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View Full Version : Holloween type feel adventure idea need help.(long)



Kas'ir Faywind
9 October 2002, 01:53 PM
Trey or any of my other players do not read!













Suggested level about 5th.



Ok this is an idea from KenobiJim on the Generic Plot Hooks thread that I "fleshed out" a bit more but could still use some input. The idea is to bring a more eerie type feel to the game.

Background: The Distalimie is a research ship that can belong to any faction. It was experimenting on different types of EMP blasts for military purposes and electrical field fluxation for strengthening shields against ion effects. On a certain day 2 experiments were conducted, which happened to interact in a way no one predicted. The emp blast generated went through the walls of containment and knocked out the hyperspace module (in my game this would also mean that there is a chance the nav comp of another ship wont detect it while making calculations) The electric field experiment went off 10 sec later and due to some electrical failures because of the emp blast a sort of stasis field was created slowing the time in the general area around the ship (8hr in there is only 1 min real time) and short circuited most of the droids on the ship to behave erratically(non magnetically sealed ones). A scientist, Dr. Gewine, happened to be in the wrong place at the wrong time, both waves hit him at the same time while he was plugging in the datacard to the mainframe of the ship. Consequently, his mind was "downloaded" to the mainframe, memories and all. Lights went out all over the ship and random circuits "blew up" busting some panels open. Emergency lights flicker, and some circuits burned out leaving a smoke in some places that smells nasty. Dr. Gewine's initial response was anger and used the security droids to attack the scientists there (most had slug throwers or blades as blasters could have been interfered with by the experiments). Weeks later he became lonely and wants someone to talk to or at least that is what he comes onto being as he really wants to be uploaded to a ship so he can get home and get a body back somehow maybe a droid. He still is quick to fly into a rage if angered. The main parts of the ship were magnetically sealed for safety purposes; Life Support, Main Terminal, Emergency Lights (though slightly shorted), docking bay doors, and gravity projector all still function properly but are under Gewine’s control. Most remote terminals are wiped out as well though about 10 still function, out of 100 or so.

*Note* any loose ends need clarification?

Step 1: Getting the PC's there

Well the easiest way is for a hyperspace mishap. As written above there is all ready problems in detecting the ship when calculating jumps. As soon as the nav comp realizes it in the way, they come out of HS very very close. At first it appears to be moving extremely slow (they are outside the "field") but then it moves fast (once they enter they perceive time as normal but it is still slow). Any attempt to avoid should result in a small collision rendering some part useless and there for a moderate repair is needed that they might be able to find on the ship. If they try to dock at first a moderate pilot check is required (dc 18 for d20 is what I am going to use). If they dock then try to leave Dr. Gewine shuts the docking bay doors and the panel for over ride is shorted out.

Step2: Initial Actions

Any Attempts of looking for life on the chip will find that there are faint signs of life but no sustained moving life is around. The air is breathable and gravity is normal although the emergency lights are on one is flickering giving off some sparks from above. There are two dead bodies in here one with a gunshot wound to the chest and neck another with 4 stab wounds in the chest. They are slouched up on a wall blood smeared down showing the leaned up against it then fell. A moderate search and Difficult Treat Injury reveal that a vibro blade and some sort of slugthrower made these wounds. They appear to be maintnence workers of some kind. No other ship is in here and there is no way of knowing where the next one is (in case they are intent on leaving). A blast door is ajar in the corner leaving a small opening to climb through (dc 18 escape artist check do not know d6 equiv.) or a STR check dc 25/difficult.

Step 2.5: In the halls

Until they actually meet Dr. Gewine in the mainframe, he does not interact with them in anyway. To give an extra sense of suspense make random spot/listen/perceptions rolls hand pieces of papers to the players telling them that they see/hear different things, i.e. a shadow moves in the corner or clanking on a pipe get creative, but make sure they have different things if they spend time investigating things they fidn nuthing or that it was a malfuntioning droid twitching. They will not meet any security droids as well but they will find dead bodies of scientists and maintenance workers. Nothing ground breaking can be found except for maybe a key (which doesn’t do them any good since they wont work) or blown out datapads.

