without further ado:
Little Shop on Skid Row
it's been a year since the event that became known as “The Mushnick Incident” . The little flower shop lies in ruins, it's owner missing and the two employees Seymore Krelborn and Audrey Dubois leaving skid row despite being wanted for questioning by the police. It was shortly thereafter this incident that the scientists and armed guards from W.B.E. came down to skid row. They had authority from the highest powers that be to quarantine the area. They built a wall around skid row, sealing all entrances and exits. Skid row became a lawless zone, where its every man for themselves.
Drops: WBE sends food via helicopter drops once a day at 10am at Green Park. They give out enough food to feed the general population of Skid Row (approx 500) however, without a presence in the streets, hoarding and extortion take over.
There are also unscheduled drops not affiliated with WBE that happen from time to time. Certain criminal elements might have some outside connections.
Environment: Skid Row is a filthy place, so much so that all that really occurs during the daytime hours is a horribly overcast day, with a sun that appears distant and barely visible through the cloud cover. At night the sky generally clears a bit with some occasional clouds.
Generally the place Is always bathed in colors of black gray and blues.
Streets Graveyard: when people die, there used to be a place to put them. With the only cemetery filled to capacity, or reserved for those with the cash, the populous has had to resort to burying the dead in piles of rubble on the streets near the old church. The old overpass, now decrepit and crumbling, serves at the marker for the makeshift burial site.
Power and Connection: The WBE is in control of the power grid and is blocking/controlling all calls. The power is often sporadic, but there are ways around the power outages. Perhaps a side mission of hacking into the power grid could be possible here.
What's really going on?: the WBE (World Botanical Enterprises) has quarantined off skid row, because they have reasonable evidence that Audrey II is still in the area. Where the alien plant has gone, they know not for certain, but they intend to find out by sending out search/raid parties into skid row.
After the collapse of mushnick's flower shop, Audrey II retreated into the severs, she was badly damaged from the falling building. Needing time to heal, she fed off the sewer rats and other assorted creatures for almost a full year. She is stronger now, moving along the tunnels, looking for a way out. She still needs nutrition, so she has found ways to snag people on her own and devour them. She is getting bigger day by day, and her vines can reach almost anywhere in the city. If she gets too big, she can leave the sewers and rampage through the city.
The characters know very little about the Mushnick incident and the true story behind the ongoings. If they wish, they can pull to see how much they really know, by a number of pulls, at the beginning of the game. Otherwise, they will need to discover the info for themselves, whether by seeing an old person who knows, or by visiting a hall of records somewhere.
The flow of events:
the Drop at Green park 10am.-players will have to fight for their daily rations provisions and needed supplies. Seedier characters will try to get what they want.
A wayward package drops away from the park and heads towards an alleyway. The group should notice this package, and should hopefully see that another person is in pursuit and chasing it down. The characters hopefully should take chase, if not , they'll here a scream, and maybe investigate.
If they get to the alleyway, they find the package, coated with a green slime, no sign of the person giving chase, and perhaps a leaf. The package holds something valuable it it.
Once the provisions are secured, they can go about their normal business, but they begin to notice that some people are a bit on edge. They've heard rumors of people disappearing, missed appointment, and the increased amount of missing persons being posted on the structures. “It seems that everyone is looking for someone who's missing”
if characters have some sort of contact, they're is a good possibility that someone might not make it to a meeting.
Night 1: the night sky clears enough to let some moonlight in, but that’s when the real lawlessness kicks. in. it is real dangerous to go outside, with muggers and gangs around every corner.
On the first night, there is a very faint pulsating green glow from the sewers, which can be dismissed as pollution. The second thing that goes on is voice mimicry. Audrey has learned to mimic human voices and even some sounds (the ruins) and can lure prey to her.
If the characters go out at night, and are assaulted by any gang, there is a chance that they will see a tendril come out of the sewers and try to take some prey during a fight.
There is a very slight chance that the characters will see a WBE party in skid row looking around.
Day 2: another day, another drop, this time, point out that there are some specific people missing from the first day. Also at this time, there is a very good chance that the characters will see a WBE party snooping around. There is also a good chance that some of the characters who have contacts are missing them.
Today will be the first time that the character come face to face with a part of audrey II. Wherever they are in skid row, for more that a short period of time , and it will provoke an attack with several tendrils and chomping heads. This attack is supposed to be a weakening of the tower, rather than getting a fatality. Several pulls are needed to injure the plant enough to force it to retreat into the depths.
This is designed to give the group some needed insight into what is really going on here. That there is a botanical terror running around and eating people. This should spark the group into trying to find out more information from someone, as well as a plan to take out the plant, or at least find a way to protect themselves.
