Ran Targas
October 31st, 2005, 10:06 AM
Today is the day! :eek: All Hallow's Eve! :eek:
Anyone run any interesting (and hopefully new and inventive) horror adventures this weekend? Or even any old ones with new and inventive twists? graemlins/file_23.gif
Come on, fess up and share the wealth! No idea is a bad one!
Anyone run any interesting (and hopefully new and inventive) horror adventures this weekend? Or even any old ones with new and inventive twists? graemlins/file_23.gif
Come on, fess up and share the wealth! No idea is a bad one!
Spinward Scout
October 31st, 2005, 11:15 AM
Didn't run any, but I watched Brotherhood of the Wolf last night and I thought that could make a great Traveller backwater world adventure. A beastie attacking the villages and the adveturing party is sent in to investigate...
Dameon
Dameon
hirch duckfinder
October 31st, 2005, 04:04 PM
that is underated film of the decade- brilliant!
alanb
October 31st, 2005, 08:46 PM
More importantly, in Australia it's Melbourne Cup day!
For the uncultured: that's Australia's most prestigious horse race. The whole country kind of stops while it is being run. And so does Papua New Guinea, and probably bits of New Zealand, and anywhere else where Australians can be found in significant numbers.
There has to be a scenario in Poni racing.
Scary Poni racing...
(Or Kian racing, or any other riding critter racing...)
For the uncultured: that's Australia's most prestigious horse race. The whole country kind of stops while it is being run. And so does Papua New Guinea, and probably bits of New Zealand, and anywhere else where Australians can be found in significant numbers.
There has to be a scenario in Poni racing.
Scary Poni racing...
(Or Kian racing, or any other riding critter racing...)
parmasson
October 31st, 2005, 10:20 PM
Patron idea.
A man thinks his house is haunted and hires the PCs to investigate it. Turns out his brother is trying to drive him nuts to get a hold of the estate because his great uncle is about to die and leave the bulk of his wealth to the estate holder. The brother is using the maid and a series of holographic projectors she manages to make him think he is seeing ghosts.
A man thinks his house is haunted and hires the PCs to investigate it. Turns out his brother is trying to drive him nuts to get a hold of the estate because his great uncle is about to die and leave the bulk of his wealth to the estate holder. The brother is using the maid and a series of holographic projectors she manages to make him think he is seeing ghosts.
alanb
November 1st, 2005, 04:29 AM
Originally posted by Kurega Gikur:
The brother is using the maid and a series of holographic projectors she manages to make him think he is seeing ghosts. And he would have gotten away with it if it wasn’t for those meddling kids!
The brother is using the maid and a series of holographic projectors she manages to make him think he is seeing ghosts. And he would have gotten away with it if it wasn’t for those meddling kids!
Ran Targas
November 1st, 2005, 05:12 PM
Okay, I'll run with this concept ...
A research fellow at the Imperial Polytechnical University on X was presumably killed during an experiment in matter transportation. After the accident, the lab is shut down and the equipment scheduled for the scrap heap. His fiancee, a research assistant in her own right, was absent during the experiment (maybe she is pregnant with his child?). She has decided to return home, with the experimental equipment, and needs a lift.
During the jump home (which requires a stop in an empty hex) the experimental equipment mysteriously powers up and the missing man literally falls out onto the deck. On discovery, he is unconscious but recovers rapidly. Still, he has no recollection of what happened or of any missing time. But as the jump progresses, he starts to shows signs that maybe he's got a problem. It all begins with solid objects occassionally phasing thru him (cups, clothes, door handles), then he is witnessed by a single crewman becoming semi-transparent in a quiet passageway, then he starts suddenly appearing next to people, seemingly out of thin air. All this is excused, of course, by him as "absolutely absurd" and his fiancee, elated at his return, takes up for him. Then, he starts remembering things from his accidental absence; very disturbing things ... graemlins/file_23.gif
At this point things take a turn for the worse. Something bad happened when he was exposed to jump space, something really sinister. He cracks and starts showing all the signs of being insane and a danger to himself and the crew.
Now psychotic behaviour coupled with near invisibility and the knack to walk thru walls means Jack can come out and play! First, he goes after the fiancee and baby, particularly the baby, thinking it will somehow cure his condition or appease the outer gods or whatever he is ranting about. He attacks anyone getting in his way as if he was an edged weapon and the opponent had no armor. Lots of blood! :eek:
Maybe when the ship comes out of the first jump (in the middle of the empty hex), he'll appear fully in charge of his faculties and exhibit none of his amazing physical abilities? Or maybe he disappears entirely, leaving the crew to decide whether to risk another jump. There's an interesting dilemna for your PC's.
Eventually though, the crew will have to figure out how to get the genie back in the bottle or get him off the ship. How is up to them. How many he takes with him is up to you! graemlins/file_22.gif
A research fellow at the Imperial Polytechnical University on X was presumably killed during an experiment in matter transportation. After the accident, the lab is shut down and the equipment scheduled for the scrap heap. His fiancee, a research assistant in her own right, was absent during the experiment (maybe she is pregnant with his child?). She has decided to return home, with the experimental equipment, and needs a lift.