Step 3: experiment sites:
This should be the next place they come to are the Labs. These places should be filled with bodies (like 20+ in each room) all with assorted fatalities. The scientists gathered here to figure out what went wrong when the droids piled in. Knowledge Electronics, Science, or engineering (though more difficult+2 dc) of dc 25 for EMP 30 for elect. Field) will let them know what was trying to be accomplished. After looking at the first one for 5 min a loud bang is heard followed by a crash. A circuit just popped and blew out part of the ceiling but listens/perception checks failed (should be rolled by GM) make them think they heard someone up there possibly spying. Attempt to fuss with either experiment is not healthy the gadgets used are fairly big (fill 4mX6m) and upon any sort of tampering results in 5d6 electrical damage Reflex for half. 6 sec later the gadget then explodes (parts of it at least) giving off 5d6 damage to all with in 10m range crit range of first 4m.

Step 4: mainframe

The room is fairly cleaned except for streaks of blood (droids dragged out bodies Dr. Gewine was a neat freak at times) There Dr. Gewine begins to talk to them through the console if they try to access it. He trys to explain everything and makes a desire to be uploaded on a datapad and returned home. Sense motive checks failed (rolled by GM) make them think he is lying. If asked about the bodies he tell how the experiment must have sent objects flying to create the wounds (if they hadn't passed any previous attempts a knowledge forensics of 15 or treat injury of 25 realize that’s a lie) if pressed further or denied upload he gets angry and the screen turns red. Any attempt to shoot the mainframe results in all 40+ droids coming to the Mainframe. Gewine goes over to the Gravity Projector area computer to keep safe.

Step 5: Fun time

First thing, that happens is he turns down the amount of Oxygen in the ship. Treat as Thin Air after 6 minutes. Gewine makes some witty comments and starts saying how the players betrayed him just like the scientists. A diplomacy check of 30 is needed for peaceful but even then, Gewine gets a will save +12 dc 20 to resist, and he is raged too badly. The only way to get the air back on to normal is manual over ride in the proper room 8 min away (includes searching hall ways, Knowledge Ships DC 25+1 for every minute cut off for shortening time (knows most common place for it to be. After 30 min, Gewine turns Oxygen off. On their way to the life support use following percentile every minute:
Die Roll effect
0-30 1 Slug Droid 2 Vibro Droids
31-50 Blocked path add 2 min.
50-75 3 slug droids 2 vibro droids
76-100 Blocked path add 2 min plus 2 slug droids and 1 vibro sneak up behind them.
Add more if the players need more of a challenge. Stats are below.
After this, there is a bit of cat and mouse. The droids pursue the players around the ship eventually they should get blacked into the food area and decide to take a stronghold there (knowledge tactics dc 15 to realize this is the best place to hold ground since there are no computer terminals, there is food, and there is only 2 1.2meter wide doors and one air duct in the room.) The droids hold back after five go down waiting for more to come. While this is happening any search among the food in the freezer DC 20 realizes there is a secret compartment. If they open it a hammer comes flying through the first person to look through, Jedgar a mechanic here took refuge here once the droids went on a rampage he apologizes for taking a swing at one of the players and after some discussion he knows of a panel near the docking bay doors to open them and if needed has access to the spare parts as well, providing they take him with them off the ship with them. After this, 10 slug droids and five vibro droids ambush the Players. There is plenty of cover for the players and none for the droids so it should be easier then what it seems. If not Jedgar can aid in melee with his hammer (baton) or shoot a pistol if so provided. Next, they can head for the parts near the life support room or to the ship.

Step 6: The escape
Soon Gewine then tries to jettison their spacecraft into space an emergency alarm goes on and Jedgar knows what it is immediately. The Players have 20 min to get over there. The full length of the trip back is about 15 min run form life support. Consult above table reroll on blocked paths if they remember the way Wis. check dc 18. If they make it before 18 min, nothing has happened except for the doors being opened, and they will start closing again immediately requiring a pilot check dc 28 to get out by the time they get ready to move. If between 18 and 20 min the ship. Is being sucked out dex checks of 15 are required to make it to the ship safely about four or five checks. After 20 min the ship is gone and now they have to make it to the other docking bay (6 min) there is awaiting a craptacular ship Marina it is a broken down YT-2400 no weapons and Hyperdrive of X4 no backup with no shields and ¾ hull points (it was used to transport people on and off before the incident. Jedgar can open the doors to provide an escape as well.

Anything I missed. Constructive criticism is most welcomed stats are going to be in next post.

