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Galactic Funtime

Galactic Funtime is an adventure site for 4-6 characters of 3rd-5th level, featuring a once-thriving entertainment center now overrun by mutated spiders due to a leaking nuclear reactor. Players can explore various rooms filled with webs, remnants of the past, and encounter Soupy Spider's evil twin, Soapy Spider, who commands the dangerous creatures. The adventure includes opportunities for combat, exploration, and potential treasure, with the added challenge of radiation exposure from the malfunctioning generator.

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0% found this document useful (0 votes)
14 views

Galactic Funtime

Galactic Funtime is an adventure site for 4-6 characters of 3rd-5th level, featuring a once-thriving entertainment center now overrun by mutated spiders due to a leaking nuclear reactor. Players can explore various rooms filled with webs, remnants of the past, and encounter Soupy Spider's evil twin, Soapy Spider, who commands the dangerous creatures. The adventure includes opportunities for combat, exploration, and potential treasure, with the added challenge of radiation exposure from the malfunctioning generator.

Uploaded by

WongatheBushman
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Galactic Funtime

A Stars Without Number adventure site for 4-6 characters of 3rd-5th level
Playtested by Dan Chenan, Matt Kollmer, and Matt Webster
References to page numbers refer to the revised Stars Without Number rulebook

Background
The Galactic Funtime entertainment center thrived, separating people from their money and
replacing it with fun. Of particular note was their Build-A-Spider center, where sophisticated and
underregulated genetic assembling technologies allowed for the creation of living pets resembling Soupy
Spider, Galactic Funtime’s corporate mascot. These pets were harmless, unable to reproduce, and
designed to perish within a week.
Sadly, the miniature nuclear reactor the center had installed to handle the energy requirements
started to leak without regular maintenance. The genetic material used mutated, and began producing
spiders that were dangerous, had normal life spans, and could reproduce. Before the machinery broke
down completely, spiders with more severe mutations were created. Now the building is overrun with
them.
Galactic Funtime can be placed on a planet with the Tomb World tag. As it is the only building
with lights on for kilometers around, the players should be interested in investigating. If that’s not enough,
a Know skill check against a difficulty of 8 will inform the players that authentic Soupy Spider swag from a
Galactic Funtime should have some resale value to collectors.

The Spiders
Type HD AC Attack Damage Move Morale Skills Saves

Typical Spider 1 (4 HP) 13 +1 1d4 15m 8 +1 15+

Larger Spider 2 (10 HP) 15 +2 1d6 15m 9 +1 14+

Soapy Spider 5 (25 HP) 16 +6x2 1d10 each 10m 9 +2 12+

Sometimes large numbers of the typical spiders will attack in a swarm. Use the swarm rules from
page 200: swarms have 4 HD and 20 HP, they attack all PCs with each attack, and on a miss still do 1 HP
of damage. Typical spiders are about 30 cm across their body and a meter across including their legs.
Larger spiders are twice as wide across and Soapy Spider is 2 meters across the body and 6 meters
across including the legs.

Soupy Spider and Soapy Spider


Soupy Spider is an adorable spider/corporate mascot who loves the taste of soup. The character
of Soapy Spider is Soupy’s evil twin, a villainous spider/mascot who loves the taste of soap. In this case
Soapy Spider also refers to an enormous spider that lurks in the generator room. Soapy has the
reasoning power of a typical human although he has no real understanding of the building’s purpose, the
outside world etc. nor can he understand any languages barring some kind of psychic ability or weird tech
the PCs might have. If the players can somehow communicate with Soapy he will leave the PCs alone if
they free him from the building. Soapy can mentally command small numbers of spiders at a time and can
summon for protection a swarm of typical spiders or two large spiders, provided the latter have not all

© 2025 Shawn Metcalf


been killed. If his summoned spiders are killed he can summon more. Summoned spiders take 1d6
rounds to arrive.

Outside
The PCs can land their ship in Galactic Funtime’s ample parking lot. The lot itself has cracked
pavement and is mostly empty besides a few rusting cars of little note except for the fact they’re covered
with webs. During the daytime the PCs will be alone; at night there will be two swarms of spiders roaming
around looking for local animals to feed off of. They will not attack anything as large as the PCs outside.
The NE corner of the building has collapsed. Typical and large spiders can get out that way but PCs and
Soapy cannot.

Inside
The interior of the building is covered with webs, except rooms with intact walls without any
rubble spaces (see below). This means nearby spiders will be alerted to the presence of the PCs as they
walk around. The webs will cut the movement of PCs to half speed, the spiders are unaffected.
Doors shown on the map are closed but can be opened with some effort. The spiders travel
throughout the building through the marked rubble spaces in the wall. These represent holes too small for
PCs or Soapy Spider. A pair of adjacent rubble spaces represent a larger hole Soapy can get through.
PCs can also use these holes but they are partway up the wall and are cumbersome to climb through; a
door will still be preferable. About half of the lights are still working except in the arcade and the rooms in
the SE corner (Soapy has dismantled the lights but left the arcade games alone because he likes the
colors).
Once the PCs are inside, the spiders will be threatened and willing to attack. Roll 1d6 every ten
minutes; on a 1 the PCs are attacked by (roll 1d6) a swarm of typical spiders (1-4) or two large spiders
(5-6).