During the jump home (which requires a stop in an empty hex) the experimental equipment mysteriously powers up and the missing man literally falls out onto the deck. On discovery, he is unconscious but recovers rapidly. Still, he has no recollection of what happened or of any missing time. But as the jump progresses, he starts to shows signs that maybe he's got a problem. It all begins with solid objects occassionally phasing thru him (cups, clothes, door handles), then he is witnessed by a single crewman becoming semi-transparent in a quiet passageway, then he starts suddenly appearing next to people, seemingly out of thin air. All this is excused, of course, by him as "absolutely absurd" and his fiancee, elated at his return, takes up for him. Then, he starts remembering things from his accidental absence; very disturbing things ... graemlins/file_23.gif
At this point things take a turn for the worse. Something bad happened when he was exposed to jump space, something really sinister. He cracks and starts showing all the signs of being insane and a danger to himself and the crew.
Now psychotic behaviour coupled with near invisibility and the knack to walk thru walls means Jack can come out and play! First, he goes after the fiancee and baby, particularly the baby, thinking it will somehow cure his condition or appease the outer gods or whatever he is ranting about. He attacks anyone getting in his way as if he was an edged weapon and the opponent had no armor. Lots of blood! :eek:
Maybe when the ship comes out of the first jump (in the middle of the empty hex), he'll appear fully in charge of his faculties and exhibit none of his amazing physical abilities? Or maybe he disappears entirely, leaving the crew to decide whether to risk another jump. There's an interesting dilemna for your PC's.
Eventually though, the crew will have to figure out how to get the genie back in the bottle or get him off the ship. How is up to them. How many he takes with him is up to you! graemlins/file_22.gif
Chuck Anumia
November 1st, 2005, 05:38 PM
You are a bad man to come up with this kind of scary stuff :eek:
I like It!
Perhaps his child will display some of these traits (presuming the child lives long enough to develope?)...
Perhaps "Whatever" caused his condition is within him (using him as a host?) and can "Infect" other members of the crew?
An undiscovered life form?
A symbiotic type?
I like It!
Perhaps his child will display some of these traits (presuming the child lives long enough to develope?)...
Perhaps "Whatever" caused his condition is within him (using him as a host?) and can "Infect" other members of the crew?
An undiscovered life form?
A symbiotic type?
Fritz_Brown
November 1st, 2005, 07:00 PM
Ooooohhhhhh, nasty! graemlins/file_22.gif The Baron is right - you are a bad man. graemlins/file_23.gif (Mind if I borrow this?)
Ran Targas
November 2nd, 2005, 08:33 AM
Go right ahead Fritz, just let me know how you improve on it!
I would recommend a lot of solitary play, with the bad guy seeming to stalk them whenever they are alone. Maybe he can appear in multiple places at one time?
Maybe have him keep trying to impress on them individually how sane he still is and how their panic over this whole thing is totally unnecessary.
Maybe his eyes seem almost like windows on to j-space; black bottomless pits that seem to draw light from around the room.
Maybe his appearance is always preceeded by a sudden drop in temperature and an muffling of ambient noise.
Maybe he camps out in the engine room by the jump drive, mumbling strange, garbled sentences as he lovingly(?) caresses the machine; it seems to trob in syncopation with his touch.
Maybe one of the NPC's becomes close to the girl and, though initially dismissed as pure jealousy, suspects something is wrong long before the boyfriend exhibits any psychosis. He can be the first to go!
Maybe have a few NPC's around too just for fodder; no sense in slaughtering a PC just to prove how dangerous this guy is.
Have fun! graemlins/file_22.gif
I would recommend a lot of solitary play, with the bad guy seeming to stalk them whenever they are alone. Maybe he can appear in multiple places at one time?
Maybe have him keep trying to impress on them individually how sane he still is and how their panic over this whole thing is totally unnecessary.
Maybe his eyes seem almost like windows on to j-space; black bottomless pits that seem to draw light from around the room.
Maybe his appearance is always preceeded by a sudden drop in temperature and an muffling of ambient noise.
Maybe he camps out in the engine room by the jump drive, mumbling strange, garbled sentences as he lovingly(?) caresses the machine; it seems to trob in syncopation with his touch.
Maybe one of the NPC's becomes close to the girl and, though initially dismissed as pure jealousy, suspects something is wrong long before the boyfriend exhibits any psychosis. He can be the first to go!
Maybe have a few NPC's around too just for fodder; no sense in slaughtering a PC just to prove how dangerous this guy is.
Have fun! graemlins/file_22.gif
kafka47
November 2nd, 2005, 11:42 AM
Here is a thought...the players have been hired on as a submarine crew for a routine (read: unarmed) scientific survey. They pass through some sort of electromagnetic disturbance possibly an EMP as the world has recently undergone a thermonuclear exchange between its two primary nations. This fries up the controls. Finally, they get the sonar to get working. The forward aft sonar shows a guargantuan structure looming not more 1km away of all sorts of weird angles that couldn't be natural phenomena. As repairs continue...there is a distinctive scratching heard on the hull yet all sorts of external sensors (which may work or may not)... show nothing...
