6) END 6 (3d6)

era suits and hats, and wield tommy guns. The INT 3 (2d6) LOG 3 (2d6) WIL 6 (3d6)

gorilla, Ernie, a massive brute, has outfitted CHA 3 (2d6) LUC 1 (1d6) REP 6 (3d6)

himself in gear from the department store’s


MELEE DEFENCE 15

sports department, and is currently wearing


RANGED DEFENCE 15

oversized American Football gear and wielding MENTAL DEFENCE 15

a massive baseball bat.


VITAL DEFENCE 15

There is one chimp on each level of the 



department store, except for the ground floor HEALTH 35

SOAK 0 VULN none IMMUNE none

which is where Ernie is waiting. There is also 



one chimp (Fredo) on the roof of one of the INITIATIVE 3d6 PERCEPTION 3d6

adjacent buildings, and Duggie is on the roof of SPEED 6 CLIMB+ 6 JUMP 12’/12’

the department store itself welding a bazooka.


CARRY 120lb (max lift 300lb)

REACH 5’

Briefing ACTIONS 2

The Judges begin in their morning briefing at


🅜 Brawling 4d6 melee (2d6+3 blunt damage)

their station house. Judge Stoll is conducting


🅡 Tommy gun 4d6 ranged (2d6 ballistic damage; range 8; auto)

the briefing and assigning tasks. Behind him is 🅡 Bazooka 4d6 ranged (3d6 heat damage; range 10; burst 2; single)

a huge vidscreen map of this area of Mega-City


One, with bright flashing red dots indicating Skills combat 1 (1d6), hardy 6 (3d6), intimidation 1 (1d6), perception 1
crimes in progress.
(1d6), reactions 1 (1d6), thievery 3 (2d6)

The Judges are assigned Case #451 - a Gear tommy gun, business suit

department store has been taken over by apes!


The street has been evacuated, but there have Gorilla
been civilian casualties. Time is pressing, and // Large Sentient Humanoid (6d6)
the Judges need to hurry to the scene right 

away!
STR 15 (5d6) AGI 6 (3d6) END 10 (4d6)

INT 3 (1d6) LOG 2 (1d6) WIL 3 (2d6)

CHA 2 (1d6) LUC 2 (1d6) REP 2 (2d6)

On Our Way!
MELEE DEFENCE 22

The Judges can head down to the garage level


RANGED DEFENCE 10

of the station house and mount their MENTAL DEFENCE 12

Lawmasters. The crime scene is about ten VITAL DEFENCE 26

minutes away. On the way, choose or roll 1d6


for a random crime which the PC can quickly HEALTH 60

SOAK 12 (17 vs cold); VULN none; IMMUNE none

resolve. This is not intended to be a combat


encounter, and should be a trivial task, but it INITIATIVE 2d6

helps ease the Judges into their roles before the PERCEPTION 3d6

main adventure begins.


SPEED 4; CLIMB+ 4; JUMP 4'/6'

CARRY 384lb (max lift 600lb)

1) Two juve gang members driving an REACH 5-ft

antique (2060s era) car down the mega- ACTIONS 2

highway. Black smoke is billowing from the


exhaust, a clear violation of several pollution 🅜 Baseball bat 6d6 melee (3d6 blunt damage)

statutes. They will surrender in terror without 🅡 Thrown items 5d6 ranged (3d6 blunt damage; range 9)

much provocation.

Skills combat 1 (1d6), hardy 6 (3d6), intimidation 1 (1d6), perception 1


2) 1d6 vagrants huddled round a small fire (1d6), reactions 1 (1d6),

on a street corner.
Gear football uniform, baseball bat

3) An eldster jaywalks in front of the


Lawmasters.
Charge. Ernie moves his SPEED and makes an attack with his
baseball bat in one action.

4) A huddle of youthful civilians are hunched


over an illegal comic-book.
Grab. This attack inflicts the Restrained condition on a creature, and
5) 2 eldsters are driving below the minimum requires a melee attack to escape. Ernie’s natural damage is
speed limit.
automatically inflicted at the start of the grabbed creature’s turns.

Hurl. Ernie can send a creature flying 3 squares (plus one square per
size difference), doing 3d6 blunt damage; this attack inflicts Downed
condition.
6) A petty criminal can be seen
dunking (pickpocketing) in the crowd
on the sidewalk.

Once the crime is resolved, have


each PC make an AGI (driving) check.
This determines in what order they
arrive at the department store. Make
a show of the slower Judges arriving
a minute or so later than the fastest,
and encourage the players to have
fun with that.

Scene of the
Crime
When the Judges arrive, they find
themselves at the end of a street. The
department store - Bronson & Sons -
is at the other end of the street, about
100 feet away. Between the Judges
and the store, there are several
crashed cars, two of which are
burning.

Have the Judges make INT


(perception) checks. The PC who
rolls the highest (as long as it is a roll
of 10 or more) hears a baby cry from
one of the burning cars, about 50 feet
away. The PC who rolls the next
highest (again, as long as it is 10 or
more) spots movement on the roof of
the department store, although it is
unclear what is there.

There are three apes the Judges


need to worry about right now:


✦ Duggie is on the roof of the


department store with a bazooka.
If the Judges get within 50’ of the
store, he will open fire. He has
cover, as there is a wall round the
top of the roof.