1. Main Entry
PCs entering by the main doors will see where the host would greet customers (diagonal lines on
map). There are menus strewn across the floor but little else of note.
2. Dining Area
The five dotted squares on the map represent cash registers and displays for entering food
orders. The PCs will find currency representing about a hundred credits, although the plastic chips have
no monetary value offworld except perhaps to a collector. Under a table are the webbed-up remains of an
unlucky intruder.
3. Bar
The cash register at the bar has local currency representing 855 credits. Under one of the
counters a functioning laser pistol (page 67) has been stashed, although its battery is dead.
4. Kitchen
This is filled with dishwashers and service bars for large events. The dotted squads represent the
food preparation area.
The two closed rooms North of the preparation area are coolers; the food inside has rotted away.
The closed room to the Northwest contains several dozen boxes of swag; each weighs 20 kilograms and
is worth 1d6X10 credits. The two closed rooms in the Northeast corner are freezers, still operational; the
1.5 metric tons of frozen food inside will look and taste awful if prepared and eaten, but it will be edible.
The closed room in the Northwest corner is the HVAC room; the machinery marked inside can be stripped
for 2d6 spare parts (page 74) given time and tools.
5. Arcade

© 2025 Shawn Metcalf


Across a sea of webs and dust, the bright displays of dozens of arcade games can be seen. Most
of the games will be unfamiliar to the PCs, but if any player asks ’Do they have Pac-Man?’ or the like the
answer is always yes, with 3000 appended. Pac-Man 3000. Donkey Kong 3000. Street Fighter II 3000.
At this point the players will probably want to try playing the arcade games, and if they don’t
there's something wrong with them. The games require plastic game cards to be used. Fortunately there
are card dispensers in the room that accept the local currency.
There are a dozen large spiders in the room, minus any the PCs have killed already. If a PC steps
away from the others, d3 of them will attack. If the PCs stick together, they will not attack unless the PCs
try to enter rooms 8 or 9, OR if they’re all standing around playing arcade games.
6. Special Events Room
This was rentable for parties, seminars etc. Two webbed-up corpses sit in adjacent chairs,
huddled together with their arms around each other. If the bodies are examined a necklace will be found
on each corpse. On a Know skill roll against a difficulty of 10, the PCs will recognize them as indicating a
life bond. The necklaces themselves are simple and of little monetary value.
7. Warehouse
A number of forklifts and broken arcade games dot the area. The loading dock doors used for
getting into and out of the building have been clogged with rubble. There are lockers along one wall. Most
of the contents have rotted away but one contains a laser rifle (page 67) with a dead battery.
8. Prize area
This is where people could play throwing games, shooting games etc. A dozen boxes of swag as
described previously are underneath the counter. There are also three game consoles, worth 2d3X100
credits each to a collector.
9. Build-A-Spider Room
Here living mascot-pets were created using some ethically sketchy technology (marked with the
dotted squares). It ran out of genetic material years ago but if the machinery could be removed intact (it
weighs one ton and is delicate) it could be worth as much as 25,000 credits to any lab or company willing
to buy it. The machine would be illegal on many worlds.
10. Generator/Soapy Spider Lair
Soapy lurks in here. Nobody else has ever made it to an area Soapy can reach and he is curious
and alarmed by the PCs. If they seem weakened he will sneak to an adjacent room, summon spiders, and
attack once they have arrived. If they seem strong he will avoid them as best he can. If reduced to 10 HP
or less he will flee.
The generator is obviously on its last legs, and drips radioactive material from multiple leaks. A
Fix skill roll against a difficulty of 12 can shut it down but the leaked material is still dangerous. If for some
reason the PCs dawdle in the generator room, they must make a Physical saving throw against radiation
(page 58) each hour.

Afterwards
If the PCs have defeated Soapy and the large spiders, they can make off with the arcade games
if they can figure out how to get them out of the building (they are too big for a door). Each game weighs
200 kilograms and will be worth 1d4x1,000 credits. Spending time anywhere in the building besides the
generator room requires a radiation saving throw every twelve hours.
If Soapy is still alive but was forced to flee he will try to avoid the PCs, moving from room to room
to hide. If cornered he will attack desperately. Note that he’s too big to fit through a door, but if the PCs
make a hole to remove the arcade games, Soapy will escape through it at the first opportunity.

© 2025 Shawn Metcalf

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