Golan2072
November 3rd, 2005, 02:33 AM
In his House at R'lyeh, dead Cthulhu lies sleeping...
kafka47
November 3rd, 2005, 08:43 AM
Cthulhu? Naw, you don't say. No rather I was thinking that one could take the Abyss until the Aliens show up to save the protagonists. But, yes, I was influenced by Grace Under Pressure. But, I think a submarine provides even more fear than a starship as the environment is unsuitable and it keeps the players in place for much longer and really gives a sense of isolation.
Ran Targas
November 7th, 2005, 07:02 PM
And in the vein graemlins/file_22.gif of our old favorite, H.P. Lovecraft, here's a bit of the old ultra gothic violence:
Wendigo
This one calls for a low tech system (only recently space faring) with a distant ice ball and a small ship (player's scout or small merchie).
Players are called to perform a rescue mission to a distant outpost by the system's authorities. They lost contact with the outpost over a month ago after a garbled report of a loss of life support. Their only rescue ship (a 1g supply ship) was lost to a catastrophic accident(?) as it was leaving orbit. The player's ship is the first to arrive in system that is capable of supporting a rescue. The purpose of the outpost is highly classified according to the authorities, but everyone they run into has a conspiracy theory they are willing to share.
The trip will take the players deep into the system's Kuiper belt, over two weeks at full thrust. It takes several days alone to outfit the players' ship for the mission; plenty of time for the players to develop an paranoia about what they are going to face.
When the players arrive on scene, the station is deathly quiet; no apparent signs of any life from the outside. Everything appears iced over and the comms antenna is pointing out towards deep space. On the pad sits a small orbital shuttle, covered in a thick layer of ice. Only one area of the station appears to be radiating any heat, but it's deep inside.
Once the players gain access, they find most of the station shut down; equipment iced over, doors extremely difficult to open, lights out, temperatures hover only slightly above absolute zero. But the power plant is still functioning minimally and providing nearly all its output to the station's control center.
When the players approach the control center, they find a single survivor and he's stark raving mad! (Best if this room is made a large windowed area with plenty of viewing for the PC's) He has barricaded himself in the control center and reacts violently to any attempts to access the space. He screams threats and curses, ranting about imaginary assailants and alien monstrosities, kicking about the empty food packs scattered on the floor! He brandishes a make-shift club and his is face is covered in blood (maybe his own?).
Hopefully the players determine a way to calm him down long enough to gain access to the control center. Even so, he remains delirious, acting with only animal instincts. He gobbles down any food offered him, hardly chewing at all. He seeks confined spaces to hide in and refuses to come out. He often becomes extremely agitated, lashing out at anyone who approaches. He raves incessantly about hideous monsters coming from out of the icy darkness! :eek:
If the players decide to power up the station (the grid is in working condition) and go looking for the remaining personnel, they find several things:
- there are several crewmen safely tucked away in low berths; the pods are hard welded to the deck and the individuals must be awakened to affect rescue; one looks particularly traumatized when thawed out, the others seem distant and almost hostile
- as things warm up, it begins to stink in here; the smell is akin to rotten flesh and seems to be coming from the ventilation ducts
- all the food stores are empty and empty packets fill a handfull of partially blockaded staterooms; their doors have been pried open or forced and signs of struggle are everywhere
- down near the power plant, a blood trail leads to a pile of bloody uniforms, torn to shreds in some act of hideous violence
- behind an access panel not far from the control center lie what's left of of the remaining crew; frozen, stripped of muscle, and all showing signs of a grissly death
There is really nothing wrong with the survivors (the nut and the popsicles) except they're hiding a gruesome secret. They managed to survive the ordeal by murdering and then cannabalizing their fellows. Unfortunately for the players, the survivors now have a certain taste for human flesh graemlins/file_23.gif The lone conscious survivor is faking his lunacy in case he's found out; he knows he can always claim temporary insanity later. Given the opportunity, the survivors will attempt to lure any solitary players into the depths of the station for dinner ... particularly in an effort to cover their bloody tracks! :eek:
If the players manage to get everyone on board their ship, the traumatized popsicle will cave into the pressure and spill the beans. When the food starting running low and the hording began, the guy in the control booth coerced the others to murder and then consume the horders. When the news gets out, the cannibals will immediately attempt to take the ship and kill the players to prevent the authorities from hearing of their crimes!
Make sure to bring a couple of NPC's or munchkins as appetizers! graemlins/file_23.gif
Wendigo
This one calls for a low tech system (only recently space faring) with a distant ice ball and a small ship (player's scout or small merchie).
Players are called to perform a rescue mission to a distant outpost by the system's authorities. They lost contact with the outpost over a month ago after a garbled report of a loss of life support. Their only rescue ship (a 1g supply ship) was lost to a catastrophic accident(?) as it was leaving orbit. The player's ship is the first to arrive in system that is capable of supporting a rescue. The purpose of the outpost is highly classified according to the authorities, but everyone they run into has a conspiracy theory they are willing to share.
The trip will take the players deep into the system's Kuiper belt, over two weeks at full thrust. It takes several days alone to outfit the players' ship for the mission; plenty of time for the players to develop an paranoia about what they are going to face.