✦ Fredo is on the roof of the 3-


story parking garage on the right
side of the street with his tommy gun. He • Bob Hope is on the third floor of the
will attempt to harry the Judges, peppering department store, peering down the street
them with automatic fire. If they manage to through a curtain. He will fire a few shots
wound him, he will flee along the rooftops from the window, but if the Judges return
back towards the department store. It’s fire, he’ll duck back out of sight.

easy to get to that roof, as the parking


garage is open and accessible, so a rooftop The baby is in the yellow vehicle. That vehicle is
chase might ensue if one or more of the on fire, and in the front seat is the baby’s
Judges decide to head up that way.
mother, sadly deceased. It requires a Difficult
[16] STR check to pry open a car door to rescue

the child. The windows are


made of reinforced plexiglass
and have SOAK 10 and 30
HEALTH, should a PC try to
smash one with their daystick.

Bronson & Sons


The building is four stories in total, with big
Outside the Store double doors at the front, and a loading bay at
When the Judges get within 20 feet of the store the back. It’s an older building, lacking many of
they will be able to see an alleyway which goes the modern conveniences you’d expect.

down to the left of the store, round to the back, The Judges are free to adopt whatever plan
and a ramp to the right which leads down to the they wish, Go along with any good ideas and
store’s underground parking garage.
 encourage creativity. They might split up, or
✦ The alleyway leads to the loading bay Where are the apes?
around the back. There’s a large, wide
shutter which leads to the loading area. It’s Basement. Parking garage. Burt is here,
currently down, but the lock can be shot off hidden under a truck.

easily, and the shutter lifted to reveal an Ground Floor. Loading bay and main
area filled with boxes and crates. There’s a shop floor. Ernie is here, on the main
lift outside on the back wall of the shopping floor.

department store which goes all the way up First Floor. Offices. Bob Hope is here, in
to the roof. It requires a keycard, but the an office, sitting in a chair like an executive,
Judges can hack it with a Challenging [13] his feet up on a table, his tommy gun across
LOG (computers) check.
his lap.

✦ The ramp leads down to the parking Second Floor. Warehouse and storage.

garage. The shutter is almost down, but Roof. Duggie is stationed here with his
there’s about half a foot spare at the bazooka.

bottom. A peek through reveals the garage
to be mostly empty with half a dozen or so Fredo, if he managed to flee previously, is
vehicles. The shutter is jammed and
on the roof with Duggie.

requires a Difficult [16] STR check to lift.

stay together; there are various ways into the facing the front of the building is Bob Hope. If
building, including the loading bay, the lift to the he’s caught unawares, he’s sitting behind a
roof, the parking garage, or even from the roof desk in an office chair, his feet up on the desk,
of a nearby building.
his tommy gun across his lap, eating a banana,
As they move about, they may choose to be and pretending to be an executive.

stealthy. Have them make AGI (stealth) checks;


their target is 10 (the average perception roll of Second Floor/Warehouse
the chimps). If they fail any checks, have them This large open floor is filled with crates and
make a loud noise in some comedic way - goods. There’s plenty of cover, and places to
somebody steps in a cleaning bucket, drops hide - in fact, there’s a vagrant called Jimmy
their daystick, sets off a toy fire truck on the Two-Shoes (he only has one shoe) up here,
main shopping floor. If they fail a check as they camped out in one corner behind some boxes.
move from one floor to the next, the ape on that A Challenging [13] INT check will reveal him
floor will be alerted, in cover, and will get an from his stench. He can tell the Judges where
ambush turn on them before INITIATIVE is all the apes are.

rolled. If they make their checks, they can catch


the apes out of cover.
Roof
Play this fast and loose. Let the Judges do Duggie is on the roof with his bazooka. He
whatever they like; it shouldn’t be too difficult, loves using his bazooka. The stairs from below
and this adventure is supposed to be a fun emerge in a small concrete hut, which he has
introduction to a campaign or a fast-paced one- barred from the outside — Difficult [16] STR to
shot. Feel free to improvise and riff off what the break through from the inside.

players think up.

Basement / Parking Garage Aftermath


The basement garage has half a dozen vehicles Once the apes have been killed or arrested, an
parked in it, but it is mainly empty. It smells H-Wagon will show up to cart any prisoners off
strongly of urine. There are two sets of stairs to the iso-cubes. Let the Judges have fun
leading from this level up to the main building.
determining their sentences.

Burt is hidden under a truck about 40 feet If you intend to continue with these
away from the entrance ramp. He has cover characters, award the Judges 30 Experience
there, and he opens fire with his tommy gun Points. This is enough to buy a new exploit,
once the Judges are all inside the garage.
improve one or more skills, or it can be saved
towards the Judge’s next grade.

Ground Floor / Loading Bay &


Shop Floor CREDITS
The loading bay contains various crates, a fork-
lift truck, and metal pallets full of goods. A wide By Russ Morrissey

shutter, 20 feet across, leads out to the area


behind the store where hover trucks pull up to 2000 AD® is a registered trademark

unload their wares; it is locked, but the lock can 



be easily shot off. A 10 foot wide doorway leads Judge Dredd® is a registered trademark ©
to the shop floor; there’s no door there, just 2019 Rebellion 2000 AD Ltd. All rights
strips of plastic sheeting. Steps go down to the reserved.

parking garage and up to the higher levels of 



the building.
All imagery and characters © 2019
The shop floor is large, open-plan, and filled Rebellion 2000 AD Ltd artwork used with
with goods of all kinds - homeware, fashion, permission of the copyright holder.
sporting, toys, electricals, and so on. Ernie is in www.2000AD.com

the sports department, decked out in football


gear and a baseball bat.

First Floor/Offices
This is a maze of offices, restrooms, staff
rooms, a canteen, and so on. In one office

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