Post by sirus on Jun 26, 2012 21:01:06 GMT
Greetings,
I finally have a group about to begin so I've started my first adventure write-up. I decided to follow the same basic pattern as the adventure book I got in the box set. I may change the layout later if this doesn't work to well. I would love to hear any thoughts you all have on the adventure.
I have yet to decide the big bad of the story. I know thus far it involves a N.A.E.T.E.R.A. (North American Extra Terrestrial Response Agency) team and a squadron of Judoon (the majority of both groups are already dead).
The dangerous alien of the story is kind of up in the air as of yet. I was thinking of using the Vashta Nerada or the Weeping Angels. Both will do well in the dark and scary type of story I'm working on. However due to the planned low lighting of the ship the players will be exploring I may not be able to use the vashta nerada without killing them all. I may be forced to use a different alien altogether, but be sure if I do I will give all the details to you guys here.
I only have the Prologue and scene 1 written up, I will get more done as the days progress, hopefully I'll have the whole thing done by Saturday when we plan to play.
So here's what I have thus far.
Prologue
"You each recieve a letter in the mail one day. It's in a blue envelope with only your name and adress on it with some very odd looking postage in a language you've never seen before.
Inside the envelope is a date, a map reference, a bus pass, and a note on plain whiter paper that reads "Come along for the adventure of a lifetime."
The map reference is not to far away and after calling your boss yuou learn that you're on paid leave for that day and the following week.
It seems someone has taken a great deal of time to make sure you go, dare you refuse?"
<If someone is playing the Doctor the TARDIS begans to act funny (not reponding to the controls and drops him off at the map reference.>
Scene 1- The Surface
The map reference turns out to be a large field in the country, the bus drops the players off on the edge of the field.
In the center of the field is what looks like a massive sharks fin sticking out of the ground with several medium sized white sheet plastic tents (about 10' x 10', the type you see for hazmat teams) tents clustered around it. A short distance away from the small tents is a large tent (about 20' x 15').
<If the Doctor is there his tardis lands next to the large tents>
The fin is made out of a dull metal, though some spots seems to catch the light and gleam in an otherworldly sort of way.
Nothing is moving and there appears to be no sign of life.
The Characters can explore the following locations here.
The Comand Tent
The command tent is the largest tent made of the same white plastic as the others.
Inside this tent is a vast array of scientific and communication equipment. SInce there is now power none of it works.
There is an odd smeel in the tent that no one <not even the Doctor> can recegnize, it does however make everyone start to feel sick the longer they stay (-1 Presence, Resolve, and strength for every 2 turns spent in the tent. Once they leave the tent and get a breath for fresh air they are restored at a rate of +2 every turn outside the tent).
Player Opportunities
Cold Storage: With the power turned off everything in cold storage is very quickly rotting. The scent is almost unbearable, however if someone can brave the smell (19 difficulty) inside the cold storage is a stash of 6 batterie packs (4+ hours for small electronics).
Biological Samples in Cold Storage: If anyone has a scnning device on them they can scan the decaying biological samples in cold storage (if they can stand the smell). The base scans reviels earth normal bacterial growing on E.T. tissue (by spending a story point they learn that it is in fact Judoon).
Tech: If anyone <or the Doctor> takes the time to explore the tech on almost everything is a small sticker with the letters "N.A.E.T.E.R.T." (Anyone who has worked for U.N.I.T. <or the Doctor> will know this stands for "North American Extra Terrestrial Response Team">
Small Tent A
Small tent A is filled with several large crates that appear to have been ransacked. There is a large puddle of green liquid in the center of the room and splashed over on of the walls.
Player Opportunities
Green Liquid: If anyone has a scanning device they can scan the liqid. It's Judoon stasis fluid, used in the transport of highly dangerous prisoners.
Empty Crates: They are empty now, but anyone with military training can roll to identify what was in the crates (10 difficulty, 15 for anyone without training to find a manual that tells them what was in the crates). If they suceed they lean that they held high powered U.S. Military guns.
Small Tent B
Small tent B is the same size and shape as small tent A. This tent is mostly empty with a large box filled with high powered military grade flashlights (see item card listed below) and a notbook filled with bits of an alien language.
Player Opportunities
Flashlights: The characters can gather these now, they will need them later, or they can come back and get them. They each have 1 battery only good for a few hours. (There are only enough for the players, no extra)
The Notebook: <The doctor or anyoone able to read judoon will be able to identify the text and read it. The diary is of a judoon junior trooper, it makes reference to something moving in the dark killing the others. There is not clear identification of the something. It ends abruptly in mid sentence.>
Small Tent C
Be sure the players come to this tent last. This tent covers a large hole in the ground. It gets dark fast so the players will need some light source (the flash lights from earlier).
At the end of a long tunnel the goes slowly into the ground they find a large open hatch leading into a the ship.