When the players arrive on scene, the station is deathly quiet; no apparent signs of any life from the outside. Everything appears iced over and the comms antenna is pointing out towards deep space. On the pad sits a small orbital shuttle, covered in a thick layer of ice. Only one area of the station appears to be radiating any heat, but it's deep inside.
Once the players gain access, they find most of the station shut down; equipment iced over, doors extremely difficult to open, lights out, temperatures hover only slightly above absolute zero. But the power plant is still functioning minimally and providing nearly all its output to the station's control center.
When the players approach the control center, they find a single survivor and he's stark raving mad! (Best if this room is made a large windowed area with plenty of viewing for the PC's) He has barricaded himself in the control center and reacts violently to any attempts to access the space. He screams threats and curses, ranting about imaginary assailants and alien monstrosities, kicking about the empty food packs scattered on the floor! He brandishes a make-shift club and his is face is covered in blood (maybe his own?).
Hopefully the players determine a way to calm him down long enough to gain access to the control center. Even so, he remains delirious, acting with only animal instincts. He gobbles down any food offered him, hardly chewing at all. He seeks confined spaces to hide in and refuses to come out. He often becomes extremely agitated, lashing out at anyone who approaches. He raves incessantly about hideous monsters coming from out of the icy darkness! :eek:
If the players decide to power up the station (the grid is in working condition) and go looking for the remaining personnel, they find several things:
- there are several crewmen safely tucked away in low berths; the pods are hard welded to the deck and the individuals must be awakened to affect rescue; one looks particularly traumatized when thawed out, the others seem distant and almost hostile
- as things warm up, it begins to stink in here; the smell is akin to rotten flesh and seems to be coming from the ventilation ducts
- all the food stores are empty and empty packets fill a handfull of partially blockaded staterooms; their doors have been pried open or forced and signs of struggle are everywhere
- down near the power plant, a blood trail leads to a pile of bloody uniforms, torn to shreds in some act of hideous violence
- behind an access panel not far from the control center lie what's left of of the remaining crew; frozen, stripped of muscle, and all showing signs of a grissly death
There is really nothing wrong with the survivors (the nut and the popsicles) except they're hiding a gruesome secret. They managed to survive the ordeal by murdering and then cannabalizing their fellows. Unfortunately for the players, the survivors now have a certain taste for human flesh graemlins/file_23.gif The lone conscious survivor is faking his lunacy in case he's found out; he knows he can always claim temporary insanity later. Given the opportunity, the survivors will attempt to lure any solitary players into the depths of the station for dinner ... particularly in an effort to cover their bloody tracks! :eek:
If the players manage to get everyone on board their ship, the traumatized popsicle will cave into the pressure and spill the beans. When the food starting running low and the hording began, the guy in the control booth coerced the others to murder and then consume the horders. When the news gets out, the cannibals will immediately attempt to take the ship and kill the players to prevent the authorities from hearing of their crimes!
Make sure to bring a couple of NPC's or munchkins as appetizers! graemlins/file_23.gif
Fritz_Brown
November 7th, 2005, 11:14 PM
Oooohhhhhh! :eek:
archhealer
November 8th, 2005, 01:28 AM
Man, you people are sick. I love it. Y'all left out the space Zombies, though. Gotta have space Zombies....
Ran Targas
November 8th, 2005, 06:30 PM
What!?! Nobody does goth anymore!?! Guess the headlines are horror enough for most people.
Maybe next Halloween I'll run my infamous
:eek: "SYSTEM SHOCK AT THE GAS PUMP!" :eek:
That will definitely chill some souls! graemlins/file_22.gif
Maybe next Halloween I'll run my infamous
:eek: "SYSTEM SHOCK AT THE GAS PUMP!" :eek:
That will definitely chill some souls! graemlins/file_22.gif
kafka47
November 8th, 2005, 08:22 PM
Next year, I will actually try to run a contest with some real prizes and we publish in Stellar Reaches, if that's ok with Flynn.
Golan2072
November 9th, 2005, 03:06 AM
Originally posted by Ran Targas:
:eek: "SYSTEM SHOCK AT THE GAS PUMP!" :eek:
Is it what I think it is? graemlins/file_23.gif
:eek: "SYSTEM SHOCK AT THE GAS PUMP!" :eek:
Is it what I think it is? graemlins/file_23.gif
Golan2072
November 10th, 2005, 03:14 AM
Also, has any of you played theancient computer game Project Firestart (http://www.the-underdogs.org/game.php?id=3703)? I'd be willig to build an adventure out of it, after I'll finish the Aboleth one, ofcourse.
I was thinking especially about replacing the Ox-derivatives of the original Firestart with biomodded rats. Semi-intelligent, as big a a rottwieler (sp?) and sneaky as hell. Think Aliens, with a squeaky bent graemlins/file_23.gif
I was thinking especially about replacing the Ox-derivatives of the original Firestart with biomodded rats. Semi-intelligent, as big a a rottwieler (sp?) and sneaky as hell. Think Aliens, with a squeaky bent graemlins/file_23.gif
archhealer
November 10th, 2005, 05:14 AM
I have pet rats. I could use them as props with the character miniatures! WOO!