Kas'ir Faywind
9 October 2002, 02:11 PM
Only d20, convert for d6 if you want, although i think there are better things you could put in from some d6 sourcebooks.

Vibro Scurity Droid: Thug 3; Init +2 (+2 Dex); Def 13 (+2 Dex, +1 Class); Spd 8m (Armor); VP/WP -/24; Atk +1 melee (2d6+3, Vibroblade), +5 ranged (by weapon); SQ 4th Degree Droid, Humanoid Chassis; SV Fort +4, Ref +3, Will -1; SZ M; FP: 0; Rep: +0; Str 16 (+3), Dex 14 (+2), Con 12 (+1), Int 4 (-3), Wis 6 (-2), Cha 4 (-3).
Equipment: Armor ('Battle armor [Medium]' equivalent, Damage Reduction: 5), Vibroblade, Remote Control
Skills: Balance -3 (+2 Dex, -5 misc), Climb -2 (+3 Str, -5 misc), Intimidate +3 (-3 Cha, +6 ranks), Jump -2 (+3 Str, -5 misc), Read/Write Binary, Speak Binary
Feats: Ambidexterity, Toughness, Toughness, Toughness, Toughness, Weapons Group Proficiency (vibro weapons)

Slug Scurity Droid: Thug 3; Init +3 (+3 Dex); Def 14 (+3 Dex, +1 Class); Spd 8m (Armor); VP/WP -/23; Atk +2 or -2/-2 ranged (2d8, Slugthrower [Rifle]); SQ 4th Degree Droid, Humanoid Chassis; SV Fort +5, Ref +4, Will +1; SZ M; FP: 0; Rep: +0; Str 10 (+0), Dex 16 (+3), Con 14 (+2), Int 4 (-3), Wis 10 (+0), Cha 5 (-3).
Equipment: Armor ('Battle armor [Padded]' equivalent, Damage Reduction: 4), Slugthrower [Rifle], Remote Control
Skills: Balance -1 (+3 Dex, -4 misc), Climb -4 (-4 misc), Intimidate +3 (-3 Cha, +6 ranks), Jump -4 (-4 misc), Read/Write Binary, Speak Binary
Feats: Ambidexterity, Point Blank Shot, Toughness, Toughness, Toughness, Weapons Group Proficiency (slug throwers)

Jedgar: Adult Male Human, Expert 2/Tech Specialist 2; Init +2 (+2 Dex); Def 13 (+2 Dex, +1 Class); Spd 10m; VP/WP 8/10; Atk +3 melee (1d3+1, punch), +3 melee (1d6+1, Club/Baton), +4 ranged (by weapon); SQ Research; SV Fort +0, Ref +3, Will +5; SZ M; FP: 0; Rep: +0; Str 12 (+1), Dex 14 (+2), Con 10 (+0), Int 15 (+2), Wis 12 (+1), Cha 10 (+0).
Equipment: Club/Baton, DataPad (+2 computer bonus on Intelligence checks relating to Computer Use checks involving downloading. With related datacards +2 bonus to Knowledge checks.), Shock Cloth (+5 to Treat Injury when attempting to stabilize, +1 to Fort Saves to resist cold weather.), Tool kit (+2 on appropriate Craft checks.)
Skills: Computer Use +14 (+2 Int, +7 ranks, +5 misc), Disable Device +14 (+2 Int, +7 ranks, +5 misc), Hide +4 (+2 Dex, +2 ranks), Knowledge (Engineering) +4 (+2 Int, +2 ranks), Knowledge (Technology) +4 (+2 Int, +2 ranks), Move Silently +4 (+2 Dex, +2 ranks), Read/Write Basic, Repair +16 (+2 Int, +7 ranks, +7 misc), Search +6 (+2 Int, +2 ranks, +2 misc), Sense Motive +5 (+1 Wis, +2 ranks, +2 misc), Speak Basic, Spot +3 (+1 Wis, +2 ranks), Treat Injury +3 (+1 Wis, +2 ranks)
Feats: Cautious, Gearhead, Sharp-eyed, Skill Emphasis (Computer Use, Disable Device, Repair), Weapons Group Proficiency (simple weapons)

pretty sure thats all that is needed.