I finally have a group about to begin so I've started my first adventure write-up. I decided to follow the same basic pattern as the adventure book I got in the box set. I may change the layout later if this doesn't work to well. I would love to hear any thoughts you all have on the adventure.
I have yet to decide the big bad of the story. I know thus far it involves a N.A.E.T.E.R.A. (North American Extra Terrestrial Response Agency) team and a squadron of Judoon (the majority of both groups are already dead).
The dangerous alien of the story is kind of up in the air as of yet. I was thinking of using the Vashta Nerada or the Weeping Angels. Both will do well in the dark and scary type of story I'm working on. However due to the planned low lighting of the ship the players will be exploring I may not be able to use the vashta nerada without killing them all. I may be forced to use a different alien altogether, but be sure if I do I will give all the details to you guys here.
I only have the Prologue and scene 1 written up, I will get more done as the days progress, hopefully I'll have the whole thing done by Saturday when we plan to play.
So here's what I have thus far.
Prologue
"You each recieve a letter in the mail one day. It's in a blue envelope with only your name and adress on it with some very odd looking postage in a language you've never seen before.
Inside the envelope is a date, a map reference, a bus pass, and a note on plain whiter paper that reads "Come along for the adventure of a lifetime."
The map reference is not to far away and after calling your boss yuou learn that you're on paid leave for that day and the following week.
It seems someone has taken a great deal of time to make sure you go, dare you refuse?"
<If someone is playing the Doctor the TARDIS begans to act funny (not reponding to the controls and drops him off at the map reference.>
Scene 1- The Surface
The map reference turns out to be a large field in the country, the bus drops the players off on the edge of the field.
In the center of the field is what looks like a massive sharks fin sticking out of the ground with several medium sized white sheet plastic tents (about 10' x 10', the type you see for hazmat teams) tents clustered around it. A short distance away from the small tents is a large tent (about 20' x 15').
<If the Doctor is there his tardis lands next to the large tents>
The fin is made out of a dull metal, though some spots seems to catch the light and gleam in an otherworldly sort of way.
Nothing is moving and there appears to be no sign of life.
The Characters can explore the following locations here.
The Comand Tent
The command tent is the largest tent made of the same white plastic as the others.
Inside this tent is a vast array of scientific and communication equipment. SInce there is now power none of it works.
There is an odd smeel in the tent that no one <not even the Doctor> can recegnize, it does however make everyone start to feel sick the longer they stay (-1 Presence, Resolve, and strength for every 2 turns spent in the tent. Once they leave the tent and get a breath for fresh air they are restored at a rate of +2 every turn outside the tent).
Player Opportunities
Cold Storage: With the power turned off everything in cold storage is very quickly rotting. The scent is almost unbearable, however if someone can brave the smell (19 difficulty) inside the cold storage is a stash of 6 batterie packs (4+ hours for small electronics).
Biological Samples in Cold Storage: If anyone has a scnning device on them they can scan the decaying biological samples in cold storage (if they can stand the smell). The base scans reviels earth normal bacterial growing on E.T. tissue (by spending a story point they learn that it is in fact Judoon).
Tech: If anyone <or the Doctor> takes the time to explore the tech on almost everything is a small sticker with the letters "N.A.E.T.E.R.T." (Anyone who has worked for U.N.I.T. <or the Doctor> will know this stands for "North American Extra Terrestrial Response Team">
Small Tent A
Small tent A is filled with several large crates that appear to have been ransacked. There is a large puddle of green liquid in the center of the room and splashed over on of the walls.
Player Opportunities
Green Liquid: If anyone has a scanning device they can scan the liqid. It's Judoon stasis fluid, used in the transport of highly dangerous prisoners.
Empty Crates: They are empty now, but anyone with military training can roll to identify what was in the crates (10 difficulty, 15 for anyone without training to find a manual that tells them what was in the crates). If they suceed they lean that they held high powered U.S. Military guns.
Small Tent B
Small tent B is the same size and shape as small tent A. This tent is mostly empty with a large box filled with high powered military grade flashlights (see item card listed below) and a notbook filled with bits of an alien language.
Player Opportunities
Flashlights: The characters can gather these now, they will need them later, or they can come back and get them. They each have 1 battery only good for a few hours. (There are only enough for the players, no extra)
The Notebook: <The doctor or anyoone able to read judoon will be able to identify the text and read it. The diary is of a judoon junior trooper, it makes reference to something moving in the dark killing the others. There is not clear identification of the something. It ends abruptly in mid sentence.>
Small Tent C
Be sure the players come to this tent last. This tent covers a large hole in the ground. It gets dark fast so the players will need some light source (the flash lights from earlier).
At the end of a long tunnel the goes slowly into the ground they find a large open hatch leading into a the ship.