Golan2072
October 9th, 2006, 02:29 PM
Originally posted by Ran Targas:
What!?! Nobody does goth anymore!?! Guess the headlines are horror enough for most people.
Maybe next Halloween I'll run my infamous
:eek: "SYSTEM SHOCK AT THE GAS PUMP!" :eek:
That will definitely chill some souls! graemlins/file_22.gif Could you please post any details about that adventure of yours? I am a great fan of the System Shock computer games, and that time of year is soon coming 'round again for you Christians (I'm a non-practicing Jew - but happy Thanksgiving for the lot of you, by the way, and happy Sukoth [sp in English?] to the Jewish part of our bunch).
What!?! Nobody does goth anymore!?! Guess the headlines are horror enough for most people.
Maybe next Halloween I'll run my infamous
:eek: "SYSTEM SHOCK AT THE GAS PUMP!" :eek:
That will definitely chill some souls! graemlins/file_22.gif Could you please post any details about that adventure of yours? I am a great fan of the System Shock computer games, and that time of year is soon coming 'round again for you Christians (I'm a non-practicing Jew - but happy Thanksgiving for the lot of you, by the way, and happy Sukoth [sp in English?] to the Jewish part of our bunch).
Andrew Boulton
October 9th, 2006, 03:47 PM
[Considers reminding the Employee where Christianity was founded and pointing out that Halloween was originally a pagan festival...]
Golan2072
October 9th, 2006, 04:47 PM
[Cosiders mentioning to Andrew Boulton that I was belitteling myself to a degree - as I sometimes do - and that my knowledge of Christianity is focused more on historical and general theological aspects (I studied several courses in Western Art, and Western Art was often heavily influenced by Christianity if not outright commited by the Church) and less on exact dates of holidays - though I know what Haloween is and of its roots in Samhain (sp?), the Celtic Eve of the Souls or something similar IIRC. I am sorry for embarrasin myself infront of the crowd :( ].
Anyhow, this is a fine time to delve back into horror adventures. As I've said in another thread (http://www.travellerrpg.com/cgi-bin/Trav/CotI/Discuss/ultimatebb.cgi?ubb=get_topic;f=44;t=000053;p=4#000 052), Twilight Peak could be easily added a Lovecraftian hue. You already have an altar which, in the adventure's "epic", is described as having "human bones" on it; you have a mysterious organization building strangely-shaped buildings at remote places (for distressed starfarers, or so they say), and a dormant alien base. You could change the base from an Ancients base into something more Cthulthuesque (Mi-Go? Elder Things?), and turn the Octagon Society into a cult build its altars over such ruins. The Octagon Society's founder might have come across Something in his 20-year stay in the wild, Something corrupting and utterly alien... graemlins/file_23.gif
Anyhow, this is a fine time to delve back into horror adventures. As I've said in another thread (http://www.travellerrpg.com/cgi-bin/Trav/CotI/Discuss/ultimatebb.cgi?ubb=get_topic;f=44;t=000053;p=4#000 052), Twilight Peak could be easily added a Lovecraftian hue. You already have an altar which, in the adventure's "epic", is described as having "human bones" on it; you have a mysterious organization building strangely-shaped buildings at remote places (for distressed starfarers, or so they say), and a dormant alien base. You could change the base from an Ancients base into something more Cthulthuesque (Mi-Go? Elder Things?), and turn the Octagon Society into a cult build its altars over such ruins. The Octagon Society's founder might have come across Something in his 20-year stay in the wild, Something corrupting and utterly alien... graemlins/file_23.gif
Ran Targas
October 9th, 2006, 11:07 PM
I'm still thinking up this year's adventure; I will post it when it's ready. Any suggestions for a starting premise?
Golan2072
October 10th, 2006, 05:46 AM
Originally posted by Ran Targas:
I'm still thinking up this year's adventure; I will post it when it's ready. Any suggestions for a starting premise? Some ideas:
1) A colony on a new, frozen world (Size 4+, Atmosphere 1, Hydrographics 6+ but frozen) has accidentally found an Aboleth (from the D20 Fantasy SRD, practicallt a huge, deformed, subterran psionic fish, capable of zombifying its victims as well) in nearby caverns beneath the ice; contact is lost soon after.
2) In a TNE/TNE:1248 milieu, the players (star vikings? Indie Salvagers? 4th Imperium Navy/Scouts/Reconstruction Service?) are send to salvage a 5,000-dton science-cruiser once owned by one of the corps (before the Collapse), which is pretty intact and thus useful, not to mention potential TL16 artifacts inside. While the players might be expecting an active and insidious Virus, an early Suicider virus has inflicted partial damage to the ship's electronics, thus releasing very nasty "bio-experiments" who proceeded to devour the ship's crew and now lie dormant (they could hybernate for centuries if they want)... Until the PCs arrive, that is.
3) Contact has been lost with an underwater habitat/research-startion/mining-rig/domed-town on a water-world (Hydrographics 9 or 10, TL7+); the PCs are sent to investigate. The cause could be anything from nasty deep-sea creatures, through a submerged SDB infected by Virus (in a TNE/TNE:1248 milieu), through a sociopathic crewmember, to the crew uncovering a long-buried alien artifact on the ocean floor...