Jaggard
10 October 2002, 08:56 AM
a differently similar idea. The experiment still exists but it's two groups trying two different ways to do the same thing. One designs a droid with personal sheilds that obsorb all energy attacks and when it has enough releases a emp pulse to disable the enemy. The other team developed a life form that has the unusual ability to create a small feild that changes inertia around it. The result for it is that it can go into suspended animation/stasis or move at a rapid rate. Laser fire entering such a feild would disipate to something more like a flash bulb. while from inside laser fire would become more consentrated traveling out (like that Niven story, you could shine a halogen flash light at someone and sear away their skin). reaching into excellerated time means your limb get less blood at longer time intervals and can kill limbs. Bodies dead for hours may have just died, ect.
Now these two creations detect the sense of competition between their creators and realise their own futures are at stake. and so they seek to eliminate the competition. The problem is that both border on intelligenent spiant creature/droids; And the feilds interact badly when they colide they send out bubbles of dead zones (emp techno dead zones) and screw with the passage of time. What's worse the the teams died in the wake of the first conflict and since then the droid has become fully aware and learned how to make others so it's stripping the station for parts. There is more then one droid already but with the time changes and malfunctioning systems it's impossible to keep track of how many. 2-8. While the creature was created as a weapon, they only had one: but if it succeeded the team needed a way to create more from the successfull original stock. So the creature was made similare to starfish in that any major chunk of the nervous system cut from the body will ultimately grow into a new one. So now you have two groups of indeterminant size, and leathal power hunting each other. And each side has the potential to supply an ally or advantage to the heroes and could be carried on to future adventure.

Kas'ir Faywind
10 October 2002, 04:07 PM
I like your thinking Jaggard. I am going to toy with some scenarios in my head and playtest a combination or so on Sat.

The true purpose of this was to prepare my group for a one shot Call of Cthulhu game on haloween so as long as its spooky it works.

Tony J Case, Super Genius
11 October 2002, 02:44 PM
Let see. . . .

Certanly play up the "doors opening and closing by themselves" haunted ship aspect. Perhaps if there were any Jedi, give 'em a feeling of dread (the entire crew being killed leaving psychic residue on the immediate area).

Pity the ship cant move. I like the idea of jumping to hyperspace all by itself, too.

Oooh - here's a good one! How about finding the Doctor's corpse desicrated and impaled to a bulkhead surrounded by messages scrawled in blood - "redrum" or whatever. See, the downloaded Gewine found the real flesh version and freaked out - "I'm the real version, not this imposter!" So he vented his anger on the flesh version, so the players can find him later.

Have you considered increasing the time since the accident to when the players find the ship. That'll give the vessel pleanty of time to run down, for all the lights to go out, for leaks to develop - you know, get the Haunted House look going.

One other thing to consider - turn down the lights in real life. Perhaps go candlelight that evening. Turn down the heat ever so slightly in the house to give people the edge of being uncomfortable. Never underestimate the psychological edge. . . .

Kas'ir Faywind
11 October 2002, 07:08 PM
Tony I like your thinking. Definately gonna play that up a bit with the whole doors moving bit. But the whole failing checks so they see things that aren't real is what gets my players the most. Espeacially a few paranoid ones :). Definately gonna add the idea of Some sort of creatures dealing with the Electric Field, reminds me of that shocker lizard for dnd thats on their web site :), and the droids get some sort of EMP shield, probably screw up the jedi i don't think it would diffuse light(blaster fire).

Thnx again tony after i run this through ill post some results and maybe update the quest to what i actually ran.

edit: spelling

Tony J Case, Super Genius
14 October 2002, 02:28 PM
Originally posted by Kas'ir Faywind
Tony I like your thinking. Definately gonna play that up a bit with the whole doors moving bit. But the whole failing checks so they see things that aren't real is what gets my players the most. Espeacially a few paranoid ones :)

One thing I forgot to mention: get perception checks from your players for no good reason. Get them to roll the dice, nod knowingly, and then say "You hear nothing in the darkness, except for some dripping water in the distance." Keep that up all night, and they'll get caught off guard when the PER really counts for something.

(That or be freaking out at the darkness)


Definately gonna add the idea of Some sort of creatures dealing with the Electric Field, reminds me of that shocker lizard for dnd thats on their web site :), and the droids get some sort of EMP shield, probably screw up the jedi i don't think it would diffuse light(blaster fire).

For maximum effect, might I direct your attention to the movie Forbidden Planet. The invisible monster there is still damn scary - and it sounds like a perfect template for your needs.