Night 2: The night is restless for those who try to sleep in peace. There are more screams in the night and the streets are rampant with people running around everywhere. People are being dragged away into the shadows, never to be heard from again, and the WBE presence has stepped it up a notch, adding helicopters with searchlights to the search for the plant.
If the group runs around at night, there is a very good chance that they are either attacked by the plant, a gang, or they will be arrested by the WBE and held for questioning. All of these options are bad. The key thing to remember for this night is to survive and to be on guard.
Day 3: after last night, there are only a handful of people at the drop this morning. It is impossible to know if those absent are hiding in fear, taken by the WBE, or eaten by then plant. The streets are deathly quiet. The drop of supplies is meager on this day, which confirms the beliefs of the group.
A Helping Hand: if the group has not been able to formulate a plan up to this point, as few options can occur here:
The Stranger: a weather-worn man dressed in greasy combat fatigues is sneaking around the streets nearby Green Park. He is carrying a duffel bag in one hand as has an old rifle slung across his shoulder. He will not actively search out the characters or help them, but with the proper persuasion from the group, he will lend a hand and take them back to his hideout. His hideout is an Audrey II HQ with maps and pictures of the creature, newspaper clippings, and a full armory of weapons, including some new stuff from the WBE which he took off some of the guards. The stranger will tell the group what he knows, and where the plant should be. He will accompany the characters into the plant's lair and assist them in destroying the plant.
The Extra Drop: a large helicopter flies over the heads of the group and drops a special package at their feet. The box is quite large and contains several specialized weapons and equipment. The weapons appear to be tranquilizer rifles and gas canisters. gas masks are provided. A map points out a possible location for the creature in the sewer system. There is also a formal letter included in the box, which tells the group that the WBE knows about the characters and what they have been doing for the past 48 hours. The WBE is willing to cut a deal with the group and will assist them in the containment and capture of the plant, not its destruction. The WBE stresses this point by stating that if the plant is successfully captured, the WBE will allow the group to leave skid row without any issue or questions, and will set the characters up with a life and job outside the walls. If the plan results in the plant's death, all bets are off.
It is entirely up to the characters to decide on what direction of action they want to take.
The Lair: the final battle takes place deep in the sewers, where the plant has carved out its own catacomb-like lair. Once the group gets close to the lair on the map, the sewer floor will cave in and send the characters down a slide-like chute that deposits them on a huge pile of human bones. The stench in the catacombs is overpowering, smelling of raw compost and fetid water. There is a fresh water stream that runs down the side of the floor and flows deeper into the caves below. There is a large black opening on the wall that faces the group, and the sound of loud breathing echoes throughout the chamber.
As the character climb down the pile of bones and get closer to the large black cave opening, they notice that there are two more skeletons nearby the opening. These are still dressed and in good condition. One is a small male that is wearing a black suit and tie, white shirt, and glasses. The other is female, wearing an off-white dress and a pearl necklace. These are obviously the remains of Seymore and Audrey who were thought to have escaped Skid Row, but now the truth is known about the couple's whereabouts.
As the characters enter the black cave, they can see the faint outline of a giant fly-trap plant. It appears to be sleeping, but it is still imperative for the group to remain quiet, because the plant is hypersensitive to sound. The smallest noise will wake the plant and send it into a fit of rage.
The Battle: nothing can be said for the group of characters and what they are trying to accomplish in this battle, but the plant sticks to a few tactics and will use them freely.
Tendril/Vines: This is Audrey II's main attack. She will use several of her vines and attempt to slap around the group as much as she can. The size of the vines can range from thin as a whip to as large as a tree trunk.
Chomp: Audrey II has a huge mouth that can just about disable any person unfortunate enough to get stuck into the giant maw. If a character gets stuck in there, it's going to be very difficult to get out of the maw before being chomped. Another option is that there are several smaller heads of the plant on the ends of some of the vines and are biting for significantly lesser damage.
Bringing Down the House: self preservation only goes so far, but in a last ditch effort all bets are off, when the plant is close to being knocked out or killed, it will try to finish the job by any means necessary, even if it means bringing down everything on top of it. The plant will use it's attacks to go after structure points to bury everything and everyone. Perhaps the plant is betting on the fat that it survived a structural collapse once, and that its strong enough to survive another one.
The Wrap Up: whether the plant is destroyed or captured, there are a few loose ends that need to be tied up. There is a chance for the character to escape Skid Row by venturing deeper into the sewer system to find themselves outside the walls. Or perhaps they choose to confront the WBE and hope that they remain faithful to their bargain (if the group chose to go that route). The one thing to remember here is that not all the questions should be answered, because there's always a chance for a sequel.