4) During a jump on a large luxury cruiser, a particularly nasty serial killer starts murdering crewmembers at an accelerating race - can the PCs stop him before he kills them or any important crewmember?
5) The inhabitants of a remore, low-tech (TL2-5, GOV 7) world believe that the local ruler (who lives in an isolated tower) is a nocturnal blood-sucker who preys on his subjects on moonless nights. The truth about him could be anything, from a mad scientist conducting hideous experiments away from the Imperial authorities, through a deranged psion, through a cultist offering blood-sacrifices to unkown gods, to "just" a sadistic ruler who abducts villagers to turture them for his pleasure.
6) The locals in a mid-tech world (TL5-7) are subject to random abductions by aliens who conduct hideous experiments on the abductees (and implant mind-control devices). The actual aliens might be Imperial (or Solomani) scientists looking for easy test-subjects, Hiver pawns out for a manipulation, Zhodani looking to take over that world, Droyne (they don't have a reason to do anything), or an entirely new minor race.
I'm still thinking up this year's adventure; I will post it when it's ready. Any suggestions for a starting premise? Some ideas:
1) A colony on a new, frozen world (Size 4+, Atmosphere 1, Hydrographics 6+ but frozen) has accidentally found an Aboleth (from the D20 Fantasy SRD, practicallt a huge, deformed, subterran psionic fish, capable of zombifying its victims as well) in nearby caverns beneath the ice; contact is lost soon after.
2) In a TNE/TNE:1248 milieu, the players (star vikings? Indie Salvagers? 4th Imperium Navy/Scouts/Reconstruction Service?) are send to salvage a 5,000-dton science-cruiser once owned by one of the corps (before the Collapse), which is pretty intact and thus useful, not to mention potential TL16 artifacts inside. While the players might be expecting an active and insidious Virus, an early Suicider virus has inflicted partial damage to the ship's electronics, thus releasing very nasty "bio-experiments" who proceeded to devour the ship's crew and now lie dormant (they could hybernate for centuries if they want)... Until the PCs arrive, that is.
3) Contact has been lost with an underwater habitat/research-startion/mining-rig/domed-town on a water-world (Hydrographics 9 or 10, TL7+); the PCs are sent to investigate. The cause could be anything from nasty deep-sea creatures, through a submerged SDB infected by Virus (in a TNE/TNE:1248 milieu), through a sociopathic crewmember, to the crew uncovering a long-buried alien artifact on the ocean floor...
4) During a jump on a large luxury cruiser, a particularly nasty serial killer starts murdering crewmembers at an accelerating race - can the PCs stop him before he kills them or any important crewmember?
5) The inhabitants of a remore, low-tech (TL2-5, GOV 7) world believe that the local ruler (who lives in an isolated tower) is a nocturnal blood-sucker who preys on his subjects on moonless nights. The truth about him could be anything, from a mad scientist conducting hideous experiments away from the Imperial authorities, through a deranged psion, through a cultist offering blood-sacrifices to unkown gods, to "just" a sadistic ruler who abducts villagers to turture them for his pleasure.
6) The locals in a mid-tech world (TL5-7) are subject to random abductions by aliens who conduct hideous experiments on the abductees (and implant mind-control devices). The actual aliens might be Imperial (or Solomani) scientists looking for easy test-subjects, Hiver pawns out for a manipulation, Zhodani looking to take over that world, Droyne (they don't have a reason to do anything), or an entirely new minor race.
kafka47
October 10th, 2006, 11:43 AM
I am working on something where the scarecrows and mechanical harvesters come alive on a mid tech agricultural world. The culprit a rival megacorp who has place in stealth orbit a satellite that re-programs the equipment, so as to gain lucrative mining rights against the local government who insists on maintaining the world as an agricultural planet.
Golan2072
October 20th, 2006, 07:23 AM
Another idea would be to ater the start of Chamax Plague. Instead of having the expdition's Launch drifting towards the sun (and having the PCs rescue it), have it rescued by a 5,000-dton Asteroid Mining Rig. Now, the catch is that a Maternal has stowed away on the damaged Launch; When communications are lost with the Rig, the PCs are sent to investigate...
Ran Targas
October 21st, 2006, 05:06 PM
Okay, here's my adventure (so far) for this year's game:
The PC's are approached by a respected broker to deliver a load of farm supplies to an out of the way colony. But there are some details that prevent him from using a "big named carrier" to make the delivery. First, the colonists are isolationists and strict neo-Ludites; as a result no technology may be used to complete the delivery. Second, to reduce the cultural impact of the delivery, the landing must be made well away from the actual settlement and the cargo moved by pre-industrial means (i.e. wagons and beast of burden to be provided by the colonists). Thirdly, the players can not display any technology away from their ship.
The contract is very lucrative as the farm supplies will cement a relationship for the brokerage and establish a source of several premium trade goods. The broker will insist the rules set down by the colony be agreed to before delivering the cargo to the ship, at penalty of full forfeiture of payment. Still, the money is worth it and the broker has more contracts waiting in the wings for a competent crew.
