Galactic Funtime
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
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.
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
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.