After a few jumps away from civilization, the ship arrives in orbit of a small blue green world. The broker has provided the frequency for a beacon, carefully placed at a prepared landing site. Shortly after the ship thunders in, a group of colonists arrive with several wagons and teams of whatever domestic animals would be appropriate. These colonists are all men, dressed in dark, conservatively cut clothing befit the chill in the air. If the PC's assist in transferring the cargo to the wagons (as is expected), they will find the men shy but not unfriendly. One in particular will strike up conversation and speak of his appreciation for the players' efforts. The PC's may also notice painful looking scars on some of the men's arms and faces, some missing whole digits or facially deformed. The marks are normally hidden quickly by the rim of a hat or the tug of a sleeve, and curtly dismissed as work related injuries if questioned.
The foreman of the teams does not have the payment. He states adamantly that the village elders will only pay after the cargo has been inspected. He implies that the PC's should wait at the landing site for a courier to return; it will only be a week. One of the men, the individual who has been most open with the players, will step forward and recommend the colonists invite the PC's back to the village, an offer which obviously upsets the foreman. The PC's should be made to feel something is afoot and it may be to their benefit to travel to the colony compound. But before they are allowed, the players must don traditional clothing and leave behind any technologies deemed heretical by the colonists. No air raft, no electrical devices, no weapons, unless they can be easily concealed. graemlins/file_22.gif
The journey to the colony requires crossing several ridges and valleys, a few days of travel. Never-the-less, the trip should leave the PC's with more questions than answers. Again, the colonists are generous with their food and additional cold weather clothing, but do not entertain in depth conversation. Even then, it is obvious that something is wrong. These men are fearful of the night and post guards where ever they camp. Bits of conversations overheard include references to a curse, demons, and night spirits. The man who originally made the offer to the PC's is witnessed being chastised by the foreman and several others for encouraging the PC's to tag along. This leads to him spending more time with them and eventually a quick explanation of what is going on.
The night before arriving in the village, a cold still has fallen on the camp. It is deathly quiet and the PC's can hear the animals are restless. The friendly colonist comes to the players with warm food and a long tale. He speaks of a curse that has fallen over his people. It began several years back after a particularly bad harvest. The villagers, hard pressed to survive the coming winter, decided to send an emissary to purchase the necessary food stuffs from the Imperium. The emissary never returned. Without outside assistance, the villagers were forced to survive off the land, eating whatever flora or fauna could be gathered. But the same conditions that caused the bad harvest had depleted the local area of game and vegetation. Circumstances became very dire and things were done to survive.
Now, during the darkest nights, when the cold wind blows from the north, the curse comes. Beds are found empty, despite locked doors and boarded windows. Those taken are sometimes found outside the village, strange marks carved into their skins, sometimes missing fingers, toes, eyes, ears, or even hands and feet. The wounds don't bleed. No one has escaped this fate, particularly those families who seemingly survived the famine by only the most mysterious of means.
Before he can finish his tale, the man is interrupted by the foreman and ordered back to his tent for the night.
Upon arrival in the village, the PC's are actively avoided by the majority of the villagers. There is a conspicuous absence of children and adolescents. An outrider warned the elders of the PC's arrival and they collect in the village square to greet the wagon train. The village itself resembles an old European town, the buildings fashioned from local timber, stone, and crude brick. A meeting hall sits at one end, opposite a large stone storage shed. All the villagers are clothed similarly and wear hooded cloaks against the weather. In an effort to speed the players on their way, the elders immediately begin examining the cargo; their haste is obvious and increases as the sun begins dips behind the surrounding mountains.
Darkness has already fallen and most of the villagers have retired to their homes when the elders finish. The PC's are given their payment and quickly ushered toward the gate. Only after their friend steps in are they offered food and shelter for the night. He leads them to a stone barn where a meal has been laid out for them his wife, both of whom stay to enjoy the meal and fellowship. She uses her hair to cover a large scar on her neck.
During the night, the weather worsens and a driving rain begins to fall. At the first sounds of thunder, the PC's are awoken by muffled screams. The wife staggers into the barn and cries out that her husband is missing.
I will post the rest later. Anyone is welcome to finish it from here in their own way; I would just appreciate a chance to see what their work.
The PC's are approached by a respected broker to deliver a load of farm supplies to an out of the way colony. But there are some details that prevent him from using a "big named carrier" to make the delivery. First, the colonists are isolationists and strict neo-Ludites; as a result no technology may be used to complete the delivery. Second, to reduce the cultural impact of the delivery, the landing must be made well away from the actual settlement and the cargo moved by pre-industrial means (i.e. wagons and beast of burden to be provided by the colonists). Thirdly, the players can not display any technology away from their ship.
The contract is very lucrative as the farm supplies will cement a relationship for the brokerage and establish a source of several premium trade goods. The broker will insist the rules set down by the colony be agreed to before delivering the cargo to the ship, at penalty of full forfeiture of payment. Still, the money is worth it and the broker has more contracts waiting in the wings for a competent crew.
After a few jumps away from civilization, the ship arrives in orbit of a small blue green world. The broker has provided the frequency for a beacon, carefully placed at a prepared landing site. Shortly after the ship thunders in, a group of colonists arrive with several wagons and teams of whatever domestic animals would be appropriate. These colonists are all men, dressed in dark, conservatively cut clothing befit the chill in the air. If the PC's assist in transferring the cargo to the wagons (as is expected), they will find the men shy but not unfriendly. One in particular will strike up conversation and speak of his appreciation for the players' efforts. The PC's may also notice painful looking scars on some of the men's arms and faces, some missing whole digits or facially deformed. The marks are normally hidden quickly by the rim of a hat or the tug of a sleeve, and curtly dismissed as work related injuries if questioned.
The foreman of the teams does not have the payment. He states adamantly that the village elders will only pay after the cargo has been inspected. He implies that the PC's should wait at the landing site for a courier to return; it will only be a week. One of the men, the individual who has been most open with the players, will step forward and recommend the colonists invite the PC's back to the village, an offer which obviously upsets the foreman. The PC's should be made to feel something is afoot and it may be to their benefit to travel to the colony compound. But before they are allowed, the players must don traditional clothing and leave behind any technologies deemed heretical by the colonists. No air raft, no electrical devices, no weapons, unless they can be easily concealed. graemlins/file_22.gif
The journey to the colony requires crossing several ridges and valleys, a few days of travel. Never-the-less, the trip should leave the PC's with more questions than answers. Again, the colonists are generous with their food and additional cold weather clothing, but do not entertain in depth conversation. Even then, it is obvious that something is wrong. These men are fearful of the night and post guards where ever they camp. Bits of conversations overheard include references to a curse, demons, and night spirits. The man who originally made the offer to the PC's is witnessed being chastised by the foreman and several others for encouraging the PC's to tag along. This leads to him spending more time with them and eventually a quick explanation of what is going on.
The night before arriving in the village, a cold still has fallen on the camp. It is deathly quiet and the PC's can hear the animals are restless. The friendly colonist comes to the players with warm food and a long tale. He speaks of a curse that has fallen over his people. It began several years back after a particularly bad harvest. The villagers, hard pressed to survive the coming winter, decided to send an emissary to purchase the necessary food stuffs from the Imperium. The emissary never returned. Without outside assistance, the villagers were forced to survive off the land, eating whatever flora or fauna could be gathered. But the same conditions that caused the bad harvest had depleted the local area of game and vegetation. Circumstances became very dire and things were done to survive.
Now, during the darkest nights, when the cold wind blows from the north, the curse comes. Beds are found empty, despite locked doors and boarded windows. Those taken are sometimes found outside the village, strange marks carved into their skins, sometimes missing fingers, toes, eyes, ears, or even hands and feet. The wounds don't bleed. No one has escaped this fate, particularly those families who seemingly survived the famine by only the most mysterious of means.
Before he can finish his tale, the man is interrupted by the foreman and ordered back to his tent for the night.
Upon arrival in the village, the PC's are actively avoided by the majority of the villagers. There is a conspicuous absence of children and adolescents. An outrider warned the elders of the PC's arrival and they collect in the village square to greet the wagon train. The village itself resembles an old European town, the buildings fashioned from local timber, stone, and crude brick. A meeting hall sits at one end, opposite a large stone storage shed. All the villagers are clothed similarly and wear hooded cloaks against the weather. In an effort to speed the players on their way, the elders immediately begin examining the cargo; their haste is obvious and increases as the sun begins dips behind the surrounding mountains.
Darkness has already fallen and most of the villagers have retired to their homes when the elders finish. The PC's are given their payment and quickly ushered toward the gate. Only after their friend steps in are they offered food and shelter for the night. He leads them to a stone barn where a meal has been laid out for them his wife, both of whom stay to enjoy the meal and fellowship. She uses her hair to cover a large scar on her neck.
During the night, the weather worsens and a driving rain begins to fall. At the first sounds of thunder, the PC's are awoken by muffled screams. The wife staggers into the barn and cries out that her husband is missing.
I will post the rest later. Anyone is welcome to finish it from here in their own way; I would just appreciate a chance to see what their work.
kafka47
October 23rd, 2006, 12:23 PM
Some music clips to inspire you...just in time for Halloween.
http://www.theunquietvoid.com
http://profile.myspace.com/index.cfm?fuseaction=user.viewprofile&friendid=13167730
Also, off of my blog. If you have trouble finding them.
If you like the samples that you hear. Kindly support this guy, struggling artist like most of us.
http://www.theunquietvoid.com
http://profile.myspace.com/index.cfm?fuseaction=user.viewprofile&friendid=13167730
Also, off of my blog. If you have trouble finding them.
If you like the samples that you hear. Kindly support this guy, struggling artist like most of us.
Blue Ghost
October 23rd, 2006, 07:44 PM
Haloween Traveller adventure; "Death Orbit" from the classic double adventures comes to mind. graemlins/file_22.gif graemlins/file_23.gif
Blue Ghost
October 23rd, 2006, 07:49 PM
p.s. I'll come up with something a little more legit later.
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